From d7d40745fa09061a3117bd3669c5a46bbf611eae Mon Sep 17 00:00:00 2001 From: Brecht Van Lommel Date: Sun, 24 Oct 2021 14:19:19 +0200 Subject: Cycles: changes to source code folders structure * Split render/ into scene/ and session/. The scene/ folder now contains the scene and its nodes. The session/ folder contains the render session and associated data structures like drivers and render buffers. * Move top level kernel headers into new folders kernel/camera/, kernel/film/, kernel/light/, kernel/sample/, kernel/util/ * Move integrator related kernel headers into kernel/integrator/ * Move OSL shaders from kernel/shaders/ to kernel/osl/shaders/ For patches and branches, git merge and rebase should be able to detect the renames and move over code to the right file. --- intern/cycles/CMakeLists.txt | 3 +- intern/cycles/app/CMakeLists.txt | 3 +- intern/cycles/app/cycles_standalone.cpp | 10 +- intern/cycles/app/cycles_xml.cpp | 24 +- intern/cycles/app/oiio_output_driver.h | 2 +- intern/cycles/blender/CMakeLists.txt | 3 +- intern/cycles/blender/blender_camera.cpp | 4 +- intern/cycles/blender/blender_curves.cpp | 13 +- intern/cycles/blender/blender_display_driver.h | 2 +- intern/cycles/blender/blender_geometry.cpp | 10 +- intern/cycles/blender/blender_id_map.h | 4 +- intern/cycles/blender/blender_image.h | 2 +- intern/cycles/blender/blender_light.cpp | 2 +- intern/cycles/blender/blender_mesh.cpp | 11 +- intern/cycles/blender/blender_object.cpp | 22 +- intern/cycles/blender/blender_object_cull.cpp | 2 +- intern/cycles/blender/blender_output_driver.h | 2 +- intern/cycles/blender/blender_particles.cpp | 6 +- intern/cycles/blender/blender_python.cpp | 6 +- intern/cycles/blender/blender_session.cpp | 26 +- intern/cycles/blender/blender_session.h | 6 +- intern/cycles/blender/blender_shader.cpp | 18 +- intern/cycles/blender/blender_sync.cpp | 26 +- intern/cycles/blender/blender_sync.h | 4 +- intern/cycles/blender/blender_util.h | 2 +- intern/cycles/blender/blender_viewport.cpp | 2 +- intern/cycles/blender/blender_viewport.h | 2 +- intern/cycles/blender/blender_volume.cpp | 10 +- intern/cycles/bvh/CMakeLists.txt | 2 +- intern/cycles/bvh/bvh2.cpp | 6 +- intern/cycles/bvh/bvh_build.cpp | 10 +- intern/cycles/bvh/bvh_embree.cpp | 8 +- intern/cycles/bvh/bvh_split.cpp | 6 +- intern/cycles/bvh/bvh_unaligned.cpp | 4 +- intern/cycles/device/cpu/device_impl.cpp | 2 +- intern/cycles/device/cuda/device_impl.cpp | 2 - intern/cycles/device/device_denoise.h | 2 +- intern/cycles/device/device_graphics_interop.h | 2 +- intern/cycles/device/hip/device_impl.cpp | 2 - intern/cycles/device/multi/device.cpp | 3 +- intern/cycles/device/optix/device_impl.cpp | 13 +- intern/cycles/integrator/CMakeLists.txt | 4 +- intern/cycles/integrator/denoiser.cpp | 2 +- intern/cycles/integrator/denoiser_device.cpp | 2 +- intern/cycles/integrator/denoiser_oidn.cpp | 2 +- intern/cycles/integrator/pass_accessor.cpp | 2 +- intern/cycles/integrator/pass_accessor.h | 2 +- intern/cycles/integrator/pass_accessor_cpu.cpp | 4 +- intern/cycles/integrator/pass_accessor_gpu.cpp | 2 +- intern/cycles/integrator/path_trace.cpp | 6 +- intern/cycles/integrator/path_trace.h | 2 +- intern/cycles/integrator/path_trace_display.cpp | 2 +- intern/cycles/integrator/path_trace_display.h | 2 +- intern/cycles/integrator/path_trace_tile.cpp | 8 +- intern/cycles/integrator/path_trace_tile.h | 2 +- intern/cycles/integrator/path_trace_work.cpp | 6 +- intern/cycles/integrator/path_trace_work.h | 4 +- intern/cycles/integrator/path_trace_work_cpu.cpp | 6 +- intern/cycles/integrator/path_trace_work_gpu.cpp | 4 +- intern/cycles/integrator/render_scheduler.cpp | 4 +- intern/cycles/integrator/render_scheduler.h | 2 +- intern/cycles/integrator/work_tile_scheduler.cpp | 2 +- intern/cycles/kernel/CMakeLists.txt | 58 +- intern/cycles/kernel/bake/bake.h | 119 + intern/cycles/kernel/camera/camera.h | 521 + intern/cycles/kernel/camera/camera_projection.h | 258 + .../cycles/kernel/closure/bsdf_ashikhmin_velvet.h | 2 +- intern/cycles/kernel/closure/bsdf_diffuse.h | 2 + intern/cycles/kernel/closure/bsdf_diffuse_ramp.h | 2 + .../cycles/kernel/closure/bsdf_hair_principled.h | 2 +- intern/cycles/kernel/closure/bsdf_microfacet.h | 4 +- .../cycles/kernel/closure/bsdf_microfacet_multi.h | 3 + .../kernel/closure/bsdf_principled_diffuse.h | 2 + intern/cycles/kernel/closure/bsdf_util.h | 106 + intern/cycles/kernel/device/cpu/globals.h | 2 +- intern/cycles/kernel/device/cpu/kernel_arch_impl.h | 9 +- intern/cycles/kernel/device/cuda/globals.h | 3 +- intern/cycles/kernel/device/gpu/kernel.h | 9 +- intern/cycles/kernel/device/gpu/work_stealing.h | 52 + intern/cycles/kernel/device/hip/globals.h | 3 +- intern/cycles/kernel/device/optix/globals.h | 3 +- intern/cycles/kernel/film/film_accumulate.h | 559 + intern/cycles/kernel/film/film_adaptive_sampling.h | 160 + intern/cycles/kernel/film/film_id_passes.h | 106 + intern/cycles/kernel/film/film_passes.h | 342 + intern/cycles/kernel/film/film_read.h | 532 + intern/cycles/kernel/film/film_write_passes.h | 88 + intern/cycles/kernel/geom/geom_patch.h | 2 + intern/cycles/kernel/geom/geom_primitive.h | 2 +- .../cycles/kernel/geom/geom_triangle_intersect.h | 2 +- .../kernel/integrator/integrator_init_from_bake.h | 13 +- .../integrator/integrator_init_from_camera.h | 15 +- .../integrator/integrator_intersect_closest.h | 13 +- .../integrator/integrator_intersect_volume_stack.h | 2 +- .../kernel/integrator/integrator_path_state.h | 376 + .../integrator/integrator_shade_background.h | 9 +- .../kernel/integrator/integrator_shade_light.h | 8 +- .../kernel/integrator/integrator_shade_shadow.h | 3 +- .../kernel/integrator/integrator_shade_surface.h | 15 +- .../kernel/integrator/integrator_shade_volume.h | 15 +- .../kernel/integrator/integrator_shader_eval.h | 869 + .../kernel/integrator/integrator_shadow_catcher.h | 120 + .../kernel/integrator/integrator_state_util.h | 3 +- .../kernel/integrator/integrator_subsurface.h | 6 +- .../integrator/integrator_subsurface_random_walk.h | 2 +- intern/cycles/kernel/kernel_accumulate.h | 559 - intern/cycles/kernel/kernel_adaptive_sampling.h | 160 - intern/cycles/kernel/kernel_bake.h | 120 - intern/cycles/kernel/kernel_camera.h | 521 - intern/cycles/kernel/kernel_color.h | 35 - intern/cycles/kernel/kernel_differential.h | 166 - intern/cycles/kernel/kernel_emission.h | 269 - intern/cycles/kernel/kernel_film.h | 532 - intern/cycles/kernel/kernel_id_passes.h | 106 - intern/cycles/kernel/kernel_jitter.h | 169 - intern/cycles/kernel/kernel_light.h | 875 - intern/cycles/kernel/kernel_light_background.h | 453 - intern/cycles/kernel/kernel_light_common.h | 227 - intern/cycles/kernel/kernel_lookup_table.h | 56 - intern/cycles/kernel/kernel_math.h | 25 - intern/cycles/kernel/kernel_montecarlo.h | 308 - intern/cycles/kernel/kernel_passes.h | 342 - intern/cycles/kernel/kernel_path_state.h | 376 - intern/cycles/kernel/kernel_profiling.h | 40 - intern/cycles/kernel/kernel_projection.h | 258 - intern/cycles/kernel/kernel_random.h | 216 - intern/cycles/kernel/kernel_shader.h | 870 - intern/cycles/kernel/kernel_shadow_catcher.h | 120 - intern/cycles/kernel/kernel_types.h | 10 +- intern/cycles/kernel/kernel_work_stealing.h | 52 - intern/cycles/kernel/kernel_write_passes.h | 88 - intern/cycles/kernel/light/light.h | 872 + intern/cycles/kernel/light/light_background.h | 453 + intern/cycles/kernel/light/light_common.h | 227 + intern/cycles/kernel/light/light_sample.h | 271 + intern/cycles/kernel/osl/CMakeLists.txt | 2 +- intern/cycles/kernel/osl/bsdf_diffuse_ramp.cpp | 1 - intern/cycles/kernel/osl/osl_bssrdf.cpp | 1 - intern/cycles/kernel/osl/osl_closures.cpp | 2 - intern/cycles/kernel/osl/osl_services.cpp | 23 +- intern/cycles/kernel/osl/osl_shader.cpp | 5 +- intern/cycles/kernel/osl/shaders/CMakeLists.txt | 155 + .../kernel/osl/shaders/node_absorption_volume.osl | 24 + .../cycles/kernel/osl/shaders/node_add_closure.osl | 24 + .../kernel/osl/shaders/node_ambient_occlusion.osl | 43 + .../kernel/osl/shaders/node_anisotropic_bsdf.osl | 57 + .../cycles/kernel/osl/shaders/node_attribute.osl | 45 + .../cycles/kernel/osl/shaders/node_background.osl | 24 + intern/cycles/kernel/osl/shaders/node_bevel.osl | 29 + .../cycles/kernel/osl/shaders/node_blackbody.osl | 28 + .../kernel/osl/shaders/node_brick_texture.osl | 119 + .../cycles/kernel/osl/shaders/node_brightness.osl | 30 + intern/cycles/kernel/osl/shaders/node_bump.osl | 68 + intern/cycles/kernel/osl/shaders/node_camera.osl | 29 + .../kernel/osl/shaders/node_checker_texture.osl | 62 + intern/cycles/kernel/osl/shaders/node_clamp.osl | 27 + intern/cycles/kernel/osl/shaders/node_color.h | 163 + .../cycles/kernel/osl/shaders/node_combine_hsv.osl | 22 + .../cycles/kernel/osl/shaders/node_combine_rgb.osl | 22 + .../cycles/kernel/osl/shaders/node_combine_xyz.osl | 22 + .../kernel/osl/shaders/node_convert_from_color.osl | 32 + .../kernel/osl/shaders/node_convert_from_float.osl | 32 + .../kernel/osl/shaders/node_convert_from_int.osl | 33 + .../osl/shaders/node_convert_from_normal.osl | 32 + .../kernel/osl/shaders/node_convert_from_point.osl | 32 + .../osl/shaders/node_convert_from_string.osl | 27 + .../osl/shaders/node_convert_from_vector.osl | 32 + .../kernel/osl/shaders/node_diffuse_bsdf.osl | 28 + .../kernel/osl/shaders/node_displacement.osl | 36 + intern/cycles/kernel/osl/shaders/node_emission.osl | 22 + .../osl/shaders/node_environment_texture.osl | 85 + .../cycles/kernel/osl/shaders/node_float_curve.osl | 32 + intern/cycles/kernel/osl/shaders/node_fresnel.h | 62 + intern/cycles/kernel/osl/shaders/node_fresnel.osl | 26 + intern/cycles/kernel/osl/shaders/node_gamma.osl | 22 + intern/cycles/kernel/osl/shaders/node_geometry.osl | 71 + .../cycles/kernel/osl/shaders/node_glass_bsdf.osl | 43 + .../cycles/kernel/osl/shaders/node_glossy_bsdf.osl | 38 + .../kernel/osl/shaders/node_gradient_texture.osl | 77 + .../cycles/kernel/osl/shaders/node_hair_bsdf.osl | 57 + .../cycles/kernel/osl/shaders/node_hair_info.osl | 32 + intern/cycles/kernel/osl/shaders/node_hash.h | 81 + intern/cycles/kernel/osl/shaders/node_holdout.osl | 21 + intern/cycles/kernel/osl/shaders/node_hsv.osl | 42 + .../cycles/kernel/osl/shaders/node_ies_light.osl | 40 + .../kernel/osl/shaders/node_image_texture.osl | 270 + intern/cycles/kernel/osl/shaders/node_invert.osl | 23 + .../kernel/osl/shaders/node_layer_weight.osl | 44 + .../kernel/osl/shaders/node_light_falloff.osl | 42 + .../cycles/kernel/osl/shaders/node_light_path.osl | 64 + .../kernel/osl/shaders/node_magic_texture.osl | 108 + .../cycles/kernel/osl/shaders/node_map_range.osl | 58 + intern/cycles/kernel/osl/shaders/node_mapping.osl | 73 + intern/cycles/kernel/osl/shaders/node_math.h | 117 + intern/cycles/kernel/osl/shaders/node_math.osl | 109 + intern/cycles/kernel/osl/shaders/node_mix.osl | 330 + .../cycles/kernel/osl/shaders/node_mix_closure.osl | 26 + .../kernel/osl/shaders/node_musgrave_texture.osl | 803 + intern/cycles/kernel/osl/shaders/node_noise.h | 202 + .../kernel/osl/shaders/node_noise_texture.osl | 152 + intern/cycles/kernel/osl/shaders/node_normal.osl | 26 + .../cycles/kernel/osl/shaders/node_normal_map.osl | 90 + .../cycles/kernel/osl/shaders/node_object_info.osl | 30 + .../osl/shaders/node_output_displacement.osl | 22 + .../kernel/osl/shaders/node_output_surface.osl | 22 + .../kernel/osl/shaders/node_output_volume.osl | 22 + .../kernel/osl/shaders/node_particle_info.osl | 36 + .../kernel/osl/shaders/node_principled_bsdf.osl | 157 + .../osl/shaders/node_principled_hair_bsdf.osl | 105 + .../kernel/osl/shaders/node_principled_volume.osl | 93 + intern/cycles/kernel/osl/shaders/node_ramp_util.h | 93 + .../kernel/osl/shaders/node_refraction_bsdf.osl | 36 + .../cycles/kernel/osl/shaders/node_rgb_curves.osl | 39 + intern/cycles/kernel/osl/shaders/node_rgb_ramp.osl | 30 + .../cycles/kernel/osl/shaders/node_rgb_to_bw.osl | 22 + .../kernel/osl/shaders/node_scatter_volume.osl | 25 + .../kernel/osl/shaders/node_separate_hsv.osl | 30 + .../kernel/osl/shaders/node_separate_rgb.osl | 27 + .../kernel/osl/shaders/node_separate_xyz.osl | 27 + .../cycles/kernel/osl/shaders/node_set_normal.osl | 23 + .../cycles/kernel/osl/shaders/node_sky_texture.osl | 237 + .../osl/shaders/node_subsurface_scattering.osl | 30 + intern/cycles/kernel/osl/shaders/node_tangent.osl | 46 + .../kernel/osl/shaders/node_texture_coordinate.osl | 99 + .../cycles/kernel/osl/shaders/node_toon_bsdf.osl | 30 + .../kernel/osl/shaders/node_translucent_bsdf.osl | 22 + .../kernel/osl/shaders/node_transparent_bsdf.osl | 22 + intern/cycles/kernel/osl/shaders/node_uv_map.osl | 44 + intern/cycles/kernel/osl/shaders/node_value.osl | 29 + .../kernel/osl/shaders/node_vector_curves.osl | 39 + .../osl/shaders/node_vector_displacement.osl | 58 + .../cycles/kernel/osl/shaders/node_vector_math.osl | 112 + .../kernel/osl/shaders/node_vector_rotate.osl | 49 + .../kernel/osl/shaders/node_vector_transform.osl | 34 + .../cycles/kernel/osl/shaders/node_velvet_bsdf.osl | 28 + .../kernel/osl/shaders/node_vertex_color.osl | 50 + .../kernel/osl/shaders/node_voronoi_texture.osl | 1031 + .../kernel/osl/shaders/node_voxel_texture.osl | 45 + .../kernel/osl/shaders/node_wave_texture.osl | 119 + .../cycles/kernel/osl/shaders/node_wavelength.osl | 22 + .../osl/shaders/node_white_noise_texture.osl | 49 + .../cycles/kernel/osl/shaders/node_wireframe.osl | 40 + intern/cycles/kernel/osl/shaders/stdcycles.h | 150 + intern/cycles/kernel/sample/sample_jitter.h | 169 + intern/cycles/kernel/sample/sample_lcg.h | 51 + intern/cycles/kernel/sample/sample_mapping.h | 177 + intern/cycles/kernel/sample/sample_mis.h | 64 + intern/cycles/kernel/sample/sample_pattern.h | 185 + intern/cycles/kernel/shaders/CMakeLists.txt | 155 - .../kernel/shaders/node_absorption_volume.osl | 24 - intern/cycles/kernel/shaders/node_add_closure.osl | 24 - .../kernel/shaders/node_ambient_occlusion.osl | 43 - .../kernel/shaders/node_anisotropic_bsdf.osl | 57 - intern/cycles/kernel/shaders/node_attribute.osl | 45 - intern/cycles/kernel/shaders/node_background.osl | 24 - intern/cycles/kernel/shaders/node_bevel.osl | 29 - intern/cycles/kernel/shaders/node_blackbody.osl | 28 - .../cycles/kernel/shaders/node_brick_texture.osl | 119 - intern/cycles/kernel/shaders/node_brightness.osl | 30 - intern/cycles/kernel/shaders/node_bump.osl | 68 - intern/cycles/kernel/shaders/node_camera.osl | 29 - .../cycles/kernel/shaders/node_checker_texture.osl | 62 - intern/cycles/kernel/shaders/node_clamp.osl | 27 - intern/cycles/kernel/shaders/node_color.h | 163 - intern/cycles/kernel/shaders/node_combine_hsv.osl | 22 - intern/cycles/kernel/shaders/node_combine_rgb.osl | 22 - intern/cycles/kernel/shaders/node_combine_xyz.osl | 22 - .../kernel/shaders/node_convert_from_color.osl | 32 - .../kernel/shaders/node_convert_from_float.osl | 32 - .../kernel/shaders/node_convert_from_int.osl | 33 - .../kernel/shaders/node_convert_from_normal.osl | 32 - .../kernel/shaders/node_convert_from_point.osl | 32 - .../kernel/shaders/node_convert_from_string.osl | 27 - .../kernel/shaders/node_convert_from_vector.osl | 32 - intern/cycles/kernel/shaders/node_diffuse_bsdf.osl | 28 - intern/cycles/kernel/shaders/node_displacement.osl | 36 - intern/cycles/kernel/shaders/node_emission.osl | 22 - .../kernel/shaders/node_environment_texture.osl | 85 - intern/cycles/kernel/shaders/node_float_curve.osl | 32 - intern/cycles/kernel/shaders/node_fresnel.h | 62 - intern/cycles/kernel/shaders/node_fresnel.osl | 26 - intern/cycles/kernel/shaders/node_gamma.osl | 22 - intern/cycles/kernel/shaders/node_geometry.osl | 71 - intern/cycles/kernel/shaders/node_glass_bsdf.osl | 43 - intern/cycles/kernel/shaders/node_glossy_bsdf.osl | 38 - .../kernel/shaders/node_gradient_texture.osl | 77 - intern/cycles/kernel/shaders/node_hair_bsdf.osl | 57 - intern/cycles/kernel/shaders/node_hair_info.osl | 32 - intern/cycles/kernel/shaders/node_hash.h | 81 - intern/cycles/kernel/shaders/node_holdout.osl | 21 - intern/cycles/kernel/shaders/node_hsv.osl | 42 - intern/cycles/kernel/shaders/node_ies_light.osl | 40 - .../cycles/kernel/shaders/node_image_texture.osl | 270 - intern/cycles/kernel/shaders/node_invert.osl | 23 - intern/cycles/kernel/shaders/node_layer_weight.osl | 44 - .../cycles/kernel/shaders/node_light_falloff.osl | 42 - intern/cycles/kernel/shaders/node_light_path.osl | 64 - .../cycles/kernel/shaders/node_magic_texture.osl | 108 - intern/cycles/kernel/shaders/node_map_range.osl | 58 - intern/cycles/kernel/shaders/node_mapping.osl | 73 - intern/cycles/kernel/shaders/node_math.h | 117 - intern/cycles/kernel/shaders/node_math.osl | 109 - intern/cycles/kernel/shaders/node_mix.osl | 330 - intern/cycles/kernel/shaders/node_mix_closure.osl | 26 - .../kernel/shaders/node_musgrave_texture.osl | 803 - intern/cycles/kernel/shaders/node_noise.h | 202 - .../cycles/kernel/shaders/node_noise_texture.osl | 152 - intern/cycles/kernel/shaders/node_normal.osl | 26 - intern/cycles/kernel/shaders/node_normal_map.osl | 90 - intern/cycles/kernel/shaders/node_object_info.osl | 30 - .../kernel/shaders/node_output_displacement.osl | 22 - .../cycles/kernel/shaders/node_output_surface.osl | 22 - .../cycles/kernel/shaders/node_output_volume.osl | 22 - .../cycles/kernel/shaders/node_particle_info.osl | 36 - .../cycles/kernel/shaders/node_principled_bsdf.osl | 157 - .../kernel/shaders/node_principled_hair_bsdf.osl | 105 - .../kernel/shaders/node_principled_volume.osl | 93 - intern/cycles/kernel/shaders/node_ramp_util.h | 93 - .../cycles/kernel/shaders/node_refraction_bsdf.osl | 36 - intern/cycles/kernel/shaders/node_rgb_curves.osl | 39 - intern/cycles/kernel/shaders/node_rgb_ramp.osl | 30 - intern/cycles/kernel/shaders/node_rgb_to_bw.osl | 22 - .../cycles/kernel/shaders/node_scatter_volume.osl | 25 - intern/cycles/kernel/shaders/node_separate_hsv.osl | 30 - intern/cycles/kernel/shaders/node_separate_rgb.osl | 27 - intern/cycles/kernel/shaders/node_separate_xyz.osl | 27 - intern/cycles/kernel/shaders/node_set_normal.osl | 23 - intern/cycles/kernel/shaders/node_sky_texture.osl | 237 - .../kernel/shaders/node_subsurface_scattering.osl | 30 - intern/cycles/kernel/shaders/node_tangent.osl | 46 - .../kernel/shaders/node_texture_coordinate.osl | 99 - intern/cycles/kernel/shaders/node_toon_bsdf.osl | 30 - .../kernel/shaders/node_translucent_bsdf.osl | 22 - .../kernel/shaders/node_transparent_bsdf.osl | 22 - intern/cycles/kernel/shaders/node_uv_map.osl | 44 - intern/cycles/kernel/shaders/node_value.osl | 29 - .../cycles/kernel/shaders/node_vector_curves.osl | 39 - .../kernel/shaders/node_vector_displacement.osl | 58 - intern/cycles/kernel/shaders/node_vector_math.osl | 112 - .../cycles/kernel/shaders/node_vector_rotate.osl | 49 - .../kernel/shaders/node_vector_transform.osl | 34 - intern/cycles/kernel/shaders/node_velvet_bsdf.osl | 28 - intern/cycles/kernel/shaders/node_vertex_color.osl | 50 - .../cycles/kernel/shaders/node_voronoi_texture.osl | 1031 - .../cycles/kernel/shaders/node_voxel_texture.osl | 45 - intern/cycles/kernel/shaders/node_wave_texture.osl | 119 - intern/cycles/kernel/shaders/node_wavelength.osl | 22 - .../kernel/shaders/node_white_noise_texture.osl | 49 - intern/cycles/kernel/shaders/node_wireframe.osl | 40 - intern/cycles/kernel/shaders/stdcycles.h | 150 - intern/cycles/kernel/svm/svm_aov.h | 2 +- intern/cycles/kernel/svm/svm_bevel.h | 4 +- intern/cycles/kernel/svm/svm_displace.h | 2 +- intern/cycles/kernel/svm/svm_tex_coord.h | 4 +- intern/cycles/kernel/util/util_color.h | 35 + intern/cycles/kernel/util/util_differential.h | 166 + intern/cycles/kernel/util/util_lookup_table.h | 56 + intern/cycles/kernel/util/util_profiling.h | 40 + intern/cycles/render/CMakeLists.txt | 180 - intern/cycles/render/alembic.cpp | 1431 -- intern/cycles/render/alembic.h | 568 - intern/cycles/render/alembic_read.cpp | 1037 - intern/cycles/render/alembic_read.h | 134 - intern/cycles/render/attribute.cpp | 896 - intern/cycles/render/attribute.h | 287 - intern/cycles/render/background.cpp | 140 - intern/cycles/render/background.h | 59 - intern/cycles/render/bake.cpp | 104 - intern/cycles/render/bake.h | 50 - intern/cycles/render/buffers.cpp | 384 - intern/cycles/render/buffers.h | 199 - intern/cycles/render/camera.cpp | 819 - intern/cycles/render/camera.h | 236 - intern/cycles/render/colorspace.cpp | 398 - intern/cycles/render/colorspace.h | 66 - intern/cycles/render/constant_fold.cpp | 451 - intern/cycles/render/constant_fold.h | 74 - intern/cycles/render/curves.cpp | 79 - intern/cycles/render/curves.h | 61 - intern/cycles/render/denoising.cpp | 934 - intern/cycles/render/denoising.h | 216 - intern/cycles/render/display_driver.h | 131 - intern/cycles/render/film.cpp | 692 - intern/cycles/render/film.h | 100 - intern/cycles/render/geometry.cpp | 2074 -- intern/cycles/render/geometry.h | 272 - intern/cycles/render/graph.cpp | 1239 -- intern/cycles/render/graph.h | 385 - intern/cycles/render/hair.cpp | 632 - intern/cycles/render/hair.h | 164 - intern/cycles/render/image.cpp | 905 - intern/cycles/render/image.h | 249 - intern/cycles/render/image_oiio.cpp | 238 - intern/cycles/render/image_oiio.h | 48 - intern/cycles/render/image_sky.cpp | 94 - intern/cycles/render/image_sky.h | 49 - intern/cycles/render/image_vdb.cpp | 249 - intern/cycles/render/image_vdb.h | 69 - intern/cycles/render/integrator.cpp | 345 - intern/cycles/render/integrator.h | 113 - intern/cycles/render/jitter.cpp | 281 - intern/cycles/render/jitter.h | 29 - intern/cycles/render/light.cpp | 1150 - intern/cycles/render/light.h | 171 - intern/cycles/render/merge.cpp | 516 - intern/cycles/render/merge.h | 43 - intern/cycles/render/mesh.cpp | 812 - intern/cycles/render/mesh.h | 259 - intern/cycles/render/mesh_displace.cpp | 410 - intern/cycles/render/mesh_subdivision.cpp | 648 - intern/cycles/render/nodes.cpp | 7170 ------- intern/cycles/render/nodes.h | 1569 -- intern/cycles/render/object.cpp | 984 - intern/cycles/render/object.h | 189 - intern/cycles/render/osl.cpp | 1304 -- intern/cycles/render/osl.h | 198 - intern/cycles/render/output_driver.h | 82 - intern/cycles/render/particles.cpp | 149 - intern/cycles/render/particles.h | 80 - intern/cycles/render/pass.cpp | 426 - intern/cycles/render/pass.h | 106 - intern/cycles/render/procedural.cpp | 89 - intern/cycles/render/procedural.h | 73 - intern/cycles/render/scene.cpp | 961 - intern/cycles/render/scene.h | 412 - intern/cycles/render/session.cpp | 624 - intern/cycles/render/session.h | 229 - intern/cycles/render/shader.cpp | 876 - intern/cycles/render/shader.h | 259 - intern/cycles/render/sobol.cpp | 21307 ------------------- intern/cycles/render/sobol.h | 31 - intern/cycles/render/stats.cpp | 382 - intern/cycles/render/stats.h | 231 - intern/cycles/render/svm.cpp | 984 - intern/cycles/render/svm.h | 238 - intern/cycles/render/tables.cpp | 130 - intern/cycles/render/tables.h | 57 - intern/cycles/render/tile.cpp | 629 - intern/cycles/render/tile.h | 182 - intern/cycles/render/volume.cpp | 635 - intern/cycles/render/volume.h | 38 - intern/cycles/scene/CMakeLists.txt | 163 + intern/cycles/scene/alembic.cpp | 1431 ++ intern/cycles/scene/alembic.h | 568 + intern/cycles/scene/alembic_read.cpp | 1037 + intern/cycles/scene/alembic_read.h | 134 + intern/cycles/scene/attribute.cpp | 896 + intern/cycles/scene/attribute.h | 287 + intern/cycles/scene/background.cpp | 140 + intern/cycles/scene/background.h | 59 + intern/cycles/scene/bake.cpp | 104 + intern/cycles/scene/bake.h | 50 + intern/cycles/scene/camera.cpp | 814 + intern/cycles/scene/camera.h | 236 + intern/cycles/scene/colorspace.cpp | 398 + intern/cycles/scene/colorspace.h | 66 + intern/cycles/scene/constant_fold.cpp | 451 + intern/cycles/scene/constant_fold.h | 74 + intern/cycles/scene/curves.cpp | 79 + intern/cycles/scene/curves.h | 61 + intern/cycles/scene/film.cpp | 692 + intern/cycles/scene/film.h | 100 + intern/cycles/scene/geometry.cpp | 2074 ++ intern/cycles/scene/geometry.h | 272 + intern/cycles/scene/hair.cpp | 632 + intern/cycles/scene/hair.h | 164 + intern/cycles/scene/image.cpp | 905 + intern/cycles/scene/image.h | 249 + intern/cycles/scene/image_oiio.cpp | 238 + intern/cycles/scene/image_oiio.h | 48 + intern/cycles/scene/image_sky.cpp | 94 + intern/cycles/scene/image_sky.h | 49 + intern/cycles/scene/image_vdb.cpp | 249 + intern/cycles/scene/image_vdb.h | 69 + intern/cycles/scene/integrator.cpp | 345 + intern/cycles/scene/integrator.h | 113 + intern/cycles/scene/jitter.cpp | 281 + intern/cycles/scene/jitter.h | 29 + intern/cycles/scene/light.cpp | 1150 + intern/cycles/scene/light.h | 171 + intern/cycles/scene/mesh.cpp | 812 + intern/cycles/scene/mesh.h | 259 + intern/cycles/scene/mesh_displace.cpp | 410 + intern/cycles/scene/mesh_subdivision.cpp | 648 + intern/cycles/scene/object.cpp | 984 + intern/cycles/scene/object.h | 189 + intern/cycles/scene/osl.cpp | 1304 ++ intern/cycles/scene/osl.h | 198 + intern/cycles/scene/particles.cpp | 149 + intern/cycles/scene/particles.h | 80 + intern/cycles/scene/pass.cpp | 426 + intern/cycles/scene/pass.h | 106 + intern/cycles/scene/procedural.cpp | 89 + intern/cycles/scene/procedural.h | 73 + intern/cycles/scene/scene.cpp | 961 + intern/cycles/scene/scene.h | 412 + intern/cycles/scene/shader.cpp | 876 + intern/cycles/scene/shader.h | 259 + intern/cycles/scene/shader_graph.cpp | 1239 ++ intern/cycles/scene/shader_graph.h | 385 + intern/cycles/scene/shader_nodes.cpp | 7171 +++++++ intern/cycles/scene/shader_nodes.h | 1569 ++ intern/cycles/scene/sobol.cpp | 94 + intern/cycles/scene/sobol.h | 31 + intern/cycles/scene/sobol.tables | 21258 ++++++++++++++++++ intern/cycles/scene/stats.cpp | 382 + intern/cycles/scene/stats.h | 231 + intern/cycles/scene/svm.cpp | 984 + intern/cycles/scene/svm.h | 238 + intern/cycles/scene/tables.cpp | 130 + intern/cycles/scene/tables.h | 57 + intern/cycles/scene/volume.cpp | 635 + intern/cycles/scene/volume.h | 38 + intern/cycles/session/CMakeLists.txt | 48 + intern/cycles/session/buffers.cpp | 384 + intern/cycles/session/buffers.h | 199 + intern/cycles/session/denoising.cpp | 934 + intern/cycles/session/denoising.h | 216 + intern/cycles/session/display_driver.h | 131 + intern/cycles/session/merge.cpp | 516 + intern/cycles/session/merge.h | 43 + intern/cycles/session/output_driver.h | 82 + intern/cycles/session/session.cpp | 624 + intern/cycles/session/session.h | 229 + intern/cycles/session/tile.cpp | 629 + intern/cycles/session/tile.h | 182 + intern/cycles/subd/subd_dice.cpp | 4 +- intern/cycles/subd/subd_patch.cpp | 2 +- intern/cycles/subd/subd_split.cpp | 4 +- intern/cycles/test/CMakeLists.txt | 7 +- intern/cycles/test/render_graph_finalize_test.cpp | 6 +- 531 files changed, 76973 insertions(+), 76834 deletions(-) create mode 100644 intern/cycles/kernel/bake/bake.h create mode 100644 intern/cycles/kernel/camera/camera.h create mode 100644 intern/cycles/kernel/camera/camera_projection.h create mode 100644 intern/cycles/kernel/device/gpu/work_stealing.h create mode 100644 intern/cycles/kernel/film/film_accumulate.h create mode 100644 intern/cycles/kernel/film/film_adaptive_sampling.h create mode 100644 intern/cycles/kernel/film/film_id_passes.h create mode 100644 intern/cycles/kernel/film/film_passes.h create mode 100644 intern/cycles/kernel/film/film_read.h create mode 100644 intern/cycles/kernel/film/film_write_passes.h create mode 100644 intern/cycles/kernel/integrator/integrator_path_state.h create mode 100644 intern/cycles/kernel/integrator/integrator_shader_eval.h create mode 100644 intern/cycles/kernel/integrator/integrator_shadow_catcher.h delete mode 100644 intern/cycles/kernel/kernel_accumulate.h delete mode 100644 intern/cycles/kernel/kernel_adaptive_sampling.h delete mode 100644 intern/cycles/kernel/kernel_bake.h delete mode 100644 intern/cycles/kernel/kernel_camera.h delete mode 100644 intern/cycles/kernel/kernel_color.h delete mode 100644 intern/cycles/kernel/kernel_differential.h delete mode 100644 intern/cycles/kernel/kernel_emission.h 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100644 intern/cycles/render/film.cpp delete mode 100644 intern/cycles/render/film.h delete mode 100644 intern/cycles/render/geometry.cpp delete mode 100644 intern/cycles/render/geometry.h delete mode 100644 intern/cycles/render/graph.cpp delete mode 100644 intern/cycles/render/graph.h delete mode 100644 intern/cycles/render/hair.cpp delete mode 100644 intern/cycles/render/hair.h delete mode 100644 intern/cycles/render/image.cpp delete mode 100644 intern/cycles/render/image.h delete mode 100644 intern/cycles/render/image_oiio.cpp delete mode 100644 intern/cycles/render/image_oiio.h delete mode 100644 intern/cycles/render/image_sky.cpp delete mode 100644 intern/cycles/render/image_sky.h delete mode 100644 intern/cycles/render/image_vdb.cpp delete mode 100644 intern/cycles/render/image_vdb.h delete mode 100644 intern/cycles/render/integrator.cpp delete mode 100644 intern/cycles/render/integrator.h delete mode 100644 intern/cycles/render/jitter.cpp delete mode 100644 intern/cycles/render/jitter.h delete mode 100644 intern/cycles/render/light.cpp delete mode 100644 intern/cycles/render/light.h delete mode 100644 intern/cycles/render/merge.cpp delete mode 100644 intern/cycles/render/merge.h delete mode 100644 intern/cycles/render/mesh.cpp delete mode 100644 intern/cycles/render/mesh.h delete mode 100644 intern/cycles/render/mesh_displace.cpp delete mode 100644 intern/cycles/render/mesh_subdivision.cpp delete mode 100644 intern/cycles/render/nodes.cpp delete mode 100644 intern/cycles/render/nodes.h delete mode 100644 intern/cycles/render/object.cpp delete mode 100644 intern/cycles/render/object.h delete mode 100644 intern/cycles/render/osl.cpp delete mode 100644 intern/cycles/render/osl.h delete mode 100644 intern/cycles/render/output_driver.h delete mode 100644 intern/cycles/render/particles.cpp delete mode 100644 intern/cycles/render/particles.h delete mode 100644 intern/cycles/render/pass.cpp delete mode 100644 intern/cycles/render/pass.h delete mode 100644 intern/cycles/render/procedural.cpp delete mode 100644 intern/cycles/render/procedural.h delete mode 100644 intern/cycles/render/scene.cpp delete mode 100644 intern/cycles/render/scene.h delete mode 100644 intern/cycles/render/session.cpp delete mode 100644 intern/cycles/render/session.h delete mode 100644 intern/cycles/render/shader.cpp delete mode 100644 intern/cycles/render/shader.h delete mode 100644 intern/cycles/render/sobol.cpp delete mode 100644 intern/cycles/render/sobol.h delete mode 100644 intern/cycles/render/stats.cpp delete mode 100644 intern/cycles/render/stats.h delete mode 100644 intern/cycles/render/svm.cpp delete mode 100644 intern/cycles/render/svm.h delete mode 100644 intern/cycles/render/tables.cpp delete mode 100644 intern/cycles/render/tables.h delete mode 100644 intern/cycles/render/tile.cpp delete mode 100644 intern/cycles/render/tile.h delete mode 100644 intern/cycles/render/volume.cpp delete mode 100644 intern/cycles/render/volume.h create mode 100644 intern/cycles/scene/CMakeLists.txt create mode 100644 intern/cycles/scene/alembic.cpp create mode 100644 intern/cycles/scene/alembic.h create mode 100644 intern/cycles/scene/alembic_read.cpp create mode 100644 intern/cycles/scene/alembic_read.h create mode 100644 intern/cycles/scene/attribute.cpp create mode 100644 intern/cycles/scene/attribute.h create mode 100644 intern/cycles/scene/background.cpp create mode 100644 intern/cycles/scene/background.h create mode 100644 intern/cycles/scene/bake.cpp create mode 100644 intern/cycles/scene/bake.h create mode 100644 intern/cycles/scene/camera.cpp create mode 100644 intern/cycles/scene/camera.h create mode 100644 intern/cycles/scene/colorspace.cpp create mode 100644 intern/cycles/scene/colorspace.h create mode 100644 intern/cycles/scene/constant_fold.cpp create mode 100644 intern/cycles/scene/constant_fold.h create mode 100644 intern/cycles/scene/curves.cpp create mode 100644 intern/cycles/scene/curves.h create mode 100644 intern/cycles/scene/film.cpp create mode 100644 intern/cycles/scene/film.h create mode 100644 intern/cycles/scene/geometry.cpp create mode 100644 intern/cycles/scene/geometry.h create mode 100644 intern/cycles/scene/hair.cpp create mode 100644 intern/cycles/scene/hair.h create mode 100644 intern/cycles/scene/image.cpp create mode 100644 intern/cycles/scene/image.h create mode 100644 intern/cycles/scene/image_oiio.cpp create mode 100644 intern/cycles/scene/image_oiio.h create mode 100644 intern/cycles/scene/image_sky.cpp create mode 100644 intern/cycles/scene/image_sky.h create mode 100644 intern/cycles/scene/image_vdb.cpp create mode 100644 intern/cycles/scene/image_vdb.h create mode 100644 intern/cycles/scene/integrator.cpp create mode 100644 intern/cycles/scene/integrator.h create mode 100644 intern/cycles/scene/jitter.cpp create mode 100644 intern/cycles/scene/jitter.h create mode 100644 intern/cycles/scene/light.cpp create mode 100644 intern/cycles/scene/light.h create mode 100644 intern/cycles/scene/mesh.cpp create mode 100644 intern/cycles/scene/mesh.h create mode 100644 intern/cycles/scene/mesh_displace.cpp create mode 100644 intern/cycles/scene/mesh_subdivision.cpp create mode 100644 intern/cycles/scene/object.cpp create mode 100644 intern/cycles/scene/object.h create mode 100644 intern/cycles/scene/osl.cpp create mode 100644 intern/cycles/scene/osl.h create mode 100644 intern/cycles/scene/particles.cpp create mode 100644 intern/cycles/scene/particles.h create mode 100644 intern/cycles/scene/pass.cpp create mode 100644 intern/cycles/scene/pass.h create mode 100644 intern/cycles/scene/procedural.cpp create mode 100644 intern/cycles/scene/procedural.h create mode 100644 intern/cycles/scene/scene.cpp create mode 100644 intern/cycles/scene/scene.h create mode 100644 intern/cycles/scene/shader.cpp create mode 100644 intern/cycles/scene/shader.h create mode 100644 intern/cycles/scene/shader_graph.cpp create mode 100644 intern/cycles/scene/shader_graph.h create mode 100644 intern/cycles/scene/shader_nodes.cpp create mode 100644 intern/cycles/scene/shader_nodes.h create mode 100644 intern/cycles/scene/sobol.cpp create mode 100644 intern/cycles/scene/sobol.h create mode 100644 intern/cycles/scene/sobol.tables create mode 100644 intern/cycles/scene/stats.cpp create mode 100644 intern/cycles/scene/stats.h create mode 100644 intern/cycles/scene/svm.cpp create mode 100644 intern/cycles/scene/svm.h create mode 100644 intern/cycles/scene/tables.cpp create mode 100644 intern/cycles/scene/tables.h create mode 100644 intern/cycles/scene/volume.cpp create mode 100644 intern/cycles/scene/volume.h create mode 100644 intern/cycles/session/CMakeLists.txt create mode 100644 intern/cycles/session/buffers.cpp create mode 100644 intern/cycles/session/buffers.h create mode 100644 intern/cycles/session/denoising.cpp create mode 100644 intern/cycles/session/denoising.h create mode 100644 intern/cycles/session/display_driver.h create mode 100644 intern/cycles/session/merge.cpp create mode 100644 intern/cycles/session/merge.h create mode 100644 intern/cycles/session/output_driver.h create mode 100644 intern/cycles/session/session.cpp create mode 100644 intern/cycles/session/session.h create mode 100644 intern/cycles/session/tile.cpp create mode 100644 intern/cycles/session/tile.h (limited to 'intern') diff --git a/intern/cycles/CMakeLists.txt b/intern/cycles/CMakeLists.txt index 2018c1d9648..b6f3926f329 100644 --- a/intern/cycles/CMakeLists.txt +++ b/intern/cycles/CMakeLists.txt @@ -400,7 +400,8 @@ add_subdirectory(doc) add_subdirectory(graph) add_subdirectory(integrator) add_subdirectory(kernel) -add_subdirectory(render) +add_subdirectory(scene) +add_subdirectory(session) add_subdirectory(subd) add_subdirectory(util) diff --git a/intern/cycles/app/CMakeLists.txt b/intern/cycles/app/CMakeLists.txt index 3ed3f54ef9f..50600793854 100644 --- a/intern/cycles/app/CMakeLists.txt +++ b/intern/cycles/app/CMakeLists.txt @@ -25,7 +25,8 @@ set(INC_SYS set(LIBRARIES cycles_device cycles_kernel - cycles_render + cycles_scene + cycles_session cycles_bvh cycles_subd cycles_graph diff --git a/intern/cycles/app/cycles_standalone.cpp b/intern/cycles/app/cycles_standalone.cpp index 00dc140648a..800227ccf48 100644 --- a/intern/cycles/app/cycles_standalone.cpp +++ b/intern/cycles/app/cycles_standalone.cpp @@ -17,11 +17,11 @@ #include #include "device/device.h" -#include "render/buffers.h" -#include "render/camera.h" -#include "render/integrator.h" -#include "render/scene.h" -#include "render/session.h" +#include "scene/camera.h" +#include "scene/integrator.h" +#include "scene/scene.h" +#include "session/buffers.h" +#include "session/session.h" #include "util/util_args.h" #include "util/util_foreach.h" diff --git a/intern/cycles/app/cycles_xml.cpp b/intern/cycles/app/cycles_xml.cpp index 0b83c60f32d..1ced74b6136 100644 --- a/intern/cycles/app/cycles_xml.cpp +++ b/intern/cycles/app/cycles_xml.cpp @@ -22,18 +22,18 @@ #include "graph/node_xml.h" -#include "render/background.h" -#include "render/camera.h" -#include "render/film.h" -#include "render/graph.h" -#include "render/integrator.h" -#include "render/light.h" -#include "render/mesh.h" -#include "render/nodes.h" -#include "render/object.h" -#include "render/osl.h" -#include "render/scene.h" -#include "render/shader.h" +#include "scene/background.h" +#include "scene/camera.h" +#include "scene/film.h" +#include "scene/integrator.h" +#include "scene/light.h" +#include "scene/mesh.h" +#include "scene/object.h" +#include "scene/osl.h" +#include "scene/scene.h" +#include "scene/shader.h" +#include "scene/shader_graph.h" +#include "scene/shader_nodes.h" #include "subd/subd_patch.h" #include "subd/subd_split.h" diff --git a/intern/cycles/app/oiio_output_driver.h b/intern/cycles/app/oiio_output_driver.h index cdc4085d962..a6984938fe7 100644 --- a/intern/cycles/app/oiio_output_driver.h +++ b/intern/cycles/app/oiio_output_driver.h @@ -14,7 +14,7 @@ * limitations under the License. */ -#include "render/output_driver.h" +#include "session/output_driver.h" #include "util/util_function.h" #include "util/util_image.h" diff --git a/intern/cycles/blender/CMakeLists.txt b/intern/cycles/blender/CMakeLists.txt index a0442b3394b..d948f2b3118 100644 --- a/intern/cycles/blender/CMakeLists.txt +++ b/intern/cycles/blender/CMakeLists.txt @@ -69,7 +69,8 @@ set(LIB cycles_device cycles_graph cycles_kernel - cycles_render + cycles_scene + cycles_session cycles_subd cycles_util diff --git a/intern/cycles/blender/blender_camera.cpp b/intern/cycles/blender/blender_camera.cpp index 52acc2573f5..670e25841f5 100644 --- a/intern/cycles/blender/blender_camera.cpp +++ b/intern/cycles/blender/blender_camera.cpp @@ -14,8 +14,8 @@ * limitations under the License. */ -#include "render/camera.h" -#include "render/scene.h" +#include "scene/camera.h" +#include "scene/scene.h" #include "blender/blender_sync.h" #include "blender/blender_util.h" diff --git a/intern/cycles/blender/blender_curves.cpp b/intern/cycles/blender/blender_curves.cpp index b6b4f206620..84333faaa23 100644 --- a/intern/cycles/blender/blender_curves.cpp +++ b/intern/cycles/blender/blender_curves.cpp @@ -14,16 +14,17 @@ * limitations under the License. */ -#include "render/attribute.h" -#include "render/camera.h" -#include "render/curves.h" -#include "render/hair.h" -#include "render/object.h" -#include "render/scene.h" +#include "scene/attribute.h" +#include "scene/camera.h" +#include "scene/curves.h" +#include "scene/hair.h" +#include "scene/object.h" +#include "scene/scene.h" #include "blender/blender_sync.h" #include "blender/blender_util.h" +#include "util/util_color.h" #include "util/util_foreach.h" #include "util/util_hash.h" #include "util/util_logging.h" diff --git a/intern/cycles/blender/blender_display_driver.h b/intern/cycles/blender/blender_display_driver.h index 5e7e9b01065..800d0791041 100644 --- a/intern/cycles/blender/blender_display_driver.h +++ b/intern/cycles/blender/blender_display_driver.h @@ -22,7 +22,7 @@ #include "RNA_blender_cpp.h" -#include "render/display_driver.h" +#include "session/display_driver.h" #include "util/util_thread.h" #include "util/util_unique_ptr.h" diff --git a/intern/cycles/blender/blender_geometry.cpp b/intern/cycles/blender/blender_geometry.cpp index 7b49bb7fbb7..b4b0d04d104 100644 --- a/intern/cycles/blender/blender_geometry.cpp +++ b/intern/cycles/blender/blender_geometry.cpp @@ -15,11 +15,11 @@ * limitations under the License. */ -#include "render/curves.h" -#include "render/hair.h" -#include "render/mesh.h" -#include "render/object.h" -#include "render/volume.h" +#include "scene/curves.h" +#include "scene/hair.h" +#include "scene/mesh.h" +#include "scene/object.h" +#include "scene/volume.h" #include "blender/blender_sync.h" #include "blender/blender_util.h" diff --git a/intern/cycles/blender/blender_id_map.h b/intern/cycles/blender/blender_id_map.h index 198cfb4b29a..27a53a90f12 100644 --- a/intern/cycles/blender/blender_id_map.h +++ b/intern/cycles/blender/blender_id_map.h @@ -19,8 +19,8 @@ #include -#include "render/geometry.h" -#include "render/scene.h" +#include "scene/geometry.h" +#include "scene/scene.h" #include "util/util_map.h" #include "util/util_set.h" diff --git a/intern/cycles/blender/blender_image.h b/intern/cycles/blender/blender_image.h index fddbbfd9c37..6f1e72c21af 100644 --- a/intern/cycles/blender/blender_image.h +++ b/intern/cycles/blender/blender_image.h @@ -19,7 +19,7 @@ #include "RNA_blender_cpp.h" -#include "render/image.h" +#include "scene/image.h" CCL_NAMESPACE_BEGIN diff --git a/intern/cycles/blender/blender_light.cpp b/intern/cycles/blender/blender_light.cpp index 4df1e720dde..aa0c6a964e4 100644 --- a/intern/cycles/blender/blender_light.cpp +++ b/intern/cycles/blender/blender_light.cpp @@ -16,7 +16,7 @@ * limitations under the License. */ -#include "render/light.h" +#include "scene/light.h" #include "blender/blender_sync.h" #include "blender/blender_util.h" diff --git a/intern/cycles/blender/blender_mesh.cpp b/intern/cycles/blender/blender_mesh.cpp index 7ec430eb7fe..992e17d6f79 100644 --- a/intern/cycles/blender/blender_mesh.cpp +++ b/intern/cycles/blender/blender_mesh.cpp @@ -14,11 +14,11 @@ * limitations under the License. */ -#include "render/camera.h" -#include "render/colorspace.h" -#include "render/mesh.h" -#include "render/object.h" -#include "render/scene.h" +#include "scene/camera.h" +#include "scene/colorspace.h" +#include "scene/mesh.h" +#include "scene/object.h" +#include "scene/scene.h" #include "blender/blender_session.h" #include "blender/blender_sync.h" @@ -28,6 +28,7 @@ #include "subd/subd_split.h" #include "util/util_algorithm.h" +#include "util/util_color.h" #include "util/util_disjoint_set.h" #include "util/util_foreach.h" #include "util/util_hash.h" diff --git a/intern/cycles/blender/blender_object.cpp b/intern/cycles/blender/blender_object.cpp index 4b1c4edef7e..75311805fd8 100644 --- a/intern/cycles/blender/blender_object.cpp +++ b/intern/cycles/blender/blender_object.cpp @@ -14,17 +14,17 @@ * limitations under the License. */ -#include "render/alembic.h" -#include "render/camera.h" -#include "render/graph.h" -#include "render/integrator.h" -#include "render/light.h" -#include "render/mesh.h" -#include "render/nodes.h" -#include "render/object.h" -#include "render/particles.h" -#include "render/scene.h" -#include "render/shader.h" +#include "scene/alembic.h" +#include "scene/camera.h" +#include "scene/integrator.h" +#include "scene/light.h" +#include "scene/mesh.h" +#include "scene/object.h" +#include "scene/particles.h" +#include "scene/scene.h" +#include "scene/shader.h" +#include "scene/shader_graph.h" +#include "scene/shader_nodes.h" #include "blender/blender_object_cull.h" #include "blender/blender_sync.h" diff --git a/intern/cycles/blender/blender_object_cull.cpp b/intern/cycles/blender/blender_object_cull.cpp index cb7827b3c4a..34cceb5a6e4 100644 --- a/intern/cycles/blender/blender_object_cull.cpp +++ b/intern/cycles/blender/blender_object_cull.cpp @@ -16,7 +16,7 @@ #include -#include "render/camera.h" +#include "scene/camera.h" #include "blender/blender_object_cull.h" #include "blender/blender_util.h" diff --git a/intern/cycles/blender/blender_output_driver.h b/intern/cycles/blender/blender_output_driver.h index 0852cba1b34..1d016f8bcb9 100644 --- a/intern/cycles/blender/blender_output_driver.h +++ b/intern/cycles/blender/blender_output_driver.h @@ -20,7 +20,7 @@ #include "RNA_blender_cpp.h" -#include "render/output_driver.h" +#include "session/output_driver.h" CCL_NAMESPACE_BEGIN diff --git a/intern/cycles/blender/blender_particles.cpp b/intern/cycles/blender/blender_particles.cpp index 206ee24a093..f654998af62 100644 --- a/intern/cycles/blender/blender_particles.cpp +++ b/intern/cycles/blender/blender_particles.cpp @@ -14,9 +14,9 @@ * limitations under the License. */ -#include "render/mesh.h" -#include "render/object.h" -#include "render/particles.h" +#include "scene/mesh.h" +#include "scene/object.h" +#include "scene/particles.h" #include "blender/blender_sync.h" #include "blender/blender_util.h" diff --git a/intern/cycles/blender/blender_python.cpp b/intern/cycles/blender/blender_python.cpp index d681517c9e1..45e5394cf34 100644 --- a/intern/cycles/blender/blender_python.cpp +++ b/intern/cycles/blender/blender_python.cpp @@ -23,8 +23,8 @@ #include "blender/blender_sync.h" #include "blender/blender_util.h" -#include "render/denoising.h" -#include "render/merge.h" +#include "session/denoising.h" +#include "session/merge.h" #include "util/util_debug.h" #include "util/util_foreach.h" @@ -39,7 +39,7 @@ #include "util/util_types.h" #ifdef WITH_OSL -# include "render/osl.h" +# include "scene/osl.h" # include # include diff --git a/intern/cycles/blender/blender_session.cpp b/intern/cycles/blender/blender_session.cpp index 0b4b5c60def..988a8159864 100644 --- a/intern/cycles/blender/blender_session.cpp +++ b/intern/cycles/blender/blender_session.cpp @@ -17,19 +17,19 @@ #include #include "device/device.h" -#include "render/background.h" -#include "render/buffers.h" -#include "render/camera.h" -#include "render/colorspace.h" -#include "render/film.h" -#include "render/integrator.h" -#include "render/light.h" -#include "render/mesh.h" -#include "render/object.h" -#include "render/scene.h" -#include "render/session.h" -#include "render/shader.h" -#include "render/stats.h" +#include "scene/background.h" +#include "scene/camera.h" +#include "scene/colorspace.h" +#include "scene/film.h" +#include "scene/integrator.h" +#include "scene/light.h" +#include "scene/mesh.h" +#include "scene/object.h" +#include "scene/scene.h" +#include "scene/shader.h" +#include "scene/stats.h" +#include "session/buffers.h" +#include "session/session.h" #include "util/util_algorithm.h" #include "util/util_color.h" diff --git a/intern/cycles/blender/blender_session.h b/intern/cycles/blender/blender_session.h index 7d3be5f8054..9bc685ec306 100644 --- a/intern/cycles/blender/blender_session.h +++ b/intern/cycles/blender/blender_session.h @@ -21,9 +21,9 @@ #include "device/device.h" -#include "render/bake.h" -#include "render/scene.h" -#include "render/session.h" +#include "scene/bake.h" +#include "scene/scene.h" +#include "session/session.h" #include "util/util_vector.h" diff --git a/intern/cycles/blender/blender_shader.cpp b/intern/cycles/blender/blender_shader.cpp index 25e7ec71577..8d3bbb520c8 100644 --- a/intern/cycles/blender/blender_shader.cpp +++ b/intern/cycles/blender/blender_shader.cpp @@ -14,15 +14,15 @@ * limitations under the License. */ -#include "render/background.h" -#include "render/colorspace.h" -#include "render/graph.h" -#include "render/integrator.h" -#include "render/light.h" -#include "render/nodes.h" -#include "render/osl.h" -#include "render/scene.h" -#include "render/shader.h" +#include "scene/background.h" +#include "scene/colorspace.h" +#include "scene/integrator.h" +#include "scene/light.h" +#include "scene/osl.h" +#include "scene/scene.h" +#include "scene/shader.h" +#include "scene/shader_graph.h" +#include "scene/shader_nodes.h" #include "blender/blender_image.h" #include "blender/blender_sync.h" diff --git a/intern/cycles/blender/blender_sync.cpp b/intern/cycles/blender/blender_sync.cpp index e0a809b9307..1725ea5ec93 100644 --- a/intern/cycles/blender/blender_sync.cpp +++ b/intern/cycles/blender/blender_sync.cpp @@ -14,19 +14,19 @@ * limitations under the License. */ -#include "render/background.h" -#include "render/camera.h" -#include "render/curves.h" -#include "render/film.h" -#include "render/graph.h" -#include "render/integrator.h" -#include "render/light.h" -#include "render/mesh.h" -#include "render/nodes.h" -#include "render/object.h" -#include "render/procedural.h" -#include "render/scene.h" -#include "render/shader.h" +#include "scene/background.h" +#include "scene/camera.h" +#include "scene/curves.h" +#include "scene/film.h" +#include "scene/integrator.h" +#include "scene/light.h" +#include "scene/mesh.h" +#include "scene/object.h" +#include "scene/procedural.h" +#include "scene/scene.h" +#include "scene/shader.h" +#include "scene/shader_graph.h" +#include "scene/shader_nodes.h" #include "device/device.h" diff --git a/intern/cycles/blender/blender_sync.h b/intern/cycles/blender/blender_sync.h index 786479ac0f8..99e3f0bf02b 100644 --- a/intern/cycles/blender/blender_sync.h +++ b/intern/cycles/blender/blender_sync.h @@ -26,8 +26,8 @@ #include "blender/blender_util.h" #include "blender/blender_viewport.h" -#include "render/scene.h" -#include "render/session.h" +#include "scene/scene.h" +#include "session/session.h" #include "util/util_map.h" #include "util/util_set.h" diff --git a/intern/cycles/blender/blender_util.h b/intern/cycles/blender/blender_util.h index 77b2bd5ac4f..a3dd2349525 100644 --- a/intern/cycles/blender/blender_util.h +++ b/intern/cycles/blender/blender_util.h @@ -17,7 +17,7 @@ #ifndef __BLENDER_UTIL_H__ #define __BLENDER_UTIL_H__ -#include "render/mesh.h" +#include "scene/mesh.h" #include "util/util_algorithm.h" #include "util/util_array.h" diff --git a/intern/cycles/blender/blender_viewport.cpp b/intern/cycles/blender/blender_viewport.cpp index 62e32240bba..b8deb77b621 100644 --- a/intern/cycles/blender/blender_viewport.cpp +++ b/intern/cycles/blender/blender_viewport.cpp @@ -17,7 +17,7 @@ #include "blender_viewport.h" #include "blender_util.h" -#include "render/pass.h" +#include "scene/pass.h" #include "util/util_logging.h" CCL_NAMESPACE_BEGIN diff --git a/intern/cycles/blender/blender_viewport.h b/intern/cycles/blender/blender_viewport.h index b5adafc30c9..a445973f4d2 100644 --- a/intern/cycles/blender/blender_viewport.h +++ b/intern/cycles/blender/blender_viewport.h @@ -23,7 +23,7 @@ #include "RNA_blender_cpp.h" #include "RNA_types.h" -#include "render/film.h" +#include "scene/film.h" CCL_NAMESPACE_BEGIN diff --git a/intern/cycles/blender/blender_volume.cpp b/intern/cycles/blender/blender_volume.cpp index 0a5b19d7d4c..46083cb29dd 100644 --- a/intern/cycles/blender/blender_volume.cpp +++ b/intern/cycles/blender/blender_volume.cpp @@ -14,11 +14,11 @@ * limitations under the License. */ -#include "render/colorspace.h" -#include "render/image.h" -#include "render/image_vdb.h" -#include "render/object.h" -#include "render/volume.h" +#include "scene/colorspace.h" +#include "scene/image.h" +#include "scene/image_vdb.h" +#include "scene/object.h" +#include "scene/volume.h" #include "blender/blender_sync.h" #include "blender/blender_util.h" diff --git a/intern/cycles/bvh/CMakeLists.txt b/intern/cycles/bvh/CMakeLists.txt index 8cc72359757..f7e47a8764d 100644 --- a/intern/cycles/bvh/CMakeLists.txt +++ b/intern/cycles/bvh/CMakeLists.txt @@ -49,7 +49,7 @@ set(SRC_HEADERS ) set(LIB - cycles_render + cycles_scene cycles_util ) diff --git a/intern/cycles/bvh/bvh2.cpp b/intern/cycles/bvh/bvh2.cpp index 4a90a1e8796..3b864859f31 100644 --- a/intern/cycles/bvh/bvh2.cpp +++ b/intern/cycles/bvh/bvh2.cpp @@ -17,9 +17,9 @@ #include "bvh/bvh2.h" -#include "render/hair.h" -#include "render/mesh.h" -#include "render/object.h" +#include "scene/hair.h" +#include "scene/mesh.h" +#include "scene/object.h" #include "bvh/bvh_build.h" #include "bvh/bvh_node.h" diff --git a/intern/cycles/bvh/bvh_build.cpp b/intern/cycles/bvh/bvh_build.cpp index 025a103d6f8..9ae40b57bc3 100644 --- a/intern/cycles/bvh/bvh_build.cpp +++ b/intern/cycles/bvh/bvh_build.cpp @@ -22,11 +22,11 @@ #include "bvh/bvh_params.h" #include "bvh_split.h" -#include "render/curves.h" -#include "render/hair.h" -#include "render/mesh.h" -#include "render/object.h" -#include "render/scene.h" +#include "scene/curves.h" +#include "scene/hair.h" +#include "scene/mesh.h" +#include "scene/object.h" +#include "scene/scene.h" #include "util/util_algorithm.h" #include "util/util_foreach.h" diff --git a/intern/cycles/bvh/bvh_embree.cpp b/intern/cycles/bvh/bvh_embree.cpp index cd19e009bf3..59a72f27294 100644 --- a/intern/cycles/bvh/bvh_embree.cpp +++ b/intern/cycles/bvh/bvh_embree.cpp @@ -40,11 +40,11 @@ # include "kernel/bvh/bvh_util.h" # include "kernel/device/cpu/compat.h" # include "kernel/device/cpu/globals.h" -# include "kernel/kernel_random.h" +# include "kernel/sample/sample_lcg.h" -# include "render/hair.h" -# include "render/mesh.h" -# include "render/object.h" +# include "scene/hair.h" +# include "scene/mesh.h" +# include "scene/object.h" # include "util/util_foreach.h" # include "util/util_logging.h" diff --git a/intern/cycles/bvh/bvh_split.cpp b/intern/cycles/bvh/bvh_split.cpp index d4c79253834..0e7d36983e7 100644 --- a/intern/cycles/bvh/bvh_split.cpp +++ b/intern/cycles/bvh/bvh_split.cpp @@ -20,9 +20,9 @@ #include "bvh/bvh_build.h" #include "bvh/bvh_sort.h" -#include "render/hair.h" -#include "render/mesh.h" -#include "render/object.h" +#include "scene/hair.h" +#include "scene/mesh.h" +#include "scene/object.h" #include "util/util_algorithm.h" diff --git a/intern/cycles/bvh/bvh_unaligned.cpp b/intern/cycles/bvh/bvh_unaligned.cpp index 38e55307848..ce95aa7aa74 100644 --- a/intern/cycles/bvh/bvh_unaligned.cpp +++ b/intern/cycles/bvh/bvh_unaligned.cpp @@ -16,8 +16,8 @@ #include "bvh/bvh_unaligned.h" -#include "render/hair.h" -#include "render/object.h" +#include "scene/hair.h" +#include "scene/object.h" #include "bvh/bvh_binning.h" #include "bvh_params.h" diff --git a/intern/cycles/device/cpu/device_impl.cpp b/intern/cycles/device/cpu/device_impl.cpp index d02c18daee9..98d637b5f8a 100644 --- a/intern/cycles/device/cpu/device_impl.cpp +++ b/intern/cycles/device/cpu/device_impl.cpp @@ -47,7 +47,7 @@ #include "bvh/bvh_embree.h" -#include "render/buffers.h" +#include "session/buffers.h" #include "util/util_debug.h" #include "util/util_foreach.h" diff --git a/intern/cycles/device/cuda/device_impl.cpp b/intern/cycles/device/cuda/device_impl.cpp index 1c970096801..40f407b4fb3 100644 --- a/intern/cycles/device/cuda/device_impl.cpp +++ b/intern/cycles/device/cuda/device_impl.cpp @@ -24,8 +24,6 @@ # include "device/cuda/device_impl.h" -# include "render/buffers.h" - # include "util/util_debug.h" # include "util/util_foreach.h" # include "util/util_logging.h" diff --git a/intern/cycles/device/device_denoise.h b/intern/cycles/device/device_denoise.h index dfdc7cc87b3..4e09f1a1ba3 100644 --- a/intern/cycles/device/device_denoise.h +++ b/intern/cycles/device/device_denoise.h @@ -18,7 +18,7 @@ #include "device/device_memory.h" #include "graph/node.h" -#include "render/buffers.h" +#include "session/buffers.h" CCL_NAMESPACE_BEGIN diff --git a/intern/cycles/device/device_graphics_interop.h b/intern/cycles/device/device_graphics_interop.h index eaf76077141..e5c97fe5a1e 100644 --- a/intern/cycles/device/device_graphics_interop.h +++ b/intern/cycles/device/device_graphics_interop.h @@ -16,7 +16,7 @@ #pragma once -#include "render/display_driver.h" +#include "session/display_driver.h" #include "util/util_types.h" diff --git a/intern/cycles/device/hip/device_impl.cpp b/intern/cycles/device/hip/device_impl.cpp index 4ae714913ab..9ffeb9724a1 100644 --- a/intern/cycles/device/hip/device_impl.cpp +++ b/intern/cycles/device/hip/device_impl.cpp @@ -24,8 +24,6 @@ # include "device/hip/device_impl.h" -# include "render/buffers.h" - # include "util/util_debug.h" # include "util/util_foreach.h" # include "util/util_logging.h" diff --git a/intern/cycles/device/multi/device.cpp b/intern/cycles/device/multi/device.cpp index 4f995abf2c4..330a1ed06ef 100644 --- a/intern/cycles/device/multi/device.cpp +++ b/intern/cycles/device/multi/device.cpp @@ -24,8 +24,7 @@ #include "device/device.h" #include "device/device_queue.h" -#include "render/buffers.h" -#include "render/geometry.h" +#include "scene/geometry.h" #include "util/util_foreach.h" #include "util/util_list.h" diff --git a/intern/cycles/device/optix/device_impl.cpp b/intern/cycles/device/optix/device_impl.cpp index 29e46be7745..55c3fbd88f2 100644 --- a/intern/cycles/device/optix/device_impl.cpp +++ b/intern/cycles/device/optix/device_impl.cpp @@ -21,13 +21,14 @@ # include "bvh/bvh.h" # include "bvh/bvh_optix.h" + # include "integrator/pass_accessor_gpu.h" -# include "render/buffers.h" -# include "render/hair.h" -# include "render/mesh.h" -# include "render/object.h" -# include "render/pass.h" -# include "render/scene.h" + +# include "scene/hair.h" +# include "scene/mesh.h" +# include "scene/object.h" +# include "scene/pass.h" +# include "scene/scene.h" # include "util/util_debug.h" # include "util/util_logging.h" diff --git a/intern/cycles/integrator/CMakeLists.txt b/intern/cycles/integrator/CMakeLists.txt index 949254606b8..dedde513409 100644 --- a/intern/cycles/integrator/CMakeLists.txt +++ b/intern/cycles/integrator/CMakeLists.txt @@ -61,9 +61,11 @@ set(SRC_HEADERS ) set(LIB + cycles_device + # NOTE: Is required for RenderBuffers access. Might consider moving files around a bit to # avoid such cyclic dependency. - cycles_render + cycles_session cycles_util ) diff --git a/intern/cycles/integrator/denoiser.cpp b/intern/cycles/integrator/denoiser.cpp index 598bbd497a5..45f967b38eb 100644 --- a/intern/cycles/integrator/denoiser.cpp +++ b/intern/cycles/integrator/denoiser.cpp @@ -19,7 +19,7 @@ #include "device/device.h" #include "integrator/denoiser_oidn.h" #include "integrator/denoiser_optix.h" -#include "render/buffers.h" +#include "session/buffers.h" #include "util/util_logging.h" #include "util/util_progress.h" diff --git a/intern/cycles/integrator/denoiser_device.cpp b/intern/cycles/integrator/denoiser_device.cpp index e8361c50f2f..1afd8d46866 100644 --- a/intern/cycles/integrator/denoiser_device.cpp +++ b/intern/cycles/integrator/denoiser_device.cpp @@ -20,7 +20,7 @@ #include "device/device_denoise.h" #include "device/device_memory.h" #include "device/device_queue.h" -#include "render/buffers.h" +#include "session/buffers.h" #include "util/util_logging.h" #include "util/util_progress.h" diff --git a/intern/cycles/integrator/denoiser_oidn.cpp b/intern/cycles/integrator/denoiser_oidn.cpp index cc9a3f51387..c3555008699 100644 --- a/intern/cycles/integrator/denoiser_oidn.cpp +++ b/intern/cycles/integrator/denoiser_oidn.cpp @@ -21,7 +21,7 @@ #include "device/device.h" #include "device/device_queue.h" #include "integrator/pass_accessor_cpu.h" -#include "render/buffers.h" +#include "session/buffers.h" #include "util/util_array.h" #include "util/util_logging.h" #include "util/util_openimagedenoise.h" diff --git a/intern/cycles/integrator/pass_accessor.cpp b/intern/cycles/integrator/pass_accessor.cpp index 1308b03b06c..0a8c445eca7 100644 --- a/intern/cycles/integrator/pass_accessor.cpp +++ b/intern/cycles/integrator/pass_accessor.cpp @@ -16,7 +16,7 @@ #include "integrator/pass_accessor.h" -#include "render/buffers.h" +#include "session/buffers.h" #include "util/util_logging.h" // clang-format off diff --git a/intern/cycles/integrator/pass_accessor.h b/intern/cycles/integrator/pass_accessor.h index 624bf7d0b2c..c9cf3ba8956 100644 --- a/intern/cycles/integrator/pass_accessor.h +++ b/intern/cycles/integrator/pass_accessor.h @@ -16,7 +16,7 @@ #pragma once -#include "render/pass.h" +#include "scene/pass.h" #include "util/util_half.h" #include "util/util_string.h" #include "util/util_types.h" diff --git a/intern/cycles/integrator/pass_accessor_cpu.cpp b/intern/cycles/integrator/pass_accessor_cpu.cpp index e3cb81d31b7..f3ca38c667d 100644 --- a/intern/cycles/integrator/pass_accessor_cpu.cpp +++ b/intern/cycles/integrator/pass_accessor_cpu.cpp @@ -16,7 +16,7 @@ #include "integrator/pass_accessor_cpu.h" -#include "render/buffers.h" +#include "session/buffers.h" #include "util/util_logging.h" #include "util/util_tbb.h" @@ -24,7 +24,7 @@ #include "kernel/device/cpu/compat.h" #include "kernel/device/cpu/globals.h" #include "kernel/kernel_types.h" -#include "kernel/kernel_film.h" +#include "kernel/film/film_read.h" // clang-format on CCL_NAMESPACE_BEGIN diff --git a/intern/cycles/integrator/pass_accessor_gpu.cpp b/intern/cycles/integrator/pass_accessor_gpu.cpp index 7b01d061708..3b4290a89e6 100644 --- a/intern/cycles/integrator/pass_accessor_gpu.cpp +++ b/intern/cycles/integrator/pass_accessor_gpu.cpp @@ -17,7 +17,7 @@ #include "integrator/pass_accessor_gpu.h" #include "device/device_queue.h" -#include "render/buffers.h" +#include "session/buffers.h" #include "util/util_logging.h" CCL_NAMESPACE_BEGIN diff --git a/intern/cycles/integrator/path_trace.cpp b/intern/cycles/integrator/path_trace.cpp index 9f3049c6484..94687f7bc95 100644 --- a/intern/cycles/integrator/path_trace.cpp +++ b/intern/cycles/integrator/path_trace.cpp @@ -22,9 +22,9 @@ #include "integrator/path_trace_display.h" #include "integrator/path_trace_tile.h" #include "integrator/render_scheduler.h" -#include "render/pass.h" -#include "render/scene.h" -#include "render/tile.h" +#include "scene/pass.h" +#include "scene/scene.h" +#include "session/tile.h" #include "util/util_algorithm.h" #include "util/util_logging.h" #include "util/util_progress.h" diff --git a/intern/cycles/integrator/path_trace.h b/intern/cycles/integrator/path_trace.h index dbb22c204d9..89fa5fa8eaf 100644 --- a/intern/cycles/integrator/path_trace.h +++ b/intern/cycles/integrator/path_trace.h @@ -20,7 +20,7 @@ #include "integrator/pass_accessor.h" #include "integrator/path_trace_work.h" #include "integrator/work_balancer.h" -#include "render/buffers.h" +#include "session/buffers.h" #include "util/util_function.h" #include "util/util_thread.h" #include "util/util_unique_ptr.h" diff --git a/intern/cycles/integrator/path_trace_display.cpp b/intern/cycles/integrator/path_trace_display.cpp index e22989bb301..7455a107ae6 100644 --- a/intern/cycles/integrator/path_trace_display.cpp +++ b/intern/cycles/integrator/path_trace_display.cpp @@ -16,7 +16,7 @@ #include "integrator/path_trace_display.h" -#include "render/buffers.h" +#include "session/buffers.h" #include "util/util_logging.h" diff --git a/intern/cycles/integrator/path_trace_display.h b/intern/cycles/integrator/path_trace_display.h index 99d2e0e1203..d40e45e7ead 100644 --- a/intern/cycles/integrator/path_trace_display.h +++ b/intern/cycles/integrator/path_trace_display.h @@ -16,7 +16,7 @@ #pragma once -#include "render/display_driver.h" +#include "session/display_driver.h" #include "util/util_half.h" #include "util/util_thread.h" diff --git a/intern/cycles/integrator/path_trace_tile.cpp b/intern/cycles/integrator/path_trace_tile.cpp index 540f4aa5f68..4834769f476 100644 --- a/intern/cycles/integrator/path_trace_tile.cpp +++ b/intern/cycles/integrator/path_trace_tile.cpp @@ -18,10 +18,10 @@ #include "integrator/pass_accessor_cpu.h" #include "integrator/path_trace.h" -#include "render/buffers.h" -#include "render/film.h" -#include "render/pass.h" -#include "render/scene.h" +#include "scene/film.h" +#include "scene/pass.h" +#include "scene/scene.h" +#include "session/buffers.h" CCL_NAMESPACE_BEGIN diff --git a/intern/cycles/integrator/path_trace_tile.h b/intern/cycles/integrator/path_trace_tile.h index fd3e2969f6c..6c7bddf2ca5 100644 --- a/intern/cycles/integrator/path_trace_tile.h +++ b/intern/cycles/integrator/path_trace_tile.h @@ -16,7 +16,7 @@ #pragma once -#include "render/output_driver.h" +#include "session/output_driver.h" CCL_NAMESPACE_BEGIN diff --git a/intern/cycles/integrator/path_trace_work.cpp b/intern/cycles/integrator/path_trace_work.cpp index d46f095d0d7..e08c410a579 100644 --- a/intern/cycles/integrator/path_trace_work.cpp +++ b/intern/cycles/integrator/path_trace_work.cpp @@ -20,9 +20,9 @@ #include "integrator/path_trace_work.h" #include "integrator/path_trace_work_cpu.h" #include "integrator/path_trace_work_gpu.h" -#include "render/buffers.h" -#include "render/film.h" -#include "render/scene.h" +#include "scene/film.h" +#include "scene/scene.h" +#include "session/buffers.h" #include "kernel/kernel_types.h" diff --git a/intern/cycles/integrator/path_trace_work.h b/intern/cycles/integrator/path_trace_work.h index 404165b7c55..6b2a6c71e81 100644 --- a/intern/cycles/integrator/path_trace_work.h +++ b/intern/cycles/integrator/path_trace_work.h @@ -17,8 +17,8 @@ #pragma once #include "integrator/pass_accessor.h" -#include "render/buffers.h" -#include "render/pass.h" +#include "scene/pass.h" +#include "session/buffers.h" #include "util/util_types.h" #include "util/util_unique_ptr.h" diff --git a/intern/cycles/integrator/path_trace_work_cpu.cpp b/intern/cycles/integrator/path_trace_work_cpu.cpp index 1cadcd9ec5c..1e59682a64c 100644 --- a/intern/cycles/integrator/path_trace_work_cpu.cpp +++ b/intern/cycles/integrator/path_trace_work_cpu.cpp @@ -19,13 +19,13 @@ #include "device/cpu/kernel.h" #include "device/device.h" -#include "kernel/kernel_path_state.h" +#include "kernel/integrator/integrator_path_state.h" #include "integrator/pass_accessor_cpu.h" #include "integrator/path_trace_display.h" -#include "render/buffers.h" -#include "render/scene.h" +#include "scene/scene.h" +#include "session/buffers.h" #include "util/util_atomic.h" #include "util/util_logging.h" diff --git a/intern/cycles/integrator/path_trace_work_gpu.cpp b/intern/cycles/integrator/path_trace_work_gpu.cpp index 775cee57a90..67e5ae70316 100644 --- a/intern/cycles/integrator/path_trace_work_gpu.cpp +++ b/intern/cycles/integrator/path_trace_work_gpu.cpp @@ -20,8 +20,8 @@ #include "device/device.h" #include "integrator/pass_accessor_gpu.h" -#include "render/buffers.h" -#include "render/scene.h" +#include "scene/scene.h" +#include "session/buffers.h" #include "util/util_logging.h" #include "util/util_string.h" #include "util/util_tbb.h" diff --git a/intern/cycles/integrator/render_scheduler.cpp b/intern/cycles/integrator/render_scheduler.cpp index 322d3d5f94c..3c64cba5feb 100644 --- a/intern/cycles/integrator/render_scheduler.cpp +++ b/intern/cycles/integrator/render_scheduler.cpp @@ -16,8 +16,8 @@ #include "integrator/render_scheduler.h" -#include "render/session.h" -#include "render/tile.h" +#include "session/session.h" +#include "session/tile.h" #include "util/util_logging.h" #include "util/util_math.h" #include "util/util_time.h" diff --git a/intern/cycles/integrator/render_scheduler.h b/intern/cycles/integrator/render_scheduler.h index c4ab15e54ba..a2c1e75d3b6 100644 --- a/intern/cycles/integrator/render_scheduler.h +++ b/intern/cycles/integrator/render_scheduler.h @@ -18,7 +18,7 @@ #include "integrator/adaptive_sampling.h" #include "integrator/denoiser.h" /* For DenoiseParams. */ -#include "render/buffers.h" +#include "session/buffers.h" #include "util/util_string.h" CCL_NAMESPACE_BEGIN diff --git a/intern/cycles/integrator/work_tile_scheduler.cpp b/intern/cycles/integrator/work_tile_scheduler.cpp index 234b1fae915..a6775f27b65 100644 --- a/intern/cycles/integrator/work_tile_scheduler.cpp +++ b/intern/cycles/integrator/work_tile_scheduler.cpp @@ -18,7 +18,7 @@ #include "device/device_queue.h" #include "integrator/tile.h" -#include "render/buffers.h" +#include "session/buffers.h" #include "util/util_atomic.h" #include "util/util_logging.h" diff --git a/intern/cycles/kernel/CMakeLists.txt b/intern/cycles/kernel/CMakeLists.txt index 6d5d386ddea..f27bcb41d3d 100644 --- a/intern/cycles/kernel/CMakeLists.txt +++ b/intern/cycles/kernel/CMakeLists.txt @@ -44,7 +44,8 @@ set(SRC_DEVICE_OPTIX device/optix/kernel_shader_raytrace.cu ) -set(SRC_BVH_HEADERS +set(SRC_HEADERS + bake/bake.h bvh/bvh.h bvh/bvh_nodes.h bvh/bvh_shadow_all.h @@ -55,36 +56,32 @@ set(SRC_BVH_HEADERS bvh/bvh_volume.h bvh/bvh_volume_all.h bvh/bvh_embree.h -) - -set(SRC_HEADERS - kernel_accumulate.h - kernel_adaptive_sampling.h - kernel_bake.h - kernel_camera.h - kernel_color.h - kernel_differential.h - kernel_emission.h - kernel_film.h - kernel_id_passes.h - kernel_jitter.h - kernel_light.h - kernel_light_background.h - kernel_light_common.h - kernel_lookup_table.h - kernel_math.h - kernel_montecarlo.h - kernel_passes.h - kernel_path_state.h - kernel_profiling.h - kernel_projection.h - kernel_random.h - kernel_shader.h - kernel_shadow_catcher.h + camera/camera.h + camera/camera_projection.h + film/film_accumulate.h + film/film_adaptive_sampling.h + film/film_id_passes.h + film/film_passes.h + film/film_read.h + film/film_write_passes.h + integrator/integrator_path_state.h + integrator/integrator_shader_eval.h + integrator/integrator_shadow_catcher.h kernel_textures.h kernel_types.h - kernel_work_stealing.h - kernel_write_passes.h + light/light.h + light/light_background.h + light/light_common.h + light/light_sample.h + sample/sample_jitter.h + sample/sample_lcg.h + sample/sample_mapping.h + sample/sample_mis.h + sample/sample_pattern.h + util/util_color.h + util/util_differential.h + util/util_lookup_table.h + util/util_profiling.h ) set(SRC_DEVICE_CPU_HEADERS @@ -102,6 +99,7 @@ set(SRC_DEVICE_GPU_HEADERS device/gpu/parallel_prefix_sum.h device/gpu/parallel_reduce.h device/gpu/parallel_sorted_index.h + device/gpu/work_stealing.h ) set(SRC_DEVICE_CUDA_HEADERS @@ -666,7 +664,7 @@ if(WITH_CYCLES_OSL) cycles_kernel_osl ) add_subdirectory(osl) - add_subdirectory(shaders) + add_subdirectory(osl/shaders) endif() # CPU module diff --git a/intern/cycles/kernel/bake/bake.h b/intern/cycles/kernel/bake/bake.h new file mode 100644 index 00000000000..e234d56bd3c --- /dev/null +++ b/intern/cycles/kernel/bake/bake.h @@ -0,0 +1,119 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#pragma once + +#include "kernel/camera/camera_projection.h" +#include "kernel/integrator/integrator_shader_eval.h" + +#include "kernel/geom/geom.h" + +CCL_NAMESPACE_BEGIN + +ccl_device void kernel_displace_evaluate(KernelGlobals kg, + ccl_global const KernelShaderEvalInput *input, + ccl_global float *output, + const int offset) +{ + /* Setup shader data. */ + const KernelShaderEvalInput in = input[offset]; + + ShaderData sd; + shader_setup_from_displace(kg, &sd, in.object, in.prim, in.u, in.v); + + /* Evaluate displacement shader. */ + const float3 P = sd.P; + shader_eval_displacement(kg, INTEGRATOR_STATE_NULL, &sd); + float3 D = sd.P - P; + + object_inverse_dir_transform(kg, &sd, &D); + +#ifdef __KERNEL_DEBUG_NAN__ + if (!isfinite3_safe(D)) { + kernel_assert(!"Cycles displacement with non-finite value detected"); + } +#endif + + /* Ensure finite displacement, preventing BVH from becoming degenerate and avoiding possible + * traversal issues caused by non-finite math. */ + D = ensure_finite3(D); + + /* Write output. */ + output[offset * 3 + 0] += D.x; + output[offset * 3 + 1] += D.y; + output[offset * 3 + 2] += D.z; +} + +ccl_device void kernel_background_evaluate(KernelGlobals kg, + ccl_global const KernelShaderEvalInput *input, + ccl_global float *output, + const int offset) +{ + /* 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; + + /* Setup shader data. */ + ShaderData sd; + shader_setup_from_background(kg, &sd, ray_P, ray_D, ray_time); + + /* Evaluate shader. + * This is being evaluated for all BSDFs, so path flag does not contain a specific type. */ + const uint32_t path_flag = PATH_RAY_EMISSION; + shader_eval_surface( + kg, INTEGRATOR_STATE_NULL, &sd, NULL, path_flag); + float3 color = shader_background_eval(&sd); + +#ifdef __KERNEL_DEBUG_NAN__ + if (!isfinite3_safe(color)) { + kernel_assert(!"Cycles background with non-finite value detected"); + } +#endif + + /* Ensure finite color, avoiding possible numerical instabilities in the path tracing kernels. */ + color = ensure_finite3(color); + + /* Write output. */ + output[offset * 3 + 0] += color.x; + output[offset * 3 + 1] += color.y; + output[offset * 3 + 2] += color.z; +} + +ccl_device void kernel_curve_shadow_transparency_evaluate( + KernelGlobals kg, + ccl_global const KernelShaderEvalInput *input, + ccl_global float *output, + const int offset) +{ + /* Setup shader data. */ + const KernelShaderEvalInput in = input[offset]; + + ShaderData sd; + shader_setup_from_curve(kg, &sd, in.object, in.prim, __float_as_int(in.v), in.u); + + /* Evaluate transparency. */ + shader_eval_surface( + kg, INTEGRATOR_STATE_NULL, &sd, NULL, PATH_RAY_SHADOW); + + /* Write output. */ + output[offset] = clamp(average(shader_bsdf_transparency(kg, &sd)), 0.0f, 1.0f); +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/camera/camera.h b/intern/cycles/kernel/camera/camera.h new file mode 100644 index 00000000000..66bc25bb879 --- /dev/null +++ b/intern/cycles/kernel/camera/camera.h @@ -0,0 +1,521 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#pragma once + +#include "kernel/camera/camera_projection.h" +#include "kernel/sample/sample_mapping.h" +#include "kernel/util/util_differential.h" +#include "kernel/util/util_lookup_table.h" + +CCL_NAMESPACE_BEGIN + +/* Perspective Camera */ + +ccl_device float2 camera_sample_aperture(ccl_constant KernelCamera *cam, float u, float v) +{ + float blades = cam->blades; + float2 bokeh; + + if (blades == 0.0f) { + /* sample disk */ + bokeh = concentric_sample_disk(u, v); + } + else { + /* sample polygon */ + float rotation = cam->bladesrotation; + bokeh = regular_polygon_sample(blades, rotation, u, v); + } + + /* anamorphic lens bokeh */ + bokeh.x *= cam->inv_aperture_ratio; + + return bokeh; +} + +ccl_device void camera_sample_perspective(KernelGlobals kg, + float raster_x, + float raster_y, + float lens_u, + float lens_v, + ccl_private Ray *ray) +{ + /* create ray form raster position */ + ProjectionTransform rastertocamera = kernel_data.cam.rastertocamera; + float3 raster = make_float3(raster_x, raster_y, 0.0f); + float3 Pcamera = transform_perspective(&rastertocamera, raster); + +#ifdef __CAMERA_MOTION__ + if (kernel_data.cam.have_perspective_motion) { + /* TODO(sergey): Currently we interpolate projected coordinate which + * gives nice looking result and which is simple, but is in fact a bit + * different comparing to constructing projective matrix from an + * interpolated field of view. + */ + if (ray->time < 0.5f) { + ProjectionTransform rastertocamera_pre = kernel_data.cam.perspective_pre; + float3 Pcamera_pre = transform_perspective(&rastertocamera_pre, raster); + Pcamera = interp(Pcamera_pre, Pcamera, ray->time * 2.0f); + } + else { + ProjectionTransform rastertocamera_post = kernel_data.cam.perspective_post; + float3 Pcamera_post = transform_perspective(&rastertocamera_post, raster); + Pcamera = interp(Pcamera, Pcamera_post, (ray->time - 0.5f) * 2.0f); + } + } +#endif + + float3 P = zero_float3(); + float3 D = Pcamera; + + /* modify ray for depth of field */ + float aperturesize = kernel_data.cam.aperturesize; + + if (aperturesize > 0.0f) { + /* sample point on aperture */ + float2 lensuv = camera_sample_aperture(&kernel_data.cam, lens_u, lens_v) * aperturesize; + + /* compute point on plane of focus */ + float ft = kernel_data.cam.focaldistance / D.z; + float3 Pfocus = D * ft; + + /* update ray for effect of lens */ + P = make_float3(lensuv.x, lensuv.y, 0.0f); + D = normalize(Pfocus - P); + } + + /* transform ray from camera to world */ + Transform cameratoworld = kernel_data.cam.cameratoworld; + +#ifdef __CAMERA_MOTION__ + if (kernel_data.cam.num_motion_steps) { + transform_motion_array_interpolate(&cameratoworld, + kernel_tex_array(__camera_motion), + kernel_data.cam.num_motion_steps, + ray->time); + } +#endif + + P = transform_point(&cameratoworld, P); + D = normalize(transform_direction(&cameratoworld, D)); + + bool use_stereo = kernel_data.cam.interocular_offset != 0.0f; + if (!use_stereo) { + /* No stereo */ + ray->P = P; + ray->D = D; + +#ifdef __RAY_DIFFERENTIALS__ + float3 Dcenter = transform_direction(&cameratoworld, Pcamera); + float3 Dcenter_normalized = normalize(Dcenter); + + /* TODO: can this be optimized to give compact differentials directly? */ + ray->dP = differential_zero_compact(); + differential3 dD; + dD.dx = normalize(Dcenter + float4_to_float3(kernel_data.cam.dx)) - Dcenter_normalized; + dD.dy = normalize(Dcenter + float4_to_float3(kernel_data.cam.dy)) - Dcenter_normalized; + ray->dD = differential_make_compact(dD); +#endif + } + else { + /* Spherical stereo */ + spherical_stereo_transform(&kernel_data.cam, &P, &D); + ray->P = P; + ray->D = D; + +#ifdef __RAY_DIFFERENTIALS__ + /* Ray differentials, computed from scratch using the raster coordinates + * because we don't want to be affected by depth of field. We compute + * ray origin and direction for the center and two neighboring pixels + * and simply take their differences. */ + float3 Pnostereo = transform_point(&cameratoworld, zero_float3()); + + float3 Pcenter = Pnostereo; + float3 Dcenter = Pcamera; + Dcenter = normalize(transform_direction(&cameratoworld, Dcenter)); + spherical_stereo_transform(&kernel_data.cam, &Pcenter, &Dcenter); + + float3 Px = Pnostereo; + float3 Dx = transform_perspective(&rastertocamera, + make_float3(raster_x + 1.0f, raster_y, 0.0f)); + Dx = normalize(transform_direction(&cameratoworld, Dx)); + spherical_stereo_transform(&kernel_data.cam, &Px, &Dx); + + differential3 dP, dD; + + dP.dx = Px - Pcenter; + dD.dx = Dx - Dcenter; + + float3 Py = Pnostereo; + float3 Dy = transform_perspective(&rastertocamera, + make_float3(raster_x, raster_y + 1.0f, 0.0f)); + Dy = normalize(transform_direction(&cameratoworld, Dy)); + spherical_stereo_transform(&kernel_data.cam, &Py, &Dy); + + dP.dy = Py - Pcenter; + dD.dy = Dy - Dcenter; + ray->dD = differential_make_compact(dD); + ray->dP = differential_make_compact(dP); +#endif + } + +#ifdef __CAMERA_CLIPPING__ + /* clipping */ + float z_inv = 1.0f / normalize(Pcamera).z; + float nearclip = kernel_data.cam.nearclip * z_inv; + ray->P += nearclip * ray->D; + ray->dP += nearclip * ray->dD; + ray->t = kernel_data.cam.cliplength * z_inv; +#else + ray->t = FLT_MAX; +#endif +} + +/* Orthographic Camera */ +ccl_device void camera_sample_orthographic(KernelGlobals kg, + float raster_x, + float raster_y, + float lens_u, + float lens_v, + ccl_private Ray *ray) +{ + /* create ray form raster position */ + ProjectionTransform rastertocamera = kernel_data.cam.rastertocamera; + float3 Pcamera = transform_perspective(&rastertocamera, make_float3(raster_x, raster_y, 0.0f)); + + float3 P; + float3 D = make_float3(0.0f, 0.0f, 1.0f); + + /* modify ray for depth of field */ + float aperturesize = kernel_data.cam.aperturesize; + + if (aperturesize > 0.0f) { + /* sample point on aperture */ + float2 lensuv = camera_sample_aperture(&kernel_data.cam, lens_u, lens_v) * aperturesize; + + /* compute point on plane of focus */ + float3 Pfocus = D * kernel_data.cam.focaldistance; + + /* update ray for effect of lens */ + float3 lensuvw = make_float3(lensuv.x, lensuv.y, 0.0f); + P = Pcamera + lensuvw; + D = normalize(Pfocus - lensuvw); + } + else { + P = Pcamera; + } + /* transform ray from camera to world */ + Transform cameratoworld = kernel_data.cam.cameratoworld; + +#ifdef __CAMERA_MOTION__ + if (kernel_data.cam.num_motion_steps) { + transform_motion_array_interpolate(&cameratoworld, + kernel_tex_array(__camera_motion), + kernel_data.cam.num_motion_steps, + ray->time); + } +#endif + + ray->P = transform_point(&cameratoworld, P); + ray->D = normalize(transform_direction(&cameratoworld, D)); + +#ifdef __RAY_DIFFERENTIALS__ + /* ray differential */ + differential3 dP; + dP.dx = float4_to_float3(kernel_data.cam.dx); + dP.dy = float4_to_float3(kernel_data.cam.dx); + + ray->dP = differential_make_compact(dP); + ray->dD = differential_zero_compact(); +#endif + +#ifdef __CAMERA_CLIPPING__ + /* clipping */ + ray->t = kernel_data.cam.cliplength; +#else + ray->t = FLT_MAX; +#endif +} + +/* Panorama Camera */ + +ccl_device_inline void camera_sample_panorama(ccl_constant KernelCamera *cam, +#ifdef __CAMERA_MOTION__ + ccl_global const DecomposedTransform *cam_motion, +#endif + float raster_x, + float raster_y, + float lens_u, + float lens_v, + ccl_private Ray *ray) +{ + ProjectionTransform rastertocamera = cam->rastertocamera; + float3 Pcamera = transform_perspective(&rastertocamera, make_float3(raster_x, raster_y, 0.0f)); + + /* create ray form raster position */ + float3 P = zero_float3(); + float3 D = panorama_to_direction(cam, Pcamera.x, Pcamera.y); + + /* indicates ray should not receive any light, outside of the lens */ + if (is_zero(D)) { + ray->t = 0.0f; + return; + } + + /* modify ray for depth of field */ + float aperturesize = cam->aperturesize; + + if (aperturesize > 0.0f) { + /* sample point on aperture */ + float2 lensuv = camera_sample_aperture(cam, lens_u, lens_v) * aperturesize; + + /* compute point on plane of focus */ + float3 Dfocus = normalize(D); + float3 Pfocus = Dfocus * cam->focaldistance; + + /* calculate orthonormal coordinates perpendicular to Dfocus */ + float3 U, V; + U = normalize(make_float3(1.0f, 0.0f, 0.0f) - Dfocus.x * Dfocus); + V = normalize(cross(Dfocus, U)); + + /* update ray for effect of lens */ + P = U * lensuv.x + V * lensuv.y; + D = normalize(Pfocus - P); + } + + /* transform ray from camera to world */ + Transform cameratoworld = cam->cameratoworld; + +#ifdef __CAMERA_MOTION__ + if (cam->num_motion_steps) { + transform_motion_array_interpolate( + &cameratoworld, cam_motion, cam->num_motion_steps, ray->time); + } +#endif + + P = transform_point(&cameratoworld, P); + D = normalize(transform_direction(&cameratoworld, D)); + + /* Stereo transform */ + bool use_stereo = cam->interocular_offset != 0.0f; + if (use_stereo) { + spherical_stereo_transform(cam, &P, &D); + } + + ray->P = P; + ray->D = D; + +#ifdef __RAY_DIFFERENTIALS__ + /* Ray differentials, computed from scratch using the raster coordinates + * because we don't want to be affected by depth of field. We compute + * ray origin and direction for the center and two neighboring pixels + * and simply take their differences. */ + float3 Pcenter = Pcamera; + float3 Dcenter = panorama_to_direction(cam, Pcenter.x, Pcenter.y); + Pcenter = transform_point(&cameratoworld, Pcenter); + Dcenter = normalize(transform_direction(&cameratoworld, Dcenter)); + if (use_stereo) { + spherical_stereo_transform(cam, &Pcenter, &Dcenter); + } + + float3 Px = transform_perspective(&rastertocamera, make_float3(raster_x + 1.0f, raster_y, 0.0f)); + float3 Dx = panorama_to_direction(cam, Px.x, Px.y); + Px = transform_point(&cameratoworld, Px); + Dx = normalize(transform_direction(&cameratoworld, Dx)); + if (use_stereo) { + spherical_stereo_transform(cam, &Px, &Dx); + } + + differential3 dP, dD; + dP.dx = Px - Pcenter; + dD.dx = Dx - Dcenter; + + float3 Py = transform_perspective(&rastertocamera, make_float3(raster_x, raster_y + 1.0f, 0.0f)); + float3 Dy = panorama_to_direction(cam, Py.x, Py.y); + Py = transform_point(&cameratoworld, Py); + Dy = normalize(transform_direction(&cameratoworld, Dy)); + if (use_stereo) { + spherical_stereo_transform(cam, &Py, &Dy); + } + + dP.dy = Py - Pcenter; + dD.dy = Dy - Dcenter; + ray->dD = differential_make_compact(dD); + ray->dP = differential_make_compact(dP); +#endif + +#ifdef __CAMERA_CLIPPING__ + /* clipping */ + float nearclip = cam->nearclip; + ray->P += nearclip * ray->D; + ray->dP += nearclip * ray->dD; + ray->t = cam->cliplength; +#else + ray->t = FLT_MAX; +#endif +} + +/* Common */ + +ccl_device_inline void camera_sample(KernelGlobals kg, + int x, + int y, + float filter_u, + float filter_v, + float lens_u, + float lens_v, + float time, + ccl_private Ray *ray) +{ + /* pixel filter */ + int filter_table_offset = kernel_data.film.filter_table_offset; + float raster_x = x + lookup_table_read(kg, filter_u, filter_table_offset, FILTER_TABLE_SIZE); + float raster_y = y + lookup_table_read(kg, filter_v, filter_table_offset, FILTER_TABLE_SIZE); + +#ifdef __CAMERA_MOTION__ + /* motion blur */ + if (kernel_data.cam.shuttertime == -1.0f) { + ray->time = 0.5f; + } + else { + /* TODO(sergey): Such lookup is unneeded when there's rolling shutter + * effect in use but rolling shutter duration is set to 0.0. + */ + const int shutter_table_offset = kernel_data.cam.shutter_table_offset; + ray->time = lookup_table_read(kg, time, shutter_table_offset, SHUTTER_TABLE_SIZE); + /* TODO(sergey): Currently single rolling shutter effect type only + * where scan-lines are acquired from top to bottom and whole scan-line + * is acquired at once (no delay in acquisition happens between pixels + * of single scan-line). + * + * Might want to support more models in the future. + */ + if (kernel_data.cam.rolling_shutter_type) { + /* Time corresponding to a fully rolling shutter only effect: + * top of the frame is time 0.0, bottom of the frame is time 1.0. + */ + const float time = 1.0f - (float)y / kernel_data.cam.height; + const float duration = kernel_data.cam.rolling_shutter_duration; + if (duration != 0.0f) { + /* This isn't fully physical correct, but lets us to have simple + * controls in the interface. The idea here is basically sort of + * linear interpolation between how much rolling shutter effect + * exist on the frame and how much of it is a motion blur effect. + */ + ray->time = (ray->time - 0.5f) * duration; + ray->time += (time - 0.5f) * (1.0f - duration) + 0.5f; + } + else { + ray->time = time; + } + } + } +#endif + + /* sample */ + if (kernel_data.cam.type == CAMERA_PERSPECTIVE) { + camera_sample_perspective(kg, raster_x, raster_y, lens_u, lens_v, ray); + } + else if (kernel_data.cam.type == CAMERA_ORTHOGRAPHIC) { + camera_sample_orthographic(kg, raster_x, raster_y, lens_u, lens_v, ray); + } + else { +#ifdef __CAMERA_MOTION__ + ccl_global const DecomposedTransform *cam_motion = kernel_tex_array(__camera_motion); + camera_sample_panorama(&kernel_data.cam, cam_motion, raster_x, raster_y, lens_u, lens_v, ray); +#else + camera_sample_panorama(&kernel_data.cam, raster_x, raster_y, lens_u, lens_v, ray); +#endif + } +} + +/* Utilities */ + +ccl_device_inline float3 camera_position(KernelGlobals kg) +{ + Transform cameratoworld = kernel_data.cam.cameratoworld; + return make_float3(cameratoworld.x.w, cameratoworld.y.w, cameratoworld.z.w); +} + +ccl_device_inline float camera_distance(KernelGlobals kg, float3 P) +{ + Transform cameratoworld = kernel_data.cam.cameratoworld; + float3 camP = make_float3(cameratoworld.x.w, cameratoworld.y.w, cameratoworld.z.w); + + if (kernel_data.cam.type == CAMERA_ORTHOGRAPHIC) { + float3 camD = make_float3(cameratoworld.x.z, cameratoworld.y.z, cameratoworld.z.z); + return fabsf(dot((P - camP), camD)); + } + else { + return len(P - camP); + } +} + +ccl_device_inline float camera_z_depth(KernelGlobals kg, float3 P) +{ + if (kernel_data.cam.type != CAMERA_PANORAMA) { + Transform worldtocamera = kernel_data.cam.worldtocamera; + return transform_point(&worldtocamera, P).z; + } + else { + Transform cameratoworld = kernel_data.cam.cameratoworld; + float3 camP = make_float3(cameratoworld.x.w, cameratoworld.y.w, cameratoworld.z.w); + return len(P - camP); + } +} + +ccl_device_inline float3 camera_direction_from_point(KernelGlobals kg, float3 P) +{ + Transform cameratoworld = kernel_data.cam.cameratoworld; + + if (kernel_data.cam.type == CAMERA_ORTHOGRAPHIC) { + float3 camD = make_float3(cameratoworld.x.z, cameratoworld.y.z, cameratoworld.z.z); + return -camD; + } + else { + float3 camP = make_float3(cameratoworld.x.w, cameratoworld.y.w, cameratoworld.z.w); + return normalize(camP - P); + } +} + +ccl_device_inline float3 camera_world_to_ndc(KernelGlobals kg, + ccl_private ShaderData *sd, + float3 P) +{ + if (kernel_data.cam.type != CAMERA_PANORAMA) { + /* perspective / ortho */ + if (sd->object == PRIM_NONE && kernel_data.cam.type == CAMERA_PERSPECTIVE) + P += camera_position(kg); + + ProjectionTransform tfm = kernel_data.cam.worldtondc; + return transform_perspective(&tfm, P); + } + else { + /* panorama */ + Transform tfm = kernel_data.cam.worldtocamera; + + if (sd->object != OBJECT_NONE) + P = normalize(transform_point(&tfm, P)); + else + P = normalize(transform_direction(&tfm, P)); + + float2 uv = direction_to_panorama(&kernel_data.cam, P); + + return make_float3(uv.x, uv.y, 0.0f); + } +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/camera/camera_projection.h b/intern/cycles/kernel/camera/camera_projection.h new file mode 100644 index 00000000000..0aea82fa812 --- /dev/null +++ b/intern/cycles/kernel/camera/camera_projection.h @@ -0,0 +1,258 @@ +/* + * Parts adapted from Open Shading Language with this license: + * + * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al. + * All Rights Reserved. + * + * Modifications Copyright 2011, Blender Foundation. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are + * met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of Sony Pictures Imageworks nor the names of its + * contributors may be used to endorse or promote products derived from + * this software without specific prior written permission. + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS + * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT + * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR + * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT + * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, + * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT + * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, + * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY + * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +#pragma once + +CCL_NAMESPACE_BEGIN + +/* Spherical coordinates <-> Cartesian direction. */ + +ccl_device float2 direction_to_spherical(float3 dir) +{ + float theta = safe_acosf(dir.z); + float phi = atan2f(dir.x, dir.y); + + return make_float2(theta, phi); +} + +ccl_device float3 spherical_to_direction(float theta, float phi) +{ + float sin_theta = sinf(theta); + return make_float3(sin_theta * cosf(phi), sin_theta * sinf(phi), cosf(theta)); +} + +/* Equirectangular coordinates <-> Cartesian direction */ + +ccl_device float2 direction_to_equirectangular_range(float3 dir, float4 range) +{ + if (is_zero(dir)) + return zero_float2(); + + float u = (atan2f(dir.y, dir.x) - range.y) / range.x; + float v = (acosf(dir.z / len(dir)) - range.w) / range.z; + + return make_float2(u, v); +} + +ccl_device float3 equirectangular_range_to_direction(float u, float v, float4 range) +{ + float phi = range.x * u + range.y; + float theta = range.z * v + range.w; + float sin_theta = sinf(theta); + return make_float3(sin_theta * cosf(phi), sin_theta * sinf(phi), cosf(theta)); +} + +ccl_device float2 direction_to_equirectangular(float3 dir) +{ + return direction_to_equirectangular_range(dir, make_float4(-M_2PI_F, M_PI_F, -M_PI_F, M_PI_F)); +} + +ccl_device float3 equirectangular_to_direction(float u, float v) +{ + return equirectangular_range_to_direction(u, v, make_float4(-M_2PI_F, M_PI_F, -M_PI_F, M_PI_F)); +} + +/* Fisheye <-> Cartesian direction */ + +ccl_device float2 direction_to_fisheye(float3 dir, float fov) +{ + float r = atan2f(sqrtf(dir.y * dir.y + dir.z * dir.z), dir.x) / fov; + float phi = atan2f(dir.z, dir.y); + + float u = r * cosf(phi) + 0.5f; + float v = r * sinf(phi) + 0.5f; + + return make_float2(u, v); +} + +ccl_device float3 fisheye_to_direction(float u, float v, float fov) +{ + u = (u - 0.5f) * 2.0f; + v = (v - 0.5f) * 2.0f; + + float r = sqrtf(u * u + v * v); + + if (r > 1.0f) + return zero_float3(); + + float phi = safe_acosf((r != 0.0f) ? u / r : 0.0f); + float theta = r * fov * 0.5f; + + if (v < 0.0f) + phi = -phi; + + return make_float3(cosf(theta), -cosf(phi) * sinf(theta), sinf(phi) * sinf(theta)); +} + +ccl_device float2 direction_to_fisheye_equisolid(float3 dir, float lens, float width, float height) +{ + float theta = safe_acosf(dir.x); + float r = 2.0f * lens * sinf(theta * 0.5f); + float phi = atan2f(dir.z, dir.y); + + float u = r * cosf(phi) / width + 0.5f; + float v = r * sinf(phi) / height + 0.5f; + + return make_float2(u, v); +} + +ccl_device_inline float3 +fisheye_equisolid_to_direction(float u, float v, float lens, float fov, float width, float height) +{ + u = (u - 0.5f) * width; + v = (v - 0.5f) * height; + + float rmax = 2.0f * lens * sinf(fov * 0.25f); + float r = sqrtf(u * u + v * v); + + if (r > rmax) + return zero_float3(); + + float phi = safe_acosf((r != 0.0f) ? u / r : 0.0f); + float theta = 2.0f * asinf(r / (2.0f * lens)); + + if (v < 0.0f) + phi = -phi; + + return make_float3(cosf(theta), -cosf(phi) * sinf(theta), sinf(phi) * sinf(theta)); +} + +/* Mirror Ball <-> Cartesion direction */ + +ccl_device float3 mirrorball_to_direction(float u, float v) +{ + /* point on sphere */ + float3 dir; + + dir.x = 2.0f * u - 1.0f; + dir.z = 2.0f * v - 1.0f; + + if (dir.x * dir.x + dir.z * dir.z > 1.0f) + return zero_float3(); + + dir.y = -sqrtf(max(1.0f - dir.x * dir.x - dir.z * dir.z, 0.0f)); + + /* reflection */ + float3 I = make_float3(0.0f, -1.0f, 0.0f); + + return 2.0f * dot(dir, I) * dir - I; +} + +ccl_device float2 direction_to_mirrorball(float3 dir) +{ + /* inverse of mirrorball_to_direction */ + dir.y -= 1.0f; + + float div = 2.0f * sqrtf(max(-0.5f * dir.y, 0.0f)); + if (div > 0.0f) + dir /= div; + + float u = 0.5f * (dir.x + 1.0f); + float v = 0.5f * (dir.z + 1.0f); + + return make_float2(u, v); +} + +ccl_device_inline float3 panorama_to_direction(ccl_constant KernelCamera *cam, float u, float v) +{ + switch (cam->panorama_type) { + case PANORAMA_EQUIRECTANGULAR: + return equirectangular_range_to_direction(u, v, cam->equirectangular_range); + case PANORAMA_MIRRORBALL: + return mirrorball_to_direction(u, v); + case PANORAMA_FISHEYE_EQUIDISTANT: + return fisheye_to_direction(u, v, cam->fisheye_fov); + case PANORAMA_FISHEYE_EQUISOLID: + default: + return fisheye_equisolid_to_direction( + u, v, cam->fisheye_lens, cam->fisheye_fov, cam->sensorwidth, cam->sensorheight); + } +} + +ccl_device_inline float2 direction_to_panorama(ccl_constant KernelCamera *cam, float3 dir) +{ + switch (cam->panorama_type) { + case PANORAMA_EQUIRECTANGULAR: + return direction_to_equirectangular_range(dir, cam->equirectangular_range); + case PANORAMA_MIRRORBALL: + return direction_to_mirrorball(dir); + case PANORAMA_FISHEYE_EQUIDISTANT: + return direction_to_fisheye(dir, cam->fisheye_fov); + case PANORAMA_FISHEYE_EQUISOLID: + default: + return direction_to_fisheye_equisolid( + dir, cam->fisheye_lens, cam->sensorwidth, cam->sensorheight); + } +} + +ccl_device_inline void spherical_stereo_transform(ccl_constant KernelCamera *cam, + ccl_private float3 *P, + ccl_private float3 *D) +{ + float interocular_offset = cam->interocular_offset; + + /* Interocular offset of zero means either non stereo, or stereo without + * spherical stereo. */ + kernel_assert(interocular_offset != 0.0f); + + if (cam->pole_merge_angle_to > 0.0f) { + const float pole_merge_angle_from = cam->pole_merge_angle_from, + pole_merge_angle_to = cam->pole_merge_angle_to; + float altitude = fabsf(safe_asinf((*D).z)); + if (altitude > pole_merge_angle_to) { + interocular_offset = 0.0f; + } + else if (altitude > pole_merge_angle_from) { + float fac = (altitude - pole_merge_angle_from) / + (pole_merge_angle_to - pole_merge_angle_from); + float fade = cosf(fac * M_PI_2_F); + interocular_offset *= fade; + } + } + + float3 up = make_float3(0.0f, 0.0f, 1.0f); + float3 side = normalize(cross(*D, up)); + float3 stereo_offset = side * interocular_offset; + + *P += stereo_offset; + + /* Convergence distance is FLT_MAX in the case of parallel convergence mode, + * no need to modify direction in this case either. */ + const float convergence_distance = cam->convergence_distance; + + if (convergence_distance != FLT_MAX) { + float3 screen_offset = convergence_distance * (*D); + *D = normalize(screen_offset - stereo_offset); + } +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/closure/bsdf_ashikhmin_velvet.h b/intern/cycles/kernel/closure/bsdf_ashikhmin_velvet.h index c00890be54c..fa88c66f536 100644 --- a/intern/cycles/kernel/closure/bsdf_ashikhmin_velvet.h +++ b/intern/cycles/kernel/closure/bsdf_ashikhmin_velvet.h @@ -32,7 +32,7 @@ #pragma once -#include "kernel/kernel_montecarlo.h" +#include "kernel/sample/sample_mapping.h" CCL_NAMESPACE_BEGIN diff --git a/intern/cycles/kernel/closure/bsdf_diffuse.h b/intern/cycles/kernel/closure/bsdf_diffuse.h index 16c9b428004..dd3b4500b1f 100644 --- a/intern/cycles/kernel/closure/bsdf_diffuse.h +++ b/intern/cycles/kernel/closure/bsdf_diffuse.h @@ -32,6 +32,8 @@ #pragma once +#include "kernel/sample/sample_mapping.h" + CCL_NAMESPACE_BEGIN typedef struct DiffuseBsdf { diff --git a/intern/cycles/kernel/closure/bsdf_diffuse_ramp.h b/intern/cycles/kernel/closure/bsdf_diffuse_ramp.h index 8bff7709a32..1e70d3e534e 100644 --- a/intern/cycles/kernel/closure/bsdf_diffuse_ramp.h +++ b/intern/cycles/kernel/closure/bsdf_diffuse_ramp.h @@ -32,6 +32,8 @@ #pragma once +#include "kernel/sample/sample_mapping.h" + CCL_NAMESPACE_BEGIN #ifdef __OSL__ diff --git a/intern/cycles/kernel/closure/bsdf_hair_principled.h b/intern/cycles/kernel/closure/bsdf_hair_principled.h index a474c5661b3..ff554d4a60e 100644 --- a/intern/cycles/kernel/closure/bsdf_hair_principled.h +++ b/intern/cycles/kernel/closure/bsdf_hair_principled.h @@ -20,7 +20,7 @@ # include #endif -#include "kernel/kernel_color.h" +#include "kernel/util/util_color.h" CCL_NAMESPACE_BEGIN diff --git a/intern/cycles/kernel/closure/bsdf_microfacet.h b/intern/cycles/kernel/closure/bsdf_microfacet.h index a4e1b7a491c..28aac368f2b 100644 --- a/intern/cycles/kernel/closure/bsdf_microfacet.h +++ b/intern/cycles/kernel/closure/bsdf_microfacet.h @@ -32,8 +32,8 @@ #pragma once -#include "kernel/kernel_lookup_table.h" -#include "kernel/kernel_random.h" +#include "kernel/sample/sample_pattern.h" +#include "kernel/util/util_lookup_table.h" CCL_NAMESPACE_BEGIN diff --git a/intern/cycles/kernel/closure/bsdf_microfacet_multi.h b/intern/cycles/kernel/closure/bsdf_microfacet_multi.h index b7bd7faaa54..b1ab8d7ffd0 100644 --- a/intern/cycles/kernel/closure/bsdf_microfacet_multi.h +++ b/intern/cycles/kernel/closure/bsdf_microfacet_multi.h @@ -16,6 +16,9 @@ #pragma once +#include "kernel/sample/sample_lcg.h" +#include "kernel/sample/sample_mapping.h" + CCL_NAMESPACE_BEGIN /* Most of the code is based on the supplemental implementations from diff --git a/intern/cycles/kernel/closure/bsdf_principled_diffuse.h b/intern/cycles/kernel/closure/bsdf_principled_diffuse.h index 74390f768a2..0e3b21117b5 100644 --- a/intern/cycles/kernel/closure/bsdf_principled_diffuse.h +++ b/intern/cycles/kernel/closure/bsdf_principled_diffuse.h @@ -27,6 +27,8 @@ #include "kernel/closure/bsdf_util.h" +#include "kernel/sample/sample_mapping.h" + CCL_NAMESPACE_BEGIN enum PrincipledDiffuseBsdfComponents { diff --git a/intern/cycles/kernel/closure/bsdf_util.h b/intern/cycles/kernel/closure/bsdf_util.h index 873494c1e03..b1c16a037df 100644 --- a/intern/cycles/kernel/closure/bsdf_util.h +++ b/intern/cycles/kernel/closure/bsdf_util.h @@ -148,4 +148,110 @@ interpolate_fresnel_color(float3 L, float3 H, float ior, float F0, float3 cspec0 return cspec0 * (1.0f - FH) + make_float3(1.0f, 1.0f, 1.0f) * FH; } +ccl_device float3 ensure_valid_reflection(float3 Ng, float3 I, float3 N) +{ + float3 R = 2 * dot(N, I) * N - I; + + /* Reflection rays may always be at least as shallow as the incoming ray. */ + float threshold = min(0.9f * dot(Ng, I), 0.01f); + if (dot(Ng, R) >= threshold) { + return N; + } + + /* Form coordinate system with Ng as the Z axis and N inside the X-Z-plane. + * The X axis is found by normalizing the component of N that's orthogonal to Ng. + * The Y axis isn't actually needed. + */ + float NdotNg = dot(N, Ng); + float3 X = normalize(N - NdotNg * Ng); + + /* Keep math expressions. */ + /* clang-format off */ + /* Calculate N.z and N.x in the local coordinate system. + * + * The goal of this computation is to find a N' that is rotated towards Ng just enough + * to lift R' above the threshold (here called t), therefore dot(R', Ng) = t. + * + * According to the standard reflection equation, + * this means that we want dot(2*dot(N', I)*N' - I, Ng) = t. + * + * Since the Z axis of our local coordinate system is Ng, dot(x, Ng) is just x.z, so we get + * 2*dot(N', I)*N'.z - I.z = t. + * + * The rotation is simple to express in the coordinate system we formed - + * since N lies in the X-Z-plane, we know that N' will also lie in the X-Z-plane, + * so N'.y = 0 and therefore dot(N', I) = N'.x*I.x + N'.z*I.z . + * + * Furthermore, we want N' to be normalized, so N'.x = sqrt(1 - N'.z^2). + * + * With these simplifications, + * we get the final equation 2*(sqrt(1 - N'.z^2)*I.x + N'.z*I.z)*N'.z - I.z = t. + * + * The only unknown here is N'.z, so we can solve for that. + * + * The equation has four solutions in general: + * + * N'.z = +-sqrt(0.5*(+-sqrt(I.x^2*(I.x^2 + I.z^2 - t^2)) + t*I.z + I.x^2 + I.z^2)/(I.x^2 + I.z^2)) + * We can simplify this expression a bit by grouping terms: + * + * a = I.x^2 + I.z^2 + * b = sqrt(I.x^2 * (a - t^2)) + * c = I.z*t + a + * N'.z = +-sqrt(0.5*(+-b + c)/a) + * + * Two solutions can immediately be discarded because they're negative so N' would lie in the + * lower hemisphere. + */ + /* clang-format on */ + + float Ix = dot(I, X), Iz = dot(I, Ng); + float Ix2 = sqr(Ix), Iz2 = sqr(Iz); + float a = Ix2 + Iz2; + + float b = safe_sqrtf(Ix2 * (a - sqr(threshold))); + float c = Iz * threshold + a; + + /* Evaluate both solutions. + * In many cases one can be immediately discarded (if N'.z would be imaginary or larger than + * one), so check for that first. If no option is viable (might happen in extreme cases like N + * being in the wrong hemisphere), give up and return Ng. */ + float fac = 0.5f / a; + float N1_z2 = fac * (b + c), N2_z2 = fac * (-b + c); + bool valid1 = (N1_z2 > 1e-5f) && (N1_z2 <= (1.0f + 1e-5f)); + bool valid2 = (N2_z2 > 1e-5f) && (N2_z2 <= (1.0f + 1e-5f)); + + float2 N_new; + if (valid1 && valid2) { + /* If both are possible, do the expensive reflection-based check. */ + float2 N1 = make_float2(safe_sqrtf(1.0f - N1_z2), safe_sqrtf(N1_z2)); + float2 N2 = make_float2(safe_sqrtf(1.0f - N2_z2), safe_sqrtf(N2_z2)); + + float R1 = 2 * (N1.x * Ix + N1.y * Iz) * N1.y - Iz; + float R2 = 2 * (N2.x * Ix + N2.y * Iz) * N2.y - Iz; + + valid1 = (R1 >= 1e-5f); + valid2 = (R2 >= 1e-5f); + if (valid1 && valid2) { + /* If both solutions are valid, return the one with the shallower reflection since it will be + * closer to the input (if the original reflection wasn't shallow, we would not be in this + * part of the function). */ + N_new = (R1 < R2) ? N1 : N2; + } + else { + /* If only one reflection is valid (= positive), pick that one. */ + N_new = (R1 > R2) ? N1 : N2; + } + } + else if (valid1 || valid2) { + /* Only one solution passes the N'.z criterium, so pick that one. */ + float Nz2 = valid1 ? N1_z2 : N2_z2; + N_new = make_float2(safe_sqrtf(1.0f - Nz2), safe_sqrtf(Nz2)); + } + else { + return Ng; + } + + return N_new.x * X + N_new.y * Ng; +} + CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/device/cpu/globals.h b/intern/cycles/kernel/device/cpu/globals.h index fb9aae38cfc..f3e530a9edc 100644 --- a/intern/cycles/kernel/device/cpu/globals.h +++ b/intern/cycles/kernel/device/cpu/globals.h @@ -18,8 +18,8 @@ #pragma once -#include "kernel/kernel_profiling.h" #include "kernel/kernel_types.h" +#include "kernel/util/util_profiling.h" CCL_NAMESPACE_BEGIN diff --git a/intern/cycles/kernel/device/cpu/kernel_arch_impl.h b/intern/cycles/kernel/device/cpu/kernel_arch_impl.h index ba777062113..148b6a33cb5 100644 --- a/intern/cycles/kernel/device/cpu/kernel_arch_impl.h +++ b/intern/cycles/kernel/device/cpu/kernel_arch_impl.h @@ -46,10 +46,11 @@ # include "kernel/integrator/integrator_shade_volume.h" # include "kernel/integrator/integrator_megakernel.h" -# include "kernel/kernel_film.h" -# include "kernel/kernel_adaptive_sampling.h" -# include "kernel/kernel_bake.h" -# include "kernel/kernel_id_passes.h" +# include "kernel/film/film_adaptive_sampling.h" +# include "kernel/film/film_read.h" +# include "kernel/film/film_id_passes.h" + +# include "kernel/bake/bake.h" #else # define STUB_ASSERT(arch, name) \ diff --git a/intern/cycles/kernel/device/cuda/globals.h b/intern/cycles/kernel/device/cuda/globals.h index 2c187cf8a23..cde935198b3 100644 --- a/intern/cycles/kernel/device/cuda/globals.h +++ b/intern/cycles/kernel/device/cuda/globals.h @@ -18,11 +18,12 @@ #pragma once -#include "kernel/kernel_profiling.h" #include "kernel/kernel_types.h" #include "kernel/integrator/integrator_state.h" +#include "kernel/util/util_profiling.h" + CCL_NAMESPACE_BEGIN /* Not actually used, just a NULL pointer that gets passed everywhere, which we diff --git a/intern/cycles/kernel/device/gpu/kernel.h b/intern/cycles/kernel/device/gpu/kernel.h index 335cb1ec0c0..aa360b3016a 100644 --- a/intern/cycles/kernel/device/gpu/kernel.h +++ b/intern/cycles/kernel/device/gpu/kernel.h @@ -19,6 +19,7 @@ #include "kernel/device/gpu/parallel_active_index.h" #include "kernel/device/gpu/parallel_prefix_sum.h" #include "kernel/device/gpu/parallel_sorted_index.h" +#include "kernel/device/gpu/work_stealing.h" #include "kernel/integrator/integrator_state.h" #include "kernel/integrator/integrator_state_flow.h" @@ -36,10 +37,10 @@ #include "kernel/integrator/integrator_shade_surface.h" #include "kernel/integrator/integrator_shade_volume.h" -#include "kernel/kernel_adaptive_sampling.h" -#include "kernel/kernel_bake.h" -#include "kernel/kernel_film.h" -#include "kernel/kernel_work_stealing.h" +#include "kernel/bake/bake.h" + +#include "kernel/film/film_adaptive_sampling.h" +#include "kernel/film/film_read.h" /* -------------------------------------------------------------------- * Integrator. diff --git a/intern/cycles/kernel/device/gpu/work_stealing.h b/intern/cycles/kernel/device/gpu/work_stealing.h new file mode 100644 index 00000000000..fab0915c38e --- /dev/null +++ b/intern/cycles/kernel/device/gpu/work_stealing.h @@ -0,0 +1,52 @@ +/* + * Copyright 2011-2015 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#pragma once + +CCL_NAMESPACE_BEGIN + +/* + * Utility functions for work stealing + */ + +/* Map global work index to tile, pixel X/Y and sample. */ +ccl_device_inline void get_work_pixel(ccl_global const KernelWorkTile *tile, + uint global_work_index, + ccl_private uint *x, + ccl_private uint *y, + ccl_private uint *sample) +{ +#if 0 + /* Keep threads for the same sample together. */ + uint tile_pixels = tile->w * tile->h; + uint sample_offset = global_work_index / tile_pixels; + uint pixel_offset = global_work_index - sample_offset * tile_pixels; +#else + /* Keeping threads for the same pixel together. + * Appears to improve performance by a few % on CUDA and OptiX. */ + uint sample_offset = global_work_index % tile->num_samples; + uint pixel_offset = global_work_index / tile->num_samples; +#endif + + uint y_offset = pixel_offset / tile->w; + uint x_offset = pixel_offset - y_offset * tile->w; + + *x = tile->x + x_offset; + *y = tile->y + y_offset; + *sample = tile->start_sample + sample_offset; +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/device/hip/globals.h b/intern/cycles/kernel/device/hip/globals.h index 28e1cc4282f..079944bd8f2 100644 --- a/intern/cycles/kernel/device/hip/globals.h +++ b/intern/cycles/kernel/device/hip/globals.h @@ -18,11 +18,12 @@ #pragma once -#include "kernel/kernel_profiling.h" #include "kernel/kernel_types.h" #include "kernel/integrator/integrator_state.h" +#include "kernel/util/util_profiling.h" + CCL_NAMESPACE_BEGIN /* Not actually used, just a NULL pointer that gets passed everywhere, which we diff --git a/intern/cycles/kernel/device/optix/globals.h b/intern/cycles/kernel/device/optix/globals.h index 7b8ebfe50e6..e038bc1797a 100644 --- a/intern/cycles/kernel/device/optix/globals.h +++ b/intern/cycles/kernel/device/optix/globals.h @@ -18,11 +18,12 @@ #pragma once -#include "kernel/kernel_profiling.h" #include "kernel/kernel_types.h" #include "kernel/integrator/integrator_state.h" +#include "kernel/util/util_profiling.h" + CCL_NAMESPACE_BEGIN /* Not actually used, just a NULL pointer that gets passed everywhere, which we diff --git a/intern/cycles/kernel/film/film_accumulate.h b/intern/cycles/kernel/film/film_accumulate.h new file mode 100644 index 00000000000..91424fdbe21 --- /dev/null +++ b/intern/cycles/kernel/film/film_accumulate.h @@ -0,0 +1,559 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#pragma once + +#include "kernel/film/film_adaptive_sampling.h" +#include "kernel/film/film_write_passes.h" + +#include "kernel/integrator/integrator_shadow_catcher.h" + +CCL_NAMESPACE_BEGIN + +/* -------------------------------------------------------------------- + * BSDF Evaluation + * + * BSDF evaluation result, split between diffuse and glossy. This is used to + * accumulate render passes separately. Note that reflection, transmission + * and volume scattering are written to different render passes, but we assume + * that only one of those can happen at a bounce, and so do not need to accumulate + * them separately. */ + +ccl_device_inline void bsdf_eval_init(ccl_private BsdfEval *eval, + const bool is_diffuse, + float3 value) +{ + eval->diffuse = zero_float3(); + eval->glossy = zero_float3(); + + if (is_diffuse) { + eval->diffuse = value; + } + else { + eval->glossy = value; + } +} + +ccl_device_inline void bsdf_eval_accum(ccl_private BsdfEval *eval, + const bool is_diffuse, + float3 value, + float mis_weight) +{ + value *= mis_weight; + + if (is_diffuse) { + eval->diffuse += value; + } + else { + eval->glossy += value; + } +} + +ccl_device_inline bool bsdf_eval_is_zero(ccl_private BsdfEval *eval) +{ + return is_zero(eval->diffuse) && is_zero(eval->glossy); +} + +ccl_device_inline void bsdf_eval_mul(ccl_private BsdfEval *eval, float value) +{ + eval->diffuse *= value; + eval->glossy *= value; +} + +ccl_device_inline void bsdf_eval_mul3(ccl_private BsdfEval *eval, float3 value) +{ + eval->diffuse *= value; + eval->glossy *= value; +} + +ccl_device_inline float3 bsdf_eval_sum(ccl_private const BsdfEval *eval) +{ + return eval->diffuse + eval->glossy; +} + +ccl_device_inline float3 bsdf_eval_diffuse_glossy_ratio(ccl_private const BsdfEval *eval) +{ + /* Ratio of diffuse and glossy to recover proportions for writing to render pass. + * We assume reflection, transmission and volume scatter to be exclusive. */ + return safe_divide_float3_float3(eval->diffuse, eval->diffuse + eval->glossy); +} + +/* -------------------------------------------------------------------- + * Clamping + * + * Clamping is done on a per-contribution basis so that we can write directly + * to render buffers instead of using per-thread memory, and to avoid the + * impact of clamping on other contributions. */ + +ccl_device_forceinline void kernel_accum_clamp(KernelGlobals kg, ccl_private float3 *L, int bounce) +{ +#ifdef __KERNEL_DEBUG_NAN__ + if (!isfinite3_safe(*L)) { + kernel_assert(!"Cycles sample with non-finite value detected"); + } +#endif + /* Make sure all components are finite, allowing the contribution to be usable by adaptive + * sampling convergence check, but also to make it so render result never causes issues with + * post-processing. */ + *L = ensure_finite3(*L); + +#ifdef __CLAMP_SAMPLE__ + float limit = (bounce > 0) ? kernel_data.integrator.sample_clamp_indirect : + kernel_data.integrator.sample_clamp_direct; + float sum = reduce_add(fabs(*L)); + if (sum > limit) { + *L *= limit / sum; + } +#endif +} + +/* -------------------------------------------------------------------- + * Pass accumulation utilities. + */ + +/* Get pointer to pixel in render buffer. */ +ccl_device_forceinline ccl_global float *kernel_accum_pixel_render_buffer( + KernelGlobals kg, ConstIntegratorState state, ccl_global float *ccl_restrict render_buffer) +{ + const uint32_t render_pixel_index = INTEGRATOR_STATE(state, path, render_pixel_index); + const uint64_t render_buffer_offset = (uint64_t)render_pixel_index * + kernel_data.film.pass_stride; + return render_buffer + render_buffer_offset; +} + +/* -------------------------------------------------------------------- + * Adaptive sampling. + */ + +ccl_device_inline int kernel_accum_sample(KernelGlobals kg, + ConstIntegratorState state, + ccl_global float *ccl_restrict render_buffer, + int sample) +{ + if (kernel_data.film.pass_sample_count == PASS_UNUSED) { + return sample; + } + + ccl_global float *buffer = kernel_accum_pixel_render_buffer(kg, state, render_buffer); + + return atomic_fetch_and_add_uint32((uint *)(buffer) + kernel_data.film.pass_sample_count, 1); +} + +ccl_device void kernel_accum_adaptive_buffer(KernelGlobals kg, + const int sample, + const float3 contribution, + ccl_global float *ccl_restrict buffer) +{ + /* Adaptive Sampling. Fill the additional buffer with the odd samples and calculate our stopping + * criteria. This is the heuristic from "A hierarchical automatic stopping condition for Monte + * Carlo global illumination" except that here it is applied per pixel and not in hierarchical + * tiles. */ + + if (kernel_data.film.pass_adaptive_aux_buffer == PASS_UNUSED) { + return; + } + + if (sample_is_even(kernel_data.integrator.sampling_pattern, sample)) { + kernel_write_pass_float4( + buffer + kernel_data.film.pass_adaptive_aux_buffer, + make_float4(contribution.x * 2.0f, contribution.y * 2.0f, contribution.z * 2.0f, 0.0f)); + } +} + +/* -------------------------------------------------------------------- + * Shadow catcher. + */ + +#ifdef __SHADOW_CATCHER__ + +/* Accumulate contribution to the Shadow Catcher pass. + * + * Returns truth if the contribution is fully handled here and is not to be added to the other + * passes (like combined, adaptive sampling). */ + +ccl_device bool kernel_accum_shadow_catcher(KernelGlobals kg, + const uint32_t path_flag, + const float3 contribution, + ccl_global float *ccl_restrict buffer) +{ + if (!kernel_data.integrator.has_shadow_catcher) { + return false; + } + + kernel_assert(kernel_data.film.pass_shadow_catcher != PASS_UNUSED); + kernel_assert(kernel_data.film.pass_shadow_catcher_matte != PASS_UNUSED); + + /* Matte pass. */ + if (kernel_shadow_catcher_is_matte_path(path_flag)) { + kernel_write_pass_float3(buffer + kernel_data.film.pass_shadow_catcher_matte, contribution); + /* NOTE: Accumulate the combined pass and to the samples count pass, so that the adaptive + * sampling is based on how noisy the combined pass is as if there were no catchers in the + * scene. */ + } + + /* Shadow catcher pass. */ + if (kernel_shadow_catcher_is_object_pass(path_flag)) { + kernel_write_pass_float3(buffer + kernel_data.film.pass_shadow_catcher, contribution); + return true; + } + + return false; +} + +ccl_device bool kernel_accum_shadow_catcher_transparent(KernelGlobals kg, + const uint32_t path_flag, + const float3 contribution, + const float transparent, + ccl_global float *ccl_restrict buffer) +{ + if (!kernel_data.integrator.has_shadow_catcher) { + return false; + } + + kernel_assert(kernel_data.film.pass_shadow_catcher != PASS_UNUSED); + kernel_assert(kernel_data.film.pass_shadow_catcher_matte != PASS_UNUSED); + + if (path_flag & PATH_RAY_SHADOW_CATCHER_BACKGROUND) { + return true; + } + + /* Matte pass. */ + if (kernel_shadow_catcher_is_matte_path(path_flag)) { + kernel_write_pass_float4( + buffer + kernel_data.film.pass_shadow_catcher_matte, + make_float4(contribution.x, contribution.y, contribution.z, transparent)); + /* NOTE: Accumulate the combined pass and to the samples count pass, so that the adaptive + * sampling is based on how noisy the combined pass is as if there were no catchers in the + * scene. */ + } + + /* Shadow catcher pass. */ + if (kernel_shadow_catcher_is_object_pass(path_flag)) { + /* NOTE: The transparency of the shadow catcher pass is ignored. It is not needed for the + * calculation and the alpha channel of the pass contains numbers of samples contributed to a + * pixel of the pass. */ + kernel_write_pass_float3(buffer + kernel_data.film.pass_shadow_catcher, contribution); + return true; + } + + return false; +} + +ccl_device void kernel_accum_shadow_catcher_transparent_only(KernelGlobals kg, + const uint32_t path_flag, + const float transparent, + ccl_global float *ccl_restrict buffer) +{ + if (!kernel_data.integrator.has_shadow_catcher) { + return; + } + + kernel_assert(kernel_data.film.pass_shadow_catcher_matte != PASS_UNUSED); + + /* Matte pass. */ + if (kernel_shadow_catcher_is_matte_path(path_flag)) { + kernel_write_pass_float(buffer + kernel_data.film.pass_shadow_catcher_matte + 3, transparent); + } +} + +#endif /* __SHADOW_CATCHER__ */ + +/* -------------------------------------------------------------------- + * Render passes. + */ + +/* Write combined pass. */ +ccl_device_inline void kernel_accum_combined_pass(KernelGlobals kg, + const uint32_t path_flag, + const int sample, + const float3 contribution, + ccl_global float *ccl_restrict buffer) +{ +#ifdef __SHADOW_CATCHER__ + if (kernel_accum_shadow_catcher(kg, path_flag, contribution, buffer)) { + return; + } +#endif + + if (kernel_data.film.light_pass_flag & PASSMASK(COMBINED)) { + kernel_write_pass_float3(buffer + kernel_data.film.pass_combined, contribution); + } + + kernel_accum_adaptive_buffer(kg, sample, contribution, buffer); +} + +/* Write combined pass with transparency. */ +ccl_device_inline void kernel_accum_combined_transparent_pass(KernelGlobals kg, + const uint32_t path_flag, + const int sample, + const float3 contribution, + const float transparent, + ccl_global float *ccl_restrict + buffer) +{ +#ifdef __SHADOW_CATCHER__ + if (kernel_accum_shadow_catcher_transparent(kg, path_flag, contribution, transparent, buffer)) { + return; + } +#endif + + if (kernel_data.film.light_pass_flag & PASSMASK(COMBINED)) { + kernel_write_pass_float4( + buffer + kernel_data.film.pass_combined, + make_float4(contribution.x, contribution.y, contribution.z, transparent)); + } + + kernel_accum_adaptive_buffer(kg, sample, contribution, buffer); +} + +/* Write background or emission to appropriate pass. */ +ccl_device_inline void kernel_accum_emission_or_background_pass(KernelGlobals kg, + ConstIntegratorState state, + float3 contribution, + ccl_global float *ccl_restrict + buffer, + const int pass) +{ + if (!(kernel_data.film.light_pass_flag & PASS_ANY)) { + return; + } + +#ifdef __PASSES__ + const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag); + int pass_offset = PASS_UNUSED; + + /* Denoising albedo. */ +# ifdef __DENOISING_FEATURES__ + if (path_flag & PATH_RAY_DENOISING_FEATURES) { + if (kernel_data.film.pass_denoising_albedo != PASS_UNUSED) { + const float3 denoising_feature_throughput = INTEGRATOR_STATE( + state, path, denoising_feature_throughput); + const float3 denoising_albedo = denoising_feature_throughput * contribution; + kernel_write_pass_float3(buffer + kernel_data.film.pass_denoising_albedo, denoising_albedo); + } + } +# endif /* __DENOISING_FEATURES__ */ + + if (!(path_flag & PATH_RAY_ANY_PASS)) { + /* Directly visible, write to emission or background pass. */ + pass_offset = pass; + } + else if (path_flag & (PATH_RAY_REFLECT_PASS | PATH_RAY_TRANSMISSION_PASS)) { + /* Indirectly visible through reflection. */ + const int glossy_pass_offset = (path_flag & PATH_RAY_REFLECT_PASS) ? + ((INTEGRATOR_STATE(state, path, bounce) == 1) ? + kernel_data.film.pass_glossy_direct : + kernel_data.film.pass_glossy_indirect) : + ((INTEGRATOR_STATE(state, path, bounce) == 1) ? + kernel_data.film.pass_transmission_direct : + kernel_data.film.pass_transmission_indirect); + + if (glossy_pass_offset != PASS_UNUSED) { + /* Glossy is a subset of the throughput, reconstruct it here using the + * diffuse-glossy ratio. */ + const float3 ratio = INTEGRATOR_STATE(state, path, diffuse_glossy_ratio); + const float3 glossy_contribution = (one_float3() - ratio) * contribution; + kernel_write_pass_float3(buffer + glossy_pass_offset, glossy_contribution); + } + + /* Reconstruct diffuse subset of throughput. */ + pass_offset = (INTEGRATOR_STATE(state, path, bounce) == 1) ? + kernel_data.film.pass_diffuse_direct : + kernel_data.film.pass_diffuse_indirect; + if (pass_offset != PASS_UNUSED) { + contribution *= INTEGRATOR_STATE(state, path, diffuse_glossy_ratio); + } + } + else if (path_flag & PATH_RAY_VOLUME_PASS) { + /* Indirectly visible through volume. */ + pass_offset = (INTEGRATOR_STATE(state, path, bounce) == 1) ? + kernel_data.film.pass_volume_direct : + kernel_data.film.pass_volume_indirect; + } + + /* Single write call for GPU coherence. */ + if (pass_offset != PASS_UNUSED) { + kernel_write_pass_float3(buffer + pass_offset, contribution); + } +#endif /* __PASSES__ */ +} + +/* Write light contribution to render buffer. */ +ccl_device_inline void kernel_accum_light(KernelGlobals kg, + ConstIntegratorShadowState state, + ccl_global float *ccl_restrict render_buffer) +{ + /* The throughput for shadow paths already contains the light shader evaluation. */ + float3 contribution = INTEGRATOR_STATE(state, shadow_path, throughput); + kernel_accum_clamp(kg, &contribution, INTEGRATOR_STATE(state, shadow_path, bounce)); + + const uint32_t render_pixel_index = INTEGRATOR_STATE(state, shadow_path, render_pixel_index); + const uint64_t render_buffer_offset = (uint64_t)render_pixel_index * + kernel_data.film.pass_stride; + ccl_global float *buffer = render_buffer + render_buffer_offset; + + const uint32_t path_flag = INTEGRATOR_STATE(state, shadow_path, flag); + const int sample = INTEGRATOR_STATE(state, shadow_path, sample); + + /* Ambient occlusion. */ + if (path_flag & PATH_RAY_SHADOW_FOR_AO) { + if ((kernel_data.kernel_features & KERNEL_FEATURE_AO_PASS) && (path_flag & PATH_RAY_CAMERA)) { + kernel_write_pass_float3(buffer + kernel_data.film.pass_ao, contribution); + } + if (kernel_data.kernel_features & KERNEL_FEATURE_AO_ADDITIVE) { + const float3 ao_weight = INTEGRATOR_STATE(state, shadow_path, unshadowed_throughput); + kernel_accum_combined_pass(kg, path_flag, sample, contribution * ao_weight, buffer); + } + return; + } + + /* Direct light shadow. */ + kernel_accum_combined_pass(kg, path_flag, sample, contribution, buffer); + +#ifdef __PASSES__ + if (kernel_data.film.light_pass_flag & PASS_ANY) { + const uint32_t path_flag = INTEGRATOR_STATE(state, shadow_path, flag); + int pass_offset = PASS_UNUSED; + + if (path_flag & (PATH_RAY_REFLECT_PASS | PATH_RAY_TRANSMISSION_PASS)) { + /* Indirectly visible through reflection. */ + const int glossy_pass_offset = (path_flag & PATH_RAY_REFLECT_PASS) ? + ((INTEGRATOR_STATE(state, shadow_path, bounce) == 0) ? + kernel_data.film.pass_glossy_direct : + kernel_data.film.pass_glossy_indirect) : + ((INTEGRATOR_STATE(state, shadow_path, bounce) == 0) ? + kernel_data.film.pass_transmission_direct : + kernel_data.film.pass_transmission_indirect); + + if (glossy_pass_offset != PASS_UNUSED) { + /* Glossy is a subset of the throughput, reconstruct it here using the + * diffuse-glossy ratio. */ + const float3 ratio = INTEGRATOR_STATE(state, shadow_path, diffuse_glossy_ratio); + const float3 glossy_contribution = (one_float3() - ratio) * contribution; + kernel_write_pass_float3(buffer + glossy_pass_offset, glossy_contribution); + } + + /* Reconstruct diffuse subset of throughput. */ + pass_offset = (INTEGRATOR_STATE(state, shadow_path, bounce) == 0) ? + kernel_data.film.pass_diffuse_direct : + kernel_data.film.pass_diffuse_indirect; + if (pass_offset != PASS_UNUSED) { + contribution *= INTEGRATOR_STATE(state, shadow_path, diffuse_glossy_ratio); + } + } + else if (path_flag & PATH_RAY_VOLUME_PASS) { + /* Indirectly visible through volume. */ + pass_offset = (INTEGRATOR_STATE(state, shadow_path, bounce) == 0) ? + kernel_data.film.pass_volume_direct : + kernel_data.film.pass_volume_indirect; + } + + /* Single write call for GPU coherence. */ + if (pass_offset != PASS_UNUSED) { + kernel_write_pass_float3(buffer + pass_offset, contribution); + } + + /* Write shadow pass. */ + if (kernel_data.film.pass_shadow != PASS_UNUSED && (path_flag & PATH_RAY_SHADOW_FOR_LIGHT) && + (path_flag & PATH_RAY_CAMERA)) { + const float3 unshadowed_throughput = INTEGRATOR_STATE( + state, shadow_path, unshadowed_throughput); + const float3 shadowed_throughput = INTEGRATOR_STATE(state, shadow_path, throughput); + const float3 shadow = safe_divide_float3_float3(shadowed_throughput, unshadowed_throughput) * + kernel_data.film.pass_shadow_scale; + kernel_write_pass_float3(buffer + kernel_data.film.pass_shadow, shadow); + } + } +#endif +} + +/* Write transparency to render buffer. + * + * Note that we accumulate transparency = 1 - alpha in the render buffer. + * Otherwise we'd have to write alpha on path termination, which happens + * in many places. */ +ccl_device_inline void kernel_accum_transparent(KernelGlobals kg, + ConstIntegratorState state, + const uint32_t path_flag, + const float transparent, + ccl_global float *ccl_restrict buffer) +{ + if (kernel_data.film.light_pass_flag & PASSMASK(COMBINED)) { + kernel_write_pass_float(buffer + kernel_data.film.pass_combined + 3, transparent); + } + + kernel_accum_shadow_catcher_transparent_only(kg, path_flag, transparent, buffer); +} + +/* Write holdout to render buffer. */ +ccl_device_inline void kernel_accum_holdout(KernelGlobals kg, + ConstIntegratorState state, + const uint32_t path_flag, + const float transparent, + ccl_global float *ccl_restrict render_buffer) +{ + ccl_global float *buffer = kernel_accum_pixel_render_buffer(kg, state, render_buffer); + kernel_accum_transparent(kg, state, path_flag, transparent, buffer); +} + +/* Write background contribution to render buffer. + * + * Includes transparency, matching kernel_accum_transparent. */ +ccl_device_inline void kernel_accum_background(KernelGlobals kg, + ConstIntegratorState state, + const float3 L, + const float transparent, + const bool is_transparent_background_ray, + ccl_global float *ccl_restrict render_buffer) +{ + float3 contribution = INTEGRATOR_STATE(state, path, throughput) * L; + kernel_accum_clamp(kg, &contribution, INTEGRATOR_STATE(state, path, bounce) - 1); + + ccl_global float *buffer = kernel_accum_pixel_render_buffer(kg, state, render_buffer); + const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag); + + if (is_transparent_background_ray) { + kernel_accum_transparent(kg, state, path_flag, transparent, buffer); + } + else { + const int sample = INTEGRATOR_STATE(state, path, sample); + kernel_accum_combined_transparent_pass( + kg, path_flag, sample, contribution, transparent, buffer); + } + kernel_accum_emission_or_background_pass( + kg, state, contribution, buffer, kernel_data.film.pass_background); +} + +/* Write emission to render buffer. */ +ccl_device_inline void kernel_accum_emission(KernelGlobals kg, + ConstIntegratorState state, + const float3 throughput, + const float3 L, + ccl_global float *ccl_restrict render_buffer) +{ + float3 contribution = throughput * L; + kernel_accum_clamp(kg, &contribution, INTEGRATOR_STATE(state, path, bounce) - 1); + + ccl_global float *buffer = kernel_accum_pixel_render_buffer(kg, state, render_buffer); + const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag); + const int sample = INTEGRATOR_STATE(state, path, sample); + + kernel_accum_combined_pass(kg, path_flag, sample, contribution, buffer); + kernel_accum_emission_or_background_pass( + kg, state, contribution, buffer, kernel_data.film.pass_emission); +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/film/film_adaptive_sampling.h b/intern/cycles/kernel/film/film_adaptive_sampling.h new file mode 100644 index 00000000000..c78b5f6b707 --- /dev/null +++ b/intern/cycles/kernel/film/film_adaptive_sampling.h @@ -0,0 +1,160 @@ +/* + * Copyright 2019 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#pragma once + +#include "kernel/film/film_write_passes.h" + +CCL_NAMESPACE_BEGIN + +/* Check whether the pixel has converged and should not be sampled anymore. */ + +ccl_device_forceinline bool kernel_need_sample_pixel(KernelGlobals kg, + ConstIntegratorState state, + ccl_global float *render_buffer) +{ + if (kernel_data.film.pass_adaptive_aux_buffer == PASS_UNUSED) { + return true; + } + + const uint32_t render_pixel_index = INTEGRATOR_STATE(state, path, render_pixel_index); + const uint64_t render_buffer_offset = (uint64_t)render_pixel_index * + kernel_data.film.pass_stride; + ccl_global float *buffer = render_buffer + render_buffer_offset; + + const uint aux_w_offset = kernel_data.film.pass_adaptive_aux_buffer + 3; + return buffer[aux_w_offset] == 0.0f; +} + +/* Determines whether to continue sampling a given pixel or if it has sufficiently converged. */ + +ccl_device bool kernel_adaptive_sampling_convergence_check(KernelGlobals kg, + ccl_global float *render_buffer, + int x, + int y, + float threshold, + bool reset, + int offset, + int stride) +{ + kernel_assert(kernel_data.film.pass_adaptive_aux_buffer != PASS_UNUSED); + kernel_assert(kernel_data.film.pass_sample_count != PASS_UNUSED); + + const int render_pixel_index = offset + x + y * stride; + ccl_global float *buffer = render_buffer + + (uint64_t)render_pixel_index * kernel_data.film.pass_stride; + + /* TODO(Stefan): Is this better in linear, sRGB or something else? */ + + const float4 A = kernel_read_pass_float4(buffer + kernel_data.film.pass_adaptive_aux_buffer); + if (!reset && A.w != 0.0f) { + /* If the pixel was considered converged, its state will not change in this kernel. Early + * output before doing any math. + * + * TODO(sergey): On a GPU it might be better to keep thread alive for better coherency? */ + return true; + } + + const float4 I = kernel_read_pass_float4(buffer + kernel_data.film.pass_combined); + + const float sample = __float_as_uint(buffer[kernel_data.film.pass_sample_count]); + const float inv_sample = 1.0f / sample; + + /* The per pixel error as seen in section 2.1 of + * "A hierarchical automatic stopping condition for Monte Carlo global illumination" */ + const float error_difference = (fabsf(I.x - A.x) + fabsf(I.y - A.y) + fabsf(I.z - A.z)) * + inv_sample; + const float error_normalize = sqrtf((I.x + I.y + I.z) * inv_sample); + /* A small epsilon is added to the divisor to prevent division by zero. */ + const float error = error_difference / (0.0001f + error_normalize); + const bool did_converge = (error < threshold); + + const uint aux_w_offset = kernel_data.film.pass_adaptive_aux_buffer + 3; + buffer[aux_w_offset] = did_converge; + + return did_converge; +} + +/* This is a simple box filter in two passes. + * When a pixel demands more adaptive samples, let its neighboring pixels draw more samples too. */ + +ccl_device void kernel_adaptive_sampling_filter_x(KernelGlobals kg, + ccl_global float *render_buffer, + int y, + int start_x, + int width, + int offset, + int stride) +{ + kernel_assert(kernel_data.film.pass_adaptive_aux_buffer != PASS_UNUSED); + + bool prev = false; + for (int x = start_x; x < start_x + width; ++x) { + int index = offset + x + y * stride; + ccl_global float *buffer = render_buffer + index * kernel_data.film.pass_stride; + const uint aux_w_offset = kernel_data.film.pass_adaptive_aux_buffer + 3; + + if (buffer[aux_w_offset] == 0.0f) { + if (x > start_x && !prev) { + index = index - 1; + buffer = render_buffer + index * kernel_data.film.pass_stride; + buffer[aux_w_offset] = 0.0f; + } + prev = true; + } + else { + if (prev) { + buffer[aux_w_offset] = 0.0f; + } + prev = false; + } + } +} + +ccl_device void kernel_adaptive_sampling_filter_y(KernelGlobals kg, + ccl_global float *render_buffer, + int x, + int start_y, + int height, + int offset, + int stride) +{ + kernel_assert(kernel_data.film.pass_adaptive_aux_buffer != PASS_UNUSED); + + bool prev = false; + for (int y = start_y; y < start_y + height; ++y) { + int index = offset + x + y * stride; + ccl_global float *buffer = render_buffer + index * kernel_data.film.pass_stride; + const uint aux_w_offset = kernel_data.film.pass_adaptive_aux_buffer + 3; + + if (buffer[aux_w_offset] == 0.0f) { + if (y > start_y && !prev) { + index = index - stride; + buffer = render_buffer + index * kernel_data.film.pass_stride; + buffer[aux_w_offset] = 0.0f; + } + prev = true; + } + else { + if (prev) { + buffer[aux_w_offset] = 0.0f; + } + prev = false; + } + } +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/film/film_id_passes.h b/intern/cycles/kernel/film/film_id_passes.h new file mode 100644 index 00000000000..d5b8c90a828 --- /dev/null +++ b/intern/cycles/kernel/film/film_id_passes.h @@ -0,0 +1,106 @@ +/* + * Copyright 2018 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#pragma once + +CCL_NAMESPACE_BEGIN + +/* Element of ID pass stored in the render buffers. + * It is `float2` semantically, but it must be unaligned since the offset of ID passes in the + * render buffers might not meet expected by compiler alignment. */ +typedef struct IDPassBufferElement { + float x; + float y; +} IDPassBufferElement; + +ccl_device_inline void kernel_write_id_slots(ccl_global float *buffer, + int num_slots, + float id, + float weight) +{ + kernel_assert(id != ID_NONE); + if (weight == 0.0f) { + return; + } + + for (int slot = 0; slot < num_slots; slot++) { + ccl_global IDPassBufferElement *id_buffer = (ccl_global IDPassBufferElement *)buffer; +#ifdef __ATOMIC_PASS_WRITE__ + /* If the loop reaches an empty slot, the ID isn't in any slot yet - so add it! */ + if (id_buffer[slot].x == ID_NONE) { + /* Use an atomic to claim this slot. + * If a different thread got here first, try again from this slot on. */ + float old_id = atomic_compare_and_swap_float(buffer + slot * 2, ID_NONE, id); + if (old_id != ID_NONE && old_id != id) { + continue; + } + atomic_add_and_fetch_float(buffer + slot * 2 + 1, weight); + break; + } + /* If there already is a slot for that ID, add the weight. + * If no slot was found, add it to the last. */ + else if (id_buffer[slot].x == id || slot == num_slots - 1) { + atomic_add_and_fetch_float(buffer + slot * 2 + 1, weight); + break; + } +#else /* __ATOMIC_PASS_WRITE__ */ + /* If the loop reaches an empty slot, the ID isn't in any slot yet - so add it! */ + if (id_buffer[slot].x == ID_NONE) { + id_buffer[slot].x = id; + id_buffer[slot].y = weight; + break; + } + /* If there already is a slot for that ID, add the weight. + * If no slot was found, add it to the last. */ + else if (id_buffer[slot].x == id || slot == num_slots - 1) { + id_buffer[slot].y += weight; + break; + } +#endif /* __ATOMIC_PASS_WRITE__ */ + } +} + +ccl_device_inline void kernel_sort_id_slots(ccl_global float *buffer, int num_slots) +{ + ccl_global IDPassBufferElement *id_buffer = (ccl_global IDPassBufferElement *)buffer; + for (int slot = 1; slot < num_slots; ++slot) { + if (id_buffer[slot].x == ID_NONE) { + return; + } + /* Since we're dealing with a tiny number of elements, insertion sort should be fine. */ + int i = slot; + while (i > 0 && id_buffer[i].y > id_buffer[i - 1].y) { + const IDPassBufferElement swap = id_buffer[i]; + id_buffer[i] = id_buffer[i - 1]; + id_buffer[i - 1] = swap; + --i; + } + } +} + +/* post-sorting for Cryptomatte */ +ccl_device_inline void kernel_cryptomatte_post(KernelGlobals kg, + ccl_global float *render_buffer, + int pixel_index) +{ + const int pass_stride = kernel_data.film.pass_stride; + const uint64_t render_buffer_offset = (uint64_t)pixel_index * pass_stride; + ccl_global float *cryptomatte_buffer = render_buffer + render_buffer_offset + + kernel_data.film.pass_cryptomatte; + kernel_sort_id_slots(cryptomatte_buffer, 2 * kernel_data.film.cryptomatte_depth); +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/film/film_passes.h b/intern/cycles/kernel/film/film_passes.h new file mode 100644 index 00000000000..6c124247f89 --- /dev/null +++ b/intern/cycles/kernel/film/film_passes.h @@ -0,0 +1,342 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#pragma once + +#include "kernel/geom/geom.h" + +#include "kernel/film/film_id_passes.h" +#include "kernel/film/film_write_passes.h" + +CCL_NAMESPACE_BEGIN + +/* Get pointer to pixel in render buffer. */ +ccl_device_forceinline ccl_global float *kernel_pass_pixel_render_buffer( + KernelGlobals kg, ConstIntegratorState state, ccl_global float *ccl_restrict render_buffer) +{ + const uint32_t render_pixel_index = INTEGRATOR_STATE(state, path, render_pixel_index); + const uint64_t render_buffer_offset = (uint64_t)render_pixel_index * + kernel_data.film.pass_stride; + return render_buffer + render_buffer_offset; +} + +#ifdef __DENOISING_FEATURES__ + +ccl_device_forceinline void kernel_write_denoising_features_surface( + KernelGlobals kg, + IntegratorState state, + ccl_private const ShaderData *sd, + ccl_global float *ccl_restrict render_buffer) +{ + if (!(INTEGRATOR_STATE(state, path, flag) & PATH_RAY_DENOISING_FEATURES)) { + return; + } + + /* Skip implicitly transparent surfaces. */ + if (sd->flag & SD_HAS_ONLY_VOLUME) { + return; + } + + ccl_global float *buffer = kernel_pass_pixel_render_buffer(kg, state, render_buffer); + + if (kernel_data.film.pass_denoising_depth != PASS_UNUSED) { + const float3 denoising_feature_throughput = INTEGRATOR_STATE( + state, path, denoising_feature_throughput); + const float denoising_depth = ensure_finite(average(denoising_feature_throughput) * + sd->ray_length); + kernel_write_pass_float(buffer + kernel_data.film.pass_denoising_depth, denoising_depth); + } + + float3 normal = zero_float3(); + float3 diffuse_albedo = zero_float3(); + float3 specular_albedo = zero_float3(); + float sum_weight = 0.0f, sum_nonspecular_weight = 0.0f; + + for (int i = 0; i < sd->num_closure; i++) { + ccl_private const ShaderClosure *sc = &sd->closure[i]; + + if (!CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) { + continue; + } + + /* All closures contribute to the normal feature, but only diffuse-like ones to the albedo. */ + normal += sc->N * sc->sample_weight; + sum_weight += sc->sample_weight; + + float3 closure_albedo = sc->weight; + /* Closures that include a Fresnel term typically have weights close to 1 even though their + * actual contribution is significantly lower. + * To account for this, we scale their weight by the average fresnel factor (the same is also + * done for the sample weight in the BSDF setup, so we don't need to scale that here). */ + if (CLOSURE_IS_BSDF_MICROFACET_FRESNEL(sc->type)) { + ccl_private MicrofacetBsdf *bsdf = (ccl_private MicrofacetBsdf *)sc; + closure_albedo *= bsdf->extra->fresnel_color; + } + else if (sc->type == CLOSURE_BSDF_PRINCIPLED_SHEEN_ID) { + ccl_private PrincipledSheenBsdf *bsdf = (ccl_private PrincipledSheenBsdf *)sc; + closure_albedo *= bsdf->avg_value; + } + else if (sc->type == CLOSURE_BSDF_HAIR_PRINCIPLED_ID) { + closure_albedo *= bsdf_principled_hair_albedo(sc); + } + + if (bsdf_get_specular_roughness_squared(sc) > sqr(0.075f)) { + diffuse_albedo += closure_albedo; + sum_nonspecular_weight += sc->sample_weight; + } + else { + specular_albedo += closure_albedo; + } + } + + /* Wait for next bounce if 75% or more sample weight belongs to specular-like closures. */ + if ((sum_weight == 0.0f) || (sum_nonspecular_weight * 4.0f > sum_weight)) { + if (sum_weight != 0.0f) { + normal /= sum_weight; + } + + if (kernel_data.film.pass_denoising_normal != PASS_UNUSED) { + /* Transform normal into camera space. */ + const Transform worldtocamera = kernel_data.cam.worldtocamera; + normal = transform_direction(&worldtocamera, normal); + + const float3 denoising_normal = ensure_finite3(normal); + kernel_write_pass_float3(buffer + kernel_data.film.pass_denoising_normal, denoising_normal); + } + + if (kernel_data.film.pass_denoising_albedo != PASS_UNUSED) { + const float3 denoising_feature_throughput = INTEGRATOR_STATE( + state, path, denoising_feature_throughput); + const float3 denoising_albedo = ensure_finite3(denoising_feature_throughput * + diffuse_albedo); + kernel_write_pass_float3(buffer + kernel_data.film.pass_denoising_albedo, denoising_albedo); + } + + INTEGRATOR_STATE_WRITE(state, path, flag) &= ~PATH_RAY_DENOISING_FEATURES; + } + else { + INTEGRATOR_STATE_WRITE(state, path, denoising_feature_throughput) *= specular_albedo; + } +} + +ccl_device_forceinline void kernel_write_denoising_features_volume(KernelGlobals kg, + IntegratorState state, + const float3 albedo, + const bool scatter, + ccl_global float *ccl_restrict + render_buffer) +{ + ccl_global float *buffer = kernel_pass_pixel_render_buffer(kg, state, render_buffer); + const float3 denoising_feature_throughput = INTEGRATOR_STATE( + state, path, denoising_feature_throughput); + + if (scatter && kernel_data.film.pass_denoising_normal != PASS_UNUSED) { + /* Assume scatter is sufficiently diffuse to stop writing denoising features. */ + INTEGRATOR_STATE_WRITE(state, path, flag) &= ~PATH_RAY_DENOISING_FEATURES; + + /* Write view direction as normal. */ + const float3 denoising_normal = make_float3(0.0f, 0.0f, -1.0f); + kernel_write_pass_float3(buffer + kernel_data.film.pass_denoising_normal, denoising_normal); + } + + if (kernel_data.film.pass_denoising_albedo != PASS_UNUSED) { + /* Write albedo. */ + const float3 denoising_albedo = ensure_finite3(denoising_feature_throughput * albedo); + kernel_write_pass_float3(buffer + kernel_data.film.pass_denoising_albedo, denoising_albedo); + } +} +#endif /* __DENOISING_FEATURES__ */ + +#ifdef __SHADOW_CATCHER__ + +/* Write shadow catcher passes on a bounce from the shadow catcher object. */ +ccl_device_forceinline void kernel_write_shadow_catcher_bounce_data( + KernelGlobals kg, + IntegratorState state, + ccl_private const ShaderData *sd, + ccl_global float *ccl_restrict render_buffer) +{ + if (!kernel_data.integrator.has_shadow_catcher) { + return; + } + + kernel_assert(kernel_data.film.pass_shadow_catcher_sample_count != PASS_UNUSED); + kernel_assert(kernel_data.film.pass_shadow_catcher_matte != PASS_UNUSED); + + if (!kernel_shadow_catcher_is_path_split_bounce(kg, state, sd->object_flag)) { + return; + } + + ccl_global float *buffer = kernel_pass_pixel_render_buffer(kg, state, render_buffer); + + /* Count sample for the shadow catcher object. */ + kernel_write_pass_float(buffer + kernel_data.film.pass_shadow_catcher_sample_count, 1.0f); + + /* Since the split is done, the sample does not contribute to the matte, so accumulate it as + * transparency to the matte. */ + const float3 throughput = INTEGRATOR_STATE(state, path, throughput); + kernel_write_pass_float(buffer + kernel_data.film.pass_shadow_catcher_matte + 3, + average(throughput)); +} + +#endif /* __SHADOW_CATCHER__ */ + +ccl_device_inline size_t kernel_write_id_pass(ccl_global float *ccl_restrict buffer, + size_t depth, + float id, + float matte_weight) +{ + kernel_write_id_slots(buffer, depth * 2, id, matte_weight); + return depth * 4; +} + +ccl_device_inline void kernel_write_data_passes(KernelGlobals kg, + IntegratorState state, + ccl_private const ShaderData *sd, + ccl_global float *ccl_restrict render_buffer) +{ +#ifdef __PASSES__ + const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag); + + if (!(path_flag & PATH_RAY_CAMERA)) { + return; + } + + const int flag = kernel_data.film.pass_flag; + + if (!(flag & PASS_ANY)) { + return; + } + + ccl_global float *buffer = kernel_pass_pixel_render_buffer(kg, state, render_buffer); + + if (!(path_flag & PATH_RAY_SINGLE_PASS_DONE)) { + if (!(sd->flag & SD_TRANSPARENT) || kernel_data.film.pass_alpha_threshold == 0.0f || + average(shader_bsdf_alpha(kg, sd)) >= kernel_data.film.pass_alpha_threshold) { + if (INTEGRATOR_STATE(state, path, sample) == 0) { + if (flag & PASSMASK(DEPTH)) { + const float depth = camera_z_depth(kg, sd->P); + kernel_write_pass_float(buffer + kernel_data.film.pass_depth, depth); + } + if (flag & PASSMASK(OBJECT_ID)) { + const float id = object_pass_id(kg, sd->object); + kernel_write_pass_float(buffer + kernel_data.film.pass_object_id, id); + } + if (flag & PASSMASK(MATERIAL_ID)) { + const float id = shader_pass_id(kg, sd); + kernel_write_pass_float(buffer + kernel_data.film.pass_material_id, id); + } + if (flag & PASSMASK(POSITION)) { + const float3 position = sd->P; + kernel_write_pass_float3(buffer + kernel_data.film.pass_position, position); + } + } + + if (flag & PASSMASK(NORMAL)) { + const float3 normal = shader_bsdf_average_normal(kg, sd); + kernel_write_pass_float3(buffer + kernel_data.film.pass_normal, normal); + } + if (flag & PASSMASK(ROUGHNESS)) { + const float roughness = shader_bsdf_average_roughness(sd); + kernel_write_pass_float(buffer + kernel_data.film.pass_roughness, roughness); + } + if (flag & PASSMASK(UV)) { + const float3 uv = primitive_uv(kg, sd); + kernel_write_pass_float3(buffer + kernel_data.film.pass_uv, uv); + } + if (flag & PASSMASK(MOTION)) { + const float4 speed = primitive_motion_vector(kg, sd); + kernel_write_pass_float4(buffer + kernel_data.film.pass_motion, speed); + kernel_write_pass_float(buffer + kernel_data.film.pass_motion_weight, 1.0f); + } + + INTEGRATOR_STATE_WRITE(state, path, flag) |= PATH_RAY_SINGLE_PASS_DONE; + } + } + + if (kernel_data.film.cryptomatte_passes) { + const float3 throughput = INTEGRATOR_STATE(state, path, throughput); + const float matte_weight = average(throughput) * + (1.0f - average(shader_bsdf_transparency(kg, sd))); + if (matte_weight > 0.0f) { + ccl_global float *cryptomatte_buffer = buffer + kernel_data.film.pass_cryptomatte; + if (kernel_data.film.cryptomatte_passes & CRYPT_OBJECT) { + const float id = object_cryptomatte_id(kg, sd->object); + cryptomatte_buffer += kernel_write_id_pass( + cryptomatte_buffer, kernel_data.film.cryptomatte_depth, id, matte_weight); + } + if (kernel_data.film.cryptomatte_passes & CRYPT_MATERIAL) { + const float id = shader_cryptomatte_id(kg, sd->shader); + cryptomatte_buffer += kernel_write_id_pass( + cryptomatte_buffer, kernel_data.film.cryptomatte_depth, id, matte_weight); + } + if (kernel_data.film.cryptomatte_passes & CRYPT_ASSET) { + const float id = object_cryptomatte_asset_id(kg, sd->object); + cryptomatte_buffer += kernel_write_id_pass( + cryptomatte_buffer, kernel_data.film.cryptomatte_depth, id, matte_weight); + } + } + } + + if (flag & PASSMASK(DIFFUSE_COLOR)) { + const float3 throughput = INTEGRATOR_STATE(state, path, throughput); + kernel_write_pass_float3(buffer + kernel_data.film.pass_diffuse_color, + shader_bsdf_diffuse(kg, sd) * throughput); + } + if (flag & PASSMASK(GLOSSY_COLOR)) { + const float3 throughput = INTEGRATOR_STATE(state, path, throughput); + kernel_write_pass_float3(buffer + kernel_data.film.pass_glossy_color, + shader_bsdf_glossy(kg, sd) * throughput); + } + if (flag & PASSMASK(TRANSMISSION_COLOR)) { + const float3 throughput = INTEGRATOR_STATE(state, path, throughput); + kernel_write_pass_float3(buffer + kernel_data.film.pass_transmission_color, + shader_bsdf_transmission(kg, sd) * throughput); + } + if (flag & PASSMASK(MIST)) { + /* Bring depth into 0..1 range. */ + const float mist_start = kernel_data.film.mist_start; + const float mist_inv_depth = kernel_data.film.mist_inv_depth; + + const float depth = camera_distance(kg, sd->P); + float mist = saturate((depth - mist_start) * mist_inv_depth); + + /* Falloff */ + const float mist_falloff = kernel_data.film.mist_falloff; + + if (mist_falloff == 1.0f) + ; + else if (mist_falloff == 2.0f) + mist = mist * mist; + else if (mist_falloff == 0.5f) + mist = sqrtf(mist); + else + mist = powf(mist, mist_falloff); + + /* Modulate by transparency */ + const float3 throughput = INTEGRATOR_STATE(state, path, throughput); + const float3 alpha = shader_bsdf_alpha(kg, sd); + const float mist_output = (1.0f - mist) * average(throughput * alpha); + + /* Note that the final value in the render buffer we want is 1 - mist_output, + * to avoid having to tracking this in the Integrator state we do the negation + * after rendering. */ + kernel_write_pass_float(buffer + kernel_data.film.pass_mist, mist_output); + } +#endif +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/film/film_read.h b/intern/cycles/kernel/film/film_read.h new file mode 100644 index 00000000000..a87eff3832e --- /dev/null +++ b/intern/cycles/kernel/film/film_read.h @@ -0,0 +1,532 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#pragma once + +CCL_NAMESPACE_BEGIN + +/* -------------------------------------------------------------------- + * Common utilities. + */ + +/* The input buffer contains transparency = 1 - alpha, this converts it to + * alpha. Also clamp since alpha might end up outside of 0..1 due to Russian + * roulette. */ +ccl_device_forceinline float film_transparency_to_alpha(float transparency) +{ + return saturate(1.0f - transparency); +} + +ccl_device_inline float film_get_scale(ccl_global const KernelFilmConvert *ccl_restrict + kfilm_convert, + ccl_global const float *ccl_restrict buffer) +{ + if (kfilm_convert->pass_sample_count == PASS_UNUSED) { + return kfilm_convert->scale; + } + + if (kfilm_convert->pass_use_filter) { + const uint sample_count = *( + (ccl_global const uint *)(buffer + kfilm_convert->pass_sample_count)); + return 1.0f / sample_count; + } + + return 1.0f; +} + +ccl_device_inline float film_get_scale_exposure(ccl_global const KernelFilmConvert *ccl_restrict + kfilm_convert, + ccl_global const float *ccl_restrict buffer) +{ + if (kfilm_convert->pass_sample_count == PASS_UNUSED) { + return kfilm_convert->scale_exposure; + } + + const float scale = film_get_scale(kfilm_convert, buffer); + + if (kfilm_convert->pass_use_exposure) { + return scale * kfilm_convert->exposure; + } + + return scale; +} + +ccl_device_inline bool film_get_scale_and_scale_exposure( + ccl_global const KernelFilmConvert *ccl_restrict kfilm_convert, + ccl_global const float *ccl_restrict buffer, + ccl_private float *ccl_restrict scale, + ccl_private float *ccl_restrict scale_exposure) +{ + if (kfilm_convert->pass_sample_count == PASS_UNUSED) { + *scale = kfilm_convert->scale; + *scale_exposure = kfilm_convert->scale_exposure; + return true; + } + + const uint sample_count = *( + (ccl_global const uint *)(buffer + kfilm_convert->pass_sample_count)); + if (!sample_count) { + *scale = 0.0f; + *scale_exposure = 0.0f; + return false; + } + + if (kfilm_convert->pass_use_filter) { + *scale = 1.0f / sample_count; + } + else { + *scale = 1.0f; + } + + if (kfilm_convert->pass_use_exposure) { + *scale_exposure = *scale * kfilm_convert->exposure; + } + else { + *scale_exposure = *scale; + } + + return true; +} + +/* -------------------------------------------------------------------- + * Float (scalar) passes. + */ + +ccl_device_inline void film_get_pass_pixel_depth(ccl_global const KernelFilmConvert *ccl_restrict + kfilm_convert, + ccl_global const float *ccl_restrict buffer, + ccl_private float *ccl_restrict pixel) +{ + kernel_assert(kfilm_convert->num_components >= 1); + kernel_assert(kfilm_convert->pass_offset != PASS_UNUSED); + + const float scale_exposure = film_get_scale_exposure(kfilm_convert, buffer); + + ccl_global const float *in = buffer + kfilm_convert->pass_offset; + const float f = *in; + + pixel[0] = (f == 0.0f) ? 1e10f : f * scale_exposure; +} + +ccl_device_inline void film_get_pass_pixel_mist(ccl_global const KernelFilmConvert *ccl_restrict + kfilm_convert, + ccl_global const float *ccl_restrict buffer, + ccl_private float *ccl_restrict pixel) +{ + kernel_assert(kfilm_convert->num_components >= 1); + kernel_assert(kfilm_convert->pass_offset != PASS_UNUSED); + + const float scale_exposure = film_get_scale_exposure(kfilm_convert, buffer); + + ccl_global const float *in = buffer + kfilm_convert->pass_offset; + const float f = *in; + + /* Note that we accumulate 1 - mist in the kernel to avoid having to + * track the mist values in the integrator state. */ + pixel[0] = saturate(1.0f - f * scale_exposure); +} + +ccl_device_inline void film_get_pass_pixel_sample_count( + ccl_global const KernelFilmConvert *ccl_restrict kfilm_convert, + ccl_global const float *ccl_restrict buffer, + ccl_private float *ccl_restrict pixel) +{ + /* TODO(sergey): Consider normalizing into the [0..1] range, so that it is possible to see + * meaningful value when adaptive sampler stopped rendering image way before the maximum + * number of samples was reached (for examples when number of samples is set to 0 in + * viewport). */ + + kernel_assert(kfilm_convert->num_components >= 1); + kernel_assert(kfilm_convert->pass_offset != PASS_UNUSED); + + ccl_global const float *in = buffer + kfilm_convert->pass_offset; + const float f = *in; + + pixel[0] = __float_as_uint(f) * kfilm_convert->scale; +} + +ccl_device_inline void film_get_pass_pixel_float(ccl_global const KernelFilmConvert *ccl_restrict + kfilm_convert, + ccl_global const float *ccl_restrict buffer, + ccl_private float *ccl_restrict pixel) +{ + kernel_assert(kfilm_convert->num_components >= 1); + kernel_assert(kfilm_convert->pass_offset != PASS_UNUSED); + + const float scale_exposure = film_get_scale_exposure(kfilm_convert, buffer); + + ccl_global const float *in = buffer + kfilm_convert->pass_offset; + const float f = *in; + + pixel[0] = f * scale_exposure; +} + +/* -------------------------------------------------------------------- + * Float 3 passes. + */ + +ccl_device_inline void film_get_pass_pixel_light_path( + ccl_global const KernelFilmConvert *ccl_restrict kfilm_convert, + ccl_global const float *ccl_restrict buffer, + ccl_private float *ccl_restrict pixel) +{ + kernel_assert(kfilm_convert->num_components >= 3); + kernel_assert(kfilm_convert->pass_offset != PASS_UNUSED); + + /* Read light pass. */ + ccl_global const float *in = buffer + kfilm_convert->pass_offset; + float3 f = make_float3(in[0], in[1], in[2]); + + /* Optionally add indirect light pass. */ + if (kfilm_convert->pass_indirect != PASS_UNUSED) { + ccl_global const float *in_indirect = buffer + kfilm_convert->pass_indirect; + const float3 f_indirect = make_float3(in_indirect[0], in_indirect[1], in_indirect[2]); + f += f_indirect; + } + + /* Optionally divide out color. */ + if (kfilm_convert->pass_divide != PASS_UNUSED) { + ccl_global const float *in_divide = buffer + kfilm_convert->pass_divide; + const float3 f_divide = make_float3(in_divide[0], in_divide[1], in_divide[2]); + f = safe_divide_even_color(f, f_divide); + + /* Exposure only, sample scale cancels out. */ + f *= kfilm_convert->exposure; + } + else { + /* Sample scale and exposure. */ + f *= film_get_scale_exposure(kfilm_convert, buffer); + } + + pixel[0] = f.x; + pixel[1] = f.y; + pixel[2] = f.z; +} + +ccl_device_inline void film_get_pass_pixel_float3(ccl_global const KernelFilmConvert *ccl_restrict + kfilm_convert, + ccl_global const float *ccl_restrict buffer, + ccl_private float *ccl_restrict pixel) +{ + kernel_assert(kfilm_convert->num_components >= 3); + kernel_assert(kfilm_convert->pass_offset != PASS_UNUSED); + + const float scale_exposure = film_get_scale_exposure(kfilm_convert, buffer); + + ccl_global const float *in = buffer + kfilm_convert->pass_offset; + + const float3 f = make_float3(in[0], in[1], in[2]) * scale_exposure; + + pixel[0] = f.x; + pixel[1] = f.y; + pixel[2] = f.z; +} + +/* -------------------------------------------------------------------- + * Float4 passes. + */ + +ccl_device_inline void film_get_pass_pixel_motion(ccl_global const KernelFilmConvert *ccl_restrict + kfilm_convert, + ccl_global const float *ccl_restrict buffer, + ccl_private float *ccl_restrict pixel) +{ + kernel_assert(kfilm_convert->num_components == 4); + kernel_assert(kfilm_convert->pass_offset != PASS_UNUSED); + kernel_assert(kfilm_convert->pass_motion_weight != PASS_UNUSED); + + ccl_global const float *in = buffer + kfilm_convert->pass_offset; + ccl_global const float *in_weight = buffer + kfilm_convert->pass_motion_weight; + + const float weight = in_weight[0]; + const float weight_inv = (weight > 0.0f) ? 1.0f / weight : 0.0f; + + const float4 motion = make_float4(in[0], in[1], in[2], in[3]) * weight_inv; + + pixel[0] = motion.x; + pixel[1] = motion.y; + pixel[2] = motion.z; + pixel[3] = motion.w; +} + +ccl_device_inline void film_get_pass_pixel_cryptomatte( + ccl_global const KernelFilmConvert *ccl_restrict kfilm_convert, + ccl_global const float *ccl_restrict buffer, + ccl_private float *ccl_restrict pixel) +{ + kernel_assert(kfilm_convert->num_components == 4); + kernel_assert(kfilm_convert->pass_offset != PASS_UNUSED); + + const float scale = film_get_scale(kfilm_convert, buffer); + + ccl_global const float *in = buffer + kfilm_convert->pass_offset; + + const float4 f = make_float4(in[0], in[1], in[2], in[3]); + + /* x and z contain integer IDs, don't rescale them. + * y and w contain matte weights, they get scaled. */ + pixel[0] = f.x; + pixel[1] = f.y * scale; + pixel[2] = f.z; + pixel[3] = f.w * scale; +} + +ccl_device_inline void film_get_pass_pixel_float4(ccl_global const KernelFilmConvert *ccl_restrict + kfilm_convert, + ccl_global const float *ccl_restrict buffer, + ccl_private float *ccl_restrict pixel) +{ + kernel_assert(kfilm_convert->num_components == 4); + kernel_assert(kfilm_convert->pass_offset != PASS_UNUSED); + + float scale, scale_exposure; + film_get_scale_and_scale_exposure(kfilm_convert, buffer, &scale, &scale_exposure); + + ccl_global const float *in = buffer + kfilm_convert->pass_offset; + + const float3 color = make_float3(in[0], in[1], in[2]) * scale_exposure; + const float alpha = in[3] * scale; + + pixel[0] = color.x; + pixel[1] = color.y; + pixel[2] = color.z; + pixel[3] = alpha; +} + +ccl_device_inline void film_get_pass_pixel_combined( + ccl_global const KernelFilmConvert *ccl_restrict kfilm_convert, + ccl_global const float *ccl_restrict buffer, + ccl_private float *ccl_restrict pixel) +{ + kernel_assert(kfilm_convert->num_components == 4); + + /* 3rd channel contains transparency = 1 - alpha for the combined pass. */ + + kernel_assert(kfilm_convert->num_components == 4); + kernel_assert(kfilm_convert->pass_offset != PASS_UNUSED); + + float scale, scale_exposure; + if (!film_get_scale_and_scale_exposure(kfilm_convert, buffer, &scale, &scale_exposure)) { + pixel[0] = 0.0f; + pixel[1] = 0.0f; + pixel[2] = 0.0f; + pixel[3] = 0.0f; + return; + } + + ccl_global const float *in = buffer + kfilm_convert->pass_offset; + + const float3 color = make_float3(in[0], in[1], in[2]) * scale_exposure; + const float alpha = in[3] * scale; + + pixel[0] = color.x; + pixel[1] = color.y; + pixel[2] = color.z; + pixel[3] = film_transparency_to_alpha(alpha); +} + +/* -------------------------------------------------------------------- + * Shadow catcher. + */ + +ccl_device_inline float3 film_calculate_shadow_catcher_denoised( + ccl_global const KernelFilmConvert *ccl_restrict kfilm_convert, + ccl_global const float *ccl_restrict buffer) +{ + kernel_assert(kfilm_convert->pass_shadow_catcher != PASS_UNUSED); + + float scale, scale_exposure; + film_get_scale_and_scale_exposure(kfilm_convert, buffer, &scale, &scale_exposure); + + ccl_global const float *in_catcher = buffer + kfilm_convert->pass_shadow_catcher; + + const float3 pixel = make_float3(in_catcher[0], in_catcher[1], in_catcher[2]) * scale_exposure; + + return pixel; +} + +ccl_device_inline float3 safe_divide_shadow_catcher(float3 a, float3 b) +{ + float x, y, z; + + x = (b.x != 0.0f) ? a.x / b.x : 1.0f; + y = (b.y != 0.0f) ? a.y / b.y : 1.0f; + z = (b.z != 0.0f) ? a.z / b.z : 1.0f; + + return make_float3(x, y, z); +} + +ccl_device_inline float3 +film_calculate_shadow_catcher(ccl_global const KernelFilmConvert *ccl_restrict kfilm_convert, + ccl_global const float *ccl_restrict buffer) +{ + /* For the shadow catcher pass we divide combined pass by the shadow catcher. + * Note that denoised shadow catcher pass contains value which only needs ot be scaled (but not + * to be calculated as division). */ + + if (kfilm_convert->is_denoised) { + return film_calculate_shadow_catcher_denoised(kfilm_convert, buffer); + } + + kernel_assert(kfilm_convert->pass_shadow_catcher_sample_count != PASS_UNUSED); + + /* If there is no shadow catcher object in this pixel, there is no modification of the light + * needed, so return one. */ + ccl_global const float *in_catcher_sample_count = + buffer + kfilm_convert->pass_shadow_catcher_sample_count; + const float num_samples = in_catcher_sample_count[0]; + if (num_samples == 0.0f) { + return one_float3(); + } + + kernel_assert(kfilm_convert->pass_shadow_catcher != PASS_UNUSED); + ccl_global const float *in_catcher = buffer + kfilm_convert->pass_shadow_catcher; + + /* NOTE: It is possible that the Shadow Catcher pass is requested as an output without actual + * shadow catcher objects in the scene. In this case there will be no auxiliary passes required + * for the decision (to save up memory). So delay the asserts to this point so that the number of + * samples check handles such configuration. */ + kernel_assert(kfilm_convert->pass_offset != PASS_UNUSED); + kernel_assert(kfilm_convert->pass_combined != PASS_UNUSED); + kernel_assert(kfilm_convert->pass_shadow_catcher_matte != PASS_UNUSED); + + ccl_global const float *in_combined = buffer + kfilm_convert->pass_combined; + ccl_global const float *in_matte = buffer + kfilm_convert->pass_shadow_catcher_matte; + + /* No scaling needed. The integration works in way that number of samples in the combined and + * shadow catcher passes are the same, and exposure is canceled during the division. */ + const float3 color_catcher = make_float3(in_catcher[0], in_catcher[1], in_catcher[2]); + const float3 color_combined = make_float3(in_combined[0], in_combined[1], in_combined[2]); + const float3 color_matte = make_float3(in_matte[0], in_matte[1], in_matte[2]); + + /* Need to ignore contribution of the matte object when doing division (otherwise there will be + * artifacts caused by anti-aliasing). Since combined pass is used for adaptive sampling and need + * to contain matte objects, we subtract matte objects contribution here. This is the same as if + * the matte objects were not accumulated to the combined pass. */ + const float3 combined_no_matte = color_combined - color_matte; + + const float3 shadow_catcher = safe_divide_shadow_catcher(combined_no_matte, color_catcher); + + const float scale = film_get_scale(kfilm_convert, buffer); + const float transparency = in_combined[3] * scale; + const float alpha = film_transparency_to_alpha(transparency); + + /* Alpha-over on white using transparency of the combined pass. This allows to eliminate + * artifacts which are happening on an edge of a shadow catcher when using transparent film. + * Note that we treat shadow catcher as straight alpha here because alpha got canceled out + * during the division. */ + const float3 pixel = (1.0f - alpha) * one_float3() + alpha * shadow_catcher; + + return pixel; +} + +ccl_device_inline float4 film_calculate_shadow_catcher_matte_with_shadow( + ccl_global const KernelFilmConvert *ccl_restrict kfilm_convert, + ccl_global const float *ccl_restrict buffer) +{ + /* The approximation of the shadow is 1 - average(shadow_catcher_pass). A better approximation + * is possible. + * + * The matte is alpha-overed onto the shadow (which is kind of alpha-overing shadow onto footage, + * and then alpha-overing synthetic objects on top). */ + + kernel_assert(kfilm_convert->pass_offset != PASS_UNUSED); + kernel_assert(kfilm_convert->pass_shadow_catcher != PASS_UNUSED); + kernel_assert(kfilm_convert->pass_shadow_catcher_matte != PASS_UNUSED); + + float scale, scale_exposure; + if (!film_get_scale_and_scale_exposure(kfilm_convert, buffer, &scale, &scale_exposure)) { + return make_float4(0.0f, 0.0f, 0.0f, 0.0f); + } + + ccl_global const float *in_matte = buffer + kfilm_convert->pass_shadow_catcher_matte; + + const float3 shadow_catcher = film_calculate_shadow_catcher(kfilm_convert, buffer); + const float3 color_matte = make_float3(in_matte[0], in_matte[1], in_matte[2]) * scale_exposure; + + const float transparency = in_matte[3] * scale; + const float alpha = saturate(1.0f - transparency); + + const float alpha_matte = (1.0f - alpha) * (1.0f - average(shadow_catcher)) + alpha; + + if (kfilm_convert->use_approximate_shadow_catcher_background) { + kernel_assert(kfilm_convert->pass_background != PASS_UNUSED); + + ccl_global const float *in_background = buffer + kfilm_convert->pass_background; + const float3 color_background = make_float3( + in_background[0], in_background[1], in_background[2]) * + scale_exposure; + const float3 alpha_over = color_matte + color_background * (1.0f - alpha_matte); + return make_float4(alpha_over.x, alpha_over.y, alpha_over.z, 1.0f); + } + + return make_float4(color_matte.x, color_matte.y, color_matte.z, alpha_matte); +} + +ccl_device_inline void film_get_pass_pixel_shadow_catcher( + ccl_global const KernelFilmConvert *ccl_restrict kfilm_convert, + ccl_global const float *ccl_restrict buffer, + ccl_private float *ccl_restrict pixel) +{ + kernel_assert(kfilm_convert->num_components >= 3); + + const float3 pixel_value = film_calculate_shadow_catcher(kfilm_convert, buffer); + + pixel[0] = pixel_value.x; + pixel[1] = pixel_value.y; + pixel[2] = pixel_value.z; +} + +ccl_device_inline void film_get_pass_pixel_shadow_catcher_matte_with_shadow( + ccl_global const KernelFilmConvert *ccl_restrict kfilm_convert, + ccl_global const float *ccl_restrict buffer, + ccl_private float *ccl_restrict pixel) +{ + kernel_assert(kfilm_convert->num_components == 3 || kfilm_convert->num_components == 4); + + const float4 pixel_value = film_calculate_shadow_catcher_matte_with_shadow(kfilm_convert, + buffer); + + pixel[0] = pixel_value.x; + pixel[1] = pixel_value.y; + pixel[2] = pixel_value.z; + if (kfilm_convert->num_components == 4) { + pixel[3] = pixel_value.w; + } +} + +/* -------------------------------------------------------------------- + * Compositing and overlays. + */ + +ccl_device_inline void film_apply_pass_pixel_overlays_rgba( + ccl_global const KernelFilmConvert *ccl_restrict kfilm_convert, + ccl_global const float *ccl_restrict buffer, + ccl_private float *ccl_restrict pixel) +{ + if (kfilm_convert->show_active_pixels && + kfilm_convert->pass_adaptive_aux_buffer != PASS_UNUSED) { + if (buffer[kfilm_convert->pass_adaptive_aux_buffer + 3] == 0.0f) { + const float3 active_rgb = make_float3(1.0f, 0.0f, 0.0f); + const float3 mix_rgb = interp(make_float3(pixel[0], pixel[1], pixel[2]), active_rgb, 0.5f); + pixel[0] = mix_rgb.x; + pixel[1] = mix_rgb.y; + pixel[2] = mix_rgb.z; + } + } +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/film/film_write_passes.h b/intern/cycles/kernel/film/film_write_passes.h new file mode 100644 index 00000000000..9d379495629 --- /dev/null +++ b/intern/cycles/kernel/film/film_write_passes.h @@ -0,0 +1,88 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#pragma once + +#ifdef __KERNEL_GPU__ +# define __ATOMIC_PASS_WRITE__ +#endif + +CCL_NAMESPACE_BEGIN + +ccl_device_inline void kernel_write_pass_float(ccl_global float *ccl_restrict buffer, float value) +{ +#ifdef __ATOMIC_PASS_WRITE__ + atomic_add_and_fetch_float(buffer, value); +#else + *buffer += value; +#endif +} + +ccl_device_inline void kernel_write_pass_float3(ccl_global float *ccl_restrict buffer, + float3 value) +{ +#ifdef __ATOMIC_PASS_WRITE__ + ccl_global float *buf_x = buffer + 0; + ccl_global float *buf_y = buffer + 1; + ccl_global float *buf_z = buffer + 2; + + atomic_add_and_fetch_float(buf_x, value.x); + atomic_add_and_fetch_float(buf_y, value.y); + atomic_add_and_fetch_float(buf_z, value.z); +#else + buffer[0] += value.x; + buffer[1] += value.y; + buffer[2] += value.z; +#endif +} + +ccl_device_inline void kernel_write_pass_float4(ccl_global float *ccl_restrict buffer, + float4 value) +{ +#ifdef __ATOMIC_PASS_WRITE__ + ccl_global float *buf_x = buffer + 0; + ccl_global float *buf_y = buffer + 1; + ccl_global float *buf_z = buffer + 2; + ccl_global float *buf_w = buffer + 3; + + atomic_add_and_fetch_float(buf_x, value.x); + atomic_add_and_fetch_float(buf_y, value.y); + atomic_add_and_fetch_float(buf_z, value.z); + atomic_add_and_fetch_float(buf_w, value.w); +#else + buffer[0] += value.x; + buffer[1] += value.y; + buffer[2] += value.z; + buffer[3] += value.w; +#endif +} + +ccl_device_inline float kernel_read_pass_float(ccl_global float *ccl_restrict buffer) +{ + return *buffer; +} + +ccl_device_inline float3 kernel_read_pass_float3(ccl_global float *ccl_restrict buffer) +{ + return make_float3(buffer[0], buffer[1], buffer[2]); +} + +ccl_device_inline float4 kernel_read_pass_float4(ccl_global float *ccl_restrict buffer) +{ + return make_float4(buffer[0], buffer[1], buffer[2], buffer[3]); +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/geom/geom_patch.h b/intern/cycles/kernel/geom/geom_patch.h index bd797ef52ab..bf1a06220aa 100644 --- a/intern/cycles/kernel/geom/geom_patch.h +++ b/intern/cycles/kernel/geom/geom_patch.h @@ -26,6 +26,8 @@ #pragma once +#include "util/util_color.h" + CCL_NAMESPACE_BEGIN typedef struct PatchHandle { diff --git a/intern/cycles/kernel/geom/geom_primitive.h b/intern/cycles/kernel/geom/geom_primitive.h index 91b29c7f990..bc559e3c812 100644 --- a/intern/cycles/kernel/geom/geom_primitive.h +++ b/intern/cycles/kernel/geom/geom_primitive.h @@ -21,7 +21,7 @@ #pragma once -#include "kernel/kernel_projection.h" +#include "kernel/camera/camera_projection.h" CCL_NAMESPACE_BEGIN diff --git a/intern/cycles/kernel/geom/geom_triangle_intersect.h b/intern/cycles/kernel/geom/geom_triangle_intersect.h index fee629cc75a..440dc23d124 100644 --- a/intern/cycles/kernel/geom/geom_triangle_intersect.h +++ b/intern/cycles/kernel/geom/geom_triangle_intersect.h @@ -22,7 +22,7 @@ #pragma once -#include "kernel/kernel_random.h" +#include "kernel/sample/sample_lcg.h" CCL_NAMESPACE_BEGIN diff --git a/intern/cycles/kernel/integrator/integrator_init_from_bake.h b/intern/cycles/kernel/integrator/integrator_init_from_bake.h index de916be24e7..5790cfd3f22 100644 --- a/intern/cycles/kernel/integrator/integrator_init_from_bake.h +++ b/intern/cycles/kernel/integrator/integrator_init_from_bake.h @@ -16,11 +16,14 @@ #pragma once -#include "kernel/kernel_accumulate.h" -#include "kernel/kernel_adaptive_sampling.h" -#include "kernel/kernel_camera.h" -#include "kernel/kernel_path_state.h" -#include "kernel/kernel_random.h" +#include "kernel/camera/camera.h" + +#include "kernel/film/film_accumulate.h" +#include "kernel/film/film_adaptive_sampling.h" + +#include "kernel/integrator/integrator_path_state.h" + +#include "kernel/sample/sample_pattern.h" #include "kernel/geom/geom.h" diff --git a/intern/cycles/kernel/integrator/integrator_init_from_camera.h b/intern/cycles/kernel/integrator/integrator_init_from_camera.h index 5bab6b2e2fd..499a72ffbc4 100644 --- a/intern/cycles/kernel/integrator/integrator_init_from_camera.h +++ b/intern/cycles/kernel/integrator/integrator_init_from_camera.h @@ -16,12 +16,15 @@ #pragma once -#include "kernel/kernel_accumulate.h" -#include "kernel/kernel_adaptive_sampling.h" -#include "kernel/kernel_camera.h" -#include "kernel/kernel_path_state.h" -#include "kernel/kernel_random.h" -#include "kernel/kernel_shadow_catcher.h" +#include "kernel/camera/camera.h" + +#include "kernel/film/film_accumulate.h" +#include "kernel/film/film_adaptive_sampling.h" + +#include "kernel/integrator/integrator_path_state.h" +#include "kernel/integrator/integrator_shadow_catcher.h" + +#include "kernel/sample/sample_pattern.h" CCL_NAMESPACE_BEGIN diff --git a/intern/cycles/kernel/integrator/integrator_intersect_closest.h b/intern/cycles/kernel/integrator/integrator_intersect_closest.h index c1315d48694..41d3dfde41a 100644 --- a/intern/cycles/kernel/integrator/integrator_intersect_closest.h +++ b/intern/cycles/kernel/integrator/integrator_intersect_closest.h @@ -16,11 +16,14 @@ #pragma once -#include "kernel/kernel_differential.h" -#include "kernel/kernel_light.h" -#include "kernel/kernel_path_state.h" -#include "kernel/kernel_projection.h" -#include "kernel/kernel_shadow_catcher.h" +#include "kernel/camera/camera_projection.h" + +#include "kernel/integrator/integrator_path_state.h" +#include "kernel/integrator/integrator_shadow_catcher.h" + +#include "kernel/light/light.h" + +#include "kernel/util/util_differential.h" #include "kernel/geom/geom.h" diff --git a/intern/cycles/kernel/integrator/integrator_intersect_volume_stack.h b/intern/cycles/kernel/integrator/integrator_intersect_volume_stack.h index 7def3e2f3f3..505d9687948 100644 --- a/intern/cycles/kernel/integrator/integrator_intersect_volume_stack.h +++ b/intern/cycles/kernel/integrator/integrator_intersect_volume_stack.h @@ -18,8 +18,8 @@ #include "kernel/bvh/bvh.h" #include "kernel/geom/geom.h" +#include "kernel/integrator/integrator_shader_eval.h" #include "kernel/integrator/integrator_volume_stack.h" -#include "kernel/kernel_shader.h" CCL_NAMESPACE_BEGIN diff --git a/intern/cycles/kernel/integrator/integrator_path_state.h b/intern/cycles/kernel/integrator/integrator_path_state.h new file mode 100644 index 00000000000..73062b26682 --- /dev/null +++ b/intern/cycles/kernel/integrator/integrator_path_state.h @@ -0,0 +1,376 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#pragma once + +#include "kernel/sample/sample_pattern.h" + +CCL_NAMESPACE_BEGIN + +/* Initialize queues, so that the this path is considered terminated. + * Used for early outputs in the camera ray initialization, as well as initialization of split + * states for shadow catcher. */ +ccl_device_inline void path_state_init_queues(IntegratorState state) +{ + INTEGRATOR_STATE_WRITE(state, path, queued_kernel) = 0; +#ifdef __KERNEL_CPU__ + INTEGRATOR_STATE_WRITE(&state->shadow, shadow_path, queued_kernel) = 0; + INTEGRATOR_STATE_WRITE(&state->ao, shadow_path, queued_kernel) = 0; +#endif +} + +/* Minimalistic initialization of the path state, which is needed for early outputs in the + * integrator initialization to work. */ +ccl_device_inline void path_state_init(IntegratorState state, + ccl_global const KernelWorkTile *ccl_restrict tile, + const int x, + const int y) +{ + const uint render_pixel_index = (uint)tile->offset + x + y * tile->stride; + + INTEGRATOR_STATE_WRITE(state, path, render_pixel_index) = render_pixel_index; + + path_state_init_queues(state); +} + +/* Initialize the rest of the path state needed to continue the path integration. */ +ccl_device_inline void path_state_init_integrator(KernelGlobals kg, + IntegratorState state, + const int sample, + const uint rng_hash) +{ + INTEGRATOR_STATE_WRITE(state, path, sample) = sample; + INTEGRATOR_STATE_WRITE(state, path, bounce) = 0; + INTEGRATOR_STATE_WRITE(state, path, diffuse_bounce) = 0; + INTEGRATOR_STATE_WRITE(state, path, glossy_bounce) = 0; + INTEGRATOR_STATE_WRITE(state, path, transmission_bounce) = 0; + INTEGRATOR_STATE_WRITE(state, path, transparent_bounce) = 0; + INTEGRATOR_STATE_WRITE(state, path, volume_bounce) = 0; + INTEGRATOR_STATE_WRITE(state, path, volume_bounds_bounce) = 0; + INTEGRATOR_STATE_WRITE(state, path, rng_hash) = rng_hash; + INTEGRATOR_STATE_WRITE(state, path, rng_offset) = PRNG_BASE_NUM; + INTEGRATOR_STATE_WRITE(state, path, flag) = PATH_RAY_CAMERA | PATH_RAY_MIS_SKIP | + PATH_RAY_TRANSPARENT_BACKGROUND; + INTEGRATOR_STATE_WRITE(state, path, mis_ray_pdf) = 0.0f; + INTEGRATOR_STATE_WRITE(state, path, mis_ray_t) = 0.0f; + INTEGRATOR_STATE_WRITE(state, path, min_ray_pdf) = FLT_MAX; + INTEGRATOR_STATE_WRITE(state, path, throughput) = make_float3(1.0f, 1.0f, 1.0f); + + if (kernel_data.kernel_features & KERNEL_FEATURE_VOLUME) { + INTEGRATOR_STATE_ARRAY_WRITE(state, volume_stack, 0, object) = OBJECT_NONE; + INTEGRATOR_STATE_ARRAY_WRITE( + state, volume_stack, 0, shader) = kernel_data.background.volume_shader; + INTEGRATOR_STATE_ARRAY_WRITE(state, volume_stack, 1, object) = OBJECT_NONE; + INTEGRATOR_STATE_ARRAY_WRITE(state, volume_stack, 1, shader) = SHADER_NONE; + } + +#ifdef __DENOISING_FEATURES__ + if (kernel_data.kernel_features & KERNEL_FEATURE_DENOISING) { + INTEGRATOR_STATE_WRITE(state, path, flag) |= PATH_RAY_DENOISING_FEATURES; + INTEGRATOR_STATE_WRITE(state, path, denoising_feature_throughput) = one_float3(); + } +#endif +} + +ccl_device_inline void path_state_next(KernelGlobals kg, IntegratorState state, int label) +{ + uint32_t flag = INTEGRATOR_STATE(state, path, flag); + + /* ray through transparent keeps same flags from previous ray and is + * not counted as a regular bounce, transparent has separate max */ + if (label & LABEL_TRANSPARENT) { + uint32_t transparent_bounce = INTEGRATOR_STATE(state, path, transparent_bounce) + 1; + + flag |= PATH_RAY_TRANSPARENT; + if (transparent_bounce >= kernel_data.integrator.transparent_max_bounce) { + flag |= PATH_RAY_TERMINATE_ON_NEXT_SURFACE; + } + + if (!kernel_data.integrator.transparent_shadows) + flag |= PATH_RAY_MIS_SKIP; + + INTEGRATOR_STATE_WRITE(state, path, flag) = flag; + INTEGRATOR_STATE_WRITE(state, path, transparent_bounce) = transparent_bounce; + /* Random number generator next bounce. */ + INTEGRATOR_STATE_WRITE(state, path, rng_offset) += PRNG_BOUNCE_NUM; + return; + } + + uint32_t bounce = INTEGRATOR_STATE(state, path, bounce) + 1; + if (bounce >= kernel_data.integrator.max_bounce) { + flag |= PATH_RAY_TERMINATE_AFTER_TRANSPARENT; + } + + flag &= ~(PATH_RAY_ALL_VISIBILITY | PATH_RAY_MIS_SKIP); + +#ifdef __VOLUME__ + if (label & LABEL_VOLUME_SCATTER) { + /* volume scatter */ + flag |= PATH_RAY_VOLUME_SCATTER; + flag &= ~PATH_RAY_TRANSPARENT_BACKGROUND; + if (bounce == 1) { + flag |= PATH_RAY_VOLUME_PASS; + } + + const int volume_bounce = INTEGRATOR_STATE(state, path, volume_bounce) + 1; + INTEGRATOR_STATE_WRITE(state, path, volume_bounce) = volume_bounce; + if (volume_bounce >= kernel_data.integrator.max_volume_bounce) { + flag |= PATH_RAY_TERMINATE_AFTER_TRANSPARENT; + } + } + else +#endif + { + /* surface reflection/transmission */ + if (label & LABEL_REFLECT) { + flag |= PATH_RAY_REFLECT; + flag &= ~PATH_RAY_TRANSPARENT_BACKGROUND; + + if (label & LABEL_DIFFUSE) { + const int diffuse_bounce = INTEGRATOR_STATE(state, path, diffuse_bounce) + 1; + INTEGRATOR_STATE_WRITE(state, path, diffuse_bounce) = diffuse_bounce; + if (diffuse_bounce >= kernel_data.integrator.max_diffuse_bounce) { + flag |= PATH_RAY_TERMINATE_AFTER_TRANSPARENT; + } + } + else { + const int glossy_bounce = INTEGRATOR_STATE(state, path, glossy_bounce) + 1; + INTEGRATOR_STATE_WRITE(state, path, glossy_bounce) = glossy_bounce; + if (glossy_bounce >= kernel_data.integrator.max_glossy_bounce) { + flag |= PATH_RAY_TERMINATE_AFTER_TRANSPARENT; + } + } + } + else { + kernel_assert(label & LABEL_TRANSMIT); + + flag |= PATH_RAY_TRANSMIT; + + if (!(label & LABEL_TRANSMIT_TRANSPARENT)) { + flag &= ~PATH_RAY_TRANSPARENT_BACKGROUND; + } + + const int transmission_bounce = INTEGRATOR_STATE(state, path, transmission_bounce) + 1; + INTEGRATOR_STATE_WRITE(state, path, transmission_bounce) = transmission_bounce; + if (transmission_bounce >= kernel_data.integrator.max_transmission_bounce) { + flag |= PATH_RAY_TERMINATE_AFTER_TRANSPARENT; + } + } + + /* diffuse/glossy/singular */ + if (label & LABEL_DIFFUSE) { + flag |= PATH_RAY_DIFFUSE | PATH_RAY_DIFFUSE_ANCESTOR; + } + else if (label & LABEL_GLOSSY) { + flag |= PATH_RAY_GLOSSY; + } + else { + kernel_assert(label & LABEL_SINGULAR); + flag |= PATH_RAY_GLOSSY | PATH_RAY_SINGULAR | PATH_RAY_MIS_SKIP; + } + + /* Render pass categories. */ + if (bounce == 1) { + flag |= (label & LABEL_TRANSMIT) ? PATH_RAY_TRANSMISSION_PASS : PATH_RAY_REFLECT_PASS; + } + } + + INTEGRATOR_STATE_WRITE(state, path, flag) = flag; + INTEGRATOR_STATE_WRITE(state, path, bounce) = bounce; + + /* Random number generator next bounce. */ + INTEGRATOR_STATE_WRITE(state, path, rng_offset) += PRNG_BOUNCE_NUM; +} + +#ifdef __VOLUME__ +ccl_device_inline bool path_state_volume_next(IntegratorState state) +{ + /* For volume bounding meshes we pass through without counting transparent + * bounces, only sanity check in case self intersection gets us stuck. */ + uint32_t volume_bounds_bounce = INTEGRATOR_STATE(state, path, volume_bounds_bounce) + 1; + INTEGRATOR_STATE_WRITE(state, path, volume_bounds_bounce) = volume_bounds_bounce; + if (volume_bounds_bounce > VOLUME_BOUNDS_MAX) { + return false; + } + + /* Random number generator next bounce. */ + if (volume_bounds_bounce > 1) { + INTEGRATOR_STATE_WRITE(state, path, rng_offset) += PRNG_BOUNCE_NUM; + } + + return true; +} +#endif + +ccl_device_inline uint path_state_ray_visibility(ConstIntegratorState state) +{ + const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag); + + uint32_t visibility = path_flag & PATH_RAY_ALL_VISIBILITY; + + /* For visibility, diffuse/glossy are for reflection only. */ + if (visibility & PATH_RAY_TRANSMIT) { + visibility &= ~(PATH_RAY_DIFFUSE | PATH_RAY_GLOSSY); + } + + /* todo: this is not supported as its own ray visibility yet. */ + if (path_flag & PATH_RAY_VOLUME_SCATTER) { + visibility |= PATH_RAY_DIFFUSE; + } + + visibility = SHADOW_CATCHER_PATH_VISIBILITY(path_flag, visibility); + + return visibility; +} + +ccl_device_inline float path_state_continuation_probability(KernelGlobals kg, + ConstIntegratorState state, + const uint32_t path_flag) +{ + if (path_flag & PATH_RAY_TRANSPARENT) { + const uint32_t transparent_bounce = INTEGRATOR_STATE(state, path, transparent_bounce); + /* Do at least specified number of bounces without RR. */ + if (transparent_bounce <= kernel_data.integrator.transparent_min_bounce) { + return 1.0f; + } + } + else { + const uint32_t bounce = INTEGRATOR_STATE(state, path, bounce); + /* Do at least specified number of bounces without RR. */ + if (bounce <= kernel_data.integrator.min_bounce) { + return 1.0f; + } + } + + /* Probabilistic termination: use sqrt() to roughly match typical view + * transform and do path termination a bit later on average. */ + return min(sqrtf(max3(fabs(INTEGRATOR_STATE(state, path, throughput)))), 1.0f); +} + +ccl_device_inline bool path_state_ao_bounce(KernelGlobals kg, ConstIntegratorState state) +{ + if (!kernel_data.integrator.ao_bounces) { + return false; + } + + const int bounce = INTEGRATOR_STATE(state, path, bounce) - + INTEGRATOR_STATE(state, path, transmission_bounce) - + (INTEGRATOR_STATE(state, path, glossy_bounce) > 0) + 1; + return (bounce > kernel_data.integrator.ao_bounces); +} + +/* Random Number Sampling Utility Functions + * + * For each random number in each step of the path we must have a unique + * dimension to avoid using the same sequence twice. + * + * For branches in the path we must be careful not to reuse the same number + * in a sequence and offset accordingly. + */ + +/* RNG State loaded onto stack. */ +typedef struct RNGState { + uint rng_hash; + uint rng_offset; + int sample; +} RNGState; + +ccl_device_inline void path_state_rng_load(ConstIntegratorState state, + ccl_private RNGState *rng_state) +{ + rng_state->rng_hash = INTEGRATOR_STATE(state, path, rng_hash); + rng_state->rng_offset = INTEGRATOR_STATE(state, path, rng_offset); + rng_state->sample = INTEGRATOR_STATE(state, path, sample); +} + +ccl_device_inline void shadow_path_state_rng_load(ConstIntegratorShadowState state, + ccl_private RNGState *rng_state) +{ + rng_state->rng_hash = INTEGRATOR_STATE(state, shadow_path, rng_hash); + rng_state->rng_offset = INTEGRATOR_STATE(state, shadow_path, rng_offset); + rng_state->sample = INTEGRATOR_STATE(state, shadow_path, sample); +} + +ccl_device_inline float path_state_rng_1D(KernelGlobals kg, + ccl_private const RNGState *rng_state, + int dimension) +{ + return path_rng_1D( + kg, rng_state->rng_hash, rng_state->sample, rng_state->rng_offset + dimension); +} + +ccl_device_inline void path_state_rng_2D(KernelGlobals kg, + ccl_private const RNGState *rng_state, + int dimension, + ccl_private float *fx, + ccl_private float *fy) +{ + path_rng_2D( + kg, rng_state->rng_hash, rng_state->sample, rng_state->rng_offset + dimension, fx, fy); +} + +ccl_device_inline float path_state_rng_1D_hash(KernelGlobals kg, + ccl_private const RNGState *rng_state, + uint hash) +{ + /* Use a hash instead of dimension, this is not great but avoids adding + * more dimensions to each bounce which reduces quality of dimensions we + * are already using. */ + return path_rng_1D( + kg, cmj_hash_simple(rng_state->rng_hash, hash), rng_state->sample, rng_state->rng_offset); +} + +ccl_device_inline float path_branched_rng_1D(KernelGlobals kg, + ccl_private const RNGState *rng_state, + int branch, + int num_branches, + int dimension) +{ + return path_rng_1D(kg, + rng_state->rng_hash, + rng_state->sample * num_branches + branch, + rng_state->rng_offset + dimension); +} + +ccl_device_inline void path_branched_rng_2D(KernelGlobals kg, + ccl_private const RNGState *rng_state, + int branch, + int num_branches, + int dimension, + ccl_private float *fx, + ccl_private float *fy) +{ + path_rng_2D(kg, + rng_state->rng_hash, + rng_state->sample * num_branches + branch, + rng_state->rng_offset + dimension, + fx, + fy); +} + +/* Utility functions to get light termination value, + * since it might not be needed in many cases. + */ +ccl_device_inline float path_state_rng_light_termination(KernelGlobals kg, + ccl_private const RNGState *state) +{ + if (kernel_data.integrator.light_inv_rr_threshold > 0.0f) { + return path_state_rng_1D(kg, state, PRNG_LIGHT_TERMINATE); + } + return 0.0f; +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/integrator/integrator_shade_background.h b/intern/cycles/kernel/integrator/integrator_shade_background.h index 287c54d7243..b3bef9a234e 100644 --- a/intern/cycles/kernel/integrator/integrator_shade_background.h +++ b/intern/cycles/kernel/integrator/integrator_shade_background.h @@ -16,10 +16,11 @@ #pragma once -#include "kernel/kernel_accumulate.h" -#include "kernel/kernel_emission.h" -#include "kernel/kernel_light.h" -#include "kernel/kernel_shader.h" +#include "kernel/film/film_accumulate.h" +#include "kernel/integrator/integrator_shader_eval.h" +#include "kernel/light/light.h" +#include "kernel/light/light_sample.h" +#include "kernel/sample/sample_mis.h" CCL_NAMESPACE_BEGIN diff --git a/intern/cycles/kernel/integrator/integrator_shade_light.h b/intern/cycles/kernel/integrator/integrator_shade_light.h index 4f0f5a39756..7d220006322 100644 --- a/intern/cycles/kernel/integrator/integrator_shade_light.h +++ b/intern/cycles/kernel/integrator/integrator_shade_light.h @@ -16,10 +16,10 @@ #pragma once -#include "kernel/kernel_accumulate.h" -#include "kernel/kernel_emission.h" -#include "kernel/kernel_light.h" -#include "kernel/kernel_shader.h" +#include "kernel/film/film_accumulate.h" +#include "kernel/integrator/integrator_shader_eval.h" +#include "kernel/light/light.h" +#include "kernel/light/light_sample.h" CCL_NAMESPACE_BEGIN diff --git a/intern/cycles/kernel/integrator/integrator_shade_shadow.h b/intern/cycles/kernel/integrator/integrator_shade_shadow.h index a82254e1dea..0c4eeb8d10d 100644 --- a/intern/cycles/kernel/integrator/integrator_shade_shadow.h +++ b/intern/cycles/kernel/integrator/integrator_shade_shadow.h @@ -18,8 +18,7 @@ #include "kernel/integrator/integrator_shade_volume.h" #include "kernel/integrator/integrator_volume_stack.h" - -#include "kernel/kernel_shader.h" +#include "kernel/integrator/integrator_shader_eval.h" CCL_NAMESPACE_BEGIN diff --git a/intern/cycles/kernel/integrator/integrator_shade_surface.h b/intern/cycles/kernel/integrator/integrator_shade_surface.h index 2a0bf4a3046..70dce1c4913 100644 --- a/intern/cycles/kernel/integrator/integrator_shade_surface.h +++ b/intern/cycles/kernel/integrator/integrator_shade_surface.h @@ -16,16 +16,19 @@ #pragma once -#include "kernel/kernel_accumulate.h" -#include "kernel/kernel_emission.h" -#include "kernel/kernel_light.h" -#include "kernel/kernel_passes.h" -#include "kernel/kernel_path_state.h" -#include "kernel/kernel_shader.h" +#include "kernel/film/film_accumulate.h" +#include "kernel/film/film_passes.h" +#include "kernel/integrator/integrator_path_state.h" +#include "kernel/integrator/integrator_shader_eval.h" #include "kernel/integrator/integrator_subsurface.h" #include "kernel/integrator/integrator_volume_stack.h" +#include "kernel/light/light.h" +#include "kernel/light/light_sample.h" + +#include "kernel/sample/sample_mis.h" + CCL_NAMESPACE_BEGIN ccl_device_forceinline void integrate_surface_shader_setup(KernelGlobals kg, diff --git a/intern/cycles/kernel/integrator/integrator_shade_volume.h b/intern/cycles/kernel/integrator/integrator_shade_volume.h index d0aabb550c0..44ef4803575 100644 --- a/intern/cycles/kernel/integrator/integrator_shade_volume.h +++ b/intern/cycles/kernel/integrator/integrator_shade_volume.h @@ -16,16 +16,19 @@ #pragma once -#include "kernel/kernel_accumulate.h" -#include "kernel/kernel_emission.h" -#include "kernel/kernel_light.h" -#include "kernel/kernel_passes.h" -#include "kernel/kernel_path_state.h" -#include "kernel/kernel_shader.h" +#include "kernel/film/film_accumulate.h" +#include "kernel/film/film_passes.h" +#include "kernel/integrator/integrator_path_state.h" +#include "kernel/integrator/integrator_shader_eval.h" #include "kernel/integrator/integrator_intersect_closest.h" #include "kernel/integrator/integrator_volume_stack.h" +#include "kernel/light/light.h" +#include "kernel/light/light_sample.h" + +#include "kernel/sample/sample_mis.h" + CCL_NAMESPACE_BEGIN #ifdef __VOLUME__ diff --git a/intern/cycles/kernel/integrator/integrator_shader_eval.h b/intern/cycles/kernel/integrator/integrator_shader_eval.h new file mode 100644 index 00000000000..04a3a965fd3 --- /dev/null +++ b/intern/cycles/kernel/integrator/integrator_shader_eval.h @@ -0,0 +1,869 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +/* Functions to evaluate shaders and use the resulting shader closures. */ + +#pragma once + +#include "kernel/closure/alloc.h" +#include "kernel/closure/bsdf_util.h" +#include "kernel/closure/bsdf.h" +#include "kernel/closure/emissive.h" + +#include "kernel/film/film_accumulate.h" + +#include "kernel/svm/svm.h" + +#ifdef __OSL__ +# include "kernel/osl/osl_shader.h" +#endif + +CCL_NAMESPACE_BEGIN + +/* Merging */ + +#if defined(__VOLUME__) +ccl_device_inline void shader_merge_volume_closures(ccl_private ShaderData *sd) +{ + /* Merge identical closures to save closure space with stacked volumes. */ + for (int i = 0; i < sd->num_closure; i++) { + ccl_private ShaderClosure *sci = &sd->closure[i]; + + if (sci->type != CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID) { + continue; + } + + for (int j = i + 1; j < sd->num_closure; j++) { + ccl_private ShaderClosure *scj = &sd->closure[j]; + if (sci->type != scj->type) { + continue; + } + + ccl_private const HenyeyGreensteinVolume *hgi = (ccl_private const HenyeyGreensteinVolume *) + sci; + ccl_private const HenyeyGreensteinVolume *hgj = (ccl_private const HenyeyGreensteinVolume *) + scj; + if (!(hgi->g == hgj->g)) { + continue; + } + + sci->weight += scj->weight; + sci->sample_weight += scj->sample_weight; + + int size = sd->num_closure - (j + 1); + if (size > 0) { + for (int k = 0; k < size; k++) { + scj[k] = scj[k + 1]; + } + } + + sd->num_closure--; + kernel_assert(sd->num_closure >= 0); + j--; + } + } +} + +ccl_device_inline void shader_copy_volume_phases(ccl_private ShaderVolumePhases *ccl_restrict + phases, + ccl_private const ShaderData *ccl_restrict sd) +{ + phases->num_closure = 0; + + for (int i = 0; i < sd->num_closure; i++) { + ccl_private const ShaderClosure *from_sc = &sd->closure[i]; + ccl_private const HenyeyGreensteinVolume *from_hg = + (ccl_private const HenyeyGreensteinVolume *)from_sc; + + if (from_sc->type == CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID) { + ccl_private ShaderVolumeClosure *to_sc = &phases->closure[phases->num_closure]; + + to_sc->weight = from_sc->weight; + to_sc->sample_weight = from_sc->sample_weight; + to_sc->g = from_hg->g; + phases->num_closure++; + if (phases->num_closure >= MAX_VOLUME_CLOSURE) { + break; + } + } + } +} +#endif /* __VOLUME__ */ + +ccl_device_inline void shader_prepare_surface_closures(KernelGlobals kg, + ConstIntegratorState state, + ccl_private ShaderData *sd) +{ + /* Defensive sampling. + * + * We can likely also do defensive sampling at deeper bounces, particularly + * for cases like a perfect mirror but possibly also others. This will need + * a good heuristic. */ + if (INTEGRATOR_STATE(state, path, bounce) + INTEGRATOR_STATE(state, path, transparent_bounce) == + 0 && + sd->num_closure > 1) { + float sum = 0.0f; + + for (int i = 0; i < sd->num_closure; i++) { + ccl_private ShaderClosure *sc = &sd->closure[i]; + if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) { + sum += sc->sample_weight; + } + } + + for (int i = 0; i < sd->num_closure; i++) { + ccl_private ShaderClosure *sc = &sd->closure[i]; + if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) { + sc->sample_weight = max(sc->sample_weight, 0.125f * sum); + } + } + } + + /* Filter glossy. + * + * Blurring of bsdf after bounces, for rays that have a small likelihood + * of following this particular path (diffuse, rough glossy) */ + if (kernel_data.integrator.filter_glossy != FLT_MAX) { + float blur_pdf = kernel_data.integrator.filter_glossy * + INTEGRATOR_STATE(state, path, min_ray_pdf); + + if (blur_pdf < 1.0f) { + float blur_roughness = sqrtf(1.0f - blur_pdf) * 0.5f; + + for (int i = 0; i < sd->num_closure; i++) { + ccl_private ShaderClosure *sc = &sd->closure[i]; + if (CLOSURE_IS_BSDF(sc->type)) { + bsdf_blur(kg, sc, blur_roughness); + } + } + } + } +} + +/* BSDF */ + +ccl_device_inline bool shader_bsdf_is_transmission(ccl_private const ShaderData *sd, + const float3 omega_in) +{ + return dot(sd->N, omega_in) < 0.0f; +} + +ccl_device_forceinline bool _shader_bsdf_exclude(ClosureType type, uint light_shader_flags) +{ + if (!(light_shader_flags & SHADER_EXCLUDE_ANY)) { + return false; + } + if (light_shader_flags & SHADER_EXCLUDE_DIFFUSE) { + if (CLOSURE_IS_BSDF_DIFFUSE(type)) { + return true; + } + } + if (light_shader_flags & SHADER_EXCLUDE_GLOSSY) { + if (CLOSURE_IS_BSDF_GLOSSY(type)) { + return true; + } + } + if (light_shader_flags & SHADER_EXCLUDE_TRANSMIT) { + if (CLOSURE_IS_BSDF_TRANSMISSION(type)) { + return true; + } + } + return false; +} + +ccl_device_inline float _shader_bsdf_multi_eval(KernelGlobals kg, + ccl_private ShaderData *sd, + const float3 omega_in, + const bool is_transmission, + ccl_private const ShaderClosure *skip_sc, + ccl_private BsdfEval *result_eval, + float sum_pdf, + float sum_sample_weight, + const uint light_shader_flags) +{ + /* This is the veach one-sample model with balance heuristic, + * some PDF factors drop out when using balance heuristic weighting. */ + for (int i = 0; i < sd->num_closure; i++) { + ccl_private const ShaderClosure *sc = &sd->closure[i]; + + if (sc == skip_sc) { + continue; + } + + if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) { + if (CLOSURE_IS_BSDF(sc->type) && !_shader_bsdf_exclude(sc->type, light_shader_flags)) { + float bsdf_pdf = 0.0f; + float3 eval = bsdf_eval(kg, sd, sc, omega_in, is_transmission, &bsdf_pdf); + + if (bsdf_pdf != 0.0f) { + const bool is_diffuse = CLOSURE_IS_BSDF_DIFFUSE(sc->type); + bsdf_eval_accum(result_eval, is_diffuse, eval * sc->weight, 1.0f); + sum_pdf += bsdf_pdf * sc->sample_weight; + } + } + + sum_sample_weight += sc->sample_weight; + } + } + + return (sum_sample_weight > 0.0f) ? sum_pdf / sum_sample_weight : 0.0f; +} + +#ifndef __KERNEL_CUDA__ +ccl_device +#else +ccl_device_inline +#endif + float + shader_bsdf_eval(KernelGlobals kg, + ccl_private ShaderData *sd, + const float3 omega_in, + const bool is_transmission, + ccl_private BsdfEval *bsdf_eval, + const uint light_shader_flags) +{ + bsdf_eval_init(bsdf_eval, false, zero_float3()); + + return _shader_bsdf_multi_eval( + kg, sd, omega_in, is_transmission, NULL, bsdf_eval, 0.0f, 0.0f, light_shader_flags); +} + +/* Randomly sample a BSSRDF or BSDF proportional to ShaderClosure.sample_weight. */ +ccl_device_inline ccl_private const ShaderClosure *shader_bsdf_bssrdf_pick( + ccl_private const ShaderData *ccl_restrict sd, ccl_private float *randu) +{ + int sampled = 0; + + if (sd->num_closure > 1) { + /* Pick a BSDF or based on sample weights. */ + float sum = 0.0f; + + for (int i = 0; i < sd->num_closure; i++) { + ccl_private const ShaderClosure *sc = &sd->closure[i]; + + if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) { + sum += sc->sample_weight; + } + } + + float r = (*randu) * sum; + float partial_sum = 0.0f; + + for (int i = 0; i < sd->num_closure; i++) { + ccl_private const ShaderClosure *sc = &sd->closure[i]; + + if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) { + float next_sum = partial_sum + sc->sample_weight; + + if (r < next_sum) { + sampled = i; + + /* Rescale to reuse for direction sample, to better preserve stratification. */ + *randu = (r - partial_sum) / sc->sample_weight; + break; + } + + partial_sum = next_sum; + } + } + } + + return &sd->closure[sampled]; +} + +/* Return weight for picked BSSRDF. */ +ccl_device_inline float3 +shader_bssrdf_sample_weight(ccl_private const ShaderData *ccl_restrict sd, + ccl_private const ShaderClosure *ccl_restrict bssrdf_sc) +{ + float3 weight = bssrdf_sc->weight; + + if (sd->num_closure > 1) { + float sum = 0.0f; + for (int i = 0; i < sd->num_closure; i++) { + ccl_private const ShaderClosure *sc = &sd->closure[i]; + + if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) { + sum += sc->sample_weight; + } + } + weight *= sum / bssrdf_sc->sample_weight; + } + + return weight; +} + +/* Sample direction for picked BSDF, and return evaluation and pdf for all + * BSDFs combined using MIS. */ +ccl_device int shader_bsdf_sample_closure(KernelGlobals kg, + ccl_private ShaderData *sd, + ccl_private const ShaderClosure *sc, + float randu, + float randv, + ccl_private BsdfEval *bsdf_eval, + ccl_private float3 *omega_in, + ccl_private differential3 *domega_in, + ccl_private float *pdf) +{ + /* BSSRDF should already have been handled elsewhere. */ + kernel_assert(CLOSURE_IS_BSDF(sc->type)); + + int label; + float3 eval = zero_float3(); + + *pdf = 0.0f; + label = bsdf_sample(kg, sd, sc, randu, randv, &eval, omega_in, domega_in, pdf); + + if (*pdf != 0.0f) { + const bool is_diffuse = CLOSURE_IS_BSDF_DIFFUSE(sc->type); + bsdf_eval_init(bsdf_eval, is_diffuse, eval * sc->weight); + + if (sd->num_closure > 1) { + const bool is_transmission = shader_bsdf_is_transmission(sd, *omega_in); + float sweight = sc->sample_weight; + *pdf = _shader_bsdf_multi_eval( + kg, sd, *omega_in, is_transmission, sc, bsdf_eval, *pdf * sweight, sweight, 0); + } + } + + return label; +} + +ccl_device float shader_bsdf_average_roughness(ccl_private const ShaderData *sd) +{ + float roughness = 0.0f; + float sum_weight = 0.0f; + + for (int i = 0; i < sd->num_closure; i++) { + ccl_private const ShaderClosure *sc = &sd->closure[i]; + + if (CLOSURE_IS_BSDF(sc->type)) { + /* sqrt once to undo the squaring from multiplying roughness on the + * two axes, and once for the squared roughness convention. */ + float weight = fabsf(average(sc->weight)); + roughness += weight * sqrtf(safe_sqrtf(bsdf_get_roughness_squared(sc))); + sum_weight += weight; + } + } + + return (sum_weight > 0.0f) ? roughness / sum_weight : 0.0f; +} + +ccl_device float3 shader_bsdf_transparency(KernelGlobals kg, ccl_private const ShaderData *sd) +{ + if (sd->flag & SD_HAS_ONLY_VOLUME) { + return one_float3(); + } + else if (sd->flag & SD_TRANSPARENT) { + return sd->closure_transparent_extinction; + } + else { + return zero_float3(); + } +} + +ccl_device void shader_bsdf_disable_transparency(KernelGlobals kg, ccl_private ShaderData *sd) +{ + if (sd->flag & SD_TRANSPARENT) { + for (int i = 0; i < sd->num_closure; i++) { + ccl_private ShaderClosure *sc = &sd->closure[i]; + + if (sc->type == CLOSURE_BSDF_TRANSPARENT_ID) { + sc->sample_weight = 0.0f; + sc->weight = zero_float3(); + } + } + + sd->flag &= ~SD_TRANSPARENT; + } +} + +ccl_device float3 shader_bsdf_alpha(KernelGlobals kg, ccl_private const ShaderData *sd) +{ + float3 alpha = one_float3() - shader_bsdf_transparency(kg, sd); + + alpha = max(alpha, zero_float3()); + alpha = min(alpha, one_float3()); + + return alpha; +} + +ccl_device float3 shader_bsdf_diffuse(KernelGlobals kg, ccl_private const ShaderData *sd) +{ + float3 eval = zero_float3(); + + for (int i = 0; i < sd->num_closure; i++) { + ccl_private const ShaderClosure *sc = &sd->closure[i]; + + if (CLOSURE_IS_BSDF_DIFFUSE(sc->type) || CLOSURE_IS_BSSRDF(sc->type)) + eval += sc->weight; + } + + return eval; +} + +ccl_device float3 shader_bsdf_glossy(KernelGlobals kg, ccl_private const ShaderData *sd) +{ + float3 eval = zero_float3(); + + for (int i = 0; i < sd->num_closure; i++) { + ccl_private const ShaderClosure *sc = &sd->closure[i]; + + if (CLOSURE_IS_BSDF_GLOSSY(sc->type)) + eval += sc->weight; + } + + return eval; +} + +ccl_device float3 shader_bsdf_transmission(KernelGlobals kg, ccl_private const ShaderData *sd) +{ + float3 eval = zero_float3(); + + for (int i = 0; i < sd->num_closure; i++) { + ccl_private const ShaderClosure *sc = &sd->closure[i]; + + if (CLOSURE_IS_BSDF_TRANSMISSION(sc->type)) + eval += sc->weight; + } + + return eval; +} + +ccl_device float3 shader_bsdf_average_normal(KernelGlobals kg, ccl_private const ShaderData *sd) +{ + float3 N = zero_float3(); + + for (int i = 0; i < sd->num_closure; i++) { + ccl_private const ShaderClosure *sc = &sd->closure[i]; + if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) + N += sc->N * fabsf(average(sc->weight)); + } + + return (is_zero(N)) ? sd->N : normalize(N); +} + +ccl_device float3 shader_bsdf_ao(KernelGlobals kg, + ccl_private const ShaderData *sd, + const float ao_factor, + ccl_private float3 *N_) +{ + float3 eval = zero_float3(); + float3 N = zero_float3(); + + for (int i = 0; i < sd->num_closure; i++) { + ccl_private const ShaderClosure *sc = &sd->closure[i]; + + if (CLOSURE_IS_BSDF_DIFFUSE(sc->type)) { + ccl_private const DiffuseBsdf *bsdf = (ccl_private const DiffuseBsdf *)sc; + eval += sc->weight * ao_factor; + N += bsdf->N * fabsf(average(sc->weight)); + } + } + + *N_ = (is_zero(N)) ? sd->N : normalize(N); + return eval; +} + +#ifdef __SUBSURFACE__ +ccl_device float3 shader_bssrdf_normal(ccl_private const ShaderData *sd) +{ + float3 N = zero_float3(); + + for (int i = 0; i < sd->num_closure; i++) { + ccl_private const ShaderClosure *sc = &sd->closure[i]; + + if (CLOSURE_IS_BSSRDF(sc->type)) { + ccl_private const Bssrdf *bssrdf = (ccl_private const Bssrdf *)sc; + float avg_weight = fabsf(average(sc->weight)); + + N += bssrdf->N * avg_weight; + } + } + + return (is_zero(N)) ? sd->N : normalize(N); +} +#endif /* __SUBSURFACE__ */ + +/* Constant emission optimization */ + +ccl_device bool shader_constant_emission_eval(KernelGlobals kg, + int shader, + ccl_private float3 *eval) +{ + int shader_index = shader & SHADER_MASK; + int shader_flag = kernel_tex_fetch(__shaders, shader_index).flags; + + if (shader_flag & SD_HAS_CONSTANT_EMISSION) { + *eval = make_float3(kernel_tex_fetch(__shaders, shader_index).constant_emission[0], + kernel_tex_fetch(__shaders, shader_index).constant_emission[1], + kernel_tex_fetch(__shaders, shader_index).constant_emission[2]); + + return true; + } + + return false; +} + +/* Background */ + +ccl_device float3 shader_background_eval(ccl_private const ShaderData *sd) +{ + if (sd->flag & SD_EMISSION) { + return sd->closure_emission_background; + } + else { + return zero_float3(); + } +} + +/* Emission */ + +ccl_device float3 shader_emissive_eval(ccl_private const ShaderData *sd) +{ + if (sd->flag & SD_EMISSION) { + return emissive_simple_eval(sd->Ng, sd->I) * sd->closure_emission_background; + } + else { + return zero_float3(); + } +} + +/* Holdout */ + +ccl_device float3 shader_holdout_apply(KernelGlobals kg, ccl_private ShaderData *sd) +{ + float3 weight = zero_float3(); + + /* For objects marked as holdout, preserve transparency and remove all other + * closures, replacing them with a holdout weight. */ + if (sd->object_flag & SD_OBJECT_HOLDOUT_MASK) { + if ((sd->flag & SD_TRANSPARENT) && !(sd->flag & SD_HAS_ONLY_VOLUME)) { + weight = one_float3() - sd->closure_transparent_extinction; + + for (int i = 0; i < sd->num_closure; i++) { + ccl_private ShaderClosure *sc = &sd->closure[i]; + if (!CLOSURE_IS_BSDF_TRANSPARENT(sc->type)) { + sc->type = NBUILTIN_CLOSURES; + } + } + + sd->flag &= ~(SD_CLOSURE_FLAGS - (SD_TRANSPARENT | SD_BSDF)); + } + else { + weight = one_float3(); + } + } + else { + for (int i = 0; i < sd->num_closure; i++) { + ccl_private const ShaderClosure *sc = &sd->closure[i]; + if (CLOSURE_IS_HOLDOUT(sc->type)) { + weight += sc->weight; + } + } + } + + return weight; +} + +/* Surface Evaluation */ + +template +ccl_device void shader_eval_surface(KernelGlobals kg, + ConstIntegratorGenericState state, + ccl_private ShaderData *ccl_restrict sd, + ccl_global float *ccl_restrict buffer, + uint32_t path_flag) +{ + /* If path is being terminated, we are tracing a shadow ray or evaluating + * emission, then we don't need to store closures. The emission and shadow + * shader data also do not have a closure array to save GPU memory. */ + int max_closures; + if (path_flag & (PATH_RAY_TERMINATE | PATH_RAY_SHADOW | PATH_RAY_EMISSION)) { + max_closures = 0; + } + else { + max_closures = kernel_data.max_closures; + } + + sd->num_closure = 0; + sd->num_closure_left = max_closures; + +#ifdef __OSL__ + if (kg->osl) { + if (sd->object == OBJECT_NONE && sd->lamp == LAMP_NONE) { + OSLShader::eval_background(kg, state, sd, path_flag); + } + else { + OSLShader::eval_surface(kg, state, sd, path_flag); + } + } + else +#endif + { +#ifdef __SVM__ + svm_eval_nodes(kg, state, sd, buffer, path_flag); +#else + if (sd->object == OBJECT_NONE) { + sd->closure_emission_background = make_float3(0.8f, 0.8f, 0.8f); + sd->flag |= SD_EMISSION; + } + else { + ccl_private DiffuseBsdf *bsdf = (ccl_private DiffuseBsdf *)bsdf_alloc( + sd, sizeof(DiffuseBsdf), make_float3(0.8f, 0.8f, 0.8f)); + if (bsdf != NULL) { + bsdf->N = sd->N; + sd->flag |= bsdf_diffuse_setup(bsdf); + } + } +#endif + } +} + +/* Volume */ + +#ifdef __VOLUME__ + +ccl_device_inline float _shader_volume_phase_multi_eval( + ccl_private const ShaderData *sd, + ccl_private const ShaderVolumePhases *phases, + const float3 omega_in, + int skip_phase, + ccl_private BsdfEval *result_eval, + float sum_pdf, + float sum_sample_weight) +{ + for (int i = 0; i < phases->num_closure; i++) { + if (i == skip_phase) + continue; + + ccl_private const ShaderVolumeClosure *svc = &phases->closure[i]; + float phase_pdf = 0.0f; + float3 eval = volume_phase_eval(sd, svc, omega_in, &phase_pdf); + + if (phase_pdf != 0.0f) { + bsdf_eval_accum(result_eval, false, eval, 1.0f); + sum_pdf += phase_pdf * svc->sample_weight; + } + + sum_sample_weight += svc->sample_weight; + } + + return (sum_sample_weight > 0.0f) ? sum_pdf / sum_sample_weight : 0.0f; +} + +ccl_device float shader_volume_phase_eval(KernelGlobals kg, + ccl_private const ShaderData *sd, + ccl_private const ShaderVolumePhases *phases, + const float3 omega_in, + ccl_private BsdfEval *phase_eval) +{ + bsdf_eval_init(phase_eval, false, zero_float3()); + + return _shader_volume_phase_multi_eval(sd, phases, omega_in, -1, phase_eval, 0.0f, 0.0f); +} + +ccl_device int shader_volume_phase_sample(KernelGlobals kg, + ccl_private const ShaderData *sd, + ccl_private const ShaderVolumePhases *phases, + float randu, + float randv, + ccl_private BsdfEval *phase_eval, + ccl_private float3 *omega_in, + ccl_private differential3 *domega_in, + ccl_private float *pdf) +{ + int sampled = 0; + + if (phases->num_closure > 1) { + /* pick a phase closure based on sample weights */ + float sum = 0.0f; + + for (sampled = 0; sampled < phases->num_closure; sampled++) { + ccl_private const ShaderVolumeClosure *svc = &phases->closure[sampled]; + sum += svc->sample_weight; + } + + float r = randu * sum; + float partial_sum = 0.0f; + + for (sampled = 0; sampled < phases->num_closure; sampled++) { + ccl_private const ShaderVolumeClosure *svc = &phases->closure[sampled]; + float next_sum = partial_sum + svc->sample_weight; + + if (r <= next_sum) { + /* Rescale to reuse for BSDF direction sample. */ + randu = (r - partial_sum) / svc->sample_weight; + break; + } + + partial_sum = next_sum; + } + + if (sampled == phases->num_closure) { + *pdf = 0.0f; + return LABEL_NONE; + } + } + + /* todo: this isn't quite correct, we don't weight anisotropy properly + * depending on color channels, even if this is perhaps not a common case */ + ccl_private const ShaderVolumeClosure *svc = &phases->closure[sampled]; + int label; + float3 eval = zero_float3(); + + *pdf = 0.0f; + label = volume_phase_sample(sd, svc, randu, randv, &eval, omega_in, domega_in, pdf); + + if (*pdf != 0.0f) { + bsdf_eval_init(phase_eval, false, eval); + } + + return label; +} + +ccl_device int shader_phase_sample_closure(KernelGlobals kg, + ccl_private const ShaderData *sd, + ccl_private const ShaderVolumeClosure *sc, + float randu, + float randv, + ccl_private BsdfEval *phase_eval, + ccl_private float3 *omega_in, + ccl_private differential3 *domega_in, + ccl_private float *pdf) +{ + int label; + float3 eval = zero_float3(); + + *pdf = 0.0f; + label = volume_phase_sample(sd, sc, randu, randv, &eval, omega_in, domega_in, pdf); + + if (*pdf != 0.0f) + bsdf_eval_init(phase_eval, false, eval); + + return label; +} + +/* Volume Evaluation */ + +template +ccl_device_inline void shader_eval_volume(KernelGlobals kg, + ConstIntegratorGenericState state, + ccl_private ShaderData *ccl_restrict sd, + const uint32_t path_flag, + StackReadOp stack_read) +{ + /* If path is being terminated, we are tracing a shadow ray or evaluating + * emission, then we don't need to store closures. The emission and shadow + * shader data also do not have a closure array to save GPU memory. */ + int max_closures; + if (path_flag & (PATH_RAY_TERMINATE | PATH_RAY_SHADOW | PATH_RAY_EMISSION)) { + max_closures = 0; + } + else { + max_closures = kernel_data.max_closures; + } + + /* reset closures once at the start, we will be accumulating the closures + * for all volumes in the stack into a single array of closures */ + sd->num_closure = 0; + sd->num_closure_left = max_closures; + sd->flag = 0; + sd->object_flag = 0; + + for (int i = 0;; i++) { + const VolumeStack entry = stack_read(i); + if (entry.shader == SHADER_NONE) { + break; + } + + /* Setup shader-data from stack. it's mostly setup already in + * shader_setup_from_volume, this switching should be quick. */ + sd->object = entry.object; + sd->lamp = LAMP_NONE; + sd->shader = entry.shader; + + sd->flag &= ~SD_SHADER_FLAGS; + sd->flag |= kernel_tex_fetch(__shaders, (sd->shader & SHADER_MASK)).flags; + sd->object_flag &= ~SD_OBJECT_FLAGS; + + if (sd->object != OBJECT_NONE) { + sd->object_flag |= kernel_tex_fetch(__object_flag, sd->object); + +# ifdef __OBJECT_MOTION__ + /* todo: this is inefficient for motion blur, we should be + * caching matrices instead of recomputing them each step */ + shader_setup_object_transforms(kg, sd, sd->time); +# endif + } + + /* evaluate shader */ +# ifdef __SVM__ +# ifdef __OSL__ + if (kg->osl) { + OSLShader::eval_volume(kg, state, sd, path_flag); + } + else +# endif + { + svm_eval_nodes( + kg, state, sd, NULL, path_flag); + } +# endif + + /* Merge closures to avoid exceeding number of closures limit. */ + if (!shadow) { + if (i > 0) { + shader_merge_volume_closures(sd); + } + } + } +} + +#endif /* __VOLUME__ */ + +/* Displacement Evaluation */ + +template +ccl_device void shader_eval_displacement(KernelGlobals kg, + ConstIntegratorGenericState state, + ccl_private ShaderData *sd) +{ + sd->num_closure = 0; + sd->num_closure_left = 0; + + /* this will modify sd->P */ +#ifdef __SVM__ +# ifdef __OSL__ + if (kg->osl) + OSLShader::eval_displacement(kg, state, sd); + else +# endif + { + svm_eval_nodes( + kg, state, sd, NULL, 0); + } +#endif +} + +/* Cryptomatte */ + +ccl_device float shader_cryptomatte_id(KernelGlobals kg, int shader) +{ + return kernel_tex_fetch(__shaders, (shader & SHADER_MASK)).cryptomatte_id; +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/integrator/integrator_shadow_catcher.h b/intern/cycles/kernel/integrator/integrator_shadow_catcher.h new file mode 100644 index 00000000000..24d03466393 --- /dev/null +++ b/intern/cycles/kernel/integrator/integrator_shadow_catcher.h @@ -0,0 +1,120 @@ +/* + * Copyright 2011-2021 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#pragma once + +#include "kernel/integrator/integrator_path_state.h" +#include "kernel/integrator/integrator_state_util.h" + +CCL_NAMESPACE_BEGIN + +/* Check whether current surface bounce is where path is to be split for the shadow catcher. */ +ccl_device_inline bool kernel_shadow_catcher_is_path_split_bounce(KernelGlobals kg, + IntegratorState state, + const int object_flag) +{ +#ifdef __SHADOW_CATCHER__ + if (!kernel_data.integrator.has_shadow_catcher) { + return false; + } + + /* Check the flag first, avoiding fetches form global memory. */ + if ((object_flag & SD_OBJECT_SHADOW_CATCHER) == 0) { + return false; + } + if (object_flag & SD_OBJECT_HOLDOUT_MASK) { + return false; + } + + const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag); + + if ((path_flag & PATH_RAY_TRANSPARENT_BACKGROUND) == 0) { + /* Split only on primary rays, secondary bounces are to treat shadow catcher as a regular + * object. */ + return false; + } + + if (path_flag & PATH_RAY_SHADOW_CATCHER_PASS) { + return false; + } + + return true; +#else + (void)object_flag; + return false; +#endif +} + +/* Check whether the current path can still split. */ +ccl_device_inline bool kernel_shadow_catcher_path_can_split(KernelGlobals kg, + ConstIntegratorState state) +{ + if (INTEGRATOR_PATH_IS_TERMINATED) { + return false; + } + + const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag); + + if (path_flag & PATH_RAY_SHADOW_CATCHER_HIT) { + /* Shadow catcher was already hit and the state was split. No further split is allowed. */ + return false; + } + + return (path_flag & PATH_RAY_TRANSPARENT_BACKGROUND) != 0; +} + +/* NOTE: Leaves kernel scheduling information untouched. Use INIT semantic for one of the paths + * after this function. */ +ccl_device_inline bool kernel_shadow_catcher_split(KernelGlobals kg, + IntegratorState state, + const int object_flags) +{ +#ifdef __SHADOW_CATCHER__ + + if (!kernel_shadow_catcher_is_path_split_bounce(kg, state, object_flags)) { + return false; + } + + /* The split is to be done. Mark the current state as such, so that it stops contributing to the + * shadow catcher matte pass, but keeps contributing to the combined pass. */ + INTEGRATOR_STATE_WRITE(state, path, flag) |= PATH_RAY_SHADOW_CATCHER_HIT; + + /* Split new state from the current one. This new state will only track contribution of shadow + * catcher objects ignoring non-catcher objects. */ + integrator_state_shadow_catcher_split(kg, state); + + return true; +#else + (void)object_flags; + return false; +#endif +} + +#ifdef __SHADOW_CATCHER__ + +ccl_device_forceinline bool kernel_shadow_catcher_is_matte_path(const uint32_t path_flag) +{ + return (path_flag & PATH_RAY_SHADOW_CATCHER_HIT) == 0; +} + +ccl_device_forceinline bool kernel_shadow_catcher_is_object_pass(const uint32_t path_flag) +{ + return path_flag & PATH_RAY_SHADOW_CATCHER_PASS; +} + +#endif /* __SHADOW_CATCHER__ */ + +CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/integrator/integrator_state_util.h b/intern/cycles/kernel/integrator/integrator_state_util.h index 6e6b7f8a40f..0b1f67daa92 100644 --- a/intern/cycles/kernel/integrator/integrator_state_util.h +++ b/intern/cycles/kernel/integrator/integrator_state_util.h @@ -17,7 +17,8 @@ #pragma once #include "kernel/integrator/integrator_state.h" -#include "kernel/kernel_differential.h" + +#include "kernel/util/util_differential.h" CCL_NAMESPACE_BEGIN diff --git a/intern/cycles/kernel/integrator/integrator_subsurface.h b/intern/cycles/kernel/integrator/integrator_subsurface.h index e3bf9db80f7..9560641c460 100644 --- a/intern/cycles/kernel/integrator/integrator_subsurface.h +++ b/intern/cycles/kernel/integrator/integrator_subsurface.h @@ -16,9 +16,7 @@ #pragma once -#include "kernel/kernel_path_state.h" -#include "kernel/kernel_projection.h" -#include "kernel/kernel_shader.h" +#include "kernel/camera/camera_projection.h" #include "kernel/bvh/bvh.h" @@ -29,6 +27,8 @@ #include "kernel/closure/volume.h" #include "kernel/integrator/integrator_intersect_volume_stack.h" +#include "kernel/integrator/integrator_path_state.h" +#include "kernel/integrator/integrator_shader_eval.h" #include "kernel/integrator/integrator_subsurface_disk.h" #include "kernel/integrator/integrator_subsurface_random_walk.h" diff --git a/intern/cycles/kernel/integrator/integrator_subsurface_random_walk.h b/intern/cycles/kernel/integrator/integrator_subsurface_random_walk.h index 2ab6d0961e3..b98acda1f4d 100644 --- a/intern/cycles/kernel/integrator/integrator_subsurface_random_walk.h +++ b/intern/cycles/kernel/integrator/integrator_subsurface_random_walk.h @@ -14,7 +14,7 @@ * limitations under the License. */ -#include "kernel/kernel_projection.h" +#include "kernel/camera/camera_projection.h" #include "kernel/bvh/bvh.h" diff --git a/intern/cycles/kernel/kernel_accumulate.h b/intern/cycles/kernel/kernel_accumulate.h deleted file mode 100644 index c494cb4e189..00000000000 --- a/intern/cycles/kernel/kernel_accumulate.h +++ /dev/null @@ -1,559 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#pragma once - -#include "kernel_adaptive_sampling.h" -#include "kernel_random.h" -#include "kernel_shadow_catcher.h" -#include "kernel_write_passes.h" - -CCL_NAMESPACE_BEGIN - -/* -------------------------------------------------------------------- - * BSDF Evaluation - * - * BSDF evaluation result, split between diffuse and glossy. This is used to - * accumulate render passes separately. Note that reflection, transmission - * and volume scattering are written to different render passes, but we assume - * that only one of those can happen at a bounce, and so do not need to accumulate - * them separately. */ - -ccl_device_inline void bsdf_eval_init(ccl_private BsdfEval *eval, - const bool is_diffuse, - float3 value) -{ - eval->diffuse = zero_float3(); - eval->glossy = zero_float3(); - - if (is_diffuse) { - eval->diffuse = value; - } - else { - eval->glossy = value; - } -} - -ccl_device_inline void bsdf_eval_accum(ccl_private BsdfEval *eval, - const bool is_diffuse, - float3 value, - float mis_weight) -{ - value *= mis_weight; - - if (is_diffuse) { - eval->diffuse += value; - } - else { - eval->glossy += value; - } -} - -ccl_device_inline bool bsdf_eval_is_zero(ccl_private BsdfEval *eval) -{ - return is_zero(eval->diffuse) && is_zero(eval->glossy); -} - -ccl_device_inline void bsdf_eval_mul(ccl_private BsdfEval *eval, float value) -{ - eval->diffuse *= value; - eval->glossy *= value; -} - -ccl_device_inline void bsdf_eval_mul3(ccl_private BsdfEval *eval, float3 value) -{ - eval->diffuse *= value; - eval->glossy *= value; -} - -ccl_device_inline float3 bsdf_eval_sum(ccl_private const BsdfEval *eval) -{ - return eval->diffuse + eval->glossy; -} - -ccl_device_inline float3 bsdf_eval_diffuse_glossy_ratio(ccl_private const BsdfEval *eval) -{ - /* Ratio of diffuse and glossy to recover proportions for writing to render pass. - * We assume reflection, transmission and volume scatter to be exclusive. */ - return safe_divide_float3_float3(eval->diffuse, eval->diffuse + eval->glossy); -} - -/* -------------------------------------------------------------------- - * Clamping - * - * Clamping is done on a per-contribution basis so that we can write directly - * to render buffers instead of using per-thread memory, and to avoid the - * impact of clamping on other contributions. */ - -ccl_device_forceinline void kernel_accum_clamp(KernelGlobals kg, ccl_private float3 *L, int bounce) -{ -#ifdef __KERNEL_DEBUG_NAN__ - if (!isfinite3_safe(*L)) { - kernel_assert(!"Cycles sample with non-finite value detected"); - } -#endif - /* Make sure all components are finite, allowing the contribution to be usable by adaptive - * sampling convergence check, but also to make it so render result never causes issues with - * post-processing. */ - *L = ensure_finite3(*L); - -#ifdef __CLAMP_SAMPLE__ - float limit = (bounce > 0) ? kernel_data.integrator.sample_clamp_indirect : - kernel_data.integrator.sample_clamp_direct; - float sum = reduce_add(fabs(*L)); - if (sum > limit) { - *L *= limit / sum; - } -#endif -} - -/* -------------------------------------------------------------------- - * Pass accumulation utilities. - */ - -/* Get pointer to pixel in render buffer. */ -ccl_device_forceinline ccl_global float *kernel_accum_pixel_render_buffer( - KernelGlobals kg, ConstIntegratorState state, ccl_global float *ccl_restrict render_buffer) -{ - const uint32_t render_pixel_index = INTEGRATOR_STATE(state, path, render_pixel_index); - const uint64_t render_buffer_offset = (uint64_t)render_pixel_index * - kernel_data.film.pass_stride; - return render_buffer + render_buffer_offset; -} - -/* -------------------------------------------------------------------- - * Adaptive sampling. - */ - -ccl_device_inline int kernel_accum_sample(KernelGlobals kg, - ConstIntegratorState state, - ccl_global float *ccl_restrict render_buffer, - int sample) -{ - if (kernel_data.film.pass_sample_count == PASS_UNUSED) { - return sample; - } - - ccl_global float *buffer = kernel_accum_pixel_render_buffer(kg, state, render_buffer); - - return atomic_fetch_and_add_uint32((uint *)(buffer) + kernel_data.film.pass_sample_count, 1); -} - -ccl_device void kernel_accum_adaptive_buffer(KernelGlobals kg, - const int sample, - const float3 contribution, - ccl_global float *ccl_restrict buffer) -{ - /* Adaptive Sampling. Fill the additional buffer with the odd samples and calculate our stopping - * criteria. This is the heuristic from "A hierarchical automatic stopping condition for Monte - * Carlo global illumination" except that here it is applied per pixel and not in hierarchical - * tiles. */ - - if (kernel_data.film.pass_adaptive_aux_buffer == PASS_UNUSED) { - return; - } - - if (sample_is_even(kernel_data.integrator.sampling_pattern, sample)) { - kernel_write_pass_float4( - buffer + kernel_data.film.pass_adaptive_aux_buffer, - make_float4(contribution.x * 2.0f, contribution.y * 2.0f, contribution.z * 2.0f, 0.0f)); - } -} - -/* -------------------------------------------------------------------- - * Shadow catcher. - */ - -#ifdef __SHADOW_CATCHER__ - -/* Accumulate contribution to the Shadow Catcher pass. - * - * Returns truth if the contribution is fully handled here and is not to be added to the other - * passes (like combined, adaptive sampling). */ - -ccl_device bool kernel_accum_shadow_catcher(KernelGlobals kg, - const uint32_t path_flag, - const float3 contribution, - ccl_global float *ccl_restrict buffer) -{ - if (!kernel_data.integrator.has_shadow_catcher) { - return false; - } - - kernel_assert(kernel_data.film.pass_shadow_catcher != PASS_UNUSED); - kernel_assert(kernel_data.film.pass_shadow_catcher_matte != PASS_UNUSED); - - /* Matte pass. */ - if (kernel_shadow_catcher_is_matte_path(path_flag)) { - kernel_write_pass_float3(buffer + kernel_data.film.pass_shadow_catcher_matte, contribution); - /* NOTE: Accumulate the combined pass and to the samples count pass, so that the adaptive - * sampling is based on how noisy the combined pass is as if there were no catchers in the - * scene. */ - } - - /* Shadow catcher pass. */ - if (kernel_shadow_catcher_is_object_pass(path_flag)) { - kernel_write_pass_float3(buffer + kernel_data.film.pass_shadow_catcher, contribution); - return true; - } - - return false; -} - -ccl_device bool kernel_accum_shadow_catcher_transparent(KernelGlobals kg, - const uint32_t path_flag, - const float3 contribution, - const float transparent, - ccl_global float *ccl_restrict buffer) -{ - if (!kernel_data.integrator.has_shadow_catcher) { - return false; - } - - kernel_assert(kernel_data.film.pass_shadow_catcher != PASS_UNUSED); - kernel_assert(kernel_data.film.pass_shadow_catcher_matte != PASS_UNUSED); - - if (path_flag & PATH_RAY_SHADOW_CATCHER_BACKGROUND) { - return true; - } - - /* Matte pass. */ - if (kernel_shadow_catcher_is_matte_path(path_flag)) { - kernel_write_pass_float4( - buffer + kernel_data.film.pass_shadow_catcher_matte, - make_float4(contribution.x, contribution.y, contribution.z, transparent)); - /* NOTE: Accumulate the combined pass and to the samples count pass, so that the adaptive - * sampling is based on how noisy the combined pass is as if there were no catchers in the - * scene. */ - } - - /* Shadow catcher pass. */ - if (kernel_shadow_catcher_is_object_pass(path_flag)) { - /* NOTE: The transparency of the shadow catcher pass is ignored. It is not needed for the - * calculation and the alpha channel of the pass contains numbers of samples contributed to a - * pixel of the pass. */ - kernel_write_pass_float3(buffer + kernel_data.film.pass_shadow_catcher, contribution); - return true; - } - - return false; -} - -ccl_device void kernel_accum_shadow_catcher_transparent_only(KernelGlobals kg, - const uint32_t path_flag, - const float transparent, - ccl_global float *ccl_restrict buffer) -{ - if (!kernel_data.integrator.has_shadow_catcher) { - return; - } - - kernel_assert(kernel_data.film.pass_shadow_catcher_matte != PASS_UNUSED); - - /* Matte pass. */ - if (kernel_shadow_catcher_is_matte_path(path_flag)) { - kernel_write_pass_float(buffer + kernel_data.film.pass_shadow_catcher_matte + 3, transparent); - } -} - -#endif /* __SHADOW_CATCHER__ */ - -/* -------------------------------------------------------------------- - * Render passes. - */ - -/* Write combined pass. */ -ccl_device_inline void kernel_accum_combined_pass(KernelGlobals kg, - const uint32_t path_flag, - const int sample, - const float3 contribution, - ccl_global float *ccl_restrict buffer) -{ -#ifdef __SHADOW_CATCHER__ - if (kernel_accum_shadow_catcher(kg, path_flag, contribution, buffer)) { - return; - } -#endif - - if (kernel_data.film.light_pass_flag & PASSMASK(COMBINED)) { - kernel_write_pass_float3(buffer + kernel_data.film.pass_combined, contribution); - } - - kernel_accum_adaptive_buffer(kg, sample, contribution, buffer); -} - -/* Write combined pass with transparency. */ -ccl_device_inline void kernel_accum_combined_transparent_pass(KernelGlobals kg, - const uint32_t path_flag, - const int sample, - const float3 contribution, - const float transparent, - ccl_global float *ccl_restrict - buffer) -{ -#ifdef __SHADOW_CATCHER__ - if (kernel_accum_shadow_catcher_transparent(kg, path_flag, contribution, transparent, buffer)) { - return; - } -#endif - - if (kernel_data.film.light_pass_flag & PASSMASK(COMBINED)) { - kernel_write_pass_float4( - buffer + kernel_data.film.pass_combined, - make_float4(contribution.x, contribution.y, contribution.z, transparent)); - } - - kernel_accum_adaptive_buffer(kg, sample, contribution, buffer); -} - -/* Write background or emission to appropriate pass. */ -ccl_device_inline void kernel_accum_emission_or_background_pass(KernelGlobals kg, - ConstIntegratorState state, - float3 contribution, - ccl_global float *ccl_restrict - buffer, - const int pass) -{ - if (!(kernel_data.film.light_pass_flag & PASS_ANY)) { - return; - } - -#ifdef __PASSES__ - const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag); - int pass_offset = PASS_UNUSED; - - /* Denoising albedo. */ -# ifdef __DENOISING_FEATURES__ - if (path_flag & PATH_RAY_DENOISING_FEATURES) { - if (kernel_data.film.pass_denoising_albedo != PASS_UNUSED) { - const float3 denoising_feature_throughput = INTEGRATOR_STATE( - state, path, denoising_feature_throughput); - const float3 denoising_albedo = denoising_feature_throughput * contribution; - kernel_write_pass_float3(buffer + kernel_data.film.pass_denoising_albedo, denoising_albedo); - } - } -# endif /* __DENOISING_FEATURES__ */ - - if (!(path_flag & PATH_RAY_ANY_PASS)) { - /* Directly visible, write to emission or background pass. */ - pass_offset = pass; - } - else if (path_flag & (PATH_RAY_REFLECT_PASS | PATH_RAY_TRANSMISSION_PASS)) { - /* Indirectly visible through reflection. */ - const int glossy_pass_offset = (path_flag & PATH_RAY_REFLECT_PASS) ? - ((INTEGRATOR_STATE(state, path, bounce) == 1) ? - kernel_data.film.pass_glossy_direct : - kernel_data.film.pass_glossy_indirect) : - ((INTEGRATOR_STATE(state, path, bounce) == 1) ? - kernel_data.film.pass_transmission_direct : - kernel_data.film.pass_transmission_indirect); - - if (glossy_pass_offset != PASS_UNUSED) { - /* Glossy is a subset of the throughput, reconstruct it here using the - * diffuse-glossy ratio. */ - const float3 ratio = INTEGRATOR_STATE(state, path, diffuse_glossy_ratio); - const float3 glossy_contribution = (one_float3() - ratio) * contribution; - kernel_write_pass_float3(buffer + glossy_pass_offset, glossy_contribution); - } - - /* Reconstruct diffuse subset of throughput. */ - pass_offset = (INTEGRATOR_STATE(state, path, bounce) == 1) ? - kernel_data.film.pass_diffuse_direct : - kernel_data.film.pass_diffuse_indirect; - if (pass_offset != PASS_UNUSED) { - contribution *= INTEGRATOR_STATE(state, path, diffuse_glossy_ratio); - } - } - else if (path_flag & PATH_RAY_VOLUME_PASS) { - /* Indirectly visible through volume. */ - pass_offset = (INTEGRATOR_STATE(state, path, bounce) == 1) ? - kernel_data.film.pass_volume_direct : - kernel_data.film.pass_volume_indirect; - } - - /* Single write call for GPU coherence. */ - if (pass_offset != PASS_UNUSED) { - kernel_write_pass_float3(buffer + pass_offset, contribution); - } -#endif /* __PASSES__ */ -} - -/* Write light contribution to render buffer. */ -ccl_device_inline void kernel_accum_light(KernelGlobals kg, - ConstIntegratorShadowState state, - ccl_global float *ccl_restrict render_buffer) -{ - /* The throughput for shadow paths already contains the light shader evaluation. */ - float3 contribution = INTEGRATOR_STATE(state, shadow_path, throughput); - kernel_accum_clamp(kg, &contribution, INTEGRATOR_STATE(state, shadow_path, bounce)); - - const uint32_t render_pixel_index = INTEGRATOR_STATE(state, shadow_path, render_pixel_index); - const uint64_t render_buffer_offset = (uint64_t)render_pixel_index * - kernel_data.film.pass_stride; - ccl_global float *buffer = render_buffer + render_buffer_offset; - - const uint32_t path_flag = INTEGRATOR_STATE(state, shadow_path, flag); - const int sample = INTEGRATOR_STATE(state, shadow_path, sample); - - /* Ambient occlusion. */ - if (path_flag & PATH_RAY_SHADOW_FOR_AO) { - if ((kernel_data.kernel_features & KERNEL_FEATURE_AO_PASS) && (path_flag & PATH_RAY_CAMERA)) { - kernel_write_pass_float3(buffer + kernel_data.film.pass_ao, contribution); - } - if (kernel_data.kernel_features & KERNEL_FEATURE_AO_ADDITIVE) { - const float3 ao_weight = INTEGRATOR_STATE(state, shadow_path, unshadowed_throughput); - kernel_accum_combined_pass(kg, path_flag, sample, contribution * ao_weight, buffer); - } - return; - } - - /* Direct light shadow. */ - kernel_accum_combined_pass(kg, path_flag, sample, contribution, buffer); - -#ifdef __PASSES__ - if (kernel_data.film.light_pass_flag & PASS_ANY) { - const uint32_t path_flag = INTEGRATOR_STATE(state, shadow_path, flag); - int pass_offset = PASS_UNUSED; - - if (path_flag & (PATH_RAY_REFLECT_PASS | PATH_RAY_TRANSMISSION_PASS)) { - /* Indirectly visible through reflection. */ - const int glossy_pass_offset = (path_flag & PATH_RAY_REFLECT_PASS) ? - ((INTEGRATOR_STATE(state, shadow_path, bounce) == 0) ? - kernel_data.film.pass_glossy_direct : - kernel_data.film.pass_glossy_indirect) : - ((INTEGRATOR_STATE(state, shadow_path, bounce) == 0) ? - kernel_data.film.pass_transmission_direct : - kernel_data.film.pass_transmission_indirect); - - if (glossy_pass_offset != PASS_UNUSED) { - /* Glossy is a subset of the throughput, reconstruct it here using the - * diffuse-glossy ratio. */ - const float3 ratio = INTEGRATOR_STATE(state, shadow_path, diffuse_glossy_ratio); - const float3 glossy_contribution = (one_float3() - ratio) * contribution; - kernel_write_pass_float3(buffer + glossy_pass_offset, glossy_contribution); - } - - /* Reconstruct diffuse subset of throughput. */ - pass_offset = (INTEGRATOR_STATE(state, shadow_path, bounce) == 0) ? - kernel_data.film.pass_diffuse_direct : - kernel_data.film.pass_diffuse_indirect; - if (pass_offset != PASS_UNUSED) { - contribution *= INTEGRATOR_STATE(state, shadow_path, diffuse_glossy_ratio); - } - } - else if (path_flag & PATH_RAY_VOLUME_PASS) { - /* Indirectly visible through volume. */ - pass_offset = (INTEGRATOR_STATE(state, shadow_path, bounce) == 0) ? - kernel_data.film.pass_volume_direct : - kernel_data.film.pass_volume_indirect; - } - - /* Single write call for GPU coherence. */ - if (pass_offset != PASS_UNUSED) { - kernel_write_pass_float3(buffer + pass_offset, contribution); - } - - /* Write shadow pass. */ - if (kernel_data.film.pass_shadow != PASS_UNUSED && (path_flag & PATH_RAY_SHADOW_FOR_LIGHT) && - (path_flag & PATH_RAY_CAMERA)) { - const float3 unshadowed_throughput = INTEGRATOR_STATE( - state, shadow_path, unshadowed_throughput); - const float3 shadowed_throughput = INTEGRATOR_STATE(state, shadow_path, throughput); - const float3 shadow = safe_divide_float3_float3(shadowed_throughput, unshadowed_throughput) * - kernel_data.film.pass_shadow_scale; - kernel_write_pass_float3(buffer + kernel_data.film.pass_shadow, shadow); - } - } -#endif -} - -/* Write transparency to render buffer. - * - * Note that we accumulate transparency = 1 - alpha in the render buffer. - * Otherwise we'd have to write alpha on path termination, which happens - * in many places. */ -ccl_device_inline void kernel_accum_transparent(KernelGlobals kg, - ConstIntegratorState state, - const uint32_t path_flag, - const float transparent, - ccl_global float *ccl_restrict buffer) -{ - if (kernel_data.film.light_pass_flag & PASSMASK(COMBINED)) { - kernel_write_pass_float(buffer + kernel_data.film.pass_combined + 3, transparent); - } - - kernel_accum_shadow_catcher_transparent_only(kg, path_flag, transparent, buffer); -} - -/* Write holdout to render buffer. */ -ccl_device_inline void kernel_accum_holdout(KernelGlobals kg, - ConstIntegratorState state, - const uint32_t path_flag, - const float transparent, - ccl_global float *ccl_restrict render_buffer) -{ - ccl_global float *buffer = kernel_accum_pixel_render_buffer(kg, state, render_buffer); - kernel_accum_transparent(kg, state, path_flag, transparent, buffer); -} - -/* Write background contribution to render buffer. - * - * Includes transparency, matching kernel_accum_transparent. */ -ccl_device_inline void kernel_accum_background(KernelGlobals kg, - ConstIntegratorState state, - const float3 L, - const float transparent, - const bool is_transparent_background_ray, - ccl_global float *ccl_restrict render_buffer) -{ - float3 contribution = INTEGRATOR_STATE(state, path, throughput) * L; - kernel_accum_clamp(kg, &contribution, INTEGRATOR_STATE(state, path, bounce) - 1); - - ccl_global float *buffer = kernel_accum_pixel_render_buffer(kg, state, render_buffer); - const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag); - - if (is_transparent_background_ray) { - kernel_accum_transparent(kg, state, path_flag, transparent, buffer); - } - else { - const int sample = INTEGRATOR_STATE(state, path, sample); - kernel_accum_combined_transparent_pass( - kg, path_flag, sample, contribution, transparent, buffer); - } - kernel_accum_emission_or_background_pass( - kg, state, contribution, buffer, kernel_data.film.pass_background); -} - -/* Write emission to render buffer. */ -ccl_device_inline void kernel_accum_emission(KernelGlobals kg, - ConstIntegratorState state, - const float3 throughput, - const float3 L, - ccl_global float *ccl_restrict render_buffer) -{ - float3 contribution = throughput * L; - kernel_accum_clamp(kg, &contribution, INTEGRATOR_STATE(state, path, bounce) - 1); - - ccl_global float *buffer = kernel_accum_pixel_render_buffer(kg, state, render_buffer); - const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag); - const int sample = INTEGRATOR_STATE(state, path, sample); - - kernel_accum_combined_pass(kg, path_flag, sample, contribution, buffer); - kernel_accum_emission_or_background_pass( - kg, state, contribution, buffer, kernel_data.film.pass_emission); -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/kernel_adaptive_sampling.h b/intern/cycles/kernel/kernel_adaptive_sampling.h deleted file mode 100644 index b80853fcc51..00000000000 --- a/intern/cycles/kernel/kernel_adaptive_sampling.h +++ /dev/null @@ -1,160 +0,0 @@ -/* - * Copyright 2019 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#pragma once - -#include "kernel/kernel_write_passes.h" - -CCL_NAMESPACE_BEGIN - -/* Check whether the pixel has converged and should not be sampled anymore. */ - -ccl_device_forceinline bool kernel_need_sample_pixel(KernelGlobals kg, - ConstIntegratorState state, - ccl_global float *render_buffer) -{ - if (kernel_data.film.pass_adaptive_aux_buffer == PASS_UNUSED) { - return true; - } - - const uint32_t render_pixel_index = INTEGRATOR_STATE(state, path, render_pixel_index); - const uint64_t render_buffer_offset = (uint64_t)render_pixel_index * - kernel_data.film.pass_stride; - ccl_global float *buffer = render_buffer + render_buffer_offset; - - const uint aux_w_offset = kernel_data.film.pass_adaptive_aux_buffer + 3; - return buffer[aux_w_offset] == 0.0f; -} - -/* Determines whether to continue sampling a given pixel or if it has sufficiently converged. */ - -ccl_device bool kernel_adaptive_sampling_convergence_check(KernelGlobals kg, - ccl_global float *render_buffer, - int x, - int y, - float threshold, - bool reset, - int offset, - int stride) -{ - kernel_assert(kernel_data.film.pass_adaptive_aux_buffer != PASS_UNUSED); - kernel_assert(kernel_data.film.pass_sample_count != PASS_UNUSED); - - const int render_pixel_index = offset + x + y * stride; - ccl_global float *buffer = render_buffer + - (uint64_t)render_pixel_index * kernel_data.film.pass_stride; - - /* TODO(Stefan): Is this better in linear, sRGB or something else? */ - - const float4 A = kernel_read_pass_float4(buffer + kernel_data.film.pass_adaptive_aux_buffer); - if (!reset && A.w != 0.0f) { - /* If the pixel was considered converged, its state will not change in this kernel. Early - * output before doing any math. - * - * TODO(sergey): On a GPU it might be better to keep thread alive for better coherency? */ - return true; - } - - const float4 I = kernel_read_pass_float4(buffer + kernel_data.film.pass_combined); - - const float sample = __float_as_uint(buffer[kernel_data.film.pass_sample_count]); - const float inv_sample = 1.0f / sample; - - /* The per pixel error as seen in section 2.1 of - * "A hierarchical automatic stopping condition for Monte Carlo global illumination" */ - const float error_difference = (fabsf(I.x - A.x) + fabsf(I.y - A.y) + fabsf(I.z - A.z)) * - inv_sample; - const float error_normalize = sqrtf((I.x + I.y + I.z) * inv_sample); - /* A small epsilon is added to the divisor to prevent division by zero. */ - const float error = error_difference / (0.0001f + error_normalize); - const bool did_converge = (error < threshold); - - const uint aux_w_offset = kernel_data.film.pass_adaptive_aux_buffer + 3; - buffer[aux_w_offset] = did_converge; - - return did_converge; -} - -/* This is a simple box filter in two passes. - * When a pixel demands more adaptive samples, let its neighboring pixels draw more samples too. */ - -ccl_device void kernel_adaptive_sampling_filter_x(KernelGlobals kg, - ccl_global float *render_buffer, - int y, - int start_x, - int width, - int offset, - int stride) -{ - kernel_assert(kernel_data.film.pass_adaptive_aux_buffer != PASS_UNUSED); - - bool prev = false; - for (int x = start_x; x < start_x + width; ++x) { - int index = offset + x + y * stride; - ccl_global float *buffer = render_buffer + index * kernel_data.film.pass_stride; - const uint aux_w_offset = kernel_data.film.pass_adaptive_aux_buffer + 3; - - if (buffer[aux_w_offset] == 0.0f) { - if (x > start_x && !prev) { - index = index - 1; - buffer = render_buffer + index * kernel_data.film.pass_stride; - buffer[aux_w_offset] = 0.0f; - } - prev = true; - } - else { - if (prev) { - buffer[aux_w_offset] = 0.0f; - } - prev = false; - } - } -} - -ccl_device void kernel_adaptive_sampling_filter_y(KernelGlobals kg, - ccl_global float *render_buffer, - int x, - int start_y, - int height, - int offset, - int stride) -{ - kernel_assert(kernel_data.film.pass_adaptive_aux_buffer != PASS_UNUSED); - - bool prev = false; - for (int y = start_y; y < start_y + height; ++y) { - int index = offset + x + y * stride; - ccl_global float *buffer = render_buffer + index * kernel_data.film.pass_stride; - const uint aux_w_offset = kernel_data.film.pass_adaptive_aux_buffer + 3; - - if (buffer[aux_w_offset] == 0.0f) { - if (y > start_y && !prev) { - index = index - stride; - buffer = render_buffer + index * kernel_data.film.pass_stride; - buffer[aux_w_offset] = 0.0f; - } - prev = true; - } - else { - if (prev) { - buffer[aux_w_offset] = 0.0f; - } - prev = false; - } - } -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/kernel_bake.h b/intern/cycles/kernel/kernel_bake.h deleted file mode 100644 index 30a41b9d3e3..00000000000 --- a/intern/cycles/kernel/kernel_bake.h +++ /dev/null @@ -1,120 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#pragma once - -#include "kernel/kernel_differential.h" -#include "kernel/kernel_projection.h" -#include "kernel/kernel_shader.h" - -#include "kernel/geom/geom.h" - -CCL_NAMESPACE_BEGIN - -ccl_device void kernel_displace_evaluate(KernelGlobals kg, - ccl_global const KernelShaderEvalInput *input, - ccl_global float *output, - const int offset) -{ - /* Setup shader data. */ - const KernelShaderEvalInput in = input[offset]; - - ShaderData sd; - shader_setup_from_displace(kg, &sd, in.object, in.prim, in.u, in.v); - - /* Evaluate displacement shader. */ - const float3 P = sd.P; - shader_eval_displacement(kg, INTEGRATOR_STATE_NULL, &sd); - float3 D = sd.P - P; - - object_inverse_dir_transform(kg, &sd, &D); - -#ifdef __KERNEL_DEBUG_NAN__ - if (!isfinite3_safe(D)) { - kernel_assert(!"Cycles displacement with non-finite value detected"); - } -#endif - - /* Ensure finite displacement, preventing BVH from becoming degenerate and avoiding possible - * traversal issues caused by non-finite math. */ - D = ensure_finite3(D); - - /* Write output. */ - output[offset * 3 + 0] += D.x; - output[offset * 3 + 1] += D.y; - output[offset * 3 + 2] += D.z; -} - -ccl_device void kernel_background_evaluate(KernelGlobals kg, - ccl_global const KernelShaderEvalInput *input, - ccl_global float *output, - const int offset) -{ - /* 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; - - /* Setup shader data. */ - ShaderData sd; - shader_setup_from_background(kg, &sd, ray_P, ray_D, ray_time); - - /* Evaluate shader. - * This is being evaluated for all BSDFs, so path flag does not contain a specific type. */ - const uint32_t path_flag = PATH_RAY_EMISSION; - shader_eval_surface( - kg, INTEGRATOR_STATE_NULL, &sd, NULL, path_flag); - float3 color = shader_background_eval(&sd); - -#ifdef __KERNEL_DEBUG_NAN__ - if (!isfinite3_safe(color)) { - kernel_assert(!"Cycles background with non-finite value detected"); - } -#endif - - /* Ensure finite color, avoiding possible numerical instabilities in the path tracing kernels. */ - color = ensure_finite3(color); - - /* Write output. */ - output[offset * 3 + 0] += color.x; - output[offset * 3 + 1] += color.y; - output[offset * 3 + 2] += color.z; -} - -ccl_device void kernel_curve_shadow_transparency_evaluate( - KernelGlobals kg, - ccl_global const KernelShaderEvalInput *input, - ccl_global float *output, - const int offset) -{ - /* Setup shader data. */ - const KernelShaderEvalInput in = input[offset]; - - ShaderData sd; - shader_setup_from_curve(kg, &sd, in.object, in.prim, __float_as_int(in.v), in.u); - - /* Evaluate transparency. */ - shader_eval_surface( - kg, INTEGRATOR_STATE_NULL, &sd, NULL, PATH_RAY_SHADOW); - - /* Write output. */ - output[offset] = clamp(average(shader_bsdf_transparency(kg, &sd)), 0.0f, 1.0f); -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/kernel_camera.h b/intern/cycles/kernel/kernel_camera.h deleted file mode 100644 index 58a34668f45..00000000000 --- a/intern/cycles/kernel/kernel_camera.h +++ /dev/null @@ -1,521 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#pragma once - -#include "kernel_differential.h" -#include "kernel_lookup_table.h" -#include "kernel_montecarlo.h" -#include "kernel_projection.h" - -CCL_NAMESPACE_BEGIN - -/* Perspective Camera */ - -ccl_device float2 camera_sample_aperture(ccl_constant KernelCamera *cam, float u, float v) -{ - float blades = cam->blades; - float2 bokeh; - - if (blades == 0.0f) { - /* sample disk */ - bokeh = concentric_sample_disk(u, v); - } - else { - /* sample polygon */ - float rotation = cam->bladesrotation; - bokeh = regular_polygon_sample(blades, rotation, u, v); - } - - /* anamorphic lens bokeh */ - bokeh.x *= cam->inv_aperture_ratio; - - return bokeh; -} - -ccl_device void camera_sample_perspective(KernelGlobals kg, - float raster_x, - float raster_y, - float lens_u, - float lens_v, - ccl_private Ray *ray) -{ - /* create ray form raster position */ - ProjectionTransform rastertocamera = kernel_data.cam.rastertocamera; - float3 raster = make_float3(raster_x, raster_y, 0.0f); - float3 Pcamera = transform_perspective(&rastertocamera, raster); - -#ifdef __CAMERA_MOTION__ - if (kernel_data.cam.have_perspective_motion) { - /* TODO(sergey): Currently we interpolate projected coordinate which - * gives nice looking result and which is simple, but is in fact a bit - * different comparing to constructing projective matrix from an - * interpolated field of view. - */ - if (ray->time < 0.5f) { - ProjectionTransform rastertocamera_pre = kernel_data.cam.perspective_pre; - float3 Pcamera_pre = transform_perspective(&rastertocamera_pre, raster); - Pcamera = interp(Pcamera_pre, Pcamera, ray->time * 2.0f); - } - else { - ProjectionTransform rastertocamera_post = kernel_data.cam.perspective_post; - float3 Pcamera_post = transform_perspective(&rastertocamera_post, raster); - Pcamera = interp(Pcamera, Pcamera_post, (ray->time - 0.5f) * 2.0f); - } - } -#endif - - float3 P = zero_float3(); - float3 D = Pcamera; - - /* modify ray for depth of field */ - float aperturesize = kernel_data.cam.aperturesize; - - if (aperturesize > 0.0f) { - /* sample point on aperture */ - float2 lensuv = camera_sample_aperture(&kernel_data.cam, lens_u, lens_v) * aperturesize; - - /* compute point on plane of focus */ - float ft = kernel_data.cam.focaldistance / D.z; - float3 Pfocus = D * ft; - - /* update ray for effect of lens */ - P = make_float3(lensuv.x, lensuv.y, 0.0f); - D = normalize(Pfocus - P); - } - - /* transform ray from camera to world */ - Transform cameratoworld = kernel_data.cam.cameratoworld; - -#ifdef __CAMERA_MOTION__ - if (kernel_data.cam.num_motion_steps) { - transform_motion_array_interpolate(&cameratoworld, - kernel_tex_array(__camera_motion), - kernel_data.cam.num_motion_steps, - ray->time); - } -#endif - - P = transform_point(&cameratoworld, P); - D = normalize(transform_direction(&cameratoworld, D)); - - bool use_stereo = kernel_data.cam.interocular_offset != 0.0f; - if (!use_stereo) { - /* No stereo */ - ray->P = P; - ray->D = D; - -#ifdef __RAY_DIFFERENTIALS__ - float3 Dcenter = transform_direction(&cameratoworld, Pcamera); - float3 Dcenter_normalized = normalize(Dcenter); - - /* TODO: can this be optimized to give compact differentials directly? */ - ray->dP = differential_zero_compact(); - differential3 dD; - dD.dx = normalize(Dcenter + float4_to_float3(kernel_data.cam.dx)) - Dcenter_normalized; - dD.dy = normalize(Dcenter + float4_to_float3(kernel_data.cam.dy)) - Dcenter_normalized; - ray->dD = differential_make_compact(dD); -#endif - } - else { - /* Spherical stereo */ - spherical_stereo_transform(&kernel_data.cam, &P, &D); - ray->P = P; - ray->D = D; - -#ifdef __RAY_DIFFERENTIALS__ - /* Ray differentials, computed from scratch using the raster coordinates - * because we don't want to be affected by depth of field. We compute - * ray origin and direction for the center and two neighboring pixels - * and simply take their differences. */ - float3 Pnostereo = transform_point(&cameratoworld, zero_float3()); - - float3 Pcenter = Pnostereo; - float3 Dcenter = Pcamera; - Dcenter = normalize(transform_direction(&cameratoworld, Dcenter)); - spherical_stereo_transform(&kernel_data.cam, &Pcenter, &Dcenter); - - float3 Px = Pnostereo; - float3 Dx = transform_perspective(&rastertocamera, - make_float3(raster_x + 1.0f, raster_y, 0.0f)); - Dx = normalize(transform_direction(&cameratoworld, Dx)); - spherical_stereo_transform(&kernel_data.cam, &Px, &Dx); - - differential3 dP, dD; - - dP.dx = Px - Pcenter; - dD.dx = Dx - Dcenter; - - float3 Py = Pnostereo; - float3 Dy = transform_perspective(&rastertocamera, - make_float3(raster_x, raster_y + 1.0f, 0.0f)); - Dy = normalize(transform_direction(&cameratoworld, Dy)); - spherical_stereo_transform(&kernel_data.cam, &Py, &Dy); - - dP.dy = Py - Pcenter; - dD.dy = Dy - Dcenter; - ray->dD = differential_make_compact(dD); - ray->dP = differential_make_compact(dP); -#endif - } - -#ifdef __CAMERA_CLIPPING__ - /* clipping */ - float z_inv = 1.0f / normalize(Pcamera).z; - float nearclip = kernel_data.cam.nearclip * z_inv; - ray->P += nearclip * ray->D; - ray->dP += nearclip * ray->dD; - ray->t = kernel_data.cam.cliplength * z_inv; -#else - ray->t = FLT_MAX; -#endif -} - -/* Orthographic Camera */ -ccl_device void camera_sample_orthographic(KernelGlobals kg, - float raster_x, - float raster_y, - float lens_u, - float lens_v, - ccl_private Ray *ray) -{ - /* create ray form raster position */ - ProjectionTransform rastertocamera = kernel_data.cam.rastertocamera; - float3 Pcamera = transform_perspective(&rastertocamera, make_float3(raster_x, raster_y, 0.0f)); - - float3 P; - float3 D = make_float3(0.0f, 0.0f, 1.0f); - - /* modify ray for depth of field */ - float aperturesize = kernel_data.cam.aperturesize; - - if (aperturesize > 0.0f) { - /* sample point on aperture */ - float2 lensuv = camera_sample_aperture(&kernel_data.cam, lens_u, lens_v) * aperturesize; - - /* compute point on plane of focus */ - float3 Pfocus = D * kernel_data.cam.focaldistance; - - /* update ray for effect of lens */ - float3 lensuvw = make_float3(lensuv.x, lensuv.y, 0.0f); - P = Pcamera + lensuvw; - D = normalize(Pfocus - lensuvw); - } - else { - P = Pcamera; - } - /* transform ray from camera to world */ - Transform cameratoworld = kernel_data.cam.cameratoworld; - -#ifdef __CAMERA_MOTION__ - if (kernel_data.cam.num_motion_steps) { - transform_motion_array_interpolate(&cameratoworld, - kernel_tex_array(__camera_motion), - kernel_data.cam.num_motion_steps, - ray->time); - } -#endif - - ray->P = transform_point(&cameratoworld, P); - ray->D = normalize(transform_direction(&cameratoworld, D)); - -#ifdef __RAY_DIFFERENTIALS__ - /* ray differential */ - differential3 dP; - dP.dx = float4_to_float3(kernel_data.cam.dx); - dP.dy = float4_to_float3(kernel_data.cam.dx); - - ray->dP = differential_make_compact(dP); - ray->dD = differential_zero_compact(); -#endif - -#ifdef __CAMERA_CLIPPING__ - /* clipping */ - ray->t = kernel_data.cam.cliplength; -#else - ray->t = FLT_MAX; -#endif -} - -/* Panorama Camera */ - -ccl_device_inline void camera_sample_panorama(ccl_constant KernelCamera *cam, -#ifdef __CAMERA_MOTION__ - ccl_global const DecomposedTransform *cam_motion, -#endif - float raster_x, - float raster_y, - float lens_u, - float lens_v, - ccl_private Ray *ray) -{ - ProjectionTransform rastertocamera = cam->rastertocamera; - float3 Pcamera = transform_perspective(&rastertocamera, make_float3(raster_x, raster_y, 0.0f)); - - /* create ray form raster position */ - float3 P = zero_float3(); - float3 D = panorama_to_direction(cam, Pcamera.x, Pcamera.y); - - /* indicates ray should not receive any light, outside of the lens */ - if (is_zero(D)) { - ray->t = 0.0f; - return; - } - - /* modify ray for depth of field */ - float aperturesize = cam->aperturesize; - - if (aperturesize > 0.0f) { - /* sample point on aperture */ - float2 lensuv = camera_sample_aperture(cam, lens_u, lens_v) * aperturesize; - - /* compute point on plane of focus */ - float3 Dfocus = normalize(D); - float3 Pfocus = Dfocus * cam->focaldistance; - - /* calculate orthonormal coordinates perpendicular to Dfocus */ - float3 U, V; - U = normalize(make_float3(1.0f, 0.0f, 0.0f) - Dfocus.x * Dfocus); - V = normalize(cross(Dfocus, U)); - - /* update ray for effect of lens */ - P = U * lensuv.x + V * lensuv.y; - D = normalize(Pfocus - P); - } - - /* transform ray from camera to world */ - Transform cameratoworld = cam->cameratoworld; - -#ifdef __CAMERA_MOTION__ - if (cam->num_motion_steps) { - transform_motion_array_interpolate( - &cameratoworld, cam_motion, cam->num_motion_steps, ray->time); - } -#endif - - P = transform_point(&cameratoworld, P); - D = normalize(transform_direction(&cameratoworld, D)); - - /* Stereo transform */ - bool use_stereo = cam->interocular_offset != 0.0f; - if (use_stereo) { - spherical_stereo_transform(cam, &P, &D); - } - - ray->P = P; - ray->D = D; - -#ifdef __RAY_DIFFERENTIALS__ - /* Ray differentials, computed from scratch using the raster coordinates - * because we don't want to be affected by depth of field. We compute - * ray origin and direction for the center and two neighboring pixels - * and simply take their differences. */ - float3 Pcenter = Pcamera; - float3 Dcenter = panorama_to_direction(cam, Pcenter.x, Pcenter.y); - Pcenter = transform_point(&cameratoworld, Pcenter); - Dcenter = normalize(transform_direction(&cameratoworld, Dcenter)); - if (use_stereo) { - spherical_stereo_transform(cam, &Pcenter, &Dcenter); - } - - float3 Px = transform_perspective(&rastertocamera, make_float3(raster_x + 1.0f, raster_y, 0.0f)); - float3 Dx = panorama_to_direction(cam, Px.x, Px.y); - Px = transform_point(&cameratoworld, Px); - Dx = normalize(transform_direction(&cameratoworld, Dx)); - if (use_stereo) { - spherical_stereo_transform(cam, &Px, &Dx); - } - - differential3 dP, dD; - dP.dx = Px - Pcenter; - dD.dx = Dx - Dcenter; - - float3 Py = transform_perspective(&rastertocamera, make_float3(raster_x, raster_y + 1.0f, 0.0f)); - float3 Dy = panorama_to_direction(cam, Py.x, Py.y); - Py = transform_point(&cameratoworld, Py); - Dy = normalize(transform_direction(&cameratoworld, Dy)); - if (use_stereo) { - spherical_stereo_transform(cam, &Py, &Dy); - } - - dP.dy = Py - Pcenter; - dD.dy = Dy - Dcenter; - ray->dD = differential_make_compact(dD); - ray->dP = differential_make_compact(dP); -#endif - -#ifdef __CAMERA_CLIPPING__ - /* clipping */ - float nearclip = cam->nearclip; - ray->P += nearclip * ray->D; - ray->dP += nearclip * ray->dD; - ray->t = cam->cliplength; -#else - ray->t = FLT_MAX; -#endif -} - -/* Common */ - -ccl_device_inline void camera_sample(KernelGlobals kg, - int x, - int y, - float filter_u, - float filter_v, - float lens_u, - float lens_v, - float time, - ccl_private Ray *ray) -{ - /* pixel filter */ - int filter_table_offset = kernel_data.film.filter_table_offset; - float raster_x = x + lookup_table_read(kg, filter_u, filter_table_offset, FILTER_TABLE_SIZE); - float raster_y = y + lookup_table_read(kg, filter_v, filter_table_offset, FILTER_TABLE_SIZE); - -#ifdef __CAMERA_MOTION__ - /* motion blur */ - if (kernel_data.cam.shuttertime == -1.0f) { - ray->time = 0.5f; - } - else { - /* TODO(sergey): Such lookup is unneeded when there's rolling shutter - * effect in use but rolling shutter duration is set to 0.0. - */ - const int shutter_table_offset = kernel_data.cam.shutter_table_offset; - ray->time = lookup_table_read(kg, time, shutter_table_offset, SHUTTER_TABLE_SIZE); - /* TODO(sergey): Currently single rolling shutter effect type only - * where scan-lines are acquired from top to bottom and whole scan-line - * is acquired at once (no delay in acquisition happens between pixels - * of single scan-line). - * - * Might want to support more models in the future. - */ - if (kernel_data.cam.rolling_shutter_type) { - /* Time corresponding to a fully rolling shutter only effect: - * top of the frame is time 0.0, bottom of the frame is time 1.0. - */ - const float time = 1.0f - (float)y / kernel_data.cam.height; - const float duration = kernel_data.cam.rolling_shutter_duration; - if (duration != 0.0f) { - /* This isn't fully physical correct, but lets us to have simple - * controls in the interface. The idea here is basically sort of - * linear interpolation between how much rolling shutter effect - * exist on the frame and how much of it is a motion blur effect. - */ - ray->time = (ray->time - 0.5f) * duration; - ray->time += (time - 0.5f) * (1.0f - duration) + 0.5f; - } - else { - ray->time = time; - } - } - } -#endif - - /* sample */ - if (kernel_data.cam.type == CAMERA_PERSPECTIVE) { - camera_sample_perspective(kg, raster_x, raster_y, lens_u, lens_v, ray); - } - else if (kernel_data.cam.type == CAMERA_ORTHOGRAPHIC) { - camera_sample_orthographic(kg, raster_x, raster_y, lens_u, lens_v, ray); - } - else { -#ifdef __CAMERA_MOTION__ - ccl_global const DecomposedTransform *cam_motion = kernel_tex_array(__camera_motion); - camera_sample_panorama(&kernel_data.cam, cam_motion, raster_x, raster_y, lens_u, lens_v, ray); -#else - camera_sample_panorama(&kernel_data.cam, raster_x, raster_y, lens_u, lens_v, ray); -#endif - } -} - -/* Utilities */ - -ccl_device_inline float3 camera_position(KernelGlobals kg) -{ - Transform cameratoworld = kernel_data.cam.cameratoworld; - return make_float3(cameratoworld.x.w, cameratoworld.y.w, cameratoworld.z.w); -} - -ccl_device_inline float camera_distance(KernelGlobals kg, float3 P) -{ - Transform cameratoworld = kernel_data.cam.cameratoworld; - float3 camP = make_float3(cameratoworld.x.w, cameratoworld.y.w, cameratoworld.z.w); - - if (kernel_data.cam.type == CAMERA_ORTHOGRAPHIC) { - float3 camD = make_float3(cameratoworld.x.z, cameratoworld.y.z, cameratoworld.z.z); - return fabsf(dot((P - camP), camD)); - } - else { - return len(P - camP); - } -} - -ccl_device_inline float camera_z_depth(KernelGlobals kg, float3 P) -{ - if (kernel_data.cam.type != CAMERA_PANORAMA) { - Transform worldtocamera = kernel_data.cam.worldtocamera; - return transform_point(&worldtocamera, P).z; - } - else { - Transform cameratoworld = kernel_data.cam.cameratoworld; - float3 camP = make_float3(cameratoworld.x.w, cameratoworld.y.w, cameratoworld.z.w); - return len(P - camP); - } -} - -ccl_device_inline float3 camera_direction_from_point(KernelGlobals kg, float3 P) -{ - Transform cameratoworld = kernel_data.cam.cameratoworld; - - if (kernel_data.cam.type == CAMERA_ORTHOGRAPHIC) { - float3 camD = make_float3(cameratoworld.x.z, cameratoworld.y.z, cameratoworld.z.z); - return -camD; - } - else { - float3 camP = make_float3(cameratoworld.x.w, cameratoworld.y.w, cameratoworld.z.w); - return normalize(camP - P); - } -} - -ccl_device_inline float3 camera_world_to_ndc(KernelGlobals kg, - ccl_private ShaderData *sd, - float3 P) -{ - if (kernel_data.cam.type != CAMERA_PANORAMA) { - /* perspective / ortho */ - if (sd->object == PRIM_NONE && kernel_data.cam.type == CAMERA_PERSPECTIVE) - P += camera_position(kg); - - ProjectionTransform tfm = kernel_data.cam.worldtondc; - return transform_perspective(&tfm, P); - } - else { - /* panorama */ - Transform tfm = kernel_data.cam.worldtocamera; - - if (sd->object != OBJECT_NONE) - P = normalize(transform_point(&tfm, P)); - else - P = normalize(transform_direction(&tfm, P)); - - float2 uv = direction_to_panorama(&kernel_data.cam, P); - - return make_float3(uv.x, uv.y, 0.0f); - } -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/kernel_color.h b/intern/cycles/kernel/kernel_color.h deleted file mode 100644 index 0d7bfecd5f3..00000000000 --- a/intern/cycles/kernel/kernel_color.h +++ /dev/null @@ -1,35 +0,0 @@ -/* - * Copyright 2011-2018 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#pragma once - -#include "util/util_color.h" - -CCL_NAMESPACE_BEGIN - -ccl_device float3 xyz_to_rgb(KernelGlobals kg, float3 xyz) -{ - return make_float3(dot(float4_to_float3(kernel_data.film.xyz_to_r), xyz), - dot(float4_to_float3(kernel_data.film.xyz_to_g), xyz), - dot(float4_to_float3(kernel_data.film.xyz_to_b), xyz)); -} - -ccl_device float linear_rgb_to_gray(KernelGlobals kg, float3 c) -{ - return dot(c, float4_to_float3(kernel_data.film.rgb_to_y)); -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/kernel_differential.h b/intern/cycles/kernel/kernel_differential.h deleted file mode 100644 index 17187083019..00000000000 --- a/intern/cycles/kernel/kernel_differential.h +++ /dev/null @@ -1,166 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#pragma once - -CCL_NAMESPACE_BEGIN - -/* See "Tracing Ray Differentials", Homan Igehy, 1999. */ - -ccl_device void differential_transfer(ccl_private differential3 *surface_dP, - const differential3 ray_dP, - float3 ray_D, - const differential3 ray_dD, - float3 surface_Ng, - float ray_t) -{ - /* ray differential transfer through homogeneous medium, to - * compute dPdx/dy at a shading point from the incoming ray */ - - float3 tmp = ray_D / dot(ray_D, surface_Ng); - float3 tmpx = ray_dP.dx + ray_t * ray_dD.dx; - float3 tmpy = ray_dP.dy + ray_t * ray_dD.dy; - - surface_dP->dx = tmpx - dot(tmpx, surface_Ng) * tmp; - surface_dP->dy = tmpy - dot(tmpy, surface_Ng) * tmp; -} - -ccl_device void differential_incoming(ccl_private differential3 *dI, const differential3 dD) -{ - /* compute dIdx/dy at a shading point, we just need to negate the - * differential of the ray direction */ - - dI->dx = -dD.dx; - dI->dy = -dD.dy; -} - -ccl_device void differential_dudv(ccl_private differential *du, - ccl_private differential *dv, - float3 dPdu, - float3 dPdv, - differential3 dP, - float3 Ng) -{ - /* now we have dPdx/dy from the ray differential transfer, and dPdu/dv - * from the primitive, we can compute dudx/dy and dvdx/dy. these are - * mainly used for differentials of arbitrary mesh attributes. */ - - /* find most stable axis to project to 2D */ - float xn = fabsf(Ng.x); - float yn = fabsf(Ng.y); - float zn = fabsf(Ng.z); - - if (zn < xn || zn < yn) { - if (yn < xn || yn < zn) { - dPdu.x = dPdu.y; - dPdv.x = dPdv.y; - dP.dx.x = dP.dx.y; - dP.dy.x = dP.dy.y; - } - - dPdu.y = dPdu.z; - dPdv.y = dPdv.z; - dP.dx.y = dP.dx.z; - dP.dy.y = dP.dy.z; - } - - /* using Cramer's rule, we solve for dudx and dvdx in a 2x2 linear system, - * and the same for dudy and dvdy. the denominator is the same for both - * solutions, so we compute it only once. - * - * dP.dx = dPdu * dudx + dPdv * dvdx; - * dP.dy = dPdu * dudy + dPdv * dvdy; */ - - float det = (dPdu.x * dPdv.y - dPdv.x * dPdu.y); - - if (det != 0.0f) - det = 1.0f / det; - - du->dx = (dP.dx.x * dPdv.y - dP.dx.y * dPdv.x) * det; - dv->dx = (dP.dx.y * dPdu.x - dP.dx.x * dPdu.y) * det; - - du->dy = (dP.dy.x * dPdv.y - dP.dy.y * dPdv.x) * det; - dv->dy = (dP.dy.y * dPdu.x - dP.dy.x * dPdu.y) * det; -} - -ccl_device differential differential_zero() -{ - differential d; - d.dx = 0.0f; - d.dy = 0.0f; - - return d; -} - -ccl_device differential3 differential3_zero() -{ - differential3 d; - d.dx = zero_float3(); - d.dy = zero_float3(); - - return d; -} - -/* Compact ray differentials that are just a scale to reduce memory usage and - * access cost in GPU. - * - * See above for more accurate reference implementations. - * - * TODO: also store the more compact version in ShaderData and recompute where - * needed? */ - -ccl_device_forceinline float differential_zero_compact() -{ - return 0.0f; -} - -ccl_device_forceinline float differential_make_compact(const differential3 D) -{ - return 0.5f * (len(D.dx) + len(D.dy)); -} - -ccl_device_forceinline void differential_transfer_compact(ccl_private differential3 *surface_dP, - const float ray_dP, - const float3 /* ray_D */, - const float ray_dD, - const float3 surface_Ng, - const float ray_t) -{ - /* ray differential transfer through homogeneous medium, to - * compute dPdx/dy at a shading point from the incoming ray */ - float scale = ray_dP + ray_t * ray_dD; - - float3 dx, dy; - make_orthonormals(surface_Ng, &dx, &dy); - surface_dP->dx = dx * scale; - surface_dP->dy = dy * scale; -} - -ccl_device_forceinline void differential_incoming_compact(ccl_private differential3 *dI, - const float3 D, - const float dD) -{ - /* compute dIdx/dy at a shading point, we just need to negate the - * differential of the ray direction */ - - float3 dx, dy; - make_orthonormals(D, &dx, &dy); - - dI->dx = dD * dx; - dI->dy = dD * dy; -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/kernel_emission.h b/intern/cycles/kernel/kernel_emission.h deleted file mode 100644 index 8d329b8dac3..00000000000 --- a/intern/cycles/kernel/kernel_emission.h +++ /dev/null @@ -1,269 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#pragma once - -#include "kernel/kernel_light.h" -#include "kernel/kernel_montecarlo.h" -#include "kernel/kernel_path_state.h" -#include "kernel/kernel_shader.h" - -CCL_NAMESPACE_BEGIN - -/* Evaluate shader on light. */ -ccl_device_noinline_cpu float3 -light_sample_shader_eval(KernelGlobals kg, - IntegratorState state, - ccl_private ShaderData *ccl_restrict emission_sd, - ccl_private LightSample *ccl_restrict ls, - float time) -{ - /* setup shading at emitter */ - float3 eval = zero_float3(); - - if (shader_constant_emission_eval(kg, ls->shader, &eval)) { - if ((ls->prim != PRIM_NONE) && dot(ls->Ng, ls->D) > 0.0f) { - ls->Ng = -ls->Ng; - } - } - else { - /* Setup shader data and call shader_eval_surface once, better - * for GPU coherence and compile times. */ - PROFILING_INIT_FOR_SHADER(kg, PROFILING_SHADE_LIGHT_SETUP); -#ifdef __BACKGROUND_MIS__ - if (ls->type == LIGHT_BACKGROUND) { - shader_setup_from_background(kg, emission_sd, ls->P, ls->D, time); - } - else -#endif - { - shader_setup_from_sample(kg, - emission_sd, - ls->P, - ls->Ng, - -ls->D, - ls->shader, - ls->object, - ls->prim, - ls->u, - ls->v, - ls->t, - time, - false, - ls->lamp); - - ls->Ng = emission_sd->Ng; - } - - PROFILING_SHADER(emission_sd->object, emission_sd->shader); - PROFILING_EVENT(PROFILING_SHADE_LIGHT_EVAL); - - /* No proper path flag, we're evaluating this for all closures. that's - * weak but we'd have to do multiple evaluations otherwise. */ - shader_eval_surface( - kg, state, emission_sd, NULL, PATH_RAY_EMISSION); - - /* Evaluate closures. */ -#ifdef __BACKGROUND_MIS__ - if (ls->type == LIGHT_BACKGROUND) { - eval = shader_background_eval(emission_sd); - } - else -#endif - { - eval = shader_emissive_eval(emission_sd); - } - } - - eval *= ls->eval_fac; - - if (ls->lamp != LAMP_NONE) { - ccl_global const KernelLight *klight = &kernel_tex_fetch(__lights, ls->lamp); - eval *= make_float3(klight->strength[0], klight->strength[1], klight->strength[2]); - } - - return eval; -} - -/* Test if light sample is from a light or emission from geometry. */ -ccl_device_inline bool light_sample_is_light(ccl_private const LightSample *ccl_restrict ls) -{ - /* return if it's a lamp for shadow pass */ - return (ls->prim == PRIM_NONE && ls->type != LIGHT_BACKGROUND); -} - -/* Early path termination of shadow rays. */ -ccl_device_inline bool light_sample_terminate(KernelGlobals kg, - ccl_private const LightSample *ccl_restrict ls, - ccl_private BsdfEval *ccl_restrict eval, - const float rand_terminate) -{ - if (bsdf_eval_is_zero(eval)) { - return true; - } - - if (kernel_data.integrator.light_inv_rr_threshold > 0.0f) { - float probability = max3(fabs(bsdf_eval_sum(eval))) * - kernel_data.integrator.light_inv_rr_threshold; - if (probability < 1.0f) { - if (rand_terminate >= probability) { - return true; - } - bsdf_eval_mul(eval, 1.0f / probability); - } - } - - return false; -} - -/* This function should be used to compute a modified ray start position for - * rays leaving from a surface. The algorithm slightly distorts flat surface - * of a triangle. Surface is lifted by amount h along normal n in the incident - * point. */ - -ccl_device_inline float3 shadow_ray_smooth_surface_offset( - KernelGlobals kg, ccl_private const ShaderData *ccl_restrict sd, float3 Ng) -{ - float3 V[3], N[3]; - triangle_vertices_and_normals(kg, sd->prim, V, N); - - const float u = sd->u, v = sd->v; - const float w = 1 - u - v; - float3 P = V[0] * u + V[1] * v + V[2] * w; /* Local space */ - float3 n = N[0] * u + N[1] * v + N[2] * w; /* We get away without normalization */ - - object_normal_transform(kg, sd, &n); /* Normal x scale, world space */ - - /* Parabolic approximation */ - float a = dot(N[2] - N[0], V[0] - V[2]); - float b = dot(N[2] - N[1], V[1] - V[2]); - float c = dot(N[1] - N[0], V[1] - V[0]); - float h = a * u * (u - 1) + (a + b + c) * u * v + b * v * (v - 1); - - /* Check flipped normals */ - if (dot(n, Ng) > 0) { - /* Local linear envelope */ - float h0 = max(max(dot(V[1] - V[0], N[0]), dot(V[2] - V[0], N[0])), 0.0f); - float h1 = max(max(dot(V[0] - V[1], N[1]), dot(V[2] - V[1], N[1])), 0.0f); - float h2 = max(max(dot(V[0] - V[2], N[2]), dot(V[1] - V[2], N[2])), 0.0f); - h0 = max(dot(V[0] - P, N[0]) + h0, 0.0f); - h1 = max(dot(V[1] - P, N[1]) + h1, 0.0f); - h2 = max(dot(V[2] - P, N[2]) + h2, 0.0f); - h = max(min(min(h0, h1), h2), h * 0.5f); - } - else { - float h0 = max(max(dot(V[0] - V[1], N[0]), dot(V[0] - V[2], N[0])), 0.0f); - float h1 = max(max(dot(V[1] - V[0], N[1]), dot(V[1] - V[2], N[1])), 0.0f); - float h2 = max(max(dot(V[2] - V[0], N[2]), dot(V[2] - V[1], N[2])), 0.0f); - h0 = max(dot(P - V[0], N[0]) + h0, 0.0f); - h1 = max(dot(P - V[1], N[1]) + h1, 0.0f); - h2 = max(dot(P - V[2], N[2]) + h2, 0.0f); - h = min(-min(min(h0, h1), h2), h * 0.5f); - } - - return n * h; -} - -/* Ray offset to avoid shadow terminator artifact. */ - -ccl_device_inline float3 shadow_ray_offset(KernelGlobals kg, - ccl_private const ShaderData *ccl_restrict sd, - float3 L) -{ - float NL = dot(sd->N, L); - bool transmit = (NL < 0.0f); - float3 Ng = (transmit ? -sd->Ng : sd->Ng); - float3 P = ray_offset(sd->P, Ng); - - if ((sd->type & PRIMITIVE_ALL_TRIANGLE) && (sd->shader & SHADER_SMOOTH_NORMAL)) { - const float offset_cutoff = - kernel_tex_fetch(__objects, sd->object).shadow_terminator_geometry_offset; - /* Do ray offset (heavy stuff) only for close to be terminated triangles: - * offset_cutoff = 0.1f means that 10-20% of rays will be affected. Also - * make a smooth transition near the threshold. */ - if (offset_cutoff > 0.0f) { - float NgL = dot(Ng, L); - float offset_amount = 0.0f; - if (NL < offset_cutoff) { - offset_amount = clamp(2.0f - (NgL + NL) / offset_cutoff, 0.0f, 1.0f); - } - else { - offset_amount = clamp(1.0f - NgL / offset_cutoff, 0.0f, 1.0f); - } - if (offset_amount > 0.0f) { - P += shadow_ray_smooth_surface_offset(kg, sd, Ng) * offset_amount; - } - } - } - - return P; -} - -ccl_device_inline void shadow_ray_setup(ccl_private const ShaderData *ccl_restrict sd, - ccl_private const LightSample *ccl_restrict ls, - const float3 P, - ccl_private Ray *ray) -{ - if (ls->shader & SHADER_CAST_SHADOW) { - /* setup ray */ - ray->P = P; - - if (ls->t == FLT_MAX) { - /* distant light */ - ray->D = ls->D; - ray->t = ls->t; - } - else { - /* other lights, avoid self-intersection */ - ray->D = ray_offset(ls->P, ls->Ng) - P; - ray->D = normalize_len(ray->D, &ray->t); - } - } - else { - /* signal to not cast shadow ray */ - ray->P = zero_float3(); - ray->D = zero_float3(); - ray->t = 0.0f; - } - - ray->dP = differential_make_compact(sd->dP); - ray->dD = differential_zero_compact(); - ray->time = sd->time; -} - -/* Create shadow ray towards light sample. */ -ccl_device_inline void light_sample_to_surface_shadow_ray( - KernelGlobals kg, - ccl_private const ShaderData *ccl_restrict sd, - ccl_private const LightSample *ccl_restrict ls, - ccl_private Ray *ray) -{ - const float3 P = shadow_ray_offset(kg, sd, ls->D); - shadow_ray_setup(sd, ls, P, ray); -} - -/* Create shadow ray towards light sample. */ -ccl_device_inline void light_sample_to_volume_shadow_ray( - KernelGlobals kg, - ccl_private const ShaderData *ccl_restrict sd, - ccl_private const LightSample *ccl_restrict ls, - const float3 P, - ccl_private Ray *ray) -{ - shadow_ray_setup(sd, ls, P, ray); -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/kernel_film.h b/intern/cycles/kernel/kernel_film.h deleted file mode 100644 index a87eff3832e..00000000000 --- a/intern/cycles/kernel/kernel_film.h +++ /dev/null @@ -1,532 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#pragma once - -CCL_NAMESPACE_BEGIN - -/* -------------------------------------------------------------------- - * Common utilities. - */ - -/* The input buffer contains transparency = 1 - alpha, this converts it to - * alpha. Also clamp since alpha might end up outside of 0..1 due to Russian - * roulette. */ -ccl_device_forceinline float film_transparency_to_alpha(float transparency) -{ - return saturate(1.0f - transparency); -} - -ccl_device_inline float film_get_scale(ccl_global const KernelFilmConvert *ccl_restrict - kfilm_convert, - ccl_global const float *ccl_restrict buffer) -{ - if (kfilm_convert->pass_sample_count == PASS_UNUSED) { - return kfilm_convert->scale; - } - - if (kfilm_convert->pass_use_filter) { - const uint sample_count = *( - (ccl_global const uint *)(buffer + kfilm_convert->pass_sample_count)); - return 1.0f / sample_count; - } - - return 1.0f; -} - -ccl_device_inline float film_get_scale_exposure(ccl_global const KernelFilmConvert *ccl_restrict - kfilm_convert, - ccl_global const float *ccl_restrict buffer) -{ - if (kfilm_convert->pass_sample_count == PASS_UNUSED) { - return kfilm_convert->scale_exposure; - } - - const float scale = film_get_scale(kfilm_convert, buffer); - - if (kfilm_convert->pass_use_exposure) { - return scale * kfilm_convert->exposure; - } - - return scale; -} - -ccl_device_inline bool film_get_scale_and_scale_exposure( - ccl_global const KernelFilmConvert *ccl_restrict kfilm_convert, - ccl_global const float *ccl_restrict buffer, - ccl_private float *ccl_restrict scale, - ccl_private float *ccl_restrict scale_exposure) -{ - if (kfilm_convert->pass_sample_count == PASS_UNUSED) { - *scale = kfilm_convert->scale; - *scale_exposure = kfilm_convert->scale_exposure; - return true; - } - - const uint sample_count = *( - (ccl_global const uint *)(buffer + kfilm_convert->pass_sample_count)); - if (!sample_count) { - *scale = 0.0f; - *scale_exposure = 0.0f; - return false; - } - - if (kfilm_convert->pass_use_filter) { - *scale = 1.0f / sample_count; - } - else { - *scale = 1.0f; - } - - if (kfilm_convert->pass_use_exposure) { - *scale_exposure = *scale * kfilm_convert->exposure; - } - else { - *scale_exposure = *scale; - } - - return true; -} - -/* -------------------------------------------------------------------- - * Float (scalar) passes. - */ - -ccl_device_inline void film_get_pass_pixel_depth(ccl_global const KernelFilmConvert *ccl_restrict - kfilm_convert, - ccl_global const float *ccl_restrict buffer, - ccl_private float *ccl_restrict pixel) -{ - kernel_assert(kfilm_convert->num_components >= 1); - kernel_assert(kfilm_convert->pass_offset != PASS_UNUSED); - - const float scale_exposure = film_get_scale_exposure(kfilm_convert, buffer); - - ccl_global const float *in = buffer + kfilm_convert->pass_offset; - const float f = *in; - - pixel[0] = (f == 0.0f) ? 1e10f : f * scale_exposure; -} - -ccl_device_inline void film_get_pass_pixel_mist(ccl_global const KernelFilmConvert *ccl_restrict - kfilm_convert, - ccl_global const float *ccl_restrict buffer, - ccl_private float *ccl_restrict pixel) -{ - kernel_assert(kfilm_convert->num_components >= 1); - kernel_assert(kfilm_convert->pass_offset != PASS_UNUSED); - - const float scale_exposure = film_get_scale_exposure(kfilm_convert, buffer); - - ccl_global const float *in = buffer + kfilm_convert->pass_offset; - const float f = *in; - - /* Note that we accumulate 1 - mist in the kernel to avoid having to - * track the mist values in the integrator state. */ - pixel[0] = saturate(1.0f - f * scale_exposure); -} - -ccl_device_inline void film_get_pass_pixel_sample_count( - ccl_global const KernelFilmConvert *ccl_restrict kfilm_convert, - ccl_global const float *ccl_restrict buffer, - ccl_private float *ccl_restrict pixel) -{ - /* TODO(sergey): Consider normalizing into the [0..1] range, so that it is possible to see - * meaningful value when adaptive sampler stopped rendering image way before the maximum - * number of samples was reached (for examples when number of samples is set to 0 in - * viewport). */ - - kernel_assert(kfilm_convert->num_components >= 1); - kernel_assert(kfilm_convert->pass_offset != PASS_UNUSED); - - ccl_global const float *in = buffer + kfilm_convert->pass_offset; - const float f = *in; - - pixel[0] = __float_as_uint(f) * kfilm_convert->scale; -} - -ccl_device_inline void film_get_pass_pixel_float(ccl_global const KernelFilmConvert *ccl_restrict - kfilm_convert, - ccl_global const float *ccl_restrict buffer, - ccl_private float *ccl_restrict pixel) -{ - kernel_assert(kfilm_convert->num_components >= 1); - kernel_assert(kfilm_convert->pass_offset != PASS_UNUSED); - - const float scale_exposure = film_get_scale_exposure(kfilm_convert, buffer); - - ccl_global const float *in = buffer + kfilm_convert->pass_offset; - const float f = *in; - - pixel[0] = f * scale_exposure; -} - -/* -------------------------------------------------------------------- - * Float 3 passes. - */ - -ccl_device_inline void film_get_pass_pixel_light_path( - ccl_global const KernelFilmConvert *ccl_restrict kfilm_convert, - ccl_global const float *ccl_restrict buffer, - ccl_private float *ccl_restrict pixel) -{ - kernel_assert(kfilm_convert->num_components >= 3); - kernel_assert(kfilm_convert->pass_offset != PASS_UNUSED); - - /* Read light pass. */ - ccl_global const float *in = buffer + kfilm_convert->pass_offset; - float3 f = make_float3(in[0], in[1], in[2]); - - /* Optionally add indirect light pass. */ - if (kfilm_convert->pass_indirect != PASS_UNUSED) { - ccl_global const float *in_indirect = buffer + kfilm_convert->pass_indirect; - const float3 f_indirect = make_float3(in_indirect[0], in_indirect[1], in_indirect[2]); - f += f_indirect; - } - - /* Optionally divide out color. */ - if (kfilm_convert->pass_divide != PASS_UNUSED) { - ccl_global const float *in_divide = buffer + kfilm_convert->pass_divide; - const float3 f_divide = make_float3(in_divide[0], in_divide[1], in_divide[2]); - f = safe_divide_even_color(f, f_divide); - - /* Exposure only, sample scale cancels out. */ - f *= kfilm_convert->exposure; - } - else { - /* Sample scale and exposure. */ - f *= film_get_scale_exposure(kfilm_convert, buffer); - } - - pixel[0] = f.x; - pixel[1] = f.y; - pixel[2] = f.z; -} - -ccl_device_inline void film_get_pass_pixel_float3(ccl_global const KernelFilmConvert *ccl_restrict - kfilm_convert, - ccl_global const float *ccl_restrict buffer, - ccl_private float *ccl_restrict pixel) -{ - kernel_assert(kfilm_convert->num_components >= 3); - kernel_assert(kfilm_convert->pass_offset != PASS_UNUSED); - - const float scale_exposure = film_get_scale_exposure(kfilm_convert, buffer); - - ccl_global const float *in = buffer + kfilm_convert->pass_offset; - - const float3 f = make_float3(in[0], in[1], in[2]) * scale_exposure; - - pixel[0] = f.x; - pixel[1] = f.y; - pixel[2] = f.z; -} - -/* -------------------------------------------------------------------- - * Float4 passes. - */ - -ccl_device_inline void film_get_pass_pixel_motion(ccl_global const KernelFilmConvert *ccl_restrict - kfilm_convert, - ccl_global const float *ccl_restrict buffer, - ccl_private float *ccl_restrict pixel) -{ - kernel_assert(kfilm_convert->num_components == 4); - kernel_assert(kfilm_convert->pass_offset != PASS_UNUSED); - kernel_assert(kfilm_convert->pass_motion_weight != PASS_UNUSED); - - ccl_global const float *in = buffer + kfilm_convert->pass_offset; - ccl_global const float *in_weight = buffer + kfilm_convert->pass_motion_weight; - - const float weight = in_weight[0]; - const float weight_inv = (weight > 0.0f) ? 1.0f / weight : 0.0f; - - const float4 motion = make_float4(in[0], in[1], in[2], in[3]) * weight_inv; - - pixel[0] = motion.x; - pixel[1] = motion.y; - pixel[2] = motion.z; - pixel[3] = motion.w; -} - -ccl_device_inline void film_get_pass_pixel_cryptomatte( - ccl_global const KernelFilmConvert *ccl_restrict kfilm_convert, - ccl_global const float *ccl_restrict buffer, - ccl_private float *ccl_restrict pixel) -{ - kernel_assert(kfilm_convert->num_components == 4); - kernel_assert(kfilm_convert->pass_offset != PASS_UNUSED); - - const float scale = film_get_scale(kfilm_convert, buffer); - - ccl_global const float *in = buffer + kfilm_convert->pass_offset; - - const float4 f = make_float4(in[0], in[1], in[2], in[3]); - - /* x and z contain integer IDs, don't rescale them. - * y and w contain matte weights, they get scaled. */ - pixel[0] = f.x; - pixel[1] = f.y * scale; - pixel[2] = f.z; - pixel[3] = f.w * scale; -} - -ccl_device_inline void film_get_pass_pixel_float4(ccl_global const KernelFilmConvert *ccl_restrict - kfilm_convert, - ccl_global const float *ccl_restrict buffer, - ccl_private float *ccl_restrict pixel) -{ - kernel_assert(kfilm_convert->num_components == 4); - kernel_assert(kfilm_convert->pass_offset != PASS_UNUSED); - - float scale, scale_exposure; - film_get_scale_and_scale_exposure(kfilm_convert, buffer, &scale, &scale_exposure); - - ccl_global const float *in = buffer + kfilm_convert->pass_offset; - - const float3 color = make_float3(in[0], in[1], in[2]) * scale_exposure; - const float alpha = in[3] * scale; - - pixel[0] = color.x; - pixel[1] = color.y; - pixel[2] = color.z; - pixel[3] = alpha; -} - -ccl_device_inline void film_get_pass_pixel_combined( - ccl_global const KernelFilmConvert *ccl_restrict kfilm_convert, - ccl_global const float *ccl_restrict buffer, - ccl_private float *ccl_restrict pixel) -{ - kernel_assert(kfilm_convert->num_components == 4); - - /* 3rd channel contains transparency = 1 - alpha for the combined pass. */ - - kernel_assert(kfilm_convert->num_components == 4); - kernel_assert(kfilm_convert->pass_offset != PASS_UNUSED); - - float scale, scale_exposure; - if (!film_get_scale_and_scale_exposure(kfilm_convert, buffer, &scale, &scale_exposure)) { - pixel[0] = 0.0f; - pixel[1] = 0.0f; - pixel[2] = 0.0f; - pixel[3] = 0.0f; - return; - } - - ccl_global const float *in = buffer + kfilm_convert->pass_offset; - - const float3 color = make_float3(in[0], in[1], in[2]) * scale_exposure; - const float alpha = in[3] * scale; - - pixel[0] = color.x; - pixel[1] = color.y; - pixel[2] = color.z; - pixel[3] = film_transparency_to_alpha(alpha); -} - -/* -------------------------------------------------------------------- - * Shadow catcher. - */ - -ccl_device_inline float3 film_calculate_shadow_catcher_denoised( - ccl_global const KernelFilmConvert *ccl_restrict kfilm_convert, - ccl_global const float *ccl_restrict buffer) -{ - kernel_assert(kfilm_convert->pass_shadow_catcher != PASS_UNUSED); - - float scale, scale_exposure; - film_get_scale_and_scale_exposure(kfilm_convert, buffer, &scale, &scale_exposure); - - ccl_global const float *in_catcher = buffer + kfilm_convert->pass_shadow_catcher; - - const float3 pixel = make_float3(in_catcher[0], in_catcher[1], in_catcher[2]) * scale_exposure; - - return pixel; -} - -ccl_device_inline float3 safe_divide_shadow_catcher(float3 a, float3 b) -{ - float x, y, z; - - x = (b.x != 0.0f) ? a.x / b.x : 1.0f; - y = (b.y != 0.0f) ? a.y / b.y : 1.0f; - z = (b.z != 0.0f) ? a.z / b.z : 1.0f; - - return make_float3(x, y, z); -} - -ccl_device_inline float3 -film_calculate_shadow_catcher(ccl_global const KernelFilmConvert *ccl_restrict kfilm_convert, - ccl_global const float *ccl_restrict buffer) -{ - /* For the shadow catcher pass we divide combined pass by the shadow catcher. - * Note that denoised shadow catcher pass contains value which only needs ot be scaled (but not - * to be calculated as division). */ - - if (kfilm_convert->is_denoised) { - return film_calculate_shadow_catcher_denoised(kfilm_convert, buffer); - } - - kernel_assert(kfilm_convert->pass_shadow_catcher_sample_count != PASS_UNUSED); - - /* If there is no shadow catcher object in this pixel, there is no modification of the light - * needed, so return one. */ - ccl_global const float *in_catcher_sample_count = - buffer + kfilm_convert->pass_shadow_catcher_sample_count; - const float num_samples = in_catcher_sample_count[0]; - if (num_samples == 0.0f) { - return one_float3(); - } - - kernel_assert(kfilm_convert->pass_shadow_catcher != PASS_UNUSED); - ccl_global const float *in_catcher = buffer + kfilm_convert->pass_shadow_catcher; - - /* NOTE: It is possible that the Shadow Catcher pass is requested as an output without actual - * shadow catcher objects in the scene. In this case there will be no auxiliary passes required - * for the decision (to save up memory). So delay the asserts to this point so that the number of - * samples check handles such configuration. */ - kernel_assert(kfilm_convert->pass_offset != PASS_UNUSED); - kernel_assert(kfilm_convert->pass_combined != PASS_UNUSED); - kernel_assert(kfilm_convert->pass_shadow_catcher_matte != PASS_UNUSED); - - ccl_global const float *in_combined = buffer + kfilm_convert->pass_combined; - ccl_global const float *in_matte = buffer + kfilm_convert->pass_shadow_catcher_matte; - - /* No scaling needed. The integration works in way that number of samples in the combined and - * shadow catcher passes are the same, and exposure is canceled during the division. */ - const float3 color_catcher = make_float3(in_catcher[0], in_catcher[1], in_catcher[2]); - const float3 color_combined = make_float3(in_combined[0], in_combined[1], in_combined[2]); - const float3 color_matte = make_float3(in_matte[0], in_matte[1], in_matte[2]); - - /* Need to ignore contribution of the matte object when doing division (otherwise there will be - * artifacts caused by anti-aliasing). Since combined pass is used for adaptive sampling and need - * to contain matte objects, we subtract matte objects contribution here. This is the same as if - * the matte objects were not accumulated to the combined pass. */ - const float3 combined_no_matte = color_combined - color_matte; - - const float3 shadow_catcher = safe_divide_shadow_catcher(combined_no_matte, color_catcher); - - const float scale = film_get_scale(kfilm_convert, buffer); - const float transparency = in_combined[3] * scale; - const float alpha = film_transparency_to_alpha(transparency); - - /* Alpha-over on white using transparency of the combined pass. This allows to eliminate - * artifacts which are happening on an edge of a shadow catcher when using transparent film. - * Note that we treat shadow catcher as straight alpha here because alpha got canceled out - * during the division. */ - const float3 pixel = (1.0f - alpha) * one_float3() + alpha * shadow_catcher; - - return pixel; -} - -ccl_device_inline float4 film_calculate_shadow_catcher_matte_with_shadow( - ccl_global const KernelFilmConvert *ccl_restrict kfilm_convert, - ccl_global const float *ccl_restrict buffer) -{ - /* The approximation of the shadow is 1 - average(shadow_catcher_pass). A better approximation - * is possible. - * - * The matte is alpha-overed onto the shadow (which is kind of alpha-overing shadow onto footage, - * and then alpha-overing synthetic objects on top). */ - - kernel_assert(kfilm_convert->pass_offset != PASS_UNUSED); - kernel_assert(kfilm_convert->pass_shadow_catcher != PASS_UNUSED); - kernel_assert(kfilm_convert->pass_shadow_catcher_matte != PASS_UNUSED); - - float scale, scale_exposure; - if (!film_get_scale_and_scale_exposure(kfilm_convert, buffer, &scale, &scale_exposure)) { - return make_float4(0.0f, 0.0f, 0.0f, 0.0f); - } - - ccl_global const float *in_matte = buffer + kfilm_convert->pass_shadow_catcher_matte; - - const float3 shadow_catcher = film_calculate_shadow_catcher(kfilm_convert, buffer); - const float3 color_matte = make_float3(in_matte[0], in_matte[1], in_matte[2]) * scale_exposure; - - const float transparency = in_matte[3] * scale; - const float alpha = saturate(1.0f - transparency); - - const float alpha_matte = (1.0f - alpha) * (1.0f - average(shadow_catcher)) + alpha; - - if (kfilm_convert->use_approximate_shadow_catcher_background) { - kernel_assert(kfilm_convert->pass_background != PASS_UNUSED); - - ccl_global const float *in_background = buffer + kfilm_convert->pass_background; - const float3 color_background = make_float3( - in_background[0], in_background[1], in_background[2]) * - scale_exposure; - const float3 alpha_over = color_matte + color_background * (1.0f - alpha_matte); - return make_float4(alpha_over.x, alpha_over.y, alpha_over.z, 1.0f); - } - - return make_float4(color_matte.x, color_matte.y, color_matte.z, alpha_matte); -} - -ccl_device_inline void film_get_pass_pixel_shadow_catcher( - ccl_global const KernelFilmConvert *ccl_restrict kfilm_convert, - ccl_global const float *ccl_restrict buffer, - ccl_private float *ccl_restrict pixel) -{ - kernel_assert(kfilm_convert->num_components >= 3); - - const float3 pixel_value = film_calculate_shadow_catcher(kfilm_convert, buffer); - - pixel[0] = pixel_value.x; - pixel[1] = pixel_value.y; - pixel[2] = pixel_value.z; -} - -ccl_device_inline void film_get_pass_pixel_shadow_catcher_matte_with_shadow( - ccl_global const KernelFilmConvert *ccl_restrict kfilm_convert, - ccl_global const float *ccl_restrict buffer, - ccl_private float *ccl_restrict pixel) -{ - kernel_assert(kfilm_convert->num_components == 3 || kfilm_convert->num_components == 4); - - const float4 pixel_value = film_calculate_shadow_catcher_matte_with_shadow(kfilm_convert, - buffer); - - pixel[0] = pixel_value.x; - pixel[1] = pixel_value.y; - pixel[2] = pixel_value.z; - if (kfilm_convert->num_components == 4) { - pixel[3] = pixel_value.w; - } -} - -/* -------------------------------------------------------------------- - * Compositing and overlays. - */ - -ccl_device_inline void film_apply_pass_pixel_overlays_rgba( - ccl_global const KernelFilmConvert *ccl_restrict kfilm_convert, - ccl_global const float *ccl_restrict buffer, - ccl_private float *ccl_restrict pixel) -{ - if (kfilm_convert->show_active_pixels && - kfilm_convert->pass_adaptive_aux_buffer != PASS_UNUSED) { - if (buffer[kfilm_convert->pass_adaptive_aux_buffer + 3] == 0.0f) { - const float3 active_rgb = make_float3(1.0f, 0.0f, 0.0f); - const float3 mix_rgb = interp(make_float3(pixel[0], pixel[1], pixel[2]), active_rgb, 0.5f); - pixel[0] = mix_rgb.x; - pixel[1] = mix_rgb.y; - pixel[2] = mix_rgb.z; - } - } -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/kernel_id_passes.h b/intern/cycles/kernel/kernel_id_passes.h deleted file mode 100644 index d5b8c90a828..00000000000 --- a/intern/cycles/kernel/kernel_id_passes.h +++ /dev/null @@ -1,106 +0,0 @@ -/* - * Copyright 2018 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#pragma once - -CCL_NAMESPACE_BEGIN - -/* Element of ID pass stored in the render buffers. - * It is `float2` semantically, but it must be unaligned since the offset of ID passes in the - * render buffers might not meet expected by compiler alignment. */ -typedef struct IDPassBufferElement { - float x; - float y; -} IDPassBufferElement; - -ccl_device_inline void kernel_write_id_slots(ccl_global float *buffer, - int num_slots, - float id, - float weight) -{ - kernel_assert(id != ID_NONE); - if (weight == 0.0f) { - return; - } - - for (int slot = 0; slot < num_slots; slot++) { - ccl_global IDPassBufferElement *id_buffer = (ccl_global IDPassBufferElement *)buffer; -#ifdef __ATOMIC_PASS_WRITE__ - /* If the loop reaches an empty slot, the ID isn't in any slot yet - so add it! */ - if (id_buffer[slot].x == ID_NONE) { - /* Use an atomic to claim this slot. - * If a different thread got here first, try again from this slot on. */ - float old_id = atomic_compare_and_swap_float(buffer + slot * 2, ID_NONE, id); - if (old_id != ID_NONE && old_id != id) { - continue; - } - atomic_add_and_fetch_float(buffer + slot * 2 + 1, weight); - break; - } - /* If there already is a slot for that ID, add the weight. - * If no slot was found, add it to the last. */ - else if (id_buffer[slot].x == id || slot == num_slots - 1) { - atomic_add_and_fetch_float(buffer + slot * 2 + 1, weight); - break; - } -#else /* __ATOMIC_PASS_WRITE__ */ - /* If the loop reaches an empty slot, the ID isn't in any slot yet - so add it! */ - if (id_buffer[slot].x == ID_NONE) { - id_buffer[slot].x = id; - id_buffer[slot].y = weight; - break; - } - /* If there already is a slot for that ID, add the weight. - * If no slot was found, add it to the last. */ - else if (id_buffer[slot].x == id || slot == num_slots - 1) { - id_buffer[slot].y += weight; - break; - } -#endif /* __ATOMIC_PASS_WRITE__ */ - } -} - -ccl_device_inline void kernel_sort_id_slots(ccl_global float *buffer, int num_slots) -{ - ccl_global IDPassBufferElement *id_buffer = (ccl_global IDPassBufferElement *)buffer; - for (int slot = 1; slot < num_slots; ++slot) { - if (id_buffer[slot].x == ID_NONE) { - return; - } - /* Since we're dealing with a tiny number of elements, insertion sort should be fine. */ - int i = slot; - while (i > 0 && id_buffer[i].y > id_buffer[i - 1].y) { - const IDPassBufferElement swap = id_buffer[i]; - id_buffer[i] = id_buffer[i - 1]; - id_buffer[i - 1] = swap; - --i; - } - } -} - -/* post-sorting for Cryptomatte */ -ccl_device_inline void kernel_cryptomatte_post(KernelGlobals kg, - ccl_global float *render_buffer, - int pixel_index) -{ - const int pass_stride = kernel_data.film.pass_stride; - const uint64_t render_buffer_offset = (uint64_t)pixel_index * pass_stride; - ccl_global float *cryptomatte_buffer = render_buffer + render_buffer_offset + - kernel_data.film.pass_cryptomatte; - kernel_sort_id_slots(cryptomatte_buffer, 2 * kernel_data.film.cryptomatte_depth); -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/kernel_jitter.h b/intern/cycles/kernel/kernel_jitter.h deleted file mode 100644 index b62ec7fda42..00000000000 --- a/intern/cycles/kernel/kernel_jitter.h +++ /dev/null @@ -1,169 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#pragma once -CCL_NAMESPACE_BEGIN - -ccl_device_inline uint32_t laine_karras_permutation(uint32_t x, uint32_t seed) -{ - x += seed; - x ^= (x * 0x6c50b47cu); - x ^= x * 0xb82f1e52u; - x ^= x * 0xc7afe638u; - x ^= x * 0x8d22f6e6u; - - return x; -} - -ccl_device_inline uint32_t nested_uniform_scramble(uint32_t x, uint32_t seed) -{ - x = reverse_integer_bits(x); - x = laine_karras_permutation(x, seed); - x = reverse_integer_bits(x); - - return x; -} - -ccl_device_inline uint cmj_hash(uint i, uint p) -{ - i ^= p; - i ^= i >> 17; - i ^= i >> 10; - i *= 0xb36534e5; - i ^= i >> 12; - i ^= i >> 21; - i *= 0x93fc4795; - i ^= 0xdf6e307f; - i ^= i >> 17; - i *= 1 | p >> 18; - - return i; -} - -ccl_device_inline uint cmj_hash_simple(uint i, uint p) -{ - i = (i ^ 61) ^ p; - i += i << 3; - i ^= i >> 4; - i *= 0x27d4eb2d; - return i; -} - -ccl_device_inline float cmj_randfloat(uint i, uint p) -{ - return cmj_hash(i, p) * (1.0f / 4294967808.0f); -} - -ccl_device_inline float cmj_randfloat_simple(uint i, uint p) -{ - return cmj_hash_simple(i, p) * (1.0f / (float)0xFFFFFFFF); -} - -ccl_device float pmj_sample_1D(KernelGlobals kg, uint sample, uint rng_hash, uint dimension) -{ - /* Perform Owen shuffle of the sample number to reorder the samples. */ -#ifdef _SIMPLE_HASH_ - const uint rv = cmj_hash_simple(dimension, rng_hash); -#else /* Use a _REGULAR_HASH_. */ - const uint rv = cmj_hash(dimension, rng_hash); -#endif -#ifdef _XOR_SHUFFLE_ -# warning "Using XOR shuffle." - const uint s = sample ^ rv; -#else /* Use _OWEN_SHUFFLE_ for reordering. */ - const uint s = nested_uniform_scramble(sample, rv); -#endif - - /* Based on the sample number a sample pattern is selected and offset by the dimension. */ - const uint sample_set = s / NUM_PMJ_SAMPLES; - const uint d = (dimension + sample_set); - const uint dim = d % NUM_PMJ_PATTERNS; - - /* The PMJ sample sets contain a sample with (x,y) with NUM_PMJ_SAMPLES so for 1D - * the x part is used for even dims and the y for odd. */ - int index = 2 * ((dim >> 1) * NUM_PMJ_SAMPLES + (s % NUM_PMJ_SAMPLES)) + (dim & 1); - - float fx = kernel_tex_fetch(__sample_pattern_lut, index); - -#ifndef _NO_CRANLEY_PATTERSON_ROTATION_ - /* Use Cranley-Patterson rotation to displace the sample pattern. */ -# ifdef _SIMPLE_HASH_ - float dx = cmj_randfloat_simple(d, rng_hash); -# else - float dx = cmj_randfloat(d, rng_hash); -# endif - /* Jitter sample locations and map back into [0 1]. */ - fx = fx + dx; - fx = fx - floorf(fx); -#else -# warning "Not using Cranley-Patterson Rotation." -#endif - - return fx; -} - -ccl_device void pmj_sample_2D(KernelGlobals kg, - uint sample, - uint rng_hash, - uint dimension, - ccl_private float *x, - ccl_private float *y) -{ - /* Perform a shuffle on the sample number to reorder the samples. */ -#ifdef _SIMPLE_HASH_ - const uint rv = cmj_hash_simple(dimension, rng_hash); -#else /* Use a _REGULAR_HASH_. */ - const uint rv = cmj_hash(dimension, rng_hash); -#endif -#ifdef _XOR_SHUFFLE_ -# warning "Using XOR shuffle." - const uint s = sample ^ rv; -#else /* Use _OWEN_SHUFFLE_ for reordering. */ - const uint s = nested_uniform_scramble(sample, rv); -#endif - - /* Based on the sample number a sample pattern is selected and offset by the dimension. */ - const uint sample_set = s / NUM_PMJ_SAMPLES; - const uint d = (dimension + sample_set); - uint dim = d % NUM_PMJ_PATTERNS; - int index = 2 * (dim * NUM_PMJ_SAMPLES + (s % NUM_PMJ_SAMPLES)); - - float fx = kernel_tex_fetch(__sample_pattern_lut, index); - float fy = kernel_tex_fetch(__sample_pattern_lut, index + 1); - -#ifndef _NO_CRANLEY_PATTERSON_ROTATION_ - /* Use Cranley-Patterson rotation to displace the sample pattern. */ -# ifdef _SIMPLE_HASH_ - float dx = cmj_randfloat_simple(d, rng_hash); - float dy = cmj_randfloat_simple(d + 1, rng_hash); -# else - float dx = cmj_randfloat(d, rng_hash); - float dy = cmj_randfloat(d + 1, rng_hash); -# endif - /* Jitter sample locations and map back to the unit square [0 1]x[0 1]. */ - float sx = fx + dx; - float sy = fy + dy; - sx = sx - floorf(sx); - sy = sy - floorf(sy); -#else -# warning "Not using Cranley Patterson Rotation." -#endif - - (*x) = sx; - (*y) = sy; -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/kernel_light.h b/intern/cycles/kernel/kernel_light.h deleted file mode 100644 index b3eaed4fcb0..00000000000 --- a/intern/cycles/kernel/kernel_light.h +++ /dev/null @@ -1,875 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#pragma once - -#include "geom/geom.h" - -#include "kernel_light_background.h" -#include "kernel_montecarlo.h" -#include "kernel_projection.h" -#include "kernel_types.h" - -CCL_NAMESPACE_BEGIN - -/* Light Sample result */ - -typedef struct LightSample { - float3 P; /* position on light, or direction for distant light */ - float3 Ng; /* normal on light */ - float3 D; /* direction from shading point to light */ - float t; /* distance to light (FLT_MAX for distant light) */ - float u, v; /* parametric coordinate on primitive */ - float pdf; /* light sampling probability density function */ - float eval_fac; /* intensity multiplier */ - int object; /* object id for triangle/curve lights */ - int prim; /* primitive id for triangle/curve lights */ - int shader; /* shader id */ - int lamp; /* lamp id */ - LightType type; /* type of light */ -} LightSample; - -/* Regular Light */ - -template -ccl_device_inline bool light_sample(KernelGlobals kg, - const int lamp, - const float randu, - const float randv, - const float3 P, - const uint32_t path_flag, - ccl_private LightSample *ls) -{ - const ccl_global KernelLight *klight = &kernel_tex_fetch(__lights, lamp); - if (path_flag & PATH_RAY_SHADOW_CATCHER_PASS) { - if (klight->shader_id & SHADER_EXCLUDE_SHADOW_CATCHER) { - return false; - } - } - - LightType type = (LightType)klight->type; - ls->type = type; - ls->shader = klight->shader_id; - ls->object = PRIM_NONE; - ls->prim = PRIM_NONE; - ls->lamp = lamp; - ls->u = randu; - ls->v = randv; - - if (in_volume_segment && (type == LIGHT_DISTANT || type == LIGHT_BACKGROUND)) { - /* Distant lights in a volume get a dummy sample, position will not actually - * be used in that case. Only when sampling from a specific scatter position - * do we actually need to evaluate these. */ - ls->P = zero_float3(); - ls->Ng = zero_float3(); - ls->D = zero_float3(); - ls->pdf = true; - ls->t = FLT_MAX; - return true; - } - - if (type == LIGHT_DISTANT) { - /* distant light */ - float3 lightD = make_float3(klight->co[0], klight->co[1], klight->co[2]); - float3 D = lightD; - float radius = klight->distant.radius; - float invarea = klight->distant.invarea; - - if (radius > 0.0f) - D = distant_light_sample(D, radius, randu, randv); - - ls->P = D; - ls->Ng = D; - ls->D = -D; - ls->t = FLT_MAX; - - float costheta = dot(lightD, D); - ls->pdf = invarea / (costheta * costheta * costheta); - ls->eval_fac = ls->pdf; - } -#ifdef __BACKGROUND_MIS__ - else if (type == LIGHT_BACKGROUND) { - /* infinite area light (e.g. light dome or env light) */ - float3 D = -background_light_sample(kg, P, randu, randv, &ls->pdf); - - ls->P = D; - ls->Ng = D; - ls->D = -D; - ls->t = FLT_MAX; - ls->eval_fac = 1.0f; - } -#endif - else { - ls->P = make_float3(klight->co[0], klight->co[1], klight->co[2]); - - if (type == LIGHT_POINT || type == LIGHT_SPOT) { - float radius = klight->spot.radius; - - if (radius > 0.0f) - /* sphere light */ - ls->P += sphere_light_sample(P, ls->P, radius, randu, randv); - - ls->D = normalize_len(ls->P - P, &ls->t); - ls->Ng = -ls->D; - - float invarea = klight->spot.invarea; - ls->eval_fac = (0.25f * M_1_PI_F) * invarea; - ls->pdf = invarea; - - if (type == LIGHT_SPOT) { - /* spot light attenuation */ - float3 dir = make_float3(klight->spot.dir[0], klight->spot.dir[1], klight->spot.dir[2]); - ls->eval_fac *= spot_light_attenuation( - dir, klight->spot.spot_angle, klight->spot.spot_smooth, ls->Ng); - if (ls->eval_fac == 0.0f) { - return false; - } - } - float2 uv = map_to_sphere(ls->Ng); - ls->u = uv.x; - ls->v = uv.y; - - ls->pdf *= lamp_light_pdf(kg, ls->Ng, -ls->D, ls->t); - } - else { - /* area light */ - float3 axisu = make_float3( - klight->area.axisu[0], klight->area.axisu[1], klight->area.axisu[2]); - float3 axisv = make_float3( - klight->area.axisv[0], klight->area.axisv[1], klight->area.axisv[2]); - float3 Ng = make_float3(klight->area.dir[0], klight->area.dir[1], klight->area.dir[2]); - float invarea = fabsf(klight->area.invarea); - bool is_round = (klight->area.invarea < 0.0f); - - if (!in_volume_segment) { - if (dot(ls->P - P, Ng) > 0.0f) { - return false; - } - } - - float3 inplane; - - if (is_round || in_volume_segment) { - inplane = ellipse_sample(axisu * 0.5f, axisv * 0.5f, randu, randv); - ls->P += inplane; - ls->pdf = invarea; - } - else { - inplane = ls->P; - - float3 sample_axisu = axisu; - float3 sample_axisv = axisv; - - if (klight->area.tan_spread > 0.0f) { - if (!light_spread_clamp_area_light( - P, Ng, &ls->P, &sample_axisu, &sample_axisv, klight->area.tan_spread)) { - return false; - } - } - - ls->pdf = rect_light_sample(P, &ls->P, sample_axisu, sample_axisv, randu, randv, true); - inplane = ls->P - inplane; - } - - ls->u = dot(inplane, axisu) * (1.0f / dot(axisu, axisu)) + 0.5f; - ls->v = dot(inplane, axisv) * (1.0f / dot(axisv, axisv)) + 0.5f; - - ls->Ng = Ng; - ls->D = normalize_len(ls->P - P, &ls->t); - - ls->eval_fac = 0.25f * invarea; - - if (klight->area.tan_spread > 0.0f) { - /* Area Light spread angle attenuation */ - ls->eval_fac *= light_spread_attenuation( - ls->D, ls->Ng, klight->area.tan_spread, klight->area.normalize_spread); - } - - if (is_round) { - ls->pdf *= lamp_light_pdf(kg, Ng, -ls->D, ls->t); - } - } - } - - ls->pdf *= kernel_data.integrator.pdf_lights; - - return (ls->pdf > 0.0f); -} - -ccl_device bool lights_intersect(KernelGlobals kg, - ccl_private const Ray *ccl_restrict ray, - ccl_private Intersection *ccl_restrict isect, - const int last_prim, - const int last_object, - const int last_type, - const uint32_t path_flag) -{ - for (int lamp = 0; lamp < kernel_data.integrator.num_all_lights; lamp++) { - const ccl_global KernelLight *klight = &kernel_tex_fetch(__lights, lamp); - - if (path_flag & PATH_RAY_CAMERA) { - if (klight->shader_id & SHADER_EXCLUDE_CAMERA) { - continue; - } - } - else { - if (!(klight->shader_id & SHADER_USE_MIS)) { - continue; - } - } - - if (path_flag & PATH_RAY_SHADOW_CATCHER_PASS) { - if (klight->shader_id & SHADER_EXCLUDE_SHADOW_CATCHER) { - continue; - } - } - - LightType type = (LightType)klight->type; - float t = 0.0f, u = 0.0f, v = 0.0f; - - if (type == LIGHT_POINT || type == LIGHT_SPOT) { - /* Sphere light. */ - const float3 lightP = make_float3(klight->co[0], klight->co[1], klight->co[2]); - const float radius = klight->spot.radius; - if (radius == 0.0f) { - continue; - } - - float3 P; - if (!ray_aligned_disk_intersect(ray->P, ray->D, ray->t, lightP, radius, &P, &t)) { - continue; - } - } - else if (type == LIGHT_AREA) { - /* Area light. */ - const float invarea = fabsf(klight->area.invarea); - const bool is_round = (klight->area.invarea < 0.0f); - if (invarea == 0.0f) { - continue; - } - - const float3 axisu = make_float3( - klight->area.axisu[0], klight->area.axisu[1], klight->area.axisu[2]); - const float3 axisv = make_float3( - klight->area.axisv[0], klight->area.axisv[1], klight->area.axisv[2]); - const float3 Ng = make_float3(klight->area.dir[0], klight->area.dir[1], klight->area.dir[2]); - - /* One sided. */ - if (dot(ray->D, Ng) >= 0.0f) { - continue; - } - - const float3 light_P = make_float3(klight->co[0], klight->co[1], klight->co[2]); - - float3 P; - if (!ray_quad_intersect( - ray->P, ray->D, 0.0f, ray->t, light_P, axisu, axisv, Ng, &P, &t, &u, &v, is_round)) { - continue; - } - } - else { - continue; - } - - if (t < isect->t && - !(last_prim == lamp && last_object == OBJECT_NONE && last_type == PRIMITIVE_LAMP)) { - isect->t = t; - isect->u = u; - isect->v = v; - isect->type = PRIMITIVE_LAMP; - isect->prim = lamp; - isect->object = OBJECT_NONE; - } - } - - return isect->prim != PRIM_NONE; -} - -ccl_device bool light_sample_from_distant_ray(KernelGlobals kg, - const float3 ray_D, - const int lamp, - ccl_private LightSample *ccl_restrict ls) -{ - ccl_global const KernelLight *klight = &kernel_tex_fetch(__lights, lamp); - const int shader = klight->shader_id; - const float radius = klight->distant.radius; - const LightType type = (LightType)klight->type; - - if (type != LIGHT_DISTANT) { - return false; - } - if (!(shader & SHADER_USE_MIS)) { - return false; - } - if (radius == 0.0f) { - return false; - } - - /* a distant light is infinitely far away, but equivalent to a disk - * shaped light exactly 1 unit away from the current shading point. - * - * radius t^2/cos(theta) - * <----------> t = sqrt(1^2 + tan(theta)^2) - * tan(th) area = radius*radius*pi - * <-----> - * \ | (1 + tan(theta)^2)/cos(theta) - * \ | (1 + tan(acos(cos(theta)))^2)/cos(theta) - * t \th| 1 simplifies to - * \-| 1/(cos(theta)^3) - * \| magic! - * P - */ - - float3 lightD = make_float3(klight->co[0], klight->co[1], klight->co[2]); - float costheta = dot(-lightD, ray_D); - float cosangle = klight->distant.cosangle; - - if (costheta < cosangle) - return false; - - ls->type = type; - ls->shader = klight->shader_id; - ls->object = PRIM_NONE; - ls->prim = PRIM_NONE; - ls->lamp = lamp; - /* todo: missing texture coordinates */ - ls->u = 0.0f; - ls->v = 0.0f; - ls->t = FLT_MAX; - ls->P = -ray_D; - ls->Ng = -ray_D; - ls->D = ray_D; - - /* compute pdf */ - float invarea = klight->distant.invarea; - ls->pdf = invarea / (costheta * costheta * costheta); - ls->pdf *= kernel_data.integrator.pdf_lights; - ls->eval_fac = ls->pdf; - - return true; -} - -ccl_device bool light_sample_from_intersection(KernelGlobals kg, - ccl_private const Intersection *ccl_restrict isect, - const float3 ray_P, - const float3 ray_D, - ccl_private LightSample *ccl_restrict ls) -{ - const int lamp = isect->prim; - ccl_global const KernelLight *klight = &kernel_tex_fetch(__lights, lamp); - LightType type = (LightType)klight->type; - ls->type = type; - ls->shader = klight->shader_id; - ls->object = PRIM_NONE; - ls->prim = PRIM_NONE; - ls->lamp = lamp; - /* todo: missing texture coordinates */ - ls->t = isect->t; - ls->P = ray_P + ray_D * ls->t; - ls->D = ray_D; - - if (type == LIGHT_POINT || type == LIGHT_SPOT) { - ls->Ng = -ray_D; - - float invarea = klight->spot.invarea; - ls->eval_fac = (0.25f * M_1_PI_F) * invarea; - ls->pdf = invarea; - - if (type == LIGHT_SPOT) { - /* spot light attenuation */ - float3 dir = make_float3(klight->spot.dir[0], klight->spot.dir[1], klight->spot.dir[2]); - ls->eval_fac *= spot_light_attenuation( - dir, klight->spot.spot_angle, klight->spot.spot_smooth, ls->Ng); - - if (ls->eval_fac == 0.0f) { - return false; - } - } - float2 uv = map_to_sphere(ls->Ng); - ls->u = uv.x; - ls->v = uv.y; - - /* compute pdf */ - if (ls->t != FLT_MAX) - ls->pdf *= lamp_light_pdf(kg, ls->Ng, -ls->D, ls->t); - } - else if (type == LIGHT_AREA) { - /* area light */ - float invarea = fabsf(klight->area.invarea); - - float3 axisu = make_float3( - klight->area.axisu[0], klight->area.axisu[1], klight->area.axisu[2]); - float3 axisv = make_float3( - klight->area.axisv[0], klight->area.axisv[1], klight->area.axisv[2]); - float3 Ng = make_float3(klight->area.dir[0], klight->area.dir[1], klight->area.dir[2]); - float3 light_P = make_float3(klight->co[0], klight->co[1], klight->co[2]); - - ls->u = isect->u; - ls->v = isect->v; - ls->D = ray_D; - ls->Ng = Ng; - - const bool is_round = (klight->area.invarea < 0.0f); - if (is_round) { - ls->pdf = invarea * lamp_light_pdf(kg, Ng, -ray_D, ls->t); - } - else { - float3 sample_axisu = axisu; - float3 sample_axisv = axisv; - - if (klight->area.tan_spread > 0.0f) { - if (!light_spread_clamp_area_light( - ray_P, Ng, &light_P, &sample_axisu, &sample_axisv, klight->area.tan_spread)) { - return false; - } - } - - ls->pdf = rect_light_sample(ray_P, &light_P, sample_axisu, sample_axisv, 0, 0, false); - } - ls->eval_fac = 0.25f * invarea; - - if (klight->area.tan_spread > 0.0f) { - /* Area Light spread angle attenuation */ - ls->eval_fac *= light_spread_attenuation( - ls->D, ls->Ng, klight->area.tan_spread, klight->area.normalize_spread); - if (ls->eval_fac == 0.0f) { - return false; - } - } - } - else { - kernel_assert(!"Invalid lamp type in light_sample_from_intersection"); - return false; - } - - ls->pdf *= kernel_data.integrator.pdf_lights; - - return true; -} - -/* Triangle Light */ - -/* returns true if the triangle is has motion blur or an instancing transform applied */ -ccl_device_inline bool triangle_world_space_vertices( - KernelGlobals kg, int object, int prim, float time, float3 V[3]) -{ - bool has_motion = false; - const int object_flag = kernel_tex_fetch(__object_flag, object); - - if (object_flag & SD_OBJECT_HAS_VERTEX_MOTION && time >= 0.0f) { - motion_triangle_vertices(kg, object, prim, time, V); - has_motion = true; - } - else { - triangle_vertices(kg, prim, V); - } - - if (!(object_flag & SD_OBJECT_TRANSFORM_APPLIED)) { -#ifdef __OBJECT_MOTION__ - float object_time = (time >= 0.0f) ? time : 0.5f; - Transform tfm = object_fetch_transform_motion_test(kg, object, object_time, NULL); -#else - Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM); -#endif - V[0] = transform_point(&tfm, V[0]); - V[1] = transform_point(&tfm, V[1]); - V[2] = transform_point(&tfm, V[2]); - has_motion = true; - } - return has_motion; -} - -ccl_device_inline float triangle_light_pdf_area(KernelGlobals kg, - const float3 Ng, - const float3 I, - float t) -{ - float pdf = kernel_data.integrator.pdf_triangles; - float cos_pi = fabsf(dot(Ng, I)); - - if (cos_pi == 0.0f) - return 0.0f; - - return t * t * pdf / cos_pi; -} - -ccl_device_forceinline float triangle_light_pdf(KernelGlobals kg, - ccl_private const ShaderData *sd, - float t) -{ - /* A naive heuristic to decide between costly solid angle sampling - * and simple area sampling, comparing the distance to the triangle plane - * to the length of the edges of the triangle. */ - - float3 V[3]; - bool has_motion = triangle_world_space_vertices(kg, sd->object, sd->prim, sd->time, V); - - const float3 e0 = V[1] - V[0]; - const float3 e1 = V[2] - V[0]; - const float3 e2 = V[2] - V[1]; - const float longest_edge_squared = max(len_squared(e0), max(len_squared(e1), len_squared(e2))); - const float3 N = cross(e0, e1); - const float distance_to_plane = fabsf(dot(N, sd->I * t)) / dot(N, N); - - if (longest_edge_squared > distance_to_plane * distance_to_plane) { - /* sd contains the point on the light source - * calculate Px, the point that we're shading */ - const float3 Px = sd->P + sd->I * t; - const float3 v0_p = V[0] - Px; - const float3 v1_p = V[1] - Px; - const float3 v2_p = V[2] - Px; - - const float3 u01 = safe_normalize(cross(v0_p, v1_p)); - const float3 u02 = safe_normalize(cross(v0_p, v2_p)); - const float3 u12 = safe_normalize(cross(v1_p, v2_p)); - - const float alpha = fast_acosf(dot(u02, u01)); - const float beta = fast_acosf(-dot(u01, u12)); - const float gamma = fast_acosf(dot(u02, u12)); - const float solid_angle = alpha + beta + gamma - M_PI_F; - - /* pdf_triangles is calculated over triangle area, but we're not sampling over its area */ - if (UNLIKELY(solid_angle == 0.0f)) { - return 0.0f; - } - else { - float area = 1.0f; - if (has_motion) { - /* get the center frame vertices, this is what the PDF was calculated from */ - triangle_world_space_vertices(kg, sd->object, sd->prim, -1.0f, V); - area = triangle_area(V[0], V[1], V[2]); - } - else { - area = 0.5f * len(N); - } - const float pdf = area * kernel_data.integrator.pdf_triangles; - return pdf / solid_angle; - } - } - else { - float pdf = triangle_light_pdf_area(kg, sd->Ng, sd->I, t); - if (has_motion) { - const float area = 0.5f * len(N); - if (UNLIKELY(area == 0.0f)) { - return 0.0f; - } - /* scale the PDF. - * area = the area the sample was taken from - * area_pre = the are from which pdf_triangles was calculated from */ - triangle_world_space_vertices(kg, sd->object, sd->prim, -1.0f, V); - const float area_pre = triangle_area(V[0], V[1], V[2]); - pdf = pdf * area_pre / area; - } - return pdf; - } -} - -template -ccl_device_forceinline void triangle_light_sample(KernelGlobals kg, - int prim, - int object, - float randu, - float randv, - float time, - ccl_private LightSample *ls, - const float3 P) -{ - /* A naive heuristic to decide between costly solid angle sampling - * and simple area sampling, comparing the distance to the triangle plane - * to the length of the edges of the triangle. */ - - float3 V[3]; - bool has_motion = triangle_world_space_vertices(kg, object, prim, time, V); - - const float3 e0 = V[1] - V[0]; - const float3 e1 = V[2] - V[0]; - const float3 e2 = V[2] - V[1]; - const float longest_edge_squared = max(len_squared(e0), max(len_squared(e1), len_squared(e2))); - const float3 N0 = cross(e0, e1); - float Nl = 0.0f; - ls->Ng = safe_normalize_len(N0, &Nl); - float area = 0.5f * Nl; - - /* flip normal if necessary */ - const int object_flag = kernel_tex_fetch(__object_flag, object); - if (object_flag & SD_OBJECT_NEGATIVE_SCALE_APPLIED) { - ls->Ng = -ls->Ng; - } - ls->eval_fac = 1.0f; - ls->shader = kernel_tex_fetch(__tri_shader, prim); - ls->object = object; - ls->prim = prim; - ls->lamp = LAMP_NONE; - ls->shader |= SHADER_USE_MIS; - ls->type = LIGHT_TRIANGLE; - - float distance_to_plane = fabsf(dot(N0, V[0] - P) / dot(N0, N0)); - - if (!in_volume_segment && (longest_edge_squared > distance_to_plane * distance_to_plane)) { - /* see James Arvo, "Stratified Sampling of Spherical Triangles" - * http://www.graphics.cornell.edu/pubs/1995/Arv95c.pdf */ - - /* project the triangle to the unit sphere - * and calculate its edges and angles */ - const float3 v0_p = V[0] - P; - const float3 v1_p = V[1] - P; - const float3 v2_p = V[2] - P; - - const float3 u01 = safe_normalize(cross(v0_p, v1_p)); - const float3 u02 = safe_normalize(cross(v0_p, v2_p)); - const float3 u12 = safe_normalize(cross(v1_p, v2_p)); - - const float3 A = safe_normalize(v0_p); - const float3 B = safe_normalize(v1_p); - const float3 C = safe_normalize(v2_p); - - const float cos_alpha = dot(u02, u01); - const float cos_beta = -dot(u01, u12); - const float cos_gamma = dot(u02, u12); - - /* calculate dihedral angles */ - const float alpha = fast_acosf(cos_alpha); - const float beta = fast_acosf(cos_beta); - const float gamma = fast_acosf(cos_gamma); - /* the area of the unit spherical triangle = solid angle */ - const float solid_angle = alpha + beta + gamma - M_PI_F; - - /* precompute a few things - * these could be re-used to take several samples - * as they are independent of randu/randv */ - const float cos_c = dot(A, B); - const float sin_alpha = fast_sinf(alpha); - const float product = sin_alpha * cos_c; - - /* Select a random sub-area of the spherical triangle - * and calculate the third vertex C_ of that new triangle */ - const float phi = randu * solid_angle - alpha; - float s, t; - fast_sincosf(phi, &s, &t); - const float u = t - cos_alpha; - const float v = s + product; - - const float3 U = safe_normalize(C - dot(C, A) * A); - - float q = 1.0f; - const float det = ((v * s + u * t) * sin_alpha); - if (det != 0.0f) { - q = ((v * t - u * s) * cos_alpha - v) / det; - } - const float temp = max(1.0f - q * q, 0.0f); - - const float3 C_ = safe_normalize(q * A + sqrtf(temp) * U); - - /* Finally, select a random point along the edge of the new triangle - * That point on the spherical triangle is the sampled ray direction */ - const float z = 1.0f - randv * (1.0f - dot(C_, B)); - ls->D = z * B + safe_sqrtf(1.0f - z * z) * safe_normalize(C_ - dot(C_, B) * B); - - /* calculate intersection with the planar triangle */ - if (!ray_triangle_intersect(P, - ls->D, - FLT_MAX, -#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__) - (ssef *)V, -#else - V[0], - V[1], - V[2], -#endif - &ls->u, - &ls->v, - &ls->t)) { - ls->pdf = 0.0f; - return; - } - - ls->P = P + ls->D * ls->t; - - /* pdf_triangles is calculated over triangle area, but we're sampling over solid angle */ - if (UNLIKELY(solid_angle == 0.0f)) { - ls->pdf = 0.0f; - return; - } - else { - if (has_motion) { - /* get the center frame vertices, this is what the PDF was calculated from */ - triangle_world_space_vertices(kg, object, prim, -1.0f, V); - area = triangle_area(V[0], V[1], V[2]); - } - const float pdf = area * kernel_data.integrator.pdf_triangles; - ls->pdf = pdf / solid_angle; - } - } - else { - /* compute random point in triangle. From Eric Heitz's "A Low-Distortion Map Between Triangle - * and Square" */ - float u = randu; - float v = randv; - if (v > u) { - u *= 0.5f; - v -= u; - } - else { - v *= 0.5f; - u -= v; - } - - const float t = 1.0f - u - v; - ls->P = u * V[0] + v * V[1] + t * V[2]; - /* compute incoming direction, distance and pdf */ - ls->D = normalize_len(ls->P - P, &ls->t); - ls->pdf = triangle_light_pdf_area(kg, ls->Ng, -ls->D, ls->t); - if (has_motion && area != 0.0f) { - /* scale the PDF. - * area = the area the sample was taken from - * area_pre = the are from which pdf_triangles was calculated from */ - triangle_world_space_vertices(kg, object, prim, -1.0f, V); - const float area_pre = triangle_area(V[0], V[1], V[2]); - ls->pdf = ls->pdf * area_pre / area; - } - ls->u = u; - ls->v = v; - } -} - -/* Light Distribution */ - -ccl_device int light_distribution_sample(KernelGlobals kg, ccl_private float *randu) -{ - /* This is basically std::upper_bound as used by PBRT, to find a point light or - * triangle to emit from, proportional to area. a good improvement would be to - * also sample proportional to power, though it's not so well defined with - * arbitrary shaders. */ - int first = 0; - int len = kernel_data.integrator.num_distribution + 1; - float r = *randu; - - do { - int half_len = len >> 1; - int middle = first + half_len; - - if (r < kernel_tex_fetch(__light_distribution, middle).totarea) { - len = half_len; - } - else { - first = middle + 1; - len = len - half_len - 1; - } - } while (len > 0); - - /* Clamping should not be needed but float rounding errors seem to - * make this fail on rare occasions. */ - int index = clamp(first - 1, 0, kernel_data.integrator.num_distribution - 1); - - /* Rescale to reuse random number. this helps the 2D samples within - * each area light be stratified as well. */ - float distr_min = kernel_tex_fetch(__light_distribution, index).totarea; - float distr_max = kernel_tex_fetch(__light_distribution, index + 1).totarea; - *randu = (r - distr_min) / (distr_max - distr_min); - - return index; -} - -/* Generic Light */ - -ccl_device_inline bool light_select_reached_max_bounces(KernelGlobals kg, int index, int bounce) -{ - return (bounce > kernel_tex_fetch(__lights, index).max_bounces); -} - -template -ccl_device_noinline bool light_distribution_sample(KernelGlobals kg, - float randu, - const float randv, - const float time, - const float3 P, - const int bounce, - const uint32_t path_flag, - ccl_private LightSample *ls) -{ - /* Sample light index from distribution. */ - const int index = light_distribution_sample(kg, &randu); - ccl_global const KernelLightDistribution *kdistribution = &kernel_tex_fetch(__light_distribution, - index); - const int prim = kdistribution->prim; - - if (prim >= 0) { - /* Mesh light. */ - const int object = kdistribution->mesh_light.object_id; - - /* Exclude synthetic meshes from shadow catcher pass. */ - if ((path_flag & PATH_RAY_SHADOW_CATCHER_PASS) && - !(kernel_tex_fetch(__object_flag, object) & SD_OBJECT_SHADOW_CATCHER)) { - return false; - } - - const int shader_flag = kdistribution->mesh_light.shader_flag; - triangle_light_sample(kg, prim, object, randu, randv, time, ls, P); - ls->shader |= shader_flag; - return (ls->pdf > 0.0f); - } - - const int lamp = -prim - 1; - - if (UNLIKELY(light_select_reached_max_bounces(kg, lamp, bounce))) { - return false; - } - - return light_sample(kg, lamp, randu, randv, P, path_flag, ls); -} - -ccl_device_inline bool light_distribution_sample_from_volume_segment(KernelGlobals kg, - float randu, - const float randv, - const float time, - const float3 P, - const int bounce, - const uint32_t path_flag, - ccl_private LightSample *ls) -{ - return light_distribution_sample(kg, randu, randv, time, P, bounce, path_flag, ls); -} - -ccl_device_inline bool light_distribution_sample_from_position(KernelGlobals kg, - float randu, - const float randv, - const float time, - const float3 P, - const int bounce, - const uint32_t path_flag, - ccl_private LightSample *ls) -{ - return light_distribution_sample(kg, randu, randv, time, P, bounce, path_flag, ls); -} - -ccl_device_inline bool light_distribution_sample_new_position(KernelGlobals kg, - const float randu, - const float randv, - const float time, - const float3 P, - ccl_private LightSample *ls) -{ - /* Sample a new position on the same light, for volume sampling. */ - if (ls->type == LIGHT_TRIANGLE) { - triangle_light_sample(kg, ls->prim, ls->object, randu, randv, time, ls, P); - return (ls->pdf > 0.0f); - } - else { - return light_sample(kg, ls->lamp, randu, randv, P, 0, ls); - } -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/kernel_light_background.h b/intern/cycles/kernel/kernel_light_background.h deleted file mode 100644 index 2e828b8b765..00000000000 --- a/intern/cycles/kernel/kernel_light_background.h +++ /dev/null @@ -1,453 +0,0 @@ -/* - * Copyright 2011-2020 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#pragma once - -#include "kernel_light_common.h" - -CCL_NAMESPACE_BEGIN - -/* Background Light */ - -#ifdef __BACKGROUND_MIS__ - -ccl_device float3 background_map_sample(KernelGlobals kg, - float randu, - float randv, - ccl_private float *pdf) -{ - /* for the following, the CDF values are actually a pair of floats, with the - * function value as X and the actual CDF as Y. The last entry's function - * value is the CDF total. */ - int res_x = kernel_data.background.map_res_x; - int res_y = kernel_data.background.map_res_y; - int cdf_width = res_x + 1; - - /* This is basically std::lower_bound as used by PBRT. */ - int first = 0; - int count = res_y; - - while (count > 0) { - int step = count >> 1; - int middle = first + step; - - if (kernel_tex_fetch(__light_background_marginal_cdf, middle).y < randv) { - first = middle + 1; - count -= step + 1; - } - else - count = step; - } - - int index_v = max(0, first - 1); - kernel_assert(index_v >= 0 && index_v < res_y); - - float2 cdf_v = kernel_tex_fetch(__light_background_marginal_cdf, index_v); - float2 cdf_next_v = kernel_tex_fetch(__light_background_marginal_cdf, index_v + 1); - float2 cdf_last_v = kernel_tex_fetch(__light_background_marginal_cdf, res_y); - - /* importance-sampled V direction */ - float dv = inverse_lerp(cdf_v.y, cdf_next_v.y, randv); - float v = (index_v + dv) / res_y; - - /* This is basically std::lower_bound as used by PBRT. */ - first = 0; - count = res_x; - while (count > 0) { - int step = count >> 1; - int middle = first + step; - - if (kernel_tex_fetch(__light_background_conditional_cdf, index_v * cdf_width + middle).y < - randu) { - first = middle + 1; - count -= step + 1; - } - else - count = step; - } - - int index_u = max(0, first - 1); - kernel_assert(index_u >= 0 && index_u < res_x); - - float2 cdf_u = kernel_tex_fetch(__light_background_conditional_cdf, - index_v * cdf_width + index_u); - float2 cdf_next_u = kernel_tex_fetch(__light_background_conditional_cdf, - index_v * cdf_width + index_u + 1); - float2 cdf_last_u = kernel_tex_fetch(__light_background_conditional_cdf, - index_v * cdf_width + res_x); - - /* importance-sampled U direction */ - float du = inverse_lerp(cdf_u.y, cdf_next_u.y, randu); - float u = (index_u + du) / res_x; - - /* compute pdf */ - float sin_theta = sinf(M_PI_F * v); - float denom = (M_2PI_F * M_PI_F * sin_theta) * cdf_last_u.x * cdf_last_v.x; - - if (sin_theta == 0.0f || denom == 0.0f) - *pdf = 0.0f; - else - *pdf = (cdf_u.x * cdf_v.x) / denom; - - /* compute direction */ - return equirectangular_to_direction(u, v); -} - -/* TODO(sergey): Same as above, after the release we should consider using - * 'noinline' for all devices. - */ -ccl_device float background_map_pdf(KernelGlobals kg, float3 direction) -{ - float2 uv = direction_to_equirectangular(direction); - int res_x = kernel_data.background.map_res_x; - int res_y = kernel_data.background.map_res_y; - int cdf_width = res_x + 1; - - float sin_theta = sinf(uv.y * M_PI_F); - - if (sin_theta == 0.0f) - return 0.0f; - - int index_u = clamp(float_to_int(uv.x * res_x), 0, res_x - 1); - int index_v = clamp(float_to_int(uv.y * res_y), 0, res_y - 1); - - /* pdfs in V direction */ - float2 cdf_last_u = kernel_tex_fetch(__light_background_conditional_cdf, - index_v * cdf_width + res_x); - float2 cdf_last_v = kernel_tex_fetch(__light_background_marginal_cdf, res_y); - - float denom = (M_2PI_F * M_PI_F * sin_theta) * cdf_last_u.x * cdf_last_v.x; - - if (denom == 0.0f) - return 0.0f; - - /* pdfs in U direction */ - float2 cdf_u = kernel_tex_fetch(__light_background_conditional_cdf, - index_v * cdf_width + index_u); - float2 cdf_v = kernel_tex_fetch(__light_background_marginal_cdf, index_v); - - return (cdf_u.x * cdf_v.x) / denom; -} - -ccl_device_inline bool background_portal_data_fetch_and_check_side( - KernelGlobals kg, float3 P, int index, ccl_private float3 *lightpos, ccl_private float3 *dir) -{ - int portal = kernel_data.background.portal_offset + index; - const ccl_global KernelLight *klight = &kernel_tex_fetch(__lights, portal); - - *lightpos = make_float3(klight->co[0], klight->co[1], klight->co[2]); - *dir = make_float3(klight->area.dir[0], klight->area.dir[1], klight->area.dir[2]); - - /* Check whether portal is on the right side. */ - if (dot(*dir, P - *lightpos) > 1e-4f) - return true; - - return false; -} - -ccl_device_inline float background_portal_pdf( - KernelGlobals kg, float3 P, float3 direction, int ignore_portal, ccl_private bool *is_possible) -{ - float portal_pdf = 0.0f; - - int num_possible = 0; - for (int p = 0; p < kernel_data.background.num_portals; p++) { - if (p == ignore_portal) - continue; - - float3 lightpos, dir; - if (!background_portal_data_fetch_and_check_side(kg, P, p, &lightpos, &dir)) - continue; - - /* There's a portal that could be sampled from this position. */ - if (is_possible) { - *is_possible = true; - } - num_possible++; - - int portal = kernel_data.background.portal_offset + p; - const ccl_global KernelLight *klight = &kernel_tex_fetch(__lights, portal); - float3 axisu = make_float3( - klight->area.axisu[0], klight->area.axisu[1], klight->area.axisu[2]); - float3 axisv = make_float3( - klight->area.axisv[0], klight->area.axisv[1], klight->area.axisv[2]); - bool is_round = (klight->area.invarea < 0.0f); - - if (!ray_quad_intersect(P, - direction, - 1e-4f, - FLT_MAX, - lightpos, - axisu, - axisv, - dir, - NULL, - NULL, - NULL, - NULL, - is_round)) - continue; - - if (is_round) { - float t; - float3 D = normalize_len(lightpos - P, &t); - portal_pdf += fabsf(klight->area.invarea) * lamp_light_pdf(kg, dir, -D, t); - } - else { - portal_pdf += rect_light_sample(P, &lightpos, axisu, axisv, 0.0f, 0.0f, false); - } - } - - if (ignore_portal >= 0) { - /* We have skipped a portal that could be sampled as well. */ - num_possible++; - } - - return (num_possible > 0) ? portal_pdf / num_possible : 0.0f; -} - -ccl_device int background_num_possible_portals(KernelGlobals kg, float3 P) -{ - int num_possible_portals = 0; - for (int p = 0; p < kernel_data.background.num_portals; p++) { - float3 lightpos, dir; - if (background_portal_data_fetch_and_check_side(kg, P, p, &lightpos, &dir)) - num_possible_portals++; - } - return num_possible_portals; -} - -ccl_device float3 background_portal_sample(KernelGlobals kg, - float3 P, - float randu, - float randv, - int num_possible, - ccl_private int *sampled_portal, - ccl_private float *pdf) -{ - /* Pick a portal, then re-normalize randv. */ - randv *= num_possible; - int portal = (int)randv; - randv -= portal; - - /* TODO(sergey): Some smarter way of finding portal to sample - * is welcome. - */ - for (int p = 0; p < kernel_data.background.num_portals; p++) { - /* Search for the sampled portal. */ - float3 lightpos, dir; - if (!background_portal_data_fetch_and_check_side(kg, P, p, &lightpos, &dir)) - continue; - - if (portal == 0) { - /* p is the portal to be sampled. */ - int portal = kernel_data.background.portal_offset + p; - const ccl_global KernelLight *klight = &kernel_tex_fetch(__lights, portal); - float3 axisu = make_float3( - klight->area.axisu[0], klight->area.axisu[1], klight->area.axisu[2]); - float3 axisv = make_float3( - klight->area.axisv[0], klight->area.axisv[1], klight->area.axisv[2]); - bool is_round = (klight->area.invarea < 0.0f); - - float3 D; - if (is_round) { - lightpos += ellipse_sample(axisu * 0.5f, axisv * 0.5f, randu, randv); - float t; - D = normalize_len(lightpos - P, &t); - *pdf = fabsf(klight->area.invarea) * lamp_light_pdf(kg, dir, -D, t); - } - else { - *pdf = rect_light_sample(P, &lightpos, axisu, axisv, randu, randv, true); - D = normalize(lightpos - P); - } - - *pdf /= num_possible; - *sampled_portal = p; - return D; - } - - portal--; - } - - return zero_float3(); -} - -ccl_device_inline float3 background_sun_sample(KernelGlobals kg, - float randu, - float randv, - ccl_private float *pdf) -{ - float3 D; - const float3 N = float4_to_float3(kernel_data.background.sun); - const float angle = kernel_data.background.sun.w; - sample_uniform_cone(N, angle, randu, randv, &D, pdf); - return D; -} - -ccl_device_inline float background_sun_pdf(KernelGlobals kg, float3 D) -{ - const float3 N = float4_to_float3(kernel_data.background.sun); - const float angle = kernel_data.background.sun.w; - return pdf_uniform_cone(N, D, angle); -} - -ccl_device_inline float3 background_light_sample( - KernelGlobals kg, float3 P, float randu, float randv, ccl_private float *pdf) -{ - float portal_method_pdf = kernel_data.background.portal_weight; - float sun_method_pdf = kernel_data.background.sun_weight; - float map_method_pdf = kernel_data.background.map_weight; - - int num_portals = 0; - if (portal_method_pdf > 0.0f) { - /* Check if there are portals in the scene which we can sample. */ - num_portals = background_num_possible_portals(kg, P); - if (num_portals == 0) { - portal_method_pdf = 0.0f; - } - } - - float pdf_fac = (portal_method_pdf + sun_method_pdf + map_method_pdf); - if (pdf_fac == 0.0f) { - /* Use uniform as a fallback if we can't use any strategy. */ - *pdf = 1.0f / M_4PI_F; - return sample_uniform_sphere(randu, randv); - } - - pdf_fac = 1.0f / pdf_fac; - portal_method_pdf *= pdf_fac; - sun_method_pdf *= pdf_fac; - map_method_pdf *= pdf_fac; - - /* We have 100% in total and split it between the three categories. - * Therefore, we pick portals if randu is between 0 and portal_method_pdf, - * sun if randu is between portal_method_pdf and (portal_method_pdf + sun_method_pdf) - * and map if randu is between (portal_method_pdf + sun_method_pdf) and 1. */ - float sun_method_cdf = portal_method_pdf + sun_method_pdf; - - int method = 0; - float3 D; - if (randu < portal_method_pdf) { - method = 0; - /* Rescale randu. */ - if (portal_method_pdf != 1.0f) { - randu /= portal_method_pdf; - } - - /* Sample a portal. */ - int portal; - D = background_portal_sample(kg, P, randu, randv, num_portals, &portal, pdf); - if (num_portals > 1) { - /* Ignore the chosen portal, its pdf is already included. */ - *pdf += background_portal_pdf(kg, P, D, portal, NULL); - } - - /* Skip MIS if this is the only method. */ - if (portal_method_pdf == 1.0f) { - return D; - } - *pdf *= portal_method_pdf; - } - else if (randu < sun_method_cdf) { - method = 1; - /* Rescale randu. */ - if (sun_method_pdf != 1.0f) { - randu = (randu - portal_method_pdf) / sun_method_pdf; - } - - D = background_sun_sample(kg, randu, randv, pdf); - - /* Skip MIS if this is the only method. */ - if (sun_method_pdf == 1.0f) { - return D; - } - *pdf *= sun_method_pdf; - } - else { - method = 2; - /* Rescale randu. */ - if (map_method_pdf != 1.0f) { - randu = (randu - sun_method_cdf) / map_method_pdf; - } - - D = background_map_sample(kg, randu, randv, pdf); - - /* Skip MIS if this is the only method. */ - if (map_method_pdf == 1.0f) { - return D; - } - *pdf *= map_method_pdf; - } - - /* MIS weighting. */ - if (method != 0 && portal_method_pdf != 0.0f) { - *pdf += portal_method_pdf * background_portal_pdf(kg, P, D, -1, NULL); - } - if (method != 1 && sun_method_pdf != 0.0f) { - *pdf += sun_method_pdf * background_sun_pdf(kg, D); - } - if (method != 2 && map_method_pdf != 0.0f) { - *pdf += map_method_pdf * background_map_pdf(kg, D); - } - return D; -} - -ccl_device float background_light_pdf(KernelGlobals kg, float3 P, float3 direction) -{ - float portal_method_pdf = kernel_data.background.portal_weight; - float sun_method_pdf = kernel_data.background.sun_weight; - float map_method_pdf = kernel_data.background.map_weight; - - float portal_pdf = 0.0f; - /* Portals are a special case here since we need to compute their pdf in order - * to find out if we can sample them. */ - if (portal_method_pdf > 0.0f) { - /* Evaluate PDF of sampling this direction by portal sampling. */ - bool is_possible = false; - portal_pdf = background_portal_pdf(kg, P, direction, -1, &is_possible); - if (!is_possible) { - /* Portal sampling is not possible here because all portals point to the wrong side. - * If other methods can be used instead, do so, otherwise uniform sampling is used as a - * fallback. */ - portal_method_pdf = 0.0f; - } - } - - float pdf_fac = (portal_method_pdf + sun_method_pdf + map_method_pdf); - if (pdf_fac == 0.0f) { - /* Use uniform as a fallback if we can't use any strategy. */ - return kernel_data.integrator.pdf_lights / M_4PI_F; - } - - pdf_fac = 1.0f / pdf_fac; - portal_method_pdf *= pdf_fac; - sun_method_pdf *= pdf_fac; - map_method_pdf *= pdf_fac; - - float pdf = portal_pdf * portal_method_pdf; - if (sun_method_pdf != 0.0f) { - pdf += background_sun_pdf(kg, direction) * sun_method_pdf; - } - if (map_method_pdf != 0.0f) { - pdf += background_map_pdf(kg, direction) * map_method_pdf; - } - - return pdf * kernel_data.integrator.pdf_lights; -} - -#endif - -CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/kernel_light_common.h b/intern/cycles/kernel/kernel_light_common.h deleted file mode 100644 index 9e2b738f376..00000000000 --- a/intern/cycles/kernel/kernel_light_common.h +++ /dev/null @@ -1,227 +0,0 @@ -/* - * Copyright 2011-2020 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#pragma once - -#include "kernel_montecarlo.h" - -CCL_NAMESPACE_BEGIN - -/* Area light sampling */ - -/* Uses the following paper: - * - * Carlos Urena et al. - * An Area-Preserving Parametrization for Spherical Rectangles. - * - * https://www.solidangle.com/research/egsr2013_spherical_rectangle.pdf - * - * Note: light_p is modified when sample_coord is true. - */ -ccl_device_inline float rect_light_sample(float3 P, - ccl_private float3 *light_p, - float3 axisu, - float3 axisv, - float randu, - float randv, - bool sample_coord) -{ - /* In our name system we're using P for the center, - * which is o in the paper. - */ - - float3 corner = *light_p - axisu * 0.5f - axisv * 0.5f; - float axisu_len, axisv_len; - /* Compute local reference system R. */ - float3 x = normalize_len(axisu, &axisu_len); - float3 y = normalize_len(axisv, &axisv_len); - float3 z = cross(x, y); - /* Compute rectangle coords in local reference system. */ - float3 dir = corner - P; - float z0 = dot(dir, z); - /* Flip 'z' to make it point against Q. */ - if (z0 > 0.0f) { - z *= -1.0f; - z0 *= -1.0f; - } - float x0 = dot(dir, x); - float y0 = dot(dir, y); - float x1 = x0 + axisu_len; - float y1 = y0 + axisv_len; - /* Compute internal angles (gamma_i). */ - float4 diff = make_float4(x0, y1, x1, y0) - make_float4(x1, y0, x0, y1); - float4 nz = make_float4(y0, x1, y1, x0) * diff; - nz = nz / sqrt(z0 * z0 * diff * diff + nz * nz); - float g0 = safe_acosf(-nz.x * nz.y); - float g1 = safe_acosf(-nz.y * nz.z); - float g2 = safe_acosf(-nz.z * nz.w); - float g3 = safe_acosf(-nz.w * nz.x); - /* Compute predefined constants. */ - float b0 = nz.x; - float b1 = nz.z; - float b0sq = b0 * b0; - float k = M_2PI_F - g2 - g3; - /* Compute solid angle from internal angles. */ - float S = g0 + g1 - k; - - if (sample_coord) { - /* Compute cu. */ - float au = randu * S + k; - float fu = (cosf(au) * b0 - b1) / sinf(au); - float cu = 1.0f / sqrtf(fu * fu + b0sq) * (fu > 0.0f ? 1.0f : -1.0f); - cu = clamp(cu, -1.0f, 1.0f); - /* Compute xu. */ - float xu = -(cu * z0) / max(sqrtf(1.0f - cu * cu), 1e-7f); - xu = clamp(xu, x0, x1); - /* Compute yv. */ - float z0sq = z0 * z0; - float y0sq = y0 * y0; - float y1sq = y1 * y1; - float d = sqrtf(xu * xu + z0sq); - float h0 = y0 / sqrtf(d * d + y0sq); - float h1 = y1 / sqrtf(d * d + y1sq); - float hv = h0 + randv * (h1 - h0), hv2 = hv * hv; - float yv = (hv2 < 1.0f - 1e-6f) ? (hv * d) / sqrtf(1.0f - hv2) : y1; - - /* Transform (xu, yv, z0) to world coords. */ - *light_p = P + xu * x + yv * y + z0 * z; - } - - /* return pdf */ - if (S != 0.0f) - return 1.0f / S; - else - return 0.0f; -} - -ccl_device_inline float3 ellipse_sample(float3 ru, float3 rv, float randu, float randv) -{ - to_unit_disk(&randu, &randv); - return ru * randu + rv * randv; -} - -ccl_device float3 disk_light_sample(float3 v, float randu, float randv) -{ - float3 ru, rv; - - make_orthonormals(v, &ru, &rv); - - return ellipse_sample(ru, rv, randu, randv); -} - -ccl_device float3 distant_light_sample(float3 D, float radius, float randu, float randv) -{ - return normalize(D + disk_light_sample(D, randu, randv) * radius); -} - -ccl_device float3 -sphere_light_sample(float3 P, float3 center, float radius, float randu, float randv) -{ - return disk_light_sample(normalize(P - center), randu, randv) * radius; -} - -ccl_device float spot_light_attenuation(float3 dir, float spot_angle, float spot_smooth, float3 N) -{ - float attenuation = dot(dir, N); - - if (attenuation <= spot_angle) { - attenuation = 0.0f; - } - else { - float t = attenuation - spot_angle; - - if (t < spot_smooth && spot_smooth != 0.0f) - attenuation *= smoothstepf(t / spot_smooth); - } - - return attenuation; -} - -ccl_device float light_spread_attenuation(const float3 D, - const float3 lightNg, - const float tan_spread, - const float normalize_spread) -{ - /* Model a soft-box grid, computing the ratio of light not hidden by the - * slats of the grid at a given angle. (see D10594). */ - const float cos_a = -dot(D, lightNg); - const float sin_a = safe_sqrtf(1.0f - sqr(cos_a)); - const float tan_a = sin_a / cos_a; - return max((1.0f - (tan_spread * tan_a)) * normalize_spread, 0.0f); -} - -/* Compute subset of area light that actually has an influence on the shading point, to - * reduce noise with low spread. */ -ccl_device bool light_spread_clamp_area_light(const float3 P, - const float3 lightNg, - ccl_private float3 *lightP, - ccl_private float3 *axisu, - ccl_private float3 *axisv, - const float tan_spread) -{ - /* Closest point in area light plane and distance to that plane. */ - const float3 closest_P = P - dot(lightNg, P - *lightP) * lightNg; - const float t = len(closest_P - P); - - /* Radius of circle on area light that actually affects the shading point. */ - const float radius = t / tan_spread; - - /* TODO: would be faster to store as normalized vector + length, also in rect_light_sample. */ - float len_u, len_v; - const float3 u = normalize_len(*axisu, &len_u); - const float3 v = normalize_len(*axisv, &len_v); - - /* Local uv coordinates of closest point. */ - const float closest_u = dot(u, closest_P - *lightP); - const float closest_v = dot(v, closest_P - *lightP); - - /* Compute rectangle encompassing the circle that affects the shading point, - * clamped to the bounds of the area light. */ - const float min_u = max(closest_u - radius, -len_u * 0.5f); - const float max_u = min(closest_u + radius, len_u * 0.5f); - const float min_v = max(closest_v - radius, -len_v * 0.5f); - const float max_v = min(closest_v + radius, len_v * 0.5f); - - /* Skip if rectangle is empty. */ - if (min_u >= max_u || min_v >= max_v) { - return false; - } - - /* Compute new area light center position and axes from rectangle in local - * uv coordinates. */ - const float new_center_u = 0.5f * (min_u + max_u); - const float new_center_v = 0.5f * (min_v + max_v); - const float new_len_u = max_u - min_u; - const float new_len_v = max_v - min_v; - - *lightP = *lightP + new_center_u * u + new_center_v * v; - *axisu = u * new_len_u; - *axisv = v * new_len_v; - - return true; -} - -ccl_device float lamp_light_pdf(KernelGlobals kg, const float3 Ng, const float3 I, float t) -{ - float cos_pi = dot(Ng, I); - - if (cos_pi <= 0.0f) - return 0.0f; - - return t * t / cos_pi; -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/kernel_lookup_table.h b/intern/cycles/kernel/kernel_lookup_table.h deleted file mode 100644 index 2c26e668d7b..00000000000 --- a/intern/cycles/kernel/kernel_lookup_table.h +++ /dev/null @@ -1,56 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#pragma once - -CCL_NAMESPACE_BEGIN - -/* Interpolated lookup table access */ - -ccl_device float lookup_table_read(KernelGlobals kg, float x, int offset, int size) -{ - x = saturate(x) * (size - 1); - - int index = min(float_to_int(x), size - 1); - int nindex = min(index + 1, size - 1); - float t = x - index; - - float data0 = kernel_tex_fetch(__lookup_table, index + offset); - if (t == 0.0f) - return data0; - - float data1 = kernel_tex_fetch(__lookup_table, nindex + offset); - return (1.0f - t) * data0 + t * data1; -} - -ccl_device float lookup_table_read_2D( - KernelGlobals kg, float x, float y, int offset, int xsize, int ysize) -{ - y = saturate(y) * (ysize - 1); - - int index = min(float_to_int(y), ysize - 1); - int nindex = min(index + 1, ysize - 1); - float t = y - index; - - float data0 = lookup_table_read(kg, x, offset + xsize * index, xsize); - if (t == 0.0f) - return data0; - - float data1 = lookup_table_read(kg, x, offset + xsize * nindex, xsize); - return (1.0f - t) * data0 + t * data1; -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/kernel_math.h b/intern/cycles/kernel/kernel_math.h deleted file mode 100644 index 3c5ab95bbc8..00000000000 --- a/intern/cycles/kernel/kernel_math.h +++ /dev/null @@ -1,25 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#pragma once - -#include "util/util_color.h" -#include "util/util_math.h" -#include "util/util_math_fast.h" -#include "util/util_math_intersect.h" -#include "util/util_projection.h" -#include "util/util_texture.h" -#include "util/util_transform.h" diff --git a/intern/cycles/kernel/kernel_montecarlo.h b/intern/cycles/kernel/kernel_montecarlo.h deleted file mode 100644 index c931aa45276..00000000000 --- a/intern/cycles/kernel/kernel_montecarlo.h +++ /dev/null @@ -1,308 +0,0 @@ -/* - * Parts adapted from Open Shading Language with this license: - * - * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al. - * All Rights Reserved. - * - * Modifications Copyright 2011, Blender Foundation. - * - * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions are - * met: - * * Redistributions of source code must retain the above copyright - * notice, this list of conditions and the following disclaimer. - * * Redistributions in binary form must reproduce the above copyright - * notice, this list of conditions and the following disclaimer in the - * documentation and/or other materials provided with the distribution. - * * Neither the name of Sony Pictures Imageworks nor the names of its - * contributors may be used to endorse or promote products derived from - * this software without specific prior written permission. - * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS - * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT - * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR - * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT - * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, - * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT - * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, - * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY - * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT - * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE - * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - */ - -#pragma once - -CCL_NAMESPACE_BEGIN - -/* distribute uniform xy on [0,1] over unit disk [-1,1] */ -ccl_device void to_unit_disk(ccl_private float *x, ccl_private float *y) -{ - float phi = M_2PI_F * (*x); - float r = sqrtf(*y); - - *x = r * cosf(phi); - *y = r * sinf(phi); -} - -/* return an orthogonal tangent and bitangent given a normal and tangent that - * may not be exactly orthogonal */ -ccl_device void make_orthonormals_tangent(const float3 N, - const float3 T, - ccl_private float3 *a, - ccl_private float3 *b) -{ - *b = normalize(cross(N, T)); - *a = cross(*b, N); -} - -/* sample direction with cosine weighted distributed in hemisphere */ -ccl_device_inline void sample_cos_hemisphere( - const float3 N, float randu, float randv, ccl_private float3 *omega_in, ccl_private float *pdf) -{ - to_unit_disk(&randu, &randv); - float costheta = sqrtf(max(1.0f - randu * randu - randv * randv, 0.0f)); - float3 T, B; - make_orthonormals(N, &T, &B); - *omega_in = randu * T + randv * B + costheta * N; - *pdf = costheta * M_1_PI_F; -} - -/* sample direction uniformly distributed in hemisphere */ -ccl_device_inline void sample_uniform_hemisphere( - const float3 N, float randu, float randv, ccl_private float3 *omega_in, ccl_private float *pdf) -{ - float z = randu; - float r = sqrtf(max(0.0f, 1.0f - z * z)); - float phi = M_2PI_F * randv; - float x = r * cosf(phi); - float y = r * sinf(phi); - - float3 T, B; - make_orthonormals(N, &T, &B); - *omega_in = x * T + y * B + z * N; - *pdf = 0.5f * M_1_PI_F; -} - -/* sample direction uniformly distributed in cone */ -ccl_device_inline void sample_uniform_cone(const float3 N, - float angle, - float randu, - float randv, - ccl_private float3 *omega_in, - ccl_private float *pdf) -{ - float zMin = cosf(angle); - float z = zMin - zMin * randu + randu; - float r = safe_sqrtf(1.0f - sqr(z)); - float phi = M_2PI_F * randv; - float x = r * cosf(phi); - float y = r * sinf(phi); - - float3 T, B; - make_orthonormals(N, &T, &B); - *omega_in = x * T + y * B + z * N; - *pdf = M_1_2PI_F / (1.0f - zMin); -} - -ccl_device_inline float pdf_uniform_cone(const float3 N, float3 D, float angle) -{ - float zMin = cosf(angle); - float z = dot(N, D); - if (z > zMin) { - return M_1_2PI_F / (1.0f - zMin); - } - return 0.0f; -} - -/* sample uniform point on the surface of a sphere */ -ccl_device float3 sample_uniform_sphere(float u1, float u2) -{ - float z = 1.0f - 2.0f * u1; - float r = sqrtf(fmaxf(0.0f, 1.0f - z * z)); - float phi = M_2PI_F * u2; - float x = r * cosf(phi); - float y = r * sinf(phi); - - return make_float3(x, y, z); -} - -ccl_device float balance_heuristic(float a, float b) -{ - return (a) / (a + b); -} - -ccl_device float balance_heuristic_3(float a, float b, float c) -{ - return (a) / (a + b + c); -} - -ccl_device float power_heuristic(float a, float b) -{ - return (a * a) / (a * a + b * b); -} - -ccl_device float power_heuristic_3(float a, float b, float c) -{ - return (a * a) / (a * a + b * b + c * c); -} - -ccl_device float max_heuristic(float a, float b) -{ - return (a > b) ? 1.0f : 0.0f; -} - -/* distribute uniform xy on [0,1] over unit disk [-1,1], with concentric mapping - * to better preserve stratification for some RNG sequences */ -ccl_device float2 concentric_sample_disk(float u1, float u2) -{ - float phi, r; - float a = 2.0f * u1 - 1.0f; - float b = 2.0f * u2 - 1.0f; - - if (a == 0.0f && b == 0.0f) { - return zero_float2(); - } - else if (a * a > b * b) { - r = a; - phi = M_PI_4_F * (b / a); - } - else { - r = b; - phi = M_PI_2_F - M_PI_4_F * (a / b); - } - - return make_float2(r * cosf(phi), r * sinf(phi)); -} - -/* sample point in unit polygon with given number of corners and rotation */ -ccl_device float2 regular_polygon_sample(float corners, float rotation, float u, float v) -{ - /* sample corner number and reuse u */ - float corner = floorf(u * corners); - u = u * corners - corner; - - /* uniform sampled triangle weights */ - u = sqrtf(u); - v = v * u; - u = 1.0f - u; - - /* point in triangle */ - float angle = M_PI_F / corners; - float2 p = make_float2((u + v) * cosf(angle), (u - v) * sinf(angle)); - - /* rotate */ - rotation += corner * 2.0f * angle; - - float cr = cosf(rotation); - float sr = sinf(rotation); - - return make_float2(cr * p.x - sr * p.y, sr * p.x + cr * p.y); -} - -ccl_device float3 ensure_valid_reflection(float3 Ng, float3 I, float3 N) -{ - float3 R = 2 * dot(N, I) * N - I; - - /* Reflection rays may always be at least as shallow as the incoming ray. */ - float threshold = min(0.9f * dot(Ng, I), 0.01f); - if (dot(Ng, R) >= threshold) { - return N; - } - - /* Form coordinate system with Ng as the Z axis and N inside the X-Z-plane. - * The X axis is found by normalizing the component of N that's orthogonal to Ng. - * The Y axis isn't actually needed. - */ - float NdotNg = dot(N, Ng); - float3 X = normalize(N - NdotNg * Ng); - - /* Keep math expressions. */ - /* clang-format off */ - /* Calculate N.z and N.x in the local coordinate system. - * - * The goal of this computation is to find a N' that is rotated towards Ng just enough - * to lift R' above the threshold (here called t), therefore dot(R', Ng) = t. - * - * According to the standard reflection equation, - * this means that we want dot(2*dot(N', I)*N' - I, Ng) = t. - * - * Since the Z axis of our local coordinate system is Ng, dot(x, Ng) is just x.z, so we get - * 2*dot(N', I)*N'.z - I.z = t. - * - * The rotation is simple to express in the coordinate system we formed - - * since N lies in the X-Z-plane, we know that N' will also lie in the X-Z-plane, - * so N'.y = 0 and therefore dot(N', I) = N'.x*I.x + N'.z*I.z . - * - * Furthermore, we want N' to be normalized, so N'.x = sqrt(1 - N'.z^2). - * - * With these simplifications, - * we get the final equation 2*(sqrt(1 - N'.z^2)*I.x + N'.z*I.z)*N'.z - I.z = t. - * - * The only unknown here is N'.z, so we can solve for that. - * - * The equation has four solutions in general: - * - * N'.z = +-sqrt(0.5*(+-sqrt(I.x^2*(I.x^2 + I.z^2 - t^2)) + t*I.z + I.x^2 + I.z^2)/(I.x^2 + I.z^2)) - * We can simplify this expression a bit by grouping terms: - * - * a = I.x^2 + I.z^2 - * b = sqrt(I.x^2 * (a - t^2)) - * c = I.z*t + a - * N'.z = +-sqrt(0.5*(+-b + c)/a) - * - * Two solutions can immediately be discarded because they're negative so N' would lie in the - * lower hemisphere. - */ - /* clang-format on */ - - float Ix = dot(I, X), Iz = dot(I, Ng); - float Ix2 = sqr(Ix), Iz2 = sqr(Iz); - float a = Ix2 + Iz2; - - float b = safe_sqrtf(Ix2 * (a - sqr(threshold))); - float c = Iz * threshold + a; - - /* Evaluate both solutions. - * In many cases one can be immediately discarded (if N'.z would be imaginary or larger than - * one), so check for that first. If no option is viable (might happen in extreme cases like N - * being in the wrong hemisphere), give up and return Ng. */ - float fac = 0.5f / a; - float N1_z2 = fac * (b + c), N2_z2 = fac * (-b + c); - bool valid1 = (N1_z2 > 1e-5f) && (N1_z2 <= (1.0f + 1e-5f)); - bool valid2 = (N2_z2 > 1e-5f) && (N2_z2 <= (1.0f + 1e-5f)); - - float2 N_new; - if (valid1 && valid2) { - /* If both are possible, do the expensive reflection-based check. */ - float2 N1 = make_float2(safe_sqrtf(1.0f - N1_z2), safe_sqrtf(N1_z2)); - float2 N2 = make_float2(safe_sqrtf(1.0f - N2_z2), safe_sqrtf(N2_z2)); - - float R1 = 2 * (N1.x * Ix + N1.y * Iz) * N1.y - Iz; - float R2 = 2 * (N2.x * Ix + N2.y * Iz) * N2.y - Iz; - - valid1 = (R1 >= 1e-5f); - valid2 = (R2 >= 1e-5f); - if (valid1 && valid2) { - /* If both solutions are valid, return the one with the shallower reflection since it will be - * closer to the input (if the original reflection wasn't shallow, we would not be in this - * part of the function). */ - N_new = (R1 < R2) ? N1 : N2; - } - else { - /* If only one reflection is valid (= positive), pick that one. */ - N_new = (R1 > R2) ? N1 : N2; - } - } - else if (valid1 || valid2) { - /* Only one solution passes the N'.z criterium, so pick that one. */ - float Nz2 = valid1 ? N1_z2 : N2_z2; - N_new = make_float2(safe_sqrtf(1.0f - Nz2), safe_sqrtf(Nz2)); - } - else { - return Ng; - } - - return N_new.x * X + N_new.y * Ng; -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/kernel_passes.h b/intern/cycles/kernel/kernel_passes.h deleted file mode 100644 index 8ff7750c7d5..00000000000 --- a/intern/cycles/kernel/kernel_passes.h +++ /dev/null @@ -1,342 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#pragma once - -#include "kernel/geom/geom.h" - -#include "kernel/kernel_id_passes.h" -#include "kernel/kernel_write_passes.h" - -CCL_NAMESPACE_BEGIN - -/* Get pointer to pixel in render buffer. */ -ccl_device_forceinline ccl_global float *kernel_pass_pixel_render_buffer( - KernelGlobals kg, ConstIntegratorState state, ccl_global float *ccl_restrict render_buffer) -{ - const uint32_t render_pixel_index = INTEGRATOR_STATE(state, path, render_pixel_index); - const uint64_t render_buffer_offset = (uint64_t)render_pixel_index * - kernel_data.film.pass_stride; - return render_buffer + render_buffer_offset; -} - -#ifdef __DENOISING_FEATURES__ - -ccl_device_forceinline void kernel_write_denoising_features_surface( - KernelGlobals kg, - IntegratorState state, - ccl_private const ShaderData *sd, - ccl_global float *ccl_restrict render_buffer) -{ - if (!(INTEGRATOR_STATE(state, path, flag) & PATH_RAY_DENOISING_FEATURES)) { - return; - } - - /* Skip implicitly transparent surfaces. */ - if (sd->flag & SD_HAS_ONLY_VOLUME) { - return; - } - - ccl_global float *buffer = kernel_pass_pixel_render_buffer(kg, state, render_buffer); - - if (kernel_data.film.pass_denoising_depth != PASS_UNUSED) { - const float3 denoising_feature_throughput = INTEGRATOR_STATE( - state, path, denoising_feature_throughput); - const float denoising_depth = ensure_finite(average(denoising_feature_throughput) * - sd->ray_length); - kernel_write_pass_float(buffer + kernel_data.film.pass_denoising_depth, denoising_depth); - } - - float3 normal = zero_float3(); - float3 diffuse_albedo = zero_float3(); - float3 specular_albedo = zero_float3(); - float sum_weight = 0.0f, sum_nonspecular_weight = 0.0f; - - for (int i = 0; i < sd->num_closure; i++) { - ccl_private const ShaderClosure *sc = &sd->closure[i]; - - if (!CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) { - continue; - } - - /* All closures contribute to the normal feature, but only diffuse-like ones to the albedo. */ - normal += sc->N * sc->sample_weight; - sum_weight += sc->sample_weight; - - float3 closure_albedo = sc->weight; - /* Closures that include a Fresnel term typically have weights close to 1 even though their - * actual contribution is significantly lower. - * To account for this, we scale their weight by the average fresnel factor (the same is also - * done for the sample weight in the BSDF setup, so we don't need to scale that here). */ - if (CLOSURE_IS_BSDF_MICROFACET_FRESNEL(sc->type)) { - ccl_private MicrofacetBsdf *bsdf = (ccl_private MicrofacetBsdf *)sc; - closure_albedo *= bsdf->extra->fresnel_color; - } - else if (sc->type == CLOSURE_BSDF_PRINCIPLED_SHEEN_ID) { - ccl_private PrincipledSheenBsdf *bsdf = (ccl_private PrincipledSheenBsdf *)sc; - closure_albedo *= bsdf->avg_value; - } - else if (sc->type == CLOSURE_BSDF_HAIR_PRINCIPLED_ID) { - closure_albedo *= bsdf_principled_hair_albedo(sc); - } - - if (bsdf_get_specular_roughness_squared(sc) > sqr(0.075f)) { - diffuse_albedo += closure_albedo; - sum_nonspecular_weight += sc->sample_weight; - } - else { - specular_albedo += closure_albedo; - } - } - - /* Wait for next bounce if 75% or more sample weight belongs to specular-like closures. */ - if ((sum_weight == 0.0f) || (sum_nonspecular_weight * 4.0f > sum_weight)) { - if (sum_weight != 0.0f) { - normal /= sum_weight; - } - - if (kernel_data.film.pass_denoising_normal != PASS_UNUSED) { - /* Transform normal into camera space. */ - const Transform worldtocamera = kernel_data.cam.worldtocamera; - normal = transform_direction(&worldtocamera, normal); - - const float3 denoising_normal = ensure_finite3(normal); - kernel_write_pass_float3(buffer + kernel_data.film.pass_denoising_normal, denoising_normal); - } - - if (kernel_data.film.pass_denoising_albedo != PASS_UNUSED) { - const float3 denoising_feature_throughput = INTEGRATOR_STATE( - state, path, denoising_feature_throughput); - const float3 denoising_albedo = ensure_finite3(denoising_feature_throughput * - diffuse_albedo); - kernel_write_pass_float3(buffer + kernel_data.film.pass_denoising_albedo, denoising_albedo); - } - - INTEGRATOR_STATE_WRITE(state, path, flag) &= ~PATH_RAY_DENOISING_FEATURES; - } - else { - INTEGRATOR_STATE_WRITE(state, path, denoising_feature_throughput) *= specular_albedo; - } -} - -ccl_device_forceinline void kernel_write_denoising_features_volume(KernelGlobals kg, - IntegratorState state, - const float3 albedo, - const bool scatter, - ccl_global float *ccl_restrict - render_buffer) -{ - ccl_global float *buffer = kernel_pass_pixel_render_buffer(kg, state, render_buffer); - const float3 denoising_feature_throughput = INTEGRATOR_STATE( - state, path, denoising_feature_throughput); - - if (scatter && kernel_data.film.pass_denoising_normal != PASS_UNUSED) { - /* Assume scatter is sufficiently diffuse to stop writing denoising features. */ - INTEGRATOR_STATE_WRITE(state, path, flag) &= ~PATH_RAY_DENOISING_FEATURES; - - /* Write view direction as normal. */ - const float3 denoising_normal = make_float3(0.0f, 0.0f, -1.0f); - kernel_write_pass_float3(buffer + kernel_data.film.pass_denoising_normal, denoising_normal); - } - - if (kernel_data.film.pass_denoising_albedo != PASS_UNUSED) { - /* Write albedo. */ - const float3 denoising_albedo = ensure_finite3(denoising_feature_throughput * albedo); - kernel_write_pass_float3(buffer + kernel_data.film.pass_denoising_albedo, denoising_albedo); - } -} -#endif /* __DENOISING_FEATURES__ */ - -#ifdef __SHADOW_CATCHER__ - -/* Write shadow catcher passes on a bounce from the shadow catcher object. */ -ccl_device_forceinline void kernel_write_shadow_catcher_bounce_data( - KernelGlobals kg, - IntegratorState state, - ccl_private const ShaderData *sd, - ccl_global float *ccl_restrict render_buffer) -{ - if (!kernel_data.integrator.has_shadow_catcher) { - return; - } - - kernel_assert(kernel_data.film.pass_shadow_catcher_sample_count != PASS_UNUSED); - kernel_assert(kernel_data.film.pass_shadow_catcher_matte != PASS_UNUSED); - - if (!kernel_shadow_catcher_is_path_split_bounce(kg, state, sd->object_flag)) { - return; - } - - ccl_global float *buffer = kernel_pass_pixel_render_buffer(kg, state, render_buffer); - - /* Count sample for the shadow catcher object. */ - kernel_write_pass_float(buffer + kernel_data.film.pass_shadow_catcher_sample_count, 1.0f); - - /* Since the split is done, the sample does not contribute to the matte, so accumulate it as - * transparency to the matte. */ - const float3 throughput = INTEGRATOR_STATE(state, path, throughput); - kernel_write_pass_float(buffer + kernel_data.film.pass_shadow_catcher_matte + 3, - average(throughput)); -} - -#endif /* __SHADOW_CATCHER__ */ - -ccl_device_inline size_t kernel_write_id_pass(ccl_global float *ccl_restrict buffer, - size_t depth, - float id, - float matte_weight) -{ - kernel_write_id_slots(buffer, depth * 2, id, matte_weight); - return depth * 4; -} - -ccl_device_inline void kernel_write_data_passes(KernelGlobals kg, - IntegratorState state, - ccl_private const ShaderData *sd, - ccl_global float *ccl_restrict render_buffer) -{ -#ifdef __PASSES__ - const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag); - - if (!(path_flag & PATH_RAY_CAMERA)) { - return; - } - - const int flag = kernel_data.film.pass_flag; - - if (!(flag & PASS_ANY)) { - return; - } - - ccl_global float *buffer = kernel_pass_pixel_render_buffer(kg, state, render_buffer); - - if (!(path_flag & PATH_RAY_SINGLE_PASS_DONE)) { - if (!(sd->flag & SD_TRANSPARENT) || kernel_data.film.pass_alpha_threshold == 0.0f || - average(shader_bsdf_alpha(kg, sd)) >= kernel_data.film.pass_alpha_threshold) { - if (INTEGRATOR_STATE(state, path, sample) == 0) { - if (flag & PASSMASK(DEPTH)) { - const float depth = camera_z_depth(kg, sd->P); - kernel_write_pass_float(buffer + kernel_data.film.pass_depth, depth); - } - if (flag & PASSMASK(OBJECT_ID)) { - const float id = object_pass_id(kg, sd->object); - kernel_write_pass_float(buffer + kernel_data.film.pass_object_id, id); - } - if (flag & PASSMASK(MATERIAL_ID)) { - const float id = shader_pass_id(kg, sd); - kernel_write_pass_float(buffer + kernel_data.film.pass_material_id, id); - } - if (flag & PASSMASK(POSITION)) { - const float3 position = sd->P; - kernel_write_pass_float3(buffer + kernel_data.film.pass_position, position); - } - } - - if (flag & PASSMASK(NORMAL)) { - const float3 normal = shader_bsdf_average_normal(kg, sd); - kernel_write_pass_float3(buffer + kernel_data.film.pass_normal, normal); - } - if (flag & PASSMASK(ROUGHNESS)) { - const float roughness = shader_bsdf_average_roughness(sd); - kernel_write_pass_float(buffer + kernel_data.film.pass_roughness, roughness); - } - if (flag & PASSMASK(UV)) { - const float3 uv = primitive_uv(kg, sd); - kernel_write_pass_float3(buffer + kernel_data.film.pass_uv, uv); - } - if (flag & PASSMASK(MOTION)) { - const float4 speed = primitive_motion_vector(kg, sd); - kernel_write_pass_float4(buffer + kernel_data.film.pass_motion, speed); - kernel_write_pass_float(buffer + kernel_data.film.pass_motion_weight, 1.0f); - } - - INTEGRATOR_STATE_WRITE(state, path, flag) |= PATH_RAY_SINGLE_PASS_DONE; - } - } - - if (kernel_data.film.cryptomatte_passes) { - const float3 throughput = INTEGRATOR_STATE(state, path, throughput); - const float matte_weight = average(throughput) * - (1.0f - average(shader_bsdf_transparency(kg, sd))); - if (matte_weight > 0.0f) { - ccl_global float *cryptomatte_buffer = buffer + kernel_data.film.pass_cryptomatte; - if (kernel_data.film.cryptomatte_passes & CRYPT_OBJECT) { - const float id = object_cryptomatte_id(kg, sd->object); - cryptomatte_buffer += kernel_write_id_pass( - cryptomatte_buffer, kernel_data.film.cryptomatte_depth, id, matte_weight); - } - if (kernel_data.film.cryptomatte_passes & CRYPT_MATERIAL) { - const float id = shader_cryptomatte_id(kg, sd->shader); - cryptomatte_buffer += kernel_write_id_pass( - cryptomatte_buffer, kernel_data.film.cryptomatte_depth, id, matte_weight); - } - if (kernel_data.film.cryptomatte_passes & CRYPT_ASSET) { - const float id = object_cryptomatte_asset_id(kg, sd->object); - cryptomatte_buffer += kernel_write_id_pass( - cryptomatte_buffer, kernel_data.film.cryptomatte_depth, id, matte_weight); - } - } - } - - if (flag & PASSMASK(DIFFUSE_COLOR)) { - const float3 throughput = INTEGRATOR_STATE(state, path, throughput); - kernel_write_pass_float3(buffer + kernel_data.film.pass_diffuse_color, - shader_bsdf_diffuse(kg, sd) * throughput); - } - if (flag & PASSMASK(GLOSSY_COLOR)) { - const float3 throughput = INTEGRATOR_STATE(state, path, throughput); - kernel_write_pass_float3(buffer + kernel_data.film.pass_glossy_color, - shader_bsdf_glossy(kg, sd) * throughput); - } - if (flag & PASSMASK(TRANSMISSION_COLOR)) { - const float3 throughput = INTEGRATOR_STATE(state, path, throughput); - kernel_write_pass_float3(buffer + kernel_data.film.pass_transmission_color, - shader_bsdf_transmission(kg, sd) * throughput); - } - if (flag & PASSMASK(MIST)) { - /* Bring depth into 0..1 range. */ - const float mist_start = kernel_data.film.mist_start; - const float mist_inv_depth = kernel_data.film.mist_inv_depth; - - const float depth = camera_distance(kg, sd->P); - float mist = saturate((depth - mist_start) * mist_inv_depth); - - /* Falloff */ - const float mist_falloff = kernel_data.film.mist_falloff; - - if (mist_falloff == 1.0f) - ; - else if (mist_falloff == 2.0f) - mist = mist * mist; - else if (mist_falloff == 0.5f) - mist = sqrtf(mist); - else - mist = powf(mist, mist_falloff); - - /* Modulate by transparency */ - const float3 throughput = INTEGRATOR_STATE(state, path, throughput); - const float3 alpha = shader_bsdf_alpha(kg, sd); - const float mist_output = (1.0f - mist) * average(throughput * alpha); - - /* Note that the final value in the render buffer we want is 1 - mist_output, - * to avoid having to tracking this in the Integrator state we do the negation - * after rendering. */ - kernel_write_pass_float(buffer + kernel_data.film.pass_mist, mist_output); - } -#endif -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/kernel_path_state.h b/intern/cycles/kernel/kernel_path_state.h deleted file mode 100644 index a0584f0b219..00000000000 --- a/intern/cycles/kernel/kernel_path_state.h +++ /dev/null @@ -1,376 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#pragma once - -#include "kernel_random.h" - -CCL_NAMESPACE_BEGIN - -/* Initialize queues, so that the this path is considered terminated. - * Used for early outputs in the camera ray initialization, as well as initialization of split - * states for shadow catcher. */ -ccl_device_inline void path_state_init_queues(IntegratorState state) -{ - INTEGRATOR_STATE_WRITE(state, path, queued_kernel) = 0; -#ifdef __KERNEL_CPU__ - INTEGRATOR_STATE_WRITE(&state->shadow, shadow_path, queued_kernel) = 0; - INTEGRATOR_STATE_WRITE(&state->ao, shadow_path, queued_kernel) = 0; -#endif -} - -/* Minimalistic initialization of the path state, which is needed for early outputs in the - * integrator initialization to work. */ -ccl_device_inline void path_state_init(IntegratorState state, - ccl_global const KernelWorkTile *ccl_restrict tile, - const int x, - const int y) -{ - const uint render_pixel_index = (uint)tile->offset + x + y * tile->stride; - - INTEGRATOR_STATE_WRITE(state, path, render_pixel_index) = render_pixel_index; - - path_state_init_queues(state); -} - -/* Initialize the rest of the path state needed to continue the path integration. */ -ccl_device_inline void path_state_init_integrator(KernelGlobals kg, - IntegratorState state, - const int sample, - const uint rng_hash) -{ - INTEGRATOR_STATE_WRITE(state, path, sample) = sample; - INTEGRATOR_STATE_WRITE(state, path, bounce) = 0; - INTEGRATOR_STATE_WRITE(state, path, diffuse_bounce) = 0; - INTEGRATOR_STATE_WRITE(state, path, glossy_bounce) = 0; - INTEGRATOR_STATE_WRITE(state, path, transmission_bounce) = 0; - INTEGRATOR_STATE_WRITE(state, path, transparent_bounce) = 0; - INTEGRATOR_STATE_WRITE(state, path, volume_bounce) = 0; - INTEGRATOR_STATE_WRITE(state, path, volume_bounds_bounce) = 0; - INTEGRATOR_STATE_WRITE(state, path, rng_hash) = rng_hash; - INTEGRATOR_STATE_WRITE(state, path, rng_offset) = PRNG_BASE_NUM; - INTEGRATOR_STATE_WRITE(state, path, flag) = PATH_RAY_CAMERA | PATH_RAY_MIS_SKIP | - PATH_RAY_TRANSPARENT_BACKGROUND; - INTEGRATOR_STATE_WRITE(state, path, mis_ray_pdf) = 0.0f; - INTEGRATOR_STATE_WRITE(state, path, mis_ray_t) = 0.0f; - INTEGRATOR_STATE_WRITE(state, path, min_ray_pdf) = FLT_MAX; - INTEGRATOR_STATE_WRITE(state, path, throughput) = make_float3(1.0f, 1.0f, 1.0f); - - if (kernel_data.kernel_features & KERNEL_FEATURE_VOLUME) { - INTEGRATOR_STATE_ARRAY_WRITE(state, volume_stack, 0, object) = OBJECT_NONE; - INTEGRATOR_STATE_ARRAY_WRITE( - state, volume_stack, 0, shader) = kernel_data.background.volume_shader; - INTEGRATOR_STATE_ARRAY_WRITE(state, volume_stack, 1, object) = OBJECT_NONE; - INTEGRATOR_STATE_ARRAY_WRITE(state, volume_stack, 1, shader) = SHADER_NONE; - } - -#ifdef __DENOISING_FEATURES__ - if (kernel_data.kernel_features & KERNEL_FEATURE_DENOISING) { - INTEGRATOR_STATE_WRITE(state, path, flag) |= PATH_RAY_DENOISING_FEATURES; - INTEGRATOR_STATE_WRITE(state, path, denoising_feature_throughput) = one_float3(); - } -#endif -} - -ccl_device_inline void path_state_next(KernelGlobals kg, IntegratorState state, int label) -{ - uint32_t flag = INTEGRATOR_STATE(state, path, flag); - - /* ray through transparent keeps same flags from previous ray and is - * not counted as a regular bounce, transparent has separate max */ - if (label & LABEL_TRANSPARENT) { - uint32_t transparent_bounce = INTEGRATOR_STATE(state, path, transparent_bounce) + 1; - - flag |= PATH_RAY_TRANSPARENT; - if (transparent_bounce >= kernel_data.integrator.transparent_max_bounce) { - flag |= PATH_RAY_TERMINATE_ON_NEXT_SURFACE; - } - - if (!kernel_data.integrator.transparent_shadows) - flag |= PATH_RAY_MIS_SKIP; - - INTEGRATOR_STATE_WRITE(state, path, flag) = flag; - INTEGRATOR_STATE_WRITE(state, path, transparent_bounce) = transparent_bounce; - /* Random number generator next bounce. */ - INTEGRATOR_STATE_WRITE(state, path, rng_offset) += PRNG_BOUNCE_NUM; - return; - } - - uint32_t bounce = INTEGRATOR_STATE(state, path, bounce) + 1; - if (bounce >= kernel_data.integrator.max_bounce) { - flag |= PATH_RAY_TERMINATE_AFTER_TRANSPARENT; - } - - flag &= ~(PATH_RAY_ALL_VISIBILITY | PATH_RAY_MIS_SKIP); - -#ifdef __VOLUME__ - if (label & LABEL_VOLUME_SCATTER) { - /* volume scatter */ - flag |= PATH_RAY_VOLUME_SCATTER; - flag &= ~PATH_RAY_TRANSPARENT_BACKGROUND; - if (bounce == 1) { - flag |= PATH_RAY_VOLUME_PASS; - } - - const int volume_bounce = INTEGRATOR_STATE(state, path, volume_bounce) + 1; - INTEGRATOR_STATE_WRITE(state, path, volume_bounce) = volume_bounce; - if (volume_bounce >= kernel_data.integrator.max_volume_bounce) { - flag |= PATH_RAY_TERMINATE_AFTER_TRANSPARENT; - } - } - else -#endif - { - /* surface reflection/transmission */ - if (label & LABEL_REFLECT) { - flag |= PATH_RAY_REFLECT; - flag &= ~PATH_RAY_TRANSPARENT_BACKGROUND; - - if (label & LABEL_DIFFUSE) { - const int diffuse_bounce = INTEGRATOR_STATE(state, path, diffuse_bounce) + 1; - INTEGRATOR_STATE_WRITE(state, path, diffuse_bounce) = diffuse_bounce; - if (diffuse_bounce >= kernel_data.integrator.max_diffuse_bounce) { - flag |= PATH_RAY_TERMINATE_AFTER_TRANSPARENT; - } - } - else { - const int glossy_bounce = INTEGRATOR_STATE(state, path, glossy_bounce) + 1; - INTEGRATOR_STATE_WRITE(state, path, glossy_bounce) = glossy_bounce; - if (glossy_bounce >= kernel_data.integrator.max_glossy_bounce) { - flag |= PATH_RAY_TERMINATE_AFTER_TRANSPARENT; - } - } - } - else { - kernel_assert(label & LABEL_TRANSMIT); - - flag |= PATH_RAY_TRANSMIT; - - if (!(label & LABEL_TRANSMIT_TRANSPARENT)) { - flag &= ~PATH_RAY_TRANSPARENT_BACKGROUND; - } - - const int transmission_bounce = INTEGRATOR_STATE(state, path, transmission_bounce) + 1; - INTEGRATOR_STATE_WRITE(state, path, transmission_bounce) = transmission_bounce; - if (transmission_bounce >= kernel_data.integrator.max_transmission_bounce) { - flag |= PATH_RAY_TERMINATE_AFTER_TRANSPARENT; - } - } - - /* diffuse/glossy/singular */ - if (label & LABEL_DIFFUSE) { - flag |= PATH_RAY_DIFFUSE | PATH_RAY_DIFFUSE_ANCESTOR; - } - else if (label & LABEL_GLOSSY) { - flag |= PATH_RAY_GLOSSY; - } - else { - kernel_assert(label & LABEL_SINGULAR); - flag |= PATH_RAY_GLOSSY | PATH_RAY_SINGULAR | PATH_RAY_MIS_SKIP; - } - - /* Render pass categories. */ - if (bounce == 1) { - flag |= (label & LABEL_TRANSMIT) ? PATH_RAY_TRANSMISSION_PASS : PATH_RAY_REFLECT_PASS; - } - } - - INTEGRATOR_STATE_WRITE(state, path, flag) = flag; - INTEGRATOR_STATE_WRITE(state, path, bounce) = bounce; - - /* Random number generator next bounce. */ - INTEGRATOR_STATE_WRITE(state, path, rng_offset) += PRNG_BOUNCE_NUM; -} - -#ifdef __VOLUME__ -ccl_device_inline bool path_state_volume_next(IntegratorState state) -{ - /* For volume bounding meshes we pass through without counting transparent - * bounces, only sanity check in case self intersection gets us stuck. */ - uint32_t volume_bounds_bounce = INTEGRATOR_STATE(state, path, volume_bounds_bounce) + 1; - INTEGRATOR_STATE_WRITE(state, path, volume_bounds_bounce) = volume_bounds_bounce; - if (volume_bounds_bounce > VOLUME_BOUNDS_MAX) { - return false; - } - - /* Random number generator next bounce. */ - if (volume_bounds_bounce > 1) { - INTEGRATOR_STATE_WRITE(state, path, rng_offset) += PRNG_BOUNCE_NUM; - } - - return true; -} -#endif - -ccl_device_inline uint path_state_ray_visibility(ConstIntegratorState state) -{ - const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag); - - uint32_t visibility = path_flag & PATH_RAY_ALL_VISIBILITY; - - /* For visibility, diffuse/glossy are for reflection only. */ - if (visibility & PATH_RAY_TRANSMIT) { - visibility &= ~(PATH_RAY_DIFFUSE | PATH_RAY_GLOSSY); - } - - /* todo: this is not supported as its own ray visibility yet. */ - if (path_flag & PATH_RAY_VOLUME_SCATTER) { - visibility |= PATH_RAY_DIFFUSE; - } - - visibility = SHADOW_CATCHER_PATH_VISIBILITY(path_flag, visibility); - - return visibility; -} - -ccl_device_inline float path_state_continuation_probability(KernelGlobals kg, - ConstIntegratorState state, - const uint32_t path_flag) -{ - if (path_flag & PATH_RAY_TRANSPARENT) { - const uint32_t transparent_bounce = INTEGRATOR_STATE(state, path, transparent_bounce); - /* Do at least specified number of bounces without RR. */ - if (transparent_bounce <= kernel_data.integrator.transparent_min_bounce) { - return 1.0f; - } - } - else { - const uint32_t bounce = INTEGRATOR_STATE(state, path, bounce); - /* Do at least specified number of bounces without RR. */ - if (bounce <= kernel_data.integrator.min_bounce) { - return 1.0f; - } - } - - /* Probabilistic termination: use sqrt() to roughly match typical view - * transform and do path termination a bit later on average. */ - return min(sqrtf(max3(fabs(INTEGRATOR_STATE(state, path, throughput)))), 1.0f); -} - -ccl_device_inline bool path_state_ao_bounce(KernelGlobals kg, ConstIntegratorState state) -{ - if (!kernel_data.integrator.ao_bounces) { - return false; - } - - const int bounce = INTEGRATOR_STATE(state, path, bounce) - - INTEGRATOR_STATE(state, path, transmission_bounce) - - (INTEGRATOR_STATE(state, path, glossy_bounce) > 0) + 1; - return (bounce > kernel_data.integrator.ao_bounces); -} - -/* Random Number Sampling Utility Functions - * - * For each random number in each step of the path we must have a unique - * dimension to avoid using the same sequence twice. - * - * For branches in the path we must be careful not to reuse the same number - * in a sequence and offset accordingly. - */ - -/* RNG State loaded onto stack. */ -typedef struct RNGState { - uint rng_hash; - uint rng_offset; - int sample; -} RNGState; - -ccl_device_inline void path_state_rng_load(ConstIntegratorState state, - ccl_private RNGState *rng_state) -{ - rng_state->rng_hash = INTEGRATOR_STATE(state, path, rng_hash); - rng_state->rng_offset = INTEGRATOR_STATE(state, path, rng_offset); - rng_state->sample = INTEGRATOR_STATE(state, path, sample); -} - -ccl_device_inline void shadow_path_state_rng_load(ConstIntegratorShadowState state, - ccl_private RNGState *rng_state) -{ - rng_state->rng_hash = INTEGRATOR_STATE(state, shadow_path, rng_hash); - rng_state->rng_offset = INTEGRATOR_STATE(state, shadow_path, rng_offset); - rng_state->sample = INTEGRATOR_STATE(state, shadow_path, sample); -} - -ccl_device_inline float path_state_rng_1D(KernelGlobals kg, - ccl_private const RNGState *rng_state, - int dimension) -{ - return path_rng_1D( - kg, rng_state->rng_hash, rng_state->sample, rng_state->rng_offset + dimension); -} - -ccl_device_inline void path_state_rng_2D(KernelGlobals kg, - ccl_private const RNGState *rng_state, - int dimension, - ccl_private float *fx, - ccl_private float *fy) -{ - path_rng_2D( - kg, rng_state->rng_hash, rng_state->sample, rng_state->rng_offset + dimension, fx, fy); -} - -ccl_device_inline float path_state_rng_1D_hash(KernelGlobals kg, - ccl_private const RNGState *rng_state, - uint hash) -{ - /* Use a hash instead of dimension, this is not great but avoids adding - * more dimensions to each bounce which reduces quality of dimensions we - * are already using. */ - return path_rng_1D( - kg, cmj_hash_simple(rng_state->rng_hash, hash), rng_state->sample, rng_state->rng_offset); -} - -ccl_device_inline float path_branched_rng_1D(KernelGlobals kg, - ccl_private const RNGState *rng_state, - int branch, - int num_branches, - int dimension) -{ - return path_rng_1D(kg, - rng_state->rng_hash, - rng_state->sample * num_branches + branch, - rng_state->rng_offset + dimension); -} - -ccl_device_inline void path_branched_rng_2D(KernelGlobals kg, - ccl_private const RNGState *rng_state, - int branch, - int num_branches, - int dimension, - ccl_private float *fx, - ccl_private float *fy) -{ - path_rng_2D(kg, - rng_state->rng_hash, - rng_state->sample * num_branches + branch, - rng_state->rng_offset + dimension, - fx, - fy); -} - -/* Utility functions to get light termination value, - * since it might not be needed in many cases. - */ -ccl_device_inline float path_state_rng_light_termination(KernelGlobals kg, - ccl_private const RNGState *state) -{ - if (kernel_data.integrator.light_inv_rr_threshold > 0.0f) { - return path_state_rng_1D(kg, state, PRNG_LIGHT_TERMINATE); - } - return 0.0f; -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/kernel_profiling.h b/intern/cycles/kernel/kernel_profiling.h deleted file mode 100644 index db8644005ea..00000000000 --- a/intern/cycles/kernel/kernel_profiling.h +++ /dev/null @@ -1,40 +0,0 @@ -/* - * Copyright 2011-2018 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#pragma once - -#ifdef __KERNEL_CPU__ -# include "util/util_profiling.h" -#endif - -CCL_NAMESPACE_BEGIN - -#ifdef __KERNEL_CPU__ -# define PROFILING_INIT(kg, event) \ - ProfilingHelper profiling_helper((ProfilingState *)&kg->profiler, event) -# define PROFILING_EVENT(event) profiling_helper.set_event(event) -# define PROFILING_INIT_FOR_SHADER(kg, event) \ - ProfilingWithShaderHelper profiling_helper((ProfilingState *)&kg->profiler, event) -# define PROFILING_SHADER(object, shader) \ - profiling_helper.set_shader(object, (shader)&SHADER_MASK); -#else -# define PROFILING_INIT(kg, event) -# define PROFILING_EVENT(event) -# define PROFILING_INIT_FOR_SHADER(kg, event) -# define PROFILING_SHADER(object, shader) -#endif /* __KERNEL_CPU__ */ - -CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/kernel_projection.h b/intern/cycles/kernel/kernel_projection.h deleted file mode 100644 index 0aea82fa812..00000000000 --- a/intern/cycles/kernel/kernel_projection.h +++ /dev/null @@ -1,258 +0,0 @@ -/* - * Parts adapted from Open Shading Language with this license: - * - * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al. - * All Rights Reserved. - * - * Modifications Copyright 2011, Blender Foundation. - * - * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions are - * met: - * * Redistributions of source code must retain the above copyright - * notice, this list of conditions and the following disclaimer. - * * Redistributions in binary form must reproduce the above copyright - * notice, this list of conditions and the following disclaimer in the - * documentation and/or other materials provided with the distribution. - * * Neither the name of Sony Pictures Imageworks nor the names of its - * contributors may be used to endorse or promote products derived from - * this software without specific prior written permission. - * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS - * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT - * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR - * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT - * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, - * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT - * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, - * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY - * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT - * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE - * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - */ - -#pragma once - -CCL_NAMESPACE_BEGIN - -/* Spherical coordinates <-> Cartesian direction. */ - -ccl_device float2 direction_to_spherical(float3 dir) -{ - float theta = safe_acosf(dir.z); - float phi = atan2f(dir.x, dir.y); - - return make_float2(theta, phi); -} - -ccl_device float3 spherical_to_direction(float theta, float phi) -{ - float sin_theta = sinf(theta); - return make_float3(sin_theta * cosf(phi), sin_theta * sinf(phi), cosf(theta)); -} - -/* Equirectangular coordinates <-> Cartesian direction */ - -ccl_device float2 direction_to_equirectangular_range(float3 dir, float4 range) -{ - if (is_zero(dir)) - return zero_float2(); - - float u = (atan2f(dir.y, dir.x) - range.y) / range.x; - float v = (acosf(dir.z / len(dir)) - range.w) / range.z; - - return make_float2(u, v); -} - -ccl_device float3 equirectangular_range_to_direction(float u, float v, float4 range) -{ - float phi = range.x * u + range.y; - float theta = range.z * v + range.w; - float sin_theta = sinf(theta); - return make_float3(sin_theta * cosf(phi), sin_theta * sinf(phi), cosf(theta)); -} - -ccl_device float2 direction_to_equirectangular(float3 dir) -{ - return direction_to_equirectangular_range(dir, make_float4(-M_2PI_F, M_PI_F, -M_PI_F, M_PI_F)); -} - -ccl_device float3 equirectangular_to_direction(float u, float v) -{ - return equirectangular_range_to_direction(u, v, make_float4(-M_2PI_F, M_PI_F, -M_PI_F, M_PI_F)); -} - -/* Fisheye <-> Cartesian direction */ - -ccl_device float2 direction_to_fisheye(float3 dir, float fov) -{ - float r = atan2f(sqrtf(dir.y * dir.y + dir.z * dir.z), dir.x) / fov; - float phi = atan2f(dir.z, dir.y); - - float u = r * cosf(phi) + 0.5f; - float v = r * sinf(phi) + 0.5f; - - return make_float2(u, v); -} - -ccl_device float3 fisheye_to_direction(float u, float v, float fov) -{ - u = (u - 0.5f) * 2.0f; - v = (v - 0.5f) * 2.0f; - - float r = sqrtf(u * u + v * v); - - if (r > 1.0f) - return zero_float3(); - - float phi = safe_acosf((r != 0.0f) ? u / r : 0.0f); - float theta = r * fov * 0.5f; - - if (v < 0.0f) - phi = -phi; - - return make_float3(cosf(theta), -cosf(phi) * sinf(theta), sinf(phi) * sinf(theta)); -} - -ccl_device float2 direction_to_fisheye_equisolid(float3 dir, float lens, float width, float height) -{ - float theta = safe_acosf(dir.x); - float r = 2.0f * lens * sinf(theta * 0.5f); - float phi = atan2f(dir.z, dir.y); - - float u = r * cosf(phi) / width + 0.5f; - float v = r * sinf(phi) / height + 0.5f; - - return make_float2(u, v); -} - -ccl_device_inline float3 -fisheye_equisolid_to_direction(float u, float v, float lens, float fov, float width, float height) -{ - u = (u - 0.5f) * width; - v = (v - 0.5f) * height; - - float rmax = 2.0f * lens * sinf(fov * 0.25f); - float r = sqrtf(u * u + v * v); - - if (r > rmax) - return zero_float3(); - - float phi = safe_acosf((r != 0.0f) ? u / r : 0.0f); - float theta = 2.0f * asinf(r / (2.0f * lens)); - - if (v < 0.0f) - phi = -phi; - - return make_float3(cosf(theta), -cosf(phi) * sinf(theta), sinf(phi) * sinf(theta)); -} - -/* Mirror Ball <-> Cartesion direction */ - -ccl_device float3 mirrorball_to_direction(float u, float v) -{ - /* point on sphere */ - float3 dir; - - dir.x = 2.0f * u - 1.0f; - dir.z = 2.0f * v - 1.0f; - - if (dir.x * dir.x + dir.z * dir.z > 1.0f) - return zero_float3(); - - dir.y = -sqrtf(max(1.0f - dir.x * dir.x - dir.z * dir.z, 0.0f)); - - /* reflection */ - float3 I = make_float3(0.0f, -1.0f, 0.0f); - - return 2.0f * dot(dir, I) * dir - I; -} - -ccl_device float2 direction_to_mirrorball(float3 dir) -{ - /* inverse of mirrorball_to_direction */ - dir.y -= 1.0f; - - float div = 2.0f * sqrtf(max(-0.5f * dir.y, 0.0f)); - if (div > 0.0f) - dir /= div; - - float u = 0.5f * (dir.x + 1.0f); - float v = 0.5f * (dir.z + 1.0f); - - return make_float2(u, v); -} - -ccl_device_inline float3 panorama_to_direction(ccl_constant KernelCamera *cam, float u, float v) -{ - switch (cam->panorama_type) { - case PANORAMA_EQUIRECTANGULAR: - return equirectangular_range_to_direction(u, v, cam->equirectangular_range); - case PANORAMA_MIRRORBALL: - return mirrorball_to_direction(u, v); - case PANORAMA_FISHEYE_EQUIDISTANT: - return fisheye_to_direction(u, v, cam->fisheye_fov); - case PANORAMA_FISHEYE_EQUISOLID: - default: - return fisheye_equisolid_to_direction( - u, v, cam->fisheye_lens, cam->fisheye_fov, cam->sensorwidth, cam->sensorheight); - } -} - -ccl_device_inline float2 direction_to_panorama(ccl_constant KernelCamera *cam, float3 dir) -{ - switch (cam->panorama_type) { - case PANORAMA_EQUIRECTANGULAR: - return direction_to_equirectangular_range(dir, cam->equirectangular_range); - case PANORAMA_MIRRORBALL: - return direction_to_mirrorball(dir); - case PANORAMA_FISHEYE_EQUIDISTANT: - return direction_to_fisheye(dir, cam->fisheye_fov); - case PANORAMA_FISHEYE_EQUISOLID: - default: - return direction_to_fisheye_equisolid( - dir, cam->fisheye_lens, cam->sensorwidth, cam->sensorheight); - } -} - -ccl_device_inline void spherical_stereo_transform(ccl_constant KernelCamera *cam, - ccl_private float3 *P, - ccl_private float3 *D) -{ - float interocular_offset = cam->interocular_offset; - - /* Interocular offset of zero means either non stereo, or stereo without - * spherical stereo. */ - kernel_assert(interocular_offset != 0.0f); - - if (cam->pole_merge_angle_to > 0.0f) { - const float pole_merge_angle_from = cam->pole_merge_angle_from, - pole_merge_angle_to = cam->pole_merge_angle_to; - float altitude = fabsf(safe_asinf((*D).z)); - if (altitude > pole_merge_angle_to) { - interocular_offset = 0.0f; - } - else if (altitude > pole_merge_angle_from) { - float fac = (altitude - pole_merge_angle_from) / - (pole_merge_angle_to - pole_merge_angle_from); - float fade = cosf(fac * M_PI_2_F); - interocular_offset *= fade; - } - } - - float3 up = make_float3(0.0f, 0.0f, 1.0f); - float3 side = normalize(cross(*D, up)); - float3 stereo_offset = side * interocular_offset; - - *P += stereo_offset; - - /* Convergence distance is FLT_MAX in the case of parallel convergence mode, - * no need to modify direction in this case either. */ - const float convergence_distance = cam->convergence_distance; - - if (convergence_distance != FLT_MAX) { - float3 screen_offset = convergence_distance * (*D); - *D = normalize(screen_offset - stereo_offset); - } -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/kernel_random.h b/intern/cycles/kernel/kernel_random.h deleted file mode 100644 index e5e87453611..00000000000 --- a/intern/cycles/kernel/kernel_random.h +++ /dev/null @@ -1,216 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ -#pragma once - -#include "kernel/kernel_jitter.h" -#include "util/util_hash.h" - -CCL_NAMESPACE_BEGIN - -/* Pseudo random numbers, uncomment this for debugging correlations. Only run - * this single threaded on a CPU for repeatable results. */ -//#define __DEBUG_CORRELATION__ - -/* High Dimensional Sobol. - * - * Multidimensional sobol with generator matrices. Dimension 0 and 1 are equal - * to classic Van der Corput and Sobol sequences. */ - -#ifdef __SOBOL__ - -/* Skip initial numbers that for some dimensions have clear patterns that - * don't cover the entire sample space. Ideally we would have a better - * progressive pattern that doesn't suffer from this problem, because even - * with this offset some dimensions are quite poor. - */ -# define SOBOL_SKIP 64 - -ccl_device uint sobol_dimension(KernelGlobals kg, int index, int dimension) -{ - uint result = 0; - uint i = index + SOBOL_SKIP; - for (int j = 0, x; (x = find_first_set(i)); i >>= x) { - j += x; - result ^= __float_as_uint(kernel_tex_fetch(__sample_pattern_lut, 32 * dimension + j - 1)); - } - return result; -} - -#endif /* __SOBOL__ */ - -ccl_device_forceinline float path_rng_1D(KernelGlobals kg, - uint rng_hash, - int sample, - int dimension) -{ -#ifdef __DEBUG_CORRELATION__ - return (float)drand48(); -#endif - -#ifdef __SOBOL__ - if (kernel_data.integrator.sampling_pattern == SAMPLING_PATTERN_PMJ) -#endif - { - return pmj_sample_1D(kg, sample, rng_hash, dimension); - } - -#ifdef __SOBOL__ - /* Sobol sequence value using direction vectors. */ - uint result = sobol_dimension(kg, sample, dimension); - float r = (float)result * (1.0f / (float)0xFFFFFFFF); - - /* Cranly-Patterson rotation using rng seed */ - float shift; - - /* Hash rng with dimension to solve correlation issues. - * See T38710, T50116. - */ - uint tmp_rng = cmj_hash_simple(dimension, rng_hash); - shift = tmp_rng * (1.0f / (float)0xFFFFFFFF); - - return r + shift - floorf(r + shift); -#endif -} - -ccl_device_forceinline void path_rng_2D(KernelGlobals kg, - uint rng_hash, - int sample, - int dimension, - ccl_private float *fx, - ccl_private float *fy) -{ -#ifdef __DEBUG_CORRELATION__ - *fx = (float)drand48(); - *fy = (float)drand48(); - return; -#endif - -#ifdef __SOBOL__ - if (kernel_data.integrator.sampling_pattern == SAMPLING_PATTERN_PMJ) -#endif - { - pmj_sample_2D(kg, sample, rng_hash, dimension, fx, fy); - - return; - } - -#ifdef __SOBOL__ - /* Sobol. */ - *fx = path_rng_1D(kg, rng_hash, sample, dimension); - *fy = path_rng_1D(kg, rng_hash, sample, dimension + 1); -#endif -} - -/** - * 1D hash recommended from "Hash Functions for GPU Rendering" JCGT Vol. 9, No. 3, 2020 - * See https://www.shadertoy.com/view/4tXyWN and https://www.shadertoy.com/view/XlGcRh - * http://www.jcgt.org/published/0009/03/02/paper.pdf - */ -ccl_device_inline uint hash_iqint1(uint n) -{ - n = (n << 13U) ^ n; - n = n * (n * n * 15731U + 789221U) + 1376312589U; - - return n; -} - -/** - * 2D hash recommended from "Hash Functions for GPU Rendering" JCGT Vol. 9, No. 3, 2020 - * See https://www.shadertoy.com/view/4tXyWN and https://www.shadertoy.com/view/XlGcRh - * http://www.jcgt.org/published/0009/03/02/paper.pdf - */ -ccl_device_inline uint hash_iqnt2d(const uint x, const uint y) -{ - const uint qx = 1103515245U * ((x >> 1U) ^ (y)); - const uint qy = 1103515245U * ((y >> 1U) ^ (x)); - const uint n = 1103515245U * ((qx) ^ (qy >> 3U)); - - return n; -} - -ccl_device_inline uint path_rng_hash_init(KernelGlobals kg, - const int sample, - const int x, - const int y) -{ - const uint rng_hash = hash_iqnt2d(x, y) ^ kernel_data.integrator.seed; - -#ifdef __DEBUG_CORRELATION__ - srand48(rng_hash + sample); -#else - (void)sample; -#endif - - return rng_hash; -} - -/* Linear Congruential Generator */ - -ccl_device uint lcg_step_uint(uint *rng) -{ - /* implicit mod 2^32 */ - *rng = (1103515245 * (*rng) + 12345); - return *rng; -} - -ccl_device float lcg_step_float(uint *rng) -{ - /* implicit mod 2^32 */ - *rng = (1103515245 * (*rng) + 12345); - return (float)*rng * (1.0f / (float)0xFFFFFFFF); -} - -ccl_device uint lcg_init(uint seed) -{ - uint rng = seed; - lcg_step_uint(&rng); - return rng; -} - -ccl_device_inline uint lcg_state_init(const uint rng_hash, - const uint rng_offset, - const uint sample, - const uint scramble) -{ - return lcg_init(rng_hash + rng_offset + sample * scramble); -} - -ccl_device_inline bool sample_is_even(int pattern, int sample) -{ - if (pattern == SAMPLING_PATTERN_PMJ) { - /* See Section 10.2.1, "Progressive Multi-Jittered Sample Sequences", Christensen et al. - * We can use this to get divide sample sequence into two classes for easier variance - * estimation. */ -#if defined(__GNUC__) && !defined(__KERNEL_GPU__) - return __builtin_popcount(sample & 0xaaaaaaaa) & 1; -#elif defined(__NVCC__) - return __popc(sample & 0xaaaaaaaa) & 1; -#else - /* TODO(Stefan): pop-count intrinsic for Windows with fallback for older CPUs. */ - int i = sample & 0xaaaaaaaa; - i = i - ((i >> 1) & 0x55555555); - i = (i & 0x33333333) + ((i >> 2) & 0x33333333); - i = (((i + (i >> 4)) & 0xF0F0F0F) * 0x1010101) >> 24; - return i & 1; -#endif - } - else { - /* TODO(Stefan): Are there reliable ways of dividing CMJ and Sobol into two classes? */ - return sample & 0x1; - } -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/kernel_shader.h b/intern/cycles/kernel/kernel_shader.h deleted file mode 100644 index 22db6d0124e..00000000000 --- a/intern/cycles/kernel/kernel_shader.h +++ /dev/null @@ -1,870 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -/* Functions to evaluate shaders and use the resulting shader closures. */ - -#pragma once - -// clang-format off -#include "kernel/closure/alloc.h" -#include "kernel/closure/bsdf_util.h" -#include "kernel/closure/bsdf.h" -#include "kernel/closure/emissive.h" -// clang-format on - -#include "kernel/kernel_accumulate.h" -#include "kernel/svm/svm.h" - -#ifdef __OSL__ -# include "kernel/osl/osl_shader.h" -#endif - -CCL_NAMESPACE_BEGIN - -/* Merging */ - -#if defined(__VOLUME__) -ccl_device_inline void shader_merge_volume_closures(ccl_private ShaderData *sd) -{ - /* Merge identical closures to save closure space with stacked volumes. */ - for (int i = 0; i < sd->num_closure; i++) { - ccl_private ShaderClosure *sci = &sd->closure[i]; - - if (sci->type != CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID) { - continue; - } - - for (int j = i + 1; j < sd->num_closure; j++) { - ccl_private ShaderClosure *scj = &sd->closure[j]; - if (sci->type != scj->type) { - continue; - } - - ccl_private const HenyeyGreensteinVolume *hgi = (ccl_private const HenyeyGreensteinVolume *) - sci; - ccl_private const HenyeyGreensteinVolume *hgj = (ccl_private const HenyeyGreensteinVolume *) - scj; - if (!(hgi->g == hgj->g)) { - continue; - } - - sci->weight += scj->weight; - sci->sample_weight += scj->sample_weight; - - int size = sd->num_closure - (j + 1); - if (size > 0) { - for (int k = 0; k < size; k++) { - scj[k] = scj[k + 1]; - } - } - - sd->num_closure--; - kernel_assert(sd->num_closure >= 0); - j--; - } - } -} - -ccl_device_inline void shader_copy_volume_phases(ccl_private ShaderVolumePhases *ccl_restrict - phases, - ccl_private const ShaderData *ccl_restrict sd) -{ - phases->num_closure = 0; - - for (int i = 0; i < sd->num_closure; i++) { - ccl_private const ShaderClosure *from_sc = &sd->closure[i]; - ccl_private const HenyeyGreensteinVolume *from_hg = - (ccl_private const HenyeyGreensteinVolume *)from_sc; - - if (from_sc->type == CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID) { - ccl_private ShaderVolumeClosure *to_sc = &phases->closure[phases->num_closure]; - - to_sc->weight = from_sc->weight; - to_sc->sample_weight = from_sc->sample_weight; - to_sc->g = from_hg->g; - phases->num_closure++; - if (phases->num_closure >= MAX_VOLUME_CLOSURE) { - break; - } - } - } -} -#endif /* __VOLUME__ */ - -ccl_device_inline void shader_prepare_surface_closures(KernelGlobals kg, - ConstIntegratorState state, - ccl_private ShaderData *sd) -{ - /* Defensive sampling. - * - * We can likely also do defensive sampling at deeper bounces, particularly - * for cases like a perfect mirror but possibly also others. This will need - * a good heuristic. */ - if (INTEGRATOR_STATE(state, path, bounce) + INTEGRATOR_STATE(state, path, transparent_bounce) == - 0 && - sd->num_closure > 1) { - float sum = 0.0f; - - for (int i = 0; i < sd->num_closure; i++) { - ccl_private ShaderClosure *sc = &sd->closure[i]; - if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) { - sum += sc->sample_weight; - } - } - - for (int i = 0; i < sd->num_closure; i++) { - ccl_private ShaderClosure *sc = &sd->closure[i]; - if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) { - sc->sample_weight = max(sc->sample_weight, 0.125f * sum); - } - } - } - - /* Filter glossy. - * - * Blurring of bsdf after bounces, for rays that have a small likelihood - * of following this particular path (diffuse, rough glossy) */ - if (kernel_data.integrator.filter_glossy != FLT_MAX) { - float blur_pdf = kernel_data.integrator.filter_glossy * - INTEGRATOR_STATE(state, path, min_ray_pdf); - - if (blur_pdf < 1.0f) { - float blur_roughness = sqrtf(1.0f - blur_pdf) * 0.5f; - - for (int i = 0; i < sd->num_closure; i++) { - ccl_private ShaderClosure *sc = &sd->closure[i]; - if (CLOSURE_IS_BSDF(sc->type)) { - bsdf_blur(kg, sc, blur_roughness); - } - } - } - } -} - -/* BSDF */ - -ccl_device_inline bool shader_bsdf_is_transmission(ccl_private const ShaderData *sd, - const float3 omega_in) -{ - return dot(sd->N, omega_in) < 0.0f; -} - -ccl_device_forceinline bool _shader_bsdf_exclude(ClosureType type, uint light_shader_flags) -{ - if (!(light_shader_flags & SHADER_EXCLUDE_ANY)) { - return false; - } - if (light_shader_flags & SHADER_EXCLUDE_DIFFUSE) { - if (CLOSURE_IS_BSDF_DIFFUSE(type)) { - return true; - } - } - if (light_shader_flags & SHADER_EXCLUDE_GLOSSY) { - if (CLOSURE_IS_BSDF_GLOSSY(type)) { - return true; - } - } - if (light_shader_flags & SHADER_EXCLUDE_TRANSMIT) { - if (CLOSURE_IS_BSDF_TRANSMISSION(type)) { - return true; - } - } - return false; -} - -ccl_device_inline float _shader_bsdf_multi_eval(KernelGlobals kg, - ccl_private ShaderData *sd, - const float3 omega_in, - const bool is_transmission, - ccl_private const ShaderClosure *skip_sc, - ccl_private BsdfEval *result_eval, - float sum_pdf, - float sum_sample_weight, - const uint light_shader_flags) -{ - /* This is the veach one-sample model with balance heuristic, - * some PDF factors drop out when using balance heuristic weighting. */ - for (int i = 0; i < sd->num_closure; i++) { - ccl_private const ShaderClosure *sc = &sd->closure[i]; - - if (sc == skip_sc) { - continue; - } - - if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) { - if (CLOSURE_IS_BSDF(sc->type) && !_shader_bsdf_exclude(sc->type, light_shader_flags)) { - float bsdf_pdf = 0.0f; - float3 eval = bsdf_eval(kg, sd, sc, omega_in, is_transmission, &bsdf_pdf); - - if (bsdf_pdf != 0.0f) { - const bool is_diffuse = CLOSURE_IS_BSDF_DIFFUSE(sc->type); - bsdf_eval_accum(result_eval, is_diffuse, eval * sc->weight, 1.0f); - sum_pdf += bsdf_pdf * sc->sample_weight; - } - } - - sum_sample_weight += sc->sample_weight; - } - } - - return (sum_sample_weight > 0.0f) ? sum_pdf / sum_sample_weight : 0.0f; -} - -#ifndef __KERNEL_CUDA__ -ccl_device -#else -ccl_device_inline -#endif - float - shader_bsdf_eval(KernelGlobals kg, - ccl_private ShaderData *sd, - const float3 omega_in, - const bool is_transmission, - ccl_private BsdfEval *bsdf_eval, - const uint light_shader_flags) -{ - bsdf_eval_init(bsdf_eval, false, zero_float3()); - - return _shader_bsdf_multi_eval( - kg, sd, omega_in, is_transmission, NULL, bsdf_eval, 0.0f, 0.0f, light_shader_flags); -} - -/* Randomly sample a BSSRDF or BSDF proportional to ShaderClosure.sample_weight. */ -ccl_device_inline ccl_private const ShaderClosure *shader_bsdf_bssrdf_pick( - ccl_private const ShaderData *ccl_restrict sd, ccl_private float *randu) -{ - int sampled = 0; - - if (sd->num_closure > 1) { - /* Pick a BSDF or based on sample weights. */ - float sum = 0.0f; - - for (int i = 0; i < sd->num_closure; i++) { - ccl_private const ShaderClosure *sc = &sd->closure[i]; - - if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) { - sum += sc->sample_weight; - } - } - - float r = (*randu) * sum; - float partial_sum = 0.0f; - - for (int i = 0; i < sd->num_closure; i++) { - ccl_private const ShaderClosure *sc = &sd->closure[i]; - - if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) { - float next_sum = partial_sum + sc->sample_weight; - - if (r < next_sum) { - sampled = i; - - /* Rescale to reuse for direction sample, to better preserve stratification. */ - *randu = (r - partial_sum) / sc->sample_weight; - break; - } - - partial_sum = next_sum; - } - } - } - - return &sd->closure[sampled]; -} - -/* Return weight for picked BSSRDF. */ -ccl_device_inline float3 -shader_bssrdf_sample_weight(ccl_private const ShaderData *ccl_restrict sd, - ccl_private const ShaderClosure *ccl_restrict bssrdf_sc) -{ - float3 weight = bssrdf_sc->weight; - - if (sd->num_closure > 1) { - float sum = 0.0f; - for (int i = 0; i < sd->num_closure; i++) { - ccl_private const ShaderClosure *sc = &sd->closure[i]; - - if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) { - sum += sc->sample_weight; - } - } - weight *= sum / bssrdf_sc->sample_weight; - } - - return weight; -} - -/* Sample direction for picked BSDF, and return evaluation and pdf for all - * BSDFs combined using MIS. */ -ccl_device int shader_bsdf_sample_closure(KernelGlobals kg, - ccl_private ShaderData *sd, - ccl_private const ShaderClosure *sc, - float randu, - float randv, - ccl_private BsdfEval *bsdf_eval, - ccl_private float3 *omega_in, - ccl_private differential3 *domega_in, - ccl_private float *pdf) -{ - /* BSSRDF should already have been handled elsewhere. */ - kernel_assert(CLOSURE_IS_BSDF(sc->type)); - - int label; - float3 eval = zero_float3(); - - *pdf = 0.0f; - label = bsdf_sample(kg, sd, sc, randu, randv, &eval, omega_in, domega_in, pdf); - - if (*pdf != 0.0f) { - const bool is_diffuse = CLOSURE_IS_BSDF_DIFFUSE(sc->type); - bsdf_eval_init(bsdf_eval, is_diffuse, eval * sc->weight); - - if (sd->num_closure > 1) { - const bool is_transmission = shader_bsdf_is_transmission(sd, *omega_in); - float sweight = sc->sample_weight; - *pdf = _shader_bsdf_multi_eval( - kg, sd, *omega_in, is_transmission, sc, bsdf_eval, *pdf * sweight, sweight, 0); - } - } - - return label; -} - -ccl_device float shader_bsdf_average_roughness(ccl_private const ShaderData *sd) -{ - float roughness = 0.0f; - float sum_weight = 0.0f; - - for (int i = 0; i < sd->num_closure; i++) { - ccl_private const ShaderClosure *sc = &sd->closure[i]; - - if (CLOSURE_IS_BSDF(sc->type)) { - /* sqrt once to undo the squaring from multiplying roughness on the - * two axes, and once for the squared roughness convention. */ - float weight = fabsf(average(sc->weight)); - roughness += weight * sqrtf(safe_sqrtf(bsdf_get_roughness_squared(sc))); - sum_weight += weight; - } - } - - return (sum_weight > 0.0f) ? roughness / sum_weight : 0.0f; -} - -ccl_device float3 shader_bsdf_transparency(KernelGlobals kg, ccl_private const ShaderData *sd) -{ - if (sd->flag & SD_HAS_ONLY_VOLUME) { - return one_float3(); - } - else if (sd->flag & SD_TRANSPARENT) { - return sd->closure_transparent_extinction; - } - else { - return zero_float3(); - } -} - -ccl_device void shader_bsdf_disable_transparency(KernelGlobals kg, ccl_private ShaderData *sd) -{ - if (sd->flag & SD_TRANSPARENT) { - for (int i = 0; i < sd->num_closure; i++) { - ccl_private ShaderClosure *sc = &sd->closure[i]; - - if (sc->type == CLOSURE_BSDF_TRANSPARENT_ID) { - sc->sample_weight = 0.0f; - sc->weight = zero_float3(); - } - } - - sd->flag &= ~SD_TRANSPARENT; - } -} - -ccl_device float3 shader_bsdf_alpha(KernelGlobals kg, ccl_private const ShaderData *sd) -{ - float3 alpha = one_float3() - shader_bsdf_transparency(kg, sd); - - alpha = max(alpha, zero_float3()); - alpha = min(alpha, one_float3()); - - return alpha; -} - -ccl_device float3 shader_bsdf_diffuse(KernelGlobals kg, ccl_private const ShaderData *sd) -{ - float3 eval = zero_float3(); - - for (int i = 0; i < sd->num_closure; i++) { - ccl_private const ShaderClosure *sc = &sd->closure[i]; - - if (CLOSURE_IS_BSDF_DIFFUSE(sc->type) || CLOSURE_IS_BSSRDF(sc->type)) - eval += sc->weight; - } - - return eval; -} - -ccl_device float3 shader_bsdf_glossy(KernelGlobals kg, ccl_private const ShaderData *sd) -{ - float3 eval = zero_float3(); - - for (int i = 0; i < sd->num_closure; i++) { - ccl_private const ShaderClosure *sc = &sd->closure[i]; - - if (CLOSURE_IS_BSDF_GLOSSY(sc->type)) - eval += sc->weight; - } - - return eval; -} - -ccl_device float3 shader_bsdf_transmission(KernelGlobals kg, ccl_private const ShaderData *sd) -{ - float3 eval = zero_float3(); - - for (int i = 0; i < sd->num_closure; i++) { - ccl_private const ShaderClosure *sc = &sd->closure[i]; - - if (CLOSURE_IS_BSDF_TRANSMISSION(sc->type)) - eval += sc->weight; - } - - return eval; -} - -ccl_device float3 shader_bsdf_average_normal(KernelGlobals kg, ccl_private const ShaderData *sd) -{ - float3 N = zero_float3(); - - for (int i = 0; i < sd->num_closure; i++) { - ccl_private const ShaderClosure *sc = &sd->closure[i]; - if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) - N += sc->N * fabsf(average(sc->weight)); - } - - return (is_zero(N)) ? sd->N : normalize(N); -} - -ccl_device float3 shader_bsdf_ao(KernelGlobals kg, - ccl_private const ShaderData *sd, - const float ao_factor, - ccl_private float3 *N_) -{ - float3 eval = zero_float3(); - float3 N = zero_float3(); - - for (int i = 0; i < sd->num_closure; i++) { - ccl_private const ShaderClosure *sc = &sd->closure[i]; - - if (CLOSURE_IS_BSDF_DIFFUSE(sc->type)) { - ccl_private const DiffuseBsdf *bsdf = (ccl_private const DiffuseBsdf *)sc; - eval += sc->weight * ao_factor; - N += bsdf->N * fabsf(average(sc->weight)); - } - } - - *N_ = (is_zero(N)) ? sd->N : normalize(N); - return eval; -} - -#ifdef __SUBSURFACE__ -ccl_device float3 shader_bssrdf_normal(ccl_private const ShaderData *sd) -{ - float3 N = zero_float3(); - - for (int i = 0; i < sd->num_closure; i++) { - ccl_private const ShaderClosure *sc = &sd->closure[i]; - - if (CLOSURE_IS_BSSRDF(sc->type)) { - ccl_private const Bssrdf *bssrdf = (ccl_private const Bssrdf *)sc; - float avg_weight = fabsf(average(sc->weight)); - - N += bssrdf->N * avg_weight; - } - } - - return (is_zero(N)) ? sd->N : normalize(N); -} -#endif /* __SUBSURFACE__ */ - -/* Constant emission optimization */ - -ccl_device bool shader_constant_emission_eval(KernelGlobals kg, - int shader, - ccl_private float3 *eval) -{ - int shader_index = shader & SHADER_MASK; - int shader_flag = kernel_tex_fetch(__shaders, shader_index).flags; - - if (shader_flag & SD_HAS_CONSTANT_EMISSION) { - *eval = make_float3(kernel_tex_fetch(__shaders, shader_index).constant_emission[0], - kernel_tex_fetch(__shaders, shader_index).constant_emission[1], - kernel_tex_fetch(__shaders, shader_index).constant_emission[2]); - - return true; - } - - return false; -} - -/* Background */ - -ccl_device float3 shader_background_eval(ccl_private const ShaderData *sd) -{ - if (sd->flag & SD_EMISSION) { - return sd->closure_emission_background; - } - else { - return zero_float3(); - } -} - -/* Emission */ - -ccl_device float3 shader_emissive_eval(ccl_private const ShaderData *sd) -{ - if (sd->flag & SD_EMISSION) { - return emissive_simple_eval(sd->Ng, sd->I) * sd->closure_emission_background; - } - else { - return zero_float3(); - } -} - -/* Holdout */ - -ccl_device float3 shader_holdout_apply(KernelGlobals kg, ccl_private ShaderData *sd) -{ - float3 weight = zero_float3(); - - /* For objects marked as holdout, preserve transparency and remove all other - * closures, replacing them with a holdout weight. */ - if (sd->object_flag & SD_OBJECT_HOLDOUT_MASK) { - if ((sd->flag & SD_TRANSPARENT) && !(sd->flag & SD_HAS_ONLY_VOLUME)) { - weight = one_float3() - sd->closure_transparent_extinction; - - for (int i = 0; i < sd->num_closure; i++) { - ccl_private ShaderClosure *sc = &sd->closure[i]; - if (!CLOSURE_IS_BSDF_TRANSPARENT(sc->type)) { - sc->type = NBUILTIN_CLOSURES; - } - } - - sd->flag &= ~(SD_CLOSURE_FLAGS - (SD_TRANSPARENT | SD_BSDF)); - } - else { - weight = one_float3(); - } - } - else { - for (int i = 0; i < sd->num_closure; i++) { - ccl_private const ShaderClosure *sc = &sd->closure[i]; - if (CLOSURE_IS_HOLDOUT(sc->type)) { - weight += sc->weight; - } - } - } - - return weight; -} - -/* Surface Evaluation */ - -template -ccl_device void shader_eval_surface(KernelGlobals kg, - ConstIntegratorGenericState state, - ccl_private ShaderData *ccl_restrict sd, - ccl_global float *ccl_restrict buffer, - uint32_t path_flag) -{ - /* If path is being terminated, we are tracing a shadow ray or evaluating - * emission, then we don't need to store closures. The emission and shadow - * shader data also do not have a closure array to save GPU memory. */ - int max_closures; - if (path_flag & (PATH_RAY_TERMINATE | PATH_RAY_SHADOW | PATH_RAY_EMISSION)) { - max_closures = 0; - } - else { - max_closures = kernel_data.max_closures; - } - - sd->num_closure = 0; - sd->num_closure_left = max_closures; - -#ifdef __OSL__ - if (kg->osl) { - if (sd->object == OBJECT_NONE && sd->lamp == LAMP_NONE) { - OSLShader::eval_background(kg, state, sd, path_flag); - } - else { - OSLShader::eval_surface(kg, state, sd, path_flag); - } - } - else -#endif - { -#ifdef __SVM__ - svm_eval_nodes(kg, state, sd, buffer, path_flag); -#else - if (sd->object == OBJECT_NONE) { - sd->closure_emission_background = make_float3(0.8f, 0.8f, 0.8f); - sd->flag |= SD_EMISSION; - } - else { - ccl_private DiffuseBsdf *bsdf = (ccl_private DiffuseBsdf *)bsdf_alloc( - sd, sizeof(DiffuseBsdf), make_float3(0.8f, 0.8f, 0.8f)); - if (bsdf != NULL) { - bsdf->N = sd->N; - sd->flag |= bsdf_diffuse_setup(bsdf); - } - } -#endif - } -} - -/* Volume */ - -#ifdef __VOLUME__ - -ccl_device_inline float _shader_volume_phase_multi_eval( - ccl_private const ShaderData *sd, - ccl_private const ShaderVolumePhases *phases, - const float3 omega_in, - int skip_phase, - ccl_private BsdfEval *result_eval, - float sum_pdf, - float sum_sample_weight) -{ - for (int i = 0; i < phases->num_closure; i++) { - if (i == skip_phase) - continue; - - ccl_private const ShaderVolumeClosure *svc = &phases->closure[i]; - float phase_pdf = 0.0f; - float3 eval = volume_phase_eval(sd, svc, omega_in, &phase_pdf); - - if (phase_pdf != 0.0f) { - bsdf_eval_accum(result_eval, false, eval, 1.0f); - sum_pdf += phase_pdf * svc->sample_weight; - } - - sum_sample_weight += svc->sample_weight; - } - - return (sum_sample_weight > 0.0f) ? sum_pdf / sum_sample_weight : 0.0f; -} - -ccl_device float shader_volume_phase_eval(KernelGlobals kg, - ccl_private const ShaderData *sd, - ccl_private const ShaderVolumePhases *phases, - const float3 omega_in, - ccl_private BsdfEval *phase_eval) -{ - bsdf_eval_init(phase_eval, false, zero_float3()); - - return _shader_volume_phase_multi_eval(sd, phases, omega_in, -1, phase_eval, 0.0f, 0.0f); -} - -ccl_device int shader_volume_phase_sample(KernelGlobals kg, - ccl_private const ShaderData *sd, - ccl_private const ShaderVolumePhases *phases, - float randu, - float randv, - ccl_private BsdfEval *phase_eval, - ccl_private float3 *omega_in, - ccl_private differential3 *domega_in, - ccl_private float *pdf) -{ - int sampled = 0; - - if (phases->num_closure > 1) { - /* pick a phase closure based on sample weights */ - float sum = 0.0f; - - for (sampled = 0; sampled < phases->num_closure; sampled++) { - ccl_private const ShaderVolumeClosure *svc = &phases->closure[sampled]; - sum += svc->sample_weight; - } - - float r = randu * sum; - float partial_sum = 0.0f; - - for (sampled = 0; sampled < phases->num_closure; sampled++) { - ccl_private const ShaderVolumeClosure *svc = &phases->closure[sampled]; - float next_sum = partial_sum + svc->sample_weight; - - if (r <= next_sum) { - /* Rescale to reuse for BSDF direction sample. */ - randu = (r - partial_sum) / svc->sample_weight; - break; - } - - partial_sum = next_sum; - } - - if (sampled == phases->num_closure) { - *pdf = 0.0f; - return LABEL_NONE; - } - } - - /* todo: this isn't quite correct, we don't weight anisotropy properly - * depending on color channels, even if this is perhaps not a common case */ - ccl_private const ShaderVolumeClosure *svc = &phases->closure[sampled]; - int label; - float3 eval = zero_float3(); - - *pdf = 0.0f; - label = volume_phase_sample(sd, svc, randu, randv, &eval, omega_in, domega_in, pdf); - - if (*pdf != 0.0f) { - bsdf_eval_init(phase_eval, false, eval); - } - - return label; -} - -ccl_device int shader_phase_sample_closure(KernelGlobals kg, - ccl_private const ShaderData *sd, - ccl_private const ShaderVolumeClosure *sc, - float randu, - float randv, - ccl_private BsdfEval *phase_eval, - ccl_private float3 *omega_in, - ccl_private differential3 *domega_in, - ccl_private float *pdf) -{ - int label; - float3 eval = zero_float3(); - - *pdf = 0.0f; - label = volume_phase_sample(sd, sc, randu, randv, &eval, omega_in, domega_in, pdf); - - if (*pdf != 0.0f) - bsdf_eval_init(phase_eval, false, eval); - - return label; -} - -/* Volume Evaluation */ - -template -ccl_device_inline void shader_eval_volume(KernelGlobals kg, - ConstIntegratorGenericState state, - ccl_private ShaderData *ccl_restrict sd, - const uint32_t path_flag, - StackReadOp stack_read) -{ - /* If path is being terminated, we are tracing a shadow ray or evaluating - * emission, then we don't need to store closures. The emission and shadow - * shader data also do not have a closure array to save GPU memory. */ - int max_closures; - if (path_flag & (PATH_RAY_TERMINATE | PATH_RAY_SHADOW | PATH_RAY_EMISSION)) { - max_closures = 0; - } - else { - max_closures = kernel_data.max_closures; - } - - /* reset closures once at the start, we will be accumulating the closures - * for all volumes in the stack into a single array of closures */ - sd->num_closure = 0; - sd->num_closure_left = max_closures; - sd->flag = 0; - sd->object_flag = 0; - - for (int i = 0;; i++) { - const VolumeStack entry = stack_read(i); - if (entry.shader == SHADER_NONE) { - break; - } - - /* Setup shader-data from stack. it's mostly setup already in - * shader_setup_from_volume, this switching should be quick. */ - sd->object = entry.object; - sd->lamp = LAMP_NONE; - sd->shader = entry.shader; - - sd->flag &= ~SD_SHADER_FLAGS; - sd->flag |= kernel_tex_fetch(__shaders, (sd->shader & SHADER_MASK)).flags; - sd->object_flag &= ~SD_OBJECT_FLAGS; - - if (sd->object != OBJECT_NONE) { - sd->object_flag |= kernel_tex_fetch(__object_flag, sd->object); - -# ifdef __OBJECT_MOTION__ - /* todo: this is inefficient for motion blur, we should be - * caching matrices instead of recomputing them each step */ - shader_setup_object_transforms(kg, sd, sd->time); -# endif - } - - /* evaluate shader */ -# ifdef __SVM__ -# ifdef __OSL__ - if (kg->osl) { - OSLShader::eval_volume(kg, state, sd, path_flag); - } - else -# endif - { - svm_eval_nodes( - kg, state, sd, NULL, path_flag); - } -# endif - - /* Merge closures to avoid exceeding number of closures limit. */ - if (!shadow) { - if (i > 0) { - shader_merge_volume_closures(sd); - } - } - } -} - -#endif /* __VOLUME__ */ - -/* Displacement Evaluation */ - -template -ccl_device void shader_eval_displacement(KernelGlobals kg, - ConstIntegratorGenericState state, - ccl_private ShaderData *sd) -{ - sd->num_closure = 0; - sd->num_closure_left = 0; - - /* this will modify sd->P */ -#ifdef __SVM__ -# ifdef __OSL__ - if (kg->osl) - OSLShader::eval_displacement(kg, state, sd); - else -# endif - { - svm_eval_nodes( - kg, state, sd, NULL, 0); - } -#endif -} - -/* Cryptomatte */ - -ccl_device float shader_cryptomatte_id(KernelGlobals kg, int shader) -{ - return kernel_tex_fetch(__shaders, (shader & SHADER_MASK)).cryptomatte_id; -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/kernel_shadow_catcher.h b/intern/cycles/kernel/kernel_shadow_catcher.h deleted file mode 100644 index 9bed140b395..00000000000 --- a/intern/cycles/kernel/kernel_shadow_catcher.h +++ /dev/null @@ -1,120 +0,0 @@ -/* - * Copyright 2011-2021 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#pragma once - -#include "kernel/integrator/integrator_state_util.h" -#include "kernel/kernel_path_state.h" - -CCL_NAMESPACE_BEGIN - -/* Check whether current surface bounce is where path is to be split for the shadow catcher. */ -ccl_device_inline bool kernel_shadow_catcher_is_path_split_bounce(KernelGlobals kg, - IntegratorState state, - const int object_flag) -{ -#ifdef __SHADOW_CATCHER__ - if (!kernel_data.integrator.has_shadow_catcher) { - return false; - } - - /* Check the flag first, avoiding fetches form global memory. */ - if ((object_flag & SD_OBJECT_SHADOW_CATCHER) == 0) { - return false; - } - if (object_flag & SD_OBJECT_HOLDOUT_MASK) { - return false; - } - - const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag); - - if ((path_flag & PATH_RAY_TRANSPARENT_BACKGROUND) == 0) { - /* Split only on primary rays, secondary bounces are to treat shadow catcher as a regular - * object. */ - return false; - } - - if (path_flag & PATH_RAY_SHADOW_CATCHER_PASS) { - return false; - } - - return true; -#else - (void)object_flag; - return false; -#endif -} - -/* Check whether the current path can still split. */ -ccl_device_inline bool kernel_shadow_catcher_path_can_split(KernelGlobals kg, - ConstIntegratorState state) -{ - if (INTEGRATOR_PATH_IS_TERMINATED) { - return false; - } - - const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag); - - if (path_flag & PATH_RAY_SHADOW_CATCHER_HIT) { - /* Shadow catcher was already hit and the state was split. No further split is allowed. */ - return false; - } - - return (path_flag & PATH_RAY_TRANSPARENT_BACKGROUND) != 0; -} - -/* NOTE: Leaves kernel scheduling information untouched. Use INIT semantic for one of the paths - * after this function. */ -ccl_device_inline bool kernel_shadow_catcher_split(KernelGlobals kg, - IntegratorState state, - const int object_flags) -{ -#ifdef __SHADOW_CATCHER__ - - if (!kernel_shadow_catcher_is_path_split_bounce(kg, state, object_flags)) { - return false; - } - - /* The split is to be done. Mark the current state as such, so that it stops contributing to the - * shadow catcher matte pass, but keeps contributing to the combined pass. */ - INTEGRATOR_STATE_WRITE(state, path, flag) |= PATH_RAY_SHADOW_CATCHER_HIT; - - /* Split new state from the current one. This new state will only track contribution of shadow - * catcher objects ignoring non-catcher objects. */ - integrator_state_shadow_catcher_split(kg, state); - - return true; -#else - (void)object_flags; - return false; -#endif -} - -#ifdef __SHADOW_CATCHER__ - -ccl_device_forceinline bool kernel_shadow_catcher_is_matte_path(const uint32_t path_flag) -{ - return (path_flag & PATH_RAY_SHADOW_CATCHER_HIT) == 0; -} - -ccl_device_forceinline bool kernel_shadow_catcher_is_object_pass(const uint32_t path_flag) -{ - return path_flag & PATH_RAY_SHADOW_CATCHER_PASS; -} - -#endif /* __SHADOW_CATCHER__ */ - -CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/kernel_types.h b/intern/cycles/kernel/kernel_types.h index 94c27a1fca5..4312c1b67d2 100644 --- a/intern/cycles/kernel/kernel_types.h +++ b/intern/cycles/kernel/kernel_types.h @@ -22,10 +22,16 @@ # define __EMBREE__ #endif -#include "kernel/kernel_math.h" -#include "kernel/svm/svm_types.h" +#include "util/util_math.h" +#include "util/util_math_fast.h" +#include "util/util_math_intersect.h" +#include "util/util_projection.h" +#include "util/util_texture.h" +#include "util/util_transform.h" #include "util/util_static_assert.h" +#include "kernel/svm/svm_types.h" + #ifndef __KERNEL_GPU__ # define __KERNEL_CPU__ #endif diff --git a/intern/cycles/kernel/kernel_work_stealing.h b/intern/cycles/kernel/kernel_work_stealing.h deleted file mode 100644 index fab0915c38e..00000000000 --- a/intern/cycles/kernel/kernel_work_stealing.h +++ /dev/null @@ -1,52 +0,0 @@ -/* - * Copyright 2011-2015 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#pragma once - -CCL_NAMESPACE_BEGIN - -/* - * Utility functions for work stealing - */ - -/* Map global work index to tile, pixel X/Y and sample. */ -ccl_device_inline void get_work_pixel(ccl_global const KernelWorkTile *tile, - uint global_work_index, - ccl_private uint *x, - ccl_private uint *y, - ccl_private uint *sample) -{ -#if 0 - /* Keep threads for the same sample together. */ - uint tile_pixels = tile->w * tile->h; - uint sample_offset = global_work_index / tile_pixels; - uint pixel_offset = global_work_index - sample_offset * tile_pixels; -#else - /* Keeping threads for the same pixel together. - * Appears to improve performance by a few % on CUDA and OptiX. */ - uint sample_offset = global_work_index % tile->num_samples; - uint pixel_offset = global_work_index / tile->num_samples; -#endif - - uint y_offset = pixel_offset / tile->w; - uint x_offset = pixel_offset - y_offset * tile->w; - - *x = tile->x + x_offset; - *y = tile->y + y_offset; - *sample = tile->start_sample + sample_offset; -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/kernel_write_passes.h b/intern/cycles/kernel/kernel_write_passes.h deleted file mode 100644 index 9d379495629..00000000000 --- a/intern/cycles/kernel/kernel_write_passes.h +++ /dev/null @@ -1,88 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#pragma once - -#ifdef __KERNEL_GPU__ -# define __ATOMIC_PASS_WRITE__ -#endif - -CCL_NAMESPACE_BEGIN - -ccl_device_inline void kernel_write_pass_float(ccl_global float *ccl_restrict buffer, float value) -{ -#ifdef __ATOMIC_PASS_WRITE__ - atomic_add_and_fetch_float(buffer, value); -#else - *buffer += value; -#endif -} - -ccl_device_inline void kernel_write_pass_float3(ccl_global float *ccl_restrict buffer, - float3 value) -{ -#ifdef __ATOMIC_PASS_WRITE__ - ccl_global float *buf_x = buffer + 0; - ccl_global float *buf_y = buffer + 1; - ccl_global float *buf_z = buffer + 2; - - atomic_add_and_fetch_float(buf_x, value.x); - atomic_add_and_fetch_float(buf_y, value.y); - atomic_add_and_fetch_float(buf_z, value.z); -#else - buffer[0] += value.x; - buffer[1] += value.y; - buffer[2] += value.z; -#endif -} - -ccl_device_inline void kernel_write_pass_float4(ccl_global float *ccl_restrict buffer, - float4 value) -{ -#ifdef __ATOMIC_PASS_WRITE__ - ccl_global float *buf_x = buffer + 0; - ccl_global float *buf_y = buffer + 1; - ccl_global float *buf_z = buffer + 2; - ccl_global float *buf_w = buffer + 3; - - atomic_add_and_fetch_float(buf_x, value.x); - atomic_add_and_fetch_float(buf_y, value.y); - atomic_add_and_fetch_float(buf_z, value.z); - atomic_add_and_fetch_float(buf_w, value.w); -#else - buffer[0] += value.x; - buffer[1] += value.y; - buffer[2] += value.z; - buffer[3] += value.w; -#endif -} - -ccl_device_inline float kernel_read_pass_float(ccl_global float *ccl_restrict buffer) -{ - return *buffer; -} - -ccl_device_inline float3 kernel_read_pass_float3(ccl_global float *ccl_restrict buffer) -{ - return make_float3(buffer[0], buffer[1], buffer[2]); -} - -ccl_device_inline float4 kernel_read_pass_float4(ccl_global float *ccl_restrict buffer) -{ - return make_float4(buffer[0], buffer[1], buffer[2], buffer[3]); -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/light/light.h b/intern/cycles/kernel/light/light.h new file mode 100644 index 00000000000..facbbe23d0f --- /dev/null +++ b/intern/cycles/kernel/light/light.h @@ -0,0 +1,872 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#pragma once + +#include "kernel/geom/geom.h" +#include "kernel/light/light_background.h" +#include "kernel/sample/sample_mapping.h" + +CCL_NAMESPACE_BEGIN + +/* Light Sample result */ + +typedef struct LightSample { + float3 P; /* position on light, or direction for distant light */ + float3 Ng; /* normal on light */ + float3 D; /* direction from shading point to light */ + float t; /* distance to light (FLT_MAX for distant light) */ + float u, v; /* parametric coordinate on primitive */ + float pdf; /* light sampling probability density function */ + float eval_fac; /* intensity multiplier */ + int object; /* object id for triangle/curve lights */ + int prim; /* primitive id for triangle/curve lights */ + int shader; /* shader id */ + int lamp; /* lamp id */ + LightType type; /* type of light */ +} LightSample; + +/* Regular Light */ + +template +ccl_device_inline bool light_sample(KernelGlobals kg, + const int lamp, + const float randu, + const float randv, + const float3 P, + const uint32_t path_flag, + ccl_private LightSample *ls) +{ + const ccl_global KernelLight *klight = &kernel_tex_fetch(__lights, lamp); + if (path_flag & PATH_RAY_SHADOW_CATCHER_PASS) { + if (klight->shader_id & SHADER_EXCLUDE_SHADOW_CATCHER) { + return false; + } + } + + LightType type = (LightType)klight->type; + ls->type = type; + ls->shader = klight->shader_id; + ls->object = PRIM_NONE; + ls->prim = PRIM_NONE; + ls->lamp = lamp; + ls->u = randu; + ls->v = randv; + + if (in_volume_segment && (type == LIGHT_DISTANT || type == LIGHT_BACKGROUND)) { + /* Distant lights in a volume get a dummy sample, position will not actually + * be used in that case. Only when sampling from a specific scatter position + * do we actually need to evaluate these. */ + ls->P = zero_float3(); + ls->Ng = zero_float3(); + ls->D = zero_float3(); + ls->pdf = true; + ls->t = FLT_MAX; + return true; + } + + if (type == LIGHT_DISTANT) { + /* distant light */ + float3 lightD = make_float3(klight->co[0], klight->co[1], klight->co[2]); + float3 D = lightD; + float radius = klight->distant.radius; + float invarea = klight->distant.invarea; + + if (radius > 0.0f) + D = distant_light_sample(D, radius, randu, randv); + + ls->P = D; + ls->Ng = D; + ls->D = -D; + ls->t = FLT_MAX; + + float costheta = dot(lightD, D); + ls->pdf = invarea / (costheta * costheta * costheta); + ls->eval_fac = ls->pdf; + } +#ifdef __BACKGROUND_MIS__ + else if (type == LIGHT_BACKGROUND) { + /* infinite area light (e.g. light dome or env light) */ + float3 D = -background_light_sample(kg, P, randu, randv, &ls->pdf); + + ls->P = D; + ls->Ng = D; + ls->D = -D; + ls->t = FLT_MAX; + ls->eval_fac = 1.0f; + } +#endif + else { + ls->P = make_float3(klight->co[0], klight->co[1], klight->co[2]); + + if (type == LIGHT_POINT || type == LIGHT_SPOT) { + float radius = klight->spot.radius; + + if (radius > 0.0f) + /* sphere light */ + ls->P += sphere_light_sample(P, ls->P, radius, randu, randv); + + ls->D = normalize_len(ls->P - P, &ls->t); + ls->Ng = -ls->D; + + float invarea = klight->spot.invarea; + ls->eval_fac = (0.25f * M_1_PI_F) * invarea; + ls->pdf = invarea; + + if (type == LIGHT_SPOT) { + /* spot light attenuation */ + float3 dir = make_float3(klight->spot.dir[0], klight->spot.dir[1], klight->spot.dir[2]); + ls->eval_fac *= spot_light_attenuation( + dir, klight->spot.spot_angle, klight->spot.spot_smooth, ls->Ng); + if (ls->eval_fac == 0.0f) { + return false; + } + } + float2 uv = map_to_sphere(ls->Ng); + ls->u = uv.x; + ls->v = uv.y; + + ls->pdf *= lamp_light_pdf(kg, ls->Ng, -ls->D, ls->t); + } + else { + /* area light */ + float3 axisu = make_float3( + klight->area.axisu[0], klight->area.axisu[1], klight->area.axisu[2]); + float3 axisv = make_float3( + klight->area.axisv[0], klight->area.axisv[1], klight->area.axisv[2]); + float3 Ng = make_float3(klight->area.dir[0], klight->area.dir[1], klight->area.dir[2]); + float invarea = fabsf(klight->area.invarea); + bool is_round = (klight->area.invarea < 0.0f); + + if (!in_volume_segment) { + if (dot(ls->P - P, Ng) > 0.0f) { + return false; + } + } + + float3 inplane; + + if (is_round || in_volume_segment) { + inplane = ellipse_sample(axisu * 0.5f, axisv * 0.5f, randu, randv); + ls->P += inplane; + ls->pdf = invarea; + } + else { + inplane = ls->P; + + float3 sample_axisu = axisu; + float3 sample_axisv = axisv; + + if (klight->area.tan_spread > 0.0f) { + if (!light_spread_clamp_area_light( + P, Ng, &ls->P, &sample_axisu, &sample_axisv, klight->area.tan_spread)) { + return false; + } + } + + ls->pdf = rect_light_sample(P, &ls->P, sample_axisu, sample_axisv, randu, randv, true); + inplane = ls->P - inplane; + } + + ls->u = dot(inplane, axisu) * (1.0f / dot(axisu, axisu)) + 0.5f; + ls->v = dot(inplane, axisv) * (1.0f / dot(axisv, axisv)) + 0.5f; + + ls->Ng = Ng; + ls->D = normalize_len(ls->P - P, &ls->t); + + ls->eval_fac = 0.25f * invarea; + + if (klight->area.tan_spread > 0.0f) { + /* Area Light spread angle attenuation */ + ls->eval_fac *= light_spread_attenuation( + ls->D, ls->Ng, klight->area.tan_spread, klight->area.normalize_spread); + } + + if (is_round) { + ls->pdf *= lamp_light_pdf(kg, Ng, -ls->D, ls->t); + } + } + } + + ls->pdf *= kernel_data.integrator.pdf_lights; + + return (ls->pdf > 0.0f); +} + +ccl_device bool lights_intersect(KernelGlobals kg, + ccl_private const Ray *ccl_restrict ray, + ccl_private Intersection *ccl_restrict isect, + const int last_prim, + const int last_object, + const int last_type, + const uint32_t path_flag) +{ + for (int lamp = 0; lamp < kernel_data.integrator.num_all_lights; lamp++) { + const ccl_global KernelLight *klight = &kernel_tex_fetch(__lights, lamp); + + if (path_flag & PATH_RAY_CAMERA) { + if (klight->shader_id & SHADER_EXCLUDE_CAMERA) { + continue; + } + } + else { + if (!(klight->shader_id & SHADER_USE_MIS)) { + continue; + } + } + + if (path_flag & PATH_RAY_SHADOW_CATCHER_PASS) { + if (klight->shader_id & SHADER_EXCLUDE_SHADOW_CATCHER) { + continue; + } + } + + LightType type = (LightType)klight->type; + float t = 0.0f, u = 0.0f, v = 0.0f; + + if (type == LIGHT_POINT || type == LIGHT_SPOT) { + /* Sphere light. */ + const float3 lightP = make_float3(klight->co[0], klight->co[1], klight->co[2]); + const float radius = klight->spot.radius; + if (radius == 0.0f) { + continue; + } + + float3 P; + if (!ray_aligned_disk_intersect(ray->P, ray->D, ray->t, lightP, radius, &P, &t)) { + continue; + } + } + else if (type == LIGHT_AREA) { + /* Area light. */ + const float invarea = fabsf(klight->area.invarea); + const bool is_round = (klight->area.invarea < 0.0f); + if (invarea == 0.0f) { + continue; + } + + const float3 axisu = make_float3( + klight->area.axisu[0], klight->area.axisu[1], klight->area.axisu[2]); + const float3 axisv = make_float3( + klight->area.axisv[0], klight->area.axisv[1], klight->area.axisv[2]); + const float3 Ng = make_float3(klight->area.dir[0], klight->area.dir[1], klight->area.dir[2]); + + /* One sided. */ + if (dot(ray->D, Ng) >= 0.0f) { + continue; + } + + const float3 light_P = make_float3(klight->co[0], klight->co[1], klight->co[2]); + + float3 P; + if (!ray_quad_intersect( + ray->P, ray->D, 0.0f, ray->t, light_P, axisu, axisv, Ng, &P, &t, &u, &v, is_round)) { + continue; + } + } + else { + continue; + } + + if (t < isect->t && + !(last_prim == lamp && last_object == OBJECT_NONE && last_type == PRIMITIVE_LAMP)) { + isect->t = t; + isect->u = u; + isect->v = v; + isect->type = PRIMITIVE_LAMP; + isect->prim = lamp; + isect->object = OBJECT_NONE; + } + } + + return isect->prim != PRIM_NONE; +} + +ccl_device bool light_sample_from_distant_ray(KernelGlobals kg, + const float3 ray_D, + const int lamp, + ccl_private LightSample *ccl_restrict ls) +{ + ccl_global const KernelLight *klight = &kernel_tex_fetch(__lights, lamp); + const int shader = klight->shader_id; + const float radius = klight->distant.radius; + const LightType type = (LightType)klight->type; + + if (type != LIGHT_DISTANT) { + return false; + } + if (!(shader & SHADER_USE_MIS)) { + return false; + } + if (radius == 0.0f) { + return false; + } + + /* a distant light is infinitely far away, but equivalent to a disk + * shaped light exactly 1 unit away from the current shading point. + * + * radius t^2/cos(theta) + * <----------> t = sqrt(1^2 + tan(theta)^2) + * tan(th) area = radius*radius*pi + * <-----> + * \ | (1 + tan(theta)^2)/cos(theta) + * \ | (1 + tan(acos(cos(theta)))^2)/cos(theta) + * t \th| 1 simplifies to + * \-| 1/(cos(theta)^3) + * \| magic! + * P + */ + + float3 lightD = make_float3(klight->co[0], klight->co[1], klight->co[2]); + float costheta = dot(-lightD, ray_D); + float cosangle = klight->distant.cosangle; + + if (costheta < cosangle) + return false; + + ls->type = type; + ls->shader = klight->shader_id; + ls->object = PRIM_NONE; + ls->prim = PRIM_NONE; + ls->lamp = lamp; + /* todo: missing texture coordinates */ + ls->u = 0.0f; + ls->v = 0.0f; + ls->t = FLT_MAX; + ls->P = -ray_D; + ls->Ng = -ray_D; + ls->D = ray_D; + + /* compute pdf */ + float invarea = klight->distant.invarea; + ls->pdf = invarea / (costheta * costheta * costheta); + ls->pdf *= kernel_data.integrator.pdf_lights; + ls->eval_fac = ls->pdf; + + return true; +} + +ccl_device bool light_sample_from_intersection(KernelGlobals kg, + ccl_private const Intersection *ccl_restrict isect, + const float3 ray_P, + const float3 ray_D, + ccl_private LightSample *ccl_restrict ls) +{ + const int lamp = isect->prim; + ccl_global const KernelLight *klight = &kernel_tex_fetch(__lights, lamp); + LightType type = (LightType)klight->type; + ls->type = type; + ls->shader = klight->shader_id; + ls->object = PRIM_NONE; + ls->prim = PRIM_NONE; + ls->lamp = lamp; + /* todo: missing texture coordinates */ + ls->t = isect->t; + ls->P = ray_P + ray_D * ls->t; + ls->D = ray_D; + + if (type == LIGHT_POINT || type == LIGHT_SPOT) { + ls->Ng = -ray_D; + + float invarea = klight->spot.invarea; + ls->eval_fac = (0.25f * M_1_PI_F) * invarea; + ls->pdf = invarea; + + if (type == LIGHT_SPOT) { + /* spot light attenuation */ + float3 dir = make_float3(klight->spot.dir[0], klight->spot.dir[1], klight->spot.dir[2]); + ls->eval_fac *= spot_light_attenuation( + dir, klight->spot.spot_angle, klight->spot.spot_smooth, ls->Ng); + + if (ls->eval_fac == 0.0f) { + return false; + } + } + float2 uv = map_to_sphere(ls->Ng); + ls->u = uv.x; + ls->v = uv.y; + + /* compute pdf */ + if (ls->t != FLT_MAX) + ls->pdf *= lamp_light_pdf(kg, ls->Ng, -ls->D, ls->t); + } + else if (type == LIGHT_AREA) { + /* area light */ + float invarea = fabsf(klight->area.invarea); + + float3 axisu = make_float3( + klight->area.axisu[0], klight->area.axisu[1], klight->area.axisu[2]); + float3 axisv = make_float3( + klight->area.axisv[0], klight->area.axisv[1], klight->area.axisv[2]); + float3 Ng = make_float3(klight->area.dir[0], klight->area.dir[1], klight->area.dir[2]); + float3 light_P = make_float3(klight->co[0], klight->co[1], klight->co[2]); + + ls->u = isect->u; + ls->v = isect->v; + ls->D = ray_D; + ls->Ng = Ng; + + const bool is_round = (klight->area.invarea < 0.0f); + if (is_round) { + ls->pdf = invarea * lamp_light_pdf(kg, Ng, -ray_D, ls->t); + } + else { + float3 sample_axisu = axisu; + float3 sample_axisv = axisv; + + if (klight->area.tan_spread > 0.0f) { + if (!light_spread_clamp_area_light( + ray_P, Ng, &light_P, &sample_axisu, &sample_axisv, klight->area.tan_spread)) { + return false; + } + } + + ls->pdf = rect_light_sample(ray_P, &light_P, sample_axisu, sample_axisv, 0, 0, false); + } + ls->eval_fac = 0.25f * invarea; + + if (klight->area.tan_spread > 0.0f) { + /* Area Light spread angle attenuation */ + ls->eval_fac *= light_spread_attenuation( + ls->D, ls->Ng, klight->area.tan_spread, klight->area.normalize_spread); + if (ls->eval_fac == 0.0f) { + return false; + } + } + } + else { + kernel_assert(!"Invalid lamp type in light_sample_from_intersection"); + return false; + } + + ls->pdf *= kernel_data.integrator.pdf_lights; + + return true; +} + +/* Triangle Light */ + +/* returns true if the triangle is has motion blur or an instancing transform applied */ +ccl_device_inline bool triangle_world_space_vertices( + KernelGlobals kg, int object, int prim, float time, float3 V[3]) +{ + bool has_motion = false; + const int object_flag = kernel_tex_fetch(__object_flag, object); + + if (object_flag & SD_OBJECT_HAS_VERTEX_MOTION && time >= 0.0f) { + motion_triangle_vertices(kg, object, prim, time, V); + has_motion = true; + } + else { + triangle_vertices(kg, prim, V); + } + + if (!(object_flag & SD_OBJECT_TRANSFORM_APPLIED)) { +#ifdef __OBJECT_MOTION__ + float object_time = (time >= 0.0f) ? time : 0.5f; + Transform tfm = object_fetch_transform_motion_test(kg, object, object_time, NULL); +#else + Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM); +#endif + V[0] = transform_point(&tfm, V[0]); + V[1] = transform_point(&tfm, V[1]); + V[2] = transform_point(&tfm, V[2]); + has_motion = true; + } + return has_motion; +} + +ccl_device_inline float triangle_light_pdf_area(KernelGlobals kg, + const float3 Ng, + const float3 I, + float t) +{ + float pdf = kernel_data.integrator.pdf_triangles; + float cos_pi = fabsf(dot(Ng, I)); + + if (cos_pi == 0.0f) + return 0.0f; + + return t * t * pdf / cos_pi; +} + +ccl_device_forceinline float triangle_light_pdf(KernelGlobals kg, + ccl_private const ShaderData *sd, + float t) +{ + /* A naive heuristic to decide between costly solid angle sampling + * and simple area sampling, comparing the distance to the triangle plane + * to the length of the edges of the triangle. */ + + float3 V[3]; + bool has_motion = triangle_world_space_vertices(kg, sd->object, sd->prim, sd->time, V); + + const float3 e0 = V[1] - V[0]; + const float3 e1 = V[2] - V[0]; + const float3 e2 = V[2] - V[1]; + const float longest_edge_squared = max(len_squared(e0), max(len_squared(e1), len_squared(e2))); + const float3 N = cross(e0, e1); + const float distance_to_plane = fabsf(dot(N, sd->I * t)) / dot(N, N); + + if (longest_edge_squared > distance_to_plane * distance_to_plane) { + /* sd contains the point on the light source + * calculate Px, the point that we're shading */ + const float3 Px = sd->P + sd->I * t; + const float3 v0_p = V[0] - Px; + const float3 v1_p = V[1] - Px; + const float3 v2_p = V[2] - Px; + + const float3 u01 = safe_normalize(cross(v0_p, v1_p)); + const float3 u02 = safe_normalize(cross(v0_p, v2_p)); + const float3 u12 = safe_normalize(cross(v1_p, v2_p)); + + const float alpha = fast_acosf(dot(u02, u01)); + const float beta = fast_acosf(-dot(u01, u12)); + const float gamma = fast_acosf(dot(u02, u12)); + const float solid_angle = alpha + beta + gamma - M_PI_F; + + /* pdf_triangles is calculated over triangle area, but we're not sampling over its area */ + if (UNLIKELY(solid_angle == 0.0f)) { + return 0.0f; + } + else { + float area = 1.0f; + if (has_motion) { + /* get the center frame vertices, this is what the PDF was calculated from */ + triangle_world_space_vertices(kg, sd->object, sd->prim, -1.0f, V); + area = triangle_area(V[0], V[1], V[2]); + } + else { + area = 0.5f * len(N); + } + const float pdf = area * kernel_data.integrator.pdf_triangles; + return pdf / solid_angle; + } + } + else { + float pdf = triangle_light_pdf_area(kg, sd->Ng, sd->I, t); + if (has_motion) { + const float area = 0.5f * len(N); + if (UNLIKELY(area == 0.0f)) { + return 0.0f; + } + /* scale the PDF. + * area = the area the sample was taken from + * area_pre = the are from which pdf_triangles was calculated from */ + triangle_world_space_vertices(kg, sd->object, sd->prim, -1.0f, V); + const float area_pre = triangle_area(V[0], V[1], V[2]); + pdf = pdf * area_pre / area; + } + return pdf; + } +} + +template +ccl_device_forceinline void triangle_light_sample(KernelGlobals kg, + int prim, + int object, + float randu, + float randv, + float time, + ccl_private LightSample *ls, + const float3 P) +{ + /* A naive heuristic to decide between costly solid angle sampling + * and simple area sampling, comparing the distance to the triangle plane + * to the length of the edges of the triangle. */ + + float3 V[3]; + bool has_motion = triangle_world_space_vertices(kg, object, prim, time, V); + + const float3 e0 = V[1] - V[0]; + const float3 e1 = V[2] - V[0]; + const float3 e2 = V[2] - V[1]; + const float longest_edge_squared = max(len_squared(e0), max(len_squared(e1), len_squared(e2))); + const float3 N0 = cross(e0, e1); + float Nl = 0.0f; + ls->Ng = safe_normalize_len(N0, &Nl); + float area = 0.5f * Nl; + + /* flip normal if necessary */ + const int object_flag = kernel_tex_fetch(__object_flag, object); + if (object_flag & SD_OBJECT_NEGATIVE_SCALE_APPLIED) { + ls->Ng = -ls->Ng; + } + ls->eval_fac = 1.0f; + ls->shader = kernel_tex_fetch(__tri_shader, prim); + ls->object = object; + ls->prim = prim; + ls->lamp = LAMP_NONE; + ls->shader |= SHADER_USE_MIS; + ls->type = LIGHT_TRIANGLE; + + float distance_to_plane = fabsf(dot(N0, V[0] - P) / dot(N0, N0)); + + if (!in_volume_segment && (longest_edge_squared > distance_to_plane * distance_to_plane)) { + /* see James Arvo, "Stratified Sampling of Spherical Triangles" + * http://www.graphics.cornell.edu/pubs/1995/Arv95c.pdf */ + + /* project the triangle to the unit sphere + * and calculate its edges and angles */ + const float3 v0_p = V[0] - P; + const float3 v1_p = V[1] - P; + const float3 v2_p = V[2] - P; + + const float3 u01 = safe_normalize(cross(v0_p, v1_p)); + const float3 u02 = safe_normalize(cross(v0_p, v2_p)); + const float3 u12 = safe_normalize(cross(v1_p, v2_p)); + + const float3 A = safe_normalize(v0_p); + const float3 B = safe_normalize(v1_p); + const float3 C = safe_normalize(v2_p); + + const float cos_alpha = dot(u02, u01); + const float cos_beta = -dot(u01, u12); + const float cos_gamma = dot(u02, u12); + + /* calculate dihedral angles */ + const float alpha = fast_acosf(cos_alpha); + const float beta = fast_acosf(cos_beta); + const float gamma = fast_acosf(cos_gamma); + /* the area of the unit spherical triangle = solid angle */ + const float solid_angle = alpha + beta + gamma - M_PI_F; + + /* precompute a few things + * these could be re-used to take several samples + * as they are independent of randu/randv */ + const float cos_c = dot(A, B); + const float sin_alpha = fast_sinf(alpha); + const float product = sin_alpha * cos_c; + + /* Select a random sub-area of the spherical triangle + * and calculate the third vertex C_ of that new triangle */ + const float phi = randu * solid_angle - alpha; + float s, t; + fast_sincosf(phi, &s, &t); + const float u = t - cos_alpha; + const float v = s + product; + + const float3 U = safe_normalize(C - dot(C, A) * A); + + float q = 1.0f; + const float det = ((v * s + u * t) * sin_alpha); + if (det != 0.0f) { + q = ((v * t - u * s) * cos_alpha - v) / det; + } + const float temp = max(1.0f - q * q, 0.0f); + + const float3 C_ = safe_normalize(q * A + sqrtf(temp) * U); + + /* Finally, select a random point along the edge of the new triangle + * That point on the spherical triangle is the sampled ray direction */ + const float z = 1.0f - randv * (1.0f - dot(C_, B)); + ls->D = z * B + safe_sqrtf(1.0f - z * z) * safe_normalize(C_ - dot(C_, B) * B); + + /* calculate intersection with the planar triangle */ + if (!ray_triangle_intersect(P, + ls->D, + FLT_MAX, +#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__) + (ssef *)V, +#else + V[0], + V[1], + V[2], +#endif + &ls->u, + &ls->v, + &ls->t)) { + ls->pdf = 0.0f; + return; + } + + ls->P = P + ls->D * ls->t; + + /* pdf_triangles is calculated over triangle area, but we're sampling over solid angle */ + if (UNLIKELY(solid_angle == 0.0f)) { + ls->pdf = 0.0f; + return; + } + else { + if (has_motion) { + /* get the center frame vertices, this is what the PDF was calculated from */ + triangle_world_space_vertices(kg, object, prim, -1.0f, V); + area = triangle_area(V[0], V[1], V[2]); + } + const float pdf = area * kernel_data.integrator.pdf_triangles; + ls->pdf = pdf / solid_angle; + } + } + else { + /* compute random point in triangle. From Eric Heitz's "A Low-Distortion Map Between Triangle + * and Square" */ + float u = randu; + float v = randv; + if (v > u) { + u *= 0.5f; + v -= u; + } + else { + v *= 0.5f; + u -= v; + } + + const float t = 1.0f - u - v; + ls->P = u * V[0] + v * V[1] + t * V[2]; + /* compute incoming direction, distance and pdf */ + ls->D = normalize_len(ls->P - P, &ls->t); + ls->pdf = triangle_light_pdf_area(kg, ls->Ng, -ls->D, ls->t); + if (has_motion && area != 0.0f) { + /* scale the PDF. + * area = the area the sample was taken from + * area_pre = the are from which pdf_triangles was calculated from */ + triangle_world_space_vertices(kg, object, prim, -1.0f, V); + const float area_pre = triangle_area(V[0], V[1], V[2]); + ls->pdf = ls->pdf * area_pre / area; + } + ls->u = u; + ls->v = v; + } +} + +/* Light Distribution */ + +ccl_device int light_distribution_sample(KernelGlobals kg, ccl_private float *randu) +{ + /* This is basically std::upper_bound as used by PBRT, to find a point light or + * triangle to emit from, proportional to area. a good improvement would be to + * also sample proportional to power, though it's not so well defined with + * arbitrary shaders. */ + int first = 0; + int len = kernel_data.integrator.num_distribution + 1; + float r = *randu; + + do { + int half_len = len >> 1; + int middle = first + half_len; + + if (r < kernel_tex_fetch(__light_distribution, middle).totarea) { + len = half_len; + } + else { + first = middle + 1; + len = len - half_len - 1; + } + } while (len > 0); + + /* Clamping should not be needed but float rounding errors seem to + * make this fail on rare occasions. */ + int index = clamp(first - 1, 0, kernel_data.integrator.num_distribution - 1); + + /* Rescale to reuse random number. this helps the 2D samples within + * each area light be stratified as well. */ + float distr_min = kernel_tex_fetch(__light_distribution, index).totarea; + float distr_max = kernel_tex_fetch(__light_distribution, index + 1).totarea; + *randu = (r - distr_min) / (distr_max - distr_min); + + return index; +} + +/* Generic Light */ + +ccl_device_inline bool light_select_reached_max_bounces(KernelGlobals kg, int index, int bounce) +{ + return (bounce > kernel_tex_fetch(__lights, index).max_bounces); +} + +template +ccl_device_noinline bool light_distribution_sample(KernelGlobals kg, + float randu, + const float randv, + const float time, + const float3 P, + const int bounce, + const uint32_t path_flag, + ccl_private LightSample *ls) +{ + /* Sample light index from distribution. */ + const int index = light_distribution_sample(kg, &randu); + ccl_global const KernelLightDistribution *kdistribution = &kernel_tex_fetch(__light_distribution, + index); + const int prim = kdistribution->prim; + + if (prim >= 0) { + /* Mesh light. */ + const int object = kdistribution->mesh_light.object_id; + + /* Exclude synthetic meshes from shadow catcher pass. */ + if ((path_flag & PATH_RAY_SHADOW_CATCHER_PASS) && + !(kernel_tex_fetch(__object_flag, object) & SD_OBJECT_SHADOW_CATCHER)) { + return false; + } + + const int shader_flag = kdistribution->mesh_light.shader_flag; + triangle_light_sample(kg, prim, object, randu, randv, time, ls, P); + ls->shader |= shader_flag; + return (ls->pdf > 0.0f); + } + + const int lamp = -prim - 1; + + if (UNLIKELY(light_select_reached_max_bounces(kg, lamp, bounce))) { + return false; + } + + return light_sample(kg, lamp, randu, randv, P, path_flag, ls); +} + +ccl_device_inline bool light_distribution_sample_from_volume_segment(KernelGlobals kg, + float randu, + const float randv, + const float time, + const float3 P, + const int bounce, + const uint32_t path_flag, + ccl_private LightSample *ls) +{ + return light_distribution_sample(kg, randu, randv, time, P, bounce, path_flag, ls); +} + +ccl_device_inline bool light_distribution_sample_from_position(KernelGlobals kg, + float randu, + const float randv, + const float time, + const float3 P, + const int bounce, + const uint32_t path_flag, + ccl_private LightSample *ls) +{ + return light_distribution_sample(kg, randu, randv, time, P, bounce, path_flag, ls); +} + +ccl_device_inline bool light_distribution_sample_new_position(KernelGlobals kg, + const float randu, + const float randv, + const float time, + const float3 P, + ccl_private LightSample *ls) +{ + /* Sample a new position on the same light, for volume sampling. */ + if (ls->type == LIGHT_TRIANGLE) { + triangle_light_sample(kg, ls->prim, ls->object, randu, randv, time, ls, P); + return (ls->pdf > 0.0f); + } + else { + return light_sample(kg, ls->lamp, randu, randv, P, 0, ls); + } +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/light/light_background.h b/intern/cycles/kernel/light/light_background.h new file mode 100644 index 00000000000..78f8c94f7a3 --- /dev/null +++ b/intern/cycles/kernel/light/light_background.h @@ -0,0 +1,453 @@ +/* + * Copyright 2011-2020 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#pragma once + +#include "kernel/light/light_common.h" + +CCL_NAMESPACE_BEGIN + +/* Background Light */ + +#ifdef __BACKGROUND_MIS__ + +ccl_device float3 background_map_sample(KernelGlobals kg, + float randu, + float randv, + ccl_private float *pdf) +{ + /* for the following, the CDF values are actually a pair of floats, with the + * function value as X and the actual CDF as Y. The last entry's function + * value is the CDF total. */ + int res_x = kernel_data.background.map_res_x; + int res_y = kernel_data.background.map_res_y; + int cdf_width = res_x + 1; + + /* This is basically std::lower_bound as used by PBRT. */ + int first = 0; + int count = res_y; + + while (count > 0) { + int step = count >> 1; + int middle = first + step; + + if (kernel_tex_fetch(__light_background_marginal_cdf, middle).y < randv) { + first = middle + 1; + count -= step + 1; + } + else + count = step; + } + + int index_v = max(0, first - 1); + kernel_assert(index_v >= 0 && index_v < res_y); + + float2 cdf_v = kernel_tex_fetch(__light_background_marginal_cdf, index_v); + float2 cdf_next_v = kernel_tex_fetch(__light_background_marginal_cdf, index_v + 1); + float2 cdf_last_v = kernel_tex_fetch(__light_background_marginal_cdf, res_y); + + /* importance-sampled V direction */ + float dv = inverse_lerp(cdf_v.y, cdf_next_v.y, randv); + float v = (index_v + dv) / res_y; + + /* This is basically std::lower_bound as used by PBRT. */ + first = 0; + count = res_x; + while (count > 0) { + int step = count >> 1; + int middle = first + step; + + if (kernel_tex_fetch(__light_background_conditional_cdf, index_v * cdf_width + middle).y < + randu) { + first = middle + 1; + count -= step + 1; + } + else + count = step; + } + + int index_u = max(0, first - 1); + kernel_assert(index_u >= 0 && index_u < res_x); + + float2 cdf_u = kernel_tex_fetch(__light_background_conditional_cdf, + index_v * cdf_width + index_u); + float2 cdf_next_u = kernel_tex_fetch(__light_background_conditional_cdf, + index_v * cdf_width + index_u + 1); + float2 cdf_last_u = kernel_tex_fetch(__light_background_conditional_cdf, + index_v * cdf_width + res_x); + + /* importance-sampled U direction */ + float du = inverse_lerp(cdf_u.y, cdf_next_u.y, randu); + float u = (index_u + du) / res_x; + + /* compute pdf */ + float sin_theta = sinf(M_PI_F * v); + float denom = (M_2PI_F * M_PI_F * sin_theta) * cdf_last_u.x * cdf_last_v.x; + + if (sin_theta == 0.0f || denom == 0.0f) + *pdf = 0.0f; + else + *pdf = (cdf_u.x * cdf_v.x) / denom; + + /* compute direction */ + return equirectangular_to_direction(u, v); +} + +/* TODO(sergey): Same as above, after the release we should consider using + * 'noinline' for all devices. + */ +ccl_device float background_map_pdf(KernelGlobals kg, float3 direction) +{ + float2 uv = direction_to_equirectangular(direction); + int res_x = kernel_data.background.map_res_x; + int res_y = kernel_data.background.map_res_y; + int cdf_width = res_x + 1; + + float sin_theta = sinf(uv.y * M_PI_F); + + if (sin_theta == 0.0f) + return 0.0f; + + int index_u = clamp(float_to_int(uv.x * res_x), 0, res_x - 1); + int index_v = clamp(float_to_int(uv.y * res_y), 0, res_y - 1); + + /* pdfs in V direction */ + float2 cdf_last_u = kernel_tex_fetch(__light_background_conditional_cdf, + index_v * cdf_width + res_x); + float2 cdf_last_v = kernel_tex_fetch(__light_background_marginal_cdf, res_y); + + float denom = (M_2PI_F * M_PI_F * sin_theta) * cdf_last_u.x * cdf_last_v.x; + + if (denom == 0.0f) + return 0.0f; + + /* pdfs in U direction */ + float2 cdf_u = kernel_tex_fetch(__light_background_conditional_cdf, + index_v * cdf_width + index_u); + float2 cdf_v = kernel_tex_fetch(__light_background_marginal_cdf, index_v); + + return (cdf_u.x * cdf_v.x) / denom; +} + +ccl_device_inline bool background_portal_data_fetch_and_check_side( + KernelGlobals kg, float3 P, int index, ccl_private float3 *lightpos, ccl_private float3 *dir) +{ + int portal = kernel_data.background.portal_offset + index; + const ccl_global KernelLight *klight = &kernel_tex_fetch(__lights, portal); + + *lightpos = make_float3(klight->co[0], klight->co[1], klight->co[2]); + *dir = make_float3(klight->area.dir[0], klight->area.dir[1], klight->area.dir[2]); + + /* Check whether portal is on the right side. */ + if (dot(*dir, P - *lightpos) > 1e-4f) + return true; + + return false; +} + +ccl_device_inline float background_portal_pdf( + KernelGlobals kg, float3 P, float3 direction, int ignore_portal, ccl_private bool *is_possible) +{ + float portal_pdf = 0.0f; + + int num_possible = 0; + for (int p = 0; p < kernel_data.background.num_portals; p++) { + if (p == ignore_portal) + continue; + + float3 lightpos, dir; + if (!background_portal_data_fetch_and_check_side(kg, P, p, &lightpos, &dir)) + continue; + + /* There's a portal that could be sampled from this position. */ + if (is_possible) { + *is_possible = true; + } + num_possible++; + + int portal = kernel_data.background.portal_offset + p; + const ccl_global KernelLight *klight = &kernel_tex_fetch(__lights, portal); + float3 axisu = make_float3( + klight->area.axisu[0], klight->area.axisu[1], klight->area.axisu[2]); + float3 axisv = make_float3( + klight->area.axisv[0], klight->area.axisv[1], klight->area.axisv[2]); + bool is_round = (klight->area.invarea < 0.0f); + + if (!ray_quad_intersect(P, + direction, + 1e-4f, + FLT_MAX, + lightpos, + axisu, + axisv, + dir, + NULL, + NULL, + NULL, + NULL, + is_round)) + continue; + + if (is_round) { + float t; + float3 D = normalize_len(lightpos - P, &t); + portal_pdf += fabsf(klight->area.invarea) * lamp_light_pdf(kg, dir, -D, t); + } + else { + portal_pdf += rect_light_sample(P, &lightpos, axisu, axisv, 0.0f, 0.0f, false); + } + } + + if (ignore_portal >= 0) { + /* We have skipped a portal that could be sampled as well. */ + num_possible++; + } + + return (num_possible > 0) ? portal_pdf / num_possible : 0.0f; +} + +ccl_device int background_num_possible_portals(KernelGlobals kg, float3 P) +{ + int num_possible_portals = 0; + for (int p = 0; p < kernel_data.background.num_portals; p++) { + float3 lightpos, dir; + if (background_portal_data_fetch_and_check_side(kg, P, p, &lightpos, &dir)) + num_possible_portals++; + } + return num_possible_portals; +} + +ccl_device float3 background_portal_sample(KernelGlobals kg, + float3 P, + float randu, + float randv, + int num_possible, + ccl_private int *sampled_portal, + ccl_private float *pdf) +{ + /* Pick a portal, then re-normalize randv. */ + randv *= num_possible; + int portal = (int)randv; + randv -= portal; + + /* TODO(sergey): Some smarter way of finding portal to sample + * is welcome. + */ + for (int p = 0; p < kernel_data.background.num_portals; p++) { + /* Search for the sampled portal. */ + float3 lightpos, dir; + if (!background_portal_data_fetch_and_check_side(kg, P, p, &lightpos, &dir)) + continue; + + if (portal == 0) { + /* p is the portal to be sampled. */ + int portal = kernel_data.background.portal_offset + p; + const ccl_global KernelLight *klight = &kernel_tex_fetch(__lights, portal); + float3 axisu = make_float3( + klight->area.axisu[0], klight->area.axisu[1], klight->area.axisu[2]); + float3 axisv = make_float3( + klight->area.axisv[0], klight->area.axisv[1], klight->area.axisv[2]); + bool is_round = (klight->area.invarea < 0.0f); + + float3 D; + if (is_round) { + lightpos += ellipse_sample(axisu * 0.5f, axisv * 0.5f, randu, randv); + float t; + D = normalize_len(lightpos - P, &t); + *pdf = fabsf(klight->area.invarea) * lamp_light_pdf(kg, dir, -D, t); + } + else { + *pdf = rect_light_sample(P, &lightpos, axisu, axisv, randu, randv, true); + D = normalize(lightpos - P); + } + + *pdf /= num_possible; + *sampled_portal = p; + return D; + } + + portal--; + } + + return zero_float3(); +} + +ccl_device_inline float3 background_sun_sample(KernelGlobals kg, + float randu, + float randv, + ccl_private float *pdf) +{ + float3 D; + const float3 N = float4_to_float3(kernel_data.background.sun); + const float angle = kernel_data.background.sun.w; + sample_uniform_cone(N, angle, randu, randv, &D, pdf); + return D; +} + +ccl_device_inline float background_sun_pdf(KernelGlobals kg, float3 D) +{ + const float3 N = float4_to_float3(kernel_data.background.sun); + const float angle = kernel_data.background.sun.w; + return pdf_uniform_cone(N, D, angle); +} + +ccl_device_inline float3 background_light_sample( + KernelGlobals kg, float3 P, float randu, float randv, ccl_private float *pdf) +{ + float portal_method_pdf = kernel_data.background.portal_weight; + float sun_method_pdf = kernel_data.background.sun_weight; + float map_method_pdf = kernel_data.background.map_weight; + + int num_portals = 0; + if (portal_method_pdf > 0.0f) { + /* Check if there are portals in the scene which we can sample. */ + num_portals = background_num_possible_portals(kg, P); + if (num_portals == 0) { + portal_method_pdf = 0.0f; + } + } + + float pdf_fac = (portal_method_pdf + sun_method_pdf + map_method_pdf); + if (pdf_fac == 0.0f) { + /* Use uniform as a fallback if we can't use any strategy. */ + *pdf = 1.0f / M_4PI_F; + return sample_uniform_sphere(randu, randv); + } + + pdf_fac = 1.0f / pdf_fac; + portal_method_pdf *= pdf_fac; + sun_method_pdf *= pdf_fac; + map_method_pdf *= pdf_fac; + + /* We have 100% in total and split it between the three categories. + * Therefore, we pick portals if randu is between 0 and portal_method_pdf, + * sun if randu is between portal_method_pdf and (portal_method_pdf + sun_method_pdf) + * and map if randu is between (portal_method_pdf + sun_method_pdf) and 1. */ + float sun_method_cdf = portal_method_pdf + sun_method_pdf; + + int method = 0; + float3 D; + if (randu < portal_method_pdf) { + method = 0; + /* Rescale randu. */ + if (portal_method_pdf != 1.0f) { + randu /= portal_method_pdf; + } + + /* Sample a portal. */ + int portal; + D = background_portal_sample(kg, P, randu, randv, num_portals, &portal, pdf); + if (num_portals > 1) { + /* Ignore the chosen portal, its pdf is already included. */ + *pdf += background_portal_pdf(kg, P, D, portal, NULL); + } + + /* Skip MIS if this is the only method. */ + if (portal_method_pdf == 1.0f) { + return D; + } + *pdf *= portal_method_pdf; + } + else if (randu < sun_method_cdf) { + method = 1; + /* Rescale randu. */ + if (sun_method_pdf != 1.0f) { + randu = (randu - portal_method_pdf) / sun_method_pdf; + } + + D = background_sun_sample(kg, randu, randv, pdf); + + /* Skip MIS if this is the only method. */ + if (sun_method_pdf == 1.0f) { + return D; + } + *pdf *= sun_method_pdf; + } + else { + method = 2; + /* Rescale randu. */ + if (map_method_pdf != 1.0f) { + randu = (randu - sun_method_cdf) / map_method_pdf; + } + + D = background_map_sample(kg, randu, randv, pdf); + + /* Skip MIS if this is the only method. */ + if (map_method_pdf == 1.0f) { + return D; + } + *pdf *= map_method_pdf; + } + + /* MIS weighting. */ + if (method != 0 && portal_method_pdf != 0.0f) { + *pdf += portal_method_pdf * background_portal_pdf(kg, P, D, -1, NULL); + } + if (method != 1 && sun_method_pdf != 0.0f) { + *pdf += sun_method_pdf * background_sun_pdf(kg, D); + } + if (method != 2 && map_method_pdf != 0.0f) { + *pdf += map_method_pdf * background_map_pdf(kg, D); + } + return D; +} + +ccl_device float background_light_pdf(KernelGlobals kg, float3 P, float3 direction) +{ + float portal_method_pdf = kernel_data.background.portal_weight; + float sun_method_pdf = kernel_data.background.sun_weight; + float map_method_pdf = kernel_data.background.map_weight; + + float portal_pdf = 0.0f; + /* Portals are a special case here since we need to compute their pdf in order + * to find out if we can sample them. */ + if (portal_method_pdf > 0.0f) { + /* Evaluate PDF of sampling this direction by portal sampling. */ + bool is_possible = false; + portal_pdf = background_portal_pdf(kg, P, direction, -1, &is_possible); + if (!is_possible) { + /* Portal sampling is not possible here because all portals point to the wrong side. + * If other methods can be used instead, do so, otherwise uniform sampling is used as a + * fallback. */ + portal_method_pdf = 0.0f; + } + } + + float pdf_fac = (portal_method_pdf + sun_method_pdf + map_method_pdf); + if (pdf_fac == 0.0f) { + /* Use uniform as a fallback if we can't use any strategy. */ + return kernel_data.integrator.pdf_lights / M_4PI_F; + } + + pdf_fac = 1.0f / pdf_fac; + portal_method_pdf *= pdf_fac; + sun_method_pdf *= pdf_fac; + map_method_pdf *= pdf_fac; + + float pdf = portal_pdf * portal_method_pdf; + if (sun_method_pdf != 0.0f) { + pdf += background_sun_pdf(kg, direction) * sun_method_pdf; + } + if (map_method_pdf != 0.0f) { + pdf += background_map_pdf(kg, direction) * map_method_pdf; + } + + return pdf * kernel_data.integrator.pdf_lights; +} + +#endif + +CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/light/light_common.h b/intern/cycles/kernel/light/light_common.h new file mode 100644 index 00000000000..207e89090cc --- /dev/null +++ b/intern/cycles/kernel/light/light_common.h @@ -0,0 +1,227 @@ +/* + * Copyright 2011-2020 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#pragma once + +#include "kernel/sample/sample_mapping.h" + +CCL_NAMESPACE_BEGIN + +/* Area light sampling */ + +/* Uses the following paper: + * + * Carlos Urena et al. + * An Area-Preserving Parametrization for Spherical Rectangles. + * + * https://www.solidangle.com/research/egsr2013_spherical_rectangle.pdf + * + * Note: light_p is modified when sample_coord is true. + */ +ccl_device_inline float rect_light_sample(float3 P, + ccl_private float3 *light_p, + float3 axisu, + float3 axisv, + float randu, + float randv, + bool sample_coord) +{ + /* In our name system we're using P for the center, + * which is o in the paper. + */ + + float3 corner = *light_p - axisu * 0.5f - axisv * 0.5f; + float axisu_len, axisv_len; + /* Compute local reference system R. */ + float3 x = normalize_len(axisu, &axisu_len); + float3 y = normalize_len(axisv, &axisv_len); + float3 z = cross(x, y); + /* Compute rectangle coords in local reference system. */ + float3 dir = corner - P; + float z0 = dot(dir, z); + /* Flip 'z' to make it point against Q. */ + if (z0 > 0.0f) { + z *= -1.0f; + z0 *= -1.0f; + } + float x0 = dot(dir, x); + float y0 = dot(dir, y); + float x1 = x0 + axisu_len; + float y1 = y0 + axisv_len; + /* Compute internal angles (gamma_i). */ + float4 diff = make_float4(x0, y1, x1, y0) - make_float4(x1, y0, x0, y1); + float4 nz = make_float4(y0, x1, y1, x0) * diff; + nz = nz / sqrt(z0 * z0 * diff * diff + nz * nz); + float g0 = safe_acosf(-nz.x * nz.y); + float g1 = safe_acosf(-nz.y * nz.z); + float g2 = safe_acosf(-nz.z * nz.w); + float g3 = safe_acosf(-nz.w * nz.x); + /* Compute predefined constants. */ + float b0 = nz.x; + float b1 = nz.z; + float b0sq = b0 * b0; + float k = M_2PI_F - g2 - g3; + /* Compute solid angle from internal angles. */ + float S = g0 + g1 - k; + + if (sample_coord) { + /* Compute cu. */ + float au = randu * S + k; + float fu = (cosf(au) * b0 - b1) / sinf(au); + float cu = 1.0f / sqrtf(fu * fu + b0sq) * (fu > 0.0f ? 1.0f : -1.0f); + cu = clamp(cu, -1.0f, 1.0f); + /* Compute xu. */ + float xu = -(cu * z0) / max(sqrtf(1.0f - cu * cu), 1e-7f); + xu = clamp(xu, x0, x1); + /* Compute yv. */ + float z0sq = z0 * z0; + float y0sq = y0 * y0; + float y1sq = y1 * y1; + float d = sqrtf(xu * xu + z0sq); + float h0 = y0 / sqrtf(d * d + y0sq); + float h1 = y1 / sqrtf(d * d + y1sq); + float hv = h0 + randv * (h1 - h0), hv2 = hv * hv; + float yv = (hv2 < 1.0f - 1e-6f) ? (hv * d) / sqrtf(1.0f - hv2) : y1; + + /* Transform (xu, yv, z0) to world coords. */ + *light_p = P + xu * x + yv * y + z0 * z; + } + + /* return pdf */ + if (S != 0.0f) + return 1.0f / S; + else + return 0.0f; +} + +ccl_device_inline float3 ellipse_sample(float3 ru, float3 rv, float randu, float randv) +{ + to_unit_disk(&randu, &randv); + return ru * randu + rv * randv; +} + +ccl_device float3 disk_light_sample(float3 v, float randu, float randv) +{ + float3 ru, rv; + + make_orthonormals(v, &ru, &rv); + + return ellipse_sample(ru, rv, randu, randv); +} + +ccl_device float3 distant_light_sample(float3 D, float radius, float randu, float randv) +{ + return normalize(D + disk_light_sample(D, randu, randv) * radius); +} + +ccl_device float3 +sphere_light_sample(float3 P, float3 center, float radius, float randu, float randv) +{ + return disk_light_sample(normalize(P - center), randu, randv) * radius; +} + +ccl_device float spot_light_attenuation(float3 dir, float spot_angle, float spot_smooth, float3 N) +{ + float attenuation = dot(dir, N); + + if (attenuation <= spot_angle) { + attenuation = 0.0f; + } + else { + float t = attenuation - spot_angle; + + if (t < spot_smooth && spot_smooth != 0.0f) + attenuation *= smoothstepf(t / spot_smooth); + } + + return attenuation; +} + +ccl_device float light_spread_attenuation(const float3 D, + const float3 lightNg, + const float tan_spread, + const float normalize_spread) +{ + /* Model a soft-box grid, computing the ratio of light not hidden by the + * slats of the grid at a given angle. (see D10594). */ + const float cos_a = -dot(D, lightNg); + const float sin_a = safe_sqrtf(1.0f - sqr(cos_a)); + const float tan_a = sin_a / cos_a; + return max((1.0f - (tan_spread * tan_a)) * normalize_spread, 0.0f); +} + +/* Compute subset of area light that actually has an influence on the shading point, to + * reduce noise with low spread. */ +ccl_device bool light_spread_clamp_area_light(const float3 P, + const float3 lightNg, + ccl_private float3 *lightP, + ccl_private float3 *axisu, + ccl_private float3 *axisv, + const float tan_spread) +{ + /* Closest point in area light plane and distance to that plane. */ + const float3 closest_P = P - dot(lightNg, P - *lightP) * lightNg; + const float t = len(closest_P - P); + + /* Radius of circle on area light that actually affects the shading point. */ + const float radius = t / tan_spread; + + /* TODO: would be faster to store as normalized vector + length, also in rect_light_sample. */ + float len_u, len_v; + const float3 u = normalize_len(*axisu, &len_u); + const float3 v = normalize_len(*axisv, &len_v); + + /* Local uv coordinates of closest point. */ + const float closest_u = dot(u, closest_P - *lightP); + const float closest_v = dot(v, closest_P - *lightP); + + /* Compute rectangle encompassing the circle that affects the shading point, + * clamped to the bounds of the area light. */ + const float min_u = max(closest_u - radius, -len_u * 0.5f); + const float max_u = min(closest_u + radius, len_u * 0.5f); + const float min_v = max(closest_v - radius, -len_v * 0.5f); + const float max_v = min(closest_v + radius, len_v * 0.5f); + + /* Skip if rectangle is empty. */ + if (min_u >= max_u || min_v >= max_v) { + return false; + } + + /* Compute new area light center position and axes from rectangle in local + * uv coordinates. */ + const float new_center_u = 0.5f * (min_u + max_u); + const float new_center_v = 0.5f * (min_v + max_v); + const float new_len_u = max_u - min_u; + const float new_len_v = max_v - min_v; + + *lightP = *lightP + new_center_u * u + new_center_v * v; + *axisu = u * new_len_u; + *axisv = v * new_len_v; + + return true; +} + +ccl_device float lamp_light_pdf(KernelGlobals kg, const float3 Ng, const float3 I, float t) +{ + float cos_pi = dot(Ng, I); + + if (cos_pi <= 0.0f) + return 0.0f; + + return t * t / cos_pi; +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/light/light_sample.h b/intern/cycles/kernel/light/light_sample.h new file mode 100644 index 00000000000..4ae5d9e1944 --- /dev/null +++ b/intern/cycles/kernel/light/light_sample.h @@ -0,0 +1,271 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#pragma once + +#include "kernel/integrator/integrator_path_state.h" +#include "kernel/integrator/integrator_shader_eval.h" + +#include "kernel/light/light.h" + +#include "kernel/sample/sample_mapping.h" + +CCL_NAMESPACE_BEGIN + +/* Evaluate shader on light. */ +ccl_device_noinline_cpu float3 +light_sample_shader_eval(KernelGlobals kg, + IntegratorState state, + ccl_private ShaderData *ccl_restrict emission_sd, + ccl_private LightSample *ccl_restrict ls, + float time) +{ + /* setup shading at emitter */ + float3 eval = zero_float3(); + + if (shader_constant_emission_eval(kg, ls->shader, &eval)) { + if ((ls->prim != PRIM_NONE) && dot(ls->Ng, ls->D) > 0.0f) { + ls->Ng = -ls->Ng; + } + } + else { + /* Setup shader data and call shader_eval_surface once, better + * for GPU coherence and compile times. */ + PROFILING_INIT_FOR_SHADER(kg, PROFILING_SHADE_LIGHT_SETUP); +#ifdef __BACKGROUND_MIS__ + if (ls->type == LIGHT_BACKGROUND) { + shader_setup_from_background(kg, emission_sd, ls->P, ls->D, time); + } + else +#endif + { + shader_setup_from_sample(kg, + emission_sd, + ls->P, + ls->Ng, + -ls->D, + ls->shader, + ls->object, + ls->prim, + ls->u, + ls->v, + ls->t, + time, + false, + ls->lamp); + + ls->Ng = emission_sd->Ng; + } + + PROFILING_SHADER(emission_sd->object, emission_sd->shader); + PROFILING_EVENT(PROFILING_SHADE_LIGHT_EVAL); + + /* No proper path flag, we're evaluating this for all closures. that's + * weak but we'd have to do multiple evaluations otherwise. */ + shader_eval_surface( + kg, state, emission_sd, NULL, PATH_RAY_EMISSION); + + /* Evaluate closures. */ +#ifdef __BACKGROUND_MIS__ + if (ls->type == LIGHT_BACKGROUND) { + eval = shader_background_eval(emission_sd); + } + else +#endif + { + eval = shader_emissive_eval(emission_sd); + } + } + + eval *= ls->eval_fac; + + if (ls->lamp != LAMP_NONE) { + ccl_global const KernelLight *klight = &kernel_tex_fetch(__lights, ls->lamp); + eval *= make_float3(klight->strength[0], klight->strength[1], klight->strength[2]); + } + + return eval; +} + +/* Test if light sample is from a light or emission from geometry. */ +ccl_device_inline bool light_sample_is_light(ccl_private const LightSample *ccl_restrict ls) +{ + /* return if it's a lamp for shadow pass */ + return (ls->prim == PRIM_NONE && ls->type != LIGHT_BACKGROUND); +} + +/* Early path termination of shadow rays. */ +ccl_device_inline bool light_sample_terminate(KernelGlobals kg, + ccl_private const LightSample *ccl_restrict ls, + ccl_private BsdfEval *ccl_restrict eval, + const float rand_terminate) +{ + if (bsdf_eval_is_zero(eval)) { + return true; + } + + if (kernel_data.integrator.light_inv_rr_threshold > 0.0f) { + float probability = max3(fabs(bsdf_eval_sum(eval))) * + kernel_data.integrator.light_inv_rr_threshold; + if (probability < 1.0f) { + if (rand_terminate >= probability) { + return true; + } + bsdf_eval_mul(eval, 1.0f / probability); + } + } + + return false; +} + +/* This function should be used to compute a modified ray start position for + * rays leaving from a surface. The algorithm slightly distorts flat surface + * of a triangle. Surface is lifted by amount h along normal n in the incident + * point. */ + +ccl_device_inline float3 shadow_ray_smooth_surface_offset( + KernelGlobals kg, ccl_private const ShaderData *ccl_restrict sd, float3 Ng) +{ + float3 V[3], N[3]; + triangle_vertices_and_normals(kg, sd->prim, V, N); + + const float u = sd->u, v = sd->v; + const float w = 1 - u - v; + float3 P = V[0] * u + V[1] * v + V[2] * w; /* Local space */ + float3 n = N[0] * u + N[1] * v + N[2] * w; /* We get away without normalization */ + + object_normal_transform(kg, sd, &n); /* Normal x scale, world space */ + + /* Parabolic approximation */ + float a = dot(N[2] - N[0], V[0] - V[2]); + float b = dot(N[2] - N[1], V[1] - V[2]); + float c = dot(N[1] - N[0], V[1] - V[0]); + float h = a * u * (u - 1) + (a + b + c) * u * v + b * v * (v - 1); + + /* Check flipped normals */ + if (dot(n, Ng) > 0) { + /* Local linear envelope */ + float h0 = max(max(dot(V[1] - V[0], N[0]), dot(V[2] - V[0], N[0])), 0.0f); + float h1 = max(max(dot(V[0] - V[1], N[1]), dot(V[2] - V[1], N[1])), 0.0f); + float h2 = max(max(dot(V[0] - V[2], N[2]), dot(V[1] - V[2], N[2])), 0.0f); + h0 = max(dot(V[0] - P, N[0]) + h0, 0.0f); + h1 = max(dot(V[1] - P, N[1]) + h1, 0.0f); + h2 = max(dot(V[2] - P, N[2]) + h2, 0.0f); + h = max(min(min(h0, h1), h2), h * 0.5f); + } + else { + float h0 = max(max(dot(V[0] - V[1], N[0]), dot(V[0] - V[2], N[0])), 0.0f); + float h1 = max(max(dot(V[1] - V[0], N[1]), dot(V[1] - V[2], N[1])), 0.0f); + float h2 = max(max(dot(V[2] - V[0], N[2]), dot(V[2] - V[1], N[2])), 0.0f); + h0 = max(dot(P - V[0], N[0]) + h0, 0.0f); + h1 = max(dot(P - V[1], N[1]) + h1, 0.0f); + h2 = max(dot(P - V[2], N[2]) + h2, 0.0f); + h = min(-min(min(h0, h1), h2), h * 0.5f); + } + + return n * h; +} + +/* Ray offset to avoid shadow terminator artifact. */ + +ccl_device_inline float3 shadow_ray_offset(KernelGlobals kg, + ccl_private const ShaderData *ccl_restrict sd, + float3 L) +{ + float NL = dot(sd->N, L); + bool transmit = (NL < 0.0f); + float3 Ng = (transmit ? -sd->Ng : sd->Ng); + float3 P = ray_offset(sd->P, Ng); + + if ((sd->type & PRIMITIVE_ALL_TRIANGLE) && (sd->shader & SHADER_SMOOTH_NORMAL)) { + const float offset_cutoff = + kernel_tex_fetch(__objects, sd->object).shadow_terminator_geometry_offset; + /* Do ray offset (heavy stuff) only for close to be terminated triangles: + * offset_cutoff = 0.1f means that 10-20% of rays will be affected. Also + * make a smooth transition near the threshold. */ + if (offset_cutoff > 0.0f) { + float NgL = dot(Ng, L); + float offset_amount = 0.0f; + if (NL < offset_cutoff) { + offset_amount = clamp(2.0f - (NgL + NL) / offset_cutoff, 0.0f, 1.0f); + } + else { + offset_amount = clamp(1.0f - NgL / offset_cutoff, 0.0f, 1.0f); + } + if (offset_amount > 0.0f) { + P += shadow_ray_smooth_surface_offset(kg, sd, Ng) * offset_amount; + } + } + } + + return P; +} + +ccl_device_inline void shadow_ray_setup(ccl_private const ShaderData *ccl_restrict sd, + ccl_private const LightSample *ccl_restrict ls, + const float3 P, + ccl_private Ray *ray) +{ + if (ls->shader & SHADER_CAST_SHADOW) { + /* setup ray */ + ray->P = P; + + if (ls->t == FLT_MAX) { + /* distant light */ + ray->D = ls->D; + ray->t = ls->t; + } + else { + /* other lights, avoid self-intersection */ + ray->D = ray_offset(ls->P, ls->Ng) - P; + ray->D = normalize_len(ray->D, &ray->t); + } + } + else { + /* signal to not cast shadow ray */ + ray->P = zero_float3(); + ray->D = zero_float3(); + ray->t = 0.0f; + } + + ray->dP = differential_make_compact(sd->dP); + ray->dD = differential_zero_compact(); + ray->time = sd->time; +} + +/* Create shadow ray towards light sample. */ +ccl_device_inline void light_sample_to_surface_shadow_ray( + KernelGlobals kg, + ccl_private const ShaderData *ccl_restrict sd, + ccl_private const LightSample *ccl_restrict ls, + ccl_private Ray *ray) +{ + const float3 P = shadow_ray_offset(kg, sd, ls->D); + shadow_ray_setup(sd, ls, P, ray); +} + +/* Create shadow ray towards light sample. */ +ccl_device_inline void light_sample_to_volume_shadow_ray( + KernelGlobals kg, + ccl_private const ShaderData *ccl_restrict sd, + ccl_private const LightSample *ccl_restrict ls, + const float3 P, + ccl_private Ray *ray) +{ + shadow_ray_setup(sd, ls, P, ray); +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/osl/CMakeLists.txt b/intern/cycles/kernel/osl/CMakeLists.txt index 6cdc7367fbb..7be1b7129e0 100644 --- a/intern/cycles/kernel/osl/CMakeLists.txt +++ b/intern/cycles/kernel/osl/CMakeLists.txt @@ -39,7 +39,7 @@ set(HEADER_SRC ) set(LIB - cycles_render + cycles_scene ${OSL_LIBRARIES} ${OPENIMAGEIO_LIBRARIES} diff --git a/intern/cycles/kernel/osl/bsdf_diffuse_ramp.cpp b/intern/cycles/kernel/osl/bsdf_diffuse_ramp.cpp index 45216f4c74d..2ec7f14c0fa 100644 --- a/intern/cycles/kernel/osl/bsdf_diffuse_ramp.cpp +++ b/intern/cycles/kernel/osl/bsdf_diffuse_ramp.cpp @@ -39,7 +39,6 @@ // clang-format off #include "kernel/kernel_types.h" -#include "kernel/kernel_montecarlo.h" #include "kernel/closure/alloc.h" #include "kernel/closure/bsdf_diffuse_ramp.h" // clang-format on diff --git a/intern/cycles/kernel/osl/osl_bssrdf.cpp b/intern/cycles/kernel/osl/osl_bssrdf.cpp index 5bf7b604498..3b8661ce45d 100644 --- a/intern/cycles/kernel/osl/osl_bssrdf.cpp +++ b/intern/cycles/kernel/osl/osl_bssrdf.cpp @@ -37,7 +37,6 @@ // clang-format off #include "kernel/kernel_types.h" -#include "kernel/kernel_montecarlo.h" #include "kernel/closure/alloc.h" #include "kernel/closure/bsdf_util.h" diff --git a/intern/cycles/kernel/osl/osl_closures.cpp b/intern/cycles/kernel/osl/osl_closures.cpp index a2062046ae8..89bab35b60b 100644 --- a/intern/cycles/kernel/osl/osl_closures.cpp +++ b/intern/cycles/kernel/osl/osl_closures.cpp @@ -44,8 +44,6 @@ #include "kernel/device/cpu/globals.h" #include "kernel/kernel_types.h" -#include "kernel/kernel_montecarlo.h" -#include "kernel/kernel_random.h" #include "kernel/closure/alloc.h" #include "kernel/closure/bsdf_util.h" diff --git a/intern/cycles/kernel/osl/osl_services.cpp b/intern/cycles/kernel/osl/osl_services.cpp index cbe1bf1bfc0..56b04fd280e 100644 --- a/intern/cycles/kernel/osl/osl_services.cpp +++ b/intern/cycles/kernel/osl/osl_services.cpp @@ -25,10 +25,10 @@ #include -#include "render/colorspace.h" -#include "render/mesh.h" -#include "render/object.h" -#include "render/scene.h" +#include "scene/colorspace.h" +#include "scene/mesh.h" +#include "scene/object.h" +#include "scene/scene.h" #include "kernel/osl/osl_closures.h" #include "kernel/osl/osl_globals.h" @@ -44,19 +44,22 @@ #include "kernel/device/cpu/globals.h" #include "kernel/device/cpu/image.h" -#include "kernel/kernel_differential.h" +#include "kernel/util/util_differential.h" #include "kernel/integrator/integrator_state.h" #include "kernel/integrator/integrator_state_flow.h" #include "kernel/geom/geom.h" + #include "kernel/bvh/bvh.h" -#include "kernel/kernel_color.h" -#include "kernel/kernel_camera.h" -#include "kernel/kernel_path_state.h" -#include "kernel/kernel_projection.h" -#include "kernel/kernel_shader.h" +#include "kernel/camera/camera.h" +#include "kernel/camera/camera_projection.h" + +#include "kernel/integrator/integrator_path_state.h" +#include "kernel/integrator/integrator_shader_eval.h" + +#include "kernel/util/util_color.h" // clang-format on CCL_NAMESPACE_BEGIN diff --git a/intern/cycles/kernel/osl/osl_shader.cpp b/intern/cycles/kernel/osl/osl_shader.cpp index fba207e7230..6426a09b33d 100644 --- a/intern/cycles/kernel/osl/osl_shader.cpp +++ b/intern/cycles/kernel/osl/osl_shader.cpp @@ -20,7 +20,6 @@ #include "kernel/device/cpu/compat.h" #include "kernel/device/cpu/globals.h" -#include "kernel/kernel_montecarlo.h" #include "kernel/kernel_types.h" #include "kernel/geom/geom_object.h" @@ -33,9 +32,7 @@ #include "kernel/osl/osl_shader.h" // clang-format on -#include "util/util_foreach.h" - -#include "render/attribute.h" +#include "scene/attribute.h" CCL_NAMESPACE_BEGIN diff --git a/intern/cycles/kernel/osl/shaders/CMakeLists.txt b/intern/cycles/kernel/osl/shaders/CMakeLists.txt new file mode 100644 index 00000000000..6b62e7bb52f --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/CMakeLists.txt @@ -0,0 +1,155 @@ +# Copyright 2011-2020 Blender Foundation +# +# Licensed under the Apache License, Version 2.0 (the "License"); +# you may not use this file except in compliance with the License. +# You may obtain a copy of the License at +# +# http://www.apache.org/licenses/LICENSE-2.0 +# +# Unless required by applicable law or agreed to in writing, software +# distributed under the License is distributed on an "AS IS" BASIS, +# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +# See the License for the specific language governing permissions and +# limitations under the License. + +# OSL node shaders + +set(SRC_OSL + node_add_closure.osl + node_ambient_occlusion.osl + node_anisotropic_bsdf.osl + node_attribute.osl + node_background.osl + node_bevel.osl + node_brick_texture.osl + node_brightness.osl + node_bump.osl + node_camera.osl + node_checker_texture.osl + node_clamp.osl + node_combine_rgb.osl + node_combine_hsv.osl + node_combine_xyz.osl + node_convert_from_color.osl + node_convert_from_float.osl + node_convert_from_int.osl + node_convert_from_normal.osl + node_convert_from_point.osl + node_convert_from_vector.osl + node_diffuse_bsdf.osl + node_displacement.osl + node_vector_displacement.osl + node_emission.osl + node_environment_texture.osl + node_float_curve.osl + node_fresnel.osl + node_gamma.osl + node_geometry.osl + node_glass_bsdf.osl + node_glossy_bsdf.osl + node_gradient_texture.osl + node_hair_info.osl + node_scatter_volume.osl + node_absorption_volume.osl + node_principled_volume.osl + node_holdout.osl + node_hsv.osl + node_ies_light.osl + node_image_texture.osl + node_invert.osl + node_layer_weight.osl + node_light_falloff.osl + node_light_path.osl + node_magic_texture.osl + node_map_range.osl + node_mapping.osl + node_math.osl + node_mix.osl + node_mix_closure.osl + node_musgrave_texture.osl + node_noise_texture.osl + node_normal.osl + node_normal_map.osl + node_object_info.osl + node_output_displacement.osl + node_output_surface.osl + node_output_volume.osl + node_particle_info.osl + node_refraction_bsdf.osl + node_rgb_curves.osl + node_rgb_ramp.osl + node_separate_rgb.osl + node_separate_hsv.osl + node_separate_xyz.osl + node_set_normal.osl + node_sky_texture.osl + node_subsurface_scattering.osl + node_tangent.osl + node_texture_coordinate.osl + node_toon_bsdf.osl + node_translucent_bsdf.osl + node_transparent_bsdf.osl + node_value.osl + node_vector_curves.osl + node_vector_math.osl + node_vector_rotate.osl + node_vector_transform.osl + node_velvet_bsdf.osl + node_vertex_color.osl + node_voronoi_texture.osl + node_voxel_texture.osl + node_wavelength.osl + node_blackbody.osl + node_wave_texture.osl + node_white_noise_texture.osl + node_wireframe.osl + node_hair_bsdf.osl + node_principled_hair_bsdf.osl + node_uv_map.osl + node_principled_bsdf.osl + node_rgb_to_bw.osl +) + +# The headers that OSL ships differs per release so we can not +# hardcode this. +file(GLOB SRC_OSL_HEADER_DIST ${OSL_SHADER_DIR}/*.h) + +set(SRC_OSL_HEADERS + node_color.h + node_fresnel.h + node_hash.h + node_math.h + node_noise.h + node_ramp_util.h + stdcycles.h + ${SRC_OSL_HEADER_DIST} +) + +set(SRC_OSO + +) + +# TODO, add a module to compile OSL +foreach(_file ${SRC_OSL}) + set(_OSL_FILE ${CMAKE_CURRENT_SOURCE_DIR}/${_file}) + set_source_files_properties(${_file} PROPERTIES HEADER_FILE_ONLY TRUE) + string(REPLACE ".osl" ".oso" _OSO_FILE ${_OSL_FILE}) + string(REPLACE ${CMAKE_SOURCE_DIR} ${CMAKE_BINARY_DIR} _OSO_FILE ${_OSO_FILE}) + add_custom_command( + OUTPUT ${_OSO_FILE} + COMMAND ${OSL_COMPILER} -q -O2 -I"${CMAKE_CURRENT_SOURCE_DIR}" -I"${OSL_SHADER_DIR}" -o ${_OSO_FILE} ${_OSL_FILE} + DEPENDS ${_OSL_FILE} ${SRC_OSL_HEADERS} ${OSL_COMPILER}) + list(APPEND SRC_OSO + ${_OSO_FILE} + ) + + unset(_OSL_FILE) + unset(_OSO_FILE) +endforeach() + +add_custom_target(cycles_osl_shaders ALL DEPENDS ${SRC_OSO} ${SRC_OSL_HEADERS} ${OSL_COMPILER} SOURCES ${SRC_OSL}) +cycles_set_solution_folder(cycles_osl_shaders) + +# CMAKE_CURRENT_SOURCE_DIR is already included in OSO paths +delayed_install("" "${SRC_OSO}" ${CYCLES_INSTALL_PATH}/shader) +delayed_install("${CMAKE_CURRENT_SOURCE_DIR}" "${SRC_OSL_HEADERS}" ${CYCLES_INSTALL_PATH}/shader) diff --git a/intern/cycles/kernel/osl/shaders/node_absorption_volume.osl b/intern/cycles/kernel/osl/shaders/node_absorption_volume.osl new file mode 100644 index 00000000000..37ccc4c969f --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_absorption_volume.osl @@ -0,0 +1,24 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_absorption_volume(color Color = color(0.8, 0.8, 0.8), + float Density = 1.0, + output closure color Volume = 0) +{ + Volume = ((color(1.0, 1.0, 1.0) - Color) * max(Density, 0.0)) * absorption(); +} diff --git a/intern/cycles/kernel/osl/shaders/node_add_closure.osl b/intern/cycles/kernel/osl/shaders/node_add_closure.osl new file mode 100644 index 00000000000..27ecc9ef0c2 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_add_closure.osl @@ -0,0 +1,24 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_add_closure(closure color Closure1 = 0, + closure color Closure2 = 0, + output closure color Closure = 0) +{ + Closure = Closure1 + Closure2; +} diff --git a/intern/cycles/kernel/osl/shaders/node_ambient_occlusion.osl b/intern/cycles/kernel/osl/shaders/node_ambient_occlusion.osl new file mode 100644 index 00000000000..22d245d0698 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_ambient_occlusion.osl @@ -0,0 +1,43 @@ +/* + * Copyright 2011-2018 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_ambient_occlusion(color ColorIn = color(1.0, 1.0, 1.0), + int samples = 16, + float Distance = 1.0, + normal Normal = N, + int inside = 0, + int only_local = 0, + output color ColorOut = color(1.0, 1.0, 1.0), + output float AO = 1.0) +{ + int global_radius = (Distance == 0.0 && !isconnected(Distance)); + + /* Abuse texture call with special @ao token. */ + AO = texture("@ao", + samples, + Distance, + Normal[0], + Normal[1], + Normal[2], + inside, + "sblur", + only_local, + "tblur", + global_radius); + ColorOut = ColorIn * AO; +} diff --git a/intern/cycles/kernel/osl/shaders/node_anisotropic_bsdf.osl b/intern/cycles/kernel/osl/shaders/node_anisotropic_bsdf.osl new file mode 100644 index 00000000000..739cd375ab2 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_anisotropic_bsdf.osl @@ -0,0 +1,57 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +#include "stdcycles.h" + +shader node_anisotropic_bsdf(color Color = 0.0, + string distribution = "GGX", + float Roughness = 0.0, + float Anisotropy = 0.0, + float Rotation = 0.0, + normal Normal = N, + normal Tangent = normalize(dPdu), + output closure color BSDF = 0) +{ + /* rotate tangent around normal */ + vector T = Tangent; + + if (Rotation != 0.0) + T = rotate(T, Rotation * M_2PI, point(0.0, 0.0, 0.0), Normal); + + /* compute roughness */ + float roughness = Roughness * Roughness; + float roughness_u, roughness_v; + float aniso = clamp(Anisotropy, -0.99, 0.99); + + if (aniso < 0.0) { + roughness_u = roughness / (1.0 + aniso); + roughness_v = roughness * (1.0 + aniso); + } + else { + roughness_u = roughness * (1.0 - aniso); + roughness_v = roughness / (1.0 - aniso); + } + + if (distribution == "sharp") + BSDF = Color * reflection(Normal); + else if (distribution == "beckmann") + BSDF = Color * microfacet_beckmann_aniso(Normal, T, roughness_u, roughness_v); + else if (distribution == "GGX") + BSDF = Color * microfacet_ggx_aniso(Normal, T, roughness_u, roughness_v); + else if (distribution == "Multiscatter GGX") + BSDF = Color * microfacet_multi_ggx_aniso(Normal, T, roughness_u, roughness_v, Color); + else + BSDF = Color * ashikhmin_shirley(Normal, T, roughness_u, roughness_v); +} diff --git a/intern/cycles/kernel/osl/shaders/node_attribute.osl b/intern/cycles/kernel/osl/shaders/node_attribute.osl new file mode 100644 index 00000000000..b7f35956ec7 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_attribute.osl @@ -0,0 +1,45 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_attribute(string bump_offset = "center", + string name = "", + output point Vector = point(0.0, 0.0, 0.0), + output color Color = 0.0, + output float Fac = 0.0, + output float Alpha = 0.0) +{ + float data[4] = {0.0, 0.0, 0.0, 0.0}; + getattribute(name, data); + Color = color(data[0], data[1], data[2]); + Vector = point(Color); + getattribute(name, Fac); + Alpha = data[3]; + + if (bump_offset == "dx") { + Color += Dx(Color); + Vector += Dx(Vector); + Fac += Dx(Fac); + Alpha += Dx(Alpha); + } + else if (bump_offset == "dy") { + Color += Dy(Color); + Vector += Dy(Vector); + Fac += Dy(Fac); + Alpha += Dy(Alpha); + } +} diff --git a/intern/cycles/kernel/osl/shaders/node_background.osl b/intern/cycles/kernel/osl/shaders/node_background.osl new file mode 100644 index 00000000000..3f45db751b3 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_background.osl @@ -0,0 +1,24 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_background(color Color = 0.8, + float Strength = 1.0, + output closure color Background = 0) +{ + Background = Color * Strength * background(); +} diff --git a/intern/cycles/kernel/osl/shaders/node_bevel.osl b/intern/cycles/kernel/osl/shaders/node_bevel.osl new file mode 100644 index 00000000000..e87ddab716d --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_bevel.osl @@ -0,0 +1,29 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_bevel(int samples = 4, + float Radius = 0.05, + normal NormalIn = N, + output normal NormalOut = N) +{ + /* Abuse texture call with special @bevel token. */ + vector bevel_N = (normal)(color)texture("@bevel", samples, Radius); + + /* Preserve input normal. */ + NormalOut = normalize(NormalIn + (bevel_N - N)); +} diff --git a/intern/cycles/kernel/osl/shaders/node_blackbody.osl b/intern/cycles/kernel/osl/shaders/node_blackbody.osl new file mode 100644 index 00000000000..741efae755d --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_blackbody.osl @@ -0,0 +1,28 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_blackbody(float Temperature = 1200.0, output color Color = 0.0) +{ + color rgb = blackbody(Temperature); + + /* Scale by luminance */ + float l = luminance(rgb); + if (l != 0.0) + rgb /= l; + Color = rgb; +} diff --git a/intern/cycles/kernel/osl/shaders/node_brick_texture.osl b/intern/cycles/kernel/osl/shaders/node_brick_texture.osl new file mode 100644 index 00000000000..075a324c730 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_brick_texture.osl @@ -0,0 +1,119 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +/* Brick */ + +float brick_noise(int ns) /* fast integer noise */ +{ + int nn; + int n = (ns + 1013) & 2147483647; + n = (n >> 13) ^ n; + nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 2147483647; + return 0.5 * ((float)nn / 1073741824.0); +} + +float brick(point p, + float mortar_size, + float mortar_smooth, + float bias, + float BrickWidth, + float row_height, + float offset_amount, + int offset_frequency, + float squash_amount, + int squash_frequency, + output float tint) +{ + int bricknum, rownum; + float offset = 0.0; + float brick_width = BrickWidth; + float x, y; + + rownum = (int)floor(p[1] / row_height); + + if (offset_frequency && squash_frequency) { + brick_width *= (rownum % squash_frequency) ? 1.0 : squash_amount; /* squash */ + offset = (rownum % offset_frequency) ? 0.0 : (brick_width * offset_amount); /* offset */ + } + + bricknum = (int)floor((p[0] + offset) / brick_width); + + x = (p[0] + offset) - brick_width * bricknum; + y = p[1] - row_height * rownum; + + tint = clamp((brick_noise((rownum << 16) + (bricknum & 65535)) + bias), 0.0, 1.0); + + float min_dist = min(min(x, y), min(brick_width - x, row_height - y)); + if (min_dist >= mortar_size) { + return 0.0; + } + else if (mortar_smooth == 0.0) { + return 1.0; + } + else { + min_dist = 1.0 - min_dist / mortar_size; + return smoothstep(0.0, mortar_smooth, min_dist); + } +} + +shader node_brick_texture(int use_mapping = 0, + matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), + float offset = 0.5, + int offset_frequency = 2, + float squash = 1.0, + int squash_frequency = 1, + point Vector = P, + color Color1 = 0.2, + color Color2 = 0.8, + color Mortar = 0.0, + float Scale = 5.0, + float MortarSize = 0.02, + float MortarSmooth = 0.0, + float Bias = 0.0, + float BrickWidth = 0.5, + float RowHeight = 0.25, + output float Fac = 0.0, + output color Color = 0.2) +{ + point p = Vector; + + if (use_mapping) + p = transform(mapping, p); + + float tint = 0.0; + color Col = Color1; + + Fac = brick(p * Scale, + MortarSize, + MortarSmooth, + Bias, + BrickWidth, + RowHeight, + offset, + offset_frequency, + squash, + squash_frequency, + tint); + + if (Fac != 1.0) { + float facm = 1.0 - tint; + Col = facm * Color1 + tint * Color2; + } + + Color = mix(Col, Mortar, Fac); +} diff --git a/intern/cycles/kernel/osl/shaders/node_brightness.osl b/intern/cycles/kernel/osl/shaders/node_brightness.osl new file mode 100644 index 00000000000..019edfb79a3 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_brightness.osl @@ -0,0 +1,30 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_brightness(color ColorIn = 0.8, + float Bright = 0.0, + float Contrast = 0.0, + output color ColorOut = 0.8) +{ + float a = 1.0 + Contrast; + float b = Bright - Contrast * 0.5; + + ColorOut[0] = max(a * ColorIn[0] + b, 0.0); + ColorOut[1] = max(a * ColorIn[1] + b, 0.0); + ColorOut[2] = max(a * ColorIn[2] + b, 0.0); +} diff --git a/intern/cycles/kernel/osl/shaders/node_bump.osl b/intern/cycles/kernel/osl/shaders/node_bump.osl new file mode 100644 index 00000000000..811182f40b5 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_bump.osl @@ -0,0 +1,68 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +/* "Bump Mapping Unparameterized Surfaces on the GPU" + * Morten S. Mikkelsen, 2010 */ + +surface node_bump(int invert = 0, + int use_object_space = 0, + normal NormalIn = N, + float Strength = 0.1, + float Distance = 1.0, + float SampleCenter = 0.0, + float SampleX = 0.0, + float SampleY = 0.0, + output normal NormalOut = N) +{ + point Ptmp = P; + normal Normal = NormalIn; + + if (use_object_space) { + Ptmp = transform("object", Ptmp); + Normal = normalize(transform("object", Normal)); + } + + /* get surface tangents from normal */ + vector dPdx = Dx(Ptmp); + vector dPdy = Dy(Ptmp); + + vector Rx = cross(dPdy, Normal); + vector Ry = cross(Normal, dPdx); + + /* compute surface gradient and determinant */ + float det = dot(dPdx, Rx); + vector surfgrad = (SampleX - SampleCenter) * Rx + (SampleY - SampleCenter) * Ry; + + float absdet = fabs(det); + + float strength = max(Strength, 0.0); + float dist = Distance; + + if (invert) + dist *= -1.0; + + /* compute and output perturbed normal */ + NormalOut = normalize(absdet * Normal - dist * sign(det) * surfgrad); + NormalOut = normalize(strength * NormalOut + (1.0 - strength) * Normal); + + if (use_object_space) { + NormalOut = normalize(transform("object", "world", NormalOut)); + } + + NormalOut = ensure_valid_reflection(Ng, I, NormalOut); +} diff --git a/intern/cycles/kernel/osl/shaders/node_camera.osl b/intern/cycles/kernel/osl/shaders/node_camera.osl new file mode 100644 index 00000000000..45ca50c6e1e --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_camera.osl @@ -0,0 +1,29 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_camera(output vector ViewVector = vector(0.0, 0.0, 0.0), + output float ViewZDepth = 0.0, + output float ViewDistance = 0.0) +{ + ViewVector = (vector)transform("world", "camera", P); + + ViewZDepth = fabs(ViewVector[2]); + ViewDistance = length(ViewVector); + + ViewVector = normalize(ViewVector); +} diff --git a/intern/cycles/kernel/osl/shaders/node_checker_texture.osl b/intern/cycles/kernel/osl/shaders/node_checker_texture.osl new file mode 100644 index 00000000000..d6a30dbdb40 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_checker_texture.osl @@ -0,0 +1,62 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +/* Checker */ + +float checker(point ip) +{ + point p; + p[0] = (ip[0] + 0.000001) * 0.999999; + p[1] = (ip[1] + 0.000001) * 0.999999; + p[2] = (ip[2] + 0.000001) * 0.999999; + + int xi = (int)fabs(floor(p[0])); + int yi = (int)fabs(floor(p[1])); + int zi = (int)fabs(floor(p[2])); + + if ((xi % 2 == yi % 2) == (zi % 2)) { + return 1.0; + } + else { + return 0.0; + } +} + +shader node_checker_texture( + int use_mapping = 0, + matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), + float Scale = 5.0, + point Vector = P, + color Color1 = 0.8, + color Color2 = 0.2, + output float Fac = 0.0, + output color Color = 0.0) +{ + point p = Vector; + + if (use_mapping) + p = transform(mapping, p); + + Fac = checker(p * Scale); + if (Fac == 1.0) { + Color = Color1; + } + else { + Color = Color2; + } +} diff --git a/intern/cycles/kernel/osl/shaders/node_clamp.osl b/intern/cycles/kernel/osl/shaders/node_clamp.osl new file mode 100644 index 00000000000..b600fb7c455 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_clamp.osl @@ -0,0 +1,27 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_clamp(string clamp_type = "minmax", + float Value = 1.0, + float Min = 0.0, + float Max = 1.0, + output float Result = 0.0) +{ + Result = (clamp_type == "range" && (Min > Max)) ? clamp(Value, Max, Min) : + clamp(Value, Min, Max); +} diff --git a/intern/cycles/kernel/osl/shaders/node_color.h b/intern/cycles/kernel/osl/shaders/node_color.h new file mode 100644 index 00000000000..276c91843e8 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_color.h @@ -0,0 +1,163 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +/* TODO(lukas): Fix colors in OSL. */ + +float color_srgb_to_scene_linear(float c) +{ + if (c < 0.04045) + return (c < 0.0) ? 0.0 : c * (1.0 / 12.92); + else + return pow((c + 0.055) * (1.0 / 1.055), 2.4); +} + +float color_scene_linear_to_srgb(float c) +{ + if (c < 0.0031308) + return (c < 0.0) ? 0.0 : c * 12.92; + else + return 1.055 * pow(c, 1.0 / 2.4) - 0.055; +} + +color color_srgb_to_scene_linear(color c) +{ + return color(color_srgb_to_scene_linear(c[0]), + color_srgb_to_scene_linear(c[1]), + color_srgb_to_scene_linear(c[2])); +} + +color color_scene_linear_to_srgb(color c) +{ + return color(color_scene_linear_to_srgb(c[0]), + color_scene_linear_to_srgb(c[1]), + color_scene_linear_to_srgb(c[2])); +} + +color color_unpremultiply(color c, float alpha) +{ + if (alpha != 1.0 && alpha != 0.0) + return c / alpha; + + return c; +} + +/* Color Operations */ + +color xyY_to_xyz(float x, float y, float Y) +{ + float X, Z; + + if (y != 0.0) + X = (x / y) * Y; + else + X = 0.0; + + if (y != 0.0 && Y != 0.0) + Z = ((1.0 - x - y) / y) * Y; + else + Z = 0.0; + + return color(X, Y, Z); +} + +color xyz_to_rgb(float x, float y, float z) +{ + return color(3.240479 * x + -1.537150 * y + -0.498535 * z, + -0.969256 * x + 1.875991 * y + 0.041556 * z, + 0.055648 * x + -0.204043 * y + 1.057311 * z); +} + +color rgb_to_hsv(color rgb) +{ + float cmax, cmin, h, s, v, cdelta; + color c; + + cmax = max(rgb[0], max(rgb[1], rgb[2])); + cmin = min(rgb[0], min(rgb[1], rgb[2])); + cdelta = cmax - cmin; + + v = cmax; + + if (cmax != 0.0) { + s = cdelta / cmax; + } + else { + s = 0.0; + h = 0.0; + } + + if (s == 0.0) { + h = 0.0; + } + else { + c = (color(cmax, cmax, cmax) - rgb) / cdelta; + + if (rgb[0] == cmax) + h = c[2] - c[1]; + else if (rgb[1] == cmax) + h = 2.0 + c[0] - c[2]; + else + h = 4.0 + c[1] - c[0]; + + h /= 6.0; + + if (h < 0.0) + h += 1.0; + } + + return color(h, s, v); +} + +color hsv_to_rgb(color hsv) +{ + float i, f, p, q, t, h, s, v; + color rgb; + + h = hsv[0]; + s = hsv[1]; + v = hsv[2]; + + if (s == 0.0) { + rgb = color(v, v, v); + } + else { + if (h == 1.0) + h = 0.0; + + h *= 6.0; + i = floor(h); + f = h - i; + rgb = color(f, f, f); + p = v * (1.0 - s); + q = v * (1.0 - (s * f)); + t = v * (1.0 - (s * (1.0 - f))); + + if (i == 0.0) + rgb = color(v, t, p); + else if (i == 1.0) + rgb = color(q, v, p); + else if (i == 2.0) + rgb = color(p, v, t); + else if (i == 3.0) + rgb = color(p, q, v); + else if (i == 4.0) + rgb = color(t, p, v); + else + rgb = color(v, p, q); + } + + return rgb; +} diff --git a/intern/cycles/kernel/osl/shaders/node_combine_hsv.osl b/intern/cycles/kernel/osl/shaders/node_combine_hsv.osl new file mode 100644 index 00000000000..05e502b5bc1 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_combine_hsv.osl @@ -0,0 +1,22 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_combine_hsv(float H = 0.0, float S = 0.0, float V = 0.0, output color Color = 0.8) +{ + Color = color("hsv", H, S, V); +} diff --git a/intern/cycles/kernel/osl/shaders/node_combine_rgb.osl b/intern/cycles/kernel/osl/shaders/node_combine_rgb.osl new file mode 100644 index 00000000000..036f371eb5c --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_combine_rgb.osl @@ -0,0 +1,22 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_combine_rgb(float R = 0.0, float G = 0.0, float B = 0.0, output color Image = 0.8) +{ + Image = color(R, G, B); +} diff --git a/intern/cycles/kernel/osl/shaders/node_combine_xyz.osl b/intern/cycles/kernel/osl/shaders/node_combine_xyz.osl new file mode 100644 index 00000000000..4ebd86b605c --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_combine_xyz.osl @@ -0,0 +1,22 @@ +/* + * Copyright 2011-2014 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_combine_xyz(float X = 0.0, float Y = 0.0, float Z = 0.0, output vector Vector = 0.8) +{ + Vector = vector(X, Y, Z); +} diff --git a/intern/cycles/kernel/osl/shaders/node_convert_from_color.osl b/intern/cycles/kernel/osl/shaders/node_convert_from_color.osl new file mode 100644 index 00000000000..c3f0e118844 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_convert_from_color.osl @@ -0,0 +1,32 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_convert_from_color(color value_color = 0.0, + output string value_string = "", + output float value_float = 0.0, + output int value_int = 0, + output vector value_vector = vector(0.0, 0.0, 0.0), + output point value_point = point(0.0, 0.0, 0.0), + output normal value_normal = normal(0.0, 0.0, 0.0)) +{ + value_float = value_color[0] * 0.2126 + value_color[1] * 0.7152 + value_color[2] * 0.0722; + value_int = (int)(value_color[0] * 0.2126 + value_color[1] * 0.7152 + value_color[2] * 0.0722); + value_vector = vector(value_color[0], value_color[1], value_color[2]); + value_point = point(value_color[0], value_color[1], value_color[2]); + value_normal = normal(value_color[0], value_color[1], value_color[2]); +} diff --git a/intern/cycles/kernel/osl/shaders/node_convert_from_float.osl b/intern/cycles/kernel/osl/shaders/node_convert_from_float.osl new file mode 100644 index 00000000000..61a15a1c2b0 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_convert_from_float.osl @@ -0,0 +1,32 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_convert_from_float(float value_float = 0.0, + output string value_string = "", + output int value_int = 0, + output color value_color = 0.0, + output vector value_vector = vector(0.0, 0.0, 0.0), + output point value_point = point(0.0, 0.0, 0.0), + output normal value_normal = normal(0.0, 0.0, 0.0)) +{ + value_int = (int)value_float; + value_color = color(value_float, value_float, value_float); + value_vector = vector(value_float, value_float, value_float); + value_point = point(value_float, value_float, value_float); + value_normal = normal(value_float, value_float, value_float); +} diff --git a/intern/cycles/kernel/osl/shaders/node_convert_from_int.osl b/intern/cycles/kernel/osl/shaders/node_convert_from_int.osl new file mode 100644 index 00000000000..2e6a99b2765 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_convert_from_int.osl @@ -0,0 +1,33 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_convert_from_int(int value_int = 0, + output string value_string = "", + output float value_float = 0.0, + output color value_color = 0.0, + output vector value_vector = vector(0.0, 0.0, 0.0), + output point value_point = point(0.0, 0.0, 0.0), + output normal value_normal = normal(0.0, 0.0, 0.0)) +{ + float f = (float)value_int; + value_float = f; + value_color = color(f, f, f); + value_vector = vector(f, f, f); + value_point = point(f, f, f); + value_normal = normal(f, f, f); +} diff --git a/intern/cycles/kernel/osl/shaders/node_convert_from_normal.osl b/intern/cycles/kernel/osl/shaders/node_convert_from_normal.osl new file mode 100644 index 00000000000..64201d63190 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_convert_from_normal.osl @@ -0,0 +1,32 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_convert_from_normal(normal value_normal = normal(0.0, 0.0, 0.0), + output string value_string = "", + output float value_float = 0.0, + output int value_int = 0, + output vector value_vector = vector(0.0, 0.0, 0.0), + output color value_color = 0.0, + output point value_point = point(0.0, 0.0, 0.0)) +{ + value_float = (value_normal[0] + value_normal[1] + value_normal[2]) * (1.0 / 3.0); + value_int = (int)((value_normal[0] + value_normal[1] + value_normal[2]) * (1.0 / 3.0)); + value_vector = vector(value_normal[0], value_normal[1], value_normal[2]); + value_color = color(value_normal[0], value_normal[1], value_normal[2]); + value_point = point(value_normal[0], value_normal[1], value_normal[2]); +} diff --git a/intern/cycles/kernel/osl/shaders/node_convert_from_point.osl b/intern/cycles/kernel/osl/shaders/node_convert_from_point.osl new file mode 100644 index 00000000000..11d64f76d6f --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_convert_from_point.osl @@ -0,0 +1,32 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_convert_from_point(point value_point = point(0.0, 0.0, 0.0), + output string value_string = "", + output float value_float = 0.0, + output int value_int = 0, + output vector value_vector = vector(0.0, 0.0, 0.0), + output color value_color = 0.0, + output normal value_normal = normal(0.0, 0.0, 0.0)) +{ + value_float = (value_point[0] + value_point[1] + value_point[2]) * (1.0 / 3.0); + value_int = (int)((value_normal[0] + value_normal[1] + value_normal[2]) * (1.0 / 3.0)); + value_vector = vector(value_point[0], value_point[1], value_point[2]); + value_color = color(value_point[0], value_point[1], value_point[2]); + value_normal = normal(value_point[0], value_point[1], value_point[2]); +} diff --git a/intern/cycles/kernel/osl/shaders/node_convert_from_string.osl b/intern/cycles/kernel/osl/shaders/node_convert_from_string.osl new file mode 100644 index 00000000000..b496c4e6d05 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_convert_from_string.osl @@ -0,0 +1,27 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_convert_from_string(string value_string = "", + output color value_color = color(0.0, 0.0, 0.0), + output float value_float = 0.0, + output int value_int = 0, + output vector value_vector = vector(0.0, 0.0, 0.0), + output point value_point = point(0.0, 0.0, 0.0), + output normal value_normal = normal(0.0, 0.0, 0.0)) +{ +} diff --git a/intern/cycles/kernel/osl/shaders/node_convert_from_vector.osl b/intern/cycles/kernel/osl/shaders/node_convert_from_vector.osl new file mode 100644 index 00000000000..820faabd32b --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_convert_from_vector.osl @@ -0,0 +1,32 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_convert_from_vector(vector value_vector = vector(0.0, 0.0, 0.0), + output string value_string = "", + output float value_float = 0.0, + output int value_int = 0, + output color value_color = color(0.0, 0.0, 0.0), + output point value_point = point(0.0, 0.0, 0.0), + output normal value_normal = normal(0.0, 0.0, 0.0)) +{ + value_float = (value_vector[0] + value_vector[1] + value_vector[2]) * (1.0 / 3.0); + value_int = (int)((value_normal[0] + value_normal[1] + value_normal[2]) * (1.0 / 3.0)); + value_color = color(value_vector[0], value_vector[1], value_vector[2]); + value_point = point(value_vector[0], value_vector[1], value_vector[2]); + value_normal = normal(value_vector[0], value_vector[1], value_vector[2]); +} diff --git a/intern/cycles/kernel/osl/shaders/node_diffuse_bsdf.osl b/intern/cycles/kernel/osl/shaders/node_diffuse_bsdf.osl new file mode 100644 index 00000000000..f5886f534eb --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_diffuse_bsdf.osl @@ -0,0 +1,28 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_diffuse_bsdf(color Color = 0.8, + float Roughness = 0.0, + normal Normal = N, + output closure color BSDF = 0) +{ + if (Roughness == 0.0) + BSDF = Color * diffuse(Normal); + else + BSDF = Color * oren_nayar(Normal, Roughness); +} diff --git a/intern/cycles/kernel/osl/shaders/node_displacement.osl b/intern/cycles/kernel/osl/shaders/node_displacement.osl new file mode 100644 index 00000000000..44a4828d511 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_displacement.osl @@ -0,0 +1,36 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_displacement(string space = "object", + float Height = 0.0, + float Midlevel = 0.5, + float Scale = 1.0, + normal Normal = N, + output vector Displacement = vector(0.0, 0.0, 0.0)) +{ + Displacement = Normal; + if (space == "object") { + Displacement = transform("object", Displacement); + } + + Displacement = normalize(Displacement) * (Height - Midlevel) * Scale; + + if (space == "object") { + Displacement = transform("object", "world", Displacement); + } +} diff --git a/intern/cycles/kernel/osl/shaders/node_emission.osl b/intern/cycles/kernel/osl/shaders/node_emission.osl new file mode 100644 index 00000000000..f289a9711d9 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_emission.osl @@ -0,0 +1,22 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_emission(color Color = 0.8, float Strength = 1.0, output closure color Emission = 0) +{ + Emission = (Strength * Color) * emission(); +} diff --git a/intern/cycles/kernel/osl/shaders/node_environment_texture.osl b/intern/cycles/kernel/osl/shaders/node_environment_texture.osl new file mode 100644 index 00000000000..d04743eb368 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_environment_texture.osl @@ -0,0 +1,85 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "node_color.h" +#include "stdcycles.h" + +vector environment_texture_direction_to_equirectangular(vector dir) +{ + float u = -atan2(dir[1], dir[0]) / (M_2PI) + 0.5; + float v = atan2(dir[2], hypot(dir[0], dir[1])) / M_PI + 0.5; + + return vector(u, v, 0.0); +} + +vector environment_texture_direction_to_mirrorball(vector idir) +{ + vector dir = idir; + dir[1] -= 1.0; + + float div = 2.0 * sqrt(max(-0.5 * dir[1], 0.0)); + if (div > 0.0) + dir /= div; + + float u = 0.5 * (dir[0] + 1.0); + float v = 0.5 * (dir[2] + 1.0); + + return vector(u, v, 0.0); +} + +shader node_environment_texture( + int use_mapping = 0, + matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), + vector Vector = P, + string filename = "", + string projection = "equirectangular", + string interpolation = "linear", + int compress_as_srgb = 0, + int ignore_alpha = 0, + int unassociate_alpha = 0, + int is_float = 1, + output color Color = 0.0, + output float Alpha = 1.0) +{ + vector p = Vector; + + if (use_mapping) + p = transform(mapping, p); + + p = normalize(p); + + if (projection == "equirectangular") + p = environment_texture_direction_to_equirectangular(p); + else + p = environment_texture_direction_to_mirrorball(p); + + /* todo: use environment for better texture filtering of equirectangular */ + Color = (color)texture( + filename, p[0], 1.0 - p[1], "wrap", "periodic", "interp", interpolation, "alpha", Alpha); + + if (ignore_alpha) { + Alpha = 1.0; + } + else if (unassociate_alpha) { + Color = color_unpremultiply(Color, Alpha); + + if (!is_float) + Color = min(Color, 1.0); + } + + if (compress_as_srgb) + Color = color_srgb_to_scene_linear(Color); +} diff --git a/intern/cycles/kernel/osl/shaders/node_float_curve.osl b/intern/cycles/kernel/osl/shaders/node_float_curve.osl new file mode 100644 index 00000000000..f1f05fd88a9 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_float_curve.osl @@ -0,0 +1,32 @@ +/* + * Copyright 2011-2021 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "node_ramp_util.h" +#include "stdcycles.h" + +shader node_float_curve(float ramp[] = {0.0}, + float min_x = 0.0, + float max_x = 1.0, + float ValueIn = 0.0, + float Factor = 0.0, + output float ValueOut = 0.0) +{ + float c = (ValueIn - min_x) / (max_x - min_x); + + ValueOut = rgb_ramp_lookup(ramp, c, 1, 1); + + ValueOut = mix(ValueIn, ValueOut, Factor); +} diff --git a/intern/cycles/kernel/osl/shaders/node_fresnel.h b/intern/cycles/kernel/osl/shaders/node_fresnel.h new file mode 100644 index 00000000000..ade1d4c6207 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_fresnel.h @@ -0,0 +1,62 @@ +/* + * Adapted from Open Shading Language with this license: + * + * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al. + * All Rights Reserved. + * + * Modifications Copyright 2011, Blender Foundation. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are + * met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of Sony Pictures Imageworks nor the names of its + * contributors may be used to endorse or promote products derived from + * this software without specific prior written permission. + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS + * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT + * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR + * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT + * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, + * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT + * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, + * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY + * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +float fresnel_dielectric_cos(float cosi, float eta) +{ + /* compute fresnel reflectance without explicitly computing + * the refracted direction */ + float c = fabs(cosi); + float g = eta * eta - 1 + c * c; + float result; + + if (g > 0) { + g = sqrt(g); + float A = (g - c) / (g + c); + float B = (c * (g + c) - 1) / (c * (g - c) + 1); + result = 0.5 * A * A * (1 + B * B); + } + else + result = 1.0; /* TIR (no refracted component) */ + + return result; +} + +color fresnel_conductor(float cosi, color eta, color k) +{ + color cosi2 = color(cosi * cosi); + color one = color(1, 1, 1); + color tmp_f = eta * eta + k * k; + color tmp = tmp_f * cosi2; + color Rparl2 = (tmp - (2.0 * eta * cosi) + one) / (tmp + (2.0 * eta * cosi) + one); + color Rperp2 = (tmp_f - (2.0 * eta * cosi) + cosi2) / (tmp_f + (2.0 * eta * cosi) + cosi2); + return (Rparl2 + Rperp2) * 0.5; +} diff --git a/intern/cycles/kernel/osl/shaders/node_fresnel.osl b/intern/cycles/kernel/osl/shaders/node_fresnel.osl new file mode 100644 index 00000000000..cff084c344d --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_fresnel.osl @@ -0,0 +1,26 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "node_fresnel.h" +#include "stdcycles.h" + +shader node_fresnel(float IOR = 1.45, normal Normal = N, output float Fac = 0.0) +{ + float f = max(IOR, 1e-5); + float eta = backfacing() ? 1.0 / f : f; + float cosi = dot(I, Normal); + Fac = fresnel_dielectric_cos(cosi, eta); +} diff --git a/intern/cycles/kernel/osl/shaders/node_gamma.osl b/intern/cycles/kernel/osl/shaders/node_gamma.osl new file mode 100644 index 00000000000..0816df64fe8 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_gamma.osl @@ -0,0 +1,22 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_gamma(color ColorIn = 0.8, float Gamma = 1.0, output color ColorOut = 0.0) +{ + ColorOut = pow(ColorIn, Gamma); +} diff --git a/intern/cycles/kernel/osl/shaders/node_geometry.osl b/intern/cycles/kernel/osl/shaders/node_geometry.osl new file mode 100644 index 00000000000..55cda71db1b --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_geometry.osl @@ -0,0 +1,71 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_geometry(normal NormalIn = N, + string bump_offset = "center", + + output point Position = point(0.0, 0.0, 0.0), + output normal Normal = normal(0.0, 0.0, 0.0), + output normal Tangent = normal(0.0, 0.0, 0.0), + output normal TrueNormal = normal(0.0, 0.0, 0.0), + output vector Incoming = vector(0.0, 0.0, 0.0), + output point Parametric = point(0.0, 0.0, 0.0), + output float Backfacing = 0.0, + output float Pointiness = 0.0, + output float RandomPerIsland = 0.0) +{ + Position = P; + Normal = NormalIn; + TrueNormal = Ng; + Incoming = I; + Parametric = point(u, v, 0.0); + Backfacing = backfacing(); + + if (bump_offset == "dx") { + Position += Dx(Position); + Parametric += Dx(Parametric); + } + else if (bump_offset == "dy") { + Position += Dy(Position); + Parametric += Dy(Parametric); + } + + /* first try to get tangent attribute */ + point generated; + + /* try to create spherical tangent from generated coordinates */ + if (getattribute("geom:generated", generated)) { + normal data = normal(-(generated[1] - 0.5), (generated[0] - 0.5), 0.0); + vector T = transform("object", "world", data); + Tangent = cross(Normal, normalize(cross(T, Normal))); + } + else { + /* otherwise use surface derivatives */ + Tangent = normalize(dPdu); + } + + getattribute("geom:pointiness", Pointiness); + if (bump_offset == "dx") { + Pointiness += Dx(Pointiness); + } + else if (bump_offset == "dy") { + Pointiness += Dy(Pointiness); + } + + getattribute("geom:random_per_island", RandomPerIsland); +} diff --git a/intern/cycles/kernel/osl/shaders/node_glass_bsdf.osl b/intern/cycles/kernel/osl/shaders/node_glass_bsdf.osl new file mode 100644 index 00000000000..0042d573f8d --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_glass_bsdf.osl @@ -0,0 +1,43 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "node_fresnel.h" +#include "stdcycles.h" + +shader node_glass_bsdf(color Color = 0.8, + string distribution = "sharp", + float Roughness = 0.2, + float IOR = 1.45, + normal Normal = N, + output closure color BSDF = 0) +{ + float f = max(IOR, 1e-5); + float eta = backfacing() ? 1.0 / f : f; + float cosi = dot(I, Normal); + float Fr = fresnel_dielectric_cos(cosi, eta); + float roughness = Roughness * Roughness; + + if (distribution == "sharp") + BSDF = Color * (Fr * reflection(Normal) + (1.0 - Fr) * refraction(Normal, eta)); + else if (distribution == "beckmann") + BSDF = Color * (Fr * microfacet_beckmann(Normal, roughness) + + (1.0 - Fr) * microfacet_beckmann_refraction(Normal, roughness, eta)); + else if (distribution == "Multiscatter GGX") + BSDF = Color * microfacet_multi_ggx_glass(Normal, roughness, eta, Color); + else if (distribution == "GGX") + BSDF = Color * (Fr * microfacet_ggx(Normal, roughness) + + (1.0 - Fr) * microfacet_ggx_refraction(Normal, roughness, eta)); +} diff --git a/intern/cycles/kernel/osl/shaders/node_glossy_bsdf.osl b/intern/cycles/kernel/osl/shaders/node_glossy_bsdf.osl new file mode 100644 index 00000000000..c73604d3650 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_glossy_bsdf.osl @@ -0,0 +1,38 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "node_fresnel.h" +#include "stdcycles.h" + +shader node_glossy_bsdf(color Color = 0.8, + string distribution = "GGX", + float Roughness = 0.2, + normal Normal = N, + output closure color BSDF = 0) +{ + float roughness = Roughness * Roughness; + + if (distribution == "sharp") + BSDF = Color * reflection(Normal); + else if (distribution == "beckmann") + BSDF = Color * microfacet_beckmann(Normal, roughness); + else if (distribution == "GGX") + BSDF = Color * microfacet_ggx(Normal, roughness); + else if (distribution == "Multiscatter GGX") + BSDF = Color * microfacet_multi_ggx(Normal, roughness, Color); + else + BSDF = Color * ashikhmin_shirley(Normal, vector(0, 0, 0), roughness, roughness); +} diff --git a/intern/cycles/kernel/osl/shaders/node_gradient_texture.osl b/intern/cycles/kernel/osl/shaders/node_gradient_texture.osl new file mode 100644 index 00000000000..c7faee0d022 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_gradient_texture.osl @@ -0,0 +1,77 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +/* Gradient */ + +float gradient(point p, string type) +{ + float x, y, z; + + x = p[0]; + y = p[1]; + z = p[2]; + + float result = 0.0; + + if (type == "linear") { + result = x; + } + else if (type == "quadratic") { + float r = max(x, 0.0); + result = r * r; + } + else if (type == "easing") { + float r = min(max(x, 0.0), 1.0); + float t = r * r; + + result = (3.0 * t - 2.0 * t * r); + } + else if (type == "diagonal") { + result = (x + y) * 0.5; + } + else if (type == "radial") { + result = atan2(y, x) / M_2PI + 0.5; + } + else { + float r = max(1.0 - sqrt(x * x + y * y + z * z), 0.0); + + if (type == "quadratic_sphere") + result = r * r; + else if (type == "spherical") + result = r; + } + + return clamp(result, 0.0, 1.0); +} + +shader node_gradient_texture( + int use_mapping = 0, + matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), + string gradient_type = "linear", + point Vector = P, + output float Fac = 0.0, + output color Color = 0.0) +{ + point p = Vector; + + if (use_mapping) + p = transform(mapping, p); + + Fac = gradient(p, gradient_type); + Color = color(Fac, Fac, Fac); +} diff --git a/intern/cycles/kernel/osl/shaders/node_hair_bsdf.osl b/intern/cycles/kernel/osl/shaders/node_hair_bsdf.osl new file mode 100644 index 00000000000..3e0ac7af2e0 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_hair_bsdf.osl @@ -0,0 +1,57 @@ +/* + * 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. + */ + +#include "stdcycles.h" + +shader node_hair_bsdf(color Color = 0.8, + string component = "reflection", + float Offset = 0.0, + float RoughnessU = 0.1, + float RoughnessV = 1.0, + normal Tangent = normal(0, 0, 0), + output closure color BSDF = 0) +{ + float roughnessh = clamp(RoughnessU, 0.001, 1.0); + float roughnessv = clamp(RoughnessV, 0.001, 1.0); + float offset = -Offset; + + normal T; + float IsCurve = 0; + getattribute("geom:is_curve", IsCurve); + + if (isconnected(Tangent)) { + T = Tangent; + } + else if (!IsCurve) { + T = normalize(dPdv); + offset = 0.0; + } + else { + T = normalize(dPdu); + } + + if (backfacing() && IsCurve) { + BSDF = transparent(); + } + else { + if (component == "reflection") + BSDF = Color * hair_reflection(Ng, roughnessh, roughnessv, T, offset); + else + BSDF = Color * hair_transmission(Ng, roughnessh, roughnessv, T, offset); + } +} diff --git a/intern/cycles/kernel/osl/shaders/node_hair_info.osl b/intern/cycles/kernel/osl/shaders/node_hair_info.osl new file mode 100644 index 00000000000..ddc2e28b83a --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_hair_info.osl @@ -0,0 +1,32 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_hair_info(output float IsStrand = 0.0, + output float Intercept = 0.0, + output float Length = 0.0, + output float Thickness = 0.0, + output normal TangentNormal = N, + output float Random = 0) +{ + getattribute("geom:is_curve", IsStrand); + getattribute("geom:curve_intercept", Intercept); + getattribute("geom:curve_length", Length); + getattribute("geom:curve_thickness", Thickness); + getattribute("geom:curve_tangent_normal", TangentNormal); + getattribute("geom:curve_random", Random); +} diff --git a/intern/cycles/kernel/osl/shaders/node_hash.h b/intern/cycles/kernel/osl/shaders/node_hash.h new file mode 100644 index 00000000000..b42e42ff910 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_hash.h @@ -0,0 +1,81 @@ +#include "stdcycles.h" +#include "vector2.h" +#include "vector4.h" + +#define vector3 point + +/* **** Hash a float or vector[234] into a float [0, 1] **** */ + +float hash_float_to_float(float k) +{ + return hashnoise(k); +} + +float hash_vector2_to_float(vector2 k) +{ + return hashnoise(k.x, k.y); +} + +float hash_vector3_to_float(vector3 k) +{ + return hashnoise(k); +} + +float hash_vector4_to_float(vector4 k) +{ + return hashnoise(vector3(k.x, k.y, k.z), k.w); +} + +/* **** Hash a vector[234] into a vector[234] [0, 1] **** */ + +vector2 hash_vector2_to_vector2(vector2 k) +{ + return vector2(hash_vector2_to_float(k), hash_vector3_to_float(vector3(k.x, k.y, 1.0))); +} + +vector3 hash_vector3_to_vector3(vector3 k) +{ + return vector3(hash_vector3_to_float(k), + hash_vector4_to_float(vector4(k[0], k[1], k[2], 1.0)), + hash_vector4_to_float(vector4(k[0], k[1], k[2], 2.0))); +} + +vector4 hash_vector4_to_vector4(vector4 k) +{ + return vector4(hash_vector4_to_float(k), + hash_vector4_to_float(vector4(k.w, k.x, k.y, k.z)), + hash_vector4_to_float(vector4(k.z, k.w, k.x, k.y)), + hash_vector4_to_float(vector4(k.y, k.z, k.w, k.x))); +} + +/* **** Hash a float or a vec[234] into a color [0, 1] **** */ + +color hash_float_to_color(float k) +{ + return color(hash_float_to_float(k), + hash_vector2_to_float(vector2(k, 1.0)), + hash_vector2_to_float(vector2(k, 2.0))); +} + +color hash_vector2_to_color(vector2 k) +{ + return color(hash_vector2_to_float(k), + hash_vector3_to_float(vector3(k.x, k.y, 1.0)), + hash_vector3_to_float(vector3(k.x, k.y, 2.0))); +} + +color hash_vector3_to_color(vector3 k) +{ + return color(hash_vector3_to_float(k), + hash_vector4_to_float(vector4(k[0], k[1], k[2], 1.0)), + hash_vector4_to_float(vector4(k[0], k[1], k[2], 2.0))); +} + +color hash_vector4_to_color(vector4 k) +{ + return color(hash_vector4_to_float(k), + hash_vector4_to_float(vector4(k.z, k.x, k.w, k.y)), + hash_vector4_to_float(vector4(k.w, k.z, k.y, k.x))); +} + +#undef vector3 diff --git a/intern/cycles/kernel/osl/shaders/node_holdout.osl b/intern/cycles/kernel/osl/shaders/node_holdout.osl new file mode 100644 index 00000000000..92e41c92f72 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_holdout.osl @@ -0,0 +1,21 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_holdout(output closure color Holdout = holdout()) +{ +} diff --git a/intern/cycles/kernel/osl/shaders/node_hsv.osl b/intern/cycles/kernel/osl/shaders/node_hsv.osl new file mode 100644 index 00000000000..4417057b10f --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_hsv.osl @@ -0,0 +1,42 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "node_color.h" +#include "stdcycles.h" + +shader node_hsv(float Hue = 0.5, + float Saturation = 1.0, + float Value = 1.0, + float Fac = 0.5, + color ColorIn = 0.0, + output color ColorOut = 0.0) +{ + color Color = rgb_to_hsv(ColorIn); + + // remember: fmod doesn't work for negative numbers + Color[0] = fmod(Color[0] + Hue + 0.5, 1.0); + Color[1] = clamp(Color[1] * Saturation, 0.0, 1.0); + Color[2] *= Value; + + Color = hsv_to_rgb(Color); + + // Clamp color to prevent negative values cauzed by oversaturation. + Color[0] = max(Color[0], 0.0); + Color[1] = max(Color[1], 0.0); + Color[2] = max(Color[2], 0.0); + + ColorOut = mix(ColorIn, Color, Fac); +} diff --git a/intern/cycles/kernel/osl/shaders/node_ies_light.osl b/intern/cycles/kernel/osl/shaders/node_ies_light.osl new file mode 100644 index 00000000000..76348b4d758 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_ies_light.osl @@ -0,0 +1,40 @@ +/* + * Copyright 2011-2015 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +/* IES Light */ + +shader node_ies_light(int use_mapping = 0, + matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), + string filename = "", + float Strength = 1.0, + point Vector = I, + output float Fac = 0.0) +{ + point p = Vector; + + if (use_mapping) { + p = transform(mapping, p); + } + + p = normalize((vector)p); + + float v_angle = acos(-p[2]); + float h_angle = atan2(p[0], p[1]) + M_PI; + + Fac = Strength * texture(filename, h_angle, v_angle); +} diff --git a/intern/cycles/kernel/osl/shaders/node_image_texture.osl b/intern/cycles/kernel/osl/shaders/node_image_texture.osl new file mode 100644 index 00000000000..56fcc47a011 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_image_texture.osl @@ -0,0 +1,270 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "node_color.h" +#include "stdcycles.h" + +point texco_remap_square(point co) +{ + return (co - point(0.5, 0.5, 0.5)) * 2.0; +} + +point map_to_tube(vector dir) +{ + float u, v; + v = (dir[2] + 1.0) * 0.5; + float len = sqrt(dir[0] * dir[0] + dir[1] * dir[1]); + if (len > 0.0) { + u = (1.0 - (atan2(dir[0] / len, dir[1] / len) / M_PI)) * 0.5; + } + else { + v = u = 0.0; /* To avoid un-initialized variables. */ + } + return point(u, v, 0.0); +} + +point map_to_sphere(vector dir) +{ + float len = length(dir); + float v, u; + if (len > 0.0) { + if (dir[0] == 0.0 && dir[1] == 0.0) { + u = 0.0; /* Otherwise domain error. */ + } + else { + u = (1.0 - atan2(dir[0], dir[1]) / M_PI) / 2.0; + } + v = 1.0 - acos(dir[2] / len) / M_PI; + } + else { + v = u = 0.0; /* To avoid un-initialized variables. */ + } + return point(u, v, 0.0); +} + +color image_texture_lookup(string filename, + float u, + float v, + output float Alpha, + int compress_as_srgb, + int ignore_alpha, + int unassociate_alpha, + int is_float, + int is_tiled, + string interpolation, + string extension) +{ + /* Flip the y coordinate, but preserve UDIM tiles. */ + float flip_v; + if (is_tiled) { + float v_i = (int)v; + flip_v = v_i + (1.0 - (v - v_i)); + } + else { + flip_v = 1.0 - v; + } + color rgb = (color)texture( + filename, u, flip_v, "wrap", extension, "interp", interpolation, "alpha", Alpha); + + if (ignore_alpha) { + Alpha = 1.0; + } + else if (unassociate_alpha) { + rgb = color_unpremultiply(rgb, Alpha); + + if (!is_float) + rgb = min(rgb, 1.0); + } + + if (compress_as_srgb) { + rgb = color_srgb_to_scene_linear(rgb); + } + + return rgb; +} + +shader node_image_texture(int use_mapping = 0, + matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), + point Vector = P, + string filename = "", + string projection = "flat", + string interpolation = "smartcubic", + string extension = "periodic", + float projection_blend = 0.0, + int compress_as_srgb = 0, + int ignore_alpha = 0, + int unassociate_alpha = 0, + int is_tiled = 0, + int is_float = 1, + output color Color = 0.0, + output float Alpha = 1.0) +{ + point p = Vector; + + if (use_mapping) + p = transform(mapping, p); + + if (projection == "flat") { + Color = image_texture_lookup(filename, + p[0], + p[1], + Alpha, + compress_as_srgb, + ignore_alpha, + unassociate_alpha, + is_float, + is_tiled, + interpolation, + extension); + } + else if (projection == "box") { + /* object space normal */ + vector Nob = transform("world", "object", N); + + /* project from direction vector to barycentric coordinates in triangles */ + Nob = vector(fabs(Nob[0]), fabs(Nob[1]), fabs(Nob[2])); + Nob /= (Nob[0] + Nob[1] + Nob[2]); + + /* basic idea is to think of this as a triangle, each corner representing + * one of the 3 faces of the cube. in the corners we have single textures, + * in between we blend between two textures, and in the middle we a blend + * between three textures. + * + * the `Nxyz` values are the barycentric coordinates in an equilateral + * triangle, which in case of blending, in the middle has a smaller + * equilateral triangle where 3 textures blend. this divides things into + * 7 zones, with an if () test for each zone. */ + + vector weight = vector(0.0, 0.0, 0.0); + float blend = projection_blend; + float limit = 0.5 * (1.0 + blend); + + /* first test for corners with single texture */ + if (Nob[0] > limit * (Nob[0] + Nob[1]) && Nob[0] > limit * (Nob[0] + Nob[2])) { + weight[0] = 1.0; + } + else if (Nob[1] > limit * (Nob[0] + Nob[1]) && Nob[1] > limit * (Nob[1] + Nob[2])) { + weight[1] = 1.0; + } + else if (Nob[2] > limit * (Nob[0] + Nob[2]) && Nob[2] > limit * (Nob[1] + Nob[2])) { + weight[2] = 1.0; + } + else if (blend > 0.0) { + /* in case of blending, test for mixes between two textures */ + if (Nob[2] < (1.0 - limit) * (Nob[1] + Nob[0])) { + weight[0] = Nob[0] / (Nob[0] + Nob[1]); + weight[0] = clamp((weight[0] - 0.5 * (1.0 - blend)) / blend, 0.0, 1.0); + weight[1] = 1.0 - weight[0]; + } + else if (Nob[0] < (1.0 - limit) * (Nob[1] + Nob[2])) { + weight[1] = Nob[1] / (Nob[1] + Nob[2]); + weight[1] = clamp((weight[1] - 0.5 * (1.0 - blend)) / blend, 0.0, 1.0); + weight[2] = 1.0 - weight[1]; + } + else if (Nob[1] < (1.0 - limit) * (Nob[0] + Nob[2])) { + weight[0] = Nob[0] / (Nob[0] + Nob[2]); + weight[0] = clamp((weight[0] - 0.5 * (1.0 - blend)) / blend, 0.0, 1.0); + weight[2] = 1.0 - weight[0]; + } + else { + /* last case, we have a mix between three */ + weight[0] = ((2.0 - limit) * Nob[0] + (limit - 1.0)) / (2.0 * limit - 1.0); + weight[1] = ((2.0 - limit) * Nob[1] + (limit - 1.0)) / (2.0 * limit - 1.0); + weight[2] = ((2.0 - limit) * Nob[2] + (limit - 1.0)) / (2.0 * limit - 1.0); + } + } + else { + /* Desperate mode, no valid choice anyway, fallback to one side.*/ + weight[0] = 1.0; + } + + Color = color(0.0, 0.0, 0.0); + Alpha = 0.0; + + float tmp_alpha; + + if (weight[0] > 0.0) { + Color += weight[0] * image_texture_lookup(filename, + p[1], + p[2], + tmp_alpha, + compress_as_srgb, + ignore_alpha, + unassociate_alpha, + is_float, + 0, + interpolation, + extension); + Alpha += weight[0] * tmp_alpha; + } + if (weight[1] > 0.0) { + Color += weight[1] * image_texture_lookup(filename, + p[0], + p[2], + tmp_alpha, + compress_as_srgb, + ignore_alpha, + unassociate_alpha, + is_float, + 0, + interpolation, + extension); + Alpha += weight[1] * tmp_alpha; + } + if (weight[2] > 0.0) { + Color += weight[2] * image_texture_lookup(filename, + p[1], + p[0], + tmp_alpha, + compress_as_srgb, + ignore_alpha, + unassociate_alpha, + is_float, + 0, + interpolation, + extension); + Alpha += weight[2] * tmp_alpha; + } + } + else if (projection == "sphere") { + point projected = map_to_sphere(texco_remap_square(p)); + Color = image_texture_lookup(filename, + projected[0], + projected[1], + Alpha, + compress_as_srgb, + ignore_alpha, + unassociate_alpha, + is_float, + 0, + interpolation, + extension); + } + else if (projection == "tube") { + point projected = map_to_tube(texco_remap_square(p)); + Color = image_texture_lookup(filename, + projected[0], + projected[1], + Alpha, + compress_as_srgb, + ignore_alpha, + unassociate_alpha, + is_float, + 0, + interpolation, + extension); + } +} diff --git a/intern/cycles/kernel/osl/shaders/node_invert.osl b/intern/cycles/kernel/osl/shaders/node_invert.osl new file mode 100644 index 00000000000..23c16935ca1 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_invert.osl @@ -0,0 +1,23 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_invert(float Fac = 1.0, color ColorIn = 0.8, output color ColorOut = 0.8) +{ + color ColorInv = color(1.0) - ColorIn; + ColorOut = mix(ColorIn, ColorInv, Fac); +} diff --git a/intern/cycles/kernel/osl/shaders/node_layer_weight.osl b/intern/cycles/kernel/osl/shaders/node_layer_weight.osl new file mode 100644 index 00000000000..1662be2cad1 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_layer_weight.osl @@ -0,0 +1,44 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "node_fresnel.h" +#include "stdcycles.h" + +shader node_layer_weight(float Blend = 0.5, + normal Normal = N, + output float Fresnel = 0.0, + output float Facing = 0.0) +{ + float blend = Blend; + float cosi = dot(I, Normal); + + /* Fresnel */ + float eta = max(1.0 - Blend, 1e-5); + eta = backfacing() ? eta : 1.0 / eta; + Fresnel = fresnel_dielectric_cos(cosi, eta); + + /* Facing */ + Facing = fabs(cosi); + + if (blend != 0.5) { + blend = clamp(blend, 0.0, 1.0 - 1e-5); + blend = (blend < 0.5) ? 2.0 * blend : 0.5 / (1.0 - blend); + + Facing = pow(Facing, blend); + } + + Facing = 1.0 - Facing; +} diff --git a/intern/cycles/kernel/osl/shaders/node_light_falloff.osl b/intern/cycles/kernel/osl/shaders/node_light_falloff.osl new file mode 100644 index 00000000000..3f3c9444a5a --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_light_falloff.osl @@ -0,0 +1,42 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_light_falloff(float Strength = 0.0, + float Smooth = 0.0, + output float Quadratic = 0.0, + output float Linear = 0.0, + output float Constant = 0.0) +{ + float ray_length = 0.0; + float strength = Strength; + getattribute("path:ray_length", ray_length); + + if (Smooth > 0.0) { + float squared = ray_length * ray_length; + strength *= squared / (Smooth + squared); + } + + /* Quadratic */ + Quadratic = strength; + + /* Linear */ + Linear = (strength * ray_length); + + /* Constant */ + Constant = (strength * ray_length * ray_length); +} diff --git a/intern/cycles/kernel/osl/shaders/node_light_path.osl b/intern/cycles/kernel/osl/shaders/node_light_path.osl new file mode 100644 index 00000000000..ba268db288c --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_light_path.osl @@ -0,0 +1,64 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_light_path(output float IsCameraRay = 0.0, + output float IsShadowRay = 0.0, + output float IsDiffuseRay = 0.0, + output float IsGlossyRay = 0.0, + output float IsSingularRay = 0.0, + output float IsReflectionRay = 0.0, + output float IsTransmissionRay = 0.0, + output float IsVolumeScatterRay = 0.0, + output float RayLength = 0.0, + output float RayDepth = 0.0, + output float DiffuseDepth = 0.0, + output float GlossyDepth = 0.0, + output float TransparentDepth = 0.0, + output float TransmissionDepth = 0.0) +{ + IsCameraRay = raytype("camera"); + IsShadowRay = raytype("shadow"); + IsDiffuseRay = raytype("diffuse"); + IsGlossyRay = raytype("glossy"); + IsSingularRay = raytype("singular"); + IsReflectionRay = raytype("reflection"); + IsTransmissionRay = raytype("refraction"); + IsVolumeScatterRay = raytype("volume_scatter"); + + getattribute("path:ray_length", RayLength); + + int ray_depth = 0; + getattribute("path:ray_depth", ray_depth); + RayDepth = (float)ray_depth; + + int diffuse_depth = 0; + getattribute("path:diffuse_depth", diffuse_depth); + DiffuseDepth = (float)diffuse_depth; + + int glossy_depth = 0; + getattribute("path:glossy_depth", glossy_depth); + GlossyDepth = (float)glossy_depth; + + int transparent_depth = 0; + getattribute("path:transparent_depth", transparent_depth); + TransparentDepth = (float)transparent_depth; + + int transmission_depth = 0; + getattribute("path:transmission_depth", transmission_depth); + TransmissionDepth = (float)transmission_depth; +} diff --git a/intern/cycles/kernel/osl/shaders/node_magic_texture.osl b/intern/cycles/kernel/osl/shaders/node_magic_texture.osl new file mode 100644 index 00000000000..476c6895f05 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_magic_texture.osl @@ -0,0 +1,108 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +/* Magic */ + +color magic(point p, int n, float distortion) +{ + float dist = distortion; + + float x = sin((p[0] + p[1] + p[2]) * 5.0); + float y = cos((-p[0] + p[1] - p[2]) * 5.0); + float z = -cos((-p[0] - p[1] + p[2]) * 5.0); + + if (n > 0) { + x *= dist; + y *= dist; + z *= dist; + y = -cos(x - y + z); + y *= dist; + + if (n > 1) { + x = cos(x - y - z); + x *= dist; + + if (n > 2) { + z = sin(-x - y - z); + z *= dist; + + if (n > 3) { + x = -cos(-x + y - z); + x *= dist; + + if (n > 4) { + y = -sin(-x + y + z); + y *= dist; + + if (n > 5) { + y = -cos(-x + y + z); + y *= dist; + + if (n > 6) { + x = cos(x + y + z); + x *= dist; + + if (n > 7) { + z = sin(x + y - z); + z *= dist; + + if (n > 8) { + x = -cos(-x - y + z); + x *= dist; + + if (n > 9) { + y = -sin(x - y + z); + y *= dist; + } + } + } + } + } + } + } + } + } + } + + if (dist != 0.0) { + dist *= 2.0; + x /= dist; + y /= dist; + z /= dist; + } + + return color(0.5 - x, 0.5 - y, 0.5 - z); +} + +shader node_magic_texture(int use_mapping = 0, + matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), + int depth = 2, + float Distortion = 5.0, + float Scale = 5.0, + point Vector = P, + output float Fac = 0.0, + output color Color = 0.0) +{ + point p = Vector; + + if (use_mapping) + p = transform(mapping, p); + + Color = magic(p * Scale, depth, Distortion); + Fac = (Color[0] + Color[1] + Color[2]) * (1.0 / 3.0); +} diff --git a/intern/cycles/kernel/osl/shaders/node_map_range.osl b/intern/cycles/kernel/osl/shaders/node_map_range.osl new file mode 100644 index 00000000000..2fcc664a80e --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_map_range.osl @@ -0,0 +1,58 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +float safe_divide(float a, float b) +{ + return (b != 0.0) ? a / b : 0.0; +} + +float smootherstep(float edge0, float edge1, float x) +{ + float t = clamp(safe_divide((x - edge0), (edge1 - edge0)), 0.0, 1.0); + return t * t * t * (t * (t * 6.0 - 15.0) + 10.0); +} + +shader node_map_range(string range_type = "linear", + float Value = 1.0, + float FromMin = 0.0, + float FromMax = 1.0, + float ToMin = 0.0, + float ToMax = 1.0, + float Steps = 4.0, + output float Result = 0.0) +{ + if (FromMax != FromMin) { + float Factor = Value; + if (range_type == "stepped") { + Factor = (Value - FromMin) / (FromMax - FromMin); + Factor = (Steps > 0) ? floor(Factor * (Steps + 1.0)) / Steps : 0.0; + } + else if (range_type == "smoothstep") { + Factor = (FromMin > FromMax) ? 1.0 - smoothstep(FromMax, FromMin, Value) : + smoothstep(FromMin, FromMax, Value); + } + else if (range_type == "smootherstep") { + Factor = (FromMin > FromMax) ? 1.0 - smootherstep(FromMax, FromMin, Value) : + smootherstep(FromMin, FromMax, Value); + } + else { + Factor = (Value - FromMin) / (FromMax - FromMin); + } + Result = ToMin + Factor * (ToMax - ToMin); + } +} diff --git a/intern/cycles/kernel/osl/shaders/node_mapping.osl b/intern/cycles/kernel/osl/shaders/node_mapping.osl new file mode 100644 index 00000000000..131640685bc --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_mapping.osl @@ -0,0 +1,73 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +point safe_divide(point a, point b) +{ + return point((b[0] != 0.0) ? a[0] / b[0] : 0.0, + (b[1] != 0.0) ? a[1] / b[1] : 0.0, + (b[2] != 0.0) ? a[2] / b[2] : 0.0); +} + +matrix euler_to_mat(point euler) +{ + float cx = cos(euler[0]); + float cy = cos(euler[1]); + float cz = cos(euler[2]); + float sx = sin(euler[0]); + float sy = sin(euler[1]); + float sz = sin(euler[2]); + + matrix mat = matrix(1.0); + mat[0][0] = cy * cz; + mat[0][1] = cy * sz; + mat[0][2] = -sy; + + mat[1][0] = sy * sx * cz - cx * sz; + mat[1][1] = sy * sx * sz + cx * cz; + mat[1][2] = cy * sx; + + mat[2][0] = sy * cx * cz + sx * sz; + mat[2][1] = sy * cx * sz - sx * cz; + mat[2][2] = cy * cx; + return mat; +} + +shader node_mapping(string mapping_type = "point", + point VectorIn = point(0.0, 0.0, 0.0), + point Location = point(0.0, 0.0, 0.0), + point Rotation = point(0.0, 0.0, 0.0), + point Scale = point(1.0, 1.0, 1.0), + output point VectorOut = point(0.0, 0.0, 0.0)) +{ + if (mapping_type == "point") { + VectorOut = transform(euler_to_mat(Rotation), (VectorIn * Scale)) + Location; + } + else if (mapping_type == "texture") { + VectorOut = safe_divide(transform(transpose(euler_to_mat(Rotation)), (VectorIn - Location)), + Scale); + } + else if (mapping_type == "vector") { + VectorOut = transform(euler_to_mat(Rotation), (VectorIn * Scale)); + } + else if (mapping_type == "normal") { + VectorOut = normalize((vector)transform(euler_to_mat(Rotation), safe_divide(VectorIn, Scale))); + } + else { + warning("%s", "Unknown Mapping vector type!"); + } +} diff --git a/intern/cycles/kernel/osl/shaders/node_math.h b/intern/cycles/kernel/osl/shaders/node_math.h new file mode 100644 index 00000000000..2da73b94212 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_math.h @@ -0,0 +1,117 @@ +/* + * Copyright 2011-2020 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +float safe_divide(float a, float b) +{ + return (b != 0.0) ? a / b : 0.0; +} + +vector safe_divide(vector a, vector b) +{ + return vector((b[0] != 0.0) ? a[0] / b[0] : 0.0, + (b[1] != 0.0) ? a[1] / b[1] : 0.0, + (b[2] != 0.0) ? a[2] / b[2] : 0.0); +} + +float safe_modulo(float a, float b) +{ + return (b != 0.0) ? fmod(a, b) : 0.0; +} + +float fract(float a) +{ + return a - floor(a); +} + +/* See: https://www.iquilezles.org/www/articles/smin/smin.htm. */ +float smoothmin(float a, float b, float c) +{ + if (c != 0.0) { + float h = max(c - abs(a - b), 0.0) / c; + return min(a, b) - h * h * h * c * (1.0 / 6.0); + } + else { + return min(a, b); + } +} + +float pingpong(float a, float b) +{ + return (b != 0.0) ? abs(fract((a - b) / (b * 2.0)) * b * 2.0 - b) : 0.0; +} + +float safe_sqrt(float a) +{ + return (a > 0.0) ? sqrt(a) : 0.0; +} + +float safe_log(float a, float b) +{ + return (a > 0.0 && b > 0.0) ? log(a) / log(b) : 0.0; +} + +vector project(vector v, vector v_proj) +{ + float lenSquared = dot(v_proj, v_proj); + return (lenSquared != 0.0) ? (dot(v, v_proj) / lenSquared) * v_proj : vector(0.0); +} + +vector snap(vector a, vector b) +{ + return floor(safe_divide(a, b)) * b; +} + +/* Adapted from GODOT-engine math_funcs.h. */ +float wrap(float value, float max, float min) +{ + float range = max - min; + return (range != 0.0) ? value - (range * floor((value - min) / range)) : min; +} + +point wrap(point value, point max, point min) +{ + return point(wrap(value[0], max[0], min[0]), + wrap(value[1], max[1], min[1]), + wrap(value[2], max[2], min[2])); +} + +/* Built in OSL faceforward is `(dot(I, Nref) > 0) ? -N : N;` which is different to + * GLSL `dot(Nref, I) < 0 ? N : -N` for zero values. */ +point compatible_faceforward(point vec, point incident, point reference) +{ + return dot(reference, incident) < 0.0 ? vec : -vec; +} + +matrix euler_to_mat(point euler) +{ + float cx = cos(euler[0]); + float cy = cos(euler[1]); + float cz = cos(euler[2]); + float sx = sin(euler[0]); + float sy = sin(euler[1]); + float sz = sin(euler[2]); + matrix mat = matrix(1.0); + mat[0][0] = cy * cz; + mat[0][1] = cy * sz; + mat[0][2] = -sy; + mat[1][0] = sy * sx * cz - cx * sz; + mat[1][1] = sy * sx * sz + cx * cz; + mat[1][2] = cy * sx; + +mat[2][0] = sy * cx * cz + sx * sz; + mat[2][1] = sy * cx * sz - sx * cz; + mat[2][2] = cy * cx; + return mat; +} diff --git a/intern/cycles/kernel/osl/shaders/node_math.osl b/intern/cycles/kernel/osl/shaders/node_math.osl new file mode 100644 index 00000000000..66884610561 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_math.osl @@ -0,0 +1,109 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "node_math.h" +#include "stdcycles.h" + +/* OSL asin, acos, and pow functions are safe by default. */ +shader node_math(string math_type = "add", + float Value1 = 0.5, + float Value2 = 0.5, + float Value3 = 0.5, + output float Value = 0.0) +{ + if (math_type == "add") + Value = Value1 + Value2; + else if (math_type == "subtract") + Value = Value1 - Value2; + else if (math_type == "multiply") + Value = Value1 * Value2; + else if (math_type == "divide") + Value = safe_divide(Value1, Value2); + else if (math_type == "power") + Value = pow(Value1, Value2); + else if (math_type == "logarithm") + Value = safe_log(Value1, Value2); + else if (math_type == "sqrt") + Value = safe_sqrt(Value1); + else if (math_type == "inversesqrt") + Value = inversesqrt(Value1); + else if (math_type == "absolute") + Value = fabs(Value1); + else if (math_type == "radians") + Value = radians(Value1); + else if (math_type == "degrees") + Value = degrees(Value1); + else if (math_type == "minimum") + Value = min(Value1, Value2); + else if (math_type == "maximum") + Value = max(Value1, Value2); + else if (math_type == "less_than") + Value = Value1 < Value2; + else if (math_type == "greater_than") + Value = Value1 > Value2; + else if (math_type == "round") + Value = floor(Value1 + 0.5); + else if (math_type == "floor") + Value = floor(Value1); + else if (math_type == "ceil") + Value = ceil(Value1); + else if (math_type == "fraction") + Value = Value1 - floor(Value1); + else if (math_type == "modulo") + Value = safe_modulo(Value1, Value2); + else if (math_type == "trunc") + Value = trunc(Value1); + else if (math_type == "snap") + Value = floor(safe_divide(Value1, Value2)) * Value2; + else if (math_type == "wrap") + Value = wrap(Value1, Value2, Value3); + else if (math_type == "pingpong") + Value = pingpong(Value1, Value2); + else if (math_type == "sine") + Value = sin(Value1); + else if (math_type == "cosine") + Value = cos(Value1); + else if (math_type == "tangent") + Value = tan(Value1); + else if (math_type == "sinh") + Value = sinh(Value1); + else if (math_type == "cosh") + Value = cosh(Value1); + else if (math_type == "tanh") + Value = tanh(Value1); + else if (math_type == "arcsine") + Value = asin(Value1); + else if (math_type == "arccosine") + Value = acos(Value1); + else if (math_type == "arctangent") + Value = atan(Value1); + else if (math_type == "arctan2") + Value = atan2(Value1, Value2); + else if (math_type == "sign") + Value = sign(Value1); + else if (math_type == "exponent") + Value = exp(Value1); + else if (math_type == "compare") + Value = ((Value1 == Value2) || (abs(Value1 - Value2) <= max(Value3, 1e-5))) ? 1.0 : 0.0; + else if (math_type == "multiply_add") + Value = Value1 * Value2 + Value3; + else if (math_type == "smoothmin") + Value = smoothmin(Value1, Value2, Value3); + else if (math_type == "smoothmax") + Value = -(smoothmin(-Value1, -Value2, Value3)); + else + warning("%s", "Unknown math operator!"); +} diff --git a/intern/cycles/kernel/osl/shaders/node_mix.osl b/intern/cycles/kernel/osl/shaders/node_mix.osl new file mode 100644 index 00000000000..dcd9f014f3e --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_mix.osl @@ -0,0 +1,330 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "node_color.h" +#include "stdcycles.h" + +color node_mix_blend(float t, color col1, color col2) +{ + return mix(col1, col2, t); +} + +color node_mix_add(float t, color col1, color col2) +{ + return mix(col1, col1 + col2, t); +} + +color node_mix_mul(float t, color col1, color col2) +{ + return mix(col1, col1 * col2, t); +} + +color node_mix_screen(float t, color col1, color col2) +{ + float tm = 1.0 - t; + + return color(1.0) - (color(tm) + t * (color(1.0) - col2)) * (color(1.0) - col1); +} + +color node_mix_overlay(float t, color col1, color col2) +{ + float tm = 1.0 - t; + + color outcol = col1; + + if (outcol[0] < 0.5) + outcol[0] *= tm + 2.0 * t * col2[0]; + else + outcol[0] = 1.0 - (tm + 2.0 * t * (1.0 - col2[0])) * (1.0 - outcol[0]); + + if (outcol[1] < 0.5) + outcol[1] *= tm + 2.0 * t * col2[1]; + else + outcol[1] = 1.0 - (tm + 2.0 * t * (1.0 - col2[1])) * (1.0 - outcol[1]); + + if (outcol[2] < 0.5) + outcol[2] *= tm + 2.0 * t * col2[2]; + else + outcol[2] = 1.0 - (tm + 2.0 * t * (1.0 - col2[2])) * (1.0 - outcol[2]); + + return outcol; +} + +color node_mix_sub(float t, color col1, color col2) +{ + return mix(col1, col1 - col2, t); +} + +color node_mix_div(float t, color col1, color col2) +{ + float tm = 1.0 - t; + + color outcol = col1; + + if (col2[0] != 0.0) + outcol[0] = tm * outcol[0] + t * outcol[0] / col2[0]; + if (col2[1] != 0.0) + outcol[1] = tm * outcol[1] + t * outcol[1] / col2[1]; + if (col2[2] != 0.0) + outcol[2] = tm * outcol[2] + t * outcol[2] / col2[2]; + + return outcol; +} + +color node_mix_diff(float t, color col1, color col2) +{ + return mix(col1, abs(col1 - col2), t); +} + +color node_mix_dark(float t, color col1, color col2) +{ + return mix(col1, min(col1, col2), t); +} + +color node_mix_light(float t, color col1, color col2) +{ + return mix(col1, max(col1, col2), t); +} + +color node_mix_dodge(float t, color col1, color col2) +{ + color outcol = col1; + + if (outcol[0] != 0.0) { + float tmp = 1.0 - t * col2[0]; + if (tmp <= 0.0) + outcol[0] = 1.0; + else if ((tmp = outcol[0] / tmp) > 1.0) + outcol[0] = 1.0; + else + outcol[0] = tmp; + } + if (outcol[1] != 0.0) { + float tmp = 1.0 - t * col2[1]; + if (tmp <= 0.0) + outcol[1] = 1.0; + else if ((tmp = outcol[1] / tmp) > 1.0) + outcol[1] = 1.0; + else + outcol[1] = tmp; + } + if (outcol[2] != 0.0) { + float tmp = 1.0 - t * col2[2]; + if (tmp <= 0.0) + outcol[2] = 1.0; + else if ((tmp = outcol[2] / tmp) > 1.0) + outcol[2] = 1.0; + else + outcol[2] = tmp; + } + + return outcol; +} + +color node_mix_burn(float t, color col1, color col2) +{ + float tmp, tm = 1.0 - t; + + color outcol = col1; + + tmp = tm + t * col2[0]; + if (tmp <= 0.0) + outcol[0] = 0.0; + else if ((tmp = (1.0 - (1.0 - outcol[0]) / tmp)) < 0.0) + outcol[0] = 0.0; + else if (tmp > 1.0) + outcol[0] = 1.0; + else + outcol[0] = tmp; + + tmp = tm + t * col2[1]; + if (tmp <= 0.0) + outcol[1] = 0.0; + else if ((tmp = (1.0 - (1.0 - outcol[1]) / tmp)) < 0.0) + outcol[1] = 0.0; + else if (tmp > 1.0) + outcol[1] = 1.0; + else + outcol[1] = tmp; + + tmp = tm + t * col2[2]; + if (tmp <= 0.0) + outcol[2] = 0.0; + else if ((tmp = (1.0 - (1.0 - outcol[2]) / tmp)) < 0.0) + outcol[2] = 0.0; + else if (tmp > 1.0) + outcol[2] = 1.0; + else + outcol[2] = tmp; + + return outcol; +} + +color node_mix_hue(float t, color col1, color col2) +{ + color outcol = col1; + color hsv2 = rgb_to_hsv(col2); + + if (hsv2[1] != 0.0) { + color hsv = rgb_to_hsv(outcol); + hsv[0] = hsv2[0]; + color tmp = hsv_to_rgb(hsv); + + outcol = mix(outcol, tmp, t); + } + + return outcol; +} + +color node_mix_sat(float t, color col1, color col2) +{ + float tm = 1.0 - t; + + color outcol = col1; + + color hsv = rgb_to_hsv(outcol); + + if (hsv[1] != 0.0) { + color hsv2 = rgb_to_hsv(col2); + + hsv[1] = tm * hsv[1] + t * hsv2[1]; + outcol = hsv_to_rgb(hsv); + } + + return outcol; +} + +color node_mix_val(float t, color col1, color col2) +{ + float tm = 1.0 - t; + + color hsv = rgb_to_hsv(col1); + color hsv2 = rgb_to_hsv(col2); + + hsv[2] = tm * hsv[2] + t * hsv2[2]; + + return hsv_to_rgb(hsv); +} + +color node_mix_color(float t, color col1, color col2) +{ + color outcol = col1; + color hsv2 = rgb_to_hsv(col2); + + if (hsv2[1] != 0.0) { + color hsv = rgb_to_hsv(outcol); + hsv[0] = hsv2[0]; + hsv[1] = hsv2[1]; + color tmp = hsv_to_rgb(hsv); + + outcol = mix(outcol, tmp, t); + } + + return outcol; +} + +color node_mix_soft(float t, color col1, color col2) +{ + float tm = 1.0 - t; + + color one = color(1.0); + color scr = one - (one - col2) * (one - col1); + + return tm * col1 + t * ((one - col1) * col2 * col1 + col1 * scr); +} + +color node_mix_linear(float t, color col1, color col2) +{ + color outcol = col1; + + if (col2[0] > 0.5) + outcol[0] = col1[0] + t * (2.0 * (col2[0] - 0.5)); + else + outcol[0] = col1[0] + t * (2.0 * (col2[0]) - 1.0); + + if (col2[1] > 0.5) + outcol[1] = col1[1] + t * (2.0 * (col2[1] - 0.5)); + else + outcol[1] = col1[1] + t * (2.0 * (col2[1]) - 1.0); + + if (col2[2] > 0.5) + outcol[2] = col1[2] + t * (2.0 * (col2[2] - 0.5)); + else + outcol[2] = col1[2] + t * (2.0 * (col2[2]) - 1.0); + + return outcol; +} + +color node_mix_clamp(color col) +{ + color outcol = col; + + outcol[0] = clamp(col[0], 0.0, 1.0); + outcol[1] = clamp(col[1], 0.0, 1.0); + outcol[2] = clamp(col[2], 0.0, 1.0); + + return outcol; +} + +shader node_mix(string mix_type = "mix", + int use_clamp = 0, + float Fac = 0.5, + color Color1 = 0.0, + color Color2 = 0.0, + output color Color = 0.0) +{ + float t = clamp(Fac, 0.0, 1.0); + + if (mix_type == "mix") + Color = node_mix_blend(t, Color1, Color2); + if (mix_type == "add") + Color = node_mix_add(t, Color1, Color2); + if (mix_type == "multiply") + Color = node_mix_mul(t, Color1, Color2); + if (mix_type == "screen") + Color = node_mix_screen(t, Color1, Color2); + if (mix_type == "overlay") + Color = node_mix_overlay(t, Color1, Color2); + if (mix_type == "subtract") + Color = node_mix_sub(t, Color1, Color2); + if (mix_type == "divide") + Color = node_mix_div(t, Color1, Color2); + if (mix_type == "difference") + Color = node_mix_diff(t, Color1, Color2); + if (mix_type == "darken") + Color = node_mix_dark(t, Color1, Color2); + if (mix_type == "lighten") + Color = node_mix_light(t, Color1, Color2); + if (mix_type == "dodge") + Color = node_mix_dodge(t, Color1, Color2); + if (mix_type == "burn") + Color = node_mix_burn(t, Color1, Color2); + if (mix_type == "hue") + Color = node_mix_hue(t, Color1, Color2); + if (mix_type == "saturation") + Color = node_mix_sat(t, Color1, Color2); + if (mix_type == "value") + Color = node_mix_val(t, Color1, Color2); + if (mix_type == "color") + Color = node_mix_color(t, Color1, Color2); + if (mix_type == "soft_light") + Color = node_mix_soft(t, Color1, Color2); + if (mix_type == "linear_light") + Color = node_mix_linear(t, Color1, Color2); + + if (use_clamp) + Color = node_mix_clamp(Color); +} diff --git a/intern/cycles/kernel/osl/shaders/node_mix_closure.osl b/intern/cycles/kernel/osl/shaders/node_mix_closure.osl new file mode 100644 index 00000000000..94fc2171c44 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_mix_closure.osl @@ -0,0 +1,26 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_mix_closure(float Fac = 0.5, + closure color Closure1 = 0, + closure color Closure2 = 0, + output closure color Closure = 0) +{ + float t = clamp(Fac, 0.0, 1.0); + Closure = (1.0 - t) * Closure1 + t * Closure2; +} diff --git a/intern/cycles/kernel/osl/shaders/node_musgrave_texture.osl b/intern/cycles/kernel/osl/shaders/node_musgrave_texture.osl new file mode 100644 index 00000000000..0e71ce74c29 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_musgrave_texture.osl @@ -0,0 +1,803 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "node_noise.h" +#include "stdcycles.h" +#include "vector2.h" +#include "vector4.h" + +#define vector3 point + +/* 1D Musgrave fBm + * + * H: fractal increment parameter + * lacunarity: gap between successive frequencies + * octaves: number of frequencies in the fBm + * + * from "Texturing and Modelling: A procedural approach" + */ + +float noise_musgrave_fBm_1d(float co, float H, float lacunarity, float octaves) +{ + float p = co; + float value = 0.0; + float pwr = 1.0; + float pwHL = pow(lacunarity, -H); + + for (int i = 0; i < (int)octaves; i++) { + value += safe_snoise(p) * pwr; + pwr *= pwHL; + p *= lacunarity; + } + + float rmd = octaves - floor(octaves); + if (rmd != 0.0) { + value += rmd * safe_snoise(p) * pwr; + } + + return value; +} + +/* 1D Musgrave Multifractal + * + * H: highest fractal dimension + * lacunarity: gap between successive frequencies + * octaves: number of frequencies in the fBm + */ + +float noise_musgrave_multi_fractal_1d(float co, float H, float lacunarity, float octaves) +{ + float p = co; + float value = 1.0; + float pwr = 1.0; + float pwHL = pow(lacunarity, -H); + + for (int i = 0; i < (int)octaves; i++) { + value *= (pwr * safe_snoise(p) + 1.0); + pwr *= pwHL; + p *= lacunarity; + } + + float rmd = octaves - floor(octaves); + if (rmd != 0.0) { + value *= (rmd * pwr * safe_snoise(p) + 1.0); /* correct? */ + } + + return value; +} + +/* 1D Musgrave Heterogeneous Terrain + * + * H: fractal dimension of the roughest area + * lacunarity: gap between successive frequencies + * octaves: number of frequencies in the fBm + * offset: raises the terrain from `sea level' + */ + +float noise_musgrave_hetero_terrain_1d( + float co, float H, float lacunarity, float octaves, float offset) +{ + float p = co; + float pwHL = pow(lacunarity, -H); + float pwr = pwHL; + + /* first unscaled octave of function; later octaves are scaled */ + float value = offset + safe_snoise(p); + p *= lacunarity; + + for (int i = 1; i < (int)octaves; i++) { + float increment = (safe_snoise(p) + offset) * pwr * value; + value += increment; + pwr *= pwHL; + p *= lacunarity; + } + + float rmd = octaves - floor(octaves); + if (rmd != 0.0) { + float increment = (safe_snoise(p) + offset) * pwr * value; + value += rmd * increment; + } + + return value; +} + +/* 1D Hybrid Additive/Multiplicative Multifractal Terrain + * + * H: fractal dimension of the roughest area + * lacunarity: gap between successive frequencies + * octaves: number of frequencies in the fBm + * offset: raises the terrain from `sea level' + */ + +float noise_musgrave_hybrid_multi_fractal_1d( + float co, float H, float lacunarity, float octaves, float offset, float gain) +{ + float p = co; + float pwHL = pow(lacunarity, -H); + float pwr = pwHL; + + float value = safe_snoise(p) + offset; + float weight = gain * value; + p *= lacunarity; + + for (int i = 1; (weight > 0.001) && (i < (int)octaves); i++) { + if (weight > 1.0) { + weight = 1.0; + } + + float signal = (safe_snoise(p) + offset) * pwr; + pwr *= pwHL; + value += weight * signal; + weight *= gain * signal; + p *= lacunarity; + } + + float rmd = octaves - floor(octaves); + if (rmd != 0.0) { + value += rmd * ((safe_snoise(p) + offset) * pwr); + } + + return value; +} + +/* 1D Ridged Multifractal Terrain + * + * H: fractal dimension of the roughest area + * lacunarity: gap between successive frequencies + * octaves: number of frequencies in the fBm + * offset: raises the terrain from `sea level' + */ + +float noise_musgrave_ridged_multi_fractal_1d( + float co, float H, float lacunarity, float octaves, float offset, float gain) +{ + float p = co; + float pwHL = pow(lacunarity, -H); + float pwr = pwHL; + + float signal = offset - fabs(safe_snoise(p)); + signal *= signal; + float value = signal; + float weight = 1.0; + + for (int i = 1; i < (int)octaves; i++) { + p *= lacunarity; + weight = clamp(signal * gain, 0.0, 1.0); + signal = offset - fabs(safe_snoise(p)); + signal *= signal; + signal *= weight; + value += signal * pwr; + pwr *= pwHL; + } + + return value; +} + +/* 2D Musgrave fBm + * + * H: fractal increment parameter + * lacunarity: gap between successive frequencies + * octaves: number of frequencies in the fBm + * + * from "Texturing and Modelling: A procedural approach" + */ + +float noise_musgrave_fBm_2d(vector2 co, float H, float lacunarity, float octaves) +{ + vector2 p = co; + float value = 0.0; + float pwr = 1.0; + float pwHL = pow(lacunarity, -H); + + for (int i = 0; i < (int)octaves; i++) { + value += safe_snoise(p) * pwr; + pwr *= pwHL; + p *= lacunarity; + } + + float rmd = octaves - floor(octaves); + if (rmd != 0.0) { + value += rmd * safe_snoise(p) * pwr; + } + + return value; +} + +/* 2D Musgrave Multifractal + * + * H: highest fractal dimension + * lacunarity: gap between successive frequencies + * octaves: number of frequencies in the fBm + */ + +float noise_musgrave_multi_fractal_2d(vector2 co, float H, float lacunarity, float octaves) +{ + vector2 p = co; + float value = 1.0; + float pwr = 1.0; + float pwHL = pow(lacunarity, -H); + + for (int i = 0; i < (int)octaves; i++) { + value *= (pwr * safe_snoise(p) + 1.0); + pwr *= pwHL; + p *= lacunarity; + } + + float rmd = octaves - floor(octaves); + if (rmd != 0.0) { + value *= (rmd * pwr * safe_snoise(p) + 1.0); /* correct? */ + } + + return value; +} + +/* 2D Musgrave Heterogeneous Terrain + * + * H: fractal dimension of the roughest area + * lacunarity: gap between successive frequencies + * octaves: number of frequencies in the fBm + * offset: raises the terrain from `sea level' + */ + +float noise_musgrave_hetero_terrain_2d( + vector2 co, float H, float lacunarity, float octaves, float offset) +{ + vector2 p = co; + float pwHL = pow(lacunarity, -H); + float pwr = pwHL; + + /* first unscaled octave of function; later octaves are scaled */ + float value = offset + safe_snoise(p); + p *= lacunarity; + + for (int i = 1; i < (int)octaves; i++) { + float increment = (safe_snoise(p) + offset) * pwr * value; + value += increment; + pwr *= pwHL; + p *= lacunarity; + } + + float rmd = octaves - floor(octaves); + if (rmd != 0.0) { + float increment = (safe_snoise(p) + offset) * pwr * value; + value += rmd * increment; + } + + return value; +} + +/* 2D Hybrid Additive/Multiplicative Multifractal Terrain + * + * H: fractal dimension of the roughest area + * lacunarity: gap between successive frequencies + * octaves: number of frequencies in the fBm + * offset: raises the terrain from `sea level' + */ + +float noise_musgrave_hybrid_multi_fractal_2d( + vector2 co, float H, float lacunarity, float octaves, float offset, float gain) +{ + vector2 p = co; + float pwHL = pow(lacunarity, -H); + float pwr = pwHL; + + float value = safe_snoise(p) + offset; + float weight = gain * value; + p *= lacunarity; + + for (int i = 1; (weight > 0.001) && (i < (int)octaves); i++) { + if (weight > 1.0) { + weight = 1.0; + } + + float signal = (safe_snoise(p) + offset) * pwr; + pwr *= pwHL; + value += weight * signal; + weight *= gain * signal; + p *= lacunarity; + } + + float rmd = octaves - floor(octaves); + if (rmd != 0.0) { + value += rmd * ((safe_snoise(p) + offset) * pwr); + } + + return value; +} + +/* 2D Ridged Multifractal Terrain + * + * H: fractal dimension of the roughest area + * lacunarity: gap between successive frequencies + * octaves: number of frequencies in the fBm + * offset: raises the terrain from `sea level' + */ + +float noise_musgrave_ridged_multi_fractal_2d( + vector2 co, float H, float lacunarity, float octaves, float offset, float gain) +{ + vector2 p = co; + float pwHL = pow(lacunarity, -H); + float pwr = pwHL; + + float signal = offset - fabs(safe_snoise(p)); + signal *= signal; + float value = signal; + float weight = 1.0; + + for (int i = 1; i < (int)octaves; i++) { + p *= lacunarity; + weight = clamp(signal * gain, 0.0, 1.0); + signal = offset - fabs(safe_snoise(p)); + signal *= signal; + signal *= weight; + value += signal * pwr; + pwr *= pwHL; + } + + return value; +} + +/* 3D Musgrave fBm + * + * H: fractal increment parameter + * lacunarity: gap between successive frequencies + * octaves: number of frequencies in the fBm + * + * from "Texturing and Modelling: A procedural approach" + */ + +float noise_musgrave_fBm_3d(vector3 co, float H, float lacunarity, float octaves) +{ + vector3 p = co; + float value = 0.0; + float pwr = 1.0; + float pwHL = pow(lacunarity, -H); + + for (int i = 0; i < (int)octaves; i++) { + value += safe_snoise(p) * pwr; + pwr *= pwHL; + p *= lacunarity; + } + + float rmd = octaves - floor(octaves); + if (rmd != 0.0) { + value += rmd * safe_snoise(p) * pwr; + } + + return value; +} + +/* 3D Musgrave Multifractal + * + * H: highest fractal dimension + * lacunarity: gap between successive frequencies + * octaves: number of frequencies in the fBm + */ + +float noise_musgrave_multi_fractal_3d(vector3 co, float H, float lacunarity, float octaves) +{ + vector3 p = co; + float value = 1.0; + float pwr = 1.0; + float pwHL = pow(lacunarity, -H); + + for (int i = 0; i < (int)octaves; i++) { + value *= (pwr * safe_snoise(p) + 1.0); + pwr *= pwHL; + p *= lacunarity; + } + + float rmd = octaves - floor(octaves); + if (rmd != 0.0) { + value *= (rmd * pwr * safe_snoise(p) + 1.0); /* correct? */ + } + + return value; +} + +/* 3D Musgrave Heterogeneous Terrain + * + * H: fractal dimension of the roughest area + * lacunarity: gap between successive frequencies + * octaves: number of frequencies in the fBm + * offset: raises the terrain from `sea level' + */ + +float noise_musgrave_hetero_terrain_3d( + vector3 co, float H, float lacunarity, float octaves, float offset) +{ + vector3 p = co; + float pwHL = pow(lacunarity, -H); + float pwr = pwHL; + + /* first unscaled octave of function; later octaves are scaled */ + float value = offset + safe_snoise(p); + p *= lacunarity; + + for (int i = 1; i < (int)octaves; i++) { + float increment = (safe_snoise(p) + offset) * pwr * value; + value += increment; + pwr *= pwHL; + p *= lacunarity; + } + + float rmd = octaves - floor(octaves); + if (rmd != 0.0) { + float increment = (safe_snoise(p) + offset) * pwr * value; + value += rmd * increment; + } + + return value; +} + +/* 3D Hybrid Additive/Multiplicative Multifractal Terrain + * + * H: fractal dimension of the roughest area + * lacunarity: gap between successive frequencies + * octaves: number of frequencies in the fBm + * offset: raises the terrain from `sea level' + */ + +float noise_musgrave_hybrid_multi_fractal_3d( + vector3 co, float H, float lacunarity, float octaves, float offset, float gain) +{ + vector3 p = co; + float pwHL = pow(lacunarity, -H); + float pwr = pwHL; + + float value = safe_snoise(p) + offset; + float weight = gain * value; + p *= lacunarity; + + for (int i = 1; (weight > 0.001) && (i < (int)octaves); i++) { + if (weight > 1.0) { + weight = 1.0; + } + + float signal = (safe_snoise(p) + offset) * pwr; + pwr *= pwHL; + value += weight * signal; + weight *= gain * signal; + p *= lacunarity; + } + + float rmd = octaves - floor(octaves); + if (rmd != 0.0) { + value += rmd * ((safe_snoise(p) + offset) * pwr); + } + + return value; +} + +/* 3D Ridged Multifractal Terrain + * + * H: fractal dimension of the roughest area + * lacunarity: gap between successive frequencies + * octaves: number of frequencies in the fBm + * offset: raises the terrain from `sea level' + */ + +float noise_musgrave_ridged_multi_fractal_3d( + vector3 co, float H, float lacunarity, float octaves, float offset, float gain) +{ + vector3 p = co; + float pwHL = pow(lacunarity, -H); + float pwr = pwHL; + + float signal = offset - fabs(safe_snoise(p)); + signal *= signal; + float value = signal; + float weight = 1.0; + + for (int i = 1; i < (int)octaves; i++) { + p *= lacunarity; + weight = clamp(signal * gain, 0.0, 1.0); + signal = offset - fabs(safe_snoise(p)); + signal *= signal; + signal *= weight; + value += signal * pwr; + pwr *= pwHL; + } + + return value; +} + +/* 4D Musgrave fBm + * + * H: fractal increment parameter + * lacunarity: gap between successive frequencies + * octaves: number of frequencies in the fBm + * + * from "Texturing and Modelling: A procedural approach" + */ + +float noise_musgrave_fBm_4d(vector4 co, float H, float lacunarity, float octaves) +{ + vector4 p = co; + float value = 0.0; + float pwr = 1.0; + float pwHL = pow(lacunarity, -H); + + for (int i = 0; i < (int)octaves; i++) { + value += safe_snoise(p) * pwr; + pwr *= pwHL; + p *= lacunarity; + } + + float rmd = octaves - floor(octaves); + if (rmd != 0.0) { + value += rmd * safe_snoise(p) * pwr; + } + + return value; +} + +/* 4D Musgrave Multifractal + * + * H: highest fractal dimension + * lacunarity: gap between successive frequencies + * octaves: number of frequencies in the fBm + */ + +float noise_musgrave_multi_fractal_4d(vector4 co, float H, float lacunarity, float octaves) +{ + vector4 p = co; + float value = 1.0; + float pwr = 1.0; + float pwHL = pow(lacunarity, -H); + + for (int i = 0; i < (int)octaves; i++) { + value *= (pwr * safe_snoise(p) + 1.0); + pwr *= pwHL; + p *= lacunarity; + } + + float rmd = octaves - floor(octaves); + if (rmd != 0.0) { + value *= (rmd * pwr * safe_snoise(p) + 1.0); /* correct? */ + } + + return value; +} + +/* 4D Musgrave Heterogeneous Terrain + * + * H: fractal dimension of the roughest area + * lacunarity: gap between successive frequencies + * octaves: number of frequencies in the fBm + * offset: raises the terrain from `sea level' + */ + +float noise_musgrave_hetero_terrain_4d( + vector4 co, float H, float lacunarity, float octaves, float offset) +{ + vector4 p = co; + float pwHL = pow(lacunarity, -H); + float pwr = pwHL; + + /* first unscaled octave of function; later octaves are scaled */ + float value = offset + safe_snoise(p); + p *= lacunarity; + + for (int i = 1; i < (int)octaves; i++) { + float increment = (safe_snoise(p) + offset) * pwr * value; + value += increment; + pwr *= pwHL; + p *= lacunarity; + } + + float rmd = octaves - floor(octaves); + if (rmd != 0.0) { + float increment = (safe_snoise(p) + offset) * pwr * value; + value += rmd * increment; + } + + return value; +} + +/* 4D Hybrid Additive/Multiplicative Multifractal Terrain + * + * H: fractal dimension of the roughest area + * lacunarity: gap between successive frequencies + * octaves: number of frequencies in the fBm + * offset: raises the terrain from `sea level' + */ + +float noise_musgrave_hybrid_multi_fractal_4d( + vector4 co, float H, float lacunarity, float octaves, float offset, float gain) +{ + vector4 p = co; + float pwHL = pow(lacunarity, -H); + float pwr = pwHL; + + float value = safe_snoise(p) + offset; + float weight = gain * value; + p *= lacunarity; + + for (int i = 1; (weight > 0.001) && (i < (int)octaves); i++) { + if (weight > 1.0) { + weight = 1.0; + } + + float signal = (safe_snoise(p) + offset) * pwr; + pwr *= pwHL; + value += weight * signal; + weight *= gain * signal; + p *= lacunarity; + } + + float rmd = octaves - floor(octaves); + if (rmd != 0.0) { + value += rmd * ((safe_snoise(p) + offset) * pwr); + } + + return value; +} + +/* 4D Ridged Multifractal Terrain + * + * H: fractal dimension of the roughest area + * lacunarity: gap between successive frequencies + * octaves: number of frequencies in the fBm + * offset: raises the terrain from `sea level' + */ + +float noise_musgrave_ridged_multi_fractal_4d( + vector4 co, float H, float lacunarity, float octaves, float offset, float gain) +{ + vector4 p = co; + float pwHL = pow(lacunarity, -H); + float pwr = pwHL; + + float signal = offset - fabs(safe_snoise(p)); + signal *= signal; + float value = signal; + float weight = 1.0; + + for (int i = 1; i < (int)octaves; i++) { + p *= lacunarity; + weight = clamp(signal * gain, 0.0, 1.0); + signal = offset - fabs(safe_snoise(p)); + signal *= signal; + signal *= weight; + value += signal * pwr; + pwr *= pwHL; + } + + return value; +} + +shader node_musgrave_texture( + int use_mapping = 0, + matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), + string musgrave_type = "fBM", + string dimensions = "3D", + point Vector = P, + float W = 0.0, + float Dimension = 2.0, + float Scale = 5.0, + float Detail = 2.0, + float Lacunarity = 2.0, + float Offset = 0.0, + float Gain = 1.0, + output float Fac = 0.0) +{ + float dimension = max(Dimension, 1e-5); + float octaves = clamp(Detail, 0.0, 16.0); + float lacunarity = max(Lacunarity, 1e-5); + + vector3 s = Vector; + + if (use_mapping) + s = transform(mapping, s); + + if (dimensions == "1D") { + float p = W * Scale; + if (musgrave_type == "multifractal") { + Fac = noise_musgrave_multi_fractal_1d(p, dimension, lacunarity, octaves); + } + else if (musgrave_type == "fBM") { + Fac = noise_musgrave_fBm_1d(p, dimension, lacunarity, octaves); + } + else if (musgrave_type == "hybrid_multifractal") { + Fac = noise_musgrave_hybrid_multi_fractal_1d( + p, dimension, lacunarity, octaves, Offset, Gain); + } + else if (musgrave_type == "ridged_multifractal") { + Fac = noise_musgrave_ridged_multi_fractal_1d( + p, dimension, lacunarity, octaves, Offset, Gain); + } + else if (musgrave_type == "hetero_terrain") { + Fac = noise_musgrave_hetero_terrain_1d(p, dimension, lacunarity, octaves, Offset); + } + else { + Fac = 0.0; + } + } + else if (dimensions == "2D") { + vector2 p = vector2(s[0], s[1]) * Scale; + if (musgrave_type == "multifractal") { + Fac = noise_musgrave_multi_fractal_2d(p, dimension, lacunarity, octaves); + } + else if (musgrave_type == "fBM") { + Fac = noise_musgrave_fBm_2d(p, dimension, lacunarity, octaves); + } + else if (musgrave_type == "hybrid_multifractal") { + Fac = noise_musgrave_hybrid_multi_fractal_2d( + p, dimension, lacunarity, octaves, Offset, Gain); + } + else if (musgrave_type == "ridged_multifractal") { + Fac = noise_musgrave_ridged_multi_fractal_2d( + p, dimension, lacunarity, octaves, Offset, Gain); + } + else if (musgrave_type == "hetero_terrain") { + Fac = noise_musgrave_hetero_terrain_2d(p, dimension, lacunarity, octaves, Offset); + } + else { + Fac = 0.0; + } + } + else if (dimensions == "3D") { + vector3 p = s * Scale; + if (musgrave_type == "multifractal") { + Fac = noise_musgrave_multi_fractal_3d(p, dimension, lacunarity, octaves); + } + else if (musgrave_type == "fBM") { + Fac = noise_musgrave_fBm_3d(p, dimension, lacunarity, octaves); + } + else if (musgrave_type == "hybrid_multifractal") { + Fac = noise_musgrave_hybrid_multi_fractal_3d( + p, dimension, lacunarity, octaves, Offset, Gain); + } + else if (musgrave_type == "ridged_multifractal") { + Fac = noise_musgrave_ridged_multi_fractal_3d( + p, dimension, lacunarity, octaves, Offset, Gain); + } + else if (musgrave_type == "hetero_terrain") { + Fac = noise_musgrave_hetero_terrain_3d(p, dimension, lacunarity, octaves, Offset); + } + else { + Fac = 0.0; + } + } + else if (dimensions == "4D") { + vector4 p = vector4(s[0], s[1], s[2], W) * Scale; + if (musgrave_type == "multifractal") { + Fac = noise_musgrave_multi_fractal_4d(p, dimension, lacunarity, octaves); + } + else if (musgrave_type == "fBM") { + Fac = noise_musgrave_fBm_4d(p, dimension, lacunarity, octaves); + } + else if (musgrave_type == "hybrid_multifractal") { + Fac = noise_musgrave_hybrid_multi_fractal_4d( + p, dimension, lacunarity, octaves, Offset, Gain); + } + else if (musgrave_type == "ridged_multifractal") { + Fac = noise_musgrave_ridged_multi_fractal_4d( + p, dimension, lacunarity, octaves, Offset, Gain); + } + else if (musgrave_type == "hetero_terrain") { + Fac = noise_musgrave_hetero_terrain_4d(p, dimension, lacunarity, octaves, Offset); + } + else { + Fac = 0.0; + } + } + else { + Fac = 0.0; + } +} diff --git a/intern/cycles/kernel/osl/shaders/node_noise.h b/intern/cycles/kernel/osl/shaders/node_noise.h new file mode 100644 index 00000000000..ab4cd7792cc --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_noise.h @@ -0,0 +1,202 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "vector2.h" +#include "vector4.h" + +#define vector3 point + +float safe_noise(float p) +{ + float f = noise("noise", p); + if (isinf(f)) + return 0.5; + return f; +} + +float safe_noise(vector2 p) +{ + float f = noise("noise", p.x, p.y); + if (isinf(f)) + return 0.5; + return f; +} + +float safe_noise(vector3 p) +{ + float f = noise("noise", p); + if (isinf(f)) + return 0.5; + return f; +} + +float safe_noise(vector4 p) +{ + float f = noise("noise", vector3(p.x, p.y, p.z), p.w); + if (isinf(f)) + return 0.5; + return f; +} + +float safe_snoise(float p) +{ + float f = noise("snoise", p); + if (isinf(f)) + return 0.0; + return f; +} + +float safe_snoise(vector2 p) +{ + float f = noise("snoise", p.x, p.y); + if (isinf(f)) + return 0.0; + return f; +} + +float safe_snoise(vector3 p) +{ + float f = noise("snoise", p); + if (isinf(f)) + return 0.0; + return f; +} + +float safe_snoise(vector4 p) +{ + float f = noise("snoise", vector3(p.x, p.y, p.z), p.w); + if (isinf(f)) + return 0.0; + return f; +} + +/* The fractal_noise functions are all exactly the same except for the input type. */ +float fractal_noise(float p, float details, float roughness) +{ + float fscale = 1.0; + float amp = 1.0; + float maxamp = 0.0; + float sum = 0.0; + float octaves = clamp(details, 0.0, 16.0); + int n = (int)octaves; + for (int i = 0; i <= n; i++) { + float t = safe_noise(fscale * p); + sum += t * amp; + maxamp += amp; + amp *= clamp(roughness, 0.0, 1.0); + fscale *= 2.0; + } + float rmd = octaves - floor(octaves); + if (rmd != 0.0) { + float t = safe_noise(fscale * p); + float sum2 = sum + t * amp; + sum /= maxamp; + sum2 /= maxamp + amp; + return (1.0 - rmd) * sum + rmd * sum2; + } + else { + return sum / maxamp; + } +} + +/* The fractal_noise functions are all exactly the same except for the input type. */ +float fractal_noise(vector2 p, float details, float roughness) +{ + float fscale = 1.0; + float amp = 1.0; + float maxamp = 0.0; + float sum = 0.0; + float octaves = clamp(details, 0.0, 16.0); + int n = (int)octaves; + for (int i = 0; i <= n; i++) { + float t = safe_noise(fscale * p); + sum += t * amp; + maxamp += amp; + amp *= clamp(roughness, 0.0, 1.0); + fscale *= 2.0; + } + float rmd = octaves - floor(octaves); + if (rmd != 0.0) { + float t = safe_noise(fscale * p); + float sum2 = sum + t * amp; + sum /= maxamp; + sum2 /= maxamp + amp; + return (1.0 - rmd) * sum + rmd * sum2; + } + else { + return sum / maxamp; + } +} + +/* The fractal_noise functions are all exactly the same except for the input type. */ +float fractal_noise(vector3 p, float details, float roughness) +{ + float fscale = 1.0; + float amp = 1.0; + float maxamp = 0.0; + float sum = 0.0; + float octaves = clamp(details, 0.0, 16.0); + int n = (int)octaves; + for (int i = 0; i <= n; i++) { + float t = safe_noise(fscale * p); + sum += t * amp; + maxamp += amp; + amp *= clamp(roughness, 0.0, 1.0); + fscale *= 2.0; + } + float rmd = octaves - floor(octaves); + if (rmd != 0.0) { + float t = safe_noise(fscale * p); + float sum2 = sum + t * amp; + sum /= maxamp; + sum2 /= maxamp + amp; + return (1.0 - rmd) * sum + rmd * sum2; + } + else { + return sum / maxamp; + } +} + +/* The fractal_noise functions are all exactly the same except for the input type. */ +float fractal_noise(vector4 p, float details, float roughness) +{ + float fscale = 1.0; + float amp = 1.0; + float maxamp = 0.0; + float sum = 0.0; + float octaves = clamp(details, 0.0, 16.0); + int n = (int)octaves; + for (int i = 0; i <= n; i++) { + float t = safe_noise(fscale * p); + sum += t * amp; + maxamp += amp; + amp *= clamp(roughness, 0.0, 1.0); + fscale *= 2.0; + } + float rmd = octaves - floor(octaves); + if (rmd != 0.0) { + float t = safe_noise(fscale * p); + float sum2 = sum + t * amp; + sum /= maxamp; + sum2 /= maxamp + amp; + return (1.0 - rmd) * sum + rmd * sum2; + } + else { + return sum / maxamp; + } +} + +#undef vector3 diff --git a/intern/cycles/kernel/osl/shaders/node_noise_texture.osl b/intern/cycles/kernel/osl/shaders/node_noise_texture.osl new file mode 100644 index 00000000000..01196ab633a --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_noise_texture.osl @@ -0,0 +1,152 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "node_noise.h" +#include "stdcycles.h" +#include "vector2.h" +#include "vector4.h" + +#define vector3 point + +/* The following offset functions generate random offsets to be added to texture + * coordinates to act as a seed since the noise functions don't have seed values. + * A seed value is needed for generating distortion textures and color outputs. + * The offset's components are in the range [100, 200], not too high to cause + * bad precision and not too small to be noticeable. We use float seed because + * OSL only support float hashes. + */ + +float random_float_offset(float seed) +{ + return 100.0 + noise("hash", seed) * 100.0; +} + +vector2 random_vector2_offset(float seed) +{ + return vector2(100.0 + noise("hash", seed, 0.0) * 100.0, + 100.0 + noise("hash", seed, 1.0) * 100.0); +} + +vector3 random_vector3_offset(float seed) +{ + return vector3(100.0 + noise("hash", seed, 0.0) * 100.0, + 100.0 + noise("hash", seed, 1.0) * 100.0, + 100.0 + noise("hash", seed, 2.0) * 100.0); +} + +vector4 random_vector4_offset(float seed) +{ + return vector4(100.0 + noise("hash", seed, 0.0) * 100.0, + 100.0 + noise("hash", seed, 1.0) * 100.0, + 100.0 + noise("hash", seed, 2.0) * 100.0, + 100.0 + noise("hash", seed, 3.0) * 100.0); +} + +float noise_texture(float co, float detail, float roughness, float distortion, output color Color) +{ + float p = co; + if (distortion != 0.0) { + p += safe_snoise(p + random_float_offset(0.0)) * distortion; + } + + float value = fractal_noise(p, detail, roughness); + Color = color(value, + fractal_noise(p + random_float_offset(1.0), detail, roughness), + fractal_noise(p + random_float_offset(2.0), detail, roughness)); + return value; +} + +float noise_texture( + vector2 co, float detail, float roughness, float distortion, output color Color) +{ + vector2 p = co; + if (distortion != 0.0) { + p += vector2(safe_snoise(p + random_vector2_offset(0.0)) * distortion, + safe_snoise(p + random_vector2_offset(1.0)) * distortion); + } + + float value = fractal_noise(p, detail, roughness); + Color = color(value, + fractal_noise(p + random_vector2_offset(2.0), detail, roughness), + fractal_noise(p + random_vector2_offset(3.0), detail, roughness)); + return value; +} + +float noise_texture( + vector3 co, float detail, float roughness, float distortion, output color Color) +{ + vector3 p = co; + if (distortion != 0.0) { + p += vector3(safe_snoise(p + random_vector3_offset(0.0)) * distortion, + safe_snoise(p + random_vector3_offset(1.0)) * distortion, + safe_snoise(p + random_vector3_offset(2.0)) * distortion); + } + + float value = fractal_noise(p, detail, roughness); + Color = color(value, + fractal_noise(p + random_vector3_offset(3.0), detail, roughness), + fractal_noise(p + random_vector3_offset(4.0), detail, roughness)); + return value; +} + +float noise_texture( + vector4 co, float detail, float roughness, float distortion, output color Color) +{ + vector4 p = co; + if (distortion != 0.0) { + p += vector4(safe_snoise(p + random_vector4_offset(0.0)) * distortion, + safe_snoise(p + random_vector4_offset(1.0)) * distortion, + safe_snoise(p + random_vector4_offset(2.0)) * distortion, + safe_snoise(p + random_vector4_offset(3.0)) * distortion); + } + + float value = fractal_noise(p, detail, roughness); + Color = color(value, + fractal_noise(p + random_vector4_offset(4.0), detail, roughness), + fractal_noise(p + random_vector4_offset(5.0), detail, roughness)); + return value; +} + +shader node_noise_texture(int use_mapping = 0, + matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), + string dimensions = "3D", + vector3 Vector = vector3(0, 0, 0), + float W = 0.0, + float Scale = 5.0, + float Detail = 2.0, + float Roughness = 0.5, + float Distortion = 0.0, + output float Fac = 0.0, + output color Color = 0.0) +{ + vector3 p = Vector; + if (use_mapping) + p = transform(mapping, p); + + p *= Scale; + float w = W * Scale; + + if (dimensions == "1D") + Fac = noise_texture(w, Detail, Roughness, Distortion, Color); + else if (dimensions == "2D") + Fac = noise_texture(vector2(p[0], p[1]), Detail, Roughness, Distortion, Color); + else if (dimensions == "3D") + Fac = noise_texture(p, Detail, Roughness, Distortion, Color); + else if (dimensions == "4D") + Fac = noise_texture(vector4(p[0], p[1], p[2], w), Detail, Roughness, Distortion, Color); + else + error("Unknown dimension!"); +} diff --git a/intern/cycles/kernel/osl/shaders/node_normal.osl b/intern/cycles/kernel/osl/shaders/node_normal.osl new file mode 100644 index 00000000000..a0a88445427 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_normal.osl @@ -0,0 +1,26 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_normal(normal direction = normal(0.0, 0.0, 0.0), + normal NormalIn = normal(0.0, 0.0, 0.0), + output normal NormalOut = normal(0.0, 0.0, 0.0), + output float Dot = 1.0) +{ + NormalOut = normalize(direction); + Dot = dot(NormalOut, normalize(NormalIn)); +} diff --git a/intern/cycles/kernel/osl/shaders/node_normal_map.osl b/intern/cycles/kernel/osl/shaders/node_normal_map.osl new file mode 100644 index 00000000000..7a94ad8ad1a --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_normal_map.osl @@ -0,0 +1,90 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_normal_map(normal NormalIn = N, + float Strength = 1.0, + color Color = color(0.5, 0.5, 1.0), + string space = "tangent", + string attr_name = "geom:tangent", + string attr_sign_name = "geom:tangent_sign", + output normal Normal = NormalIn) +{ + color mcolor = 2.0 * color(Color[0] - 0.5, Color[1] - 0.5, Color[2] - 0.5); + int is_backfacing = backfacing(); + + if (space == "tangent") { + vector tangent; + vector ninterp; + float tangent_sign; + float is_smooth = 0.0; + + getattribute("geom:is_smooth", is_smooth); + if (!is_smooth) { + ninterp = normalize(transform("world", "object", Ng)); + + /* the normal is already inverted, which is too soon for the math here */ + if (is_backfacing) { + ninterp = -ninterp; + } + } + + // get _unnormalized_ interpolated normal and tangent + if (getattribute(attr_name, tangent) && getattribute(attr_sign_name, tangent_sign) && + (!is_smooth || getattribute("geom:normal_map_normal", ninterp))) { + // apply normal map + vector B = tangent_sign * cross(ninterp, tangent); + Normal = normalize(mcolor[0] * tangent + mcolor[1] * B + mcolor[2] * ninterp); + + // transform to world space + Normal = normalize(transform("object", "world", Normal)); + } + else { + Normal = normal(0, 0, 0); + } + } + else if (space == "object") { + Normal = normalize(transform("object", "world", vector(mcolor))); + } + else if (space == "world") { + Normal = normalize(vector(mcolor)); + } + else if (space == "blender_object") { + /* strange blender convention */ + mcolor[1] = -mcolor[1]; + mcolor[2] = -mcolor[2]; + + Normal = normalize(transform("object", "world", vector(mcolor))); + } + else if (space == "blender_world") { + /* strange blender convention */ + mcolor[1] = -mcolor[1]; + mcolor[2] = -mcolor[2]; + + Normal = normalize(vector(mcolor)); + } + + /* invert normal for backfacing polygons */ + if (is_backfacing) { + Normal = -Normal; + } + + if (Strength != 1.0) + Normal = normalize(NormalIn + (Normal - NormalIn) * max(Strength, 0.0)); + + Normal = ensure_valid_reflection(Ng, I, Normal); +} diff --git a/intern/cycles/kernel/osl/shaders/node_object_info.osl b/intern/cycles/kernel/osl/shaders/node_object_info.osl new file mode 100644 index 00000000000..44513d9a1ba --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_object_info.osl @@ -0,0 +1,30 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_object_info(output point Location = point(0.0, 0.0, 0.0), + output color Color = color(1.0, 1.0, 1.0), + output float ObjectIndex = 0.0, + output float MaterialIndex = 0.0, + output float Random = 0.0) +{ + getattribute("object:location", Location); + getattribute("object:color", Color); + getattribute("object:index", ObjectIndex); + getattribute("material:index", MaterialIndex); + getattribute("object:random", Random); +} diff --git a/intern/cycles/kernel/osl/shaders/node_output_displacement.osl b/intern/cycles/kernel/osl/shaders/node_output_displacement.osl new file mode 100644 index 00000000000..bd60fc2b7e1 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_output_displacement.osl @@ -0,0 +1,22 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +displacement node_output_displacement(vector Displacement = 0.0) +{ + P += Displacement; +} diff --git a/intern/cycles/kernel/osl/shaders/node_output_surface.osl b/intern/cycles/kernel/osl/shaders/node_output_surface.osl new file mode 100644 index 00000000000..cd746f79c4a --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_output_surface.osl @@ -0,0 +1,22 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +surface node_output_surface(closure color Surface = 0) +{ + Ci = Surface; +} diff --git a/intern/cycles/kernel/osl/shaders/node_output_volume.osl b/intern/cycles/kernel/osl/shaders/node_output_volume.osl new file mode 100644 index 00000000000..4cc14cd6699 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_output_volume.osl @@ -0,0 +1,22 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +volume node_output_volume(closure color Volume = 0) +{ + Ci = Volume; +} diff --git a/intern/cycles/kernel/osl/shaders/node_particle_info.osl b/intern/cycles/kernel/osl/shaders/node_particle_info.osl new file mode 100644 index 00000000000..2dcdf3d0f3c --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_particle_info.osl @@ -0,0 +1,36 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_particle_info(output float Index = 0.0, + output float Random = 0.0, + output float Age = 0.0, + output float Lifetime = 0.0, + output point Location = point(0.0, 0.0, 0.0), + output float Size = 0.0, + output vector Velocity = point(0.0, 0.0, 0.0), + output vector AngularVelocity = point(0.0, 0.0, 0.0)) +{ + getattribute("particle:index", Index); + getattribute("particle:random", Random); + getattribute("particle:age", Age); + getattribute("particle:lifetime", Lifetime); + getattribute("particle:location", Location); + getattribute("particle:size", Size); + getattribute("particle:velocity", Velocity); + getattribute("particle:angular_velocity", AngularVelocity); +} diff --git a/intern/cycles/kernel/osl/shaders/node_principled_bsdf.osl b/intern/cycles/kernel/osl/shaders/node_principled_bsdf.osl new file mode 100644 index 00000000000..55afb892d36 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_principled_bsdf.osl @@ -0,0 +1,157 @@ +/* + * Copyright 2011-2017 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "node_fresnel.h" +#include "stdcycles.h" + +shader node_principled_bsdf(string distribution = "Multiscatter GGX", + string subsurface_method = "random_walk", + color BaseColor = color(0.8, 0.8, 0.8), + float Subsurface = 0.0, + vector SubsurfaceRadius = vector(1.0, 1.0, 1.0), + color SubsurfaceColor = color(0.7, 0.1, 0.1), + float SubsurfaceIOR = 1.4, + float SubsurfaceAnisotropy = 0.0, + float Metallic = 0.0, + float Specular = 0.5, + float SpecularTint = 0.0, + float Roughness = 0.5, + float Anisotropic = 0.0, + float AnisotropicRotation = 0.0, + float Sheen = 0.0, + float SheenTint = 0.5, + float Clearcoat = 0.0, + float ClearcoatRoughness = 0.03, + float IOR = 1.45, + float Transmission = 0.0, + float TransmissionRoughness = 0.0, + normal Normal = N, + normal ClearcoatNormal = N, + normal Tangent = normalize(dPdu), + output closure color BSDF = 0) +{ + float f = max(IOR, 1e-5); + float diffuse_weight = (1.0 - clamp(Metallic, 0.0, 1.0)) * (1.0 - clamp(Transmission, 0.0, 1.0)); + float final_transmission = clamp(Transmission, 0.0, 1.0) * (1.0 - clamp(Metallic, 0.0, 1.0)); + float specular_weight = (1.0 - final_transmission); + + vector T = Tangent; + + float m_cdlum = luminance(BaseColor); + color m_ctint = m_cdlum > 0.0 ? BaseColor / m_cdlum : + color(1.0, 1.0, 1.0); // normalize lum. to isolate hue+sat + + /* rotate tangent */ + if (AnisotropicRotation != 0.0) + T = rotate(T, AnisotropicRotation * M_2PI, point(0.0, 0.0, 0.0), Normal); + + if (diffuse_weight > 1e-5) { + if (Subsurface > 1e-5) { + color mixed_ss_base_color = SubsurfaceColor * Subsurface + BaseColor * (1.0 - Subsurface); + + BSDF = mixed_ss_base_color * bssrdf(subsurface_method, + Normal, + Subsurface * SubsurfaceRadius, + mixed_ss_base_color, + "roughness", + Roughness, + "ior", + SubsurfaceIOR, + "anisotropy", + SubsurfaceAnisotropy); + } + else { + BSDF = BaseColor * principled_diffuse(Normal, Roughness); + } + + if (Sheen > 1e-5) { + color sheen_color = color(1.0, 1.0, 1.0) * (1.0 - SheenTint) + m_ctint * SheenTint; + + BSDF = BSDF + sheen_color * Sheen * principled_sheen(Normal); + } + + BSDF = BSDF * diffuse_weight; + } + + if (specular_weight > 1e-5) { + float aspect = sqrt(1.0 - Anisotropic * 0.9); + float r2 = Roughness * Roughness; + + float alpha_x = r2 / aspect; + float alpha_y = r2 * aspect; + + color tmp_col = color(1.0, 1.0, 1.0) * (1.0 - SpecularTint) + m_ctint * SpecularTint; + + color Cspec0 = (Specular * 0.08 * tmp_col) * (1.0 - Metallic) + BaseColor * Metallic; + + if (distribution == "GGX" || Roughness <= 0.075) { + BSDF = BSDF + specular_weight * + microfacet_ggx_aniso_fresnel(Normal, + T, + alpha_x, + alpha_y, + (2.0 / (1.0 - sqrt(0.08 * Specular))) - 1.0, + BaseColor, + Cspec0); + } + else { + BSDF = BSDF + specular_weight * microfacet_multi_ggx_aniso_fresnel( + Normal, + T, + alpha_x, + alpha_y, + (2.0 / (1.0 - sqrt(0.08 * Specular))) - 1.0, + BaseColor, + Cspec0); + } + } + + if (final_transmission > 1e-5) { + color Cspec0 = BaseColor * SpecularTint + color(1.0, 1.0, 1.0) * (1.0 - SpecularTint); + float eta = backfacing() ? 1.0 / f : f; + + if (distribution == "GGX" || Roughness <= 5e-2) { + float cosNO = dot(Normal, I); + float Fr = fresnel_dielectric_cos(cosNO, eta); + + float refl_roughness = Roughness; + if (Roughness <= 1e-2) + refl_roughness = 0.0; + + float transmission_roughness = refl_roughness; + if (distribution == "GGX") + transmission_roughness = 1.0 - (1.0 - refl_roughness) * (1.0 - TransmissionRoughness); + + BSDF = BSDF + + final_transmission * + (Fr * microfacet_ggx_fresnel( + Normal, refl_roughness * refl_roughness, eta, BaseColor, Cspec0) + + (1.0 - Fr) * BaseColor * + microfacet_ggx_refraction( + Normal, transmission_roughness * transmission_roughness, eta)); + } + else { + BSDF = BSDF + + final_transmission * microfacet_multi_ggx_glass_fresnel( + Normal, Roughness * Roughness, eta, BaseColor, Cspec0); + } + } + + if (Clearcoat > 1e-5) { + BSDF = BSDF + principled_clearcoat( + ClearcoatNormal, Clearcoat, ClearcoatRoughness * ClearcoatRoughness); + } +} diff --git a/intern/cycles/kernel/osl/shaders/node_principled_hair_bsdf.osl b/intern/cycles/kernel/osl/shaders/node_principled_hair_bsdf.osl new file mode 100644 index 00000000000..4cf17e0e703 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_principled_hair_bsdf.osl @@ -0,0 +1,105 @@ +/* + * Copyright 2018 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +color log3(color a) +{ + return color(log(a[0]), log(a[1]), log(a[2])); +} + +color sigma_from_concentration(float eumelanin, float pheomelanin) +{ + return eumelanin * color(0.506, 0.841, 1.653) + pheomelanin * color(0.343, 0.733, 1.924); +} + +color sigma_from_reflectance(color c, float azimuthal_roughness) +{ + float x = azimuthal_roughness; + float roughness_fac = (((((0.245 * x) + 5.574) * x - 10.73) * x + 2.532) * x - 0.215) * x + + 5.969; + color sigma = log3(c) / roughness_fac; + return sigma * sigma; +} + +shader node_principled_hair_bsdf(color Color = color(0.017513, 0.005763, 0.002059), + float Melanin = 0.8, + float MelaninRedness = 1.0, + float RandomColor = 0.0, + color Tint = 1.0, + color AbsorptionCoefficient = color(0.245531, 0.52, 1.365), + normal Normal = Ng, + string parametrization = "Absorption coefficient", + float Offset = radians(2), + float Roughness = 0.3, + float RadialRoughness = 0.3, + float RandomRoughness = 0.0, + float Coat = 0.0, + float IOR = 1.55, + string AttrRandom = "geom:curve_random", + float Random = 0.0, + + output closure color BSDF = 0) +{ + /* Get random value from curve in none is specified. */ + float random_value = 0.0; + + if (isconnected(Random)) { + random_value = Random; + } + else { + getattribute(AttrRandom, random_value); + } + + /* Compute roughness. */ + float factor_random_roughness = 1.0 + 2.0 * (random_value - 0.5) * RandomRoughness; + float m0_roughness = 1.0 - clamp(Coat, 0.0, 1.0); + float roughness = Roughness * factor_random_roughness; + float radial_roughness = RadialRoughness * factor_random_roughness; + + /* Compute absorption. */ + color sigma; + + if (parametrization == "Absorption coefficient") { + sigma = AbsorptionCoefficient; + } + else if (parametrization == "Melanin concentration") { + /* Randomize melanin. */ + float factor_random_color = 1.0 + 2.0 * (random_value - 0.5) * RandomColor; + float melanin = Melanin * factor_random_color; + + /* Map melanin 0..inf from more perceptually linear 0..1. */ + melanin = -log(max(1.0 - melanin, 0.0001)); + + /* Benedikt Bitterli's melanin ratio remapping. */ + float eumelanin = melanin * (1.0 - MelaninRedness); + float pheomelanin = melanin * MelaninRedness; + color melanin_sigma = sigma_from_concentration(eumelanin, pheomelanin); + + /* Optional tint. */ + color tint_sigma = sigma_from_reflectance(Tint, radial_roughness); + sigma = melanin_sigma + tint_sigma; + } + else if (parametrization == "Direct coloring") { + sigma = sigma_from_reflectance(Color, radial_roughness); + } + else { + /* Fallback to brownish hair, same as defaults for melanin. */ + sigma = sigma_from_concentration(0.0, 0.8054375); + } + + BSDF = principled_hair(Normal, sigma, roughness, radial_roughness, m0_roughness, Offset, IOR); +} diff --git a/intern/cycles/kernel/osl/shaders/node_principled_volume.osl b/intern/cycles/kernel/osl/shaders/node_principled_volume.osl new file mode 100644 index 00000000000..0cb4cdebdaa --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_principled_volume.osl @@ -0,0 +1,93 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_principled_volume(color Color = color(0.5, 0.5, 0.5), + float Density = 1.0, + float Anisotropy = 0.0, + color AbsorptionColor = color(0.0, 0.0, 0.0), + float EmissionStrength = 0.0, + color EmissionColor = color(1.0, 1.0, 1.0), + float BlackbodyIntensity = 0.0, + color BlackbodyTint = color(1.0, 1.0, 1.0), + float Temperature = 1500.0, + string DensityAttribute = "geom:density", + string ColorAttribute = "geom:color", + string TemperatureAttribute = "geom:temperature", + output closure color Volume = 0) +{ + /* Compute density. */ + float primitive_density = 1.0; + float density = max(Density, 0.0); + + if (density > 1e-5) { + if (getattribute(DensityAttribute, primitive_density)) { + density = max(density * primitive_density, 0.0); + } + } + + if (density > 1e-5) { + /* Compute scattering color. */ + color scatter_color = Color; + color primitive_color; + if (getattribute(ColorAttribute, primitive_color)) { + scatter_color *= primitive_color; + } + + /* Add scattering and absorption closures. */ + color scatter_coeff = scatter_color; + color absorption_color = sqrt(max(AbsorptionColor, 0.0)); + color absorption_coeff = max(1.0 - scatter_color, 0.0) * max(1.0 - absorption_color, 0.0); + Volume = scatter_coeff * density * henyey_greenstein(Anisotropy) + + absorption_coeff * density * absorption(); + } + + /* Compute emission. */ + float emission_strength = max(EmissionStrength, 0.0); + float blackbody_intensity = BlackbodyIntensity; + + if (emission_strength > 1e-5) { + Volume += emission_strength * EmissionColor * emission(); + } + + if (blackbody_intensity > 1e-3) { + float T = Temperature; + + /* Add temperature from attribute if available. */ + float temperature; + if (getattribute(TemperatureAttribute, temperature)) { + T *= max(temperature, 0.0); + } + + T = max(T, 0.0); + + /* Stefan-Boltzman law. */ + float T4 = (T * T) * (T * T); + float sigma = 5.670373e-8 * 1e-6 / M_PI; + float intensity = sigma * mix(1.0, T4, blackbody_intensity); + + if (intensity > 1e-5) { + color bb = blackbody(T); + float l = luminance(bb); + + if (l != 0.0) { + bb *= BlackbodyTint * intensity / l; + Volume += bb * emission(); + } + } + } +} diff --git a/intern/cycles/kernel/osl/shaders/node_ramp_util.h b/intern/cycles/kernel/osl/shaders/node_ramp_util.h new file mode 100644 index 00000000000..f7fb07b257d --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_ramp_util.h @@ -0,0 +1,93 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +/* NOTE: svm_ramp.h, svm_ramp_util.h and node_ramp_util.h must stay consistent */ + +color rgb_ramp_lookup(color ramp[], float at, int interpolate, int extrapolate) +{ + float f = at; + int table_size = arraylength(ramp); + + if ((f < 0.0 || f > 1.0) && extrapolate) { + color t0, dy; + if (f < 0.0) { + t0 = ramp[0]; + dy = t0 - ramp[1]; + f = -f; + } + else { + t0 = ramp[table_size - 1]; + dy = t0 - ramp[table_size - 2]; + f = f - 1.0; + } + return t0 + dy * f * (table_size - 1); + } + + f = clamp(at, 0.0, 1.0) * (table_size - 1); + + /* clamp int as well in case of NaN */ + int i = (int)f; + if (i < 0) + i = 0; + if (i >= table_size) + i = table_size - 1; + float t = f - (float)i; + + color result = ramp[i]; + + if (interpolate && t > 0.0) + result = (1.0 - t) * result + t * ramp[i + 1]; + + return result; +} + +float rgb_ramp_lookup(float ramp[], float at, int interpolate, int extrapolate) +{ + float f = at; + int table_size = arraylength(ramp); + + if ((f < 0.0 || f > 1.0) && extrapolate) { + float t0, dy; + if (f < 0.0) { + t0 = ramp[0]; + dy = t0 - ramp[1]; + f = -f; + } + else { + t0 = ramp[table_size - 1]; + dy = t0 - ramp[table_size - 2]; + f = f - 1.0; + } + return t0 + dy * f * (table_size - 1); + } + + f = clamp(at, 0.0, 1.0) * (table_size - 1); + + /* clamp int as well in case of NaN */ + int i = (int)f; + if (i < 0) + i = 0; + if (i >= table_size) + i = table_size - 1; + float t = f - (float)i; + + float result = ramp[i]; + + if (interpolate && t > 0.0) + result = (1.0 - t) * result + t * ramp[i + 1]; + + return result; +} diff --git a/intern/cycles/kernel/osl/shaders/node_refraction_bsdf.osl b/intern/cycles/kernel/osl/shaders/node_refraction_bsdf.osl new file mode 100644 index 00000000000..9e9b31d9a87 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_refraction_bsdf.osl @@ -0,0 +1,36 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_refraction_bsdf(color Color = 0.8, + string distribution = "sharp", + float Roughness = 0.2, + float IOR = 1.45, + normal Normal = N, + output closure color BSDF = 0) +{ + float f = max(IOR, 1e-5); + float eta = backfacing() ? 1.0 / f : f; + float roughness = Roughness * Roughness; + + if (distribution == "sharp") + BSDF = Color * refraction(Normal, eta); + else if (distribution == "beckmann") + BSDF = Color * microfacet_beckmann_refraction(Normal, roughness, eta); + else if (distribution == "GGX") + BSDF = Color * microfacet_ggx_refraction(Normal, roughness, eta); +} diff --git a/intern/cycles/kernel/osl/shaders/node_rgb_curves.osl b/intern/cycles/kernel/osl/shaders/node_rgb_curves.osl new file mode 100644 index 00000000000..8850040d580 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_rgb_curves.osl @@ -0,0 +1,39 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "node_ramp_util.h" +#include "stdcycles.h" + +shader node_rgb_curves(color ramp[] = {0.0}, + float min_x = 0.0, + float max_x = 1.0, + + color ColorIn = 0.0, + float Fac = 0.0, + output color ColorOut = 0.0) +{ + color c = (ColorIn - color(min_x, min_x, min_x)) / (max_x - min_x); + + color r = rgb_ramp_lookup(ramp, c[0], 1, 1); + color g = rgb_ramp_lookup(ramp, c[1], 1, 1); + color b = rgb_ramp_lookup(ramp, c[2], 1, 1); + + ColorOut[0] = r[0]; + ColorOut[1] = g[1]; + ColorOut[2] = b[2]; + + ColorOut = mix(ColorIn, ColorOut, Fac); +} diff --git a/intern/cycles/kernel/osl/shaders/node_rgb_ramp.osl b/intern/cycles/kernel/osl/shaders/node_rgb_ramp.osl new file mode 100644 index 00000000000..2131edb2688 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_rgb_ramp.osl @@ -0,0 +1,30 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "node_ramp_util.h" +#include "stdcycles.h" + +shader node_rgb_ramp(color ramp_color[] = {0.0}, + float ramp_alpha[] = {0.0}, + int interpolate = 1, + + float Fac = 0.0, + output color Color = 0.0, + output float Alpha = 1.0) +{ + Color = rgb_ramp_lookup(ramp_color, Fac, interpolate, 0); + Alpha = rgb_ramp_lookup(ramp_alpha, Fac, interpolate, 0); +} diff --git a/intern/cycles/kernel/osl/shaders/node_rgb_to_bw.osl b/intern/cycles/kernel/osl/shaders/node_rgb_to_bw.osl new file mode 100644 index 00000000000..f0a094d5b57 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_rgb_to_bw.osl @@ -0,0 +1,22 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_rgb_to_bw(color Color = 0.0, output float Val = 0.0) +{ + Val = Color[0] * 0.2126 + Color[1] * 0.7152 + Color[2] * 0.0722; +} diff --git a/intern/cycles/kernel/osl/shaders/node_scatter_volume.osl b/intern/cycles/kernel/osl/shaders/node_scatter_volume.osl new file mode 100644 index 00000000000..36ad952dee6 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_scatter_volume.osl @@ -0,0 +1,25 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_scatter_volume(color Color = color(0.8, 0.8, 0.8), + float Density = 1.0, + float Anisotropy = 0.0, + output closure color Volume = 0) +{ + Volume = (Color * max(Density, 0.0)) * henyey_greenstein(Anisotropy); +} diff --git a/intern/cycles/kernel/osl/shaders/node_separate_hsv.osl b/intern/cycles/kernel/osl/shaders/node_separate_hsv.osl new file mode 100644 index 00000000000..2f902b72dbc --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_separate_hsv.osl @@ -0,0 +1,30 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "node_color.h" +#include "stdcycles.h" + +shader node_separate_hsv(color Color = 0.8, + output float H = 0.0, + output float S = 0.0, + output float V = 0.0) +{ + color col = rgb_to_hsv(Color); + + H = col[0]; + S = col[1]; + V = col[2]; +} diff --git a/intern/cycles/kernel/osl/shaders/node_separate_rgb.osl b/intern/cycles/kernel/osl/shaders/node_separate_rgb.osl new file mode 100644 index 00000000000..62e4aedb879 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_separate_rgb.osl @@ -0,0 +1,27 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_separate_rgb(color Image = 0.8, + output float R = 0.0, + output float G = 0.0, + output float B = 0.0) +{ + R = Image[0]; + G = Image[1]; + B = Image[2]; +} diff --git a/intern/cycles/kernel/osl/shaders/node_separate_xyz.osl b/intern/cycles/kernel/osl/shaders/node_separate_xyz.osl new file mode 100644 index 00000000000..acaf3942b6f --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_separate_xyz.osl @@ -0,0 +1,27 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_separate_xyz(vector Vector = 0.8, + output float X = 0.0, + output float Y = 0.0, + output float Z = 0.0) +{ + X = Vector[0]; + Y = Vector[1]; + Z = Vector[2]; +} diff --git a/intern/cycles/kernel/osl/shaders/node_set_normal.osl b/intern/cycles/kernel/osl/shaders/node_set_normal.osl new file mode 100644 index 00000000000..26a97e2b5d1 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_set_normal.osl @@ -0,0 +1,23 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +surface node_set_normal(normal Direction = N, output normal Normal = N) +{ + N = Direction; + Normal = Direction; +} diff --git a/intern/cycles/kernel/osl/shaders/node_sky_texture.osl b/intern/cycles/kernel/osl/shaders/node_sky_texture.osl new file mode 100644 index 00000000000..43d7bd36973 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_sky_texture.osl @@ -0,0 +1,237 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "node_color.h" +#include "stdcycles.h" + +float sky_angle_between(float thetav, float phiv, float theta, float phi) +{ + float cospsi = sin(thetav) * sin(theta) * cos(phi - phiv) + cos(thetav) * cos(theta); + + if (cospsi > 1.0) + return 0.0; + if (cospsi < -1.0) + return M_PI; + + return acos(cospsi); +} + +vector sky_spherical_coordinates(vector dir) +{ + return vector(acos(dir[2]), atan2(dir[0], dir[1]), 0); +} + +/* Preetham */ +float sky_perez_function(float lam[9], float theta, float gamma) +{ + float ctheta = cos(theta); + float cgamma = cos(gamma); + + return (1.0 + lam[0] * exp(lam[1] / ctheta)) * + (1.0 + lam[2] * exp(lam[3] * gamma) + lam[4] * cgamma * cgamma); +} + +color sky_radiance_preetham(normal dir, + float sunphi, + float suntheta, + color radiance, + float config_x[9], + float config_y[9], + float config_z[9]) +{ + /* convert vector to spherical coordinates */ + vector spherical = sky_spherical_coordinates(dir); + float theta = spherical[0]; + float phi = spherical[1]; + + /* angle between sun direction and dir */ + float gamma = sky_angle_between(theta, phi, suntheta, sunphi); + + /* clamp theta to horizon */ + theta = min(theta, M_PI_2 - 0.001); + + /* compute xyY color space values */ + float x = radiance[1] * sky_perez_function(config_y, theta, gamma); + float y = radiance[2] * sky_perez_function(config_z, theta, gamma); + float Y = radiance[0] * sky_perez_function(config_x, theta, gamma); + + /* convert to RGB */ + color xyz = xyY_to_xyz(x, y, Y); + return xyz_to_rgb(xyz[0], xyz[1], xyz[2]); +} + +/* Hosek / Wilkie */ +float sky_radiance_internal(float config[9], float theta, float gamma) +{ + float ctheta = cos(theta); + float cgamma = cos(gamma); + + float expM = exp(config[4] * gamma); + float rayM = cgamma * cgamma; + float mieM = (1.0 + rayM) / pow((1.0 + config[8] * config[8] - 2.0 * config[8] * cgamma), 1.5); + float zenith = sqrt(ctheta); + + return (1.0 + config[0] * exp(config[1] / (ctheta + 0.01))) * + (config[2] + config[3] * expM + config[5] * rayM + config[6] * mieM + config[7] * zenith); +} + +color sky_radiance_hosek(normal dir, + float sunphi, + float suntheta, + color radiance, + float config_x[9], + float config_y[9], + float config_z[9]) +{ + /* convert vector to spherical coordinates */ + vector spherical = sky_spherical_coordinates(dir); + float theta = spherical[0]; + float phi = spherical[1]; + + /* angle between sun direction and dir */ + float gamma = sky_angle_between(theta, phi, suntheta, sunphi); + + /* clamp theta to horizon */ + theta = min(theta, M_PI_2 - 0.001); + + /* compute xyz color space values */ + float x = sky_radiance_internal(config_x, theta, gamma) * radiance[0]; + float y = sky_radiance_internal(config_y, theta, gamma) * radiance[1]; + float z = sky_radiance_internal(config_z, theta, gamma) * radiance[2]; + + /* convert to RGB and adjust strength */ + return xyz_to_rgb(x, y, z) * (M_2PI / 683); +} + +/* Nishita improved */ +vector geographical_to_direction(float lat, float lon) +{ + return vector(cos(lat) * cos(lon), cos(lat) * sin(lon), sin(lat)); +} + +float precise_angle(vector a, vector b) +{ + return 2.0 * atan2(length(a - b), length(a + b)); +} + +color sky_radiance_nishita(vector dir, float nishita_data[10], string filename) +{ + /* definitions */ + float sun_elevation = nishita_data[6]; + float sun_rotation = nishita_data[7]; + float angular_diameter = nishita_data[8]; + float sun_intensity = nishita_data[9]; + int sun_disc = angular_diameter > 0; + float alpha = 1.0; + color xyz; + /* convert dir to spherical coordinates */ + vector direction = sky_spherical_coordinates(dir); + + /* render above the horizon */ + if (dir[2] >= 0.0) { + /* definitions */ + vector sun_dir = geographical_to_direction(sun_elevation, sun_rotation + M_PI_2); + float sun_dir_angle = precise_angle(dir, sun_dir); + float half_angular = angular_diameter / 2.0; + float dir_elevation = M_PI_2 - direction[0]; + + /* if ray inside sun disc render it, otherwise render sky */ + if (sun_dir_angle < half_angular && sun_disc == 1) { + /* get 2 pixels data */ + color pixel_bottom = color(nishita_data[0], nishita_data[1], nishita_data[2]); + color pixel_top = color(nishita_data[3], nishita_data[4], nishita_data[5]); + float y; + + /* sun interpolation */ + if (sun_elevation - half_angular > 0.0) { + if ((sun_elevation + half_angular) > 0.0) { + y = ((dir_elevation - sun_elevation) / angular_diameter) + 0.5; + xyz = mix(pixel_bottom, pixel_top, y) * sun_intensity; + } + } + else { + if (sun_elevation + half_angular > 0.0) { + y = dir_elevation / (sun_elevation + half_angular); + xyz = mix(pixel_bottom, pixel_top, y) * sun_intensity; + } + } + /* limb darkening, coefficient is 0.6f */ + float angle_fraction = sun_dir_angle / half_angular; + float limb_darkening = (1.0 - 0.6 * (1.0 - sqrt(1.0 - angle_fraction * angle_fraction))); + xyz *= limb_darkening; + } + /* sky */ + else { + /* sky interpolation */ + float x = (direction[1] + M_PI + sun_rotation) / M_2PI; + /* more pixels toward horizon compensation */ + float y = 1.0 - sqrt(dir_elevation / M_PI_2); + if (x > 1.0) { + x = x - 1.0; + } + xyz = (color)texture(filename, x, y, "wrap", "clamp", "interp", "linear", "alpha", alpha); + } + } + /* ground */ + else { + if (dir[2] < -0.4) { + xyz = color(0, 0, 0); + } + else { + /* black ground fade */ + float mul = pow(1.0 + dir[2] * 2.5, 3.0); + /* interpolation */ + float x = (direction[1] + M_PI + sun_rotation) / M_2PI; + float y = 1.5; + if (x > 1.0) { + x = x - 1.0; + } + xyz = (color)texture( + filename, x, y, "wrap", "periodic", "interp", "linear", "alpha", alpha) * + mul; + } + } + /* convert to RGB */ + return xyz_to_rgb(xyz[0], xyz[1], xyz[2]); +} + +shader node_sky_texture( + int use_mapping = 0, + matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), + vector Vector = P, + string sky_type = "hosek_wilkie", + float theta = 0.0, + float phi = 0.0, + string filename = "", + color radiance = color(0.0, 0.0, 0.0), + float config_x[9] = {0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0}, + float config_y[9] = {0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0}, + float config_z[9] = {0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0}, + float nishita_data[10] = {0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0}, + output color Color = color(0.0, 0.0, 0.0)) +{ + vector p = Vector; + + if (use_mapping) + p = transform(mapping, p); + + if (sky_type == "nishita_improved") + Color = sky_radiance_nishita(p, nishita_data, filename); + if (sky_type == "hosek_wilkie") + Color = sky_radiance_hosek(p, phi, theta, radiance, config_x, config_y, config_z); + if (sky_type == "preetham") + Color = sky_radiance_preetham(p, phi, theta, radiance, config_x, config_y, config_z); +} diff --git a/intern/cycles/kernel/osl/shaders/node_subsurface_scattering.osl b/intern/cycles/kernel/osl/shaders/node_subsurface_scattering.osl new file mode 100644 index 00000000000..f55e38c54ff --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_subsurface_scattering.osl @@ -0,0 +1,30 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_subsurface_scattering(color Color = 0.8, + float Scale = 1.0, + vector Radius = vector(0.1, 0.1, 0.1), + float IOR = 1.4, + float Anisotropy = 0.0, + string method = "random_walk", + normal Normal = N, + output closure color BSSRDF = 0) +{ + BSSRDF = Color * + bssrdf(method, Normal, Scale * Radius, Color, "ior", IOR, "anisotropy", Anisotropy); +} diff --git a/intern/cycles/kernel/osl/shaders/node_tangent.osl b/intern/cycles/kernel/osl/shaders/node_tangent.osl new file mode 100644 index 00000000000..f086fa079ec --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_tangent.osl @@ -0,0 +1,46 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_tangent(normal NormalIn = N, + string attr_name = "geom:tangent", + string direction_type = "radial", + string axis = "z", + output normal Tangent = normalize(dPdu)) +{ + vector T = vector(0.0, 0.0, 0.0); + + if (direction_type == "uv_map") { + getattribute(attr_name, T); + } + else if (direction_type == "radial") { + point generated; + + if (!getattribute("geom:generated", generated)) + generated = P; + + if (axis == "x") + T = vector(0.0, -(generated[2] - 0.5), (generated[1] - 0.5)); + else if (axis == "y") + T = vector(-(generated[2] - 0.5), 0.0, (generated[0] - 0.5)); + else + T = vector(-(generated[1] - 0.5), (generated[0] - 0.5), 0.0); + } + + T = transform("object", "world", T); + Tangent = cross(NormalIn, normalize(cross(T, NormalIn))); +} diff --git a/intern/cycles/kernel/osl/shaders/node_texture_coordinate.osl b/intern/cycles/kernel/osl/shaders/node_texture_coordinate.osl new file mode 100644 index 00000000000..9cdb925dbfa --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_texture_coordinate.osl @@ -0,0 +1,99 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_texture_coordinate( + normal NormalIn = N, + int is_background = 0, + int is_volume = 0, + int from_dupli = 0, + int use_transform = 0, + string bump_offset = "center", + matrix object_itfm = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), + + output point Generated = point(0.0, 0.0, 0.0), + output point UV = point(0.0, 0.0, 0.0), + output point Object = point(0.0, 0.0, 0.0), + output point Camera = point(0.0, 0.0, 0.0), + output point Window = point(0.0, 0.0, 0.0), + output normal Normal = normal(0.0, 0.0, 0.0), + output point Reflection = point(0.0, 0.0, 0.0)) +{ + if (is_background) { + Generated = P; + UV = point(0.0, 0.0, 0.0); + Object = P; + point Pcam = transform("camera", "world", point(0, 0, 0)); + Camera = transform("camera", P + Pcam); + getattribute("NDC", Window); + Normal = NormalIn; + Reflection = I; + } + else { + if (from_dupli) { + getattribute("geom:dupli_generated", Generated); + getattribute("geom:dupli_uv", UV); + } + else if (is_volume) { + Generated = transform("object", P); + + matrix tfm; + if (getattribute("geom:generated_transform", tfm)) + Generated = transform(tfm, Generated); + + getattribute("geom:uv", UV); + } + else { + if (!getattribute("geom:generated", Generated)) { + Generated = transform("object", P); + } + getattribute("geom:uv", UV); + } + + if (use_transform) { + Object = transform(object_itfm, P); + } + else { + Object = transform("object", P); + } + Camera = transform("camera", P); + Window = transform("NDC", P); + Normal = transform("world", "object", NormalIn); + Reflection = -reflect(I, NormalIn); + } + + if (bump_offset == "dx") { + if (!from_dupli) { + Generated += Dx(Generated); + UV += Dx(UV); + } + Object += Dx(Object); + Camera += Dx(Camera); + Window += Dx(Window); + } + else if (bump_offset == "dy") { + if (!from_dupli) { + Generated += Dy(Generated); + UV += Dy(UV); + } + Object += Dy(Object); + Camera += Dy(Camera); + Window += Dy(Window); + } + + Window[2] = 0.0; +} diff --git a/intern/cycles/kernel/osl/shaders/node_toon_bsdf.osl b/intern/cycles/kernel/osl/shaders/node_toon_bsdf.osl new file mode 100644 index 00000000000..4a44730c70c --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_toon_bsdf.osl @@ -0,0 +1,30 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_toon_bsdf(color Color = 0.8, + string component = "diffuse", + float Size = 0.5, + float Smooth = 0.0, + normal Normal = N, + output closure color BSDF = 0) +{ + if (component == "diffuse") + BSDF = Color * diffuse_toon(Normal, Size, Smooth); + else if (component == "glossy") + BSDF = Color * glossy_toon(Normal, Size, Smooth); +} diff --git a/intern/cycles/kernel/osl/shaders/node_translucent_bsdf.osl b/intern/cycles/kernel/osl/shaders/node_translucent_bsdf.osl new file mode 100644 index 00000000000..23a562bf34d --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_translucent_bsdf.osl @@ -0,0 +1,22 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_translucent_bsdf(color Color = 0.8, normal Normal = N, output closure color BSDF = 0) +{ + BSDF = Color * translucent(Normal); +} diff --git a/intern/cycles/kernel/osl/shaders/node_transparent_bsdf.osl b/intern/cycles/kernel/osl/shaders/node_transparent_bsdf.osl new file mode 100644 index 00000000000..eb737a05c41 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_transparent_bsdf.osl @@ -0,0 +1,22 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_transparent_bsdf(color Color = 0.8, normal Normal = N, output closure color BSDF = 0) +{ + BSDF = Color * transparent(); +} diff --git a/intern/cycles/kernel/osl/shaders/node_uv_map.osl b/intern/cycles/kernel/osl/shaders/node_uv_map.osl new file mode 100644 index 00000000000..88d8c5ba394 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_uv_map.osl @@ -0,0 +1,44 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_uv_map(int from_dupli = 0, + string attribute = "", + string bump_offset = "center", + output point UV = point(0.0, 0.0, 0.0)) +{ + if (from_dupli) { + getattribute("geom:dupli_uv", UV); + } + else { + if (attribute == "") + getattribute("geom:uv", UV); + else + getattribute(attribute, UV); + } + + if (bump_offset == "dx") { + if (!from_dupli) { + UV += Dx(UV); + } + } + else if (bump_offset == "dy") { + if (!from_dupli) { + UV += Dy(UV); + } + } +} diff --git a/intern/cycles/kernel/osl/shaders/node_value.osl b/intern/cycles/kernel/osl/shaders/node_value.osl new file mode 100644 index 00000000000..13197b9a27a --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_value.osl @@ -0,0 +1,29 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_value(float value_value = 0.0, + vector vector_value = vector(0.0, 0.0, 0.0), + color color_value = 0.0, + output float Value = 0.0, + output vector Vector = vector(0.0, 0.0, 0.0), + output color Color = 0.0) +{ + Value = value_value; + Vector = vector_value; + Color = color_value; +} diff --git a/intern/cycles/kernel/osl/shaders/node_vector_curves.osl b/intern/cycles/kernel/osl/shaders/node_vector_curves.osl new file mode 100644 index 00000000000..9d3a2b82b0a --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_vector_curves.osl @@ -0,0 +1,39 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "node_ramp_util.h" +#include "stdcycles.h" + +shader node_vector_curves(color ramp[] = {0.0}, + float min_x = 0.0, + float max_x = 1.0, + + vector VectorIn = vector(0.0, 0.0, 0.0), + float Fac = 0.0, + output vector VectorOut = vector(0.0, 0.0, 0.0)) +{ + vector c = (VectorIn - vector(min_x, min_x, min_x)) / (max_x - min_x); + + color r = rgb_ramp_lookup(ramp, c[0], 1, 1); + color g = rgb_ramp_lookup(ramp, c[0], 1, 1); + color b = rgb_ramp_lookup(ramp, c[0], 1, 1); + + VectorOut[0] = r[0]; + VectorOut[1] = g[1]; + VectorOut[2] = b[2]; + + VectorOut = mix(VectorIn, VectorOut, Fac); +} diff --git a/intern/cycles/kernel/osl/shaders/node_vector_displacement.osl b/intern/cycles/kernel/osl/shaders/node_vector_displacement.osl new file mode 100644 index 00000000000..7cd9c2a37f2 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_vector_displacement.osl @@ -0,0 +1,58 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_vector_displacement(color Vector = color(0.0, 0.0, 0.0), + float Midlevel = 0.0, + float Scale = 1.0, + string space = "tangent", + string attr_name = "geom:tangent", + string attr_sign_name = "geom:tangent_sign", + output vector Displacement = vector(0.0, 0.0, 0.0)) +{ + vector offset = (Vector - vector(Midlevel)) * Scale; + + if (space == "tangent") { + /* Tangent space. */ + vector N_object = normalize(transform("world", "object", N)); + + vector T_object; + if (getattribute(attr_name, T_object)) { + T_object = normalize(T_object); + } + else { + T_object = normalize(dPdu); + } + + vector B_object = normalize(cross(N_object, T_object)); + float tangent_sign; + if (getattribute(attr_sign_name, tangent_sign)) { + B_object *= tangent_sign; + } + + Displacement = T_object * offset[0] + N_object * offset[1] + B_object * offset[2]; + } + else { + /* Object or world space. */ + Displacement = offset; + } + + if (space != "world") { + /* Tangent or object space. */ + Displacement = transform("object", "world", Displacement); + } +} diff --git a/intern/cycles/kernel/osl/shaders/node_vector_math.osl b/intern/cycles/kernel/osl/shaders/node_vector_math.osl new file mode 100644 index 00000000000..c08d75b99ef --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_vector_math.osl @@ -0,0 +1,112 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "node_math.h" +#include "stdcycles.h" + +shader node_vector_math(string math_type = "add", + vector Vector1 = vector(0.0, 0.0, 0.0), + vector Vector2 = vector(0.0, 0.0, 0.0), + vector Vector3 = vector(0.0, 0.0, 0.0), + float Scale = 1.0, + output float Value = 0.0, + output vector Vector = vector(0.0, 0.0, 0.0)) +{ + if (math_type == "add") { + Vector = Vector1 + Vector2; + } + else if (math_type == "subtract") { + Vector = Vector1 - Vector2; + } + else if (math_type == "multiply") { + Vector = Vector1 * Vector2; + } + else if (math_type == "divide") { + Vector = safe_divide(Vector1, Vector2); + } + else if (math_type == "cross_product") { + Vector = cross(Vector1, Vector2); + } + else if (math_type == "project") { + Vector = project(Vector1, Vector2); + } + else if (math_type == "reflect") { + Vector = reflect(Vector1, normalize(Vector2)); + } + else if (math_type == "refract") { + Vector = refract(Vector1, normalize(Vector2), Scale); + } + else if (math_type == "faceforward") { + Vector = compatible_faceforward(Vector1, Vector2, Vector3); + } + else if (math_type == "multiply_add") { + Vector = Vector1 * Vector2 + Vector3; + } + else if (math_type == "dot_product") { + Value = dot(Vector1, Vector2); + } + else if (math_type == "distance") { + Value = distance(Vector1, Vector2); + } + else if (math_type == "length") { + Value = length(Vector1); + } + else if (math_type == "scale") { + Vector = Vector1 * Scale; + } + else if (math_type == "normalize") { + Vector = normalize(Vector1); + } + else if (math_type == "snap") { + Vector = snap(Vector1, Vector2); + } + else if (math_type == "floor") { + Vector = floor(Vector1); + } + else if (math_type == "ceil") { + Vector = ceil(Vector1); + } + else if (math_type == "modulo") { + Vector = fmod(Vector1, Vector2); + } + else if (math_type == "wrap") { + Vector = wrap(Vector1, Vector2, Vector3); + } + else if (math_type == "fraction") { + Vector = Vector1 - floor(Vector1); + } + else if (math_type == "absolute") { + Vector = abs(Vector1); + } + else if (math_type == "minimum") { + Vector = min(Vector1, Vector2); + } + else if (math_type == "maximum") { + Vector = max(Vector1, Vector2); + } + else if (math_type == "sine") { + Vector = sin(Vector1); + } + else if (math_type == "cosine") { + Vector = cos(Vector1); + } + else if (math_type == "tangent") { + Vector = tan(Vector1); + } + else { + warning("%s", "Unknown vector math operator!"); + } +} diff --git a/intern/cycles/kernel/osl/shaders/node_vector_rotate.osl b/intern/cycles/kernel/osl/shaders/node_vector_rotate.osl new file mode 100644 index 00000000000..e99bf7d81b0 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_vector_rotate.osl @@ -0,0 +1,49 @@ +/* + * Copyright 2011-2020 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "node_math.h" +#include "stdcycles.h" + +shader node_vector_rotate(int invert = 0, + string rotate_type = "axis", + vector VectorIn = vector(0.0, 0.0, 0.0), + point Center = point(0.0, 0.0, 0.0), + point Rotation = point(0.0, 0.0, 0.0), + vector Axis = vector(0.0, 0.0, 1.0), + float Angle = 0.0, + output vector VectorOut = vector(0.0, 0.0, 0.0)) +{ + if (rotate_type == "euler_xyz") { + matrix rmat = (invert) ? transpose(euler_to_mat(Rotation)) : euler_to_mat(Rotation); + VectorOut = transform(rmat, VectorIn - Center) + Center; + } + else { + float a = (invert) ? -Angle : Angle; + if (rotate_type == "x_axis") { + VectorOut = rotate(VectorIn - Center, a, point(0.0), vector(1.0, 0.0, 0.0)) + Center; + } + else if (rotate_type == "y_axis") { + VectorOut = rotate(VectorIn - Center, a, point(0.0), vector(0.0, 1.0, 0.0)) + Center; + } + else if (rotate_type == "z_axis") { + VectorOut = rotate(VectorIn - Center, a, point(0.0), vector(0.0, 0.0, 1.0)) + Center; + } + else { // axis + VectorOut = (length(Axis) != 0.0) ? rotate(VectorIn - Center, a, point(0.0), Axis) + Center : + VectorIn; + } + } +} diff --git a/intern/cycles/kernel/osl/shaders/node_vector_transform.osl b/intern/cycles/kernel/osl/shaders/node_vector_transform.osl new file mode 100644 index 00000000000..b71c6ec4824 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_vector_transform.osl @@ -0,0 +1,34 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_vector_transform(string transform_type = "vector", + string convert_from = "world", + string convert_to = "object", + vector VectorIn = vector(0.0, 0.0, 0.0), + output vector VectorOut = vector(0.0, 0.0, 0.0)) +{ + if (transform_type == "vector" || transform_type == "normal") { + VectorOut = transform(convert_from, convert_to, VectorIn); + if (transform_type == "normal") + VectorOut = normalize(VectorOut); + } + else if (transform_type == "point") { + point Point = (point)VectorIn; + VectorOut = transform(convert_from, convert_to, Point); + } +} diff --git a/intern/cycles/kernel/osl/shaders/node_velvet_bsdf.osl b/intern/cycles/kernel/osl/shaders/node_velvet_bsdf.osl new file mode 100644 index 00000000000..299acef35ee --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_velvet_bsdf.osl @@ -0,0 +1,28 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "node_fresnel.h" +#include "stdcycles.h" + +shader node_velvet_bsdf(color Color = 0.8, + float Sigma = 0.0, + normal Normal = N, + output closure color BSDF = 0) +{ + float sigma = clamp(Sigma, 0.0, 1.0); + + BSDF = Color * ashikhmin_velvet(Normal, sigma); +} diff --git a/intern/cycles/kernel/osl/shaders/node_vertex_color.osl b/intern/cycles/kernel/osl/shaders/node_vertex_color.osl new file mode 100644 index 00000000000..ffaf7a2f720 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_vertex_color.osl @@ -0,0 +1,50 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_vertex_color(string bump_offset = "center", + string layer_name = "", + output color Color = 0.0, + output float Alpha = 0.0) +{ + float vertex_color[4]; + string vertex_color_layer; + + if (layer_name == "") { + vertex_color_layer = "geom:vertex_color"; + } + else { + vertex_color_layer = layer_name; + } + + if (getattribute(vertex_color_layer, vertex_color)) { + Color = color(vertex_color[0], vertex_color[1], vertex_color[2]); + Alpha = vertex_color[3]; + + if (bump_offset == "dx") { + Color += Dx(Color); + Alpha += Dx(Alpha); + } + else if (bump_offset == "dy") { + Color += Dy(Color); + Alpha += Dy(Alpha); + } + } + else { + warning("%s", "Invalid attribute."); + } +} diff --git a/intern/cycles/kernel/osl/shaders/node_voronoi_texture.osl b/intern/cycles/kernel/osl/shaders/node_voronoi_texture.osl new file mode 100644 index 00000000000..de6c697fc85 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_voronoi_texture.osl @@ -0,0 +1,1031 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "node_hash.h" +#include "stdcycles.h" +#include "vector2.h" +#include "vector4.h" + +#define vector3 point + +/* **** Distance Functions **** */ + +float distance(float a, float b) +{ + return abs(a - b); +} + +float distance(vector2 a, vector2 b) +{ + return length(a - b); +} + +float distance(vector4 a, vector4 b) +{ + return length(a - b); +} + +/* **** Safe Division **** */ + +vector2 safe_divide(vector2 a, float b) +{ + return vector2((b != 0.0) ? a.x / b : 0.0, (b != 0.0) ? a.y / b : 0.0); +} + +vector4 safe_divide(vector4 a, float b) +{ + return vector4((b != 0.0) ? a.x / b : 0.0, + (b != 0.0) ? a.y / b : 0.0, + (b != 0.0) ? a.z / b : 0.0, + (b != 0.0) ? a.w / b : 0.0); +} + +/* + * Original code is under the MIT License, Copyright (c) 2013 Inigo Quilez. + * + * Smooth Voronoi: + * - https://wiki.blender.org/wiki/User:OmarSquircleArt/GSoC2019/Documentation/Smooth_Voronoi + * + * Distance To Edge based on: + * + * - https://www.iquilezles.org/www/articles/voronoilines/voronoilines.htm + * - https://www.shadertoy.com/view/ldl3W8 + * + * With optimization to change -2..2 scan window to -1..1 for better performance, + * as explained in https://www.shadertoy.com/view/llG3zy. + */ + +/* **** 1D Voronoi **** */ + +float voronoi_distance(float a, float b, string metric, float exponent) +{ + return abs(a - b); +} + +void voronoi_f1_1d(float w, + float exponent, + float randomness, + string metric, + output float outDistance, + output color outColor, + output float outW) +{ + float cellPosition = floor(w); + float localPosition = w - cellPosition; + + float minDistance = 8.0; + float targetOffset, targetPosition; + for (int i = -1; i <= 1; i++) { + float cellOffset = float(i); + float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness; + float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent); + if (distanceToPoint < minDistance) { + targetOffset = cellOffset; + minDistance = distanceToPoint; + targetPosition = pointPosition; + } + } + outDistance = minDistance; + outColor = hash_float_to_color(cellPosition + targetOffset); + outW = targetPosition + cellPosition; +} + +void voronoi_smooth_f1_1d(float w, + float smoothness, + float exponent, + float randomness, + string metric, + output float outDistance, + output color outColor, + output float outW) +{ + float cellPosition = floor(w); + float localPosition = w - cellPosition; + + float smoothDistance = 8.0; + float smoothPosition = 0.0; + color smoothColor = color(0.0); + for (int i = -2; i <= 2; i++) { + float cellOffset = float(i); + float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness; + float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent); + float h = smoothstep(0.0, 1.0, 0.5 + 0.5 * (smoothDistance - distanceToPoint) / smoothness); + float correctionFactor = smoothness * h * (1.0 - h); + smoothDistance = mix(smoothDistance, distanceToPoint, h) - correctionFactor; + correctionFactor /= 1.0 + 3.0 * smoothness; + color cellColor = hash_float_to_color(cellPosition + cellOffset); + smoothColor = mix(smoothColor, cellColor, h) - correctionFactor; + smoothPosition = mix(smoothPosition, pointPosition, h) - correctionFactor; + } + outDistance = smoothDistance; + outColor = smoothColor; + outW = cellPosition + smoothPosition; +} + +void voronoi_f2_1d(float w, + float exponent, + float randomness, + string metric, + output float outDistance, + output color outColor, + output float outW) +{ + float cellPosition = floor(w); + float localPosition = w - cellPosition; + + float distanceF1 = 8.0; + float distanceF2 = 8.0; + float offsetF1 = 0.0; + float positionF1 = 0.0; + float offsetF2, positionF2; + for (int i = -1; i <= 1; i++) { + float cellOffset = float(i); + float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness; + float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent); + if (distanceToPoint < distanceF1) { + distanceF2 = distanceF1; + distanceF1 = distanceToPoint; + offsetF2 = offsetF1; + offsetF1 = cellOffset; + positionF2 = positionF1; + positionF1 = pointPosition; + } + else if (distanceToPoint < distanceF2) { + distanceF2 = distanceToPoint; + offsetF2 = cellOffset; + positionF2 = pointPosition; + } + } + outDistance = distanceF2; + outColor = hash_float_to_color(cellPosition + offsetF2); + outW = positionF2 + cellPosition; +} + +void voronoi_distance_to_edge_1d(float w, float randomness, output float outDistance) +{ + float cellPosition = floor(w); + float localPosition = w - cellPosition; + + float midPointPosition = hash_float_to_float(cellPosition) * randomness; + float leftPointPosition = -1.0 + hash_float_to_float(cellPosition - 1.0) * randomness; + float rightPointPosition = 1.0 + hash_float_to_float(cellPosition + 1.0) * randomness; + float distanceToMidLeft = distance((midPointPosition + leftPointPosition) / 2.0, localPosition); + float distanceToMidRight = distance((midPointPosition + rightPointPosition) / 2.0, + localPosition); + + outDistance = min(distanceToMidLeft, distanceToMidRight); +} + +void voronoi_n_sphere_radius_1d(float w, float randomness, output float outRadius) +{ + float cellPosition = floor(w); + float localPosition = w - cellPosition; + + float closestPoint; + float closestPointOffset; + float minDistance = 8.0; + for (int i = -1; i <= 1; i++) { + float cellOffset = float(i); + float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness; + float distanceToPoint = distance(pointPosition, localPosition); + if (distanceToPoint < minDistance) { + minDistance = distanceToPoint; + closestPoint = pointPosition; + closestPointOffset = cellOffset; + } + } + + minDistance = 8.0; + float closestPointToClosestPoint; + for (int i = -1; i <= 1; i++) { + if (i == 0) { + continue; + } + float cellOffset = float(i) + closestPointOffset; + float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness; + float distanceToPoint = distance(closestPoint, pointPosition); + if (distanceToPoint < minDistance) { + minDistance = distanceToPoint; + closestPointToClosestPoint = pointPosition; + } + } + outRadius = distance(closestPointToClosestPoint, closestPoint) / 2.0; +} + +/* **** 2D Voronoi **** */ + +float voronoi_distance(vector2 a, vector2 b, string metric, float exponent) +{ + if (metric == "euclidean") { + return distance(a, b); + } + else if (metric == "manhattan") { + return abs(a.x - b.x) + abs(a.y - b.y); + } + else if (metric == "chebychev") { + return max(abs(a.x - b.x), abs(a.y - b.y)); + } + else if (metric == "minkowski") { + return pow(pow(abs(a.x - b.x), exponent) + pow(abs(a.y - b.y), exponent), 1.0 / exponent); + } + else { + return 0.0; + } +} + +void voronoi_f1_2d(vector2 coord, + float exponent, + float randomness, + string metric, + output float outDistance, + output color outColor, + output vector2 outPosition) +{ + vector2 cellPosition = floor(coord); + vector2 localPosition = coord - cellPosition; + + float minDistance = 8.0; + vector2 targetOffset, targetPosition; + for (int j = -1; j <= 1; j++) { + for (int i = -1; i <= 1; i++) { + vector2 cellOffset = vector2(i, j); + vector2 pointPosition = cellOffset + + hash_vector2_to_vector2(cellPosition + cellOffset) * randomness; + float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent); + if (distanceToPoint < minDistance) { + targetOffset = cellOffset; + minDistance = distanceToPoint; + targetPosition = pointPosition; + } + } + } + outDistance = minDistance; + outColor = hash_vector2_to_color(cellPosition + targetOffset); + outPosition = targetPosition + cellPosition; +} + +void voronoi_smooth_f1_2d(vector2 coord, + float smoothness, + float exponent, + float randomness, + string metric, + output float outDistance, + output color outColor, + output vector2 outPosition) +{ + vector2 cellPosition = floor(coord); + vector2 localPosition = coord - cellPosition; + + float smoothDistance = 8.0; + color smoothColor = color(0.0); + vector2 smoothPosition = vector2(0.0, 0.0); + for (int j = -2; j <= 2; j++) { + for (int i = -2; i <= 2; i++) { + vector2 cellOffset = vector2(i, j); + vector2 pointPosition = cellOffset + + hash_vector2_to_vector2(cellPosition + cellOffset) * randomness; + float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent); + float h = smoothstep(0.0, 1.0, 0.5 + 0.5 * (smoothDistance - distanceToPoint) / smoothness); + float correctionFactor = smoothness * h * (1.0 - h); + smoothDistance = mix(smoothDistance, distanceToPoint, h) - correctionFactor; + correctionFactor /= 1.0 + 3.0 * smoothness; + color cellColor = hash_vector2_to_color(cellPosition + cellOffset); + smoothColor = mix(smoothColor, cellColor, h) - correctionFactor; + smoothPosition = mix(smoothPosition, pointPosition, h) - correctionFactor; + } + } + outDistance = smoothDistance; + outColor = smoothColor; + outPosition = cellPosition + smoothPosition; +} + +void voronoi_f2_2d(vector2 coord, + float exponent, + float randomness, + string metric, + output float outDistance, + output color outColor, + output vector2 outPosition) +{ + vector2 cellPosition = floor(coord); + vector2 localPosition = coord - cellPosition; + + float distanceF1 = 8.0; + float distanceF2 = 8.0; + vector2 offsetF1 = vector2(0.0, 0.0); + vector2 positionF1 = vector2(0.0, 0.0); + vector2 offsetF2, positionF2; + for (int j = -1; j <= 1; j++) { + for (int i = -1; i <= 1; i++) { + vector2 cellOffset = vector2(i, j); + vector2 pointPosition = cellOffset + + hash_vector2_to_vector2(cellPosition + cellOffset) * randomness; + float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent); + if (distanceToPoint < distanceF1) { + distanceF2 = distanceF1; + distanceF1 = distanceToPoint; + offsetF2 = offsetF1; + offsetF1 = cellOffset; + positionF2 = positionF1; + positionF1 = pointPosition; + } + else if (distanceToPoint < distanceF2) { + distanceF2 = distanceToPoint; + offsetF2 = cellOffset; + positionF2 = pointPosition; + } + } + } + outDistance = distanceF2; + outColor = hash_vector2_to_color(cellPosition + offsetF2); + outPosition = positionF2 + cellPosition; +} + +void voronoi_distance_to_edge_2d(vector2 coord, float randomness, output float outDistance) +{ + vector2 cellPosition = floor(coord); + vector2 localPosition = coord - cellPosition; + + vector2 vectorToClosest; + float minDistance = 8.0; + for (int j = -1; j <= 1; j++) { + for (int i = -1; i <= 1; i++) { + vector2 cellOffset = vector2(i, j); + vector2 vectorToPoint = cellOffset + + hash_vector2_to_vector2(cellPosition + cellOffset) * randomness - + localPosition; + float distanceToPoint = dot(vectorToPoint, vectorToPoint); + if (distanceToPoint < minDistance) { + minDistance = distanceToPoint; + vectorToClosest = vectorToPoint; + } + } + } + + minDistance = 8.0; + for (int j = -1; j <= 1; j++) { + for (int i = -1; i <= 1; i++) { + vector2 cellOffset = vector2(i, j); + vector2 vectorToPoint = cellOffset + + hash_vector2_to_vector2(cellPosition + cellOffset) * randomness - + localPosition; + vector2 perpendicularToEdge = vectorToPoint - vectorToClosest; + if (dot(perpendicularToEdge, perpendicularToEdge) > 0.0001) { + float distanceToEdge = dot((vectorToClosest + vectorToPoint) / 2.0, + normalize(perpendicularToEdge)); + minDistance = min(minDistance, distanceToEdge); + } + } + } + outDistance = minDistance; +} + +void voronoi_n_sphere_radius_2d(vector2 coord, float randomness, output float outRadius) +{ + vector2 cellPosition = floor(coord); + vector2 localPosition = coord - cellPosition; + + vector2 closestPoint; + vector2 closestPointOffset; + float minDistance = 8.0; + for (int j = -1; j <= 1; j++) { + for (int i = -1; i <= 1; i++) { + vector2 cellOffset = vector2(i, j); + vector2 pointPosition = cellOffset + + hash_vector2_to_vector2(cellPosition + cellOffset) * randomness; + float distanceToPoint = distance(pointPosition, localPosition); + if (distanceToPoint < minDistance) { + minDistance = distanceToPoint; + closestPoint = pointPosition; + closestPointOffset = cellOffset; + } + } + } + + minDistance = 8.0; + vector2 closestPointToClosestPoint; + for (int j = -1; j <= 1; j++) { + for (int i = -1; i <= 1; i++) { + if (i == 0 && j == 0) { + continue; + } + vector2 cellOffset = vector2(i, j) + closestPointOffset; + vector2 pointPosition = cellOffset + + hash_vector2_to_vector2(cellPosition + cellOffset) * randomness; + float distanceToPoint = distance(closestPoint, pointPosition); + if (distanceToPoint < minDistance) { + minDistance = distanceToPoint; + closestPointToClosestPoint = pointPosition; + } + } + } + outRadius = distance(closestPointToClosestPoint, closestPoint) / 2.0; +} + +/* **** 3D Voronoi **** */ + +float voronoi_distance(vector3 a, vector3 b, string metric, float exponent) +{ + if (metric == "euclidean") { + return distance(a, b); + } + else if (metric == "manhattan") { + return abs(a[0] - b[0]) + abs(a[1] - b[1]) + abs(a[2] - b[2]); + } + else if (metric == "chebychev") { + return max(abs(a[0] - b[0]), max(abs(a[1] - b[1]), abs(a[2] - b[2]))); + } + else if (metric == "minkowski") { + return pow(pow(abs(a[0] - b[0]), exponent) + pow(abs(a[1] - b[1]), exponent) + + pow(abs(a[2] - b[2]), exponent), + 1.0 / exponent); + } + else { + return 0.0; + } +} + +void voronoi_f1_3d(vector3 coord, + float exponent, + float randomness, + string metric, + output float outDistance, + output color outColor, + output vector3 outPosition) +{ + vector3 cellPosition = floor(coord); + vector3 localPosition = coord - cellPosition; + + float minDistance = 8.0; + vector3 targetOffset, targetPosition; + for (int k = -1; k <= 1; k++) { + for (int j = -1; j <= 1; j++) { + for (int i = -1; i <= 1; i++) { + vector3 cellOffset = vector3(i, j, k); + vector3 pointPosition = cellOffset + + hash_vector3_to_vector3(cellPosition + cellOffset) * randomness; + float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent); + if (distanceToPoint < minDistance) { + targetOffset = cellOffset; + minDistance = distanceToPoint; + targetPosition = pointPosition; + } + } + } + } + outDistance = minDistance; + outColor = hash_vector3_to_color(cellPosition + targetOffset); + outPosition = targetPosition + cellPosition; +} + +void voronoi_smooth_f1_3d(vector3 coord, + float smoothness, + float exponent, + float randomness, + string metric, + output float outDistance, + output color outColor, + output vector3 outPosition) +{ + vector3 cellPosition = floor(coord); + vector3 localPosition = coord - cellPosition; + + float smoothDistance = 8.0; + color smoothColor = color(0.0); + vector3 smoothPosition = vector3(0.0); + for (int k = -2; k <= 2; k++) { + for (int j = -2; j <= 2; j++) { + for (int i = -2; i <= 2; i++) { + vector3 cellOffset = vector3(i, j, k); + vector3 pointPosition = cellOffset + + hash_vector3_to_vector3(cellPosition + cellOffset) * randomness; + float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent); + float h = smoothstep( + 0.0, 1.0, 0.5 + 0.5 * (smoothDistance - distanceToPoint) / smoothness); + float correctionFactor = smoothness * h * (1.0 - h); + smoothDistance = mix(smoothDistance, distanceToPoint, h) - correctionFactor; + correctionFactor /= 1.0 + 3.0 * smoothness; + color cellColor = hash_vector3_to_color(cellPosition + cellOffset); + smoothColor = mix(smoothColor, cellColor, h) - correctionFactor; + smoothPosition = mix(smoothPosition, pointPosition, h) - correctionFactor; + } + } + } + outDistance = smoothDistance; + outColor = smoothColor; + outPosition = cellPosition + smoothPosition; +} + +void voronoi_f2_3d(vector3 coord, + float exponent, + float randomness, + string metric, + output float outDistance, + output color outColor, + output vector3 outPosition) +{ + vector3 cellPosition = floor(coord); + vector3 localPosition = coord - cellPosition; + + float distanceF1 = 8.0; + float distanceF2 = 8.0; + vector3 offsetF1 = vector3(0.0); + vector3 positionF1 = vector3(0.0); + vector3 offsetF2, positionF2; + for (int k = -1; k <= 1; k++) { + for (int j = -1; j <= 1; j++) { + for (int i = -1; i <= 1; i++) { + vector3 cellOffset = vector3(i, j, k); + vector3 pointPosition = cellOffset + + hash_vector3_to_vector3(cellPosition + cellOffset) * randomness; + float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent); + if (distanceToPoint < distanceF1) { + distanceF2 = distanceF1; + distanceF1 = distanceToPoint; + offsetF2 = offsetF1; + offsetF1 = cellOffset; + positionF2 = positionF1; + positionF1 = pointPosition; + } + else if (distanceToPoint < distanceF2) { + distanceF2 = distanceToPoint; + offsetF2 = cellOffset; + positionF2 = pointPosition; + } + } + } + } + outDistance = distanceF2; + outColor = hash_vector3_to_color(cellPosition + offsetF2); + outPosition = positionF2 + cellPosition; +} + +void voronoi_distance_to_edge_3d(vector3 coord, float randomness, output float outDistance) +{ + vector3 cellPosition = floor(coord); + vector3 localPosition = coord - cellPosition; + + vector3 vectorToClosest; + float minDistance = 8.0; + for (int k = -1; k <= 1; k++) { + for (int j = -1; j <= 1; j++) { + for (int i = -1; i <= 1; i++) { + vector3 cellOffset = vector3(i, j, k); + vector3 vectorToPoint = cellOffset + + hash_vector3_to_vector3(cellPosition + cellOffset) * randomness - + localPosition; + float distanceToPoint = dot(vectorToPoint, vectorToPoint); + if (distanceToPoint < minDistance) { + minDistance = distanceToPoint; + vectorToClosest = vectorToPoint; + } + } + } + } + + minDistance = 8.0; + for (int k = -1; k <= 1; k++) { + for (int j = -1; j <= 1; j++) { + for (int i = -1; i <= 1; i++) { + vector3 cellOffset = vector3(i, j, k); + vector3 vectorToPoint = cellOffset + + hash_vector3_to_vector3(cellPosition + cellOffset) * randomness - + localPosition; + vector3 perpendicularToEdge = vectorToPoint - vectorToClosest; + if (dot(perpendicularToEdge, perpendicularToEdge) > 0.0001) { + float distanceToEdge = dot((vectorToClosest + vectorToPoint) / 2.0, + normalize((vector)perpendicularToEdge)); + minDistance = min(minDistance, distanceToEdge); + } + } + } + } + outDistance = minDistance; +} + +void voronoi_n_sphere_radius_3d(vector3 coord, float randomness, output float outRadius) +{ + vector3 cellPosition = floor(coord); + vector3 localPosition = coord - cellPosition; + + vector3 closestPoint; + vector3 closestPointOffset; + float minDistance = 8.0; + for (int k = -1; k <= 1; k++) { + for (int j = -1; j <= 1; j++) { + for (int i = -1; i <= 1; i++) { + vector3 cellOffset = vector3(i, j, k); + vector3 pointPosition = cellOffset + + hash_vector3_to_vector3(cellPosition + cellOffset) * randomness; + float distanceToPoint = distance(pointPosition, localPosition); + if (distanceToPoint < minDistance) { + minDistance = distanceToPoint; + closestPoint = pointPosition; + closestPointOffset = cellOffset; + } + } + } + } + + minDistance = 8.0; + vector3 closestPointToClosestPoint; + for (int k = -1; k <= 1; k++) { + for (int j = -1; j <= 1; j++) { + for (int i = -1; i <= 1; i++) { + if (i == 0 && j == 0 && k == 0) { + continue; + } + vector3 cellOffset = vector3(i, j, k) + closestPointOffset; + vector3 pointPosition = cellOffset + + hash_vector3_to_vector3(cellPosition + cellOffset) * randomness; + float distanceToPoint = distance(closestPoint, pointPosition); + if (distanceToPoint < minDistance) { + minDistance = distanceToPoint; + closestPointToClosestPoint = pointPosition; + } + } + } + } + outRadius = distance(closestPointToClosestPoint, closestPoint) / 2.0; +} + +/* **** 4D Voronoi **** */ + +float voronoi_distance(vector4 a, vector4 b, string metric, float exponent) +{ + if (metric == "euclidean") { + return distance(a, b); + } + else if (metric == "manhattan") { + return abs(a.x - b.x) + abs(a.y - b.y) + abs(a.z - b.z) + abs(a.w - b.w); + } + else if (metric == "chebychev") { + return max(abs(a.x - b.x), max(abs(a.y - b.y), max(abs(a.z - b.z), abs(a.w - b.w)))); + } + else if (metric == "minkowski") { + return pow(pow(abs(a.x - b.x), exponent) + pow(abs(a.y - b.y), exponent) + + pow(abs(a.z - b.z), exponent) + pow(abs(a.w - b.w), exponent), + 1.0 / exponent); + } + else { + return 0.0; + } +} + +void voronoi_f1_4d(vector4 coord, + float exponent, + float randomness, + string metric, + output float outDistance, + output color outColor, + output vector4 outPosition) +{ + vector4 cellPosition = floor(coord); + vector4 localPosition = coord - cellPosition; + + float minDistance = 8.0; + vector4 targetOffset, targetPosition; + for (int u = -1; u <= 1; u++) { + for (int k = -1; k <= 1; k++) { + for (int j = -1; j <= 1; j++) { + for (int i = -1; i <= 1; i++) { + vector4 cellOffset = vector4(i, j, k, u); + vector4 pointPosition = cellOffset + + hash_vector4_to_vector4(cellPosition + cellOffset) * randomness; + float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent); + if (distanceToPoint < minDistance) { + targetOffset = cellOffset; + minDistance = distanceToPoint; + targetPosition = pointPosition; + } + } + } + } + } + outDistance = minDistance; + outColor = hash_vector4_to_color(cellPosition + targetOffset); + outPosition = targetPosition + cellPosition; +} + +void voronoi_smooth_f1_4d(vector4 coord, + float smoothness, + float exponent, + float randomness, + string metric, + output float outDistance, + output color outColor, + output vector4 outPosition) +{ + vector4 cellPosition = floor(coord); + vector4 localPosition = coord - cellPosition; + + float smoothDistance = 8.0; + color smoothColor = color(0.0); + vector4 smoothPosition = vector4(0.0, 0.0, 0.0, 0.0); + for (int u = -2; u <= 2; u++) { + for (int k = -2; k <= 2; k++) { + for (int j = -2; j <= 2; j++) { + for (int i = -2; i <= 2; i++) { + vector4 cellOffset = vector4(i, j, k, u); + vector4 pointPosition = cellOffset + + hash_vector4_to_vector4(cellPosition + cellOffset) * randomness; + float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent); + float h = smoothstep( + 0.0, 1.0, 0.5 + 0.5 * (smoothDistance - distanceToPoint) / smoothness); + float correctionFactor = smoothness * h * (1.0 - h); + smoothDistance = mix(smoothDistance, distanceToPoint, h) - correctionFactor; + correctionFactor /= 1.0 + 3.0 * smoothness; + color cellColor = hash_vector4_to_color(cellPosition + cellOffset); + smoothColor = mix(smoothColor, cellColor, h) - correctionFactor; + smoothPosition = mix(smoothPosition, pointPosition, h) - correctionFactor; + } + } + } + } + outDistance = smoothDistance; + outColor = smoothColor; + outPosition = cellPosition + smoothPosition; +} + +void voronoi_f2_4d(vector4 coord, + float exponent, + float randomness, + string metric, + output float outDistance, + output color outColor, + output vector4 outPosition) +{ + vector4 cellPosition = floor(coord); + vector4 localPosition = coord - cellPosition; + + float distanceF1 = 8.0; + float distanceF2 = 8.0; + vector4 offsetF1 = vector4(0.0, 0.0, 0.0, 0.0); + vector4 positionF1 = vector4(0.0, 0.0, 0.0, 0.0); + vector4 offsetF2, positionF2; + for (int u = -1; u <= 1; u++) { + for (int k = -1; k <= 1; k++) { + for (int j = -1; j <= 1; j++) { + for (int i = -1; i <= 1; i++) { + vector4 cellOffset = vector4(i, j, k, u); + vector4 pointPosition = cellOffset + + hash_vector4_to_vector4(cellPosition + cellOffset) * randomness; + float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent); + if (distanceToPoint < distanceF1) { + distanceF2 = distanceF1; + distanceF1 = distanceToPoint; + offsetF2 = offsetF1; + offsetF1 = cellOffset; + positionF2 = positionF1; + positionF1 = pointPosition; + } + else if (distanceToPoint < distanceF2) { + distanceF2 = distanceToPoint; + offsetF2 = cellOffset; + positionF2 = pointPosition; + } + } + } + } + } + outDistance = distanceF2; + outColor = hash_vector4_to_color(cellPosition + offsetF2); + outPosition = positionF2 + cellPosition; +} + +void voronoi_distance_to_edge_4d(vector4 coord, float randomness, output float outDistance) +{ + vector4 cellPosition = floor(coord); + vector4 localPosition = coord - cellPosition; + + vector4 vectorToClosest; + float minDistance = 8.0; + for (int u = -1; u <= 1; u++) { + for (int k = -1; k <= 1; k++) { + for (int j = -1; j <= 1; j++) { + for (int i = -1; i <= 1; i++) { + vector4 cellOffset = vector4(i, j, k, u); + vector4 vectorToPoint = cellOffset + + hash_vector4_to_vector4(cellPosition + cellOffset) * randomness - + localPosition; + float distanceToPoint = dot(vectorToPoint, vectorToPoint); + if (distanceToPoint < minDistance) { + minDistance = distanceToPoint; + vectorToClosest = vectorToPoint; + } + } + } + } + } + + minDistance = 8.0; + for (int u = -1; u <= 1; u++) { + for (int k = -1; k <= 1; k++) { + for (int j = -1; j <= 1; j++) { + for (int i = -1; i <= 1; i++) { + vector4 cellOffset = vector4(i, j, k, u); + vector4 vectorToPoint = cellOffset + + hash_vector4_to_vector4(cellPosition + cellOffset) * randomness - + localPosition; + vector4 perpendicularToEdge = vectorToPoint - vectorToClosest; + if (dot(perpendicularToEdge, perpendicularToEdge) > 0.0001) { + float distanceToEdge = dot((vectorToClosest + vectorToPoint) / 2.0, + normalize(perpendicularToEdge)); + minDistance = min(minDistance, distanceToEdge); + } + } + } + } + } + outDistance = minDistance; +} + +void voronoi_n_sphere_radius_4d(vector4 coord, float randomness, output float outRadius) +{ + vector4 cellPosition = floor(coord); + vector4 localPosition = coord - cellPosition; + + vector4 closestPoint; + vector4 closestPointOffset; + float minDistance = 8.0; + for (int u = -1; u <= 1; u++) { + for (int k = -1; k <= 1; k++) { + for (int j = -1; j <= 1; j++) { + for (int i = -1; i <= 1; i++) { + vector4 cellOffset = vector4(i, j, k, u); + vector4 pointPosition = cellOffset + + hash_vector4_to_vector4(cellPosition + cellOffset) * randomness; + float distanceToPoint = distance(pointPosition, localPosition); + if (distanceToPoint < minDistance) { + minDistance = distanceToPoint; + closestPoint = pointPosition; + closestPointOffset = cellOffset; + } + } + } + } + } + + minDistance = 8.0; + vector4 closestPointToClosestPoint; + for (int u = -1; u <= 1; u++) { + for (int k = -1; k <= 1; k++) { + for (int j = -1; j <= 1; j++) { + for (int i = -1; i <= 1; i++) { + if (i == 0 && j == 0 && k == 0 && u == 0) { + continue; + } + vector4 cellOffset = vector4(i, j, k, u) + closestPointOffset; + vector4 pointPosition = cellOffset + + hash_vector4_to_vector4(cellPosition + cellOffset) * randomness; + float distanceToPoint = distance(closestPoint, pointPosition); + if (distanceToPoint < minDistance) { + minDistance = distanceToPoint; + closestPointToClosestPoint = pointPosition; + } + } + } + } + } + outRadius = distance(closestPointToClosestPoint, closestPoint) / 2.0; +} + +shader node_voronoi_texture( + int use_mapping = 0, + matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), + string dimensions = "3D", + string feature = "f1", + string metric = "euclidean", + vector3 Vector = P, + float WIn = 0.0, + float Scale = 5.0, + float Smoothness = 5.0, + float Exponent = 1.0, + float Randomness = 1.0, + output float Distance = 0.0, + output color Color = 0.0, + output vector3 Position = P, + output float WOut = 0.0, + output float Radius = 0.0) +{ + float randomness = clamp(Randomness, 0.0, 1.0); + float smoothness = clamp(Smoothness / 2.0, 0.0, 0.5); + + vector3 coord = Vector; + if (use_mapping) + coord = transform(mapping, coord); + + float w = WIn * Scale; + coord *= Scale; + + if (dimensions == "1D") { + if (feature == "f1") { + voronoi_f1_1d(w, Exponent, randomness, metric, Distance, Color, WOut); + } + else if (feature == "smooth_f1") { + voronoi_smooth_f1_1d(w, smoothness, Exponent, randomness, metric, Distance, Color, WOut); + } + else if (feature == "f2") { + voronoi_f2_1d(w, Exponent, randomness, metric, Distance, Color, WOut); + } + else if (feature == "distance_to_edge") { + voronoi_distance_to_edge_1d(w, randomness, Distance); + } + else if (feature == "n_sphere_radius") { + voronoi_n_sphere_radius_1d(w, randomness, Radius); + } + else { + error("Unknown feature!"); + } + WOut = (Scale != 0.0) ? WOut / Scale : 0.0; + } + else if (dimensions == "2D") { + vector2 coord2D = vector2(coord[0], coord[1]); + vector2 outPosition2D; + if (feature == "f1") { + voronoi_f1_2d(coord2D, Exponent, randomness, metric, Distance, Color, outPosition2D); + } + else if (feature == "smooth_f1") { + voronoi_smooth_f1_2d( + coord2D, smoothness, Exponent, randomness, metric, Distance, Color, outPosition2D); + } + else if (feature == "f2") { + voronoi_f2_2d(coord2D, Exponent, randomness, metric, Distance, Color, outPosition2D); + } + else if (feature == "distance_to_edge") { + voronoi_distance_to_edge_2d(coord2D, randomness, Distance); + } + else if (feature == "n_sphere_radius") { + voronoi_n_sphere_radius_2d(coord2D, randomness, Radius); + } + else { + error("Unknown feature!"); + } + outPosition2D = safe_divide(outPosition2D, Scale); + Position = vector3(outPosition2D.x, outPosition2D.y, 0.0); + } + else if (dimensions == "3D") { + if (feature == "f1") { + voronoi_f1_3d(coord, Exponent, randomness, metric, Distance, Color, Position); + } + else if (feature == "smooth_f1") { + voronoi_smooth_f1_3d( + coord, smoothness, Exponent, randomness, metric, Distance, Color, Position); + } + else if (feature == "f2") { + voronoi_f2_3d(coord, Exponent, randomness, metric, Distance, Color, Position); + } + else if (feature == "distance_to_edge") { + voronoi_distance_to_edge_3d(coord, randomness, Distance); + } + else if (feature == "n_sphere_radius") { + voronoi_n_sphere_radius_3d(coord, randomness, Radius); + } + else { + error("Unknown feature!"); + } + Position = (Scale != 0.0) ? Position / Scale : vector3(0.0); + } + else if (dimensions == "4D") { + vector4 coord4D = vector4(coord[0], coord[1], coord[2], w); + vector4 outPosition4D; + if (feature == "f1") { + voronoi_f1_4d(coord4D, Exponent, randomness, metric, Distance, Color, outPosition4D); + } + else if (feature == "smooth_f1") { + voronoi_smooth_f1_4d( + coord4D, smoothness, Exponent, randomness, metric, Distance, Color, outPosition4D); + } + else if (feature == "f2") { + voronoi_f2_4d(coord4D, Exponent, randomness, metric, Distance, Color, outPosition4D); + } + else if (feature == "distance_to_edge") { + voronoi_distance_to_edge_4d(coord4D, randomness, Distance); + } + else if (feature == "n_sphere_radius") { + voronoi_n_sphere_radius_4d(coord4D, randomness, Radius); + } + else { + error("Unknown feature!"); + } + outPosition4D = safe_divide(outPosition4D, Scale); + Position = vector3(outPosition4D.x, outPosition4D.y, outPosition4D.z); + WOut = outPosition4D.w; + } + else { + error("Unknown dimension!"); + } +} diff --git a/intern/cycles/kernel/osl/shaders/node_voxel_texture.osl b/intern/cycles/kernel/osl/shaders/node_voxel_texture.osl new file mode 100644 index 00000000000..14489298367 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_voxel_texture.osl @@ -0,0 +1,45 @@ +/* + * Copyright 2011-2015 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_voxel_texture(string filename = "", + string interpolation = "linear", + int use_mapping = 0, + matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), + point Vector = P, + output float Density = 0, + output color Color = 0) +{ + point p = Vector; + if (use_mapping) { + p = transform(mapping, p); + } + else { + p = transform("object", Vector); + matrix tfm; + if (getattribute("geom:generated_transform", tfm)) + p = transform(tfm, p); + } + if (p[0] < 0.0 || p[1] < 0.0 || p[2] < 0.0 || p[0] > 1.0 || p[1] > 1.0 || p[2] > 1.0) { + Density = 0; + Color = color(0, 0, 0); + } + else { + Color = (color)texture3d( + filename, p, "wrap", "periodic", "interp", interpolation, "alpha", Density); + } +} diff --git a/intern/cycles/kernel/osl/shaders/node_wave_texture.osl b/intern/cycles/kernel/osl/shaders/node_wave_texture.osl new file mode 100644 index 00000000000..71d81dff7ec --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_wave_texture.osl @@ -0,0 +1,119 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "node_noise.h" +#include "stdcycles.h" + +/* Wave */ + +float wave(point p_input, + string type, + string bands_direction, + string rings_direction, + string profile, + float distortion, + float detail, + float dscale, + float droughness, + float phase) +{ + /* Prevent precision issues on unit coordinates. */ + point p = (p_input + 0.000001) * 0.999999; + + float n = 0.0; + + if (type == "bands") { + if (bands_direction == "x") { + n = p[0] * 20.0; + } + else if (bands_direction == "y") { + n = p[1] * 20.0; + } + else if (bands_direction == "z") { + n = p[2] * 20.0; + } + else { /* diagonal */ + n = (p[0] + p[1] + p[2]) * 10.0; + } + } + else if (type == "rings") { + point rp = p; + if (rings_direction == "x") { + rp *= point(0.0, 1.0, 1.0); + } + else if (rings_direction == "y") { + rp *= point(1.0, 0.0, 1.0); + } + else if (rings_direction == "z") { + rp *= point(1.0, 1.0, 0.0); + } + /* else: "spherical" */ + + n = length(rp) * 20.0; + } + + n += phase; + + if (distortion != 0.0) { + n = n + (distortion * (fractal_noise(p * dscale, detail, droughness) * 2.0 - 1.0)); + } + + if (profile == "sine") { + return 0.5 + 0.5 * sin(n - M_PI_2); + } + else if (profile == "saw") { + n /= M_2PI; + return n - floor(n); + } + else { /* profile tri */ + n /= M_2PI; + return abs(n - floor(n + 0.5)) * 2.0; + } +} + +shader node_wave_texture(int use_mapping = 0, + matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), + string wave_type = "bands", + string bands_direction = "x", + string rings_direction = "x", + string profile = "sine", + float Scale = 5.0, + float Distortion = 0.0, + float Detail = 2.0, + float DetailScale = 1.0, + float DetailRoughness = 0.5, + float PhaseOffset = 0.0, + point Vector = P, + output float Fac = 0.0, + output color Color = 0.0) +{ + point p = Vector; + + if (use_mapping) + p = transform(mapping, p); + + Fac = wave(p * Scale, + wave_type, + bands_direction, + rings_direction, + profile, + Distortion, + Detail, + DetailScale, + DetailRoughness, + PhaseOffset); + Color = Fac; +} diff --git a/intern/cycles/kernel/osl/shaders/node_wavelength.osl b/intern/cycles/kernel/osl/shaders/node_wavelength.osl new file mode 100644 index 00000000000..f484c4b4788 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_wavelength.osl @@ -0,0 +1,22 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +shader node_wavelength(float Wavelength = 500.0, output color Color = 0.0) +{ + Color = wavelength_color(Wavelength); +} diff --git a/intern/cycles/kernel/osl/shaders/node_white_noise_texture.osl b/intern/cycles/kernel/osl/shaders/node_white_noise_texture.osl new file mode 100644 index 00000000000..94735a019d5 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_white_noise_texture.osl @@ -0,0 +1,49 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "node_hash.h" +#include "stdcycles.h" +#include "vector2.h" +#include "vector4.h" + +#define vector3 point + +shader node_white_noise_texture(string dimensions = "3D", + point Vector = point(0.0, 0.0, 0.0), + float W = 0.0, + output float Value = 0.0, + output color Color = 0.0) +{ + if (dimensions == "1D") { + Value = noise("hash", W); + Color = hash_float_to_color(W); + } + else if (dimensions == "2D") { + Value = noise("hash", Vector[0], Vector[1]); + Color = hash_vector2_to_color(vector2(Vector[0], Vector[1])); + } + else if (dimensions == "3D") { + Value = noise("hash", Vector); + Color = hash_vector3_to_color(vector3(Vector[0], Vector[1], Vector[2])); + } + else if (dimensions == "4D") { + Value = noise("hash", Vector, W); + Color = hash_vector4_to_color(vector4(Vector[0], Vector[1], Vector[2], W)); + } + else { + warning("%s", "Unknown dimension!"); + } +} diff --git a/intern/cycles/kernel/osl/shaders/node_wireframe.osl b/intern/cycles/kernel/osl/shaders/node_wireframe.osl new file mode 100644 index 00000000000..673a451c928 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_wireframe.osl @@ -0,0 +1,40 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "oslutil.h" +#include "stdcycles.h" + +shader node_wireframe(string bump_offset = "center", + int use_pixel_size = 0, + float Size = 0.01, + output float Fac = 0.0) +{ + Fac = wireframe("triangles", Size, use_pixel_size); + /* TODO(sergey): Since we can't use autodiff here we do algebraic + * calculation of derivatives by definition. We could probably + * optimize this a bit by doing some extra calculation in wireframe(). + */ + if (bump_offset == "dx") { + point dx = Dx(P); + P -= dx; + Fac += (Fac - wireframe("triangles", Size, use_pixel_size)) / length(dx); + } + else if (bump_offset == "dy") { + point dy = Dy(P); + P -= dy; + Fac += (Fac - wireframe("triangles", Size, use_pixel_size)) / length(dy); + } +} diff --git a/intern/cycles/kernel/osl/shaders/stdcycles.h b/intern/cycles/kernel/osl/shaders/stdcycles.h new file mode 100644 index 00000000000..dd604da68ce --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/stdcycles.h @@ -0,0 +1,150 @@ +///////////////////////////////////////////////////////////////////////////// +// Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al. All Rights Reserved. +// +// Redistribution and use in source and binary forms, with or without +// modification, are permitted provided that the following conditions are +// met: +// * Redistributions of source code must retain the above copyright +// notice, this list of conditions and the following disclaimer. +// * Redistributions in binary form must reproduce the above copyright +// notice, this list of conditions and the following disclaimer in the +// documentation and/or other materials provided with the distribution. +// * Neither the name of Sony Pictures Imageworks nor the names of its +// contributors may be used to endorse or promote products derived from +// this software without specific prior written permission. +// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +///////////////////////////////////////////////////////////////////////////// + +#ifndef CCL_STDCYCLESOSL_H +#define CCL_STDCYCLESOSL_H + +#include "stdosl.h" + +// Declaration of built-in functions and closures, stdosl.h does not make +// these available so we have to redefine them. +#define BUILTIN [[int builtin = 1]] +#define BUILTIN_DERIV [[ int builtin = 1, int deriv = 1 ]] + +closure color diffuse_ramp(normal N, color colors[8]) BUILTIN; +closure color phong_ramp(normal N, float exponent, color colors[8]) BUILTIN; +closure color diffuse_toon(normal N, float size, float smooth) BUILTIN; +closure color glossy_toon(normal N, float size, float smooth) BUILTIN; +closure color microfacet_ggx(normal N, float ag) BUILTIN; +closure color microfacet_ggx_aniso(normal N, vector T, float ax, float ay) BUILTIN; +closure color microfacet_ggx_refraction(normal N, float ag, float eta) BUILTIN; +closure color microfacet_multi_ggx(normal N, float ag, color C) BUILTIN; +closure color microfacet_multi_ggx_aniso(normal N, vector T, float ax, float ay, color C) BUILTIN; +closure color microfacet_multi_ggx_glass(normal N, float ag, float eta, color C) BUILTIN; +closure color microfacet_ggx_fresnel(normal N, float ag, float eta, color C, color Cspec0) BUILTIN; +closure color microfacet_ggx_aniso_fresnel( + normal N, vector T, float ax, float ay, float eta, color C, color Cspec0) BUILTIN; +closure color +microfacet_multi_ggx_fresnel(normal N, float ag, float eta, color C, color Cspec0) BUILTIN; +closure color microfacet_multi_ggx_aniso_fresnel( + normal N, vector T, float ax, float ay, float eta, color C, color Cspec0) BUILTIN; +closure color +microfacet_multi_ggx_glass_fresnel(normal N, float ag, float eta, color C, color Cspec0) BUILTIN; +closure color microfacet_beckmann(normal N, float ab) BUILTIN; +closure color microfacet_beckmann_aniso(normal N, vector T, float ax, float ay) BUILTIN; +closure color microfacet_beckmann_refraction(normal N, float ab, float eta) BUILTIN; +closure color ashikhmin_shirley(normal N, vector T, float ax, float ay) BUILTIN; +closure color ashikhmin_velvet(normal N, float sigma) BUILTIN; +closure color ambient_occlusion() BUILTIN; +closure color principled_diffuse(normal N, float roughness) BUILTIN; +closure color principled_sheen(normal N) BUILTIN; +closure color principled_clearcoat(normal N, float clearcoat, float clearcoat_roughness) BUILTIN; + +// BSSRDF +closure color bssrdf(string method, normal N, vector radius, color albedo) BUILTIN; + +// Hair +closure color +hair_reflection(normal N, float roughnessu, float roughnessv, vector T, float offset) BUILTIN; +closure color +hair_transmission(normal N, float roughnessu, float roughnessv, vector T, float offset) BUILTIN; +closure color principled_hair(normal N, + color sigma, + float roughnessu, + float roughnessv, + float coat, + float alpha, + float eta) BUILTIN; + +// Volume +closure color henyey_greenstein(float g) BUILTIN; +closure color absorption() BUILTIN; + +normal ensure_valid_reflection(normal Ng, vector I, normal N) +{ + /* The implementation here mirrors the one in kernel_montecarlo.h, + * check there for an explanation of the algorithm. */ + + float sqr(float x) + { + return x * x; + } + + vector R = 2 * dot(N, I) * N - I; + + float threshold = min(0.9 * dot(Ng, I), 0.01); + if (dot(Ng, R) >= threshold) { + return N; + } + + float NdotNg = dot(N, Ng); + vector X = normalize(N - NdotNg * Ng); + + float Ix = dot(I, X), Iz = dot(I, Ng); + float Ix2 = sqr(Ix), Iz2 = sqr(Iz); + float a = Ix2 + Iz2; + + float b = sqrt(Ix2 * (a - sqr(threshold))); + float c = Iz * threshold + a; + + float fac = 0.5 / a; + float N1_z2 = fac * (b + c), N2_z2 = fac * (-b + c); + int valid1 = (N1_z2 > 1e-5) && (N1_z2 <= (1.0 + 1e-5)); + int valid2 = (N2_z2 > 1e-5) && (N2_z2 <= (1.0 + 1e-5)); + + float N_new_x, N_new_z; + if (valid1 && valid2) { + float N1_x = sqrt(1.0 - N1_z2), N1_z = sqrt(N1_z2); + float N2_x = sqrt(1.0 - N2_z2), N2_z = sqrt(N2_z2); + + float R1 = 2 * (N1_x * Ix + N1_z * Iz) * N1_z - Iz; + float R2 = 2 * (N2_x * Ix + N2_z * Iz) * N2_z - Iz; + + valid1 = (R1 >= 1e-5); + valid2 = (R2 >= 1e-5); + if (valid1 && valid2) { + N_new_x = (R1 < R2) ? N1_x : N2_x; + N_new_z = (R1 < R2) ? N1_z : N2_z; + } + else { + N_new_x = (R1 > R2) ? N1_x : N2_x; + N_new_z = (R1 > R2) ? N1_z : N2_z; + } + } + else if (valid1 || valid2) { + float Nz2 = valid1 ? N1_z2 : N2_z2; + N_new_x = sqrt(1.0 - Nz2); + N_new_z = sqrt(Nz2); + } + else { + return Ng; + } + + return N_new_x * X + N_new_z * Ng; +} + +#endif /* CCL_STDOSL_H */ diff --git a/intern/cycles/kernel/sample/sample_jitter.h b/intern/cycles/kernel/sample/sample_jitter.h new file mode 100644 index 00000000000..b62ec7fda42 --- /dev/null +++ b/intern/cycles/kernel/sample/sample_jitter.h @@ -0,0 +1,169 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#pragma once +CCL_NAMESPACE_BEGIN + +ccl_device_inline uint32_t laine_karras_permutation(uint32_t x, uint32_t seed) +{ + x += seed; + x ^= (x * 0x6c50b47cu); + x ^= x * 0xb82f1e52u; + x ^= x * 0xc7afe638u; + x ^= x * 0x8d22f6e6u; + + return x; +} + +ccl_device_inline uint32_t nested_uniform_scramble(uint32_t x, uint32_t seed) +{ + x = reverse_integer_bits(x); + x = laine_karras_permutation(x, seed); + x = reverse_integer_bits(x); + + return x; +} + +ccl_device_inline uint cmj_hash(uint i, uint p) +{ + i ^= p; + i ^= i >> 17; + i ^= i >> 10; + i *= 0xb36534e5; + i ^= i >> 12; + i ^= i >> 21; + i *= 0x93fc4795; + i ^= 0xdf6e307f; + i ^= i >> 17; + i *= 1 | p >> 18; + + return i; +} + +ccl_device_inline uint cmj_hash_simple(uint i, uint p) +{ + i = (i ^ 61) ^ p; + i += i << 3; + i ^= i >> 4; + i *= 0x27d4eb2d; + return i; +} + +ccl_device_inline float cmj_randfloat(uint i, uint p) +{ + return cmj_hash(i, p) * (1.0f / 4294967808.0f); +} + +ccl_device_inline float cmj_randfloat_simple(uint i, uint p) +{ + return cmj_hash_simple(i, p) * (1.0f / (float)0xFFFFFFFF); +} + +ccl_device float pmj_sample_1D(KernelGlobals kg, uint sample, uint rng_hash, uint dimension) +{ + /* Perform Owen shuffle of the sample number to reorder the samples. */ +#ifdef _SIMPLE_HASH_ + const uint rv = cmj_hash_simple(dimension, rng_hash); +#else /* Use a _REGULAR_HASH_. */ + const uint rv = cmj_hash(dimension, rng_hash); +#endif +#ifdef _XOR_SHUFFLE_ +# warning "Using XOR shuffle." + const uint s = sample ^ rv; +#else /* Use _OWEN_SHUFFLE_ for reordering. */ + const uint s = nested_uniform_scramble(sample, rv); +#endif + + /* Based on the sample number a sample pattern is selected and offset by the dimension. */ + const uint sample_set = s / NUM_PMJ_SAMPLES; + const uint d = (dimension + sample_set); + const uint dim = d % NUM_PMJ_PATTERNS; + + /* The PMJ sample sets contain a sample with (x,y) with NUM_PMJ_SAMPLES so for 1D + * the x part is used for even dims and the y for odd. */ + int index = 2 * ((dim >> 1) * NUM_PMJ_SAMPLES + (s % NUM_PMJ_SAMPLES)) + (dim & 1); + + float fx = kernel_tex_fetch(__sample_pattern_lut, index); + +#ifndef _NO_CRANLEY_PATTERSON_ROTATION_ + /* Use Cranley-Patterson rotation to displace the sample pattern. */ +# ifdef _SIMPLE_HASH_ + float dx = cmj_randfloat_simple(d, rng_hash); +# else + float dx = cmj_randfloat(d, rng_hash); +# endif + /* Jitter sample locations and map back into [0 1]. */ + fx = fx + dx; + fx = fx - floorf(fx); +#else +# warning "Not using Cranley-Patterson Rotation." +#endif + + return fx; +} + +ccl_device void pmj_sample_2D(KernelGlobals kg, + uint sample, + uint rng_hash, + uint dimension, + ccl_private float *x, + ccl_private float *y) +{ + /* Perform a shuffle on the sample number to reorder the samples. */ +#ifdef _SIMPLE_HASH_ + const uint rv = cmj_hash_simple(dimension, rng_hash); +#else /* Use a _REGULAR_HASH_. */ + const uint rv = cmj_hash(dimension, rng_hash); +#endif +#ifdef _XOR_SHUFFLE_ +# warning "Using XOR shuffle." + const uint s = sample ^ rv; +#else /* Use _OWEN_SHUFFLE_ for reordering. */ + const uint s = nested_uniform_scramble(sample, rv); +#endif + + /* Based on the sample number a sample pattern is selected and offset by the dimension. */ + const uint sample_set = s / NUM_PMJ_SAMPLES; + const uint d = (dimension + sample_set); + uint dim = d % NUM_PMJ_PATTERNS; + int index = 2 * (dim * NUM_PMJ_SAMPLES + (s % NUM_PMJ_SAMPLES)); + + float fx = kernel_tex_fetch(__sample_pattern_lut, index); + float fy = kernel_tex_fetch(__sample_pattern_lut, index + 1); + +#ifndef _NO_CRANLEY_PATTERSON_ROTATION_ + /* Use Cranley-Patterson rotation to displace the sample pattern. */ +# ifdef _SIMPLE_HASH_ + float dx = cmj_randfloat_simple(d, rng_hash); + float dy = cmj_randfloat_simple(d + 1, rng_hash); +# else + float dx = cmj_randfloat(d, rng_hash); + float dy = cmj_randfloat(d + 1, rng_hash); +# endif + /* Jitter sample locations and map back to the unit square [0 1]x[0 1]. */ + float sx = fx + dx; + float sy = fy + dy; + sx = sx - floorf(sx); + sy = sy - floorf(sy); +#else +# warning "Not using Cranley Patterson Rotation." +#endif + + (*x) = sx; + (*y) = sy; +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/sample/sample_lcg.h b/intern/cycles/kernel/sample/sample_lcg.h new file mode 100644 index 00000000000..92cfff639b4 --- /dev/null +++ b/intern/cycles/kernel/sample/sample_lcg.h @@ -0,0 +1,51 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +#pragma once + +CCL_NAMESPACE_BEGIN + +/* Linear Congruential Generator */ + +ccl_device uint lcg_step_uint(uint *rng) +{ + /* implicit mod 2^32 */ + *rng = (1103515245 * (*rng) + 12345); + return *rng; +} + +ccl_device float lcg_step_float(uint *rng) +{ + /* implicit mod 2^32 */ + *rng = (1103515245 * (*rng) + 12345); + return (float)*rng * (1.0f / (float)0xFFFFFFFF); +} + +ccl_device uint lcg_init(uint seed) +{ + uint rng = seed; + lcg_step_uint(&rng); + return rng; +} + +ccl_device_inline uint lcg_state_init(const uint rng_hash, + const uint rng_offset, + const uint sample, + const uint scramble) +{ + return lcg_init(rng_hash + rng_offset + sample * scramble); +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/sample/sample_mapping.h b/intern/cycles/kernel/sample/sample_mapping.h new file mode 100644 index 00000000000..3297aa2a29a --- /dev/null +++ b/intern/cycles/kernel/sample/sample_mapping.h @@ -0,0 +1,177 @@ +/* + * Parts adapted from Open Shading Language with this license: + * + * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al. + * All Rights Reserved. + * + * Modifications Copyright 2011, Blender Foundation. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are + * met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of Sony Pictures Imageworks nor the names of its + * contributors may be used to endorse or promote products derived from + * this software without specific prior written permission. + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS + * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT + * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR + * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT + * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, + * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT + * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, + * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY + * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +#pragma once + +CCL_NAMESPACE_BEGIN + +/* distribute uniform xy on [0,1] over unit disk [-1,1] */ +ccl_device void to_unit_disk(ccl_private float *x, ccl_private float *y) +{ + float phi = M_2PI_F * (*x); + float r = sqrtf(*y); + + *x = r * cosf(phi); + *y = r * sinf(phi); +} + +/* return an orthogonal tangent and bitangent given a normal and tangent that + * may not be exactly orthogonal */ +ccl_device void make_orthonormals_tangent(const float3 N, + const float3 T, + ccl_private float3 *a, + ccl_private float3 *b) +{ + *b = normalize(cross(N, T)); + *a = cross(*b, N); +} + +/* sample direction with cosine weighted distributed in hemisphere */ +ccl_device_inline void sample_cos_hemisphere( + const float3 N, float randu, float randv, ccl_private float3 *omega_in, ccl_private float *pdf) +{ + to_unit_disk(&randu, &randv); + float costheta = sqrtf(max(1.0f - randu * randu - randv * randv, 0.0f)); + float3 T, B; + make_orthonormals(N, &T, &B); + *omega_in = randu * T + randv * B + costheta * N; + *pdf = costheta * M_1_PI_F; +} + +/* sample direction uniformly distributed in hemisphere */ +ccl_device_inline void sample_uniform_hemisphere( + const float3 N, float randu, float randv, ccl_private float3 *omega_in, ccl_private float *pdf) +{ + float z = randu; + float r = sqrtf(max(0.0f, 1.0f - z * z)); + float phi = M_2PI_F * randv; + float x = r * cosf(phi); + float y = r * sinf(phi); + + float3 T, B; + make_orthonormals(N, &T, &B); + *omega_in = x * T + y * B + z * N; + *pdf = 0.5f * M_1_PI_F; +} + +/* sample direction uniformly distributed in cone */ +ccl_device_inline void sample_uniform_cone(const float3 N, + float angle, + float randu, + float randv, + ccl_private float3 *omega_in, + ccl_private float *pdf) +{ + float zMin = cosf(angle); + float z = zMin - zMin * randu + randu; + float r = safe_sqrtf(1.0f - sqr(z)); + float phi = M_2PI_F * randv; + float x = r * cosf(phi); + float y = r * sinf(phi); + + float3 T, B; + make_orthonormals(N, &T, &B); + *omega_in = x * T + y * B + z * N; + *pdf = M_1_2PI_F / (1.0f - zMin); +} + +ccl_device_inline float pdf_uniform_cone(const float3 N, float3 D, float angle) +{ + float zMin = cosf(angle); + float z = dot(N, D); + if (z > zMin) { + return M_1_2PI_F / (1.0f - zMin); + } + return 0.0f; +} + +/* sample uniform point on the surface of a sphere */ +ccl_device float3 sample_uniform_sphere(float u1, float u2) +{ + float z = 1.0f - 2.0f * u1; + float r = sqrtf(fmaxf(0.0f, 1.0f - z * z)); + float phi = M_2PI_F * u2; + float x = r * cosf(phi); + float y = r * sinf(phi); + + return make_float3(x, y, z); +} + +/* distribute uniform xy on [0,1] over unit disk [-1,1], with concentric mapping + * to better preserve stratification for some RNG sequences */ +ccl_device float2 concentric_sample_disk(float u1, float u2) +{ + float phi, r; + float a = 2.0f * u1 - 1.0f; + float b = 2.0f * u2 - 1.0f; + + if (a == 0.0f && b == 0.0f) { + return zero_float2(); + } + else if (a * a > b * b) { + r = a; + phi = M_PI_4_F * (b / a); + } + else { + r = b; + phi = M_PI_2_F - M_PI_4_F * (a / b); + } + + return make_float2(r * cosf(phi), r * sinf(phi)); +} + +/* sample point in unit polygon with given number of corners and rotation */ +ccl_device float2 regular_polygon_sample(float corners, float rotation, float u, float v) +{ + /* sample corner number and reuse u */ + float corner = floorf(u * corners); + u = u * corners - corner; + + /* uniform sampled triangle weights */ + u = sqrtf(u); + v = v * u; + u = 1.0f - u; + + /* point in triangle */ + float angle = M_PI_F / corners; + float2 p = make_float2((u + v) * cosf(angle), (u - v) * sinf(angle)); + + /* rotate */ + rotation += corner * 2.0f * angle; + + float cr = cosf(rotation); + float sr = sinf(rotation); + + return make_float2(cr * p.x - sr * p.y, sr * p.x + cr * p.y); +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/sample/sample_mis.h b/intern/cycles/kernel/sample/sample_mis.h new file mode 100644 index 00000000000..0878b3aac36 --- /dev/null +++ b/intern/cycles/kernel/sample/sample_mis.h @@ -0,0 +1,64 @@ +/* + * Parts adapted from Open Shading Language with this license: + * + * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al. + * All Rights Reserved. + * + * Modifications Copyright 2011, Blender Foundation. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are + * met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of Sony Pictures Imageworks nor the names of its + * contributors may be used to endorse or promote products derived from + * this software without specific prior written permission. + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS + * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT + * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR + * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT + * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, + * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT + * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, + * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY + * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +#pragma once + +CCL_NAMESPACE_BEGIN + +/* Multiple importance sampling utilities. */ + +ccl_device float balance_heuristic(float a, float b) +{ + return (a) / (a + b); +} + +ccl_device float balance_heuristic_3(float a, float b, float c) +{ + return (a) / (a + b + c); +} + +ccl_device float power_heuristic(float a, float b) +{ + return (a * a) / (a * a + b * b); +} + +ccl_device float power_heuristic_3(float a, float b, float c) +{ + return (a * a) / (a * a + b * b + c * c); +} + +ccl_device float max_heuristic(float a, float b) +{ + return (a > b) ? 1.0f : 0.0f; +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/sample/sample_pattern.h b/intern/cycles/kernel/sample/sample_pattern.h new file mode 100644 index 00000000000..95635c2c855 --- /dev/null +++ b/intern/cycles/kernel/sample/sample_pattern.h @@ -0,0 +1,185 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +#pragma once + +#include "kernel/sample/sample_jitter.h" +#include "util/util_hash.h" + +CCL_NAMESPACE_BEGIN + +/* Pseudo random numbers, uncomment this for debugging correlations. Only run + * this single threaded on a CPU for repeatable results. */ +//#define __DEBUG_CORRELATION__ + +/* High Dimensional Sobol. + * + * Multidimensional sobol with generator matrices. Dimension 0 and 1 are equal + * to classic Van der Corput and Sobol sequences. */ + +#ifdef __SOBOL__ + +/* Skip initial numbers that for some dimensions have clear patterns that + * don't cover the entire sample space. Ideally we would have a better + * progressive pattern that doesn't suffer from this problem, because even + * with this offset some dimensions are quite poor. + */ +# define SOBOL_SKIP 64 + +ccl_device uint sobol_dimension(KernelGlobals kg, int index, int dimension) +{ + uint result = 0; + uint i = index + SOBOL_SKIP; + for (int j = 0, x; (x = find_first_set(i)); i >>= x) { + j += x; + result ^= __float_as_uint(kernel_tex_fetch(__sample_pattern_lut, 32 * dimension + j - 1)); + } + return result; +} + +#endif /* __SOBOL__ */ + +ccl_device_forceinline float path_rng_1D(KernelGlobals kg, + uint rng_hash, + int sample, + int dimension) +{ +#ifdef __DEBUG_CORRELATION__ + return (float)drand48(); +#endif + +#ifdef __SOBOL__ + if (kernel_data.integrator.sampling_pattern == SAMPLING_PATTERN_PMJ) +#endif + { + return pmj_sample_1D(kg, sample, rng_hash, dimension); + } + +#ifdef __SOBOL__ + /* Sobol sequence value using direction vectors. */ + uint result = sobol_dimension(kg, sample, dimension); + float r = (float)result * (1.0f / (float)0xFFFFFFFF); + + /* Cranly-Patterson rotation using rng seed */ + float shift; + + /* Hash rng with dimension to solve correlation issues. + * See T38710, T50116. + */ + uint tmp_rng = cmj_hash_simple(dimension, rng_hash); + shift = tmp_rng * (1.0f / (float)0xFFFFFFFF); + + return r + shift - floorf(r + shift); +#endif +} + +ccl_device_forceinline void path_rng_2D(KernelGlobals kg, + uint rng_hash, + int sample, + int dimension, + ccl_private float *fx, + ccl_private float *fy) +{ +#ifdef __DEBUG_CORRELATION__ + *fx = (float)drand48(); + *fy = (float)drand48(); + return; +#endif + +#ifdef __SOBOL__ + if (kernel_data.integrator.sampling_pattern == SAMPLING_PATTERN_PMJ) +#endif + { + pmj_sample_2D(kg, sample, rng_hash, dimension, fx, fy); + + return; + } + +#ifdef __SOBOL__ + /* Sobol. */ + *fx = path_rng_1D(kg, rng_hash, sample, dimension); + *fy = path_rng_1D(kg, rng_hash, sample, dimension + 1); +#endif +} + +/** + * 1D hash recommended from "Hash Functions for GPU Rendering" JCGT Vol. 9, No. 3, 2020 + * See https://www.shadertoy.com/view/4tXyWN and https://www.shadertoy.com/view/XlGcRh + * http://www.jcgt.org/published/0009/03/02/paper.pdf + */ +ccl_device_inline uint hash_iqint1(uint n) +{ + n = (n << 13U) ^ n; + n = n * (n * n * 15731U + 789221U) + 1376312589U; + + return n; +} + +/** + * 2D hash recommended from "Hash Functions for GPU Rendering" JCGT Vol. 9, No. 3, 2020 + * See https://www.shadertoy.com/view/4tXyWN and https://www.shadertoy.com/view/XlGcRh + * http://www.jcgt.org/published/0009/03/02/paper.pdf + */ +ccl_device_inline uint hash_iqnt2d(const uint x, const uint y) +{ + const uint qx = 1103515245U * ((x >> 1U) ^ (y)); + const uint qy = 1103515245U * ((y >> 1U) ^ (x)); + const uint n = 1103515245U * ((qx) ^ (qy >> 3U)); + + return n; +} + +ccl_device_inline uint path_rng_hash_init(KernelGlobals kg, + const int sample, + const int x, + const int y) +{ + const uint rng_hash = hash_iqnt2d(x, y) ^ kernel_data.integrator.seed; + +#ifdef __DEBUG_CORRELATION__ + srand48(rng_hash + sample); +#else + (void)sample; +#endif + + return rng_hash; +} + +ccl_device_inline bool sample_is_even(int pattern, int sample) +{ + if (pattern == SAMPLING_PATTERN_PMJ) { + /* See Section 10.2.1, "Progressive Multi-Jittered Sample Sequences", Christensen et al. + * We can use this to get divide sample sequence into two classes for easier variance + * estimation. */ +#if defined(__GNUC__) && !defined(__KERNEL_GPU__) + return __builtin_popcount(sample & 0xaaaaaaaa) & 1; +#elif defined(__NVCC__) + return __popc(sample & 0xaaaaaaaa) & 1; +#else + /* TODO(Stefan): pop-count intrinsic for Windows with fallback for older CPUs. */ + int i = sample & 0xaaaaaaaa; + i = i - ((i >> 1) & 0x55555555); + i = (i & 0x33333333) + ((i >> 2) & 0x33333333); + i = (((i + (i >> 4)) & 0xF0F0F0F) * 0x1010101) >> 24; + return i & 1; +#endif + } + else { + /* TODO(Stefan): Are there reliable ways of dividing CMJ and Sobol into two classes? */ + return sample & 0x1; + } +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/shaders/CMakeLists.txt b/intern/cycles/kernel/shaders/CMakeLists.txt deleted file mode 100644 index 6b62e7bb52f..00000000000 --- a/intern/cycles/kernel/shaders/CMakeLists.txt +++ /dev/null @@ -1,155 +0,0 @@ -# Copyright 2011-2020 Blender Foundation -# -# Licensed under the Apache License, Version 2.0 (the "License"); -# you may not use this file except in compliance with the License. -# You may obtain a copy of the License at -# -# http://www.apache.org/licenses/LICENSE-2.0 -# -# Unless required by applicable law or agreed to in writing, software -# distributed under the License is distributed on an "AS IS" BASIS, -# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -# See the License for the specific language governing permissions and -# limitations under the License. - -# OSL node shaders - -set(SRC_OSL - node_add_closure.osl - node_ambient_occlusion.osl - node_anisotropic_bsdf.osl - node_attribute.osl - node_background.osl - node_bevel.osl - node_brick_texture.osl - node_brightness.osl - node_bump.osl - node_camera.osl - node_checker_texture.osl - node_clamp.osl - node_combine_rgb.osl - node_combine_hsv.osl - node_combine_xyz.osl - node_convert_from_color.osl - node_convert_from_float.osl - node_convert_from_int.osl - node_convert_from_normal.osl - node_convert_from_point.osl - node_convert_from_vector.osl - node_diffuse_bsdf.osl - node_displacement.osl - node_vector_displacement.osl - node_emission.osl - node_environment_texture.osl - node_float_curve.osl - node_fresnel.osl - node_gamma.osl - node_geometry.osl - node_glass_bsdf.osl - node_glossy_bsdf.osl - node_gradient_texture.osl - node_hair_info.osl - node_scatter_volume.osl - node_absorption_volume.osl - node_principled_volume.osl - node_holdout.osl - node_hsv.osl - node_ies_light.osl - node_image_texture.osl - node_invert.osl - node_layer_weight.osl - node_light_falloff.osl - node_light_path.osl - node_magic_texture.osl - node_map_range.osl - node_mapping.osl - node_math.osl - node_mix.osl - node_mix_closure.osl - node_musgrave_texture.osl - node_noise_texture.osl - node_normal.osl - node_normal_map.osl - node_object_info.osl - node_output_displacement.osl - node_output_surface.osl - node_output_volume.osl - node_particle_info.osl - node_refraction_bsdf.osl - node_rgb_curves.osl - node_rgb_ramp.osl - node_separate_rgb.osl - node_separate_hsv.osl - node_separate_xyz.osl - node_set_normal.osl - node_sky_texture.osl - node_subsurface_scattering.osl - node_tangent.osl - node_texture_coordinate.osl - node_toon_bsdf.osl - node_translucent_bsdf.osl - node_transparent_bsdf.osl - node_value.osl - node_vector_curves.osl - node_vector_math.osl - node_vector_rotate.osl - node_vector_transform.osl - node_velvet_bsdf.osl - node_vertex_color.osl - node_voronoi_texture.osl - node_voxel_texture.osl - node_wavelength.osl - node_blackbody.osl - node_wave_texture.osl - node_white_noise_texture.osl - node_wireframe.osl - node_hair_bsdf.osl - node_principled_hair_bsdf.osl - node_uv_map.osl - node_principled_bsdf.osl - node_rgb_to_bw.osl -) - -# The headers that OSL ships differs per release so we can not -# hardcode this. -file(GLOB SRC_OSL_HEADER_DIST ${OSL_SHADER_DIR}/*.h) - -set(SRC_OSL_HEADERS - node_color.h - node_fresnel.h - node_hash.h - node_math.h - node_noise.h - node_ramp_util.h - stdcycles.h - ${SRC_OSL_HEADER_DIST} -) - -set(SRC_OSO - -) - -# TODO, add a module to compile OSL -foreach(_file ${SRC_OSL}) - set(_OSL_FILE ${CMAKE_CURRENT_SOURCE_DIR}/${_file}) - set_source_files_properties(${_file} PROPERTIES HEADER_FILE_ONLY TRUE) - string(REPLACE ".osl" ".oso" _OSO_FILE ${_OSL_FILE}) - string(REPLACE ${CMAKE_SOURCE_DIR} ${CMAKE_BINARY_DIR} _OSO_FILE ${_OSO_FILE}) - add_custom_command( - OUTPUT ${_OSO_FILE} - COMMAND ${OSL_COMPILER} -q -O2 -I"${CMAKE_CURRENT_SOURCE_DIR}" -I"${OSL_SHADER_DIR}" -o ${_OSO_FILE} ${_OSL_FILE} - DEPENDS ${_OSL_FILE} ${SRC_OSL_HEADERS} ${OSL_COMPILER}) - list(APPEND SRC_OSO - ${_OSO_FILE} - ) - - unset(_OSL_FILE) - unset(_OSO_FILE) -endforeach() - -add_custom_target(cycles_osl_shaders ALL DEPENDS ${SRC_OSO} ${SRC_OSL_HEADERS} ${OSL_COMPILER} SOURCES ${SRC_OSL}) -cycles_set_solution_folder(cycles_osl_shaders) - -# CMAKE_CURRENT_SOURCE_DIR is already included in OSO paths -delayed_install("" "${SRC_OSO}" ${CYCLES_INSTALL_PATH}/shader) -delayed_install("${CMAKE_CURRENT_SOURCE_DIR}" "${SRC_OSL_HEADERS}" ${CYCLES_INSTALL_PATH}/shader) diff --git a/intern/cycles/kernel/shaders/node_absorption_volume.osl b/intern/cycles/kernel/shaders/node_absorption_volume.osl deleted file mode 100644 index 37ccc4c969f..00000000000 --- a/intern/cycles/kernel/shaders/node_absorption_volume.osl +++ /dev/null @@ -1,24 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_absorption_volume(color Color = color(0.8, 0.8, 0.8), - float Density = 1.0, - output closure color Volume = 0) -{ - Volume = ((color(1.0, 1.0, 1.0) - Color) * max(Density, 0.0)) * absorption(); -} diff --git a/intern/cycles/kernel/shaders/node_add_closure.osl b/intern/cycles/kernel/shaders/node_add_closure.osl deleted file mode 100644 index 27ecc9ef0c2..00000000000 --- a/intern/cycles/kernel/shaders/node_add_closure.osl +++ /dev/null @@ -1,24 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_add_closure(closure color Closure1 = 0, - closure color Closure2 = 0, - output closure color Closure = 0) -{ - Closure = Closure1 + Closure2; -} diff --git a/intern/cycles/kernel/shaders/node_ambient_occlusion.osl b/intern/cycles/kernel/shaders/node_ambient_occlusion.osl deleted file mode 100644 index 22d245d0698..00000000000 --- a/intern/cycles/kernel/shaders/node_ambient_occlusion.osl +++ /dev/null @@ -1,43 +0,0 @@ -/* - * Copyright 2011-2018 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_ambient_occlusion(color ColorIn = color(1.0, 1.0, 1.0), - int samples = 16, - float Distance = 1.0, - normal Normal = N, - int inside = 0, - int only_local = 0, - output color ColorOut = color(1.0, 1.0, 1.0), - output float AO = 1.0) -{ - int global_radius = (Distance == 0.0 && !isconnected(Distance)); - - /* Abuse texture call with special @ao token. */ - AO = texture("@ao", - samples, - Distance, - Normal[0], - Normal[1], - Normal[2], - inside, - "sblur", - only_local, - "tblur", - global_radius); - ColorOut = ColorIn * AO; -} diff --git a/intern/cycles/kernel/shaders/node_anisotropic_bsdf.osl b/intern/cycles/kernel/shaders/node_anisotropic_bsdf.osl deleted file mode 100644 index 739cd375ab2..00000000000 --- a/intern/cycles/kernel/shaders/node_anisotropic_bsdf.osl +++ /dev/null @@ -1,57 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ -#include "stdcycles.h" - -shader node_anisotropic_bsdf(color Color = 0.0, - string distribution = "GGX", - float Roughness = 0.0, - float Anisotropy = 0.0, - float Rotation = 0.0, - normal Normal = N, - normal Tangent = normalize(dPdu), - output closure color BSDF = 0) -{ - /* rotate tangent around normal */ - vector T = Tangent; - - if (Rotation != 0.0) - T = rotate(T, Rotation * M_2PI, point(0.0, 0.0, 0.0), Normal); - - /* compute roughness */ - float roughness = Roughness * Roughness; - float roughness_u, roughness_v; - float aniso = clamp(Anisotropy, -0.99, 0.99); - - if (aniso < 0.0) { - roughness_u = roughness / (1.0 + aniso); - roughness_v = roughness * (1.0 + aniso); - } - else { - roughness_u = roughness * (1.0 - aniso); - roughness_v = roughness / (1.0 - aniso); - } - - if (distribution == "sharp") - BSDF = Color * reflection(Normal); - else if (distribution == "beckmann") - BSDF = Color * microfacet_beckmann_aniso(Normal, T, roughness_u, roughness_v); - else if (distribution == "GGX") - BSDF = Color * microfacet_ggx_aniso(Normal, T, roughness_u, roughness_v); - else if (distribution == "Multiscatter GGX") - BSDF = Color * microfacet_multi_ggx_aniso(Normal, T, roughness_u, roughness_v, Color); - else - BSDF = Color * ashikhmin_shirley(Normal, T, roughness_u, roughness_v); -} diff --git a/intern/cycles/kernel/shaders/node_attribute.osl b/intern/cycles/kernel/shaders/node_attribute.osl deleted file mode 100644 index b7f35956ec7..00000000000 --- a/intern/cycles/kernel/shaders/node_attribute.osl +++ /dev/null @@ -1,45 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_attribute(string bump_offset = "center", - string name = "", - output point Vector = point(0.0, 0.0, 0.0), - output color Color = 0.0, - output float Fac = 0.0, - output float Alpha = 0.0) -{ - float data[4] = {0.0, 0.0, 0.0, 0.0}; - getattribute(name, data); - Color = color(data[0], data[1], data[2]); - Vector = point(Color); - getattribute(name, Fac); - Alpha = data[3]; - - if (bump_offset == "dx") { - Color += Dx(Color); - Vector += Dx(Vector); - Fac += Dx(Fac); - Alpha += Dx(Alpha); - } - else if (bump_offset == "dy") { - Color += Dy(Color); - Vector += Dy(Vector); - Fac += Dy(Fac); - Alpha += Dy(Alpha); - } -} diff --git a/intern/cycles/kernel/shaders/node_background.osl b/intern/cycles/kernel/shaders/node_background.osl deleted file mode 100644 index 3f45db751b3..00000000000 --- a/intern/cycles/kernel/shaders/node_background.osl +++ /dev/null @@ -1,24 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_background(color Color = 0.8, - float Strength = 1.0, - output closure color Background = 0) -{ - Background = Color * Strength * background(); -} diff --git a/intern/cycles/kernel/shaders/node_bevel.osl b/intern/cycles/kernel/shaders/node_bevel.osl deleted file mode 100644 index e87ddab716d..00000000000 --- a/intern/cycles/kernel/shaders/node_bevel.osl +++ /dev/null @@ -1,29 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_bevel(int samples = 4, - float Radius = 0.05, - normal NormalIn = N, - output normal NormalOut = N) -{ - /* Abuse texture call with special @bevel token. */ - vector bevel_N = (normal)(color)texture("@bevel", samples, Radius); - - /* Preserve input normal. */ - NormalOut = normalize(NormalIn + (bevel_N - N)); -} diff --git a/intern/cycles/kernel/shaders/node_blackbody.osl b/intern/cycles/kernel/shaders/node_blackbody.osl deleted file mode 100644 index 741efae755d..00000000000 --- a/intern/cycles/kernel/shaders/node_blackbody.osl +++ /dev/null @@ -1,28 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_blackbody(float Temperature = 1200.0, output color Color = 0.0) -{ - color rgb = blackbody(Temperature); - - /* Scale by luminance */ - float l = luminance(rgb); - if (l != 0.0) - rgb /= l; - Color = rgb; -} diff --git a/intern/cycles/kernel/shaders/node_brick_texture.osl b/intern/cycles/kernel/shaders/node_brick_texture.osl deleted file mode 100644 index 075a324c730..00000000000 --- a/intern/cycles/kernel/shaders/node_brick_texture.osl +++ /dev/null @@ -1,119 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -/* Brick */ - -float brick_noise(int ns) /* fast integer noise */ -{ - int nn; - int n = (ns + 1013) & 2147483647; - n = (n >> 13) ^ n; - nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 2147483647; - return 0.5 * ((float)nn / 1073741824.0); -} - -float brick(point p, - float mortar_size, - float mortar_smooth, - float bias, - float BrickWidth, - float row_height, - float offset_amount, - int offset_frequency, - float squash_amount, - int squash_frequency, - output float tint) -{ - int bricknum, rownum; - float offset = 0.0; - float brick_width = BrickWidth; - float x, y; - - rownum = (int)floor(p[1] / row_height); - - if (offset_frequency && squash_frequency) { - brick_width *= (rownum % squash_frequency) ? 1.0 : squash_amount; /* squash */ - offset = (rownum % offset_frequency) ? 0.0 : (brick_width * offset_amount); /* offset */ - } - - bricknum = (int)floor((p[0] + offset) / brick_width); - - x = (p[0] + offset) - brick_width * bricknum; - y = p[1] - row_height * rownum; - - tint = clamp((brick_noise((rownum << 16) + (bricknum & 65535)) + bias), 0.0, 1.0); - - float min_dist = min(min(x, y), min(brick_width - x, row_height - y)); - if (min_dist >= mortar_size) { - return 0.0; - } - else if (mortar_smooth == 0.0) { - return 1.0; - } - else { - min_dist = 1.0 - min_dist / mortar_size; - return smoothstep(0.0, mortar_smooth, min_dist); - } -} - -shader node_brick_texture(int use_mapping = 0, - matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), - float offset = 0.5, - int offset_frequency = 2, - float squash = 1.0, - int squash_frequency = 1, - point Vector = P, - color Color1 = 0.2, - color Color2 = 0.8, - color Mortar = 0.0, - float Scale = 5.0, - float MortarSize = 0.02, - float MortarSmooth = 0.0, - float Bias = 0.0, - float BrickWidth = 0.5, - float RowHeight = 0.25, - output float Fac = 0.0, - output color Color = 0.2) -{ - point p = Vector; - - if (use_mapping) - p = transform(mapping, p); - - float tint = 0.0; - color Col = Color1; - - Fac = brick(p * Scale, - MortarSize, - MortarSmooth, - Bias, - BrickWidth, - RowHeight, - offset, - offset_frequency, - squash, - squash_frequency, - tint); - - if (Fac != 1.0) { - float facm = 1.0 - tint; - Col = facm * Color1 + tint * Color2; - } - - Color = mix(Col, Mortar, Fac); -} diff --git a/intern/cycles/kernel/shaders/node_brightness.osl b/intern/cycles/kernel/shaders/node_brightness.osl deleted file mode 100644 index 019edfb79a3..00000000000 --- a/intern/cycles/kernel/shaders/node_brightness.osl +++ /dev/null @@ -1,30 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_brightness(color ColorIn = 0.8, - float Bright = 0.0, - float Contrast = 0.0, - output color ColorOut = 0.8) -{ - float a = 1.0 + Contrast; - float b = Bright - Contrast * 0.5; - - ColorOut[0] = max(a * ColorIn[0] + b, 0.0); - ColorOut[1] = max(a * ColorIn[1] + b, 0.0); - ColorOut[2] = max(a * ColorIn[2] + b, 0.0); -} diff --git a/intern/cycles/kernel/shaders/node_bump.osl b/intern/cycles/kernel/shaders/node_bump.osl deleted file mode 100644 index 811182f40b5..00000000000 --- a/intern/cycles/kernel/shaders/node_bump.osl +++ /dev/null @@ -1,68 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -/* "Bump Mapping Unparameterized Surfaces on the GPU" - * Morten S. Mikkelsen, 2010 */ - -surface node_bump(int invert = 0, - int use_object_space = 0, - normal NormalIn = N, - float Strength = 0.1, - float Distance = 1.0, - float SampleCenter = 0.0, - float SampleX = 0.0, - float SampleY = 0.0, - output normal NormalOut = N) -{ - point Ptmp = P; - normal Normal = NormalIn; - - if (use_object_space) { - Ptmp = transform("object", Ptmp); - Normal = normalize(transform("object", Normal)); - } - - /* get surface tangents from normal */ - vector dPdx = Dx(Ptmp); - vector dPdy = Dy(Ptmp); - - vector Rx = cross(dPdy, Normal); - vector Ry = cross(Normal, dPdx); - - /* compute surface gradient and determinant */ - float det = dot(dPdx, Rx); - vector surfgrad = (SampleX - SampleCenter) * Rx + (SampleY - SampleCenter) * Ry; - - float absdet = fabs(det); - - float strength = max(Strength, 0.0); - float dist = Distance; - - if (invert) - dist *= -1.0; - - /* compute and output perturbed normal */ - NormalOut = normalize(absdet * Normal - dist * sign(det) * surfgrad); - NormalOut = normalize(strength * NormalOut + (1.0 - strength) * Normal); - - if (use_object_space) { - NormalOut = normalize(transform("object", "world", NormalOut)); - } - - NormalOut = ensure_valid_reflection(Ng, I, NormalOut); -} diff --git a/intern/cycles/kernel/shaders/node_camera.osl b/intern/cycles/kernel/shaders/node_camera.osl deleted file mode 100644 index 45ca50c6e1e..00000000000 --- a/intern/cycles/kernel/shaders/node_camera.osl +++ /dev/null @@ -1,29 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_camera(output vector ViewVector = vector(0.0, 0.0, 0.0), - output float ViewZDepth = 0.0, - output float ViewDistance = 0.0) -{ - ViewVector = (vector)transform("world", "camera", P); - - ViewZDepth = fabs(ViewVector[2]); - ViewDistance = length(ViewVector); - - ViewVector = normalize(ViewVector); -} diff --git a/intern/cycles/kernel/shaders/node_checker_texture.osl b/intern/cycles/kernel/shaders/node_checker_texture.osl deleted file mode 100644 index d6a30dbdb40..00000000000 --- a/intern/cycles/kernel/shaders/node_checker_texture.osl +++ /dev/null @@ -1,62 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -/* Checker */ - -float checker(point ip) -{ - point p; - p[0] = (ip[0] + 0.000001) * 0.999999; - p[1] = (ip[1] + 0.000001) * 0.999999; - p[2] = (ip[2] + 0.000001) * 0.999999; - - int xi = (int)fabs(floor(p[0])); - int yi = (int)fabs(floor(p[1])); - int zi = (int)fabs(floor(p[2])); - - if ((xi % 2 == yi % 2) == (zi % 2)) { - return 1.0; - } - else { - return 0.0; - } -} - -shader node_checker_texture( - int use_mapping = 0, - matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), - float Scale = 5.0, - point Vector = P, - color Color1 = 0.8, - color Color2 = 0.2, - output float Fac = 0.0, - output color Color = 0.0) -{ - point p = Vector; - - if (use_mapping) - p = transform(mapping, p); - - Fac = checker(p * Scale); - if (Fac == 1.0) { - Color = Color1; - } - else { - Color = Color2; - } -} diff --git a/intern/cycles/kernel/shaders/node_clamp.osl b/intern/cycles/kernel/shaders/node_clamp.osl deleted file mode 100644 index b600fb7c455..00000000000 --- a/intern/cycles/kernel/shaders/node_clamp.osl +++ /dev/null @@ -1,27 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_clamp(string clamp_type = "minmax", - float Value = 1.0, - float Min = 0.0, - float Max = 1.0, - output float Result = 0.0) -{ - Result = (clamp_type == "range" && (Min > Max)) ? clamp(Value, Max, Min) : - clamp(Value, Min, Max); -} diff --git a/intern/cycles/kernel/shaders/node_color.h b/intern/cycles/kernel/shaders/node_color.h deleted file mode 100644 index 276c91843e8..00000000000 --- a/intern/cycles/kernel/shaders/node_color.h +++ /dev/null @@ -1,163 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -/* TODO(lukas): Fix colors in OSL. */ - -float color_srgb_to_scene_linear(float c) -{ - if (c < 0.04045) - return (c < 0.0) ? 0.0 : c * (1.0 / 12.92); - else - return pow((c + 0.055) * (1.0 / 1.055), 2.4); -} - -float color_scene_linear_to_srgb(float c) -{ - if (c < 0.0031308) - return (c < 0.0) ? 0.0 : c * 12.92; - else - return 1.055 * pow(c, 1.0 / 2.4) - 0.055; -} - -color color_srgb_to_scene_linear(color c) -{ - return color(color_srgb_to_scene_linear(c[0]), - color_srgb_to_scene_linear(c[1]), - color_srgb_to_scene_linear(c[2])); -} - -color color_scene_linear_to_srgb(color c) -{ - return color(color_scene_linear_to_srgb(c[0]), - color_scene_linear_to_srgb(c[1]), - color_scene_linear_to_srgb(c[2])); -} - -color color_unpremultiply(color c, float alpha) -{ - if (alpha != 1.0 && alpha != 0.0) - return c / alpha; - - return c; -} - -/* Color Operations */ - -color xyY_to_xyz(float x, float y, float Y) -{ - float X, Z; - - if (y != 0.0) - X = (x / y) * Y; - else - X = 0.0; - - if (y != 0.0 && Y != 0.0) - Z = ((1.0 - x - y) / y) * Y; - else - Z = 0.0; - - return color(X, Y, Z); -} - -color xyz_to_rgb(float x, float y, float z) -{ - return color(3.240479 * x + -1.537150 * y + -0.498535 * z, - -0.969256 * x + 1.875991 * y + 0.041556 * z, - 0.055648 * x + -0.204043 * y + 1.057311 * z); -} - -color rgb_to_hsv(color rgb) -{ - float cmax, cmin, h, s, v, cdelta; - color c; - - cmax = max(rgb[0], max(rgb[1], rgb[2])); - cmin = min(rgb[0], min(rgb[1], rgb[2])); - cdelta = cmax - cmin; - - v = cmax; - - if (cmax != 0.0) { - s = cdelta / cmax; - } - else { - s = 0.0; - h = 0.0; - } - - if (s == 0.0) { - h = 0.0; - } - else { - c = (color(cmax, cmax, cmax) - rgb) / cdelta; - - if (rgb[0] == cmax) - h = c[2] - c[1]; - else if (rgb[1] == cmax) - h = 2.0 + c[0] - c[2]; - else - h = 4.0 + c[1] - c[0]; - - h /= 6.0; - - if (h < 0.0) - h += 1.0; - } - - return color(h, s, v); -} - -color hsv_to_rgb(color hsv) -{ - float i, f, p, q, t, h, s, v; - color rgb; - - h = hsv[0]; - s = hsv[1]; - v = hsv[2]; - - if (s == 0.0) { - rgb = color(v, v, v); - } - else { - if (h == 1.0) - h = 0.0; - - h *= 6.0; - i = floor(h); - f = h - i; - rgb = color(f, f, f); - p = v * (1.0 - s); - q = v * (1.0 - (s * f)); - t = v * (1.0 - (s * (1.0 - f))); - - if (i == 0.0) - rgb = color(v, t, p); - else if (i == 1.0) - rgb = color(q, v, p); - else if (i == 2.0) - rgb = color(p, v, t); - else if (i == 3.0) - rgb = color(p, q, v); - else if (i == 4.0) - rgb = color(t, p, v); - else - rgb = color(v, p, q); - } - - return rgb; -} diff --git a/intern/cycles/kernel/shaders/node_combine_hsv.osl b/intern/cycles/kernel/shaders/node_combine_hsv.osl deleted file mode 100644 index 05e502b5bc1..00000000000 --- a/intern/cycles/kernel/shaders/node_combine_hsv.osl +++ /dev/null @@ -1,22 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_combine_hsv(float H = 0.0, float S = 0.0, float V = 0.0, output color Color = 0.8) -{ - Color = color("hsv", H, S, V); -} diff --git a/intern/cycles/kernel/shaders/node_combine_rgb.osl b/intern/cycles/kernel/shaders/node_combine_rgb.osl deleted file mode 100644 index 036f371eb5c..00000000000 --- a/intern/cycles/kernel/shaders/node_combine_rgb.osl +++ /dev/null @@ -1,22 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_combine_rgb(float R = 0.0, float G = 0.0, float B = 0.0, output color Image = 0.8) -{ - Image = color(R, G, B); -} diff --git a/intern/cycles/kernel/shaders/node_combine_xyz.osl b/intern/cycles/kernel/shaders/node_combine_xyz.osl deleted file mode 100644 index 4ebd86b605c..00000000000 --- a/intern/cycles/kernel/shaders/node_combine_xyz.osl +++ /dev/null @@ -1,22 +0,0 @@ -/* - * Copyright 2011-2014 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_combine_xyz(float X = 0.0, float Y = 0.0, float Z = 0.0, output vector Vector = 0.8) -{ - Vector = vector(X, Y, Z); -} diff --git a/intern/cycles/kernel/shaders/node_convert_from_color.osl b/intern/cycles/kernel/shaders/node_convert_from_color.osl deleted file mode 100644 index c3f0e118844..00000000000 --- a/intern/cycles/kernel/shaders/node_convert_from_color.osl +++ /dev/null @@ -1,32 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_convert_from_color(color value_color = 0.0, - output string value_string = "", - output float value_float = 0.0, - output int value_int = 0, - output vector value_vector = vector(0.0, 0.0, 0.0), - output point value_point = point(0.0, 0.0, 0.0), - output normal value_normal = normal(0.0, 0.0, 0.0)) -{ - value_float = value_color[0] * 0.2126 + value_color[1] * 0.7152 + value_color[2] * 0.0722; - value_int = (int)(value_color[0] * 0.2126 + value_color[1] * 0.7152 + value_color[2] * 0.0722); - value_vector = vector(value_color[0], value_color[1], value_color[2]); - value_point = point(value_color[0], value_color[1], value_color[2]); - value_normal = normal(value_color[0], value_color[1], value_color[2]); -} diff --git a/intern/cycles/kernel/shaders/node_convert_from_float.osl b/intern/cycles/kernel/shaders/node_convert_from_float.osl deleted file mode 100644 index 61a15a1c2b0..00000000000 --- a/intern/cycles/kernel/shaders/node_convert_from_float.osl +++ /dev/null @@ -1,32 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_convert_from_float(float value_float = 0.0, - output string value_string = "", - output int value_int = 0, - output color value_color = 0.0, - output vector value_vector = vector(0.0, 0.0, 0.0), - output point value_point = point(0.0, 0.0, 0.0), - output normal value_normal = normal(0.0, 0.0, 0.0)) -{ - value_int = (int)value_float; - value_color = color(value_float, value_float, value_float); - value_vector = vector(value_float, value_float, value_float); - value_point = point(value_float, value_float, value_float); - value_normal = normal(value_float, value_float, value_float); -} diff --git a/intern/cycles/kernel/shaders/node_convert_from_int.osl b/intern/cycles/kernel/shaders/node_convert_from_int.osl deleted file mode 100644 index 2e6a99b2765..00000000000 --- a/intern/cycles/kernel/shaders/node_convert_from_int.osl +++ /dev/null @@ -1,33 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_convert_from_int(int value_int = 0, - output string value_string = "", - output float value_float = 0.0, - output color value_color = 0.0, - output vector value_vector = vector(0.0, 0.0, 0.0), - output point value_point = point(0.0, 0.0, 0.0), - output normal value_normal = normal(0.0, 0.0, 0.0)) -{ - float f = (float)value_int; - value_float = f; - value_color = color(f, f, f); - value_vector = vector(f, f, f); - value_point = point(f, f, f); - value_normal = normal(f, f, f); -} diff --git a/intern/cycles/kernel/shaders/node_convert_from_normal.osl b/intern/cycles/kernel/shaders/node_convert_from_normal.osl deleted file mode 100644 index 64201d63190..00000000000 --- a/intern/cycles/kernel/shaders/node_convert_from_normal.osl +++ /dev/null @@ -1,32 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_convert_from_normal(normal value_normal = normal(0.0, 0.0, 0.0), - output string value_string = "", - output float value_float = 0.0, - output int value_int = 0, - output vector value_vector = vector(0.0, 0.0, 0.0), - output color value_color = 0.0, - output point value_point = point(0.0, 0.0, 0.0)) -{ - value_float = (value_normal[0] + value_normal[1] + value_normal[2]) * (1.0 / 3.0); - value_int = (int)((value_normal[0] + value_normal[1] + value_normal[2]) * (1.0 / 3.0)); - value_vector = vector(value_normal[0], value_normal[1], value_normal[2]); - value_color = color(value_normal[0], value_normal[1], value_normal[2]); - value_point = point(value_normal[0], value_normal[1], value_normal[2]); -} diff --git a/intern/cycles/kernel/shaders/node_convert_from_point.osl b/intern/cycles/kernel/shaders/node_convert_from_point.osl deleted file mode 100644 index 11d64f76d6f..00000000000 --- a/intern/cycles/kernel/shaders/node_convert_from_point.osl +++ /dev/null @@ -1,32 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_convert_from_point(point value_point = point(0.0, 0.0, 0.0), - output string value_string = "", - output float value_float = 0.0, - output int value_int = 0, - output vector value_vector = vector(0.0, 0.0, 0.0), - output color value_color = 0.0, - output normal value_normal = normal(0.0, 0.0, 0.0)) -{ - value_float = (value_point[0] + value_point[1] + value_point[2]) * (1.0 / 3.0); - value_int = (int)((value_normal[0] + value_normal[1] + value_normal[2]) * (1.0 / 3.0)); - value_vector = vector(value_point[0], value_point[1], value_point[2]); - value_color = color(value_point[0], value_point[1], value_point[2]); - value_normal = normal(value_point[0], value_point[1], value_point[2]); -} diff --git a/intern/cycles/kernel/shaders/node_convert_from_string.osl b/intern/cycles/kernel/shaders/node_convert_from_string.osl deleted file mode 100644 index b496c4e6d05..00000000000 --- a/intern/cycles/kernel/shaders/node_convert_from_string.osl +++ /dev/null @@ -1,27 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_convert_from_string(string value_string = "", - output color value_color = color(0.0, 0.0, 0.0), - output float value_float = 0.0, - output int value_int = 0, - output vector value_vector = vector(0.0, 0.0, 0.0), - output point value_point = point(0.0, 0.0, 0.0), - output normal value_normal = normal(0.0, 0.0, 0.0)) -{ -} diff --git a/intern/cycles/kernel/shaders/node_convert_from_vector.osl b/intern/cycles/kernel/shaders/node_convert_from_vector.osl deleted file mode 100644 index 820faabd32b..00000000000 --- a/intern/cycles/kernel/shaders/node_convert_from_vector.osl +++ /dev/null @@ -1,32 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_convert_from_vector(vector value_vector = vector(0.0, 0.0, 0.0), - output string value_string = "", - output float value_float = 0.0, - output int value_int = 0, - output color value_color = color(0.0, 0.0, 0.0), - output point value_point = point(0.0, 0.0, 0.0), - output normal value_normal = normal(0.0, 0.0, 0.0)) -{ - value_float = (value_vector[0] + value_vector[1] + value_vector[2]) * (1.0 / 3.0); - value_int = (int)((value_normal[0] + value_normal[1] + value_normal[2]) * (1.0 / 3.0)); - value_color = color(value_vector[0], value_vector[1], value_vector[2]); - value_point = point(value_vector[0], value_vector[1], value_vector[2]); - value_normal = normal(value_vector[0], value_vector[1], value_vector[2]); -} diff --git a/intern/cycles/kernel/shaders/node_diffuse_bsdf.osl b/intern/cycles/kernel/shaders/node_diffuse_bsdf.osl deleted file mode 100644 index f5886f534eb..00000000000 --- a/intern/cycles/kernel/shaders/node_diffuse_bsdf.osl +++ /dev/null @@ -1,28 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_diffuse_bsdf(color Color = 0.8, - float Roughness = 0.0, - normal Normal = N, - output closure color BSDF = 0) -{ - if (Roughness == 0.0) - BSDF = Color * diffuse(Normal); - else - BSDF = Color * oren_nayar(Normal, Roughness); -} diff --git a/intern/cycles/kernel/shaders/node_displacement.osl b/intern/cycles/kernel/shaders/node_displacement.osl deleted file mode 100644 index 44a4828d511..00000000000 --- a/intern/cycles/kernel/shaders/node_displacement.osl +++ /dev/null @@ -1,36 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_displacement(string space = "object", - float Height = 0.0, - float Midlevel = 0.5, - float Scale = 1.0, - normal Normal = N, - output vector Displacement = vector(0.0, 0.0, 0.0)) -{ - Displacement = Normal; - if (space == "object") { - Displacement = transform("object", Displacement); - } - - Displacement = normalize(Displacement) * (Height - Midlevel) * Scale; - - if (space == "object") { - Displacement = transform("object", "world", Displacement); - } -} diff --git a/intern/cycles/kernel/shaders/node_emission.osl b/intern/cycles/kernel/shaders/node_emission.osl deleted file mode 100644 index f289a9711d9..00000000000 --- a/intern/cycles/kernel/shaders/node_emission.osl +++ /dev/null @@ -1,22 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_emission(color Color = 0.8, float Strength = 1.0, output closure color Emission = 0) -{ - Emission = (Strength * Color) * emission(); -} diff --git a/intern/cycles/kernel/shaders/node_environment_texture.osl b/intern/cycles/kernel/shaders/node_environment_texture.osl deleted file mode 100644 index d04743eb368..00000000000 --- a/intern/cycles/kernel/shaders/node_environment_texture.osl +++ /dev/null @@ -1,85 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "node_color.h" -#include "stdcycles.h" - -vector environment_texture_direction_to_equirectangular(vector dir) -{ - float u = -atan2(dir[1], dir[0]) / (M_2PI) + 0.5; - float v = atan2(dir[2], hypot(dir[0], dir[1])) / M_PI + 0.5; - - return vector(u, v, 0.0); -} - -vector environment_texture_direction_to_mirrorball(vector idir) -{ - vector dir = idir; - dir[1] -= 1.0; - - float div = 2.0 * sqrt(max(-0.5 * dir[1], 0.0)); - if (div > 0.0) - dir /= div; - - float u = 0.5 * (dir[0] + 1.0); - float v = 0.5 * (dir[2] + 1.0); - - return vector(u, v, 0.0); -} - -shader node_environment_texture( - int use_mapping = 0, - matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), - vector Vector = P, - string filename = "", - string projection = "equirectangular", - string interpolation = "linear", - int compress_as_srgb = 0, - int ignore_alpha = 0, - int unassociate_alpha = 0, - int is_float = 1, - output color Color = 0.0, - output float Alpha = 1.0) -{ - vector p = Vector; - - if (use_mapping) - p = transform(mapping, p); - - p = normalize(p); - - if (projection == "equirectangular") - p = environment_texture_direction_to_equirectangular(p); - else - p = environment_texture_direction_to_mirrorball(p); - - /* todo: use environment for better texture filtering of equirectangular */ - Color = (color)texture( - filename, p[0], 1.0 - p[1], "wrap", "periodic", "interp", interpolation, "alpha", Alpha); - - if (ignore_alpha) { - Alpha = 1.0; - } - else if (unassociate_alpha) { - Color = color_unpremultiply(Color, Alpha); - - if (!is_float) - Color = min(Color, 1.0); - } - - if (compress_as_srgb) - Color = color_srgb_to_scene_linear(Color); -} diff --git a/intern/cycles/kernel/shaders/node_float_curve.osl b/intern/cycles/kernel/shaders/node_float_curve.osl deleted file mode 100644 index f1f05fd88a9..00000000000 --- a/intern/cycles/kernel/shaders/node_float_curve.osl +++ /dev/null @@ -1,32 +0,0 @@ -/* - * Copyright 2011-2021 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "node_ramp_util.h" -#include "stdcycles.h" - -shader node_float_curve(float ramp[] = {0.0}, - float min_x = 0.0, - float max_x = 1.0, - float ValueIn = 0.0, - float Factor = 0.0, - output float ValueOut = 0.0) -{ - float c = (ValueIn - min_x) / (max_x - min_x); - - ValueOut = rgb_ramp_lookup(ramp, c, 1, 1); - - ValueOut = mix(ValueIn, ValueOut, Factor); -} diff --git a/intern/cycles/kernel/shaders/node_fresnel.h b/intern/cycles/kernel/shaders/node_fresnel.h deleted file mode 100644 index ade1d4c6207..00000000000 --- a/intern/cycles/kernel/shaders/node_fresnel.h +++ /dev/null @@ -1,62 +0,0 @@ -/* - * Adapted from Open Shading Language with this license: - * - * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al. - * All Rights Reserved. - * - * Modifications Copyright 2011, Blender Foundation. - * - * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions are - * met: - * * Redistributions of source code must retain the above copyright - * notice, this list of conditions and the following disclaimer. - * * Redistributions in binary form must reproduce the above copyright - * notice, this list of conditions and the following disclaimer in the - * documentation and/or other materials provided with the distribution. - * * Neither the name of Sony Pictures Imageworks nor the names of its - * contributors may be used to endorse or promote products derived from - * this software without specific prior written permission. - * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS - * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT - * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR - * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT - * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, - * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT - * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, - * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY - * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT - * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE - * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - */ - -float fresnel_dielectric_cos(float cosi, float eta) -{ - /* compute fresnel reflectance without explicitly computing - * the refracted direction */ - float c = fabs(cosi); - float g = eta * eta - 1 + c * c; - float result; - - if (g > 0) { - g = sqrt(g); - float A = (g - c) / (g + c); - float B = (c * (g + c) - 1) / (c * (g - c) + 1); - result = 0.5 * A * A * (1 + B * B); - } - else - result = 1.0; /* TIR (no refracted component) */ - - return result; -} - -color fresnel_conductor(float cosi, color eta, color k) -{ - color cosi2 = color(cosi * cosi); - color one = color(1, 1, 1); - color tmp_f = eta * eta + k * k; - color tmp = tmp_f * cosi2; - color Rparl2 = (tmp - (2.0 * eta * cosi) + one) / (tmp + (2.0 * eta * cosi) + one); - color Rperp2 = (tmp_f - (2.0 * eta * cosi) + cosi2) / (tmp_f + (2.0 * eta * cosi) + cosi2); - return (Rparl2 + Rperp2) * 0.5; -} diff --git a/intern/cycles/kernel/shaders/node_fresnel.osl b/intern/cycles/kernel/shaders/node_fresnel.osl deleted file mode 100644 index cff084c344d..00000000000 --- a/intern/cycles/kernel/shaders/node_fresnel.osl +++ /dev/null @@ -1,26 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "node_fresnel.h" -#include "stdcycles.h" - -shader node_fresnel(float IOR = 1.45, normal Normal = N, output float Fac = 0.0) -{ - float f = max(IOR, 1e-5); - float eta = backfacing() ? 1.0 / f : f; - float cosi = dot(I, Normal); - Fac = fresnel_dielectric_cos(cosi, eta); -} diff --git a/intern/cycles/kernel/shaders/node_gamma.osl b/intern/cycles/kernel/shaders/node_gamma.osl deleted file mode 100644 index 0816df64fe8..00000000000 --- a/intern/cycles/kernel/shaders/node_gamma.osl +++ /dev/null @@ -1,22 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_gamma(color ColorIn = 0.8, float Gamma = 1.0, output color ColorOut = 0.0) -{ - ColorOut = pow(ColorIn, Gamma); -} diff --git a/intern/cycles/kernel/shaders/node_geometry.osl b/intern/cycles/kernel/shaders/node_geometry.osl deleted file mode 100644 index 55cda71db1b..00000000000 --- a/intern/cycles/kernel/shaders/node_geometry.osl +++ /dev/null @@ -1,71 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_geometry(normal NormalIn = N, - string bump_offset = "center", - - output point Position = point(0.0, 0.0, 0.0), - output normal Normal = normal(0.0, 0.0, 0.0), - output normal Tangent = normal(0.0, 0.0, 0.0), - output normal TrueNormal = normal(0.0, 0.0, 0.0), - output vector Incoming = vector(0.0, 0.0, 0.0), - output point Parametric = point(0.0, 0.0, 0.0), - output float Backfacing = 0.0, - output float Pointiness = 0.0, - output float RandomPerIsland = 0.0) -{ - Position = P; - Normal = NormalIn; - TrueNormal = Ng; - Incoming = I; - Parametric = point(u, v, 0.0); - Backfacing = backfacing(); - - if (bump_offset == "dx") { - Position += Dx(Position); - Parametric += Dx(Parametric); - } - else if (bump_offset == "dy") { - Position += Dy(Position); - Parametric += Dy(Parametric); - } - - /* first try to get tangent attribute */ - point generated; - - /* try to create spherical tangent from generated coordinates */ - if (getattribute("geom:generated", generated)) { - normal data = normal(-(generated[1] - 0.5), (generated[0] - 0.5), 0.0); - vector T = transform("object", "world", data); - Tangent = cross(Normal, normalize(cross(T, Normal))); - } - else { - /* otherwise use surface derivatives */ - Tangent = normalize(dPdu); - } - - getattribute("geom:pointiness", Pointiness); - if (bump_offset == "dx") { - Pointiness += Dx(Pointiness); - } - else if (bump_offset == "dy") { - Pointiness += Dy(Pointiness); - } - - getattribute("geom:random_per_island", RandomPerIsland); -} diff --git a/intern/cycles/kernel/shaders/node_glass_bsdf.osl b/intern/cycles/kernel/shaders/node_glass_bsdf.osl deleted file mode 100644 index 0042d573f8d..00000000000 --- a/intern/cycles/kernel/shaders/node_glass_bsdf.osl +++ /dev/null @@ -1,43 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "node_fresnel.h" -#include "stdcycles.h" - -shader node_glass_bsdf(color Color = 0.8, - string distribution = "sharp", - float Roughness = 0.2, - float IOR = 1.45, - normal Normal = N, - output closure color BSDF = 0) -{ - float f = max(IOR, 1e-5); - float eta = backfacing() ? 1.0 / f : f; - float cosi = dot(I, Normal); - float Fr = fresnel_dielectric_cos(cosi, eta); - float roughness = Roughness * Roughness; - - if (distribution == "sharp") - BSDF = Color * (Fr * reflection(Normal) + (1.0 - Fr) * refraction(Normal, eta)); - else if (distribution == "beckmann") - BSDF = Color * (Fr * microfacet_beckmann(Normal, roughness) + - (1.0 - Fr) * microfacet_beckmann_refraction(Normal, roughness, eta)); - else if (distribution == "Multiscatter GGX") - BSDF = Color * microfacet_multi_ggx_glass(Normal, roughness, eta, Color); - else if (distribution == "GGX") - BSDF = Color * (Fr * microfacet_ggx(Normal, roughness) + - (1.0 - Fr) * microfacet_ggx_refraction(Normal, roughness, eta)); -} diff --git a/intern/cycles/kernel/shaders/node_glossy_bsdf.osl b/intern/cycles/kernel/shaders/node_glossy_bsdf.osl deleted file mode 100644 index c73604d3650..00000000000 --- a/intern/cycles/kernel/shaders/node_glossy_bsdf.osl +++ /dev/null @@ -1,38 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "node_fresnel.h" -#include "stdcycles.h" - -shader node_glossy_bsdf(color Color = 0.8, - string distribution = "GGX", - float Roughness = 0.2, - normal Normal = N, - output closure color BSDF = 0) -{ - float roughness = Roughness * Roughness; - - if (distribution == "sharp") - BSDF = Color * reflection(Normal); - else if (distribution == "beckmann") - BSDF = Color * microfacet_beckmann(Normal, roughness); - else if (distribution == "GGX") - BSDF = Color * microfacet_ggx(Normal, roughness); - else if (distribution == "Multiscatter GGX") - BSDF = Color * microfacet_multi_ggx(Normal, roughness, Color); - else - BSDF = Color * ashikhmin_shirley(Normal, vector(0, 0, 0), roughness, roughness); -} diff --git a/intern/cycles/kernel/shaders/node_gradient_texture.osl b/intern/cycles/kernel/shaders/node_gradient_texture.osl deleted file mode 100644 index c7faee0d022..00000000000 --- a/intern/cycles/kernel/shaders/node_gradient_texture.osl +++ /dev/null @@ -1,77 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -/* Gradient */ - -float gradient(point p, string type) -{ - float x, y, z; - - x = p[0]; - y = p[1]; - z = p[2]; - - float result = 0.0; - - if (type == "linear") { - result = x; - } - else if (type == "quadratic") { - float r = max(x, 0.0); - result = r * r; - } - else if (type == "easing") { - float r = min(max(x, 0.0), 1.0); - float t = r * r; - - result = (3.0 * t - 2.0 * t * r); - } - else if (type == "diagonal") { - result = (x + y) * 0.5; - } - else if (type == "radial") { - result = atan2(y, x) / M_2PI + 0.5; - } - else { - float r = max(1.0 - sqrt(x * x + y * y + z * z), 0.0); - - if (type == "quadratic_sphere") - result = r * r; - else if (type == "spherical") - result = r; - } - - return clamp(result, 0.0, 1.0); -} - -shader node_gradient_texture( - int use_mapping = 0, - matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), - string gradient_type = "linear", - point Vector = P, - output float Fac = 0.0, - output color Color = 0.0) -{ - point p = Vector; - - if (use_mapping) - p = transform(mapping, p); - - Fac = gradient(p, gradient_type); - Color = color(Fac, Fac, Fac); -} diff --git a/intern/cycles/kernel/shaders/node_hair_bsdf.osl b/intern/cycles/kernel/shaders/node_hair_bsdf.osl deleted file mode 100644 index 3e0ac7af2e0..00000000000 --- a/intern/cycles/kernel/shaders/node_hair_bsdf.osl +++ /dev/null @@ -1,57 +0,0 @@ -/* - * 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. - */ - -#include "stdcycles.h" - -shader node_hair_bsdf(color Color = 0.8, - string component = "reflection", - float Offset = 0.0, - float RoughnessU = 0.1, - float RoughnessV = 1.0, - normal Tangent = normal(0, 0, 0), - output closure color BSDF = 0) -{ - float roughnessh = clamp(RoughnessU, 0.001, 1.0); - float roughnessv = clamp(RoughnessV, 0.001, 1.0); - float offset = -Offset; - - normal T; - float IsCurve = 0; - getattribute("geom:is_curve", IsCurve); - - if (isconnected(Tangent)) { - T = Tangent; - } - else if (!IsCurve) { - T = normalize(dPdv); - offset = 0.0; - } - else { - T = normalize(dPdu); - } - - if (backfacing() && IsCurve) { - BSDF = transparent(); - } - else { - if (component == "reflection") - BSDF = Color * hair_reflection(Ng, roughnessh, roughnessv, T, offset); - else - BSDF = Color * hair_transmission(Ng, roughnessh, roughnessv, T, offset); - } -} diff --git a/intern/cycles/kernel/shaders/node_hair_info.osl b/intern/cycles/kernel/shaders/node_hair_info.osl deleted file mode 100644 index ddc2e28b83a..00000000000 --- a/intern/cycles/kernel/shaders/node_hair_info.osl +++ /dev/null @@ -1,32 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_hair_info(output float IsStrand = 0.0, - output float Intercept = 0.0, - output float Length = 0.0, - output float Thickness = 0.0, - output normal TangentNormal = N, - output float Random = 0) -{ - getattribute("geom:is_curve", IsStrand); - getattribute("geom:curve_intercept", Intercept); - getattribute("geom:curve_length", Length); - getattribute("geom:curve_thickness", Thickness); - getattribute("geom:curve_tangent_normal", TangentNormal); - getattribute("geom:curve_random", Random); -} diff --git a/intern/cycles/kernel/shaders/node_hash.h b/intern/cycles/kernel/shaders/node_hash.h deleted file mode 100644 index b42e42ff910..00000000000 --- a/intern/cycles/kernel/shaders/node_hash.h +++ /dev/null @@ -1,81 +0,0 @@ -#include "stdcycles.h" -#include "vector2.h" -#include "vector4.h" - -#define vector3 point - -/* **** Hash a float or vector[234] into a float [0, 1] **** */ - -float hash_float_to_float(float k) -{ - return hashnoise(k); -} - -float hash_vector2_to_float(vector2 k) -{ - return hashnoise(k.x, k.y); -} - -float hash_vector3_to_float(vector3 k) -{ - return hashnoise(k); -} - -float hash_vector4_to_float(vector4 k) -{ - return hashnoise(vector3(k.x, k.y, k.z), k.w); -} - -/* **** Hash a vector[234] into a vector[234] [0, 1] **** */ - -vector2 hash_vector2_to_vector2(vector2 k) -{ - return vector2(hash_vector2_to_float(k), hash_vector3_to_float(vector3(k.x, k.y, 1.0))); -} - -vector3 hash_vector3_to_vector3(vector3 k) -{ - return vector3(hash_vector3_to_float(k), - hash_vector4_to_float(vector4(k[0], k[1], k[2], 1.0)), - hash_vector4_to_float(vector4(k[0], k[1], k[2], 2.0))); -} - -vector4 hash_vector4_to_vector4(vector4 k) -{ - return vector4(hash_vector4_to_float(k), - hash_vector4_to_float(vector4(k.w, k.x, k.y, k.z)), - hash_vector4_to_float(vector4(k.z, k.w, k.x, k.y)), - hash_vector4_to_float(vector4(k.y, k.z, k.w, k.x))); -} - -/* **** Hash a float or a vec[234] into a color [0, 1] **** */ - -color hash_float_to_color(float k) -{ - return color(hash_float_to_float(k), - hash_vector2_to_float(vector2(k, 1.0)), - hash_vector2_to_float(vector2(k, 2.0))); -} - -color hash_vector2_to_color(vector2 k) -{ - return color(hash_vector2_to_float(k), - hash_vector3_to_float(vector3(k.x, k.y, 1.0)), - hash_vector3_to_float(vector3(k.x, k.y, 2.0))); -} - -color hash_vector3_to_color(vector3 k) -{ - return color(hash_vector3_to_float(k), - hash_vector4_to_float(vector4(k[0], k[1], k[2], 1.0)), - hash_vector4_to_float(vector4(k[0], k[1], k[2], 2.0))); -} - -color hash_vector4_to_color(vector4 k) -{ - return color(hash_vector4_to_float(k), - hash_vector4_to_float(vector4(k.z, k.x, k.w, k.y)), - hash_vector4_to_float(vector4(k.w, k.z, k.y, k.x))); -} - -#undef vector3 diff --git a/intern/cycles/kernel/shaders/node_holdout.osl b/intern/cycles/kernel/shaders/node_holdout.osl deleted file mode 100644 index 92e41c92f72..00000000000 --- a/intern/cycles/kernel/shaders/node_holdout.osl +++ /dev/null @@ -1,21 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_holdout(output closure color Holdout = holdout()) -{ -} diff --git a/intern/cycles/kernel/shaders/node_hsv.osl b/intern/cycles/kernel/shaders/node_hsv.osl deleted file mode 100644 index 4417057b10f..00000000000 --- a/intern/cycles/kernel/shaders/node_hsv.osl +++ /dev/null @@ -1,42 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "node_color.h" -#include "stdcycles.h" - -shader node_hsv(float Hue = 0.5, - float Saturation = 1.0, - float Value = 1.0, - float Fac = 0.5, - color ColorIn = 0.0, - output color ColorOut = 0.0) -{ - color Color = rgb_to_hsv(ColorIn); - - // remember: fmod doesn't work for negative numbers - Color[0] = fmod(Color[0] + Hue + 0.5, 1.0); - Color[1] = clamp(Color[1] * Saturation, 0.0, 1.0); - Color[2] *= Value; - - Color = hsv_to_rgb(Color); - - // Clamp color to prevent negative values cauzed by oversaturation. - Color[0] = max(Color[0], 0.0); - Color[1] = max(Color[1], 0.0); - Color[2] = max(Color[2], 0.0); - - ColorOut = mix(ColorIn, Color, Fac); -} diff --git a/intern/cycles/kernel/shaders/node_ies_light.osl b/intern/cycles/kernel/shaders/node_ies_light.osl deleted file mode 100644 index 76348b4d758..00000000000 --- a/intern/cycles/kernel/shaders/node_ies_light.osl +++ /dev/null @@ -1,40 +0,0 @@ -/* - * Copyright 2011-2015 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -/* IES Light */ - -shader node_ies_light(int use_mapping = 0, - matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), - string filename = "", - float Strength = 1.0, - point Vector = I, - output float Fac = 0.0) -{ - point p = Vector; - - if (use_mapping) { - p = transform(mapping, p); - } - - p = normalize((vector)p); - - float v_angle = acos(-p[2]); - float h_angle = atan2(p[0], p[1]) + M_PI; - - Fac = Strength * texture(filename, h_angle, v_angle); -} diff --git a/intern/cycles/kernel/shaders/node_image_texture.osl b/intern/cycles/kernel/shaders/node_image_texture.osl deleted file mode 100644 index 56fcc47a011..00000000000 --- a/intern/cycles/kernel/shaders/node_image_texture.osl +++ /dev/null @@ -1,270 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "node_color.h" -#include "stdcycles.h" - -point texco_remap_square(point co) -{ - return (co - point(0.5, 0.5, 0.5)) * 2.0; -} - -point map_to_tube(vector dir) -{ - float u, v; - v = (dir[2] + 1.0) * 0.5; - float len = sqrt(dir[0] * dir[0] + dir[1] * dir[1]); - if (len > 0.0) { - u = (1.0 - (atan2(dir[0] / len, dir[1] / len) / M_PI)) * 0.5; - } - else { - v = u = 0.0; /* To avoid un-initialized variables. */ - } - return point(u, v, 0.0); -} - -point map_to_sphere(vector dir) -{ - float len = length(dir); - float v, u; - if (len > 0.0) { - if (dir[0] == 0.0 && dir[1] == 0.0) { - u = 0.0; /* Otherwise domain error. */ - } - else { - u = (1.0 - atan2(dir[0], dir[1]) / M_PI) / 2.0; - } - v = 1.0 - acos(dir[2] / len) / M_PI; - } - else { - v = u = 0.0; /* To avoid un-initialized variables. */ - } - return point(u, v, 0.0); -} - -color image_texture_lookup(string filename, - float u, - float v, - output float Alpha, - int compress_as_srgb, - int ignore_alpha, - int unassociate_alpha, - int is_float, - int is_tiled, - string interpolation, - string extension) -{ - /* Flip the y coordinate, but preserve UDIM tiles. */ - float flip_v; - if (is_tiled) { - float v_i = (int)v; - flip_v = v_i + (1.0 - (v - v_i)); - } - else { - flip_v = 1.0 - v; - } - color rgb = (color)texture( - filename, u, flip_v, "wrap", extension, "interp", interpolation, "alpha", Alpha); - - if (ignore_alpha) { - Alpha = 1.0; - } - else if (unassociate_alpha) { - rgb = color_unpremultiply(rgb, Alpha); - - if (!is_float) - rgb = min(rgb, 1.0); - } - - if (compress_as_srgb) { - rgb = color_srgb_to_scene_linear(rgb); - } - - return rgb; -} - -shader node_image_texture(int use_mapping = 0, - matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), - point Vector = P, - string filename = "", - string projection = "flat", - string interpolation = "smartcubic", - string extension = "periodic", - float projection_blend = 0.0, - int compress_as_srgb = 0, - int ignore_alpha = 0, - int unassociate_alpha = 0, - int is_tiled = 0, - int is_float = 1, - output color Color = 0.0, - output float Alpha = 1.0) -{ - point p = Vector; - - if (use_mapping) - p = transform(mapping, p); - - if (projection == "flat") { - Color = image_texture_lookup(filename, - p[0], - p[1], - Alpha, - compress_as_srgb, - ignore_alpha, - unassociate_alpha, - is_float, - is_tiled, - interpolation, - extension); - } - else if (projection == "box") { - /* object space normal */ - vector Nob = transform("world", "object", N); - - /* project from direction vector to barycentric coordinates in triangles */ - Nob = vector(fabs(Nob[0]), fabs(Nob[1]), fabs(Nob[2])); - Nob /= (Nob[0] + Nob[1] + Nob[2]); - - /* basic idea is to think of this as a triangle, each corner representing - * one of the 3 faces of the cube. in the corners we have single textures, - * in between we blend between two textures, and in the middle we a blend - * between three textures. - * - * the `Nxyz` values are the barycentric coordinates in an equilateral - * triangle, which in case of blending, in the middle has a smaller - * equilateral triangle where 3 textures blend. this divides things into - * 7 zones, with an if () test for each zone. */ - - vector weight = vector(0.0, 0.0, 0.0); - float blend = projection_blend; - float limit = 0.5 * (1.0 + blend); - - /* first test for corners with single texture */ - if (Nob[0] > limit * (Nob[0] + Nob[1]) && Nob[0] > limit * (Nob[0] + Nob[2])) { - weight[0] = 1.0; - } - else if (Nob[1] > limit * (Nob[0] + Nob[1]) && Nob[1] > limit * (Nob[1] + Nob[2])) { - weight[1] = 1.0; - } - else if (Nob[2] > limit * (Nob[0] + Nob[2]) && Nob[2] > limit * (Nob[1] + Nob[2])) { - weight[2] = 1.0; - } - else if (blend > 0.0) { - /* in case of blending, test for mixes between two textures */ - if (Nob[2] < (1.0 - limit) * (Nob[1] + Nob[0])) { - weight[0] = Nob[0] / (Nob[0] + Nob[1]); - weight[0] = clamp((weight[0] - 0.5 * (1.0 - blend)) / blend, 0.0, 1.0); - weight[1] = 1.0 - weight[0]; - } - else if (Nob[0] < (1.0 - limit) * (Nob[1] + Nob[2])) { - weight[1] = Nob[1] / (Nob[1] + Nob[2]); - weight[1] = clamp((weight[1] - 0.5 * (1.0 - blend)) / blend, 0.0, 1.0); - weight[2] = 1.0 - weight[1]; - } - else if (Nob[1] < (1.0 - limit) * (Nob[0] + Nob[2])) { - weight[0] = Nob[0] / (Nob[0] + Nob[2]); - weight[0] = clamp((weight[0] - 0.5 * (1.0 - blend)) / blend, 0.0, 1.0); - weight[2] = 1.0 - weight[0]; - } - else { - /* last case, we have a mix between three */ - weight[0] = ((2.0 - limit) * Nob[0] + (limit - 1.0)) / (2.0 * limit - 1.0); - weight[1] = ((2.0 - limit) * Nob[1] + (limit - 1.0)) / (2.0 * limit - 1.0); - weight[2] = ((2.0 - limit) * Nob[2] + (limit - 1.0)) / (2.0 * limit - 1.0); - } - } - else { - /* Desperate mode, no valid choice anyway, fallback to one side.*/ - weight[0] = 1.0; - } - - Color = color(0.0, 0.0, 0.0); - Alpha = 0.0; - - float tmp_alpha; - - if (weight[0] > 0.0) { - Color += weight[0] * image_texture_lookup(filename, - p[1], - p[2], - tmp_alpha, - compress_as_srgb, - ignore_alpha, - unassociate_alpha, - is_float, - 0, - interpolation, - extension); - Alpha += weight[0] * tmp_alpha; - } - if (weight[1] > 0.0) { - Color += weight[1] * image_texture_lookup(filename, - p[0], - p[2], - tmp_alpha, - compress_as_srgb, - ignore_alpha, - unassociate_alpha, - is_float, - 0, - interpolation, - extension); - Alpha += weight[1] * tmp_alpha; - } - if (weight[2] > 0.0) { - Color += weight[2] * image_texture_lookup(filename, - p[1], - p[0], - tmp_alpha, - compress_as_srgb, - ignore_alpha, - unassociate_alpha, - is_float, - 0, - interpolation, - extension); - Alpha += weight[2] * tmp_alpha; - } - } - else if (projection == "sphere") { - point projected = map_to_sphere(texco_remap_square(p)); - Color = image_texture_lookup(filename, - projected[0], - projected[1], - Alpha, - compress_as_srgb, - ignore_alpha, - unassociate_alpha, - is_float, - 0, - interpolation, - extension); - } - else if (projection == "tube") { - point projected = map_to_tube(texco_remap_square(p)); - Color = image_texture_lookup(filename, - projected[0], - projected[1], - Alpha, - compress_as_srgb, - ignore_alpha, - unassociate_alpha, - is_float, - 0, - interpolation, - extension); - } -} diff --git a/intern/cycles/kernel/shaders/node_invert.osl b/intern/cycles/kernel/shaders/node_invert.osl deleted file mode 100644 index 23c16935ca1..00000000000 --- a/intern/cycles/kernel/shaders/node_invert.osl +++ /dev/null @@ -1,23 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_invert(float Fac = 1.0, color ColorIn = 0.8, output color ColorOut = 0.8) -{ - color ColorInv = color(1.0) - ColorIn; - ColorOut = mix(ColorIn, ColorInv, Fac); -} diff --git a/intern/cycles/kernel/shaders/node_layer_weight.osl b/intern/cycles/kernel/shaders/node_layer_weight.osl deleted file mode 100644 index 1662be2cad1..00000000000 --- a/intern/cycles/kernel/shaders/node_layer_weight.osl +++ /dev/null @@ -1,44 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "node_fresnel.h" -#include "stdcycles.h" - -shader node_layer_weight(float Blend = 0.5, - normal Normal = N, - output float Fresnel = 0.0, - output float Facing = 0.0) -{ - float blend = Blend; - float cosi = dot(I, Normal); - - /* Fresnel */ - float eta = max(1.0 - Blend, 1e-5); - eta = backfacing() ? eta : 1.0 / eta; - Fresnel = fresnel_dielectric_cos(cosi, eta); - - /* Facing */ - Facing = fabs(cosi); - - if (blend != 0.5) { - blend = clamp(blend, 0.0, 1.0 - 1e-5); - blend = (blend < 0.5) ? 2.0 * blend : 0.5 / (1.0 - blend); - - Facing = pow(Facing, blend); - } - - Facing = 1.0 - Facing; -} diff --git a/intern/cycles/kernel/shaders/node_light_falloff.osl b/intern/cycles/kernel/shaders/node_light_falloff.osl deleted file mode 100644 index 3f3c9444a5a..00000000000 --- a/intern/cycles/kernel/shaders/node_light_falloff.osl +++ /dev/null @@ -1,42 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_light_falloff(float Strength = 0.0, - float Smooth = 0.0, - output float Quadratic = 0.0, - output float Linear = 0.0, - output float Constant = 0.0) -{ - float ray_length = 0.0; - float strength = Strength; - getattribute("path:ray_length", ray_length); - - if (Smooth > 0.0) { - float squared = ray_length * ray_length; - strength *= squared / (Smooth + squared); - } - - /* Quadratic */ - Quadratic = strength; - - /* Linear */ - Linear = (strength * ray_length); - - /* Constant */ - Constant = (strength * ray_length * ray_length); -} diff --git a/intern/cycles/kernel/shaders/node_light_path.osl b/intern/cycles/kernel/shaders/node_light_path.osl deleted file mode 100644 index ba268db288c..00000000000 --- a/intern/cycles/kernel/shaders/node_light_path.osl +++ /dev/null @@ -1,64 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_light_path(output float IsCameraRay = 0.0, - output float IsShadowRay = 0.0, - output float IsDiffuseRay = 0.0, - output float IsGlossyRay = 0.0, - output float IsSingularRay = 0.0, - output float IsReflectionRay = 0.0, - output float IsTransmissionRay = 0.0, - output float IsVolumeScatterRay = 0.0, - output float RayLength = 0.0, - output float RayDepth = 0.0, - output float DiffuseDepth = 0.0, - output float GlossyDepth = 0.0, - output float TransparentDepth = 0.0, - output float TransmissionDepth = 0.0) -{ - IsCameraRay = raytype("camera"); - IsShadowRay = raytype("shadow"); - IsDiffuseRay = raytype("diffuse"); - IsGlossyRay = raytype("glossy"); - IsSingularRay = raytype("singular"); - IsReflectionRay = raytype("reflection"); - IsTransmissionRay = raytype("refraction"); - IsVolumeScatterRay = raytype("volume_scatter"); - - getattribute("path:ray_length", RayLength); - - int ray_depth = 0; - getattribute("path:ray_depth", ray_depth); - RayDepth = (float)ray_depth; - - int diffuse_depth = 0; - getattribute("path:diffuse_depth", diffuse_depth); - DiffuseDepth = (float)diffuse_depth; - - int glossy_depth = 0; - getattribute("path:glossy_depth", glossy_depth); - GlossyDepth = (float)glossy_depth; - - int transparent_depth = 0; - getattribute("path:transparent_depth", transparent_depth); - TransparentDepth = (float)transparent_depth; - - int transmission_depth = 0; - getattribute("path:transmission_depth", transmission_depth); - TransmissionDepth = (float)transmission_depth; -} diff --git a/intern/cycles/kernel/shaders/node_magic_texture.osl b/intern/cycles/kernel/shaders/node_magic_texture.osl deleted file mode 100644 index 476c6895f05..00000000000 --- a/intern/cycles/kernel/shaders/node_magic_texture.osl +++ /dev/null @@ -1,108 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -/* Magic */ - -color magic(point p, int n, float distortion) -{ - float dist = distortion; - - float x = sin((p[0] + p[1] + p[2]) * 5.0); - float y = cos((-p[0] + p[1] - p[2]) * 5.0); - float z = -cos((-p[0] - p[1] + p[2]) * 5.0); - - if (n > 0) { - x *= dist; - y *= dist; - z *= dist; - y = -cos(x - y + z); - y *= dist; - - if (n > 1) { - x = cos(x - y - z); - x *= dist; - - if (n > 2) { - z = sin(-x - y - z); - z *= dist; - - if (n > 3) { - x = -cos(-x + y - z); - x *= dist; - - if (n > 4) { - y = -sin(-x + y + z); - y *= dist; - - if (n > 5) { - y = -cos(-x + y + z); - y *= dist; - - if (n > 6) { - x = cos(x + y + z); - x *= dist; - - if (n > 7) { - z = sin(x + y - z); - z *= dist; - - if (n > 8) { - x = -cos(-x - y + z); - x *= dist; - - if (n > 9) { - y = -sin(x - y + z); - y *= dist; - } - } - } - } - } - } - } - } - } - } - - if (dist != 0.0) { - dist *= 2.0; - x /= dist; - y /= dist; - z /= dist; - } - - return color(0.5 - x, 0.5 - y, 0.5 - z); -} - -shader node_magic_texture(int use_mapping = 0, - matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), - int depth = 2, - float Distortion = 5.0, - float Scale = 5.0, - point Vector = P, - output float Fac = 0.0, - output color Color = 0.0) -{ - point p = Vector; - - if (use_mapping) - p = transform(mapping, p); - - Color = magic(p * Scale, depth, Distortion); - Fac = (Color[0] + Color[1] + Color[2]) * (1.0 / 3.0); -} diff --git a/intern/cycles/kernel/shaders/node_map_range.osl b/intern/cycles/kernel/shaders/node_map_range.osl deleted file mode 100644 index 2fcc664a80e..00000000000 --- a/intern/cycles/kernel/shaders/node_map_range.osl +++ /dev/null @@ -1,58 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -float safe_divide(float a, float b) -{ - return (b != 0.0) ? a / b : 0.0; -} - -float smootherstep(float edge0, float edge1, float x) -{ - float t = clamp(safe_divide((x - edge0), (edge1 - edge0)), 0.0, 1.0); - return t * t * t * (t * (t * 6.0 - 15.0) + 10.0); -} - -shader node_map_range(string range_type = "linear", - float Value = 1.0, - float FromMin = 0.0, - float FromMax = 1.0, - float ToMin = 0.0, - float ToMax = 1.0, - float Steps = 4.0, - output float Result = 0.0) -{ - if (FromMax != FromMin) { - float Factor = Value; - if (range_type == "stepped") { - Factor = (Value - FromMin) / (FromMax - FromMin); - Factor = (Steps > 0) ? floor(Factor * (Steps + 1.0)) / Steps : 0.0; - } - else if (range_type == "smoothstep") { - Factor = (FromMin > FromMax) ? 1.0 - smoothstep(FromMax, FromMin, Value) : - smoothstep(FromMin, FromMax, Value); - } - else if (range_type == "smootherstep") { - Factor = (FromMin > FromMax) ? 1.0 - smootherstep(FromMax, FromMin, Value) : - smootherstep(FromMin, FromMax, Value); - } - else { - Factor = (Value - FromMin) / (FromMax - FromMin); - } - Result = ToMin + Factor * (ToMax - ToMin); - } -} diff --git a/intern/cycles/kernel/shaders/node_mapping.osl b/intern/cycles/kernel/shaders/node_mapping.osl deleted file mode 100644 index 131640685bc..00000000000 --- a/intern/cycles/kernel/shaders/node_mapping.osl +++ /dev/null @@ -1,73 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -point safe_divide(point a, point b) -{ - return point((b[0] != 0.0) ? a[0] / b[0] : 0.0, - (b[1] != 0.0) ? a[1] / b[1] : 0.0, - (b[2] != 0.0) ? a[2] / b[2] : 0.0); -} - -matrix euler_to_mat(point euler) -{ - float cx = cos(euler[0]); - float cy = cos(euler[1]); - float cz = cos(euler[2]); - float sx = sin(euler[0]); - float sy = sin(euler[1]); - float sz = sin(euler[2]); - - matrix mat = matrix(1.0); - mat[0][0] = cy * cz; - mat[0][1] = cy * sz; - mat[0][2] = -sy; - - mat[1][0] = sy * sx * cz - cx * sz; - mat[1][1] = sy * sx * sz + cx * cz; - mat[1][2] = cy * sx; - - mat[2][0] = sy * cx * cz + sx * sz; - mat[2][1] = sy * cx * sz - sx * cz; - mat[2][2] = cy * cx; - return mat; -} - -shader node_mapping(string mapping_type = "point", - point VectorIn = point(0.0, 0.0, 0.0), - point Location = point(0.0, 0.0, 0.0), - point Rotation = point(0.0, 0.0, 0.0), - point Scale = point(1.0, 1.0, 1.0), - output point VectorOut = point(0.0, 0.0, 0.0)) -{ - if (mapping_type == "point") { - VectorOut = transform(euler_to_mat(Rotation), (VectorIn * Scale)) + Location; - } - else if (mapping_type == "texture") { - VectorOut = safe_divide(transform(transpose(euler_to_mat(Rotation)), (VectorIn - Location)), - Scale); - } - else if (mapping_type == "vector") { - VectorOut = transform(euler_to_mat(Rotation), (VectorIn * Scale)); - } - else if (mapping_type == "normal") { - VectorOut = normalize((vector)transform(euler_to_mat(Rotation), safe_divide(VectorIn, Scale))); - } - else { - warning("%s", "Unknown Mapping vector type!"); - } -} diff --git a/intern/cycles/kernel/shaders/node_math.h b/intern/cycles/kernel/shaders/node_math.h deleted file mode 100644 index 2da73b94212..00000000000 --- a/intern/cycles/kernel/shaders/node_math.h +++ /dev/null @@ -1,117 +0,0 @@ -/* - * Copyright 2011-2020 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -float safe_divide(float a, float b) -{ - return (b != 0.0) ? a / b : 0.0; -} - -vector safe_divide(vector a, vector b) -{ - return vector((b[0] != 0.0) ? a[0] / b[0] : 0.0, - (b[1] != 0.0) ? a[1] / b[1] : 0.0, - (b[2] != 0.0) ? a[2] / b[2] : 0.0); -} - -float safe_modulo(float a, float b) -{ - return (b != 0.0) ? fmod(a, b) : 0.0; -} - -float fract(float a) -{ - return a - floor(a); -} - -/* See: https://www.iquilezles.org/www/articles/smin/smin.htm. */ -float smoothmin(float a, float b, float c) -{ - if (c != 0.0) { - float h = max(c - abs(a - b), 0.0) / c; - return min(a, b) - h * h * h * c * (1.0 / 6.0); - } - else { - return min(a, b); - } -} - -float pingpong(float a, float b) -{ - return (b != 0.0) ? abs(fract((a - b) / (b * 2.0)) * b * 2.0 - b) : 0.0; -} - -float safe_sqrt(float a) -{ - return (a > 0.0) ? sqrt(a) : 0.0; -} - -float safe_log(float a, float b) -{ - return (a > 0.0 && b > 0.0) ? log(a) / log(b) : 0.0; -} - -vector project(vector v, vector v_proj) -{ - float lenSquared = dot(v_proj, v_proj); - return (lenSquared != 0.0) ? (dot(v, v_proj) / lenSquared) * v_proj : vector(0.0); -} - -vector snap(vector a, vector b) -{ - return floor(safe_divide(a, b)) * b; -} - -/* Adapted from GODOT-engine math_funcs.h. */ -float wrap(float value, float max, float min) -{ - float range = max - min; - return (range != 0.0) ? value - (range * floor((value - min) / range)) : min; -} - -point wrap(point value, point max, point min) -{ - return point(wrap(value[0], max[0], min[0]), - wrap(value[1], max[1], min[1]), - wrap(value[2], max[2], min[2])); -} - -/* Built in OSL faceforward is `(dot(I, Nref) > 0) ? -N : N;` which is different to - * GLSL `dot(Nref, I) < 0 ? N : -N` for zero values. */ -point compatible_faceforward(point vec, point incident, point reference) -{ - return dot(reference, incident) < 0.0 ? vec : -vec; -} - -matrix euler_to_mat(point euler) -{ - float cx = cos(euler[0]); - float cy = cos(euler[1]); - float cz = cos(euler[2]); - float sx = sin(euler[0]); - float sy = sin(euler[1]); - float sz = sin(euler[2]); - matrix mat = matrix(1.0); - mat[0][0] = cy * cz; - mat[0][1] = cy * sz; - mat[0][2] = -sy; - mat[1][0] = sy * sx * cz - cx * sz; - mat[1][1] = sy * sx * sz + cx * cz; - mat[1][2] = cy * sx; - +mat[2][0] = sy * cx * cz + sx * sz; - mat[2][1] = sy * cx * sz - sx * cz; - mat[2][2] = cy * cx; - return mat; -} diff --git a/intern/cycles/kernel/shaders/node_math.osl b/intern/cycles/kernel/shaders/node_math.osl deleted file mode 100644 index 66884610561..00000000000 --- a/intern/cycles/kernel/shaders/node_math.osl +++ /dev/null @@ -1,109 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "node_math.h" -#include "stdcycles.h" - -/* OSL asin, acos, and pow functions are safe by default. */ -shader node_math(string math_type = "add", - float Value1 = 0.5, - float Value2 = 0.5, - float Value3 = 0.5, - output float Value = 0.0) -{ - if (math_type == "add") - Value = Value1 + Value2; - else if (math_type == "subtract") - Value = Value1 - Value2; - else if (math_type == "multiply") - Value = Value1 * Value2; - else if (math_type == "divide") - Value = safe_divide(Value1, Value2); - else if (math_type == "power") - Value = pow(Value1, Value2); - else if (math_type == "logarithm") - Value = safe_log(Value1, Value2); - else if (math_type == "sqrt") - Value = safe_sqrt(Value1); - else if (math_type == "inversesqrt") - Value = inversesqrt(Value1); - else if (math_type == "absolute") - Value = fabs(Value1); - else if (math_type == "radians") - Value = radians(Value1); - else if (math_type == "degrees") - Value = degrees(Value1); - else if (math_type == "minimum") - Value = min(Value1, Value2); - else if (math_type == "maximum") - Value = max(Value1, Value2); - else if (math_type == "less_than") - Value = Value1 < Value2; - else if (math_type == "greater_than") - Value = Value1 > Value2; - else if (math_type == "round") - Value = floor(Value1 + 0.5); - else if (math_type == "floor") - Value = floor(Value1); - else if (math_type == "ceil") - Value = ceil(Value1); - else if (math_type == "fraction") - Value = Value1 - floor(Value1); - else if (math_type == "modulo") - Value = safe_modulo(Value1, Value2); - else if (math_type == "trunc") - Value = trunc(Value1); - else if (math_type == "snap") - Value = floor(safe_divide(Value1, Value2)) * Value2; - else if (math_type == "wrap") - Value = wrap(Value1, Value2, Value3); - else if (math_type == "pingpong") - Value = pingpong(Value1, Value2); - else if (math_type == "sine") - Value = sin(Value1); - else if (math_type == "cosine") - Value = cos(Value1); - else if (math_type == "tangent") - Value = tan(Value1); - else if (math_type == "sinh") - Value = sinh(Value1); - else if (math_type == "cosh") - Value = cosh(Value1); - else if (math_type == "tanh") - Value = tanh(Value1); - else if (math_type == "arcsine") - Value = asin(Value1); - else if (math_type == "arccosine") - Value = acos(Value1); - else if (math_type == "arctangent") - Value = atan(Value1); - else if (math_type == "arctan2") - Value = atan2(Value1, Value2); - else if (math_type == "sign") - Value = sign(Value1); - else if (math_type == "exponent") - Value = exp(Value1); - else if (math_type == "compare") - Value = ((Value1 == Value2) || (abs(Value1 - Value2) <= max(Value3, 1e-5))) ? 1.0 : 0.0; - else if (math_type == "multiply_add") - Value = Value1 * Value2 + Value3; - else if (math_type == "smoothmin") - Value = smoothmin(Value1, Value2, Value3); - else if (math_type == "smoothmax") - Value = -(smoothmin(-Value1, -Value2, Value3)); - else - warning("%s", "Unknown math operator!"); -} diff --git a/intern/cycles/kernel/shaders/node_mix.osl b/intern/cycles/kernel/shaders/node_mix.osl deleted file mode 100644 index dcd9f014f3e..00000000000 --- a/intern/cycles/kernel/shaders/node_mix.osl +++ /dev/null @@ -1,330 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "node_color.h" -#include "stdcycles.h" - -color node_mix_blend(float t, color col1, color col2) -{ - return mix(col1, col2, t); -} - -color node_mix_add(float t, color col1, color col2) -{ - return mix(col1, col1 + col2, t); -} - -color node_mix_mul(float t, color col1, color col2) -{ - return mix(col1, col1 * col2, t); -} - -color node_mix_screen(float t, color col1, color col2) -{ - float tm = 1.0 - t; - - return color(1.0) - (color(tm) + t * (color(1.0) - col2)) * (color(1.0) - col1); -} - -color node_mix_overlay(float t, color col1, color col2) -{ - float tm = 1.0 - t; - - color outcol = col1; - - if (outcol[0] < 0.5) - outcol[0] *= tm + 2.0 * t * col2[0]; - else - outcol[0] = 1.0 - (tm + 2.0 * t * (1.0 - col2[0])) * (1.0 - outcol[0]); - - if (outcol[1] < 0.5) - outcol[1] *= tm + 2.0 * t * col2[1]; - else - outcol[1] = 1.0 - (tm + 2.0 * t * (1.0 - col2[1])) * (1.0 - outcol[1]); - - if (outcol[2] < 0.5) - outcol[2] *= tm + 2.0 * t * col2[2]; - else - outcol[2] = 1.0 - (tm + 2.0 * t * (1.0 - col2[2])) * (1.0 - outcol[2]); - - return outcol; -} - -color node_mix_sub(float t, color col1, color col2) -{ - return mix(col1, col1 - col2, t); -} - -color node_mix_div(float t, color col1, color col2) -{ - float tm = 1.0 - t; - - color outcol = col1; - - if (col2[0] != 0.0) - outcol[0] = tm * outcol[0] + t * outcol[0] / col2[0]; - if (col2[1] != 0.0) - outcol[1] = tm * outcol[1] + t * outcol[1] / col2[1]; - if (col2[2] != 0.0) - outcol[2] = tm * outcol[2] + t * outcol[2] / col2[2]; - - return outcol; -} - -color node_mix_diff(float t, color col1, color col2) -{ - return mix(col1, abs(col1 - col2), t); -} - -color node_mix_dark(float t, color col1, color col2) -{ - return mix(col1, min(col1, col2), t); -} - -color node_mix_light(float t, color col1, color col2) -{ - return mix(col1, max(col1, col2), t); -} - -color node_mix_dodge(float t, color col1, color col2) -{ - color outcol = col1; - - if (outcol[0] != 0.0) { - float tmp = 1.0 - t * col2[0]; - if (tmp <= 0.0) - outcol[0] = 1.0; - else if ((tmp = outcol[0] / tmp) > 1.0) - outcol[0] = 1.0; - else - outcol[0] = tmp; - } - if (outcol[1] != 0.0) { - float tmp = 1.0 - t * col2[1]; - if (tmp <= 0.0) - outcol[1] = 1.0; - else if ((tmp = outcol[1] / tmp) > 1.0) - outcol[1] = 1.0; - else - outcol[1] = tmp; - } - if (outcol[2] != 0.0) { - float tmp = 1.0 - t * col2[2]; - if (tmp <= 0.0) - outcol[2] = 1.0; - else if ((tmp = outcol[2] / tmp) > 1.0) - outcol[2] = 1.0; - else - outcol[2] = tmp; - } - - return outcol; -} - -color node_mix_burn(float t, color col1, color col2) -{ - float tmp, tm = 1.0 - t; - - color outcol = col1; - - tmp = tm + t * col2[0]; - if (tmp <= 0.0) - outcol[0] = 0.0; - else if ((tmp = (1.0 - (1.0 - outcol[0]) / tmp)) < 0.0) - outcol[0] = 0.0; - else if (tmp > 1.0) - outcol[0] = 1.0; - else - outcol[0] = tmp; - - tmp = tm + t * col2[1]; - if (tmp <= 0.0) - outcol[1] = 0.0; - else if ((tmp = (1.0 - (1.0 - outcol[1]) / tmp)) < 0.0) - outcol[1] = 0.0; - else if (tmp > 1.0) - outcol[1] = 1.0; - else - outcol[1] = tmp; - - tmp = tm + t * col2[2]; - if (tmp <= 0.0) - outcol[2] = 0.0; - else if ((tmp = (1.0 - (1.0 - outcol[2]) / tmp)) < 0.0) - outcol[2] = 0.0; - else if (tmp > 1.0) - outcol[2] = 1.0; - else - outcol[2] = tmp; - - return outcol; -} - -color node_mix_hue(float t, color col1, color col2) -{ - color outcol = col1; - color hsv2 = rgb_to_hsv(col2); - - if (hsv2[1] != 0.0) { - color hsv = rgb_to_hsv(outcol); - hsv[0] = hsv2[0]; - color tmp = hsv_to_rgb(hsv); - - outcol = mix(outcol, tmp, t); - } - - return outcol; -} - -color node_mix_sat(float t, color col1, color col2) -{ - float tm = 1.0 - t; - - color outcol = col1; - - color hsv = rgb_to_hsv(outcol); - - if (hsv[1] != 0.0) { - color hsv2 = rgb_to_hsv(col2); - - hsv[1] = tm * hsv[1] + t * hsv2[1]; - outcol = hsv_to_rgb(hsv); - } - - return outcol; -} - -color node_mix_val(float t, color col1, color col2) -{ - float tm = 1.0 - t; - - color hsv = rgb_to_hsv(col1); - color hsv2 = rgb_to_hsv(col2); - - hsv[2] = tm * hsv[2] + t * hsv2[2]; - - return hsv_to_rgb(hsv); -} - -color node_mix_color(float t, color col1, color col2) -{ - color outcol = col1; - color hsv2 = rgb_to_hsv(col2); - - if (hsv2[1] != 0.0) { - color hsv = rgb_to_hsv(outcol); - hsv[0] = hsv2[0]; - hsv[1] = hsv2[1]; - color tmp = hsv_to_rgb(hsv); - - outcol = mix(outcol, tmp, t); - } - - return outcol; -} - -color node_mix_soft(float t, color col1, color col2) -{ - float tm = 1.0 - t; - - color one = color(1.0); - color scr = one - (one - col2) * (one - col1); - - return tm * col1 + t * ((one - col1) * col2 * col1 + col1 * scr); -} - -color node_mix_linear(float t, color col1, color col2) -{ - color outcol = col1; - - if (col2[0] > 0.5) - outcol[0] = col1[0] + t * (2.0 * (col2[0] - 0.5)); - else - outcol[0] = col1[0] + t * (2.0 * (col2[0]) - 1.0); - - if (col2[1] > 0.5) - outcol[1] = col1[1] + t * (2.0 * (col2[1] - 0.5)); - else - outcol[1] = col1[1] + t * (2.0 * (col2[1]) - 1.0); - - if (col2[2] > 0.5) - outcol[2] = col1[2] + t * (2.0 * (col2[2] - 0.5)); - else - outcol[2] = col1[2] + t * (2.0 * (col2[2]) - 1.0); - - return outcol; -} - -color node_mix_clamp(color col) -{ - color outcol = col; - - outcol[0] = clamp(col[0], 0.0, 1.0); - outcol[1] = clamp(col[1], 0.0, 1.0); - outcol[2] = clamp(col[2], 0.0, 1.0); - - return outcol; -} - -shader node_mix(string mix_type = "mix", - int use_clamp = 0, - float Fac = 0.5, - color Color1 = 0.0, - color Color2 = 0.0, - output color Color = 0.0) -{ - float t = clamp(Fac, 0.0, 1.0); - - if (mix_type == "mix") - Color = node_mix_blend(t, Color1, Color2); - if (mix_type == "add") - Color = node_mix_add(t, Color1, Color2); - if (mix_type == "multiply") - Color = node_mix_mul(t, Color1, Color2); - if (mix_type == "screen") - Color = node_mix_screen(t, Color1, Color2); - if (mix_type == "overlay") - Color = node_mix_overlay(t, Color1, Color2); - if (mix_type == "subtract") - Color = node_mix_sub(t, Color1, Color2); - if (mix_type == "divide") - Color = node_mix_div(t, Color1, Color2); - if (mix_type == "difference") - Color = node_mix_diff(t, Color1, Color2); - if (mix_type == "darken") - Color = node_mix_dark(t, Color1, Color2); - if (mix_type == "lighten") - Color = node_mix_light(t, Color1, Color2); - if (mix_type == "dodge") - Color = node_mix_dodge(t, Color1, Color2); - if (mix_type == "burn") - Color = node_mix_burn(t, Color1, Color2); - if (mix_type == "hue") - Color = node_mix_hue(t, Color1, Color2); - if (mix_type == "saturation") - Color = node_mix_sat(t, Color1, Color2); - if (mix_type == "value") - Color = node_mix_val(t, Color1, Color2); - if (mix_type == "color") - Color = node_mix_color(t, Color1, Color2); - if (mix_type == "soft_light") - Color = node_mix_soft(t, Color1, Color2); - if (mix_type == "linear_light") - Color = node_mix_linear(t, Color1, Color2); - - if (use_clamp) - Color = node_mix_clamp(Color); -} diff --git a/intern/cycles/kernel/shaders/node_mix_closure.osl b/intern/cycles/kernel/shaders/node_mix_closure.osl deleted file mode 100644 index 94fc2171c44..00000000000 --- a/intern/cycles/kernel/shaders/node_mix_closure.osl +++ /dev/null @@ -1,26 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_mix_closure(float Fac = 0.5, - closure color Closure1 = 0, - closure color Closure2 = 0, - output closure color Closure = 0) -{ - float t = clamp(Fac, 0.0, 1.0); - Closure = (1.0 - t) * Closure1 + t * Closure2; -} diff --git a/intern/cycles/kernel/shaders/node_musgrave_texture.osl b/intern/cycles/kernel/shaders/node_musgrave_texture.osl deleted file mode 100644 index 0e71ce74c29..00000000000 --- a/intern/cycles/kernel/shaders/node_musgrave_texture.osl +++ /dev/null @@ -1,803 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "node_noise.h" -#include "stdcycles.h" -#include "vector2.h" -#include "vector4.h" - -#define vector3 point - -/* 1D Musgrave fBm - * - * H: fractal increment parameter - * lacunarity: gap between successive frequencies - * octaves: number of frequencies in the fBm - * - * from "Texturing and Modelling: A procedural approach" - */ - -float noise_musgrave_fBm_1d(float co, float H, float lacunarity, float octaves) -{ - float p = co; - float value = 0.0; - float pwr = 1.0; - float pwHL = pow(lacunarity, -H); - - for (int i = 0; i < (int)octaves; i++) { - value += safe_snoise(p) * pwr; - pwr *= pwHL; - p *= lacunarity; - } - - float rmd = octaves - floor(octaves); - if (rmd != 0.0) { - value += rmd * safe_snoise(p) * pwr; - } - - return value; -} - -/* 1D Musgrave Multifractal - * - * H: highest fractal dimension - * lacunarity: gap between successive frequencies - * octaves: number of frequencies in the fBm - */ - -float noise_musgrave_multi_fractal_1d(float co, float H, float lacunarity, float octaves) -{ - float p = co; - float value = 1.0; - float pwr = 1.0; - float pwHL = pow(lacunarity, -H); - - for (int i = 0; i < (int)octaves; i++) { - value *= (pwr * safe_snoise(p) + 1.0); - pwr *= pwHL; - p *= lacunarity; - } - - float rmd = octaves - floor(octaves); - if (rmd != 0.0) { - value *= (rmd * pwr * safe_snoise(p) + 1.0); /* correct? */ - } - - return value; -} - -/* 1D Musgrave Heterogeneous Terrain - * - * H: fractal dimension of the roughest area - * lacunarity: gap between successive frequencies - * octaves: number of frequencies in the fBm - * offset: raises the terrain from `sea level' - */ - -float noise_musgrave_hetero_terrain_1d( - float co, float H, float lacunarity, float octaves, float offset) -{ - float p = co; - float pwHL = pow(lacunarity, -H); - float pwr = pwHL; - - /* first unscaled octave of function; later octaves are scaled */ - float value = offset + safe_snoise(p); - p *= lacunarity; - - for (int i = 1; i < (int)octaves; i++) { - float increment = (safe_snoise(p) + offset) * pwr * value; - value += increment; - pwr *= pwHL; - p *= lacunarity; - } - - float rmd = octaves - floor(octaves); - if (rmd != 0.0) { - float increment = (safe_snoise(p) + offset) * pwr * value; - value += rmd * increment; - } - - return value; -} - -/* 1D Hybrid Additive/Multiplicative Multifractal Terrain - * - * H: fractal dimension of the roughest area - * lacunarity: gap between successive frequencies - * octaves: number of frequencies in the fBm - * offset: raises the terrain from `sea level' - */ - -float noise_musgrave_hybrid_multi_fractal_1d( - float co, float H, float lacunarity, float octaves, float offset, float gain) -{ - float p = co; - float pwHL = pow(lacunarity, -H); - float pwr = pwHL; - - float value = safe_snoise(p) + offset; - float weight = gain * value; - p *= lacunarity; - - for (int i = 1; (weight > 0.001) && (i < (int)octaves); i++) { - if (weight > 1.0) { - weight = 1.0; - } - - float signal = (safe_snoise(p) + offset) * pwr; - pwr *= pwHL; - value += weight * signal; - weight *= gain * signal; - p *= lacunarity; - } - - float rmd = octaves - floor(octaves); - if (rmd != 0.0) { - value += rmd * ((safe_snoise(p) + offset) * pwr); - } - - return value; -} - -/* 1D Ridged Multifractal Terrain - * - * H: fractal dimension of the roughest area - * lacunarity: gap between successive frequencies - * octaves: number of frequencies in the fBm - * offset: raises the terrain from `sea level' - */ - -float noise_musgrave_ridged_multi_fractal_1d( - float co, float H, float lacunarity, float octaves, float offset, float gain) -{ - float p = co; - float pwHL = pow(lacunarity, -H); - float pwr = pwHL; - - float signal = offset - fabs(safe_snoise(p)); - signal *= signal; - float value = signal; - float weight = 1.0; - - for (int i = 1; i < (int)octaves; i++) { - p *= lacunarity; - weight = clamp(signal * gain, 0.0, 1.0); - signal = offset - fabs(safe_snoise(p)); - signal *= signal; - signal *= weight; - value += signal * pwr; - pwr *= pwHL; - } - - return value; -} - -/* 2D Musgrave fBm - * - * H: fractal increment parameter - * lacunarity: gap between successive frequencies - * octaves: number of frequencies in the fBm - * - * from "Texturing and Modelling: A procedural approach" - */ - -float noise_musgrave_fBm_2d(vector2 co, float H, float lacunarity, float octaves) -{ - vector2 p = co; - float value = 0.0; - float pwr = 1.0; - float pwHL = pow(lacunarity, -H); - - for (int i = 0; i < (int)octaves; i++) { - value += safe_snoise(p) * pwr; - pwr *= pwHL; - p *= lacunarity; - } - - float rmd = octaves - floor(octaves); - if (rmd != 0.0) { - value += rmd * safe_snoise(p) * pwr; - } - - return value; -} - -/* 2D Musgrave Multifractal - * - * H: highest fractal dimension - * lacunarity: gap between successive frequencies - * octaves: number of frequencies in the fBm - */ - -float noise_musgrave_multi_fractal_2d(vector2 co, float H, float lacunarity, float octaves) -{ - vector2 p = co; - float value = 1.0; - float pwr = 1.0; - float pwHL = pow(lacunarity, -H); - - for (int i = 0; i < (int)octaves; i++) { - value *= (pwr * safe_snoise(p) + 1.0); - pwr *= pwHL; - p *= lacunarity; - } - - float rmd = octaves - floor(octaves); - if (rmd != 0.0) { - value *= (rmd * pwr * safe_snoise(p) + 1.0); /* correct? */ - } - - return value; -} - -/* 2D Musgrave Heterogeneous Terrain - * - * H: fractal dimension of the roughest area - * lacunarity: gap between successive frequencies - * octaves: number of frequencies in the fBm - * offset: raises the terrain from `sea level' - */ - -float noise_musgrave_hetero_terrain_2d( - vector2 co, float H, float lacunarity, float octaves, float offset) -{ - vector2 p = co; - float pwHL = pow(lacunarity, -H); - float pwr = pwHL; - - /* first unscaled octave of function; later octaves are scaled */ - float value = offset + safe_snoise(p); - p *= lacunarity; - - for (int i = 1; i < (int)octaves; i++) { - float increment = (safe_snoise(p) + offset) * pwr * value; - value += increment; - pwr *= pwHL; - p *= lacunarity; - } - - float rmd = octaves - floor(octaves); - if (rmd != 0.0) { - float increment = (safe_snoise(p) + offset) * pwr * value; - value += rmd * increment; - } - - return value; -} - -/* 2D Hybrid Additive/Multiplicative Multifractal Terrain - * - * H: fractal dimension of the roughest area - * lacunarity: gap between successive frequencies - * octaves: number of frequencies in the fBm - * offset: raises the terrain from `sea level' - */ - -float noise_musgrave_hybrid_multi_fractal_2d( - vector2 co, float H, float lacunarity, float octaves, float offset, float gain) -{ - vector2 p = co; - float pwHL = pow(lacunarity, -H); - float pwr = pwHL; - - float value = safe_snoise(p) + offset; - float weight = gain * value; - p *= lacunarity; - - for (int i = 1; (weight > 0.001) && (i < (int)octaves); i++) { - if (weight > 1.0) { - weight = 1.0; - } - - float signal = (safe_snoise(p) + offset) * pwr; - pwr *= pwHL; - value += weight * signal; - weight *= gain * signal; - p *= lacunarity; - } - - float rmd = octaves - floor(octaves); - if (rmd != 0.0) { - value += rmd * ((safe_snoise(p) + offset) * pwr); - } - - return value; -} - -/* 2D Ridged Multifractal Terrain - * - * H: fractal dimension of the roughest area - * lacunarity: gap between successive frequencies - * octaves: number of frequencies in the fBm - * offset: raises the terrain from `sea level' - */ - -float noise_musgrave_ridged_multi_fractal_2d( - vector2 co, float H, float lacunarity, float octaves, float offset, float gain) -{ - vector2 p = co; - float pwHL = pow(lacunarity, -H); - float pwr = pwHL; - - float signal = offset - fabs(safe_snoise(p)); - signal *= signal; - float value = signal; - float weight = 1.0; - - for (int i = 1; i < (int)octaves; i++) { - p *= lacunarity; - weight = clamp(signal * gain, 0.0, 1.0); - signal = offset - fabs(safe_snoise(p)); - signal *= signal; - signal *= weight; - value += signal * pwr; - pwr *= pwHL; - } - - return value; -} - -/* 3D Musgrave fBm - * - * H: fractal increment parameter - * lacunarity: gap between successive frequencies - * octaves: number of frequencies in the fBm - * - * from "Texturing and Modelling: A procedural approach" - */ - -float noise_musgrave_fBm_3d(vector3 co, float H, float lacunarity, float octaves) -{ - vector3 p = co; - float value = 0.0; - float pwr = 1.0; - float pwHL = pow(lacunarity, -H); - - for (int i = 0; i < (int)octaves; i++) { - value += safe_snoise(p) * pwr; - pwr *= pwHL; - p *= lacunarity; - } - - float rmd = octaves - floor(octaves); - if (rmd != 0.0) { - value += rmd * safe_snoise(p) * pwr; - } - - return value; -} - -/* 3D Musgrave Multifractal - * - * H: highest fractal dimension - * lacunarity: gap between successive frequencies - * octaves: number of frequencies in the fBm - */ - -float noise_musgrave_multi_fractal_3d(vector3 co, float H, float lacunarity, float octaves) -{ - vector3 p = co; - float value = 1.0; - float pwr = 1.0; - float pwHL = pow(lacunarity, -H); - - for (int i = 0; i < (int)octaves; i++) { - value *= (pwr * safe_snoise(p) + 1.0); - pwr *= pwHL; - p *= lacunarity; - } - - float rmd = octaves - floor(octaves); - if (rmd != 0.0) { - value *= (rmd * pwr * safe_snoise(p) + 1.0); /* correct? */ - } - - return value; -} - -/* 3D Musgrave Heterogeneous Terrain - * - * H: fractal dimension of the roughest area - * lacunarity: gap between successive frequencies - * octaves: number of frequencies in the fBm - * offset: raises the terrain from `sea level' - */ - -float noise_musgrave_hetero_terrain_3d( - vector3 co, float H, float lacunarity, float octaves, float offset) -{ - vector3 p = co; - float pwHL = pow(lacunarity, -H); - float pwr = pwHL; - - /* first unscaled octave of function; later octaves are scaled */ - float value = offset + safe_snoise(p); - p *= lacunarity; - - for (int i = 1; i < (int)octaves; i++) { - float increment = (safe_snoise(p) + offset) * pwr * value; - value += increment; - pwr *= pwHL; - p *= lacunarity; - } - - float rmd = octaves - floor(octaves); - if (rmd != 0.0) { - float increment = (safe_snoise(p) + offset) * pwr * value; - value += rmd * increment; - } - - return value; -} - -/* 3D Hybrid Additive/Multiplicative Multifractal Terrain - * - * H: fractal dimension of the roughest area - * lacunarity: gap between successive frequencies - * octaves: number of frequencies in the fBm - * offset: raises the terrain from `sea level' - */ - -float noise_musgrave_hybrid_multi_fractal_3d( - vector3 co, float H, float lacunarity, float octaves, float offset, float gain) -{ - vector3 p = co; - float pwHL = pow(lacunarity, -H); - float pwr = pwHL; - - float value = safe_snoise(p) + offset; - float weight = gain * value; - p *= lacunarity; - - for (int i = 1; (weight > 0.001) && (i < (int)octaves); i++) { - if (weight > 1.0) { - weight = 1.0; - } - - float signal = (safe_snoise(p) + offset) * pwr; - pwr *= pwHL; - value += weight * signal; - weight *= gain * signal; - p *= lacunarity; - } - - float rmd = octaves - floor(octaves); - if (rmd != 0.0) { - value += rmd * ((safe_snoise(p) + offset) * pwr); - } - - return value; -} - -/* 3D Ridged Multifractal Terrain - * - * H: fractal dimension of the roughest area - * lacunarity: gap between successive frequencies - * octaves: number of frequencies in the fBm - * offset: raises the terrain from `sea level' - */ - -float noise_musgrave_ridged_multi_fractal_3d( - vector3 co, float H, float lacunarity, float octaves, float offset, float gain) -{ - vector3 p = co; - float pwHL = pow(lacunarity, -H); - float pwr = pwHL; - - float signal = offset - fabs(safe_snoise(p)); - signal *= signal; - float value = signal; - float weight = 1.0; - - for (int i = 1; i < (int)octaves; i++) { - p *= lacunarity; - weight = clamp(signal * gain, 0.0, 1.0); - signal = offset - fabs(safe_snoise(p)); - signal *= signal; - signal *= weight; - value += signal * pwr; - pwr *= pwHL; - } - - return value; -} - -/* 4D Musgrave fBm - * - * H: fractal increment parameter - * lacunarity: gap between successive frequencies - * octaves: number of frequencies in the fBm - * - * from "Texturing and Modelling: A procedural approach" - */ - -float noise_musgrave_fBm_4d(vector4 co, float H, float lacunarity, float octaves) -{ - vector4 p = co; - float value = 0.0; - float pwr = 1.0; - float pwHL = pow(lacunarity, -H); - - for (int i = 0; i < (int)octaves; i++) { - value += safe_snoise(p) * pwr; - pwr *= pwHL; - p *= lacunarity; - } - - float rmd = octaves - floor(octaves); - if (rmd != 0.0) { - value += rmd * safe_snoise(p) * pwr; - } - - return value; -} - -/* 4D Musgrave Multifractal - * - * H: highest fractal dimension - * lacunarity: gap between successive frequencies - * octaves: number of frequencies in the fBm - */ - -float noise_musgrave_multi_fractal_4d(vector4 co, float H, float lacunarity, float octaves) -{ - vector4 p = co; - float value = 1.0; - float pwr = 1.0; - float pwHL = pow(lacunarity, -H); - - for (int i = 0; i < (int)octaves; i++) { - value *= (pwr * safe_snoise(p) + 1.0); - pwr *= pwHL; - p *= lacunarity; - } - - float rmd = octaves - floor(octaves); - if (rmd != 0.0) { - value *= (rmd * pwr * safe_snoise(p) + 1.0); /* correct? */ - } - - return value; -} - -/* 4D Musgrave Heterogeneous Terrain - * - * H: fractal dimension of the roughest area - * lacunarity: gap between successive frequencies - * octaves: number of frequencies in the fBm - * offset: raises the terrain from `sea level' - */ - -float noise_musgrave_hetero_terrain_4d( - vector4 co, float H, float lacunarity, float octaves, float offset) -{ - vector4 p = co; - float pwHL = pow(lacunarity, -H); - float pwr = pwHL; - - /* first unscaled octave of function; later octaves are scaled */ - float value = offset + safe_snoise(p); - p *= lacunarity; - - for (int i = 1; i < (int)octaves; i++) { - float increment = (safe_snoise(p) + offset) * pwr * value; - value += increment; - pwr *= pwHL; - p *= lacunarity; - } - - float rmd = octaves - floor(octaves); - if (rmd != 0.0) { - float increment = (safe_snoise(p) + offset) * pwr * value; - value += rmd * increment; - } - - return value; -} - -/* 4D Hybrid Additive/Multiplicative Multifractal Terrain - * - * H: fractal dimension of the roughest area - * lacunarity: gap between successive frequencies - * octaves: number of frequencies in the fBm - * offset: raises the terrain from `sea level' - */ - -float noise_musgrave_hybrid_multi_fractal_4d( - vector4 co, float H, float lacunarity, float octaves, float offset, float gain) -{ - vector4 p = co; - float pwHL = pow(lacunarity, -H); - float pwr = pwHL; - - float value = safe_snoise(p) + offset; - float weight = gain * value; - p *= lacunarity; - - for (int i = 1; (weight > 0.001) && (i < (int)octaves); i++) { - if (weight > 1.0) { - weight = 1.0; - } - - float signal = (safe_snoise(p) + offset) * pwr; - pwr *= pwHL; - value += weight * signal; - weight *= gain * signal; - p *= lacunarity; - } - - float rmd = octaves - floor(octaves); - if (rmd != 0.0) { - value += rmd * ((safe_snoise(p) + offset) * pwr); - } - - return value; -} - -/* 4D Ridged Multifractal Terrain - * - * H: fractal dimension of the roughest area - * lacunarity: gap between successive frequencies - * octaves: number of frequencies in the fBm - * offset: raises the terrain from `sea level' - */ - -float noise_musgrave_ridged_multi_fractal_4d( - vector4 co, float H, float lacunarity, float octaves, float offset, float gain) -{ - vector4 p = co; - float pwHL = pow(lacunarity, -H); - float pwr = pwHL; - - float signal = offset - fabs(safe_snoise(p)); - signal *= signal; - float value = signal; - float weight = 1.0; - - for (int i = 1; i < (int)octaves; i++) { - p *= lacunarity; - weight = clamp(signal * gain, 0.0, 1.0); - signal = offset - fabs(safe_snoise(p)); - signal *= signal; - signal *= weight; - value += signal * pwr; - pwr *= pwHL; - } - - return value; -} - -shader node_musgrave_texture( - int use_mapping = 0, - matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), - string musgrave_type = "fBM", - string dimensions = "3D", - point Vector = P, - float W = 0.0, - float Dimension = 2.0, - float Scale = 5.0, - float Detail = 2.0, - float Lacunarity = 2.0, - float Offset = 0.0, - float Gain = 1.0, - output float Fac = 0.0) -{ - float dimension = max(Dimension, 1e-5); - float octaves = clamp(Detail, 0.0, 16.0); - float lacunarity = max(Lacunarity, 1e-5); - - vector3 s = Vector; - - if (use_mapping) - s = transform(mapping, s); - - if (dimensions == "1D") { - float p = W * Scale; - if (musgrave_type == "multifractal") { - Fac = noise_musgrave_multi_fractal_1d(p, dimension, lacunarity, octaves); - } - else if (musgrave_type == "fBM") { - Fac = noise_musgrave_fBm_1d(p, dimension, lacunarity, octaves); - } - else if (musgrave_type == "hybrid_multifractal") { - Fac = noise_musgrave_hybrid_multi_fractal_1d( - p, dimension, lacunarity, octaves, Offset, Gain); - } - else if (musgrave_type == "ridged_multifractal") { - Fac = noise_musgrave_ridged_multi_fractal_1d( - p, dimension, lacunarity, octaves, Offset, Gain); - } - else if (musgrave_type == "hetero_terrain") { - Fac = noise_musgrave_hetero_terrain_1d(p, dimension, lacunarity, octaves, Offset); - } - else { - Fac = 0.0; - } - } - else if (dimensions == "2D") { - vector2 p = vector2(s[0], s[1]) * Scale; - if (musgrave_type == "multifractal") { - Fac = noise_musgrave_multi_fractal_2d(p, dimension, lacunarity, octaves); - } - else if (musgrave_type == "fBM") { - Fac = noise_musgrave_fBm_2d(p, dimension, lacunarity, octaves); - } - else if (musgrave_type == "hybrid_multifractal") { - Fac = noise_musgrave_hybrid_multi_fractal_2d( - p, dimension, lacunarity, octaves, Offset, Gain); - } - else if (musgrave_type == "ridged_multifractal") { - Fac = noise_musgrave_ridged_multi_fractal_2d( - p, dimension, lacunarity, octaves, Offset, Gain); - } - else if (musgrave_type == "hetero_terrain") { - Fac = noise_musgrave_hetero_terrain_2d(p, dimension, lacunarity, octaves, Offset); - } - else { - Fac = 0.0; - } - } - else if (dimensions == "3D") { - vector3 p = s * Scale; - if (musgrave_type == "multifractal") { - Fac = noise_musgrave_multi_fractal_3d(p, dimension, lacunarity, octaves); - } - else if (musgrave_type == "fBM") { - Fac = noise_musgrave_fBm_3d(p, dimension, lacunarity, octaves); - } - else if (musgrave_type == "hybrid_multifractal") { - Fac = noise_musgrave_hybrid_multi_fractal_3d( - p, dimension, lacunarity, octaves, Offset, Gain); - } - else if (musgrave_type == "ridged_multifractal") { - Fac = noise_musgrave_ridged_multi_fractal_3d( - p, dimension, lacunarity, octaves, Offset, Gain); - } - else if (musgrave_type == "hetero_terrain") { - Fac = noise_musgrave_hetero_terrain_3d(p, dimension, lacunarity, octaves, Offset); - } - else { - Fac = 0.0; - } - } - else if (dimensions == "4D") { - vector4 p = vector4(s[0], s[1], s[2], W) * Scale; - if (musgrave_type == "multifractal") { - Fac = noise_musgrave_multi_fractal_4d(p, dimension, lacunarity, octaves); - } - else if (musgrave_type == "fBM") { - Fac = noise_musgrave_fBm_4d(p, dimension, lacunarity, octaves); - } - else if (musgrave_type == "hybrid_multifractal") { - Fac = noise_musgrave_hybrid_multi_fractal_4d( - p, dimension, lacunarity, octaves, Offset, Gain); - } - else if (musgrave_type == "ridged_multifractal") { - Fac = noise_musgrave_ridged_multi_fractal_4d( - p, dimension, lacunarity, octaves, Offset, Gain); - } - else if (musgrave_type == "hetero_terrain") { - Fac = noise_musgrave_hetero_terrain_4d(p, dimension, lacunarity, octaves, Offset); - } - else { - Fac = 0.0; - } - } - else { - Fac = 0.0; - } -} diff --git a/intern/cycles/kernel/shaders/node_noise.h b/intern/cycles/kernel/shaders/node_noise.h deleted file mode 100644 index ab4cd7792cc..00000000000 --- a/intern/cycles/kernel/shaders/node_noise.h +++ /dev/null @@ -1,202 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "vector2.h" -#include "vector4.h" - -#define vector3 point - -float safe_noise(float p) -{ - float f = noise("noise", p); - if (isinf(f)) - return 0.5; - return f; -} - -float safe_noise(vector2 p) -{ - float f = noise("noise", p.x, p.y); - if (isinf(f)) - return 0.5; - return f; -} - -float safe_noise(vector3 p) -{ - float f = noise("noise", p); - if (isinf(f)) - return 0.5; - return f; -} - -float safe_noise(vector4 p) -{ - float f = noise("noise", vector3(p.x, p.y, p.z), p.w); - if (isinf(f)) - return 0.5; - return f; -} - -float safe_snoise(float p) -{ - float f = noise("snoise", p); - if (isinf(f)) - return 0.0; - return f; -} - -float safe_snoise(vector2 p) -{ - float f = noise("snoise", p.x, p.y); - if (isinf(f)) - return 0.0; - return f; -} - -float safe_snoise(vector3 p) -{ - float f = noise("snoise", p); - if (isinf(f)) - return 0.0; - return f; -} - -float safe_snoise(vector4 p) -{ - float f = noise("snoise", vector3(p.x, p.y, p.z), p.w); - if (isinf(f)) - return 0.0; - return f; -} - -/* The fractal_noise functions are all exactly the same except for the input type. */ -float fractal_noise(float p, float details, float roughness) -{ - float fscale = 1.0; - float amp = 1.0; - float maxamp = 0.0; - float sum = 0.0; - float octaves = clamp(details, 0.0, 16.0); - int n = (int)octaves; - for (int i = 0; i <= n; i++) { - float t = safe_noise(fscale * p); - sum += t * amp; - maxamp += amp; - amp *= clamp(roughness, 0.0, 1.0); - fscale *= 2.0; - } - float rmd = octaves - floor(octaves); - if (rmd != 0.0) { - float t = safe_noise(fscale * p); - float sum2 = sum + t * amp; - sum /= maxamp; - sum2 /= maxamp + amp; - return (1.0 - rmd) * sum + rmd * sum2; - } - else { - return sum / maxamp; - } -} - -/* The fractal_noise functions are all exactly the same except for the input type. */ -float fractal_noise(vector2 p, float details, float roughness) -{ - float fscale = 1.0; - float amp = 1.0; - float maxamp = 0.0; - float sum = 0.0; - float octaves = clamp(details, 0.0, 16.0); - int n = (int)octaves; - for (int i = 0; i <= n; i++) { - float t = safe_noise(fscale * p); - sum += t * amp; - maxamp += amp; - amp *= clamp(roughness, 0.0, 1.0); - fscale *= 2.0; - } - float rmd = octaves - floor(octaves); - if (rmd != 0.0) { - float t = safe_noise(fscale * p); - float sum2 = sum + t * amp; - sum /= maxamp; - sum2 /= maxamp + amp; - return (1.0 - rmd) * sum + rmd * sum2; - } - else { - return sum / maxamp; - } -} - -/* The fractal_noise functions are all exactly the same except for the input type. */ -float fractal_noise(vector3 p, float details, float roughness) -{ - float fscale = 1.0; - float amp = 1.0; - float maxamp = 0.0; - float sum = 0.0; - float octaves = clamp(details, 0.0, 16.0); - int n = (int)octaves; - for (int i = 0; i <= n; i++) { - float t = safe_noise(fscale * p); - sum += t * amp; - maxamp += amp; - amp *= clamp(roughness, 0.0, 1.0); - fscale *= 2.0; - } - float rmd = octaves - floor(octaves); - if (rmd != 0.0) { - float t = safe_noise(fscale * p); - float sum2 = sum + t * amp; - sum /= maxamp; - sum2 /= maxamp + amp; - return (1.0 - rmd) * sum + rmd * sum2; - } - else { - return sum / maxamp; - } -} - -/* The fractal_noise functions are all exactly the same except for the input type. */ -float fractal_noise(vector4 p, float details, float roughness) -{ - float fscale = 1.0; - float amp = 1.0; - float maxamp = 0.0; - float sum = 0.0; - float octaves = clamp(details, 0.0, 16.0); - int n = (int)octaves; - for (int i = 0; i <= n; i++) { - float t = safe_noise(fscale * p); - sum += t * amp; - maxamp += amp; - amp *= clamp(roughness, 0.0, 1.0); - fscale *= 2.0; - } - float rmd = octaves - floor(octaves); - if (rmd != 0.0) { - float t = safe_noise(fscale * p); - float sum2 = sum + t * amp; - sum /= maxamp; - sum2 /= maxamp + amp; - return (1.0 - rmd) * sum + rmd * sum2; - } - else { - return sum / maxamp; - } -} - -#undef vector3 diff --git a/intern/cycles/kernel/shaders/node_noise_texture.osl b/intern/cycles/kernel/shaders/node_noise_texture.osl deleted file mode 100644 index 01196ab633a..00000000000 --- a/intern/cycles/kernel/shaders/node_noise_texture.osl +++ /dev/null @@ -1,152 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "node_noise.h" -#include "stdcycles.h" -#include "vector2.h" -#include "vector4.h" - -#define vector3 point - -/* The following offset functions generate random offsets to be added to texture - * coordinates to act as a seed since the noise functions don't have seed values. - * A seed value is needed for generating distortion textures and color outputs. - * The offset's components are in the range [100, 200], not too high to cause - * bad precision and not too small to be noticeable. We use float seed because - * OSL only support float hashes. - */ - -float random_float_offset(float seed) -{ - return 100.0 + noise("hash", seed) * 100.0; -} - -vector2 random_vector2_offset(float seed) -{ - return vector2(100.0 + noise("hash", seed, 0.0) * 100.0, - 100.0 + noise("hash", seed, 1.0) * 100.0); -} - -vector3 random_vector3_offset(float seed) -{ - return vector3(100.0 + noise("hash", seed, 0.0) * 100.0, - 100.0 + noise("hash", seed, 1.0) * 100.0, - 100.0 + noise("hash", seed, 2.0) * 100.0); -} - -vector4 random_vector4_offset(float seed) -{ - return vector4(100.0 + noise("hash", seed, 0.0) * 100.0, - 100.0 + noise("hash", seed, 1.0) * 100.0, - 100.0 + noise("hash", seed, 2.0) * 100.0, - 100.0 + noise("hash", seed, 3.0) * 100.0); -} - -float noise_texture(float co, float detail, float roughness, float distortion, output color Color) -{ - float p = co; - if (distortion != 0.0) { - p += safe_snoise(p + random_float_offset(0.0)) * distortion; - } - - float value = fractal_noise(p, detail, roughness); - Color = color(value, - fractal_noise(p + random_float_offset(1.0), detail, roughness), - fractal_noise(p + random_float_offset(2.0), detail, roughness)); - return value; -} - -float noise_texture( - vector2 co, float detail, float roughness, float distortion, output color Color) -{ - vector2 p = co; - if (distortion != 0.0) { - p += vector2(safe_snoise(p + random_vector2_offset(0.0)) * distortion, - safe_snoise(p + random_vector2_offset(1.0)) * distortion); - } - - float value = fractal_noise(p, detail, roughness); - Color = color(value, - fractal_noise(p + random_vector2_offset(2.0), detail, roughness), - fractal_noise(p + random_vector2_offset(3.0), detail, roughness)); - return value; -} - -float noise_texture( - vector3 co, float detail, float roughness, float distortion, output color Color) -{ - vector3 p = co; - if (distortion != 0.0) { - p += vector3(safe_snoise(p + random_vector3_offset(0.0)) * distortion, - safe_snoise(p + random_vector3_offset(1.0)) * distortion, - safe_snoise(p + random_vector3_offset(2.0)) * distortion); - } - - float value = fractal_noise(p, detail, roughness); - Color = color(value, - fractal_noise(p + random_vector3_offset(3.0), detail, roughness), - fractal_noise(p + random_vector3_offset(4.0), detail, roughness)); - return value; -} - -float noise_texture( - vector4 co, float detail, float roughness, float distortion, output color Color) -{ - vector4 p = co; - if (distortion != 0.0) { - p += vector4(safe_snoise(p + random_vector4_offset(0.0)) * distortion, - safe_snoise(p + random_vector4_offset(1.0)) * distortion, - safe_snoise(p + random_vector4_offset(2.0)) * distortion, - safe_snoise(p + random_vector4_offset(3.0)) * distortion); - } - - float value = fractal_noise(p, detail, roughness); - Color = color(value, - fractal_noise(p + random_vector4_offset(4.0), detail, roughness), - fractal_noise(p + random_vector4_offset(5.0), detail, roughness)); - return value; -} - -shader node_noise_texture(int use_mapping = 0, - matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), - string dimensions = "3D", - vector3 Vector = vector3(0, 0, 0), - float W = 0.0, - float Scale = 5.0, - float Detail = 2.0, - float Roughness = 0.5, - float Distortion = 0.0, - output float Fac = 0.0, - output color Color = 0.0) -{ - vector3 p = Vector; - if (use_mapping) - p = transform(mapping, p); - - p *= Scale; - float w = W * Scale; - - if (dimensions == "1D") - Fac = noise_texture(w, Detail, Roughness, Distortion, Color); - else if (dimensions == "2D") - Fac = noise_texture(vector2(p[0], p[1]), Detail, Roughness, Distortion, Color); - else if (dimensions == "3D") - Fac = noise_texture(p, Detail, Roughness, Distortion, Color); - else if (dimensions == "4D") - Fac = noise_texture(vector4(p[0], p[1], p[2], w), Detail, Roughness, Distortion, Color); - else - error("Unknown dimension!"); -} diff --git a/intern/cycles/kernel/shaders/node_normal.osl b/intern/cycles/kernel/shaders/node_normal.osl deleted file mode 100644 index a0a88445427..00000000000 --- a/intern/cycles/kernel/shaders/node_normal.osl +++ /dev/null @@ -1,26 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_normal(normal direction = normal(0.0, 0.0, 0.0), - normal NormalIn = normal(0.0, 0.0, 0.0), - output normal NormalOut = normal(0.0, 0.0, 0.0), - output float Dot = 1.0) -{ - NormalOut = normalize(direction); - Dot = dot(NormalOut, normalize(NormalIn)); -} diff --git a/intern/cycles/kernel/shaders/node_normal_map.osl b/intern/cycles/kernel/shaders/node_normal_map.osl deleted file mode 100644 index 7a94ad8ad1a..00000000000 --- a/intern/cycles/kernel/shaders/node_normal_map.osl +++ /dev/null @@ -1,90 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_normal_map(normal NormalIn = N, - float Strength = 1.0, - color Color = color(0.5, 0.5, 1.0), - string space = "tangent", - string attr_name = "geom:tangent", - string attr_sign_name = "geom:tangent_sign", - output normal Normal = NormalIn) -{ - color mcolor = 2.0 * color(Color[0] - 0.5, Color[1] - 0.5, Color[2] - 0.5); - int is_backfacing = backfacing(); - - if (space == "tangent") { - vector tangent; - vector ninterp; - float tangent_sign; - float is_smooth = 0.0; - - getattribute("geom:is_smooth", is_smooth); - if (!is_smooth) { - ninterp = normalize(transform("world", "object", Ng)); - - /* the normal is already inverted, which is too soon for the math here */ - if (is_backfacing) { - ninterp = -ninterp; - } - } - - // get _unnormalized_ interpolated normal and tangent - if (getattribute(attr_name, tangent) && getattribute(attr_sign_name, tangent_sign) && - (!is_smooth || getattribute("geom:normal_map_normal", ninterp))) { - // apply normal map - vector B = tangent_sign * cross(ninterp, tangent); - Normal = normalize(mcolor[0] * tangent + mcolor[1] * B + mcolor[2] * ninterp); - - // transform to world space - Normal = normalize(transform("object", "world", Normal)); - } - else { - Normal = normal(0, 0, 0); - } - } - else if (space == "object") { - Normal = normalize(transform("object", "world", vector(mcolor))); - } - else if (space == "world") { - Normal = normalize(vector(mcolor)); - } - else if (space == "blender_object") { - /* strange blender convention */ - mcolor[1] = -mcolor[1]; - mcolor[2] = -mcolor[2]; - - Normal = normalize(transform("object", "world", vector(mcolor))); - } - else if (space == "blender_world") { - /* strange blender convention */ - mcolor[1] = -mcolor[1]; - mcolor[2] = -mcolor[2]; - - Normal = normalize(vector(mcolor)); - } - - /* invert normal for backfacing polygons */ - if (is_backfacing) { - Normal = -Normal; - } - - if (Strength != 1.0) - Normal = normalize(NormalIn + (Normal - NormalIn) * max(Strength, 0.0)); - - Normal = ensure_valid_reflection(Ng, I, Normal); -} diff --git a/intern/cycles/kernel/shaders/node_object_info.osl b/intern/cycles/kernel/shaders/node_object_info.osl deleted file mode 100644 index 44513d9a1ba..00000000000 --- a/intern/cycles/kernel/shaders/node_object_info.osl +++ /dev/null @@ -1,30 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_object_info(output point Location = point(0.0, 0.0, 0.0), - output color Color = color(1.0, 1.0, 1.0), - output float ObjectIndex = 0.0, - output float MaterialIndex = 0.0, - output float Random = 0.0) -{ - getattribute("object:location", Location); - getattribute("object:color", Color); - getattribute("object:index", ObjectIndex); - getattribute("material:index", MaterialIndex); - getattribute("object:random", Random); -} diff --git a/intern/cycles/kernel/shaders/node_output_displacement.osl b/intern/cycles/kernel/shaders/node_output_displacement.osl deleted file mode 100644 index bd60fc2b7e1..00000000000 --- a/intern/cycles/kernel/shaders/node_output_displacement.osl +++ /dev/null @@ -1,22 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -displacement node_output_displacement(vector Displacement = 0.0) -{ - P += Displacement; -} diff --git a/intern/cycles/kernel/shaders/node_output_surface.osl b/intern/cycles/kernel/shaders/node_output_surface.osl deleted file mode 100644 index cd746f79c4a..00000000000 --- a/intern/cycles/kernel/shaders/node_output_surface.osl +++ /dev/null @@ -1,22 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -surface node_output_surface(closure color Surface = 0) -{ - Ci = Surface; -} diff --git a/intern/cycles/kernel/shaders/node_output_volume.osl b/intern/cycles/kernel/shaders/node_output_volume.osl deleted file mode 100644 index 4cc14cd6699..00000000000 --- a/intern/cycles/kernel/shaders/node_output_volume.osl +++ /dev/null @@ -1,22 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -volume node_output_volume(closure color Volume = 0) -{ - Ci = Volume; -} diff --git a/intern/cycles/kernel/shaders/node_particle_info.osl b/intern/cycles/kernel/shaders/node_particle_info.osl deleted file mode 100644 index 2dcdf3d0f3c..00000000000 --- a/intern/cycles/kernel/shaders/node_particle_info.osl +++ /dev/null @@ -1,36 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_particle_info(output float Index = 0.0, - output float Random = 0.0, - output float Age = 0.0, - output float Lifetime = 0.0, - output point Location = point(0.0, 0.0, 0.0), - output float Size = 0.0, - output vector Velocity = point(0.0, 0.0, 0.0), - output vector AngularVelocity = point(0.0, 0.0, 0.0)) -{ - getattribute("particle:index", Index); - getattribute("particle:random", Random); - getattribute("particle:age", Age); - getattribute("particle:lifetime", Lifetime); - getattribute("particle:location", Location); - getattribute("particle:size", Size); - getattribute("particle:velocity", Velocity); - getattribute("particle:angular_velocity", AngularVelocity); -} diff --git a/intern/cycles/kernel/shaders/node_principled_bsdf.osl b/intern/cycles/kernel/shaders/node_principled_bsdf.osl deleted file mode 100644 index 55afb892d36..00000000000 --- a/intern/cycles/kernel/shaders/node_principled_bsdf.osl +++ /dev/null @@ -1,157 +0,0 @@ -/* - * Copyright 2011-2017 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "node_fresnel.h" -#include "stdcycles.h" - -shader node_principled_bsdf(string distribution = "Multiscatter GGX", - string subsurface_method = "random_walk", - color BaseColor = color(0.8, 0.8, 0.8), - float Subsurface = 0.0, - vector SubsurfaceRadius = vector(1.0, 1.0, 1.0), - color SubsurfaceColor = color(0.7, 0.1, 0.1), - float SubsurfaceIOR = 1.4, - float SubsurfaceAnisotropy = 0.0, - float Metallic = 0.0, - float Specular = 0.5, - float SpecularTint = 0.0, - float Roughness = 0.5, - float Anisotropic = 0.0, - float AnisotropicRotation = 0.0, - float Sheen = 0.0, - float SheenTint = 0.5, - float Clearcoat = 0.0, - float ClearcoatRoughness = 0.03, - float IOR = 1.45, - float Transmission = 0.0, - float TransmissionRoughness = 0.0, - normal Normal = N, - normal ClearcoatNormal = N, - normal Tangent = normalize(dPdu), - output closure color BSDF = 0) -{ - float f = max(IOR, 1e-5); - float diffuse_weight = (1.0 - clamp(Metallic, 0.0, 1.0)) * (1.0 - clamp(Transmission, 0.0, 1.0)); - float final_transmission = clamp(Transmission, 0.0, 1.0) * (1.0 - clamp(Metallic, 0.0, 1.0)); - float specular_weight = (1.0 - final_transmission); - - vector T = Tangent; - - float m_cdlum = luminance(BaseColor); - color m_ctint = m_cdlum > 0.0 ? BaseColor / m_cdlum : - color(1.0, 1.0, 1.0); // normalize lum. to isolate hue+sat - - /* rotate tangent */ - if (AnisotropicRotation != 0.0) - T = rotate(T, AnisotropicRotation * M_2PI, point(0.0, 0.0, 0.0), Normal); - - if (diffuse_weight > 1e-5) { - if (Subsurface > 1e-5) { - color mixed_ss_base_color = SubsurfaceColor * Subsurface + BaseColor * (1.0 - Subsurface); - - BSDF = mixed_ss_base_color * bssrdf(subsurface_method, - Normal, - Subsurface * SubsurfaceRadius, - mixed_ss_base_color, - "roughness", - Roughness, - "ior", - SubsurfaceIOR, - "anisotropy", - SubsurfaceAnisotropy); - } - else { - BSDF = BaseColor * principled_diffuse(Normal, Roughness); - } - - if (Sheen > 1e-5) { - color sheen_color = color(1.0, 1.0, 1.0) * (1.0 - SheenTint) + m_ctint * SheenTint; - - BSDF = BSDF + sheen_color * Sheen * principled_sheen(Normal); - } - - BSDF = BSDF * diffuse_weight; - } - - if (specular_weight > 1e-5) { - float aspect = sqrt(1.0 - Anisotropic * 0.9); - float r2 = Roughness * Roughness; - - float alpha_x = r2 / aspect; - float alpha_y = r2 * aspect; - - color tmp_col = color(1.0, 1.0, 1.0) * (1.0 - SpecularTint) + m_ctint * SpecularTint; - - color Cspec0 = (Specular * 0.08 * tmp_col) * (1.0 - Metallic) + BaseColor * Metallic; - - if (distribution == "GGX" || Roughness <= 0.075) { - BSDF = BSDF + specular_weight * - microfacet_ggx_aniso_fresnel(Normal, - T, - alpha_x, - alpha_y, - (2.0 / (1.0 - sqrt(0.08 * Specular))) - 1.0, - BaseColor, - Cspec0); - } - else { - BSDF = BSDF + specular_weight * microfacet_multi_ggx_aniso_fresnel( - Normal, - T, - alpha_x, - alpha_y, - (2.0 / (1.0 - sqrt(0.08 * Specular))) - 1.0, - BaseColor, - Cspec0); - } - } - - if (final_transmission > 1e-5) { - color Cspec0 = BaseColor * SpecularTint + color(1.0, 1.0, 1.0) * (1.0 - SpecularTint); - float eta = backfacing() ? 1.0 / f : f; - - if (distribution == "GGX" || Roughness <= 5e-2) { - float cosNO = dot(Normal, I); - float Fr = fresnel_dielectric_cos(cosNO, eta); - - float refl_roughness = Roughness; - if (Roughness <= 1e-2) - refl_roughness = 0.0; - - float transmission_roughness = refl_roughness; - if (distribution == "GGX") - transmission_roughness = 1.0 - (1.0 - refl_roughness) * (1.0 - TransmissionRoughness); - - BSDF = BSDF + - final_transmission * - (Fr * microfacet_ggx_fresnel( - Normal, refl_roughness * refl_roughness, eta, BaseColor, Cspec0) + - (1.0 - Fr) * BaseColor * - microfacet_ggx_refraction( - Normal, transmission_roughness * transmission_roughness, eta)); - } - else { - BSDF = BSDF + - final_transmission * microfacet_multi_ggx_glass_fresnel( - Normal, Roughness * Roughness, eta, BaseColor, Cspec0); - } - } - - if (Clearcoat > 1e-5) { - BSDF = BSDF + principled_clearcoat( - ClearcoatNormal, Clearcoat, ClearcoatRoughness * ClearcoatRoughness); - } -} diff --git a/intern/cycles/kernel/shaders/node_principled_hair_bsdf.osl b/intern/cycles/kernel/shaders/node_principled_hair_bsdf.osl deleted file mode 100644 index 4cf17e0e703..00000000000 --- a/intern/cycles/kernel/shaders/node_principled_hair_bsdf.osl +++ /dev/null @@ -1,105 +0,0 @@ -/* - * Copyright 2018 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -color log3(color a) -{ - return color(log(a[0]), log(a[1]), log(a[2])); -} - -color sigma_from_concentration(float eumelanin, float pheomelanin) -{ - return eumelanin * color(0.506, 0.841, 1.653) + pheomelanin * color(0.343, 0.733, 1.924); -} - -color sigma_from_reflectance(color c, float azimuthal_roughness) -{ - float x = azimuthal_roughness; - float roughness_fac = (((((0.245 * x) + 5.574) * x - 10.73) * x + 2.532) * x - 0.215) * x + - 5.969; - color sigma = log3(c) / roughness_fac; - return sigma * sigma; -} - -shader node_principled_hair_bsdf(color Color = color(0.017513, 0.005763, 0.002059), - float Melanin = 0.8, - float MelaninRedness = 1.0, - float RandomColor = 0.0, - color Tint = 1.0, - color AbsorptionCoefficient = color(0.245531, 0.52, 1.365), - normal Normal = Ng, - string parametrization = "Absorption coefficient", - float Offset = radians(2), - float Roughness = 0.3, - float RadialRoughness = 0.3, - float RandomRoughness = 0.0, - float Coat = 0.0, - float IOR = 1.55, - string AttrRandom = "geom:curve_random", - float Random = 0.0, - - output closure color BSDF = 0) -{ - /* Get random value from curve in none is specified. */ - float random_value = 0.0; - - if (isconnected(Random)) { - random_value = Random; - } - else { - getattribute(AttrRandom, random_value); - } - - /* Compute roughness. */ - float factor_random_roughness = 1.0 + 2.0 * (random_value - 0.5) * RandomRoughness; - float m0_roughness = 1.0 - clamp(Coat, 0.0, 1.0); - float roughness = Roughness * factor_random_roughness; - float radial_roughness = RadialRoughness * factor_random_roughness; - - /* Compute absorption. */ - color sigma; - - if (parametrization == "Absorption coefficient") { - sigma = AbsorptionCoefficient; - } - else if (parametrization == "Melanin concentration") { - /* Randomize melanin. */ - float factor_random_color = 1.0 + 2.0 * (random_value - 0.5) * RandomColor; - float melanin = Melanin * factor_random_color; - - /* Map melanin 0..inf from more perceptually linear 0..1. */ - melanin = -log(max(1.0 - melanin, 0.0001)); - - /* Benedikt Bitterli's melanin ratio remapping. */ - float eumelanin = melanin * (1.0 - MelaninRedness); - float pheomelanin = melanin * MelaninRedness; - color melanin_sigma = sigma_from_concentration(eumelanin, pheomelanin); - - /* Optional tint. */ - color tint_sigma = sigma_from_reflectance(Tint, radial_roughness); - sigma = melanin_sigma + tint_sigma; - } - else if (parametrization == "Direct coloring") { - sigma = sigma_from_reflectance(Color, radial_roughness); - } - else { - /* Fallback to brownish hair, same as defaults for melanin. */ - sigma = sigma_from_concentration(0.0, 0.8054375); - } - - BSDF = principled_hair(Normal, sigma, roughness, radial_roughness, m0_roughness, Offset, IOR); -} diff --git a/intern/cycles/kernel/shaders/node_principled_volume.osl b/intern/cycles/kernel/shaders/node_principled_volume.osl deleted file mode 100644 index 0cb4cdebdaa..00000000000 --- a/intern/cycles/kernel/shaders/node_principled_volume.osl +++ /dev/null @@ -1,93 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_principled_volume(color Color = color(0.5, 0.5, 0.5), - float Density = 1.0, - float Anisotropy = 0.0, - color AbsorptionColor = color(0.0, 0.0, 0.0), - float EmissionStrength = 0.0, - color EmissionColor = color(1.0, 1.0, 1.0), - float BlackbodyIntensity = 0.0, - color BlackbodyTint = color(1.0, 1.0, 1.0), - float Temperature = 1500.0, - string DensityAttribute = "geom:density", - string ColorAttribute = "geom:color", - string TemperatureAttribute = "geom:temperature", - output closure color Volume = 0) -{ - /* Compute density. */ - float primitive_density = 1.0; - float density = max(Density, 0.0); - - if (density > 1e-5) { - if (getattribute(DensityAttribute, primitive_density)) { - density = max(density * primitive_density, 0.0); - } - } - - if (density > 1e-5) { - /* Compute scattering color. */ - color scatter_color = Color; - color primitive_color; - if (getattribute(ColorAttribute, primitive_color)) { - scatter_color *= primitive_color; - } - - /* Add scattering and absorption closures. */ - color scatter_coeff = scatter_color; - color absorption_color = sqrt(max(AbsorptionColor, 0.0)); - color absorption_coeff = max(1.0 - scatter_color, 0.0) * max(1.0 - absorption_color, 0.0); - Volume = scatter_coeff * density * henyey_greenstein(Anisotropy) + - absorption_coeff * density * absorption(); - } - - /* Compute emission. */ - float emission_strength = max(EmissionStrength, 0.0); - float blackbody_intensity = BlackbodyIntensity; - - if (emission_strength > 1e-5) { - Volume += emission_strength * EmissionColor * emission(); - } - - if (blackbody_intensity > 1e-3) { - float T = Temperature; - - /* Add temperature from attribute if available. */ - float temperature; - if (getattribute(TemperatureAttribute, temperature)) { - T *= max(temperature, 0.0); - } - - T = max(T, 0.0); - - /* Stefan-Boltzman law. */ - float T4 = (T * T) * (T * T); - float sigma = 5.670373e-8 * 1e-6 / M_PI; - float intensity = sigma * mix(1.0, T4, blackbody_intensity); - - if (intensity > 1e-5) { - color bb = blackbody(T); - float l = luminance(bb); - - if (l != 0.0) { - bb *= BlackbodyTint * intensity / l; - Volume += bb * emission(); - } - } - } -} diff --git a/intern/cycles/kernel/shaders/node_ramp_util.h b/intern/cycles/kernel/shaders/node_ramp_util.h deleted file mode 100644 index f7fb07b257d..00000000000 --- a/intern/cycles/kernel/shaders/node_ramp_util.h +++ /dev/null @@ -1,93 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -/* NOTE: svm_ramp.h, svm_ramp_util.h and node_ramp_util.h must stay consistent */ - -color rgb_ramp_lookup(color ramp[], float at, int interpolate, int extrapolate) -{ - float f = at; - int table_size = arraylength(ramp); - - if ((f < 0.0 || f > 1.0) && extrapolate) { - color t0, dy; - if (f < 0.0) { - t0 = ramp[0]; - dy = t0 - ramp[1]; - f = -f; - } - else { - t0 = ramp[table_size - 1]; - dy = t0 - ramp[table_size - 2]; - f = f - 1.0; - } - return t0 + dy * f * (table_size - 1); - } - - f = clamp(at, 0.0, 1.0) * (table_size - 1); - - /* clamp int as well in case of NaN */ - int i = (int)f; - if (i < 0) - i = 0; - if (i >= table_size) - i = table_size - 1; - float t = f - (float)i; - - color result = ramp[i]; - - if (interpolate && t > 0.0) - result = (1.0 - t) * result + t * ramp[i + 1]; - - return result; -} - -float rgb_ramp_lookup(float ramp[], float at, int interpolate, int extrapolate) -{ - float f = at; - int table_size = arraylength(ramp); - - if ((f < 0.0 || f > 1.0) && extrapolate) { - float t0, dy; - if (f < 0.0) { - t0 = ramp[0]; - dy = t0 - ramp[1]; - f = -f; - } - else { - t0 = ramp[table_size - 1]; - dy = t0 - ramp[table_size - 2]; - f = f - 1.0; - } - return t0 + dy * f * (table_size - 1); - } - - f = clamp(at, 0.0, 1.0) * (table_size - 1); - - /* clamp int as well in case of NaN */ - int i = (int)f; - if (i < 0) - i = 0; - if (i >= table_size) - i = table_size - 1; - float t = f - (float)i; - - float result = ramp[i]; - - if (interpolate && t > 0.0) - result = (1.0 - t) * result + t * ramp[i + 1]; - - return result; -} diff --git a/intern/cycles/kernel/shaders/node_refraction_bsdf.osl b/intern/cycles/kernel/shaders/node_refraction_bsdf.osl deleted file mode 100644 index 9e9b31d9a87..00000000000 --- a/intern/cycles/kernel/shaders/node_refraction_bsdf.osl +++ /dev/null @@ -1,36 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_refraction_bsdf(color Color = 0.8, - string distribution = "sharp", - float Roughness = 0.2, - float IOR = 1.45, - normal Normal = N, - output closure color BSDF = 0) -{ - float f = max(IOR, 1e-5); - float eta = backfacing() ? 1.0 / f : f; - float roughness = Roughness * Roughness; - - if (distribution == "sharp") - BSDF = Color * refraction(Normal, eta); - else if (distribution == "beckmann") - BSDF = Color * microfacet_beckmann_refraction(Normal, roughness, eta); - else if (distribution == "GGX") - BSDF = Color * microfacet_ggx_refraction(Normal, roughness, eta); -} diff --git a/intern/cycles/kernel/shaders/node_rgb_curves.osl b/intern/cycles/kernel/shaders/node_rgb_curves.osl deleted file mode 100644 index 8850040d580..00000000000 --- a/intern/cycles/kernel/shaders/node_rgb_curves.osl +++ /dev/null @@ -1,39 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "node_ramp_util.h" -#include "stdcycles.h" - -shader node_rgb_curves(color ramp[] = {0.0}, - float min_x = 0.0, - float max_x = 1.0, - - color ColorIn = 0.0, - float Fac = 0.0, - output color ColorOut = 0.0) -{ - color c = (ColorIn - color(min_x, min_x, min_x)) / (max_x - min_x); - - color r = rgb_ramp_lookup(ramp, c[0], 1, 1); - color g = rgb_ramp_lookup(ramp, c[1], 1, 1); - color b = rgb_ramp_lookup(ramp, c[2], 1, 1); - - ColorOut[0] = r[0]; - ColorOut[1] = g[1]; - ColorOut[2] = b[2]; - - ColorOut = mix(ColorIn, ColorOut, Fac); -} diff --git a/intern/cycles/kernel/shaders/node_rgb_ramp.osl b/intern/cycles/kernel/shaders/node_rgb_ramp.osl deleted file mode 100644 index 2131edb2688..00000000000 --- a/intern/cycles/kernel/shaders/node_rgb_ramp.osl +++ /dev/null @@ -1,30 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "node_ramp_util.h" -#include "stdcycles.h" - -shader node_rgb_ramp(color ramp_color[] = {0.0}, - float ramp_alpha[] = {0.0}, - int interpolate = 1, - - float Fac = 0.0, - output color Color = 0.0, - output float Alpha = 1.0) -{ - Color = rgb_ramp_lookup(ramp_color, Fac, interpolate, 0); - Alpha = rgb_ramp_lookup(ramp_alpha, Fac, interpolate, 0); -} diff --git a/intern/cycles/kernel/shaders/node_rgb_to_bw.osl b/intern/cycles/kernel/shaders/node_rgb_to_bw.osl deleted file mode 100644 index f0a094d5b57..00000000000 --- a/intern/cycles/kernel/shaders/node_rgb_to_bw.osl +++ /dev/null @@ -1,22 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_rgb_to_bw(color Color = 0.0, output float Val = 0.0) -{ - Val = Color[0] * 0.2126 + Color[1] * 0.7152 + Color[2] * 0.0722; -} diff --git a/intern/cycles/kernel/shaders/node_scatter_volume.osl b/intern/cycles/kernel/shaders/node_scatter_volume.osl deleted file mode 100644 index 36ad952dee6..00000000000 --- a/intern/cycles/kernel/shaders/node_scatter_volume.osl +++ /dev/null @@ -1,25 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_scatter_volume(color Color = color(0.8, 0.8, 0.8), - float Density = 1.0, - float Anisotropy = 0.0, - output closure color Volume = 0) -{ - Volume = (Color * max(Density, 0.0)) * henyey_greenstein(Anisotropy); -} diff --git a/intern/cycles/kernel/shaders/node_separate_hsv.osl b/intern/cycles/kernel/shaders/node_separate_hsv.osl deleted file mode 100644 index 2f902b72dbc..00000000000 --- a/intern/cycles/kernel/shaders/node_separate_hsv.osl +++ /dev/null @@ -1,30 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "node_color.h" -#include "stdcycles.h" - -shader node_separate_hsv(color Color = 0.8, - output float H = 0.0, - output float S = 0.0, - output float V = 0.0) -{ - color col = rgb_to_hsv(Color); - - H = col[0]; - S = col[1]; - V = col[2]; -} diff --git a/intern/cycles/kernel/shaders/node_separate_rgb.osl b/intern/cycles/kernel/shaders/node_separate_rgb.osl deleted file mode 100644 index 62e4aedb879..00000000000 --- a/intern/cycles/kernel/shaders/node_separate_rgb.osl +++ /dev/null @@ -1,27 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_separate_rgb(color Image = 0.8, - output float R = 0.0, - output float G = 0.0, - output float B = 0.0) -{ - R = Image[0]; - G = Image[1]; - B = Image[2]; -} diff --git a/intern/cycles/kernel/shaders/node_separate_xyz.osl b/intern/cycles/kernel/shaders/node_separate_xyz.osl deleted file mode 100644 index acaf3942b6f..00000000000 --- a/intern/cycles/kernel/shaders/node_separate_xyz.osl +++ /dev/null @@ -1,27 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_separate_xyz(vector Vector = 0.8, - output float X = 0.0, - output float Y = 0.0, - output float Z = 0.0) -{ - X = Vector[0]; - Y = Vector[1]; - Z = Vector[2]; -} diff --git a/intern/cycles/kernel/shaders/node_set_normal.osl b/intern/cycles/kernel/shaders/node_set_normal.osl deleted file mode 100644 index 26a97e2b5d1..00000000000 --- a/intern/cycles/kernel/shaders/node_set_normal.osl +++ /dev/null @@ -1,23 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -surface node_set_normal(normal Direction = N, output normal Normal = N) -{ - N = Direction; - Normal = Direction; -} diff --git a/intern/cycles/kernel/shaders/node_sky_texture.osl b/intern/cycles/kernel/shaders/node_sky_texture.osl deleted file mode 100644 index 43d7bd36973..00000000000 --- a/intern/cycles/kernel/shaders/node_sky_texture.osl +++ /dev/null @@ -1,237 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "node_color.h" -#include "stdcycles.h" - -float sky_angle_between(float thetav, float phiv, float theta, float phi) -{ - float cospsi = sin(thetav) * sin(theta) * cos(phi - phiv) + cos(thetav) * cos(theta); - - if (cospsi > 1.0) - return 0.0; - if (cospsi < -1.0) - return M_PI; - - return acos(cospsi); -} - -vector sky_spherical_coordinates(vector dir) -{ - return vector(acos(dir[2]), atan2(dir[0], dir[1]), 0); -} - -/* Preetham */ -float sky_perez_function(float lam[9], float theta, float gamma) -{ - float ctheta = cos(theta); - float cgamma = cos(gamma); - - return (1.0 + lam[0] * exp(lam[1] / ctheta)) * - (1.0 + lam[2] * exp(lam[3] * gamma) + lam[4] * cgamma * cgamma); -} - -color sky_radiance_preetham(normal dir, - float sunphi, - float suntheta, - color radiance, - float config_x[9], - float config_y[9], - float config_z[9]) -{ - /* convert vector to spherical coordinates */ - vector spherical = sky_spherical_coordinates(dir); - float theta = spherical[0]; - float phi = spherical[1]; - - /* angle between sun direction and dir */ - float gamma = sky_angle_between(theta, phi, suntheta, sunphi); - - /* clamp theta to horizon */ - theta = min(theta, M_PI_2 - 0.001); - - /* compute xyY color space values */ - float x = radiance[1] * sky_perez_function(config_y, theta, gamma); - float y = radiance[2] * sky_perez_function(config_z, theta, gamma); - float Y = radiance[0] * sky_perez_function(config_x, theta, gamma); - - /* convert to RGB */ - color xyz = xyY_to_xyz(x, y, Y); - return xyz_to_rgb(xyz[0], xyz[1], xyz[2]); -} - -/* Hosek / Wilkie */ -float sky_radiance_internal(float config[9], float theta, float gamma) -{ - float ctheta = cos(theta); - float cgamma = cos(gamma); - - float expM = exp(config[4] * gamma); - float rayM = cgamma * cgamma; - float mieM = (1.0 + rayM) / pow((1.0 + config[8] * config[8] - 2.0 * config[8] * cgamma), 1.5); - float zenith = sqrt(ctheta); - - return (1.0 + config[0] * exp(config[1] / (ctheta + 0.01))) * - (config[2] + config[3] * expM + config[5] * rayM + config[6] * mieM + config[7] * zenith); -} - -color sky_radiance_hosek(normal dir, - float sunphi, - float suntheta, - color radiance, - float config_x[9], - float config_y[9], - float config_z[9]) -{ - /* convert vector to spherical coordinates */ - vector spherical = sky_spherical_coordinates(dir); - float theta = spherical[0]; - float phi = spherical[1]; - - /* angle between sun direction and dir */ - float gamma = sky_angle_between(theta, phi, suntheta, sunphi); - - /* clamp theta to horizon */ - theta = min(theta, M_PI_2 - 0.001); - - /* compute xyz color space values */ - float x = sky_radiance_internal(config_x, theta, gamma) * radiance[0]; - float y = sky_radiance_internal(config_y, theta, gamma) * radiance[1]; - float z = sky_radiance_internal(config_z, theta, gamma) * radiance[2]; - - /* convert to RGB and adjust strength */ - return xyz_to_rgb(x, y, z) * (M_2PI / 683); -} - -/* Nishita improved */ -vector geographical_to_direction(float lat, float lon) -{ - return vector(cos(lat) * cos(lon), cos(lat) * sin(lon), sin(lat)); -} - -float precise_angle(vector a, vector b) -{ - return 2.0 * atan2(length(a - b), length(a + b)); -} - -color sky_radiance_nishita(vector dir, float nishita_data[10], string filename) -{ - /* definitions */ - float sun_elevation = nishita_data[6]; - float sun_rotation = nishita_data[7]; - float angular_diameter = nishita_data[8]; - float sun_intensity = nishita_data[9]; - int sun_disc = angular_diameter > 0; - float alpha = 1.0; - color xyz; - /* convert dir to spherical coordinates */ - vector direction = sky_spherical_coordinates(dir); - - /* render above the horizon */ - if (dir[2] >= 0.0) { - /* definitions */ - vector sun_dir = geographical_to_direction(sun_elevation, sun_rotation + M_PI_2); - float sun_dir_angle = precise_angle(dir, sun_dir); - float half_angular = angular_diameter / 2.0; - float dir_elevation = M_PI_2 - direction[0]; - - /* if ray inside sun disc render it, otherwise render sky */ - if (sun_dir_angle < half_angular && sun_disc == 1) { - /* get 2 pixels data */ - color pixel_bottom = color(nishita_data[0], nishita_data[1], nishita_data[2]); - color pixel_top = color(nishita_data[3], nishita_data[4], nishita_data[5]); - float y; - - /* sun interpolation */ - if (sun_elevation - half_angular > 0.0) { - if ((sun_elevation + half_angular) > 0.0) { - y = ((dir_elevation - sun_elevation) / angular_diameter) + 0.5; - xyz = mix(pixel_bottom, pixel_top, y) * sun_intensity; - } - } - else { - if (sun_elevation + half_angular > 0.0) { - y = dir_elevation / (sun_elevation + half_angular); - xyz = mix(pixel_bottom, pixel_top, y) * sun_intensity; - } - } - /* limb darkening, coefficient is 0.6f */ - float angle_fraction = sun_dir_angle / half_angular; - float limb_darkening = (1.0 - 0.6 * (1.0 - sqrt(1.0 - angle_fraction * angle_fraction))); - xyz *= limb_darkening; - } - /* sky */ - else { - /* sky interpolation */ - float x = (direction[1] + M_PI + sun_rotation) / M_2PI; - /* more pixels toward horizon compensation */ - float y = 1.0 - sqrt(dir_elevation / M_PI_2); - if (x > 1.0) { - x = x - 1.0; - } - xyz = (color)texture(filename, x, y, "wrap", "clamp", "interp", "linear", "alpha", alpha); - } - } - /* ground */ - else { - if (dir[2] < -0.4) { - xyz = color(0, 0, 0); - } - else { - /* black ground fade */ - float mul = pow(1.0 + dir[2] * 2.5, 3.0); - /* interpolation */ - float x = (direction[1] + M_PI + sun_rotation) / M_2PI; - float y = 1.5; - if (x > 1.0) { - x = x - 1.0; - } - xyz = (color)texture( - filename, x, y, "wrap", "periodic", "interp", "linear", "alpha", alpha) * - mul; - } - } - /* convert to RGB */ - return xyz_to_rgb(xyz[0], xyz[1], xyz[2]); -} - -shader node_sky_texture( - int use_mapping = 0, - matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), - vector Vector = P, - string sky_type = "hosek_wilkie", - float theta = 0.0, - float phi = 0.0, - string filename = "", - color radiance = color(0.0, 0.0, 0.0), - float config_x[9] = {0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0}, - float config_y[9] = {0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0}, - float config_z[9] = {0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0}, - float nishita_data[10] = {0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0}, - output color Color = color(0.0, 0.0, 0.0)) -{ - vector p = Vector; - - if (use_mapping) - p = transform(mapping, p); - - if (sky_type == "nishita_improved") - Color = sky_radiance_nishita(p, nishita_data, filename); - if (sky_type == "hosek_wilkie") - Color = sky_radiance_hosek(p, phi, theta, radiance, config_x, config_y, config_z); - if (sky_type == "preetham") - Color = sky_radiance_preetham(p, phi, theta, radiance, config_x, config_y, config_z); -} diff --git a/intern/cycles/kernel/shaders/node_subsurface_scattering.osl b/intern/cycles/kernel/shaders/node_subsurface_scattering.osl deleted file mode 100644 index f55e38c54ff..00000000000 --- a/intern/cycles/kernel/shaders/node_subsurface_scattering.osl +++ /dev/null @@ -1,30 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_subsurface_scattering(color Color = 0.8, - float Scale = 1.0, - vector Radius = vector(0.1, 0.1, 0.1), - float IOR = 1.4, - float Anisotropy = 0.0, - string method = "random_walk", - normal Normal = N, - output closure color BSSRDF = 0) -{ - BSSRDF = Color * - bssrdf(method, Normal, Scale * Radius, Color, "ior", IOR, "anisotropy", Anisotropy); -} diff --git a/intern/cycles/kernel/shaders/node_tangent.osl b/intern/cycles/kernel/shaders/node_tangent.osl deleted file mode 100644 index f086fa079ec..00000000000 --- a/intern/cycles/kernel/shaders/node_tangent.osl +++ /dev/null @@ -1,46 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_tangent(normal NormalIn = N, - string attr_name = "geom:tangent", - string direction_type = "radial", - string axis = "z", - output normal Tangent = normalize(dPdu)) -{ - vector T = vector(0.0, 0.0, 0.0); - - if (direction_type == "uv_map") { - getattribute(attr_name, T); - } - else if (direction_type == "radial") { - point generated; - - if (!getattribute("geom:generated", generated)) - generated = P; - - if (axis == "x") - T = vector(0.0, -(generated[2] - 0.5), (generated[1] - 0.5)); - else if (axis == "y") - T = vector(-(generated[2] - 0.5), 0.0, (generated[0] - 0.5)); - else - T = vector(-(generated[1] - 0.5), (generated[0] - 0.5), 0.0); - } - - T = transform("object", "world", T); - Tangent = cross(NormalIn, normalize(cross(T, NormalIn))); -} diff --git a/intern/cycles/kernel/shaders/node_texture_coordinate.osl b/intern/cycles/kernel/shaders/node_texture_coordinate.osl deleted file mode 100644 index 9cdb925dbfa..00000000000 --- a/intern/cycles/kernel/shaders/node_texture_coordinate.osl +++ /dev/null @@ -1,99 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_texture_coordinate( - normal NormalIn = N, - int is_background = 0, - int is_volume = 0, - int from_dupli = 0, - int use_transform = 0, - string bump_offset = "center", - matrix object_itfm = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), - - output point Generated = point(0.0, 0.0, 0.0), - output point UV = point(0.0, 0.0, 0.0), - output point Object = point(0.0, 0.0, 0.0), - output point Camera = point(0.0, 0.0, 0.0), - output point Window = point(0.0, 0.0, 0.0), - output normal Normal = normal(0.0, 0.0, 0.0), - output point Reflection = point(0.0, 0.0, 0.0)) -{ - if (is_background) { - Generated = P; - UV = point(0.0, 0.0, 0.0); - Object = P; - point Pcam = transform("camera", "world", point(0, 0, 0)); - Camera = transform("camera", P + Pcam); - getattribute("NDC", Window); - Normal = NormalIn; - Reflection = I; - } - else { - if (from_dupli) { - getattribute("geom:dupli_generated", Generated); - getattribute("geom:dupli_uv", UV); - } - else if (is_volume) { - Generated = transform("object", P); - - matrix tfm; - if (getattribute("geom:generated_transform", tfm)) - Generated = transform(tfm, Generated); - - getattribute("geom:uv", UV); - } - else { - if (!getattribute("geom:generated", Generated)) { - Generated = transform("object", P); - } - getattribute("geom:uv", UV); - } - - if (use_transform) { - Object = transform(object_itfm, P); - } - else { - Object = transform("object", P); - } - Camera = transform("camera", P); - Window = transform("NDC", P); - Normal = transform("world", "object", NormalIn); - Reflection = -reflect(I, NormalIn); - } - - if (bump_offset == "dx") { - if (!from_dupli) { - Generated += Dx(Generated); - UV += Dx(UV); - } - Object += Dx(Object); - Camera += Dx(Camera); - Window += Dx(Window); - } - else if (bump_offset == "dy") { - if (!from_dupli) { - Generated += Dy(Generated); - UV += Dy(UV); - } - Object += Dy(Object); - Camera += Dy(Camera); - Window += Dy(Window); - } - - Window[2] = 0.0; -} diff --git a/intern/cycles/kernel/shaders/node_toon_bsdf.osl b/intern/cycles/kernel/shaders/node_toon_bsdf.osl deleted file mode 100644 index 4a44730c70c..00000000000 --- a/intern/cycles/kernel/shaders/node_toon_bsdf.osl +++ /dev/null @@ -1,30 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_toon_bsdf(color Color = 0.8, - string component = "diffuse", - float Size = 0.5, - float Smooth = 0.0, - normal Normal = N, - output closure color BSDF = 0) -{ - if (component == "diffuse") - BSDF = Color * diffuse_toon(Normal, Size, Smooth); - else if (component == "glossy") - BSDF = Color * glossy_toon(Normal, Size, Smooth); -} diff --git a/intern/cycles/kernel/shaders/node_translucent_bsdf.osl b/intern/cycles/kernel/shaders/node_translucent_bsdf.osl deleted file mode 100644 index 23a562bf34d..00000000000 --- a/intern/cycles/kernel/shaders/node_translucent_bsdf.osl +++ /dev/null @@ -1,22 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_translucent_bsdf(color Color = 0.8, normal Normal = N, output closure color BSDF = 0) -{ - BSDF = Color * translucent(Normal); -} diff --git a/intern/cycles/kernel/shaders/node_transparent_bsdf.osl b/intern/cycles/kernel/shaders/node_transparent_bsdf.osl deleted file mode 100644 index eb737a05c41..00000000000 --- a/intern/cycles/kernel/shaders/node_transparent_bsdf.osl +++ /dev/null @@ -1,22 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_transparent_bsdf(color Color = 0.8, normal Normal = N, output closure color BSDF = 0) -{ - BSDF = Color * transparent(); -} diff --git a/intern/cycles/kernel/shaders/node_uv_map.osl b/intern/cycles/kernel/shaders/node_uv_map.osl deleted file mode 100644 index 88d8c5ba394..00000000000 --- a/intern/cycles/kernel/shaders/node_uv_map.osl +++ /dev/null @@ -1,44 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_uv_map(int from_dupli = 0, - string attribute = "", - string bump_offset = "center", - output point UV = point(0.0, 0.0, 0.0)) -{ - if (from_dupli) { - getattribute("geom:dupli_uv", UV); - } - else { - if (attribute == "") - getattribute("geom:uv", UV); - else - getattribute(attribute, UV); - } - - if (bump_offset == "dx") { - if (!from_dupli) { - UV += Dx(UV); - } - } - else if (bump_offset == "dy") { - if (!from_dupli) { - UV += Dy(UV); - } - } -} diff --git a/intern/cycles/kernel/shaders/node_value.osl b/intern/cycles/kernel/shaders/node_value.osl deleted file mode 100644 index 13197b9a27a..00000000000 --- a/intern/cycles/kernel/shaders/node_value.osl +++ /dev/null @@ -1,29 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_value(float value_value = 0.0, - vector vector_value = vector(0.0, 0.0, 0.0), - color color_value = 0.0, - output float Value = 0.0, - output vector Vector = vector(0.0, 0.0, 0.0), - output color Color = 0.0) -{ - Value = value_value; - Vector = vector_value; - Color = color_value; -} diff --git a/intern/cycles/kernel/shaders/node_vector_curves.osl b/intern/cycles/kernel/shaders/node_vector_curves.osl deleted file mode 100644 index 9d3a2b82b0a..00000000000 --- a/intern/cycles/kernel/shaders/node_vector_curves.osl +++ /dev/null @@ -1,39 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "node_ramp_util.h" -#include "stdcycles.h" - -shader node_vector_curves(color ramp[] = {0.0}, - float min_x = 0.0, - float max_x = 1.0, - - vector VectorIn = vector(0.0, 0.0, 0.0), - float Fac = 0.0, - output vector VectorOut = vector(0.0, 0.0, 0.0)) -{ - vector c = (VectorIn - vector(min_x, min_x, min_x)) / (max_x - min_x); - - color r = rgb_ramp_lookup(ramp, c[0], 1, 1); - color g = rgb_ramp_lookup(ramp, c[0], 1, 1); - color b = rgb_ramp_lookup(ramp, c[0], 1, 1); - - VectorOut[0] = r[0]; - VectorOut[1] = g[1]; - VectorOut[2] = b[2]; - - VectorOut = mix(VectorIn, VectorOut, Fac); -} diff --git a/intern/cycles/kernel/shaders/node_vector_displacement.osl b/intern/cycles/kernel/shaders/node_vector_displacement.osl deleted file mode 100644 index 7cd9c2a37f2..00000000000 --- a/intern/cycles/kernel/shaders/node_vector_displacement.osl +++ /dev/null @@ -1,58 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_vector_displacement(color Vector = color(0.0, 0.0, 0.0), - float Midlevel = 0.0, - float Scale = 1.0, - string space = "tangent", - string attr_name = "geom:tangent", - string attr_sign_name = "geom:tangent_sign", - output vector Displacement = vector(0.0, 0.0, 0.0)) -{ - vector offset = (Vector - vector(Midlevel)) * Scale; - - if (space == "tangent") { - /* Tangent space. */ - vector N_object = normalize(transform("world", "object", N)); - - vector T_object; - if (getattribute(attr_name, T_object)) { - T_object = normalize(T_object); - } - else { - T_object = normalize(dPdu); - } - - vector B_object = normalize(cross(N_object, T_object)); - float tangent_sign; - if (getattribute(attr_sign_name, tangent_sign)) { - B_object *= tangent_sign; - } - - Displacement = T_object * offset[0] + N_object * offset[1] + B_object * offset[2]; - } - else { - /* Object or world space. */ - Displacement = offset; - } - - if (space != "world") { - /* Tangent or object space. */ - Displacement = transform("object", "world", Displacement); - } -} diff --git a/intern/cycles/kernel/shaders/node_vector_math.osl b/intern/cycles/kernel/shaders/node_vector_math.osl deleted file mode 100644 index c08d75b99ef..00000000000 --- a/intern/cycles/kernel/shaders/node_vector_math.osl +++ /dev/null @@ -1,112 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "node_math.h" -#include "stdcycles.h" - -shader node_vector_math(string math_type = "add", - vector Vector1 = vector(0.0, 0.0, 0.0), - vector Vector2 = vector(0.0, 0.0, 0.0), - vector Vector3 = vector(0.0, 0.0, 0.0), - float Scale = 1.0, - output float Value = 0.0, - output vector Vector = vector(0.0, 0.0, 0.0)) -{ - if (math_type == "add") { - Vector = Vector1 + Vector2; - } - else if (math_type == "subtract") { - Vector = Vector1 - Vector2; - } - else if (math_type == "multiply") { - Vector = Vector1 * Vector2; - } - else if (math_type == "divide") { - Vector = safe_divide(Vector1, Vector2); - } - else if (math_type == "cross_product") { - Vector = cross(Vector1, Vector2); - } - else if (math_type == "project") { - Vector = project(Vector1, Vector2); - } - else if (math_type == "reflect") { - Vector = reflect(Vector1, normalize(Vector2)); - } - else if (math_type == "refract") { - Vector = refract(Vector1, normalize(Vector2), Scale); - } - else if (math_type == "faceforward") { - Vector = compatible_faceforward(Vector1, Vector2, Vector3); - } - else if (math_type == "multiply_add") { - Vector = Vector1 * Vector2 + Vector3; - } - else if (math_type == "dot_product") { - Value = dot(Vector1, Vector2); - } - else if (math_type == "distance") { - Value = distance(Vector1, Vector2); - } - else if (math_type == "length") { - Value = length(Vector1); - } - else if (math_type == "scale") { - Vector = Vector1 * Scale; - } - else if (math_type == "normalize") { - Vector = normalize(Vector1); - } - else if (math_type == "snap") { - Vector = snap(Vector1, Vector2); - } - else if (math_type == "floor") { - Vector = floor(Vector1); - } - else if (math_type == "ceil") { - Vector = ceil(Vector1); - } - else if (math_type == "modulo") { - Vector = fmod(Vector1, Vector2); - } - else if (math_type == "wrap") { - Vector = wrap(Vector1, Vector2, Vector3); - } - else if (math_type == "fraction") { - Vector = Vector1 - floor(Vector1); - } - else if (math_type == "absolute") { - Vector = abs(Vector1); - } - else if (math_type == "minimum") { - Vector = min(Vector1, Vector2); - } - else if (math_type == "maximum") { - Vector = max(Vector1, Vector2); - } - else if (math_type == "sine") { - Vector = sin(Vector1); - } - else if (math_type == "cosine") { - Vector = cos(Vector1); - } - else if (math_type == "tangent") { - Vector = tan(Vector1); - } - else { - warning("%s", "Unknown vector math operator!"); - } -} diff --git a/intern/cycles/kernel/shaders/node_vector_rotate.osl b/intern/cycles/kernel/shaders/node_vector_rotate.osl deleted file mode 100644 index e99bf7d81b0..00000000000 --- a/intern/cycles/kernel/shaders/node_vector_rotate.osl +++ /dev/null @@ -1,49 +0,0 @@ -/* - * Copyright 2011-2020 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "node_math.h" -#include "stdcycles.h" - -shader node_vector_rotate(int invert = 0, - string rotate_type = "axis", - vector VectorIn = vector(0.0, 0.0, 0.0), - point Center = point(0.0, 0.0, 0.0), - point Rotation = point(0.0, 0.0, 0.0), - vector Axis = vector(0.0, 0.0, 1.0), - float Angle = 0.0, - output vector VectorOut = vector(0.0, 0.0, 0.0)) -{ - if (rotate_type == "euler_xyz") { - matrix rmat = (invert) ? transpose(euler_to_mat(Rotation)) : euler_to_mat(Rotation); - VectorOut = transform(rmat, VectorIn - Center) + Center; - } - else { - float a = (invert) ? -Angle : Angle; - if (rotate_type == "x_axis") { - VectorOut = rotate(VectorIn - Center, a, point(0.0), vector(1.0, 0.0, 0.0)) + Center; - } - else if (rotate_type == "y_axis") { - VectorOut = rotate(VectorIn - Center, a, point(0.0), vector(0.0, 1.0, 0.0)) + Center; - } - else if (rotate_type == "z_axis") { - VectorOut = rotate(VectorIn - Center, a, point(0.0), vector(0.0, 0.0, 1.0)) + Center; - } - else { // axis - VectorOut = (length(Axis) != 0.0) ? rotate(VectorIn - Center, a, point(0.0), Axis) + Center : - VectorIn; - } - } -} diff --git a/intern/cycles/kernel/shaders/node_vector_transform.osl b/intern/cycles/kernel/shaders/node_vector_transform.osl deleted file mode 100644 index b71c6ec4824..00000000000 --- a/intern/cycles/kernel/shaders/node_vector_transform.osl +++ /dev/null @@ -1,34 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_vector_transform(string transform_type = "vector", - string convert_from = "world", - string convert_to = "object", - vector VectorIn = vector(0.0, 0.0, 0.0), - output vector VectorOut = vector(0.0, 0.0, 0.0)) -{ - if (transform_type == "vector" || transform_type == "normal") { - VectorOut = transform(convert_from, convert_to, VectorIn); - if (transform_type == "normal") - VectorOut = normalize(VectorOut); - } - else if (transform_type == "point") { - point Point = (point)VectorIn; - VectorOut = transform(convert_from, convert_to, Point); - } -} diff --git a/intern/cycles/kernel/shaders/node_velvet_bsdf.osl b/intern/cycles/kernel/shaders/node_velvet_bsdf.osl deleted file mode 100644 index 299acef35ee..00000000000 --- a/intern/cycles/kernel/shaders/node_velvet_bsdf.osl +++ /dev/null @@ -1,28 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "node_fresnel.h" -#include "stdcycles.h" - -shader node_velvet_bsdf(color Color = 0.8, - float Sigma = 0.0, - normal Normal = N, - output closure color BSDF = 0) -{ - float sigma = clamp(Sigma, 0.0, 1.0); - - BSDF = Color * ashikhmin_velvet(Normal, sigma); -} diff --git a/intern/cycles/kernel/shaders/node_vertex_color.osl b/intern/cycles/kernel/shaders/node_vertex_color.osl deleted file mode 100644 index ffaf7a2f720..00000000000 --- a/intern/cycles/kernel/shaders/node_vertex_color.osl +++ /dev/null @@ -1,50 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_vertex_color(string bump_offset = "center", - string layer_name = "", - output color Color = 0.0, - output float Alpha = 0.0) -{ - float vertex_color[4]; - string vertex_color_layer; - - if (layer_name == "") { - vertex_color_layer = "geom:vertex_color"; - } - else { - vertex_color_layer = layer_name; - } - - if (getattribute(vertex_color_layer, vertex_color)) { - Color = color(vertex_color[0], vertex_color[1], vertex_color[2]); - Alpha = vertex_color[3]; - - if (bump_offset == "dx") { - Color += Dx(Color); - Alpha += Dx(Alpha); - } - else if (bump_offset == "dy") { - Color += Dy(Color); - Alpha += Dy(Alpha); - } - } - else { - warning("%s", "Invalid attribute."); - } -} diff --git a/intern/cycles/kernel/shaders/node_voronoi_texture.osl b/intern/cycles/kernel/shaders/node_voronoi_texture.osl deleted file mode 100644 index de6c697fc85..00000000000 --- a/intern/cycles/kernel/shaders/node_voronoi_texture.osl +++ /dev/null @@ -1,1031 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "node_hash.h" -#include "stdcycles.h" -#include "vector2.h" -#include "vector4.h" - -#define vector3 point - -/* **** Distance Functions **** */ - -float distance(float a, float b) -{ - return abs(a - b); -} - -float distance(vector2 a, vector2 b) -{ - return length(a - b); -} - -float distance(vector4 a, vector4 b) -{ - return length(a - b); -} - -/* **** Safe Division **** */ - -vector2 safe_divide(vector2 a, float b) -{ - return vector2((b != 0.0) ? a.x / b : 0.0, (b != 0.0) ? a.y / b : 0.0); -} - -vector4 safe_divide(vector4 a, float b) -{ - return vector4((b != 0.0) ? a.x / b : 0.0, - (b != 0.0) ? a.y / b : 0.0, - (b != 0.0) ? a.z / b : 0.0, - (b != 0.0) ? a.w / b : 0.0); -} - -/* - * Original code is under the MIT License, Copyright (c) 2013 Inigo Quilez. - * - * Smooth Voronoi: - * - https://wiki.blender.org/wiki/User:OmarSquircleArt/GSoC2019/Documentation/Smooth_Voronoi - * - * Distance To Edge based on: - * - * - https://www.iquilezles.org/www/articles/voronoilines/voronoilines.htm - * - https://www.shadertoy.com/view/ldl3W8 - * - * With optimization to change -2..2 scan window to -1..1 for better performance, - * as explained in https://www.shadertoy.com/view/llG3zy. - */ - -/* **** 1D Voronoi **** */ - -float voronoi_distance(float a, float b, string metric, float exponent) -{ - return abs(a - b); -} - -void voronoi_f1_1d(float w, - float exponent, - float randomness, - string metric, - output float outDistance, - output color outColor, - output float outW) -{ - float cellPosition = floor(w); - float localPosition = w - cellPosition; - - float minDistance = 8.0; - float targetOffset, targetPosition; - for (int i = -1; i <= 1; i++) { - float cellOffset = float(i); - float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness; - float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent); - if (distanceToPoint < minDistance) { - targetOffset = cellOffset; - minDistance = distanceToPoint; - targetPosition = pointPosition; - } - } - outDistance = minDistance; - outColor = hash_float_to_color(cellPosition + targetOffset); - outW = targetPosition + cellPosition; -} - -void voronoi_smooth_f1_1d(float w, - float smoothness, - float exponent, - float randomness, - string metric, - output float outDistance, - output color outColor, - output float outW) -{ - float cellPosition = floor(w); - float localPosition = w - cellPosition; - - float smoothDistance = 8.0; - float smoothPosition = 0.0; - color smoothColor = color(0.0); - for (int i = -2; i <= 2; i++) { - float cellOffset = float(i); - float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness; - float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent); - float h = smoothstep(0.0, 1.0, 0.5 + 0.5 * (smoothDistance - distanceToPoint) / smoothness); - float correctionFactor = smoothness * h * (1.0 - h); - smoothDistance = mix(smoothDistance, distanceToPoint, h) - correctionFactor; - correctionFactor /= 1.0 + 3.0 * smoothness; - color cellColor = hash_float_to_color(cellPosition + cellOffset); - smoothColor = mix(smoothColor, cellColor, h) - correctionFactor; - smoothPosition = mix(smoothPosition, pointPosition, h) - correctionFactor; - } - outDistance = smoothDistance; - outColor = smoothColor; - outW = cellPosition + smoothPosition; -} - -void voronoi_f2_1d(float w, - float exponent, - float randomness, - string metric, - output float outDistance, - output color outColor, - output float outW) -{ - float cellPosition = floor(w); - float localPosition = w - cellPosition; - - float distanceF1 = 8.0; - float distanceF2 = 8.0; - float offsetF1 = 0.0; - float positionF1 = 0.0; - float offsetF2, positionF2; - for (int i = -1; i <= 1; i++) { - float cellOffset = float(i); - float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness; - float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent); - if (distanceToPoint < distanceF1) { - distanceF2 = distanceF1; - distanceF1 = distanceToPoint; - offsetF2 = offsetF1; - offsetF1 = cellOffset; - positionF2 = positionF1; - positionF1 = pointPosition; - } - else if (distanceToPoint < distanceF2) { - distanceF2 = distanceToPoint; - offsetF2 = cellOffset; - positionF2 = pointPosition; - } - } - outDistance = distanceF2; - outColor = hash_float_to_color(cellPosition + offsetF2); - outW = positionF2 + cellPosition; -} - -void voronoi_distance_to_edge_1d(float w, float randomness, output float outDistance) -{ - float cellPosition = floor(w); - float localPosition = w - cellPosition; - - float midPointPosition = hash_float_to_float(cellPosition) * randomness; - float leftPointPosition = -1.0 + hash_float_to_float(cellPosition - 1.0) * randomness; - float rightPointPosition = 1.0 + hash_float_to_float(cellPosition + 1.0) * randomness; - float distanceToMidLeft = distance((midPointPosition + leftPointPosition) / 2.0, localPosition); - float distanceToMidRight = distance((midPointPosition + rightPointPosition) / 2.0, - localPosition); - - outDistance = min(distanceToMidLeft, distanceToMidRight); -} - -void voronoi_n_sphere_radius_1d(float w, float randomness, output float outRadius) -{ - float cellPosition = floor(w); - float localPosition = w - cellPosition; - - float closestPoint; - float closestPointOffset; - float minDistance = 8.0; - for (int i = -1; i <= 1; i++) { - float cellOffset = float(i); - float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness; - float distanceToPoint = distance(pointPosition, localPosition); - if (distanceToPoint < minDistance) { - minDistance = distanceToPoint; - closestPoint = pointPosition; - closestPointOffset = cellOffset; - } - } - - minDistance = 8.0; - float closestPointToClosestPoint; - for (int i = -1; i <= 1; i++) { - if (i == 0) { - continue; - } - float cellOffset = float(i) + closestPointOffset; - float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness; - float distanceToPoint = distance(closestPoint, pointPosition); - if (distanceToPoint < minDistance) { - minDistance = distanceToPoint; - closestPointToClosestPoint = pointPosition; - } - } - outRadius = distance(closestPointToClosestPoint, closestPoint) / 2.0; -} - -/* **** 2D Voronoi **** */ - -float voronoi_distance(vector2 a, vector2 b, string metric, float exponent) -{ - if (metric == "euclidean") { - return distance(a, b); - } - else if (metric == "manhattan") { - return abs(a.x - b.x) + abs(a.y - b.y); - } - else if (metric == "chebychev") { - return max(abs(a.x - b.x), abs(a.y - b.y)); - } - else if (metric == "minkowski") { - return pow(pow(abs(a.x - b.x), exponent) + pow(abs(a.y - b.y), exponent), 1.0 / exponent); - } - else { - return 0.0; - } -} - -void voronoi_f1_2d(vector2 coord, - float exponent, - float randomness, - string metric, - output float outDistance, - output color outColor, - output vector2 outPosition) -{ - vector2 cellPosition = floor(coord); - vector2 localPosition = coord - cellPosition; - - float minDistance = 8.0; - vector2 targetOffset, targetPosition; - for (int j = -1; j <= 1; j++) { - for (int i = -1; i <= 1; i++) { - vector2 cellOffset = vector2(i, j); - vector2 pointPosition = cellOffset + - hash_vector2_to_vector2(cellPosition + cellOffset) * randomness; - float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent); - if (distanceToPoint < minDistance) { - targetOffset = cellOffset; - minDistance = distanceToPoint; - targetPosition = pointPosition; - } - } - } - outDistance = minDistance; - outColor = hash_vector2_to_color(cellPosition + targetOffset); - outPosition = targetPosition + cellPosition; -} - -void voronoi_smooth_f1_2d(vector2 coord, - float smoothness, - float exponent, - float randomness, - string metric, - output float outDistance, - output color outColor, - output vector2 outPosition) -{ - vector2 cellPosition = floor(coord); - vector2 localPosition = coord - cellPosition; - - float smoothDistance = 8.0; - color smoothColor = color(0.0); - vector2 smoothPosition = vector2(0.0, 0.0); - for (int j = -2; j <= 2; j++) { - for (int i = -2; i <= 2; i++) { - vector2 cellOffset = vector2(i, j); - vector2 pointPosition = cellOffset + - hash_vector2_to_vector2(cellPosition + cellOffset) * randomness; - float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent); - float h = smoothstep(0.0, 1.0, 0.5 + 0.5 * (smoothDistance - distanceToPoint) / smoothness); - float correctionFactor = smoothness * h * (1.0 - h); - smoothDistance = mix(smoothDistance, distanceToPoint, h) - correctionFactor; - correctionFactor /= 1.0 + 3.0 * smoothness; - color cellColor = hash_vector2_to_color(cellPosition + cellOffset); - smoothColor = mix(smoothColor, cellColor, h) - correctionFactor; - smoothPosition = mix(smoothPosition, pointPosition, h) - correctionFactor; - } - } - outDistance = smoothDistance; - outColor = smoothColor; - outPosition = cellPosition + smoothPosition; -} - -void voronoi_f2_2d(vector2 coord, - float exponent, - float randomness, - string metric, - output float outDistance, - output color outColor, - output vector2 outPosition) -{ - vector2 cellPosition = floor(coord); - vector2 localPosition = coord - cellPosition; - - float distanceF1 = 8.0; - float distanceF2 = 8.0; - vector2 offsetF1 = vector2(0.0, 0.0); - vector2 positionF1 = vector2(0.0, 0.0); - vector2 offsetF2, positionF2; - for (int j = -1; j <= 1; j++) { - for (int i = -1; i <= 1; i++) { - vector2 cellOffset = vector2(i, j); - vector2 pointPosition = cellOffset + - hash_vector2_to_vector2(cellPosition + cellOffset) * randomness; - float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent); - if (distanceToPoint < distanceF1) { - distanceF2 = distanceF1; - distanceF1 = distanceToPoint; - offsetF2 = offsetF1; - offsetF1 = cellOffset; - positionF2 = positionF1; - positionF1 = pointPosition; - } - else if (distanceToPoint < distanceF2) { - distanceF2 = distanceToPoint; - offsetF2 = cellOffset; - positionF2 = pointPosition; - } - } - } - outDistance = distanceF2; - outColor = hash_vector2_to_color(cellPosition + offsetF2); - outPosition = positionF2 + cellPosition; -} - -void voronoi_distance_to_edge_2d(vector2 coord, float randomness, output float outDistance) -{ - vector2 cellPosition = floor(coord); - vector2 localPosition = coord - cellPosition; - - vector2 vectorToClosest; - float minDistance = 8.0; - for (int j = -1; j <= 1; j++) { - for (int i = -1; i <= 1; i++) { - vector2 cellOffset = vector2(i, j); - vector2 vectorToPoint = cellOffset + - hash_vector2_to_vector2(cellPosition + cellOffset) * randomness - - localPosition; - float distanceToPoint = dot(vectorToPoint, vectorToPoint); - if (distanceToPoint < minDistance) { - minDistance = distanceToPoint; - vectorToClosest = vectorToPoint; - } - } - } - - minDistance = 8.0; - for (int j = -1; j <= 1; j++) { - for (int i = -1; i <= 1; i++) { - vector2 cellOffset = vector2(i, j); - vector2 vectorToPoint = cellOffset + - hash_vector2_to_vector2(cellPosition + cellOffset) * randomness - - localPosition; - vector2 perpendicularToEdge = vectorToPoint - vectorToClosest; - if (dot(perpendicularToEdge, perpendicularToEdge) > 0.0001) { - float distanceToEdge = dot((vectorToClosest + vectorToPoint) / 2.0, - normalize(perpendicularToEdge)); - minDistance = min(minDistance, distanceToEdge); - } - } - } - outDistance = minDistance; -} - -void voronoi_n_sphere_radius_2d(vector2 coord, float randomness, output float outRadius) -{ - vector2 cellPosition = floor(coord); - vector2 localPosition = coord - cellPosition; - - vector2 closestPoint; - vector2 closestPointOffset; - float minDistance = 8.0; - for (int j = -1; j <= 1; j++) { - for (int i = -1; i <= 1; i++) { - vector2 cellOffset = vector2(i, j); - vector2 pointPosition = cellOffset + - hash_vector2_to_vector2(cellPosition + cellOffset) * randomness; - float distanceToPoint = distance(pointPosition, localPosition); - if (distanceToPoint < minDistance) { - minDistance = distanceToPoint; - closestPoint = pointPosition; - closestPointOffset = cellOffset; - } - } - } - - minDistance = 8.0; - vector2 closestPointToClosestPoint; - for (int j = -1; j <= 1; j++) { - for (int i = -1; i <= 1; i++) { - if (i == 0 && j == 0) { - continue; - } - vector2 cellOffset = vector2(i, j) + closestPointOffset; - vector2 pointPosition = cellOffset + - hash_vector2_to_vector2(cellPosition + cellOffset) * randomness; - float distanceToPoint = distance(closestPoint, pointPosition); - if (distanceToPoint < minDistance) { - minDistance = distanceToPoint; - closestPointToClosestPoint = pointPosition; - } - } - } - outRadius = distance(closestPointToClosestPoint, closestPoint) / 2.0; -} - -/* **** 3D Voronoi **** */ - -float voronoi_distance(vector3 a, vector3 b, string metric, float exponent) -{ - if (metric == "euclidean") { - return distance(a, b); - } - else if (metric == "manhattan") { - return abs(a[0] - b[0]) + abs(a[1] - b[1]) + abs(a[2] - b[2]); - } - else if (metric == "chebychev") { - return max(abs(a[0] - b[0]), max(abs(a[1] - b[1]), abs(a[2] - b[2]))); - } - else if (metric == "minkowski") { - return pow(pow(abs(a[0] - b[0]), exponent) + pow(abs(a[1] - b[1]), exponent) + - pow(abs(a[2] - b[2]), exponent), - 1.0 / exponent); - } - else { - return 0.0; - } -} - -void voronoi_f1_3d(vector3 coord, - float exponent, - float randomness, - string metric, - output float outDistance, - output color outColor, - output vector3 outPosition) -{ - vector3 cellPosition = floor(coord); - vector3 localPosition = coord - cellPosition; - - float minDistance = 8.0; - vector3 targetOffset, targetPosition; - for (int k = -1; k <= 1; k++) { - for (int j = -1; j <= 1; j++) { - for (int i = -1; i <= 1; i++) { - vector3 cellOffset = vector3(i, j, k); - vector3 pointPosition = cellOffset + - hash_vector3_to_vector3(cellPosition + cellOffset) * randomness; - float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent); - if (distanceToPoint < minDistance) { - targetOffset = cellOffset; - minDistance = distanceToPoint; - targetPosition = pointPosition; - } - } - } - } - outDistance = minDistance; - outColor = hash_vector3_to_color(cellPosition + targetOffset); - outPosition = targetPosition + cellPosition; -} - -void voronoi_smooth_f1_3d(vector3 coord, - float smoothness, - float exponent, - float randomness, - string metric, - output float outDistance, - output color outColor, - output vector3 outPosition) -{ - vector3 cellPosition = floor(coord); - vector3 localPosition = coord - cellPosition; - - float smoothDistance = 8.0; - color smoothColor = color(0.0); - vector3 smoothPosition = vector3(0.0); - for (int k = -2; k <= 2; k++) { - for (int j = -2; j <= 2; j++) { - for (int i = -2; i <= 2; i++) { - vector3 cellOffset = vector3(i, j, k); - vector3 pointPosition = cellOffset + - hash_vector3_to_vector3(cellPosition + cellOffset) * randomness; - float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent); - float h = smoothstep( - 0.0, 1.0, 0.5 + 0.5 * (smoothDistance - distanceToPoint) / smoothness); - float correctionFactor = smoothness * h * (1.0 - h); - smoothDistance = mix(smoothDistance, distanceToPoint, h) - correctionFactor; - correctionFactor /= 1.0 + 3.0 * smoothness; - color cellColor = hash_vector3_to_color(cellPosition + cellOffset); - smoothColor = mix(smoothColor, cellColor, h) - correctionFactor; - smoothPosition = mix(smoothPosition, pointPosition, h) - correctionFactor; - } - } - } - outDistance = smoothDistance; - outColor = smoothColor; - outPosition = cellPosition + smoothPosition; -} - -void voronoi_f2_3d(vector3 coord, - float exponent, - float randomness, - string metric, - output float outDistance, - output color outColor, - output vector3 outPosition) -{ - vector3 cellPosition = floor(coord); - vector3 localPosition = coord - cellPosition; - - float distanceF1 = 8.0; - float distanceF2 = 8.0; - vector3 offsetF1 = vector3(0.0); - vector3 positionF1 = vector3(0.0); - vector3 offsetF2, positionF2; - for (int k = -1; k <= 1; k++) { - for (int j = -1; j <= 1; j++) { - for (int i = -1; i <= 1; i++) { - vector3 cellOffset = vector3(i, j, k); - vector3 pointPosition = cellOffset + - hash_vector3_to_vector3(cellPosition + cellOffset) * randomness; - float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent); - if (distanceToPoint < distanceF1) { - distanceF2 = distanceF1; - distanceF1 = distanceToPoint; - offsetF2 = offsetF1; - offsetF1 = cellOffset; - positionF2 = positionF1; - positionF1 = pointPosition; - } - else if (distanceToPoint < distanceF2) { - distanceF2 = distanceToPoint; - offsetF2 = cellOffset; - positionF2 = pointPosition; - } - } - } - } - outDistance = distanceF2; - outColor = hash_vector3_to_color(cellPosition + offsetF2); - outPosition = positionF2 + cellPosition; -} - -void voronoi_distance_to_edge_3d(vector3 coord, float randomness, output float outDistance) -{ - vector3 cellPosition = floor(coord); - vector3 localPosition = coord - cellPosition; - - vector3 vectorToClosest; - float minDistance = 8.0; - for (int k = -1; k <= 1; k++) { - for (int j = -1; j <= 1; j++) { - for (int i = -1; i <= 1; i++) { - vector3 cellOffset = vector3(i, j, k); - vector3 vectorToPoint = cellOffset + - hash_vector3_to_vector3(cellPosition + cellOffset) * randomness - - localPosition; - float distanceToPoint = dot(vectorToPoint, vectorToPoint); - if (distanceToPoint < minDistance) { - minDistance = distanceToPoint; - vectorToClosest = vectorToPoint; - } - } - } - } - - minDistance = 8.0; - for (int k = -1; k <= 1; k++) { - for (int j = -1; j <= 1; j++) { - for (int i = -1; i <= 1; i++) { - vector3 cellOffset = vector3(i, j, k); - vector3 vectorToPoint = cellOffset + - hash_vector3_to_vector3(cellPosition + cellOffset) * randomness - - localPosition; - vector3 perpendicularToEdge = vectorToPoint - vectorToClosest; - if (dot(perpendicularToEdge, perpendicularToEdge) > 0.0001) { - float distanceToEdge = dot((vectorToClosest + vectorToPoint) / 2.0, - normalize((vector)perpendicularToEdge)); - minDistance = min(minDistance, distanceToEdge); - } - } - } - } - outDistance = minDistance; -} - -void voronoi_n_sphere_radius_3d(vector3 coord, float randomness, output float outRadius) -{ - vector3 cellPosition = floor(coord); - vector3 localPosition = coord - cellPosition; - - vector3 closestPoint; - vector3 closestPointOffset; - float minDistance = 8.0; - for (int k = -1; k <= 1; k++) { - for (int j = -1; j <= 1; j++) { - for (int i = -1; i <= 1; i++) { - vector3 cellOffset = vector3(i, j, k); - vector3 pointPosition = cellOffset + - hash_vector3_to_vector3(cellPosition + cellOffset) * randomness; - float distanceToPoint = distance(pointPosition, localPosition); - if (distanceToPoint < minDistance) { - minDistance = distanceToPoint; - closestPoint = pointPosition; - closestPointOffset = cellOffset; - } - } - } - } - - minDistance = 8.0; - vector3 closestPointToClosestPoint; - for (int k = -1; k <= 1; k++) { - for (int j = -1; j <= 1; j++) { - for (int i = -1; i <= 1; i++) { - if (i == 0 && j == 0 && k == 0) { - continue; - } - vector3 cellOffset = vector3(i, j, k) + closestPointOffset; - vector3 pointPosition = cellOffset + - hash_vector3_to_vector3(cellPosition + cellOffset) * randomness; - float distanceToPoint = distance(closestPoint, pointPosition); - if (distanceToPoint < minDistance) { - minDistance = distanceToPoint; - closestPointToClosestPoint = pointPosition; - } - } - } - } - outRadius = distance(closestPointToClosestPoint, closestPoint) / 2.0; -} - -/* **** 4D Voronoi **** */ - -float voronoi_distance(vector4 a, vector4 b, string metric, float exponent) -{ - if (metric == "euclidean") { - return distance(a, b); - } - else if (metric == "manhattan") { - return abs(a.x - b.x) + abs(a.y - b.y) + abs(a.z - b.z) + abs(a.w - b.w); - } - else if (metric == "chebychev") { - return max(abs(a.x - b.x), max(abs(a.y - b.y), max(abs(a.z - b.z), abs(a.w - b.w)))); - } - else if (metric == "minkowski") { - return pow(pow(abs(a.x - b.x), exponent) + pow(abs(a.y - b.y), exponent) + - pow(abs(a.z - b.z), exponent) + pow(abs(a.w - b.w), exponent), - 1.0 / exponent); - } - else { - return 0.0; - } -} - -void voronoi_f1_4d(vector4 coord, - float exponent, - float randomness, - string metric, - output float outDistance, - output color outColor, - output vector4 outPosition) -{ - vector4 cellPosition = floor(coord); - vector4 localPosition = coord - cellPosition; - - float minDistance = 8.0; - vector4 targetOffset, targetPosition; - for (int u = -1; u <= 1; u++) { - for (int k = -1; k <= 1; k++) { - for (int j = -1; j <= 1; j++) { - for (int i = -1; i <= 1; i++) { - vector4 cellOffset = vector4(i, j, k, u); - vector4 pointPosition = cellOffset + - hash_vector4_to_vector4(cellPosition + cellOffset) * randomness; - float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent); - if (distanceToPoint < minDistance) { - targetOffset = cellOffset; - minDistance = distanceToPoint; - targetPosition = pointPosition; - } - } - } - } - } - outDistance = minDistance; - outColor = hash_vector4_to_color(cellPosition + targetOffset); - outPosition = targetPosition + cellPosition; -} - -void voronoi_smooth_f1_4d(vector4 coord, - float smoothness, - float exponent, - float randomness, - string metric, - output float outDistance, - output color outColor, - output vector4 outPosition) -{ - vector4 cellPosition = floor(coord); - vector4 localPosition = coord - cellPosition; - - float smoothDistance = 8.0; - color smoothColor = color(0.0); - vector4 smoothPosition = vector4(0.0, 0.0, 0.0, 0.0); - for (int u = -2; u <= 2; u++) { - for (int k = -2; k <= 2; k++) { - for (int j = -2; j <= 2; j++) { - for (int i = -2; i <= 2; i++) { - vector4 cellOffset = vector4(i, j, k, u); - vector4 pointPosition = cellOffset + - hash_vector4_to_vector4(cellPosition + cellOffset) * randomness; - float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent); - float h = smoothstep( - 0.0, 1.0, 0.5 + 0.5 * (smoothDistance - distanceToPoint) / smoothness); - float correctionFactor = smoothness * h * (1.0 - h); - smoothDistance = mix(smoothDistance, distanceToPoint, h) - correctionFactor; - correctionFactor /= 1.0 + 3.0 * smoothness; - color cellColor = hash_vector4_to_color(cellPosition + cellOffset); - smoothColor = mix(smoothColor, cellColor, h) - correctionFactor; - smoothPosition = mix(smoothPosition, pointPosition, h) - correctionFactor; - } - } - } - } - outDistance = smoothDistance; - outColor = smoothColor; - outPosition = cellPosition + smoothPosition; -} - -void voronoi_f2_4d(vector4 coord, - float exponent, - float randomness, - string metric, - output float outDistance, - output color outColor, - output vector4 outPosition) -{ - vector4 cellPosition = floor(coord); - vector4 localPosition = coord - cellPosition; - - float distanceF1 = 8.0; - float distanceF2 = 8.0; - vector4 offsetF1 = vector4(0.0, 0.0, 0.0, 0.0); - vector4 positionF1 = vector4(0.0, 0.0, 0.0, 0.0); - vector4 offsetF2, positionF2; - for (int u = -1; u <= 1; u++) { - for (int k = -1; k <= 1; k++) { - for (int j = -1; j <= 1; j++) { - for (int i = -1; i <= 1; i++) { - vector4 cellOffset = vector4(i, j, k, u); - vector4 pointPosition = cellOffset + - hash_vector4_to_vector4(cellPosition + cellOffset) * randomness; - float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent); - if (distanceToPoint < distanceF1) { - distanceF2 = distanceF1; - distanceF1 = distanceToPoint; - offsetF2 = offsetF1; - offsetF1 = cellOffset; - positionF2 = positionF1; - positionF1 = pointPosition; - } - else if (distanceToPoint < distanceF2) { - distanceF2 = distanceToPoint; - offsetF2 = cellOffset; - positionF2 = pointPosition; - } - } - } - } - } - outDistance = distanceF2; - outColor = hash_vector4_to_color(cellPosition + offsetF2); - outPosition = positionF2 + cellPosition; -} - -void voronoi_distance_to_edge_4d(vector4 coord, float randomness, output float outDistance) -{ - vector4 cellPosition = floor(coord); - vector4 localPosition = coord - cellPosition; - - vector4 vectorToClosest; - float minDistance = 8.0; - for (int u = -1; u <= 1; u++) { - for (int k = -1; k <= 1; k++) { - for (int j = -1; j <= 1; j++) { - for (int i = -1; i <= 1; i++) { - vector4 cellOffset = vector4(i, j, k, u); - vector4 vectorToPoint = cellOffset + - hash_vector4_to_vector4(cellPosition + cellOffset) * randomness - - localPosition; - float distanceToPoint = dot(vectorToPoint, vectorToPoint); - if (distanceToPoint < minDistance) { - minDistance = distanceToPoint; - vectorToClosest = vectorToPoint; - } - } - } - } - } - - minDistance = 8.0; - for (int u = -1; u <= 1; u++) { - for (int k = -1; k <= 1; k++) { - for (int j = -1; j <= 1; j++) { - for (int i = -1; i <= 1; i++) { - vector4 cellOffset = vector4(i, j, k, u); - vector4 vectorToPoint = cellOffset + - hash_vector4_to_vector4(cellPosition + cellOffset) * randomness - - localPosition; - vector4 perpendicularToEdge = vectorToPoint - vectorToClosest; - if (dot(perpendicularToEdge, perpendicularToEdge) > 0.0001) { - float distanceToEdge = dot((vectorToClosest + vectorToPoint) / 2.0, - normalize(perpendicularToEdge)); - minDistance = min(minDistance, distanceToEdge); - } - } - } - } - } - outDistance = minDistance; -} - -void voronoi_n_sphere_radius_4d(vector4 coord, float randomness, output float outRadius) -{ - vector4 cellPosition = floor(coord); - vector4 localPosition = coord - cellPosition; - - vector4 closestPoint; - vector4 closestPointOffset; - float minDistance = 8.0; - for (int u = -1; u <= 1; u++) { - for (int k = -1; k <= 1; k++) { - for (int j = -1; j <= 1; j++) { - for (int i = -1; i <= 1; i++) { - vector4 cellOffset = vector4(i, j, k, u); - vector4 pointPosition = cellOffset + - hash_vector4_to_vector4(cellPosition + cellOffset) * randomness; - float distanceToPoint = distance(pointPosition, localPosition); - if (distanceToPoint < minDistance) { - minDistance = distanceToPoint; - closestPoint = pointPosition; - closestPointOffset = cellOffset; - } - } - } - } - } - - minDistance = 8.0; - vector4 closestPointToClosestPoint; - for (int u = -1; u <= 1; u++) { - for (int k = -1; k <= 1; k++) { - for (int j = -1; j <= 1; j++) { - for (int i = -1; i <= 1; i++) { - if (i == 0 && j == 0 && k == 0 && u == 0) { - continue; - } - vector4 cellOffset = vector4(i, j, k, u) + closestPointOffset; - vector4 pointPosition = cellOffset + - hash_vector4_to_vector4(cellPosition + cellOffset) * randomness; - float distanceToPoint = distance(closestPoint, pointPosition); - if (distanceToPoint < minDistance) { - minDistance = distanceToPoint; - closestPointToClosestPoint = pointPosition; - } - } - } - } - } - outRadius = distance(closestPointToClosestPoint, closestPoint) / 2.0; -} - -shader node_voronoi_texture( - int use_mapping = 0, - matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), - string dimensions = "3D", - string feature = "f1", - string metric = "euclidean", - vector3 Vector = P, - float WIn = 0.0, - float Scale = 5.0, - float Smoothness = 5.0, - float Exponent = 1.0, - float Randomness = 1.0, - output float Distance = 0.0, - output color Color = 0.0, - output vector3 Position = P, - output float WOut = 0.0, - output float Radius = 0.0) -{ - float randomness = clamp(Randomness, 0.0, 1.0); - float smoothness = clamp(Smoothness / 2.0, 0.0, 0.5); - - vector3 coord = Vector; - if (use_mapping) - coord = transform(mapping, coord); - - float w = WIn * Scale; - coord *= Scale; - - if (dimensions == "1D") { - if (feature == "f1") { - voronoi_f1_1d(w, Exponent, randomness, metric, Distance, Color, WOut); - } - else if (feature == "smooth_f1") { - voronoi_smooth_f1_1d(w, smoothness, Exponent, randomness, metric, Distance, Color, WOut); - } - else if (feature == "f2") { - voronoi_f2_1d(w, Exponent, randomness, metric, Distance, Color, WOut); - } - else if (feature == "distance_to_edge") { - voronoi_distance_to_edge_1d(w, randomness, Distance); - } - else if (feature == "n_sphere_radius") { - voronoi_n_sphere_radius_1d(w, randomness, Radius); - } - else { - error("Unknown feature!"); - } - WOut = (Scale != 0.0) ? WOut / Scale : 0.0; - } - else if (dimensions == "2D") { - vector2 coord2D = vector2(coord[0], coord[1]); - vector2 outPosition2D; - if (feature == "f1") { - voronoi_f1_2d(coord2D, Exponent, randomness, metric, Distance, Color, outPosition2D); - } - else if (feature == "smooth_f1") { - voronoi_smooth_f1_2d( - coord2D, smoothness, Exponent, randomness, metric, Distance, Color, outPosition2D); - } - else if (feature == "f2") { - voronoi_f2_2d(coord2D, Exponent, randomness, metric, Distance, Color, outPosition2D); - } - else if (feature == "distance_to_edge") { - voronoi_distance_to_edge_2d(coord2D, randomness, Distance); - } - else if (feature == "n_sphere_radius") { - voronoi_n_sphere_radius_2d(coord2D, randomness, Radius); - } - else { - error("Unknown feature!"); - } - outPosition2D = safe_divide(outPosition2D, Scale); - Position = vector3(outPosition2D.x, outPosition2D.y, 0.0); - } - else if (dimensions == "3D") { - if (feature == "f1") { - voronoi_f1_3d(coord, Exponent, randomness, metric, Distance, Color, Position); - } - else if (feature == "smooth_f1") { - voronoi_smooth_f1_3d( - coord, smoothness, Exponent, randomness, metric, Distance, Color, Position); - } - else if (feature == "f2") { - voronoi_f2_3d(coord, Exponent, randomness, metric, Distance, Color, Position); - } - else if (feature == "distance_to_edge") { - voronoi_distance_to_edge_3d(coord, randomness, Distance); - } - else if (feature == "n_sphere_radius") { - voronoi_n_sphere_radius_3d(coord, randomness, Radius); - } - else { - error("Unknown feature!"); - } - Position = (Scale != 0.0) ? Position / Scale : vector3(0.0); - } - else if (dimensions == "4D") { - vector4 coord4D = vector4(coord[0], coord[1], coord[2], w); - vector4 outPosition4D; - if (feature == "f1") { - voronoi_f1_4d(coord4D, Exponent, randomness, metric, Distance, Color, outPosition4D); - } - else if (feature == "smooth_f1") { - voronoi_smooth_f1_4d( - coord4D, smoothness, Exponent, randomness, metric, Distance, Color, outPosition4D); - } - else if (feature == "f2") { - voronoi_f2_4d(coord4D, Exponent, randomness, metric, Distance, Color, outPosition4D); - } - else if (feature == "distance_to_edge") { - voronoi_distance_to_edge_4d(coord4D, randomness, Distance); - } - else if (feature == "n_sphere_radius") { - voronoi_n_sphere_radius_4d(coord4D, randomness, Radius); - } - else { - error("Unknown feature!"); - } - outPosition4D = safe_divide(outPosition4D, Scale); - Position = vector3(outPosition4D.x, outPosition4D.y, outPosition4D.z); - WOut = outPosition4D.w; - } - else { - error("Unknown dimension!"); - } -} diff --git a/intern/cycles/kernel/shaders/node_voxel_texture.osl b/intern/cycles/kernel/shaders/node_voxel_texture.osl deleted file mode 100644 index 14489298367..00000000000 --- a/intern/cycles/kernel/shaders/node_voxel_texture.osl +++ /dev/null @@ -1,45 +0,0 @@ -/* - * Copyright 2011-2015 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_voxel_texture(string filename = "", - string interpolation = "linear", - int use_mapping = 0, - matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), - point Vector = P, - output float Density = 0, - output color Color = 0) -{ - point p = Vector; - if (use_mapping) { - p = transform(mapping, p); - } - else { - p = transform("object", Vector); - matrix tfm; - if (getattribute("geom:generated_transform", tfm)) - p = transform(tfm, p); - } - if (p[0] < 0.0 || p[1] < 0.0 || p[2] < 0.0 || p[0] > 1.0 || p[1] > 1.0 || p[2] > 1.0) { - Density = 0; - Color = color(0, 0, 0); - } - else { - Color = (color)texture3d( - filename, p, "wrap", "periodic", "interp", interpolation, "alpha", Density); - } -} diff --git a/intern/cycles/kernel/shaders/node_wave_texture.osl b/intern/cycles/kernel/shaders/node_wave_texture.osl deleted file mode 100644 index 71d81dff7ec..00000000000 --- a/intern/cycles/kernel/shaders/node_wave_texture.osl +++ /dev/null @@ -1,119 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "node_noise.h" -#include "stdcycles.h" - -/* Wave */ - -float wave(point p_input, - string type, - string bands_direction, - string rings_direction, - string profile, - float distortion, - float detail, - float dscale, - float droughness, - float phase) -{ - /* Prevent precision issues on unit coordinates. */ - point p = (p_input + 0.000001) * 0.999999; - - float n = 0.0; - - if (type == "bands") { - if (bands_direction == "x") { - n = p[0] * 20.0; - } - else if (bands_direction == "y") { - n = p[1] * 20.0; - } - else if (bands_direction == "z") { - n = p[2] * 20.0; - } - else { /* diagonal */ - n = (p[0] + p[1] + p[2]) * 10.0; - } - } - else if (type == "rings") { - point rp = p; - if (rings_direction == "x") { - rp *= point(0.0, 1.0, 1.0); - } - else if (rings_direction == "y") { - rp *= point(1.0, 0.0, 1.0); - } - else if (rings_direction == "z") { - rp *= point(1.0, 1.0, 0.0); - } - /* else: "spherical" */ - - n = length(rp) * 20.0; - } - - n += phase; - - if (distortion != 0.0) { - n = n + (distortion * (fractal_noise(p * dscale, detail, droughness) * 2.0 - 1.0)); - } - - if (profile == "sine") { - return 0.5 + 0.5 * sin(n - M_PI_2); - } - else if (profile == "saw") { - n /= M_2PI; - return n - floor(n); - } - else { /* profile tri */ - n /= M_2PI; - return abs(n - floor(n + 0.5)) * 2.0; - } -} - -shader node_wave_texture(int use_mapping = 0, - matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), - string wave_type = "bands", - string bands_direction = "x", - string rings_direction = "x", - string profile = "sine", - float Scale = 5.0, - float Distortion = 0.0, - float Detail = 2.0, - float DetailScale = 1.0, - float DetailRoughness = 0.5, - float PhaseOffset = 0.0, - point Vector = P, - output float Fac = 0.0, - output color Color = 0.0) -{ - point p = Vector; - - if (use_mapping) - p = transform(mapping, p); - - Fac = wave(p * Scale, - wave_type, - bands_direction, - rings_direction, - profile, - Distortion, - Detail, - DetailScale, - DetailRoughness, - PhaseOffset); - Color = Fac; -} diff --git a/intern/cycles/kernel/shaders/node_wavelength.osl b/intern/cycles/kernel/shaders/node_wavelength.osl deleted file mode 100644 index f484c4b4788..00000000000 --- a/intern/cycles/kernel/shaders/node_wavelength.osl +++ /dev/null @@ -1,22 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "stdcycles.h" - -shader node_wavelength(float Wavelength = 500.0, output color Color = 0.0) -{ - Color = wavelength_color(Wavelength); -} diff --git a/intern/cycles/kernel/shaders/node_white_noise_texture.osl b/intern/cycles/kernel/shaders/node_white_noise_texture.osl deleted file mode 100644 index 94735a019d5..00000000000 --- a/intern/cycles/kernel/shaders/node_white_noise_texture.osl +++ /dev/null @@ -1,49 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "node_hash.h" -#include "stdcycles.h" -#include "vector2.h" -#include "vector4.h" - -#define vector3 point - -shader node_white_noise_texture(string dimensions = "3D", - point Vector = point(0.0, 0.0, 0.0), - float W = 0.0, - output float Value = 0.0, - output color Color = 0.0) -{ - if (dimensions == "1D") { - Value = noise("hash", W); - Color = hash_float_to_color(W); - } - else if (dimensions == "2D") { - Value = noise("hash", Vector[0], Vector[1]); - Color = hash_vector2_to_color(vector2(Vector[0], Vector[1])); - } - else if (dimensions == "3D") { - Value = noise("hash", Vector); - Color = hash_vector3_to_color(vector3(Vector[0], Vector[1], Vector[2])); - } - else if (dimensions == "4D") { - Value = noise("hash", Vector, W); - Color = hash_vector4_to_color(vector4(Vector[0], Vector[1], Vector[2], W)); - } - else { - warning("%s", "Unknown dimension!"); - } -} diff --git a/intern/cycles/kernel/shaders/node_wireframe.osl b/intern/cycles/kernel/shaders/node_wireframe.osl deleted file mode 100644 index 673a451c928..00000000000 --- a/intern/cycles/kernel/shaders/node_wireframe.osl +++ /dev/null @@ -1,40 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "oslutil.h" -#include "stdcycles.h" - -shader node_wireframe(string bump_offset = "center", - int use_pixel_size = 0, - float Size = 0.01, - output float Fac = 0.0) -{ - Fac = wireframe("triangles", Size, use_pixel_size); - /* TODO(sergey): Since we can't use autodiff here we do algebraic - * calculation of derivatives by definition. We could probably - * optimize this a bit by doing some extra calculation in wireframe(). - */ - if (bump_offset == "dx") { - point dx = Dx(P); - P -= dx; - Fac += (Fac - wireframe("triangles", Size, use_pixel_size)) / length(dx); - } - else if (bump_offset == "dy") { - point dy = Dy(P); - P -= dy; - Fac += (Fac - wireframe("triangles", Size, use_pixel_size)) / length(dy); - } -} diff --git a/intern/cycles/kernel/shaders/stdcycles.h b/intern/cycles/kernel/shaders/stdcycles.h deleted file mode 100644 index dd604da68ce..00000000000 --- a/intern/cycles/kernel/shaders/stdcycles.h +++ /dev/null @@ -1,150 +0,0 @@ -///////////////////////////////////////////////////////////////////////////// -// Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al. All Rights Reserved. -// -// Redistribution and use in source and binary forms, with or without -// modification, are permitted provided that the following conditions are -// met: -// * Redistributions of source code must retain the above copyright -// notice, this list of conditions and the following disclaimer. -// * Redistributions in binary form must reproduce the above copyright -// notice, this list of conditions and the following disclaimer in the -// documentation and/or other materials provided with the distribution. -// * Neither the name of Sony Pictures Imageworks nor the names of its -// contributors may be used to endorse or promote products derived from -// this software without specific prior written permission. -// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. -///////////////////////////////////////////////////////////////////////////// - -#ifndef CCL_STDCYCLESOSL_H -#define CCL_STDCYCLESOSL_H - -#include "stdosl.h" - -// Declaration of built-in functions and closures, stdosl.h does not make -// these available so we have to redefine them. -#define BUILTIN [[int builtin = 1]] -#define BUILTIN_DERIV [[ int builtin = 1, int deriv = 1 ]] - -closure color diffuse_ramp(normal N, color colors[8]) BUILTIN; -closure color phong_ramp(normal N, float exponent, color colors[8]) BUILTIN; -closure color diffuse_toon(normal N, float size, float smooth) BUILTIN; -closure color glossy_toon(normal N, float size, float smooth) BUILTIN; -closure color microfacet_ggx(normal N, float ag) BUILTIN; -closure color microfacet_ggx_aniso(normal N, vector T, float ax, float ay) BUILTIN; -closure color microfacet_ggx_refraction(normal N, float ag, float eta) BUILTIN; -closure color microfacet_multi_ggx(normal N, float ag, color C) BUILTIN; -closure color microfacet_multi_ggx_aniso(normal N, vector T, float ax, float ay, color C) BUILTIN; -closure color microfacet_multi_ggx_glass(normal N, float ag, float eta, color C) BUILTIN; -closure color microfacet_ggx_fresnel(normal N, float ag, float eta, color C, color Cspec0) BUILTIN; -closure color microfacet_ggx_aniso_fresnel( - normal N, vector T, float ax, float ay, float eta, color C, color Cspec0) BUILTIN; -closure color -microfacet_multi_ggx_fresnel(normal N, float ag, float eta, color C, color Cspec0) BUILTIN; -closure color microfacet_multi_ggx_aniso_fresnel( - normal N, vector T, float ax, float ay, float eta, color C, color Cspec0) BUILTIN; -closure color -microfacet_multi_ggx_glass_fresnel(normal N, float ag, float eta, color C, color Cspec0) BUILTIN; -closure color microfacet_beckmann(normal N, float ab) BUILTIN; -closure color microfacet_beckmann_aniso(normal N, vector T, float ax, float ay) BUILTIN; -closure color microfacet_beckmann_refraction(normal N, float ab, float eta) BUILTIN; -closure color ashikhmin_shirley(normal N, vector T, float ax, float ay) BUILTIN; -closure color ashikhmin_velvet(normal N, float sigma) BUILTIN; -closure color ambient_occlusion() BUILTIN; -closure color principled_diffuse(normal N, float roughness) BUILTIN; -closure color principled_sheen(normal N) BUILTIN; -closure color principled_clearcoat(normal N, float clearcoat, float clearcoat_roughness) BUILTIN; - -// BSSRDF -closure color bssrdf(string method, normal N, vector radius, color albedo) BUILTIN; - -// Hair -closure color -hair_reflection(normal N, float roughnessu, float roughnessv, vector T, float offset) BUILTIN; -closure color -hair_transmission(normal N, float roughnessu, float roughnessv, vector T, float offset) BUILTIN; -closure color principled_hair(normal N, - color sigma, - float roughnessu, - float roughnessv, - float coat, - float alpha, - float eta) BUILTIN; - -// Volume -closure color henyey_greenstein(float g) BUILTIN; -closure color absorption() BUILTIN; - -normal ensure_valid_reflection(normal Ng, vector I, normal N) -{ - /* The implementation here mirrors the one in kernel_montecarlo.h, - * check there for an explanation of the algorithm. */ - - float sqr(float x) - { - return x * x; - } - - vector R = 2 * dot(N, I) * N - I; - - float threshold = min(0.9 * dot(Ng, I), 0.01); - if (dot(Ng, R) >= threshold) { - return N; - } - - float NdotNg = dot(N, Ng); - vector X = normalize(N - NdotNg * Ng); - - float Ix = dot(I, X), Iz = dot(I, Ng); - float Ix2 = sqr(Ix), Iz2 = sqr(Iz); - float a = Ix2 + Iz2; - - float b = sqrt(Ix2 * (a - sqr(threshold))); - float c = Iz * threshold + a; - - float fac = 0.5 / a; - float N1_z2 = fac * (b + c), N2_z2 = fac * (-b + c); - int valid1 = (N1_z2 > 1e-5) && (N1_z2 <= (1.0 + 1e-5)); - int valid2 = (N2_z2 > 1e-5) && (N2_z2 <= (1.0 + 1e-5)); - - float N_new_x, N_new_z; - if (valid1 && valid2) { - float N1_x = sqrt(1.0 - N1_z2), N1_z = sqrt(N1_z2); - float N2_x = sqrt(1.0 - N2_z2), N2_z = sqrt(N2_z2); - - float R1 = 2 * (N1_x * Ix + N1_z * Iz) * N1_z - Iz; - float R2 = 2 * (N2_x * Ix + N2_z * Iz) * N2_z - Iz; - - valid1 = (R1 >= 1e-5); - valid2 = (R2 >= 1e-5); - if (valid1 && valid2) { - N_new_x = (R1 < R2) ? N1_x : N2_x; - N_new_z = (R1 < R2) ? N1_z : N2_z; - } - else { - N_new_x = (R1 > R2) ? N1_x : N2_x; - N_new_z = (R1 > R2) ? N1_z : N2_z; - } - } - else if (valid1 || valid2) { - float Nz2 = valid1 ? N1_z2 : N2_z2; - N_new_x = sqrt(1.0 - Nz2); - N_new_z = sqrt(Nz2); - } - else { - return Ng; - } - - return N_new_x * X + N_new_z * Ng; -} - -#endif /* CCL_STDOSL_H */ diff --git a/intern/cycles/kernel/svm/svm_aov.h b/intern/cycles/kernel/svm/svm_aov.h index 833a6443b3c..92be7fb6906 100644 --- a/intern/cycles/kernel/svm/svm_aov.h +++ b/intern/cycles/kernel/svm/svm_aov.h @@ -14,7 +14,7 @@ * limitations under the License. */ -#include "kernel/kernel_write_passes.h" +#include "kernel/film/film_write_passes.h" CCL_NAMESPACE_BEGIN diff --git a/intern/cycles/kernel/svm/svm_bevel.h b/intern/cycles/kernel/svm/svm_bevel.h index 292887beedf..0a30822aa68 100644 --- a/intern/cycles/kernel/svm/svm_bevel.h +++ b/intern/cycles/kernel/svm/svm_bevel.h @@ -15,8 +15,8 @@ */ #include "kernel/bvh/bvh.h" -#include "kernel/kernel_montecarlo.h" -#include "kernel/kernel_random.h" +#include "kernel/sample/sample_mapping.h" +#include "kernel/sample/sample_pattern.h" CCL_NAMESPACE_BEGIN diff --git a/intern/cycles/kernel/svm/svm_displace.h b/intern/cycles/kernel/svm/svm_displace.h index f2446c3b3ef..8429fe1d3e0 100644 --- a/intern/cycles/kernel/svm/svm_displace.h +++ b/intern/cycles/kernel/svm/svm_displace.h @@ -14,7 +14,7 @@ * limitations under the License. */ -#include "kernel/kernel_montecarlo.h" +#include "kernel/sample/sample_mapping.h" CCL_NAMESPACE_BEGIN diff --git a/intern/cycles/kernel/svm/svm_tex_coord.h b/intern/cycles/kernel/svm/svm_tex_coord.h index fe777eb34c8..9af0a818cad 100644 --- a/intern/cycles/kernel/svm/svm_tex_coord.h +++ b/intern/cycles/kernel/svm/svm_tex_coord.h @@ -14,9 +14,9 @@ * limitations under the License. */ +#include "kernel/camera/camera.h" #include "kernel/geom/geom.h" -#include "kernel/kernel_camera.h" -#include "kernel/kernel_montecarlo.h" +#include "kernel/sample/sample_mapping.h" CCL_NAMESPACE_BEGIN diff --git a/intern/cycles/kernel/util/util_color.h b/intern/cycles/kernel/util/util_color.h new file mode 100644 index 00000000000..0d7bfecd5f3 --- /dev/null +++ b/intern/cycles/kernel/util/util_color.h @@ -0,0 +1,35 @@ +/* + * Copyright 2011-2018 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#pragma once + +#include "util/util_color.h" + +CCL_NAMESPACE_BEGIN + +ccl_device float3 xyz_to_rgb(KernelGlobals kg, float3 xyz) +{ + return make_float3(dot(float4_to_float3(kernel_data.film.xyz_to_r), xyz), + dot(float4_to_float3(kernel_data.film.xyz_to_g), xyz), + dot(float4_to_float3(kernel_data.film.xyz_to_b), xyz)); +} + +ccl_device float linear_rgb_to_gray(KernelGlobals kg, float3 c) +{ + return dot(c, float4_to_float3(kernel_data.film.rgb_to_y)); +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/util/util_differential.h b/intern/cycles/kernel/util/util_differential.h new file mode 100644 index 00000000000..17187083019 --- /dev/null +++ b/intern/cycles/kernel/util/util_differential.h @@ -0,0 +1,166 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#pragma once + +CCL_NAMESPACE_BEGIN + +/* See "Tracing Ray Differentials", Homan Igehy, 1999. */ + +ccl_device void differential_transfer(ccl_private differential3 *surface_dP, + const differential3 ray_dP, + float3 ray_D, + const differential3 ray_dD, + float3 surface_Ng, + float ray_t) +{ + /* ray differential transfer through homogeneous medium, to + * compute dPdx/dy at a shading point from the incoming ray */ + + float3 tmp = ray_D / dot(ray_D, surface_Ng); + float3 tmpx = ray_dP.dx + ray_t * ray_dD.dx; + float3 tmpy = ray_dP.dy + ray_t * ray_dD.dy; + + surface_dP->dx = tmpx - dot(tmpx, surface_Ng) * tmp; + surface_dP->dy = tmpy - dot(tmpy, surface_Ng) * tmp; +} + +ccl_device void differential_incoming(ccl_private differential3 *dI, const differential3 dD) +{ + /* compute dIdx/dy at a shading point, we just need to negate the + * differential of the ray direction */ + + dI->dx = -dD.dx; + dI->dy = -dD.dy; +} + +ccl_device void differential_dudv(ccl_private differential *du, + ccl_private differential *dv, + float3 dPdu, + float3 dPdv, + differential3 dP, + float3 Ng) +{ + /* now we have dPdx/dy from the ray differential transfer, and dPdu/dv + * from the primitive, we can compute dudx/dy and dvdx/dy. these are + * mainly used for differentials of arbitrary mesh attributes. */ + + /* find most stable axis to project to 2D */ + float xn = fabsf(Ng.x); + float yn = fabsf(Ng.y); + float zn = fabsf(Ng.z); + + if (zn < xn || zn < yn) { + if (yn < xn || yn < zn) { + dPdu.x = dPdu.y; + dPdv.x = dPdv.y; + dP.dx.x = dP.dx.y; + dP.dy.x = dP.dy.y; + } + + dPdu.y = dPdu.z; + dPdv.y = dPdv.z; + dP.dx.y = dP.dx.z; + dP.dy.y = dP.dy.z; + } + + /* using Cramer's rule, we solve for dudx and dvdx in a 2x2 linear system, + * and the same for dudy and dvdy. the denominator is the same for both + * solutions, so we compute it only once. + * + * dP.dx = dPdu * dudx + dPdv * dvdx; + * dP.dy = dPdu * dudy + dPdv * dvdy; */ + + float det = (dPdu.x * dPdv.y - dPdv.x * dPdu.y); + + if (det != 0.0f) + det = 1.0f / det; + + du->dx = (dP.dx.x * dPdv.y - dP.dx.y * dPdv.x) * det; + dv->dx = (dP.dx.y * dPdu.x - dP.dx.x * dPdu.y) * det; + + du->dy = (dP.dy.x * dPdv.y - dP.dy.y * dPdv.x) * det; + dv->dy = (dP.dy.y * dPdu.x - dP.dy.x * dPdu.y) * det; +} + +ccl_device differential differential_zero() +{ + differential d; + d.dx = 0.0f; + d.dy = 0.0f; + + return d; +} + +ccl_device differential3 differential3_zero() +{ + differential3 d; + d.dx = zero_float3(); + d.dy = zero_float3(); + + return d; +} + +/* Compact ray differentials that are just a scale to reduce memory usage and + * access cost in GPU. + * + * See above for more accurate reference implementations. + * + * TODO: also store the more compact version in ShaderData and recompute where + * needed? */ + +ccl_device_forceinline float differential_zero_compact() +{ + return 0.0f; +} + +ccl_device_forceinline float differential_make_compact(const differential3 D) +{ + return 0.5f * (len(D.dx) + len(D.dy)); +} + +ccl_device_forceinline void differential_transfer_compact(ccl_private differential3 *surface_dP, + const float ray_dP, + const float3 /* ray_D */, + const float ray_dD, + const float3 surface_Ng, + const float ray_t) +{ + /* ray differential transfer through homogeneous medium, to + * compute dPdx/dy at a shading point from the incoming ray */ + float scale = ray_dP + ray_t * ray_dD; + + float3 dx, dy; + make_orthonormals(surface_Ng, &dx, &dy); + surface_dP->dx = dx * scale; + surface_dP->dy = dy * scale; +} + +ccl_device_forceinline void differential_incoming_compact(ccl_private differential3 *dI, + const float3 D, + const float dD) +{ + /* compute dIdx/dy at a shading point, we just need to negate the + * differential of the ray direction */ + + float3 dx, dy; + make_orthonormals(D, &dx, &dy); + + dI->dx = dD * dx; + dI->dy = dD * dy; +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/util/util_lookup_table.h b/intern/cycles/kernel/util/util_lookup_table.h new file mode 100644 index 00000000000..2c26e668d7b --- /dev/null +++ b/intern/cycles/kernel/util/util_lookup_table.h @@ -0,0 +1,56 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#pragma once + +CCL_NAMESPACE_BEGIN + +/* Interpolated lookup table access */ + +ccl_device float lookup_table_read(KernelGlobals kg, float x, int offset, int size) +{ + x = saturate(x) * (size - 1); + + int index = min(float_to_int(x), size - 1); + int nindex = min(index + 1, size - 1); + float t = x - index; + + float data0 = kernel_tex_fetch(__lookup_table, index + offset); + if (t == 0.0f) + return data0; + + float data1 = kernel_tex_fetch(__lookup_table, nindex + offset); + return (1.0f - t) * data0 + t * data1; +} + +ccl_device float lookup_table_read_2D( + KernelGlobals kg, float x, float y, int offset, int xsize, int ysize) +{ + y = saturate(y) * (ysize - 1); + + int index = min(float_to_int(y), ysize - 1); + int nindex = min(index + 1, ysize - 1); + float t = y - index; + + float data0 = lookup_table_read(kg, x, offset + xsize * index, xsize); + if (t == 0.0f) + return data0; + + float data1 = lookup_table_read(kg, x, offset + xsize * nindex, xsize); + return (1.0f - t) * data0 + t * data1; +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/util/util_profiling.h b/intern/cycles/kernel/util/util_profiling.h new file mode 100644 index 00000000000..db8644005ea --- /dev/null +++ b/intern/cycles/kernel/util/util_profiling.h @@ -0,0 +1,40 @@ +/* + * Copyright 2011-2018 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#pragma once + +#ifdef __KERNEL_CPU__ +# include "util/util_profiling.h" +#endif + +CCL_NAMESPACE_BEGIN + +#ifdef __KERNEL_CPU__ +# define PROFILING_INIT(kg, event) \ + ProfilingHelper profiling_helper((ProfilingState *)&kg->profiler, event) +# define PROFILING_EVENT(event) profiling_helper.set_event(event) +# define PROFILING_INIT_FOR_SHADER(kg, event) \ + ProfilingWithShaderHelper profiling_helper((ProfilingState *)&kg->profiler, event) +# define PROFILING_SHADER(object, shader) \ + profiling_helper.set_shader(object, (shader)&SHADER_MASK); +#else +# define PROFILING_INIT(kg, event) +# define PROFILING_EVENT(event) +# define PROFILING_INIT_FOR_SHADER(kg, event) +# define PROFILING_SHADER(object, shader) +#endif /* __KERNEL_CPU__ */ + +CCL_NAMESPACE_END diff --git a/intern/cycles/render/CMakeLists.txt b/intern/cycles/render/CMakeLists.txt deleted file mode 100644 index 323222b8c85..00000000000 --- a/intern/cycles/render/CMakeLists.txt +++ /dev/null @@ -1,180 +0,0 @@ -# Copyright 2011-2020 Blender Foundation -# -# Licensed under the Apache License, Version 2.0 (the "License"); -# you may not use this file except in compliance with the License. -# You may obtain a copy of the License at -# -# http://www.apache.org/licenses/LICENSE-2.0 -# -# Unless required by applicable law or agreed to in writing, software -# distributed under the License is distributed on an "AS IS" BASIS, -# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -# See the License for the specific language governing permissions and -# limitations under the License. - -set(INC - .. - ../../glew-mx - ../../sky/include -) - -set(INC_SYS - ${GLEW_INCLUDE_DIR} -) - -set(SRC - alembic.cpp - alembic_read.cpp - attribute.cpp - background.cpp - bake.cpp - buffers.cpp - camera.cpp - colorspace.cpp - constant_fold.cpp - denoising.cpp - film.cpp - geometry.cpp - graph.cpp - hair.cpp - image.cpp - image_oiio.cpp - image_sky.cpp - image_vdb.cpp - integrator.cpp - jitter.cpp - light.cpp - merge.cpp - mesh.cpp - mesh_displace.cpp - mesh_subdivision.cpp - nodes.cpp - procedural.cpp - object.cpp - osl.cpp - particles.cpp - pass.cpp - curves.cpp - scene.cpp - session.cpp - shader.cpp - sobol.cpp - stats.cpp - svm.cpp - tables.cpp - tile.cpp - volume.cpp -) - -set(SRC_HEADERS - alembic.h - alembic_read.h - attribute.h - bake.h - background.h - buffers.h - camera.h - colorspace.h - constant_fold.h - denoising.h - display_driver.h - output_driver.h - film.h - geometry.h - graph.h - hair.h - image.h - image_oiio.h - image_sky.h - image_vdb.h - integrator.h - light.h - jitter.h - merge.h - mesh.h - nodes.h - object.h - osl.h - particles.h - pass.h - procedural.h - curves.h - scene.h - session.h - shader.h - sobol.h - stats.h - svm.h - tables.h - tile.h - volume.h -) - -set(LIB - cycles_bvh - cycles_device - cycles_integrator - cycles_subd - cycles_util -) - -if(CYCLES_STANDALONE_REPOSITORY) - list(APPEND LIB extern_sky) -else() - list(APPEND LIB bf_intern_sky) -endif() - -if(WITH_CYCLES_OSL) - list(APPEND LIB - cycles_kernel_osl - ) - - SET_PROPERTY(SOURCE osl.cpp PROPERTY COMPILE_FLAGS ${RTTI_DISABLE_FLAGS}) -endif() - -if(WITH_OPENCOLORIO) - add_definitions(-DWITH_OCIO) - include_directories( - SYSTEM - ${OPENCOLORIO_INCLUDE_DIRS} - ) - list(APPEND LIB - ${OPENCOLORIO_LIBRARIES} - ) - if(WIN32) - add_definitions(-DOpenColorIO_SKIP_IMPORTS) - endif() -endif() - -if(WITH_OPENVDB) - add_definitions(-DWITH_OPENVDB ${OPENVDB_DEFINITIONS}) - list(APPEND INC_SYS - ${OPENVDB_INCLUDE_DIRS} - ) - list(APPEND LIB - ${OPENVDB_LIBRARIES} - ) -endif() - -if(WITH_ALEMBIC) - add_definitions(-DWITH_ALEMBIC) - list(APPEND INC_SYS - ${ALEMBIC_INCLUDE_DIRS} - ) - list(APPEND LIB - ${ALEMBIC_LIBRARIES} - ) -endif() - -if(WITH_NANOVDB) - list(APPEND INC_SYS - ${NANOVDB_INCLUDE_DIRS} - ) -endif() - -include_directories(${INC}) -include_directories(SYSTEM ${INC_SYS}) - -add_definitions(${GL_DEFINITIONS}) - -cycles_add_library(cycles_render "${LIB}" ${SRC} ${SRC_HEADERS}) diff --git a/intern/cycles/render/alembic.cpp b/intern/cycles/render/alembic.cpp deleted file mode 100644 index 69bc0712674..00000000000 --- a/intern/cycles/render/alembic.cpp +++ /dev/null @@ -1,1431 +0,0 @@ -/* - * Copyright 2011-2018 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "render/alembic.h" - -#include "render/alembic_read.h" -#include "render/camera.h" -#include "render/curves.h" -#include "render/mesh.h" -#include "render/object.h" -#include "render/scene.h" -#include "render/shader.h" - -#include "util/util_foreach.h" -#include "util/util_logging.h" -#include "util/util_progress.h" -#include "util/util_transform.h" -#include "util/util_vector.h" - -#ifdef WITH_ALEMBIC - -using namespace Alembic::AbcGeom; - -CCL_NAMESPACE_BEGIN - -/* TODO(kevindietrich): motion blur support. */ - -template -static vector parse_face_sets_for_shader_assignment( - SchemaType &schema, const array &used_shaders) -{ - vector result; - - std::vector face_set_names; - schema.getFaceSetNames(face_set_names); - - if (face_set_names.empty()) { - return result; - } - - for (const std::string &face_set_name : face_set_names) { - int shader_index = 0; - - for (Node *node : used_shaders) { - if (node->name == face_set_name) { - break; - } - - ++shader_index; - } - - if (shader_index >= used_shaders.size()) { - /* use the first shader instead if none was found */ - shader_index = 0; - } - - const Alembic::AbcGeom::IFaceSet face_set = schema.getFaceSet(face_set_name); - - if (!face_set.valid()) { - continue; - } - - result.push_back({face_set, shader_index}); - } - - return result; -} - -void CachedData::clear() -{ - attributes.clear(); - curve_first_key.clear(); - curve_keys.clear(); - curve_radius.clear(); - curve_shader.clear(); - num_ngons.clear(); - shader.clear(); - subd_creases_edge.clear(); - subd_creases_weight.clear(); - subd_face_corners.clear(); - subd_num_corners.clear(); - subd_ptex_offset.clear(); - subd_smooth.clear(); - subd_start_corner.clear(); - transforms.clear(); - triangles.clear(); - uv_loops.clear(); - vertices.clear(); - - for (CachedAttribute &attr : attributes) { - attr.data.clear(); - } - - attributes.clear(); -} - -CachedData::CachedAttribute &CachedData::add_attribute(const ustring &name, - const TimeSampling &time_sampling) -{ - for (auto &attr : attributes) { - if (attr.name == name) { - return attr; - } - } - - CachedAttribute &attr = attributes.emplace_back(); - attr.name = name; - attr.data.set_time_sampling(time_sampling); - return attr; -} - -bool CachedData::is_constant() const -{ -# define CHECK_IF_CONSTANT(data) \ - if (!data.is_constant()) { \ - return false; \ - } - - CHECK_IF_CONSTANT(curve_first_key) - CHECK_IF_CONSTANT(curve_keys) - CHECK_IF_CONSTANT(curve_radius) - CHECK_IF_CONSTANT(curve_shader) - CHECK_IF_CONSTANT(num_ngons) - CHECK_IF_CONSTANT(shader) - CHECK_IF_CONSTANT(subd_creases_edge) - CHECK_IF_CONSTANT(subd_creases_weight) - CHECK_IF_CONSTANT(subd_face_corners) - CHECK_IF_CONSTANT(subd_num_corners) - CHECK_IF_CONSTANT(subd_ptex_offset) - CHECK_IF_CONSTANT(subd_smooth) - CHECK_IF_CONSTANT(subd_start_corner) - CHECK_IF_CONSTANT(transforms) - CHECK_IF_CONSTANT(triangles) - CHECK_IF_CONSTANT(uv_loops) - CHECK_IF_CONSTANT(vertices) - - for (const CachedAttribute &attr : attributes) { - if (!attr.data.is_constant()) { - return false; - } - } - - return true; - -# undef CHECK_IF_CONSTANT -} - -void CachedData::invalidate_last_loaded_time(bool attributes_only) -{ - if (attributes_only) { - for (CachedAttribute &attr : attributes) { - attr.data.invalidate_last_loaded_time(); - } - - return; - } - - curve_first_key.invalidate_last_loaded_time(); - curve_keys.invalidate_last_loaded_time(); - curve_radius.invalidate_last_loaded_time(); - curve_shader.invalidate_last_loaded_time(); - num_ngons.invalidate_last_loaded_time(); - shader.invalidate_last_loaded_time(); - subd_creases_edge.invalidate_last_loaded_time(); - subd_creases_weight.invalidate_last_loaded_time(); - subd_face_corners.invalidate_last_loaded_time(); - subd_num_corners.invalidate_last_loaded_time(); - subd_ptex_offset.invalidate_last_loaded_time(); - subd_smooth.invalidate_last_loaded_time(); - subd_start_corner.invalidate_last_loaded_time(); - transforms.invalidate_last_loaded_time(); - triangles.invalidate_last_loaded_time(); - uv_loops.invalidate_last_loaded_time(); - vertices.invalidate_last_loaded_time(); -} - -void CachedData::set_time_sampling(TimeSampling time_sampling) -{ - curve_first_key.set_time_sampling(time_sampling); - curve_keys.set_time_sampling(time_sampling); - curve_radius.set_time_sampling(time_sampling); - curve_shader.set_time_sampling(time_sampling); - num_ngons.set_time_sampling(time_sampling); - shader.set_time_sampling(time_sampling); - subd_creases_edge.set_time_sampling(time_sampling); - subd_creases_weight.set_time_sampling(time_sampling); - subd_face_corners.set_time_sampling(time_sampling); - subd_num_corners.set_time_sampling(time_sampling); - subd_ptex_offset.set_time_sampling(time_sampling); - subd_smooth.set_time_sampling(time_sampling); - subd_start_corner.set_time_sampling(time_sampling); - transforms.set_time_sampling(time_sampling); - triangles.set_time_sampling(time_sampling); - uv_loops.set_time_sampling(time_sampling); - vertices.set_time_sampling(time_sampling); - - for (CachedAttribute &attr : attributes) { - attr.data.set_time_sampling(time_sampling); - } -} - -size_t CachedData::memory_used() const -{ - size_t mem_used = 0; - - mem_used += curve_first_key.memory_used(); - mem_used += curve_keys.memory_used(); - mem_used += curve_radius.memory_used(); - mem_used += curve_shader.memory_used(); - mem_used += num_ngons.memory_used(); - mem_used += shader.memory_used(); - mem_used += subd_creases_edge.memory_used(); - mem_used += subd_creases_weight.memory_used(); - mem_used += subd_face_corners.memory_used(); - mem_used += subd_num_corners.memory_used(); - mem_used += subd_ptex_offset.memory_used(); - mem_used += subd_smooth.memory_used(); - mem_used += subd_start_corner.memory_used(); - mem_used += transforms.memory_used(); - mem_used += triangles.memory_used(); - mem_used += uv_loops.memory_used(); - mem_used += vertices.memory_used(); - - for (const CachedAttribute &attr : attributes) { - mem_used += attr.data.memory_used(); - } - - return mem_used; -} - -static M44d convert_yup_zup(const M44d &mtx, float scale_mult) -{ - V3d scale, shear, rotation, translation; - extractSHRT(mtx, - scale, - shear, - rotation, - translation, - true, - IMATH_INTERNAL_NAMESPACE::Euler::XZY); - - M44d rot_mat, scale_mat, trans_mat; - rot_mat.setEulerAngles(V3d(rotation.x, -rotation.z, rotation.y)); - scale_mat.setScale(V3d(scale.x, scale.z, scale.y)); - trans_mat.setTranslation(V3d(translation.x, -translation.z, translation.y)); - - M44d temp_mat = scale_mat * rot_mat * trans_mat; - - scale_mat.setScale(static_cast(scale_mult)); - - return temp_mat * scale_mat; -} - -static void transform_decompose( - const M44d &mat, V3d &scale, V3d &shear, Quatd &rotation, V3d &translation) -{ - M44d mat_remainder(mat); - - /* extract scale and shear */ - Imath::extractAndRemoveScalingAndShear(mat_remainder, scale, shear); - - /* extract translation */ - translation.x = mat_remainder[3][0]; - translation.y = mat_remainder[3][1]; - translation.z = mat_remainder[3][2]; - - /* extract rotation */ - rotation = extractQuat(mat_remainder); -} - -static M44d transform_compose(const V3d &scale, - const V3d &shear, - const Quatd &rotation, - const V3d &translation) -{ - M44d scale_mat, shear_mat, rot_mat, trans_mat; - - scale_mat.setScale(scale); - shear_mat.setShear(shear); - rot_mat = rotation.toMatrix44(); - trans_mat.setTranslation(translation); - - return scale_mat * shear_mat * rot_mat * trans_mat; -} - -/* get the matrix for the specified time, or return the identity matrix if there is no exact match - */ -static M44d get_matrix_for_time(const MatrixSampleMap &samples, chrono_t time) -{ - MatrixSampleMap::const_iterator iter = samples.find(time); - if (iter != samples.end()) { - return iter->second; - } - - return M44d(); -} - -/* get the matrix for the specified time, or interpolate between samples if there is no exact match - */ -static M44d get_interpolated_matrix_for_time(const MatrixSampleMap &samples, chrono_t time) -{ - if (samples.empty()) { - return M44d(); - } - - /* see if exact match */ - MatrixSampleMap::const_iterator iter = samples.find(time); - if (iter != samples.end()) { - return iter->second; - } - - if (samples.size() == 1) { - return samples.begin()->second; - } - - if (time <= samples.begin()->first) { - return samples.begin()->second; - } - - if (time >= samples.rbegin()->first) { - return samples.rbegin()->second; - } - - /* find previous and next time sample to interpolate */ - chrono_t prev_time = samples.begin()->first; - chrono_t next_time = samples.rbegin()->first; - - for (MatrixSampleMap::const_iterator I = samples.begin(); I != samples.end(); ++I) { - chrono_t current_time = (*I).first; - - if (current_time > prev_time && current_time <= time) { - prev_time = current_time; - } - - if (current_time > next_time && current_time >= time) { - next_time = current_time; - } - } - - const M44d prev_mat = get_matrix_for_time(samples, prev_time); - const M44d next_mat = get_matrix_for_time(samples, next_time); - - V3d prev_scale, next_scale; - V3d prev_shear, next_shear; - V3d prev_translation, next_translation; - Quatd prev_rotation, next_rotation; - - transform_decompose(prev_mat, prev_scale, prev_shear, prev_rotation, prev_translation); - transform_decompose(next_mat, next_scale, next_shear, next_rotation, next_translation); - - chrono_t t = (time - prev_time) / (next_time - prev_time); - - /* Ensure rotation around the shortest angle. */ - if ((prev_rotation ^ next_rotation) < 0) { - next_rotation = -next_rotation; - } - - return transform_compose(Imath::lerp(prev_scale, next_scale, t), - Imath::lerp(prev_shear, next_shear, t), - Imath::slerp(prev_rotation, next_rotation, t), - Imath::lerp(prev_translation, next_translation, t)); -} - -static void concatenate_xform_samples(const MatrixSampleMap &parent_samples, - const MatrixSampleMap &local_samples, - MatrixSampleMap &output_samples) -{ - set union_of_samples; - - for (const std::pair pair : parent_samples) { - union_of_samples.insert(pair.first); - } - - for (const std::pair pair : local_samples) { - union_of_samples.insert(pair.first); - } - - foreach (chrono_t time, union_of_samples) { - M44d parent_matrix = get_interpolated_matrix_for_time(parent_samples, time); - M44d local_matrix = get_interpolated_matrix_for_time(local_samples, time); - - output_samples[time] = local_matrix * parent_matrix; - } -} - -static Transform make_transform(const M44d &a, float scale) -{ - M44d m = convert_yup_zup(a, scale); - Transform trans; - for (int j = 0; j < 3; j++) { - for (int i = 0; i < 4; i++) { - trans[j][i] = static_cast(m[i][j]); - } - } - return trans; -} - -NODE_DEFINE(AlembicObject) -{ - NodeType *type = NodeType::add("alembic_object", create); - - SOCKET_STRING(path, "Alembic Path", ustring()); - SOCKET_NODE_ARRAY(used_shaders, "Used Shaders", Shader::get_node_type()); - - SOCKET_BOOLEAN(ignore_subdivision, "Ignore Subdivision", true); - - SOCKET_INT(subd_max_level, "Max Subdivision Level", 1); - SOCKET_FLOAT(subd_dicing_rate, "Subdivision Dicing Rate", 1.0f); - - SOCKET_FLOAT(radius_scale, "Radius Scale", 1.0f); - - return type; -} - -AlembicObject::AlembicObject() : Node(get_node_type()) -{ - schema_type = INVALID; -} - -AlembicObject::~AlembicObject() -{ -} - -void AlembicObject::set_object(Object *object_) -{ - object = object_; -} - -Object *AlembicObject::get_object() -{ - return object; -} - -bool AlembicObject::has_data_loaded() const -{ - return data_loaded; -} - -void AlembicObject::load_data_in_cache(CachedData &cached_data, - AlembicProcedural *proc, - IPolyMeshSchema &schema, - Progress &progress) -{ - /* Only load data for the original Geometry. */ - if (instance_of) { - return; - } - - cached_data.clear(); - - PolyMeshSchemaData data; - data.topology_variance = schema.getTopologyVariance(); - data.time_sampling = schema.getTimeSampling(); - data.positions = schema.getPositionsProperty(); - data.face_counts = schema.getFaceCountsProperty(); - data.face_indices = schema.getFaceIndicesProperty(); - data.normals = schema.getNormalsParam(); - data.num_samples = schema.getNumSamples(); - data.shader_face_sets = parse_face_sets_for_shader_assignment(schema, get_used_shaders()); - - read_geometry_data(proc, cached_data, data, progress); - - if (progress.get_cancel()) { - return; - } - - /* Use the schema as the base compound property to also be able to look for top level properties. - */ - read_attributes( - proc, cached_data, schema, schema.getUVsParam(), get_requested_attributes(), progress); - - if (progress.get_cancel()) { - return; - } - - cached_data.invalidate_last_loaded_time(true); - data_loaded = true; -} - -void AlembicObject::load_data_in_cache(CachedData &cached_data, - AlembicProcedural *proc, - ISubDSchema &schema, - Progress &progress) -{ - /* Only load data for the original Geometry. */ - if (instance_of) { - return; - } - - cached_data.clear(); - - if (this->get_ignore_subdivision()) { - PolyMeshSchemaData data; - data.topology_variance = schema.getTopologyVariance(); - data.time_sampling = schema.getTimeSampling(); - data.positions = schema.getPositionsProperty(); - data.face_counts = schema.getFaceCountsProperty(); - data.face_indices = schema.getFaceIndicesProperty(); - data.num_samples = schema.getNumSamples(); - data.velocities = schema.getVelocitiesProperty(); - data.shader_face_sets = parse_face_sets_for_shader_assignment(schema, get_used_shaders()); - - read_geometry_data(proc, cached_data, data, progress); - - if (progress.get_cancel()) { - return; - } - - /* Use the schema as the base compound property to also be able to look for top level - * properties. */ - read_attributes( - proc, cached_data, schema, schema.getUVsParam(), get_requested_attributes(), progress); - - cached_data.invalidate_last_loaded_time(true); - data_loaded = true; - return; - } - - SubDSchemaData data; - data.time_sampling = schema.getTimeSampling(); - data.num_samples = schema.getNumSamples(); - data.topology_variance = schema.getTopologyVariance(); - data.face_counts = schema.getFaceCountsProperty(); - data.face_indices = schema.getFaceIndicesProperty(); - data.positions = schema.getPositionsProperty(); - data.face_varying_interpolate_boundary = schema.getFaceVaryingInterpolateBoundaryProperty(); - data.face_varying_propagate_corners = schema.getFaceVaryingPropagateCornersProperty(); - data.interpolate_boundary = schema.getInterpolateBoundaryProperty(); - data.crease_indices = schema.getCreaseIndicesProperty(); - data.crease_lengths = schema.getCreaseLengthsProperty(); - data.crease_sharpnesses = schema.getCreaseSharpnessesProperty(); - data.corner_indices = schema.getCornerIndicesProperty(); - data.corner_sharpnesses = schema.getCornerSharpnessesProperty(); - data.holes = schema.getHolesProperty(); - data.subdivision_scheme = schema.getSubdivisionSchemeProperty(); - data.velocities = schema.getVelocitiesProperty(); - data.shader_face_sets = parse_face_sets_for_shader_assignment(schema, get_used_shaders()); - - read_geometry_data(proc, cached_data, data, progress); - - if (progress.get_cancel()) { - return; - } - - /* Use the schema as the base compound property to also be able to look for top level properties. - */ - read_attributes( - proc, cached_data, schema, schema.getUVsParam(), get_requested_attributes(), progress); - - cached_data.invalidate_last_loaded_time(true); - data_loaded = true; -} - -void AlembicObject::load_data_in_cache(CachedData &cached_data, - AlembicProcedural *proc, - const ICurvesSchema &schema, - Progress &progress) -{ - /* Only load data for the original Geometry. */ - if (instance_of) { - return; - } - - cached_data.clear(); - - CurvesSchemaData data; - data.positions = schema.getPositionsProperty(); - data.position_weights = schema.getPositionWeightsProperty(); - data.normals = schema.getNormalsParam(); - data.knots = schema.getKnotsProperty(); - data.orders = schema.getOrdersProperty(); - data.widths = schema.getWidthsParam(); - data.velocities = schema.getVelocitiesProperty(); - data.time_sampling = schema.getTimeSampling(); - data.topology_variance = schema.getTopologyVariance(); - data.num_samples = schema.getNumSamples(); - data.num_vertices = schema.getNumVerticesProperty(); - data.default_radius = proc->get_default_radius(); - data.radius_scale = get_radius_scale(); - - read_geometry_data(proc, cached_data, data, progress); - - if (progress.get_cancel()) { - return; - } - - /* Use the schema as the base compound property to also be able to look for top level properties. - */ - read_attributes( - proc, cached_data, schema, schema.getUVsParam(), get_requested_attributes(), progress); - - cached_data.invalidate_last_loaded_time(true); - data_loaded = true; -} - -void AlembicObject::setup_transform_cache(CachedData &cached_data, float scale) -{ - cached_data.transforms.clear(); - cached_data.transforms.invalidate_last_loaded_time(); - - if (scale == 0.0f) { - scale = 1.0f; - } - - if (xform_time_sampling) { - cached_data.transforms.set_time_sampling(*xform_time_sampling); - } - - if (xform_samples.size() == 0) { - Transform tfm = transform_scale(make_float3(scale)); - cached_data.transforms.add_data(tfm, 0.0); - } - else { - /* It is possible for a leaf node of the hierarchy to have multiple samples for its transforms - * if a sibling has animated transforms. So check if we indeed have animated transformations. - */ - M44d first_matrix = xform_samples.begin()->first; - bool has_animation = false; - for (const std::pair pair : xform_samples) { - if (pair.second != first_matrix) { - has_animation = true; - break; - } - } - - if (!has_animation) { - Transform tfm = make_transform(first_matrix, scale); - cached_data.transforms.add_data(tfm, 0.0); - } - else { - for (const std::pair pair : xform_samples) { - Transform tfm = make_transform(pair.second, scale); - cached_data.transforms.add_data(tfm, pair.first); - } - } - } -} - -AttributeRequestSet AlembicObject::get_requested_attributes() -{ - AttributeRequestSet requested_attributes; - - Geometry *geometry = object->get_geometry(); - assert(geometry); - - foreach (Node *node, geometry->get_used_shaders()) { - Shader *shader = static_cast(node); - - foreach (const AttributeRequest &attr, shader->attributes.requests) { - if (attr.name != "") { - requested_attributes.add(attr.name); - } - } - } - - return requested_attributes; -} - -/* Update existing attributes and remove any attribute not in the cached_data, those attributes - * were added by Cycles (e.g. face normals) */ -static void update_attributes(AttributeSet &attributes, CachedData &cached_data, double frame_time) -{ - set cached_attributes; - - for (CachedData::CachedAttribute &attribute : cached_data.attributes) { - const CacheLookupResult> result = attribute.data.data_for_time(frame_time); - - if (result.has_no_data_for_time()) { - continue; - } - - Attribute *attr = nullptr; - if (attribute.std != ATTR_STD_NONE) { - attr = attributes.add(attribute.std, attribute.name); - } - else { - attr = attributes.add(attribute.name, attribute.type_desc, attribute.element); - } - assert(attr); - - cached_attributes.insert(attr); - - if (!result.has_new_data()) { - continue; - } - - const ccl::array &attr_data = result.get_data(); - - /* weak way of detecting if the topology has changed - * todo: reuse code from device_update patch */ - if (attr->buffer.size() != attr_data.size()) { - attr->buffer.resize(attr_data.size()); - } - - memcpy(attr->data(), attr_data.data(), attr_data.size()); - attr->modified = true; - } - - /* remove any attributes not in cached_attributes */ - list::iterator it; - for (it = attributes.attributes.begin(); it != attributes.attributes.end();) { - if (cached_attributes.find(&(*it)) == cached_attributes.end()) { - attributes.remove(it++); - continue; - } - - it++; - } -} - -NODE_DEFINE(AlembicProcedural) -{ - NodeType *type = NodeType::add("alembic", create); - - SOCKET_STRING(filepath, "Filename", ustring()); - SOCKET_FLOAT(frame, "Frame", 1.0f); - SOCKET_FLOAT(start_frame, "Start Frame", 1.0f); - SOCKET_FLOAT(end_frame, "End Frame", 1.0f); - SOCKET_FLOAT(frame_rate, "Frame Rate", 24.0f); - SOCKET_FLOAT(frame_offset, "Frame Offset", 0.0f); - SOCKET_FLOAT(default_radius, "Default Radius", 0.01f); - SOCKET_FLOAT(scale, "Scale", 1.0f); - - SOCKET_NODE_ARRAY(objects, "Objects", AlembicObject::get_node_type()); - - SOCKET_BOOLEAN(use_prefetch, "Use Prefetch", true); - SOCKET_INT(prefetch_cache_size, "Prefetch Cache Size", 4096); - - return type; -} - -AlembicProcedural::AlembicProcedural() : Procedural(get_node_type()) -{ - objects_loaded = false; - scene_ = nullptr; -} - -AlembicProcedural::~AlembicProcedural() -{ - ccl::set geometries_set; - ccl::set objects_set; - ccl::set abc_objects_set; - - foreach (Node *node, objects) { - AlembicObject *abc_object = static_cast(node); - - if (abc_object->get_object()) { - objects_set.insert(abc_object->get_object()); - - if (abc_object->get_object()->get_geometry()) { - geometries_set.insert(abc_object->get_object()->get_geometry()); - } - } - - delete_node(abc_object); - } - - /* We may delete a Procedural before rendering started, so scene_ can be null. */ - if (!scene_) { - assert(geometries_set.empty()); - assert(objects_set.empty()); - return; - } - - scene_->delete_nodes(geometries_set, this); - scene_->delete_nodes(objects_set, this); -} - -void AlembicProcedural::generate(Scene *scene, Progress &progress) -{ - assert(scene_ == nullptr || scene_ == scene); - scene_ = scene; - - if (frame < start_frame || frame > end_frame) { - clear_modified(); - return; - } - - bool need_shader_updates = false; - bool need_data_updates = false; - - foreach (Node *object_node, objects) { - AlembicObject *object = static_cast(object_node); - - if (object->is_modified()) { - need_data_updates = true; - } - - /* Check if the shaders were modified. */ - if (object->used_shaders_is_modified() && object->get_object() && - object->get_object()->get_geometry()) { - Geometry *geometry = object->get_object()->get_geometry(); - array used_shaders = object->get_used_shaders(); - geometry->set_used_shaders(used_shaders); - need_shader_updates = true; - } - - /* Check for changes in shaders (e.g. newly requested attributes). */ - foreach (Node *shader_node, object->get_used_shaders()) { - Shader *shader = static_cast(shader_node); - - if (shader->need_update_geometry()) { - object->need_shader_update = true; - need_shader_updates = true; - } - } - } - - if (!is_modified() && !need_shader_updates && !need_data_updates) { - return; - } - - if (!archive.valid()) { - Alembic::AbcCoreFactory::IFactory factory; - factory.setPolicy(Alembic::Abc::ErrorHandler::kQuietNoopPolicy); - archive = factory.getArchive(filepath.c_str()); - - if (!archive.valid()) { - /* avoid potential infinite update loops in viewport synchronization */ - filepath.clear(); - clear_modified(); - return; - } - } - - if (!objects_loaded || objects_is_modified()) { - load_objects(progress); - objects_loaded = true; - } - - const chrono_t frame_time = (chrono_t)((frame - frame_offset) / frame_rate); - - /* Clear the subdivision caches as the data is stored differently. */ - for (Node *node : objects) { - AlembicObject *object = static_cast(node); - - if (object->schema_type != AlembicObject::SUBD) { - continue; - } - - if (object->ignore_subdivision_is_modified()) { - object->clear_cache(); - } - } - - if (use_prefetch_is_modified()) { - if (!use_prefetch) { - for (Node *node : objects) { - AlembicObject *object = static_cast(node); - object->clear_cache(); - } - } - } - - if (prefetch_cache_size_is_modified()) { - /* Check whether the current memory usage fits in the new requested size, - * abort the render if it is any higher. */ - size_t memory_used = 0ul; - for (Node *node : objects) { - AlembicObject *object = static_cast(node); - memory_used += object->get_cached_data().memory_used(); - } - - if (memory_used > get_prefetch_cache_size_in_bytes()) { - progress.set_error("Error: Alembic Procedural memory limit reached"); - return; - } - } - - build_caches(progress); - - foreach (Node *node, objects) { - AlembicObject *object = static_cast(node); - - if (progress.get_cancel()) { - return; - } - - /* skip constant objects */ - if (object->is_constant() && !object->is_modified() && !object->need_shader_update && - !scale_is_modified()) { - continue; - } - - if (object->schema_type == AlembicObject::POLY_MESH) { - read_mesh(object, frame_time); - } - else if (object->schema_type == AlembicObject::CURVES) { - read_curves(object, frame_time); - } - else if (object->schema_type == AlembicObject::SUBD) { - read_subd(object, frame_time); - } - - object->need_shader_update = false; - object->clear_modified(); - } - - clear_modified(); -} - -void AlembicProcedural::add_object(AlembicObject *object) -{ - objects.push_back_slow(object); - tag_objects_modified(); -} - -void AlembicProcedural::tag_update(Scene *scene) -{ - scene->procedural_manager->tag_update(); -} - -AlembicObject *AlembicProcedural::get_or_create_object(const ustring &path) -{ - foreach (Node *node, objects) { - AlembicObject *object = static_cast(node); - - if (object->get_path() == path) { - return object; - } - } - - AlembicObject *object = create_node(); - object->set_path(path); - - add_object(object); - - return object; -} - -void AlembicProcedural::load_objects(Progress &progress) -{ - unordered_map object_map; - - foreach (Node *node, objects) { - AlembicObject *object = static_cast(node); - - /* only consider newly added objects */ - if (object->get_object() == nullptr) { - object_map.insert({object->get_path().c_str(), object}); - } - } - - IObject root = archive.getTop(); - - for (size_t i = 0; i < root.getNumChildren(); ++i) { - walk_hierarchy(root, root.getChildHeader(i), {}, object_map, progress); - } - - /* Create nodes in the scene. */ - for (std::pair pair : object_map) { - AlembicObject *abc_object = pair.second; - - Geometry *geometry = nullptr; - - if (!abc_object->instance_of) { - if (abc_object->schema_type == AlembicObject::CURVES) { - geometry = scene_->create_node(); - } - else if (abc_object->schema_type == AlembicObject::POLY_MESH || - abc_object->schema_type == AlembicObject::SUBD) { - geometry = scene_->create_node(); - } - else { - continue; - } - - geometry->set_owner(this); - geometry->name = abc_object->iobject.getName(); - - array used_shaders = abc_object->get_used_shaders(); - geometry->set_used_shaders(used_shaders); - } - - Object *object = scene_->create_node(); - object->set_owner(this); - object->set_geometry(geometry); - object->name = abc_object->iobject.getName(); - - abc_object->set_object(object); - } - - /* Share geometries between instances. */ - foreach (Node *node, objects) { - AlembicObject *abc_object = static_cast(node); - - if (abc_object->instance_of) { - abc_object->get_object()->set_geometry( - abc_object->instance_of->get_object()->get_geometry()); - abc_object->schema_type = abc_object->instance_of->schema_type; - } - } -} - -void AlembicProcedural::read_mesh(AlembicObject *abc_object, Abc::chrono_t frame_time) -{ - CachedData &cached_data = abc_object->get_cached_data(); - - /* update sockets */ - - Object *object = abc_object->get_object(); - cached_data.transforms.copy_to_socket(frame_time, object, object->get_tfm_socket()); - - if (object->is_modified()) { - object->tag_update(scene_); - } - - /* Only update sockets for the original Geometry. */ - if (abc_object->instance_of) { - return; - } - - Mesh *mesh = static_cast(object->get_geometry()); - - /* Make sure shader ids are also updated. */ - if (mesh->used_shaders_is_modified()) { - mesh->tag_shader_modified(); - } - - cached_data.vertices.copy_to_socket(frame_time, mesh, mesh->get_verts_socket()); - - cached_data.shader.copy_to_socket(frame_time, mesh, mesh->get_shader_socket()); - - array *triangle_data = cached_data.triangles.data_for_time(frame_time).get_data_or_null(); - if (triangle_data) { - array triangles; - array smooth; - - triangles.reserve(triangle_data->size() * 3); - smooth.reserve(triangle_data->size()); - - for (size_t i = 0; i < triangle_data->size(); ++i) { - int3 tri = (*triangle_data)[i]; - triangles.push_back_reserved(tri.x); - triangles.push_back_reserved(tri.y); - triangles.push_back_reserved(tri.z); - smooth.push_back_reserved(1); - } - - mesh->set_triangles(triangles); - mesh->set_smooth(smooth); - } - - /* update attributes */ - - update_attributes(mesh->attributes, cached_data, frame_time); - - if (mesh->is_modified()) { - bool need_rebuild = mesh->triangles_is_modified(); - mesh->tag_update(scene_, need_rebuild); - } -} - -void AlembicProcedural::read_subd(AlembicObject *abc_object, Abc::chrono_t frame_time) -{ - if (abc_object->get_ignore_subdivision()) { - read_mesh(abc_object, frame_time); - return; - } - - CachedData &cached_data = abc_object->get_cached_data(); - - /* Update sockets. */ - - Object *object = abc_object->get_object(); - cached_data.transforms.copy_to_socket(frame_time, object, object->get_tfm_socket()); - - if (object->is_modified()) { - object->tag_update(scene_); - } - - /* Only update sockets for the original Geometry. */ - if (abc_object->instance_of) { - return; - } - - if (abc_object->subd_max_level_is_modified() || abc_object->subd_dicing_rate_is_modified()) { - /* need to reset the current data is something changed */ - cached_data.invalidate_last_loaded_time(); - } - - Mesh *mesh = static_cast(object->get_geometry()); - - /* Make sure shader ids are also updated. */ - if (mesh->used_shaders_is_modified()) { - mesh->tag_shader_modified(); - } - - /* Cycles overwrites the original triangles when computing displacement, so we always have to - * repass the data if something is animated (vertices most likely) to avoid buffer overflows. */ - if (!cached_data.is_constant()) { - cached_data.invalidate_last_loaded_time(); - - /* remove previous triangles, if any */ - array triangles; - mesh->set_triangles(triangles); - } - - mesh->clear_non_sockets(); - - /* Alembic is OpenSubDiv compliant, there is no option to set another subdivision type. */ - mesh->set_subdivision_type(Mesh::SubdivisionType::SUBDIVISION_CATMULL_CLARK); - mesh->set_subd_max_level(abc_object->get_subd_max_level()); - mesh->set_subd_dicing_rate(abc_object->get_subd_dicing_rate()); - - cached_data.vertices.copy_to_socket(frame_time, mesh, mesh->get_verts_socket()); - - /* cached_data.shader is also used for subd_shader */ - cached_data.shader.copy_to_socket(frame_time, mesh, mesh->get_subd_shader_socket()); - - cached_data.subd_start_corner.copy_to_socket( - frame_time, mesh, mesh->get_subd_start_corner_socket()); - - cached_data.subd_num_corners.copy_to_socket( - frame_time, mesh, mesh->get_subd_num_corners_socket()); - - cached_data.subd_smooth.copy_to_socket(frame_time, mesh, mesh->get_subd_smooth_socket()); - - cached_data.subd_ptex_offset.copy_to_socket( - frame_time, mesh, mesh->get_subd_ptex_offset_socket()); - - cached_data.subd_face_corners.copy_to_socket( - frame_time, mesh, mesh->get_subd_face_corners_socket()); - - cached_data.num_ngons.copy_to_socket(frame_time, mesh, mesh->get_num_ngons_socket()); - - cached_data.subd_creases_edge.copy_to_socket( - frame_time, mesh, mesh->get_subd_creases_edge_socket()); - - cached_data.subd_creases_weight.copy_to_socket( - frame_time, mesh, mesh->get_subd_creases_weight_socket()); - - mesh->set_num_subd_faces(mesh->get_subd_shader().size()); - - /* Update attributes. */ - - update_attributes(mesh->subd_attributes, cached_data, frame_time); - - if (mesh->is_modified()) { - bool need_rebuild = (mesh->triangles_is_modified()) || - (mesh->subd_num_corners_is_modified()) || - (mesh->subd_shader_is_modified()) || (mesh->subd_smooth_is_modified()) || - (mesh->subd_ptex_offset_is_modified()) || - (mesh->subd_start_corner_is_modified()) || - (mesh->subd_face_corners_is_modified()); - - mesh->tag_update(scene_, need_rebuild); - } -} - -void AlembicProcedural::read_curves(AlembicObject *abc_object, Abc::chrono_t frame_time) -{ - CachedData &cached_data = abc_object->get_cached_data(); - - /* update sockets */ - - Object *object = abc_object->get_object(); - cached_data.transforms.copy_to_socket(frame_time, object, object->get_tfm_socket()); - - if (object->is_modified()) { - object->tag_update(scene_); - } - - /* Only update sockets for the original Geometry. */ - if (abc_object->instance_of) { - return; - } - - Hair *hair = static_cast(object->get_geometry()); - - /* Make sure shader ids are also updated. */ - if (hair->used_shaders_is_modified()) { - hair->tag_curve_shader_modified(); - } - - cached_data.curve_keys.copy_to_socket(frame_time, hair, hair->get_curve_keys_socket()); - - cached_data.curve_radius.copy_to_socket(frame_time, hair, hair->get_curve_radius_socket()); - - cached_data.curve_shader.copy_to_socket(frame_time, hair, hair->get_curve_shader_socket()); - - cached_data.curve_first_key.copy_to_socket(frame_time, hair, hair->get_curve_first_key_socket()); - - /* update attributes */ - - update_attributes(hair->attributes, cached_data, frame_time); - - const bool rebuild = (hair->curve_keys_is_modified() || hair->curve_radius_is_modified()); - hair->tag_update(scene_, rebuild); -} - -void AlembicProcedural::walk_hierarchy( - IObject parent, - const ObjectHeader &header, - MatrixSamplesData matrix_samples_data, - const unordered_map &object_map, - Progress &progress) -{ - if (progress.get_cancel()) { - return; - } - - IObject next_object; - - MatrixSampleMap concatenated_xform_samples; - - if (IXform::matches(header)) { - IXform xform(parent, header.getName()); - - IXformSchema &xs = xform.getSchema(); - - if (xs.getNumOps() > 0) { - TimeSamplingPtr ts = xs.getTimeSampling(); - MatrixSampleMap local_xform_samples; - - MatrixSampleMap *temp_xform_samples = nullptr; - if (matrix_samples_data.samples == nullptr) { - /* If there is no parent transforms, fill the map directly. */ - temp_xform_samples = &concatenated_xform_samples; - } - else { - /* use a temporary map */ - temp_xform_samples = &local_xform_samples; - } - - for (size_t i = 0; i < xs.getNumSamples(); ++i) { - chrono_t sample_time = ts->getSampleTime(index_t(i)); - XformSample sample = xs.getValue(ISampleSelector(sample_time)); - temp_xform_samples->insert({sample_time, sample.getMatrix()}); - } - - if (matrix_samples_data.samples != nullptr) { - concatenate_xform_samples( - *matrix_samples_data.samples, local_xform_samples, concatenated_xform_samples); - } - - matrix_samples_data.samples = &concatenated_xform_samples; - matrix_samples_data.time_sampling = ts; - } - - next_object = xform; - } - else if (ISubD::matches(header)) { - ISubD subd(parent, header.getName()); - - unordered_map::const_iterator iter; - iter = object_map.find(subd.getFullName()); - - if (iter != object_map.end()) { - AlembicObject *abc_object = iter->second; - abc_object->iobject = subd; - abc_object->schema_type = AlembicObject::SUBD; - - if (matrix_samples_data.samples) { - abc_object->xform_samples = *matrix_samples_data.samples; - abc_object->xform_time_sampling = matrix_samples_data.time_sampling; - } - } - - next_object = subd; - } - else if (IPolyMesh::matches(header)) { - IPolyMesh mesh(parent, header.getName()); - - unordered_map::const_iterator iter; - iter = object_map.find(mesh.getFullName()); - - if (iter != object_map.end()) { - AlembicObject *abc_object = iter->second; - abc_object->iobject = mesh; - abc_object->schema_type = AlembicObject::POLY_MESH; - - if (matrix_samples_data.samples) { - abc_object->xform_samples = *matrix_samples_data.samples; - abc_object->xform_time_sampling = matrix_samples_data.time_sampling; - } - } - - next_object = mesh; - } - else if (ICurves::matches(header)) { - ICurves curves(parent, header.getName()); - - unordered_map::const_iterator iter; - iter = object_map.find(curves.getFullName()); - - if (iter != object_map.end()) { - AlembicObject *abc_object = iter->second; - abc_object->iobject = curves; - abc_object->schema_type = AlembicObject::CURVES; - - if (matrix_samples_data.samples) { - abc_object->xform_samples = *matrix_samples_data.samples; - abc_object->xform_time_sampling = matrix_samples_data.time_sampling; - } - } - - next_object = curves; - } - else if (IFaceSet::matches(header)) { - // ignore the face set, it will be read along with the data - } - else if (IPoints::matches(header)) { - // unsupported for now - } - else if (INuPatch::matches(header)) { - // unsupported for now - } - else { - next_object = parent.getChild(header.getName()); - - if (next_object.isInstanceRoot()) { - unordered_map::const_iterator iter; - - /* Was this object asked to be rendered? */ - iter = object_map.find(next_object.getFullName()); - - if (iter != object_map.end()) { - AlembicObject *abc_object = iter->second; - - /* Only try to render an instance if the original object is also rendered. */ - iter = object_map.find(next_object.instanceSourcePath()); - - if (iter != object_map.end()) { - abc_object->iobject = next_object; - abc_object->instance_of = iter->second; - - if (matrix_samples_data.samples) { - abc_object->xform_samples = *matrix_samples_data.samples; - abc_object->xform_time_sampling = matrix_samples_data.time_sampling; - } - } - } - } - } - - if (next_object.valid()) { - for (size_t i = 0; i < next_object.getNumChildren(); ++i) { - walk_hierarchy( - next_object, next_object.getChildHeader(i), matrix_samples_data, object_map, progress); - } - } -} - -void AlembicProcedural::build_caches(Progress &progress) -{ - size_t memory_used = 0; - - for (Node *node : objects) { - AlembicObject *object = static_cast(node); - - if (progress.get_cancel()) { - return; - } - - if (object->schema_type == AlembicObject::POLY_MESH) { - if (!object->has_data_loaded()) { - IPolyMesh polymesh(object->iobject, Alembic::Abc::kWrapExisting); - IPolyMeshSchema schema = polymesh.getSchema(); - object->load_data_in_cache(object->get_cached_data(), this, schema, progress); - } - else if (object->need_shader_update) { - IPolyMesh polymesh(object->iobject, Alembic::Abc::kWrapExisting); - IPolyMeshSchema schema = polymesh.getSchema(); - read_attributes(this, - object->get_cached_data(), - schema, - schema.getUVsParam(), - object->get_requested_attributes(), - progress); - } - } - else if (object->schema_type == AlembicObject::CURVES) { - if (!object->has_data_loaded() || default_radius_is_modified() || - object->radius_scale_is_modified()) { - ICurves curves(object->iobject, Alembic::Abc::kWrapExisting); - ICurvesSchema schema = curves.getSchema(); - object->load_data_in_cache(object->get_cached_data(), this, schema, progress); - } - } - else if (object->schema_type == AlembicObject::SUBD) { - if (!object->has_data_loaded()) { - ISubD subd_mesh(object->iobject, Alembic::Abc::kWrapExisting); - ISubDSchema schema = subd_mesh.getSchema(); - object->load_data_in_cache(object->get_cached_data(), this, schema, progress); - } - else if (object->need_shader_update) { - ISubD subd_mesh(object->iobject, Alembic::Abc::kWrapExisting); - ISubDSchema schema = subd_mesh.getSchema(); - read_attributes(this, - object->get_cached_data(), - schema, - schema.getUVsParam(), - object->get_requested_attributes(), - progress); - } - } - - if (scale_is_modified() || object->get_cached_data().transforms.size() == 0) { - object->setup_transform_cache(object->get_cached_data(), scale); - } - - memory_used += object->get_cached_data().memory_used(); - - if (use_prefetch) { - if (memory_used > get_prefetch_cache_size_in_bytes()) { - progress.set_error("Error: Alembic Procedural memory limit reached"); - return; - } - } - } - - VLOG(1) << "AlembicProcedural memory usage : " << string_human_readable_size(memory_used); -} - -CCL_NAMESPACE_END - -#endif diff --git a/intern/cycles/render/alembic.h b/intern/cycles/render/alembic.h deleted file mode 100644 index 8e166a5ab04..00000000000 --- a/intern/cycles/render/alembic.h +++ /dev/null @@ -1,568 +0,0 @@ -/* - * Copyright 2011-2018 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#pragma once - -#include "graph/node.h" -#include "render/attribute.h" -#include "render/procedural.h" -#include "util/util_set.h" -#include "util/util_transform.h" -#include "util/util_vector.h" - -#ifdef WITH_ALEMBIC - -# include -# include - -CCL_NAMESPACE_BEGIN - -class AlembicProcedural; -class Geometry; -class Object; -class Progress; -class Shader; - -using MatrixSampleMap = std::map; - -struct MatrixSamplesData { - MatrixSampleMap *samples = nullptr; - Alembic::AbcCoreAbstract::TimeSamplingPtr time_sampling; -}; - -/* Helpers to detect if some type is a `ccl::array`. */ -template struct is_array : public std::false_type { -}; - -template struct is_array> : public std::true_type { -}; - -/* Holds the data for a cache lookup at a given time, as well as information to - * help disambiguate successes or failures to get data from the cache. */ -template class CacheLookupResult { - enum class State { - NEW_DATA, - ALREADY_LOADED, - NO_DATA_FOR_TIME, - }; - - T *data; - State state; - - protected: - /* Prevent default construction outside of the class: for a valid result, we - * should use the static functions below. */ - CacheLookupResult() = default; - - public: - static CacheLookupResult new_data(T *data_) - { - CacheLookupResult result; - result.data = data_; - result.state = State::NEW_DATA; - return result; - } - - static CacheLookupResult no_data_found_for_time() - { - CacheLookupResult result; - result.data = nullptr; - result.state = State::NO_DATA_FOR_TIME; - return result; - } - - static CacheLookupResult already_loaded() - { - CacheLookupResult result; - result.data = nullptr; - result.state = State::ALREADY_LOADED; - return result; - } - - /* This should only be call if new data is available. */ - const T &get_data() const - { - assert(state == State::NEW_DATA); - assert(data != nullptr); - return *data; - } - - T *get_data_or_null() const - { - // data_ should already be null if there is no new data so no need to check - return data; - } - - bool has_new_data() const - { - return state == State::NEW_DATA; - } - - bool has_already_loaded() const - { - return state == State::ALREADY_LOADED; - } - - bool has_no_data_for_time() const - { - return state == State::NO_DATA_FOR_TIME; - } -}; - -/* Store the data set for an animation at every time points, or at the beginning of the animation - * for constant data. - * - * The data is supposed to be stored in chronological order, and is looked up using the current - * animation time in seconds using the TimeSampling from the Alembic property. */ -template class DataStore { - /* Holds information to map a cache entry for a given time to an index into the data array. */ - struct TimeIndexPair { - /* Frame time for this entry. */ - double time = 0; - /* Frame time for the data pointed to by `index`. */ - double source_time = 0; - /* Index into the data array. */ - size_t index = 0; - }; - - /* This is the actual data that is stored. We deduplicate data across frames to avoid storing - * values if they have not changed yet (e.g. the triangles for a building before fracturing, or a - * fluid simulation before a break or splash) */ - vector data{}; - - /* This is used to map they entry for a given time to an index into the data array, multiple - * frames can point to the same index. */ - vector index_data_map{}; - - Alembic::AbcCoreAbstract::TimeSampling time_sampling{}; - - double last_loaded_time = std::numeric_limits::max(); - - public: - /* Keys used to compare values. */ - Alembic::AbcCoreAbstract::ArraySample::Key key1; - Alembic::AbcCoreAbstract::ArraySample::Key key2; - - void set_time_sampling(Alembic::AbcCoreAbstract::TimeSampling time_sampling_) - { - time_sampling = time_sampling_; - } - - Alembic::AbcCoreAbstract::TimeSampling get_time_sampling() const - { - return time_sampling; - } - - /* Get the data for the specified time. - * Return nullptr if there is no data or if the data for this time was already loaded. */ - CacheLookupResult data_for_time(double time) - { - if (size() == 0) { - return CacheLookupResult::no_data_found_for_time(); - } - - const TimeIndexPair &index = get_index_for_time(time); - - if (index.index == -1ul) { - return CacheLookupResult::no_data_found_for_time(); - } - - if (last_loaded_time == index.time || last_loaded_time == index.source_time) { - return CacheLookupResult::already_loaded(); - } - - last_loaded_time = index.source_time; - - assert(index.index < data.size()); - - return CacheLookupResult::new_data(&data[index.index]); - } - - /* get the data for the specified time, but do not check if the data was already loaded for this - * time return nullptr if there is no data */ - CacheLookupResult data_for_time_no_check(double time) - { - if (size() == 0) { - return CacheLookupResult::no_data_found_for_time(); - } - - const TimeIndexPair &index = get_index_for_time(time); - - if (index.index == -1ul) { - return CacheLookupResult::no_data_found_for_time(); - } - - assert(index.index < data.size()); - - return CacheLookupResult::new_data(&data[index.index]); - } - - void add_data(T &data_, double time) - { - index_data_map.push_back({time, time, data.size()}); - - if constexpr (is_array::value) { - data.emplace_back(); - data.back().steal_data(data_); - return; - } - - data.push_back(data_); - } - - void reuse_data_for_last_time(double time) - { - const TimeIndexPair &data_index = index_data_map.back(); - index_data_map.push_back({time, data_index.source_time, data_index.index}); - } - - void add_no_data(double time) - { - index_data_map.push_back({time, time, -1ul}); - } - - bool is_constant() const - { - return data.size() <= 1; - } - - size_t size() const - { - return data.size(); - } - - void clear() - { - invalidate_last_loaded_time(); - data.clear(); - index_data_map.clear(); - } - - void invalidate_last_loaded_time() - { - last_loaded_time = std::numeric_limits::max(); - } - - /* Copy the data for the specified time to the node's socket. If there is no - * data for this time or it was already loaded, do nothing. */ - void copy_to_socket(double time, Node *node, const SocketType *socket) - { - CacheLookupResult result = data_for_time(time); - - if (!result.has_new_data()) { - return; - } - - /* TODO(kevindietrich): arrays are emptied when passed to the sockets, so for now we copy the - * arrays to avoid reloading the data */ - T value = result.get_data(); - node->set(*socket, value); - } - - size_t memory_used() const - { - if constexpr (is_array::value) { - size_t mem_used = 0; - - for (const T &array : data) { - mem_used += array.size() * sizeof(array[0]); - } - - return mem_used; - } - - return data.size() * sizeof(T); - } - - private: - const TimeIndexPair &get_index_for_time(double time) const - { - std::pair index_pair; - index_pair = time_sampling.getNearIndex(time, index_data_map.size()); - return index_data_map[index_pair.first]; - } -}; - -/* Actual cache for the stored data. - * This caches the topological, transformation, and attribute data for a Mesh node or a Hair node - * inside of DataStores. - */ -struct CachedData { - DataStore transforms{}; - - /* mesh data */ - DataStore> vertices; - DataStore> triangles{}; - /* triangle "loops" are the polygons' vertices indices used for indexing face varying attributes - * (like UVs) */ - DataStore> uv_loops{}; - DataStore> shader{}; - - /* subd data */ - DataStore> subd_start_corner; - DataStore> subd_num_corners; - DataStore> subd_smooth; - DataStore> subd_ptex_offset; - DataStore> subd_face_corners; - DataStore num_ngons; - DataStore> subd_creases_edge; - DataStore> subd_creases_weight; - - /* hair data */ - DataStore> curve_keys; - DataStore> curve_radius; - DataStore> curve_first_key; - DataStore> curve_shader; - - struct CachedAttribute { - AttributeStandard std; - AttributeElement element; - TypeDesc type_desc; - ustring name; - DataStore> data{}; - }; - - vector attributes{}; - - void clear(); - - CachedAttribute &add_attribute(const ustring &name, - const Alembic::Abc::TimeSampling &time_sampling); - - bool is_constant() const; - - void invalidate_last_loaded_time(bool attributes_only = false); - - void set_time_sampling(Alembic::AbcCoreAbstract::TimeSampling time_sampling); - - size_t memory_used() const; -}; - -/* Representation of an Alembic object for the AlembicProcedural. - * - * The AlembicObject holds the path to the Alembic IObject inside of the archive that is desired - * for rendering, as well as the list of shaders that it is using. - * - * The names of the shaders should correspond to the names of the FaceSets inside of the Alembic - * archive for per-triangle shader association. If there is no FaceSets, or the names do not - * match, the first shader is used for rendering for all triangles. - */ -class AlembicObject : public Node { - public: - NODE_DECLARE - - /* Path to the IObject inside of the archive. */ - NODE_SOCKET_API(ustring, path) - - /* Shaders used for rendering. */ - NODE_SOCKET_API_ARRAY(array, used_shaders) - - /* Treat this subdivision object as a regular polygon mesh, so no subdivision will be performed. - */ - NODE_SOCKET_API(bool, ignore_subdivision) - - /* Maximum number of subdivisions for ISubD objects. */ - NODE_SOCKET_API(int, subd_max_level) - - /* Finest level of detail (in pixels) for the subdivision. */ - NODE_SOCKET_API(float, subd_dicing_rate) - - /* Scale the radius of points and curves. */ - NODE_SOCKET_API(float, radius_scale) - - AlembicObject(); - ~AlembicObject(); - - private: - friend class AlembicProcedural; - - void set_object(Object *object); - Object *get_object(); - - void load_data_in_cache(CachedData &cached_data, - AlembicProcedural *proc, - Alembic::AbcGeom::IPolyMeshSchema &schema, - Progress &progress); - void load_data_in_cache(CachedData &cached_data, - AlembicProcedural *proc, - Alembic::AbcGeom::ISubDSchema &schema, - Progress &progress); - void load_data_in_cache(CachedData &cached_data, - AlembicProcedural *proc, - const Alembic::AbcGeom::ICurvesSchema &schema, - Progress &progress); - - bool has_data_loaded() const; - - /* Enumeration used to speed up the discrimination of an IObject as IObject::matches() methods - * are too expensive and show up in profiles. */ - enum AbcSchemaType { - INVALID, - POLY_MESH, - SUBD, - CURVES, - }; - - bool need_shader_update = true; - - AlembicObject *instance_of = nullptr; - - Alembic::AbcCoreAbstract::TimeSamplingPtr xform_time_sampling; - MatrixSampleMap xform_samples; - Alembic::AbcGeom::IObject iobject; - - /* Set if the path points to a valid IObject whose type is supported. */ - AbcSchemaType schema_type; - - CachedData &get_cached_data() - { - return cached_data_; - } - - bool is_constant() const - { - return cached_data_.is_constant(); - } - - void clear_cache() - { - cached_data_.clear(); - } - - Object *object = nullptr; - - bool data_loaded = false; - - CachedData cached_data_; - - void setup_transform_cache(CachedData &cached_data, float scale); - - AttributeRequestSet get_requested_attributes(); -}; - -/* Procedural to render objects from a single Alembic archive. - * - * Every object desired to be rendered should be passed as an AlembicObject through the objects - * socket. - * - * This procedural will load the data set for the entire animation in memory on the first frame, - * and directly set the data for the new frames on the created Nodes if needed. This allows for - * faster updates between frames as it avoids reseeking the data on disk. - */ -class AlembicProcedural : public Procedural { - Alembic::AbcGeom::IArchive archive; - bool objects_loaded; - Scene *scene_; - - public: - NODE_DECLARE - - /* The file path to the Alembic archive */ - NODE_SOCKET_API(ustring, filepath) - - /* The current frame to render. */ - NODE_SOCKET_API(float, frame) - - /* The first frame to load data for. */ - NODE_SOCKET_API(float, start_frame) - - /* The last frame to load data for. */ - NODE_SOCKET_API(float, end_frame) - - /* Subtracted to the current frame. */ - NODE_SOCKET_API(float, frame_offset) - - /* The frame rate used for rendering in units of frames per second. */ - NODE_SOCKET_API(float, frame_rate) - - /* List of AlembicObjects to render. */ - NODE_SOCKET_API_ARRAY(array, objects) - - /* Set the default radius to use for curves when the Alembic Curves Schemas do not have radius - * information. */ - NODE_SOCKET_API(float, default_radius) - - /* Multiplier to account for differences in default units for measuring objects in various - * software. */ - NODE_SOCKET_API(float, scale) - - /* Cache controls */ - NODE_SOCKET_API(bool, use_prefetch) - - /* Memory limit for the cache, if the data does not fit within this limit, rendering is aborted. - */ - NODE_SOCKET_API(int, prefetch_cache_size) - - AlembicProcedural(); - ~AlembicProcedural(); - - /* Populates the Cycles scene with Nodes for every contained AlembicObject on the first - * invocation, and updates the data on subsequent invocations if the frame changed. */ - void generate(Scene *scene, Progress &progress); - - /* Tag for an update only if something was modified. */ - void tag_update(Scene *scene); - - /* This should be called by scene exporters to request the rendering of an object located - * in the Alembic archive at the given path. - * - * Since we lazily load object, the function does not validate the existence of the object - * in the archive. If no objects with such path if found in the archive during the next call - * to `generate`, it will be ignored. - * - * Returns a pointer to an existing or a newly created AlembicObject for the given path. */ - AlembicObject *get_or_create_object(const ustring &path); - - private: - /* Add an object to our list of objects, and tag the socket as modified. */ - void add_object(AlembicObject *object); - - /* Load the data for all the objects whose data has not yet been loaded. */ - void load_objects(Progress &progress); - - /* Traverse the Alembic hierarchy to lookup the IObjects for the AlembicObjects that were - * specified in our objects socket, and accumulate all of the transformations samples along the - * way for each IObject. */ - void walk_hierarchy(Alembic::AbcGeom::IObject parent, - const Alembic::AbcGeom::ObjectHeader &ohead, - MatrixSamplesData matrix_samples_data, - const unordered_map &object_map, - Progress &progress); - - /* Read the data for an IPolyMesh at the specified frame_time. Creates corresponding Geometry and - * Object Nodes in the Cycles scene if none exist yet. */ - void read_mesh(AlembicObject *abc_object, Alembic::AbcGeom::Abc::chrono_t frame_time); - - /* Read the data for an ICurves at the specified frame_time. Creates corresponding Geometry and - * Object Nodes in the Cycles scene if none exist yet. */ - void read_curves(AlembicObject *abc_object, Alembic::AbcGeom::Abc::chrono_t frame_time); - - /* Read the data for an ISubD at the specified frame_time. Creates corresponding Geometry and - * Object Nodes in the Cycles scene if none exist yet. */ - void read_subd(AlembicObject *abc_object, Alembic::AbcGeom::Abc::chrono_t frame_time); - - void build_caches(Progress &progress); - - size_t get_prefetch_cache_size_in_bytes() const - { - /* prefetch_cache_size is in megabytes, so convert to bytes. */ - return static_cast(prefetch_cache_size) * 1024 * 1024; - } -}; - -CCL_NAMESPACE_END - -#endif diff --git a/intern/cycles/render/alembic_read.cpp b/intern/cycles/render/alembic_read.cpp deleted file mode 100644 index b105af63b44..00000000000 --- a/intern/cycles/render/alembic_read.cpp +++ /dev/null @@ -1,1037 +0,0 @@ -/* - * Copyright 2021 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "render/alembic_read.h" - -#include "render/alembic.h" -#include "render/mesh.h" - -#include "util/util_progress.h" - -#ifdef WITH_ALEMBIC - -using namespace Alembic::AbcGeom; - -CCL_NAMESPACE_BEGIN - -static float3 make_float3_from_yup(const V3f &v) -{ - return make_float3(v.x, -v.z, v.y); -} - -/* get the sample times to load data for the given the start and end frame of the procedural */ -static set get_relevant_sample_times(AlembicProcedural *proc, - const TimeSampling &time_sampling, - size_t num_samples) -{ - set result; - - if (num_samples < 2) { - result.insert(0.0); - return result; - } - - double start_frame; - double end_frame; - - if (proc->get_use_prefetch()) { - // load the data for the entire animation - start_frame = static_cast(proc->get_start_frame()); - end_frame = static_cast(proc->get_end_frame()); - } - else { - // load the data for the current frame - start_frame = static_cast(proc->get_frame()); - end_frame = start_frame; - } - - const double frame_rate = static_cast(proc->get_frame_rate()); - const double start_time = start_frame / frame_rate; - const double end_time = (end_frame + 1) / frame_rate; - - const size_t start_index = time_sampling.getFloorIndex(start_time, num_samples).first; - const size_t end_index = time_sampling.getCeilIndex(end_time, num_samples).first; - - for (size_t i = start_index; i < end_index; ++i) { - result.insert(time_sampling.getSampleTime(i)); - } - - return result; -} - -/* Main function to read data, this will iterate over all the relevant sample times for the - * duration of the requested animation, and call the DataReadingFunc for each of those sample time. - */ -template -static void read_data_loop(AlembicProcedural *proc, - CachedData &cached_data, - const Params ¶ms, - DataReadingFunc &&func, - Progress &progress) -{ - const std::set times = get_relevant_sample_times( - proc, *params.time_sampling, params.num_samples); - - cached_data.set_time_sampling(*params.time_sampling); - - for (chrono_t time : times) { - if (progress.get_cancel()) { - return; - } - - func(cached_data, params, time); - } -} - -/* Polygon Mesh Geometries. */ - -/* Compute the vertex normals in case none are present in the IPolyMeshSchema, this is mostly used - * to avoid computing them in the GeometryManager in order to speed up data updates. */ -static void compute_vertex_normals(CachedData &cache, double current_time) -{ - if (cache.vertices.size() == 0) { - return; - } - - CachedData::CachedAttribute &attr_normal = cache.add_attribute( - ustring("N"), cache.vertices.get_time_sampling()); - attr_normal.std = ATTR_STD_VERTEX_NORMAL; - attr_normal.element = ATTR_ELEMENT_VERTEX; - attr_normal.type_desc = TypeNormal; - - const array *vertices = - cache.vertices.data_for_time_no_check(current_time).get_data_or_null(); - const array *triangles = - cache.triangles.data_for_time_no_check(current_time).get_data_or_null(); - - if (!vertices || !triangles) { - attr_normal.data.add_no_data(current_time); - return; - } - - array attr_data(vertices->size() * sizeof(float3)); - float3 *attr_ptr = reinterpret_cast(attr_data.data()); - memset(attr_ptr, 0, vertices->size() * sizeof(float3)); - - for (size_t t = 0; t < triangles->size(); ++t) { - const int3 tri_int3 = triangles->data()[t]; - Mesh::Triangle tri{}; - tri.v[0] = tri_int3[0]; - tri.v[1] = tri_int3[1]; - tri.v[2] = tri_int3[2]; - - const float3 tri_N = tri.compute_normal(vertices->data()); - - for (int v = 0; v < 3; ++v) { - attr_ptr[tri_int3[v]] += tri_N; - } - } - - for (size_t v = 0; v < vertices->size(); ++v) { - attr_ptr[v] = normalize(attr_ptr[v]); - } - - attr_normal.data.add_data(attr_data, current_time); -} - -static void add_normals(const Int32ArraySamplePtr face_indices, - const IN3fGeomParam &normals, - double time, - CachedData &cached_data) -{ - switch (normals.getScope()) { - case kFacevaryingScope: { - const ISampleSelector iss = ISampleSelector(time); - const IN3fGeomParam::Sample sample = normals.getExpandedValue(iss); - - if (!sample.valid()) { - return; - } - - CachedData::CachedAttribute &attr = cached_data.add_attribute(ustring(normals.getName()), - *normals.getTimeSampling()); - attr.std = ATTR_STD_VERTEX_NORMAL; - - const array *vertices = - cached_data.vertices.data_for_time_no_check(time).get_data_or_null(); - - if (!vertices) { - return; - } - - array data; - data.resize(vertices->size() * sizeof(float3)); - - float3 *data_float3 = reinterpret_cast(data.data()); - - const int *face_indices_array = face_indices->get(); - const N3fArraySamplePtr values = sample.getVals(); - - for (size_t i = 0; i < face_indices->size(); ++i) { - int point_index = face_indices_array[i]; - data_float3[point_index] = make_float3_from_yup(values->get()[i]); - } - - attr.data.add_data(data, time); - break; - } - case kVaryingScope: - case kVertexScope: { - const ISampleSelector iss = ISampleSelector(time); - const IN3fGeomParam::Sample sample = normals.getExpandedValue(iss); - - if (!sample.valid()) { - return; - } - - CachedData::CachedAttribute &attr = cached_data.add_attribute(ustring(normals.getName()), - *normals.getTimeSampling()); - attr.std = ATTR_STD_VERTEX_NORMAL; - - const array *vertices = - cached_data.vertices.data_for_time_no_check(time).get_data_or_null(); - - if (!vertices) { - return; - } - - array data; - data.resize(vertices->size() * sizeof(float3)); - - float3 *data_float3 = reinterpret_cast(data.data()); - - const Imath::V3f *values = sample.getVals()->get(); - - for (size_t i = 0; i < vertices->size(); ++i) { - data_float3[i] = make_float3_from_yup(values[i]); - } - - attr.data.add_data(data, time); - - break; - } - default: { - break; - } - } -} - -static void add_positions(const P3fArraySamplePtr positions, double time, CachedData &cached_data) -{ - if (!positions) { - return; - } - - array vertices; - vertices.reserve(positions->size()); - - for (size_t i = 0; i < positions->size(); i++) { - V3f f = positions->get()[i]; - vertices.push_back_reserved(make_float3_from_yup(f)); - } - - cached_data.vertices.add_data(vertices, time); -} - -static void add_triangles(const Int32ArraySamplePtr face_counts, - const Int32ArraySamplePtr face_indices, - double time, - CachedData &cached_data, - const array &polygon_to_shader) -{ - if (!face_counts || !face_indices) { - return; - } - - const size_t num_faces = face_counts->size(); - const int *face_counts_array = face_counts->get(); - const int *face_indices_array = face_indices->get(); - - size_t num_triangles = 0; - for (size_t i = 0; i < face_counts->size(); i++) { - num_triangles += face_counts_array[i] - 2; - } - - array shader; - array triangles; - array uv_loops; - shader.reserve(num_triangles); - triangles.reserve(num_triangles); - uv_loops.reserve(num_triangles * 3); - int index_offset = 0; - - for (size_t i = 0; i < num_faces; i++) { - int current_shader = 0; - - if (!polygon_to_shader.empty()) { - current_shader = polygon_to_shader[i]; - } - - for (int j = 0; j < face_counts_array[i] - 2; j++) { - int v0 = face_indices_array[index_offset]; - int v1 = face_indices_array[index_offset + j + 1]; - int v2 = face_indices_array[index_offset + j + 2]; - - shader.push_back_reserved(current_shader); - - /* Alembic orders the loops following the RenderMan convention, so need to go in reverse. */ - triangles.push_back_reserved(make_int3(v2, v1, v0)); - uv_loops.push_back_reserved(index_offset + j + 2); - uv_loops.push_back_reserved(index_offset + j + 1); - uv_loops.push_back_reserved(index_offset); - } - - index_offset += face_counts_array[i]; - } - - cached_data.triangles.add_data(triangles, time); - cached_data.uv_loops.add_data(uv_loops, time); - cached_data.shader.add_data(shader, time); -} - -static array compute_polygon_to_shader_map( - const Int32ArraySamplePtr &face_counts, - const vector &face_set_shader_index, - ISampleSelector sample_sel) -{ - if (face_set_shader_index.empty()) { - return {}; - } - - if (!face_counts) { - return {}; - } - - if (face_counts->size() == 0) { - return {}; - } - - array polygon_to_shader(face_counts->size()); - - for (const FaceSetShaderIndexPair &pair : face_set_shader_index) { - const IFaceSet &face_set = pair.face_set; - const IFaceSetSchema face_schem = face_set.getSchema(); - const IFaceSetSchema::Sample face_sample = face_schem.getValue(sample_sel); - const Int32ArraySamplePtr group_faces = face_sample.getFaces(); - const size_t num_group_faces = group_faces->size(); - - for (size_t l = 0; l < num_group_faces; l++) { - size_t pos = (*group_faces)[l]; - - if (pos >= polygon_to_shader.size()) { - continue; - } - - polygon_to_shader[pos] = pair.shader_index; - } - } - - return polygon_to_shader; -} - -static void read_poly_mesh_geometry(CachedData &cached_data, - const PolyMeshSchemaData &data, - chrono_t time) -{ - const ISampleSelector iss = ISampleSelector(time); - - add_positions(data.positions.getValue(iss), time, cached_data); - - const Int32ArraySamplePtr face_counts = data.face_counts.getValue(iss); - const Int32ArraySamplePtr face_indices = data.face_indices.getValue(iss); - - /* Only copy triangles for other frames if the topology is changing over time as well. */ - if (data.topology_variance != kHomogeneousTopology || cached_data.triangles.size() == 0) { - bool do_triangles = true; - - /* Compare key with last one to check whether the topology changed. */ - if (cached_data.triangles.size() > 0) { - const ArraySample::Key key = face_indices->getKey(); - - if (key == cached_data.triangles.key1) { - do_triangles = false; - } - - cached_data.triangles.key1 = key; - } - - if (do_triangles) { - const array polygon_to_shader = compute_polygon_to_shader_map( - face_counts, data.shader_face_sets, iss); - add_triangles(face_counts, face_indices, time, cached_data, polygon_to_shader); - } - else { - cached_data.triangles.reuse_data_for_last_time(time); - cached_data.uv_loops.reuse_data_for_last_time(time); - cached_data.shader.reuse_data_for_last_time(time); - } - - /* Initialize the first key. */ - if (data.topology_variance != kHomogeneousTopology && cached_data.triangles.size() == 1) { - cached_data.triangles.key1 = face_indices->getKey(); - } - } - - if (data.normals.valid()) { - add_normals(face_indices, data.normals, time, cached_data); - } - else { - compute_vertex_normals(cached_data, time); - } -} - -void read_geometry_data(AlembicProcedural *proc, - CachedData &cached_data, - const PolyMeshSchemaData &data, - Progress &progress) -{ - read_data_loop(proc, cached_data, data, read_poly_mesh_geometry, progress); -} - -/* Subdivision Geometries */ - -static void add_subd_polygons(CachedData &cached_data, const SubDSchemaData &data, chrono_t time) -{ - const ISampleSelector iss = ISampleSelector(time); - - const Int32ArraySamplePtr face_counts = data.face_counts.getValue(iss); - const Int32ArraySamplePtr face_indices = data.face_indices.getValue(iss); - - array subd_start_corner; - array shader; - array subd_num_corners; - array subd_smooth; - array subd_ptex_offset; - array subd_face_corners; - array uv_loops; - - const size_t num_faces = face_counts->size(); - const int *face_counts_array = face_counts->get(); - const int *face_indices_array = face_indices->get(); - - int num_ngons = 0; - int num_corners = 0; - for (size_t i = 0; i < face_counts->size(); i++) { - num_ngons += (face_counts_array[i] == 4 ? 0 : 1); - num_corners += face_counts_array[i]; - } - - subd_start_corner.reserve(num_faces); - subd_num_corners.reserve(num_faces); - subd_smooth.reserve(num_faces); - subd_ptex_offset.reserve(num_faces); - shader.reserve(num_faces); - subd_face_corners.reserve(num_corners); - uv_loops.reserve(num_corners); - - int start_corner = 0; - int current_shader = 0; - int ptex_offset = 0; - - const array polygon_to_shader = compute_polygon_to_shader_map( - face_counts, data.shader_face_sets, iss); - - for (size_t i = 0; i < face_counts->size(); i++) { - num_corners = face_counts_array[i]; - - if (!polygon_to_shader.empty()) { - current_shader = polygon_to_shader[i]; - } - - subd_start_corner.push_back_reserved(start_corner); - subd_num_corners.push_back_reserved(num_corners); - - for (int j = 0; j < num_corners; ++j) { - subd_face_corners.push_back_reserved(face_indices_array[start_corner + j]); - uv_loops.push_back_reserved(start_corner + j); - } - - shader.push_back_reserved(current_shader); - subd_smooth.push_back_reserved(1); - subd_ptex_offset.push_back_reserved(ptex_offset); - - ptex_offset += (num_corners == 4 ? 1 : num_corners); - - start_corner += num_corners; - } - - cached_data.shader.add_data(shader, time); - cached_data.subd_start_corner.add_data(subd_start_corner, time); - cached_data.subd_num_corners.add_data(subd_num_corners, time); - cached_data.subd_smooth.add_data(subd_smooth, time); - cached_data.subd_ptex_offset.add_data(subd_ptex_offset, time); - cached_data.subd_face_corners.add_data(subd_face_corners, time); - cached_data.num_ngons.add_data(num_ngons, time); - cached_data.uv_loops.add_data(uv_loops, time); -} - -static void add_subd_creases(CachedData &cached_data, const SubDSchemaData &data, chrono_t time) -{ - if (!(data.crease_indices.valid() && data.crease_indices.valid() && - data.crease_sharpnesses.valid())) { - return; - } - - const ISampleSelector iss = ISampleSelector(time); - - const Int32ArraySamplePtr creases_length = data.crease_lengths.getValue(iss); - const Int32ArraySamplePtr creases_indices = data.crease_indices.getValue(iss); - const FloatArraySamplePtr creases_sharpnesses = data.crease_sharpnesses.getValue(iss); - - if (creases_length && creases_indices && creases_sharpnesses) { - array creases_edge; - array creases_weight; - - creases_edge.reserve(creases_sharpnesses->size() * 2); - creases_weight.reserve(creases_sharpnesses->size()); - - int length_offset = 0; - int weight_offset = 0; - for (size_t c = 0; c < creases_length->size(); ++c) { - const int crease_length = creases_length->get()[c]; - - for (size_t j = 0; j < crease_length - 1; ++j) { - creases_edge.push_back_reserved(creases_indices->get()[length_offset + j]); - creases_edge.push_back_reserved(creases_indices->get()[length_offset + j + 1]); - creases_weight.push_back_reserved(creases_sharpnesses->get()[weight_offset++]); - } - - length_offset += crease_length; - } - - cached_data.subd_creases_edge.add_data(creases_edge, time); - cached_data.subd_creases_weight.add_data(creases_weight, time); - } -} - -static void read_subd_geometry(CachedData &cached_data, const SubDSchemaData &data, chrono_t time) -{ - const ISampleSelector iss = ISampleSelector(time); - - add_positions(data.positions.getValue(iss), time, cached_data); - - if (data.topology_variance != kHomogenousTopology || cached_data.shader.size() == 0) { - add_subd_polygons(cached_data, data, time); - add_subd_creases(cached_data, data, time); - } -} - -void read_geometry_data(AlembicProcedural *proc, - CachedData &cached_data, - const SubDSchemaData &data, - Progress &progress) -{ - read_data_loop(proc, cached_data, data, read_subd_geometry, progress); -} - -/* Curve Geometries. */ - -static void read_curves_data(CachedData &cached_data, const CurvesSchemaData &data, chrono_t time) -{ - const ISampleSelector iss = ISampleSelector(time); - - const Int32ArraySamplePtr curves_num_vertices = data.num_vertices.getValue(iss); - const P3fArraySamplePtr position = data.positions.getValue(iss); - - FloatArraySamplePtr radiuses; - - if (data.widths.valid()) { - IFloatGeomParam::Sample wsample = data.widths.getExpandedValue(iss); - radiuses = wsample.getVals(); - } - - const bool do_radius = (radiuses != nullptr) && (radiuses->size() > 1); - float radius = (radiuses && radiuses->size() == 1) ? (*radiuses)[0] : data.default_radius; - - array curve_keys; - array curve_radius; - array curve_first_key; - array curve_shader; - - const bool is_homogenous = data.topology_variance == kHomogenousTopology; - - curve_keys.reserve(position->size()); - curve_radius.reserve(position->size()); - curve_first_key.reserve(curves_num_vertices->size()); - curve_shader.reserve(curves_num_vertices->size()); - - int offset = 0; - for (size_t i = 0; i < curves_num_vertices->size(); i++) { - const int num_vertices = curves_num_vertices->get()[i]; - - for (int j = 0; j < num_vertices; j++) { - const V3f &f = position->get()[offset + j]; - // todo(@kevindietrich): we are reading too much data? - curve_keys.push_back_slow(make_float3_from_yup(f)); - - if (do_radius) { - radius = (*radiuses)[offset + j]; - } - - curve_radius.push_back_slow(radius * data.radius_scale); - } - - if (!is_homogenous || cached_data.curve_first_key.size() == 0) { - curve_first_key.push_back_reserved(offset); - curve_shader.push_back_reserved(0); - } - - offset += num_vertices; - } - - cached_data.curve_keys.add_data(curve_keys, time); - cached_data.curve_radius.add_data(curve_radius, time); - - if (!is_homogenous || cached_data.curve_first_key.size() == 0) { - cached_data.curve_first_key.add_data(curve_first_key, time); - cached_data.curve_shader.add_data(curve_shader, time); - } -} - -void read_geometry_data(AlembicProcedural *proc, - CachedData &cached_data, - const CurvesSchemaData &data, - Progress &progress) -{ - read_data_loop(proc, cached_data, data, read_curves_data, progress); -} - -/* Attributes conversions. */ - -/* Type traits for converting between Alembic and Cycles types. - */ - -template struct value_type_converter { - using cycles_type = float; - /* Use `TypeDesc::FLOAT` instead of `TypeFloat` to work around a compiler bug in gcc 11. */ - static constexpr TypeDesc type_desc = TypeDesc::FLOAT; - static constexpr const char *type_name = "float (default)"; - - static cycles_type convert_value(T value) - { - return static_cast(value); - } -}; - -template<> struct value_type_converter { - using cycles_type = float2; - static constexpr TypeDesc type_desc = TypeFloat2; - static constexpr const char *type_name = "float2"; - - static cycles_type convert_value(Imath::V2f value) - { - return make_float2(value.x, value.y); - } -}; - -template<> struct value_type_converter { - using cycles_type = float3; - static constexpr TypeDesc type_desc = TypeVector; - static constexpr const char *type_name = "float3"; - - static cycles_type convert_value(Imath::V3f value) - { - return make_float3_from_yup(value); - } -}; - -template<> struct value_type_converter { - using cycles_type = uchar4; - static constexpr TypeDesc type_desc = TypeRGBA; - static constexpr const char *type_name = "rgb"; - - static cycles_type convert_value(Imath::C3f value) - { - return color_float_to_byte(make_float3(value.x, value.y, value.z)); - } -}; - -template<> struct value_type_converter { - using cycles_type = uchar4; - static constexpr TypeDesc type_desc = TypeRGBA; - static constexpr const char *type_name = "rgba"; - - static cycles_type convert_value(Imath::C4f value) - { - return color_float4_to_uchar4(make_float4(value.r, value.g, value.b, value.a)); - } -}; - -/* Main function used to read attributes of any type. */ -template -static void process_attribute(CachedData &cache, - CachedData::CachedAttribute &attribute, - GeometryScope scope, - const typename ITypedGeomParam::Sample &sample, - double time) -{ - using abc_type = typename TRAIT::value_type; - using cycles_type = typename value_type_converter::cycles_type; - - const TypedArraySample &values = *sample.getVals(); - - switch (scope) { - case kConstantScope: - case kVertexScope: { - const array *vertices = - cache.vertices.data_for_time_no_check(time).get_data_or_null(); - - if (!vertices) { - attribute.data.add_no_data(time); - return; - } - - if (vertices->size() != values.size()) { - attribute.data.add_no_data(time); - return; - } - - array data(vertices->size() * sizeof(cycles_type)); - - cycles_type *pod_typed_data = reinterpret_cast(data.data()); - - for (size_t i = 0; i < values.size(); ++i) { - *pod_typed_data++ = value_type_converter::convert_value(values[i]); - } - - attribute.data.add_data(data, time); - break; - } - case kVaryingScope: { - const array *triangles = - cache.triangles.data_for_time_no_check(time).get_data_or_null(); - - if (!triangles) { - attribute.data.add_no_data(time); - return; - } - - array data(triangles->size() * 3 * sizeof(cycles_type)); - - cycles_type *pod_typed_data = reinterpret_cast(data.data()); - - for (const int3 &tri : *triangles) { - *pod_typed_data++ = value_type_converter::convert_value(values[tri.x]); - *pod_typed_data++ = value_type_converter::convert_value(values[tri.y]); - *pod_typed_data++ = value_type_converter::convert_value(values[tri.z]); - } - - attribute.data.add_data(data, time); - break; - } - default: { - break; - } - } -} - -/* UVs are processed separately as their indexing is based on loops, instead of vertices or - * corners. */ -static void process_uvs(CachedData &cache, - CachedData::CachedAttribute &attribute, - GeometryScope scope, - const IV2fGeomParam::Sample &sample, - double time) -{ - if (scope != kFacevaryingScope && scope != kVaryingScope && scope != kVertexScope) { - return; - } - - const array *uv_loops = cache.uv_loops.data_for_time_no_check(time).get_data_or_null(); - - /* It's ok to not have loop indices, as long as the scope is not face-varying. */ - if (!uv_loops && scope == kFacevaryingScope) { - return; - } - - const array *triangles = cache.triangles.data_for_time_no_check(time).get_data_or_null(); - const array *corners = - cache.subd_face_corners.data_for_time_no_check(time).get_data_or_null(); - - array data; - if (triangles) { - data.resize(triangles->size() * 3 * sizeof(float2)); - } - else if (corners) { - data.resize(corners->size() * sizeof(float2)); - } - else { - return; - } - - float2 *data_float2 = reinterpret_cast(data.data()); - - const uint32_t *indices = sample.getIndices()->get(); - const V2f *values = sample.getVals()->get(); - - if (scope == kFacevaryingScope) { - for (const int uv_loop_index : *uv_loops) { - const uint32_t index = indices[uv_loop_index]; - *data_float2++ = make_float2(values[index][0], values[index][1]); - } - } - else if (scope == kVaryingScope || scope == kVertexScope) { - if (triangles) { - for (size_t i = 0; i < triangles->size(); i++) { - const int3 t = (*triangles)[i]; - *data_float2++ = make_float2(values[t.x][0], values[t.x][1]); - *data_float2++ = make_float2(values[t.y][0], values[t.y][1]); - *data_float2++ = make_float2(values[t.z][0], values[t.z][1]); - } - } - else if (corners) { - for (size_t i = 0; i < corners->size(); i++) { - const int c = (*corners)[i]; - *data_float2++ = make_float2(values[c][0], values[c][1]); - } - } - } - - attribute.data.add_data(data, time); -} - -/* Type of the function used to parse one time worth of data, either process_uvs or - * process_attribute_generic. */ -template -using process_callback_type = void (*)(CachedData &, - CachedData::CachedAttribute &, - GeometryScope, - const typename ITypedGeomParam::Sample &, - double); - -/* Main loop to process the attributes, this will look at the given param's TimeSampling and - * extract data based on which frame time is requested by the procedural and execute the callback - * for each of those requested time. */ -template -static void read_attribute_loop(AlembicProcedural *proc, - CachedData &cache, - const ITypedGeomParam ¶m, - process_callback_type callback, - Progress &progress, - AttributeStandard std = ATTR_STD_NONE) -{ - const std::set times = get_relevant_sample_times( - proc, *param.getTimeSampling(), param.getNumSamples()); - - if (times.empty()) { - return; - } - - std::string name = param.getName(); - - if (std == ATTR_STD_UV) { - std::string uv_source_name = Alembic::Abc::GetSourceName(param.getMetaData()); - - /* According to the convention, primary UVs should have had their name - * set using Alembic::Abc::SetSourceName, but you can't expect everyone - * to follow it! :) */ - if (!uv_source_name.empty()) { - name = uv_source_name; - } - } - - CachedData::CachedAttribute &attribute = cache.add_attribute(ustring(name), - *param.getTimeSampling()); - - using abc_type = typename TRAIT::value_type; - - attribute.data.set_time_sampling(*param.getTimeSampling()); - attribute.std = std; - attribute.type_desc = value_type_converter::type_desc; - - if (attribute.type_desc == TypeRGBA) { - attribute.element = ATTR_ELEMENT_CORNER_BYTE; - } - else { - if (param.getScope() == kVaryingScope || param.getScope() == kFacevaryingScope) { - attribute.element = ATTR_ELEMENT_CORNER; - } - else { - attribute.element = ATTR_ELEMENT_VERTEX; - } - } - - for (const chrono_t time : times) { - if (progress.get_cancel()) { - return; - } - - ISampleSelector iss = ISampleSelector(time); - typename ITypedGeomParam::Sample sample; - param.getIndexed(sample, iss); - - if (!sample.valid()) { - continue; - } - - if (!sample.getVals()) { - attribute.data.add_no_data(time); - continue; - } - - /* Check whether we already loaded constant data. */ - if (attribute.data.size() != 0) { - if (param.isConstant()) { - return; - } - - const ArraySample::Key indices_key = sample.getIndices()->getKey(); - const ArraySample::Key values_key = sample.getVals()->getKey(); - - const bool is_same_as_last_time = (indices_key == attribute.data.key1 && - values_key == attribute.data.key2); - - attribute.data.key1 = indices_key; - attribute.data.key2 = values_key; - - if (is_same_as_last_time) { - attribute.data.reuse_data_for_last_time(time); - continue; - } - } - - callback(cache, attribute, param.getScope(), sample, time); - } -} - -/* Attributes requests. */ - -/* This structure is used to tell which ICoumpoundProperty the PropertyHeader comes from, as we - * need the parent when downcasting to the proper type. */ -struct PropHeaderAndParent { - const PropertyHeader *prop; - ICompoundProperty parent; -}; - -/* Parse the ICompoundProperty to look for properties whose names appear in the - * AttributeRequestSet. This also looks into any child ICompoundProperty of the given - * ICompoundProperty. If no property of the given name is found, let it be that way, Cycles will - * use a zero value for the missing attribute. */ -static void parse_requested_attributes_recursive(const AttributeRequestSet &requested_attributes, - const ICompoundProperty &arb_geom_params, - vector &requested_properties) -{ - if (!arb_geom_params.valid()) { - return; - } - - for (const AttributeRequest &req : requested_attributes.requests) { - const PropertyHeader *property_header = arb_geom_params.getPropertyHeader(req.name.c_str()); - - if (!property_header) { - continue; - } - - requested_properties.push_back({property_header, arb_geom_params}); - } - - /* Look into children compound properties. */ - for (size_t i = 0; i < arb_geom_params.getNumProperties(); ++i) { - const PropertyHeader &property_header = arb_geom_params.getPropertyHeader(i); - - if (property_header.isCompound()) { - ICompoundProperty compound_property = ICompoundProperty(arb_geom_params, - property_header.getName()); - parse_requested_attributes_recursive( - requested_attributes, compound_property, requested_properties); - } - } -} - -/* Main entry point for parsing requested attributes from an ICompoundProperty, this exists so that - * we can simply return the list of properties instead of allocating it on the stack and passing it - * as a parameter. */ -static vector parse_requested_attributes( - const AttributeRequestSet &requested_attributes, const ICompoundProperty &arb_geom_params) -{ - vector requested_properties; - parse_requested_attributes_recursive( - requested_attributes, arb_geom_params, requested_properties); - return requested_properties; -} - -/* Read the attributes requested by the shaders from the archive. This will recursively find named - * attributes from the AttributeRequestSet in the ICompoundProperty and any of its compound child. - * The attributes are added to the CachedData's attribute list. For each attribute we will try to - * deduplicate data across consecutive frames. */ -void read_attributes(AlembicProcedural *proc, - CachedData &cache, - const ICompoundProperty &arb_geom_params, - const IV2fGeomParam &default_uvs_param, - const AttributeRequestSet &requested_attributes, - Progress &progress) -{ - if (default_uvs_param.valid()) { - /* Only the default UVs should be treated as the standard UV attribute. */ - read_attribute_loop(proc, cache, default_uvs_param, process_uvs, progress, ATTR_STD_UV); - } - - vector requested_properties = parse_requested_attributes( - requested_attributes, arb_geom_params); - - for (const PropHeaderAndParent &prop_and_parent : requested_properties) { - if (progress.get_cancel()) { - return; - } - - const PropertyHeader *prop = prop_and_parent.prop; - const ICompoundProperty &parent = prop_and_parent.parent; - - if (IBoolGeomParam::matches(*prop)) { - const IBoolGeomParam ¶m = IBoolGeomParam(parent, prop->getName()); - read_attribute_loop(proc, cache, param, process_attribute, progress); - } - else if (IInt32GeomParam::matches(*prop)) { - const IInt32GeomParam ¶m = IInt32GeomParam(parent, prop->getName()); - read_attribute_loop(proc, cache, param, process_attribute, progress); - } - else if (IFloatGeomParam::matches(*prop)) { - const IFloatGeomParam ¶m = IFloatGeomParam(parent, prop->getName()); - read_attribute_loop(proc, cache, param, process_attribute, progress); - } - else if (IV2fGeomParam::matches(*prop)) { - const IV2fGeomParam ¶m = IV2fGeomParam(parent, prop->getName()); - if (Alembic::AbcGeom::isUV(*prop)) { - read_attribute_loop(proc, cache, param, process_uvs, progress); - } - else { - read_attribute_loop(proc, cache, param, process_attribute, progress); - } - } - else if (IV3fGeomParam::matches(*prop)) { - const IV3fGeomParam ¶m = IV3fGeomParam(parent, prop->getName()); - read_attribute_loop(proc, cache, param, process_attribute, progress); - } - else if (IN3fGeomParam::matches(*prop)) { - const IN3fGeomParam ¶m = IN3fGeomParam(parent, prop->getName()); - read_attribute_loop(proc, cache, param, process_attribute, progress); - } - else if (IC3fGeomParam::matches(*prop)) { - const IC3fGeomParam ¶m = IC3fGeomParam(parent, prop->getName()); - read_attribute_loop(proc, cache, param, process_attribute, progress); - } - else if (IC4fGeomParam::matches(*prop)) { - const IC4fGeomParam ¶m = IC4fGeomParam(parent, prop->getName()); - read_attribute_loop(proc, cache, param, process_attribute, progress); - } - } - - cache.invalidate_last_loaded_time(true); -} - -CCL_NAMESPACE_END - -#endif diff --git a/intern/cycles/render/alembic_read.h b/intern/cycles/render/alembic_read.h deleted file mode 100644 index 9cc8622a1ba..00000000000 --- a/intern/cycles/render/alembic_read.h +++ /dev/null @@ -1,134 +0,0 @@ -/* - * Copyright 2021 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#pragma once - -#ifdef WITH_ALEMBIC - -# include -# include - -# include "util/util_vector.h" - -CCL_NAMESPACE_BEGIN - -class AlembicProcedural; -class AttributeRequestSet; -class Progress; -struct CachedData; - -/* Maps a FaceSet whose name matches that of a Shader to the index of said shader in the Geometry's - * used_shaders list. */ -struct FaceSetShaderIndexPair { - Alembic::AbcGeom::IFaceSet face_set; - int shader_index; -}; - -/* Data of an IPolyMeshSchema that we need to read. */ -struct PolyMeshSchemaData { - Alembic::AbcGeom::TimeSamplingPtr time_sampling; - size_t num_samples; - Alembic::AbcGeom::MeshTopologyVariance topology_variance; - - Alembic::AbcGeom::IP3fArrayProperty positions; - Alembic::AbcGeom::IInt32ArrayProperty face_indices; - Alembic::AbcGeom::IInt32ArrayProperty face_counts; - - Alembic::AbcGeom::IN3fGeomParam normals; - - vector shader_face_sets; - - // Unsupported for now. - Alembic::AbcGeom::IV3fArrayProperty velocities; -}; - -void read_geometry_data(AlembicProcedural *proc, - CachedData &cached_data, - const PolyMeshSchemaData &data, - Progress &progress); - -/* Data of an ISubDSchema that we need to read. */ -struct SubDSchemaData { - Alembic::AbcGeom::TimeSamplingPtr time_sampling; - size_t num_samples; - Alembic::AbcGeom::MeshTopologyVariance topology_variance; - - Alembic::AbcGeom::IInt32ArrayProperty face_counts; - Alembic::AbcGeom::IInt32ArrayProperty face_indices; - Alembic::AbcGeom::IP3fArrayProperty positions; - - Alembic::AbcGeom::IInt32ArrayProperty crease_indices; - Alembic::AbcGeom::IInt32ArrayProperty crease_lengths; - Alembic::AbcGeom::IFloatArrayProperty crease_sharpnesses; - - vector shader_face_sets; - - // Those are unsupported for now. - Alembic::AbcGeom::IInt32ArrayProperty corner_indices; - Alembic::AbcGeom::IFloatArrayProperty corner_sharpnesses; - Alembic::AbcGeom::IInt32Property face_varying_interpolate_boundary; - Alembic::AbcGeom::IInt32Property face_varying_propagate_corners; - Alembic::AbcGeom::IInt32Property interpolate_boundary; - Alembic::AbcGeom::IInt32ArrayProperty holes; - Alembic::AbcGeom::IStringProperty subdivision_scheme; - Alembic::AbcGeom::IV3fArrayProperty velocities; -}; - -void read_geometry_data(AlembicProcedural *proc, - CachedData &cached_data, - const SubDSchemaData &data, - Progress &progress); - -/* Data of a ICurvesSchema that we need to read. */ -struct CurvesSchemaData { - Alembic::AbcGeom::TimeSamplingPtr time_sampling; - size_t num_samples; - Alembic::AbcGeom::MeshTopologyVariance topology_variance; - - Alembic::AbcGeom::IP3fArrayProperty positions; - - Alembic::AbcGeom::IInt32ArrayProperty num_vertices; - - float default_radius; - float radius_scale; - - // Those are unsupported for now. - Alembic::AbcGeom::IV3fArrayProperty velocities; - // if this property is invalid then the weight for every point is 1 - Alembic::AbcGeom::IFloatArrayProperty position_weights; - Alembic::AbcGeom::IN3fGeomParam normals; - Alembic::AbcGeom::IFloatGeomParam widths; - Alembic::AbcGeom::IUcharArrayProperty orders; - Alembic::AbcGeom::IFloatArrayProperty knots; - - // TODO(@kevindietrich): type, basis, wrap -}; - -void read_geometry_data(AlembicProcedural *proc, - CachedData &cached_data, - const CurvesSchemaData &data, - Progress &progress); - -void read_attributes(AlembicProcedural *proc, - CachedData &cache, - const Alembic::AbcGeom::ICompoundProperty &arb_geom_params, - const Alembic::AbcGeom::IV2fGeomParam &default_uvs_param, - const AttributeRequestSet &requested_attributes, - Progress &progress); - -CCL_NAMESPACE_END - -#endif diff --git a/intern/cycles/render/attribute.cpp b/intern/cycles/render/attribute.cpp deleted file mode 100644 index d7e6939cd80..00000000000 --- a/intern/cycles/render/attribute.cpp +++ /dev/null @@ -1,896 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "render/attribute.h" -#include "render/hair.h" -#include "render/image.h" -#include "render/mesh.h" - -#include "util/util_foreach.h" -#include "util/util_logging.h" -#include "util/util_transform.h" - -CCL_NAMESPACE_BEGIN - -/* Attribute */ - -Attribute::Attribute( - ustring name, TypeDesc type, AttributeElement element, Geometry *geom, AttributePrimitive prim) - : name(name), std(ATTR_STD_NONE), type(type), element(element), flags(0), modified(true) -{ - /* string and matrix not supported! */ - assert(type == TypeDesc::TypeFloat || type == TypeDesc::TypeColor || - type == TypeDesc::TypePoint || type == TypeDesc::TypeVector || - type == TypeDesc::TypeNormal || type == TypeDesc::TypeMatrix || type == TypeFloat2 || - type == TypeFloat4 || type == TypeRGBA); - - if (element == ATTR_ELEMENT_VOXEL) { - buffer.resize(sizeof(ImageHandle)); - new (buffer.data()) ImageHandle(); - } - else { - resize(geom, prim, false); - } -} - -Attribute::~Attribute() -{ - /* For voxel data, we need to free the image handle. */ - if (element == ATTR_ELEMENT_VOXEL && buffer.size()) { - ImageHandle &handle = data_voxel(); - handle.~ImageHandle(); - } -} - -void Attribute::resize(Geometry *geom, AttributePrimitive prim, bool reserve_only) -{ - if (element != ATTR_ELEMENT_VOXEL) { - if (reserve_only) { - buffer.reserve(buffer_size(geom, prim)); - } - else { - buffer.resize(buffer_size(geom, prim), 0); - } - } -} - -void Attribute::resize(size_t num_elements) -{ - if (element != ATTR_ELEMENT_VOXEL) { - buffer.resize(num_elements * data_sizeof(), 0); - } -} - -void Attribute::add(const float &f) -{ - assert(data_sizeof() == sizeof(float)); - - char *data = (char *)&f; - size_t size = sizeof(f); - - for (size_t i = 0; i < size; i++) - buffer.push_back(data[i]); - - modified = true; -} - -void Attribute::add(const uchar4 &f) -{ - assert(data_sizeof() == sizeof(uchar4)); - - char *data = (char *)&f; - size_t size = sizeof(f); - - for (size_t i = 0; i < size; i++) - buffer.push_back(data[i]); - - modified = true; -} - -void Attribute::add(const float2 &f) -{ - assert(data_sizeof() == sizeof(float2)); - - char *data = (char *)&f; - size_t size = sizeof(f); - - for (size_t i = 0; i < size; i++) - buffer.push_back(data[i]); - - modified = true; -} - -void Attribute::add(const float3 &f) -{ - assert(data_sizeof() == sizeof(float3)); - - char *data = (char *)&f; - size_t size = sizeof(f); - - for (size_t i = 0; i < size; i++) - buffer.push_back(data[i]); - - modified = true; -} - -void Attribute::add(const Transform &f) -{ - assert(data_sizeof() == sizeof(Transform)); - - char *data = (char *)&f; - size_t size = sizeof(f); - - for (size_t i = 0; i < size; i++) - buffer.push_back(data[i]); - - modified = true; -} - -void Attribute::add(const char *data) -{ - size_t size = data_sizeof(); - - for (size_t i = 0; i < size; i++) - buffer.push_back(data[i]); - - modified = true; -} - -void Attribute::set_data_from(Attribute &&other) -{ - assert(other.std == std); - assert(other.type == type); - assert(other.element == element); - - this->flags = other.flags; - - if (this->buffer.size() != other.buffer.size()) { - this->buffer = std::move(other.buffer); - modified = true; - } - else if (memcmp(this->data(), other.data(), other.buffer.size()) != 0) { - this->buffer = std::move(other.buffer); - modified = true; - } -} - -size_t Attribute::data_sizeof() const -{ - if (element == ATTR_ELEMENT_VOXEL) - return sizeof(ImageHandle); - else if (element == ATTR_ELEMENT_CORNER_BYTE) - return sizeof(uchar4); - else if (type == TypeDesc::TypeFloat) - return sizeof(float); - else if (type == TypeFloat2) - return sizeof(float2); - else if (type == TypeDesc::TypeMatrix) - return sizeof(Transform); - else - return sizeof(float3); -} - -size_t Attribute::element_size(Geometry *geom, AttributePrimitive prim) const -{ - if (flags & ATTR_FINAL_SIZE) { - return buffer.size() / data_sizeof(); - } - - size_t size = 0; - - switch (element) { - case ATTR_ELEMENT_OBJECT: - case ATTR_ELEMENT_MESH: - case ATTR_ELEMENT_VOXEL: - size = 1; - break; - case ATTR_ELEMENT_VERTEX: - if (geom->geometry_type == Geometry::MESH || geom->geometry_type == Geometry::VOLUME) { - Mesh *mesh = static_cast(geom); - size = mesh->get_verts().size() + mesh->get_num_ngons(); - if (prim == ATTR_PRIM_SUBD) { - size -= mesh->get_num_subd_verts(); - } - } - break; - case ATTR_ELEMENT_VERTEX_MOTION: - if (geom->geometry_type == Geometry::MESH) { - Mesh *mesh = static_cast(geom); - DCHECK_GT(mesh->get_motion_steps(), 0); - size = (mesh->get_verts().size() + mesh->get_num_ngons()) * (mesh->get_motion_steps() - 1); - if (prim == ATTR_PRIM_SUBD) { - size -= mesh->get_num_subd_verts() * (mesh->get_motion_steps() - 1); - } - } - break; - case ATTR_ELEMENT_FACE: - if (geom->geometry_type == Geometry::MESH || geom->geometry_type == Geometry::VOLUME) { - Mesh *mesh = static_cast(geom); - if (prim == ATTR_PRIM_GEOMETRY) { - size = mesh->num_triangles(); - } - else { - size = mesh->get_num_subd_faces() + mesh->get_num_ngons(); - } - } - break; - case ATTR_ELEMENT_CORNER: - case ATTR_ELEMENT_CORNER_BYTE: - if (geom->geometry_type == Geometry::MESH) { - Mesh *mesh = static_cast(geom); - if (prim == ATTR_PRIM_GEOMETRY) { - size = mesh->num_triangles() * 3; - } - else { - size = mesh->get_subd_face_corners().size() + mesh->get_num_ngons(); - } - } - break; - case ATTR_ELEMENT_CURVE: - if (geom->geometry_type == Geometry::HAIR) { - Hair *hair = static_cast(geom); - size = hair->num_curves(); - } - break; - case ATTR_ELEMENT_CURVE_KEY: - if (geom->geometry_type == Geometry::HAIR) { - Hair *hair = static_cast(geom); - size = hair->get_curve_keys().size(); - } - break; - case ATTR_ELEMENT_CURVE_KEY_MOTION: - if (geom->geometry_type == Geometry::HAIR) { - Hair *hair = static_cast(geom); - DCHECK_GT(hair->get_motion_steps(), 0); - size = hair->get_curve_keys().size() * (hair->get_motion_steps() - 1); - } - break; - default: - break; - } - - return size; -} - -size_t Attribute::buffer_size(Geometry *geom, AttributePrimitive prim) const -{ - return element_size(geom, prim) * data_sizeof(); -} - -bool Attribute::same_storage(TypeDesc a, TypeDesc b) -{ - if (a == b) - return true; - - if (a == TypeDesc::TypeColor || a == TypeDesc::TypePoint || a == TypeDesc::TypeVector || - a == TypeDesc::TypeNormal) { - if (b == TypeDesc::TypeColor || b == TypeDesc::TypePoint || b == TypeDesc::TypeVector || - b == TypeDesc::TypeNormal) { - return true; - } - } - return false; -} - -void Attribute::zero_data(void *dst) -{ - memset(dst, 0, data_sizeof()); -} - -void Attribute::add_with_weight(void *dst, void *src, float weight) -{ - if (element == ATTR_ELEMENT_CORNER_BYTE) { - for (int i = 0; i < 4; i++) { - ((uchar *)dst)[i] += uchar(((uchar *)src)[i] * weight); - } - } - else if (same_storage(type, TypeDesc::TypeFloat)) { - *((float *)dst) += *((float *)src) * weight; - } - else if (same_storage(type, TypeFloat2)) { - *((float2 *)dst) += *((float2 *)src) * weight; - } - else if (same_storage(type, TypeDesc::TypeVector)) { - *((float4 *)dst) += *((float4 *)src) * weight; - } - else { - assert(!"not implemented for this type"); - } -} - -const char *Attribute::standard_name(AttributeStandard std) -{ - switch (std) { - case ATTR_STD_VERTEX_NORMAL: - return "N"; - case ATTR_STD_FACE_NORMAL: - return "Ng"; - case ATTR_STD_UV: - return "uv"; - case ATTR_STD_GENERATED: - return "generated"; - case ATTR_STD_GENERATED_TRANSFORM: - return "generated_transform"; - case ATTR_STD_UV_TANGENT: - return "tangent"; - case ATTR_STD_UV_TANGENT_SIGN: - return "tangent_sign"; - case ATTR_STD_VERTEX_COLOR: - return "vertex_color"; - case ATTR_STD_POSITION_UNDEFORMED: - return "undeformed"; - case ATTR_STD_POSITION_UNDISPLACED: - return "undisplaced"; - case ATTR_STD_MOTION_VERTEX_POSITION: - return "motion_P"; - case ATTR_STD_MOTION_VERTEX_NORMAL: - return "motion_N"; - case ATTR_STD_PARTICLE: - return "particle"; - case ATTR_STD_CURVE_INTERCEPT: - return "curve_intercept"; - case ATTR_STD_CURVE_LENGTH: - return "curve_length"; - case ATTR_STD_CURVE_RANDOM: - return "curve_random"; - case ATTR_STD_PTEX_FACE_ID: - return "ptex_face_id"; - case ATTR_STD_PTEX_UV: - return "ptex_uv"; - case ATTR_STD_VOLUME_DENSITY: - return "density"; - case ATTR_STD_VOLUME_COLOR: - return "color"; - case ATTR_STD_VOLUME_FLAME: - return "flame"; - case ATTR_STD_VOLUME_HEAT: - return "heat"; - case ATTR_STD_VOLUME_TEMPERATURE: - return "temperature"; - case ATTR_STD_VOLUME_VELOCITY: - return "velocity"; - case ATTR_STD_POINTINESS: - return "pointiness"; - case ATTR_STD_RANDOM_PER_ISLAND: - return "random_per_island"; - case ATTR_STD_SHADOW_TRANSPARENCY: - return "shadow_transparency"; - case ATTR_STD_NOT_FOUND: - case ATTR_STD_NONE: - case ATTR_STD_NUM: - return ""; - } - - return ""; -} - -AttributeStandard Attribute::name_standard(const char *name) -{ - if (name) { - for (int std = ATTR_STD_NONE; std < ATTR_STD_NUM; std++) { - if (strcmp(name, Attribute::standard_name((AttributeStandard)std)) == 0) { - return (AttributeStandard)std; - } - } - } - - return ATTR_STD_NONE; -} - -AttrKernelDataType Attribute::kernel_type(const Attribute &attr) -{ - if (attr.element == ATTR_ELEMENT_CORNER) { - return AttrKernelDataType::UCHAR4; - } - - if (attr.type == TypeDesc::TypeFloat) { - return AttrKernelDataType::FLOAT; - } - - if (attr.type == TypeFloat2) { - return AttrKernelDataType::FLOAT2; - } - - return AttrKernelDataType::FLOAT3; -} - -void Attribute::get_uv_tiles(Geometry *geom, - AttributePrimitive prim, - unordered_set &tiles) const -{ - if (type != TypeFloat2) { - return; - } - - const int num = element_size(geom, prim); - const float2 *uv = data_float2(); - for (int i = 0; i < num; i++, uv++) { - float u = uv->x, v = uv->y; - int x = (int)u, y = (int)v; - - if (x < 0 || y < 0 || x >= 10) { - continue; - } - - /* Be conservative in corners - precisely touching the right or upper edge of a tile - * should not load its right/upper neighbor as well. */ - if (x > 0 && (u < x + 1e-6f)) { - x--; - } - if (y > 0 && (v < y + 1e-6f)) { - y--; - } - - tiles.insert(1001 + 10 * y + x); - } -} - -/* Attribute Set */ - -AttributeSet::AttributeSet(Geometry *geometry, AttributePrimitive prim) - : modified_flag(~0u), geometry(geometry), prim(prim) -{ -} - -AttributeSet::~AttributeSet() -{ -} - -Attribute *AttributeSet::add(ustring name, TypeDesc type, AttributeElement element) -{ - Attribute *attr = find(name); - - if (attr) { - /* return if same already exists */ - if (attr->type == type && attr->element == element) - return attr; - - /* overwrite attribute with same name but different type/element */ - remove(name); - } - - Attribute new_attr(name, type, element, geometry, prim); - attributes.emplace_back(std::move(new_attr)); - tag_modified(attributes.back()); - return &attributes.back(); -} - -Attribute *AttributeSet::find(ustring name) const -{ - foreach (const Attribute &attr, attributes) - if (attr.name == name) - return (Attribute *)&attr; - - return NULL; -} - -void AttributeSet::remove(ustring name) -{ - Attribute *attr = find(name); - - if (attr) { - list::iterator it; - - for (it = attributes.begin(); it != attributes.end(); it++) { - if (&*it == attr) { - remove(it); - return; - } - } - } -} - -Attribute *AttributeSet::add(AttributeStandard std, ustring name) -{ - Attribute *attr = NULL; - - if (name == ustring()) - name = Attribute::standard_name(std); - - if (geometry->geometry_type == Geometry::MESH) { - switch (std) { - case ATTR_STD_VERTEX_NORMAL: - attr = add(name, TypeDesc::TypeNormal, ATTR_ELEMENT_VERTEX); - break; - case ATTR_STD_FACE_NORMAL: - attr = add(name, TypeDesc::TypeNormal, ATTR_ELEMENT_FACE); - break; - case ATTR_STD_UV: - attr = add(name, TypeFloat2, ATTR_ELEMENT_CORNER); - break; - case ATTR_STD_UV_TANGENT: - attr = add(name, TypeDesc::TypeVector, ATTR_ELEMENT_CORNER); - break; - case ATTR_STD_UV_TANGENT_SIGN: - attr = add(name, TypeDesc::TypeFloat, ATTR_ELEMENT_CORNER); - break; - case ATTR_STD_VERTEX_COLOR: - attr = add(name, TypeRGBA, ATTR_ELEMENT_CORNER_BYTE); - break; - case ATTR_STD_GENERATED: - case ATTR_STD_POSITION_UNDEFORMED: - case ATTR_STD_POSITION_UNDISPLACED: - attr = add(name, TypeDesc::TypePoint, ATTR_ELEMENT_VERTEX); - break; - case ATTR_STD_MOTION_VERTEX_POSITION: - attr = add(name, TypeDesc::TypePoint, ATTR_ELEMENT_VERTEX_MOTION); - break; - case ATTR_STD_MOTION_VERTEX_NORMAL: - attr = add(name, TypeDesc::TypeNormal, ATTR_ELEMENT_VERTEX_MOTION); - break; - case ATTR_STD_PTEX_FACE_ID: - attr = add(name, TypeDesc::TypeFloat, ATTR_ELEMENT_FACE); - break; - case ATTR_STD_PTEX_UV: - attr = add(name, TypeDesc::TypePoint, ATTR_ELEMENT_VERTEX); - break; - case ATTR_STD_GENERATED_TRANSFORM: - attr = add(name, TypeDesc::TypeMatrix, ATTR_ELEMENT_MESH); - break; - case ATTR_STD_POINTINESS: - attr = add(name, TypeDesc::TypeFloat, ATTR_ELEMENT_VERTEX); - break; - case ATTR_STD_RANDOM_PER_ISLAND: - attr = add(name, TypeDesc::TypeFloat, ATTR_ELEMENT_FACE); - break; - default: - assert(0); - break; - } - } - else if (geometry->geometry_type == Geometry::VOLUME) { - switch (std) { - case ATTR_STD_VERTEX_NORMAL: - attr = add(name, TypeDesc::TypeNormal, ATTR_ELEMENT_VERTEX); - break; - case ATTR_STD_FACE_NORMAL: - attr = add(name, TypeDesc::TypeNormal, ATTR_ELEMENT_FACE); - break; - case ATTR_STD_VOLUME_DENSITY: - case ATTR_STD_VOLUME_FLAME: - case ATTR_STD_VOLUME_HEAT: - case ATTR_STD_VOLUME_TEMPERATURE: - attr = add(name, TypeDesc::TypeFloat, ATTR_ELEMENT_VOXEL); - break; - case ATTR_STD_VOLUME_COLOR: - attr = add(name, TypeDesc::TypeColor, ATTR_ELEMENT_VOXEL); - break; - case ATTR_STD_VOLUME_VELOCITY: - attr = add(name, TypeDesc::TypeVector, ATTR_ELEMENT_VOXEL); - break; - default: - assert(0); - break; - } - } - else if (geometry->geometry_type == Geometry::HAIR) { - switch (std) { - case ATTR_STD_UV: - attr = add(name, TypeFloat2, ATTR_ELEMENT_CURVE); - break; - case ATTR_STD_GENERATED: - attr = add(name, TypeDesc::TypePoint, ATTR_ELEMENT_CURVE); - break; - case ATTR_STD_MOTION_VERTEX_POSITION: - attr = add(name, TypeDesc::TypePoint, ATTR_ELEMENT_CURVE_KEY_MOTION); - break; - case ATTR_STD_CURVE_INTERCEPT: - attr = add(name, TypeDesc::TypeFloat, ATTR_ELEMENT_CURVE_KEY); - break; - case ATTR_STD_CURVE_LENGTH: - attr = add(name, TypeDesc::TypeFloat, ATTR_ELEMENT_CURVE); - break; - case ATTR_STD_CURVE_RANDOM: - attr = add(name, TypeDesc::TypeFloat, ATTR_ELEMENT_CURVE); - break; - case ATTR_STD_GENERATED_TRANSFORM: - attr = add(name, TypeDesc::TypeMatrix, ATTR_ELEMENT_MESH); - break; - case ATTR_STD_POINTINESS: - attr = add(name, TypeDesc::TypeFloat, ATTR_ELEMENT_VERTEX); - break; - case ATTR_STD_RANDOM_PER_ISLAND: - attr = add(name, TypeDesc::TypeFloat, ATTR_ELEMENT_FACE); - break; - case ATTR_STD_SHADOW_TRANSPARENCY: - attr = add(name, TypeDesc::TypeFloat, ATTR_ELEMENT_CURVE_KEY); - break; - default: - assert(0); - break; - } - } - - attr->std = std; - - return attr; -} - -Attribute *AttributeSet::find(AttributeStandard std) const -{ - foreach (const Attribute &attr, attributes) - if (attr.std == std) - return (Attribute *)&attr; - - return NULL; -} - -void AttributeSet::remove(AttributeStandard std) -{ - Attribute *attr = find(std); - - if (attr) { - list::iterator it; - - for (it = attributes.begin(); it != attributes.end(); it++) { - if (&*it == attr) { - remove(it); - return; - } - } - } -} - -Attribute *AttributeSet::find(AttributeRequest &req) -{ - if (req.std == ATTR_STD_NONE) - return find(req.name); - else - return find(req.std); -} - -void AttributeSet::remove(Attribute *attribute) -{ - if (attribute->std == ATTR_STD_NONE) { - remove(attribute->name); - } - else { - remove(attribute->std); - } -} - -void AttributeSet::remove(list::iterator it) -{ - tag_modified(*it); - attributes.erase(it); -} - -void AttributeSet::resize(bool reserve_only) -{ - foreach (Attribute &attr, attributes) { - attr.resize(geometry, prim, reserve_only); - } -} - -void AttributeSet::clear(bool preserve_voxel_data) -{ - if (preserve_voxel_data) { - list::iterator it; - - for (it = attributes.begin(); it != attributes.end();) { - if (it->element == ATTR_ELEMENT_VOXEL || it->std == ATTR_STD_GENERATED_TRANSFORM) { - it++; - } - else { - attributes.erase(it++); - } - } - } - else { - attributes.clear(); - } -} - -void AttributeSet::update(AttributeSet &&new_attributes) -{ - /* add or update old_attributes based on the new_attributes */ - foreach (Attribute &attr, new_attributes.attributes) { - Attribute *nattr = add(attr.name, attr.type, attr.element); - nattr->std = attr.std; - nattr->set_data_from(std::move(attr)); - } - - /* remove any attributes not on new_attributes */ - list::iterator it; - for (it = attributes.begin(); it != attributes.end();) { - if (it->std != ATTR_STD_NONE) { - if (new_attributes.find(it->std) == nullptr) { - remove(it++); - continue; - } - } - else if (it->name != "") { - if (new_attributes.find(it->name) == nullptr) { - remove(it++); - continue; - } - } - - it++; - } - - /* If all attributes were replaced, transform is no longer applied. */ - geometry->transform_applied = false; -} - -void AttributeSet::clear_modified() -{ - foreach (Attribute &attr, attributes) { - attr.modified = false; - } - - modified_flag = 0; -} - -void AttributeSet::tag_modified(const Attribute &attr) -{ - /* Some attributes are not stored in the various kernel attribute arrays - * (DeviceScene::attribute_*), so the modified flags are only set if the associated standard - * corresponds to an attribute which will be stored in the kernel's attribute arrays. */ - const bool modifies_device_array = (attr.std != ATTR_STD_FACE_NORMAL && - attr.std != ATTR_STD_VERTEX_NORMAL); - - if (modifies_device_array) { - AttrKernelDataType kernel_type = Attribute::kernel_type(attr); - modified_flag |= (1u << kernel_type); - } -} - -bool AttributeSet::modified(AttrKernelDataType kernel_type) const -{ - return (modified_flag & (1u << kernel_type)) != 0; -} - -/* AttributeRequest */ - -AttributeRequest::AttributeRequest(ustring name_) -{ - name = name_; - std = ATTR_STD_NONE; - - type = TypeDesc::TypeFloat; - desc.element = ATTR_ELEMENT_NONE; - desc.offset = 0; - desc.type = NODE_ATTR_FLOAT; - - subd_type = TypeDesc::TypeFloat; - subd_desc.element = ATTR_ELEMENT_NONE; - subd_desc.offset = 0; - subd_desc.type = NODE_ATTR_FLOAT; -} - -AttributeRequest::AttributeRequest(AttributeStandard std_) -{ - name = ustring(); - std = std_; - - type = TypeDesc::TypeFloat; - desc.element = ATTR_ELEMENT_NONE; - desc.offset = 0; - desc.type = NODE_ATTR_FLOAT; - - subd_type = TypeDesc::TypeFloat; - subd_desc.element = ATTR_ELEMENT_NONE; - subd_desc.offset = 0; - subd_desc.type = NODE_ATTR_FLOAT; -} - -/* AttributeRequestSet */ - -AttributeRequestSet::AttributeRequestSet() -{ -} - -AttributeRequestSet::~AttributeRequestSet() -{ -} - -bool AttributeRequestSet::modified(const AttributeRequestSet &other) -{ - if (requests.size() != other.requests.size()) - return true; - - for (size_t i = 0; i < requests.size(); i++) { - bool found = false; - - for (size_t j = 0; j < requests.size() && !found; j++) - if (requests[i].name == other.requests[j].name && requests[i].std == other.requests[j].std) { - found = true; - } - - if (!found) { - return true; - } - } - - return false; -} - -void AttributeRequestSet::add(ustring name) -{ - foreach (AttributeRequest &req, requests) { - if (req.name == name) { - return; - } - } - - requests.push_back(AttributeRequest(name)); -} - -void AttributeRequestSet::add(AttributeStandard std) -{ - foreach (AttributeRequest &req, requests) - if (req.std == std) - return; - - requests.push_back(AttributeRequest(std)); -} - -void AttributeRequestSet::add(AttributeRequestSet &reqs) -{ - foreach (AttributeRequest &req, reqs.requests) { - if (req.std == ATTR_STD_NONE) - add(req.name); - else - add(req.std); - } -} - -void AttributeRequestSet::add_standard(ustring name) -{ - if (name.empty()) { - return; - } - - AttributeStandard std = Attribute::name_standard(name.c_str()); - - if (std) { - add(std); - } - else { - add(name); - } -} - -bool AttributeRequestSet::find(ustring name) -{ - foreach (AttributeRequest &req, requests) - if (req.name == name) - return true; - - return false; -} - -bool AttributeRequestSet::find(AttributeStandard std) -{ - foreach (AttributeRequest &req, requests) - if (req.std == std) - return true; - - return false; -} - -size_t AttributeRequestSet::size() -{ - return requests.size(); -} - -void AttributeRequestSet::clear() -{ - requests.clear(); -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/render/attribute.h b/intern/cycles/render/attribute.h deleted file mode 100644 index 004c267cabc..00000000000 --- a/intern/cycles/render/attribute.h +++ /dev/null @@ -1,287 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#ifndef __ATTRIBUTE_H__ -#define __ATTRIBUTE_H__ - -#include "render/image.h" - -#include "kernel/kernel_types.h" - -#include "util/util_list.h" -#include "util/util_param.h" -#include "util/util_set.h" -#include "util/util_types.h" -#include "util/util_vector.h" - -CCL_NAMESPACE_BEGIN - -class Attribute; -class AttributeRequest; -class AttributeRequestSet; -class AttributeSet; -class ImageHandle; -class Geometry; -class Hair; -class Mesh; -struct Transform; - -/* AttrKernelDataType. - * - * The data type of the device arrays storing the attribute's data. Those data types are different - * than the ones for attributes as some attribute types are stored in the same array, e.g. Point, - * Vector, and Transform are all stored as float3 in the kernel. - * - * The values of this enumeration are also used as flags to detect changes in AttributeSet. */ - -enum AttrKernelDataType { - FLOAT = 0, - FLOAT2 = 1, - FLOAT3 = 2, - UCHAR4 = 3, -}; - -/* Attribute - * - * Arbitrary data layers on meshes. - * Supported types: Float, Color, Vector, Normal, Point */ - -class Attribute { - public: - ustring name; - AttributeStandard std; - - TypeDesc type; - vector buffer; - AttributeElement element; - uint flags; /* enum AttributeFlag */ - - bool modified; - - Attribute(ustring name, - TypeDesc type, - AttributeElement element, - Geometry *geom, - AttributePrimitive prim); - Attribute(Attribute &&other) = default; - Attribute(const Attribute &other) = delete; - Attribute &operator=(const Attribute &other) = delete; - ~Attribute(); - - void set(ustring name, TypeDesc type, AttributeElement element); - void resize(Geometry *geom, AttributePrimitive prim, bool reserve_only); - void resize(size_t num_elements); - - size_t data_sizeof() const; - size_t element_size(Geometry *geom, AttributePrimitive prim) const; - size_t buffer_size(Geometry *geom, AttributePrimitive prim) const; - - char *data() - { - return (buffer.size()) ? &buffer[0] : NULL; - } - float2 *data_float2() - { - assert(data_sizeof() == sizeof(float2)); - return (float2 *)data(); - } - float3 *data_float3() - { - assert(data_sizeof() == sizeof(float3)); - return (float3 *)data(); - } - float4 *data_float4() - { - assert(data_sizeof() == sizeof(float4)); - return (float4 *)data(); - } - float *data_float() - { - assert(data_sizeof() == sizeof(float)); - return (float *)data(); - } - uchar4 *data_uchar4() - { - assert(data_sizeof() == sizeof(uchar4)); - return (uchar4 *)data(); - } - Transform *data_transform() - { - assert(data_sizeof() == sizeof(Transform)); - return (Transform *)data(); - } - - /* Attributes for voxels are images */ - ImageHandle &data_voxel() - { - assert(data_sizeof() == sizeof(ImageHandle)); - return *(ImageHandle *)data(); - } - - const char *data() const - { - return (buffer.size()) ? &buffer[0] : NULL; - } - const float2 *data_float2() const - { - assert(data_sizeof() == sizeof(float2)); - return (const float2 *)data(); - } - const float3 *data_float3() const - { - assert(data_sizeof() == sizeof(float3)); - return (const float3 *)data(); - } - const float4 *data_float4() const - { - assert(data_sizeof() == sizeof(float4)); - return (const float4 *)data(); - } - const float *data_float() const - { - assert(data_sizeof() == sizeof(float)); - return (const float *)data(); - } - const Transform *data_transform() const - { - assert(data_sizeof() == sizeof(Transform)); - return (const Transform *)data(); - } - const ImageHandle &data_voxel() const - { - assert(data_sizeof() == sizeof(ImageHandle)); - return *(const ImageHandle *)data(); - } - - void zero_data(void *dst); - void add_with_weight(void *dst, void *src, float weight); - - void add(const float &f); - void add(const float2 &f); - void add(const float3 &f); - void add(const uchar4 &f); - void add(const Transform &tfm); - void add(const char *data); - - void set_data_from(Attribute &&other); - - static bool same_storage(TypeDesc a, TypeDesc b); - static const char *standard_name(AttributeStandard std); - static AttributeStandard name_standard(const char *name); - - static AttrKernelDataType kernel_type(const Attribute &attr); - - void get_uv_tiles(Geometry *geom, AttributePrimitive prim, unordered_set &tiles) const; -}; - -/* Attribute Set - * - * Set of attributes on a mesh. */ - -class AttributeSet { - uint32_t modified_flag; - - public: - Geometry *geometry; - AttributePrimitive prim; - list attributes; - - AttributeSet(Geometry *geometry, AttributePrimitive prim); - AttributeSet(AttributeSet &&) = default; - ~AttributeSet(); - - Attribute *add(ustring name, TypeDesc type, AttributeElement element); - Attribute *find(ustring name) const; - void remove(ustring name); - - Attribute *add(AttributeStandard std, ustring name = ustring()); - Attribute *find(AttributeStandard std) const; - void remove(AttributeStandard std); - - Attribute *find(AttributeRequest &req); - - void remove(Attribute *attribute); - - void remove(list::iterator it); - - void resize(bool reserve_only = false); - void clear(bool preserve_voxel_data = false); - - /* Update the attributes in this AttributeSet with the ones from the new set, - * and remove any attribute not found on the new set from this. */ - void update(AttributeSet &&new_attributes); - - /* Return whether the attributes of the given kernel_type are modified, where "modified" means - * that some attributes of the given type were added or removed from this AttributeSet. This does - * not mean that the data of the remaining attributes in this AttributeSet were also modified. To - * check this, use Attribute.modified. */ - bool modified(AttrKernelDataType kernel_type) const; - - void clear_modified(); - - private: - /* Set the relevant modified flag for the attribute. Only attributes that are stored in device - * arrays will be considered for tagging this AttributeSet as modified. */ - void tag_modified(const Attribute &attr); -}; - -/* AttributeRequest - * - * Request from a shader to use a certain attribute, so we can figure out - * which ones we need to export from the host app end store for the kernel. - * The attribute is found either by name or by standard attribute type. */ - -class AttributeRequest { - public: - ustring name; - AttributeStandard std; - - /* temporary variables used by GeometryManager */ - TypeDesc type, subd_type; - AttributeDescriptor desc, subd_desc; - - explicit AttributeRequest(ustring name_); - explicit AttributeRequest(AttributeStandard std); -}; - -/* AttributeRequestSet - * - * Set of attributes requested by a shader. */ - -class AttributeRequestSet { - public: - vector requests; - - AttributeRequestSet(); - ~AttributeRequestSet(); - - void add(ustring name); - void add(AttributeStandard std); - void add(AttributeRequestSet &reqs); - void add_standard(ustring name); - - bool find(ustring name); - bool find(AttributeStandard std); - - size_t size(); - void clear(); - - bool modified(const AttributeRequestSet &other); -}; - -CCL_NAMESPACE_END - -#endif /* __ATTRIBUTE_H__ */ diff --git a/intern/cycles/render/background.cpp b/intern/cycles/render/background.cpp deleted file mode 100644 index ae6290ac27b..00000000000 --- a/intern/cycles/render/background.cpp +++ /dev/null @@ -1,140 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "render/background.h" -#include "device/device.h" -#include "render/graph.h" -#include "render/integrator.h" -#include "render/nodes.h" -#include "render/scene.h" -#include "render/shader.h" -#include "render/stats.h" - -#include "util/util_foreach.h" -#include "util/util_math.h" -#include "util/util_time.h" -#include "util/util_types.h" - -CCL_NAMESPACE_BEGIN - -NODE_DEFINE(Background) -{ - NodeType *type = NodeType::add("background", create); - - SOCKET_BOOLEAN(use_shader, "Use Shader", true); - SOCKET_UINT(visibility, "Visibility", PATH_RAY_ALL_VISIBILITY); - - SOCKET_BOOLEAN(transparent, "Transparent", false); - SOCKET_BOOLEAN(transparent_glass, "Transparent Glass", false); - SOCKET_FLOAT(transparent_roughness_threshold, "Transparent Roughness Threshold", 0.0f); - - SOCKET_FLOAT(volume_step_size, "Volume Step Size", 0.1f); - - SOCKET_NODE(shader, "Shader", Shader::get_node_type()); - - return type; -} - -Background::Background() : Node(get_node_type()) -{ - shader = NULL; -} - -Background::~Background() -{ - dereference_all_used_nodes(); -} - -void Background::device_update(Device *device, DeviceScene *dscene, Scene *scene) -{ - if (!is_modified()) - return; - - scoped_callback_timer timer([scene](double time) { - if (scene->update_stats) { - scene->update_stats->background.times.add_entry({"device_update", time}); - } - }); - - device_free(device, dscene); - - Shader *bg_shader = get_shader(scene); - - /* set shader index and transparent option */ - KernelBackground *kbackground = &dscene->data.background; - - kbackground->transparent = transparent; - kbackground->surface_shader = scene->shader_manager->get_shader_id(bg_shader); - - if (transparent && transparent_glass) { - /* Square twice, once for principled BSDF convention, and once for - * faster comparison in kernel with anisotropic roughness. */ - kbackground->transparent_roughness_squared_threshold = sqr( - sqr(transparent_roughness_threshold)); - } - else { - kbackground->transparent_roughness_squared_threshold = -1.0f; - } - - if (bg_shader->has_volume) - kbackground->volume_shader = kbackground->surface_shader; - else - kbackground->volume_shader = SHADER_NONE; - - kbackground->volume_step_size = volume_step_size * scene->integrator->get_volume_step_rate(); - - /* No background node, make world shader invisible to all rays, to skip evaluation in kernel. */ - if (bg_shader->graph->nodes.size() <= 1) { - kbackground->surface_shader |= SHADER_EXCLUDE_ANY; - } - /* Background present, check visibilities */ - else { - if (!(visibility & PATH_RAY_DIFFUSE)) - kbackground->surface_shader |= SHADER_EXCLUDE_DIFFUSE; - if (!(visibility & PATH_RAY_GLOSSY)) - kbackground->surface_shader |= SHADER_EXCLUDE_GLOSSY; - if (!(visibility & PATH_RAY_TRANSMIT)) - kbackground->surface_shader |= SHADER_EXCLUDE_TRANSMIT; - if (!(visibility & PATH_RAY_VOLUME_SCATTER)) - kbackground->surface_shader |= SHADER_EXCLUDE_SCATTER; - if (!(visibility & PATH_RAY_CAMERA)) - kbackground->surface_shader |= SHADER_EXCLUDE_CAMERA; - } - - clear_modified(); -} - -void Background::device_free(Device * /*device*/, DeviceScene * /*dscene*/) -{ -} - -void Background::tag_update(Scene *scene) -{ - Shader *bg_shader = get_shader(scene); - if (bg_shader && bg_shader->is_modified()) { - /* Tag as modified to update the KernelBackground visibility information. - * We only tag the use_shader socket as modified as it is related to the shader - * and to avoid doing unnecessary updates anywhere else. */ - tag_use_shader_modified(); - } -} - -Shader *Background::get_shader(const Scene *scene) -{ - return (use_shader) ? ((shader) ? shader : scene->default_background) : scene->default_empty; -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/render/background.h b/intern/cycles/render/background.h deleted file mode 100644 index 2f7ef0f7737..00000000000 --- a/intern/cycles/render/background.h +++ /dev/null @@ -1,59 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#ifndef __BACKGROUND_H__ -#define __BACKGROUND_H__ - -#include "graph/node.h" - -#include "util/util_types.h" - -CCL_NAMESPACE_BEGIN - -class Device; -class DeviceScene; -class Scene; -class Shader; - -class Background : public Node { - public: - NODE_DECLARE - - NODE_SOCKET_API(bool, use_shader) - - NODE_SOCKET_API(uint, visibility) - NODE_SOCKET_API(Shader *, shader) - - NODE_SOCKET_API(bool, transparent) - NODE_SOCKET_API(bool, transparent_glass) - NODE_SOCKET_API(float, transparent_roughness_threshold) - - NODE_SOCKET_API(float, volume_step_size) - - Background(); - ~Background(); - - void device_update(Device *device, DeviceScene *dscene, Scene *scene); - void device_free(Device *device, DeviceScene *dscene); - - void tag_update(Scene *scene); - - Shader *get_shader(const Scene *scene); -}; - -CCL_NAMESPACE_END - -#endif /* __BACKGROUND_H__ */ diff --git a/intern/cycles/render/bake.cpp b/intern/cycles/render/bake.cpp deleted file mode 100644 index 54e496caed6..00000000000 --- a/intern/cycles/render/bake.cpp +++ /dev/null @@ -1,104 +0,0 @@ -/* - * Copyright 2011-2014 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "render/bake.h" -#include "render/buffers.h" -#include "render/integrator.h" -#include "render/mesh.h" -#include "render/object.h" -#include "render/shader.h" -#include "render/stats.h" - -#include "util/util_foreach.h" - -CCL_NAMESPACE_BEGIN - -BakeManager::BakeManager() -{ - need_update_ = true; -} - -BakeManager::~BakeManager() -{ -} - -bool BakeManager::get_baking() const -{ - return !object_name.empty(); -} - -void BakeManager::set(Scene *scene, const std::string &object_name_) -{ - object_name = object_name_; - - /* create device and update scene */ - scene->film->tag_modified(); - scene->integrator->tag_update(scene, Integrator::UPDATE_ALL); - - need_update_ = true; -} - -void BakeManager::device_update(Device * /*device*/, - DeviceScene *dscene, - Scene *scene, - Progress & /* progress */) -{ - if (!need_update()) - return; - - KernelBake *kbake = &dscene->data.bake; - memset(kbake, 0, sizeof(*kbake)); - - if (!object_name.empty()) { - scoped_callback_timer timer([scene](double time) { - if (scene->update_stats) { - scene->update_stats->bake.times.add_entry({"device_update", time}); - } - }); - - kbake->use = true; - - int object_index = 0; - foreach (Object *object, scene->objects) { - const Geometry *geom = object->get_geometry(); - if (object->name == object_name && geom->geometry_type == Geometry::MESH) { - kbake->object_index = object_index; - kbake->tri_offset = geom->prim_offset; - break; - } - - object_index++; - } - } - - need_update_ = false; -} - -void BakeManager::device_free(Device * /*device*/, DeviceScene * /*dscene*/) -{ -} - -void BakeManager::tag_update() -{ - need_update_ = true; -} - -bool BakeManager::need_update() const -{ - return need_update_; -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/render/bake.h b/intern/cycles/render/bake.h deleted file mode 100644 index 39e504490c2..00000000000 --- a/intern/cycles/render/bake.h +++ /dev/null @@ -1,50 +0,0 @@ -/* - * Copyright 2011-2014 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#ifndef __BAKE_H__ -#define __BAKE_H__ - -#include "device/device.h" -#include "render/scene.h" - -#include "util/util_progress.h" -#include "util/util_vector.h" - -CCL_NAMESPACE_BEGIN - -class BakeManager { - public: - BakeManager(); - ~BakeManager(); - - void set(Scene *scene, const std::string &object_name); - bool get_baking() const; - - void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress); - void device_free(Device *device, DeviceScene *dscene); - - void tag_update(); - - bool need_update() const; - - private: - bool need_update_; - std::string object_name; -}; - -CCL_NAMESPACE_END - -#endif /* __BAKE_H__ */ diff --git a/intern/cycles/render/buffers.cpp b/intern/cycles/render/buffers.cpp deleted file mode 100644 index 00b4284c22b..00000000000 --- a/intern/cycles/render/buffers.cpp +++ /dev/null @@ -1,384 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include - -#include "device/device.h" -#include "render/buffers.h" - -#include "util/util_foreach.h" -#include "util/util_hash.h" -#include "util/util_math.h" -#include "util/util_time.h" -#include "util/util_types.h" - -CCL_NAMESPACE_BEGIN - -/* -------------------------------------------------------------------- - * Convert part information to an index of `BufferParams::pass_offset_`. - */ - -static int pass_type_mode_to_index(PassType pass_type, PassMode mode) -{ - int index = static_cast(pass_type) * 2; - - if (mode == PassMode::DENOISED) { - ++index; - } - - return index; -} - -static int pass_to_index(const BufferPass &pass) -{ - return pass_type_mode_to_index(pass.type, pass.mode); -} - -/* -------------------------------------------------------------------- - * Buffer pass. - */ - -NODE_DEFINE(BufferPass) -{ - NodeType *type = NodeType::add("buffer_pass", create); - - const NodeEnum *pass_type_enum = Pass::get_type_enum(); - const NodeEnum *pass_mode_enum = Pass::get_mode_enum(); - - SOCKET_ENUM(type, "Type", *pass_type_enum, PASS_COMBINED); - SOCKET_ENUM(mode, "Mode", *pass_mode_enum, static_cast(PassMode::DENOISED)); - SOCKET_STRING(name, "Name", ustring()); - SOCKET_BOOLEAN(include_albedo, "Include Albedo", false); - - SOCKET_INT(offset, "Offset", -1); - - return type; -} - -BufferPass::BufferPass() : Node(get_node_type()) -{ -} - -BufferPass::BufferPass(const Pass *scene_pass) - : Node(get_node_type()), - type(scene_pass->get_type()), - mode(scene_pass->get_mode()), - name(scene_pass->get_name()), - include_albedo(scene_pass->get_include_albedo()) -{ -} - -PassInfo BufferPass::get_info() const -{ - return Pass::get_info(type, include_albedo); -} - -/* -------------------------------------------------------------------- - * Buffer Params. - */ - -NODE_DEFINE(BufferParams) -{ - NodeType *type = NodeType::add("buffer_params", create); - - SOCKET_INT(width, "Width", 0); - SOCKET_INT(height, "Height", 0); - - SOCKET_INT(window_x, "Window X", 0); - SOCKET_INT(window_y, "Window Y", 0); - SOCKET_INT(window_width, "Window Width", 0); - SOCKET_INT(window_height, "Window Height", 0); - - SOCKET_INT(full_x, "Full X", 0); - SOCKET_INT(full_y, "Full Y", 0); - SOCKET_INT(full_width, "Full Width", 0); - SOCKET_INT(full_height, "Full Height", 0); - - SOCKET_STRING(layer, "Layer", ustring()); - SOCKET_STRING(view, "View", ustring()); - SOCKET_INT(samples, "Samples", 0); - SOCKET_FLOAT(exposure, "Exposure", 1.0f); - SOCKET_BOOLEAN(use_approximate_shadow_catcher, "Use Approximate Shadow Catcher", false); - SOCKET_BOOLEAN(use_transparent_background, "Transparent Background", false); - - /* Notes: - * - Skip passes since they do not follow typical container socket definition. - * Might look into covering those as a socket in the future. - * - * - Skip offset, stride, and pass stride since those can be delivered from the passes and - * rest of the sockets. */ - - return type; -} - -BufferParams::BufferParams() : Node(get_node_type()) -{ - reset_pass_offset(); -} - -void BufferParams::update_passes() -{ - update_offset_stride(); - reset_pass_offset(); - - pass_stride = 0; - for (const BufferPass &pass : passes) { - if (pass.offset != PASS_UNUSED) { - const int index = pass_to_index(pass); - if (pass_offset_[index] == PASS_UNUSED) { - pass_offset_[index] = pass_stride; - } - - pass_stride += pass.get_info().num_components; - } - } -} - -void BufferParams::update_passes(const vector &scene_passes) -{ - passes.clear(); - - pass_stride = 0; - for (const Pass *scene_pass : scene_passes) { - BufferPass buffer_pass(scene_pass); - - if (scene_pass->is_written()) { - buffer_pass.offset = pass_stride; - pass_stride += scene_pass->get_info().num_components; - } - else { - buffer_pass.offset = PASS_UNUSED; - } - - passes.emplace_back(std::move(buffer_pass)); - } - - update_passes(); -} - -void BufferParams::reset_pass_offset() -{ - for (int i = 0; i < kNumPassOffsets; ++i) { - pass_offset_[i] = PASS_UNUSED; - } -} - -int BufferParams::get_pass_offset(PassType pass_type, PassMode mode) const -{ - if (pass_type == PASS_NONE || pass_type == PASS_UNUSED) { - return PASS_UNUSED; - } - - const int index = pass_type_mode_to_index(pass_type, mode); - return pass_offset_[index]; -} - -const BufferPass *BufferParams::find_pass(string_view name) const -{ - for (const BufferPass &pass : passes) { - if (pass.name == name) { - return &pass; - } - } - - return nullptr; -} - -const BufferPass *BufferParams::find_pass(PassType type, PassMode mode) const -{ - for (const BufferPass &pass : passes) { - if (pass.type == type && pass.mode == mode) { - return &pass; - } - } - - return nullptr; -} - -const BufferPass *BufferParams::get_actual_display_pass(PassType type, PassMode mode) const -{ - const BufferPass *pass = find_pass(type, mode); - return get_actual_display_pass(pass); -} - -const BufferPass *BufferParams::get_actual_display_pass(const BufferPass *pass) const -{ - if (!pass) { - return nullptr; - } - - if (pass->type == PASS_COMBINED) { - const BufferPass *shadow_catcher_matte_pass = find_pass(PASS_SHADOW_CATCHER_MATTE, pass->mode); - if (shadow_catcher_matte_pass) { - pass = shadow_catcher_matte_pass; - } - } - - return pass; -} - -void BufferParams::update_offset_stride() -{ - offset = -(full_x + full_y * width); - stride = width; -} - -bool BufferParams::modified(const BufferParams &other) const -{ - if (width != other.width || height != other.height) { - return true; - } - - if (full_x != other.full_x || full_y != other.full_y || full_width != other.full_width || - full_height != other.full_height) { - return true; - } - - if (window_x != other.window_x || window_y != other.window_y || - window_width != other.window_width || window_height != other.window_height) { - return true; - } - - if (offset != other.offset || stride != other.stride || pass_stride != other.pass_stride) { - return true; - } - - if (layer != other.layer || view != other.view) { - return false; - } - - if (exposure != other.exposure || - use_approximate_shadow_catcher != other.use_approximate_shadow_catcher || - use_transparent_background != other.use_transparent_background) { - return true; - } - - return !(passes == other.passes); -} - -/* -------------------------------------------------------------------- - * Render Buffers. - */ - -RenderBuffers::RenderBuffers(Device *device) : buffer(device, "RenderBuffers", MEM_READ_WRITE) -{ -} - -RenderBuffers::~RenderBuffers() -{ - buffer.free(); -} - -void RenderBuffers::reset(const BufferParams ¶ms_) -{ - DCHECK(params_.pass_stride != -1); - - params = params_; - - /* re-allocate buffer */ - buffer.alloc(params.width * params.pass_stride, params.height); -} - -void RenderBuffers::zero() -{ - buffer.zero_to_device(); -} - -bool RenderBuffers::copy_from_device() -{ - DCHECK(params.pass_stride != -1); - - if (!buffer.device_pointer) - return false; - - buffer.copy_from_device(0, params.width * params.pass_stride, params.height); - - return true; -} - -void RenderBuffers::copy_to_device() -{ - buffer.copy_to_device(); -} - -void render_buffers_host_copy_denoised(RenderBuffers *dst, - const BufferParams &dst_params, - const RenderBuffers *src, - const BufferParams &src_params, - const size_t src_offset) -{ - DCHECK_EQ(dst_params.width, src_params.width); - /* TODO(sergey): More sanity checks to avoid buffer overrun. */ - - /* Create a map of pass offsets to be copied. - * Assume offsets are different to allow copying passes between buffers with different set of - * passes. */ - - struct { - int dst_offset; - int src_offset; - } pass_offsets[PASS_NUM]; - - int num_passes = 0; - - for (int i = 0; i < PASS_NUM; ++i) { - const PassType pass_type = static_cast(i); - - const int dst_pass_offset = dst_params.get_pass_offset(pass_type, PassMode::DENOISED); - if (dst_pass_offset == PASS_UNUSED) { - continue; - } - - const int src_pass_offset = src_params.get_pass_offset(pass_type, PassMode::DENOISED); - if (src_pass_offset == PASS_UNUSED) { - continue; - } - - pass_offsets[num_passes].dst_offset = dst_pass_offset; - pass_offsets[num_passes].src_offset = src_pass_offset; - ++num_passes; - } - - /* Copy passes. */ - /* TODO(sergey): Make it more reusable, allowing implement copy of noisy passes. */ - - const int64_t dst_width = dst_params.width; - const int64_t dst_height = dst_params.height; - const int64_t dst_pass_stride = dst_params.pass_stride; - const int64_t dst_num_pixels = dst_width * dst_height; - - const int64_t src_pass_stride = src_params.pass_stride; - const int64_t src_offset_in_floats = src_offset * src_pass_stride; - - const float *src_pixel = src->buffer.data() + src_offset_in_floats; - float *dst_pixel = dst->buffer.data(); - - for (int i = 0; i < dst_num_pixels; - ++i, src_pixel += src_pass_stride, dst_pixel += dst_pass_stride) { - for (int pass_offset_idx = 0; pass_offset_idx < num_passes; ++pass_offset_idx) { - const int dst_pass_offset = pass_offsets[pass_offset_idx].dst_offset; - const int src_pass_offset = pass_offsets[pass_offset_idx].src_offset; - - /* TODO(sergey): Support non-RGBA passes. */ - dst_pixel[dst_pass_offset + 0] = src_pixel[src_pass_offset + 0]; - dst_pixel[dst_pass_offset + 1] = src_pixel[src_pass_offset + 1]; - dst_pixel[dst_pass_offset + 2] = src_pixel[src_pass_offset + 2]; - dst_pixel[dst_pass_offset + 3] = src_pixel[src_pass_offset + 3]; - } - } -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/render/buffers.h b/intern/cycles/render/buffers.h deleted file mode 100644 index 3cf826f14d6..00000000000 --- a/intern/cycles/render/buffers.h +++ /dev/null @@ -1,199 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#ifndef __BUFFERS_H__ -#define __BUFFERS_H__ - -#include "device/device_memory.h" -#include "graph/node.h" -#include "render/pass.h" - -#include "kernel/kernel_types.h" - -#include "util/util_half.h" -#include "util/util_string.h" -#include "util/util_thread.h" -#include "util/util_types.h" - -CCL_NAMESPACE_BEGIN - -class Device; -struct DeviceDrawParams; -struct float4; - -/* NOTE: Is not a real scene node. Using Node API for ease of (de)serialization. */ -class BufferPass : public Node { - public: - NODE_DECLARE - - PassType type = PASS_NONE; - PassMode mode = PassMode::NOISY; - ustring name; - bool include_albedo = false; - - int offset = -1; - - BufferPass(); - explicit BufferPass(const Pass *scene_pass); - - BufferPass(BufferPass &&other) noexcept = default; - BufferPass(const BufferPass &other) = default; - - BufferPass &operator=(BufferPass &&other) = default; - BufferPass &operator=(const BufferPass &other) = default; - - ~BufferPass() = default; - - PassInfo get_info() const; - - inline bool operator==(const BufferPass &other) const - { - return type == other.type && mode == other.mode && name == other.name && - include_albedo == other.include_albedo && offset == other.offset; - } - inline bool operator!=(const BufferPass &other) const - { - return !(*this == other); - } -}; - -/* Buffer Parameters - * Size of render buffer and how it fits in the full image (border render). */ - -/* NOTE: Is not a real scene node. Using Node API for ease of (de)serialization. */ -class BufferParams : public Node { - public: - NODE_DECLARE - - /* Width/height of the physical buffer. */ - int width = 0; - int height = 0; - - /* Windows defines which part of the buffers is visible. The part outside of the window is - * considered an "overscan". - * - * Window X and Y are relative to the position of the buffer in the full buffer. */ - int window_x = 0; - int window_y = 0; - int window_width = 0; - int window_height = 0; - - /* Offset into and width/height of the full buffer. */ - int full_x = 0; - int full_y = 0; - int full_width = 0; - int full_height = 0; - - /* Runtime fields, only valid after `update_passes()` or `update_offset_stride()`. */ - int offset = -1, stride = -1; - - /* Runtime fields, only valid after `update_passes()`. */ - int pass_stride = -1; - - /* Properties which are used for accessing buffer pixels outside of scene graph. */ - vector passes; - ustring layer; - ustring view; - int samples = 0; - float exposure = 1.0f; - bool use_approximate_shadow_catcher = false; - bool use_transparent_background = false; - - BufferParams(); - - BufferParams(BufferParams &&other) noexcept = default; - BufferParams(const BufferParams &other) = default; - - BufferParams &operator=(BufferParams &&other) = default; - BufferParams &operator=(const BufferParams &other) = default; - - ~BufferParams() = default; - - /* Pre-calculate all fields which depends on the passes. - * - * When the scene passes are given, the buffer passes will be created from them and stored in - * this params, and then params are updated for those passes. - * The `update_passes()` without parameters updates offsets and strides which are stored outside - * of the passes. */ - void update_passes(); - void update_passes(const vector &scene_passes); - - /* Returns PASS_UNUSED if there is no such pass in the buffer. */ - int get_pass_offset(PassType type, PassMode mode = PassMode::NOISY) const; - - /* Returns nullptr if pass with given name does not exist. */ - const BufferPass *find_pass(string_view name) const; - const BufferPass *find_pass(PassType type, PassMode mode = PassMode::NOISY) const; - - /* Get display pass from its name. - * Will do special logic to replace combined pass with shadow catcher matte. */ - const BufferPass *get_actual_display_pass(PassType type, PassMode mode = PassMode::NOISY) const; - const BufferPass *get_actual_display_pass(const BufferPass *pass) const; - - void update_offset_stride(); - - bool modified(const BufferParams &other) const; - - protected: - void reset_pass_offset(); - - /* Multiplied by 2 to be able to store noisy and denoised pass types. */ - static constexpr int kNumPassOffsets = PASS_NUM * 2; - - /* Indexed by an index derived from pass type and mode, indicates offset of the corresponding - * pass in the buffer. - * If there are multiple passes with same type and mode contains lowest offset of all of them. */ - int pass_offset_[kNumPassOffsets]; -}; - -/* Render Buffers */ - -class RenderBuffers { - public: - /* buffer parameters */ - BufferParams params; - - /* float buffer */ - device_vector buffer; - - explicit RenderBuffers(Device *device); - ~RenderBuffers(); - - void reset(const BufferParams ¶ms); - void zero(); - - bool copy_from_device(); - void copy_to_device(); -}; - -/* Copy denoised passes form source to destination. - * - * Buffer parameters are provided explicitly, allowing to copy pixels between render buffers which - * content corresponds to a render result at a non-unit resolution divider. - * - * `src_offset` allows to offset source pixel index which is used when a fraction of the source - * buffer is to be copied. - * - * Copy happens of the number of pixels in the destination. */ -void render_buffers_host_copy_denoised(RenderBuffers *dst, - const BufferParams &dst_params, - const RenderBuffers *src, - const BufferParams &src_params, - const size_t src_offset = 0); - -CCL_NAMESPACE_END - -#endif /* __BUFFERS_H__ */ diff --git a/intern/cycles/render/camera.cpp b/intern/cycles/render/camera.cpp deleted file mode 100644 index 8b69c971991..00000000000 --- a/intern/cycles/render/camera.cpp +++ /dev/null @@ -1,819 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "render/camera.h" -#include "render/mesh.h" -#include "render/object.h" -#include "render/scene.h" -#include "render/stats.h" -#include "render/tables.h" - -#include "device/device.h" - -#include "util/util_foreach.h" -#include "util/util_function.h" -#include "util/util_logging.h" -#include "util/util_math_cdf.h" -#include "util/util_task.h" -#include "util/util_time.h" -#include "util/util_vector.h" - -/* needed for calculating differentials */ -// clang-format off -#include "kernel/device/cpu/compat.h" -#include "kernel/device/cpu/globals.h" - -#include "kernel/kernel_projection.h" -#include "kernel/kernel_differential.h" -#include "kernel/kernel_montecarlo.h" -#include "kernel/kernel_camera.h" -// clang-format on - -CCL_NAMESPACE_BEGIN - -static float shutter_curve_eval(float x, array &shutter_curve) -{ - if (shutter_curve.size() == 0) { - return 1.0f; - } - - x *= shutter_curve.size(); - int index = (int)x; - float frac = x - index; - if (index < shutter_curve.size() - 1) { - return lerp(shutter_curve[index], shutter_curve[index + 1], frac); - } - else { - return shutter_curve[shutter_curve.size() - 1]; - } -} - -NODE_DEFINE(Camera) -{ - NodeType *type = NodeType::add("camera", create); - - SOCKET_FLOAT(shuttertime, "Shutter Time", 1.0f); - - static NodeEnum motion_position_enum; - motion_position_enum.insert("start", MOTION_POSITION_START); - motion_position_enum.insert("center", MOTION_POSITION_CENTER); - motion_position_enum.insert("end", MOTION_POSITION_END); - SOCKET_ENUM(motion_position, "Motion Position", motion_position_enum, MOTION_POSITION_CENTER); - - static NodeEnum rolling_shutter_type_enum; - rolling_shutter_type_enum.insert("none", ROLLING_SHUTTER_NONE); - rolling_shutter_type_enum.insert("top", ROLLING_SHUTTER_TOP); - SOCKET_ENUM(rolling_shutter_type, - "Rolling Shutter Type", - rolling_shutter_type_enum, - ROLLING_SHUTTER_NONE); - SOCKET_FLOAT(rolling_shutter_duration, "Rolling Shutter Duration", 0.1f); - - SOCKET_FLOAT_ARRAY(shutter_curve, "Shutter Curve", array()); - - SOCKET_FLOAT(aperturesize, "Aperture Size", 0.0f); - SOCKET_FLOAT(focaldistance, "Focal Distance", 10.0f); - SOCKET_UINT(blades, "Blades", 0); - SOCKET_FLOAT(bladesrotation, "Blades Rotation", 0.0f); - - SOCKET_TRANSFORM(matrix, "Matrix", transform_identity()); - SOCKET_TRANSFORM_ARRAY(motion, "Motion", array()); - - SOCKET_FLOAT(aperture_ratio, "Aperture Ratio", 1.0f); - - static NodeEnum type_enum; - type_enum.insert("perspective", CAMERA_PERSPECTIVE); - type_enum.insert("orthograph", CAMERA_ORTHOGRAPHIC); - type_enum.insert("panorama", CAMERA_PANORAMA); - SOCKET_ENUM(camera_type, "Type", type_enum, CAMERA_PERSPECTIVE); - - static NodeEnum panorama_type_enum; - panorama_type_enum.insert("equirectangular", PANORAMA_EQUIRECTANGULAR); - panorama_type_enum.insert("mirrorball", PANORAMA_MIRRORBALL); - panorama_type_enum.insert("fisheye_equidistant", PANORAMA_FISHEYE_EQUIDISTANT); - panorama_type_enum.insert("fisheye_equisolid", PANORAMA_FISHEYE_EQUISOLID); - SOCKET_ENUM(panorama_type, "Panorama Type", panorama_type_enum, PANORAMA_EQUIRECTANGULAR); - - SOCKET_FLOAT(fisheye_fov, "Fisheye FOV", M_PI_F); - SOCKET_FLOAT(fisheye_lens, "Fisheye Lens", 10.5f); - SOCKET_FLOAT(latitude_min, "Latitude Min", -M_PI_2_F); - SOCKET_FLOAT(latitude_max, "Latitude Max", M_PI_2_F); - SOCKET_FLOAT(longitude_min, "Longitude Min", -M_PI_F); - SOCKET_FLOAT(longitude_max, "Longitude Max", M_PI_F); - SOCKET_FLOAT(fov, "FOV", M_PI_4_F); - SOCKET_FLOAT(fov_pre, "FOV Pre", M_PI_4_F); - SOCKET_FLOAT(fov_post, "FOV Post", M_PI_4_F); - - static NodeEnum stereo_eye_enum; - stereo_eye_enum.insert("none", STEREO_NONE); - stereo_eye_enum.insert("left", STEREO_LEFT); - stereo_eye_enum.insert("right", STEREO_RIGHT); - SOCKET_ENUM(stereo_eye, "Stereo Eye", stereo_eye_enum, STEREO_NONE); - - SOCKET_BOOLEAN(use_spherical_stereo, "Use Spherical Stereo", false); - - SOCKET_FLOAT(interocular_distance, "Interocular Distance", 0.065f); - SOCKET_FLOAT(convergence_distance, "Convergence Distance", 30.0f * 0.065f); - - SOCKET_BOOLEAN(use_pole_merge, "Use Pole Merge", false); - SOCKET_FLOAT(pole_merge_angle_from, "Pole Merge Angle From", 60.0f * M_PI_F / 180.0f); - SOCKET_FLOAT(pole_merge_angle_to, "Pole Merge Angle To", 75.0f * M_PI_F / 180.0f); - - SOCKET_FLOAT(sensorwidth, "Sensor Width", 0.036f); - SOCKET_FLOAT(sensorheight, "Sensor Height", 0.024f); - - SOCKET_FLOAT(nearclip, "Near Clip", 1e-5f); - SOCKET_FLOAT(farclip, "Far Clip", 1e5f); - - SOCKET_FLOAT(viewplane.left, "Viewplane Left", 0); - SOCKET_FLOAT(viewplane.right, "Viewplane Right", 0); - SOCKET_FLOAT(viewplane.bottom, "Viewplane Bottom", 0); - SOCKET_FLOAT(viewplane.top, "Viewplane Top", 0); - - SOCKET_FLOAT(border.left, "Border Left", 0); - SOCKET_FLOAT(border.right, "Border Right", 0); - SOCKET_FLOAT(border.bottom, "Border Bottom", 0); - SOCKET_FLOAT(border.top, "Border Top", 0); - - SOCKET_FLOAT(viewport_camera_border.left, "Viewport Border Left", 0); - SOCKET_FLOAT(viewport_camera_border.right, "Viewport Border Right", 0); - SOCKET_FLOAT(viewport_camera_border.bottom, "Viewport Border Bottom", 0); - SOCKET_FLOAT(viewport_camera_border.top, "Viewport Border Top", 0); - - SOCKET_FLOAT(offscreen_dicing_scale, "Offscreen Dicing Scale", 1.0f); - - SOCKET_INT(full_width, "Full Width", 1024); - SOCKET_INT(full_height, "Full Height", 512); - - SOCKET_BOOLEAN(use_perspective_motion, "Use Perspective Motion", false); - - return type; -} - -Camera::Camera() : Node(get_node_type()) -{ - shutter_table_offset = TABLE_OFFSET_INVALID; - - width = 1024; - height = 512; - - use_perspective_motion = false; - - shutter_curve.resize(RAMP_TABLE_SIZE); - for (int i = 0; i < shutter_curve.size(); ++i) { - shutter_curve[i] = 1.0f; - } - - compute_auto_viewplane(); - - screentoworld = projection_identity(); - rastertoworld = projection_identity(); - ndctoworld = projection_identity(); - rastertocamera = projection_identity(); - cameratoworld = transform_identity(); - worldtoraster = projection_identity(); - - full_rastertocamera = projection_identity(); - - dx = zero_float3(); - dy = zero_float3(); - - need_device_update = true; - need_flags_update = true; - previous_need_motion = -1; - - memset((void *)&kernel_camera, 0, sizeof(kernel_camera)); -} - -Camera::~Camera() -{ -} - -void Camera::compute_auto_viewplane() -{ - if (camera_type == CAMERA_PANORAMA) { - viewplane.left = 0.0f; - viewplane.right = 1.0f; - viewplane.bottom = 0.0f; - viewplane.top = 1.0f; - } - else { - float aspect = (float)full_width / (float)full_height; - if (full_width >= full_height) { - viewplane.left = -aspect; - viewplane.right = aspect; - viewplane.bottom = -1.0f; - viewplane.top = 1.0f; - } - else { - viewplane.left = -1.0f; - viewplane.right = 1.0f; - viewplane.bottom = -1.0f / aspect; - viewplane.top = 1.0f / aspect; - } - } -} - -void Camera::update(Scene *scene) -{ - Scene::MotionType need_motion = scene->need_motion(); - - if (previous_need_motion != need_motion) { - /* scene's motion model could have been changed since previous device - * camera update this could happen for example in case when one render - * layer has got motion pass and another not */ - need_device_update = true; - } - - if (!is_modified()) - return; - - scoped_callback_timer timer([scene](double time) { - if (scene->update_stats) { - scene->update_stats->camera.times.add_entry({"update", time}); - } - }); - - /* Full viewport to camera border in the viewport. */ - Transform fulltoborder = transform_from_viewplane(viewport_camera_border); - Transform bordertofull = transform_inverse(fulltoborder); - - /* NDC to raster. */ - Transform ndctoraster = transform_scale(width, height, 1.0f) * bordertofull; - Transform full_ndctoraster = transform_scale(full_width, full_height, 1.0f) * bordertofull; - - /* Raster to screen. */ - Transform screentondc = fulltoborder * transform_from_viewplane(viewplane); - - Transform screentoraster = ndctoraster * screentondc; - Transform rastertoscreen = transform_inverse(screentoraster); - Transform full_screentoraster = full_ndctoraster * screentondc; - Transform full_rastertoscreen = transform_inverse(full_screentoraster); - - /* Screen to camera. */ - ProjectionTransform cameratoscreen; - if (camera_type == CAMERA_PERSPECTIVE) - cameratoscreen = projection_perspective(fov, nearclip, farclip); - else if (camera_type == CAMERA_ORTHOGRAPHIC) - cameratoscreen = projection_orthographic(nearclip, farclip); - else - cameratoscreen = projection_identity(); - - ProjectionTransform screentocamera = projection_inverse(cameratoscreen); - - rastertocamera = screentocamera * rastertoscreen; - full_rastertocamera = screentocamera * full_rastertoscreen; - cameratoraster = screentoraster * cameratoscreen; - - cameratoworld = matrix; - screentoworld = cameratoworld * screentocamera; - rastertoworld = cameratoworld * rastertocamera; - ndctoworld = rastertoworld * ndctoraster; - - /* note we recompose matrices instead of taking inverses of the above, this - * is needed to avoid inverting near degenerate matrices that happen due to - * precision issues with large scenes */ - worldtocamera = transform_inverse(matrix); - worldtoscreen = cameratoscreen * worldtocamera; - worldtondc = screentondc * worldtoscreen; - worldtoraster = ndctoraster * worldtondc; - - /* differentials */ - if (camera_type == CAMERA_ORTHOGRAPHIC) { - dx = transform_perspective_direction(&rastertocamera, make_float3(1, 0, 0)); - dy = transform_perspective_direction(&rastertocamera, make_float3(0, 1, 0)); - full_dx = transform_perspective_direction(&full_rastertocamera, make_float3(1, 0, 0)); - full_dy = transform_perspective_direction(&full_rastertocamera, make_float3(0, 1, 0)); - } - else if (camera_type == CAMERA_PERSPECTIVE) { - dx = transform_perspective(&rastertocamera, make_float3(1, 0, 0)) - - transform_perspective(&rastertocamera, make_float3(0, 0, 0)); - dy = transform_perspective(&rastertocamera, make_float3(0, 1, 0)) - - transform_perspective(&rastertocamera, make_float3(0, 0, 0)); - full_dx = transform_perspective(&full_rastertocamera, make_float3(1, 0, 0)) - - transform_perspective(&full_rastertocamera, make_float3(0, 0, 0)); - full_dy = transform_perspective(&full_rastertocamera, make_float3(0, 1, 0)) - - transform_perspective(&full_rastertocamera, make_float3(0, 0, 0)); - } - else { - dx = zero_float3(); - dy = zero_float3(); - } - - dx = transform_direction(&cameratoworld, dx); - dy = transform_direction(&cameratoworld, dy); - full_dx = transform_direction(&cameratoworld, full_dx); - full_dy = transform_direction(&cameratoworld, full_dy); - - if (camera_type == CAMERA_PERSPECTIVE) { - float3 v = transform_perspective(&full_rastertocamera, - make_float3(full_width, full_height, 1.0f)); - frustum_right_normal = normalize(make_float3(v.z, 0.0f, -v.x)); - frustum_top_normal = normalize(make_float3(0.0f, v.z, -v.y)); - - v = transform_perspective(&full_rastertocamera, make_float3(0.0f, 0.0f, 1.0f)); - frustum_left_normal = normalize(make_float3(-v.z, 0.0f, v.x)); - frustum_bottom_normal = normalize(make_float3(0.0f, -v.z, v.y)); - } - - /* Compute kernel camera data. */ - KernelCamera *kcam = &kernel_camera; - - /* store matrices */ - kcam->screentoworld = screentoworld; - kcam->rastertoworld = rastertoworld; - kcam->rastertocamera = rastertocamera; - kcam->cameratoworld = cameratoworld; - kcam->worldtocamera = worldtocamera; - kcam->worldtoscreen = worldtoscreen; - kcam->worldtoraster = worldtoraster; - kcam->worldtondc = worldtondc; - kcam->ndctoworld = ndctoworld; - - /* camera motion */ - kcam->num_motion_steps = 0; - kcam->have_perspective_motion = 0; - kernel_camera_motion.clear(); - - /* Test if any of the transforms are actually different. */ - bool have_motion = false; - for (size_t i = 0; i < motion.size(); i++) { - have_motion = have_motion || motion[i] != matrix; - } - - if (need_motion == Scene::MOTION_PASS) { - /* TODO(sergey): Support perspective (zoom, fov) motion. */ - if (camera_type == CAMERA_PANORAMA) { - if (have_motion) { - kcam->motion_pass_pre = transform_inverse(motion[0]); - kcam->motion_pass_post = transform_inverse(motion[motion.size() - 1]); - } - else { - kcam->motion_pass_pre = kcam->worldtocamera; - kcam->motion_pass_post = kcam->worldtocamera; - } - } - else { - if (have_motion) { - kcam->perspective_pre = cameratoraster * transform_inverse(motion[0]); - kcam->perspective_post = cameratoraster * transform_inverse(motion[motion.size() - 1]); - } - else { - kcam->perspective_pre = worldtoraster; - kcam->perspective_post = worldtoraster; - } - } - } - else if (need_motion == Scene::MOTION_BLUR) { - if (have_motion) { - kernel_camera_motion.resize(motion.size()); - transform_motion_decompose(kernel_camera_motion.data(), motion.data(), motion.size()); - kcam->num_motion_steps = motion.size(); - } - - /* TODO(sergey): Support other types of camera. */ - if (use_perspective_motion && camera_type == CAMERA_PERSPECTIVE) { - /* TODO(sergey): Move to an utility function and de-duplicate with - * calculation above. - */ - ProjectionTransform screentocamera_pre = projection_inverse( - projection_perspective(fov_pre, nearclip, farclip)); - ProjectionTransform screentocamera_post = projection_inverse( - projection_perspective(fov_post, nearclip, farclip)); - - kcam->perspective_pre = screentocamera_pre * rastertoscreen; - kcam->perspective_post = screentocamera_post * rastertoscreen; - kcam->have_perspective_motion = 1; - } - } - - /* depth of field */ - kcam->aperturesize = aperturesize; - kcam->focaldistance = focaldistance; - kcam->blades = (blades < 3) ? 0.0f : blades; - kcam->bladesrotation = bladesrotation; - - /* motion blur */ - kcam->shuttertime = (need_motion == Scene::MOTION_BLUR) ? shuttertime : -1.0f; - - /* type */ - kcam->type = camera_type; - - /* anamorphic lens bokeh */ - kcam->inv_aperture_ratio = 1.0f / aperture_ratio; - - /* panorama */ - kcam->panorama_type = panorama_type; - kcam->fisheye_fov = fisheye_fov; - kcam->fisheye_lens = fisheye_lens; - kcam->equirectangular_range = make_float4(longitude_min - longitude_max, - -longitude_min, - latitude_min - latitude_max, - -latitude_min + M_PI_2_F); - - switch (stereo_eye) { - case STEREO_LEFT: - kcam->interocular_offset = -interocular_distance * 0.5f; - break; - case STEREO_RIGHT: - kcam->interocular_offset = interocular_distance * 0.5f; - break; - case STEREO_NONE: - default: - kcam->interocular_offset = 0.0f; - break; - } - - kcam->convergence_distance = convergence_distance; - if (use_pole_merge) { - kcam->pole_merge_angle_from = pole_merge_angle_from; - kcam->pole_merge_angle_to = pole_merge_angle_to; - } - else { - kcam->pole_merge_angle_from = -1.0f; - kcam->pole_merge_angle_to = -1.0f; - } - - /* sensor size */ - kcam->sensorwidth = sensorwidth; - kcam->sensorheight = sensorheight; - - /* render size */ - kcam->width = width; - kcam->height = height; - - /* store differentials */ - kcam->dx = float3_to_float4(dx); - kcam->dy = float3_to_float4(dy); - - /* clipping */ - kcam->nearclip = nearclip; - kcam->cliplength = (farclip == FLT_MAX) ? FLT_MAX : farclip - nearclip; - - /* Camera in volume. */ - kcam->is_inside_volume = 0; - - /* Rolling shutter effect */ - kcam->rolling_shutter_type = rolling_shutter_type; - kcam->rolling_shutter_duration = rolling_shutter_duration; - - /* Set further update flags */ - clear_modified(); - need_device_update = true; - need_flags_update = true; - previous_need_motion = need_motion; -} - -void Camera::device_update(Device * /* device */, DeviceScene *dscene, Scene *scene) -{ - update(scene); - - if (!need_device_update) - return; - - scoped_callback_timer timer([scene](double time) { - if (scene->update_stats) { - scene->update_stats->camera.times.add_entry({"device_update", time}); - } - }); - - scene->lookup_tables->remove_table(&shutter_table_offset); - if (kernel_camera.shuttertime != -1.0f) { - vector shutter_table; - util_cdf_inverted(SHUTTER_TABLE_SIZE, - 0.0f, - 1.0f, - function_bind(shutter_curve_eval, _1, shutter_curve), - false, - shutter_table); - shutter_table_offset = scene->lookup_tables->add_table(dscene, shutter_table); - kernel_camera.shutter_table_offset = (int)shutter_table_offset; - } - - dscene->data.cam = kernel_camera; - - size_t num_motion_steps = kernel_camera_motion.size(); - if (num_motion_steps) { - DecomposedTransform *camera_motion = dscene->camera_motion.alloc(num_motion_steps); - memcpy(camera_motion, kernel_camera_motion.data(), sizeof(*camera_motion) * num_motion_steps); - dscene->camera_motion.copy_to_device(); - } - else { - dscene->camera_motion.free(); - } -} - -void Camera::device_update_volume(Device * /*device*/, DeviceScene *dscene, Scene *scene) -{ - if (!need_device_update && !need_flags_update) { - return; - } - - KernelIntegrator *kintegrator = &dscene->data.integrator; - if (kintegrator->use_volumes) { - KernelCamera *kcam = &dscene->data.cam; - BoundBox viewplane_boundbox = viewplane_bounds_get(); - - /* Parallel object update, with grain size to avoid too much threading overhead - * for individual objects. */ - static const int OBJECTS_PER_TASK = 32; - parallel_for(blocked_range(0, scene->objects.size(), OBJECTS_PER_TASK), - [&](const blocked_range &r) { - for (size_t i = r.begin(); i != r.end(); i++) { - Object *object = scene->objects[i]; - if (object->get_geometry()->has_volume && - viewplane_boundbox.intersects(object->bounds)) { - /* TODO(sergey): Consider adding more grained check. */ - VLOG(1) << "Detected camera inside volume."; - kcam->is_inside_volume = 1; - parallel_for_cancel(); - break; - } - } - }); - - if (!kcam->is_inside_volume) { - VLOG(1) << "Camera is outside of the volume."; - } - } - - need_device_update = false; - need_flags_update = false; -} - -void Camera::device_free(Device * /*device*/, DeviceScene *dscene, Scene *scene) -{ - scene->lookup_tables->remove_table(&shutter_table_offset); - dscene->camera_motion.free(); -} - -float3 Camera::transform_raster_to_world(float raster_x, float raster_y) -{ - float3 D, P; - if (camera_type == CAMERA_PERSPECTIVE) { - D = transform_perspective(&rastertocamera, make_float3(raster_x, raster_y, 0.0f)); - float3 Pclip = normalize(D); - P = zero_float3(); - /* TODO(sergey): Aperture support? */ - P = transform_point(&cameratoworld, P); - D = normalize(transform_direction(&cameratoworld, D)); - /* TODO(sergey): Clipping is conditional in kernel, and hence it could - * be mistakes in here, currently leading to wrong camera-in-volume - * detection. - */ - P += nearclip * D / Pclip.z; - } - else if (camera_type == CAMERA_ORTHOGRAPHIC) { - D = make_float3(0.0f, 0.0f, 1.0f); - /* TODO(sergey): Aperture support? */ - P = transform_perspective(&rastertocamera, make_float3(raster_x, raster_y, 0.0f)); - P = transform_point(&cameratoworld, P); - D = normalize(transform_direction(&cameratoworld, D)); - } - else { - assert(!"unsupported camera type"); - } - return P; -} - -BoundBox Camera::viewplane_bounds_get() -{ - /* TODO(sergey): This is all rather stupid, but is there a way to perform - * checks we need in a more clear and smart fashion? */ - BoundBox bounds = BoundBox::empty; - - if (camera_type == CAMERA_PANORAMA) { - if (use_spherical_stereo == false) { - bounds.grow(make_float3(cameratoworld.x.w, cameratoworld.y.w, cameratoworld.z.w)); - } - else { - float half_eye_distance = interocular_distance * 0.5f; - - bounds.grow(make_float3( - cameratoworld.x.w + half_eye_distance, cameratoworld.y.w, cameratoworld.z.w)); - - bounds.grow(make_float3( - cameratoworld.z.w, cameratoworld.y.w + half_eye_distance, cameratoworld.z.w)); - - bounds.grow(make_float3( - cameratoworld.x.w - half_eye_distance, cameratoworld.y.w, cameratoworld.z.w)); - - bounds.grow(make_float3( - cameratoworld.x.w, cameratoworld.y.w - half_eye_distance, cameratoworld.z.w)); - } - } - else { - bounds.grow(transform_raster_to_world(0.0f, 0.0f)); - bounds.grow(transform_raster_to_world(0.0f, (float)height)); - bounds.grow(transform_raster_to_world((float)width, (float)height)); - bounds.grow(transform_raster_to_world((float)width, 0.0f)); - if (camera_type == CAMERA_PERSPECTIVE) { - /* Center point has the most distance in local Z axis, - * use it to construct bounding box/ - */ - bounds.grow(transform_raster_to_world(0.5f * width, 0.5f * height)); - } - } - return bounds; -} - -float Camera::world_to_raster_size(float3 P) -{ - float res = 1.0f; - - if (camera_type == CAMERA_ORTHOGRAPHIC) { - res = min(len(full_dx), len(full_dy)); - - if (offscreen_dicing_scale > 1.0f) { - float3 p = transform_point(&worldtocamera, P); - float3 v1 = transform_perspective(&full_rastertocamera, - make_float3(full_width, full_height, 0.0f)); - float3 v2 = transform_perspective(&full_rastertocamera, zero_float3()); - - /* Create point clamped to frustum */ - float3 c; - c.x = max(v2.x, min(v1.x, p.x)); - c.y = max(v2.y, min(v1.y, p.y)); - c.z = max(0.0f, p.z); - - /* Check right side */ - float f_dist = len(p - c) / sqrtf((v1.x * v1.x + v1.y * v1.y) * 0.5f); - if (f_dist < 0.0f) { - /* Check left side */ - f_dist = len(p - c) / sqrtf((v2.x * v2.x + v2.y * v2.y) * 0.5f); - } - if (f_dist > 0.0f) { - res += res * f_dist * (offscreen_dicing_scale - 1.0f); - } - } - } - else if (camera_type == CAMERA_PERSPECTIVE) { - /* Calculate as if point is directly ahead of the camera. */ - float3 raster = make_float3(0.5f * full_width, 0.5f * full_height, 0.0f); - float3 Pcamera = transform_perspective(&full_rastertocamera, raster); - - /* dDdx */ - float3 Ddiff = transform_direction(&cameratoworld, Pcamera); - float3 dx = len_squared(full_dx) < len_squared(full_dy) ? full_dx : full_dy; - float3 dDdx = normalize(Ddiff + dx) - normalize(Ddiff); - - /* dPdx */ - float dist = len(transform_point(&worldtocamera, P)); - float3 D = normalize(Ddiff); - res = len(dist * dDdx - dot(dist * dDdx, D) * D); - - /* Decent approx distance to frustum - * (doesn't handle corners correctly, but not that big of a deal) */ - float f_dist = 0.0f; - - if (offscreen_dicing_scale > 1.0f) { - float3 p = transform_point(&worldtocamera, P); - - /* Distance from the four planes */ - float r = dot(p, frustum_right_normal); - float t = dot(p, frustum_top_normal); - float l = dot(p, frustum_left_normal); - float b = dot(p, frustum_bottom_normal); - - if (r <= 0.0f && l <= 0.0f && t <= 0.0f && b <= 0.0f) { - /* Point is inside frustum */ - f_dist = 0.0f; - } - else if (r > 0.0f && l > 0.0f && t > 0.0f && b > 0.0f) { - /* Point is behind frustum */ - f_dist = len(p); - } - else { - /* Point may be behind or off to the side, need to check */ - float3 along_right = make_float3(-frustum_right_normal.z, 0.0f, frustum_right_normal.x); - float3 along_left = make_float3(frustum_left_normal.z, 0.0f, -frustum_left_normal.x); - float3 along_top = make_float3(0.0f, -frustum_top_normal.z, frustum_top_normal.y); - float3 along_bottom = make_float3(0.0f, frustum_bottom_normal.z, -frustum_bottom_normal.y); - - float dist[] = {r, l, t, b}; - float3 along[] = {along_right, along_left, along_top, along_bottom}; - - bool test_o = false; - - float *d = dist; - float3 *a = along; - for (int i = 0; i < 4; i++, d++, a++) { - /* Test if we should check this side at all */ - if (*d > 0.0f) { - if (dot(p, *a) >= 0.0f) { - /* We are in front of the back edge of this side of the frustum */ - f_dist = max(f_dist, *d); - } - else { - /* Possibly far enough behind the frustum to use distance to origin instead of edge - */ - test_o = true; - } - } - } - - if (test_o) { - f_dist = (f_dist > 0) ? min(f_dist, len(p)) : len(p); - } - } - - if (f_dist > 0.0f) { - res += len(dDdx - dot(dDdx, D) * D) * f_dist * (offscreen_dicing_scale - 1.0f); - } - } - } - else if (camera_type == CAMERA_PANORAMA) { - float3 D = transform_point(&worldtocamera, P); - float dist = len(D); - - Ray ray; - memset(&ray, 0, sizeof(ray)); - - /* Distortion can become so great that the results become meaningless, there - * may be a better way to do this, but calculating differentials from the - * point directly ahead seems to produce good enough results. */ -#if 0 - float2 dir = direction_to_panorama(&kernel_camera, kernel_camera_motion.data(), normalize(D)); - float3 raster = transform_perspective(&full_cameratoraster, make_float3(dir.x, dir.y, 0.0f)); - - ray.t = 1.0f; - camera_sample_panorama( - &kernel_camera, kernel_camera_motion.data(), raster.x, raster.y, 0.0f, 0.0f, &ray); - if (ray.t == 0.0f) { - /* No differentials, just use from directly ahead. */ - camera_sample_panorama(&kernel_camera, - kernel_camera_motion.data(), - 0.5f * full_width, - 0.5f * full_height, - 0.0f, - 0.0f, - &ray); - } -#else - camera_sample_panorama(&kernel_camera, -# ifdef __CAMERA_MOTION__ - kernel_camera_motion.data(), -# endif - 0.5f * full_width, - 0.5f * full_height, - 0.0f, - 0.0f, - &ray); -#endif - - /* TODO: would it help to use more accurate differentials here? */ - differential3 dP; - differential_transfer_compact(&dP, ray.dP, ray.D, ray.dD, ray.D, dist); - - return max(len(dP.dx), len(dP.dy)); - } - - return res; -} - -bool Camera::use_motion() const -{ - return motion.size() > 1; -} - -void Camera::set_screen_size(int width_, int height_) -{ - if (width_ != width || height_ != height) { - width = width_; - height = height_; - tag_modified(); - } -} - -float Camera::motion_time(int step) const -{ - return (use_motion()) ? 2.0f * step / (motion.size() - 1) - 1.0f : 0.0f; -} - -int Camera::motion_step(float time) const -{ - if (use_motion()) { - for (int step = 0; step < motion.size(); step++) { - if (time == motion_time(step)) { - return step; - } - } - } - - return -1; -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/render/camera.h b/intern/cycles/render/camera.h deleted file mode 100644 index cb8ecac1a7e..00000000000 --- a/intern/cycles/render/camera.h +++ /dev/null @@ -1,236 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#ifndef __CAMERA_H__ -#define __CAMERA_H__ - -#include "kernel/kernel_types.h" - -#include "graph/node.h" - -#include "util/util_array.h" -#include "util/util_boundbox.h" -#include "util/util_projection.h" -#include "util/util_transform.h" -#include "util/util_types.h" - -CCL_NAMESPACE_BEGIN - -class Device; -class DeviceScene; -class Scene; - -/* Camera - * - * The camera parameters are quite standard, tested to be both compatible with - * Renderman, and Blender after remapping. - */ - -class Camera : public Node { - public: - NODE_DECLARE - - /* Specifies an offset for the shutter's time interval. */ - enum MotionPosition { - /* Shutter opens at the current frame. */ - MOTION_POSITION_START = 0, - /* Shutter is fully open at the current frame. */ - MOTION_POSITION_CENTER = 1, - /* Shutter closes at the current frame. */ - MOTION_POSITION_END = 2, - - MOTION_NUM_POSITIONS, - }; - - /* Specifies rolling shutter effect. */ - enum RollingShutterType { - /* No rolling shutter effect. */ - ROLLING_SHUTTER_NONE = 0, - /* Sensor is being scanned vertically from top to bottom. */ - ROLLING_SHUTTER_TOP = 1, - - ROLLING_SHUTTER_NUM_TYPES, - }; - - /* Stereo Type */ - enum StereoEye { - STEREO_NONE, - STEREO_LEFT, - STEREO_RIGHT, - }; - - /* motion blur */ - NODE_SOCKET_API(float, shuttertime) - NODE_SOCKET_API(MotionPosition, motion_position) - NODE_SOCKET_API_ARRAY(array, shutter_curve) - size_t shutter_table_offset; - - /* ** Rolling shutter effect. ** */ - /* Defines rolling shutter effect type. */ - NODE_SOCKET_API(RollingShutterType, rolling_shutter_type) - /* Specifies exposure time of scan-lines when using - * rolling shutter effect. - */ - NODE_SOCKET_API(float, rolling_shutter_duration) - - /* depth of field */ - NODE_SOCKET_API(float, focaldistance) - NODE_SOCKET_API(float, aperturesize) - NODE_SOCKET_API(uint, blades) - NODE_SOCKET_API(float, bladesrotation) - - /* type */ - NODE_SOCKET_API(CameraType, camera_type) - NODE_SOCKET_API(float, fov) - - /* panorama */ - NODE_SOCKET_API(PanoramaType, panorama_type) - NODE_SOCKET_API(float, fisheye_fov) - NODE_SOCKET_API(float, fisheye_lens) - NODE_SOCKET_API(float, latitude_min) - NODE_SOCKET_API(float, latitude_max) - NODE_SOCKET_API(float, longitude_min) - NODE_SOCKET_API(float, longitude_max) - - /* panorama stereo */ - NODE_SOCKET_API(StereoEye, stereo_eye) - NODE_SOCKET_API(bool, use_spherical_stereo) - NODE_SOCKET_API(float, interocular_distance) - NODE_SOCKET_API(float, convergence_distance) - NODE_SOCKET_API(bool, use_pole_merge) - NODE_SOCKET_API(float, pole_merge_angle_from) - NODE_SOCKET_API(float, pole_merge_angle_to) - - /* anamorphic lens bokeh */ - NODE_SOCKET_API(float, aperture_ratio) - - /* sensor */ - NODE_SOCKET_API(float, sensorwidth) - NODE_SOCKET_API(float, sensorheight) - - /* clipping */ - NODE_SOCKET_API(float, nearclip) - NODE_SOCKET_API(float, farclip) - - /* screen */ - BoundBox2D viewplane; - NODE_SOCKET_API_STRUCT_MEMBER(float, viewplane, left) - NODE_SOCKET_API_STRUCT_MEMBER(float, viewplane, right) - NODE_SOCKET_API_STRUCT_MEMBER(float, viewplane, bottom) - NODE_SOCKET_API_STRUCT_MEMBER(float, viewplane, top) - - /* width and height change during preview, so we need these for calculating dice rates. */ - NODE_SOCKET_API(int, full_width) - NODE_SOCKET_API(int, full_height) - /* controls how fast the dicing rate falls off for geometry out side of view */ - NODE_SOCKET_API(float, offscreen_dicing_scale) - - /* border */ - BoundBox2D border; - NODE_SOCKET_API_STRUCT_MEMBER(float, border, left) - NODE_SOCKET_API_STRUCT_MEMBER(float, border, right) - NODE_SOCKET_API_STRUCT_MEMBER(float, border, bottom) - NODE_SOCKET_API_STRUCT_MEMBER(float, border, top) - - BoundBox2D viewport_camera_border; - NODE_SOCKET_API_STRUCT_MEMBER(float, viewport_camera_border, left) - NODE_SOCKET_API_STRUCT_MEMBER(float, viewport_camera_border, right) - NODE_SOCKET_API_STRUCT_MEMBER(float, viewport_camera_border, bottom) - NODE_SOCKET_API_STRUCT_MEMBER(float, viewport_camera_border, top) - - /* transformation */ - NODE_SOCKET_API(Transform, matrix) - - /* motion */ - NODE_SOCKET_API_ARRAY(array, motion) - NODE_SOCKET_API(bool, use_perspective_motion) - NODE_SOCKET_API(float, fov_pre) - NODE_SOCKET_API(float, fov_post) - - /* computed camera parameters */ - ProjectionTransform screentoworld; - ProjectionTransform rastertoworld; - ProjectionTransform ndctoworld; - Transform cameratoworld; - - ProjectionTransform worldtoraster; - ProjectionTransform worldtoscreen; - ProjectionTransform worldtondc; - Transform worldtocamera; - - ProjectionTransform rastertocamera; - ProjectionTransform cameratoraster; - - ProjectionTransform full_rastertocamera; - - float3 dx; - float3 dy; - - float3 full_dx; - float3 full_dy; - - float3 frustum_right_normal; - float3 frustum_top_normal; - float3 frustum_left_normal; - float3 frustum_bottom_normal; - - /* update */ - bool need_device_update; - bool need_flags_update; - int previous_need_motion; - - /* Kernel camera data, copied here for dicing. */ - KernelCamera kernel_camera; - array kernel_camera_motion; - - private: - int width; - int height; - - public: - /* functions */ - Camera(); - ~Camera(); - - void compute_auto_viewplane(); - - void update(Scene *scene); - - void device_update(Device *device, DeviceScene *dscene, Scene *scene); - void device_update_volume(Device *device, DeviceScene *dscene, Scene *scene); - void device_free(Device *device, DeviceScene *dscene, Scene *scene); - - /* Public utility functions. */ - BoundBox viewplane_bounds_get(); - - /* Calculates the width of a pixel at point in world space. */ - float world_to_raster_size(float3 P); - - /* Motion blur. */ - float motion_time(int step) const; - int motion_step(float time) const; - bool use_motion() const; - - void set_screen_size(int width_, int height_); - - private: - /* Private utility functions. */ - float3 transform_raster_to_world(float raster_x, float raster_y); -}; - -CCL_NAMESPACE_END - -#endif /* __CAMERA_H__ */ diff --git a/intern/cycles/render/colorspace.cpp b/intern/cycles/render/colorspace.cpp deleted file mode 100644 index 3842f8e4726..00000000000 --- a/intern/cycles/render/colorspace.cpp +++ /dev/null @@ -1,398 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "render/colorspace.h" - -#include "util/util_color.h" -#include "util/util_half.h" -#include "util/util_image.h" -#include "util/util_logging.h" -#include "util/util_math.h" -#include "util/util_thread.h" -#include "util/util_vector.h" - -#ifdef WITH_OCIO -# include -namespace OCIO = OCIO_NAMESPACE; -#endif - -CCL_NAMESPACE_BEGIN - -/* Builtin colorspaces. */ -ustring u_colorspace_auto; -ustring u_colorspace_raw("__builtin_raw"); -ustring u_colorspace_srgb("__builtin_srgb"); - -/* Cached data. */ -#ifdef WITH_OCIO -static thread_mutex cache_colorspaces_mutex; -static thread_mutex cache_processors_mutex; -static unordered_map cached_colorspaces; -static unordered_map cached_processors; -#endif - -ColorSpaceProcessor *ColorSpaceManager::get_processor(ustring colorspace) -{ -#ifdef WITH_OCIO - /* Only use this for OpenColorIO color spaces, not the builtin ones. */ - assert(colorspace != u_colorspace_srgb && colorspace != u_colorspace_auto); - - if (colorspace == u_colorspace_raw) { - return NULL; - } - - OCIO::ConstConfigRcPtr config = OCIO::GetCurrentConfig(); - if (!config) { - return NULL; - } - - /* Cache processor until free_memory(), memory overhead is expected to be - * small and the processor is likely to be reused. */ - thread_scoped_lock cache_processors_lock(cache_processors_mutex); - if (cached_processors.find(colorspace) == cached_processors.end()) { - try { - cached_processors[colorspace] = config->getProcessor(colorspace.c_str(), "scene_linear"); - } - catch (OCIO::Exception &exception) { - cached_processors[colorspace] = OCIO::ConstProcessorRcPtr(); - VLOG(1) << "Colorspace " << colorspace.c_str() - << " can't be converted to scene_linear: " << exception.what(); - } - } - - const OCIO::Processor *processor = cached_processors[colorspace].get(); - return (ColorSpaceProcessor *)processor; -#else - /* No OpenColorIO. */ - (void)colorspace; - return NULL; -#endif -} - -bool ColorSpaceManager::colorspace_is_data(ustring colorspace) -{ - if (colorspace == u_colorspace_auto || colorspace == u_colorspace_raw || - colorspace == u_colorspace_srgb) { - return false; - } - -#ifdef WITH_OCIO - OCIO::ConstConfigRcPtr config = OCIO::GetCurrentConfig(); - if (!config) { - return false; - } - - try { - OCIO::ConstColorSpaceRcPtr space = config->getColorSpace(colorspace.c_str()); - return space && space->isData(); - } - catch (OCIO::Exception &) { - return false; - } -#else - return false; -#endif -} - -ustring ColorSpaceManager::detect_known_colorspace(ustring colorspace, - const char *file_format, - bool is_float) -{ - if (colorspace == u_colorspace_auto) { - /* Auto detect sRGB or raw if none specified. */ - if (is_float) { - bool srgb = (colorspace == "sRGB" || colorspace == "GammaCorrected" || - (colorspace.empty() && - (strcmp(file_format, "png") == 0 || strcmp(file_format, "tiff") == 0 || - strcmp(file_format, "dpx") == 0 || strcmp(file_format, "jpeg2000") == 0))); - return srgb ? u_colorspace_srgb : u_colorspace_raw; - } - else { - return u_colorspace_srgb; - } - } - else if (colorspace == u_colorspace_srgb || colorspace == u_colorspace_raw) { - /* Builtin colorspaces. */ - return colorspace; - } - else { - /* Use OpenColorIO. */ -#ifdef WITH_OCIO - { - thread_scoped_lock cache_lock(cache_colorspaces_mutex); - /* Cached lookup. */ - if (cached_colorspaces.find(colorspace) != cached_colorspaces.end()) { - return cached_colorspaces[colorspace]; - } - } - - /* Detect if it matches a simple builtin colorspace. */ - bool is_scene_linear, is_srgb; - is_builtin_colorspace(colorspace, is_scene_linear, is_srgb); - - thread_scoped_lock cache_lock(cache_colorspaces_mutex); - if (is_scene_linear) { - VLOG(1) << "Colorspace " << colorspace.string() << " is no-op"; - cached_colorspaces[colorspace] = u_colorspace_raw; - return u_colorspace_raw; - } - else if (is_srgb) { - VLOG(1) << "Colorspace " << colorspace.string() << " is sRGB"; - cached_colorspaces[colorspace] = u_colorspace_srgb; - return u_colorspace_srgb; - } - - /* Verify if we can convert from the requested color space. */ - if (!get_processor(colorspace)) { - OCIO::ConstConfigRcPtr config = OCIO::GetCurrentConfig(); - if (!config || !config->getColorSpace(colorspace.c_str())) { - VLOG(1) << "Colorspace " << colorspace.c_str() << " not found, using raw instead"; - } - else { - VLOG(1) << "Colorspace " << colorspace.c_str() - << " can't be converted to scene_linear, using raw instead"; - } - cached_colorspaces[colorspace] = u_colorspace_raw; - return u_colorspace_raw; - } - - /* Convert to/from colorspace with OpenColorIO. */ - VLOG(1) << "Colorspace " << colorspace.string() << " handled through OpenColorIO"; - cached_colorspaces[colorspace] = colorspace; - return colorspace; -#else - VLOG(1) << "Colorspace " << colorspace.c_str() << " not available, built without OpenColorIO"; - return u_colorspace_raw; -#endif - } -} - -void ColorSpaceManager::is_builtin_colorspace(ustring colorspace, - bool &is_scene_linear, - bool &is_srgb) -{ -#ifdef WITH_OCIO - const OCIO::Processor *processor = (const OCIO::Processor *)get_processor(colorspace); - if (!processor) { - is_scene_linear = false; - is_srgb = false; - return; - } - - OCIO::ConstCPUProcessorRcPtr device_processor = processor->getDefaultCPUProcessor(); - is_scene_linear = true; - is_srgb = true; - for (int i = 0; i < 256; i++) { - float v = i / 255.0f; - - float cR[3] = {v, 0, 0}; - float cG[3] = {0, v, 0}; - float cB[3] = {0, 0, v}; - float cW[3] = {v, v, v}; - device_processor->applyRGB(cR); - device_processor->applyRGB(cG); - device_processor->applyRGB(cB); - device_processor->applyRGB(cW); - - /* Make sure that there is no channel crosstalk. */ - if (fabsf(cR[1]) > 1e-5f || fabsf(cR[2]) > 1e-5f || fabsf(cG[0]) > 1e-5f || - fabsf(cG[2]) > 1e-5f || fabsf(cB[0]) > 1e-5f || fabsf(cB[1]) > 1e-5f) { - is_scene_linear = false; - is_srgb = false; - break; - } - /* Make sure that the three primaries combine linearly. */ - if (!compare_floats(cR[0], cW[0], 1e-6f, 64) || !compare_floats(cG[1], cW[1], 1e-6f, 64) || - !compare_floats(cB[2], cW[2], 1e-6f, 64)) { - is_scene_linear = false; - is_srgb = false; - break; - } - /* Make sure that the three channels behave identically. */ - if (!compare_floats(cW[0], cW[1], 1e-6f, 64) || !compare_floats(cW[1], cW[2], 1e-6f, 64)) { - is_scene_linear = false; - is_srgb = false; - break; - } - - float out_v = average(make_float3(cW[0], cW[1], cW[2])); - if (!compare_floats(v, out_v, 1e-6f, 64)) { - is_scene_linear = false; - } - if (!compare_floats(color_srgb_to_linear(v), out_v, 1e-6f, 64)) { - is_srgb = false; - } - } -#else - (void)colorspace; - is_scene_linear = false; - is_srgb = false; -#endif -} - -#ifdef WITH_OCIO - -template inline float4 cast_to_float4(T *data) -{ - return make_float4(util_image_cast_to_float(data[0]), - util_image_cast_to_float(data[1]), - util_image_cast_to_float(data[2]), - util_image_cast_to_float(data[3])); -} - -template inline void cast_from_float4(T *data, float4 value) -{ - data[0] = util_image_cast_from_float(value.x); - data[1] = util_image_cast_from_float(value.y); - data[2] = util_image_cast_from_float(value.z); - data[3] = util_image_cast_from_float(value.w); -} - -/* Slower versions for other all data types, which needs to convert to float and back. */ -template -inline void processor_apply_pixels(const OCIO::Processor *processor, T *pixels, size_t num_pixels) -{ - /* TODO: implement faster version for when we know the conversion - * is a simple matrix transform between linear spaces. In that case - * un-premultiply is not needed. */ - OCIO::ConstCPUProcessorRcPtr device_processor = processor->getDefaultCPUProcessor(); - - /* Process large images in chunks to keep temporary memory requirement down. */ - const size_t chunk_size = std::min((size_t)(16 * 1024 * 1024), num_pixels); - vector float_pixels(chunk_size); - - for (size_t j = 0; j < num_pixels; j += chunk_size) { - size_t width = std::min(chunk_size, num_pixels - j); - - for (size_t i = 0; i < width; i++) { - float4 value = cast_to_float4(pixels + 4 * (j + i)); - - if (!(value.w <= 0.0f || value.w == 1.0f)) { - float inv_alpha = 1.0f / value.w; - value.x *= inv_alpha; - value.y *= inv_alpha; - value.z *= inv_alpha; - } - - float_pixels[i] = value; - } - - OCIO::PackedImageDesc desc((float *)float_pixels.data(), width, 1, 4); - device_processor->apply(desc); - - for (size_t i = 0; i < width; i++) { - float4 value = float_pixels[i]; - - if (compress_as_srgb) { - value = color_linear_to_srgb_v4(value); - } - - if (!(value.w <= 0.0f || value.w == 1.0f)) { - value.x *= value.w; - value.y *= value.w; - value.z *= value.w; - } - - cast_from_float4(pixels + 4 * (j + i), value); - } - } -} -#endif - -template -void ColorSpaceManager::to_scene_linear(ustring colorspace, - T *pixels, - size_t num_pixels, - bool compress_as_srgb) -{ -#ifdef WITH_OCIO - const OCIO::Processor *processor = (const OCIO::Processor *)get_processor(colorspace); - - if (processor) { - if (compress_as_srgb) { - /* Compress output as sRGB. */ - processor_apply_pixels(processor, pixels, num_pixels); - } - else { - /* Write output as scene linear directly. */ - processor_apply_pixels(processor, pixels, num_pixels); - } - } -#else - (void)colorspace; - (void)pixels; - (void)num_pixels; - (void)compress_as_srgb; -#endif -} - -void ColorSpaceManager::to_scene_linear(ColorSpaceProcessor *processor_, - float *pixel, - int channels) -{ -#ifdef WITH_OCIO - const OCIO::Processor *processor = (const OCIO::Processor *)processor_; - - if (processor) { - OCIO::ConstCPUProcessorRcPtr device_processor = processor->getDefaultCPUProcessor(); - if (channels == 3) { - device_processor->applyRGB(pixel); - } - else if (channels == 4) { - if (pixel[3] == 1.0f || pixel[3] == 0.0f) { - /* Fast path for RGBA. */ - device_processor->applyRGB(pixel); - } - else { - /* Un-associate and associate alpha since color management should not - * be affected by transparency. */ - float alpha = pixel[3]; - float inv_alpha = 1.0f / alpha; - - pixel[0] *= inv_alpha; - pixel[1] *= inv_alpha; - pixel[2] *= inv_alpha; - - device_processor->applyRGB(pixel); - - pixel[0] *= alpha; - pixel[1] *= alpha; - pixel[2] *= alpha; - } - } - } -#else - (void)processor_; - (void)pixel; - (void)channels; -#endif -} - -void ColorSpaceManager::free_memory() -{ -#ifdef WITH_OCIO - map_free_memory(cached_colorspaces); - map_free_memory(cached_processors); -#endif -} - -/* Template instantiations so we don't have to inline functions. */ -template void ColorSpaceManager::to_scene_linear(ustring, uchar *, size_t, bool); -template void ColorSpaceManager::to_scene_linear(ustring, ushort *, size_t, bool); -template void ColorSpaceManager::to_scene_linear(ustring, half *, size_t, bool); -template void ColorSpaceManager::to_scene_linear(ustring, float *, size_t, bool); - -CCL_NAMESPACE_END diff --git a/intern/cycles/render/colorspace.h b/intern/cycles/render/colorspace.h deleted file mode 100644 index 51d0b121cc0..00000000000 --- a/intern/cycles/render/colorspace.h +++ /dev/null @@ -1,66 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#ifndef __COLORSPACE_H__ -#define __COLORSPACE_H__ - -#include "util/util_map.h" -#include "util/util_param.h" - -CCL_NAMESPACE_BEGIN - -extern ustring u_colorspace_auto; -extern ustring u_colorspace_raw; -extern ustring u_colorspace_srgb; - -class ColorSpaceProcessor; - -class ColorSpaceManager { - public: - /* Convert used specified colorspace to a colorspace that we are able to - * convert to and from. If the colorspace is u_colorspace_auto, we auto - * detect a colospace. */ - static ustring detect_known_colorspace(ustring colorspace, - const char *file_format, - bool is_float); - - /* Test if colorspace is for non-color data. */ - static bool colorspace_is_data(ustring colorspace); - - /* Convert pixels in the specified colorspace to scene linear color for - * rendering. Must be a colorspace returned from detect_known_colorspace. */ - template - static void to_scene_linear(ustring colorspace, - T *pixels, - size_t num_pixels, - bool compress_as_srgb); - - /* Efficiently convert pixels to scene linear colorspace at render time, - * for OSL where the image texture cache contains original pixels. The - * handle is valid for the lifetime of the application. */ - static ColorSpaceProcessor *get_processor(ustring colorspace); - static void to_scene_linear(ColorSpaceProcessor *processor, float *pixel, int channels); - - /* Clear memory when the application exits. Invalidates all processors. */ - static void free_memory(); - - private: - static void is_builtin_colorspace(ustring colorspace, bool &is_no_op, bool &is_srgb); -}; - -CCL_NAMESPACE_END - -#endif /* __COLORSPACE_H__ */ diff --git a/intern/cycles/render/constant_fold.cpp b/intern/cycles/render/constant_fold.cpp deleted file mode 100644 index a4d40ae8183..00000000000 --- a/intern/cycles/render/constant_fold.cpp +++ /dev/null @@ -1,451 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "render/constant_fold.h" -#include "render/graph.h" - -#include "util/util_foreach.h" -#include "util/util_logging.h" - -CCL_NAMESPACE_BEGIN - -ConstantFolder::ConstantFolder(ShaderGraph *graph, - ShaderNode *node, - ShaderOutput *output, - Scene *scene) - : graph(graph), node(node), output(output), scene(scene) -{ -} - -bool ConstantFolder::all_inputs_constant() const -{ - foreach (ShaderInput *input, node->inputs) { - if (input->link) { - return false; - } - } - - return true; -} - -void ConstantFolder::make_constant(float value) const -{ - VLOG(1) << "Folding " << node->name << "::" << output->name() << " to constant (" << value - << ")."; - - foreach (ShaderInput *sock, output->links) { - sock->set(value); - sock->constant_folded_in = true; - } - - graph->disconnect(output); -} - -void ConstantFolder::make_constant(float3 value) const -{ - VLOG(1) << "Folding " << node->name << "::" << output->name() << " to constant " << value << "."; - - foreach (ShaderInput *sock, output->links) { - sock->set(value); - sock->constant_folded_in = true; - } - - graph->disconnect(output); -} - -void ConstantFolder::make_constant_clamp(float value, bool clamp) const -{ - make_constant(clamp ? saturate(value) : value); -} - -void ConstantFolder::make_constant_clamp(float3 value, bool clamp) const -{ - if (clamp) { - value.x = saturate(value.x); - value.y = saturate(value.y); - value.z = saturate(value.z); - } - - make_constant(value); -} - -void ConstantFolder::make_zero() const -{ - if (output->type() == SocketType::FLOAT) { - make_constant(0.0f); - } - else if (SocketType::is_float3(output->type())) { - make_constant(zero_float3()); - } - else { - assert(0); - } -} - -void ConstantFolder::make_one() const -{ - if (output->type() == SocketType::FLOAT) { - make_constant(1.0f); - } - else if (SocketType::is_float3(output->type())) { - make_constant(one_float3()); - } - else { - assert(0); - } -} - -void ConstantFolder::bypass(ShaderOutput *new_output) const -{ - assert(new_output); - - VLOG(1) << "Folding " << node->name << "::" << output->name() << " to socket " - << new_output->parent->name << "::" << new_output->name() << "."; - - /* Remove all outgoing links from socket and connect them to new_output instead. - * The graph->relink method affects node inputs, so it's not safe to use in constant - * folding if the node has multiple outputs and will thus be folded multiple times. */ - vector outputs = output->links; - - graph->disconnect(output); - - foreach (ShaderInput *sock, outputs) { - graph->connect(new_output, sock); - } -} - -void ConstantFolder::discard() const -{ - assert(output->type() == SocketType::CLOSURE); - - VLOG(1) << "Discarding closure " << node->name << "."; - - graph->disconnect(output); -} - -void ConstantFolder::bypass_or_discard(ShaderInput *input) const -{ - assert(input->type() == SocketType::CLOSURE); - - if (input->link) { - bypass(input->link); - } - else { - discard(); - } -} - -bool ConstantFolder::try_bypass_or_make_constant(ShaderInput *input, bool clamp) const -{ - if (input->type() != output->type()) { - return false; - } - else if (!input->link) { - if (input->type() == SocketType::FLOAT) { - make_constant_clamp(node->get_float(input->socket_type), clamp); - return true; - } - else if (SocketType::is_float3(input->type())) { - make_constant_clamp(node->get_float3(input->socket_type), clamp); - return true; - } - } - else if (!clamp) { - bypass(input->link); - return true; - } - else { - /* disconnect other inputs if we can't fully bypass due to clamp */ - foreach (ShaderInput *other, node->inputs) { - if (other != input && other->link) { - graph->disconnect(other); - } - } - } - - return false; -} - -bool ConstantFolder::is_zero(ShaderInput *input) const -{ - if (!input->link) { - if (input->type() == SocketType::FLOAT) { - return node->get_float(input->socket_type) == 0.0f; - } - else if (SocketType::is_float3(input->type())) { - return node->get_float3(input->socket_type) == zero_float3(); - } - } - - return false; -} - -bool ConstantFolder::is_one(ShaderInput *input) const -{ - if (!input->link) { - if (input->type() == SocketType::FLOAT) { - return node->get_float(input->socket_type) == 1.0f; - } - else if (SocketType::is_float3(input->type())) { - return node->get_float3(input->socket_type) == one_float3(); - } - } - - return false; -} - -/* Specific nodes */ - -void ConstantFolder::fold_mix(NodeMix type, bool clamp) const -{ - ShaderInput *fac_in = node->input("Fac"); - ShaderInput *color1_in = node->input("Color1"); - ShaderInput *color2_in = node->input("Color2"); - - float fac = saturate(node->get_float(fac_in->socket_type)); - bool fac_is_zero = !fac_in->link && fac == 0.0f; - bool fac_is_one = !fac_in->link && fac == 1.0f; - - /* remove no-op node when factor is 0.0 */ - if (fac_is_zero) { - /* note that some of the modes will clamp out of bounds values even without use_clamp */ - if (!(type == NODE_MIX_LIGHT || type == NODE_MIX_DODGE || type == NODE_MIX_BURN)) { - if (try_bypass_or_make_constant(color1_in, clamp)) { - return; - } - } - } - - switch (type) { - case NODE_MIX_BLEND: - /* remove useless mix colors nodes */ - if (color1_in->link && color2_in->link) { - if (color1_in->link == color2_in->link) { - try_bypass_or_make_constant(color1_in, clamp); - break; - } - } - else if (!color1_in->link && !color2_in->link) { - float3 color1 = node->get_float3(color1_in->socket_type); - float3 color2 = node->get_float3(color2_in->socket_type); - if (color1 == color2) { - try_bypass_or_make_constant(color1_in, clamp); - break; - } - } - /* remove no-op mix color node when factor is 1.0 */ - if (fac_is_one) { - try_bypass_or_make_constant(color2_in, clamp); - break; - } - break; - case NODE_MIX_ADD: - /* 0 + X (fac 1) == X */ - if (is_zero(color1_in) && fac_is_one) { - try_bypass_or_make_constant(color2_in, clamp); - } - /* X + 0 (fac ?) == X */ - else if (is_zero(color2_in)) { - try_bypass_or_make_constant(color1_in, clamp); - } - break; - case NODE_MIX_SUB: - /* X - 0 (fac ?) == X */ - if (is_zero(color2_in)) { - try_bypass_or_make_constant(color1_in, clamp); - } - /* X - X (fac 1) == 0 */ - else if (color1_in->link && color1_in->link == color2_in->link && fac_is_one) { - make_zero(); - } - break; - case NODE_MIX_MUL: - /* X * 1 (fac ?) == X, 1 * X (fac 1) == X */ - if (is_one(color1_in) && fac_is_one) { - try_bypass_or_make_constant(color2_in, clamp); - } - else if (is_one(color2_in)) { - try_bypass_or_make_constant(color1_in, clamp); - } - /* 0 * ? (fac ?) == 0, ? * 0 (fac 1) == 0 */ - else if (is_zero(color1_in)) { - make_zero(); - } - else if (is_zero(color2_in) && fac_is_one) { - make_zero(); - } - break; - case NODE_MIX_DIV: - /* X / 1 (fac ?) == X */ - if (is_one(color2_in)) { - try_bypass_or_make_constant(color1_in, clamp); - } - /* 0 / ? (fac ?) == 0 */ - else if (is_zero(color1_in)) { - make_zero(); - } - break; - default: - break; - } -} - -void ConstantFolder::fold_math(NodeMathType type) const -{ - ShaderInput *value1_in = node->input("Value1"); - ShaderInput *value2_in = node->input("Value2"); - - switch (type) { - case NODE_MATH_ADD: - /* X + 0 == 0 + X == X */ - if (is_zero(value1_in)) { - try_bypass_or_make_constant(value2_in); - } - else if (is_zero(value2_in)) { - try_bypass_or_make_constant(value1_in); - } - break; - case NODE_MATH_SUBTRACT: - /* X - 0 == X */ - if (is_zero(value2_in)) { - try_bypass_or_make_constant(value1_in); - } - break; - case NODE_MATH_MULTIPLY: - /* X * 1 == 1 * X == X */ - if (is_one(value1_in)) { - try_bypass_or_make_constant(value2_in); - } - else if (is_one(value2_in)) { - try_bypass_or_make_constant(value1_in); - } - /* X * 0 == 0 * X == 0 */ - else if (is_zero(value1_in) || is_zero(value2_in)) { - make_zero(); - } - break; - case NODE_MATH_DIVIDE: - /* X / 1 == X */ - if (is_one(value2_in)) { - try_bypass_or_make_constant(value1_in); - } - /* 0 / X == 0 */ - else if (is_zero(value1_in)) { - make_zero(); - } - break; - case NODE_MATH_POWER: - /* 1 ^ X == X ^ 0 == 1 */ - if (is_one(value1_in) || is_zero(value2_in)) { - make_one(); - } - /* X ^ 1 == X */ - else if (is_one(value2_in)) { - try_bypass_or_make_constant(value1_in); - } - default: - break; - } -} - -void ConstantFolder::fold_vector_math(NodeVectorMathType type) const -{ - ShaderInput *vector1_in = node->input("Vector1"); - ShaderInput *vector2_in = node->input("Vector2"); - ShaderInput *scale_in = node->input("Scale"); - - switch (type) { - case NODE_VECTOR_MATH_ADD: - /* X + 0 == 0 + X == X */ - if (is_zero(vector1_in)) { - try_bypass_or_make_constant(vector2_in); - } - else if (is_zero(vector2_in)) { - try_bypass_or_make_constant(vector1_in); - } - break; - case NODE_VECTOR_MATH_SUBTRACT: - /* X - 0 == X */ - if (is_zero(vector2_in)) { - try_bypass_or_make_constant(vector1_in); - } - break; - case NODE_VECTOR_MATH_MULTIPLY: - /* X * 0 == 0 * X == 0 */ - if (is_zero(vector1_in) || is_zero(vector2_in)) { - make_zero(); - } /* X * 1 == 1 * X == X */ - else if (is_one(vector1_in)) { - try_bypass_or_make_constant(vector2_in); - } - else if (is_one(vector2_in)) { - try_bypass_or_make_constant(vector1_in); - } - break; - case NODE_VECTOR_MATH_DIVIDE: - /* X / 0 == 0 / X == 0 */ - if (is_zero(vector1_in) || is_zero(vector2_in)) { - make_zero(); - } /* X / 1 == X */ - else if (is_one(vector2_in)) { - try_bypass_or_make_constant(vector1_in); - } - break; - case NODE_VECTOR_MATH_DOT_PRODUCT: - case NODE_VECTOR_MATH_CROSS_PRODUCT: - /* X * 0 == 0 * X == 0 */ - if (is_zero(vector1_in) || is_zero(vector2_in)) { - make_zero(); - } - break; - case NODE_VECTOR_MATH_LENGTH: - case NODE_VECTOR_MATH_ABSOLUTE: - if (is_zero(vector1_in)) { - make_zero(); - } - break; - case NODE_VECTOR_MATH_SCALE: - /* X * 0 == 0 * X == 0 */ - if (is_zero(vector1_in) || is_zero(scale_in)) { - make_zero(); - } /* X * 1 == X */ - else if (is_one(scale_in)) { - try_bypass_or_make_constant(vector1_in); - } - break; - default: - break; - } -} - -void ConstantFolder::fold_mapping(NodeMappingType type) const -{ - ShaderInput *vector_in = node->input("Vector"); - ShaderInput *location_in = node->input("Location"); - ShaderInput *rotation_in = node->input("Rotation"); - ShaderInput *scale_in = node->input("Scale"); - - if (is_zero(scale_in)) { - make_zero(); - } - else if ((is_zero(location_in) || type == NODE_MAPPING_TYPE_VECTOR || - type == NODE_MAPPING_TYPE_NORMAL) && - is_zero(rotation_in) && is_one(scale_in)) { - try_bypass_or_make_constant(vector_in); - } -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/render/constant_fold.h b/intern/cycles/render/constant_fold.h deleted file mode 100644 index fec4123c361..00000000000 --- a/intern/cycles/render/constant_fold.h +++ /dev/null @@ -1,74 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#ifndef __CONSTANT_FOLD_H__ -#define __CONSTANT_FOLD_H__ - -#include "kernel/svm/svm_types.h" -#include "util/util_types.h" - -CCL_NAMESPACE_BEGIN - -class Scene; -class ShaderGraph; -class ShaderInput; -class ShaderNode; -class ShaderOutput; - -class ConstantFolder { - public: - ShaderGraph *const graph; - ShaderNode *const node; - ShaderOutput *const output; - - Scene *scene; - - ConstantFolder(ShaderGraph *graph, ShaderNode *node, ShaderOutput *output, Scene *scene); - - bool all_inputs_constant() const; - - /* Constant folding helpers */ - void make_constant(float value) const; - void make_constant(float3 value) const; - void make_constant_clamp(float value, bool clamp) const; - void make_constant_clamp(float3 value, bool clamp) const; - void make_zero() const; - void make_one() const; - - /* Bypass node, relinking to another output socket. */ - void bypass(ShaderOutput *output) const; - - /* For closure nodes, discard node entirely or bypass to one of its inputs. */ - void discard() const; - void bypass_or_discard(ShaderInput *input) const; - - /* Bypass or make constant, unless we can't due to clamp being true. */ - bool try_bypass_or_make_constant(ShaderInput *input, bool clamp = false) const; - - /* Test if shader inputs of the current nodes have fixed values. */ - bool is_zero(ShaderInput *input) const; - bool is_one(ShaderInput *input) const; - - /* Specific nodes. */ - void fold_mix(NodeMix type, bool clamp) const; - void fold_math(NodeMathType type) const; - void fold_vector_math(NodeVectorMathType type) const; - void fold_mapping(NodeMappingType type) const; -}; - -CCL_NAMESPACE_END - -#endif /* __CONSTANT_FOLD_H__ */ diff --git a/intern/cycles/render/curves.cpp b/intern/cycles/render/curves.cpp deleted file mode 100644 index db48d8b6430..00000000000 --- a/intern/cycles/render/curves.cpp +++ /dev/null @@ -1,79 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "render/curves.h" -#include "device/device.h" -#include "render/mesh.h" -#include "render/object.h" -#include "render/scene.h" - -#include "util/util_foreach.h" -#include "util/util_map.h" -#include "util/util_progress.h" -#include "util/util_vector.h" - -CCL_NAMESPACE_BEGIN - -/* Curve functions */ - -void curvebounds(float *lower, float *upper, float3 *p, int dim) -{ - float *p0 = &p[0].x; - float *p1 = &p[1].x; - float *p2 = &p[2].x; - float *p3 = &p[3].x; - - /* Catmull-Rom weights. */ - float curve_coef[4]; - curve_coef[0] = p1[dim]; - curve_coef[1] = 0.5f * (-p0[dim] + p2[dim]); - curve_coef[2] = 0.5f * (2 * p0[dim] - 5 * p1[dim] + 4 * p2[dim] - p3[dim]); - curve_coef[3] = 0.5f * (-p0[dim] + 3 * p1[dim] - 3 * p2[dim] + p3[dim]); - - float discroot = curve_coef[2] * curve_coef[2] - 3 * curve_coef[3] * curve_coef[1]; - float ta = -1.0f; - float tb = -1.0f; - - if (discroot >= 0) { - discroot = sqrtf(discroot); - ta = (-curve_coef[2] - discroot) / (3 * curve_coef[3]); - tb = (-curve_coef[2] + discroot) / (3 * curve_coef[3]); - ta = (ta > 1.0f || ta < 0.0f) ? -1.0f : ta; - tb = (tb > 1.0f || tb < 0.0f) ? -1.0f : tb; - } - - *upper = max(p1[dim], p2[dim]); - *lower = min(p1[dim], p2[dim]); - - float exa = p1[dim]; - float exb = p2[dim]; - - if (ta >= 0.0f) { - float t2 = ta * ta; - float t3 = t2 * ta; - exa = curve_coef[3] * t3 + curve_coef[2] * t2 + curve_coef[1] * ta + curve_coef[0]; - } - if (tb >= 0.0f) { - float t2 = tb * tb; - float t3 = t2 * tb; - exb = curve_coef[3] * t3 + curve_coef[2] * t2 + curve_coef[1] * tb + curve_coef[0]; - } - - *upper = max(*upper, max(exa, exb)); - *lower = min(*lower, min(exa, exb)); -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/render/curves.h b/intern/cycles/render/curves.h deleted file mode 100644 index c52fcb9c882..00000000000 --- a/intern/cycles/render/curves.h +++ /dev/null @@ -1,61 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#ifndef __CURVES_H__ -#define __CURVES_H__ - -#include "util/util_array.h" -#include "util/util_types.h" - -#include "render/hair.h" - -CCL_NAMESPACE_BEGIN - -class Device; -class DeviceScene; -class Progress; -class Scene; - -void curvebounds(float *lower, float *upper, float3 *p, int dim); - -class ParticleCurveData { - - public: - ParticleCurveData(); - ~ParticleCurveData(); - - array psys_firstcurve; - array psys_curvenum; - array psys_shader; - - array psys_rootradius; - array psys_tipradius; - array psys_shape; - array psys_closetip; - - array curve_firstkey; - array curve_keynum; - array curve_length; - array curve_uv; - array curve_vcol; - - array curvekey_co; - array curvekey_time; -}; - -CCL_NAMESPACE_END - -#endif /* __CURVES_H__ */ diff --git a/intern/cycles/render/denoising.cpp b/intern/cycles/render/denoising.cpp deleted file mode 100644 index bcf8d3fa204..00000000000 --- a/intern/cycles/render/denoising.cpp +++ /dev/null @@ -1,934 +0,0 @@ -/* - * Copyright 2011-2018 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "render/denoising.h" - -#if 0 - -# include "kernel/filter/filter_defines.h" - -# include "util/util_foreach.h" -# include "util/util_map.h" -# include "util/util_system.h" -# include "util/util_task.h" -# include "util/util_time.h" - -# include - -CCL_NAMESPACE_BEGIN - -/* Utility Functions */ - -static void print_progress(int num, int total, int frame, int num_frames) -{ - const char *label = "Denoise Frame "; - int cols = system_console_width(); - - cols -= strlen(label); - - int len = 1; - for (int x = total; x > 9; x /= 10) { - len++; - } - - int bars = cols - 2 * len - 6; - - printf("\r%s", label); - - if (num_frames > 1) { - int frame_len = 1; - for (int x = num_frames - 1; x > 9; x /= 10) { - frame_len++; - } - bars -= frame_len + 2; - printf("%*d ", frame_len, frame); - } - - int v = int(float(num) * bars / total); - printf("["); - for (int i = 0; i < v; i++) { - printf("="); - } - if (v < bars) { - printf(">"); - } - for (int i = v + 1; i < bars; i++) { - printf(" "); - } - printf(string_printf("] %%%dd / %d", len, total).c_str(), num); - fflush(stdout); -} - -/* Splits in at its last dot, setting suffix to the part after the dot and in to the part before - * it. Returns whether a dot was found. */ -static bool split_last_dot(string &in, string &suffix) -{ - size_t pos = in.rfind("."); - if (pos == string::npos) { - return false; - } - suffix = in.substr(pos + 1); - in = in.substr(0, pos); - return true; -} - -/* Separate channel names as generated by Blender. - * If views is true: - * Inputs are expected in the form RenderLayer.Pass.View.Channel, sets renderlayer to - * "RenderLayer.View" Otherwise: Inputs are expected in the form RenderLayer.Pass.Channel */ -static bool parse_channel_name( - string name, string &renderlayer, string &pass, string &channel, bool multiview_channels) -{ - if (!split_last_dot(name, channel)) { - return false; - } - string view; - if (multiview_channels && !split_last_dot(name, view)) { - return false; - } - if (!split_last_dot(name, pass)) { - return false; - } - renderlayer = name; - - if (multiview_channels) { - renderlayer += "." + view; - } - - return true; -} - -/* Channel Mapping */ - -struct ChannelMapping { - int channel; - string name; -}; - -static void fill_mapping(vector &map, int pos, string name, string channels) -{ - for (const char *chan = channels.c_str(); *chan; chan++) { - map.push_back({pos++, name + "." + *chan}); - } -} - -static const int INPUT_NUM_CHANNELS = 15; -static const int INPUT_DENOISING_DEPTH = 0; -static const int INPUT_DENOISING_NORMAL = 1; -static const int INPUT_DENOISING_SHADOWING = 4; -static const int INPUT_DENOISING_ALBEDO = 5; -static const int INPUT_NOISY_IMAGE = 8; -static const int INPUT_DENOISING_VARIANCE = 11; -static const int INPUT_DENOISING_INTENSITY = 14; -static vector input_channels() -{ - vector map; - fill_mapping(map, INPUT_DENOISING_DEPTH, "Denoising Depth", "Z"); - fill_mapping(map, INPUT_DENOISING_NORMAL, "Denoising Normal", "XYZ"); - fill_mapping(map, INPUT_DENOISING_SHADOWING, "Denoising Shadowing", "X"); - fill_mapping(map, INPUT_DENOISING_ALBEDO, "Denoising Albedo", "RGB"); - fill_mapping(map, INPUT_NOISY_IMAGE, "Noisy Image", "RGB"); - fill_mapping(map, INPUT_DENOISING_VARIANCE, "Denoising Variance", "RGB"); - fill_mapping(map, INPUT_DENOISING_INTENSITY, "Denoising Intensity", "X"); - return map; -} - -static const int OUTPUT_NUM_CHANNELS = 3; -static vector output_channels() -{ - vector map; - fill_mapping(map, 0, "Combined", "RGB"); - return map; -} - -/* Renderlayer Handling */ - -bool DenoiseImageLayer::detect_denoising_channels() -{ - /* Map device input to image channels. */ - input_to_image_channel.clear(); - input_to_image_channel.resize(INPUT_NUM_CHANNELS, -1); - - foreach (const ChannelMapping &mapping, input_channels()) { - vector::iterator i = find(channels.begin(), channels.end(), mapping.name); - if (i == channels.end()) { - return false; - } - - size_t input_channel = mapping.channel; - size_t layer_channel = i - channels.begin(); - input_to_image_channel[input_channel] = layer_to_image_channel[layer_channel]; - } - - /* Map device output to image channels. */ - output_to_image_channel.clear(); - output_to_image_channel.resize(OUTPUT_NUM_CHANNELS, -1); - - foreach (const ChannelMapping &mapping, output_channels()) { - vector::iterator i = find(channels.begin(), channels.end(), mapping.name); - if (i == channels.end()) { - return false; - } - - size_t output_channel = mapping.channel; - size_t layer_channel = i - channels.begin(); - output_to_image_channel[output_channel] = layer_to_image_channel[layer_channel]; - } - - /* Check that all buffer channels are correctly set. */ - for (int i = 0; i < INPUT_NUM_CHANNELS; i++) { - assert(input_to_image_channel[i] >= 0); - } - for (int i = 0; i < OUTPUT_NUM_CHANNELS; i++) { - assert(output_to_image_channel[i] >= 0); - } - - return true; -} - -bool DenoiseImageLayer::match_channels(int neighbor, - const std::vector &channelnames, - const std::vector &neighbor_channelnames) -{ - neighbor_input_to_image_channel.resize(neighbor + 1); - vector &mapping = neighbor_input_to_image_channel[neighbor]; - - assert(mapping.size() == 0); - mapping.resize(input_to_image_channel.size(), -1); - - for (int i = 0; i < input_to_image_channel.size(); i++) { - const string &channel = channelnames[input_to_image_channel[i]]; - std::vector::const_iterator frame_channel = find( - neighbor_channelnames.begin(), neighbor_channelnames.end(), channel); - - if (frame_channel == neighbor_channelnames.end()) { - return false; - } - - mapping[i] = frame_channel - neighbor_channelnames.begin(); - } - - return true; -} - -/* Denoise Task */ - -DenoiseTask::DenoiseTask(Device *device, - DenoiserPipeline *denoiser, - int frame, - const vector &neighbor_frames) - : denoiser(denoiser), - device(device), - frame(frame), - neighbor_frames(neighbor_frames), - current_layer(0), - input_pixels(device, "filter input buffer", MEM_READ_ONLY), - num_tiles(0) -{ - image.samples = denoiser->samples_override; -} - -DenoiseTask::~DenoiseTask() -{ - free(); -} - -/* Device callbacks */ - -bool DenoiseTask::acquire_tile(Device *device, Device *tile_device, RenderTile &tile) -{ - thread_scoped_lock tile_lock(tiles_mutex); - - if (tiles.empty()) { - return false; - } - - tile = tiles.front(); - tiles.pop_front(); - - device->map_tile(tile_device, tile); - - print_progress(num_tiles - tiles.size(), num_tiles, frame, denoiser->num_frames); - - return true; -} - -/* Mapping tiles is required for regular rendering since each tile has its separate memory - * which may be allocated on a different device. - * For standalone denoising, there is a single memory that is present on all devices, so the only - * thing that needs to be done here is to specify the surrounding tile geometry. - * - * However, since there is only one large memory, the denoised result has to be written to - * a different buffer to avoid having to copy an entire horizontal slice of the image. */ -void DenoiseTask::map_neighboring_tiles(RenderTileNeighbors &neighbors, Device *tile_device) -{ - RenderTile ¢er_tile = neighbors.tiles[RenderTileNeighbors::CENTER]; - RenderTile &target_tile = neighbors.target; - - /* Fill tile information. */ - for (int i = 0; i < RenderTileNeighbors::SIZE; i++) { - if (i == RenderTileNeighbors::CENTER) { - continue; - } - - RenderTile &tile = neighbors.tiles[i]; - int dx = (i % 3) - 1; - int dy = (i / 3) - 1; - tile.x = clamp(center_tile.x + dx * denoiser->tile_size.x, 0, image.width); - tile.w = clamp(center_tile.x + (dx + 1) * denoiser->tile_size.x, 0, image.width) - tile.x; - tile.y = clamp(center_tile.y + dy * denoiser->tile_size.y, 0, image.height); - tile.h = clamp(center_tile.y + (dy + 1) * denoiser->tile_size.y, 0, image.height) - tile.y; - - tile.buffer = center_tile.buffer; - tile.offset = center_tile.offset; - tile.stride = image.width; - } - - /* Allocate output buffer. */ - device_vector *output_mem = new device_vector( - tile_device, "denoising_output", MEM_READ_WRITE); - output_mem->alloc(OUTPUT_NUM_CHANNELS * center_tile.w * center_tile.h); - - /* Fill output buffer with noisy image, assumed by kernel_filter_finalize - * when skipping denoising of some pixels. */ - float *result = output_mem->data(); - float *in = &image.pixels[image.num_channels * (center_tile.y * image.width + center_tile.x)]; - - const DenoiseImageLayer &layer = image.layers[current_layer]; - const int *input_to_image_channel = layer.input_to_image_channel.data(); - - for (int y = 0; y < center_tile.h; y++) { - for (int x = 0; x < center_tile.w; x++, result += OUTPUT_NUM_CHANNELS) { - for (int i = 0; i < OUTPUT_NUM_CHANNELS; i++) { - result[i] = in[image.num_channels * x + input_to_image_channel[INPUT_NOISY_IMAGE + i]]; - } - } - in += image.num_channels * image.width; - } - - output_mem->copy_to_device(); - - /* Fill output tile info. */ - target_tile = center_tile; - target_tile.buffer = output_mem->device_pointer; - target_tile.stride = target_tile.w; - target_tile.offset -= target_tile.x + target_tile.y * target_tile.stride; - - thread_scoped_lock output_lock(output_mutex); - assert(output_pixels.count(center_tile.tile_index) == 0); - output_pixels[target_tile.tile_index] = output_mem; -} - -void DenoiseTask::unmap_neighboring_tiles(RenderTileNeighbors &neighbors) -{ - RenderTile ¢er_tile = neighbors.tiles[RenderTileNeighbors::CENTER]; - RenderTile &target_tile = neighbors.target; - - thread_scoped_lock output_lock(output_mutex); - assert(output_pixels.count(center_tile.tile_index) == 1); - device_vector *output_mem = output_pixels[target_tile.tile_index]; - output_pixels.erase(center_tile.tile_index); - output_lock.unlock(); - - /* Copy denoised pixels from device. */ - output_mem->copy_from_device(0, OUTPUT_NUM_CHANNELS * target_tile.w, target_tile.h); - - float *result = output_mem->data(); - float *out = &image.pixels[image.num_channels * (target_tile.y * image.width + target_tile.x)]; - - const DenoiseImageLayer &layer = image.layers[current_layer]; - const int *output_to_image_channel = layer.output_to_image_channel.data(); - - for (int y = 0; y < target_tile.h; y++) { - for (int x = 0; x < target_tile.w; x++, result += OUTPUT_NUM_CHANNELS) { - for (int i = 0; i < OUTPUT_NUM_CHANNELS; i++) { - out[image.num_channels * x + output_to_image_channel[i]] = result[i]; - } - } - out += image.num_channels * image.width; - } - - /* Free device buffer. */ - output_mem->free(); - delete output_mem; -} - -void DenoiseTask::release_tile() -{ -} - -bool DenoiseTask::get_cancel() -{ - return false; -} - -void DenoiseTask::create_task(DeviceTask &task) -{ - /* Callback functions. */ - task.acquire_tile = function_bind(&DenoiseTask::acquire_tile, this, device, _1, _2); - task.map_neighbor_tiles = function_bind(&DenoiseTask::map_neighboring_tiles, this, _1, _2); - task.unmap_neighbor_tiles = function_bind(&DenoiseTask::unmap_neighboring_tiles, this, _1); - task.release_tile = function_bind(&DenoiseTask::release_tile, this); - task.get_cancel = function_bind(&DenoiseTask::get_cancel, this); - - /* Denoising parameters. */ - task.denoising = denoiser->params; - task.denoising.type = DENOISER_NLM; - task.denoising.use = true; - task.denoising_from_render = false; - - task.denoising_frames.resize(neighbor_frames.size()); - for (int i = 0; i < neighbor_frames.size(); i++) { - task.denoising_frames[i] = neighbor_frames[i] - frame; - } - - /* Buffer parameters. */ - task.pass_stride = INPUT_NUM_CHANNELS; - task.target_pass_stride = OUTPUT_NUM_CHANNELS; - task.pass_denoising_data = 0; - task.pass_denoising_clean = -1; - task.frame_stride = image.width * image.height * INPUT_NUM_CHANNELS; - - /* Create tiles. */ - thread_scoped_lock tile_lock(tiles_mutex); - thread_scoped_lock output_lock(output_mutex); - - tiles.clear(); - assert(output_pixels.empty()); - output_pixels.clear(); - - int tiles_x = divide_up(image.width, denoiser->tile_size.x); - int tiles_y = divide_up(image.height, denoiser->tile_size.y); - - for (int ty = 0; ty < tiles_y; ty++) { - for (int tx = 0; tx < tiles_x; tx++) { - RenderTile tile; - tile.x = tx * denoiser->tile_size.x; - tile.y = ty * denoiser->tile_size.y; - tile.w = min(image.width - tile.x, denoiser->tile_size.x); - tile.h = min(image.height - tile.y, denoiser->tile_size.y); - tile.start_sample = 0; - tile.num_samples = image.layers[current_layer].samples; - tile.sample = 0; - tile.offset = 0; - tile.stride = image.width; - tile.tile_index = ty * tiles_x + tx; - tile.task = RenderTile::DENOISE; - tile.buffers = NULL; - tile.buffer = input_pixels.device_pointer; - tiles.push_back(tile); - } - } - - num_tiles = tiles.size(); -} - -/* Denoiser Operations */ - -bool DenoiseTask::load_input_pixels(int layer) -{ - int w = image.width; - int h = image.height; - int num_pixels = image.width * image.height; - int frame_stride = num_pixels * INPUT_NUM_CHANNELS; - - /* Load center image */ - DenoiseImageLayer &image_layer = image.layers[layer]; - - float *buffer_data = input_pixels.data(); - image.read_pixels(image_layer, buffer_data); - buffer_data += frame_stride; - - /* Load neighbor images */ - for (int i = 0; i < image.in_neighbors.size(); i++) { - if (!image.read_neighbor_pixels(i, image_layer, buffer_data)) { - error = "Failed to read neighbor frame pixels"; - return false; - } - buffer_data += frame_stride; - } - - /* Preprocess */ - buffer_data = input_pixels.data(); - for (int neighbor = 0; neighbor < image.in_neighbors.size() + 1; neighbor++) { - /* Clamp */ - if (denoiser->params.clamp_input) { - for (int i = 0; i < num_pixels * INPUT_NUM_CHANNELS; i++) { - buffer_data[i] = clamp(buffer_data[i], -1e8f, 1e8f); - } - } - - /* Box blur */ - int r = 5 * denoiser->params.radius; - float *data = buffer_data + 14; - array temp(num_pixels); - - for (int y = 0; y < h; y++) { - for (int x = 0; x < w; x++) { - int n = 0; - float sum = 0.0f; - for (int dx = max(x - r, 0); dx < min(x + r + 1, w); dx++, n++) { - sum += data[INPUT_NUM_CHANNELS * (y * w + dx)]; - } - temp[y * w + x] = sum / n; - } - } - - for (int y = 0; y < h; y++) { - for (int x = 0; x < w; x++) { - int n = 0; - float sum = 0.0f; - - for (int dy = max(y - r, 0); dy < min(y + r + 1, h); dy++, n++) { - sum += temp[dy * w + x]; - } - - data[INPUT_NUM_CHANNELS * (y * w + x)] = sum / n; - } - } - - /* Highlight compression */ - data = buffer_data + 8; - for (int y = 0; y < h; y++) { - for (int x = 0; x < w; x++) { - int idx = INPUT_NUM_CHANNELS * (y * w + x); - float3 color = make_float3(data[idx], data[idx + 1], data[idx + 2]); - color = color_highlight_compress(color, NULL); - data[idx] = color.x; - data[idx + 1] = color.y; - data[idx + 2] = color.z; - } - } - - buffer_data += frame_stride; - } - - /* Copy to device */ - input_pixels.copy_to_device(); - - return true; -} - -/* Task stages */ - -bool DenoiseTask::load() -{ - string center_filepath = denoiser->input[frame]; - if (!image.load(center_filepath, error)) { - return false; - } - - if (!image.load_neighbors(denoiser->input, neighbor_frames, error)) { - return false; - } - - if (image.layers.empty()) { - error = "No image layers found to denoise in " + center_filepath; - return false; - } - - /* Allocate device buffer. */ - int num_frames = image.in_neighbors.size() + 1; - input_pixels.alloc(image.width * INPUT_NUM_CHANNELS, image.height * num_frames); - input_pixels.zero_to_device(); - - /* Read pixels for first layer. */ - current_layer = 0; - if (!load_input_pixels(current_layer)) { - return false; - } - - return true; -} - -bool DenoiseTask::exec() -{ - for (current_layer = 0; current_layer < image.layers.size(); current_layer++) { - /* Read pixels for secondary layers, first was already loaded. */ - if (current_layer > 0) { - if (!load_input_pixels(current_layer)) { - return false; - } - } - - /* Run task on device. */ - DeviceTask task(DeviceTask::RENDER); - create_task(task); - device->task_add(task); - device->task_wait(); - - printf("\n"); - } - - return true; -} - -bool DenoiseTask::save() -{ - bool ok = image.save_output(denoiser->output[frame], error); - free(); - return ok; -} - -void DenoiseTask::free() -{ - image.free(); - input_pixels.free(); - assert(output_pixels.empty()); -} - -/* Denoise Image Storage */ - -DenoiseImage::DenoiseImage() -{ - width = 0; - height = 0; - num_channels = 0; - samples = 0; -} - -DenoiseImage::~DenoiseImage() -{ - free(); -} - -void DenoiseImage::close_input() -{ - in_neighbors.clear(); -} - -void DenoiseImage::free() -{ - close_input(); - pixels.clear(); -} - -bool DenoiseImage::parse_channels(const ImageSpec &in_spec, string &error) -{ - const std::vector &channels = in_spec.channelnames; - const ParamValue *multiview = in_spec.find_attribute("multiView"); - const bool multiview_channels = (multiview && multiview->type().basetype == TypeDesc::STRING && - multiview->type().arraylen >= 2); - - layers.clear(); - - /* Loop over all the channels in the file, parse their name and sort them - * by RenderLayer. - * Channels that can't be parsed are directly passed through to the output. */ - map file_layers; - for (int i = 0; i < channels.size(); i++) { - string layer, pass, channel; - if (parse_channel_name(channels[i], layer, pass, channel, multiview_channels)) { - file_layers[layer].channels.push_back(pass + "." + channel); - file_layers[layer].layer_to_image_channel.push_back(i); - } - } - - /* Loop over all detected RenderLayers, check whether they contain a full set of input channels. - * Any channels that won't be processed internally are also passed through. */ - for (map::iterator i = file_layers.begin(); i != file_layers.end(); - ++i) { - const string &name = i->first; - DenoiseImageLayer &layer = i->second; - - /* Check for full pass set. */ - if (!layer.detect_denoising_channels()) { - continue; - } - - layer.name = name; - layer.samples = samples; - - /* If the sample value isn't set yet, check if there is a layer-specific one in the input file. - */ - if (layer.samples < 1) { - string sample_string = in_spec.get_string_attribute("cycles." + name + ".samples", ""); - if (sample_string != "") { - if (!sscanf(sample_string.c_str(), "%d", &layer.samples)) { - error = "Failed to parse samples metadata: " + sample_string; - return false; - } - } - } - - if (layer.samples < 1) { - error = string_printf( - "No sample number specified in the file for layer %s or on the command line", - name.c_str()); - return false; - } - - layers.push_back(layer); - } - - return true; -} - -void DenoiseImage::read_pixels(const DenoiseImageLayer &layer, float *input_pixels) -{ - /* Pixels from center file have already been loaded into pixels. - * We copy a subset into the device input buffer with channels reshuffled. */ - const int *input_to_image_channel = layer.input_to_image_channel.data(); - - for (int i = 0; i < width * height; i++) { - for (int j = 0; j < INPUT_NUM_CHANNELS; j++) { - int image_channel = input_to_image_channel[j]; - input_pixels[i * INPUT_NUM_CHANNELS + j] = - pixels[((size_t)i) * num_channels + image_channel]; - } - } -} - -bool DenoiseImage::read_neighbor_pixels(int neighbor, - const DenoiseImageLayer &layer, - float *input_pixels) -{ - /* Load pixels from neighboring frames, and copy them into device buffer - * with channels reshuffled. */ - size_t num_pixels = (size_t)width * (size_t)height; - array neighbor_pixels(num_pixels * num_channels); - if (!in_neighbors[neighbor]->read_image(TypeDesc::FLOAT, neighbor_pixels.data())) { - return false; - } - - const int *input_to_image_channel = layer.neighbor_input_to_image_channel[neighbor].data(); - - for (int i = 0; i < width * height; i++) { - for (int j = 0; j < INPUT_NUM_CHANNELS; j++) { - int image_channel = input_to_image_channel[j]; - input_pixels[i * INPUT_NUM_CHANNELS + j] = - neighbor_pixels[((size_t)i) * num_channels + image_channel]; - } - } - - return true; -} - -bool DenoiseImage::load(const string &in_filepath, string &error) -{ - if (!Filesystem::is_regular(in_filepath)) { - error = "Couldn't find file: " + in_filepath; - return false; - } - - unique_ptr in(ImageInput::open(in_filepath)); - if (!in) { - error = "Couldn't open file: " + in_filepath; - return false; - } - - in_spec = in->spec(); - width = in_spec.width; - height = in_spec.height; - num_channels = in_spec.nchannels; - - if (!parse_channels(in_spec, error)) { - return false; - } - - if (layers.size() == 0) { - error = "Could not find a render layer containing denoising info"; - return false; - } - - size_t num_pixels = (size_t)width * (size_t)height; - pixels.resize(num_pixels * num_channels); - - /* Read all channels into buffer. Reading all channels at once is faster - * than individually due to interleaved EXR channel storage. */ - if (!in->read_image(TypeDesc::FLOAT, pixels.data())) { - error = "Failed to read image: " + in_filepath; - return false; - } - - return true; -} - -bool DenoiseImage::load_neighbors(const vector &filepaths, - const vector &frames, - string &error) -{ - if (frames.size() > DENOISE_MAX_FRAMES - 1) { - error = string_printf("Maximum number of neighbors (%d) exceeded\n", DENOISE_MAX_FRAMES - 1); - return false; - } - - for (int neighbor = 0; neighbor < frames.size(); neighbor++) { - int frame = frames[neighbor]; - const string &filepath = filepaths[frame]; - - if (!Filesystem::is_regular(filepath)) { - error = "Couldn't find neighbor frame: " + filepath; - return false; - } - - unique_ptr in_neighbor(ImageInput::open(filepath)); - if (!in_neighbor) { - error = "Couldn't open neighbor frame: " + filepath; - return false; - } - - const ImageSpec &neighbor_spec = in_neighbor->spec(); - if (neighbor_spec.width != width || neighbor_spec.height != height) { - error = "Neighbor frame has different dimensions: " + filepath; - return false; - } - - foreach (DenoiseImageLayer &layer, layers) { - if (!layer.match_channels(neighbor, in_spec.channelnames, neighbor_spec.channelnames)) { - error = "Neighbor frame misses denoising data passes: " + filepath; - return false; - } - } - - in_neighbors.push_back(std::move(in_neighbor)); - } - - return true; -} - -bool DenoiseImage::save_output(const string &out_filepath, string &error) -{ - /* Save image with identical dimensions, channels and metadata. */ - ImageSpec out_spec = in_spec; - - /* Ensure that the output frame contains sample information even if the input didn't. */ - for (int i = 0; i < layers.size(); i++) { - string name = "cycles." + layers[i].name + ".samples"; - if (!out_spec.find_attribute(name, TypeDesc::STRING)) { - out_spec.attribute(name, TypeDesc::STRING, string_printf("%d", layers[i].samples)); - } - } - - /* We don't need input anymore at this point, and will possibly - * overwrite the same file. */ - close_input(); - - /* Write to temporary file path, so we denoise images in place and don't - * risk destroying files when something goes wrong in file saving. */ - string extension = OIIO::Filesystem::extension(out_filepath); - string unique_name = ".denoise-tmp-" + OIIO::Filesystem::unique_path(); - string tmp_filepath = out_filepath + unique_name + extension; - unique_ptr out(ImageOutput::create(tmp_filepath)); - - if (!out) { - error = "Failed to open temporary file " + tmp_filepath + " for writing"; - return false; - } - - /* Open temporary file and write image buffers. */ - if (!out->open(tmp_filepath, out_spec)) { - error = "Failed to open file " + tmp_filepath + " for writing: " + out->geterror(); - return false; - } - - bool ok = true; - if (!out->write_image(TypeDesc::FLOAT, pixels.data())) { - error = "Failed to write to file " + tmp_filepath + ": " + out->geterror(); - ok = false; - } - - if (!out->close()) { - error = "Failed to save to file " + tmp_filepath + ": " + out->geterror(); - ok = false; - } - - out.reset(); - - /* Copy temporary file to output filepath. */ - string rename_error; - if (ok && !OIIO::Filesystem::rename(tmp_filepath, out_filepath, rename_error)) { - error = "Failed to move denoised image to " + out_filepath + ": " + rename_error; - ok = false; - } - - if (!ok) { - OIIO::Filesystem::remove(tmp_filepath); - } - - return ok; -} - -/* File pattern handling and outer loop over frames */ - -DenoiserPipeline::DenoiserPipeline(DeviceInfo &device_info) -{ - samples_override = 0; - tile_size = make_int2(64, 64); - - num_frames = 0; - - /* Initialize task scheduler. */ - TaskScheduler::init(); - - /* Initialize device. */ - device = Device::create(device_info, stats, profiler, true); - - device->load_kernels(KERNEL_FEATURE_DENOISING); -} - -DenoiserPipeline::~DenoiserPipeline() -{ - delete device; - TaskScheduler::exit(); -} - -bool DenoiserPipeline::run() -{ - assert(input.size() == output.size()); - - num_frames = output.size(); - - for (int frame = 0; frame < num_frames; frame++) { - /* Skip empty output paths. */ - if (output[frame].empty()) { - continue; - } - - /* Determine neighbor frame numbers that should be used for filtering. */ - vector neighbor_frames; - for (int f = frame - params.neighbor_frames; f <= frame + params.neighbor_frames; f++) { - if (f >= 0 && f < num_frames && f != frame) { - neighbor_frames.push_back(f); - } - } - - /* Execute task. */ - DenoiseTask task(device, this, frame, neighbor_frames); - if (!task.load()) { - error = task.error; - return false; - } - - if (!task.exec()) { - error = task.error; - return false; - } - - if (!task.save()) { - error = task.error; - return false; - } - - task.free(); - } - - return true; -} - -CCL_NAMESPACE_END - -#endif diff --git a/intern/cycles/render/denoising.h b/intern/cycles/render/denoising.h deleted file mode 100644 index 097cc570d06..00000000000 --- a/intern/cycles/render/denoising.h +++ /dev/null @@ -1,216 +0,0 @@ -/* - * Copyright 2011-2018 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#ifndef __DENOISING_H__ -#define __DENOISING_H__ - -#if 0 - -/* TODO(sergey): Make it explicit and clear when something is a denoiser, its pipeline or - * parameters. Currently it is an annoying mixture of terms used interchangeably. */ - -# include "device/device.h" - -# include "render/buffers.h" - -# include "util/util_string.h" -# include "util/util_unique_ptr.h" -# include "util/util_vector.h" - -# include - -OIIO_NAMESPACE_USING - -CCL_NAMESPACE_BEGIN - -/* Denoiser pipeline */ - -class DenoiserPipeline { - public: - DenoiserPipeline(DeviceInfo &device_info); - ~DenoiserPipeline(); - - bool run(); - - /* Error message after running, in case of failure. */ - string error; - - /* Sequential list of frame filepaths to denoise. */ - vector input; - /* Sequential list of frame filepaths to write result to. Empty entries - * are skipped, so only a subset of the sequence can be denoised while - * taking into account all input frames. */ - vector output; - - /* Sample number override, takes precedence over values from input frames. */ - int samples_override; - /* Tile size for processing on device. */ - int2 tile_size; - - /* Equivalent to the settings in the regular denoiser. */ - DenoiseParams params; - - protected: - friend class DenoiseTask; - - Stats stats; - Profiler profiler; - Device *device; - - int num_frames; -}; - -/* Denoise Image Layer */ - -struct DenoiseImageLayer { - string name; - /* All channels belonging to this DenoiseImageLayer. */ - vector channels; - /* Layer to image channel mapping. */ - vector layer_to_image_channel; - - /* Sample amount that was used for rendering this layer. */ - int samples; - - /* Device input channel will be copied from image channel input_to_image_channel[i]. */ - vector input_to_image_channel; - - /* input_to_image_channel of the secondary frames, if any are used. */ - vector> neighbor_input_to_image_channel; - - /* Write i-th channel of the processing output to output_to_image_channel[i]-th channel of the - * file. */ - vector output_to_image_channel; - - /* Detect whether this layer contains a full set of channels and set up the offsets accordingly. - */ - bool detect_denoising_channels(); - - /* Map the channels of a secondary frame to the channels that are required for processing, - * fill neighbor_input_to_image_channel if all are present or return false if a channel are - * missing. */ - bool match_channels(int neighbor, - const std::vector &channelnames, - const std::vector &neighbor_channelnames); -}; - -/* Denoise Image Data */ - -class DenoiseImage { - public: - DenoiseImage(); - ~DenoiseImage(); - - /* Dimensions */ - int width, height, num_channels; - - /* Samples */ - int samples; - - /* Pixel buffer with interleaved channels. */ - array pixels; - - /* Image file handles */ - ImageSpec in_spec; - vector> in_neighbors; - - /* Render layers */ - vector layers; - - void free(); - - /* Open the input image, parse its channels, open the output image and allocate the output - * buffer. */ - bool load(const string &in_filepath, string &error); - - /* Load neighboring frames. */ - bool load_neighbors(const vector &filepaths, const vector &frames, string &error); - - /* Load subset of pixels from file buffer into input buffer, as needed for denoising - * on the device. Channels are reshuffled following the provided mapping. */ - void read_pixels(const DenoiseImageLayer &layer, float *input_pixels); - bool read_neighbor_pixels(int neighbor, const DenoiseImageLayer &layer, float *input_pixels); - - bool save_output(const string &out_filepath, string &error); - - protected: - /* Parse input file channels, separate them into DenoiseImageLayers, - * detect DenoiseImageLayers with full channel sets, - * fill layers and set up the output channels and passthrough map. */ - bool parse_channels(const ImageSpec &in_spec, string &error); - - void close_input(); -}; - -/* Denoise Task */ - -class DenoiseTask { - public: - DenoiseTask(Device *device, - DenoiserPipeline *denoiser, - int frame, - const vector &neighbor_frames); - ~DenoiseTask(); - - /* Task stages */ - bool load(); - bool exec(); - bool save(); - void free(); - - string error; - - protected: - /* Denoiser parameters and device */ - DenoiserPipeline *denoiser; - Device *device; - - /* Frame number to be denoised */ - int frame; - vector neighbor_frames; - - /* Image file data */ - DenoiseImage image; - int current_layer; - - /* Device input buffer */ - device_vector input_pixels; - - /* Tiles */ - thread_mutex tiles_mutex; - list tiles; - int num_tiles; - - thread_mutex output_mutex; - map *> output_pixels; - - /* Task handling */ - bool load_input_pixels(int layer); - void create_task(DeviceTask &task); - - /* Device task callbacks */ - bool acquire_tile(Device *device, Device *tile_device, RenderTile &tile); - void map_neighboring_tiles(RenderTileNeighbors &neighbors, Device *tile_device); - void unmap_neighboring_tiles(RenderTileNeighbors &neighbors); - void release_tile(); - bool get_cancel(); -}; - -CCL_NAMESPACE_END - -#endif - -#endif /* __DENOISING_H__ */ diff --git a/intern/cycles/render/display_driver.h b/intern/cycles/render/display_driver.h deleted file mode 100644 index 85f305034d7..00000000000 --- a/intern/cycles/render/display_driver.h +++ /dev/null @@ -1,131 +0,0 @@ -/* - * Copyright 2021 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#pragma once - -#include "util/util_half.h" -#include "util/util_types.h" - -CCL_NAMESPACE_BEGIN - -/* Display driver for efficient interactive display of renders. - * - * Host applications implement this interface for viewport rendering. For best performance, we - * recommend: - * - Allocating a texture on the GPU to be interactively updated - * - Using the graphics interop mechanism to avoid CPU-GPU copying overhead - * - Using a dedicated or thread-safe graphics API context for updates, to avoid - * blocking the host application. - */ -class DisplayDriver { - public: - DisplayDriver() = default; - virtual ~DisplayDriver() = default; - - /* Render buffer parameters. */ - struct Params { - public: - /* Render resolution, ignoring progressive resolution changes. - * The texture buffer should be allocated with this size. */ - int2 size = make_int2(0, 0); - - /* For border rendering, the full resolution of the render, and the offset within that larger - * render. */ - int2 full_size = make_int2(0, 0); - int2 full_offset = make_int2(0, 0); - - bool modified(const Params &other) const - { - return !(full_offset == other.full_offset && full_size == other.full_size && - size == other.size); - } - }; - - /* Update the render from the rendering thread. - * - * Cycles periodically updates the render to be displayed. For multithreaded updates with - * potentially multiple rendering devices, it will call these methods as follows. - * - * if (driver.update_begin(params, width, height)) { - * parallel_for_each(rendering_device) { - * buffer = driver.map_texture_buffer(); - * if (buffer) { - * fill(buffer); - * driver.unmap_texture_buffer(); - * } - * } - * driver.update_end(); - * } - * - * The parameters may dynamically change due to camera changes in the scene, and resources should - * be re-allocated accordingly. - * - * The width and height passed to update_begin() are the effective render resolution taking into - * account progressive resolution changes, which may be equal to or smaller than the params.size. - * For efficiency, changes in this resolution should be handled without re-allocating resources, - * but rather by using a subset of the full resolution buffer. */ - virtual bool update_begin(const Params ¶ms, int width, int height) = 0; - virtual void update_end() = 0; - - virtual half4 *map_texture_buffer() = 0; - virtual void unmap_texture_buffer() = 0; - - /* Optionally return a handle to a native graphics API texture buffer. If supported, - * the rendering device may write directly to this buffer instead of calling - * map_texture_buffer() and unmap_texture_buffer(). */ - class GraphicsInterop { - public: - /* Dimensions of the buffer, in pixels. */ - int buffer_width = 0; - int buffer_height = 0; - - /* OpenGL pixel buffer object. */ - int opengl_pbo_id = 0; - - /* Clear the entire buffer before doing partial write to it. */ - bool need_clear = false; - }; - - virtual GraphicsInterop graphics_interop_get() - { - return GraphicsInterop(); - } - - /* (De)activate graphics context required for editing or deleting the graphics interop - * object. - * - * For example, destruction of the CUDA object associated with an OpenGL requires the - * OpenGL context to be active. */ - virtual void graphics_interop_activate(){}; - virtual void graphics_interop_deactivate(){}; - - /* Clear the display buffer by filling it with zeros. */ - virtual void clear() = 0; - - /* Draw the render using the native graphics API. - * - * Note that this may be called in parallel to updates. The implementation is responsible for - * mutex locking or other mechanisms to avoid conflicts. - * - * The parameters may have changed since the last update. The implementation is responsible for - * deciding to skip or adjust render display for such changes. - * - * Host application drawing the render buffer should use Session.draw(), which will - * call this method. */ - virtual void draw(const Params ¶ms) = 0; -}; - -CCL_NAMESPACE_END diff --git a/intern/cycles/render/film.cpp b/intern/cycles/render/film.cpp deleted file mode 100644 index bd18c777eb5..00000000000 --- a/intern/cycles/render/film.cpp +++ /dev/null @@ -1,692 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "render/film.h" -#include "device/device.h" -#include "render/background.h" -#include "render/bake.h" -#include "render/camera.h" -#include "render/integrator.h" -#include "render/mesh.h" -#include "render/object.h" -#include "render/scene.h" -#include "render/stats.h" -#include "render/tables.h" - -#include "util/util_algorithm.h" -#include "util/util_foreach.h" -#include "util/util_math.h" -#include "util/util_math_cdf.h" -#include "util/util_time.h" - -CCL_NAMESPACE_BEGIN - -/* Pixel Filter */ - -static float filter_func_box(float /*v*/, float /*width*/) -{ - return 1.0f; -} - -static float filter_func_gaussian(float v, float width) -{ - v *= 6.0f / width; - return expf(-2.0f * v * v); -} - -static float filter_func_blackman_harris(float v, float width) -{ - v = M_2PI_F * (v / width + 0.5f); - return 0.35875f - 0.48829f * cosf(v) + 0.14128f * cosf(2.0f * v) - 0.01168f * cosf(3.0f * v); -} - -static vector filter_table(FilterType type, float width) -{ - vector filter_table(FILTER_TABLE_SIZE); - float (*filter_func)(float, float) = NULL; - - switch (type) { - case FILTER_BOX: - filter_func = filter_func_box; - break; - case FILTER_GAUSSIAN: - filter_func = filter_func_gaussian; - width *= 3.0f; - break; - case FILTER_BLACKMAN_HARRIS: - filter_func = filter_func_blackman_harris; - width *= 2.0f; - break; - default: - assert(0); - } - - /* Create importance sampling table. */ - - /* TODO(sergey): With the even filter table size resolution we can not - * really make it nice symmetric importance map without sampling full range - * (meaning, we would need to sample full filter range and not use the - * make_symmetric argument). - * - * Current code matches exactly initial filter table code, but we should - * consider either making FILTER_TABLE_SIZE odd value or sample full filter. - */ - - util_cdf_inverted(FILTER_TABLE_SIZE, - 0.0f, - width * 0.5f, - function_bind(filter_func, _1, width), - true, - filter_table); - - return filter_table; -} - -/* Film */ - -NODE_DEFINE(Film) -{ - NodeType *type = NodeType::add("film", create); - - SOCKET_FLOAT(exposure, "Exposure", 0.8f); - SOCKET_FLOAT(pass_alpha_threshold, "Pass Alpha Threshold", 0.0f); - - static NodeEnum filter_enum; - filter_enum.insert("box", FILTER_BOX); - filter_enum.insert("gaussian", FILTER_GAUSSIAN); - filter_enum.insert("blackman_harris", FILTER_BLACKMAN_HARRIS); - - SOCKET_ENUM(filter_type, "Filter Type", filter_enum, FILTER_BOX); - SOCKET_FLOAT(filter_width, "Filter Width", 1.0f); - - SOCKET_FLOAT(mist_start, "Mist Start", 0.0f); - SOCKET_FLOAT(mist_depth, "Mist Depth", 100.0f); - SOCKET_FLOAT(mist_falloff, "Mist Falloff", 1.0f); - - const NodeEnum *pass_type_enum = Pass::get_type_enum(); - SOCKET_ENUM(display_pass, "Display Pass", *pass_type_enum, PASS_COMBINED); - - SOCKET_BOOLEAN(show_active_pixels, "Show Active Pixels", false); - - static NodeEnum cryptomatte_passes_enum; - cryptomatte_passes_enum.insert("none", CRYPT_NONE); - cryptomatte_passes_enum.insert("object", CRYPT_OBJECT); - cryptomatte_passes_enum.insert("material", CRYPT_MATERIAL); - cryptomatte_passes_enum.insert("asset", CRYPT_ASSET); - cryptomatte_passes_enum.insert("accurate", CRYPT_ACCURATE); - SOCKET_ENUM(cryptomatte_passes, "Cryptomatte Passes", cryptomatte_passes_enum, CRYPT_NONE); - - SOCKET_INT(cryptomatte_depth, "Cryptomatte Depth", 0); - - SOCKET_BOOLEAN(use_approximate_shadow_catcher, "Use Approximate Shadow Catcher", false); - - return type; -} - -Film::Film() : Node(get_node_type()), filter_table_offset_(TABLE_OFFSET_INVALID) -{ -} - -Film::~Film() -{ -} - -void Film::add_default(Scene *scene) -{ - Pass *pass = scene->create_node(); - pass->set_type(PASS_COMBINED); -} - -void Film::device_update(Device *device, DeviceScene *dscene, Scene *scene) -{ - if (!is_modified()) - return; - - scoped_callback_timer timer([scene](double time) { - if (scene->update_stats) { - scene->update_stats->film.times.add_entry({"update", time}); - } - }); - - device_free(device, dscene, scene); - - KernelFilm *kfilm = &dscene->data.film; - - /* update __data */ - kfilm->exposure = exposure; - kfilm->pass_alpha_threshold = pass_alpha_threshold; - kfilm->pass_flag = 0; - - kfilm->use_approximate_shadow_catcher = get_use_approximate_shadow_catcher(); - - kfilm->light_pass_flag = 0; - kfilm->pass_stride = 0; - - /* Mark with PASS_UNUSED to avoid mask test in the kernel. */ - kfilm->pass_background = PASS_UNUSED; - kfilm->pass_emission = PASS_UNUSED; - kfilm->pass_ao = PASS_UNUSED; - kfilm->pass_diffuse_direct = PASS_UNUSED; - kfilm->pass_diffuse_indirect = PASS_UNUSED; - kfilm->pass_glossy_direct = PASS_UNUSED; - kfilm->pass_glossy_indirect = PASS_UNUSED; - kfilm->pass_transmission_direct = PASS_UNUSED; - kfilm->pass_transmission_indirect = PASS_UNUSED; - kfilm->pass_volume_direct = PASS_UNUSED; - kfilm->pass_volume_indirect = PASS_UNUSED; - kfilm->pass_volume_direct = PASS_UNUSED; - kfilm->pass_volume_indirect = PASS_UNUSED; - kfilm->pass_shadow = PASS_UNUSED; - - /* Mark passes as unused so that the kernel knows the pass is inaccessible. */ - kfilm->pass_denoising_normal = PASS_UNUSED; - kfilm->pass_denoising_albedo = PASS_UNUSED; - kfilm->pass_sample_count = PASS_UNUSED; - kfilm->pass_adaptive_aux_buffer = PASS_UNUSED; - kfilm->pass_shadow_catcher = PASS_UNUSED; - kfilm->pass_shadow_catcher_sample_count = PASS_UNUSED; - kfilm->pass_shadow_catcher_matte = PASS_UNUSED; - - bool have_cryptomatte = false; - bool have_aov_color = false; - bool have_aov_value = false; - - for (size_t i = 0; i < scene->passes.size(); i++) { - const Pass *pass = scene->passes[i]; - - if (pass->get_type() == PASS_NONE || !pass->is_written()) { - continue; - } - - if (pass->get_mode() == PassMode::DENOISED) { - /* Generally we only storing offsets of the noisy passes. The display pass is an exception - * since it is a read operation and not a write. */ - kfilm->pass_stride += pass->get_info().num_components; - continue; - } - - /* Can't do motion pass if no motion vectors are available. */ - if (pass->get_type() == PASS_MOTION || pass->get_type() == PASS_MOTION_WEIGHT) { - if (scene->need_motion() != Scene::MOTION_PASS) { - kfilm->pass_stride += pass->get_info().num_components; - continue; - } - } - - const int pass_flag = (1 << (pass->get_type() % 32)); - if (pass->get_type() <= PASS_CATEGORY_LIGHT_END) { - kfilm->light_pass_flag |= pass_flag; - } - else if (pass->get_type() <= PASS_CATEGORY_DATA_END) { - kfilm->pass_flag |= pass_flag; - } - else { - assert(pass->get_type() <= PASS_CATEGORY_BAKE_END); - } - - switch (pass->get_type()) { - case PASS_COMBINED: - kfilm->pass_combined = kfilm->pass_stride; - break; - case PASS_DEPTH: - kfilm->pass_depth = kfilm->pass_stride; - break; - case PASS_NORMAL: - kfilm->pass_normal = kfilm->pass_stride; - break; - case PASS_POSITION: - kfilm->pass_position = kfilm->pass_stride; - break; - case PASS_ROUGHNESS: - kfilm->pass_roughness = kfilm->pass_stride; - break; - case PASS_UV: - kfilm->pass_uv = kfilm->pass_stride; - break; - case PASS_MOTION: - kfilm->pass_motion = kfilm->pass_stride; - break; - case PASS_MOTION_WEIGHT: - kfilm->pass_motion_weight = kfilm->pass_stride; - break; - case PASS_OBJECT_ID: - kfilm->pass_object_id = kfilm->pass_stride; - break; - case PASS_MATERIAL_ID: - kfilm->pass_material_id = kfilm->pass_stride; - break; - - case PASS_MIST: - kfilm->pass_mist = kfilm->pass_stride; - break; - case PASS_EMISSION: - kfilm->pass_emission = kfilm->pass_stride; - break; - case PASS_BACKGROUND: - kfilm->pass_background = kfilm->pass_stride; - break; - case PASS_AO: - kfilm->pass_ao = kfilm->pass_stride; - break; - case PASS_SHADOW: - kfilm->pass_shadow = kfilm->pass_stride; - break; - - case PASS_DIFFUSE_COLOR: - kfilm->pass_diffuse_color = kfilm->pass_stride; - break; - case PASS_GLOSSY_COLOR: - kfilm->pass_glossy_color = kfilm->pass_stride; - break; - case PASS_TRANSMISSION_COLOR: - kfilm->pass_transmission_color = kfilm->pass_stride; - break; - case PASS_DIFFUSE_INDIRECT: - kfilm->pass_diffuse_indirect = kfilm->pass_stride; - break; - case PASS_GLOSSY_INDIRECT: - kfilm->pass_glossy_indirect = kfilm->pass_stride; - break; - case PASS_TRANSMISSION_INDIRECT: - kfilm->pass_transmission_indirect = kfilm->pass_stride; - break; - case PASS_VOLUME_INDIRECT: - kfilm->pass_volume_indirect = kfilm->pass_stride; - break; - case PASS_DIFFUSE_DIRECT: - kfilm->pass_diffuse_direct = kfilm->pass_stride; - break; - case PASS_GLOSSY_DIRECT: - kfilm->pass_glossy_direct = kfilm->pass_stride; - break; - case PASS_TRANSMISSION_DIRECT: - kfilm->pass_transmission_direct = kfilm->pass_stride; - break; - case PASS_VOLUME_DIRECT: - kfilm->pass_volume_direct = kfilm->pass_stride; - break; - - case PASS_BAKE_PRIMITIVE: - kfilm->pass_bake_primitive = kfilm->pass_stride; - break; - case PASS_BAKE_DIFFERENTIAL: - kfilm->pass_bake_differential = kfilm->pass_stride; - break; - - case PASS_CRYPTOMATTE: - kfilm->pass_cryptomatte = have_cryptomatte ? - min(kfilm->pass_cryptomatte, kfilm->pass_stride) : - kfilm->pass_stride; - have_cryptomatte = true; - break; - - case PASS_DENOISING_NORMAL: - kfilm->pass_denoising_normal = kfilm->pass_stride; - break; - case PASS_DENOISING_ALBEDO: - kfilm->pass_denoising_albedo = kfilm->pass_stride; - break; - case PASS_DENOISING_DEPTH: - kfilm->pass_denoising_depth = kfilm->pass_stride; - break; - - case PASS_SHADOW_CATCHER: - kfilm->pass_shadow_catcher = kfilm->pass_stride; - break; - case PASS_SHADOW_CATCHER_SAMPLE_COUNT: - kfilm->pass_shadow_catcher_sample_count = kfilm->pass_stride; - break; - case PASS_SHADOW_CATCHER_MATTE: - kfilm->pass_shadow_catcher_matte = kfilm->pass_stride; - break; - - case PASS_ADAPTIVE_AUX_BUFFER: - kfilm->pass_adaptive_aux_buffer = kfilm->pass_stride; - break; - case PASS_SAMPLE_COUNT: - kfilm->pass_sample_count = kfilm->pass_stride; - break; - - case PASS_AOV_COLOR: - if (!have_aov_color) { - kfilm->pass_aov_color = kfilm->pass_stride; - have_aov_color = true; - } - break; - case PASS_AOV_VALUE: - if (!have_aov_value) { - kfilm->pass_aov_value = kfilm->pass_stride; - have_aov_value = true; - } - break; - default: - assert(false); - break; - } - - kfilm->pass_stride += pass->get_info().num_components; - } - - /* update filter table */ - vector table = filter_table(filter_type, filter_width); - scene->lookup_tables->remove_table(&filter_table_offset_); - filter_table_offset_ = scene->lookup_tables->add_table(dscene, table); - kfilm->filter_table_offset = (int)filter_table_offset_; - - /* mist pass parameters */ - kfilm->mist_start = mist_start; - kfilm->mist_inv_depth = (mist_depth > 0.0f) ? 1.0f / mist_depth : 0.0f; - kfilm->mist_falloff = mist_falloff; - - kfilm->cryptomatte_passes = cryptomatte_passes; - kfilm->cryptomatte_depth = cryptomatte_depth; - - clear_modified(); -} - -void Film::device_free(Device * /*device*/, DeviceScene * /*dscene*/, Scene *scene) -{ - scene->lookup_tables->remove_table(&filter_table_offset_); -} - -int Film::get_aov_offset(Scene *scene, string name, bool &is_color) -{ - int offset_color = 0, offset_value = 0; - foreach (const Pass *pass, scene->passes) { - if (pass->get_name() == name) { - if (pass->get_type() == PASS_AOV_VALUE) { - is_color = false; - return offset_value; - } - else if (pass->get_type() == PASS_AOV_COLOR) { - is_color = true; - return offset_color; - } - } - - if (pass->get_type() == PASS_AOV_VALUE) { - offset_value += pass->get_info().num_components; - } - else if (pass->get_type() == PASS_AOV_COLOR) { - offset_color += pass->get_info().num_components; - } - } - - return -1; -} - -void Film::update_passes(Scene *scene, bool add_sample_count_pass) -{ - const Background *background = scene->background; - const BakeManager *bake_manager = scene->bake_manager; - const ObjectManager *object_manager = scene->object_manager; - Integrator *integrator = scene->integrator; - - if (!is_modified() && !object_manager->need_update() && !integrator->is_modified() && - !background->is_modified()) { - return; - } - - /* Remove auto generated passes and recreate them. */ - remove_auto_passes(scene); - - /* Display pass for viewport. */ - const PassType display_pass = get_display_pass(); - add_auto_pass(scene, display_pass); - - /* Assumption is that a combined pass always exists for now, for example - * adaptive sampling is always based on a combined pass. But we should - * try to lift this limitation in the future for faster rendering of - * individual passes. */ - if (display_pass != PASS_COMBINED) { - add_auto_pass(scene, PASS_COMBINED); - } - - /* Create passes needed for adaptive sampling. */ - const AdaptiveSampling adaptive_sampling = integrator->get_adaptive_sampling(); - if (adaptive_sampling.use) { - add_auto_pass(scene, PASS_SAMPLE_COUNT); - add_auto_pass(scene, PASS_ADAPTIVE_AUX_BUFFER); - } - - /* Create passes needed for denoising. */ - const bool use_denoise = integrator->get_use_denoise(); - if (use_denoise) { - if (integrator->get_use_denoise_pass_normal()) { - add_auto_pass(scene, PASS_DENOISING_NORMAL); - } - if (integrator->get_use_denoise_pass_albedo()) { - add_auto_pass(scene, PASS_DENOISING_ALBEDO); - } - } - - /* Create passes for shadow catcher. */ - if (scene->has_shadow_catcher()) { - const bool need_background = get_use_approximate_shadow_catcher() && - !background->get_transparent(); - - add_auto_pass(scene, PASS_SHADOW_CATCHER); - add_auto_pass(scene, PASS_SHADOW_CATCHER_SAMPLE_COUNT); - add_auto_pass(scene, PASS_SHADOW_CATCHER_MATTE); - - if (need_background) { - add_auto_pass(scene, PASS_BACKGROUND); - } - } - else if (Pass::contains(scene->passes, PASS_SHADOW_CATCHER)) { - add_auto_pass(scene, PASS_SHADOW_CATCHER); - add_auto_pass(scene, PASS_SHADOW_CATCHER_SAMPLE_COUNT); - } - - const vector passes_immutable = scene->passes; - for (const Pass *pass : passes_immutable) { - const PassInfo info = pass->get_info(); - /* Add utility passes needed to generate some light passes. */ - if (info.divide_type != PASS_NONE) { - add_auto_pass(scene, info.divide_type); - } - if (info.direct_type != PASS_NONE) { - add_auto_pass(scene, info.direct_type); - } - if (info.indirect_type != PASS_NONE) { - add_auto_pass(scene, info.indirect_type); - } - - /* NOTE: Enable all denoised passes when storage is requested. - * This way it is possible to tweak denoiser parameters later on. */ - if (info.support_denoise && use_denoise) { - add_auto_pass(scene, pass->get_type(), PassMode::DENOISED); - } - } - - if (bake_manager->get_baking()) { - add_auto_pass(scene, PASS_BAKE_PRIMITIVE, "BakePrimitive"); - add_auto_pass(scene, PASS_BAKE_DIFFERENTIAL, "BakeDifferential"); - } - - if (add_sample_count_pass) { - if (!Pass::contains(scene->passes, PASS_SAMPLE_COUNT)) { - add_auto_pass(scene, PASS_SAMPLE_COUNT); - } - } - - /* Remove duplicates and initialize internal pass info. */ - finalize_passes(scene, use_denoise); - - /* Flush scene updates. */ - const bool have_uv_pass = Pass::contains(scene->passes, PASS_UV); - const bool have_motion_pass = Pass::contains(scene->passes, PASS_MOTION); - const bool have_ao_pass = Pass::contains(scene->passes, PASS_AO); - - if (have_uv_pass != prev_have_uv_pass) { - scene->geometry_manager->tag_update(scene, GeometryManager::UV_PASS_NEEDED); - foreach (Shader *shader, scene->shaders) - shader->need_update_uvs = true; - } - if (have_motion_pass != prev_have_motion_pass) { - scene->geometry_manager->tag_update(scene, GeometryManager::MOTION_PASS_NEEDED); - } - if (have_ao_pass != prev_have_ao_pass) { - scene->integrator->tag_update(scene, Integrator::AO_PASS_MODIFIED); - } - - prev_have_uv_pass = have_uv_pass; - prev_have_motion_pass = have_motion_pass; - prev_have_ao_pass = have_ao_pass; - - tag_modified(); - - /* Debug logging. */ - if (VLOG_IS_ON(2)) { - VLOG(2) << "Effective scene passes:"; - for (const Pass *pass : scene->passes) { - VLOG(2) << "- " << *pass; - } - } -} - -void Film::add_auto_pass(Scene *scene, PassType type, const char *name) -{ - add_auto_pass(scene, type, PassMode::NOISY, name); -} - -void Film::add_auto_pass(Scene *scene, PassType type, PassMode mode, const char *name) -{ - Pass *pass = new Pass(); - pass->set_type(type); - pass->set_mode(mode); - pass->set_name(ustring((name) ? name : "")); - pass->is_auto_ = true; - - pass->set_owner(scene); - scene->passes.push_back(pass); -} - -void Film::remove_auto_passes(Scene *scene) -{ - /* Remove all passes which were automatically created. */ - vector new_passes; - - for (Pass *pass : scene->passes) { - if (!pass->is_auto_) { - new_passes.push_back(pass); - } - else { - delete pass; - } - } - - scene->passes = new_passes; -} - -static bool compare_pass_order(const Pass *a, const Pass *b) -{ - const int num_components_a = a->get_info().num_components; - const int num_components_b = b->get_info().num_components; - - if (num_components_a == num_components_b) { - return (a->get_type() < b->get_type()); - } - - return num_components_a > num_components_b; -} - -void Film::finalize_passes(Scene *scene, const bool use_denoise) -{ - /* Remove duplicate passes. */ - vector new_passes; - - for (Pass *pass : scene->passes) { - /* Disable denoising on passes if denoising is disabled, or if the - * pass does not support it. */ - pass->set_mode((use_denoise && pass->get_info().support_denoise) ? pass->get_mode() : - PassMode::NOISY); - - /* Merge duplicate passes. */ - bool duplicate_found = false; - for (Pass *new_pass : new_passes) { - /* If different type or denoising, don't merge. */ - if (new_pass->get_type() != pass->get_type() || new_pass->get_mode() != pass->get_mode()) { - continue; - } - - /* If both passes have a name and the names are different, don't merge. - * If either pass has a name, we'll use that name. */ - if (!pass->get_name().empty() && !new_pass->get_name().empty() && - pass->get_name() != new_pass->get_name()) { - continue; - } - - if (!pass->get_name().empty() && new_pass->get_name().empty()) { - new_pass->set_name(pass->get_name()); - } - - new_pass->is_auto_ &= pass->is_auto_; - duplicate_found = true; - break; - } - - if (!duplicate_found) { - new_passes.push_back(pass); - } - else { - delete pass; - } - } - - /* Order from by components and type, This is required to for AOVs and cryptomatte passes, - * which the kernel assumes to be in order. Note this must use stable sort so cryptomatte - * passes remain in the right order. */ - stable_sort(new_passes.begin(), new_passes.end(), compare_pass_order); - - scene->passes = new_passes; -} - -uint Film::get_kernel_features(const Scene *scene) const -{ - uint kernel_features = 0; - - for (const Pass *pass : scene->passes) { - if (!pass->is_written()) { - continue; - } - - const PassType pass_type = pass->get_type(); - const PassMode pass_mode = pass->get_mode(); - - if (pass_mode == PassMode::DENOISED || pass_type == PASS_DENOISING_NORMAL || - pass_type == PASS_DENOISING_ALBEDO || pass_type == PASS_DENOISING_DEPTH) { - kernel_features |= KERNEL_FEATURE_DENOISING; - } - - if (pass_type != PASS_NONE && pass_type != PASS_COMBINED && - pass_type <= PASS_CATEGORY_LIGHT_END) { - kernel_features |= KERNEL_FEATURE_LIGHT_PASSES; - - if (pass_type == PASS_SHADOW) { - kernel_features |= KERNEL_FEATURE_SHADOW_PASS; - } - } - - if (pass_type == PASS_AO) { - kernel_features |= KERNEL_FEATURE_AO_PASS; - } - } - - return kernel_features; -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/render/film.h b/intern/cycles/render/film.h deleted file mode 100644 index 5d327353361..00000000000 --- a/intern/cycles/render/film.h +++ /dev/null @@ -1,100 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#ifndef __FILM_H__ -#define __FILM_H__ - -#include "render/pass.h" -#include "util/util_string.h" -#include "util/util_vector.h" - -#include "kernel/kernel_types.h" - -#include "graph/node.h" - -CCL_NAMESPACE_BEGIN - -class Device; -class DeviceScene; -class Scene; - -typedef enum FilterType { - FILTER_BOX, - FILTER_GAUSSIAN, - FILTER_BLACKMAN_HARRIS, - - FILTER_NUM_TYPES, -} FilterType; - -class Film : public Node { - public: - NODE_DECLARE - - NODE_SOCKET_API(float, exposure) - NODE_SOCKET_API(float, pass_alpha_threshold) - - NODE_SOCKET_API(PassType, display_pass) - NODE_SOCKET_API(bool, show_active_pixels) - - NODE_SOCKET_API(FilterType, filter_type) - NODE_SOCKET_API(float, filter_width) - - NODE_SOCKET_API(float, mist_start) - NODE_SOCKET_API(float, mist_depth) - NODE_SOCKET_API(float, mist_falloff) - - NODE_SOCKET_API(CryptomatteType, cryptomatte_passes) - NODE_SOCKET_API(int, cryptomatte_depth) - - /* Approximate shadow catcher pass into its matte pass, so that both artificial objects and - * shadows can be alpha-overed onto a backdrop. */ - NODE_SOCKET_API(bool, use_approximate_shadow_catcher) - - private: - size_t filter_table_offset_; - bool prev_have_uv_pass = false; - bool prev_have_motion_pass = false; - bool prev_have_ao_pass = false; - - public: - Film(); - ~Film(); - - /* add default passes to scene */ - static void add_default(Scene *scene); - - void device_update(Device *device, DeviceScene *dscene, Scene *scene); - void device_free(Device *device, DeviceScene *dscene, Scene *scene); - - int get_aov_offset(Scene *scene, string name, bool &is_color); - - /* Update passes so that they contain all passes required for the configured functionality. - * - * If `add_sample_count_pass` is true then the SAMPLE_COUNT pass is ensured to be added. */ - void update_passes(Scene *scene, bool add_sample_count_pass); - - uint get_kernel_features(const Scene *scene) const; - - private: - void add_auto_pass(Scene *scene, PassType type, const char *name = nullptr); - void add_auto_pass(Scene *scene, PassType type, PassMode mode, const char *name = nullptr); - void remove_auto_passes(Scene *scene); - void finalize_passes(Scene *scene, const bool use_denoise); -}; - -CCL_NAMESPACE_END - -#endif /* __FILM_H__ */ diff --git a/intern/cycles/render/geometry.cpp b/intern/cycles/render/geometry.cpp deleted file mode 100644 index 5cedab24ceb..00000000000 --- a/intern/cycles/render/geometry.cpp +++ /dev/null @@ -1,2074 +0,0 @@ -/* - * Copyright 2011-2020 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "bvh/bvh.h" -#include "bvh/bvh2.h" - -#include "device/device.h" - -#include "render/attribute.h" -#include "render/camera.h" -#include "render/geometry.h" -#include "render/hair.h" -#include "render/light.h" -#include "render/mesh.h" -#include "render/nodes.h" -#include "render/object.h" -#include "render/scene.h" -#include "render/shader.h" -#include "render/stats.h" -#include "render/volume.h" - -#include "subd/subd_patch_table.h" -#include "subd/subd_split.h" - -#include "kernel/osl/osl_globals.h" - -#include "util/util_foreach.h" -#include "util/util_logging.h" -#include "util/util_progress.h" -#include "util/util_task.h" - -CCL_NAMESPACE_BEGIN - -/* Geometry */ - -NODE_ABSTRACT_DEFINE(Geometry) -{ - NodeType *type = NodeType::add("geometry_base", NULL); - - SOCKET_UINT(motion_steps, "Motion Steps", 3); - SOCKET_BOOLEAN(use_motion_blur, "Use Motion Blur", false); - SOCKET_NODE_ARRAY(used_shaders, "Shaders", Shader::get_node_type()); - - return type; -} - -Geometry::Geometry(const NodeType *node_type, const Type type) - : Node(node_type), geometry_type(type), attributes(this, ATTR_PRIM_GEOMETRY) -{ - need_update_rebuild = false; - need_update_bvh_for_offset = false; - - transform_applied = false; - transform_negative_scaled = false; - transform_normal = transform_identity(); - bounds = BoundBox::empty; - - has_volume = false; - has_surface_bssrdf = false; - - bvh = NULL; - attr_map_offset = 0; - prim_offset = 0; -} - -Geometry::~Geometry() -{ - dereference_all_used_nodes(); - delete bvh; -} - -void Geometry::clear(bool preserve_shaders) -{ - if (!preserve_shaders) - used_shaders.clear(); - - transform_applied = false; - transform_negative_scaled = false; - transform_normal = transform_identity(); - tag_modified(); -} - -bool Geometry::need_attribute(Scene *scene, AttributeStandard std) -{ - if (std == ATTR_STD_NONE) - return false; - - if (scene->need_global_attribute(std)) - return true; - - foreach (Node *node, used_shaders) { - Shader *shader = static_cast(node); - if (shader->attributes.find(std)) - return true; - } - - return false; -} - -bool Geometry::need_attribute(Scene * /*scene*/, ustring name) -{ - if (name == ustring()) - return false; - - foreach (Node *node, used_shaders) { - Shader *shader = static_cast(node); - if (shader->attributes.find(name)) - return true; - } - - return false; -} - -AttributeRequestSet Geometry::needed_attributes() -{ - AttributeRequestSet result; - - foreach (Node *node, used_shaders) { - Shader *shader = static_cast(node); - result.add(shader->attributes); - } - - return result; -} - -float Geometry::motion_time(int step) const -{ - return (motion_steps > 1) ? 2.0f * step / (motion_steps - 1) - 1.0f : 0.0f; -} - -int Geometry::motion_step(float time) const -{ - if (motion_steps > 1) { - int attr_step = 0; - - for (int step = 0; step < motion_steps; step++) { - float step_time = motion_time(step); - if (step_time == time) { - return attr_step; - } - - /* Center step is stored in a separate attribute. */ - if (step != motion_steps / 2) { - attr_step++; - } - } - } - - return -1; -} - -bool Geometry::need_build_bvh(BVHLayout layout) const -{ - return is_instanced() || layout == BVH_LAYOUT_OPTIX || layout == BVH_LAYOUT_MULTI_OPTIX || - layout == BVH_LAYOUT_MULTI_OPTIX_EMBREE; -} - -bool Geometry::is_instanced() const -{ - /* Currently we treat subsurface objects as instanced. - * - * While it might be not very optimal for ray traversal, it avoids having - * duplicated BVH in the memory, saving quite some space. - */ - return !transform_applied || has_surface_bssrdf; -} - -bool Geometry::has_true_displacement() const -{ - foreach (Node *node, used_shaders) { - Shader *shader = static_cast(node); - if (shader->has_displacement && shader->get_displacement_method() != DISPLACE_BUMP) { - return true; - } - } - - return false; -} - -void Geometry::compute_bvh( - Device *device, DeviceScene *dscene, SceneParams *params, Progress *progress, int n, int total) -{ - if (progress->get_cancel()) - return; - - compute_bounds(); - - const BVHLayout bvh_layout = BVHParams::best_bvh_layout(params->bvh_layout, - device->get_bvh_layout_mask()); - if (need_build_bvh(bvh_layout)) { - string msg = "Updating Geometry BVH "; - if (name.empty()) - msg += string_printf("%u/%u", (uint)(n + 1), (uint)total); - else - msg += string_printf("%s %u/%u", name.c_str(), (uint)(n + 1), (uint)total); - - Object object; - - /* Ensure all visibility bits are set at the geometry level BVH. In - * the object level BVH is where actual visibility is tested. */ - object.set_is_shadow_catcher(true); - object.set_visibility(~0); - - object.set_geometry(this); - - vector geometry; - geometry.push_back(this); - vector objects; - objects.push_back(&object); - - if (bvh && !need_update_rebuild) { - progress->set_status(msg, "Refitting BVH"); - - bvh->geometry = geometry; - bvh->objects = objects; - - device->build_bvh(bvh, *progress, true); - } - else { - progress->set_status(msg, "Building BVH"); - - BVHParams bparams; - bparams.use_spatial_split = params->use_bvh_spatial_split; - bparams.bvh_layout = bvh_layout; - bparams.use_unaligned_nodes = dscene->data.bvh.have_curves && - params->use_bvh_unaligned_nodes; - bparams.num_motion_triangle_steps = params->num_bvh_time_steps; - bparams.num_motion_curve_steps = params->num_bvh_time_steps; - bparams.bvh_type = params->bvh_type; - bparams.curve_subdivisions = params->curve_subdivisions(); - - delete bvh; - bvh = BVH::create(bparams, geometry, objects, device); - MEM_GUARDED_CALL(progress, device->build_bvh, bvh, *progress, false); - } - } - - need_update_rebuild = false; - need_update_bvh_for_offset = false; -} - -bool Geometry::has_motion_blur() const -{ - return (use_motion_blur && attributes.find(ATTR_STD_MOTION_VERTEX_POSITION)); -} - -bool Geometry::has_voxel_attributes() const -{ - foreach (const Attribute &attr, attributes.attributes) { - if (attr.element == ATTR_ELEMENT_VOXEL) { - return true; - } - } - - return false; -} - -void Geometry::tag_update(Scene *scene, bool rebuild) -{ - if (rebuild) { - need_update_rebuild = true; - scene->light_manager->tag_update(scene, LightManager::MESH_NEED_REBUILD); - } - else { - foreach (Node *node, used_shaders) { - Shader *shader = static_cast(node); - if (shader->has_surface_emission) { - scene->light_manager->tag_update(scene, LightManager::EMISSIVE_MESH_MODIFIED); - break; - } - } - } - - scene->geometry_manager->tag_update(scene, GeometryManager::GEOMETRY_MODIFIED); -} - -void Geometry::tag_bvh_update(bool rebuild) -{ - tag_modified(); - - if (rebuild) { - need_update_rebuild = true; - } -} - -/* Geometry Manager */ - -GeometryManager::GeometryManager() -{ - update_flags = UPDATE_ALL; - need_flags_update = true; -} - -GeometryManager::~GeometryManager() -{ -} - -void GeometryManager::update_osl_attributes(Device *device, - Scene *scene, - vector &geom_attributes) -{ -#ifdef WITH_OSL - /* for OSL, a hash map is used to lookup the attribute by name. */ - OSLGlobals *og = (OSLGlobals *)device->get_cpu_osl_memory(); - - og->object_name_map.clear(); - og->attribute_map.clear(); - og->object_names.clear(); - - og->attribute_map.resize(scene->objects.size() * ATTR_PRIM_TYPES); - - for (size_t i = 0; i < scene->objects.size(); i++) { - /* set object name to object index map */ - Object *object = scene->objects[i]; - og->object_name_map[object->name] = i; - og->object_names.push_back(object->name); - - /* set object attributes */ - foreach (ParamValue &attr, object->attributes) { - OSLGlobals::Attribute osl_attr; - - osl_attr.type = attr.type(); - osl_attr.desc.element = ATTR_ELEMENT_OBJECT; - osl_attr.value = attr; - osl_attr.desc.offset = 0; - osl_attr.desc.flags = 0; - - og->attribute_map[i * ATTR_PRIM_TYPES + ATTR_PRIM_GEOMETRY][attr.name()] = osl_attr; - og->attribute_map[i * ATTR_PRIM_TYPES + ATTR_PRIM_SUBD][attr.name()] = osl_attr; - } - - /* find geometry attributes */ - size_t j = object->geometry->index; - assert(j < scene->geometry.size() && scene->geometry[j] == object->geometry); - - AttributeRequestSet &attributes = geom_attributes[j]; - - /* set mesh attributes */ - foreach (AttributeRequest &req, attributes.requests) { - OSLGlobals::Attribute osl_attr; - - if (req.desc.element != ATTR_ELEMENT_NONE) { - osl_attr.desc = req.desc; - - if (req.type == TypeDesc::TypeFloat) - osl_attr.type = TypeDesc::TypeFloat; - else if (req.type == TypeDesc::TypeMatrix) - osl_attr.type = TypeDesc::TypeMatrix; - else if (req.type == TypeFloat2) - osl_attr.type = TypeFloat2; - else if (req.type == TypeRGBA) - osl_attr.type = TypeRGBA; - else - osl_attr.type = TypeDesc::TypeColor; - - if (req.std != ATTR_STD_NONE) { - /* if standard attribute, add lookup by geom: name convention */ - ustring stdname(string("geom:") + string(Attribute::standard_name(req.std))); - og->attribute_map[i * ATTR_PRIM_TYPES + ATTR_PRIM_GEOMETRY][stdname] = osl_attr; - } - else if (req.name != ustring()) { - /* add lookup by geometry attribute name */ - og->attribute_map[i * ATTR_PRIM_TYPES + ATTR_PRIM_GEOMETRY][req.name] = osl_attr; - } - } - - if (req.subd_desc.element != ATTR_ELEMENT_NONE) { - osl_attr.desc = req.subd_desc; - - if (req.subd_type == TypeDesc::TypeFloat) - osl_attr.type = TypeDesc::TypeFloat; - else if (req.subd_type == TypeDesc::TypeMatrix) - osl_attr.type = TypeDesc::TypeMatrix; - else if (req.subd_type == TypeFloat2) - osl_attr.type = TypeFloat2; - else if (req.subd_type == TypeRGBA) - osl_attr.type = TypeRGBA; - else - osl_attr.type = TypeDesc::TypeColor; - - if (req.std != ATTR_STD_NONE) { - /* if standard attribute, add lookup by geom: name convention */ - ustring stdname(string("geom:") + string(Attribute::standard_name(req.std))); - og->attribute_map[i * ATTR_PRIM_TYPES + ATTR_PRIM_SUBD][stdname] = osl_attr; - } - else if (req.name != ustring()) { - /* add lookup by geometry attribute name */ - og->attribute_map[i * ATTR_PRIM_TYPES + ATTR_PRIM_SUBD][req.name] = osl_attr; - } - } - } - } -#else - (void)device; - (void)scene; - (void)geom_attributes; -#endif -} - -/* Generate a normal attribute map entry from an attribute descriptor. */ -static void emit_attribute_map_entry( - uint4 *attr_map, int index, uint id, TypeDesc type, const AttributeDescriptor &desc) -{ - attr_map[index].x = id; - attr_map[index].y = desc.element; - attr_map[index].z = as_uint(desc.offset); - - if (type == TypeDesc::TypeFloat) - attr_map[index].w = NODE_ATTR_FLOAT; - else if (type == TypeDesc::TypeMatrix) - attr_map[index].w = NODE_ATTR_MATRIX; - else if (type == TypeFloat2) - attr_map[index].w = NODE_ATTR_FLOAT2; - else if (type == TypeFloat4) - attr_map[index].w = NODE_ATTR_FLOAT4; - else if (type == TypeRGBA) - attr_map[index].w = NODE_ATTR_RGBA; - else - attr_map[index].w = NODE_ATTR_FLOAT3; - - attr_map[index].w |= desc.flags << 8; -} - -/* Generate an attribute map end marker, optionally including a link to another map. - * Links are used to connect object attribute maps to mesh attribute maps. */ -static void emit_attribute_map_terminator(uint4 *attr_map, int index, bool chain, uint chain_link) -{ - for (int j = 0; j < ATTR_PRIM_TYPES; j++) { - attr_map[index + j].x = ATTR_STD_NONE; - attr_map[index + j].y = chain; /* link is valid flag */ - attr_map[index + j].z = chain ? chain_link + j : 0; /* link to the correct sub-entry */ - attr_map[index + j].w = 0; - } -} - -/* Generate all necessary attribute map entries from the attribute request. */ -static void emit_attribute_mapping( - uint4 *attr_map, int index, Scene *scene, AttributeRequest &req, Geometry *geom) -{ - uint id; - - if (req.std == ATTR_STD_NONE) - id = scene->shader_manager->get_attribute_id(req.name); - else - id = scene->shader_manager->get_attribute_id(req.std); - - emit_attribute_map_entry(attr_map, index, id, req.type, req.desc); - - if (geom->is_mesh()) { - Mesh *mesh = static_cast(geom); - if (mesh->get_num_subd_faces()) { - emit_attribute_map_entry(attr_map, index + 1, id, req.subd_type, req.subd_desc); - } - } -} - -void GeometryManager::update_svm_attributes(Device *, - DeviceScene *dscene, - Scene *scene, - vector &geom_attributes, - vector &object_attributes) -{ - /* for SVM, the attributes_map table is used to lookup the offset of an - * attribute, based on a unique shader attribute id. */ - - /* compute array stride */ - int attr_map_size = 0; - - for (size_t i = 0; i < scene->geometry.size(); i++) { - Geometry *geom = scene->geometry[i]; - geom->attr_map_offset = attr_map_size; - attr_map_size += (geom_attributes[i].size() + 1) * ATTR_PRIM_TYPES; - } - - for (size_t i = 0; i < scene->objects.size(); i++) { - Object *object = scene->objects[i]; - - /* only allocate a table for the object if it actually has attributes */ - if (object_attributes[i].size() == 0) { - object->attr_map_offset = 0; - } - else { - object->attr_map_offset = attr_map_size; - attr_map_size += (object_attributes[i].size() + 1) * ATTR_PRIM_TYPES; - } - } - - if (attr_map_size == 0) - return; - - if (!dscene->attributes_map.need_realloc()) { - return; - } - - /* create attribute map */ - uint4 *attr_map = dscene->attributes_map.alloc(attr_map_size); - memset(attr_map, 0, dscene->attributes_map.size() * sizeof(uint)); - - for (size_t i = 0; i < scene->geometry.size(); i++) { - Geometry *geom = scene->geometry[i]; - AttributeRequestSet &attributes = geom_attributes[i]; - - /* set geometry attributes */ - int index = geom->attr_map_offset; - - foreach (AttributeRequest &req, attributes.requests) { - emit_attribute_mapping(attr_map, index, scene, req, geom); - index += ATTR_PRIM_TYPES; - } - - emit_attribute_map_terminator(attr_map, index, false, 0); - } - - for (size_t i = 0; i < scene->objects.size(); i++) { - Object *object = scene->objects[i]; - AttributeRequestSet &attributes = object_attributes[i]; - - /* set object attributes */ - if (attributes.size() > 0) { - int index = object->attr_map_offset; - - foreach (AttributeRequest &req, attributes.requests) { - emit_attribute_mapping(attr_map, index, scene, req, object->geometry); - index += ATTR_PRIM_TYPES; - } - - emit_attribute_map_terminator(attr_map, index, true, object->geometry->attr_map_offset); - } - } - - /* copy to device */ - dscene->attributes_map.copy_to_device(); -} - -static void update_attribute_element_size(Geometry *geom, - Attribute *mattr, - AttributePrimitive prim, - size_t *attr_float_size, - size_t *attr_float2_size, - size_t *attr_float3_size, - size_t *attr_uchar4_size) -{ - if (mattr) { - size_t size = mattr->element_size(geom, prim); - - if (mattr->element == ATTR_ELEMENT_VOXEL) { - /* pass */ - } - else if (mattr->element == ATTR_ELEMENT_CORNER_BYTE) { - *attr_uchar4_size += size; - } - else if (mattr->type == TypeDesc::TypeFloat) { - *attr_float_size += size; - } - else if (mattr->type == TypeFloat2) { - *attr_float2_size += size; - } - else if (mattr->type == TypeDesc::TypeMatrix) { - *attr_float3_size += size * 4; - } - else { - *attr_float3_size += size; - } - } -} - -void GeometryManager::update_attribute_element_offset(Geometry *geom, - device_vector &attr_float, - size_t &attr_float_offset, - device_vector &attr_float2, - size_t &attr_float2_offset, - device_vector &attr_float3, - size_t &attr_float3_offset, - device_vector &attr_uchar4, - size_t &attr_uchar4_offset, - Attribute *mattr, - AttributePrimitive prim, - TypeDesc &type, - AttributeDescriptor &desc) -{ - if (mattr) { - /* store element and type */ - desc.element = mattr->element; - desc.flags = mattr->flags; - type = mattr->type; - - /* store attribute data in arrays */ - size_t size = mattr->element_size(geom, prim); - - AttributeElement &element = desc.element; - int &offset = desc.offset; - - if (mattr->element == ATTR_ELEMENT_VOXEL) { - /* store slot in offset value */ - ImageHandle &handle = mattr->data_voxel(); - offset = handle.svm_slot(); - } - else if (mattr->element == ATTR_ELEMENT_CORNER_BYTE) { - uchar4 *data = mattr->data_uchar4(); - offset = attr_uchar4_offset; - - assert(attr_uchar4.size() >= offset + size); - if (mattr->modified) { - for (size_t k = 0; k < size; k++) { - attr_uchar4[offset + k] = data[k]; - } - } - attr_uchar4_offset += size; - } - else if (mattr->type == TypeDesc::TypeFloat) { - float *data = mattr->data_float(); - offset = attr_float_offset; - - assert(attr_float.size() >= offset + size); - if (mattr->modified) { - for (size_t k = 0; k < size; k++) { - attr_float[offset + k] = data[k]; - } - } - attr_float_offset += size; - } - else if (mattr->type == TypeFloat2) { - float2 *data = mattr->data_float2(); - offset = attr_float2_offset; - - assert(attr_float2.size() >= offset + size); - if (mattr->modified) { - for (size_t k = 0; k < size; k++) { - attr_float2[offset + k] = data[k]; - } - } - attr_float2_offset += size; - } - else if (mattr->type == TypeDesc::TypeMatrix) { - Transform *tfm = mattr->data_transform(); - offset = attr_float3_offset; - - assert(attr_float3.size() >= offset + size * 3); - if (mattr->modified) { - for (size_t k = 0; k < size * 3; k++) { - attr_float3[offset + k] = (&tfm->x)[k]; - } - } - attr_float3_offset += size * 3; - } - else { - float4 *data = mattr->data_float4(); - offset = attr_float3_offset; - - assert(attr_float3.size() >= offset + size); - if (mattr->modified) { - for (size_t k = 0; k < size; k++) { - attr_float3[offset + k] = data[k]; - } - } - attr_float3_offset += size; - } - - /* mesh vertex/curve index is global, not per object, so we sneak - * a correction for that in here */ - if (geom->is_mesh()) { - Mesh *mesh = static_cast(geom); - if (mesh->subdivision_type == Mesh::SUBDIVISION_CATMULL_CLARK && - desc.flags & ATTR_SUBDIVIDED) { - /* Indices for subdivided attributes are retrieved - * from patch table so no need for correction here. */ - } - else if (element == ATTR_ELEMENT_VERTEX) - offset -= mesh->vert_offset; - else if (element == ATTR_ELEMENT_VERTEX_MOTION) - offset -= mesh->vert_offset; - else if (element == ATTR_ELEMENT_FACE) { - if (prim == ATTR_PRIM_GEOMETRY) - offset -= mesh->prim_offset; - else - offset -= mesh->face_offset; - } - else if (element == ATTR_ELEMENT_CORNER || element == ATTR_ELEMENT_CORNER_BYTE) { - if (prim == ATTR_PRIM_GEOMETRY) - offset -= 3 * mesh->prim_offset; - else - offset -= mesh->corner_offset; - } - } - else if (geom->is_hair()) { - Hair *hair = static_cast(geom); - if (element == ATTR_ELEMENT_CURVE) - offset -= hair->prim_offset; - else if (element == ATTR_ELEMENT_CURVE_KEY) - offset -= hair->curve_key_offset; - else if (element == ATTR_ELEMENT_CURVE_KEY_MOTION) - offset -= hair->curve_key_offset; - } - } - else { - /* attribute not found */ - desc.element = ATTR_ELEMENT_NONE; - desc.offset = 0; - } -} - -void GeometryManager::device_update_attributes(Device *device, - DeviceScene *dscene, - Scene *scene, - Progress &progress) -{ - progress.set_status("Updating Mesh", "Computing attributes"); - - /* gather per mesh requested attributes. as meshes may have multiple - * shaders assigned, this merges the requested attributes that have - * been set per shader by the shader manager */ - vector geom_attributes(scene->geometry.size()); - - for (size_t i = 0; i < scene->geometry.size(); i++) { - Geometry *geom = scene->geometry[i]; - - geom->index = i; - scene->need_global_attributes(geom_attributes[i]); - - foreach (Node *node, geom->get_used_shaders()) { - Shader *shader = static_cast(node); - geom_attributes[i].add(shader->attributes); - } - - if (geom->is_hair() && static_cast(geom)->need_shadow_transparency()) { - geom_attributes[i].add(ATTR_STD_SHADOW_TRANSPARENCY); - } - } - - /* convert object attributes to use the same data structures as geometry ones */ - vector object_attributes(scene->objects.size()); - vector object_attribute_values; - - object_attribute_values.reserve(scene->objects.size()); - - for (size_t i = 0; i < scene->objects.size(); i++) { - Object *object = scene->objects[i]; - Geometry *geom = object->geometry; - size_t geom_idx = geom->index; - - assert(geom_idx < scene->geometry.size() && scene->geometry[geom_idx] == geom); - - object_attribute_values.push_back(AttributeSet(geom, ATTR_PRIM_GEOMETRY)); - - AttributeRequestSet &geom_requests = geom_attributes[geom_idx]; - AttributeRequestSet &attributes = object_attributes[i]; - AttributeSet &values = object_attribute_values[i]; - - for (size_t j = 0; j < object->attributes.size(); j++) { - ParamValue ¶m = object->attributes[j]; - - /* add attributes that are requested and not already handled by the mesh */ - if (geom_requests.find(param.name()) && !geom->attributes.find(param.name())) { - attributes.add(param.name()); - - Attribute *attr = values.add(param.name(), param.type(), ATTR_ELEMENT_OBJECT); - assert(param.datasize() == attr->buffer.size()); - memcpy(attr->buffer.data(), param.data(), param.datasize()); - } - } - } - - /* mesh attribute are stored in a single array per data type. here we fill - * those arrays, and set the offset and element type to create attribute - * maps next */ - - /* Pre-allocate attributes to avoid arrays re-allocation which would - * take 2x of overall attribute memory usage. - */ - size_t attr_float_size = 0; - size_t attr_float2_size = 0; - size_t attr_float3_size = 0; - size_t attr_uchar4_size = 0; - - for (size_t i = 0; i < scene->geometry.size(); i++) { - Geometry *geom = scene->geometry[i]; - AttributeRequestSet &attributes = geom_attributes[i]; - foreach (AttributeRequest &req, attributes.requests) { - Attribute *attr = geom->attributes.find(req); - - update_attribute_element_size(geom, - attr, - ATTR_PRIM_GEOMETRY, - &attr_float_size, - &attr_float2_size, - &attr_float3_size, - &attr_uchar4_size); - - if (geom->is_mesh()) { - Mesh *mesh = static_cast(geom); - Attribute *subd_attr = mesh->subd_attributes.find(req); - - update_attribute_element_size(mesh, - subd_attr, - ATTR_PRIM_SUBD, - &attr_float_size, - &attr_float2_size, - &attr_float3_size, - &attr_uchar4_size); - } - } - } - - for (size_t i = 0; i < scene->objects.size(); i++) { - Object *object = scene->objects[i]; - - foreach (Attribute &attr, object_attribute_values[i].attributes) { - update_attribute_element_size(object->geometry, - &attr, - ATTR_PRIM_GEOMETRY, - &attr_float_size, - &attr_float2_size, - &attr_float3_size, - &attr_uchar4_size); - } - } - - dscene->attributes_float.alloc(attr_float_size); - dscene->attributes_float2.alloc(attr_float2_size); - dscene->attributes_float3.alloc(attr_float3_size); - dscene->attributes_uchar4.alloc(attr_uchar4_size); - - /* The order of those flags needs to match that of AttrKernelDataType. */ - const bool attributes_need_realloc[4] = { - dscene->attributes_float.need_realloc(), - dscene->attributes_float2.need_realloc(), - dscene->attributes_float3.need_realloc(), - dscene->attributes_uchar4.need_realloc(), - }; - - size_t attr_float_offset = 0; - size_t attr_float2_offset = 0; - size_t attr_float3_offset = 0; - size_t attr_uchar4_offset = 0; - - /* Fill in attributes. */ - for (size_t i = 0; i < scene->geometry.size(); i++) { - Geometry *geom = scene->geometry[i]; - AttributeRequestSet &attributes = geom_attributes[i]; - - /* todo: we now store std and name attributes from requests even if - * they actually refer to the same mesh attributes, optimize */ - foreach (AttributeRequest &req, attributes.requests) { - Attribute *attr = geom->attributes.find(req); - - if (attr) { - /* force a copy if we need to reallocate all the data */ - attr->modified |= attributes_need_realloc[Attribute::kernel_type(*attr)]; - } - - update_attribute_element_offset(geom, - dscene->attributes_float, - attr_float_offset, - dscene->attributes_float2, - attr_float2_offset, - dscene->attributes_float3, - attr_float3_offset, - dscene->attributes_uchar4, - attr_uchar4_offset, - attr, - ATTR_PRIM_GEOMETRY, - req.type, - req.desc); - - if (geom->is_mesh()) { - Mesh *mesh = static_cast(geom); - Attribute *subd_attr = mesh->subd_attributes.find(req); - - if (subd_attr) { - /* force a copy if we need to reallocate all the data */ - subd_attr->modified |= attributes_need_realloc[Attribute::kernel_type(*subd_attr)]; - } - - update_attribute_element_offset(mesh, - dscene->attributes_float, - attr_float_offset, - dscene->attributes_float2, - attr_float2_offset, - dscene->attributes_float3, - attr_float3_offset, - dscene->attributes_uchar4, - attr_uchar4_offset, - subd_attr, - ATTR_PRIM_SUBD, - req.subd_type, - req.subd_desc); - } - - if (progress.get_cancel()) - return; - } - } - - for (size_t i = 0; i < scene->objects.size(); i++) { - Object *object = scene->objects[i]; - AttributeRequestSet &attributes = object_attributes[i]; - AttributeSet &values = object_attribute_values[i]; - - foreach (AttributeRequest &req, attributes.requests) { - Attribute *attr = values.find(req); - - if (attr) { - attr->modified |= attributes_need_realloc[Attribute::kernel_type(*attr)]; - } - - update_attribute_element_offset(object->geometry, - dscene->attributes_float, - attr_float_offset, - dscene->attributes_float2, - attr_float2_offset, - dscene->attributes_float3, - attr_float3_offset, - dscene->attributes_uchar4, - attr_uchar4_offset, - attr, - ATTR_PRIM_GEOMETRY, - req.type, - req.desc); - - /* object attributes don't care about subdivision */ - req.subd_type = req.type; - req.subd_desc = req.desc; - - if (progress.get_cancel()) - return; - } - } - - /* create attribute lookup maps */ - if (scene->shader_manager->use_osl()) - update_osl_attributes(device, scene, geom_attributes); - - update_svm_attributes(device, dscene, scene, geom_attributes, object_attributes); - - if (progress.get_cancel()) - return; - - /* copy to device */ - progress.set_status("Updating Mesh", "Copying Attributes to device"); - - dscene->attributes_float.copy_to_device_if_modified(); - dscene->attributes_float2.copy_to_device_if_modified(); - dscene->attributes_float3.copy_to_device_if_modified(); - dscene->attributes_uchar4.copy_to_device_if_modified(); - - if (progress.get_cancel()) - return; - - /* After mesh attributes and patch tables have been copied to device memory, - * we need to update offsets in the objects. */ - scene->object_manager->device_update_mesh_offsets(device, dscene, scene); -} - -void GeometryManager::mesh_calc_offset(Scene *scene, BVHLayout bvh_layout) -{ - size_t vert_size = 0; - size_t tri_size = 0; - - size_t curve_size = 0; - size_t curve_key_size = 0; - size_t curve_segment_size = 0; - - size_t patch_size = 0; - size_t face_size = 0; - size_t corner_size = 0; - - foreach (Geometry *geom, scene->geometry) { - bool prim_offset_changed = false; - - if (geom->geometry_type == Geometry::MESH || geom->geometry_type == Geometry::VOLUME) { - Mesh *mesh = static_cast(geom); - - prim_offset_changed = (mesh->prim_offset != tri_size); - - mesh->vert_offset = vert_size; - mesh->prim_offset = tri_size; - - mesh->patch_offset = patch_size; - mesh->face_offset = face_size; - mesh->corner_offset = corner_size; - - vert_size += mesh->verts.size(); - tri_size += mesh->num_triangles(); - - if (mesh->get_num_subd_faces()) { - Mesh::SubdFace last = mesh->get_subd_face(mesh->get_num_subd_faces() - 1); - patch_size += (last.ptex_offset + last.num_ptex_faces()) * 8; - - /* patch tables are stored in same array so include them in patch_size */ - if (mesh->patch_table) { - mesh->patch_table_offset = patch_size; - patch_size += mesh->patch_table->total_size(); - } - } - - face_size += mesh->get_num_subd_faces(); - corner_size += mesh->subd_face_corners.size(); - } - else if (geom->is_hair()) { - Hair *hair = static_cast(geom); - - prim_offset_changed = (hair->curve_segment_offset != curve_segment_size); - hair->curve_key_offset = curve_key_size; - hair->curve_segment_offset = curve_segment_size; - hair->prim_offset = curve_size; - - curve_size += hair->num_curves(); - curve_key_size += hair->get_curve_keys().size(); - curve_segment_size += hair->num_segments(); - } - - if (prim_offset_changed) { - /* Need to rebuild BVH in OptiX, since refit only allows modified mesh data there */ - const bool has_optix_bvh = bvh_layout == BVH_LAYOUT_OPTIX || - bvh_layout == BVH_LAYOUT_MULTI_OPTIX || - bvh_layout == BVH_LAYOUT_MULTI_OPTIX_EMBREE; - geom->need_update_rebuild |= has_optix_bvh; - geom->need_update_bvh_for_offset = true; - } - } -} - -void GeometryManager::device_update_mesh(Device *, - DeviceScene *dscene, - Scene *scene, - Progress &progress) -{ - /* Count. */ - size_t vert_size = 0; - size_t tri_size = 0; - - size_t curve_key_size = 0; - size_t curve_size = 0; - size_t curve_segment_size = 0; - - size_t patch_size = 0; - - foreach (Geometry *geom, scene->geometry) { - if (geom->geometry_type == Geometry::MESH || geom->geometry_type == Geometry::VOLUME) { - Mesh *mesh = static_cast(geom); - - vert_size += mesh->verts.size(); - tri_size += mesh->num_triangles(); - - if (mesh->get_num_subd_faces()) { - Mesh::SubdFace last = mesh->get_subd_face(mesh->get_num_subd_faces() - 1); - patch_size += (last.ptex_offset + last.num_ptex_faces()) * 8; - - /* patch tables are stored in same array so include them in patch_size */ - if (mesh->patch_table) { - mesh->patch_table_offset = patch_size; - patch_size += mesh->patch_table->total_size(); - } - } - } - else if (geom->is_hair()) { - Hair *hair = static_cast(geom); - - curve_key_size += hair->get_curve_keys().size(); - curve_size += hair->num_curves(); - curve_segment_size += hair->num_segments(); - } - } - - /* Fill in all the arrays. */ - if (tri_size != 0) { - /* normals */ - progress.set_status("Updating Mesh", "Computing normals"); - - float4 *tri_verts = dscene->tri_verts.alloc(tri_size * 3); - uint *tri_shader = dscene->tri_shader.alloc(tri_size); - float4 *vnormal = dscene->tri_vnormal.alloc(vert_size); - uint4 *tri_vindex = dscene->tri_vindex.alloc(tri_size); - uint *tri_patch = dscene->tri_patch.alloc(tri_size); - float2 *tri_patch_uv = dscene->tri_patch_uv.alloc(vert_size); - - const bool copy_all_data = dscene->tri_shader.need_realloc() || - dscene->tri_vindex.need_realloc() || - dscene->tri_vnormal.need_realloc() || - dscene->tri_patch.need_realloc() || - dscene->tri_patch_uv.need_realloc(); - - foreach (Geometry *geom, scene->geometry) { - if (geom->geometry_type == Geometry::MESH || geom->geometry_type == Geometry::VOLUME) { - Mesh *mesh = static_cast(geom); - - if (mesh->shader_is_modified() || mesh->smooth_is_modified() || - mesh->triangles_is_modified() || copy_all_data) { - mesh->pack_shaders(scene, &tri_shader[mesh->prim_offset]); - } - - if (mesh->verts_is_modified() || copy_all_data) { - mesh->pack_normals(&vnormal[mesh->vert_offset]); - } - - if (mesh->verts_is_modified() || mesh->triangles_is_modified() || - mesh->vert_patch_uv_is_modified() || copy_all_data) { - mesh->pack_verts(&tri_verts[mesh->prim_offset * 3], - &tri_vindex[mesh->prim_offset], - &tri_patch[mesh->prim_offset], - &tri_patch_uv[mesh->vert_offset]); - } - - if (progress.get_cancel()) - return; - } - } - - /* vertex coordinates */ - progress.set_status("Updating Mesh", "Copying Mesh to device"); - - dscene->tri_verts.copy_to_device_if_modified(); - dscene->tri_shader.copy_to_device_if_modified(); - dscene->tri_vnormal.copy_to_device_if_modified(); - dscene->tri_vindex.copy_to_device_if_modified(); - dscene->tri_patch.copy_to_device_if_modified(); - dscene->tri_patch_uv.copy_to_device_if_modified(); - } - - if (curve_segment_size != 0) { - progress.set_status("Updating Mesh", "Copying Curves to device"); - - float4 *curve_keys = dscene->curve_keys.alloc(curve_key_size); - KernelCurve *curves = dscene->curves.alloc(curve_size); - KernelCurveSegment *curve_segments = dscene->curve_segments.alloc(curve_segment_size); - - const bool copy_all_data = dscene->curve_keys.need_realloc() || - dscene->curves.need_realloc() || - dscene->curve_segments.need_realloc(); - - foreach (Geometry *geom, scene->geometry) { - if (geom->is_hair()) { - Hair *hair = static_cast(geom); - - bool curve_keys_co_modified = hair->curve_radius_is_modified() || - hair->curve_keys_is_modified(); - bool curve_data_modified = hair->curve_shader_is_modified() || - hair->curve_first_key_is_modified(); - - if (!curve_keys_co_modified && !curve_data_modified && !copy_all_data) { - continue; - } - - hair->pack_curves(scene, - &curve_keys[hair->curve_key_offset], - &curves[hair->prim_offset], - &curve_segments[hair->curve_segment_offset]); - if (progress.get_cancel()) - return; - } - } - - dscene->curve_keys.copy_to_device_if_modified(); - dscene->curves.copy_to_device_if_modified(); - dscene->curve_segments.copy_to_device_if_modified(); - } - - if (patch_size != 0 && dscene->patches.need_realloc()) { - progress.set_status("Updating Mesh", "Copying Patches to device"); - - uint *patch_data = dscene->patches.alloc(patch_size); - - foreach (Geometry *geom, scene->geometry) { - if (geom->is_mesh()) { - Mesh *mesh = static_cast(geom); - mesh->pack_patches(&patch_data[mesh->patch_offset]); - - if (mesh->patch_table) { - mesh->patch_table->copy_adjusting_offsets(&patch_data[mesh->patch_table_offset], - mesh->patch_table_offset); - } - - if (progress.get_cancel()) - return; - } - } - - dscene->patches.copy_to_device(); - } -} - -void GeometryManager::device_update_bvh(Device *device, - DeviceScene *dscene, - Scene *scene, - Progress &progress) -{ - /* bvh build */ - progress.set_status("Updating Scene BVH", "Building"); - - BVHParams bparams; - bparams.top_level = true; - bparams.bvh_layout = BVHParams::best_bvh_layout(scene->params.bvh_layout, - device->get_bvh_layout_mask()); - bparams.use_spatial_split = scene->params.use_bvh_spatial_split; - bparams.use_unaligned_nodes = dscene->data.bvh.have_curves && - scene->params.use_bvh_unaligned_nodes; - bparams.num_motion_triangle_steps = scene->params.num_bvh_time_steps; - bparams.num_motion_curve_steps = scene->params.num_bvh_time_steps; - bparams.bvh_type = scene->params.bvh_type; - bparams.curve_subdivisions = scene->params.curve_subdivisions(); - - VLOG(1) << "Using " << bvh_layout_name(bparams.bvh_layout) << " layout."; - - const bool can_refit = scene->bvh != nullptr && - (bparams.bvh_layout == BVHLayout::BVH_LAYOUT_OPTIX); - - BVH *bvh = scene->bvh; - if (!scene->bvh) { - bvh = scene->bvh = BVH::create(bparams, scene->geometry, scene->objects, device); - } - - device->build_bvh(bvh, progress, can_refit); - - if (progress.get_cancel()) { - return; - } - - const bool has_bvh2_layout = (bparams.bvh_layout == BVH_LAYOUT_BVH2); - - PackedBVH pack; - if (has_bvh2_layout) { - pack = std::move(static_cast(bvh)->pack); - } - else { - pack.root_index = -1; - } - - /* copy to device */ - progress.set_status("Updating Scene BVH", "Copying BVH to device"); - - /* When using BVH2, we always have to copy/update the data as its layout is dependent on the - * BVH's leaf nodes which may be different when the objects or vertices move. */ - - if (pack.nodes.size()) { - dscene->bvh_nodes.steal_data(pack.nodes); - dscene->bvh_nodes.copy_to_device(); - } - if (pack.leaf_nodes.size()) { - dscene->bvh_leaf_nodes.steal_data(pack.leaf_nodes); - dscene->bvh_leaf_nodes.copy_to_device(); - } - if (pack.object_node.size()) { - dscene->object_node.steal_data(pack.object_node); - dscene->object_node.copy_to_device(); - } - if (pack.prim_type.size()) { - dscene->prim_type.steal_data(pack.prim_type); - dscene->prim_type.copy_to_device(); - } - if (pack.prim_visibility.size()) { - dscene->prim_visibility.steal_data(pack.prim_visibility); - dscene->prim_visibility.copy_to_device(); - } - if (pack.prim_index.size()) { - dscene->prim_index.steal_data(pack.prim_index); - dscene->prim_index.copy_to_device(); - } - if (pack.prim_object.size()) { - dscene->prim_object.steal_data(pack.prim_object); - dscene->prim_object.copy_to_device(); - } - if (pack.prim_time.size()) { - dscene->prim_time.steal_data(pack.prim_time); - dscene->prim_time.copy_to_device(); - } - - dscene->data.bvh.root = pack.root_index; - dscene->data.bvh.use_bvh_steps = (scene->params.num_bvh_time_steps != 0); - dscene->data.bvh.curve_subdivisions = scene->params.curve_subdivisions(); - /* The scene handle is set in 'CPUDevice::const_copy_to' and 'OptiXDevice::const_copy_to' */ - dscene->data.bvh.scene = 0; -} - -/* Set of flags used to help determining what data has been modified or needs reallocation, so we - * can decide which device data to free or update. */ -enum { - DEVICE_CURVE_DATA_MODIFIED = (1 << 0), - DEVICE_MESH_DATA_MODIFIED = (1 << 1), - - ATTR_FLOAT_MODIFIED = (1 << 2), - ATTR_FLOAT2_MODIFIED = (1 << 3), - ATTR_FLOAT3_MODIFIED = (1 << 4), - ATTR_UCHAR4_MODIFIED = (1 << 5), - - CURVE_DATA_NEED_REALLOC = (1 << 6), - MESH_DATA_NEED_REALLOC = (1 << 7), - - ATTR_FLOAT_NEEDS_REALLOC = (1 << 8), - ATTR_FLOAT2_NEEDS_REALLOC = (1 << 9), - ATTR_FLOAT3_NEEDS_REALLOC = (1 << 10), - ATTR_UCHAR4_NEEDS_REALLOC = (1 << 11), - - ATTRS_NEED_REALLOC = (ATTR_FLOAT_NEEDS_REALLOC | ATTR_FLOAT2_NEEDS_REALLOC | - ATTR_FLOAT3_NEEDS_REALLOC | ATTR_UCHAR4_NEEDS_REALLOC), - DEVICE_MESH_DATA_NEEDS_REALLOC = (MESH_DATA_NEED_REALLOC | ATTRS_NEED_REALLOC), - DEVICE_CURVE_DATA_NEEDS_REALLOC = (CURVE_DATA_NEED_REALLOC | ATTRS_NEED_REALLOC), -}; - -static void update_device_flags_attribute(uint32_t &device_update_flags, - const AttributeSet &attributes) -{ - foreach (const Attribute &attr, attributes.attributes) { - if (!attr.modified) { - continue; - } - - AttrKernelDataType kernel_type = Attribute::kernel_type(attr); - - switch (kernel_type) { - case AttrKernelDataType::FLOAT: { - device_update_flags |= ATTR_FLOAT_MODIFIED; - break; - } - case AttrKernelDataType::FLOAT2: { - device_update_flags |= ATTR_FLOAT2_MODIFIED; - break; - } - case AttrKernelDataType::FLOAT3: { - device_update_flags |= ATTR_FLOAT3_MODIFIED; - break; - } - case AttrKernelDataType::UCHAR4: { - device_update_flags |= ATTR_UCHAR4_MODIFIED; - break; - } - } - } -} - -static void update_attribute_realloc_flags(uint32_t &device_update_flags, - const AttributeSet &attributes) -{ - if (attributes.modified(AttrKernelDataType::FLOAT)) { - device_update_flags |= ATTR_FLOAT_NEEDS_REALLOC; - } - if (attributes.modified(AttrKernelDataType::FLOAT2)) { - device_update_flags |= ATTR_FLOAT2_NEEDS_REALLOC; - } - if (attributes.modified(AttrKernelDataType::FLOAT3)) { - device_update_flags |= ATTR_FLOAT3_NEEDS_REALLOC; - } - if (attributes.modified(AttrKernelDataType::UCHAR4)) { - device_update_flags |= ATTR_UCHAR4_NEEDS_REALLOC; - } -} - -void GeometryManager::device_update_preprocess(Device *device, Scene *scene, Progress &progress) -{ - if (!need_update() && !need_flags_update) { - return; - } - - uint32_t device_update_flags = 0; - - scoped_callback_timer timer([scene](double time) { - if (scene->update_stats) { - scene->update_stats->geometry.times.add_entry({"device_update_preprocess", time}); - } - }); - - progress.set_status("Updating Meshes Flags"); - - /* Update flags. */ - bool volume_images_updated = false; - - foreach (Geometry *geom, scene->geometry) { - geom->has_volume = false; - - update_attribute_realloc_flags(device_update_flags, geom->attributes); - - if (geom->is_mesh()) { - Mesh *mesh = static_cast(geom); - update_attribute_realloc_flags(device_update_flags, mesh->subd_attributes); - } - - foreach (Node *node, geom->get_used_shaders()) { - Shader *shader = static_cast(node); - if (shader->has_volume) { - geom->has_volume = true; - } - - if (shader->has_surface_bssrdf) { - geom->has_surface_bssrdf = true; - } - - if (shader->need_update_uvs) { - device_update_flags |= ATTR_FLOAT2_NEEDS_REALLOC; - - /* Attributes might need to be tessellated if added. */ - if (geom->is_mesh()) { - Mesh *mesh = static_cast(geom); - if (mesh->need_tesselation()) { - mesh->tag_modified(); - } - } - } - - if (shader->need_update_attribute) { - device_update_flags |= ATTRS_NEED_REALLOC; - - /* Attributes might need to be tessellated if added. */ - if (geom->is_mesh()) { - Mesh *mesh = static_cast(geom); - if (mesh->need_tesselation()) { - mesh->tag_modified(); - } - } - } - - if (shader->need_update_displacement) { - /* tag displacement related sockets as modified */ - if (geom->is_mesh()) { - Mesh *mesh = static_cast(geom); - mesh->tag_verts_modified(); - mesh->tag_subd_dicing_rate_modified(); - mesh->tag_subd_max_level_modified(); - mesh->tag_subd_objecttoworld_modified(); - - device_update_flags |= ATTRS_NEED_REALLOC; - } - } - } - - /* only check for modified attributes if we do not need to reallocate them already */ - if ((device_update_flags & ATTRS_NEED_REALLOC) == 0) { - update_device_flags_attribute(device_update_flags, geom->attributes); - /* don't check for subd_attributes, as if they were modified, we would need to reallocate - * anyway */ - } - - /* Re-create volume mesh if we will rebuild or refit the BVH. Note we - * should only do it in that case, otherwise the BVH and mesh can go - * out of sync. */ - if (geom->is_modified() && geom->geometry_type == Geometry::VOLUME) { - /* Create volume meshes if there is voxel data. */ - if (!volume_images_updated) { - progress.set_status("Updating Meshes Volume Bounds"); - device_update_volume_images(device, scene, progress); - volume_images_updated = true; - } - - Volume *volume = static_cast(geom); - create_volume_mesh(volume, progress); - - /* always reallocate when we have a volume, as we need to rebuild the BVH */ - device_update_flags |= DEVICE_MESH_DATA_NEEDS_REALLOC; - } - - if (geom->is_hair()) { - /* Set curve shape, still a global scene setting for now. */ - Hair *hair = static_cast(geom); - hair->curve_shape = scene->params.hair_shape; - - if (hair->need_update_rebuild) { - device_update_flags |= DEVICE_CURVE_DATA_NEEDS_REALLOC; - } - else if (hair->is_modified()) { - device_update_flags |= DEVICE_CURVE_DATA_MODIFIED; - } - } - - if (geom->is_mesh()) { - Mesh *mesh = static_cast(geom); - - if (mesh->need_update_rebuild) { - device_update_flags |= DEVICE_MESH_DATA_NEEDS_REALLOC; - } - else if (mesh->is_modified()) { - device_update_flags |= DEVICE_MESH_DATA_MODIFIED; - } - } - } - - if (update_flags & (MESH_ADDED | MESH_REMOVED)) { - device_update_flags |= DEVICE_MESH_DATA_NEEDS_REALLOC; - } - - if (update_flags & (HAIR_ADDED | HAIR_REMOVED)) { - device_update_flags |= DEVICE_CURVE_DATA_NEEDS_REALLOC; - } - - /* tag the device arrays for reallocation or modification */ - DeviceScene *dscene = &scene->dscene; - - if (device_update_flags & (DEVICE_MESH_DATA_NEEDS_REALLOC | DEVICE_CURVE_DATA_NEEDS_REALLOC)) { - delete scene->bvh; - scene->bvh = nullptr; - - dscene->bvh_nodes.tag_realloc(); - dscene->bvh_leaf_nodes.tag_realloc(); - dscene->object_node.tag_realloc(); - dscene->prim_type.tag_realloc(); - dscene->prim_visibility.tag_realloc(); - dscene->prim_index.tag_realloc(); - dscene->prim_object.tag_realloc(); - dscene->prim_time.tag_realloc(); - - if (device_update_flags & DEVICE_MESH_DATA_NEEDS_REALLOC) { - dscene->tri_verts.tag_realloc(); - dscene->tri_vnormal.tag_realloc(); - dscene->tri_vindex.tag_realloc(); - dscene->tri_patch.tag_realloc(); - dscene->tri_patch_uv.tag_realloc(); - dscene->tri_shader.tag_realloc(); - dscene->patches.tag_realloc(); - } - - if (device_update_flags & DEVICE_CURVE_DATA_NEEDS_REALLOC) { - dscene->curves.tag_realloc(); - dscene->curve_keys.tag_realloc(); - dscene->curve_segments.tag_realloc(); - } - } - - if ((update_flags & VISIBILITY_MODIFIED) != 0) { - dscene->prim_visibility.tag_modified(); - } - - if (device_update_flags & ATTR_FLOAT_NEEDS_REALLOC) { - dscene->attributes_map.tag_realloc(); - dscene->attributes_float.tag_realloc(); - } - else if (device_update_flags & ATTR_FLOAT_MODIFIED) { - dscene->attributes_float.tag_modified(); - } - - if (device_update_flags & ATTR_FLOAT2_NEEDS_REALLOC) { - dscene->attributes_map.tag_realloc(); - dscene->attributes_float2.tag_realloc(); - } - else if (device_update_flags & ATTR_FLOAT2_MODIFIED) { - dscene->attributes_float2.tag_modified(); - } - - if (device_update_flags & ATTR_FLOAT3_NEEDS_REALLOC) { - dscene->attributes_map.tag_realloc(); - dscene->attributes_float3.tag_realloc(); - } - else if (device_update_flags & ATTR_FLOAT3_MODIFIED) { - dscene->attributes_float3.tag_modified(); - } - - if (device_update_flags & ATTR_UCHAR4_NEEDS_REALLOC) { - dscene->attributes_map.tag_realloc(); - dscene->attributes_uchar4.tag_realloc(); - } - else if (device_update_flags & ATTR_UCHAR4_MODIFIED) { - dscene->attributes_uchar4.tag_modified(); - } - - if (device_update_flags & DEVICE_MESH_DATA_MODIFIED) { - /* if anything else than vertices or shaders are modified, we would need to reallocate, so - * these are the only arrays that can be updated */ - dscene->tri_verts.tag_modified(); - dscene->tri_vnormal.tag_modified(); - dscene->tri_shader.tag_modified(); - } - - if (device_update_flags & DEVICE_CURVE_DATA_MODIFIED) { - dscene->curve_keys.tag_modified(); - dscene->curves.tag_modified(); - dscene->curve_segments.tag_modified(); - } - - need_flags_update = false; -} - -void GeometryManager::device_update_displacement_images(Device *device, - Scene *scene, - Progress &progress) -{ - progress.set_status("Updating Displacement Images"); - TaskPool pool; - ImageManager *image_manager = scene->image_manager; - set bump_images; - foreach (Geometry *geom, scene->geometry) { - if (geom->is_modified()) { - foreach (Node *node, geom->get_used_shaders()) { - Shader *shader = static_cast(node); - if (!shader->has_displacement || shader->get_displacement_method() == DISPLACE_BUMP) { - continue; - } - foreach (ShaderNode *node, shader->graph->nodes) { - if (node->special_type != SHADER_SPECIAL_TYPE_IMAGE_SLOT) { - continue; - } - - ImageSlotTextureNode *image_node = static_cast(node); - for (int i = 0; i < image_node->handle.num_tiles(); i++) { - const int slot = image_node->handle.svm_slot(i); - if (slot != -1) { - bump_images.insert(slot); - } - } - } - } - } - } - foreach (int slot, bump_images) { - pool.push(function_bind( - &ImageManager::device_update_slot, image_manager, device, scene, slot, &progress)); - } - pool.wait_work(); -} - -void GeometryManager::device_update_volume_images(Device *device, Scene *scene, Progress &progress) -{ - progress.set_status("Updating Volume Images"); - TaskPool pool; - ImageManager *image_manager = scene->image_manager; - set volume_images; - - foreach (Geometry *geom, scene->geometry) { - if (!geom->is_modified()) { - continue; - } - - foreach (Attribute &attr, geom->attributes.attributes) { - if (attr.element != ATTR_ELEMENT_VOXEL) { - continue; - } - - ImageHandle &handle = attr.data_voxel(); - /* We can build directly from OpenVDB data structures, no need to - * load such images early. */ - if (!handle.vdb_loader()) { - const int slot = handle.svm_slot(); - if (slot != -1) { - volume_images.insert(slot); - } - } - } - } - - foreach (int slot, volume_images) { - pool.push(function_bind( - &ImageManager::device_update_slot, image_manager, device, scene, slot, &progress)); - } - pool.wait_work(); -} - -void GeometryManager::device_update(Device *device, - DeviceScene *dscene, - Scene *scene, - Progress &progress) -{ - if (!need_update()) - return; - - VLOG(1) << "Total " << scene->geometry.size() << " meshes."; - - bool true_displacement_used = false; - bool curve_shadow_transparency_used = false; - size_t total_tess_needed = 0; - - { - scoped_callback_timer timer([scene](double time) { - if (scene->update_stats) { - scene->update_stats->geometry.times.add_entry({"device_update (normals)", time}); - } - }); - - foreach (Geometry *geom, scene->geometry) { - if (geom->is_modified()) { - if ((geom->geometry_type == Geometry::MESH || geom->geometry_type == Geometry::VOLUME)) { - Mesh *mesh = static_cast(geom); - - /* Update normals. */ - mesh->add_face_normals(); - mesh->add_vertex_normals(); - - if (mesh->need_attribute(scene, ATTR_STD_POSITION_UNDISPLACED)) { - mesh->add_undisplaced(); - } - - /* Test if we need tessellation. */ - if (mesh->need_tesselation()) { - total_tess_needed++; - } - - /* Test if we need displacement. */ - if (mesh->has_true_displacement()) { - true_displacement_used = true; - } - } - else if (geom->geometry_type == Geometry::HAIR) { - Hair *hair = static_cast(geom); - if (hair->need_shadow_transparency()) { - curve_shadow_transparency_used = true; - } - } - - if (progress.get_cancel()) { - return; - } - } - } - } - - if (progress.get_cancel()) { - return; - } - - /* Tessellate meshes that are using subdivision */ - if (total_tess_needed) { - scoped_callback_timer timer([scene](double time) { - if (scene->update_stats) { - scene->update_stats->geometry.times.add_entry( - {"device_update (adaptive subdivision)", time}); - } - }); - - Camera *dicing_camera = scene->dicing_camera; - dicing_camera->set_screen_size(dicing_camera->get_full_width(), - dicing_camera->get_full_height()); - dicing_camera->update(scene); - - size_t i = 0; - foreach (Geometry *geom, scene->geometry) { - if (!(geom->is_modified() && geom->is_mesh())) { - continue; - } - - Mesh *mesh = static_cast(geom); - if (mesh->need_tesselation()) { - string msg = "Tessellating "; - if (mesh->name == "") - msg += string_printf("%u/%u", (uint)(i + 1), (uint)total_tess_needed); - else - msg += string_printf( - "%s %u/%u", mesh->name.c_str(), (uint)(i + 1), (uint)total_tess_needed); - - progress.set_status("Updating Mesh", msg); - - mesh->subd_params->camera = dicing_camera; - DiagSplit dsplit(*mesh->subd_params); - mesh->tessellate(&dsplit); - - i++; - - if (progress.get_cancel()) { - return; - } - } - } - - if (progress.get_cancel()) { - return; - } - } - - /* Update images needed for true displacement. */ - bool old_need_object_flags_update = false; - if (true_displacement_used || curve_shadow_transparency_used) { - scoped_callback_timer timer([scene](double time) { - if (scene->update_stats) { - scene->update_stats->geometry.times.add_entry( - {"device_update (displacement: load images)", time}); - } - }); - device_update_displacement_images(device, scene, progress); - old_need_object_flags_update = scene->object_manager->need_flags_update; - scene->object_manager->device_update_flags(device, dscene, scene, progress, false); - } - - /* Device update. */ - device_free(device, dscene, false); - - const BVHLayout bvh_layout = BVHParams::best_bvh_layout(scene->params.bvh_layout, - device->get_bvh_layout_mask()); - mesh_calc_offset(scene, bvh_layout); - if (true_displacement_used || curve_shadow_transparency_used) { - scoped_callback_timer timer([scene](double time) { - if (scene->update_stats) { - scene->update_stats->geometry.times.add_entry( - {"device_update (displacement: copy meshes to device)", time}); - } - }); - device_update_mesh(device, dscene, scene, progress); - } - if (progress.get_cancel()) { - return; - } - - { - scoped_callback_timer timer([scene](double time) { - if (scene->update_stats) { - scene->update_stats->geometry.times.add_entry({"device_update (attributes)", time}); - } - }); - device_update_attributes(device, dscene, scene, progress); - if (progress.get_cancel()) { - return; - } - } - - /* Update displacement and hair shadow transparency. */ - bool displacement_done = false; - bool curve_shadow_transparency_done = false; - size_t num_bvh = 0; - - { - /* Copy constant data needed by shader evaluation. */ - device->const_copy_to("__data", &dscene->data, sizeof(dscene->data)); - - scoped_callback_timer timer([scene](double time) { - if (scene->update_stats) { - scene->update_stats->geometry.times.add_entry({"device_update (displacement)", time}); - } - }); - - foreach (Geometry *geom, scene->geometry) { - if (geom->is_modified()) { - if (geom->is_mesh()) { - Mesh *mesh = static_cast(geom); - if (displace(device, scene, mesh, progress)) { - displacement_done = true; - } - } - else if (geom->geometry_type == Geometry::HAIR) { - Hair *hair = static_cast(geom); - if (hair->update_shadow_transparency(device, scene, progress)) { - curve_shadow_transparency_done = true; - } - } - } - - if (geom->is_modified() || geom->need_update_bvh_for_offset) { - if (geom->need_build_bvh(bvh_layout)) { - num_bvh++; - } - } - - if (progress.get_cancel()) { - return; - } - } - } - - if (progress.get_cancel()) { - return; - } - - /* Device re-update after displacement. */ - if (displacement_done || curve_shadow_transparency_done) { - scoped_callback_timer timer([scene](double time) { - if (scene->update_stats) { - scene->update_stats->geometry.times.add_entry( - {"device_update (displacement: attributes)", time}); - } - }); - device_free(device, dscene, false); - - device_update_attributes(device, dscene, scene, progress); - if (progress.get_cancel()) { - return; - } - } - - /* Update the BVH even when there is no geometry so the kernel's BVH data is still valid, - * especially when removing all of the objects during interactive renders. - * Also update the BVH if the transformations change, we cannot rely on tagging the Geometry - * as modified in this case, as we may accumulate displacement if the vertices do not also - * change. */ - bool need_update_scene_bvh = (scene->bvh == nullptr || - (update_flags & (TRANSFORM_MODIFIED | VISIBILITY_MODIFIED)) != 0); - { - scoped_callback_timer timer([scene](double time) { - if (scene->update_stats) { - scene->update_stats->geometry.times.add_entry({"device_update (build object BVHs)", time}); - } - }); - TaskPool pool; - - size_t i = 0; - foreach (Geometry *geom, scene->geometry) { - if (geom->is_modified() || geom->need_update_bvh_for_offset) { - need_update_scene_bvh = true; - pool.push(function_bind( - &Geometry::compute_bvh, geom, device, dscene, &scene->params, &progress, i, num_bvh)); - if (geom->need_build_bvh(bvh_layout)) { - i++; - } - } - } - - TaskPool::Summary summary; - pool.wait_work(&summary); - VLOG(2) << "Objects BVH build pool statistics:\n" << summary.full_report(); - } - - foreach (Shader *shader, scene->shaders) { - shader->need_update_uvs = false; - shader->need_update_attribute = false; - shader->need_update_displacement = false; - } - - Scene::MotionType need_motion = scene->need_motion(); - bool motion_blur = need_motion == Scene::MOTION_BLUR; - - /* Update objects. */ - { - scoped_callback_timer timer([scene](double time) { - if (scene->update_stats) { - scene->update_stats->geometry.times.add_entry({"device_update (compute bounds)", time}); - } - }); - foreach (Object *object, scene->objects) { - object->compute_bounds(motion_blur); - } - } - - if (progress.get_cancel()) { - return; - } - - if (need_update_scene_bvh) { - scoped_callback_timer timer([scene](double time) { - if (scene->update_stats) { - scene->update_stats->geometry.times.add_entry({"device_update (build scene BVH)", time}); - } - }); - device_update_bvh(device, dscene, scene, progress); - if (progress.get_cancel()) { - return; - } - } - - /* Always set BVH layout again after displacement where it was set to none, - * to avoid ray-tracing at that stage. */ - dscene->data.bvh.bvh_layout = BVHParams::best_bvh_layout(scene->params.bvh_layout, - device->get_bvh_layout_mask()); - - { - scoped_callback_timer timer([scene](double time) { - if (scene->update_stats) { - scene->update_stats->geometry.times.add_entry( - {"device_update (copy meshes to device)", time}); - } - }); - device_update_mesh(device, dscene, scene, progress); - if (progress.get_cancel()) { - return; - } - } - - if (true_displacement_used) { - /* Re-tag flags for update, so they're re-evaluated - * for meshes with correct bounding boxes. - * - * This wouldn't cause wrong results, just true - * displacement might be less optimal to calculate. - */ - scene->object_manager->need_flags_update = old_need_object_flags_update; - } - - /* unset flags */ - - foreach (Geometry *geom, scene->geometry) { - geom->clear_modified(); - geom->attributes.clear_modified(); - - if (geom->is_mesh()) { - Mesh *mesh = static_cast(geom); - mesh->subd_attributes.clear_modified(); - } - } - - update_flags = UPDATE_NONE; - - dscene->bvh_nodes.clear_modified(); - dscene->bvh_leaf_nodes.clear_modified(); - dscene->object_node.clear_modified(); - dscene->prim_type.clear_modified(); - dscene->prim_visibility.clear_modified(); - dscene->prim_index.clear_modified(); - dscene->prim_object.clear_modified(); - dscene->prim_time.clear_modified(); - dscene->tri_verts.clear_modified(); - dscene->tri_shader.clear_modified(); - dscene->tri_vindex.clear_modified(); - dscene->tri_patch.clear_modified(); - dscene->tri_vnormal.clear_modified(); - dscene->tri_patch_uv.clear_modified(); - dscene->curves.clear_modified(); - dscene->curve_keys.clear_modified(); - dscene->curve_segments.clear_modified(); - dscene->patches.clear_modified(); - dscene->attributes_map.clear_modified(); - dscene->attributes_float.clear_modified(); - dscene->attributes_float2.clear_modified(); - dscene->attributes_float3.clear_modified(); - dscene->attributes_uchar4.clear_modified(); -} - -void GeometryManager::device_free(Device *device, DeviceScene *dscene, bool force_free) -{ - dscene->bvh_nodes.free_if_need_realloc(force_free); - dscene->bvh_leaf_nodes.free_if_need_realloc(force_free); - dscene->object_node.free_if_need_realloc(force_free); - dscene->prim_type.free_if_need_realloc(force_free); - dscene->prim_visibility.free_if_need_realloc(force_free); - dscene->prim_index.free_if_need_realloc(force_free); - dscene->prim_object.free_if_need_realloc(force_free); - dscene->prim_time.free_if_need_realloc(force_free); - dscene->tri_verts.free_if_need_realloc(force_free); - dscene->tri_shader.free_if_need_realloc(force_free); - dscene->tri_vnormal.free_if_need_realloc(force_free); - dscene->tri_vindex.free_if_need_realloc(force_free); - dscene->tri_patch.free_if_need_realloc(force_free); - dscene->tri_patch_uv.free_if_need_realloc(force_free); - dscene->curves.free_if_need_realloc(force_free); - dscene->curve_keys.free_if_need_realloc(force_free); - dscene->curve_segments.free_if_need_realloc(force_free); - dscene->patches.free_if_need_realloc(force_free); - dscene->attributes_map.free_if_need_realloc(force_free); - dscene->attributes_float.free_if_need_realloc(force_free); - dscene->attributes_float2.free_if_need_realloc(force_free); - dscene->attributes_float3.free_if_need_realloc(force_free); - dscene->attributes_uchar4.free_if_need_realloc(force_free); - - /* Signal for shaders like displacement not to do ray tracing. */ - dscene->data.bvh.bvh_layout = BVH_LAYOUT_NONE; - -#ifdef WITH_OSL - OSLGlobals *og = (OSLGlobals *)device->get_cpu_osl_memory(); - - if (og) { - og->object_name_map.clear(); - og->attribute_map.clear(); - og->object_names.clear(); - } -#else - (void)device; -#endif -} - -void GeometryManager::tag_update(Scene *scene, uint32_t flag) -{ - update_flags |= flag; - - /* do not tag the object manager for an update if it is the one who tagged us */ - if ((flag & OBJECT_MANAGER) == 0) { - scene->object_manager->tag_update(scene, ObjectManager::GEOMETRY_MANAGER); - } -} - -bool GeometryManager::need_update() const -{ - return update_flags != UPDATE_NONE; -} - -void GeometryManager::collect_statistics(const Scene *scene, RenderStats *stats) -{ - foreach (Geometry *geometry, scene->geometry) { - stats->mesh.geometry.add_entry( - NamedSizeEntry(string(geometry->name.c_str()), geometry->get_total_size_in_bytes())); - } -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/render/geometry.h b/intern/cycles/render/geometry.h deleted file mode 100644 index 5c45754ad90..00000000000 --- a/intern/cycles/render/geometry.h +++ /dev/null @@ -1,272 +0,0 @@ -/* - * Copyright 2011-2020 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#ifndef __GEOMETRY_H__ -#define __GEOMETRY_H__ - -#include "graph/node.h" - -#include "bvh/bvh_params.h" - -#include "render/attribute.h" - -#include "util/util_boundbox.h" -#include "util/util_set.h" -#include "util/util_transform.h" -#include "util/util_types.h" -#include "util/util_vector.h" - -CCL_NAMESPACE_BEGIN - -class BVH; -class Device; -class DeviceScene; -class Mesh; -class Progress; -class RenderStats; -class Scene; -class SceneParams; -class Shader; -class Volume; -struct PackedBVH; - -/* Geometry - * - * Base class for geometric types like Mesh and Hair. */ - -class Geometry : public Node { - public: - NODE_ABSTRACT_DECLARE - - enum Type { - MESH, - HAIR, - VOLUME, - }; - - Type geometry_type; - - /* Attributes */ - AttributeSet attributes; - - /* Shaders */ - NODE_SOCKET_API_ARRAY(array, used_shaders) - - /* Transform */ - BoundBox bounds; - bool transform_applied; - bool transform_negative_scaled; - Transform transform_normal; - - /* Motion Blur */ - NODE_SOCKET_API(uint, motion_steps) - NODE_SOCKET_API(bool, use_motion_blur) - - /* Maximum number of motion steps supported (due to Embree). */ - static const uint MAX_MOTION_STEPS = 129; - - /* BVH */ - BVH *bvh; - size_t attr_map_offset; - size_t prim_offset; - - /* Shader Properties */ - bool has_volume; /* Set in the device_update_flags(). */ - bool has_surface_bssrdf; /* Set in the device_update_flags(). */ - - /* Update Flags */ - bool need_update_rebuild; - bool need_update_bvh_for_offset; - - /* Index into scene->geometry (only valid during update) */ - size_t index; - - /* Constructor/Destructor */ - explicit Geometry(const NodeType *node_type, const Type type); - virtual ~Geometry(); - - /* Geometry */ - virtual void clear(bool preserve_shaders = false); - virtual void compute_bounds() = 0; - virtual void apply_transform(const Transform &tfm, const bool apply_to_motion) = 0; - - /* Attribute Requests */ - bool need_attribute(Scene *scene, AttributeStandard std); - bool need_attribute(Scene *scene, ustring name); - - AttributeRequestSet needed_attributes(); - - /* UDIM */ - virtual void get_uv_tiles(ustring map, unordered_set &tiles) = 0; - - /* Convert between normalized -1..1 motion time and index in the - * VERTEX_MOTION attribute. */ - float motion_time(int step) const; - int motion_step(float time) const; - - /* BVH */ - void compute_bvh(Device *device, - DeviceScene *dscene, - SceneParams *params, - Progress *progress, - int n, - int total); - - virtual PrimitiveType primitive_type() const = 0; - - /* Check whether the geometry should have own BVH built separately. Briefly, - * own BVH is needed for geometry, if: - * - * - It is instanced multiple times, so each instance object should share the - * same BVH tree. - * - Special ray intersection is needed, for example to limit subsurface rays - * to only the geometry itself. - * - The BVH layout requires the top level to only contain instances. - */ - bool need_build_bvh(BVHLayout layout) const; - - /* Test if the geometry should be treated as instanced. */ - bool is_instanced() const; - - bool has_true_displacement() const; - bool has_motion_blur() const; - bool has_voxel_attributes() const; - - bool is_mesh() const - { - return geometry_type == MESH; - } - - bool is_hair() const - { - return geometry_type == HAIR; - } - - bool is_volume() const - { - return geometry_type == VOLUME; - } - - /* Updates */ - void tag_update(Scene *scene, bool rebuild); - - void tag_bvh_update(bool rebuild); -}; - -/* Geometry Manager */ - -class GeometryManager { - uint32_t update_flags; - - public: - enum : uint32_t { - UV_PASS_NEEDED = (1 << 0), - MOTION_PASS_NEEDED = (1 << 1), - GEOMETRY_MODIFIED = (1 << 2), - OBJECT_MANAGER = (1 << 3), - MESH_ADDED = (1 << 4), - MESH_REMOVED = (1 << 5), - HAIR_ADDED = (1 << 6), - HAIR_REMOVED = (1 << 7), - - SHADER_ATTRIBUTE_MODIFIED = (1 << 8), - SHADER_DISPLACEMENT_MODIFIED = (1 << 9), - - GEOMETRY_ADDED = MESH_ADDED | HAIR_ADDED, - GEOMETRY_REMOVED = MESH_REMOVED | HAIR_REMOVED, - - TRANSFORM_MODIFIED = (1 << 10), - - VISIBILITY_MODIFIED = (1 << 11), - - /* tag everything in the manager for an update */ - UPDATE_ALL = ~0u, - - UPDATE_NONE = 0u, - }; - - /* Update Flags */ - bool need_flags_update; - - /* Constructor/Destructor */ - GeometryManager(); - ~GeometryManager(); - - /* Device Updates */ - void device_update_preprocess(Device *device, Scene *scene, Progress &progress); - void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress); - void device_free(Device *device, DeviceScene *dscene, bool force_free); - - /* Updates */ - void tag_update(Scene *scene, uint32_t flag); - - bool need_update() const; - - /* Statistics */ - void collect_statistics(const Scene *scene, RenderStats *stats); - - protected: - bool displace(Device *device, Scene *scene, Mesh *mesh, Progress &progress); - - void create_volume_mesh(Volume *volume, Progress &progress); - - /* Attributes */ - void update_osl_attributes(Device *device, - Scene *scene, - vector &geom_attributes); - void update_svm_attributes(Device *device, - DeviceScene *dscene, - Scene *scene, - vector &geom_attributes, - vector &object_attributes); - - /* Compute verts/triangles/curves offsets in global arrays. */ - void mesh_calc_offset(Scene *scene, BVHLayout bvh_layout); - - void device_update_object(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress); - - void device_update_mesh(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress); - - void device_update_attributes(Device *device, - DeviceScene *dscene, - Scene *scene, - Progress &progress); - - void device_update_bvh(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress); - - void device_update_displacement_images(Device *device, Scene *scene, Progress &progress); - - void device_update_volume_images(Device *device, Scene *scene, Progress &progress); - - private: - static void update_attribute_element_offset(Geometry *geom, - device_vector &attr_float, - size_t &attr_float_offset, - device_vector &attr_float2, - size_t &attr_float2_offset, - device_vector &attr_float3, - size_t &attr_float3_offset, - device_vector &attr_uchar4, - size_t &attr_uchar4_offset, - Attribute *mattr, - AttributePrimitive prim, - TypeDesc &type, - AttributeDescriptor &desc); -}; - -CCL_NAMESPACE_END - -#endif /* __GEOMETRY_H__ */ diff --git a/intern/cycles/render/graph.cpp b/intern/cycles/render/graph.cpp deleted file mode 100644 index ee1a6e68bcf..00000000000 --- a/intern/cycles/render/graph.cpp +++ /dev/null @@ -1,1239 +0,0 @@ -/* - * Copyright 2011-2016 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "render/graph.h" -#include "render/attribute.h" -#include "render/constant_fold.h" -#include "render/nodes.h" -#include "render/scene.h" -#include "render/shader.h" - -#include "util/util_algorithm.h" -#include "util/util_foreach.h" -#include "util/util_logging.h" -#include "util/util_md5.h" -#include "util/util_queue.h" - -CCL_NAMESPACE_BEGIN - -namespace { - -bool check_node_inputs_has_links(const ShaderNode *node) -{ - foreach (const ShaderInput *in, node->inputs) { - if (in->link) { - return true; - } - } - return false; -} - -bool check_node_inputs_traversed(const ShaderNode *node, const ShaderNodeSet &done) -{ - foreach (const ShaderInput *in, node->inputs) { - if (in->link) { - if (done.find(in->link->parent) == done.end()) { - return false; - } - } - } - return true; -} - -} /* namespace */ - -/* Sockets */ - -void ShaderInput::disconnect() -{ - if (link) { - link->links.erase(remove(link->links.begin(), link->links.end(), this), link->links.end()); - } - link = NULL; -} - -void ShaderOutput::disconnect() -{ - foreach (ShaderInput *sock, links) { - sock->link = NULL; - } - - links.clear(); -} - -/* Node */ - -ShaderNode::ShaderNode(const NodeType *type) : Node(type) -{ - name = type->name; - id = -1; - bump = SHADER_BUMP_NONE; - special_type = SHADER_SPECIAL_TYPE_NONE; - - create_inputs_outputs(type); -} - -ShaderNode::~ShaderNode() -{ - foreach (ShaderInput *socket, inputs) - delete socket; - - foreach (ShaderOutput *socket, outputs) - delete socket; -} - -void ShaderNode::create_inputs_outputs(const NodeType *type) -{ - foreach (const SocketType &socket, type->inputs) { - if (socket.flags & SocketType::LINKABLE) { - inputs.push_back(new ShaderInput(socket, this)); - } - } - - foreach (const SocketType &socket, type->outputs) { - outputs.push_back(new ShaderOutput(socket, this)); - } -} - -ShaderInput *ShaderNode::input(const char *name) -{ - foreach (ShaderInput *socket, inputs) { - if (socket->name() == name) - return socket; - } - - return NULL; -} - -ShaderOutput *ShaderNode::output(const char *name) -{ - foreach (ShaderOutput *socket, outputs) - if (socket->name() == name) - return socket; - - return NULL; -} - -ShaderInput *ShaderNode::input(ustring name) -{ - foreach (ShaderInput *socket, inputs) { - if (socket->name() == name) - return socket; - } - - return NULL; -} - -ShaderOutput *ShaderNode::output(ustring name) -{ - foreach (ShaderOutput *socket, outputs) - if (socket->name() == name) - return socket; - - return NULL; -} - -void ShaderNode::remove_input(ShaderInput *input) -{ - assert(input->link == NULL); - delete input; - inputs.erase(remove(inputs.begin(), inputs.end(), input), inputs.end()); -} - -void ShaderNode::attributes(Shader *shader, AttributeRequestSet *attributes) -{ - foreach (ShaderInput *input, inputs) { - if (!input->link) { - if (input->flags() & SocketType::LINK_TEXTURE_GENERATED) { - if (shader->has_surface_link()) - attributes->add(ATTR_STD_GENERATED); - if (shader->has_volume) - attributes->add(ATTR_STD_GENERATED_TRANSFORM); - } - else if (input->flags() & SocketType::LINK_TEXTURE_UV) { - if (shader->has_surface_link()) - attributes->add(ATTR_STD_UV); - } - } - } -} - -bool ShaderNode::equals(const ShaderNode &other) -{ - if (type != other.type || bump != other.bump) { - return false; - } - - assert(inputs.size() == other.inputs.size()); - - /* Compare unlinkable sockets */ - foreach (const SocketType &socket, type->inputs) { - if (!(socket.flags & SocketType::LINKABLE)) { - if (!Node::equals_value(other, socket)) { - return false; - } - } - } - - /* Compare linkable input sockets */ - for (int i = 0; i < inputs.size(); ++i) { - ShaderInput *input_a = inputs[i], *input_b = other.inputs[i]; - if (input_a->link == NULL && input_b->link == NULL) { - /* Unconnected inputs are expected to have the same value. */ - if (!Node::equals_value(other, input_a->socket_type)) { - return false; - } - } - else if (input_a->link != NULL && input_b->link != NULL) { - /* Expect links are to come from the same exact socket. */ - if (input_a->link != input_b->link) { - return false; - } - } - else { - /* One socket has a link and another has not, inputs can't be - * considered equal. - */ - return false; - } - } - - return true; -} - -/* Graph */ - -ShaderGraph::ShaderGraph() -{ - finalized = false; - simplified = false; - num_node_ids = 0; - add(create_node()); -} - -ShaderGraph::~ShaderGraph() -{ - clear_nodes(); -} - -ShaderNode *ShaderGraph::add(ShaderNode *node) -{ - assert(!finalized); - simplified = false; - - node->id = num_node_ids++; - nodes.push_back(node); - return node; -} - -OutputNode *ShaderGraph::output() -{ - return (OutputNode *)nodes.front(); -} - -void ShaderGraph::connect(ShaderOutput *from, ShaderInput *to) -{ - assert(!finalized); - assert(from && to); - - if (to->link) { - fprintf(stderr, "Cycles shader graph connect: input already connected.\n"); - return; - } - - if (from->type() != to->type()) { - /* can't do automatic conversion from closure */ - if (from->type() == SocketType::CLOSURE) { - fprintf(stderr, - "Cycles shader graph connect: can only connect closure to closure " - "(%s.%s to %s.%s).\n", - from->parent->name.c_str(), - from->name().c_str(), - to->parent->name.c_str(), - to->name().c_str()); - return; - } - - /* add automatic conversion node in case of type mismatch */ - ShaderNode *convert; - ShaderInput *convert_in; - - if (to->type() == SocketType::CLOSURE) { - EmissionNode *emission = create_node(); - emission->set_color(one_float3()); - emission->set_strength(1.0f); - convert = add(emission); - /* Connect float inputs to Strength to save an additional Value->Color conversion. */ - if (from->type() == SocketType::FLOAT) { - convert_in = convert->input("Strength"); - } - else { - convert_in = convert->input("Color"); - } - } - else { - convert = add(create_node(from->type(), to->type(), true)); - convert_in = convert->inputs[0]; - } - - connect(from, convert_in); - connect(convert->outputs[0], to); - } - else { - /* types match, just connect */ - to->link = from; - from->links.push_back(to); - } -} - -void ShaderGraph::disconnect(ShaderOutput *from) -{ - assert(!finalized); - simplified = false; - - from->disconnect(); -} - -void ShaderGraph::disconnect(ShaderInput *to) -{ - assert(!finalized); - assert(to->link); - simplified = false; - - to->disconnect(); -} - -void ShaderGraph::relink(ShaderInput *from, ShaderInput *to) -{ - ShaderOutput *out = from->link; - if (out) { - disconnect(from); - connect(out, to); - } - to->parent->copy_value(to->socket_type, *(from->parent), from->socket_type); -} - -void ShaderGraph::relink(ShaderOutput *from, ShaderOutput *to) -{ - /* Copy because disconnect modifies this list. */ - vector outputs = from->links; - - foreach (ShaderInput *sock, outputs) { - disconnect(sock); - if (to) - connect(to, sock); - } -} - -void ShaderGraph::relink(ShaderNode *node, ShaderOutput *from, ShaderOutput *to) -{ - simplified = false; - - /* Copy because disconnect modifies this list */ - vector outputs = from->links; - - /* Bypass node by moving all links from "from" to "to" */ - foreach (ShaderInput *sock, node->inputs) { - if (sock->link) - disconnect(sock); - } - - foreach (ShaderInput *sock, outputs) { - disconnect(sock); - if (to) - connect(to, sock); - } -} - -void ShaderGraph::simplify(Scene *scene) -{ - if (!simplified) { - expand(); - default_inputs(scene->shader_manager->use_osl()); - clean(scene); - refine_bump_nodes(); - - simplified = true; - } -} - -void ShaderGraph::finalize(Scene *scene, bool do_bump, bool do_simplify, bool bump_in_object_space) -{ - /* before compiling, the shader graph may undergo a number of modifications. - * currently we set default geometry shader inputs, and create automatic bump - * from displacement. a graph can be finalized only once, and should not be - * modified afterwards. */ - - if (!finalized) { - simplify(scene); - - if (do_bump) - bump_from_displacement(bump_in_object_space); - - ShaderInput *surface_in = output()->input("Surface"); - ShaderInput *volume_in = output()->input("Volume"); - - /* todo: make this work when surface and volume closures are tangled up */ - - if (surface_in->link) - transform_multi_closure(surface_in->link->parent, NULL, false); - if (volume_in->link) - transform_multi_closure(volume_in->link->parent, NULL, true); - - finalized = true; - } - else if (do_simplify) { - simplify_settings(scene); - } -} - -void ShaderGraph::find_dependencies(ShaderNodeSet &dependencies, ShaderInput *input) -{ - /* find all nodes that this input depends on directly and indirectly */ - ShaderNode *node = (input->link) ? input->link->parent : NULL; - - if (node != NULL && dependencies.find(node) == dependencies.end()) { - foreach (ShaderInput *in, node->inputs) - find_dependencies(dependencies, in); - - dependencies.insert(node); - } -} - -void ShaderGraph::clear_nodes() -{ - foreach (ShaderNode *node, nodes) { - delete_node(node); - } - nodes.clear(); -} - -void ShaderGraph::copy_nodes(ShaderNodeSet &nodes, ShaderNodeMap &nnodemap) -{ - /* copy a set of nodes, and the links between them. the assumption is - * made that all nodes that inputs are linked to are in the set too. */ - - /* copy nodes */ - foreach (ShaderNode *node, nodes) { - ShaderNode *nnode = node->clone(this); - nnodemap[node] = nnode; - - /* create new inputs and outputs to recreate links and ensure - * that we still point to valid SocketType if the NodeType - * changed in cloning, as it does for OSL nodes */ - nnode->inputs.clear(); - nnode->outputs.clear(); - nnode->create_inputs_outputs(nnode->type); - } - - /* recreate links */ - foreach (ShaderNode *node, nodes) { - foreach (ShaderInput *input, node->inputs) { - if (input->link) { - /* find new input and output */ - ShaderNode *nfrom = nnodemap[input->link->parent]; - ShaderNode *nto = nnodemap[input->parent]; - ShaderOutput *noutput = nfrom->output(input->link->name()); - ShaderInput *ninput = nto->input(input->name()); - - /* connect */ - connect(noutput, ninput); - } - } - } -} - -/* Graph simplification */ -/* ******************** */ - -/* Remove proxy nodes. - * - * These only exists temporarily when exporting groups, and we must remove them - * early so that node->attributes() and default links do not see them. - */ -void ShaderGraph::remove_proxy_nodes() -{ - vector removed(num_node_ids, false); - bool any_node_removed = false; - - foreach (ShaderNode *node, nodes) { - if (node->special_type == SHADER_SPECIAL_TYPE_PROXY) { - ConvertNode *proxy = static_cast(node); - ShaderInput *input = proxy->inputs[0]; - ShaderOutput *output = proxy->outputs[0]; - - /* bypass the proxy node */ - if (input->link) { - relink(proxy, output, input->link); - } - else { - /* Copy because disconnect modifies this list */ - vector links(output->links); - - foreach (ShaderInput *to, links) { - /* Remove any auto-convert nodes too if they lead to - * sockets with an automatically set default value. */ - ShaderNode *tonode = to->parent; - - if (tonode->special_type == SHADER_SPECIAL_TYPE_AUTOCONVERT) { - bool all_links_removed = true; - vector links = tonode->outputs[0]->links; - - foreach (ShaderInput *autoin, links) { - if (autoin->flags() & SocketType::DEFAULT_LINK_MASK) - disconnect(autoin); - else - all_links_removed = false; - } - - if (all_links_removed) - removed[tonode->id] = true; - } - - disconnect(to); - - /* transfer the default input value to the target socket */ - tonode->copy_value(to->socket_type, *proxy, input->socket_type); - } - } - - removed[proxy->id] = true; - any_node_removed = true; - } - } - - /* remove nodes */ - if (any_node_removed) { - list newnodes; - - foreach (ShaderNode *node, nodes) { - if (!removed[node->id]) - newnodes.push_back(node); - else - delete_node(node); - } - - nodes = newnodes; - } -} - -/* Constant folding. - * - * Try to constant fold some nodes, and pipe result directly to - * the input socket of connected nodes. - */ -void ShaderGraph::constant_fold(Scene *scene) -{ - ShaderNodeSet done, scheduled; - queue traverse_queue; - - bool has_displacement = (output()->input("Displacement")->link != NULL); - - /* Schedule nodes which doesn't have any dependencies. */ - foreach (ShaderNode *node, nodes) { - if (!check_node_inputs_has_links(node)) { - traverse_queue.push(node); - scheduled.insert(node); - } - } - - while (!traverse_queue.empty()) { - ShaderNode *node = traverse_queue.front(); - traverse_queue.pop(); - done.insert(node); - foreach (ShaderOutput *output, node->outputs) { - if (output->links.size() == 0) { - continue; - } - /* Schedule node which was depending on the value, - * when possible. Do it before disconnect. - */ - foreach (ShaderInput *input, output->links) { - if (scheduled.find(input->parent) != scheduled.end()) { - /* Node might not be optimized yet but scheduled already - * by other dependencies. No need to re-schedule it. - */ - continue; - } - /* Schedule node if its inputs are fully done. */ - if (check_node_inputs_traversed(input->parent, done)) { - traverse_queue.push(input->parent); - scheduled.insert(input->parent); - } - } - /* Optimize current node. */ - ConstantFolder folder(this, node, output, scene); - node->constant_fold(folder); - } - } - - /* Folding might have removed all nodes connected to the displacement output - * even tho there is displacement to be applied, so add in a value node if - * that happens to ensure there is still a valid graph for displacement. - */ - if (has_displacement && !output()->input("Displacement")->link) { - ColorNode *value = (ColorNode *)add(create_node()); - value->set_value(output()->get_displacement()); - - connect(value->output("Color"), output()->input("Displacement")); - } -} - -/* Simplification. */ -void ShaderGraph::simplify_settings(Scene *scene) -{ - foreach (ShaderNode *node, nodes) { - node->simplify_settings(scene); - } -} - -/* Deduplicate nodes with same settings. */ -void ShaderGraph::deduplicate_nodes() -{ - /* NOTES: - * - Deduplication happens for nodes which has same exact settings and same - * exact input links configuration (either connected to same output or has - * the same exact default value). - * - Deduplication happens in the bottom-top manner, so we know for fact that - * all traversed nodes are either can not be deduplicated at all or were - * already deduplicated. - */ - - ShaderNodeSet scheduled, done; - map candidates; - queue traverse_queue; - int num_deduplicated = 0; - - /* Schedule nodes which doesn't have any dependencies. */ - foreach (ShaderNode *node, nodes) { - if (!check_node_inputs_has_links(node)) { - traverse_queue.push(node); - scheduled.insert(node); - } - } - - while (!traverse_queue.empty()) { - ShaderNode *node = traverse_queue.front(); - traverse_queue.pop(); - done.insert(node); - /* Schedule the nodes which were depending on the current node. */ - bool has_output_links = false; - foreach (ShaderOutput *output, node->outputs) { - foreach (ShaderInput *input, output->links) { - has_output_links = true; - if (scheduled.find(input->parent) != scheduled.end()) { - /* Node might not be optimized yet but scheduled already - * by other dependencies. No need to re-schedule it. - */ - continue; - } - /* Schedule node if its inputs are fully done. */ - if (check_node_inputs_traversed(input->parent, done)) { - traverse_queue.push(input->parent); - scheduled.insert(input->parent); - } - } - } - /* Only need to care about nodes that are actually used */ - if (!has_output_links) { - continue; - } - /* Try to merge this node with another one. */ - ShaderNode *merge_with = NULL; - foreach (ShaderNode *other_node, candidates[node->type->name]) { - if (node != other_node && node->equals(*other_node)) { - merge_with = other_node; - break; - } - } - /* If found an equivalent, merge; otherwise keep node for later merges */ - if (merge_with != NULL) { - for (int i = 0; i < node->outputs.size(); ++i) { - relink(node, node->outputs[i], merge_with->outputs[i]); - } - num_deduplicated++; - } - else { - candidates[node->type->name].insert(node); - } - } - - if (num_deduplicated > 0) { - VLOG(1) << "Deduplicated " << num_deduplicated << " nodes."; - } -} - -/* Check whether volume output has meaningful nodes, otherwise - * disconnect the output. - */ -void ShaderGraph::verify_volume_output() -{ - /* Check whether we can optimize the whole volume graph out. */ - ShaderInput *volume_in = output()->input("Volume"); - if (volume_in->link == NULL) { - return; - } - bool has_valid_volume = false; - ShaderNodeSet scheduled; - queue traverse_queue; - /* Schedule volume output. */ - traverse_queue.push(volume_in->link->parent); - scheduled.insert(volume_in->link->parent); - /* Traverse down the tree. */ - while (!traverse_queue.empty()) { - ShaderNode *node = traverse_queue.front(); - traverse_queue.pop(); - /* Node is fully valid for volume, can't optimize anything out. */ - if (node->has_volume_support()) { - has_valid_volume = true; - break; - } - foreach (ShaderInput *input, node->inputs) { - if (input->link == NULL) { - continue; - } - if (scheduled.find(input->link->parent) != scheduled.end()) { - continue; - } - traverse_queue.push(input->link->parent); - scheduled.insert(input->link->parent); - } - } - if (!has_valid_volume) { - VLOG(1) << "Disconnect meaningless volume output."; - disconnect(volume_in->link); - } -} - -void ShaderGraph::break_cycles(ShaderNode *node, vector &visited, vector &on_stack) -{ - visited[node->id] = true; - on_stack[node->id] = true; - - foreach (ShaderInput *input, node->inputs) { - if (input->link) { - ShaderNode *depnode = input->link->parent; - - if (on_stack[depnode->id]) { - /* break cycle */ - disconnect(input); - fprintf(stderr, "Cycles shader graph: detected cycle in graph, connection removed.\n"); - } - else if (!visited[depnode->id]) { - /* visit dependencies */ - break_cycles(depnode, visited, on_stack); - } - } - } - - on_stack[node->id] = false; -} - -void ShaderGraph::compute_displacement_hash() -{ - /* Compute hash of all nodes linked to displacement, to detect if we need - * to recompute displacement when shader nodes change. */ - ShaderInput *displacement_in = output()->input("Displacement"); - - if (!displacement_in->link) { - displacement_hash = ""; - return; - } - - ShaderNodeSet nodes_displace; - find_dependencies(nodes_displace, displacement_in); - - MD5Hash md5; - foreach (ShaderNode *node, nodes_displace) { - node->hash(md5); - foreach (ShaderInput *input, node->inputs) { - int link_id = (input->link) ? input->link->parent->id : 0; - md5.append((uint8_t *)&link_id, sizeof(link_id)); - md5.append((input->link) ? input->link->name().c_str() : ""); - } - - if (node->special_type == SHADER_SPECIAL_TYPE_OSL) { - /* Hash takes into account socket values, to detect changes - * in the code of the node we need an exception. */ - OSLNode *oslnode = static_cast(node); - md5.append(oslnode->bytecode_hash); - } - } - - displacement_hash = md5.get_hex(); -} - -void ShaderGraph::clean(Scene *scene) -{ - /* Graph simplification */ - - /* NOTE: Remove proxy nodes was already done. */ - constant_fold(scene); - simplify_settings(scene); - deduplicate_nodes(); - verify_volume_output(); - - /* we do two things here: find cycles and break them, and remove unused - * nodes that don't feed into the output. how cycles are broken is - * undefined, they are invalid input, the important thing is to not crash */ - - vector visited(num_node_ids, false); - vector on_stack(num_node_ids, false); - - /* break cycles */ - break_cycles(output(), visited, on_stack); - foreach (ShaderNode *node, nodes) { - if (node->special_type == SHADER_SPECIAL_TYPE_OUTPUT_AOV) { - break_cycles(node, visited, on_stack); - } - } - - /* disconnect unused nodes */ - foreach (ShaderNode *node, nodes) { - if (!visited[node->id]) { - foreach (ShaderInput *to, node->inputs) { - ShaderOutput *from = to->link; - - if (from) { - to->link = NULL; - from->links.erase(remove(from->links.begin(), from->links.end(), to), from->links.end()); - } - } - } - } - - /* remove unused nodes */ - list newnodes; - - foreach (ShaderNode *node, nodes) { - if (visited[node->id]) - newnodes.push_back(node); - else - delete_node(node); - } - - nodes = newnodes; -} - -void ShaderGraph::expand() -{ - /* Call expand on all nodes, to generate additional nodes. */ - foreach (ShaderNode *node, nodes) { - node->expand(this); - } -} - -void ShaderGraph::default_inputs(bool do_osl) -{ - /* nodes can specify default texture coordinates, for now we give - * everything the position by default, except for the sky texture */ - - ShaderNode *geom = NULL; - ShaderNode *texco = NULL; - - foreach (ShaderNode *node, nodes) { - foreach (ShaderInput *input, node->inputs) { - if (!input->link && (!(input->flags() & SocketType::OSL_INTERNAL) || do_osl)) { - if (input->flags() & SocketType::LINK_TEXTURE_GENERATED) { - if (!texco) - texco = create_node(); - - connect(texco->output("Generated"), input); - } - if (input->flags() & SocketType::LINK_TEXTURE_NORMAL) { - if (!texco) - texco = create_node(); - - connect(texco->output("Normal"), input); - } - else if (input->flags() & SocketType::LINK_TEXTURE_UV) { - if (!texco) - texco = create_node(); - - connect(texco->output("UV"), input); - } - else if (input->flags() & SocketType::LINK_INCOMING) { - if (!geom) - geom = create_node(); - - connect(geom->output("Incoming"), input); - } - else if (input->flags() & SocketType::LINK_NORMAL) { - if (!geom) - geom = create_node(); - - connect(geom->output("Normal"), input); - } - else if (input->flags() & SocketType::LINK_POSITION) { - if (!geom) - geom = create_node(); - - connect(geom->output("Position"), input); - } - else if (input->flags() & SocketType::LINK_TANGENT) { - if (!geom) - geom = create_node(); - - connect(geom->output("Tangent"), input); - } - } - } - } - - if (geom) - add(geom); - if (texco) - add(texco); -} - -void ShaderGraph::refine_bump_nodes() -{ - /* we transverse the node graph looking for bump nodes, when we find them, - * like in bump_from_displacement(), we copy the sub-graph defined from "bump" - * input to the inputs "center","dx" and "dy" What is in "bump" input is moved - * to "center" input. */ - - foreach (ShaderNode *node, nodes) { - if (node->special_type == SHADER_SPECIAL_TYPE_BUMP && node->input("Height")->link) { - ShaderInput *bump_input = node->input("Height"); - ShaderNodeSet nodes_bump; - - /* make 2 extra copies of the subgraph defined in Bump input */ - ShaderNodeMap nodes_dx; - ShaderNodeMap nodes_dy; - - /* find dependencies for the given input */ - find_dependencies(nodes_bump, bump_input); - - copy_nodes(nodes_bump, nodes_dx); - copy_nodes(nodes_bump, nodes_dy); - - /* mark nodes to indicate they are use for bump computation, so - that any texture coordinates are shifted by dx/dy when sampling */ - foreach (ShaderNode *node, nodes_bump) - node->bump = SHADER_BUMP_CENTER; - foreach (NodePair &pair, nodes_dx) - pair.second->bump = SHADER_BUMP_DX; - foreach (NodePair &pair, nodes_dy) - pair.second->bump = SHADER_BUMP_DY; - - ShaderOutput *out = bump_input->link; - ShaderOutput *out_dx = nodes_dx[out->parent]->output(out->name()); - ShaderOutput *out_dy = nodes_dy[out->parent]->output(out->name()); - - connect(out_dx, node->input("SampleX")); - connect(out_dy, node->input("SampleY")); - - /* add generated nodes */ - foreach (NodePair &pair, nodes_dx) - add(pair.second); - foreach (NodePair &pair, nodes_dy) - add(pair.second); - - /* Connect what is connected is bump to sample-center input. */ - connect(out, node->input("SampleCenter")); - - /* Bump input is just for connectivity purpose for the graph input, - * we re-connected this input to sample-center, so lets disconnect it - * from bump input. */ - disconnect(bump_input); - } - } -} - -void ShaderGraph::bump_from_displacement(bool use_object_space) -{ - /* generate bump mapping automatically from displacement. bump mapping is - * done using a 3-tap filter, computing the displacement at the center, - * and two other positions shifted by ray differentials. - * - * since the input to displacement is a node graph, we need to ensure that - * all texture coordinates use are shift by the ray differentials. for this - * reason we make 3 copies of the node subgraph defining the displacement, - * with each different geometry and texture coordinate nodes that generate - * different shifted coordinates. - * - * these 3 displacement values are then fed into the bump node, which will - * output the perturbed normal. */ - - ShaderInput *displacement_in = output()->input("Displacement"); - - if (!displacement_in->link) - return; - - /* find dependencies for the given input */ - ShaderNodeSet nodes_displace; - find_dependencies(nodes_displace, displacement_in); - - /* copy nodes for 3 bump samples */ - ShaderNodeMap nodes_center; - ShaderNodeMap nodes_dx; - ShaderNodeMap nodes_dy; - - copy_nodes(nodes_displace, nodes_center); - copy_nodes(nodes_displace, nodes_dx); - copy_nodes(nodes_displace, nodes_dy); - - /* mark nodes to indicate they are use for bump computation, so - * that any texture coordinates are shifted by dx/dy when sampling */ - foreach (NodePair &pair, nodes_center) - pair.second->bump = SHADER_BUMP_CENTER; - foreach (NodePair &pair, nodes_dx) - pair.second->bump = SHADER_BUMP_DX; - foreach (NodePair &pair, nodes_dy) - pair.second->bump = SHADER_BUMP_DY; - - /* add set normal node and connect the bump normal output to the set normal - * output, so it can finally set the shader normal, note we are only doing - * this for bump from displacement, this will be the only bump allowed to - * overwrite the shader normal */ - ShaderNode *set_normal = add(create_node()); - - /* add bump node and connect copied graphs to it */ - BumpNode *bump = (BumpNode *)add(create_node()); - bump->set_use_object_space(use_object_space); - bump->set_distance(1.0f); - - ShaderOutput *out = displacement_in->link; - ShaderOutput *out_center = nodes_center[out->parent]->output(out->name()); - ShaderOutput *out_dx = nodes_dx[out->parent]->output(out->name()); - ShaderOutput *out_dy = nodes_dy[out->parent]->output(out->name()); - - /* convert displacement vector to height */ - VectorMathNode *dot_center = (VectorMathNode *)add(create_node()); - VectorMathNode *dot_dx = (VectorMathNode *)add(create_node()); - VectorMathNode *dot_dy = (VectorMathNode *)add(create_node()); - - dot_center->set_math_type(NODE_VECTOR_MATH_DOT_PRODUCT); - dot_dx->set_math_type(NODE_VECTOR_MATH_DOT_PRODUCT); - dot_dy->set_math_type(NODE_VECTOR_MATH_DOT_PRODUCT); - - GeometryNode *geom = (GeometryNode *)add(create_node()); - connect(geom->output("Normal"), dot_center->input("Vector2")); - connect(geom->output("Normal"), dot_dx->input("Vector2")); - connect(geom->output("Normal"), dot_dy->input("Vector2")); - - connect(out_center, dot_center->input("Vector1")); - connect(out_dx, dot_dx->input("Vector1")); - connect(out_dy, dot_dy->input("Vector1")); - - connect(dot_center->output("Value"), bump->input("SampleCenter")); - connect(dot_dx->output("Value"), bump->input("SampleX")); - connect(dot_dy->output("Value"), bump->input("SampleY")); - - /* connect the bump out to the set normal in: */ - connect(bump->output("Normal"), set_normal->input("Direction")); - - /* connect to output node */ - connect(set_normal->output("Normal"), output()->input("Normal")); - - /* finally, add the copied nodes to the graph. we can't do this earlier - * because we would create dependency cycles in the above loop */ - foreach (NodePair &pair, nodes_center) - add(pair.second); - foreach (NodePair &pair, nodes_dx) - add(pair.second); - foreach (NodePair &pair, nodes_dy) - add(pair.second); -} - -void ShaderGraph::transform_multi_closure(ShaderNode *node, ShaderOutput *weight_out, bool volume) -{ - /* for SVM in multi closure mode, this transforms the shader mix/add part of - * the graph into nodes that feed weights into closure nodes. this is too - * avoid building a closure tree and then flattening it, and instead write it - * directly to an array */ - - if (node->special_type == SHADER_SPECIAL_TYPE_COMBINE_CLOSURE) { - ShaderInput *fin = node->input("Fac"); - ShaderInput *cl1in = node->input("Closure1"); - ShaderInput *cl2in = node->input("Closure2"); - ShaderOutput *weight1_out, *weight2_out; - - if (fin) { - /* mix closure: add node to mix closure weights */ - MixClosureWeightNode *mix_node = create_node(); - add(mix_node); - ShaderInput *fac_in = mix_node->input("Fac"); - ShaderInput *weight_in = mix_node->input("Weight"); - - if (fin->link) - connect(fin->link, fac_in); - else - mix_node->set_fac(node->get_float(fin->socket_type)); - - if (weight_out) - connect(weight_out, weight_in); - - weight1_out = mix_node->output("Weight1"); - weight2_out = mix_node->output("Weight2"); - } - else { - /* add closure: just pass on any weights */ - weight1_out = weight_out; - weight2_out = weight_out; - } - - if (cl1in->link) - transform_multi_closure(cl1in->link->parent, weight1_out, volume); - if (cl2in->link) - transform_multi_closure(cl2in->link->parent, weight2_out, volume); - } - else { - ShaderInput *weight_in = node->input((volume) ? "VolumeMixWeight" : "SurfaceMixWeight"); - - /* not a closure node? */ - if (!weight_in) - return; - - /* already has a weight connected to it? add weights */ - float weight_value = node->get_float(weight_in->socket_type); - if (weight_in->link || weight_value != 0.0f) { - MathNode *math_node = create_node(); - add(math_node); - - if (weight_in->link) - connect(weight_in->link, math_node->input("Value1")); - else - math_node->set_value1(weight_value); - - if (weight_out) - connect(weight_out, math_node->input("Value2")); - else - math_node->set_value2(1.0f); - - weight_out = math_node->output("Value"); - if (weight_in->link) - disconnect(weight_in); - } - - /* connected to closure mix weight */ - if (weight_out) - connect(weight_out, weight_in); - else - node->set(weight_in->socket_type, weight_value + 1.0f); - } -} - -int ShaderGraph::get_num_closures() -{ - int num_closures = 0; - foreach (ShaderNode *node, nodes) { - ClosureType closure_type = node->get_closure_type(); - if (closure_type == CLOSURE_NONE_ID) { - continue; - } - else if (CLOSURE_IS_BSSRDF(closure_type)) { - num_closures += 3; - } - else if (CLOSURE_IS_GLASS(closure_type)) { - num_closures += 2; - } - else if (CLOSURE_IS_BSDF_MULTISCATTER(closure_type)) { - num_closures += 2; - } - else if (CLOSURE_IS_PRINCIPLED(closure_type)) { - num_closures += 8; - } - else if (CLOSURE_IS_VOLUME(closure_type)) { - /* TODO(sergey): Verify this is still needed, since we have special minimized volume storage - * for the volume steps. */ - num_closures += MAX_VOLUME_STACK_SIZE; - } - else if (closure_type == CLOSURE_BSDF_HAIR_PRINCIPLED_ID) { - num_closures += 4; - } - else { - ++num_closures; - } - } - return num_closures; -} - -void ShaderGraph::dump_graph(const char *filename) -{ - FILE *fd = fopen(filename, "w"); - - if (fd == NULL) { - printf("Error opening file for dumping the graph: %s\n", filename); - return; - } - - fprintf(fd, "digraph shader_graph {\n"); - fprintf(fd, "ranksep=1.5\n"); - fprintf(fd, "rankdir=LR\n"); - fprintf(fd, "splines=false\n"); - - foreach (ShaderNode *node, nodes) { - fprintf(fd, "// NODE: %p\n", node); - fprintf(fd, "\"%p\" [shape=record,label=\"{", node); - if (node->inputs.size()) { - fprintf(fd, "{"); - foreach (ShaderInput *socket, node->inputs) { - if (socket != node->inputs[0]) { - fprintf(fd, "|"); - } - fprintf(fd, "%s", socket, socket->name().c_str()); - } - fprintf(fd, "}|"); - } - fprintf(fd, "%s", node->name.c_str()); - if (node->bump == SHADER_BUMP_CENTER) { - fprintf(fd, " (bump:center)"); - } - else if (node->bump == SHADER_BUMP_DX) { - fprintf(fd, " (bump:dx)"); - } - else if (node->bump == SHADER_BUMP_DY) { - fprintf(fd, " (bump:dy)"); - } - if (node->outputs.size()) { - fprintf(fd, "|{"); - foreach (ShaderOutput *socket, node->outputs) { - if (socket != node->outputs[0]) { - fprintf(fd, "|"); - } - fprintf(fd, "%s", socket, socket->name().c_str()); - } - fprintf(fd, "}"); - } - fprintf(fd, "}\"]"); - } - - foreach (ShaderNode *node, nodes) { - foreach (ShaderOutput *output, node->outputs) { - foreach (ShaderInput *input, output->links) { - fprintf(fd, - "// CONNECTION: OUT_%p->IN_%p (%s:%s)\n", - output, - input, - output->name().c_str(), - input->name().c_str()); - fprintf(fd, - "\"%p\":\"OUT_%p\":e -> \"%p\":\"IN_%p\":w [label=\"\"]\n", - output->parent, - output, - input->parent, - input); - } - } - } - - fprintf(fd, "}\n"); - fclose(fd); -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/render/graph.h b/intern/cycles/render/graph.h deleted file mode 100644 index 3584754fad1..00000000000 --- a/intern/cycles/render/graph.h +++ /dev/null @@ -1,385 +0,0 @@ -/* - * Copyright 2011-2016 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#ifndef __GRAPH_H__ -#define __GRAPH_H__ - -#include "graph/node.h" -#include "graph/node_type.h" - -#include "kernel/kernel_types.h" - -#include "util/util_list.h" -#include "util/util_map.h" -#include "util/util_param.h" -#include "util/util_set.h" -#include "util/util_types.h" -#include "util/util_vector.h" - -CCL_NAMESPACE_BEGIN - -class AttributeRequestSet; -class Scene; -class Shader; -class ShaderInput; -class ShaderOutput; -class ShaderNode; -class ShaderGraph; -class SVMCompiler; -class OSLCompiler; -class OutputNode; -class ConstantFolder; -class MD5Hash; - -/* Bump - * - * For bump mapping, a node may be evaluated multiple times, using different - * samples to reconstruct the normal, this indicates the sample position */ - -enum ShaderBump { SHADER_BUMP_NONE, SHADER_BUMP_CENTER, SHADER_BUMP_DX, SHADER_BUMP_DY }; - -/* Identifiers for some special node types. - * - * The graph needs to identify these in the clean function. - * Cannot use dynamic_cast, as this is disabled for OSL. */ - -enum ShaderNodeSpecialType { - SHADER_SPECIAL_TYPE_NONE, - SHADER_SPECIAL_TYPE_PROXY, - SHADER_SPECIAL_TYPE_AUTOCONVERT, - SHADER_SPECIAL_TYPE_GEOMETRY, - SHADER_SPECIAL_TYPE_OSL, - SHADER_SPECIAL_TYPE_IMAGE_SLOT, - SHADER_SPECIAL_TYPE_CLOSURE, - SHADER_SPECIAL_TYPE_COMBINE_CLOSURE, - SHADER_SPECIAL_TYPE_OUTPUT, - SHADER_SPECIAL_TYPE_BUMP, - SHADER_SPECIAL_TYPE_OUTPUT_AOV, -}; - -/* Input - * - * Input socket for a shader node. May be linked to an output or not. If not - * linked, it will either get a fixed default value, or e.g. a texture - * coordinate. */ - -class ShaderInput { - public: - ShaderInput(const SocketType &socket_type_, ShaderNode *parent_) - : socket_type(socket_type_), - parent(parent_), - link(NULL), - stack_offset(SVM_STACK_INVALID), - constant_folded_in(false) - { - } - - ustring name() - { - return socket_type.ui_name; - } - int flags() - { - return socket_type.flags; - } - SocketType::Type type() - { - return socket_type.type; - } - - void set(float f) - { - ((Node *)parent)->set(socket_type, f); - } - void set(float3 f) - { - ((Node *)parent)->set(socket_type, f); - } - - void disconnect(); - - const SocketType &socket_type; - ShaderNode *parent; - ShaderOutput *link; - int stack_offset; /* for SVM compiler */ - - /* Keeps track of whether a constant was folded in this socket, to avoid over-optimizing when the - * link is null. */ - bool constant_folded_in; -}; - -/* Output - * - * Output socket for a shader node. */ - -class ShaderOutput { - public: - ShaderOutput(const SocketType &socket_type_, ShaderNode *parent_) - : socket_type(socket_type_), parent(parent_), stack_offset(SVM_STACK_INVALID) - { - } - - ustring name() - { - return socket_type.ui_name; - } - SocketType::Type type() - { - return socket_type.type; - } - - void disconnect(); - - const SocketType &socket_type; - ShaderNode *parent; - vector links; - int stack_offset; /* for SVM compiler */ -}; - -/* Node - * - * Shader node in graph, with input and output sockets. This is the virtual - * base class for all node types. */ - -class ShaderNode : public Node { - public: - explicit ShaderNode(const NodeType *type); - virtual ~ShaderNode(); - - void create_inputs_outputs(const NodeType *type); - void remove_input(ShaderInput *input); - - ShaderInput *input(const char *name); - ShaderOutput *output(const char *name); - ShaderInput *input(ustring name); - ShaderOutput *output(ustring name); - - virtual ShaderNode *clone(ShaderGraph *graph) const = 0; - virtual void attributes(Shader *shader, AttributeRequestSet *attributes); - virtual void compile(SVMCompiler &compiler) = 0; - virtual void compile(OSLCompiler &compiler) = 0; - - /* Expand node into additional nodes. */ - virtual void expand(ShaderGraph * /* graph */) - { - } - - /* ** Node optimization ** */ - /* Check whether the node can be replaced with single constant. */ - virtual void constant_fold(const ConstantFolder & /*folder*/) - { - } - - /* Simplify settings used by artists to the ones which are simpler to - * evaluate in the kernel but keep the final result unchanged. - */ - virtual void simplify_settings(Scene * /*scene*/){}; - - virtual bool has_surface_emission() - { - return false; - } - virtual bool has_surface_transparent() - { - return false; - } - virtual bool has_surface_bssrdf() - { - return false; - } - virtual bool has_bump() - { - return false; - } - virtual bool has_bssrdf_bump() - { - return false; - } - virtual bool has_spatial_varying() - { - return false; - } - virtual bool has_attribute_dependency() - { - return false; - } - virtual bool has_integrator_dependency() - { - return false; - } - virtual bool has_volume_support() - { - return false; - } - vector inputs; - vector outputs; - - int id; /* index in graph node array */ - ShaderBump bump; /* for bump mapping utility */ - - ShaderNodeSpecialType special_type; /* special node type */ - - /* ** Selective nodes compilation ** */ - - /* TODO(sergey): More explicitly mention in the function names - * that those functions are for selective compilation only? - */ - - /* Node feature are used to disable huge nodes inside the group, - * so it's possible to disable huge nodes inside of the required - * nodes group. - */ - virtual int get_feature() - { - return bump == SHADER_BUMP_NONE ? 0 : KERNEL_FEATURE_NODE_BUMP; - } - - /* Get closure ID to which the node compiles into. */ - virtual ClosureType get_closure_type() - { - return CLOSURE_NONE_ID; - } - - /* Check whether settings of the node equals to another one. - * - * This is mainly used to check whether two nodes can be merged - * together. Meaning, runtime stuff like node id and unbound slots - * will be ignored for comparison. - * - * NOTE: If some node can't be de-duplicated for whatever reason it - * is to be handled in the subclass. - */ - virtual bool equals(const ShaderNode &other); -}; - -/* Node definition utility macros */ - -#define SHADER_NODE_CLASS(type) \ - NODE_DECLARE \ - type(); \ - virtual ShaderNode *clone(ShaderGraph *graph) const \ - { \ - return graph->create_node(*this); \ - } \ - virtual void compile(SVMCompiler &compiler); \ - virtual void compile(OSLCompiler &compiler); - -#define SHADER_NODE_NO_CLONE_CLASS(type) \ - NODE_DECLARE \ - type(); \ - virtual void compile(SVMCompiler &compiler); \ - virtual void compile(OSLCompiler &compiler); - -#define SHADER_NODE_BASE_CLASS(type) \ - virtual ShaderNode *clone(ShaderGraph *graph) const \ - { \ - return graph->create_node(*this); \ - } \ - virtual void compile(SVMCompiler &compiler); \ - virtual void compile(OSLCompiler &compiler); - -class ShaderNodeIDComparator { - public: - bool operator()(const ShaderNode *n1, const ShaderNode *n2) const - { - return n1->id < n2->id; - } -}; - -typedef set ShaderNodeSet; -typedef map ShaderNodeMap; - -/* Graph - * - * Shader graph of nodes. Also does graph manipulations for default inputs, - * bump mapping from displacement, and possibly other things in the future. */ - -class ShaderGraph : public NodeOwner { - public: - list nodes; - size_t num_node_ids; - bool finalized; - bool simplified; - string displacement_hash; - - ShaderGraph(); - ~ShaderGraph(); - - ShaderNode *add(ShaderNode *node); - OutputNode *output(); - - void connect(ShaderOutput *from, ShaderInput *to); - void disconnect(ShaderOutput *from); - void disconnect(ShaderInput *to); - void relink(ShaderInput *from, ShaderInput *to); - void relink(ShaderOutput *from, ShaderOutput *to); - void relink(ShaderNode *node, ShaderOutput *from, ShaderOutput *to); - - void remove_proxy_nodes(); - void compute_displacement_hash(); - void simplify(Scene *scene); - void finalize(Scene *scene, - bool do_bump = false, - bool do_simplify = false, - bool bump_in_object_space = false); - - int get_num_closures(); - - void dump_graph(const char *filename); - - /* This function is used to create a node of a specified type instead of - * calling 'new', and sets the graph as the owner of the node. - */ - template T *create_node(Args &&...args) - { - T *node = new T(args...); - node->set_owner(this); - return node; - } - - /* This function is used to delete a node created and owned by the graph. - */ - template void delete_node(T *node) - { - assert(node->get_owner() == this); - delete node; - } - - protected: - typedef pair NodePair; - - void find_dependencies(ShaderNodeSet &dependencies, ShaderInput *input); - void clear_nodes(); - void copy_nodes(ShaderNodeSet &nodes, ShaderNodeMap &nnodemap); - - void break_cycles(ShaderNode *node, vector &visited, vector &on_stack); - void bump_from_displacement(bool use_object_space); - void refine_bump_nodes(); - void expand(); - void default_inputs(bool do_osl); - void transform_multi_closure(ShaderNode *node, ShaderOutput *weight_out, bool volume); - - /* Graph simplification routines. */ - void clean(Scene *scene); - void constant_fold(Scene *scene); - void simplify_settings(Scene *scene); - void deduplicate_nodes(); - void verify_volume_output(); -}; - -CCL_NAMESPACE_END - -#endif /* __GRAPH_H__ */ diff --git a/intern/cycles/render/hair.cpp b/intern/cycles/render/hair.cpp deleted file mode 100644 index 4656148119a..00000000000 --- a/intern/cycles/render/hair.cpp +++ /dev/null @@ -1,632 +0,0 @@ -/* - * Copyright 2011-2020 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "bvh/bvh.h" - -#include "render/curves.h" -#include "render/hair.h" -#include "render/object.h" -#include "render/scene.h" - -#include "integrator/shader_eval.h" - -#include "util/util_progress.h" - -CCL_NAMESPACE_BEGIN - -/* Hair Curve */ - -void Hair::Curve::bounds_grow(const int k, - const float3 *curve_keys, - const float *curve_radius, - BoundBox &bounds) const -{ - float3 P[4]; - - P[0] = curve_keys[max(first_key + k - 1, first_key)]; - P[1] = curve_keys[first_key + k]; - P[2] = curve_keys[first_key + k + 1]; - P[3] = curve_keys[min(first_key + k + 2, first_key + num_keys - 1)]; - - float3 lower; - float3 upper; - - curvebounds(&lower.x, &upper.x, P, 0); - curvebounds(&lower.y, &upper.y, P, 1); - curvebounds(&lower.z, &upper.z, P, 2); - - float mr = max(curve_radius[first_key + k], curve_radius[first_key + k + 1]); - - bounds.grow(lower, mr); - bounds.grow(upper, mr); -} - -void Hair::Curve::bounds_grow(const int k, - const float3 *curve_keys, - const float *curve_radius, - const Transform &aligned_space, - BoundBox &bounds) const -{ - float3 P[4]; - - P[0] = curve_keys[max(first_key + k - 1, first_key)]; - P[1] = curve_keys[first_key + k]; - P[2] = curve_keys[first_key + k + 1]; - P[3] = curve_keys[min(first_key + k + 2, first_key + num_keys - 1)]; - - P[0] = transform_point(&aligned_space, P[0]); - P[1] = transform_point(&aligned_space, P[1]); - P[2] = transform_point(&aligned_space, P[2]); - P[3] = transform_point(&aligned_space, P[3]); - - float3 lower; - float3 upper; - - curvebounds(&lower.x, &upper.x, P, 0); - curvebounds(&lower.y, &upper.y, P, 1); - curvebounds(&lower.z, &upper.z, P, 2); - - float mr = max(curve_radius[first_key + k], curve_radius[first_key + k + 1]); - - bounds.grow(lower, mr); - bounds.grow(upper, mr); -} - -void Hair::Curve::bounds_grow(float4 keys[4], BoundBox &bounds) const -{ - float3 P[4] = { - float4_to_float3(keys[0]), - float4_to_float3(keys[1]), - float4_to_float3(keys[2]), - float4_to_float3(keys[3]), - }; - - float3 lower; - float3 upper; - - curvebounds(&lower.x, &upper.x, P, 0); - curvebounds(&lower.y, &upper.y, P, 1); - curvebounds(&lower.z, &upper.z, P, 2); - - float mr = max(keys[1].w, keys[2].w); - - bounds.grow(lower, mr); - bounds.grow(upper, mr); -} - -void Hair::Curve::motion_keys(const float3 *curve_keys, - const float *curve_radius, - const float3 *key_steps, - size_t num_curve_keys, - size_t num_steps, - float time, - size_t k0, - size_t k1, - float4 r_keys[2]) const -{ - /* Figure out which steps we need to fetch and their interpolation factor. */ - const size_t max_step = num_steps - 1; - const size_t step = min((int)(time * max_step), max_step - 1); - const float t = time * max_step - step; - /* Fetch vertex coordinates. */ - float4 curr_keys[2]; - float4 next_keys[2]; - keys_for_step( - curve_keys, curve_radius, key_steps, num_curve_keys, num_steps, step, k0, k1, curr_keys); - keys_for_step( - curve_keys, curve_radius, key_steps, num_curve_keys, num_steps, step + 1, k0, k1, next_keys); - /* Interpolate between steps. */ - r_keys[0] = (1.0f - t) * curr_keys[0] + t * next_keys[0]; - r_keys[1] = (1.0f - t) * curr_keys[1] + t * next_keys[1]; -} - -void Hair::Curve::cardinal_motion_keys(const float3 *curve_keys, - const float *curve_radius, - const float3 *key_steps, - size_t num_curve_keys, - size_t num_steps, - float time, - size_t k0, - size_t k1, - size_t k2, - size_t k3, - float4 r_keys[4]) const -{ - /* Figure out which steps we need to fetch and their interpolation factor. */ - const size_t max_step = num_steps - 1; - const size_t step = min((int)(time * max_step), max_step - 1); - const float t = time * max_step - step; - /* Fetch vertex coordinates. */ - float4 curr_keys[4]; - float4 next_keys[4]; - cardinal_keys_for_step(curve_keys, - curve_radius, - key_steps, - num_curve_keys, - num_steps, - step, - k0, - k1, - k2, - k3, - curr_keys); - cardinal_keys_for_step(curve_keys, - curve_radius, - key_steps, - num_curve_keys, - num_steps, - step + 1, - k0, - k1, - k2, - k3, - next_keys); - /* Interpolate between steps. */ - r_keys[0] = (1.0f - t) * curr_keys[0] + t * next_keys[0]; - r_keys[1] = (1.0f - t) * curr_keys[1] + t * next_keys[1]; - r_keys[2] = (1.0f - t) * curr_keys[2] + t * next_keys[2]; - r_keys[3] = (1.0f - t) * curr_keys[3] + t * next_keys[3]; -} - -void Hair::Curve::keys_for_step(const float3 *curve_keys, - const float *curve_radius, - const float3 *key_steps, - size_t num_curve_keys, - size_t num_steps, - size_t step, - size_t k0, - size_t k1, - float4 r_keys[2]) const -{ - k0 = max(k0, 0); - k1 = min(k1, num_keys - 1); - const size_t center_step = ((num_steps - 1) / 2); - if (step == center_step) { - /* Center step: regular key location. */ - /* TODO(sergey): Consider adding make_float4(float3, float) - * function. - */ - r_keys[0] = make_float4(curve_keys[first_key + k0].x, - curve_keys[first_key + k0].y, - curve_keys[first_key + k0].z, - curve_radius[first_key + k0]); - r_keys[1] = make_float4(curve_keys[first_key + k1].x, - curve_keys[first_key + k1].y, - curve_keys[first_key + k1].z, - curve_radius[first_key + k1]); - } - else { - /* Center step is not stored in this array. */ - if (step > center_step) { - step--; - } - const size_t offset = first_key + step * num_curve_keys; - r_keys[0] = make_float4(key_steps[offset + k0].x, - key_steps[offset + k0].y, - key_steps[offset + k0].z, - curve_radius[first_key + k0]); - r_keys[1] = make_float4(key_steps[offset + k1].x, - key_steps[offset + k1].y, - key_steps[offset + k1].z, - curve_radius[first_key + k1]); - } -} - -void Hair::Curve::cardinal_keys_for_step(const float3 *curve_keys, - const float *curve_radius, - const float3 *key_steps, - size_t num_curve_keys, - size_t num_steps, - size_t step, - size_t k0, - size_t k1, - size_t k2, - size_t k3, - float4 r_keys[4]) const -{ - k0 = max(k0, 0); - k3 = min(k3, num_keys - 1); - const size_t center_step = ((num_steps - 1) / 2); - if (step == center_step) { - /* Center step: regular key location. */ - r_keys[0] = make_float4(curve_keys[first_key + k0].x, - curve_keys[first_key + k0].y, - curve_keys[first_key + k0].z, - curve_radius[first_key + k0]); - r_keys[1] = make_float4(curve_keys[first_key + k1].x, - curve_keys[first_key + k1].y, - curve_keys[first_key + k1].z, - curve_radius[first_key + k1]); - r_keys[2] = make_float4(curve_keys[first_key + k2].x, - curve_keys[first_key + k2].y, - curve_keys[first_key + k2].z, - curve_radius[first_key + k2]); - r_keys[3] = make_float4(curve_keys[first_key + k3].x, - curve_keys[first_key + k3].y, - curve_keys[first_key + k3].z, - curve_radius[first_key + k3]); - } - else { - /* Center step is not stored in this array. */ - if (step > center_step) { - step--; - } - const size_t offset = first_key + step * num_curve_keys; - r_keys[0] = make_float4(key_steps[offset + k0].x, - key_steps[offset + k0].y, - key_steps[offset + k0].z, - curve_radius[first_key + k0]); - r_keys[1] = make_float4(key_steps[offset + k1].x, - key_steps[offset + k1].y, - key_steps[offset + k1].z, - curve_radius[first_key + k1]); - r_keys[2] = make_float4(key_steps[offset + k2].x, - key_steps[offset + k2].y, - key_steps[offset + k2].z, - curve_radius[first_key + k2]); - r_keys[3] = make_float4(key_steps[offset + k3].x, - key_steps[offset + k3].y, - key_steps[offset + k3].z, - curve_radius[first_key + k3]); - } -} - -/* Hair */ - -NODE_DEFINE(Hair) -{ - NodeType *type = NodeType::add("hair", create, NodeType::NONE, Geometry::get_node_base_type()); - - SOCKET_POINT_ARRAY(curve_keys, "Curve Keys", array()); - SOCKET_FLOAT_ARRAY(curve_radius, "Curve Radius", array()); - SOCKET_INT_ARRAY(curve_first_key, "Curve First Key", array()); - SOCKET_INT_ARRAY(curve_shader, "Curve Shader", array()); - - return type; -} - -Hair::Hair() : Geometry(get_node_type(), Geometry::HAIR) -{ - curve_key_offset = 0; - curve_segment_offset = 0; - curve_shape = CURVE_RIBBON; -} - -Hair::~Hair() -{ -} - -void Hair::resize_curves(int numcurves, int numkeys) -{ - curve_keys.resize(numkeys); - curve_radius.resize(numkeys); - curve_first_key.resize(numcurves); - curve_shader.resize(numcurves); - - attributes.resize(); -} - -void Hair::reserve_curves(int numcurves, int numkeys) -{ - curve_keys.reserve(numkeys); - curve_radius.reserve(numkeys); - curve_first_key.reserve(numcurves); - curve_shader.reserve(numcurves); - - attributes.resize(true); -} - -void Hair::clear(bool preserve_shaders) -{ - Geometry::clear(preserve_shaders); - - curve_keys.clear(); - curve_radius.clear(); - curve_first_key.clear(); - curve_shader.clear(); - - attributes.clear(); -} - -void Hair::add_curve_key(float3 co, float radius) -{ - curve_keys.push_back_reserved(co); - curve_radius.push_back_reserved(radius); - - tag_curve_keys_modified(); - tag_curve_radius_modified(); -} - -void Hair::add_curve(int first_key, int shader) -{ - curve_first_key.push_back_reserved(first_key); - curve_shader.push_back_reserved(shader); - - tag_curve_first_key_modified(); - tag_curve_shader_modified(); -} - -void Hair::copy_center_to_motion_step(const int motion_step) -{ - Attribute *attr_mP = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION); - if (attr_mP) { - float3 *keys = &curve_keys[0]; - size_t numkeys = curve_keys.size(); - memcpy(attr_mP->data_float3() + motion_step * numkeys, keys, sizeof(float3) * numkeys); - } -} - -void Hair::get_uv_tiles(ustring map, unordered_set &tiles) -{ - Attribute *attr; - - if (map.empty()) { - attr = attributes.find(ATTR_STD_UV); - } - else { - attr = attributes.find(map); - } - - if (attr) { - attr->get_uv_tiles(this, ATTR_PRIM_GEOMETRY, tiles); - } -} - -void Hair::compute_bounds() -{ - BoundBox bnds = BoundBox::empty; - size_t curve_keys_size = curve_keys.size(); - - if (curve_keys_size > 0) { - for (size_t i = 0; i < curve_keys_size; i++) - bnds.grow(curve_keys[i], curve_radius[i]); - - Attribute *curve_attr = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION); - if (use_motion_blur && curve_attr) { - size_t steps_size = curve_keys.size() * (motion_steps - 1); - float3 *key_steps = curve_attr->data_float3(); - - for (size_t i = 0; i < steps_size; i++) - bnds.grow(key_steps[i]); - } - - if (!bnds.valid()) { - bnds = BoundBox::empty; - - /* skip nan or inf coordinates */ - for (size_t i = 0; i < curve_keys_size; i++) - bnds.grow_safe(curve_keys[i], curve_radius[i]); - - if (use_motion_blur && curve_attr) { - size_t steps_size = curve_keys.size() * (motion_steps - 1); - float3 *key_steps = curve_attr->data_float3(); - - for (size_t i = 0; i < steps_size; i++) - bnds.grow_safe(key_steps[i]); - } - } - } - - if (!bnds.valid()) { - /* empty mesh */ - bnds.grow(zero_float3()); - } - - bounds = bnds; -} - -void Hair::apply_transform(const Transform &tfm, const bool apply_to_motion) -{ - /* compute uniform scale */ - float3 c0 = transform_get_column(&tfm, 0); - float3 c1 = transform_get_column(&tfm, 1); - float3 c2 = transform_get_column(&tfm, 2); - float scalar = powf(fabsf(dot(cross(c0, c1), c2)), 1.0f / 3.0f); - - /* apply transform to curve keys */ - for (size_t i = 0; i < curve_keys.size(); i++) { - float3 co = transform_point(&tfm, curve_keys[i]); - float radius = curve_radius[i] * scalar; - - /* scale for curve radius is only correct for uniform scale */ - curve_keys[i] = co; - curve_radius[i] = radius; - } - - tag_curve_keys_modified(); - tag_curve_radius_modified(); - - if (apply_to_motion) { - Attribute *curve_attr = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION); - - if (curve_attr) { - /* apply transform to motion curve keys */ - size_t steps_size = curve_keys.size() * (motion_steps - 1); - float4 *key_steps = curve_attr->data_float4(); - - for (size_t i = 0; i < steps_size; i++) { - float3 co = transform_point(&tfm, float4_to_float3(key_steps[i])); - float radius = key_steps[i].w * scalar; - - /* scale for curve radius is only correct for uniform scale */ - key_steps[i] = float3_to_float4(co); - key_steps[i].w = radius; - } - } - } -} - -void Hair::pack_curves(Scene *scene, - float4 *curve_key_co, - KernelCurve *curves, - KernelCurveSegment *curve_segments) -{ - size_t curve_keys_size = curve_keys.size(); - - /* pack curve keys */ - if (curve_keys_size) { - float3 *keys_ptr = curve_keys.data(); - float *radius_ptr = curve_radius.data(); - - for (size_t i = 0; i < curve_keys_size; i++) - curve_key_co[i] = make_float4(keys_ptr[i].x, keys_ptr[i].y, keys_ptr[i].z, radius_ptr[i]); - } - - /* pack curve segments */ - const PrimitiveType type = primitive_type(); - - size_t curve_num = num_curves(); - size_t index = 0; - - for (size_t i = 0; i < curve_num; i++) { - Curve curve = get_curve(i); - int shader_id = curve_shader[i]; - Shader *shader = (shader_id < used_shaders.size()) ? - static_cast(used_shaders[shader_id]) : - scene->default_surface; - shader_id = scene->shader_manager->get_shader_id(shader, false); - - curves[i].shader_id = shader_id; - curves[i].first_key = curve_key_offset + curve.first_key; - curves[i].num_keys = curve.num_keys; - curves[i].type = type; - - for (int k = 0; k < curve.num_segments(); ++k, ++index) { - curve_segments[index].prim = prim_offset + i; - curve_segments[index].type = PRIMITIVE_PACK_SEGMENT(type, k); - } - } -} - -PrimitiveType Hair::primitive_type() const -{ - return has_motion_blur() ? - ((curve_shape == CURVE_RIBBON) ? PRIMITIVE_MOTION_CURVE_RIBBON : - PRIMITIVE_MOTION_CURVE_THICK) : - ((curve_shape == CURVE_RIBBON) ? PRIMITIVE_CURVE_RIBBON : PRIMITIVE_CURVE_THICK); -} - -/* Fill in coordinates for curve transparency shader evaluation on device. */ -static int fill_shader_input(const Hair *hair, - const int object_index, - device_vector &d_input) -{ - int d_input_size = 0; - KernelShaderEvalInput *d_input_data = d_input.data(); - - const int num_curves = hair->num_curves(); - for (int i = 0; i < num_curves; i++) { - const Hair::Curve curve = hair->get_curve(i); - const int num_segments = curve.num_segments(); - - for (int j = 0; j < num_segments + 1; j++) { - KernelShaderEvalInput in; - in.object = object_index; - in.prim = hair->prim_offset + i; - in.u = (j < num_segments) ? 0.0f : 1.0f; - in.v = (j < num_segments) ? __int_as_float(j) : __int_as_float(j - 1); - d_input_data[d_input_size++] = in; - } - } - - return d_input_size; -} - -/* Read back curve transparency shader output. */ -static void read_shader_output(float *shadow_transparency, - bool &is_fully_opaque, - const device_vector &d_output) -{ - const int num_keys = d_output.size(); - const float *output_data = d_output.data(); - bool is_opaque = true; - - for (int i = 0; i < num_keys; i++) { - shadow_transparency[i] = output_data[i]; - if (shadow_transparency[i] > 0.0f) { - is_opaque = false; - } - } - - is_fully_opaque = is_opaque; -} - -bool Hair::need_shadow_transparency() -{ - for (const Node *node : used_shaders) { - const Shader *shader = static_cast(node); - if (shader->has_surface_transparent && shader->get_use_transparent_shadow()) { - return true; - } - } - - return false; -} - -bool Hair::update_shadow_transparency(Device *device, Scene *scene, Progress &progress) -{ - if (!need_shadow_transparency()) { - /* If no shaders with shadow transparency, remove attribute. */ - Attribute *attr = attributes.find(ATTR_STD_SHADOW_TRANSPARENCY); - if (attr) { - attributes.remove(attr); - return true; - } - else { - return false; - } - } - - string msg = string_printf("Computing Shadow Transparency %s", name.c_str()); - progress.set_status("Updating Hair", msg); - - /* Create shadow transparency attribute. */ - Attribute *attr = attributes.find(ATTR_STD_SHADOW_TRANSPARENCY); - const bool attribute_exists = (attr != nullptr); - if (!attribute_exists) { - attr = attributes.add(ATTR_STD_SHADOW_TRANSPARENCY); - } - - float *attr_data = attr->data_float(); - - /* Find object index. */ - size_t object_index = OBJECT_NONE; - - for (size_t i = 0; i < scene->objects.size(); i++) { - if (scene->objects[i]->get_geometry() == this) { - object_index = i; - break; - } - } - - /* Evaluate shader on device. */ - ShaderEval shader_eval(device, progress); - bool is_fully_opaque = false; - shader_eval.eval(SHADER_EVAL_CURVE_SHADOW_TRANSPARENCY, - num_keys(), - 1, - function_bind(&fill_shader_input, this, object_index, _1), - function_bind(&read_shader_output, attr_data, is_fully_opaque, _1)); - - if (is_fully_opaque) { - attributes.remove(attr); - return attribute_exists; - } - - return true; -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/render/hair.h b/intern/cycles/render/hair.h deleted file mode 100644 index 3e91fc3dcbb..00000000000 --- a/intern/cycles/render/hair.h +++ /dev/null @@ -1,164 +0,0 @@ -/* - * Copyright 2011-2020 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#ifndef __HAIR_H__ -#define __HAIR_H__ - -#include "render/geometry.h" - -CCL_NAMESPACE_BEGIN - -struct KernelCurveSegment; - -class Hair : public Geometry { - public: - NODE_DECLARE - - /* Hair Curve */ - struct Curve { - int first_key; - int num_keys; - - int num_segments() const - { - return num_keys - 1; - } - - void bounds_grow(const int k, - const float3 *curve_keys, - const float *curve_radius, - BoundBox &bounds) const; - void bounds_grow(float4 keys[4], BoundBox &bounds) const; - void bounds_grow(const int k, - const float3 *curve_keys, - const float *curve_radius, - const Transform &aligned_space, - BoundBox &bounds) const; - - void motion_keys(const float3 *curve_keys, - const float *curve_radius, - const float3 *key_steps, - size_t num_curve_keys, - size_t num_steps, - float time, - size_t k0, - size_t k1, - float4 r_keys[2]) const; - void cardinal_motion_keys(const float3 *curve_keys, - const float *curve_radius, - const float3 *key_steps, - size_t num_curve_keys, - size_t num_steps, - float time, - size_t k0, - size_t k1, - size_t k2, - size_t k3, - float4 r_keys[4]) const; - - void keys_for_step(const float3 *curve_keys, - const float *curve_radius, - const float3 *key_steps, - size_t num_curve_keys, - size_t num_steps, - size_t step, - size_t k0, - size_t k1, - float4 r_keys[2]) const; - void cardinal_keys_for_step(const float3 *curve_keys, - const float *curve_radius, - const float3 *key_steps, - size_t num_curve_keys, - size_t num_steps, - size_t step, - size_t k0, - size_t k1, - size_t k2, - size_t k3, - float4 r_keys[4]) const; - }; - - NODE_SOCKET_API_ARRAY(array, curve_keys) - NODE_SOCKET_API_ARRAY(array, curve_radius) - NODE_SOCKET_API_ARRAY(array, curve_first_key) - NODE_SOCKET_API_ARRAY(array, curve_shader) - - /* BVH */ - size_t curve_key_offset; - size_t curve_segment_offset; - CurveShapeType curve_shape; - - /* Constructor/Destructor */ - Hair(); - ~Hair(); - - /* Geometry */ - void clear(bool preserve_shaders = false) override; - - void resize_curves(int numcurves, int numkeys); - void reserve_curves(int numcurves, int numkeys); - void add_curve_key(float3 loc, float radius); - void add_curve(int first_key, int shader); - - void copy_center_to_motion_step(const int motion_step); - - void compute_bounds() override; - void apply_transform(const Transform &tfm, const bool apply_to_motion) override; - - /* Curves */ - Curve get_curve(size_t i) const - { - int first = curve_first_key[i]; - int next_first = (i + 1 < curve_first_key.size()) ? curve_first_key[i + 1] : curve_keys.size(); - - Curve curve = {first, next_first - first}; - return curve; - } - - size_t num_keys() const - { - return curve_keys.size(); - } - - size_t num_curves() const - { - return curve_first_key.size(); - } - - size_t num_segments() const - { - return curve_keys.size() - curve_first_key.size(); - } - - /* UDIM */ - void get_uv_tiles(ustring map, unordered_set &tiles) override; - - /* BVH */ - void pack_curves(Scene *scene, - float4 *curve_key_co, - KernelCurve *curve, - KernelCurveSegment *curve_segments); - - PrimitiveType primitive_type() const override; - - /* Attributes */ - bool need_shadow_transparency(); - bool update_shadow_transparency(Device *device, Scene *scene, Progress &progress); -}; - -CCL_NAMESPACE_END - -#endif /* __HAIR_H__ */ diff --git a/intern/cycles/render/image.cpp b/intern/cycles/render/image.cpp deleted file mode 100644 index 27f9b7df1dd..00000000000 --- a/intern/cycles/render/image.cpp +++ /dev/null @@ -1,905 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "render/image.h" -#include "device/device.h" -#include "render/colorspace.h" -#include "render/image_oiio.h" -#include "render/image_vdb.h" -#include "render/scene.h" -#include "render/stats.h" - -#include "util/util_foreach.h" -#include "util/util_image.h" -#include "util/util_image_impl.h" -#include "util/util_logging.h" -#include "util/util_path.h" -#include "util/util_progress.h" -#include "util/util_task.h" -#include "util/util_texture.h" -#include "util/util_unique_ptr.h" - -#ifdef WITH_OSL -# include -#endif - -CCL_NAMESPACE_BEGIN - -namespace { - -/* Some helpers to silence warning in templated function. */ -bool isfinite(uchar /*value*/) -{ - return true; -} -bool isfinite(half /*value*/) -{ - return true; -} -bool isfinite(uint16_t /*value*/) -{ - return true; -} - -const char *name_from_type(ImageDataType type) -{ - switch (type) { - case IMAGE_DATA_TYPE_FLOAT4: - return "float4"; - case IMAGE_DATA_TYPE_BYTE4: - return "byte4"; - case IMAGE_DATA_TYPE_HALF4: - return "half4"; - case IMAGE_DATA_TYPE_FLOAT: - return "float"; - case IMAGE_DATA_TYPE_BYTE: - return "byte"; - case IMAGE_DATA_TYPE_HALF: - return "half"; - case IMAGE_DATA_TYPE_USHORT4: - return "ushort4"; - case IMAGE_DATA_TYPE_USHORT: - return "ushort"; - case IMAGE_DATA_TYPE_NANOVDB_FLOAT: - return "nanovdb_float"; - case IMAGE_DATA_TYPE_NANOVDB_FLOAT3: - return "nanovdb_float3"; - case IMAGE_DATA_NUM_TYPES: - assert(!"System enumerator type, should never be used"); - return ""; - } - assert(!"Unhandled image data type"); - return ""; -} - -} // namespace - -/* Image Handle */ - -ImageHandle::ImageHandle() : manager(NULL) -{ -} - -ImageHandle::ImageHandle(const ImageHandle &other) - : tile_slots(other.tile_slots), manager(other.manager) -{ - /* Increase image user count. */ - foreach (const int slot, tile_slots) { - manager->add_image_user(slot); - } -} - -ImageHandle &ImageHandle::operator=(const ImageHandle &other) -{ - clear(); - manager = other.manager; - tile_slots = other.tile_slots; - - foreach (const int slot, tile_slots) { - manager->add_image_user(slot); - } - - return *this; -} - -ImageHandle::~ImageHandle() -{ - clear(); -} - -void ImageHandle::clear() -{ - foreach (const int slot, tile_slots) { - manager->remove_image_user(slot); - } - - tile_slots.clear(); - manager = NULL; -} - -bool ImageHandle::empty() -{ - return tile_slots.empty(); -} - -int ImageHandle::num_tiles() -{ - return tile_slots.size(); -} - -ImageMetaData ImageHandle::metadata() -{ - if (tile_slots.empty()) { - return ImageMetaData(); - } - - ImageManager::Image *img = manager->images[tile_slots.front()]; - manager->load_image_metadata(img); - return img->metadata; -} - -int ImageHandle::svm_slot(const int tile_index) const -{ - if (tile_index >= tile_slots.size()) { - return -1; - } - - if (manager->osl_texture_system) { - ImageManager::Image *img = manager->images[tile_slots[tile_index]]; - if (!img->loader->osl_filepath().empty()) { - return -1; - } - } - - return tile_slots[tile_index]; -} - -device_texture *ImageHandle::image_memory(const int tile_index) const -{ - if (tile_index >= tile_slots.size()) { - return NULL; - } - - ImageManager::Image *img = manager->images[tile_slots[tile_index]]; - return img ? img->mem : NULL; -} - -VDBImageLoader *ImageHandle::vdb_loader(const int tile_index) const -{ - if (tile_index >= tile_slots.size()) { - return NULL; - } - - ImageManager::Image *img = manager->images[tile_slots[tile_index]]; - - if (img == NULL) { - return NULL; - } - - ImageLoader *loader = img->loader; - - if (loader == NULL) { - return NULL; - } - - if (loader->is_vdb_loader()) { - return dynamic_cast(loader); - } - - return NULL; -} - -bool ImageHandle::operator==(const ImageHandle &other) const -{ - return manager == other.manager && tile_slots == other.tile_slots; -} - -/* Image MetaData */ - -ImageMetaData::ImageMetaData() - : channels(0), - width(0), - height(0), - depth(0), - byte_size(0), - type(IMAGE_DATA_NUM_TYPES), - colorspace(u_colorspace_raw), - colorspace_file_format(""), - use_transform_3d(false), - compress_as_srgb(false) -{ -} - -bool ImageMetaData::operator==(const ImageMetaData &other) const -{ - return channels == other.channels && width == other.width && height == other.height && - depth == other.depth && use_transform_3d == other.use_transform_3d && - (!use_transform_3d || transform_3d == other.transform_3d) && type == other.type && - colorspace == other.colorspace && compress_as_srgb == other.compress_as_srgb; -} - -bool ImageMetaData::is_float() const -{ - return (type == IMAGE_DATA_TYPE_FLOAT || type == IMAGE_DATA_TYPE_FLOAT4 || - type == IMAGE_DATA_TYPE_HALF || type == IMAGE_DATA_TYPE_HALF4); -} - -void ImageMetaData::detect_colorspace() -{ - /* Convert used specified color spaces to one we know how to handle. */ - colorspace = ColorSpaceManager::detect_known_colorspace( - colorspace, colorspace_file_format, is_float()); - - if (colorspace == u_colorspace_raw) { - /* Nothing to do. */ - } - else if (colorspace == u_colorspace_srgb) { - /* Keep sRGB colorspace stored as sRGB, to save memory and/or loading time - * for the common case of 8bit sRGB images like PNG. */ - compress_as_srgb = true; - } - else { - /* Always compress non-raw 8bit images as scene linear + sRGB, as a - * heuristic to keep memory usage the same without too much data loss - * due to quantization in common cases. */ - compress_as_srgb = (type == IMAGE_DATA_TYPE_BYTE || type == IMAGE_DATA_TYPE_BYTE4); - - /* If colorspace conversion needed, use half instead of short so we can - * represent HDR values that might result from conversion. */ - if (type == IMAGE_DATA_TYPE_USHORT) { - type = IMAGE_DATA_TYPE_HALF; - } - else if (type == IMAGE_DATA_TYPE_USHORT4) { - type = IMAGE_DATA_TYPE_HALF4; - } - } -} - -/* Image Loader */ - -ImageLoader::ImageLoader() -{ -} - -ustring ImageLoader::osl_filepath() const -{ - return ustring(); -} - -bool ImageLoader::equals(const ImageLoader *a, const ImageLoader *b) -{ - if (a == NULL && b == NULL) { - return true; - } - else { - return (a && b && typeid(*a) == typeid(*b) && a->equals(*b)); - } -} - -bool ImageLoader::is_vdb_loader() const -{ - return false; -} - -/* Image Manager */ - -ImageManager::ImageManager(const DeviceInfo &info) -{ - need_update_ = true; - osl_texture_system = NULL; - animation_frame = 0; - - /* Set image limits */ - features.has_half_float = info.has_half_images; - features.has_nanovdb = info.has_nanovdb; -} - -ImageManager::~ImageManager() -{ - for (size_t slot = 0; slot < images.size(); slot++) - assert(!images[slot]); -} - -void ImageManager::set_osl_texture_system(void *texture_system) -{ - osl_texture_system = texture_system; -} - -bool ImageManager::set_animation_frame_update(int frame) -{ - if (frame != animation_frame) { - thread_scoped_lock device_lock(images_mutex); - animation_frame = frame; - - for (size_t slot = 0; slot < images.size(); slot++) { - if (images[slot] && images[slot]->params.animated) - return true; - } - } - - return false; -} - -void ImageManager::load_image_metadata(Image *img) -{ - if (!img->need_metadata) { - return; - } - - thread_scoped_lock image_lock(img->mutex); - if (!img->need_metadata) { - return; - } - - ImageMetaData &metadata = img->metadata; - metadata = ImageMetaData(); - metadata.colorspace = img->params.colorspace; - - if (img->loader->load_metadata(features, metadata)) { - assert(metadata.type != IMAGE_DATA_NUM_TYPES); - } - else { - metadata.type = IMAGE_DATA_TYPE_BYTE4; - } - - metadata.detect_colorspace(); - - assert(features.has_half_float || - (metadata.type != IMAGE_DATA_TYPE_HALF4 && metadata.type != IMAGE_DATA_TYPE_HALF)); - assert(features.has_nanovdb || (metadata.type != IMAGE_DATA_TYPE_NANOVDB_FLOAT || - metadata.type != IMAGE_DATA_TYPE_NANOVDB_FLOAT3)); - - img->need_metadata = false; -} - -ImageHandle ImageManager::add_image(const string &filename, const ImageParams ¶ms) -{ - const int slot = add_image_slot(new OIIOImageLoader(filename), params, false); - - ImageHandle handle; - handle.tile_slots.push_back(slot); - handle.manager = this; - return handle; -} - -ImageHandle ImageManager::add_image(const string &filename, - const ImageParams ¶ms, - const array &tiles) -{ - ImageHandle handle; - handle.manager = this; - - foreach (int tile, tiles) { - string tile_filename = filename; - if (tile != 0) { - string_replace(tile_filename, "", string_printf("%04d", tile)); - } - const int slot = add_image_slot(new OIIOImageLoader(tile_filename), params, false); - handle.tile_slots.push_back(slot); - } - - return handle; -} - -ImageHandle ImageManager::add_image(ImageLoader *loader, - const ImageParams ¶ms, - const bool builtin) -{ - const int slot = add_image_slot(loader, params, builtin); - - ImageHandle handle; - handle.tile_slots.push_back(slot); - handle.manager = this; - return handle; -} - -int ImageManager::add_image_slot(ImageLoader *loader, - const ImageParams ¶ms, - const bool builtin) -{ - Image *img; - size_t slot; - - thread_scoped_lock device_lock(images_mutex); - - /* Find existing image. */ - for (slot = 0; slot < images.size(); slot++) { - img = images[slot]; - if (img && ImageLoader::equals(img->loader, loader) && img->params == params) { - img->users++; - delete loader; - return slot; - } - } - - /* Find free slot. */ - for (slot = 0; slot < images.size(); slot++) { - if (!images[slot]) - break; - } - - if (slot == images.size()) { - images.resize(images.size() + 1); - } - - /* Add new image. */ - img = new Image(); - img->params = params; - img->loader = loader; - img->need_metadata = true; - img->need_load = !(osl_texture_system && !img->loader->osl_filepath().empty()); - img->builtin = builtin; - img->users = 1; - img->mem = NULL; - - images[slot] = img; - - need_update_ = true; - - return slot; -} - -void ImageManager::add_image_user(int slot) -{ - thread_scoped_lock device_lock(images_mutex); - Image *image = images[slot]; - assert(image && image->users >= 1); - - image->users++; -} - -void ImageManager::remove_image_user(int slot) -{ - thread_scoped_lock device_lock(images_mutex); - Image *image = images[slot]; - assert(image && image->users >= 1); - - /* decrement user count */ - image->users--; - - /* don't remove immediately, rather do it all together later on. one of - * the reasons for this is that on shader changes we add and remove nodes - * that use them, but we do not want to reload the image all the time. */ - if (image->users == 0) - need_update_ = true; -} - -static bool image_associate_alpha(ImageManager::Image *img) -{ - /* For typical RGBA images we let OIIO convert to associated alpha, - * but some types we want to leave the RGB channels untouched. */ - return !(ColorSpaceManager::colorspace_is_data(img->params.colorspace) || - img->params.alpha_type == IMAGE_ALPHA_IGNORE || - img->params.alpha_type == IMAGE_ALPHA_CHANNEL_PACKED); -} - -template -bool ImageManager::file_load_image(Image *img, int texture_limit) -{ - /* Ignore empty images. */ - if (!(img->metadata.channels > 0)) { - return false; - } - - /* Get metadata. */ - int width = img->metadata.width; - int height = img->metadata.height; - int depth = img->metadata.depth; - int components = img->metadata.channels; - - /* Read pixels. */ - vector pixels_storage; - StorageType *pixels; - const size_t max_size = max(max(width, height), depth); - if (max_size == 0) { - /* Don't bother with empty images. */ - return false; - } - - /* Allocate memory as needed, may be smaller to resize down. */ - if (texture_limit > 0 && max_size > texture_limit) { - pixels_storage.resize(((size_t)width) * height * depth * 4); - pixels = &pixels_storage[0]; - } - else { - thread_scoped_lock device_lock(device_mutex); - pixels = (StorageType *)img->mem->alloc(width, height, depth); - } - - if (pixels == NULL) { - /* Could be that we've run out of memory. */ - return false; - } - - const size_t num_pixels = ((size_t)width) * height * depth; - img->loader->load_pixels( - img->metadata, pixels, num_pixels * components, image_associate_alpha(img)); - - /* The kernel can handle 1 and 4 channel images. Anything that is not a single - * channel image is converted to RGBA format. */ - bool is_rgba = (img->metadata.type == IMAGE_DATA_TYPE_FLOAT4 || - img->metadata.type == IMAGE_DATA_TYPE_HALF4 || - img->metadata.type == IMAGE_DATA_TYPE_BYTE4 || - img->metadata.type == IMAGE_DATA_TYPE_USHORT4); - - if (is_rgba) { - const StorageType one = util_image_cast_from_float(1.0f); - - if (components == 2) { - /* Grayscale + alpha to RGBA. */ - for (size_t i = num_pixels - 1, pixel = 0; pixel < num_pixels; pixel++, i--) { - pixels[i * 4 + 3] = pixels[i * 2 + 1]; - pixels[i * 4 + 2] = pixels[i * 2 + 0]; - pixels[i * 4 + 1] = pixels[i * 2 + 0]; - pixels[i * 4 + 0] = pixels[i * 2 + 0]; - } - } - else if (components == 3) { - /* RGB to RGBA. */ - for (size_t i = num_pixels - 1, pixel = 0; pixel < num_pixels; pixel++, i--) { - pixels[i * 4 + 3] = one; - pixels[i * 4 + 2] = pixels[i * 3 + 2]; - pixels[i * 4 + 1] = pixels[i * 3 + 1]; - pixels[i * 4 + 0] = pixels[i * 3 + 0]; - } - } - else if (components == 1) { - /* Grayscale to RGBA. */ - for (size_t i = num_pixels - 1, pixel = 0; pixel < num_pixels; pixel++, i--) { - pixels[i * 4 + 3] = one; - pixels[i * 4 + 2] = pixels[i]; - pixels[i * 4 + 1] = pixels[i]; - pixels[i * 4 + 0] = pixels[i]; - } - } - - /* Disable alpha if requested by the user. */ - if (img->params.alpha_type == IMAGE_ALPHA_IGNORE) { - for (size_t i = num_pixels - 1, pixel = 0; pixel < num_pixels; pixel++, i--) { - pixels[i * 4 + 3] = one; - } - } - - if (img->metadata.colorspace != u_colorspace_raw && - img->metadata.colorspace != u_colorspace_srgb) { - /* Convert to scene linear. */ - ColorSpaceManager::to_scene_linear( - img->metadata.colorspace, pixels, num_pixels, img->metadata.compress_as_srgb); - } - } - - /* Make sure we don't have buggy values. */ - if (FileFormat == TypeDesc::FLOAT) { - /* For RGBA buffers we put all channels to 0 if either of them is not - * finite. This way we avoid possible artifacts caused by fully changed - * hue. */ - if (is_rgba) { - for (size_t i = 0; i < num_pixels; i += 4) { - StorageType *pixel = &pixels[i * 4]; - if (!isfinite(pixel[0]) || !isfinite(pixel[1]) || !isfinite(pixel[2]) || - !isfinite(pixel[3])) { - pixel[0] = 0; - pixel[1] = 0; - pixel[2] = 0; - pixel[3] = 0; - } - } - } - else { - for (size_t i = 0; i < num_pixels; ++i) { - StorageType *pixel = &pixels[i]; - if (!isfinite(pixel[0])) { - pixel[0] = 0; - } - } - } - } - - /* Scale image down if needed. */ - if (pixels_storage.size() > 0) { - float scale_factor = 1.0f; - while (max_size * scale_factor > texture_limit) { - scale_factor *= 0.5f; - } - VLOG(1) << "Scaling image " << img->loader->name() << " by a factor of " << scale_factor - << "."; - vector scaled_pixels; - size_t scaled_width, scaled_height, scaled_depth; - util_image_resize_pixels(pixels_storage, - width, - height, - depth, - is_rgba ? 4 : 1, - scale_factor, - &scaled_pixels, - &scaled_width, - &scaled_height, - &scaled_depth); - - StorageType *texture_pixels; - - { - thread_scoped_lock device_lock(device_mutex); - texture_pixels = (StorageType *)img->mem->alloc(scaled_width, scaled_height, scaled_depth); - } - - memcpy(texture_pixels, &scaled_pixels[0], scaled_pixels.size() * sizeof(StorageType)); - } - - return true; -} - -void ImageManager::device_load_image(Device *device, Scene *scene, int slot, Progress *progress) -{ - if (progress->get_cancel()) { - return; - } - - Image *img = images[slot]; - - progress->set_status("Updating Images", "Loading " + img->loader->name()); - - const int texture_limit = scene->params.texture_limit; - - load_image_metadata(img); - ImageDataType type = img->metadata.type; - - /* Name for debugging. */ - img->mem_name = string_printf("__tex_image_%s_%03d", name_from_type(type), slot); - - /* Free previous texture in slot. */ - if (img->mem) { - thread_scoped_lock device_lock(device_mutex); - delete img->mem; - img->mem = NULL; - } - - img->mem = new device_texture( - device, img->mem_name.c_str(), slot, type, img->params.interpolation, img->params.extension); - img->mem->info.use_transform_3d = img->metadata.use_transform_3d; - img->mem->info.transform_3d = img->metadata.transform_3d; - - /* Create new texture. */ - if (type == IMAGE_DATA_TYPE_FLOAT4) { - if (!file_load_image(img, texture_limit)) { - /* on failure to load, we set a 1x1 pixels pink image */ - thread_scoped_lock device_lock(device_mutex); - float *pixels = (float *)img->mem->alloc(1, 1); - - pixels[0] = TEX_IMAGE_MISSING_R; - pixels[1] = TEX_IMAGE_MISSING_G; - pixels[2] = TEX_IMAGE_MISSING_B; - pixels[3] = TEX_IMAGE_MISSING_A; - } - } - else if (type == IMAGE_DATA_TYPE_FLOAT) { - if (!file_load_image(img, texture_limit)) { - /* on failure to load, we set a 1x1 pixels pink image */ - thread_scoped_lock device_lock(device_mutex); - float *pixels = (float *)img->mem->alloc(1, 1); - - pixels[0] = TEX_IMAGE_MISSING_R; - } - } - else if (type == IMAGE_DATA_TYPE_BYTE4) { - if (!file_load_image(img, texture_limit)) { - /* on failure to load, we set a 1x1 pixels pink image */ - thread_scoped_lock device_lock(device_mutex); - uchar *pixels = (uchar *)img->mem->alloc(1, 1); - - pixels[0] = (TEX_IMAGE_MISSING_R * 255); - pixels[1] = (TEX_IMAGE_MISSING_G * 255); - pixels[2] = (TEX_IMAGE_MISSING_B * 255); - pixels[3] = (TEX_IMAGE_MISSING_A * 255); - } - } - else if (type == IMAGE_DATA_TYPE_BYTE) { - if (!file_load_image(img, texture_limit)) { - /* on failure to load, we set a 1x1 pixels pink image */ - thread_scoped_lock device_lock(device_mutex); - uchar *pixels = (uchar *)img->mem->alloc(1, 1); - - pixels[0] = (TEX_IMAGE_MISSING_R * 255); - } - } - else if (type == IMAGE_DATA_TYPE_HALF4) { - if (!file_load_image(img, texture_limit)) { - /* on failure to load, we set a 1x1 pixels pink image */ - thread_scoped_lock device_lock(device_mutex); - half *pixels = (half *)img->mem->alloc(1, 1); - - pixels[0] = TEX_IMAGE_MISSING_R; - pixels[1] = TEX_IMAGE_MISSING_G; - pixels[2] = TEX_IMAGE_MISSING_B; - pixels[3] = TEX_IMAGE_MISSING_A; - } - } - else if (type == IMAGE_DATA_TYPE_USHORT) { - if (!file_load_image(img, texture_limit)) { - /* on failure to load, we set a 1x1 pixels pink image */ - thread_scoped_lock device_lock(device_mutex); - uint16_t *pixels = (uint16_t *)img->mem->alloc(1, 1); - - pixels[0] = (TEX_IMAGE_MISSING_R * 65535); - } - } - else if (type == IMAGE_DATA_TYPE_USHORT4) { - if (!file_load_image(img, texture_limit)) { - /* on failure to load, we set a 1x1 pixels pink image */ - thread_scoped_lock device_lock(device_mutex); - uint16_t *pixels = (uint16_t *)img->mem->alloc(1, 1); - - pixels[0] = (TEX_IMAGE_MISSING_R * 65535); - pixels[1] = (TEX_IMAGE_MISSING_G * 65535); - pixels[2] = (TEX_IMAGE_MISSING_B * 65535); - pixels[3] = (TEX_IMAGE_MISSING_A * 65535); - } - } - else if (type == IMAGE_DATA_TYPE_HALF) { - if (!file_load_image(img, texture_limit)) { - /* on failure to load, we set a 1x1 pixels pink image */ - thread_scoped_lock device_lock(device_mutex); - half *pixels = (half *)img->mem->alloc(1, 1); - - pixels[0] = TEX_IMAGE_MISSING_R; - } - } -#ifdef WITH_NANOVDB - else if (type == IMAGE_DATA_TYPE_NANOVDB_FLOAT || type == IMAGE_DATA_TYPE_NANOVDB_FLOAT3) { - thread_scoped_lock device_lock(device_mutex); - void *pixels = img->mem->alloc(img->metadata.byte_size, 0); - - if (pixels != NULL) { - img->loader->load_pixels(img->metadata, pixels, img->metadata.byte_size, false); - } - } -#endif - - { - thread_scoped_lock device_lock(device_mutex); - img->mem->copy_to_device(); - } - - /* Cleanup memory in image loader. */ - img->loader->cleanup(); - img->need_load = false; -} - -void ImageManager::device_free_image(Device *, int slot) -{ - Image *img = images[slot]; - if (img == NULL) { - return; - } - - if (osl_texture_system) { -#ifdef WITH_OSL - ustring filepath = img->loader->osl_filepath(); - if (!filepath.empty()) { - ((OSL::TextureSystem *)osl_texture_system)->invalidate(filepath); - } -#endif - } - - if (img->mem) { - thread_scoped_lock device_lock(device_mutex); - delete img->mem; - } - - delete img->loader; - delete img; - images[slot] = NULL; -} - -void ImageManager::device_update(Device *device, Scene *scene, Progress &progress) -{ - if (!need_update()) { - return; - } - - scoped_callback_timer timer([scene](double time) { - if (scene->update_stats) { - scene->update_stats->image.times.add_entry({"device_update", time}); - } - }); - - TaskPool pool; - for (size_t slot = 0; slot < images.size(); slot++) { - Image *img = images[slot]; - if (img && img->users == 0) { - device_free_image(device, slot); - } - else if (img && img->need_load) { - pool.push( - function_bind(&ImageManager::device_load_image, this, device, scene, slot, &progress)); - } - } - - pool.wait_work(); - - need_update_ = false; -} - -void ImageManager::device_update_slot(Device *device, Scene *scene, int slot, Progress *progress) -{ - Image *img = images[slot]; - assert(img != NULL); - - if (img->users == 0) { - device_free_image(device, slot); - } - else if (img->need_load) { - device_load_image(device, scene, slot, progress); - } -} - -void ImageManager::device_load_builtin(Device *device, Scene *scene, Progress &progress) -{ - /* Load only builtin images, Blender needs this to load evaluated - * scene data from depsgraph before it is freed. */ - if (!need_update()) { - return; - } - - TaskPool pool; - for (size_t slot = 0; slot < images.size(); slot++) { - Image *img = images[slot]; - if (img && img->need_load && img->builtin) { - pool.push( - function_bind(&ImageManager::device_load_image, this, device, scene, slot, &progress)); - } - } - - pool.wait_work(); -} - -void ImageManager::device_free_builtin(Device *device) -{ - for (size_t slot = 0; slot < images.size(); slot++) { - Image *img = images[slot]; - if (img && img->builtin) { - device_free_image(device, slot); - } - } -} - -void ImageManager::device_free(Device *device) -{ - for (size_t slot = 0; slot < images.size(); slot++) { - device_free_image(device, slot); - } - images.clear(); -} - -void ImageManager::collect_statistics(RenderStats *stats) -{ - foreach (const Image *image, images) { - stats->image.textures.add_entry( - NamedSizeEntry(image->loader->name(), image->mem->memory_size())); - } -} - -void ImageManager::tag_update() -{ - need_update_ = true; -} - -bool ImageManager::need_update() const -{ - return need_update_; -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/render/image.h b/intern/cycles/render/image.h deleted file mode 100644 index dede9513d5f..00000000000 --- a/intern/cycles/render/image.h +++ /dev/null @@ -1,249 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#ifndef __IMAGE_H__ -#define __IMAGE_H__ - -#include "device/device_memory.h" - -#include "render/colorspace.h" - -#include "util/util_string.h" -#include "util/util_thread.h" -#include "util/util_transform.h" -#include "util/util_unique_ptr.h" -#include "util/util_vector.h" - -CCL_NAMESPACE_BEGIN - -class Device; -class DeviceInfo; -class ImageHandle; -class ImageKey; -class ImageMetaData; -class ImageManager; -class Progress; -class RenderStats; -class Scene; -class ColorSpaceProcessor; -class VDBImageLoader; - -/* Image Parameters */ -class ImageParams { - public: - bool animated; - InterpolationType interpolation; - ExtensionType extension; - ImageAlphaType alpha_type; - ustring colorspace; - float frame; - - ImageParams() - : animated(false), - interpolation(INTERPOLATION_LINEAR), - extension(EXTENSION_CLIP), - alpha_type(IMAGE_ALPHA_AUTO), - colorspace(u_colorspace_raw), - frame(0.0f) - { - } - - bool operator==(const ImageParams &other) const - { - return (animated == other.animated && interpolation == other.interpolation && - extension == other.extension && alpha_type == other.alpha_type && - colorspace == other.colorspace && frame == other.frame); - } -}; - -/* Image MetaData - * - * Information about the image that is available before the image pixels are loaded. */ -class ImageMetaData { - public: - /* Set by ImageLoader.load_metadata(). */ - int channels; - size_t width, height, depth; - size_t byte_size; - ImageDataType type; - - /* Optional color space, defaults to raw. */ - ustring colorspace; - const char *colorspace_file_format; - - /* Optional transform for 3D images. */ - bool use_transform_3d; - Transform transform_3d; - - /* Automatically set. */ - bool compress_as_srgb; - - ImageMetaData(); - bool operator==(const ImageMetaData &other) const; - bool is_float() const; - void detect_colorspace(); -}; - -/* Information about supported features that Image loaders can use. */ -class ImageDeviceFeatures { - public: - bool has_half_float; - bool has_nanovdb; -}; - -/* Image loader base class, that can be subclassed to load image data - * from custom sources (file, memory, procedurally generated, etc). */ -class ImageLoader { - public: - ImageLoader(); - virtual ~ImageLoader(){}; - - /* Load metadata without actual image yet, should be fast. */ - virtual bool load_metadata(const ImageDeviceFeatures &features, ImageMetaData &metadata) = 0; - - /* Load actual image contents. */ - virtual bool load_pixels(const ImageMetaData &metadata, - void *pixels, - const size_t pixels_size, - const bool associate_alpha) = 0; - - /* Name for logs and stats. */ - virtual string name() const = 0; - - /* Optional for OSL texture cache. */ - virtual ustring osl_filepath() const; - - /* Free any memory used for loading metadata and pixels. */ - virtual void cleanup(){}; - - /* Compare avoid loading the same image multiple times. */ - virtual bool equals(const ImageLoader &other) const = 0; - static bool equals(const ImageLoader *a, const ImageLoader *b); - - virtual bool is_vdb_loader() const; - - /* Work around for no RTTI. */ -}; - -/* Image Handle - * - * Access handle for image in the image manager. Multiple shader nodes may - * share the same image, and this class handles reference counting for that. */ -class ImageHandle { - public: - ImageHandle(); - ImageHandle(const ImageHandle &other); - ImageHandle &operator=(const ImageHandle &other); - ~ImageHandle(); - - bool operator==(const ImageHandle &other) const; - - void clear(); - - bool empty(); - int num_tiles(); - - ImageMetaData metadata(); - int svm_slot(const int tile_index = 0) const; - device_texture *image_memory(const int tile_index = 0) const; - - VDBImageLoader *vdb_loader(const int tile_index = 0) const; - - protected: - vector tile_slots; - ImageManager *manager; - - friend class ImageManager; -}; - -/* Image Manager - * - * Handles loading and storage of all images in the scene. This includes 2D - * texture images and 3D volume images. */ -class ImageManager { - public: - explicit ImageManager(const DeviceInfo &info); - ~ImageManager(); - - ImageHandle add_image(const string &filename, const ImageParams ¶ms); - ImageHandle add_image(const string &filename, - const ImageParams ¶ms, - const array &tiles); - ImageHandle add_image(ImageLoader *loader, const ImageParams ¶ms, const bool builtin = true); - - void device_update(Device *device, Scene *scene, Progress &progress); - void device_update_slot(Device *device, Scene *scene, int slot, Progress *progress); - void device_free(Device *device); - - void device_load_builtin(Device *device, Scene *scene, Progress &progress); - void device_free_builtin(Device *device); - - void set_osl_texture_system(void *texture_system); - bool set_animation_frame_update(int frame); - - void collect_statistics(RenderStats *stats); - - void tag_update(); - - bool need_update() const; - - struct Image { - ImageParams params; - ImageMetaData metadata; - ImageLoader *loader; - - float frame; - bool need_metadata; - bool need_load; - bool builtin; - - string mem_name; - device_texture *mem; - - int users; - thread_mutex mutex; - }; - - private: - bool need_update_; - - ImageDeviceFeatures features; - - thread_mutex device_mutex; - thread_mutex images_mutex; - int animation_frame; - - vector images; - void *osl_texture_system; - - int add_image_slot(ImageLoader *loader, const ImageParams ¶ms, const bool builtin); - void add_image_user(int slot); - void remove_image_user(int slot); - - void load_image_metadata(Image *img); - - template - bool file_load_image(Image *img, int texture_limit); - - void device_load_image(Device *device, Scene *scene, int slot, Progress *progress); - void device_free_image(Device *device, int slot); - - friend class ImageHandle; -}; - -CCL_NAMESPACE_END - -#endif /* __IMAGE_H__ */ diff --git a/intern/cycles/render/image_oiio.cpp b/intern/cycles/render/image_oiio.cpp deleted file mode 100644 index 4867efe6ac0..00000000000 --- a/intern/cycles/render/image_oiio.cpp +++ /dev/null @@ -1,238 +0,0 @@ -/* - * Copyright 2011-2020 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "render/image_oiio.h" - -#include "util/util_image.h" -#include "util/util_logging.h" -#include "util/util_path.h" - -CCL_NAMESPACE_BEGIN - -OIIOImageLoader::OIIOImageLoader(const string &filepath) : filepath(filepath) -{ -} - -OIIOImageLoader::~OIIOImageLoader() -{ -} - -bool OIIOImageLoader::load_metadata(const ImageDeviceFeatures &features, ImageMetaData &metadata) -{ - /* Perform preliminary checks, with meaningful logging. */ - if (!path_exists(filepath.string())) { - VLOG(1) << "File '" << filepath.string() << "' does not exist."; - return false; - } - if (path_is_directory(filepath.string())) { - VLOG(1) << "File '" << filepath.string() << "' is a directory, can't use as image."; - return false; - } - - unique_ptr in(ImageInput::create(filepath.string())); - - if (!in) { - return false; - } - - ImageSpec spec; - if (!in->open(filepath.string(), spec)) { - return false; - } - - metadata.width = spec.width; - metadata.height = spec.height; - metadata.depth = spec.depth; - metadata.compress_as_srgb = false; - - /* Check the main format, and channel formats. */ - size_t channel_size = spec.format.basesize(); - - bool is_float = false; - bool is_half = false; - - if (spec.format.is_floating_point()) { - is_float = true; - } - - for (size_t channel = 0; channel < spec.channelformats.size(); channel++) { - channel_size = max(channel_size, spec.channelformats[channel].basesize()); - if (spec.channelformats[channel].is_floating_point()) { - is_float = true; - } - } - - /* check if it's half float */ - if (spec.format == TypeDesc::HALF && features.has_half_float) { - is_half = true; - } - - /* set type and channels */ - metadata.channels = spec.nchannels; - - if (is_half) { - metadata.type = (metadata.channels > 1) ? IMAGE_DATA_TYPE_HALF4 : IMAGE_DATA_TYPE_HALF; - } - else if (is_float) { - metadata.type = (metadata.channels > 1) ? IMAGE_DATA_TYPE_FLOAT4 : IMAGE_DATA_TYPE_FLOAT; - } - else if (spec.format == TypeDesc::USHORT) { - metadata.type = (metadata.channels > 1) ? IMAGE_DATA_TYPE_USHORT4 : IMAGE_DATA_TYPE_USHORT; - } - else { - metadata.type = (metadata.channels > 1) ? IMAGE_DATA_TYPE_BYTE4 : IMAGE_DATA_TYPE_BYTE; - } - - metadata.colorspace_file_format = in->format_name(); - - in->close(); - - return true; -} - -template -static void oiio_load_pixels(const ImageMetaData &metadata, - const unique_ptr &in, - StorageType *pixels) -{ - const int width = metadata.width; - const int height = metadata.height; - const int depth = metadata.depth; - const int components = metadata.channels; - - /* Read pixels through OpenImageIO. */ - StorageType *readpixels = pixels; - vector tmppixels; - if (components > 4) { - tmppixels.resize(((size_t)width) * height * components); - readpixels = &tmppixels[0]; - } - - if (depth <= 1) { - size_t scanlinesize = ((size_t)width) * components * sizeof(StorageType); - in->read_image(FileFormat, - (uchar *)readpixels + (height - 1) * scanlinesize, - AutoStride, - -scanlinesize, - AutoStride); - } - else { - in->read_image(FileFormat, (uchar *)readpixels); - } - - if (components > 4) { - size_t dimensions = ((size_t)width) * height; - for (size_t i = dimensions - 1, pixel = 0; pixel < dimensions; pixel++, i--) { - pixels[i * 4 + 3] = tmppixels[i * components + 3]; - pixels[i * 4 + 2] = tmppixels[i * components + 2]; - pixels[i * 4 + 1] = tmppixels[i * components + 1]; - pixels[i * 4 + 0] = tmppixels[i * components + 0]; - } - tmppixels.clear(); - } - - /* CMYK to RGBA. */ - const bool cmyk = strcmp(in->format_name(), "jpeg") == 0 && components == 4; - if (cmyk) { - const StorageType one = util_image_cast_from_float(1.0f); - - const size_t num_pixels = ((size_t)width) * height * depth; - for (size_t i = num_pixels - 1, pixel = 0; pixel < num_pixels; pixel++, i--) { - float c = util_image_cast_to_float(pixels[i * 4 + 0]); - float m = util_image_cast_to_float(pixels[i * 4 + 1]); - float y = util_image_cast_to_float(pixels[i * 4 + 2]); - float k = util_image_cast_to_float(pixels[i * 4 + 3]); - pixels[i * 4 + 0] = util_image_cast_from_float((1.0f - c) * (1.0f - k)); - pixels[i * 4 + 1] = util_image_cast_from_float((1.0f - m) * (1.0f - k)); - pixels[i * 4 + 2] = util_image_cast_from_float((1.0f - y) * (1.0f - k)); - pixels[i * 4 + 3] = one; - } - } -} - -bool OIIOImageLoader::load_pixels(const ImageMetaData &metadata, - void *pixels, - const size_t, - const bool associate_alpha) -{ - unique_ptr in = NULL; - - /* NOTE: Error logging is done in meta data acquisition. */ - if (!path_exists(filepath.string()) || path_is_directory(filepath.string())) { - return false; - } - - /* load image from file through OIIO */ - in = unique_ptr(ImageInput::create(filepath.string())); - if (!in) { - return false; - } - - ImageSpec spec = ImageSpec(); - ImageSpec config = ImageSpec(); - - if (!associate_alpha) { - config.attribute("oiio:UnassociatedAlpha", 1); - } - - if (!in->open(filepath.string(), spec, config)) { - return false; - } - - switch (metadata.type) { - case IMAGE_DATA_TYPE_BYTE: - case IMAGE_DATA_TYPE_BYTE4: - oiio_load_pixels(metadata, in, (uchar *)pixels); - break; - case IMAGE_DATA_TYPE_USHORT: - case IMAGE_DATA_TYPE_USHORT4: - oiio_load_pixels(metadata, in, (uint16_t *)pixels); - break; - case IMAGE_DATA_TYPE_HALF: - case IMAGE_DATA_TYPE_HALF4: - oiio_load_pixels(metadata, in, (half *)pixels); - break; - case IMAGE_DATA_TYPE_FLOAT: - case IMAGE_DATA_TYPE_FLOAT4: - oiio_load_pixels(metadata, in, (float *)pixels); - break; - case IMAGE_DATA_TYPE_NANOVDB_FLOAT: - case IMAGE_DATA_TYPE_NANOVDB_FLOAT3: - case IMAGE_DATA_NUM_TYPES: - break; - } - - in->close(); - return true; -} - -string OIIOImageLoader::name() const -{ - return path_filename(filepath.string()); -} - -ustring OIIOImageLoader::osl_filepath() const -{ - return filepath; -} - -bool OIIOImageLoader::equals(const ImageLoader &other) const -{ - const OIIOImageLoader &other_loader = (const OIIOImageLoader &)other; - return filepath == other_loader.filepath; -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/render/image_oiio.h b/intern/cycles/render/image_oiio.h deleted file mode 100644 index a6dbb168b65..00000000000 --- a/intern/cycles/render/image_oiio.h +++ /dev/null @@ -1,48 +0,0 @@ -/* - * Copyright 2011-2020 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#ifndef __IMAGE_OIIO__ -#define __IMAGE_OIIO__ - -#include "render/image.h" - -CCL_NAMESPACE_BEGIN - -class OIIOImageLoader : public ImageLoader { - public: - OIIOImageLoader(const string &filepath); - ~OIIOImageLoader(); - - bool load_metadata(const ImageDeviceFeatures &features, ImageMetaData &metadata) override; - - bool load_pixels(const ImageMetaData &metadata, - void *pixels, - const size_t pixels_size, - const bool associate_alpha) override; - - string name() const override; - - ustring osl_filepath() const override; - - bool equals(const ImageLoader &other) const override; - - protected: - ustring filepath; -}; - -CCL_NAMESPACE_END - -#endif /* __IMAGE_OIIO__ */ diff --git a/intern/cycles/render/image_sky.cpp b/intern/cycles/render/image_sky.cpp deleted file mode 100644 index 7f9b85836f8..00000000000 --- a/intern/cycles/render/image_sky.cpp +++ /dev/null @@ -1,94 +0,0 @@ -/* - * Copyright 2011-2020 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "render/image_sky.h" - -#include "sky_model.h" - -#include "util/util_image.h" -#include "util/util_logging.h" -#include "util/util_path.h" -#include "util/util_task.h" - -CCL_NAMESPACE_BEGIN - -SkyLoader::SkyLoader(float sun_elevation, - float altitude, - float air_density, - float dust_density, - float ozone_density) - : sun_elevation(sun_elevation), - altitude(altitude), - air_density(air_density), - dust_density(dust_density), - ozone_density(ozone_density) -{ -} - -SkyLoader::~SkyLoader(){}; - -bool SkyLoader::load_metadata(const ImageDeviceFeatures &, ImageMetaData &metadata) -{ - metadata.width = 512; - metadata.height = 128; - metadata.channels = 3; - metadata.depth = 1; - metadata.type = IMAGE_DATA_TYPE_FLOAT4; - metadata.compress_as_srgb = false; - return true; -} - -bool SkyLoader::load_pixels(const ImageMetaData &metadata, - void *pixels, - const size_t /*pixels_size*/, - const bool /*associate_alpha*/) -{ - /* definitions */ - int width = metadata.width; - int height = metadata.height; - float *pixel_data = (float *)pixels; - - /* precompute sky texture */ - const int rows_per_task = divide_up(1024, width); - parallel_for(blocked_range(0, height, rows_per_task), - [&](const blocked_range &r) { - SKY_nishita_skymodel_precompute_texture(pixel_data, - metadata.channels, - r.begin(), - r.end(), - width, - height, - sun_elevation, - altitude, - air_density, - dust_density, - ozone_density); - }); - - return true; -} - -string SkyLoader::name() const -{ - return "sky_nishita"; -} - -bool SkyLoader::equals(const ImageLoader & /*other*/) const -{ - return false; -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/render/image_sky.h b/intern/cycles/render/image_sky.h deleted file mode 100644 index 89ff586e7fd..00000000000 --- a/intern/cycles/render/image_sky.h +++ /dev/null @@ -1,49 +0,0 @@ -/* - * Copyright 2011-2020 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "render/image.h" - -CCL_NAMESPACE_BEGIN - -class SkyLoader : public ImageLoader { - private: - float sun_elevation; - float altitude; - float air_density; - float dust_density; - float ozone_density; - - public: - SkyLoader(float sun_elevation, - float altitude, - float air_density, - float dust_density, - float ozone_density); - ~SkyLoader(); - - bool load_metadata(const ImageDeviceFeatures &features, ImageMetaData &metadata) override; - - bool load_pixels(const ImageMetaData &metadata, - void *pixels, - const size_t /*pixels_size*/, - const bool /*associate_alpha*/) override; - - string name() const override; - - bool equals(const ImageLoader & /*other*/) const override; -}; - -CCL_NAMESPACE_END diff --git a/intern/cycles/render/image_vdb.cpp b/intern/cycles/render/image_vdb.cpp deleted file mode 100644 index 4da11c8a140..00000000000 --- a/intern/cycles/render/image_vdb.cpp +++ /dev/null @@ -1,249 +0,0 @@ -/* - * Copyright 2011-2020 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "render/image_vdb.h" - -#include "util/util_logging.h" -#include "util/util_openvdb.h" - -#ifdef WITH_OPENVDB -# include -#endif -#ifdef WITH_NANOVDB -# include -#endif - -CCL_NAMESPACE_BEGIN - -#ifdef WITH_OPENVDB -struct NumChannelsOp { - int num_channels = 0; - - template - bool operator()(const openvdb::GridBase::ConstPtr &) - { - num_channels = channels; - return true; - } -}; - -struct ToDenseOp { - openvdb::CoordBBox bbox; - void *pixels; - - template - bool operator()(const openvdb::GridBase::ConstPtr &grid) - { - openvdb::tools::Dense dense(bbox, - (FloatDataType *)pixels); - openvdb::tools::copyToDense(*openvdb::gridConstPtrCast(grid), dense); - return true; - } -}; - -# ifdef WITH_NANOVDB -struct ToNanoOp { - nanovdb::GridHandle<> nanogrid; - - template - bool operator()(const openvdb::GridBase::ConstPtr &grid) - { - if constexpr (!std::is_same_v) { - try { - nanogrid = nanovdb::openToNanoVDB( - FloatGridType(*openvdb::gridConstPtrCast(grid))); - } - catch (const std::exception &e) { - VLOG(1) << "Error converting OpenVDB to NanoVDB grid: " << e.what(); - } - return true; - } - else { - return false; - } - } -}; -# endif -#endif - -VDBImageLoader::VDBImageLoader(const string &grid_name) : grid_name(grid_name) -{ -} - -VDBImageLoader::~VDBImageLoader() -{ -} - -bool VDBImageLoader::load_metadata(const ImageDeviceFeatures &features, ImageMetaData &metadata) -{ -#ifdef WITH_OPENVDB - if (!grid) { - return false; - } - - /* Get number of channels from type. */ - NumChannelsOp op; - if (!openvdb::grid_type_operation(grid, op)) { - return false; - } - - metadata.channels = op.num_channels; - - /* Set data type. */ -# ifdef WITH_NANOVDB - if (features.has_nanovdb) { - /* NanoVDB expects no inactive leaf nodes. */ - /*openvdb::FloatGrid &pruned_grid = *openvdb::gridPtrCast(grid); - openvdb::tools::pruneInactive(pruned_grid.tree()); - nanogrid = nanovdb::openToNanoVDB(pruned_grid);*/ - ToNanoOp op; - if (!openvdb::grid_type_operation(grid, op)) { - return false; - } - nanogrid = std::move(op.nanogrid); - } -# endif - - /* Set dimensions. */ - bbox = grid->evalActiveVoxelBoundingBox(); - if (bbox.empty()) { - return false; - } - - openvdb::Coord dim = bbox.dim(); - metadata.width = dim.x(); - metadata.height = dim.y(); - metadata.depth = dim.z(); - -# ifdef WITH_NANOVDB - if (nanogrid) { - metadata.byte_size = nanogrid.size(); - if (metadata.channels == 1) { - metadata.type = IMAGE_DATA_TYPE_NANOVDB_FLOAT; - } - else { - metadata.type = IMAGE_DATA_TYPE_NANOVDB_FLOAT3; - } - } - else -# endif - { - if (metadata.channels == 1) { - metadata.type = IMAGE_DATA_TYPE_FLOAT; - } - else { - metadata.type = IMAGE_DATA_TYPE_FLOAT4; - } - } - - /* Set transform from object space to voxel index. */ - openvdb::math::Mat4f grid_matrix = grid->transform().baseMap()->getAffineMap()->getMat4(); - Transform index_to_object; - for (int col = 0; col < 4; col++) { - for (int row = 0; row < 3; row++) { - index_to_object[row][col] = (float)grid_matrix[col][row]; - } - } - - Transform texture_to_index; -# ifdef WITH_NANOVDB - if (nanogrid) { - texture_to_index = transform_identity(); - } - else -# endif - { - openvdb::Coord min = bbox.min(); - texture_to_index = transform_translate(min.x(), min.y(), min.z()) * - transform_scale(dim.x(), dim.y(), dim.z()); - } - - metadata.transform_3d = transform_inverse(index_to_object * texture_to_index); - metadata.use_transform_3d = true; - -# ifndef WITH_NANOVDB - (void)features; -# endif - return true; -#else - (void)metadata; - (void)features; - return false; -#endif -} - -bool VDBImageLoader::load_pixels(const ImageMetaData &, void *pixels, const size_t, const bool) -{ -#ifdef WITH_OPENVDB -# ifdef WITH_NANOVDB - if (nanogrid) { - memcpy(pixels, nanogrid.data(), nanogrid.size()); - } - else -# endif - { - ToDenseOp op; - op.pixels = pixels; - op.bbox = bbox; - openvdb::grid_type_operation(grid, op); - } - return true; -#else - (void)pixels; - return false; -#endif -} - -string VDBImageLoader::name() const -{ - return grid_name; -} - -bool VDBImageLoader::equals(const ImageLoader &other) const -{ -#ifdef WITH_OPENVDB - const VDBImageLoader &other_loader = (const VDBImageLoader &)other; - return grid == other_loader.grid; -#else - (void)other; - return true; -#endif -} - -void VDBImageLoader::cleanup() -{ -#ifdef WITH_OPENVDB - /* Free OpenVDB grid memory as soon as we can. */ - grid.reset(); -#endif -#ifdef WITH_NANOVDB - nanogrid.reset(); -#endif -} - -bool VDBImageLoader::is_vdb_loader() const -{ - return true; -} - -#ifdef WITH_OPENVDB -openvdb::GridBase::ConstPtr VDBImageLoader::get_grid() -{ - return grid; -} -#endif - -CCL_NAMESPACE_END diff --git a/intern/cycles/render/image_vdb.h b/intern/cycles/render/image_vdb.h deleted file mode 100644 index 763196f2a15..00000000000 --- a/intern/cycles/render/image_vdb.h +++ /dev/null @@ -1,69 +0,0 @@ -/* - * Copyright 2011-2020 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#ifndef __IMAGE_VDB__ -#define __IMAGE_VDB__ - -#ifdef WITH_OPENVDB -# include -#endif -#ifdef WITH_NANOVDB -# include -#endif - -#include "render/image.h" - -CCL_NAMESPACE_BEGIN - -class VDBImageLoader : public ImageLoader { - public: - VDBImageLoader(const string &grid_name); - ~VDBImageLoader(); - - virtual bool load_metadata(const ImageDeviceFeatures &features, - ImageMetaData &metadata) override; - - virtual bool load_pixels(const ImageMetaData &metadata, - void *pixels, - const size_t pixels_size, - const bool associate_alpha) override; - - virtual string name() const override; - - virtual bool equals(const ImageLoader &other) const override; - - virtual void cleanup() override; - - virtual bool is_vdb_loader() const override; - -#ifdef WITH_OPENVDB - openvdb::GridBase::ConstPtr get_grid(); -#endif - - protected: - string grid_name; -#ifdef WITH_OPENVDB - openvdb::GridBase::ConstPtr grid; - openvdb::CoordBBox bbox; -#endif -#ifdef WITH_NANOVDB - nanovdb::GridHandle<> nanogrid; -#endif -}; - -CCL_NAMESPACE_END - -#endif /* __IMAGE_VDB__ */ diff --git a/intern/cycles/render/integrator.cpp b/intern/cycles/render/integrator.cpp deleted file mode 100644 index 06fa7339b51..00000000000 --- a/intern/cycles/render/integrator.cpp +++ /dev/null @@ -1,345 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "render/integrator.h" -#include "device/device.h" -#include "render/background.h" -#include "render/camera.h" -#include "render/film.h" -#include "render/jitter.h" -#include "render/light.h" -#include "render/object.h" -#include "render/scene.h" -#include "render/shader.h" -#include "render/sobol.h" -#include "render/stats.h" - -#include "kernel/kernel_types.h" - -#include "util/util_foreach.h" -#include "util/util_hash.h" -#include "util/util_logging.h" -#include "util/util_task.h" -#include "util/util_time.h" - -CCL_NAMESPACE_BEGIN - -NODE_DEFINE(Integrator) -{ - NodeType *type = NodeType::add("integrator", create); - - SOCKET_INT(min_bounce, "Min Bounce", 0); - SOCKET_INT(max_bounce, "Max Bounce", 7); - - SOCKET_INT(max_diffuse_bounce, "Max Diffuse Bounce", 7); - SOCKET_INT(max_glossy_bounce, "Max Glossy Bounce", 7); - SOCKET_INT(max_transmission_bounce, "Max Transmission Bounce", 7); - SOCKET_INT(max_volume_bounce, "Max Volume Bounce", 7); - - SOCKET_INT(transparent_min_bounce, "Transparent Min Bounce", 0); - SOCKET_INT(transparent_max_bounce, "Transparent Max Bounce", 7); - - SOCKET_INT(ao_bounces, "AO Bounces", 0); - SOCKET_FLOAT(ao_factor, "AO Factor", 0.0f); - SOCKET_FLOAT(ao_distance, "AO Distance", FLT_MAX); - SOCKET_FLOAT(ao_additive_factor, "AO Additive Factor", 0.0f); - - SOCKET_INT(volume_max_steps, "Volume Max Steps", 1024); - SOCKET_FLOAT(volume_step_rate, "Volume Step Rate", 1.0f); - - SOCKET_BOOLEAN(caustics_reflective, "Reflective Caustics", true); - SOCKET_BOOLEAN(caustics_refractive, "Refractive Caustics", true); - SOCKET_FLOAT(filter_glossy, "Filter Glossy", 0.0f); - SOCKET_INT(seed, "Seed", 0); - SOCKET_FLOAT(sample_clamp_direct, "Sample Clamp Direct", 0.0f); - SOCKET_FLOAT(sample_clamp_indirect, "Sample Clamp Indirect", 0.0f); - SOCKET_BOOLEAN(motion_blur, "Motion Blur", false); - - SOCKET_INT(aa_samples, "AA Samples", 0); - SOCKET_INT(start_sample, "Start Sample", 0); - - SOCKET_BOOLEAN(use_adaptive_sampling, "Use Adaptive Sampling", false); - SOCKET_FLOAT(adaptive_threshold, "Adaptive Threshold", 0.0f); - SOCKET_INT(adaptive_min_samples, "Adaptive Min Samples", 0); - - SOCKET_FLOAT(light_sampling_threshold, "Light Sampling Threshold", 0.05f); - - static NodeEnum sampling_pattern_enum; - sampling_pattern_enum.insert("sobol", SAMPLING_PATTERN_SOBOL); - sampling_pattern_enum.insert("pmj", SAMPLING_PATTERN_PMJ); - SOCKET_ENUM(sampling_pattern, "Sampling Pattern", sampling_pattern_enum, SAMPLING_PATTERN_SOBOL); - - static NodeEnum denoiser_type_enum; - denoiser_type_enum.insert("optix", DENOISER_OPTIX); - denoiser_type_enum.insert("openimagedenoise", DENOISER_OPENIMAGEDENOISE); - - static NodeEnum denoiser_prefilter_enum; - denoiser_prefilter_enum.insert("none", DENOISER_PREFILTER_NONE); - denoiser_prefilter_enum.insert("fast", DENOISER_PREFILTER_FAST); - denoiser_prefilter_enum.insert("accurate", DENOISER_PREFILTER_ACCURATE); - - /* Default to accurate denoising with OpenImageDenoise. For interactive viewport - * it's best use OptiX and disable the normal pass since it does not always have - * the desired effect for that denoiser. */ - SOCKET_BOOLEAN(use_denoise, "Use Denoiser", false); - SOCKET_ENUM(denoiser_type, "Denoiser Type", denoiser_type_enum, DENOISER_OPENIMAGEDENOISE); - SOCKET_INT(denoise_start_sample, "Start Sample to Denoise", 0); - SOCKET_BOOLEAN(use_denoise_pass_albedo, "Use Albedo Pass for Denoiser", true); - SOCKET_BOOLEAN(use_denoise_pass_normal, "Use Normal Pass for Denoiser", true); - SOCKET_ENUM( - denoiser_prefilter, "Denoiser Type", denoiser_prefilter_enum, DENOISER_PREFILTER_ACCURATE); - - return type; -} - -Integrator::Integrator() : Node(get_node_type()) -{ -} - -Integrator::~Integrator() -{ -} - -void Integrator::device_update(Device *device, DeviceScene *dscene, Scene *scene) -{ - if (!is_modified()) - return; - - scoped_callback_timer timer([scene](double time) { - if (scene->update_stats) { - scene->update_stats->integrator.times.add_entry({"device_update", time}); - } - }); - - KernelIntegrator *kintegrator = &dscene->data.integrator; - - /* Adaptive sampling requires PMJ samples. - * - * This also makes detection of sampling pattern a bit more involved: can not rely on the changed - * state of socket, since its value might be different from the effective value used here. So - * instead compare with previous value in the KernelIntegrator. Only do it if the device was - * updated once (in which case the `sample_pattern_lut` will be allocated to a non-zero size). */ - const SamplingPattern new_sampling_pattern = (use_adaptive_sampling) ? SAMPLING_PATTERN_PMJ : - sampling_pattern; - - const bool need_update_lut = max_bounce_is_modified() || max_transmission_bounce_is_modified() || - dscene->sample_pattern_lut.size() == 0 || - kintegrator->sampling_pattern != new_sampling_pattern; - - if (need_update_lut) { - dscene->sample_pattern_lut.tag_realloc(); - } - - device_free(device, dscene); - - /* integrator parameters */ - kintegrator->min_bounce = min_bounce + 1; - kintegrator->max_bounce = max_bounce + 1; - - kintegrator->max_diffuse_bounce = max_diffuse_bounce + 1; - kintegrator->max_glossy_bounce = max_glossy_bounce + 1; - kintegrator->max_transmission_bounce = max_transmission_bounce + 1; - kintegrator->max_volume_bounce = max_volume_bounce + 1; - - kintegrator->transparent_min_bounce = transparent_min_bounce + 1; - kintegrator->transparent_max_bounce = transparent_max_bounce + 1; - - kintegrator->ao_bounces = ao_bounces; - kintegrator->ao_bounces_distance = ao_distance; - kintegrator->ao_bounces_factor = ao_factor; - kintegrator->ao_additive_factor = ao_additive_factor; - - /* Transparent Shadows - * We only need to enable transparent shadows, if we actually have - * transparent shaders in the scene. Otherwise we can disable it - * to improve performance a bit. */ - kintegrator->transparent_shadows = false; - foreach (Shader *shader, scene->shaders) { - /* keep this in sync with SD_HAS_TRANSPARENT_SHADOW in shader.cpp */ - if ((shader->has_surface_transparent && shader->get_use_transparent_shadow()) || - shader->has_volume) { - kintegrator->transparent_shadows = true; - break; - } - } - - kintegrator->volume_max_steps = volume_max_steps; - kintegrator->volume_step_rate = volume_step_rate; - - kintegrator->caustics_reflective = caustics_reflective; - kintegrator->caustics_refractive = caustics_refractive; - kintegrator->filter_glossy = (filter_glossy == 0.0f) ? FLT_MAX : 1.0f / filter_glossy; - - kintegrator->seed = seed; - - kintegrator->sample_clamp_direct = (sample_clamp_direct == 0.0f) ? FLT_MAX : - sample_clamp_direct * 3.0f; - kintegrator->sample_clamp_indirect = (sample_clamp_indirect == 0.0f) ? - FLT_MAX : - sample_clamp_indirect * 3.0f; - - kintegrator->sampling_pattern = new_sampling_pattern; - - if (light_sampling_threshold > 0.0f) { - kintegrator->light_inv_rr_threshold = 1.0f / light_sampling_threshold; - } - else { - kintegrator->light_inv_rr_threshold = 0.0f; - } - - /* sobol directions table */ - int max_samples = max_bounce + transparent_max_bounce + 3 + VOLUME_BOUNDS_MAX + - max(BSSRDF_MAX_HITS, BSSRDF_MAX_BOUNCES); - - int dimensions = PRNG_BASE_NUM + max_samples * PRNG_BOUNCE_NUM; - dimensions = min(dimensions, SOBOL_MAX_DIMENSIONS); - - if (need_update_lut) { - if (kintegrator->sampling_pattern == SAMPLING_PATTERN_SOBOL) { - uint *directions = (uint *)dscene->sample_pattern_lut.alloc(SOBOL_BITS * dimensions); - - sobol_generate_direction_vectors((uint(*)[SOBOL_BITS])directions, dimensions); - - dscene->sample_pattern_lut.copy_to_device(); - } - else { - constexpr int sequence_size = NUM_PMJ_SAMPLES; - constexpr int num_sequences = NUM_PMJ_PATTERNS; - float2 *directions = (float2 *)dscene->sample_pattern_lut.alloc(sequence_size * - num_sequences * 2); - TaskPool pool; - for (int j = 0; j < num_sequences; ++j) { - float2 *sequence = directions + j * sequence_size; - pool.push( - function_bind(&progressive_multi_jitter_02_generate_2D, sequence, sequence_size, j)); - } - pool.wait_work(); - - dscene->sample_pattern_lut.copy_to_device(); - } - } - - kintegrator->has_shadow_catcher = scene->has_shadow_catcher(); - - dscene->sample_pattern_lut.clear_modified(); - clear_modified(); -} - -void Integrator::device_free(Device *, DeviceScene *dscene, bool force_free) -{ - dscene->sample_pattern_lut.free_if_need_realloc(force_free); -} - -void Integrator::tag_update(Scene *scene, uint32_t flag) -{ - if (flag & UPDATE_ALL) { - tag_modified(); - } - - if (flag & AO_PASS_MODIFIED) { - /* tag only the ao_bounces socket as modified so we avoid updating sample_pattern_lut - * unnecessarily */ - tag_ao_bounces_modified(); - } - - if (filter_glossy_is_modified()) { - foreach (Shader *shader, scene->shaders) { - if (shader->has_integrator_dependency) { - scene->shader_manager->tag_update(scene, ShaderManager::INTEGRATOR_MODIFIED); - break; - } - } - } - - if (motion_blur_is_modified()) { - scene->object_manager->tag_update(scene, ObjectManager::MOTION_BLUR_MODIFIED); - scene->camera->tag_modified(); - } -} - -uint Integrator::get_kernel_features() const -{ - uint kernel_features = 0; - - if (ao_additive_factor != 0.0f) { - kernel_features |= KERNEL_FEATURE_AO_ADDITIVE; - } - - return kernel_features; -} - -AdaptiveSampling Integrator::get_adaptive_sampling() const -{ - AdaptiveSampling adaptive_sampling; - - adaptive_sampling.use = use_adaptive_sampling; - - if (!adaptive_sampling.use) { - return adaptive_sampling; - } - - if (aa_samples > 0 && adaptive_threshold == 0.0f) { - adaptive_sampling.threshold = max(0.001f, 1.0f / (float)aa_samples); - VLOG(1) << "Cycles adaptive sampling: automatic threshold = " << adaptive_sampling.threshold; - } - else { - adaptive_sampling.threshold = adaptive_threshold; - } - - if (adaptive_sampling.threshold > 0 && adaptive_min_samples == 0) { - /* Threshold 0.1 -> 32, 0.01 -> 64, 0.001 -> 128. - * This is highly scene dependent, we make a guess that seemed to work well - * in various test scenes. */ - const int min_samples = (int)ceilf(16.0f / powf(adaptive_sampling.threshold, 0.3f)); - adaptive_sampling.min_samples = max(4, min_samples); - VLOG(1) << "Cycles adaptive sampling: automatic min samples = " - << adaptive_sampling.min_samples; - } - else { - adaptive_sampling.min_samples = max(4, adaptive_min_samples); - } - - /* Arbitrary factor that makes the threshold more similar to what is was before, - * and gives arguably more intuitive values. */ - adaptive_sampling.threshold *= 5.0f; - - adaptive_sampling.adaptive_step = 16; - - DCHECK(is_power_of_two(adaptive_sampling.adaptive_step)) - << "Adaptive step must be a power of two for bitwise operations to work"; - - return adaptive_sampling; -} - -DenoiseParams Integrator::get_denoise_params() const -{ - DenoiseParams denoise_params; - - denoise_params.use = use_denoise; - - denoise_params.type = denoiser_type; - - denoise_params.start_sample = denoise_start_sample; - - denoise_params.use_pass_albedo = use_denoise_pass_albedo; - denoise_params.use_pass_normal = use_denoise_pass_normal; - - denoise_params.prefilter = denoiser_prefilter; - - return denoise_params; -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/render/integrator.h b/intern/cycles/render/integrator.h deleted file mode 100644 index 468971986c5..00000000000 --- a/intern/cycles/render/integrator.h +++ /dev/null @@ -1,113 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#ifndef __INTEGRATOR_H__ -#define __INTEGRATOR_H__ - -#include "kernel/kernel_types.h" - -#include "device/device_denoise.h" /* For the parameters and type enum. */ -#include "graph/node.h" -#include "integrator/adaptive_sampling.h" - -CCL_NAMESPACE_BEGIN - -class Device; -class DeviceScene; -class Scene; - -class Integrator : public Node { - public: - NODE_DECLARE - - NODE_SOCKET_API(int, min_bounce) - NODE_SOCKET_API(int, max_bounce) - - NODE_SOCKET_API(int, max_diffuse_bounce) - NODE_SOCKET_API(int, max_glossy_bounce) - NODE_SOCKET_API(int, max_transmission_bounce) - NODE_SOCKET_API(int, max_volume_bounce) - - NODE_SOCKET_API(int, transparent_min_bounce) - NODE_SOCKET_API(int, transparent_max_bounce) - - NODE_SOCKET_API(int, ao_bounces) - NODE_SOCKET_API(float, ao_factor) - NODE_SOCKET_API(float, ao_distance) - NODE_SOCKET_API(float, ao_additive_factor) - - NODE_SOCKET_API(int, volume_max_steps) - NODE_SOCKET_API(float, volume_step_rate) - - NODE_SOCKET_API(bool, caustics_reflective) - NODE_SOCKET_API(bool, caustics_refractive) - NODE_SOCKET_API(float, filter_glossy) - - NODE_SOCKET_API(int, seed) - - NODE_SOCKET_API(float, sample_clamp_direct) - NODE_SOCKET_API(float, sample_clamp_indirect) - NODE_SOCKET_API(bool, motion_blur) - - /* Maximum number of samples, beyond which we are likely to run into - * precision issues for sampling patterns. */ - static const int MAX_SAMPLES = (1 << 24); - - NODE_SOCKET_API(int, aa_samples) - NODE_SOCKET_API(int, start_sample) - - NODE_SOCKET_API(float, light_sampling_threshold) - - NODE_SOCKET_API(bool, use_adaptive_sampling) - NODE_SOCKET_API(int, adaptive_min_samples) - NODE_SOCKET_API(float, adaptive_threshold) - - NODE_SOCKET_API(SamplingPattern, sampling_pattern) - - NODE_SOCKET_API(bool, use_denoise); - NODE_SOCKET_API(DenoiserType, denoiser_type); - NODE_SOCKET_API(int, denoise_start_sample); - NODE_SOCKET_API(bool, use_denoise_pass_albedo); - NODE_SOCKET_API(bool, use_denoise_pass_normal); - NODE_SOCKET_API(DenoiserPrefilter, denoiser_prefilter); - - enum : uint32_t { - AO_PASS_MODIFIED = (1 << 0), - OBJECT_MANAGER = (1 << 1), - - /* tag everything in the manager for an update */ - UPDATE_ALL = ~0u, - - UPDATE_NONE = 0u, - }; - - Integrator(); - ~Integrator(); - - void device_update(Device *device, DeviceScene *dscene, Scene *scene); - void device_free(Device *device, DeviceScene *dscene, bool force_free = false); - - void tag_update(Scene *scene, uint32_t flag); - - uint get_kernel_features() const; - - AdaptiveSampling get_adaptive_sampling() const; - DenoiseParams get_denoise_params() const; -}; - -CCL_NAMESPACE_END - -#endif /* __INTEGRATOR_H__ */ diff --git a/intern/cycles/render/jitter.cpp b/intern/cycles/render/jitter.cpp deleted file mode 100644 index e31f8abd446..00000000000 --- a/intern/cycles/render/jitter.cpp +++ /dev/null @@ -1,281 +0,0 @@ -/* - * Copyright 2019 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -/* This file is based on "Progressive Multi-Jittered Sample Sequences" - * by Per Christensen, Andrew Kensler and Charlie Kilpatrick. - * http://graphics.pixar.com/library/ProgressiveMultiJitteredSampling/paper.pdf - * - * Performance can be improved in the future by implementing the new - * algorithm from Matt Pharr in http://jcgt.org/published/0008/01/04/ - * "Efficient Generation of Points that Satisfy Two-Dimensional Elementary Intervals" - */ - -#include "render/jitter.h" - -#include -#include - -CCL_NAMESPACE_BEGIN - -static uint cmj_hash(uint i, uint p) -{ - i ^= p; - i ^= i >> 17; - i ^= i >> 10; - i *= 0xb36534e5; - i ^= i >> 12; - i ^= i >> 21; - i *= 0x93fc4795; - i ^= 0xdf6e307f; - i ^= i >> 17; - i *= 1 | p >> 18; - - return i; -} - -static float cmj_randfloat(uint i, uint p) -{ - return cmj_hash(i, p) * (1.0f / 4294967808.0f); -} - -class PMJ_Generator { - public: - static void generate_2D(float2 points[], int size, int rng_seed_in) - { - PMJ_Generator g(rng_seed_in); - points[0].x = g.rnd(); - points[0].y = g.rnd(); - int N = 1; - while (N < size) { - g.extend_sequence_even(points, N); - g.extend_sequence_odd(points, 2 * N); - N = 4 * N; - } - } - - protected: - PMJ_Generator(int rnd_seed_in) : num_samples(1), rnd_index(2), rnd_seed(rnd_seed_in) - { - } - - float rnd() - { - return cmj_randfloat(++rnd_index, rnd_seed); - } - - virtual void mark_occupied_strata(float2 points[], int N) - { - int NN = 2 * N; - for (int s = 0; s < NN; ++s) { - occupied1Dx[s] = occupied1Dy[s] = false; - } - for (int s = 0; s < N; ++s) { - int xstratum = (int)(NN * points[s].x); - int ystratum = (int)(NN * points[s].y); - occupied1Dx[xstratum] = true; - occupied1Dy[ystratum] = true; - } - } - - virtual void generate_sample_point( - float2 points[], float i, float j, float xhalf, float yhalf, int n, int N) - { - int NN = 2 * N; - float2 pt; - int xstratum, ystratum; - do { - pt.x = (i + 0.5f * (xhalf + rnd())) / n; - xstratum = (int)(NN * pt.x); - } while (occupied1Dx[xstratum]); - do { - pt.y = (j + 0.5f * (yhalf + rnd())) / n; - ystratum = (int)(NN * pt.y); - } while (occupied1Dy[ystratum]); - occupied1Dx[xstratum] = true; - occupied1Dy[ystratum] = true; - points[num_samples] = pt; - ++num_samples; - } - - void extend_sequence_even(float2 points[], int N) - { - int n = (int)sqrtf(N); - occupied1Dx.resize(2 * N); - occupied1Dy.resize(2 * N); - mark_occupied_strata(points, N); - for (int s = 0; s < N; ++s) { - float2 oldpt = points[s]; - float i = floorf(n * oldpt.x); - float j = floorf(n * oldpt.y); - float xhalf = floorf(2.0f * (n * oldpt.x - i)); - float yhalf = floorf(2.0f * (n * oldpt.y - j)); - xhalf = 1.0f - xhalf; - yhalf = 1.0f - yhalf; - generate_sample_point(points, i, j, xhalf, yhalf, n, N); - } - } - - void extend_sequence_odd(float2 points[], int N) - { - int n = (int)sqrtf(N / 2); - occupied1Dx.resize(2 * N); - occupied1Dy.resize(2 * N); - mark_occupied_strata(points, N); - std::vector xhalves(N / 2); - std::vector yhalves(N / 2); - for (int s = 0; s < N / 2; ++s) { - float2 oldpt = points[s]; - float i = floorf(n * oldpt.x); - float j = floorf(n * oldpt.y); - float xhalf = floorf(2.0f * (n * oldpt.x - i)); - float yhalf = floorf(2.0f * (n * oldpt.y - j)); - if (rnd() > 0.5f) { - xhalf = 1.0f - xhalf; - } - else { - yhalf = 1.0f - yhalf; - } - xhalves[s] = xhalf; - yhalves[s] = yhalf; - generate_sample_point(points, i, j, xhalf, yhalf, n, N); - } - for (int s = 0; s < N / 2; ++s) { - float2 oldpt = points[s]; - float i = floorf(n * oldpt.x); - float j = floorf(n * oldpt.y); - float xhalf = 1.0f - xhalves[s]; - float yhalf = 1.0f - yhalves[s]; - generate_sample_point(points, i, j, xhalf, yhalf, n, N); - } - } - - std::vector occupied1Dx, occupied1Dy; - int num_samples; - int rnd_index, rnd_seed; -}; - -class PMJ02_Generator : public PMJ_Generator { - protected: - void generate_sample_point( - float2 points[], float i, float j, float xhalf, float yhalf, int n, int N) override - { - int NN = 2 * N; - float2 pt; - do { - pt.x = (i + 0.5f * (xhalf + rnd())) / n; - pt.y = (j + 0.5f * (yhalf + rnd())) / n; - } while (is_occupied(pt, NN)); - mark_occupied_strata1(pt, NN); - points[num_samples] = pt; - ++num_samples; - } - - void mark_occupied_strata(float2 points[], int N) override - { - int NN = 2 * N; - int num_shapes = (int)log2f(NN) + 1; - occupiedStrata.resize(num_shapes); - for (int shape = 0; shape < num_shapes; ++shape) { - occupiedStrata[shape].resize(NN); - for (int n = 0; n < NN; ++n) { - occupiedStrata[shape][n] = false; - } - } - for (int s = 0; s < N; ++s) { - mark_occupied_strata1(points[s], NN); - } - } - - void mark_occupied_strata1(float2 pt, int NN) - { - int shape = 0; - int xdivs = NN; - int ydivs = 1; - do { - int xstratum = (int)(xdivs * pt.x); - int ystratum = (int)(ydivs * pt.y); - size_t index = ystratum * xdivs + xstratum; - assert(index < NN); - occupiedStrata[shape][index] = true; - shape = shape + 1; - xdivs = xdivs / 2; - ydivs = ydivs * 2; - } while (xdivs > 0); - } - - bool is_occupied(float2 pt, int NN) - { - int shape = 0; - int xdivs = NN; - int ydivs = 1; - do { - int xstratum = (int)(xdivs * pt.x); - int ystratum = (int)(ydivs * pt.y); - size_t index = ystratum * xdivs + xstratum; - assert(index < NN); - if (occupiedStrata[shape][index]) { - return true; - } - shape = shape + 1; - xdivs = xdivs / 2; - ydivs = ydivs * 2; - } while (xdivs > 0); - return false; - } - - private: - std::vector> occupiedStrata; -}; - -static void shuffle(float2 points[], int size, int rng_seed) -{ - if (rng_seed == 0) { - return; - } - - constexpr int odd[8] = {0, 1, 4, 5, 10, 11, 14, 15}; - constexpr int even[8] = {2, 3, 6, 7, 8, 9, 12, 13}; - - int rng_index = 0; - for (int yy = 0; yy < size / 16; ++yy) { - for (int xx = 0; xx < 8; ++xx) { - int other = (int)(cmj_randfloat(++rng_index, rng_seed) * (8.0f - xx) + xx); - float2 tmp = points[odd[other] + yy * 16]; - points[odd[other] + yy * 16] = points[odd[xx] + yy * 16]; - points[odd[xx] + yy * 16] = tmp; - } - for (int xx = 0; xx < 8; ++xx) { - int other = (int)(cmj_randfloat(++rng_index, rng_seed) * (8.0f - xx) + xx); - float2 tmp = points[even[other] + yy * 16]; - points[even[other] + yy * 16] = points[even[xx] + yy * 16]; - points[even[xx] + yy * 16] = tmp; - } - } -} - -void progressive_multi_jitter_generate_2D(float2 points[], int size, int rng_seed) -{ - PMJ_Generator::generate_2D(points, size, rng_seed); - shuffle(points, size, rng_seed); -} - -void progressive_multi_jitter_02_generate_2D(float2 points[], int size, int rng_seed) -{ - PMJ02_Generator::generate_2D(points, size, rng_seed); - shuffle(points, size, rng_seed); -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/render/jitter.h b/intern/cycles/render/jitter.h deleted file mode 100644 index ed34c7a4f4d..00000000000 --- a/intern/cycles/render/jitter.h +++ /dev/null @@ -1,29 +0,0 @@ -/* - * Copyright 2019 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#ifndef __JITTER_H__ -#define __JITTER_H__ - -#include "util/util_types.h" - -CCL_NAMESPACE_BEGIN - -void progressive_multi_jitter_generate_2D(float2 points[], int size, int rng_seed); -void progressive_multi_jitter_02_generate_2D(float2 points[], int size, int rng_seed); - -CCL_NAMESPACE_END - -#endif /* __JITTER_H__ */ diff --git a/intern/cycles/render/light.cpp b/intern/cycles/render/light.cpp deleted file mode 100644 index 400ed0802a6..00000000000 --- a/intern/cycles/render/light.cpp +++ /dev/null @@ -1,1150 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "device/device.h" - -#include "render/background.h" -#include "render/film.h" -#include "render/graph.h" -#include "render/integrator.h" -#include "render/light.h" -#include "render/mesh.h" -#include "render/nodes.h" -#include "render/object.h" -#include "render/scene.h" -#include "render/shader.h" -#include "render/stats.h" - -#include "integrator/shader_eval.h" - -#include "util/util_foreach.h" -#include "util/util_hash.h" -#include "util/util_logging.h" -#include "util/util_path.h" -#include "util/util_progress.h" -#include "util/util_task.h" - -CCL_NAMESPACE_BEGIN - -static void shade_background_pixels(Device *device, - DeviceScene *dscene, - int width, - int height, - vector &pixels, - Progress &progress) -{ - /* Needs to be up to data for attribute access. */ - device->const_copy_to("__data", &dscene->data, sizeof(dscene->data)); - - const int size = width * height; - const int num_channels = 3; - pixels.resize(size); - - /* Evaluate shader on device. */ - ShaderEval shader_eval(device, progress); - shader_eval.eval( - SHADER_EVAL_BACKGROUND, - size, - num_channels, - [&](device_vector &d_input) { - /* Fill coordinates for shading. */ - KernelShaderEvalInput *d_input_data = d_input.data(); - - for (int y = 0; y < height; y++) { - for (int x = 0; x < width; x++) { - float u = (x + 0.5f) / width; - float v = (y + 0.5f) / height; - - KernelShaderEvalInput in; - in.object = OBJECT_NONE; - in.prim = PRIM_NONE; - in.u = u; - in.v = v; - d_input_data[x + y * width] = in; - } - } - - return size; - }, - [&](device_vector &d_output) { - /* Copy output to pixel buffer. */ - float *d_output_data = d_output.data(); - - for (int y = 0; y < height; y++) { - for (int x = 0; x < width; x++) { - pixels[y * width + x].x = d_output_data[(y * width + x) * num_channels + 0]; - pixels[y * width + x].y = d_output_data[(y * width + x) * num_channels + 1]; - pixels[y * width + x].z = d_output_data[(y * width + x) * num_channels + 2]; - } - } - }); -} - -/* Light */ - -NODE_DEFINE(Light) -{ - NodeType *type = NodeType::add("light", create); - - static NodeEnum type_enum; - type_enum.insert("point", LIGHT_POINT); - type_enum.insert("distant", LIGHT_DISTANT); - type_enum.insert("background", LIGHT_BACKGROUND); - type_enum.insert("area", LIGHT_AREA); - type_enum.insert("spot", LIGHT_SPOT); - SOCKET_ENUM(light_type, "Type", type_enum, LIGHT_POINT); - - SOCKET_COLOR(strength, "Strength", one_float3()); - - SOCKET_POINT(co, "Co", zero_float3()); - - SOCKET_VECTOR(dir, "Dir", zero_float3()); - SOCKET_FLOAT(size, "Size", 0.0f); - SOCKET_FLOAT(angle, "Angle", 0.0f); - - SOCKET_VECTOR(axisu, "Axis U", zero_float3()); - SOCKET_FLOAT(sizeu, "Size U", 1.0f); - SOCKET_VECTOR(axisv, "Axis V", zero_float3()); - SOCKET_FLOAT(sizev, "Size V", 1.0f); - SOCKET_BOOLEAN(round, "Round", false); - SOCKET_FLOAT(spread, "Spread", M_PI_F); - - SOCKET_INT(map_resolution, "Map Resolution", 0); - - SOCKET_FLOAT(spot_angle, "Spot Angle", M_PI_4_F); - SOCKET_FLOAT(spot_smooth, "Spot Smooth", 0.0f); - - SOCKET_TRANSFORM(tfm, "Transform", transform_identity()); - - SOCKET_BOOLEAN(cast_shadow, "Cast Shadow", true); - SOCKET_BOOLEAN(use_mis, "Use Mis", false); - SOCKET_BOOLEAN(use_camera, "Use Camera", true); - SOCKET_BOOLEAN(use_diffuse, "Use Diffuse", true); - SOCKET_BOOLEAN(use_glossy, "Use Glossy", true); - SOCKET_BOOLEAN(use_transmission, "Use Transmission", true); - SOCKET_BOOLEAN(use_scatter, "Use Scatter", true); - - SOCKET_INT(max_bounces, "Max Bounces", 1024); - SOCKET_UINT(random_id, "Random ID", 0); - - SOCKET_BOOLEAN(is_shadow_catcher, "Shadow Catcher", true); - SOCKET_BOOLEAN(is_portal, "Is Portal", false); - SOCKET_BOOLEAN(is_enabled, "Is Enabled", true); - - SOCKET_NODE(shader, "Shader", Shader::get_node_type()); - - return type; -} - -Light::Light() : Node(get_node_type()) -{ - dereference_all_used_nodes(); -} - -void Light::tag_update(Scene *scene) -{ - if (is_modified()) { - scene->light_manager->tag_update(scene, LightManager::LIGHT_MODIFIED); - } -} - -bool Light::has_contribution(Scene *scene) -{ - if (strength == zero_float3()) { - return false; - } - if (is_portal) { - return false; - } - if (light_type == LIGHT_BACKGROUND) { - return true; - } - return (shader) ? shader->has_surface_emission : scene->default_light->has_surface_emission; -} - -/* Light Manager */ - -LightManager::LightManager() -{ - update_flags = UPDATE_ALL; - need_update_background = true; - last_background_enabled = false; - last_background_resolution = 0; -} - -LightManager::~LightManager() -{ - foreach (IESSlot *slot, ies_slots) { - delete slot; - } -} - -bool LightManager::has_background_light(Scene *scene) -{ - foreach (Light *light, scene->lights) { - if (light->light_type == LIGHT_BACKGROUND && light->is_enabled) { - return true; - } - } - return false; -} - -void LightManager::test_enabled_lights(Scene *scene) -{ - /* Make all lights enabled by default, and perform some preliminary checks - * needed for finer-tuning of settings (for example, check whether we've - * got portals or not). - */ - bool has_portal = false, has_background = false; - foreach (Light *light, scene->lights) { - light->is_enabled = light->has_contribution(scene); - has_portal |= light->is_portal; - has_background |= light->light_type == LIGHT_BACKGROUND; - } - - bool background_enabled = false; - int background_resolution = 0; - - if (has_background) { - /* Ignore background light if: - * - If unsupported on a device - * - If we don't need it (no HDRs etc.) - */ - Shader *shader = scene->background->get_shader(scene); - const bool disable_mis = !(has_portal || shader->has_surface_spatial_varying); - VLOG_IF(1, disable_mis) << "Background MIS has been disabled.\n"; - foreach (Light *light, scene->lights) { - if (light->light_type == LIGHT_BACKGROUND) { - light->is_enabled = !disable_mis; - background_enabled = !disable_mis; - background_resolution = light->map_resolution; - } - } - } - - if (last_background_enabled != background_enabled || - last_background_resolution != background_resolution) { - last_background_enabled = background_enabled; - last_background_resolution = background_resolution; - need_update_background = true; - } -} - -bool LightManager::object_usable_as_light(Object *object) -{ - Geometry *geom = object->get_geometry(); - if (geom->geometry_type != Geometry::MESH && geom->geometry_type != Geometry::VOLUME) { - return false; - } - /* Skip objects with NaNs */ - if (!object->bounds.valid()) { - return false; - } - /* Skip if we are not visible for BSDFs. */ - if (!(object->get_visibility() & (PATH_RAY_DIFFUSE | PATH_RAY_GLOSSY | PATH_RAY_TRANSMIT))) { - return false; - } - /* Skip if we have no emission shaders. */ - /* TODO(sergey): Ideally we want to avoid such duplicated loop, since it'll - * iterate all geometry shaders twice (when counting and when calculating - * triangle area. - */ - foreach (Node *node, geom->get_used_shaders()) { - Shader *shader = static_cast(node); - if (shader->get_use_mis() && shader->has_surface_emission) { - return true; - } - } - return false; -} - -void LightManager::device_update_distribution(Device *, - DeviceScene *dscene, - Scene *scene, - Progress &progress) -{ - progress.set_status("Updating Lights", "Computing distribution"); - - /* count */ - size_t num_lights = 0; - size_t num_portals = 0; - size_t num_background_lights = 0; - size_t num_triangles = 0; - - bool background_mis = false; - - foreach (Light *light, scene->lights) { - if (light->is_enabled) { - num_lights++; - } - if (light->is_portal) { - num_portals++; - } - } - - foreach (Object *object, scene->objects) { - if (progress.get_cancel()) - return; - - if (!object_usable_as_light(object)) { - continue; - } - - /* Count triangles. */ - Mesh *mesh = static_cast(object->get_geometry()); - size_t mesh_num_triangles = mesh->num_triangles(); - for (size_t i = 0; i < mesh_num_triangles; i++) { - int shader_index = mesh->get_shader()[i]; - Shader *shader = (shader_index < mesh->get_used_shaders().size()) ? - static_cast(mesh->get_used_shaders()[shader_index]) : - scene->default_surface; - - if (shader->get_use_mis() && shader->has_surface_emission) { - num_triangles++; - } - } - } - - size_t num_distribution = num_triangles + num_lights; - VLOG(1) << "Total " << num_distribution << " of light distribution primitives."; - - /* emission area */ - KernelLightDistribution *distribution = dscene->light_distribution.alloc(num_distribution + 1); - float totarea = 0.0f; - - /* triangles */ - size_t offset = 0; - int j = 0; - - foreach (Object *object, scene->objects) { - if (progress.get_cancel()) - return; - - if (!object_usable_as_light(object)) { - j++; - continue; - } - /* Sum area. */ - Mesh *mesh = static_cast(object->get_geometry()); - bool transform_applied = mesh->transform_applied; - Transform tfm = object->get_tfm(); - int object_id = j; - int shader_flag = 0; - - if (!(object->get_visibility() & PATH_RAY_CAMERA)) { - shader_flag |= SHADER_EXCLUDE_CAMERA; - } - if (!(object->get_visibility() & PATH_RAY_DIFFUSE)) { - shader_flag |= SHADER_EXCLUDE_DIFFUSE; - } - if (!(object->get_visibility() & PATH_RAY_GLOSSY)) { - shader_flag |= SHADER_EXCLUDE_GLOSSY; - } - if (!(object->get_visibility() & PATH_RAY_TRANSMIT)) { - shader_flag |= SHADER_EXCLUDE_TRANSMIT; - } - if (!(object->get_visibility() & PATH_RAY_VOLUME_SCATTER)) { - shader_flag |= SHADER_EXCLUDE_SCATTER; - } - if (!(object->get_is_shadow_catcher())) { - shader_flag |= SHADER_EXCLUDE_SHADOW_CATCHER; - } - - size_t mesh_num_triangles = mesh->num_triangles(); - for (size_t i = 0; i < mesh_num_triangles; i++) { - int shader_index = mesh->get_shader()[i]; - Shader *shader = (shader_index < mesh->get_used_shaders().size()) ? - static_cast(mesh->get_used_shaders()[shader_index]) : - scene->default_surface; - - if (shader->get_use_mis() && shader->has_surface_emission) { - distribution[offset].totarea = totarea; - distribution[offset].prim = i + mesh->prim_offset; - distribution[offset].mesh_light.shader_flag = shader_flag; - distribution[offset].mesh_light.object_id = object_id; - offset++; - - Mesh::Triangle t = mesh->get_triangle(i); - if (!t.valid(&mesh->get_verts()[0])) { - continue; - } - float3 p1 = mesh->get_verts()[t.v[0]]; - float3 p2 = mesh->get_verts()[t.v[1]]; - float3 p3 = mesh->get_verts()[t.v[2]]; - - if (!transform_applied) { - p1 = transform_point(&tfm, p1); - p2 = transform_point(&tfm, p2); - p3 = transform_point(&tfm, p3); - } - - totarea += triangle_area(p1, p2, p3); - } - } - - j++; - } - - float trianglearea = totarea; - /* point lights */ - bool use_lamp_mis = false; - int light_index = 0; - - if (num_lights > 0) { - float lightarea = (totarea > 0.0f) ? totarea / num_lights : 1.0f; - foreach (Light *light, scene->lights) { - if (!light->is_enabled) - continue; - - distribution[offset].totarea = totarea; - distribution[offset].prim = ~light_index; - distribution[offset].lamp.pad = 1.0f; - distribution[offset].lamp.size = light->size; - totarea += lightarea; - - if (light->light_type == LIGHT_DISTANT) { - use_lamp_mis |= (light->angle > 0.0f && light->use_mis); - } - else if (light->light_type == LIGHT_POINT || light->light_type == LIGHT_SPOT) { - use_lamp_mis |= (light->size > 0.0f && light->use_mis); - } - else if (light->light_type == LIGHT_AREA) { - use_lamp_mis |= light->use_mis; - } - else if (light->light_type == LIGHT_BACKGROUND) { - num_background_lights++; - background_mis |= light->use_mis; - } - - light_index++; - offset++; - } - } - - /* normalize cumulative distribution functions */ - distribution[num_distribution].totarea = totarea; - distribution[num_distribution].prim = 0.0f; - distribution[num_distribution].lamp.pad = 0.0f; - distribution[num_distribution].lamp.size = 0.0f; - - if (totarea > 0.0f) { - for (size_t i = 0; i < num_distribution; i++) - distribution[i].totarea /= totarea; - distribution[num_distribution].totarea = 1.0f; - } - - if (progress.get_cancel()) - return; - - /* update device */ - KernelIntegrator *kintegrator = &dscene->data.integrator; - KernelBackground *kbackground = &dscene->data.background; - KernelFilm *kfilm = &dscene->data.film; - kintegrator->use_direct_light = (totarea > 0.0f); - - if (kintegrator->use_direct_light) { - /* number of emissives */ - kintegrator->num_distribution = num_distribution; - - /* precompute pdfs */ - kintegrator->pdf_triangles = 0.0f; - kintegrator->pdf_lights = 0.0f; - - /* sample one, with 0.5 probability of light or triangle */ - kintegrator->num_all_lights = num_lights; - - if (trianglearea > 0.0f) { - kintegrator->pdf_triangles = 1.0f / trianglearea; - if (num_lights) - kintegrator->pdf_triangles *= 0.5f; - } - - if (num_lights) { - kintegrator->pdf_lights = 1.0f / num_lights; - if (trianglearea > 0.0f) - kintegrator->pdf_lights *= 0.5f; - } - - kintegrator->use_lamp_mis = use_lamp_mis; - - /* bit of an ugly hack to compensate for emitting triangles influencing - * amount of samples we get for this pass */ - kfilm->pass_shadow_scale = 1.0f; - - if (kintegrator->pdf_triangles != 0.0f) - kfilm->pass_shadow_scale /= 0.5f; - - if (num_background_lights < num_lights) - kfilm->pass_shadow_scale /= (float)(num_lights - num_background_lights) / (float)num_lights; - - /* CDF */ - dscene->light_distribution.copy_to_device(); - - /* Portals */ - if (num_portals > 0) { - kbackground->portal_offset = light_index; - kbackground->num_portals = num_portals; - kbackground->portal_weight = 1.0f; - } - else { - kbackground->num_portals = 0; - kbackground->portal_offset = 0; - kbackground->portal_weight = 0.0f; - } - - /* Map */ - kbackground->map_weight = background_mis ? 1.0f : 0.0f; - } - else { - dscene->light_distribution.free(); - - kintegrator->num_distribution = 0; - kintegrator->num_all_lights = 0; - kintegrator->pdf_triangles = 0.0f; - kintegrator->pdf_lights = 0.0f; - kintegrator->use_lamp_mis = false; - - kbackground->num_portals = 0; - kbackground->portal_offset = 0; - kbackground->portal_weight = 0.0f; - kbackground->sun_weight = 0.0f; - kbackground->map_weight = 0.0f; - - kfilm->pass_shadow_scale = 1.0f; - } -} - -static void background_cdf( - int start, int end, int res_x, int res_y, const vector *pixels, float2 *cond_cdf) -{ - int cdf_width = res_x + 1; - /* Conditional CDFs (rows, U direction). */ - for (int i = start; i < end; i++) { - float sin_theta = sinf(M_PI_F * (i + 0.5f) / res_y); - float3 env_color = (*pixels)[i * res_x]; - float ave_luminance = average(env_color); - - cond_cdf[i * cdf_width].x = ave_luminance * sin_theta; - cond_cdf[i * cdf_width].y = 0.0f; - - for (int j = 1; j < res_x; j++) { - env_color = (*pixels)[i * res_x + j]; - ave_luminance = average(env_color); - - cond_cdf[i * cdf_width + j].x = ave_luminance * sin_theta; - cond_cdf[i * cdf_width + j].y = cond_cdf[i * cdf_width + j - 1].y + - cond_cdf[i * cdf_width + j - 1].x / res_x; - } - - const float cdf_total = cond_cdf[i * cdf_width + res_x - 1].y + - cond_cdf[i * cdf_width + res_x - 1].x / res_x; - - /* stuff the total into the brightness value for the last entry, because - * we are going to normalize the CDFs to 0.0 to 1.0 afterwards */ - cond_cdf[i * cdf_width + res_x].x = cdf_total; - - if (cdf_total > 0.0f) { - const float cdf_total_inv = 1.0f / cdf_total; - for (int j = 1; j < res_x; j++) { - cond_cdf[i * cdf_width + j].y *= cdf_total_inv; - } - } - - cond_cdf[i * cdf_width + res_x].y = 1.0f; - } -} - -void LightManager::device_update_background(Device *device, - DeviceScene *dscene, - Scene *scene, - Progress &progress) -{ - KernelBackground *kbackground = &dscene->data.background; - Light *background_light = NULL; - - /* find background light */ - foreach (Light *light, scene->lights) { - if (light->light_type == LIGHT_BACKGROUND) { - background_light = light; - break; - } - } - - /* no background light found, signal renderer to skip sampling */ - if (!background_light || !background_light->is_enabled) { - kbackground->map_res_x = 0; - kbackground->map_res_y = 0; - kbackground->map_weight = 0.0f; - kbackground->sun_weight = 0.0f; - kbackground->use_mis = (kbackground->portal_weight > 0.0f); - return; - } - - progress.set_status("Updating Lights", "Importance map"); - - assert(dscene->data.integrator.use_direct_light); - - int2 environment_res = make_int2(0, 0); - Shader *shader = scene->background->get_shader(scene); - int num_suns = 0; - foreach (ShaderNode *node, shader->graph->nodes) { - if (node->type == EnvironmentTextureNode::get_node_type()) { - EnvironmentTextureNode *env = (EnvironmentTextureNode *)node; - ImageMetaData metadata; - if (!env->handle.empty()) { - ImageMetaData metadata = env->handle.metadata(); - environment_res.x = max(environment_res.x, metadata.width); - environment_res.y = max(environment_res.y, metadata.height); - } - } - if (node->type == SkyTextureNode::get_node_type()) { - SkyTextureNode *sky = (SkyTextureNode *)node; - if (sky->get_sky_type() == NODE_SKY_NISHITA && sky->get_sun_disc()) { - /* Ensure that the input coordinates aren't transformed before they reach the node. - * If that is the case, the logic used for sampling the sun's location does not work - * and we have to fall back to map-based sampling. */ - const ShaderInput *vec_in = sky->input("Vector"); - if (vec_in && vec_in->link && vec_in->link->parent) { - ShaderNode *vec_src = vec_in->link->parent; - if ((vec_src->type != TextureCoordinateNode::get_node_type()) || - (vec_in->link != vec_src->output("Generated"))) { - environment_res.x = max(environment_res.x, 4096); - environment_res.y = max(environment_res.y, 2048); - continue; - } - } - - /* Determine sun direction from lat/long and texture mapping. */ - float latitude = sky->get_sun_elevation(); - float longitude = M_2PI_F - sky->get_sun_rotation() + M_PI_2_F; - float3 sun_direction = make_float3( - cosf(latitude) * cosf(longitude), cosf(latitude) * sinf(longitude), sinf(latitude)); - Transform sky_transform = transform_inverse(sky->tex_mapping.compute_transform()); - sun_direction = transform_direction(&sky_transform, sun_direction); - - /* Pack sun direction and size. */ - float half_angle = sky->get_sun_size() * 0.5f; - kbackground->sun = make_float4( - sun_direction.x, sun_direction.y, sun_direction.z, half_angle); - - kbackground->sun_weight = 4.0f; - environment_res.x = max(environment_res.x, 512); - environment_res.y = max(environment_res.y, 256); - num_suns++; - } - } - } - - /* If there's more than one sun, fall back to map sampling instead. */ - if (num_suns != 1) { - kbackground->sun_weight = 0.0f; - environment_res.x = max(environment_res.x, 4096); - environment_res.y = max(environment_res.y, 2048); - } - - /* Enable MIS for background sampling if any strategy is active. */ - kbackground->use_mis = (kbackground->portal_weight + kbackground->map_weight + - kbackground->sun_weight) > 0.0f; - - /* get the resolution from the light's size (we stuff it in there) */ - int2 res = make_int2(background_light->map_resolution, background_light->map_resolution / 2); - /* If the resolution isn't set manually, try to find an environment texture. */ - if (res.x == 0) { - res = environment_res; - if (res.x > 0 && res.y > 0) { - VLOG(2) << "Automatically set World MIS resolution to " << res.x << " by " << res.y << "\n"; - } - } - /* If it's still unknown, just use the default. */ - if (res.x == 0 || res.y == 0) { - res = make_int2(1024, 512); - VLOG(2) << "Setting World MIS resolution to default\n"; - } - kbackground->map_res_x = res.x; - kbackground->map_res_y = res.y; - - vector pixels; - shade_background_pixels(device, dscene, res.x, res.y, pixels, progress); - - if (progress.get_cancel()) - return; - - /* build row distributions and column distribution for the infinite area environment light */ - int cdf_width = res.x + 1; - float2 *marg_cdf = dscene->light_background_marginal_cdf.alloc(res.y + 1); - float2 *cond_cdf = dscene->light_background_conditional_cdf.alloc(cdf_width * res.y); - - double time_start = time_dt(); - - /* Create CDF in parallel. */ - const int rows_per_task = divide_up(10240, res.x); - parallel_for(blocked_range(0, res.y, rows_per_task), - [&](const blocked_range &r) { - background_cdf(r.begin(), r.end(), res.x, res.y, &pixels, cond_cdf); - }); - - /* marginal CDFs (column, V direction, sum of rows) */ - marg_cdf[0].x = cond_cdf[res.x].x; - marg_cdf[0].y = 0.0f; - - for (int i = 1; i < res.y; i++) { - marg_cdf[i].x = cond_cdf[i * cdf_width + res.x].x; - marg_cdf[i].y = marg_cdf[i - 1].y + marg_cdf[i - 1].x / res.y; - } - - float cdf_total = marg_cdf[res.y - 1].y + marg_cdf[res.y - 1].x / res.y; - marg_cdf[res.y].x = cdf_total; - - if (cdf_total > 0.0f) - for (int i = 1; i < res.y; i++) - marg_cdf[i].y /= cdf_total; - - marg_cdf[res.y].y = 1.0f; - - VLOG(2) << "Background MIS build time " << time_dt() - time_start << "\n"; - - /* update device */ - dscene->light_background_marginal_cdf.copy_to_device(); - dscene->light_background_conditional_cdf.copy_to_device(); -} - -void LightManager::device_update_points(Device *, DeviceScene *dscene, Scene *scene) -{ - int num_scene_lights = scene->lights.size(); - - int num_lights = 0; - foreach (Light *light, scene->lights) { - if (light->is_enabled || light->is_portal) { - num_lights++; - } - } - - KernelLight *klights = dscene->lights.alloc(num_lights); - - if (num_lights == 0) { - VLOG(1) << "No effective light, ignoring points update."; - return; - } - - int light_index = 0; - - foreach (Light *light, scene->lights) { - if (!light->is_enabled) { - continue; - } - - float3 co = light->co; - Shader *shader = (light->shader) ? light->shader : scene->default_light; - int shader_id = scene->shader_manager->get_shader_id(shader); - int max_bounces = light->max_bounces; - float random = (float)light->random_id * (1.0f / (float)0xFFFFFFFF); - - if (!light->cast_shadow) - shader_id &= ~SHADER_CAST_SHADOW; - - if (!light->use_camera) { - shader_id |= SHADER_EXCLUDE_CAMERA; - } - if (!light->use_diffuse) { - shader_id |= SHADER_EXCLUDE_DIFFUSE; - } - if (!light->use_glossy) { - shader_id |= SHADER_EXCLUDE_GLOSSY; - } - if (!light->use_transmission) { - shader_id |= SHADER_EXCLUDE_TRANSMIT; - } - if (!light->use_scatter) { - shader_id |= SHADER_EXCLUDE_SCATTER; - } - if (!light->is_shadow_catcher) { - shader_id |= SHADER_EXCLUDE_SHADOW_CATCHER; - } - - klights[light_index].type = light->light_type; - klights[light_index].strength[0] = light->strength.x; - klights[light_index].strength[1] = light->strength.y; - klights[light_index].strength[2] = light->strength.z; - - if (light->light_type == LIGHT_POINT) { - shader_id &= ~SHADER_AREA_LIGHT; - - float radius = light->size; - float invarea = (radius > 0.0f) ? 1.0f / (M_PI_F * radius * radius) : 1.0f; - - if (light->use_mis && radius > 0.0f) - shader_id |= SHADER_USE_MIS; - - klights[light_index].co[0] = co.x; - klights[light_index].co[1] = co.y; - klights[light_index].co[2] = co.z; - - klights[light_index].spot.radius = radius; - klights[light_index].spot.invarea = invarea; - } - else if (light->light_type == LIGHT_DISTANT) { - shader_id &= ~SHADER_AREA_LIGHT; - - float angle = light->angle / 2.0f; - float radius = tanf(angle); - float cosangle = cosf(angle); - float area = M_PI_F * radius * radius; - float invarea = (area > 0.0f) ? 1.0f / area : 1.0f; - float3 dir = light->dir; - - dir = safe_normalize(dir); - - if (light->use_mis && area > 0.0f) - shader_id |= SHADER_USE_MIS; - - klights[light_index].co[0] = dir.x; - klights[light_index].co[1] = dir.y; - klights[light_index].co[2] = dir.z; - - klights[light_index].distant.invarea = invarea; - klights[light_index].distant.radius = radius; - klights[light_index].distant.cosangle = cosangle; - } - else if (light->light_type == LIGHT_BACKGROUND) { - uint visibility = scene->background->get_visibility(); - - shader_id &= ~SHADER_AREA_LIGHT; - shader_id |= SHADER_USE_MIS; - - if (!(visibility & PATH_RAY_DIFFUSE)) { - shader_id |= SHADER_EXCLUDE_DIFFUSE; - } - if (!(visibility & PATH_RAY_GLOSSY)) { - shader_id |= SHADER_EXCLUDE_GLOSSY; - } - if (!(visibility & PATH_RAY_TRANSMIT)) { - shader_id |= SHADER_EXCLUDE_TRANSMIT; - } - if (!(visibility & PATH_RAY_VOLUME_SCATTER)) { - shader_id |= SHADER_EXCLUDE_SCATTER; - } - } - else if (light->light_type == LIGHT_AREA) { - float3 axisu = light->axisu * (light->sizeu * light->size); - float3 axisv = light->axisv * (light->sizev * light->size); - float area = len(axisu) * len(axisv); - if (light->round) { - area *= -M_PI_4_F; - } - float invarea = (area != 0.0f) ? 1.0f / area : 1.0f; - float3 dir = light->dir; - - /* Convert from spread angle 0..180 to 90..0, clamping to a minimum - * angle to avoid excessive noise. */ - const float min_spread_angle = 1.0f * M_PI_F / 180.0f; - const float spread_angle = 0.5f * (M_PI_F - max(light->spread, min_spread_angle)); - /* Normalization computed using: - * integrate cos(x) * (1 - tan(x) * tan(a)) * sin(x) from x = 0 to pi/2 - a. */ - const float tan_spread = tanf(spread_angle); - const float normalize_spread = 2.0f / (2.0f + (2.0f * spread_angle - M_PI_F) * tan_spread); - - dir = safe_normalize(dir); - - if (light->use_mis && area != 0.0f) - shader_id |= SHADER_USE_MIS; - - klights[light_index].co[0] = co.x; - klights[light_index].co[1] = co.y; - klights[light_index].co[2] = co.z; - - klights[light_index].area.axisu[0] = axisu.x; - klights[light_index].area.axisu[1] = axisu.y; - klights[light_index].area.axisu[2] = axisu.z; - klights[light_index].area.axisv[0] = axisv.x; - klights[light_index].area.axisv[1] = axisv.y; - klights[light_index].area.axisv[2] = axisv.z; - klights[light_index].area.invarea = invarea; - klights[light_index].area.dir[0] = dir.x; - klights[light_index].area.dir[1] = dir.y; - klights[light_index].area.dir[2] = dir.z; - klights[light_index].area.tan_spread = tan_spread; - klights[light_index].area.normalize_spread = normalize_spread; - } - else if (light->light_type == LIGHT_SPOT) { - shader_id &= ~SHADER_AREA_LIGHT; - - float radius = light->size; - float invarea = (radius > 0.0f) ? 1.0f / (M_PI_F * radius * radius) : 1.0f; - float spot_angle = cosf(light->spot_angle * 0.5f); - float spot_smooth = (1.0f - spot_angle) * light->spot_smooth; - float3 dir = light->dir; - - dir = safe_normalize(dir); - - if (light->use_mis && radius > 0.0f) - shader_id |= SHADER_USE_MIS; - - klights[light_index].co[0] = co.x; - klights[light_index].co[1] = co.y; - klights[light_index].co[2] = co.z; - - klights[light_index].spot.radius = radius; - klights[light_index].spot.invarea = invarea; - klights[light_index].spot.spot_angle = spot_angle; - klights[light_index].spot.spot_smooth = spot_smooth; - klights[light_index].spot.dir[0] = dir.x; - klights[light_index].spot.dir[1] = dir.y; - klights[light_index].spot.dir[2] = dir.z; - } - - klights[light_index].shader_id = shader_id; - - klights[light_index].max_bounces = max_bounces; - klights[light_index].random = random; - - klights[light_index].tfm = light->tfm; - klights[light_index].itfm = transform_inverse(light->tfm); - - light_index++; - } - - /* TODO(sergey): Consider moving portals update to their own function - * keeping this one more manageable. - */ - foreach (Light *light, scene->lights) { - if (!light->is_portal) - continue; - assert(light->light_type == LIGHT_AREA); - - float3 co = light->co; - float3 axisu = light->axisu * (light->sizeu * light->size); - float3 axisv = light->axisv * (light->sizev * light->size); - float area = len(axisu) * len(axisv); - if (light->round) { - area *= -M_PI_4_F; - } - float invarea = (area != 0.0f) ? 1.0f / area : 1.0f; - float3 dir = light->dir; - - dir = safe_normalize(dir); - - klights[light_index].co[0] = co.x; - klights[light_index].co[1] = co.y; - klights[light_index].co[2] = co.z; - - klights[light_index].area.axisu[0] = axisu.x; - klights[light_index].area.axisu[1] = axisu.y; - klights[light_index].area.axisu[2] = axisu.z; - klights[light_index].area.axisv[0] = axisv.x; - klights[light_index].area.axisv[1] = axisv.y; - klights[light_index].area.axisv[2] = axisv.z; - klights[light_index].area.invarea = invarea; - klights[light_index].area.dir[0] = dir.x; - klights[light_index].area.dir[1] = dir.y; - klights[light_index].area.dir[2] = dir.z; - klights[light_index].tfm = light->tfm; - klights[light_index].itfm = transform_inverse(light->tfm); - - light_index++; - } - - VLOG(1) << "Number of lights sent to the device: " << light_index; - - VLOG(1) << "Number of lights without contribution: " << num_scene_lights - light_index; - - dscene->lights.copy_to_device(); -} - -void LightManager::device_update(Device *device, - DeviceScene *dscene, - Scene *scene, - Progress &progress) -{ - if (!need_update()) - return; - - scoped_callback_timer timer([scene](double time) { - if (scene->update_stats) { - scene->update_stats->light.times.add_entry({"device_update", time}); - } - }); - - VLOG(1) << "Total " << scene->lights.size() << " lights."; - - /* Detect which lights are enabled, also determines if we need to update the background. */ - test_enabled_lights(scene); - - device_free(device, dscene, need_update_background); - - device_update_points(device, dscene, scene); - if (progress.get_cancel()) - return; - - device_update_distribution(device, dscene, scene, progress); - if (progress.get_cancel()) - return; - - if (need_update_background) { - device_update_background(device, dscene, scene, progress); - if (progress.get_cancel()) - return; - } - - device_update_ies(dscene); - if (progress.get_cancel()) - return; - - update_flags = UPDATE_NONE; - need_update_background = false; -} - -void LightManager::device_free(Device *, DeviceScene *dscene, const bool free_background) -{ - dscene->light_distribution.free(); - dscene->lights.free(); - if (free_background) { - dscene->light_background_marginal_cdf.free(); - dscene->light_background_conditional_cdf.free(); - } - dscene->ies_lights.free(); -} - -void LightManager::tag_update(Scene * /*scene*/, uint32_t flag) -{ - update_flags |= flag; -} - -bool LightManager::need_update() const -{ - return update_flags != UPDATE_NONE; -} - -int LightManager::add_ies_from_file(const string &filename) -{ - string content; - - /* If the file can't be opened, call with an empty line */ - if (filename.empty() || !path_read_text(filename.c_str(), content)) { - content = "\n"; - } - - return add_ies(content); -} - -int LightManager::add_ies(const string &content) -{ - uint hash = hash_string(content.c_str()); - - thread_scoped_lock ies_lock(ies_mutex); - - /* Check whether this IES already has a slot. */ - size_t slot; - for (slot = 0; slot < ies_slots.size(); slot++) { - if (ies_slots[slot]->hash == hash) { - ies_slots[slot]->users++; - return slot; - } - } - - /* Try to find an empty slot for the new IES. */ - for (slot = 0; slot < ies_slots.size(); slot++) { - if (ies_slots[slot]->users == 0 && ies_slots[slot]->hash == 0) { - break; - } - } - - /* If there's no free slot, add one. */ - if (slot == ies_slots.size()) { - ies_slots.push_back(new IESSlot()); - } - - ies_slots[slot]->ies.load(content); - ies_slots[slot]->users = 1; - ies_slots[slot]->hash = hash; - - update_flags = UPDATE_ALL; - need_update_background = true; - - return slot; -} - -void LightManager::remove_ies(int slot) -{ - thread_scoped_lock ies_lock(ies_mutex); - - if (slot < 0 || slot >= ies_slots.size()) { - assert(false); - return; - } - - assert(ies_slots[slot]->users > 0); - ies_slots[slot]->users--; - - /* If the slot has no more users, update the device to remove it. */ - if (ies_slots[slot]->users == 0) { - update_flags |= UPDATE_ALL; - need_update_background = true; - } -} - -void LightManager::device_update_ies(DeviceScene *dscene) -{ - /* Clear empty slots. */ - foreach (IESSlot *slot, ies_slots) { - if (slot->users == 0) { - slot->hash = 0; - slot->ies.clear(); - } - } - - /* Shrink the slot table by removing empty slots at the end. */ - int slot_end; - for (slot_end = ies_slots.size(); slot_end; slot_end--) { - if (ies_slots[slot_end - 1]->users > 0) { - /* If the preceding slot has users, we found the new end of the table. */ - break; - } - else { - /* The slot will be past the new end of the table, so free it. */ - delete ies_slots[slot_end - 1]; - } - } - ies_slots.resize(slot_end); - - if (ies_slots.size() > 0) { - int packed_size = 0; - foreach (IESSlot *slot, ies_slots) { - packed_size += slot->ies.packed_size(); - } - - /* ies_lights starts with an offset table that contains the offset of every slot, - * or -1 if the slot is invalid. - * Following that table, the packed valid IES lights are stored. */ - float *data = dscene->ies_lights.alloc(ies_slots.size() + packed_size); - - int offset = ies_slots.size(); - for (int i = 0; i < ies_slots.size(); i++) { - int size = ies_slots[i]->ies.packed_size(); - if (size > 0) { - data[i] = __int_as_float(offset); - ies_slots[i]->ies.pack(data + offset); - offset += size; - } - else { - data[i] = __int_as_float(-1); - } - } - - dscene->ies_lights.copy_to_device(); - } -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/render/light.h b/intern/cycles/render/light.h deleted file mode 100644 index 7f86237c8b3..00000000000 --- a/intern/cycles/render/light.h +++ /dev/null @@ -1,171 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#ifndef __LIGHT_H__ -#define __LIGHT_H__ - -#include "kernel/kernel_types.h" - -#include "graph/node.h" - -/* included as Light::set_shader defined through NODE_SOCKET_API does not select - * the right Node::set overload as it does not know that Shader is a Node */ -#include "render/shader.h" - -#include "util/util_ies.h" -#include "util/util_thread.h" -#include "util/util_types.h" -#include "util/util_vector.h" - -CCL_NAMESPACE_BEGIN - -class Device; -class DeviceScene; -class Object; -class Progress; -class Scene; -class Shader; - -class Light : public Node { - public: - NODE_DECLARE; - - Light(); - - NODE_SOCKET_API(LightType, light_type) - NODE_SOCKET_API(float3, strength) - NODE_SOCKET_API(float3, co) - - NODE_SOCKET_API(float3, dir) - NODE_SOCKET_API(float, size) - NODE_SOCKET_API(float, angle) - - NODE_SOCKET_API(float3, axisu) - NODE_SOCKET_API(float, sizeu) - NODE_SOCKET_API(float3, axisv) - NODE_SOCKET_API(float, sizev) - NODE_SOCKET_API(bool, round) - NODE_SOCKET_API(float, spread) - - NODE_SOCKET_API(Transform, tfm) - - NODE_SOCKET_API(int, map_resolution) - - NODE_SOCKET_API(float, spot_angle) - NODE_SOCKET_API(float, spot_smooth) - - NODE_SOCKET_API(bool, cast_shadow) - NODE_SOCKET_API(bool, use_mis) - NODE_SOCKET_API(bool, use_camera) - NODE_SOCKET_API(bool, use_diffuse) - NODE_SOCKET_API(bool, use_glossy) - NODE_SOCKET_API(bool, use_transmission) - NODE_SOCKET_API(bool, use_scatter) - - NODE_SOCKET_API(bool, is_shadow_catcher) - NODE_SOCKET_API(bool, is_portal) - NODE_SOCKET_API(bool, is_enabled) - - NODE_SOCKET_API(Shader *, shader) - NODE_SOCKET_API(int, max_bounces) - NODE_SOCKET_API(uint, random_id) - - void tag_update(Scene *scene); - - /* Check whether the light has contribution the scene. */ - bool has_contribution(Scene *scene); - - friend class LightManager; -}; - -class LightManager { - public: - enum : uint32_t { - MESH_NEED_REBUILD = (1 << 0), - EMISSIVE_MESH_MODIFIED = (1 << 1), - LIGHT_MODIFIED = (1 << 2), - LIGHT_ADDED = (1 << 3), - LIGHT_REMOVED = (1 << 4), - OBJECT_MANAGER = (1 << 5), - SHADER_COMPILED = (1 << 6), - SHADER_MODIFIED = (1 << 7), - - /* tag everything in the manager for an update */ - UPDATE_ALL = ~0u, - - UPDATE_NONE = 0u, - }; - - /* Need to update background (including multiple importance map) */ - bool need_update_background; - - LightManager(); - ~LightManager(); - - /* IES texture management */ - int add_ies(const string &ies); - int add_ies_from_file(const string &filename); - void remove_ies(int slot); - - void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress); - void device_free(Device *device, DeviceScene *dscene, const bool free_background = true); - - void tag_update(Scene *scene, uint32_t flag); - - bool need_update() const; - - /* Check whether there is a background light. */ - bool has_background_light(Scene *scene); - - protected: - /* Optimization: disable light which is either unsupported or - * which doesn't contribute to the scene or which is only used for MIS - * and scene doesn't need MIS. - */ - void test_enabled_lights(Scene *scene); - - void device_update_points(Device *device, DeviceScene *dscene, Scene *scene); - void device_update_distribution(Device *device, - DeviceScene *dscene, - Scene *scene, - Progress &progress); - void device_update_background(Device *device, - DeviceScene *dscene, - Scene *scene, - Progress &progress); - void device_update_ies(DeviceScene *dscene); - - /* Check whether light manager can use the object as a light-emissive. */ - bool object_usable_as_light(Object *object); - - struct IESSlot { - IESFile ies; - uint hash; - int users; - }; - - vector ies_slots; - thread_mutex ies_mutex; - - bool last_background_enabled; - int last_background_resolution; - - uint32_t update_flags; -}; - -CCL_NAMESPACE_END - -#endif /* __LIGHT_H__ */ diff --git a/intern/cycles/render/merge.cpp b/intern/cycles/render/merge.cpp deleted file mode 100644 index 8a58c827e82..00000000000 --- a/intern/cycles/render/merge.cpp +++ /dev/null @@ -1,516 +0,0 @@ -/* - * Copyright 2011-2019 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "render/merge.h" - -#include "util/util_array.h" -#include "util/util_map.h" -#include "util/util_system.h" -#include "util/util_time.h" -#include "util/util_unique_ptr.h" - -#include -#include - -OIIO_NAMESPACE_USING - -CCL_NAMESPACE_BEGIN - -/* Merge Image Layer */ - -enum MergeChannelOp { - MERGE_CHANNEL_NOP, - MERGE_CHANNEL_COPY, - MERGE_CHANNEL_SUM, - MERGE_CHANNEL_AVERAGE -}; - -struct MergeImagePass { - /* Full channel name. */ - string channel_name; - /* Channel format in the file. */ - TypeDesc format; - /* Type of operation to perform when merging. */ - MergeChannelOp op; - /* Offset of layer channels in input image. */ - int offset; - /* Offset of layer channels in merged image. */ - int merge_offset; -}; - -struct MergeImageLayer { - /* Layer name. */ - string name; - /* Passes. */ - vector passes; - /* Sample amount that was used for rendering this layer. */ - int samples; -}; - -/* Merge Image */ - -struct MergeImage { - /* OIIO file handle. */ - unique_ptr in; - /* Image file path. */ - string filepath; - /* Render layers. */ - vector layers; -}; - -/* Channel Parsing */ - -static MergeChannelOp parse_channel_operation(const string &pass_name) -{ - if (pass_name == "Depth" || pass_name == "IndexMA" || pass_name == "IndexOB" || - string_startswith(pass_name, "Crypto")) { - return MERGE_CHANNEL_COPY; - } - else if (string_startswith(pass_name, "Debug BVH") || - string_startswith(pass_name, "Debug Ray") || - string_startswith(pass_name, "Debug Render Time")) { - return MERGE_CHANNEL_SUM; - } - else { - return MERGE_CHANNEL_AVERAGE; - } -} - -/* Splits in at its last dot, setting suffix to the part after the dot and - * into the part before it. Returns whether a dot was found. */ -static bool split_last_dot(string &in, string &suffix) -{ - size_t pos = in.rfind("."); - if (pos == string::npos) { - return false; - } - suffix = in.substr(pos + 1); - in = in.substr(0, pos); - return true; -} - -/* Separate channel names as generated by Blender. - * Multiview format: RenderLayer.Pass.View.Channel - * Otherwise: RenderLayer.Pass.Channel */ -static bool parse_channel_name( - string name, string &renderlayer, string &pass, string &channel, bool multiview_channels) -{ - if (!split_last_dot(name, channel)) { - return false; - } - string view; - if (multiview_channels && !split_last_dot(name, view)) { - return false; - } - if (!split_last_dot(name, pass)) { - return false; - } - renderlayer = name; - - if (multiview_channels) { - renderlayer += "." + view; - } - - return true; -} - -static bool parse_channels(const ImageSpec &in_spec, - vector &layers, - string &error) -{ - const ParamValue *multiview = in_spec.find_attribute("multiView"); - const bool multiview_channels = (multiview && multiview->type().basetype == TypeDesc::STRING && - multiview->type().arraylen >= 2); - - layers.clear(); - - /* Loop over all the channels in the file, parse their name and sort them - * by RenderLayer. - * Channels that can't be parsed are directly passed through to the output. */ - map file_layers; - for (int i = 0; i < in_spec.nchannels; i++) { - MergeImagePass pass; - pass.channel_name = in_spec.channelnames[i]; - pass.format = (in_spec.channelformats.size() > 0) ? in_spec.channelformats[i] : in_spec.format; - pass.offset = i; - pass.merge_offset = i; - - string layername, passname, channelname; - if (parse_channel_name( - pass.channel_name, layername, passname, channelname, multiview_channels)) { - /* Channel part of a render layer. */ - pass.op = parse_channel_operation(passname); - } - else { - /* Other channels are added in unnamed layer. */ - layername = ""; - pass.op = parse_channel_operation(pass.channel_name); - } - - file_layers[layername].passes.push_back(pass); - } - - /* Loop over all detected render-layers, check whether they contain a full set of input channels. - * Any channels that won't be processed internally are also passed through. */ - for (auto &i : file_layers) { - const string &name = i.first; - MergeImageLayer &layer = i.second; - - layer.name = name; - layer.samples = 0; - - /* Determine number of samples from metadata. */ - if (layer.name == "") { - layer.samples = 1; - } - else if (layer.samples < 1) { - string sample_string = in_spec.get_string_attribute("cycles." + name + ".samples", ""); - if (sample_string != "") { - if (!sscanf(sample_string.c_str(), "%d", &layer.samples)) { - error = "Failed to parse samples metadata: " + sample_string; - return false; - } - } - } - - if (layer.samples < 1) { - error = string_printf( - "No sample number specified in the file for layer %s or on the command line", - name.c_str()); - return false; - } - - layers.push_back(layer); - } - - return true; -} - -static bool open_images(const vector &filepaths, vector &images, string &error) -{ - for (const string &filepath : filepaths) { - unique_ptr in(ImageInput::open(filepath)); - if (!in) { - error = "Couldn't open file: " + filepath; - return false; - } - - MergeImage image; - image.in = std::move(in); - image.filepath = filepath; - if (!parse_channels(image.in->spec(), image.layers, error)) { - return false; - } - - if (image.layers.size() == 0) { - error = "Could not find a render layer for merging"; - return false; - } - - if (image.in->spec().deep) { - error = "Merging deep images not supported."; - return false; - } - - if (images.size() > 0) { - const ImageSpec &base_spec = images[0].in->spec(); - const ImageSpec &spec = image.in->spec(); - - if (base_spec.width != spec.width || base_spec.height != spec.height || - base_spec.depth != spec.depth || base_spec.format != spec.format || - base_spec.deep != spec.deep) { - error = "Images do not have matching size and data layout."; - return false; - } - } - - images.push_back(std::move(image)); - } - - return true; -} - -static void merge_render_time(ImageSpec &spec, - const vector &images, - const string &name, - const bool average) -{ - double time = 0.0; - - for (const MergeImage &image : images) { - string time_str = image.in->spec().get_string_attribute(name, ""); - time += time_human_readable_to_seconds(time_str); - } - - if (average) { - time /= images.size(); - } - - spec.attribute(name, TypeDesc::STRING, time_human_readable_from_seconds(time)); -} - -static void merge_layer_render_time(ImageSpec &spec, - const vector &images, - const string &layer_name, - const string &time_name, - const bool average) -{ - string name = "cycles." + layer_name + "." + time_name; - double time = 0.0; - - for (const MergeImage &image : images) { - string time_str = image.in->spec().get_string_attribute(name, ""); - time += time_human_readable_to_seconds(time_str); - } - - if (average) { - time /= images.size(); - } - - spec.attribute(name, TypeDesc::STRING, time_human_readable_from_seconds(time)); -} - -static void merge_channels_metadata(vector &images, - ImageSpec &out_spec, - vector &channel_total_samples) -{ - /* Based on first image. */ - out_spec = images[0].in->spec(); - - /* Merge channels and compute offsets. */ - out_spec.nchannels = 0; - out_spec.channelformats.clear(); - out_spec.channelnames.clear(); - - for (MergeImage &image : images) { - for (MergeImageLayer &layer : image.layers) { - for (MergeImagePass &pass : layer.passes) { - /* Test if matching channel already exists in merged image. */ - bool found = false; - - for (size_t i = 0; i < out_spec.nchannels; i++) { - if (pass.channel_name == out_spec.channelnames[i]) { - pass.merge_offset = i; - channel_total_samples[i] += layer.samples; - /* First image wins for channels that can't be averaged or summed. */ - if (pass.op == MERGE_CHANNEL_COPY) { - pass.op = MERGE_CHANNEL_NOP; - } - found = true; - break; - } - } - - if (!found) { - /* Add new channel. */ - pass.merge_offset = out_spec.nchannels; - channel_total_samples.push_back(layer.samples); - - out_spec.channelnames.push_back(pass.channel_name); - out_spec.channelformats.push_back(pass.format); - out_spec.nchannels++; - } - } - } - } - - /* Merge metadata. */ - merge_render_time(out_spec, images, "RenderTime", false); - - map layer_num_samples; - for (MergeImage &image : images) { - for (MergeImageLayer &layer : image.layers) { - if (layer.name != "") { - layer_num_samples[layer.name] += layer.samples; - } - } - } - - for (const auto &i : layer_num_samples) { - string name = "cycles." + i.first + ".samples"; - out_spec.attribute(name, TypeDesc::STRING, string_printf("%d", i.second)); - - merge_layer_render_time(out_spec, images, i.first, "total_time", false); - merge_layer_render_time(out_spec, images, i.first, "render_time", false); - merge_layer_render_time(out_spec, images, i.first, "synchronization_time", true); - } -} - -static void alloc_pixels(const ImageSpec &spec, array &pixels) -{ - const size_t width = spec.width; - const size_t height = spec.height; - const size_t num_channels = spec.nchannels; - - const size_t num_pixels = (size_t)width * (size_t)height; - pixels.resize(num_pixels * num_channels); -} - -static bool merge_pixels(const vector &images, - const ImageSpec &out_spec, - const vector &channel_total_samples, - array &out_pixels, - string &error) -{ - alloc_pixels(out_spec, out_pixels); - memset(out_pixels.data(), 0, out_pixels.size() * sizeof(float)); - - for (const MergeImage &image : images) { - /* Read all channels into buffer. Reading all channels at once is - * faster than individually due to interleaved EXR channel storage. */ - array pixels; - alloc_pixels(image.in->spec(), pixels); - - if (!image.in->read_image(TypeDesc::FLOAT, pixels.data())) { - error = "Failed to read image: " + image.filepath; - return false; - } - - for (size_t li = 0; li < image.layers.size(); li++) { - const MergeImageLayer &layer = image.layers[li]; - - const size_t stride = image.in->spec().nchannels; - const size_t out_stride = out_spec.nchannels; - const size_t num_pixels = pixels.size(); - - for (const MergeImagePass &pass : layer.passes) { - size_t offset = pass.offset; - size_t out_offset = pass.merge_offset; - - switch (pass.op) { - case MERGE_CHANNEL_NOP: - break; - case MERGE_CHANNEL_COPY: - for (; offset < num_pixels; offset += stride, out_offset += out_stride) { - out_pixels[out_offset] = pixels[offset]; - } - break; - case MERGE_CHANNEL_SUM: - for (; offset < num_pixels; offset += stride, out_offset += out_stride) { - out_pixels[out_offset] += pixels[offset]; - } - break; - case MERGE_CHANNEL_AVERAGE: - /* Weights based on sample metadata. Per channel since not - * all files are guaranteed to have the same channels. */ - const int total_samples = channel_total_samples[out_offset]; - const float t = (float)layer.samples / (float)total_samples; - - for (; offset < num_pixels; offset += stride, out_offset += out_stride) { - out_pixels[out_offset] += t * pixels[offset]; - } - break; - } - } - } - } - - return true; -} - -static bool save_output(const string &filepath, - const ImageSpec &spec, - const array &pixels, - string &error) -{ - /* Write to temporary file path, so we merge images in place and don't - * risk destroying files when something goes wrong in file saving. */ - string extension = OIIO::Filesystem::extension(filepath); - string unique_name = ".merge-tmp-" + OIIO::Filesystem::unique_path(); - string tmp_filepath = filepath + unique_name + extension; - unique_ptr out(ImageOutput::create(tmp_filepath)); - - if (!out) { - error = "Failed to open temporary file " + tmp_filepath + " for writing"; - return false; - } - - /* Open temporary file and write image buffers. */ - if (!out->open(tmp_filepath, spec)) { - error = "Failed to open file " + tmp_filepath + " for writing: " + out->geterror(); - return false; - } - - bool ok = true; - if (!out->write_image(TypeDesc::FLOAT, pixels.data())) { - error = "Failed to write to file " + tmp_filepath + ": " + out->geterror(); - ok = false; - } - - if (!out->close()) { - error = "Failed to save to file " + tmp_filepath + ": " + out->geterror(); - ok = false; - } - - out.reset(); - - /* Copy temporary file to output filepath. */ - string rename_error; - if (ok && !OIIO::Filesystem::rename(tmp_filepath, filepath, rename_error)) { - error = "Failed to move merged image to " + filepath + ": " + rename_error; - ok = false; - } - - if (!ok) { - OIIO::Filesystem::remove(tmp_filepath); - } - - return ok; -} - -/* Image Merger */ - -ImageMerger::ImageMerger() -{ -} - -bool ImageMerger::run() -{ - if (input.empty()) { - error = "No input file paths specified."; - return false; - } - if (output.empty()) { - error = "No output file path specified."; - return false; - } - - /* Open images and verify they have matching layout. */ - vector images; - if (!open_images(input, images, error)) { - return false; - } - - /* Merge metadata and setup channels and offsets. */ - ImageSpec out_spec; - vector channel_total_samples; - merge_channels_metadata(images, out_spec, channel_total_samples); - - /* Merge pixels. */ - array out_pixels; - if (!merge_pixels(images, out_spec, channel_total_samples, out_pixels, error)) { - return false; - } - - /* We don't need input anymore at this point, and will possibly - * overwrite the same file. */ - images.clear(); - - /* Save output file. */ - return save_output(output, out_spec, out_pixels, error); -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/render/merge.h b/intern/cycles/render/merge.h deleted file mode 100644 index 87e5d2d4723..00000000000 --- a/intern/cycles/render/merge.h +++ /dev/null @@ -1,43 +0,0 @@ -/* - * Copyright 2011-2019 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#ifndef __MERGE_H__ -#define __MERGE_H__ - -#include "util/util_string.h" -#include "util/util_vector.h" - -CCL_NAMESPACE_BEGIN - -/* Merge OpenEXR multilayer renders. */ - -class ImageMerger { - public: - ImageMerger(); - bool run(); - - /* Error message after running, in case of failure. */ - string error; - - /* List of image filepaths to merge. */ - vector input; - /* Output filepath. */ - string output; -}; - -CCL_NAMESPACE_END - -#endif /* __MERGE_H__ */ diff --git a/intern/cycles/render/mesh.cpp b/intern/cycles/render/mesh.cpp deleted file mode 100644 index 9c93f6f881c..00000000000 --- a/intern/cycles/render/mesh.cpp +++ /dev/null @@ -1,812 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "bvh/bvh.h" -#include "bvh/bvh_build.h" - -#include "device/device.h" - -#include "render/graph.h" -#include "render/hair.h" -#include "render/mesh.h" -#include "render/object.h" -#include "render/scene.h" - -#include "subd/subd_patch_table.h" -#include "subd/subd_split.h" - -#include "util/util_foreach.h" -#include "util/util_logging.h" -#include "util/util_progress.h" -#include "util/util_set.h" - -CCL_NAMESPACE_BEGIN - -/* Triangle */ - -void Mesh::Triangle::bounds_grow(const float3 *verts, BoundBox &bounds) const -{ - bounds.grow(verts[v[0]]); - bounds.grow(verts[v[1]]); - bounds.grow(verts[v[2]]); -} - -void Mesh::Triangle::motion_verts(const float3 *verts, - const float3 *vert_steps, - size_t num_verts, - size_t num_steps, - float time, - float3 r_verts[3]) const -{ - /* Figure out which steps we need to fetch and their interpolation factor. */ - const size_t max_step = num_steps - 1; - const size_t step = min((int)(time * max_step), max_step - 1); - const float t = time * max_step - step; - /* Fetch vertex coordinates. */ - float3 curr_verts[3]; - float3 next_verts[3]; - verts_for_step(verts, vert_steps, num_verts, num_steps, step, curr_verts); - verts_for_step(verts, vert_steps, num_verts, num_steps, step + 1, next_verts); - /* Interpolate between steps. */ - r_verts[0] = (1.0f - t) * curr_verts[0] + t * next_verts[0]; - r_verts[1] = (1.0f - t) * curr_verts[1] + t * next_verts[1]; - r_verts[2] = (1.0f - t) * curr_verts[2] + t * next_verts[2]; -} - -void Mesh::Triangle::verts_for_step(const float3 *verts, - const float3 *vert_steps, - size_t num_verts, - size_t num_steps, - size_t step, - float3 r_verts[3]) const -{ - const size_t center_step = ((num_steps - 1) / 2); - if (step == center_step) { - /* Center step: regular vertex location. */ - r_verts[0] = verts[v[0]]; - r_verts[1] = verts[v[1]]; - r_verts[2] = verts[v[2]]; - } - else { - /* Center step not stored in the attribute array array. */ - if (step > center_step) { - step--; - } - size_t offset = step * num_verts; - r_verts[0] = vert_steps[offset + v[0]]; - r_verts[1] = vert_steps[offset + v[1]]; - r_verts[2] = vert_steps[offset + v[2]]; - } -} - -float3 Mesh::Triangle::compute_normal(const float3 *verts) const -{ - const float3 &v0 = verts[v[0]]; - const float3 &v1 = verts[v[1]]; - const float3 &v2 = verts[v[2]]; - const float3 norm = cross(v1 - v0, v2 - v0); - const float normlen = len(norm); - if (normlen == 0.0f) { - return make_float3(1.0f, 0.0f, 0.0f); - } - return norm / normlen; -} - -bool Mesh::Triangle::valid(const float3 *verts) const -{ - return isfinite3_safe(verts[v[0]]) && isfinite3_safe(verts[v[1]]) && isfinite3_safe(verts[v[2]]); -} - -/* SubdFace */ - -float3 Mesh::SubdFace::normal(const Mesh *mesh) const -{ - float3 v0 = mesh->verts[mesh->subd_face_corners[start_corner + 0]]; - float3 v1 = mesh->verts[mesh->subd_face_corners[start_corner + 1]]; - float3 v2 = mesh->verts[mesh->subd_face_corners[start_corner + 2]]; - - return safe_normalize(cross(v1 - v0, v2 - v0)); -} - -/* Mesh */ - -NODE_DEFINE(Mesh) -{ - NodeType *type = NodeType::add("mesh", create, NodeType::NONE, Geometry::get_node_base_type()); - - SOCKET_INT_ARRAY(triangles, "Triangles", array()); - SOCKET_POINT_ARRAY(verts, "Vertices", array()); - SOCKET_INT_ARRAY(shader, "Shader", array()); - SOCKET_BOOLEAN_ARRAY(smooth, "Smooth", array()); - - SOCKET_INT_ARRAY(triangle_patch, "Triangle Patch", array()); - SOCKET_POINT2_ARRAY(vert_patch_uv, "Patch UVs", array()); - - static NodeEnum subdivision_type_enum; - subdivision_type_enum.insert("none", SUBDIVISION_NONE); - subdivision_type_enum.insert("linear", SUBDIVISION_LINEAR); - subdivision_type_enum.insert("catmull_clark", SUBDIVISION_CATMULL_CLARK); - SOCKET_ENUM(subdivision_type, "Subdivision Type", subdivision_type_enum, SUBDIVISION_NONE); - - SOCKET_INT_ARRAY(subd_creases_edge, "Subdivision Crease Edges", array()); - SOCKET_FLOAT_ARRAY(subd_creases_weight, "Subdivision Crease Weights", array()); - SOCKET_INT_ARRAY(subd_face_corners, "Subdivision Face Corners", array()); - SOCKET_INT_ARRAY(subd_start_corner, "Subdivision Face Start Corner", array()); - SOCKET_INT_ARRAY(subd_num_corners, "Subdivision Face Corner Count", array()); - SOCKET_INT_ARRAY(subd_shader, "Subdivision Face Shader", array()); - SOCKET_BOOLEAN_ARRAY(subd_smooth, "Subdivision Face Smooth", array()); - SOCKET_INT_ARRAY(subd_ptex_offset, "Subdivision Face PTex Offset", array()); - SOCKET_INT(num_ngons, "NGons Number", 0); - - /* Subdivisions parameters */ - SOCKET_FLOAT(subd_dicing_rate, "Subdivision Dicing Rate", 0.0f) - SOCKET_INT(subd_max_level, "Subdivision Dicing Rate", 0); - SOCKET_TRANSFORM(subd_objecttoworld, "Subdivision Object Transform", transform_identity()); - - return type; -} - -SubdParams *Mesh::get_subd_params() -{ - if (subdivision_type == SubdivisionType::SUBDIVISION_NONE) { - return nullptr; - } - - if (!subd_params) { - subd_params = new SubdParams(this); - } - - subd_params->dicing_rate = subd_dicing_rate; - subd_params->max_level = subd_max_level; - subd_params->objecttoworld = subd_objecttoworld; - - return subd_params; -} - -bool Mesh::need_tesselation() -{ - return get_subd_params() && (verts_is_modified() || subd_dicing_rate_is_modified() || - subd_objecttoworld_is_modified() || subd_max_level_is_modified()); -} - -Mesh::Mesh(const NodeType *node_type, Type geom_type_) - : Geometry(node_type, geom_type_), subd_attributes(this, ATTR_PRIM_SUBD) -{ - vert_offset = 0; - - patch_offset = 0; - face_offset = 0; - corner_offset = 0; - - num_subd_verts = 0; - num_subd_faces = 0; - - num_ngons = 0; - - subdivision_type = SUBDIVISION_NONE; - subd_params = NULL; - - patch_table = NULL; -} - -Mesh::Mesh() : Mesh(get_node_type(), Geometry::MESH) -{ -} - -Mesh::~Mesh() -{ - delete patch_table; - delete subd_params; -} - -void Mesh::resize_mesh(int numverts, int numtris) -{ - verts.resize(numverts); - triangles.resize(numtris * 3); - shader.resize(numtris); - smooth.resize(numtris); - - if (get_num_subd_faces()) { - triangle_patch.resize(numtris); - vert_patch_uv.resize(numverts); - } - - attributes.resize(); -} - -void Mesh::reserve_mesh(int numverts, int numtris) -{ - /* reserve space to add verts and triangles later */ - verts.reserve(numverts); - triangles.reserve(numtris * 3); - shader.reserve(numtris); - smooth.reserve(numtris); - - if (get_num_subd_faces()) { - triangle_patch.reserve(numtris); - vert_patch_uv.reserve(numverts); - } - - attributes.resize(true); -} - -void Mesh::resize_subd_faces(int numfaces, int num_ngons_, int numcorners) -{ - subd_start_corner.resize(numfaces); - subd_num_corners.resize(numfaces); - subd_shader.resize(numfaces); - subd_smooth.resize(numfaces); - subd_ptex_offset.resize(numfaces); - subd_face_corners.resize(numcorners); - num_ngons = num_ngons_; - num_subd_faces = numfaces; - - subd_attributes.resize(); -} - -void Mesh::reserve_subd_faces(int numfaces, int num_ngons_, int numcorners) -{ - subd_start_corner.reserve(numfaces); - subd_num_corners.reserve(numfaces); - subd_shader.reserve(numfaces); - subd_smooth.reserve(numfaces); - subd_ptex_offset.reserve(numfaces); - subd_face_corners.reserve(numcorners); - num_ngons = num_ngons_; - num_subd_faces = numfaces; - - subd_attributes.resize(true); -} - -void Mesh::reserve_subd_creases(size_t num_creases) -{ - subd_creases_edge.reserve(num_creases * 2); - subd_creases_weight.reserve(num_creases); -} - -void Mesh::clear_non_sockets() -{ - Geometry::clear(true); - - num_subd_verts = 0; - num_subd_faces = 0; - - vert_to_stitching_key_map.clear(); - vert_stitching_map.clear(); - - delete patch_table; - patch_table = NULL; -} - -void Mesh::clear(bool preserve_shaders, bool preserve_voxel_data) -{ - Geometry::clear(preserve_shaders); - - /* clear all verts and triangles */ - verts.clear(); - triangles.clear(); - shader.clear(); - smooth.clear(); - - triangle_patch.clear(); - vert_patch_uv.clear(); - - subd_start_corner.clear(); - subd_num_corners.clear(); - subd_shader.clear(); - subd_smooth.clear(); - subd_ptex_offset.clear(); - subd_face_corners.clear(); - - subd_creases_edge.clear(); - subd_creases_weight.clear(); - - subd_attributes.clear(); - attributes.clear(preserve_voxel_data); - - subdivision_type = SubdivisionType::SUBDIVISION_NONE; - - clear_non_sockets(); -} - -void Mesh::clear(bool preserve_shaders) -{ - clear(preserve_shaders, false); -} - -void Mesh::add_vertex(float3 P) -{ - verts.push_back_reserved(P); - tag_verts_modified(); - - if (get_num_subd_faces()) { - vert_patch_uv.push_back_reserved(zero_float2()); - tag_vert_patch_uv_modified(); - } -} - -void Mesh::add_vertex_slow(float3 P) -{ - verts.push_back_slow(P); - tag_verts_modified(); - - if (get_num_subd_faces()) { - vert_patch_uv.push_back_slow(zero_float2()); - tag_vert_patch_uv_modified(); - } -} - -void Mesh::add_triangle(int v0, int v1, int v2, int shader_, bool smooth_) -{ - triangles.push_back_reserved(v0); - triangles.push_back_reserved(v1); - triangles.push_back_reserved(v2); - shader.push_back_reserved(shader_); - smooth.push_back_reserved(smooth_); - - tag_triangles_modified(); - tag_shader_modified(); - tag_smooth_modified(); - - if (get_num_subd_faces()) { - triangle_patch.push_back_reserved(-1); - tag_triangle_patch_modified(); - } -} - -void Mesh::add_subd_face(int *corners, int num_corners, int shader_, bool smooth_) -{ - int start_corner = subd_face_corners.size(); - - for (int i = 0; i < num_corners; i++) { - subd_face_corners.push_back_reserved(corners[i]); - } - - int ptex_offset = 0; - // cannot use get_num_subd_faces here as it holds the total number of subd_faces, but we do not - // have the total amount of data yet - if (subd_shader.size()) { - SubdFace s = get_subd_face(subd_shader.size() - 1); - ptex_offset = s.ptex_offset + s.num_ptex_faces(); - } - - subd_start_corner.push_back_reserved(start_corner); - subd_num_corners.push_back_reserved(num_corners); - subd_shader.push_back_reserved(shader_); - subd_smooth.push_back_reserved(smooth_); - subd_ptex_offset.push_back_reserved(ptex_offset); - - tag_subd_face_corners_modified(); - tag_subd_start_corner_modified(); - tag_subd_num_corners_modified(); - tag_subd_shader_modified(); - tag_subd_smooth_modified(); - tag_subd_ptex_offset_modified(); -} - -Mesh::SubdFace Mesh::get_subd_face(size_t index) const -{ - Mesh::SubdFace s; - s.shader = subd_shader[index]; - s.num_corners = subd_num_corners[index]; - s.smooth = subd_smooth[index]; - s.ptex_offset = subd_ptex_offset[index]; - s.start_corner = subd_start_corner[index]; - return s; -} - -void Mesh::add_crease(int v0, int v1, float weight) -{ - subd_creases_edge.push_back_slow(v0); - subd_creases_edge.push_back_slow(v1); - subd_creases_weight.push_back_slow(weight); - - tag_subd_creases_edge_modified(); - tag_subd_creases_edge_modified(); - tag_subd_creases_weight_modified(); -} - -void Mesh::copy_center_to_motion_step(const int motion_step) -{ - Attribute *attr_mP = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION); - - if (attr_mP) { - Attribute *attr_mN = attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL); - Attribute *attr_N = attributes.find(ATTR_STD_VERTEX_NORMAL); - float3 *P = &verts[0]; - float3 *N = (attr_N) ? attr_N->data_float3() : NULL; - size_t numverts = verts.size(); - - memcpy(attr_mP->data_float3() + motion_step * numverts, P, sizeof(float3) * numverts); - if (attr_mN) - memcpy(attr_mN->data_float3() + motion_step * numverts, N, sizeof(float3) * numverts); - } -} - -void Mesh::get_uv_tiles(ustring map, unordered_set &tiles) -{ - Attribute *attr, *subd_attr; - - if (map.empty()) { - attr = attributes.find(ATTR_STD_UV); - subd_attr = subd_attributes.find(ATTR_STD_UV); - } - else { - attr = attributes.find(map); - subd_attr = subd_attributes.find(map); - } - - if (attr) { - attr->get_uv_tiles(this, ATTR_PRIM_GEOMETRY, tiles); - } - if (subd_attr) { - subd_attr->get_uv_tiles(this, ATTR_PRIM_SUBD, tiles); - } -} - -void Mesh::compute_bounds() -{ - BoundBox bnds = BoundBox::empty; - size_t verts_size = verts.size(); - - if (verts_size > 0) { - for (size_t i = 0; i < verts_size; i++) - bnds.grow(verts[i]); - - Attribute *attr = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION); - if (use_motion_blur && attr) { - size_t steps_size = verts.size() * (motion_steps - 1); - float3 *vert_steps = attr->data_float3(); - - for (size_t i = 0; i < steps_size; i++) - bnds.grow(vert_steps[i]); - } - - if (!bnds.valid()) { - bnds = BoundBox::empty; - - /* skip nan or inf coordinates */ - for (size_t i = 0; i < verts_size; i++) - bnds.grow_safe(verts[i]); - - if (use_motion_blur && attr) { - size_t steps_size = verts.size() * (motion_steps - 1); - float3 *vert_steps = attr->data_float3(); - - for (size_t i = 0; i < steps_size; i++) - bnds.grow_safe(vert_steps[i]); - } - } - } - - if (!bnds.valid()) { - /* empty mesh */ - bnds.grow(zero_float3()); - } - - bounds = bnds; -} - -void Mesh::apply_transform(const Transform &tfm, const bool apply_to_motion) -{ - transform_normal = transform_transposed_inverse(tfm); - - /* apply to mesh vertices */ - for (size_t i = 0; i < verts.size(); i++) - verts[i] = transform_point(&tfm, verts[i]); - - tag_verts_modified(); - - if (apply_to_motion) { - Attribute *attr = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION); - - if (attr) { - size_t steps_size = verts.size() * (motion_steps - 1); - float3 *vert_steps = attr->data_float3(); - - for (size_t i = 0; i < steps_size; i++) - vert_steps[i] = transform_point(&tfm, vert_steps[i]); - } - - Attribute *attr_N = attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL); - - if (attr_N) { - Transform ntfm = transform_normal; - size_t steps_size = verts.size() * (motion_steps - 1); - float3 *normal_steps = attr_N->data_float3(); - - for (size_t i = 0; i < steps_size; i++) - normal_steps[i] = normalize(transform_direction(&ntfm, normal_steps[i])); - } - } -} - -void Mesh::add_face_normals() -{ - /* don't compute if already there */ - if (attributes.find(ATTR_STD_FACE_NORMAL)) - return; - - /* get attributes */ - Attribute *attr_fN = attributes.add(ATTR_STD_FACE_NORMAL); - float3 *fN = attr_fN->data_float3(); - - /* compute face normals */ - size_t triangles_size = num_triangles(); - - if (triangles_size) { - float3 *verts_ptr = verts.data(); - - for (size_t i = 0; i < triangles_size; i++) { - fN[i] = get_triangle(i).compute_normal(verts_ptr); - } - } - - /* expected to be in local space */ - if (transform_applied) { - Transform ntfm = transform_inverse(transform_normal); - - for (size_t i = 0; i < triangles_size; i++) - fN[i] = normalize(transform_direction(&ntfm, fN[i])); - } -} - -void Mesh::add_vertex_normals() -{ - bool flip = transform_negative_scaled; - size_t verts_size = verts.size(); - size_t triangles_size = num_triangles(); - - /* static vertex normals */ - if (!attributes.find(ATTR_STD_VERTEX_NORMAL) && triangles_size) { - /* get attributes */ - Attribute *attr_fN = attributes.find(ATTR_STD_FACE_NORMAL); - Attribute *attr_vN = attributes.add(ATTR_STD_VERTEX_NORMAL); - - float3 *fN = attr_fN->data_float3(); - float3 *vN = attr_vN->data_float3(); - - /* compute vertex normals */ - memset(vN, 0, verts.size() * sizeof(float3)); - - for (size_t i = 0; i < triangles_size; i++) { - for (size_t j = 0; j < 3; j++) { - vN[get_triangle(i).v[j]] += fN[i]; - } - } - - for (size_t i = 0; i < verts_size; i++) { - vN[i] = normalize(vN[i]); - if (flip) { - vN[i] = -vN[i]; - } - } - } - - /* motion vertex normals */ - Attribute *attr_mP = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION); - Attribute *attr_mN = attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL); - - if (has_motion_blur() && attr_mP && !attr_mN && triangles_size) { - /* create attribute */ - attr_mN = attributes.add(ATTR_STD_MOTION_VERTEX_NORMAL); - - for (int step = 0; step < motion_steps - 1; step++) { - float3 *mP = attr_mP->data_float3() + step * verts.size(); - float3 *mN = attr_mN->data_float3() + step * verts.size(); - - /* compute */ - memset(mN, 0, verts.size() * sizeof(float3)); - - for (size_t i = 0; i < triangles_size; i++) { - for (size_t j = 0; j < 3; j++) { - float3 fN = get_triangle(i).compute_normal(mP); - mN[get_triangle(i).v[j]] += fN; - } - } - - for (size_t i = 0; i < verts_size; i++) { - mN[i] = normalize(mN[i]); - if (flip) { - mN[i] = -mN[i]; - } - } - } - } - - /* subd vertex normals */ - if (!subd_attributes.find(ATTR_STD_VERTEX_NORMAL) && get_num_subd_faces()) { - /* get attributes */ - Attribute *attr_vN = subd_attributes.add(ATTR_STD_VERTEX_NORMAL); - float3 *vN = attr_vN->data_float3(); - - /* compute vertex normals */ - memset(vN, 0, verts.size() * sizeof(float3)); - - for (size_t i = 0; i < get_num_subd_faces(); i++) { - SubdFace face = get_subd_face(i); - float3 fN = face.normal(this); - - for (size_t j = 0; j < face.num_corners; j++) { - size_t corner = subd_face_corners[face.start_corner + j]; - vN[corner] += fN; - } - } - - for (size_t i = 0; i < verts_size; i++) { - vN[i] = normalize(vN[i]); - if (flip) { - vN[i] = -vN[i]; - } - } - } -} - -void Mesh::add_undisplaced() -{ - AttributeSet &attrs = (subdivision_type == SUBDIVISION_NONE) ? attributes : subd_attributes; - - /* don't compute if already there */ - if (attrs.find(ATTR_STD_POSITION_UNDISPLACED)) { - return; - } - - /* get attribute */ - Attribute *attr = attrs.add(ATTR_STD_POSITION_UNDISPLACED); - attr->flags |= ATTR_SUBDIVIDED; - - float3 *data = attr->data_float3(); - - /* copy verts */ - size_t size = attr->buffer_size(this, ATTR_PRIM_GEOMETRY); - - /* Center points for ngons aren't stored in Mesh::verts but are included in size since they will - * be calculated later, we subtract them from size here so we don't have an overflow while - * copying. - */ - size -= num_ngons * attr->data_sizeof(); - - if (size) { - memcpy(data, verts.data(), size); - } -} - -void Mesh::pack_shaders(Scene *scene, uint *tri_shader) -{ - uint shader_id = 0; - uint last_shader = -1; - bool last_smooth = false; - - size_t triangles_size = num_triangles(); - int *shader_ptr = shader.data(); - - for (size_t i = 0; i < triangles_size; i++) { - if (shader_ptr[i] != last_shader || last_smooth != smooth[i]) { - last_shader = shader_ptr[i]; - last_smooth = smooth[i]; - Shader *shader = (last_shader < used_shaders.size()) ? - static_cast(used_shaders[last_shader]) : - scene->default_surface; - shader_id = scene->shader_manager->get_shader_id(shader, last_smooth); - } - - tri_shader[i] = shader_id; - } -} - -void Mesh::pack_normals(float4 *vnormal) -{ - Attribute *attr_vN = attributes.find(ATTR_STD_VERTEX_NORMAL); - if (attr_vN == NULL) { - /* Happens on objects with just hair. */ - return; - } - - bool do_transform = transform_applied; - Transform ntfm = transform_normal; - - float3 *vN = attr_vN->data_float3(); - size_t verts_size = verts.size(); - - for (size_t i = 0; i < verts_size; i++) { - float3 vNi = vN[i]; - - if (do_transform) - vNi = safe_normalize(transform_direction(&ntfm, vNi)); - - vnormal[i] = make_float4(vNi.x, vNi.y, vNi.z, 0.0f); - } -} - -void Mesh::pack_verts(float4 *tri_verts, uint4 *tri_vindex, uint *tri_patch, float2 *tri_patch_uv) -{ - size_t verts_size = verts.size(); - - if (verts_size && get_num_subd_faces()) { - float2 *vert_patch_uv_ptr = vert_patch_uv.data(); - - for (size_t i = 0; i < verts_size; i++) { - tri_patch_uv[i] = vert_patch_uv_ptr[i]; - } - } - - size_t triangles_size = num_triangles(); - - for (size_t i = 0; i < triangles_size; i++) { - const Triangle t = get_triangle(i); - tri_vindex[i] = make_uint4( - t.v[0] + vert_offset, t.v[1] + vert_offset, t.v[2] + vert_offset, 3 * (prim_offset + i)); - - tri_patch[i] = (!get_num_subd_faces()) ? -1 : (triangle_patch[i] * 8 + patch_offset); - - tri_verts[i * 3] = float3_to_float4(verts[t.v[0]]); - tri_verts[i * 3 + 1] = float3_to_float4(verts[t.v[1]]); - tri_verts[i * 3 + 2] = float3_to_float4(verts[t.v[2]]); - } -} - -void Mesh::pack_patches(uint *patch_data) -{ - size_t num_faces = get_num_subd_faces(); - int ngons = 0; - - for (size_t f = 0; f < num_faces; f++) { - SubdFace face = get_subd_face(f); - - if (face.is_quad()) { - int c[4]; - memcpy(c, &subd_face_corners[face.start_corner], sizeof(int) * 4); - - *(patch_data++) = c[0] + vert_offset; - *(patch_data++) = c[1] + vert_offset; - *(patch_data++) = c[2] + vert_offset; - *(patch_data++) = c[3] + vert_offset; - - *(patch_data++) = f + face_offset; - *(patch_data++) = face.num_corners; - *(patch_data++) = face.start_corner + corner_offset; - *(patch_data++) = 0; - } - else { - for (int i = 0; i < face.num_corners; i++) { - int c[4]; - c[0] = subd_face_corners[face.start_corner + mod(i + 0, face.num_corners)]; - c[1] = subd_face_corners[face.start_corner + mod(i + 1, face.num_corners)]; - c[2] = verts.size() - num_subd_verts + ngons; - c[3] = subd_face_corners[face.start_corner + mod(i - 1, face.num_corners)]; - - *(patch_data++) = c[0] + vert_offset; - *(patch_data++) = c[1] + vert_offset; - *(patch_data++) = c[2] + vert_offset; - *(patch_data++) = c[3] + vert_offset; - - *(patch_data++) = f + face_offset; - *(patch_data++) = face.num_corners | (i << 16); - *(patch_data++) = face.start_corner + corner_offset; - *(patch_data++) = subd_face_corners.size() + ngons + corner_offset; - } - - ngons++; - } - } -} - -PrimitiveType Mesh::primitive_type() const -{ - return has_motion_blur() ? PRIMITIVE_MOTION_TRIANGLE : PRIMITIVE_TRIANGLE; -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/render/mesh.h b/intern/cycles/render/mesh.h deleted file mode 100644 index 8258c18ddd1..00000000000 --- a/intern/cycles/render/mesh.h +++ /dev/null @@ -1,259 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#ifndef __MESH_H__ -#define __MESH_H__ - -#include "graph/node.h" - -#include "bvh/bvh_params.h" -#include "render/attribute.h" -#include "render/geometry.h" -#include "render/shader.h" - -#include "util/util_array.h" -#include "util/util_boundbox.h" -#include "util/util_list.h" -#include "util/util_map.h" -#include "util/util_param.h" -#include "util/util_set.h" -#include "util/util_types.h" -#include "util/util_vector.h" - -CCL_NAMESPACE_BEGIN - -class Attribute; -class BVH; -class Device; -class DeviceScene; -class Mesh; -class Progress; -class RenderStats; -class Scene; -class SceneParams; -class AttributeRequest; -struct SubdParams; -class DiagSplit; -struct PackedPatchTable; - -/* Mesh */ - -class Mesh : public Geometry { - protected: - Mesh(const NodeType *node_type_, Type geom_type_); - - public: - NODE_DECLARE - - /* Mesh Triangle */ - struct Triangle { - int v[3]; - - void bounds_grow(const float3 *verts, BoundBox &bounds) const; - - void motion_verts(const float3 *verts, - const float3 *vert_steps, - size_t num_verts, - size_t num_steps, - float time, - float3 r_verts[3]) const; - - void verts_for_step(const float3 *verts, - const float3 *vert_steps, - size_t num_verts, - size_t num_steps, - size_t step, - float3 r_verts[3]) const; - - float3 compute_normal(const float3 *verts) const; - - bool valid(const float3 *verts) const; - }; - - Triangle get_triangle(size_t i) const - { - Triangle tri = {{triangles[i * 3 + 0], triangles[i * 3 + 1], triangles[i * 3 + 2]}}; - return tri; - } - - size_t num_triangles() const - { - return triangles.size() / 3; - } - - /* Mesh SubdFace */ - struct SubdFace { - int start_corner; - int num_corners; - int shader; - bool smooth; - int ptex_offset; - - bool is_quad() - { - return num_corners == 4; - } - float3 normal(const Mesh *mesh) const; - int num_ptex_faces() const - { - return num_corners == 4 ? 1 : num_corners; - } - }; - - struct SubdEdgeCrease { - int v[2]; - float crease; - }; - - SubdEdgeCrease get_subd_crease(size_t i) const - { - SubdEdgeCrease s; - s.v[0] = subd_creases_edge[i * 2]; - s.v[1] = subd_creases_edge[i * 2 + 1]; - s.crease = subd_creases_weight[i]; - return s; - } - - bool need_tesselation(); - - enum SubdivisionType { - SUBDIVISION_NONE, - SUBDIVISION_LINEAR, - SUBDIVISION_CATMULL_CLARK, - }; - - NODE_SOCKET_API(SubdivisionType, subdivision_type) - - /* Mesh Data */ - NODE_SOCKET_API_ARRAY(array, triangles) - NODE_SOCKET_API_ARRAY(array, verts) - NODE_SOCKET_API_ARRAY(array, shader) - NODE_SOCKET_API_ARRAY(array, smooth) - - /* used for storing patch info for subd triangles, only allocated if there are patches */ - NODE_SOCKET_API_ARRAY(array, triangle_patch) /* must be < 0 for non subd triangles */ - NODE_SOCKET_API_ARRAY(array, vert_patch_uv) - - /* SubdFaces */ - NODE_SOCKET_API_ARRAY(array, subd_start_corner) - NODE_SOCKET_API_ARRAY(array, subd_num_corners) - NODE_SOCKET_API_ARRAY(array, subd_shader) - NODE_SOCKET_API_ARRAY(array, subd_smooth) - NODE_SOCKET_API_ARRAY(array, subd_ptex_offset) - - NODE_SOCKET_API_ARRAY(array, subd_face_corners) - NODE_SOCKET_API(int, num_ngons) - - NODE_SOCKET_API_ARRAY(array, subd_creases_edge) - NODE_SOCKET_API_ARRAY(array, subd_creases_weight) - - /* Subdivisions parameters */ - NODE_SOCKET_API(float, subd_dicing_rate) - NODE_SOCKET_API(int, subd_max_level) - NODE_SOCKET_API(Transform, subd_objecttoworld) - - AttributeSet subd_attributes; - - private: - PackedPatchTable *patch_table; - /* BVH */ - size_t vert_offset; - - size_t patch_offset; - size_t patch_table_offset; - size_t face_offset; - size_t corner_offset; - - size_t num_subd_verts; - size_t num_subd_faces; - - unordered_map vert_to_stitching_key_map; /* real vert index -> stitching index */ - unordered_multimap - vert_stitching_map; /* stitching index -> multiple real vert indices */ - - friend class BVH2; - friend class BVHBuild; - friend class BVHSpatialSplit; - friend class DiagSplit; - friend class EdgeDice; - friend class GeometryManager; - friend class ObjectManager; - - SubdParams *subd_params = nullptr; - - public: - /* Functions */ - Mesh(); - ~Mesh(); - - void resize_mesh(int numverts, int numfaces); - void reserve_mesh(int numverts, int numfaces); - void resize_subd_faces(int numfaces, int num_ngons, int numcorners); - void reserve_subd_faces(int numfaces, int num_ngons, int numcorners); - void reserve_subd_creases(size_t num_creases); - void clear_non_sockets(); - void clear(bool preserve_shaders = false) override; - void add_vertex(float3 P); - void add_vertex_slow(float3 P); - void add_triangle(int v0, int v1, int v2, int shader, bool smooth); - void add_subd_face(int *corners, int num_corners, int shader_, bool smooth_); - void add_crease(int v0, int v1, float weight); - - void copy_center_to_motion_step(const int motion_step); - - void compute_bounds() override; - void apply_transform(const Transform &tfm, const bool apply_to_motion) override; - void add_face_normals(); - void add_vertex_normals(); - void add_undisplaced(); - - void get_uv_tiles(ustring map, unordered_set &tiles) override; - - void pack_shaders(Scene *scene, uint *shader); - void pack_normals(float4 *vnormal); - void pack_verts(float4 *tri_verts, uint4 *tri_vindex, uint *tri_patch, float2 *tri_patch_uv); - void pack_patches(uint *patch_data); - - PrimitiveType primitive_type() const override; - - void tessellate(DiagSplit *split); - - SubdFace get_subd_face(size_t index) const; - - SubdParams *get_subd_params(); - - size_t get_num_subd_faces() const - { - return num_subd_faces; - } - - void set_num_subd_faces(size_t num_subd_faces_) - { - num_subd_faces = num_subd_faces_; - } - - size_t get_num_subd_verts() - { - return num_subd_verts; - } - - protected: - void clear(bool preserve_shaders, bool preserve_voxel_data); -}; - -CCL_NAMESPACE_END - -#endif /* __MESH_H__ */ diff --git a/intern/cycles/render/mesh_displace.cpp b/intern/cycles/render/mesh_displace.cpp deleted file mode 100644 index 3a11f39d977..00000000000 --- a/intern/cycles/render/mesh_displace.cpp +++ /dev/null @@ -1,410 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "device/device.h" - -#include "integrator/shader_eval.h" - -#include "render/mesh.h" -#include "render/object.h" -#include "render/scene.h" -#include "render/shader.h" - -#include "util/util_foreach.h" -#include "util/util_map.h" -#include "util/util_progress.h" -#include "util/util_set.h" - -CCL_NAMESPACE_BEGIN - -static float3 compute_face_normal(const Mesh::Triangle &t, float3 *verts) -{ - float3 v0 = verts[t.v[0]]; - float3 v1 = verts[t.v[1]]; - float3 v2 = verts[t.v[2]]; - - float3 norm = cross(v1 - v0, v2 - v0); - float normlen = len(norm); - - if (normlen == 0.0f) - return make_float3(1.0f, 0.0f, 0.0f); - - return norm / normlen; -} - -/* Fill in coordinates for mesh displacement shader evaluation on device. */ -static int fill_shader_input(const Scene *scene, - const Mesh *mesh, - const int object_index, - device_vector &d_input) -{ - int d_input_size = 0; - KernelShaderEvalInput *d_input_data = d_input.data(); - - const array &mesh_shaders = mesh->get_shader(); - const array &mesh_used_shaders = mesh->get_used_shaders(); - const array &mesh_verts = mesh->get_verts(); - - const int num_verts = mesh_verts.size(); - vector done(num_verts, false); - - int num_triangles = mesh->num_triangles(); - for (int i = 0; i < num_triangles; i++) { - Mesh::Triangle t = mesh->get_triangle(i); - int shader_index = mesh_shaders[i]; - Shader *shader = (shader_index < mesh_used_shaders.size()) ? - static_cast(mesh_used_shaders[shader_index]) : - scene->default_surface; - - if (!shader->has_displacement || shader->get_displacement_method() == DISPLACE_BUMP) { - continue; - } - - for (int j = 0; j < 3; j++) { - if (done[t.v[j]]) - continue; - - done[t.v[j]] = true; - - /* set up object, primitive and barycentric coordinates */ - int object = object_index; - int prim = mesh->prim_offset + i; - float u, v; - - switch (j) { - case 0: - u = 1.0f; - v = 0.0f; - break; - case 1: - u = 0.0f; - v = 1.0f; - break; - default: - u = 0.0f; - v = 0.0f; - break; - } - - /* back */ - KernelShaderEvalInput in; - in.object = object; - in.prim = prim; - in.u = u; - in.v = v; - d_input_data[d_input_size++] = in; - } - } - - return d_input_size; -} - -/* Read back mesh displacement shader output. */ -static void read_shader_output(const Scene *scene, - Mesh *mesh, - const device_vector &d_output) -{ - const array &mesh_shaders = mesh->get_shader(); - const array &mesh_used_shaders = mesh->get_used_shaders(); - array &mesh_verts = mesh->get_verts(); - - const int num_verts = mesh_verts.size(); - const int num_motion_steps = mesh->get_motion_steps(); - vector done(num_verts, false); - - const float *d_output_data = d_output.data(); - int d_output_index = 0; - - Attribute *attr_mP = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION); - int num_triangles = mesh->num_triangles(); - for (int i = 0; i < num_triangles; i++) { - Mesh::Triangle t = mesh->get_triangle(i); - int shader_index = mesh_shaders[i]; - Shader *shader = (shader_index < mesh_used_shaders.size()) ? - static_cast(mesh_used_shaders[shader_index]) : - scene->default_surface; - - if (!shader->has_displacement || shader->get_displacement_method() == DISPLACE_BUMP) { - continue; - } - - for (int j = 0; j < 3; j++) { - if (!done[t.v[j]]) { - done[t.v[j]] = true; - float3 off = make_float3(d_output_data[d_output_index + 0], - d_output_data[d_output_index + 1], - d_output_data[d_output_index + 2]); - d_output_index += 3; - - /* Avoid illegal vertex coordinates. */ - off = ensure_finite3(off); - mesh_verts[t.v[j]] += off; - if (attr_mP != NULL) { - for (int step = 0; step < num_motion_steps - 1; step++) { - float3 *mP = attr_mP->data_float3() + step * num_verts; - mP[t.v[j]] += off; - } - } - } - } - } -} - -bool GeometryManager::displace(Device *device, Scene *scene, Mesh *mesh, Progress &progress) -{ - /* verify if we have a displacement shader */ - if (!mesh->has_true_displacement()) { - return false; - } - - const size_t num_verts = mesh->verts.size(); - const size_t num_triangles = mesh->num_triangles(); - - if (num_triangles == 0) { - return false; - } - - string msg = string_printf("Computing Displacement %s", mesh->name.c_str()); - progress.set_status("Updating Mesh", msg); - - /* find object index. todo: is arbitrary */ - size_t object_index = OBJECT_NONE; - - for (size_t i = 0; i < scene->objects.size(); i++) { - if (scene->objects[i]->get_geometry() == mesh) { - object_index = i; - break; - } - } - - /* Evaluate shader on device. */ - ShaderEval shader_eval(device, progress); - if (!shader_eval.eval(SHADER_EVAL_DISPLACE, - num_verts, - 3, - function_bind(&fill_shader_input, scene, mesh, object_index, _1), - function_bind(&read_shader_output, scene, mesh, _1))) { - return false; - } - - /* stitch */ - unordered_set stitch_keys; - for (pair i : mesh->vert_to_stitching_key_map) { - stitch_keys.insert(i.second); /* stitching index */ - } - - typedef unordered_multimap::iterator map_it_t; - - for (int key : stitch_keys) { - pair verts = mesh->vert_stitching_map.equal_range(key); - - float3 pos = zero_float3(); - int num = 0; - - for (map_it_t v = verts.first; v != verts.second; ++v) { - int vert = v->second; - - pos += mesh->verts[vert]; - num++; - } - - if (num <= 1) { - continue; - } - - pos *= 1.0f / num; - - for (map_it_t v = verts.first; v != verts.second; ++v) { - mesh->verts[v->second] = pos; - } - } - - /* for displacement method both, we only need to recompute the face - * normals, as bump mapping in the shader will already alter the - * vertex normal, so we start from the non-displaced vertex normals - * to avoid applying the perturbation twice. */ - mesh->attributes.remove(ATTR_STD_FACE_NORMAL); - mesh->add_face_normals(); - - bool need_recompute_vertex_normals = false; - - foreach (Node *node, mesh->get_used_shaders()) { - Shader *shader = static_cast(node); - if (shader->has_displacement && shader->get_displacement_method() == DISPLACE_TRUE) { - need_recompute_vertex_normals = true; - break; - } - } - - if (need_recompute_vertex_normals) { - bool flip = mesh->transform_negative_scaled; - vector tri_has_true_disp(num_triangles, false); - - for (size_t i = 0; i < num_triangles; i++) { - int shader_index = mesh->shader[i]; - Shader *shader = (shader_index < mesh->used_shaders.size()) ? - static_cast(mesh->used_shaders[shader_index]) : - scene->default_surface; - - tri_has_true_disp[i] = shader->has_displacement && - shader->get_displacement_method() == DISPLACE_TRUE; - } - - /* static vertex normals */ - - /* get attributes */ - Attribute *attr_fN = mesh->attributes.find(ATTR_STD_FACE_NORMAL); - Attribute *attr_vN = mesh->attributes.find(ATTR_STD_VERTEX_NORMAL); - - float3 *fN = attr_fN->data_float3(); - float3 *vN = attr_vN->data_float3(); - - /* compute vertex normals */ - - /* zero vertex normals on triangles with true displacement */ - for (size_t i = 0; i < num_triangles; i++) { - if (tri_has_true_disp[i]) { - for (size_t j = 0; j < 3; j++) { - vN[mesh->get_triangle(i).v[j]] = zero_float3(); - } - } - } - - /* add face normals to vertex normals */ - for (size_t i = 0; i < num_triangles; i++) { - if (tri_has_true_disp[i]) { - for (size_t j = 0; j < 3; j++) { - int vert = mesh->get_triangle(i).v[j]; - vN[vert] += fN[i]; - - /* add face normals to stitched vertices */ - if (stitch_keys.size()) { - map_it_t key = mesh->vert_to_stitching_key_map.find(vert); - - if (key != mesh->vert_to_stitching_key_map.end()) { - pair verts = mesh->vert_stitching_map.equal_range(key->second); - - for (map_it_t v = verts.first; v != verts.second; ++v) { - if (v->second == vert) { - continue; - } - - vN[v->second] += fN[i]; - } - } - } - } - } - } - - /* normalize vertex normals */ - vector done(num_verts, false); - - for (size_t i = 0; i < num_triangles; i++) { - if (tri_has_true_disp[i]) { - for (size_t j = 0; j < 3; j++) { - int vert = mesh->get_triangle(i).v[j]; - - if (done[vert]) { - continue; - } - - vN[vert] = normalize(vN[vert]); - if (flip) - vN[vert] = -vN[vert]; - - done[vert] = true; - } - } - } - - /* motion vertex normals */ - Attribute *attr_mP = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION); - Attribute *attr_mN = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL); - - if (mesh->has_motion_blur() && attr_mP && attr_mN) { - for (int step = 0; step < mesh->motion_steps - 1; step++) { - float3 *mP = attr_mP->data_float3() + step * mesh->verts.size(); - float3 *mN = attr_mN->data_float3() + step * mesh->verts.size(); - - /* compute */ - - /* zero vertex normals on triangles with true displacement */ - for (size_t i = 0; i < num_triangles; i++) { - if (tri_has_true_disp[i]) { - for (size_t j = 0; j < 3; j++) { - mN[mesh->get_triangle(i).v[j]] = zero_float3(); - } - } - } - - /* add face normals to vertex normals */ - for (size_t i = 0; i < num_triangles; i++) { - if (tri_has_true_disp[i]) { - for (size_t j = 0; j < 3; j++) { - int vert = mesh->get_triangle(i).v[j]; - float3 fN = compute_face_normal(mesh->get_triangle(i), mP); - mN[vert] += fN; - - /* add face normals to stitched vertices */ - if (stitch_keys.size()) { - map_it_t key = mesh->vert_to_stitching_key_map.find(vert); - - if (key != mesh->vert_to_stitching_key_map.end()) { - pair verts = mesh->vert_stitching_map.equal_range( - key->second); - - for (map_it_t v = verts.first; v != verts.second; ++v) { - if (v->second == vert) { - continue; - } - - mN[v->second] += fN; - } - } - } - } - } - } - - /* normalize vertex normals */ - vector done(num_verts, false); - - for (size_t i = 0; i < num_triangles; i++) { - if (tri_has_true_disp[i]) { - for (size_t j = 0; j < 3; j++) { - int vert = mesh->get_triangle(i).v[j]; - - if (done[vert]) { - continue; - } - - mN[vert] = normalize(mN[vert]); - if (flip) - mN[vert] = -mN[vert]; - - done[vert] = true; - } - } - } - } - } - } - - return true; -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/render/mesh_subdivision.cpp b/intern/cycles/render/mesh_subdivision.cpp deleted file mode 100644 index 575dbef8ec2..00000000000 --- a/intern/cycles/render/mesh_subdivision.cpp +++ /dev/null @@ -1,648 +0,0 @@ -/* - * Copyright 2011-2016 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "render/attribute.h" -#include "render/camera.h" -#include "render/mesh.h" - -#include "subd/subd_patch.h" -#include "subd/subd_patch_table.h" -#include "subd/subd_split.h" - -#include "util/util_algorithm.h" -#include "util/util_foreach.h" -#include "util/util_hash.h" - -CCL_NAMESPACE_BEGIN - -#ifdef WITH_OPENSUBDIV - -CCL_NAMESPACE_END - -# include -# include -# include -# include - -/* specializations of TopologyRefinerFactory for ccl::Mesh */ - -namespace OpenSubdiv { -namespace OPENSUBDIV_VERSION { -namespace Far { -template<> -bool TopologyRefinerFactory::resizeComponentTopology(TopologyRefiner &refiner, - ccl::Mesh const &mesh) -{ - setNumBaseVertices(refiner, mesh.get_verts().size()); - setNumBaseFaces(refiner, mesh.get_num_subd_faces()); - - for (int i = 0; i < mesh.get_num_subd_faces(); i++) { - setNumBaseFaceVertices(refiner, i, mesh.get_subd_num_corners()[i]); - } - - return true; -} - -template<> -bool TopologyRefinerFactory::assignComponentTopology(TopologyRefiner &refiner, - ccl::Mesh const &mesh) -{ - const ccl::array &subd_face_corners = mesh.get_subd_face_corners(); - const ccl::array &subd_start_corner = mesh.get_subd_start_corner(); - const ccl::array &subd_num_corners = mesh.get_subd_num_corners(); - - for (int i = 0; i < mesh.get_num_subd_faces(); i++) { - IndexArray face_verts = getBaseFaceVertices(refiner, i); - - int start_corner = subd_start_corner[i]; - int *corner = &subd_face_corners[start_corner]; - - for (int j = 0; j < subd_num_corners[i]; j++, corner++) { - face_verts[j] = *corner; - } - } - - return true; -} - -template<> -bool TopologyRefinerFactory::assignComponentTags(TopologyRefiner &refiner, - ccl::Mesh const &mesh) -{ - size_t num_creases = mesh.get_subd_creases_weight().size(); - - for (int i = 0; i < num_creases; i++) { - ccl::Mesh::SubdEdgeCrease crease = mesh.get_subd_crease(i); - Index edge = findBaseEdge(refiner, crease.v[0], crease.v[1]); - - if (edge != INDEX_INVALID) { - setBaseEdgeSharpness(refiner, edge, crease.crease * 10.0f); - } - } - - for (int i = 0; i < mesh.get_verts().size(); i++) { - ConstIndexArray vert_edges = getBaseVertexEdges(refiner, i); - - if (vert_edges.size() == 2) { - float sharpness = refiner.getLevel(0).getEdgeSharpness(vert_edges[0]); - sharpness = ccl::min(sharpness, refiner.getLevel(0).getEdgeSharpness(vert_edges[1])); - - setBaseVertexSharpness(refiner, i, sharpness); - } - } - - return true; -} - -template<> -bool TopologyRefinerFactory::assignFaceVaryingTopology(TopologyRefiner & /*refiner*/, - ccl::Mesh const & /*mesh*/) -{ - return true; -} - -template<> -void TopologyRefinerFactory::reportInvalidTopology(TopologyError /*err_code*/, - char const * /*msg*/, - ccl::Mesh const & /*mesh*/) -{ -} -} /* namespace Far */ -} /* namespace OPENSUBDIV_VERSION */ -} /* namespace OpenSubdiv */ - -CCL_NAMESPACE_BEGIN - -using namespace OpenSubdiv; - -/* struct that implements OpenSubdiv's vertex interface */ - -template struct OsdValue { - T value; - - OsdValue() - { - } - - void Clear(void * = 0) - { - memset(&value, 0, sizeof(T)); - } - - void AddWithWeight(OsdValue const &src, float weight) - { - value += src.value * weight; - } -}; - -template<> void OsdValue::AddWithWeight(OsdValue const &src, float weight) -{ - for (int i = 0; i < 4; i++) { - value[i] += (uchar)(src.value[i] * weight); - } -} - -/* class for holding OpenSubdiv data used during tessellation */ - -class OsdData { - Mesh *mesh; - vector> verts; - Far::TopologyRefiner *refiner; - Far::PatchTable *patch_table; - Far::PatchMap *patch_map; - - public: - OsdData() : mesh(NULL), refiner(NULL), patch_table(NULL), patch_map(NULL) - { - } - - ~OsdData() - { - delete refiner; - delete patch_table; - delete patch_map; - } - - void build_from_mesh(Mesh *mesh_) - { - mesh = mesh_; - - /* type and options */ - Sdc::SchemeType type = Sdc::SCHEME_CATMARK; - - Sdc::Options options; - options.SetVtxBoundaryInterpolation(Sdc::Options::VTX_BOUNDARY_EDGE_ONLY); - - /* create refiner */ - refiner = Far::TopologyRefinerFactory::Create( - *mesh, Far::TopologyRefinerFactory::Options(type, options)); - - /* adaptive refinement */ - int max_isolation = calculate_max_isolation(); - refiner->RefineAdaptive(Far::TopologyRefiner::AdaptiveOptions(max_isolation)); - - /* create patch table */ - Far::PatchTableFactory::Options patch_options; - patch_options.endCapType = Far::PatchTableFactory::Options::ENDCAP_GREGORY_BASIS; - - patch_table = Far::PatchTableFactory::Create(*refiner, patch_options); - - /* interpolate verts */ - int num_refiner_verts = refiner->GetNumVerticesTotal(); - int num_local_points = patch_table->GetNumLocalPoints(); - - verts.resize(num_refiner_verts + num_local_points); - for (int i = 0; i < mesh->get_verts().size(); i++) { - verts[i].value = mesh->get_verts()[i]; - } - - OsdValue *src = verts.data(); - for (int i = 0; i < refiner->GetMaxLevel(); i++) { - OsdValue *dest = src + refiner->GetLevel(i).GetNumVertices(); - Far::PrimvarRefiner(*refiner).Interpolate(i + 1, src, dest); - src = dest; - } - - if (num_local_points) { - patch_table->ComputeLocalPointValues(&verts[0], &verts[num_refiner_verts]); - } - - /* create patch map */ - patch_map = new Far::PatchMap(*patch_table); - } - - void subdivide_attribute(Attribute &attr) - { - Far::PrimvarRefiner primvar_refiner(*refiner); - - if (attr.element == ATTR_ELEMENT_VERTEX) { - int num_refiner_verts = refiner->GetNumVerticesTotal(); - int num_local_points = patch_table->GetNumLocalPoints(); - - attr.resize(num_refiner_verts + num_local_points); - attr.flags |= ATTR_FINAL_SIZE; - - char *src = attr.buffer.data(); - - for (int i = 0; i < refiner->GetMaxLevel(); i++) { - char *dest = src + refiner->GetLevel(i).GetNumVertices() * attr.data_sizeof(); - - if (attr.same_storage(attr.type, TypeDesc::TypeFloat)) { - primvar_refiner.Interpolate(i + 1, (OsdValue *)src, (OsdValue *&)dest); - } - else if (attr.same_storage(attr.type, TypeFloat2)) { - primvar_refiner.Interpolate(i + 1, (OsdValue *)src, (OsdValue *&)dest); - } - else { - primvar_refiner.Interpolate(i + 1, (OsdValue *)src, (OsdValue *&)dest); - } - - src = dest; - } - - if (num_local_points) { - if (attr.same_storage(attr.type, TypeDesc::TypeFloat)) { - patch_table->ComputeLocalPointValues( - (OsdValue *)&attr.buffer[0], - (OsdValue *)&attr.buffer[num_refiner_verts * attr.data_sizeof()]); - } - else if (attr.same_storage(attr.type, TypeFloat2)) { - patch_table->ComputeLocalPointValues( - (OsdValue *)&attr.buffer[0], - (OsdValue *)&attr.buffer[num_refiner_verts * attr.data_sizeof()]); - } - else { - patch_table->ComputeLocalPointValues( - (OsdValue *)&attr.buffer[0], - (OsdValue *)&attr.buffer[num_refiner_verts * attr.data_sizeof()]); - } - } - } - else if (attr.element == ATTR_ELEMENT_CORNER || attr.element == ATTR_ELEMENT_CORNER_BYTE) { - // TODO(mai): fvar interpolation - } - } - - int calculate_max_isolation() - { - /* loop over all edges to find longest in screen space */ - const Far::TopologyLevel &level = refiner->GetLevel(0); - const SubdParams *subd_params = mesh->get_subd_params(); - Transform objecttoworld = subd_params->objecttoworld; - Camera *cam = subd_params->camera; - - float longest_edge = 0.0f; - - for (size_t i = 0; i < level.GetNumEdges(); i++) { - Far::ConstIndexArray verts = level.GetEdgeVertices(i); - - float3 a = mesh->get_verts()[verts[0]]; - float3 b = mesh->get_verts()[verts[1]]; - - float edge_len; - - if (cam) { - a = transform_point(&objecttoworld, a); - b = transform_point(&objecttoworld, b); - - edge_len = len(a - b) / cam->world_to_raster_size((a + b) * 0.5f); - } - else { - edge_len = len(a - b); - } - - longest_edge = max(longest_edge, edge_len); - } - - /* calculate isolation level */ - int isolation = (int)(log2f(max(longest_edge / subd_params->dicing_rate, 1.0f)) + 1.0f); - - return min(isolation, 10); - } - - friend struct OsdPatch; - friend class Mesh; -}; - -/* ccl::Patch implementation that uses OpenSubdiv for eval */ - -struct OsdPatch : Patch { - OsdData *osd_data; - - OsdPatch() - { - } - OsdPatch(OsdData *data) : osd_data(data) - { - } - - void eval(float3 *P, float3 *dPdu, float3 *dPdv, float3 *N, float u, float v) - { - const Far::PatchTable::PatchHandle *handle = osd_data->patch_map->FindPatch(patch_index, u, v); - assert(handle); - - float p_weights[20], du_weights[20], dv_weights[20]; - osd_data->patch_table->EvaluateBasis(*handle, u, v, p_weights, du_weights, dv_weights); - - Far::ConstIndexArray cv = osd_data->patch_table->GetPatchVertices(*handle); - - float3 du, dv; - if (P) - *P = zero_float3(); - du = zero_float3(); - dv = zero_float3(); - - for (int i = 0; i < cv.size(); i++) { - float3 p = osd_data->verts[cv[i]].value; - - if (P) - *P += p * p_weights[i]; - du += p * du_weights[i]; - dv += p * dv_weights[i]; - } - - if (dPdu) - *dPdu = du; - if (dPdv) - *dPdv = dv; - if (N) { - *N = cross(du, dv); - - float t = len(*N); - *N = (t != 0.0f) ? *N / t : make_float3(0.0f, 0.0f, 1.0f); - } - } -}; - -#endif - -void Mesh::tessellate(DiagSplit *split) -{ - /* reset the number of subdivision vertices, in case the Mesh was not cleared - * between calls or data updates */ - num_subd_verts = 0; - -#ifdef WITH_OPENSUBDIV - OsdData osd_data; - bool need_packed_patch_table = false; - - if (subdivision_type == SUBDIVISION_CATMULL_CLARK) { - if (get_num_subd_faces()) { - osd_data.build_from_mesh(this); - } - } - else -#endif - { - /* force linear subdivision if OpenSubdiv is unavailable to avoid - * falling into catmull-clark code paths by accident - */ - subdivision_type = SUBDIVISION_LINEAR; - - /* force disable attribute subdivision for same reason as above */ - foreach (Attribute &attr, subd_attributes.attributes) { - attr.flags &= ~ATTR_SUBDIVIDED; - } - } - - int num_faces = get_num_subd_faces(); - - Attribute *attr_vN = subd_attributes.find(ATTR_STD_VERTEX_NORMAL); - float3 *vN = (attr_vN) ? attr_vN->data_float3() : NULL; - - /* count patches */ - int num_patches = 0; - for (int f = 0; f < num_faces; f++) { - SubdFace face = get_subd_face(f); - - if (face.is_quad()) { - num_patches++; - } - else { - num_patches += face.num_corners; - } - } - - /* build patches from faces */ -#ifdef WITH_OPENSUBDIV - if (subdivision_type == SUBDIVISION_CATMULL_CLARK) { - vector osd_patches(num_patches, &osd_data); - OsdPatch *patch = osd_patches.data(); - - for (int f = 0; f < num_faces; f++) { - SubdFace face = get_subd_face(f); - - if (face.is_quad()) { - patch->patch_index = face.ptex_offset; - patch->from_ngon = false; - patch->shader = face.shader; - patch++; - } - else { - for (int corner = 0; corner < face.num_corners; corner++) { - patch->patch_index = face.ptex_offset + corner; - patch->from_ngon = true; - patch->shader = face.shader; - patch++; - } - } - } - - /* split patches */ - split->split_patches(osd_patches.data(), sizeof(OsdPatch)); - } - else -#endif - { - vector linear_patches(num_patches); - LinearQuadPatch *patch = linear_patches.data(); - - for (int f = 0; f < num_faces; f++) { - SubdFace face = get_subd_face(f); - - if (face.is_quad()) { - float3 *hull = patch->hull; - float3 *normals = patch->normals; - - patch->patch_index = face.ptex_offset; - patch->from_ngon = false; - - for (int i = 0; i < 4; i++) { - hull[i] = verts[subd_face_corners[face.start_corner + i]]; - } - - if (face.smooth) { - for (int i = 0; i < 4; i++) { - normals[i] = vN[subd_face_corners[face.start_corner + i]]; - } - } - else { - float3 N = face.normal(this); - for (int i = 0; i < 4; i++) { - normals[i] = N; - } - } - - swap(hull[2], hull[3]); - swap(normals[2], normals[3]); - - patch->shader = face.shader; - patch++; - } - else { - /* ngon */ - float3 center_vert = zero_float3(); - float3 center_normal = zero_float3(); - - float inv_num_corners = 1.0f / float(face.num_corners); - for (int corner = 0; corner < face.num_corners; corner++) { - center_vert += verts[subd_face_corners[face.start_corner + corner]] * inv_num_corners; - center_normal += vN[subd_face_corners[face.start_corner + corner]] * inv_num_corners; - } - - for (int corner = 0; corner < face.num_corners; corner++) { - float3 *hull = patch->hull; - float3 *normals = patch->normals; - - patch->patch_index = face.ptex_offset + corner; - patch->from_ngon = true; - - patch->shader = face.shader; - - hull[0] = - verts[subd_face_corners[face.start_corner + mod(corner + 0, face.num_corners)]]; - hull[1] = - verts[subd_face_corners[face.start_corner + mod(corner + 1, face.num_corners)]]; - hull[2] = - verts[subd_face_corners[face.start_corner + mod(corner - 1, face.num_corners)]]; - hull[3] = center_vert; - - hull[1] = (hull[1] + hull[0]) * 0.5; - hull[2] = (hull[2] + hull[0]) * 0.5; - - if (face.smooth) { - normals[0] = - vN[subd_face_corners[face.start_corner + mod(corner + 0, face.num_corners)]]; - normals[1] = - vN[subd_face_corners[face.start_corner + mod(corner + 1, face.num_corners)]]; - normals[2] = - vN[subd_face_corners[face.start_corner + mod(corner - 1, face.num_corners)]]; - normals[3] = center_normal; - - normals[1] = (normals[1] + normals[0]) * 0.5; - normals[2] = (normals[2] + normals[0]) * 0.5; - } - else { - float3 N = face.normal(this); - for (int i = 0; i < 4; i++) { - normals[i] = N; - } - } - - patch++; - } - } - } - - /* split patches */ - split->split_patches(linear_patches.data(), sizeof(LinearQuadPatch)); - } - - /* interpolate center points for attributes */ - foreach (Attribute &attr, subd_attributes.attributes) { -#ifdef WITH_OPENSUBDIV - if (subdivision_type == SUBDIVISION_CATMULL_CLARK && attr.flags & ATTR_SUBDIVIDED) { - if (attr.element == ATTR_ELEMENT_CORNER || attr.element == ATTR_ELEMENT_CORNER_BYTE) { - /* keep subdivision for corner attributes disabled for now */ - attr.flags &= ~ATTR_SUBDIVIDED; - } - else if (get_num_subd_faces()) { - osd_data.subdivide_attribute(attr); - - need_packed_patch_table = true; - continue; - } - } -#endif - - char *data = attr.data(); - size_t stride = attr.data_sizeof(); - int ngons = 0; - - switch (attr.element) { - case ATTR_ELEMENT_VERTEX: { - for (int f = 0; f < num_faces; f++) { - SubdFace face = get_subd_face(f); - - if (!face.is_quad()) { - char *center = data + (verts.size() - num_subd_verts + ngons) * stride; - attr.zero_data(center); - - float inv_num_corners = 1.0f / float(face.num_corners); - - for (int corner = 0; corner < face.num_corners; corner++) { - attr.add_with_weight(center, - data + subd_face_corners[face.start_corner + corner] * stride, - inv_num_corners); - } - - ngons++; - } - } - } break; - case ATTR_ELEMENT_VERTEX_MOTION: { - // TODO(mai): implement - } break; - case ATTR_ELEMENT_CORNER: { - for (int f = 0; f < num_faces; f++) { - SubdFace face = get_subd_face(f); - - if (!face.is_quad()) { - char *center = data + (subd_face_corners.size() + ngons) * stride; - attr.zero_data(center); - - float inv_num_corners = 1.0f / float(face.num_corners); - - for (int corner = 0; corner < face.num_corners; corner++) { - attr.add_with_weight( - center, data + (face.start_corner + corner) * stride, inv_num_corners); - } - - ngons++; - } - } - } break; - case ATTR_ELEMENT_CORNER_BYTE: { - for (int f = 0; f < num_faces; f++) { - SubdFace face = get_subd_face(f); - - if (!face.is_quad()) { - uchar *center = (uchar *)data + (subd_face_corners.size() + ngons) * stride; - - float inv_num_corners = 1.0f / float(face.num_corners); - float4 val = zero_float4(); - - for (int corner = 0; corner < face.num_corners; corner++) { - for (int i = 0; i < 4; i++) { - val[i] += float(*(data + (face.start_corner + corner) * stride + i)) * - inv_num_corners; - } - } - - for (int i = 0; i < 4; i++) { - center[i] = uchar(min(max(val[i], 0.0f), 255.0f)); - } - - ngons++; - } - } - } break; - default: - break; - } - } - -#ifdef WITH_OPENSUBDIV - /* pack patch tables */ - if (need_packed_patch_table) { - delete patch_table; - patch_table = new PackedPatchTable; - patch_table->pack(osd_data.patch_table); - } -#endif -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp deleted file mode 100644 index d775859d24d..00000000000 --- a/intern/cycles/render/nodes.cpp +++ /dev/null @@ -1,7170 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "render/nodes.h" -#include "render/colorspace.h" -#include "render/constant_fold.h" -#include "render/film.h" -#include "render/image.h" -#include "render/image_sky.h" -#include "render/integrator.h" -#include "render/light.h" -#include "render/mesh.h" -#include "render/osl.h" -#include "render/scene.h" -#include "render/svm.h" - -#include "sky_model.h" - -#include "util/util_foreach.h" -#include "util/util_logging.h" -#include "util/util_transform.h" - -#include "kernel/svm/svm_color_util.h" -#include "kernel/svm/svm_mapping_util.h" -#include "kernel/svm/svm_math_util.h" -#include "kernel/svm/svm_ramp_util.h" - -CCL_NAMESPACE_BEGIN - -/* Texture Mapping */ - -#define TEXTURE_MAPPING_DEFINE(TextureNode) \ - SOCKET_POINT(tex_mapping.translation, "Translation", zero_float3()); \ - SOCKET_VECTOR(tex_mapping.rotation, "Rotation", zero_float3()); \ - SOCKET_VECTOR(tex_mapping.scale, "Scale", one_float3()); \ -\ - SOCKET_VECTOR(tex_mapping.min, "Min", make_float3(-FLT_MAX, -FLT_MAX, -FLT_MAX)); \ - SOCKET_VECTOR(tex_mapping.max, "Max", make_float3(FLT_MAX, FLT_MAX, FLT_MAX)); \ - SOCKET_BOOLEAN(tex_mapping.use_minmax, "Use Min Max", false); \ -\ - static NodeEnum mapping_axis_enum; \ - mapping_axis_enum.insert("none", TextureMapping::NONE); \ - mapping_axis_enum.insert("x", TextureMapping::X); \ - mapping_axis_enum.insert("y", TextureMapping::Y); \ - mapping_axis_enum.insert("z", TextureMapping::Z); \ - SOCKET_ENUM(tex_mapping.x_mapping, "x_mapping", mapping_axis_enum, TextureMapping::X); \ - SOCKET_ENUM(tex_mapping.y_mapping, "y_mapping", mapping_axis_enum, TextureMapping::Y); \ - SOCKET_ENUM(tex_mapping.z_mapping, "z_mapping", mapping_axis_enum, TextureMapping::Z); \ -\ - static NodeEnum mapping_type_enum; \ - mapping_type_enum.insert("point", TextureMapping::POINT); \ - mapping_type_enum.insert("texture", TextureMapping::TEXTURE); \ - mapping_type_enum.insert("vector", TextureMapping::VECTOR); \ - mapping_type_enum.insert("normal", TextureMapping::NORMAL); \ - SOCKET_ENUM(tex_mapping.type, "Type", mapping_type_enum, TextureMapping::TEXTURE); \ -\ - static NodeEnum mapping_projection_enum; \ - mapping_projection_enum.insert("flat", TextureMapping::FLAT); \ - mapping_projection_enum.insert("cube", TextureMapping::CUBE); \ - mapping_projection_enum.insert("tube", TextureMapping::TUBE); \ - mapping_projection_enum.insert("sphere", TextureMapping::SPHERE); \ - SOCKET_ENUM(tex_mapping.projection, "Projection", mapping_projection_enum, TextureMapping::FLAT); - -TextureMapping::TextureMapping() -{ -} - -Transform TextureMapping::compute_transform() -{ - Transform mmat = transform_scale(zero_float3()); - - if (x_mapping != NONE) - mmat[0][x_mapping - 1] = 1.0f; - if (y_mapping != NONE) - mmat[1][y_mapping - 1] = 1.0f; - if (z_mapping != NONE) - mmat[2][z_mapping - 1] = 1.0f; - - float3 scale_clamped = scale; - - if (type == TEXTURE || type == NORMAL) { - /* keep matrix invertible */ - if (fabsf(scale.x) < 1e-5f) - scale_clamped.x = signf(scale.x) * 1e-5f; - if (fabsf(scale.y) < 1e-5f) - scale_clamped.y = signf(scale.y) * 1e-5f; - if (fabsf(scale.z) < 1e-5f) - scale_clamped.z = signf(scale.z) * 1e-5f; - } - - Transform smat = transform_scale(scale_clamped); - Transform rmat = transform_euler(rotation); - Transform tmat = transform_translate(translation); - - Transform mat; - - switch (type) { - case TEXTURE: - /* inverse transform on texture coordinate gives - * forward transform on texture */ - mat = tmat * rmat * smat; - mat = transform_inverse(mat); - break; - case POINT: - /* full transform */ - mat = tmat * rmat * smat; - break; - case VECTOR: - /* no translation for vectors */ - mat = rmat * smat; - break; - case NORMAL: - /* no translation for normals, and inverse transpose */ - mat = rmat * smat; - mat = transform_transposed_inverse(mat); - break; - } - - /* projection last */ - mat = mat * mmat; - - return mat; -} - -bool TextureMapping::skip() -{ - if (translation != zero_float3()) - return false; - if (rotation != zero_float3()) - return false; - if (scale != one_float3()) - return false; - - if (x_mapping != X || y_mapping != Y || z_mapping != Z) - return false; - if (use_minmax) - return false; - - return true; -} - -void TextureMapping::compile(SVMCompiler &compiler, int offset_in, int offset_out) -{ - compiler.add_node(NODE_TEXTURE_MAPPING, offset_in, offset_out); - - Transform tfm = compute_transform(); - compiler.add_node(tfm.x); - compiler.add_node(tfm.y); - compiler.add_node(tfm.z); - - if (use_minmax) { - compiler.add_node(NODE_MIN_MAX, offset_out, offset_out); - compiler.add_node(float3_to_float4(min)); - compiler.add_node(float3_to_float4(max)); - } - - if (type == NORMAL) { - compiler.add_node(NODE_VECTOR_MATH, - NODE_VECTOR_MATH_NORMALIZE, - compiler.encode_uchar4(offset_out, offset_out, offset_out), - compiler.encode_uchar4(SVM_STACK_INVALID, offset_out)); - } -} - -/* Convenience function for texture nodes, allocating stack space to output - * a modified vector and returning its offset */ -int TextureMapping::compile_begin(SVMCompiler &compiler, ShaderInput *vector_in) -{ - if (!skip()) { - int offset_in = compiler.stack_assign(vector_in); - int offset_out = compiler.stack_find_offset(SocketType::VECTOR); - - compile(compiler, offset_in, offset_out); - - return offset_out; - } - - return compiler.stack_assign(vector_in); -} - -void TextureMapping::compile_end(SVMCompiler &compiler, ShaderInput *vector_in, int vector_offset) -{ - if (!skip()) { - compiler.stack_clear_offset(vector_in->type(), vector_offset); - } -} - -void TextureMapping::compile(OSLCompiler &compiler) -{ - if (!skip()) { - compiler.parameter("mapping", compute_transform()); - compiler.parameter("use_mapping", 1); - } -} - -/* Image Texture */ - -NODE_DEFINE(ImageTextureNode) -{ - NodeType *type = NodeType::add("image_texture", create, NodeType::SHADER); - - TEXTURE_MAPPING_DEFINE(ImageTextureNode); - - SOCKET_STRING(filename, "Filename", ustring()); - SOCKET_STRING(colorspace, "Colorspace", u_colorspace_auto); - - static NodeEnum alpha_type_enum; - alpha_type_enum.insert("auto", IMAGE_ALPHA_AUTO); - alpha_type_enum.insert("unassociated", IMAGE_ALPHA_UNASSOCIATED); - alpha_type_enum.insert("associated", IMAGE_ALPHA_ASSOCIATED); - alpha_type_enum.insert("channel_packed", IMAGE_ALPHA_CHANNEL_PACKED); - alpha_type_enum.insert("ignore", IMAGE_ALPHA_IGNORE); - SOCKET_ENUM(alpha_type, "Alpha Type", alpha_type_enum, IMAGE_ALPHA_AUTO); - - static NodeEnum interpolation_enum; - interpolation_enum.insert("closest", INTERPOLATION_CLOSEST); - interpolation_enum.insert("linear", INTERPOLATION_LINEAR); - interpolation_enum.insert("cubic", INTERPOLATION_CUBIC); - interpolation_enum.insert("smart", INTERPOLATION_SMART); - SOCKET_ENUM(interpolation, "Interpolation", interpolation_enum, INTERPOLATION_LINEAR); - - static NodeEnum extension_enum; - extension_enum.insert("periodic", EXTENSION_REPEAT); - extension_enum.insert("clamp", EXTENSION_EXTEND); - extension_enum.insert("black", EXTENSION_CLIP); - SOCKET_ENUM(extension, "Extension", extension_enum, EXTENSION_REPEAT); - - static NodeEnum projection_enum; - projection_enum.insert("flat", NODE_IMAGE_PROJ_FLAT); - projection_enum.insert("box", NODE_IMAGE_PROJ_BOX); - projection_enum.insert("sphere", NODE_IMAGE_PROJ_SPHERE); - projection_enum.insert("tube", NODE_IMAGE_PROJ_TUBE); - SOCKET_ENUM(projection, "Projection", projection_enum, NODE_IMAGE_PROJ_FLAT); - - SOCKET_FLOAT(projection_blend, "Projection Blend", 0.0f); - - SOCKET_INT_ARRAY(tiles, "Tiles", array()); - SOCKET_BOOLEAN(animated, "Animated", false); - - SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_TEXTURE_UV); - - SOCKET_OUT_COLOR(color, "Color"); - SOCKET_OUT_FLOAT(alpha, "Alpha"); - - return type; -} - -ImageTextureNode::ImageTextureNode() : ImageSlotTextureNode(get_node_type()) -{ - colorspace = u_colorspace_raw; - animated = false; - tiles.push_back_slow(1001); -} - -ShaderNode *ImageTextureNode::clone(ShaderGraph *graph) const -{ - ImageTextureNode *node = graph->create_node(*this); - node->handle = handle; - return node; -} - -ImageParams ImageTextureNode::image_params() const -{ - ImageParams params; - params.animated = animated; - params.interpolation = interpolation; - params.extension = extension; - params.alpha_type = alpha_type; - params.colorspace = colorspace; - return params; -} - -void ImageTextureNode::cull_tiles(Scene *scene, ShaderGraph *graph) -{ - /* Box projection computes its own UVs that always lie in the - * 1001 tile, so there's no point in loading any others. */ - if (projection == NODE_IMAGE_PROJ_BOX) { - tiles.clear(); - tiles.push_back_slow(1001); - return; - } - - if (!scene->params.background) { - /* During interactive renders, all tiles are loaded. - * While we could support updating this when UVs change, that could lead - * to annoying interruptions when loading images while editing UVs. */ - return; - } - - /* Only check UVs for tile culling if there are multiple tiles. */ - if (tiles.size() < 2) { - return; - } - - ShaderInput *vector_in = input("Vector"); - ustring attribute; - if (vector_in->link) { - ShaderNode *node = vector_in->link->parent; - if (node->type == UVMapNode::get_node_type()) { - UVMapNode *uvmap = (UVMapNode *)node; - attribute = uvmap->get_attribute(); - } - else if (node->type == TextureCoordinateNode::get_node_type()) { - if (vector_in->link != node->output("UV")) { - return; - } - } - else { - return; - } - } - - unordered_set used_tiles; - /* TODO(lukas): This is quite inefficient. A fairly simple improvement would - * be to have a cache in each mesh that is indexed by attribute. - * Additionally, building a graph-to-meshes list once could help. */ - foreach (Geometry *geom, scene->geometry) { - foreach (Node *node, geom->get_used_shaders()) { - Shader *shader = static_cast(node); - if (shader->graph == graph) { - geom->get_uv_tiles(attribute, used_tiles); - } - } - } - - array new_tiles; - foreach (int tile, tiles) { - if (used_tiles.count(tile)) { - new_tiles.push_back_slow(tile); - } - } - tiles.steal_data(new_tiles); -} - -void ImageTextureNode::attributes(Shader *shader, AttributeRequestSet *attributes) -{ -#ifdef WITH_PTEX - /* todo: avoid loading other texture coordinates when using ptex, - * and hide texture coordinate socket in the UI */ - if (shader->has_surface_link() && string_endswith(filename, ".ptx")) { - /* ptex */ - attributes->add(ATTR_STD_PTEX_FACE_ID); - attributes->add(ATTR_STD_PTEX_UV); - } -#endif - - ShaderNode::attributes(shader, attributes); -} - -void ImageTextureNode::compile(SVMCompiler &compiler) -{ - ShaderInput *vector_in = input("Vector"); - ShaderOutput *color_out = output("Color"); - ShaderOutput *alpha_out = output("Alpha"); - - if (handle.empty()) { - cull_tiles(compiler.scene, compiler.current_graph); - ImageManager *image_manager = compiler.scene->image_manager; - handle = image_manager->add_image(filename.string(), image_params(), tiles); - } - - /* All tiles have the same metadata. */ - const ImageMetaData metadata = handle.metadata(); - const bool compress_as_srgb = metadata.compress_as_srgb; - const ustring known_colorspace = metadata.colorspace; - - int vector_offset = tex_mapping.compile_begin(compiler, vector_in); - uint flags = 0; - - if (compress_as_srgb) { - flags |= NODE_IMAGE_COMPRESS_AS_SRGB; - } - if (!alpha_out->links.empty()) { - const bool unassociate_alpha = !(ColorSpaceManager::colorspace_is_data(colorspace) || - alpha_type == IMAGE_ALPHA_CHANNEL_PACKED || - alpha_type == IMAGE_ALPHA_IGNORE); - - if (unassociate_alpha) { - flags |= NODE_IMAGE_ALPHA_UNASSOCIATE; - } - } - - if (projection != NODE_IMAGE_PROJ_BOX) { - /* If there only is one image (a very common case), we encode it as a negative value. */ - int num_nodes; - if (handle.num_tiles() == 1) { - num_nodes = -handle.svm_slot(); - } - else { - num_nodes = divide_up(handle.num_tiles(), 2); - } - - compiler.add_node(NODE_TEX_IMAGE, - num_nodes, - compiler.encode_uchar4(vector_offset, - compiler.stack_assign_if_linked(color_out), - compiler.stack_assign_if_linked(alpha_out), - flags), - projection); - - if (num_nodes > 0) { - for (int i = 0; i < num_nodes; i++) { - int4 node; - node.x = tiles[2 * i]; - node.y = handle.svm_slot(2 * i); - if (2 * i + 1 < tiles.size()) { - node.z = tiles[2 * i + 1]; - node.w = handle.svm_slot(2 * i + 1); - } - else { - node.z = -1; - node.w = -1; - } - compiler.add_node(node.x, node.y, node.z, node.w); - } - } - } - else { - assert(handle.num_tiles() == 1); - compiler.add_node(NODE_TEX_IMAGE_BOX, - handle.svm_slot(), - compiler.encode_uchar4(vector_offset, - compiler.stack_assign_if_linked(color_out), - compiler.stack_assign_if_linked(alpha_out), - flags), - __float_as_int(projection_blend)); - } - - tex_mapping.compile_end(compiler, vector_in, vector_offset); -} - -void ImageTextureNode::compile(OSLCompiler &compiler) -{ - ShaderOutput *alpha_out = output("Alpha"); - - tex_mapping.compile(compiler); - - if (handle.empty()) { - ImageManager *image_manager = compiler.scene->image_manager; - handle = image_manager->add_image(filename.string(), image_params()); - } - - const ImageMetaData metadata = handle.metadata(); - const bool is_float = metadata.is_float(); - const bool compress_as_srgb = metadata.compress_as_srgb; - const ustring known_colorspace = metadata.colorspace; - - if (handle.svm_slot() == -1) { - compiler.parameter_texture( - "filename", filename, compress_as_srgb ? u_colorspace_raw : known_colorspace); - } - else { - compiler.parameter_texture("filename", handle.svm_slot()); - } - - const bool unassociate_alpha = !(ColorSpaceManager::colorspace_is_data(colorspace) || - alpha_type == IMAGE_ALPHA_CHANNEL_PACKED || - alpha_type == IMAGE_ALPHA_IGNORE); - const bool is_tiled = (filename.find("") != string::npos); - - compiler.parameter(this, "projection"); - compiler.parameter(this, "projection_blend"); - compiler.parameter("compress_as_srgb", compress_as_srgb); - compiler.parameter("ignore_alpha", alpha_type == IMAGE_ALPHA_IGNORE); - compiler.parameter("unassociate_alpha", !alpha_out->links.empty() && unassociate_alpha); - compiler.parameter("is_float", is_float); - compiler.parameter("is_tiled", is_tiled); - compiler.parameter(this, "interpolation"); - compiler.parameter(this, "extension"); - - compiler.add(this, "node_image_texture"); -} - -/* Environment Texture */ - -NODE_DEFINE(EnvironmentTextureNode) -{ - NodeType *type = NodeType::add("environment_texture", create, NodeType::SHADER); - - TEXTURE_MAPPING_DEFINE(EnvironmentTextureNode); - - SOCKET_STRING(filename, "Filename", ustring()); - SOCKET_STRING(colorspace, "Colorspace", u_colorspace_auto); - - static NodeEnum alpha_type_enum; - alpha_type_enum.insert("auto", IMAGE_ALPHA_AUTO); - alpha_type_enum.insert("unassociated", IMAGE_ALPHA_UNASSOCIATED); - alpha_type_enum.insert("associated", IMAGE_ALPHA_ASSOCIATED); - alpha_type_enum.insert("channel_packed", IMAGE_ALPHA_CHANNEL_PACKED); - alpha_type_enum.insert("ignore", IMAGE_ALPHA_IGNORE); - SOCKET_ENUM(alpha_type, "Alpha Type", alpha_type_enum, IMAGE_ALPHA_AUTO); - - static NodeEnum interpolation_enum; - interpolation_enum.insert("closest", INTERPOLATION_CLOSEST); - interpolation_enum.insert("linear", INTERPOLATION_LINEAR); - interpolation_enum.insert("cubic", INTERPOLATION_CUBIC); - interpolation_enum.insert("smart", INTERPOLATION_SMART); - SOCKET_ENUM(interpolation, "Interpolation", interpolation_enum, INTERPOLATION_LINEAR); - - static NodeEnum projection_enum; - projection_enum.insert("equirectangular", NODE_ENVIRONMENT_EQUIRECTANGULAR); - projection_enum.insert("mirror_ball", NODE_ENVIRONMENT_MIRROR_BALL); - SOCKET_ENUM(projection, "Projection", projection_enum, NODE_ENVIRONMENT_EQUIRECTANGULAR); - - SOCKET_BOOLEAN(animated, "Animated", false); - - SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_POSITION); - - SOCKET_OUT_COLOR(color, "Color"); - SOCKET_OUT_FLOAT(alpha, "Alpha"); - - return type; -} - -EnvironmentTextureNode::EnvironmentTextureNode() : ImageSlotTextureNode(get_node_type()) -{ - colorspace = u_colorspace_raw; - animated = false; -} - -ShaderNode *EnvironmentTextureNode::clone(ShaderGraph *graph) const -{ - EnvironmentTextureNode *node = graph->create_node(*this); - node->handle = handle; - return node; -} - -ImageParams EnvironmentTextureNode::image_params() const -{ - ImageParams params; - params.animated = animated; - params.interpolation = interpolation; - params.extension = EXTENSION_REPEAT; - params.alpha_type = alpha_type; - params.colorspace = colorspace; - return params; -} - -void EnvironmentTextureNode::attributes(Shader *shader, AttributeRequestSet *attributes) -{ -#ifdef WITH_PTEX - if (shader->has_surface_link() && string_endswith(filename, ".ptx")) { - /* ptex */ - attributes->add(ATTR_STD_PTEX_FACE_ID); - attributes->add(ATTR_STD_PTEX_UV); - } -#endif - - ShaderNode::attributes(shader, attributes); -} - -void EnvironmentTextureNode::compile(SVMCompiler &compiler) -{ - ShaderInput *vector_in = input("Vector"); - ShaderOutput *color_out = output("Color"); - ShaderOutput *alpha_out = output("Alpha"); - - if (handle.empty()) { - ImageManager *image_manager = compiler.scene->image_manager; - handle = image_manager->add_image(filename.string(), image_params()); - } - - const ImageMetaData metadata = handle.metadata(); - const bool compress_as_srgb = metadata.compress_as_srgb; - const ustring known_colorspace = metadata.colorspace; - - int vector_offset = tex_mapping.compile_begin(compiler, vector_in); - uint flags = 0; - - if (compress_as_srgb) { - flags |= NODE_IMAGE_COMPRESS_AS_SRGB; - } - - compiler.add_node(NODE_TEX_ENVIRONMENT, - handle.svm_slot(), - compiler.encode_uchar4(vector_offset, - compiler.stack_assign_if_linked(color_out), - compiler.stack_assign_if_linked(alpha_out), - flags), - projection); - - tex_mapping.compile_end(compiler, vector_in, vector_offset); -} - -void EnvironmentTextureNode::compile(OSLCompiler &compiler) -{ - if (handle.empty()) { - ImageManager *image_manager = compiler.scene->image_manager; - handle = image_manager->add_image(filename.string(), image_params()); - } - - tex_mapping.compile(compiler); - - const ImageMetaData metadata = handle.metadata(); - const bool is_float = metadata.is_float(); - const bool compress_as_srgb = metadata.compress_as_srgb; - const ustring known_colorspace = metadata.colorspace; - - if (handle.svm_slot() == -1) { - compiler.parameter_texture( - "filename", filename, compress_as_srgb ? u_colorspace_raw : known_colorspace); - } - else { - compiler.parameter_texture("filename", handle.svm_slot()); - } - - compiler.parameter(this, "projection"); - compiler.parameter(this, "interpolation"); - compiler.parameter("compress_as_srgb", compress_as_srgb); - compiler.parameter("ignore_alpha", alpha_type == IMAGE_ALPHA_IGNORE); - compiler.parameter("is_float", is_float); - compiler.add(this, "node_environment_texture"); -} - -/* Sky Texture */ - -static float2 sky_spherical_coordinates(float3 dir) -{ - return make_float2(acosf(dir.z), atan2f(dir.x, dir.y)); -} - -typedef struct SunSky { - /* sun direction in spherical and cartesian */ - float theta, phi; - - /* Parameter */ - float radiance_x, radiance_y, radiance_z; - float config_x[9], config_y[9], config_z[9], nishita_data[10]; -} SunSky; - -/* Preetham model */ -static float sky_perez_function(float lam[6], float theta, float gamma) -{ - return (1.0f + lam[0] * expf(lam[1] / cosf(theta))) * - (1.0f + lam[2] * expf(lam[3] * gamma) + lam[4] * cosf(gamma) * cosf(gamma)); -} - -static void sky_texture_precompute_preetham(SunSky *sunsky, float3 dir, float turbidity) -{ - /* - * We re-use the SunSky struct of the new model, to avoid extra variables - * zenith_Y/x/y is now radiance_x/y/z - * perez_Y/x/y is now config_x/y/z - */ - - float2 spherical = sky_spherical_coordinates(dir); - float theta = spherical.x; - float phi = spherical.y; - - sunsky->theta = theta; - sunsky->phi = phi; - - float theta2 = theta * theta; - float theta3 = theta2 * theta; - float T = turbidity; - float T2 = T * T; - - float chi = (4.0f / 9.0f - T / 120.0f) * (M_PI_F - 2.0f * theta); - sunsky->radiance_x = (4.0453f * T - 4.9710f) * tanf(chi) - 0.2155f * T + 2.4192f; - sunsky->radiance_x *= 0.06f; - - sunsky->radiance_y = (0.00166f * theta3 - 0.00375f * theta2 + 0.00209f * theta) * T2 + - (-0.02903f * theta3 + 0.06377f * theta2 - 0.03202f * theta + 0.00394f) * T + - (0.11693f * theta3 - 0.21196f * theta2 + 0.06052f * theta + 0.25886f); - - sunsky->radiance_z = (0.00275f * theta3 - 0.00610f * theta2 + 0.00317f * theta) * T2 + - (-0.04214f * theta3 + 0.08970f * theta2 - 0.04153f * theta + 0.00516f) * T + - (0.15346f * theta3 - 0.26756f * theta2 + 0.06670f * theta + 0.26688f); - - sunsky->config_x[0] = (0.1787f * T - 1.4630f); - sunsky->config_x[1] = (-0.3554f * T + 0.4275f); - sunsky->config_x[2] = (-0.0227f * T + 5.3251f); - sunsky->config_x[3] = (0.1206f * T - 2.5771f); - sunsky->config_x[4] = (-0.0670f * T + 0.3703f); - - sunsky->config_y[0] = (-0.0193f * T - 0.2592f); - sunsky->config_y[1] = (-0.0665f * T + 0.0008f); - sunsky->config_y[2] = (-0.0004f * T + 0.2125f); - sunsky->config_y[3] = (-0.0641f * T - 0.8989f); - sunsky->config_y[4] = (-0.0033f * T + 0.0452f); - - sunsky->config_z[0] = (-0.0167f * T - 0.2608f); - sunsky->config_z[1] = (-0.0950f * T + 0.0092f); - sunsky->config_z[2] = (-0.0079f * T + 0.2102f); - sunsky->config_z[3] = (-0.0441f * T - 1.6537f); - sunsky->config_z[4] = (-0.0109f * T + 0.0529f); - - /* unused for old sky model */ - for (int i = 5; i < 9; i++) { - sunsky->config_x[i] = 0.0f; - sunsky->config_y[i] = 0.0f; - sunsky->config_z[i] = 0.0f; - } - - sunsky->radiance_x /= sky_perez_function(sunsky->config_x, 0, theta); - sunsky->radiance_y /= sky_perez_function(sunsky->config_y, 0, theta); - sunsky->radiance_z /= sky_perez_function(sunsky->config_z, 0, theta); -} - -/* Hosek / Wilkie */ -static void sky_texture_precompute_hosek(SunSky *sunsky, - float3 dir, - float turbidity, - float ground_albedo) -{ - /* Calculate Sun Direction and save coordinates */ - float2 spherical = sky_spherical_coordinates(dir); - float theta = spherical.x; - float phi = spherical.y; - - /* Clamp Turbidity */ - turbidity = clamp(turbidity, 0.0f, 10.0f); - - /* Clamp to Horizon */ - theta = clamp(theta, 0.0f, M_PI_2_F); - - sunsky->theta = theta; - sunsky->phi = phi; - - float solarElevation = M_PI_2_F - theta; - - /* Initialize Sky Model */ - SKY_ArHosekSkyModelState *sky_state; - sky_state = SKY_arhosek_xyz_skymodelstate_alloc_init( - (double)turbidity, (double)ground_albedo, (double)solarElevation); - - /* Copy values from sky_state to SunSky */ - for (int i = 0; i < 9; ++i) { - sunsky->config_x[i] = (float)sky_state->configs[0][i]; - sunsky->config_y[i] = (float)sky_state->configs[1][i]; - sunsky->config_z[i] = (float)sky_state->configs[2][i]; - } - sunsky->radiance_x = (float)sky_state->radiances[0]; - sunsky->radiance_y = (float)sky_state->radiances[1]; - sunsky->radiance_z = (float)sky_state->radiances[2]; - - /* Free sky_state */ - SKY_arhosekskymodelstate_free(sky_state); -} - -/* Nishita improved */ -static void sky_texture_precompute_nishita(SunSky *sunsky, - bool sun_disc, - float sun_size, - float sun_intensity, - float sun_elevation, - float sun_rotation, - float altitude, - float air_density, - float dust_density) -{ - /* sample 2 sun pixels */ - float pixel_bottom[3]; - float pixel_top[3]; - SKY_nishita_skymodel_precompute_sun( - sun_elevation, sun_size, altitude, air_density, dust_density, pixel_bottom, pixel_top); - /* limit sun rotation between 0 and 360 degrees */ - sun_rotation = fmodf(sun_rotation, M_2PI_F); - if (sun_rotation < 0.0f) { - sun_rotation += M_2PI_F; - } - sun_rotation = M_2PI_F - sun_rotation; - /* send data to svm_sky */ - sunsky->nishita_data[0] = pixel_bottom[0]; - sunsky->nishita_data[1] = pixel_bottom[1]; - sunsky->nishita_data[2] = pixel_bottom[2]; - sunsky->nishita_data[3] = pixel_top[0]; - sunsky->nishita_data[4] = pixel_top[1]; - sunsky->nishita_data[5] = pixel_top[2]; - sunsky->nishita_data[6] = sun_elevation; - sunsky->nishita_data[7] = sun_rotation; - sunsky->nishita_data[8] = sun_disc ? sun_size : -1.0f; - sunsky->nishita_data[9] = sun_intensity; -} - -NODE_DEFINE(SkyTextureNode) -{ - NodeType *type = NodeType::add("sky_texture", create, NodeType::SHADER); - - TEXTURE_MAPPING_DEFINE(SkyTextureNode); - - static NodeEnum type_enum; - type_enum.insert("preetham", NODE_SKY_PREETHAM); - type_enum.insert("hosek_wilkie", NODE_SKY_HOSEK); - type_enum.insert("nishita_improved", NODE_SKY_NISHITA); - SOCKET_ENUM(sky_type, "Type", type_enum, NODE_SKY_NISHITA); - - SOCKET_VECTOR(sun_direction, "Sun Direction", make_float3(0.0f, 0.0f, 1.0f)); - SOCKET_FLOAT(turbidity, "Turbidity", 2.2f); - SOCKET_FLOAT(ground_albedo, "Ground Albedo", 0.3f); - SOCKET_BOOLEAN(sun_disc, "Sun Disc", true); - SOCKET_FLOAT(sun_size, "Sun Size", 0.009512f); - SOCKET_FLOAT(sun_intensity, "Sun Intensity", 1.0f); - SOCKET_FLOAT(sun_elevation, "Sun Elevation", 15.0f * M_PI_F / 180.0f); - SOCKET_FLOAT(sun_rotation, "Sun Rotation", 0.0f); - SOCKET_FLOAT(altitude, "Altitude", 1.0f); - SOCKET_FLOAT(air_density, "Air", 1.0f); - SOCKET_FLOAT(dust_density, "Dust", 1.0f); - SOCKET_FLOAT(ozone_density, "Ozone", 1.0f); - - SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_TEXTURE_GENERATED); - - SOCKET_OUT_COLOR(color, "Color"); - - return type; -} - -SkyTextureNode::SkyTextureNode() : TextureNode(get_node_type()) -{ -} - -void SkyTextureNode::compile(SVMCompiler &compiler) -{ - ShaderInput *vector_in = input("Vector"); - ShaderOutput *color_out = output("Color"); - - SunSky sunsky; - if (sky_type == NODE_SKY_PREETHAM) - sky_texture_precompute_preetham(&sunsky, sun_direction, turbidity); - else if (sky_type == NODE_SKY_HOSEK) - sky_texture_precompute_hosek(&sunsky, sun_direction, turbidity, ground_albedo); - else if (sky_type == NODE_SKY_NISHITA) { - /* Clamp altitude to reasonable values. - * Below 1m causes numerical issues and above 60km is space. */ - float clamped_altitude = clamp(altitude, 1.0f, 59999.0f); - - sky_texture_precompute_nishita(&sunsky, - sun_disc, - get_sun_size(), - sun_intensity, - sun_elevation, - sun_rotation, - clamped_altitude, - air_density, - dust_density); - /* precomputed texture image parameters */ - ImageManager *image_manager = compiler.scene->image_manager; - ImageParams impar; - impar.interpolation = INTERPOLATION_LINEAR; - impar.extension = EXTENSION_EXTEND; - - /* precompute sky texture */ - if (handle.empty()) { - SkyLoader *loader = new SkyLoader( - sun_elevation, clamped_altitude, air_density, dust_density, ozone_density); - handle = image_manager->add_image(loader, impar); - } - } - else - assert(false); - - int vector_offset = tex_mapping.compile_begin(compiler, vector_in); - - compiler.stack_assign(color_out); - compiler.add_node(NODE_TEX_SKY, vector_offset, compiler.stack_assign(color_out), sky_type); - /* nishita doesn't need this data */ - if (sky_type != NODE_SKY_NISHITA) { - compiler.add_node(__float_as_uint(sunsky.phi), - __float_as_uint(sunsky.theta), - __float_as_uint(sunsky.radiance_x), - __float_as_uint(sunsky.radiance_y)); - compiler.add_node(__float_as_uint(sunsky.radiance_z), - __float_as_uint(sunsky.config_x[0]), - __float_as_uint(sunsky.config_x[1]), - __float_as_uint(sunsky.config_x[2])); - compiler.add_node(__float_as_uint(sunsky.config_x[3]), - __float_as_uint(sunsky.config_x[4]), - __float_as_uint(sunsky.config_x[5]), - __float_as_uint(sunsky.config_x[6])); - compiler.add_node(__float_as_uint(sunsky.config_x[7]), - __float_as_uint(sunsky.config_x[8]), - __float_as_uint(sunsky.config_y[0]), - __float_as_uint(sunsky.config_y[1])); - compiler.add_node(__float_as_uint(sunsky.config_y[2]), - __float_as_uint(sunsky.config_y[3]), - __float_as_uint(sunsky.config_y[4]), - __float_as_uint(sunsky.config_y[5])); - compiler.add_node(__float_as_uint(sunsky.config_y[6]), - __float_as_uint(sunsky.config_y[7]), - __float_as_uint(sunsky.config_y[8]), - __float_as_uint(sunsky.config_z[0])); - compiler.add_node(__float_as_uint(sunsky.config_z[1]), - __float_as_uint(sunsky.config_z[2]), - __float_as_uint(sunsky.config_z[3]), - __float_as_uint(sunsky.config_z[4])); - compiler.add_node(__float_as_uint(sunsky.config_z[5]), - __float_as_uint(sunsky.config_z[6]), - __float_as_uint(sunsky.config_z[7]), - __float_as_uint(sunsky.config_z[8])); - } - else { - compiler.add_node(__float_as_uint(sunsky.nishita_data[0]), - __float_as_uint(sunsky.nishita_data[1]), - __float_as_uint(sunsky.nishita_data[2]), - __float_as_uint(sunsky.nishita_data[3])); - compiler.add_node(__float_as_uint(sunsky.nishita_data[4]), - __float_as_uint(sunsky.nishita_data[5]), - __float_as_uint(sunsky.nishita_data[6]), - __float_as_uint(sunsky.nishita_data[7])); - compiler.add_node(__float_as_uint(sunsky.nishita_data[8]), - __float_as_uint(sunsky.nishita_data[9]), - handle.svm_slot(), - 0); - } - - tex_mapping.compile_end(compiler, vector_in, vector_offset); -} - -void SkyTextureNode::compile(OSLCompiler &compiler) -{ - tex_mapping.compile(compiler); - - SunSky sunsky; - if (sky_type == NODE_SKY_PREETHAM) - sky_texture_precompute_preetham(&sunsky, sun_direction, turbidity); - else if (sky_type == NODE_SKY_HOSEK) - sky_texture_precompute_hosek(&sunsky, sun_direction, turbidity, ground_albedo); - else if (sky_type == NODE_SKY_NISHITA) { - /* Clamp altitude to reasonable values. - * Below 1m causes numerical issues and above 60km is space. */ - float clamped_altitude = clamp(altitude, 1.0f, 59999.0f); - - sky_texture_precompute_nishita(&sunsky, - sun_disc, - get_sun_size(), - sun_intensity, - sun_elevation, - sun_rotation, - clamped_altitude, - air_density, - dust_density); - /* precomputed texture image parameters */ - ImageManager *image_manager = compiler.scene->image_manager; - ImageParams impar; - impar.interpolation = INTERPOLATION_LINEAR; - impar.extension = EXTENSION_EXTEND; - - /* precompute sky texture */ - if (handle.empty()) { - SkyLoader *loader = new SkyLoader( - sun_elevation, clamped_altitude, air_density, dust_density, ozone_density); - handle = image_manager->add_image(loader, impar); - } - } - else - assert(false); - - compiler.parameter(this, "sky_type"); - compiler.parameter("theta", sunsky.theta); - compiler.parameter("phi", sunsky.phi); - compiler.parameter_color("radiance", - make_float3(sunsky.radiance_x, sunsky.radiance_y, sunsky.radiance_z)); - compiler.parameter_array("config_x", sunsky.config_x, 9); - compiler.parameter_array("config_y", sunsky.config_y, 9); - compiler.parameter_array("config_z", sunsky.config_z, 9); - compiler.parameter_array("nishita_data", sunsky.nishita_data, 10); - /* nishita texture */ - if (sky_type == NODE_SKY_NISHITA) { - compiler.parameter_texture("filename", handle.svm_slot()); - } - compiler.add(this, "node_sky_texture"); -} - -/* Gradient Texture */ - -NODE_DEFINE(GradientTextureNode) -{ - NodeType *type = NodeType::add("gradient_texture", create, NodeType::SHADER); - - TEXTURE_MAPPING_DEFINE(GradientTextureNode); - - static NodeEnum type_enum; - type_enum.insert("linear", NODE_BLEND_LINEAR); - type_enum.insert("quadratic", NODE_BLEND_QUADRATIC); - type_enum.insert("easing", NODE_BLEND_EASING); - type_enum.insert("diagonal", NODE_BLEND_DIAGONAL); - type_enum.insert("radial", NODE_BLEND_RADIAL); - type_enum.insert("quadratic_sphere", NODE_BLEND_QUADRATIC_SPHERE); - type_enum.insert("spherical", NODE_BLEND_SPHERICAL); - SOCKET_ENUM(gradient_type, "Type", type_enum, NODE_BLEND_LINEAR); - - SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_TEXTURE_GENERATED); - - SOCKET_OUT_COLOR(color, "Color"); - SOCKET_OUT_FLOAT(fac, "Fac"); - - return type; -} - -GradientTextureNode::GradientTextureNode() : TextureNode(get_node_type()) -{ -} - -void GradientTextureNode::compile(SVMCompiler &compiler) -{ - ShaderInput *vector_in = input("Vector"); - ShaderOutput *color_out = output("Color"); - ShaderOutput *fac_out = output("Fac"); - - int vector_offset = tex_mapping.compile_begin(compiler, vector_in); - - compiler.add_node(NODE_TEX_GRADIENT, - compiler.encode_uchar4(gradient_type, - vector_offset, - compiler.stack_assign_if_linked(fac_out), - compiler.stack_assign_if_linked(color_out))); - - tex_mapping.compile_end(compiler, vector_in, vector_offset); -} - -void GradientTextureNode::compile(OSLCompiler &compiler) -{ - tex_mapping.compile(compiler); - - compiler.parameter(this, "gradient_type"); - compiler.add(this, "node_gradient_texture"); -} - -/* Noise Texture */ - -NODE_DEFINE(NoiseTextureNode) -{ - NodeType *type = NodeType::add("noise_texture", create, NodeType::SHADER); - - TEXTURE_MAPPING_DEFINE(NoiseTextureNode); - - static NodeEnum dimensions_enum; - dimensions_enum.insert("1D", 1); - dimensions_enum.insert("2D", 2); - dimensions_enum.insert("3D", 3); - dimensions_enum.insert("4D", 4); - SOCKET_ENUM(dimensions, "Dimensions", dimensions_enum, 3); - - SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_TEXTURE_GENERATED); - SOCKET_IN_FLOAT(w, "W", 0.0f); - SOCKET_IN_FLOAT(scale, "Scale", 1.0f); - SOCKET_IN_FLOAT(detail, "Detail", 2.0f); - SOCKET_IN_FLOAT(roughness, "Roughness", 0.5f); - SOCKET_IN_FLOAT(distortion, "Distortion", 0.0f); - - SOCKET_OUT_FLOAT(fac, "Fac"); - SOCKET_OUT_COLOR(color, "Color"); - - return type; -} - -NoiseTextureNode::NoiseTextureNode() : TextureNode(get_node_type()) -{ -} - -void NoiseTextureNode::compile(SVMCompiler &compiler) -{ - ShaderInput *vector_in = input("Vector"); - ShaderInput *w_in = input("W"); - ShaderInput *scale_in = input("Scale"); - ShaderInput *detail_in = input("Detail"); - ShaderInput *roughness_in = input("Roughness"); - ShaderInput *distortion_in = input("Distortion"); - ShaderOutput *fac_out = output("Fac"); - ShaderOutput *color_out = output("Color"); - - int vector_stack_offset = tex_mapping.compile_begin(compiler, vector_in); - int w_stack_offset = compiler.stack_assign_if_linked(w_in); - int scale_stack_offset = compiler.stack_assign_if_linked(scale_in); - int detail_stack_offset = compiler.stack_assign_if_linked(detail_in); - int roughness_stack_offset = compiler.stack_assign_if_linked(roughness_in); - int distortion_stack_offset = compiler.stack_assign_if_linked(distortion_in); - int fac_stack_offset = compiler.stack_assign_if_linked(fac_out); - int color_stack_offset = compiler.stack_assign_if_linked(color_out); - - compiler.add_node( - NODE_TEX_NOISE, - dimensions, - compiler.encode_uchar4( - vector_stack_offset, w_stack_offset, scale_stack_offset, detail_stack_offset), - compiler.encode_uchar4( - roughness_stack_offset, distortion_stack_offset, fac_stack_offset, color_stack_offset)); - compiler.add_node( - __float_as_int(w), __float_as_int(scale), __float_as_int(detail), __float_as_int(roughness)); - - compiler.add_node( - __float_as_int(distortion), SVM_STACK_INVALID, SVM_STACK_INVALID, SVM_STACK_INVALID); - - tex_mapping.compile_end(compiler, vector_in, vector_stack_offset); -} - -void NoiseTextureNode::compile(OSLCompiler &compiler) -{ - tex_mapping.compile(compiler); - compiler.parameter(this, "dimensions"); - compiler.add(this, "node_noise_texture"); -} - -/* Voronoi Texture */ - -NODE_DEFINE(VoronoiTextureNode) -{ - NodeType *type = NodeType::add("voronoi_texture", create, NodeType::SHADER); - - TEXTURE_MAPPING_DEFINE(VoronoiTextureNode); - - static NodeEnum dimensions_enum; - dimensions_enum.insert("1D", 1); - dimensions_enum.insert("2D", 2); - dimensions_enum.insert("3D", 3); - dimensions_enum.insert("4D", 4); - SOCKET_ENUM(dimensions, "Dimensions", dimensions_enum, 3); - - static NodeEnum metric_enum; - metric_enum.insert("euclidean", NODE_VORONOI_EUCLIDEAN); - metric_enum.insert("manhattan", NODE_VORONOI_MANHATTAN); - metric_enum.insert("chebychev", NODE_VORONOI_CHEBYCHEV); - metric_enum.insert("minkowski", NODE_VORONOI_MINKOWSKI); - SOCKET_ENUM(metric, "Distance Metric", metric_enum, NODE_VORONOI_EUCLIDEAN); - - static NodeEnum feature_enum; - feature_enum.insert("f1", NODE_VORONOI_F1); - feature_enum.insert("f2", NODE_VORONOI_F2); - feature_enum.insert("smooth_f1", NODE_VORONOI_SMOOTH_F1); - feature_enum.insert("distance_to_edge", NODE_VORONOI_DISTANCE_TO_EDGE); - feature_enum.insert("n_sphere_radius", NODE_VORONOI_N_SPHERE_RADIUS); - SOCKET_ENUM(feature, "Feature", feature_enum, NODE_VORONOI_F1); - - SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_TEXTURE_GENERATED); - SOCKET_IN_FLOAT(w, "W", 0.0f); - SOCKET_IN_FLOAT(scale, "Scale", 5.0f); - SOCKET_IN_FLOAT(smoothness, "Smoothness", 5.0f); - SOCKET_IN_FLOAT(exponent, "Exponent", 0.5f); - SOCKET_IN_FLOAT(randomness, "Randomness", 1.0f); - - SOCKET_OUT_FLOAT(distance, "Distance"); - SOCKET_OUT_COLOR(color, "Color"); - SOCKET_OUT_POINT(position, "Position"); - SOCKET_OUT_FLOAT(w, "W"); - SOCKET_OUT_FLOAT(radius, "Radius"); - - return type; -} - -VoronoiTextureNode::VoronoiTextureNode() : TextureNode(get_node_type()) -{ -} - -void VoronoiTextureNode::compile(SVMCompiler &compiler) -{ - ShaderInput *vector_in = input("Vector"); - ShaderInput *w_in = input("W"); - ShaderInput *scale_in = input("Scale"); - ShaderInput *smoothness_in = input("Smoothness"); - ShaderInput *exponent_in = input("Exponent"); - ShaderInput *randomness_in = input("Randomness"); - - ShaderOutput *distance_out = output("Distance"); - ShaderOutput *color_out = output("Color"); - ShaderOutput *position_out = output("Position"); - ShaderOutput *w_out = output("W"); - ShaderOutput *radius_out = output("Radius"); - - int vector_stack_offset = tex_mapping.compile_begin(compiler, vector_in); - int w_in_stack_offset = compiler.stack_assign_if_linked(w_in); - int scale_stack_offset = compiler.stack_assign_if_linked(scale_in); - int smoothness_stack_offset = compiler.stack_assign_if_linked(smoothness_in); - int exponent_stack_offset = compiler.stack_assign_if_linked(exponent_in); - int randomness_stack_offset = compiler.stack_assign_if_linked(randomness_in); - int distance_stack_offset = compiler.stack_assign_if_linked(distance_out); - int color_stack_offset = compiler.stack_assign_if_linked(color_out); - int position_stack_offset = compiler.stack_assign_if_linked(position_out); - int w_out_stack_offset = compiler.stack_assign_if_linked(w_out); - int radius_stack_offset = compiler.stack_assign_if_linked(radius_out); - - compiler.add_node(NODE_TEX_VORONOI, dimensions, feature, metric); - compiler.add_node( - compiler.encode_uchar4( - vector_stack_offset, w_in_stack_offset, scale_stack_offset, smoothness_stack_offset), - compiler.encode_uchar4(exponent_stack_offset, - randomness_stack_offset, - distance_stack_offset, - color_stack_offset), - compiler.encode_uchar4(position_stack_offset, w_out_stack_offset, radius_stack_offset), - __float_as_int(w)); - - compiler.add_node(__float_as_int(scale), - __float_as_int(smoothness), - __float_as_int(exponent), - __float_as_int(randomness)); - - tex_mapping.compile_end(compiler, vector_in, vector_stack_offset); -} - -void VoronoiTextureNode::compile(OSLCompiler &compiler) -{ - tex_mapping.compile(compiler); - - compiler.parameter(this, "dimensions"); - compiler.parameter(this, "feature"); - compiler.parameter(this, "metric"); - compiler.add(this, "node_voronoi_texture"); -} - -/* IES Light */ - -NODE_DEFINE(IESLightNode) -{ - NodeType *type = NodeType::add("ies_light", create, NodeType::SHADER); - - TEXTURE_MAPPING_DEFINE(IESLightNode); - - SOCKET_STRING(ies, "IES", ustring()); - SOCKET_STRING(filename, "File Name", ustring()); - - SOCKET_IN_FLOAT(strength, "Strength", 1.0f); - SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_TEXTURE_NORMAL); - - SOCKET_OUT_FLOAT(fac, "Fac"); - - return type; -} - -IESLightNode::IESLightNode() : TextureNode(get_node_type()) -{ - light_manager = NULL; - slot = -1; -} - -ShaderNode *IESLightNode::clone(ShaderGraph *graph) const -{ - IESLightNode *node = graph->create_node(*this); - - node->light_manager = NULL; - node->slot = -1; - - return node; -} - -IESLightNode::~IESLightNode() -{ - if (light_manager) { - light_manager->remove_ies(slot); - } -} - -void IESLightNode::get_slot() -{ - assert(light_manager); - - if (slot == -1) { - if (ies.empty()) { - slot = light_manager->add_ies_from_file(filename.string()); - } - else { - slot = light_manager->add_ies(ies.string()); - } - } -} - -void IESLightNode::compile(SVMCompiler &compiler) -{ - light_manager = compiler.scene->light_manager; - get_slot(); - - ShaderInput *strength_in = input("Strength"); - ShaderInput *vector_in = input("Vector"); - ShaderOutput *fac_out = output("Fac"); - - int vector_offset = tex_mapping.compile_begin(compiler, vector_in); - - compiler.add_node(NODE_IES, - compiler.encode_uchar4(compiler.stack_assign_if_linked(strength_in), - vector_offset, - compiler.stack_assign(fac_out), - 0), - slot, - __float_as_int(strength)); - - tex_mapping.compile_end(compiler, vector_in, vector_offset); -} - -void IESLightNode::compile(OSLCompiler &compiler) -{ - light_manager = compiler.scene->light_manager; - get_slot(); - - tex_mapping.compile(compiler); - - compiler.parameter_texture_ies("filename", slot); - compiler.add(this, "node_ies_light"); -} - -/* White Noise Texture */ - -NODE_DEFINE(WhiteNoiseTextureNode) -{ - NodeType *type = NodeType::add("white_noise_texture", create, NodeType::SHADER); - - static NodeEnum dimensions_enum; - dimensions_enum.insert("1D", 1); - dimensions_enum.insert("2D", 2); - dimensions_enum.insert("3D", 3); - dimensions_enum.insert("4D", 4); - SOCKET_ENUM(dimensions, "Dimensions", dimensions_enum, 3); - - SOCKET_IN_POINT(vector, "Vector", zero_float3()); - SOCKET_IN_FLOAT(w, "W", 0.0f); - - SOCKET_OUT_FLOAT(value, "Value"); - SOCKET_OUT_COLOR(color, "Color"); - - return type; -} - -WhiteNoiseTextureNode::WhiteNoiseTextureNode() : ShaderNode(get_node_type()) -{ -} - -void WhiteNoiseTextureNode::compile(SVMCompiler &compiler) -{ - ShaderInput *vector_in = input("Vector"); - ShaderInput *w_in = input("W"); - ShaderOutput *value_out = output("Value"); - ShaderOutput *color_out = output("Color"); - - int vector_stack_offset = compiler.stack_assign(vector_in); - int w_stack_offset = compiler.stack_assign(w_in); - int value_stack_offset = compiler.stack_assign(value_out); - int color_stack_offset = compiler.stack_assign(color_out); - - compiler.add_node(NODE_TEX_WHITE_NOISE, - dimensions, - compiler.encode_uchar4(vector_stack_offset, w_stack_offset), - compiler.encode_uchar4(value_stack_offset, color_stack_offset)); -} - -void WhiteNoiseTextureNode::compile(OSLCompiler &compiler) -{ - compiler.parameter(this, "dimensions"); - compiler.add(this, "node_white_noise_texture"); -} - -/* Musgrave Texture */ - -NODE_DEFINE(MusgraveTextureNode) -{ - NodeType *type = NodeType::add("musgrave_texture", create, NodeType::SHADER); - - TEXTURE_MAPPING_DEFINE(MusgraveTextureNode); - - static NodeEnum dimensions_enum; - dimensions_enum.insert("1D", 1); - dimensions_enum.insert("2D", 2); - dimensions_enum.insert("3D", 3); - dimensions_enum.insert("4D", 4); - SOCKET_ENUM(dimensions, "Dimensions", dimensions_enum, 3); - - static NodeEnum type_enum; - type_enum.insert("multifractal", NODE_MUSGRAVE_MULTIFRACTAL); - type_enum.insert("fBM", NODE_MUSGRAVE_FBM); - type_enum.insert("hybrid_multifractal", NODE_MUSGRAVE_HYBRID_MULTIFRACTAL); - type_enum.insert("ridged_multifractal", NODE_MUSGRAVE_RIDGED_MULTIFRACTAL); - type_enum.insert("hetero_terrain", NODE_MUSGRAVE_HETERO_TERRAIN); - SOCKET_ENUM(musgrave_type, "Type", type_enum, NODE_MUSGRAVE_FBM); - - SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_TEXTURE_GENERATED); - SOCKET_IN_FLOAT(w, "W", 0.0f); - SOCKET_IN_FLOAT(scale, "Scale", 1.0f); - SOCKET_IN_FLOAT(detail, "Detail", 2.0f); - SOCKET_IN_FLOAT(dimension, "Dimension", 2.0f); - SOCKET_IN_FLOAT(lacunarity, "Lacunarity", 2.0f); - SOCKET_IN_FLOAT(offset, "Offset", 0.0f); - SOCKET_IN_FLOAT(gain, "Gain", 1.0f); - - SOCKET_OUT_FLOAT(fac, "Fac"); - - return type; -} - -MusgraveTextureNode::MusgraveTextureNode() : TextureNode(get_node_type()) -{ -} - -void MusgraveTextureNode::compile(SVMCompiler &compiler) -{ - ShaderInput *vector_in = input("Vector"); - ShaderInput *w_in = input("W"); - ShaderInput *scale_in = input("Scale"); - ShaderInput *detail_in = input("Detail"); - ShaderInput *dimension_in = input("Dimension"); - ShaderInput *lacunarity_in = input("Lacunarity"); - ShaderInput *offset_in = input("Offset"); - ShaderInput *gain_in = input("Gain"); - ShaderOutput *fac_out = output("Fac"); - - int vector_stack_offset = tex_mapping.compile_begin(compiler, vector_in); - int w_stack_offset = compiler.stack_assign_if_linked(w_in); - int scale_stack_offset = compiler.stack_assign_if_linked(scale_in); - int detail_stack_offset = compiler.stack_assign_if_linked(detail_in); - int dimension_stack_offset = compiler.stack_assign_if_linked(dimension_in); - int lacunarity_stack_offset = compiler.stack_assign_if_linked(lacunarity_in); - int offset_stack_offset = compiler.stack_assign_if_linked(offset_in); - int gain_stack_offset = compiler.stack_assign_if_linked(gain_in); - int fac_stack_offset = compiler.stack_assign(fac_out); - - compiler.add_node( - NODE_TEX_MUSGRAVE, - compiler.encode_uchar4(musgrave_type, dimensions, vector_stack_offset, w_stack_offset), - compiler.encode_uchar4(scale_stack_offset, - detail_stack_offset, - dimension_stack_offset, - lacunarity_stack_offset), - compiler.encode_uchar4(offset_stack_offset, gain_stack_offset, fac_stack_offset)); - compiler.add_node( - __float_as_int(w), __float_as_int(scale), __float_as_int(detail), __float_as_int(dimension)); - compiler.add_node(__float_as_int(lacunarity), __float_as_int(offset), __float_as_int(gain)); - - tex_mapping.compile_end(compiler, vector_in, vector_stack_offset); -} - -void MusgraveTextureNode::compile(OSLCompiler &compiler) -{ - tex_mapping.compile(compiler); - - compiler.parameter(this, "musgrave_type"); - compiler.parameter(this, "dimensions"); - compiler.add(this, "node_musgrave_texture"); -} - -/* Wave Texture */ - -NODE_DEFINE(WaveTextureNode) -{ - NodeType *type = NodeType::add("wave_texture", create, NodeType::SHADER); - - TEXTURE_MAPPING_DEFINE(WaveTextureNode); - - static NodeEnum type_enum; - type_enum.insert("bands", NODE_WAVE_BANDS); - type_enum.insert("rings", NODE_WAVE_RINGS); - SOCKET_ENUM(wave_type, "Type", type_enum, NODE_WAVE_BANDS); - - static NodeEnum bands_direction_enum; - bands_direction_enum.insert("x", NODE_WAVE_BANDS_DIRECTION_X); - bands_direction_enum.insert("y", NODE_WAVE_BANDS_DIRECTION_Y); - bands_direction_enum.insert("z", NODE_WAVE_BANDS_DIRECTION_Z); - bands_direction_enum.insert("diagonal", NODE_WAVE_BANDS_DIRECTION_DIAGONAL); - SOCKET_ENUM( - bands_direction, "Bands Direction", bands_direction_enum, NODE_WAVE_BANDS_DIRECTION_X); - - static NodeEnum rings_direction_enum; - rings_direction_enum.insert("x", NODE_WAVE_RINGS_DIRECTION_X); - rings_direction_enum.insert("y", NODE_WAVE_RINGS_DIRECTION_Y); - rings_direction_enum.insert("z", NODE_WAVE_RINGS_DIRECTION_Z); - rings_direction_enum.insert("spherical", NODE_WAVE_RINGS_DIRECTION_SPHERICAL); - SOCKET_ENUM( - rings_direction, "Rings Direction", rings_direction_enum, NODE_WAVE_BANDS_DIRECTION_X); - - static NodeEnum profile_enum; - profile_enum.insert("sine", NODE_WAVE_PROFILE_SIN); - profile_enum.insert("saw", NODE_WAVE_PROFILE_SAW); - profile_enum.insert("tri", NODE_WAVE_PROFILE_TRI); - SOCKET_ENUM(profile, "Profile", profile_enum, NODE_WAVE_PROFILE_SIN); - - SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_TEXTURE_GENERATED); - SOCKET_IN_FLOAT(scale, "Scale", 1.0f); - SOCKET_IN_FLOAT(distortion, "Distortion", 0.0f); - SOCKET_IN_FLOAT(detail, "Detail", 2.0f); - SOCKET_IN_FLOAT(detail_scale, "Detail Scale", 0.0f); - SOCKET_IN_FLOAT(detail_roughness, "Detail Roughness", 0.5f); - SOCKET_IN_FLOAT(phase, "Phase Offset", 0.0f); - SOCKET_OUT_COLOR(color, "Color"); - SOCKET_OUT_FLOAT(fac, "Fac"); - - return type; -} - -WaveTextureNode::WaveTextureNode() : TextureNode(get_node_type()) -{ -} - -void WaveTextureNode::compile(SVMCompiler &compiler) -{ - ShaderInput *vector_in = input("Vector"); - ShaderInput *scale_in = input("Scale"); - ShaderInput *distortion_in = input("Distortion"); - ShaderInput *detail_in = input("Detail"); - ShaderInput *dscale_in = input("Detail Scale"); - ShaderInput *droughness_in = input("Detail Roughness"); - ShaderInput *phase_in = input("Phase Offset"); - ShaderOutput *color_out = output("Color"); - ShaderOutput *fac_out = output("Fac"); - - int vector_offset = tex_mapping.compile_begin(compiler, vector_in); - - compiler.add_node(NODE_TEX_WAVE, - compiler.encode_uchar4(wave_type, bands_direction, rings_direction, profile), - compiler.encode_uchar4(vector_offset, - compiler.stack_assign_if_linked(scale_in), - compiler.stack_assign_if_linked(distortion_in)), - compiler.encode_uchar4(compiler.stack_assign_if_linked(detail_in), - compiler.stack_assign_if_linked(dscale_in), - compiler.stack_assign_if_linked(droughness_in), - compiler.stack_assign_if_linked(phase_in))); - - compiler.add_node(compiler.encode_uchar4(compiler.stack_assign_if_linked(color_out), - compiler.stack_assign_if_linked(fac_out)), - __float_as_int(scale), - __float_as_int(distortion), - __float_as_int(detail)); - - compiler.add_node(__float_as_int(detail_scale), - __float_as_int(detail_roughness), - __float_as_int(phase), - SVM_STACK_INVALID); - - tex_mapping.compile_end(compiler, vector_in, vector_offset); -} - -void WaveTextureNode::compile(OSLCompiler &compiler) -{ - tex_mapping.compile(compiler); - - compiler.parameter(this, "wave_type"); - compiler.parameter(this, "bands_direction"); - compiler.parameter(this, "rings_direction"); - compiler.parameter(this, "profile"); - - compiler.add(this, "node_wave_texture"); -} - -/* Magic Texture */ - -NODE_DEFINE(MagicTextureNode) -{ - NodeType *type = NodeType::add("magic_texture", create, NodeType::SHADER); - - TEXTURE_MAPPING_DEFINE(MagicTextureNode); - - SOCKET_INT(depth, "Depth", 2); - - SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_TEXTURE_GENERATED); - SOCKET_IN_FLOAT(scale, "Scale", 5.0f); - SOCKET_IN_FLOAT(distortion, "Distortion", 1.0f); - - SOCKET_OUT_COLOR(color, "Color"); - SOCKET_OUT_FLOAT(fac, "Fac"); - - return type; -} - -MagicTextureNode::MagicTextureNode() : TextureNode(get_node_type()) -{ -} - -void MagicTextureNode::compile(SVMCompiler &compiler) -{ - ShaderInput *vector_in = input("Vector"); - ShaderInput *scale_in = input("Scale"); - ShaderInput *distortion_in = input("Distortion"); - ShaderOutput *color_out = output("Color"); - ShaderOutput *fac_out = output("Fac"); - - int vector_offset = tex_mapping.compile_begin(compiler, vector_in); - - compiler.add_node(NODE_TEX_MAGIC, - compiler.encode_uchar4(depth, - compiler.stack_assign_if_linked(color_out), - compiler.stack_assign_if_linked(fac_out)), - compiler.encode_uchar4(vector_offset, - compiler.stack_assign_if_linked(scale_in), - compiler.stack_assign_if_linked(distortion_in))); - compiler.add_node(__float_as_int(scale), __float_as_int(distortion)); - - tex_mapping.compile_end(compiler, vector_in, vector_offset); -} - -void MagicTextureNode::compile(OSLCompiler &compiler) -{ - tex_mapping.compile(compiler); - - compiler.parameter(this, "depth"); - compiler.add(this, "node_magic_texture"); -} - -/* Checker Texture */ - -NODE_DEFINE(CheckerTextureNode) -{ - NodeType *type = NodeType::add("checker_texture", create, NodeType::SHADER); - - TEXTURE_MAPPING_DEFINE(CheckerTextureNode); - - SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_TEXTURE_GENERATED); - SOCKET_IN_COLOR(color1, "Color1", zero_float3()); - SOCKET_IN_COLOR(color2, "Color2", zero_float3()); - SOCKET_IN_FLOAT(scale, "Scale", 1.0f); - - SOCKET_OUT_COLOR(color, "Color"); - SOCKET_OUT_FLOAT(fac, "Fac"); - - return type; -} - -CheckerTextureNode::CheckerTextureNode() : TextureNode(get_node_type()) -{ -} - -void CheckerTextureNode::compile(SVMCompiler &compiler) -{ - ShaderInput *vector_in = input("Vector"); - ShaderInput *color1_in = input("Color1"); - ShaderInput *color2_in = input("Color2"); - ShaderInput *scale_in = input("Scale"); - - ShaderOutput *color_out = output("Color"); - ShaderOutput *fac_out = output("Fac"); - - int vector_offset = tex_mapping.compile_begin(compiler, vector_in); - - compiler.add_node(NODE_TEX_CHECKER, - compiler.encode_uchar4(vector_offset, - compiler.stack_assign(color1_in), - compiler.stack_assign(color2_in), - compiler.stack_assign_if_linked(scale_in)), - compiler.encode_uchar4(compiler.stack_assign_if_linked(color_out), - compiler.stack_assign_if_linked(fac_out)), - __float_as_int(scale)); - - tex_mapping.compile_end(compiler, vector_in, vector_offset); -} - -void CheckerTextureNode::compile(OSLCompiler &compiler) -{ - tex_mapping.compile(compiler); - - compiler.add(this, "node_checker_texture"); -} - -/* Brick Texture */ - -NODE_DEFINE(BrickTextureNode) -{ - NodeType *type = NodeType::add("brick_texture", create, NodeType::SHADER); - - TEXTURE_MAPPING_DEFINE(BrickTextureNode); - - SOCKET_FLOAT(offset, "Offset", 0.5f); - SOCKET_INT(offset_frequency, "Offset Frequency", 2); - SOCKET_FLOAT(squash, "Squash", 1.0f); - SOCKET_INT(squash_frequency, "Squash Frequency", 2); - - SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_TEXTURE_GENERATED); - - SOCKET_IN_COLOR(color1, "Color1", zero_float3()); - SOCKET_IN_COLOR(color2, "Color2", zero_float3()); - SOCKET_IN_COLOR(mortar, "Mortar", zero_float3()); - SOCKET_IN_FLOAT(scale, "Scale", 5.0f); - SOCKET_IN_FLOAT(mortar_size, "Mortar Size", 0.02f); - SOCKET_IN_FLOAT(mortar_smooth, "Mortar Smooth", 0.0f); - SOCKET_IN_FLOAT(bias, "Bias", 0.0f); - SOCKET_IN_FLOAT(brick_width, "Brick Width", 0.5f); - SOCKET_IN_FLOAT(row_height, "Row Height", 0.25f); - - SOCKET_OUT_COLOR(color, "Color"); - SOCKET_OUT_FLOAT(fac, "Fac"); - - return type; -} - -BrickTextureNode::BrickTextureNode() : TextureNode(get_node_type()) -{ -} - -void BrickTextureNode::compile(SVMCompiler &compiler) -{ - ShaderInput *vector_in = input("Vector"); - ShaderInput *color1_in = input("Color1"); - ShaderInput *color2_in = input("Color2"); - ShaderInput *mortar_in = input("Mortar"); - ShaderInput *scale_in = input("Scale"); - ShaderInput *mortar_size_in = input("Mortar Size"); - ShaderInput *mortar_smooth_in = input("Mortar Smooth"); - ShaderInput *bias_in = input("Bias"); - ShaderInput *brick_width_in = input("Brick Width"); - ShaderInput *row_height_in = input("Row Height"); - - ShaderOutput *color_out = output("Color"); - ShaderOutput *fac_out = output("Fac"); - - int vector_offset = tex_mapping.compile_begin(compiler, vector_in); - - compiler.add_node(NODE_TEX_BRICK, - compiler.encode_uchar4(vector_offset, - compiler.stack_assign(color1_in), - compiler.stack_assign(color2_in), - compiler.stack_assign(mortar_in)), - compiler.encode_uchar4(compiler.stack_assign_if_linked(scale_in), - compiler.stack_assign_if_linked(mortar_size_in), - compiler.stack_assign_if_linked(bias_in), - compiler.stack_assign_if_linked(brick_width_in)), - compiler.encode_uchar4(compiler.stack_assign_if_linked(row_height_in), - compiler.stack_assign_if_linked(color_out), - compiler.stack_assign_if_linked(fac_out), - compiler.stack_assign_if_linked(mortar_smooth_in))); - - compiler.add_node(compiler.encode_uchar4(offset_frequency, squash_frequency), - __float_as_int(scale), - __float_as_int(mortar_size), - __float_as_int(bias)); - - compiler.add_node(__float_as_int(brick_width), - __float_as_int(row_height), - __float_as_int(offset), - __float_as_int(squash)); - - compiler.add_node( - __float_as_int(mortar_smooth), SVM_STACK_INVALID, SVM_STACK_INVALID, SVM_STACK_INVALID); - - tex_mapping.compile_end(compiler, vector_in, vector_offset); -} - -void BrickTextureNode::compile(OSLCompiler &compiler) -{ - tex_mapping.compile(compiler); - - compiler.parameter(this, "offset"); - compiler.parameter(this, "offset_frequency"); - compiler.parameter(this, "squash"); - compiler.parameter(this, "squash_frequency"); - compiler.add(this, "node_brick_texture"); -} - -/* Point Density Texture */ - -NODE_DEFINE(PointDensityTextureNode) -{ - NodeType *type = NodeType::add("point_density_texture", create, NodeType::SHADER); - - SOCKET_STRING(filename, "Filename", ustring()); - - static NodeEnum space_enum; - space_enum.insert("object", NODE_TEX_VOXEL_SPACE_OBJECT); - space_enum.insert("world", NODE_TEX_VOXEL_SPACE_WORLD); - SOCKET_ENUM(space, "Space", space_enum, NODE_TEX_VOXEL_SPACE_OBJECT); - - static NodeEnum interpolation_enum; - interpolation_enum.insert("closest", INTERPOLATION_CLOSEST); - interpolation_enum.insert("linear", INTERPOLATION_LINEAR); - interpolation_enum.insert("cubic", INTERPOLATION_CUBIC); - interpolation_enum.insert("smart", INTERPOLATION_SMART); - SOCKET_ENUM(interpolation, "Interpolation", interpolation_enum, INTERPOLATION_LINEAR); - - SOCKET_TRANSFORM(tfm, "Transform", transform_identity()); - - SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_POSITION); - - SOCKET_OUT_FLOAT(density, "Density"); - SOCKET_OUT_COLOR(color, "Color"); - - return type; -} - -PointDensityTextureNode::PointDensityTextureNode() : ShaderNode(get_node_type()) -{ -} - -PointDensityTextureNode::~PointDensityTextureNode() -{ -} - -ShaderNode *PointDensityTextureNode::clone(ShaderGraph *graph) const -{ - /* Increase image user count for new node. We need to ensure to not call - * add_image again, to work around access of freed data on the Blender - * side. A better solution should be found to avoid this. */ - PointDensityTextureNode *node = graph->create_node(*this); - node->handle = handle; /* TODO: not needed? */ - return node; -} - -void PointDensityTextureNode::attributes(Shader *shader, AttributeRequestSet *attributes) -{ - if (shader->has_volume) - attributes->add(ATTR_STD_GENERATED_TRANSFORM); - - ShaderNode::attributes(shader, attributes); -} - -ImageParams PointDensityTextureNode::image_params() const -{ - ImageParams params; - params.interpolation = interpolation; - return params; -} - -void PointDensityTextureNode::compile(SVMCompiler &compiler) -{ - ShaderInput *vector_in = input("Vector"); - ShaderOutput *density_out = output("Density"); - ShaderOutput *color_out = output("Color"); - - const bool use_density = !density_out->links.empty(); - const bool use_color = !color_out->links.empty(); - - if (use_density || use_color) { - if (handle.empty()) { - ImageManager *image_manager = compiler.scene->image_manager; - handle = image_manager->add_image(filename.string(), image_params()); - } - - const int slot = handle.svm_slot(); - if (slot != -1) { - compiler.stack_assign(vector_in); - compiler.add_node(NODE_TEX_VOXEL, - slot, - compiler.encode_uchar4(compiler.stack_assign(vector_in), - compiler.stack_assign_if_linked(density_out), - compiler.stack_assign_if_linked(color_out), - space)); - if (space == NODE_TEX_VOXEL_SPACE_WORLD) { - compiler.add_node(tfm.x); - compiler.add_node(tfm.y); - compiler.add_node(tfm.z); - } - } - else { - if (use_density) { - compiler.add_node(NODE_VALUE_F, __float_as_int(0.0f), compiler.stack_assign(density_out)); - } - if (use_color) { - compiler.add_node(NODE_VALUE_V, compiler.stack_assign(color_out)); - compiler.add_node( - NODE_VALUE_V, - make_float3(TEX_IMAGE_MISSING_R, TEX_IMAGE_MISSING_G, TEX_IMAGE_MISSING_B)); - } - } - } -} - -void PointDensityTextureNode::compile(OSLCompiler &compiler) -{ - ShaderOutput *density_out = output("Density"); - ShaderOutput *color_out = output("Color"); - - const bool use_density = !density_out->links.empty(); - const bool use_color = !color_out->links.empty(); - - if (use_density || use_color) { - if (handle.empty()) { - ImageManager *image_manager = compiler.scene->image_manager; - handle = image_manager->add_image(filename.string(), image_params()); - } - - compiler.parameter_texture("filename", handle.svm_slot()); - if (space == NODE_TEX_VOXEL_SPACE_WORLD) { - compiler.parameter("mapping", tfm); - compiler.parameter("use_mapping", 1); - } - compiler.parameter(this, "interpolation"); - compiler.add(this, "node_voxel_texture"); - } -} - -/* Normal */ - -NODE_DEFINE(NormalNode) -{ - NodeType *type = NodeType::add("normal", create, NodeType::SHADER); - - SOCKET_VECTOR(direction, "direction", zero_float3()); - - SOCKET_IN_NORMAL(normal, "Normal", zero_float3()); - - SOCKET_OUT_NORMAL(normal, "Normal"); - SOCKET_OUT_FLOAT(dot, "Dot"); - - return type; -} - -NormalNode::NormalNode() : ShaderNode(get_node_type()) -{ -} - -void NormalNode::compile(SVMCompiler &compiler) -{ - ShaderInput *normal_in = input("Normal"); - ShaderOutput *normal_out = output("Normal"); - ShaderOutput *dot_out = output("Dot"); - - compiler.add_node(NODE_NORMAL, - compiler.stack_assign(normal_in), - compiler.stack_assign(normal_out), - compiler.stack_assign(dot_out)); - compiler.add_node( - __float_as_int(direction.x), __float_as_int(direction.y), __float_as_int(direction.z)); -} - -void NormalNode::compile(OSLCompiler &compiler) -{ - compiler.parameter(this, "direction"); - compiler.add(this, "node_normal"); -} - -/* Mapping */ - -NODE_DEFINE(MappingNode) -{ - NodeType *type = NodeType::add("mapping", create, NodeType::SHADER); - - static NodeEnum type_enum; - type_enum.insert("point", NODE_MAPPING_TYPE_POINT); - type_enum.insert("texture", NODE_MAPPING_TYPE_TEXTURE); - type_enum.insert("vector", NODE_MAPPING_TYPE_VECTOR); - type_enum.insert("normal", NODE_MAPPING_TYPE_NORMAL); - SOCKET_ENUM(mapping_type, "Type", type_enum, NODE_MAPPING_TYPE_POINT); - - SOCKET_IN_POINT(vector, "Vector", zero_float3()); - SOCKET_IN_POINT(location, "Location", zero_float3()); - SOCKET_IN_POINT(rotation, "Rotation", zero_float3()); - SOCKET_IN_POINT(scale, "Scale", one_float3()); - - SOCKET_OUT_POINT(vector, "Vector"); - - return type; -} - -MappingNode::MappingNode() : ShaderNode(get_node_type()) -{ -} - -void MappingNode::constant_fold(const ConstantFolder &folder) -{ - if (folder.all_inputs_constant()) { - float3 result = svm_mapping((NodeMappingType)mapping_type, vector, location, rotation, scale); - folder.make_constant(result); - } - else { - folder.fold_mapping((NodeMappingType)mapping_type); - } -} - -void MappingNode::compile(SVMCompiler &compiler) -{ - ShaderInput *vector_in = input("Vector"); - ShaderInput *location_in = input("Location"); - ShaderInput *rotation_in = input("Rotation"); - ShaderInput *scale_in = input("Scale"); - ShaderOutput *vector_out = output("Vector"); - - int vector_stack_offset = compiler.stack_assign(vector_in); - int location_stack_offset = compiler.stack_assign(location_in); - int rotation_stack_offset = compiler.stack_assign(rotation_in); - int scale_stack_offset = compiler.stack_assign(scale_in); - int result_stack_offset = compiler.stack_assign(vector_out); - - compiler.add_node( - NODE_MAPPING, - mapping_type, - compiler.encode_uchar4( - vector_stack_offset, location_stack_offset, rotation_stack_offset, scale_stack_offset), - result_stack_offset); -} - -void MappingNode::compile(OSLCompiler &compiler) -{ - compiler.parameter(this, "mapping_type"); - compiler.add(this, "node_mapping"); -} - -/* RGBToBW */ - -NODE_DEFINE(RGBToBWNode) -{ - NodeType *type = NodeType::add("rgb_to_bw", create, NodeType::SHADER); - - SOCKET_IN_COLOR(color, "Color", zero_float3()); - SOCKET_OUT_FLOAT(val, "Val"); - - return type; -} - -RGBToBWNode::RGBToBWNode() : ShaderNode(get_node_type()) -{ -} - -void RGBToBWNode::constant_fold(const ConstantFolder &folder) -{ - if (folder.all_inputs_constant()) { - float val = folder.scene->shader_manager->linear_rgb_to_gray(color); - folder.make_constant(val); - } -} - -void RGBToBWNode::compile(SVMCompiler &compiler) -{ - compiler.add_node(NODE_CONVERT, - NODE_CONVERT_CF, - compiler.stack_assign(inputs[0]), - compiler.stack_assign(outputs[0])); -} - -void RGBToBWNode::compile(OSLCompiler &compiler) -{ - compiler.add(this, "node_rgb_to_bw"); -} - -/* Convert */ - -const NodeType *ConvertNode::node_types[ConvertNode::MAX_TYPE][ConvertNode::MAX_TYPE]; -bool ConvertNode::initialized = ConvertNode::register_types(); - -Node *ConvertNode::create(const NodeType *type) -{ - return new ConvertNode(type->inputs[0].type, type->outputs[0].type); -} - -bool ConvertNode::register_types() -{ - const int num_types = 8; - SocketType::Type types[num_types] = {SocketType::FLOAT, - SocketType::INT, - SocketType::COLOR, - SocketType::VECTOR, - SocketType::POINT, - SocketType::NORMAL, - SocketType::STRING, - SocketType::CLOSURE}; - - for (size_t i = 0; i < num_types; i++) { - SocketType::Type from = types[i]; - ustring from_name(SocketType::type_name(from)); - ustring from_value_name("value_" + from_name.string()); - - for (size_t j = 0; j < num_types; j++) { - SocketType::Type to = types[j]; - ustring to_name(SocketType::type_name(to)); - ustring to_value_name("value_" + to_name.string()); - - string node_name = "convert_" + from_name.string() + "_to_" + to_name.string(); - NodeType *type = NodeType::add(node_name.c_str(), create, NodeType::SHADER); - - type->register_input(from_value_name, - from_value_name, - from, - SOCKET_OFFSETOF(ConvertNode, value_float), - SocketType::zero_default_value(), - NULL, - NULL, - SocketType::LINKABLE); - type->register_output(to_value_name, to_value_name, to); - - assert(from < MAX_TYPE); - assert(to < MAX_TYPE); - - node_types[from][to] = type; - } - } - - return true; -} - -ConvertNode::ConvertNode(SocketType::Type from_, SocketType::Type to_, bool autoconvert) - : ShaderNode(node_types[from_][to_]) -{ - from = from_; - to = to_; - - if (from == to) - special_type = SHADER_SPECIAL_TYPE_PROXY; - else if (autoconvert) - special_type = SHADER_SPECIAL_TYPE_AUTOCONVERT; -} - -/* Union usage requires a manual copy constructor. */ -ConvertNode::ConvertNode(const ConvertNode &other) - : ShaderNode(other), - from(other.from), - to(other.to), - value_color(other.value_color), - value_string(other.value_string) -{ -} - -void ConvertNode::constant_fold(const ConstantFolder &folder) -{ - /* proxy nodes should have been removed at this point */ - assert(special_type != SHADER_SPECIAL_TYPE_PROXY); - - /* TODO(DingTo): conversion from/to int is not supported yet, don't fold in that case */ - - if (folder.all_inputs_constant()) { - if (from == SocketType::FLOAT) { - if (SocketType::is_float3(to)) { - folder.make_constant(make_float3(value_float, value_float, value_float)); - } - } - else if (SocketType::is_float3(from)) { - if (to == SocketType::FLOAT) { - if (from == SocketType::COLOR) { - /* color to float */ - float val = folder.scene->shader_manager->linear_rgb_to_gray(value_color); - folder.make_constant(val); - } - else { - /* vector/point/normal to float */ - folder.make_constant(average(value_vector)); - } - } - else if (SocketType::is_float3(to)) { - folder.make_constant(value_color); - } - } - } - else { - ShaderInput *in = inputs[0]; - ShaderNode *prev = in->link->parent; - - /* no-op conversion of A to B to A */ - if (prev->type == node_types[to][from]) { - ShaderInput *prev_in = prev->inputs[0]; - - if (SocketType::is_float3(from) && (to == SocketType::FLOAT || SocketType::is_float3(to)) && - prev_in->link) { - folder.bypass(prev_in->link); - } - } - } -} - -void ConvertNode::compile(SVMCompiler &compiler) -{ - /* proxy nodes should have been removed at this point */ - assert(special_type != SHADER_SPECIAL_TYPE_PROXY); - - ShaderInput *in = inputs[0]; - ShaderOutput *out = outputs[0]; - - if (from == SocketType::FLOAT) { - if (to == SocketType::INT) - /* float to int */ - compiler.add_node( - NODE_CONVERT, NODE_CONVERT_FI, compiler.stack_assign(in), compiler.stack_assign(out)); - else - /* float to float3 */ - compiler.add_node( - NODE_CONVERT, NODE_CONVERT_FV, compiler.stack_assign(in), compiler.stack_assign(out)); - } - else if (from == SocketType::INT) { - if (to == SocketType::FLOAT) - /* int to float */ - compiler.add_node( - NODE_CONVERT, NODE_CONVERT_IF, compiler.stack_assign(in), compiler.stack_assign(out)); - else - /* int to vector/point/normal */ - compiler.add_node( - NODE_CONVERT, NODE_CONVERT_IV, compiler.stack_assign(in), compiler.stack_assign(out)); - } - else if (to == SocketType::FLOAT) { - if (from == SocketType::COLOR) - /* color to float */ - compiler.add_node( - NODE_CONVERT, NODE_CONVERT_CF, compiler.stack_assign(in), compiler.stack_assign(out)); - else - /* vector/point/normal to float */ - compiler.add_node( - NODE_CONVERT, NODE_CONVERT_VF, compiler.stack_assign(in), compiler.stack_assign(out)); - } - else if (to == SocketType::INT) { - if (from == SocketType::COLOR) - /* color to int */ - compiler.add_node( - NODE_CONVERT, NODE_CONVERT_CI, compiler.stack_assign(in), compiler.stack_assign(out)); - else - /* vector/point/normal to int */ - compiler.add_node( - NODE_CONVERT, NODE_CONVERT_VI, compiler.stack_assign(in), compiler.stack_assign(out)); - } - else { - /* float3 to float3 */ - if (in->link) { - /* no op in SVM */ - compiler.stack_link(in, out); - } - else { - /* set 0,0,0 value */ - compiler.add_node(NODE_VALUE_V, compiler.stack_assign(out)); - compiler.add_node(NODE_VALUE_V, value_color); - } - } -} - -void ConvertNode::compile(OSLCompiler &compiler) -{ - /* proxy nodes should have been removed at this point */ - assert(special_type != SHADER_SPECIAL_TYPE_PROXY); - - if (from == SocketType::FLOAT) - compiler.add(this, "node_convert_from_float"); - else if (from == SocketType::INT) - compiler.add(this, "node_convert_from_int"); - else if (from == SocketType::COLOR) - compiler.add(this, "node_convert_from_color"); - else if (from == SocketType::VECTOR) - compiler.add(this, "node_convert_from_vector"); - else if (from == SocketType::POINT) - compiler.add(this, "node_convert_from_point"); - else if (from == SocketType::NORMAL) - compiler.add(this, "node_convert_from_normal"); - else - assert(0); -} - -/* Base type for all closure-type nodes */ - -BsdfBaseNode::BsdfBaseNode(const NodeType *node_type) : ShaderNode(node_type) -{ - special_type = SHADER_SPECIAL_TYPE_CLOSURE; -} - -bool BsdfBaseNode::has_bump() -{ - /* detect if anything is plugged into the normal input besides the default */ - ShaderInput *normal_in = input("Normal"); - return (normal_in && normal_in->link && - normal_in->link->parent->special_type != SHADER_SPECIAL_TYPE_GEOMETRY); -} - -/* BSDF Closure */ - -BsdfNode::BsdfNode(const NodeType *node_type) : BsdfBaseNode(node_type) -{ -} - -void BsdfNode::compile(SVMCompiler &compiler, - ShaderInput *param1, - ShaderInput *param2, - ShaderInput *param3, - ShaderInput *param4) -{ - ShaderInput *color_in = input("Color"); - ShaderInput *normal_in = input("Normal"); - ShaderInput *tangent_in = input("Tangent"); - - if (color_in->link) - compiler.add_node(NODE_CLOSURE_WEIGHT, compiler.stack_assign(color_in)); - else - compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color); - - int normal_offset = (normal_in) ? compiler.stack_assign_if_linked(normal_in) : SVM_STACK_INVALID; - int tangent_offset = (tangent_in) ? compiler.stack_assign_if_linked(tangent_in) : - SVM_STACK_INVALID; - int param3_offset = (param3) ? compiler.stack_assign(param3) : SVM_STACK_INVALID; - int param4_offset = (param4) ? compiler.stack_assign(param4) : SVM_STACK_INVALID; - - compiler.add_node( - NODE_CLOSURE_BSDF, - compiler.encode_uchar4(closure, - (param1) ? compiler.stack_assign(param1) : SVM_STACK_INVALID, - (param2) ? compiler.stack_assign(param2) : SVM_STACK_INVALID, - compiler.closure_mix_weight_offset()), - __float_as_int((param1) ? get_float(param1->socket_type) : 0.0f), - __float_as_int((param2) ? get_float(param2->socket_type) : 0.0f)); - - compiler.add_node(normal_offset, tangent_offset, param3_offset, param4_offset); -} - -void BsdfNode::compile(SVMCompiler &compiler) -{ - compile(compiler, NULL, NULL); -} - -void BsdfNode::compile(OSLCompiler & /*compiler*/) -{ - assert(0); -} - -/* Anisotropic BSDF Closure */ - -NODE_DEFINE(AnisotropicBsdfNode) -{ - NodeType *type = NodeType::add("anisotropic_bsdf", create, NodeType::SHADER); - - SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); - SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); - SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); - - static NodeEnum distribution_enum; - distribution_enum.insert("beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_ID); - distribution_enum.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_ID); - distribution_enum.insert("Multiscatter GGX", CLOSURE_BSDF_MICROFACET_MULTI_GGX_ID); - distribution_enum.insert("ashikhmin_shirley", CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ID); - SOCKET_ENUM(distribution, "Distribution", distribution_enum, CLOSURE_BSDF_MICROFACET_GGX_ID); - - SOCKET_IN_VECTOR(tangent, "Tangent", zero_float3(), SocketType::LINK_TANGENT); - - SOCKET_IN_FLOAT(roughness, "Roughness", 0.5f); - SOCKET_IN_FLOAT(anisotropy, "Anisotropy", 0.5f); - SOCKET_IN_FLOAT(rotation, "Rotation", 0.0f); - - SOCKET_OUT_CLOSURE(BSDF, "BSDF"); - - return type; -} - -AnisotropicBsdfNode::AnisotropicBsdfNode() : BsdfNode(get_node_type()) -{ - closure = CLOSURE_BSDF_MICROFACET_GGX_ID; -} - -void AnisotropicBsdfNode::attributes(Shader *shader, AttributeRequestSet *attributes) -{ - if (shader->has_surface_link()) { - ShaderInput *tangent_in = input("Tangent"); - - if (!tangent_in->link) - attributes->add(ATTR_STD_GENERATED); - } - - ShaderNode::attributes(shader, attributes); -} - -void AnisotropicBsdfNode::compile(SVMCompiler &compiler) -{ - closure = distribution; - - if (closure == CLOSURE_BSDF_MICROFACET_MULTI_GGX_ID) - BsdfNode::compile( - compiler, input("Roughness"), input("Anisotropy"), input("Rotation"), input("Color")); - else - BsdfNode::compile(compiler, input("Roughness"), input("Anisotropy"), input("Rotation")); -} - -void AnisotropicBsdfNode::compile(OSLCompiler &compiler) -{ - compiler.parameter(this, "distribution"); - compiler.add(this, "node_anisotropic_bsdf"); -} - -/* Glossy BSDF Closure */ - -NODE_DEFINE(GlossyBsdfNode) -{ - NodeType *type = NodeType::add("glossy_bsdf", create, NodeType::SHADER); - - SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); - SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); - SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); - - static NodeEnum distribution_enum; - distribution_enum.insert("sharp", CLOSURE_BSDF_REFLECTION_ID); - distribution_enum.insert("beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_ID); - distribution_enum.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_ID); - distribution_enum.insert("ashikhmin_shirley", CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ID); - distribution_enum.insert("Multiscatter GGX", CLOSURE_BSDF_MICROFACET_MULTI_GGX_ID); - SOCKET_ENUM(distribution, "Distribution", distribution_enum, CLOSURE_BSDF_MICROFACET_GGX_ID); - SOCKET_IN_FLOAT(roughness, "Roughness", 0.5f); - - SOCKET_OUT_CLOSURE(BSDF, "BSDF"); - - return type; -} - -GlossyBsdfNode::GlossyBsdfNode() : BsdfNode(get_node_type()) -{ - closure = CLOSURE_BSDF_MICROFACET_GGX_ID; - distribution_orig = NBUILTIN_CLOSURES; -} - -void GlossyBsdfNode::simplify_settings(Scene *scene) -{ - if (distribution_orig == NBUILTIN_CLOSURES) { - roughness_orig = roughness; - distribution_orig = distribution; - } - else { - /* By default we use original values, so we don't worry about restoring - * defaults later one and can only do override when needed. - */ - roughness = roughness_orig; - distribution = distribution_orig; - } - Integrator *integrator = scene->integrator; - ShaderInput *roughness_input = input("Roughness"); - if (integrator->get_filter_glossy() == 0.0f) { - /* Fallback to Sharp closure for Roughness close to 0. - * Note: Keep the epsilon in sync with kernel! - */ - if (!roughness_input->link && roughness <= 1e-4f) { - VLOG(1) << "Using sharp glossy BSDF."; - distribution = CLOSURE_BSDF_REFLECTION_ID; - } - } - else { - /* If filter glossy is used we replace Sharp glossy with GGX so we can - * benefit from closure blur to remove unwanted noise. - */ - if (roughness_input->link == NULL && distribution == CLOSURE_BSDF_REFLECTION_ID) { - VLOG(1) << "Using GGX glossy with filter glossy."; - distribution = CLOSURE_BSDF_MICROFACET_GGX_ID; - roughness = 0.0f; - } - } - closure = distribution; -} - -bool GlossyBsdfNode::has_integrator_dependency() -{ - ShaderInput *roughness_input = input("Roughness"); - return !roughness_input->link && - (distribution == CLOSURE_BSDF_REFLECTION_ID || roughness <= 1e-4f); -} - -void GlossyBsdfNode::compile(SVMCompiler &compiler) -{ - closure = distribution; - - if (closure == CLOSURE_BSDF_REFLECTION_ID) - BsdfNode::compile(compiler, NULL, NULL); - else if (closure == CLOSURE_BSDF_MICROFACET_MULTI_GGX_ID) - BsdfNode::compile(compiler, input("Roughness"), NULL, NULL, input("Color")); - else - BsdfNode::compile(compiler, input("Roughness"), NULL); -} - -void GlossyBsdfNode::compile(OSLCompiler &compiler) -{ - compiler.parameter(this, "distribution"); - compiler.add(this, "node_glossy_bsdf"); -} - -/* Glass BSDF Closure */ - -NODE_DEFINE(GlassBsdfNode) -{ - NodeType *type = NodeType::add("glass_bsdf", create, NodeType::SHADER); - - SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); - SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); - SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); - - static NodeEnum distribution_enum; - distribution_enum.insert("sharp", CLOSURE_BSDF_SHARP_GLASS_ID); - distribution_enum.insert("beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_GLASS_ID); - distribution_enum.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID); - distribution_enum.insert("Multiscatter GGX", CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID); - SOCKET_ENUM( - distribution, "Distribution", distribution_enum, CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID); - SOCKET_IN_FLOAT(roughness, "Roughness", 0.0f); - SOCKET_IN_FLOAT(IOR, "IOR", 0.3f); - - SOCKET_OUT_CLOSURE(BSDF, "BSDF"); - - return type; -} - -GlassBsdfNode::GlassBsdfNode() : BsdfNode(get_node_type()) -{ - closure = CLOSURE_BSDF_SHARP_GLASS_ID; - distribution_orig = NBUILTIN_CLOSURES; -} - -void GlassBsdfNode::simplify_settings(Scene *scene) -{ - if (distribution_orig == NBUILTIN_CLOSURES) { - roughness_orig = roughness; - distribution_orig = distribution; - } - else { - /* By default we use original values, so we don't worry about restoring - * defaults later one and can only do override when needed. - */ - roughness = roughness_orig; - distribution = distribution_orig; - } - Integrator *integrator = scene->integrator; - ShaderInput *roughness_input = input("Roughness"); - if (integrator->get_filter_glossy() == 0.0f) { - /* Fallback to Sharp closure for Roughness close to 0. - * Note: Keep the epsilon in sync with kernel! - */ - if (!roughness_input->link && roughness <= 1e-4f) { - VLOG(1) << "Using sharp glass BSDF."; - distribution = CLOSURE_BSDF_SHARP_GLASS_ID; - } - } - else { - /* If filter glossy is used we replace Sharp glossy with GGX so we can - * benefit from closure blur to remove unwanted noise. - */ - if (roughness_input->link == NULL && distribution == CLOSURE_BSDF_SHARP_GLASS_ID) { - VLOG(1) << "Using GGX glass with filter glossy."; - distribution = CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID; - roughness = 0.0f; - } - } - closure = distribution; -} - -bool GlassBsdfNode::has_integrator_dependency() -{ - ShaderInput *roughness_input = input("Roughness"); - return !roughness_input->link && - (distribution == CLOSURE_BSDF_SHARP_GLASS_ID || roughness <= 1e-4f); -} - -void GlassBsdfNode::compile(SVMCompiler &compiler) -{ - closure = distribution; - - if (closure == CLOSURE_BSDF_SHARP_GLASS_ID) - BsdfNode::compile(compiler, NULL, input("IOR")); - else if (closure == CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID) - BsdfNode::compile(compiler, input("Roughness"), input("IOR"), input("Color")); - else - BsdfNode::compile(compiler, input("Roughness"), input("IOR")); -} - -void GlassBsdfNode::compile(OSLCompiler &compiler) -{ - compiler.parameter(this, "distribution"); - compiler.add(this, "node_glass_bsdf"); -} - -/* Refraction BSDF Closure */ - -NODE_DEFINE(RefractionBsdfNode) -{ - NodeType *type = NodeType::add("refraction_bsdf", create, NodeType::SHADER); - - SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); - SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); - SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); - - static NodeEnum distribution_enum; - distribution_enum.insert("sharp", CLOSURE_BSDF_REFRACTION_ID); - distribution_enum.insert("beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID); - distribution_enum.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID); - SOCKET_ENUM( - distribution, "Distribution", distribution_enum, CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID); - - SOCKET_IN_FLOAT(roughness, "Roughness", 0.0f); - SOCKET_IN_FLOAT(IOR, "IOR", 0.3f); - - SOCKET_OUT_CLOSURE(BSDF, "BSDF"); - - return type; -} - -RefractionBsdfNode::RefractionBsdfNode() : BsdfNode(get_node_type()) -{ - closure = CLOSURE_BSDF_REFRACTION_ID; - distribution_orig = NBUILTIN_CLOSURES; -} - -void RefractionBsdfNode::simplify_settings(Scene *scene) -{ - if (distribution_orig == NBUILTIN_CLOSURES) { - roughness_orig = roughness; - distribution_orig = distribution; - } - else { - /* By default we use original values, so we don't worry about restoring - * defaults later one and can only do override when needed. - */ - roughness = roughness_orig; - distribution = distribution_orig; - } - Integrator *integrator = scene->integrator; - ShaderInput *roughness_input = input("Roughness"); - if (integrator->get_filter_glossy() == 0.0f) { - /* Fallback to Sharp closure for Roughness close to 0. - * Note: Keep the epsilon in sync with kernel! - */ - if (!roughness_input->link && roughness <= 1e-4f) { - VLOG(1) << "Using sharp refraction BSDF."; - distribution = CLOSURE_BSDF_REFRACTION_ID; - } - } - else { - /* If filter glossy is used we replace Sharp glossy with GGX so we can - * benefit from closure blur to remove unwanted noise. - */ - if (roughness_input->link == NULL && distribution == CLOSURE_BSDF_REFRACTION_ID) { - VLOG(1) << "Using GGX refraction with filter glossy."; - distribution = CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID; - roughness = 0.0f; - } - } - closure = distribution; -} - -bool RefractionBsdfNode::has_integrator_dependency() -{ - ShaderInput *roughness_input = input("Roughness"); - return !roughness_input->link && - (distribution == CLOSURE_BSDF_REFRACTION_ID || roughness <= 1e-4f); -} - -void RefractionBsdfNode::compile(SVMCompiler &compiler) -{ - closure = distribution; - - if (closure == CLOSURE_BSDF_REFRACTION_ID) - BsdfNode::compile(compiler, NULL, input("IOR")); - else - BsdfNode::compile(compiler, input("Roughness"), input("IOR")); -} - -void RefractionBsdfNode::compile(OSLCompiler &compiler) -{ - compiler.parameter(this, "distribution"); - compiler.add(this, "node_refraction_bsdf"); -} - -/* Toon BSDF Closure */ - -NODE_DEFINE(ToonBsdfNode) -{ - NodeType *type = NodeType::add("toon_bsdf", create, NodeType::SHADER); - - SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); - SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); - SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); - - static NodeEnum component_enum; - component_enum.insert("diffuse", CLOSURE_BSDF_DIFFUSE_TOON_ID); - component_enum.insert("glossy", CLOSURE_BSDF_GLOSSY_TOON_ID); - SOCKET_ENUM(component, "Component", component_enum, CLOSURE_BSDF_DIFFUSE_TOON_ID); - SOCKET_IN_FLOAT(size, "Size", 0.5f); - SOCKET_IN_FLOAT(smooth, "Smooth", 0.0f); - - SOCKET_OUT_CLOSURE(BSDF, "BSDF"); - - return type; -} - -ToonBsdfNode::ToonBsdfNode() : BsdfNode(get_node_type()) -{ - closure = CLOSURE_BSDF_DIFFUSE_TOON_ID; -} - -void ToonBsdfNode::compile(SVMCompiler &compiler) -{ - closure = component; - - BsdfNode::compile(compiler, input("Size"), input("Smooth")); -} - -void ToonBsdfNode::compile(OSLCompiler &compiler) -{ - compiler.parameter(this, "component"); - compiler.add(this, "node_toon_bsdf"); -} - -/* Velvet BSDF Closure */ - -NODE_DEFINE(VelvetBsdfNode) -{ - NodeType *type = NodeType::add("velvet_bsdf", create, NodeType::SHADER); - - SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); - SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); - SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); - SOCKET_IN_FLOAT(sigma, "Sigma", 1.0f); - - SOCKET_OUT_CLOSURE(BSDF, "BSDF"); - - return type; -} - -VelvetBsdfNode::VelvetBsdfNode() : BsdfNode(get_node_type()) -{ - closure = CLOSURE_BSDF_ASHIKHMIN_VELVET_ID; -} - -void VelvetBsdfNode::compile(SVMCompiler &compiler) -{ - BsdfNode::compile(compiler, input("Sigma"), NULL); -} - -void VelvetBsdfNode::compile(OSLCompiler &compiler) -{ - compiler.add(this, "node_velvet_bsdf"); -} - -/* Diffuse BSDF Closure */ - -NODE_DEFINE(DiffuseBsdfNode) -{ - NodeType *type = NodeType::add("diffuse_bsdf", create, NodeType::SHADER); - - SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); - SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); - SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); - SOCKET_IN_FLOAT(roughness, "Roughness", 0.0f); - - SOCKET_OUT_CLOSURE(BSDF, "BSDF"); - - return type; -} - -DiffuseBsdfNode::DiffuseBsdfNode() : BsdfNode(get_node_type()) -{ - closure = CLOSURE_BSDF_DIFFUSE_ID; -} - -void DiffuseBsdfNode::compile(SVMCompiler &compiler) -{ - BsdfNode::compile(compiler, input("Roughness"), NULL); -} - -void DiffuseBsdfNode::compile(OSLCompiler &compiler) -{ - compiler.add(this, "node_diffuse_bsdf"); -} - -/* Disney principled BSDF Closure */ -NODE_DEFINE(PrincipledBsdfNode) -{ - NodeType *type = NodeType::add("principled_bsdf", create, NodeType::SHADER); - - static NodeEnum distribution_enum; - distribution_enum.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID); - distribution_enum.insert("Multiscatter GGX", CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID); - SOCKET_ENUM( - distribution, "Distribution", distribution_enum, CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID); - - static NodeEnum subsurface_method_enum; - subsurface_method_enum.insert("burley", CLOSURE_BSSRDF_BURLEY_ID); - subsurface_method_enum.insert("random_walk_fixed_radius", - CLOSURE_BSSRDF_RANDOM_WALK_FIXED_RADIUS_ID); - subsurface_method_enum.insert("random_walk", CLOSURE_BSSRDF_RANDOM_WALK_ID); - SOCKET_ENUM(subsurface_method, - "Subsurface Method", - subsurface_method_enum, - CLOSURE_BSSRDF_RANDOM_WALK_ID); - - SOCKET_IN_COLOR(base_color, "Base Color", make_float3(0.8f, 0.8f, 0.8f)); - SOCKET_IN_COLOR(subsurface_color, "Subsurface Color", make_float3(0.8f, 0.8f, 0.8f)); - SOCKET_IN_FLOAT(metallic, "Metallic", 0.0f); - SOCKET_IN_FLOAT(subsurface, "Subsurface", 0.0f); - SOCKET_IN_VECTOR(subsurface_radius, "Subsurface Radius", make_float3(0.1f, 0.1f, 0.1f)); - SOCKET_IN_FLOAT(subsurface_ior, "Subsurface IOR", 1.4f); - SOCKET_IN_FLOAT(subsurface_anisotropy, "Subsurface Anisotropy", 0.0f); - SOCKET_IN_FLOAT(specular, "Specular", 0.0f); - SOCKET_IN_FLOAT(roughness, "Roughness", 0.5f); - SOCKET_IN_FLOAT(specular_tint, "Specular Tint", 0.0f); - SOCKET_IN_FLOAT(anisotropic, "Anisotropic", 0.0f); - SOCKET_IN_FLOAT(sheen, "Sheen", 0.0f); - SOCKET_IN_FLOAT(sheen_tint, "Sheen Tint", 0.0f); - SOCKET_IN_FLOAT(clearcoat, "Clearcoat", 0.0f); - SOCKET_IN_FLOAT(clearcoat_roughness, "Clearcoat Roughness", 0.03f); - SOCKET_IN_FLOAT(ior, "IOR", 0.0f); - SOCKET_IN_FLOAT(transmission, "Transmission", 0.0f); - SOCKET_IN_FLOAT(transmission_roughness, "Transmission Roughness", 0.0f); - SOCKET_IN_FLOAT(anisotropic_rotation, "Anisotropic Rotation", 0.0f); - SOCKET_IN_COLOR(emission, "Emission", zero_float3()); - SOCKET_IN_FLOAT(emission_strength, "Emission Strength", 1.0f); - SOCKET_IN_FLOAT(alpha, "Alpha", 1.0f); - SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); - SOCKET_IN_NORMAL(clearcoat_normal, "Clearcoat Normal", zero_float3(), SocketType::LINK_NORMAL); - SOCKET_IN_NORMAL(tangent, "Tangent", zero_float3(), SocketType::LINK_TANGENT); - SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); - - SOCKET_OUT_CLOSURE(BSDF, "BSDF"); - - return type; -} - -PrincipledBsdfNode::PrincipledBsdfNode() : BsdfBaseNode(get_node_type()) -{ - closure = CLOSURE_BSDF_PRINCIPLED_ID; - distribution = CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID; - distribution_orig = NBUILTIN_CLOSURES; -} - -void PrincipledBsdfNode::expand(ShaderGraph *graph) -{ - ShaderOutput *principled_out = output("BSDF"); - - ShaderInput *emission_in = input("Emission"); - ShaderInput *emission_strength_in = input("Emission Strength"); - if ((emission_in->link || emission != zero_float3()) && - (emission_strength_in->link || emission_strength != 0.0f)) { - /* Create add closure and emission, and relink inputs. */ - AddClosureNode *add = graph->create_node(); - EmissionNode *emission_node = graph->create_node(); - ShaderOutput *new_out = add->output("Closure"); - - graph->add(add); - graph->add(emission_node); - - graph->relink(emission_strength_in, emission_node->input("Strength")); - graph->relink(emission_in, emission_node->input("Color")); - graph->relink(principled_out, new_out); - graph->connect(emission_node->output("Emission"), add->input("Closure1")); - graph->connect(principled_out, add->input("Closure2")); - - principled_out = new_out; - } - else { - /* Disconnect unused links if the other value is zero, required before - * we remove the input from the node entirely. */ - if (emission_in->link) { - emission_in->disconnect(); - } - if (emission_strength_in->link) { - emission_strength_in->disconnect(); - } - } - - ShaderInput *alpha_in = input("Alpha"); - if (alpha_in->link || alpha != 1.0f) { - /* Create mix and transparent BSDF for alpha transparency. */ - MixClosureNode *mix = graph->create_node(); - TransparentBsdfNode *transparent = graph->create_node(); - - graph->add(mix); - graph->add(transparent); - - graph->relink(alpha_in, mix->input("Fac")); - graph->relink(principled_out, mix->output("Closure")); - graph->connect(transparent->output("BSDF"), mix->input("Closure1")); - graph->connect(principled_out, mix->input("Closure2")); - } - - remove_input(emission_in); - remove_input(emission_strength_in); - remove_input(alpha_in); -} - -bool PrincipledBsdfNode::has_surface_bssrdf() -{ - ShaderInput *subsurface_in = input("Subsurface"); - return (subsurface_in->link != NULL || subsurface > CLOSURE_WEIGHT_CUTOFF); -} - -void PrincipledBsdfNode::attributes(Shader *shader, AttributeRequestSet *attributes) -{ - if (shader->has_surface_link()) { - ShaderInput *tangent_in = input("Tangent"); - - if (!tangent_in->link) - attributes->add(ATTR_STD_GENERATED); - } - - ShaderNode::attributes(shader, attributes); -} - -void PrincipledBsdfNode::compile(SVMCompiler &compiler, - ShaderInput *p_metallic, - ShaderInput *p_subsurface, - ShaderInput *p_subsurface_radius, - ShaderInput *p_subsurface_ior, - ShaderInput *p_subsurface_anisotropy, - ShaderInput *p_specular, - ShaderInput *p_roughness, - ShaderInput *p_specular_tint, - ShaderInput *p_anisotropic, - ShaderInput *p_sheen, - ShaderInput *p_sheen_tint, - ShaderInput *p_clearcoat, - ShaderInput *p_clearcoat_roughness, - ShaderInput *p_ior, - ShaderInput *p_transmission, - ShaderInput *p_anisotropic_rotation, - ShaderInput *p_transmission_roughness) -{ - ShaderInput *base_color_in = input("Base Color"); - ShaderInput *subsurface_color_in = input("Subsurface Color"); - ShaderInput *normal_in = input("Normal"); - ShaderInput *clearcoat_normal_in = input("Clearcoat Normal"); - ShaderInput *tangent_in = input("Tangent"); - - float3 weight = one_float3(); - - compiler.add_node(NODE_CLOSURE_SET_WEIGHT, weight); - - int normal_offset = compiler.stack_assign_if_linked(normal_in); - int clearcoat_normal_offset = compiler.stack_assign_if_linked(clearcoat_normal_in); - int tangent_offset = compiler.stack_assign_if_linked(tangent_in); - int specular_offset = compiler.stack_assign(p_specular); - int roughness_offset = compiler.stack_assign(p_roughness); - int specular_tint_offset = compiler.stack_assign(p_specular_tint); - int anisotropic_offset = compiler.stack_assign(p_anisotropic); - int sheen_offset = compiler.stack_assign(p_sheen); - int sheen_tint_offset = compiler.stack_assign(p_sheen_tint); - int clearcoat_offset = compiler.stack_assign(p_clearcoat); - int clearcoat_roughness_offset = compiler.stack_assign(p_clearcoat_roughness); - int ior_offset = compiler.stack_assign(p_ior); - int transmission_offset = compiler.stack_assign(p_transmission); - int transmission_roughness_offset = compiler.stack_assign(p_transmission_roughness); - int anisotropic_rotation_offset = compiler.stack_assign(p_anisotropic_rotation); - int subsurface_radius_offset = compiler.stack_assign(p_subsurface_radius); - int subsurface_ior_offset = compiler.stack_assign(p_subsurface_ior); - int subsurface_anisotropy_offset = compiler.stack_assign(p_subsurface_anisotropy); - - compiler.add_node(NODE_CLOSURE_BSDF, - compiler.encode_uchar4(closure, - compiler.stack_assign(p_metallic), - compiler.stack_assign(p_subsurface), - compiler.closure_mix_weight_offset()), - __float_as_int((p_metallic) ? get_float(p_metallic->socket_type) : 0.0f), - __float_as_int((p_subsurface) ? get_float(p_subsurface->socket_type) : 0.0f)); - - compiler.add_node( - normal_offset, - tangent_offset, - compiler.encode_uchar4( - specular_offset, roughness_offset, specular_tint_offset, anisotropic_offset), - compiler.encode_uchar4( - sheen_offset, sheen_tint_offset, clearcoat_offset, clearcoat_roughness_offset)); - - compiler.add_node(compiler.encode_uchar4(ior_offset, - transmission_offset, - anisotropic_rotation_offset, - transmission_roughness_offset), - distribution, - subsurface_method, - SVM_STACK_INVALID); - - float3 bc_default = get_float3(base_color_in->socket_type); - - compiler.add_node( - ((base_color_in->link) ? compiler.stack_assign(base_color_in) : SVM_STACK_INVALID), - __float_as_int(bc_default.x), - __float_as_int(bc_default.y), - __float_as_int(bc_default.z)); - - compiler.add_node(clearcoat_normal_offset, - subsurface_radius_offset, - subsurface_ior_offset, - subsurface_anisotropy_offset); - - float3 ss_default = get_float3(subsurface_color_in->socket_type); - - compiler.add_node(((subsurface_color_in->link) ? compiler.stack_assign(subsurface_color_in) : - SVM_STACK_INVALID), - __float_as_int(ss_default.x), - __float_as_int(ss_default.y), - __float_as_int(ss_default.z)); -} - -bool PrincipledBsdfNode::has_integrator_dependency() -{ - ShaderInput *roughness_input = input("Roughness"); - return !roughness_input->link && roughness <= 1e-4f; -} - -void PrincipledBsdfNode::compile(SVMCompiler &compiler) -{ - compile(compiler, - input("Metallic"), - input("Subsurface"), - input("Subsurface Radius"), - input("Subsurface IOR"), - input("Subsurface Anisotropy"), - input("Specular"), - input("Roughness"), - input("Specular Tint"), - input("Anisotropic"), - input("Sheen"), - input("Sheen Tint"), - input("Clearcoat"), - input("Clearcoat Roughness"), - input("IOR"), - input("Transmission"), - input("Anisotropic Rotation"), - input("Transmission Roughness")); -} - -void PrincipledBsdfNode::compile(OSLCompiler &compiler) -{ - compiler.parameter(this, "distribution"); - compiler.parameter(this, "subsurface_method"); - compiler.add(this, "node_principled_bsdf"); -} - -bool PrincipledBsdfNode::has_bssrdf_bump() -{ - return has_surface_bssrdf() && has_bump(); -} - -/* Translucent BSDF Closure */ - -NODE_DEFINE(TranslucentBsdfNode) -{ - NodeType *type = NodeType::add("translucent_bsdf", create, NodeType::SHADER); - - SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); - SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); - SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); - - SOCKET_OUT_CLOSURE(BSDF, "BSDF"); - - return type; -} - -TranslucentBsdfNode::TranslucentBsdfNode() : BsdfNode(get_node_type()) -{ - closure = CLOSURE_BSDF_TRANSLUCENT_ID; -} - -void TranslucentBsdfNode::compile(SVMCompiler &compiler) -{ - BsdfNode::compile(compiler, NULL, NULL); -} - -void TranslucentBsdfNode::compile(OSLCompiler &compiler) -{ - compiler.add(this, "node_translucent_bsdf"); -} - -/* Transparent BSDF Closure */ - -NODE_DEFINE(TransparentBsdfNode) -{ - NodeType *type = NodeType::add("transparent_bsdf", create, NodeType::SHADER); - - SOCKET_IN_COLOR(color, "Color", one_float3()); - SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); - - SOCKET_OUT_CLOSURE(BSDF, "BSDF"); - - return type; -} - -TransparentBsdfNode::TransparentBsdfNode() : BsdfNode(get_node_type()) -{ - closure = CLOSURE_BSDF_TRANSPARENT_ID; -} - -void TransparentBsdfNode::compile(SVMCompiler &compiler) -{ - BsdfNode::compile(compiler, NULL, NULL); -} - -void TransparentBsdfNode::compile(OSLCompiler &compiler) -{ - compiler.add(this, "node_transparent_bsdf"); -} - -/* Subsurface Scattering Closure */ - -NODE_DEFINE(SubsurfaceScatteringNode) -{ - NodeType *type = NodeType::add("subsurface_scattering", create, NodeType::SHADER); - - SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); - SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); - SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); - - static NodeEnum method_enum; - method_enum.insert("burley", CLOSURE_BSSRDF_BURLEY_ID); - method_enum.insert("random_walk_fixed_radius", CLOSURE_BSSRDF_RANDOM_WALK_FIXED_RADIUS_ID); - method_enum.insert("random_walk", CLOSURE_BSSRDF_RANDOM_WALK_ID); - SOCKET_ENUM(method, "Method", method_enum, CLOSURE_BSSRDF_RANDOM_WALK_ID); - - SOCKET_IN_FLOAT(scale, "Scale", 0.01f); - SOCKET_IN_VECTOR(radius, "Radius", make_float3(0.1f, 0.1f, 0.1f)); - - SOCKET_IN_FLOAT(subsurface_ior, "IOR", 1.4f); - SOCKET_IN_FLOAT(subsurface_anisotropy, "Anisotropy", 0.0f); - - SOCKET_OUT_CLOSURE(BSSRDF, "BSSRDF"); - - return type; -} - -SubsurfaceScatteringNode::SubsurfaceScatteringNode() : BsdfNode(get_node_type()) -{ - closure = method; -} - -void SubsurfaceScatteringNode::compile(SVMCompiler &compiler) -{ - closure = method; - BsdfNode::compile(compiler, input("Scale"), input("IOR"), input("Radius"), input("Anisotropy")); -} - -void SubsurfaceScatteringNode::compile(OSLCompiler &compiler) -{ - closure = method; - compiler.parameter(this, "method"); - compiler.add(this, "node_subsurface_scattering"); -} - -bool SubsurfaceScatteringNode::has_bssrdf_bump() -{ - /* detect if anything is plugged into the normal input besides the default */ - ShaderInput *normal_in = input("Normal"); - return (normal_in->link && - normal_in->link->parent->special_type != SHADER_SPECIAL_TYPE_GEOMETRY); -} - -/* Emissive Closure */ - -NODE_DEFINE(EmissionNode) -{ - NodeType *type = NodeType::add("emission", create, NodeType::SHADER); - - SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); - SOCKET_IN_FLOAT(strength, "Strength", 10.0f); - SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); - - SOCKET_OUT_CLOSURE(emission, "Emission"); - - return type; -} - -EmissionNode::EmissionNode() : ShaderNode(get_node_type()) -{ -} - -void EmissionNode::compile(SVMCompiler &compiler) -{ - ShaderInput *color_in = input("Color"); - ShaderInput *strength_in = input("Strength"); - - if (color_in->link || strength_in->link) { - compiler.add_node( - NODE_EMISSION_WEIGHT, compiler.stack_assign(color_in), compiler.stack_assign(strength_in)); - } - else - compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color * strength); - - compiler.add_node(NODE_CLOSURE_EMISSION, compiler.closure_mix_weight_offset()); -} - -void EmissionNode::compile(OSLCompiler &compiler) -{ - compiler.add(this, "node_emission"); -} - -void EmissionNode::constant_fold(const ConstantFolder &folder) -{ - ShaderInput *color_in = input("Color"); - ShaderInput *strength_in = input("Strength"); - - if ((!color_in->link && color == zero_float3()) || (!strength_in->link && strength == 0.0f)) { - folder.discard(); - } -} - -/* Background Closure */ - -NODE_DEFINE(BackgroundNode) -{ - NodeType *type = NodeType::add("background_shader", create, NodeType::SHADER); - - SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); - SOCKET_IN_FLOAT(strength, "Strength", 1.0f); - SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); - - SOCKET_OUT_CLOSURE(background, "Background"); - - return type; -} - -BackgroundNode::BackgroundNode() : ShaderNode(get_node_type()) -{ -} - -void BackgroundNode::compile(SVMCompiler &compiler) -{ - ShaderInput *color_in = input("Color"); - ShaderInput *strength_in = input("Strength"); - - if (color_in->link || strength_in->link) { - compiler.add_node( - NODE_EMISSION_WEIGHT, compiler.stack_assign(color_in), compiler.stack_assign(strength_in)); - } - else - compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color * strength); - - compiler.add_node(NODE_CLOSURE_BACKGROUND, compiler.closure_mix_weight_offset()); -} - -void BackgroundNode::compile(OSLCompiler &compiler) -{ - compiler.add(this, "node_background"); -} - -void BackgroundNode::constant_fold(const ConstantFolder &folder) -{ - ShaderInput *color_in = input("Color"); - ShaderInput *strength_in = input("Strength"); - - if ((!color_in->link && color == zero_float3()) || (!strength_in->link && strength == 0.0f)) { - folder.discard(); - } -} - -/* Holdout Closure */ - -NODE_DEFINE(HoldoutNode) -{ - NodeType *type = NodeType::add("holdout", create, NodeType::SHADER); - - SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); - SOCKET_IN_FLOAT(volume_mix_weight, "VolumeMixWeight", 0.0f, SocketType::SVM_INTERNAL); - - SOCKET_OUT_CLOSURE(holdout, "Holdout"); - - return type; -} - -HoldoutNode::HoldoutNode() : ShaderNode(get_node_type()) -{ -} - -void HoldoutNode::compile(SVMCompiler &compiler) -{ - float3 value = one_float3(); - - compiler.add_node(NODE_CLOSURE_SET_WEIGHT, value); - compiler.add_node(NODE_CLOSURE_HOLDOUT, compiler.closure_mix_weight_offset()); -} - -void HoldoutNode::compile(OSLCompiler &compiler) -{ - compiler.add(this, "node_holdout"); -} - -/* Ambient Occlusion */ - -NODE_DEFINE(AmbientOcclusionNode) -{ - NodeType *type = NodeType::add("ambient_occlusion", create, NodeType::SHADER); - - SOCKET_INT(samples, "Samples", 16); - - SOCKET_IN_COLOR(color, "Color", one_float3()); - SOCKET_IN_FLOAT(distance, "Distance", 1.0f); - SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); - - SOCKET_BOOLEAN(inside, "Inside", false); - SOCKET_BOOLEAN(only_local, "Only Local", false); - - SOCKET_OUT_COLOR(color, "Color"); - SOCKET_OUT_FLOAT(ao, "AO"); - - return type; -} - -AmbientOcclusionNode::AmbientOcclusionNode() : ShaderNode(get_node_type()) -{ -} - -void AmbientOcclusionNode::compile(SVMCompiler &compiler) -{ - ShaderInput *color_in = input("Color"); - ShaderInput *distance_in = input("Distance"); - ShaderInput *normal_in = input("Normal"); - ShaderOutput *color_out = output("Color"); - ShaderOutput *ao_out = output("AO"); - - int flags = (inside ? NODE_AO_INSIDE : 0) | (only_local ? NODE_AO_ONLY_LOCAL : 0); - - if (!distance_in->link && distance == 0.0f) { - flags |= NODE_AO_GLOBAL_RADIUS; - } - - compiler.add_node(NODE_AMBIENT_OCCLUSION, - compiler.encode_uchar4(flags, - compiler.stack_assign_if_linked(distance_in), - compiler.stack_assign_if_linked(normal_in), - compiler.stack_assign(ao_out)), - compiler.encode_uchar4(compiler.stack_assign(color_in), - compiler.stack_assign(color_out), - samples), - __float_as_uint(distance)); -} - -void AmbientOcclusionNode::compile(OSLCompiler &compiler) -{ - compiler.parameter(this, "samples"); - compiler.parameter(this, "inside"); - compiler.parameter(this, "only_local"); - compiler.add(this, "node_ambient_occlusion"); -} - -/* Volume Closure */ - -VolumeNode::VolumeNode(const NodeType *node_type) : ShaderNode(node_type) -{ - closure = CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID; -} - -void VolumeNode::compile(SVMCompiler &compiler, ShaderInput *param1, ShaderInput *param2) -{ - ShaderInput *color_in = input("Color"); - - if (color_in->link) - compiler.add_node(NODE_CLOSURE_WEIGHT, compiler.stack_assign(color_in)); - else - compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color); - - compiler.add_node( - NODE_CLOSURE_VOLUME, - compiler.encode_uchar4(closure, - (param1) ? compiler.stack_assign(param1) : SVM_STACK_INVALID, - (param2) ? compiler.stack_assign(param2) : SVM_STACK_INVALID, - compiler.closure_mix_weight_offset()), - __float_as_int((param1) ? get_float(param1->socket_type) : 0.0f), - __float_as_int((param2) ? get_float(param2->socket_type) : 0.0f)); -} - -void VolumeNode::compile(SVMCompiler &compiler) -{ - compile(compiler, NULL, NULL); -} - -void VolumeNode::compile(OSLCompiler & /*compiler*/) -{ - assert(0); -} - -/* Absorption Volume Closure */ - -NODE_DEFINE(AbsorptionVolumeNode) -{ - NodeType *type = NodeType::add("absorption_volume", create, NodeType::SHADER); - - SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); - SOCKET_IN_FLOAT(density, "Density", 1.0f); - SOCKET_IN_FLOAT(volume_mix_weight, "VolumeMixWeight", 0.0f, SocketType::SVM_INTERNAL); - - SOCKET_OUT_CLOSURE(volume, "Volume"); - - return type; -} - -AbsorptionVolumeNode::AbsorptionVolumeNode() : VolumeNode(get_node_type()) -{ - closure = CLOSURE_VOLUME_ABSORPTION_ID; -} - -void AbsorptionVolumeNode::compile(SVMCompiler &compiler) -{ - VolumeNode::compile(compiler, input("Density"), NULL); -} - -void AbsorptionVolumeNode::compile(OSLCompiler &compiler) -{ - compiler.add(this, "node_absorption_volume"); -} - -/* Scatter Volume Closure */ - -NODE_DEFINE(ScatterVolumeNode) -{ - NodeType *type = NodeType::add("scatter_volume", create, NodeType::SHADER); - - SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); - SOCKET_IN_FLOAT(density, "Density", 1.0f); - SOCKET_IN_FLOAT(anisotropy, "Anisotropy", 0.0f); - SOCKET_IN_FLOAT(volume_mix_weight, "VolumeMixWeight", 0.0f, SocketType::SVM_INTERNAL); - - SOCKET_OUT_CLOSURE(volume, "Volume"); - - return type; -} - -ScatterVolumeNode::ScatterVolumeNode() : VolumeNode(get_node_type()) -{ - closure = CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID; -} - -void ScatterVolumeNode::compile(SVMCompiler &compiler) -{ - VolumeNode::compile(compiler, input("Density"), input("Anisotropy")); -} - -void ScatterVolumeNode::compile(OSLCompiler &compiler) -{ - compiler.add(this, "node_scatter_volume"); -} - -/* Principled Volume Closure */ - -NODE_DEFINE(PrincipledVolumeNode) -{ - NodeType *type = NodeType::add("principled_volume", create, NodeType::SHADER); - - SOCKET_IN_STRING(density_attribute, "Density Attribute", ustring()); - SOCKET_IN_STRING(color_attribute, "Color Attribute", ustring()); - SOCKET_IN_STRING(temperature_attribute, "Temperature Attribute", ustring()); - - SOCKET_IN_COLOR(color, "Color", make_float3(0.5f, 0.5f, 0.5f)); - SOCKET_IN_FLOAT(density, "Density", 1.0f); - SOCKET_IN_FLOAT(anisotropy, "Anisotropy", 0.0f); - SOCKET_IN_COLOR(absorption_color, "Absorption Color", zero_float3()); - SOCKET_IN_FLOAT(emission_strength, "Emission Strength", 0.0f); - SOCKET_IN_COLOR(emission_color, "Emission Color", one_float3()); - SOCKET_IN_FLOAT(blackbody_intensity, "Blackbody Intensity", 0.0f); - SOCKET_IN_COLOR(blackbody_tint, "Blackbody Tint", one_float3()); - SOCKET_IN_FLOAT(temperature, "Temperature", 1000.0f); - SOCKET_IN_FLOAT(volume_mix_weight, "VolumeMixWeight", 0.0f, SocketType::SVM_INTERNAL); - - SOCKET_OUT_CLOSURE(volume, "Volume"); - - return type; -} - -PrincipledVolumeNode::PrincipledVolumeNode() : VolumeNode(get_node_type()) -{ - closure = CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID; - density_attribute = ustring("density"); - temperature_attribute = ustring("temperature"); -} - -void PrincipledVolumeNode::attributes(Shader *shader, AttributeRequestSet *attributes) -{ - if (shader->has_volume) { - ShaderInput *density_in = input("Density"); - ShaderInput *blackbody_in = input("Blackbody Intensity"); - - if (density_in->link || density > 0.0f) { - attributes->add_standard(density_attribute); - attributes->add_standard(color_attribute); - } - - if (blackbody_in->link || blackbody_intensity > 0.0f) { - attributes->add_standard(temperature_attribute); - } - - attributes->add(ATTR_STD_GENERATED_TRANSFORM); - } - - ShaderNode::attributes(shader, attributes); -} - -void PrincipledVolumeNode::compile(SVMCompiler &compiler) -{ - ShaderInput *color_in = input("Color"); - ShaderInput *density_in = input("Density"); - ShaderInput *anisotropy_in = input("Anisotropy"); - ShaderInput *absorption_color_in = input("Absorption Color"); - ShaderInput *emission_in = input("Emission Strength"); - ShaderInput *emission_color_in = input("Emission Color"); - ShaderInput *blackbody_in = input("Blackbody Intensity"); - ShaderInput *blackbody_tint_in = input("Blackbody Tint"); - ShaderInput *temperature_in = input("Temperature"); - - if (color_in->link) - compiler.add_node(NODE_CLOSURE_WEIGHT, compiler.stack_assign(color_in)); - else - compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color); - - compiler.add_node(NODE_PRINCIPLED_VOLUME, - compiler.encode_uchar4(compiler.stack_assign_if_linked(density_in), - compiler.stack_assign_if_linked(anisotropy_in), - compiler.stack_assign(absorption_color_in), - compiler.closure_mix_weight_offset()), - compiler.encode_uchar4(compiler.stack_assign_if_linked(emission_in), - compiler.stack_assign(emission_color_in), - compiler.stack_assign_if_linked(blackbody_in), - compiler.stack_assign(temperature_in)), - compiler.stack_assign(blackbody_tint_in)); - - int attr_density = compiler.attribute_standard(density_attribute); - int attr_color = compiler.attribute_standard(color_attribute); - int attr_temperature = compiler.attribute_standard(temperature_attribute); - - compiler.add_node(__float_as_int(density), - __float_as_int(anisotropy), - __float_as_int(emission_strength), - __float_as_int(blackbody_intensity)); - - compiler.add_node(attr_density, attr_color, attr_temperature); -} - -void PrincipledVolumeNode::compile(OSLCompiler &compiler) -{ - if (Attribute::name_standard(density_attribute.c_str())) { - density_attribute = ustring("geom:" + density_attribute.string()); - } - if (Attribute::name_standard(color_attribute.c_str())) { - color_attribute = ustring("geom:" + color_attribute.string()); - } - if (Attribute::name_standard(temperature_attribute.c_str())) { - temperature_attribute = ustring("geom:" + temperature_attribute.string()); - } - - compiler.add(this, "node_principled_volume"); -} - -/* Principled Hair BSDF Closure */ - -NODE_DEFINE(PrincipledHairBsdfNode) -{ - NodeType *type = NodeType::add("principled_hair_bsdf", create, NodeType::SHADER); - - /* Color parametrization specified as enum. */ - static NodeEnum parametrization_enum; - parametrization_enum.insert("Direct coloring", NODE_PRINCIPLED_HAIR_REFLECTANCE); - parametrization_enum.insert("Melanin concentration", NODE_PRINCIPLED_HAIR_PIGMENT_CONCENTRATION); - parametrization_enum.insert("Absorption coefficient", NODE_PRINCIPLED_HAIR_DIRECT_ABSORPTION); - SOCKET_ENUM( - parametrization, "Parametrization", parametrization_enum, NODE_PRINCIPLED_HAIR_REFLECTANCE); - - /* Initialize sockets to their default values. */ - SOCKET_IN_COLOR(color, "Color", make_float3(0.017513f, 0.005763f, 0.002059f)); - SOCKET_IN_FLOAT(melanin, "Melanin", 0.8f); - SOCKET_IN_FLOAT(melanin_redness, "Melanin Redness", 1.0f); - SOCKET_IN_COLOR(tint, "Tint", make_float3(1.f, 1.f, 1.f)); - SOCKET_IN_VECTOR(absorption_coefficient, - "Absorption Coefficient", - make_float3(0.245531f, 0.52f, 1.365f), - SocketType::VECTOR); - - SOCKET_IN_FLOAT(offset, "Offset", 2.f * M_PI_F / 180.f); - SOCKET_IN_FLOAT(roughness, "Roughness", 0.3f); - SOCKET_IN_FLOAT(radial_roughness, "Radial Roughness", 0.3f); - SOCKET_IN_FLOAT(coat, "Coat", 0.0f); - SOCKET_IN_FLOAT(ior, "IOR", 1.55f); - - SOCKET_IN_FLOAT(random_roughness, "Random Roughness", 0.0f); - SOCKET_IN_FLOAT(random_color, "Random Color", 0.0f); - SOCKET_IN_FLOAT(random, "Random", 0.0f); - - SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); - SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); - - SOCKET_OUT_CLOSURE(BSDF, "BSDF"); - - return type; -} - -PrincipledHairBsdfNode::PrincipledHairBsdfNode() : BsdfBaseNode(get_node_type()) -{ - closure = CLOSURE_BSDF_HAIR_PRINCIPLED_ID; -} - -/* Enable retrieving Hair Info -> Random if Random isn't linked. */ -void PrincipledHairBsdfNode::attributes(Shader *shader, AttributeRequestSet *attributes) -{ - if (!input("Random")->link) { - attributes->add(ATTR_STD_CURVE_RANDOM); - } - ShaderNode::attributes(shader, attributes); -} - -/* Prepares the input data for the SVM shader. */ -void PrincipledHairBsdfNode::compile(SVMCompiler &compiler) -{ - compiler.add_node(NODE_CLOSURE_SET_WEIGHT, one_float3()); - - ShaderInput *roughness_in = input("Roughness"); - ShaderInput *radial_roughness_in = input("Radial Roughness"); - ShaderInput *random_roughness_in = input("Random Roughness"); - ShaderInput *offset_in = input("Offset"); - ShaderInput *coat_in = input("Coat"); - ShaderInput *ior_in = input("IOR"); - ShaderInput *melanin_in = input("Melanin"); - ShaderInput *melanin_redness_in = input("Melanin Redness"); - ShaderInput *random_color_in = input("Random Color"); - - int color_ofs = compiler.stack_assign(input("Color")); - int tint_ofs = compiler.stack_assign(input("Tint")); - int absorption_coefficient_ofs = compiler.stack_assign(input("Absorption Coefficient")); - - ShaderInput *random_in = input("Random"); - int attr_random = random_in->link ? SVM_STACK_INVALID : - compiler.attribute(ATTR_STD_CURVE_RANDOM); - - /* Encode all parameters into data nodes. */ - compiler.add_node(NODE_CLOSURE_BSDF, - /* Socket IDs can be packed 4 at a time into a single data packet */ - compiler.encode_uchar4(closure, - compiler.stack_assign_if_linked(roughness_in), - compiler.stack_assign_if_linked(radial_roughness_in), - compiler.closure_mix_weight_offset()), - /* The rest are stored as unsigned integers */ - __float_as_uint(roughness), - __float_as_uint(radial_roughness)); - - compiler.add_node(compiler.stack_assign_if_linked(input("Normal")), - compiler.encode_uchar4(compiler.stack_assign_if_linked(offset_in), - compiler.stack_assign_if_linked(ior_in), - color_ofs, - parametrization), - __float_as_uint(offset), - __float_as_uint(ior)); - - compiler.add_node(compiler.encode_uchar4(compiler.stack_assign_if_linked(coat_in), - compiler.stack_assign_if_linked(melanin_in), - compiler.stack_assign_if_linked(melanin_redness_in), - absorption_coefficient_ofs), - __float_as_uint(coat), - __float_as_uint(melanin), - __float_as_uint(melanin_redness)); - - compiler.add_node(compiler.encode_uchar4(tint_ofs, - compiler.stack_assign_if_linked(random_in), - compiler.stack_assign_if_linked(random_color_in), - compiler.stack_assign_if_linked(random_roughness_in)), - __float_as_uint(random), - __float_as_uint(random_color), - __float_as_uint(random_roughness)); - - compiler.add_node( - compiler.encode_uchar4( - SVM_STACK_INVALID, SVM_STACK_INVALID, SVM_STACK_INVALID, SVM_STACK_INVALID), - attr_random, - SVM_STACK_INVALID, - SVM_STACK_INVALID); -} - -/* Prepares the input data for the OSL shader. */ -void PrincipledHairBsdfNode::compile(OSLCompiler &compiler) -{ - compiler.parameter(this, "parametrization"); - compiler.add(this, "node_principled_hair_bsdf"); -} - -/* Hair BSDF Closure */ - -NODE_DEFINE(HairBsdfNode) -{ - NodeType *type = NodeType::add("hair_bsdf", create, NodeType::SHADER); - - SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); - SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); - SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); - - static NodeEnum component_enum; - component_enum.insert("reflection", CLOSURE_BSDF_HAIR_REFLECTION_ID); - component_enum.insert("transmission", CLOSURE_BSDF_HAIR_TRANSMISSION_ID); - SOCKET_ENUM(component, "Component", component_enum, CLOSURE_BSDF_HAIR_REFLECTION_ID); - SOCKET_IN_FLOAT(offset, "Offset", 0.0f); - SOCKET_IN_FLOAT(roughness_u, "RoughnessU", 0.2f); - SOCKET_IN_FLOAT(roughness_v, "RoughnessV", 0.2f); - SOCKET_IN_VECTOR(tangent, "Tangent", zero_float3()); - - SOCKET_OUT_CLOSURE(BSDF, "BSDF"); - - return type; -} - -HairBsdfNode::HairBsdfNode() : BsdfNode(get_node_type()) -{ - closure = CLOSURE_BSDF_HAIR_REFLECTION_ID; -} - -void HairBsdfNode::compile(SVMCompiler &compiler) -{ - closure = component; - - BsdfNode::compile(compiler, input("RoughnessU"), input("RoughnessV"), input("Offset")); -} - -void HairBsdfNode::compile(OSLCompiler &compiler) -{ - compiler.parameter(this, "component"); - compiler.add(this, "node_hair_bsdf"); -} - -/* Geometry */ - -NODE_DEFINE(GeometryNode) -{ - NodeType *type = NodeType::add("geometry", create, NodeType::SHADER); - - SOCKET_IN_NORMAL( - normal_osl, "NormalIn", zero_float3(), SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL); - - SOCKET_OUT_POINT(position, "Position"); - SOCKET_OUT_NORMAL(normal, "Normal"); - SOCKET_OUT_NORMAL(tangent, "Tangent"); - SOCKET_OUT_NORMAL(true_normal, "True Normal"); - SOCKET_OUT_VECTOR(incoming, "Incoming"); - SOCKET_OUT_POINT(parametric, "Parametric"); - SOCKET_OUT_FLOAT(backfacing, "Backfacing"); - SOCKET_OUT_FLOAT(pointiness, "Pointiness"); - SOCKET_OUT_FLOAT(random_per_island, "Random Per Island"); - - return type; -} - -GeometryNode::GeometryNode() : ShaderNode(get_node_type()) -{ - special_type = SHADER_SPECIAL_TYPE_GEOMETRY; -} - -void GeometryNode::attributes(Shader *shader, AttributeRequestSet *attributes) -{ - if (shader->has_surface_link()) { - if (!output("Tangent")->links.empty()) { - attributes->add(ATTR_STD_GENERATED); - } - if (!output("Pointiness")->links.empty()) { - attributes->add(ATTR_STD_POINTINESS); - } - if (!output("Random Per Island")->links.empty()) { - attributes->add(ATTR_STD_RANDOM_PER_ISLAND); - } - } - - ShaderNode::attributes(shader, attributes); -} - -void GeometryNode::compile(SVMCompiler &compiler) -{ - ShaderOutput *out; - ShaderNodeType geom_node = NODE_GEOMETRY; - ShaderNodeType attr_node = NODE_ATTR; - - if (bump == SHADER_BUMP_DX) { - geom_node = NODE_GEOMETRY_BUMP_DX; - attr_node = NODE_ATTR_BUMP_DX; - } - else if (bump == SHADER_BUMP_DY) { - geom_node = NODE_GEOMETRY_BUMP_DY; - attr_node = NODE_ATTR_BUMP_DY; - } - - out = output("Position"); - if (!out->links.empty()) { - compiler.add_node(geom_node, NODE_GEOM_P, compiler.stack_assign(out)); - } - - out = output("Normal"); - if (!out->links.empty()) { - compiler.add_node(geom_node, NODE_GEOM_N, compiler.stack_assign(out)); - } - - out = output("Tangent"); - if (!out->links.empty()) { - compiler.add_node(geom_node, NODE_GEOM_T, compiler.stack_assign(out)); - } - - out = output("True Normal"); - if (!out->links.empty()) { - compiler.add_node(geom_node, NODE_GEOM_Ng, compiler.stack_assign(out)); - } - - out = output("Incoming"); - if (!out->links.empty()) { - compiler.add_node(geom_node, NODE_GEOM_I, compiler.stack_assign(out)); - } - - out = output("Parametric"); - if (!out->links.empty()) { - compiler.add_node(geom_node, NODE_GEOM_uv, compiler.stack_assign(out)); - } - - out = output("Backfacing"); - if (!out->links.empty()) { - compiler.add_node(NODE_LIGHT_PATH, NODE_LP_backfacing, compiler.stack_assign(out)); - } - - out = output("Pointiness"); - if (!out->links.empty()) { - if (compiler.output_type() != SHADER_TYPE_VOLUME) { - compiler.add_node( - attr_node, ATTR_STD_POINTINESS, compiler.stack_assign(out), NODE_ATTR_OUTPUT_FLOAT); - } - else { - compiler.add_node(NODE_VALUE_F, __float_as_int(0.0f), compiler.stack_assign(out)); - } - } - - out = output("Random Per Island"); - if (!out->links.empty()) { - if (compiler.output_type() != SHADER_TYPE_VOLUME) { - compiler.add_node(attr_node, - ATTR_STD_RANDOM_PER_ISLAND, - compiler.stack_assign(out), - NODE_ATTR_OUTPUT_FLOAT); - } - else { - compiler.add_node(NODE_VALUE_F, __float_as_int(0.0f), compiler.stack_assign(out)); - } - } -} - -void GeometryNode::compile(OSLCompiler &compiler) -{ - if (bump == SHADER_BUMP_DX) - compiler.parameter("bump_offset", "dx"); - else if (bump == SHADER_BUMP_DY) - compiler.parameter("bump_offset", "dy"); - else - compiler.parameter("bump_offset", "center"); - - compiler.add(this, "node_geometry"); -} - -/* TextureCoordinate */ - -NODE_DEFINE(TextureCoordinateNode) -{ - NodeType *type = NodeType::add("texture_coordinate", create, NodeType::SHADER); - - SOCKET_BOOLEAN(from_dupli, "From Dupli", false); - SOCKET_BOOLEAN(use_transform, "Use Transform", false); - SOCKET_TRANSFORM(ob_tfm, "Object Transform", transform_identity()); - - SOCKET_IN_NORMAL( - normal_osl, "NormalIn", zero_float3(), SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL); - - SOCKET_OUT_POINT(generated, "Generated"); - SOCKET_OUT_NORMAL(normal, "Normal"); - SOCKET_OUT_POINT(UV, "UV"); - SOCKET_OUT_POINT(object, "Object"); - SOCKET_OUT_POINT(camera, "Camera"); - SOCKET_OUT_POINT(window, "Window"); - SOCKET_OUT_NORMAL(reflection, "Reflection"); - - return type; -} - -TextureCoordinateNode::TextureCoordinateNode() : ShaderNode(get_node_type()) -{ -} - -void TextureCoordinateNode::attributes(Shader *shader, AttributeRequestSet *attributes) -{ - if (shader->has_surface_link()) { - if (!from_dupli) { - if (!output("Generated")->links.empty()) - attributes->add(ATTR_STD_GENERATED); - if (!output("UV")->links.empty()) - attributes->add(ATTR_STD_UV); - } - } - - if (shader->has_volume) { - if (!from_dupli) { - if (!output("Generated")->links.empty()) { - attributes->add(ATTR_STD_GENERATED_TRANSFORM); - } - } - } - - ShaderNode::attributes(shader, attributes); -} - -void TextureCoordinateNode::compile(SVMCompiler &compiler) -{ - ShaderOutput *out; - ShaderNodeType texco_node = NODE_TEX_COORD; - ShaderNodeType attr_node = NODE_ATTR; - ShaderNodeType geom_node = NODE_GEOMETRY; - - if (bump == SHADER_BUMP_DX) { - texco_node = NODE_TEX_COORD_BUMP_DX; - attr_node = NODE_ATTR_BUMP_DX; - geom_node = NODE_GEOMETRY_BUMP_DX; - } - else if (bump == SHADER_BUMP_DY) { - texco_node = NODE_TEX_COORD_BUMP_DY; - attr_node = NODE_ATTR_BUMP_DY; - geom_node = NODE_GEOMETRY_BUMP_DY; - } - - out = output("Generated"); - if (!out->links.empty()) { - if (compiler.background) { - compiler.add_node(geom_node, NODE_GEOM_P, compiler.stack_assign(out)); - } - else { - if (from_dupli) { - compiler.add_node(texco_node, NODE_TEXCO_DUPLI_GENERATED, compiler.stack_assign(out)); - } - else if (compiler.output_type() == SHADER_TYPE_VOLUME) { - compiler.add_node(texco_node, NODE_TEXCO_VOLUME_GENERATED, compiler.stack_assign(out)); - } - else { - int attr = compiler.attribute(ATTR_STD_GENERATED); - compiler.add_node(attr_node, attr, compiler.stack_assign(out), NODE_ATTR_OUTPUT_FLOAT3); - } - } - } - - out = output("Normal"); - if (!out->links.empty()) { - compiler.add_node(texco_node, NODE_TEXCO_NORMAL, compiler.stack_assign(out)); - } - - out = output("UV"); - if (!out->links.empty()) { - if (from_dupli) { - compiler.add_node(texco_node, NODE_TEXCO_DUPLI_UV, compiler.stack_assign(out)); - } - else { - int attr = compiler.attribute(ATTR_STD_UV); - compiler.add_node(attr_node, attr, compiler.stack_assign(out), NODE_ATTR_OUTPUT_FLOAT3); - } - } - - out = output("Object"); - if (!out->links.empty()) { - compiler.add_node(texco_node, NODE_TEXCO_OBJECT, compiler.stack_assign(out), use_transform); - if (use_transform) { - Transform ob_itfm = transform_inverse(ob_tfm); - compiler.add_node(ob_itfm.x); - compiler.add_node(ob_itfm.y); - compiler.add_node(ob_itfm.z); - } - } - - out = output("Camera"); - if (!out->links.empty()) { - compiler.add_node(texco_node, NODE_TEXCO_CAMERA, compiler.stack_assign(out)); - } - - out = output("Window"); - if (!out->links.empty()) { - compiler.add_node(texco_node, NODE_TEXCO_WINDOW, compiler.stack_assign(out)); - } - - out = output("Reflection"); - if (!out->links.empty()) { - if (compiler.background) { - compiler.add_node(geom_node, NODE_GEOM_I, compiler.stack_assign(out)); - } - else { - compiler.add_node(texco_node, NODE_TEXCO_REFLECTION, compiler.stack_assign(out)); - } - } -} - -void TextureCoordinateNode::compile(OSLCompiler &compiler) -{ - if (bump == SHADER_BUMP_DX) - compiler.parameter("bump_offset", "dx"); - else if (bump == SHADER_BUMP_DY) - compiler.parameter("bump_offset", "dy"); - else - compiler.parameter("bump_offset", "center"); - - if (compiler.background) - compiler.parameter("is_background", true); - if (compiler.output_type() == SHADER_TYPE_VOLUME) - compiler.parameter("is_volume", true); - compiler.parameter(this, "use_transform"); - Transform ob_itfm = transform_inverse(ob_tfm); - compiler.parameter("object_itfm", ob_itfm); - - compiler.parameter(this, "from_dupli"); - - compiler.add(this, "node_texture_coordinate"); -} - -/* UV Map */ - -NODE_DEFINE(UVMapNode) -{ - NodeType *type = NodeType::add("uvmap", create, NodeType::SHADER); - - SOCKET_STRING(attribute, "attribute", ustring()); - SOCKET_IN_BOOLEAN(from_dupli, "from dupli", false); - - SOCKET_OUT_POINT(UV, "UV"); - - return type; -} - -UVMapNode::UVMapNode() : ShaderNode(get_node_type()) -{ -} - -void UVMapNode::attributes(Shader *shader, AttributeRequestSet *attributes) -{ - if (shader->has_surface) { - if (!from_dupli) { - if (!output("UV")->links.empty()) { - if (attribute != "") - attributes->add(attribute); - else - attributes->add(ATTR_STD_UV); - } - } - } - - ShaderNode::attributes(shader, attributes); -} - -void UVMapNode::compile(SVMCompiler &compiler) -{ - ShaderOutput *out = output("UV"); - ShaderNodeType texco_node = NODE_TEX_COORD; - ShaderNodeType attr_node = NODE_ATTR; - int attr; - - if (bump == SHADER_BUMP_DX) { - texco_node = NODE_TEX_COORD_BUMP_DX; - attr_node = NODE_ATTR_BUMP_DX; - } - else if (bump == SHADER_BUMP_DY) { - texco_node = NODE_TEX_COORD_BUMP_DY; - attr_node = NODE_ATTR_BUMP_DY; - } - - if (!out->links.empty()) { - if (from_dupli) { - compiler.add_node(texco_node, NODE_TEXCO_DUPLI_UV, compiler.stack_assign(out)); - } - else { - if (attribute != "") - attr = compiler.attribute(attribute); - else - attr = compiler.attribute(ATTR_STD_UV); - - compiler.add_node(attr_node, attr, compiler.stack_assign(out), NODE_ATTR_OUTPUT_FLOAT3); - } - } -} - -void UVMapNode::compile(OSLCompiler &compiler) -{ - if (bump == SHADER_BUMP_DX) - compiler.parameter("bump_offset", "dx"); - else if (bump == SHADER_BUMP_DY) - compiler.parameter("bump_offset", "dy"); - else - compiler.parameter("bump_offset", "center"); - - compiler.parameter(this, "from_dupli"); - compiler.parameter(this, "attribute"); - compiler.add(this, "node_uv_map"); -} - -/* Light Path */ - -NODE_DEFINE(LightPathNode) -{ - NodeType *type = NodeType::add("light_path", create, NodeType::SHADER); - - SOCKET_OUT_FLOAT(is_camera_ray, "Is Camera Ray"); - SOCKET_OUT_FLOAT(is_shadow_ray, "Is Shadow Ray"); - SOCKET_OUT_FLOAT(is_diffuse_ray, "Is Diffuse Ray"); - SOCKET_OUT_FLOAT(is_glossy_ray, "Is Glossy Ray"); - SOCKET_OUT_FLOAT(is_singular_ray, "Is Singular Ray"); - SOCKET_OUT_FLOAT(is_reflection_ray, "Is Reflection Ray"); - SOCKET_OUT_FLOAT(is_transmission_ray, "Is Transmission Ray"); - SOCKET_OUT_FLOAT(is_volume_scatter_ray, "Is Volume Scatter Ray"); - SOCKET_OUT_FLOAT(ray_length, "Ray Length"); - SOCKET_OUT_FLOAT(ray_depth, "Ray Depth"); - SOCKET_OUT_FLOAT(diffuse_depth, "Diffuse Depth"); - SOCKET_OUT_FLOAT(glossy_depth, "Glossy Depth"); - SOCKET_OUT_FLOAT(transparent_depth, "Transparent Depth"); - SOCKET_OUT_FLOAT(transmission_depth, "Transmission Depth"); - - return type; -} - -LightPathNode::LightPathNode() : ShaderNode(get_node_type()) -{ -} - -void LightPathNode::compile(SVMCompiler &compiler) -{ - ShaderOutput *out; - - out = output("Is Camera Ray"); - if (!out->links.empty()) { - compiler.add_node(NODE_LIGHT_PATH, NODE_LP_camera, compiler.stack_assign(out)); - } - - out = output("Is Shadow Ray"); - if (!out->links.empty()) { - compiler.add_node(NODE_LIGHT_PATH, NODE_LP_shadow, compiler.stack_assign(out)); - } - - out = output("Is Diffuse Ray"); - if (!out->links.empty()) { - compiler.add_node(NODE_LIGHT_PATH, NODE_LP_diffuse, compiler.stack_assign(out)); - } - - out = output("Is Glossy Ray"); - if (!out->links.empty()) { - compiler.add_node(NODE_LIGHT_PATH, NODE_LP_glossy, compiler.stack_assign(out)); - } - - out = output("Is Singular Ray"); - if (!out->links.empty()) { - compiler.add_node(NODE_LIGHT_PATH, NODE_LP_singular, compiler.stack_assign(out)); - } - - out = output("Is Reflection Ray"); - if (!out->links.empty()) { - compiler.add_node(NODE_LIGHT_PATH, NODE_LP_reflection, compiler.stack_assign(out)); - } - - out = output("Is Transmission Ray"); - if (!out->links.empty()) { - compiler.add_node(NODE_LIGHT_PATH, NODE_LP_transmission, compiler.stack_assign(out)); - } - - out = output("Is Volume Scatter Ray"); - if (!out->links.empty()) { - compiler.add_node(NODE_LIGHT_PATH, NODE_LP_volume_scatter, compiler.stack_assign(out)); - } - - out = output("Ray Length"); - if (!out->links.empty()) { - compiler.add_node(NODE_LIGHT_PATH, NODE_LP_ray_length, compiler.stack_assign(out)); - } - - out = output("Ray Depth"); - if (!out->links.empty()) { - compiler.add_node(NODE_LIGHT_PATH, NODE_LP_ray_depth, compiler.stack_assign(out)); - } - - out = output("Diffuse Depth"); - if (!out->links.empty()) { - compiler.add_node(NODE_LIGHT_PATH, NODE_LP_ray_diffuse, compiler.stack_assign(out)); - } - - out = output("Glossy Depth"); - if (!out->links.empty()) { - compiler.add_node(NODE_LIGHT_PATH, NODE_LP_ray_glossy, compiler.stack_assign(out)); - } - - out = output("Transparent Depth"); - if (!out->links.empty()) { - compiler.add_node(NODE_LIGHT_PATH, NODE_LP_ray_transparent, compiler.stack_assign(out)); - } - - out = output("Transmission Depth"); - if (!out->links.empty()) { - compiler.add_node(NODE_LIGHT_PATH, NODE_LP_ray_transmission, compiler.stack_assign(out)); - } -} - -void LightPathNode::compile(OSLCompiler &compiler) -{ - compiler.add(this, "node_light_path"); -} - -/* Light Falloff */ - -NODE_DEFINE(LightFalloffNode) -{ - NodeType *type = NodeType::add("light_falloff", create, NodeType::SHADER); - - SOCKET_IN_FLOAT(strength, "Strength", 100.0f); - SOCKET_IN_FLOAT(smooth, "Smooth", 0.0f); - - SOCKET_OUT_FLOAT(quadratic, "Quadratic"); - SOCKET_OUT_FLOAT(linear, "Linear"); - SOCKET_OUT_FLOAT(constant, "Constant"); - - return type; -} - -LightFalloffNode::LightFalloffNode() : ShaderNode(get_node_type()) -{ -} - -void LightFalloffNode::compile(SVMCompiler &compiler) -{ - ShaderInput *strength_in = input("Strength"); - ShaderInput *smooth_in = input("Smooth"); - - ShaderOutput *out = output("Quadratic"); - if (!out->links.empty()) { - compiler.add_node(NODE_LIGHT_FALLOFF, - NODE_LIGHT_FALLOFF_QUADRATIC, - compiler.encode_uchar4(compiler.stack_assign(strength_in), - compiler.stack_assign(smooth_in), - compiler.stack_assign(out))); - } - - out = output("Linear"); - if (!out->links.empty()) { - compiler.add_node(NODE_LIGHT_FALLOFF, - NODE_LIGHT_FALLOFF_LINEAR, - compiler.encode_uchar4(compiler.stack_assign(strength_in), - compiler.stack_assign(smooth_in), - compiler.stack_assign(out))); - } - - out = output("Constant"); - if (!out->links.empty()) { - compiler.add_node(NODE_LIGHT_FALLOFF, - NODE_LIGHT_FALLOFF_CONSTANT, - compiler.encode_uchar4(compiler.stack_assign(strength_in), - compiler.stack_assign(smooth_in), - compiler.stack_assign(out))); - } -} - -void LightFalloffNode::compile(OSLCompiler &compiler) -{ - compiler.add(this, "node_light_falloff"); -} - -/* Object Info */ - -NODE_DEFINE(ObjectInfoNode) -{ - NodeType *type = NodeType::add("object_info", create, NodeType::SHADER); - - SOCKET_OUT_VECTOR(location, "Location"); - SOCKET_OUT_COLOR(color, "Color"); - SOCKET_OUT_FLOAT(object_index, "Object Index"); - SOCKET_OUT_FLOAT(material_index, "Material Index"); - SOCKET_OUT_FLOAT(random, "Random"); - - return type; -} - -ObjectInfoNode::ObjectInfoNode() : ShaderNode(get_node_type()) -{ -} - -void ObjectInfoNode::compile(SVMCompiler &compiler) -{ - ShaderOutput *out = output("Location"); - if (!out->links.empty()) { - compiler.add_node(NODE_OBJECT_INFO, NODE_INFO_OB_LOCATION, compiler.stack_assign(out)); - } - - out = output("Color"); - if (!out->links.empty()) { - compiler.add_node(NODE_OBJECT_INFO, NODE_INFO_OB_COLOR, compiler.stack_assign(out)); - } - - out = output("Object Index"); - if (!out->links.empty()) { - compiler.add_node(NODE_OBJECT_INFO, NODE_INFO_OB_INDEX, compiler.stack_assign(out)); - } - - out = output("Material Index"); - if (!out->links.empty()) { - compiler.add_node(NODE_OBJECT_INFO, NODE_INFO_MAT_INDEX, compiler.stack_assign(out)); - } - - out = output("Random"); - if (!out->links.empty()) { - compiler.add_node(NODE_OBJECT_INFO, NODE_INFO_OB_RANDOM, compiler.stack_assign(out)); - } -} - -void ObjectInfoNode::compile(OSLCompiler &compiler) -{ - compiler.add(this, "node_object_info"); -} - -/* Particle Info */ - -NODE_DEFINE(ParticleInfoNode) -{ - NodeType *type = NodeType::add("particle_info", create, NodeType::SHADER); - - SOCKET_OUT_FLOAT(index, "Index"); - SOCKET_OUT_FLOAT(random, "Random"); - SOCKET_OUT_FLOAT(age, "Age"); - SOCKET_OUT_FLOAT(lifetime, "Lifetime"); - SOCKET_OUT_POINT(location, "Location"); -#if 0 /* not yet supported */ - SOCKET_OUT_QUATERNION(rotation, "Rotation"); -#endif - SOCKET_OUT_FLOAT(size, "Size"); - SOCKET_OUT_VECTOR(velocity, "Velocity"); - SOCKET_OUT_VECTOR(angular_velocity, "Angular Velocity"); - - return type; -} - -ParticleInfoNode::ParticleInfoNode() : ShaderNode(get_node_type()) -{ -} - -void ParticleInfoNode::attributes(Shader *shader, AttributeRequestSet *attributes) -{ - if (!output("Index")->links.empty()) - attributes->add(ATTR_STD_PARTICLE); - if (!output("Random")->links.empty()) - attributes->add(ATTR_STD_PARTICLE); - if (!output("Age")->links.empty()) - attributes->add(ATTR_STD_PARTICLE); - if (!output("Lifetime")->links.empty()) - attributes->add(ATTR_STD_PARTICLE); - if (!output("Location")->links.empty()) - attributes->add(ATTR_STD_PARTICLE); -#if 0 /* not yet supported */ - if (!output("Rotation")->links.empty()) - attributes->add(ATTR_STD_PARTICLE); -#endif - if (!output("Size")->links.empty()) - attributes->add(ATTR_STD_PARTICLE); - if (!output("Velocity")->links.empty()) - attributes->add(ATTR_STD_PARTICLE); - if (!output("Angular Velocity")->links.empty()) - attributes->add(ATTR_STD_PARTICLE); - - ShaderNode::attributes(shader, attributes); -} - -void ParticleInfoNode::compile(SVMCompiler &compiler) -{ - ShaderOutput *out; - - out = output("Index"); - if (!out->links.empty()) { - compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_INDEX, compiler.stack_assign(out)); - } - - out = output("Random"); - if (!out->links.empty()) { - compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_RANDOM, compiler.stack_assign(out)); - } - - out = output("Age"); - if (!out->links.empty()) { - compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_AGE, compiler.stack_assign(out)); - } - - out = output("Lifetime"); - if (!out->links.empty()) { - compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_LIFETIME, compiler.stack_assign(out)); - } - - out = output("Location"); - if (!out->links.empty()) { - compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_LOCATION, compiler.stack_assign(out)); - } - - /* quaternion data is not yet supported by Cycles */ -#if 0 - out = output("Rotation"); - if (!out->links.empty()) { - compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_ROTATION, compiler.stack_assign(out)); - } -#endif - - out = output("Size"); - if (!out->links.empty()) { - compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_SIZE, compiler.stack_assign(out)); - } - - out = output("Velocity"); - if (!out->links.empty()) { - compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_VELOCITY, compiler.stack_assign(out)); - } - - out = output("Angular Velocity"); - if (!out->links.empty()) { - compiler.add_node( - NODE_PARTICLE_INFO, NODE_INFO_PAR_ANGULAR_VELOCITY, compiler.stack_assign(out)); - } -} - -void ParticleInfoNode::compile(OSLCompiler &compiler) -{ - compiler.add(this, "node_particle_info"); -} - -/* Hair Info */ - -NODE_DEFINE(HairInfoNode) -{ - NodeType *type = NodeType::add("hair_info", create, NodeType::SHADER); - - SOCKET_OUT_FLOAT(is_strand, "Is Strand"); - SOCKET_OUT_FLOAT(intercept, "Intercept"); - SOCKET_OUT_FLOAT(size, "Length"); - SOCKET_OUT_FLOAT(thickness, "Thickness"); - SOCKET_OUT_NORMAL(tangent_normal, "Tangent Normal"); -#if 0 /* Output for minimum hair width transparency - deactivated. */ - SOCKET_OUT_FLOAT(fade, "Fade"); -#endif - SOCKET_OUT_FLOAT(index, "Random"); - - return type; -} - -HairInfoNode::HairInfoNode() : ShaderNode(get_node_type()) -{ -} - -void HairInfoNode::attributes(Shader *shader, AttributeRequestSet *attributes) -{ - if (shader->has_surface_link()) { - ShaderOutput *intercept_out = output("Intercept"); - - if (!intercept_out->links.empty()) - attributes->add(ATTR_STD_CURVE_INTERCEPT); - - if (!output("Length")->links.empty()) - attributes->add(ATTR_STD_CURVE_LENGTH); - - if (!output("Random")->links.empty()) - attributes->add(ATTR_STD_CURVE_RANDOM); - } - - ShaderNode::attributes(shader, attributes); -} - -void HairInfoNode::compile(SVMCompiler &compiler) -{ - ShaderOutput *out; - - out = output("Is Strand"); - if (!out->links.empty()) { - compiler.add_node(NODE_HAIR_INFO, NODE_INFO_CURVE_IS_STRAND, compiler.stack_assign(out)); - } - - out = output("Intercept"); - if (!out->links.empty()) { - int attr = compiler.attribute(ATTR_STD_CURVE_INTERCEPT); - compiler.add_node(NODE_ATTR, attr, compiler.stack_assign(out), NODE_ATTR_OUTPUT_FLOAT); - } - - out = output("Length"); - if (!out->links.empty()) { - int attr = compiler.attribute(ATTR_STD_CURVE_LENGTH); - compiler.add_node(NODE_ATTR, attr, compiler.stack_assign(out), NODE_ATTR_OUTPUT_FLOAT); - } - - out = output("Thickness"); - if (!out->links.empty()) { - compiler.add_node(NODE_HAIR_INFO, NODE_INFO_CURVE_THICKNESS, compiler.stack_assign(out)); - } - - out = output("Tangent Normal"); - if (!out->links.empty()) { - compiler.add_node(NODE_HAIR_INFO, NODE_INFO_CURVE_TANGENT_NORMAL, compiler.stack_assign(out)); - } -#if 0 - out = output("Fade"); - if(!out->links.empty()) { - compiler.add_node(NODE_HAIR_INFO, NODE_INFO_CURVE_FADE, compiler.stack_assign(out)); - } -#endif - out = output("Random"); - if (!out->links.empty()) { - int attr = compiler.attribute(ATTR_STD_CURVE_RANDOM); - compiler.add_node(NODE_ATTR, attr, compiler.stack_assign(out), NODE_ATTR_OUTPUT_FLOAT); - } -} - -void HairInfoNode::compile(OSLCompiler &compiler) -{ - compiler.add(this, "node_hair_info"); -} - -/* Volume Info */ - -NODE_DEFINE(VolumeInfoNode) -{ - NodeType *type = NodeType::add("volume_info", create, NodeType::SHADER); - - SOCKET_OUT_COLOR(color, "Color"); - SOCKET_OUT_FLOAT(density, "Density"); - SOCKET_OUT_FLOAT(flame, "Flame"); - SOCKET_OUT_FLOAT(temperature, "Temperature"); - - return type; -} - -VolumeInfoNode::VolumeInfoNode() : ShaderNode(get_node_type()) -{ -} - -/* The requested attributes are not updated after node expansion. - * So we explicitly request the required attributes. - */ -void VolumeInfoNode::attributes(Shader *shader, AttributeRequestSet *attributes) -{ - if (shader->has_volume) { - if (!output("Color")->links.empty()) { - attributes->add(ATTR_STD_VOLUME_COLOR); - } - if (!output("Density")->links.empty()) { - attributes->add(ATTR_STD_VOLUME_DENSITY); - } - if (!output("Flame")->links.empty()) { - attributes->add(ATTR_STD_VOLUME_FLAME); - } - if (!output("Temperature")->links.empty()) { - attributes->add(ATTR_STD_VOLUME_TEMPERATURE); - } - attributes->add(ATTR_STD_GENERATED_TRANSFORM); - } - ShaderNode::attributes(shader, attributes); -} - -void VolumeInfoNode::expand(ShaderGraph *graph) -{ - ShaderOutput *color_out = output("Color"); - if (!color_out->links.empty()) { - AttributeNode *attr = graph->create_node(); - attr->set_attribute(ustring("color")); - graph->add(attr); - graph->relink(color_out, attr->output("Color")); - } - - ShaderOutput *density_out = output("Density"); - if (!density_out->links.empty()) { - AttributeNode *attr = graph->create_node(); - attr->set_attribute(ustring("density")); - graph->add(attr); - graph->relink(density_out, attr->output("Fac")); - } - - ShaderOutput *flame_out = output("Flame"); - if (!flame_out->links.empty()) { - AttributeNode *attr = graph->create_node(); - attr->set_attribute(ustring("flame")); - graph->add(attr); - graph->relink(flame_out, attr->output("Fac")); - } - - ShaderOutput *temperature_out = output("Temperature"); - if (!temperature_out->links.empty()) { - AttributeNode *attr = graph->create_node(); - attr->set_attribute(ustring("temperature")); - graph->add(attr); - graph->relink(temperature_out, attr->output("Fac")); - } -} - -void VolumeInfoNode::compile(SVMCompiler &) -{ -} - -void VolumeInfoNode::compile(OSLCompiler &) -{ -} - -NODE_DEFINE(VertexColorNode) -{ - NodeType *type = NodeType::add("vertex_color", create, NodeType::SHADER); - - SOCKET_STRING(layer_name, "Layer Name", ustring()); - SOCKET_OUT_COLOR(color, "Color"); - SOCKET_OUT_FLOAT(alpha, "Alpha"); - - return type; -} - -VertexColorNode::VertexColorNode() : ShaderNode(get_node_type()) -{ -} - -void VertexColorNode::attributes(Shader *shader, AttributeRequestSet *attributes) -{ - if (!(output("Color")->links.empty() && output("Alpha")->links.empty())) { - if (layer_name != "") - attributes->add_standard(layer_name); - else - attributes->add(ATTR_STD_VERTEX_COLOR); - } - ShaderNode::attributes(shader, attributes); -} - -void VertexColorNode::compile(SVMCompiler &compiler) -{ - ShaderOutput *color_out = output("Color"); - ShaderOutput *alpha_out = output("Alpha"); - int layer_id = 0; - - if (layer_name != "") { - layer_id = compiler.attribute(layer_name); - } - else { - layer_id = compiler.attribute(ATTR_STD_VERTEX_COLOR); - } - - ShaderNodeType node; - - if (bump == SHADER_BUMP_DX) - node = NODE_VERTEX_COLOR_BUMP_DX; - else if (bump == SHADER_BUMP_DY) - node = NODE_VERTEX_COLOR_BUMP_DY; - else { - node = NODE_VERTEX_COLOR; - } - - compiler.add_node( - node, layer_id, compiler.stack_assign(color_out), compiler.stack_assign(alpha_out)); -} - -void VertexColorNode::compile(OSLCompiler &compiler) -{ - if (bump == SHADER_BUMP_DX) { - compiler.parameter("bump_offset", "dx"); - } - else if (bump == SHADER_BUMP_DY) { - compiler.parameter("bump_offset", "dy"); - } - else { - compiler.parameter("bump_offset", "center"); - } - - if (layer_name.empty()) { - compiler.parameter("layer_name", ustring("geom:vertex_color")); - } - else { - if (Attribute::name_standard(layer_name.c_str()) != ATTR_STD_NONE) { - compiler.parameter("name", (string("geom:") + layer_name.c_str()).c_str()); - } - else { - compiler.parameter("layer_name", layer_name.c_str()); - } - } - - compiler.add(this, "node_vertex_color"); -} - -/* Value */ - -NODE_DEFINE(ValueNode) -{ - NodeType *type = NodeType::add("value", create, NodeType::SHADER); - - SOCKET_FLOAT(value, "Value", 0.0f); - SOCKET_OUT_FLOAT(value, "Value"); - - return type; -} - -ValueNode::ValueNode() : ShaderNode(get_node_type()) -{ -} - -void ValueNode::constant_fold(const ConstantFolder &folder) -{ - folder.make_constant(value); -} - -void ValueNode::compile(SVMCompiler &compiler) -{ - ShaderOutput *val_out = output("Value"); - - compiler.add_node(NODE_VALUE_F, __float_as_int(value), compiler.stack_assign(val_out)); -} - -void ValueNode::compile(OSLCompiler &compiler) -{ - compiler.parameter("value_value", value); - compiler.add(this, "node_value"); -} - -/* Color */ - -NODE_DEFINE(ColorNode) -{ - NodeType *type = NodeType::add("color", create, NodeType::SHADER); - - SOCKET_COLOR(value, "Value", zero_float3()); - SOCKET_OUT_COLOR(color, "Color"); - - return type; -} - -ColorNode::ColorNode() : ShaderNode(get_node_type()) -{ -} - -void ColorNode::constant_fold(const ConstantFolder &folder) -{ - folder.make_constant(value); -} - -void ColorNode::compile(SVMCompiler &compiler) -{ - ShaderOutput *color_out = output("Color"); - - if (!color_out->links.empty()) { - compiler.add_node(NODE_VALUE_V, compiler.stack_assign(color_out)); - compiler.add_node(NODE_VALUE_V, value); - } -} - -void ColorNode::compile(OSLCompiler &compiler) -{ - compiler.parameter_color("color_value", value); - - compiler.add(this, "node_value"); -} - -/* Add Closure */ - -NODE_DEFINE(AddClosureNode) -{ - NodeType *type = NodeType::add("add_closure", create, NodeType::SHADER); - - SOCKET_IN_CLOSURE(closure1, "Closure1"); - SOCKET_IN_CLOSURE(closure2, "Closure2"); - SOCKET_OUT_CLOSURE(closure, "Closure"); - - return type; -} - -AddClosureNode::AddClosureNode() : ShaderNode(get_node_type()) -{ - special_type = SHADER_SPECIAL_TYPE_COMBINE_CLOSURE; -} - -void AddClosureNode::compile(SVMCompiler & /*compiler*/) -{ - /* handled in the SVM compiler */ -} - -void AddClosureNode::compile(OSLCompiler &compiler) -{ - compiler.add(this, "node_add_closure"); -} - -void AddClosureNode::constant_fold(const ConstantFolder &folder) -{ - ShaderInput *closure1_in = input("Closure1"); - ShaderInput *closure2_in = input("Closure2"); - - /* remove useless add closures nodes */ - if (!closure1_in->link) { - folder.bypass_or_discard(closure2_in); - } - else if (!closure2_in->link) { - folder.bypass_or_discard(closure1_in); - } -} - -/* Mix Closure */ - -NODE_DEFINE(MixClosureNode) -{ - NodeType *type = NodeType::add("mix_closure", create, NodeType::SHADER); - - SOCKET_IN_FLOAT(fac, "Fac", 0.5f); - SOCKET_IN_CLOSURE(closure1, "Closure1"); - SOCKET_IN_CLOSURE(closure2, "Closure2"); - - SOCKET_OUT_CLOSURE(closure, "Closure"); - - return type; -} - -MixClosureNode::MixClosureNode() : ShaderNode(get_node_type()) -{ - special_type = SHADER_SPECIAL_TYPE_COMBINE_CLOSURE; -} - -void MixClosureNode::compile(SVMCompiler & /*compiler*/) -{ - /* handled in the SVM compiler */ -} - -void MixClosureNode::compile(OSLCompiler &compiler) -{ - compiler.add(this, "node_mix_closure"); -} - -void MixClosureNode::constant_fold(const ConstantFolder &folder) -{ - ShaderInput *fac_in = input("Fac"); - ShaderInput *closure1_in = input("Closure1"); - ShaderInput *closure2_in = input("Closure2"); - - /* remove useless mix closures nodes */ - if (closure1_in->link == closure2_in->link) { - folder.bypass_or_discard(closure1_in); - } - /* remove unused mix closure input when factor is 0.0 or 1.0 - * check for closure links and make sure factor link is disconnected */ - else if (!fac_in->link) { - /* factor 0.0 */ - if (fac <= 0.0f) { - folder.bypass_or_discard(closure1_in); - } - /* factor 1.0 */ - else if (fac >= 1.0f) { - folder.bypass_or_discard(closure2_in); - } - } -} - -/* Mix Closure */ - -NODE_DEFINE(MixClosureWeightNode) -{ - NodeType *type = NodeType::add("mix_closure_weight", create, NodeType::SHADER); - - SOCKET_IN_FLOAT(weight, "Weight", 1.0f); - SOCKET_IN_FLOAT(fac, "Fac", 1.0f); - - SOCKET_OUT_FLOAT(weight1, "Weight1"); - SOCKET_OUT_FLOAT(weight2, "Weight2"); - - return type; -} - -MixClosureWeightNode::MixClosureWeightNode() : ShaderNode(get_node_type()) -{ -} - -void MixClosureWeightNode::compile(SVMCompiler &compiler) -{ - ShaderInput *weight_in = input("Weight"); - ShaderInput *fac_in = input("Fac"); - ShaderOutput *weight1_out = output("Weight1"); - ShaderOutput *weight2_out = output("Weight2"); - - compiler.add_node(NODE_MIX_CLOSURE, - compiler.encode_uchar4(compiler.stack_assign(fac_in), - compiler.stack_assign(weight_in), - compiler.stack_assign(weight1_out), - compiler.stack_assign(weight2_out))); -} - -void MixClosureWeightNode::compile(OSLCompiler & /*compiler*/) -{ - assert(0); -} - -/* Invert */ - -NODE_DEFINE(InvertNode) -{ - NodeType *type = NodeType::add("invert", create, NodeType::SHADER); - - SOCKET_IN_FLOAT(fac, "Fac", 1.0f); - SOCKET_IN_COLOR(color, "Color", zero_float3()); - - SOCKET_OUT_COLOR(color, "Color"); - - return type; -} - -InvertNode::InvertNode() : ShaderNode(get_node_type()) -{ -} - -void InvertNode::constant_fold(const ConstantFolder &folder) -{ - ShaderInput *fac_in = input("Fac"); - ShaderInput *color_in = input("Color"); - - if (!fac_in->link) { - /* evaluate fully constant node */ - if (!color_in->link) { - folder.make_constant(interp(color, one_float3() - color, fac)); - } - /* remove no-op node */ - else if (fac == 0.0f) { - folder.bypass(color_in->link); - } - } -} - -void InvertNode::compile(SVMCompiler &compiler) -{ - ShaderInput *fac_in = input("Fac"); - ShaderInput *color_in = input("Color"); - ShaderOutput *color_out = output("Color"); - - compiler.add_node(NODE_INVERT, - compiler.stack_assign(fac_in), - compiler.stack_assign(color_in), - compiler.stack_assign(color_out)); -} - -void InvertNode::compile(OSLCompiler &compiler) -{ - compiler.add(this, "node_invert"); -} - -/* Mix */ - -NODE_DEFINE(MixNode) -{ - NodeType *type = NodeType::add("mix", create, NodeType::SHADER); - - static NodeEnum type_enum; - type_enum.insert("mix", NODE_MIX_BLEND); - type_enum.insert("add", NODE_MIX_ADD); - type_enum.insert("multiply", NODE_MIX_MUL); - type_enum.insert("screen", NODE_MIX_SCREEN); - type_enum.insert("overlay", NODE_MIX_OVERLAY); - type_enum.insert("subtract", NODE_MIX_SUB); - type_enum.insert("divide", NODE_MIX_DIV); - type_enum.insert("difference", NODE_MIX_DIFF); - type_enum.insert("darken", NODE_MIX_DARK); - type_enum.insert("lighten", NODE_MIX_LIGHT); - type_enum.insert("dodge", NODE_MIX_DODGE); - type_enum.insert("burn", NODE_MIX_BURN); - type_enum.insert("hue", NODE_MIX_HUE); - type_enum.insert("saturation", NODE_MIX_SAT); - type_enum.insert("value", NODE_MIX_VAL); - type_enum.insert("color", NODE_MIX_COLOR); - type_enum.insert("soft_light", NODE_MIX_SOFT); - type_enum.insert("linear_light", NODE_MIX_LINEAR); - SOCKET_ENUM(mix_type, "Type", type_enum, NODE_MIX_BLEND); - - SOCKET_BOOLEAN(use_clamp, "Use Clamp", false); - - SOCKET_IN_FLOAT(fac, "Fac", 0.5f); - SOCKET_IN_COLOR(color1, "Color1", zero_float3()); - SOCKET_IN_COLOR(color2, "Color2", zero_float3()); - - SOCKET_OUT_COLOR(color, "Color"); - - return type; -} - -MixNode::MixNode() : ShaderNode(get_node_type()) -{ -} - -void MixNode::compile(SVMCompiler &compiler) -{ - ShaderInput *fac_in = input("Fac"); - ShaderInput *color1_in = input("Color1"); - ShaderInput *color2_in = input("Color2"); - ShaderOutput *color_out = output("Color"); - - compiler.add_node(NODE_MIX, - compiler.stack_assign(fac_in), - compiler.stack_assign(color1_in), - compiler.stack_assign(color2_in)); - compiler.add_node(NODE_MIX, mix_type, compiler.stack_assign(color_out)); - - if (use_clamp) { - compiler.add_node(NODE_MIX, 0, compiler.stack_assign(color_out)); - compiler.add_node(NODE_MIX, NODE_MIX_CLAMP, compiler.stack_assign(color_out)); - } -} - -void MixNode::compile(OSLCompiler &compiler) -{ - compiler.parameter(this, "mix_type"); - compiler.parameter(this, "use_clamp"); - compiler.add(this, "node_mix"); -} - -void MixNode::constant_fold(const ConstantFolder &folder) -{ - if (folder.all_inputs_constant()) { - folder.make_constant_clamp(svm_mix(mix_type, fac, color1, color2), use_clamp); - } - else { - folder.fold_mix(mix_type, use_clamp); - } -} - -/* Combine RGB */ - -NODE_DEFINE(CombineRGBNode) -{ - NodeType *type = NodeType::add("combine_rgb", create, NodeType::SHADER); - - SOCKET_IN_FLOAT(r, "R", 0.0f); - SOCKET_IN_FLOAT(g, "G", 0.0f); - SOCKET_IN_FLOAT(b, "B", 0.0f); - - SOCKET_OUT_COLOR(image, "Image"); - - return type; -} - -CombineRGBNode::CombineRGBNode() : ShaderNode(get_node_type()) -{ -} - -void CombineRGBNode::constant_fold(const ConstantFolder &folder) -{ - if (folder.all_inputs_constant()) { - folder.make_constant(make_float3(r, g, b)); - } -} - -void CombineRGBNode::compile(SVMCompiler &compiler) -{ - ShaderInput *red_in = input("R"); - ShaderInput *green_in = input("G"); - ShaderInput *blue_in = input("B"); - ShaderOutput *color_out = output("Image"); - - compiler.add_node( - NODE_COMBINE_VECTOR, compiler.stack_assign(red_in), 0, compiler.stack_assign(color_out)); - - compiler.add_node( - NODE_COMBINE_VECTOR, compiler.stack_assign(green_in), 1, compiler.stack_assign(color_out)); - - compiler.add_node( - NODE_COMBINE_VECTOR, compiler.stack_assign(blue_in), 2, compiler.stack_assign(color_out)); -} - -void CombineRGBNode::compile(OSLCompiler &compiler) -{ - compiler.add(this, "node_combine_rgb"); -} - -/* Combine XYZ */ - -NODE_DEFINE(CombineXYZNode) -{ - NodeType *type = NodeType::add("combine_xyz", create, NodeType::SHADER); - - SOCKET_IN_FLOAT(x, "X", 0.0f); - SOCKET_IN_FLOAT(y, "Y", 0.0f); - SOCKET_IN_FLOAT(z, "Z", 0.0f); - - SOCKET_OUT_VECTOR(vector, "Vector"); - - return type; -} - -CombineXYZNode::CombineXYZNode() : ShaderNode(get_node_type()) -{ -} - -void CombineXYZNode::constant_fold(const ConstantFolder &folder) -{ - if (folder.all_inputs_constant()) { - folder.make_constant(make_float3(x, y, z)); - } -} - -void CombineXYZNode::compile(SVMCompiler &compiler) -{ - ShaderInput *x_in = input("X"); - ShaderInput *y_in = input("Y"); - ShaderInput *z_in = input("Z"); - ShaderOutput *vector_out = output("Vector"); - - compiler.add_node( - NODE_COMBINE_VECTOR, compiler.stack_assign(x_in), 0, compiler.stack_assign(vector_out)); - - compiler.add_node( - NODE_COMBINE_VECTOR, compiler.stack_assign(y_in), 1, compiler.stack_assign(vector_out)); - - compiler.add_node( - NODE_COMBINE_VECTOR, compiler.stack_assign(z_in), 2, compiler.stack_assign(vector_out)); -} - -void CombineXYZNode::compile(OSLCompiler &compiler) -{ - compiler.add(this, "node_combine_xyz"); -} - -/* Combine HSV */ - -NODE_DEFINE(CombineHSVNode) -{ - NodeType *type = NodeType::add("combine_hsv", create, NodeType::SHADER); - - SOCKET_IN_FLOAT(h, "H", 0.0f); - SOCKET_IN_FLOAT(s, "S", 0.0f); - SOCKET_IN_FLOAT(v, "V", 0.0f); - - SOCKET_OUT_COLOR(color, "Color"); - - return type; -} - -CombineHSVNode::CombineHSVNode() : ShaderNode(get_node_type()) -{ -} - -void CombineHSVNode::constant_fold(const ConstantFolder &folder) -{ - if (folder.all_inputs_constant()) { - folder.make_constant(hsv_to_rgb(make_float3(h, s, v))); - } -} - -void CombineHSVNode::compile(SVMCompiler &compiler) -{ - ShaderInput *hue_in = input("H"); - ShaderInput *saturation_in = input("S"); - ShaderInput *value_in = input("V"); - ShaderOutput *color_out = output("Color"); - - compiler.add_node(NODE_COMBINE_HSV, - compiler.stack_assign(hue_in), - compiler.stack_assign(saturation_in), - compiler.stack_assign(value_in)); - compiler.add_node(NODE_COMBINE_HSV, compiler.stack_assign(color_out)); -} - -void CombineHSVNode::compile(OSLCompiler &compiler) -{ - compiler.add(this, "node_combine_hsv"); -} - -/* Gamma */ - -NODE_DEFINE(GammaNode) -{ - NodeType *type = NodeType::add("gamma", create, NodeType::SHADER); - - SOCKET_IN_COLOR(color, "Color", zero_float3()); - SOCKET_IN_FLOAT(gamma, "Gamma", 1.0f); - SOCKET_OUT_COLOR(color, "Color"); - - return type; -} - -GammaNode::GammaNode() : ShaderNode(get_node_type()) -{ -} - -void GammaNode::constant_fold(const ConstantFolder &folder) -{ - if (folder.all_inputs_constant()) { - folder.make_constant(svm_math_gamma_color(color, gamma)); - } - else { - ShaderInput *color_in = input("Color"); - ShaderInput *gamma_in = input("Gamma"); - - /* 1 ^ X == X ^ 0 == 1 */ - if (folder.is_one(color_in) || folder.is_zero(gamma_in)) { - folder.make_one(); - } - /* X ^ 1 == X */ - else if (folder.is_one(gamma_in)) { - folder.try_bypass_or_make_constant(color_in, false); - } - } -} - -void GammaNode::compile(SVMCompiler &compiler) -{ - ShaderInput *color_in = input("Color"); - ShaderInput *gamma_in = input("Gamma"); - ShaderOutput *color_out = output("Color"); - - compiler.add_node(NODE_GAMMA, - compiler.stack_assign(gamma_in), - compiler.stack_assign(color_in), - compiler.stack_assign(color_out)); -} - -void GammaNode::compile(OSLCompiler &compiler) -{ - compiler.add(this, "node_gamma"); -} - -/* Bright Contrast */ - -NODE_DEFINE(BrightContrastNode) -{ - NodeType *type = NodeType::add("brightness_contrast", create, NodeType::SHADER); - - SOCKET_IN_COLOR(color, "Color", zero_float3()); - SOCKET_IN_FLOAT(bright, "Bright", 0.0f); - SOCKET_IN_FLOAT(contrast, "Contrast", 0.0f); - - SOCKET_OUT_COLOR(color, "Color"); - - return type; -} - -BrightContrastNode::BrightContrastNode() : ShaderNode(get_node_type()) -{ -} - -void BrightContrastNode::constant_fold(const ConstantFolder &folder) -{ - if (folder.all_inputs_constant()) { - folder.make_constant(svm_brightness_contrast(color, bright, contrast)); - } -} - -void BrightContrastNode::compile(SVMCompiler &compiler) -{ - ShaderInput *color_in = input("Color"); - ShaderInput *bright_in = input("Bright"); - ShaderInput *contrast_in = input("Contrast"); - ShaderOutput *color_out = output("Color"); - - compiler.add_node(NODE_BRIGHTCONTRAST, - compiler.stack_assign(color_in), - compiler.stack_assign(color_out), - compiler.encode_uchar4(compiler.stack_assign(bright_in), - compiler.stack_assign(contrast_in))); -} - -void BrightContrastNode::compile(OSLCompiler &compiler) -{ - compiler.add(this, "node_brightness"); -} - -/* Separate RGB */ - -NODE_DEFINE(SeparateRGBNode) -{ - NodeType *type = NodeType::add("separate_rgb", create, NodeType::SHADER); - - SOCKET_IN_COLOR(color, "Image", zero_float3()); - - SOCKET_OUT_FLOAT(r, "R"); - SOCKET_OUT_FLOAT(g, "G"); - SOCKET_OUT_FLOAT(b, "B"); - - return type; -} - -SeparateRGBNode::SeparateRGBNode() : ShaderNode(get_node_type()) -{ -} - -void SeparateRGBNode::constant_fold(const ConstantFolder &folder) -{ - if (folder.all_inputs_constant()) { - for (int channel = 0; channel < 3; channel++) { - if (outputs[channel] == folder.output) { - folder.make_constant(color[channel]); - return; - } - } - } -} - -void SeparateRGBNode::compile(SVMCompiler &compiler) -{ - ShaderInput *color_in = input("Image"); - ShaderOutput *red_out = output("R"); - ShaderOutput *green_out = output("G"); - ShaderOutput *blue_out = output("B"); - - compiler.add_node( - NODE_SEPARATE_VECTOR, compiler.stack_assign(color_in), 0, compiler.stack_assign(red_out)); - - compiler.add_node( - NODE_SEPARATE_VECTOR, compiler.stack_assign(color_in), 1, compiler.stack_assign(green_out)); - - compiler.add_node( - NODE_SEPARATE_VECTOR, compiler.stack_assign(color_in), 2, compiler.stack_assign(blue_out)); -} - -void SeparateRGBNode::compile(OSLCompiler &compiler) -{ - compiler.add(this, "node_separate_rgb"); -} - -/* Separate XYZ */ - -NODE_DEFINE(SeparateXYZNode) -{ - NodeType *type = NodeType::add("separate_xyz", create, NodeType::SHADER); - - SOCKET_IN_COLOR(vector, "Vector", zero_float3()); - - SOCKET_OUT_FLOAT(x, "X"); - SOCKET_OUT_FLOAT(y, "Y"); - SOCKET_OUT_FLOAT(z, "Z"); - - return type; -} - -SeparateXYZNode::SeparateXYZNode() : ShaderNode(get_node_type()) -{ -} - -void SeparateXYZNode::constant_fold(const ConstantFolder &folder) -{ - if (folder.all_inputs_constant()) { - for (int channel = 0; channel < 3; channel++) { - if (outputs[channel] == folder.output) { - folder.make_constant(vector[channel]); - return; - } - } - } -} - -void SeparateXYZNode::compile(SVMCompiler &compiler) -{ - ShaderInput *vector_in = input("Vector"); - ShaderOutput *x_out = output("X"); - ShaderOutput *y_out = output("Y"); - ShaderOutput *z_out = output("Z"); - - compiler.add_node( - NODE_SEPARATE_VECTOR, compiler.stack_assign(vector_in), 0, compiler.stack_assign(x_out)); - - compiler.add_node( - NODE_SEPARATE_VECTOR, compiler.stack_assign(vector_in), 1, compiler.stack_assign(y_out)); - - compiler.add_node( - NODE_SEPARATE_VECTOR, compiler.stack_assign(vector_in), 2, compiler.stack_assign(z_out)); -} - -void SeparateXYZNode::compile(OSLCompiler &compiler) -{ - compiler.add(this, "node_separate_xyz"); -} - -/* Separate HSV */ - -NODE_DEFINE(SeparateHSVNode) -{ - NodeType *type = NodeType::add("separate_hsv", create, NodeType::SHADER); - - SOCKET_IN_COLOR(color, "Color", zero_float3()); - - SOCKET_OUT_FLOAT(h, "H"); - SOCKET_OUT_FLOAT(s, "S"); - SOCKET_OUT_FLOAT(v, "V"); - - return type; -} - -SeparateHSVNode::SeparateHSVNode() : ShaderNode(get_node_type()) -{ -} - -void SeparateHSVNode::constant_fold(const ConstantFolder &folder) -{ - if (folder.all_inputs_constant()) { - float3 hsv = rgb_to_hsv(color); - - for (int channel = 0; channel < 3; channel++) { - if (outputs[channel] == folder.output) { - folder.make_constant(hsv[channel]); - return; - } - } - } -} - -void SeparateHSVNode::compile(SVMCompiler &compiler) -{ - ShaderInput *color_in = input("Color"); - ShaderOutput *hue_out = output("H"); - ShaderOutput *saturation_out = output("S"); - ShaderOutput *value_out = output("V"); - - compiler.add_node(NODE_SEPARATE_HSV, - compiler.stack_assign(color_in), - compiler.stack_assign(hue_out), - compiler.stack_assign(saturation_out)); - compiler.add_node(NODE_SEPARATE_HSV, compiler.stack_assign(value_out)); -} - -void SeparateHSVNode::compile(OSLCompiler &compiler) -{ - compiler.add(this, "node_separate_hsv"); -} - -/* Hue Saturation Value */ - -NODE_DEFINE(HSVNode) -{ - NodeType *type = NodeType::add("hsv", create, NodeType::SHADER); - - SOCKET_IN_FLOAT(hue, "Hue", 0.5f); - SOCKET_IN_FLOAT(saturation, "Saturation", 1.0f); - SOCKET_IN_FLOAT(value, "Value", 1.0f); - SOCKET_IN_FLOAT(fac, "Fac", 1.0f); - SOCKET_IN_COLOR(color, "Color", zero_float3()); - - SOCKET_OUT_COLOR(color, "Color"); - - return type; -} - -HSVNode::HSVNode() : ShaderNode(get_node_type()) -{ -} - -void HSVNode::compile(SVMCompiler &compiler) -{ - ShaderInput *hue_in = input("Hue"); - ShaderInput *saturation_in = input("Saturation"); - ShaderInput *value_in = input("Value"); - ShaderInput *fac_in = input("Fac"); - ShaderInput *color_in = input("Color"); - ShaderOutput *color_out = output("Color"); - - compiler.add_node(NODE_HSV, - compiler.encode_uchar4(compiler.stack_assign(color_in), - compiler.stack_assign(fac_in), - compiler.stack_assign(color_out)), - compiler.encode_uchar4(compiler.stack_assign(hue_in), - compiler.stack_assign(saturation_in), - compiler.stack_assign(value_in))); -} - -void HSVNode::compile(OSLCompiler &compiler) -{ - compiler.add(this, "node_hsv"); -} - -/* Attribute */ - -NODE_DEFINE(AttributeNode) -{ - NodeType *type = NodeType::add("attribute", create, NodeType::SHADER); - - SOCKET_STRING(attribute, "Attribute", ustring()); - - SOCKET_OUT_COLOR(color, "Color"); - SOCKET_OUT_VECTOR(vector, "Vector"); - SOCKET_OUT_FLOAT(fac, "Fac"); - SOCKET_OUT_FLOAT(alpha, "Alpha"); - - return type; -} - -AttributeNode::AttributeNode() : ShaderNode(get_node_type()) -{ -} - -void AttributeNode::attributes(Shader *shader, AttributeRequestSet *attributes) -{ - ShaderOutput *color_out = output("Color"); - ShaderOutput *vector_out = output("Vector"); - ShaderOutput *fac_out = output("Fac"); - ShaderOutput *alpha_out = output("Alpha"); - - if (!color_out->links.empty() || !vector_out->links.empty() || !fac_out->links.empty() || - !alpha_out->links.empty()) { - attributes->add_standard(attribute); - } - - if (shader->has_volume) { - attributes->add(ATTR_STD_GENERATED_TRANSFORM); - } - - ShaderNode::attributes(shader, attributes); -} - -void AttributeNode::compile(SVMCompiler &compiler) -{ - ShaderOutput *color_out = output("Color"); - ShaderOutput *vector_out = output("Vector"); - ShaderOutput *fac_out = output("Fac"); - ShaderOutput *alpha_out = output("Alpha"); - ShaderNodeType attr_node = NODE_ATTR; - int attr = compiler.attribute_standard(attribute); - - if (bump == SHADER_BUMP_DX) - attr_node = NODE_ATTR_BUMP_DX; - else if (bump == SHADER_BUMP_DY) - attr_node = NODE_ATTR_BUMP_DY; - - if (!color_out->links.empty() || !vector_out->links.empty()) { - if (!color_out->links.empty()) { - compiler.add_node( - attr_node, attr, compiler.stack_assign(color_out), NODE_ATTR_OUTPUT_FLOAT3); - } - if (!vector_out->links.empty()) { - compiler.add_node( - attr_node, attr, compiler.stack_assign(vector_out), NODE_ATTR_OUTPUT_FLOAT3); - } - } - - if (!fac_out->links.empty()) { - compiler.add_node(attr_node, attr, compiler.stack_assign(fac_out), NODE_ATTR_OUTPUT_FLOAT); - } - - if (!alpha_out->links.empty()) { - compiler.add_node( - attr_node, attr, compiler.stack_assign(alpha_out), NODE_ATTR_OUTPUT_FLOAT_ALPHA); - } -} - -void AttributeNode::compile(OSLCompiler &compiler) -{ - if (bump == SHADER_BUMP_DX) - compiler.parameter("bump_offset", "dx"); - else if (bump == SHADER_BUMP_DY) - compiler.parameter("bump_offset", "dy"); - else - compiler.parameter("bump_offset", "center"); - - if (Attribute::name_standard(attribute.c_str()) != ATTR_STD_NONE) - compiler.parameter("name", (string("geom:") + attribute.c_str()).c_str()); - else - compiler.parameter("name", attribute.c_str()); - - compiler.add(this, "node_attribute"); -} - -/* Camera */ - -NODE_DEFINE(CameraNode) -{ - NodeType *type = NodeType::add("camera_info", create, NodeType::SHADER); - - SOCKET_OUT_VECTOR(view_vector, "View Vector"); - SOCKET_OUT_FLOAT(view_z_depth, "View Z Depth"); - SOCKET_OUT_FLOAT(view_distance, "View Distance"); - - return type; -} - -CameraNode::CameraNode() : ShaderNode(get_node_type()) -{ -} - -void CameraNode::compile(SVMCompiler &compiler) -{ - ShaderOutput *vector_out = output("View Vector"); - ShaderOutput *z_depth_out = output("View Z Depth"); - ShaderOutput *distance_out = output("View Distance"); - - compiler.add_node(NODE_CAMERA, - compiler.stack_assign(vector_out), - compiler.stack_assign(z_depth_out), - compiler.stack_assign(distance_out)); -} - -void CameraNode::compile(OSLCompiler &compiler) -{ - compiler.add(this, "node_camera"); -} - -/* Fresnel */ - -NODE_DEFINE(FresnelNode) -{ - NodeType *type = NodeType::add("fresnel", create, NodeType::SHADER); - - SOCKET_IN_NORMAL( - normal, "Normal", zero_float3(), SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL); - SOCKET_IN_FLOAT(IOR, "IOR", 1.45f); - - SOCKET_OUT_FLOAT(fac, "Fac"); - - return type; -} - -FresnelNode::FresnelNode() : ShaderNode(get_node_type()) -{ -} - -void FresnelNode::compile(SVMCompiler &compiler) -{ - ShaderInput *normal_in = input("Normal"); - ShaderInput *IOR_in = input("IOR"); - ShaderOutput *fac_out = output("Fac"); - - compiler.add_node(NODE_FRESNEL, - compiler.stack_assign(IOR_in), - __float_as_int(IOR), - compiler.encode_uchar4(compiler.stack_assign_if_linked(normal_in), - compiler.stack_assign(fac_out))); -} - -void FresnelNode::compile(OSLCompiler &compiler) -{ - compiler.add(this, "node_fresnel"); -} - -/* Layer Weight */ - -NODE_DEFINE(LayerWeightNode) -{ - NodeType *type = NodeType::add("layer_weight", create, NodeType::SHADER); - - SOCKET_IN_NORMAL( - normal, "Normal", zero_float3(), SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL); - SOCKET_IN_FLOAT(blend, "Blend", 0.5f); - - SOCKET_OUT_FLOAT(fresnel, "Fresnel"); - SOCKET_OUT_FLOAT(facing, "Facing"); - - return type; -} - -LayerWeightNode::LayerWeightNode() : ShaderNode(get_node_type()) -{ -} - -void LayerWeightNode::compile(SVMCompiler &compiler) -{ - ShaderInput *normal_in = input("Normal"); - ShaderInput *blend_in = input("Blend"); - ShaderOutput *fresnel_out = output("Fresnel"); - ShaderOutput *facing_out = output("Facing"); - - if (!fresnel_out->links.empty()) { - compiler.add_node(NODE_LAYER_WEIGHT, - compiler.stack_assign_if_linked(blend_in), - __float_as_int(blend), - compiler.encode_uchar4(NODE_LAYER_WEIGHT_FRESNEL, - compiler.stack_assign_if_linked(normal_in), - compiler.stack_assign(fresnel_out))); - } - - if (!facing_out->links.empty()) { - compiler.add_node(NODE_LAYER_WEIGHT, - compiler.stack_assign_if_linked(blend_in), - __float_as_int(blend), - compiler.encode_uchar4(NODE_LAYER_WEIGHT_FACING, - compiler.stack_assign_if_linked(normal_in), - compiler.stack_assign(facing_out))); - } -} - -void LayerWeightNode::compile(OSLCompiler &compiler) -{ - compiler.add(this, "node_layer_weight"); -} - -/* Wireframe */ - -NODE_DEFINE(WireframeNode) -{ - NodeType *type = NodeType::add("wireframe", create, NodeType::SHADER); - - SOCKET_BOOLEAN(use_pixel_size, "Use Pixel Size", false); - SOCKET_IN_FLOAT(size, "Size", 0.01f); - SOCKET_OUT_FLOAT(fac, "Fac"); - - return type; -} - -WireframeNode::WireframeNode() : ShaderNode(get_node_type()) -{ -} - -void WireframeNode::compile(SVMCompiler &compiler) -{ - ShaderInput *size_in = input("Size"); - ShaderOutput *fac_out = output("Fac"); - NodeBumpOffset bump_offset = NODE_BUMP_OFFSET_CENTER; - if (bump == SHADER_BUMP_DX) { - bump_offset = NODE_BUMP_OFFSET_DX; - } - else if (bump == SHADER_BUMP_DY) { - bump_offset = NODE_BUMP_OFFSET_DY; - } - compiler.add_node(NODE_WIREFRAME, - compiler.stack_assign(size_in), - compiler.stack_assign(fac_out), - compiler.encode_uchar4(use_pixel_size, bump_offset, 0, 0)); -} - -void WireframeNode::compile(OSLCompiler &compiler) -{ - if (bump == SHADER_BUMP_DX) { - compiler.parameter("bump_offset", "dx"); - } - else if (bump == SHADER_BUMP_DY) { - compiler.parameter("bump_offset", "dy"); - } - else { - compiler.parameter("bump_offset", "center"); - } - compiler.parameter(this, "use_pixel_size"); - compiler.add(this, "node_wireframe"); -} - -/* Wavelength */ - -NODE_DEFINE(WavelengthNode) -{ - NodeType *type = NodeType::add("wavelength", create, NodeType::SHADER); - - SOCKET_IN_FLOAT(wavelength, "Wavelength", 500.0f); - SOCKET_OUT_COLOR(color, "Color"); - - return type; -} - -WavelengthNode::WavelengthNode() : ShaderNode(get_node_type()) -{ -} - -void WavelengthNode::compile(SVMCompiler &compiler) -{ - ShaderInput *wavelength_in = input("Wavelength"); - ShaderOutput *color_out = output("Color"); - - compiler.add_node( - NODE_WAVELENGTH, compiler.stack_assign(wavelength_in), compiler.stack_assign(color_out)); -} - -void WavelengthNode::compile(OSLCompiler &compiler) -{ - compiler.add(this, "node_wavelength"); -} - -/* Blackbody */ - -NODE_DEFINE(BlackbodyNode) -{ - NodeType *type = NodeType::add("blackbody", create, NodeType::SHADER); - - SOCKET_IN_FLOAT(temperature, "Temperature", 1200.0f); - SOCKET_OUT_COLOR(color, "Color"); - - return type; -} - -BlackbodyNode::BlackbodyNode() : ShaderNode(get_node_type()) -{ -} - -void BlackbodyNode::constant_fold(const ConstantFolder &folder) -{ - if (folder.all_inputs_constant()) { - folder.make_constant(svm_math_blackbody_color(temperature)); - } -} - -void BlackbodyNode::compile(SVMCompiler &compiler) -{ - ShaderInput *temperature_in = input("Temperature"); - ShaderOutput *color_out = output("Color"); - - compiler.add_node( - NODE_BLACKBODY, compiler.stack_assign(temperature_in), compiler.stack_assign(color_out)); -} - -void BlackbodyNode::compile(OSLCompiler &compiler) -{ - compiler.add(this, "node_blackbody"); -} - -/* Output */ - -NODE_DEFINE(OutputNode) -{ - NodeType *type = NodeType::add("output", create, NodeType::SHADER); - - SOCKET_IN_CLOSURE(surface, "Surface"); - SOCKET_IN_CLOSURE(volume, "Volume"); - SOCKET_IN_VECTOR(displacement, "Displacement", zero_float3()); - SOCKET_IN_NORMAL(normal, "Normal", zero_float3()); - - return type; -} - -OutputNode::OutputNode() : ShaderNode(get_node_type()) -{ - special_type = SHADER_SPECIAL_TYPE_OUTPUT; -} - -void OutputNode::compile(SVMCompiler &compiler) -{ - if (compiler.output_type() == SHADER_TYPE_DISPLACEMENT) { - ShaderInput *displacement_in = input("Displacement"); - - if (displacement_in->link) { - compiler.add_node(NODE_SET_DISPLACEMENT, compiler.stack_assign(displacement_in)); - } - } -} - -void OutputNode::compile(OSLCompiler &compiler) -{ - if (compiler.output_type() == SHADER_TYPE_SURFACE) - compiler.add(this, "node_output_surface"); - else if (compiler.output_type() == SHADER_TYPE_VOLUME) - compiler.add(this, "node_output_volume"); - else if (compiler.output_type() == SHADER_TYPE_DISPLACEMENT) - compiler.add(this, "node_output_displacement"); -} - -/* Map Range Node */ - -NODE_DEFINE(MapRangeNode) -{ - NodeType *type = NodeType::add("map_range", create, NodeType::SHADER); - - static NodeEnum type_enum; - type_enum.insert("linear", NODE_MAP_RANGE_LINEAR); - type_enum.insert("stepped", NODE_MAP_RANGE_STEPPED); - type_enum.insert("smoothstep", NODE_MAP_RANGE_SMOOTHSTEP); - type_enum.insert("smootherstep", NODE_MAP_RANGE_SMOOTHERSTEP); - SOCKET_ENUM(range_type, "Type", type_enum, NODE_MAP_RANGE_LINEAR); - - SOCKET_IN_FLOAT(value, "Value", 1.0f); - SOCKET_IN_FLOAT(from_min, "From Min", 0.0f); - SOCKET_IN_FLOAT(from_max, "From Max", 1.0f); - SOCKET_IN_FLOAT(to_min, "To Min", 0.0f); - SOCKET_IN_FLOAT(to_max, "To Max", 1.0f); - SOCKET_IN_FLOAT(steps, "Steps", 4.0f); - SOCKET_IN_BOOLEAN(clamp, "Clamp", false); - - SOCKET_OUT_FLOAT(result, "Result"); - - return type; -} - -MapRangeNode::MapRangeNode() : ShaderNode(get_node_type()) -{ -} - -void MapRangeNode::expand(ShaderGraph *graph) -{ - if (clamp) { - ShaderOutput *result_out = output("Result"); - if (!result_out->links.empty()) { - ClampNode *clamp_node = graph->create_node(); - clamp_node->set_clamp_type(NODE_CLAMP_RANGE); - graph->add(clamp_node); - graph->relink(result_out, clamp_node->output("Result")); - graph->connect(result_out, clamp_node->input("Value")); - if (input("To Min")->link) { - graph->connect(input("To Min")->link, clamp_node->input("Min")); - } - else { - clamp_node->set_min(to_min); - } - if (input("To Max")->link) { - graph->connect(input("To Max")->link, clamp_node->input("Max")); - } - else { - clamp_node->set_max(to_max); - } - } - } -} - -void MapRangeNode::compile(SVMCompiler &compiler) -{ - ShaderInput *value_in = input("Value"); - ShaderInput *from_min_in = input("From Min"); - ShaderInput *from_max_in = input("From Max"); - ShaderInput *to_min_in = input("To Min"); - ShaderInput *to_max_in = input("To Max"); - ShaderInput *steps_in = input("Steps"); - ShaderOutput *result_out = output("Result"); - - int value_stack_offset = compiler.stack_assign(value_in); - int from_min_stack_offset = compiler.stack_assign_if_linked(from_min_in); - int from_max_stack_offset = compiler.stack_assign_if_linked(from_max_in); - int to_min_stack_offset = compiler.stack_assign_if_linked(to_min_in); - int to_max_stack_offset = compiler.stack_assign_if_linked(to_max_in); - int steps_stack_offset = compiler.stack_assign(steps_in); - int result_stack_offset = compiler.stack_assign(result_out); - - compiler.add_node( - NODE_MAP_RANGE, - value_stack_offset, - compiler.encode_uchar4( - from_min_stack_offset, from_max_stack_offset, to_min_stack_offset, to_max_stack_offset), - compiler.encode_uchar4(range_type, steps_stack_offset, result_stack_offset)); - - compiler.add_node(__float_as_int(from_min), - __float_as_int(from_max), - __float_as_int(to_min), - __float_as_int(to_max)); - compiler.add_node(__float_as_int(steps)); -} - -void MapRangeNode::compile(OSLCompiler &compiler) -{ - compiler.parameter(this, "range_type"); - compiler.add(this, "node_map_range"); -} - -/* Clamp Node */ - -NODE_DEFINE(ClampNode) -{ - NodeType *type = NodeType::add("clamp", create, NodeType::SHADER); - - static NodeEnum type_enum; - type_enum.insert("minmax", NODE_CLAMP_MINMAX); - type_enum.insert("range", NODE_CLAMP_RANGE); - SOCKET_ENUM(clamp_type, "Type", type_enum, NODE_CLAMP_MINMAX); - - SOCKET_IN_FLOAT(value, "Value", 1.0f); - SOCKET_IN_FLOAT(min, "Min", 0.0f); - SOCKET_IN_FLOAT(max, "Max", 1.0f); - - SOCKET_OUT_FLOAT(result, "Result"); - - return type; -} - -ClampNode::ClampNode() : ShaderNode(get_node_type()) -{ -} - -void ClampNode::constant_fold(const ConstantFolder &folder) -{ - if (folder.all_inputs_constant()) { - if (clamp_type == NODE_CLAMP_RANGE && (min > max)) { - folder.make_constant(clamp(value, max, min)); - } - else { - folder.make_constant(clamp(value, min, max)); - } - } -} - -void ClampNode::compile(SVMCompiler &compiler) -{ - ShaderInput *value_in = input("Value"); - ShaderInput *min_in = input("Min"); - ShaderInput *max_in = input("Max"); - ShaderOutput *result_out = output("Result"); - - int value_stack_offset = compiler.stack_assign(value_in); - int min_stack_offset = compiler.stack_assign(min_in); - int max_stack_offset = compiler.stack_assign(max_in); - int result_stack_offset = compiler.stack_assign(result_out); - - compiler.add_node(NODE_CLAMP, - value_stack_offset, - compiler.encode_uchar4(min_stack_offset, max_stack_offset, clamp_type), - result_stack_offset); - compiler.add_node(__float_as_int(min), __float_as_int(max)); -} - -void ClampNode::compile(OSLCompiler &compiler) -{ - compiler.parameter(this, "clamp_type"); - compiler.add(this, "node_clamp"); -} - -/* AOV Output */ - -NODE_DEFINE(OutputAOVNode) -{ - NodeType *type = NodeType::add("aov_output", create, NodeType::SHADER); - - SOCKET_IN_COLOR(color, "Color", zero_float3()); - SOCKET_IN_FLOAT(value, "Value", 0.0f); - - SOCKET_STRING(name, "AOV Name", ustring("")); - - return type; -} - -OutputAOVNode::OutputAOVNode() : ShaderNode(get_node_type()) -{ - special_type = SHADER_SPECIAL_TYPE_OUTPUT_AOV; - offset = -1; -} - -void OutputAOVNode::simplify_settings(Scene *scene) -{ - offset = scene->film->get_aov_offset(scene, name.string(), is_color); - if (offset == -1) { - offset = scene->film->get_aov_offset(scene, name.string(), is_color); - } - - if (offset == -1 || is_color) { - input("Value")->disconnect(); - } - if (offset == -1 || !is_color) { - input("Color")->disconnect(); - } -} - -void OutputAOVNode::compile(SVMCompiler &compiler) -{ - assert(offset >= 0); - - if (is_color) { - compiler.add_node(NODE_AOV_COLOR, compiler.stack_assign(input("Color")), offset); - } - else { - compiler.add_node(NODE_AOV_VALUE, compiler.stack_assign(input("Value")), offset); - } -} - -void OutputAOVNode::compile(OSLCompiler & /*compiler*/) -{ - /* TODO */ -} - -/* Math */ - -NODE_DEFINE(MathNode) -{ - NodeType *type = NodeType::add("math", create, NodeType::SHADER); - - static NodeEnum type_enum; - type_enum.insert("add", NODE_MATH_ADD); - type_enum.insert("subtract", NODE_MATH_SUBTRACT); - type_enum.insert("multiply", NODE_MATH_MULTIPLY); - type_enum.insert("divide", NODE_MATH_DIVIDE); - type_enum.insert("multiply_add", NODE_MATH_MULTIPLY_ADD); - type_enum.insert("sine", NODE_MATH_SINE); - type_enum.insert("cosine", NODE_MATH_COSINE); - type_enum.insert("tangent", NODE_MATH_TANGENT); - type_enum.insert("sinh", NODE_MATH_SINH); - type_enum.insert("cosh", NODE_MATH_COSH); - type_enum.insert("tanh", NODE_MATH_TANH); - type_enum.insert("arcsine", NODE_MATH_ARCSINE); - type_enum.insert("arccosine", NODE_MATH_ARCCOSINE); - type_enum.insert("arctangent", NODE_MATH_ARCTANGENT); - type_enum.insert("power", NODE_MATH_POWER); - type_enum.insert("logarithm", NODE_MATH_LOGARITHM); - type_enum.insert("minimum", NODE_MATH_MINIMUM); - type_enum.insert("maximum", NODE_MATH_MAXIMUM); - type_enum.insert("round", NODE_MATH_ROUND); - type_enum.insert("less_than", NODE_MATH_LESS_THAN); - type_enum.insert("greater_than", NODE_MATH_GREATER_THAN); - type_enum.insert("modulo", NODE_MATH_MODULO); - type_enum.insert("absolute", NODE_MATH_ABSOLUTE); - type_enum.insert("arctan2", NODE_MATH_ARCTAN2); - type_enum.insert("floor", NODE_MATH_FLOOR); - type_enum.insert("ceil", NODE_MATH_CEIL); - type_enum.insert("fraction", NODE_MATH_FRACTION); - type_enum.insert("trunc", NODE_MATH_TRUNC); - type_enum.insert("snap", NODE_MATH_SNAP); - type_enum.insert("wrap", NODE_MATH_WRAP); - type_enum.insert("pingpong", NODE_MATH_PINGPONG); - type_enum.insert("sqrt", NODE_MATH_SQRT); - type_enum.insert("inversesqrt", NODE_MATH_INV_SQRT); - type_enum.insert("sign", NODE_MATH_SIGN); - type_enum.insert("exponent", NODE_MATH_EXPONENT); - type_enum.insert("radians", NODE_MATH_RADIANS); - type_enum.insert("degrees", NODE_MATH_DEGREES); - type_enum.insert("smoothmin", NODE_MATH_SMOOTH_MIN); - type_enum.insert("smoothmax", NODE_MATH_SMOOTH_MAX); - type_enum.insert("compare", NODE_MATH_COMPARE); - SOCKET_ENUM(math_type, "Type", type_enum, NODE_MATH_ADD); - - SOCKET_BOOLEAN(use_clamp, "Use Clamp", false); - - SOCKET_IN_FLOAT(value1, "Value1", 0.5f); - SOCKET_IN_FLOAT(value2, "Value2", 0.5f); - SOCKET_IN_FLOAT(value3, "Value3", 0.0f); - - SOCKET_OUT_FLOAT(value, "Value"); - - return type; -} - -MathNode::MathNode() : ShaderNode(get_node_type()) -{ -} - -void MathNode::expand(ShaderGraph *graph) -{ - if (use_clamp) { - ShaderOutput *result_out = output("Value"); - if (!result_out->links.empty()) { - ClampNode *clamp_node = graph->create_node(); - clamp_node->set_clamp_type(NODE_CLAMP_MINMAX); - clamp_node->set_min(0.0f); - clamp_node->set_max(1.0f); - graph->add(clamp_node); - graph->relink(result_out, clamp_node->output("Result")); - graph->connect(result_out, clamp_node->input("Value")); - } - } -} - -void MathNode::constant_fold(const ConstantFolder &folder) -{ - if (folder.all_inputs_constant()) { - folder.make_constant(svm_math(math_type, value1, value2, value3)); - } - else { - folder.fold_math(math_type); - } -} - -void MathNode::compile(SVMCompiler &compiler) -{ - ShaderInput *value1_in = input("Value1"); - ShaderInput *value2_in = input("Value2"); - ShaderInput *value3_in = input("Value3"); - ShaderOutput *value_out = output("Value"); - - int value1_stack_offset = compiler.stack_assign(value1_in); - int value2_stack_offset = compiler.stack_assign(value2_in); - int value3_stack_offset = compiler.stack_assign(value3_in); - int value_stack_offset = compiler.stack_assign(value_out); - - compiler.add_node( - NODE_MATH, - math_type, - compiler.encode_uchar4(value1_stack_offset, value2_stack_offset, value3_stack_offset), - value_stack_offset); -} - -void MathNode::compile(OSLCompiler &compiler) -{ - compiler.parameter(this, "math_type"); - compiler.add(this, "node_math"); -} - -/* VectorMath */ - -NODE_DEFINE(VectorMathNode) -{ - NodeType *type = NodeType::add("vector_math", create, NodeType::SHADER); - - static NodeEnum type_enum; - type_enum.insert("add", NODE_VECTOR_MATH_ADD); - type_enum.insert("subtract", NODE_VECTOR_MATH_SUBTRACT); - type_enum.insert("multiply", NODE_VECTOR_MATH_MULTIPLY); - type_enum.insert("divide", NODE_VECTOR_MATH_DIVIDE); - - type_enum.insert("cross_product", NODE_VECTOR_MATH_CROSS_PRODUCT); - type_enum.insert("project", NODE_VECTOR_MATH_PROJECT); - type_enum.insert("reflect", NODE_VECTOR_MATH_REFLECT); - type_enum.insert("refract", NODE_VECTOR_MATH_REFRACT); - type_enum.insert("faceforward", NODE_VECTOR_MATH_FACEFORWARD); - type_enum.insert("multiply_add", NODE_VECTOR_MATH_MULTIPLY_ADD); - - type_enum.insert("dot_product", NODE_VECTOR_MATH_DOT_PRODUCT); - - type_enum.insert("distance", NODE_VECTOR_MATH_DISTANCE); - type_enum.insert("length", NODE_VECTOR_MATH_LENGTH); - type_enum.insert("scale", NODE_VECTOR_MATH_SCALE); - type_enum.insert("normalize", NODE_VECTOR_MATH_NORMALIZE); - - type_enum.insert("snap", NODE_VECTOR_MATH_SNAP); - type_enum.insert("floor", NODE_VECTOR_MATH_FLOOR); - type_enum.insert("ceil", NODE_VECTOR_MATH_CEIL); - type_enum.insert("modulo", NODE_VECTOR_MATH_MODULO); - type_enum.insert("wrap", NODE_VECTOR_MATH_WRAP); - type_enum.insert("fraction", NODE_VECTOR_MATH_FRACTION); - type_enum.insert("absolute", NODE_VECTOR_MATH_ABSOLUTE); - type_enum.insert("minimum", NODE_VECTOR_MATH_MINIMUM); - type_enum.insert("maximum", NODE_VECTOR_MATH_MAXIMUM); - - type_enum.insert("sine", NODE_VECTOR_MATH_SINE); - type_enum.insert("cosine", NODE_VECTOR_MATH_COSINE); - type_enum.insert("tangent", NODE_VECTOR_MATH_TANGENT); - SOCKET_ENUM(math_type, "Type", type_enum, NODE_VECTOR_MATH_ADD); - - SOCKET_IN_VECTOR(vector1, "Vector1", zero_float3()); - SOCKET_IN_VECTOR(vector2, "Vector2", zero_float3()); - SOCKET_IN_VECTOR(vector3, "Vector3", zero_float3()); - SOCKET_IN_FLOAT(scale, "Scale", 1.0f); - - SOCKET_OUT_FLOAT(value, "Value"); - SOCKET_OUT_VECTOR(vector, "Vector"); - - return type; -} - -VectorMathNode::VectorMathNode() : ShaderNode(get_node_type()) -{ -} - -void VectorMathNode::constant_fold(const ConstantFolder &folder) -{ - float value = 0.0f; - float3 vector = zero_float3(); - - if (folder.all_inputs_constant()) { - svm_vector_math(&value, &vector, math_type, vector1, vector2, vector3, scale); - if (folder.output == output("Value")) { - folder.make_constant(value); - } - else if (folder.output == output("Vector")) { - folder.make_constant(vector); - } - } - else { - folder.fold_vector_math(math_type); - } -} - -void VectorMathNode::compile(SVMCompiler &compiler) -{ - ShaderInput *vector1_in = input("Vector1"); - ShaderInput *vector2_in = input("Vector2"); - ShaderInput *param1_in = input("Scale"); - ShaderOutput *value_out = output("Value"); - ShaderOutput *vector_out = output("Vector"); - - int vector1_stack_offset = compiler.stack_assign(vector1_in); - int vector2_stack_offset = compiler.stack_assign(vector2_in); - int param1_stack_offset = compiler.stack_assign(param1_in); - int value_stack_offset = compiler.stack_assign_if_linked(value_out); - int vector_stack_offset = compiler.stack_assign_if_linked(vector_out); - - /* 3 Vector Operators */ - if (math_type == NODE_VECTOR_MATH_WRAP || math_type == NODE_VECTOR_MATH_FACEFORWARD || - math_type == NODE_VECTOR_MATH_MULTIPLY_ADD) { - ShaderInput *vector3_in = input("Vector3"); - int vector3_stack_offset = compiler.stack_assign(vector3_in); - compiler.add_node( - NODE_VECTOR_MATH, - math_type, - compiler.encode_uchar4(vector1_stack_offset, vector2_stack_offset, param1_stack_offset), - compiler.encode_uchar4(value_stack_offset, vector_stack_offset)); - compiler.add_node(vector3_stack_offset); - } - else { - compiler.add_node( - NODE_VECTOR_MATH, - math_type, - compiler.encode_uchar4(vector1_stack_offset, vector2_stack_offset, param1_stack_offset), - compiler.encode_uchar4(value_stack_offset, vector_stack_offset)); - } -} - -void VectorMathNode::compile(OSLCompiler &compiler) -{ - compiler.parameter(this, "math_type"); - compiler.add(this, "node_vector_math"); -} - -/* Vector Rotate */ - -NODE_DEFINE(VectorRotateNode) -{ - NodeType *type = NodeType::add("vector_rotate", create, NodeType::SHADER); - - static NodeEnum type_enum; - type_enum.insert("axis", NODE_VECTOR_ROTATE_TYPE_AXIS); - type_enum.insert("x_axis", NODE_VECTOR_ROTATE_TYPE_AXIS_X); - type_enum.insert("y_axis", NODE_VECTOR_ROTATE_TYPE_AXIS_Y); - type_enum.insert("z_axis", NODE_VECTOR_ROTATE_TYPE_AXIS_Z); - type_enum.insert("euler_xyz", NODE_VECTOR_ROTATE_TYPE_EULER_XYZ); - SOCKET_ENUM(rotate_type, "Type", type_enum, NODE_VECTOR_ROTATE_TYPE_AXIS); - - SOCKET_BOOLEAN(invert, "Invert", false); - - SOCKET_IN_VECTOR(vector, "Vector", zero_float3()); - SOCKET_IN_POINT(rotation, "Rotation", zero_float3()); - SOCKET_IN_POINT(center, "Center", zero_float3()); - SOCKET_IN_VECTOR(axis, "Axis", make_float3(0.0f, 0.0f, 1.0f)); - SOCKET_IN_FLOAT(angle, "Angle", 0.0f); - SOCKET_OUT_VECTOR(vector, "Vector"); - - return type; -} - -VectorRotateNode::VectorRotateNode() : ShaderNode(get_node_type()) -{ -} - -void VectorRotateNode::compile(SVMCompiler &compiler) -{ - ShaderInput *vector_in = input("Vector"); - ShaderInput *rotation_in = input("Rotation"); - ShaderInput *center_in = input("Center"); - ShaderInput *axis_in = input("Axis"); - ShaderInput *angle_in = input("Angle"); - ShaderOutput *vector_out = output("Vector"); - - compiler.add_node(NODE_VECTOR_ROTATE, - compiler.encode_uchar4(rotate_type, - compiler.stack_assign(vector_in), - compiler.stack_assign(rotation_in), - invert), - compiler.encode_uchar4(compiler.stack_assign(center_in), - compiler.stack_assign(axis_in), - compiler.stack_assign(angle_in)), - compiler.stack_assign(vector_out)); -} - -void VectorRotateNode::compile(OSLCompiler &compiler) -{ - compiler.parameter(this, "rotate_type"); - compiler.parameter(this, "invert"); - compiler.add(this, "node_vector_rotate"); -} - -/* VectorTransform */ - -NODE_DEFINE(VectorTransformNode) -{ - NodeType *type = NodeType::add("vector_transform", create, NodeType::SHADER); - - static NodeEnum type_enum; - type_enum.insert("vector", NODE_VECTOR_TRANSFORM_TYPE_VECTOR); - type_enum.insert("point", NODE_VECTOR_TRANSFORM_TYPE_POINT); - type_enum.insert("normal", NODE_VECTOR_TRANSFORM_TYPE_NORMAL); - SOCKET_ENUM(transform_type, "Type", type_enum, NODE_VECTOR_TRANSFORM_TYPE_VECTOR); - - static NodeEnum space_enum; - space_enum.insert("world", NODE_VECTOR_TRANSFORM_CONVERT_SPACE_WORLD); - space_enum.insert("object", NODE_VECTOR_TRANSFORM_CONVERT_SPACE_OBJECT); - space_enum.insert("camera", NODE_VECTOR_TRANSFORM_CONVERT_SPACE_CAMERA); - SOCKET_ENUM(convert_from, "Convert From", space_enum, NODE_VECTOR_TRANSFORM_CONVERT_SPACE_WORLD); - SOCKET_ENUM(convert_to, "Convert To", space_enum, NODE_VECTOR_TRANSFORM_CONVERT_SPACE_OBJECT); - - SOCKET_IN_VECTOR(vector, "Vector", zero_float3()); - SOCKET_OUT_VECTOR(vector, "Vector"); - - return type; -} - -VectorTransformNode::VectorTransformNode() : ShaderNode(get_node_type()) -{ -} - -void VectorTransformNode::compile(SVMCompiler &compiler) -{ - ShaderInput *vector_in = input("Vector"); - ShaderOutput *vector_out = output("Vector"); - - compiler.add_node( - NODE_VECTOR_TRANSFORM, - compiler.encode_uchar4(transform_type, convert_from, convert_to), - compiler.encode_uchar4(compiler.stack_assign(vector_in), compiler.stack_assign(vector_out))); -} - -void VectorTransformNode::compile(OSLCompiler &compiler) -{ - compiler.parameter(this, "transform_type"); - compiler.parameter(this, "convert_from"); - compiler.parameter(this, "convert_to"); - compiler.add(this, "node_vector_transform"); -} - -/* BumpNode */ - -NODE_DEFINE(BumpNode) -{ - NodeType *type = NodeType::add("bump", create, NodeType::SHADER); - - SOCKET_BOOLEAN(invert, "Invert", false); - SOCKET_BOOLEAN(use_object_space, "UseObjectSpace", false); - - /* this input is used by the user, but after graph transform it is no longer - * used and moved to sampler center/x/y instead */ - SOCKET_IN_FLOAT(height, "Height", 1.0f); - - SOCKET_IN_FLOAT(sample_center, "SampleCenter", 0.0f); - SOCKET_IN_FLOAT(sample_x, "SampleX", 0.0f); - SOCKET_IN_FLOAT(sample_y, "SampleY", 0.0f); - SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); - SOCKET_IN_FLOAT(strength, "Strength", 1.0f); - SOCKET_IN_FLOAT(distance, "Distance", 0.1f); - - SOCKET_OUT_NORMAL(normal, "Normal"); - - return type; -} - -BumpNode::BumpNode() : ShaderNode(get_node_type()) -{ - special_type = SHADER_SPECIAL_TYPE_BUMP; -} - -void BumpNode::compile(SVMCompiler &compiler) -{ - ShaderInput *center_in = input("SampleCenter"); - ShaderInput *dx_in = input("SampleX"); - ShaderInput *dy_in = input("SampleY"); - ShaderInput *normal_in = input("Normal"); - ShaderInput *strength_in = input("Strength"); - ShaderInput *distance_in = input("Distance"); - ShaderOutput *normal_out = output("Normal"); - - /* pack all parameters in the node */ - compiler.add_node(NODE_SET_BUMP, - compiler.encode_uchar4(compiler.stack_assign_if_linked(normal_in), - compiler.stack_assign(distance_in), - invert, - use_object_space), - compiler.encode_uchar4(compiler.stack_assign(center_in), - compiler.stack_assign(dx_in), - compiler.stack_assign(dy_in), - compiler.stack_assign(strength_in)), - compiler.stack_assign(normal_out)); -} - -void BumpNode::compile(OSLCompiler &compiler) -{ - compiler.parameter(this, "invert"); - compiler.parameter(this, "use_object_space"); - compiler.add(this, "node_bump"); -} - -void BumpNode::constant_fold(const ConstantFolder &folder) -{ - ShaderInput *height_in = input("Height"); - ShaderInput *normal_in = input("Normal"); - - if (height_in->link == NULL) { - if (normal_in->link == NULL) { - GeometryNode *geom = folder.graph->create_node(); - folder.graph->add(geom); - folder.bypass(geom->output("Normal")); - } - else { - folder.bypass(normal_in->link); - } - } - - /* TODO(sergey): Ignore bump with zero strength. */ -} - -/* Curves node */ - -CurvesNode::CurvesNode(const NodeType *node_type) : ShaderNode(node_type) -{ -} - -void CurvesNode::constant_fold(const ConstantFolder &folder, ShaderInput *value_in) -{ - ShaderInput *fac_in = input("Fac"); - - /* evaluate fully constant node */ - if (folder.all_inputs_constant()) { - if (curves.size() == 0) { - return; - } - - float3 pos = (value - make_float3(min_x, min_x, min_x)) / (max_x - min_x); - float3 result; - - result[0] = rgb_ramp_lookup(curves.data(), pos[0], true, true, curves.size()).x; - result[1] = rgb_ramp_lookup(curves.data(), pos[1], true, true, curves.size()).y; - result[2] = rgb_ramp_lookup(curves.data(), pos[2], true, true, curves.size()).z; - - folder.make_constant(interp(value, result, fac)); - } - /* remove no-op node */ - else if (!fac_in->link && fac == 0.0f) { - /* link is not null because otherwise all inputs are constant */ - folder.bypass(value_in->link); - } -} - -void CurvesNode::compile(SVMCompiler &compiler, - int type, - ShaderInput *value_in, - ShaderOutput *value_out) -{ - if (curves.size() == 0) - return; - - ShaderInput *fac_in = input("Fac"); - - compiler.add_node(type, - compiler.encode_uchar4(compiler.stack_assign(fac_in), - compiler.stack_assign(value_in), - compiler.stack_assign(value_out)), - __float_as_int(min_x), - __float_as_int(max_x)); - - compiler.add_node(curves.size()); - for (int i = 0; i < curves.size(); i++) - compiler.add_node(float3_to_float4(curves[i])); -} - -void CurvesNode::compile(OSLCompiler &compiler, const char *name) -{ - if (curves.size() == 0) - return; - - compiler.parameter_color_array("ramp", curves); - compiler.parameter(this, "min_x"); - compiler.parameter(this, "max_x"); - compiler.add(this, name); -} - -void CurvesNode::compile(SVMCompiler & /*compiler*/) -{ - assert(0); -} - -void CurvesNode::compile(OSLCompiler & /*compiler*/) -{ - assert(0); -} - -/* RGBCurvesNode */ - -NODE_DEFINE(RGBCurvesNode) -{ - NodeType *type = NodeType::add("rgb_curves", create, NodeType::SHADER); - - SOCKET_COLOR_ARRAY(curves, "Curves", array()); - SOCKET_FLOAT(min_x, "Min X", 0.0f); - SOCKET_FLOAT(max_x, "Max X", 1.0f); - - SOCKET_IN_FLOAT(fac, "Fac", 0.0f); - SOCKET_IN_COLOR(value, "Color", zero_float3()); - - SOCKET_OUT_COLOR(value, "Color"); - - return type; -} - -RGBCurvesNode::RGBCurvesNode() : CurvesNode(get_node_type()) -{ -} - -void RGBCurvesNode::constant_fold(const ConstantFolder &folder) -{ - CurvesNode::constant_fold(folder, input("Color")); -} - -void RGBCurvesNode::compile(SVMCompiler &compiler) -{ - CurvesNode::compile(compiler, NODE_RGB_CURVES, input("Color"), output("Color")); -} - -void RGBCurvesNode::compile(OSLCompiler &compiler) -{ - CurvesNode::compile(compiler, "node_rgb_curves"); -} - -/* VectorCurvesNode */ - -NODE_DEFINE(VectorCurvesNode) -{ - NodeType *type = NodeType::add("vector_curves", create, NodeType::SHADER); - - SOCKET_VECTOR_ARRAY(curves, "Curves", array()); - SOCKET_FLOAT(min_x, "Min X", 0.0f); - SOCKET_FLOAT(max_x, "Max X", 1.0f); - - SOCKET_IN_FLOAT(fac, "Fac", 0.0f); - SOCKET_IN_VECTOR(value, "Vector", zero_float3()); - - SOCKET_OUT_VECTOR(value, "Vector"); - - return type; -} - -VectorCurvesNode::VectorCurvesNode() : CurvesNode(get_node_type()) -{ -} - -void VectorCurvesNode::constant_fold(const ConstantFolder &folder) -{ - CurvesNode::constant_fold(folder, input("Vector")); -} - -void VectorCurvesNode::compile(SVMCompiler &compiler) -{ - CurvesNode::compile(compiler, NODE_VECTOR_CURVES, input("Vector"), output("Vector")); -} - -void VectorCurvesNode::compile(OSLCompiler &compiler) -{ - CurvesNode::compile(compiler, "node_vector_curves"); -} - -/* FloatCurveNode */ - -NODE_DEFINE(FloatCurveNode) -{ - NodeType *type = NodeType::add("float_curve", create, NodeType::SHADER); - - SOCKET_FLOAT_ARRAY(curve, "Curve", array()); - SOCKET_FLOAT(min_x, "Min X", 0.0f); - SOCKET_FLOAT(max_x, "Max X", 1.0f); - - SOCKET_IN_FLOAT(fac, "Factor", 0.0f); - SOCKET_IN_FLOAT(value, "Value", 0.0f); - - SOCKET_OUT_FLOAT(value, "Value"); - - return type; -} - -FloatCurveNode::FloatCurveNode() : ShaderNode(get_node_type()) -{ -} - -void FloatCurveNode::constant_fold(const ConstantFolder &folder) -{ - ShaderInput *value_in = input("Value"); - ShaderInput *fac_in = input("Factor"); - - /* evaluate fully constant node */ - if (folder.all_inputs_constant()) { - if (curve.size() == 0) { - return; - } - - float pos = (value - min_x) / (max_x - min_x); - float result = float_ramp_lookup(curve.data(), pos, true, true, curve.size()); - - folder.make_constant(value + fac * (result - value)); - } - /* remove no-op node */ - else if (!fac_in->link && fac == 0.0f) { - /* link is not null because otherwise all inputs are constant */ - folder.bypass(value_in->link); - } -} - -void FloatCurveNode::compile(SVMCompiler &compiler) -{ - if (curve.size() == 0) - return; - - ShaderInput *value_in = input("Value"); - ShaderInput *fac_in = input("Factor"); - ShaderOutput *value_out = output("Value"); - - compiler.add_node(NODE_FLOAT_CURVE, - compiler.encode_uchar4(compiler.stack_assign(fac_in), - compiler.stack_assign(value_in), - compiler.stack_assign(value_out)), - __float_as_int(min_x), - __float_as_int(max_x)); - - compiler.add_node(curve.size()); - for (int i = 0; i < curve.size(); i++) - compiler.add_node(make_float4(curve[i])); -} - -void FloatCurveNode::compile(OSLCompiler &compiler) -{ - if (curve.size() == 0) - return; - - compiler.parameter_array("ramp", curve.data(), curve.size()); - compiler.parameter(this, "min_x"); - compiler.parameter(this, "max_x"); - compiler.add(this, "node_float_curve"); -} - -/* RGBRampNode */ - -NODE_DEFINE(RGBRampNode) -{ - NodeType *type = NodeType::add("rgb_ramp", create, NodeType::SHADER); - - SOCKET_COLOR_ARRAY(ramp, "Ramp", array()); - SOCKET_FLOAT_ARRAY(ramp_alpha, "Ramp Alpha", array()); - SOCKET_BOOLEAN(interpolate, "Interpolate", true); - - SOCKET_IN_FLOAT(fac, "Fac", 0.0f); - - SOCKET_OUT_COLOR(color, "Color"); - SOCKET_OUT_FLOAT(alpha, "Alpha"); - - return type; -} - -RGBRampNode::RGBRampNode() : ShaderNode(get_node_type()) -{ -} - -void RGBRampNode::constant_fold(const ConstantFolder &folder) -{ - if (ramp.size() == 0 || ramp.size() != ramp_alpha.size()) - return; - - if (folder.all_inputs_constant()) { - float f = clamp(fac, 0.0f, 1.0f) * (ramp.size() - 1); - - /* clamp int as well in case of NaN */ - int i = clamp((int)f, 0, ramp.size() - 1); - float t = f - (float)i; - - bool use_lerp = interpolate && t > 0.0f; - - if (folder.output == output("Color")) { - float3 color = rgb_ramp_lookup(ramp.data(), fac, use_lerp, false, ramp.size()); - folder.make_constant(color); - } - else if (folder.output == output("Alpha")) { - float alpha = float_ramp_lookup(ramp_alpha.data(), fac, use_lerp, false, ramp_alpha.size()); - folder.make_constant(alpha); - } - } -} - -void RGBRampNode::compile(SVMCompiler &compiler) -{ - if (ramp.size() == 0 || ramp.size() != ramp_alpha.size()) - return; - - ShaderInput *fac_in = input("Fac"); - ShaderOutput *color_out = output("Color"); - ShaderOutput *alpha_out = output("Alpha"); - - compiler.add_node(NODE_RGB_RAMP, - compiler.encode_uchar4(compiler.stack_assign(fac_in), - compiler.stack_assign_if_linked(color_out), - compiler.stack_assign_if_linked(alpha_out)), - interpolate); - - compiler.add_node(ramp.size()); - for (int i = 0; i < ramp.size(); i++) - compiler.add_node(make_float4(ramp[i].x, ramp[i].y, ramp[i].z, ramp_alpha[i])); -} - -void RGBRampNode::compile(OSLCompiler &compiler) -{ - if (ramp.size() == 0 || ramp.size() != ramp_alpha.size()) - return; - - compiler.parameter_color_array("ramp_color", ramp); - compiler.parameter_array("ramp_alpha", ramp_alpha.data(), ramp_alpha.size()); - compiler.parameter(this, "interpolate"); - - compiler.add(this, "node_rgb_ramp"); -} - -/* Set Normal Node */ - -NODE_DEFINE(SetNormalNode) -{ - NodeType *type = NodeType::add("set_normal", create, NodeType::SHADER); - - SOCKET_IN_VECTOR(direction, "Direction", zero_float3()); - SOCKET_OUT_NORMAL(normal, "Normal"); - - return type; -} - -SetNormalNode::SetNormalNode() : ShaderNode(get_node_type()) -{ -} - -void SetNormalNode::compile(SVMCompiler &compiler) -{ - ShaderInput *direction_in = input("Direction"); - ShaderOutput *normal_out = output("Normal"); - - compiler.add_node(NODE_CLOSURE_SET_NORMAL, - compiler.stack_assign(direction_in), - compiler.stack_assign(normal_out)); -} - -void SetNormalNode::compile(OSLCompiler &compiler) -{ - compiler.add(this, "node_set_normal"); -} - -/* OSLNode */ - -OSLNode::OSLNode() : ShaderNode(new NodeType(NodeType::SHADER)) -{ - special_type = SHADER_SPECIAL_TYPE_OSL; -} - -OSLNode::~OSLNode() -{ - delete type; -} - -ShaderNode *OSLNode::clone(ShaderGraph *graph) const -{ - return OSLNode::create(graph, this->inputs.size(), this); -} - -OSLNode *OSLNode::create(ShaderGraph *graph, size_t num_inputs, const OSLNode *from) -{ - /* allocate space for the node itself and parameters, aligned to 16 bytes - * assuming that's the most parameter types need */ - size_t node_size = align_up(sizeof(OSLNode), 16); - size_t inputs_size = align_up(SocketType::max_size(), 16) * num_inputs; - - char *node_memory = (char *)operator new(node_size + inputs_size); - memset(node_memory, 0, node_size + inputs_size); - - if (!from) { - OSLNode *node = new (node_memory) OSLNode(); - node->set_owner(graph); - return node; - } - else { - /* copy input default values and node type for cloning */ - memcpy(node_memory + node_size, (char *)from + node_size, inputs_size); - - OSLNode *node = new (node_memory) OSLNode(*from); - node->type = new NodeType(*(from->type)); - node->set_owner(from->owner); - return node; - } -} - -char *OSLNode::input_default_value() -{ - /* pointer to default value storage, which is the same as our actual value */ - size_t num_inputs = type->inputs.size(); - size_t inputs_size = align_up(SocketType::max_size(), 16) * num_inputs; - return (char *)this + align_up(sizeof(OSLNode), 16) + inputs_size; -} - -void OSLNode::add_input(ustring name, SocketType::Type socket_type) -{ - char *memory = input_default_value(); - size_t offset = memory - (char *)this; - const_cast(type)->register_input( - name, name, socket_type, offset, memory, NULL, NULL, SocketType::LINKABLE); -} - -void OSLNode::add_output(ustring name, SocketType::Type socket_type) -{ - const_cast(type)->register_output(name, name, socket_type); -} - -void OSLNode::compile(SVMCompiler &) -{ - /* doesn't work for SVM, obviously ... */ -} - -void OSLNode::compile(OSLCompiler &compiler) -{ - if (!filepath.empty()) - compiler.add(this, filepath.c_str(), true); - else - compiler.add(this, bytecode_hash.c_str(), false); -} - -/* Normal Map */ - -NODE_DEFINE(NormalMapNode) -{ - NodeType *type = NodeType::add("normal_map", create, NodeType::SHADER); - - static NodeEnum space_enum; - space_enum.insert("tangent", NODE_NORMAL_MAP_TANGENT); - space_enum.insert("object", NODE_NORMAL_MAP_OBJECT); - space_enum.insert("world", NODE_NORMAL_MAP_WORLD); - space_enum.insert("blender_object", NODE_NORMAL_MAP_BLENDER_OBJECT); - space_enum.insert("blender_world", NODE_NORMAL_MAP_BLENDER_WORLD); - SOCKET_ENUM(space, "Space", space_enum, NODE_NORMAL_MAP_TANGENT); - - SOCKET_STRING(attribute, "Attribute", ustring()); - - SOCKET_IN_NORMAL( - normal_osl, "NormalIn", zero_float3(), SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL); - SOCKET_IN_FLOAT(strength, "Strength", 1.0f); - SOCKET_IN_COLOR(color, "Color", make_float3(0.5f, 0.5f, 1.0f)); - - SOCKET_OUT_NORMAL(normal, "Normal"); - - return type; -} - -NormalMapNode::NormalMapNode() : ShaderNode(get_node_type()) -{ -} - -void NormalMapNode::attributes(Shader *shader, AttributeRequestSet *attributes) -{ - if (shader->has_surface_link() && space == NODE_NORMAL_MAP_TANGENT) { - if (attribute.empty()) { - attributes->add(ATTR_STD_UV_TANGENT); - attributes->add(ATTR_STD_UV_TANGENT_SIGN); - } - else { - attributes->add(ustring((string(attribute.c_str()) + ".tangent").c_str())); - attributes->add(ustring((string(attribute.c_str()) + ".tangent_sign").c_str())); - } - } - - ShaderNode::attributes(shader, attributes); -} - -void NormalMapNode::compile(SVMCompiler &compiler) -{ - ShaderInput *color_in = input("Color"); - ShaderInput *strength_in = input("Strength"); - ShaderOutput *normal_out = output("Normal"); - int attr = 0, attr_sign = 0; - - if (space == NODE_NORMAL_MAP_TANGENT) { - if (attribute.empty()) { - attr = compiler.attribute(ATTR_STD_UV_TANGENT); - attr_sign = compiler.attribute(ATTR_STD_UV_TANGENT_SIGN); - } - else { - attr = compiler.attribute(ustring((string(attribute.c_str()) + ".tangent").c_str())); - attr_sign = compiler.attribute( - ustring((string(attribute.c_str()) + ".tangent_sign").c_str())); - } - } - - compiler.add_node(NODE_NORMAL_MAP, - compiler.encode_uchar4(compiler.stack_assign(color_in), - compiler.stack_assign(strength_in), - compiler.stack_assign(normal_out), - space), - attr, - attr_sign); -} - -void NormalMapNode::compile(OSLCompiler &compiler) -{ - if (space == NODE_NORMAL_MAP_TANGENT) { - if (attribute.empty()) { - compiler.parameter("attr_name", ustring("geom:tangent")); - compiler.parameter("attr_sign_name", ustring("geom:tangent_sign")); - } - else { - compiler.parameter("attr_name", ustring((string(attribute.c_str()) + ".tangent").c_str())); - compiler.parameter("attr_sign_name", - ustring((string(attribute.c_str()) + ".tangent_sign").c_str())); - } - } - - compiler.parameter(this, "space"); - compiler.add(this, "node_normal_map"); -} - -/* Tangent */ - -NODE_DEFINE(TangentNode) -{ - NodeType *type = NodeType::add("tangent", create, NodeType::SHADER); - - static NodeEnum direction_type_enum; - direction_type_enum.insert("radial", NODE_TANGENT_RADIAL); - direction_type_enum.insert("uv_map", NODE_TANGENT_UVMAP); - SOCKET_ENUM(direction_type, "Direction Type", direction_type_enum, NODE_TANGENT_RADIAL); - - static NodeEnum axis_enum; - axis_enum.insert("x", NODE_TANGENT_AXIS_X); - axis_enum.insert("y", NODE_TANGENT_AXIS_Y); - axis_enum.insert("z", NODE_TANGENT_AXIS_Z); - SOCKET_ENUM(axis, "Axis", axis_enum, NODE_TANGENT_AXIS_X); - - SOCKET_STRING(attribute, "Attribute", ustring()); - - SOCKET_IN_NORMAL( - normal_osl, "NormalIn", zero_float3(), SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL); - SOCKET_OUT_NORMAL(tangent, "Tangent"); - - return type; -} - -TangentNode::TangentNode() : ShaderNode(get_node_type()) -{ -} - -void TangentNode::attributes(Shader *shader, AttributeRequestSet *attributes) -{ - if (shader->has_surface_link()) { - if (direction_type == NODE_TANGENT_UVMAP) { - if (attribute.empty()) - attributes->add(ATTR_STD_UV_TANGENT); - else - attributes->add(ustring((string(attribute.c_str()) + ".tangent").c_str())); - } - else - attributes->add(ATTR_STD_GENERATED); - } - - ShaderNode::attributes(shader, attributes); -} - -void TangentNode::compile(SVMCompiler &compiler) -{ - ShaderOutput *tangent_out = output("Tangent"); - int attr; - - if (direction_type == NODE_TANGENT_UVMAP) { - if (attribute.empty()) - attr = compiler.attribute(ATTR_STD_UV_TANGENT); - else - attr = compiler.attribute(ustring((string(attribute.c_str()) + ".tangent").c_str())); - } - else - attr = compiler.attribute(ATTR_STD_GENERATED); - - compiler.add_node( - NODE_TANGENT, - compiler.encode_uchar4(compiler.stack_assign(tangent_out), direction_type, axis), - attr); -} - -void TangentNode::compile(OSLCompiler &compiler) -{ - if (direction_type == NODE_TANGENT_UVMAP) { - if (attribute.empty()) - compiler.parameter("attr_name", ustring("geom:tangent")); - else - compiler.parameter("attr_name", ustring((string(attribute.c_str()) + ".tangent").c_str())); - } - - compiler.parameter(this, "direction_type"); - compiler.parameter(this, "axis"); - compiler.add(this, "node_tangent"); -} - -/* Bevel */ - -NODE_DEFINE(BevelNode) -{ - NodeType *type = NodeType::add("bevel", create, NodeType::SHADER); - - SOCKET_INT(samples, "Samples", 4); - - SOCKET_IN_FLOAT(radius, "Radius", 0.05f); - SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); - - SOCKET_OUT_NORMAL(bevel, "Normal"); - - return type; -} - -BevelNode::BevelNode() : ShaderNode(get_node_type()) -{ -} - -void BevelNode::compile(SVMCompiler &compiler) -{ - ShaderInput *radius_in = input("Radius"); - ShaderInput *normal_in = input("Normal"); - ShaderOutput *normal_out = output("Normal"); - - compiler.add_node(NODE_BEVEL, - compiler.encode_uchar4(samples, - compiler.stack_assign(radius_in), - compiler.stack_assign_if_linked(normal_in), - compiler.stack_assign(normal_out))); -} - -void BevelNode::compile(OSLCompiler &compiler) -{ - compiler.parameter(this, "samples"); - compiler.add(this, "node_bevel"); -} - -/* Displacement */ - -NODE_DEFINE(DisplacementNode) -{ - NodeType *type = NodeType::add("displacement", create, NodeType::SHADER); - - static NodeEnum space_enum; - space_enum.insert("object", NODE_NORMAL_MAP_OBJECT); - space_enum.insert("world", NODE_NORMAL_MAP_WORLD); - - SOCKET_ENUM(space, "Space", space_enum, NODE_NORMAL_MAP_OBJECT); - - SOCKET_IN_FLOAT(height, "Height", 0.0f); - SOCKET_IN_FLOAT(midlevel, "Midlevel", 0.5f); - SOCKET_IN_FLOAT(scale, "Scale", 1.0f); - SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); - - SOCKET_OUT_VECTOR(displacement, "Displacement"); - - return type; -} - -DisplacementNode::DisplacementNode() : ShaderNode(get_node_type()) -{ -} - -void DisplacementNode::constant_fold(const ConstantFolder &folder) -{ - if (folder.all_inputs_constant()) { - if ((height - midlevel == 0.0f) || (scale == 0.0f)) { - folder.make_zero(); - } - } -} - -void DisplacementNode::compile(SVMCompiler &compiler) -{ - ShaderInput *height_in = input("Height"); - ShaderInput *midlevel_in = input("Midlevel"); - ShaderInput *scale_in = input("Scale"); - ShaderInput *normal_in = input("Normal"); - ShaderOutput *displacement_out = output("Displacement"); - - compiler.add_node(NODE_DISPLACEMENT, - compiler.encode_uchar4(compiler.stack_assign(height_in), - compiler.stack_assign(midlevel_in), - compiler.stack_assign(scale_in), - compiler.stack_assign_if_linked(normal_in)), - compiler.stack_assign(displacement_out), - space); -} - -void DisplacementNode::compile(OSLCompiler &compiler) -{ - compiler.parameter(this, "space"); - compiler.add(this, "node_displacement"); -} - -/* Vector Displacement */ - -NODE_DEFINE(VectorDisplacementNode) -{ - NodeType *type = NodeType::add("vector_displacement", create, NodeType::SHADER); - - static NodeEnum space_enum; - space_enum.insert("tangent", NODE_NORMAL_MAP_TANGENT); - space_enum.insert("object", NODE_NORMAL_MAP_OBJECT); - space_enum.insert("world", NODE_NORMAL_MAP_WORLD); - - SOCKET_ENUM(space, "Space", space_enum, NODE_NORMAL_MAP_TANGENT); - SOCKET_STRING(attribute, "Attribute", ustring()); - - SOCKET_IN_COLOR(vector, "Vector", zero_float3()); - SOCKET_IN_FLOAT(midlevel, "Midlevel", 0.0f); - SOCKET_IN_FLOAT(scale, "Scale", 1.0f); - - SOCKET_OUT_VECTOR(displacement, "Displacement"); - - return type; -} - -VectorDisplacementNode::VectorDisplacementNode() : ShaderNode(get_node_type()) -{ -} - -void VectorDisplacementNode::constant_fold(const ConstantFolder &folder) -{ - if (folder.all_inputs_constant()) { - if ((vector == zero_float3() && midlevel == 0.0f) || (scale == 0.0f)) { - folder.make_zero(); - } - } -} - -void VectorDisplacementNode::attributes(Shader *shader, AttributeRequestSet *attributes) -{ - if (shader->has_surface_link() && space == NODE_NORMAL_MAP_TANGENT) { - if (attribute.empty()) { - attributes->add(ATTR_STD_UV_TANGENT); - attributes->add(ATTR_STD_UV_TANGENT_SIGN); - } - else { - attributes->add(ustring((string(attribute.c_str()) + ".tangent").c_str())); - attributes->add(ustring((string(attribute.c_str()) + ".tangent_sign").c_str())); - } - } - - ShaderNode::attributes(shader, attributes); -} - -void VectorDisplacementNode::compile(SVMCompiler &compiler) -{ - ShaderInput *vector_in = input("Vector"); - ShaderInput *midlevel_in = input("Midlevel"); - ShaderInput *scale_in = input("Scale"); - ShaderOutput *displacement_out = output("Displacement"); - int attr = 0, attr_sign = 0; - - if (space == NODE_NORMAL_MAP_TANGENT) { - if (attribute.empty()) { - attr = compiler.attribute(ATTR_STD_UV_TANGENT); - attr_sign = compiler.attribute(ATTR_STD_UV_TANGENT_SIGN); - } - else { - attr = compiler.attribute(ustring((string(attribute.c_str()) + ".tangent").c_str())); - attr_sign = compiler.attribute( - ustring((string(attribute.c_str()) + ".tangent_sign").c_str())); - } - } - - compiler.add_node(NODE_VECTOR_DISPLACEMENT, - compiler.encode_uchar4(compiler.stack_assign(vector_in), - compiler.stack_assign(midlevel_in), - compiler.stack_assign(scale_in), - compiler.stack_assign(displacement_out)), - attr, - attr_sign); - - compiler.add_node(space); -} - -void VectorDisplacementNode::compile(OSLCompiler &compiler) -{ - if (space == NODE_NORMAL_MAP_TANGENT) { - if (attribute.empty()) { - compiler.parameter("attr_name", ustring("geom:tangent")); - compiler.parameter("attr_sign_name", ustring("geom:tangent_sign")); - } - else { - compiler.parameter("attr_name", ustring((string(attribute.c_str()) + ".tangent").c_str())); - compiler.parameter("attr_sign_name", - ustring((string(attribute.c_str()) + ".tangent_sign").c_str())); - } - } - - compiler.parameter(this, "space"); - compiler.add(this, "node_vector_displacement"); -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/render/nodes.h b/intern/cycles/render/nodes.h deleted file mode 100644 index 5ac72835ac5..00000000000 --- a/intern/cycles/render/nodes.h +++ /dev/null @@ -1,1569 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#ifndef __NODES_H__ -#define __NODES_H__ - -#include "graph/node.h" -#include "render/graph.h" -#include "render/image.h" - -#include "util/util_array.h" -#include "util/util_string.h" - -CCL_NAMESPACE_BEGIN - -class ImageManager; -class LightManager; -class Scene; -class Shader; - -/* Texture Mapping */ - -class TextureMapping { - public: - TextureMapping(); - Transform compute_transform(); - bool skip(); - void compile(SVMCompiler &compiler, int offset_in, int offset_out); - int compile(SVMCompiler &compiler, ShaderInput *vector_in); - void compile(OSLCompiler &compiler); - - int compile_begin(SVMCompiler &compiler, ShaderInput *vector_in); - void compile_end(SVMCompiler &compiler, ShaderInput *vector_in, int vector_offset); - - float3 translation; - float3 rotation; - float3 scale; - - float3 min, max; - bool use_minmax; - - enum Type { POINT = 0, TEXTURE = 1, VECTOR = 2, NORMAL = 3 }; - Type type; - - enum Mapping { NONE = 0, X = 1, Y = 2, Z = 3 }; - Mapping x_mapping, y_mapping, z_mapping; - - enum Projection { FLAT, CUBE, TUBE, SPHERE }; - Projection projection; -}; - -/* Nodes */ - -class TextureNode : public ShaderNode { - public: - explicit TextureNode(const NodeType *node_type) : ShaderNode(node_type) - { - } - TextureMapping tex_mapping; - NODE_SOCKET_API_STRUCT_MEMBER(float3, tex_mapping, translation) - NODE_SOCKET_API_STRUCT_MEMBER(float3, tex_mapping, rotation) - NODE_SOCKET_API_STRUCT_MEMBER(float3, tex_mapping, scale) - NODE_SOCKET_API_STRUCT_MEMBER(float3, tex_mapping, min) - NODE_SOCKET_API_STRUCT_MEMBER(float3, tex_mapping, max) - NODE_SOCKET_API_STRUCT_MEMBER(bool, tex_mapping, use_minmax) - NODE_SOCKET_API_STRUCT_MEMBER(TextureMapping::Type, tex_mapping, type) - NODE_SOCKET_API_STRUCT_MEMBER(TextureMapping::Mapping, tex_mapping, x_mapping) - NODE_SOCKET_API_STRUCT_MEMBER(TextureMapping::Mapping, tex_mapping, y_mapping) - NODE_SOCKET_API_STRUCT_MEMBER(TextureMapping::Mapping, tex_mapping, z_mapping) - NODE_SOCKET_API_STRUCT_MEMBER(TextureMapping::Projection, tex_mapping, projection) -}; - -/* Any node which uses image manager's slot should be a subclass of this one. */ -class ImageSlotTextureNode : public TextureNode { - public: - explicit ImageSlotTextureNode(const NodeType *node_type) : TextureNode(node_type) - { - special_type = SHADER_SPECIAL_TYPE_IMAGE_SLOT; - } - - virtual bool equals(const ShaderNode &other) - { - const ImageSlotTextureNode &other_node = (const ImageSlotTextureNode &)other; - return TextureNode::equals(other) && handle == other_node.handle; - } - - ImageHandle handle; -}; - -class ImageTextureNode : public ImageSlotTextureNode { - public: - SHADER_NODE_NO_CLONE_CLASS(ImageTextureNode) - ShaderNode *clone(ShaderGraph *graph) const; - void attributes(Shader *shader, AttributeRequestSet *attributes); - bool has_attribute_dependency() - { - return true; - } - - virtual bool equals(const ShaderNode &other) - { - const ImageTextureNode &other_node = (const ImageTextureNode &)other; - return ImageSlotTextureNode::equals(other) && animated == other_node.animated; - } - - ImageParams image_params() const; - - /* Parameters. */ - NODE_SOCKET_API(ustring, filename) - NODE_SOCKET_API(ustring, colorspace) - NODE_SOCKET_API(ImageAlphaType, alpha_type) - NODE_SOCKET_API(NodeImageProjection, projection) - NODE_SOCKET_API(InterpolationType, interpolation) - NODE_SOCKET_API(ExtensionType, extension) - NODE_SOCKET_API(float, projection_blend) - NODE_SOCKET_API(bool, animated) - NODE_SOCKET_API(float3, vector) - NODE_SOCKET_API_ARRAY(array, tiles) - - protected: - void cull_tiles(Scene *scene, ShaderGraph *graph); -}; - -class EnvironmentTextureNode : public ImageSlotTextureNode { - public: - SHADER_NODE_NO_CLONE_CLASS(EnvironmentTextureNode) - ShaderNode *clone(ShaderGraph *graph) const; - void attributes(Shader *shader, AttributeRequestSet *attributes); - bool has_attribute_dependency() - { - return true; - } - - virtual bool equals(const ShaderNode &other) - { - const EnvironmentTextureNode &other_node = (const EnvironmentTextureNode &)other; - return ImageSlotTextureNode::equals(other) && animated == other_node.animated; - } - - ImageParams image_params() const; - - /* Parameters. */ - NODE_SOCKET_API(ustring, filename) - NODE_SOCKET_API(ustring, colorspace) - NODE_SOCKET_API(ImageAlphaType, alpha_type) - NODE_SOCKET_API(NodeEnvironmentProjection, projection) - NODE_SOCKET_API(InterpolationType, interpolation) - NODE_SOCKET_API(bool, animated) - NODE_SOCKET_API(float3, vector) -}; - -class SkyTextureNode : public TextureNode { - public: - SHADER_NODE_CLASS(SkyTextureNode) - - NODE_SOCKET_API(NodeSkyType, sky_type) - NODE_SOCKET_API(float3, sun_direction) - NODE_SOCKET_API(float, turbidity) - NODE_SOCKET_API(float, ground_albedo) - NODE_SOCKET_API(bool, sun_disc) - NODE_SOCKET_API(float, sun_size) - NODE_SOCKET_API(float, sun_intensity) - NODE_SOCKET_API(float, sun_elevation) - NODE_SOCKET_API(float, sun_rotation) - NODE_SOCKET_API(float, altitude) - NODE_SOCKET_API(float, air_density) - NODE_SOCKET_API(float, dust_density) - NODE_SOCKET_API(float, ozone_density) - NODE_SOCKET_API(float3, vector) - ImageHandle handle; - - float get_sun_size() - { - /* Clamping for numerical precision. */ - return fmaxf(sun_size, 0.0005f); - } -}; - -class OutputNode : public ShaderNode { - public: - SHADER_NODE_CLASS(OutputNode) - - NODE_SOCKET_API(Node *, surface) - NODE_SOCKET_API(Node *, volume) - NODE_SOCKET_API(float3, displacement) - NODE_SOCKET_API(float3, normal) - - /* Don't allow output node de-duplication. */ - virtual bool equals(const ShaderNode & /*other*/) - { - return false; - } -}; - -class OutputAOVNode : public ShaderNode { - public: - SHADER_NODE_CLASS(OutputAOVNode) - virtual void simplify_settings(Scene *scene); - - NODE_SOCKET_API(float, value) - NODE_SOCKET_API(float3, color) - - NODE_SOCKET_API(ustring, name) - - /* Don't allow output node de-duplication. */ - virtual bool equals(const ShaderNode & /*other*/) - { - return false; - } - - int offset; - bool is_color; -}; - -class GradientTextureNode : public TextureNode { - public: - SHADER_NODE_CLASS(GradientTextureNode) - - NODE_SOCKET_API(NodeGradientType, gradient_type) - NODE_SOCKET_API(float3, vector) -}; - -class NoiseTextureNode : public TextureNode { - public: - SHADER_NODE_CLASS(NoiseTextureNode) - - NODE_SOCKET_API(int, dimensions) - NODE_SOCKET_API(float, w) - NODE_SOCKET_API(float, scale) - NODE_SOCKET_API(float, detail) - NODE_SOCKET_API(float, roughness) - NODE_SOCKET_API(float, distortion) - NODE_SOCKET_API(float3, vector) -}; - -class VoronoiTextureNode : public TextureNode { - public: - SHADER_NODE_CLASS(VoronoiTextureNode) - - virtual int get_feature() - { - int result = ShaderNode::get_feature(); - if (dimensions == 4) { - result |= KERNEL_FEATURE_NODE_VORONOI_EXTRA; - } - else if (dimensions >= 2 && feature == NODE_VORONOI_SMOOTH_F1) { - result |= KERNEL_FEATURE_NODE_VORONOI_EXTRA; - } - return result; - } - - NODE_SOCKET_API(int, dimensions) - NODE_SOCKET_API(NodeVoronoiDistanceMetric, metric) - NODE_SOCKET_API(NodeVoronoiFeature, feature) - NODE_SOCKET_API(float, w) - NODE_SOCKET_API(float, scale) - NODE_SOCKET_API(float, exponent) - NODE_SOCKET_API(float, smoothness) - NODE_SOCKET_API(float, randomness) - NODE_SOCKET_API(float3, vector) -}; - -class MusgraveTextureNode : public TextureNode { - public: - SHADER_NODE_CLASS(MusgraveTextureNode) - - NODE_SOCKET_API(int, dimensions) - NODE_SOCKET_API(NodeMusgraveType, musgrave_type) - NODE_SOCKET_API(float, w) - NODE_SOCKET_API(float, scale) - NODE_SOCKET_API(float, detail) - NODE_SOCKET_API(float, dimension) - NODE_SOCKET_API(float, lacunarity) - NODE_SOCKET_API(float, offset) - NODE_SOCKET_API(float, gain) - NODE_SOCKET_API(float3, vector) -}; - -class WaveTextureNode : public TextureNode { - public: - SHADER_NODE_CLASS(WaveTextureNode) - - NODE_SOCKET_API(NodeWaveType, wave_type) - NODE_SOCKET_API(NodeWaveBandsDirection, bands_direction) - NODE_SOCKET_API(NodeWaveRingsDirection, rings_direction) - NODE_SOCKET_API(NodeWaveProfile, profile) - - NODE_SOCKET_API(float, scale) - NODE_SOCKET_API(float, distortion) - NODE_SOCKET_API(float, detail) - NODE_SOCKET_API(float, detail_scale) - NODE_SOCKET_API(float, detail_roughness) - NODE_SOCKET_API(float, phase) - NODE_SOCKET_API(float3, vector) -}; - -class MagicTextureNode : public TextureNode { - public: - SHADER_NODE_CLASS(MagicTextureNode) - - NODE_SOCKET_API(int, depth) - NODE_SOCKET_API(float3, vector) - NODE_SOCKET_API(float, scale) - NODE_SOCKET_API(float, distortion) -}; - -class CheckerTextureNode : public TextureNode { - public: - SHADER_NODE_CLASS(CheckerTextureNode) - - NODE_SOCKET_API(float3, vector) - NODE_SOCKET_API(float3, color1) - NODE_SOCKET_API(float3, color2) - NODE_SOCKET_API(float, scale) -}; - -class BrickTextureNode : public TextureNode { - public: - SHADER_NODE_CLASS(BrickTextureNode) - - NODE_SOCKET_API(float, offset) - NODE_SOCKET_API(float, squash) - NODE_SOCKET_API(int, offset_frequency) - NODE_SOCKET_API(int, squash_frequency) - - NODE_SOCKET_API(float3, color1) - NODE_SOCKET_API(float3, color2) - NODE_SOCKET_API(float3, mortar) - NODE_SOCKET_API(float, scale) - NODE_SOCKET_API(float, mortar_size) - NODE_SOCKET_API(float, mortar_smooth) - NODE_SOCKET_API(float, bias) - NODE_SOCKET_API(float, brick_width) - NODE_SOCKET_API(float, row_height) - NODE_SOCKET_API(float3, vector) -}; - -class PointDensityTextureNode : public ShaderNode { - public: - SHADER_NODE_NO_CLONE_CLASS(PointDensityTextureNode) - - ~PointDensityTextureNode(); - ShaderNode *clone(ShaderGraph *graph) const; - void attributes(Shader *shader, AttributeRequestSet *attributes); - bool has_attribute_dependency() - { - return true; - } - - bool has_spatial_varying() - { - return true; - } - - /* Parameters. */ - NODE_SOCKET_API(ustring, filename) - NODE_SOCKET_API(NodeTexVoxelSpace, space) - NODE_SOCKET_API(InterpolationType, interpolation) - NODE_SOCKET_API(Transform, tfm) - NODE_SOCKET_API(float3, vector) - - /* Runtime. */ - ImageHandle handle; - - ImageParams image_params() const; - - virtual bool equals(const ShaderNode &other) - { - const PointDensityTextureNode &other_node = (const PointDensityTextureNode &)other; - return ShaderNode::equals(other) && handle == other_node.handle; - } -}; - -class IESLightNode : public TextureNode { - public: - SHADER_NODE_NO_CLONE_CLASS(IESLightNode) - - ~IESLightNode(); - ShaderNode *clone(ShaderGraph *graph) const; - - NODE_SOCKET_API(ustring, filename) - NODE_SOCKET_API(ustring, ies) - - NODE_SOCKET_API(float, strength) - NODE_SOCKET_API(float3, vector) - - private: - LightManager *light_manager; - int slot; - - void get_slot(); -}; - -class WhiteNoiseTextureNode : public ShaderNode { - public: - SHADER_NODE_CLASS(WhiteNoiseTextureNode) - - NODE_SOCKET_API(int, dimensions) - NODE_SOCKET_API(float3, vector) - NODE_SOCKET_API(float, w) -}; - -class MappingNode : public ShaderNode { - public: - SHADER_NODE_CLASS(MappingNode) - void constant_fold(const ConstantFolder &folder); - - NODE_SOCKET_API(float3, vector) - NODE_SOCKET_API(float3, location) - NODE_SOCKET_API(float3, rotation) - NODE_SOCKET_API(float3, scale) - NODE_SOCKET_API(NodeMappingType, mapping_type) -}; - -class RGBToBWNode : public ShaderNode { - public: - SHADER_NODE_CLASS(RGBToBWNode) - void constant_fold(const ConstantFolder &folder); - - NODE_SOCKET_API(float3, color) -}; - -class ConvertNode : public ShaderNode { - public: - ConvertNode(SocketType::Type from, SocketType::Type to, bool autoconvert = false); - ConvertNode(const ConvertNode &other); - SHADER_NODE_BASE_CLASS(ConvertNode) - - void constant_fold(const ConstantFolder &folder); - - private: - SocketType::Type from, to; - - union { - float value_float; - int value_int; - float3 value_color; - float3 value_vector; - float3 value_point; - float3 value_normal; - }; - ustring value_string; - - static const int MAX_TYPE = 12; - static bool register_types(); - static Node *create(const NodeType *type); - static const NodeType *node_types[MAX_TYPE][MAX_TYPE]; - static bool initialized; -}; - -class BsdfBaseNode : public ShaderNode { - public: - BsdfBaseNode(const NodeType *node_type); - - bool has_spatial_varying() - { - return true; - } - virtual ClosureType get_closure_type() - { - return closure; - } - virtual bool has_bump(); - - virtual bool equals(const ShaderNode & /*other*/) - { - /* TODO(sergey): With some care BSDF nodes can be de-duplicated. */ - return false; - } - - virtual int get_feature() - { - return ShaderNode::get_feature() | KERNEL_FEATURE_NODE_BSDF; - } - - protected: - ClosureType closure; -}; - -class BsdfNode : public BsdfBaseNode { - public: - explicit BsdfNode(const NodeType *node_type); - SHADER_NODE_BASE_CLASS(BsdfNode) - - void compile(SVMCompiler &compiler, - ShaderInput *param1, - ShaderInput *param2, - ShaderInput *param3 = NULL, - ShaderInput *param4 = NULL); - - NODE_SOCKET_API(float3, color) - NODE_SOCKET_API(float3, normal) - NODE_SOCKET_API(float, surface_mix_weight) -}; - -class AnisotropicBsdfNode : public BsdfNode { - public: - SHADER_NODE_CLASS(AnisotropicBsdfNode) - - NODE_SOCKET_API(float3, tangent) - NODE_SOCKET_API(float, roughness) - NODE_SOCKET_API(float, anisotropy) - NODE_SOCKET_API(float, rotation) - NODE_SOCKET_API(ClosureType, distribution) - - ClosureType get_closure_type() - { - return distribution; - } - void attributes(Shader *shader, AttributeRequestSet *attributes); - bool has_attribute_dependency() - { - return true; - } -}; - -class DiffuseBsdfNode : public BsdfNode { - public: - SHADER_NODE_CLASS(DiffuseBsdfNode) - - NODE_SOCKET_API(float, roughness) -}; - -/* Disney principled BRDF */ -class PrincipledBsdfNode : public BsdfBaseNode { - public: - SHADER_NODE_CLASS(PrincipledBsdfNode) - - void expand(ShaderGraph *graph); - bool has_surface_bssrdf(); - bool has_bssrdf_bump(); - void compile(SVMCompiler &compiler, - ShaderInput *metallic, - ShaderInput *subsurface, - ShaderInput *subsurface_radius, - ShaderInput *subsurface_ior, - ShaderInput *subsurface_anisotropy, - ShaderInput *specular, - ShaderInput *roughness, - ShaderInput *specular_tint, - ShaderInput *anisotropic, - ShaderInput *sheen, - ShaderInput *sheen_tint, - ShaderInput *clearcoat, - ShaderInput *clearcoat_roughness, - ShaderInput *ior, - ShaderInput *transmission, - ShaderInput *anisotropic_rotation, - ShaderInput *transmission_roughness); - - NODE_SOCKET_API(float3, base_color) - NODE_SOCKET_API(float3, subsurface_color) - NODE_SOCKET_API(float3, subsurface_radius) - NODE_SOCKET_API(float, subsurface_ior) - NODE_SOCKET_API(float, subsurface_anisotropy) - NODE_SOCKET_API(float, metallic) - NODE_SOCKET_API(float, subsurface) - NODE_SOCKET_API(float, specular) - NODE_SOCKET_API(float, roughness) - NODE_SOCKET_API(float, specular_tint) - NODE_SOCKET_API(float, anisotropic) - NODE_SOCKET_API(float, sheen) - NODE_SOCKET_API(float, sheen_tint) - NODE_SOCKET_API(float, clearcoat) - NODE_SOCKET_API(float, clearcoat_roughness) - NODE_SOCKET_API(float, ior) - NODE_SOCKET_API(float, transmission) - NODE_SOCKET_API(float, anisotropic_rotation) - NODE_SOCKET_API(float, transmission_roughness) - NODE_SOCKET_API(float3, normal) - NODE_SOCKET_API(float3, clearcoat_normal) - NODE_SOCKET_API(float3, tangent) - NODE_SOCKET_API(float, surface_mix_weight) - NODE_SOCKET_API(ClosureType, distribution) - NODE_SOCKET_API(ClosureType, subsurface_method) - NODE_SOCKET_API(float3, emission) - NODE_SOCKET_API(float, emission_strength) - NODE_SOCKET_API(float, alpha) - - private: - ClosureType distribution_orig; - - public: - bool has_integrator_dependency(); - void attributes(Shader *shader, AttributeRequestSet *attributes); - bool has_attribute_dependency() - { - return true; - } -}; - -class TranslucentBsdfNode : public BsdfNode { - public: - SHADER_NODE_CLASS(TranslucentBsdfNode) -}; - -class TransparentBsdfNode : public BsdfNode { - public: - SHADER_NODE_CLASS(TransparentBsdfNode) - - bool has_surface_transparent() - { - return true; - } -}; - -class VelvetBsdfNode : public BsdfNode { - public: - SHADER_NODE_CLASS(VelvetBsdfNode) - - NODE_SOCKET_API(float, sigma) -}; - -class GlossyBsdfNode : public BsdfNode { - public: - SHADER_NODE_CLASS(GlossyBsdfNode) - - void simplify_settings(Scene *scene); - bool has_integrator_dependency(); - ClosureType get_closure_type() - { - return distribution; - } - - NODE_SOCKET_API(float, roughness) - NODE_SOCKET_API(ClosureType, distribution) - - private: - float roughness_orig; - ClosureType distribution_orig; -}; - -class GlassBsdfNode : public BsdfNode { - public: - SHADER_NODE_CLASS(GlassBsdfNode) - - void simplify_settings(Scene *scene); - bool has_integrator_dependency(); - ClosureType get_closure_type() - { - return distribution; - } - - NODE_SOCKET_API(float, roughness) - NODE_SOCKET_API(float, IOR) - NODE_SOCKET_API(ClosureType, distribution) - - private: - float roughness_orig; - ClosureType distribution_orig; -}; - -class RefractionBsdfNode : public BsdfNode { - public: - SHADER_NODE_CLASS(RefractionBsdfNode) - - void simplify_settings(Scene *scene); - bool has_integrator_dependency(); - ClosureType get_closure_type() - { - return distribution; - } - - NODE_SOCKET_API(float, roughness) - NODE_SOCKET_API(float, IOR) - NODE_SOCKET_API(ClosureType, distribution) - - private: - float roughness_orig; - ClosureType distribution_orig; -}; - -class ToonBsdfNode : public BsdfNode { - public: - SHADER_NODE_CLASS(ToonBsdfNode) - - NODE_SOCKET_API(float, smooth) - NODE_SOCKET_API(float, size) - NODE_SOCKET_API(ClosureType, component) -}; - -class SubsurfaceScatteringNode : public BsdfNode { - public: - SHADER_NODE_CLASS(SubsurfaceScatteringNode) - bool has_surface_bssrdf() - { - return true; - } - bool has_bssrdf_bump(); - ClosureType get_closure_type() - { - return method; - } - - NODE_SOCKET_API(float, scale) - NODE_SOCKET_API(float3, radius) - NODE_SOCKET_API(float, subsurface_ior) - NODE_SOCKET_API(float, subsurface_anisotropy) - NODE_SOCKET_API(ClosureType, method) -}; - -class EmissionNode : public ShaderNode { - public: - SHADER_NODE_CLASS(EmissionNode) - void constant_fold(const ConstantFolder &folder); - - bool has_surface_emission() - { - return true; - } - bool has_volume_support() - { - return true; - } - - virtual int get_feature() - { - return ShaderNode::get_feature() | KERNEL_FEATURE_NODE_EMISSION; - } - - NODE_SOCKET_API(float3, color) - NODE_SOCKET_API(float, strength) - NODE_SOCKET_API(float, surface_mix_weight) -}; - -class BackgroundNode : public ShaderNode { - public: - SHADER_NODE_CLASS(BackgroundNode) - void constant_fold(const ConstantFolder &folder); - - virtual int get_feature() - { - return ShaderNode::get_feature() | KERNEL_FEATURE_NODE_EMISSION; - } - - NODE_SOCKET_API(float3, color) - NODE_SOCKET_API(float, strength) - NODE_SOCKET_API(float, surface_mix_weight) -}; - -class HoldoutNode : public ShaderNode { - public: - SHADER_NODE_CLASS(HoldoutNode) - virtual ClosureType get_closure_type() - { - return CLOSURE_HOLDOUT_ID; - } - - NODE_SOCKET_API(float, surface_mix_weight) - NODE_SOCKET_API(float, volume_mix_weight) -}; - -class AmbientOcclusionNode : public ShaderNode { - public: - SHADER_NODE_CLASS(AmbientOcclusionNode) - - bool has_spatial_varying() - { - return true; - } - virtual int get_feature() - { - return KERNEL_FEATURE_NODE_RAYTRACE; - } - - NODE_SOCKET_API(float3, color) - NODE_SOCKET_API(float, distance) - NODE_SOCKET_API(float3, normal) - NODE_SOCKET_API(int, samples) - - NODE_SOCKET_API(bool, only_local) - NODE_SOCKET_API(bool, inside) -}; - -class VolumeNode : public ShaderNode { - public: - VolumeNode(const NodeType *node_type); - SHADER_NODE_BASE_CLASS(VolumeNode) - - void compile(SVMCompiler &compiler, ShaderInput *param1, ShaderInput *param2); - virtual int get_feature() - { - return ShaderNode::get_feature() | KERNEL_FEATURE_NODE_VOLUME; - } - virtual ClosureType get_closure_type() - { - return closure; - } - virtual bool has_volume_support() - { - return true; - } - - NODE_SOCKET_API(float3, color) - NODE_SOCKET_API(float, density) - NODE_SOCKET_API(float, volume_mix_weight) - - protected: - ClosureType closure; - - public: - virtual bool equals(const ShaderNode & /*other*/) - { - /* TODO(sergey): With some care Volume nodes can be de-duplicated. */ - return false; - } -}; - -class AbsorptionVolumeNode : public VolumeNode { - public: - SHADER_NODE_CLASS(AbsorptionVolumeNode) -}; - -class ScatterVolumeNode : public VolumeNode { - public: - SHADER_NODE_CLASS(ScatterVolumeNode) - - NODE_SOCKET_API(float, anisotropy) -}; - -class PrincipledVolumeNode : public VolumeNode { - public: - SHADER_NODE_CLASS(PrincipledVolumeNode) - void attributes(Shader *shader, AttributeRequestSet *attributes); - bool has_attribute_dependency() - { - return true; - } - - NODE_SOCKET_API(ustring, density_attribute) - NODE_SOCKET_API(ustring, color_attribute) - NODE_SOCKET_API(ustring, temperature_attribute) - - NODE_SOCKET_API(float, anisotropy) - NODE_SOCKET_API(float3, absorption_color) - NODE_SOCKET_API(float, emission_strength) - NODE_SOCKET_API(float3, emission_color) - NODE_SOCKET_API(float, blackbody_intensity) - NODE_SOCKET_API(float3, blackbody_tint) - NODE_SOCKET_API(float, temperature) -}; - -/* Interface between the I/O sockets and the SVM/OSL backend. */ -class PrincipledHairBsdfNode : public BsdfBaseNode { - public: - SHADER_NODE_CLASS(PrincipledHairBsdfNode) - void attributes(Shader *shader, AttributeRequestSet *attributes); - - /* Longitudinal roughness. */ - NODE_SOCKET_API(float, roughness) - /* Azimuthal roughness. */ - NODE_SOCKET_API(float, radial_roughness) - /* Randomization factor for roughnesses. */ - NODE_SOCKET_API(float, random_roughness) - /* Longitudinal roughness factor for only the diffuse bounce (shiny undercoat). */ - NODE_SOCKET_API(float, coat) - /* Index of reflection. */ - NODE_SOCKET_API(float, ior) - /* Cuticle tilt angle. */ - NODE_SOCKET_API(float, offset) - /* Direct coloring's color. */ - NODE_SOCKET_API(float3, color) - /* Melanin concentration. */ - NODE_SOCKET_API(float, melanin) - /* Melanin redness ratio. */ - NODE_SOCKET_API(float, melanin_redness) - /* Dye color. */ - NODE_SOCKET_API(float3, tint) - /* Randomization factor for melanin quantities. */ - NODE_SOCKET_API(float, random_color) - /* Absorption coefficient (unfiltered). */ - NODE_SOCKET_API(float3, absorption_coefficient) - - NODE_SOCKET_API(float3, normal) - NODE_SOCKET_API(float, surface_mix_weight) - /* If linked, here will be the given random number. */ - NODE_SOCKET_API(float, random) - /* Selected coloring parametrization. */ - NODE_SOCKET_API(NodePrincipledHairParametrization, parametrization) -}; - -class HairBsdfNode : public BsdfNode { - public: - SHADER_NODE_CLASS(HairBsdfNode) - ClosureType get_closure_type() - { - return component; - } - - NODE_SOCKET_API(ClosureType, component) - NODE_SOCKET_API(float, offset) - NODE_SOCKET_API(float, roughness_u) - NODE_SOCKET_API(float, roughness_v) - NODE_SOCKET_API(float3, tangent) -}; - -class GeometryNode : public ShaderNode { - public: - SHADER_NODE_CLASS(GeometryNode) - void attributes(Shader *shader, AttributeRequestSet *attributes); - bool has_attribute_dependency() - { - return true; - } - bool has_spatial_varying() - { - return true; - } - int get_group(); - - NODE_SOCKET_API(float3, normal_osl) -}; - -class TextureCoordinateNode : public ShaderNode { - public: - SHADER_NODE_CLASS(TextureCoordinateNode) - void attributes(Shader *shader, AttributeRequestSet *attributes); - bool has_attribute_dependency() - { - return true; - } - bool has_spatial_varying() - { - return true; - } - - NODE_SOCKET_API(float3, normal_osl) - NODE_SOCKET_API(bool, from_dupli) - NODE_SOCKET_API(bool, use_transform) - NODE_SOCKET_API(Transform, ob_tfm) -}; - -class UVMapNode : public ShaderNode { - public: - SHADER_NODE_CLASS(UVMapNode) - void attributes(Shader *shader, AttributeRequestSet *attributes); - bool has_attribute_dependency() - { - return true; - } - bool has_spatial_varying() - { - return true; - } - - NODE_SOCKET_API(ustring, attribute) - NODE_SOCKET_API(bool, from_dupli) -}; - -class LightPathNode : public ShaderNode { - public: - SHADER_NODE_CLASS(LightPathNode) -}; - -class LightFalloffNode : public ShaderNode { - public: - SHADER_NODE_CLASS(LightFalloffNode) - bool has_spatial_varying() - { - return true; - } - - NODE_SOCKET_API(float, strength) - NODE_SOCKET_API(float, smooth) -}; - -class ObjectInfoNode : public ShaderNode { - public: - SHADER_NODE_CLASS(ObjectInfoNode) -}; - -class ParticleInfoNode : public ShaderNode { - public: - SHADER_NODE_CLASS(ParticleInfoNode) - void attributes(Shader *shader, AttributeRequestSet *attributes); - bool has_attribute_dependency() - { - return true; - } -}; - -class HairInfoNode : public ShaderNode { - public: - SHADER_NODE_CLASS(HairInfoNode) - - void attributes(Shader *shader, AttributeRequestSet *attributes); - bool has_attribute_dependency() - { - return true; - } - bool has_spatial_varying() - { - return true; - } - virtual int get_feature() - { - return ShaderNode::get_feature() | KERNEL_FEATURE_NODE_HAIR; - } -}; - -class VolumeInfoNode : public ShaderNode { - public: - SHADER_NODE_CLASS(VolumeInfoNode) - void attributes(Shader *shader, AttributeRequestSet *attributes); - bool has_attribute_dependency() - { - return true; - } - bool has_spatial_varying() - { - return true; - } - void expand(ShaderGraph *graph); -}; - -class VertexColorNode : public ShaderNode { - public: - SHADER_NODE_CLASS(VertexColorNode) - void attributes(Shader *shader, AttributeRequestSet *attributes); - bool has_attribute_dependency() - { - return true; - } - bool has_spatial_varying() - { - return true; - } - - NODE_SOCKET_API(ustring, layer_name) -}; - -class ValueNode : public ShaderNode { - public: - SHADER_NODE_CLASS(ValueNode) - - void constant_fold(const ConstantFolder &folder); - - NODE_SOCKET_API(float, value) -}; - -class ColorNode : public ShaderNode { - public: - SHADER_NODE_CLASS(ColorNode) - - void constant_fold(const ConstantFolder &folder); - - NODE_SOCKET_API(float3, value) -}; - -class AddClosureNode : public ShaderNode { - public: - SHADER_NODE_CLASS(AddClosureNode) - void constant_fold(const ConstantFolder &folder); -}; - -class MixClosureNode : public ShaderNode { - public: - SHADER_NODE_CLASS(MixClosureNode) - void constant_fold(const ConstantFolder &folder); - - NODE_SOCKET_API(float, fac) -}; - -class MixClosureWeightNode : public ShaderNode { - public: - SHADER_NODE_CLASS(MixClosureWeightNode) - - NODE_SOCKET_API(float, weight) - NODE_SOCKET_API(float, fac) -}; - -class InvertNode : public ShaderNode { - public: - SHADER_NODE_CLASS(InvertNode) - void constant_fold(const ConstantFolder &folder); - - NODE_SOCKET_API(float, fac) - NODE_SOCKET_API(float3, color) -}; - -class MixNode : public ShaderNode { - public: - SHADER_NODE_CLASS(MixNode) - void constant_fold(const ConstantFolder &folder); - - NODE_SOCKET_API(NodeMix, mix_type) - NODE_SOCKET_API(bool, use_clamp) - NODE_SOCKET_API(float3, color1) - NODE_SOCKET_API(float3, color2) - NODE_SOCKET_API(float, fac) -}; - -class CombineRGBNode : public ShaderNode { - public: - SHADER_NODE_CLASS(CombineRGBNode) - void constant_fold(const ConstantFolder &folder); - - NODE_SOCKET_API(float, r) - NODE_SOCKET_API(float, g) - NODE_SOCKET_API(float, b) -}; - -class CombineHSVNode : public ShaderNode { - public: - SHADER_NODE_CLASS(CombineHSVNode) - void constant_fold(const ConstantFolder &folder); - - NODE_SOCKET_API(float, h) - NODE_SOCKET_API(float, s) - NODE_SOCKET_API(float, v) -}; - -class CombineXYZNode : public ShaderNode { - public: - SHADER_NODE_CLASS(CombineXYZNode) - void constant_fold(const ConstantFolder &folder); - - NODE_SOCKET_API(float, x) - NODE_SOCKET_API(float, y) - NODE_SOCKET_API(float, z) -}; - -class GammaNode : public ShaderNode { - public: - SHADER_NODE_CLASS(GammaNode) - void constant_fold(const ConstantFolder &folder); - - NODE_SOCKET_API(float3, color) - NODE_SOCKET_API(float, gamma) -}; - -class BrightContrastNode : public ShaderNode { - public: - SHADER_NODE_CLASS(BrightContrastNode) - void constant_fold(const ConstantFolder &folder); - - NODE_SOCKET_API(float3, color) - NODE_SOCKET_API(float, bright) - NODE_SOCKET_API(float, contrast) -}; - -class SeparateRGBNode : public ShaderNode { - public: - SHADER_NODE_CLASS(SeparateRGBNode) - void constant_fold(const ConstantFolder &folder); - - NODE_SOCKET_API(float3, color) -}; - -class SeparateHSVNode : public ShaderNode { - public: - SHADER_NODE_CLASS(SeparateHSVNode) - void constant_fold(const ConstantFolder &folder); - - NODE_SOCKET_API(float3, color) -}; - -class SeparateXYZNode : public ShaderNode { - public: - SHADER_NODE_CLASS(SeparateXYZNode) - void constant_fold(const ConstantFolder &folder); - - NODE_SOCKET_API(float3, vector) -}; - -class HSVNode : public ShaderNode { - public: - SHADER_NODE_CLASS(HSVNode) - - NODE_SOCKET_API(float, hue) - NODE_SOCKET_API(float, saturation) - NODE_SOCKET_API(float, value) - NODE_SOCKET_API(float, fac) - NODE_SOCKET_API(float3, color) -}; - -class AttributeNode : public ShaderNode { - public: - SHADER_NODE_CLASS(AttributeNode) - void attributes(Shader *shader, AttributeRequestSet *attributes); - bool has_attribute_dependency() - { - return true; - } - bool has_spatial_varying() - { - return true; - } - - NODE_SOCKET_API(ustring, attribute) -}; - -class CameraNode : public ShaderNode { - public: - SHADER_NODE_CLASS(CameraNode) - bool has_spatial_varying() - { - return true; - } -}; - -class FresnelNode : public ShaderNode { - public: - SHADER_NODE_CLASS(FresnelNode) - bool has_spatial_varying() - { - return true; - } - - NODE_SOCKET_API(float3, normal) - NODE_SOCKET_API(float, IOR) -}; - -class LayerWeightNode : public ShaderNode { - public: - SHADER_NODE_CLASS(LayerWeightNode) - bool has_spatial_varying() - { - return true; - } - - NODE_SOCKET_API(float3, normal) - NODE_SOCKET_API(float, blend) -}; - -class WireframeNode : public ShaderNode { - public: - SHADER_NODE_CLASS(WireframeNode) - bool has_spatial_varying() - { - return true; - } - - NODE_SOCKET_API(float, size) - NODE_SOCKET_API(bool, use_pixel_size) -}; - -class WavelengthNode : public ShaderNode { - public: - SHADER_NODE_CLASS(WavelengthNode) - - NODE_SOCKET_API(float, wavelength) -}; - -class BlackbodyNode : public ShaderNode { - public: - SHADER_NODE_CLASS(BlackbodyNode) - void constant_fold(const ConstantFolder &folder); - - NODE_SOCKET_API(float, temperature) -}; - -class MapRangeNode : public ShaderNode { - public: - SHADER_NODE_CLASS(MapRangeNode) - void expand(ShaderGraph *graph); - - NODE_SOCKET_API(float, value) - NODE_SOCKET_API(float, from_min) - NODE_SOCKET_API(float, from_max) - NODE_SOCKET_API(float, to_min) - NODE_SOCKET_API(float, to_max) - NODE_SOCKET_API(float, steps) - NODE_SOCKET_API(NodeMapRangeType, range_type) - NODE_SOCKET_API(bool, clamp) -}; - -class ClampNode : public ShaderNode { - public: - SHADER_NODE_CLASS(ClampNode) - void constant_fold(const ConstantFolder &folder); - NODE_SOCKET_API(float, value) - NODE_SOCKET_API(float, min) - NODE_SOCKET_API(float, max) - NODE_SOCKET_API(NodeClampType, clamp_type) -}; - -class MathNode : public ShaderNode { - public: - SHADER_NODE_CLASS(MathNode) - void expand(ShaderGraph *graph); - void constant_fold(const ConstantFolder &folder); - - NODE_SOCKET_API(float, value1) - NODE_SOCKET_API(float, value2) - NODE_SOCKET_API(float, value3) - NODE_SOCKET_API(NodeMathType, math_type) - NODE_SOCKET_API(bool, use_clamp) -}; - -class NormalNode : public ShaderNode { - public: - SHADER_NODE_CLASS(NormalNode) - - NODE_SOCKET_API(float3, direction) - NODE_SOCKET_API(float3, normal) -}; - -class VectorMathNode : public ShaderNode { - public: - SHADER_NODE_CLASS(VectorMathNode) - void constant_fold(const ConstantFolder &folder); - - NODE_SOCKET_API(float3, vector1) - NODE_SOCKET_API(float3, vector2) - NODE_SOCKET_API(float3, vector3) - NODE_SOCKET_API(float, scale) - NODE_SOCKET_API(NodeVectorMathType, math_type) -}; - -class VectorRotateNode : public ShaderNode { - public: - SHADER_NODE_CLASS(VectorRotateNode) - - NODE_SOCKET_API(NodeVectorRotateType, rotate_type) - NODE_SOCKET_API(bool, invert) - NODE_SOCKET_API(float3, vector) - NODE_SOCKET_API(float3, center) - NODE_SOCKET_API(float3, axis) - NODE_SOCKET_API(float, angle) - NODE_SOCKET_API(float3, rotation) -}; - -class VectorTransformNode : public ShaderNode { - public: - SHADER_NODE_CLASS(VectorTransformNode) - - NODE_SOCKET_API(NodeVectorTransformType, transform_type) - NODE_SOCKET_API(NodeVectorTransformConvertSpace, convert_from) - NODE_SOCKET_API(NodeVectorTransformConvertSpace, convert_to) - NODE_SOCKET_API(float3, vector) -}; - -class BumpNode : public ShaderNode { - public: - SHADER_NODE_CLASS(BumpNode) - void constant_fold(const ConstantFolder &folder); - bool has_spatial_varying() - { - return true; - } - virtual int get_feature() - { - return KERNEL_FEATURE_NODE_BUMP; - } - - NODE_SOCKET_API(bool, invert) - NODE_SOCKET_API(bool, use_object_space) - NODE_SOCKET_API(float, height) - NODE_SOCKET_API(float, sample_center) - NODE_SOCKET_API(float, sample_x) - NODE_SOCKET_API(float, sample_y) - NODE_SOCKET_API(float3, normal) - NODE_SOCKET_API(float, strength) - NODE_SOCKET_API(float, distance) -}; - -class CurvesNode : public ShaderNode { - public: - explicit CurvesNode(const NodeType *node_type); - SHADER_NODE_BASE_CLASS(CurvesNode) - - NODE_SOCKET_API_ARRAY(array, curves) - NODE_SOCKET_API(float, min_x) - NODE_SOCKET_API(float, max_x) - NODE_SOCKET_API(float, fac) - NODE_SOCKET_API(float3, value) - - protected: - using ShaderNode::constant_fold; - void constant_fold(const ConstantFolder &folder, ShaderInput *value_in); - void compile(SVMCompiler &compiler, int type, ShaderInput *value_in, ShaderOutput *value_out); - void compile(OSLCompiler &compiler, const char *name); -}; - -class RGBCurvesNode : public CurvesNode { - public: - SHADER_NODE_CLASS(RGBCurvesNode) - void constant_fold(const ConstantFolder &folder); -}; - -class VectorCurvesNode : public CurvesNode { - public: - SHADER_NODE_CLASS(VectorCurvesNode) - void constant_fold(const ConstantFolder &folder); -}; - -class FloatCurveNode : public ShaderNode { - public: - SHADER_NODE_CLASS(FloatCurveNode) - void constant_fold(const ConstantFolder &folder); - - NODE_SOCKET_API_ARRAY(array, curve) - NODE_SOCKET_API(float, min_x) - NODE_SOCKET_API(float, max_x) - NODE_SOCKET_API(float, fac) - NODE_SOCKET_API(float, value) -}; - -class RGBRampNode : public ShaderNode { - public: - SHADER_NODE_CLASS(RGBRampNode) - void constant_fold(const ConstantFolder &folder); - - NODE_SOCKET_API_ARRAY(array, ramp) - NODE_SOCKET_API_ARRAY(array, ramp_alpha) - NODE_SOCKET_API(float, fac) - NODE_SOCKET_API(bool, interpolate) -}; - -class SetNormalNode : public ShaderNode { - public: - SHADER_NODE_CLASS(SetNormalNode) - NODE_SOCKET_API(float3, direction) -}; - -class OSLNode final : public ShaderNode { - public: - static OSLNode *create(ShaderGraph *graph, size_t num_inputs, const OSLNode *from = NULL); - ~OSLNode(); - - static void operator delete(void *ptr) - { - /* Override delete operator to silence new-delete-type-mismatch ASAN warnings - * regarding size mismatch in the destructor. This is intentional as we allocate - * extra space at the end of the node. */ - ::operator delete(ptr); - } - static void operator delete(void *, void *) - { - /* Deliberately empty placement delete operator, to avoid MSVC warning C4291. */ - } - - ShaderNode *clone(ShaderGraph *graph) const; - - char *input_default_value(); - void add_input(ustring name, SocketType::Type type); - void add_output(ustring name, SocketType::Type type); - - SHADER_NODE_NO_CLONE_CLASS(OSLNode) - - /* Ideally we could better detect this, but we can't query this now. */ - bool has_spatial_varying() - { - return true; - } - bool has_volume_support() - { - return true; - } - - virtual bool equals(const ShaderNode & /*other*/) - { - return false; - } - - string filepath; - string bytecode_hash; -}; - -class NormalMapNode : public ShaderNode { - public: - SHADER_NODE_CLASS(NormalMapNode) - void attributes(Shader *shader, AttributeRequestSet *attributes); - bool has_attribute_dependency() - { - return true; - } - bool has_spatial_varying() - { - return true; - } - - NODE_SOCKET_API(NodeNormalMapSpace, space) - NODE_SOCKET_API(ustring, attribute) - NODE_SOCKET_API(float, strength) - NODE_SOCKET_API(float3, color) - NODE_SOCKET_API(float3, normal_osl) -}; - -class TangentNode : public ShaderNode { - public: - SHADER_NODE_CLASS(TangentNode) - void attributes(Shader *shader, AttributeRequestSet *attributes); - bool has_attribute_dependency() - { - return true; - } - bool has_spatial_varying() - { - return true; - } - - NODE_SOCKET_API(NodeTangentDirectionType, direction_type) - NODE_SOCKET_API(NodeTangentAxis, axis) - NODE_SOCKET_API(ustring, attribute) - NODE_SOCKET_API(float3, normal_osl) -}; - -class BevelNode : public ShaderNode { - public: - SHADER_NODE_CLASS(BevelNode) - bool has_spatial_varying() - { - return true; - } - virtual int get_feature() - { - return KERNEL_FEATURE_NODE_RAYTRACE; - } - - NODE_SOCKET_API(float, radius) - NODE_SOCKET_API(float3, normal) - NODE_SOCKET_API(int, samples) -}; - -class DisplacementNode : public ShaderNode { - public: - SHADER_NODE_CLASS(DisplacementNode) - void constant_fold(const ConstantFolder &folder); - virtual int get_feature() - { - return KERNEL_FEATURE_NODE_BUMP; - } - - NODE_SOCKET_API(NodeNormalMapSpace, space) - NODE_SOCKET_API(float, height) - NODE_SOCKET_API(float, midlevel) - NODE_SOCKET_API(float, scale) - NODE_SOCKET_API(float3, normal) -}; - -class VectorDisplacementNode : public ShaderNode { - public: - SHADER_NODE_CLASS(VectorDisplacementNode) - void attributes(Shader *shader, AttributeRequestSet *attributes); - bool has_attribute_dependency() - { - return true; - } - void constant_fold(const ConstantFolder &folder); - virtual int get_feature() - { - return KERNEL_FEATURE_NODE_BUMP; - } - - NODE_SOCKET_API(NodeNormalMapSpace, space) - NODE_SOCKET_API(ustring, attribute) - NODE_SOCKET_API(float3, vector) - NODE_SOCKET_API(float, midlevel) - NODE_SOCKET_API(float, scale) -}; - -CCL_NAMESPACE_END - -#endif /* __NODES_H__ */ diff --git a/intern/cycles/render/object.cpp b/intern/cycles/render/object.cpp deleted file mode 100644 index 330ae5ec0fc..00000000000 --- a/intern/cycles/render/object.cpp +++ /dev/null @@ -1,984 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "render/object.h" -#include "device/device.h" -#include "render/camera.h" -#include "render/curves.h" -#include "render/hair.h" -#include "render/integrator.h" -#include "render/light.h" -#include "render/mesh.h" -#include "render/particles.h" -#include "render/scene.h" -#include "render/stats.h" -#include "render/volume.h" - -#include "util/util_foreach.h" -#include "util/util_logging.h" -#include "util/util_map.h" -#include "util/util_murmurhash.h" -#include "util/util_progress.h" -#include "util/util_set.h" -#include "util/util_task.h" -#include "util/util_vector.h" - -#include "subd/subd_patch_table.h" - -CCL_NAMESPACE_BEGIN - -/* Global state of object transform update. */ - -struct UpdateObjectTransformState { - /* Global state used by device_update_object_transform(). - * Common for both threaded and non-threaded update. - */ - - /* Type of the motion required by the scene settings. */ - Scene::MotionType need_motion; - - /* Mapping from particle system to a index in packed particle array. - * Only used for read. - */ - map particle_offset; - - /* Motion offsets for each object. */ - array motion_offset; - - /* Packed object arrays. Those will be filled in. */ - uint *object_flag; - uint *object_visibility; - KernelObject *objects; - Transform *object_motion_pass; - DecomposedTransform *object_motion; - float *object_volume_step; - - /* Flags which will be synchronized to Integrator. */ - bool have_motion; - bool have_curves; - - /* ** Scheduling queue. ** */ - Scene *scene; - - /* First unused object index in the queue. */ - int queue_start_object; -}; - -/* Object */ - -NODE_DEFINE(Object) -{ - NodeType *type = NodeType::add("object", create); - - SOCKET_NODE(geometry, "Geometry", Geometry::get_node_base_type()); - SOCKET_TRANSFORM(tfm, "Transform", transform_identity()); - SOCKET_UINT(visibility, "Visibility", ~0); - SOCKET_COLOR(color, "Color", zero_float3()); - SOCKET_UINT(random_id, "Random ID", 0); - SOCKET_INT(pass_id, "Pass ID", 0); - SOCKET_BOOLEAN(use_holdout, "Use Holdout", false); - SOCKET_BOOLEAN(hide_on_missing_motion, "Hide on Missing Motion", false); - SOCKET_POINT(dupli_generated, "Dupli Generated", zero_float3()); - SOCKET_POINT2(dupli_uv, "Dupli UV", zero_float2()); - SOCKET_TRANSFORM_ARRAY(motion, "Motion", array()); - SOCKET_FLOAT(shadow_terminator_shading_offset, "Shadow Terminator Shading Offset", 0.0f); - SOCKET_FLOAT(shadow_terminator_geometry_offset, "Shadow Terminator Geometry Offset", 0.1f); - SOCKET_STRING(asset_name, "Asset Name", ustring()); - - SOCKET_BOOLEAN(is_shadow_catcher, "Shadow Catcher", false); - - SOCKET_NODE(particle_system, "Particle System", ParticleSystem::get_node_type()); - SOCKET_INT(particle_index, "Particle Index", 0); - - SOCKET_FLOAT(ao_distance, "AO Distance", 0.0f); - - return type; -} - -Object::Object() : Node(get_node_type()) -{ - particle_system = NULL; - particle_index = 0; - attr_map_offset = 0; - bounds = BoundBox::empty; - intersects_volume = false; -} - -Object::~Object() -{ -} - -void Object::update_motion() -{ - if (!use_motion()) { - return; - } - - bool have_motion = false; - - for (size_t i = 0; i < motion.size(); i++) { - if (motion[i] == transform_empty()) { - if (hide_on_missing_motion) { - /* Hide objects that have no valid previous or next - * transform, for example particle that stop existing. It - * would be better to handle this in the kernel and make - * objects invisible outside certain motion steps. */ - tfm = transform_empty(); - motion.clear(); - return; - } - else { - /* Otherwise just copy center motion. */ - motion[i] = tfm; - } - } - - /* Test if any of the transforms are actually different. */ - have_motion = have_motion || motion[i] != tfm; - } - - /* Clear motion array if there is no actual motion. */ - if (!have_motion) { - motion.clear(); - } -} - -void Object::compute_bounds(bool motion_blur) -{ - BoundBox mbounds = geometry->bounds; - - if (motion_blur && use_motion()) { - array decomp(motion.size()); - transform_motion_decompose(decomp.data(), motion.data(), motion.size()); - - bounds = BoundBox::empty; - - /* TODO: this is really terrible. according to PBRT there is a better - * way to find this iteratively, but did not find implementation yet - * or try to implement myself */ - for (float t = 0.0f; t < 1.0f; t += (1.0f / 128.0f)) { - Transform ttfm; - - transform_motion_array_interpolate(&ttfm, decomp.data(), motion.size(), t); - bounds.grow(mbounds.transformed(&ttfm)); - } - } - else { - /* No motion blur case. */ - if (geometry->transform_applied) { - bounds = mbounds; - } - else { - bounds = mbounds.transformed(&tfm); - } - } -} - -void Object::apply_transform(bool apply_to_motion) -{ - if (!geometry || tfm == transform_identity()) - return; - - geometry->apply_transform(tfm, apply_to_motion); - - /* we keep normals pointing in same direction on negative scale, notify - * geometry about this in it (re)calculates normals */ - if (transform_negative_scale(tfm)) - geometry->transform_negative_scaled = true; - - if (bounds.valid()) { - geometry->compute_bounds(); - compute_bounds(false); - } - - /* tfm is not reset to identity, all code that uses it needs to check the - * transform_applied boolean */ -} - -void Object::tag_update(Scene *scene) -{ - uint32_t flag = ObjectManager::UPDATE_NONE; - - if (is_modified()) { - flag |= ObjectManager::OBJECT_MODIFIED; - - if (use_holdout_is_modified()) { - flag |= ObjectManager::HOLDOUT_MODIFIED; - } - - if (is_shadow_catcher_is_modified()) { - scene->tag_shadow_catcher_modified(); - } - } - - if (geometry) { - if (tfm_is_modified()) { - flag |= ObjectManager::TRANSFORM_MODIFIED; - } - - if (visibility_is_modified()) { - flag |= ObjectManager::VISIBILITY_MODIFIED; - } - - foreach (Node *node, geometry->get_used_shaders()) { - Shader *shader = static_cast(node); - if (shader->get_use_mis() && shader->has_surface_emission) - scene->light_manager->tag_update(scene, LightManager::EMISSIVE_MESH_MODIFIED); - } - } - - scene->camera->need_flags_update = true; - scene->object_manager->tag_update(scene, flag); -} - -bool Object::use_motion() const -{ - return (motion.size() > 1); -} - -float Object::motion_time(int step) const -{ - return (use_motion()) ? 2.0f * step / (motion.size() - 1) - 1.0f : 0.0f; -} - -int Object::motion_step(float time) const -{ - if (use_motion()) { - for (size_t step = 0; step < motion.size(); step++) { - if (time == motion_time(step)) { - return step; - } - } - } - - return -1; -} - -bool Object::is_traceable() const -{ - /* Mesh itself can be empty,can skip all such objects. */ - if (!bounds.valid() || bounds.size() == zero_float3()) { - return false; - } - /* TODO(sergey): Check for mesh vertices/curves. visibility flags. */ - return true; -} - -uint Object::visibility_for_tracing() const -{ - return SHADOW_CATCHER_OBJECT_VISIBILITY(is_shadow_catcher, visibility & PATH_RAY_ALL_VISIBILITY); -} - -float Object::compute_volume_step_size() const -{ - if (geometry->geometry_type != Geometry::MESH && geometry->geometry_type != Geometry::VOLUME) { - return FLT_MAX; - } - - Mesh *mesh = static_cast(geometry); - - if (!mesh->has_volume) { - return FLT_MAX; - } - - /* Compute step rate from shaders. */ - float step_rate = FLT_MAX; - - foreach (Node *node, mesh->get_used_shaders()) { - Shader *shader = static_cast(node); - if (shader->has_volume) { - if ((shader->get_heterogeneous_volume() && shader->has_volume_spatial_varying) || - (shader->has_volume_attribute_dependency)) { - step_rate = fminf(shader->get_volume_step_rate(), step_rate); - } - } - } - - if (step_rate == FLT_MAX) { - return FLT_MAX; - } - - /* Compute step size from voxel grids. */ - float step_size = FLT_MAX; - - if (geometry->geometry_type == Geometry::VOLUME) { - Volume *volume = static_cast(geometry); - - foreach (Attribute &attr, volume->attributes.attributes) { - if (attr.element == ATTR_ELEMENT_VOXEL) { - ImageHandle &handle = attr.data_voxel(); - const ImageMetaData &metadata = handle.metadata(); - if (metadata.width == 0 || metadata.height == 0 || metadata.depth == 0) { - continue; - } - - /* User specified step size. */ - float voxel_step_size = volume->get_step_size(); - - if (voxel_step_size == 0.0f) { - /* Auto detect step size. */ - float3 size = one_float3(); -#ifdef WITH_NANOVDB - /* Dimensions were not applied to image transform with NanOVDB (see image_vdb.cpp) */ - if (metadata.type != IMAGE_DATA_TYPE_NANOVDB_FLOAT && - metadata.type != IMAGE_DATA_TYPE_NANOVDB_FLOAT3) -#endif - size /= make_float3(metadata.width, metadata.height, metadata.depth); - - /* Step size is transformed from voxel to world space. */ - Transform voxel_tfm = tfm; - if (metadata.use_transform_3d) { - voxel_tfm = tfm * transform_inverse(metadata.transform_3d); - } - voxel_step_size = min3(fabs(transform_direction(&voxel_tfm, size))); - } - else if (volume->get_object_space()) { - /* User specified step size in object space. */ - float3 size = make_float3(voxel_step_size, voxel_step_size, voxel_step_size); - voxel_step_size = min3(fabs(transform_direction(&tfm, size))); - } - - if (voxel_step_size > 0.0f) { - step_size = fminf(voxel_step_size, step_size); - } - } - } - } - - if (step_size == FLT_MAX) { - /* Fall back to 1/10th of bounds for procedural volumes. */ - step_size = 0.1f * average(bounds.size()); - } - - step_size *= step_rate; - - return step_size; -} - -int Object::get_device_index() const -{ - return index; -} - -/* Object Manager */ - -ObjectManager::ObjectManager() -{ - update_flags = UPDATE_ALL; - need_flags_update = true; -} - -ObjectManager::~ObjectManager() -{ -} - -static float object_volume_density(const Transform &tfm, Geometry *geom) -{ - if (geom->geometry_type == Geometry::VOLUME) { - /* Volume density automatically adjust to object scale. */ - if (static_cast(geom)->get_object_space()) { - const float3 unit = normalize(one_float3()); - return 1.0f / len(transform_direction(&tfm, unit)); - } - } - - return 1.0f; -} - -void ObjectManager::device_update_object_transform(UpdateObjectTransformState *state, - Object *ob, - bool update_all) -{ - KernelObject &kobject = state->objects[ob->index]; - Transform *object_motion_pass = state->object_motion_pass; - - Geometry *geom = ob->geometry; - uint flag = 0; - - /* Compute transformations. */ - Transform tfm = ob->tfm; - Transform itfm = transform_inverse(tfm); - - float3 color = ob->color; - float pass_id = ob->pass_id; - float random_number = (float)ob->random_id * (1.0f / (float)0xFFFFFFFF); - int particle_index = (ob->particle_system) ? - ob->particle_index + state->particle_offset[ob->particle_system] : - 0; - - kobject.tfm = tfm; - kobject.itfm = itfm; - kobject.volume_density = object_volume_density(tfm, geom); - kobject.color[0] = color.x; - kobject.color[1] = color.y; - kobject.color[2] = color.z; - kobject.pass_id = pass_id; - kobject.random_number = random_number; - kobject.particle_index = particle_index; - kobject.motion_offset = 0; - kobject.ao_distance = ob->ao_distance; - - if (geom->get_use_motion_blur()) { - state->have_motion = true; - } - - if (geom->geometry_type == Geometry::MESH) { - /* TODO: why only mesh? */ - Mesh *mesh = static_cast(geom); - if (mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION)) { - flag |= SD_OBJECT_HAS_VERTEX_MOTION; - } - } - - if (state->need_motion == Scene::MOTION_PASS) { - /* Clear motion array if there is no actual motion. */ - ob->update_motion(); - - /* Compute motion transforms. */ - Transform tfm_pre, tfm_post; - if (ob->use_motion()) { - tfm_pre = ob->motion[0]; - tfm_post = ob->motion[ob->motion.size() - 1]; - } - else { - tfm_pre = tfm; - tfm_post = tfm; - } - - /* Motion transformations, is world/object space depending if mesh - * comes with deformed position in object space, or if we transform - * the shading point in world space. */ - if (!(flag & SD_OBJECT_HAS_VERTEX_MOTION)) { - tfm_pre = tfm_pre * itfm; - tfm_post = tfm_post * itfm; - } - - int motion_pass_offset = ob->index * OBJECT_MOTION_PASS_SIZE; - object_motion_pass[motion_pass_offset + 0] = tfm_pre; - object_motion_pass[motion_pass_offset + 1] = tfm_post; - } - else if (state->need_motion == Scene::MOTION_BLUR) { - if (ob->use_motion()) { - kobject.motion_offset = state->motion_offset[ob->index]; - - /* Decompose transforms for interpolation. */ - if (ob->tfm_is_modified() || update_all) { - DecomposedTransform *decomp = state->object_motion + kobject.motion_offset; - transform_motion_decompose(decomp, ob->motion.data(), ob->motion.size()); - } - - flag |= SD_OBJECT_MOTION; - state->have_motion = true; - } - } - - /* Dupli object coords and motion info. */ - kobject.dupli_generated[0] = ob->dupli_generated[0]; - kobject.dupli_generated[1] = ob->dupli_generated[1]; - kobject.dupli_generated[2] = ob->dupli_generated[2]; - kobject.numkeys = (geom->geometry_type == Geometry::HAIR) ? - static_cast(geom)->get_curve_keys().size() : - 0; - kobject.dupli_uv[0] = ob->dupli_uv[0]; - kobject.dupli_uv[1] = ob->dupli_uv[1]; - int totalsteps = geom->get_motion_steps(); - kobject.numsteps = (totalsteps - 1) / 2; - kobject.numverts = (geom->geometry_type == Geometry::MESH || - geom->geometry_type == Geometry::VOLUME) ? - static_cast(geom)->get_verts().size() : - 0; - kobject.patch_map_offset = 0; - kobject.attribute_map_offset = 0; - - if (ob->asset_name_is_modified() || update_all) { - uint32_t hash_name = util_murmur_hash3(ob->name.c_str(), ob->name.length(), 0); - uint32_t hash_asset = util_murmur_hash3(ob->asset_name.c_str(), ob->asset_name.length(), 0); - kobject.cryptomatte_object = util_hash_to_float(hash_name); - kobject.cryptomatte_asset = util_hash_to_float(hash_asset); - } - - kobject.shadow_terminator_shading_offset = 1.0f / - (1.0f - 0.5f * ob->shadow_terminator_shading_offset); - kobject.shadow_terminator_geometry_offset = ob->shadow_terminator_geometry_offset; - - kobject.visibility = ob->visibility_for_tracing(); - kobject.primitive_type = geom->primitive_type(); - - /* Object flag. */ - if (ob->use_holdout) { - flag |= SD_OBJECT_HOLDOUT_MASK; - } - state->object_flag[ob->index] = flag; - state->object_volume_step[ob->index] = FLT_MAX; - - /* Have curves. */ - if (geom->geometry_type == Geometry::HAIR) { - state->have_curves = true; - } -} - -void ObjectManager::device_update_transforms(DeviceScene *dscene, Scene *scene, Progress &progress) -{ - UpdateObjectTransformState state; - state.need_motion = scene->need_motion(); - state.have_motion = false; - state.have_curves = false; - state.scene = scene; - state.queue_start_object = 0; - - state.objects = dscene->objects.alloc(scene->objects.size()); - state.object_flag = dscene->object_flag.alloc(scene->objects.size()); - state.object_volume_step = dscene->object_volume_step.alloc(scene->objects.size()); - state.object_motion = NULL; - state.object_motion_pass = NULL; - - if (state.need_motion == Scene::MOTION_PASS) { - state.object_motion_pass = dscene->object_motion_pass.alloc(OBJECT_MOTION_PASS_SIZE * - scene->objects.size()); - } - else if (state.need_motion == Scene::MOTION_BLUR) { - /* Set object offsets into global object motion array. */ - uint *motion_offsets = state.motion_offset.resize(scene->objects.size()); - uint motion_offset = 0; - - foreach (Object *ob, scene->objects) { - *motion_offsets = motion_offset; - motion_offsets++; - - /* Clear motion array if there is no actual motion. */ - ob->update_motion(); - motion_offset += ob->motion.size(); - } - - state.object_motion = dscene->object_motion.alloc(motion_offset); - } - - /* Particle system device offsets - * 0 is dummy particle, index starts at 1. - */ - int numparticles = 1; - foreach (ParticleSystem *psys, scene->particle_systems) { - state.particle_offset[psys] = numparticles; - numparticles += psys->particles.size(); - } - - /* as all the arrays are the same size, checking only dscene.objects is sufficient */ - const bool update_all = dscene->objects.need_realloc(); - - /* Parallel object update, with grain size to avoid too much threading overhead - * for individual objects. */ - static const int OBJECTS_PER_TASK = 32; - parallel_for(blocked_range(0, scene->objects.size(), OBJECTS_PER_TASK), - [&](const blocked_range &r) { - for (size_t i = r.begin(); i != r.end(); i++) { - Object *ob = state.scene->objects[i]; - device_update_object_transform(&state, ob, update_all); - } - }); - - if (progress.get_cancel()) { - return; - } - - dscene->objects.copy_to_device_if_modified(); - if (state.need_motion == Scene::MOTION_PASS) { - dscene->object_motion_pass.copy_to_device(); - } - else if (state.need_motion == Scene::MOTION_BLUR) { - dscene->object_motion.copy_to_device(); - } - - dscene->data.bvh.have_motion = state.have_motion; - dscene->data.bvh.have_curves = state.have_curves; - - dscene->objects.clear_modified(); - dscene->object_motion_pass.clear_modified(); - dscene->object_motion.clear_modified(); -} - -void ObjectManager::device_update(Device *device, - DeviceScene *dscene, - Scene *scene, - Progress &progress) -{ - if (!need_update()) - return; - - if (update_flags & (OBJECT_ADDED | OBJECT_REMOVED)) { - dscene->objects.tag_realloc(); - dscene->object_motion_pass.tag_realloc(); - dscene->object_motion.tag_realloc(); - dscene->object_flag.tag_realloc(); - dscene->object_volume_step.tag_realloc(); - } - - if (update_flags & HOLDOUT_MODIFIED) { - dscene->object_flag.tag_modified(); - } - - if (update_flags & PARTICLE_MODIFIED) { - dscene->objects.tag_modified(); - } - - VLOG(1) << "Total " << scene->objects.size() << " objects."; - - device_free(device, dscene, false); - - if (scene->objects.size() == 0) - return; - - { - /* Assign object IDs. */ - scoped_callback_timer timer([scene](double time) { - if (scene->update_stats) { - scene->update_stats->object.times.add_entry({"device_update (assign index)", time}); - } - }); - - int index = 0; - foreach (Object *object, scene->objects) { - object->index = index++; - - /* this is a bit too broad, however a bigger refactor might be needed to properly separate - * update each type of data (transform, flags, etc.) */ - if (object->is_modified()) { - dscene->objects.tag_modified(); - dscene->object_motion_pass.tag_modified(); - dscene->object_motion.tag_modified(); - dscene->object_flag.tag_modified(); - dscene->object_volume_step.tag_modified(); - } - } - } - - { - /* set object transform matrices, before applying static transforms */ - scoped_callback_timer timer([scene](double time) { - if (scene->update_stats) { - scene->update_stats->object.times.add_entry( - {"device_update (copy objects to device)", time}); - } - }); - - progress.set_status("Updating Objects", "Copying Transformations to device"); - device_update_transforms(dscene, scene, progress); - } - - if (progress.get_cancel()) - return; - - /* prepare for static BVH building */ - /* todo: do before to support getting object level coords? */ - if (scene->params.bvh_type == BVH_TYPE_STATIC) { - scoped_callback_timer timer([scene](double time) { - if (scene->update_stats) { - scene->update_stats->object.times.add_entry( - {"device_update (apply static transforms)", time}); - } - }); - - progress.set_status("Updating Objects", "Applying Static Transformations"); - apply_static_transforms(dscene, scene, progress); - } - - foreach (Object *object, scene->objects) { - object->clear_modified(); - } -} - -void ObjectManager::device_update_flags( - Device *, DeviceScene *dscene, Scene *scene, Progress & /*progress*/, bool bounds_valid) -{ - if (!need_update() && !need_flags_update) - return; - - scoped_callback_timer timer([scene](double time) { - if (scene->update_stats) { - scene->update_stats->object.times.add_entry({"device_update_flags", time}); - } - }); - - update_flags = UPDATE_NONE; - need_flags_update = false; - - if (scene->objects.size() == 0) - return; - - /* Object info flag. */ - uint *object_flag = dscene->object_flag.data(); - float *object_volume_step = dscene->object_volume_step.data(); - - /* Object volume intersection. */ - vector volume_objects; - bool has_volume_objects = false; - foreach (Object *object, scene->objects) { - if (object->geometry->has_volume) { - if (bounds_valid) { - volume_objects.push_back(object); - } - has_volume_objects = true; - object_volume_step[object->index] = object->compute_volume_step_size(); - } - else { - object_volume_step[object->index] = FLT_MAX; - } - } - - foreach (Object *object, scene->objects) { - if (object->geometry->has_volume) { - object_flag[object->index] |= SD_OBJECT_HAS_VOLUME; - object_flag[object->index] &= ~SD_OBJECT_HAS_VOLUME_ATTRIBUTES; - - foreach (Attribute &attr, object->geometry->attributes.attributes) { - if (attr.element == ATTR_ELEMENT_VOXEL) { - object_flag[object->index] |= SD_OBJECT_HAS_VOLUME_ATTRIBUTES; - } - } - } - else { - object_flag[object->index] &= ~(SD_OBJECT_HAS_VOLUME | SD_OBJECT_HAS_VOLUME_ATTRIBUTES); - } - - if (object->is_shadow_catcher) { - object_flag[object->index] |= SD_OBJECT_SHADOW_CATCHER; - } - else { - object_flag[object->index] &= ~SD_OBJECT_SHADOW_CATCHER; - } - - if (bounds_valid) { - object->intersects_volume = false; - foreach (Object *volume_object, volume_objects) { - if (object == volume_object) { - continue; - } - if (object->bounds.intersects(volume_object->bounds)) { - object_flag[object->index] |= SD_OBJECT_INTERSECTS_VOLUME; - object->intersects_volume = true; - break; - } - } - } - else if (has_volume_objects) { - /* Not really valid, but can't make more reliable in the case - * of bounds not being up to date. - */ - object_flag[object->index] |= SD_OBJECT_INTERSECTS_VOLUME; - } - } - - /* Copy object flag. */ - dscene->object_flag.copy_to_device(); - dscene->object_volume_step.copy_to_device(); - - dscene->object_flag.clear_modified(); - dscene->object_volume_step.clear_modified(); -} - -void ObjectManager::device_update_mesh_offsets(Device *, DeviceScene *dscene, Scene *scene) -{ - if (dscene->objects.size() == 0) { - return; - } - - KernelObject *kobjects = dscene->objects.data(); - - bool update = false; - - foreach (Object *object, scene->objects) { - Geometry *geom = object->geometry; - - if (geom->geometry_type == Geometry::MESH) { - Mesh *mesh = static_cast(geom); - if (mesh->patch_table) { - uint patch_map_offset = 2 * (mesh->patch_table_offset + mesh->patch_table->total_size() - - mesh->patch_table->num_nodes * PATCH_NODE_SIZE) - - mesh->patch_offset; - - if (kobjects[object->index].patch_map_offset != patch_map_offset) { - kobjects[object->index].patch_map_offset = patch_map_offset; - update = true; - } - } - } - - size_t attr_map_offset = object->attr_map_offset; - - /* An object attribute map cannot have a zero offset because mesh maps come first. */ - if (attr_map_offset == 0) { - attr_map_offset = geom->attr_map_offset; - } - - if (kobjects[object->index].attribute_map_offset != attr_map_offset) { - kobjects[object->index].attribute_map_offset = attr_map_offset; - update = true; - } - } - - if (update) { - dscene->objects.copy_to_device(); - } -} - -void ObjectManager::device_free(Device *, DeviceScene *dscene, bool force_free) -{ - dscene->objects.free_if_need_realloc(force_free); - dscene->object_motion_pass.free_if_need_realloc(force_free); - dscene->object_motion.free_if_need_realloc(force_free); - dscene->object_flag.free_if_need_realloc(force_free); - dscene->object_volume_step.free_if_need_realloc(force_free); -} - -void ObjectManager::apply_static_transforms(DeviceScene *dscene, Scene *scene, Progress &progress) -{ - /* todo: normals and displacement should be done before applying transform! */ - /* todo: create objects/geometry in right order! */ - - /* counter geometry users */ - map geometry_users; - Scene::MotionType need_motion = scene->need_motion(); - bool motion_blur = need_motion == Scene::MOTION_BLUR; - bool apply_to_motion = need_motion != Scene::MOTION_PASS; - int i = 0; - - foreach (Object *object, scene->objects) { - map::iterator it = geometry_users.find(object->geometry); - - if (it == geometry_users.end()) - geometry_users[object->geometry] = 1; - else - it->second++; - } - - if (progress.get_cancel()) - return; - - uint *object_flag = dscene->object_flag.data(); - - /* apply transforms for objects with single user geometry */ - foreach (Object *object, scene->objects) { - /* Annoying feedback loop here: we can't use is_instanced() because - * it'll use uninitialized transform_applied flag. - * - * Could be solved by moving reference counter to Geometry. - */ - Geometry *geom = object->geometry; - bool apply = (geometry_users[geom] == 1) && !geom->has_surface_bssrdf && - !geom->has_true_displacement(); - - if (geom->geometry_type == Geometry::MESH) { - Mesh *mesh = static_cast(geom); - apply = apply && mesh->get_subdivision_type() == Mesh::SUBDIVISION_NONE; - } - else if (geom->geometry_type == Geometry::HAIR) { - /* Can't apply non-uniform scale to curves, this can't be represented by - * control points and radius alone. */ - float scale; - apply = apply && transform_uniform_scale(object->tfm, scale); - } - - if (apply) { - if (!(motion_blur && object->use_motion())) { - if (!geom->transform_applied) { - object->apply_transform(apply_to_motion); - geom->transform_applied = true; - - if (progress.get_cancel()) - return; - } - - object_flag[i] |= SD_OBJECT_TRANSFORM_APPLIED; - if (geom->transform_negative_scaled) - object_flag[i] |= SD_OBJECT_NEGATIVE_SCALE_APPLIED; - } - } - - i++; - } -} - -void ObjectManager::tag_update(Scene *scene, uint32_t flag) -{ - update_flags |= flag; - - /* avoid infinite loops if the geometry manager tagged us for an update */ - if ((flag & GEOMETRY_MANAGER) == 0) { - uint32_t geometry_flag = GeometryManager::OBJECT_MANAGER; - - /* Also notify in case added or removed objects were instances, as no Geometry might have been - * added or removed, but the BVH still needs to updated. */ - if ((flag & (OBJECT_ADDED | OBJECT_REMOVED)) != 0) { - geometry_flag |= (GeometryManager::GEOMETRY_ADDED | GeometryManager::GEOMETRY_REMOVED); - } - - if ((flag & TRANSFORM_MODIFIED) != 0) { - geometry_flag |= GeometryManager::TRANSFORM_MODIFIED; - } - - if ((flag & VISIBILITY_MODIFIED) != 0) { - geometry_flag |= GeometryManager::VISIBILITY_MODIFIED; - } - - scene->geometry_manager->tag_update(scene, geometry_flag); - } - - scene->light_manager->tag_update(scene, LightManager::OBJECT_MANAGER); - - /* Integrator's shadow catcher settings depends on object visibility settings. */ - if (flag & (OBJECT_ADDED | OBJECT_REMOVED | OBJECT_MODIFIED)) { - scene->integrator->tag_update(scene, Integrator::OBJECT_MANAGER); - } -} - -bool ObjectManager::need_update() const -{ - return update_flags != UPDATE_NONE; -} - -string ObjectManager::get_cryptomatte_objects(Scene *scene) -{ - string manifest = "{"; - - unordered_set objects; - foreach (Object *object, scene->objects) { - if (objects.count(object->name)) { - continue; - } - objects.insert(object->name); - uint32_t hash_name = util_murmur_hash3(object->name.c_str(), object->name.length(), 0); - manifest += string_printf("\"%s\":\"%08x\",", object->name.c_str(), hash_name); - } - manifest[manifest.size() - 1] = '}'; - return manifest; -} - -string ObjectManager::get_cryptomatte_assets(Scene *scene) -{ - string manifest = "{"; - unordered_set assets; - foreach (Object *ob, scene->objects) { - if (assets.count(ob->asset_name)) { - continue; - } - assets.insert(ob->asset_name); - uint32_t hash_asset = util_murmur_hash3(ob->asset_name.c_str(), ob->asset_name.length(), 0); - manifest += string_printf("\"%s\":\"%08x\",", ob->asset_name.c_str(), hash_asset); - } - manifest[manifest.size() - 1] = '}'; - return manifest; -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/render/object.h b/intern/cycles/render/object.h deleted file mode 100644 index ad312835789..00000000000 --- a/intern/cycles/render/object.h +++ /dev/null @@ -1,189 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#ifndef __OBJECT_H__ -#define __OBJECT_H__ - -#include "graph/node.h" - -/* included as Object::set_particle_system defined through NODE_SOCKET_API does - * not select the right Node::set overload as it does not know that ParticleSystem - * is a Node */ -#include "render/particles.h" -#include "render/scene.h" - -#include "util/util_array.h" -#include "util/util_boundbox.h" -#include "util/util_param.h" -#include "util/util_thread.h" -#include "util/util_transform.h" -#include "util/util_types.h" -#include "util/util_vector.h" - -CCL_NAMESPACE_BEGIN - -class Device; -class DeviceScene; -class Geometry; -class ParticleSystem; -class Progress; -class Scene; -struct Transform; -struct UpdateObjectTransformState; -class ObjectManager; - -/* Object */ - -class Object : public Node { - public: - NODE_DECLARE - - NODE_SOCKET_API(Geometry *, geometry) - NODE_SOCKET_API(Transform, tfm) - BoundBox bounds; - NODE_SOCKET_API(uint, random_id) - NODE_SOCKET_API(int, pass_id) - NODE_SOCKET_API(float3, color) - NODE_SOCKET_API(ustring, asset_name) - vector attributes; - NODE_SOCKET_API(uint, visibility) - NODE_SOCKET_API_ARRAY(array, motion) - NODE_SOCKET_API(bool, hide_on_missing_motion) - NODE_SOCKET_API(bool, use_holdout) - NODE_SOCKET_API(bool, is_shadow_catcher) - NODE_SOCKET_API(float, shadow_terminator_shading_offset) - NODE_SOCKET_API(float, shadow_terminator_geometry_offset) - - NODE_SOCKET_API(float3, dupli_generated) - NODE_SOCKET_API(float2, dupli_uv) - - NODE_SOCKET_API(ParticleSystem *, particle_system); - NODE_SOCKET_API(int, particle_index); - - NODE_SOCKET_API(float, ao_distance) - - /* Set during device update. */ - bool intersects_volume; - - Object(); - ~Object(); - - void tag_update(Scene *scene); - - void compute_bounds(bool motion_blur); - void apply_transform(bool apply_to_motion); - - /* Convert between normalized -1..1 motion time and index - * in the motion array. */ - bool use_motion() const; - float motion_time(int step) const; - int motion_step(float time) const; - void update_motion(); - - /* Maximum number of motion steps supported (due to Embree). */ - static const uint MAX_MOTION_STEPS = 129; - - /* Check whether object is traceable and it worth adding it to - * kernel scene. - */ - bool is_traceable() const; - - /* Combine object's visibility with all possible internal run-time - * determined flags which denotes trace-time visibility. - */ - uint visibility_for_tracing() const; - - /* Returns the index that is used in the kernel for this object. */ - int get_device_index() const; - - /* Compute step size from attributes, shaders, transforms. */ - float compute_volume_step_size() const; - - protected: - /* Specifies the position of the object in scene->objects and - * in the device vectors. Gets set in device_update. */ - int index; - - /* Reference to the attribute map with object attributes, - * or 0 if none. Set in update_svm_attributes. */ - size_t attr_map_offset; - - friend class ObjectManager; - friend class GeometryManager; -}; - -/* Object Manager */ - -class ObjectManager { - uint32_t update_flags; - - public: - enum : uint32_t { - PARTICLE_MODIFIED = (1 << 0), - GEOMETRY_MANAGER = (1 << 1), - MOTION_BLUR_MODIFIED = (1 << 2), - OBJECT_ADDED = (1 << 3), - OBJECT_REMOVED = (1 << 4), - OBJECT_MODIFIED = (1 << 5), - HOLDOUT_MODIFIED = (1 << 6), - TRANSFORM_MODIFIED = (1 << 7), - VISIBILITY_MODIFIED = (1 << 8), - - /* tag everything in the manager for an update */ - UPDATE_ALL = ~0u, - - UPDATE_NONE = 0u, - }; - - bool need_flags_update; - - ObjectManager(); - ~ObjectManager(); - - void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress); - void device_update_transforms(DeviceScene *dscene, Scene *scene, Progress &progress); - - void device_update_flags(Device *device, - DeviceScene *dscene, - Scene *scene, - Progress &progress, - bool bounds_valid = true); - void device_update_mesh_offsets(Device *device, DeviceScene *dscene, Scene *scene); - - void device_free(Device *device, DeviceScene *dscene, bool force_free); - - void tag_update(Scene *scene, uint32_t flag); - - bool need_update() const; - - void apply_static_transforms(DeviceScene *dscene, Scene *scene, Progress &progress); - - string get_cryptomatte_objects(Scene *scene); - string get_cryptomatte_assets(Scene *scene); - - protected: - void device_update_object_transform(UpdateObjectTransformState *state, - Object *ob, - bool update_all); - void device_update_object_transform_task(UpdateObjectTransformState *state); - bool device_update_object_transform_pop_work(UpdateObjectTransformState *state, - int *start_index, - int *num_objects); -}; - -CCL_NAMESPACE_END - -#endif /* __OBJECT_H__ */ diff --git a/intern/cycles/render/osl.cpp b/intern/cycles/render/osl.cpp deleted file mode 100644 index 1037ebcae7e..00000000000 --- a/intern/cycles/render/osl.cpp +++ /dev/null @@ -1,1304 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "device/device.h" - -#include "render/background.h" -#include "render/colorspace.h" -#include "render/graph.h" -#include "render/light.h" -#include "render/nodes.h" -#include "render/osl.h" -#include "render/scene.h" -#include "render/shader.h" -#include "render/stats.h" - -#ifdef WITH_OSL - -# include "kernel/osl/osl_globals.h" -# include "kernel/osl/osl_services.h" -# include "kernel/osl/osl_shader.h" - -# include "util/util_aligned_malloc.h" -# include "util/util_foreach.h" -# include "util/util_logging.h" -# include "util/util_md5.h" -# include "util/util_path.h" -# include "util/util_progress.h" -# include "util/util_projection.h" - -#endif - -CCL_NAMESPACE_BEGIN - -#ifdef WITH_OSL - -/* Shared Texture and Shading System */ - -OSL::TextureSystem *OSLShaderManager::ts_shared = NULL; -int OSLShaderManager::ts_shared_users = 0; -thread_mutex OSLShaderManager::ts_shared_mutex; - -OSL::ShadingSystem *OSLShaderManager::ss_shared = NULL; -OSLRenderServices *OSLShaderManager::services_shared = NULL; -int OSLShaderManager::ss_shared_users = 0; -thread_mutex OSLShaderManager::ss_shared_mutex; -thread_mutex OSLShaderManager::ss_mutex; -int OSLCompiler::texture_shared_unique_id = 0; - -/* Shader Manager */ - -OSLShaderManager::OSLShaderManager() -{ - texture_system_init(); - shading_system_init(); -} - -OSLShaderManager::~OSLShaderManager() -{ - shading_system_free(); - texture_system_free(); -} - -void OSLShaderManager::free_memory() -{ -# ifdef OSL_HAS_BLENDER_CLEANUP_FIX - /* There is a problem with LLVM+OSL: The order global destructors across - * different compilation units run cannot be guaranteed, on windows this means - * that the LLVM destructors run before the osl destructors, causing a crash - * when the process exits. the OSL in svn has a special cleanup hack to - * sidestep this behavior */ - OSL::pvt::LLVM_Util::Cleanup(); -# endif -} - -void OSLShaderManager::reset(Scene * /*scene*/) -{ - shading_system_free(); - shading_system_init(); -} - -void OSLShaderManager::device_update_specific(Device *device, - DeviceScene *dscene, - Scene *scene, - Progress &progress) -{ - if (!need_update()) - return; - - scoped_callback_timer timer([scene](double time) { - if (scene->update_stats) { - scene->update_stats->osl.times.add_entry({"device_update", time}); - } - }); - - VLOG(1) << "Total " << scene->shaders.size() << " shaders."; - - device_free(device, dscene, scene); - - /* set texture system */ - scene->image_manager->set_osl_texture_system((void *)ts); - - /* create shaders */ - OSLGlobals *og = (OSLGlobals *)device->get_cpu_osl_memory(); - Shader *background_shader = scene->background->get_shader(scene); - - foreach (Shader *shader, scene->shaders) { - assert(shader->graph); - - if (progress.get_cancel()) - return; - - /* we can only compile one shader at the time as the OSL ShadingSytem - * has a single state, but we put the lock here so different renders can - * compile shaders alternating */ - thread_scoped_lock lock(ss_mutex); - - OSLCompiler compiler(this, services, ss, scene); - compiler.background = (shader == background_shader); - compiler.compile(og, shader); - - if (shader->get_use_mis() && shader->has_surface_emission) - scene->light_manager->tag_update(scene, LightManager::SHADER_COMPILED); - } - - /* setup shader engine */ - og->ss = ss; - og->ts = ts; - og->services = services; - - int background_id = scene->shader_manager->get_shader_id(background_shader); - og->background_state = og->surface_state[background_id & SHADER_MASK]; - og->use = true; - - foreach (Shader *shader, scene->shaders) - shader->clear_modified(); - - update_flags = UPDATE_NONE; - - /* add special builtin texture types */ - services->textures.insert(ustring("@ao"), new OSLTextureHandle(OSLTextureHandle::AO)); - services->textures.insert(ustring("@bevel"), new OSLTextureHandle(OSLTextureHandle::BEVEL)); - - device_update_common(device, dscene, scene, progress); - - { - /* Perform greedyjit optimization. - * - * This might waste time on optimizing groups which are never actually - * used, but this prevents OSL from allocating data on TLS at render - * time. - * - * This is much better for us because this way we aren't required to - * stop task scheduler threads to make sure all TLS is clean and don't - * have issues with TLS data free accessing freed memory if task scheduler - * is being freed after the Session is freed. - */ - thread_scoped_lock lock(ss_shared_mutex); - ss->optimize_all_groups(); - } -} - -void OSLShaderManager::device_free(Device *device, DeviceScene *dscene, Scene *scene) -{ - OSLGlobals *og = (OSLGlobals *)device->get_cpu_osl_memory(); - - device_free_common(device, dscene, scene); - - /* clear shader engine */ - og->use = false; - og->ss = NULL; - og->ts = NULL; - - og->surface_state.clear(); - og->volume_state.clear(); - og->displacement_state.clear(); - og->bump_state.clear(); - og->background_state.reset(); -} - -void OSLShaderManager::texture_system_init() -{ - /* create texture system, shared between different renders to reduce memory usage */ - thread_scoped_lock lock(ts_shared_mutex); - - if (ts_shared_users == 0) { - ts_shared = TextureSystem::create(true); - - ts_shared->attribute("automip", 1); - ts_shared->attribute("autotile", 64); - ts_shared->attribute("gray_to_rgb", 1); - - /* effectively unlimited for now, until we support proper mipmap lookups */ - ts_shared->attribute("max_memory_MB", 16384); - } - - ts = ts_shared; - ts_shared_users++; -} - -void OSLShaderManager::texture_system_free() -{ - /* shared texture system decrease users and destroy if no longer used */ - thread_scoped_lock lock(ts_shared_mutex); - ts_shared_users--; - - if (ts_shared_users == 0) { - ts_shared->invalidate_all(true); - OSL::TextureSystem::destroy(ts_shared); - ts_shared = NULL; - } - - ts = NULL; -} - -void OSLShaderManager::shading_system_init() -{ - /* create shading system, shared between different renders to reduce memory usage */ - thread_scoped_lock lock(ss_shared_mutex); - - if (ss_shared_users == 0) { - /* Must use aligned new due to concurrent hash map. */ - services_shared = util_aligned_new(ts_shared); - - string shader_path = path_get("shader"); -# ifdef _WIN32 - /* Annoying thing, Cycles stores paths in UTF-8 codepage, so it can - * operate with file paths with any character. This requires to use wide - * char functions, but OSL uses old fashioned ANSI functions which means: - * - * - We have to convert our paths to ANSI before passing to OSL - * - OSL can't be used when there's a multi-byte character in the path - * to the shaders folder. - */ - shader_path = string_to_ansi(shader_path); -# endif - - ss_shared = new OSL::ShadingSystem(services_shared, ts_shared, &errhandler); - ss_shared->attribute("lockgeom", 1); - ss_shared->attribute("commonspace", "world"); - ss_shared->attribute("searchpath:shader", shader_path); - ss_shared->attribute("greedyjit", 1); - - VLOG(1) << "Using shader search path: " << shader_path; - - /* our own ray types */ - static const char *raytypes[] = { - "camera", /* PATH_RAY_CAMERA */ - "reflection", /* PATH_RAY_REFLECT */ - "refraction", /* PATH_RAY_TRANSMIT */ - "diffuse", /* PATH_RAY_DIFFUSE */ - "glossy", /* PATH_RAY_GLOSSY */ - "singular", /* PATH_RAY_SINGULAR */ - "transparent", /* PATH_RAY_TRANSPARENT */ - "volume_scatter", /* PATH_RAY_VOLUME_SCATTER */ - - "shadow", /* PATH_RAY_SHADOW_OPAQUE */ - "shadow", /* PATH_RAY_SHADOW_TRANSPARENT */ - - "__unused__", /* PATH_RAY_NODE_UNALIGNED */ - "__unused__", /* PATH_RAY_MIS_SKIP */ - - "diffuse_ancestor", /* PATH_RAY_DIFFUSE_ANCESTOR */ - - "__unused__", /* PATH_RAY_SINGLE_PASS_DONE */ - "__unused__", /* PATH_RAY_TRANSPARENT_BACKGROUND */ - "__unused__", /* PATH_RAY_TERMINATE_IMMEDIATE */ - "__unused__", /* PATH_RAY_TERMINATE_AFTER_TRANSPARENT */ - "__unused__", /* PATH_RAY_EMISSION */ - "__unused__", /* PATH_RAY_SUBSURFACE */ - "__unused__", /* PATH_RAY_DENOISING_FEATURES */ - "__unused__", /* PATH_RAY_REFLECT_PASS */ - "__unused__", /* PATH_RAY_TRANSMISSION_PASS */ - "__unused__", /* PATH_RAY_VOLUME_PASS */ - "__unused__", /* PATH_RAY_SHADOW_FOR_LIGHT */ - "__unused__", /* PATH_RAY_SHADOW_CATCHER_HIT */ - "__unused__", /* PATH_RAY_SHADOW_CATCHER_PASS */ - }; - - const int nraytypes = sizeof(raytypes) / sizeof(raytypes[0]); - ss_shared->attribute("raytypes", TypeDesc(TypeDesc::STRING, nraytypes), raytypes); - - OSLShader::register_closures((OSLShadingSystem *)ss_shared); - - loaded_shaders.clear(); - } - - ss = ss_shared; - services = services_shared; - ss_shared_users++; -} - -void OSLShaderManager::shading_system_free() -{ - /* shared shading system decrease users and destroy if no longer used */ - thread_scoped_lock lock(ss_shared_mutex); - ss_shared_users--; - - if (ss_shared_users == 0) { - delete ss_shared; - ss_shared = NULL; - - util_aligned_delete(services_shared); - services_shared = NULL; - } - - ss = NULL; - services = NULL; -} - -bool OSLShaderManager::osl_compile(const string &inputfile, const string &outputfile) -{ - vector options; - string stdosl_path; - string shader_path = path_get("shader"); - - /* specify output file name */ - options.push_back("-o"); - options.push_back(outputfile); - - /* specify standard include path */ - string include_path_arg = string("-I") + shader_path; - options.push_back(include_path_arg); - - stdosl_path = path_join(shader_path, "stdcycles.h"); - - /* compile */ - OSL::OSLCompiler *compiler = new OSL::OSLCompiler(&OSL::ErrorHandler::default_handler()); - bool ok = compiler->compile(string_view(inputfile), options, string_view(stdosl_path)); - delete compiler; - - return ok; -} - -bool OSLShaderManager::osl_query(OSL::OSLQuery &query, const string &filepath) -{ - string searchpath = path_user_get("shaders"); - return query.open(filepath, searchpath); -} - -static string shader_filepath_hash(const string &filepath, uint64_t modified_time) -{ - /* compute a hash from filepath and modified time to detect changes */ - MD5Hash md5; - md5.append((const uint8_t *)filepath.c_str(), filepath.size()); - md5.append((const uint8_t *)&modified_time, sizeof(modified_time)); - - return md5.get_hex(); -} - -const char *OSLShaderManager::shader_test_loaded(const string &hash) -{ - map::iterator it = loaded_shaders.find(hash); - return (it == loaded_shaders.end()) ? NULL : it->first.c_str(); -} - -OSLShaderInfo *OSLShaderManager::shader_loaded_info(const string &hash) -{ - map::iterator it = loaded_shaders.find(hash); - return (it == loaded_shaders.end()) ? NULL : &it->second; -} - -const char *OSLShaderManager::shader_load_filepath(string filepath) -{ - size_t len = filepath.size(); - string extension = filepath.substr(len - 4); - uint64_t modified_time = path_modified_time(filepath); - - if (extension == ".osl") { - /* .OSL File */ - string osopath = filepath.substr(0, len - 4) + ".oso"; - uint64_t oso_modified_time = path_modified_time(osopath); - - /* test if we have loaded the corresponding .OSO already */ - if (oso_modified_time != 0) { - const char *hash = shader_test_loaded(shader_filepath_hash(osopath, oso_modified_time)); - - if (hash) - return hash; - } - - /* Auto-compile .OSL to .OSO if needed. */ - if (oso_modified_time == 0 || (oso_modified_time < modified_time)) { - OSLShaderManager::osl_compile(filepath, osopath); - modified_time = path_modified_time(osopath); - } - else - modified_time = oso_modified_time; - - filepath = osopath; - } - else { - if (extension == ".oso") { - /* .OSO File, nothing to do */ - } - else if (path_dirname(filepath) == "") { - /* .OSO File in search path */ - filepath = path_join(path_user_get("shaders"), filepath + ".oso"); - } - else { - /* unknown file */ - return NULL; - } - - /* test if we have loaded this .OSO already */ - const char *hash = shader_test_loaded(shader_filepath_hash(filepath, modified_time)); - - if (hash) - return hash; - } - - /* read oso bytecode from file */ - string bytecode_hash = shader_filepath_hash(filepath, modified_time); - string bytecode; - - if (!path_read_text(filepath, bytecode)) { - fprintf(stderr, "Cycles shader graph: failed to read file %s\n", filepath.c_str()); - OSLShaderInfo info; - loaded_shaders[bytecode_hash] = info; /* to avoid repeat tries */ - return NULL; - } - - return shader_load_bytecode(bytecode_hash, bytecode); -} - -const char *OSLShaderManager::shader_load_bytecode(const string &hash, const string &bytecode) -{ - ss->LoadMemoryCompiledShader(hash.c_str(), bytecode.c_str()); - - OSLShaderInfo info; - - if (!info.query.open_bytecode(bytecode)) { - fprintf(stderr, "OSL query error: %s\n", info.query.geterror().c_str()); - } - - /* this is a bit weak, but works */ - info.has_surface_emission = (bytecode.find("\"emission\"") != string::npos); - info.has_surface_transparent = (bytecode.find("\"transparent\"") != string::npos); - info.has_surface_bssrdf = (bytecode.find("\"bssrdf\"") != string::npos); - - loaded_shaders[hash] = info; - - return loaded_shaders.find(hash)->first.c_str(); -} - -/* This is a static function to avoid RTTI link errors with only this - * file being compiled without RTTI to match OSL and LLVM libraries. */ -OSLNode *OSLShaderManager::osl_node(ShaderGraph *graph, - ShaderManager *manager, - const std::string &filepath, - const std::string &bytecode_hash, - const std::string &bytecode) -{ - if (!manager->use_osl()) { - return NULL; - } - - /* create query */ - OSLShaderManager *osl_manager = static_cast(manager); - const char *hash; - - if (!filepath.empty()) { - hash = osl_manager->shader_load_filepath(filepath); - } - else { - hash = osl_manager->shader_test_loaded(bytecode_hash); - if (!hash) - hash = osl_manager->shader_load_bytecode(bytecode_hash, bytecode); - } - - if (!hash) { - return NULL; - } - - OSLShaderInfo *info = osl_manager->shader_loaded_info(hash); - - /* count number of inputs */ - size_t num_inputs = 0; - - for (int i = 0; i < info->query.nparams(); i++) { - const OSL::OSLQuery::Parameter *param = info->query.getparam(i); - - /* skip unsupported types */ - if (param->varlenarray || param->isstruct || param->type.arraylen > 1) - continue; - - if (!param->isoutput) - num_inputs++; - } - - /* create node */ - OSLNode *node = OSLNode::create(graph, num_inputs); - - /* add new sockets from parameters */ - set used_sockets; - - for (int i = 0; i < info->query.nparams(); i++) { - const OSL::OSLQuery::Parameter *param = info->query.getparam(i); - - /* skip unsupported types */ - if (param->varlenarray || param->isstruct || param->type.arraylen > 1) - continue; - - SocketType::Type socket_type; - - if (param->isclosure) { - socket_type = SocketType::CLOSURE; - } - else if (param->type.vecsemantics != TypeDesc::NOSEMANTICS) { - if (param->type.vecsemantics == TypeDesc::COLOR) - socket_type = SocketType::COLOR; - else if (param->type.vecsemantics == TypeDesc::POINT) - socket_type = SocketType::POINT; - else if (param->type.vecsemantics == TypeDesc::VECTOR) - socket_type = SocketType::VECTOR; - else if (param->type.vecsemantics == TypeDesc::NORMAL) - socket_type = SocketType::NORMAL; - else - continue; - - if (!param->isoutput && param->validdefault) { - float3 *default_value = (float3 *)node->input_default_value(); - default_value->x = param->fdefault[0]; - default_value->y = param->fdefault[1]; - default_value->z = param->fdefault[2]; - } - } - else if (param->type.aggregate == TypeDesc::SCALAR) { - if (param->type.basetype == TypeDesc::INT) { - socket_type = SocketType::INT; - - if (!param->isoutput && param->validdefault) { - *(int *)node->input_default_value() = param->idefault[0]; - } - } - else if (param->type.basetype == TypeDesc::FLOAT) { - socket_type = SocketType::FLOAT; - - if (!param->isoutput && param->validdefault) { - *(float *)node->input_default_value() = param->fdefault[0]; - } - } - else if (param->type.basetype == TypeDesc::STRING) { - socket_type = SocketType::STRING; - - if (!param->isoutput && param->validdefault) { - *(ustring *)node->input_default_value() = param->sdefault[0]; - } - } - else - continue; - } - else - continue; - - if (param->isoutput) { - node->add_output(param->name, socket_type); - } - else { - node->add_input(param->name, socket_type); - } - } - - /* Set byte-code hash or file-path. */ - if (!bytecode_hash.empty()) { - node->bytecode_hash = bytecode_hash; - } - else { - node->filepath = filepath; - } - - /* Generate inputs and outputs */ - node->create_inputs_outputs(node->type); - - return node; -} - -/* Graph Compiler */ - -OSLCompiler::OSLCompiler(OSLShaderManager *manager, - OSLRenderServices *services, - OSL::ShadingSystem *ss, - Scene *scene) - : scene(scene), manager(manager), services(services), ss(ss) -{ - current_type = SHADER_TYPE_SURFACE; - current_shader = NULL; - background = false; -} - -string OSLCompiler::id(ShaderNode *node) -{ - /* assign layer unique name based on pointer address + bump mode */ - stringstream stream; - stream << "node_" << node->type->name << "_" << node; - - return stream.str(); -} - -string OSLCompiler::compatible_name(ShaderNode *node, ShaderInput *input) -{ - string sname(input->name().string()); - size_t i; - - /* Strip white-space. */ - while ((i = sname.find(" ")) != string::npos) - sname.replace(i, 1, ""); - - /* if output exists with the same name, add "In" suffix */ - foreach (ShaderOutput *output, node->outputs) { - if (input->name() == output->name()) { - sname += "In"; - break; - } - } - - return sname; -} - -string OSLCompiler::compatible_name(ShaderNode *node, ShaderOutput *output) -{ - string sname(output->name().string()); - size_t i; - - /* Strip white-space. */ - while ((i = sname.find(" ")) != string::npos) - sname.replace(i, 1, ""); - - /* if input exists with the same name, add "Out" suffix */ - foreach (ShaderInput *input, node->inputs) { - if (input->name() == output->name()) { - sname += "Out"; - break; - } - } - - return sname; -} - -bool OSLCompiler::node_skip_input(ShaderNode *node, ShaderInput *input) -{ - /* exception for output node, only one input is actually used - * depending on the current shader type */ - - if (input->flags() & SocketType::SVM_INTERNAL) - return true; - - if (node->special_type == SHADER_SPECIAL_TYPE_OUTPUT) { - if (input->name() == "Surface" && current_type != SHADER_TYPE_SURFACE) - return true; - if (input->name() == "Volume" && current_type != SHADER_TYPE_VOLUME) - return true; - if (input->name() == "Displacement" && current_type != SHADER_TYPE_DISPLACEMENT) - return true; - if (input->name() == "Normal" && current_type != SHADER_TYPE_BUMP) - return true; - } - else if (node->special_type == SHADER_SPECIAL_TYPE_BUMP) { - if (input->name() == "Height") - return true; - } - else if (current_type == SHADER_TYPE_DISPLACEMENT && input->link && - input->link->parent->special_type == SHADER_SPECIAL_TYPE_BUMP) - return true; - - return false; -} - -void OSLCompiler::add(ShaderNode *node, const char *name, bool isfilepath) -{ - /* load filepath */ - if (isfilepath) { - name = manager->shader_load_filepath(name); - - if (name == NULL) - return; - } - - /* pass in fixed parameter values */ - foreach (ShaderInput *input, node->inputs) { - if (!input->link) { - /* checks to untangle graphs */ - if (node_skip_input(node, input)) - continue; - - string param_name = compatible_name(node, input); - const SocketType &socket = input->socket_type; - switch (input->type()) { - case SocketType::COLOR: - parameter_color(param_name.c_str(), node->get_float3(socket)); - break; - case SocketType::POINT: - parameter_point(param_name.c_str(), node->get_float3(socket)); - break; - case SocketType::VECTOR: - parameter_vector(param_name.c_str(), node->get_float3(socket)); - break; - case SocketType::NORMAL: - parameter_normal(param_name.c_str(), node->get_float3(socket)); - break; - case SocketType::FLOAT: - parameter(param_name.c_str(), node->get_float(socket)); - break; - case SocketType::INT: - parameter(param_name.c_str(), node->get_int(socket)); - break; - case SocketType::STRING: - parameter(param_name.c_str(), node->get_string(socket)); - break; - case SocketType::CLOSURE: - case SocketType::UNDEFINED: - default: - break; - } - } - } - - /* Create shader of the appropriate type. OSL only distinguishes between "surface" - * and "displacement" at the moment. */ - if (current_type == SHADER_TYPE_SURFACE) - ss->Shader("surface", name, id(node).c_str()); - else if (current_type == SHADER_TYPE_VOLUME) - ss->Shader("surface", name, id(node).c_str()); - else if (current_type == SHADER_TYPE_DISPLACEMENT) - ss->Shader("displacement", name, id(node).c_str()); - else if (current_type == SHADER_TYPE_BUMP) - ss->Shader("displacement", name, id(node).c_str()); - else - assert(0); - - /* link inputs to other nodes */ - foreach (ShaderInput *input, node->inputs) { - if (input->link) { - if (node_skip_input(node, input)) - continue; - - /* connect shaders */ - string id_from = id(input->link->parent); - string id_to = id(node); - string param_from = compatible_name(input->link->parent, input->link); - string param_to = compatible_name(node, input); - - ss->ConnectShaders(id_from.c_str(), param_from.c_str(), id_to.c_str(), param_to.c_str()); - } - } - - /* test if we shader contains specific closures */ - OSLShaderInfo *info = manager->shader_loaded_info(name); - - if (current_type == SHADER_TYPE_SURFACE) { - if (info) { - if (info->has_surface_emission) - current_shader->has_surface_emission = true; - if (info->has_surface_transparent) - current_shader->has_surface_transparent = true; - if (info->has_surface_bssrdf) { - current_shader->has_surface_bssrdf = true; - current_shader->has_bssrdf_bump = true; /* can't detect yet */ - } - current_shader->has_bump = true; /* can't detect yet */ - current_shader->has_surface_raytrace = true; /* can't detect yet */ - } - - if (node->has_spatial_varying()) { - current_shader->has_surface_spatial_varying = true; - } - } - else if (current_type == SHADER_TYPE_VOLUME) { - if (node->has_spatial_varying()) - current_shader->has_volume_spatial_varying = true; - if (node->has_attribute_dependency()) - current_shader->has_volume_attribute_dependency = true; - } - - if (node->has_integrator_dependency()) { - current_shader->has_integrator_dependency = true; - } -} - -static TypeDesc array_typedesc(TypeDesc typedesc, int arraylength) -{ - return TypeDesc((TypeDesc::BASETYPE)typedesc.basetype, - (TypeDesc::AGGREGATE)typedesc.aggregate, - (TypeDesc::VECSEMANTICS)typedesc.vecsemantics, - arraylength); -} - -void OSLCompiler::parameter(ShaderNode *node, const char *name) -{ - ustring uname = ustring(name); - const SocketType &socket = *(node->type->find_input(uname)); - - switch (socket.type) { - case SocketType::BOOLEAN: { - int value = node->get_bool(socket); - ss->Parameter(name, TypeDesc::TypeInt, &value); - break; - } - case SocketType::FLOAT: { - float value = node->get_float(socket); - ss->Parameter(uname, TypeDesc::TypeFloat, &value); - break; - } - case SocketType::INT: { - int value = node->get_int(socket); - ss->Parameter(uname, TypeDesc::TypeInt, &value); - break; - } - case SocketType::COLOR: { - float3 value = node->get_float3(socket); - ss->Parameter(uname, TypeDesc::TypeColor, &value); - break; - } - case SocketType::VECTOR: { - float3 value = node->get_float3(socket); - ss->Parameter(uname, TypeDesc::TypeVector, &value); - break; - } - case SocketType::POINT: { - float3 value = node->get_float3(socket); - ss->Parameter(uname, TypeDesc::TypePoint, &value); - break; - } - case SocketType::NORMAL: { - float3 value = node->get_float3(socket); - ss->Parameter(uname, TypeDesc::TypeNormal, &value); - break; - } - case SocketType::POINT2: { - float2 value = node->get_float2(socket); - ss->Parameter(uname, TypeDesc(TypeDesc::FLOAT, TypeDesc::VEC2, TypeDesc::POINT), &value); - break; - } - case SocketType::STRING: { - ustring value = node->get_string(socket); - ss->Parameter(uname, TypeDesc::TypeString, &value); - break; - } - case SocketType::ENUM: { - ustring value = node->get_string(socket); - ss->Parameter(uname, TypeDesc::TypeString, &value); - break; - } - case SocketType::TRANSFORM: { - Transform value = node->get_transform(socket); - ProjectionTransform projection(value); - projection = projection_transpose(projection); - ss->Parameter(uname, TypeDesc::TypeMatrix, &projection); - break; - } - case SocketType::BOOLEAN_ARRAY: { - // OSL does not support booleans, so convert to int - const array &value = node->get_bool_array(socket); - array intvalue(value.size()); - for (size_t i = 0; i < value.size(); i++) - intvalue[i] = value[i]; - ss->Parameter(uname, array_typedesc(TypeDesc::TypeInt, value.size()), intvalue.data()); - break; - } - case SocketType::FLOAT_ARRAY: { - const array &value = node->get_float_array(socket); - ss->Parameter(uname, array_typedesc(TypeDesc::TypeFloat, value.size()), value.data()); - break; - } - case SocketType::INT_ARRAY: { - const array &value = node->get_int_array(socket); - ss->Parameter(uname, array_typedesc(TypeDesc::TypeInt, value.size()), value.data()); - break; - } - case SocketType::COLOR_ARRAY: - case SocketType::VECTOR_ARRAY: - case SocketType::POINT_ARRAY: - case SocketType::NORMAL_ARRAY: { - TypeDesc typedesc; - - switch (socket.type) { - case SocketType::COLOR_ARRAY: - typedesc = TypeDesc::TypeColor; - break; - case SocketType::VECTOR_ARRAY: - typedesc = TypeDesc::TypeVector; - break; - case SocketType::POINT_ARRAY: - typedesc = TypeDesc::TypePoint; - break; - case SocketType::NORMAL_ARRAY: - typedesc = TypeDesc::TypeNormal; - break; - default: - assert(0); - break; - } - - // convert to tightly packed array since float3 has padding - const array &value = node->get_float3_array(socket); - array fvalue(value.size() * 3); - for (size_t i = 0, j = 0; i < value.size(); i++) { - fvalue[j++] = value[i].x; - fvalue[j++] = value[i].y; - fvalue[j++] = value[i].z; - } - - ss->Parameter(uname, array_typedesc(typedesc, value.size()), fvalue.data()); - break; - } - case SocketType::POINT2_ARRAY: { - const array &value = node->get_float2_array(socket); - ss->Parameter( - uname, - array_typedesc(TypeDesc(TypeDesc::FLOAT, TypeDesc::VEC2, TypeDesc::POINT), value.size()), - value.data()); - break; - } - case SocketType::STRING_ARRAY: { - const array &value = node->get_string_array(socket); - ss->Parameter(uname, array_typedesc(TypeDesc::TypeString, value.size()), value.data()); - break; - } - case SocketType::TRANSFORM_ARRAY: { - const array &value = node->get_transform_array(socket); - array fvalue(value.size()); - for (size_t i = 0; i < value.size(); i++) { - fvalue[i] = projection_transpose(ProjectionTransform(value[i])); - } - ss->Parameter(uname, array_typedesc(TypeDesc::TypeMatrix, fvalue.size()), fvalue.data()); - break; - } - case SocketType::CLOSURE: - case SocketType::NODE: - case SocketType::NODE_ARRAY: - case SocketType::UNDEFINED: - case SocketType::UINT: { - assert(0); - break; - } - } -} - -void OSLCompiler::parameter(const char *name, float f) -{ - ss->Parameter(name, TypeDesc::TypeFloat, &f); -} - -void OSLCompiler::parameter_color(const char *name, float3 f) -{ - ss->Parameter(name, TypeDesc::TypeColor, &f); -} - -void OSLCompiler::parameter_point(const char *name, float3 f) -{ - ss->Parameter(name, TypeDesc::TypePoint, &f); -} - -void OSLCompiler::parameter_normal(const char *name, float3 f) -{ - ss->Parameter(name, TypeDesc::TypeNormal, &f); -} - -void OSLCompiler::parameter_vector(const char *name, float3 f) -{ - ss->Parameter(name, TypeDesc::TypeVector, &f); -} - -void OSLCompiler::parameter(const char *name, int f) -{ - ss->Parameter(name, TypeDesc::TypeInt, &f); -} - -void OSLCompiler::parameter(const char *name, const char *s) -{ - ss->Parameter(name, TypeDesc::TypeString, &s); -} - -void OSLCompiler::parameter(const char *name, ustring s) -{ - const char *str = s.c_str(); - ss->Parameter(name, TypeDesc::TypeString, &str); -} - -void OSLCompiler::parameter(const char *name, const Transform &tfm) -{ - ProjectionTransform projection(tfm); - projection = projection_transpose(projection); - ss->Parameter(name, TypeDesc::TypeMatrix, (float *)&projection); -} - -void OSLCompiler::parameter_array(const char *name, const float f[], int arraylen) -{ - TypeDesc type = TypeDesc::TypeFloat; - type.arraylen = arraylen; - ss->Parameter(name, type, f); -} - -void OSLCompiler::parameter_color_array(const char *name, const array &f) -{ - /* NOTE: cycles float3 type is actually 4 floats! need to use an explicit array. */ - array table(f.size()); - - for (int i = 0; i < f.size(); ++i) { - table[i][0] = f[i].x; - table[i][1] = f[i].y; - table[i][2] = f[i].z; - } - - TypeDesc type = TypeDesc::TypeColor; - type.arraylen = table.size(); - ss->Parameter(name, type, table.data()); -} - -void OSLCompiler::parameter_attribute(const char *name, ustring s) -{ - if (Attribute::name_standard(s.c_str())) - parameter(name, (string("geom:") + s.c_str()).c_str()); - else - parameter(name, s.c_str()); -} - -void OSLCompiler::find_dependencies(ShaderNodeSet &dependencies, ShaderInput *input) -{ - ShaderNode *node = (input->link) ? input->link->parent : NULL; - - if (node != NULL && dependencies.find(node) == dependencies.end()) { - foreach (ShaderInput *in, node->inputs) - if (!node_skip_input(node, in)) - find_dependencies(dependencies, in); - - dependencies.insert(node); - } -} - -void OSLCompiler::generate_nodes(const ShaderNodeSet &nodes) -{ - ShaderNodeSet done; - bool nodes_done; - - do { - nodes_done = true; - - foreach (ShaderNode *node, nodes) { - if (done.find(node) == done.end()) { - bool inputs_done = true; - - foreach (ShaderInput *input, node->inputs) - if (!node_skip_input(node, input)) - if (input->link && done.find(input->link->parent) == done.end()) - inputs_done = false; - - if (inputs_done) { - node->compile(*this); - done.insert(node); - - if (current_type == SHADER_TYPE_SURFACE) { - if (node->has_surface_emission()) - current_shader->has_surface_emission = true; - if (node->has_surface_transparent()) - current_shader->has_surface_transparent = true; - if (node->get_feature() & KERNEL_FEATURE_NODE_RAYTRACE) - current_shader->has_surface_raytrace = true; - if (node->has_spatial_varying()) - current_shader->has_surface_spatial_varying = true; - if (node->has_surface_bssrdf()) { - current_shader->has_surface_bssrdf = true; - if (node->has_bssrdf_bump()) - current_shader->has_bssrdf_bump = true; - } - if (node->has_bump()) { - current_shader->has_bump = true; - } - } - else if (current_type == SHADER_TYPE_VOLUME) { - if (node->has_spatial_varying()) - current_shader->has_volume_spatial_varying = true; - } - } - else - nodes_done = false; - } - } - } while (!nodes_done); -} - -OSL::ShaderGroupRef OSLCompiler::compile_type(Shader *shader, ShaderGraph *graph, ShaderType type) -{ - current_type = type; - - OSL::ShaderGroupRef group = ss->ShaderGroupBegin(shader->name.c_str()); - - ShaderNode *output = graph->output(); - ShaderNodeSet dependencies; - - if (type == SHADER_TYPE_SURFACE) { - /* generate surface shader */ - find_dependencies(dependencies, output->input("Surface")); - generate_nodes(dependencies); - output->compile(*this); - } - else if (type == SHADER_TYPE_BUMP) { - /* generate bump shader */ - find_dependencies(dependencies, output->input("Normal")); - generate_nodes(dependencies); - output->compile(*this); - } - else if (type == SHADER_TYPE_VOLUME) { - /* generate volume shader */ - find_dependencies(dependencies, output->input("Volume")); - generate_nodes(dependencies); - output->compile(*this); - } - else if (type == SHADER_TYPE_DISPLACEMENT) { - /* generate displacement shader */ - find_dependencies(dependencies, output->input("Displacement")); - generate_nodes(dependencies); - output->compile(*this); - } - else - assert(0); - - ss->ShaderGroupEnd(); - - return group; -} - -void OSLCompiler::compile(OSLGlobals *og, Shader *shader) -{ - if (shader->is_modified()) { - ShaderGraph *graph = shader->graph; - ShaderNode *output = (graph) ? graph->output() : NULL; - - bool has_bump = (shader->get_displacement_method() != DISPLACE_TRUE) && - output->input("Surface")->link && output->input("Displacement")->link; - - /* finalize */ - shader->graph->finalize(scene, - has_bump, - shader->has_integrator_dependency, - shader->get_displacement_method() == DISPLACE_BOTH); - - current_shader = shader; - - shader->has_surface = false; - shader->has_surface_emission = false; - shader->has_surface_transparent = false; - shader->has_surface_bssrdf = false; - shader->has_bump = has_bump; - shader->has_bssrdf_bump = has_bump; - shader->has_volume = false; - shader->has_displacement = false; - shader->has_surface_spatial_varying = false; - shader->has_volume_spatial_varying = false; - shader->has_volume_attribute_dependency = false; - shader->has_integrator_dependency = false; - - /* generate surface shader */ - if (shader->reference_count() && graph && output->input("Surface")->link) { - shader->osl_surface_ref = compile_type(shader, shader->graph, SHADER_TYPE_SURFACE); - - if (has_bump) - shader->osl_surface_bump_ref = compile_type(shader, shader->graph, SHADER_TYPE_BUMP); - else - shader->osl_surface_bump_ref = OSL::ShaderGroupRef(); - - shader->has_surface = true; - } - else { - shader->osl_surface_ref = OSL::ShaderGroupRef(); - shader->osl_surface_bump_ref = OSL::ShaderGroupRef(); - } - - /* generate volume shader */ - if (shader->reference_count() && graph && output->input("Volume")->link) { - shader->osl_volume_ref = compile_type(shader, shader->graph, SHADER_TYPE_VOLUME); - shader->has_volume = true; - } - else - shader->osl_volume_ref = OSL::ShaderGroupRef(); - - /* generate displacement shader */ - if (shader->reference_count() && graph && output->input("Displacement")->link) { - shader->osl_displacement_ref = compile_type(shader, shader->graph, SHADER_TYPE_DISPLACEMENT); - shader->has_displacement = true; - } - else - shader->osl_displacement_ref = OSL::ShaderGroupRef(); - } - - /* push state to array for lookup */ - og->surface_state.push_back(shader->osl_surface_ref); - og->volume_state.push_back(shader->osl_volume_ref); - og->displacement_state.push_back(shader->osl_displacement_ref); - og->bump_state.push_back(shader->osl_surface_bump_ref); -} - -void OSLCompiler::parameter_texture(const char *name, ustring filename, ustring colorspace) -{ - /* Textured loaded through the OpenImageIO texture cache. For this - * case we need to do runtime color space conversion. */ - OSLTextureHandle *handle = new OSLTextureHandle(OSLTextureHandle::OIIO); - handle->processor = ColorSpaceManager::get_processor(colorspace); - services->textures.insert(filename, handle); - parameter(name, filename); -} - -void OSLCompiler::parameter_texture(const char *name, int svm_slot) -{ - /* Texture loaded through SVM image texture system. We generate a unique - * name, which ends up being used in OSLRenderServices::get_texture_handle - * to get handle again. Note that this name must be unique between multiple - * render sessions as the render services are shared. */ - ustring filename(string_printf("@svm%d", texture_shared_unique_id++).c_str()); - services->textures.insert(filename, new OSLTextureHandle(OSLTextureHandle::SVM, svm_slot)); - parameter(name, filename); -} - -void OSLCompiler::parameter_texture_ies(const char *name, int svm_slot) -{ - /* IES light textures stored in SVM. */ - ustring filename(string_printf("@svm%d", texture_shared_unique_id++).c_str()); - services->textures.insert(filename, new OSLTextureHandle(OSLTextureHandle::IES, svm_slot)); - parameter(name, filename); -} - -#else - -void OSLCompiler::add(ShaderNode * /*node*/, const char * /*name*/, bool /*isfilepath*/) -{ -} - -void OSLCompiler::parameter(ShaderNode * /*node*/, const char * /*name*/) -{ -} - -void OSLCompiler::parameter(const char * /*name*/, float /*f*/) -{ -} - -void OSLCompiler::parameter_color(const char * /*name*/, float3 /*f*/) -{ -} - -void OSLCompiler::parameter_vector(const char * /*name*/, float3 /*f*/) -{ -} - -void OSLCompiler::parameter_point(const char * /*name*/, float3 /*f*/) -{ -} - -void OSLCompiler::parameter_normal(const char * /*name*/, float3 /*f*/) -{ -} - -void OSLCompiler::parameter(const char * /*name*/, int /*f*/) -{ -} - -void OSLCompiler::parameter(const char * /*name*/, const char * /*s*/) -{ -} - -void OSLCompiler::parameter(const char * /*name*/, ustring /*s*/) -{ -} - -void OSLCompiler::parameter(const char * /*name*/, const Transform & /*tfm*/) -{ -} - -void OSLCompiler::parameter_array(const char * /*name*/, const float /*f*/[], int /*arraylen*/) -{ -} - -void OSLCompiler::parameter_color_array(const char * /*name*/, const array & /*f*/) -{ -} - -void OSLCompiler::parameter_texture(const char * /* name */, - ustring /* filename */, - ustring /* colorspace */) -{ -} - -void OSLCompiler::parameter_texture(const char * /* name */, int /* svm_slot */) -{ -} - -void OSLCompiler::parameter_texture_ies(const char * /* name */, int /* svm_slot */) -{ -} - -#endif /* WITH_OSL */ - -CCL_NAMESPACE_END diff --git a/intern/cycles/render/osl.h b/intern/cycles/render/osl.h deleted file mode 100644 index dfeec54d915..00000000000 --- a/intern/cycles/render/osl.h +++ /dev/null @@ -1,198 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#ifndef __OSL_H__ -#define __OSL_H__ - -#include "util/util_array.h" -#include "util/util_set.h" -#include "util/util_string.h" -#include "util/util_thread.h" - -#include "render/graph.h" -#include "render/nodes.h" -#include "render/shader.h" - -#ifdef WITH_OSL -# include -# include -# include -# include -#endif - -CCL_NAMESPACE_BEGIN - -class Device; -class DeviceScene; -class ImageManager; -class OSLRenderServices; -struct OSLGlobals; -class Scene; -class ShaderGraph; -class ShaderNode; -class ShaderInput; -class ShaderOutput; - -#ifdef WITH_OSL - -/* OSL Shader Info - * to auto detect closures in the shader for MIS and transparent shadows */ - -struct OSLShaderInfo { - OSLShaderInfo() - : has_surface_emission(false), has_surface_transparent(false), has_surface_bssrdf(false) - { - } - - OSL::OSLQuery query; - bool has_surface_emission; - bool has_surface_transparent; - bool has_surface_bssrdf; -}; - -/* Shader Manage */ - -class OSLShaderManager : public ShaderManager { - public: - OSLShaderManager(); - ~OSLShaderManager(); - - static void free_memory(); - - void reset(Scene *scene) override; - - bool use_osl() override - { - return true; - } - - void device_update_specific(Device *device, - DeviceScene *dscene, - Scene *scene, - Progress &progress) override; - void device_free(Device *device, DeviceScene *dscene, Scene *scene) override; - - /* osl compile and query */ - static bool osl_compile(const string &inputfile, const string &outputfile); - static bool osl_query(OSL::OSLQuery &query, const string &filepath); - - /* shader file loading, all functions return pointer to hash string if found */ - const char *shader_test_loaded(const string &hash); - const char *shader_load_bytecode(const string &hash, const string &bytecode); - const char *shader_load_filepath(string filepath); - OSLShaderInfo *shader_loaded_info(const string &hash); - - /* create OSL node using OSLQuery */ - static OSLNode *osl_node(ShaderGraph *graph, - ShaderManager *manager, - const std::string &filepath, - const std::string &bytecode_hash = "", - const std::string &bytecode = ""); - - protected: - void texture_system_init(); - void texture_system_free(); - - void shading_system_init(); - void shading_system_free(); - - OSL::ShadingSystem *ss; - OSL::TextureSystem *ts; - OSLRenderServices *services; - OSL::ErrorHandler errhandler; - map loaded_shaders; - - static OSL::TextureSystem *ts_shared; - static thread_mutex ts_shared_mutex; - static int ts_shared_users; - - static OSL::ShadingSystem *ss_shared; - static OSLRenderServices *services_shared; - static thread_mutex ss_shared_mutex; - static thread_mutex ss_mutex; - static int ss_shared_users; -}; - -#endif - -/* Graph Compiler */ - -class OSLCompiler { - public: -#ifdef WITH_OSL - OSLCompiler(OSLShaderManager *manager, - OSLRenderServices *services, - OSL::ShadingSystem *shadingsys, - Scene *scene); -#endif - void compile(OSLGlobals *og, Shader *shader); - - void add(ShaderNode *node, const char *name, bool isfilepath = false); - - void parameter(ShaderNode *node, const char *name); - - void parameter(const char *name, float f); - void parameter_color(const char *name, float3 f); - void parameter_vector(const char *name, float3 f); - void parameter_normal(const char *name, float3 f); - void parameter_point(const char *name, float3 f); - void parameter(const char *name, int f); - void parameter(const char *name, const char *s); - void parameter(const char *name, ustring str); - void parameter(const char *name, const Transform &tfm); - - void parameter_array(const char *name, const float f[], int arraylen); - void parameter_color_array(const char *name, const array &f); - - void parameter_attribute(const char *name, ustring s); - - void parameter_texture(const char *name, ustring filename, ustring colorspace); - void parameter_texture(const char *name, int svm_slot); - void parameter_texture_ies(const char *name, int svm_slot); - - ShaderType output_type() - { - return current_type; - } - - bool background; - Scene *scene; - - private: -#ifdef WITH_OSL - string id(ShaderNode *node); - OSL::ShaderGroupRef compile_type(Shader *shader, ShaderGraph *graph, ShaderType type); - bool node_skip_input(ShaderNode *node, ShaderInput *input); - string compatible_name(ShaderNode *node, ShaderInput *input); - string compatible_name(ShaderNode *node, ShaderOutput *output); - - void find_dependencies(ShaderNodeSet &dependencies, ShaderInput *input); - void generate_nodes(const ShaderNodeSet &nodes); - - OSLShaderManager *manager; - OSLRenderServices *services; - OSL::ShadingSystem *ss; -#endif - - ShaderType current_type; - Shader *current_shader; - - static int texture_shared_unique_id; -}; - -CCL_NAMESPACE_END - -#endif /* __OSL_H__ */ diff --git a/intern/cycles/render/output_driver.h b/intern/cycles/render/output_driver.h deleted file mode 100644 index b7e980d71d4..00000000000 --- a/intern/cycles/render/output_driver.h +++ /dev/null @@ -1,82 +0,0 @@ -/* - * Copyright 2021 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#pragma once - -#include "util/util_math.h" -#include "util/util_string.h" -#include "util/util_types.h" - -CCL_NAMESPACE_BEGIN - -/* Output driver for reading render buffers. - * - * Host applications implement this interface for outputting render buffers for offline rendering. - * Drivers can be used to copy the buffers into the host application or write them directly to - * disk. This interface may also be used for interactive display, however the DisplayDriver is more - * efficient for that purpose. - */ -class OutputDriver { - public: - OutputDriver() = default; - virtual ~OutputDriver() = default; - - class Tile { - public: - Tile(const int2 offset, - const int2 size, - const int2 full_size, - const string_view layer, - const string_view view) - : offset(offset), size(size), full_size(full_size), layer(layer), view(view) - { - } - virtual ~Tile() = default; - - const int2 offset; - const int2 size; - const int2 full_size; - const string layer; - const string view; - - virtual bool get_pass_pixels(const string_view pass_name, - const int num_channels, - float *pixels) const = 0; - virtual bool set_pass_pixels(const string_view pass_name, - const int num_channels, - const float *pixels) const = 0; - }; - - /* Write tile once it has finished rendering. */ - virtual void write_render_tile(const Tile &tile) = 0; - - /* Update tile while rendering is in progress. Return true if any update - * was performed. */ - virtual bool update_render_tile(const Tile & /* tile */) - { - return false; - } - - /* For baking, read render pass PASS_BAKE_PRIMITIVE and PASS_BAKE_DIFFERENTIAL - * to determine which shading points to use for baking at each pixel. Return - * true if any data was read. */ - virtual bool read_render_tile(const Tile & /* tile */) - { - return false; - } -}; - -CCL_NAMESPACE_END diff --git a/intern/cycles/render/particles.cpp b/intern/cycles/render/particles.cpp deleted file mode 100644 index 02dd1359b18..00000000000 --- a/intern/cycles/render/particles.cpp +++ /dev/null @@ -1,149 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "render/particles.h" -#include "device/device.h" -#include "render/scene.h" -#include "render/stats.h" - -#include "util/util_foreach.h" -#include "util/util_hash.h" -#include "util/util_logging.h" -#include "util/util_map.h" -#include "util/util_progress.h" -#include "util/util_vector.h" - -CCL_NAMESPACE_BEGIN - -/* Particle System */ - -NODE_DEFINE(ParticleSystem) -{ - NodeType *type = NodeType::add("particle_system", create); - return type; -} - -ParticleSystem::ParticleSystem() : Node(get_node_type()) -{ -} - -ParticleSystem::~ParticleSystem() -{ -} - -void ParticleSystem::tag_update(Scene *scene) -{ - scene->particle_system_manager->tag_update(scene); -} - -/* Particle System Manager */ - -ParticleSystemManager::ParticleSystemManager() -{ - need_update_ = true; -} - -ParticleSystemManager::~ParticleSystemManager() -{ -} - -void ParticleSystemManager::device_update_particles(Device *, - DeviceScene *dscene, - Scene *scene, - Progress &progress) -{ - /* count particles. - * adds one dummy particle at the beginning to avoid invalid lookups, - * in case a shader uses particle info without actual particle data. */ - int num_particles = 1; - for (size_t j = 0; j < scene->particle_systems.size(); j++) - num_particles += scene->particle_systems[j]->particles.size(); - - KernelParticle *kparticles = dscene->particles.alloc(num_particles); - - /* dummy particle */ - memset(kparticles, 0, sizeof(KernelParticle)); - - int i = 1; - for (size_t j = 0; j < scene->particle_systems.size(); j++) { - ParticleSystem *psys = scene->particle_systems[j]; - - for (size_t k = 0; k < psys->particles.size(); k++) { - /* pack in texture */ - Particle &pa = psys->particles[k]; - - kparticles[i].index = pa.index; - kparticles[i].age = pa.age; - kparticles[i].lifetime = pa.lifetime; - kparticles[i].size = pa.size; - kparticles[i].rotation = pa.rotation; - kparticles[i].location = float3_to_float4(pa.location); - kparticles[i].velocity = float3_to_float4(pa.velocity); - kparticles[i].angular_velocity = float3_to_float4(pa.angular_velocity); - - i++; - - if (progress.get_cancel()) - return; - } - } - - dscene->particles.copy_to_device(); -} - -void ParticleSystemManager::device_update(Device *device, - DeviceScene *dscene, - Scene *scene, - Progress &progress) -{ - if (!need_update()) - return; - - scoped_callback_timer timer([scene](double time) { - if (scene->update_stats) { - scene->update_stats->particles.times.add_entry({"device_update", time}); - } - }); - - VLOG(1) << "Total " << scene->particle_systems.size() << " particle systems."; - - device_free(device, dscene); - - progress.set_status("Updating Particle Systems", "Copying Particles to device"); - device_update_particles(device, dscene, scene, progress); - - if (progress.get_cancel()) - return; - - need_update_ = false; -} - -void ParticleSystemManager::device_free(Device *, DeviceScene *dscene) -{ - dscene->particles.free(); -} - -void ParticleSystemManager::tag_update(Scene * /*scene*/) -{ - need_update_ = true; -} - -bool ParticleSystemManager::need_update() const -{ - return need_update_; -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/render/particles.h b/intern/cycles/render/particles.h deleted file mode 100644 index 8b59756f148..00000000000 --- a/intern/cycles/render/particles.h +++ /dev/null @@ -1,80 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#ifndef __PARTICLES_H__ -#define __PARTICLES_H__ - -#include "util/util_array.h" -#include "util/util_types.h" - -#include "graph/node.h" - -CCL_NAMESPACE_BEGIN - -class Device; -class DeviceScene; -class Progress; -class Scene; - -/* Particle System */ - -struct Particle { - int index; - float age; - float lifetime; - float3 location; - float4 rotation; - float size; - float3 velocity; - float3 angular_velocity; -}; - -class ParticleSystem : public Node { - public: - NODE_DECLARE - - ParticleSystem(); - ~ParticleSystem(); - - void tag_update(Scene *scene); - - array particles; -}; - -/* ParticleSystem Manager */ - -class ParticleSystemManager { - bool need_update_; - - public: - ParticleSystemManager(); - ~ParticleSystemManager(); - - void device_update_particles(Device *device, - DeviceScene *dscene, - Scene *scene, - Progress &progress); - void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress); - void device_free(Device *device, DeviceScene *dscene); - - void tag_update(Scene *scene); - - bool need_update() const; -}; - -CCL_NAMESPACE_END - -#endif /* __PARTICLES_H__ */ diff --git a/intern/cycles/render/pass.cpp b/intern/cycles/render/pass.cpp deleted file mode 100644 index cd044a16353..00000000000 --- a/intern/cycles/render/pass.cpp +++ /dev/null @@ -1,426 +0,0 @@ -/* - * Copyright 2011-2021 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "render/pass.h" - -#include "util/util_algorithm.h" -#include "util/util_logging.h" - -CCL_NAMESPACE_BEGIN - -const char *pass_type_as_string(const PassType type) -{ - const int type_int = static_cast(type); - - const NodeEnum *type_enum = Pass::get_type_enum(); - - if (!type_enum->exists(type_int)) { - LOG(DFATAL) << "Unhandled pass type " << static_cast(type) << ", not supposed to happen."; - return "UNKNOWN"; - } - - return (*type_enum)[type_int].c_str(); -} - -const char *pass_mode_as_string(PassMode mode) -{ - switch (mode) { - case PassMode::NOISY: - return "NOISY"; - case PassMode::DENOISED: - return "DENOISED"; - } - - LOG(DFATAL) << "Unhandled pass mode " << static_cast(mode) << ", should never happen."; - return "UNKNOWN"; -} - -std::ostream &operator<<(std::ostream &os, PassMode mode) -{ - os << pass_mode_as_string(mode); - return os; -} - -const NodeEnum *Pass::get_type_enum() -{ - static NodeEnum pass_type_enum; - - if (pass_type_enum.empty()) { - - /* Light Passes. */ - pass_type_enum.insert("combined", PASS_COMBINED); - pass_type_enum.insert("emission", PASS_EMISSION); - pass_type_enum.insert("background", PASS_BACKGROUND); - pass_type_enum.insert("ao", PASS_AO); - pass_type_enum.insert("shadow", PASS_SHADOW); - pass_type_enum.insert("diffuse", PASS_DIFFUSE); - pass_type_enum.insert("diffuse_direct", PASS_DIFFUSE_DIRECT); - pass_type_enum.insert("diffuse_indirect", PASS_DIFFUSE_INDIRECT); - pass_type_enum.insert("glossy", PASS_GLOSSY); - pass_type_enum.insert("glossy_direct", PASS_GLOSSY_DIRECT); - pass_type_enum.insert("glossy_indirect", PASS_GLOSSY_INDIRECT); - pass_type_enum.insert("transmission", PASS_TRANSMISSION); - pass_type_enum.insert("transmission_direct", PASS_TRANSMISSION_DIRECT); - pass_type_enum.insert("transmission_indirect", PASS_TRANSMISSION_INDIRECT); - pass_type_enum.insert("volume", PASS_VOLUME); - pass_type_enum.insert("volume_direct", PASS_VOLUME_DIRECT); - pass_type_enum.insert("volume_indirect", PASS_VOLUME_INDIRECT); - - /* Data passes. */ - pass_type_enum.insert("depth", PASS_DEPTH); - pass_type_enum.insert("position", PASS_POSITION); - pass_type_enum.insert("normal", PASS_NORMAL); - pass_type_enum.insert("roughness", PASS_ROUGHNESS); - pass_type_enum.insert("uv", PASS_UV); - pass_type_enum.insert("object_id", PASS_OBJECT_ID); - pass_type_enum.insert("material_id", PASS_MATERIAL_ID); - pass_type_enum.insert("motion", PASS_MOTION); - pass_type_enum.insert("motion_weight", PASS_MOTION_WEIGHT); - pass_type_enum.insert("cryptomatte", PASS_CRYPTOMATTE); - pass_type_enum.insert("aov_color", PASS_AOV_COLOR); - pass_type_enum.insert("aov_value", PASS_AOV_VALUE); - pass_type_enum.insert("adaptive_aux_buffer", PASS_ADAPTIVE_AUX_BUFFER); - pass_type_enum.insert("sample_count", PASS_SAMPLE_COUNT); - pass_type_enum.insert("diffuse_color", PASS_DIFFUSE_COLOR); - pass_type_enum.insert("glossy_color", PASS_GLOSSY_COLOR); - pass_type_enum.insert("transmission_color", PASS_TRANSMISSION_COLOR); - pass_type_enum.insert("mist", PASS_MIST); - pass_type_enum.insert("denoising_normal", PASS_DENOISING_NORMAL); - pass_type_enum.insert("denoising_albedo", PASS_DENOISING_ALBEDO); - pass_type_enum.insert("denoising_depth", PASS_DENOISING_DEPTH); - - pass_type_enum.insert("shadow_catcher", PASS_SHADOW_CATCHER); - pass_type_enum.insert("shadow_catcher_sample_count", PASS_SHADOW_CATCHER_SAMPLE_COUNT); - pass_type_enum.insert("shadow_catcher_matte", PASS_SHADOW_CATCHER_MATTE); - - pass_type_enum.insert("bake_primitive", PASS_BAKE_PRIMITIVE); - pass_type_enum.insert("bake_differential", PASS_BAKE_DIFFERENTIAL); - } - - return &pass_type_enum; -} - -const NodeEnum *Pass::get_mode_enum() -{ - static NodeEnum pass_mode_enum; - - if (pass_mode_enum.empty()) { - pass_mode_enum.insert("noisy", static_cast(PassMode::NOISY)); - pass_mode_enum.insert("denoised", static_cast(PassMode::DENOISED)); - } - - return &pass_mode_enum; -} - -NODE_DEFINE(Pass) -{ - NodeType *type = NodeType::add("pass", create); - - const NodeEnum *pass_type_enum = get_type_enum(); - const NodeEnum *pass_mode_enum = get_mode_enum(); - - SOCKET_ENUM(type, "Type", *pass_type_enum, PASS_COMBINED); - SOCKET_ENUM(mode, "Mode", *pass_mode_enum, static_cast(PassMode::DENOISED)); - SOCKET_STRING(name, "Name", ustring()); - SOCKET_BOOLEAN(include_albedo, "Include Albedo", false); - - return type; -} - -Pass::Pass() : Node(get_node_type()), is_auto_(false) -{ -} - -PassInfo Pass::get_info() const -{ - return get_info(type, include_albedo); -} - -bool Pass::is_written() const -{ - return get_info().is_written; -} - -PassInfo Pass::get_info(const PassType type, const bool include_albedo) -{ - PassInfo pass_info; - - pass_info.use_filter = true; - pass_info.use_exposure = false; - pass_info.divide_type = PASS_NONE; - pass_info.use_compositing = false; - pass_info.use_denoising_albedo = true; - - switch (type) { - case PASS_NONE: - pass_info.num_components = 0; - break; - case PASS_COMBINED: - pass_info.num_components = 4; - pass_info.use_exposure = true; - pass_info.support_denoise = true; - break; - case PASS_DEPTH: - pass_info.num_components = 1; - pass_info.use_filter = false; - break; - case PASS_MIST: - pass_info.num_components = 1; - break; - case PASS_POSITION: - pass_info.num_components = 3; - break; - case PASS_NORMAL: - pass_info.num_components = 3; - break; - case PASS_ROUGHNESS: - pass_info.num_components = 1; - break; - case PASS_UV: - pass_info.num_components = 3; - break; - case PASS_MOTION: - pass_info.num_components = 4; - pass_info.divide_type = PASS_MOTION_WEIGHT; - break; - case PASS_MOTION_WEIGHT: - pass_info.num_components = 1; - break; - case PASS_OBJECT_ID: - case PASS_MATERIAL_ID: - pass_info.num_components = 1; - pass_info.use_filter = false; - break; - - case PASS_EMISSION: - case PASS_BACKGROUND: - pass_info.num_components = 3; - pass_info.use_exposure = true; - break; - case PASS_AO: - pass_info.num_components = 3; - break; - case PASS_SHADOW: - pass_info.num_components = 3; - pass_info.use_exposure = false; - break; - - case PASS_DIFFUSE_COLOR: - case PASS_GLOSSY_COLOR: - case PASS_TRANSMISSION_COLOR: - pass_info.num_components = 3; - break; - case PASS_DIFFUSE: - pass_info.num_components = 3; - pass_info.use_exposure = true; - pass_info.direct_type = PASS_DIFFUSE_DIRECT; - pass_info.indirect_type = PASS_DIFFUSE_INDIRECT; - pass_info.divide_type = (!include_albedo) ? PASS_DIFFUSE_COLOR : PASS_NONE; - pass_info.use_compositing = true; - pass_info.is_written = false; - break; - case PASS_DIFFUSE_DIRECT: - case PASS_DIFFUSE_INDIRECT: - pass_info.num_components = 3; - pass_info.use_exposure = true; - pass_info.divide_type = (!include_albedo) ? PASS_DIFFUSE_COLOR : PASS_NONE; - pass_info.use_compositing = true; - break; - case PASS_GLOSSY: - pass_info.num_components = 3; - pass_info.use_exposure = true; - pass_info.direct_type = PASS_GLOSSY_DIRECT; - pass_info.indirect_type = PASS_GLOSSY_INDIRECT; - pass_info.divide_type = (!include_albedo) ? PASS_GLOSSY_COLOR : PASS_NONE; - pass_info.use_compositing = true; - pass_info.is_written = false; - break; - case PASS_GLOSSY_DIRECT: - case PASS_GLOSSY_INDIRECT: - pass_info.num_components = 3; - pass_info.use_exposure = true; - pass_info.divide_type = (!include_albedo) ? PASS_GLOSSY_COLOR : PASS_NONE; - pass_info.use_compositing = true; - break; - case PASS_TRANSMISSION: - pass_info.num_components = 3; - pass_info.use_exposure = true; - pass_info.direct_type = PASS_TRANSMISSION_DIRECT; - pass_info.indirect_type = PASS_TRANSMISSION_INDIRECT; - pass_info.divide_type = (!include_albedo) ? PASS_TRANSMISSION_COLOR : PASS_NONE; - pass_info.use_compositing = true; - pass_info.is_written = false; - break; - case PASS_TRANSMISSION_DIRECT: - case PASS_TRANSMISSION_INDIRECT: - pass_info.num_components = 3; - pass_info.use_exposure = true; - pass_info.divide_type = (!include_albedo) ? PASS_TRANSMISSION_COLOR : PASS_NONE; - pass_info.use_compositing = true; - break; - case PASS_VOLUME: - pass_info.num_components = 3; - pass_info.use_exposure = true; - pass_info.direct_type = PASS_VOLUME_DIRECT; - pass_info.indirect_type = PASS_VOLUME_INDIRECT; - pass_info.use_compositing = true; - pass_info.is_written = false; - break; - case PASS_VOLUME_DIRECT: - case PASS_VOLUME_INDIRECT: - pass_info.num_components = 3; - pass_info.use_exposure = true; - break; - - case PASS_CRYPTOMATTE: - pass_info.num_components = 4; - break; - - case PASS_DENOISING_NORMAL: - pass_info.num_components = 3; - break; - case PASS_DENOISING_ALBEDO: - pass_info.num_components = 3; - break; - case PASS_DENOISING_DEPTH: - pass_info.num_components = 1; - break; - - case PASS_SHADOW_CATCHER: - pass_info.num_components = 3; - pass_info.use_exposure = true; - pass_info.use_compositing = true; - pass_info.use_denoising_albedo = false; - pass_info.support_denoise = true; - break; - case PASS_SHADOW_CATCHER_SAMPLE_COUNT: - pass_info.num_components = 1; - break; - case PASS_SHADOW_CATCHER_MATTE: - pass_info.num_components = 4; - pass_info.use_exposure = true; - pass_info.support_denoise = true; - /* Without shadow catcher approximation compositing is not needed. - * Since we don't know here whether approximation is used or not, leave the decision up to - * the caller which will know that. */ - break; - - case PASS_ADAPTIVE_AUX_BUFFER: - pass_info.num_components = 4; - break; - case PASS_SAMPLE_COUNT: - pass_info.num_components = 1; - pass_info.use_exposure = false; - break; - - case PASS_AOV_COLOR: - pass_info.num_components = 3; - break; - case PASS_AOV_VALUE: - pass_info.num_components = 1; - break; - - case PASS_BAKE_PRIMITIVE: - case PASS_BAKE_DIFFERENTIAL: - pass_info.num_components = 4; - pass_info.use_exposure = false; - pass_info.use_filter = false; - break; - - case PASS_CATEGORY_LIGHT_END: - case PASS_CATEGORY_DATA_END: - case PASS_CATEGORY_BAKE_END: - case PASS_NUM: - LOG(DFATAL) << "Unexpected pass type is used " << type; - pass_info.num_components = 0; - break; - } - - return pass_info; -} - -bool Pass::contains(const vector &passes, PassType type) -{ - for (const Pass *pass : passes) { - if (pass->get_type() != type) { - continue; - } - - return true; - } - - return false; -} - -const Pass *Pass::find(const vector &passes, const string &name) -{ - for (const Pass *pass : passes) { - if (pass->get_name() == name) { - return pass; - } - } - - return nullptr; -} - -const Pass *Pass::find(const vector &passes, PassType type, PassMode mode) -{ - for (const Pass *pass : passes) { - if (pass->get_type() != type || pass->get_mode() != mode) { - continue; - } - - return pass; - } - - return nullptr; -} - -int Pass::get_offset(const vector &passes, const Pass *pass) -{ - int pass_offset = 0; - - for (const Pass *current_pass : passes) { - /* Note that pass name is allowed to be empty. This is why we check for type and mode. */ - if (current_pass->get_type() == pass->get_type() && - current_pass->get_mode() == pass->get_mode() && - current_pass->get_name() == pass->get_name()) { - if (current_pass->is_written()) { - return pass_offset; - } - else { - return PASS_UNUSED; - } - } - if (current_pass->is_written()) { - pass_offset += current_pass->get_info().num_components; - } - } - - return PASS_UNUSED; -} - -std::ostream &operator<<(std::ostream &os, const Pass &pass) -{ - os << "type: " << pass_type_as_string(pass.get_type()); - os << ", name: \"" << pass.get_name() << "\""; - os << ", mode: " << pass.get_mode(); - os << ", is_written: " << string_from_bool(pass.is_written()); - - return os; -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/render/pass.h b/intern/cycles/render/pass.h deleted file mode 100644 index 82230c62cb0..00000000000 --- a/intern/cycles/render/pass.h +++ /dev/null @@ -1,106 +0,0 @@ -/* - * Copyright 2011-2021 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#pragma once - -#include // NOLINT - -#include "util/util_string.h" -#include "util/util_vector.h" - -#include "kernel/kernel_types.h" - -#include "graph/node.h" - -CCL_NAMESPACE_BEGIN - -const char *pass_type_as_string(const PassType type); - -enum class PassMode { - NOISY, - DENOISED, -}; -const char *pass_mode_as_string(PassMode mode); -std::ostream &operator<<(std::ostream &os, PassMode mode); - -struct PassInfo { - int num_components = -1; - bool use_filter = false; - bool use_exposure = false; - bool is_written = true; - PassType divide_type = PASS_NONE; - PassType direct_type = PASS_NONE; - PassType indirect_type = PASS_NONE; - - /* Pass access for read can not happen directly and needs some sort of compositing (for example, - * light passes due to divide_type, or shadow catcher pass. */ - bool use_compositing = false; - - /* Used to disable albedo pass for denoising. - * Light and shadow catcher passes should not have discontinuity in the denoised result based on - * the underlying albedo. */ - bool use_denoising_albedo = true; - - /* Pass supports denoising. */ - bool support_denoise = false; -}; - -class Pass : public Node { - public: - NODE_DECLARE - - NODE_SOCKET_API(PassType, type) - NODE_SOCKET_API(PassMode, mode) - NODE_SOCKET_API(ustring, name) - NODE_SOCKET_API(bool, include_albedo) - - Pass(); - - PassInfo get_info() const; - - /* The pass is written by the render pipeline (kernel or denoiser). If the pass is written it - * will have pixels allocated in a RenderBuffer. Passes which are not written do not have their - * pixels allocated to save memory. */ - bool is_written() const; - - protected: - /* The has been created automatically as a requirement to various rendering functionality (such - * as adaptive sampling). */ - bool is_auto_; - - public: - static const NodeEnum *get_type_enum(); - static const NodeEnum *get_mode_enum(); - - static PassInfo get_info(PassType type, const bool include_albedo = false); - - static bool contains(const vector &passes, PassType type); - - /* Returns nullptr if there is no pass with the given name or type+mode. */ - static const Pass *find(const vector &passes, const string &name); - static const Pass *find(const vector &passes, - PassType type, - PassMode mode = PassMode::NOISY); - - /* Returns PASS_UNUSED if there is no corresponding pass. */ - static int get_offset(const vector &passes, const Pass *pass); - - friend class Film; -}; - -std::ostream &operator<<(std::ostream &os, const Pass &pass); - -CCL_NAMESPACE_END diff --git a/intern/cycles/render/procedural.cpp b/intern/cycles/render/procedural.cpp deleted file mode 100644 index 1307a35dcf2..00000000000 --- a/intern/cycles/render/procedural.cpp +++ /dev/null @@ -1,89 +0,0 @@ -/* - * Copyright 2011-2018 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "procedural.h" - -#include "render/scene.h" -#include "render/stats.h" - -#include "util/util_foreach.h" -#include "util/util_progress.h" - -CCL_NAMESPACE_BEGIN - -NODE_ABSTRACT_DEFINE(Procedural) -{ - NodeType *type = NodeType::add("procedural_base", NULL); - return type; -} - -Procedural::Procedural(const NodeType *type) : Node(type) -{ -} - -Procedural::~Procedural() -{ -} - -ProceduralManager::ProceduralManager() -{ - need_update_ = true; -} - -ProceduralManager::~ProceduralManager() -{ -} - -void ProceduralManager::update(Scene *scene, Progress &progress) -{ - if (!need_update()) { - return; - } - - progress.set_status("Updating Procedurals"); - - scoped_callback_timer timer([scene](double time) { - if (scene->update_stats) { - scene->update_stats->procedurals.times.add_entry({"update", time}); - } - }); - - foreach (Procedural *procedural, scene->procedurals) { - if (progress.get_cancel()) { - return; - } - - procedural->generate(scene, progress); - } - - if (progress.get_cancel()) { - return; - } - - need_update_ = false; -} - -void ProceduralManager::tag_update() -{ - need_update_ = true; -} - -bool ProceduralManager::need_update() const -{ - return need_update_; -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/render/procedural.h b/intern/cycles/render/procedural.h deleted file mode 100644 index 985b8d69979..00000000000 --- a/intern/cycles/render/procedural.h +++ /dev/null @@ -1,73 +0,0 @@ -/* - * Copyright 2011-2018 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#pragma once - -#include "graph/node.h" - -CCL_NAMESPACE_BEGIN - -class Progress; -class Scene; - -/* A Procedural is a Node which can create other Nodes before rendering starts. - * - * The Procedural is supposed to be the owner of any nodes that it creates. It can also create - * Nodes directly in the Scene (through Scene.create_node), it should still be set as the owner of - * those Nodes. - */ -class Procedural : public Node, public NodeOwner { - public: - NODE_ABSTRACT_DECLARE - - explicit Procedural(const NodeType *type); - virtual ~Procedural(); - - /* Called each time the ProceduralManager is tagged for an update, this function is the entry - * point for the data generated by this Procedural. */ - virtual void generate(Scene *scene, Progress &progress) = 0; - - /* Create a node and set this Procedural as the owner. */ - template T *create_node() - { - T *node = new T(); - node->set_owner(this); - return node; - } - - /* Delete a Node created and owned by this Procedural. */ - template void delete_node(T *node) - { - assert(node->get_owner() == this); - delete node; - } -}; - -class ProceduralManager { - bool need_update_; - - public: - ProceduralManager(); - ~ProceduralManager(); - - void update(Scene *scene, Progress &progress); - - void tag_update(); - - bool need_update() const; -}; - -CCL_NAMESPACE_END diff --git a/intern/cycles/render/scene.cpp b/intern/cycles/render/scene.cpp deleted file mode 100644 index 20081677251..00000000000 --- a/intern/cycles/render/scene.cpp +++ /dev/null @@ -1,961 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include - -#include "bvh/bvh.h" -#include "device/device.h" -#include "render/alembic.h" -#include "render/background.h" -#include "render/bake.h" -#include "render/camera.h" -#include "render/curves.h" -#include "render/film.h" -#include "render/integrator.h" -#include "render/light.h" -#include "render/mesh.h" -#include "render/object.h" -#include "render/osl.h" -#include "render/particles.h" -#include "render/procedural.h" -#include "render/scene.h" -#include "render/session.h" -#include "render/shader.h" -#include "render/svm.h" -#include "render/tables.h" -#include "render/volume.h" - -#include "util/util_foreach.h" -#include "util/util_guarded_allocator.h" -#include "util/util_logging.h" -#include "util/util_progress.h" - -CCL_NAMESPACE_BEGIN - -DeviceScene::DeviceScene(Device *device) - : bvh_nodes(device, "__bvh_nodes", MEM_GLOBAL), - bvh_leaf_nodes(device, "__bvh_leaf_nodes", MEM_GLOBAL), - object_node(device, "__object_node", MEM_GLOBAL), - prim_type(device, "__prim_type", MEM_GLOBAL), - prim_visibility(device, "__prim_visibility", MEM_GLOBAL), - prim_index(device, "__prim_index", MEM_GLOBAL), - prim_object(device, "__prim_object", MEM_GLOBAL), - prim_time(device, "__prim_time", MEM_GLOBAL), - tri_verts(device, "__tri_verts", MEM_GLOBAL), - tri_shader(device, "__tri_shader", MEM_GLOBAL), - tri_vnormal(device, "__tri_vnormal", MEM_GLOBAL), - tri_vindex(device, "__tri_vindex", MEM_GLOBAL), - tri_patch(device, "__tri_patch", MEM_GLOBAL), - tri_patch_uv(device, "__tri_patch_uv", MEM_GLOBAL), - curves(device, "__curves", MEM_GLOBAL), - curve_keys(device, "__curve_keys", MEM_GLOBAL), - curve_segments(device, "__curve_segments", MEM_GLOBAL), - patches(device, "__patches", MEM_GLOBAL), - objects(device, "__objects", MEM_GLOBAL), - object_motion_pass(device, "__object_motion_pass", MEM_GLOBAL), - object_motion(device, "__object_motion", MEM_GLOBAL), - object_flag(device, "__object_flag", MEM_GLOBAL), - object_volume_step(device, "__object_volume_step", MEM_GLOBAL), - camera_motion(device, "__camera_motion", MEM_GLOBAL), - attributes_map(device, "__attributes_map", MEM_GLOBAL), - attributes_float(device, "__attributes_float", MEM_GLOBAL), - attributes_float2(device, "__attributes_float2", MEM_GLOBAL), - attributes_float3(device, "__attributes_float3", MEM_GLOBAL), - attributes_uchar4(device, "__attributes_uchar4", MEM_GLOBAL), - light_distribution(device, "__light_distribution", MEM_GLOBAL), - lights(device, "__lights", MEM_GLOBAL), - light_background_marginal_cdf(device, "__light_background_marginal_cdf", MEM_GLOBAL), - light_background_conditional_cdf(device, "__light_background_conditional_cdf", MEM_GLOBAL), - particles(device, "__particles", MEM_GLOBAL), - svm_nodes(device, "__svm_nodes", MEM_GLOBAL), - shaders(device, "__shaders", MEM_GLOBAL), - lookup_table(device, "__lookup_table", MEM_GLOBAL), - sample_pattern_lut(device, "__sample_pattern_lut", MEM_GLOBAL), - ies_lights(device, "__ies", MEM_GLOBAL) -{ - memset((void *)&data, 0, sizeof(data)); -} - -Scene::Scene(const SceneParams ¶ms_, Device *device) - : name("Scene"), - bvh(NULL), - default_surface(NULL), - default_volume(NULL), - default_light(NULL), - default_background(NULL), - default_empty(NULL), - device(device), - dscene(device), - params(params_), - update_stats(NULL), - kernels_loaded(false), - /* TODO(sergey): Check if it's indeed optimal value for the split kernel. */ - max_closure_global(1) -{ - memset((void *)&dscene.data, 0, sizeof(dscene.data)); - - /* OSL only works on the CPU */ - if (device->info.has_osl) - shader_manager = ShaderManager::create(params.shadingsystem); - else - shader_manager = ShaderManager::create(SHADINGSYSTEM_SVM); - - light_manager = new LightManager(); - geometry_manager = new GeometryManager(); - object_manager = new ObjectManager(); - image_manager = new ImageManager(device->info); - particle_system_manager = new ParticleSystemManager(); - bake_manager = new BakeManager(); - procedural_manager = new ProceduralManager(); - - /* Create nodes after managers, since create_node() can tag the managers. */ - camera = create_node(); - dicing_camera = create_node(); - lookup_tables = new LookupTables(); - film = create_node(); - background = create_node(); - integrator = create_node(); - - film->add_default(this); - shader_manager->add_default(this); -} - -Scene::~Scene() -{ - free_memory(true); -} - -void Scene::free_memory(bool final) -{ - delete bvh; - bvh = NULL; - - /* The order of deletion is important to make sure data is freed based on possible dependencies - * as the Nodes' reference counts are decremented in the destructors: - * - * - Procedurals can create and hold pointers to any other types. - * - Objects can hold pointers to Geometries and ParticleSystems - * - Lights and Geometries can hold pointers to Shaders. - * - * Similarly, we first delete all nodes and their associated device data, and then the managers - * and their associated device data. - */ - foreach (Procedural *p, procedurals) - delete p; - foreach (Object *o, objects) - delete o; - foreach (Geometry *g, geometry) - delete g; - foreach (ParticleSystem *p, particle_systems) - delete p; - foreach (Light *l, lights) - delete l; - foreach (Pass *p, passes) - delete p; - - geometry.clear(); - objects.clear(); - lights.clear(); - particle_systems.clear(); - procedurals.clear(); - passes.clear(); - - if (device) { - camera->device_free(device, &dscene, this); - film->device_free(device, &dscene, this); - background->device_free(device, &dscene); - integrator->device_free(device, &dscene, true); - } - - if (final) { - delete camera; - delete dicing_camera; - delete film; - delete background; - delete integrator; - } - - /* Delete Shaders after every other nodes to ensure that we do not try to decrement the reference - * count on some dangling pointer. */ - foreach (Shader *s, shaders) - delete s; - - shaders.clear(); - - /* Now that all nodes have been deleted, we can safely delete managers and device data. */ - if (device) { - object_manager->device_free(device, &dscene, true); - geometry_manager->device_free(device, &dscene, true); - shader_manager->device_free(device, &dscene, this); - light_manager->device_free(device, &dscene); - - particle_system_manager->device_free(device, &dscene); - - bake_manager->device_free(device, &dscene); - - if (final) - image_manager->device_free(device); - else - image_manager->device_free_builtin(device); - - lookup_tables->device_free(device, &dscene); - } - - if (final) { - delete lookup_tables; - delete object_manager; - delete geometry_manager; - delete shader_manager; - delete light_manager; - delete particle_system_manager; - delete image_manager; - delete bake_manager; - delete update_stats; - delete procedural_manager; - } -} - -void Scene::device_update(Device *device_, Progress &progress) -{ - if (!device) - device = device_; - - bool print_stats = need_data_update(); - - if (update_stats) { - update_stats->clear(); - } - - scoped_callback_timer timer([this, print_stats](double time) { - if (update_stats) { - update_stats->scene.times.add_entry({"device_update", time}); - - if (print_stats) { - printf("Update statistics:\n%s\n", update_stats->full_report().c_str()); - } - } - }); - - /* The order of updates is important, because there's dependencies between - * the different managers, using data computed by previous managers. - * - * - Image manager uploads images used by shaders. - * - Camera may be used for adaptive subdivision. - * - Displacement shader must have all shader data available. - * - Light manager needs lookup tables and final mesh data to compute emission CDF. - * - Lookup tables are done a second time to handle film tables - */ - - progress.set_status("Updating Shaders"); - shader_manager->device_update(device, &dscene, this, progress); - - if (progress.get_cancel() || device->have_error()) - return; - - procedural_manager->update(this, progress); - - if (progress.get_cancel()) - return; - - progress.set_status("Updating Background"); - background->device_update(device, &dscene, this); - - if (progress.get_cancel() || device->have_error()) - return; - - progress.set_status("Updating Camera"); - camera->device_update(device, &dscene, this); - - if (progress.get_cancel() || device->have_error()) - return; - - geometry_manager->device_update_preprocess(device, this, progress); - - if (progress.get_cancel() || device->have_error()) - return; - - progress.set_status("Updating Objects"); - object_manager->device_update(device, &dscene, this, progress); - - if (progress.get_cancel() || device->have_error()) - return; - - progress.set_status("Updating Particle Systems"); - particle_system_manager->device_update(device, &dscene, this, progress); - - if (progress.get_cancel() || device->have_error()) - return; - - progress.set_status("Updating Meshes"); - geometry_manager->device_update(device, &dscene, this, progress); - - if (progress.get_cancel() || device->have_error()) - return; - - progress.set_status("Updating Objects Flags"); - object_manager->device_update_flags(device, &dscene, this, progress); - - if (progress.get_cancel() || device->have_error()) - return; - - progress.set_status("Updating Images"); - image_manager->device_update(device, this, progress); - - if (progress.get_cancel() || device->have_error()) - return; - - progress.set_status("Updating Camera Volume"); - camera->device_update_volume(device, &dscene, this); - - if (progress.get_cancel() || device->have_error()) - return; - - progress.set_status("Updating Lookup Tables"); - lookup_tables->device_update(device, &dscene, this); - - if (progress.get_cancel() || device->have_error()) - return; - - progress.set_status("Updating Lights"); - light_manager->device_update(device, &dscene, this, progress); - - if (progress.get_cancel() || device->have_error()) - return; - - progress.set_status("Updating Integrator"); - integrator->device_update(device, &dscene, this); - - if (progress.get_cancel() || device->have_error()) - return; - - progress.set_status("Updating Film"); - film->device_update(device, &dscene, this); - - if (progress.get_cancel() || device->have_error()) - return; - - progress.set_status("Updating Lookup Tables"); - lookup_tables->device_update(device, &dscene, this); - - if (progress.get_cancel() || device->have_error()) - return; - - progress.set_status("Updating Baking"); - bake_manager->device_update(device, &dscene, this, progress); - - if (progress.get_cancel() || device->have_error()) - return; - - if (device->have_error() == false) { - dscene.data.volume_stack_size = get_volume_stack_size(); - - progress.set_status("Updating Device", "Writing constant memory"); - device->const_copy_to("__data", &dscene.data, sizeof(dscene.data)); - } - - if (print_stats) { - size_t mem_used = util_guarded_get_mem_used(); - size_t mem_peak = util_guarded_get_mem_peak(); - - VLOG(1) << "System memory statistics after full device sync:\n" - << " Usage: " << string_human_readable_number(mem_used) << " (" - << string_human_readable_size(mem_used) << ")\n" - << " Peak: " << string_human_readable_number(mem_peak) << " (" - << string_human_readable_size(mem_peak) << ")"; - } -} - -Scene::MotionType Scene::need_motion() -{ - if (integrator->get_motion_blur()) - return MOTION_BLUR; - else if (Pass::contains(passes, PASS_MOTION)) - return MOTION_PASS; - else - return MOTION_NONE; -} - -float Scene::motion_shutter_time() -{ - if (need_motion() == Scene::MOTION_PASS) - return 2.0f; - else - return camera->get_shuttertime(); -} - -bool Scene::need_global_attribute(AttributeStandard std) -{ - if (std == ATTR_STD_UV) - return Pass::contains(passes, PASS_UV); - else if (std == ATTR_STD_MOTION_VERTEX_POSITION) - return need_motion() != MOTION_NONE; - else if (std == ATTR_STD_MOTION_VERTEX_NORMAL) - return need_motion() == MOTION_BLUR; - - return false; -} - -void Scene::need_global_attributes(AttributeRequestSet &attributes) -{ - for (int std = ATTR_STD_NONE; std < ATTR_STD_NUM; std++) - if (need_global_attribute((AttributeStandard)std)) - attributes.add((AttributeStandard)std); -} - -bool Scene::need_update() -{ - return (need_reset() || film->is_modified()); -} - -bool Scene::need_data_update() -{ - return (background->is_modified() || image_manager->need_update() || - object_manager->need_update() || geometry_manager->need_update() || - light_manager->need_update() || lookup_tables->need_update() || - integrator->is_modified() || shader_manager->need_update() || - particle_system_manager->need_update() || bake_manager->need_update() || - film->is_modified() || procedural_manager->need_update()); -} - -bool Scene::need_reset() -{ - return need_data_update() || camera->is_modified(); -} - -void Scene::reset() -{ - shader_manager->reset(this); - shader_manager->add_default(this); - - /* ensure all objects are updated */ - camera->tag_modified(); - dicing_camera->tag_modified(); - film->tag_modified(); - background->tag_modified(); - - background->tag_update(this); - integrator->tag_update(this, Integrator::UPDATE_ALL); - object_manager->tag_update(this, ObjectManager::UPDATE_ALL); - geometry_manager->tag_update(this, GeometryManager::UPDATE_ALL); - light_manager->tag_update(this, LightManager::UPDATE_ALL); - particle_system_manager->tag_update(this); - procedural_manager->tag_update(); -} - -void Scene::device_free() -{ - free_memory(false); -} - -void Scene::collect_statistics(RenderStats *stats) -{ - geometry_manager->collect_statistics(this, stats); - image_manager->collect_statistics(stats); -} - -void Scene::enable_update_stats() -{ - if (!update_stats) { - update_stats = new SceneUpdateStats(); - } -} - -void Scene::update_kernel_features() -{ - if (!need_update()) { - return; - } - - /* These features are not being tweaked as often as shaders, - * so could be done selective magic for the viewport as well. */ - uint kernel_features = shader_manager->get_kernel_features(this); - - bool use_motion = need_motion() == Scene::MotionType::MOTION_BLUR; - kernel_features |= KERNEL_FEATURE_PATH_TRACING; - if (params.hair_shape == CURVE_THICK) { - kernel_features |= KERNEL_FEATURE_HAIR_THICK; - } - if (use_motion && camera->use_motion()) { - kernel_features |= KERNEL_FEATURE_CAMERA_MOTION; - } - foreach (Object *object, objects) { - Geometry *geom = object->get_geometry(); - if (use_motion) { - if (object->use_motion() || geom->get_use_motion_blur()) { - kernel_features |= KERNEL_FEATURE_OBJECT_MOTION; - } - if (geom->get_use_motion_blur()) { - kernel_features |= KERNEL_FEATURE_CAMERA_MOTION; - } - } - if (object->get_is_shadow_catcher()) { - kernel_features |= KERNEL_FEATURE_SHADOW_CATCHER; - } - if (geom->is_mesh()) { - Mesh *mesh = static_cast(geom); -#ifdef WITH_OPENSUBDIV - if (mesh->get_subdivision_type() != Mesh::SUBDIVISION_NONE) { - kernel_features |= KERNEL_FEATURE_PATCH_EVALUATION; - } -#endif - } - else if (geom->is_hair()) { - kernel_features |= KERNEL_FEATURE_HAIR; - } - } - - if (bake_manager->get_baking()) { - kernel_features |= KERNEL_FEATURE_BAKING; - } - - kernel_features |= film->get_kernel_features(this); - kernel_features |= integrator->get_kernel_features(); - - dscene.data.kernel_features = kernel_features; - - /* Currently viewport render is faster with higher max_closures, needs investigating. */ - const uint max_closures = (params.background) ? get_max_closure_count() : MAX_CLOSURE; - dscene.data.max_closures = max_closures; - dscene.data.max_shaders = shaders.size(); -} - -bool Scene::update(Progress &progress) -{ - if (!need_update()) { - return false; - } - - /* Load render kernels, before device update where we upload data to the GPU. */ - load_kernels(progress, false); - - /* Upload scene data to the GPU. */ - progress.set_status("Updating Scene"); - MEM_GUARDED_CALL(&progress, device_update, device, progress); - - return true; -} - -static void log_kernel_features(const uint features) -{ - VLOG(2) << "Requested features:\n"; - VLOG(2) << "Use BSDF " << string_from_bool(features & KERNEL_FEATURE_NODE_BSDF) << "\n"; - VLOG(2) << "Use Principled BSDF " << string_from_bool(features & KERNEL_FEATURE_PRINCIPLED) - << "\n"; - VLOG(2) << "Use Emission " << string_from_bool(features & KERNEL_FEATURE_NODE_EMISSION) << "\n"; - VLOG(2) << "Use Volume " << string_from_bool(features & KERNEL_FEATURE_NODE_VOLUME) << "\n"; - VLOG(2) << "Use Hair " << string_from_bool(features & KERNEL_FEATURE_NODE_HAIR) << "\n"; - VLOG(2) << "Use Bump " << string_from_bool(features & KERNEL_FEATURE_NODE_BUMP) << "\n"; - VLOG(2) << "Use Voronoi " << string_from_bool(features & KERNEL_FEATURE_NODE_VORONOI_EXTRA) - << "\n"; - VLOG(2) << "Use Shader Raytrace " << string_from_bool(features & KERNEL_FEATURE_NODE_RAYTRACE) - << "\n"; - VLOG(2) << "Use Transparent " << string_from_bool(features & KERNEL_FEATURE_TRANSPARENT) << "\n"; - VLOG(2) << "Use Denoising " << string_from_bool(features & KERNEL_FEATURE_DENOISING) << "\n"; - VLOG(2) << "Use Path Tracing " << string_from_bool(features & KERNEL_FEATURE_PATH_TRACING) - << "\n"; - VLOG(2) << "Use Hair " << string_from_bool(features & KERNEL_FEATURE_HAIR) << "\n"; - VLOG(2) << "Use Object Motion " << string_from_bool(features & KERNEL_FEATURE_OBJECT_MOTION) - << "\n"; - VLOG(2) << "Use Camera Motion " << string_from_bool(features & KERNEL_FEATURE_CAMERA_MOTION) - << "\n"; - VLOG(2) << "Use Baking " << string_from_bool(features & KERNEL_FEATURE_BAKING) << "\n"; - VLOG(2) << "Use Subsurface " << string_from_bool(features & KERNEL_FEATURE_SUBSURFACE) << "\n"; - VLOG(2) << "Use Volume " << string_from_bool(features & KERNEL_FEATURE_VOLUME) << "\n"; - VLOG(2) << "Use Patch Evaluation " - << string_from_bool(features & KERNEL_FEATURE_PATCH_EVALUATION) << "\n"; - VLOG(2) << "Use Shadow Catcher " << string_from_bool(features & KERNEL_FEATURE_SHADOW_CATCHER) - << "\n"; -} - -bool Scene::load_kernels(Progress &progress, bool lock_scene) -{ - thread_scoped_lock scene_lock; - if (lock_scene) { - scene_lock = thread_scoped_lock(mutex); - } - - update_kernel_features(); - - const uint kernel_features = dscene.data.kernel_features; - - if (!kernels_loaded || loaded_kernel_features != kernel_features) { - progress.set_status("Loading render kernels (may take a few minutes the first time)"); - - scoped_timer timer; - - log_kernel_features(kernel_features); - if (!device->load_kernels(kernel_features)) { - string message = device->error_message(); - if (message.empty()) - message = "Failed loading render kernel, see console for errors"; - - progress.set_error(message); - progress.set_status(message); - progress.set_update(); - return false; - } - - kernels_loaded = true; - loaded_kernel_features = kernel_features; - return true; - } - return false; -} - -int Scene::get_max_closure_count() -{ - if (shader_manager->use_osl()) { - /* OSL always needs the maximum as we can't predict the - * number of closures a shader might generate. */ - return MAX_CLOSURE; - } - - int max_closures = 0; - for (int i = 0; i < shaders.size(); i++) { - Shader *shader = shaders[i]; - if (shader->reference_count()) { - int num_closures = shader->graph->get_num_closures(); - max_closures = max(max_closures, num_closures); - } - } - max_closure_global = max(max_closure_global, max_closures); - - if (max_closure_global > MAX_CLOSURE) { - /* This is usually harmless as more complex shader tend to get many - * closures discarded due to mixing or low weights. We need to limit - * to MAX_CLOSURE as this is hardcoded in CPU/mega kernels, and it - * avoids excessive memory usage for split kernels. */ - VLOG(2) << "Maximum number of closures exceeded: " << max_closure_global << " > " - << MAX_CLOSURE; - - max_closure_global = MAX_CLOSURE; - } - - return max_closure_global; -} - -int Scene::get_volume_stack_size() const -{ - int volume_stack_size = 0; - - /* Space for background volume and terminator. - * Don't do optional here because camera ray initialization expects that there is space for - * at least those elements (avoiding extra condition to check if there is actual volume or not). - */ - volume_stack_size += 2; - - /* Quick non-expensive check. Can over-estimate maximum possible nested level, but does not - * require expensive calculation during pre-processing. */ - bool has_volume_object = false; - for (const Object *object : objects) { - if (!object->get_geometry()->has_volume) { - continue; - } - - if (object->intersects_volume) { - /* Object intersects another volume, assume it's possible to go deeper in the stack. */ - /* TODO(sergey): This might count nesting twice (A intersects B and B intersects A), but - * can't think of a computationally cheap algorithm. Dividing my 2 doesn't work because of - * Venn diagram example with 3 circles. */ - ++volume_stack_size; - } - else if (!has_volume_object) { - /* Allocate space for at least one volume object. */ - ++volume_stack_size; - } - - has_volume_object = true; - - if (volume_stack_size == MAX_VOLUME_STACK_SIZE) { - break; - } - } - - volume_stack_size = min(volume_stack_size, MAX_VOLUME_STACK_SIZE); - - VLOG(3) << "Detected required volume stack size " << volume_stack_size; - - return volume_stack_size; -} - -bool Scene::has_shadow_catcher() -{ - if (shadow_catcher_modified_) { - has_shadow_catcher_ = false; - for (Object *object : objects) { - if (object->get_is_shadow_catcher()) { - has_shadow_catcher_ = true; - break; - } - } - - shadow_catcher_modified_ = false; - } - - return has_shadow_catcher_; -} - -void Scene::tag_shadow_catcher_modified() -{ - shadow_catcher_modified_ = true; -} - -template<> Light *Scene::create_node() -{ - Light *node = new Light(); - node->set_owner(this); - lights.push_back(node); - light_manager->tag_update(this, LightManager::LIGHT_ADDED); - return node; -} - -template<> Mesh *Scene::create_node() -{ - Mesh *node = new Mesh(); - node->set_owner(this); - geometry.push_back(node); - geometry_manager->tag_update(this, GeometryManager::MESH_ADDED); - return node; -} - -template<> Hair *Scene::create_node() -{ - Hair *node = new Hair(); - node->set_owner(this); - geometry.push_back(node); - geometry_manager->tag_update(this, GeometryManager::HAIR_ADDED); - return node; -} - -template<> Volume *Scene::create_node() -{ - Volume *node = new Volume(); - node->set_owner(this); - geometry.push_back(node); - geometry_manager->tag_update(this, GeometryManager::MESH_ADDED); - return node; -} - -template<> Object *Scene::create_node() -{ - Object *node = new Object(); - node->set_owner(this); - objects.push_back(node); - object_manager->tag_update(this, ObjectManager::OBJECT_ADDED); - return node; -} - -template<> ParticleSystem *Scene::create_node() -{ - ParticleSystem *node = new ParticleSystem(); - node->set_owner(this); - particle_systems.push_back(node); - particle_system_manager->tag_update(this); - return node; -} - -template<> Shader *Scene::create_node() -{ - Shader *node = new Shader(); - node->set_owner(this); - shaders.push_back(node); - shader_manager->tag_update(this, ShaderManager::SHADER_ADDED); - return node; -} - -template<> AlembicProcedural *Scene::create_node() -{ -#ifdef WITH_ALEMBIC - AlembicProcedural *node = new AlembicProcedural(); - node->set_owner(this); - procedurals.push_back(node); - procedural_manager->tag_update(); - return node; -#else - return nullptr; -#endif -} - -template<> Pass *Scene::create_node() -{ - Pass *node = new Pass(); - node->set_owner(this); - passes.push_back(node); - film->tag_modified(); - return node; -} - -template void delete_node_from_array(vector &nodes, T node) -{ - for (size_t i = 0; i < nodes.size(); ++i) { - if (nodes[i] == node) { - std::swap(nodes[i], nodes[nodes.size() - 1]); - break; - } - } - - nodes.resize(nodes.size() - 1); - - delete node; -} - -template<> void Scene::delete_node_impl(Light *node) -{ - delete_node_from_array(lights, node); - light_manager->tag_update(this, LightManager::LIGHT_REMOVED); -} - -template<> void Scene::delete_node_impl(Mesh *node) -{ - delete_node_from_array(geometry, static_cast(node)); - geometry_manager->tag_update(this, GeometryManager::MESH_REMOVED); -} - -template<> void Scene::delete_node_impl(Hair *node) -{ - delete_node_from_array(geometry, static_cast(node)); - geometry_manager->tag_update(this, GeometryManager::HAIR_REMOVED); -} - -template<> void Scene::delete_node_impl(Volume *node) -{ - delete_node_from_array(geometry, static_cast(node)); - geometry_manager->tag_update(this, GeometryManager::MESH_REMOVED); -} - -template<> void Scene::delete_node_impl(Geometry *node) -{ - uint flag; - if (node->is_hair()) { - flag = GeometryManager::HAIR_REMOVED; - } - else { - flag = GeometryManager::MESH_REMOVED; - } - - delete_node_from_array(geometry, node); - geometry_manager->tag_update(this, flag); -} - -template<> void Scene::delete_node_impl(Object *node) -{ - delete_node_from_array(objects, node); - object_manager->tag_update(this, ObjectManager::OBJECT_REMOVED); -} - -template<> void Scene::delete_node_impl(ParticleSystem *node) -{ - delete_node_from_array(particle_systems, node); - particle_system_manager->tag_update(this); -} - -template<> void Scene::delete_node_impl(Shader *shader) -{ - /* don't delete unused shaders, not supported */ - shader->clear_reference_count(); -} - -template<> void Scene::delete_node_impl(Procedural *node) -{ - delete_node_from_array(procedurals, node); - procedural_manager->tag_update(); -} - -template<> void Scene::delete_node_impl(AlembicProcedural *node) -{ -#ifdef WITH_ALEMBIC - delete_node_impl(static_cast(node)); -#else - (void)node; -#endif -} - -template<> void Scene::delete_node_impl(Pass *node) -{ - delete_node_from_array(passes, node); - film->tag_modified(); -} - -template -static void remove_nodes_in_set(const set &nodes_set, - vector &nodes_array, - const NodeOwner *owner) -{ - size_t new_size = nodes_array.size(); - - for (size_t i = 0; i < new_size; ++i) { - T *node = nodes_array[i]; - - if (nodes_set.find(node) != nodes_set.end()) { - std::swap(nodes_array[i], nodes_array[new_size - 1]); - - assert(node->get_owner() == owner); - delete node; - - i -= 1; - new_size -= 1; - } - } - - nodes_array.resize(new_size); - (void)owner; -} - -template<> void Scene::delete_nodes(const set &nodes, const NodeOwner *owner) -{ - remove_nodes_in_set(nodes, lights, owner); - light_manager->tag_update(this, LightManager::LIGHT_REMOVED); -} - -template<> void Scene::delete_nodes(const set &nodes, const NodeOwner *owner) -{ - remove_nodes_in_set(nodes, geometry, owner); - geometry_manager->tag_update(this, GeometryManager::GEOMETRY_REMOVED); -} - -template<> void Scene::delete_nodes(const set &nodes, const NodeOwner *owner) -{ - remove_nodes_in_set(nodes, objects, owner); - object_manager->tag_update(this, ObjectManager::OBJECT_REMOVED); -} - -template<> void Scene::delete_nodes(const set &nodes, const NodeOwner *owner) -{ - remove_nodes_in_set(nodes, particle_systems, owner); - particle_system_manager->tag_update(this); -} - -template<> void Scene::delete_nodes(const set &nodes, const NodeOwner * /*owner*/) -{ - /* don't delete unused shaders, not supported */ - for (Shader *shader : nodes) { - shader->clear_reference_count(); - } -} - -template<> void Scene::delete_nodes(const set &nodes, const NodeOwner *owner) -{ - remove_nodes_in_set(nodes, procedurals, owner); - procedural_manager->tag_update(); -} - -template<> void Scene::delete_nodes(const set &nodes, const NodeOwner *owner) -{ - remove_nodes_in_set(nodes, passes, owner); - film->tag_modified(); -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/render/scene.h b/intern/cycles/render/scene.h deleted file mode 100644 index de7e3c8a99f..00000000000 --- a/intern/cycles/render/scene.h +++ /dev/null @@ -1,412 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#ifndef __SCENE_H__ -#define __SCENE_H__ - -#include "bvh/bvh_params.h" - -#include "render/film.h" -#include "render/image.h" -#include "render/shader.h" - -#include "device/device.h" -#include "device/device_memory.h" - -#include "util/util_param.h" -#include "util/util_string.h" -#include "util/util_system.h" -#include "util/util_texture.h" -#include "util/util_thread.h" -#include "util/util_types.h" -#include "util/util_vector.h" - -CCL_NAMESPACE_BEGIN - -class AlembicProcedural; -class AttributeRequestSet; -class Background; -class BVH; -class Camera; -class Device; -class DeviceInfo; -class Film; -class Integrator; -class Light; -class LightManager; -class LookupTables; -class Geometry; -class GeometryManager; -class Object; -class ObjectManager; -class ParticleSystemManager; -class ParticleSystem; -class Procedural; -class ProceduralManager; -class CurveSystemManager; -class Shader; -class ShaderManager; -class Progress; -class BakeManager; -class BakeData; -class RenderStats; -class SceneUpdateStats; -class Volume; - -/* Scene Device Data */ - -class DeviceScene { - public: - /* BVH */ - device_vector bvh_nodes; - device_vector bvh_leaf_nodes; - device_vector object_node; - device_vector prim_type; - device_vector prim_visibility; - device_vector prim_index; - device_vector prim_object; - device_vector prim_time; - - /* mesh */ - device_vector tri_verts; - device_vector tri_shader; - device_vector tri_vnormal; - device_vector tri_vindex; - device_vector tri_patch; - device_vector tri_patch_uv; - - device_vector curves; - device_vector curve_keys; - device_vector curve_segments; - - device_vector patches; - - /* objects */ - device_vector objects; - device_vector object_motion_pass; - device_vector object_motion; - device_vector object_flag; - device_vector object_volume_step; - - /* cameras */ - device_vector camera_motion; - - /* attributes */ - device_vector attributes_map; - device_vector attributes_float; - device_vector attributes_float2; - device_vector attributes_float3; - device_vector attributes_uchar4; - - /* lights */ - device_vector light_distribution; - device_vector lights; - device_vector light_background_marginal_cdf; - device_vector light_background_conditional_cdf; - - /* particles */ - device_vector particles; - - /* shaders */ - device_vector svm_nodes; - device_vector shaders; - - /* lookup tables */ - device_vector lookup_table; - - /* integrator */ - device_vector sample_pattern_lut; - - /* ies lights */ - device_vector ies_lights; - - KernelData data; - - DeviceScene(Device *device); -}; - -/* Scene Parameters */ - -class SceneParams { - public: - ShadingSystem shadingsystem; - - /* Requested BVH layout. - * - * If it's not supported by the device, the widest one from supported ones - * will be used, but BVH wider than this one will never be used. - */ - BVHLayout bvh_layout; - - BVHType bvh_type; - bool use_bvh_spatial_split; - bool use_bvh_unaligned_nodes; - int num_bvh_time_steps; - int hair_subdivisions; - CurveShapeType hair_shape; - int texture_limit; - - bool background; - - SceneParams() - { - shadingsystem = SHADINGSYSTEM_SVM; - bvh_layout = BVH_LAYOUT_BVH2; - bvh_type = BVH_TYPE_DYNAMIC; - use_bvh_spatial_split = false; - use_bvh_unaligned_nodes = true; - num_bvh_time_steps = 0; - hair_subdivisions = 3; - hair_shape = CURVE_RIBBON; - texture_limit = 0; - background = true; - } - - bool modified(const SceneParams ¶ms) const - { - return !(shadingsystem == params.shadingsystem && bvh_layout == params.bvh_layout && - bvh_type == params.bvh_type && - use_bvh_spatial_split == params.use_bvh_spatial_split && - use_bvh_unaligned_nodes == params.use_bvh_unaligned_nodes && - num_bvh_time_steps == params.num_bvh_time_steps && - hair_subdivisions == params.hair_subdivisions && hair_shape == params.hair_shape && - texture_limit == params.texture_limit); - } - - int curve_subdivisions() - { - /* Matching the tessellation rate limit in Embree. */ - return clamp(1 << hair_subdivisions, 1, 16); - } -}; - -/* Scene */ - -class Scene : public NodeOwner { - public: - /* Optional name. Is used for logging and reporting. */ - string name; - - /* data */ - BVH *bvh; - Camera *camera; - Camera *dicing_camera; - LookupTables *lookup_tables; - Film *film; - Background *background; - Integrator *integrator; - - /* data lists */ - vector objects; - vector geometry; - vector shaders; - vector lights; - vector particle_systems; - vector passes; - vector procedurals; - - /* data managers */ - ImageManager *image_manager; - LightManager *light_manager; - ShaderManager *shader_manager; - GeometryManager *geometry_manager; - ObjectManager *object_manager; - ParticleSystemManager *particle_system_manager; - BakeManager *bake_manager; - ProceduralManager *procedural_manager; - - /* default shaders */ - Shader *default_surface; - Shader *default_volume; - Shader *default_light; - Shader *default_background; - Shader *default_empty; - - /* device */ - Device *device; - DeviceScene dscene; - - /* parameters */ - SceneParams params; - - /* mutex must be locked manually by callers */ - thread_mutex mutex; - - /* scene update statistics */ - SceneUpdateStats *update_stats; - - Scene(const SceneParams ¶ms, Device *device); - ~Scene(); - - void device_update(Device *device, Progress &progress); - - bool need_global_attribute(AttributeStandard std); - void need_global_attributes(AttributeRequestSet &attributes); - - enum MotionType { MOTION_NONE = 0, MOTION_PASS, MOTION_BLUR }; - MotionType need_motion(); - float motion_shutter_time(); - - bool need_update(); - bool need_reset(); - - void reset(); - void device_free(); - - void collect_statistics(RenderStats *stats); - - void enable_update_stats(); - - bool update(Progress &progress); - - bool has_shadow_catcher(); - void tag_shadow_catcher_modified(); - - /* This function is used to create a node of a specified type instead of - * calling 'new', and sets the scene as the owner of the node. - * The function has overloads that will also add the created node to the right - * node array (e.g. Scene::geometry for Geometry nodes) and tag the appropriate - * manager for an update. - */ - template T *create_node(Args &&...args) - { - T *node = new T(args...); - node->set_owner(this); - return node; - } - - /* This function is used to delete a node from the scene instead of calling 'delete' - * and manually removing the node from the data array. It also tags the - * appropriate manager for an update, if any, and checks that the scene is indeed - * the owner of the node. Calling this function on a node not owned by the scene - * will likely cause a crash which we want in order to detect such cases. - */ - template void delete_node(T *node) - { - assert(node->get_owner() == this); - delete_node_impl(node); - } - - /* Same as above, but specify the actual owner. - */ - template void delete_node(T *node, const NodeOwner *owner) - { - assert(node->get_owner() == owner); - delete_node_impl(node); - (void)owner; - } - - /* Remove all nodes in the set from the appropriate data arrays, and tag the - * specific managers for an update. This assumes that the scene owns the nodes. - */ - template void delete_nodes(const set &nodes) - { - delete_nodes(nodes, this); - } - - /* Same as above, but specify the actual owner of all the nodes in the set. - */ - template void delete_nodes(const set &nodes, const NodeOwner *owner); - - protected: - /* Check if some heavy data worth logging was updated. - * Mainly used to suppress extra annoying logging. - */ - bool need_data_update(); - - void free_memory(bool final); - - bool kernels_loaded; - uint loaded_kernel_features; - - void update_kernel_features(); - bool load_kernels(Progress &progress, bool lock_scene = true); - - bool has_shadow_catcher_ = false; - bool shadow_catcher_modified_ = true; - - /* Maximum number of closure during session lifetime. */ - int max_closure_global; - - /* Get maximum number of closures to be used in kernel. */ - int get_max_closure_count(); - - /* Get size of a volume stack needed to render this scene. */ - int get_volume_stack_size() const; - - template void delete_node_impl(T *node) - { - delete node; - } -}; - -template<> Light *Scene::create_node(); - -template<> Mesh *Scene::create_node(); - -template<> Object *Scene::create_node(); - -template<> Hair *Scene::create_node(); - -template<> Volume *Scene::create_node(); - -template<> ParticleSystem *Scene::create_node(); - -template<> Shader *Scene::create_node(); - -template<> AlembicProcedural *Scene::create_node(); - -template<> Pass *Scene::create_node(); - -template<> void Scene::delete_node_impl(Light *node); - -template<> void Scene::delete_node_impl(Mesh *node); - -template<> void Scene::delete_node_impl(Volume *node); - -template<> void Scene::delete_node_impl(Hair *node); - -template<> void Scene::delete_node_impl(Geometry *node); - -template<> void Scene::delete_node_impl(Object *node); - -template<> void Scene::delete_node_impl(ParticleSystem *node); - -template<> void Scene::delete_node_impl(Shader *node); - -template<> void Scene::delete_node_impl(Procedural *node); - -template<> void Scene::delete_node_impl(AlembicProcedural *node); - -template<> void Scene::delete_node_impl(Pass *node); - -template<> void Scene::delete_nodes(const set &nodes, const NodeOwner *owner); - -template<> void Scene::delete_nodes(const set &nodes, const NodeOwner *owner); - -template<> void Scene::delete_nodes(const set &nodes, const NodeOwner *owner); - -template<> void Scene::delete_nodes(const set &nodes, const NodeOwner *owner); - -template<> void Scene::delete_nodes(const set &nodes, const NodeOwner *owner); - -template<> void Scene::delete_nodes(const set &nodes, const NodeOwner *owner); - -template<> void Scene::delete_nodes(const set &nodes, const NodeOwner *owner); - -CCL_NAMESPACE_END - -#endif /* __SCENE_H__ */ diff --git a/intern/cycles/render/session.cpp b/intern/cycles/render/session.cpp deleted file mode 100644 index 7fba7ce7552..00000000000 --- a/intern/cycles/render/session.cpp +++ /dev/null @@ -1,624 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include -#include - -#include "device/cpu/device.h" -#include "device/device.h" -#include "integrator/pass_accessor_cpu.h" -#include "integrator/path_trace.h" -#include "render/background.h" -#include "render/bake.h" -#include "render/buffers.h" -#include "render/camera.h" -#include "render/display_driver.h" -#include "render/graph.h" -#include "render/integrator.h" -#include "render/light.h" -#include "render/mesh.h" -#include "render/object.h" -#include "render/output_driver.h" -#include "render/scene.h" -#include "render/session.h" - -#include "util/util_foreach.h" -#include "util/util_function.h" -#include "util/util_logging.h" -#include "util/util_math.h" -#include "util/util_task.h" -#include "util/util_time.h" - -CCL_NAMESPACE_BEGIN - -Session::Session(const SessionParams ¶ms_, const SceneParams &scene_params) - : params(params_), render_scheduler_(tile_manager_, params) -{ - TaskScheduler::init(params.threads); - - session_thread_ = nullptr; - - delayed_reset_.do_reset = false; - - pause_ = false; - cancel_ = false; - new_work_added_ = false; - - device = Device::create(params.device, stats, profiler); - - scene = new Scene(scene_params, device); - - /* Configure path tracer. */ - path_trace_ = make_unique( - device, scene->film, &scene->dscene, render_scheduler_, tile_manager_); - path_trace_->set_progress(&progress); - path_trace_->progress_update_cb = [&]() { update_status_time(); }; - - tile_manager_.full_buffer_written_cb = [&](string_view filename) { - if (!full_buffer_written_cb) { - return; - } - full_buffer_written_cb(filename); - }; -} - -Session::~Session() -{ - cancel(); - - /* Make sure path tracer is destroyed before the device. This is needed because destruction might - * need to access device for device memory free. */ - /* TODO(sergey): Convert device to be unique_ptr, and rely on C++ to destruct objects in the - * pre-defined order. */ - path_trace_.reset(); - - delete scene; - delete device; - - TaskScheduler::exit(); -} - -void Session::start() -{ - if (!session_thread_) { - session_thread_ = new thread(function_bind(&Session::run, this)); - } -} - -void Session::cancel(bool quick) -{ - if (quick && path_trace_) { - path_trace_->cancel(); - } - - if (session_thread_) { - /* wait for session thread to end */ - progress.set_cancel("Exiting"); - - { - thread_scoped_lock pause_lock(pause_mutex_); - pause_ = false; - cancel_ = true; - } - pause_cond_.notify_all(); - - wait(); - } -} - -bool Session::ready_to_reset() -{ - return path_trace_->ready_to_reset(); -} - -void Session::run_main_render_loop() -{ - path_trace_->clear_display(); - - while (true) { - RenderWork render_work = run_update_for_next_iteration(); - - if (!render_work) { - if (VLOG_IS_ON(2)) { - double total_time, render_time; - progress.get_time(total_time, render_time); - VLOG(2) << "Rendering in main loop is done in " << render_time << " seconds."; - VLOG(2) << path_trace_->full_report(); - } - - if (params.background) { - /* if no work left and in background mode, we can stop immediately. */ - progress.set_status("Finished"); - break; - } - } - - const bool did_cancel = progress.get_cancel(); - if (did_cancel) { - render_scheduler_.render_work_reschedule_on_cancel(render_work); - if (!render_work) { - break; - } - } - else if (run_wait_for_work(render_work)) { - continue; - } - - /* Stop rendering if error happened during scene update or other step of preparing scene - * for render. */ - if (device->have_error()) { - progress.set_error(device->error_message()); - break; - } - - { - /* buffers mutex is locked entirely while rendering each - * sample, and released/reacquired on each iteration to allow - * reset and draw in between */ - thread_scoped_lock buffers_lock(buffers_mutex_); - - /* update status and timing */ - update_status_time(); - - /* render */ - path_trace_->render(render_work); - - /* update status and timing */ - update_status_time(); - - /* Stop rendering if error happened during path tracing. */ - if (device->have_error()) { - progress.set_error(device->error_message()); - break; - } - } - - progress.set_update(); - - if (did_cancel) { - break; - } - } -} - -void Session::run() -{ - if (params.use_profiling && (params.device.type == DEVICE_CPU)) { - profiler.start(); - } - - /* session thread loop */ - progress.set_status("Waiting for render to start"); - - /* run */ - if (!progress.get_cancel()) { - /* reset number of rendered samples */ - progress.reset_sample(); - - run_main_render_loop(); - } - - profiler.stop(); - - /* progress update */ - if (progress.get_cancel()) - progress.set_status(progress.get_cancel_message()); - else - progress.set_update(); -} - -RenderWork Session::run_update_for_next_iteration() -{ - RenderWork render_work; - - thread_scoped_lock scene_lock(scene->mutex); - thread_scoped_lock reset_lock(delayed_reset_.mutex); - - bool have_tiles = true; - bool switched_to_new_tile = false; - - const bool did_reset = delayed_reset_.do_reset; - if (delayed_reset_.do_reset) { - thread_scoped_lock buffers_lock(buffers_mutex_); - do_delayed_reset(); - - /* After reset make sure the tile manager is at the first big tile. */ - have_tiles = tile_manager_.next(); - switched_to_new_tile = true; - } - - /* Update number of samples in the integrator. - * Ideally this would need to happen once in `Session::set_samples()`, but the issue there is - * the initial configuration when Session is created where the `set_samples()` is not used. - * - * NOTE: Unless reset was requested only allow increasing number of samples. */ - if (did_reset || scene->integrator->get_aa_samples() < params.samples) { - scene->integrator->set_aa_samples(params.samples); - } - - /* Update denoiser settings. */ - { - const DenoiseParams denoise_params = scene->integrator->get_denoise_params(); - path_trace_->set_denoiser_params(denoise_params); - } - - /* Update adaptive sampling. */ - { - const AdaptiveSampling adaptive_sampling = scene->integrator->get_adaptive_sampling(); - path_trace_->set_adaptive_sampling(adaptive_sampling); - } - - render_scheduler_.set_num_samples(params.samples); - render_scheduler_.set_time_limit(params.time_limit); - - while (have_tiles) { - render_work = render_scheduler_.get_render_work(); - if (render_work) { - break; - } - - progress.add_finished_tile(false); - - have_tiles = tile_manager_.next(); - if (have_tiles) { - render_scheduler_.reset_for_next_tile(); - switched_to_new_tile = true; - } - } - - if (render_work) { - scoped_timer update_timer; - - if (switched_to_new_tile) { - BufferParams tile_params = buffer_params_; - - const Tile &tile = tile_manager_.get_current_tile(); - - tile_params.width = tile.width; - tile_params.height = tile.height; - - tile_params.window_x = tile.window_x; - tile_params.window_y = tile.window_y; - tile_params.window_width = tile.window_width; - tile_params.window_height = tile.window_height; - - tile_params.full_x = tile.x + buffer_params_.full_x; - tile_params.full_y = tile.y + buffer_params_.full_y; - tile_params.full_width = buffer_params_.full_width; - tile_params.full_height = buffer_params_.full_height; - - tile_params.update_offset_stride(); - - path_trace_->reset(buffer_params_, tile_params); - } - - const int resolution = render_work.resolution_divider; - const int width = max(1, buffer_params_.full_width / resolution); - const int height = max(1, buffer_params_.full_height / resolution); - - if (update_scene(width, height)) { - profiler.reset(scene->shaders.size(), scene->objects.size()); - } - progress.add_skip_time(update_timer, params.background); - } - - return render_work; -} - -bool Session::run_wait_for_work(const RenderWork &render_work) -{ - /* In an offline rendering there is no pause, and no tiles will mean the job is fully done. */ - if (params.background) { - return false; - } - - thread_scoped_lock pause_lock(pause_mutex_); - - if (!pause_ && render_work) { - /* Rendering is not paused and there is work to be done. No need to wait for anything. */ - return false; - } - - const bool no_work = !render_work; - update_status_time(pause_, no_work); - - /* Only leave the loop when rendering is not paused. But even if the current render is un-paused - * but there is nothing to render keep waiting until new work is added. */ - while (!cancel_) { - scoped_timer pause_timer; - - if (!pause_ && (render_work || new_work_added_ || delayed_reset_.do_reset)) { - break; - } - - /* Wait for either pause state changed, or extra samples added to render. */ - pause_cond_.wait(pause_lock); - - if (pause_) { - progress.add_skip_time(pause_timer, params.background); - } - - update_status_time(pause_, no_work); - progress.set_update(); - } - - new_work_added_ = false; - - return no_work; -} - -void Session::draw() -{ - path_trace_->draw(); -} - -int2 Session::get_effective_tile_size() const -{ - /* No support yet for baking with tiles. */ - if (!params.use_auto_tile || scene->bake_manager->get_baking()) { - return make_int2(buffer_params_.width, buffer_params_.height); - } - - /* TODO(sergey): Take available memory into account, and if there is enough memory do not tile - * and prefer optimal performance. */ - const int tile_size = tile_manager_.compute_render_tile_size(params.tile_size); - return make_int2(tile_size, tile_size); -} - -void Session::do_delayed_reset() -{ - if (!delayed_reset_.do_reset) { - return; - } - delayed_reset_.do_reset = false; - - params = delayed_reset_.session_params; - buffer_params_ = delayed_reset_.buffer_params; - - /* Store parameters used for buffers access outside of scene graph. */ - buffer_params_.samples = params.samples; - buffer_params_.exposure = scene->film->get_exposure(); - buffer_params_.use_approximate_shadow_catcher = - scene->film->get_use_approximate_shadow_catcher(); - buffer_params_.use_transparent_background = scene->background->get_transparent(); - - /* Tile and work scheduling. */ - tile_manager_.reset_scheduling(buffer_params_, get_effective_tile_size()); - render_scheduler_.reset(buffer_params_, params.samples); - - /* Passes. */ - /* When multiple tiles are used SAMPLE_COUNT pass is used to keep track of possible partial - * tile results. It is safe to use generic update function here which checks for changes since - * changes in tile settings re-creates session, which ensures film is fully updated on tile - * changes. */ - scene->film->update_passes(scene, tile_manager_.has_multiple_tiles()); - - /* Update for new state of scene and passes. */ - buffer_params_.update_passes(scene->passes); - tile_manager_.update(buffer_params_, scene); - - /* Progress. */ - progress.reset_sample(); - progress.set_total_pixel_samples(static_cast(buffer_params_.width) * - buffer_params_.height * params.samples); - - if (!params.background) { - progress.set_start_time(); - } - progress.set_render_start_time(); -} - -void Session::reset(const SessionParams &session_params, const BufferParams &buffer_params) -{ - { - thread_scoped_lock reset_lock(delayed_reset_.mutex); - thread_scoped_lock pause_lock(pause_mutex_); - - delayed_reset_.do_reset = true; - delayed_reset_.session_params = session_params; - delayed_reset_.buffer_params = buffer_params; - - path_trace_->cancel(); - } - - pause_cond_.notify_all(); -} - -void Session::set_samples(int samples) -{ - if (samples == params.samples) { - return; - } - - params.samples = samples; - - { - thread_scoped_lock pause_lock(pause_mutex_); - new_work_added_ = true; - } - - pause_cond_.notify_all(); -} - -void Session::set_time_limit(double time_limit) -{ - if (time_limit == params.time_limit) { - return; - } - - params.time_limit = time_limit; - - { - thread_scoped_lock pause_lock(pause_mutex_); - new_work_added_ = true; - } - - pause_cond_.notify_all(); -} - -void Session::set_pause(bool pause) -{ - bool notify = false; - - { - thread_scoped_lock pause_lock(pause_mutex_); - - if (pause != pause_) { - pause_ = pause; - notify = true; - } - } - - if (session_thread_) { - if (notify) { - pause_cond_.notify_all(); - } - } - else if (pause_) { - update_status_time(pause_); - } -} - -void Session::set_output_driver(unique_ptr driver) -{ - path_trace_->set_output_driver(move(driver)); -} - -void Session::set_display_driver(unique_ptr driver) -{ - path_trace_->set_display_driver(move(driver)); -} - -double Session::get_estimated_remaining_time() const -{ - const float completed = progress.get_progress(); - if (completed == 0.0f) { - return 0.0; - } - - double total_time, render_time; - progress.get_time(total_time, render_time); - double remaining = (1.0 - (double)completed) * (render_time / (double)completed); - - const double time_limit = render_scheduler_.get_time_limit(); - if (time_limit != 0.0) { - remaining = min(remaining, max(time_limit - render_time, 0.0)); - } - - return remaining; -} - -void Session::wait() -{ - if (session_thread_) { - session_thread_->join(); - delete session_thread_; - } - - session_thread_ = nullptr; -} - -bool Session::update_scene(int width, int height) -{ - /* Update camera if dimensions changed for progressive render. the camera - * knows nothing about progressive or cropped rendering, it just gets the - * image dimensions passed in. */ - Camera *cam = scene->camera; - cam->set_screen_size(width, height); - - const bool scene_update_result = scene->update(progress); - - path_trace_->load_kernels(); - path_trace_->alloc_work_memory(); - - return scene_update_result; -} - -static string status_append(const string &status, const string &suffix) -{ - string prefix = status; - if (!prefix.empty()) { - prefix += ", "; - } - return prefix + suffix; -} - -void Session::update_status_time(bool show_pause, bool show_done) -{ - string status, substatus; - - const int current_tile = progress.get_rendered_tiles(); - const int num_tiles = tile_manager_.get_num_tiles(); - - const int current_sample = progress.get_current_sample(); - const int num_samples = render_scheduler_.get_num_samples(); - - /* TIle. */ - if (tile_manager_.has_multiple_tiles()) { - substatus = status_append(substatus, - string_printf("Rendered %d/%d Tiles", current_tile, num_tiles)); - } - - /* Sample. */ - if (num_samples == Integrator::MAX_SAMPLES) { - substatus = status_append(substatus, string_printf("Sample %d", current_sample)); - } - else { - substatus = status_append(substatus, - string_printf("Sample %d/%d", current_sample, num_samples)); - } - - /* TODO(sergey): Denoising status from the path trace. */ - - if (show_pause) { - status = "Rendering Paused"; - } - else if (show_done) { - status = "Rendering Done"; - progress.set_end_time(); /* Save end time so that further calls to get_time are accurate. */ - } - else { - status = substatus; - substatus.clear(); - } - - progress.set_status(status, substatus); -} - -void Session::device_free() -{ - scene->device_free(); - path_trace_->device_free(); -} - -void Session::collect_statistics(RenderStats *render_stats) -{ - scene->collect_statistics(render_stats); - if (params.use_profiling && (params.device.type == DEVICE_CPU)) { - render_stats->collect_profiling(scene, profiler); - } -} - -/* -------------------------------------------------------------------- - * Full-frame on-disk storage. - */ - -void Session::process_full_buffer_from_disk(string_view filename) -{ - path_trace_->process_full_buffer_from_disk(filename); -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/render/session.h b/intern/cycles/render/session.h deleted file mode 100644 index 46c964bc98c..00000000000 --- a/intern/cycles/render/session.h +++ /dev/null @@ -1,229 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#ifndef __SESSION_H__ -#define __SESSION_H__ - -#include "device/device.h" -#include "integrator/render_scheduler.h" -#include "render/buffers.h" -#include "render/shader.h" -#include "render/stats.h" -#include "render/tile.h" - -#include "util/util_progress.h" -#include "util/util_stats.h" -#include "util/util_thread.h" -#include "util/util_unique_ptr.h" -#include "util/util_vector.h" - -CCL_NAMESPACE_BEGIN - -class BufferParams; -class Device; -class DeviceScene; -class DisplayDriver; -class OutputDriver; -class PathTrace; -class Progress; -class RenderBuffers; -class Scene; -class SceneParams; - -/* Session Parameters */ - -class SessionParams { - public: - DeviceInfo device; - - bool headless; - bool background; - - bool experimental; - int samples; - int pixel_size; - int threads; - - /* Limit in seconds for how long path tracing is allowed to happen. - * Zero means no limit is applied. */ - double time_limit; - - bool use_profiling; - - bool use_auto_tile; - int tile_size; - - ShadingSystem shadingsystem; - - SessionParams() - { - headless = false; - background = false; - - experimental = false; - samples = 1024; - pixel_size = 1; - threads = 0; - time_limit = 0.0; - - use_profiling = false; - - use_auto_tile = true; - tile_size = 2048; - - shadingsystem = SHADINGSYSTEM_SVM; - } - - bool modified(const SessionParams ¶ms) const - { - /* Modified means we have to recreate the session, any parameter changes - * that can be handled by an existing Session are omitted. */ - return !(device == params.device && headless == params.headless && - background == params.background && experimental == params.experimental && - pixel_size == params.pixel_size && threads == params.threads && - use_profiling == params.use_profiling && shadingsystem == params.shadingsystem && - use_auto_tile == params.use_auto_tile && tile_size == params.tile_size); - } -}; - -/* Session - * - * This is the class that contains the session thread, running the render - * control loop and dispatching tasks. */ - -class Session { - public: - Device *device; - Scene *scene; - Progress progress; - SessionParams params; - Stats stats; - Profiler profiler; - - /* Callback is invoked by tile manager whenever on-dist tiles storage file is closed after - * writing. Allows an engine integration to keep track of those files without worry about - * transferring the information when it needs to re-create session during rendering. */ - function full_buffer_written_cb; - - explicit Session(const SessionParams ¶ms, const SceneParams &scene_params); - ~Session(); - - void start(); - - /* When quick cancel is requested path tracing is cancels as soon as possible, without waiting - * for the buffer to be uniformly sampled. */ - void cancel(bool quick = false); - - void draw(); - void wait(); - - bool ready_to_reset(); - void reset(const SessionParams &session_params, const BufferParams &buffer_params); - - void set_pause(bool pause); - - void set_samples(int samples); - void set_time_limit(double time_limit); - - void set_output_driver(unique_ptr driver); - void set_display_driver(unique_ptr driver); - - double get_estimated_remaining_time() const; - - void device_free(); - - /* Returns the rendering progress or 0 if no progress can be determined - * (for example, when rendering with unlimited samples). */ - float get_progress(); - - void collect_statistics(RenderStats *stats); - - /* -------------------------------------------------------------------- - * Full-frame on-disk storage. - */ - - /* Read given full-frame file from disk, perform needed processing and write it to the software - * via the write callback. */ - void process_full_buffer_from_disk(string_view filename); - - protected: - struct DelayedReset { - thread_mutex mutex; - bool do_reset; - SessionParams session_params; - BufferParams buffer_params; - } delayed_reset_; - - void run(); - - /* Update for the new iteration of the main loop in run implementation (run_cpu and run_gpu). - * - * Will take care of the following things: - * - Delayed reset - * - Scene update - * - Tile manager advance - * - Render scheduler work request - * - * The updates are done in a proper order with proper locking around them, which guarantees - * that the device side of scene and render buffers are always in a consistent state. - * - * Returns render work which is to be rendered next. */ - RenderWork run_update_for_next_iteration(); - - /* Wait for rendering to be unpaused, or for new tiles for render to arrive. - * Returns true if new main render loop iteration is required after this function call. - * - * The `render_work` is the work which was scheduled by the render scheduler right before - * checking the pause. */ - bool run_wait_for_work(const RenderWork &render_work); - - void run_main_render_loop(); - - bool update_scene(int width, int height); - - void update_status_time(bool show_pause = false, bool show_done = false); - - void do_delayed_reset(); - - int2 get_effective_tile_size() const; - - thread *session_thread_; - - bool pause_ = false; - bool cancel_ = false; - bool new_work_added_ = false; - - thread_condition_variable pause_cond_; - thread_mutex pause_mutex_; - thread_mutex tile_mutex_; - thread_mutex buffers_mutex_; - - TileManager tile_manager_; - BufferParams buffer_params_; - - /* Render scheduler is used to get work to be rendered with the current big tile. */ - RenderScheduler render_scheduler_; - - /* Path tracer object. - * - * Is a single full-frame path tracer for interactive viewport rendering. - * A path tracer for the current big-tile for an offline rendering. */ - unique_ptr path_trace_; -}; - -CCL_NAMESPACE_END - -#endif /* __SESSION_H__ */ diff --git a/intern/cycles/render/shader.cpp b/intern/cycles/render/shader.cpp deleted file mode 100644 index 23786a3390f..00000000000 --- a/intern/cycles/render/shader.cpp +++ /dev/null @@ -1,876 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "device/device.h" - -#include "render/background.h" -#include "render/camera.h" -#include "render/colorspace.h" -#include "render/graph.h" -#include "render/integrator.h" -#include "render/light.h" -#include "render/mesh.h" -#include "render/nodes.h" -#include "render/object.h" -#include "render/osl.h" -#include "render/procedural.h" -#include "render/scene.h" -#include "render/shader.h" -#include "render/svm.h" -#include "render/tables.h" - -#include "util/util_foreach.h" -#include "util/util_murmurhash.h" -#include "util/util_task.h" -#include "util/util_transform.h" - -#ifdef WITH_OCIO -# include -namespace OCIO = OCIO_NAMESPACE; -#endif - -CCL_NAMESPACE_BEGIN - -thread_mutex ShaderManager::lookup_table_mutex; -vector ShaderManager::beckmann_table; -bool ShaderManager::beckmann_table_ready = false; - -/* Beckmann sampling precomputed table, see bsdf_microfacet.h */ - -/* 2D slope distribution (alpha = 1.0) */ -static float beckmann_table_P22(const float slope_x, const float slope_y) -{ - return expf(-(slope_x * slope_x + slope_y * slope_y)); -} - -/* maximal slope amplitude (range that contains 99.99% of the distribution) */ -static float beckmann_table_slope_max() -{ - return 6.0; -} - -/* MSVC 2015 needs this ugly hack to prevent a codegen bug on x86 - * see T50176 for details - */ -#if defined(_MSC_VER) && (_MSC_VER == 1900) -# define MSVC_VOLATILE volatile -#else -# define MSVC_VOLATILE -#endif - -/* Paper used: Importance Sampling Microfacet-Based BSDFs with the - * Distribution of Visible Normals. Supplemental Material 2/2. - * - * http://hal.inria.fr/docs/01/00/66/20/ANNEX/supplemental2.pdf - */ -static void beckmann_table_rows(float *table, int row_from, int row_to) -{ - /* allocate temporary data */ - const int DATA_TMP_SIZE = 512; - vector slope_x(DATA_TMP_SIZE); - vector CDF_P22_omega_i(DATA_TMP_SIZE); - - /* loop over incident directions */ - for (int index_theta = row_from; index_theta < row_to; index_theta++) { - /* incident vector */ - const float cos_theta = index_theta / (BECKMANN_TABLE_SIZE - 1.0f); - const float sin_theta = safe_sqrtf(1.0f - cos_theta * cos_theta); - - /* for a given incident vector - * integrate P22_{omega_i}(x_slope, 1, 1), Eq. (10) */ - slope_x[0] = (double)-beckmann_table_slope_max(); - CDF_P22_omega_i[0] = 0; - - for (MSVC_VOLATILE int index_slope_x = 1; index_slope_x < DATA_TMP_SIZE; ++index_slope_x) { - /* slope_x */ - slope_x[index_slope_x] = (double)(-beckmann_table_slope_max() + - 2.0f * beckmann_table_slope_max() * index_slope_x / - (DATA_TMP_SIZE - 1.0f)); - - /* dot product with incident vector */ - float dot_product = fmaxf(0.0f, -(float)slope_x[index_slope_x] * sin_theta + cos_theta); - /* marginalize P22_{omega_i}(x_slope, 1, 1), Eq. (10) */ - float P22_omega_i = 0.0f; - - for (int j = 0; j < 100; ++j) { - float slope_y = -beckmann_table_slope_max() + - 2.0f * beckmann_table_slope_max() * j * (1.0f / 99.0f); - P22_omega_i += dot_product * beckmann_table_P22((float)slope_x[index_slope_x], slope_y); - } - - /* CDF of P22_{omega_i}(x_slope, 1, 1), Eq. (10) */ - CDF_P22_omega_i[index_slope_x] = CDF_P22_omega_i[index_slope_x - 1] + (double)P22_omega_i; - } - - /* renormalize CDF_P22_omega_i */ - for (int index_slope_x = 1; index_slope_x < DATA_TMP_SIZE; ++index_slope_x) - CDF_P22_omega_i[index_slope_x] /= CDF_P22_omega_i[DATA_TMP_SIZE - 1]; - - /* loop over random number U1 */ - int index_slope_x = 0; - - for (int index_U = 0; index_U < BECKMANN_TABLE_SIZE; ++index_U) { - const double U = 0.0000001 + 0.9999998 * index_U / (double)(BECKMANN_TABLE_SIZE - 1); - - /* inverse CDF_P22_omega_i, solve Eq.(11) */ - while (CDF_P22_omega_i[index_slope_x] <= U) - ++index_slope_x; - - const double interp = (CDF_P22_omega_i[index_slope_x] - U) / - (CDF_P22_omega_i[index_slope_x] - CDF_P22_omega_i[index_slope_x - 1]); - - /* store value */ - table[index_U + index_theta * BECKMANN_TABLE_SIZE] = - (float)(interp * slope_x[index_slope_x - 1] + (1.0 - interp) * slope_x[index_slope_x]); - } - } -} - -#undef MSVC_VOLATILE - -static void beckmann_table_build(vector &table) -{ - table.resize(BECKMANN_TABLE_SIZE * BECKMANN_TABLE_SIZE); - - /* multithreaded build */ - TaskPool pool; - - for (int i = 0; i < BECKMANN_TABLE_SIZE; i += 8) - pool.push(function_bind(&beckmann_table_rows, &table[0], i, i + 8)); - - pool.wait_work(); -} - -/* Shader */ - -NODE_DEFINE(Shader) -{ - NodeType *type = NodeType::add("shader", create); - - SOCKET_BOOLEAN(use_mis, "Use MIS", true); - SOCKET_BOOLEAN(use_transparent_shadow, "Use Transparent Shadow", true); - SOCKET_BOOLEAN(heterogeneous_volume, "Heterogeneous Volume", true); - - static NodeEnum volume_sampling_method_enum; - volume_sampling_method_enum.insert("distance", VOLUME_SAMPLING_DISTANCE); - volume_sampling_method_enum.insert("equiangular", VOLUME_SAMPLING_EQUIANGULAR); - volume_sampling_method_enum.insert("multiple_importance", VOLUME_SAMPLING_MULTIPLE_IMPORTANCE); - SOCKET_ENUM(volume_sampling_method, - "Volume Sampling Method", - volume_sampling_method_enum, - VOLUME_SAMPLING_MULTIPLE_IMPORTANCE); - - static NodeEnum volume_interpolation_method_enum; - volume_interpolation_method_enum.insert("linear", VOLUME_INTERPOLATION_LINEAR); - volume_interpolation_method_enum.insert("cubic", VOLUME_INTERPOLATION_CUBIC); - SOCKET_ENUM(volume_interpolation_method, - "Volume Interpolation Method", - volume_interpolation_method_enum, - VOLUME_INTERPOLATION_LINEAR); - - SOCKET_FLOAT(volume_step_rate, "Volume Step Rate", 1.0f); - - static NodeEnum displacement_method_enum; - displacement_method_enum.insert("bump", DISPLACE_BUMP); - displacement_method_enum.insert("true", DISPLACE_TRUE); - displacement_method_enum.insert("both", DISPLACE_BOTH); - SOCKET_ENUM(displacement_method, "Displacement Method", displacement_method_enum, DISPLACE_BUMP); - - SOCKET_INT(pass_id, "Pass ID", 0); - - return type; -} - -Shader::Shader() : Node(get_node_type()) -{ - pass_id = 0; - - graph = NULL; - - has_surface = false; - has_surface_transparent = false; - has_surface_emission = false; - has_surface_raytrace = false; - has_surface_bssrdf = false; - has_volume = false; - has_displacement = false; - has_bump = false; - has_bssrdf_bump = false; - has_surface_spatial_varying = false; - has_volume_spatial_varying = false; - has_volume_attribute_dependency = false; - has_integrator_dependency = false; - has_volume_connected = false; - prev_volume_step_rate = 0.0f; - - displacement_method = DISPLACE_BUMP; - - id = -1; - - need_update_uvs = true; - need_update_attribute = true; - need_update_displacement = true; -} - -Shader::~Shader() -{ - delete graph; -} - -bool Shader::is_constant_emission(float3 *emission) -{ - /* If the shader has AOVs, they need to be evaluated, so we can't skip the shader. */ - foreach (ShaderNode *node, graph->nodes) { - if (node->special_type == SHADER_SPECIAL_TYPE_OUTPUT_AOV) { - return false; - } - } - - ShaderInput *surf = graph->output()->input("Surface"); - - if (surf->link == NULL) { - return false; - } - - if (surf->link->parent->type == EmissionNode::get_node_type()) { - EmissionNode *node = (EmissionNode *)surf->link->parent; - - assert(node->input("Color")); - assert(node->input("Strength")); - - if (node->input("Color")->link || node->input("Strength")->link) { - return false; - } - - *emission = node->get_color() * node->get_strength(); - } - else if (surf->link->parent->type == BackgroundNode::get_node_type()) { - BackgroundNode *node = (BackgroundNode *)surf->link->parent; - - assert(node->input("Color")); - assert(node->input("Strength")); - - if (node->input("Color")->link || node->input("Strength")->link) { - return false; - } - - *emission = node->get_color() * node->get_strength(); - } - else { - return false; - } - - return true; -} - -void Shader::set_graph(ShaderGraph *graph_) -{ - /* do this here already so that we can detect if mesh or object attributes - * are needed, since the node attribute callbacks check if their sockets - * are connected but proxy nodes should not count */ - if (graph_) { - graph_->remove_proxy_nodes(); - - if (displacement_method != DISPLACE_BUMP) { - graph_->compute_displacement_hash(); - } - } - - /* update geometry if displacement changed */ - if (displacement_method != DISPLACE_BUMP) { - const char *old_hash = (graph) ? graph->displacement_hash.c_str() : ""; - const char *new_hash = (graph_) ? graph_->displacement_hash.c_str() : ""; - - if (strcmp(old_hash, new_hash) != 0) { - need_update_displacement = true; - } - } - - /* assign graph */ - delete graph; - graph = graph_; - - /* Store info here before graph optimization to make sure that - * nodes that get optimized away still count. */ - has_volume_connected = (graph->output()->input("Volume")->link != NULL); -} - -void Shader::tag_update(Scene *scene) -{ - /* update tag */ - tag_modified(); - - scene->shader_manager->tag_update(scene, ShaderManager::SHADER_MODIFIED); - - /* if the shader previously was emissive, update light distribution, - * if the new shader is emissive, a light manager update tag will be - * done in the shader manager device update. */ - if (use_mis && has_surface_emission) - scene->light_manager->tag_update(scene, LightManager::SHADER_MODIFIED); - - /* Special handle of background MIS light for now: for some reason it - * has use_mis set to false. We are quite close to release now, so - * better to be safe. - */ - if (this == scene->background->get_shader(scene)) { - scene->light_manager->need_update_background = true; - if (scene->light_manager->has_background_light(scene)) { - scene->light_manager->tag_update(scene, LightManager::SHADER_MODIFIED); - } - } - - /* quick detection of which kind of shaders we have to avoid loading - * e.g. surface attributes when there is only a volume shader. this could - * be more fine grained but it's better than nothing */ - OutputNode *output = graph->output(); - bool prev_has_volume = has_volume; - has_surface = has_surface || output->input("Surface")->link; - has_volume = has_volume || output->input("Volume")->link; - has_displacement = has_displacement || output->input("Displacement")->link; - - /* get requested attributes. this could be optimized by pruning unused - * nodes here already, but that's the job of the shader manager currently, - * and may not be so great for interactive rendering where you temporarily - * disconnect a node */ - - AttributeRequestSet prev_attributes = attributes; - - attributes.clear(); - foreach (ShaderNode *node, graph->nodes) - node->attributes(this, &attributes); - - if (has_displacement) { - if (displacement_method == DISPLACE_BOTH) { - attributes.add(ATTR_STD_POSITION_UNDISPLACED); - } - if (displacement_method_is_modified()) { - need_update_displacement = true; - scene->geometry_manager->tag_update(scene, GeometryManager::SHADER_DISPLACEMENT_MODIFIED); - scene->object_manager->need_flags_update = true; - } - } - - /* compare if the attributes changed, mesh manager will check - * need_update_attribute, update the relevant meshes and clear it. */ - if (attributes.modified(prev_attributes)) { - need_update_attribute = true; - scene->geometry_manager->tag_update(scene, GeometryManager::SHADER_ATTRIBUTE_MODIFIED); - scene->procedural_manager->tag_update(); - } - - if (has_volume != prev_has_volume || volume_step_rate != prev_volume_step_rate) { - scene->geometry_manager->need_flags_update = true; - scene->object_manager->need_flags_update = true; - prev_volume_step_rate = volume_step_rate; - } -} - -void Shader::tag_used(Scene *scene) -{ - /* if an unused shader suddenly gets used somewhere, it needs to be - * recompiled because it was skipped for compilation before */ - if (!reference_count()) { - tag_modified(); - /* We do not reference here as the shader will be referenced when added to a socket. */ - scene->shader_manager->tag_update(scene, ShaderManager::SHADER_MODIFIED); - } -} - -bool Shader::need_update_geometry() const -{ - return need_update_uvs || need_update_attribute || need_update_displacement; -} - -/* Shader Manager */ - -ShaderManager::ShaderManager() -{ - update_flags = UPDATE_ALL; - beckmann_table_offset = TABLE_OFFSET_INVALID; - - init_xyz_transforms(); -} - -ShaderManager::~ShaderManager() -{ -} - -ShaderManager *ShaderManager::create(int shadingsystem) -{ - ShaderManager *manager; - - (void)shadingsystem; /* Ignored when built without OSL. */ - -#ifdef WITH_OSL - if (shadingsystem == SHADINGSYSTEM_OSL) { - manager = new OSLShaderManager(); - } - else -#endif - { - manager = new SVMShaderManager(); - } - - return manager; -} - -uint ShaderManager::get_attribute_id(ustring name) -{ - thread_scoped_spin_lock lock(attribute_lock_); - - /* get a unique id for each name, for SVM attribute lookup */ - AttributeIDMap::iterator it = unique_attribute_id.find(name); - - if (it != unique_attribute_id.end()) - return it->second; - - uint id = (uint)ATTR_STD_NUM + unique_attribute_id.size(); - unique_attribute_id[name] = id; - return id; -} - -uint ShaderManager::get_attribute_id(AttributeStandard std) -{ - return (uint)std; -} - -int ShaderManager::get_shader_id(Shader *shader, bool smooth) -{ - /* get a shader id to pass to the kernel */ - int id = shader->id; - - /* smooth flag */ - if (smooth) - id |= SHADER_SMOOTH_NORMAL; - - /* default flags */ - id |= SHADER_CAST_SHADOW | SHADER_AREA_LIGHT; - - return id; -} - -void ShaderManager::device_update(Device *device, - DeviceScene *dscene, - Scene *scene, - Progress &progress) -{ - if (!need_update()) { - return; - } - - uint id = 0; - foreach (Shader *shader, scene->shaders) { - shader->id = id++; - } - - /* Those shaders should always be compiled as they are used as fallback if a shader cannot be - * found, e.g. bad shader index for the triangle shaders on a Mesh. */ - assert(scene->default_surface->reference_count() != 0); - assert(scene->default_light->reference_count() != 0); - assert(scene->default_background->reference_count() != 0); - assert(scene->default_empty->reference_count() != 0); - - device_update_specific(device, dscene, scene, progress); -} - -void ShaderManager::device_update_common(Device * /*device*/, - DeviceScene *dscene, - Scene *scene, - Progress & /*progress*/) -{ - dscene->shaders.free(); - - if (scene->shaders.size() == 0) - return; - - KernelShader *kshader = dscene->shaders.alloc(scene->shaders.size()); - bool has_volumes = false; - bool has_transparent_shadow = false; - - foreach (Shader *shader, scene->shaders) { - uint flag = 0; - - if (shader->get_use_mis()) - flag |= SD_USE_MIS; - if (shader->has_surface_emission) - flag |= SD_HAS_EMISSION; - if (shader->has_surface_transparent && shader->get_use_transparent_shadow()) - flag |= SD_HAS_TRANSPARENT_SHADOW; - if (shader->has_surface_raytrace) - flag |= SD_HAS_RAYTRACE; - if (shader->has_volume) { - flag |= SD_HAS_VOLUME; - has_volumes = true; - - /* todo: this could check more fine grained, to skip useless volumes - * enclosed inside an opaque bsdf. - */ - flag |= SD_HAS_TRANSPARENT_SHADOW; - } - /* in this case we can assume transparent surface */ - if (shader->has_volume_connected && !shader->has_surface) - flag |= SD_HAS_ONLY_VOLUME; - if (shader->has_volume) { - if (shader->get_heterogeneous_volume() && shader->has_volume_spatial_varying) - flag |= SD_HETEROGENEOUS_VOLUME; - } - if (shader->has_volume_attribute_dependency) - flag |= SD_NEED_VOLUME_ATTRIBUTES; - if (shader->has_bssrdf_bump) - flag |= SD_HAS_BSSRDF_BUMP; - if (shader->get_volume_sampling_method() == VOLUME_SAMPLING_EQUIANGULAR) - flag |= SD_VOLUME_EQUIANGULAR; - if (shader->get_volume_sampling_method() == VOLUME_SAMPLING_MULTIPLE_IMPORTANCE) - flag |= SD_VOLUME_MIS; - if (shader->get_volume_interpolation_method() == VOLUME_INTERPOLATION_CUBIC) - flag |= SD_VOLUME_CUBIC; - if (shader->has_bump) - flag |= SD_HAS_BUMP; - if (shader->get_displacement_method() != DISPLACE_BUMP) - flag |= SD_HAS_DISPLACEMENT; - - /* constant emission check */ - float3 constant_emission = zero_float3(); - if (shader->is_constant_emission(&constant_emission)) - flag |= SD_HAS_CONSTANT_EMISSION; - - uint32_t cryptomatte_id = util_murmur_hash3(shader->name.c_str(), shader->name.length(), 0); - - /* regular shader */ - kshader->flags = flag; - kshader->pass_id = shader->get_pass_id(); - kshader->constant_emission[0] = constant_emission.x; - kshader->constant_emission[1] = constant_emission.y; - kshader->constant_emission[2] = constant_emission.z; - kshader->cryptomatte_id = util_hash_to_float(cryptomatte_id); - kshader++; - - has_transparent_shadow |= (flag & SD_HAS_TRANSPARENT_SHADOW) != 0; - } - - dscene->shaders.copy_to_device(); - - /* lookup tables */ - KernelTables *ktables = &dscene->data.tables; - - /* beckmann lookup table */ - if (beckmann_table_offset == TABLE_OFFSET_INVALID) { - if (!beckmann_table_ready) { - thread_scoped_lock lock(lookup_table_mutex); - if (!beckmann_table_ready) { - beckmann_table_build(beckmann_table); - beckmann_table_ready = true; - } - } - beckmann_table_offset = scene->lookup_tables->add_table(dscene, beckmann_table); - } - ktables->beckmann_offset = (int)beckmann_table_offset; - - /* integrator */ - KernelIntegrator *kintegrator = &dscene->data.integrator; - kintegrator->use_volumes = has_volumes; - /* TODO(sergey): De-duplicate with flags set in integrator.cpp. */ - kintegrator->transparent_shadows = has_transparent_shadow; - - /* film */ - KernelFilm *kfilm = &dscene->data.film; - /* color space, needs to be here because e.g. displacement shaders could depend on it */ - kfilm->xyz_to_r = float3_to_float4(xyz_to_r); - kfilm->xyz_to_g = float3_to_float4(xyz_to_g); - kfilm->xyz_to_b = float3_to_float4(xyz_to_b); - kfilm->rgb_to_y = float3_to_float4(rgb_to_y); -} - -void ShaderManager::device_free_common(Device *, DeviceScene *dscene, Scene *scene) -{ - scene->lookup_tables->remove_table(&beckmann_table_offset); - - dscene->shaders.free(); -} - -void ShaderManager::add_default(Scene *scene) -{ - /* default surface */ - { - ShaderGraph *graph = new ShaderGraph(); - - DiffuseBsdfNode *diffuse = graph->create_node(); - diffuse->set_color(make_float3(0.8f, 0.8f, 0.8f)); - graph->add(diffuse); - - graph->connect(diffuse->output("BSDF"), graph->output()->input("Surface")); - - Shader *shader = scene->create_node(); - shader->name = "default_surface"; - shader->set_graph(graph); - shader->reference(); - scene->default_surface = shader; - shader->tag_update(scene); - } - - /* default volume */ - { - ShaderGraph *graph = new ShaderGraph(); - - PrincipledVolumeNode *principled = graph->create_node(); - graph->add(principled); - - graph->connect(principled->output("Volume"), graph->output()->input("Volume")); - - Shader *shader = scene->create_node(); - shader->name = "default_volume"; - shader->set_graph(graph); - scene->default_volume = shader; - shader->tag_update(scene); - /* No default reference for the volume to avoid compiling volume kernels if there are no actual - * volumes in the scene */ - } - - /* default light */ - { - ShaderGraph *graph = new ShaderGraph(); - - EmissionNode *emission = graph->create_node(); - emission->set_color(make_float3(0.8f, 0.8f, 0.8f)); - emission->set_strength(0.0f); - graph->add(emission); - - graph->connect(emission->output("Emission"), graph->output()->input("Surface")); - - Shader *shader = scene->create_node(); - shader->name = "default_light"; - shader->set_graph(graph); - shader->reference(); - scene->default_light = shader; - shader->tag_update(scene); - } - - /* default background */ - { - ShaderGraph *graph = new ShaderGraph(); - - Shader *shader = scene->create_node(); - shader->name = "default_background"; - shader->set_graph(graph); - shader->reference(); - scene->default_background = shader; - shader->tag_update(scene); - } - - /* default empty */ - { - ShaderGraph *graph = new ShaderGraph(); - - Shader *shader = scene->create_node(); - shader->name = "default_empty"; - shader->set_graph(graph); - shader->reference(); - scene->default_empty = shader; - shader->tag_update(scene); - } -} - -uint ShaderManager::get_graph_kernel_features(ShaderGraph *graph) -{ - uint kernel_features = 0; - - foreach (ShaderNode *node, graph->nodes) { - kernel_features |= node->get_feature(); - if (node->special_type == SHADER_SPECIAL_TYPE_CLOSURE) { - BsdfBaseNode *bsdf_node = static_cast(node); - if (CLOSURE_IS_VOLUME(bsdf_node->get_closure_type())) { - kernel_features |= KERNEL_FEATURE_NODE_VOLUME; - } - else if (CLOSURE_IS_PRINCIPLED(bsdf_node->get_closure_type())) { - kernel_features |= KERNEL_FEATURE_PRINCIPLED; - } - } - if (node->has_surface_bssrdf()) { - kernel_features |= KERNEL_FEATURE_SUBSURFACE; - } - if (node->has_surface_transparent()) { - kernel_features |= KERNEL_FEATURE_TRANSPARENT; - } - } - - return kernel_features; -} - -uint ShaderManager::get_kernel_features(Scene *scene) -{ - uint kernel_features = KERNEL_FEATURE_NODE_BSDF | KERNEL_FEATURE_NODE_EMISSION; - for (int i = 0; i < scene->shaders.size(); i++) { - Shader *shader = scene->shaders[i]; - if (!shader->reference_count()) { - continue; - } - - /* Gather requested features from all the nodes from the graph nodes. */ - kernel_features |= get_graph_kernel_features(shader->graph); - ShaderNode *output_node = shader->graph->output(); - if (output_node->input("Displacement")->link != NULL) { - kernel_features |= KERNEL_FEATURE_NODE_BUMP; - if (shader->get_displacement_method() == DISPLACE_BOTH) { - kernel_features |= KERNEL_FEATURE_NODE_BUMP_STATE; - } - } - /* On top of volume nodes, also check if we need volume sampling because - * e.g. an Emission node would slip through the KERNEL_FEATURE_NODE_VOLUME check */ - if (shader->has_volume_connected) { - kernel_features |= KERNEL_FEATURE_VOLUME; - } - } - - return kernel_features; -} - -void ShaderManager::free_memory() -{ - beckmann_table.free_memory(); - -#ifdef WITH_OSL - OSLShaderManager::free_memory(); -#endif - - ColorSpaceManager::free_memory(); -} - -float ShaderManager::linear_rgb_to_gray(float3 c) -{ - return dot(c, rgb_to_y); -} - -string ShaderManager::get_cryptomatte_materials(Scene *scene) -{ - string manifest = "{"; - unordered_set materials; - foreach (Shader *shader, scene->shaders) { - if (materials.count(shader->name)) { - continue; - } - materials.insert(shader->name); - uint32_t cryptomatte_id = util_murmur_hash3(shader->name.c_str(), shader->name.length(), 0); - manifest += string_printf("\"%s\":\"%08x\",", shader->name.c_str(), cryptomatte_id); - } - manifest[manifest.size() - 1] = '}'; - return manifest; -} - -void ShaderManager::tag_update(Scene * /*scene*/, uint32_t /*flag*/) -{ - /* update everything for now */ - update_flags = ShaderManager::UPDATE_ALL; -} - -bool ShaderManager::need_update() const -{ - return update_flags != UPDATE_NONE; -} - -#ifdef WITH_OCIO -static bool to_scene_linear_transform(OCIO::ConstConfigRcPtr &config, - const char *colorspace, - Transform &to_scene_linear) -{ - OCIO::ConstProcessorRcPtr processor; - try { - processor = config->getProcessor(OCIO::ROLE_SCENE_LINEAR, colorspace); - } - catch (OCIO::Exception &) { - return false; - } - - if (!processor) { - return false; - } - - OCIO::ConstCPUProcessorRcPtr device_processor = processor->getDefaultCPUProcessor(); - if (!device_processor) { - return false; - } - - to_scene_linear = transform_identity(); - device_processor->applyRGB(&to_scene_linear.x.x); - device_processor->applyRGB(&to_scene_linear.y.x); - device_processor->applyRGB(&to_scene_linear.z.x); - to_scene_linear = transform_transposed_inverse(to_scene_linear); - return true; -} -#endif - -void ShaderManager::init_xyz_transforms() -{ - /* Default to ITU-BT.709 in case no appropriate transform found. - * Note XYZ here is defined as having a D65 white point. */ - xyz_to_r = make_float3(3.2404542f, -1.5371385f, -0.4985314f); - xyz_to_g = make_float3(-0.9692660f, 1.8760108f, 0.0415560f); - xyz_to_b = make_float3(0.0556434f, -0.2040259f, 1.0572252f); - rgb_to_y = make_float3(0.2126729f, 0.7151522f, 0.0721750f); - -#ifdef WITH_OCIO - /* Get from OpenColorO config if it has the required roles. */ - OCIO::ConstConfigRcPtr config = OCIO::GetCurrentConfig(); - if (!(config && config->hasRole(OCIO::ROLE_SCENE_LINEAR))) { - return; - } - - Transform xyz_to_rgb; - - if (config->hasRole("aces_interchange")) { - /* Standard OpenColorIO role, defined as ACES2065-1. */ - const Transform xyz_E_to_aces = make_transform(1.0498110175f, - 0.0f, - -0.0000974845f, - 0.0f, - -0.4959030231f, - 1.3733130458f, - 0.0982400361f, - 0.0f, - 0.0f, - 0.0f, - 0.9912520182f, - 0.0f); - const Transform xyz_D65_to_E = make_transform( - 1.0521111f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.9184170f, 0.0f); - - Transform aces_to_rgb; - if (!to_scene_linear_transform(config, "aces_interchange", aces_to_rgb)) { - return; - } - - xyz_to_rgb = aces_to_rgb * xyz_E_to_aces * xyz_D65_to_E; - } - else if (config->hasRole("XYZ")) { - /* Custom role used before the standard existed. */ - if (!to_scene_linear_transform(config, "XYZ", xyz_to_rgb)) { - return; - } - } - else { - /* No reference role found to determine XYZ. */ - return; - } - - xyz_to_r = float4_to_float3(xyz_to_rgb.x); - xyz_to_g = float4_to_float3(xyz_to_rgb.y); - xyz_to_b = float4_to_float3(xyz_to_rgb.z); - - const Transform rgb_to_xyz = transform_inverse(xyz_to_rgb); - rgb_to_y = float4_to_float3(rgb_to_xyz.y); -#endif -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/render/shader.h b/intern/cycles/render/shader.h deleted file mode 100644 index 5f9adea3949..00000000000 --- a/intern/cycles/render/shader.h +++ /dev/null @@ -1,259 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#ifndef __SHADER_H__ -#define __SHADER_H__ - -#ifdef WITH_OSL -/* So no context pollution happens from indirectly included windows.h */ -# include "util/util_windows.h" -# include -#endif - -#include "kernel/kernel_types.h" -#include "render/attribute.h" - -#include "graph/node.h" - -#include "util/util_map.h" -#include "util/util_param.h" -#include "util/util_string.h" -#include "util/util_thread.h" -#include "util/util_types.h" - -CCL_NAMESPACE_BEGIN - -class Device; -class DeviceScene; -class Mesh; -class Progress; -class Scene; -class ShaderGraph; -struct float3; - -enum ShadingSystem { SHADINGSYSTEM_OSL, SHADINGSYSTEM_SVM }; - -/* Keep those in sync with the python-defined enum. */ -enum VolumeSampling { - VOLUME_SAMPLING_DISTANCE = 0, - VOLUME_SAMPLING_EQUIANGULAR = 1, - VOLUME_SAMPLING_MULTIPLE_IMPORTANCE = 2, - - VOLUME_NUM_SAMPLING, -}; - -enum VolumeInterpolation { - VOLUME_INTERPOLATION_LINEAR = 0, - VOLUME_INTERPOLATION_CUBIC = 1, - - VOLUME_NUM_INTERPOLATION, -}; - -enum DisplacementMethod { - DISPLACE_BUMP = 0, - DISPLACE_TRUE = 1, - DISPLACE_BOTH = 2, - - DISPLACE_NUM_METHODS, -}; - -/* Shader describing the appearance of a Mesh, Light or Background. - * - * While there is only a single shader graph, it has three outputs: surface, - * volume and displacement, that the shader manager will compile and execute - * separately. */ - -class Shader : public Node { - public: - NODE_DECLARE - - /* shader graph */ - ShaderGraph *graph; - - NODE_SOCKET_API(int, pass_id) - - /* sampling */ - NODE_SOCKET_API(bool, use_mis) - NODE_SOCKET_API(bool, use_transparent_shadow) - NODE_SOCKET_API(bool, heterogeneous_volume) - NODE_SOCKET_API(VolumeSampling, volume_sampling_method) - NODE_SOCKET_API(int, volume_interpolation_method) - NODE_SOCKET_API(float, volume_step_rate) - - /* displacement */ - NODE_SOCKET_API(DisplacementMethod, displacement_method) - - float prev_volume_step_rate; - - /* synchronization */ - bool need_update_uvs; - bool need_update_attribute; - bool need_update_displacement; - - /* If the shader has only volume components, the surface is assumed to - * be transparent. - * However, graph optimization might remove the volume subgraph, but - * since the user connected something to the volume output the surface - * should still be transparent. - * Therefore, has_volume_connected stores whether some volume sub-tree - * was connected before optimization. */ - bool has_volume_connected; - - /* information about shader after compiling */ - bool has_surface; - bool has_surface_emission; - bool has_surface_transparent; - bool has_surface_raytrace; - bool has_volume; - bool has_displacement; - bool has_surface_bssrdf; - bool has_bump; - bool has_bssrdf_bump; - bool has_surface_spatial_varying; - bool has_volume_spatial_varying; - bool has_volume_attribute_dependency; - bool has_integrator_dependency; - - /* requested mesh attributes */ - AttributeRequestSet attributes; - - /* determined before compiling */ - uint id; - -#ifdef WITH_OSL - /* osl shading state references */ - OSL::ShaderGroupRef osl_surface_ref; - OSL::ShaderGroupRef osl_surface_bump_ref; - OSL::ShaderGroupRef osl_volume_ref; - OSL::ShaderGroupRef osl_displacement_ref; -#endif - - Shader(); - ~Shader(); - - /* Checks whether the shader consists of just a emission node with fixed inputs that's connected - * directly to the output. - * If yes, it sets the content of emission to the constant value (color * strength), which is - * then used for speeding up light evaluation. */ - bool is_constant_emission(float3 *emission); - - void set_graph(ShaderGraph *graph); - void tag_update(Scene *scene); - void tag_used(Scene *scene); - - /* Return true when either of the surface or displacement socket of the output node is linked. - * This should be used to ensure that surface attributes are also requested even when only the - * displacement socket is linked. */ - bool has_surface_link() const - { - return has_surface || has_displacement; - } - - bool need_update_geometry() const; -}; - -/* Shader Manager virtual base class - * - * From this the SVM and OSL shader managers are derived, that do the actual - * shader compiling and device updating. */ - -class ShaderManager { - public: - enum : uint32_t { - SHADER_ADDED = (1 << 0), - SHADER_MODIFIED = (1 << 2), - INTEGRATOR_MODIFIED = (1 << 3), - - /* tag everything in the manager for an update */ - UPDATE_ALL = ~0u, - - UPDATE_NONE = 0u, - }; - - static ShaderManager *create(int shadingsystem); - virtual ~ShaderManager(); - - virtual void reset(Scene *scene) = 0; - - virtual bool use_osl() - { - return false; - } - - /* device update */ - void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress); - virtual void device_update_specific(Device *device, - DeviceScene *dscene, - Scene *scene, - Progress &progress) = 0; - virtual void device_free(Device *device, DeviceScene *dscene, Scene *scene) = 0; - - void device_update_common(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress); - void device_free_common(Device *device, DeviceScene *dscene, Scene *scene); - - /* get globally unique id for a type of attribute */ - uint get_attribute_id(ustring name); - uint get_attribute_id(AttributeStandard std); - - /* get shader id for mesh faces */ - int get_shader_id(Shader *shader, bool smooth = false); - - /* add default shaders to scene, to use as default for things that don't - * have any shader assigned explicitly */ - static void add_default(Scene *scene); - - /* Selective nodes compilation. */ - uint get_kernel_features(Scene *scene); - - static void free_memory(); - - float linear_rgb_to_gray(float3 c); - - string get_cryptomatte_materials(Scene *scene); - - void tag_update(Scene *scene, uint32_t flag); - - bool need_update() const; - - void init_xyz_transforms(); - - protected: - ShaderManager(); - - uint32_t update_flags; - - typedef unordered_map AttributeIDMap; - AttributeIDMap unique_attribute_id; - - static thread_mutex lookup_table_mutex; - static vector beckmann_table; - static bool beckmann_table_ready; - - size_t beckmann_table_offset; - - uint get_graph_kernel_features(ShaderGraph *graph); - - thread_spin_lock attribute_lock_; - - float3 xyz_to_r; - float3 xyz_to_g; - float3 xyz_to_b; - float3 rgb_to_y; -}; - -CCL_NAMESPACE_END - -#endif /* __SHADER_H__ */ diff --git a/intern/cycles/render/sobol.cpp b/intern/cycles/render/sobol.cpp deleted file mode 100644 index c821249b239..00000000000 --- a/intern/cycles/render/sobol.cpp +++ /dev/null @@ -1,21307 +0,0 @@ -/* - * Sobol sequence direction vectors. - * - * This file contains code to create direction vectors for generating sobol - * sequences in high dimensions. It is adapted from code on this webpage: - * - * http://web.maths.unsw.edu.au/~fkuo/sobol/ - * - * From these papers: - * - * S. Joe and F. Y. Kuo, Remark on Algorithm 659: Implementing Sobol's quasirandom - * sequence generator, ACM Trans. Math. Softw. 29, 49-57 (2003) - * - * S. Joe and F. Y. Kuo, Constructing Sobol sequences with better two-dimensional - * projections, SIAM J. Sci. Comput. 30, 2635-2654 (2008) - */ - -/* Copyright (c) 2008, Frances Y. Kuo and Stephen Joe - * All rights reserved. - * - * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions are met: - * - * * Redistributions of source code must retain the above copyright - * notice, this list of conditions and the following disclaimer. - * - * * Redistributions in binary form must reproduce the above copyright - * notice, this list of conditions and the following disclaimer in the - * documentation and/or other materials provided with the distribution. - * - * * Neither the names of the copyright holders nor the names of the - * University of New South Wales and the University of Waikato - * and its contributors may be used to endorse or promote products derived - * from this software without specific prior written permission. - * - * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY - * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED - * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE - * DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY - * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES - * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; - * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND - * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT - * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS - * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - */ - -#include "util/util_types.h" - -#include "render/sobol.h" - -CCL_NAMESPACE_BEGIN - -#define SOBOL_MAX_NUMBER 32 - -typedef struct SobolDirectionNumbers { - uint d, s, a; - uint m[SOBOL_MAX_NUMBER]; -} SobolDirectionNumbers; - -/* Note: this file is skipped by clang-format. */ - -/* Keep simple alignment. */ -/* clang-format off */ -static const SobolDirectionNumbers SOBOL_NUMBERS[SOBOL_MAX_DIMENSIONS - 1] = { -{2, 1, 0, {1}}, -{3, 2, 1, {1, 3}}, -{4, 3, 1, {1, 3, 1}}, -{5, 3, 2, {1, 1, 1}}, -{6, 4, 1, {1, 1, 3, 3}}, -{7, 4, 4, {1, 3, 5, 13}}, -{8, 5, 2, {1, 1, 5, 5, 17}}, -{9, 5, 4, {1, 1, 5, 5, 5}}, -{10, 5, 7, {1, 1, 7, 11, 19}}, -{11, 5, 11, {1, 1, 5, 1, 1}}, -{12, 5, 13, {1, 1, 1, 3, 11}}, -{13, 5, 14, {1, 3, 5, 5, 31}}, -{14, 6, 1, {1, 3, 3, 9, 7, 49}}, -{15, 6, 13, {1, 1, 1, 15, 21, 21}}, -{16, 6, 16, {1, 3, 1, 13, 27, 49}}, -{17, 6, 19, {1, 1, 1, 15, 7, 5}}, -{18, 6, 22, {1, 3, 1, 15, 13, 25}}, -{19, 6, 25, {1, 1, 5, 5, 19, 61}}, -{20, 7, 1, {1, 3, 7, 11, 23, 15, 103}}, -{21, 7, 4, {1, 3, 7, 13, 13, 15, 69}}, -{22, 7, 7, {1, 1, 3, 13, 7, 35, 63}}, -{23, 7, 8, {1, 3, 5, 9, 1, 25, 53}}, -{24, 7, 14, {1, 3, 1, 13, 9, 35, 107}}, -{25, 7, 19, {1, 3, 1, 5, 27, 61, 31}}, -{26, 7, 21, {1, 1, 5, 11, 19, 41, 61}}, -{27, 7, 28, {1, 3, 5, 3, 3, 13, 69}}, -{28, 7, 31, {1, 1, 7, 13, 1, 19, 1}}, -{29, 7, 32, {1, 3, 7, 5, 13, 19, 59}}, -{30, 7, 37, {1, 1, 3, 9, 25, 29, 41}}, -{31, 7, 41, {1, 3, 5, 13, 23, 1, 55}}, -{32, 7, 42, {1, 3, 7, 3, 13, 59, 17}}, -{33, 7, 50, {1, 3, 1, 3, 5, 53, 69}}, -{34, 7, 55, {1, 1, 5, 5, 23, 33, 13}}, -{35, 7, 56, {1, 1, 7, 7, 1, 61, 123}}, -{36, 7, 59, {1, 1, 7, 9, 13, 61, 49}}, -{37, 7, 62, {1, 3, 3, 5, 3, 55, 33}}, -{38, 8, 14, {1, 3, 1, 15, 31, 13, 49, 245}}, -{39, 8, 21, {1, 3, 5, 15, 31, 59, 63, 97}}, -{40, 8, 22, {1, 3, 1, 11, 11, 11, 77, 249}}, -{41, 8, 38, {1, 3, 1, 11, 27, 43, 71, 9}}, -{42, 8, 47, {1, 1, 7, 15, 21, 11, 81, 45}}, -{43, 8, 49, {1, 3, 7, 3, 25, 31, 65, 79}}, -{44, 8, 50, {1, 3, 1, 1, 19, 11, 3, 205}}, -{45, 8, 52, {1, 1, 5, 9, 19, 21, 29, 157}}, -{46, 8, 56, {1, 3, 7, 11, 1, 33, 89, 185}}, -{47, 8, 67, {1, 3, 3, 3, 15, 9, 79, 71}}, -{48, 8, 70, {1, 3, 7, 11, 15, 39, 119, 27}}, -{49, 8, 84, {1, 1, 3, 1, 11, 31, 97, 225}}, -{50, 8, 97, {1, 1, 1, 3, 23, 43, 57, 177}}, -{51, 8, 103, {1, 3, 7, 7, 17, 17, 37, 71}}, -{52, 8, 115, {1, 3, 1, 5, 27, 63, 123, 213}}, -{53, 8, 122, {1, 1, 3, 5, 11, 43, 53, 133}}, -{54, 9, 8, {1, 3, 5, 5, 29, 17, 47, 173, 479}}, -{55, 9, 13, {1, 3, 3, 11, 3, 1, 109, 9, 69}}, -{56, 9, 16, {1, 1, 1, 5, 17, 39, 23, 5, 343}}, -{57, 9, 22, {1, 3, 1, 5, 25, 15, 31, 103, 499}}, -{58, 9, 25, {1, 1, 1, 11, 11, 17, 63, 105, 183}}, -{59, 9, 44, {1, 1, 5, 11, 9, 29, 97, 231, 363}}, -{60, 9, 47, {1, 1, 5, 15, 19, 45, 41, 7, 383}}, -{61, 9, 52, {1, 3, 7, 7, 31, 19, 83, 137, 221}}, -{62, 9, 55, {1, 1, 1, 3, 23, 15, 111, 223, 83}}, -{63, 9, 59, {1, 1, 5, 13, 31, 15, 55, 25, 161}}, -{64, 9, 62, {1, 1, 3, 13, 25, 47, 39, 87, 257}}, -{65, 9, 67, {1, 1, 1, 11, 21, 53, 125, 249, 293}}, -{66, 9, 74, {1, 1, 7, 11, 11, 7, 57, 79, 323}}, -{67, 9, 81, {1, 1, 5, 5, 17, 13, 81, 3, 131}}, -{68, 9, 82, {1, 1, 7, 13, 23, 7, 65, 251, 475}}, -{69, 9, 87, {1, 3, 5, 1, 9, 43, 3, 149, 11}}, -{70, 9, 91, {1, 1, 3, 13, 31, 13, 13, 255, 487}}, -{71, 9, 94, {1, 3, 3, 1, 5, 63, 89, 91, 127}}, -{72, 9, 103, {1, 1, 3, 3, 1, 19, 123, 127, 237}}, -{73, 9, 104, {1, 1, 5, 7, 23, 31, 37, 243, 289}}, -{74, 9, 109, {1, 1, 5, 11, 17, 53, 117, 183, 491}}, -{75, 9, 122, {1, 1, 1, 5, 1, 13, 13, 209, 345}}, -{76, 9, 124, {1, 1, 3, 15, 1, 57, 115, 7, 33}}, -{77, 9, 137, {1, 3, 1, 11, 7, 43, 81, 207, 175}}, -{78, 9, 138, {1, 3, 1, 1, 15, 27, 63, 255, 49}}, -{79, 9, 143, {1, 3, 5, 3, 27, 61, 105, 171, 305}}, -{80, 9, 145, {1, 1, 5, 3, 1, 3, 57, 249, 149}}, -{81, 9, 152, {1, 1, 3, 5, 5, 57, 15, 13, 159}}, -{82, 9, 157, {1, 1, 1, 11, 7, 11, 105, 141, 225}}, -{83, 9, 167, {1, 3, 3, 5, 27, 59, 121, 101, 271}}, -{84, 9, 173, {1, 3, 5, 9, 11, 49, 51, 59, 115}}, -{85, 9, 176, {1, 1, 7, 1, 23, 45, 125, 71, 419}}, -{86, 9, 181, {1, 1, 3, 5, 23, 5, 105, 109, 75}}, -{87, 9, 182, {1, 1, 7, 15, 7, 11, 67, 121, 453}}, -{88, 9, 185, {1, 3, 7, 3, 9, 13, 31, 27, 449}}, -{89, 9, 191, {1, 3, 1, 15, 19, 39, 39, 89, 15}}, -{90, 9, 194, {1, 1, 1, 1, 1, 33, 73, 145, 379}}, -{91, 9, 199, {1, 3, 1, 15, 15, 43, 29, 13, 483}}, -{92, 9, 218, {1, 1, 7, 3, 19, 27, 85, 131, 431}}, -{93, 9, 220, {1, 3, 3, 3, 5, 35, 23, 195, 349}}, -{94, 9, 227, {1, 3, 3, 7, 9, 27, 39, 59, 297}}, -{95, 9, 229, {1, 1, 3, 9, 11, 17, 13, 241, 157}}, -{96, 9, 230, {1, 3, 7, 15, 25, 57, 33, 189, 213}}, -{97, 9, 234, {1, 1, 7, 1, 9, 55, 73, 83, 217}}, -{98, 9, 236, {1, 3, 3, 13, 19, 27, 23, 113, 249}}, -{99, 9, 241, {1, 3, 5, 3, 23, 43, 3, 253, 479}}, -{100, 9, 244, {1, 1, 5, 5, 11, 5, 45, 117, 217}}, -{101, 9, 253, {1, 3, 3, 7, 29, 37, 33, 123, 147}}, -{102, 10, 4, {1, 3, 1, 15, 5, 5, 37, 227, 223, 459}}, -{103, 10, 13, {1, 1, 7, 5, 5, 39, 63, 255, 135, 487}}, -{104, 10, 19, {1, 3, 1, 7, 9, 7, 87, 249, 217, 599}}, -{105, 10, 22, {1, 1, 3, 13, 9, 47, 7, 225, 363, 247}}, -{106, 10, 50, {1, 3, 7, 13, 19, 13, 9, 67, 9, 737}}, -{107, 10, 55, {1, 3, 5, 5, 19, 59, 7, 41, 319, 677}}, -{108, 10, 64, {1, 1, 5, 3, 31, 63, 15, 43, 207, 789}}, -{109, 10, 69, {1, 1, 7, 9, 13, 39, 3, 47, 497, 169}}, -{110, 10, 98, {1, 3, 1, 7, 21, 17, 97, 19, 415, 905}}, -{111, 10, 107, {1, 3, 7, 1, 3, 31, 71, 111, 165, 127}}, -{112, 10, 115, {1, 1, 5, 11, 1, 61, 83, 119, 203, 847}}, -{113, 10, 121, {1, 3, 3, 13, 9, 61, 19, 97, 47, 35}}, -{114, 10, 127, {1, 1, 7, 7, 15, 29, 63, 95, 417, 469}}, -{115, 10, 134, {1, 3, 1, 9, 25, 9, 71, 57, 213, 385}}, -{116, 10, 140, {1, 3, 5, 13, 31, 47, 101, 57, 39, 341}}, -{117, 10, 145, {1, 1, 3, 3, 31, 57, 125, 173, 365, 551}}, -{118, 10, 152, {1, 3, 7, 1, 13, 57, 67, 157, 451, 707}}, -{119, 10, 158, {1, 1, 1, 7, 21, 13, 105, 89, 429, 965}}, -{120, 10, 161, {1, 1, 5, 9, 17, 51, 45, 119, 157, 141}}, -{121, 10, 171, {1, 3, 7, 7, 13, 45, 91, 9, 129, 741}}, -{122, 10, 181, {1, 3, 7, 1, 23, 57, 67, 141, 151, 571}}, -{123, 10, 194, {1, 1, 3, 11, 17, 47, 93, 107, 375, 157}}, -{124, 10, 199, {1, 3, 3, 5, 11, 21, 43, 51, 169, 915}}, -{125, 10, 203, {1, 1, 5, 3, 15, 55, 101, 67, 455, 625}}, -{126, 10, 208, {1, 3, 5, 9, 1, 23, 29, 47, 345, 595}}, -{127, 10, 227, {1, 3, 7, 7, 5, 49, 29, 155, 323, 589}}, -{128, 10, 242, {1, 3, 3, 7, 5, 41, 127, 61, 261, 717}}, -{129, 10, 251, {1, 3, 7, 7, 17, 23, 117, 67, 129, 1009}}, -{130, 10, 253, {1, 1, 3, 13, 11, 39, 21, 207, 123, 305}}, -{131, 10, 265, {1, 1, 3, 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21, 47, 53, 109, 299, 807, 1153, 1209, 7961}}, -{580, 13, 656, {1, 3, 7, 11, 9, 31, 45, 43, 505, 647, 1127, 2681, 4917}}, -{581, 13, 662, {1, 1, 5, 15, 31, 41, 63, 113, 399, 727, 673, 2587, 5259}}, -{582, 13, 668, {1, 1, 1, 13, 17, 53, 35, 99, 57, 243, 1447, 1919, 2831}}, -{583, 13, 681, {1, 3, 7, 11, 23, 51, 13, 9, 49, 449, 997, 3073, 4407}}, -{584, 13, 682, {1, 3, 5, 7, 23, 33, 89, 41, 415, 53, 697, 1113, 1489}}, -{585, 13, 689, {1, 1, 3, 7, 1, 13, 29, 13, 255, 749, 77, 3463, 1761}}, -{586, 13, 696, {1, 3, 3, 7, 13, 15, 93, 191, 309, 869, 739, 1041, 3053}}, -{587, 13, 699, {1, 3, 5, 13, 5, 19, 109, 211, 347, 839, 893, 2947, 7735}}, -{588, 13, 707, {1, 3, 1, 13, 27, 3, 119, 157, 485, 99, 1703, 3895, 573}}, -{589, 13, 709, {1, 3, 7, 11, 1, 23, 123, 105, 31, 359, 275, 1775, 3685}}, -{590, 13, 714, {1, 3, 3, 5, 27, 11, 125, 3, 413, 199, 2043, 2895, 2945}}, -{591, 13, 716, {1, 3, 3, 3, 15, 49, 121, 159, 233, 543, 193, 4007, 321}}, -{592, 13, 719, {1, 1, 3, 5, 9, 47, 87, 1, 51, 1011, 1595, 2239, 6467}}, -{593, 13, 727, {1, 3, 7, 9, 1, 33, 87, 137, 469, 749, 1413, 805, 6817}}, -{594, 13, 734, {1, 3, 1, 13, 19, 45, 95, 227, 29, 677, 1275, 3395, 4451}}, -{595, 13, 738, {1, 1, 7, 5, 7, 63, 33, 71, 443, 561, 1311, 3069, 6943}}, -{596, 13, 743, {1, 1, 1, 13, 9, 37, 23, 69, 13, 415, 1479, 1197, 861}}, -{597, 13, 747, {1, 3, 3, 13, 27, 21, 13, 233, 105, 777, 345, 2443, 1105}}, -{598, 13, 757, {1, 1, 7, 11, 23, 13, 21, 147, 221, 549, 73, 2729, 6279}}, -{599, 13, 769, {1, 1, 7, 7, 25, 27, 15, 45, 227, 39, 75, 1191, 3563}}, -{600, 13, 770, {1, 1, 5, 7, 13, 49, 99, 167, 227, 13, 353, 1047, 8075}}, -{601, 13, 776, {1, 1, 3, 13, 31, 9, 27, 7, 461, 737, 1559, 3243, 53}}, -{602, 13, 790, {1, 3, 1, 1, 21, 41, 97, 165, 171, 821, 587, 2137, 2293}}, -{603, 13, 799, {1, 3, 1, 11, 17, 41, 29, 187, 87, 599, 1467, 1395, 5931}}, -{604, 13, 805, {1, 1, 1, 9, 9, 49, 89, 205, 409, 453, 61, 1923, 1257}}, -{605, 13, 809, {1, 3, 7, 3, 9, 43, 89, 143, 431, 83, 1243, 1795, 3599}}, -{606, 13, 812, {1, 3, 5, 13, 3, 25, 59, 219, 43, 223, 797, 2651, 6015}}, -{607, 13, 820, {1, 1, 5, 15, 7, 55, 65, 207, 213, 311, 1287, 1269, 6467}}, -{608, 13, 827, {1, 3, 7, 11, 21, 57, 31, 183, 351, 857, 911, 1683, 7155}}, -{609, 13, 829, {1, 3, 5, 11, 27, 1, 21, 47, 387, 383, 1593, 115, 3805}}, -{610, 13, 835, {1, 3, 1, 1, 13, 23, 87, 173, 181, 619, 1653, 3931, 6073}}, -{611, 13, 841, {1, 1, 7, 5, 17, 43, 37, 61, 307, 621, 1785, 55, 115}}, -{612, 13, 844, {1, 3, 7, 15, 25, 61, 123, 15, 237, 671, 1473, 467, 1907}}, -{613, 13, 856, {1, 1, 7, 5, 29, 57, 75, 237, 85, 699, 159, 3577, 4771}}, -{614, 13, 859, {1, 1, 1, 11, 25, 19, 51, 1, 147, 31, 895, 2617, 625}}, -{615, 13, 862, {1, 3, 7, 5, 29, 15, 115, 175, 395, 391, 1141, 1827, 1181}}, -{616, 13, 865, {1, 3, 5, 7, 17, 7, 11, 193, 89, 243, 561, 3787, 4551}}, -{617, 13, 885, {1, 3, 1, 11, 7, 57, 7, 125, 403, 947, 1261, 409, 8083}}, -{618, 13, 890, {1, 1, 5, 13, 21, 63, 115, 233, 231, 921, 1747, 3635, 2519}}, -{619, 13, 905, {1, 1, 5, 11, 3, 27, 15, 91, 505, 591, 1451, 3881, 2997}}, -{620, 13, 916, {1, 1, 3, 11, 21, 9, 109, 153, 317, 533, 593, 3967, 2797}}, -{621, 13, 925, {1, 3, 3, 13, 9, 57, 121, 245, 219, 867, 967, 791, 7095}}, -{622, 13, 935, {1, 1, 1, 9, 29, 21, 99, 35, 375, 959, 329, 4087, 7171}}, -{623, 13, 939, {1, 1, 1, 9, 11, 17, 17, 97, 89, 135, 631, 3809, 3253}}, -{624, 13, 942, {1, 1, 1, 15, 21, 51, 91, 249, 459, 801, 757, 2353, 2033}}, -{625, 13, 949, {1, 3, 5, 9, 23, 29, 77, 53, 399, 767, 1817, 2171, 1629}}, -{626, 13, 953, {1, 1, 3, 5, 29, 5, 43, 121, 17, 859, 1479, 3785, 6641}}, -{627, 13, 956, {1, 1, 3, 7, 7, 61, 45, 109, 371, 833, 91, 153, 4553}}, -{628, 13, 961, {1, 1, 3, 11, 7, 55, 81, 123, 389, 139, 1933, 891, 1789}}, -{629, 13, 968, {1, 3, 7, 15, 25, 17, 93, 165, 503, 717, 1553, 1475, 1627}}, -{630, 13, 976, {1, 1, 1, 13, 13, 63, 13, 225, 357, 571, 33, 4073, 3795}}, -{631, 13, 988, {1, 1, 3, 11, 1, 31, 107, 145, 407, 961, 501, 2987, 103}}, -{632, 13, 995, {1, 1, 7, 1, 23, 63, 49, 193, 173, 281, 25, 2465, 5927}}, 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5, 1, 23, 37, 85, 17, 207, 643, 665, 2933, 5199}}, -{647, 13, 1090, {1, 1, 7, 7, 25, 57, 59, 41, 15, 751, 751, 1749, 7053}}, -{648, 13, 1109, {1, 3, 3, 1, 13, 25, 127, 93, 281, 613, 875, 2223, 6345}}, -{649, 13, 1110, {1, 1, 5, 3, 29, 55, 79, 249, 43, 317, 533, 995, 1991}}, -{650, 13, 1119, {1, 3, 3, 15, 17, 49, 79, 31, 193, 233, 1437, 2615, 819}}, -{651, 13, 1126, {1, 1, 5, 15, 25, 3, 123, 145, 377, 9, 455, 1191, 3953}}, -{652, 13, 1130, {1, 3, 5, 3, 15, 19, 41, 231, 81, 393, 3, 19, 2409}}, -{653, 13, 1135, {1, 1, 3, 1, 27, 43, 113, 179, 7, 853, 947, 2731, 297}}, -{654, 13, 1137, {1, 1, 1, 11, 29, 39, 53, 191, 443, 689, 529, 3329, 7431}}, -{655, 13, 1140, {1, 3, 7, 5, 3, 29, 19, 67, 441, 113, 949, 2769, 4169}}, -{656, 13, 1149, {1, 3, 5, 11, 11, 55, 85, 169, 215, 815, 803, 2345, 3967}}, -{657, 13, 1156, {1, 1, 7, 9, 5, 45, 111, 5, 419, 375, 303, 1725, 4489}}, -{658, 13, 1159, {1, 3, 5, 15, 29, 43, 79, 19, 23, 417, 381, 541, 4923}}, -{659, 13, 1160, {1, 1, 3, 15, 3, 31, 117, 39, 117, 305, 1227, 1223, 143}}, -{660, 13, 1165, {1, 1, 5, 9, 5, 47, 87, 239, 181, 353, 1561, 3313, 1921}}, -{661, 13, 1173, {1, 3, 3, 1, 3, 15, 53, 221, 441, 987, 1997, 2529, 8059}}, -{662, 13, 1178, {1, 1, 7, 11, 15, 57, 111, 139, 137, 883, 1881, 2823, 5661}}, -{663, 13, 1183, {1, 3, 5, 5, 21, 11, 5, 13, 27, 973, 587, 1331, 1373}}, -{664, 13, 1184, {1, 1, 7, 11, 29, 51, 93, 29, 217, 221, 55, 2477, 1979}}, -{665, 13, 1189, {1, 3, 3, 13, 3, 11, 49, 75, 379, 371, 1441, 793, 7633}}, -{666, 13, 1194, {1, 1, 1, 13, 19, 45, 89, 249, 91, 649, 1695, 915, 5619}}, -{667, 13, 1211, {1, 3, 1, 7, 7, 29, 1, 77, 313, 895, 519, 771, 295}}, -{668, 13, 1214, {1, 3, 1, 15, 5, 3, 1, 57, 331, 109, 485, 2853, 6831}}, -{669, 13, 1216, {1, 1, 1, 15, 17, 3, 35, 99, 245, 971, 839, 2509, 2803}}, -{670, 13, 1225, {1, 3, 3, 3, 9, 37, 57, 251, 325, 317, 529, 1313, 6379}}, -{671, 13, 1231, {1, 1, 1, 15, 25, 59, 1, 119, 95, 15, 795, 2375, 6463}}, -{672, 13, 1239, {1, 3, 1, 5, 1, 49, 117, 21, 47, 179, 863, 85, 1669}}, -{673, 13, 1243, {1, 3, 7, 3, 9, 37, 19, 221, 455, 973, 571, 1427, 817}}, -{674, 13, 1246, {1, 1, 1, 15, 17, 9, 67, 213, 127, 887, 1299, 2913, 7451}}, -{675, 13, 1249, {1, 3, 1, 13, 27, 27, 41, 43, 171, 623, 691, 391, 4885}}, -{676, 13, 1259, {1, 3, 1, 13, 17, 17, 123, 239, 143, 227, 1151, 519, 6543}}, -{677, 13, 1273, {1, 3, 7, 5, 7, 63, 97, 39, 101, 555, 1057, 381, 7891}}, -{678, 13, 1274, {1, 3, 5, 1, 3, 27, 85, 129, 161, 875, 1945, 3541, 695}}, -{679, 13, 1281, {1, 3, 3, 5, 21, 59, 25, 183, 35, 25, 987, 1459, 181}}, -{680, 13, 1287, {1, 3, 5, 13, 1, 15, 127, 237, 349, 337, 1491, 2383, 7811}}, -{681, 13, 1294, {1, 3, 5, 5, 31, 5, 109, 51, 409, 733, 1395, 3207, 6049}}, -{682, 13, 1296, {1, 1, 5, 7, 13, 35, 113, 25, 263, 389, 299, 2521, 1783}}, -{683, 13, 1305, {1, 3, 7, 11, 15, 47, 97, 73, 55, 75, 113, 2695, 1023}}, -{684, 13, 1306, {1, 3, 1, 1, 3, 13, 69, 211, 289, 483, 1335, 787, 677}}, -{685, 13, 1318, {1, 1, 3, 3, 17, 7, 37, 77, 505, 137, 1113, 345, 2975}}, -{686, 13, 1332, {1, 1, 1, 13, 3, 11, 95, 199, 453, 109, 479, 3725, 239}}, -{687, 13, 1335, {1, 1, 7, 15, 19, 53, 3, 145, 359, 863, 347, 3833, 3043}}, -{688, 13, 1336, {1, 1, 7, 15, 25, 63, 127, 129, 125, 195, 155, 2211, 8153}}, -{689, 13, 1341, {1, 1, 7, 13, 9, 49, 121, 115, 73, 119, 1851, 727, 47}}, -{690, 13, 1342, {1, 3, 3, 13, 13, 11, 71, 7, 45, 591, 133, 2407, 5563}}, -{691, 13, 1362, {1, 1, 1, 13, 23, 29, 87, 89, 501, 71, 1759, 1119, 687}}, -{692, 13, 1364, {1, 1, 7, 7, 13, 7, 13, 183, 53, 951, 1877, 3991, 6771}}, -{693, 13, 1368, {1, 3, 7, 11, 7, 1, 27, 47, 61, 21, 919, 961, 1091}}, -{694, 13, 1378, {1, 3, 5, 5, 1, 27, 1, 5, 63, 157, 1297, 1049, 5893}}, -{695, 13, 1387, {1, 3, 7, 9, 19, 33, 17, 133, 425, 797, 1721, 153, 119}}, -{696, 13, 1389, {1, 3, 3, 7, 13, 37, 1, 215, 509, 1003, 61, 2353, 7511}}, -{697, 13, 1397, {1, 1, 7, 1, 29, 19, 31, 79, 199, 555, 1209, 1603, 6089}}, -{698, 13, 1401, {1, 3, 1, 1, 5, 31, 111, 127, 333, 429, 1863, 3925, 5411}}, -{699, 13, 1408, {1, 1, 7, 5, 5, 5, 123, 191, 47, 993, 269, 4051, 2111}}, -{700, 13, 1418, {1, 1, 5, 15, 1, 9, 87, 5, 47, 463, 865, 1813, 7357}}, -{701, 13, 1425, {1, 3, 1, 3, 23, 63, 123, 83, 511, 777, 63, 1285, 4537}}, -{702, 13, 1426, {1, 3, 3, 7, 27, 25, 31, 65, 441, 529, 1815, 1893, 323}}, -{703, 13, 1431, {1, 3, 7, 5, 11, 19, 7, 5, 397, 811, 755, 2883, 4217}}, -{704, 13, 1435, {1, 3, 1, 13, 9, 21, 13, 7, 271, 539, 1769, 3243, 5325}}, -{705, 13, 1441, {1, 1, 7, 1, 31, 13, 47, 131, 181, 457, 1559, 2663, 6653}}, -{706, 13, 1444, {1, 3, 3, 7, 29, 55, 25, 203, 419, 91, 437, 1159, 5691}}, -{707, 13, 1462, {1, 1, 3, 13, 29, 19, 71, 217, 337, 329, 501, 939, 2205}}, -{708, 13, 1471, {1, 1, 3, 1, 1, 27, 17, 201, 97, 285, 1269, 4043, 2207}}, -{709, 13, 1474, {1, 1, 1, 1, 3, 41, 13, 199, 141, 129, 1515, 3129, 5969}}, -{710, 13, 1483, {1, 3, 3, 9, 3, 17, 119, 41, 271, 933, 877, 701, 2197}}, -{711, 13, 1485, {1, 1, 1, 7, 15, 47, 3, 195, 115, 821, 725, 843, 6071}}, -{712, 13, 1494, {1, 3, 5, 15, 17, 33, 85, 65, 297, 571, 1123, 2743, 5727}}, -{713, 13, 1497, {1, 1, 5, 11, 27, 15, 37, 235, 415, 293, 1439, 2739, 4171}}, -{714, 13, 1516, {1, 3, 7, 7, 1, 55, 71, 35, 307, 11, 401, 1881, 933}}, -{715, 13, 1522, {1, 3, 1, 11, 21, 37, 3, 177, 119, 339, 559, 3991, 3437}}, -{716, 13, 1534, {1, 3, 3, 9, 17, 17, 97, 119, 301, 169, 157, 3267, 2261}}, -{717, 13, 1543, {1, 3, 3, 9, 29, 3, 111, 101, 355, 869, 375, 2609, 7377}}, -{718, 13, 1552, {1, 3, 5, 9, 7, 21, 123, 99, 343, 693, 1927, 1605, 4923}}, -{719, 13, 1557, {1, 1, 3, 5, 13, 31, 99, 17, 75, 385, 1539, 1553, 7077}}, -{720, 13, 1558, {1, 3, 3, 5, 31, 35, 107, 11, 407, 1019, 1317, 3593, 7203}}, -{721, 13, 1567, {1, 3, 3, 13, 17, 33, 99, 245, 401, 957, 157, 1949, 1571}}, -{722, 13, 1568, {1, 3, 1, 11, 27, 15, 11, 109, 429, 307, 1911, 2701, 861}}, -{723, 13, 1574, {1, 1, 5, 13, 13, 35, 55, 255, 311, 957, 1803, 2673, 5195}}, -{724, 13, 1592, {1, 1, 1, 11, 19, 3, 89, 37, 211, 783, 1355, 3567, 7135}}, -{725, 13, 1605, {1, 1, 5, 5, 21, 49, 79, 17, 509, 331, 183, 3831, 855}}, -{726, 13, 1606, {1, 3, 7, 5, 29, 19, 85, 109, 105, 523, 845, 3385, 7477}}, -{727, 13, 1610, {1, 1, 1, 7, 25, 17, 125, 131, 53, 757, 253, 2989, 2939}}, -{728, 13, 1617, {1, 3, 3, 9, 19, 23, 105, 39, 351, 677, 211, 401, 8103}}, -{729, 13, 1623, {1, 3, 5, 1, 5, 11, 17, 3, 405, 469, 1569, 2865, 3133}}, -{730, 13, 1630, {1, 1, 3, 13, 15, 5, 117, 179, 139, 145, 477, 1137, 2537}}, -{731, 13, 1634, {1, 1, 7, 9, 5, 21, 9, 93, 211, 963, 1207, 3343, 4911}}, -{732, 13, 1640, {1, 1, 1, 9, 13, 43, 17, 53, 81, 793, 1571, 2523, 3683}}, -{733, 13, 1643, {1, 3, 3, 13, 25, 21, 5, 59, 489, 987, 1941, 171, 6009}}, -{734, 13, 1648, {1, 3, 3, 7, 1, 39, 89, 171, 403, 467, 1767, 3423, 2791}}, -{735, 13, 1651, {1, 1, 3, 9, 19, 49, 91, 125, 163, 1013, 89, 2849, 6785}}, -{736, 13, 1653, {1, 1, 5, 9, 9, 11, 15, 241, 43, 297, 1719, 1541, 1821}}, -{737, 13, 1670, {1, 3, 7, 15, 29, 23, 103, 239, 191, 33, 1043, 3649, 6579}}, -{738, 13, 1676, {1, 3, 3, 9, 21, 51, 123, 55, 223, 645, 1463, 4021, 5891}}, -{739, 13, 1684, {1, 1, 5, 7, 3, 41, 27, 235, 391, 303, 2021, 3187, 7607}}, -{740, 13, 1687, {1, 1, 1, 9, 5, 49, 49, 29, 377, 251, 1887, 1017, 1301}}, -{741, 13, 1691, {1, 1, 3, 3, 13, 41, 27, 47, 223, 23, 517, 3227, 6731}}, -{742, 13, 1693, {1, 1, 7, 1, 31, 25, 47, 9, 511, 623, 2047, 1263, 1511}}, -{743, 13, 1698, {1, 1, 3, 15, 15, 23, 53, 1, 261, 595, 85, 241, 7047}}, -{744, 13, 1709, {1, 3, 3, 11, 17, 5, 81, 73, 149, 781, 2035, 3163, 4247}}, -{745, 13, 1715, {1, 3, 7, 7, 29, 59, 49, 79, 397, 901, 1105, 2191, 6277}}, -{746, 13, 1722, {1, 3, 3, 11, 13, 27, 25, 173, 107, 73, 1265, 585, 5251}}, -{747, 13, 1732, {1, 1, 7, 15, 29, 23, 73, 229, 235, 887, 1469, 4073, 2591}}, -{748, 13, 1735, {1, 1, 3, 9, 17, 15, 83, 173, 207, 879, 1701, 1509, 11}}, -{749, 13, 1747, {1, 1, 3, 5, 5, 37, 65, 161, 39, 421, 1153, 2007, 5355}}, -{750, 13, 1749, {1, 1, 7, 11, 23, 37, 5, 11, 9, 499, 17, 157, 5747}}, -{751, 13, 1754, {1, 3, 7, 13, 25, 9, 49, 7, 39, 945, 1349, 1759, 1441}}, -{752, 13, 1777, {1, 1, 5, 3, 21, 15, 113, 81, 265, 837, 333, 3625, 6133}}, -{753, 13, 1784, {1, 3, 1, 11, 13, 27, 73, 109, 297, 327, 299, 3253, 6957}}, -{754, 13, 1790, {1, 1, 3, 13, 19, 39, 123, 73, 65, 5, 1061, 2187, 5055}}, -{755, 13, 1795, {1, 1, 3, 1, 11, 31, 21, 115, 453, 857, 711, 495, 549}}, -{756, 13, 1801, {1, 3, 7, 7, 15, 29, 79, 103, 47, 713, 1735, 3121, 6321}}, -{757, 13, 1802, {1, 1, 5, 5, 29, 9, 97, 33, 471, 705, 329, 1501, 1349}}, -{758, 13, 1812, {1, 3, 3, 1, 21, 9, 111, 209, 71, 47, 491, 2143, 1797}}, -{759, 13, 1828, {1, 3, 3, 3, 11, 39, 21, 135, 445, 259, 607, 3811, 5449}}, -{760, 13, 1831, {1, 1, 7, 9, 11, 25, 113, 251, 395, 317, 317, 91, 1979}}, -{761, 13, 1837, {1, 3, 1, 9, 3, 21, 103, 133, 389, 943, 1235, 1749, 7063}}, -{762, 13, 1838, {1, 1, 3, 7, 1, 11, 5, 15, 497, 477, 479, 3079, 6969}}, -{763, 13, 1840, {1, 1, 3, 3, 15, 39, 105, 131, 475, 465, 181, 865, 3813}}, -{764, 13, 1845, {1, 1, 7, 9, 19, 63, 123, 131, 415, 525, 457, 2471, 3135}}, -{765, 13, 1863, {1, 3, 7, 15, 25, 35, 123, 45, 341, 805, 485, 4049, 7065}}, 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1, 1, 7, 61, 9, 233, 261, 561, 953, 4023, 2443}}, -{780, 13, 1952, {1, 3, 3, 13, 1, 17, 103, 71, 223, 213, 833, 1747, 6999}}, -{781, 13, 1957, {1, 3, 5, 15, 25, 53, 57, 187, 25, 695, 1207, 4089, 2877}}, -{782, 13, 1958, {1, 1, 7, 1, 7, 31, 87, 129, 493, 519, 1555, 1155, 4637}}, -{783, 13, 1964, {1, 1, 1, 15, 21, 17, 23, 29, 19, 255, 927, 1791, 3093}}, -{784, 13, 1967, {1, 1, 3, 9, 17, 33, 95, 129, 175, 461, 287, 2633, 2325}}, -{785, 13, 1970, {1, 3, 5, 7, 23, 19, 63, 209, 249, 583, 1373, 2039, 2225}}, -{786, 13, 1972, {1, 3, 3, 5, 5, 19, 79, 241, 459, 355, 1455, 3313, 3639}}, -{787, 13, 1994, {1, 1, 7, 9, 21, 41, 97, 119, 129, 769, 1541, 3495, 7741}}, -{788, 13, 2002, {1, 1, 7, 11, 9, 29, 35, 255, 141, 937, 1763, 41, 1393}}, -{789, 13, 2007, {1, 3, 7, 1, 13, 51, 61, 157, 177, 847, 1829, 3539, 285}}, -{790, 13, 2008, {1, 1, 1, 15, 21, 13, 9, 55, 397, 19, 1495, 1255, 7235}}, -{791, 13, 2023, {1, 1, 7, 7, 25, 37, 53, 237, 319, 197, 269, 1205, 1485}}, -{792, 13, 2030, {1, 1, 5, 15, 23, 17, 35, 247, 323, 807, 233, 3681, 4407}}, -{793, 13, 2035, {1, 1, 3, 7, 9, 59, 85, 105, 493, 763, 1639, 391, 1451}}, -{794, 13, 2038, {1, 3, 3, 9, 15, 33, 5, 253, 129, 625, 1527, 2793, 6057}}, -{795, 13, 2042, {1, 3, 1, 1, 7, 47, 21, 161, 235, 83, 397, 3563, 5953}}, -{796, 13, 2047, {1, 3, 7, 11, 3, 41, 25, 117, 375, 779, 1297, 3715, 8117}}, -{797, 13, 2051, {1, 1, 3, 7, 31, 19, 103, 173, 475, 189, 2035, 2921, 1107}}, -{798, 13, 2058, {1, 1, 7, 3, 25, 7, 93, 255, 307, 113, 1893, 2233, 6919}}, -{799, 13, 2060, {1, 3, 5, 15, 9, 57, 79, 143, 165, 5, 1389, 193, 693}}, -{800, 13, 2071, {1, 3, 5, 1, 29, 45, 91, 49, 189, 461, 439, 1283, 7835}}, -{801, 13, 2084, {1, 1, 3, 13, 11, 61, 41, 231, 373, 695, 395, 915, 5393}}, -{802, 13, 2087, {1, 3, 7, 11, 5, 51, 67, 53, 483, 95, 1943, 247, 5653}}, -{803, 13, 2099, {1, 3, 7, 5, 5, 57, 45, 235, 137, 793, 1069, 1661, 1557}}, -{804, 13, 2108, {1, 3, 5, 3, 25, 55, 103, 177, 81, 861, 1151, 143, 7655}}, -{805, 13, 2111, {1, 1, 3, 1, 21, 41, 67, 131, 253, 431, 1269, 3181, 3429}}, -{806, 13, 2120, {1, 3, 1, 1, 21, 7, 77, 221, 257, 663, 71, 2949, 2481}}, -{807, 13, 2128, {1, 3, 5, 3, 3, 23, 45, 107, 299, 739, 1013, 3, 3165}}, -{808, 13, 2138, {1, 1, 5, 1, 3, 37, 109, 37, 243, 983, 1221, 1691, 3869}}, -{809, 13, 2143, {1, 1, 5, 5, 31, 7, 5, 193, 397, 867, 1495, 3435, 7441}}, -{810, 13, 2144, {1, 1, 1, 1, 17, 59, 97, 233, 389, 597, 1013, 1631, 483}}, -{811, 13, 2153, {1, 1, 1, 11, 7, 41, 107, 53, 111, 125, 1513, 1921, 7647}}, -{812, 13, 2156, {1, 3, 3, 3, 31, 29, 117, 3, 365, 971, 1139, 2123, 5913}}, -{813, 13, 2162, {1, 1, 1, 13, 23, 3, 1, 167, 475, 639, 1811, 3841, 3081}}, -{814, 13, 2167, {1, 1, 5, 3, 5, 47, 65, 123, 275, 783, 95, 119, 7591}}, -{815, 13, 2178, {1, 3, 1, 15, 13, 33, 93, 237, 467, 431, 705, 4013, 4035}}, -{816, 13, 2183, {1, 3, 5, 1, 19, 7, 101, 231, 155, 737, 1381, 3343, 2051}}, -{817, 13, 2202, {1, 1, 5, 9, 15, 49, 45, 163, 433, 765, 2031, 201, 2589}}, -{818, 13, 2211, {1, 3, 7, 9, 19, 41, 31, 89, 93, 623, 105, 745, 4409}}, -{819, 13, 2214, {1, 1, 5, 1, 11, 45, 127, 85, 389, 439, 829, 477, 7965}}, -{820, 13, 2223, {1, 3, 3, 15, 13, 41, 1, 207, 435, 585, 311, 1725, 2737}}, -{821, 13, 2225, {1, 3, 3, 3, 13, 49, 21, 31, 197, 799, 1411, 2959, 7133}}, -{822, 13, 2232, {1, 3, 1, 3, 7, 43, 9, 141, 133, 579, 1059, 93, 957}}, -{823, 13, 2237, {1, 3, 7, 1, 15, 51, 23, 213, 381, 851, 699, 2261, 3419}}, -{824, 13, 2257, {1, 3, 5, 9, 25, 35, 67, 141, 35, 409, 1423, 365, 1645}}, -{825, 13, 2260, {1, 3, 3, 11, 15, 33, 27, 181, 93, 87, 1761, 3511, 1353}}, -{826, 13, 2267, {1, 3, 5, 3, 25, 63, 111, 137, 321, 819, 705, 1547, 7271}}, -{827, 13, 2274, {1, 3, 1, 1, 5, 57, 99, 59, 411, 757, 1371, 3953, 3695}}, -{828, 13, 2276, {1, 3, 5, 11, 11, 21, 25, 147, 239, 455, 709, 953, 7175}}, -{829, 13, 2285, {1, 3, 3, 15, 5, 53, 91, 205, 341, 63, 723, 1565, 7135}}, -{830, 13, 2288, {1, 1, 7, 15, 11, 21, 99, 79, 63, 593, 2007, 3629, 5271}}, -{831, 13, 2293, {1, 3, 3, 1, 9, 21, 45, 175, 453, 435, 1855, 2649, 6959}}, -{832, 13, 2294, {1, 1, 3, 15, 15, 33, 121, 121, 251, 431, 1127, 3305, 4199}}, -{833, 13, 2297, {1, 1, 1, 9, 31, 15, 71, 29, 345, 391, 1159, 2809, 345}}, -{834, 13, 2303, {1, 3, 7, 1, 23, 29, 95, 151, 327, 727, 647, 1623, 2971}}, -{835, 13, 2308, {1, 1, 7, 7, 9, 29, 79, 91, 127, 909, 1293, 1315, 5315}}, -{836, 13, 2311, {1, 1, 5, 11, 13, 37, 89, 73, 149, 477, 1909, 3343, 525}}, -{837, 13, 2318, {1, 3, 5, 7, 5, 59, 55, 255, 223, 459, 2027, 237, 4205}}, -{838, 13, 2323, {1, 1, 1, 7, 27, 11, 95, 65, 325, 835, 907, 3801, 3787}}, -{839, 13, 2332, {1, 1, 1, 11, 27, 33, 99, 175, 51, 913, 331, 1851, 4133}}, -{840, 13, 2341, {1, 3, 5, 5, 13, 37, 31, 99, 273, 409, 1827, 3845, 5491}}, -{841, 13, 2345, {1, 1, 3, 7, 23, 19, 107, 85, 283, 523, 509, 451, 421}}, -{842, 13, 2348, {1, 3, 5, 7, 13, 9, 51, 81, 87, 619, 61, 2803, 5271}}, -{843, 13, 2354, {1, 1, 1, 15, 9, 45, 35, 219, 401, 271, 953, 649, 6847}}, -{844, 13, 2368, {1, 1, 7, 11, 9, 45, 17, 219, 169, 837, 1483, 1605, 2901}}, -{845, 13, 2377, {1, 1, 7, 7, 21, 43, 37, 33, 291, 359, 71, 2899, 7037}}, -{846, 13, 2380, {1, 3, 3, 13, 31, 53, 37, 15, 149, 949, 551, 3445, 5455}}, -{847, 13, 2383, {1, 3, 1, 5, 19, 45, 81, 223, 193, 439, 2047, 3879, 789}}, -{848, 13, 2388, {1, 1, 7, 3, 11, 63, 35, 61, 255, 563, 459, 2991, 3359}}, -{849, 13, 2395, {1, 1, 5, 9, 13, 49, 47, 185, 239, 221, 1533, 3635, 2045}}, -{850, 13, 2397, {1, 3, 7, 3, 25, 37, 127, 223, 51, 357, 483, 3837, 6873}}, -{851, 13, 2401, {1, 1, 7, 9, 31, 37, 113, 31, 387, 833, 1243, 1543, 5535}}, -{852, 13, 2411, {1, 3, 1, 9, 23, 59, 119, 221, 73, 185, 2007, 2885, 2563}}, -{853, 13, 2413, {1, 1, 1, 13, 7, 33, 53, 179, 67, 185, 1541, 1807, 4659}}, -{854, 13, 2419, {1, 3, 1, 11, 31, 37, 23, 215, 269, 357, 207, 645, 4219}}, -{855, 13, 2435, {1, 3, 3, 13, 19, 27, 107, 55, 91, 71, 1695, 1815, 89}}, -{856, 13, 2442, {1, 1, 3, 15, 3, 19, 35, 247, 49, 529, 1523, 3317, 6151}}, -{857, 13, 2455, {1, 1, 7, 7, 23, 25, 107, 139, 483, 503, 1277, 243, 7879}}, -{858, 13, 2472, {1, 3, 3, 13, 3, 15, 11, 197, 135, 839, 985, 275, 5527}}, -{859, 13, 2478, {1, 3, 5, 3, 25, 47, 95, 21, 113, 307, 1001, 3065, 295}}, -{860, 13, 2490, {1, 1, 3, 9, 19, 19, 99, 213, 363, 449, 735, 2851, 2521}}, -{861, 13, 2507, {1, 1, 3, 9, 5, 49, 63, 61, 157, 857, 497, 2801, 6987}}, -{862, 13, 2509, {1, 1, 1, 9, 1, 41, 109, 119, 499, 939, 867, 3675, 8023}}, -{863, 13, 2517, {1, 3, 1, 1, 13, 33, 109, 123, 289, 3, 1271, 2773, 4265}}, -{864, 13, 2524, {1, 3, 1, 11, 9, 57, 83, 221, 95, 43, 1189, 457, 7133}}, -{865, 13, 2528, {1, 1, 7, 3, 11, 49, 33, 219, 229, 289, 685, 3359, 4495}}, -{866, 13, 2531, {1, 3, 1, 3, 19, 43, 67, 193, 41, 771, 407, 81, 3891}}, -{867, 13, 2538, {1, 1, 7, 11, 5, 29, 51, 175, 297, 539, 1, 2245, 6439}}, -{868, 13, 2545, {1, 3, 7, 15, 21, 33, 117, 183, 511, 489, 1283, 3281, 5979}}, -{869, 13, 2546, {1, 3, 7, 5, 9, 3, 125, 147, 359, 549, 369, 3049, 2405}}, -{870, 13, 2555, {1, 3, 5, 7, 19, 5, 65, 97, 483, 377, 1523, 1457, 2995}}, -{871, 13, 2557, {1, 1, 5, 1, 11, 21, 41, 113, 277, 131, 1475, 1043, 2367}}, -{872, 13, 2564, {1, 3, 3, 1, 15, 17, 101, 69, 443, 865, 817, 1421, 5231}}, -{873, 13, 2573, {1, 1, 3, 3, 3, 55, 95, 99, 75, 195, 1929, 3931, 5855}}, -{874, 13, 2579, {1, 3, 1, 3, 19, 23, 93, 213, 241, 551, 1307, 585, 7729}}, -{875, 13, 2592, {1, 3, 1, 11, 23, 15, 53, 249, 467, 519, 95, 741, 409}}, -{876, 13, 2598, {1, 1, 1, 15, 29, 37, 43, 203, 233, 877, 77, 1933, 2729}}, -{877, 13, 2607, {1, 3, 7, 11, 27, 39, 43, 161, 255, 15, 1463, 833, 495}}, -{878, 13, 2612, {1, 1, 7, 11, 3, 53, 81, 67, 375, 823, 1903, 3061, 395}}, -{879, 13, 2619, {1, 1, 1, 1, 15, 37, 93, 233, 247, 501, 1321, 3275, 5409}}, -{880, 13, 2621, {1, 3, 3, 7, 7, 11, 5, 105, 139, 983, 1239, 531, 3881}}, -{881, 13, 2627, {1, 1, 5, 3, 19, 49, 107, 227, 361, 101, 355, 2649, 7383}}, -{882, 13, 2633, {1, 1, 7, 5, 25, 41, 101, 121, 209, 293, 1937, 2259, 5557}}, -{883, 13, 2636, {1, 1, 3, 7, 7, 1, 9, 13, 463, 1019, 995, 3159, 107}}, -{884, 13, 2642, {1, 3, 5, 11, 5, 35, 127, 97, 261, 789, 807, 807, 6257}}, -{885, 13, 2654, {1, 1, 7, 5, 11, 13, 45, 91, 417, 101, 1973, 3645, 2107}}, -{886, 13, 2660, {1, 1, 3, 7, 5, 63, 57, 49, 203, 157, 115, 1393, 8117}}, -{887, 13, 2669, {1, 3, 5, 5, 3, 43, 15, 155, 127, 489, 1165, 3701, 4867}}, -{888, 13, 2675, {1, 1, 7, 7, 29, 29, 69, 215, 415, 367, 371, 1901, 6075}}, -{889, 13, 2684, {1, 1, 1, 3, 11, 33, 89, 149, 433, 705, 1437, 1597, 505}}, -{890, 13, 2694, {1, 3, 5, 1, 13, 37, 19, 119, 5, 581, 2037, 1633, 2099}}, -{891, 13, 2703, {1, 3, 7, 13, 5, 49, 103, 245, 215, 515, 133, 2007, 1933}}, -{892, 13, 2706, {1, 3, 1, 9, 1, 3, 25, 197, 253, 387, 1683, 2267, 221}}, -{893, 13, 2712, {1, 3, 5, 15, 21, 9, 73, 201, 405, 999, 437, 3877, 6045}}, -{894, 13, 2715, {1, 1, 3, 1, 31, 55, 25, 83, 421, 395, 1807, 2129, 7797}}, -{895, 13, 2722, {1, 1, 3, 1, 23, 21, 121, 183, 125, 347, 143, 3685, 4317}}, -{896, 13, 2727, {1, 3, 3, 3, 17, 45, 17, 223, 267, 795, 1815, 1309, 155}}, -{897, 13, 2734, {1, 1, 1, 15, 17, 59, 5, 133, 15, 715, 1503, 153, 2887}}, -{898, 13, 2742, {1, 1, 1, 1, 27, 13, 119, 77, 243, 995, 1851, 3719, 4695}}, -{899, 13, 2745, {1, 3, 1, 5, 31, 49, 43, 165, 49, 609, 1265, 1141, 505}}, -{900, 13, 2751, {1, 1, 7, 13, 11, 63, 21, 253, 229, 585, 1543, 3719, 4141}}, -{901, 13, 2766, {1, 3, 7, 11, 23, 27, 17, 131, 295, 895, 1493, 1411, 3247}}, -{902, 13, 2768, {1, 1, 5, 9, 29, 7, 97, 15, 113, 445, 859, 1483, 1121}}, -{903, 13, 2780, {1, 3, 1, 9, 13, 49, 99, 107, 323, 201, 681, 3071, 5281}}, -{904, 13, 2790, {1, 1, 1, 15, 9, 19, 61, 161, 7, 87, 587, 2199, 2811}}, -{905, 13, 2794, {1, 3, 3, 15, 15, 19, 95, 45, 299, 829, 981, 3479, 487}}, -{906, 13, 2796, {1, 1, 1, 9, 3, 37, 7, 19, 227, 13, 397, 513, 1257}}, -{907, 13, 2801, {1, 1, 5, 15, 15, 13, 17, 111, 135, 929, 1145, 811, 1801}}, -{908, 13, 2804, {1, 3, 1, 3, 27, 57, 31, 19, 279, 103, 693, 631, 3409}}, -{909, 13, 2807, {1, 1, 1, 1, 15, 13, 67, 83, 23, 799, 1735, 2063, 3363}}, -{910, 13, 2816, {1, 3, 3, 7, 3, 1, 61, 31, 41, 533, 2025, 4067, 6963}}, -{911, 13, 2821, {1, 1, 5, 7, 17, 27, 81, 79, 107, 205, 29, 97, 4883}}, -{912, 13, 2831, {1, 1, 1, 5, 19, 49, 91, 201, 283, 949, 651, 3819, 5073}}, -{913, 13, 2834, {1, 1, 7, 9, 11, 13, 73, 197, 37, 219, 1931, 3369, 6017}}, -{914, 13, 2839, {1, 1, 7, 15, 11, 7, 75, 205, 7, 819, 399, 661, 6487}}, -{915, 13, 2845, {1, 3, 3, 3, 27, 37, 95, 41, 307, 165, 1077, 3485, 563}}, -{916, 13, 2852, {1, 3, 5, 3, 21, 49, 57, 179, 109, 627, 1789, 431, 2941}}, -{917, 13, 2856, {1, 1, 7, 5, 11, 19, 43, 137, 149, 679, 1543, 245, 1381}}, -{918, 13, 2861, {1, 3, 5, 5, 15, 3, 69, 81, 135, 159, 1363, 3401, 6355}}, -{919, 13, 2873, {1, 3, 5, 1, 9, 61, 49, 53, 319, 25, 1647, 1297, 615}}, -{920, 13, 2874, {1, 3, 5, 11, 31, 43, 9, 101, 71, 919, 335, 3147, 5823}}, -{921, 13, 2888, {1, 3, 1, 1, 15, 5, 29, 109, 511, 945, 867, 3677, 6915}}, -{922, 13, 2893, {1, 3, 3, 15, 17, 49, 91, 111, 215, 29, 1879, 97, 2505}}, -{923, 13, 2894, {1, 3, 1, 13, 19, 61, 11, 111, 163, 777, 533, 1113, 5339}}, -{924, 13, 2902, {1, 1, 7, 9, 17, 55, 117, 91, 455, 289, 557, 913, 4455}}, 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1, 1, 11, 17, 1, 39, 143, 361, 659, 1105, 23, 4923}}, -{939, 13, 3000, {1, 1, 1, 9, 27, 57, 85, 227, 261, 119, 1881, 3965, 6999}}, -{940, 13, 3003, {1, 3, 7, 7, 15, 7, 107, 17, 315, 49, 1591, 905, 7789}}, -{941, 13, 3013, {1, 3, 1, 7, 29, 3, 47, 237, 157, 769, 839, 3199, 3195}}, -{942, 13, 3018, {1, 1, 3, 15, 25, 39, 63, 15, 111, 857, 881, 1505, 7671}}, -{943, 13, 3020, {1, 1, 7, 1, 3, 35, 41, 215, 99, 895, 1025, 1483, 4707}}, -{944, 13, 3025, {1, 3, 5, 1, 1, 31, 25, 247, 113, 841, 397, 1825, 6969}}, -{945, 13, 3042, {1, 1, 3, 5, 19, 41, 49, 243, 225, 973, 241, 175, 1041}}, -{946, 13, 3047, {1, 1, 1, 7, 15, 15, 105, 141, 83, 75, 1675, 3523, 5219}}, -{947, 13, 3048, {1, 1, 7, 5, 13, 27, 47, 199, 445, 841, 959, 1157, 2209}}, -{948, 13, 3051, {1, 3, 5, 15, 23, 31, 31, 81, 85, 33, 785, 2639, 7799}}, -{949, 13, 3054, {1, 1, 5, 13, 21, 3, 47, 99, 235, 943, 1731, 2467, 7891}}, -{950, 13, 3056, {1, 1, 1, 3, 17, 53, 85, 219, 73, 131, 1339, 875, 1191}}, -{951, 13, 3065, {1, 1, 5, 7, 17, 63, 113, 7, 185, 557, 749, 3563, 4973}}, -{952, 13, 3073, {1, 3, 3, 15, 15, 21, 43, 111, 155, 689, 345, 423, 3597}}, -{953, 13, 3074, {1, 1, 5, 1, 15, 29, 93, 5, 361, 713, 695, 3937, 425}}, -{954, 13, 3083, {1, 3, 7, 7, 13, 41, 115, 175, 315, 937, 123, 2841, 4457}}, -{955, 13, 3086, {1, 1, 3, 11, 25, 5, 103, 53, 423, 811, 657, 399, 7257}}, -{956, 13, 3091, {1, 1, 1, 1, 1, 13, 101, 211, 383, 325, 97, 1703, 4429}}, -{957, 13, 3097, {1, 3, 7, 9, 31, 45, 83, 157, 509, 701, 841, 1105, 3643}}, -{958, 13, 3109, {1, 1, 1, 7, 1, 9, 69, 17, 129, 281, 1161, 2945, 7693}}, -{959, 13, 3116, {1, 3, 7, 1, 11, 29, 51, 143, 77, 433, 1723, 2317, 5641}}, -{960, 13, 3124, {1, 1, 1, 1, 21, 43, 13, 67, 177, 505, 1629, 1267, 4885}}, -{961, 13, 3128, {1, 1, 3, 11, 27, 63, 111, 47, 233, 781, 453, 1679, 3209}}, -{962, 13, 3153, {1, 1, 3, 13, 29, 27, 119, 141, 493, 971, 461, 1159, 633}}, -{963, 13, 3160, {1, 1, 3, 15, 23, 5, 79, 215, 163, 149, 1805, 2399, 61}}, -{964, 13, 3165, {1, 3, 5, 13, 19, 5, 1, 39, 409, 561, 709, 829, 1357}}, -{965, 13, 3172, {1, 3, 3, 13, 19, 43, 9, 177, 449, 447, 73, 2107, 5669}}, -{966, 13, 3175, {1, 3, 5, 1, 23, 13, 63, 109, 203, 593, 829, 4017, 6881}}, -{967, 13, 3184, {1, 1, 5, 7, 3, 9, 53, 175, 391, 169, 1283, 3793, 4451}}, -{968, 13, 3193, {1, 1, 5, 7, 29, 43, 9, 5, 209, 77, 927, 2941, 8145}}, -{969, 13, 3196, {1, 3, 5, 15, 17, 49, 5, 143, 131, 771, 1685, 925, 2175}}, -{970, 13, 3200, {1, 1, 3, 11, 27, 27, 27, 159, 161, 1015, 1587, 4049, 1983}}, -{971, 13, 3203, {1, 3, 1, 3, 23, 57, 119, 67, 481, 577, 389, 3319, 5325}}, -{972, 13, 3205, {1, 3, 5, 1, 19, 39, 87, 61, 329, 657, 1773, 31, 1707}}, -{973, 13, 3209, {1, 1, 3, 1, 5, 25, 15, 241, 131, 815, 1751, 3029, 8039}}, -{974, 13, 3224, {1, 3, 3, 13, 27, 13, 77, 87, 437, 57, 621, 1031, 7891}}, -{975, 13, 3239, {1, 3, 1, 13, 23, 51, 117, 37, 331, 745, 605, 3179, 4713}}, -{976, 13, 3251, {1, 1, 5, 5, 19, 17, 99, 167, 87, 721, 737, 789, 2165}}, -{977, 13, 3254, {1, 3, 5, 13, 1, 51, 119, 211, 165, 299, 1327, 3053, 3343}}, -{978, 13, 3265, {1, 1, 5, 15, 29, 45, 17, 129, 67, 345, 1553, 2705, 7369}}, -{979, 13, 3266, {1, 1, 1, 9, 23, 7, 13, 209, 7, 407, 317, 3077, 7287}}, -{980, 13, 3275, {1, 1, 1, 5, 9, 59, 89, 3, 487, 451, 505, 2499, 7563}}, -{981, 13, 3280, {1, 3, 1, 7, 21, 1, 21, 203, 101, 417, 1389, 2751, 1397}}, -{982, 13, 3283, {1, 3, 7, 13, 7, 31, 3, 247, 349, 485, 1259, 549, 6321}}, -{983, 13, 3286, {1, 1, 7, 7, 27, 33, 107, 197, 293, 729, 1753, 2571, 103}}, -{984, 13, 3301, {1, 3, 5, 9, 25, 35, 5, 253, 137, 213, 2041, 3387, 1809}}, -{985, 13, 3302, {1, 1, 7, 13, 15, 35, 67, 83, 295, 175, 839, 2831, 839}}, -{986, 13, 3305, {1, 3, 3, 11, 3, 17, 55, 141, 247, 991, 117, 3799, 1221}}, -{987, 13, 3319, {1, 1, 5, 1, 11, 37, 87, 233, 457, 653, 899, 2933, 3105}}, -{988, 13, 3323, {1, 1, 3, 15, 3, 31, 67, 167, 437, 9, 651, 1109, 1139}}, -{989, 13, 3326, {1, 1, 3, 1, 7, 63, 67, 17, 11, 883, 1855, 1941, 4751}}, -{990, 13, 3331, {1, 3, 7, 9, 19, 33, 113, 117, 495, 39, 1795, 2561, 5519}}, -{991, 13, 3348, {1, 1, 7, 5, 1, 3, 103, 37, 201, 223, 1101, 877, 6483}}, -{992, 13, 3351, {1, 1, 5, 9, 29, 49, 51, 33, 439, 917, 861, 1321, 2135}}, -{993, 13, 3358, {1, 1, 3, 3, 1, 5, 17, 93, 217, 619, 613, 1357, 6095}}, -{994, 13, 3368, {1, 3, 1, 11, 3, 21, 5, 41, 15, 175, 843, 2937, 6849}}, -{995, 13, 3374, {1, 3, 3, 7, 9, 57, 55, 127, 79, 287, 445, 2205, 7989}}, -{996, 13, 3376, {1, 1, 7, 13, 23, 17, 93, 129, 157, 135, 1747, 1813, 4183}}, -{997, 13, 3379, {1, 1, 1, 5, 31, 59, 99, 33, 425, 329, 887, 367, 1761}}, -{998, 13, 3385, {1, 1, 7, 9, 17, 53, 77, 139, 435, 387, 49, 3649, 1773}}, -{999, 13, 3386, {1, 3, 3, 15, 21, 57, 45, 161, 331, 719, 273, 3479, 4173}}, -{1000, 13, 3396, {1, 1, 3, 9, 3, 3, 105, 201, 373, 877, 919, 1263, 6649}}, -{1001, 13, 3420, {1, 3, 1, 15, 13, 43, 13, 99, 73, 163, 353, 3569, 5601}}, -{1002, 13, 3423, {1, 3, 7, 3, 5, 9, 69, 177, 449, 47, 781, 1125, 4245}}, -{1003, 13, 3430, {1, 1, 1, 5, 3, 45, 1, 123, 409, 903, 205, 2057, 7637}}, -{1004, 13, 3433, {1, 3, 5, 9, 19, 47, 87, 135, 481, 799, 101, 3409, 2241}}, -{1005, 13, 3434, {1, 3, 1, 13, 3, 25, 15, 27, 181, 967, 669, 2577, 7249}}, -{1006, 13, 3439, {1, 1, 7, 3, 31, 5, 103, 53, 1, 911, 1209, 3697, 6685}}, -{1007, 13, 3442, {1, 1, 3, 1, 5, 5, 49, 135, 281, 747, 761, 2973, 7963}}, -{1008, 13, 3444, {1, 3, 3, 5, 19, 61, 125, 199, 299, 515, 1365, 369, 7027}}, -{1009, 13, 3453, {1, 3, 1, 7, 5, 41, 63, 229, 283, 571, 147, 447, 657}}, -{1010, 13, 3464, {1, 3, 1, 11, 5, 15, 55, 7, 259, 61, 27, 1429, 5631}}, -{1011, 13, 3477, {1, 1, 5, 1, 3, 53, 51, 253, 155, 553, 1293, 3735, 6567}}, -{1012, 13, 3478, {1, 3, 5, 9, 5, 41, 21, 159, 101, 785, 1981, 3799, 7693}}, -{1013, 13, 3482, {1, 3, 7, 7, 9, 3, 95, 105, 129, 213, 1215, 1027, 5699}}, -{1014, 13, 3487, {1, 1, 3, 3, 29, 13, 9, 253, 449, 321, 341, 2879, 171}}, -{1015, 13, 3497, {1, 3, 7, 11, 21, 11, 75, 35, 43, 965, 675, 2217, 7175}}, -{1016, 13, 3500, {1, 1, 5, 15, 31, 5, 29, 137, 311, 751, 47, 1367, 5921}}, -{1017, 13, 3505, {1, 1, 3, 15, 17, 1, 45, 69, 55, 649, 835, 569, 7615}}, -{1018, 13, 3506, {1, 3, 1, 13, 31, 7, 23, 15, 391, 145, 1845, 1825, 1403}}, -{1019, 13, 3511, {1, 1, 3, 15, 5, 9, 79, 77, 105, 399, 1933, 2503, 4781}}, -{1020, 13, 3512, {1, 3, 1, 3, 17, 47, 19, 13, 107, 475, 759, 2933, 3761}}, -{1021, 13, 3515, {1, 1, 7, 11, 3, 7, 121, 209, 397, 877, 293, 847, 7039}}, -{1022, 13, 3525, {1, 1, 1, 15, 29, 45, 5, 109, 335, 461, 143, 931, 4045}}, -{1023, 13, 3532, {1, 3, 1, 7, 11, 57, 73, 89, 201, 173, 803, 3953, 5205}}, -{1024, 13, 3538, {1, 1, 5, 11, 11, 33, 37, 29, 263, 1019, 657, 1453, 7807}}, -{1025, 13, 3540, {1, 3, 3, 13, 31, 25, 37, 47, 261, 607, 1703, 2603, 417}}, -{1026, 13, 3547, {1, 1, 1, 1, 31, 61, 45, 115, 275, 239, 1989, 1897, 4329}}, -{1027, 13, 3549, {1, 3, 5, 3, 31, 3, 11, 173, 335, 579, 1193, 2219, 7875}}, -{1028, 13, 3560, {1, 1, 7, 9, 29, 45, 13, 67, 399, 177, 1293, 3865, 2225}}, -{1029, 13, 3571, {1, 1, 7, 11, 11, 51, 121, 227, 469, 905, 929, 2635, 4165}}, -{1030, 13, 3577, {1, 3, 7, 9, 13, 39, 55, 167, 23, 147, 1603, 2083, 4645}}, -{1031, 13, 3583, {1, 1, 3, 15, 27, 53, 11, 155, 157, 629, 259, 3009, 4605}}, -{1032, 13, 3590, {1, 3, 1, 7, 15, 47, 51, 1, 259, 603, 887, 2833, 6581}}, -{1033, 13, 3593, {1, 3, 5, 3, 1, 47, 91, 43, 361, 571, 29, 1453, 4269}}, -{1034, 13, 3594, {1, 1, 3, 9, 11, 51, 55, 23, 415, 277, 1423, 3475, 1527}}, -{1035, 13, 3599, {1, 1, 3, 11, 29, 49, 101, 75, 299, 709, 805, 4037, 4389}}, -{1036, 13, 3601, {1, 1, 7, 3, 23, 1, 37, 51, 379, 771, 1301, 3717, 6673}}, -{1037, 13, 3602, {1, 1, 5, 3, 23, 11, 125, 177, 375, 665, 951, 1577, 2603}}, -{1038, 13, 3613, {1, 1, 1, 1, 1, 5, 71, 255, 21, 459, 467, 2083, 5415}}, -{1039, 13, 3623, {1, 1, 5, 13, 23, 29, 109, 157, 363, 971, 549, 647, 1177}}, -{1040, 13, 3630, {1, 1, 3, 9, 7, 15, 101, 3, 365, 213, 745, 1155, 6099}}, -{1041, 13, 3638, {1, 3, 5, 15, 15, 19, 47, 179, 303, 521, 1279, 219, 2415}}, -{1042, 13, 3649, {1, 3, 3, 13, 27, 11, 83, 165, 369, 989, 261, 3933, 4809}}, -{1043, 13, 3655, {1, 1, 3, 11, 31, 59, 1, 185, 53, 703, 1471, 2935, 1107}}, -{1044, 13, 3662, {1, 3, 3, 7, 25, 3, 81, 27, 93, 521, 433, 2859, 5861}}, -{1045, 13, 3667, {1, 3, 3, 11, 29, 15, 49, 167, 315, 927, 543, 3473, 4307}}, -{1046, 13, 3669, {1, 3, 1, 3, 29, 33, 53, 15, 183, 691, 703, 1311, 3393}}, -{1047, 13, 3676, {1, 3, 5, 13, 23, 49, 3, 11, 1, 357, 1407, 415, 7211}}, -{1048, 13, 3683, {1, 3, 7, 15, 1, 25, 91, 113, 323, 371, 189, 925, 1181}}, -{1049, 13, 3700, {1, 3, 3, 3, 17, 59, 119, 199, 115, 223, 877, 2193, 193}}, -{1050, 13, 3709, {1, 1, 1, 5, 5, 35, 31, 59, 437, 411, 37, 2405, 3797}}, -{1051, 13, 3710, {1, 3, 1, 13, 9, 37, 1, 241, 59, 157, 1785, 1223, 563}}, -{1052, 13, 3713, {1, 3, 5, 13, 3, 21, 25, 95, 15, 745, 85, 701, 5361}}, -{1053, 13, 3723, {1, 3, 7, 1, 31, 33, 111, 195, 35, 913, 2013, 2951, 6611}}, -{1054, 13, 3725, {1, 3, 5, 1, 19, 3, 75, 119, 111, 409, 951, 1457, 4957}}, -{1055, 13, 3728, {1, 3, 1, 15, 19, 59, 3, 155, 237, 657, 1967, 3323, 6235}}, -{1056, 13, 3734, {1, 1, 5, 1, 3, 19, 45, 105, 377, 881, 167, 2255, 4483}}, 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13, 3821, {1, 3, 7, 1, 27, 29, 5, 157, 495, 811, 1293, 1143, 827}}, -{1071, 13, 3827, {1, 1, 3, 3, 25, 49, 127, 111, 191, 3, 845, 1383, 2521}}, -{1072, 13, 3829, {1, 1, 5, 7, 5, 51, 101, 155, 237, 461, 831, 3091, 3851}}, -{1073, 13, 3836, {1, 3, 7, 1, 29, 35, 105, 91, 285, 705, 131, 395, 6011}}, -{1074, 13, 3842, {1, 3, 5, 3, 13, 21, 83, 173, 221, 827, 1775, 1931, 6727}}, -{1075, 13, 3844, {1, 1, 3, 5, 3, 25, 95, 115, 205, 569, 1447, 933, 6425}}, -{1076, 13, 3847, {1, 1, 7, 9, 31, 3, 17, 175, 145, 447, 1321, 1069, 6527}}, -{1077, 13, 3853, {1, 1, 3, 3, 23, 1, 79, 51, 421, 419, 873, 3939, 1801}}, -{1078, 13, 3861, {1, 1, 5, 1, 3, 39, 15, 85, 169, 669, 919, 397, 5579}}, -{1079, 13, 3871, {1, 3, 5, 1, 21, 61, 87, 217, 251, 619, 1091, 4009, 229}}, -{1080, 13, 3872, {1, 1, 1, 11, 23, 55, 85, 121, 363, 867, 315, 447, 3373}}, -{1081, 13, 3881, {1, 3, 3, 13, 29, 19, 89, 85, 137, 469, 1873, 2765, 3975}}, -{1082, 13, 3890, {1, 3, 7, 13, 19, 63, 61, 77, 67, 361, 11, 1787, 4703}}, -{1083, 13, 3892, {1, 1, 3, 11, 7, 15, 127, 105, 179, 857, 1671, 3647, 3389}}, -{1084, 13, 3909, {1, 1, 1, 7, 19, 21, 99, 161, 499, 519, 1287, 2973, 479}}, -{1085, 13, 3921, {1, 1, 3, 13, 29, 51, 95, 251, 55, 519, 1955, 2881, 5951}}, -{1086, 13, 3934, {1, 1, 3, 11, 23, 63, 121, 237, 175, 311, 701, 1539, 2383}}, -{1087, 13, 3938, {1, 1, 7, 5, 5, 45, 73, 97, 5, 153, 715, 2037, 3353}}, -{1088, 13, 3947, {1, 1, 1, 3, 13, 7, 67, 173, 425, 843, 1497, 2729, 5193}}, -{1089, 13, 3950, {1, 1, 7, 1, 23, 3, 119, 11, 77, 141, 1905, 2269, 4269}}, -{1090, 13, 3952, {1, 1, 7, 15, 1, 23, 79, 251, 439, 603, 405, 2449, 6383}}, -{1091, 13, 3964, {1, 3, 7, 11, 29, 27, 47, 255, 47, 661, 1967, 1007, 3689}}, -{1092, 13, 3974, {1, 3, 7, 5, 19, 39, 35, 115, 417, 373, 291, 329, 603}}, -{1093, 13, 3980, {1, 3, 1, 9, 11, 33, 27, 193, 207, 423, 1311, 1369, 7307}}, -{1094, 13, 3983, {1, 1, 3, 11, 9, 29, 83, 17, 497, 493, 329, 3141, 5935}}, -{1095, 13, 3986, {1, 3, 1, 5, 31, 51, 29, 171, 51, 493, 1621, 3501, 4091}}, -{1096, 13, 3995, {1, 1, 5, 9, 21, 43, 105, 207, 245, 363, 1191, 699, 1139}}, -{1097, 13, 3998, {1, 1, 3, 11, 19, 5, 81, 119, 247, 169, 1337, 45, 6565}}, -{1098, 13, 4001, {1, 3, 1, 11, 3, 51, 3, 101, 159, 11, 253, 299, 5043}}, -{1099, 13, 4002, {1, 3, 1, 5, 11, 53, 85, 39, 57, 645, 2007, 1039, 3627}}, -{1100, 13, 4004, {1, 3, 5, 3, 17, 61, 97, 165, 415, 357, 283, 601, 5505}}, -{1101, 13, 4008, {1, 3, 7, 3, 9, 51, 49, 85, 3, 227, 137, 309, 243}}, -{1102, 13, 4011, {1, 1, 5, 3, 11, 59, 11, 131, 409, 703, 455, 123, 6727}}, -{1103, 13, 4016, {1, 3, 7, 9, 25, 49, 21, 171, 287, 379, 667, 313, 713}}, -{1104, 13, 4033, {1, 1, 3, 9, 7, 35, 47, 3, 367, 581, 1627, 1665, 3905}}, -{1105, 13, 4036, {1, 3, 1, 1, 29, 57, 35, 55, 255, 653, 823, 2197, 6179}}, -{1106, 13, 4040, {1, 3, 7, 15, 17, 15, 117, 83, 359, 163, 115, 2999, 5373}}, -{1107, 13, 4053, {1, 1, 5, 3, 21, 61, 35, 97, 71, 687, 207, 2917, 1049}}, -{1108, 13, 4058, {1, 1, 1, 15, 13, 15, 125, 81, 263, 661, 417, 3243, 1669}}, -{1109, 13, 4081, {1, 1, 7, 3, 3, 19, 111, 193, 443, 339, 659, 1211, 1557}}, -{1110, 13, 4091, {1, 3, 1, 3, 27, 3, 3, 173, 391, 213, 803, 3281, 3207}}, -{1111, 13, 4094, {1, 1, 5, 15, 19, 1, 7, 211, 157, 603, 403, 1387, 1583}}, -{1112, 14, 21, {1, 3, 5, 13, 17, 53, 125, 13, 339, 723, 521, 413, 5801, 10451}}, -{1113, 14, 28, {1, 1, 3, 13, 29, 9, 99, 77, 141, 609, 1533, 983, 2039, 51}}, -{1114, 14, 41, {1, 1, 3, 11, 21, 55, 5, 51, 423, 309, 525, 3715, 3025, 15055}}, -{1115, 14, 47, {1, 1, 3, 7, 9, 21, 77, 171, 239, 341, 1653, 1093, 2273, 10723}}, -{1116, 14, 61, {1, 1, 1, 15, 31, 15, 23, 35, 317, 869, 1917, 1415, 4313, 3687}}, -{1117, 14, 84, {1, 1, 1, 5, 21, 25, 99, 167, 439, 453, 473, 431, 6665, 4989}}, -{1118, 14, 87, {1, 1, 7, 9, 31, 47, 81, 83, 345, 43, 1363, 1885, 3155, 3185}}, -{1119, 14, 93, {1, 3, 7, 1, 31, 17, 61, 185, 341, 129, 547, 717, 2071, 9991}}, -{1120, 14, 94, {1, 3, 1, 13, 23, 61, 77, 217, 455, 77, 1263, 1601, 3501, 14953}}, -{1121, 14, 103, {1, 1, 7, 7, 19, 19, 1, 229, 431, 943, 1069, 1949, 1289, 15729}}, -{1122, 14, 117, {1, 1, 3, 5, 1, 35, 97, 251, 487, 459, 1265, 1739, 165, 10365}}, -{1123, 14, 121, {1, 3, 5, 3, 11, 25, 79, 175, 383, 545, 187, 197, 4329, 3363}}, -{1124, 14, 134, {1, 1, 3, 3, 29, 9, 63, 55, 175, 277, 431, 2549, 2629, 6409}}, -{1125, 14, 137, {1, 1, 3, 15, 17, 21, 79, 139, 99, 135, 1763, 1805, 3471, 5439}}, -{1126, 14, 157, {1, 1, 3, 9, 9, 15, 35, 119, 289, 835, 769, 3843, 4119, 4421}}, -{1127, 14, 161, {1, 1, 1, 5, 19, 19, 67, 199, 307, 815, 1367, 1231, 3927, 6593}}, -{1128, 14, 205, {1, 1, 3, 1, 29, 51, 121, 209, 431, 47, 1115, 907, 2535, 9755}}, -{1129, 14, 206, {1, 1, 3, 5, 17, 1, 5, 119, 121, 223, 1719, 1291, 3947, 15891}}, -{1130, 14, 211, {1, 3, 1, 15, 29, 25, 3, 131, 373, 307, 645, 3513, 1289, 1987}}, -{1131, 14, 214, {1, 3, 3, 11, 29, 45, 105, 179, 331, 465, 891, 1315, 403, 3057}}, -{1132, 14, 218, {1, 1, 5, 13, 17, 59, 77, 127, 485, 855, 1147, 3093, 891, 9869}}, -{1133, 14, 234, {1, 1, 1, 7, 23, 27, 31, 203, 285, 463, 827, 685, 1349, 15051}}, 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372, {1, 3, 5, 11, 31, 3, 113, 123, 203, 421, 1821, 3151, 2375, 4419}}, -{1147, 14, 375, {1, 1, 1, 7, 21, 63, 99, 23, 133, 79, 991, 1755, 4989, 4709}}, -{1148, 14, 388, {1, 3, 5, 1, 25, 63, 113, 239, 49, 443, 173, 1261, 3201, 10599}}, -{1149, 14, 400, {1, 3, 3, 13, 3, 25, 101, 169, 23, 585, 327, 1327, 111, 10059}}, -{1150, 14, 415, {1, 3, 3, 5, 19, 1, 33, 89, 437, 213, 1933, 1741, 2603, 5625}}, -{1151, 14, 446, {1, 3, 1, 3, 15, 15, 25, 139, 73, 335, 237, 2461, 3101, 14951}}, -{1152, 14, 451, {1, 3, 5, 1, 31, 15, 31, 187, 177, 659, 1339, 3767, 4975, 7123}}, -{1153, 14, 458, {1, 3, 1, 3, 25, 19, 47, 89, 107, 107, 649, 683, 3123, 11085}}, -{1154, 14, 471, {1, 3, 7, 9, 15, 21, 101, 25, 11, 625, 1555, 675, 3893, 5805}}, -{1155, 14, 484, {1, 1, 1, 5, 7, 49, 123, 21, 439, 369, 207, 535, 4619, 14665}}, -{1156, 14, 501, {1, 1, 5, 7, 1, 25, 103, 185, 99, 239, 1093, 1561, 6177, 4039}}, -{1157, 14, 502, {1, 3, 7, 5, 29, 21, 43, 103, 343, 973, 1561, 2975, 7467, 7947}}, -{1158, 14, 517, {1, 1, 7, 9, 19, 3, 13, 23, 461, 813, 1191, 985, 559, 3317}}, -{1159, 14, 545, {1, 3, 5, 5, 27, 31, 79, 15, 365, 901, 1949, 117, 3619, 13311}}, -{1160, 14, 569, {1, 3, 5, 7, 5, 33, 67, 199, 425, 189, 1691, 3099, 815, 1677}}, -{1161, 14, 617, {1, 1, 7, 11, 13, 29, 73, 137, 265, 601, 445, 3893, 2511, 8047}}, -{1162, 14, 618, {1, 1, 3, 1, 13, 5, 57, 101, 357, 391, 335, 601, 1359, 1065}}, -{1163, 14, 623, {1, 1, 1, 1, 25, 57, 27, 115, 31, 873, 611, 2125, 447, 13585}}, -{1164, 14, 625, {1, 3, 3, 13, 27, 17, 73, 11, 359, 33, 1153, 271, 4537, 15141}}, -{1165, 14, 637, {1, 3, 7, 3, 11, 63, 103, 61, 59, 629, 1629, 3279, 3919, 3177}}, -{1166, 14, 661, {1, 1, 5, 15, 3, 63, 85, 193, 381, 165, 175, 3247, 2501, 4209}}, -{1167, 14, 668, {1, 1, 5, 15, 1, 33, 59, 219, 487, 193, 1557, 703, 2907, 7953}}, -{1168, 14, 684, {1, 1, 7, 3, 9, 3, 105, 95, 389, 991, 21, 3841, 6983, 285}}, -{1169, 14, 695, {1, 1, 1, 1, 1, 31, 25, 137, 117, 67, 1283, 1963, 6591, 15541}}, -{1170, 14, 716, {1, 3, 5, 11, 7, 15, 127, 89, 453, 777, 1827, 2311, 7661, 11833}}, -{1171, 14, 719, {1, 1, 7, 13, 19, 29, 79, 165, 223, 453, 2039, 3961, 6467, 5481}}, -{1172, 14, 722, {1, 3, 3, 7, 17, 41, 43, 157, 323, 3, 1001, 2109, 4513, 12127}}, -{1173, 14, 731, {1, 1, 5, 9, 31, 57, 3, 217, 113, 271, 1663, 1367, 6949, 8165}}, -{1174, 14, 738, {1, 1, 7, 15, 27, 35, 81, 235, 61, 205, 525, 311, 6357, 2527}}, -{1175, 14, 747, {1, 3, 1, 9, 19, 29, 71, 207, 321, 1011, 1615, 1333, 3459, 6681}}, -{1176, 14, 755, {1, 3, 7, 7, 3, 57, 41, 19, 25, 397, 565, 1837, 7625, 11813}}, -{1177, 14, 761, {1, 3, 3, 1, 27, 47, 31, 79, 441, 961, 1255, 423, 2405, 913}}, -{1178, 14, 767, {1, 3, 3, 13, 3, 29, 69, 227, 85, 201, 395, 3199, 3869, 13099}}, -{1179, 14, 775, {1, 3, 3, 7, 29, 61, 99, 7, 27, 227, 945, 873, 475, 4363}}, -{1180, 14, 782, {1, 3, 5, 13, 19, 21, 57, 149, 217, 443, 565, 453, 5487, 10981}}, -{1181, 14, 787, {1, 3, 3, 1, 9, 27, 47, 191, 35, 395, 1429, 4079, 6871, 8013}}, -{1182, 14, 794, {1, 3, 5, 15, 5, 43, 9, 79, 279, 563, 1125, 985, 8117, 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831, 1445, 1485, 5047, 9631}}, -{1365, 14, 2811, {1, 1, 3, 15, 11, 23, 59, 87, 433, 221, 685, 3113, 4095, 13819}}, -{1366, 14, 2822, {1, 1, 7, 15, 25, 29, 67, 17, 349, 353, 1321, 563, 57, 533}}, -{1367, 14, 2826, {1, 3, 3, 3, 5, 43, 109, 217, 15, 185, 1895, 1015, 1831, 10623}}, -{1368, 14, 2836, {1, 1, 7, 1, 1, 47, 81, 185, 59, 691, 191, 3709, 1535, 13347}}, -{1369, 14, 2839, {1, 1, 5, 1, 23, 57, 83, 217, 457, 771, 1877, 2789, 8143, 4797}}, -{1370, 14, 2840, {1, 1, 3, 7, 23, 35, 79, 49, 227, 205, 1523, 3873, 4843, 10505}}, -{1371, 14, 2893, {1, 1, 1, 1, 17, 43, 121, 95, 205, 35, 189, 2061, 1693, 13273}}, -{1372, 14, 2901, {1, 1, 1, 15, 31, 49, 83, 249, 433, 497, 1949, 1845, 5215, 5971}}, -{1373, 14, 2902, {1, 3, 1, 1, 21, 53, 73, 211, 265, 929, 923, 279, 3621, 9469}}, -{1374, 14, 2905, {1, 3, 7, 7, 1, 57, 13, 45, 467, 705, 371, 1345, 1647, 3411}}, -{1375, 14, 2912, {1, 3, 1, 11, 27, 29, 117, 163, 143, 669, 489, 3913, 7891, 9031}}, -{1376, 14, 2915, {1, 3, 7, 15, 27, 15, 77, 217, 107, 839, 1517, 1543, 357, 10365}}, -{1377, 14, 2918, {1, 1, 1, 5, 31, 17, 107, 245, 345, 939, 1453, 3645, 6865, 16173}}, -{1378, 14, 2939, {1, 3, 5, 5, 9, 61, 43, 97, 453, 917, 945, 2143, 5473, 5611}}, -{1379, 14, 2965, {1, 1, 5, 11, 3, 33, 71, 97, 137, 549, 1605, 3839, 4883, 2677}}, -{1380, 14, 2966, {1, 3, 1, 11, 29, 23, 85, 47, 225, 633, 1613, 1297, 1415, 15813}}, -{1381, 14, 2975, {1, 1, 3, 3, 9, 19, 57, 107, 79, 449, 1951, 753, 6317, 10377}}, -{1382, 14, 2988, {1, 1, 1, 5, 21, 3, 39, 187, 299, 517, 1313, 741, 7259, 4197}}, -{1383, 14, 2993, {1, 1, 5, 13, 1, 39, 39, 41, 381, 123, 1257, 3185, 493, 3723}}, -{1384, 14, 3006, {1, 3, 7, 7, 3, 37, 15, 161, 129, 169, 555, 3605, 4287, 15831}}, -{1385, 14, 3017, {1, 3, 7, 15, 15, 23, 81, 163, 257, 791, 505, 1903, 2703, 11919}}, -{1386, 14, 3031, {1, 3, 7, 7, 27, 63, 17, 147, 111, 851, 1533, 1365, 5359, 3315}}, -{1387, 14, 3038, {1, 3, 7, 1, 15, 5, 61, 143, 385, 261, 1019, 1705, 1737, 14485}}, -{1388, 14, 3041, {1, 3, 5, 5, 25, 17, 49, 229, 431, 567, 1613, 3431, 2139, 2981}}, -{1389, 14, 3042, {1, 3, 5, 11, 17, 57, 71, 241, 31, 1007, 1695, 2965, 149, 14125}}, -{1390, 14, 3051, {1, 1, 3, 11, 7, 49, 39, 101, 5, 501, 1491, 3061, 225, 12255}}, -{1391, 14, 3073, {1, 3, 5, 7, 17, 35, 37, 97, 415, 15, 1349, 997, 2949, 4511}}, -{1392, 14, 3088, {1, 3, 1, 5, 25, 35, 99, 183, 161, 59, 1363, 515, 3767, 3641}}, -{1393, 14, 3097, {1, 1, 7, 15, 7, 15, 127, 137, 281, 67, 139, 2315, 3517, 13371}}, -{1394, 14, 3098, {1, 1, 5, 15, 23, 49, 19, 79, 425, 805, 1035, 429, 7707, 14195}}, -{1395, 14, 3103, {1, 3, 5, 3, 21, 25, 123, 11, 425, 475, 961, 2995, 7405, 5449}}, -{1396, 14, 3104, {1, 1, 7, 1, 21, 1, 75, 231, 451, 595, 719, 2369, 5907, 1227}}, -{1397, 14, 3146, {1, 1, 1, 9, 21, 57, 45, 255, 19, 79, 481, 3363, 3451, 8399}}, -{1398, 14, 3148, {1, 1, 7, 13, 31, 49, 95, 69, 483, 427, 37, 4047, 7057, 9111}}, -{1399, 14, 3153, {1, 3, 3, 11, 3, 61, 87, 79, 499, 91, 771, 1987, 2017, 3381}}, -{1400, 14, 3159, {1, 3, 1, 7, 5, 57, 1, 121, 155, 225, 501, 477, 6555, 9863}}, -{1401, 14, 3182, {1, 3, 7, 11, 27, 49, 83, 213, 61, 283, 1599, 3205, 2525, 8553}}, -{1402, 14, 3187, {1, 1, 1, 9, 9, 49, 3, 51, 141, 33, 301, 2167, 587, 15067}}, -{1403, 14, 3189, {1, 1, 1, 11, 7, 55, 99, 81, 191, 553, 953, 3753, 6731, 1093}}, -{1404, 14, 3199, {1, 1, 3, 3, 11, 59, 57, 235, 297, 197, 853, 1411, 3799, 7527}}, -{1405, 14, 3239, {1, 3, 5, 3, 7, 7, 5, 201, 393, 95, 91, 3273, 6285, 10661}}, -{1406, 14, 3263, {1, 1, 5, 7, 17, 57, 87, 3, 413, 915, 659, 369, 3593, 14429}}, -{1407, 14, 3271, {1, 3, 7, 1, 31, 31, 45, 115, 417, 427, 745, 4087, 953, 1119}}, -{1408, 14, 3275, {1, 3, 7, 3, 29, 43, 45, 221, 41, 641, 451, 173, 2999, 12103}}, -{1409, 14, 3278, {1, 1, 3, 11, 25, 57, 117, 201, 135, 787, 1525, 3879, 3247, 8907}}, -{1410, 14, 3280, {1, 1, 7, 11, 3, 35, 69, 157, 331, 615, 573, 2169, 3575, 289}}, -{1411, 14, 3283, {1, 3, 3, 13, 15, 51, 67, 127, 265, 495, 103, 3145, 2685, 15919}}, -{1412, 14, 3290, {1, 3, 5, 11, 31, 27, 65, 57, 153, 465, 1163, 467, 4103, 4713}}, -{1413, 14, 3311, {1, 3, 7, 3, 23, 31, 9, 51, 239, 417, 1597, 229, 2865, 15199}}, -{1414, 14, 3316, {1, 3, 5, 3, 11, 45, 123, 217, 31, 765, 1009, 2001, 3645, 9407}}, -{1415, 14, 3343, {1, 3, 3, 9, 5, 23, 117, 83, 237, 1017, 251, 1187, 2631, 5151}}, -{1416, 14, 3346, {1, 1, 1, 7, 23, 55, 97, 141, 501, 305, 467, 4061, 2369, 15973}}, -{1417, 14, 3357, {1, 1, 7, 5, 31, 51, 125, 191, 219, 495, 37, 3337, 813, 241}}, -{1418, 14, 3358, {1, 3, 1, 1, 11, 39, 93, 109, 285, 147, 1297, 737, 4051, 7223}}, -{1419, 14, 3361, {1, 3, 1, 15, 13, 17, 57, 171, 463, 163, 609, 1681, 7583, 9231}}, -{1420, 14, 3362, {1, 3, 1, 1, 23, 5, 51, 5, 205, 415, 419, 989, 4239, 10943}}, -{1421, 14, 3364, {1, 1, 3, 15, 3, 13, 65, 145, 387, 59, 395, 1067, 4143, 5649}}, -{1422, 14, 3386, {1, 3, 1, 13, 9, 59, 121, 127, 95, 71, 1541, 1423, 1753, 8041}}, -{1423, 14, 3418, {1, 1, 3, 15, 7, 5, 69, 167, 181, 991, 1189, 4017, 5935, 6669}}, -{1424, 14, 3424, {1, 3, 5, 7, 23, 41, 53, 21, 47, 261, 1231, 2011, 133, 2247}}, 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{1, 3, 7, 13, 3, 7, 121, 151, 233, 561, 281, 3583, 897, 1767}}, -{1438, 14, 3568, {1, 1, 7, 7, 9, 47, 107, 41, 25, 569, 1697, 2299, 6231, 12209}}, -{1439, 14, 3573, {1, 3, 7, 7, 27, 43, 59, 37, 31, 51, 503, 149, 4043, 11847}}, -{1440, 14, 3587, {1, 3, 3, 11, 5, 1, 119, 181, 47, 641, 685, 4017, 637, 16251}}, -{1441, 14, 3589, {1, 3, 3, 7, 11, 1, 101, 7, 239, 747, 307, 1721, 5979, 4367}}, -{1442, 14, 3596, {1, 3, 5, 7, 1, 63, 19, 151, 469, 333, 1587, 2453, 897, 4711}}, -{1443, 14, 3608, {1, 3, 1, 5, 11, 61, 21, 253, 91, 993, 1347, 1993, 5607, 13031}}, -{1444, 14, 3620, {1, 3, 5, 5, 1, 39, 65, 71, 189, 389, 1437, 1055, 6439, 3989}}, -{1445, 14, 3630, {1, 1, 3, 3, 19, 15, 93, 3, 339, 165, 1675, 3953, 2145, 12113}}, -{1446, 14, 3644, {1, 1, 3, 13, 13, 45, 5, 175, 211, 993, 705, 2761, 3023, 13633}}, -{1447, 14, 3649, {1, 1, 3, 1, 19, 39, 121, 29, 287, 87, 281, 3491, 7107, 13007}}, -{1448, 14, 3664, {1, 1, 7, 1, 29, 49, 103, 187, 39, 923, 51, 1533, 3249, 4399}}, -{1449, 14, 3679, {1, 1, 5, 5, 5, 43, 25, 107, 453, 955, 115, 57, 4589, 14573}}, -{1450, 14, 3680, {1, 1, 3, 5, 21, 45, 103, 99, 183, 987, 1207, 1697, 8033, 13703}}, -{1451, 14, 3685, {1, 1, 5, 7, 11, 23, 9, 17, 261, 749, 1957, 935, 6283, 8625}}, -{1452, 14, 3686, {1, 1, 1, 9, 9, 51, 69, 225, 265, 323, 1161, 2993, 7305, 2249}}, -{1453, 14, 3698, {1, 3, 1, 9, 23, 19, 57, 205, 503, 489, 1499, 3277, 817, 11931}}, -{1454, 14, 3714, {1, 3, 3, 5, 1, 7, 49, 1, 313, 123, 643, 2027, 1469, 3585}}, -{1455, 14, 3726, {1, 3, 7, 11, 27, 47, 95, 111, 27, 213, 465, 3693, 3661, 7531}}, -{1456, 14, 3737, {1, 1, 7, 9, 3, 37, 115, 189, 31, 613, 1393, 1229, 4767, 12425}}, -{1457, 14, 3767, {1, 1, 3, 3, 25, 17, 99, 47, 161, 931, 959, 1293, 7095, 8325}}, -{1458, 14, 3782, {1, 1, 1, 7, 23, 9, 11, 51, 205, 419, 479, 1497, 2493, 13921}}, -{1459, 14, 3786, {1, 3, 1, 9, 17, 29, 51, 79, 159, 435, 477, 413, 3815, 5589}}, -{1460, 14, 3793, {1, 3, 7, 5, 7, 23, 99, 43, 169, 665, 403, 1163, 4337, 1335}}, -{1461, 14, 3796, {1, 3, 1, 5, 25, 27, 125, 249, 421, 267, 1259, 4089, 59, 9377}}, -{1462, 14, 3805, {1, 3, 3, 1, 27, 37, 91, 17, 123, 597, 1749, 3449, 6503, 11043}}, -{1463, 14, 3815, {1, 3, 7, 7, 23, 41, 19, 245, 109, 569, 547, 1917, 7943, 2697}}, -{1464, 14, 3841, {1, 3, 7, 7, 9, 1, 123, 105, 329, 435, 2013, 2745, 347, 11045}}, -{1465, 14, 3847, {1, 1, 1, 13, 29, 53, 51, 67, 105, 89, 1887, 3543, 963, 8159}}, -{1466, 14, 3853, {1, 1, 5, 3, 5, 27, 41, 67, 67, 883, 973, 1785, 901, 14969}}, -{1467, 14, 3862, {1, 3, 3, 13, 17, 11, 117, 115, 163, 939, 79, 641, 4365, 2267}}, -{1468, 14, 3875, {1, 1, 3, 3, 9, 5, 41, 123, 149, 9, 1533, 3939, 5995, 12701}}, -{1469, 14, 3902, {1, 1, 1, 15, 31, 1, 101, 229, 191, 965, 61, 2671, 4177, 15779}}, -{1470, 14, 3904, {1, 1, 5, 15, 1, 25, 49, 185, 33, 697, 1043, 2639, 7819, 3171}}, -{1471, 14, 3916, {1, 3, 5, 13, 19, 9, 111, 49, 47, 847, 1865, 717, 5287, 13417}}, -{1472, 14, 3947, {1, 3, 7, 11, 5, 61, 63, 111, 171, 735, 2003, 73, 5701, 647}}, -{1473, 14, 3949, {1, 3, 1, 11, 1, 49, 121, 79, 431, 671, 1241, 1161, 2057, 263}}, -{1474, 14, 3955, {1, 3, 3, 1, 1, 23, 75, 15, 117, 641, 313, 1525, 2041, 1409}}, -{1475, 14, 3962, {1, 3, 5, 11, 15, 57, 13, 67, 139, 131, 1339, 2419, 7945, 11877}}, -{1476, 14, 3971, {1, 3, 1, 1, 19, 39, 97, 83, 297, 595, 1611, 5, 4753, 3435}}, -{1477, 14, 3980, {1, 3, 1, 9, 7, 49, 125, 101, 383, 717, 63, 2295, 3873, 13461}}, -{1478, 14, 3985, {1, 1, 3, 3, 15, 29, 89, 77, 269, 689, 229, 1207, 7311, 8663}}, -{1479, 14, 3998, {1, 1, 1, 1, 1, 61, 25, 255, 203, 233, 271, 987, 2277, 8735}}, -{1480, 14, 4001, {1, 1, 5, 7, 21, 27, 63, 79, 337, 133, 1453, 3633, 6157, 15875}}, -{1481, 14, 4002, {1, 3, 1, 7, 7, 55, 31, 81, 203, 709, 1743, 1677, 4247, 11411}}, -{1482, 14, 4016, {1, 1, 3, 3, 29, 51, 37, 17, 487, 325, 1393, 1433, 3467, 2851}}, -{1483, 14, 4021, {1, 1, 7, 9, 3, 41, 99, 177, 241, 869, 739, 2729, 4585, 14801}}, -{1484, 14, 4026, {1, 1, 3, 1, 9, 43, 97, 65, 99, 295, 1693, 2083, 3241, 4073}}, -{1485, 14, 4043, {1, 1, 1, 9, 5, 39, 67, 119, 235, 543, 795, 2773, 3195, 6273}}, -{1486, 14, 4079, {1, 1, 5, 5, 21, 41, 89, 1, 85, 81, 57, 2951, 1531, 10101}}, -{1487, 14, 4102, {1, 1, 1, 7, 3, 35, 127, 69, 39, 265, 1643, 2973, 267, 12365}}, -{1488, 14, 4106, {1, 3, 1, 1, 21, 57, 99, 205, 119, 477, 1771, 1989, 2761, 12573}}, -{1489, 14, 4119, {1, 1, 3, 13, 1, 59, 93, 125, 279, 935, 1877, 2061, 4845, 7835}}, -{1490, 14, 4126, {1, 1, 7, 9, 7, 45, 69, 99, 273, 35, 1579, 2137, 7175, 6999}}, -{1491, 14, 4147, {1, 1, 7, 7, 29, 21, 127, 91, 9, 383, 787, 1783, 601, 5047}}, -{1492, 14, 4149, {1, 1, 7, 13, 7, 29, 35, 219, 43, 581, 2043, 2211, 6169, 12173}}, -{1493, 14, 4164, {1, 3, 5, 13, 29, 29, 39, 63, 411, 645, 415, 2383, 1989, 11411}}, -{1494, 14, 4174, {1, 1, 7, 9, 15, 9, 87, 95, 321, 709, 543, 3831, 2453, 4167}}, -{1495, 14, 4181, {1, 3, 1, 5, 31, 25, 5, 85, 239, 487, 1613, 3937, 4661, 3535}}, -{1496, 14, 4185, {1, 3, 5, 11, 27, 41, 3, 201, 39, 91, 1997, 237, 5639, 14703}}, -{1497, 14, 4188, {1, 1, 7, 3, 27, 49, 87, 71, 473, 247, 1007, 47, 475, 5413}}, -{1498, 14, 4202, {1, 3, 7, 15, 9, 57, 81, 149, 287, 333, 1911, 3417, 1081, 8995}}, -{1499, 14, 4228, {1, 1, 5, 1, 3, 63, 43, 151, 97, 431, 961, 1019, 5153, 2407}}, -{1500, 14, 4232, {1, 1, 5, 5, 27, 21, 127, 161, 507, 311, 129, 3489, 1133, 3241}}, -{1501, 14, 4246, {1, 3, 7, 15, 21, 33, 117, 83, 497, 667, 1399, 931, 1695, 8171}}, -{1502, 14, 4252, {1, 1, 1, 13, 3, 39, 53, 27, 193, 993, 671, 1871, 7579, 11457}}, -{1503, 14, 4256, {1, 1, 5, 11, 7, 39, 81, 107, 195, 387, 849, 395, 1317, 6487}}, -{1504, 14, 4286, {1, 3, 3, 3, 3, 15, 45, 127, 279, 111, 331, 357, 4637, 4697}}, -{1505, 14, 4303, {1, 1, 3, 9, 21, 49, 47, 97, 61, 101, 181, 1867, 1201, 14099}}, -{1506, 14, 4306, {1, 1, 5, 11, 25, 19, 51, 51, 101, 451, 545, 101, 7497, 9141}}, -{1507, 14, 4311, {1, 1, 1, 3, 13, 53, 119, 81, 377, 245, 765, 251, 3757, 16045}}, -{1508, 14, 4317, {1, 1, 1, 3, 5, 61, 65, 37, 331, 925, 1439, 3219, 2843, 11397}}, -{1509, 14, 4342, {1, 3, 5, 9, 23, 31, 95, 155, 83, 641, 1129, 135, 477, 1623}}, 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14, 4765, {1, 1, 1, 1, 11, 25, 115, 45, 373, 221, 1483, 591, 6561, 4527}}, -{1547, 14, 4770, {1, 3, 5, 3, 5, 23, 69, 77, 313, 473, 1037, 4045, 3969, 5445}}, -{1548, 14, 4781, {1, 3, 1, 5, 1, 15, 73, 83, 439, 463, 203, 361, 6835, 1061}}, -{1549, 14, 4808, {1, 1, 3, 11, 21, 5, 89, 233, 405, 253, 773, 3901, 6085, 5677}}, -{1550, 14, 4822, {1, 1, 3, 9, 15, 53, 71, 29, 101, 599, 1073, 705, 4507, 12779}}, -{1551, 14, 4828, {1, 1, 3, 1, 3, 9, 27, 97, 207, 859, 417, 735, 2179, 5071}}, -{1552, 14, 4831, {1, 1, 1, 3, 13, 63, 65, 125, 195, 611, 649, 2221, 3143, 143}}, -{1553, 14, 4842, {1, 3, 3, 15, 17, 57, 99, 119, 243, 407, 1229, 813, 5245, 1893}}, -{1554, 14, 4855, {1, 1, 1, 5, 27, 27, 49, 13, 313, 287, 473, 2629, 3509, 11371}}, -{1555, 14, 4859, {1, 1, 7, 7, 23, 3, 75, 59, 245, 689, 1215, 2375, 3325, 1593}}, -{1556, 14, 4867, {1, 3, 1, 5, 21, 51, 43, 107, 91, 611, 1405, 677, 2087, 9565}}, -{1557, 14, 4870, {1, 3, 7, 11, 9, 27, 81, 101, 449, 201, 1507, 2217, 6767, 8059}}, -{1558, 14, 4881, {1, 1, 3, 9, 13, 41, 21, 195, 421, 315, 347, 2621, 2359, 9247}}, -{1559, 14, 4893, {1, 1, 5, 7, 31, 45, 77, 229, 455, 575, 1087, 1147, 2273, 13773}}, -{1560, 14, 4910, {1, 1, 1, 1, 9, 5, 87, 19, 207, 545, 1435, 495, 1299, 4947}}, -{1561, 14, 4917, {1, 1, 3, 3, 15, 9, 63, 67, 219, 735, 1911, 2361, 6503, 11977}}, -{1562, 14, 4929, {1, 3, 1, 9, 31, 27, 103, 153, 81, 939, 461, 2753, 697, 537}}, -{1563, 14, 4939, {1, 3, 3, 9, 21, 53, 49, 211, 415, 817, 321, 3775, 2921, 9473}}, -{1564, 14, 4947, {1, 1, 7, 3, 23, 55, 15, 51, 435, 1013, 73, 3967, 4575, 13099}}, -{1565, 14, 4949, {1, 1, 3, 7, 5, 27, 43, 225, 267, 21, 1261, 603, 6913, 4421}}, -{1566, 14, 4954, {1, 1, 7, 13, 25, 31, 101, 109, 237, 91, 1587, 1987, 2795, 6991}}, -{1567, 14, 4972, {1, 1, 3, 13, 23, 51, 91, 89, 287, 39, 1513, 463, 6135, 10469}}, -{1568, 14, 4975, {1, 3, 3, 1, 9, 43, 125, 157, 369, 495, 1849, 785, 6357, 6557}}, -{1569, 14, 5000, {1, 3, 1, 13, 5, 25, 107, 139, 367, 239, 1671, 1239, 7027, 5291}}, -{1570, 14, 5005, {1, 3, 5, 13, 11, 13, 35, 177, 45, 939, 251, 59, 333, 13105}}, -{1571, 14, 5029, {1, 3, 5, 7, 29, 57, 109, 227, 435, 739, 423, 1941, 3345, 12731}}, -{1572, 14, 5039, {1, 3, 3, 9, 23, 51, 19, 207, 69, 99, 955, 519, 7305, 2415}}, -{1573, 14, 5044, {1, 1, 5, 13, 17, 1, 67, 201, 61, 403, 1059, 2915, 2419, 12773}}, -{1574, 14, 5051, {1, 3, 1, 11, 17, 19, 25, 27, 207, 299, 143, 1955, 5669, 2301}}, -{1575, 14, 5056, {1, 1, 5, 3, 25, 57, 45, 255, 489, 1011, 1699, 2637, 5279, 12211}}, -{1576, 14, 5073, {1, 3, 3, 15, 7, 47, 113, 33, 511, 907, 1815, 1741, 2091, 13857}}, -{1577, 14, 5096, {1, 3, 3, 5, 5, 27, 95, 3, 353, 253, 947, 393, 1815, 14551}}, -{1578, 14, 5128, {1, 1, 5, 11, 29, 19, 63, 117, 293, 861, 2039, 9, 5999, 6909}}, -{1579, 14, 5134, {1, 3, 7, 3, 15, 63, 107, 173, 509, 817, 99, 2825, 131, 7917}}, -{1580, 14, 5161, {1, 3, 1, 1, 29, 49, 33, 153, 119, 777, 1315, 3581, 5675, 4043}}, -{1581, 14, 5179, {1, 3, 5, 15, 13, 11, 17, 147, 327, 305, 367, 3237, 5423, 13757}}, -{1582, 14, 5193, {1, 1, 5, 13, 1, 39, 35, 29, 25, 751, 1365, 2243, 8181, 7063}}, -{1583, 14, 5199, {1, 3, 7, 11, 25, 53, 11, 111, 289, 755, 1201, 691, 3679, 3725}}, -{1584, 14, 5202, {1, 1, 1, 11, 11, 37, 33, 211, 395, 691, 1817, 861, 6485, 12077}}, -{1585, 14, 5204, {1, 3, 3, 11, 21, 3, 111, 171, 305, 561, 1501, 2011, 7841, 10931}}, -{1586, 14, 5218, {1, 3, 7, 9, 9, 59, 109, 113, 31, 915, 103, 1861, 2779, 10619}}, -{1587, 14, 5247, {1, 1, 1, 1, 7, 25, 61, 97, 103, 723, 1145, 3105, 371, 339}}, -{1588, 14, 5260, {1, 1, 7, 13, 17, 9, 113, 51, 233, 209, 1117, 211, 6969, 2347}}, -{1589, 14, 5271, {1, 1, 5, 9, 25, 43, 21, 217, 327, 735, 197, 1063, 799, 801}}, -{1590, 14, 5301, {1, 1, 7, 13, 9, 13, 73, 33, 415, 923, 863, 1999, 5383, 8119}}, -{1591, 14, 5305, {1, 3, 1, 5, 7, 33, 51, 185, 289, 967, 1277, 1011, 767, 15505}}, -{1592, 14, 5319, {1, 3, 3, 13, 21, 11, 105, 235, 343, 1021, 2009, 2251, 3865, 6923}}, -{1593, 14, 5326, {1, 3, 5, 9, 29, 11, 33, 17, 149, 155, 1739, 3039, 7015, 2401}}, -{1594, 14, 5328, {1, 3, 7, 7, 17, 13, 89, 177, 297, 267, 545, 3861, 329, 13267}}, -{1595, 14, 5333, {1, 3, 5, 15, 27, 33, 1, 231, 181, 557, 447, 379, 7845, 1295}}, -{1596, 14, 5364, {1, 1, 5, 13, 3, 63, 59, 33, 263, 877, 1867, 1383, 641, 7139}}, -{1597, 14, 5376, {1, 3, 7, 5, 13, 51, 9, 113, 223, 605, 1189, 4063, 6925, 9563}}, -{1598, 14, 5399, {1, 1, 1, 13, 5, 35, 83, 107, 295, 231, 265, 5, 4087, 6407}}, -{1599, 14, 5416, {1, 1, 5, 1, 7, 25, 95, 137, 97, 987, 1753, 2781, 1369, 6903}}, -{1600, 14, 5421, {1, 1, 5, 13, 19, 61, 77, 229, 193, 165, 811, 249, 79, 10719}}, -{1601, 14, 5427, {1, 3, 7, 7, 27, 9, 119, 193, 459, 43, 1989, 2959, 3595, 6341}}, -{1602, 14, 5429, {1, 1, 5, 11, 5, 43, 35, 33, 25, 581, 897, 351, 4201, 3971}}, -{1603, 14, 5430, {1, 1, 7, 11, 21, 29, 53, 45, 359, 197, 313, 3825, 6717, 4077}}, -{1604, 14, 5434, {1, 1, 1, 15, 3, 45, 99, 133, 357, 315, 1159, 241, 2463, 11253}}, -{1605, 14, 5441, {1, 1, 7, 11, 9, 33, 111, 85, 443, 601, 447, 337, 6471, 7029}}, -{1606, 14, 5451, {1, 3, 7, 9, 13, 33, 25, 31, 9, 729, 1763, 4077, 7575, 7877}}, -{1607, 14, 5465, {1, 3, 5, 13, 13, 37, 29, 103, 53, 229, 591, 1073, 1323, 14405}}, -{1608, 14, 5466, {1, 1, 5, 1, 17, 33, 15, 183, 473, 297, 2003, 93, 4955, 1787}}, -{1609, 14, 5471, {1, 1, 5, 13, 5, 29, 113, 161, 267, 451, 1193, 149, 273, 11809}}, -{1610, 14, 5477, {1, 1, 1, 9, 17, 39, 47, 233, 165, 373, 955, 2891, 7523, 7235}}, -{1611, 14, 5492, {1, 1, 1, 3, 7, 21, 115, 205, 153, 449, 339, 2073, 1077, 5749}}, -{1612, 14, 5495, {1, 1, 7, 13, 9, 39, 117, 187, 37, 753, 227, 3519, 7391, 5751}}, -{1613, 14, 5505, {1, 1, 1, 9, 5, 19, 41, 161, 141, 195, 1719, 3321, 5, 12877}}, -{1614, 14, 5515, {1, 3, 7, 11, 21, 13, 83, 55, 299, 75, 1905, 3765, 4685, 12297}}, -{1615, 14, 5525, {1, 1, 7, 3, 3, 23, 111, 243, 187, 297, 1061, 2515, 977, 9555}}, -{1616, 14, 5529, {1, 3, 7, 3, 29, 11, 103, 177, 225, 875, 1649, 1401, 6383, 8309}}, -{1617, 14, 5532, {1, 3, 5, 3, 3, 41, 71, 3, 373, 757, 701, 2825, 1521, 13217}}, -{1618, 14, 5539, {1, 1, 5, 3, 11, 5, 103, 227, 209, 723, 1543, 3895, 6345, 7901}}, -{1619, 14, 5541, {1, 1, 5, 1, 9, 51, 77, 67, 359, 937, 557, 993, 3871, 3577}}, -{1620, 14, 5556, {1, 3, 7, 1, 1, 15, 121, 239, 29, 113, 1123, 3877, 6941, 14129}}, -{1621, 14, 5566, {1, 1, 5, 1, 27, 61, 83, 113, 185, 601, 947, 3933, 381, 13869}}, -{1622, 14, 5568, {1, 1, 5, 3, 5, 37, 97, 31, 81, 367, 747, 1811, 5313, 14151}}, -{1623, 14, 5574, {1, 3, 5, 9, 27, 61, 87, 31, 185, 521, 837, 959, 5001, 3957}}, -{1624, 14, 5595, {1, 3, 5, 3, 11, 61, 37, 19, 107, 749, 1345, 3829, 6701, 4315}}, -{1625, 14, 5602, {1, 3, 1, 15, 13, 45, 101, 113, 243, 963, 1861, 3283, 1419, 12131}}, -{1626, 14, 5611, {1, 1, 7, 1, 11, 63, 17, 117, 271, 819, 677, 669, 1991, 12511}}, -{1627, 14, 5616, {1, 1, 1, 13, 13, 33, 41, 73, 187, 537, 993, 3147, 1013, 16063}}, -{1628, 14, 5622, {1, 3, 1, 1, 25, 21, 107, 81, 117, 917, 113, 349, 4475, 9149}}, -{1629, 14, 5628, {1, 1, 1, 11, 21, 21, 29, 251, 125, 681, 141, 2893, 5843, 14359}}, -{1630, 14, 5655, {1, 3, 3, 1, 5, 41, 85, 163, 387, 29, 1593, 221, 2769, 10809}}, -{1631, 14, 5662, {1, 3, 5, 11, 1, 17, 69, 127, 273, 449, 1855, 2971, 7031, 10583}}, -{1632, 14, 5675, {1, 1, 5, 7, 1, 61, 9, 211, 123, 563, 111, 1883, 5801, 2191}}, -{1633, 14, 5689, {1, 1, 3, 11, 11, 51, 1, 81, 405, 803, 2017, 161, 5429, 731}}, -{1634, 14, 5722, {1, 1, 7, 9, 15, 55, 65, 51, 459, 485, 1539, 3135, 2929, 7867}}, -{1635, 14, 5724, {1, 1, 7, 11, 3, 45, 15, 7, 331, 417, 1813, 4009, 1341, 10965}}, -{1636, 14, 5728, {1, 1, 1, 5, 9, 29, 89, 121, 277, 509, 1989, 1293, 4787, 16097}}, -{1637, 14, 5731, {1, 1, 3, 9, 17, 45, 97, 197, 339, 943, 1377, 2947, 5833, 7}}, -{1638, 14, 5746, {1, 1, 7, 9, 15, 61, 75, 233, 401, 705, 825, 2521, 3787, 14387}}, -{1639, 14, 5764, {1, 1, 7, 15, 25, 57, 3, 43, 361, 459, 1551, 1859, 6787, 2293}}, -{1640, 14, 5771, {1, 3, 3, 11, 11, 35, 91, 65, 43, 509, 1829, 1149, 4801, 4109}}, -{1641, 14, 5781, {1, 3, 5, 9, 15, 3, 81, 109, 231, 481, 417, 2505, 315, 6693}}, -{1642, 14, 5801, {1, 1, 3, 9, 3, 7, 107, 221, 297, 543, 149, 579, 927, 79}}, -{1643, 14, 5809, {1, 3, 1, 11, 17, 3, 81, 137, 157, 587, 741, 1277, 2631, 3953}}, -{1644, 14, 5810, {1, 1, 7, 5, 13, 43, 117, 19, 495, 185, 1105, 605, 5249, 11099}}, -{1645, 14, 5812, {1, 1, 7, 9, 23, 55, 91, 213, 21, 779, 857, 2047, 7813, 10053}}, -{1646, 14, 5841, {1, 1, 1, 1, 27, 7, 39, 181, 63, 519, 1073, 3147, 4111, 363}}, -{1647, 14, 5848, {1, 3, 7, 9, 15, 61, 7, 139, 495, 805, 1545, 3789, 2411, 3989}}, -{1648, 14, 5853, {1, 1, 3, 1, 25, 11, 23, 241, 167, 607, 479, 153, 7787, 13929}}, -{1649, 14, 5854, {1, 3, 5, 15, 29, 35, 45, 71, 457, 297, 883, 3021, 5361, 15427}}, -{1650, 14, 5858, {1, 3, 1, 7, 29, 27, 93, 241, 427, 89, 1185, 37, 3863, 14095}}, -{1651, 14, 5892, {1, 3, 1, 5, 5, 45, 51, 15, 235, 889, 1649, 2331, 2713, 10943}}, -{1652, 14, 5907, {1, 1, 3, 11, 11, 15, 71, 85, 135, 163, 139, 1147, 1043, 3195}}, -{1653, 14, 5910, {1, 3, 5, 13, 3, 43, 71, 131, 473, 933, 569, 2491, 7751, 1865}}, -{1654, 14, 5913, {1, 1, 7, 9, 21, 37, 105, 227, 329, 509, 1319, 307, 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107, 509, 989, 2259, 1009, 6827, 8903}}, -{1895, 15, 229, {1, 3, 5, 15, 11, 29, 85, 29, 265, 105, 2035, 3349, 3543, 13903, 10213}}, -{1896, 15, 230, {1, 3, 1, 1, 25, 19, 53, 139, 467, 485, 491, 3067, 7353, 13861, 25819}}, -{1897, 15, 239, {1, 1, 5, 3, 3, 43, 41, 185, 45, 463, 351, 2823, 2519, 6705, 11395}}, -{1898, 15, 254, {1, 3, 7, 13, 11, 15, 87, 221, 427, 673, 1631, 599, 3259, 10691, 31283}}, -{1899, 15, 265, {1, 3, 5, 11, 9, 9, 15, 49, 275, 335, 1613, 3587, 5309, 14849, 26475}}, -{1900, 15, 285, {1, 3, 7, 9, 29, 13, 79, 225, 381, 781, 1411, 2761, 7157, 14983, 19717}}, -{1901, 15, 290, {1, 1, 7, 11, 29, 25, 117, 183, 101, 651, 653, 3157, 445, 14389, 23293}}, -{1902, 15, 319, {1, 1, 1, 3, 5, 33, 73, 155, 473, 387, 591, 2045, 5965, 16299, 31499}}, -{1903, 15, 324, {1, 3, 1, 7, 11, 33, 29, 21, 491, 937, 729, 4075, 975, 2461, 18991}}, -{1904, 15, 327, {1, 3, 7, 15, 29, 39, 105, 111, 173, 943, 69, 295, 8175, 13037, 26131}}, -{1905, 15, 333, {1, 1, 5, 15, 7, 5, 97, 147, 105, 887, 443, 2595, 5889, 10753, 1619}}, -{1906, 15, 357, {1, 3, 3, 15, 11, 45, 87, 207, 353, 909, 1847, 323, 2283, 12885, 16415}}, -{1907, 15, 364, {1, 1, 5, 3, 19, 33, 43, 79, 115, 653, 359, 2873, 4609, 12439, 6339}}, -{1908, 15, 395, {1, 3, 7, 9, 17, 61, 49, 227, 291, 69, 1753, 3899, 483, 3187, 29041}}, -{1909, 15, 397, {1, 3, 5, 3, 25, 35, 61, 211, 393, 199, 691, 1779, 6295, 13371, 15817}}, -{1910, 15, 405, {1, 3, 7, 5, 7, 23, 37, 91, 245, 915, 579, 867, 6193, 1063, 17363}}, -{1911, 15, 409, {1, 3, 7, 7, 23, 51, 41, 63, 375, 3, 159, 1889, 4419, 1687, 17977}}, -{1912, 15, 419, {1, 1, 1, 7, 13, 11, 53, 43, 317, 325, 1749, 2423, 4123, 8595, 20773}}, -{1913, 15, 422, {1, 1, 7, 7, 9, 9, 61, 113, 437, 213, 1407, 645, 4345, 807, 30411}}, -{1914, 15, 431, {1, 3, 3, 11, 17, 39, 17, 113, 391, 385, 581, 2023, 7449, 10153, 22033}}, -{1915, 15, 433, {1, 1, 3, 5, 29, 31, 101, 215, 379, 377, 1113, 2855, 7147, 14377, 25515}}, -{1916, 15, 436, {1, 3, 5, 5, 13, 3, 121, 125, 227, 969, 11, 1115, 5657, 9209, 6117}}, 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3, 15, 13, 17, 53, 27, 133, 13, 117, 1837, 4103, 5843, 29153}}, -{1929, 15, 563, {1, 1, 5, 13, 21, 33, 37, 253, 465, 209, 309, 49, 3209, 15677, 14569}}, -{1930, 15, 566, {1, 1, 7, 15, 13, 21, 33, 203, 499, 141, 1155, 3893, 1663, 2115, 27459}}, -{1931, 15, 572, {1, 3, 5, 11, 21, 9, 39, 157, 257, 273, 1257, 1831, 515, 7969, 20133}}, -{1932, 15, 577, {1, 1, 3, 13, 19, 29, 15, 189, 103, 219, 1395, 517, 7425, 6585, 15865}}, -{1933, 15, 587, {1, 1, 5, 11, 21, 31, 49, 151, 39, 537, 1783, 3449, 6915, 223, 11587}}, -{1934, 15, 592, {1, 3, 3, 11, 7, 63, 69, 31, 27, 911, 1903, 2821, 7977, 12949, 32257}}, -{1935, 15, 602, {1, 1, 7, 9, 25, 45, 23, 233, 511, 595, 1383, 1721, 6789, 12055, 21179}}, -{1936, 15, 623, {1, 1, 7, 13, 1, 27, 123, 49, 439, 683, 501, 641, 1947, 6111, 25423}}, -{1937, 15, 635, {1, 3, 3, 5, 1, 23, 57, 241, 243, 593, 2039, 1617, 2209, 5171, 9675}}, -{1938, 15, 638, {1, 1, 1, 7, 5, 19, 83, 55, 481, 125, 177, 1021, 1139, 11403, 23099}}, -{1939, 15, 654, {1, 1, 3, 5, 29, 39, 33, 217, 461, 907, 733, 3795, 4811, 12939, 27715}}, -{1940, 15, 656, {1, 3, 7, 3, 7, 11, 39, 165, 495, 147, 999, 1827, 817, 603, 9293}}, -{1941, 15, 659, {1, 3, 7, 15, 25, 53, 35, 15, 431, 733, 1213, 2907, 8087, 3939, 27363}}, -{1942, 15, 665, {1, 3, 7, 13, 13, 9, 33, 27, 485, 183, 455, 3341, 2555, 4985, 8793}}, -{1943, 15, 675, {1, 1, 1, 15, 25, 47, 75, 21, 205, 15, 1639, 3067, 1295, 11693, 16903}}, -{1944, 15, 677, {1, 1, 1, 15, 3, 31, 93, 57, 43, 185, 251, 1899, 7885, 10829, 3609}}, -{1945, 15, 687, {1, 1, 3, 1, 29, 9, 69, 223, 221, 537, 365, 3411, 5771, 15279, 5309}}, -{1946, 15, 696, {1, 1, 7, 5, 1, 5, 125, 243, 213, 1003, 1571, 3355, 3981, 8781, 25993}}, -{1947, 15, 701, {1, 1, 1, 13, 7, 19, 53, 243, 301, 75, 1183, 2723, 6687, 13, 16581}}, -{1948, 15, 704, {1, 3, 1, 13, 17, 51, 91, 239, 437, 191, 1065, 2495, 5755, 3405, 8299}}, -{1949, 15, 710, {1, 1, 5, 5, 11, 59, 21, 169, 299, 123, 1845, 2199, 2157, 14461, 10327}}, -{1950, 15, 721, {1, 3, 7, 7, 19, 47, 51, 179, 41, 19, 1347, 2325, 8063, 5993, 15653}}, -{1951, 15, 728, {1, 1, 1, 9, 25, 27, 7, 133, 223, 533, 719, 353, 7093, 8285, 10375}}, -{1952, 15, 738, {1, 3, 5, 15, 31, 5, 67, 39, 441, 495, 977, 3699, 1435, 11385, 14567}}, -{1953, 15, 740, {1, 1, 3, 15, 15, 39, 25, 33, 91, 523, 249, 4035, 769, 5181, 9691}}, -{1954, 15, 749, {1, 1, 3, 3, 3, 57, 83, 187, 423, 165, 161, 3453, 2241, 981, 8429}}, -{1955, 15, 758, {1, 1, 7, 15, 1, 17, 57, 189, 283, 11, 823, 3505, 7025, 11879, 15441}}, -{1956, 15, 761, {1, 1, 3, 11, 1, 41, 7, 255, 385, 339, 607, 1405, 1473, 13697, 9491}}, -{1957, 15, 772, {1, 1, 7, 15, 5, 9, 91, 99, 211, 233, 51, 2663, 1165, 9283, 18495}}, -{1958, 15, 776, {1, 1, 3, 7, 21, 37, 13, 91, 39, 27, 1021, 2813, 5937, 6645, 3403}}, -{1959, 15, 782, {1, 3, 1, 1, 29, 29, 5, 69, 399, 665, 1407, 3921, 2653, 11753, 18925}}, -{1960, 15, 789, {1, 3, 7, 15, 13, 41, 39, 1, 437, 549, 161, 2315, 5631, 8335, 22661}}, -{1961, 15, 810, {1, 1, 3, 1, 7, 17, 115, 61, 69, 955, 475, 3763, 8035, 927, 17893}}, -{1962, 15, 812, {1, 3, 1, 13, 21, 59, 81, 145, 463, 145, 1941, 2777, 7453, 14229, 11281}}, -{1963, 15, 818, {1, 1, 1, 15, 15, 11, 27, 165, 461, 395, 1645, 3611, 7463, 12379, 26787}}, -{1964, 15, 830, {1, 1, 7, 9, 29, 19, 27, 123, 21, 149, 1643, 4001, 7207, 6769, 4647}}, -{1965, 15, 832, {1, 1, 1, 11, 13, 9, 103, 139, 185, 587, 591, 1113, 2223, 11667, 32671}}, -{1966, 15, 852, {1, 3, 1, 1, 31, 13, 19, 93, 229, 125, 1471, 2369, 3055, 10277, 28563}}, -{1967, 15, 855, {1, 3, 7, 5, 7, 53, 99, 175, 161, 851, 617, 4027, 2357, 11199, 1931}}, -{1968, 15, 859, {1, 3, 5, 11, 3, 31, 111, 179, 237, 845, 539, 1057, 259, 3417, 26637}}, -{1969, 15, 865, {1, 1, 5, 3, 21, 49, 125, 119, 463, 403, 737, 1811, 3941, 13015, 29081}}, -{1970, 15, 877, {1, 3, 5, 13, 5, 29, 69, 251, 313, 357, 663, 1097, 3307, 12845, 28495}}, -{1971, 15, 895, {1, 3, 3, 5, 29, 17, 89, 15, 411, 409, 2013, 757, 4085, 12521, 11131}}, -{1972, 15, 901, {1, 1, 1, 15, 7, 51, 3, 193, 493, 133, 381, 2027, 227, 6635, 12931}}, -{1973, 15, 902, {1, 1, 1, 15, 7, 23, 99, 203, 323, 1007, 1465, 2887, 2215, 1787, 22069}}, -{1974, 15, 906, {1, 1, 5, 9, 29, 59, 77, 151, 509, 313, 415, 3977, 5431, 8019, 8571}}, -{1975, 15, 916, {1, 3, 1, 15, 19, 13, 57, 217, 87, 119, 25, 1149, 5667, 3765, 6959}}, -{1976, 15, 920, {1, 3, 7, 13, 19, 31, 119, 3, 457, 117, 905, 361, 1483, 12405, 27005}}, -{1977, 15, 949, {1, 3, 5, 11, 15, 35, 61, 77, 119, 51, 1753, 2765, 1091, 10573, 23595}}, -{1978, 15, 962, {1, 3, 3, 7, 1, 35, 17, 93, 197, 511, 1253, 3031, 2739, 15127, 15147}}, -{1979, 15, 964, {1, 3, 3, 1, 11, 55, 55, 107, 161, 75, 129, 2195, 2023, 4877, 25797}}, -{1980, 15, 967, {1, 3, 5, 7, 23, 19, 113, 167, 167, 271, 1303, 125, 5057, 1323, 5165}}, -{1981, 15, 981, {1, 1, 5, 3, 21, 31, 11, 119, 215, 483, 1535, 407, 6485, 15401, 30297}}, -{1982, 15, 982, {1, 3, 5, 9, 21, 5, 77, 95, 443, 247, 913, 605, 365, 7465, 19707}}, -{1983, 15, 985, {1, 3, 1, 7, 17, 59, 9, 35, 391, 767, 1493, 475, 4725, 7529, 31579}}, -{1984, 15, 991, {1, 3, 3, 7, 31, 21, 61, 31, 421, 179, 273, 771, 5745, 10575, 32765}}, -{1985, 15, 1007, {1, 3, 5, 15, 27, 13, 125, 55, 423, 1021, 497, 3521, 6903, 15111, 8285}}, -{1986, 15, 1016, {1, 1, 5, 9, 13, 31, 105, 93, 421, 709, 643, 1079, 1533, 9149, 10799}}, -{1987, 15, 1024, {1, 3, 1, 11, 19, 29, 53, 199, 319, 247, 655, 3039, 6411, 12267, 14245}}, -{1988, 15, 1051, {1, 3, 1, 11, 9, 57, 5, 91, 469, 149, 259, 329, 5433, 6941, 15093}}, -{1989, 15, 1060, {1, 3, 1, 5, 5, 51, 59, 25, 455, 367, 1623, 441, 3155, 11695, 20767}}, -{1990, 15, 1070, {1, 3, 7, 7, 11, 49, 113, 95, 91, 389, 605, 1973, 2051, 2315, 22229}}, -{1991, 15, 1072, {1, 3, 5, 3, 19, 11, 99, 135, 433, 781, 1473, 885, 1105, 3573, 3739}}, -{1992, 15, 1084, {1, 3, 1, 11, 3, 25, 9, 227, 433, 723, 317, 139, 6627, 8067, 28439}}, -{1993, 15, 1089, {1, 1, 1, 9, 9, 9, 5, 63, 241, 215, 1991, 2949, 3943, 775, 31511}}, -{1994, 15, 1095, {1, 1, 3, 7, 17, 49, 35, 167, 131, 107, 1295, 2465, 4577, 11147, 29833}}, -{1995, 15, 1114, {1, 1, 5, 1, 5, 25, 119, 129, 391, 743, 1069, 2957, 349, 6891, 13635}}, -{1996, 15, 1123, {1, 3, 1, 7, 9, 31, 63, 253, 215, 51, 1347, 2361, 3125, 13049, 28461}}, -{1997, 15, 1132, {1, 1, 7, 9, 3, 31, 21, 163, 255, 47, 259, 535, 5461, 3349, 30649}}, -{1998, 15, 1154, {1, 3, 3, 13, 17, 33, 87, 47, 243, 709, 929, 3943, 3107, 3421, 13721}}, -{1999, 15, 1156, {1, 3, 5, 11, 25, 61, 61, 173, 397, 735, 2005, 3355, 8121, 11593, 27697}}, -{2000, 15, 1163, {1, 3, 5, 15, 17, 43, 63, 231, 275, 311, 1277, 2669, 7307, 2099, 9755}}, -{2001, 15, 1171, {1, 3, 5, 3, 25, 43, 71, 191, 9, 121, 1873, 3747, 7491, 14055, 24293}}, -{2002, 15, 1202, {1, 3, 5, 13, 17, 35, 113, 113, 385, 941, 39, 2705, 1225, 5167, 1373}}, -{2003, 15, 1228, {1, 3, 5, 5, 7, 35, 19, 105, 487, 71, 139, 627, 4187, 3183, 713}}, -{2004, 15, 1239, {1, 1, 5, 13, 29, 29, 103, 5, 157, 869, 1675, 423, 6689, 10697, 5303}}, -{2005, 15, 1255, {1, 1, 5, 1, 29, 31, 61, 111, 473, 963, 685, 1483, 2383, 8109, 8495}}, -{2006, 15, 1256, {1, 1, 5, 3, 19, 13, 95, 113, 217, 59, 1353, 1647, 3617, 3271, 2321}}, 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1359, {1, 1, 7, 7, 25, 49, 55, 47, 441, 343, 1267, 1123, 5917, 14395, 10579}}, -{2019, 15, 1367, {1, 1, 7, 1, 13, 55, 55, 123, 103, 773, 125, 2145, 4743, 13347, 2589}}, -{2020, 15, 1368, {1, 3, 7, 3, 9, 33, 25, 183, 469, 213, 291, 75, 6725, 6847, 26745}}, -{2021, 15, 1390, {1, 3, 3, 7, 15, 43, 7, 79, 171, 21, 1767, 2537, 4285, 12007, 24039}}, -{2022, 15, 1413, {1, 3, 7, 13, 9, 61, 125, 23, 227, 879, 215, 1635, 2835, 883, 15939}}, -{2023, 15, 1414, {1, 1, 5, 13, 25, 45, 63, 43, 183, 829, 149, 989, 987, 3819, 12181}}, -{2024, 15, 1437, {1, 1, 3, 7, 19, 27, 35, 83, 135, 459, 785, 131, 2655, 3329, 3009}}, -{2025, 15, 1441, {1, 1, 7, 5, 11, 41, 9, 219, 475, 985, 1329, 3787, 1975, 4679, 8627}}, -{2026, 15, 1462, {1, 1, 7, 3, 1, 17, 91, 155, 3, 763, 1879, 233, 215, 2955, 25993}}, -{2027, 15, 1465, {1, 1, 1, 11, 25, 11, 23, 227, 453, 775, 1935, 3833, 4583, 269, 705}}, -{2028, 15, 1480, {1, 3, 3, 11, 7, 25, 105, 21, 449, 555, 1275, 3475, 5503, 15617, 813}}, -{2029, 15, 1486, {1, 3, 7, 13, 31, 37, 25, 255, 233, 663, 1155, 1563, 4775, 7449, 29949}}, -{2030, 15, 1504, {1, 1, 3, 1, 23, 51, 51, 137, 63, 809, 349, 2789, 6953, 10605, 18959}}, -{2031, 15, 1509, {1, 3, 3, 13, 21, 45, 15, 161, 393, 229, 437, 2967, 4019, 3893, 21305}}, -{2032, 15, 1514, {1, 1, 3, 7, 5, 11, 15, 211, 287, 131, 1847, 2569, 7881, 15669, 31037}}, -{2033, 15, 1522, {1, 3, 3, 15, 27, 19, 85, 251, 221, 639, 665, 3729, 5771, 7873, 28005}}, -{2034, 15, 1528, {1, 3, 7, 15, 15, 47, 93, 215, 343, 85, 1401, 1375, 2949, 13661, 25453}}, -{2035, 15, 1552, {1, 1, 1, 9, 7, 51, 53, 217, 471, 389, 551, 1141, 1767, 2237, 17797}}, -{2036, 15, 1555, {1, 1, 7, 9, 3, 29, 65, 29, 223, 591, 1719, 1049, 7643, 3853, 29867}}, -{2037, 15, 1571, {1, 1, 1, 11, 13, 41, 85, 29, 451, 387, 1783, 3733, 8033, 4711, 31643}}, -{2038, 15, 1578, {1, 3, 1, 11, 11, 57, 75, 153, 7, 373, 2011, 271, 469, 3267, 18969}}, -{2039, 15, 1585, {1, 1, 5, 3, 19, 43, 7, 243, 385, 293, 923, 843, 4895, 469, 8421}}, -{2040, 15, 1588, {1, 3, 1, 15, 29, 47, 17, 125, 471, 927, 349, 3859, 3059, 11483, 14791}}, -{2041, 15, 1603, {1, 3, 1, 11, 17, 17, 111, 109, 9, 213, 1313, 3903, 4411, 4329, 28277}}, -{2042, 15, 1609, {1, 3, 3, 15, 1, 55, 47, 69, 143, 789, 1149, 3833, 5053, 6949, 10569}}, -{2043, 15, 1617, {1, 3, 5, 7, 11, 15, 79, 83, 123, 937, 1115, 2775, 3041, 11869, 21167}}, -{2044, 15, 1620, {1, 3, 7, 13, 9, 47, 45, 221, 139, 923, 1661, 1379, 2485, 7233, 6035}}, -{2045, 15, 1629, {1, 1, 3, 3, 11, 55, 77, 3, 87, 693, 1991, 1145, 2783, 16207, 24569}}, -{2046, 15, 1636, {1, 1, 5, 11, 3, 35, 91, 9, 391, 927, 101, 1839, 3755, 10345, 16907}}, -{2047, 15, 1648, {1, 3, 5, 3, 5, 49, 79, 91, 205, 443, 1369, 197, 2537, 11219, 17765}}, -{2048, 15, 1667, {1, 1, 3, 15, 9, 7, 25, 25, 357, 247, 477, 421, 7679, 5987, 30079}}, -{2049, 15, 1669, {1, 1, 5, 3, 29, 5, 89, 117, 481, 491, 371, 389, 7101, 2253, 23617}}, -{2050, 15, 1682, {1, 1, 5, 13, 29, 59, 17, 181, 511, 291, 1991, 3499, 8177, 5559, 30045}}, -{2051, 15, 1697, {1, 3, 3, 11, 23, 31, 117, 217, 241, 115, 749, 945, 1897, 12253, 8473}}, -{2052, 15, 1704, {1, 1, 7, 15, 25, 47, 31, 1, 165, 311, 635, 3629, 1593, 8305, 30033}}, -{2053, 15, 1709, {1, 3, 5, 9, 3, 17, 101, 237, 379, 503, 49, 929, 1687, 3865, 26723}}, -{2054, 15, 1727, {1, 3, 5, 5, 15, 41, 1, 239, 53, 215, 1733, 827, 579, 4089, 6579}}, -{2055, 15, 1730, {1, 3, 1, 15, 15, 21, 35, 21, 403, 257, 1475, 2403, 4705, 11553, 203}}, -{2056, 15, 1732, {1, 3, 5, 11, 9, 53, 113, 9, 447, 511, 543, 3141, 7389, 11249, 431}}, -{2057, 15, 1741, {1, 3, 5, 9, 9, 11, 55, 93, 325, 411, 305, 2573, 6871, 12339, 6435}}, -{2058, 15, 1744, {1, 3, 3, 7, 31, 27, 21, 113, 99, 853, 365, 589, 3731, 10875, 12767}}, -{2059, 15, 1759, {1, 3, 1, 7, 15, 27, 31, 17, 275, 93, 1161, 2619, 1329, 7307, 587}}, -{2060, 15, 1765, {1, 3, 5, 9, 17, 47, 49, 237, 27, 193, 1237, 591, 5151, 5521, 31583}}, -{2061, 15, 1766, {1, 3, 5, 3, 13, 1, 27, 87, 43, 977, 305, 3293, 2475, 14571, 18321}}, -{2062, 15, 1778, {1, 1, 5, 7, 15, 13, 101, 1, 291, 807, 1711, 2277, 5573, 11051, 13133}}, -{2063, 15, 1780, {1, 3, 3, 1, 9, 3, 65, 81, 415, 733, 1527, 2747, 6069, 159, 7095}}, -{2064, 15, 1783, {1, 3, 3, 15, 27, 1, 71, 49, 231, 851, 2039, 613, 1899, 2537, 14511}}, -{2065, 15, 1797, {1, 1, 1, 11, 3, 41, 55, 23, 247, 1011, 581, 2363, 2745, 1337, 20931}}, -{2066, 15, 1807, {1, 1, 3, 11, 17, 61, 67, 255, 143, 357, 945, 3407, 5817, 4155, 23851}}, -{2067, 15, 1821, {1, 3, 5, 3, 23, 1, 75, 247, 265, 413, 1899, 2565, 6629, 15655, 16117}}, -{2068, 15, 1832, {1, 1, 1, 9, 11, 49, 11, 189, 223, 177, 1457, 1931, 163, 15905, 17297}}, -{2069, 15, 1835, {1, 3, 7, 13, 17, 1, 111, 189, 343, 961, 427, 2507, 2393, 8653, 6353}}, -{2070, 15, 1849, {1, 3, 7, 13, 23, 61, 59, 51, 313, 963, 791, 3681, 5637, 3965, 9263}}, -{2071, 15, 1850, {1, 3, 7, 7, 21, 53, 127, 141, 499, 859, 337, 2835, 3195, 4351, 32369}}, -{2072, 15, 1863, {1, 1, 7, 5, 1, 5, 53, 63, 497, 535, 35, 305, 4395, 9757, 13193}}, -{2073, 15, 1867, {1, 1, 5, 13, 13, 31, 59, 229, 211, 745, 1453, 3677, 3005, 7703, 23907}}, 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{1, 1, 5, 7, 21, 59, 21, 249, 77, 793, 1687, 2561, 2241, 4321, 7477}}, -{2086, 15, 1979, {1, 1, 1, 7, 15, 35, 71, 29, 267, 611, 1813, 1823, 7039, 3299, 9919}}, -{2087, 15, 1982, {1, 3, 7, 11, 21, 59, 109, 213, 371, 785, 659, 1687, 4827, 6017, 19619}}, -{2088, 15, 2002, {1, 1, 3, 11, 27, 17, 1, 55, 367, 939, 333, 127, 5105, 2405, 28139}}, -{2089, 15, 2020, {1, 1, 7, 13, 5, 35, 59, 133, 509, 573, 625, 3857, 7935, 5279, 3727}}, -{2090, 15, 2024, {1, 1, 1, 7, 11, 47, 127, 157, 19, 403, 151, 1143, 7407, 8985, 32521}}, -{2091, 15, 2032, {1, 3, 1, 1, 5, 13, 105, 123, 63, 139, 1569, 1983, 563, 7175, 27705}}, -{2092, 15, 2053, {1, 1, 3, 13, 9, 35, 105, 227, 145, 21, 1369, 57, 393, 2921, 18511}}, -{2093, 15, 2060, {1, 3, 1, 7, 17, 61, 99, 187, 261, 281, 437, 2219, 5999, 1857, 18001}}, -{2094, 15, 2063, {1, 3, 3, 5, 1, 59, 67, 45, 451, 439, 2005, 3607, 3, 7167, 14227}}, -{2095, 15, 2066, {1, 3, 3, 3, 29, 19, 25, 251, 275, 733, 1749, 4021, 871, 3227, 13701}}, -{2096, 15, 2075, {1, 3, 3, 13, 27, 53, 57, 243, 491, 521, 1921, 1037, 5013, 5703, 15261}}, -{2097, 15, 2078, {1, 3, 1, 11, 13, 57, 1, 15, 123, 533, 785, 335, 1423, 14269, 3483}}, -{2098, 15, 2081, {1, 3, 7, 13, 15, 55, 5, 139, 385, 47, 1981, 1291, 7397, 12925, 29445}}, -{2099, 15, 2091, {1, 1, 7, 1, 23, 23, 59, 93, 117, 57, 63, 3047, 4849, 11637, 25311}}, -{2100, 15, 2096, {1, 1, 7, 13, 19, 37, 25, 203, 477, 447, 1345, 3485, 2099, 13347, 11621}}, -{2101, 15, 2102, {1, 1, 7, 3, 11, 23, 81, 17, 41, 735, 1149, 3253, 7665, 8291, 22293}}, -{2102, 15, 2106, {1, 1, 5, 3, 15, 9, 57, 167, 463, 493, 747, 1947, 6471, 1111, 31619}}, -{2103, 15, 2116, {1, 1, 5, 15, 7, 15, 107, 205, 325, 167, 1749, 927, 3589, 6127, 7617}}, -{2104, 15, 2120, {1, 1, 1, 13, 21, 25, 83, 147, 411, 399, 1423, 2279, 3661, 7591, 17429}}, -{2105, 15, 2125, {1, 1, 1, 9, 5, 17, 69, 205, 243, 647, 473, 1717, 1977, 10725, 2913}}, -{2106, 15, 2134, {1, 1, 3, 5, 5, 37, 103, 15, 485, 641, 1761, 3755, 6997, 10985, 11773}}, -{2107, 15, 2178, {1, 1, 5, 13, 9, 51, 87, 195, 97, 807, 1801, 961, 6341, 4307, 29105}}, -{2108, 15, 2180, {1, 3, 1, 13, 9, 35, 83, 61, 387, 817, 951, 3993, 7831, 8479, 23941}}, -{2109, 15, 2187, {1, 1, 7, 11, 19, 47, 75, 37, 91, 337, 953, 1169, 163, 2259, 24713}}, -{2110, 15, 2189, {1, 1, 1, 11, 13, 15, 83, 171, 159, 87, 619, 2973, 2653, 13725, 12499}}, -{2111, 15, 2190, {1, 3, 5, 3, 5, 63, 119, 25, 343, 269, 553, 2183, 959, 3825, 22189}}, -{2112, 15, 2208, {1, 1, 5, 15, 5, 37, 89, 109, 497, 1013, 265, 669, 1859, 2647, 3445}}, -{2113, 15, 2214, {1, 3, 3, 9, 21, 21, 15, 245, 107, 649, 367, 1601, 7279, 15783, 4943}}, -{2114, 15, 2237, {1, 3, 3, 15, 5, 41, 125, 113, 159, 161, 1191, 3491, 3531, 55, 20857}}, -{2115, 15, 2252, {1, 3, 5, 9, 21, 57, 21, 195, 99, 193, 1915, 2923, 6349, 15085, 24929}}, -{2116, 15, 2257, {1, 1, 1, 11, 31, 11, 73, 141, 361, 621, 1021, 2067, 5115, 12665, 26845}}, -{2117, 15, 2260, {1, 1, 1, 3, 29, 11, 43, 61, 209, 923, 1753, 1937, 843, 205, 8367}}, -{2118, 15, 2264, {1, 1, 1, 5, 15, 33, 119, 209, 215, 973, 1775, 815, 6693, 7957, 14517}}, -{2119, 15, 2270, {1, 1, 1, 5, 17, 57, 27, 147, 489, 59, 1439, 2279, 445, 11791, 19739}}, -{2120, 15, 2279, {1, 3, 1, 7, 11, 55, 1, 83, 305, 17, 1909, 405, 2325, 5293, 28559}}, -{2121, 15, 2288, {1, 3, 3, 7, 11, 27, 103, 157, 455, 1005, 2033, 3145, 1919, 15723, 25197}}, -{2122, 15, 2305, {1, 1, 5, 11, 15, 51, 37, 131, 503, 1007, 1795, 2421, 1335, 7413, 21741}}, -{2123, 15, 2312, {1, 1, 3, 1, 23, 63, 69, 83, 419, 283, 583, 123, 7725, 2243, 8403}}, -{2124, 15, 2317, {1, 1, 5, 5, 27, 45, 109, 17, 299, 65, 351, 947, 1165, 10723, 2053}}, -{2125, 15, 2323, {1, 1, 3, 3, 23, 61, 115, 253, 1, 931, 1481, 3187, 441, 14735, 27207}}, -{2126, 15, 2329, {1, 1, 5, 3, 25, 11, 83, 141, 359, 343, 901, 1629, 731, 12841, 14357}}, -{2127, 15, 2335, {1, 1, 3, 9, 7, 45, 97, 3, 299, 217, 663, 1527, 6379, 4527, 26147}}, -{2128, 15, 2342, {1, 1, 7, 9, 11, 53, 9, 203, 337, 713, 1517, 719, 4587, 11443, 26905}}, -{2129, 15, 2345, {1, 1, 7, 9, 11, 41, 125, 213, 237, 377, 361, 3231, 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12551, 4587, 116617}}, -{5846, 17, 1051, {1, 3, 3, 13, 9, 59, 93, 137, 103, 517, 1555, 13, 7965, 13629, 14339, 37425, 65891}}, -{5847, 17, 1054, {1, 3, 7, 1, 31, 31, 87, 237, 365, 951, 267, 2019, 5085, 6133, 29371, 50319, 94313}}, -{5848, 17, 1064, {1, 3, 5, 7, 17, 19, 23, 225, 501, 189, 1291, 603, 6873, 8633, 11425, 30565, 26355}}, -{5849, 17, 1067, {1, 3, 7, 11, 23, 17, 91, 111, 415, 225, 1287, 2081, 4683, 12069, 3627, 32281, 17995}}, -{5850, 17, 1082, {1, 1, 5, 15, 25, 59, 75, 203, 179, 405, 1711, 3147, 7483, 5583, 3729, 11765, 61019}}, -{5851, 17, 1096, {1, 3, 3, 9, 3, 43, 65, 7, 269, 33, 829, 1789, 967, 13119, 26329, 16937, 18533}}, -{5852, 17, 1116, {1, 1, 3, 15, 11, 39, 73, 11, 31, 143, 1913, 1227, 1363, 11831, 28687, 50489, 106373}}, -{5853, 17, 1119, {1, 1, 3, 3, 25, 19, 15, 11, 349, 1011, 421, 3193, 3665, 6149, 20729, 6997, 51437}}, -{5854, 17, 1129, {1, 3, 5, 9, 13, 63, 73, 55, 417, 223, 1753, 2913, 4809, 3947, 10769, 5751, 93867}}, -{5855, 17, 1130, {1, 3, 7, 13, 31, 39, 39, 133, 483, 839, 1137, 3303, 7285, 4309, 24079, 60529, 103337}}, -{5856, 17, 1132, {1, 1, 3, 7, 1, 55, 3, 253, 435, 589, 1949, 1461, 513, 381, 29455, 4263, 16831}}, -{5857, 17, 1137, {1, 1, 1, 15, 25, 19, 77, 101, 299, 187, 1021, 1533, 8021, 4165, 2277, 18927, 110439}}, -{5858, 17, 1147, {1, 1, 1, 11, 9, 35, 71, 159, 409, 527, 15, 4073, 5749, 8563, 2503, 53015, 111581}}, -{5859, 17, 1150, {1, 1, 7, 5, 21, 47, 113, 23, 477, 559, 543, 409, 4701, 11479, 30761, 8373, 87777}}, -{5860, 17, 1154, {1, 3, 5, 13, 9, 27, 25, 137, 81, 37, 799, 857, 3539, 4471, 15753, 59015, 48589}}, -{5861, 17, 1165, {1, 1, 3, 7, 11, 57, 103, 83, 209, 71, 193, 3251, 4839, 13959, 32009, 6471, 23631}}, -{5862, 17, 1166, {1, 1, 7, 11, 25, 33, 85, 31, 371, 253, 1667, 1627, 6159, 10039, 15177, 52121, 39475}}, -{5863, 17, 1174, {1, 1, 5, 9, 13, 55, 37, 13, 95, 113, 1895, 1525, 1907, 6361, 5863, 27767, 108143}}, -{5864, 17, 1177, {1, 1, 3, 13, 21, 5, 53, 39, 485, 171, 1355, 2117, 3127, 6467, 31697, 45343, 111477}}, 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2387, 2693, 15297, 57969, 53385}}, -{5875, 17, 1312, {1, 1, 7, 15, 27, 25, 27, 121, 421, 781, 143, 817, 7335, 14211, 139, 55601, 56671}}, -{5876, 17, 1321, {1, 3, 1, 5, 29, 47, 77, 23, 413, 931, 785, 1221, 769, 13131, 26955, 56441, 85745}}, -{5877, 17, 1330, {1, 1, 1, 11, 27, 3, 53, 21, 467, 43, 1533, 1053, 691, 6369, 8325, 51087, 71261}}, -{5878, 17, 1332, {1, 1, 3, 15, 7, 9, 43, 225, 293, 143, 1049, 3095, 6119, 3165, 9913, 26023, 62657}}, -{5879, 17, 1335, {1, 3, 7, 9, 11, 39, 99, 193, 217, 941, 259, 3811, 6757, 281, 10377, 46961, 48949}}, -{5880, 17, 1341, {1, 1, 1, 1, 25, 1, 99, 61, 495, 861, 2013, 487, 2821, 12921, 30111, 27213, 97363}}, -{5881, 17, 1356, {1, 1, 5, 9, 23, 33, 103, 237, 161, 721, 2021, 159, 995, 475, 20615, 30961, 31767}}, -{5882, 17, 1371, {1, 3, 1, 1, 5, 59, 63, 139, 451, 789, 1285, 655, 5501, 273, 21061, 35937, 20811}}, -{5883, 17, 1377, {1, 3, 3, 9, 9, 15, 121, 233, 287, 929, 1605, 1243, 417, 1695, 29903, 28699, 85981}}, -{5884, 17, 1380, {1, 3, 3, 5, 7, 25, 27, 253, 469, 255, 285, 2467, 4897, 4079, 29759, 50351, 76451}}, -{5885, 17, 1384, {1, 1, 3, 3, 5, 33, 29, 209, 291, 967, 1429, 1953, 5957, 14065, 8875, 32675, 4629}}, -{5886, 17, 1395, {1, 3, 5, 9, 7, 31, 97, 21, 177, 485, 1115, 4051, 6683, 7761, 30181, 37531, 51789}}, -{5887, 17, 1397, {1, 1, 7, 3, 25, 51, 23, 183, 57, 699, 1245, 2519, 2783, 4457, 6381, 43199, 40071}}, -{5888, 17, 1411, {1, 3, 5, 5, 19, 55, 45, 101, 299, 461, 1009, 319, 7335, 7769, 5479, 61113, 7937}}, -{5889, 17, 1414, {1, 1, 7, 3, 29, 21, 55, 55, 437, 771, 363, 683, 4299, 15569, 13813, 40663, 86285}}, -{5890, 17, 1426, {1, 1, 1, 13, 31, 35, 93, 175, 451, 387, 1145, 3367, 3833, 13495, 11019, 48925, 85721}}, -{5891, 17, 1432, {1, 1, 7, 15, 31, 21, 55, 205, 117, 895, 535, 2627, 1473, 10779, 24493, 42999, 130805}}, -{5892, 17, 1435, {1, 1, 3, 13, 27, 11, 45, 37, 193, 237, 1505, 1405, 3613, 9565, 3037, 53643, 85211}}, -{5893, 17, 1437, {1, 1, 3, 13, 9, 17, 19, 27, 117, 503, 65, 1033, 7891, 4005, 9229, 20999, 96601}}, 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8107, 1963, 34951, 106181}}, -{5904, 17, 1567, {1, 1, 5, 11, 13, 35, 111, 97, 267, 737, 2023, 1301, 7407, 11249, 31785, 31933, 20673}}, -{5905, 17, 1571, {1, 3, 3, 15, 5, 15, 29, 63, 189, 687, 27, 2005, 7129, 11377, 23175, 42389, 30933}}, -{5906, 17, 1586, {1, 1, 1, 9, 13, 63, 7, 155, 67, 291, 1419, 755, 2623, 4749, 22971, 7545, 55711}}, -{5907, 17, 1592, {1, 3, 7, 7, 23, 29, 83, 151, 213, 201, 157, 3051, 6553, 6401, 15931, 47941, 22869}}, -{5908, 17, 1595, {1, 3, 5, 5, 7, 45, 33, 155, 225, 25, 49, 2419, 4241, 6835, 11401, 50725, 118343}}, -{5909, 17, 1600, {1, 1, 3, 13, 31, 27, 37, 41, 19, 375, 1771, 1789, 2313, 2577, 12615, 22715, 22179}}, -{5910, 17, 1606, {1, 3, 1, 11, 17, 53, 55, 229, 235, 837, 143, 3583, 2789, 5471, 6515, 44565, 8619}}, -{5911, 17, 1627, {1, 1, 5, 15, 5, 17, 23, 95, 217, 551, 353, 27, 3973, 2547, 27903, 50611, 72277}}, -{5912, 17, 1648, {1, 1, 3, 7, 5, 13, 41, 111, 157, 215, 1327, 3073, 1871, 11875, 24239, 40527, 97637}}, -{5913, 17, 1651, {1, 3, 1, 1, 29, 63, 111, 187, 369, 395, 1197, 3229, 4353, 14715, 29671, 50503, 89321}}, -{5914, 17, 1654, {1, 3, 1, 1, 5, 63, 11, 39, 171, 209, 463, 3421, 3451, 4453, 14397, 2219, 98261}}, -{5915, 17, 1667, {1, 3, 3, 5, 1, 1, 13, 101, 67, 815, 1521, 1543, 7221, 7337, 10765, 30029, 47881}}, -{5916, 17, 1669, {1, 1, 5, 7, 9, 9, 33, 197, 439, 893, 961, 11, 4319, 14265, 24839, 33581, 35531}}, -{5917, 17, 1674, {1, 3, 3, 15, 29, 35, 43, 229, 313, 369, 955, 1069, 2939, 12623, 20373, 1533, 9105}}, -{5918, 17, 1687, {1, 3, 1, 7, 21, 7, 127, 243, 103, 353, 859, 3789, 4369, 12063, 22369, 14531, 94289}}, -{5919, 17, 1698, {1, 3, 5, 15, 1, 27, 65, 127, 229, 99, 627, 2693, 7173, 7305, 29971, 7097, 10113}}, -{5920, 17, 1710, {1, 1, 5, 15, 3, 47, 61, 29, 155, 725, 1727, 2667, 7003, 16277, 21983, 21365, 129365}}, -{5921, 17, 1717, {1, 1, 5, 7, 27, 61, 115, 133, 137, 661, 1201, 2151, 367, 3567, 12885, 62143, 53955}}, -{5922, 17, 1722, {1, 1, 1, 11, 9, 41, 113, 103, 469, 687, 1541, 3679, 6833, 10493, 32747, 39909, 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4189, 10133, 24031, 46219}}, -{5952, 17, 1962, {1, 1, 3, 13, 13, 57, 117, 181, 299, 939, 583, 3151, 829, 6561, 30449, 12211, 107879}}, -{5953, 17, 1975, {1, 1, 5, 11, 23, 45, 87, 115, 259, 613, 1001, 171, 57, 13789, 22173, 56837, 26263}}, -{5954, 17, 1976, {1, 1, 3, 3, 7, 43, 45, 131, 87, 251, 1411, 2737, 2739, 4595, 12561, 12043, 82885}}, -{5955, 17, 1987, {1, 3, 3, 7, 19, 39, 87, 223, 461, 37, 283, 3937, 6193, 10887, 11509, 41131, 38359}}, -{5956, 17, 1993, {1, 3, 1, 11, 11, 37, 25, 133, 105, 1013, 925, 3301, 239, 16295, 4831, 8649, 125767}}, -{5957, 17, 2004, {1, 3, 3, 11, 25, 11, 41, 155, 1, 717, 1587, 635, 279, 1803, 14817, 28669, 88835}}, -{5958, 17, 2020, {1, 3, 3, 11, 29, 17, 39, 51, 13, 871, 1197, 2561, 6671, 8465, 22709, 15933, 15923}}, -{5959, 17, 2029, {1, 3, 7, 1, 13, 17, 57, 43, 267, 261, 901, 241, 3767, 15053, 11017, 36321, 72497}}, -{5960, 17, 2030, {1, 3, 1, 15, 23, 13, 17, 63, 171, 919, 1387, 2673, 7605, 8523, 14807, 21187, 56057}}, -{5961, 17, 2038, {1, 3, 7, 15, 23, 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2715, 9361, 9365, 26093, 63409}}, -{5981, 17, 2164, {1, 3, 1, 7, 1, 51, 125, 15, 457, 433, 405, 2329, 157, 4817, 25867, 38177, 45319}}, -{5982, 17, 2177, {1, 3, 7, 9, 25, 57, 5, 233, 481, 781, 1313, 3179, 7219, 8717, 14825, 16079, 127149}}, -{5983, 17, 2178, {1, 1, 7, 15, 27, 51, 5, 65, 77, 313, 1751, 1489, 4307, 10541, 11345, 52577, 18143}}, -{5984, 17, 2184, {1, 1, 1, 15, 21, 5, 113, 71, 411, 327, 1681, 1023, 5661, 15815, 5387, 10351, 21121}}, -{5985, 17, 2198, {1, 1, 5, 5, 29, 55, 25, 255, 69, 879, 501, 1915, 3731, 633, 12197, 5249, 31129}}, -{5986, 17, 2201, {1, 3, 5, 7, 3, 23, 107, 163, 485, 853, 359, 3069, 4353, 371, 6027, 53239, 105541}}, -{5987, 17, 2213, {1, 3, 5, 15, 7, 41, 9, 47, 33, 327, 621, 147, 577, 29, 14623, 3403, 9791}}, -{5988, 17, 2217, {1, 3, 3, 15, 29, 47, 41, 149, 477, 127, 573, 877, 3101, 5963, 28457, 14231, 67425}}, -{5989, 17, 2228, {1, 1, 1, 15, 31, 7, 55, 191, 101, 259, 1071, 219, 2233, 3583, 21969, 32745, 80529}}, -{5990, 17, 2240, {1, 3, 7, 13, 17, 53, 115, 69, 241, 71, 1475, 191, 509, 3721, 15537, 53773, 18005}}, -{5991, 17, 2245, {1, 1, 3, 9, 5, 57, 13, 95, 103, 871, 2043, 2239, 7833, 10727, 6513, 55273, 3781}}, -{5992, 17, 2250, {1, 1, 5, 5, 9, 11, 55, 151, 239, 537, 135, 2779, 7393, 15393, 11097, 58593, 100745}}, -{5993, 17, 2263, {1, 1, 1, 9, 15, 39, 29, 105, 441, 181, 1113, 2125, 8145, 11045, 6589, 33603, 83377}}, -{5994, 17, 2267, {1, 3, 1, 1, 11, 63, 69, 153, 225, 845, 675, 407, 4691, 13383, 27359, 38881, 5509}}, -{5995, 17, 2285, {1, 3, 7, 11, 23, 31, 69, 3, 41, 57, 683, 887, 6861, 12161, 14537, 27293, 113001}}, -{5996, 17, 2286, {1, 1, 1, 11, 5, 1, 101, 175, 437, 3, 1477, 1005, 6607, 7429, 7213, 4025, 66479}}, -{5997, 17, 2291, {1, 1, 7, 5, 19, 7, 99, 131, 273, 977, 1717, 3831, 175, 5673, 12577, 36787, 30945}}, -{5998, 17, 2298, {1, 3, 1, 1, 15, 37, 105, 195, 61, 869, 255, 2625, 7401, 9361, 13217, 52811, 130811}}, -{5999, 17, 2306, {1, 3, 5, 3, 29, 27, 105, 23, 511, 813, 1311, 2859, 1647, 1949, 1329, 27589, 125209}}, 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14583, 5469, 11463, 94711}}, -{6010, 17, 2383, {1, 1, 1, 7, 17, 37, 83, 211, 451, 939, 449, 13, 6671, 1457, 19855, 15053, 52327}}, -{6011, 17, 2391, {1, 1, 5, 3, 9, 57, 39, 183, 331, 451, 1391, 1865, 7801, 14293, 29069, 705, 109497}}, -{6012, 17, 2401, {1, 3, 7, 7, 23, 21, 85, 81, 255, 9, 1685, 2879, 6327, 12675, 31657, 38877, 74131}}, -{6013, 17, 2408, {1, 1, 5, 9, 25, 19, 41, 195, 31, 555, 927, 1445, 593, 11067, 10819, 17205, 82037}}, -{6014, 17, 2414, {1, 3, 1, 13, 1, 35, 29, 71, 323, 705, 53, 3885, 6223, 1319, 30853, 59935, 35949}}, -{6015, 17, 2419, {1, 1, 7, 3, 27, 63, 67, 31, 149, 61, 1611, 77, 4271, 3161, 12493, 38341, 53837}}, -{6016, 17, 2428, {1, 1, 1, 15, 27, 53, 31, 249, 429, 925, 1485, 1855, 4421, 5703, 10097, 14827, 36685}}, -{6017, 17, 2441, {1, 3, 7, 13, 7, 63, 53, 9, 317, 485, 1679, 3631, 3745, 5643, 21615, 45129, 48027}}, -{6018, 17, 2444, {1, 1, 1, 1, 17, 43, 19, 163, 441, 847, 937, 959, 6649, 13071, 1065, 55193, 129509}}, -{6019, 17, 2461, {1, 1, 1, 11, 29, 47, 9, 215, 397, 637, 961, 3139, 2007, 12603, 27657, 22825, 72873}}, -{6020, 17, 2480, {1, 3, 3, 15, 7, 45, 55, 163, 259, 899, 951, 3245, 4191, 15813, 20195, 8361, 54025}}, -{6021, 17, 2483, {1, 1, 5, 11, 3, 17, 13, 223, 289, 255, 875, 2937, 1593, 9729, 21569, 63199, 83875}}, -{6022, 17, 2486, {1, 1, 1, 15, 19, 31, 17, 129, 267, 9, 2015, 3233, 6799, 12891, 18473, 37865, 19547}}, -{6023, 17, 2489, {1, 1, 5, 5, 5, 29, 81, 37, 357, 539, 1525, 2839, 8041, 5569, 4423, 8907, 35461}}, -{6024, 17, 2490, {1, 1, 5, 5, 29, 11, 85, 61, 333, 521, 1111, 3627, 325, 9805, 17889, 25655, 39537}}, -{6025, 17, 2518, {1, 3, 5, 11, 11, 53, 81, 25, 79, 253, 1963, 287, 7487, 15045, 21431, 35417, 102391}}, -{6026, 17, 2527, {1, 1, 1, 5, 11, 33, 45, 45, 425, 773, 1817, 4077, 1471, 11655, 683, 7115, 92651}}, -{6027, 17, 2540, {1, 1, 3, 3, 21, 13, 101, 215, 311, 853, 41, 1007, 5511, 2581, 25565, 13155, 117225}}, -{6028, 17, 2558, {1, 1, 3, 11, 19, 9, 125, 59, 273, 691, 499, 1547, 567, 10259, 21963, 48725, 3601}}, 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4719, 11583, 29285, 48207, 92021}}, -{6039, 17, 2667, {1, 3, 7, 15, 23, 35, 23, 69, 411, 773, 1549, 1087, 1685, 15703, 27193, 62675, 43505}}, -{6040, 17, 2669, {1, 1, 5, 3, 25, 19, 97, 75, 493, 549, 1655, 2881, 4989, 2765, 4797, 43143, 113955}}, -{6041, 17, 2672, {1, 1, 5, 7, 21, 5, 65, 37, 383, 133, 1907, 3747, 1525, 5803, 19977, 50551, 23157}}, -{6042, 17, 2687, {1, 1, 1, 11, 15, 61, 59, 109, 489, 901, 1787, 1611, 6101, 10653, 3071, 35643, 56227}}, -{6043, 17, 2700, {1, 3, 1, 5, 15, 25, 121, 111, 25, 251, 1467, 1795, 1631, 13753, 32391, 14831, 90739}}, -{6044, 17, 2705, {1, 1, 1, 13, 23, 55, 119, 147, 45, 871, 1389, 1929, 1023, 16131, 10041, 40055, 23337}}, -{6045, 17, 2724, {1, 3, 1, 15, 27, 33, 23, 41, 463, 603, 1633, 3445, 2007, 5999, 11175, 18343, 13159}}, -{6046, 17, 2728, {1, 3, 1, 9, 17, 15, 107, 63, 493, 411, 293, 3669, 6143, 3057, 8253, 25491, 58907}}, -{6047, 17, 2733, {1, 3, 5, 11, 1, 43, 5, 117, 127, 813, 1881, 3711, 2567, 7819, 5809, 64471, 104221}}, -{6048, 17, 2741, {1, 3, 5, 9, 25, 27, 49, 93, 77, 705, 1773, 1745, 4605, 16137, 14621, 62893, 81637}}, -{6049, 17, 2748, {1, 3, 1, 15, 9, 29, 41, 101, 291, 763, 1475, 3185, 3661, 10351, 26645, 50375, 59373}}, -{6050, 17, 2751, {1, 1, 5, 15, 9, 31, 107, 159, 125, 471, 1023, 2361, 4805, 8073, 21563, 14903, 77801}}, -{6051, 17, 2756, {1, 3, 7, 1, 27, 17, 75, 129, 71, 697, 551, 1969, 6597, 13821, 2605, 61783, 74791}}, -{6052, 17, 2771, {1, 1, 7, 15, 17, 27, 49, 47, 59, 47, 1671, 2535, 1299, 2387, 24349, 23661, 91123}}, -{6053, 17, 2774, {1, 1, 5, 15, 21, 61, 45, 37, 415, 189, 143, 351, 1815, 3479, 2399, 56753, 123893}}, -{6054, 17, 2793, {1, 1, 3, 7, 7, 19, 93, 249, 335, 305, 1437, 1329, 2693, 13201, 9589, 61513, 115995}}, -{6055, 17, 2796, {1, 1, 1, 11, 21, 57, 33, 205, 235, 253, 751, 259, 6029, 9811, 10231, 36899, 78035}}, -{6056, 17, 2804, {1, 1, 1, 11, 13, 25, 115, 195, 111, 913, 1851, 3283, 6083, 11717, 2773, 40727, 493}}, -{6057, 17, 2814, {1, 3, 3, 9, 9, 17, 83, 137, 465, 671, 1277, 325, 2767, 12413, 21977, 47525, 23041}}, -{6058, 17, 2822, {1, 1, 1, 11, 15, 47, 65, 219, 271, 197, 297, 3195, 1325, 9991, 26385, 46055, 43151}}, -{6059, 17, 2845, {1, 1, 1, 13, 31, 21, 39, 89, 127, 629, 367, 2935, 6259, 6627, 15691, 55781, 97251}}, -{6060, 17, 2846, {1, 1, 7, 13, 11, 45, 65, 75, 211, 785, 1221, 2087, 7751, 15619, 25489, 28195, 69007}}, -{6061, 17, 2850, {1, 3, 5, 15, 27, 37, 75, 111, 487, 219, 233, 583, 6433, 15105, 355, 28331, 21105}}, -{6062, 17, 2855, {1, 3, 3, 15, 31, 53, 33, 95, 27, 197, 1727, 1467, 7115, 15479, 26873, 31075, 12793}}, -{6063, 17, 2856, {1, 3, 7, 1, 19, 3, 19, 105, 225, 599, 737, 107, 7951, 10193, 31699, 59207, 85619}}, -{6064, 17, 2867, {1, 3, 1, 3, 7, 17, 73, 191, 247, 421, 537, 1473, 189, 4219, 29993, 25491, 21189}}, -{6065, 17, 2891, {1, 3, 7, 7, 13, 21, 33, 95, 147, 699, 943, 2275, 4093, 6067, 9063, 25503, 111085}}, -{6066, 17, 2894, {1, 1, 7, 9, 13, 47, 123, 121, 347, 467, 225, 957, 2329, 14075, 29843, 61753, 97179}}, -{6067, 17, 2902, {1, 3, 3, 7, 17, 55, 37, 167, 215, 819, 163, 1747, 4485, 15991, 28011, 36351, 106495}}, -{6068, 17, 2908, {1, 1, 3, 9, 25, 5, 83, 199, 209, 395, 1757, 1967, 5739, 2573, 13989, 32145, 4847}}, -{6069, 17, 2951, {1, 3, 3, 13, 11, 21, 25, 223, 239, 569, 1877, 299, 8089, 3697, 801, 64775, 26827}}, -{6070, 17, 2970, {1, 3, 5, 7, 17, 9, 127, 9, 65, 919, 1073, 2661, 1337, 10065, 30099, 30929, 90067}}, -{6071, 17, 2972, {1, 3, 1, 13, 25, 41, 35, 251, 279, 351, 111, 3917, 2815, 7989, 9895, 54859, 126355}}, -{6072, 17, 2975, {1, 1, 3, 7, 17, 61, 13, 73, 335, 831, 703, 37, 2765, 13169, 12513, 56301, 13907}}, -{6073, 17, 2976, {1, 1, 5, 13, 11, 15, 33, 45, 505, 127, 1723, 17, 4927, 11453, 28859, 9671, 80041}}, -{6074, 17, 2981, {1, 3, 1, 5, 9, 1, 25, 147, 281, 601, 243, 2687, 5533, 6725, 11075, 34807, 24619}}, -{6075, 17, 2986, {1, 1, 3, 1, 7, 21, 71, 31, 485, 561, 1361, 1237, 8171, 15885, 7941, 4583, 32851}}, -{6076, 17, 2999, {1, 3, 7, 1, 5, 35, 95, 155, 283, 959, 577, 1343, 4269, 13481, 30819, 40273, 8711}}, 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6527, 8619, 64869, 57103}}, -{10806, 17, 43265, {1, 3, 1, 7, 27, 39, 69, 93, 193, 395, 433, 2091, 151, 6921, 11599, 36143, 41179}}, -{10807, 17, 43271, {1, 1, 7, 1, 31, 33, 73, 199, 57, 37, 1387, 3505, 7919, 3507, 2855, 8239, 84527}}, -{10808, 17, 43285, {1, 1, 7, 5, 15, 5, 119, 253, 263, 785, 1409, 1485, 3675, 5515, 13057, 30323, 98015}}, -{10809, 17, 43286, {1, 3, 1, 1, 11, 5, 57, 83, 365, 703, 1923, 1397, 1103, 4015, 13123, 47093, 113793}}, -{10810, 17, 43290, {1, 3, 3, 1, 5, 61, 29, 173, 189, 999, 897, 3389, 6745, 1487, 2349, 59105, 107407}}, -{10811, 17, 43299, {1, 1, 1, 1, 17, 51, 65, 1, 249, 863, 399, 3819, 2485, 12215, 12365, 58909, 25559}}, -{10812, 17, 43314, {1, 3, 7, 1, 31, 39, 43, 219, 51, 13, 779, 505, 2259, 14571, 9049, 21555, 11869}}, -{10813, 17, 43323, {1, 1, 7, 7, 13, 5, 97, 85, 111, 511, 587, 63, 2395, 8099, 26223, 757, 119821}}, -{10814, 17, 43337, {1, 3, 3, 5, 5, 19, 113, 35, 101, 41, 499, 1313, 6489, 6793, 31435, 45007, 95691}}, -{10815, 17, 43348, {1, 3, 5, 15, 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5, 13, 25, 27, 35, 3, 13, 707, 303, 3663, 6617, 13501, 25537, 33077, 71485}}, -{10835, 17, 43481, {1, 1, 7, 15, 11, 29, 65, 47, 235, 635, 133, 153, 6175, 2961, 8171, 28641, 122589}}, -{10836, 17, 43488, {1, 1, 5, 15, 17, 41, 85, 147, 323, 673, 1629, 3477, 3341, 16373, 13901, 60961, 39451}}, -{10837, 17, 43491, {1, 3, 1, 15, 29, 15, 37, 109, 293, 863, 1835, 1173, 2263, 13815, 24995, 6989, 103417}}, -{10838, 17, 43506, {1, 3, 3, 15, 3, 31, 23, 47, 15, 717, 1457, 1067, 6229, 7051, 21771, 54815, 115827}}, -{10839, 17, 43512, {1, 1, 1, 13, 21, 3, 45, 239, 89, 603, 407, 781, 8095, 7389, 18035, 32229, 39867}}, -{10840, 17, 43539, {1, 1, 3, 7, 7, 59, 79, 51, 411, 917, 803, 2455, 2623, 12413, 23957, 44199, 67903}}, -{10841, 17, 43567, {1, 3, 1, 9, 17, 37, 117, 47, 101, 733, 1861, 1111, 6785, 13743, 24371, 49427, 54711}}, -{10842, 17, 43579, {1, 3, 1, 15, 27, 63, 107, 33, 351, 287, 1765, 1947, 6209, 8127, 30007, 18757, 31453}}, -{10843, 17, 43584, {1, 3, 5, 13, 11, 13, 29, 247, 7, 609, 1235, 1767, 5365, 12673, 10151, 51579, 106407}}, -{10844, 17, 43601, {1, 3, 7, 15, 5, 25, 81, 197, 51, 615, 1695, 259, 7983, 1403, 7903, 21441, 73263}}, -{10845, 17, 43614, {1, 1, 5, 1, 13, 61, 55, 175, 445, 3, 1957, 1171, 6823, 4285, 11847, 12789, 79787}}, -{10846, 17, 43617, {1, 1, 5, 15, 17, 51, 111, 201, 45, 97, 45, 2533, 1125, 3663, 13685, 45719, 51497}}, -{10847, 17, 43623, {1, 3, 3, 13, 29, 59, 111, 97, 381, 477, 1229, 3709, 5185, 7055, 32729, 32881, 25539}}, -{10848, 17, 43630, {1, 3, 1, 9, 1, 39, 57, 143, 189, 625, 1717, 1755, 3129, 807, 27975, 15511, 66123}}, -{10849, 17, 43647, {1, 3, 3, 1, 5, 41, 25, 27, 163, 397, 1595, 2325, 1803, 12439, 25743, 24509, 72613}}, -{10850, 17, 43658, {1, 1, 5, 13, 29, 41, 125, 113, 367, 709, 1911, 669, 831, 5375, 31145, 26197, 33543}}, -{10851, 17, 43663, {1, 1, 5, 1, 1, 5, 91, 199, 133, 273, 393, 1179, 717, 12791, 17693, 6905, 20433}}, -{10852, 17, 43665, {1, 1, 3, 15, 29, 35, 9, 127, 383, 673, 1821, 2765, 2425, 11789, 19741, 43189, 99557}}, 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43819, {1, 1, 5, 5, 31, 25, 63, 33, 505, 765, 257, 1147, 779, 12505, 19971, 24695, 65935}}, -{10873, 17, 43834, {1, 1, 1, 15, 23, 33, 31, 107, 59, 639, 1307, 3211, 6171, 15665, 16775, 61671, 25569}}, -{10874, 17, 43853, {1, 3, 3, 9, 31, 3, 113, 199, 425, 895, 1051, 2125, 1525, 15199, 14845, 4213, 18449}}, -{10875, 17, 43866, {1, 3, 5, 3, 3, 11, 75, 121, 33, 265, 459, 3879, 909, 6533, 18451, 32421, 117427}}, -{10876, 17, 43871, {1, 1, 1, 9, 11, 9, 125, 175, 309, 847, 959, 2013, 1557, 9291, 2963, 43275, 9917}}, -{10877, 17, 43872, {1, 1, 5, 3, 15, 39, 67, 35, 373, 601, 463, 1263, 1615, 15059, 31011, 36059, 114493}}, -{10878, 17, 43881, {1, 1, 5, 15, 5, 43, 49, 239, 461, 171, 1863, 2249, 2923, 15897, 22941, 29925, 21429}}, -{10879, 17, 43889, {1, 1, 1, 15, 13, 31, 127, 205, 361, 149, 1641, 1443, 5959, 13183, 13861, 9533, 1011}}, -{10880, 17, 43902, {1, 1, 3, 13, 9, 49, 39, 67, 165, 695, 611, 2261, 3425, 6247, 23575, 51833, 106167}}, -{10881, 17, 43926, {1, 1, 7, 9, 29, 21, 75, 251, 87, 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435, 1291, 4025, 1049, 15549, 7577, 51147, 38121}}, -{10901, 17, 44116, {1, 1, 7, 3, 9, 55, 57, 137, 387, 565, 873, 1417, 5993, 4849, 1731, 51653, 105697}}, -{10902, 17, 44130, {1, 1, 7, 9, 7, 47, 115, 119, 325, 881, 1687, 1009, 7007, 12541, 6737, 28471, 7369}}, -{10903, 17, 44139, {1, 3, 1, 1, 11, 47, 25, 163, 399, 977, 1777, 727, 5575, 1311, 23843, 2199, 93229}}, -{10904, 17, 44141, {1, 1, 7, 5, 13, 19, 53, 123, 439, 585, 1977, 3387, 5305, 1463, 14307, 9519, 537}}, -{10905, 17, 44153, {1, 1, 7, 15, 1, 53, 13, 213, 323, 699, 1585, 3499, 2441, 3055, 31263, 63923, 9779}}, -{10906, 17, 44159, {1, 1, 5, 5, 21, 43, 123, 43, 475, 521, 1301, 3185, 5627, 7443, 1195, 39485, 113125}}, -{10907, 17, 44160, {1, 1, 5, 7, 9, 3, 39, 5, 237, 719, 1743, 1153, 6401, 14701, 5503, 38491, 24123}}, -{10908, 17, 44170, {1, 3, 5, 9, 17, 33, 117, 23, 409, 63, 1829, 2587, 3489, 3209, 4775, 40069, 4721}}, -{10909, 17, 44172, {1, 3, 3, 5, 21, 63, 95, 231, 25, 167, 1181, 813, 4591, 5227, 21999, 19633, 37547}}, 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497, 1743, 339, 4739, 1709, 16351, 45385, 64693}}, -{10920, 17, 44283, {1, 3, 1, 1, 7, 13, 41, 93, 49, 285, 997, 891, 4353, 4249, 11269, 36935, 71249}}, -{10921, 17, 44291, {1, 3, 3, 13, 13, 23, 97, 231, 101, 93, 1183, 201, 6795, 16287, 30707, 20845, 105873}}, -{10922, 17, 44293, {1, 1, 1, 9, 7, 57, 123, 167, 451, 245, 1887, 1839, 2967, 2387, 15075, 11877, 629}}, -{10923, 17, 44308, {1, 3, 3, 1, 13, 13, 83, 41, 219, 313, 1743, 1265, 4435, 11731, 17625, 64235, 24865}}, -{10924, 17, 44327, {1, 3, 1, 9, 13, 17, 109, 235, 387, 581, 887, 1071, 603, 10955, 5001, 8419, 20997}}, -{10925, 17, 44341, {1, 3, 1, 5, 31, 55, 1, 219, 27, 623, 1425, 1309, 5409, 9633, 3231, 15029, 22989}}, -{10926, 17, 44346, {1, 3, 3, 13, 25, 47, 23, 223, 283, 189, 1665, 3743, 387, 1807, 16919, 8511, 15933}}, -{10927, 17, 44348, {1, 1, 1, 1, 13, 11, 81, 59, 423, 1007, 317, 2761, 2617, 9715, 24853, 63585, 77083}}, -{10928, 17, 44354, {1, 3, 1, 3, 3, 11, 103, 123, 401, 467, 1159, 2725, 3275, 15513, 2281, 21617, 87211}}, 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865, 513, 2183, 3785, 11817, 6283, 23041, 7969}}, -{10939, 17, 44411, {1, 1, 5, 13, 1, 41, 109, 43, 91, 211, 1477, 3543, 5217, 3133, 12503, 15523, 12917}}, -{10940, 17, 44417, {1, 3, 7, 9, 23, 53, 109, 89, 229, 939, 1211, 2771, 541, 15915, 5411, 47273, 54453}}, -{10941, 17, 44420, {1, 1, 1, 3, 3, 45, 31, 63, 99, 347, 17, 523, 441, 12325, 15673, 1887, 15289}}, -{10942, 17, 44424, {1, 1, 1, 7, 29, 61, 35, 115, 345, 1011, 5, 595, 465, 3897, 28147, 791, 98757}}, -{10943, 17, 44444, {1, 1, 5, 9, 27, 1, 21, 155, 467, 469, 1565, 1439, 5809, 851, 32503, 3025, 97231}}, -{10944, 17, 44451, {1, 1, 1, 9, 3, 17, 15, 73, 487, 1011, 63, 2605, 6647, 9385, 4527, 21993, 19783}}, -{10945, 17, 44453, {1, 1, 3, 9, 17, 17, 65, 75, 175, 897, 1317, 2593, 1495, 15835, 12025, 57457, 29577}}, -{10946, 17, 44466, {1, 1, 1, 13, 7, 1, 13, 145, 491, 427, 375, 1235, 3045, 2991, 26607, 30581, 43377}}, -{10947, 17, 44472, {1, 1, 1, 1, 31, 1, 75, 235, 345, 75, 1505, 1401, 6921, 6207, 13729, 21545, 34703}}, -{10948, 17, 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121, 179, 21, 311, 991, 2145, 6577, 12889, 8763, 46629, 128093, 105033}}, -{21098, 18, 129300, {1, 3, 1, 9, 7, 29, 57, 137, 333, 109, 615, 749, 2665, 13087, 13989, 41857, 102937, 125183}}, -{21099, 18, 129316, {1, 1, 5, 5, 3, 23, 107, 5, 319, 503, 1209, 47, 349, 11681, 28521, 44707, 112887, 232275}}, -{21100, 18, 129345, {1, 3, 3, 13, 13, 51, 13, 5, 293, 15, 555, 135, 2565, 13325, 30411, 14837, 65591, 249205}}, -{21101, 18, 129351, {1, 3, 5, 13, 17, 3, 73, 255, 447, 699, 503, 3655, 7735, 12163, 6167, 15027, 103831, 146395}}, -{21102, 18, 129352, {1, 3, 1, 13, 5, 9, 27, 45, 397, 463, 1739, 3193, 6731, 7533, 11217, 22359, 82603, 231613}}, -{21103, 18, 129363, {1, 1, 3, 15, 5, 43, 73, 191, 53, 187, 1905, 745, 1571, 9013, 8515, 59527, 104671, 227063}}, -{21104, 18, 129393, {1, 1, 3, 1, 5, 47, 57, 179, 433, 979, 147, 1701, 4019, 6855, 24487, 65495, 69919, 6659}}, -{21105, 18, 129410, {1, 3, 3, 1, 17, 17, 13, 75, 163, 781, 421, 1573, 2519, 9243, 20693, 60909, 65661, 208125}}, -{21106, 18, 129415, {1, 3, 5, 7, 27, 57, 39, 79, 157, 415, 729, 3651, 3581, 9443, 6409, 45993, 99051, 140977}}, -{21107, 18, 129449, {1, 3, 3, 13, 1, 7, 109, 77, 423, 185, 97, 3719, 2355, 10593, 2421, 37339, 24961, 24305}}, -{21108, 18, 129477, {1, 3, 5, 13, 17, 7, 125, 43, 453, 43, 643, 3757, 3721, 16083, 20871, 26451, 95201, 29153}}, -{21109, 18, 129501, {1, 1, 7, 3, 13, 49, 99, 253, 59, 21, 445, 3677, 6683, 2165, 32367, 55249, 5991, 155033}}, -{21110, 18, 129518, {1, 1, 3, 9, 21, 9, 15, 219, 175, 631, 665, 2455, 4701, 10639, 13907, 26937, 58867, 259861}}, -{21111, 18, 129520, {1, 3, 5, 5, 23, 5, 39, 233, 27, 811, 1435, 625, 4703, 3699, 20763, 50047, 123875, 10129}}, -{21112, 18, 129545, {1, 1, 7, 5, 23, 1, 49, 223, 309, 691, 953, 575, 5279, 10515, 11519, 35387, 48417, 134001}}, -{21113, 18, 129563, {1, 1, 7, 11, 3, 15, 125, 109, 39, 713, 1823, 1613, 4347, 6839, 29511, 26865, 102077, 31425}}, -{21114, 18, 129594, {1, 1, 1, 7, 31, 43, 13, 221, 115, 993, 1155, 1641, 1063, 2065, 18909, 45769, 65331, 188455}}, -{21115, 18, 129608, {1, 1, 7, 13, 21, 9, 59, 7, 79, 217, 2009, 667, 7685, 14761, 20149, 44133, 41037, 78369}}, -{21116, 18, 129616, {1, 3, 1, 9, 23, 57, 1, 193, 77, 681, 1135, 3657, 8149, 3559, 25011, 55027, 121903, 240157}}, -{21117, 18, 129652, {1, 3, 3, 5, 31, 41, 59, 5, 159, 627, 1569, 23, 2311, 2239, 20811, 54931, 130949, 193071}}, -{21118, 18, 129659, {1, 1, 1, 1, 27, 45, 43, 1, 381, 801, 451, 1361, 1611, 5379, 27819, 8949, 4953, 222335}}, -{21119, 18, 129680, {1, 1, 7, 7, 7, 11, 101, 17, 197, 561, 297, 159, 7443, 7273, 819, 23487, 24927, 151781}}, -{21120, 18, 129692, {1, 3, 1, 3, 15, 43, 119, 193, 205, 835, 7, 689, 8045, 11167, 19521, 65075, 87265, 53669}}, -{21121, 18, 129738, {1, 3, 7, 7, 9, 51, 43, 209, 239, 415, 995, 4037, 1219, 2683, 30459, 36161, 111157, 184551}}, -{21122, 18, 129764, {1, 3, 7, 11, 27, 3, 81, 43, 407, 463, 231, 3545, 2691, 5235, 22053, 37233, 98757, 149111}}, -{21123, 18, 129782, {1, 3, 1, 5, 17, 25, 47, 185, 487, 403, 1063, 1445, 4457, 15443, 11693, 54823, 131001, 9813}}, -{21124, 18, 129793, {1, 3, 5, 3, 5, 35, 127, 253, 173, 491, 133, 3575, 1981, 12735, 26021, 61615, 74615, 159829}}, -{21125, 18, 129820, {1, 1, 5, 9, 13, 37, 67, 155, 317, 389, 603, 4061, 3527, 9315, 32331, 43145, 82511, 240133}}, -{21126, 18, 129824, {1, 1, 5, 1, 21, 41, 89, 3, 61, 627, 1301, 2073, 447, 8139, 2509, 52075, 50687, 240239}}, -{21127, 18, 129829, {1, 3, 7, 13, 25, 61, 117, 107, 175, 7, 1173, 561, 5777, 10525, 20713, 34987, 48005, 214361}}, -{21128, 18, 129848, {1, 3, 7, 15, 25, 31, 127, 147, 177, 881, 95, 2115, 4765, 10485, 9253, 721, 193, 222459}}, -{21129, 18, 129854, {1, 3, 5, 3, 3, 13, 47, 77, 441, 1001, 215, 2365, 3603, 405, 11401, 14523, 65755, 258229}}, -{21130, 18, 129861, {1, 1, 3, 9, 19, 29, 71, 153, 77, 613, 1815, 2033, 1821, 15497, 18805, 28851, 88247, 143115}}, -{21131, 18, 129879, {1, 3, 1, 11, 21, 19, 37, 35, 427, 887, 1977, 1961, 3619, 10739, 30115, 55937, 102045, 110929}}, -{21132, 18, 129886, {1, 3, 3, 13, 21, 27, 49, 15, 405, 629, 2015, 867, 2121, 13789, 19225, 22343, 105629, 123113}}, -{21133, 18, 129907, {1, 1, 1, 1, 17, 19, 55, 207, 507, 1001, 1753, 315, 2799, 8643, 1519, 4057, 16599, 222223}}, -{21134, 18, 129949, {1, 1, 5, 7, 21, 37, 63, 53, 103, 261, 595, 389, 6041, 11127, 23625, 61683, 80953, 255891}}, -{21135, 18, 129953, {1, 1, 1, 5, 25, 21, 81, 233, 79, 57, 1311, 3965, 7747, 687, 32149, 397, 4551, 37657}}, -{21136, 18, 129980, {1, 1, 1, 5, 9, 19, 87, 67, 325, 157, 317, 591, 1401, 8275, 20413, 39529, 75349, 183679}}, -{21137, 18, 129998, {1, 3, 3, 15, 9, 3, 83, 205, 195, 599, 829, 3109, 3705, 13991, 8781, 41555, 31689, 86933}}, -{21138, 18, 130031, {1, 3, 5, 1, 3, 9, 37, 235, 271, 883, 561, 1473, 7693, 177, 14113, 19507, 75221, 67517}}, -{21139, 18, 130043, {1, 1, 1, 9, 7, 29, 87, 189, 239, 429, 537, 1657, 6373, 2449, 17621, 19649, 77235, 102775}}, -{21140, 18, 130057, {1, 1, 7, 7, 1, 43, 69, 207, 241, 561, 1809, 3119, 4657, 15797, 18751, 52169, 105005, 172657}}, -{21141, 18, 130065, {1, 1, 7, 5, 5, 59, 67, 231, 27, 435, 1073, 2689, 229, 733, 1579, 52289, 110285, 76721}}, -{21142, 18, 130087, {1, 3, 5, 9, 31, 19, 87, 41, 489, 705, 1363, 963, 5865, 8237, 10295, 43169, 81561, 177209}}, -{21143, 18, 130091, {1, 3, 3, 1, 25, 39, 63, 255, 403, 625, 1601, 71, 6609, 4165, 21987, 31269, 25473, 17063}}, -{21144, 18, 130096, {1, 3, 3, 11, 19, 13, 101, 245, 17, 687, 1037, 3345, 7257, 13081, 5131, 29003, 72319, 223505}}, -{21145, 18, 130101, {1, 3, 3, 3, 11, 49, 107, 29, 463, 465, 977, 4007, 2121, 4821, 1465, 53725, 36783, 247057}}, -{21146, 18, 130111, {1, 1, 1, 3, 1, 43, 71, 49, 261, 965, 1041, 3951, 3791, 2503, 26009, 52039, 4639, 141281}}, -{21147, 18, 130126, {1, 1, 3, 5, 29, 45, 79, 33, 119, 491, 1403, 1637, 853, 5609, 29853, 16435, 117877, 58443}}, -{21148, 18, 130137, {1, 1, 3, 5, 13, 17, 109, 187, 201, 705, 235, 1485, 7673, 6335, 3341, 20451, 64697, 129519}}, -{21149, 18, 130138, {1, 1, 7, 13, 11, 41, 95, 81, 135, 783, 1293, 2095, 3599, 10175, 3205, 56915, 131, 19281}}, -{21150, 18, 130149, {1, 3, 5, 9, 13, 19, 53, 223, 283, 733, 1915, 3029, 2779, 8133, 28163, 37263, 91245, 1927}}, -{21151, 18, 130177, {1, 3, 3, 3, 1, 55, 41, 123, 209, 195, 1423, 2467, 3809, 11169, 23593, 8703, 40975, 175651}}, -{21152, 18, 130180, {1, 3, 7, 9, 31, 57, 31, 115, 415, 445, 557, 3971, 1565, 15223, 7799, 10463, 117387, 225127}}, -{21153, 18, 130214, {1, 3, 5, 11, 31, 19, 3, 63, 315, 501, 903, 1925, 3393, 16149, 11013, 15483, 70765, 279}}, -{21154, 18, 130228, {1, 3, 3, 9, 29, 21, 13, 227, 263, 815, 1259, 2549, 955, 9237, 16083, 38891, 31145, 731}}, -{21155, 18, 130240, {1, 3, 3, 5, 27, 23, 33, 189, 107, 655, 889, 1549, 7315, 13341, 12721, 59339, 54503, 91679}}, -{21156, 18, 130267, {1, 3, 7, 5, 15, 9, 1, 255, 451, 91, 1279, 2359, 5913, 5215, 23161, 29327, 45275, 206709}}, -{21157, 18, 130280, {1, 3, 3, 9, 9, 41, 75, 91, 87, 695, 335, 3375, 7307, 14095, 5359, 7815, 9339, 46387}}, -{21158, 18, 130294, {1, 1, 3, 15, 5, 47, 69, 231, 423, 255, 1335, 3395, 2799, 8955, 31445, 59849, 104955, 240587}}, -{21159, 18, 130306, {1, 3, 5, 7, 7, 9, 21, 209, 321, 5, 653, 2199, 3657, 6397, 20229, 32349, 54543, 47971}}, -{21160, 18, 130325, {1, 3, 7, 11, 31, 21, 85, 49, 197, 865, 53, 609, 1867, 14503, 12671, 61703, 39245, 8493}}, -{21161, 18, 130398, {1, 3, 1, 13, 27, 31, 119, 247, 209, 65, 1729, 1563, 1597, 1617, 26597, 50139, 108667, 77035}}, -{21162, 18, 130402, {1, 1, 5, 13, 3, 49, 53, 219, 71, 1013, 1239, 3725, 117, 9273, 8277, 32619, 45933, 71509}}, -{21163, 18, 130421, {1, 3, 7, 13, 1, 3, 119, 153, 79, 555, 429, 1221, 3725, 6073, 1295, 7187, 117709, 258911}}, -{21164, 18, 130438, {1, 3, 3, 13, 1, 13, 105, 185, 81, 989, 563, 3761, 6725, 4699, 10539, 50247, 95307, 211927}}, -{21165, 18, 130441, {1, 3, 7, 3, 21, 11, 45, 81, 495, 391, 1437, 3495, 3789, 13701, 9479, 42505, 22561, 135019}}, -{21166, 18, 130475, {1, 3, 3, 11, 7, 61, 65, 211, 269, 997, 385, 3843, 4905, 2939, 28551, 19515, 25177, 68137}}, -{21167, 18, 130486, {1, 1, 3, 3, 3, 47, 73, 127, 15, 977, 209, 1791, 4711, 6733, 29093, 36311, 13665, 240603}}, -{21168, 18, 130503, {1, 3, 5, 5, 19, 39, 29, 211, 463, 755, 1723, 397, 213, 14009, 22701, 7131, 35587, 183885}}, -{21169, 18, 130551, {1, 3, 5, 9, 11, 29, 7, 25, 381, 631, 1343, 2255, 2535, 3239, 7287, 14161, 69295, 85245}}, -{21170, 18, 130574, {1, 1, 5, 5, 17, 47, 19, 217, 289, 411, 1855, 323, 4109, 2601, 5835, 61909, 99333, 99959}}, -{21171, 18, 130602, {1, 1, 3, 11, 1, 51, 121, 207, 403, 993, 1171, 3451, 3389, 957, 22125, 9333, 110775, 54125}}, -{21172, 18, 130612, {1, 3, 5, 15, 9, 51, 13, 251, 203, 861, 321, 2017, 6933, 10785, 20089, 65213, 105451, 117319}}, -{21173, 18, 130621, {1, 3, 3, 15, 19, 63, 89, 217, 269, 723, 57, 1923, 4267, 4895, 2191, 21605, 62401, 11063}}, -{21174, 18, 130633, {1, 3, 1, 3, 21, 47, 103, 75, 167, 989, 1401, 575, 3717, 10373, 21321, 5487, 36063, 140411}}, -{21175, 18, 130684, {1, 1, 7, 15, 19, 29, 121, 197, 429, 773, 901, 1875, 291, 11395, 31459, 55041, 49263, 185143}}, -{21176, 18, 130688, {1, 3, 3, 1, 19, 17, 19, 21, 41, 885, 1665, 547, 5887, 6205, 3317, 59399, 125559, 82721}}, -{21177, 18, 130698, {1, 3, 1, 9, 15, 39, 81, 9, 279, 33, 1287, 3035, 5759, 10647, 3933, 20953, 3137, 30693}}, -{21178, 18, 130700, {1, 3, 5, 13, 3, 33, 33, 169, 233, 83, 467, 3719, 5617, 6165, 15631, 56059, 95541, 245233}}, -{21179, 18, 130712, {1, 3, 5, 13, 5, 21, 81, 9, 413, 247, 1307, 3363, 3383, 11525, 1259, 8735, 36507, 98359}}, -{21180, 18, 130739, {1, 1, 1, 13, 17, 49, 105, 131, 385, 309, 1295, 565, 8031, 15391, 31263, 52657, 102721, 212195}}, -{21181, 18, 130748, {1, 3, 1, 7, 13, 41, 21, 103, 237, 649, 55, 1565, 6327, 8743, 15457, 29975, 34165, 80839}}, -{21182, 18, 130774, {1, 3, 5, 11, 15, 31, 121, 219, 375, 159, 731, 59, 3205, 15039, 10023, 46209, 34619, 110253}}, -{21183, 18, 130783, {1, 3, 3, 11, 31, 19, 79, 185, 363, 635, 463, 987, 2681, 6405, 30077, 21173, 14213, 58095}}, -{21184, 18, 130802, {1, 1, 5, 13, 23, 37, 57, 111, 293, 553, 269, 3393, 345, 1983, 1097, 47217, 22281, 212607}}, -{21185, 18, 130811, {1, 3, 5, 7, 7, 33, 65, 61, 185, 411, 187, 641, 6437, 4625, 17547, 38941, 81119, 48651}}, -{21186, 18, 130836, {1, 1, 7, 3, 19, 25, 39, 243, 139, 465, 691, 713, 7879, 14539, 31669, 35871, 130681, 255929}}, -{21187, 18, 130840, {1, 3, 1, 1, 3, 43, 87, 13, 179, 835, 719, 1189, 7207, 5863, 6077, 20669, 35469, 211155}}, -{21188, 18, 130856, {1, 3, 7, 13, 25, 59, 97, 129, 151, 985, 739, 1919, 7729, 14057, 21721, 17603, 82797, 181319}}, -{21189, 18, 130864, {1, 1, 7, 7, 5, 3, 21, 141, 379, 257, 207, 597, 4051, 7563, 25481, 59427, 45449, 61159}}, -{21190, 18, 130873, {1, 3, 3, 9, 11, 25, 5, 29, 131, 603, 637, 189, 4033, 13099, 15219, 4447, 73501, 135795}}, -{21191, 18, 130918, {1, 3, 1, 9, 1, 49, 57, 227, 141, 543, 1499, 3525, 3127, 11191, 4071, 47003, 7431, 155137}}, -{21192, 18, 130927, {1, 3, 1, 11, 27, 31, 15, 31, 113, 135, 1251, 245, 6965, 14263, 5679, 55201, 121453, 132503}}, -{21193, 18, 130929, {1, 1, 5, 15, 7, 23, 67, 163, 57, 513, 1809, 1343, 6165, 199, 31169, 30803, 86705, 71103}}, -{21194, 18, 130958, {1, 1, 3, 1, 15, 9, 75, 143, 273, 797, 819, 4037, 2305, 4841, 15697, 41191, 38187, 174131}}, -{21195, 18, 130966, {1, 3, 7, 7, 3, 55, 65, 135, 423, 185, 299, 2221, 7987, 4223, 28183, 32273, 95941, 260297}}, -{21196, 18, 130970, {1, 1, 7, 7, 7, 11, 67, 109, 507, 673, 1555, 2537, 7553, 4659, 3945, 20839, 32539, 43053}}, -{21197, 18, 130976, {1, 1, 7, 15, 1, 47, 61, 73, 211, 397, 1785, 4063, 6461, 13725, 11299, 17565, 80063, 118271}}, -{21198, 18, 131006, {1, 1, 7, 5, 29, 27, 97, 105, 379, 153, 915, 2795, 4933, 6729, 21207, 9995, 70241, 85641}}, -{21199, 18, 131008, {1, 3, 5, 5, 23, 13, 41, 67, 127, 649, 1351, 3597, 7077, 4989, 14649, 17401, 70883, 239841}}, -{21200, 18, 131020, {1, 1, 5, 1, 19, 1, 83, 3, 425, 873, 1943, 3935, 4257, 14587, 11829, 55217, 21963, 39683}}, -{21201, 18, 131059, {1, 1, 7, 11, 15, 7, 37, 239, 337, 245, 1557, 3681, 7357, 9639, 27367, 26869, 114603, 86317}} -}; -/* clang-format on */ - -void sobol_generate_direction_vectors(uint vectors[][SOBOL_BITS], int dimensions) -{ - assert(dimensions <= SOBOL_MAX_DIMENSIONS); - - const uint L = SOBOL_BITS; - - /* first dimension is exception */ - uint *v = vectors[0]; - - for (uint i = 0; i < L; i++) - v[i] = 1 << (31 - i); // all m's = 1 - - for (int dim = 1; dim < dimensions; dim++) { - const SobolDirectionNumbers *numbers = &SOBOL_NUMBERS[dim - 1]; - const uint s = numbers->s; - const uint a = numbers->a; - const uint *m = numbers->m; - - v = vectors[dim]; - - if (L <= s) { - for (uint i = 0; i < L; i++) - v[i] = m[i] << (31 - i); - } - else { - for (uint i = 0; i < s; i++) - v[i] = m[i] << (31 - i); - - for (uint i = s; i < L; i++) { - v[i] = v[i - s] ^ (v[i - s] >> s); - - for (uint k = 1; k < s; k++) - v[i] ^= (((a >> (s - 1 - k)) & 1) * v[i - k]); - } - } - } -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/render/sobol.h b/intern/cycles/render/sobol.h deleted file mode 100644 index d38857d2b35..00000000000 --- a/intern/cycles/render/sobol.h +++ /dev/null @@ -1,31 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#ifndef __SOBOL_H__ -#define __SOBOL_H__ - -#include "util/util_types.h" - -CCL_NAMESPACE_BEGIN - -#define SOBOL_BITS 32 -#define SOBOL_MAX_DIMENSIONS 21201 - -void sobol_generate_direction_vectors(uint vectors[][SOBOL_BITS], int dimensions); - -CCL_NAMESPACE_END - -#endif /* __SOBOL_H__ */ diff --git a/intern/cycles/render/stats.cpp b/intern/cycles/render/stats.cpp deleted file mode 100644 index 73eb7e21ff9..00000000000 --- a/intern/cycles/render/stats.cpp +++ /dev/null @@ -1,382 +0,0 @@ -/* - * Copyright 2011-2018 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "render/stats.h" -#include "render/object.h" -#include "util/util_algorithm.h" -#include "util/util_foreach.h" -#include "util/util_string.h" - -CCL_NAMESPACE_BEGIN - -static int kIndentNumSpaces = 2; - -/* Named size entry. */ - -namespace { - -bool namedSizeEntryComparator(const NamedSizeEntry &a, const NamedSizeEntry &b) -{ - /* We sort in descending order. */ - return a.size > b.size; -} - -bool namedTimeEntryComparator(const NamedTimeEntry &a, const NamedTimeEntry &b) -{ - /* We sort in descending order. */ - return a.time > b.time; -} - -bool namedTimeSampleEntryComparator(const NamedNestedSampleStats &a, - const NamedNestedSampleStats &b) -{ - return a.sum_samples > b.sum_samples; -} - -bool namedSampleCountPairComparator(const NamedSampleCountPair &a, const NamedSampleCountPair &b) -{ - return a.samples > b.samples; -} - -} // namespace - -NamedSizeEntry::NamedSizeEntry() : name(""), size(0) -{ -} - -NamedSizeEntry::NamedSizeEntry(const string &name, size_t size) : name(name), size(size) -{ -} - -NamedTimeEntry::NamedTimeEntry() : name(""), time(0) -{ -} - -NamedTimeEntry::NamedTimeEntry(const string &name, double time) : name(name), time(time) -{ -} - -/* Named size statistics. */ - -NamedSizeStats::NamedSizeStats() : total_size(0) -{ -} - -void NamedSizeStats::add_entry(const NamedSizeEntry &entry) -{ - total_size += entry.size; - entries.push_back(entry); -} - -string NamedSizeStats::full_report(int indent_level) -{ - const string indent(indent_level * kIndentNumSpaces, ' '); - const string double_indent = indent + indent; - string result = ""; - result += string_printf("%sTotal memory: %s (%s)\n", - indent.c_str(), - string_human_readable_size(total_size).c_str(), - string_human_readable_number(total_size).c_str()); - sort(entries.begin(), entries.end(), namedSizeEntryComparator); - foreach (const NamedSizeEntry &entry, entries) { - result += string_printf("%s%-32s %s (%s)\n", - double_indent.c_str(), - entry.name.c_str(), - string_human_readable_size(entry.size).c_str(), - string_human_readable_number(entry.size).c_str()); - } - return result; -} - -string NamedTimeStats::full_report(int indent_level) -{ - const string indent(indent_level * kIndentNumSpaces, ' '); - const string double_indent = indent + indent; - string result = ""; - result += string_printf("%sTotal time: %fs\n", indent.c_str(), total_time); - sort(entries.begin(), entries.end(), namedTimeEntryComparator); - foreach (const NamedTimeEntry &entry, entries) { - result += string_printf( - "%s%-40s %fs\n", double_indent.c_str(), entry.name.c_str(), entry.time); - } - return result; -} - -/* Named time sample statistics. */ - -NamedNestedSampleStats::NamedNestedSampleStats() : name(""), self_samples(0), sum_samples(0) -{ -} - -NamedNestedSampleStats::NamedNestedSampleStats(const string &name, uint64_t samples) - : name(name), self_samples(samples), sum_samples(samples) -{ -} - -NamedNestedSampleStats &NamedNestedSampleStats::add_entry(const string &name_, uint64_t samples_) -{ - entries.push_back(NamedNestedSampleStats(name_, samples_)); - return entries[entries.size() - 1]; -} - -void NamedNestedSampleStats::update_sum() -{ - sum_samples = self_samples; - foreach (NamedNestedSampleStats &entry, entries) { - entry.update_sum(); - sum_samples += entry.sum_samples; - } -} - -string NamedNestedSampleStats::full_report(int indent_level, uint64_t total_samples) -{ - update_sum(); - - if (total_samples == 0) { - total_samples = sum_samples; - } - - const string indent(indent_level * kIndentNumSpaces, ' '); - - const double sum_percent = 100 * ((double)sum_samples) / total_samples; - const double sum_seconds = sum_samples * 0.001; - const double self_percent = 100 * ((double)self_samples) / total_samples; - const double self_seconds = self_samples * 0.001; - string info = string_printf("%-32s: Total %3.2f%% (%.2fs), Self %3.2f%% (%.2fs)\n", - name.c_str(), - sum_percent, - sum_seconds, - self_percent, - self_seconds); - string result = indent + info; - - sort(entries.begin(), entries.end(), namedTimeSampleEntryComparator); - foreach (NamedNestedSampleStats &entry, entries) { - result += entry.full_report(indent_level + 1, total_samples); - } - return result; -} - -/* Named sample count pairs. */ - -NamedSampleCountPair::NamedSampleCountPair(const ustring &name, uint64_t samples, uint64_t hits) - : name(name), samples(samples), hits(hits) -{ -} - -NamedSampleCountStats::NamedSampleCountStats() -{ -} - -void NamedSampleCountStats::add(const ustring &name, uint64_t samples, uint64_t hits) -{ - entry_map::iterator entry = entries.find(name); - if (entry != entries.end()) { - entry->second.samples += samples; - entry->second.hits += hits; - return; - } - entries.emplace(name, NamedSampleCountPair(name, samples, hits)); -} - -string NamedSampleCountStats::full_report(int indent_level) -{ - const string indent(indent_level * kIndentNumSpaces, ' '); - - vector sorted_entries; - sorted_entries.reserve(entries.size()); - - uint64_t total_hits = 0, total_samples = 0; - foreach (entry_map::const_reference entry, entries) { - const NamedSampleCountPair &pair = entry.second; - - total_hits += pair.hits; - total_samples += pair.samples; - - sorted_entries.push_back(pair); - } - const double avg_samples_per_hit = ((double)total_samples) / total_hits; - - sort(sorted_entries.begin(), sorted_entries.end(), namedSampleCountPairComparator); - - string result = ""; - foreach (const NamedSampleCountPair &entry, sorted_entries) { - const double seconds = entry.samples * 0.001; - const double relative = ((double)entry.samples) / (entry.hits * avg_samples_per_hit); - - result += indent + - string_printf( - "%-32s: %.2fs (Relative cost: %.2f)\n", entry.name.c_str(), seconds, relative); - } - return result; -} - -/* Mesh statistics. */ - -MeshStats::MeshStats() -{ -} - -string MeshStats::full_report(int indent_level) -{ - const string indent(indent_level * kIndentNumSpaces, ' '); - string result = ""; - result += indent + "Geometry:\n" + geometry.full_report(indent_level + 1); - return result; -} - -/* Image statistics. */ - -ImageStats::ImageStats() -{ -} - -string ImageStats::full_report(int indent_level) -{ - const string indent(indent_level * kIndentNumSpaces, ' '); - string result = ""; - result += indent + "Textures:\n" + textures.full_report(indent_level + 1); - return result; -} - -/* Overall statistics. */ - -RenderStats::RenderStats() -{ - has_profiling = false; -} - -void RenderStats::collect_profiling(Scene *scene, Profiler &prof) -{ - has_profiling = true; - - kernel = NamedNestedSampleStats("Total render time", prof.get_event(PROFILING_UNKNOWN)); - kernel.add_entry("Ray setup", prof.get_event(PROFILING_RAY_SETUP)); - kernel.add_entry("Intersect Closest", prof.get_event(PROFILING_INTERSECT_CLOSEST)); - kernel.add_entry("Intersect Shadow", prof.get_event(PROFILING_INTERSECT_SHADOW)); - kernel.add_entry("Intersect Subsurface", prof.get_event(PROFILING_INTERSECT_SUBSURFACE)); - kernel.add_entry("Intersect Volume Stack", prof.get_event(PROFILING_INTERSECT_VOLUME_STACK)); - - NamedNestedSampleStats &surface = kernel.add_entry("Shade Surface", 0); - surface.add_entry("Setup", prof.get_event(PROFILING_SHADE_SURFACE_SETUP)); - surface.add_entry("Shader Evaluation", prof.get_event(PROFILING_SHADE_SURFACE_EVAL)); - surface.add_entry("Render Passes", prof.get_event(PROFILING_SHADE_SURFACE_PASSES)); - surface.add_entry("Direct Light", prof.get_event(PROFILING_SHADE_SURFACE_DIRECT_LIGHT)); - surface.add_entry("Indirect Light", prof.get_event(PROFILING_SHADE_SURFACE_INDIRECT_LIGHT)); - surface.add_entry("Ambient Occlusion", prof.get_event(PROFILING_SHADE_SURFACE_AO)); - - NamedNestedSampleStats &volume = kernel.add_entry("Shade Volume", 0); - volume.add_entry("Setup", prof.get_event(PROFILING_SHADE_VOLUME_SETUP)); - volume.add_entry("Integrate", prof.get_event(PROFILING_SHADE_VOLUME_INTEGRATE)); - volume.add_entry("Direct Light", prof.get_event(PROFILING_SHADE_VOLUME_DIRECT_LIGHT)); - volume.add_entry("Indirect Light", prof.get_event(PROFILING_SHADE_VOLUME_INDIRECT_LIGHT)); - - NamedNestedSampleStats &shadow = kernel.add_entry("Shade Shadow", 0); - shadow.add_entry("Setup", prof.get_event(PROFILING_SHADE_SHADOW_SETUP)); - shadow.add_entry("Surface", prof.get_event(PROFILING_SHADE_SHADOW_SURFACE)); - shadow.add_entry("Volume", prof.get_event(PROFILING_SHADE_SHADOW_VOLUME)); - - NamedNestedSampleStats &light = kernel.add_entry("Shade Light", 0); - light.add_entry("Setup", prof.get_event(PROFILING_SHADE_LIGHT_SETUP)); - light.add_entry("Shader Evaluation", prof.get_event(PROFILING_SHADE_LIGHT_EVAL)); - - shaders.entries.clear(); - foreach (Shader *shader, scene->shaders) { - uint64_t samples, hits; - if (prof.get_shader(shader->id, samples, hits)) { - shaders.add(shader->name, samples, hits); - } - } - - objects.entries.clear(); - foreach (Object *object, scene->objects) { - uint64_t samples, hits; - if (prof.get_object(object->get_device_index(), samples, hits)) { - objects.add(object->name, samples, hits); - } - } -} - -string RenderStats::full_report() -{ - string result = ""; - result += "Mesh statistics:\n" + mesh.full_report(1); - result += "Image statistics:\n" + image.full_report(1); - if (has_profiling) { - result += "Kernel statistics:\n" + kernel.full_report(1); - result += "Shader statistics:\n" + shaders.full_report(1); - result += "Object statistics:\n" + objects.full_report(1); - } - else { - result += "Profiling information not available (only works with CPU rendering)"; - } - return result; -} - -NamedTimeStats::NamedTimeStats() : total_time(0.0) -{ -} - -string UpdateTimeStats::full_report(int indent_level) -{ - return times.full_report(indent_level + 1); -} - -SceneUpdateStats::SceneUpdateStats() -{ -} - -string SceneUpdateStats::full_report() -{ - string result = ""; - result += "Scene:\n" + scene.full_report(1); - result += "Geometry:\n" + geometry.full_report(1); - result += "Light:\n" + light.full_report(1); - result += "Object:\n" + object.full_report(1); - result += "Image:\n" + image.full_report(1); - result += "Background:\n" + background.full_report(1); - result += "Bake:\n" + bake.full_report(1); - result += "Camera:\n" + camera.full_report(1); - result += "Film:\n" + film.full_report(1); - result += "Integrator:\n" + integrator.full_report(1); - result += "OSL:\n" + osl.full_report(1); - result += "Particles:\n" + particles.full_report(1); - result += "SVM:\n" + svm.full_report(1); - result += "Tables:\n" + tables.full_report(1); - result += "Procedurals:\n" + procedurals.full_report(1); - return result; -} - -void SceneUpdateStats::clear() -{ - geometry.times.clear(); - image.times.clear(); - light.times.clear(); - object.times.clear(); - background.times.clear(); - bake.times.clear(); - camera.times.clear(); - film.times.clear(); - integrator.times.clear(); - osl.times.clear(); - particles.times.clear(); - scene.times.clear(); - svm.times.clear(); - tables.times.clear(); - procedurals.times.clear(); -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/render/stats.h b/intern/cycles/render/stats.h deleted file mode 100644 index 93d029bba61..00000000000 --- a/intern/cycles/render/stats.h +++ /dev/null @@ -1,231 +0,0 @@ -/* - * Copyright 2011-2018 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#ifndef __RENDER_STATS_H__ -#define __RENDER_STATS_H__ - -#include "render/scene.h" - -#include "util/util_stats.h" -#include "util/util_string.h" -#include "util/util_vector.h" - -CCL_NAMESPACE_BEGIN - -/* Named statistics entry, which corresponds to a size. There is no real - * semantic around the units of size, it just should be the same for all - * entries. - * - * This is a generic entry for all size-related statistics, which helps - * avoiding duplicating code for things like sorting. - */ -class NamedSizeEntry { - public: - NamedSizeEntry(); - NamedSizeEntry(const string &name, size_t size); - - string name; - size_t size; -}; - -class NamedTimeEntry { - public: - NamedTimeEntry(); - NamedTimeEntry(const string &name, double time); - - string name; - double time; -}; - -/* Container of named size entries. Used, for example, to store per-mesh memory - * usage statistics. But also keeps track of overall memory usage of the - * container. - */ -class NamedSizeStats { - public: - NamedSizeStats(); - - /* Add entry to the statistics. */ - void add_entry(const NamedSizeEntry &entry); - - /* Generate full human-readable report. */ - string full_report(int indent_level = 0); - - /* Total size of all entries. */ - size_t total_size; - - /* NOTE: Is fine to read directly, but for adding use add_entry(), which - * makes sure all accumulating values are properly updated. - */ - vector entries; -}; - -class NamedTimeStats { - public: - NamedTimeStats(); - - /* Add entry to the statistics. */ - void add_entry(const NamedTimeEntry &entry) - { - total_time += entry.time; - entries.push_back(entry); - } - - /* Generate full human-readable report. */ - string full_report(int indent_level = 0); - - /* Total time of all entries. */ - double total_time; - - /* NOTE: Is fine to read directly, but for adding use add_entry(), which - * makes sure all accumulating values are properly updated. - */ - vector entries; - - void clear() - { - total_time = 0.0; - entries.clear(); - } -}; - -class NamedNestedSampleStats { - public: - NamedNestedSampleStats(); - NamedNestedSampleStats(const string &name, uint64_t samples); - - NamedNestedSampleStats &add_entry(const string &name, uint64_t samples); - - /* Updates sum_samples recursively. */ - void update_sum(); - - string full_report(int indent_level = 0, uint64_t total_samples = 0); - - string name; - - /* self_samples contains only the samples that this specific event got, - * while sum_samples also includes the samples of all sub-entries. */ - uint64_t self_samples, sum_samples; - - vector entries; -}; - -/* Named entry containing both a time-sample count for objects of a type and a - * total count of processed items. - * This allows to estimate the time spent per item. */ -class NamedSampleCountPair { - public: - NamedSampleCountPair(const ustring &name, uint64_t samples, uint64_t hits); - - ustring name; - uint64_t samples; - uint64_t hits; -}; - -/* Contains statistics about pairs of samples and counts as described above. */ -class NamedSampleCountStats { - public: - NamedSampleCountStats(); - - string full_report(int indent_level = 0); - void add(const ustring &name, uint64_t samples, uint64_t hits); - - typedef unordered_map entry_map; - entry_map entries; -}; - -/* Statistics about mesh in the render database. */ -class MeshStats { - public: - MeshStats(); - - /* Generate full human-readable report. */ - string full_report(int indent_level = 0); - - /* Input geometry statistics, this is what is coming as an input to render - * from. say, Blender. This does not include runtime or engine specific - * memory like BVH. - */ - NamedSizeStats geometry; -}; - -/* Statistics about images held in memory. */ -class ImageStats { - public: - ImageStats(); - - /* Generate full human-readable report. */ - string full_report(int indent_level = 0); - - NamedSizeStats textures; -}; - -/* Render process statistics. */ -class RenderStats { - public: - RenderStats(); - - /* Return full report as string. */ - string full_report(); - - /* Collect kernel sampling information from Stats. */ - void collect_profiling(Scene *scene, Profiler &prof); - - bool has_profiling; - - MeshStats mesh; - ImageStats image; - NamedNestedSampleStats kernel; - NamedSampleCountStats shaders; - NamedSampleCountStats objects; -}; - -class UpdateTimeStats { - public: - /* Generate full human-readable report. */ - string full_report(int indent_level = 0); - - NamedTimeStats times; -}; - -class SceneUpdateStats { - public: - SceneUpdateStats(); - - UpdateTimeStats geometry; - UpdateTimeStats image; - UpdateTimeStats light; - UpdateTimeStats object; - UpdateTimeStats background; - UpdateTimeStats bake; - UpdateTimeStats camera; - UpdateTimeStats film; - UpdateTimeStats integrator; - UpdateTimeStats osl; - UpdateTimeStats particles; - UpdateTimeStats scene; - UpdateTimeStats svm; - UpdateTimeStats tables; - UpdateTimeStats procedurals; - - string full_report(); - - void clear(); -}; - -CCL_NAMESPACE_END - -#endif /* __RENDER_STATS_H__ */ diff --git a/intern/cycles/render/svm.cpp b/intern/cycles/render/svm.cpp deleted file mode 100644 index 2379eb775a0..00000000000 --- a/intern/cycles/render/svm.cpp +++ /dev/null @@ -1,984 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "device/device.h" - -#include "render/background.h" -#include "render/graph.h" -#include "render/light.h" -#include "render/mesh.h" -#include "render/nodes.h" -#include "render/scene.h" -#include "render/shader.h" -#include "render/stats.h" -#include "render/svm.h" - -#include "util/util_foreach.h" -#include "util/util_logging.h" -#include "util/util_progress.h" -#include "util/util_task.h" - -CCL_NAMESPACE_BEGIN - -/* Shader Manager */ - -SVMShaderManager::SVMShaderManager() -{ -} - -SVMShaderManager::~SVMShaderManager() -{ -} - -void SVMShaderManager::reset(Scene * /*scene*/) -{ -} - -void SVMShaderManager::device_update_shader(Scene *scene, - Shader *shader, - Progress *progress, - array *svm_nodes) -{ - if (progress->get_cancel()) { - return; - } - assert(shader->graph); - - svm_nodes->push_back_slow(make_int4(NODE_SHADER_JUMP, 0, 0, 0)); - - SVMCompiler::Summary summary; - SVMCompiler compiler(scene); - compiler.background = (shader == scene->background->get_shader(scene)); - compiler.compile(shader, *svm_nodes, 0, &summary); - - VLOG(2) << "Compilation summary:\n" - << "Shader name: " << shader->name << "\n" - << summary.full_report(); -} - -void SVMShaderManager::device_update_specific(Device *device, - DeviceScene *dscene, - Scene *scene, - Progress &progress) -{ - if (!need_update()) - return; - - scoped_callback_timer timer([scene](double time) { - if (scene->update_stats) { - scene->update_stats->svm.times.add_entry({"device_update", time}); - } - }); - - const int num_shaders = scene->shaders.size(); - - VLOG(1) << "Total " << num_shaders << " shaders."; - - double start_time = time_dt(); - - /* test if we need to update */ - device_free(device, dscene, scene); - - /* Build all shaders. */ - TaskPool task_pool; - vector> shader_svm_nodes(num_shaders); - for (int i = 0; i < num_shaders; i++) { - task_pool.push(function_bind(&SVMShaderManager::device_update_shader, - this, - scene, - scene->shaders[i], - &progress, - &shader_svm_nodes[i])); - } - task_pool.wait_work(); - - if (progress.get_cancel()) { - return; - } - - /* The global node list contains a jump table (one node per shader) - * followed by the nodes of all shaders. */ - int svm_nodes_size = num_shaders; - for (int i = 0; i < num_shaders; i++) { - /* Since we're not copying the local jump node, the size ends up being one node lower. */ - svm_nodes_size += shader_svm_nodes[i].size() - 1; - } - - int4 *svm_nodes = dscene->svm_nodes.alloc(svm_nodes_size); - - int node_offset = num_shaders; - for (int i = 0; i < num_shaders; i++) { - Shader *shader = scene->shaders[i]; - - shader->clear_modified(); - if (shader->get_use_mis() && shader->has_surface_emission) { - scene->light_manager->tag_update(scene, LightManager::SHADER_COMPILED); - } - - /* Update the global jump table. - * Each compiled shader starts with a jump node that has offsets local - * to the shader, so copy those and add the offset into the global node list. */ - int4 &global_jump_node = svm_nodes[shader->id]; - int4 &local_jump_node = shader_svm_nodes[i][0]; - - global_jump_node.x = NODE_SHADER_JUMP; - global_jump_node.y = local_jump_node.y - 1 + node_offset; - global_jump_node.z = local_jump_node.z - 1 + node_offset; - global_jump_node.w = local_jump_node.w - 1 + node_offset; - - node_offset += shader_svm_nodes[i].size() - 1; - } - - /* Copy the nodes of each shader into the correct location. */ - svm_nodes += num_shaders; - for (int i = 0; i < num_shaders; i++) { - int shader_size = shader_svm_nodes[i].size() - 1; - - memcpy(svm_nodes, &shader_svm_nodes[i][1], sizeof(int4) * shader_size); - svm_nodes += shader_size; - } - - if (progress.get_cancel()) { - return; - } - - dscene->svm_nodes.copy_to_device(); - - device_update_common(device, dscene, scene, progress); - - update_flags = UPDATE_NONE; - - VLOG(1) << "Shader manager updated " << num_shaders << " shaders in " << time_dt() - start_time - << " seconds."; -} - -void SVMShaderManager::device_free(Device *device, DeviceScene *dscene, Scene *scene) -{ - device_free_common(device, dscene, scene); - - dscene->svm_nodes.free(); -} - -/* Graph Compiler */ - -SVMCompiler::SVMCompiler(Scene *scene) : scene(scene) -{ - max_stack_use = 0; - current_type = SHADER_TYPE_SURFACE; - current_shader = NULL; - current_graph = NULL; - background = false; - mix_weight_offset = SVM_STACK_INVALID; - compile_failed = false; -} - -int SVMCompiler::stack_size(SocketType::Type type) -{ - int size = 0; - - switch (type) { - case SocketType::FLOAT: - case SocketType::INT: - size = 1; - break; - case SocketType::COLOR: - case SocketType::VECTOR: - case SocketType::NORMAL: - case SocketType::POINT: - size = 3; - break; - case SocketType::CLOSURE: - size = 0; - break; - default: - assert(0); - break; - } - - return size; -} - -int SVMCompiler::stack_find_offset(int size) -{ - int offset = -1; - - /* find free space in stack & mark as used */ - for (int i = 0, num_unused = 0; i < SVM_STACK_SIZE; i++) { - if (active_stack.users[i]) - num_unused = 0; - else - num_unused++; - - if (num_unused == size) { - offset = i + 1 - size; - max_stack_use = max(i + 1, max_stack_use); - - while (i >= offset) - active_stack.users[i--] = 1; - - return offset; - } - } - - if (!compile_failed) { - compile_failed = true; - fprintf(stderr, - "Cycles: out of SVM stack space, shader \"%s\" too big.\n", - current_shader->name.c_str()); - } - - return 0; -} - -int SVMCompiler::stack_find_offset(SocketType::Type type) -{ - return stack_find_offset(stack_size(type)); -} - -void SVMCompiler::stack_clear_offset(SocketType::Type type, int offset) -{ - int size = stack_size(type); - - for (int i = 0; i < size; i++) - active_stack.users[offset + i]--; -} - -int SVMCompiler::stack_assign(ShaderInput *input) -{ - /* stack offset assign? */ - if (input->stack_offset == SVM_STACK_INVALID) { - if (input->link) { - /* linked to output -> use output offset */ - assert(input->link->stack_offset != SVM_STACK_INVALID); - input->stack_offset = input->link->stack_offset; - } - else { - Node *node = input->parent; - - /* not linked to output -> add nodes to load default value */ - input->stack_offset = stack_find_offset(input->type()); - - if (input->type() == SocketType::FLOAT) { - add_node(NODE_VALUE_F, - __float_as_int(node->get_float(input->socket_type)), - input->stack_offset); - } - else if (input->type() == SocketType::INT) { - add_node(NODE_VALUE_F, node->get_int(input->socket_type), input->stack_offset); - } - else if (input->type() == SocketType::VECTOR || input->type() == SocketType::NORMAL || - input->type() == SocketType::POINT || input->type() == SocketType::COLOR) { - - add_node(NODE_VALUE_V, input->stack_offset); - add_node(NODE_VALUE_V, node->get_float3(input->socket_type)); - } - else /* should not get called for closure */ - assert(0); - } - } - - return input->stack_offset; -} - -int SVMCompiler::stack_assign(ShaderOutput *output) -{ - /* if no stack offset assigned yet, find one */ - if (output->stack_offset == SVM_STACK_INVALID) - output->stack_offset = stack_find_offset(output->type()); - - return output->stack_offset; -} - -int SVMCompiler::stack_assign_if_linked(ShaderInput *input) -{ - if (input->link || input->constant_folded_in) - return stack_assign(input); - - return SVM_STACK_INVALID; -} - -int SVMCompiler::stack_assign_if_linked(ShaderOutput *output) -{ - if (!output->links.empty()) - return stack_assign(output); - - return SVM_STACK_INVALID; -} - -void SVMCompiler::stack_link(ShaderInput *input, ShaderOutput *output) -{ - if (output->stack_offset == SVM_STACK_INVALID) { - assert(input->link); - assert(stack_size(output->type()) == stack_size(input->link->type())); - - output->stack_offset = input->link->stack_offset; - - int size = stack_size(output->type()); - - for (int i = 0; i < size; i++) - active_stack.users[output->stack_offset + i]++; - } -} - -void SVMCompiler::stack_clear_users(ShaderNode *node, ShaderNodeSet &done) -{ - /* optimization we should add: - * find and lower user counts for outputs for which all inputs are done. - * this is done before the node is compiled, under the assumption that the - * node will first load all inputs from the stack and then writes its - * outputs. this used to work, but was disabled because it gave trouble - * with inputs getting stack positions assigned */ - - foreach (ShaderInput *input, node->inputs) { - ShaderOutput *output = input->link; - - if (output && output->stack_offset != SVM_STACK_INVALID) { - bool all_done = true; - - /* optimization we should add: verify if in->parent is actually used */ - foreach (ShaderInput *in, output->links) - if (in->parent != node && done.find(in->parent) == done.end()) - all_done = false; - - if (all_done) { - stack_clear_offset(output->type(), output->stack_offset); - output->stack_offset = SVM_STACK_INVALID; - - foreach (ShaderInput *in, output->links) - in->stack_offset = SVM_STACK_INVALID; - } - } - } -} - -void SVMCompiler::stack_clear_temporary(ShaderNode *node) -{ - foreach (ShaderInput *input, node->inputs) { - if (!input->link && input->stack_offset != SVM_STACK_INVALID) { - stack_clear_offset(input->type(), input->stack_offset); - input->stack_offset = SVM_STACK_INVALID; - } - } -} - -uint SVMCompiler::encode_uchar4(uint x, uint y, uint z, uint w) -{ - assert(x <= 255); - assert(y <= 255); - assert(z <= 255); - assert(w <= 255); - - return (x) | (y << 8) | (z << 16) | (w << 24); -} - -void SVMCompiler::add_node(int a, int b, int c, int d) -{ - current_svm_nodes.push_back_slow(make_int4(a, b, c, d)); -} - -void SVMCompiler::add_node(ShaderNodeType type, int a, int b, int c) -{ - current_svm_nodes.push_back_slow(make_int4(type, a, b, c)); -} - -void SVMCompiler::add_node(ShaderNodeType type, const float3 &f) -{ - current_svm_nodes.push_back_slow( - make_int4(type, __float_as_int(f.x), __float_as_int(f.y), __float_as_int(f.z))); -} - -void SVMCompiler::add_node(const float4 &f) -{ - current_svm_nodes.push_back_slow(make_int4( - __float_as_int(f.x), __float_as_int(f.y), __float_as_int(f.z), __float_as_int(f.w))); -} - -uint SVMCompiler::attribute(ustring name) -{ - return scene->shader_manager->get_attribute_id(name); -} - -uint SVMCompiler::attribute(AttributeStandard std) -{ - return scene->shader_manager->get_attribute_id(std); -} - -uint SVMCompiler::attribute_standard(ustring name) -{ - AttributeStandard std = Attribute::name_standard(name.c_str()); - return (std) ? attribute(std) : attribute(name); -} - -void SVMCompiler::find_dependencies(ShaderNodeSet &dependencies, - const ShaderNodeSet &done, - ShaderInput *input, - ShaderNode *skip_node) -{ - ShaderNode *node = (input->link) ? input->link->parent : NULL; - if (node != NULL && done.find(node) == done.end() && node != skip_node && - dependencies.find(node) == dependencies.end()) { - foreach (ShaderInput *in, node->inputs) { - find_dependencies(dependencies, done, in, skip_node); - } - dependencies.insert(node); - } -} - -void SVMCompiler::generate_node(ShaderNode *node, ShaderNodeSet &done) -{ - node->compile(*this); - stack_clear_users(node, done); - stack_clear_temporary(node); - - if (current_type == SHADER_TYPE_SURFACE) { - if (node->has_spatial_varying()) - current_shader->has_surface_spatial_varying = true; - if (node->get_feature() & KERNEL_FEATURE_NODE_RAYTRACE) - current_shader->has_surface_raytrace = true; - } - else if (current_type == SHADER_TYPE_VOLUME) { - if (node->has_spatial_varying()) - current_shader->has_volume_spatial_varying = true; - if (node->has_attribute_dependency()) - current_shader->has_volume_attribute_dependency = true; - } - - if (node->has_integrator_dependency()) { - current_shader->has_integrator_dependency = true; - } -} - -void SVMCompiler::generate_svm_nodes(const ShaderNodeSet &nodes, CompilerState *state) -{ - ShaderNodeSet &done = state->nodes_done; - vector &done_flag = state->nodes_done_flag; - - bool nodes_done; - do { - nodes_done = true; - - foreach (ShaderNode *node, nodes) { - if (!done_flag[node->id]) { - bool inputs_done = true; - - foreach (ShaderInput *input, node->inputs) { - if (input->link && !done_flag[input->link->parent->id]) { - inputs_done = false; - } - } - if (inputs_done) { - generate_node(node, done); - done.insert(node); - done_flag[node->id] = true; - } - else { - nodes_done = false; - } - } - } - } while (!nodes_done); -} - -void SVMCompiler::generate_closure_node(ShaderNode *node, CompilerState *state) -{ - /* Skip generating closure that are not supported or needed for a particular - * type of shader. For example a BSDF in a volume shader. */ - const int node_feature = node->get_feature(); - if ((state->node_feature_mask & node_feature) != node_feature) { - return; - } - - /* execute dependencies for closure */ - foreach (ShaderInput *in, node->inputs) { - if (in->link != NULL) { - ShaderNodeSet dependencies; - find_dependencies(dependencies, state->nodes_done, in); - generate_svm_nodes(dependencies, state); - } - } - - /* closure mix weight */ - const char *weight_name = (current_type == SHADER_TYPE_VOLUME) ? "VolumeMixWeight" : - "SurfaceMixWeight"; - ShaderInput *weight_in = node->input(weight_name); - - if (weight_in && (weight_in->link || node->get_float(weight_in->socket_type) != 1.0f)) - mix_weight_offset = stack_assign(weight_in); - else - mix_weight_offset = SVM_STACK_INVALID; - - /* compile closure itself */ - generate_node(node, state->nodes_done); - - mix_weight_offset = SVM_STACK_INVALID; - - if (current_type == SHADER_TYPE_SURFACE) { - if (node->has_surface_emission()) - current_shader->has_surface_emission = true; - if (node->has_surface_transparent()) - current_shader->has_surface_transparent = true; - if (node->has_surface_bssrdf()) { - current_shader->has_surface_bssrdf = true; - if (node->has_bssrdf_bump()) - current_shader->has_bssrdf_bump = true; - } - if (node->has_bump()) { - current_shader->has_bump = true; - } - } -} - -void SVMCompiler::generated_shared_closure_nodes(ShaderNode *root_node, - ShaderNode *node, - CompilerState *state, - const ShaderNodeSet &shared) -{ - if (shared.find(node) != shared.end()) { - generate_multi_closure(root_node, node, state); - } - else { - foreach (ShaderInput *in, node->inputs) { - if (in->type() == SocketType::CLOSURE && in->link) - generated_shared_closure_nodes(root_node, in->link->parent, state, shared); - } - } -} - -void SVMCompiler::find_aov_nodes_and_dependencies(ShaderNodeSet &aov_nodes, - ShaderGraph *graph, - CompilerState *state) -{ - foreach (ShaderNode *node, graph->nodes) { - if (node->special_type == SHADER_SPECIAL_TYPE_OUTPUT_AOV) { - OutputAOVNode *aov_node = static_cast(node); - if (aov_node->offset >= 0) { - aov_nodes.insert(aov_node); - foreach (ShaderInput *in, node->inputs) { - if (in->link != NULL) { - find_dependencies(aov_nodes, state->nodes_done, in); - } - } - } - } - } -} - -void SVMCompiler::generate_multi_closure(ShaderNode *root_node, - ShaderNode *node, - CompilerState *state) -{ - /* only generate once */ - if (state->closure_done.find(node) != state->closure_done.end()) - return; - - state->closure_done.insert(node); - - if (node->special_type == SHADER_SPECIAL_TYPE_COMBINE_CLOSURE) { - /* weighting is already taken care of in ShaderGraph::transform_multi_closure */ - ShaderInput *cl1in = node->input("Closure1"); - ShaderInput *cl2in = node->input("Closure2"); - ShaderInput *facin = node->input("Fac"); - - /* skip empty mix/add closure nodes */ - if (!cl1in->link && !cl2in->link) - return; - - if (facin && facin->link) { - /* mix closure: generate instructions to compute mix weight */ - ShaderNodeSet dependencies; - find_dependencies(dependencies, state->nodes_done, facin); - generate_svm_nodes(dependencies, state); - - /* execute shared dependencies. this is needed to allow skipping - * of zero weight closures and their dependencies later, so we - * ensure that they only skip dependencies that are unique to them */ - ShaderNodeSet cl1deps, cl2deps, shareddeps; - - find_dependencies(cl1deps, state->nodes_done, cl1in); - find_dependencies(cl2deps, state->nodes_done, cl2in); - - ShaderNodeIDComparator node_id_comp; - set_intersection(cl1deps.begin(), - cl1deps.end(), - cl2deps.begin(), - cl2deps.end(), - std::inserter(shareddeps, shareddeps.begin()), - node_id_comp); - - /* it's possible some nodes are not shared between this mix node - * inputs, but still needed to be always executed, this mainly - * happens when a node of current subbranch is used by a parent - * node or so */ - if (root_node != node) { - foreach (ShaderInput *in, root_node->inputs) { - ShaderNodeSet rootdeps; - find_dependencies(rootdeps, state->nodes_done, in, node); - set_intersection(rootdeps.begin(), - rootdeps.end(), - cl1deps.begin(), - cl1deps.end(), - std::inserter(shareddeps, shareddeps.begin()), - node_id_comp); - set_intersection(rootdeps.begin(), - rootdeps.end(), - cl2deps.begin(), - cl2deps.end(), - std::inserter(shareddeps, shareddeps.begin()), - node_id_comp); - } - } - - /* For dependencies AOV nodes, prevent them from being categorized - * as exclusive deps of one or the other closure, since the need to - * execute them for AOV writing is not dependent on the closure - * weights. */ - if (state->aov_nodes.size()) { - set_intersection(state->aov_nodes.begin(), - state->aov_nodes.end(), - cl1deps.begin(), - cl1deps.end(), - std::inserter(shareddeps, shareddeps.begin()), - node_id_comp); - set_intersection(state->aov_nodes.begin(), - state->aov_nodes.end(), - cl2deps.begin(), - cl2deps.end(), - std::inserter(shareddeps, shareddeps.begin()), - node_id_comp); - } - - if (!shareddeps.empty()) { - if (cl1in->link) { - generated_shared_closure_nodes(root_node, cl1in->link->parent, state, shareddeps); - } - if (cl2in->link) { - generated_shared_closure_nodes(root_node, cl2in->link->parent, state, shareddeps); - } - - generate_svm_nodes(shareddeps, state); - } - - /* generate instructions for input closure 1 */ - if (cl1in->link) { - /* Add instruction to skip closure and its dependencies if mix - * weight is zero. - */ - current_svm_nodes.push_back_slow(make_int4(NODE_JUMP_IF_ONE, 0, stack_assign(facin), 0)); - int node_jump_skip_index = current_svm_nodes.size() - 1; - - generate_multi_closure(root_node, cl1in->link->parent, state); - - /* Fill in jump instruction location to be after closure. */ - current_svm_nodes[node_jump_skip_index].y = current_svm_nodes.size() - - node_jump_skip_index - 1; - } - - /* generate instructions for input closure 2 */ - if (cl2in->link) { - /* Add instruction to skip closure and its dependencies if mix - * weight is zero. - */ - current_svm_nodes.push_back_slow(make_int4(NODE_JUMP_IF_ZERO, 0, stack_assign(facin), 0)); - int node_jump_skip_index = current_svm_nodes.size() - 1; - - generate_multi_closure(root_node, cl2in->link->parent, state); - - /* Fill in jump instruction location to be after closure. */ - current_svm_nodes[node_jump_skip_index].y = current_svm_nodes.size() - - node_jump_skip_index - 1; - } - - /* unassign */ - facin->stack_offset = SVM_STACK_INVALID; - } - else { - /* execute closures and their dependencies, no runtime checks - * to skip closures here because was already optimized due to - * fixed weight or add closure that always needs both */ - if (cl1in->link) - generate_multi_closure(root_node, cl1in->link->parent, state); - if (cl2in->link) - generate_multi_closure(root_node, cl2in->link->parent, state); - } - } - else { - generate_closure_node(node, state); - } - - state->nodes_done.insert(node); - state->nodes_done_flag[node->id] = true; -} - -void SVMCompiler::compile_type(Shader *shader, ShaderGraph *graph, ShaderType type) -{ - /* Converting a shader graph into svm_nodes that can be executed - * sequentially on the virtual machine is fairly simple. We can keep - * looping over nodes and each time all the inputs of a node are - * ready, we add svm_nodes for it that read the inputs from the - * stack and write outputs back to the stack. - * - * With the SVM, we always sample only a single closure. We can think - * of all closures nodes as a binary tree with mix closures as inner - * nodes and other closures as leafs. The SVM will traverse that tree, - * each time deciding to go left or right depending on the mix weights, - * until a closure is found. - * - * We only execute nodes that are needed for the mix weights and chosen - * closure. - */ - - current_type = type; - current_graph = graph; - - /* get input in output node */ - ShaderNode *output = graph->output(); - ShaderInput *clin = NULL; - - switch (type) { - case SHADER_TYPE_SURFACE: - clin = output->input("Surface"); - break; - case SHADER_TYPE_VOLUME: - clin = output->input("Volume"); - break; - case SHADER_TYPE_DISPLACEMENT: - clin = output->input("Displacement"); - break; - case SHADER_TYPE_BUMP: - clin = output->input("Normal"); - break; - default: - assert(0); - break; - } - - /* clear all compiler state */ - memset((void *)&active_stack, 0, sizeof(active_stack)); - current_svm_nodes.clear(); - - foreach (ShaderNode *node, graph->nodes) { - foreach (ShaderInput *input, node->inputs) - input->stack_offset = SVM_STACK_INVALID; - foreach (ShaderOutput *output, node->outputs) - output->stack_offset = SVM_STACK_INVALID; - } - - /* for the bump shader we need add a node to store the shader state */ - bool need_bump_state = (type == SHADER_TYPE_BUMP) && - (shader->get_displacement_method() == DISPLACE_BOTH); - int bump_state_offset = SVM_STACK_INVALID; - if (need_bump_state) { - bump_state_offset = stack_find_offset(SVM_BUMP_EVAL_STATE_SIZE); - add_node(NODE_ENTER_BUMP_EVAL, bump_state_offset); - } - - if (shader->reference_count()) { - CompilerState state(graph); - if (clin->link) { - bool generate = false; - - switch (type) { - case SHADER_TYPE_SURFACE: /* generate surface shader */ - generate = true; - shader->has_surface = true; - state.node_feature_mask = KERNEL_FEATURE_NODE_MASK_SURFACE; - break; - case SHADER_TYPE_VOLUME: /* generate volume shader */ - generate = true; - shader->has_volume = true; - state.node_feature_mask = KERNEL_FEATURE_NODE_MASK_VOLUME; - break; - case SHADER_TYPE_DISPLACEMENT: /* generate displacement shader */ - generate = true; - shader->has_displacement = true; - state.node_feature_mask = KERNEL_FEATURE_NODE_MASK_DISPLACEMENT; - break; - case SHADER_TYPE_BUMP: /* generate bump shader */ - generate = true; - state.node_feature_mask = KERNEL_FEATURE_NODE_MASK_BUMP; - break; - default: - break; - } - - if (generate) { - if (type == SHADER_TYPE_SURFACE) { - find_aov_nodes_and_dependencies(state.aov_nodes, graph, &state); - } - generate_multi_closure(clin->link->parent, clin->link->parent, &state); - } - } - - /* compile output node */ - output->compile(*this); - - if (!state.aov_nodes.empty()) { - /* AOV passes are only written if the object is directly visible, so - * there is no point in evaluating all the nodes generated only for the - * AOV outputs if that's not the case. Therefore, we insert - * NODE_AOV_START into the shader before the AOV-only nodes are - * generated which tells the kernel that it can stop evaluation - * early if AOVs will not be written. */ - add_node(NODE_AOV_START, 0, 0, 0); - generate_svm_nodes(state.aov_nodes, &state); - } - } - - /* add node to restore state after bump shader has finished */ - if (need_bump_state) { - add_node(NODE_LEAVE_BUMP_EVAL, bump_state_offset); - } - - /* if compile failed, generate empty shader */ - if (compile_failed) { - current_svm_nodes.clear(); - compile_failed = false; - } - - /* for bump shaders we fall thru to the surface shader, but if this is any other kind of shader - * it ends here */ - if (type != SHADER_TYPE_BUMP) { - add_node(NODE_END, 0, 0, 0); - } -} - -void SVMCompiler::compile(Shader *shader, array &svm_nodes, int index, Summary *summary) -{ - /* copy graph for shader with bump mapping */ - ShaderNode *output = shader->graph->output(); - int start_num_svm_nodes = svm_nodes.size(); - - const double time_start = time_dt(); - - bool has_bump = (shader->get_displacement_method() != DISPLACE_TRUE) && - output->input("Surface")->link && output->input("Displacement")->link; - - /* finalize */ - { - scoped_timer timer((summary != NULL) ? &summary->time_finalize : NULL); - shader->graph->finalize(scene, - has_bump, - shader->has_integrator_dependency, - shader->get_displacement_method() == DISPLACE_BOTH); - } - - current_shader = shader; - - shader->has_surface = false; - shader->has_surface_emission = false; - shader->has_surface_transparent = false; - shader->has_surface_raytrace = false; - shader->has_surface_bssrdf = false; - shader->has_bump = has_bump; - shader->has_bssrdf_bump = has_bump; - shader->has_volume = false; - shader->has_displacement = false; - shader->has_surface_spatial_varying = false; - shader->has_volume_spatial_varying = false; - shader->has_volume_attribute_dependency = false; - shader->has_integrator_dependency = false; - - /* generate bump shader */ - if (has_bump) { - scoped_timer timer((summary != NULL) ? &summary->time_generate_bump : NULL); - compile_type(shader, shader->graph, SHADER_TYPE_BUMP); - svm_nodes[index].y = svm_nodes.size(); - svm_nodes.append(current_svm_nodes); - } - - /* generate surface shader */ - { - scoped_timer timer((summary != NULL) ? &summary->time_generate_surface : NULL); - compile_type(shader, shader->graph, SHADER_TYPE_SURFACE); - /* only set jump offset if there's no bump shader, as the bump shader will fall thru to this - * one if it exists */ - if (!has_bump) { - svm_nodes[index].y = svm_nodes.size(); - } - svm_nodes.append(current_svm_nodes); - } - - /* generate volume shader */ - { - scoped_timer timer((summary != NULL) ? &summary->time_generate_volume : NULL); - compile_type(shader, shader->graph, SHADER_TYPE_VOLUME); - svm_nodes[index].z = svm_nodes.size(); - svm_nodes.append(current_svm_nodes); - } - - /* generate displacement shader */ - { - scoped_timer timer((summary != NULL) ? &summary->time_generate_displacement : NULL); - compile_type(shader, shader->graph, SHADER_TYPE_DISPLACEMENT); - svm_nodes[index].w = svm_nodes.size(); - svm_nodes.append(current_svm_nodes); - } - - /* Fill in summary information. */ - if (summary != NULL) { - summary->time_total = time_dt() - time_start; - summary->peak_stack_usage = max_stack_use; - summary->num_svm_nodes = svm_nodes.size() - start_num_svm_nodes; - } -} - -/* Compiler summary implementation. */ - -SVMCompiler::Summary::Summary() - : num_svm_nodes(0), - peak_stack_usage(0), - time_finalize(0.0), - time_generate_surface(0.0), - time_generate_bump(0.0), - time_generate_volume(0.0), - time_generate_displacement(0.0), - time_total(0.0) -{ -} - -string SVMCompiler::Summary::full_report() const -{ - string report = ""; - report += string_printf("Number of SVM nodes: %d\n", num_svm_nodes); - report += string_printf("Peak stack usage: %d\n", peak_stack_usage); - - report += string_printf("Time (in seconds):\n"); - report += string_printf("Finalize: %f\n", time_finalize); - report += string_printf(" Surface: %f\n", time_generate_surface); - report += string_printf(" Bump: %f\n", time_generate_bump); - report += string_printf(" Volume: %f\n", time_generate_volume); - report += string_printf(" Displacement: %f\n", time_generate_displacement); - report += string_printf("Generate: %f\n", - time_generate_surface + time_generate_bump + time_generate_volume + - time_generate_displacement); - report += string_printf("Total: %f\n", time_total); - - return report; -} - -/* Global state of the compiler. */ - -SVMCompiler::CompilerState::CompilerState(ShaderGraph *graph) -{ - int max_id = 0; - foreach (ShaderNode *node, graph->nodes) { - max_id = max(node->id, max_id); - } - nodes_done_flag.resize(max_id + 1, false); - node_feature_mask = 0; -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/render/svm.h b/intern/cycles/render/svm.h deleted file mode 100644 index 0353c393ae4..00000000000 --- a/intern/cycles/render/svm.h +++ /dev/null @@ -1,238 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#ifndef __SVM_H__ -#define __SVM_H__ - -#include "render/attribute.h" -#include "render/graph.h" -#include "render/shader.h" - -#include "util/util_array.h" -#include "util/util_set.h" -#include "util/util_string.h" -#include "util/util_thread.h" - -CCL_NAMESPACE_BEGIN - -class Device; -class DeviceScene; -class ImageManager; -class Scene; -class ShaderGraph; -class ShaderInput; -class ShaderNode; -class ShaderOutput; - -/* Shader Manager */ - -class SVMShaderManager : public ShaderManager { - public: - SVMShaderManager(); - ~SVMShaderManager(); - - void reset(Scene *scene) override; - - void device_update_specific(Device *device, - DeviceScene *dscene, - Scene *scene, - Progress &progress) override; - void device_free(Device *device, DeviceScene *dscene, Scene *scene) override; - - protected: - void device_update_shader(Scene *scene, - Shader *shader, - Progress *progress, - array *svm_nodes); -}; - -/* Graph Compiler */ - -class SVMCompiler { - public: - struct Summary { - Summary(); - - /* Number of SVM nodes shader was compiled into. */ - int num_svm_nodes; - - /* Peak stack usage during shader evaluation. */ - int peak_stack_usage; - - /* Time spent on surface graph finalization. */ - double time_finalize; - - /* Time spent on generating SVM nodes for surface shader. */ - double time_generate_surface; - - /* Time spent on generating SVM nodes for bump shader. */ - double time_generate_bump; - - /* Time spent on generating SVM nodes for volume shader. */ - double time_generate_volume; - - /* Time spent on generating SVM nodes for displacement shader. */ - double time_generate_displacement; - - /* Total time spent on all routines. */ - double time_total; - - /* A full multi-line description of the state of the compiler after compilation. */ - string full_report() const; - }; - - SVMCompiler(Scene *scene); - void compile(Shader *shader, array &svm_nodes, int index, Summary *summary = NULL); - - int stack_assign(ShaderOutput *output); - int stack_assign(ShaderInput *input); - int stack_assign_if_linked(ShaderInput *input); - int stack_assign_if_linked(ShaderOutput *output); - int stack_find_offset(int size); - int stack_find_offset(SocketType::Type type); - void stack_clear_offset(SocketType::Type type, int offset); - void stack_link(ShaderInput *input, ShaderOutput *output); - - void add_node(ShaderNodeType type, int a = 0, int b = 0, int c = 0); - void add_node(int a = 0, int b = 0, int c = 0, int d = 0); - void add_node(ShaderNodeType type, const float3 &f); - void add_node(const float4 &f); - uint attribute(ustring name); - uint attribute(AttributeStandard std); - uint attribute_standard(ustring name); - uint encode_uchar4(uint x, uint y = 0, uint z = 0, uint w = 0); - uint closure_mix_weight_offset() - { - return mix_weight_offset; - } - - ShaderType output_type() - { - return current_type; - } - - Scene *scene; - ShaderGraph *current_graph; - bool background; - - protected: - /* stack */ - struct Stack { - Stack() - { - memset(users, 0, sizeof(users)); - } - Stack(const Stack &other) - { - memcpy(users, other.users, sizeof(users)); - } - Stack &operator=(const Stack &other) - { - memcpy(users, other.users, sizeof(users)); - return *this; - } - - bool empty() - { - for (int i = 0; i < SVM_STACK_SIZE; i++) - if (users[i]) - return false; - - return true; - } - - void print() - { - printf("stack <"); - - for (int i = 0; i < SVM_STACK_SIZE; i++) - printf((users[i]) ? "*" : " "); - - printf(">\n"); - } - - int users[SVM_STACK_SIZE]; - }; - - /* Global state of the compiler accessible from the compilation routines. */ - struct CompilerState { - explicit CompilerState(ShaderGraph *graph); - - /* ** Global state, used by various compilation steps. ** */ - - /* Set of nodes which were already compiled. */ - ShaderNodeSet nodes_done; - - /* Set of closures which were already compiled. */ - ShaderNodeSet closure_done; - - /* Set of nodes used for writing AOVs. */ - ShaderNodeSet aov_nodes; - - /* ** SVM nodes generation state ** */ - - /* Flag whether the node with corresponding ID was already compiled or - * not. Array element with index i corresponds to a node with such if. - * - * TODO(sergey): This is actually a copy of nodes_done just in another - * notation. We can de-duplicate this storage actually after switching - * all areas to use this flags array. - */ - vector nodes_done_flag; - - /* Node features that can be compiled. */ - uint node_feature_mask; - }; - - void stack_clear_temporary(ShaderNode *node); - int stack_size(SocketType::Type type); - void stack_clear_users(ShaderNode *node, ShaderNodeSet &done); - - /* single closure */ - void find_dependencies(ShaderNodeSet &dependencies, - const ShaderNodeSet &done, - ShaderInput *input, - ShaderNode *skip_node = NULL); - void find_aov_nodes_and_dependencies(ShaderNodeSet &aov_nodes, - ShaderGraph *graph, - CompilerState *state); - void generate_node(ShaderNode *node, ShaderNodeSet &done); - void generate_aov_node(ShaderNode *node, CompilerState *state); - void generate_closure_node(ShaderNode *node, CompilerState *state); - void generated_shared_closure_nodes(ShaderNode *root_node, - ShaderNode *node, - CompilerState *state, - const ShaderNodeSet &shared); - void generate_svm_nodes(const ShaderNodeSet &nodes, CompilerState *state); - - /* multi closure */ - void generate_multi_closure(ShaderNode *root_node, ShaderNode *node, CompilerState *state); - - /* compile */ - void compile_type(Shader *shader, ShaderGraph *graph, ShaderType type); - - array current_svm_nodes; - ShaderType current_type; - Shader *current_shader; - Stack active_stack; - int max_stack_use; - uint mix_weight_offset; - bool compile_failed; -}; - -CCL_NAMESPACE_END - -#endif /* __SVM_H__ */ diff --git a/intern/cycles/render/tables.cpp b/intern/cycles/render/tables.cpp deleted file mode 100644 index a0813400b1c..00000000000 --- a/intern/cycles/render/tables.cpp +++ /dev/null @@ -1,130 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "render/tables.h" -#include "device/device.h" -#include "render/scene.h" -#include "render/stats.h" - -#include "util/util_logging.h" -#include "util/util_time.h" - -CCL_NAMESPACE_BEGIN - -/* Lookup Tables */ - -LookupTables::LookupTables() -{ - need_update_ = true; -} - -LookupTables::~LookupTables() -{ - assert(lookup_tables.size() == 0); -} - -void LookupTables::device_update(Device *, DeviceScene *dscene, Scene *scene) -{ - if (!need_update()) - return; - - scoped_callback_timer timer([scene](double time) { - if (scene->update_stats) { - scene->update_stats->tables.times.add_entry({"device_update", time}); - } - }); - - VLOG(1) << "Total " << lookup_tables.size() << " lookup tables."; - - if (lookup_tables.size() > 0) - dscene->lookup_table.copy_to_device(); - - need_update_ = false; -} - -void LookupTables::device_free(Device *, DeviceScene *dscene) -{ - dscene->lookup_table.free(); -} - -bool LookupTables::need_update() const -{ - return need_update_; -} - -static size_t round_up_to_multiple(size_t size, size_t chunk) -{ - return ((size + chunk - 1) / chunk) * chunk; -} - -size_t LookupTables::add_table(DeviceScene *dscene, vector &data) -{ - assert(data.size() > 0); - - need_update_ = true; - - Table new_table; - new_table.offset = 0; - new_table.size = round_up_to_multiple(data.size(), TABLE_CHUNK_SIZE); - - /* find space to put lookup table */ - list::iterator table; - - for (table = lookup_tables.begin(); table != lookup_tables.end(); table++) { - if (new_table.offset + new_table.size <= table->offset) { - lookup_tables.insert(table, new_table); - break; - } - else - new_table.offset = table->offset + table->size; - } - - if (table == lookup_tables.end()) { - /* add at the end */ - lookup_tables.push_back(new_table); - dscene->lookup_table.resize(new_table.offset + new_table.size); - } - - /* copy table data and return offset */ - float *dtable = dscene->lookup_table.data(); - memcpy(dtable + new_table.offset, &data[0], sizeof(float) * data.size()); - - return new_table.offset; -} - -void LookupTables::remove_table(size_t *offset) -{ - if (*offset == TABLE_OFFSET_INVALID) { - /* The table isn't even allocated, so just return here. */ - return; - } - - need_update_ = true; - - list
::iterator table; - - for (table = lookup_tables.begin(); table != lookup_tables.end(); table++) { - if (table->offset == *offset) { - lookup_tables.erase(table); - *offset = TABLE_OFFSET_INVALID; - return; - } - } - - assert(table != lookup_tables.end()); -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/render/tables.h b/intern/cycles/render/tables.h deleted file mode 100644 index de538e2af78..00000000000 --- a/intern/cycles/render/tables.h +++ /dev/null @@ -1,57 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#ifndef __TABLES_H__ -#define __TABLES_H__ - -#include "util/util_list.h" -#include "util/util_vector.h" - -CCL_NAMESPACE_BEGIN - -class Device; -class DeviceScene; -class Scene; - -enum { TABLE_CHUNK_SIZE = 256 }; -enum { TABLE_OFFSET_INVALID = -1 }; - -class LookupTables { - bool need_update_; - - public: - struct Table { - size_t offset; - size_t size; - }; - - list
lookup_tables; - - LookupTables(); - ~LookupTables(); - - void device_update(Device *device, DeviceScene *dscene, Scene *scene); - void device_free(Device *device, DeviceScene *dscene); - - bool need_update() const; - - size_t add_table(DeviceScene *dscene, vector &data); - void remove_table(size_t *offset); -}; - -CCL_NAMESPACE_END - -#endif /* __TABLES_H__ */ diff --git a/intern/cycles/render/tile.cpp b/intern/cycles/render/tile.cpp deleted file mode 100644 index 3070e93eff3..00000000000 --- a/intern/cycles/render/tile.cpp +++ /dev/null @@ -1,629 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "render/tile.h" - -#include - -#include "graph/node.h" -#include "render/background.h" -#include "render/film.h" -#include "render/integrator.h" -#include "render/scene.h" -#include "util/util_algorithm.h" -#include "util/util_foreach.h" -#include "util/util_logging.h" -#include "util/util_path.h" -#include "util/util_string.h" -#include "util/util_system.h" -#include "util/util_types.h" - -CCL_NAMESPACE_BEGIN - -/* -------------------------------------------------------------------- - * Internal functions. - */ - -static const char *ATTR_PASSES_COUNT = "cycles.passes.count"; -static const char *ATTR_PASS_SOCKET_PREFIX_FORMAT = "cycles.passes.%d."; -static const char *ATTR_BUFFER_SOCKET_PREFIX = "cycles.buffer."; -static const char *ATTR_DENOISE_SOCKET_PREFIX = "cycles.denoise."; - -/* Global counter of ToleManager object instances. */ -static std::atomic g_instance_index = 0; - -/* Construct names of EXR channels which will ensure order of all channels to match exact offsets - * in render buffers corresponding to the given passes. - * - * Returns `std` datatypes so that it can be assigned directly to the OIIO's `ImageSpec`. */ -static std::vector exr_channel_names_for_passes(const BufferParams &buffer_params) -{ - static const char *component_suffixes[] = {"R", "G", "B", "A"}; - - int pass_index = 0; - int num_channels = 0; - std::vector channel_names; - for (const BufferPass &pass : buffer_params.passes) { - if (pass.offset == PASS_UNUSED) { - continue; - } - - const PassInfo pass_info = pass.get_info(); - num_channels += pass_info.num_components; - - /* EXR canonically expects first part of channel names to be sorted alphabetically, which is - * not guaranteed to be the case with passes names. Assign a prefix based on the pass index - * with a fixed width to ensure ordering. This makes it possible to dump existing render - * buffers memory to disk and read it back without doing extra mapping. */ - const string prefix = string_printf("%08d", pass_index); - - const string channel_name_prefix = prefix + string(pass.name) + "."; - - for (int i = 0; i < pass_info.num_components; ++i) { - channel_names.push_back(channel_name_prefix + component_suffixes[i]); - } - - ++pass_index; - } - - return channel_names; -} - -inline string node_socket_attribute_name(const SocketType &socket, const string &attr_name_prefix) -{ - return attr_name_prefix + string(socket.name); -} - -template -static bool node_socket_generic_to_image_spec_atttributes( - ImageSpec *image_spec, - const Node *node, - const SocketType &socket, - const string &attr_name_prefix, - const ValidateValueFunc &validate_value_func, - const GetValueFunc &get_value_func) -{ - if (!validate_value_func(node, socket)) { - return false; - } - - image_spec->attribute(node_socket_attribute_name(socket, attr_name_prefix), - get_value_func(node, socket)); - - return true; -} - -static bool node_socket_to_image_spec_atttributes(ImageSpec *image_spec, - const Node *node, - const SocketType &socket, - const string &attr_name_prefix) -{ - const string attr_name = node_socket_attribute_name(socket, attr_name_prefix); - - switch (socket.type) { - case SocketType::ENUM: { - const ustring value = node->get_string(socket); - - /* Validate that the node is consistent with the node type definition. */ - const NodeEnum &enum_values = *socket.enum_values; - if (!enum_values.exists(value)) { - LOG(DFATAL) << "Node enum contains invalid value " << value; - return false; - } - - image_spec->attribute(attr_name, value); - - return true; - } - - case SocketType::STRING: - image_spec->attribute(attr_name, node->get_string(socket)); - return true; - - case SocketType::INT: - image_spec->attribute(attr_name, node->get_int(socket)); - return true; - - case SocketType::FLOAT: - image_spec->attribute(attr_name, node->get_float(socket)); - return true; - - case SocketType::BOOLEAN: - image_spec->attribute(attr_name, node->get_bool(socket)); - return true; - - default: - LOG(DFATAL) << "Unhandled socket type " << socket.type << ", should never happen."; - return false; - } -} - -static bool node_socket_from_image_spec_atttributes(Node *node, - const SocketType &socket, - const ImageSpec &image_spec, - const string &attr_name_prefix) -{ - const string attr_name = node_socket_attribute_name(socket, attr_name_prefix); - - switch (socket.type) { - case SocketType::ENUM: { - /* TODO(sergey): Avoid construction of `ustring` by using `string_view` in the Node API. */ - const ustring value(image_spec.get_string_attribute(attr_name, "")); - - /* Validate that the node is consistent with the node type definition. */ - const NodeEnum &enum_values = *socket.enum_values; - if (!enum_values.exists(value)) { - LOG(ERROR) << "Invalid enumerator value " << value; - return false; - } - - node->set(socket, enum_values[value]); - - return true; - } - - case SocketType::STRING: - /* TODO(sergey): Avoid construction of `ustring` by using `string_view` in the Node API. */ - node->set(socket, ustring(image_spec.get_string_attribute(attr_name, ""))); - return true; - - case SocketType::INT: - node->set(socket, image_spec.get_int_attribute(attr_name, 0)); - return true; - - case SocketType::FLOAT: - node->set(socket, image_spec.get_float_attribute(attr_name, 0)); - return true; - - case SocketType::BOOLEAN: - node->set(socket, static_cast(image_spec.get_int_attribute(attr_name, 0))); - return true; - - default: - LOG(DFATAL) << "Unhandled socket type " << socket.type << ", should never happen."; - return false; - } -} - -static bool node_to_image_spec_atttributes(ImageSpec *image_spec, - const Node *node, - const string &attr_name_prefix) -{ - for (const SocketType &socket : node->type->inputs) { - if (!node_socket_to_image_spec_atttributes(image_spec, node, socket, attr_name_prefix)) { - return false; - } - } - - return true; -} - -static bool node_from_image_spec_atttributes(Node *node, - const ImageSpec &image_spec, - const string &attr_name_prefix) -{ - for (const SocketType &socket : node->type->inputs) { - if (!node_socket_from_image_spec_atttributes(node, socket, image_spec, attr_name_prefix)) { - return false; - } - } - - return true; -} - -static bool buffer_params_to_image_spec_atttributes(ImageSpec *image_spec, - const BufferParams &buffer_params) -{ - if (!node_to_image_spec_atttributes(image_spec, &buffer_params, ATTR_BUFFER_SOCKET_PREFIX)) { - return false; - } - - /* Passes storage is not covered by the node socket. so "expand" the loop manually. */ - - const int num_passes = buffer_params.passes.size(); - image_spec->attribute(ATTR_PASSES_COUNT, num_passes); - - for (int pass_index = 0; pass_index < num_passes; ++pass_index) { - const string attr_name_prefix = string_printf(ATTR_PASS_SOCKET_PREFIX_FORMAT, pass_index); - - const BufferPass *pass = &buffer_params.passes[pass_index]; - if (!node_to_image_spec_atttributes(image_spec, pass, attr_name_prefix)) { - return false; - } - } - - return true; -} - -static bool buffer_params_from_image_spec_atttributes(BufferParams *buffer_params, - const ImageSpec &image_spec) -{ - if (!node_from_image_spec_atttributes(buffer_params, image_spec, ATTR_BUFFER_SOCKET_PREFIX)) { - return false; - } - - /* Passes storage is not covered by the node socket. so "expand" the loop manually. */ - - const int num_passes = image_spec.get_int_attribute(ATTR_PASSES_COUNT, 0); - if (num_passes == 0) { - LOG(ERROR) << "Missing passes count attribute."; - return false; - } - - for (int pass_index = 0; pass_index < num_passes; ++pass_index) { - const string attr_name_prefix = string_printf(ATTR_PASS_SOCKET_PREFIX_FORMAT, pass_index); - - BufferPass pass; - - if (!node_from_image_spec_atttributes(&pass, image_spec, attr_name_prefix)) { - return false; - } - - buffer_params->passes.emplace_back(std::move(pass)); - } - - buffer_params->update_passes(); - - return true; -} - -/* Configure image specification for the given buffer parameters and passes. - * - * Image channels will be strictly ordered to match content of corresponding buffer, and the - * metadata will be set so that the render buffers and passes can be reconstructed from it. - * - * If the tile size different from (0, 0) the image specification will be configured to use the - * given tile size for tiled IO. */ -static bool configure_image_spec_from_buffer(ImageSpec *image_spec, - const BufferParams &buffer_params, - const int2 tile_size = make_int2(0, 0)) -{ - const std::vector channel_names = exr_channel_names_for_passes(buffer_params); - const int num_channels = channel_names.size(); - - *image_spec = ImageSpec( - buffer_params.width, buffer_params.height, num_channels, TypeDesc::FLOAT); - - image_spec->channelnames = move(channel_names); - - if (!buffer_params_to_image_spec_atttributes(image_spec, buffer_params)) { - return false; - } - - if (tile_size.x != 0 || tile_size.y != 0) { - DCHECK_GT(tile_size.x, 0); - DCHECK_GT(tile_size.y, 0); - - image_spec->tile_width = min(TileManager::IMAGE_TILE_SIZE, tile_size.x); - image_spec->tile_height = min(TileManager::IMAGE_TILE_SIZE, tile_size.y); - } - - return true; -} - -/* -------------------------------------------------------------------- - * Tile Manager. - */ - -TileManager::TileManager() -{ - /* Use process ID to separate different processes. - * To ensure uniqueness from within a process use combination of object address and instance - * index. This solves problem of possible object re-allocation at the same time, and solves - * possible conflict when the counter overflows while there are still active instances of the - * class. */ - const int tile_manager_id = g_instance_index.fetch_add(1, std::memory_order_relaxed); - tile_file_unique_part_ = to_string(system_self_process_id()) + "-" + - to_string(reinterpret_cast(this)) + "-" + - to_string(tile_manager_id); -} - -TileManager::~TileManager() -{ -} - -int TileManager::compute_render_tile_size(const int suggested_tile_size) const -{ - /* Must be a multiple of IMAGE_TILE_SIZE so that we can write render tiles into the image file - * aligned on image tile boundaries. We can't set IMAGE_TILE_SIZE equal to the render tile size - * because too big tile size leads to integer overflow inside OpenEXR. */ - return (suggested_tile_size <= IMAGE_TILE_SIZE) ? suggested_tile_size : - align_up(suggested_tile_size, IMAGE_TILE_SIZE); -} - -void TileManager::reset_scheduling(const BufferParams ¶ms, int2 tile_size) -{ - VLOG(3) << "Using tile size of " << tile_size; - - close_tile_output(); - - tile_size_ = tile_size; - - tile_state_.num_tiles_x = divide_up(params.width, tile_size_.x); - tile_state_.num_tiles_y = divide_up(params.height, tile_size_.y); - tile_state_.num_tiles = tile_state_.num_tiles_x * tile_state_.num_tiles_y; - - tile_state_.next_tile_index = 0; - - tile_state_.current_tile = Tile(); -} - -void TileManager::update(const BufferParams ¶ms, const Scene *scene) -{ - DCHECK_NE(params.pass_stride, -1); - - buffer_params_ = params; - - /* TODO(sergey): Proper Error handling, so that if configuration has failed we don't attempt to - * write to a partially configured file. */ - configure_image_spec_from_buffer(&write_state_.image_spec, buffer_params_, tile_size_); - - const DenoiseParams denoise_params = scene->integrator->get_denoise_params(); - const AdaptiveSampling adaptive_sampling = scene->integrator->get_adaptive_sampling(); - - node_to_image_spec_atttributes( - &write_state_.image_spec, &denoise_params, ATTR_DENOISE_SOCKET_PREFIX); - - if (adaptive_sampling.use) { - overscan_ = 4; - } - else { - overscan_ = 0; - } -} - -bool TileManager::done() -{ - return tile_state_.next_tile_index == tile_state_.num_tiles; -} - -bool TileManager::next() -{ - if (done()) { - return false; - } - - tile_state_.current_tile = get_tile_for_index(tile_state_.next_tile_index); - - ++tile_state_.next_tile_index; - - return true; -} - -Tile TileManager::get_tile_for_index(int index) const -{ - /* TODO(sergey): Consider using hilbert spiral, or. maybe, even configurable. Not sure this - * brings a lot of value since this is only applicable to BIG tiles. */ - - const int tile_index_y = index / tile_state_.num_tiles_x; - const int tile_index_x = index - tile_index_y * tile_state_.num_tiles_x; - - const int tile_window_x = tile_index_x * tile_size_.x; - const int tile_window_y = tile_index_y * tile_size_.y; - - Tile tile; - - tile.x = max(0, tile_window_x - overscan_); - tile.y = max(0, tile_window_y - overscan_); - - tile.window_x = tile_window_x - tile.x; - tile.window_y = tile_window_y - tile.y; - tile.window_width = min(tile_size_.x, buffer_params_.width - tile_window_x); - tile.window_height = min(tile_size_.y, buffer_params_.height - tile_window_y); - - tile.width = min(buffer_params_.width - tile.x, tile.window_x + tile.window_width + overscan_); - tile.height = min(buffer_params_.height - tile.y, - tile.window_y + tile.window_height + overscan_); - - return tile; -} - -const Tile &TileManager::get_current_tile() const -{ - return tile_state_.current_tile; -} - -const int2 TileManager::get_size() const -{ - return make_int2(buffer_params_.width, buffer_params_.height); -} - -bool TileManager::open_tile_output() -{ - write_state_.filename = path_temp_get("cycles-tile-buffer-" + tile_file_unique_part_ + "-" + - to_string(write_state_.tile_file_index) + ".exr"); - - write_state_.tile_out = ImageOutput::create(write_state_.filename); - if (!write_state_.tile_out) { - LOG(ERROR) << "Error creating image output for " << write_state_.filename; - return false; - } - - if (!write_state_.tile_out->supports("tiles")) { - LOG(ERROR) << "Progress tile file format does not support tiling."; - return false; - } - - if (!write_state_.tile_out->open(write_state_.filename, write_state_.image_spec)) { - LOG(ERROR) << "Error opening tile file: " << write_state_.tile_out->geterror(); - write_state_.tile_out = nullptr; - return false; - } - - write_state_.num_tiles_written = 0; - - VLOG(3) << "Opened tile file " << write_state_.filename; - - return true; -} - -bool TileManager::close_tile_output() -{ - if (!write_state_.tile_out) { - return true; - } - - const bool success = write_state_.tile_out->close(); - write_state_.tile_out = nullptr; - - if (!success) { - LOG(ERROR) << "Error closing tile file."; - return false; - } - - VLOG(3) << "Tile output is closed."; - - return true; -} - -bool TileManager::write_tile(const RenderBuffers &tile_buffers) -{ - if (!write_state_.tile_out) { - if (!open_tile_output()) { - return false; - } - } - - DCHECK_EQ(tile_buffers.params.pass_stride, buffer_params_.pass_stride); - - vector pixel_storage; - - const BufferParams &tile_params = tile_buffers.params; - - const int tile_x = tile_params.full_x - buffer_params_.full_x + tile_params.window_x; - const int tile_y = tile_params.full_y - buffer_params_.full_y + tile_params.window_y; - - const int64_t pass_stride = tile_params.pass_stride; - const int64_t tile_row_stride = tile_params.width * pass_stride; - - const int64_t xstride = pass_stride * sizeof(float); - const int64_t ystride = xstride * tile_params.width; - const int64_t zstride = ystride * tile_params.height; - - const float *pixels = tile_buffers.buffer.data() + tile_params.window_x * pass_stride + - tile_params.window_y * tile_row_stride; - - VLOG(3) << "Write tile at " << tile_x << ", " << tile_y; - - /* The image tile sizes in the OpenEXR file are different from the size of our big tiles. The - * write_tiles() method expects a contiguous image region that will be split into tiles - * internally. OpenEXR expects the size of this region to be a multiple of the tile size, - * however OpenImageIO automatically adds the required padding. - * - * The only thing we have to ensure is that the tile_x and tile_y are a multiple of the - * image tile size, which happens in compute_render_tile_size. */ - if (!write_state_.tile_out->write_tiles(tile_x, - tile_x + tile_params.window_width, - tile_y, - tile_y + tile_params.window_height, - 0, - 1, - TypeDesc::FLOAT, - pixels, - xstride, - ystride, - zstride)) { - LOG(ERROR) << "Error writing tile " << write_state_.tile_out->geterror(); - return false; - } - - ++write_state_.num_tiles_written; - - return true; -} - -void TileManager::finish_write_tiles() -{ - if (!write_state_.tile_out) { - /* None of the tiles were written hence the file was not created. - * Avoid creation of fully empty file since it is redundant. */ - return; - } - - /* EXR expects all tiles to present in file. So explicitly write missing tiles as all-zero. */ - if (write_state_.num_tiles_written < tile_state_.num_tiles) { - vector pixel_storage(tile_size_.x * tile_size_.y * buffer_params_.pass_stride); - - for (int tile_index = write_state_.num_tiles_written; tile_index < tile_state_.num_tiles; - ++tile_index) { - const Tile tile = get_tile_for_index(tile_index); - - const int tile_x = tile.x + tile.window_x; - const int tile_y = tile.y + tile.window_y; - - VLOG(3) << "Write dummy tile at " << tile_x << ", " << tile_y; - - write_state_.tile_out->write_tiles(tile_x, - tile_x + tile.window_width, - tile_y, - tile_y + tile.window_height, - 0, - 1, - TypeDesc::FLOAT, - pixel_storage.data()); - } - } - - close_tile_output(); - - if (full_buffer_written_cb) { - full_buffer_written_cb(write_state_.filename); - } - - /* Advance the counter upon explicit finish of the file. - * Makes it possible to re-use tile manager for another scene, and avoids unnecessary increments - * of the tile-file-within-session index. */ - ++write_state_.tile_file_index; - - write_state_.filename = ""; -} - -bool TileManager::read_full_buffer_from_disk(const string_view filename, - RenderBuffers *buffers, - DenoiseParams *denoise_params) -{ - unique_ptr in(ImageInput::open(filename)); - if (!in) { - LOG(ERROR) << "Error opening tile file " << filename; - return false; - } - - const ImageSpec &image_spec = in->spec(); - - BufferParams buffer_params; - if (!buffer_params_from_image_spec_atttributes(&buffer_params, image_spec)) { - return false; - } - buffers->reset(buffer_params); - - if (!node_from_image_spec_atttributes(denoise_params, image_spec, ATTR_DENOISE_SOCKET_PREFIX)) { - return false; - } - - if (!in->read_image(TypeDesc::FLOAT, buffers->buffer.data())) { - LOG(ERROR) << "Error reading pixels from the tile file " << in->geterror(); - return false; - } - - if (!in->close()) { - LOG(ERROR) << "Error closing tile file " << in->geterror(); - return false; - } - - return true; -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/render/tile.h b/intern/cycles/render/tile.h deleted file mode 100644 index 5872a9a8609..00000000000 --- a/intern/cycles/render/tile.h +++ /dev/null @@ -1,182 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#pragma once - -#include "render/buffers.h" -#include "util/util_image.h" -#include "util/util_string.h" -#include "util/util_unique_ptr.h" - -CCL_NAMESPACE_BEGIN - -class DenoiseParams; -class Scene; - -/* -------------------------------------------------------------------- - * Tile. - */ - -class Tile { - public: - int x = 0, y = 0; - int width = 0, height = 0; - - int window_x = 0, window_y = 0; - int window_width = 0, window_height = 0; - - Tile() - { - } -}; - -/* -------------------------------------------------------------------- - * Tile Manager. - */ - -class TileManager { - public: - /* This callback is invoked by whenever on-dist tiles storage file is closed after writing. */ - function full_buffer_written_cb; - - TileManager(); - ~TileManager(); - - TileManager(const TileManager &other) = delete; - TileManager(TileManager &&other) noexcept = delete; - TileManager &operator=(const TileManager &other) = delete; - TileManager &operator=(TileManager &&other) = delete; - - /* Reset current progress and start new rendering of the full-frame parameters in tiles of the - * given size. - * Only touches scheduling-related state of the tile manager. */ - /* TODO(sergey): Consider using tile area instead of exact size to help dealing with extreme - * cases of stretched renders. */ - void reset_scheduling(const BufferParams ¶ms, int2 tile_size); - - /* Update for the known buffer passes and scene parameters. - * Will store all parameters needed for buffers access outside of the scene graph. */ - void update(const BufferParams ¶ms, const Scene *scene); - - inline int get_num_tiles() const - { - return tile_state_.num_tiles; - } - - inline bool has_multiple_tiles() const - { - return tile_state_.num_tiles > 1; - } - - inline int get_tile_overscan() const - { - return overscan_; - } - - bool next(); - bool done(); - - const Tile &get_current_tile() const; - const int2 get_size() const; - - /* Write render buffer of a tile to a file on disk. - * - * Opens file for write when first tile is written. - * - * Returns true on success. */ - bool write_tile(const RenderBuffers &tile_buffers); - - /* Inform the tile manager that no more tiles will be written to disk. - * The file will be considered final, all handles to it will be closed. */ - void finish_write_tiles(); - - /* Check whether any tile has been written to disk. */ - inline bool has_written_tiles() const - { - return write_state_.num_tiles_written != 0; - } - - /* Read full frame render buffer from tiles file on disk. - * - * Returns true on success. */ - bool read_full_buffer_from_disk(string_view filename, - RenderBuffers *buffers, - DenoiseParams *denoise_params); - - /* Compute valid tile size compatible with image saving. */ - int compute_render_tile_size(const int suggested_tile_size) const; - - /* Tile size in the image file. */ - static const int IMAGE_TILE_SIZE = 128; - - protected: - /* Get tile configuration for its index. - * The tile index must be within [0, state_.tile_state_). */ - Tile get_tile_for_index(int index) const; - - bool open_tile_output(); - bool close_tile_output(); - - /* Part of an on-disk tile file name which avoids conflicts between several Cycles instances or - * several sessions. */ - string tile_file_unique_part_; - - int2 tile_size_ = make_int2(0, 0); - - /* Number of extra pixels around the actual tile to render. */ - int overscan_ = 0; - - BufferParams buffer_params_; - - /* Tile scheduling state. */ - struct { - int num_tiles_x = 0; - int num_tiles_y = 0; - int num_tiles = 0; - - int next_tile_index; - - Tile current_tile; - } tile_state_; - - /* State of tiles writing to a file on disk. */ - struct { - /* Index of a tile file used during the current session. - * This number is used for the file name construction, making it possible to render several - * scenes throughout duration of the session and keep all results available for later read - * access. */ - int tile_file_index = 0; - - string filename; - - /* Specification of the tile image which corresponds to the buffer parameters. - * Contains channels configured according to the passes configuration in the path traces. - * - * Output images are saved using this specification, input images are expected to have matched - * specification. */ - ImageSpec image_spec; - - /* Output handle for the tile file. - * - * This file can not be closed until all tiles has been provided, so the handle is stored in - * the state and is created whenever writing is requested. */ - unique_ptr tile_out; - - int num_tiles_written = 0; - } write_state_; -}; - -CCL_NAMESPACE_END diff --git a/intern/cycles/render/volume.cpp b/intern/cycles/render/volume.cpp deleted file mode 100644 index 358ef71d501..00000000000 --- a/intern/cycles/render/volume.cpp +++ /dev/null @@ -1,635 +0,0 @@ -/* - * Copyright 2020 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "render/volume.h" -#include "render/attribute.h" -#include "render/image_vdb.h" -#include "render/scene.h" - -#ifdef WITH_OPENVDB -# include -# include -# include -#endif - -#include "util/util_foreach.h" -#include "util/util_hash.h" -#include "util/util_logging.h" -#include "util/util_openvdb.h" -#include "util/util_progress.h" -#include "util/util_types.h" - -CCL_NAMESPACE_BEGIN - -NODE_DEFINE(Volume) -{ - NodeType *type = NodeType::add("volume", create, NodeType::NONE, Mesh::get_node_type()); - - SOCKET_FLOAT(clipping, "Clipping", 0.001f); - SOCKET_FLOAT(step_size, "Step Size", 0.0f); - SOCKET_BOOLEAN(object_space, "Object Space", false); - - return type; -} - -Volume::Volume() : Mesh(get_node_type(), Geometry::VOLUME) -{ - clipping = 0.001f; - step_size = 0.0f; - object_space = false; -} - -void Volume::clear(bool preserve_shaders) -{ - Mesh::clear(preserve_shaders, true); -} - -struct QuadData { - int v0, v1, v2, v3; - - float3 normal; -}; - -enum { - QUAD_X_MIN = 0, - QUAD_X_MAX = 1, - QUAD_Y_MIN = 2, - QUAD_Y_MAX = 3, - QUAD_Z_MIN = 4, - QUAD_Z_MAX = 5, -}; - -#ifdef WITH_OPENVDB -const int quads_indices[6][4] = { - /* QUAD_X_MIN */ - {4, 0, 3, 7}, - /* QUAD_X_MAX */ - {1, 5, 6, 2}, - /* QUAD_Y_MIN */ - {4, 5, 1, 0}, - /* QUAD_Y_MAX */ - {3, 2, 6, 7}, - /* QUAD_Z_MIN */ - {0, 1, 2, 3}, - /* QUAD_Z_MAX */ - {5, 4, 7, 6}, -}; - -const float3 quads_normals[6] = { - /* QUAD_X_MIN */ - make_float3(-1.0f, 0.0f, 0.0f), - /* QUAD_X_MAX */ - make_float3(1.0f, 0.0f, 0.0f), - /* QUAD_Y_MIN */ - make_float3(0.0f, -1.0f, 0.0f), - /* QUAD_Y_MAX */ - make_float3(0.0f, 1.0f, 0.0f), - /* QUAD_Z_MIN */ - make_float3(0.0f, 0.0f, -1.0f), - /* QUAD_Z_MAX */ - make_float3(0.0f, 0.0f, 1.0f), -}; - -static int add_vertex(int3 v, - vector &vertices, - int3 res, - unordered_map &used_verts) -{ - size_t vert_key = v.x + v.y * (res.x + 1) + v.z * (res.x + 1) * (res.y + 1); - unordered_map::iterator it = used_verts.find(vert_key); - - if (it != used_verts.end()) { - return it->second; - } - - int vertex_offset = vertices.size(); - used_verts[vert_key] = vertex_offset; - vertices.push_back(v); - return vertex_offset; -} - -static void create_quad(int3 corners[8], - vector &vertices, - vector &quads, - int3 res, - unordered_map &used_verts, - int face_index) -{ - QuadData quad; - quad.v0 = add_vertex(corners[quads_indices[face_index][0]], vertices, res, used_verts); - quad.v1 = add_vertex(corners[quads_indices[face_index][1]], vertices, res, used_verts); - quad.v2 = add_vertex(corners[quads_indices[face_index][2]], vertices, res, used_verts); - quad.v3 = add_vertex(corners[quads_indices[face_index][3]], vertices, res, used_verts); - quad.normal = quads_normals[face_index]; - - quads.push_back(quad); -} -#endif - -/* Create a mesh from a volume. - * - * The way the algorithm works is as follows: - * - * - The topologies of input OpenVDB grids are merged into a temporary grid. - * - Voxels of the temporary grid are dilated to account for the padding necessary for volume - * sampling. - * - Quads are created on the boundary between active and inactive leaf nodes of the temporary - * grid. - */ -class VolumeMeshBuilder { - public: -#ifdef WITH_OPENVDB - /* use a MaskGrid to store the topology to save memory */ - openvdb::MaskGrid::Ptr topology_grid; - openvdb::CoordBBox bbox; -#endif - bool first_grid; - - VolumeMeshBuilder(); - -#ifdef WITH_OPENVDB - void add_grid(openvdb::GridBase::ConstPtr grid, bool do_clipping, float volume_clipping); -#endif - - void add_padding(int pad_size); - - void create_mesh(vector &vertices, - vector &indices, - vector &face_normals, - const float face_overlap_avoidance); - - void generate_vertices_and_quads(vector &vertices_is, vector &quads); - - void convert_object_space(const vector &vertices, - vector &out_vertices, - const float face_overlap_avoidance); - - void convert_quads_to_tris(const vector &quads, - vector &tris, - vector &face_normals); - - bool empty_grid() const; - -#ifdef WITH_OPENVDB - template - void merge_grid(openvdb::GridBase::ConstPtr grid, bool do_clipping, float volume_clipping) - { - typename GridType::ConstPtr typed_grid = openvdb::gridConstPtrCast(grid); - - if (do_clipping) { - using ValueType = typename GridType::ValueType; - typename GridType::Ptr copy = typed_grid->deepCopy(); - typename GridType::ValueOnIter iter = copy->beginValueOn(); - - for (; iter; ++iter) { - if (iter.getValue() < ValueType(volume_clipping)) { - iter.setValueOff(); - } - } - - typed_grid = copy; - } - - topology_grid->topologyUnion(*typed_grid); - } -#endif -}; - -VolumeMeshBuilder::VolumeMeshBuilder() -{ - first_grid = true; -} - -#ifdef WITH_OPENVDB -void VolumeMeshBuilder::add_grid(openvdb::GridBase::ConstPtr grid, - bool do_clipping, - float volume_clipping) -{ - /* set the transform of our grid from the first one */ - if (first_grid) { - topology_grid = openvdb::MaskGrid::create(); - topology_grid->setTransform(grid->transform().copy()); - first_grid = false; - } - /* if the transforms do not match, we need to resample one of the grids so that - * its index space registers with that of the other, here we resample our mask - * grid so memory usage is kept low */ - else if (topology_grid->transform() != grid->transform()) { - openvdb::MaskGrid::Ptr temp_grid = topology_grid->copyWithNewTree(); - temp_grid->setTransform(grid->transform().copy()); - openvdb::tools::resampleToMatch(*topology_grid, *temp_grid); - topology_grid = temp_grid; - topology_grid->setTransform(grid->transform().copy()); - } - - if (grid->isType()) { - merge_grid(grid, do_clipping, volume_clipping); - } - else if (grid->isType()) { - merge_grid(grid, do_clipping, volume_clipping); - } - else if (grid->isType()) { - merge_grid(grid, do_clipping, volume_clipping); - } - else if (grid->isType()) { - merge_grid(grid, do_clipping, volume_clipping); - } - else if (grid->isType()) { - merge_grid(grid, do_clipping, volume_clipping); - } - else if (grid->isType()) { - merge_grid(grid, do_clipping, volume_clipping); - } - else if (grid->isType()) { - merge_grid(grid, do_clipping, volume_clipping); - } - else if (grid->isType()) { - merge_grid(grid, do_clipping, volume_clipping); - } - else if (grid->isType()) { - merge_grid(grid, do_clipping, volume_clipping); - } - else if (grid->isType()) { - topology_grid->topologyUnion(*openvdb::gridConstPtrCast(grid)); - } -} -#endif - -void VolumeMeshBuilder::add_padding(int pad_size) -{ -#ifdef WITH_OPENVDB - openvdb::tools::dilateVoxels(topology_grid->tree(), pad_size); -#else - (void)pad_size; -#endif -} - -void VolumeMeshBuilder::create_mesh(vector &vertices, - vector &indices, - vector &face_normals, - const float face_overlap_avoidance) -{ -#ifdef WITH_OPENVDB - /* We create vertices in index space (is), and only convert them to object - * space when done. */ - vector vertices_is; - vector quads; - - /* make sure we only have leaf nodes in the tree, as tiles are not handled by - * this algorithm */ - topology_grid->tree().voxelizeActiveTiles(); - - generate_vertices_and_quads(vertices_is, quads); - - convert_object_space(vertices_is, vertices, face_overlap_avoidance); - - convert_quads_to_tris(quads, indices, face_normals); -#else - (void)vertices; - (void)indices; - (void)face_normals; - (void)face_overlap_avoidance; -#endif -} - -void VolumeMeshBuilder::generate_vertices_and_quads(vector &vertices_is, - vector &quads) -{ -#ifdef WITH_OPENVDB - const openvdb::MaskGrid::TreeType &tree = topology_grid->tree(); - tree.evalLeafBoundingBox(bbox); - - const int3 resolution = make_int3(bbox.dim().x(), bbox.dim().y(), bbox.dim().z()); - - unordered_map used_verts; - - for (auto iter = tree.cbeginLeaf(); iter; ++iter) { - openvdb::CoordBBox leaf_bbox = iter->getNodeBoundingBox(); - /* +1 to convert from exclusive to include bounds. */ - leaf_bbox.max() = leaf_bbox.max().offsetBy(1); - - int3 min = make_int3(leaf_bbox.min().x(), leaf_bbox.min().y(), leaf_bbox.min().z()); - int3 max = make_int3(leaf_bbox.max().x(), leaf_bbox.max().y(), leaf_bbox.max().z()); - - int3 corners[8] = { - make_int3(min[0], min[1], min[2]), - make_int3(max[0], min[1], min[2]), - make_int3(max[0], max[1], min[2]), - make_int3(min[0], max[1], min[2]), - make_int3(min[0], min[1], max[2]), - make_int3(max[0], min[1], max[2]), - make_int3(max[0], max[1], max[2]), - make_int3(min[0], max[1], max[2]), - }; - - /* Only create a quad if on the border between an active and an inactive leaf. - * - * We verify that a leaf exists by probing a coordinate that is at its center, - * to do so we compute the center of the current leaf and offset this coordinate - * by the size of a leaf in each direction. - */ - static const int LEAF_DIM = openvdb::MaskGrid::TreeType::LeafNodeType::DIM; - auto center = leaf_bbox.min() + openvdb::Coord(LEAF_DIM / 2); - - if (!tree.probeLeaf(openvdb::Coord(center.x() - LEAF_DIM, center.y(), center.z()))) { - create_quad(corners, vertices_is, quads, resolution, used_verts, QUAD_X_MIN); - } - - if (!tree.probeLeaf(openvdb::Coord(center.x() + LEAF_DIM, center.y(), center.z()))) { - create_quad(corners, vertices_is, quads, resolution, used_verts, QUAD_X_MAX); - } - - if (!tree.probeLeaf(openvdb::Coord(center.x(), center.y() - LEAF_DIM, center.z()))) { - create_quad(corners, vertices_is, quads, resolution, used_verts, QUAD_Y_MIN); - } - - if (!tree.probeLeaf(openvdb::Coord(center.x(), center.y() + LEAF_DIM, center.z()))) { - create_quad(corners, vertices_is, quads, resolution, used_verts, QUAD_Y_MAX); - } - - if (!tree.probeLeaf(openvdb::Coord(center.x(), center.y(), center.z() - LEAF_DIM))) { - create_quad(corners, vertices_is, quads, resolution, used_verts, QUAD_Z_MIN); - } - - if (!tree.probeLeaf(openvdb::Coord(center.x(), center.y(), center.z() + LEAF_DIM))) { - create_quad(corners, vertices_is, quads, resolution, used_verts, QUAD_Z_MAX); - } - } -#else - (void)vertices_is; - (void)quads; -#endif -} - -void VolumeMeshBuilder::convert_object_space(const vector &vertices, - vector &out_vertices, - const float face_overlap_avoidance) -{ -#ifdef WITH_OPENVDB - /* compute the offset for the face overlap avoidance */ - bbox = topology_grid->evalActiveVoxelBoundingBox(); - openvdb::Coord dim = bbox.dim(); - - float3 cell_size = make_float3(1.0f / dim.x(), 1.0f / dim.y(), 1.0f / dim.z()); - float3 point_offset = cell_size * face_overlap_avoidance; - - out_vertices.reserve(vertices.size()); - - for (size_t i = 0; i < vertices.size(); ++i) { - openvdb::math::Vec3d p = topology_grid->indexToWorld( - openvdb::math::Vec3d(vertices[i].x, vertices[i].y, vertices[i].z)); - float3 vertex = make_float3((float)p.x(), (float)p.y(), (float)p.z()); - out_vertices.push_back(vertex + point_offset); - } -#else - (void)vertices; - (void)out_vertices; - (void)face_overlap_avoidance; -#endif -} - -void VolumeMeshBuilder::convert_quads_to_tris(const vector &quads, - vector &tris, - vector &face_normals) -{ - int index_offset = 0; - tris.resize(quads.size() * 6); - face_normals.reserve(quads.size() * 2); - - for (size_t i = 0; i < quads.size(); ++i) { - tris[index_offset++] = quads[i].v0; - tris[index_offset++] = quads[i].v2; - tris[index_offset++] = quads[i].v1; - - face_normals.push_back(quads[i].normal); - - tris[index_offset++] = quads[i].v0; - tris[index_offset++] = quads[i].v3; - tris[index_offset++] = quads[i].v2; - - face_normals.push_back(quads[i].normal); - } -} - -bool VolumeMeshBuilder::empty_grid() const -{ -#ifdef WITH_OPENVDB - return !topology_grid || topology_grid->tree().leafCount() == 0; -#else - return true; -#endif -} - -#ifdef WITH_OPENVDB -template -static openvdb::GridBase::ConstPtr openvdb_grid_from_device_texture(device_texture *image_memory, - float volume_clipping, - Transform transform_3d) -{ - using ValueType = typename GridType::ValueType; - - openvdb::CoordBBox dense_bbox(0, - 0, - 0, - image_memory->data_width - 1, - image_memory->data_height - 1, - image_memory->data_depth - 1); - - typename GridType::Ptr sparse = GridType::create(ValueType(0.0f)); - if (dense_bbox.empty()) { - return sparse; - } - - openvdb::tools::Dense dense( - dense_bbox, static_cast(image_memory->host_pointer)); - - openvdb::tools::copyFromDense(dense, *sparse, ValueType(volume_clipping)); - - /* #copyFromDense will remove any leaf node that contains constant data and replace it with a - * tile, however, we need to preserve the leaves in order to generate the mesh, so re-voxelize - * the leaves that were pruned. This should not affect areas that were skipped due to the - * volume_clipping parameter. */ - sparse->tree().voxelizeActiveTiles(); - - /* Compute index to world matrix. */ - float3 voxel_size = make_float3(1.0f / image_memory->data_width, - 1.0f / image_memory->data_height, - 1.0f / image_memory->data_depth); - - transform_3d = transform_inverse(transform_3d); - - openvdb::Mat4R index_to_world_mat((double)(voxel_size.x * transform_3d[0][0]), - 0.0, - 0.0, - 0.0, - 0.0, - (double)(voxel_size.y * transform_3d[1][1]), - 0.0, - 0.0, - 0.0, - 0.0, - (double)(voxel_size.z * transform_3d[2][2]), - 0.0, - (double)transform_3d[0][3], - (double)transform_3d[1][3], - (double)transform_3d[2][3], - 1.0); - - openvdb::math::Transform::Ptr index_to_world_tfm = - openvdb::math::Transform::createLinearTransform(index_to_world_mat); - - sparse->setTransform(index_to_world_tfm); - - return sparse; -} -#endif - -/* ************************************************************************** */ - -void GeometryManager::create_volume_mesh(Volume *volume, Progress &progress) -{ - string msg = string_printf("Computing Volume Mesh %s", volume->name.c_str()); - progress.set_status("Updating Mesh", msg); - - /* Find shader and compute padding based on volume shader interpolation settings. */ - Shader *volume_shader = NULL; - int pad_size = 0; - - foreach (Node *node, volume->get_used_shaders()) { - Shader *shader = static_cast(node); - - if (!shader->has_volume) { - continue; - } - - volume_shader = shader; - - if (shader->get_volume_interpolation_method() == VOLUME_INTERPOLATION_LINEAR) { - pad_size = max(1, pad_size); - } - else if (shader->get_volume_interpolation_method() == VOLUME_INTERPOLATION_CUBIC) { - pad_size = max(2, pad_size); - } - - break; - } - - /* Clear existing volume mesh, done here in case we early out due to - * empty grid or missing volume shader. - * Also keep the shaders to avoid infinite loops when synchronizing, as this will tag the shaders - * as having changed. */ - volume->clear(true); - volume->need_update_rebuild = true; - - if (!volume_shader) { - return; - } - - /* Create volume mesh builder. */ - VolumeMeshBuilder builder; - -#ifdef WITH_OPENVDB - foreach (Attribute &attr, volume->attributes.attributes) { - if (attr.element != ATTR_ELEMENT_VOXEL) { - continue; - } - - bool do_clipping = false; - - ImageHandle &handle = attr.data_voxel(); - - /* Try building from OpenVDB grid directly. */ - VDBImageLoader *vdb_loader = handle.vdb_loader(); - openvdb::GridBase::ConstPtr grid; - if (vdb_loader) { - grid = vdb_loader->get_grid(); - - /* If building from an OpenVDB grid, we need to manually clip the values. */ - do_clipping = true; - } - - /* Else fall back to creating an OpenVDB grid from the dense volume data. */ - if (!grid) { - device_texture *image_memory = handle.image_memory(); - - if (image_memory->data_elements == 1) { - grid = openvdb_grid_from_device_texture( - image_memory, volume->get_clipping(), handle.metadata().transform_3d); - } - else if (image_memory->data_elements == 3) { - grid = openvdb_grid_from_device_texture( - image_memory, volume->get_clipping(), handle.metadata().transform_3d); - } - else if (image_memory->data_elements == 4) { - grid = openvdb_grid_from_device_texture( - image_memory, volume->get_clipping(), handle.metadata().transform_3d); - } - } - - if (grid) { - builder.add_grid(grid, do_clipping, volume->get_clipping()); - } - } -#endif - - /* If nothing to build, early out. */ - if (builder.empty_grid()) { - return; - } - - builder.add_padding(pad_size); - - /* Slightly offset vertex coordinates to avoid overlapping faces with other - * volumes or meshes. The proper solution would be to improve intersection in - * the kernel to support robust handling of multiple overlapping faces or use - * an all-hit intersection similar to shadows. */ - const float face_overlap_avoidance = 0.1f * - hash_uint_to_float(hash_string(volume->name.c_str())); - - /* Create mesh. */ - vector vertices; - vector indices; - vector face_normals; - builder.create_mesh(vertices, indices, face_normals, face_overlap_avoidance); - - volume->reserve_mesh(vertices.size(), indices.size() / 3); - volume->used_shaders.clear(); - volume->used_shaders.push_back_slow(volume_shader); - - for (size_t i = 0; i < vertices.size(); ++i) { - volume->add_vertex(vertices[i]); - } - - for (size_t i = 0; i < indices.size(); i += 3) { - volume->add_triangle(indices[i], indices[i + 1], indices[i + 2], 0, false); - } - - Attribute *attr_fN = volume->attributes.add(ATTR_STD_FACE_NORMAL); - float3 *fN = attr_fN->data_float3(); - - for (size_t i = 0; i < face_normals.size(); ++i) { - fN[i] = face_normals[i]; - } - - /* Print stats. */ - VLOG(1) << "Memory usage volume mesh: " - << ((vertices.size() + face_normals.size()) * sizeof(float3) + - indices.size() * sizeof(int)) / - (1024.0 * 1024.0) - << "Mb."; -} - -CCL_NAMESPACE_END diff --git a/intern/cycles/render/volume.h b/intern/cycles/render/volume.h deleted file mode 100644 index 2e9703bf7ed..00000000000 --- a/intern/cycles/render/volume.h +++ /dev/null @@ -1,38 +0,0 @@ -/* - * Copyright 2020 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#pragma once - -#include "graph/node.h" - -#include "render/mesh.h" - -CCL_NAMESPACE_BEGIN - -class Volume : public Mesh { - public: - NODE_DECLARE - - Volume(); - - NODE_SOCKET_API(float, clipping) - NODE_SOCKET_API(float, step_size) - NODE_SOCKET_API(bool, object_space) - - virtual void clear(bool preserve_shaders = false) override; -}; - -CCL_NAMESPACE_END diff --git a/intern/cycles/scene/CMakeLists.txt b/intern/cycles/scene/CMakeLists.txt new file mode 100644 index 00000000000..a3fde99306b --- /dev/null +++ b/intern/cycles/scene/CMakeLists.txt @@ -0,0 +1,163 @@ +# Copyright 2011-2021 Blender Foundation +# +# Licensed under the Apache License, Version 2.0 (the "License"); +# you may not use this file except in compliance with the License. +# You may obtain a copy of the License at +# +# http://www.apache.org/licenses/LICENSE-2.0 +# +# Unless required by applicable law or agreed to in writing, software +# distributed under the License is distributed on an "AS IS" BASIS, +# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +# See the License for the specific language governing permissions and +# limitations under the License. + +set(INC + .. + ../../sky/include +) + +set(SRC + alembic.cpp + alembic_read.cpp + attribute.cpp + background.cpp + bake.cpp + camera.cpp + colorspace.cpp + constant_fold.cpp + film.cpp + geometry.cpp + hair.cpp + image.cpp + image_oiio.cpp + image_sky.cpp + image_vdb.cpp + integrator.cpp + jitter.cpp + light.cpp + mesh.cpp + mesh_displace.cpp + mesh_subdivision.cpp + procedural.cpp + object.cpp + osl.cpp + particles.cpp + pass.cpp + curves.cpp + scene.cpp + shader.cpp + shader_graph.cpp + shader_nodes.cpp + sobol.cpp + stats.cpp + svm.cpp + tables.cpp + volume.cpp +) + +set(SRC_HEADERS + alembic.h + alembic_read.h + attribute.h + bake.h + background.h + camera.h + colorspace.h + constant_fold.h + film.h + geometry.h + hair.h + image.h + image_oiio.h + image_sky.h + image_vdb.h + integrator.h + light.h + jitter.h + mesh.h + object.h + osl.h + particles.h + pass.h + procedural.h + curves.h + scene.h + shader.h + shader_graph.h + shader_nodes.h + sobol.h + stats.h + svm.h + tables.h + volume.h +) + +set(LIB + cycles_bvh + cycles_device + cycles_integrator + cycles_subd + cycles_util +) + +if(CYCLES_STANDALONE_REPOSITORY) + list(APPEND LIB extern_sky) +else() + list(APPEND LIB bf_intern_sky) +endif() + +if(WITH_CYCLES_OSL) + list(APPEND LIB + cycles_kernel_osl + ) + + SET_PROPERTY(SOURCE osl.cpp PROPERTY COMPILE_FLAGS ${RTTI_DISABLE_FLAGS}) +endif() + +if(WITH_OPENCOLORIO) + add_definitions(-DWITH_OCIO) + include_directories( + SYSTEM + ${OPENCOLORIO_INCLUDE_DIRS} + ) + list(APPEND LIB + ${OPENCOLORIO_LIBRARIES} + ) + if(WIN32) + add_definitions(-DOpenColorIO_SKIP_IMPORTS) + endif() +endif() + +if(WITH_OPENVDB) + add_definitions(-DWITH_OPENVDB ${OPENVDB_DEFINITIONS}) + list(APPEND INC_SYS + ${OPENVDB_INCLUDE_DIRS} + ) + list(APPEND LIB + ${OPENVDB_LIBRARIES} + ) +endif() + +if(WITH_ALEMBIC) + add_definitions(-DWITH_ALEMBIC) + list(APPEND INC_SYS + ${ALEMBIC_INCLUDE_DIRS} + ) + list(APPEND LIB + ${ALEMBIC_LIBRARIES} + ) +endif() + +if(WITH_NANOVDB) + list(APPEND INC_SYS + ${NANOVDB_INCLUDE_DIRS} + ) +endif() + +include_directories(${INC}) +include_directories(SYSTEM ${INC_SYS}) + +add_definitions(${GL_DEFINITIONS}) + +cycles_add_library(cycles_scene "${LIB}" ${SRC} ${SRC_HEADERS}) diff --git a/intern/cycles/scene/alembic.cpp b/intern/cycles/scene/alembic.cpp new file mode 100644 index 00000000000..07a969e88d3 --- /dev/null +++ b/intern/cycles/scene/alembic.cpp @@ -0,0 +1,1431 @@ +/* + * Copyright 2011-2018 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "scene/alembic.h" + +#include "scene/alembic_read.h" +#include "scene/camera.h" +#include "scene/curves.h" +#include "scene/mesh.h" +#include "scene/object.h" +#include "scene/scene.h" +#include "scene/shader.h" + +#include "util/util_foreach.h" +#include "util/util_logging.h" +#include "util/util_progress.h" +#include "util/util_transform.h" +#include "util/util_vector.h" + +#ifdef WITH_ALEMBIC + +using namespace Alembic::AbcGeom; + +CCL_NAMESPACE_BEGIN + +/* TODO(kevindietrich): motion blur support. */ + +template +static vector parse_face_sets_for_shader_assignment( + SchemaType &schema, const array &used_shaders) +{ + vector result; + + std::vector face_set_names; + schema.getFaceSetNames(face_set_names); + + if (face_set_names.empty()) { + return result; + } + + for (const std::string &face_set_name : face_set_names) { + int shader_index = 0; + + for (Node *node : used_shaders) { + if (node->name == face_set_name) { + break; + } + + ++shader_index; + } + + if (shader_index >= used_shaders.size()) { + /* use the first shader instead if none was found */ + shader_index = 0; + } + + const Alembic::AbcGeom::IFaceSet face_set = schema.getFaceSet(face_set_name); + + if (!face_set.valid()) { + continue; + } + + result.push_back({face_set, shader_index}); + } + + return result; +} + +void CachedData::clear() +{ + attributes.clear(); + curve_first_key.clear(); + curve_keys.clear(); + curve_radius.clear(); + curve_shader.clear(); + num_ngons.clear(); + shader.clear(); + subd_creases_edge.clear(); + subd_creases_weight.clear(); + subd_face_corners.clear(); + subd_num_corners.clear(); + subd_ptex_offset.clear(); + subd_smooth.clear(); + subd_start_corner.clear(); + transforms.clear(); + triangles.clear(); + uv_loops.clear(); + vertices.clear(); + + for (CachedAttribute &attr : attributes) { + attr.data.clear(); + } + + attributes.clear(); +} + +CachedData::CachedAttribute &CachedData::add_attribute(const ustring &name, + const TimeSampling &time_sampling) +{ + for (auto &attr : attributes) { + if (attr.name == name) { + return attr; + } + } + + CachedAttribute &attr = attributes.emplace_back(); + attr.name = name; + attr.data.set_time_sampling(time_sampling); + return attr; +} + +bool CachedData::is_constant() const +{ +# define CHECK_IF_CONSTANT(data) \ + if (!data.is_constant()) { \ + return false; \ + } + + CHECK_IF_CONSTANT(curve_first_key) + CHECK_IF_CONSTANT(curve_keys) + CHECK_IF_CONSTANT(curve_radius) + CHECK_IF_CONSTANT(curve_shader) + CHECK_IF_CONSTANT(num_ngons) + CHECK_IF_CONSTANT(shader) + CHECK_IF_CONSTANT(subd_creases_edge) + CHECK_IF_CONSTANT(subd_creases_weight) + CHECK_IF_CONSTANT(subd_face_corners) + CHECK_IF_CONSTANT(subd_num_corners) + CHECK_IF_CONSTANT(subd_ptex_offset) + CHECK_IF_CONSTANT(subd_smooth) + CHECK_IF_CONSTANT(subd_start_corner) + CHECK_IF_CONSTANT(transforms) + CHECK_IF_CONSTANT(triangles) + CHECK_IF_CONSTANT(uv_loops) + CHECK_IF_CONSTANT(vertices) + + for (const CachedAttribute &attr : attributes) { + if (!attr.data.is_constant()) { + return false; + } + } + + return true; + +# undef CHECK_IF_CONSTANT +} + +void CachedData::invalidate_last_loaded_time(bool attributes_only) +{ + if (attributes_only) { + for (CachedAttribute &attr : attributes) { + attr.data.invalidate_last_loaded_time(); + } + + return; + } + + curve_first_key.invalidate_last_loaded_time(); + curve_keys.invalidate_last_loaded_time(); + curve_radius.invalidate_last_loaded_time(); + curve_shader.invalidate_last_loaded_time(); + num_ngons.invalidate_last_loaded_time(); + shader.invalidate_last_loaded_time(); + subd_creases_edge.invalidate_last_loaded_time(); + subd_creases_weight.invalidate_last_loaded_time(); + subd_face_corners.invalidate_last_loaded_time(); + subd_num_corners.invalidate_last_loaded_time(); + subd_ptex_offset.invalidate_last_loaded_time(); + subd_smooth.invalidate_last_loaded_time(); + subd_start_corner.invalidate_last_loaded_time(); + transforms.invalidate_last_loaded_time(); + triangles.invalidate_last_loaded_time(); + uv_loops.invalidate_last_loaded_time(); + vertices.invalidate_last_loaded_time(); +} + +void CachedData::set_time_sampling(TimeSampling time_sampling) +{ + curve_first_key.set_time_sampling(time_sampling); + curve_keys.set_time_sampling(time_sampling); + curve_radius.set_time_sampling(time_sampling); + curve_shader.set_time_sampling(time_sampling); + num_ngons.set_time_sampling(time_sampling); + shader.set_time_sampling(time_sampling); + subd_creases_edge.set_time_sampling(time_sampling); + subd_creases_weight.set_time_sampling(time_sampling); + subd_face_corners.set_time_sampling(time_sampling); + subd_num_corners.set_time_sampling(time_sampling); + subd_ptex_offset.set_time_sampling(time_sampling); + subd_smooth.set_time_sampling(time_sampling); + subd_start_corner.set_time_sampling(time_sampling); + transforms.set_time_sampling(time_sampling); + triangles.set_time_sampling(time_sampling); + uv_loops.set_time_sampling(time_sampling); + vertices.set_time_sampling(time_sampling); + + for (CachedAttribute &attr : attributes) { + attr.data.set_time_sampling(time_sampling); + } +} + +size_t CachedData::memory_used() const +{ + size_t mem_used = 0; + + mem_used += curve_first_key.memory_used(); + mem_used += curve_keys.memory_used(); + mem_used += curve_radius.memory_used(); + mem_used += curve_shader.memory_used(); + mem_used += num_ngons.memory_used(); + mem_used += shader.memory_used(); + mem_used += subd_creases_edge.memory_used(); + mem_used += subd_creases_weight.memory_used(); + mem_used += subd_face_corners.memory_used(); + mem_used += subd_num_corners.memory_used(); + mem_used += subd_ptex_offset.memory_used(); + mem_used += subd_smooth.memory_used(); + mem_used += subd_start_corner.memory_used(); + mem_used += transforms.memory_used(); + mem_used += triangles.memory_used(); + mem_used += uv_loops.memory_used(); + mem_used += vertices.memory_used(); + + for (const CachedAttribute &attr : attributes) { + mem_used += attr.data.memory_used(); + } + + return mem_used; +} + +static M44d convert_yup_zup(const M44d &mtx, float scale_mult) +{ + V3d scale, shear, rotation, translation; + extractSHRT(mtx, + scale, + shear, + rotation, + translation, + true, + IMATH_INTERNAL_NAMESPACE::Euler::XZY); + + M44d rot_mat, scale_mat, trans_mat; + rot_mat.setEulerAngles(V3d(rotation.x, -rotation.z, rotation.y)); + scale_mat.setScale(V3d(scale.x, scale.z, scale.y)); + trans_mat.setTranslation(V3d(translation.x, -translation.z, translation.y)); + + M44d temp_mat = scale_mat * rot_mat * trans_mat; + + scale_mat.setScale(static_cast(scale_mult)); + + return temp_mat * scale_mat; +} + +static void transform_decompose( + const M44d &mat, V3d &scale, V3d &shear, Quatd &rotation, V3d &translation) +{ + M44d mat_remainder(mat); + + /* extract scale and shear */ + Imath::extractAndRemoveScalingAndShear(mat_remainder, scale, shear); + + /* extract translation */ + translation.x = mat_remainder[3][0]; + translation.y = mat_remainder[3][1]; + translation.z = mat_remainder[3][2]; + + /* extract rotation */ + rotation = extractQuat(mat_remainder); +} + +static M44d transform_compose(const V3d &scale, + const V3d &shear, + const Quatd &rotation, + const V3d &translation) +{ + M44d scale_mat, shear_mat, rot_mat, trans_mat; + + scale_mat.setScale(scale); + shear_mat.setShear(shear); + rot_mat = rotation.toMatrix44(); + trans_mat.setTranslation(translation); + + return scale_mat * shear_mat * rot_mat * trans_mat; +} + +/* get the matrix for the specified time, or return the identity matrix if there is no exact match + */ +static M44d get_matrix_for_time(const MatrixSampleMap &samples, chrono_t time) +{ + MatrixSampleMap::const_iterator iter = samples.find(time); + if (iter != samples.end()) { + return iter->second; + } + + return M44d(); +} + +/* get the matrix for the specified time, or interpolate between samples if there is no exact match + */ +static M44d get_interpolated_matrix_for_time(const MatrixSampleMap &samples, chrono_t time) +{ + if (samples.empty()) { + return M44d(); + } + + /* see if exact match */ + MatrixSampleMap::const_iterator iter = samples.find(time); + if (iter != samples.end()) { + return iter->second; + } + + if (samples.size() == 1) { + return samples.begin()->second; + } + + if (time <= samples.begin()->first) { + return samples.begin()->second; + } + + if (time >= samples.rbegin()->first) { + return samples.rbegin()->second; + } + + /* find previous and next time sample to interpolate */ + chrono_t prev_time = samples.begin()->first; + chrono_t next_time = samples.rbegin()->first; + + for (MatrixSampleMap::const_iterator I = samples.begin(); I != samples.end(); ++I) { + chrono_t current_time = (*I).first; + + if (current_time > prev_time && current_time <= time) { + prev_time = current_time; + } + + if (current_time > next_time && current_time >= time) { + next_time = current_time; + } + } + + const M44d prev_mat = get_matrix_for_time(samples, prev_time); + const M44d next_mat = get_matrix_for_time(samples, next_time); + + V3d prev_scale, next_scale; + V3d prev_shear, next_shear; + V3d prev_translation, next_translation; + Quatd prev_rotation, next_rotation; + + transform_decompose(prev_mat, prev_scale, prev_shear, prev_rotation, prev_translation); + transform_decompose(next_mat, next_scale, next_shear, next_rotation, next_translation); + + chrono_t t = (time - prev_time) / (next_time - prev_time); + + /* Ensure rotation around the shortest angle. */ + if ((prev_rotation ^ next_rotation) < 0) { + next_rotation = -next_rotation; + } + + return transform_compose(Imath::lerp(prev_scale, next_scale, t), + Imath::lerp(prev_shear, next_shear, t), + Imath::slerp(prev_rotation, next_rotation, t), + Imath::lerp(prev_translation, next_translation, t)); +} + +static void concatenate_xform_samples(const MatrixSampleMap &parent_samples, + const MatrixSampleMap &local_samples, + MatrixSampleMap &output_samples) +{ + set union_of_samples; + + for (const std::pair pair : parent_samples) { + union_of_samples.insert(pair.first); + } + + for (const std::pair pair : local_samples) { + union_of_samples.insert(pair.first); + } + + foreach (chrono_t time, union_of_samples) { + M44d parent_matrix = get_interpolated_matrix_for_time(parent_samples, time); + M44d local_matrix = get_interpolated_matrix_for_time(local_samples, time); + + output_samples[time] = local_matrix * parent_matrix; + } +} + +static Transform make_transform(const M44d &a, float scale) +{ + M44d m = convert_yup_zup(a, scale); + Transform trans; + for (int j = 0; j < 3; j++) { + for (int i = 0; i < 4; i++) { + trans[j][i] = static_cast(m[i][j]); + } + } + return trans; +} + +NODE_DEFINE(AlembicObject) +{ + NodeType *type = NodeType::add("alembic_object", create); + + SOCKET_STRING(path, "Alembic Path", ustring()); + SOCKET_NODE_ARRAY(used_shaders, "Used Shaders", Shader::get_node_type()); + + SOCKET_BOOLEAN(ignore_subdivision, "Ignore Subdivision", true); + + SOCKET_INT(subd_max_level, "Max Subdivision Level", 1); + SOCKET_FLOAT(subd_dicing_rate, "Subdivision Dicing Rate", 1.0f); + + SOCKET_FLOAT(radius_scale, "Radius Scale", 1.0f); + + return type; +} + +AlembicObject::AlembicObject() : Node(get_node_type()) +{ + schema_type = INVALID; +} + +AlembicObject::~AlembicObject() +{ +} + +void AlembicObject::set_object(Object *object_) +{ + object = object_; +} + +Object *AlembicObject::get_object() +{ + return object; +} + +bool AlembicObject::has_data_loaded() const +{ + return data_loaded; +} + +void AlembicObject::load_data_in_cache(CachedData &cached_data, + AlembicProcedural *proc, + IPolyMeshSchema &schema, + Progress &progress) +{ + /* Only load data for the original Geometry. */ + if (instance_of) { + return; + } + + cached_data.clear(); + + PolyMeshSchemaData data; + data.topology_variance = schema.getTopologyVariance(); + data.time_sampling = schema.getTimeSampling(); + data.positions = schema.getPositionsProperty(); + data.face_counts = schema.getFaceCountsProperty(); + data.face_indices = schema.getFaceIndicesProperty(); + data.normals = schema.getNormalsParam(); + data.num_samples = schema.getNumSamples(); + data.shader_face_sets = parse_face_sets_for_shader_assignment(schema, get_used_shaders()); + + read_geometry_data(proc, cached_data, data, progress); + + if (progress.get_cancel()) { + return; + } + + /* Use the schema as the base compound property to also be able to look for top level properties. + */ + read_attributes( + proc, cached_data, schema, schema.getUVsParam(), get_requested_attributes(), progress); + + if (progress.get_cancel()) { + return; + } + + cached_data.invalidate_last_loaded_time(true); + data_loaded = true; +} + +void AlembicObject::load_data_in_cache(CachedData &cached_data, + AlembicProcedural *proc, + ISubDSchema &schema, + Progress &progress) +{ + /* Only load data for the original Geometry. */ + if (instance_of) { + return; + } + + cached_data.clear(); + + if (this->get_ignore_subdivision()) { + PolyMeshSchemaData data; + data.topology_variance = schema.getTopologyVariance(); + data.time_sampling = schema.getTimeSampling(); + data.positions = schema.getPositionsProperty(); + data.face_counts = schema.getFaceCountsProperty(); + data.face_indices = schema.getFaceIndicesProperty(); + data.num_samples = schema.getNumSamples(); + data.velocities = schema.getVelocitiesProperty(); + data.shader_face_sets = parse_face_sets_for_shader_assignment(schema, get_used_shaders()); + + read_geometry_data(proc, cached_data, data, progress); + + if (progress.get_cancel()) { + return; + } + + /* Use the schema as the base compound property to also be able to look for top level + * properties. */ + read_attributes( + proc, cached_data, schema, schema.getUVsParam(), get_requested_attributes(), progress); + + cached_data.invalidate_last_loaded_time(true); + data_loaded = true; + return; + } + + SubDSchemaData data; + data.time_sampling = schema.getTimeSampling(); + data.num_samples = schema.getNumSamples(); + data.topology_variance = schema.getTopologyVariance(); + data.face_counts = schema.getFaceCountsProperty(); + data.face_indices = schema.getFaceIndicesProperty(); + data.positions = schema.getPositionsProperty(); + data.face_varying_interpolate_boundary = schema.getFaceVaryingInterpolateBoundaryProperty(); + data.face_varying_propagate_corners = schema.getFaceVaryingPropagateCornersProperty(); + data.interpolate_boundary = schema.getInterpolateBoundaryProperty(); + data.crease_indices = schema.getCreaseIndicesProperty(); + data.crease_lengths = schema.getCreaseLengthsProperty(); + data.crease_sharpnesses = schema.getCreaseSharpnessesProperty(); + data.corner_indices = schema.getCornerIndicesProperty(); + data.corner_sharpnesses = schema.getCornerSharpnessesProperty(); + data.holes = schema.getHolesProperty(); + data.subdivision_scheme = schema.getSubdivisionSchemeProperty(); + data.velocities = schema.getVelocitiesProperty(); + data.shader_face_sets = parse_face_sets_for_shader_assignment(schema, get_used_shaders()); + + read_geometry_data(proc, cached_data, data, progress); + + if (progress.get_cancel()) { + return; + } + + /* Use the schema as the base compound property to also be able to look for top level properties. + */ + read_attributes( + proc, cached_data, schema, schema.getUVsParam(), get_requested_attributes(), progress); + + cached_data.invalidate_last_loaded_time(true); + data_loaded = true; +} + +void AlembicObject::load_data_in_cache(CachedData &cached_data, + AlembicProcedural *proc, + const ICurvesSchema &schema, + Progress &progress) +{ + /* Only load data for the original Geometry. */ + if (instance_of) { + return; + } + + cached_data.clear(); + + CurvesSchemaData data; + data.positions = schema.getPositionsProperty(); + data.position_weights = schema.getPositionWeightsProperty(); + data.normals = schema.getNormalsParam(); + data.knots = schema.getKnotsProperty(); + data.orders = schema.getOrdersProperty(); + data.widths = schema.getWidthsParam(); + data.velocities = schema.getVelocitiesProperty(); + data.time_sampling = schema.getTimeSampling(); + data.topology_variance = schema.getTopologyVariance(); + data.num_samples = schema.getNumSamples(); + data.num_vertices = schema.getNumVerticesProperty(); + data.default_radius = proc->get_default_radius(); + data.radius_scale = get_radius_scale(); + + read_geometry_data(proc, cached_data, data, progress); + + if (progress.get_cancel()) { + return; + } + + /* Use the schema as the base compound property to also be able to look for top level properties. + */ + read_attributes( + proc, cached_data, schema, schema.getUVsParam(), get_requested_attributes(), progress); + + cached_data.invalidate_last_loaded_time(true); + data_loaded = true; +} + +void AlembicObject::setup_transform_cache(CachedData &cached_data, float scale) +{ + cached_data.transforms.clear(); + cached_data.transforms.invalidate_last_loaded_time(); + + if (scale == 0.0f) { + scale = 1.0f; + } + + if (xform_time_sampling) { + cached_data.transforms.set_time_sampling(*xform_time_sampling); + } + + if (xform_samples.size() == 0) { + Transform tfm = transform_scale(make_float3(scale)); + cached_data.transforms.add_data(tfm, 0.0); + } + else { + /* It is possible for a leaf node of the hierarchy to have multiple samples for its transforms + * if a sibling has animated transforms. So check if we indeed have animated transformations. + */ + M44d first_matrix = xform_samples.begin()->first; + bool has_animation = false; + for (const std::pair pair : xform_samples) { + if (pair.second != first_matrix) { + has_animation = true; + break; + } + } + + if (!has_animation) { + Transform tfm = make_transform(first_matrix, scale); + cached_data.transforms.add_data(tfm, 0.0); + } + else { + for (const std::pair pair : xform_samples) { + Transform tfm = make_transform(pair.second, scale); + cached_data.transforms.add_data(tfm, pair.first); + } + } + } +} + +AttributeRequestSet AlembicObject::get_requested_attributes() +{ + AttributeRequestSet requested_attributes; + + Geometry *geometry = object->get_geometry(); + assert(geometry); + + foreach (Node *node, geometry->get_used_shaders()) { + Shader *shader = static_cast(node); + + foreach (const AttributeRequest &attr, shader->attributes.requests) { + if (attr.name != "") { + requested_attributes.add(attr.name); + } + } + } + + return requested_attributes; +} + +/* Update existing attributes and remove any attribute not in the cached_data, those attributes + * were added by Cycles (e.g. face normals) */ +static void update_attributes(AttributeSet &attributes, CachedData &cached_data, double frame_time) +{ + set cached_attributes; + + for (CachedData::CachedAttribute &attribute : cached_data.attributes) { + const CacheLookupResult> result = attribute.data.data_for_time(frame_time); + + if (result.has_no_data_for_time()) { + continue; + } + + Attribute *attr = nullptr; + if (attribute.std != ATTR_STD_NONE) { + attr = attributes.add(attribute.std, attribute.name); + } + else { + attr = attributes.add(attribute.name, attribute.type_desc, attribute.element); + } + assert(attr); + + cached_attributes.insert(attr); + + if (!result.has_new_data()) { + continue; + } + + const ccl::array &attr_data = result.get_data(); + + /* weak way of detecting if the topology has changed + * todo: reuse code from device_update patch */ + if (attr->buffer.size() != attr_data.size()) { + attr->buffer.resize(attr_data.size()); + } + + memcpy(attr->data(), attr_data.data(), attr_data.size()); + attr->modified = true; + } + + /* remove any attributes not in cached_attributes */ + list::iterator it; + for (it = attributes.attributes.begin(); it != attributes.attributes.end();) { + if (cached_attributes.find(&(*it)) == cached_attributes.end()) { + attributes.remove(it++); + continue; + } + + it++; + } +} + +NODE_DEFINE(AlembicProcedural) +{ + NodeType *type = NodeType::add("alembic", create); + + SOCKET_STRING(filepath, "Filename", ustring()); + SOCKET_FLOAT(frame, "Frame", 1.0f); + SOCKET_FLOAT(start_frame, "Start Frame", 1.0f); + SOCKET_FLOAT(end_frame, "End Frame", 1.0f); + SOCKET_FLOAT(frame_rate, "Frame Rate", 24.0f); + SOCKET_FLOAT(frame_offset, "Frame Offset", 0.0f); + SOCKET_FLOAT(default_radius, "Default Radius", 0.01f); + SOCKET_FLOAT(scale, "Scale", 1.0f); + + SOCKET_NODE_ARRAY(objects, "Objects", AlembicObject::get_node_type()); + + SOCKET_BOOLEAN(use_prefetch, "Use Prefetch", true); + SOCKET_INT(prefetch_cache_size, "Prefetch Cache Size", 4096); + + return type; +} + +AlembicProcedural::AlembicProcedural() : Procedural(get_node_type()) +{ + objects_loaded = false; + scene_ = nullptr; +} + +AlembicProcedural::~AlembicProcedural() +{ + ccl::set geometries_set; + ccl::set objects_set; + ccl::set abc_objects_set; + + foreach (Node *node, objects) { + AlembicObject *abc_object = static_cast(node); + + if (abc_object->get_object()) { + objects_set.insert(abc_object->get_object()); + + if (abc_object->get_object()->get_geometry()) { + geometries_set.insert(abc_object->get_object()->get_geometry()); + } + } + + delete_node(abc_object); + } + + /* We may delete a Procedural before rendering started, so scene_ can be null. */ + if (!scene_) { + assert(geometries_set.empty()); + assert(objects_set.empty()); + return; + } + + scene_->delete_nodes(geometries_set, this); + scene_->delete_nodes(objects_set, this); +} + +void AlembicProcedural::generate(Scene *scene, Progress &progress) +{ + assert(scene_ == nullptr || scene_ == scene); + scene_ = scene; + + if (frame < start_frame || frame > end_frame) { + clear_modified(); + return; + } + + bool need_shader_updates = false; + bool need_data_updates = false; + + foreach (Node *object_node, objects) { + AlembicObject *object = static_cast(object_node); + + if (object->is_modified()) { + need_data_updates = true; + } + + /* Check if the shaders were modified. */ + if (object->used_shaders_is_modified() && object->get_object() && + object->get_object()->get_geometry()) { + Geometry *geometry = object->get_object()->get_geometry(); + array used_shaders = object->get_used_shaders(); + geometry->set_used_shaders(used_shaders); + need_shader_updates = true; + } + + /* Check for changes in shaders (e.g. newly requested attributes). */ + foreach (Node *shader_node, object->get_used_shaders()) { + Shader *shader = static_cast(shader_node); + + if (shader->need_update_geometry()) { + object->need_shader_update = true; + need_shader_updates = true; + } + } + } + + if (!is_modified() && !need_shader_updates && !need_data_updates) { + return; + } + + if (!archive.valid()) { + Alembic::AbcCoreFactory::IFactory factory; + factory.setPolicy(Alembic::Abc::ErrorHandler::kQuietNoopPolicy); + archive = factory.getArchive(filepath.c_str()); + + if (!archive.valid()) { + /* avoid potential infinite update loops in viewport synchronization */ + filepath.clear(); + clear_modified(); + return; + } + } + + if (!objects_loaded || objects_is_modified()) { + load_objects(progress); + objects_loaded = true; + } + + const chrono_t frame_time = (chrono_t)((frame - frame_offset) / frame_rate); + + /* Clear the subdivision caches as the data is stored differently. */ + for (Node *node : objects) { + AlembicObject *object = static_cast(node); + + if (object->schema_type != AlembicObject::SUBD) { + continue; + } + + if (object->ignore_subdivision_is_modified()) { + object->clear_cache(); + } + } + + if (use_prefetch_is_modified()) { + if (!use_prefetch) { + for (Node *node : objects) { + AlembicObject *object = static_cast(node); + object->clear_cache(); + } + } + } + + if (prefetch_cache_size_is_modified()) { + /* Check whether the current memory usage fits in the new requested size, + * abort the render if it is any higher. */ + size_t memory_used = 0ul; + for (Node *node : objects) { + AlembicObject *object = static_cast(node); + memory_used += object->get_cached_data().memory_used(); + } + + if (memory_used > get_prefetch_cache_size_in_bytes()) { + progress.set_error("Error: Alembic Procedural memory limit reached"); + return; + } + } + + build_caches(progress); + + foreach (Node *node, objects) { + AlembicObject *object = static_cast(node); + + if (progress.get_cancel()) { + return; + } + + /* skip constant objects */ + if (object->is_constant() && !object->is_modified() && !object->need_shader_update && + !scale_is_modified()) { + continue; + } + + if (object->schema_type == AlembicObject::POLY_MESH) { + read_mesh(object, frame_time); + } + else if (object->schema_type == AlembicObject::CURVES) { + read_curves(object, frame_time); + } + else if (object->schema_type == AlembicObject::SUBD) { + read_subd(object, frame_time); + } + + object->need_shader_update = false; + object->clear_modified(); + } + + clear_modified(); +} + +void AlembicProcedural::add_object(AlembicObject *object) +{ + objects.push_back_slow(object); + tag_objects_modified(); +} + +void AlembicProcedural::tag_update(Scene *scene) +{ + scene->procedural_manager->tag_update(); +} + +AlembicObject *AlembicProcedural::get_or_create_object(const ustring &path) +{ + foreach (Node *node, objects) { + AlembicObject *object = static_cast(node); + + if (object->get_path() == path) { + return object; + } + } + + AlembicObject *object = create_node(); + object->set_path(path); + + add_object(object); + + return object; +} + +void AlembicProcedural::load_objects(Progress &progress) +{ + unordered_map object_map; + + foreach (Node *node, objects) { + AlembicObject *object = static_cast(node); + + /* only consider newly added objects */ + if (object->get_object() == nullptr) { + object_map.insert({object->get_path().c_str(), object}); + } + } + + IObject root = archive.getTop(); + + for (size_t i = 0; i < root.getNumChildren(); ++i) { + walk_hierarchy(root, root.getChildHeader(i), {}, object_map, progress); + } + + /* Create nodes in the scene. */ + for (std::pair pair : object_map) { + AlembicObject *abc_object = pair.second; + + Geometry *geometry = nullptr; + + if (!abc_object->instance_of) { + if (abc_object->schema_type == AlembicObject::CURVES) { + geometry = scene_->create_node(); + } + else if (abc_object->schema_type == AlembicObject::POLY_MESH || + abc_object->schema_type == AlembicObject::SUBD) { + geometry = scene_->create_node(); + } + else { + continue; + } + + geometry->set_owner(this); + geometry->name = abc_object->iobject.getName(); + + array used_shaders = abc_object->get_used_shaders(); + geometry->set_used_shaders(used_shaders); + } + + Object *object = scene_->create_node(); + object->set_owner(this); + object->set_geometry(geometry); + object->name = abc_object->iobject.getName(); + + abc_object->set_object(object); + } + + /* Share geometries between instances. */ + foreach (Node *node, objects) { + AlembicObject *abc_object = static_cast(node); + + if (abc_object->instance_of) { + abc_object->get_object()->set_geometry( + abc_object->instance_of->get_object()->get_geometry()); + abc_object->schema_type = abc_object->instance_of->schema_type; + } + } +} + +void AlembicProcedural::read_mesh(AlembicObject *abc_object, Abc::chrono_t frame_time) +{ + CachedData &cached_data = abc_object->get_cached_data(); + + /* update sockets */ + + Object *object = abc_object->get_object(); + cached_data.transforms.copy_to_socket(frame_time, object, object->get_tfm_socket()); + + if (object->is_modified()) { + object->tag_update(scene_); + } + + /* Only update sockets for the original Geometry. */ + if (abc_object->instance_of) { + return; + } + + Mesh *mesh = static_cast(object->get_geometry()); + + /* Make sure shader ids are also updated. */ + if (mesh->used_shaders_is_modified()) { + mesh->tag_shader_modified(); + } + + cached_data.vertices.copy_to_socket(frame_time, mesh, mesh->get_verts_socket()); + + cached_data.shader.copy_to_socket(frame_time, mesh, mesh->get_shader_socket()); + + array *triangle_data = cached_data.triangles.data_for_time(frame_time).get_data_or_null(); + if (triangle_data) { + array triangles; + array smooth; + + triangles.reserve(triangle_data->size() * 3); + smooth.reserve(triangle_data->size()); + + for (size_t i = 0; i < triangle_data->size(); ++i) { + int3 tri = (*triangle_data)[i]; + triangles.push_back_reserved(tri.x); + triangles.push_back_reserved(tri.y); + triangles.push_back_reserved(tri.z); + smooth.push_back_reserved(1); + } + + mesh->set_triangles(triangles); + mesh->set_smooth(smooth); + } + + /* update attributes */ + + update_attributes(mesh->attributes, cached_data, frame_time); + + if (mesh->is_modified()) { + bool need_rebuild = mesh->triangles_is_modified(); + mesh->tag_update(scene_, need_rebuild); + } +} + +void AlembicProcedural::read_subd(AlembicObject *abc_object, Abc::chrono_t frame_time) +{ + if (abc_object->get_ignore_subdivision()) { + read_mesh(abc_object, frame_time); + return; + } + + CachedData &cached_data = abc_object->get_cached_data(); + + /* Update sockets. */ + + Object *object = abc_object->get_object(); + cached_data.transforms.copy_to_socket(frame_time, object, object->get_tfm_socket()); + + if (object->is_modified()) { + object->tag_update(scene_); + } + + /* Only update sockets for the original Geometry. */ + if (abc_object->instance_of) { + return; + } + + if (abc_object->subd_max_level_is_modified() || abc_object->subd_dicing_rate_is_modified()) { + /* need to reset the current data is something changed */ + cached_data.invalidate_last_loaded_time(); + } + + Mesh *mesh = static_cast(object->get_geometry()); + + /* Make sure shader ids are also updated. */ + if (mesh->used_shaders_is_modified()) { + mesh->tag_shader_modified(); + } + + /* Cycles overwrites the original triangles when computing displacement, so we always have to + * repass the data if something is animated (vertices most likely) to avoid buffer overflows. */ + if (!cached_data.is_constant()) { + cached_data.invalidate_last_loaded_time(); + + /* remove previous triangles, if any */ + array triangles; + mesh->set_triangles(triangles); + } + + mesh->clear_non_sockets(); + + /* Alembic is OpenSubDiv compliant, there is no option to set another subdivision type. */ + mesh->set_subdivision_type(Mesh::SubdivisionType::SUBDIVISION_CATMULL_CLARK); + mesh->set_subd_max_level(abc_object->get_subd_max_level()); + mesh->set_subd_dicing_rate(abc_object->get_subd_dicing_rate()); + + cached_data.vertices.copy_to_socket(frame_time, mesh, mesh->get_verts_socket()); + + /* cached_data.shader is also used for subd_shader */ + cached_data.shader.copy_to_socket(frame_time, mesh, mesh->get_subd_shader_socket()); + + cached_data.subd_start_corner.copy_to_socket( + frame_time, mesh, mesh->get_subd_start_corner_socket()); + + cached_data.subd_num_corners.copy_to_socket( + frame_time, mesh, mesh->get_subd_num_corners_socket()); + + cached_data.subd_smooth.copy_to_socket(frame_time, mesh, mesh->get_subd_smooth_socket()); + + cached_data.subd_ptex_offset.copy_to_socket( + frame_time, mesh, mesh->get_subd_ptex_offset_socket()); + + cached_data.subd_face_corners.copy_to_socket( + frame_time, mesh, mesh->get_subd_face_corners_socket()); + + cached_data.num_ngons.copy_to_socket(frame_time, mesh, mesh->get_num_ngons_socket()); + + cached_data.subd_creases_edge.copy_to_socket( + frame_time, mesh, mesh->get_subd_creases_edge_socket()); + + cached_data.subd_creases_weight.copy_to_socket( + frame_time, mesh, mesh->get_subd_creases_weight_socket()); + + mesh->set_num_subd_faces(mesh->get_subd_shader().size()); + + /* Update attributes. */ + + update_attributes(mesh->subd_attributes, cached_data, frame_time); + + if (mesh->is_modified()) { + bool need_rebuild = (mesh->triangles_is_modified()) || + (mesh->subd_num_corners_is_modified()) || + (mesh->subd_shader_is_modified()) || (mesh->subd_smooth_is_modified()) || + (mesh->subd_ptex_offset_is_modified()) || + (mesh->subd_start_corner_is_modified()) || + (mesh->subd_face_corners_is_modified()); + + mesh->tag_update(scene_, need_rebuild); + } +} + +void AlembicProcedural::read_curves(AlembicObject *abc_object, Abc::chrono_t frame_time) +{ + CachedData &cached_data = abc_object->get_cached_data(); + + /* update sockets */ + + Object *object = abc_object->get_object(); + cached_data.transforms.copy_to_socket(frame_time, object, object->get_tfm_socket()); + + if (object->is_modified()) { + object->tag_update(scene_); + } + + /* Only update sockets for the original Geometry. */ + if (abc_object->instance_of) { + return; + } + + Hair *hair = static_cast(object->get_geometry()); + + /* Make sure shader ids are also updated. */ + if (hair->used_shaders_is_modified()) { + hair->tag_curve_shader_modified(); + } + + cached_data.curve_keys.copy_to_socket(frame_time, hair, hair->get_curve_keys_socket()); + + cached_data.curve_radius.copy_to_socket(frame_time, hair, hair->get_curve_radius_socket()); + + cached_data.curve_shader.copy_to_socket(frame_time, hair, hair->get_curve_shader_socket()); + + cached_data.curve_first_key.copy_to_socket(frame_time, hair, hair->get_curve_first_key_socket()); + + /* update attributes */ + + update_attributes(hair->attributes, cached_data, frame_time); + + const bool rebuild = (hair->curve_keys_is_modified() || hair->curve_radius_is_modified()); + hair->tag_update(scene_, rebuild); +} + +void AlembicProcedural::walk_hierarchy( + IObject parent, + const ObjectHeader &header, + MatrixSamplesData matrix_samples_data, + const unordered_map &object_map, + Progress &progress) +{ + if (progress.get_cancel()) { + return; + } + + IObject next_object; + + MatrixSampleMap concatenated_xform_samples; + + if (IXform::matches(header)) { + IXform xform(parent, header.getName()); + + IXformSchema &xs = xform.getSchema(); + + if (xs.getNumOps() > 0) { + TimeSamplingPtr ts = xs.getTimeSampling(); + MatrixSampleMap local_xform_samples; + + MatrixSampleMap *temp_xform_samples = nullptr; + if (matrix_samples_data.samples == nullptr) { + /* If there is no parent transforms, fill the map directly. */ + temp_xform_samples = &concatenated_xform_samples; + } + else { + /* use a temporary map */ + temp_xform_samples = &local_xform_samples; + } + + for (size_t i = 0; i < xs.getNumSamples(); ++i) { + chrono_t sample_time = ts->getSampleTime(index_t(i)); + XformSample sample = xs.getValue(ISampleSelector(sample_time)); + temp_xform_samples->insert({sample_time, sample.getMatrix()}); + } + + if (matrix_samples_data.samples != nullptr) { + concatenate_xform_samples( + *matrix_samples_data.samples, local_xform_samples, concatenated_xform_samples); + } + + matrix_samples_data.samples = &concatenated_xform_samples; + matrix_samples_data.time_sampling = ts; + } + + next_object = xform; + } + else if (ISubD::matches(header)) { + ISubD subd(parent, header.getName()); + + unordered_map::const_iterator iter; + iter = object_map.find(subd.getFullName()); + + if (iter != object_map.end()) { + AlembicObject *abc_object = iter->second; + abc_object->iobject = subd; + abc_object->schema_type = AlembicObject::SUBD; + + if (matrix_samples_data.samples) { + abc_object->xform_samples = *matrix_samples_data.samples; + abc_object->xform_time_sampling = matrix_samples_data.time_sampling; + } + } + + next_object = subd; + } + else if (IPolyMesh::matches(header)) { + IPolyMesh mesh(parent, header.getName()); + + unordered_map::const_iterator iter; + iter = object_map.find(mesh.getFullName()); + + if (iter != object_map.end()) { + AlembicObject *abc_object = iter->second; + abc_object->iobject = mesh; + abc_object->schema_type = AlembicObject::POLY_MESH; + + if (matrix_samples_data.samples) { + abc_object->xform_samples = *matrix_samples_data.samples; + abc_object->xform_time_sampling = matrix_samples_data.time_sampling; + } + } + + next_object = mesh; + } + else if (ICurves::matches(header)) { + ICurves curves(parent, header.getName()); + + unordered_map::const_iterator iter; + iter = object_map.find(curves.getFullName()); + + if (iter != object_map.end()) { + AlembicObject *abc_object = iter->second; + abc_object->iobject = curves; + abc_object->schema_type = AlembicObject::CURVES; + + if (matrix_samples_data.samples) { + abc_object->xform_samples = *matrix_samples_data.samples; + abc_object->xform_time_sampling = matrix_samples_data.time_sampling; + } + } + + next_object = curves; + } + else if (IFaceSet::matches(header)) { + // ignore the face set, it will be read along with the data + } + else if (IPoints::matches(header)) { + // unsupported for now + } + else if (INuPatch::matches(header)) { + // unsupported for now + } + else { + next_object = parent.getChild(header.getName()); + + if (next_object.isInstanceRoot()) { + unordered_map::const_iterator iter; + + /* Was this object asked to be rendered? */ + iter = object_map.find(next_object.getFullName()); + + if (iter != object_map.end()) { + AlembicObject *abc_object = iter->second; + + /* Only try to render an instance if the original object is also rendered. */ + iter = object_map.find(next_object.instanceSourcePath()); + + if (iter != object_map.end()) { + abc_object->iobject = next_object; + abc_object->instance_of = iter->second; + + if (matrix_samples_data.samples) { + abc_object->xform_samples = *matrix_samples_data.samples; + abc_object->xform_time_sampling = matrix_samples_data.time_sampling; + } + } + } + } + } + + if (next_object.valid()) { + for (size_t i = 0; i < next_object.getNumChildren(); ++i) { + walk_hierarchy( + next_object, next_object.getChildHeader(i), matrix_samples_data, object_map, progress); + } + } +} + +void AlembicProcedural::build_caches(Progress &progress) +{ + size_t memory_used = 0; + + for (Node *node : objects) { + AlembicObject *object = static_cast(node); + + if (progress.get_cancel()) { + return; + } + + if (object->schema_type == AlembicObject::POLY_MESH) { + if (!object->has_data_loaded()) { + IPolyMesh polymesh(object->iobject, Alembic::Abc::kWrapExisting); + IPolyMeshSchema schema = polymesh.getSchema(); + object->load_data_in_cache(object->get_cached_data(), this, schema, progress); + } + else if (object->need_shader_update) { + IPolyMesh polymesh(object->iobject, Alembic::Abc::kWrapExisting); + IPolyMeshSchema schema = polymesh.getSchema(); + read_attributes(this, + object->get_cached_data(), + schema, + schema.getUVsParam(), + object->get_requested_attributes(), + progress); + } + } + else if (object->schema_type == AlembicObject::CURVES) { + if (!object->has_data_loaded() || default_radius_is_modified() || + object->radius_scale_is_modified()) { + ICurves curves(object->iobject, Alembic::Abc::kWrapExisting); + ICurvesSchema schema = curves.getSchema(); + object->load_data_in_cache(object->get_cached_data(), this, schema, progress); + } + } + else if (object->schema_type == AlembicObject::SUBD) { + if (!object->has_data_loaded()) { + ISubD subd_mesh(object->iobject, Alembic::Abc::kWrapExisting); + ISubDSchema schema = subd_mesh.getSchema(); + object->load_data_in_cache(object->get_cached_data(), this, schema, progress); + } + else if (object->need_shader_update) { + ISubD subd_mesh(object->iobject, Alembic::Abc::kWrapExisting); + ISubDSchema schema = subd_mesh.getSchema(); + read_attributes(this, + object->get_cached_data(), + schema, + schema.getUVsParam(), + object->get_requested_attributes(), + progress); + } + } + + if (scale_is_modified() || object->get_cached_data().transforms.size() == 0) { + object->setup_transform_cache(object->get_cached_data(), scale); + } + + memory_used += object->get_cached_data().memory_used(); + + if (use_prefetch) { + if (memory_used > get_prefetch_cache_size_in_bytes()) { + progress.set_error("Error: Alembic Procedural memory limit reached"); + return; + } + } + } + + VLOG(1) << "AlembicProcedural memory usage : " << string_human_readable_size(memory_used); +} + +CCL_NAMESPACE_END + +#endif diff --git a/intern/cycles/scene/alembic.h b/intern/cycles/scene/alembic.h new file mode 100644 index 00000000000..9aeef273910 --- /dev/null +++ b/intern/cycles/scene/alembic.h @@ -0,0 +1,568 @@ +/* + * Copyright 2011-2018 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#pragma once + +#include "graph/node.h" +#include "scene/attribute.h" +#include "scene/procedural.h" +#include "util/util_set.h" +#include "util/util_transform.h" +#include "util/util_vector.h" + +#ifdef WITH_ALEMBIC + +# include +# include + +CCL_NAMESPACE_BEGIN + +class AlembicProcedural; +class Geometry; +class Object; +class Progress; +class Shader; + +using MatrixSampleMap = std::map; + +struct MatrixSamplesData { + MatrixSampleMap *samples = nullptr; + Alembic::AbcCoreAbstract::TimeSamplingPtr time_sampling; +}; + +/* Helpers to detect if some type is a `ccl::array`. */ +template struct is_array : public std::false_type { +}; + +template struct is_array> : public std::true_type { +}; + +/* Holds the data for a cache lookup at a given time, as well as information to + * help disambiguate successes or failures to get data from the cache. */ +template class CacheLookupResult { + enum class State { + NEW_DATA, + ALREADY_LOADED, + NO_DATA_FOR_TIME, + }; + + T *data; + State state; + + protected: + /* Prevent default construction outside of the class: for a valid result, we + * should use the static functions below. */ + CacheLookupResult() = default; + + public: + static CacheLookupResult new_data(T *data_) + { + CacheLookupResult result; + result.data = data_; + result.state = State::NEW_DATA; + return result; + } + + static CacheLookupResult no_data_found_for_time() + { + CacheLookupResult result; + result.data = nullptr; + result.state = State::NO_DATA_FOR_TIME; + return result; + } + + static CacheLookupResult already_loaded() + { + CacheLookupResult result; + result.data = nullptr; + result.state = State::ALREADY_LOADED; + return result; + } + + /* This should only be call if new data is available. */ + const T &get_data() const + { + assert(state == State::NEW_DATA); + assert(data != nullptr); + return *data; + } + + T *get_data_or_null() const + { + // data_ should already be null if there is no new data so no need to check + return data; + } + + bool has_new_data() const + { + return state == State::NEW_DATA; + } + + bool has_already_loaded() const + { + return state == State::ALREADY_LOADED; + } + + bool has_no_data_for_time() const + { + return state == State::NO_DATA_FOR_TIME; + } +}; + +/* Store the data set for an animation at every time points, or at the beginning of the animation + * for constant data. + * + * The data is supposed to be stored in chronological order, and is looked up using the current + * animation time in seconds using the TimeSampling from the Alembic property. */ +template class DataStore { + /* Holds information to map a cache entry for a given time to an index into the data array. */ + struct TimeIndexPair { + /* Frame time for this entry. */ + double time = 0; + /* Frame time for the data pointed to by `index`. */ + double source_time = 0; + /* Index into the data array. */ + size_t index = 0; + }; + + /* This is the actual data that is stored. We deduplicate data across frames to avoid storing + * values if they have not changed yet (e.g. the triangles for a building before fracturing, or a + * fluid simulation before a break or splash) */ + vector data{}; + + /* This is used to map they entry for a given time to an index into the data array, multiple + * frames can point to the same index. */ + vector index_data_map{}; + + Alembic::AbcCoreAbstract::TimeSampling time_sampling{}; + + double last_loaded_time = std::numeric_limits::max(); + + public: + /* Keys used to compare values. */ + Alembic::AbcCoreAbstract::ArraySample::Key key1; + Alembic::AbcCoreAbstract::ArraySample::Key key2; + + void set_time_sampling(Alembic::AbcCoreAbstract::TimeSampling time_sampling_) + { + time_sampling = time_sampling_; + } + + Alembic::AbcCoreAbstract::TimeSampling get_time_sampling() const + { + return time_sampling; + } + + /* Get the data for the specified time. + * Return nullptr if there is no data or if the data for this time was already loaded. */ + CacheLookupResult data_for_time(double time) + { + if (size() == 0) { + return CacheLookupResult::no_data_found_for_time(); + } + + const TimeIndexPair &index = get_index_for_time(time); + + if (index.index == -1ul) { + return CacheLookupResult::no_data_found_for_time(); + } + + if (last_loaded_time == index.time || last_loaded_time == index.source_time) { + return CacheLookupResult::already_loaded(); + } + + last_loaded_time = index.source_time; + + assert(index.index < data.size()); + + return CacheLookupResult::new_data(&data[index.index]); + } + + /* get the data for the specified time, but do not check if the data was already loaded for this + * time return nullptr if there is no data */ + CacheLookupResult data_for_time_no_check(double time) + { + if (size() == 0) { + return CacheLookupResult::no_data_found_for_time(); + } + + const TimeIndexPair &index = get_index_for_time(time); + + if (index.index == -1ul) { + return CacheLookupResult::no_data_found_for_time(); + } + + assert(index.index < data.size()); + + return CacheLookupResult::new_data(&data[index.index]); + } + + void add_data(T &data_, double time) + { + index_data_map.push_back({time, time, data.size()}); + + if constexpr (is_array::value) { + data.emplace_back(); + data.back().steal_data(data_); + return; + } + + data.push_back(data_); + } + + void reuse_data_for_last_time(double time) + { + const TimeIndexPair &data_index = index_data_map.back(); + index_data_map.push_back({time, data_index.source_time, data_index.index}); + } + + void add_no_data(double time) + { + index_data_map.push_back({time, time, -1ul}); + } + + bool is_constant() const + { + return data.size() <= 1; + } + + size_t size() const + { + return data.size(); + } + + void clear() + { + invalidate_last_loaded_time(); + data.clear(); + index_data_map.clear(); + } + + void invalidate_last_loaded_time() + { + last_loaded_time = std::numeric_limits::max(); + } + + /* Copy the data for the specified time to the node's socket. If there is no + * data for this time or it was already loaded, do nothing. */ + void copy_to_socket(double time, Node *node, const SocketType *socket) + { + CacheLookupResult result = data_for_time(time); + + if (!result.has_new_data()) { + return; + } + + /* TODO(kevindietrich): arrays are emptied when passed to the sockets, so for now we copy the + * arrays to avoid reloading the data */ + T value = result.get_data(); + node->set(*socket, value); + } + + size_t memory_used() const + { + if constexpr (is_array::value) { + size_t mem_used = 0; + + for (const T &array : data) { + mem_used += array.size() * sizeof(array[0]); + } + + return mem_used; + } + + return data.size() * sizeof(T); + } + + private: + const TimeIndexPair &get_index_for_time(double time) const + { + std::pair index_pair; + index_pair = time_sampling.getNearIndex(time, index_data_map.size()); + return index_data_map[index_pair.first]; + } +}; + +/* Actual cache for the stored data. + * This caches the topological, transformation, and attribute data for a Mesh node or a Hair node + * inside of DataStores. + */ +struct CachedData { + DataStore transforms{}; + + /* mesh data */ + DataStore> vertices; + DataStore> triangles{}; + /* triangle "loops" are the polygons' vertices indices used for indexing face varying attributes + * (like UVs) */ + DataStore> uv_loops{}; + DataStore> shader{}; + + /* subd data */ + DataStore> subd_start_corner; + DataStore> subd_num_corners; + DataStore> subd_smooth; + DataStore> subd_ptex_offset; + DataStore> subd_face_corners; + DataStore num_ngons; + DataStore> subd_creases_edge; + DataStore> subd_creases_weight; + + /* hair data */ + DataStore> curve_keys; + DataStore> curve_radius; + DataStore> curve_first_key; + DataStore> curve_shader; + + struct CachedAttribute { + AttributeStandard std; + AttributeElement element; + TypeDesc type_desc; + ustring name; + DataStore> data{}; + }; + + vector attributes{}; + + void clear(); + + CachedAttribute &add_attribute(const ustring &name, + const Alembic::Abc::TimeSampling &time_sampling); + + bool is_constant() const; + + void invalidate_last_loaded_time(bool attributes_only = false); + + void set_time_sampling(Alembic::AbcCoreAbstract::TimeSampling time_sampling); + + size_t memory_used() const; +}; + +/* Representation of an Alembic object for the AlembicProcedural. + * + * The AlembicObject holds the path to the Alembic IObject inside of the archive that is desired + * for rendering, as well as the list of shaders that it is using. + * + * The names of the shaders should correspond to the names of the FaceSets inside of the Alembic + * archive for per-triangle shader association. If there is no FaceSets, or the names do not + * match, the first shader is used for rendering for all triangles. + */ +class AlembicObject : public Node { + public: + NODE_DECLARE + + /* Path to the IObject inside of the archive. */ + NODE_SOCKET_API(ustring, path) + + /* Shaders used for rendering. */ + NODE_SOCKET_API_ARRAY(array, used_shaders) + + /* Treat this subdivision object as a regular polygon mesh, so no subdivision will be performed. + */ + NODE_SOCKET_API(bool, ignore_subdivision) + + /* Maximum number of subdivisions for ISubD objects. */ + NODE_SOCKET_API(int, subd_max_level) + + /* Finest level of detail (in pixels) for the subdivision. */ + NODE_SOCKET_API(float, subd_dicing_rate) + + /* Scale the radius of points and curves. */ + NODE_SOCKET_API(float, radius_scale) + + AlembicObject(); + ~AlembicObject(); + + private: + friend class AlembicProcedural; + + void set_object(Object *object); + Object *get_object(); + + void load_data_in_cache(CachedData &cached_data, + AlembicProcedural *proc, + Alembic::AbcGeom::IPolyMeshSchema &schema, + Progress &progress); + void load_data_in_cache(CachedData &cached_data, + AlembicProcedural *proc, + Alembic::AbcGeom::ISubDSchema &schema, + Progress &progress); + void load_data_in_cache(CachedData &cached_data, + AlembicProcedural *proc, + const Alembic::AbcGeom::ICurvesSchema &schema, + Progress &progress); + + bool has_data_loaded() const; + + /* Enumeration used to speed up the discrimination of an IObject as IObject::matches() methods + * are too expensive and show up in profiles. */ + enum AbcSchemaType { + INVALID, + POLY_MESH, + SUBD, + CURVES, + }; + + bool need_shader_update = true; + + AlembicObject *instance_of = nullptr; + + Alembic::AbcCoreAbstract::TimeSamplingPtr xform_time_sampling; + MatrixSampleMap xform_samples; + Alembic::AbcGeom::IObject iobject; + + /* Set if the path points to a valid IObject whose type is supported. */ + AbcSchemaType schema_type; + + CachedData &get_cached_data() + { + return cached_data_; + } + + bool is_constant() const + { + return cached_data_.is_constant(); + } + + void clear_cache() + { + cached_data_.clear(); + } + + Object *object = nullptr; + + bool data_loaded = false; + + CachedData cached_data_; + + void setup_transform_cache(CachedData &cached_data, float scale); + + AttributeRequestSet get_requested_attributes(); +}; + +/* Procedural to render objects from a single Alembic archive. + * + * Every object desired to be rendered should be passed as an AlembicObject through the objects + * socket. + * + * This procedural will load the data set for the entire animation in memory on the first frame, + * and directly set the data for the new frames on the created Nodes if needed. This allows for + * faster updates between frames as it avoids reseeking the data on disk. + */ +class AlembicProcedural : public Procedural { + Alembic::AbcGeom::IArchive archive; + bool objects_loaded; + Scene *scene_; + + public: + NODE_DECLARE + + /* The file path to the Alembic archive */ + NODE_SOCKET_API(ustring, filepath) + + /* The current frame to render. */ + NODE_SOCKET_API(float, frame) + + /* The first frame to load data for. */ + NODE_SOCKET_API(float, start_frame) + + /* The last frame to load data for. */ + NODE_SOCKET_API(float, end_frame) + + /* Subtracted to the current frame. */ + NODE_SOCKET_API(float, frame_offset) + + /* The frame rate used for rendering in units of frames per second. */ + NODE_SOCKET_API(float, frame_rate) + + /* List of AlembicObjects to render. */ + NODE_SOCKET_API_ARRAY(array, objects) + + /* Set the default radius to use for curves when the Alembic Curves Schemas do not have radius + * information. */ + NODE_SOCKET_API(float, default_radius) + + /* Multiplier to account for differences in default units for measuring objects in various + * software. */ + NODE_SOCKET_API(float, scale) + + /* Cache controls */ + NODE_SOCKET_API(bool, use_prefetch) + + /* Memory limit for the cache, if the data does not fit within this limit, rendering is aborted. + */ + NODE_SOCKET_API(int, prefetch_cache_size) + + AlembicProcedural(); + ~AlembicProcedural(); + + /* Populates the Cycles scene with Nodes for every contained AlembicObject on the first + * invocation, and updates the data on subsequent invocations if the frame changed. */ + void generate(Scene *scene, Progress &progress); + + /* Tag for an update only if something was modified. */ + void tag_update(Scene *scene); + + /* This should be called by scene exporters to request the rendering of an object located + * in the Alembic archive at the given path. + * + * Since we lazily load object, the function does not validate the existence of the object + * in the archive. If no objects with such path if found in the archive during the next call + * to `generate`, it will be ignored. + * + * Returns a pointer to an existing or a newly created AlembicObject for the given path. */ + AlembicObject *get_or_create_object(const ustring &path); + + private: + /* Add an object to our list of objects, and tag the socket as modified. */ + void add_object(AlembicObject *object); + + /* Load the data for all the objects whose data has not yet been loaded. */ + void load_objects(Progress &progress); + + /* Traverse the Alembic hierarchy to lookup the IObjects for the AlembicObjects that were + * specified in our objects socket, and accumulate all of the transformations samples along the + * way for each IObject. */ + void walk_hierarchy(Alembic::AbcGeom::IObject parent, + const Alembic::AbcGeom::ObjectHeader &ohead, + MatrixSamplesData matrix_samples_data, + const unordered_map &object_map, + Progress &progress); + + /* Read the data for an IPolyMesh at the specified frame_time. Creates corresponding Geometry and + * Object Nodes in the Cycles scene if none exist yet. */ + void read_mesh(AlembicObject *abc_object, Alembic::AbcGeom::Abc::chrono_t frame_time); + + /* Read the data for an ICurves at the specified frame_time. Creates corresponding Geometry and + * Object Nodes in the Cycles scene if none exist yet. */ + void read_curves(AlembicObject *abc_object, Alembic::AbcGeom::Abc::chrono_t frame_time); + + /* Read the data for an ISubD at the specified frame_time. Creates corresponding Geometry and + * Object Nodes in the Cycles scene if none exist yet. */ + void read_subd(AlembicObject *abc_object, Alembic::AbcGeom::Abc::chrono_t frame_time); + + void build_caches(Progress &progress); + + size_t get_prefetch_cache_size_in_bytes() const + { + /* prefetch_cache_size is in megabytes, so convert to bytes. */ + return static_cast(prefetch_cache_size) * 1024 * 1024; + } +}; + +CCL_NAMESPACE_END + +#endif diff --git a/intern/cycles/scene/alembic_read.cpp b/intern/cycles/scene/alembic_read.cpp new file mode 100644 index 00000000000..1ce64d9ee41 --- /dev/null +++ b/intern/cycles/scene/alembic_read.cpp @@ -0,0 +1,1037 @@ +/* + * Copyright 2021 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "scene/alembic.h" +#include "scene/alembic_read.h" +#include "scene/mesh.h" + +#include "util/util_color.h" +#include "util/util_progress.h" + +#ifdef WITH_ALEMBIC + +using namespace Alembic::AbcGeom; + +CCL_NAMESPACE_BEGIN + +static float3 make_float3_from_yup(const V3f &v) +{ + return make_float3(v.x, -v.z, v.y); +} + +/* get the sample times to load data for the given the start and end frame of the procedural */ +static set get_relevant_sample_times(AlembicProcedural *proc, + const TimeSampling &time_sampling, + size_t num_samples) +{ + set result; + + if (num_samples < 2) { + result.insert(0.0); + return result; + } + + double start_frame; + double end_frame; + + if (proc->get_use_prefetch()) { + // load the data for the entire animation + start_frame = static_cast(proc->get_start_frame()); + end_frame = static_cast(proc->get_end_frame()); + } + else { + // load the data for the current frame + start_frame = static_cast(proc->get_frame()); + end_frame = start_frame; + } + + const double frame_rate = static_cast(proc->get_frame_rate()); + const double start_time = start_frame / frame_rate; + const double end_time = (end_frame + 1) / frame_rate; + + const size_t start_index = time_sampling.getFloorIndex(start_time, num_samples).first; + const size_t end_index = time_sampling.getCeilIndex(end_time, num_samples).first; + + for (size_t i = start_index; i < end_index; ++i) { + result.insert(time_sampling.getSampleTime(i)); + } + + return result; +} + +/* Main function to read data, this will iterate over all the relevant sample times for the + * duration of the requested animation, and call the DataReadingFunc for each of those sample time. + */ +template +static void read_data_loop(AlembicProcedural *proc, + CachedData &cached_data, + const Params ¶ms, + DataReadingFunc &&func, + Progress &progress) +{ + const std::set times = get_relevant_sample_times( + proc, *params.time_sampling, params.num_samples); + + cached_data.set_time_sampling(*params.time_sampling); + + for (chrono_t time : times) { + if (progress.get_cancel()) { + return; + } + + func(cached_data, params, time); + } +} + +/* Polygon Mesh Geometries. */ + +/* Compute the vertex normals in case none are present in the IPolyMeshSchema, this is mostly used + * to avoid computing them in the GeometryManager in order to speed up data updates. */ +static void compute_vertex_normals(CachedData &cache, double current_time) +{ + if (cache.vertices.size() == 0) { + return; + } + + CachedData::CachedAttribute &attr_normal = cache.add_attribute( + ustring("N"), cache.vertices.get_time_sampling()); + attr_normal.std = ATTR_STD_VERTEX_NORMAL; + attr_normal.element = ATTR_ELEMENT_VERTEX; + attr_normal.type_desc = TypeNormal; + + const array *vertices = + cache.vertices.data_for_time_no_check(current_time).get_data_or_null(); + const array *triangles = + cache.triangles.data_for_time_no_check(current_time).get_data_or_null(); + + if (!vertices || !triangles) { + attr_normal.data.add_no_data(current_time); + return; + } + + array attr_data(vertices->size() * sizeof(float3)); + float3 *attr_ptr = reinterpret_cast(attr_data.data()); + memset(attr_ptr, 0, vertices->size() * sizeof(float3)); + + for (size_t t = 0; t < triangles->size(); ++t) { + const int3 tri_int3 = triangles->data()[t]; + Mesh::Triangle tri{}; + tri.v[0] = tri_int3[0]; + tri.v[1] = tri_int3[1]; + tri.v[2] = tri_int3[2]; + + const float3 tri_N = tri.compute_normal(vertices->data()); + + for (int v = 0; v < 3; ++v) { + attr_ptr[tri_int3[v]] += tri_N; + } + } + + for (size_t v = 0; v < vertices->size(); ++v) { + attr_ptr[v] = normalize(attr_ptr[v]); + } + + attr_normal.data.add_data(attr_data, current_time); +} + +static void add_normals(const Int32ArraySamplePtr face_indices, + const IN3fGeomParam &normals, + double time, + CachedData &cached_data) +{ + switch (normals.getScope()) { + case kFacevaryingScope: { + const ISampleSelector iss = ISampleSelector(time); + const IN3fGeomParam::Sample sample = normals.getExpandedValue(iss); + + if (!sample.valid()) { + return; + } + + CachedData::CachedAttribute &attr = cached_data.add_attribute(ustring(normals.getName()), + *normals.getTimeSampling()); + attr.std = ATTR_STD_VERTEX_NORMAL; + + const array *vertices = + cached_data.vertices.data_for_time_no_check(time).get_data_or_null(); + + if (!vertices) { + return; + } + + array data; + data.resize(vertices->size() * sizeof(float3)); + + float3 *data_float3 = reinterpret_cast(data.data()); + + const int *face_indices_array = face_indices->get(); + const N3fArraySamplePtr values = sample.getVals(); + + for (size_t i = 0; i < face_indices->size(); ++i) { + int point_index = face_indices_array[i]; + data_float3[point_index] = make_float3_from_yup(values->get()[i]); + } + + attr.data.add_data(data, time); + break; + } + case kVaryingScope: + case kVertexScope: { + const ISampleSelector iss = ISampleSelector(time); + const IN3fGeomParam::Sample sample = normals.getExpandedValue(iss); + + if (!sample.valid()) { + return; + } + + CachedData::CachedAttribute &attr = cached_data.add_attribute(ustring(normals.getName()), + *normals.getTimeSampling()); + attr.std = ATTR_STD_VERTEX_NORMAL; + + const array *vertices = + cached_data.vertices.data_for_time_no_check(time).get_data_or_null(); + + if (!vertices) { + return; + } + + array data; + data.resize(vertices->size() * sizeof(float3)); + + float3 *data_float3 = reinterpret_cast(data.data()); + + const Imath::V3f *values = sample.getVals()->get(); + + for (size_t i = 0; i < vertices->size(); ++i) { + data_float3[i] = make_float3_from_yup(values[i]); + } + + attr.data.add_data(data, time); + + break; + } + default: { + break; + } + } +} + +static void add_positions(const P3fArraySamplePtr positions, double time, CachedData &cached_data) +{ + if (!positions) { + return; + } + + array vertices; + vertices.reserve(positions->size()); + + for (size_t i = 0; i < positions->size(); i++) { + V3f f = positions->get()[i]; + vertices.push_back_reserved(make_float3_from_yup(f)); + } + + cached_data.vertices.add_data(vertices, time); +} + +static void add_triangles(const Int32ArraySamplePtr face_counts, + const Int32ArraySamplePtr face_indices, + double time, + CachedData &cached_data, + const array &polygon_to_shader) +{ + if (!face_counts || !face_indices) { + return; + } + + const size_t num_faces = face_counts->size(); + const int *face_counts_array = face_counts->get(); + const int *face_indices_array = face_indices->get(); + + size_t num_triangles = 0; + for (size_t i = 0; i < face_counts->size(); i++) { + num_triangles += face_counts_array[i] - 2; + } + + array shader; + array triangles; + array uv_loops; + shader.reserve(num_triangles); + triangles.reserve(num_triangles); + uv_loops.reserve(num_triangles * 3); + int index_offset = 0; + + for (size_t i = 0; i < num_faces; i++) { + int current_shader = 0; + + if (!polygon_to_shader.empty()) { + current_shader = polygon_to_shader[i]; + } + + for (int j = 0; j < face_counts_array[i] - 2; j++) { + int v0 = face_indices_array[index_offset]; + int v1 = face_indices_array[index_offset + j + 1]; + int v2 = face_indices_array[index_offset + j + 2]; + + shader.push_back_reserved(current_shader); + + /* Alembic orders the loops following the RenderMan convention, so need to go in reverse. */ + triangles.push_back_reserved(make_int3(v2, v1, v0)); + uv_loops.push_back_reserved(index_offset + j + 2); + uv_loops.push_back_reserved(index_offset + j + 1); + uv_loops.push_back_reserved(index_offset); + } + + index_offset += face_counts_array[i]; + } + + cached_data.triangles.add_data(triangles, time); + cached_data.uv_loops.add_data(uv_loops, time); + cached_data.shader.add_data(shader, time); +} + +static array compute_polygon_to_shader_map( + const Int32ArraySamplePtr &face_counts, + const vector &face_set_shader_index, + ISampleSelector sample_sel) +{ + if (face_set_shader_index.empty()) { + return {}; + } + + if (!face_counts) { + return {}; + } + + if (face_counts->size() == 0) { + return {}; + } + + array polygon_to_shader(face_counts->size()); + + for (const FaceSetShaderIndexPair &pair : face_set_shader_index) { + const IFaceSet &face_set = pair.face_set; + const IFaceSetSchema face_schem = face_set.getSchema(); + const IFaceSetSchema::Sample face_sample = face_schem.getValue(sample_sel); + const Int32ArraySamplePtr group_faces = face_sample.getFaces(); + const size_t num_group_faces = group_faces->size(); + + for (size_t l = 0; l < num_group_faces; l++) { + size_t pos = (*group_faces)[l]; + + if (pos >= polygon_to_shader.size()) { + continue; + } + + polygon_to_shader[pos] = pair.shader_index; + } + } + + return polygon_to_shader; +} + +static void read_poly_mesh_geometry(CachedData &cached_data, + const PolyMeshSchemaData &data, + chrono_t time) +{ + const ISampleSelector iss = ISampleSelector(time); + + add_positions(data.positions.getValue(iss), time, cached_data); + + const Int32ArraySamplePtr face_counts = data.face_counts.getValue(iss); + const Int32ArraySamplePtr face_indices = data.face_indices.getValue(iss); + + /* Only copy triangles for other frames if the topology is changing over time as well. */ + if (data.topology_variance != kHomogeneousTopology || cached_data.triangles.size() == 0) { + bool do_triangles = true; + + /* Compare key with last one to check whether the topology changed. */ + if (cached_data.triangles.size() > 0) { + const ArraySample::Key key = face_indices->getKey(); + + if (key == cached_data.triangles.key1) { + do_triangles = false; + } + + cached_data.triangles.key1 = key; + } + + if (do_triangles) { + const array polygon_to_shader = compute_polygon_to_shader_map( + face_counts, data.shader_face_sets, iss); + add_triangles(face_counts, face_indices, time, cached_data, polygon_to_shader); + } + else { + cached_data.triangles.reuse_data_for_last_time(time); + cached_data.uv_loops.reuse_data_for_last_time(time); + cached_data.shader.reuse_data_for_last_time(time); + } + + /* Initialize the first key. */ + if (data.topology_variance != kHomogeneousTopology && cached_data.triangles.size() == 1) { + cached_data.triangles.key1 = face_indices->getKey(); + } + } + + if (data.normals.valid()) { + add_normals(face_indices, data.normals, time, cached_data); + } + else { + compute_vertex_normals(cached_data, time); + } +} + +void read_geometry_data(AlembicProcedural *proc, + CachedData &cached_data, + const PolyMeshSchemaData &data, + Progress &progress) +{ + read_data_loop(proc, cached_data, data, read_poly_mesh_geometry, progress); +} + +/* Subdivision Geometries */ + +static void add_subd_polygons(CachedData &cached_data, const SubDSchemaData &data, chrono_t time) +{ + const ISampleSelector iss = ISampleSelector(time); + + const Int32ArraySamplePtr face_counts = data.face_counts.getValue(iss); + const Int32ArraySamplePtr face_indices = data.face_indices.getValue(iss); + + array subd_start_corner; + array shader; + array subd_num_corners; + array subd_smooth; + array subd_ptex_offset; + array subd_face_corners; + array uv_loops; + + const size_t num_faces = face_counts->size(); + const int *face_counts_array = face_counts->get(); + const int *face_indices_array = face_indices->get(); + + int num_ngons = 0; + int num_corners = 0; + for (size_t i = 0; i < face_counts->size(); i++) { + num_ngons += (face_counts_array[i] == 4 ? 0 : 1); + num_corners += face_counts_array[i]; + } + + subd_start_corner.reserve(num_faces); + subd_num_corners.reserve(num_faces); + subd_smooth.reserve(num_faces); + subd_ptex_offset.reserve(num_faces); + shader.reserve(num_faces); + subd_face_corners.reserve(num_corners); + uv_loops.reserve(num_corners); + + int start_corner = 0; + int current_shader = 0; + int ptex_offset = 0; + + const array polygon_to_shader = compute_polygon_to_shader_map( + face_counts, data.shader_face_sets, iss); + + for (size_t i = 0; i < face_counts->size(); i++) { + num_corners = face_counts_array[i]; + + if (!polygon_to_shader.empty()) { + current_shader = polygon_to_shader[i]; + } + + subd_start_corner.push_back_reserved(start_corner); + subd_num_corners.push_back_reserved(num_corners); + + for (int j = 0; j < num_corners; ++j) { + subd_face_corners.push_back_reserved(face_indices_array[start_corner + j]); + uv_loops.push_back_reserved(start_corner + j); + } + + shader.push_back_reserved(current_shader); + subd_smooth.push_back_reserved(1); + subd_ptex_offset.push_back_reserved(ptex_offset); + + ptex_offset += (num_corners == 4 ? 1 : num_corners); + + start_corner += num_corners; + } + + cached_data.shader.add_data(shader, time); + cached_data.subd_start_corner.add_data(subd_start_corner, time); + cached_data.subd_num_corners.add_data(subd_num_corners, time); + cached_data.subd_smooth.add_data(subd_smooth, time); + cached_data.subd_ptex_offset.add_data(subd_ptex_offset, time); + cached_data.subd_face_corners.add_data(subd_face_corners, time); + cached_data.num_ngons.add_data(num_ngons, time); + cached_data.uv_loops.add_data(uv_loops, time); +} + +static void add_subd_creases(CachedData &cached_data, const SubDSchemaData &data, chrono_t time) +{ + if (!(data.crease_indices.valid() && data.crease_indices.valid() && + data.crease_sharpnesses.valid())) { + return; + } + + const ISampleSelector iss = ISampleSelector(time); + + const Int32ArraySamplePtr creases_length = data.crease_lengths.getValue(iss); + const Int32ArraySamplePtr creases_indices = data.crease_indices.getValue(iss); + const FloatArraySamplePtr creases_sharpnesses = data.crease_sharpnesses.getValue(iss); + + if (creases_length && creases_indices && creases_sharpnesses) { + array creases_edge; + array creases_weight; + + creases_edge.reserve(creases_sharpnesses->size() * 2); + creases_weight.reserve(creases_sharpnesses->size()); + + int length_offset = 0; + int weight_offset = 0; + for (size_t c = 0; c < creases_length->size(); ++c) { + const int crease_length = creases_length->get()[c]; + + for (size_t j = 0; j < crease_length - 1; ++j) { + creases_edge.push_back_reserved(creases_indices->get()[length_offset + j]); + creases_edge.push_back_reserved(creases_indices->get()[length_offset + j + 1]); + creases_weight.push_back_reserved(creases_sharpnesses->get()[weight_offset++]); + } + + length_offset += crease_length; + } + + cached_data.subd_creases_edge.add_data(creases_edge, time); + cached_data.subd_creases_weight.add_data(creases_weight, time); + } +} + +static void read_subd_geometry(CachedData &cached_data, const SubDSchemaData &data, chrono_t time) +{ + const ISampleSelector iss = ISampleSelector(time); + + add_positions(data.positions.getValue(iss), time, cached_data); + + if (data.topology_variance != kHomogenousTopology || cached_data.shader.size() == 0) { + add_subd_polygons(cached_data, data, time); + add_subd_creases(cached_data, data, time); + } +} + +void read_geometry_data(AlembicProcedural *proc, + CachedData &cached_data, + const SubDSchemaData &data, + Progress &progress) +{ + read_data_loop(proc, cached_data, data, read_subd_geometry, progress); +} + +/* Curve Geometries. */ + +static void read_curves_data(CachedData &cached_data, const CurvesSchemaData &data, chrono_t time) +{ + const ISampleSelector iss = ISampleSelector(time); + + const Int32ArraySamplePtr curves_num_vertices = data.num_vertices.getValue(iss); + const P3fArraySamplePtr position = data.positions.getValue(iss); + + FloatArraySamplePtr radiuses; + + if (data.widths.valid()) { + IFloatGeomParam::Sample wsample = data.widths.getExpandedValue(iss); + radiuses = wsample.getVals(); + } + + const bool do_radius = (radiuses != nullptr) && (radiuses->size() > 1); + float radius = (radiuses && radiuses->size() == 1) ? (*radiuses)[0] : data.default_radius; + + array curve_keys; + array curve_radius; + array curve_first_key; + array curve_shader; + + const bool is_homogenous = data.topology_variance == kHomogenousTopology; + + curve_keys.reserve(position->size()); + curve_radius.reserve(position->size()); + curve_first_key.reserve(curves_num_vertices->size()); + curve_shader.reserve(curves_num_vertices->size()); + + int offset = 0; + for (size_t i = 0; i < curves_num_vertices->size(); i++) { + const int num_vertices = curves_num_vertices->get()[i]; + + for (int j = 0; j < num_vertices; j++) { + const V3f &f = position->get()[offset + j]; + // todo(@kevindietrich): we are reading too much data? + curve_keys.push_back_slow(make_float3_from_yup(f)); + + if (do_radius) { + radius = (*radiuses)[offset + j]; + } + + curve_radius.push_back_slow(radius * data.radius_scale); + } + + if (!is_homogenous || cached_data.curve_first_key.size() == 0) { + curve_first_key.push_back_reserved(offset); + curve_shader.push_back_reserved(0); + } + + offset += num_vertices; + } + + cached_data.curve_keys.add_data(curve_keys, time); + cached_data.curve_radius.add_data(curve_radius, time); + + if (!is_homogenous || cached_data.curve_first_key.size() == 0) { + cached_data.curve_first_key.add_data(curve_first_key, time); + cached_data.curve_shader.add_data(curve_shader, time); + } +} + +void read_geometry_data(AlembicProcedural *proc, + CachedData &cached_data, + const CurvesSchemaData &data, + Progress &progress) +{ + read_data_loop(proc, cached_data, data, read_curves_data, progress); +} + +/* Attributes conversions. */ + +/* Type traits for converting between Alembic and Cycles types. + */ + +template struct value_type_converter { + using cycles_type = float; + /* Use `TypeDesc::FLOAT` instead of `TypeFloat` to work around a compiler bug in gcc 11. */ + static constexpr TypeDesc type_desc = TypeDesc::FLOAT; + static constexpr const char *type_name = "float (default)"; + + static cycles_type convert_value(T value) + { + return static_cast(value); + } +}; + +template<> struct value_type_converter { + using cycles_type = float2; + static constexpr TypeDesc type_desc = TypeFloat2; + static constexpr const char *type_name = "float2"; + + static cycles_type convert_value(Imath::V2f value) + { + return make_float2(value.x, value.y); + } +}; + +template<> struct value_type_converter { + using cycles_type = float3; + static constexpr TypeDesc type_desc = TypeVector; + static constexpr const char *type_name = "float3"; + + static cycles_type convert_value(Imath::V3f value) + { + return make_float3_from_yup(value); + } +}; + +template<> struct value_type_converter { + using cycles_type = uchar4; + static constexpr TypeDesc type_desc = TypeRGBA; + static constexpr const char *type_name = "rgb"; + + static cycles_type convert_value(Imath::C3f value) + { + return color_float_to_byte(make_float3(value.x, value.y, value.z)); + } +}; + +template<> struct value_type_converter { + using cycles_type = uchar4; + static constexpr TypeDesc type_desc = TypeRGBA; + static constexpr const char *type_name = "rgba"; + + static cycles_type convert_value(Imath::C4f value) + { + return color_float4_to_uchar4(make_float4(value.r, value.g, value.b, value.a)); + } +}; + +/* Main function used to read attributes of any type. */ +template +static void process_attribute(CachedData &cache, + CachedData::CachedAttribute &attribute, + GeometryScope scope, + const typename ITypedGeomParam::Sample &sample, + double time) +{ + using abc_type = typename TRAIT::value_type; + using cycles_type = typename value_type_converter::cycles_type; + + const TypedArraySample &values = *sample.getVals(); + + switch (scope) { + case kConstantScope: + case kVertexScope: { + const array *vertices = + cache.vertices.data_for_time_no_check(time).get_data_or_null(); + + if (!vertices) { + attribute.data.add_no_data(time); + return; + } + + if (vertices->size() != values.size()) { + attribute.data.add_no_data(time); + return; + } + + array data(vertices->size() * sizeof(cycles_type)); + + cycles_type *pod_typed_data = reinterpret_cast(data.data()); + + for (size_t i = 0; i < values.size(); ++i) { + *pod_typed_data++ = value_type_converter::convert_value(values[i]); + } + + attribute.data.add_data(data, time); + break; + } + case kVaryingScope: { + const array *triangles = + cache.triangles.data_for_time_no_check(time).get_data_or_null(); + + if (!triangles) { + attribute.data.add_no_data(time); + return; + } + + array data(triangles->size() * 3 * sizeof(cycles_type)); + + cycles_type *pod_typed_data = reinterpret_cast(data.data()); + + for (const int3 &tri : *triangles) { + *pod_typed_data++ = value_type_converter::convert_value(values[tri.x]); + *pod_typed_data++ = value_type_converter::convert_value(values[tri.y]); + *pod_typed_data++ = value_type_converter::convert_value(values[tri.z]); + } + + attribute.data.add_data(data, time); + break; + } + default: { + break; + } + } +} + +/* UVs are processed separately as their indexing is based on loops, instead of vertices or + * corners. */ +static void process_uvs(CachedData &cache, + CachedData::CachedAttribute &attribute, + GeometryScope scope, + const IV2fGeomParam::Sample &sample, + double time) +{ + if (scope != kFacevaryingScope && scope != kVaryingScope && scope != kVertexScope) { + return; + } + + const array *uv_loops = cache.uv_loops.data_for_time_no_check(time).get_data_or_null(); + + /* It's ok to not have loop indices, as long as the scope is not face-varying. */ + if (!uv_loops && scope == kFacevaryingScope) { + return; + } + + const array *triangles = cache.triangles.data_for_time_no_check(time).get_data_or_null(); + const array *corners = + cache.subd_face_corners.data_for_time_no_check(time).get_data_or_null(); + + array data; + if (triangles) { + data.resize(triangles->size() * 3 * sizeof(float2)); + } + else if (corners) { + data.resize(corners->size() * sizeof(float2)); + } + else { + return; + } + + float2 *data_float2 = reinterpret_cast(data.data()); + + const uint32_t *indices = sample.getIndices()->get(); + const V2f *values = sample.getVals()->get(); + + if (scope == kFacevaryingScope) { + for (const int uv_loop_index : *uv_loops) { + const uint32_t index = indices[uv_loop_index]; + *data_float2++ = make_float2(values[index][0], values[index][1]); + } + } + else if (scope == kVaryingScope || scope == kVertexScope) { + if (triangles) { + for (size_t i = 0; i < triangles->size(); i++) { + const int3 t = (*triangles)[i]; + *data_float2++ = make_float2(values[t.x][0], values[t.x][1]); + *data_float2++ = make_float2(values[t.y][0], values[t.y][1]); + *data_float2++ = make_float2(values[t.z][0], values[t.z][1]); + } + } + else if (corners) { + for (size_t i = 0; i < corners->size(); i++) { + const int c = (*corners)[i]; + *data_float2++ = make_float2(values[c][0], values[c][1]); + } + } + } + + attribute.data.add_data(data, time); +} + +/* Type of the function used to parse one time worth of data, either process_uvs or + * process_attribute_generic. */ +template +using process_callback_type = void (*)(CachedData &, + CachedData::CachedAttribute &, + GeometryScope, + const typename ITypedGeomParam::Sample &, + double); + +/* Main loop to process the attributes, this will look at the given param's TimeSampling and + * extract data based on which frame time is requested by the procedural and execute the callback + * for each of those requested time. */ +template +static void read_attribute_loop(AlembicProcedural *proc, + CachedData &cache, + const ITypedGeomParam ¶m, + process_callback_type callback, + Progress &progress, + AttributeStandard std = ATTR_STD_NONE) +{ + const std::set times = get_relevant_sample_times( + proc, *param.getTimeSampling(), param.getNumSamples()); + + if (times.empty()) { + return; + } + + std::string name = param.getName(); + + if (std == ATTR_STD_UV) { + std::string uv_source_name = Alembic::Abc::GetSourceName(param.getMetaData()); + + /* According to the convention, primary UVs should have had their name + * set using Alembic::Abc::SetSourceName, but you can't expect everyone + * to follow it! :) */ + if (!uv_source_name.empty()) { + name = uv_source_name; + } + } + + CachedData::CachedAttribute &attribute = cache.add_attribute(ustring(name), + *param.getTimeSampling()); + + using abc_type = typename TRAIT::value_type; + + attribute.data.set_time_sampling(*param.getTimeSampling()); + attribute.std = std; + attribute.type_desc = value_type_converter::type_desc; + + if (attribute.type_desc == TypeRGBA) { + attribute.element = ATTR_ELEMENT_CORNER_BYTE; + } + else { + if (param.getScope() == kVaryingScope || param.getScope() == kFacevaryingScope) { + attribute.element = ATTR_ELEMENT_CORNER; + } + else { + attribute.element = ATTR_ELEMENT_VERTEX; + } + } + + for (const chrono_t time : times) { + if (progress.get_cancel()) { + return; + } + + ISampleSelector iss = ISampleSelector(time); + typename ITypedGeomParam::Sample sample; + param.getIndexed(sample, iss); + + if (!sample.valid()) { + continue; + } + + if (!sample.getVals()) { + attribute.data.add_no_data(time); + continue; + } + + /* Check whether we already loaded constant data. */ + if (attribute.data.size() != 0) { + if (param.isConstant()) { + return; + } + + const ArraySample::Key indices_key = sample.getIndices()->getKey(); + const ArraySample::Key values_key = sample.getVals()->getKey(); + + const bool is_same_as_last_time = (indices_key == attribute.data.key1 && + values_key == attribute.data.key2); + + attribute.data.key1 = indices_key; + attribute.data.key2 = values_key; + + if (is_same_as_last_time) { + attribute.data.reuse_data_for_last_time(time); + continue; + } + } + + callback(cache, attribute, param.getScope(), sample, time); + } +} + +/* Attributes requests. */ + +/* This structure is used to tell which ICoumpoundProperty the PropertyHeader comes from, as we + * need the parent when downcasting to the proper type. */ +struct PropHeaderAndParent { + const PropertyHeader *prop; + ICompoundProperty parent; +}; + +/* Parse the ICompoundProperty to look for properties whose names appear in the + * AttributeRequestSet. This also looks into any child ICompoundProperty of the given + * ICompoundProperty. If no property of the given name is found, let it be that way, Cycles will + * use a zero value for the missing attribute. */ +static void parse_requested_attributes_recursive(const AttributeRequestSet &requested_attributes, + const ICompoundProperty &arb_geom_params, + vector &requested_properties) +{ + if (!arb_geom_params.valid()) { + return; + } + + for (const AttributeRequest &req : requested_attributes.requests) { + const PropertyHeader *property_header = arb_geom_params.getPropertyHeader(req.name.c_str()); + + if (!property_header) { + continue; + } + + requested_properties.push_back({property_header, arb_geom_params}); + } + + /* Look into children compound properties. */ + for (size_t i = 0; i < arb_geom_params.getNumProperties(); ++i) { + const PropertyHeader &property_header = arb_geom_params.getPropertyHeader(i); + + if (property_header.isCompound()) { + ICompoundProperty compound_property = ICompoundProperty(arb_geom_params, + property_header.getName()); + parse_requested_attributes_recursive( + requested_attributes, compound_property, requested_properties); + } + } +} + +/* Main entry point for parsing requested attributes from an ICompoundProperty, this exists so that + * we can simply return the list of properties instead of allocating it on the stack and passing it + * as a parameter. */ +static vector parse_requested_attributes( + const AttributeRequestSet &requested_attributes, const ICompoundProperty &arb_geom_params) +{ + vector requested_properties; + parse_requested_attributes_recursive( + requested_attributes, arb_geom_params, requested_properties); + return requested_properties; +} + +/* Read the attributes requested by the shaders from the archive. This will recursively find named + * attributes from the AttributeRequestSet in the ICompoundProperty and any of its compound child. + * The attributes are added to the CachedData's attribute list. For each attribute we will try to + * deduplicate data across consecutive frames. */ +void read_attributes(AlembicProcedural *proc, + CachedData &cache, + const ICompoundProperty &arb_geom_params, + const IV2fGeomParam &default_uvs_param, + const AttributeRequestSet &requested_attributes, + Progress &progress) +{ + if (default_uvs_param.valid()) { + /* Only the default UVs should be treated as the standard UV attribute. */ + read_attribute_loop(proc, cache, default_uvs_param, process_uvs, progress, ATTR_STD_UV); + } + + vector requested_properties = parse_requested_attributes( + requested_attributes, arb_geom_params); + + for (const PropHeaderAndParent &prop_and_parent : requested_properties) { + if (progress.get_cancel()) { + return; + } + + const PropertyHeader *prop = prop_and_parent.prop; + const ICompoundProperty &parent = prop_and_parent.parent; + + if (IBoolGeomParam::matches(*prop)) { + const IBoolGeomParam ¶m = IBoolGeomParam(parent, prop->getName()); + read_attribute_loop(proc, cache, param, process_attribute, progress); + } + else if (IInt32GeomParam::matches(*prop)) { + const IInt32GeomParam ¶m = IInt32GeomParam(parent, prop->getName()); + read_attribute_loop(proc, cache, param, process_attribute, progress); + } + else if (IFloatGeomParam::matches(*prop)) { + const IFloatGeomParam ¶m = IFloatGeomParam(parent, prop->getName()); + read_attribute_loop(proc, cache, param, process_attribute, progress); + } + else if (IV2fGeomParam::matches(*prop)) { + const IV2fGeomParam ¶m = IV2fGeomParam(parent, prop->getName()); + if (Alembic::AbcGeom::isUV(*prop)) { + read_attribute_loop(proc, cache, param, process_uvs, progress); + } + else { + read_attribute_loop(proc, cache, param, process_attribute, progress); + } + } + else if (IV3fGeomParam::matches(*prop)) { + const IV3fGeomParam ¶m = IV3fGeomParam(parent, prop->getName()); + read_attribute_loop(proc, cache, param, process_attribute, progress); + } + else if (IN3fGeomParam::matches(*prop)) { + const IN3fGeomParam ¶m = IN3fGeomParam(parent, prop->getName()); + read_attribute_loop(proc, cache, param, process_attribute, progress); + } + else if (IC3fGeomParam::matches(*prop)) { + const IC3fGeomParam ¶m = IC3fGeomParam(parent, prop->getName()); + read_attribute_loop(proc, cache, param, process_attribute, progress); + } + else if (IC4fGeomParam::matches(*prop)) { + const IC4fGeomParam ¶m = IC4fGeomParam(parent, prop->getName()); + read_attribute_loop(proc, cache, param, process_attribute, progress); + } + } + + cache.invalidate_last_loaded_time(true); +} + +CCL_NAMESPACE_END + +#endif diff --git a/intern/cycles/scene/alembic_read.h b/intern/cycles/scene/alembic_read.h new file mode 100644 index 00000000000..9cc8622a1ba --- /dev/null +++ b/intern/cycles/scene/alembic_read.h @@ -0,0 +1,134 @@ +/* + * Copyright 2021 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#pragma once + +#ifdef WITH_ALEMBIC + +# include +# include + +# include "util/util_vector.h" + +CCL_NAMESPACE_BEGIN + +class AlembicProcedural; +class AttributeRequestSet; +class Progress; +struct CachedData; + +/* Maps a FaceSet whose name matches that of a Shader to the index of said shader in the Geometry's + * used_shaders list. */ +struct FaceSetShaderIndexPair { + Alembic::AbcGeom::IFaceSet face_set; + int shader_index; +}; + +/* Data of an IPolyMeshSchema that we need to read. */ +struct PolyMeshSchemaData { + Alembic::AbcGeom::TimeSamplingPtr time_sampling; + size_t num_samples; + Alembic::AbcGeom::MeshTopologyVariance topology_variance; + + Alembic::AbcGeom::IP3fArrayProperty positions; + Alembic::AbcGeom::IInt32ArrayProperty face_indices; + Alembic::AbcGeom::IInt32ArrayProperty face_counts; + + Alembic::AbcGeom::IN3fGeomParam normals; + + vector shader_face_sets; + + // Unsupported for now. + Alembic::AbcGeom::IV3fArrayProperty velocities; +}; + +void read_geometry_data(AlembicProcedural *proc, + CachedData &cached_data, + const PolyMeshSchemaData &data, + Progress &progress); + +/* Data of an ISubDSchema that we need to read. */ +struct SubDSchemaData { + Alembic::AbcGeom::TimeSamplingPtr time_sampling; + size_t num_samples; + Alembic::AbcGeom::MeshTopologyVariance topology_variance; + + Alembic::AbcGeom::IInt32ArrayProperty face_counts; + Alembic::AbcGeom::IInt32ArrayProperty face_indices; + Alembic::AbcGeom::IP3fArrayProperty positions; + + Alembic::AbcGeom::IInt32ArrayProperty crease_indices; + Alembic::AbcGeom::IInt32ArrayProperty crease_lengths; + Alembic::AbcGeom::IFloatArrayProperty crease_sharpnesses; + + vector shader_face_sets; + + // Those are unsupported for now. + Alembic::AbcGeom::IInt32ArrayProperty corner_indices; + Alembic::AbcGeom::IFloatArrayProperty corner_sharpnesses; + Alembic::AbcGeom::IInt32Property face_varying_interpolate_boundary; + Alembic::AbcGeom::IInt32Property face_varying_propagate_corners; + Alembic::AbcGeom::IInt32Property interpolate_boundary; + Alembic::AbcGeom::IInt32ArrayProperty holes; + Alembic::AbcGeom::IStringProperty subdivision_scheme; + Alembic::AbcGeom::IV3fArrayProperty velocities; +}; + +void read_geometry_data(AlembicProcedural *proc, + CachedData &cached_data, + const SubDSchemaData &data, + Progress &progress); + +/* Data of a ICurvesSchema that we need to read. */ +struct CurvesSchemaData { + Alembic::AbcGeom::TimeSamplingPtr time_sampling; + size_t num_samples; + Alembic::AbcGeom::MeshTopologyVariance topology_variance; + + Alembic::AbcGeom::IP3fArrayProperty positions; + + Alembic::AbcGeom::IInt32ArrayProperty num_vertices; + + float default_radius; + float radius_scale; + + // Those are unsupported for now. + Alembic::AbcGeom::IV3fArrayProperty velocities; + // if this property is invalid then the weight for every point is 1 + Alembic::AbcGeom::IFloatArrayProperty position_weights; + Alembic::AbcGeom::IN3fGeomParam normals; + Alembic::AbcGeom::IFloatGeomParam widths; + Alembic::AbcGeom::IUcharArrayProperty orders; + Alembic::AbcGeom::IFloatArrayProperty knots; + + // TODO(@kevindietrich): type, basis, wrap +}; + +void read_geometry_data(AlembicProcedural *proc, + CachedData &cached_data, + const CurvesSchemaData &data, + Progress &progress); + +void read_attributes(AlembicProcedural *proc, + CachedData &cache, + const Alembic::AbcGeom::ICompoundProperty &arb_geom_params, + const Alembic::AbcGeom::IV2fGeomParam &default_uvs_param, + const AttributeRequestSet &requested_attributes, + Progress &progress); + +CCL_NAMESPACE_END + +#endif diff --git a/intern/cycles/scene/attribute.cpp b/intern/cycles/scene/attribute.cpp new file mode 100644 index 00000000000..0c440fb9fd1 --- /dev/null +++ b/intern/cycles/scene/attribute.cpp @@ -0,0 +1,896 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "scene/attribute.h" +#include "scene/hair.h" +#include "scene/image.h" +#include "scene/mesh.h" + +#include "util/util_foreach.h" +#include "util/util_logging.h" +#include "util/util_transform.h" + +CCL_NAMESPACE_BEGIN + +/* Attribute */ + +Attribute::Attribute( + ustring name, TypeDesc type, AttributeElement element, Geometry *geom, AttributePrimitive prim) + : name(name), std(ATTR_STD_NONE), type(type), element(element), flags(0), modified(true) +{ + /* string and matrix not supported! */ + assert(type == TypeDesc::TypeFloat || type == TypeDesc::TypeColor || + type == TypeDesc::TypePoint || type == TypeDesc::TypeVector || + type == TypeDesc::TypeNormal || type == TypeDesc::TypeMatrix || type == TypeFloat2 || + type == TypeFloat4 || type == TypeRGBA); + + if (element == ATTR_ELEMENT_VOXEL) { + buffer.resize(sizeof(ImageHandle)); + new (buffer.data()) ImageHandle(); + } + else { + resize(geom, prim, false); + } +} + +Attribute::~Attribute() +{ + /* For voxel data, we need to free the image handle. */ + if (element == ATTR_ELEMENT_VOXEL && buffer.size()) { + ImageHandle &handle = data_voxel(); + handle.~ImageHandle(); + } +} + +void Attribute::resize(Geometry *geom, AttributePrimitive prim, bool reserve_only) +{ + if (element != ATTR_ELEMENT_VOXEL) { + if (reserve_only) { + buffer.reserve(buffer_size(geom, prim)); + } + else { + buffer.resize(buffer_size(geom, prim), 0); + } + } +} + +void Attribute::resize(size_t num_elements) +{ + if (element != ATTR_ELEMENT_VOXEL) { + buffer.resize(num_elements * data_sizeof(), 0); + } +} + +void Attribute::add(const float &f) +{ + assert(data_sizeof() == sizeof(float)); + + char *data = (char *)&f; + size_t size = sizeof(f); + + for (size_t i = 0; i < size; i++) + buffer.push_back(data[i]); + + modified = true; +} + +void Attribute::add(const uchar4 &f) +{ + assert(data_sizeof() == sizeof(uchar4)); + + char *data = (char *)&f; + size_t size = sizeof(f); + + for (size_t i = 0; i < size; i++) + buffer.push_back(data[i]); + + modified = true; +} + +void Attribute::add(const float2 &f) +{ + assert(data_sizeof() == sizeof(float2)); + + char *data = (char *)&f; + size_t size = sizeof(f); + + for (size_t i = 0; i < size; i++) + buffer.push_back(data[i]); + + modified = true; +} + +void Attribute::add(const float3 &f) +{ + assert(data_sizeof() == sizeof(float3)); + + char *data = (char *)&f; + size_t size = sizeof(f); + + for (size_t i = 0; i < size; i++) + buffer.push_back(data[i]); + + modified = true; +} + +void Attribute::add(const Transform &f) +{ + assert(data_sizeof() == sizeof(Transform)); + + char *data = (char *)&f; + size_t size = sizeof(f); + + for (size_t i = 0; i < size; i++) + buffer.push_back(data[i]); + + modified = true; +} + +void Attribute::add(const char *data) +{ + size_t size = data_sizeof(); + + for (size_t i = 0; i < size; i++) + buffer.push_back(data[i]); + + modified = true; +} + +void Attribute::set_data_from(Attribute &&other) +{ + assert(other.std == std); + assert(other.type == type); + assert(other.element == element); + + this->flags = other.flags; + + if (this->buffer.size() != other.buffer.size()) { + this->buffer = std::move(other.buffer); + modified = true; + } + else if (memcmp(this->data(), other.data(), other.buffer.size()) != 0) { + this->buffer = std::move(other.buffer); + modified = true; + } +} + +size_t Attribute::data_sizeof() const +{ + if (element == ATTR_ELEMENT_VOXEL) + return sizeof(ImageHandle); + else if (element == ATTR_ELEMENT_CORNER_BYTE) + return sizeof(uchar4); + else if (type == TypeDesc::TypeFloat) + return sizeof(float); + else if (type == TypeFloat2) + return sizeof(float2); + else if (type == TypeDesc::TypeMatrix) + return sizeof(Transform); + else + return sizeof(float3); +} + +size_t Attribute::element_size(Geometry *geom, AttributePrimitive prim) const +{ + if (flags & ATTR_FINAL_SIZE) { + return buffer.size() / data_sizeof(); + } + + size_t size = 0; + + switch (element) { + case ATTR_ELEMENT_OBJECT: + case ATTR_ELEMENT_MESH: + case ATTR_ELEMENT_VOXEL: + size = 1; + break; + case ATTR_ELEMENT_VERTEX: + if (geom->geometry_type == Geometry::MESH || geom->geometry_type == Geometry::VOLUME) { + Mesh *mesh = static_cast(geom); + size = mesh->get_verts().size() + mesh->get_num_ngons(); + if (prim == ATTR_PRIM_SUBD) { + size -= mesh->get_num_subd_verts(); + } + } + break; + case ATTR_ELEMENT_VERTEX_MOTION: + if (geom->geometry_type == Geometry::MESH) { + Mesh *mesh = static_cast(geom); + DCHECK_GT(mesh->get_motion_steps(), 0); + size = (mesh->get_verts().size() + mesh->get_num_ngons()) * (mesh->get_motion_steps() - 1); + if (prim == ATTR_PRIM_SUBD) { + size -= mesh->get_num_subd_verts() * (mesh->get_motion_steps() - 1); + } + } + break; + case ATTR_ELEMENT_FACE: + if (geom->geometry_type == Geometry::MESH || geom->geometry_type == Geometry::VOLUME) { + Mesh *mesh = static_cast(geom); + if (prim == ATTR_PRIM_GEOMETRY) { + size = mesh->num_triangles(); + } + else { + size = mesh->get_num_subd_faces() + mesh->get_num_ngons(); + } + } + break; + case ATTR_ELEMENT_CORNER: + case ATTR_ELEMENT_CORNER_BYTE: + if (geom->geometry_type == Geometry::MESH) { + Mesh *mesh = static_cast(geom); + if (prim == ATTR_PRIM_GEOMETRY) { + size = mesh->num_triangles() * 3; + } + else { + size = mesh->get_subd_face_corners().size() + mesh->get_num_ngons(); + } + } + break; + case ATTR_ELEMENT_CURVE: + if (geom->geometry_type == Geometry::HAIR) { + Hair *hair = static_cast(geom); + size = hair->num_curves(); + } + break; + case ATTR_ELEMENT_CURVE_KEY: + if (geom->geometry_type == Geometry::HAIR) { + Hair *hair = static_cast(geom); + size = hair->get_curve_keys().size(); + } + break; + case ATTR_ELEMENT_CURVE_KEY_MOTION: + if (geom->geometry_type == Geometry::HAIR) { + Hair *hair = static_cast(geom); + DCHECK_GT(hair->get_motion_steps(), 0); + size = hair->get_curve_keys().size() * (hair->get_motion_steps() - 1); + } + break; + default: + break; + } + + return size; +} + +size_t Attribute::buffer_size(Geometry *geom, AttributePrimitive prim) const +{ + return element_size(geom, prim) * data_sizeof(); +} + +bool Attribute::same_storage(TypeDesc a, TypeDesc b) +{ + if (a == b) + return true; + + if (a == TypeDesc::TypeColor || a == TypeDesc::TypePoint || a == TypeDesc::TypeVector || + a == TypeDesc::TypeNormal) { + if (b == TypeDesc::TypeColor || b == TypeDesc::TypePoint || b == TypeDesc::TypeVector || + b == TypeDesc::TypeNormal) { + return true; + } + } + return false; +} + +void Attribute::zero_data(void *dst) +{ + memset(dst, 0, data_sizeof()); +} + +void Attribute::add_with_weight(void *dst, void *src, float weight) +{ + if (element == ATTR_ELEMENT_CORNER_BYTE) { + for (int i = 0; i < 4; i++) { + ((uchar *)dst)[i] += uchar(((uchar *)src)[i] * weight); + } + } + else if (same_storage(type, TypeDesc::TypeFloat)) { + *((float *)dst) += *((float *)src) * weight; + } + else if (same_storage(type, TypeFloat2)) { + *((float2 *)dst) += *((float2 *)src) * weight; + } + else if (same_storage(type, TypeDesc::TypeVector)) { + *((float4 *)dst) += *((float4 *)src) * weight; + } + else { + assert(!"not implemented for this type"); + } +} + +const char *Attribute::standard_name(AttributeStandard std) +{ + switch (std) { + case ATTR_STD_VERTEX_NORMAL: + return "N"; + case ATTR_STD_FACE_NORMAL: + return "Ng"; + case ATTR_STD_UV: + return "uv"; + case ATTR_STD_GENERATED: + return "generated"; + case ATTR_STD_GENERATED_TRANSFORM: + return "generated_transform"; + case ATTR_STD_UV_TANGENT: + return "tangent"; + case ATTR_STD_UV_TANGENT_SIGN: + return "tangent_sign"; + case ATTR_STD_VERTEX_COLOR: + return "vertex_color"; + case ATTR_STD_POSITION_UNDEFORMED: + return "undeformed"; + case ATTR_STD_POSITION_UNDISPLACED: + return "undisplaced"; + case ATTR_STD_MOTION_VERTEX_POSITION: + return "motion_P"; + case ATTR_STD_MOTION_VERTEX_NORMAL: + return "motion_N"; + case ATTR_STD_PARTICLE: + return "particle"; + case ATTR_STD_CURVE_INTERCEPT: + return "curve_intercept"; + case ATTR_STD_CURVE_LENGTH: + return "curve_length"; + case ATTR_STD_CURVE_RANDOM: + return "curve_random"; + case ATTR_STD_PTEX_FACE_ID: + return "ptex_face_id"; + case ATTR_STD_PTEX_UV: + return "ptex_uv"; + case ATTR_STD_VOLUME_DENSITY: + return "density"; + case ATTR_STD_VOLUME_COLOR: + return "color"; + case ATTR_STD_VOLUME_FLAME: + return "flame"; + case ATTR_STD_VOLUME_HEAT: + return "heat"; + case ATTR_STD_VOLUME_TEMPERATURE: + return "temperature"; + case ATTR_STD_VOLUME_VELOCITY: + return "velocity"; + case ATTR_STD_POINTINESS: + return "pointiness"; + case ATTR_STD_RANDOM_PER_ISLAND: + return "random_per_island"; + case ATTR_STD_SHADOW_TRANSPARENCY: + return "shadow_transparency"; + case ATTR_STD_NOT_FOUND: + case ATTR_STD_NONE: + case ATTR_STD_NUM: + return ""; + } + + return ""; +} + +AttributeStandard Attribute::name_standard(const char *name) +{ + if (name) { + for (int std = ATTR_STD_NONE; std < ATTR_STD_NUM; std++) { + if (strcmp(name, Attribute::standard_name((AttributeStandard)std)) == 0) { + return (AttributeStandard)std; + } + } + } + + return ATTR_STD_NONE; +} + +AttrKernelDataType Attribute::kernel_type(const Attribute &attr) +{ + if (attr.element == ATTR_ELEMENT_CORNER) { + return AttrKernelDataType::UCHAR4; + } + + if (attr.type == TypeDesc::TypeFloat) { + return AttrKernelDataType::FLOAT; + } + + if (attr.type == TypeFloat2) { + return AttrKernelDataType::FLOAT2; + } + + return AttrKernelDataType::FLOAT3; +} + +void Attribute::get_uv_tiles(Geometry *geom, + AttributePrimitive prim, + unordered_set &tiles) const +{ + if (type != TypeFloat2) { + return; + } + + const int num = element_size(geom, prim); + const float2 *uv = data_float2(); + for (int i = 0; i < num; i++, uv++) { + float u = uv->x, v = uv->y; + int x = (int)u, y = (int)v; + + if (x < 0 || y < 0 || x >= 10) { + continue; + } + + /* Be conservative in corners - precisely touching the right or upper edge of a tile + * should not load its right/upper neighbor as well. */ + if (x > 0 && (u < x + 1e-6f)) { + x--; + } + if (y > 0 && (v < y + 1e-6f)) { + y--; + } + + tiles.insert(1001 + 10 * y + x); + } +} + +/* Attribute Set */ + +AttributeSet::AttributeSet(Geometry *geometry, AttributePrimitive prim) + : modified_flag(~0u), geometry(geometry), prim(prim) +{ +} + +AttributeSet::~AttributeSet() +{ +} + +Attribute *AttributeSet::add(ustring name, TypeDesc type, AttributeElement element) +{ + Attribute *attr = find(name); + + if (attr) { + /* return if same already exists */ + if (attr->type == type && attr->element == element) + return attr; + + /* overwrite attribute with same name but different type/element */ + remove(name); + } + + Attribute new_attr(name, type, element, geometry, prim); + attributes.emplace_back(std::move(new_attr)); + tag_modified(attributes.back()); + return &attributes.back(); +} + +Attribute *AttributeSet::find(ustring name) const +{ + foreach (const Attribute &attr, attributes) + if (attr.name == name) + return (Attribute *)&attr; + + return NULL; +} + +void AttributeSet::remove(ustring name) +{ + Attribute *attr = find(name); + + if (attr) { + list::iterator it; + + for (it = attributes.begin(); it != attributes.end(); it++) { + if (&*it == attr) { + remove(it); + return; + } + } + } +} + +Attribute *AttributeSet::add(AttributeStandard std, ustring name) +{ + Attribute *attr = NULL; + + if (name == ustring()) + name = Attribute::standard_name(std); + + if (geometry->geometry_type == Geometry::MESH) { + switch (std) { + case ATTR_STD_VERTEX_NORMAL: + attr = add(name, TypeDesc::TypeNormal, ATTR_ELEMENT_VERTEX); + break; + case ATTR_STD_FACE_NORMAL: + attr = add(name, TypeDesc::TypeNormal, ATTR_ELEMENT_FACE); + break; + case ATTR_STD_UV: + attr = add(name, TypeFloat2, ATTR_ELEMENT_CORNER); + break; + case ATTR_STD_UV_TANGENT: + attr = add(name, TypeDesc::TypeVector, ATTR_ELEMENT_CORNER); + break; + case ATTR_STD_UV_TANGENT_SIGN: + attr = add(name, TypeDesc::TypeFloat, ATTR_ELEMENT_CORNER); + break; + case ATTR_STD_VERTEX_COLOR: + attr = add(name, TypeRGBA, ATTR_ELEMENT_CORNER_BYTE); + break; + case ATTR_STD_GENERATED: + case ATTR_STD_POSITION_UNDEFORMED: + case ATTR_STD_POSITION_UNDISPLACED: + attr = add(name, TypeDesc::TypePoint, ATTR_ELEMENT_VERTEX); + break; + case ATTR_STD_MOTION_VERTEX_POSITION: + attr = add(name, TypeDesc::TypePoint, ATTR_ELEMENT_VERTEX_MOTION); + break; + case ATTR_STD_MOTION_VERTEX_NORMAL: + attr = add(name, TypeDesc::TypeNormal, ATTR_ELEMENT_VERTEX_MOTION); + break; + case ATTR_STD_PTEX_FACE_ID: + attr = add(name, TypeDesc::TypeFloat, ATTR_ELEMENT_FACE); + break; + case ATTR_STD_PTEX_UV: + attr = add(name, TypeDesc::TypePoint, ATTR_ELEMENT_VERTEX); + break; + case ATTR_STD_GENERATED_TRANSFORM: + attr = add(name, TypeDesc::TypeMatrix, ATTR_ELEMENT_MESH); + break; + case ATTR_STD_POINTINESS: + attr = add(name, TypeDesc::TypeFloat, ATTR_ELEMENT_VERTEX); + break; + case ATTR_STD_RANDOM_PER_ISLAND: + attr = add(name, TypeDesc::TypeFloat, ATTR_ELEMENT_FACE); + break; + default: + assert(0); + break; + } + } + else if (geometry->geometry_type == Geometry::VOLUME) { + switch (std) { + case ATTR_STD_VERTEX_NORMAL: + attr = add(name, TypeDesc::TypeNormal, ATTR_ELEMENT_VERTEX); + break; + case ATTR_STD_FACE_NORMAL: + attr = add(name, TypeDesc::TypeNormal, ATTR_ELEMENT_FACE); + break; + case ATTR_STD_VOLUME_DENSITY: + case ATTR_STD_VOLUME_FLAME: + case ATTR_STD_VOLUME_HEAT: + case ATTR_STD_VOLUME_TEMPERATURE: + attr = add(name, TypeDesc::TypeFloat, ATTR_ELEMENT_VOXEL); + break; + case ATTR_STD_VOLUME_COLOR: + attr = add(name, TypeDesc::TypeColor, ATTR_ELEMENT_VOXEL); + break; + case ATTR_STD_VOLUME_VELOCITY: + attr = add(name, TypeDesc::TypeVector, ATTR_ELEMENT_VOXEL); + break; + default: + assert(0); + break; + } + } + else if (geometry->geometry_type == Geometry::HAIR) { + switch (std) { + case ATTR_STD_UV: + attr = add(name, TypeFloat2, ATTR_ELEMENT_CURVE); + break; + case ATTR_STD_GENERATED: + attr = add(name, TypeDesc::TypePoint, ATTR_ELEMENT_CURVE); + break; + case ATTR_STD_MOTION_VERTEX_POSITION: + attr = add(name, TypeDesc::TypePoint, ATTR_ELEMENT_CURVE_KEY_MOTION); + break; + case ATTR_STD_CURVE_INTERCEPT: + attr = add(name, TypeDesc::TypeFloat, ATTR_ELEMENT_CURVE_KEY); + break; + case ATTR_STD_CURVE_LENGTH: + attr = add(name, TypeDesc::TypeFloat, ATTR_ELEMENT_CURVE); + break; + case ATTR_STD_CURVE_RANDOM: + attr = add(name, TypeDesc::TypeFloat, ATTR_ELEMENT_CURVE); + break; + case ATTR_STD_GENERATED_TRANSFORM: + attr = add(name, TypeDesc::TypeMatrix, ATTR_ELEMENT_MESH); + break; + case ATTR_STD_POINTINESS: + attr = add(name, TypeDesc::TypeFloat, ATTR_ELEMENT_VERTEX); + break; + case ATTR_STD_RANDOM_PER_ISLAND: + attr = add(name, TypeDesc::TypeFloat, ATTR_ELEMENT_FACE); + break; + case ATTR_STD_SHADOW_TRANSPARENCY: + attr = add(name, TypeDesc::TypeFloat, ATTR_ELEMENT_CURVE_KEY); + break; + default: + assert(0); + break; + } + } + + attr->std = std; + + return attr; +} + +Attribute *AttributeSet::find(AttributeStandard std) const +{ + foreach (const Attribute &attr, attributes) + if (attr.std == std) + return (Attribute *)&attr; + + return NULL; +} + +void AttributeSet::remove(AttributeStandard std) +{ + Attribute *attr = find(std); + + if (attr) { + list::iterator it; + + for (it = attributes.begin(); it != attributes.end(); it++) { + if (&*it == attr) { + remove(it); + return; + } + } + } +} + +Attribute *AttributeSet::find(AttributeRequest &req) +{ + if (req.std == ATTR_STD_NONE) + return find(req.name); + else + return find(req.std); +} + +void AttributeSet::remove(Attribute *attribute) +{ + if (attribute->std == ATTR_STD_NONE) { + remove(attribute->name); + } + else { + remove(attribute->std); + } +} + +void AttributeSet::remove(list::iterator it) +{ + tag_modified(*it); + attributes.erase(it); +} + +void AttributeSet::resize(bool reserve_only) +{ + foreach (Attribute &attr, attributes) { + attr.resize(geometry, prim, reserve_only); + } +} + +void AttributeSet::clear(bool preserve_voxel_data) +{ + if (preserve_voxel_data) { + list::iterator it; + + for (it = attributes.begin(); it != attributes.end();) { + if (it->element == ATTR_ELEMENT_VOXEL || it->std == ATTR_STD_GENERATED_TRANSFORM) { + it++; + } + else { + attributes.erase(it++); + } + } + } + else { + attributes.clear(); + } +} + +void AttributeSet::update(AttributeSet &&new_attributes) +{ + /* add or update old_attributes based on the new_attributes */ + foreach (Attribute &attr, new_attributes.attributes) { + Attribute *nattr = add(attr.name, attr.type, attr.element); + nattr->std = attr.std; + nattr->set_data_from(std::move(attr)); + } + + /* remove any attributes not on new_attributes */ + list::iterator it; + for (it = attributes.begin(); it != attributes.end();) { + if (it->std != ATTR_STD_NONE) { + if (new_attributes.find(it->std) == nullptr) { + remove(it++); + continue; + } + } + else if (it->name != "") { + if (new_attributes.find(it->name) == nullptr) { + remove(it++); + continue; + } + } + + it++; + } + + /* If all attributes were replaced, transform is no longer applied. */ + geometry->transform_applied = false; +} + +void AttributeSet::clear_modified() +{ + foreach (Attribute &attr, attributes) { + attr.modified = false; + } + + modified_flag = 0; +} + +void AttributeSet::tag_modified(const Attribute &attr) +{ + /* Some attributes are not stored in the various kernel attribute arrays + * (DeviceScene::attribute_*), so the modified flags are only set if the associated standard + * corresponds to an attribute which will be stored in the kernel's attribute arrays. */ + const bool modifies_device_array = (attr.std != ATTR_STD_FACE_NORMAL && + attr.std != ATTR_STD_VERTEX_NORMAL); + + if (modifies_device_array) { + AttrKernelDataType kernel_type = Attribute::kernel_type(attr); + modified_flag |= (1u << kernel_type); + } +} + +bool AttributeSet::modified(AttrKernelDataType kernel_type) const +{ + return (modified_flag & (1u << kernel_type)) != 0; +} + +/* AttributeRequest */ + +AttributeRequest::AttributeRequest(ustring name_) +{ + name = name_; + std = ATTR_STD_NONE; + + type = TypeDesc::TypeFloat; + desc.element = ATTR_ELEMENT_NONE; + desc.offset = 0; + desc.type = NODE_ATTR_FLOAT; + + subd_type = TypeDesc::TypeFloat; + subd_desc.element = ATTR_ELEMENT_NONE; + subd_desc.offset = 0; + subd_desc.type = NODE_ATTR_FLOAT; +} + +AttributeRequest::AttributeRequest(AttributeStandard std_) +{ + name = ustring(); + std = std_; + + type = TypeDesc::TypeFloat; + desc.element = ATTR_ELEMENT_NONE; + desc.offset = 0; + desc.type = NODE_ATTR_FLOAT; + + subd_type = TypeDesc::TypeFloat; + subd_desc.element = ATTR_ELEMENT_NONE; + subd_desc.offset = 0; + subd_desc.type = NODE_ATTR_FLOAT; +} + +/* AttributeRequestSet */ + +AttributeRequestSet::AttributeRequestSet() +{ +} + +AttributeRequestSet::~AttributeRequestSet() +{ +} + +bool AttributeRequestSet::modified(const AttributeRequestSet &other) +{ + if (requests.size() != other.requests.size()) + return true; + + for (size_t i = 0; i < requests.size(); i++) { + bool found = false; + + for (size_t j = 0; j < requests.size() && !found; j++) + if (requests[i].name == other.requests[j].name && requests[i].std == other.requests[j].std) { + found = true; + } + + if (!found) { + return true; + } + } + + return false; +} + +void AttributeRequestSet::add(ustring name) +{ + foreach (AttributeRequest &req, requests) { + if (req.name == name) { + return; + } + } + + requests.push_back(AttributeRequest(name)); +} + +void AttributeRequestSet::add(AttributeStandard std) +{ + foreach (AttributeRequest &req, requests) + if (req.std == std) + return; + + requests.push_back(AttributeRequest(std)); +} + +void AttributeRequestSet::add(AttributeRequestSet &reqs) +{ + foreach (AttributeRequest &req, reqs.requests) { + if (req.std == ATTR_STD_NONE) + add(req.name); + else + add(req.std); + } +} + +void AttributeRequestSet::add_standard(ustring name) +{ + if (name.empty()) { + return; + } + + AttributeStandard std = Attribute::name_standard(name.c_str()); + + if (std) { + add(std); + } + else { + add(name); + } +} + +bool AttributeRequestSet::find(ustring name) +{ + foreach (AttributeRequest &req, requests) + if (req.name == name) + return true; + + return false; +} + +bool AttributeRequestSet::find(AttributeStandard std) +{ + foreach (AttributeRequest &req, requests) + if (req.std == std) + return true; + + return false; +} + +size_t AttributeRequestSet::size() +{ + return requests.size(); +} + +void AttributeRequestSet::clear() +{ + requests.clear(); +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/scene/attribute.h b/intern/cycles/scene/attribute.h new file mode 100644 index 00000000000..9af3dcaee26 --- /dev/null +++ b/intern/cycles/scene/attribute.h @@ -0,0 +1,287 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef __ATTRIBUTE_H__ +#define __ATTRIBUTE_H__ + +#include "scene/image.h" + +#include "kernel/kernel_types.h" + +#include "util/util_list.h" +#include "util/util_param.h" +#include "util/util_set.h" +#include "util/util_types.h" +#include "util/util_vector.h" + +CCL_NAMESPACE_BEGIN + +class Attribute; +class AttributeRequest; +class AttributeRequestSet; +class AttributeSet; +class ImageHandle; +class Geometry; +class Hair; +class Mesh; +struct Transform; + +/* AttrKernelDataType. + * + * The data type of the device arrays storing the attribute's data. Those data types are different + * than the ones for attributes as some attribute types are stored in the same array, e.g. Point, + * Vector, and Transform are all stored as float3 in the kernel. + * + * The values of this enumeration are also used as flags to detect changes in AttributeSet. */ + +enum AttrKernelDataType { + FLOAT = 0, + FLOAT2 = 1, + FLOAT3 = 2, + UCHAR4 = 3, +}; + +/* Attribute + * + * Arbitrary data layers on meshes. + * Supported types: Float, Color, Vector, Normal, Point */ + +class Attribute { + public: + ustring name; + AttributeStandard std; + + TypeDesc type; + vector buffer; + AttributeElement element; + uint flags; /* enum AttributeFlag */ + + bool modified; + + Attribute(ustring name, + TypeDesc type, + AttributeElement element, + Geometry *geom, + AttributePrimitive prim); + Attribute(Attribute &&other) = default; + Attribute(const Attribute &other) = delete; + Attribute &operator=(const Attribute &other) = delete; + ~Attribute(); + + void set(ustring name, TypeDesc type, AttributeElement element); + void resize(Geometry *geom, AttributePrimitive prim, bool reserve_only); + void resize(size_t num_elements); + + size_t data_sizeof() const; + size_t element_size(Geometry *geom, AttributePrimitive prim) const; + size_t buffer_size(Geometry *geom, AttributePrimitive prim) const; + + char *data() + { + return (buffer.size()) ? &buffer[0] : NULL; + } + float2 *data_float2() + { + assert(data_sizeof() == sizeof(float2)); + return (float2 *)data(); + } + float3 *data_float3() + { + assert(data_sizeof() == sizeof(float3)); + return (float3 *)data(); + } + float4 *data_float4() + { + assert(data_sizeof() == sizeof(float4)); + return (float4 *)data(); + } + float *data_float() + { + assert(data_sizeof() == sizeof(float)); + return (float *)data(); + } + uchar4 *data_uchar4() + { + assert(data_sizeof() == sizeof(uchar4)); + return (uchar4 *)data(); + } + Transform *data_transform() + { + assert(data_sizeof() == sizeof(Transform)); + return (Transform *)data(); + } + + /* Attributes for voxels are images */ + ImageHandle &data_voxel() + { + assert(data_sizeof() == sizeof(ImageHandle)); + return *(ImageHandle *)data(); + } + + const char *data() const + { + return (buffer.size()) ? &buffer[0] : NULL; + } + const float2 *data_float2() const + { + assert(data_sizeof() == sizeof(float2)); + return (const float2 *)data(); + } + const float3 *data_float3() const + { + assert(data_sizeof() == sizeof(float3)); + return (const float3 *)data(); + } + const float4 *data_float4() const + { + assert(data_sizeof() == sizeof(float4)); + return (const float4 *)data(); + } + const float *data_float() const + { + assert(data_sizeof() == sizeof(float)); + return (const float *)data(); + } + const Transform *data_transform() const + { + assert(data_sizeof() == sizeof(Transform)); + return (const Transform *)data(); + } + const ImageHandle &data_voxel() const + { + assert(data_sizeof() == sizeof(ImageHandle)); + return *(const ImageHandle *)data(); + } + + void zero_data(void *dst); + void add_with_weight(void *dst, void *src, float weight); + + void add(const float &f); + void add(const float2 &f); + void add(const float3 &f); + void add(const uchar4 &f); + void add(const Transform &tfm); + void add(const char *data); + + void set_data_from(Attribute &&other); + + static bool same_storage(TypeDesc a, TypeDesc b); + static const char *standard_name(AttributeStandard std); + static AttributeStandard name_standard(const char *name); + + static AttrKernelDataType kernel_type(const Attribute &attr); + + void get_uv_tiles(Geometry *geom, AttributePrimitive prim, unordered_set &tiles) const; +}; + +/* Attribute Set + * + * Set of attributes on a mesh. */ + +class AttributeSet { + uint32_t modified_flag; + + public: + Geometry *geometry; + AttributePrimitive prim; + list attributes; + + AttributeSet(Geometry *geometry, AttributePrimitive prim); + AttributeSet(AttributeSet &&) = default; + ~AttributeSet(); + + Attribute *add(ustring name, TypeDesc type, AttributeElement element); + Attribute *find(ustring name) const; + void remove(ustring name); + + Attribute *add(AttributeStandard std, ustring name = ustring()); + Attribute *find(AttributeStandard std) const; + void remove(AttributeStandard std); + + Attribute *find(AttributeRequest &req); + + void remove(Attribute *attribute); + + void remove(list::iterator it); + + void resize(bool reserve_only = false); + void clear(bool preserve_voxel_data = false); + + /* Update the attributes in this AttributeSet with the ones from the new set, + * and remove any attribute not found on the new set from this. */ + void update(AttributeSet &&new_attributes); + + /* Return whether the attributes of the given kernel_type are modified, where "modified" means + * that some attributes of the given type were added or removed from this AttributeSet. This does + * not mean that the data of the remaining attributes in this AttributeSet were also modified. To + * check this, use Attribute.modified. */ + bool modified(AttrKernelDataType kernel_type) const; + + void clear_modified(); + + private: + /* Set the relevant modified flag for the attribute. Only attributes that are stored in device + * arrays will be considered for tagging this AttributeSet as modified. */ + void tag_modified(const Attribute &attr); +}; + +/* AttributeRequest + * + * Request from a shader to use a certain attribute, so we can figure out + * which ones we need to export from the host app end store for the kernel. + * The attribute is found either by name or by standard attribute type. */ + +class AttributeRequest { + public: + ustring name; + AttributeStandard std; + + /* temporary variables used by GeometryManager */ + TypeDesc type, subd_type; + AttributeDescriptor desc, subd_desc; + + explicit AttributeRequest(ustring name_); + explicit AttributeRequest(AttributeStandard std); +}; + +/* AttributeRequestSet + * + * Set of attributes requested by a shader. */ + +class AttributeRequestSet { + public: + vector requests; + + AttributeRequestSet(); + ~AttributeRequestSet(); + + void add(ustring name); + void add(AttributeStandard std); + void add(AttributeRequestSet &reqs); + void add_standard(ustring name); + + bool find(ustring name); + bool find(AttributeStandard std); + + size_t size(); + void clear(); + + bool modified(const AttributeRequestSet &other); +}; + +CCL_NAMESPACE_END + +#endif /* __ATTRIBUTE_H__ */ diff --git a/intern/cycles/scene/background.cpp b/intern/cycles/scene/background.cpp new file mode 100644 index 00000000000..db5be885538 --- /dev/null +++ b/intern/cycles/scene/background.cpp @@ -0,0 +1,140 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "scene/background.h" +#include "device/device.h" +#include "scene/integrator.h" +#include "scene/scene.h" +#include "scene/shader.h" +#include "scene/shader_graph.h" +#include "scene/shader_nodes.h" +#include "scene/stats.h" + +#include "util/util_foreach.h" +#include "util/util_math.h" +#include "util/util_time.h" +#include "util/util_types.h" + +CCL_NAMESPACE_BEGIN + +NODE_DEFINE(Background) +{ + NodeType *type = NodeType::add("background", create); + + SOCKET_BOOLEAN(use_shader, "Use Shader", true); + SOCKET_UINT(visibility, "Visibility", PATH_RAY_ALL_VISIBILITY); + + SOCKET_BOOLEAN(transparent, "Transparent", false); + SOCKET_BOOLEAN(transparent_glass, "Transparent Glass", false); + SOCKET_FLOAT(transparent_roughness_threshold, "Transparent Roughness Threshold", 0.0f); + + SOCKET_FLOAT(volume_step_size, "Volume Step Size", 0.1f); + + SOCKET_NODE(shader, "Shader", Shader::get_node_type()); + + return type; +} + +Background::Background() : Node(get_node_type()) +{ + shader = NULL; +} + +Background::~Background() +{ + dereference_all_used_nodes(); +} + +void Background::device_update(Device *device, DeviceScene *dscene, Scene *scene) +{ + if (!is_modified()) + return; + + scoped_callback_timer timer([scene](double time) { + if (scene->update_stats) { + scene->update_stats->background.times.add_entry({"device_update", time}); + } + }); + + device_free(device, dscene); + + Shader *bg_shader = get_shader(scene); + + /* set shader index and transparent option */ + KernelBackground *kbackground = &dscene->data.background; + + kbackground->transparent = transparent; + kbackground->surface_shader = scene->shader_manager->get_shader_id(bg_shader); + + if (transparent && transparent_glass) { + /* Square twice, once for principled BSDF convention, and once for + * faster comparison in kernel with anisotropic roughness. */ + kbackground->transparent_roughness_squared_threshold = sqr( + sqr(transparent_roughness_threshold)); + } + else { + kbackground->transparent_roughness_squared_threshold = -1.0f; + } + + if (bg_shader->has_volume) + kbackground->volume_shader = kbackground->surface_shader; + else + kbackground->volume_shader = SHADER_NONE; + + kbackground->volume_step_size = volume_step_size * scene->integrator->get_volume_step_rate(); + + /* No background node, make world shader invisible to all rays, to skip evaluation in kernel. */ + if (bg_shader->graph->nodes.size() <= 1) { + kbackground->surface_shader |= SHADER_EXCLUDE_ANY; + } + /* Background present, check visibilities */ + else { + if (!(visibility & PATH_RAY_DIFFUSE)) + kbackground->surface_shader |= SHADER_EXCLUDE_DIFFUSE; + if (!(visibility & PATH_RAY_GLOSSY)) + kbackground->surface_shader |= SHADER_EXCLUDE_GLOSSY; + if (!(visibility & PATH_RAY_TRANSMIT)) + kbackground->surface_shader |= SHADER_EXCLUDE_TRANSMIT; + if (!(visibility & PATH_RAY_VOLUME_SCATTER)) + kbackground->surface_shader |= SHADER_EXCLUDE_SCATTER; + if (!(visibility & PATH_RAY_CAMERA)) + kbackground->surface_shader |= SHADER_EXCLUDE_CAMERA; + } + + clear_modified(); +} + +void Background::device_free(Device * /*device*/, DeviceScene * /*dscene*/) +{ +} + +void Background::tag_update(Scene *scene) +{ + Shader *bg_shader = get_shader(scene); + if (bg_shader && bg_shader->is_modified()) { + /* Tag as modified to update the KernelBackground visibility information. + * We only tag the use_shader socket as modified as it is related to the shader + * and to avoid doing unnecessary updates anywhere else. */ + tag_use_shader_modified(); + } +} + +Shader *Background::get_shader(const Scene *scene) +{ + return (use_shader) ? ((shader) ? shader : scene->default_background) : scene->default_empty; +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/scene/background.h b/intern/cycles/scene/background.h new file mode 100644 index 00000000000..2f7ef0f7737 --- /dev/null +++ b/intern/cycles/scene/background.h @@ -0,0 +1,59 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef __BACKGROUND_H__ +#define __BACKGROUND_H__ + +#include "graph/node.h" + +#include "util/util_types.h" + +CCL_NAMESPACE_BEGIN + +class Device; +class DeviceScene; +class Scene; +class Shader; + +class Background : public Node { + public: + NODE_DECLARE + + NODE_SOCKET_API(bool, use_shader) + + NODE_SOCKET_API(uint, visibility) + NODE_SOCKET_API(Shader *, shader) + + NODE_SOCKET_API(bool, transparent) + NODE_SOCKET_API(bool, transparent_glass) + NODE_SOCKET_API(float, transparent_roughness_threshold) + + NODE_SOCKET_API(float, volume_step_size) + + Background(); + ~Background(); + + void device_update(Device *device, DeviceScene *dscene, Scene *scene); + void device_free(Device *device, DeviceScene *dscene); + + void tag_update(Scene *scene); + + Shader *get_shader(const Scene *scene); +}; + +CCL_NAMESPACE_END + +#endif /* __BACKGROUND_H__ */ diff --git a/intern/cycles/scene/bake.cpp b/intern/cycles/scene/bake.cpp new file mode 100644 index 00000000000..86c5c4c02af --- /dev/null +++ b/intern/cycles/scene/bake.cpp @@ -0,0 +1,104 @@ +/* + * Copyright 2011-2014 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "scene/bake.h" +#include "scene/integrator.h" +#include "scene/mesh.h" +#include "scene/object.h" +#include "scene/shader.h" +#include "scene/stats.h" +#include "session/buffers.h" + +#include "util/util_foreach.h" + +CCL_NAMESPACE_BEGIN + +BakeManager::BakeManager() +{ + need_update_ = true; +} + +BakeManager::~BakeManager() +{ +} + +bool BakeManager::get_baking() const +{ + return !object_name.empty(); +} + +void BakeManager::set(Scene *scene, const std::string &object_name_) +{ + object_name = object_name_; + + /* create device and update scene */ + scene->film->tag_modified(); + scene->integrator->tag_update(scene, Integrator::UPDATE_ALL); + + need_update_ = true; +} + +void BakeManager::device_update(Device * /*device*/, + DeviceScene *dscene, + Scene *scene, + Progress & /* progress */) +{ + if (!need_update()) + return; + + KernelBake *kbake = &dscene->data.bake; + memset(kbake, 0, sizeof(*kbake)); + + if (!object_name.empty()) { + scoped_callback_timer timer([scene](double time) { + if (scene->update_stats) { + scene->update_stats->bake.times.add_entry({"device_update", time}); + } + }); + + kbake->use = true; + + int object_index = 0; + foreach (Object *object, scene->objects) { + const Geometry *geom = object->get_geometry(); + if (object->name == object_name && geom->geometry_type == Geometry::MESH) { + kbake->object_index = object_index; + kbake->tri_offset = geom->prim_offset; + break; + } + + object_index++; + } + } + + need_update_ = false; +} + +void BakeManager::device_free(Device * /*device*/, DeviceScene * /*dscene*/) +{ +} + +void BakeManager::tag_update() +{ + need_update_ = true; +} + +bool BakeManager::need_update() const +{ + return need_update_; +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/scene/bake.h b/intern/cycles/scene/bake.h new file mode 100644 index 00000000000..044383d2d43 --- /dev/null +++ b/intern/cycles/scene/bake.h @@ -0,0 +1,50 @@ +/* + * Copyright 2011-2014 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef __BAKE_H__ +#define __BAKE_H__ + +#include "device/device.h" +#include "scene/scene.h" + +#include "util/util_progress.h" +#include "util/util_vector.h" + +CCL_NAMESPACE_BEGIN + +class BakeManager { + public: + BakeManager(); + ~BakeManager(); + + void set(Scene *scene, const std::string &object_name); + bool get_baking() const; + + void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress); + void device_free(Device *device, DeviceScene *dscene); + + void tag_update(); + + bool need_update() const; + + private: + bool need_update_; + std::string object_name; +}; + +CCL_NAMESPACE_END + +#endif /* __BAKE_H__ */ diff --git a/intern/cycles/scene/camera.cpp b/intern/cycles/scene/camera.cpp new file mode 100644 index 00000000000..1e78f8dd36f --- /dev/null +++ b/intern/cycles/scene/camera.cpp @@ -0,0 +1,814 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "scene/camera.h" +#include "scene/mesh.h" +#include "scene/object.h" +#include "scene/scene.h" +#include "scene/stats.h" +#include "scene/tables.h" + +#include "device/device.h" + +#include "util/util_foreach.h" +#include "util/util_function.h" +#include "util/util_logging.h" +#include "util/util_math_cdf.h" +#include "util/util_task.h" +#include "util/util_time.h" +#include "util/util_vector.h" + +/* needed for calculating differentials */ +#include "kernel/device/cpu/compat.h" +#include "kernel/device/cpu/globals.h" + +#include "kernel/camera/camera.h" + +CCL_NAMESPACE_BEGIN + +static float shutter_curve_eval(float x, array &shutter_curve) +{ + if (shutter_curve.size() == 0) { + return 1.0f; + } + + x *= shutter_curve.size(); + int index = (int)x; + float frac = x - index; + if (index < shutter_curve.size() - 1) { + return lerp(shutter_curve[index], shutter_curve[index + 1], frac); + } + else { + return shutter_curve[shutter_curve.size() - 1]; + } +} + +NODE_DEFINE(Camera) +{ + NodeType *type = NodeType::add("camera", create); + + SOCKET_FLOAT(shuttertime, "Shutter Time", 1.0f); + + static NodeEnum motion_position_enum; + motion_position_enum.insert("start", MOTION_POSITION_START); + motion_position_enum.insert("center", MOTION_POSITION_CENTER); + motion_position_enum.insert("end", MOTION_POSITION_END); + SOCKET_ENUM(motion_position, "Motion Position", motion_position_enum, MOTION_POSITION_CENTER); + + static NodeEnum rolling_shutter_type_enum; + rolling_shutter_type_enum.insert("none", ROLLING_SHUTTER_NONE); + rolling_shutter_type_enum.insert("top", ROLLING_SHUTTER_TOP); + SOCKET_ENUM(rolling_shutter_type, + "Rolling Shutter Type", + rolling_shutter_type_enum, + ROLLING_SHUTTER_NONE); + SOCKET_FLOAT(rolling_shutter_duration, "Rolling Shutter Duration", 0.1f); + + SOCKET_FLOAT_ARRAY(shutter_curve, "Shutter Curve", array()); + + SOCKET_FLOAT(aperturesize, "Aperture Size", 0.0f); + SOCKET_FLOAT(focaldistance, "Focal Distance", 10.0f); + SOCKET_UINT(blades, "Blades", 0); + SOCKET_FLOAT(bladesrotation, "Blades Rotation", 0.0f); + + SOCKET_TRANSFORM(matrix, "Matrix", transform_identity()); + SOCKET_TRANSFORM_ARRAY(motion, "Motion", array()); + + SOCKET_FLOAT(aperture_ratio, "Aperture Ratio", 1.0f); + + static NodeEnum type_enum; + type_enum.insert("perspective", CAMERA_PERSPECTIVE); + type_enum.insert("orthograph", CAMERA_ORTHOGRAPHIC); + type_enum.insert("panorama", CAMERA_PANORAMA); + SOCKET_ENUM(camera_type, "Type", type_enum, CAMERA_PERSPECTIVE); + + static NodeEnum panorama_type_enum; + panorama_type_enum.insert("equirectangular", PANORAMA_EQUIRECTANGULAR); + panorama_type_enum.insert("mirrorball", PANORAMA_MIRRORBALL); + panorama_type_enum.insert("fisheye_equidistant", PANORAMA_FISHEYE_EQUIDISTANT); + panorama_type_enum.insert("fisheye_equisolid", PANORAMA_FISHEYE_EQUISOLID); + SOCKET_ENUM(panorama_type, "Panorama Type", panorama_type_enum, PANORAMA_EQUIRECTANGULAR); + + SOCKET_FLOAT(fisheye_fov, "Fisheye FOV", M_PI_F); + SOCKET_FLOAT(fisheye_lens, "Fisheye Lens", 10.5f); + SOCKET_FLOAT(latitude_min, "Latitude Min", -M_PI_2_F); + SOCKET_FLOAT(latitude_max, "Latitude Max", M_PI_2_F); + SOCKET_FLOAT(longitude_min, "Longitude Min", -M_PI_F); + SOCKET_FLOAT(longitude_max, "Longitude Max", M_PI_F); + SOCKET_FLOAT(fov, "FOV", M_PI_4_F); + SOCKET_FLOAT(fov_pre, "FOV Pre", M_PI_4_F); + SOCKET_FLOAT(fov_post, "FOV Post", M_PI_4_F); + + static NodeEnum stereo_eye_enum; + stereo_eye_enum.insert("none", STEREO_NONE); + stereo_eye_enum.insert("left", STEREO_LEFT); + stereo_eye_enum.insert("right", STEREO_RIGHT); + SOCKET_ENUM(stereo_eye, "Stereo Eye", stereo_eye_enum, STEREO_NONE); + + SOCKET_BOOLEAN(use_spherical_stereo, "Use Spherical Stereo", false); + + SOCKET_FLOAT(interocular_distance, "Interocular Distance", 0.065f); + SOCKET_FLOAT(convergence_distance, "Convergence Distance", 30.0f * 0.065f); + + SOCKET_BOOLEAN(use_pole_merge, "Use Pole Merge", false); + SOCKET_FLOAT(pole_merge_angle_from, "Pole Merge Angle From", 60.0f * M_PI_F / 180.0f); + SOCKET_FLOAT(pole_merge_angle_to, "Pole Merge Angle To", 75.0f * M_PI_F / 180.0f); + + SOCKET_FLOAT(sensorwidth, "Sensor Width", 0.036f); + SOCKET_FLOAT(sensorheight, "Sensor Height", 0.024f); + + SOCKET_FLOAT(nearclip, "Near Clip", 1e-5f); + SOCKET_FLOAT(farclip, "Far Clip", 1e5f); + + SOCKET_FLOAT(viewplane.left, "Viewplane Left", 0); + SOCKET_FLOAT(viewplane.right, "Viewplane Right", 0); + SOCKET_FLOAT(viewplane.bottom, "Viewplane Bottom", 0); + SOCKET_FLOAT(viewplane.top, "Viewplane Top", 0); + + SOCKET_FLOAT(border.left, "Border Left", 0); + SOCKET_FLOAT(border.right, "Border Right", 0); + SOCKET_FLOAT(border.bottom, "Border Bottom", 0); + SOCKET_FLOAT(border.top, "Border Top", 0); + + SOCKET_FLOAT(viewport_camera_border.left, "Viewport Border Left", 0); + SOCKET_FLOAT(viewport_camera_border.right, "Viewport Border Right", 0); + SOCKET_FLOAT(viewport_camera_border.bottom, "Viewport Border Bottom", 0); + SOCKET_FLOAT(viewport_camera_border.top, "Viewport Border Top", 0); + + SOCKET_FLOAT(offscreen_dicing_scale, "Offscreen Dicing Scale", 1.0f); + + SOCKET_INT(full_width, "Full Width", 1024); + SOCKET_INT(full_height, "Full Height", 512); + + SOCKET_BOOLEAN(use_perspective_motion, "Use Perspective Motion", false); + + return type; +} + +Camera::Camera() : Node(get_node_type()) +{ + shutter_table_offset = TABLE_OFFSET_INVALID; + + width = 1024; + height = 512; + + use_perspective_motion = false; + + shutter_curve.resize(RAMP_TABLE_SIZE); + for (int i = 0; i < shutter_curve.size(); ++i) { + shutter_curve[i] = 1.0f; + } + + compute_auto_viewplane(); + + screentoworld = projection_identity(); + rastertoworld = projection_identity(); + ndctoworld = projection_identity(); + rastertocamera = projection_identity(); + cameratoworld = transform_identity(); + worldtoraster = projection_identity(); + + full_rastertocamera = projection_identity(); + + dx = zero_float3(); + dy = zero_float3(); + + need_device_update = true; + need_flags_update = true; + previous_need_motion = -1; + + memset((void *)&kernel_camera, 0, sizeof(kernel_camera)); +} + +Camera::~Camera() +{ +} + +void Camera::compute_auto_viewplane() +{ + if (camera_type == CAMERA_PANORAMA) { + viewplane.left = 0.0f; + viewplane.right = 1.0f; + viewplane.bottom = 0.0f; + viewplane.top = 1.0f; + } + else { + float aspect = (float)full_width / (float)full_height; + if (full_width >= full_height) { + viewplane.left = -aspect; + viewplane.right = aspect; + viewplane.bottom = -1.0f; + viewplane.top = 1.0f; + } + else { + viewplane.left = -1.0f; + viewplane.right = 1.0f; + viewplane.bottom = -1.0f / aspect; + viewplane.top = 1.0f / aspect; + } + } +} + +void Camera::update(Scene *scene) +{ + Scene::MotionType need_motion = scene->need_motion(); + + if (previous_need_motion != need_motion) { + /* scene's motion model could have been changed since previous device + * camera update this could happen for example in case when one render + * layer has got motion pass and another not */ + need_device_update = true; + } + + if (!is_modified()) + return; + + scoped_callback_timer timer([scene](double time) { + if (scene->update_stats) { + scene->update_stats->camera.times.add_entry({"update", time}); + } + }); + + /* Full viewport to camera border in the viewport. */ + Transform fulltoborder = transform_from_viewplane(viewport_camera_border); + Transform bordertofull = transform_inverse(fulltoborder); + + /* NDC to raster. */ + Transform ndctoraster = transform_scale(width, height, 1.0f) * bordertofull; + Transform full_ndctoraster = transform_scale(full_width, full_height, 1.0f) * bordertofull; + + /* Raster to screen. */ + Transform screentondc = fulltoborder * transform_from_viewplane(viewplane); + + Transform screentoraster = ndctoraster * screentondc; + Transform rastertoscreen = transform_inverse(screentoraster); + Transform full_screentoraster = full_ndctoraster * screentondc; + Transform full_rastertoscreen = transform_inverse(full_screentoraster); + + /* Screen to camera. */ + ProjectionTransform cameratoscreen; + if (camera_type == CAMERA_PERSPECTIVE) + cameratoscreen = projection_perspective(fov, nearclip, farclip); + else if (camera_type == CAMERA_ORTHOGRAPHIC) + cameratoscreen = projection_orthographic(nearclip, farclip); + else + cameratoscreen = projection_identity(); + + ProjectionTransform screentocamera = projection_inverse(cameratoscreen); + + rastertocamera = screentocamera * rastertoscreen; + full_rastertocamera = screentocamera * full_rastertoscreen; + cameratoraster = screentoraster * cameratoscreen; + + cameratoworld = matrix; + screentoworld = cameratoworld * screentocamera; + rastertoworld = cameratoworld * rastertocamera; + ndctoworld = rastertoworld * ndctoraster; + + /* note we recompose matrices instead of taking inverses of the above, this + * is needed to avoid inverting near degenerate matrices that happen due to + * precision issues with large scenes */ + worldtocamera = transform_inverse(matrix); + worldtoscreen = cameratoscreen * worldtocamera; + worldtondc = screentondc * worldtoscreen; + worldtoraster = ndctoraster * worldtondc; + + /* differentials */ + if (camera_type == CAMERA_ORTHOGRAPHIC) { + dx = transform_perspective_direction(&rastertocamera, make_float3(1, 0, 0)); + dy = transform_perspective_direction(&rastertocamera, make_float3(0, 1, 0)); + full_dx = transform_perspective_direction(&full_rastertocamera, make_float3(1, 0, 0)); + full_dy = transform_perspective_direction(&full_rastertocamera, make_float3(0, 1, 0)); + } + else if (camera_type == CAMERA_PERSPECTIVE) { + dx = transform_perspective(&rastertocamera, make_float3(1, 0, 0)) - + transform_perspective(&rastertocamera, make_float3(0, 0, 0)); + dy = transform_perspective(&rastertocamera, make_float3(0, 1, 0)) - + transform_perspective(&rastertocamera, make_float3(0, 0, 0)); + full_dx = transform_perspective(&full_rastertocamera, make_float3(1, 0, 0)) - + transform_perspective(&full_rastertocamera, make_float3(0, 0, 0)); + full_dy = transform_perspective(&full_rastertocamera, make_float3(0, 1, 0)) - + transform_perspective(&full_rastertocamera, make_float3(0, 0, 0)); + } + else { + dx = zero_float3(); + dy = zero_float3(); + } + + dx = transform_direction(&cameratoworld, dx); + dy = transform_direction(&cameratoworld, dy); + full_dx = transform_direction(&cameratoworld, full_dx); + full_dy = transform_direction(&cameratoworld, full_dy); + + if (camera_type == CAMERA_PERSPECTIVE) { + float3 v = transform_perspective(&full_rastertocamera, + make_float3(full_width, full_height, 1.0f)); + frustum_right_normal = normalize(make_float3(v.z, 0.0f, -v.x)); + frustum_top_normal = normalize(make_float3(0.0f, v.z, -v.y)); + + v = transform_perspective(&full_rastertocamera, make_float3(0.0f, 0.0f, 1.0f)); + frustum_left_normal = normalize(make_float3(-v.z, 0.0f, v.x)); + frustum_bottom_normal = normalize(make_float3(0.0f, -v.z, v.y)); + } + + /* Compute kernel camera data. */ + KernelCamera *kcam = &kernel_camera; + + /* store matrices */ + kcam->screentoworld = screentoworld; + kcam->rastertoworld = rastertoworld; + kcam->rastertocamera = rastertocamera; + kcam->cameratoworld = cameratoworld; + kcam->worldtocamera = worldtocamera; + kcam->worldtoscreen = worldtoscreen; + kcam->worldtoraster = worldtoraster; + kcam->worldtondc = worldtondc; + kcam->ndctoworld = ndctoworld; + + /* camera motion */ + kcam->num_motion_steps = 0; + kcam->have_perspective_motion = 0; + kernel_camera_motion.clear(); + + /* Test if any of the transforms are actually different. */ + bool have_motion = false; + for (size_t i = 0; i < motion.size(); i++) { + have_motion = have_motion || motion[i] != matrix; + } + + if (need_motion == Scene::MOTION_PASS) { + /* TODO(sergey): Support perspective (zoom, fov) motion. */ + if (camera_type == CAMERA_PANORAMA) { + if (have_motion) { + kcam->motion_pass_pre = transform_inverse(motion[0]); + kcam->motion_pass_post = transform_inverse(motion[motion.size() - 1]); + } + else { + kcam->motion_pass_pre = kcam->worldtocamera; + kcam->motion_pass_post = kcam->worldtocamera; + } + } + else { + if (have_motion) { + kcam->perspective_pre = cameratoraster * transform_inverse(motion[0]); + kcam->perspective_post = cameratoraster * transform_inverse(motion[motion.size() - 1]); + } + else { + kcam->perspective_pre = worldtoraster; + kcam->perspective_post = worldtoraster; + } + } + } + else if (need_motion == Scene::MOTION_BLUR) { + if (have_motion) { + kernel_camera_motion.resize(motion.size()); + transform_motion_decompose(kernel_camera_motion.data(), motion.data(), motion.size()); + kcam->num_motion_steps = motion.size(); + } + + /* TODO(sergey): Support other types of camera. */ + if (use_perspective_motion && camera_type == CAMERA_PERSPECTIVE) { + /* TODO(sergey): Move to an utility function and de-duplicate with + * calculation above. + */ + ProjectionTransform screentocamera_pre = projection_inverse( + projection_perspective(fov_pre, nearclip, farclip)); + ProjectionTransform screentocamera_post = projection_inverse( + projection_perspective(fov_post, nearclip, farclip)); + + kcam->perspective_pre = screentocamera_pre * rastertoscreen; + kcam->perspective_post = screentocamera_post * rastertoscreen; + kcam->have_perspective_motion = 1; + } + } + + /* depth of field */ + kcam->aperturesize = aperturesize; + kcam->focaldistance = focaldistance; + kcam->blades = (blades < 3) ? 0.0f : blades; + kcam->bladesrotation = bladesrotation; + + /* motion blur */ + kcam->shuttertime = (need_motion == Scene::MOTION_BLUR) ? shuttertime : -1.0f; + + /* type */ + kcam->type = camera_type; + + /* anamorphic lens bokeh */ + kcam->inv_aperture_ratio = 1.0f / aperture_ratio; + + /* panorama */ + kcam->panorama_type = panorama_type; + kcam->fisheye_fov = fisheye_fov; + kcam->fisheye_lens = fisheye_lens; + kcam->equirectangular_range = make_float4(longitude_min - longitude_max, + -longitude_min, + latitude_min - latitude_max, + -latitude_min + M_PI_2_F); + + switch (stereo_eye) { + case STEREO_LEFT: + kcam->interocular_offset = -interocular_distance * 0.5f; + break; + case STEREO_RIGHT: + kcam->interocular_offset = interocular_distance * 0.5f; + break; + case STEREO_NONE: + default: + kcam->interocular_offset = 0.0f; + break; + } + + kcam->convergence_distance = convergence_distance; + if (use_pole_merge) { + kcam->pole_merge_angle_from = pole_merge_angle_from; + kcam->pole_merge_angle_to = pole_merge_angle_to; + } + else { + kcam->pole_merge_angle_from = -1.0f; + kcam->pole_merge_angle_to = -1.0f; + } + + /* sensor size */ + kcam->sensorwidth = sensorwidth; + kcam->sensorheight = sensorheight; + + /* render size */ + kcam->width = width; + kcam->height = height; + + /* store differentials */ + kcam->dx = float3_to_float4(dx); + kcam->dy = float3_to_float4(dy); + + /* clipping */ + kcam->nearclip = nearclip; + kcam->cliplength = (farclip == FLT_MAX) ? FLT_MAX : farclip - nearclip; + + /* Camera in volume. */ + kcam->is_inside_volume = 0; + + /* Rolling shutter effect */ + kcam->rolling_shutter_type = rolling_shutter_type; + kcam->rolling_shutter_duration = rolling_shutter_duration; + + /* Set further update flags */ + clear_modified(); + need_device_update = true; + need_flags_update = true; + previous_need_motion = need_motion; +} + +void Camera::device_update(Device * /* device */, DeviceScene *dscene, Scene *scene) +{ + update(scene); + + if (!need_device_update) + return; + + scoped_callback_timer timer([scene](double time) { + if (scene->update_stats) { + scene->update_stats->camera.times.add_entry({"device_update", time}); + } + }); + + scene->lookup_tables->remove_table(&shutter_table_offset); + if (kernel_camera.shuttertime != -1.0f) { + vector shutter_table; + util_cdf_inverted(SHUTTER_TABLE_SIZE, + 0.0f, + 1.0f, + function_bind(shutter_curve_eval, _1, shutter_curve), + false, + shutter_table); + shutter_table_offset = scene->lookup_tables->add_table(dscene, shutter_table); + kernel_camera.shutter_table_offset = (int)shutter_table_offset; + } + + dscene->data.cam = kernel_camera; + + size_t num_motion_steps = kernel_camera_motion.size(); + if (num_motion_steps) { + DecomposedTransform *camera_motion = dscene->camera_motion.alloc(num_motion_steps); + memcpy(camera_motion, kernel_camera_motion.data(), sizeof(*camera_motion) * num_motion_steps); + dscene->camera_motion.copy_to_device(); + } + else { + dscene->camera_motion.free(); + } +} + +void Camera::device_update_volume(Device * /*device*/, DeviceScene *dscene, Scene *scene) +{ + if (!need_device_update && !need_flags_update) { + return; + } + + KernelIntegrator *kintegrator = &dscene->data.integrator; + if (kintegrator->use_volumes) { + KernelCamera *kcam = &dscene->data.cam; + BoundBox viewplane_boundbox = viewplane_bounds_get(); + + /* Parallel object update, with grain size to avoid too much threading overhead + * for individual objects. */ + static const int OBJECTS_PER_TASK = 32; + parallel_for(blocked_range(0, scene->objects.size(), OBJECTS_PER_TASK), + [&](const blocked_range &r) { + for (size_t i = r.begin(); i != r.end(); i++) { + Object *object = scene->objects[i]; + if (object->get_geometry()->has_volume && + viewplane_boundbox.intersects(object->bounds)) { + /* TODO(sergey): Consider adding more grained check. */ + VLOG(1) << "Detected camera inside volume."; + kcam->is_inside_volume = 1; + parallel_for_cancel(); + break; + } + } + }); + + if (!kcam->is_inside_volume) { + VLOG(1) << "Camera is outside of the volume."; + } + } + + need_device_update = false; + need_flags_update = false; +} + +void Camera::device_free(Device * /*device*/, DeviceScene *dscene, Scene *scene) +{ + scene->lookup_tables->remove_table(&shutter_table_offset); + dscene->camera_motion.free(); +} + +float3 Camera::transform_raster_to_world(float raster_x, float raster_y) +{ + float3 D, P; + if (camera_type == CAMERA_PERSPECTIVE) { + D = transform_perspective(&rastertocamera, make_float3(raster_x, raster_y, 0.0f)); + float3 Pclip = normalize(D); + P = zero_float3(); + /* TODO(sergey): Aperture support? */ + P = transform_point(&cameratoworld, P); + D = normalize(transform_direction(&cameratoworld, D)); + /* TODO(sergey): Clipping is conditional in kernel, and hence it could + * be mistakes in here, currently leading to wrong camera-in-volume + * detection. + */ + P += nearclip * D / Pclip.z; + } + else if (camera_type == CAMERA_ORTHOGRAPHIC) { + D = make_float3(0.0f, 0.0f, 1.0f); + /* TODO(sergey): Aperture support? */ + P = transform_perspective(&rastertocamera, make_float3(raster_x, raster_y, 0.0f)); + P = transform_point(&cameratoworld, P); + D = normalize(transform_direction(&cameratoworld, D)); + } + else { + assert(!"unsupported camera type"); + } + return P; +} + +BoundBox Camera::viewplane_bounds_get() +{ + /* TODO(sergey): This is all rather stupid, but is there a way to perform + * checks we need in a more clear and smart fashion? */ + BoundBox bounds = BoundBox::empty; + + if (camera_type == CAMERA_PANORAMA) { + if (use_spherical_stereo == false) { + bounds.grow(make_float3(cameratoworld.x.w, cameratoworld.y.w, cameratoworld.z.w)); + } + else { + float half_eye_distance = interocular_distance * 0.5f; + + bounds.grow(make_float3( + cameratoworld.x.w + half_eye_distance, cameratoworld.y.w, cameratoworld.z.w)); + + bounds.grow(make_float3( + cameratoworld.z.w, cameratoworld.y.w + half_eye_distance, cameratoworld.z.w)); + + bounds.grow(make_float3( + cameratoworld.x.w - half_eye_distance, cameratoworld.y.w, cameratoworld.z.w)); + + bounds.grow(make_float3( + cameratoworld.x.w, cameratoworld.y.w - half_eye_distance, cameratoworld.z.w)); + } + } + else { + bounds.grow(transform_raster_to_world(0.0f, 0.0f)); + bounds.grow(transform_raster_to_world(0.0f, (float)height)); + bounds.grow(transform_raster_to_world((float)width, (float)height)); + bounds.grow(transform_raster_to_world((float)width, 0.0f)); + if (camera_type == CAMERA_PERSPECTIVE) { + /* Center point has the most distance in local Z axis, + * use it to construct bounding box/ + */ + bounds.grow(transform_raster_to_world(0.5f * width, 0.5f * height)); + } + } + return bounds; +} + +float Camera::world_to_raster_size(float3 P) +{ + float res = 1.0f; + + if (camera_type == CAMERA_ORTHOGRAPHIC) { + res = min(len(full_dx), len(full_dy)); + + if (offscreen_dicing_scale > 1.0f) { + float3 p = transform_point(&worldtocamera, P); + float3 v1 = transform_perspective(&full_rastertocamera, + make_float3(full_width, full_height, 0.0f)); + float3 v2 = transform_perspective(&full_rastertocamera, zero_float3()); + + /* Create point clamped to frustum */ + float3 c; + c.x = max(v2.x, min(v1.x, p.x)); + c.y = max(v2.y, min(v1.y, p.y)); + c.z = max(0.0f, p.z); + + /* Check right side */ + float f_dist = len(p - c) / sqrtf((v1.x * v1.x + v1.y * v1.y) * 0.5f); + if (f_dist < 0.0f) { + /* Check left side */ + f_dist = len(p - c) / sqrtf((v2.x * v2.x + v2.y * v2.y) * 0.5f); + } + if (f_dist > 0.0f) { + res += res * f_dist * (offscreen_dicing_scale - 1.0f); + } + } + } + else if (camera_type == CAMERA_PERSPECTIVE) { + /* Calculate as if point is directly ahead of the camera. */ + float3 raster = make_float3(0.5f * full_width, 0.5f * full_height, 0.0f); + float3 Pcamera = transform_perspective(&full_rastertocamera, raster); + + /* dDdx */ + float3 Ddiff = transform_direction(&cameratoworld, Pcamera); + float3 dx = len_squared(full_dx) < len_squared(full_dy) ? full_dx : full_dy; + float3 dDdx = normalize(Ddiff + dx) - normalize(Ddiff); + + /* dPdx */ + float dist = len(transform_point(&worldtocamera, P)); + float3 D = normalize(Ddiff); + res = len(dist * dDdx - dot(dist * dDdx, D) * D); + + /* Decent approx distance to frustum + * (doesn't handle corners correctly, but not that big of a deal) */ + float f_dist = 0.0f; + + if (offscreen_dicing_scale > 1.0f) { + float3 p = transform_point(&worldtocamera, P); + + /* Distance from the four planes */ + float r = dot(p, frustum_right_normal); + float t = dot(p, frustum_top_normal); + float l = dot(p, frustum_left_normal); + float b = dot(p, frustum_bottom_normal); + + if (r <= 0.0f && l <= 0.0f && t <= 0.0f && b <= 0.0f) { + /* Point is inside frustum */ + f_dist = 0.0f; + } + else if (r > 0.0f && l > 0.0f && t > 0.0f && b > 0.0f) { + /* Point is behind frustum */ + f_dist = len(p); + } + else { + /* Point may be behind or off to the side, need to check */ + float3 along_right = make_float3(-frustum_right_normal.z, 0.0f, frustum_right_normal.x); + float3 along_left = make_float3(frustum_left_normal.z, 0.0f, -frustum_left_normal.x); + float3 along_top = make_float3(0.0f, -frustum_top_normal.z, frustum_top_normal.y); + float3 along_bottom = make_float3(0.0f, frustum_bottom_normal.z, -frustum_bottom_normal.y); + + float dist[] = {r, l, t, b}; + float3 along[] = {along_right, along_left, along_top, along_bottom}; + + bool test_o = false; + + float *d = dist; + float3 *a = along; + for (int i = 0; i < 4; i++, d++, a++) { + /* Test if we should check this side at all */ + if (*d > 0.0f) { + if (dot(p, *a) >= 0.0f) { + /* We are in front of the back edge of this side of the frustum */ + f_dist = max(f_dist, *d); + } + else { + /* Possibly far enough behind the frustum to use distance to origin instead of edge + */ + test_o = true; + } + } + } + + if (test_o) { + f_dist = (f_dist > 0) ? min(f_dist, len(p)) : len(p); + } + } + + if (f_dist > 0.0f) { + res += len(dDdx - dot(dDdx, D) * D) * f_dist * (offscreen_dicing_scale - 1.0f); + } + } + } + else if (camera_type == CAMERA_PANORAMA) { + float3 D = transform_point(&worldtocamera, P); + float dist = len(D); + + Ray ray; + memset(&ray, 0, sizeof(ray)); + + /* Distortion can become so great that the results become meaningless, there + * may be a better way to do this, but calculating differentials from the + * point directly ahead seems to produce good enough results. */ +#if 0 + float2 dir = direction_to_panorama(&kernel_camera, kernel_camera_motion.data(), normalize(D)); + float3 raster = transform_perspective(&full_cameratoraster, make_float3(dir.x, dir.y, 0.0f)); + + ray.t = 1.0f; + camera_sample_panorama( + &kernel_camera, kernel_camera_motion.data(), raster.x, raster.y, 0.0f, 0.0f, &ray); + if (ray.t == 0.0f) { + /* No differentials, just use from directly ahead. */ + camera_sample_panorama(&kernel_camera, + kernel_camera_motion.data(), + 0.5f * full_width, + 0.5f * full_height, + 0.0f, + 0.0f, + &ray); + } +#else + camera_sample_panorama(&kernel_camera, +# ifdef __CAMERA_MOTION__ + kernel_camera_motion.data(), +# endif + 0.5f * full_width, + 0.5f * full_height, + 0.0f, + 0.0f, + &ray); +#endif + + /* TODO: would it help to use more accurate differentials here? */ + differential3 dP; + differential_transfer_compact(&dP, ray.dP, ray.D, ray.dD, ray.D, dist); + + return max(len(dP.dx), len(dP.dy)); + } + + return res; +} + +bool Camera::use_motion() const +{ + return motion.size() > 1; +} + +void Camera::set_screen_size(int width_, int height_) +{ + if (width_ != width || height_ != height) { + width = width_; + height = height_; + tag_modified(); + } +} + +float Camera::motion_time(int step) const +{ + return (use_motion()) ? 2.0f * step / (motion.size() - 1) - 1.0f : 0.0f; +} + +int Camera::motion_step(float time) const +{ + if (use_motion()) { + for (int step = 0; step < motion.size(); step++) { + if (time == motion_time(step)) { + return step; + } + } + } + + return -1; +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/scene/camera.h b/intern/cycles/scene/camera.h new file mode 100644 index 00000000000..cb8ecac1a7e --- /dev/null +++ b/intern/cycles/scene/camera.h @@ -0,0 +1,236 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef __CAMERA_H__ +#define __CAMERA_H__ + +#include "kernel/kernel_types.h" + +#include "graph/node.h" + +#include "util/util_array.h" +#include "util/util_boundbox.h" +#include "util/util_projection.h" +#include "util/util_transform.h" +#include "util/util_types.h" + +CCL_NAMESPACE_BEGIN + +class Device; +class DeviceScene; +class Scene; + +/* Camera + * + * The camera parameters are quite standard, tested to be both compatible with + * Renderman, and Blender after remapping. + */ + +class Camera : public Node { + public: + NODE_DECLARE + + /* Specifies an offset for the shutter's time interval. */ + enum MotionPosition { + /* Shutter opens at the current frame. */ + MOTION_POSITION_START = 0, + /* Shutter is fully open at the current frame. */ + MOTION_POSITION_CENTER = 1, + /* Shutter closes at the current frame. */ + MOTION_POSITION_END = 2, + + MOTION_NUM_POSITIONS, + }; + + /* Specifies rolling shutter effect. */ + enum RollingShutterType { + /* No rolling shutter effect. */ + ROLLING_SHUTTER_NONE = 0, + /* Sensor is being scanned vertically from top to bottom. */ + ROLLING_SHUTTER_TOP = 1, + + ROLLING_SHUTTER_NUM_TYPES, + }; + + /* Stereo Type */ + enum StereoEye { + STEREO_NONE, + STEREO_LEFT, + STEREO_RIGHT, + }; + + /* motion blur */ + NODE_SOCKET_API(float, shuttertime) + NODE_SOCKET_API(MotionPosition, motion_position) + NODE_SOCKET_API_ARRAY(array, shutter_curve) + size_t shutter_table_offset; + + /* ** Rolling shutter effect. ** */ + /* Defines rolling shutter effect type. */ + NODE_SOCKET_API(RollingShutterType, rolling_shutter_type) + /* Specifies exposure time of scan-lines when using + * rolling shutter effect. + */ + NODE_SOCKET_API(float, rolling_shutter_duration) + + /* depth of field */ + NODE_SOCKET_API(float, focaldistance) + NODE_SOCKET_API(float, aperturesize) + NODE_SOCKET_API(uint, blades) + NODE_SOCKET_API(float, bladesrotation) + + /* type */ + NODE_SOCKET_API(CameraType, camera_type) + NODE_SOCKET_API(float, fov) + + /* panorama */ + NODE_SOCKET_API(PanoramaType, panorama_type) + NODE_SOCKET_API(float, fisheye_fov) + NODE_SOCKET_API(float, fisheye_lens) + NODE_SOCKET_API(float, latitude_min) + NODE_SOCKET_API(float, latitude_max) + NODE_SOCKET_API(float, longitude_min) + NODE_SOCKET_API(float, longitude_max) + + /* panorama stereo */ + NODE_SOCKET_API(StereoEye, stereo_eye) + NODE_SOCKET_API(bool, use_spherical_stereo) + NODE_SOCKET_API(float, interocular_distance) + NODE_SOCKET_API(float, convergence_distance) + NODE_SOCKET_API(bool, use_pole_merge) + NODE_SOCKET_API(float, pole_merge_angle_from) + NODE_SOCKET_API(float, pole_merge_angle_to) + + /* anamorphic lens bokeh */ + NODE_SOCKET_API(float, aperture_ratio) + + /* sensor */ + NODE_SOCKET_API(float, sensorwidth) + NODE_SOCKET_API(float, sensorheight) + + /* clipping */ + NODE_SOCKET_API(float, nearclip) + NODE_SOCKET_API(float, farclip) + + /* screen */ + BoundBox2D viewplane; + NODE_SOCKET_API_STRUCT_MEMBER(float, viewplane, left) + NODE_SOCKET_API_STRUCT_MEMBER(float, viewplane, right) + NODE_SOCKET_API_STRUCT_MEMBER(float, viewplane, bottom) + NODE_SOCKET_API_STRUCT_MEMBER(float, viewplane, top) + + /* width and height change during preview, so we need these for calculating dice rates. */ + NODE_SOCKET_API(int, full_width) + NODE_SOCKET_API(int, full_height) + /* controls how fast the dicing rate falls off for geometry out side of view */ + NODE_SOCKET_API(float, offscreen_dicing_scale) + + /* border */ + BoundBox2D border; + NODE_SOCKET_API_STRUCT_MEMBER(float, border, left) + NODE_SOCKET_API_STRUCT_MEMBER(float, border, right) + NODE_SOCKET_API_STRUCT_MEMBER(float, border, bottom) + NODE_SOCKET_API_STRUCT_MEMBER(float, border, top) + + BoundBox2D viewport_camera_border; + NODE_SOCKET_API_STRUCT_MEMBER(float, viewport_camera_border, left) + NODE_SOCKET_API_STRUCT_MEMBER(float, viewport_camera_border, right) + NODE_SOCKET_API_STRUCT_MEMBER(float, viewport_camera_border, bottom) + NODE_SOCKET_API_STRUCT_MEMBER(float, viewport_camera_border, top) + + /* transformation */ + NODE_SOCKET_API(Transform, matrix) + + /* motion */ + NODE_SOCKET_API_ARRAY(array, motion) + NODE_SOCKET_API(bool, use_perspective_motion) + NODE_SOCKET_API(float, fov_pre) + NODE_SOCKET_API(float, fov_post) + + /* computed camera parameters */ + ProjectionTransform screentoworld; + ProjectionTransform rastertoworld; + ProjectionTransform ndctoworld; + Transform cameratoworld; + + ProjectionTransform worldtoraster; + ProjectionTransform worldtoscreen; + ProjectionTransform worldtondc; + Transform worldtocamera; + + ProjectionTransform rastertocamera; + ProjectionTransform cameratoraster; + + ProjectionTransform full_rastertocamera; + + float3 dx; + float3 dy; + + float3 full_dx; + float3 full_dy; + + float3 frustum_right_normal; + float3 frustum_top_normal; + float3 frustum_left_normal; + float3 frustum_bottom_normal; + + /* update */ + bool need_device_update; + bool need_flags_update; + int previous_need_motion; + + /* Kernel camera data, copied here for dicing. */ + KernelCamera kernel_camera; + array kernel_camera_motion; + + private: + int width; + int height; + + public: + /* functions */ + Camera(); + ~Camera(); + + void compute_auto_viewplane(); + + void update(Scene *scene); + + void device_update(Device *device, DeviceScene *dscene, Scene *scene); + void device_update_volume(Device *device, DeviceScene *dscene, Scene *scene); + void device_free(Device *device, DeviceScene *dscene, Scene *scene); + + /* Public utility functions. */ + BoundBox viewplane_bounds_get(); + + /* Calculates the width of a pixel at point in world space. */ + float world_to_raster_size(float3 P); + + /* Motion blur. */ + float motion_time(int step) const; + int motion_step(float time) const; + bool use_motion() const; + + void set_screen_size(int width_, int height_); + + private: + /* Private utility functions. */ + float3 transform_raster_to_world(float raster_x, float raster_y); +}; + +CCL_NAMESPACE_END + +#endif /* __CAMERA_H__ */ diff --git a/intern/cycles/scene/colorspace.cpp b/intern/cycles/scene/colorspace.cpp new file mode 100644 index 00000000000..8584a6f5dd7 --- /dev/null +++ b/intern/cycles/scene/colorspace.cpp @@ -0,0 +1,398 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "scene/colorspace.h" + +#include "util/util_color.h" +#include "util/util_half.h" +#include "util/util_image.h" +#include "util/util_logging.h" +#include "util/util_math.h" +#include "util/util_thread.h" +#include "util/util_vector.h" + +#ifdef WITH_OCIO +# include +namespace OCIO = OCIO_NAMESPACE; +#endif + +CCL_NAMESPACE_BEGIN + +/* Builtin colorspaces. */ +ustring u_colorspace_auto; +ustring u_colorspace_raw("__builtin_raw"); +ustring u_colorspace_srgb("__builtin_srgb"); + +/* Cached data. */ +#ifdef WITH_OCIO +static thread_mutex cache_colorspaces_mutex; +static thread_mutex cache_processors_mutex; +static unordered_map cached_colorspaces; +static unordered_map cached_processors; +#endif + +ColorSpaceProcessor *ColorSpaceManager::get_processor(ustring colorspace) +{ +#ifdef WITH_OCIO + /* Only use this for OpenColorIO color spaces, not the builtin ones. */ + assert(colorspace != u_colorspace_srgb && colorspace != u_colorspace_auto); + + if (colorspace == u_colorspace_raw) { + return NULL; + } + + OCIO::ConstConfigRcPtr config = OCIO::GetCurrentConfig(); + if (!config) { + return NULL; + } + + /* Cache processor until free_memory(), memory overhead is expected to be + * small and the processor is likely to be reused. */ + thread_scoped_lock cache_processors_lock(cache_processors_mutex); + if (cached_processors.find(colorspace) == cached_processors.end()) { + try { + cached_processors[colorspace] = config->getProcessor(colorspace.c_str(), "scene_linear"); + } + catch (OCIO::Exception &exception) { + cached_processors[colorspace] = OCIO::ConstProcessorRcPtr(); + VLOG(1) << "Colorspace " << colorspace.c_str() + << " can't be converted to scene_linear: " << exception.what(); + } + } + + const OCIO::Processor *processor = cached_processors[colorspace].get(); + return (ColorSpaceProcessor *)processor; +#else + /* No OpenColorIO. */ + (void)colorspace; + return NULL; +#endif +} + +bool ColorSpaceManager::colorspace_is_data(ustring colorspace) +{ + if (colorspace == u_colorspace_auto || colorspace == u_colorspace_raw || + colorspace == u_colorspace_srgb) { + return false; + } + +#ifdef WITH_OCIO + OCIO::ConstConfigRcPtr config = OCIO::GetCurrentConfig(); + if (!config) { + return false; + } + + try { + OCIO::ConstColorSpaceRcPtr space = config->getColorSpace(colorspace.c_str()); + return space && space->isData(); + } + catch (OCIO::Exception &) { + return false; + } +#else + return false; +#endif +} + +ustring ColorSpaceManager::detect_known_colorspace(ustring colorspace, + const char *file_format, + bool is_float) +{ + if (colorspace == u_colorspace_auto) { + /* Auto detect sRGB or raw if none specified. */ + if (is_float) { + bool srgb = (colorspace == "sRGB" || colorspace == "GammaCorrected" || + (colorspace.empty() && + (strcmp(file_format, "png") == 0 || strcmp(file_format, "tiff") == 0 || + strcmp(file_format, "dpx") == 0 || strcmp(file_format, "jpeg2000") == 0))); + return srgb ? u_colorspace_srgb : u_colorspace_raw; + } + else { + return u_colorspace_srgb; + } + } + else if (colorspace == u_colorspace_srgb || colorspace == u_colorspace_raw) { + /* Builtin colorspaces. */ + return colorspace; + } + else { + /* Use OpenColorIO. */ +#ifdef WITH_OCIO + { + thread_scoped_lock cache_lock(cache_colorspaces_mutex); + /* Cached lookup. */ + if (cached_colorspaces.find(colorspace) != cached_colorspaces.end()) { + return cached_colorspaces[colorspace]; + } + } + + /* Detect if it matches a simple builtin colorspace. */ + bool is_scene_linear, is_srgb; + is_builtin_colorspace(colorspace, is_scene_linear, is_srgb); + + thread_scoped_lock cache_lock(cache_colorspaces_mutex); + if (is_scene_linear) { + VLOG(1) << "Colorspace " << colorspace.string() << " is no-op"; + cached_colorspaces[colorspace] = u_colorspace_raw; + return u_colorspace_raw; + } + else if (is_srgb) { + VLOG(1) << "Colorspace " << colorspace.string() << " is sRGB"; + cached_colorspaces[colorspace] = u_colorspace_srgb; + return u_colorspace_srgb; + } + + /* Verify if we can convert from the requested color space. */ + if (!get_processor(colorspace)) { + OCIO::ConstConfigRcPtr config = OCIO::GetCurrentConfig(); + if (!config || !config->getColorSpace(colorspace.c_str())) { + VLOG(1) << "Colorspace " << colorspace.c_str() << " not found, using raw instead"; + } + else { + VLOG(1) << "Colorspace " << colorspace.c_str() + << " can't be converted to scene_linear, using raw instead"; + } + cached_colorspaces[colorspace] = u_colorspace_raw; + return u_colorspace_raw; + } + + /* Convert to/from colorspace with OpenColorIO. */ + VLOG(1) << "Colorspace " << colorspace.string() << " handled through OpenColorIO"; + cached_colorspaces[colorspace] = colorspace; + return colorspace; +#else + VLOG(1) << "Colorspace " << colorspace.c_str() << " not available, built without OpenColorIO"; + return u_colorspace_raw; +#endif + } +} + +void ColorSpaceManager::is_builtin_colorspace(ustring colorspace, + bool &is_scene_linear, + bool &is_srgb) +{ +#ifdef WITH_OCIO + const OCIO::Processor *processor = (const OCIO::Processor *)get_processor(colorspace); + if (!processor) { + is_scene_linear = false; + is_srgb = false; + return; + } + + OCIO::ConstCPUProcessorRcPtr device_processor = processor->getDefaultCPUProcessor(); + is_scene_linear = true; + is_srgb = true; + for (int i = 0; i < 256; i++) { + float v = i / 255.0f; + + float cR[3] = {v, 0, 0}; + float cG[3] = {0, v, 0}; + float cB[3] = {0, 0, v}; + float cW[3] = {v, v, v}; + device_processor->applyRGB(cR); + device_processor->applyRGB(cG); + device_processor->applyRGB(cB); + device_processor->applyRGB(cW); + + /* Make sure that there is no channel crosstalk. */ + if (fabsf(cR[1]) > 1e-5f || fabsf(cR[2]) > 1e-5f || fabsf(cG[0]) > 1e-5f || + fabsf(cG[2]) > 1e-5f || fabsf(cB[0]) > 1e-5f || fabsf(cB[1]) > 1e-5f) { + is_scene_linear = false; + is_srgb = false; + break; + } + /* Make sure that the three primaries combine linearly. */ + if (!compare_floats(cR[0], cW[0], 1e-6f, 64) || !compare_floats(cG[1], cW[1], 1e-6f, 64) || + !compare_floats(cB[2], cW[2], 1e-6f, 64)) { + is_scene_linear = false; + is_srgb = false; + break; + } + /* Make sure that the three channels behave identically. */ + if (!compare_floats(cW[0], cW[1], 1e-6f, 64) || !compare_floats(cW[1], cW[2], 1e-6f, 64)) { + is_scene_linear = false; + is_srgb = false; + break; + } + + float out_v = average(make_float3(cW[0], cW[1], cW[2])); + if (!compare_floats(v, out_v, 1e-6f, 64)) { + is_scene_linear = false; + } + if (!compare_floats(color_srgb_to_linear(v), out_v, 1e-6f, 64)) { + is_srgb = false; + } + } +#else + (void)colorspace; + is_scene_linear = false; + is_srgb = false; +#endif +} + +#ifdef WITH_OCIO + +template inline float4 cast_to_float4(T *data) +{ + return make_float4(util_image_cast_to_float(data[0]), + util_image_cast_to_float(data[1]), + util_image_cast_to_float(data[2]), + util_image_cast_to_float(data[3])); +} + +template inline void cast_from_float4(T *data, float4 value) +{ + data[0] = util_image_cast_from_float(value.x); + data[1] = util_image_cast_from_float(value.y); + data[2] = util_image_cast_from_float(value.z); + data[3] = util_image_cast_from_float(value.w); +} + +/* Slower versions for other all data types, which needs to convert to float and back. */ +template +inline void processor_apply_pixels(const OCIO::Processor *processor, T *pixels, size_t num_pixels) +{ + /* TODO: implement faster version for when we know the conversion + * is a simple matrix transform between linear spaces. In that case + * un-premultiply is not needed. */ + OCIO::ConstCPUProcessorRcPtr device_processor = processor->getDefaultCPUProcessor(); + + /* Process large images in chunks to keep temporary memory requirement down. */ + const size_t chunk_size = std::min((size_t)(16 * 1024 * 1024), num_pixels); + vector float_pixels(chunk_size); + + for (size_t j = 0; j < num_pixels; j += chunk_size) { + size_t width = std::min(chunk_size, num_pixels - j); + + for (size_t i = 0; i < width; i++) { + float4 value = cast_to_float4(pixels + 4 * (j + i)); + + if (!(value.w <= 0.0f || value.w == 1.0f)) { + float inv_alpha = 1.0f / value.w; + value.x *= inv_alpha; + value.y *= inv_alpha; + value.z *= inv_alpha; + } + + float_pixels[i] = value; + } + + OCIO::PackedImageDesc desc((float *)float_pixels.data(), width, 1, 4); + device_processor->apply(desc); + + for (size_t i = 0; i < width; i++) { + float4 value = float_pixels[i]; + + if (compress_as_srgb) { + value = color_linear_to_srgb_v4(value); + } + + if (!(value.w <= 0.0f || value.w == 1.0f)) { + value.x *= value.w; + value.y *= value.w; + value.z *= value.w; + } + + cast_from_float4(pixels + 4 * (j + i), value); + } + } +} +#endif + +template +void ColorSpaceManager::to_scene_linear(ustring colorspace, + T *pixels, + size_t num_pixels, + bool compress_as_srgb) +{ +#ifdef WITH_OCIO + const OCIO::Processor *processor = (const OCIO::Processor *)get_processor(colorspace); + + if (processor) { + if (compress_as_srgb) { + /* Compress output as sRGB. */ + processor_apply_pixels(processor, pixels, num_pixels); + } + else { + /* Write output as scene linear directly. */ + processor_apply_pixels(processor, pixels, num_pixels); + } + } +#else + (void)colorspace; + (void)pixels; + (void)num_pixels; + (void)compress_as_srgb; +#endif +} + +void ColorSpaceManager::to_scene_linear(ColorSpaceProcessor *processor_, + float *pixel, + int channels) +{ +#ifdef WITH_OCIO + const OCIO::Processor *processor = (const OCIO::Processor *)processor_; + + if (processor) { + OCIO::ConstCPUProcessorRcPtr device_processor = processor->getDefaultCPUProcessor(); + if (channels == 3) { + device_processor->applyRGB(pixel); + } + else if (channels == 4) { + if (pixel[3] == 1.0f || pixel[3] == 0.0f) { + /* Fast path for RGBA. */ + device_processor->applyRGB(pixel); + } + else { + /* Un-associate and associate alpha since color management should not + * be affected by transparency. */ + float alpha = pixel[3]; + float inv_alpha = 1.0f / alpha; + + pixel[0] *= inv_alpha; + pixel[1] *= inv_alpha; + pixel[2] *= inv_alpha; + + device_processor->applyRGB(pixel); + + pixel[0] *= alpha; + pixel[1] *= alpha; + pixel[2] *= alpha; + } + } + } +#else + (void)processor_; + (void)pixel; + (void)channels; +#endif +} + +void ColorSpaceManager::free_memory() +{ +#ifdef WITH_OCIO + map_free_memory(cached_colorspaces); + map_free_memory(cached_processors); +#endif +} + +/* Template instantiations so we don't have to inline functions. */ +template void ColorSpaceManager::to_scene_linear(ustring, uchar *, size_t, bool); +template void ColorSpaceManager::to_scene_linear(ustring, ushort *, size_t, bool); +template void ColorSpaceManager::to_scene_linear(ustring, half *, size_t, bool); +template void ColorSpaceManager::to_scene_linear(ustring, float *, size_t, bool); + +CCL_NAMESPACE_END diff --git a/intern/cycles/scene/colorspace.h b/intern/cycles/scene/colorspace.h new file mode 100644 index 00000000000..51d0b121cc0 --- /dev/null +++ b/intern/cycles/scene/colorspace.h @@ -0,0 +1,66 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef __COLORSPACE_H__ +#define __COLORSPACE_H__ + +#include "util/util_map.h" +#include "util/util_param.h" + +CCL_NAMESPACE_BEGIN + +extern ustring u_colorspace_auto; +extern ustring u_colorspace_raw; +extern ustring u_colorspace_srgb; + +class ColorSpaceProcessor; + +class ColorSpaceManager { + public: + /* Convert used specified colorspace to a colorspace that we are able to + * convert to and from. If the colorspace is u_colorspace_auto, we auto + * detect a colospace. */ + static ustring detect_known_colorspace(ustring colorspace, + const char *file_format, + bool is_float); + + /* Test if colorspace is for non-color data. */ + static bool colorspace_is_data(ustring colorspace); + + /* Convert pixels in the specified colorspace to scene linear color for + * rendering. Must be a colorspace returned from detect_known_colorspace. */ + template + static void to_scene_linear(ustring colorspace, + T *pixels, + size_t num_pixels, + bool compress_as_srgb); + + /* Efficiently convert pixels to scene linear colorspace at render time, + * for OSL where the image texture cache contains original pixels. The + * handle is valid for the lifetime of the application. */ + static ColorSpaceProcessor *get_processor(ustring colorspace); + static void to_scene_linear(ColorSpaceProcessor *processor, float *pixel, int channels); + + /* Clear memory when the application exits. Invalidates all processors. */ + static void free_memory(); + + private: + static void is_builtin_colorspace(ustring colorspace, bool &is_no_op, bool &is_srgb); +}; + +CCL_NAMESPACE_END + +#endif /* __COLORSPACE_H__ */ diff --git a/intern/cycles/scene/constant_fold.cpp b/intern/cycles/scene/constant_fold.cpp new file mode 100644 index 00000000000..b2a17198c93 --- /dev/null +++ b/intern/cycles/scene/constant_fold.cpp @@ -0,0 +1,451 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "scene/constant_fold.h" +#include "scene/shader_graph.h" + +#include "util/util_foreach.h" +#include "util/util_logging.h" + +CCL_NAMESPACE_BEGIN + +ConstantFolder::ConstantFolder(ShaderGraph *graph, + ShaderNode *node, + ShaderOutput *output, + Scene *scene) + : graph(graph), node(node), output(output), scene(scene) +{ +} + +bool ConstantFolder::all_inputs_constant() const +{ + foreach (ShaderInput *input, node->inputs) { + if (input->link) { + return false; + } + } + + return true; +} + +void ConstantFolder::make_constant(float value) const +{ + VLOG(1) << "Folding " << node->name << "::" << output->name() << " to constant (" << value + << ")."; + + foreach (ShaderInput *sock, output->links) { + sock->set(value); + sock->constant_folded_in = true; + } + + graph->disconnect(output); +} + +void ConstantFolder::make_constant(float3 value) const +{ + VLOG(1) << "Folding " << node->name << "::" << output->name() << " to constant " << value << "."; + + foreach (ShaderInput *sock, output->links) { + sock->set(value); + sock->constant_folded_in = true; + } + + graph->disconnect(output); +} + +void ConstantFolder::make_constant_clamp(float value, bool clamp) const +{ + make_constant(clamp ? saturate(value) : value); +} + +void ConstantFolder::make_constant_clamp(float3 value, bool clamp) const +{ + if (clamp) { + value.x = saturate(value.x); + value.y = saturate(value.y); + value.z = saturate(value.z); + } + + make_constant(value); +} + +void ConstantFolder::make_zero() const +{ + if (output->type() == SocketType::FLOAT) { + make_constant(0.0f); + } + else if (SocketType::is_float3(output->type())) { + make_constant(zero_float3()); + } + else { + assert(0); + } +} + +void ConstantFolder::make_one() const +{ + if (output->type() == SocketType::FLOAT) { + make_constant(1.0f); + } + else if (SocketType::is_float3(output->type())) { + make_constant(one_float3()); + } + else { + assert(0); + } +} + +void ConstantFolder::bypass(ShaderOutput *new_output) const +{ + assert(new_output); + + VLOG(1) << "Folding " << node->name << "::" << output->name() << " to socket " + << new_output->parent->name << "::" << new_output->name() << "."; + + /* Remove all outgoing links from socket and connect them to new_output instead. + * The graph->relink method affects node inputs, so it's not safe to use in constant + * folding if the node has multiple outputs and will thus be folded multiple times. */ + vector outputs = output->links; + + graph->disconnect(output); + + foreach (ShaderInput *sock, outputs) { + graph->connect(new_output, sock); + } +} + +void ConstantFolder::discard() const +{ + assert(output->type() == SocketType::CLOSURE); + + VLOG(1) << "Discarding closure " << node->name << "."; + + graph->disconnect(output); +} + +void ConstantFolder::bypass_or_discard(ShaderInput *input) const +{ + assert(input->type() == SocketType::CLOSURE); + + if (input->link) { + bypass(input->link); + } + else { + discard(); + } +} + +bool ConstantFolder::try_bypass_or_make_constant(ShaderInput *input, bool clamp) const +{ + if (input->type() != output->type()) { + return false; + } + else if (!input->link) { + if (input->type() == SocketType::FLOAT) { + make_constant_clamp(node->get_float(input->socket_type), clamp); + return true; + } + else if (SocketType::is_float3(input->type())) { + make_constant_clamp(node->get_float3(input->socket_type), clamp); + return true; + } + } + else if (!clamp) { + bypass(input->link); + return true; + } + else { + /* disconnect other inputs if we can't fully bypass due to clamp */ + foreach (ShaderInput *other, node->inputs) { + if (other != input && other->link) { + graph->disconnect(other); + } + } + } + + return false; +} + +bool ConstantFolder::is_zero(ShaderInput *input) const +{ + if (!input->link) { + if (input->type() == SocketType::FLOAT) { + return node->get_float(input->socket_type) == 0.0f; + } + else if (SocketType::is_float3(input->type())) { + return node->get_float3(input->socket_type) == zero_float3(); + } + } + + return false; +} + +bool ConstantFolder::is_one(ShaderInput *input) const +{ + if (!input->link) { + if (input->type() == SocketType::FLOAT) { + return node->get_float(input->socket_type) == 1.0f; + } + else if (SocketType::is_float3(input->type())) { + return node->get_float3(input->socket_type) == one_float3(); + } + } + + return false; +} + +/* Specific nodes */ + +void ConstantFolder::fold_mix(NodeMix type, bool clamp) const +{ + ShaderInput *fac_in = node->input("Fac"); + ShaderInput *color1_in = node->input("Color1"); + ShaderInput *color2_in = node->input("Color2"); + + float fac = saturate(node->get_float(fac_in->socket_type)); + bool fac_is_zero = !fac_in->link && fac == 0.0f; + bool fac_is_one = !fac_in->link && fac == 1.0f; + + /* remove no-op node when factor is 0.0 */ + if (fac_is_zero) { + /* note that some of the modes will clamp out of bounds values even without use_clamp */ + if (!(type == NODE_MIX_LIGHT || type == NODE_MIX_DODGE || type == NODE_MIX_BURN)) { + if (try_bypass_or_make_constant(color1_in, clamp)) { + return; + } + } + } + + switch (type) { + case NODE_MIX_BLEND: + /* remove useless mix colors nodes */ + if (color1_in->link && color2_in->link) { + if (color1_in->link == color2_in->link) { + try_bypass_or_make_constant(color1_in, clamp); + break; + } + } + else if (!color1_in->link && !color2_in->link) { + float3 color1 = node->get_float3(color1_in->socket_type); + float3 color2 = node->get_float3(color2_in->socket_type); + if (color1 == color2) { + try_bypass_or_make_constant(color1_in, clamp); + break; + } + } + /* remove no-op mix color node when factor is 1.0 */ + if (fac_is_one) { + try_bypass_or_make_constant(color2_in, clamp); + break; + } + break; + case NODE_MIX_ADD: + /* 0 + X (fac 1) == X */ + if (is_zero(color1_in) && fac_is_one) { + try_bypass_or_make_constant(color2_in, clamp); + } + /* X + 0 (fac ?) == X */ + else if (is_zero(color2_in)) { + try_bypass_or_make_constant(color1_in, clamp); + } + break; + case NODE_MIX_SUB: + /* X - 0 (fac ?) == X */ + if (is_zero(color2_in)) { + try_bypass_or_make_constant(color1_in, clamp); + } + /* X - X (fac 1) == 0 */ + else if (color1_in->link && color1_in->link == color2_in->link && fac_is_one) { + make_zero(); + } + break; + case NODE_MIX_MUL: + /* X * 1 (fac ?) == X, 1 * X (fac 1) == X */ + if (is_one(color1_in) && fac_is_one) { + try_bypass_or_make_constant(color2_in, clamp); + } + else if (is_one(color2_in)) { + try_bypass_or_make_constant(color1_in, clamp); + } + /* 0 * ? (fac ?) == 0, ? * 0 (fac 1) == 0 */ + else if (is_zero(color1_in)) { + make_zero(); + } + else if (is_zero(color2_in) && fac_is_one) { + make_zero(); + } + break; + case NODE_MIX_DIV: + /* X / 1 (fac ?) == X */ + if (is_one(color2_in)) { + try_bypass_or_make_constant(color1_in, clamp); + } + /* 0 / ? (fac ?) == 0 */ + else if (is_zero(color1_in)) { + make_zero(); + } + break; + default: + break; + } +} + +void ConstantFolder::fold_math(NodeMathType type) const +{ + ShaderInput *value1_in = node->input("Value1"); + ShaderInput *value2_in = node->input("Value2"); + + switch (type) { + case NODE_MATH_ADD: + /* X + 0 == 0 + X == X */ + if (is_zero(value1_in)) { + try_bypass_or_make_constant(value2_in); + } + else if (is_zero(value2_in)) { + try_bypass_or_make_constant(value1_in); + } + break; + case NODE_MATH_SUBTRACT: + /* X - 0 == X */ + if (is_zero(value2_in)) { + try_bypass_or_make_constant(value1_in); + } + break; + case NODE_MATH_MULTIPLY: + /* X * 1 == 1 * X == X */ + if (is_one(value1_in)) { + try_bypass_or_make_constant(value2_in); + } + else if (is_one(value2_in)) { + try_bypass_or_make_constant(value1_in); + } + /* X * 0 == 0 * X == 0 */ + else if (is_zero(value1_in) || is_zero(value2_in)) { + make_zero(); + } + break; + case NODE_MATH_DIVIDE: + /* X / 1 == X */ + if (is_one(value2_in)) { + try_bypass_or_make_constant(value1_in); + } + /* 0 / X == 0 */ + else if (is_zero(value1_in)) { + make_zero(); + } + break; + case NODE_MATH_POWER: + /* 1 ^ X == X ^ 0 == 1 */ + if (is_one(value1_in) || is_zero(value2_in)) { + make_one(); + } + /* X ^ 1 == X */ + else if (is_one(value2_in)) { + try_bypass_or_make_constant(value1_in); + } + default: + break; + } +} + +void ConstantFolder::fold_vector_math(NodeVectorMathType type) const +{ + ShaderInput *vector1_in = node->input("Vector1"); + ShaderInput *vector2_in = node->input("Vector2"); + ShaderInput *scale_in = node->input("Scale"); + + switch (type) { + case NODE_VECTOR_MATH_ADD: + /* X + 0 == 0 + X == X */ + if (is_zero(vector1_in)) { + try_bypass_or_make_constant(vector2_in); + } + else if (is_zero(vector2_in)) { + try_bypass_or_make_constant(vector1_in); + } + break; + case NODE_VECTOR_MATH_SUBTRACT: + /* X - 0 == X */ + if (is_zero(vector2_in)) { + try_bypass_or_make_constant(vector1_in); + } + break; + case NODE_VECTOR_MATH_MULTIPLY: + /* X * 0 == 0 * X == 0 */ + if (is_zero(vector1_in) || is_zero(vector2_in)) { + make_zero(); + } /* X * 1 == 1 * X == X */ + else if (is_one(vector1_in)) { + try_bypass_or_make_constant(vector2_in); + } + else if (is_one(vector2_in)) { + try_bypass_or_make_constant(vector1_in); + } + break; + case NODE_VECTOR_MATH_DIVIDE: + /* X / 0 == 0 / X == 0 */ + if (is_zero(vector1_in) || is_zero(vector2_in)) { + make_zero(); + } /* X / 1 == X */ + else if (is_one(vector2_in)) { + try_bypass_or_make_constant(vector1_in); + } + break; + case NODE_VECTOR_MATH_DOT_PRODUCT: + case NODE_VECTOR_MATH_CROSS_PRODUCT: + /* X * 0 == 0 * X == 0 */ + if (is_zero(vector1_in) || is_zero(vector2_in)) { + make_zero(); + } + break; + case NODE_VECTOR_MATH_LENGTH: + case NODE_VECTOR_MATH_ABSOLUTE: + if (is_zero(vector1_in)) { + make_zero(); + } + break; + case NODE_VECTOR_MATH_SCALE: + /* X * 0 == 0 * X == 0 */ + if (is_zero(vector1_in) || is_zero(scale_in)) { + make_zero(); + } /* X * 1 == X */ + else if (is_one(scale_in)) { + try_bypass_or_make_constant(vector1_in); + } + break; + default: + break; + } +} + +void ConstantFolder::fold_mapping(NodeMappingType type) const +{ + ShaderInput *vector_in = node->input("Vector"); + ShaderInput *location_in = node->input("Location"); + ShaderInput *rotation_in = node->input("Rotation"); + ShaderInput *scale_in = node->input("Scale"); + + if (is_zero(scale_in)) { + make_zero(); + } + else if ((is_zero(location_in) || type == NODE_MAPPING_TYPE_VECTOR || + type == NODE_MAPPING_TYPE_NORMAL) && + is_zero(rotation_in) && is_one(scale_in)) { + try_bypass_or_make_constant(vector_in); + } +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/scene/constant_fold.h b/intern/cycles/scene/constant_fold.h new file mode 100644 index 00000000000..fec4123c361 --- /dev/null +++ b/intern/cycles/scene/constant_fold.h @@ -0,0 +1,74 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef __CONSTANT_FOLD_H__ +#define __CONSTANT_FOLD_H__ + +#include "kernel/svm/svm_types.h" +#include "util/util_types.h" + +CCL_NAMESPACE_BEGIN + +class Scene; +class ShaderGraph; +class ShaderInput; +class ShaderNode; +class ShaderOutput; + +class ConstantFolder { + public: + ShaderGraph *const graph; + ShaderNode *const node; + ShaderOutput *const output; + + Scene *scene; + + ConstantFolder(ShaderGraph *graph, ShaderNode *node, ShaderOutput *output, Scene *scene); + + bool all_inputs_constant() const; + + /* Constant folding helpers */ + void make_constant(float value) const; + void make_constant(float3 value) const; + void make_constant_clamp(float value, bool clamp) const; + void make_constant_clamp(float3 value, bool clamp) const; + void make_zero() const; + void make_one() const; + + /* Bypass node, relinking to another output socket. */ + void bypass(ShaderOutput *output) const; + + /* For closure nodes, discard node entirely or bypass to one of its inputs. */ + void discard() const; + void bypass_or_discard(ShaderInput *input) const; + + /* Bypass or make constant, unless we can't due to clamp being true. */ + bool try_bypass_or_make_constant(ShaderInput *input, bool clamp = false) const; + + /* Test if shader inputs of the current nodes have fixed values. */ + bool is_zero(ShaderInput *input) const; + bool is_one(ShaderInput *input) const; + + /* Specific nodes. */ + void fold_mix(NodeMix type, bool clamp) const; + void fold_math(NodeMathType type) const; + void fold_vector_math(NodeVectorMathType type) const; + void fold_mapping(NodeMappingType type) const; +}; + +CCL_NAMESPACE_END + +#endif /* __CONSTANT_FOLD_H__ */ diff --git a/intern/cycles/scene/curves.cpp b/intern/cycles/scene/curves.cpp new file mode 100644 index 00000000000..6e45905d367 --- /dev/null +++ b/intern/cycles/scene/curves.cpp @@ -0,0 +1,79 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "scene/curves.h" +#include "device/device.h" +#include "scene/mesh.h" +#include "scene/object.h" +#include "scene/scene.h" + +#include "util/util_foreach.h" +#include "util/util_map.h" +#include "util/util_progress.h" +#include "util/util_vector.h" + +CCL_NAMESPACE_BEGIN + +/* Curve functions */ + +void curvebounds(float *lower, float *upper, float3 *p, int dim) +{ + float *p0 = &p[0].x; + float *p1 = &p[1].x; + float *p2 = &p[2].x; + float *p3 = &p[3].x; + + /* Catmull-Rom weights. */ + float curve_coef[4]; + curve_coef[0] = p1[dim]; + curve_coef[1] = 0.5f * (-p0[dim] + p2[dim]); + curve_coef[2] = 0.5f * (2 * p0[dim] - 5 * p1[dim] + 4 * p2[dim] - p3[dim]); + curve_coef[3] = 0.5f * (-p0[dim] + 3 * p1[dim] - 3 * p2[dim] + p3[dim]); + + float discroot = curve_coef[2] * curve_coef[2] - 3 * curve_coef[3] * curve_coef[1]; + float ta = -1.0f; + float tb = -1.0f; + + if (discroot >= 0) { + discroot = sqrtf(discroot); + ta = (-curve_coef[2] - discroot) / (3 * curve_coef[3]); + tb = (-curve_coef[2] + discroot) / (3 * curve_coef[3]); + ta = (ta > 1.0f || ta < 0.0f) ? -1.0f : ta; + tb = (tb > 1.0f || tb < 0.0f) ? -1.0f : tb; + } + + *upper = max(p1[dim], p2[dim]); + *lower = min(p1[dim], p2[dim]); + + float exa = p1[dim]; + float exb = p2[dim]; + + if (ta >= 0.0f) { + float t2 = ta * ta; + float t3 = t2 * ta; + exa = curve_coef[3] * t3 + curve_coef[2] * t2 + curve_coef[1] * ta + curve_coef[0]; + } + if (tb >= 0.0f) { + float t2 = tb * tb; + float t3 = t2 * tb; + exb = curve_coef[3] * t3 + curve_coef[2] * t2 + curve_coef[1] * tb + curve_coef[0]; + } + + *upper = max(*upper, max(exa, exb)); + *lower = min(*lower, min(exa, exb)); +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/scene/curves.h b/intern/cycles/scene/curves.h new file mode 100644 index 00000000000..9b0e2a29977 --- /dev/null +++ b/intern/cycles/scene/curves.h @@ -0,0 +1,61 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef __CURVES_H__ +#define __CURVES_H__ + +#include "util/util_array.h" +#include "util/util_types.h" + +#include "scene/hair.h" + +CCL_NAMESPACE_BEGIN + +class Device; +class DeviceScene; +class Progress; +class Scene; + +void curvebounds(float *lower, float *upper, float3 *p, int dim); + +class ParticleCurveData { + + public: + ParticleCurveData(); + ~ParticleCurveData(); + + array psys_firstcurve; + array psys_curvenum; + array psys_shader; + + array psys_rootradius; + array psys_tipradius; + array psys_shape; + array psys_closetip; + + array curve_firstkey; + array curve_keynum; + array curve_length; + array curve_uv; + array curve_vcol; + + array curvekey_co; + array curvekey_time; +}; + +CCL_NAMESPACE_END + +#endif /* __CURVES_H__ */ diff --git a/intern/cycles/scene/film.cpp b/intern/cycles/scene/film.cpp new file mode 100644 index 00000000000..3f91e0321b2 --- /dev/null +++ b/intern/cycles/scene/film.cpp @@ -0,0 +1,692 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "scene/film.h" +#include "device/device.h" +#include "scene/background.h" +#include "scene/bake.h" +#include "scene/camera.h" +#include "scene/integrator.h" +#include "scene/mesh.h" +#include "scene/object.h" +#include "scene/scene.h" +#include "scene/stats.h" +#include "scene/tables.h" + +#include "util/util_algorithm.h" +#include "util/util_foreach.h" +#include "util/util_math.h" +#include "util/util_math_cdf.h" +#include "util/util_time.h" + +CCL_NAMESPACE_BEGIN + +/* Pixel Filter */ + +static float filter_func_box(float /*v*/, float /*width*/) +{ + return 1.0f; +} + +static float filter_func_gaussian(float v, float width) +{ + v *= 6.0f / width; + return expf(-2.0f * v * v); +} + +static float filter_func_blackman_harris(float v, float width) +{ + v = M_2PI_F * (v / width + 0.5f); + return 0.35875f - 0.48829f * cosf(v) + 0.14128f * cosf(2.0f * v) - 0.01168f * cosf(3.0f * v); +} + +static vector filter_table(FilterType type, float width) +{ + vector filter_table(FILTER_TABLE_SIZE); + float (*filter_func)(float, float) = NULL; + + switch (type) { + case FILTER_BOX: + filter_func = filter_func_box; + break; + case FILTER_GAUSSIAN: + filter_func = filter_func_gaussian; + width *= 3.0f; + break; + case FILTER_BLACKMAN_HARRIS: + filter_func = filter_func_blackman_harris; + width *= 2.0f; + break; + default: + assert(0); + } + + /* Create importance sampling table. */ + + /* TODO(sergey): With the even filter table size resolution we can not + * really make it nice symmetric importance map without sampling full range + * (meaning, we would need to sample full filter range and not use the + * make_symmetric argument). + * + * Current code matches exactly initial filter table code, but we should + * consider either making FILTER_TABLE_SIZE odd value or sample full filter. + */ + + util_cdf_inverted(FILTER_TABLE_SIZE, + 0.0f, + width * 0.5f, + function_bind(filter_func, _1, width), + true, + filter_table); + + return filter_table; +} + +/* Film */ + +NODE_DEFINE(Film) +{ + NodeType *type = NodeType::add("film", create); + + SOCKET_FLOAT(exposure, "Exposure", 0.8f); + SOCKET_FLOAT(pass_alpha_threshold, "Pass Alpha Threshold", 0.0f); + + static NodeEnum filter_enum; + filter_enum.insert("box", FILTER_BOX); + filter_enum.insert("gaussian", FILTER_GAUSSIAN); + filter_enum.insert("blackman_harris", FILTER_BLACKMAN_HARRIS); + + SOCKET_ENUM(filter_type, "Filter Type", filter_enum, FILTER_BOX); + SOCKET_FLOAT(filter_width, "Filter Width", 1.0f); + + SOCKET_FLOAT(mist_start, "Mist Start", 0.0f); + SOCKET_FLOAT(mist_depth, "Mist Depth", 100.0f); + SOCKET_FLOAT(mist_falloff, "Mist Falloff", 1.0f); + + const NodeEnum *pass_type_enum = Pass::get_type_enum(); + SOCKET_ENUM(display_pass, "Display Pass", *pass_type_enum, PASS_COMBINED); + + SOCKET_BOOLEAN(show_active_pixels, "Show Active Pixels", false); + + static NodeEnum cryptomatte_passes_enum; + cryptomatte_passes_enum.insert("none", CRYPT_NONE); + cryptomatte_passes_enum.insert("object", CRYPT_OBJECT); + cryptomatte_passes_enum.insert("material", CRYPT_MATERIAL); + cryptomatte_passes_enum.insert("asset", CRYPT_ASSET); + cryptomatte_passes_enum.insert("accurate", CRYPT_ACCURATE); + SOCKET_ENUM(cryptomatte_passes, "Cryptomatte Passes", cryptomatte_passes_enum, CRYPT_NONE); + + SOCKET_INT(cryptomatte_depth, "Cryptomatte Depth", 0); + + SOCKET_BOOLEAN(use_approximate_shadow_catcher, "Use Approximate Shadow Catcher", false); + + return type; +} + +Film::Film() : Node(get_node_type()), filter_table_offset_(TABLE_OFFSET_INVALID) +{ +} + +Film::~Film() +{ +} + +void Film::add_default(Scene *scene) +{ + Pass *pass = scene->create_node(); + pass->set_type(PASS_COMBINED); +} + +void Film::device_update(Device *device, DeviceScene *dscene, Scene *scene) +{ + if (!is_modified()) + return; + + scoped_callback_timer timer([scene](double time) { + if (scene->update_stats) { + scene->update_stats->film.times.add_entry({"update", time}); + } + }); + + device_free(device, dscene, scene); + + KernelFilm *kfilm = &dscene->data.film; + + /* update __data */ + kfilm->exposure = exposure; + kfilm->pass_alpha_threshold = pass_alpha_threshold; + kfilm->pass_flag = 0; + + kfilm->use_approximate_shadow_catcher = get_use_approximate_shadow_catcher(); + + kfilm->light_pass_flag = 0; + kfilm->pass_stride = 0; + + /* Mark with PASS_UNUSED to avoid mask test in the kernel. */ + kfilm->pass_background = PASS_UNUSED; + kfilm->pass_emission = PASS_UNUSED; + kfilm->pass_ao = PASS_UNUSED; + kfilm->pass_diffuse_direct = PASS_UNUSED; + kfilm->pass_diffuse_indirect = PASS_UNUSED; + kfilm->pass_glossy_direct = PASS_UNUSED; + kfilm->pass_glossy_indirect = PASS_UNUSED; + kfilm->pass_transmission_direct = PASS_UNUSED; + kfilm->pass_transmission_indirect = PASS_UNUSED; + kfilm->pass_volume_direct = PASS_UNUSED; + kfilm->pass_volume_indirect = PASS_UNUSED; + kfilm->pass_volume_direct = PASS_UNUSED; + kfilm->pass_volume_indirect = PASS_UNUSED; + kfilm->pass_shadow = PASS_UNUSED; + + /* Mark passes as unused so that the kernel knows the pass is inaccessible. */ + kfilm->pass_denoising_normal = PASS_UNUSED; + kfilm->pass_denoising_albedo = PASS_UNUSED; + kfilm->pass_sample_count = PASS_UNUSED; + kfilm->pass_adaptive_aux_buffer = PASS_UNUSED; + kfilm->pass_shadow_catcher = PASS_UNUSED; + kfilm->pass_shadow_catcher_sample_count = PASS_UNUSED; + kfilm->pass_shadow_catcher_matte = PASS_UNUSED; + + bool have_cryptomatte = false; + bool have_aov_color = false; + bool have_aov_value = false; + + for (size_t i = 0; i < scene->passes.size(); i++) { + const Pass *pass = scene->passes[i]; + + if (pass->get_type() == PASS_NONE || !pass->is_written()) { + continue; + } + + if (pass->get_mode() == PassMode::DENOISED) { + /* Generally we only storing offsets of the noisy passes. The display pass is an exception + * since it is a read operation and not a write. */ + kfilm->pass_stride += pass->get_info().num_components; + continue; + } + + /* Can't do motion pass if no motion vectors are available. */ + if (pass->get_type() == PASS_MOTION || pass->get_type() == PASS_MOTION_WEIGHT) { + if (scene->need_motion() != Scene::MOTION_PASS) { + kfilm->pass_stride += pass->get_info().num_components; + continue; + } + } + + const int pass_flag = (1 << (pass->get_type() % 32)); + if (pass->get_type() <= PASS_CATEGORY_LIGHT_END) { + kfilm->light_pass_flag |= pass_flag; + } + else if (pass->get_type() <= PASS_CATEGORY_DATA_END) { + kfilm->pass_flag |= pass_flag; + } + else { + assert(pass->get_type() <= PASS_CATEGORY_BAKE_END); + } + + switch (pass->get_type()) { + case PASS_COMBINED: + kfilm->pass_combined = kfilm->pass_stride; + break; + case PASS_DEPTH: + kfilm->pass_depth = kfilm->pass_stride; + break; + case PASS_NORMAL: + kfilm->pass_normal = kfilm->pass_stride; + break; + case PASS_POSITION: + kfilm->pass_position = kfilm->pass_stride; + break; + case PASS_ROUGHNESS: + kfilm->pass_roughness = kfilm->pass_stride; + break; + case PASS_UV: + kfilm->pass_uv = kfilm->pass_stride; + break; + case PASS_MOTION: + kfilm->pass_motion = kfilm->pass_stride; + break; + case PASS_MOTION_WEIGHT: + kfilm->pass_motion_weight = kfilm->pass_stride; + break; + case PASS_OBJECT_ID: + kfilm->pass_object_id = kfilm->pass_stride; + break; + case PASS_MATERIAL_ID: + kfilm->pass_material_id = kfilm->pass_stride; + break; + + case PASS_MIST: + kfilm->pass_mist = kfilm->pass_stride; + break; + case PASS_EMISSION: + kfilm->pass_emission = kfilm->pass_stride; + break; + case PASS_BACKGROUND: + kfilm->pass_background = kfilm->pass_stride; + break; + case PASS_AO: + kfilm->pass_ao = kfilm->pass_stride; + break; + case PASS_SHADOW: + kfilm->pass_shadow = kfilm->pass_stride; + break; + + case PASS_DIFFUSE_COLOR: + kfilm->pass_diffuse_color = kfilm->pass_stride; + break; + case PASS_GLOSSY_COLOR: + kfilm->pass_glossy_color = kfilm->pass_stride; + break; + case PASS_TRANSMISSION_COLOR: + kfilm->pass_transmission_color = kfilm->pass_stride; + break; + case PASS_DIFFUSE_INDIRECT: + kfilm->pass_diffuse_indirect = kfilm->pass_stride; + break; + case PASS_GLOSSY_INDIRECT: + kfilm->pass_glossy_indirect = kfilm->pass_stride; + break; + case PASS_TRANSMISSION_INDIRECT: + kfilm->pass_transmission_indirect = kfilm->pass_stride; + break; + case PASS_VOLUME_INDIRECT: + kfilm->pass_volume_indirect = kfilm->pass_stride; + break; + case PASS_DIFFUSE_DIRECT: + kfilm->pass_diffuse_direct = kfilm->pass_stride; + break; + case PASS_GLOSSY_DIRECT: + kfilm->pass_glossy_direct = kfilm->pass_stride; + break; + case PASS_TRANSMISSION_DIRECT: + kfilm->pass_transmission_direct = kfilm->pass_stride; + break; + case PASS_VOLUME_DIRECT: + kfilm->pass_volume_direct = kfilm->pass_stride; + break; + + case PASS_BAKE_PRIMITIVE: + kfilm->pass_bake_primitive = kfilm->pass_stride; + break; + case PASS_BAKE_DIFFERENTIAL: + kfilm->pass_bake_differential = kfilm->pass_stride; + break; + + case PASS_CRYPTOMATTE: + kfilm->pass_cryptomatte = have_cryptomatte ? + min(kfilm->pass_cryptomatte, kfilm->pass_stride) : + kfilm->pass_stride; + have_cryptomatte = true; + break; + + case PASS_DENOISING_NORMAL: + kfilm->pass_denoising_normal = kfilm->pass_stride; + break; + case PASS_DENOISING_ALBEDO: + kfilm->pass_denoising_albedo = kfilm->pass_stride; + break; + case PASS_DENOISING_DEPTH: + kfilm->pass_denoising_depth = kfilm->pass_stride; + break; + + case PASS_SHADOW_CATCHER: + kfilm->pass_shadow_catcher = kfilm->pass_stride; + break; + case PASS_SHADOW_CATCHER_SAMPLE_COUNT: + kfilm->pass_shadow_catcher_sample_count = kfilm->pass_stride; + break; + case PASS_SHADOW_CATCHER_MATTE: + kfilm->pass_shadow_catcher_matte = kfilm->pass_stride; + break; + + case PASS_ADAPTIVE_AUX_BUFFER: + kfilm->pass_adaptive_aux_buffer = kfilm->pass_stride; + break; + case PASS_SAMPLE_COUNT: + kfilm->pass_sample_count = kfilm->pass_stride; + break; + + case PASS_AOV_COLOR: + if (!have_aov_color) { + kfilm->pass_aov_color = kfilm->pass_stride; + have_aov_color = true; + } + break; + case PASS_AOV_VALUE: + if (!have_aov_value) { + kfilm->pass_aov_value = kfilm->pass_stride; + have_aov_value = true; + } + break; + default: + assert(false); + break; + } + + kfilm->pass_stride += pass->get_info().num_components; + } + + /* update filter table */ + vector table = filter_table(filter_type, filter_width); + scene->lookup_tables->remove_table(&filter_table_offset_); + filter_table_offset_ = scene->lookup_tables->add_table(dscene, table); + kfilm->filter_table_offset = (int)filter_table_offset_; + + /* mist pass parameters */ + kfilm->mist_start = mist_start; + kfilm->mist_inv_depth = (mist_depth > 0.0f) ? 1.0f / mist_depth : 0.0f; + kfilm->mist_falloff = mist_falloff; + + kfilm->cryptomatte_passes = cryptomatte_passes; + kfilm->cryptomatte_depth = cryptomatte_depth; + + clear_modified(); +} + +void Film::device_free(Device * /*device*/, DeviceScene * /*dscene*/, Scene *scene) +{ + scene->lookup_tables->remove_table(&filter_table_offset_); +} + +int Film::get_aov_offset(Scene *scene, string name, bool &is_color) +{ + int offset_color = 0, offset_value = 0; + foreach (const Pass *pass, scene->passes) { + if (pass->get_name() == name) { + if (pass->get_type() == PASS_AOV_VALUE) { + is_color = false; + return offset_value; + } + else if (pass->get_type() == PASS_AOV_COLOR) { + is_color = true; + return offset_color; + } + } + + if (pass->get_type() == PASS_AOV_VALUE) { + offset_value += pass->get_info().num_components; + } + else if (pass->get_type() == PASS_AOV_COLOR) { + offset_color += pass->get_info().num_components; + } + } + + return -1; +} + +void Film::update_passes(Scene *scene, bool add_sample_count_pass) +{ + const Background *background = scene->background; + const BakeManager *bake_manager = scene->bake_manager; + const ObjectManager *object_manager = scene->object_manager; + Integrator *integrator = scene->integrator; + + if (!is_modified() && !object_manager->need_update() && !integrator->is_modified() && + !background->is_modified()) { + return; + } + + /* Remove auto generated passes and recreate them. */ + remove_auto_passes(scene); + + /* Display pass for viewport. */ + const PassType display_pass = get_display_pass(); + add_auto_pass(scene, display_pass); + + /* Assumption is that a combined pass always exists for now, for example + * adaptive sampling is always based on a combined pass. But we should + * try to lift this limitation in the future for faster rendering of + * individual passes. */ + if (display_pass != PASS_COMBINED) { + add_auto_pass(scene, PASS_COMBINED); + } + + /* Create passes needed for adaptive sampling. */ + const AdaptiveSampling adaptive_sampling = integrator->get_adaptive_sampling(); + if (adaptive_sampling.use) { + add_auto_pass(scene, PASS_SAMPLE_COUNT); + add_auto_pass(scene, PASS_ADAPTIVE_AUX_BUFFER); + } + + /* Create passes needed for denoising. */ + const bool use_denoise = integrator->get_use_denoise(); + if (use_denoise) { + if (integrator->get_use_denoise_pass_normal()) { + add_auto_pass(scene, PASS_DENOISING_NORMAL); + } + if (integrator->get_use_denoise_pass_albedo()) { + add_auto_pass(scene, PASS_DENOISING_ALBEDO); + } + } + + /* Create passes for shadow catcher. */ + if (scene->has_shadow_catcher()) { + const bool need_background = get_use_approximate_shadow_catcher() && + !background->get_transparent(); + + add_auto_pass(scene, PASS_SHADOW_CATCHER); + add_auto_pass(scene, PASS_SHADOW_CATCHER_SAMPLE_COUNT); + add_auto_pass(scene, PASS_SHADOW_CATCHER_MATTE); + + if (need_background) { + add_auto_pass(scene, PASS_BACKGROUND); + } + } + else if (Pass::contains(scene->passes, PASS_SHADOW_CATCHER)) { + add_auto_pass(scene, PASS_SHADOW_CATCHER); + add_auto_pass(scene, PASS_SHADOW_CATCHER_SAMPLE_COUNT); + } + + const vector passes_immutable = scene->passes; + for (const Pass *pass : passes_immutable) { + const PassInfo info = pass->get_info(); + /* Add utility passes needed to generate some light passes. */ + if (info.divide_type != PASS_NONE) { + add_auto_pass(scene, info.divide_type); + } + if (info.direct_type != PASS_NONE) { + add_auto_pass(scene, info.direct_type); + } + if (info.indirect_type != PASS_NONE) { + add_auto_pass(scene, info.indirect_type); + } + + /* NOTE: Enable all denoised passes when storage is requested. + * This way it is possible to tweak denoiser parameters later on. */ + if (info.support_denoise && use_denoise) { + add_auto_pass(scene, pass->get_type(), PassMode::DENOISED); + } + } + + if (bake_manager->get_baking()) { + add_auto_pass(scene, PASS_BAKE_PRIMITIVE, "BakePrimitive"); + add_auto_pass(scene, PASS_BAKE_DIFFERENTIAL, "BakeDifferential"); + } + + if (add_sample_count_pass) { + if (!Pass::contains(scene->passes, PASS_SAMPLE_COUNT)) { + add_auto_pass(scene, PASS_SAMPLE_COUNT); + } + } + + /* Remove duplicates and initialize internal pass info. */ + finalize_passes(scene, use_denoise); + + /* Flush scene updates. */ + const bool have_uv_pass = Pass::contains(scene->passes, PASS_UV); + const bool have_motion_pass = Pass::contains(scene->passes, PASS_MOTION); + const bool have_ao_pass = Pass::contains(scene->passes, PASS_AO); + + if (have_uv_pass != prev_have_uv_pass) { + scene->geometry_manager->tag_update(scene, GeometryManager::UV_PASS_NEEDED); + foreach (Shader *shader, scene->shaders) + shader->need_update_uvs = true; + } + if (have_motion_pass != prev_have_motion_pass) { + scene->geometry_manager->tag_update(scene, GeometryManager::MOTION_PASS_NEEDED); + } + if (have_ao_pass != prev_have_ao_pass) { + scene->integrator->tag_update(scene, Integrator::AO_PASS_MODIFIED); + } + + prev_have_uv_pass = have_uv_pass; + prev_have_motion_pass = have_motion_pass; + prev_have_ao_pass = have_ao_pass; + + tag_modified(); + + /* Debug logging. */ + if (VLOG_IS_ON(2)) { + VLOG(2) << "Effective scene passes:"; + for (const Pass *pass : scene->passes) { + VLOG(2) << "- " << *pass; + } + } +} + +void Film::add_auto_pass(Scene *scene, PassType type, const char *name) +{ + add_auto_pass(scene, type, PassMode::NOISY, name); +} + +void Film::add_auto_pass(Scene *scene, PassType type, PassMode mode, const char *name) +{ + Pass *pass = new Pass(); + pass->set_type(type); + pass->set_mode(mode); + pass->set_name(ustring((name) ? name : "")); + pass->is_auto_ = true; + + pass->set_owner(scene); + scene->passes.push_back(pass); +} + +void Film::remove_auto_passes(Scene *scene) +{ + /* Remove all passes which were automatically created. */ + vector new_passes; + + for (Pass *pass : scene->passes) { + if (!pass->is_auto_) { + new_passes.push_back(pass); + } + else { + delete pass; + } + } + + scene->passes = new_passes; +} + +static bool compare_pass_order(const Pass *a, const Pass *b) +{ + const int num_components_a = a->get_info().num_components; + const int num_components_b = b->get_info().num_components; + + if (num_components_a == num_components_b) { + return (a->get_type() < b->get_type()); + } + + return num_components_a > num_components_b; +} + +void Film::finalize_passes(Scene *scene, const bool use_denoise) +{ + /* Remove duplicate passes. */ + vector new_passes; + + for (Pass *pass : scene->passes) { + /* Disable denoising on passes if denoising is disabled, or if the + * pass does not support it. */ + pass->set_mode((use_denoise && pass->get_info().support_denoise) ? pass->get_mode() : + PassMode::NOISY); + + /* Merge duplicate passes. */ + bool duplicate_found = false; + for (Pass *new_pass : new_passes) { + /* If different type or denoising, don't merge. */ + if (new_pass->get_type() != pass->get_type() || new_pass->get_mode() != pass->get_mode()) { + continue; + } + + /* If both passes have a name and the names are different, don't merge. + * If either pass has a name, we'll use that name. */ + if (!pass->get_name().empty() && !new_pass->get_name().empty() && + pass->get_name() != new_pass->get_name()) { + continue; + } + + if (!pass->get_name().empty() && new_pass->get_name().empty()) { + new_pass->set_name(pass->get_name()); + } + + new_pass->is_auto_ &= pass->is_auto_; + duplicate_found = true; + break; + } + + if (!duplicate_found) { + new_passes.push_back(pass); + } + else { + delete pass; + } + } + + /* Order from by components and type, This is required to for AOVs and cryptomatte passes, + * which the kernel assumes to be in order. Note this must use stable sort so cryptomatte + * passes remain in the right order. */ + stable_sort(new_passes.begin(), new_passes.end(), compare_pass_order); + + scene->passes = new_passes; +} + +uint Film::get_kernel_features(const Scene *scene) const +{ + uint kernel_features = 0; + + for (const Pass *pass : scene->passes) { + if (!pass->is_written()) { + continue; + } + + const PassType pass_type = pass->get_type(); + const PassMode pass_mode = pass->get_mode(); + + if (pass_mode == PassMode::DENOISED || pass_type == PASS_DENOISING_NORMAL || + pass_type == PASS_DENOISING_ALBEDO || pass_type == PASS_DENOISING_DEPTH) { + kernel_features |= KERNEL_FEATURE_DENOISING; + } + + if (pass_type != PASS_NONE && pass_type != PASS_COMBINED && + pass_type <= PASS_CATEGORY_LIGHT_END) { + kernel_features |= KERNEL_FEATURE_LIGHT_PASSES; + + if (pass_type == PASS_SHADOW) { + kernel_features |= KERNEL_FEATURE_SHADOW_PASS; + } + } + + if (pass_type == PASS_AO) { + kernel_features |= KERNEL_FEATURE_AO_PASS; + } + } + + return kernel_features; +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/scene/film.h b/intern/cycles/scene/film.h new file mode 100644 index 00000000000..ede0d6298a6 --- /dev/null +++ b/intern/cycles/scene/film.h @@ -0,0 +1,100 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef __FILM_H__ +#define __FILM_H__ + +#include "scene/pass.h" +#include "util/util_string.h" +#include "util/util_vector.h" + +#include "kernel/kernel_types.h" + +#include "graph/node.h" + +CCL_NAMESPACE_BEGIN + +class Device; +class DeviceScene; +class Scene; + +typedef enum FilterType { + FILTER_BOX, + FILTER_GAUSSIAN, + FILTER_BLACKMAN_HARRIS, + + FILTER_NUM_TYPES, +} FilterType; + +class Film : public Node { + public: + NODE_DECLARE + + NODE_SOCKET_API(float, exposure) + NODE_SOCKET_API(float, pass_alpha_threshold) + + NODE_SOCKET_API(PassType, display_pass) + NODE_SOCKET_API(bool, show_active_pixels) + + NODE_SOCKET_API(FilterType, filter_type) + NODE_SOCKET_API(float, filter_width) + + NODE_SOCKET_API(float, mist_start) + NODE_SOCKET_API(float, mist_depth) + NODE_SOCKET_API(float, mist_falloff) + + NODE_SOCKET_API(CryptomatteType, cryptomatte_passes) + NODE_SOCKET_API(int, cryptomatte_depth) + + /* Approximate shadow catcher pass into its matte pass, so that both artificial objects and + * shadows can be alpha-overed onto a backdrop. */ + NODE_SOCKET_API(bool, use_approximate_shadow_catcher) + + private: + size_t filter_table_offset_; + bool prev_have_uv_pass = false; + bool prev_have_motion_pass = false; + bool prev_have_ao_pass = false; + + public: + Film(); + ~Film(); + + /* add default passes to scene */ + static void add_default(Scene *scene); + + void device_update(Device *device, DeviceScene *dscene, Scene *scene); + void device_free(Device *device, DeviceScene *dscene, Scene *scene); + + int get_aov_offset(Scene *scene, string name, bool &is_color); + + /* Update passes so that they contain all passes required for the configured functionality. + * + * If `add_sample_count_pass` is true then the SAMPLE_COUNT pass is ensured to be added. */ + void update_passes(Scene *scene, bool add_sample_count_pass); + + uint get_kernel_features(const Scene *scene) const; + + private: + void add_auto_pass(Scene *scene, PassType type, const char *name = nullptr); + void add_auto_pass(Scene *scene, PassType type, PassMode mode, const char *name = nullptr); + void remove_auto_passes(Scene *scene); + void finalize_passes(Scene *scene, const bool use_denoise); +}; + +CCL_NAMESPACE_END + +#endif /* __FILM_H__ */ diff --git a/intern/cycles/scene/geometry.cpp b/intern/cycles/scene/geometry.cpp new file mode 100644 index 00000000000..9fe34ac6e99 --- /dev/null +++ b/intern/cycles/scene/geometry.cpp @@ -0,0 +1,2074 @@ +/* + * Copyright 2011-2020 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "bvh/bvh.h" +#include "bvh/bvh2.h" + +#include "device/device.h" + +#include "scene/attribute.h" +#include "scene/camera.h" +#include "scene/geometry.h" +#include "scene/hair.h" +#include "scene/light.h" +#include "scene/mesh.h" +#include "scene/object.h" +#include "scene/scene.h" +#include "scene/shader.h" +#include "scene/shader_nodes.h" +#include "scene/stats.h" +#include "scene/volume.h" + +#include "subd/subd_patch_table.h" +#include "subd/subd_split.h" + +#include "kernel/osl/osl_globals.h" + +#include "util/util_foreach.h" +#include "util/util_logging.h" +#include "util/util_progress.h" +#include "util/util_task.h" + +CCL_NAMESPACE_BEGIN + +/* Geometry */ + +NODE_ABSTRACT_DEFINE(Geometry) +{ + NodeType *type = NodeType::add("geometry_base", NULL); + + SOCKET_UINT(motion_steps, "Motion Steps", 3); + SOCKET_BOOLEAN(use_motion_blur, "Use Motion Blur", false); + SOCKET_NODE_ARRAY(used_shaders, "Shaders", Shader::get_node_type()); + + return type; +} + +Geometry::Geometry(const NodeType *node_type, const Type type) + : Node(node_type), geometry_type(type), attributes(this, ATTR_PRIM_GEOMETRY) +{ + need_update_rebuild = false; + need_update_bvh_for_offset = false; + + transform_applied = false; + transform_negative_scaled = false; + transform_normal = transform_identity(); + bounds = BoundBox::empty; + + has_volume = false; + has_surface_bssrdf = false; + + bvh = NULL; + attr_map_offset = 0; + prim_offset = 0; +} + +Geometry::~Geometry() +{ + dereference_all_used_nodes(); + delete bvh; +} + +void Geometry::clear(bool preserve_shaders) +{ + if (!preserve_shaders) + used_shaders.clear(); + + transform_applied = false; + transform_negative_scaled = false; + transform_normal = transform_identity(); + tag_modified(); +} + +bool Geometry::need_attribute(Scene *scene, AttributeStandard std) +{ + if (std == ATTR_STD_NONE) + return false; + + if (scene->need_global_attribute(std)) + return true; + + foreach (Node *node, used_shaders) { + Shader *shader = static_cast(node); + if (shader->attributes.find(std)) + return true; + } + + return false; +} + +bool Geometry::need_attribute(Scene * /*scene*/, ustring name) +{ + if (name == ustring()) + return false; + + foreach (Node *node, used_shaders) { + Shader *shader = static_cast(node); + if (shader->attributes.find(name)) + return true; + } + + return false; +} + +AttributeRequestSet Geometry::needed_attributes() +{ + AttributeRequestSet result; + + foreach (Node *node, used_shaders) { + Shader *shader = static_cast(node); + result.add(shader->attributes); + } + + return result; +} + +float Geometry::motion_time(int step) const +{ + return (motion_steps > 1) ? 2.0f * step / (motion_steps - 1) - 1.0f : 0.0f; +} + +int Geometry::motion_step(float time) const +{ + if (motion_steps > 1) { + int attr_step = 0; + + for (int step = 0; step < motion_steps; step++) { + float step_time = motion_time(step); + if (step_time == time) { + return attr_step; + } + + /* Center step is stored in a separate attribute. */ + if (step != motion_steps / 2) { + attr_step++; + } + } + } + + return -1; +} + +bool Geometry::need_build_bvh(BVHLayout layout) const +{ + return is_instanced() || layout == BVH_LAYOUT_OPTIX || layout == BVH_LAYOUT_MULTI_OPTIX || + layout == BVH_LAYOUT_MULTI_OPTIX_EMBREE; +} + +bool Geometry::is_instanced() const +{ + /* Currently we treat subsurface objects as instanced. + * + * While it might be not very optimal for ray traversal, it avoids having + * duplicated BVH in the memory, saving quite some space. + */ + return !transform_applied || has_surface_bssrdf; +} + +bool Geometry::has_true_displacement() const +{ + foreach (Node *node, used_shaders) { + Shader *shader = static_cast(node); + if (shader->has_displacement && shader->get_displacement_method() != DISPLACE_BUMP) { + return true; + } + } + + return false; +} + +void Geometry::compute_bvh( + Device *device, DeviceScene *dscene, SceneParams *params, Progress *progress, int n, int total) +{ + if (progress->get_cancel()) + return; + + compute_bounds(); + + const BVHLayout bvh_layout = BVHParams::best_bvh_layout(params->bvh_layout, + device->get_bvh_layout_mask()); + if (need_build_bvh(bvh_layout)) { + string msg = "Updating Geometry BVH "; + if (name.empty()) + msg += string_printf("%u/%u", (uint)(n + 1), (uint)total); + else + msg += string_printf("%s %u/%u", name.c_str(), (uint)(n + 1), (uint)total); + + Object object; + + /* Ensure all visibility bits are set at the geometry level BVH. In + * the object level BVH is where actual visibility is tested. */ + object.set_is_shadow_catcher(true); + object.set_visibility(~0); + + object.set_geometry(this); + + vector geometry; + geometry.push_back(this); + vector objects; + objects.push_back(&object); + + if (bvh && !need_update_rebuild) { + progress->set_status(msg, "Refitting BVH"); + + bvh->geometry = geometry; + bvh->objects = objects; + + device->build_bvh(bvh, *progress, true); + } + else { + progress->set_status(msg, "Building BVH"); + + BVHParams bparams; + bparams.use_spatial_split = params->use_bvh_spatial_split; + bparams.bvh_layout = bvh_layout; + bparams.use_unaligned_nodes = dscene->data.bvh.have_curves && + params->use_bvh_unaligned_nodes; + bparams.num_motion_triangle_steps = params->num_bvh_time_steps; + bparams.num_motion_curve_steps = params->num_bvh_time_steps; + bparams.bvh_type = params->bvh_type; + bparams.curve_subdivisions = params->curve_subdivisions(); + + delete bvh; + bvh = BVH::create(bparams, geometry, objects, device); + MEM_GUARDED_CALL(progress, device->build_bvh, bvh, *progress, false); + } + } + + need_update_rebuild = false; + need_update_bvh_for_offset = false; +} + +bool Geometry::has_motion_blur() const +{ + return (use_motion_blur && attributes.find(ATTR_STD_MOTION_VERTEX_POSITION)); +} + +bool Geometry::has_voxel_attributes() const +{ + foreach (const Attribute &attr, attributes.attributes) { + if (attr.element == ATTR_ELEMENT_VOXEL) { + return true; + } + } + + return false; +} + +void Geometry::tag_update(Scene *scene, bool rebuild) +{ + if (rebuild) { + need_update_rebuild = true; + scene->light_manager->tag_update(scene, LightManager::MESH_NEED_REBUILD); + } + else { + foreach (Node *node, used_shaders) { + Shader *shader = static_cast(node); + if (shader->has_surface_emission) { + scene->light_manager->tag_update(scene, LightManager::EMISSIVE_MESH_MODIFIED); + break; + } + } + } + + scene->geometry_manager->tag_update(scene, GeometryManager::GEOMETRY_MODIFIED); +} + +void Geometry::tag_bvh_update(bool rebuild) +{ + tag_modified(); + + if (rebuild) { + need_update_rebuild = true; + } +} + +/* Geometry Manager */ + +GeometryManager::GeometryManager() +{ + update_flags = UPDATE_ALL; + need_flags_update = true; +} + +GeometryManager::~GeometryManager() +{ +} + +void GeometryManager::update_osl_attributes(Device *device, + Scene *scene, + vector &geom_attributes) +{ +#ifdef WITH_OSL + /* for OSL, a hash map is used to lookup the attribute by name. */ + OSLGlobals *og = (OSLGlobals *)device->get_cpu_osl_memory(); + + og->object_name_map.clear(); + og->attribute_map.clear(); + og->object_names.clear(); + + og->attribute_map.resize(scene->objects.size() * ATTR_PRIM_TYPES); + + for (size_t i = 0; i < scene->objects.size(); i++) { + /* set object name to object index map */ + Object *object = scene->objects[i]; + og->object_name_map[object->name] = i; + og->object_names.push_back(object->name); + + /* set object attributes */ + foreach (ParamValue &attr, object->attributes) { + OSLGlobals::Attribute osl_attr; + + osl_attr.type = attr.type(); + osl_attr.desc.element = ATTR_ELEMENT_OBJECT; + osl_attr.value = attr; + osl_attr.desc.offset = 0; + osl_attr.desc.flags = 0; + + og->attribute_map[i * ATTR_PRIM_TYPES + ATTR_PRIM_GEOMETRY][attr.name()] = osl_attr; + og->attribute_map[i * ATTR_PRIM_TYPES + ATTR_PRIM_SUBD][attr.name()] = osl_attr; + } + + /* find geometry attributes */ + size_t j = object->geometry->index; + assert(j < scene->geometry.size() && scene->geometry[j] == object->geometry); + + AttributeRequestSet &attributes = geom_attributes[j]; + + /* set mesh attributes */ + foreach (AttributeRequest &req, attributes.requests) { + OSLGlobals::Attribute osl_attr; + + if (req.desc.element != ATTR_ELEMENT_NONE) { + osl_attr.desc = req.desc; + + if (req.type == TypeDesc::TypeFloat) + osl_attr.type = TypeDesc::TypeFloat; + else if (req.type == TypeDesc::TypeMatrix) + osl_attr.type = TypeDesc::TypeMatrix; + else if (req.type == TypeFloat2) + osl_attr.type = TypeFloat2; + else if (req.type == TypeRGBA) + osl_attr.type = TypeRGBA; + else + osl_attr.type = TypeDesc::TypeColor; + + if (req.std != ATTR_STD_NONE) { + /* if standard attribute, add lookup by geom: name convention */ + ustring stdname(string("geom:") + string(Attribute::standard_name(req.std))); + og->attribute_map[i * ATTR_PRIM_TYPES + ATTR_PRIM_GEOMETRY][stdname] = osl_attr; + } + else if (req.name != ustring()) { + /* add lookup by geometry attribute name */ + og->attribute_map[i * ATTR_PRIM_TYPES + ATTR_PRIM_GEOMETRY][req.name] = osl_attr; + } + } + + if (req.subd_desc.element != ATTR_ELEMENT_NONE) { + osl_attr.desc = req.subd_desc; + + if (req.subd_type == TypeDesc::TypeFloat) + osl_attr.type = TypeDesc::TypeFloat; + else if (req.subd_type == TypeDesc::TypeMatrix) + osl_attr.type = TypeDesc::TypeMatrix; + else if (req.subd_type == TypeFloat2) + osl_attr.type = TypeFloat2; + else if (req.subd_type == TypeRGBA) + osl_attr.type = TypeRGBA; + else + osl_attr.type = TypeDesc::TypeColor; + + if (req.std != ATTR_STD_NONE) { + /* if standard attribute, add lookup by geom: name convention */ + ustring stdname(string("geom:") + string(Attribute::standard_name(req.std))); + og->attribute_map[i * ATTR_PRIM_TYPES + ATTR_PRIM_SUBD][stdname] = osl_attr; + } + else if (req.name != ustring()) { + /* add lookup by geometry attribute name */ + og->attribute_map[i * ATTR_PRIM_TYPES + ATTR_PRIM_SUBD][req.name] = osl_attr; + } + } + } + } +#else + (void)device; + (void)scene; + (void)geom_attributes; +#endif +} + +/* Generate a normal attribute map entry from an attribute descriptor. */ +static void emit_attribute_map_entry( + uint4 *attr_map, int index, uint id, TypeDesc type, const AttributeDescriptor &desc) +{ + attr_map[index].x = id; + attr_map[index].y = desc.element; + attr_map[index].z = as_uint(desc.offset); + + if (type == TypeDesc::TypeFloat) + attr_map[index].w = NODE_ATTR_FLOAT; + else if (type == TypeDesc::TypeMatrix) + attr_map[index].w = NODE_ATTR_MATRIX; + else if (type == TypeFloat2) + attr_map[index].w = NODE_ATTR_FLOAT2; + else if (type == TypeFloat4) + attr_map[index].w = NODE_ATTR_FLOAT4; + else if (type == TypeRGBA) + attr_map[index].w = NODE_ATTR_RGBA; + else + attr_map[index].w = NODE_ATTR_FLOAT3; + + attr_map[index].w |= desc.flags << 8; +} + +/* Generate an attribute map end marker, optionally including a link to another map. + * Links are used to connect object attribute maps to mesh attribute maps. */ +static void emit_attribute_map_terminator(uint4 *attr_map, int index, bool chain, uint chain_link) +{ + for (int j = 0; j < ATTR_PRIM_TYPES; j++) { + attr_map[index + j].x = ATTR_STD_NONE; + attr_map[index + j].y = chain; /* link is valid flag */ + attr_map[index + j].z = chain ? chain_link + j : 0; /* link to the correct sub-entry */ + attr_map[index + j].w = 0; + } +} + +/* Generate all necessary attribute map entries from the attribute request. */ +static void emit_attribute_mapping( + uint4 *attr_map, int index, Scene *scene, AttributeRequest &req, Geometry *geom) +{ + uint id; + + if (req.std == ATTR_STD_NONE) + id = scene->shader_manager->get_attribute_id(req.name); + else + id = scene->shader_manager->get_attribute_id(req.std); + + emit_attribute_map_entry(attr_map, index, id, req.type, req.desc); + + if (geom->is_mesh()) { + Mesh *mesh = static_cast(geom); + if (mesh->get_num_subd_faces()) { + emit_attribute_map_entry(attr_map, index + 1, id, req.subd_type, req.subd_desc); + } + } +} + +void GeometryManager::update_svm_attributes(Device *, + DeviceScene *dscene, + Scene *scene, + vector &geom_attributes, + vector &object_attributes) +{ + /* for SVM, the attributes_map table is used to lookup the offset of an + * attribute, based on a unique shader attribute id. */ + + /* compute array stride */ + int attr_map_size = 0; + + for (size_t i = 0; i < scene->geometry.size(); i++) { + Geometry *geom = scene->geometry[i]; + geom->attr_map_offset = attr_map_size; + attr_map_size += (geom_attributes[i].size() + 1) * ATTR_PRIM_TYPES; + } + + for (size_t i = 0; i < scene->objects.size(); i++) { + Object *object = scene->objects[i]; + + /* only allocate a table for the object if it actually has attributes */ + if (object_attributes[i].size() == 0) { + object->attr_map_offset = 0; + } + else { + object->attr_map_offset = attr_map_size; + attr_map_size += (object_attributes[i].size() + 1) * ATTR_PRIM_TYPES; + } + } + + if (attr_map_size == 0) + return; + + if (!dscene->attributes_map.need_realloc()) { + return; + } + + /* create attribute map */ + uint4 *attr_map = dscene->attributes_map.alloc(attr_map_size); + memset(attr_map, 0, dscene->attributes_map.size() * sizeof(uint)); + + for (size_t i = 0; i < scene->geometry.size(); i++) { + Geometry *geom = scene->geometry[i]; + AttributeRequestSet &attributes = geom_attributes[i]; + + /* set geometry attributes */ + int index = geom->attr_map_offset; + + foreach (AttributeRequest &req, attributes.requests) { + emit_attribute_mapping(attr_map, index, scene, req, geom); + index += ATTR_PRIM_TYPES; + } + + emit_attribute_map_terminator(attr_map, index, false, 0); + } + + for (size_t i = 0; i < scene->objects.size(); i++) { + Object *object = scene->objects[i]; + AttributeRequestSet &attributes = object_attributes[i]; + + /* set object attributes */ + if (attributes.size() > 0) { + int index = object->attr_map_offset; + + foreach (AttributeRequest &req, attributes.requests) { + emit_attribute_mapping(attr_map, index, scene, req, object->geometry); + index += ATTR_PRIM_TYPES; + } + + emit_attribute_map_terminator(attr_map, index, true, object->geometry->attr_map_offset); + } + } + + /* copy to device */ + dscene->attributes_map.copy_to_device(); +} + +static void update_attribute_element_size(Geometry *geom, + Attribute *mattr, + AttributePrimitive prim, + size_t *attr_float_size, + size_t *attr_float2_size, + size_t *attr_float3_size, + size_t *attr_uchar4_size) +{ + if (mattr) { + size_t size = mattr->element_size(geom, prim); + + if (mattr->element == ATTR_ELEMENT_VOXEL) { + /* pass */ + } + else if (mattr->element == ATTR_ELEMENT_CORNER_BYTE) { + *attr_uchar4_size += size; + } + else if (mattr->type == TypeDesc::TypeFloat) { + *attr_float_size += size; + } + else if (mattr->type == TypeFloat2) { + *attr_float2_size += size; + } + else if (mattr->type == TypeDesc::TypeMatrix) { + *attr_float3_size += size * 4; + } + else { + *attr_float3_size += size; + } + } +} + +void GeometryManager::update_attribute_element_offset(Geometry *geom, + device_vector &attr_float, + size_t &attr_float_offset, + device_vector &attr_float2, + size_t &attr_float2_offset, + device_vector &attr_float3, + size_t &attr_float3_offset, + device_vector &attr_uchar4, + size_t &attr_uchar4_offset, + Attribute *mattr, + AttributePrimitive prim, + TypeDesc &type, + AttributeDescriptor &desc) +{ + if (mattr) { + /* store element and type */ + desc.element = mattr->element; + desc.flags = mattr->flags; + type = mattr->type; + + /* store attribute data in arrays */ + size_t size = mattr->element_size(geom, prim); + + AttributeElement &element = desc.element; + int &offset = desc.offset; + + if (mattr->element == ATTR_ELEMENT_VOXEL) { + /* store slot in offset value */ + ImageHandle &handle = mattr->data_voxel(); + offset = handle.svm_slot(); + } + else if (mattr->element == ATTR_ELEMENT_CORNER_BYTE) { + uchar4 *data = mattr->data_uchar4(); + offset = attr_uchar4_offset; + + assert(attr_uchar4.size() >= offset + size); + if (mattr->modified) { + for (size_t k = 0; k < size; k++) { + attr_uchar4[offset + k] = data[k]; + } + } + attr_uchar4_offset += size; + } + else if (mattr->type == TypeDesc::TypeFloat) { + float *data = mattr->data_float(); + offset = attr_float_offset; + + assert(attr_float.size() >= offset + size); + if (mattr->modified) { + for (size_t k = 0; k < size; k++) { + attr_float[offset + k] = data[k]; + } + } + attr_float_offset += size; + } + else if (mattr->type == TypeFloat2) { + float2 *data = mattr->data_float2(); + offset = attr_float2_offset; + + assert(attr_float2.size() >= offset + size); + if (mattr->modified) { + for (size_t k = 0; k < size; k++) { + attr_float2[offset + k] = data[k]; + } + } + attr_float2_offset += size; + } + else if (mattr->type == TypeDesc::TypeMatrix) { + Transform *tfm = mattr->data_transform(); + offset = attr_float3_offset; + + assert(attr_float3.size() >= offset + size * 3); + if (mattr->modified) { + for (size_t k = 0; k < size * 3; k++) { + attr_float3[offset + k] = (&tfm->x)[k]; + } + } + attr_float3_offset += size * 3; + } + else { + float4 *data = mattr->data_float4(); + offset = attr_float3_offset; + + assert(attr_float3.size() >= offset + size); + if (mattr->modified) { + for (size_t k = 0; k < size; k++) { + attr_float3[offset + k] = data[k]; + } + } + attr_float3_offset += size; + } + + /* mesh vertex/curve index is global, not per object, so we sneak + * a correction for that in here */ + if (geom->is_mesh()) { + Mesh *mesh = static_cast(geom); + if (mesh->subdivision_type == Mesh::SUBDIVISION_CATMULL_CLARK && + desc.flags & ATTR_SUBDIVIDED) { + /* Indices for subdivided attributes are retrieved + * from patch table so no need for correction here. */ + } + else if (element == ATTR_ELEMENT_VERTEX) + offset -= mesh->vert_offset; + else if (element == ATTR_ELEMENT_VERTEX_MOTION) + offset -= mesh->vert_offset; + else if (element == ATTR_ELEMENT_FACE) { + if (prim == ATTR_PRIM_GEOMETRY) + offset -= mesh->prim_offset; + else + offset -= mesh->face_offset; + } + else if (element == ATTR_ELEMENT_CORNER || element == ATTR_ELEMENT_CORNER_BYTE) { + if (prim == ATTR_PRIM_GEOMETRY) + offset -= 3 * mesh->prim_offset; + else + offset -= mesh->corner_offset; + } + } + else if (geom->is_hair()) { + Hair *hair = static_cast(geom); + if (element == ATTR_ELEMENT_CURVE) + offset -= hair->prim_offset; + else if (element == ATTR_ELEMENT_CURVE_KEY) + offset -= hair->curve_key_offset; + else if (element == ATTR_ELEMENT_CURVE_KEY_MOTION) + offset -= hair->curve_key_offset; + } + } + else { + /* attribute not found */ + desc.element = ATTR_ELEMENT_NONE; + desc.offset = 0; + } +} + +void GeometryManager::device_update_attributes(Device *device, + DeviceScene *dscene, + Scene *scene, + Progress &progress) +{ + progress.set_status("Updating Mesh", "Computing attributes"); + + /* gather per mesh requested attributes. as meshes may have multiple + * shaders assigned, this merges the requested attributes that have + * been set per shader by the shader manager */ + vector geom_attributes(scene->geometry.size()); + + for (size_t i = 0; i < scene->geometry.size(); i++) { + Geometry *geom = scene->geometry[i]; + + geom->index = i; + scene->need_global_attributes(geom_attributes[i]); + + foreach (Node *node, geom->get_used_shaders()) { + Shader *shader = static_cast(node); + geom_attributes[i].add(shader->attributes); + } + + if (geom->is_hair() && static_cast(geom)->need_shadow_transparency()) { + geom_attributes[i].add(ATTR_STD_SHADOW_TRANSPARENCY); + } + } + + /* convert object attributes to use the same data structures as geometry ones */ + vector object_attributes(scene->objects.size()); + vector object_attribute_values; + + object_attribute_values.reserve(scene->objects.size()); + + for (size_t i = 0; i < scene->objects.size(); i++) { + Object *object = scene->objects[i]; + Geometry *geom = object->geometry; + size_t geom_idx = geom->index; + + assert(geom_idx < scene->geometry.size() && scene->geometry[geom_idx] == geom); + + object_attribute_values.push_back(AttributeSet(geom, ATTR_PRIM_GEOMETRY)); + + AttributeRequestSet &geom_requests = geom_attributes[geom_idx]; + AttributeRequestSet &attributes = object_attributes[i]; + AttributeSet &values = object_attribute_values[i]; + + for (size_t j = 0; j < object->attributes.size(); j++) { + ParamValue ¶m = object->attributes[j]; + + /* add attributes that are requested and not already handled by the mesh */ + if (geom_requests.find(param.name()) && !geom->attributes.find(param.name())) { + attributes.add(param.name()); + + Attribute *attr = values.add(param.name(), param.type(), ATTR_ELEMENT_OBJECT); + assert(param.datasize() == attr->buffer.size()); + memcpy(attr->buffer.data(), param.data(), param.datasize()); + } + } + } + + /* mesh attribute are stored in a single array per data type. here we fill + * those arrays, and set the offset and element type to create attribute + * maps next */ + + /* Pre-allocate attributes to avoid arrays re-allocation which would + * take 2x of overall attribute memory usage. + */ + size_t attr_float_size = 0; + size_t attr_float2_size = 0; + size_t attr_float3_size = 0; + size_t attr_uchar4_size = 0; + + for (size_t i = 0; i < scene->geometry.size(); i++) { + Geometry *geom = scene->geometry[i]; + AttributeRequestSet &attributes = geom_attributes[i]; + foreach (AttributeRequest &req, attributes.requests) { + Attribute *attr = geom->attributes.find(req); + + update_attribute_element_size(geom, + attr, + ATTR_PRIM_GEOMETRY, + &attr_float_size, + &attr_float2_size, + &attr_float3_size, + &attr_uchar4_size); + + if (geom->is_mesh()) { + Mesh *mesh = static_cast(geom); + Attribute *subd_attr = mesh->subd_attributes.find(req); + + update_attribute_element_size(mesh, + subd_attr, + ATTR_PRIM_SUBD, + &attr_float_size, + &attr_float2_size, + &attr_float3_size, + &attr_uchar4_size); + } + } + } + + for (size_t i = 0; i < scene->objects.size(); i++) { + Object *object = scene->objects[i]; + + foreach (Attribute &attr, object_attribute_values[i].attributes) { + update_attribute_element_size(object->geometry, + &attr, + ATTR_PRIM_GEOMETRY, + &attr_float_size, + &attr_float2_size, + &attr_float3_size, + &attr_uchar4_size); + } + } + + dscene->attributes_float.alloc(attr_float_size); + dscene->attributes_float2.alloc(attr_float2_size); + dscene->attributes_float3.alloc(attr_float3_size); + dscene->attributes_uchar4.alloc(attr_uchar4_size); + + /* The order of those flags needs to match that of AttrKernelDataType. */ + const bool attributes_need_realloc[4] = { + dscene->attributes_float.need_realloc(), + dscene->attributes_float2.need_realloc(), + dscene->attributes_float3.need_realloc(), + dscene->attributes_uchar4.need_realloc(), + }; + + size_t attr_float_offset = 0; + size_t attr_float2_offset = 0; + size_t attr_float3_offset = 0; + size_t attr_uchar4_offset = 0; + + /* Fill in attributes. */ + for (size_t i = 0; i < scene->geometry.size(); i++) { + Geometry *geom = scene->geometry[i]; + AttributeRequestSet &attributes = geom_attributes[i]; + + /* todo: we now store std and name attributes from requests even if + * they actually refer to the same mesh attributes, optimize */ + foreach (AttributeRequest &req, attributes.requests) { + Attribute *attr = geom->attributes.find(req); + + if (attr) { + /* force a copy if we need to reallocate all the data */ + attr->modified |= attributes_need_realloc[Attribute::kernel_type(*attr)]; + } + + update_attribute_element_offset(geom, + dscene->attributes_float, + attr_float_offset, + dscene->attributes_float2, + attr_float2_offset, + dscene->attributes_float3, + attr_float3_offset, + dscene->attributes_uchar4, + attr_uchar4_offset, + attr, + ATTR_PRIM_GEOMETRY, + req.type, + req.desc); + + if (geom->is_mesh()) { + Mesh *mesh = static_cast(geom); + Attribute *subd_attr = mesh->subd_attributes.find(req); + + if (subd_attr) { + /* force a copy if we need to reallocate all the data */ + subd_attr->modified |= attributes_need_realloc[Attribute::kernel_type(*subd_attr)]; + } + + update_attribute_element_offset(mesh, + dscene->attributes_float, + attr_float_offset, + dscene->attributes_float2, + attr_float2_offset, + dscene->attributes_float3, + attr_float3_offset, + dscene->attributes_uchar4, + attr_uchar4_offset, + subd_attr, + ATTR_PRIM_SUBD, + req.subd_type, + req.subd_desc); + } + + if (progress.get_cancel()) + return; + } + } + + for (size_t i = 0; i < scene->objects.size(); i++) { + Object *object = scene->objects[i]; + AttributeRequestSet &attributes = object_attributes[i]; + AttributeSet &values = object_attribute_values[i]; + + foreach (AttributeRequest &req, attributes.requests) { + Attribute *attr = values.find(req); + + if (attr) { + attr->modified |= attributes_need_realloc[Attribute::kernel_type(*attr)]; + } + + update_attribute_element_offset(object->geometry, + dscene->attributes_float, + attr_float_offset, + dscene->attributes_float2, + attr_float2_offset, + dscene->attributes_float3, + attr_float3_offset, + dscene->attributes_uchar4, + attr_uchar4_offset, + attr, + ATTR_PRIM_GEOMETRY, + req.type, + req.desc); + + /* object attributes don't care about subdivision */ + req.subd_type = req.type; + req.subd_desc = req.desc; + + if (progress.get_cancel()) + return; + } + } + + /* create attribute lookup maps */ + if (scene->shader_manager->use_osl()) + update_osl_attributes(device, scene, geom_attributes); + + update_svm_attributes(device, dscene, scene, geom_attributes, object_attributes); + + if (progress.get_cancel()) + return; + + /* copy to device */ + progress.set_status("Updating Mesh", "Copying Attributes to device"); + + dscene->attributes_float.copy_to_device_if_modified(); + dscene->attributes_float2.copy_to_device_if_modified(); + dscene->attributes_float3.copy_to_device_if_modified(); + dscene->attributes_uchar4.copy_to_device_if_modified(); + + if (progress.get_cancel()) + return; + + /* After mesh attributes and patch tables have been copied to device memory, + * we need to update offsets in the objects. */ + scene->object_manager->device_update_mesh_offsets(device, dscene, scene); +} + +void GeometryManager::mesh_calc_offset(Scene *scene, BVHLayout bvh_layout) +{ + size_t vert_size = 0; + size_t tri_size = 0; + + size_t curve_size = 0; + size_t curve_key_size = 0; + size_t curve_segment_size = 0; + + size_t patch_size = 0; + size_t face_size = 0; + size_t corner_size = 0; + + foreach (Geometry *geom, scene->geometry) { + bool prim_offset_changed = false; + + if (geom->geometry_type == Geometry::MESH || geom->geometry_type == Geometry::VOLUME) { + Mesh *mesh = static_cast(geom); + + prim_offset_changed = (mesh->prim_offset != tri_size); + + mesh->vert_offset = vert_size; + mesh->prim_offset = tri_size; + + mesh->patch_offset = patch_size; + mesh->face_offset = face_size; + mesh->corner_offset = corner_size; + + vert_size += mesh->verts.size(); + tri_size += mesh->num_triangles(); + + if (mesh->get_num_subd_faces()) { + Mesh::SubdFace last = mesh->get_subd_face(mesh->get_num_subd_faces() - 1); + patch_size += (last.ptex_offset + last.num_ptex_faces()) * 8; + + /* patch tables are stored in same array so include them in patch_size */ + if (mesh->patch_table) { + mesh->patch_table_offset = patch_size; + patch_size += mesh->patch_table->total_size(); + } + } + + face_size += mesh->get_num_subd_faces(); + corner_size += mesh->subd_face_corners.size(); + } + else if (geom->is_hair()) { + Hair *hair = static_cast(geom); + + prim_offset_changed = (hair->curve_segment_offset != curve_segment_size); + hair->curve_key_offset = curve_key_size; + hair->curve_segment_offset = curve_segment_size; + hair->prim_offset = curve_size; + + curve_size += hair->num_curves(); + curve_key_size += hair->get_curve_keys().size(); + curve_segment_size += hair->num_segments(); + } + + if (prim_offset_changed) { + /* Need to rebuild BVH in OptiX, since refit only allows modified mesh data there */ + const bool has_optix_bvh = bvh_layout == BVH_LAYOUT_OPTIX || + bvh_layout == BVH_LAYOUT_MULTI_OPTIX || + bvh_layout == BVH_LAYOUT_MULTI_OPTIX_EMBREE; + geom->need_update_rebuild |= has_optix_bvh; + geom->need_update_bvh_for_offset = true; + } + } +} + +void GeometryManager::device_update_mesh(Device *, + DeviceScene *dscene, + Scene *scene, + Progress &progress) +{ + /* Count. */ + size_t vert_size = 0; + size_t tri_size = 0; + + size_t curve_key_size = 0; + size_t curve_size = 0; + size_t curve_segment_size = 0; + + size_t patch_size = 0; + + foreach (Geometry *geom, scene->geometry) { + if (geom->geometry_type == Geometry::MESH || geom->geometry_type == Geometry::VOLUME) { + Mesh *mesh = static_cast(geom); + + vert_size += mesh->verts.size(); + tri_size += mesh->num_triangles(); + + if (mesh->get_num_subd_faces()) { + Mesh::SubdFace last = mesh->get_subd_face(mesh->get_num_subd_faces() - 1); + patch_size += (last.ptex_offset + last.num_ptex_faces()) * 8; + + /* patch tables are stored in same array so include them in patch_size */ + if (mesh->patch_table) { + mesh->patch_table_offset = patch_size; + patch_size += mesh->patch_table->total_size(); + } + } + } + else if (geom->is_hair()) { + Hair *hair = static_cast(geom); + + curve_key_size += hair->get_curve_keys().size(); + curve_size += hair->num_curves(); + curve_segment_size += hair->num_segments(); + } + } + + /* Fill in all the arrays. */ + if (tri_size != 0) { + /* normals */ + progress.set_status("Updating Mesh", "Computing normals"); + + float4 *tri_verts = dscene->tri_verts.alloc(tri_size * 3); + uint *tri_shader = dscene->tri_shader.alloc(tri_size); + float4 *vnormal = dscene->tri_vnormal.alloc(vert_size); + uint4 *tri_vindex = dscene->tri_vindex.alloc(tri_size); + uint *tri_patch = dscene->tri_patch.alloc(tri_size); + float2 *tri_patch_uv = dscene->tri_patch_uv.alloc(vert_size); + + const bool copy_all_data = dscene->tri_shader.need_realloc() || + dscene->tri_vindex.need_realloc() || + dscene->tri_vnormal.need_realloc() || + dscene->tri_patch.need_realloc() || + dscene->tri_patch_uv.need_realloc(); + + foreach (Geometry *geom, scene->geometry) { + if (geom->geometry_type == Geometry::MESH || geom->geometry_type == Geometry::VOLUME) { + Mesh *mesh = static_cast(geom); + + if (mesh->shader_is_modified() || mesh->smooth_is_modified() || + mesh->triangles_is_modified() || copy_all_data) { + mesh->pack_shaders(scene, &tri_shader[mesh->prim_offset]); + } + + if (mesh->verts_is_modified() || copy_all_data) { + mesh->pack_normals(&vnormal[mesh->vert_offset]); + } + + if (mesh->verts_is_modified() || mesh->triangles_is_modified() || + mesh->vert_patch_uv_is_modified() || copy_all_data) { + mesh->pack_verts(&tri_verts[mesh->prim_offset * 3], + &tri_vindex[mesh->prim_offset], + &tri_patch[mesh->prim_offset], + &tri_patch_uv[mesh->vert_offset]); + } + + if (progress.get_cancel()) + return; + } + } + + /* vertex coordinates */ + progress.set_status("Updating Mesh", "Copying Mesh to device"); + + dscene->tri_verts.copy_to_device_if_modified(); + dscene->tri_shader.copy_to_device_if_modified(); + dscene->tri_vnormal.copy_to_device_if_modified(); + dscene->tri_vindex.copy_to_device_if_modified(); + dscene->tri_patch.copy_to_device_if_modified(); + dscene->tri_patch_uv.copy_to_device_if_modified(); + } + + if (curve_segment_size != 0) { + progress.set_status("Updating Mesh", "Copying Curves to device"); + + float4 *curve_keys = dscene->curve_keys.alloc(curve_key_size); + KernelCurve *curves = dscene->curves.alloc(curve_size); + KernelCurveSegment *curve_segments = dscene->curve_segments.alloc(curve_segment_size); + + const bool copy_all_data = dscene->curve_keys.need_realloc() || + dscene->curves.need_realloc() || + dscene->curve_segments.need_realloc(); + + foreach (Geometry *geom, scene->geometry) { + if (geom->is_hair()) { + Hair *hair = static_cast(geom); + + bool curve_keys_co_modified = hair->curve_radius_is_modified() || + hair->curve_keys_is_modified(); + bool curve_data_modified = hair->curve_shader_is_modified() || + hair->curve_first_key_is_modified(); + + if (!curve_keys_co_modified && !curve_data_modified && !copy_all_data) { + continue; + } + + hair->pack_curves(scene, + &curve_keys[hair->curve_key_offset], + &curves[hair->prim_offset], + &curve_segments[hair->curve_segment_offset]); + if (progress.get_cancel()) + return; + } + } + + dscene->curve_keys.copy_to_device_if_modified(); + dscene->curves.copy_to_device_if_modified(); + dscene->curve_segments.copy_to_device_if_modified(); + } + + if (patch_size != 0 && dscene->patches.need_realloc()) { + progress.set_status("Updating Mesh", "Copying Patches to device"); + + uint *patch_data = dscene->patches.alloc(patch_size); + + foreach (Geometry *geom, scene->geometry) { + if (geom->is_mesh()) { + Mesh *mesh = static_cast(geom); + mesh->pack_patches(&patch_data[mesh->patch_offset]); + + if (mesh->patch_table) { + mesh->patch_table->copy_adjusting_offsets(&patch_data[mesh->patch_table_offset], + mesh->patch_table_offset); + } + + if (progress.get_cancel()) + return; + } + } + + dscene->patches.copy_to_device(); + } +} + +void GeometryManager::device_update_bvh(Device *device, + DeviceScene *dscene, + Scene *scene, + Progress &progress) +{ + /* bvh build */ + progress.set_status("Updating Scene BVH", "Building"); + + BVHParams bparams; + bparams.top_level = true; + bparams.bvh_layout = BVHParams::best_bvh_layout(scene->params.bvh_layout, + device->get_bvh_layout_mask()); + bparams.use_spatial_split = scene->params.use_bvh_spatial_split; + bparams.use_unaligned_nodes = dscene->data.bvh.have_curves && + scene->params.use_bvh_unaligned_nodes; + bparams.num_motion_triangle_steps = scene->params.num_bvh_time_steps; + bparams.num_motion_curve_steps = scene->params.num_bvh_time_steps; + bparams.bvh_type = scene->params.bvh_type; + bparams.curve_subdivisions = scene->params.curve_subdivisions(); + + VLOG(1) << "Using " << bvh_layout_name(bparams.bvh_layout) << " layout."; + + const bool can_refit = scene->bvh != nullptr && + (bparams.bvh_layout == BVHLayout::BVH_LAYOUT_OPTIX); + + BVH *bvh = scene->bvh; + if (!scene->bvh) { + bvh = scene->bvh = BVH::create(bparams, scene->geometry, scene->objects, device); + } + + device->build_bvh(bvh, progress, can_refit); + + if (progress.get_cancel()) { + return; + } + + const bool has_bvh2_layout = (bparams.bvh_layout == BVH_LAYOUT_BVH2); + + PackedBVH pack; + if (has_bvh2_layout) { + pack = std::move(static_cast(bvh)->pack); + } + else { + pack.root_index = -1; + } + + /* copy to device */ + progress.set_status("Updating Scene BVH", "Copying BVH to device"); + + /* When using BVH2, we always have to copy/update the data as its layout is dependent on the + * BVH's leaf nodes which may be different when the objects or vertices move. */ + + if (pack.nodes.size()) { + dscene->bvh_nodes.steal_data(pack.nodes); + dscene->bvh_nodes.copy_to_device(); + } + if (pack.leaf_nodes.size()) { + dscene->bvh_leaf_nodes.steal_data(pack.leaf_nodes); + dscene->bvh_leaf_nodes.copy_to_device(); + } + if (pack.object_node.size()) { + dscene->object_node.steal_data(pack.object_node); + dscene->object_node.copy_to_device(); + } + if (pack.prim_type.size()) { + dscene->prim_type.steal_data(pack.prim_type); + dscene->prim_type.copy_to_device(); + } + if (pack.prim_visibility.size()) { + dscene->prim_visibility.steal_data(pack.prim_visibility); + dscene->prim_visibility.copy_to_device(); + } + if (pack.prim_index.size()) { + dscene->prim_index.steal_data(pack.prim_index); + dscene->prim_index.copy_to_device(); + } + if (pack.prim_object.size()) { + dscene->prim_object.steal_data(pack.prim_object); + dscene->prim_object.copy_to_device(); + } + if (pack.prim_time.size()) { + dscene->prim_time.steal_data(pack.prim_time); + dscene->prim_time.copy_to_device(); + } + + dscene->data.bvh.root = pack.root_index; + dscene->data.bvh.use_bvh_steps = (scene->params.num_bvh_time_steps != 0); + dscene->data.bvh.curve_subdivisions = scene->params.curve_subdivisions(); + /* The scene handle is set in 'CPUDevice::const_copy_to' and 'OptiXDevice::const_copy_to' */ + dscene->data.bvh.scene = 0; +} + +/* Set of flags used to help determining what data has been modified or needs reallocation, so we + * can decide which device data to free or update. */ +enum { + DEVICE_CURVE_DATA_MODIFIED = (1 << 0), + DEVICE_MESH_DATA_MODIFIED = (1 << 1), + + ATTR_FLOAT_MODIFIED = (1 << 2), + ATTR_FLOAT2_MODIFIED = (1 << 3), + ATTR_FLOAT3_MODIFIED = (1 << 4), + ATTR_UCHAR4_MODIFIED = (1 << 5), + + CURVE_DATA_NEED_REALLOC = (1 << 6), + MESH_DATA_NEED_REALLOC = (1 << 7), + + ATTR_FLOAT_NEEDS_REALLOC = (1 << 8), + ATTR_FLOAT2_NEEDS_REALLOC = (1 << 9), + ATTR_FLOAT3_NEEDS_REALLOC = (1 << 10), + ATTR_UCHAR4_NEEDS_REALLOC = (1 << 11), + + ATTRS_NEED_REALLOC = (ATTR_FLOAT_NEEDS_REALLOC | ATTR_FLOAT2_NEEDS_REALLOC | + ATTR_FLOAT3_NEEDS_REALLOC | ATTR_UCHAR4_NEEDS_REALLOC), + DEVICE_MESH_DATA_NEEDS_REALLOC = (MESH_DATA_NEED_REALLOC | ATTRS_NEED_REALLOC), + DEVICE_CURVE_DATA_NEEDS_REALLOC = (CURVE_DATA_NEED_REALLOC | ATTRS_NEED_REALLOC), +}; + +static void update_device_flags_attribute(uint32_t &device_update_flags, + const AttributeSet &attributes) +{ + foreach (const Attribute &attr, attributes.attributes) { + if (!attr.modified) { + continue; + } + + AttrKernelDataType kernel_type = Attribute::kernel_type(attr); + + switch (kernel_type) { + case AttrKernelDataType::FLOAT: { + device_update_flags |= ATTR_FLOAT_MODIFIED; + break; + } + case AttrKernelDataType::FLOAT2: { + device_update_flags |= ATTR_FLOAT2_MODIFIED; + break; + } + case AttrKernelDataType::FLOAT3: { + device_update_flags |= ATTR_FLOAT3_MODIFIED; + break; + } + case AttrKernelDataType::UCHAR4: { + device_update_flags |= ATTR_UCHAR4_MODIFIED; + break; + } + } + } +} + +static void update_attribute_realloc_flags(uint32_t &device_update_flags, + const AttributeSet &attributes) +{ + if (attributes.modified(AttrKernelDataType::FLOAT)) { + device_update_flags |= ATTR_FLOAT_NEEDS_REALLOC; + } + if (attributes.modified(AttrKernelDataType::FLOAT2)) { + device_update_flags |= ATTR_FLOAT2_NEEDS_REALLOC; + } + if (attributes.modified(AttrKernelDataType::FLOAT3)) { + device_update_flags |= ATTR_FLOAT3_NEEDS_REALLOC; + } + if (attributes.modified(AttrKernelDataType::UCHAR4)) { + device_update_flags |= ATTR_UCHAR4_NEEDS_REALLOC; + } +} + +void GeometryManager::device_update_preprocess(Device *device, Scene *scene, Progress &progress) +{ + if (!need_update() && !need_flags_update) { + return; + } + + uint32_t device_update_flags = 0; + + scoped_callback_timer timer([scene](double time) { + if (scene->update_stats) { + scene->update_stats->geometry.times.add_entry({"device_update_preprocess", time}); + } + }); + + progress.set_status("Updating Meshes Flags"); + + /* Update flags. */ + bool volume_images_updated = false; + + foreach (Geometry *geom, scene->geometry) { + geom->has_volume = false; + + update_attribute_realloc_flags(device_update_flags, geom->attributes); + + if (geom->is_mesh()) { + Mesh *mesh = static_cast(geom); + update_attribute_realloc_flags(device_update_flags, mesh->subd_attributes); + } + + foreach (Node *node, geom->get_used_shaders()) { + Shader *shader = static_cast(node); + if (shader->has_volume) { + geom->has_volume = true; + } + + if (shader->has_surface_bssrdf) { + geom->has_surface_bssrdf = true; + } + + if (shader->need_update_uvs) { + device_update_flags |= ATTR_FLOAT2_NEEDS_REALLOC; + + /* Attributes might need to be tessellated if added. */ + if (geom->is_mesh()) { + Mesh *mesh = static_cast(geom); + if (mesh->need_tesselation()) { + mesh->tag_modified(); + } + } + } + + if (shader->need_update_attribute) { + device_update_flags |= ATTRS_NEED_REALLOC; + + /* Attributes might need to be tessellated if added. */ + if (geom->is_mesh()) { + Mesh *mesh = static_cast(geom); + if (mesh->need_tesselation()) { + mesh->tag_modified(); + } + } + } + + if (shader->need_update_displacement) { + /* tag displacement related sockets as modified */ + if (geom->is_mesh()) { + Mesh *mesh = static_cast(geom); + mesh->tag_verts_modified(); + mesh->tag_subd_dicing_rate_modified(); + mesh->tag_subd_max_level_modified(); + mesh->tag_subd_objecttoworld_modified(); + + device_update_flags |= ATTRS_NEED_REALLOC; + } + } + } + + /* only check for modified attributes if we do not need to reallocate them already */ + if ((device_update_flags & ATTRS_NEED_REALLOC) == 0) { + update_device_flags_attribute(device_update_flags, geom->attributes); + /* don't check for subd_attributes, as if they were modified, we would need to reallocate + * anyway */ + } + + /* Re-create volume mesh if we will rebuild or refit the BVH. Note we + * should only do it in that case, otherwise the BVH and mesh can go + * out of sync. */ + if (geom->is_modified() && geom->geometry_type == Geometry::VOLUME) { + /* Create volume meshes if there is voxel data. */ + if (!volume_images_updated) { + progress.set_status("Updating Meshes Volume Bounds"); + device_update_volume_images(device, scene, progress); + volume_images_updated = true; + } + + Volume *volume = static_cast(geom); + create_volume_mesh(volume, progress); + + /* always reallocate when we have a volume, as we need to rebuild the BVH */ + device_update_flags |= DEVICE_MESH_DATA_NEEDS_REALLOC; + } + + if (geom->is_hair()) { + /* Set curve shape, still a global scene setting for now. */ + Hair *hair = static_cast(geom); + hair->curve_shape = scene->params.hair_shape; + + if (hair->need_update_rebuild) { + device_update_flags |= DEVICE_CURVE_DATA_NEEDS_REALLOC; + } + else if (hair->is_modified()) { + device_update_flags |= DEVICE_CURVE_DATA_MODIFIED; + } + } + + if (geom->is_mesh()) { + Mesh *mesh = static_cast(geom); + + if (mesh->need_update_rebuild) { + device_update_flags |= DEVICE_MESH_DATA_NEEDS_REALLOC; + } + else if (mesh->is_modified()) { + device_update_flags |= DEVICE_MESH_DATA_MODIFIED; + } + } + } + + if (update_flags & (MESH_ADDED | MESH_REMOVED)) { + device_update_flags |= DEVICE_MESH_DATA_NEEDS_REALLOC; + } + + if (update_flags & (HAIR_ADDED | HAIR_REMOVED)) { + device_update_flags |= DEVICE_CURVE_DATA_NEEDS_REALLOC; + } + + /* tag the device arrays for reallocation or modification */ + DeviceScene *dscene = &scene->dscene; + + if (device_update_flags & (DEVICE_MESH_DATA_NEEDS_REALLOC | DEVICE_CURVE_DATA_NEEDS_REALLOC)) { + delete scene->bvh; + scene->bvh = nullptr; + + dscene->bvh_nodes.tag_realloc(); + dscene->bvh_leaf_nodes.tag_realloc(); + dscene->object_node.tag_realloc(); + dscene->prim_type.tag_realloc(); + dscene->prim_visibility.tag_realloc(); + dscene->prim_index.tag_realloc(); + dscene->prim_object.tag_realloc(); + dscene->prim_time.tag_realloc(); + + if (device_update_flags & DEVICE_MESH_DATA_NEEDS_REALLOC) { + dscene->tri_verts.tag_realloc(); + dscene->tri_vnormal.tag_realloc(); + dscene->tri_vindex.tag_realloc(); + dscene->tri_patch.tag_realloc(); + dscene->tri_patch_uv.tag_realloc(); + dscene->tri_shader.tag_realloc(); + dscene->patches.tag_realloc(); + } + + if (device_update_flags & DEVICE_CURVE_DATA_NEEDS_REALLOC) { + dscene->curves.tag_realloc(); + dscene->curve_keys.tag_realloc(); + dscene->curve_segments.tag_realloc(); + } + } + + if ((update_flags & VISIBILITY_MODIFIED) != 0) { + dscene->prim_visibility.tag_modified(); + } + + if (device_update_flags & ATTR_FLOAT_NEEDS_REALLOC) { + dscene->attributes_map.tag_realloc(); + dscene->attributes_float.tag_realloc(); + } + else if (device_update_flags & ATTR_FLOAT_MODIFIED) { + dscene->attributes_float.tag_modified(); + } + + if (device_update_flags & ATTR_FLOAT2_NEEDS_REALLOC) { + dscene->attributes_map.tag_realloc(); + dscene->attributes_float2.tag_realloc(); + } + else if (device_update_flags & ATTR_FLOAT2_MODIFIED) { + dscene->attributes_float2.tag_modified(); + } + + if (device_update_flags & ATTR_FLOAT3_NEEDS_REALLOC) { + dscene->attributes_map.tag_realloc(); + dscene->attributes_float3.tag_realloc(); + } + else if (device_update_flags & ATTR_FLOAT3_MODIFIED) { + dscene->attributes_float3.tag_modified(); + } + + if (device_update_flags & ATTR_UCHAR4_NEEDS_REALLOC) { + dscene->attributes_map.tag_realloc(); + dscene->attributes_uchar4.tag_realloc(); + } + else if (device_update_flags & ATTR_UCHAR4_MODIFIED) { + dscene->attributes_uchar4.tag_modified(); + } + + if (device_update_flags & DEVICE_MESH_DATA_MODIFIED) { + /* if anything else than vertices or shaders are modified, we would need to reallocate, so + * these are the only arrays that can be updated */ + dscene->tri_verts.tag_modified(); + dscene->tri_vnormal.tag_modified(); + dscene->tri_shader.tag_modified(); + } + + if (device_update_flags & DEVICE_CURVE_DATA_MODIFIED) { + dscene->curve_keys.tag_modified(); + dscene->curves.tag_modified(); + dscene->curve_segments.tag_modified(); + } + + need_flags_update = false; +} + +void GeometryManager::device_update_displacement_images(Device *device, + Scene *scene, + Progress &progress) +{ + progress.set_status("Updating Displacement Images"); + TaskPool pool; + ImageManager *image_manager = scene->image_manager; + set bump_images; + foreach (Geometry *geom, scene->geometry) { + if (geom->is_modified()) { + foreach (Node *node, geom->get_used_shaders()) { + Shader *shader = static_cast(node); + if (!shader->has_displacement || shader->get_displacement_method() == DISPLACE_BUMP) { + continue; + } + foreach (ShaderNode *node, shader->graph->nodes) { + if (node->special_type != SHADER_SPECIAL_TYPE_IMAGE_SLOT) { + continue; + } + + ImageSlotTextureNode *image_node = static_cast(node); + for (int i = 0; i < image_node->handle.num_tiles(); i++) { + const int slot = image_node->handle.svm_slot(i); + if (slot != -1) { + bump_images.insert(slot); + } + } + } + } + } + } + foreach (int slot, bump_images) { + pool.push(function_bind( + &ImageManager::device_update_slot, image_manager, device, scene, slot, &progress)); + } + pool.wait_work(); +} + +void GeometryManager::device_update_volume_images(Device *device, Scene *scene, Progress &progress) +{ + progress.set_status("Updating Volume Images"); + TaskPool pool; + ImageManager *image_manager = scene->image_manager; + set volume_images; + + foreach (Geometry *geom, scene->geometry) { + if (!geom->is_modified()) { + continue; + } + + foreach (Attribute &attr, geom->attributes.attributes) { + if (attr.element != ATTR_ELEMENT_VOXEL) { + continue; + } + + ImageHandle &handle = attr.data_voxel(); + /* We can build directly from OpenVDB data structures, no need to + * load such images early. */ + if (!handle.vdb_loader()) { + const int slot = handle.svm_slot(); + if (slot != -1) { + volume_images.insert(slot); + } + } + } + } + + foreach (int slot, volume_images) { + pool.push(function_bind( + &ImageManager::device_update_slot, image_manager, device, scene, slot, &progress)); + } + pool.wait_work(); +} + +void GeometryManager::device_update(Device *device, + DeviceScene *dscene, + Scene *scene, + Progress &progress) +{ + if (!need_update()) + return; + + VLOG(1) << "Total " << scene->geometry.size() << " meshes."; + + bool true_displacement_used = false; + bool curve_shadow_transparency_used = false; + size_t total_tess_needed = 0; + + { + scoped_callback_timer timer([scene](double time) { + if (scene->update_stats) { + scene->update_stats->geometry.times.add_entry({"device_update (normals)", time}); + } + }); + + foreach (Geometry *geom, scene->geometry) { + if (geom->is_modified()) { + if ((geom->geometry_type == Geometry::MESH || geom->geometry_type == Geometry::VOLUME)) { + Mesh *mesh = static_cast(geom); + + /* Update normals. */ + mesh->add_face_normals(); + mesh->add_vertex_normals(); + + if (mesh->need_attribute(scene, ATTR_STD_POSITION_UNDISPLACED)) { + mesh->add_undisplaced(); + } + + /* Test if we need tessellation. */ + if (mesh->need_tesselation()) { + total_tess_needed++; + } + + /* Test if we need displacement. */ + if (mesh->has_true_displacement()) { + true_displacement_used = true; + } + } + else if (geom->geometry_type == Geometry::HAIR) { + Hair *hair = static_cast(geom); + if (hair->need_shadow_transparency()) { + curve_shadow_transparency_used = true; + } + } + + if (progress.get_cancel()) { + return; + } + } + } + } + + if (progress.get_cancel()) { + return; + } + + /* Tessellate meshes that are using subdivision */ + if (total_tess_needed) { + scoped_callback_timer timer([scene](double time) { + if (scene->update_stats) { + scene->update_stats->geometry.times.add_entry( + {"device_update (adaptive subdivision)", time}); + } + }); + + Camera *dicing_camera = scene->dicing_camera; + dicing_camera->set_screen_size(dicing_camera->get_full_width(), + dicing_camera->get_full_height()); + dicing_camera->update(scene); + + size_t i = 0; + foreach (Geometry *geom, scene->geometry) { + if (!(geom->is_modified() && geom->is_mesh())) { + continue; + } + + Mesh *mesh = static_cast(geom); + if (mesh->need_tesselation()) { + string msg = "Tessellating "; + if (mesh->name == "") + msg += string_printf("%u/%u", (uint)(i + 1), (uint)total_tess_needed); + else + msg += string_printf( + "%s %u/%u", mesh->name.c_str(), (uint)(i + 1), (uint)total_tess_needed); + + progress.set_status("Updating Mesh", msg); + + mesh->subd_params->camera = dicing_camera; + DiagSplit dsplit(*mesh->subd_params); + mesh->tessellate(&dsplit); + + i++; + + if (progress.get_cancel()) { + return; + } + } + } + + if (progress.get_cancel()) { + return; + } + } + + /* Update images needed for true displacement. */ + bool old_need_object_flags_update = false; + if (true_displacement_used || curve_shadow_transparency_used) { + scoped_callback_timer timer([scene](double time) { + if (scene->update_stats) { + scene->update_stats->geometry.times.add_entry( + {"device_update (displacement: load images)", time}); + } + }); + device_update_displacement_images(device, scene, progress); + old_need_object_flags_update = scene->object_manager->need_flags_update; + scene->object_manager->device_update_flags(device, dscene, scene, progress, false); + } + + /* Device update. */ + device_free(device, dscene, false); + + const BVHLayout bvh_layout = BVHParams::best_bvh_layout(scene->params.bvh_layout, + device->get_bvh_layout_mask()); + mesh_calc_offset(scene, bvh_layout); + if (true_displacement_used || curve_shadow_transparency_used) { + scoped_callback_timer timer([scene](double time) { + if (scene->update_stats) { + scene->update_stats->geometry.times.add_entry( + {"device_update (displacement: copy meshes to device)", time}); + } + }); + device_update_mesh(device, dscene, scene, progress); + } + if (progress.get_cancel()) { + return; + } + + { + scoped_callback_timer timer([scene](double time) { + if (scene->update_stats) { + scene->update_stats->geometry.times.add_entry({"device_update (attributes)", time}); + } + }); + device_update_attributes(device, dscene, scene, progress); + if (progress.get_cancel()) { + return; + } + } + + /* Update displacement and hair shadow transparency. */ + bool displacement_done = false; + bool curve_shadow_transparency_done = false; + size_t num_bvh = 0; + + { + /* Copy constant data needed by shader evaluation. */ + device->const_copy_to("__data", &dscene->data, sizeof(dscene->data)); + + scoped_callback_timer timer([scene](double time) { + if (scene->update_stats) { + scene->update_stats->geometry.times.add_entry({"device_update (displacement)", time}); + } + }); + + foreach (Geometry *geom, scene->geometry) { + if (geom->is_modified()) { + if (geom->is_mesh()) { + Mesh *mesh = static_cast(geom); + if (displace(device, scene, mesh, progress)) { + displacement_done = true; + } + } + else if (geom->geometry_type == Geometry::HAIR) { + Hair *hair = static_cast(geom); + if (hair->update_shadow_transparency(device, scene, progress)) { + curve_shadow_transparency_done = true; + } + } + } + + if (geom->is_modified() || geom->need_update_bvh_for_offset) { + if (geom->need_build_bvh(bvh_layout)) { + num_bvh++; + } + } + + if (progress.get_cancel()) { + return; + } + } + } + + if (progress.get_cancel()) { + return; + } + + /* Device re-update after displacement. */ + if (displacement_done || curve_shadow_transparency_done) { + scoped_callback_timer timer([scene](double time) { + if (scene->update_stats) { + scene->update_stats->geometry.times.add_entry( + {"device_update (displacement: attributes)", time}); + } + }); + device_free(device, dscene, false); + + device_update_attributes(device, dscene, scene, progress); + if (progress.get_cancel()) { + return; + } + } + + /* Update the BVH even when there is no geometry so the kernel's BVH data is still valid, + * especially when removing all of the objects during interactive renders. + * Also update the BVH if the transformations change, we cannot rely on tagging the Geometry + * as modified in this case, as we may accumulate displacement if the vertices do not also + * change. */ + bool need_update_scene_bvh = (scene->bvh == nullptr || + (update_flags & (TRANSFORM_MODIFIED | VISIBILITY_MODIFIED)) != 0); + { + scoped_callback_timer timer([scene](double time) { + if (scene->update_stats) { + scene->update_stats->geometry.times.add_entry({"device_update (build object BVHs)", time}); + } + }); + TaskPool pool; + + size_t i = 0; + foreach (Geometry *geom, scene->geometry) { + if (geom->is_modified() || geom->need_update_bvh_for_offset) { + need_update_scene_bvh = true; + pool.push(function_bind( + &Geometry::compute_bvh, geom, device, dscene, &scene->params, &progress, i, num_bvh)); + if (geom->need_build_bvh(bvh_layout)) { + i++; + } + } + } + + TaskPool::Summary summary; + pool.wait_work(&summary); + VLOG(2) << "Objects BVH build pool statistics:\n" << summary.full_report(); + } + + foreach (Shader *shader, scene->shaders) { + shader->need_update_uvs = false; + shader->need_update_attribute = false; + shader->need_update_displacement = false; + } + + Scene::MotionType need_motion = scene->need_motion(); + bool motion_blur = need_motion == Scene::MOTION_BLUR; + + /* Update objects. */ + { + scoped_callback_timer timer([scene](double time) { + if (scene->update_stats) { + scene->update_stats->geometry.times.add_entry({"device_update (compute bounds)", time}); + } + }); + foreach (Object *object, scene->objects) { + object->compute_bounds(motion_blur); + } + } + + if (progress.get_cancel()) { + return; + } + + if (need_update_scene_bvh) { + scoped_callback_timer timer([scene](double time) { + if (scene->update_stats) { + scene->update_stats->geometry.times.add_entry({"device_update (build scene BVH)", time}); + } + }); + device_update_bvh(device, dscene, scene, progress); + if (progress.get_cancel()) { + return; + } + } + + /* Always set BVH layout again after displacement where it was set to none, + * to avoid ray-tracing at that stage. */ + dscene->data.bvh.bvh_layout = BVHParams::best_bvh_layout(scene->params.bvh_layout, + device->get_bvh_layout_mask()); + + { + scoped_callback_timer timer([scene](double time) { + if (scene->update_stats) { + scene->update_stats->geometry.times.add_entry( + {"device_update (copy meshes to device)", time}); + } + }); + device_update_mesh(device, dscene, scene, progress); + if (progress.get_cancel()) { + return; + } + } + + if (true_displacement_used) { + /* Re-tag flags for update, so they're re-evaluated + * for meshes with correct bounding boxes. + * + * This wouldn't cause wrong results, just true + * displacement might be less optimal to calculate. + */ + scene->object_manager->need_flags_update = old_need_object_flags_update; + } + + /* unset flags */ + + foreach (Geometry *geom, scene->geometry) { + geom->clear_modified(); + geom->attributes.clear_modified(); + + if (geom->is_mesh()) { + Mesh *mesh = static_cast(geom); + mesh->subd_attributes.clear_modified(); + } + } + + update_flags = UPDATE_NONE; + + dscene->bvh_nodes.clear_modified(); + dscene->bvh_leaf_nodes.clear_modified(); + dscene->object_node.clear_modified(); + dscene->prim_type.clear_modified(); + dscene->prim_visibility.clear_modified(); + dscene->prim_index.clear_modified(); + dscene->prim_object.clear_modified(); + dscene->prim_time.clear_modified(); + dscene->tri_verts.clear_modified(); + dscene->tri_shader.clear_modified(); + dscene->tri_vindex.clear_modified(); + dscene->tri_patch.clear_modified(); + dscene->tri_vnormal.clear_modified(); + dscene->tri_patch_uv.clear_modified(); + dscene->curves.clear_modified(); + dscene->curve_keys.clear_modified(); + dscene->curve_segments.clear_modified(); + dscene->patches.clear_modified(); + dscene->attributes_map.clear_modified(); + dscene->attributes_float.clear_modified(); + dscene->attributes_float2.clear_modified(); + dscene->attributes_float3.clear_modified(); + dscene->attributes_uchar4.clear_modified(); +} + +void GeometryManager::device_free(Device *device, DeviceScene *dscene, bool force_free) +{ + dscene->bvh_nodes.free_if_need_realloc(force_free); + dscene->bvh_leaf_nodes.free_if_need_realloc(force_free); + dscene->object_node.free_if_need_realloc(force_free); + dscene->prim_type.free_if_need_realloc(force_free); + dscene->prim_visibility.free_if_need_realloc(force_free); + dscene->prim_index.free_if_need_realloc(force_free); + dscene->prim_object.free_if_need_realloc(force_free); + dscene->prim_time.free_if_need_realloc(force_free); + dscene->tri_verts.free_if_need_realloc(force_free); + dscene->tri_shader.free_if_need_realloc(force_free); + dscene->tri_vnormal.free_if_need_realloc(force_free); + dscene->tri_vindex.free_if_need_realloc(force_free); + dscene->tri_patch.free_if_need_realloc(force_free); + dscene->tri_patch_uv.free_if_need_realloc(force_free); + dscene->curves.free_if_need_realloc(force_free); + dscene->curve_keys.free_if_need_realloc(force_free); + dscene->curve_segments.free_if_need_realloc(force_free); + dscene->patches.free_if_need_realloc(force_free); + dscene->attributes_map.free_if_need_realloc(force_free); + dscene->attributes_float.free_if_need_realloc(force_free); + dscene->attributes_float2.free_if_need_realloc(force_free); + dscene->attributes_float3.free_if_need_realloc(force_free); + dscene->attributes_uchar4.free_if_need_realloc(force_free); + + /* Signal for shaders like displacement not to do ray tracing. */ + dscene->data.bvh.bvh_layout = BVH_LAYOUT_NONE; + +#ifdef WITH_OSL + OSLGlobals *og = (OSLGlobals *)device->get_cpu_osl_memory(); + + if (og) { + og->object_name_map.clear(); + og->attribute_map.clear(); + og->object_names.clear(); + } +#else + (void)device; +#endif +} + +void GeometryManager::tag_update(Scene *scene, uint32_t flag) +{ + update_flags |= flag; + + /* do not tag the object manager for an update if it is the one who tagged us */ + if ((flag & OBJECT_MANAGER) == 0) { + scene->object_manager->tag_update(scene, ObjectManager::GEOMETRY_MANAGER); + } +} + +bool GeometryManager::need_update() const +{ + return update_flags != UPDATE_NONE; +} + +void GeometryManager::collect_statistics(const Scene *scene, RenderStats *stats) +{ + foreach (Geometry *geometry, scene->geometry) { + stats->mesh.geometry.add_entry( + NamedSizeEntry(string(geometry->name.c_str()), geometry->get_total_size_in_bytes())); + } +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/scene/geometry.h b/intern/cycles/scene/geometry.h new file mode 100644 index 00000000000..8133132229e --- /dev/null +++ b/intern/cycles/scene/geometry.h @@ -0,0 +1,272 @@ +/* + * Copyright 2011-2020 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef __GEOMETRY_H__ +#define __GEOMETRY_H__ + +#include "graph/node.h" + +#include "bvh/bvh_params.h" + +#include "scene/attribute.h" + +#include "util/util_boundbox.h" +#include "util/util_set.h" +#include "util/util_transform.h" +#include "util/util_types.h" +#include "util/util_vector.h" + +CCL_NAMESPACE_BEGIN + +class BVH; +class Device; +class DeviceScene; +class Mesh; +class Progress; +class RenderStats; +class Scene; +class SceneParams; +class Shader; +class Volume; +struct PackedBVH; + +/* Geometry + * + * Base class for geometric types like Mesh and Hair. */ + +class Geometry : public Node { + public: + NODE_ABSTRACT_DECLARE + + enum Type { + MESH, + HAIR, + VOLUME, + }; + + Type geometry_type; + + /* Attributes */ + AttributeSet attributes; + + /* Shaders */ + NODE_SOCKET_API_ARRAY(array, used_shaders) + + /* Transform */ + BoundBox bounds; + bool transform_applied; + bool transform_negative_scaled; + Transform transform_normal; + + /* Motion Blur */ + NODE_SOCKET_API(uint, motion_steps) + NODE_SOCKET_API(bool, use_motion_blur) + + /* Maximum number of motion steps supported (due to Embree). */ + static const uint MAX_MOTION_STEPS = 129; + + /* BVH */ + BVH *bvh; + size_t attr_map_offset; + size_t prim_offset; + + /* Shader Properties */ + bool has_volume; /* Set in the device_update_flags(). */ + bool has_surface_bssrdf; /* Set in the device_update_flags(). */ + + /* Update Flags */ + bool need_update_rebuild; + bool need_update_bvh_for_offset; + + /* Index into scene->geometry (only valid during update) */ + size_t index; + + /* Constructor/Destructor */ + explicit Geometry(const NodeType *node_type, const Type type); + virtual ~Geometry(); + + /* Geometry */ + virtual void clear(bool preserve_shaders = false); + virtual void compute_bounds() = 0; + virtual void apply_transform(const Transform &tfm, const bool apply_to_motion) = 0; + + /* Attribute Requests */ + bool need_attribute(Scene *scene, AttributeStandard std); + bool need_attribute(Scene *scene, ustring name); + + AttributeRequestSet needed_attributes(); + + /* UDIM */ + virtual void get_uv_tiles(ustring map, unordered_set &tiles) = 0; + + /* Convert between normalized -1..1 motion time and index in the + * VERTEX_MOTION attribute. */ + float motion_time(int step) const; + int motion_step(float time) const; + + /* BVH */ + void compute_bvh(Device *device, + DeviceScene *dscene, + SceneParams *params, + Progress *progress, + int n, + int total); + + virtual PrimitiveType primitive_type() const = 0; + + /* Check whether the geometry should have own BVH built separately. Briefly, + * own BVH is needed for geometry, if: + * + * - It is instanced multiple times, so each instance object should share the + * same BVH tree. + * - Special ray intersection is needed, for example to limit subsurface rays + * to only the geometry itself. + * - The BVH layout requires the top level to only contain instances. + */ + bool need_build_bvh(BVHLayout layout) const; + + /* Test if the geometry should be treated as instanced. */ + bool is_instanced() const; + + bool has_true_displacement() const; + bool has_motion_blur() const; + bool has_voxel_attributes() const; + + bool is_mesh() const + { + return geometry_type == MESH; + } + + bool is_hair() const + { + return geometry_type == HAIR; + } + + bool is_volume() const + { + return geometry_type == VOLUME; + } + + /* Updates */ + void tag_update(Scene *scene, bool rebuild); + + void tag_bvh_update(bool rebuild); +}; + +/* Geometry Manager */ + +class GeometryManager { + uint32_t update_flags; + + public: + enum : uint32_t { + UV_PASS_NEEDED = (1 << 0), + MOTION_PASS_NEEDED = (1 << 1), + GEOMETRY_MODIFIED = (1 << 2), + OBJECT_MANAGER = (1 << 3), + MESH_ADDED = (1 << 4), + MESH_REMOVED = (1 << 5), + HAIR_ADDED = (1 << 6), + HAIR_REMOVED = (1 << 7), + + SHADER_ATTRIBUTE_MODIFIED = (1 << 8), + SHADER_DISPLACEMENT_MODIFIED = (1 << 9), + + GEOMETRY_ADDED = MESH_ADDED | HAIR_ADDED, + GEOMETRY_REMOVED = MESH_REMOVED | HAIR_REMOVED, + + TRANSFORM_MODIFIED = (1 << 10), + + VISIBILITY_MODIFIED = (1 << 11), + + /* tag everything in the manager for an update */ + UPDATE_ALL = ~0u, + + UPDATE_NONE = 0u, + }; + + /* Update Flags */ + bool need_flags_update; + + /* Constructor/Destructor */ + GeometryManager(); + ~GeometryManager(); + + /* Device Updates */ + void device_update_preprocess(Device *device, Scene *scene, Progress &progress); + void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress); + void device_free(Device *device, DeviceScene *dscene, bool force_free); + + /* Updates */ + void tag_update(Scene *scene, uint32_t flag); + + bool need_update() const; + + /* Statistics */ + void collect_statistics(const Scene *scene, RenderStats *stats); + + protected: + bool displace(Device *device, Scene *scene, Mesh *mesh, Progress &progress); + + void create_volume_mesh(Volume *volume, Progress &progress); + + /* Attributes */ + void update_osl_attributes(Device *device, + Scene *scene, + vector &geom_attributes); + void update_svm_attributes(Device *device, + DeviceScene *dscene, + Scene *scene, + vector &geom_attributes, + vector &object_attributes); + + /* Compute verts/triangles/curves offsets in global arrays. */ + void mesh_calc_offset(Scene *scene, BVHLayout bvh_layout); + + void device_update_object(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress); + + void device_update_mesh(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress); + + void device_update_attributes(Device *device, + DeviceScene *dscene, + Scene *scene, + Progress &progress); + + void device_update_bvh(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress); + + void device_update_displacement_images(Device *device, Scene *scene, Progress &progress); + + void device_update_volume_images(Device *device, Scene *scene, Progress &progress); + + private: + static void update_attribute_element_offset(Geometry *geom, + device_vector &attr_float, + size_t &attr_float_offset, + device_vector &attr_float2, + size_t &attr_float2_offset, + device_vector &attr_float3, + size_t &attr_float3_offset, + device_vector &attr_uchar4, + size_t &attr_uchar4_offset, + Attribute *mattr, + AttributePrimitive prim, + TypeDesc &type, + AttributeDescriptor &desc); +}; + +CCL_NAMESPACE_END + +#endif /* __GEOMETRY_H__ */ diff --git a/intern/cycles/scene/hair.cpp b/intern/cycles/scene/hair.cpp new file mode 100644 index 00000000000..2390da5bf88 --- /dev/null +++ b/intern/cycles/scene/hair.cpp @@ -0,0 +1,632 @@ +/* + * Copyright 2011-2020 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "bvh/bvh.h" + +#include "scene/curves.h" +#include "scene/hair.h" +#include "scene/object.h" +#include "scene/scene.h" + +#include "integrator/shader_eval.h" + +#include "util/util_progress.h" + +CCL_NAMESPACE_BEGIN + +/* Hair Curve */ + +void Hair::Curve::bounds_grow(const int k, + const float3 *curve_keys, + const float *curve_radius, + BoundBox &bounds) const +{ + float3 P[4]; + + P[0] = curve_keys[max(first_key + k - 1, first_key)]; + P[1] = curve_keys[first_key + k]; + P[2] = curve_keys[first_key + k + 1]; + P[3] = curve_keys[min(first_key + k + 2, first_key + num_keys - 1)]; + + float3 lower; + float3 upper; + + curvebounds(&lower.x, &upper.x, P, 0); + curvebounds(&lower.y, &upper.y, P, 1); + curvebounds(&lower.z, &upper.z, P, 2); + + float mr = max(curve_radius[first_key + k], curve_radius[first_key + k + 1]); + + bounds.grow(lower, mr); + bounds.grow(upper, mr); +} + +void Hair::Curve::bounds_grow(const int k, + const float3 *curve_keys, + const float *curve_radius, + const Transform &aligned_space, + BoundBox &bounds) const +{ + float3 P[4]; + + P[0] = curve_keys[max(first_key + k - 1, first_key)]; + P[1] = curve_keys[first_key + k]; + P[2] = curve_keys[first_key + k + 1]; + P[3] = curve_keys[min(first_key + k + 2, first_key + num_keys - 1)]; + + P[0] = transform_point(&aligned_space, P[0]); + P[1] = transform_point(&aligned_space, P[1]); + P[2] = transform_point(&aligned_space, P[2]); + P[3] = transform_point(&aligned_space, P[3]); + + float3 lower; + float3 upper; + + curvebounds(&lower.x, &upper.x, P, 0); + curvebounds(&lower.y, &upper.y, P, 1); + curvebounds(&lower.z, &upper.z, P, 2); + + float mr = max(curve_radius[first_key + k], curve_radius[first_key + k + 1]); + + bounds.grow(lower, mr); + bounds.grow(upper, mr); +} + +void Hair::Curve::bounds_grow(float4 keys[4], BoundBox &bounds) const +{ + float3 P[4] = { + float4_to_float3(keys[0]), + float4_to_float3(keys[1]), + float4_to_float3(keys[2]), + float4_to_float3(keys[3]), + }; + + float3 lower; + float3 upper; + + curvebounds(&lower.x, &upper.x, P, 0); + curvebounds(&lower.y, &upper.y, P, 1); + curvebounds(&lower.z, &upper.z, P, 2); + + float mr = max(keys[1].w, keys[2].w); + + bounds.grow(lower, mr); + bounds.grow(upper, mr); +} + +void Hair::Curve::motion_keys(const float3 *curve_keys, + const float *curve_radius, + const float3 *key_steps, + size_t num_curve_keys, + size_t num_steps, + float time, + size_t k0, + size_t k1, + float4 r_keys[2]) const +{ + /* Figure out which steps we need to fetch and their interpolation factor. */ + const size_t max_step = num_steps - 1; + const size_t step = min((int)(time * max_step), max_step - 1); + const float t = time * max_step - step; + /* Fetch vertex coordinates. */ + float4 curr_keys[2]; + float4 next_keys[2]; + keys_for_step( + curve_keys, curve_radius, key_steps, num_curve_keys, num_steps, step, k0, k1, curr_keys); + keys_for_step( + curve_keys, curve_radius, key_steps, num_curve_keys, num_steps, step + 1, k0, k1, next_keys); + /* Interpolate between steps. */ + r_keys[0] = (1.0f - t) * curr_keys[0] + t * next_keys[0]; + r_keys[1] = (1.0f - t) * curr_keys[1] + t * next_keys[1]; +} + +void Hair::Curve::cardinal_motion_keys(const float3 *curve_keys, + const float *curve_radius, + const float3 *key_steps, + size_t num_curve_keys, + size_t num_steps, + float time, + size_t k0, + size_t k1, + size_t k2, + size_t k3, + float4 r_keys[4]) const +{ + /* Figure out which steps we need to fetch and their interpolation factor. */ + const size_t max_step = num_steps - 1; + const size_t step = min((int)(time * max_step), max_step - 1); + const float t = time * max_step - step; + /* Fetch vertex coordinates. */ + float4 curr_keys[4]; + float4 next_keys[4]; + cardinal_keys_for_step(curve_keys, + curve_radius, + key_steps, + num_curve_keys, + num_steps, + step, + k0, + k1, + k2, + k3, + curr_keys); + cardinal_keys_for_step(curve_keys, + curve_radius, + key_steps, + num_curve_keys, + num_steps, + step + 1, + k0, + k1, + k2, + k3, + next_keys); + /* Interpolate between steps. */ + r_keys[0] = (1.0f - t) * curr_keys[0] + t * next_keys[0]; + r_keys[1] = (1.0f - t) * curr_keys[1] + t * next_keys[1]; + r_keys[2] = (1.0f - t) * curr_keys[2] + t * next_keys[2]; + r_keys[3] = (1.0f - t) * curr_keys[3] + t * next_keys[3]; +} + +void Hair::Curve::keys_for_step(const float3 *curve_keys, + const float *curve_radius, + const float3 *key_steps, + size_t num_curve_keys, + size_t num_steps, + size_t step, + size_t k0, + size_t k1, + float4 r_keys[2]) const +{ + k0 = max(k0, 0); + k1 = min(k1, num_keys - 1); + const size_t center_step = ((num_steps - 1) / 2); + if (step == center_step) { + /* Center step: regular key location. */ + /* TODO(sergey): Consider adding make_float4(float3, float) + * function. + */ + r_keys[0] = make_float4(curve_keys[first_key + k0].x, + curve_keys[first_key + k0].y, + curve_keys[first_key + k0].z, + curve_radius[first_key + k0]); + r_keys[1] = make_float4(curve_keys[first_key + k1].x, + curve_keys[first_key + k1].y, + curve_keys[first_key + k1].z, + curve_radius[first_key + k1]); + } + else { + /* Center step is not stored in this array. */ + if (step > center_step) { + step--; + } + const size_t offset = first_key + step * num_curve_keys; + r_keys[0] = make_float4(key_steps[offset + k0].x, + key_steps[offset + k0].y, + key_steps[offset + k0].z, + curve_radius[first_key + k0]); + r_keys[1] = make_float4(key_steps[offset + k1].x, + key_steps[offset + k1].y, + key_steps[offset + k1].z, + curve_radius[first_key + k1]); + } +} + +void Hair::Curve::cardinal_keys_for_step(const float3 *curve_keys, + const float *curve_radius, + const float3 *key_steps, + size_t num_curve_keys, + size_t num_steps, + size_t step, + size_t k0, + size_t k1, + size_t k2, + size_t k3, + float4 r_keys[4]) const +{ + k0 = max(k0, 0); + k3 = min(k3, num_keys - 1); + const size_t center_step = ((num_steps - 1) / 2); + if (step == center_step) { + /* Center step: regular key location. */ + r_keys[0] = make_float4(curve_keys[first_key + k0].x, + curve_keys[first_key + k0].y, + curve_keys[first_key + k0].z, + curve_radius[first_key + k0]); + r_keys[1] = make_float4(curve_keys[first_key + k1].x, + curve_keys[first_key + k1].y, + curve_keys[first_key + k1].z, + curve_radius[first_key + k1]); + r_keys[2] = make_float4(curve_keys[first_key + k2].x, + curve_keys[first_key + k2].y, + curve_keys[first_key + k2].z, + curve_radius[first_key + k2]); + r_keys[3] = make_float4(curve_keys[first_key + k3].x, + curve_keys[first_key + k3].y, + curve_keys[first_key + k3].z, + curve_radius[first_key + k3]); + } + else { + /* Center step is not stored in this array. */ + if (step > center_step) { + step--; + } + const size_t offset = first_key + step * num_curve_keys; + r_keys[0] = make_float4(key_steps[offset + k0].x, + key_steps[offset + k0].y, + key_steps[offset + k0].z, + curve_radius[first_key + k0]); + r_keys[1] = make_float4(key_steps[offset + k1].x, + key_steps[offset + k1].y, + key_steps[offset + k1].z, + curve_radius[first_key + k1]); + r_keys[2] = make_float4(key_steps[offset + k2].x, + key_steps[offset + k2].y, + key_steps[offset + k2].z, + curve_radius[first_key + k2]); + r_keys[3] = make_float4(key_steps[offset + k3].x, + key_steps[offset + k3].y, + key_steps[offset + k3].z, + curve_radius[first_key + k3]); + } +} + +/* Hair */ + +NODE_DEFINE(Hair) +{ + NodeType *type = NodeType::add("hair", create, NodeType::NONE, Geometry::get_node_base_type()); + + SOCKET_POINT_ARRAY(curve_keys, "Curve Keys", array()); + SOCKET_FLOAT_ARRAY(curve_radius, "Curve Radius", array()); + SOCKET_INT_ARRAY(curve_first_key, "Curve First Key", array()); + SOCKET_INT_ARRAY(curve_shader, "Curve Shader", array()); + + return type; +} + +Hair::Hair() : Geometry(get_node_type(), Geometry::HAIR) +{ + curve_key_offset = 0; + curve_segment_offset = 0; + curve_shape = CURVE_RIBBON; +} + +Hair::~Hair() +{ +} + +void Hair::resize_curves(int numcurves, int numkeys) +{ + curve_keys.resize(numkeys); + curve_radius.resize(numkeys); + curve_first_key.resize(numcurves); + curve_shader.resize(numcurves); + + attributes.resize(); +} + +void Hair::reserve_curves(int numcurves, int numkeys) +{ + curve_keys.reserve(numkeys); + curve_radius.reserve(numkeys); + curve_first_key.reserve(numcurves); + curve_shader.reserve(numcurves); + + attributes.resize(true); +} + +void Hair::clear(bool preserve_shaders) +{ + Geometry::clear(preserve_shaders); + + curve_keys.clear(); + curve_radius.clear(); + curve_first_key.clear(); + curve_shader.clear(); + + attributes.clear(); +} + +void Hair::add_curve_key(float3 co, float radius) +{ + curve_keys.push_back_reserved(co); + curve_radius.push_back_reserved(radius); + + tag_curve_keys_modified(); + tag_curve_radius_modified(); +} + +void Hair::add_curve(int first_key, int shader) +{ + curve_first_key.push_back_reserved(first_key); + curve_shader.push_back_reserved(shader); + + tag_curve_first_key_modified(); + tag_curve_shader_modified(); +} + +void Hair::copy_center_to_motion_step(const int motion_step) +{ + Attribute *attr_mP = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION); + if (attr_mP) { + float3 *keys = &curve_keys[0]; + size_t numkeys = curve_keys.size(); + memcpy(attr_mP->data_float3() + motion_step * numkeys, keys, sizeof(float3) * numkeys); + } +} + +void Hair::get_uv_tiles(ustring map, unordered_set &tiles) +{ + Attribute *attr; + + if (map.empty()) { + attr = attributes.find(ATTR_STD_UV); + } + else { + attr = attributes.find(map); + } + + if (attr) { + attr->get_uv_tiles(this, ATTR_PRIM_GEOMETRY, tiles); + } +} + +void Hair::compute_bounds() +{ + BoundBox bnds = BoundBox::empty; + size_t curve_keys_size = curve_keys.size(); + + if (curve_keys_size > 0) { + for (size_t i = 0; i < curve_keys_size; i++) + bnds.grow(curve_keys[i], curve_radius[i]); + + Attribute *curve_attr = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION); + if (use_motion_blur && curve_attr) { + size_t steps_size = curve_keys.size() * (motion_steps - 1); + float3 *key_steps = curve_attr->data_float3(); + + for (size_t i = 0; i < steps_size; i++) + bnds.grow(key_steps[i]); + } + + if (!bnds.valid()) { + bnds = BoundBox::empty; + + /* skip nan or inf coordinates */ + for (size_t i = 0; i < curve_keys_size; i++) + bnds.grow_safe(curve_keys[i], curve_radius[i]); + + if (use_motion_blur && curve_attr) { + size_t steps_size = curve_keys.size() * (motion_steps - 1); + float3 *key_steps = curve_attr->data_float3(); + + for (size_t i = 0; i < steps_size; i++) + bnds.grow_safe(key_steps[i]); + } + } + } + + if (!bnds.valid()) { + /* empty mesh */ + bnds.grow(zero_float3()); + } + + bounds = bnds; +} + +void Hair::apply_transform(const Transform &tfm, const bool apply_to_motion) +{ + /* compute uniform scale */ + float3 c0 = transform_get_column(&tfm, 0); + float3 c1 = transform_get_column(&tfm, 1); + float3 c2 = transform_get_column(&tfm, 2); + float scalar = powf(fabsf(dot(cross(c0, c1), c2)), 1.0f / 3.0f); + + /* apply transform to curve keys */ + for (size_t i = 0; i < curve_keys.size(); i++) { + float3 co = transform_point(&tfm, curve_keys[i]); + float radius = curve_radius[i] * scalar; + + /* scale for curve radius is only correct for uniform scale */ + curve_keys[i] = co; + curve_radius[i] = radius; + } + + tag_curve_keys_modified(); + tag_curve_radius_modified(); + + if (apply_to_motion) { + Attribute *curve_attr = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION); + + if (curve_attr) { + /* apply transform to motion curve keys */ + size_t steps_size = curve_keys.size() * (motion_steps - 1); + float4 *key_steps = curve_attr->data_float4(); + + for (size_t i = 0; i < steps_size; i++) { + float3 co = transform_point(&tfm, float4_to_float3(key_steps[i])); + float radius = key_steps[i].w * scalar; + + /* scale for curve radius is only correct for uniform scale */ + key_steps[i] = float3_to_float4(co); + key_steps[i].w = radius; + } + } + } +} + +void Hair::pack_curves(Scene *scene, + float4 *curve_key_co, + KernelCurve *curves, + KernelCurveSegment *curve_segments) +{ + size_t curve_keys_size = curve_keys.size(); + + /* pack curve keys */ + if (curve_keys_size) { + float3 *keys_ptr = curve_keys.data(); + float *radius_ptr = curve_radius.data(); + + for (size_t i = 0; i < curve_keys_size; i++) + curve_key_co[i] = make_float4(keys_ptr[i].x, keys_ptr[i].y, keys_ptr[i].z, radius_ptr[i]); + } + + /* pack curve segments */ + const PrimitiveType type = primitive_type(); + + size_t curve_num = num_curves(); + size_t index = 0; + + for (size_t i = 0; i < curve_num; i++) { + Curve curve = get_curve(i); + int shader_id = curve_shader[i]; + Shader *shader = (shader_id < used_shaders.size()) ? + static_cast(used_shaders[shader_id]) : + scene->default_surface; + shader_id = scene->shader_manager->get_shader_id(shader, false); + + curves[i].shader_id = shader_id; + curves[i].first_key = curve_key_offset + curve.first_key; + curves[i].num_keys = curve.num_keys; + curves[i].type = type; + + for (int k = 0; k < curve.num_segments(); ++k, ++index) { + curve_segments[index].prim = prim_offset + i; + curve_segments[index].type = PRIMITIVE_PACK_SEGMENT(type, k); + } + } +} + +PrimitiveType Hair::primitive_type() const +{ + return has_motion_blur() ? + ((curve_shape == CURVE_RIBBON) ? PRIMITIVE_MOTION_CURVE_RIBBON : + PRIMITIVE_MOTION_CURVE_THICK) : + ((curve_shape == CURVE_RIBBON) ? PRIMITIVE_CURVE_RIBBON : PRIMITIVE_CURVE_THICK); +} + +/* Fill in coordinates for curve transparency shader evaluation on device. */ +static int fill_shader_input(const Hair *hair, + const int object_index, + device_vector &d_input) +{ + int d_input_size = 0; + KernelShaderEvalInput *d_input_data = d_input.data(); + + const int num_curves = hair->num_curves(); + for (int i = 0; i < num_curves; i++) { + const Hair::Curve curve = hair->get_curve(i); + const int num_segments = curve.num_segments(); + + for (int j = 0; j < num_segments + 1; j++) { + KernelShaderEvalInput in; + in.object = object_index; + in.prim = hair->prim_offset + i; + in.u = (j < num_segments) ? 0.0f : 1.0f; + in.v = (j < num_segments) ? __int_as_float(j) : __int_as_float(j - 1); + d_input_data[d_input_size++] = in; + } + } + + return d_input_size; +} + +/* Read back curve transparency shader output. */ +static void read_shader_output(float *shadow_transparency, + bool &is_fully_opaque, + const device_vector &d_output) +{ + const int num_keys = d_output.size(); + const float *output_data = d_output.data(); + bool is_opaque = true; + + for (int i = 0; i < num_keys; i++) { + shadow_transparency[i] = output_data[i]; + if (shadow_transparency[i] > 0.0f) { + is_opaque = false; + } + } + + is_fully_opaque = is_opaque; +} + +bool Hair::need_shadow_transparency() +{ + for (const Node *node : used_shaders) { + const Shader *shader = static_cast(node); + if (shader->has_surface_transparent && shader->get_use_transparent_shadow()) { + return true; + } + } + + return false; +} + +bool Hair::update_shadow_transparency(Device *device, Scene *scene, Progress &progress) +{ + if (!need_shadow_transparency()) { + /* If no shaders with shadow transparency, remove attribute. */ + Attribute *attr = attributes.find(ATTR_STD_SHADOW_TRANSPARENCY); + if (attr) { + attributes.remove(attr); + return true; + } + else { + return false; + } + } + + string msg = string_printf("Computing Shadow Transparency %s", name.c_str()); + progress.set_status("Updating Hair", msg); + + /* Create shadow transparency attribute. */ + Attribute *attr = attributes.find(ATTR_STD_SHADOW_TRANSPARENCY); + const bool attribute_exists = (attr != nullptr); + if (!attribute_exists) { + attr = attributes.add(ATTR_STD_SHADOW_TRANSPARENCY); + } + + float *attr_data = attr->data_float(); + + /* Find object index. */ + size_t object_index = OBJECT_NONE; + + for (size_t i = 0; i < scene->objects.size(); i++) { + if (scene->objects[i]->get_geometry() == this) { + object_index = i; + break; + } + } + + /* Evaluate shader on device. */ + ShaderEval shader_eval(device, progress); + bool is_fully_opaque = false; + shader_eval.eval(SHADER_EVAL_CURVE_SHADOW_TRANSPARENCY, + num_keys(), + 1, + function_bind(&fill_shader_input, this, object_index, _1), + function_bind(&read_shader_output, attr_data, is_fully_opaque, _1)); + + if (is_fully_opaque) { + attributes.remove(attr); + return attribute_exists; + } + + return true; +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/scene/hair.h b/intern/cycles/scene/hair.h new file mode 100644 index 00000000000..832015058fe --- /dev/null +++ b/intern/cycles/scene/hair.h @@ -0,0 +1,164 @@ +/* + * Copyright 2011-2020 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef __HAIR_H__ +#define __HAIR_H__ + +#include "scene/geometry.h" + +CCL_NAMESPACE_BEGIN + +struct KernelCurveSegment; + +class Hair : public Geometry { + public: + NODE_DECLARE + + /* Hair Curve */ + struct Curve { + int first_key; + int num_keys; + + int num_segments() const + { + return num_keys - 1; + } + + void bounds_grow(const int k, + const float3 *curve_keys, + const float *curve_radius, + BoundBox &bounds) const; + void bounds_grow(float4 keys[4], BoundBox &bounds) const; + void bounds_grow(const int k, + const float3 *curve_keys, + const float *curve_radius, + const Transform &aligned_space, + BoundBox &bounds) const; + + void motion_keys(const float3 *curve_keys, + const float *curve_radius, + const float3 *key_steps, + size_t num_curve_keys, + size_t num_steps, + float time, + size_t k0, + size_t k1, + float4 r_keys[2]) const; + void cardinal_motion_keys(const float3 *curve_keys, + const float *curve_radius, + const float3 *key_steps, + size_t num_curve_keys, + size_t num_steps, + float time, + size_t k0, + size_t k1, + size_t k2, + size_t k3, + float4 r_keys[4]) const; + + void keys_for_step(const float3 *curve_keys, + const float *curve_radius, + const float3 *key_steps, + size_t num_curve_keys, + size_t num_steps, + size_t step, + size_t k0, + size_t k1, + float4 r_keys[2]) const; + void cardinal_keys_for_step(const float3 *curve_keys, + const float *curve_radius, + const float3 *key_steps, + size_t num_curve_keys, + size_t num_steps, + size_t step, + size_t k0, + size_t k1, + size_t k2, + size_t k3, + float4 r_keys[4]) const; + }; + + NODE_SOCKET_API_ARRAY(array, curve_keys) + NODE_SOCKET_API_ARRAY(array, curve_radius) + NODE_SOCKET_API_ARRAY(array, curve_first_key) + NODE_SOCKET_API_ARRAY(array, curve_shader) + + /* BVH */ + size_t curve_key_offset; + size_t curve_segment_offset; + CurveShapeType curve_shape; + + /* Constructor/Destructor */ + Hair(); + ~Hair(); + + /* Geometry */ + void clear(bool preserve_shaders = false) override; + + void resize_curves(int numcurves, int numkeys); + void reserve_curves(int numcurves, int numkeys); + void add_curve_key(float3 loc, float radius); + void add_curve(int first_key, int shader); + + void copy_center_to_motion_step(const int motion_step); + + void compute_bounds() override; + void apply_transform(const Transform &tfm, const bool apply_to_motion) override; + + /* Curves */ + Curve get_curve(size_t i) const + { + int first = curve_first_key[i]; + int next_first = (i + 1 < curve_first_key.size()) ? curve_first_key[i + 1] : curve_keys.size(); + + Curve curve = {first, next_first - first}; + return curve; + } + + size_t num_keys() const + { + return curve_keys.size(); + } + + size_t num_curves() const + { + return curve_first_key.size(); + } + + size_t num_segments() const + { + return curve_keys.size() - curve_first_key.size(); + } + + /* UDIM */ + void get_uv_tiles(ustring map, unordered_set &tiles) override; + + /* BVH */ + void pack_curves(Scene *scene, + float4 *curve_key_co, + KernelCurve *curve, + KernelCurveSegment *curve_segments); + + PrimitiveType primitive_type() const override; + + /* Attributes */ + bool need_shadow_transparency(); + bool update_shadow_transparency(Device *device, Scene *scene, Progress &progress); +}; + +CCL_NAMESPACE_END + +#endif /* __HAIR_H__ */ diff --git a/intern/cycles/scene/image.cpp b/intern/cycles/scene/image.cpp new file mode 100644 index 00000000000..ac85cf5185e --- /dev/null +++ b/intern/cycles/scene/image.cpp @@ -0,0 +1,905 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "scene/image.h" +#include "device/device.h" +#include "scene/colorspace.h" +#include "scene/image_oiio.h" +#include "scene/image_vdb.h" +#include "scene/scene.h" +#include "scene/stats.h" + +#include "util/util_foreach.h" +#include "util/util_image.h" +#include "util/util_image_impl.h" +#include "util/util_logging.h" +#include "util/util_path.h" +#include "util/util_progress.h" +#include "util/util_task.h" +#include "util/util_texture.h" +#include "util/util_unique_ptr.h" + +#ifdef WITH_OSL +# include +#endif + +CCL_NAMESPACE_BEGIN + +namespace { + +/* Some helpers to silence warning in templated function. */ +bool isfinite(uchar /*value*/) +{ + return true; +} +bool isfinite(half /*value*/) +{ + return true; +} +bool isfinite(uint16_t /*value*/) +{ + return true; +} + +const char *name_from_type(ImageDataType type) +{ + switch (type) { + case IMAGE_DATA_TYPE_FLOAT4: + return "float4"; + case IMAGE_DATA_TYPE_BYTE4: + return "byte4"; + case IMAGE_DATA_TYPE_HALF4: + return "half4"; + case IMAGE_DATA_TYPE_FLOAT: + return "float"; + case IMAGE_DATA_TYPE_BYTE: + return "byte"; + case IMAGE_DATA_TYPE_HALF: + return "half"; + case IMAGE_DATA_TYPE_USHORT4: + return "ushort4"; + case IMAGE_DATA_TYPE_USHORT: + return "ushort"; + case IMAGE_DATA_TYPE_NANOVDB_FLOAT: + return "nanovdb_float"; + case IMAGE_DATA_TYPE_NANOVDB_FLOAT3: + return "nanovdb_float3"; + case IMAGE_DATA_NUM_TYPES: + assert(!"System enumerator type, should never be used"); + return ""; + } + assert(!"Unhandled image data type"); + return ""; +} + +} // namespace + +/* Image Handle */ + +ImageHandle::ImageHandle() : manager(NULL) +{ +} + +ImageHandle::ImageHandle(const ImageHandle &other) + : tile_slots(other.tile_slots), manager(other.manager) +{ + /* Increase image user count. */ + foreach (const int slot, tile_slots) { + manager->add_image_user(slot); + } +} + +ImageHandle &ImageHandle::operator=(const ImageHandle &other) +{ + clear(); + manager = other.manager; + tile_slots = other.tile_slots; + + foreach (const int slot, tile_slots) { + manager->add_image_user(slot); + } + + return *this; +} + +ImageHandle::~ImageHandle() +{ + clear(); +} + +void ImageHandle::clear() +{ + foreach (const int slot, tile_slots) { + manager->remove_image_user(slot); + } + + tile_slots.clear(); + manager = NULL; +} + +bool ImageHandle::empty() +{ + return tile_slots.empty(); +} + +int ImageHandle::num_tiles() +{ + return tile_slots.size(); +} + +ImageMetaData ImageHandle::metadata() +{ + if (tile_slots.empty()) { + return ImageMetaData(); + } + + ImageManager::Image *img = manager->images[tile_slots.front()]; + manager->load_image_metadata(img); + return img->metadata; +} + +int ImageHandle::svm_slot(const int tile_index) const +{ + if (tile_index >= tile_slots.size()) { + return -1; + } + + if (manager->osl_texture_system) { + ImageManager::Image *img = manager->images[tile_slots[tile_index]]; + if (!img->loader->osl_filepath().empty()) { + return -1; + } + } + + return tile_slots[tile_index]; +} + +device_texture *ImageHandle::image_memory(const int tile_index) const +{ + if (tile_index >= tile_slots.size()) { + return NULL; + } + + ImageManager::Image *img = manager->images[tile_slots[tile_index]]; + return img ? img->mem : NULL; +} + +VDBImageLoader *ImageHandle::vdb_loader(const int tile_index) const +{ + if (tile_index >= tile_slots.size()) { + return NULL; + } + + ImageManager::Image *img = manager->images[tile_slots[tile_index]]; + + if (img == NULL) { + return NULL; + } + + ImageLoader *loader = img->loader; + + if (loader == NULL) { + return NULL; + } + + if (loader->is_vdb_loader()) { + return dynamic_cast(loader); + } + + return NULL; +} + +bool ImageHandle::operator==(const ImageHandle &other) const +{ + return manager == other.manager && tile_slots == other.tile_slots; +} + +/* Image MetaData */ + +ImageMetaData::ImageMetaData() + : channels(0), + width(0), + height(0), + depth(0), + byte_size(0), + type(IMAGE_DATA_NUM_TYPES), + colorspace(u_colorspace_raw), + colorspace_file_format(""), + use_transform_3d(false), + compress_as_srgb(false) +{ +} + +bool ImageMetaData::operator==(const ImageMetaData &other) const +{ + return channels == other.channels && width == other.width && height == other.height && + depth == other.depth && use_transform_3d == other.use_transform_3d && + (!use_transform_3d || transform_3d == other.transform_3d) && type == other.type && + colorspace == other.colorspace && compress_as_srgb == other.compress_as_srgb; +} + +bool ImageMetaData::is_float() const +{ + return (type == IMAGE_DATA_TYPE_FLOAT || type == IMAGE_DATA_TYPE_FLOAT4 || + type == IMAGE_DATA_TYPE_HALF || type == IMAGE_DATA_TYPE_HALF4); +} + +void ImageMetaData::detect_colorspace() +{ + /* Convert used specified color spaces to one we know how to handle. */ + colorspace = ColorSpaceManager::detect_known_colorspace( + colorspace, colorspace_file_format, is_float()); + + if (colorspace == u_colorspace_raw) { + /* Nothing to do. */ + } + else if (colorspace == u_colorspace_srgb) { + /* Keep sRGB colorspace stored as sRGB, to save memory and/or loading time + * for the common case of 8bit sRGB images like PNG. */ + compress_as_srgb = true; + } + else { + /* Always compress non-raw 8bit images as scene linear + sRGB, as a + * heuristic to keep memory usage the same without too much data loss + * due to quantization in common cases. */ + compress_as_srgb = (type == IMAGE_DATA_TYPE_BYTE || type == IMAGE_DATA_TYPE_BYTE4); + + /* If colorspace conversion needed, use half instead of short so we can + * represent HDR values that might result from conversion. */ + if (type == IMAGE_DATA_TYPE_USHORT) { + type = IMAGE_DATA_TYPE_HALF; + } + else if (type == IMAGE_DATA_TYPE_USHORT4) { + type = IMAGE_DATA_TYPE_HALF4; + } + } +} + +/* Image Loader */ + +ImageLoader::ImageLoader() +{ +} + +ustring ImageLoader::osl_filepath() const +{ + return ustring(); +} + +bool ImageLoader::equals(const ImageLoader *a, const ImageLoader *b) +{ + if (a == NULL && b == NULL) { + return true; + } + else { + return (a && b && typeid(*a) == typeid(*b) && a->equals(*b)); + } +} + +bool ImageLoader::is_vdb_loader() const +{ + return false; +} + +/* Image Manager */ + +ImageManager::ImageManager(const DeviceInfo &info) +{ + need_update_ = true; + osl_texture_system = NULL; + animation_frame = 0; + + /* Set image limits */ + features.has_half_float = info.has_half_images; + features.has_nanovdb = info.has_nanovdb; +} + +ImageManager::~ImageManager() +{ + for (size_t slot = 0; slot < images.size(); slot++) + assert(!images[slot]); +} + +void ImageManager::set_osl_texture_system(void *texture_system) +{ + osl_texture_system = texture_system; +} + +bool ImageManager::set_animation_frame_update(int frame) +{ + if (frame != animation_frame) { + thread_scoped_lock device_lock(images_mutex); + animation_frame = frame; + + for (size_t slot = 0; slot < images.size(); slot++) { + if (images[slot] && images[slot]->params.animated) + return true; + } + } + + return false; +} + +void ImageManager::load_image_metadata(Image *img) +{ + if (!img->need_metadata) { + return; + } + + thread_scoped_lock image_lock(img->mutex); + if (!img->need_metadata) { + return; + } + + ImageMetaData &metadata = img->metadata; + metadata = ImageMetaData(); + metadata.colorspace = img->params.colorspace; + + if (img->loader->load_metadata(features, metadata)) { + assert(metadata.type != IMAGE_DATA_NUM_TYPES); + } + else { + metadata.type = IMAGE_DATA_TYPE_BYTE4; + } + + metadata.detect_colorspace(); + + assert(features.has_half_float || + (metadata.type != IMAGE_DATA_TYPE_HALF4 && metadata.type != IMAGE_DATA_TYPE_HALF)); + assert(features.has_nanovdb || (metadata.type != IMAGE_DATA_TYPE_NANOVDB_FLOAT || + metadata.type != IMAGE_DATA_TYPE_NANOVDB_FLOAT3)); + + img->need_metadata = false; +} + +ImageHandle ImageManager::add_image(const string &filename, const ImageParams ¶ms) +{ + const int slot = add_image_slot(new OIIOImageLoader(filename), params, false); + + ImageHandle handle; + handle.tile_slots.push_back(slot); + handle.manager = this; + return handle; +} + +ImageHandle ImageManager::add_image(const string &filename, + const ImageParams ¶ms, + const array &tiles) +{ + ImageHandle handle; + handle.manager = this; + + foreach (int tile, tiles) { + string tile_filename = filename; + if (tile != 0) { + string_replace(tile_filename, "", string_printf("%04d", tile)); + } + const int slot = add_image_slot(new OIIOImageLoader(tile_filename), params, false); + handle.tile_slots.push_back(slot); + } + + return handle; +} + +ImageHandle ImageManager::add_image(ImageLoader *loader, + const ImageParams ¶ms, + const bool builtin) +{ + const int slot = add_image_slot(loader, params, builtin); + + ImageHandle handle; + handle.tile_slots.push_back(slot); + handle.manager = this; + return handle; +} + +int ImageManager::add_image_slot(ImageLoader *loader, + const ImageParams ¶ms, + const bool builtin) +{ + Image *img; + size_t slot; + + thread_scoped_lock device_lock(images_mutex); + + /* Find existing image. */ + for (slot = 0; slot < images.size(); slot++) { + img = images[slot]; + if (img && ImageLoader::equals(img->loader, loader) && img->params == params) { + img->users++; + delete loader; + return slot; + } + } + + /* Find free slot. */ + for (slot = 0; slot < images.size(); slot++) { + if (!images[slot]) + break; + } + + if (slot == images.size()) { + images.resize(images.size() + 1); + } + + /* Add new image. */ + img = new Image(); + img->params = params; + img->loader = loader; + img->need_metadata = true; + img->need_load = !(osl_texture_system && !img->loader->osl_filepath().empty()); + img->builtin = builtin; + img->users = 1; + img->mem = NULL; + + images[slot] = img; + + need_update_ = true; + + return slot; +} + +void ImageManager::add_image_user(int slot) +{ + thread_scoped_lock device_lock(images_mutex); + Image *image = images[slot]; + assert(image && image->users >= 1); + + image->users++; +} + +void ImageManager::remove_image_user(int slot) +{ + thread_scoped_lock device_lock(images_mutex); + Image *image = images[slot]; + assert(image && image->users >= 1); + + /* decrement user count */ + image->users--; + + /* don't remove immediately, rather do it all together later on. one of + * the reasons for this is that on shader changes we add and remove nodes + * that use them, but we do not want to reload the image all the time. */ + if (image->users == 0) + need_update_ = true; +} + +static bool image_associate_alpha(ImageManager::Image *img) +{ + /* For typical RGBA images we let OIIO convert to associated alpha, + * but some types we want to leave the RGB channels untouched. */ + return !(ColorSpaceManager::colorspace_is_data(img->params.colorspace) || + img->params.alpha_type == IMAGE_ALPHA_IGNORE || + img->params.alpha_type == IMAGE_ALPHA_CHANNEL_PACKED); +} + +template +bool ImageManager::file_load_image(Image *img, int texture_limit) +{ + /* Ignore empty images. */ + if (!(img->metadata.channels > 0)) { + return false; + } + + /* Get metadata. */ + int width = img->metadata.width; + int height = img->metadata.height; + int depth = img->metadata.depth; + int components = img->metadata.channels; + + /* Read pixels. */ + vector pixels_storage; + StorageType *pixels; + const size_t max_size = max(max(width, height), depth); + if (max_size == 0) { + /* Don't bother with empty images. */ + return false; + } + + /* Allocate memory as needed, may be smaller to resize down. */ + if (texture_limit > 0 && max_size > texture_limit) { + pixels_storage.resize(((size_t)width) * height * depth * 4); + pixels = &pixels_storage[0]; + } + else { + thread_scoped_lock device_lock(device_mutex); + pixels = (StorageType *)img->mem->alloc(width, height, depth); + } + + if (pixels == NULL) { + /* Could be that we've run out of memory. */ + return false; + } + + const size_t num_pixels = ((size_t)width) * height * depth; + img->loader->load_pixels( + img->metadata, pixels, num_pixels * components, image_associate_alpha(img)); + + /* The kernel can handle 1 and 4 channel images. Anything that is not a single + * channel image is converted to RGBA format. */ + bool is_rgba = (img->metadata.type == IMAGE_DATA_TYPE_FLOAT4 || + img->metadata.type == IMAGE_DATA_TYPE_HALF4 || + img->metadata.type == IMAGE_DATA_TYPE_BYTE4 || + img->metadata.type == IMAGE_DATA_TYPE_USHORT4); + + if (is_rgba) { + const StorageType one = util_image_cast_from_float(1.0f); + + if (components == 2) { + /* Grayscale + alpha to RGBA. */ + for (size_t i = num_pixels - 1, pixel = 0; pixel < num_pixels; pixel++, i--) { + pixels[i * 4 + 3] = pixels[i * 2 + 1]; + pixels[i * 4 + 2] = pixels[i * 2 + 0]; + pixels[i * 4 + 1] = pixels[i * 2 + 0]; + pixels[i * 4 + 0] = pixels[i * 2 + 0]; + } + } + else if (components == 3) { + /* RGB to RGBA. */ + for (size_t i = num_pixels - 1, pixel = 0; pixel < num_pixels; pixel++, i--) { + pixels[i * 4 + 3] = one; + pixels[i * 4 + 2] = pixels[i * 3 + 2]; + pixels[i * 4 + 1] = pixels[i * 3 + 1]; + pixels[i * 4 + 0] = pixels[i * 3 + 0]; + } + } + else if (components == 1) { + /* Grayscale to RGBA. */ + for (size_t i = num_pixels - 1, pixel = 0; pixel < num_pixels; pixel++, i--) { + pixels[i * 4 + 3] = one; + pixels[i * 4 + 2] = pixels[i]; + pixels[i * 4 + 1] = pixels[i]; + pixels[i * 4 + 0] = pixels[i]; + } + } + + /* Disable alpha if requested by the user. */ + if (img->params.alpha_type == IMAGE_ALPHA_IGNORE) { + for (size_t i = num_pixels - 1, pixel = 0; pixel < num_pixels; pixel++, i--) { + pixels[i * 4 + 3] = one; + } + } + + if (img->metadata.colorspace != u_colorspace_raw && + img->metadata.colorspace != u_colorspace_srgb) { + /* Convert to scene linear. */ + ColorSpaceManager::to_scene_linear( + img->metadata.colorspace, pixels, num_pixels, img->metadata.compress_as_srgb); + } + } + + /* Make sure we don't have buggy values. */ + if (FileFormat == TypeDesc::FLOAT) { + /* For RGBA buffers we put all channels to 0 if either of them is not + * finite. This way we avoid possible artifacts caused by fully changed + * hue. */ + if (is_rgba) { + for (size_t i = 0; i < num_pixels; i += 4) { + StorageType *pixel = &pixels[i * 4]; + if (!isfinite(pixel[0]) || !isfinite(pixel[1]) || !isfinite(pixel[2]) || + !isfinite(pixel[3])) { + pixel[0] = 0; + pixel[1] = 0; + pixel[2] = 0; + pixel[3] = 0; + } + } + } + else { + for (size_t i = 0; i < num_pixels; ++i) { + StorageType *pixel = &pixels[i]; + if (!isfinite(pixel[0])) { + pixel[0] = 0; + } + } + } + } + + /* Scale image down if needed. */ + if (pixels_storage.size() > 0) { + float scale_factor = 1.0f; + while (max_size * scale_factor > texture_limit) { + scale_factor *= 0.5f; + } + VLOG(1) << "Scaling image " << img->loader->name() << " by a factor of " << scale_factor + << "."; + vector scaled_pixels; + size_t scaled_width, scaled_height, scaled_depth; + util_image_resize_pixels(pixels_storage, + width, + height, + depth, + is_rgba ? 4 : 1, + scale_factor, + &scaled_pixels, + &scaled_width, + &scaled_height, + &scaled_depth); + + StorageType *texture_pixels; + + { + thread_scoped_lock device_lock(device_mutex); + texture_pixels = (StorageType *)img->mem->alloc(scaled_width, scaled_height, scaled_depth); + } + + memcpy(texture_pixels, &scaled_pixels[0], scaled_pixels.size() * sizeof(StorageType)); + } + + return true; +} + +void ImageManager::device_load_image(Device *device, Scene *scene, int slot, Progress *progress) +{ + if (progress->get_cancel()) { + return; + } + + Image *img = images[slot]; + + progress->set_status("Updating Images", "Loading " + img->loader->name()); + + const int texture_limit = scene->params.texture_limit; + + load_image_metadata(img); + ImageDataType type = img->metadata.type; + + /* Name for debugging. */ + img->mem_name = string_printf("__tex_image_%s_%03d", name_from_type(type), slot); + + /* Free previous texture in slot. */ + if (img->mem) { + thread_scoped_lock device_lock(device_mutex); + delete img->mem; + img->mem = NULL; + } + + img->mem = new device_texture( + device, img->mem_name.c_str(), slot, type, img->params.interpolation, img->params.extension); + img->mem->info.use_transform_3d = img->metadata.use_transform_3d; + img->mem->info.transform_3d = img->metadata.transform_3d; + + /* Create new texture. */ + if (type == IMAGE_DATA_TYPE_FLOAT4) { + if (!file_load_image(img, texture_limit)) { + /* on failure to load, we set a 1x1 pixels pink image */ + thread_scoped_lock device_lock(device_mutex); + float *pixels = (float *)img->mem->alloc(1, 1); + + pixels[0] = TEX_IMAGE_MISSING_R; + pixels[1] = TEX_IMAGE_MISSING_G; + pixels[2] = TEX_IMAGE_MISSING_B; + pixels[3] = TEX_IMAGE_MISSING_A; + } + } + else if (type == IMAGE_DATA_TYPE_FLOAT) { + if (!file_load_image(img, texture_limit)) { + /* on failure to load, we set a 1x1 pixels pink image */ + thread_scoped_lock device_lock(device_mutex); + float *pixels = (float *)img->mem->alloc(1, 1); + + pixels[0] = TEX_IMAGE_MISSING_R; + } + } + else if (type == IMAGE_DATA_TYPE_BYTE4) { + if (!file_load_image(img, texture_limit)) { + /* on failure to load, we set a 1x1 pixels pink image */ + thread_scoped_lock device_lock(device_mutex); + uchar *pixels = (uchar *)img->mem->alloc(1, 1); + + pixels[0] = (TEX_IMAGE_MISSING_R * 255); + pixels[1] = (TEX_IMAGE_MISSING_G * 255); + pixels[2] = (TEX_IMAGE_MISSING_B * 255); + pixels[3] = (TEX_IMAGE_MISSING_A * 255); + } + } + else if (type == IMAGE_DATA_TYPE_BYTE) { + if (!file_load_image(img, texture_limit)) { + /* on failure to load, we set a 1x1 pixels pink image */ + thread_scoped_lock device_lock(device_mutex); + uchar *pixels = (uchar *)img->mem->alloc(1, 1); + + pixels[0] = (TEX_IMAGE_MISSING_R * 255); + } + } + else if (type == IMAGE_DATA_TYPE_HALF4) { + if (!file_load_image(img, texture_limit)) { + /* on failure to load, we set a 1x1 pixels pink image */ + thread_scoped_lock device_lock(device_mutex); + half *pixels = (half *)img->mem->alloc(1, 1); + + pixels[0] = TEX_IMAGE_MISSING_R; + pixels[1] = TEX_IMAGE_MISSING_G; + pixels[2] = TEX_IMAGE_MISSING_B; + pixels[3] = TEX_IMAGE_MISSING_A; + } + } + else if (type == IMAGE_DATA_TYPE_USHORT) { + if (!file_load_image(img, texture_limit)) { + /* on failure to load, we set a 1x1 pixels pink image */ + thread_scoped_lock device_lock(device_mutex); + uint16_t *pixels = (uint16_t *)img->mem->alloc(1, 1); + + pixels[0] = (TEX_IMAGE_MISSING_R * 65535); + } + } + else if (type == IMAGE_DATA_TYPE_USHORT4) { + if (!file_load_image(img, texture_limit)) { + /* on failure to load, we set a 1x1 pixels pink image */ + thread_scoped_lock device_lock(device_mutex); + uint16_t *pixels = (uint16_t *)img->mem->alloc(1, 1); + + pixels[0] = (TEX_IMAGE_MISSING_R * 65535); + pixels[1] = (TEX_IMAGE_MISSING_G * 65535); + pixels[2] = (TEX_IMAGE_MISSING_B * 65535); + pixels[3] = (TEX_IMAGE_MISSING_A * 65535); + } + } + else if (type == IMAGE_DATA_TYPE_HALF) { + if (!file_load_image(img, texture_limit)) { + /* on failure to load, we set a 1x1 pixels pink image */ + thread_scoped_lock device_lock(device_mutex); + half *pixels = (half *)img->mem->alloc(1, 1); + + pixels[0] = TEX_IMAGE_MISSING_R; + } + } +#ifdef WITH_NANOVDB + else if (type == IMAGE_DATA_TYPE_NANOVDB_FLOAT || type == IMAGE_DATA_TYPE_NANOVDB_FLOAT3) { + thread_scoped_lock device_lock(device_mutex); + void *pixels = img->mem->alloc(img->metadata.byte_size, 0); + + if (pixels != NULL) { + img->loader->load_pixels(img->metadata, pixels, img->metadata.byte_size, false); + } + } +#endif + + { + thread_scoped_lock device_lock(device_mutex); + img->mem->copy_to_device(); + } + + /* Cleanup memory in image loader. */ + img->loader->cleanup(); + img->need_load = false; +} + +void ImageManager::device_free_image(Device *, int slot) +{ + Image *img = images[slot]; + if (img == NULL) { + return; + } + + if (osl_texture_system) { +#ifdef WITH_OSL + ustring filepath = img->loader->osl_filepath(); + if (!filepath.empty()) { + ((OSL::TextureSystem *)osl_texture_system)->invalidate(filepath); + } +#endif + } + + if (img->mem) { + thread_scoped_lock device_lock(device_mutex); + delete img->mem; + } + + delete img->loader; + delete img; + images[slot] = NULL; +} + +void ImageManager::device_update(Device *device, Scene *scene, Progress &progress) +{ + if (!need_update()) { + return; + } + + scoped_callback_timer timer([scene](double time) { + if (scene->update_stats) { + scene->update_stats->image.times.add_entry({"device_update", time}); + } + }); + + TaskPool pool; + for (size_t slot = 0; slot < images.size(); slot++) { + Image *img = images[slot]; + if (img && img->users == 0) { + device_free_image(device, slot); + } + else if (img && img->need_load) { + pool.push( + function_bind(&ImageManager::device_load_image, this, device, scene, slot, &progress)); + } + } + + pool.wait_work(); + + need_update_ = false; +} + +void ImageManager::device_update_slot(Device *device, Scene *scene, int slot, Progress *progress) +{ + Image *img = images[slot]; + assert(img != NULL); + + if (img->users == 0) { + device_free_image(device, slot); + } + else if (img->need_load) { + device_load_image(device, scene, slot, progress); + } +} + +void ImageManager::device_load_builtin(Device *device, Scene *scene, Progress &progress) +{ + /* Load only builtin images, Blender needs this to load evaluated + * scene data from depsgraph before it is freed. */ + if (!need_update()) { + return; + } + + TaskPool pool; + for (size_t slot = 0; slot < images.size(); slot++) { + Image *img = images[slot]; + if (img && img->need_load && img->builtin) { + pool.push( + function_bind(&ImageManager::device_load_image, this, device, scene, slot, &progress)); + } + } + + pool.wait_work(); +} + +void ImageManager::device_free_builtin(Device *device) +{ + for (size_t slot = 0; slot < images.size(); slot++) { + Image *img = images[slot]; + if (img && img->builtin) { + device_free_image(device, slot); + } + } +} + +void ImageManager::device_free(Device *device) +{ + for (size_t slot = 0; slot < images.size(); slot++) { + device_free_image(device, slot); + } + images.clear(); +} + +void ImageManager::collect_statistics(RenderStats *stats) +{ + foreach (const Image *image, images) { + stats->image.textures.add_entry( + NamedSizeEntry(image->loader->name(), image->mem->memory_size())); + } +} + +void ImageManager::tag_update() +{ + need_update_ = true; +} + +bool ImageManager::need_update() const +{ + return need_update_; +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/scene/image.h b/intern/cycles/scene/image.h new file mode 100644 index 00000000000..0c0bbff170a --- /dev/null +++ b/intern/cycles/scene/image.h @@ -0,0 +1,249 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef __IMAGE_H__ +#define __IMAGE_H__ + +#include "device/device_memory.h" + +#include "scene/colorspace.h" + +#include "util/util_string.h" +#include "util/util_thread.h" +#include "util/util_transform.h" +#include "util/util_unique_ptr.h" +#include "util/util_vector.h" + +CCL_NAMESPACE_BEGIN + +class Device; +class DeviceInfo; +class ImageHandle; +class ImageKey; +class ImageMetaData; +class ImageManager; +class Progress; +class RenderStats; +class Scene; +class ColorSpaceProcessor; +class VDBImageLoader; + +/* Image Parameters */ +class ImageParams { + public: + bool animated; + InterpolationType interpolation; + ExtensionType extension; + ImageAlphaType alpha_type; + ustring colorspace; + float frame; + + ImageParams() + : animated(false), + interpolation(INTERPOLATION_LINEAR), + extension(EXTENSION_CLIP), + alpha_type(IMAGE_ALPHA_AUTO), + colorspace(u_colorspace_raw), + frame(0.0f) + { + } + + bool operator==(const ImageParams &other) const + { + return (animated == other.animated && interpolation == other.interpolation && + extension == other.extension && alpha_type == other.alpha_type && + colorspace == other.colorspace && frame == other.frame); + } +}; + +/* Image MetaData + * + * Information about the image that is available before the image pixels are loaded. */ +class ImageMetaData { + public: + /* Set by ImageLoader.load_metadata(). */ + int channels; + size_t width, height, depth; + size_t byte_size; + ImageDataType type; + + /* Optional color space, defaults to raw. */ + ustring colorspace; + const char *colorspace_file_format; + + /* Optional transform for 3D images. */ + bool use_transform_3d; + Transform transform_3d; + + /* Automatically set. */ + bool compress_as_srgb; + + ImageMetaData(); + bool operator==(const ImageMetaData &other) const; + bool is_float() const; + void detect_colorspace(); +}; + +/* Information about supported features that Image loaders can use. */ +class ImageDeviceFeatures { + public: + bool has_half_float; + bool has_nanovdb; +}; + +/* Image loader base class, that can be subclassed to load image data + * from custom sources (file, memory, procedurally generated, etc). */ +class ImageLoader { + public: + ImageLoader(); + virtual ~ImageLoader(){}; + + /* Load metadata without actual image yet, should be fast. */ + virtual bool load_metadata(const ImageDeviceFeatures &features, ImageMetaData &metadata) = 0; + + /* Load actual image contents. */ + virtual bool load_pixels(const ImageMetaData &metadata, + void *pixels, + const size_t pixels_size, + const bool associate_alpha) = 0; + + /* Name for logs and stats. */ + virtual string name() const = 0; + + /* Optional for OSL texture cache. */ + virtual ustring osl_filepath() const; + + /* Free any memory used for loading metadata and pixels. */ + virtual void cleanup(){}; + + /* Compare avoid loading the same image multiple times. */ + virtual bool equals(const ImageLoader &other) const = 0; + static bool equals(const ImageLoader *a, const ImageLoader *b); + + virtual bool is_vdb_loader() const; + + /* Work around for no RTTI. */ +}; + +/* Image Handle + * + * Access handle for image in the image manager. Multiple shader nodes may + * share the same image, and this class handles reference counting for that. */ +class ImageHandle { + public: + ImageHandle(); + ImageHandle(const ImageHandle &other); + ImageHandle &operator=(const ImageHandle &other); + ~ImageHandle(); + + bool operator==(const ImageHandle &other) const; + + void clear(); + + bool empty(); + int num_tiles(); + + ImageMetaData metadata(); + int svm_slot(const int tile_index = 0) const; + device_texture *image_memory(const int tile_index = 0) const; + + VDBImageLoader *vdb_loader(const int tile_index = 0) const; + + protected: + vector tile_slots; + ImageManager *manager; + + friend class ImageManager; +}; + +/* Image Manager + * + * Handles loading and storage of all images in the scene. This includes 2D + * texture images and 3D volume images. */ +class ImageManager { + public: + explicit ImageManager(const DeviceInfo &info); + ~ImageManager(); + + ImageHandle add_image(const string &filename, const ImageParams ¶ms); + ImageHandle add_image(const string &filename, + const ImageParams ¶ms, + const array &tiles); + ImageHandle add_image(ImageLoader *loader, const ImageParams ¶ms, const bool builtin = true); + + void device_update(Device *device, Scene *scene, Progress &progress); + void device_update_slot(Device *device, Scene *scene, int slot, Progress *progress); + void device_free(Device *device); + + void device_load_builtin(Device *device, Scene *scene, Progress &progress); + void device_free_builtin(Device *device); + + void set_osl_texture_system(void *texture_system); + bool set_animation_frame_update(int frame); + + void collect_statistics(RenderStats *stats); + + void tag_update(); + + bool need_update() const; + + struct Image { + ImageParams params; + ImageMetaData metadata; + ImageLoader *loader; + + float frame; + bool need_metadata; + bool need_load; + bool builtin; + + string mem_name; + device_texture *mem; + + int users; + thread_mutex mutex; + }; + + private: + bool need_update_; + + ImageDeviceFeatures features; + + thread_mutex device_mutex; + thread_mutex images_mutex; + int animation_frame; + + vector images; + void *osl_texture_system; + + int add_image_slot(ImageLoader *loader, const ImageParams ¶ms, const bool builtin); + void add_image_user(int slot); + void remove_image_user(int slot); + + void load_image_metadata(Image *img); + + template + bool file_load_image(Image *img, int texture_limit); + + void device_load_image(Device *device, Scene *scene, int slot, Progress *progress); + void device_free_image(Device *device, int slot); + + friend class ImageHandle; +}; + +CCL_NAMESPACE_END + +#endif /* __IMAGE_H__ */ diff --git a/intern/cycles/scene/image_oiio.cpp b/intern/cycles/scene/image_oiio.cpp new file mode 100644 index 00000000000..256a7aeb7d4 --- /dev/null +++ b/intern/cycles/scene/image_oiio.cpp @@ -0,0 +1,238 @@ +/* + * Copyright 2011-2020 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "scene/image_oiio.h" + +#include "util/util_image.h" +#include "util/util_logging.h" +#include "util/util_path.h" + +CCL_NAMESPACE_BEGIN + +OIIOImageLoader::OIIOImageLoader(const string &filepath) : filepath(filepath) +{ +} + +OIIOImageLoader::~OIIOImageLoader() +{ +} + +bool OIIOImageLoader::load_metadata(const ImageDeviceFeatures &features, ImageMetaData &metadata) +{ + /* Perform preliminary checks, with meaningful logging. */ + if (!path_exists(filepath.string())) { + VLOG(1) << "File '" << filepath.string() << "' does not exist."; + return false; + } + if (path_is_directory(filepath.string())) { + VLOG(1) << "File '" << filepath.string() << "' is a directory, can't use as image."; + return false; + } + + unique_ptr in(ImageInput::create(filepath.string())); + + if (!in) { + return false; + } + + ImageSpec spec; + if (!in->open(filepath.string(), spec)) { + return false; + } + + metadata.width = spec.width; + metadata.height = spec.height; + metadata.depth = spec.depth; + metadata.compress_as_srgb = false; + + /* Check the main format, and channel formats. */ + size_t channel_size = spec.format.basesize(); + + bool is_float = false; + bool is_half = false; + + if (spec.format.is_floating_point()) { + is_float = true; + } + + for (size_t channel = 0; channel < spec.channelformats.size(); channel++) { + channel_size = max(channel_size, spec.channelformats[channel].basesize()); + if (spec.channelformats[channel].is_floating_point()) { + is_float = true; + } + } + + /* check if it's half float */ + if (spec.format == TypeDesc::HALF && features.has_half_float) { + is_half = true; + } + + /* set type and channels */ + metadata.channels = spec.nchannels; + + if (is_half) { + metadata.type = (metadata.channels > 1) ? IMAGE_DATA_TYPE_HALF4 : IMAGE_DATA_TYPE_HALF; + } + else if (is_float) { + metadata.type = (metadata.channels > 1) ? IMAGE_DATA_TYPE_FLOAT4 : IMAGE_DATA_TYPE_FLOAT; + } + else if (spec.format == TypeDesc::USHORT) { + metadata.type = (metadata.channels > 1) ? IMAGE_DATA_TYPE_USHORT4 : IMAGE_DATA_TYPE_USHORT; + } + else { + metadata.type = (metadata.channels > 1) ? IMAGE_DATA_TYPE_BYTE4 : IMAGE_DATA_TYPE_BYTE; + } + + metadata.colorspace_file_format = in->format_name(); + + in->close(); + + return true; +} + +template +static void oiio_load_pixels(const ImageMetaData &metadata, + const unique_ptr &in, + StorageType *pixels) +{ + const int width = metadata.width; + const int height = metadata.height; + const int depth = metadata.depth; + const int components = metadata.channels; + + /* Read pixels through OpenImageIO. */ + StorageType *readpixels = pixels; + vector tmppixels; + if (components > 4) { + tmppixels.resize(((size_t)width) * height * components); + readpixels = &tmppixels[0]; + } + + if (depth <= 1) { + size_t scanlinesize = ((size_t)width) * components * sizeof(StorageType); + in->read_image(FileFormat, + (uchar *)readpixels + (height - 1) * scanlinesize, + AutoStride, + -scanlinesize, + AutoStride); + } + else { + in->read_image(FileFormat, (uchar *)readpixels); + } + + if (components > 4) { + size_t dimensions = ((size_t)width) * height; + for (size_t i = dimensions - 1, pixel = 0; pixel < dimensions; pixel++, i--) { + pixels[i * 4 + 3] = tmppixels[i * components + 3]; + pixels[i * 4 + 2] = tmppixels[i * components + 2]; + pixels[i * 4 + 1] = tmppixels[i * components + 1]; + pixels[i * 4 + 0] = tmppixels[i * components + 0]; + } + tmppixels.clear(); + } + + /* CMYK to RGBA. */ + const bool cmyk = strcmp(in->format_name(), "jpeg") == 0 && components == 4; + if (cmyk) { + const StorageType one = util_image_cast_from_float(1.0f); + + const size_t num_pixels = ((size_t)width) * height * depth; + for (size_t i = num_pixels - 1, pixel = 0; pixel < num_pixels; pixel++, i--) { + float c = util_image_cast_to_float(pixels[i * 4 + 0]); + float m = util_image_cast_to_float(pixels[i * 4 + 1]); + float y = util_image_cast_to_float(pixels[i * 4 + 2]); + float k = util_image_cast_to_float(pixels[i * 4 + 3]); + pixels[i * 4 + 0] = util_image_cast_from_float((1.0f - c) * (1.0f - k)); + pixels[i * 4 + 1] = util_image_cast_from_float((1.0f - m) * (1.0f - k)); + pixels[i * 4 + 2] = util_image_cast_from_float((1.0f - y) * (1.0f - k)); + pixels[i * 4 + 3] = one; + } + } +} + +bool OIIOImageLoader::load_pixels(const ImageMetaData &metadata, + void *pixels, + const size_t, + const bool associate_alpha) +{ + unique_ptr in = NULL; + + /* NOTE: Error logging is done in meta data acquisition. */ + if (!path_exists(filepath.string()) || path_is_directory(filepath.string())) { + return false; + } + + /* load image from file through OIIO */ + in = unique_ptr(ImageInput::create(filepath.string())); + if (!in) { + return false; + } + + ImageSpec spec = ImageSpec(); + ImageSpec config = ImageSpec(); + + if (!associate_alpha) { + config.attribute("oiio:UnassociatedAlpha", 1); + } + + if (!in->open(filepath.string(), spec, config)) { + return false; + } + + switch (metadata.type) { + case IMAGE_DATA_TYPE_BYTE: + case IMAGE_DATA_TYPE_BYTE4: + oiio_load_pixels(metadata, in, (uchar *)pixels); + break; + case IMAGE_DATA_TYPE_USHORT: + case IMAGE_DATA_TYPE_USHORT4: + oiio_load_pixels(metadata, in, (uint16_t *)pixels); + break; + case IMAGE_DATA_TYPE_HALF: + case IMAGE_DATA_TYPE_HALF4: + oiio_load_pixels(metadata, in, (half *)pixels); + break; + case IMAGE_DATA_TYPE_FLOAT: + case IMAGE_DATA_TYPE_FLOAT4: + oiio_load_pixels(metadata, in, (float *)pixels); + break; + case IMAGE_DATA_TYPE_NANOVDB_FLOAT: + case IMAGE_DATA_TYPE_NANOVDB_FLOAT3: + case IMAGE_DATA_NUM_TYPES: + break; + } + + in->close(); + return true; +} + +string OIIOImageLoader::name() const +{ + return path_filename(filepath.string()); +} + +ustring OIIOImageLoader::osl_filepath() const +{ + return filepath; +} + +bool OIIOImageLoader::equals(const ImageLoader &other) const +{ + const OIIOImageLoader &other_loader = (const OIIOImageLoader &)other; + return filepath == other_loader.filepath; +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/scene/image_oiio.h b/intern/cycles/scene/image_oiio.h new file mode 100644 index 00000000000..87f8b20f254 --- /dev/null +++ b/intern/cycles/scene/image_oiio.h @@ -0,0 +1,48 @@ +/* + * Copyright 2011-2020 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef __IMAGE_OIIO__ +#define __IMAGE_OIIO__ + +#include "scene/image.h" + +CCL_NAMESPACE_BEGIN + +class OIIOImageLoader : public ImageLoader { + public: + OIIOImageLoader(const string &filepath); + ~OIIOImageLoader(); + + bool load_metadata(const ImageDeviceFeatures &features, ImageMetaData &metadata) override; + + bool load_pixels(const ImageMetaData &metadata, + void *pixels, + const size_t pixels_size, + const bool associate_alpha) override; + + string name() const override; + + ustring osl_filepath() const override; + + bool equals(const ImageLoader &other) const override; + + protected: + ustring filepath; +}; + +CCL_NAMESPACE_END + +#endif /* __IMAGE_OIIO__ */ diff --git a/intern/cycles/scene/image_sky.cpp b/intern/cycles/scene/image_sky.cpp new file mode 100644 index 00000000000..cd8b8d0d991 --- /dev/null +++ b/intern/cycles/scene/image_sky.cpp @@ -0,0 +1,94 @@ +/* + * Copyright 2011-2020 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "scene/image_sky.h" + +#include "sky_model.h" + +#include "util/util_image.h" +#include "util/util_logging.h" +#include "util/util_path.h" +#include "util/util_task.h" + +CCL_NAMESPACE_BEGIN + +SkyLoader::SkyLoader(float sun_elevation, + float altitude, + float air_density, + float dust_density, + float ozone_density) + : sun_elevation(sun_elevation), + altitude(altitude), + air_density(air_density), + dust_density(dust_density), + ozone_density(ozone_density) +{ +} + +SkyLoader::~SkyLoader(){}; + +bool SkyLoader::load_metadata(const ImageDeviceFeatures &, ImageMetaData &metadata) +{ + metadata.width = 512; + metadata.height = 128; + metadata.channels = 3; + metadata.depth = 1; + metadata.type = IMAGE_DATA_TYPE_FLOAT4; + metadata.compress_as_srgb = false; + return true; +} + +bool SkyLoader::load_pixels(const ImageMetaData &metadata, + void *pixels, + const size_t /*pixels_size*/, + const bool /*associate_alpha*/) +{ + /* definitions */ + int width = metadata.width; + int height = metadata.height; + float *pixel_data = (float *)pixels; + + /* precompute sky texture */ + const int rows_per_task = divide_up(1024, width); + parallel_for(blocked_range(0, height, rows_per_task), + [&](const blocked_range &r) { + SKY_nishita_skymodel_precompute_texture(pixel_data, + metadata.channels, + r.begin(), + r.end(), + width, + height, + sun_elevation, + altitude, + air_density, + dust_density, + ozone_density); + }); + + return true; +} + +string SkyLoader::name() const +{ + return "sky_nishita"; +} + +bool SkyLoader::equals(const ImageLoader & /*other*/) const +{ + return false; +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/scene/image_sky.h b/intern/cycles/scene/image_sky.h new file mode 100644 index 00000000000..d57e7bbee07 --- /dev/null +++ b/intern/cycles/scene/image_sky.h @@ -0,0 +1,49 @@ +/* + * Copyright 2011-2020 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "scene/image.h" + +CCL_NAMESPACE_BEGIN + +class SkyLoader : public ImageLoader { + private: + float sun_elevation; + float altitude; + float air_density; + float dust_density; + float ozone_density; + + public: + SkyLoader(float sun_elevation, + float altitude, + float air_density, + float dust_density, + float ozone_density); + ~SkyLoader(); + + bool load_metadata(const ImageDeviceFeatures &features, ImageMetaData &metadata) override; + + bool load_pixels(const ImageMetaData &metadata, + void *pixels, + const size_t /*pixels_size*/, + const bool /*associate_alpha*/) override; + + string name() const override; + + bool equals(const ImageLoader & /*other*/) const override; +}; + +CCL_NAMESPACE_END diff --git a/intern/cycles/scene/image_vdb.cpp b/intern/cycles/scene/image_vdb.cpp new file mode 100644 index 00000000000..466df82dd73 --- /dev/null +++ b/intern/cycles/scene/image_vdb.cpp @@ -0,0 +1,249 @@ +/* + * Copyright 2011-2020 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "scene/image_vdb.h" + +#include "util/util_logging.h" +#include "util/util_openvdb.h" + +#ifdef WITH_OPENVDB +# include +#endif +#ifdef WITH_NANOVDB +# include +#endif + +CCL_NAMESPACE_BEGIN + +#ifdef WITH_OPENVDB +struct NumChannelsOp { + int num_channels = 0; + + template + bool operator()(const openvdb::GridBase::ConstPtr &) + { + num_channels = channels; + return true; + } +}; + +struct ToDenseOp { + openvdb::CoordBBox bbox; + void *pixels; + + template + bool operator()(const openvdb::GridBase::ConstPtr &grid) + { + openvdb::tools::Dense dense(bbox, + (FloatDataType *)pixels); + openvdb::tools::copyToDense(*openvdb::gridConstPtrCast(grid), dense); + return true; + } +}; + +# ifdef WITH_NANOVDB +struct ToNanoOp { + nanovdb::GridHandle<> nanogrid; + + template + bool operator()(const openvdb::GridBase::ConstPtr &grid) + { + if constexpr (!std::is_same_v) { + try { + nanogrid = nanovdb::openToNanoVDB( + FloatGridType(*openvdb::gridConstPtrCast(grid))); + } + catch (const std::exception &e) { + VLOG(1) << "Error converting OpenVDB to NanoVDB grid: " << e.what(); + } + return true; + } + else { + return false; + } + } +}; +# endif +#endif + +VDBImageLoader::VDBImageLoader(const string &grid_name) : grid_name(grid_name) +{ +} + +VDBImageLoader::~VDBImageLoader() +{ +} + +bool VDBImageLoader::load_metadata(const ImageDeviceFeatures &features, ImageMetaData &metadata) +{ +#ifdef WITH_OPENVDB + if (!grid) { + return false; + } + + /* Get number of channels from type. */ + NumChannelsOp op; + if (!openvdb::grid_type_operation(grid, op)) { + return false; + } + + metadata.channels = op.num_channels; + + /* Set data type. */ +# ifdef WITH_NANOVDB + if (features.has_nanovdb) { + /* NanoVDB expects no inactive leaf nodes. */ + /*openvdb::FloatGrid &pruned_grid = *openvdb::gridPtrCast(grid); + openvdb::tools::pruneInactive(pruned_grid.tree()); + nanogrid = nanovdb::openToNanoVDB(pruned_grid);*/ + ToNanoOp op; + if (!openvdb::grid_type_operation(grid, op)) { + return false; + } + nanogrid = std::move(op.nanogrid); + } +# endif + + /* Set dimensions. */ + bbox = grid->evalActiveVoxelBoundingBox(); + if (bbox.empty()) { + return false; + } + + openvdb::Coord dim = bbox.dim(); + metadata.width = dim.x(); + metadata.height = dim.y(); + metadata.depth = dim.z(); + +# ifdef WITH_NANOVDB + if (nanogrid) { + metadata.byte_size = nanogrid.size(); + if (metadata.channels == 1) { + metadata.type = IMAGE_DATA_TYPE_NANOVDB_FLOAT; + } + else { + metadata.type = IMAGE_DATA_TYPE_NANOVDB_FLOAT3; + } + } + else +# endif + { + if (metadata.channels == 1) { + metadata.type = IMAGE_DATA_TYPE_FLOAT; + } + else { + metadata.type = IMAGE_DATA_TYPE_FLOAT4; + } + } + + /* Set transform from object space to voxel index. */ + openvdb::math::Mat4f grid_matrix = grid->transform().baseMap()->getAffineMap()->getMat4(); + Transform index_to_object; + for (int col = 0; col < 4; col++) { + for (int row = 0; row < 3; row++) { + index_to_object[row][col] = (float)grid_matrix[col][row]; + } + } + + Transform texture_to_index; +# ifdef WITH_NANOVDB + if (nanogrid) { + texture_to_index = transform_identity(); + } + else +# endif + { + openvdb::Coord min = bbox.min(); + texture_to_index = transform_translate(min.x(), min.y(), min.z()) * + transform_scale(dim.x(), dim.y(), dim.z()); + } + + metadata.transform_3d = transform_inverse(index_to_object * texture_to_index); + metadata.use_transform_3d = true; + +# ifndef WITH_NANOVDB + (void)features; +# endif + return true; +#else + (void)metadata; + (void)features; + return false; +#endif +} + +bool VDBImageLoader::load_pixels(const ImageMetaData &, void *pixels, const size_t, const bool) +{ +#ifdef WITH_OPENVDB +# ifdef WITH_NANOVDB + if (nanogrid) { + memcpy(pixels, nanogrid.data(), nanogrid.size()); + } + else +# endif + { + ToDenseOp op; + op.pixels = pixels; + op.bbox = bbox; + openvdb::grid_type_operation(grid, op); + } + return true; +#else + (void)pixels; + return false; +#endif +} + +string VDBImageLoader::name() const +{ + return grid_name; +} + +bool VDBImageLoader::equals(const ImageLoader &other) const +{ +#ifdef WITH_OPENVDB + const VDBImageLoader &other_loader = (const VDBImageLoader &)other; + return grid == other_loader.grid; +#else + (void)other; + return true; +#endif +} + +void VDBImageLoader::cleanup() +{ +#ifdef WITH_OPENVDB + /* Free OpenVDB grid memory as soon as we can. */ + grid.reset(); +#endif +#ifdef WITH_NANOVDB + nanogrid.reset(); +#endif +} + +bool VDBImageLoader::is_vdb_loader() const +{ + return true; +} + +#ifdef WITH_OPENVDB +openvdb::GridBase::ConstPtr VDBImageLoader::get_grid() +{ + return grid; +} +#endif + +CCL_NAMESPACE_END diff --git a/intern/cycles/scene/image_vdb.h b/intern/cycles/scene/image_vdb.h new file mode 100644 index 00000000000..0a43d83a24f --- /dev/null +++ b/intern/cycles/scene/image_vdb.h @@ -0,0 +1,69 @@ +/* + * Copyright 2011-2020 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef __IMAGE_VDB__ +#define __IMAGE_VDB__ + +#ifdef WITH_OPENVDB +# include +#endif +#ifdef WITH_NANOVDB +# include +#endif + +#include "scene/image.h" + +CCL_NAMESPACE_BEGIN + +class VDBImageLoader : public ImageLoader { + public: + VDBImageLoader(const string &grid_name); + ~VDBImageLoader(); + + virtual bool load_metadata(const ImageDeviceFeatures &features, + ImageMetaData &metadata) override; + + virtual bool load_pixels(const ImageMetaData &metadata, + void *pixels, + const size_t pixels_size, + const bool associate_alpha) override; + + virtual string name() const override; + + virtual bool equals(const ImageLoader &other) const override; + + virtual void cleanup() override; + + virtual bool is_vdb_loader() const override; + +#ifdef WITH_OPENVDB + openvdb::GridBase::ConstPtr get_grid(); +#endif + + protected: + string grid_name; +#ifdef WITH_OPENVDB + openvdb::GridBase::ConstPtr grid; + openvdb::CoordBBox bbox; +#endif +#ifdef WITH_NANOVDB + nanovdb::GridHandle<> nanogrid; +#endif +}; + +CCL_NAMESPACE_END + +#endif /* __IMAGE_VDB__ */ diff --git a/intern/cycles/scene/integrator.cpp b/intern/cycles/scene/integrator.cpp new file mode 100644 index 00000000000..5bf82898958 --- /dev/null +++ b/intern/cycles/scene/integrator.cpp @@ -0,0 +1,345 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "scene/integrator.h" +#include "device/device.h" +#include "scene/background.h" +#include "scene/camera.h" +#include "scene/film.h" +#include "scene/jitter.h" +#include "scene/light.h" +#include "scene/object.h" +#include "scene/scene.h" +#include "scene/shader.h" +#include "scene/sobol.h" +#include "scene/stats.h" + +#include "kernel/kernel_types.h" + +#include "util/util_foreach.h" +#include "util/util_hash.h" +#include "util/util_logging.h" +#include "util/util_task.h" +#include "util/util_time.h" + +CCL_NAMESPACE_BEGIN + +NODE_DEFINE(Integrator) +{ + NodeType *type = NodeType::add("integrator", create); + + SOCKET_INT(min_bounce, "Min Bounce", 0); + SOCKET_INT(max_bounce, "Max Bounce", 7); + + SOCKET_INT(max_diffuse_bounce, "Max Diffuse Bounce", 7); + SOCKET_INT(max_glossy_bounce, "Max Glossy Bounce", 7); + SOCKET_INT(max_transmission_bounce, "Max Transmission Bounce", 7); + SOCKET_INT(max_volume_bounce, "Max Volume Bounce", 7); + + SOCKET_INT(transparent_min_bounce, "Transparent Min Bounce", 0); + SOCKET_INT(transparent_max_bounce, "Transparent Max Bounce", 7); + + SOCKET_INT(ao_bounces, "AO Bounces", 0); + SOCKET_FLOAT(ao_factor, "AO Factor", 0.0f); + SOCKET_FLOAT(ao_distance, "AO Distance", FLT_MAX); + SOCKET_FLOAT(ao_additive_factor, "AO Additive Factor", 0.0f); + + SOCKET_INT(volume_max_steps, "Volume Max Steps", 1024); + SOCKET_FLOAT(volume_step_rate, "Volume Step Rate", 1.0f); + + SOCKET_BOOLEAN(caustics_reflective, "Reflective Caustics", true); + SOCKET_BOOLEAN(caustics_refractive, "Refractive Caustics", true); + SOCKET_FLOAT(filter_glossy, "Filter Glossy", 0.0f); + SOCKET_INT(seed, "Seed", 0); + SOCKET_FLOAT(sample_clamp_direct, "Sample Clamp Direct", 0.0f); + SOCKET_FLOAT(sample_clamp_indirect, "Sample Clamp Indirect", 0.0f); + SOCKET_BOOLEAN(motion_blur, "Motion Blur", false); + + SOCKET_INT(aa_samples, "AA Samples", 0); + SOCKET_INT(start_sample, "Start Sample", 0); + + SOCKET_BOOLEAN(use_adaptive_sampling, "Use Adaptive Sampling", false); + SOCKET_FLOAT(adaptive_threshold, "Adaptive Threshold", 0.0f); + SOCKET_INT(adaptive_min_samples, "Adaptive Min Samples", 0); + + SOCKET_FLOAT(light_sampling_threshold, "Light Sampling Threshold", 0.05f); + + static NodeEnum sampling_pattern_enum; + sampling_pattern_enum.insert("sobol", SAMPLING_PATTERN_SOBOL); + sampling_pattern_enum.insert("pmj", SAMPLING_PATTERN_PMJ); + SOCKET_ENUM(sampling_pattern, "Sampling Pattern", sampling_pattern_enum, SAMPLING_PATTERN_SOBOL); + + static NodeEnum denoiser_type_enum; + denoiser_type_enum.insert("optix", DENOISER_OPTIX); + denoiser_type_enum.insert("openimagedenoise", DENOISER_OPENIMAGEDENOISE); + + static NodeEnum denoiser_prefilter_enum; + denoiser_prefilter_enum.insert("none", DENOISER_PREFILTER_NONE); + denoiser_prefilter_enum.insert("fast", DENOISER_PREFILTER_FAST); + denoiser_prefilter_enum.insert("accurate", DENOISER_PREFILTER_ACCURATE); + + /* Default to accurate denoising with OpenImageDenoise. For interactive viewport + * it's best use OptiX and disable the normal pass since it does not always have + * the desired effect for that denoiser. */ + SOCKET_BOOLEAN(use_denoise, "Use Denoiser", false); + SOCKET_ENUM(denoiser_type, "Denoiser Type", denoiser_type_enum, DENOISER_OPENIMAGEDENOISE); + SOCKET_INT(denoise_start_sample, "Start Sample to Denoise", 0); + SOCKET_BOOLEAN(use_denoise_pass_albedo, "Use Albedo Pass for Denoiser", true); + SOCKET_BOOLEAN(use_denoise_pass_normal, "Use Normal Pass for Denoiser", true); + SOCKET_ENUM( + denoiser_prefilter, "Denoiser Type", denoiser_prefilter_enum, DENOISER_PREFILTER_ACCURATE); + + return type; +} + +Integrator::Integrator() : Node(get_node_type()) +{ +} + +Integrator::~Integrator() +{ +} + +void Integrator::device_update(Device *device, DeviceScene *dscene, Scene *scene) +{ + if (!is_modified()) + return; + + scoped_callback_timer timer([scene](double time) { + if (scene->update_stats) { + scene->update_stats->integrator.times.add_entry({"device_update", time}); + } + }); + + KernelIntegrator *kintegrator = &dscene->data.integrator; + + /* Adaptive sampling requires PMJ samples. + * + * This also makes detection of sampling pattern a bit more involved: can not rely on the changed + * state of socket, since its value might be different from the effective value used here. So + * instead compare with previous value in the KernelIntegrator. Only do it if the device was + * updated once (in which case the `sample_pattern_lut` will be allocated to a non-zero size). */ + const SamplingPattern new_sampling_pattern = (use_adaptive_sampling) ? SAMPLING_PATTERN_PMJ : + sampling_pattern; + + const bool need_update_lut = max_bounce_is_modified() || max_transmission_bounce_is_modified() || + dscene->sample_pattern_lut.size() == 0 || + kintegrator->sampling_pattern != new_sampling_pattern; + + if (need_update_lut) { + dscene->sample_pattern_lut.tag_realloc(); + } + + device_free(device, dscene); + + /* integrator parameters */ + kintegrator->min_bounce = min_bounce + 1; + kintegrator->max_bounce = max_bounce + 1; + + kintegrator->max_diffuse_bounce = max_diffuse_bounce + 1; + kintegrator->max_glossy_bounce = max_glossy_bounce + 1; + kintegrator->max_transmission_bounce = max_transmission_bounce + 1; + kintegrator->max_volume_bounce = max_volume_bounce + 1; + + kintegrator->transparent_min_bounce = transparent_min_bounce + 1; + kintegrator->transparent_max_bounce = transparent_max_bounce + 1; + + kintegrator->ao_bounces = ao_bounces; + kintegrator->ao_bounces_distance = ao_distance; + kintegrator->ao_bounces_factor = ao_factor; + kintegrator->ao_additive_factor = ao_additive_factor; + + /* Transparent Shadows + * We only need to enable transparent shadows, if we actually have + * transparent shaders in the scene. Otherwise we can disable it + * to improve performance a bit. */ + kintegrator->transparent_shadows = false; + foreach (Shader *shader, scene->shaders) { + /* keep this in sync with SD_HAS_TRANSPARENT_SHADOW in shader.cpp */ + if ((shader->has_surface_transparent && shader->get_use_transparent_shadow()) || + shader->has_volume) { + kintegrator->transparent_shadows = true; + break; + } + } + + kintegrator->volume_max_steps = volume_max_steps; + kintegrator->volume_step_rate = volume_step_rate; + + kintegrator->caustics_reflective = caustics_reflective; + kintegrator->caustics_refractive = caustics_refractive; + kintegrator->filter_glossy = (filter_glossy == 0.0f) ? FLT_MAX : 1.0f / filter_glossy; + + kintegrator->seed = seed; + + kintegrator->sample_clamp_direct = (sample_clamp_direct == 0.0f) ? FLT_MAX : + sample_clamp_direct * 3.0f; + kintegrator->sample_clamp_indirect = (sample_clamp_indirect == 0.0f) ? + FLT_MAX : + sample_clamp_indirect * 3.0f; + + kintegrator->sampling_pattern = new_sampling_pattern; + + if (light_sampling_threshold > 0.0f) { + kintegrator->light_inv_rr_threshold = 1.0f / light_sampling_threshold; + } + else { + kintegrator->light_inv_rr_threshold = 0.0f; + } + + /* sobol directions table */ + int max_samples = max_bounce + transparent_max_bounce + 3 + VOLUME_BOUNDS_MAX + + max(BSSRDF_MAX_HITS, BSSRDF_MAX_BOUNCES); + + int dimensions = PRNG_BASE_NUM + max_samples * PRNG_BOUNCE_NUM; + dimensions = min(dimensions, SOBOL_MAX_DIMENSIONS); + + if (need_update_lut) { + if (kintegrator->sampling_pattern == SAMPLING_PATTERN_SOBOL) { + uint *directions = (uint *)dscene->sample_pattern_lut.alloc(SOBOL_BITS * dimensions); + + sobol_generate_direction_vectors((uint(*)[SOBOL_BITS])directions, dimensions); + + dscene->sample_pattern_lut.copy_to_device(); + } + else { + constexpr int sequence_size = NUM_PMJ_SAMPLES; + constexpr int num_sequences = NUM_PMJ_PATTERNS; + float2 *directions = (float2 *)dscene->sample_pattern_lut.alloc(sequence_size * + num_sequences * 2); + TaskPool pool; + for (int j = 0; j < num_sequences; ++j) { + float2 *sequence = directions + j * sequence_size; + pool.push( + function_bind(&progressive_multi_jitter_02_generate_2D, sequence, sequence_size, j)); + } + pool.wait_work(); + + dscene->sample_pattern_lut.copy_to_device(); + } + } + + kintegrator->has_shadow_catcher = scene->has_shadow_catcher(); + + dscene->sample_pattern_lut.clear_modified(); + clear_modified(); +} + +void Integrator::device_free(Device *, DeviceScene *dscene, bool force_free) +{ + dscene->sample_pattern_lut.free_if_need_realloc(force_free); +} + +void Integrator::tag_update(Scene *scene, uint32_t flag) +{ + if (flag & UPDATE_ALL) { + tag_modified(); + } + + if (flag & AO_PASS_MODIFIED) { + /* tag only the ao_bounces socket as modified so we avoid updating sample_pattern_lut + * unnecessarily */ + tag_ao_bounces_modified(); + } + + if (filter_glossy_is_modified()) { + foreach (Shader *shader, scene->shaders) { + if (shader->has_integrator_dependency) { + scene->shader_manager->tag_update(scene, ShaderManager::INTEGRATOR_MODIFIED); + break; + } + } + } + + if (motion_blur_is_modified()) { + scene->object_manager->tag_update(scene, ObjectManager::MOTION_BLUR_MODIFIED); + scene->camera->tag_modified(); + } +} + +uint Integrator::get_kernel_features() const +{ + uint kernel_features = 0; + + if (ao_additive_factor != 0.0f) { + kernel_features |= KERNEL_FEATURE_AO_ADDITIVE; + } + + return kernel_features; +} + +AdaptiveSampling Integrator::get_adaptive_sampling() const +{ + AdaptiveSampling adaptive_sampling; + + adaptive_sampling.use = use_adaptive_sampling; + + if (!adaptive_sampling.use) { + return adaptive_sampling; + } + + if (aa_samples > 0 && adaptive_threshold == 0.0f) { + adaptive_sampling.threshold = max(0.001f, 1.0f / (float)aa_samples); + VLOG(1) << "Cycles adaptive sampling: automatic threshold = " << adaptive_sampling.threshold; + } + else { + adaptive_sampling.threshold = adaptive_threshold; + } + + if (adaptive_sampling.threshold > 0 && adaptive_min_samples == 0) { + /* Threshold 0.1 -> 32, 0.01 -> 64, 0.001 -> 128. + * This is highly scene dependent, we make a guess that seemed to work well + * in various test scenes. */ + const int min_samples = (int)ceilf(16.0f / powf(adaptive_sampling.threshold, 0.3f)); + adaptive_sampling.min_samples = max(4, min_samples); + VLOG(1) << "Cycles adaptive sampling: automatic min samples = " + << adaptive_sampling.min_samples; + } + else { + adaptive_sampling.min_samples = max(4, adaptive_min_samples); + } + + /* Arbitrary factor that makes the threshold more similar to what is was before, + * and gives arguably more intuitive values. */ + adaptive_sampling.threshold *= 5.0f; + + adaptive_sampling.adaptive_step = 16; + + DCHECK(is_power_of_two(adaptive_sampling.adaptive_step)) + << "Adaptive step must be a power of two for bitwise operations to work"; + + return adaptive_sampling; +} + +DenoiseParams Integrator::get_denoise_params() const +{ + DenoiseParams denoise_params; + + denoise_params.use = use_denoise; + + denoise_params.type = denoiser_type; + + denoise_params.start_sample = denoise_start_sample; + + denoise_params.use_pass_albedo = use_denoise_pass_albedo; + denoise_params.use_pass_normal = use_denoise_pass_normal; + + denoise_params.prefilter = denoiser_prefilter; + + return denoise_params; +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/scene/integrator.h b/intern/cycles/scene/integrator.h new file mode 100644 index 00000000000..468971986c5 --- /dev/null +++ b/intern/cycles/scene/integrator.h @@ -0,0 +1,113 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef __INTEGRATOR_H__ +#define __INTEGRATOR_H__ + +#include "kernel/kernel_types.h" + +#include "device/device_denoise.h" /* For the parameters and type enum. */ +#include "graph/node.h" +#include "integrator/adaptive_sampling.h" + +CCL_NAMESPACE_BEGIN + +class Device; +class DeviceScene; +class Scene; + +class Integrator : public Node { + public: + NODE_DECLARE + + NODE_SOCKET_API(int, min_bounce) + NODE_SOCKET_API(int, max_bounce) + + NODE_SOCKET_API(int, max_diffuse_bounce) + NODE_SOCKET_API(int, max_glossy_bounce) + NODE_SOCKET_API(int, max_transmission_bounce) + NODE_SOCKET_API(int, max_volume_bounce) + + NODE_SOCKET_API(int, transparent_min_bounce) + NODE_SOCKET_API(int, transparent_max_bounce) + + NODE_SOCKET_API(int, ao_bounces) + NODE_SOCKET_API(float, ao_factor) + NODE_SOCKET_API(float, ao_distance) + NODE_SOCKET_API(float, ao_additive_factor) + + NODE_SOCKET_API(int, volume_max_steps) + NODE_SOCKET_API(float, volume_step_rate) + + NODE_SOCKET_API(bool, caustics_reflective) + NODE_SOCKET_API(bool, caustics_refractive) + NODE_SOCKET_API(float, filter_glossy) + + NODE_SOCKET_API(int, seed) + + NODE_SOCKET_API(float, sample_clamp_direct) + NODE_SOCKET_API(float, sample_clamp_indirect) + NODE_SOCKET_API(bool, motion_blur) + + /* Maximum number of samples, beyond which we are likely to run into + * precision issues for sampling patterns. */ + static const int MAX_SAMPLES = (1 << 24); + + NODE_SOCKET_API(int, aa_samples) + NODE_SOCKET_API(int, start_sample) + + NODE_SOCKET_API(float, light_sampling_threshold) + + NODE_SOCKET_API(bool, use_adaptive_sampling) + NODE_SOCKET_API(int, adaptive_min_samples) + NODE_SOCKET_API(float, adaptive_threshold) + + NODE_SOCKET_API(SamplingPattern, sampling_pattern) + + NODE_SOCKET_API(bool, use_denoise); + NODE_SOCKET_API(DenoiserType, denoiser_type); + NODE_SOCKET_API(int, denoise_start_sample); + NODE_SOCKET_API(bool, use_denoise_pass_albedo); + NODE_SOCKET_API(bool, use_denoise_pass_normal); + NODE_SOCKET_API(DenoiserPrefilter, denoiser_prefilter); + + enum : uint32_t { + AO_PASS_MODIFIED = (1 << 0), + OBJECT_MANAGER = (1 << 1), + + /* tag everything in the manager for an update */ + UPDATE_ALL = ~0u, + + UPDATE_NONE = 0u, + }; + + Integrator(); + ~Integrator(); + + void device_update(Device *device, DeviceScene *dscene, Scene *scene); + void device_free(Device *device, DeviceScene *dscene, bool force_free = false); + + void tag_update(Scene *scene, uint32_t flag); + + uint get_kernel_features() const; + + AdaptiveSampling get_adaptive_sampling() const; + DenoiseParams get_denoise_params() const; +}; + +CCL_NAMESPACE_END + +#endif /* __INTEGRATOR_H__ */ diff --git a/intern/cycles/scene/jitter.cpp b/intern/cycles/scene/jitter.cpp new file mode 100644 index 00000000000..e2162195ad8 --- /dev/null +++ b/intern/cycles/scene/jitter.cpp @@ -0,0 +1,281 @@ +/* + * Copyright 2019 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +/* This file is based on "Progressive Multi-Jittered Sample Sequences" + * by Per Christensen, Andrew Kensler and Charlie Kilpatrick. + * http://graphics.pixar.com/library/ProgressiveMultiJitteredSampling/paper.pdf + * + * Performance can be improved in the future by implementing the new + * algorithm from Matt Pharr in http://jcgt.org/published/0008/01/04/ + * "Efficient Generation of Points that Satisfy Two-Dimensional Elementary Intervals" + */ + +#include "scene/jitter.h" + +#include +#include + +CCL_NAMESPACE_BEGIN + +static uint cmj_hash(uint i, uint p) +{ + i ^= p; + i ^= i >> 17; + i ^= i >> 10; + i *= 0xb36534e5; + i ^= i >> 12; + i ^= i >> 21; + i *= 0x93fc4795; + i ^= 0xdf6e307f; + i ^= i >> 17; + i *= 1 | p >> 18; + + return i; +} + +static float cmj_randfloat(uint i, uint p) +{ + return cmj_hash(i, p) * (1.0f / 4294967808.0f); +} + +class PMJ_Generator { + public: + static void generate_2D(float2 points[], int size, int rng_seed_in) + { + PMJ_Generator g(rng_seed_in); + points[0].x = g.rnd(); + points[0].y = g.rnd(); + int N = 1; + while (N < size) { + g.extend_sequence_even(points, N); + g.extend_sequence_odd(points, 2 * N); + N = 4 * N; + } + } + + protected: + PMJ_Generator(int rnd_seed_in) : num_samples(1), rnd_index(2), rnd_seed(rnd_seed_in) + { + } + + float rnd() + { + return cmj_randfloat(++rnd_index, rnd_seed); + } + + virtual void mark_occupied_strata(float2 points[], int N) + { + int NN = 2 * N; + for (int s = 0; s < NN; ++s) { + occupied1Dx[s] = occupied1Dy[s] = false; + } + for (int s = 0; s < N; ++s) { + int xstratum = (int)(NN * points[s].x); + int ystratum = (int)(NN * points[s].y); + occupied1Dx[xstratum] = true; + occupied1Dy[ystratum] = true; + } + } + + virtual void generate_sample_point( + float2 points[], float i, float j, float xhalf, float yhalf, int n, int N) + { + int NN = 2 * N; + float2 pt; + int xstratum, ystratum; + do { + pt.x = (i + 0.5f * (xhalf + rnd())) / n; + xstratum = (int)(NN * pt.x); + } while (occupied1Dx[xstratum]); + do { + pt.y = (j + 0.5f * (yhalf + rnd())) / n; + ystratum = (int)(NN * pt.y); + } while (occupied1Dy[ystratum]); + occupied1Dx[xstratum] = true; + occupied1Dy[ystratum] = true; + points[num_samples] = pt; + ++num_samples; + } + + void extend_sequence_even(float2 points[], int N) + { + int n = (int)sqrtf(N); + occupied1Dx.resize(2 * N); + occupied1Dy.resize(2 * N); + mark_occupied_strata(points, N); + for (int s = 0; s < N; ++s) { + float2 oldpt = points[s]; + float i = floorf(n * oldpt.x); + float j = floorf(n * oldpt.y); + float xhalf = floorf(2.0f * (n * oldpt.x - i)); + float yhalf = floorf(2.0f * (n * oldpt.y - j)); + xhalf = 1.0f - xhalf; + yhalf = 1.0f - yhalf; + generate_sample_point(points, i, j, xhalf, yhalf, n, N); + } + } + + void extend_sequence_odd(float2 points[], int N) + { + int n = (int)sqrtf(N / 2); + occupied1Dx.resize(2 * N); + occupied1Dy.resize(2 * N); + mark_occupied_strata(points, N); + std::vector xhalves(N / 2); + std::vector yhalves(N / 2); + for (int s = 0; s < N / 2; ++s) { + float2 oldpt = points[s]; + float i = floorf(n * oldpt.x); + float j = floorf(n * oldpt.y); + float xhalf = floorf(2.0f * (n * oldpt.x - i)); + float yhalf = floorf(2.0f * (n * oldpt.y - j)); + if (rnd() > 0.5f) { + xhalf = 1.0f - xhalf; + } + else { + yhalf = 1.0f - yhalf; + } + xhalves[s] = xhalf; + yhalves[s] = yhalf; + generate_sample_point(points, i, j, xhalf, yhalf, n, N); + } + for (int s = 0; s < N / 2; ++s) { + float2 oldpt = points[s]; + float i = floorf(n * oldpt.x); + float j = floorf(n * oldpt.y); + float xhalf = 1.0f - xhalves[s]; + float yhalf = 1.0f - yhalves[s]; + generate_sample_point(points, i, j, xhalf, yhalf, n, N); + } + } + + std::vector occupied1Dx, occupied1Dy; + int num_samples; + int rnd_index, rnd_seed; +}; + +class PMJ02_Generator : public PMJ_Generator { + protected: + void generate_sample_point( + float2 points[], float i, float j, float xhalf, float yhalf, int n, int N) override + { + int NN = 2 * N; + float2 pt; + do { + pt.x = (i + 0.5f * (xhalf + rnd())) / n; + pt.y = (j + 0.5f * (yhalf + rnd())) / n; + } while (is_occupied(pt, NN)); + mark_occupied_strata1(pt, NN); + points[num_samples] = pt; + ++num_samples; + } + + void mark_occupied_strata(float2 points[], int N) override + { + int NN = 2 * N; + int num_shapes = (int)log2f(NN) + 1; + occupiedStrata.resize(num_shapes); + for (int shape = 0; shape < num_shapes; ++shape) { + occupiedStrata[shape].resize(NN); + for (int n = 0; n < NN; ++n) { + occupiedStrata[shape][n] = false; + } + } + for (int s = 0; s < N; ++s) { + mark_occupied_strata1(points[s], NN); + } + } + + void mark_occupied_strata1(float2 pt, int NN) + { + int shape = 0; + int xdivs = NN; + int ydivs = 1; + do { + int xstratum = (int)(xdivs * pt.x); + int ystratum = (int)(ydivs * pt.y); + size_t index = ystratum * xdivs + xstratum; + assert(index < NN); + occupiedStrata[shape][index] = true; + shape = shape + 1; + xdivs = xdivs / 2; + ydivs = ydivs * 2; + } while (xdivs > 0); + } + + bool is_occupied(float2 pt, int NN) + { + int shape = 0; + int xdivs = NN; + int ydivs = 1; + do { + int xstratum = (int)(xdivs * pt.x); + int ystratum = (int)(ydivs * pt.y); + size_t index = ystratum * xdivs + xstratum; + assert(index < NN); + if (occupiedStrata[shape][index]) { + return true; + } + shape = shape + 1; + xdivs = xdivs / 2; + ydivs = ydivs * 2; + } while (xdivs > 0); + return false; + } + + private: + std::vector> occupiedStrata; +}; + +static void shuffle(float2 points[], int size, int rng_seed) +{ + if (rng_seed == 0) { + return; + } + + constexpr int odd[8] = {0, 1, 4, 5, 10, 11, 14, 15}; + constexpr int even[8] = {2, 3, 6, 7, 8, 9, 12, 13}; + + int rng_index = 0; + for (int yy = 0; yy < size / 16; ++yy) { + for (int xx = 0; xx < 8; ++xx) { + int other = (int)(cmj_randfloat(++rng_index, rng_seed) * (8.0f - xx) + xx); + float2 tmp = points[odd[other] + yy * 16]; + points[odd[other] + yy * 16] = points[odd[xx] + yy * 16]; + points[odd[xx] + yy * 16] = tmp; + } + for (int xx = 0; xx < 8; ++xx) { + int other = (int)(cmj_randfloat(++rng_index, rng_seed) * (8.0f - xx) + xx); + float2 tmp = points[even[other] + yy * 16]; + points[even[other] + yy * 16] = points[even[xx] + yy * 16]; + points[even[xx] + yy * 16] = tmp; + } + } +} + +void progressive_multi_jitter_generate_2D(float2 points[], int size, int rng_seed) +{ + PMJ_Generator::generate_2D(points, size, rng_seed); + shuffle(points, size, rng_seed); +} + +void progressive_multi_jitter_02_generate_2D(float2 points[], int size, int rng_seed) +{ + PMJ02_Generator::generate_2D(points, size, rng_seed); + shuffle(points, size, rng_seed); +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/scene/jitter.h b/intern/cycles/scene/jitter.h new file mode 100644 index 00000000000..ed34c7a4f4d --- /dev/null +++ b/intern/cycles/scene/jitter.h @@ -0,0 +1,29 @@ +/* + * Copyright 2019 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef __JITTER_H__ +#define __JITTER_H__ + +#include "util/util_types.h" + +CCL_NAMESPACE_BEGIN + +void progressive_multi_jitter_generate_2D(float2 points[], int size, int rng_seed); +void progressive_multi_jitter_02_generate_2D(float2 points[], int size, int rng_seed); + +CCL_NAMESPACE_END + +#endif /* __JITTER_H__ */ diff --git a/intern/cycles/scene/light.cpp b/intern/cycles/scene/light.cpp new file mode 100644 index 00000000000..26f208d58e5 --- /dev/null +++ b/intern/cycles/scene/light.cpp @@ -0,0 +1,1150 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "device/device.h" + +#include "scene/background.h" +#include "scene/film.h" +#include "scene/integrator.h" +#include "scene/light.h" +#include "scene/mesh.h" +#include "scene/object.h" +#include "scene/scene.h" +#include "scene/shader.h" +#include "scene/shader_graph.h" +#include "scene/shader_nodes.h" +#include "scene/stats.h" + +#include "integrator/shader_eval.h" + +#include "util/util_foreach.h" +#include "util/util_hash.h" +#include "util/util_logging.h" +#include "util/util_path.h" +#include "util/util_progress.h" +#include "util/util_task.h" + +CCL_NAMESPACE_BEGIN + +static void shade_background_pixels(Device *device, + DeviceScene *dscene, + int width, + int height, + vector &pixels, + Progress &progress) +{ + /* Needs to be up to data for attribute access. */ + device->const_copy_to("__data", &dscene->data, sizeof(dscene->data)); + + const int size = width * height; + const int num_channels = 3; + pixels.resize(size); + + /* Evaluate shader on device. */ + ShaderEval shader_eval(device, progress); + shader_eval.eval( + SHADER_EVAL_BACKGROUND, + size, + num_channels, + [&](device_vector &d_input) { + /* Fill coordinates for shading. */ + KernelShaderEvalInput *d_input_data = d_input.data(); + + for (int y = 0; y < height; y++) { + for (int x = 0; x < width; x++) { + float u = (x + 0.5f) / width; + float v = (y + 0.5f) / height; + + KernelShaderEvalInput in; + in.object = OBJECT_NONE; + in.prim = PRIM_NONE; + in.u = u; + in.v = v; + d_input_data[x + y * width] = in; + } + } + + return size; + }, + [&](device_vector &d_output) { + /* Copy output to pixel buffer. */ + float *d_output_data = d_output.data(); + + for (int y = 0; y < height; y++) { + for (int x = 0; x < width; x++) { + pixels[y * width + x].x = d_output_data[(y * width + x) * num_channels + 0]; + pixels[y * width + x].y = d_output_data[(y * width + x) * num_channels + 1]; + pixels[y * width + x].z = d_output_data[(y * width + x) * num_channels + 2]; + } + } + }); +} + +/* Light */ + +NODE_DEFINE(Light) +{ + NodeType *type = NodeType::add("light", create); + + static NodeEnum type_enum; + type_enum.insert("point", LIGHT_POINT); + type_enum.insert("distant", LIGHT_DISTANT); + type_enum.insert("background", LIGHT_BACKGROUND); + type_enum.insert("area", LIGHT_AREA); + type_enum.insert("spot", LIGHT_SPOT); + SOCKET_ENUM(light_type, "Type", type_enum, LIGHT_POINT); + + SOCKET_COLOR(strength, "Strength", one_float3()); + + SOCKET_POINT(co, "Co", zero_float3()); + + SOCKET_VECTOR(dir, "Dir", zero_float3()); + SOCKET_FLOAT(size, "Size", 0.0f); + SOCKET_FLOAT(angle, "Angle", 0.0f); + + SOCKET_VECTOR(axisu, "Axis U", zero_float3()); + SOCKET_FLOAT(sizeu, "Size U", 1.0f); + SOCKET_VECTOR(axisv, "Axis V", zero_float3()); + SOCKET_FLOAT(sizev, "Size V", 1.0f); + SOCKET_BOOLEAN(round, "Round", false); + SOCKET_FLOAT(spread, "Spread", M_PI_F); + + SOCKET_INT(map_resolution, "Map Resolution", 0); + + SOCKET_FLOAT(spot_angle, "Spot Angle", M_PI_4_F); + SOCKET_FLOAT(spot_smooth, "Spot Smooth", 0.0f); + + SOCKET_TRANSFORM(tfm, "Transform", transform_identity()); + + SOCKET_BOOLEAN(cast_shadow, "Cast Shadow", true); + SOCKET_BOOLEAN(use_mis, "Use Mis", false); + SOCKET_BOOLEAN(use_camera, "Use Camera", true); + SOCKET_BOOLEAN(use_diffuse, "Use Diffuse", true); + SOCKET_BOOLEAN(use_glossy, "Use Glossy", true); + SOCKET_BOOLEAN(use_transmission, "Use Transmission", true); + SOCKET_BOOLEAN(use_scatter, "Use Scatter", true); + + SOCKET_INT(max_bounces, "Max Bounces", 1024); + SOCKET_UINT(random_id, "Random ID", 0); + + SOCKET_BOOLEAN(is_shadow_catcher, "Shadow Catcher", true); + SOCKET_BOOLEAN(is_portal, "Is Portal", false); + SOCKET_BOOLEAN(is_enabled, "Is Enabled", true); + + SOCKET_NODE(shader, "Shader", Shader::get_node_type()); + + return type; +} + +Light::Light() : Node(get_node_type()) +{ + dereference_all_used_nodes(); +} + +void Light::tag_update(Scene *scene) +{ + if (is_modified()) { + scene->light_manager->tag_update(scene, LightManager::LIGHT_MODIFIED); + } +} + +bool Light::has_contribution(Scene *scene) +{ + if (strength == zero_float3()) { + return false; + } + if (is_portal) { + return false; + } + if (light_type == LIGHT_BACKGROUND) { + return true; + } + return (shader) ? shader->has_surface_emission : scene->default_light->has_surface_emission; +} + +/* Light Manager */ + +LightManager::LightManager() +{ + update_flags = UPDATE_ALL; + need_update_background = true; + last_background_enabled = false; + last_background_resolution = 0; +} + +LightManager::~LightManager() +{ + foreach (IESSlot *slot, ies_slots) { + delete slot; + } +} + +bool LightManager::has_background_light(Scene *scene) +{ + foreach (Light *light, scene->lights) { + if (light->light_type == LIGHT_BACKGROUND && light->is_enabled) { + return true; + } + } + return false; +} + +void LightManager::test_enabled_lights(Scene *scene) +{ + /* Make all lights enabled by default, and perform some preliminary checks + * needed for finer-tuning of settings (for example, check whether we've + * got portals or not). + */ + bool has_portal = false, has_background = false; + foreach (Light *light, scene->lights) { + light->is_enabled = light->has_contribution(scene); + has_portal |= light->is_portal; + has_background |= light->light_type == LIGHT_BACKGROUND; + } + + bool background_enabled = false; + int background_resolution = 0; + + if (has_background) { + /* Ignore background light if: + * - If unsupported on a device + * - If we don't need it (no HDRs etc.) + */ + Shader *shader = scene->background->get_shader(scene); + const bool disable_mis = !(has_portal || shader->has_surface_spatial_varying); + VLOG_IF(1, disable_mis) << "Background MIS has been disabled.\n"; + foreach (Light *light, scene->lights) { + if (light->light_type == LIGHT_BACKGROUND) { + light->is_enabled = !disable_mis; + background_enabled = !disable_mis; + background_resolution = light->map_resolution; + } + } + } + + if (last_background_enabled != background_enabled || + last_background_resolution != background_resolution) { + last_background_enabled = background_enabled; + last_background_resolution = background_resolution; + need_update_background = true; + } +} + +bool LightManager::object_usable_as_light(Object *object) +{ + Geometry *geom = object->get_geometry(); + if (geom->geometry_type != Geometry::MESH && geom->geometry_type != Geometry::VOLUME) { + return false; + } + /* Skip objects with NaNs */ + if (!object->bounds.valid()) { + return false; + } + /* Skip if we are not visible for BSDFs. */ + if (!(object->get_visibility() & (PATH_RAY_DIFFUSE | PATH_RAY_GLOSSY | PATH_RAY_TRANSMIT))) { + return false; + } + /* Skip if we have no emission shaders. */ + /* TODO(sergey): Ideally we want to avoid such duplicated loop, since it'll + * iterate all geometry shaders twice (when counting and when calculating + * triangle area. + */ + foreach (Node *node, geom->get_used_shaders()) { + Shader *shader = static_cast(node); + if (shader->get_use_mis() && shader->has_surface_emission) { + return true; + } + } + return false; +} + +void LightManager::device_update_distribution(Device *, + DeviceScene *dscene, + Scene *scene, + Progress &progress) +{ + progress.set_status("Updating Lights", "Computing distribution"); + + /* count */ + size_t num_lights = 0; + size_t num_portals = 0; + size_t num_background_lights = 0; + size_t num_triangles = 0; + + bool background_mis = false; + + foreach (Light *light, scene->lights) { + if (light->is_enabled) { + num_lights++; + } + if (light->is_portal) { + num_portals++; + } + } + + foreach (Object *object, scene->objects) { + if (progress.get_cancel()) + return; + + if (!object_usable_as_light(object)) { + continue; + } + + /* Count triangles. */ + Mesh *mesh = static_cast(object->get_geometry()); + size_t mesh_num_triangles = mesh->num_triangles(); + for (size_t i = 0; i < mesh_num_triangles; i++) { + int shader_index = mesh->get_shader()[i]; + Shader *shader = (shader_index < mesh->get_used_shaders().size()) ? + static_cast(mesh->get_used_shaders()[shader_index]) : + scene->default_surface; + + if (shader->get_use_mis() && shader->has_surface_emission) { + num_triangles++; + } + } + } + + size_t num_distribution = num_triangles + num_lights; + VLOG(1) << "Total " << num_distribution << " of light distribution primitives."; + + /* emission area */ + KernelLightDistribution *distribution = dscene->light_distribution.alloc(num_distribution + 1); + float totarea = 0.0f; + + /* triangles */ + size_t offset = 0; + int j = 0; + + foreach (Object *object, scene->objects) { + if (progress.get_cancel()) + return; + + if (!object_usable_as_light(object)) { + j++; + continue; + } + /* Sum area. */ + Mesh *mesh = static_cast(object->get_geometry()); + bool transform_applied = mesh->transform_applied; + Transform tfm = object->get_tfm(); + int object_id = j; + int shader_flag = 0; + + if (!(object->get_visibility() & PATH_RAY_CAMERA)) { + shader_flag |= SHADER_EXCLUDE_CAMERA; + } + if (!(object->get_visibility() & PATH_RAY_DIFFUSE)) { + shader_flag |= SHADER_EXCLUDE_DIFFUSE; + } + if (!(object->get_visibility() & PATH_RAY_GLOSSY)) { + shader_flag |= SHADER_EXCLUDE_GLOSSY; + } + if (!(object->get_visibility() & PATH_RAY_TRANSMIT)) { + shader_flag |= SHADER_EXCLUDE_TRANSMIT; + } + if (!(object->get_visibility() & PATH_RAY_VOLUME_SCATTER)) { + shader_flag |= SHADER_EXCLUDE_SCATTER; + } + if (!(object->get_is_shadow_catcher())) { + shader_flag |= SHADER_EXCLUDE_SHADOW_CATCHER; + } + + size_t mesh_num_triangles = mesh->num_triangles(); + for (size_t i = 0; i < mesh_num_triangles; i++) { + int shader_index = mesh->get_shader()[i]; + Shader *shader = (shader_index < mesh->get_used_shaders().size()) ? + static_cast(mesh->get_used_shaders()[shader_index]) : + scene->default_surface; + + if (shader->get_use_mis() && shader->has_surface_emission) { + distribution[offset].totarea = totarea; + distribution[offset].prim = i + mesh->prim_offset; + distribution[offset].mesh_light.shader_flag = shader_flag; + distribution[offset].mesh_light.object_id = object_id; + offset++; + + Mesh::Triangle t = mesh->get_triangle(i); + if (!t.valid(&mesh->get_verts()[0])) { + continue; + } + float3 p1 = mesh->get_verts()[t.v[0]]; + float3 p2 = mesh->get_verts()[t.v[1]]; + float3 p3 = mesh->get_verts()[t.v[2]]; + + if (!transform_applied) { + p1 = transform_point(&tfm, p1); + p2 = transform_point(&tfm, p2); + p3 = transform_point(&tfm, p3); + } + + totarea += triangle_area(p1, p2, p3); + } + } + + j++; + } + + float trianglearea = totarea; + /* point lights */ + bool use_lamp_mis = false; + int light_index = 0; + + if (num_lights > 0) { + float lightarea = (totarea > 0.0f) ? totarea / num_lights : 1.0f; + foreach (Light *light, scene->lights) { + if (!light->is_enabled) + continue; + + distribution[offset].totarea = totarea; + distribution[offset].prim = ~light_index; + distribution[offset].lamp.pad = 1.0f; + distribution[offset].lamp.size = light->size; + totarea += lightarea; + + if (light->light_type == LIGHT_DISTANT) { + use_lamp_mis |= (light->angle > 0.0f && light->use_mis); + } + else if (light->light_type == LIGHT_POINT || light->light_type == LIGHT_SPOT) { + use_lamp_mis |= (light->size > 0.0f && light->use_mis); + } + else if (light->light_type == LIGHT_AREA) { + use_lamp_mis |= light->use_mis; + } + else if (light->light_type == LIGHT_BACKGROUND) { + num_background_lights++; + background_mis |= light->use_mis; + } + + light_index++; + offset++; + } + } + + /* normalize cumulative distribution functions */ + distribution[num_distribution].totarea = totarea; + distribution[num_distribution].prim = 0.0f; + distribution[num_distribution].lamp.pad = 0.0f; + distribution[num_distribution].lamp.size = 0.0f; + + if (totarea > 0.0f) { + for (size_t i = 0; i < num_distribution; i++) + distribution[i].totarea /= totarea; + distribution[num_distribution].totarea = 1.0f; + } + + if (progress.get_cancel()) + return; + + /* update device */ + KernelIntegrator *kintegrator = &dscene->data.integrator; + KernelBackground *kbackground = &dscene->data.background; + KernelFilm *kfilm = &dscene->data.film; + kintegrator->use_direct_light = (totarea > 0.0f); + + if (kintegrator->use_direct_light) { + /* number of emissives */ + kintegrator->num_distribution = num_distribution; + + /* precompute pdfs */ + kintegrator->pdf_triangles = 0.0f; + kintegrator->pdf_lights = 0.0f; + + /* sample one, with 0.5 probability of light or triangle */ + kintegrator->num_all_lights = num_lights; + + if (trianglearea > 0.0f) { + kintegrator->pdf_triangles = 1.0f / trianglearea; + if (num_lights) + kintegrator->pdf_triangles *= 0.5f; + } + + if (num_lights) { + kintegrator->pdf_lights = 1.0f / num_lights; + if (trianglearea > 0.0f) + kintegrator->pdf_lights *= 0.5f; + } + + kintegrator->use_lamp_mis = use_lamp_mis; + + /* bit of an ugly hack to compensate for emitting triangles influencing + * amount of samples we get for this pass */ + kfilm->pass_shadow_scale = 1.0f; + + if (kintegrator->pdf_triangles != 0.0f) + kfilm->pass_shadow_scale /= 0.5f; + + if (num_background_lights < num_lights) + kfilm->pass_shadow_scale /= (float)(num_lights - num_background_lights) / (float)num_lights; + + /* CDF */ + dscene->light_distribution.copy_to_device(); + + /* Portals */ + if (num_portals > 0) { + kbackground->portal_offset = light_index; + kbackground->num_portals = num_portals; + kbackground->portal_weight = 1.0f; + } + else { + kbackground->num_portals = 0; + kbackground->portal_offset = 0; + kbackground->portal_weight = 0.0f; + } + + /* Map */ + kbackground->map_weight = background_mis ? 1.0f : 0.0f; + } + else { + dscene->light_distribution.free(); + + kintegrator->num_distribution = 0; + kintegrator->num_all_lights = 0; + kintegrator->pdf_triangles = 0.0f; + kintegrator->pdf_lights = 0.0f; + kintegrator->use_lamp_mis = false; + + kbackground->num_portals = 0; + kbackground->portal_offset = 0; + kbackground->portal_weight = 0.0f; + kbackground->sun_weight = 0.0f; + kbackground->map_weight = 0.0f; + + kfilm->pass_shadow_scale = 1.0f; + } +} + +static void background_cdf( + int start, int end, int res_x, int res_y, const vector *pixels, float2 *cond_cdf) +{ + int cdf_width = res_x + 1; + /* Conditional CDFs (rows, U direction). */ + for (int i = start; i < end; i++) { + float sin_theta = sinf(M_PI_F * (i + 0.5f) / res_y); + float3 env_color = (*pixels)[i * res_x]; + float ave_luminance = average(env_color); + + cond_cdf[i * cdf_width].x = ave_luminance * sin_theta; + cond_cdf[i * cdf_width].y = 0.0f; + + for (int j = 1; j < res_x; j++) { + env_color = (*pixels)[i * res_x + j]; + ave_luminance = average(env_color); + + cond_cdf[i * cdf_width + j].x = ave_luminance * sin_theta; + cond_cdf[i * cdf_width + j].y = cond_cdf[i * cdf_width + j - 1].y + + cond_cdf[i * cdf_width + j - 1].x / res_x; + } + + const float cdf_total = cond_cdf[i * cdf_width + res_x - 1].y + + cond_cdf[i * cdf_width + res_x - 1].x / res_x; + + /* stuff the total into the brightness value for the last entry, because + * we are going to normalize the CDFs to 0.0 to 1.0 afterwards */ + cond_cdf[i * cdf_width + res_x].x = cdf_total; + + if (cdf_total > 0.0f) { + const float cdf_total_inv = 1.0f / cdf_total; + for (int j = 1; j < res_x; j++) { + cond_cdf[i * cdf_width + j].y *= cdf_total_inv; + } + } + + cond_cdf[i * cdf_width + res_x].y = 1.0f; + } +} + +void LightManager::device_update_background(Device *device, + DeviceScene *dscene, + Scene *scene, + Progress &progress) +{ + KernelBackground *kbackground = &dscene->data.background; + Light *background_light = NULL; + + /* find background light */ + foreach (Light *light, scene->lights) { + if (light->light_type == LIGHT_BACKGROUND) { + background_light = light; + break; + } + } + + /* no background light found, signal renderer to skip sampling */ + if (!background_light || !background_light->is_enabled) { + kbackground->map_res_x = 0; + kbackground->map_res_y = 0; + kbackground->map_weight = 0.0f; + kbackground->sun_weight = 0.0f; + kbackground->use_mis = (kbackground->portal_weight > 0.0f); + return; + } + + progress.set_status("Updating Lights", "Importance map"); + + assert(dscene->data.integrator.use_direct_light); + + int2 environment_res = make_int2(0, 0); + Shader *shader = scene->background->get_shader(scene); + int num_suns = 0; + foreach (ShaderNode *node, shader->graph->nodes) { + if (node->type == EnvironmentTextureNode::get_node_type()) { + EnvironmentTextureNode *env = (EnvironmentTextureNode *)node; + ImageMetaData metadata; + if (!env->handle.empty()) { + ImageMetaData metadata = env->handle.metadata(); + environment_res.x = max(environment_res.x, metadata.width); + environment_res.y = max(environment_res.y, metadata.height); + } + } + if (node->type == SkyTextureNode::get_node_type()) { + SkyTextureNode *sky = (SkyTextureNode *)node; + if (sky->get_sky_type() == NODE_SKY_NISHITA && sky->get_sun_disc()) { + /* Ensure that the input coordinates aren't transformed before they reach the node. + * If that is the case, the logic used for sampling the sun's location does not work + * and we have to fall back to map-based sampling. */ + const ShaderInput *vec_in = sky->input("Vector"); + if (vec_in && vec_in->link && vec_in->link->parent) { + ShaderNode *vec_src = vec_in->link->parent; + if ((vec_src->type != TextureCoordinateNode::get_node_type()) || + (vec_in->link != vec_src->output("Generated"))) { + environment_res.x = max(environment_res.x, 4096); + environment_res.y = max(environment_res.y, 2048); + continue; + } + } + + /* Determine sun direction from lat/long and texture mapping. */ + float latitude = sky->get_sun_elevation(); + float longitude = M_2PI_F - sky->get_sun_rotation() + M_PI_2_F; + float3 sun_direction = make_float3( + cosf(latitude) * cosf(longitude), cosf(latitude) * sinf(longitude), sinf(latitude)); + Transform sky_transform = transform_inverse(sky->tex_mapping.compute_transform()); + sun_direction = transform_direction(&sky_transform, sun_direction); + + /* Pack sun direction and size. */ + float half_angle = sky->get_sun_size() * 0.5f; + kbackground->sun = make_float4( + sun_direction.x, sun_direction.y, sun_direction.z, half_angle); + + kbackground->sun_weight = 4.0f; + environment_res.x = max(environment_res.x, 512); + environment_res.y = max(environment_res.y, 256); + num_suns++; + } + } + } + + /* If there's more than one sun, fall back to map sampling instead. */ + if (num_suns != 1) { + kbackground->sun_weight = 0.0f; + environment_res.x = max(environment_res.x, 4096); + environment_res.y = max(environment_res.y, 2048); + } + + /* Enable MIS for background sampling if any strategy is active. */ + kbackground->use_mis = (kbackground->portal_weight + kbackground->map_weight + + kbackground->sun_weight) > 0.0f; + + /* get the resolution from the light's size (we stuff it in there) */ + int2 res = make_int2(background_light->map_resolution, background_light->map_resolution / 2); + /* If the resolution isn't set manually, try to find an environment texture. */ + if (res.x == 0) { + res = environment_res; + if (res.x > 0 && res.y > 0) { + VLOG(2) << "Automatically set World MIS resolution to " << res.x << " by " << res.y << "\n"; + } + } + /* If it's still unknown, just use the default. */ + if (res.x == 0 || res.y == 0) { + res = make_int2(1024, 512); + VLOG(2) << "Setting World MIS resolution to default\n"; + } + kbackground->map_res_x = res.x; + kbackground->map_res_y = res.y; + + vector pixels; + shade_background_pixels(device, dscene, res.x, res.y, pixels, progress); + + if (progress.get_cancel()) + return; + + /* build row distributions and column distribution for the infinite area environment light */ + int cdf_width = res.x + 1; + float2 *marg_cdf = dscene->light_background_marginal_cdf.alloc(res.y + 1); + float2 *cond_cdf = dscene->light_background_conditional_cdf.alloc(cdf_width * res.y); + + double time_start = time_dt(); + + /* Create CDF in parallel. */ + const int rows_per_task = divide_up(10240, res.x); + parallel_for(blocked_range(0, res.y, rows_per_task), + [&](const blocked_range &r) { + background_cdf(r.begin(), r.end(), res.x, res.y, &pixels, cond_cdf); + }); + + /* marginal CDFs (column, V direction, sum of rows) */ + marg_cdf[0].x = cond_cdf[res.x].x; + marg_cdf[0].y = 0.0f; + + for (int i = 1; i < res.y; i++) { + marg_cdf[i].x = cond_cdf[i * cdf_width + res.x].x; + marg_cdf[i].y = marg_cdf[i - 1].y + marg_cdf[i - 1].x / res.y; + } + + float cdf_total = marg_cdf[res.y - 1].y + marg_cdf[res.y - 1].x / res.y; + marg_cdf[res.y].x = cdf_total; + + if (cdf_total > 0.0f) + for (int i = 1; i < res.y; i++) + marg_cdf[i].y /= cdf_total; + + marg_cdf[res.y].y = 1.0f; + + VLOG(2) << "Background MIS build time " << time_dt() - time_start << "\n"; + + /* update device */ + dscene->light_background_marginal_cdf.copy_to_device(); + dscene->light_background_conditional_cdf.copy_to_device(); +} + +void LightManager::device_update_points(Device *, DeviceScene *dscene, Scene *scene) +{ + int num_scene_lights = scene->lights.size(); + + int num_lights = 0; + foreach (Light *light, scene->lights) { + if (light->is_enabled || light->is_portal) { + num_lights++; + } + } + + KernelLight *klights = dscene->lights.alloc(num_lights); + + if (num_lights == 0) { + VLOG(1) << "No effective light, ignoring points update."; + return; + } + + int light_index = 0; + + foreach (Light *light, scene->lights) { + if (!light->is_enabled) { + continue; + } + + float3 co = light->co; + Shader *shader = (light->shader) ? light->shader : scene->default_light; + int shader_id = scene->shader_manager->get_shader_id(shader); + int max_bounces = light->max_bounces; + float random = (float)light->random_id * (1.0f / (float)0xFFFFFFFF); + + if (!light->cast_shadow) + shader_id &= ~SHADER_CAST_SHADOW; + + if (!light->use_camera) { + shader_id |= SHADER_EXCLUDE_CAMERA; + } + if (!light->use_diffuse) { + shader_id |= SHADER_EXCLUDE_DIFFUSE; + } + if (!light->use_glossy) { + shader_id |= SHADER_EXCLUDE_GLOSSY; + } + if (!light->use_transmission) { + shader_id |= SHADER_EXCLUDE_TRANSMIT; + } + if (!light->use_scatter) { + shader_id |= SHADER_EXCLUDE_SCATTER; + } + if (!light->is_shadow_catcher) { + shader_id |= SHADER_EXCLUDE_SHADOW_CATCHER; + } + + klights[light_index].type = light->light_type; + klights[light_index].strength[0] = light->strength.x; + klights[light_index].strength[1] = light->strength.y; + klights[light_index].strength[2] = light->strength.z; + + if (light->light_type == LIGHT_POINT) { + shader_id &= ~SHADER_AREA_LIGHT; + + float radius = light->size; + float invarea = (radius > 0.0f) ? 1.0f / (M_PI_F * radius * radius) : 1.0f; + + if (light->use_mis && radius > 0.0f) + shader_id |= SHADER_USE_MIS; + + klights[light_index].co[0] = co.x; + klights[light_index].co[1] = co.y; + klights[light_index].co[2] = co.z; + + klights[light_index].spot.radius = radius; + klights[light_index].spot.invarea = invarea; + } + else if (light->light_type == LIGHT_DISTANT) { + shader_id &= ~SHADER_AREA_LIGHT; + + float angle = light->angle / 2.0f; + float radius = tanf(angle); + float cosangle = cosf(angle); + float area = M_PI_F * radius * radius; + float invarea = (area > 0.0f) ? 1.0f / area : 1.0f; + float3 dir = light->dir; + + dir = safe_normalize(dir); + + if (light->use_mis && area > 0.0f) + shader_id |= SHADER_USE_MIS; + + klights[light_index].co[0] = dir.x; + klights[light_index].co[1] = dir.y; + klights[light_index].co[2] = dir.z; + + klights[light_index].distant.invarea = invarea; + klights[light_index].distant.radius = radius; + klights[light_index].distant.cosangle = cosangle; + } + else if (light->light_type == LIGHT_BACKGROUND) { + uint visibility = scene->background->get_visibility(); + + shader_id &= ~SHADER_AREA_LIGHT; + shader_id |= SHADER_USE_MIS; + + if (!(visibility & PATH_RAY_DIFFUSE)) { + shader_id |= SHADER_EXCLUDE_DIFFUSE; + } + if (!(visibility & PATH_RAY_GLOSSY)) { + shader_id |= SHADER_EXCLUDE_GLOSSY; + } + if (!(visibility & PATH_RAY_TRANSMIT)) { + shader_id |= SHADER_EXCLUDE_TRANSMIT; + } + if (!(visibility & PATH_RAY_VOLUME_SCATTER)) { + shader_id |= SHADER_EXCLUDE_SCATTER; + } + } + else if (light->light_type == LIGHT_AREA) { + float3 axisu = light->axisu * (light->sizeu * light->size); + float3 axisv = light->axisv * (light->sizev * light->size); + float area = len(axisu) * len(axisv); + if (light->round) { + area *= -M_PI_4_F; + } + float invarea = (area != 0.0f) ? 1.0f / area : 1.0f; + float3 dir = light->dir; + + /* Convert from spread angle 0..180 to 90..0, clamping to a minimum + * angle to avoid excessive noise. */ + const float min_spread_angle = 1.0f * M_PI_F / 180.0f; + const float spread_angle = 0.5f * (M_PI_F - max(light->spread, min_spread_angle)); + /* Normalization computed using: + * integrate cos(x) * (1 - tan(x) * tan(a)) * sin(x) from x = 0 to pi/2 - a. */ + const float tan_spread = tanf(spread_angle); + const float normalize_spread = 2.0f / (2.0f + (2.0f * spread_angle - M_PI_F) * tan_spread); + + dir = safe_normalize(dir); + + if (light->use_mis && area != 0.0f) + shader_id |= SHADER_USE_MIS; + + klights[light_index].co[0] = co.x; + klights[light_index].co[1] = co.y; + klights[light_index].co[2] = co.z; + + klights[light_index].area.axisu[0] = axisu.x; + klights[light_index].area.axisu[1] = axisu.y; + klights[light_index].area.axisu[2] = axisu.z; + klights[light_index].area.axisv[0] = axisv.x; + klights[light_index].area.axisv[1] = axisv.y; + klights[light_index].area.axisv[2] = axisv.z; + klights[light_index].area.invarea = invarea; + klights[light_index].area.dir[0] = dir.x; + klights[light_index].area.dir[1] = dir.y; + klights[light_index].area.dir[2] = dir.z; + klights[light_index].area.tan_spread = tan_spread; + klights[light_index].area.normalize_spread = normalize_spread; + } + else if (light->light_type == LIGHT_SPOT) { + shader_id &= ~SHADER_AREA_LIGHT; + + float radius = light->size; + float invarea = (radius > 0.0f) ? 1.0f / (M_PI_F * radius * radius) : 1.0f; + float spot_angle = cosf(light->spot_angle * 0.5f); + float spot_smooth = (1.0f - spot_angle) * light->spot_smooth; + float3 dir = light->dir; + + dir = safe_normalize(dir); + + if (light->use_mis && radius > 0.0f) + shader_id |= SHADER_USE_MIS; + + klights[light_index].co[0] = co.x; + klights[light_index].co[1] = co.y; + klights[light_index].co[2] = co.z; + + klights[light_index].spot.radius = radius; + klights[light_index].spot.invarea = invarea; + klights[light_index].spot.spot_angle = spot_angle; + klights[light_index].spot.spot_smooth = spot_smooth; + klights[light_index].spot.dir[0] = dir.x; + klights[light_index].spot.dir[1] = dir.y; + klights[light_index].spot.dir[2] = dir.z; + } + + klights[light_index].shader_id = shader_id; + + klights[light_index].max_bounces = max_bounces; + klights[light_index].random = random; + + klights[light_index].tfm = light->tfm; + klights[light_index].itfm = transform_inverse(light->tfm); + + light_index++; + } + + /* TODO(sergey): Consider moving portals update to their own function + * keeping this one more manageable. + */ + foreach (Light *light, scene->lights) { + if (!light->is_portal) + continue; + assert(light->light_type == LIGHT_AREA); + + float3 co = light->co; + float3 axisu = light->axisu * (light->sizeu * light->size); + float3 axisv = light->axisv * (light->sizev * light->size); + float area = len(axisu) * len(axisv); + if (light->round) { + area *= -M_PI_4_F; + } + float invarea = (area != 0.0f) ? 1.0f / area : 1.0f; + float3 dir = light->dir; + + dir = safe_normalize(dir); + + klights[light_index].co[0] = co.x; + klights[light_index].co[1] = co.y; + klights[light_index].co[2] = co.z; + + klights[light_index].area.axisu[0] = axisu.x; + klights[light_index].area.axisu[1] = axisu.y; + klights[light_index].area.axisu[2] = axisu.z; + klights[light_index].area.axisv[0] = axisv.x; + klights[light_index].area.axisv[1] = axisv.y; + klights[light_index].area.axisv[2] = axisv.z; + klights[light_index].area.invarea = invarea; + klights[light_index].area.dir[0] = dir.x; + klights[light_index].area.dir[1] = dir.y; + klights[light_index].area.dir[2] = dir.z; + klights[light_index].tfm = light->tfm; + klights[light_index].itfm = transform_inverse(light->tfm); + + light_index++; + } + + VLOG(1) << "Number of lights sent to the device: " << light_index; + + VLOG(1) << "Number of lights without contribution: " << num_scene_lights - light_index; + + dscene->lights.copy_to_device(); +} + +void LightManager::device_update(Device *device, + DeviceScene *dscene, + Scene *scene, + Progress &progress) +{ + if (!need_update()) + return; + + scoped_callback_timer timer([scene](double time) { + if (scene->update_stats) { + scene->update_stats->light.times.add_entry({"device_update", time}); + } + }); + + VLOG(1) << "Total " << scene->lights.size() << " lights."; + + /* Detect which lights are enabled, also determines if we need to update the background. */ + test_enabled_lights(scene); + + device_free(device, dscene, need_update_background); + + device_update_points(device, dscene, scene); + if (progress.get_cancel()) + return; + + device_update_distribution(device, dscene, scene, progress); + if (progress.get_cancel()) + return; + + if (need_update_background) { + device_update_background(device, dscene, scene, progress); + if (progress.get_cancel()) + return; + } + + device_update_ies(dscene); + if (progress.get_cancel()) + return; + + update_flags = UPDATE_NONE; + need_update_background = false; +} + +void LightManager::device_free(Device *, DeviceScene *dscene, const bool free_background) +{ + dscene->light_distribution.free(); + dscene->lights.free(); + if (free_background) { + dscene->light_background_marginal_cdf.free(); + dscene->light_background_conditional_cdf.free(); + } + dscene->ies_lights.free(); +} + +void LightManager::tag_update(Scene * /*scene*/, uint32_t flag) +{ + update_flags |= flag; +} + +bool LightManager::need_update() const +{ + return update_flags != UPDATE_NONE; +} + +int LightManager::add_ies_from_file(const string &filename) +{ + string content; + + /* If the file can't be opened, call with an empty line */ + if (filename.empty() || !path_read_text(filename.c_str(), content)) { + content = "\n"; + } + + return add_ies(content); +} + +int LightManager::add_ies(const string &content) +{ + uint hash = hash_string(content.c_str()); + + thread_scoped_lock ies_lock(ies_mutex); + + /* Check whether this IES already has a slot. */ + size_t slot; + for (slot = 0; slot < ies_slots.size(); slot++) { + if (ies_slots[slot]->hash == hash) { + ies_slots[slot]->users++; + return slot; + } + } + + /* Try to find an empty slot for the new IES. */ + for (slot = 0; slot < ies_slots.size(); slot++) { + if (ies_slots[slot]->users == 0 && ies_slots[slot]->hash == 0) { + break; + } + } + + /* If there's no free slot, add one. */ + if (slot == ies_slots.size()) { + ies_slots.push_back(new IESSlot()); + } + + ies_slots[slot]->ies.load(content); + ies_slots[slot]->users = 1; + ies_slots[slot]->hash = hash; + + update_flags = UPDATE_ALL; + need_update_background = true; + + return slot; +} + +void LightManager::remove_ies(int slot) +{ + thread_scoped_lock ies_lock(ies_mutex); + + if (slot < 0 || slot >= ies_slots.size()) { + assert(false); + return; + } + + assert(ies_slots[slot]->users > 0); + ies_slots[slot]->users--; + + /* If the slot has no more users, update the device to remove it. */ + if (ies_slots[slot]->users == 0) { + update_flags |= UPDATE_ALL; + need_update_background = true; + } +} + +void LightManager::device_update_ies(DeviceScene *dscene) +{ + /* Clear empty slots. */ + foreach (IESSlot *slot, ies_slots) { + if (slot->users == 0) { + slot->hash = 0; + slot->ies.clear(); + } + } + + /* Shrink the slot table by removing empty slots at the end. */ + int slot_end; + for (slot_end = ies_slots.size(); slot_end; slot_end--) { + if (ies_slots[slot_end - 1]->users > 0) { + /* If the preceding slot has users, we found the new end of the table. */ + break; + } + else { + /* The slot will be past the new end of the table, so free it. */ + delete ies_slots[slot_end - 1]; + } + } + ies_slots.resize(slot_end); + + if (ies_slots.size() > 0) { + int packed_size = 0; + foreach (IESSlot *slot, ies_slots) { + packed_size += slot->ies.packed_size(); + } + + /* ies_lights starts with an offset table that contains the offset of every slot, + * or -1 if the slot is invalid. + * Following that table, the packed valid IES lights are stored. */ + float *data = dscene->ies_lights.alloc(ies_slots.size() + packed_size); + + int offset = ies_slots.size(); + for (int i = 0; i < ies_slots.size(); i++) { + int size = ies_slots[i]->ies.packed_size(); + if (size > 0) { + data[i] = __int_as_float(offset); + ies_slots[i]->ies.pack(data + offset); + offset += size; + } + else { + data[i] = __int_as_float(-1); + } + } + + dscene->ies_lights.copy_to_device(); + } +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/scene/light.h b/intern/cycles/scene/light.h new file mode 100644 index 00000000000..9820508d3a5 --- /dev/null +++ b/intern/cycles/scene/light.h @@ -0,0 +1,171 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef __LIGHT_H__ +#define __LIGHT_H__ + +#include "kernel/kernel_types.h" + +#include "graph/node.h" + +/* included as Light::set_shader defined through NODE_SOCKET_API does not select + * the right Node::set overload as it does not know that Shader is a Node */ +#include "scene/shader.h" + +#include "util/util_ies.h" +#include "util/util_thread.h" +#include "util/util_types.h" +#include "util/util_vector.h" + +CCL_NAMESPACE_BEGIN + +class Device; +class DeviceScene; +class Object; +class Progress; +class Scene; +class Shader; + +class Light : public Node { + public: + NODE_DECLARE; + + Light(); + + NODE_SOCKET_API(LightType, light_type) + NODE_SOCKET_API(float3, strength) + NODE_SOCKET_API(float3, co) + + NODE_SOCKET_API(float3, dir) + NODE_SOCKET_API(float, size) + NODE_SOCKET_API(float, angle) + + NODE_SOCKET_API(float3, axisu) + NODE_SOCKET_API(float, sizeu) + NODE_SOCKET_API(float3, axisv) + NODE_SOCKET_API(float, sizev) + NODE_SOCKET_API(bool, round) + NODE_SOCKET_API(float, spread) + + NODE_SOCKET_API(Transform, tfm) + + NODE_SOCKET_API(int, map_resolution) + + NODE_SOCKET_API(float, spot_angle) + NODE_SOCKET_API(float, spot_smooth) + + NODE_SOCKET_API(bool, cast_shadow) + NODE_SOCKET_API(bool, use_mis) + NODE_SOCKET_API(bool, use_camera) + NODE_SOCKET_API(bool, use_diffuse) + NODE_SOCKET_API(bool, use_glossy) + NODE_SOCKET_API(bool, use_transmission) + NODE_SOCKET_API(bool, use_scatter) + + NODE_SOCKET_API(bool, is_shadow_catcher) + NODE_SOCKET_API(bool, is_portal) + NODE_SOCKET_API(bool, is_enabled) + + NODE_SOCKET_API(Shader *, shader) + NODE_SOCKET_API(int, max_bounces) + NODE_SOCKET_API(uint, random_id) + + void tag_update(Scene *scene); + + /* Check whether the light has contribution the scene. */ + bool has_contribution(Scene *scene); + + friend class LightManager; +}; + +class LightManager { + public: + enum : uint32_t { + MESH_NEED_REBUILD = (1 << 0), + EMISSIVE_MESH_MODIFIED = (1 << 1), + LIGHT_MODIFIED = (1 << 2), + LIGHT_ADDED = (1 << 3), + LIGHT_REMOVED = (1 << 4), + OBJECT_MANAGER = (1 << 5), + SHADER_COMPILED = (1 << 6), + SHADER_MODIFIED = (1 << 7), + + /* tag everything in the manager for an update */ + UPDATE_ALL = ~0u, + + UPDATE_NONE = 0u, + }; + + /* Need to update background (including multiple importance map) */ + bool need_update_background; + + LightManager(); + ~LightManager(); + + /* IES texture management */ + int add_ies(const string &ies); + int add_ies_from_file(const string &filename); + void remove_ies(int slot); + + void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress); + void device_free(Device *device, DeviceScene *dscene, const bool free_background = true); + + void tag_update(Scene *scene, uint32_t flag); + + bool need_update() const; + + /* Check whether there is a background light. */ + bool has_background_light(Scene *scene); + + protected: + /* Optimization: disable light which is either unsupported or + * which doesn't contribute to the scene or which is only used for MIS + * and scene doesn't need MIS. + */ + void test_enabled_lights(Scene *scene); + + void device_update_points(Device *device, DeviceScene *dscene, Scene *scene); + void device_update_distribution(Device *device, + DeviceScene *dscene, + Scene *scene, + Progress &progress); + void device_update_background(Device *device, + DeviceScene *dscene, + Scene *scene, + Progress &progress); + void device_update_ies(DeviceScene *dscene); + + /* Check whether light manager can use the object as a light-emissive. */ + bool object_usable_as_light(Object *object); + + struct IESSlot { + IESFile ies; + uint hash; + int users; + }; + + vector ies_slots; + thread_mutex ies_mutex; + + bool last_background_enabled; + int last_background_resolution; + + uint32_t update_flags; +}; + +CCL_NAMESPACE_END + +#endif /* __LIGHT_H__ */ diff --git a/intern/cycles/scene/mesh.cpp b/intern/cycles/scene/mesh.cpp new file mode 100644 index 00000000000..1ed0eb4c30a --- /dev/null +++ b/intern/cycles/scene/mesh.cpp @@ -0,0 +1,812 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "bvh/bvh.h" +#include "bvh/bvh_build.h" + +#include "device/device.h" + +#include "scene/hair.h" +#include "scene/mesh.h" +#include "scene/object.h" +#include "scene/scene.h" +#include "scene/shader_graph.h" + +#include "subd/subd_patch_table.h" +#include "subd/subd_split.h" + +#include "util/util_foreach.h" +#include "util/util_logging.h" +#include "util/util_progress.h" +#include "util/util_set.h" + +CCL_NAMESPACE_BEGIN + +/* Triangle */ + +void Mesh::Triangle::bounds_grow(const float3 *verts, BoundBox &bounds) const +{ + bounds.grow(verts[v[0]]); + bounds.grow(verts[v[1]]); + bounds.grow(verts[v[2]]); +} + +void Mesh::Triangle::motion_verts(const float3 *verts, + const float3 *vert_steps, + size_t num_verts, + size_t num_steps, + float time, + float3 r_verts[3]) const +{ + /* Figure out which steps we need to fetch and their interpolation factor. */ + const size_t max_step = num_steps - 1; + const size_t step = min((int)(time * max_step), max_step - 1); + const float t = time * max_step - step; + /* Fetch vertex coordinates. */ + float3 curr_verts[3]; + float3 next_verts[3]; + verts_for_step(verts, vert_steps, num_verts, num_steps, step, curr_verts); + verts_for_step(verts, vert_steps, num_verts, num_steps, step + 1, next_verts); + /* Interpolate between steps. */ + r_verts[0] = (1.0f - t) * curr_verts[0] + t * next_verts[0]; + r_verts[1] = (1.0f - t) * curr_verts[1] + t * next_verts[1]; + r_verts[2] = (1.0f - t) * curr_verts[2] + t * next_verts[2]; +} + +void Mesh::Triangle::verts_for_step(const float3 *verts, + const float3 *vert_steps, + size_t num_verts, + size_t num_steps, + size_t step, + float3 r_verts[3]) const +{ + const size_t center_step = ((num_steps - 1) / 2); + if (step == center_step) { + /* Center step: regular vertex location. */ + r_verts[0] = verts[v[0]]; + r_verts[1] = verts[v[1]]; + r_verts[2] = verts[v[2]]; + } + else { + /* Center step not stored in the attribute array array. */ + if (step > center_step) { + step--; + } + size_t offset = step * num_verts; + r_verts[0] = vert_steps[offset + v[0]]; + r_verts[1] = vert_steps[offset + v[1]]; + r_verts[2] = vert_steps[offset + v[2]]; + } +} + +float3 Mesh::Triangle::compute_normal(const float3 *verts) const +{ + const float3 &v0 = verts[v[0]]; + const float3 &v1 = verts[v[1]]; + const float3 &v2 = verts[v[2]]; + const float3 norm = cross(v1 - v0, v2 - v0); + const float normlen = len(norm); + if (normlen == 0.0f) { + return make_float3(1.0f, 0.0f, 0.0f); + } + return norm / normlen; +} + +bool Mesh::Triangle::valid(const float3 *verts) const +{ + return isfinite3_safe(verts[v[0]]) && isfinite3_safe(verts[v[1]]) && isfinite3_safe(verts[v[2]]); +} + +/* SubdFace */ + +float3 Mesh::SubdFace::normal(const Mesh *mesh) const +{ + float3 v0 = mesh->verts[mesh->subd_face_corners[start_corner + 0]]; + float3 v1 = mesh->verts[mesh->subd_face_corners[start_corner + 1]]; + float3 v2 = mesh->verts[mesh->subd_face_corners[start_corner + 2]]; + + return safe_normalize(cross(v1 - v0, v2 - v0)); +} + +/* Mesh */ + +NODE_DEFINE(Mesh) +{ + NodeType *type = NodeType::add("mesh", create, NodeType::NONE, Geometry::get_node_base_type()); + + SOCKET_INT_ARRAY(triangles, "Triangles", array()); + SOCKET_POINT_ARRAY(verts, "Vertices", array()); + SOCKET_INT_ARRAY(shader, "Shader", array()); + SOCKET_BOOLEAN_ARRAY(smooth, "Smooth", array()); + + SOCKET_INT_ARRAY(triangle_patch, "Triangle Patch", array()); + SOCKET_POINT2_ARRAY(vert_patch_uv, "Patch UVs", array()); + + static NodeEnum subdivision_type_enum; + subdivision_type_enum.insert("none", SUBDIVISION_NONE); + subdivision_type_enum.insert("linear", SUBDIVISION_LINEAR); + subdivision_type_enum.insert("catmull_clark", SUBDIVISION_CATMULL_CLARK); + SOCKET_ENUM(subdivision_type, "Subdivision Type", subdivision_type_enum, SUBDIVISION_NONE); + + SOCKET_INT_ARRAY(subd_creases_edge, "Subdivision Crease Edges", array()); + SOCKET_FLOAT_ARRAY(subd_creases_weight, "Subdivision Crease Weights", array()); + SOCKET_INT_ARRAY(subd_face_corners, "Subdivision Face Corners", array()); + SOCKET_INT_ARRAY(subd_start_corner, "Subdivision Face Start Corner", array()); + SOCKET_INT_ARRAY(subd_num_corners, "Subdivision Face Corner Count", array()); + SOCKET_INT_ARRAY(subd_shader, "Subdivision Face Shader", array()); + SOCKET_BOOLEAN_ARRAY(subd_smooth, "Subdivision Face Smooth", array()); + SOCKET_INT_ARRAY(subd_ptex_offset, "Subdivision Face PTex Offset", array()); + SOCKET_INT(num_ngons, "NGons Number", 0); + + /* Subdivisions parameters */ + SOCKET_FLOAT(subd_dicing_rate, "Subdivision Dicing Rate", 0.0f) + SOCKET_INT(subd_max_level, "Subdivision Dicing Rate", 0); + SOCKET_TRANSFORM(subd_objecttoworld, "Subdivision Object Transform", transform_identity()); + + return type; +} + +SubdParams *Mesh::get_subd_params() +{ + if (subdivision_type == SubdivisionType::SUBDIVISION_NONE) { + return nullptr; + } + + if (!subd_params) { + subd_params = new SubdParams(this); + } + + subd_params->dicing_rate = subd_dicing_rate; + subd_params->max_level = subd_max_level; + subd_params->objecttoworld = subd_objecttoworld; + + return subd_params; +} + +bool Mesh::need_tesselation() +{ + return get_subd_params() && (verts_is_modified() || subd_dicing_rate_is_modified() || + subd_objecttoworld_is_modified() || subd_max_level_is_modified()); +} + +Mesh::Mesh(const NodeType *node_type, Type geom_type_) + : Geometry(node_type, geom_type_), subd_attributes(this, ATTR_PRIM_SUBD) +{ + vert_offset = 0; + + patch_offset = 0; + face_offset = 0; + corner_offset = 0; + + num_subd_verts = 0; + num_subd_faces = 0; + + num_ngons = 0; + + subdivision_type = SUBDIVISION_NONE; + subd_params = NULL; + + patch_table = NULL; +} + +Mesh::Mesh() : Mesh(get_node_type(), Geometry::MESH) +{ +} + +Mesh::~Mesh() +{ + delete patch_table; + delete subd_params; +} + +void Mesh::resize_mesh(int numverts, int numtris) +{ + verts.resize(numverts); + triangles.resize(numtris * 3); + shader.resize(numtris); + smooth.resize(numtris); + + if (get_num_subd_faces()) { + triangle_patch.resize(numtris); + vert_patch_uv.resize(numverts); + } + + attributes.resize(); +} + +void Mesh::reserve_mesh(int numverts, int numtris) +{ + /* reserve space to add verts and triangles later */ + verts.reserve(numverts); + triangles.reserve(numtris * 3); + shader.reserve(numtris); + smooth.reserve(numtris); + + if (get_num_subd_faces()) { + triangle_patch.reserve(numtris); + vert_patch_uv.reserve(numverts); + } + + attributes.resize(true); +} + +void Mesh::resize_subd_faces(int numfaces, int num_ngons_, int numcorners) +{ + subd_start_corner.resize(numfaces); + subd_num_corners.resize(numfaces); + subd_shader.resize(numfaces); + subd_smooth.resize(numfaces); + subd_ptex_offset.resize(numfaces); + subd_face_corners.resize(numcorners); + num_ngons = num_ngons_; + num_subd_faces = numfaces; + + subd_attributes.resize(); +} + +void Mesh::reserve_subd_faces(int numfaces, int num_ngons_, int numcorners) +{ + subd_start_corner.reserve(numfaces); + subd_num_corners.reserve(numfaces); + subd_shader.reserve(numfaces); + subd_smooth.reserve(numfaces); + subd_ptex_offset.reserve(numfaces); + subd_face_corners.reserve(numcorners); + num_ngons = num_ngons_; + num_subd_faces = numfaces; + + subd_attributes.resize(true); +} + +void Mesh::reserve_subd_creases(size_t num_creases) +{ + subd_creases_edge.reserve(num_creases * 2); + subd_creases_weight.reserve(num_creases); +} + +void Mesh::clear_non_sockets() +{ + Geometry::clear(true); + + num_subd_verts = 0; + num_subd_faces = 0; + + vert_to_stitching_key_map.clear(); + vert_stitching_map.clear(); + + delete patch_table; + patch_table = NULL; +} + +void Mesh::clear(bool preserve_shaders, bool preserve_voxel_data) +{ + Geometry::clear(preserve_shaders); + + /* clear all verts and triangles */ + verts.clear(); + triangles.clear(); + shader.clear(); + smooth.clear(); + + triangle_patch.clear(); + vert_patch_uv.clear(); + + subd_start_corner.clear(); + subd_num_corners.clear(); + subd_shader.clear(); + subd_smooth.clear(); + subd_ptex_offset.clear(); + subd_face_corners.clear(); + + subd_creases_edge.clear(); + subd_creases_weight.clear(); + + subd_attributes.clear(); + attributes.clear(preserve_voxel_data); + + subdivision_type = SubdivisionType::SUBDIVISION_NONE; + + clear_non_sockets(); +} + +void Mesh::clear(bool preserve_shaders) +{ + clear(preserve_shaders, false); +} + +void Mesh::add_vertex(float3 P) +{ + verts.push_back_reserved(P); + tag_verts_modified(); + + if (get_num_subd_faces()) { + vert_patch_uv.push_back_reserved(zero_float2()); + tag_vert_patch_uv_modified(); + } +} + +void Mesh::add_vertex_slow(float3 P) +{ + verts.push_back_slow(P); + tag_verts_modified(); + + if (get_num_subd_faces()) { + vert_patch_uv.push_back_slow(zero_float2()); + tag_vert_patch_uv_modified(); + } +} + +void Mesh::add_triangle(int v0, int v1, int v2, int shader_, bool smooth_) +{ + triangles.push_back_reserved(v0); + triangles.push_back_reserved(v1); + triangles.push_back_reserved(v2); + shader.push_back_reserved(shader_); + smooth.push_back_reserved(smooth_); + + tag_triangles_modified(); + tag_shader_modified(); + tag_smooth_modified(); + + if (get_num_subd_faces()) { + triangle_patch.push_back_reserved(-1); + tag_triangle_patch_modified(); + } +} + +void Mesh::add_subd_face(int *corners, int num_corners, int shader_, bool smooth_) +{ + int start_corner = subd_face_corners.size(); + + for (int i = 0; i < num_corners; i++) { + subd_face_corners.push_back_reserved(corners[i]); + } + + int ptex_offset = 0; + // cannot use get_num_subd_faces here as it holds the total number of subd_faces, but we do not + // have the total amount of data yet + if (subd_shader.size()) { + SubdFace s = get_subd_face(subd_shader.size() - 1); + ptex_offset = s.ptex_offset + s.num_ptex_faces(); + } + + subd_start_corner.push_back_reserved(start_corner); + subd_num_corners.push_back_reserved(num_corners); + subd_shader.push_back_reserved(shader_); + subd_smooth.push_back_reserved(smooth_); + subd_ptex_offset.push_back_reserved(ptex_offset); + + tag_subd_face_corners_modified(); + tag_subd_start_corner_modified(); + tag_subd_num_corners_modified(); + tag_subd_shader_modified(); + tag_subd_smooth_modified(); + tag_subd_ptex_offset_modified(); +} + +Mesh::SubdFace Mesh::get_subd_face(size_t index) const +{ + Mesh::SubdFace s; + s.shader = subd_shader[index]; + s.num_corners = subd_num_corners[index]; + s.smooth = subd_smooth[index]; + s.ptex_offset = subd_ptex_offset[index]; + s.start_corner = subd_start_corner[index]; + return s; +} + +void Mesh::add_crease(int v0, int v1, float weight) +{ + subd_creases_edge.push_back_slow(v0); + subd_creases_edge.push_back_slow(v1); + subd_creases_weight.push_back_slow(weight); + + tag_subd_creases_edge_modified(); + tag_subd_creases_edge_modified(); + tag_subd_creases_weight_modified(); +} + +void Mesh::copy_center_to_motion_step(const int motion_step) +{ + Attribute *attr_mP = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION); + + if (attr_mP) { + Attribute *attr_mN = attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL); + Attribute *attr_N = attributes.find(ATTR_STD_VERTEX_NORMAL); + float3 *P = &verts[0]; + float3 *N = (attr_N) ? attr_N->data_float3() : NULL; + size_t numverts = verts.size(); + + memcpy(attr_mP->data_float3() + motion_step * numverts, P, sizeof(float3) * numverts); + if (attr_mN) + memcpy(attr_mN->data_float3() + motion_step * numverts, N, sizeof(float3) * numverts); + } +} + +void Mesh::get_uv_tiles(ustring map, unordered_set &tiles) +{ + Attribute *attr, *subd_attr; + + if (map.empty()) { + attr = attributes.find(ATTR_STD_UV); + subd_attr = subd_attributes.find(ATTR_STD_UV); + } + else { + attr = attributes.find(map); + subd_attr = subd_attributes.find(map); + } + + if (attr) { + attr->get_uv_tiles(this, ATTR_PRIM_GEOMETRY, tiles); + } + if (subd_attr) { + subd_attr->get_uv_tiles(this, ATTR_PRIM_SUBD, tiles); + } +} + +void Mesh::compute_bounds() +{ + BoundBox bnds = BoundBox::empty; + size_t verts_size = verts.size(); + + if (verts_size > 0) { + for (size_t i = 0; i < verts_size; i++) + bnds.grow(verts[i]); + + Attribute *attr = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION); + if (use_motion_blur && attr) { + size_t steps_size = verts.size() * (motion_steps - 1); + float3 *vert_steps = attr->data_float3(); + + for (size_t i = 0; i < steps_size; i++) + bnds.grow(vert_steps[i]); + } + + if (!bnds.valid()) { + bnds = BoundBox::empty; + + /* skip nan or inf coordinates */ + for (size_t i = 0; i < verts_size; i++) + bnds.grow_safe(verts[i]); + + if (use_motion_blur && attr) { + size_t steps_size = verts.size() * (motion_steps - 1); + float3 *vert_steps = attr->data_float3(); + + for (size_t i = 0; i < steps_size; i++) + bnds.grow_safe(vert_steps[i]); + } + } + } + + if (!bnds.valid()) { + /* empty mesh */ + bnds.grow(zero_float3()); + } + + bounds = bnds; +} + +void Mesh::apply_transform(const Transform &tfm, const bool apply_to_motion) +{ + transform_normal = transform_transposed_inverse(tfm); + + /* apply to mesh vertices */ + for (size_t i = 0; i < verts.size(); i++) + verts[i] = transform_point(&tfm, verts[i]); + + tag_verts_modified(); + + if (apply_to_motion) { + Attribute *attr = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION); + + if (attr) { + size_t steps_size = verts.size() * (motion_steps - 1); + float3 *vert_steps = attr->data_float3(); + + for (size_t i = 0; i < steps_size; i++) + vert_steps[i] = transform_point(&tfm, vert_steps[i]); + } + + Attribute *attr_N = attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL); + + if (attr_N) { + Transform ntfm = transform_normal; + size_t steps_size = verts.size() * (motion_steps - 1); + float3 *normal_steps = attr_N->data_float3(); + + for (size_t i = 0; i < steps_size; i++) + normal_steps[i] = normalize(transform_direction(&ntfm, normal_steps[i])); + } + } +} + +void Mesh::add_face_normals() +{ + /* don't compute if already there */ + if (attributes.find(ATTR_STD_FACE_NORMAL)) + return; + + /* get attributes */ + Attribute *attr_fN = attributes.add(ATTR_STD_FACE_NORMAL); + float3 *fN = attr_fN->data_float3(); + + /* compute face normals */ + size_t triangles_size = num_triangles(); + + if (triangles_size) { + float3 *verts_ptr = verts.data(); + + for (size_t i = 0; i < triangles_size; i++) { + fN[i] = get_triangle(i).compute_normal(verts_ptr); + } + } + + /* expected to be in local space */ + if (transform_applied) { + Transform ntfm = transform_inverse(transform_normal); + + for (size_t i = 0; i < triangles_size; i++) + fN[i] = normalize(transform_direction(&ntfm, fN[i])); + } +} + +void Mesh::add_vertex_normals() +{ + bool flip = transform_negative_scaled; + size_t verts_size = verts.size(); + size_t triangles_size = num_triangles(); + + /* static vertex normals */ + if (!attributes.find(ATTR_STD_VERTEX_NORMAL) && triangles_size) { + /* get attributes */ + Attribute *attr_fN = attributes.find(ATTR_STD_FACE_NORMAL); + Attribute *attr_vN = attributes.add(ATTR_STD_VERTEX_NORMAL); + + float3 *fN = attr_fN->data_float3(); + float3 *vN = attr_vN->data_float3(); + + /* compute vertex normals */ + memset(vN, 0, verts.size() * sizeof(float3)); + + for (size_t i = 0; i < triangles_size; i++) { + for (size_t j = 0; j < 3; j++) { + vN[get_triangle(i).v[j]] += fN[i]; + } + } + + for (size_t i = 0; i < verts_size; i++) { + vN[i] = normalize(vN[i]); + if (flip) { + vN[i] = -vN[i]; + } + } + } + + /* motion vertex normals */ + Attribute *attr_mP = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION); + Attribute *attr_mN = attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL); + + if (has_motion_blur() && attr_mP && !attr_mN && triangles_size) { + /* create attribute */ + attr_mN = attributes.add(ATTR_STD_MOTION_VERTEX_NORMAL); + + for (int step = 0; step < motion_steps - 1; step++) { + float3 *mP = attr_mP->data_float3() + step * verts.size(); + float3 *mN = attr_mN->data_float3() + step * verts.size(); + + /* compute */ + memset(mN, 0, verts.size() * sizeof(float3)); + + for (size_t i = 0; i < triangles_size; i++) { + for (size_t j = 0; j < 3; j++) { + float3 fN = get_triangle(i).compute_normal(mP); + mN[get_triangle(i).v[j]] += fN; + } + } + + for (size_t i = 0; i < verts_size; i++) { + mN[i] = normalize(mN[i]); + if (flip) { + mN[i] = -mN[i]; + } + } + } + } + + /* subd vertex normals */ + if (!subd_attributes.find(ATTR_STD_VERTEX_NORMAL) && get_num_subd_faces()) { + /* get attributes */ + Attribute *attr_vN = subd_attributes.add(ATTR_STD_VERTEX_NORMAL); + float3 *vN = attr_vN->data_float3(); + + /* compute vertex normals */ + memset(vN, 0, verts.size() * sizeof(float3)); + + for (size_t i = 0; i < get_num_subd_faces(); i++) { + SubdFace face = get_subd_face(i); + float3 fN = face.normal(this); + + for (size_t j = 0; j < face.num_corners; j++) { + size_t corner = subd_face_corners[face.start_corner + j]; + vN[corner] += fN; + } + } + + for (size_t i = 0; i < verts_size; i++) { + vN[i] = normalize(vN[i]); + if (flip) { + vN[i] = -vN[i]; + } + } + } +} + +void Mesh::add_undisplaced() +{ + AttributeSet &attrs = (subdivision_type == SUBDIVISION_NONE) ? attributes : subd_attributes; + + /* don't compute if already there */ + if (attrs.find(ATTR_STD_POSITION_UNDISPLACED)) { + return; + } + + /* get attribute */ + Attribute *attr = attrs.add(ATTR_STD_POSITION_UNDISPLACED); + attr->flags |= ATTR_SUBDIVIDED; + + float3 *data = attr->data_float3(); + + /* copy verts */ + size_t size = attr->buffer_size(this, ATTR_PRIM_GEOMETRY); + + /* Center points for ngons aren't stored in Mesh::verts but are included in size since they will + * be calculated later, we subtract them from size here so we don't have an overflow while + * copying. + */ + size -= num_ngons * attr->data_sizeof(); + + if (size) { + memcpy(data, verts.data(), size); + } +} + +void Mesh::pack_shaders(Scene *scene, uint *tri_shader) +{ + uint shader_id = 0; + uint last_shader = -1; + bool last_smooth = false; + + size_t triangles_size = num_triangles(); + int *shader_ptr = shader.data(); + + for (size_t i = 0; i < triangles_size; i++) { + if (shader_ptr[i] != last_shader || last_smooth != smooth[i]) { + last_shader = shader_ptr[i]; + last_smooth = smooth[i]; + Shader *shader = (last_shader < used_shaders.size()) ? + static_cast(used_shaders[last_shader]) : + scene->default_surface; + shader_id = scene->shader_manager->get_shader_id(shader, last_smooth); + } + + tri_shader[i] = shader_id; + } +} + +void Mesh::pack_normals(float4 *vnormal) +{ + Attribute *attr_vN = attributes.find(ATTR_STD_VERTEX_NORMAL); + if (attr_vN == NULL) { + /* Happens on objects with just hair. */ + return; + } + + bool do_transform = transform_applied; + Transform ntfm = transform_normal; + + float3 *vN = attr_vN->data_float3(); + size_t verts_size = verts.size(); + + for (size_t i = 0; i < verts_size; i++) { + float3 vNi = vN[i]; + + if (do_transform) + vNi = safe_normalize(transform_direction(&ntfm, vNi)); + + vnormal[i] = make_float4(vNi.x, vNi.y, vNi.z, 0.0f); + } +} + +void Mesh::pack_verts(float4 *tri_verts, uint4 *tri_vindex, uint *tri_patch, float2 *tri_patch_uv) +{ + size_t verts_size = verts.size(); + + if (verts_size && get_num_subd_faces()) { + float2 *vert_patch_uv_ptr = vert_patch_uv.data(); + + for (size_t i = 0; i < verts_size; i++) { + tri_patch_uv[i] = vert_patch_uv_ptr[i]; + } + } + + size_t triangles_size = num_triangles(); + + for (size_t i = 0; i < triangles_size; i++) { + const Triangle t = get_triangle(i); + tri_vindex[i] = make_uint4( + t.v[0] + vert_offset, t.v[1] + vert_offset, t.v[2] + vert_offset, 3 * (prim_offset + i)); + + tri_patch[i] = (!get_num_subd_faces()) ? -1 : (triangle_patch[i] * 8 + patch_offset); + + tri_verts[i * 3] = float3_to_float4(verts[t.v[0]]); + tri_verts[i * 3 + 1] = float3_to_float4(verts[t.v[1]]); + tri_verts[i * 3 + 2] = float3_to_float4(verts[t.v[2]]); + } +} + +void Mesh::pack_patches(uint *patch_data) +{ + size_t num_faces = get_num_subd_faces(); + int ngons = 0; + + for (size_t f = 0; f < num_faces; f++) { + SubdFace face = get_subd_face(f); + + if (face.is_quad()) { + int c[4]; + memcpy(c, &subd_face_corners[face.start_corner], sizeof(int) * 4); + + *(patch_data++) = c[0] + vert_offset; + *(patch_data++) = c[1] + vert_offset; + *(patch_data++) = c[2] + vert_offset; + *(patch_data++) = c[3] + vert_offset; + + *(patch_data++) = f + face_offset; + *(patch_data++) = face.num_corners; + *(patch_data++) = face.start_corner + corner_offset; + *(patch_data++) = 0; + } + else { + for (int i = 0; i < face.num_corners; i++) { + int c[4]; + c[0] = subd_face_corners[face.start_corner + mod(i + 0, face.num_corners)]; + c[1] = subd_face_corners[face.start_corner + mod(i + 1, face.num_corners)]; + c[2] = verts.size() - num_subd_verts + ngons; + c[3] = subd_face_corners[face.start_corner + mod(i - 1, face.num_corners)]; + + *(patch_data++) = c[0] + vert_offset; + *(patch_data++) = c[1] + vert_offset; + *(patch_data++) = c[2] + vert_offset; + *(patch_data++) = c[3] + vert_offset; + + *(patch_data++) = f + face_offset; + *(patch_data++) = face.num_corners | (i << 16); + *(patch_data++) = face.start_corner + corner_offset; + *(patch_data++) = subd_face_corners.size() + ngons + corner_offset; + } + + ngons++; + } + } +} + +PrimitiveType Mesh::primitive_type() const +{ + return has_motion_blur() ? PRIMITIVE_MOTION_TRIANGLE : PRIMITIVE_TRIANGLE; +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/scene/mesh.h b/intern/cycles/scene/mesh.h new file mode 100644 index 00000000000..bc549fa55fa --- /dev/null +++ b/intern/cycles/scene/mesh.h @@ -0,0 +1,259 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef __MESH_H__ +#define __MESH_H__ + +#include "graph/node.h" + +#include "bvh/bvh_params.h" +#include "scene/attribute.h" +#include "scene/geometry.h" +#include "scene/shader.h" + +#include "util/util_array.h" +#include "util/util_boundbox.h" +#include "util/util_list.h" +#include "util/util_map.h" +#include "util/util_param.h" +#include "util/util_set.h" +#include "util/util_types.h" +#include "util/util_vector.h" + +CCL_NAMESPACE_BEGIN + +class Attribute; +class BVH; +class Device; +class DeviceScene; +class Mesh; +class Progress; +class RenderStats; +class Scene; +class SceneParams; +class AttributeRequest; +struct SubdParams; +class DiagSplit; +struct PackedPatchTable; + +/* Mesh */ + +class Mesh : public Geometry { + protected: + Mesh(const NodeType *node_type_, Type geom_type_); + + public: + NODE_DECLARE + + /* Mesh Triangle */ + struct Triangle { + int v[3]; + + void bounds_grow(const float3 *verts, BoundBox &bounds) const; + + void motion_verts(const float3 *verts, + const float3 *vert_steps, + size_t num_verts, + size_t num_steps, + float time, + float3 r_verts[3]) const; + + void verts_for_step(const float3 *verts, + const float3 *vert_steps, + size_t num_verts, + size_t num_steps, + size_t step, + float3 r_verts[3]) const; + + float3 compute_normal(const float3 *verts) const; + + bool valid(const float3 *verts) const; + }; + + Triangle get_triangle(size_t i) const + { + Triangle tri = {{triangles[i * 3 + 0], triangles[i * 3 + 1], triangles[i * 3 + 2]}}; + return tri; + } + + size_t num_triangles() const + { + return triangles.size() / 3; + } + + /* Mesh SubdFace */ + struct SubdFace { + int start_corner; + int num_corners; + int shader; + bool smooth; + int ptex_offset; + + bool is_quad() + { + return num_corners == 4; + } + float3 normal(const Mesh *mesh) const; + int num_ptex_faces() const + { + return num_corners == 4 ? 1 : num_corners; + } + }; + + struct SubdEdgeCrease { + int v[2]; + float crease; + }; + + SubdEdgeCrease get_subd_crease(size_t i) const + { + SubdEdgeCrease s; + s.v[0] = subd_creases_edge[i * 2]; + s.v[1] = subd_creases_edge[i * 2 + 1]; + s.crease = subd_creases_weight[i]; + return s; + } + + bool need_tesselation(); + + enum SubdivisionType { + SUBDIVISION_NONE, + SUBDIVISION_LINEAR, + SUBDIVISION_CATMULL_CLARK, + }; + + NODE_SOCKET_API(SubdivisionType, subdivision_type) + + /* Mesh Data */ + NODE_SOCKET_API_ARRAY(array, triangles) + NODE_SOCKET_API_ARRAY(array, verts) + NODE_SOCKET_API_ARRAY(array, shader) + NODE_SOCKET_API_ARRAY(array, smooth) + + /* used for storing patch info for subd triangles, only allocated if there are patches */ + NODE_SOCKET_API_ARRAY(array, triangle_patch) /* must be < 0 for non subd triangles */ + NODE_SOCKET_API_ARRAY(array, vert_patch_uv) + + /* SubdFaces */ + NODE_SOCKET_API_ARRAY(array, subd_start_corner) + NODE_SOCKET_API_ARRAY(array, subd_num_corners) + NODE_SOCKET_API_ARRAY(array, subd_shader) + NODE_SOCKET_API_ARRAY(array, subd_smooth) + NODE_SOCKET_API_ARRAY(array, subd_ptex_offset) + + NODE_SOCKET_API_ARRAY(array, subd_face_corners) + NODE_SOCKET_API(int, num_ngons) + + NODE_SOCKET_API_ARRAY(array, subd_creases_edge) + NODE_SOCKET_API_ARRAY(array, subd_creases_weight) + + /* Subdivisions parameters */ + NODE_SOCKET_API(float, subd_dicing_rate) + NODE_SOCKET_API(int, subd_max_level) + NODE_SOCKET_API(Transform, subd_objecttoworld) + + AttributeSet subd_attributes; + + private: + PackedPatchTable *patch_table; + /* BVH */ + size_t vert_offset; + + size_t patch_offset; + size_t patch_table_offset; + size_t face_offset; + size_t corner_offset; + + size_t num_subd_verts; + size_t num_subd_faces; + + unordered_map vert_to_stitching_key_map; /* real vert index -> stitching index */ + unordered_multimap + vert_stitching_map; /* stitching index -> multiple real vert indices */ + + friend class BVH2; + friend class BVHBuild; + friend class BVHSpatialSplit; + friend class DiagSplit; + friend class EdgeDice; + friend class GeometryManager; + friend class ObjectManager; + + SubdParams *subd_params = nullptr; + + public: + /* Functions */ + Mesh(); + ~Mesh(); + + void resize_mesh(int numverts, int numfaces); + void reserve_mesh(int numverts, int numfaces); + void resize_subd_faces(int numfaces, int num_ngons, int numcorners); + void reserve_subd_faces(int numfaces, int num_ngons, int numcorners); + void reserve_subd_creases(size_t num_creases); + void clear_non_sockets(); + void clear(bool preserve_shaders = false) override; + void add_vertex(float3 P); + void add_vertex_slow(float3 P); + void add_triangle(int v0, int v1, int v2, int shader, bool smooth); + void add_subd_face(int *corners, int num_corners, int shader_, bool smooth_); + void add_crease(int v0, int v1, float weight); + + void copy_center_to_motion_step(const int motion_step); + + void compute_bounds() override; + void apply_transform(const Transform &tfm, const bool apply_to_motion) override; + void add_face_normals(); + void add_vertex_normals(); + void add_undisplaced(); + + void get_uv_tiles(ustring map, unordered_set &tiles) override; + + void pack_shaders(Scene *scene, uint *shader); + void pack_normals(float4 *vnormal); + void pack_verts(float4 *tri_verts, uint4 *tri_vindex, uint *tri_patch, float2 *tri_patch_uv); + void pack_patches(uint *patch_data); + + PrimitiveType primitive_type() const override; + + void tessellate(DiagSplit *split); + + SubdFace get_subd_face(size_t index) const; + + SubdParams *get_subd_params(); + + size_t get_num_subd_faces() const + { + return num_subd_faces; + } + + void set_num_subd_faces(size_t num_subd_faces_) + { + num_subd_faces = num_subd_faces_; + } + + size_t get_num_subd_verts() + { + return num_subd_verts; + } + + protected: + void clear(bool preserve_shaders, bool preserve_voxel_data); +}; + +CCL_NAMESPACE_END + +#endif /* __MESH_H__ */ diff --git a/intern/cycles/scene/mesh_displace.cpp b/intern/cycles/scene/mesh_displace.cpp new file mode 100644 index 00000000000..c673d79f8fe --- /dev/null +++ b/intern/cycles/scene/mesh_displace.cpp @@ -0,0 +1,410 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "device/device.h" + +#include "integrator/shader_eval.h" + +#include "scene/mesh.h" +#include "scene/object.h" +#include "scene/scene.h" +#include "scene/shader.h" + +#include "util/util_foreach.h" +#include "util/util_map.h" +#include "util/util_progress.h" +#include "util/util_set.h" + +CCL_NAMESPACE_BEGIN + +static float3 compute_face_normal(const Mesh::Triangle &t, float3 *verts) +{ + float3 v0 = verts[t.v[0]]; + float3 v1 = verts[t.v[1]]; + float3 v2 = verts[t.v[2]]; + + float3 norm = cross(v1 - v0, v2 - v0); + float normlen = len(norm); + + if (normlen == 0.0f) + return make_float3(1.0f, 0.0f, 0.0f); + + return norm / normlen; +} + +/* Fill in coordinates for mesh displacement shader evaluation on device. */ +static int fill_shader_input(const Scene *scene, + const Mesh *mesh, + const int object_index, + device_vector &d_input) +{ + int d_input_size = 0; + KernelShaderEvalInput *d_input_data = d_input.data(); + + const array &mesh_shaders = mesh->get_shader(); + const array &mesh_used_shaders = mesh->get_used_shaders(); + const array &mesh_verts = mesh->get_verts(); + + const int num_verts = mesh_verts.size(); + vector done(num_verts, false); + + int num_triangles = mesh->num_triangles(); + for (int i = 0; i < num_triangles; i++) { + Mesh::Triangle t = mesh->get_triangle(i); + int shader_index = mesh_shaders[i]; + Shader *shader = (shader_index < mesh_used_shaders.size()) ? + static_cast(mesh_used_shaders[shader_index]) : + scene->default_surface; + + if (!shader->has_displacement || shader->get_displacement_method() == DISPLACE_BUMP) { + continue; + } + + for (int j = 0; j < 3; j++) { + if (done[t.v[j]]) + continue; + + done[t.v[j]] = true; + + /* set up object, primitive and barycentric coordinates */ + int object = object_index; + int prim = mesh->prim_offset + i; + float u, v; + + switch (j) { + case 0: + u = 1.0f; + v = 0.0f; + break; + case 1: + u = 0.0f; + v = 1.0f; + break; + default: + u = 0.0f; + v = 0.0f; + break; + } + + /* back */ + KernelShaderEvalInput in; + in.object = object; + in.prim = prim; + in.u = u; + in.v = v; + d_input_data[d_input_size++] = in; + } + } + + return d_input_size; +} + +/* Read back mesh displacement shader output. */ +static void read_shader_output(const Scene *scene, + Mesh *mesh, + const device_vector &d_output) +{ + const array &mesh_shaders = mesh->get_shader(); + const array &mesh_used_shaders = mesh->get_used_shaders(); + array &mesh_verts = mesh->get_verts(); + + const int num_verts = mesh_verts.size(); + const int num_motion_steps = mesh->get_motion_steps(); + vector done(num_verts, false); + + const float *d_output_data = d_output.data(); + int d_output_index = 0; + + Attribute *attr_mP = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION); + int num_triangles = mesh->num_triangles(); + for (int i = 0; i < num_triangles; i++) { + Mesh::Triangle t = mesh->get_triangle(i); + int shader_index = mesh_shaders[i]; + Shader *shader = (shader_index < mesh_used_shaders.size()) ? + static_cast(mesh_used_shaders[shader_index]) : + scene->default_surface; + + if (!shader->has_displacement || shader->get_displacement_method() == DISPLACE_BUMP) { + continue; + } + + for (int j = 0; j < 3; j++) { + if (!done[t.v[j]]) { + done[t.v[j]] = true; + float3 off = make_float3(d_output_data[d_output_index + 0], + d_output_data[d_output_index + 1], + d_output_data[d_output_index + 2]); + d_output_index += 3; + + /* Avoid illegal vertex coordinates. */ + off = ensure_finite3(off); + mesh_verts[t.v[j]] += off; + if (attr_mP != NULL) { + for (int step = 0; step < num_motion_steps - 1; step++) { + float3 *mP = attr_mP->data_float3() + step * num_verts; + mP[t.v[j]] += off; + } + } + } + } + } +} + +bool GeometryManager::displace(Device *device, Scene *scene, Mesh *mesh, Progress &progress) +{ + /* verify if we have a displacement shader */ + if (!mesh->has_true_displacement()) { + return false; + } + + const size_t num_verts = mesh->verts.size(); + const size_t num_triangles = mesh->num_triangles(); + + if (num_triangles == 0) { + return false; + } + + string msg = string_printf("Computing Displacement %s", mesh->name.c_str()); + progress.set_status("Updating Mesh", msg); + + /* find object index. todo: is arbitrary */ + size_t object_index = OBJECT_NONE; + + for (size_t i = 0; i < scene->objects.size(); i++) { + if (scene->objects[i]->get_geometry() == mesh) { + object_index = i; + break; + } + } + + /* Evaluate shader on device. */ + ShaderEval shader_eval(device, progress); + if (!shader_eval.eval(SHADER_EVAL_DISPLACE, + num_verts, + 3, + function_bind(&fill_shader_input, scene, mesh, object_index, _1), + function_bind(&read_shader_output, scene, mesh, _1))) { + return false; + } + + /* stitch */ + unordered_set stitch_keys; + for (pair i : mesh->vert_to_stitching_key_map) { + stitch_keys.insert(i.second); /* stitching index */ + } + + typedef unordered_multimap::iterator map_it_t; + + for (int key : stitch_keys) { + pair verts = mesh->vert_stitching_map.equal_range(key); + + float3 pos = zero_float3(); + int num = 0; + + for (map_it_t v = verts.first; v != verts.second; ++v) { + int vert = v->second; + + pos += mesh->verts[vert]; + num++; + } + + if (num <= 1) { + continue; + } + + pos *= 1.0f / num; + + for (map_it_t v = verts.first; v != verts.second; ++v) { + mesh->verts[v->second] = pos; + } + } + + /* for displacement method both, we only need to recompute the face + * normals, as bump mapping in the shader will already alter the + * vertex normal, so we start from the non-displaced vertex normals + * to avoid applying the perturbation twice. */ + mesh->attributes.remove(ATTR_STD_FACE_NORMAL); + mesh->add_face_normals(); + + bool need_recompute_vertex_normals = false; + + foreach (Node *node, mesh->get_used_shaders()) { + Shader *shader = static_cast(node); + if (shader->has_displacement && shader->get_displacement_method() == DISPLACE_TRUE) { + need_recompute_vertex_normals = true; + break; + } + } + + if (need_recompute_vertex_normals) { + bool flip = mesh->transform_negative_scaled; + vector tri_has_true_disp(num_triangles, false); + + for (size_t i = 0; i < num_triangles; i++) { + int shader_index = mesh->shader[i]; + Shader *shader = (shader_index < mesh->used_shaders.size()) ? + static_cast(mesh->used_shaders[shader_index]) : + scene->default_surface; + + tri_has_true_disp[i] = shader->has_displacement && + shader->get_displacement_method() == DISPLACE_TRUE; + } + + /* static vertex normals */ + + /* get attributes */ + Attribute *attr_fN = mesh->attributes.find(ATTR_STD_FACE_NORMAL); + Attribute *attr_vN = mesh->attributes.find(ATTR_STD_VERTEX_NORMAL); + + float3 *fN = attr_fN->data_float3(); + float3 *vN = attr_vN->data_float3(); + + /* compute vertex normals */ + + /* zero vertex normals on triangles with true displacement */ + for (size_t i = 0; i < num_triangles; i++) { + if (tri_has_true_disp[i]) { + for (size_t j = 0; j < 3; j++) { + vN[mesh->get_triangle(i).v[j]] = zero_float3(); + } + } + } + + /* add face normals to vertex normals */ + for (size_t i = 0; i < num_triangles; i++) { + if (tri_has_true_disp[i]) { + for (size_t j = 0; j < 3; j++) { + int vert = mesh->get_triangle(i).v[j]; + vN[vert] += fN[i]; + + /* add face normals to stitched vertices */ + if (stitch_keys.size()) { + map_it_t key = mesh->vert_to_stitching_key_map.find(vert); + + if (key != mesh->vert_to_stitching_key_map.end()) { + pair verts = mesh->vert_stitching_map.equal_range(key->second); + + for (map_it_t v = verts.first; v != verts.second; ++v) { + if (v->second == vert) { + continue; + } + + vN[v->second] += fN[i]; + } + } + } + } + } + } + + /* normalize vertex normals */ + vector done(num_verts, false); + + for (size_t i = 0; i < num_triangles; i++) { + if (tri_has_true_disp[i]) { + for (size_t j = 0; j < 3; j++) { + int vert = mesh->get_triangle(i).v[j]; + + if (done[vert]) { + continue; + } + + vN[vert] = normalize(vN[vert]); + if (flip) + vN[vert] = -vN[vert]; + + done[vert] = true; + } + } + } + + /* motion vertex normals */ + Attribute *attr_mP = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION); + Attribute *attr_mN = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL); + + if (mesh->has_motion_blur() && attr_mP && attr_mN) { + for (int step = 0; step < mesh->motion_steps - 1; step++) { + float3 *mP = attr_mP->data_float3() + step * mesh->verts.size(); + float3 *mN = attr_mN->data_float3() + step * mesh->verts.size(); + + /* compute */ + + /* zero vertex normals on triangles with true displacement */ + for (size_t i = 0; i < num_triangles; i++) { + if (tri_has_true_disp[i]) { + for (size_t j = 0; j < 3; j++) { + mN[mesh->get_triangle(i).v[j]] = zero_float3(); + } + } + } + + /* add face normals to vertex normals */ + for (size_t i = 0; i < num_triangles; i++) { + if (tri_has_true_disp[i]) { + for (size_t j = 0; j < 3; j++) { + int vert = mesh->get_triangle(i).v[j]; + float3 fN = compute_face_normal(mesh->get_triangle(i), mP); + mN[vert] += fN; + + /* add face normals to stitched vertices */ + if (stitch_keys.size()) { + map_it_t key = mesh->vert_to_stitching_key_map.find(vert); + + if (key != mesh->vert_to_stitching_key_map.end()) { + pair verts = mesh->vert_stitching_map.equal_range( + key->second); + + for (map_it_t v = verts.first; v != verts.second; ++v) { + if (v->second == vert) { + continue; + } + + mN[v->second] += fN; + } + } + } + } + } + } + + /* normalize vertex normals */ + vector done(num_verts, false); + + for (size_t i = 0; i < num_triangles; i++) { + if (tri_has_true_disp[i]) { + for (size_t j = 0; j < 3; j++) { + int vert = mesh->get_triangle(i).v[j]; + + if (done[vert]) { + continue; + } + + mN[vert] = normalize(mN[vert]); + if (flip) + mN[vert] = -mN[vert]; + + done[vert] = true; + } + } + } + } + } + } + + return true; +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/scene/mesh_subdivision.cpp b/intern/cycles/scene/mesh_subdivision.cpp new file mode 100644 index 00000000000..2b27d4b3b2a --- /dev/null +++ b/intern/cycles/scene/mesh_subdivision.cpp @@ -0,0 +1,648 @@ +/* + * Copyright 2011-2016 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "scene/attribute.h" +#include "scene/camera.h" +#include "scene/mesh.h" + +#include "subd/subd_patch.h" +#include "subd/subd_patch_table.h" +#include "subd/subd_split.h" + +#include "util/util_algorithm.h" +#include "util/util_foreach.h" +#include "util/util_hash.h" + +CCL_NAMESPACE_BEGIN + +#ifdef WITH_OPENSUBDIV + +CCL_NAMESPACE_END + +# include +# include +# include +# include + +/* specializations of TopologyRefinerFactory for ccl::Mesh */ + +namespace OpenSubdiv { +namespace OPENSUBDIV_VERSION { +namespace Far { +template<> +bool TopologyRefinerFactory::resizeComponentTopology(TopologyRefiner &refiner, + ccl::Mesh const &mesh) +{ + setNumBaseVertices(refiner, mesh.get_verts().size()); + setNumBaseFaces(refiner, mesh.get_num_subd_faces()); + + for (int i = 0; i < mesh.get_num_subd_faces(); i++) { + setNumBaseFaceVertices(refiner, i, mesh.get_subd_num_corners()[i]); + } + + return true; +} + +template<> +bool TopologyRefinerFactory::assignComponentTopology(TopologyRefiner &refiner, + ccl::Mesh const &mesh) +{ + const ccl::array &subd_face_corners = mesh.get_subd_face_corners(); + const ccl::array &subd_start_corner = mesh.get_subd_start_corner(); + const ccl::array &subd_num_corners = mesh.get_subd_num_corners(); + + for (int i = 0; i < mesh.get_num_subd_faces(); i++) { + IndexArray face_verts = getBaseFaceVertices(refiner, i); + + int start_corner = subd_start_corner[i]; + int *corner = &subd_face_corners[start_corner]; + + for (int j = 0; j < subd_num_corners[i]; j++, corner++) { + face_verts[j] = *corner; + } + } + + return true; +} + +template<> +bool TopologyRefinerFactory::assignComponentTags(TopologyRefiner &refiner, + ccl::Mesh const &mesh) +{ + size_t num_creases = mesh.get_subd_creases_weight().size(); + + for (int i = 0; i < num_creases; i++) { + ccl::Mesh::SubdEdgeCrease crease = mesh.get_subd_crease(i); + Index edge = findBaseEdge(refiner, crease.v[0], crease.v[1]); + + if (edge != INDEX_INVALID) { + setBaseEdgeSharpness(refiner, edge, crease.crease * 10.0f); + } + } + + for (int i = 0; i < mesh.get_verts().size(); i++) { + ConstIndexArray vert_edges = getBaseVertexEdges(refiner, i); + + if (vert_edges.size() == 2) { + float sharpness = refiner.getLevel(0).getEdgeSharpness(vert_edges[0]); + sharpness = ccl::min(sharpness, refiner.getLevel(0).getEdgeSharpness(vert_edges[1])); + + setBaseVertexSharpness(refiner, i, sharpness); + } + } + + return true; +} + +template<> +bool TopologyRefinerFactory::assignFaceVaryingTopology(TopologyRefiner & /*refiner*/, + ccl::Mesh const & /*mesh*/) +{ + return true; +} + +template<> +void TopologyRefinerFactory::reportInvalidTopology(TopologyError /*err_code*/, + char const * /*msg*/, + ccl::Mesh const & /*mesh*/) +{ +} +} /* namespace Far */ +} /* namespace OPENSUBDIV_VERSION */ +} /* namespace OpenSubdiv */ + +CCL_NAMESPACE_BEGIN + +using namespace OpenSubdiv; + +/* struct that implements OpenSubdiv's vertex interface */ + +template struct OsdValue { + T value; + + OsdValue() + { + } + + void Clear(void * = 0) + { + memset(&value, 0, sizeof(T)); + } + + void AddWithWeight(OsdValue const &src, float weight) + { + value += src.value * weight; + } +}; + +template<> void OsdValue::AddWithWeight(OsdValue const &src, float weight) +{ + for (int i = 0; i < 4; i++) { + value[i] += (uchar)(src.value[i] * weight); + } +} + +/* class for holding OpenSubdiv data used during tessellation */ + +class OsdData { + Mesh *mesh; + vector> verts; + Far::TopologyRefiner *refiner; + Far::PatchTable *patch_table; + Far::PatchMap *patch_map; + + public: + OsdData() : mesh(NULL), refiner(NULL), patch_table(NULL), patch_map(NULL) + { + } + + ~OsdData() + { + delete refiner; + delete patch_table; + delete patch_map; + } + + void build_from_mesh(Mesh *mesh_) + { + mesh = mesh_; + + /* type and options */ + Sdc::SchemeType type = Sdc::SCHEME_CATMARK; + + Sdc::Options options; + options.SetVtxBoundaryInterpolation(Sdc::Options::VTX_BOUNDARY_EDGE_ONLY); + + /* create refiner */ + refiner = Far::TopologyRefinerFactory::Create( + *mesh, Far::TopologyRefinerFactory::Options(type, options)); + + /* adaptive refinement */ + int max_isolation = calculate_max_isolation(); + refiner->RefineAdaptive(Far::TopologyRefiner::AdaptiveOptions(max_isolation)); + + /* create patch table */ + Far::PatchTableFactory::Options patch_options; + patch_options.endCapType = Far::PatchTableFactory::Options::ENDCAP_GREGORY_BASIS; + + patch_table = Far::PatchTableFactory::Create(*refiner, patch_options); + + /* interpolate verts */ + int num_refiner_verts = refiner->GetNumVerticesTotal(); + int num_local_points = patch_table->GetNumLocalPoints(); + + verts.resize(num_refiner_verts + num_local_points); + for (int i = 0; i < mesh->get_verts().size(); i++) { + verts[i].value = mesh->get_verts()[i]; + } + + OsdValue *src = verts.data(); + for (int i = 0; i < refiner->GetMaxLevel(); i++) { + OsdValue *dest = src + refiner->GetLevel(i).GetNumVertices(); + Far::PrimvarRefiner(*refiner).Interpolate(i + 1, src, dest); + src = dest; + } + + if (num_local_points) { + patch_table->ComputeLocalPointValues(&verts[0], &verts[num_refiner_verts]); + } + + /* create patch map */ + patch_map = new Far::PatchMap(*patch_table); + } + + void subdivide_attribute(Attribute &attr) + { + Far::PrimvarRefiner primvar_refiner(*refiner); + + if (attr.element == ATTR_ELEMENT_VERTEX) { + int num_refiner_verts = refiner->GetNumVerticesTotal(); + int num_local_points = patch_table->GetNumLocalPoints(); + + attr.resize(num_refiner_verts + num_local_points); + attr.flags |= ATTR_FINAL_SIZE; + + char *src = attr.buffer.data(); + + for (int i = 0; i < refiner->GetMaxLevel(); i++) { + char *dest = src + refiner->GetLevel(i).GetNumVertices() * attr.data_sizeof(); + + if (attr.same_storage(attr.type, TypeDesc::TypeFloat)) { + primvar_refiner.Interpolate(i + 1, (OsdValue *)src, (OsdValue *&)dest); + } + else if (attr.same_storage(attr.type, TypeFloat2)) { + primvar_refiner.Interpolate(i + 1, (OsdValue *)src, (OsdValue *&)dest); + } + else { + primvar_refiner.Interpolate(i + 1, (OsdValue *)src, (OsdValue *&)dest); + } + + src = dest; + } + + if (num_local_points) { + if (attr.same_storage(attr.type, TypeDesc::TypeFloat)) { + patch_table->ComputeLocalPointValues( + (OsdValue *)&attr.buffer[0], + (OsdValue *)&attr.buffer[num_refiner_verts * attr.data_sizeof()]); + } + else if (attr.same_storage(attr.type, TypeFloat2)) { + patch_table->ComputeLocalPointValues( + (OsdValue *)&attr.buffer[0], + (OsdValue *)&attr.buffer[num_refiner_verts * attr.data_sizeof()]); + } + else { + patch_table->ComputeLocalPointValues( + (OsdValue *)&attr.buffer[0], + (OsdValue *)&attr.buffer[num_refiner_verts * attr.data_sizeof()]); + } + } + } + else if (attr.element == ATTR_ELEMENT_CORNER || attr.element == ATTR_ELEMENT_CORNER_BYTE) { + // TODO(mai): fvar interpolation + } + } + + int calculate_max_isolation() + { + /* loop over all edges to find longest in screen space */ + const Far::TopologyLevel &level = refiner->GetLevel(0); + const SubdParams *subd_params = mesh->get_subd_params(); + Transform objecttoworld = subd_params->objecttoworld; + Camera *cam = subd_params->camera; + + float longest_edge = 0.0f; + + for (size_t i = 0; i < level.GetNumEdges(); i++) { + Far::ConstIndexArray verts = level.GetEdgeVertices(i); + + float3 a = mesh->get_verts()[verts[0]]; + float3 b = mesh->get_verts()[verts[1]]; + + float edge_len; + + if (cam) { + a = transform_point(&objecttoworld, a); + b = transform_point(&objecttoworld, b); + + edge_len = len(a - b) / cam->world_to_raster_size((a + b) * 0.5f); + } + else { + edge_len = len(a - b); + } + + longest_edge = max(longest_edge, edge_len); + } + + /* calculate isolation level */ + int isolation = (int)(log2f(max(longest_edge / subd_params->dicing_rate, 1.0f)) + 1.0f); + + return min(isolation, 10); + } + + friend struct OsdPatch; + friend class Mesh; +}; + +/* ccl::Patch implementation that uses OpenSubdiv for eval */ + +struct OsdPatch : Patch { + OsdData *osd_data; + + OsdPatch() + { + } + OsdPatch(OsdData *data) : osd_data(data) + { + } + + void eval(float3 *P, float3 *dPdu, float3 *dPdv, float3 *N, float u, float v) + { + const Far::PatchTable::PatchHandle *handle = osd_data->patch_map->FindPatch(patch_index, u, v); + assert(handle); + + float p_weights[20], du_weights[20], dv_weights[20]; + osd_data->patch_table->EvaluateBasis(*handle, u, v, p_weights, du_weights, dv_weights); + + Far::ConstIndexArray cv = osd_data->patch_table->GetPatchVertices(*handle); + + float3 du, dv; + if (P) + *P = zero_float3(); + du = zero_float3(); + dv = zero_float3(); + + for (int i = 0; i < cv.size(); i++) { + float3 p = osd_data->verts[cv[i]].value; + + if (P) + *P += p * p_weights[i]; + du += p * du_weights[i]; + dv += p * dv_weights[i]; + } + + if (dPdu) + *dPdu = du; + if (dPdv) + *dPdv = dv; + if (N) { + *N = cross(du, dv); + + float t = len(*N); + *N = (t != 0.0f) ? *N / t : make_float3(0.0f, 0.0f, 1.0f); + } + } +}; + +#endif + +void Mesh::tessellate(DiagSplit *split) +{ + /* reset the number of subdivision vertices, in case the Mesh was not cleared + * between calls or data updates */ + num_subd_verts = 0; + +#ifdef WITH_OPENSUBDIV + OsdData osd_data; + bool need_packed_patch_table = false; + + if (subdivision_type == SUBDIVISION_CATMULL_CLARK) { + if (get_num_subd_faces()) { + osd_data.build_from_mesh(this); + } + } + else +#endif + { + /* force linear subdivision if OpenSubdiv is unavailable to avoid + * falling into catmull-clark code paths by accident + */ + subdivision_type = SUBDIVISION_LINEAR; + + /* force disable attribute subdivision for same reason as above */ + foreach (Attribute &attr, subd_attributes.attributes) { + attr.flags &= ~ATTR_SUBDIVIDED; + } + } + + int num_faces = get_num_subd_faces(); + + Attribute *attr_vN = subd_attributes.find(ATTR_STD_VERTEX_NORMAL); + float3 *vN = (attr_vN) ? attr_vN->data_float3() : NULL; + + /* count patches */ + int num_patches = 0; + for (int f = 0; f < num_faces; f++) { + SubdFace face = get_subd_face(f); + + if (face.is_quad()) { + num_patches++; + } + else { + num_patches += face.num_corners; + } + } + + /* build patches from faces */ +#ifdef WITH_OPENSUBDIV + if (subdivision_type == SUBDIVISION_CATMULL_CLARK) { + vector osd_patches(num_patches, &osd_data); + OsdPatch *patch = osd_patches.data(); + + for (int f = 0; f < num_faces; f++) { + SubdFace face = get_subd_face(f); + + if (face.is_quad()) { + patch->patch_index = face.ptex_offset; + patch->from_ngon = false; + patch->shader = face.shader; + patch++; + } + else { + for (int corner = 0; corner < face.num_corners; corner++) { + patch->patch_index = face.ptex_offset + corner; + patch->from_ngon = true; + patch->shader = face.shader; + patch++; + } + } + } + + /* split patches */ + split->split_patches(osd_patches.data(), sizeof(OsdPatch)); + } + else +#endif + { + vector linear_patches(num_patches); + LinearQuadPatch *patch = linear_patches.data(); + + for (int f = 0; f < num_faces; f++) { + SubdFace face = get_subd_face(f); + + if (face.is_quad()) { + float3 *hull = patch->hull; + float3 *normals = patch->normals; + + patch->patch_index = face.ptex_offset; + patch->from_ngon = false; + + for (int i = 0; i < 4; i++) { + hull[i] = verts[subd_face_corners[face.start_corner + i]]; + } + + if (face.smooth) { + for (int i = 0; i < 4; i++) { + normals[i] = vN[subd_face_corners[face.start_corner + i]]; + } + } + else { + float3 N = face.normal(this); + for (int i = 0; i < 4; i++) { + normals[i] = N; + } + } + + swap(hull[2], hull[3]); + swap(normals[2], normals[3]); + + patch->shader = face.shader; + patch++; + } + else { + /* ngon */ + float3 center_vert = zero_float3(); + float3 center_normal = zero_float3(); + + float inv_num_corners = 1.0f / float(face.num_corners); + for (int corner = 0; corner < face.num_corners; corner++) { + center_vert += verts[subd_face_corners[face.start_corner + corner]] * inv_num_corners; + center_normal += vN[subd_face_corners[face.start_corner + corner]] * inv_num_corners; + } + + for (int corner = 0; corner < face.num_corners; corner++) { + float3 *hull = patch->hull; + float3 *normals = patch->normals; + + patch->patch_index = face.ptex_offset + corner; + patch->from_ngon = true; + + patch->shader = face.shader; + + hull[0] = + verts[subd_face_corners[face.start_corner + mod(corner + 0, face.num_corners)]]; + hull[1] = + verts[subd_face_corners[face.start_corner + mod(corner + 1, face.num_corners)]]; + hull[2] = + verts[subd_face_corners[face.start_corner + mod(corner - 1, face.num_corners)]]; + hull[3] = center_vert; + + hull[1] = (hull[1] + hull[0]) * 0.5; + hull[2] = (hull[2] + hull[0]) * 0.5; + + if (face.smooth) { + normals[0] = + vN[subd_face_corners[face.start_corner + mod(corner + 0, face.num_corners)]]; + normals[1] = + vN[subd_face_corners[face.start_corner + mod(corner + 1, face.num_corners)]]; + normals[2] = + vN[subd_face_corners[face.start_corner + mod(corner - 1, face.num_corners)]]; + normals[3] = center_normal; + + normals[1] = (normals[1] + normals[0]) * 0.5; + normals[2] = (normals[2] + normals[0]) * 0.5; + } + else { + float3 N = face.normal(this); + for (int i = 0; i < 4; i++) { + normals[i] = N; + } + } + + patch++; + } + } + } + + /* split patches */ + split->split_patches(linear_patches.data(), sizeof(LinearQuadPatch)); + } + + /* interpolate center points for attributes */ + foreach (Attribute &attr, subd_attributes.attributes) { +#ifdef WITH_OPENSUBDIV + if (subdivision_type == SUBDIVISION_CATMULL_CLARK && attr.flags & ATTR_SUBDIVIDED) { + if (attr.element == ATTR_ELEMENT_CORNER || attr.element == ATTR_ELEMENT_CORNER_BYTE) { + /* keep subdivision for corner attributes disabled for now */ + attr.flags &= ~ATTR_SUBDIVIDED; + } + else if (get_num_subd_faces()) { + osd_data.subdivide_attribute(attr); + + need_packed_patch_table = true; + continue; + } + } +#endif + + char *data = attr.data(); + size_t stride = attr.data_sizeof(); + int ngons = 0; + + switch (attr.element) { + case ATTR_ELEMENT_VERTEX: { + for (int f = 0; f < num_faces; f++) { + SubdFace face = get_subd_face(f); + + if (!face.is_quad()) { + char *center = data + (verts.size() - num_subd_verts + ngons) * stride; + attr.zero_data(center); + + float inv_num_corners = 1.0f / float(face.num_corners); + + for (int corner = 0; corner < face.num_corners; corner++) { + attr.add_with_weight(center, + data + subd_face_corners[face.start_corner + corner] * stride, + inv_num_corners); + } + + ngons++; + } + } + } break; + case ATTR_ELEMENT_VERTEX_MOTION: { + // TODO(mai): implement + } break; + case ATTR_ELEMENT_CORNER: { + for (int f = 0; f < num_faces; f++) { + SubdFace face = get_subd_face(f); + + if (!face.is_quad()) { + char *center = data + (subd_face_corners.size() + ngons) * stride; + attr.zero_data(center); + + float inv_num_corners = 1.0f / float(face.num_corners); + + for (int corner = 0; corner < face.num_corners; corner++) { + attr.add_with_weight( + center, data + (face.start_corner + corner) * stride, inv_num_corners); + } + + ngons++; + } + } + } break; + case ATTR_ELEMENT_CORNER_BYTE: { + for (int f = 0; f < num_faces; f++) { + SubdFace face = get_subd_face(f); + + if (!face.is_quad()) { + uchar *center = (uchar *)data + (subd_face_corners.size() + ngons) * stride; + + float inv_num_corners = 1.0f / float(face.num_corners); + float4 val = zero_float4(); + + for (int corner = 0; corner < face.num_corners; corner++) { + for (int i = 0; i < 4; i++) { + val[i] += float(*(data + (face.start_corner + corner) * stride + i)) * + inv_num_corners; + } + } + + for (int i = 0; i < 4; i++) { + center[i] = uchar(min(max(val[i], 0.0f), 255.0f)); + } + + ngons++; + } + } + } break; + default: + break; + } + } + +#ifdef WITH_OPENSUBDIV + /* pack patch tables */ + if (need_packed_patch_table) { + delete patch_table; + patch_table = new PackedPatchTable; + patch_table->pack(osd_data.patch_table); + } +#endif +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/scene/object.cpp b/intern/cycles/scene/object.cpp new file mode 100644 index 00000000000..8b0cc752049 --- /dev/null +++ b/intern/cycles/scene/object.cpp @@ -0,0 +1,984 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "scene/object.h" +#include "device/device.h" +#include "scene/camera.h" +#include "scene/curves.h" +#include "scene/hair.h" +#include "scene/integrator.h" +#include "scene/light.h" +#include "scene/mesh.h" +#include "scene/particles.h" +#include "scene/scene.h" +#include "scene/stats.h" +#include "scene/volume.h" + +#include "util/util_foreach.h" +#include "util/util_logging.h" +#include "util/util_map.h" +#include "util/util_murmurhash.h" +#include "util/util_progress.h" +#include "util/util_set.h" +#include "util/util_task.h" +#include "util/util_vector.h" + +#include "subd/subd_patch_table.h" + +CCL_NAMESPACE_BEGIN + +/* Global state of object transform update. */ + +struct UpdateObjectTransformState { + /* Global state used by device_update_object_transform(). + * Common for both threaded and non-threaded update. + */ + + /* Type of the motion required by the scene settings. */ + Scene::MotionType need_motion; + + /* Mapping from particle system to a index in packed particle array. + * Only used for read. + */ + map particle_offset; + + /* Motion offsets for each object. */ + array motion_offset; + + /* Packed object arrays. Those will be filled in. */ + uint *object_flag; + uint *object_visibility; + KernelObject *objects; + Transform *object_motion_pass; + DecomposedTransform *object_motion; + float *object_volume_step; + + /* Flags which will be synchronized to Integrator. */ + bool have_motion; + bool have_curves; + + /* ** Scheduling queue. ** */ + Scene *scene; + + /* First unused object index in the queue. */ + int queue_start_object; +}; + +/* Object */ + +NODE_DEFINE(Object) +{ + NodeType *type = NodeType::add("object", create); + + SOCKET_NODE(geometry, "Geometry", Geometry::get_node_base_type()); + SOCKET_TRANSFORM(tfm, "Transform", transform_identity()); + SOCKET_UINT(visibility, "Visibility", ~0); + SOCKET_COLOR(color, "Color", zero_float3()); + SOCKET_UINT(random_id, "Random ID", 0); + SOCKET_INT(pass_id, "Pass ID", 0); + SOCKET_BOOLEAN(use_holdout, "Use Holdout", false); + SOCKET_BOOLEAN(hide_on_missing_motion, "Hide on Missing Motion", false); + SOCKET_POINT(dupli_generated, "Dupli Generated", zero_float3()); + SOCKET_POINT2(dupli_uv, "Dupli UV", zero_float2()); + SOCKET_TRANSFORM_ARRAY(motion, "Motion", array()); + SOCKET_FLOAT(shadow_terminator_shading_offset, "Shadow Terminator Shading Offset", 0.0f); + SOCKET_FLOAT(shadow_terminator_geometry_offset, "Shadow Terminator Geometry Offset", 0.1f); + SOCKET_STRING(asset_name, "Asset Name", ustring()); + + SOCKET_BOOLEAN(is_shadow_catcher, "Shadow Catcher", false); + + SOCKET_NODE(particle_system, "Particle System", ParticleSystem::get_node_type()); + SOCKET_INT(particle_index, "Particle Index", 0); + + SOCKET_FLOAT(ao_distance, "AO Distance", 0.0f); + + return type; +} + +Object::Object() : Node(get_node_type()) +{ + particle_system = NULL; + particle_index = 0; + attr_map_offset = 0; + bounds = BoundBox::empty; + intersects_volume = false; +} + +Object::~Object() +{ +} + +void Object::update_motion() +{ + if (!use_motion()) { + return; + } + + bool have_motion = false; + + for (size_t i = 0; i < motion.size(); i++) { + if (motion[i] == transform_empty()) { + if (hide_on_missing_motion) { + /* Hide objects that have no valid previous or next + * transform, for example particle that stop existing. It + * would be better to handle this in the kernel and make + * objects invisible outside certain motion steps. */ + tfm = transform_empty(); + motion.clear(); + return; + } + else { + /* Otherwise just copy center motion. */ + motion[i] = tfm; + } + } + + /* Test if any of the transforms are actually different. */ + have_motion = have_motion || motion[i] != tfm; + } + + /* Clear motion array if there is no actual motion. */ + if (!have_motion) { + motion.clear(); + } +} + +void Object::compute_bounds(bool motion_blur) +{ + BoundBox mbounds = geometry->bounds; + + if (motion_blur && use_motion()) { + array decomp(motion.size()); + transform_motion_decompose(decomp.data(), motion.data(), motion.size()); + + bounds = BoundBox::empty; + + /* TODO: this is really terrible. according to PBRT there is a better + * way to find this iteratively, but did not find implementation yet + * or try to implement myself */ + for (float t = 0.0f; t < 1.0f; t += (1.0f / 128.0f)) { + Transform ttfm; + + transform_motion_array_interpolate(&ttfm, decomp.data(), motion.size(), t); + bounds.grow(mbounds.transformed(&ttfm)); + } + } + else { + /* No motion blur case. */ + if (geometry->transform_applied) { + bounds = mbounds; + } + else { + bounds = mbounds.transformed(&tfm); + } + } +} + +void Object::apply_transform(bool apply_to_motion) +{ + if (!geometry || tfm == transform_identity()) + return; + + geometry->apply_transform(tfm, apply_to_motion); + + /* we keep normals pointing in same direction on negative scale, notify + * geometry about this in it (re)calculates normals */ + if (transform_negative_scale(tfm)) + geometry->transform_negative_scaled = true; + + if (bounds.valid()) { + geometry->compute_bounds(); + compute_bounds(false); + } + + /* tfm is not reset to identity, all code that uses it needs to check the + * transform_applied boolean */ +} + +void Object::tag_update(Scene *scene) +{ + uint32_t flag = ObjectManager::UPDATE_NONE; + + if (is_modified()) { + flag |= ObjectManager::OBJECT_MODIFIED; + + if (use_holdout_is_modified()) { + flag |= ObjectManager::HOLDOUT_MODIFIED; + } + + if (is_shadow_catcher_is_modified()) { + scene->tag_shadow_catcher_modified(); + } + } + + if (geometry) { + if (tfm_is_modified()) { + flag |= ObjectManager::TRANSFORM_MODIFIED; + } + + if (visibility_is_modified()) { + flag |= ObjectManager::VISIBILITY_MODIFIED; + } + + foreach (Node *node, geometry->get_used_shaders()) { + Shader *shader = static_cast(node); + if (shader->get_use_mis() && shader->has_surface_emission) + scene->light_manager->tag_update(scene, LightManager::EMISSIVE_MESH_MODIFIED); + } + } + + scene->camera->need_flags_update = true; + scene->object_manager->tag_update(scene, flag); +} + +bool Object::use_motion() const +{ + return (motion.size() > 1); +} + +float Object::motion_time(int step) const +{ + return (use_motion()) ? 2.0f * step / (motion.size() - 1) - 1.0f : 0.0f; +} + +int Object::motion_step(float time) const +{ + if (use_motion()) { + for (size_t step = 0; step < motion.size(); step++) { + if (time == motion_time(step)) { + return step; + } + } + } + + return -1; +} + +bool Object::is_traceable() const +{ + /* Mesh itself can be empty,can skip all such objects. */ + if (!bounds.valid() || bounds.size() == zero_float3()) { + return false; + } + /* TODO(sergey): Check for mesh vertices/curves. visibility flags. */ + return true; +} + +uint Object::visibility_for_tracing() const +{ + return SHADOW_CATCHER_OBJECT_VISIBILITY(is_shadow_catcher, visibility & PATH_RAY_ALL_VISIBILITY); +} + +float Object::compute_volume_step_size() const +{ + if (geometry->geometry_type != Geometry::MESH && geometry->geometry_type != Geometry::VOLUME) { + return FLT_MAX; + } + + Mesh *mesh = static_cast(geometry); + + if (!mesh->has_volume) { + return FLT_MAX; + } + + /* Compute step rate from shaders. */ + float step_rate = FLT_MAX; + + foreach (Node *node, mesh->get_used_shaders()) { + Shader *shader = static_cast(node); + if (shader->has_volume) { + if ((shader->get_heterogeneous_volume() && shader->has_volume_spatial_varying) || + (shader->has_volume_attribute_dependency)) { + step_rate = fminf(shader->get_volume_step_rate(), step_rate); + } + } + } + + if (step_rate == FLT_MAX) { + return FLT_MAX; + } + + /* Compute step size from voxel grids. */ + float step_size = FLT_MAX; + + if (geometry->geometry_type == Geometry::VOLUME) { + Volume *volume = static_cast(geometry); + + foreach (Attribute &attr, volume->attributes.attributes) { + if (attr.element == ATTR_ELEMENT_VOXEL) { + ImageHandle &handle = attr.data_voxel(); + const ImageMetaData &metadata = handle.metadata(); + if (metadata.width == 0 || metadata.height == 0 || metadata.depth == 0) { + continue; + } + + /* User specified step size. */ + float voxel_step_size = volume->get_step_size(); + + if (voxel_step_size == 0.0f) { + /* Auto detect step size. */ + float3 size = one_float3(); +#ifdef WITH_NANOVDB + /* Dimensions were not applied to image transform with NanOVDB (see image_vdb.cpp) */ + if (metadata.type != IMAGE_DATA_TYPE_NANOVDB_FLOAT && + metadata.type != IMAGE_DATA_TYPE_NANOVDB_FLOAT3) +#endif + size /= make_float3(metadata.width, metadata.height, metadata.depth); + + /* Step size is transformed from voxel to world space. */ + Transform voxel_tfm = tfm; + if (metadata.use_transform_3d) { + voxel_tfm = tfm * transform_inverse(metadata.transform_3d); + } + voxel_step_size = min3(fabs(transform_direction(&voxel_tfm, size))); + } + else if (volume->get_object_space()) { + /* User specified step size in object space. */ + float3 size = make_float3(voxel_step_size, voxel_step_size, voxel_step_size); + voxel_step_size = min3(fabs(transform_direction(&tfm, size))); + } + + if (voxel_step_size > 0.0f) { + step_size = fminf(voxel_step_size, step_size); + } + } + } + } + + if (step_size == FLT_MAX) { + /* Fall back to 1/10th of bounds for procedural volumes. */ + step_size = 0.1f * average(bounds.size()); + } + + step_size *= step_rate; + + return step_size; +} + +int Object::get_device_index() const +{ + return index; +} + +/* Object Manager */ + +ObjectManager::ObjectManager() +{ + update_flags = UPDATE_ALL; + need_flags_update = true; +} + +ObjectManager::~ObjectManager() +{ +} + +static float object_volume_density(const Transform &tfm, Geometry *geom) +{ + if (geom->geometry_type == Geometry::VOLUME) { + /* Volume density automatically adjust to object scale. */ + if (static_cast(geom)->get_object_space()) { + const float3 unit = normalize(one_float3()); + return 1.0f / len(transform_direction(&tfm, unit)); + } + } + + return 1.0f; +} + +void ObjectManager::device_update_object_transform(UpdateObjectTransformState *state, + Object *ob, + bool update_all) +{ + KernelObject &kobject = state->objects[ob->index]; + Transform *object_motion_pass = state->object_motion_pass; + + Geometry *geom = ob->geometry; + uint flag = 0; + + /* Compute transformations. */ + Transform tfm = ob->tfm; + Transform itfm = transform_inverse(tfm); + + float3 color = ob->color; + float pass_id = ob->pass_id; + float random_number = (float)ob->random_id * (1.0f / (float)0xFFFFFFFF); + int particle_index = (ob->particle_system) ? + ob->particle_index + state->particle_offset[ob->particle_system] : + 0; + + kobject.tfm = tfm; + kobject.itfm = itfm; + kobject.volume_density = object_volume_density(tfm, geom); + kobject.color[0] = color.x; + kobject.color[1] = color.y; + kobject.color[2] = color.z; + kobject.pass_id = pass_id; + kobject.random_number = random_number; + kobject.particle_index = particle_index; + kobject.motion_offset = 0; + kobject.ao_distance = ob->ao_distance; + + if (geom->get_use_motion_blur()) { + state->have_motion = true; + } + + if (geom->geometry_type == Geometry::MESH) { + /* TODO: why only mesh? */ + Mesh *mesh = static_cast(geom); + if (mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION)) { + flag |= SD_OBJECT_HAS_VERTEX_MOTION; + } + } + + if (state->need_motion == Scene::MOTION_PASS) { + /* Clear motion array if there is no actual motion. */ + ob->update_motion(); + + /* Compute motion transforms. */ + Transform tfm_pre, tfm_post; + if (ob->use_motion()) { + tfm_pre = ob->motion[0]; + tfm_post = ob->motion[ob->motion.size() - 1]; + } + else { + tfm_pre = tfm; + tfm_post = tfm; + } + + /* Motion transformations, is world/object space depending if mesh + * comes with deformed position in object space, or if we transform + * the shading point in world space. */ + if (!(flag & SD_OBJECT_HAS_VERTEX_MOTION)) { + tfm_pre = tfm_pre * itfm; + tfm_post = tfm_post * itfm; + } + + int motion_pass_offset = ob->index * OBJECT_MOTION_PASS_SIZE; + object_motion_pass[motion_pass_offset + 0] = tfm_pre; + object_motion_pass[motion_pass_offset + 1] = tfm_post; + } + else if (state->need_motion == Scene::MOTION_BLUR) { + if (ob->use_motion()) { + kobject.motion_offset = state->motion_offset[ob->index]; + + /* Decompose transforms for interpolation. */ + if (ob->tfm_is_modified() || update_all) { + DecomposedTransform *decomp = state->object_motion + kobject.motion_offset; + transform_motion_decompose(decomp, ob->motion.data(), ob->motion.size()); + } + + flag |= SD_OBJECT_MOTION; + state->have_motion = true; + } + } + + /* Dupli object coords and motion info. */ + kobject.dupli_generated[0] = ob->dupli_generated[0]; + kobject.dupli_generated[1] = ob->dupli_generated[1]; + kobject.dupli_generated[2] = ob->dupli_generated[2]; + kobject.numkeys = (geom->geometry_type == Geometry::HAIR) ? + static_cast(geom)->get_curve_keys().size() : + 0; + kobject.dupli_uv[0] = ob->dupli_uv[0]; + kobject.dupli_uv[1] = ob->dupli_uv[1]; + int totalsteps = geom->get_motion_steps(); + kobject.numsteps = (totalsteps - 1) / 2; + kobject.numverts = (geom->geometry_type == Geometry::MESH || + geom->geometry_type == Geometry::VOLUME) ? + static_cast(geom)->get_verts().size() : + 0; + kobject.patch_map_offset = 0; + kobject.attribute_map_offset = 0; + + if (ob->asset_name_is_modified() || update_all) { + uint32_t hash_name = util_murmur_hash3(ob->name.c_str(), ob->name.length(), 0); + uint32_t hash_asset = util_murmur_hash3(ob->asset_name.c_str(), ob->asset_name.length(), 0); + kobject.cryptomatte_object = util_hash_to_float(hash_name); + kobject.cryptomatte_asset = util_hash_to_float(hash_asset); + } + + kobject.shadow_terminator_shading_offset = 1.0f / + (1.0f - 0.5f * ob->shadow_terminator_shading_offset); + kobject.shadow_terminator_geometry_offset = ob->shadow_terminator_geometry_offset; + + kobject.visibility = ob->visibility_for_tracing(); + kobject.primitive_type = geom->primitive_type(); + + /* Object flag. */ + if (ob->use_holdout) { + flag |= SD_OBJECT_HOLDOUT_MASK; + } + state->object_flag[ob->index] = flag; + state->object_volume_step[ob->index] = FLT_MAX; + + /* Have curves. */ + if (geom->geometry_type == Geometry::HAIR) { + state->have_curves = true; + } +} + +void ObjectManager::device_update_transforms(DeviceScene *dscene, Scene *scene, Progress &progress) +{ + UpdateObjectTransformState state; + state.need_motion = scene->need_motion(); + state.have_motion = false; + state.have_curves = false; + state.scene = scene; + state.queue_start_object = 0; + + state.objects = dscene->objects.alloc(scene->objects.size()); + state.object_flag = dscene->object_flag.alloc(scene->objects.size()); + state.object_volume_step = dscene->object_volume_step.alloc(scene->objects.size()); + state.object_motion = NULL; + state.object_motion_pass = NULL; + + if (state.need_motion == Scene::MOTION_PASS) { + state.object_motion_pass = dscene->object_motion_pass.alloc(OBJECT_MOTION_PASS_SIZE * + scene->objects.size()); + } + else if (state.need_motion == Scene::MOTION_BLUR) { + /* Set object offsets into global object motion array. */ + uint *motion_offsets = state.motion_offset.resize(scene->objects.size()); + uint motion_offset = 0; + + foreach (Object *ob, scene->objects) { + *motion_offsets = motion_offset; + motion_offsets++; + + /* Clear motion array if there is no actual motion. */ + ob->update_motion(); + motion_offset += ob->motion.size(); + } + + state.object_motion = dscene->object_motion.alloc(motion_offset); + } + + /* Particle system device offsets + * 0 is dummy particle, index starts at 1. + */ + int numparticles = 1; + foreach (ParticleSystem *psys, scene->particle_systems) { + state.particle_offset[psys] = numparticles; + numparticles += psys->particles.size(); + } + + /* as all the arrays are the same size, checking only dscene.objects is sufficient */ + const bool update_all = dscene->objects.need_realloc(); + + /* Parallel object update, with grain size to avoid too much threading overhead + * for individual objects. */ + static const int OBJECTS_PER_TASK = 32; + parallel_for(blocked_range(0, scene->objects.size(), OBJECTS_PER_TASK), + [&](const blocked_range &r) { + for (size_t i = r.begin(); i != r.end(); i++) { + Object *ob = state.scene->objects[i]; + device_update_object_transform(&state, ob, update_all); + } + }); + + if (progress.get_cancel()) { + return; + } + + dscene->objects.copy_to_device_if_modified(); + if (state.need_motion == Scene::MOTION_PASS) { + dscene->object_motion_pass.copy_to_device(); + } + else if (state.need_motion == Scene::MOTION_BLUR) { + dscene->object_motion.copy_to_device(); + } + + dscene->data.bvh.have_motion = state.have_motion; + dscene->data.bvh.have_curves = state.have_curves; + + dscene->objects.clear_modified(); + dscene->object_motion_pass.clear_modified(); + dscene->object_motion.clear_modified(); +} + +void ObjectManager::device_update(Device *device, + DeviceScene *dscene, + Scene *scene, + Progress &progress) +{ + if (!need_update()) + return; + + if (update_flags & (OBJECT_ADDED | OBJECT_REMOVED)) { + dscene->objects.tag_realloc(); + dscene->object_motion_pass.tag_realloc(); + dscene->object_motion.tag_realloc(); + dscene->object_flag.tag_realloc(); + dscene->object_volume_step.tag_realloc(); + } + + if (update_flags & HOLDOUT_MODIFIED) { + dscene->object_flag.tag_modified(); + } + + if (update_flags & PARTICLE_MODIFIED) { + dscene->objects.tag_modified(); + } + + VLOG(1) << "Total " << scene->objects.size() << " objects."; + + device_free(device, dscene, false); + + if (scene->objects.size() == 0) + return; + + { + /* Assign object IDs. */ + scoped_callback_timer timer([scene](double time) { + if (scene->update_stats) { + scene->update_stats->object.times.add_entry({"device_update (assign index)", time}); + } + }); + + int index = 0; + foreach (Object *object, scene->objects) { + object->index = index++; + + /* this is a bit too broad, however a bigger refactor might be needed to properly separate + * update each type of data (transform, flags, etc.) */ + if (object->is_modified()) { + dscene->objects.tag_modified(); + dscene->object_motion_pass.tag_modified(); + dscene->object_motion.tag_modified(); + dscene->object_flag.tag_modified(); + dscene->object_volume_step.tag_modified(); + } + } + } + + { + /* set object transform matrices, before applying static transforms */ + scoped_callback_timer timer([scene](double time) { + if (scene->update_stats) { + scene->update_stats->object.times.add_entry( + {"device_update (copy objects to device)", time}); + } + }); + + progress.set_status("Updating Objects", "Copying Transformations to device"); + device_update_transforms(dscene, scene, progress); + } + + if (progress.get_cancel()) + return; + + /* prepare for static BVH building */ + /* todo: do before to support getting object level coords? */ + if (scene->params.bvh_type == BVH_TYPE_STATIC) { + scoped_callback_timer timer([scene](double time) { + if (scene->update_stats) { + scene->update_stats->object.times.add_entry( + {"device_update (apply static transforms)", time}); + } + }); + + progress.set_status("Updating Objects", "Applying Static Transformations"); + apply_static_transforms(dscene, scene, progress); + } + + foreach (Object *object, scene->objects) { + object->clear_modified(); + } +} + +void ObjectManager::device_update_flags( + Device *, DeviceScene *dscene, Scene *scene, Progress & /*progress*/, bool bounds_valid) +{ + if (!need_update() && !need_flags_update) + return; + + scoped_callback_timer timer([scene](double time) { + if (scene->update_stats) { + scene->update_stats->object.times.add_entry({"device_update_flags", time}); + } + }); + + update_flags = UPDATE_NONE; + need_flags_update = false; + + if (scene->objects.size() == 0) + return; + + /* Object info flag. */ + uint *object_flag = dscene->object_flag.data(); + float *object_volume_step = dscene->object_volume_step.data(); + + /* Object volume intersection. */ + vector volume_objects; + bool has_volume_objects = false; + foreach (Object *object, scene->objects) { + if (object->geometry->has_volume) { + if (bounds_valid) { + volume_objects.push_back(object); + } + has_volume_objects = true; + object_volume_step[object->index] = object->compute_volume_step_size(); + } + else { + object_volume_step[object->index] = FLT_MAX; + } + } + + foreach (Object *object, scene->objects) { + if (object->geometry->has_volume) { + object_flag[object->index] |= SD_OBJECT_HAS_VOLUME; + object_flag[object->index] &= ~SD_OBJECT_HAS_VOLUME_ATTRIBUTES; + + foreach (Attribute &attr, object->geometry->attributes.attributes) { + if (attr.element == ATTR_ELEMENT_VOXEL) { + object_flag[object->index] |= SD_OBJECT_HAS_VOLUME_ATTRIBUTES; + } + } + } + else { + object_flag[object->index] &= ~(SD_OBJECT_HAS_VOLUME | SD_OBJECT_HAS_VOLUME_ATTRIBUTES); + } + + if (object->is_shadow_catcher) { + object_flag[object->index] |= SD_OBJECT_SHADOW_CATCHER; + } + else { + object_flag[object->index] &= ~SD_OBJECT_SHADOW_CATCHER; + } + + if (bounds_valid) { + object->intersects_volume = false; + foreach (Object *volume_object, volume_objects) { + if (object == volume_object) { + continue; + } + if (object->bounds.intersects(volume_object->bounds)) { + object_flag[object->index] |= SD_OBJECT_INTERSECTS_VOLUME; + object->intersects_volume = true; + break; + } + } + } + else if (has_volume_objects) { + /* Not really valid, but can't make more reliable in the case + * of bounds not being up to date. + */ + object_flag[object->index] |= SD_OBJECT_INTERSECTS_VOLUME; + } + } + + /* Copy object flag. */ + dscene->object_flag.copy_to_device(); + dscene->object_volume_step.copy_to_device(); + + dscene->object_flag.clear_modified(); + dscene->object_volume_step.clear_modified(); +} + +void ObjectManager::device_update_mesh_offsets(Device *, DeviceScene *dscene, Scene *scene) +{ + if (dscene->objects.size() == 0) { + return; + } + + KernelObject *kobjects = dscene->objects.data(); + + bool update = false; + + foreach (Object *object, scene->objects) { + Geometry *geom = object->geometry; + + if (geom->geometry_type == Geometry::MESH) { + Mesh *mesh = static_cast(geom); + if (mesh->patch_table) { + uint patch_map_offset = 2 * (mesh->patch_table_offset + mesh->patch_table->total_size() - + mesh->patch_table->num_nodes * PATCH_NODE_SIZE) - + mesh->patch_offset; + + if (kobjects[object->index].patch_map_offset != patch_map_offset) { + kobjects[object->index].patch_map_offset = patch_map_offset; + update = true; + } + } + } + + size_t attr_map_offset = object->attr_map_offset; + + /* An object attribute map cannot have a zero offset because mesh maps come first. */ + if (attr_map_offset == 0) { + attr_map_offset = geom->attr_map_offset; + } + + if (kobjects[object->index].attribute_map_offset != attr_map_offset) { + kobjects[object->index].attribute_map_offset = attr_map_offset; + update = true; + } + } + + if (update) { + dscene->objects.copy_to_device(); + } +} + +void ObjectManager::device_free(Device *, DeviceScene *dscene, bool force_free) +{ + dscene->objects.free_if_need_realloc(force_free); + dscene->object_motion_pass.free_if_need_realloc(force_free); + dscene->object_motion.free_if_need_realloc(force_free); + dscene->object_flag.free_if_need_realloc(force_free); + dscene->object_volume_step.free_if_need_realloc(force_free); +} + +void ObjectManager::apply_static_transforms(DeviceScene *dscene, Scene *scene, Progress &progress) +{ + /* todo: normals and displacement should be done before applying transform! */ + /* todo: create objects/geometry in right order! */ + + /* counter geometry users */ + map geometry_users; + Scene::MotionType need_motion = scene->need_motion(); + bool motion_blur = need_motion == Scene::MOTION_BLUR; + bool apply_to_motion = need_motion != Scene::MOTION_PASS; + int i = 0; + + foreach (Object *object, scene->objects) { + map::iterator it = geometry_users.find(object->geometry); + + if (it == geometry_users.end()) + geometry_users[object->geometry] = 1; + else + it->second++; + } + + if (progress.get_cancel()) + return; + + uint *object_flag = dscene->object_flag.data(); + + /* apply transforms for objects with single user geometry */ + foreach (Object *object, scene->objects) { + /* Annoying feedback loop here: we can't use is_instanced() because + * it'll use uninitialized transform_applied flag. + * + * Could be solved by moving reference counter to Geometry. + */ + Geometry *geom = object->geometry; + bool apply = (geometry_users[geom] == 1) && !geom->has_surface_bssrdf && + !geom->has_true_displacement(); + + if (geom->geometry_type == Geometry::MESH) { + Mesh *mesh = static_cast(geom); + apply = apply && mesh->get_subdivision_type() == Mesh::SUBDIVISION_NONE; + } + else if (geom->geometry_type == Geometry::HAIR) { + /* Can't apply non-uniform scale to curves, this can't be represented by + * control points and radius alone. */ + float scale; + apply = apply && transform_uniform_scale(object->tfm, scale); + } + + if (apply) { + if (!(motion_blur && object->use_motion())) { + if (!geom->transform_applied) { + object->apply_transform(apply_to_motion); + geom->transform_applied = true; + + if (progress.get_cancel()) + return; + } + + object_flag[i] |= SD_OBJECT_TRANSFORM_APPLIED; + if (geom->transform_negative_scaled) + object_flag[i] |= SD_OBJECT_NEGATIVE_SCALE_APPLIED; + } + } + + i++; + } +} + +void ObjectManager::tag_update(Scene *scene, uint32_t flag) +{ + update_flags |= flag; + + /* avoid infinite loops if the geometry manager tagged us for an update */ + if ((flag & GEOMETRY_MANAGER) == 0) { + uint32_t geometry_flag = GeometryManager::OBJECT_MANAGER; + + /* Also notify in case added or removed objects were instances, as no Geometry might have been + * added or removed, but the BVH still needs to updated. */ + if ((flag & (OBJECT_ADDED | OBJECT_REMOVED)) != 0) { + geometry_flag |= (GeometryManager::GEOMETRY_ADDED | GeometryManager::GEOMETRY_REMOVED); + } + + if ((flag & TRANSFORM_MODIFIED) != 0) { + geometry_flag |= GeometryManager::TRANSFORM_MODIFIED; + } + + if ((flag & VISIBILITY_MODIFIED) != 0) { + geometry_flag |= GeometryManager::VISIBILITY_MODIFIED; + } + + scene->geometry_manager->tag_update(scene, geometry_flag); + } + + scene->light_manager->tag_update(scene, LightManager::OBJECT_MANAGER); + + /* Integrator's shadow catcher settings depends on object visibility settings. */ + if (flag & (OBJECT_ADDED | OBJECT_REMOVED | OBJECT_MODIFIED)) { + scene->integrator->tag_update(scene, Integrator::OBJECT_MANAGER); + } +} + +bool ObjectManager::need_update() const +{ + return update_flags != UPDATE_NONE; +} + +string ObjectManager::get_cryptomatte_objects(Scene *scene) +{ + string manifest = "{"; + + unordered_set objects; + foreach (Object *object, scene->objects) { + if (objects.count(object->name)) { + continue; + } + objects.insert(object->name); + uint32_t hash_name = util_murmur_hash3(object->name.c_str(), object->name.length(), 0); + manifest += string_printf("\"%s\":\"%08x\",", object->name.c_str(), hash_name); + } + manifest[manifest.size() - 1] = '}'; + return manifest; +} + +string ObjectManager::get_cryptomatte_assets(Scene *scene) +{ + string manifest = "{"; + unordered_set assets; + foreach (Object *ob, scene->objects) { + if (assets.count(ob->asset_name)) { + continue; + } + assets.insert(ob->asset_name); + uint32_t hash_asset = util_murmur_hash3(ob->asset_name.c_str(), ob->asset_name.length(), 0); + manifest += string_printf("\"%s\":\"%08x\",", ob->asset_name.c_str(), hash_asset); + } + manifest[manifest.size() - 1] = '}'; + return manifest; +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/scene/object.h b/intern/cycles/scene/object.h new file mode 100644 index 00000000000..d3909bb2b03 --- /dev/null +++ b/intern/cycles/scene/object.h @@ -0,0 +1,189 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef __OBJECT_H__ +#define __OBJECT_H__ + +#include "graph/node.h" + +/* included as Object::set_particle_system defined through NODE_SOCKET_API does + * not select the right Node::set overload as it does not know that ParticleSystem + * is a Node */ +#include "scene/particles.h" +#include "scene/scene.h" + +#include "util/util_array.h" +#include "util/util_boundbox.h" +#include "util/util_param.h" +#include "util/util_thread.h" +#include "util/util_transform.h" +#include "util/util_types.h" +#include "util/util_vector.h" + +CCL_NAMESPACE_BEGIN + +class Device; +class DeviceScene; +class Geometry; +class ParticleSystem; +class Progress; +class Scene; +struct Transform; +struct UpdateObjectTransformState; +class ObjectManager; + +/* Object */ + +class Object : public Node { + public: + NODE_DECLARE + + NODE_SOCKET_API(Geometry *, geometry) + NODE_SOCKET_API(Transform, tfm) + BoundBox bounds; + NODE_SOCKET_API(uint, random_id) + NODE_SOCKET_API(int, pass_id) + NODE_SOCKET_API(float3, color) + NODE_SOCKET_API(ustring, asset_name) + vector attributes; + NODE_SOCKET_API(uint, visibility) + NODE_SOCKET_API_ARRAY(array, motion) + NODE_SOCKET_API(bool, hide_on_missing_motion) + NODE_SOCKET_API(bool, use_holdout) + NODE_SOCKET_API(bool, is_shadow_catcher) + NODE_SOCKET_API(float, shadow_terminator_shading_offset) + NODE_SOCKET_API(float, shadow_terminator_geometry_offset) + + NODE_SOCKET_API(float3, dupli_generated) + NODE_SOCKET_API(float2, dupli_uv) + + NODE_SOCKET_API(ParticleSystem *, particle_system); + NODE_SOCKET_API(int, particle_index); + + NODE_SOCKET_API(float, ao_distance) + + /* Set during device update. */ + bool intersects_volume; + + Object(); + ~Object(); + + void tag_update(Scene *scene); + + void compute_bounds(bool motion_blur); + void apply_transform(bool apply_to_motion); + + /* Convert between normalized -1..1 motion time and index + * in the motion array. */ + bool use_motion() const; + float motion_time(int step) const; + int motion_step(float time) const; + void update_motion(); + + /* Maximum number of motion steps supported (due to Embree). */ + static const uint MAX_MOTION_STEPS = 129; + + /* Check whether object is traceable and it worth adding it to + * kernel scene. + */ + bool is_traceable() const; + + /* Combine object's visibility with all possible internal run-time + * determined flags which denotes trace-time visibility. + */ + uint visibility_for_tracing() const; + + /* Returns the index that is used in the kernel for this object. */ + int get_device_index() const; + + /* Compute step size from attributes, shaders, transforms. */ + float compute_volume_step_size() const; + + protected: + /* Specifies the position of the object in scene->objects and + * in the device vectors. Gets set in device_update. */ + int index; + + /* Reference to the attribute map with object attributes, + * or 0 if none. Set in update_svm_attributes. */ + size_t attr_map_offset; + + friend class ObjectManager; + friend class GeometryManager; +}; + +/* Object Manager */ + +class ObjectManager { + uint32_t update_flags; + + public: + enum : uint32_t { + PARTICLE_MODIFIED = (1 << 0), + GEOMETRY_MANAGER = (1 << 1), + MOTION_BLUR_MODIFIED = (1 << 2), + OBJECT_ADDED = (1 << 3), + OBJECT_REMOVED = (1 << 4), + OBJECT_MODIFIED = (1 << 5), + HOLDOUT_MODIFIED = (1 << 6), + TRANSFORM_MODIFIED = (1 << 7), + VISIBILITY_MODIFIED = (1 << 8), + + /* tag everything in the manager for an update */ + UPDATE_ALL = ~0u, + + UPDATE_NONE = 0u, + }; + + bool need_flags_update; + + ObjectManager(); + ~ObjectManager(); + + void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress); + void device_update_transforms(DeviceScene *dscene, Scene *scene, Progress &progress); + + void device_update_flags(Device *device, + DeviceScene *dscene, + Scene *scene, + Progress &progress, + bool bounds_valid = true); + void device_update_mesh_offsets(Device *device, DeviceScene *dscene, Scene *scene); + + void device_free(Device *device, DeviceScene *dscene, bool force_free); + + void tag_update(Scene *scene, uint32_t flag); + + bool need_update() const; + + void apply_static_transforms(DeviceScene *dscene, Scene *scene, Progress &progress); + + string get_cryptomatte_objects(Scene *scene); + string get_cryptomatte_assets(Scene *scene); + + protected: + void device_update_object_transform(UpdateObjectTransformState *state, + Object *ob, + bool update_all); + void device_update_object_transform_task(UpdateObjectTransformState *state); + bool device_update_object_transform_pop_work(UpdateObjectTransformState *state, + int *start_index, + int *num_objects); +}; + +CCL_NAMESPACE_END + +#endif /* __OBJECT_H__ */ diff --git a/intern/cycles/scene/osl.cpp b/intern/cycles/scene/osl.cpp new file mode 100644 index 00000000000..c8ab83ab781 --- /dev/null +++ b/intern/cycles/scene/osl.cpp @@ -0,0 +1,1304 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "device/device.h" + +#include "scene/background.h" +#include "scene/colorspace.h" +#include "scene/light.h" +#include "scene/osl.h" +#include "scene/scene.h" +#include "scene/shader.h" +#include "scene/shader_graph.h" +#include "scene/shader_nodes.h" +#include "scene/stats.h" + +#ifdef WITH_OSL + +# include "kernel/osl/osl_globals.h" +# include "kernel/osl/osl_services.h" +# include "kernel/osl/osl_shader.h" + +# include "util/util_aligned_malloc.h" +# include "util/util_foreach.h" +# include "util/util_logging.h" +# include "util/util_md5.h" +# include "util/util_path.h" +# include "util/util_progress.h" +# include "util/util_projection.h" + +#endif + +CCL_NAMESPACE_BEGIN + +#ifdef WITH_OSL + +/* Shared Texture and Shading System */ + +OSL::TextureSystem *OSLShaderManager::ts_shared = NULL; +int OSLShaderManager::ts_shared_users = 0; +thread_mutex OSLShaderManager::ts_shared_mutex; + +OSL::ShadingSystem *OSLShaderManager::ss_shared = NULL; +OSLRenderServices *OSLShaderManager::services_shared = NULL; +int OSLShaderManager::ss_shared_users = 0; +thread_mutex OSLShaderManager::ss_shared_mutex; +thread_mutex OSLShaderManager::ss_mutex; +int OSLCompiler::texture_shared_unique_id = 0; + +/* Shader Manager */ + +OSLShaderManager::OSLShaderManager() +{ + texture_system_init(); + shading_system_init(); +} + +OSLShaderManager::~OSLShaderManager() +{ + shading_system_free(); + texture_system_free(); +} + +void OSLShaderManager::free_memory() +{ +# ifdef OSL_HAS_BLENDER_CLEANUP_FIX + /* There is a problem with LLVM+OSL: The order global destructors across + * different compilation units run cannot be guaranteed, on windows this means + * that the LLVM destructors run before the osl destructors, causing a crash + * when the process exits. the OSL in svn has a special cleanup hack to + * sidestep this behavior */ + OSL::pvt::LLVM_Util::Cleanup(); +# endif +} + +void OSLShaderManager::reset(Scene * /*scene*/) +{ + shading_system_free(); + shading_system_init(); +} + +void OSLShaderManager::device_update_specific(Device *device, + DeviceScene *dscene, + Scene *scene, + Progress &progress) +{ + if (!need_update()) + return; + + scoped_callback_timer timer([scene](double time) { + if (scene->update_stats) { + scene->update_stats->osl.times.add_entry({"device_update", time}); + } + }); + + VLOG(1) << "Total " << scene->shaders.size() << " shaders."; + + device_free(device, dscene, scene); + + /* set texture system */ + scene->image_manager->set_osl_texture_system((void *)ts); + + /* create shaders */ + OSLGlobals *og = (OSLGlobals *)device->get_cpu_osl_memory(); + Shader *background_shader = scene->background->get_shader(scene); + + foreach (Shader *shader, scene->shaders) { + assert(shader->graph); + + if (progress.get_cancel()) + return; + + /* we can only compile one shader at the time as the OSL ShadingSytem + * has a single state, but we put the lock here so different renders can + * compile shaders alternating */ + thread_scoped_lock lock(ss_mutex); + + OSLCompiler compiler(this, services, ss, scene); + compiler.background = (shader == background_shader); + compiler.compile(og, shader); + + if (shader->get_use_mis() && shader->has_surface_emission) + scene->light_manager->tag_update(scene, LightManager::SHADER_COMPILED); + } + + /* setup shader engine */ + og->ss = ss; + og->ts = ts; + og->services = services; + + int background_id = scene->shader_manager->get_shader_id(background_shader); + og->background_state = og->surface_state[background_id & SHADER_MASK]; + og->use = true; + + foreach (Shader *shader, scene->shaders) + shader->clear_modified(); + + update_flags = UPDATE_NONE; + + /* add special builtin texture types */ + services->textures.insert(ustring("@ao"), new OSLTextureHandle(OSLTextureHandle::AO)); + services->textures.insert(ustring("@bevel"), new OSLTextureHandle(OSLTextureHandle::BEVEL)); + + device_update_common(device, dscene, scene, progress); + + { + /* Perform greedyjit optimization. + * + * This might waste time on optimizing groups which are never actually + * used, but this prevents OSL from allocating data on TLS at render + * time. + * + * This is much better for us because this way we aren't required to + * stop task scheduler threads to make sure all TLS is clean and don't + * have issues with TLS data free accessing freed memory if task scheduler + * is being freed after the Session is freed. + */ + thread_scoped_lock lock(ss_shared_mutex); + ss->optimize_all_groups(); + } +} + +void OSLShaderManager::device_free(Device *device, DeviceScene *dscene, Scene *scene) +{ + OSLGlobals *og = (OSLGlobals *)device->get_cpu_osl_memory(); + + device_free_common(device, dscene, scene); + + /* clear shader engine */ + og->use = false; + og->ss = NULL; + og->ts = NULL; + + og->surface_state.clear(); + og->volume_state.clear(); + og->displacement_state.clear(); + og->bump_state.clear(); + og->background_state.reset(); +} + +void OSLShaderManager::texture_system_init() +{ + /* create texture system, shared between different renders to reduce memory usage */ + thread_scoped_lock lock(ts_shared_mutex); + + if (ts_shared_users == 0) { + ts_shared = TextureSystem::create(true); + + ts_shared->attribute("automip", 1); + ts_shared->attribute("autotile", 64); + ts_shared->attribute("gray_to_rgb", 1); + + /* effectively unlimited for now, until we support proper mipmap lookups */ + ts_shared->attribute("max_memory_MB", 16384); + } + + ts = ts_shared; + ts_shared_users++; +} + +void OSLShaderManager::texture_system_free() +{ + /* shared texture system decrease users and destroy if no longer used */ + thread_scoped_lock lock(ts_shared_mutex); + ts_shared_users--; + + if (ts_shared_users == 0) { + ts_shared->invalidate_all(true); + OSL::TextureSystem::destroy(ts_shared); + ts_shared = NULL; + } + + ts = NULL; +} + +void OSLShaderManager::shading_system_init() +{ + /* create shading system, shared between different renders to reduce memory usage */ + thread_scoped_lock lock(ss_shared_mutex); + + if (ss_shared_users == 0) { + /* Must use aligned new due to concurrent hash map. */ + services_shared = util_aligned_new(ts_shared); + + string shader_path = path_get("shader"); +# ifdef _WIN32 + /* Annoying thing, Cycles stores paths in UTF-8 codepage, so it can + * operate with file paths with any character. This requires to use wide + * char functions, but OSL uses old fashioned ANSI functions which means: + * + * - We have to convert our paths to ANSI before passing to OSL + * - OSL can't be used when there's a multi-byte character in the path + * to the shaders folder. + */ + shader_path = string_to_ansi(shader_path); +# endif + + ss_shared = new OSL::ShadingSystem(services_shared, ts_shared, &errhandler); + ss_shared->attribute("lockgeom", 1); + ss_shared->attribute("commonspace", "world"); + ss_shared->attribute("searchpath:shader", shader_path); + ss_shared->attribute("greedyjit", 1); + + VLOG(1) << "Using shader search path: " << shader_path; + + /* our own ray types */ + static const char *raytypes[] = { + "camera", /* PATH_RAY_CAMERA */ + "reflection", /* PATH_RAY_REFLECT */ + "refraction", /* PATH_RAY_TRANSMIT */ + "diffuse", /* PATH_RAY_DIFFUSE */ + "glossy", /* PATH_RAY_GLOSSY */ + "singular", /* PATH_RAY_SINGULAR */ + "transparent", /* PATH_RAY_TRANSPARENT */ + "volume_scatter", /* PATH_RAY_VOLUME_SCATTER */ + + "shadow", /* PATH_RAY_SHADOW_OPAQUE */ + "shadow", /* PATH_RAY_SHADOW_TRANSPARENT */ + + "__unused__", /* PATH_RAY_NODE_UNALIGNED */ + "__unused__", /* PATH_RAY_MIS_SKIP */ + + "diffuse_ancestor", /* PATH_RAY_DIFFUSE_ANCESTOR */ + + "__unused__", /* PATH_RAY_SINGLE_PASS_DONE */ + "__unused__", /* PATH_RAY_TRANSPARENT_BACKGROUND */ + "__unused__", /* PATH_RAY_TERMINATE_IMMEDIATE */ + "__unused__", /* PATH_RAY_TERMINATE_AFTER_TRANSPARENT */ + "__unused__", /* PATH_RAY_EMISSION */ + "__unused__", /* PATH_RAY_SUBSURFACE */ + "__unused__", /* PATH_RAY_DENOISING_FEATURES */ + "__unused__", /* PATH_RAY_REFLECT_PASS */ + "__unused__", /* PATH_RAY_TRANSMISSION_PASS */ + "__unused__", /* PATH_RAY_VOLUME_PASS */ + "__unused__", /* PATH_RAY_SHADOW_FOR_LIGHT */ + "__unused__", /* PATH_RAY_SHADOW_CATCHER_HIT */ + "__unused__", /* PATH_RAY_SHADOW_CATCHER_PASS */ + }; + + const int nraytypes = sizeof(raytypes) / sizeof(raytypes[0]); + ss_shared->attribute("raytypes", TypeDesc(TypeDesc::STRING, nraytypes), raytypes); + + OSLShader::register_closures((OSLShadingSystem *)ss_shared); + + loaded_shaders.clear(); + } + + ss = ss_shared; + services = services_shared; + ss_shared_users++; +} + +void OSLShaderManager::shading_system_free() +{ + /* shared shading system decrease users and destroy if no longer used */ + thread_scoped_lock lock(ss_shared_mutex); + ss_shared_users--; + + if (ss_shared_users == 0) { + delete ss_shared; + ss_shared = NULL; + + util_aligned_delete(services_shared); + services_shared = NULL; + } + + ss = NULL; + services = NULL; +} + +bool OSLShaderManager::osl_compile(const string &inputfile, const string &outputfile) +{ + vector options; + string stdosl_path; + string shader_path = path_get("shader"); + + /* specify output file name */ + options.push_back("-o"); + options.push_back(outputfile); + + /* specify standard include path */ + string include_path_arg = string("-I") + shader_path; + options.push_back(include_path_arg); + + stdosl_path = path_join(shader_path, "stdcycles.h"); + + /* compile */ + OSL::OSLCompiler *compiler = new OSL::OSLCompiler(&OSL::ErrorHandler::default_handler()); + bool ok = compiler->compile(string_view(inputfile), options, string_view(stdosl_path)); + delete compiler; + + return ok; +} + +bool OSLShaderManager::osl_query(OSL::OSLQuery &query, const string &filepath) +{ + string searchpath = path_user_get("shaders"); + return query.open(filepath, searchpath); +} + +static string shader_filepath_hash(const string &filepath, uint64_t modified_time) +{ + /* compute a hash from filepath and modified time to detect changes */ + MD5Hash md5; + md5.append((const uint8_t *)filepath.c_str(), filepath.size()); + md5.append((const uint8_t *)&modified_time, sizeof(modified_time)); + + return md5.get_hex(); +} + +const char *OSLShaderManager::shader_test_loaded(const string &hash) +{ + map::iterator it = loaded_shaders.find(hash); + return (it == loaded_shaders.end()) ? NULL : it->first.c_str(); +} + +OSLShaderInfo *OSLShaderManager::shader_loaded_info(const string &hash) +{ + map::iterator it = loaded_shaders.find(hash); + return (it == loaded_shaders.end()) ? NULL : &it->second; +} + +const char *OSLShaderManager::shader_load_filepath(string filepath) +{ + size_t len = filepath.size(); + string extension = filepath.substr(len - 4); + uint64_t modified_time = path_modified_time(filepath); + + if (extension == ".osl") { + /* .OSL File */ + string osopath = filepath.substr(0, len - 4) + ".oso"; + uint64_t oso_modified_time = path_modified_time(osopath); + + /* test if we have loaded the corresponding .OSO already */ + if (oso_modified_time != 0) { + const char *hash = shader_test_loaded(shader_filepath_hash(osopath, oso_modified_time)); + + if (hash) + return hash; + } + + /* Auto-compile .OSL to .OSO if needed. */ + if (oso_modified_time == 0 || (oso_modified_time < modified_time)) { + OSLShaderManager::osl_compile(filepath, osopath); + modified_time = path_modified_time(osopath); + } + else + modified_time = oso_modified_time; + + filepath = osopath; + } + else { + if (extension == ".oso") { + /* .OSO File, nothing to do */ + } + else if (path_dirname(filepath) == "") { + /* .OSO File in search path */ + filepath = path_join(path_user_get("shaders"), filepath + ".oso"); + } + else { + /* unknown file */ + return NULL; + } + + /* test if we have loaded this .OSO already */ + const char *hash = shader_test_loaded(shader_filepath_hash(filepath, modified_time)); + + if (hash) + return hash; + } + + /* read oso bytecode from file */ + string bytecode_hash = shader_filepath_hash(filepath, modified_time); + string bytecode; + + if (!path_read_text(filepath, bytecode)) { + fprintf(stderr, "Cycles shader graph: failed to read file %s\n", filepath.c_str()); + OSLShaderInfo info; + loaded_shaders[bytecode_hash] = info; /* to avoid repeat tries */ + return NULL; + } + + return shader_load_bytecode(bytecode_hash, bytecode); +} + +const char *OSLShaderManager::shader_load_bytecode(const string &hash, const string &bytecode) +{ + ss->LoadMemoryCompiledShader(hash.c_str(), bytecode.c_str()); + + OSLShaderInfo info; + + if (!info.query.open_bytecode(bytecode)) { + fprintf(stderr, "OSL query error: %s\n", info.query.geterror().c_str()); + } + + /* this is a bit weak, but works */ + info.has_surface_emission = (bytecode.find("\"emission\"") != string::npos); + info.has_surface_transparent = (bytecode.find("\"transparent\"") != string::npos); + info.has_surface_bssrdf = (bytecode.find("\"bssrdf\"") != string::npos); + + loaded_shaders[hash] = info; + + return loaded_shaders.find(hash)->first.c_str(); +} + +/* This is a static function to avoid RTTI link errors with only this + * file being compiled without RTTI to match OSL and LLVM libraries. */ +OSLNode *OSLShaderManager::osl_node(ShaderGraph *graph, + ShaderManager *manager, + const std::string &filepath, + const std::string &bytecode_hash, + const std::string &bytecode) +{ + if (!manager->use_osl()) { + return NULL; + } + + /* create query */ + OSLShaderManager *osl_manager = static_cast(manager); + const char *hash; + + if (!filepath.empty()) { + hash = osl_manager->shader_load_filepath(filepath); + } + else { + hash = osl_manager->shader_test_loaded(bytecode_hash); + if (!hash) + hash = osl_manager->shader_load_bytecode(bytecode_hash, bytecode); + } + + if (!hash) { + return NULL; + } + + OSLShaderInfo *info = osl_manager->shader_loaded_info(hash); + + /* count number of inputs */ + size_t num_inputs = 0; + + for (int i = 0; i < info->query.nparams(); i++) { + const OSL::OSLQuery::Parameter *param = info->query.getparam(i); + + /* skip unsupported types */ + if (param->varlenarray || param->isstruct || param->type.arraylen > 1) + continue; + + if (!param->isoutput) + num_inputs++; + } + + /* create node */ + OSLNode *node = OSLNode::create(graph, num_inputs); + + /* add new sockets from parameters */ + set used_sockets; + + for (int i = 0; i < info->query.nparams(); i++) { + const OSL::OSLQuery::Parameter *param = info->query.getparam(i); + + /* skip unsupported types */ + if (param->varlenarray || param->isstruct || param->type.arraylen > 1) + continue; + + SocketType::Type socket_type; + + if (param->isclosure) { + socket_type = SocketType::CLOSURE; + } + else if (param->type.vecsemantics != TypeDesc::NOSEMANTICS) { + if (param->type.vecsemantics == TypeDesc::COLOR) + socket_type = SocketType::COLOR; + else if (param->type.vecsemantics == TypeDesc::POINT) + socket_type = SocketType::POINT; + else if (param->type.vecsemantics == TypeDesc::VECTOR) + socket_type = SocketType::VECTOR; + else if (param->type.vecsemantics == TypeDesc::NORMAL) + socket_type = SocketType::NORMAL; + else + continue; + + if (!param->isoutput && param->validdefault) { + float3 *default_value = (float3 *)node->input_default_value(); + default_value->x = param->fdefault[0]; + default_value->y = param->fdefault[1]; + default_value->z = param->fdefault[2]; + } + } + else if (param->type.aggregate == TypeDesc::SCALAR) { + if (param->type.basetype == TypeDesc::INT) { + socket_type = SocketType::INT; + + if (!param->isoutput && param->validdefault) { + *(int *)node->input_default_value() = param->idefault[0]; + } + } + else if (param->type.basetype == TypeDesc::FLOAT) { + socket_type = SocketType::FLOAT; + + if (!param->isoutput && param->validdefault) { + *(float *)node->input_default_value() = param->fdefault[0]; + } + } + else if (param->type.basetype == TypeDesc::STRING) { + socket_type = SocketType::STRING; + + if (!param->isoutput && param->validdefault) { + *(ustring *)node->input_default_value() = param->sdefault[0]; + } + } + else + continue; + } + else + continue; + + if (param->isoutput) { + node->add_output(param->name, socket_type); + } + else { + node->add_input(param->name, socket_type); + } + } + + /* Set byte-code hash or file-path. */ + if (!bytecode_hash.empty()) { + node->bytecode_hash = bytecode_hash; + } + else { + node->filepath = filepath; + } + + /* Generate inputs and outputs */ + node->create_inputs_outputs(node->type); + + return node; +} + +/* Graph Compiler */ + +OSLCompiler::OSLCompiler(OSLShaderManager *manager, + OSLRenderServices *services, + OSL::ShadingSystem *ss, + Scene *scene) + : scene(scene), manager(manager), services(services), ss(ss) +{ + current_type = SHADER_TYPE_SURFACE; + current_shader = NULL; + background = false; +} + +string OSLCompiler::id(ShaderNode *node) +{ + /* assign layer unique name based on pointer address + bump mode */ + stringstream stream; + stream << "node_" << node->type->name << "_" << node; + + return stream.str(); +} + +string OSLCompiler::compatible_name(ShaderNode *node, ShaderInput *input) +{ + string sname(input->name().string()); + size_t i; + + /* Strip white-space. */ + while ((i = sname.find(" ")) != string::npos) + sname.replace(i, 1, ""); + + /* if output exists with the same name, add "In" suffix */ + foreach (ShaderOutput *output, node->outputs) { + if (input->name() == output->name()) { + sname += "In"; + break; + } + } + + return sname; +} + +string OSLCompiler::compatible_name(ShaderNode *node, ShaderOutput *output) +{ + string sname(output->name().string()); + size_t i; + + /* Strip white-space. */ + while ((i = sname.find(" ")) != string::npos) + sname.replace(i, 1, ""); + + /* if input exists with the same name, add "Out" suffix */ + foreach (ShaderInput *input, node->inputs) { + if (input->name() == output->name()) { + sname += "Out"; + break; + } + } + + return sname; +} + +bool OSLCompiler::node_skip_input(ShaderNode *node, ShaderInput *input) +{ + /* exception for output node, only one input is actually used + * depending on the current shader type */ + + if (input->flags() & SocketType::SVM_INTERNAL) + return true; + + if (node->special_type == SHADER_SPECIAL_TYPE_OUTPUT) { + if (input->name() == "Surface" && current_type != SHADER_TYPE_SURFACE) + return true; + if (input->name() == "Volume" && current_type != SHADER_TYPE_VOLUME) + return true; + if (input->name() == "Displacement" && current_type != SHADER_TYPE_DISPLACEMENT) + return true; + if (input->name() == "Normal" && current_type != SHADER_TYPE_BUMP) + return true; + } + else if (node->special_type == SHADER_SPECIAL_TYPE_BUMP) { + if (input->name() == "Height") + return true; + } + else if (current_type == SHADER_TYPE_DISPLACEMENT && input->link && + input->link->parent->special_type == SHADER_SPECIAL_TYPE_BUMP) + return true; + + return false; +} + +void OSLCompiler::add(ShaderNode *node, const char *name, bool isfilepath) +{ + /* load filepath */ + if (isfilepath) { + name = manager->shader_load_filepath(name); + + if (name == NULL) + return; + } + + /* pass in fixed parameter values */ + foreach (ShaderInput *input, node->inputs) { + if (!input->link) { + /* checks to untangle graphs */ + if (node_skip_input(node, input)) + continue; + + string param_name = compatible_name(node, input); + const SocketType &socket = input->socket_type; + switch (input->type()) { + case SocketType::COLOR: + parameter_color(param_name.c_str(), node->get_float3(socket)); + break; + case SocketType::POINT: + parameter_point(param_name.c_str(), node->get_float3(socket)); + break; + case SocketType::VECTOR: + parameter_vector(param_name.c_str(), node->get_float3(socket)); + break; + case SocketType::NORMAL: + parameter_normal(param_name.c_str(), node->get_float3(socket)); + break; + case SocketType::FLOAT: + parameter(param_name.c_str(), node->get_float(socket)); + break; + case SocketType::INT: + parameter(param_name.c_str(), node->get_int(socket)); + break; + case SocketType::STRING: + parameter(param_name.c_str(), node->get_string(socket)); + break; + case SocketType::CLOSURE: + case SocketType::UNDEFINED: + default: + break; + } + } + } + + /* Create shader of the appropriate type. OSL only distinguishes between "surface" + * and "displacement" at the moment. */ + if (current_type == SHADER_TYPE_SURFACE) + ss->Shader("surface", name, id(node).c_str()); + else if (current_type == SHADER_TYPE_VOLUME) + ss->Shader("surface", name, id(node).c_str()); + else if (current_type == SHADER_TYPE_DISPLACEMENT) + ss->Shader("displacement", name, id(node).c_str()); + else if (current_type == SHADER_TYPE_BUMP) + ss->Shader("displacement", name, id(node).c_str()); + else + assert(0); + + /* link inputs to other nodes */ + foreach (ShaderInput *input, node->inputs) { + if (input->link) { + if (node_skip_input(node, input)) + continue; + + /* connect shaders */ + string id_from = id(input->link->parent); + string id_to = id(node); + string param_from = compatible_name(input->link->parent, input->link); + string param_to = compatible_name(node, input); + + ss->ConnectShaders(id_from.c_str(), param_from.c_str(), id_to.c_str(), param_to.c_str()); + } + } + + /* test if we shader contains specific closures */ + OSLShaderInfo *info = manager->shader_loaded_info(name); + + if (current_type == SHADER_TYPE_SURFACE) { + if (info) { + if (info->has_surface_emission) + current_shader->has_surface_emission = true; + if (info->has_surface_transparent) + current_shader->has_surface_transparent = true; + if (info->has_surface_bssrdf) { + current_shader->has_surface_bssrdf = true; + current_shader->has_bssrdf_bump = true; /* can't detect yet */ + } + current_shader->has_bump = true; /* can't detect yet */ + current_shader->has_surface_raytrace = true; /* can't detect yet */ + } + + if (node->has_spatial_varying()) { + current_shader->has_surface_spatial_varying = true; + } + } + else if (current_type == SHADER_TYPE_VOLUME) { + if (node->has_spatial_varying()) + current_shader->has_volume_spatial_varying = true; + if (node->has_attribute_dependency()) + current_shader->has_volume_attribute_dependency = true; + } + + if (node->has_integrator_dependency()) { + current_shader->has_integrator_dependency = true; + } +} + +static TypeDesc array_typedesc(TypeDesc typedesc, int arraylength) +{ + return TypeDesc((TypeDesc::BASETYPE)typedesc.basetype, + (TypeDesc::AGGREGATE)typedesc.aggregate, + (TypeDesc::VECSEMANTICS)typedesc.vecsemantics, + arraylength); +} + +void OSLCompiler::parameter(ShaderNode *node, const char *name) +{ + ustring uname = ustring(name); + const SocketType &socket = *(node->type->find_input(uname)); + + switch (socket.type) { + case SocketType::BOOLEAN: { + int value = node->get_bool(socket); + ss->Parameter(name, TypeDesc::TypeInt, &value); + break; + } + case SocketType::FLOAT: { + float value = node->get_float(socket); + ss->Parameter(uname, TypeDesc::TypeFloat, &value); + break; + } + case SocketType::INT: { + int value = node->get_int(socket); + ss->Parameter(uname, TypeDesc::TypeInt, &value); + break; + } + case SocketType::COLOR: { + float3 value = node->get_float3(socket); + ss->Parameter(uname, TypeDesc::TypeColor, &value); + break; + } + case SocketType::VECTOR: { + float3 value = node->get_float3(socket); + ss->Parameter(uname, TypeDesc::TypeVector, &value); + break; + } + case SocketType::POINT: { + float3 value = node->get_float3(socket); + ss->Parameter(uname, TypeDesc::TypePoint, &value); + break; + } + case SocketType::NORMAL: { + float3 value = node->get_float3(socket); + ss->Parameter(uname, TypeDesc::TypeNormal, &value); + break; + } + case SocketType::POINT2: { + float2 value = node->get_float2(socket); + ss->Parameter(uname, TypeDesc(TypeDesc::FLOAT, TypeDesc::VEC2, TypeDesc::POINT), &value); + break; + } + case SocketType::STRING: { + ustring value = node->get_string(socket); + ss->Parameter(uname, TypeDesc::TypeString, &value); + break; + } + case SocketType::ENUM: { + ustring value = node->get_string(socket); + ss->Parameter(uname, TypeDesc::TypeString, &value); + break; + } + case SocketType::TRANSFORM: { + Transform value = node->get_transform(socket); + ProjectionTransform projection(value); + projection = projection_transpose(projection); + ss->Parameter(uname, TypeDesc::TypeMatrix, &projection); + break; + } + case SocketType::BOOLEAN_ARRAY: { + // OSL does not support booleans, so convert to int + const array &value = node->get_bool_array(socket); + array intvalue(value.size()); + for (size_t i = 0; i < value.size(); i++) + intvalue[i] = value[i]; + ss->Parameter(uname, array_typedesc(TypeDesc::TypeInt, value.size()), intvalue.data()); + break; + } + case SocketType::FLOAT_ARRAY: { + const array &value = node->get_float_array(socket); + ss->Parameter(uname, array_typedesc(TypeDesc::TypeFloat, value.size()), value.data()); + break; + } + case SocketType::INT_ARRAY: { + const array &value = node->get_int_array(socket); + ss->Parameter(uname, array_typedesc(TypeDesc::TypeInt, value.size()), value.data()); + break; + } + case SocketType::COLOR_ARRAY: + case SocketType::VECTOR_ARRAY: + case SocketType::POINT_ARRAY: + case SocketType::NORMAL_ARRAY: { + TypeDesc typedesc; + + switch (socket.type) { + case SocketType::COLOR_ARRAY: + typedesc = TypeDesc::TypeColor; + break; + case SocketType::VECTOR_ARRAY: + typedesc = TypeDesc::TypeVector; + break; + case SocketType::POINT_ARRAY: + typedesc = TypeDesc::TypePoint; + break; + case SocketType::NORMAL_ARRAY: + typedesc = TypeDesc::TypeNormal; + break; + default: + assert(0); + break; + } + + // convert to tightly packed array since float3 has padding + const array &value = node->get_float3_array(socket); + array fvalue(value.size() * 3); + for (size_t i = 0, j = 0; i < value.size(); i++) { + fvalue[j++] = value[i].x; + fvalue[j++] = value[i].y; + fvalue[j++] = value[i].z; + } + + ss->Parameter(uname, array_typedesc(typedesc, value.size()), fvalue.data()); + break; + } + case SocketType::POINT2_ARRAY: { + const array &value = node->get_float2_array(socket); + ss->Parameter( + uname, + array_typedesc(TypeDesc(TypeDesc::FLOAT, TypeDesc::VEC2, TypeDesc::POINT), value.size()), + value.data()); + break; + } + case SocketType::STRING_ARRAY: { + const array &value = node->get_string_array(socket); + ss->Parameter(uname, array_typedesc(TypeDesc::TypeString, value.size()), value.data()); + break; + } + case SocketType::TRANSFORM_ARRAY: { + const array &value = node->get_transform_array(socket); + array fvalue(value.size()); + for (size_t i = 0; i < value.size(); i++) { + fvalue[i] = projection_transpose(ProjectionTransform(value[i])); + } + ss->Parameter(uname, array_typedesc(TypeDesc::TypeMatrix, fvalue.size()), fvalue.data()); + break; + } + case SocketType::CLOSURE: + case SocketType::NODE: + case SocketType::NODE_ARRAY: + case SocketType::UNDEFINED: + case SocketType::UINT: { + assert(0); + break; + } + } +} + +void OSLCompiler::parameter(const char *name, float f) +{ + ss->Parameter(name, TypeDesc::TypeFloat, &f); +} + +void OSLCompiler::parameter_color(const char *name, float3 f) +{ + ss->Parameter(name, TypeDesc::TypeColor, &f); +} + +void OSLCompiler::parameter_point(const char *name, float3 f) +{ + ss->Parameter(name, TypeDesc::TypePoint, &f); +} + +void OSLCompiler::parameter_normal(const char *name, float3 f) +{ + ss->Parameter(name, TypeDesc::TypeNormal, &f); +} + +void OSLCompiler::parameter_vector(const char *name, float3 f) +{ + ss->Parameter(name, TypeDesc::TypeVector, &f); +} + +void OSLCompiler::parameter(const char *name, int f) +{ + ss->Parameter(name, TypeDesc::TypeInt, &f); +} + +void OSLCompiler::parameter(const char *name, const char *s) +{ + ss->Parameter(name, TypeDesc::TypeString, &s); +} + +void OSLCompiler::parameter(const char *name, ustring s) +{ + const char *str = s.c_str(); + ss->Parameter(name, TypeDesc::TypeString, &str); +} + +void OSLCompiler::parameter(const char *name, const Transform &tfm) +{ + ProjectionTransform projection(tfm); + projection = projection_transpose(projection); + ss->Parameter(name, TypeDesc::TypeMatrix, (float *)&projection); +} + +void OSLCompiler::parameter_array(const char *name, const float f[], int arraylen) +{ + TypeDesc type = TypeDesc::TypeFloat; + type.arraylen = arraylen; + ss->Parameter(name, type, f); +} + +void OSLCompiler::parameter_color_array(const char *name, const array &f) +{ + /* NOTE: cycles float3 type is actually 4 floats! need to use an explicit array. */ + array table(f.size()); + + for (int i = 0; i < f.size(); ++i) { + table[i][0] = f[i].x; + table[i][1] = f[i].y; + table[i][2] = f[i].z; + } + + TypeDesc type = TypeDesc::TypeColor; + type.arraylen = table.size(); + ss->Parameter(name, type, table.data()); +} + +void OSLCompiler::parameter_attribute(const char *name, ustring s) +{ + if (Attribute::name_standard(s.c_str())) + parameter(name, (string("geom:") + s.c_str()).c_str()); + else + parameter(name, s.c_str()); +} + +void OSLCompiler::find_dependencies(ShaderNodeSet &dependencies, ShaderInput *input) +{ + ShaderNode *node = (input->link) ? input->link->parent : NULL; + + if (node != NULL && dependencies.find(node) == dependencies.end()) { + foreach (ShaderInput *in, node->inputs) + if (!node_skip_input(node, in)) + find_dependencies(dependencies, in); + + dependencies.insert(node); + } +} + +void OSLCompiler::generate_nodes(const ShaderNodeSet &nodes) +{ + ShaderNodeSet done; + bool nodes_done; + + do { + nodes_done = true; + + foreach (ShaderNode *node, nodes) { + if (done.find(node) == done.end()) { + bool inputs_done = true; + + foreach (ShaderInput *input, node->inputs) + if (!node_skip_input(node, input)) + if (input->link && done.find(input->link->parent) == done.end()) + inputs_done = false; + + if (inputs_done) { + node->compile(*this); + done.insert(node); + + if (current_type == SHADER_TYPE_SURFACE) { + if (node->has_surface_emission()) + current_shader->has_surface_emission = true; + if (node->has_surface_transparent()) + current_shader->has_surface_transparent = true; + if (node->get_feature() & KERNEL_FEATURE_NODE_RAYTRACE) + current_shader->has_surface_raytrace = true; + if (node->has_spatial_varying()) + current_shader->has_surface_spatial_varying = true; + if (node->has_surface_bssrdf()) { + current_shader->has_surface_bssrdf = true; + if (node->has_bssrdf_bump()) + current_shader->has_bssrdf_bump = true; + } + if (node->has_bump()) { + current_shader->has_bump = true; + } + } + else if (current_type == SHADER_TYPE_VOLUME) { + if (node->has_spatial_varying()) + current_shader->has_volume_spatial_varying = true; + } + } + else + nodes_done = false; + } + } + } while (!nodes_done); +} + +OSL::ShaderGroupRef OSLCompiler::compile_type(Shader *shader, ShaderGraph *graph, ShaderType type) +{ + current_type = type; + + OSL::ShaderGroupRef group = ss->ShaderGroupBegin(shader->name.c_str()); + + ShaderNode *output = graph->output(); + ShaderNodeSet dependencies; + + if (type == SHADER_TYPE_SURFACE) { + /* generate surface shader */ + find_dependencies(dependencies, output->input("Surface")); + generate_nodes(dependencies); + output->compile(*this); + } + else if (type == SHADER_TYPE_BUMP) { + /* generate bump shader */ + find_dependencies(dependencies, output->input("Normal")); + generate_nodes(dependencies); + output->compile(*this); + } + else if (type == SHADER_TYPE_VOLUME) { + /* generate volume shader */ + find_dependencies(dependencies, output->input("Volume")); + generate_nodes(dependencies); + output->compile(*this); + } + else if (type == SHADER_TYPE_DISPLACEMENT) { + /* generate displacement shader */ + find_dependencies(dependencies, output->input("Displacement")); + generate_nodes(dependencies); + output->compile(*this); + } + else + assert(0); + + ss->ShaderGroupEnd(); + + return group; +} + +void OSLCompiler::compile(OSLGlobals *og, Shader *shader) +{ + if (shader->is_modified()) { + ShaderGraph *graph = shader->graph; + ShaderNode *output = (graph) ? graph->output() : NULL; + + bool has_bump = (shader->get_displacement_method() != DISPLACE_TRUE) && + output->input("Surface")->link && output->input("Displacement")->link; + + /* finalize */ + shader->graph->finalize(scene, + has_bump, + shader->has_integrator_dependency, + shader->get_displacement_method() == DISPLACE_BOTH); + + current_shader = shader; + + shader->has_surface = false; + shader->has_surface_emission = false; + shader->has_surface_transparent = false; + shader->has_surface_bssrdf = false; + shader->has_bump = has_bump; + shader->has_bssrdf_bump = has_bump; + shader->has_volume = false; + shader->has_displacement = false; + shader->has_surface_spatial_varying = false; + shader->has_volume_spatial_varying = false; + shader->has_volume_attribute_dependency = false; + shader->has_integrator_dependency = false; + + /* generate surface shader */ + if (shader->reference_count() && graph && output->input("Surface")->link) { + shader->osl_surface_ref = compile_type(shader, shader->graph, SHADER_TYPE_SURFACE); + + if (has_bump) + shader->osl_surface_bump_ref = compile_type(shader, shader->graph, SHADER_TYPE_BUMP); + else + shader->osl_surface_bump_ref = OSL::ShaderGroupRef(); + + shader->has_surface = true; + } + else { + shader->osl_surface_ref = OSL::ShaderGroupRef(); + shader->osl_surface_bump_ref = OSL::ShaderGroupRef(); + } + + /* generate volume shader */ + if (shader->reference_count() && graph && output->input("Volume")->link) { + shader->osl_volume_ref = compile_type(shader, shader->graph, SHADER_TYPE_VOLUME); + shader->has_volume = true; + } + else + shader->osl_volume_ref = OSL::ShaderGroupRef(); + + /* generate displacement shader */ + if (shader->reference_count() && graph && output->input("Displacement")->link) { + shader->osl_displacement_ref = compile_type(shader, shader->graph, SHADER_TYPE_DISPLACEMENT); + shader->has_displacement = true; + } + else + shader->osl_displacement_ref = OSL::ShaderGroupRef(); + } + + /* push state to array for lookup */ + og->surface_state.push_back(shader->osl_surface_ref); + og->volume_state.push_back(shader->osl_volume_ref); + og->displacement_state.push_back(shader->osl_displacement_ref); + og->bump_state.push_back(shader->osl_surface_bump_ref); +} + +void OSLCompiler::parameter_texture(const char *name, ustring filename, ustring colorspace) +{ + /* Textured loaded through the OpenImageIO texture cache. For this + * case we need to do runtime color space conversion. */ + OSLTextureHandle *handle = new OSLTextureHandle(OSLTextureHandle::OIIO); + handle->processor = ColorSpaceManager::get_processor(colorspace); + services->textures.insert(filename, handle); + parameter(name, filename); +} + +void OSLCompiler::parameter_texture(const char *name, int svm_slot) +{ + /* Texture loaded through SVM image texture system. We generate a unique + * name, which ends up being used in OSLRenderServices::get_texture_handle + * to get handle again. Note that this name must be unique between multiple + * render sessions as the render services are shared. */ + ustring filename(string_printf("@svm%d", texture_shared_unique_id++).c_str()); + services->textures.insert(filename, new OSLTextureHandle(OSLTextureHandle::SVM, svm_slot)); + parameter(name, filename); +} + +void OSLCompiler::parameter_texture_ies(const char *name, int svm_slot) +{ + /* IES light textures stored in SVM. */ + ustring filename(string_printf("@svm%d", texture_shared_unique_id++).c_str()); + services->textures.insert(filename, new OSLTextureHandle(OSLTextureHandle::IES, svm_slot)); + parameter(name, filename); +} + +#else + +void OSLCompiler::add(ShaderNode * /*node*/, const char * /*name*/, bool /*isfilepath*/) +{ +} + +void OSLCompiler::parameter(ShaderNode * /*node*/, const char * /*name*/) +{ +} + +void OSLCompiler::parameter(const char * /*name*/, float /*f*/) +{ +} + +void OSLCompiler::parameter_color(const char * /*name*/, float3 /*f*/) +{ +} + +void OSLCompiler::parameter_vector(const char * /*name*/, float3 /*f*/) +{ +} + +void OSLCompiler::parameter_point(const char * /*name*/, float3 /*f*/) +{ +} + +void OSLCompiler::parameter_normal(const char * /*name*/, float3 /*f*/) +{ +} + +void OSLCompiler::parameter(const char * /*name*/, int /*f*/) +{ +} + +void OSLCompiler::parameter(const char * /*name*/, const char * /*s*/) +{ +} + +void OSLCompiler::parameter(const char * /*name*/, ustring /*s*/) +{ +} + +void OSLCompiler::parameter(const char * /*name*/, const Transform & /*tfm*/) +{ +} + +void OSLCompiler::parameter_array(const char * /*name*/, const float /*f*/[], int /*arraylen*/) +{ +} + +void OSLCompiler::parameter_color_array(const char * /*name*/, const array & /*f*/) +{ +} + +void OSLCompiler::parameter_texture(const char * /* name */, + ustring /* filename */, + ustring /* colorspace */) +{ +} + +void OSLCompiler::parameter_texture(const char * /* name */, int /* svm_slot */) +{ +} + +void OSLCompiler::parameter_texture_ies(const char * /* name */, int /* svm_slot */) +{ +} + +#endif /* WITH_OSL */ + +CCL_NAMESPACE_END diff --git a/intern/cycles/scene/osl.h b/intern/cycles/scene/osl.h new file mode 100644 index 00000000000..4161fe6ed67 --- /dev/null +++ b/intern/cycles/scene/osl.h @@ -0,0 +1,198 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef __OSL_H__ +#define __OSL_H__ + +#include "util/util_array.h" +#include "util/util_set.h" +#include "util/util_string.h" +#include "util/util_thread.h" + +#include "scene/shader.h" +#include "scene/shader_graph.h" +#include "scene/shader_nodes.h" + +#ifdef WITH_OSL +# include +# include +# include +# include +#endif + +CCL_NAMESPACE_BEGIN + +class Device; +class DeviceScene; +class ImageManager; +class OSLRenderServices; +struct OSLGlobals; +class Scene; +class ShaderGraph; +class ShaderNode; +class ShaderInput; +class ShaderOutput; + +#ifdef WITH_OSL + +/* OSL Shader Info + * to auto detect closures in the shader for MIS and transparent shadows */ + +struct OSLShaderInfo { + OSLShaderInfo() + : has_surface_emission(false), has_surface_transparent(false), has_surface_bssrdf(false) + { + } + + OSL::OSLQuery query; + bool has_surface_emission; + bool has_surface_transparent; + bool has_surface_bssrdf; +}; + +/* Shader Manage */ + +class OSLShaderManager : public ShaderManager { + public: + OSLShaderManager(); + ~OSLShaderManager(); + + static void free_memory(); + + void reset(Scene *scene) override; + + bool use_osl() override + { + return true; + } + + void device_update_specific(Device *device, + DeviceScene *dscene, + Scene *scene, + Progress &progress) override; + void device_free(Device *device, DeviceScene *dscene, Scene *scene) override; + + /* osl compile and query */ + static bool osl_compile(const string &inputfile, const string &outputfile); + static bool osl_query(OSL::OSLQuery &query, const string &filepath); + + /* shader file loading, all functions return pointer to hash string if found */ + const char *shader_test_loaded(const string &hash); + const char *shader_load_bytecode(const string &hash, const string &bytecode); + const char *shader_load_filepath(string filepath); + OSLShaderInfo *shader_loaded_info(const string &hash); + + /* create OSL node using OSLQuery */ + static OSLNode *osl_node(ShaderGraph *graph, + ShaderManager *manager, + const std::string &filepath, + const std::string &bytecode_hash = "", + const std::string &bytecode = ""); + + protected: + void texture_system_init(); + void texture_system_free(); + + void shading_system_init(); + void shading_system_free(); + + OSL::ShadingSystem *ss; + OSL::TextureSystem *ts; + OSLRenderServices *services; + OSL::ErrorHandler errhandler; + map loaded_shaders; + + static OSL::TextureSystem *ts_shared; + static thread_mutex ts_shared_mutex; + static int ts_shared_users; + + static OSL::ShadingSystem *ss_shared; + static OSLRenderServices *services_shared; + static thread_mutex ss_shared_mutex; + static thread_mutex ss_mutex; + static int ss_shared_users; +}; + +#endif + +/* Graph Compiler */ + +class OSLCompiler { + public: +#ifdef WITH_OSL + OSLCompiler(OSLShaderManager *manager, + OSLRenderServices *services, + OSL::ShadingSystem *shadingsys, + Scene *scene); +#endif + void compile(OSLGlobals *og, Shader *shader); + + void add(ShaderNode *node, const char *name, bool isfilepath = false); + + void parameter(ShaderNode *node, const char *name); + + void parameter(const char *name, float f); + void parameter_color(const char *name, float3 f); + void parameter_vector(const char *name, float3 f); + void parameter_normal(const char *name, float3 f); + void parameter_point(const char *name, float3 f); + void parameter(const char *name, int f); + void parameter(const char *name, const char *s); + void parameter(const char *name, ustring str); + void parameter(const char *name, const Transform &tfm); + + void parameter_array(const char *name, const float f[], int arraylen); + void parameter_color_array(const char *name, const array &f); + + void parameter_attribute(const char *name, ustring s); + + void parameter_texture(const char *name, ustring filename, ustring colorspace); + void parameter_texture(const char *name, int svm_slot); + void parameter_texture_ies(const char *name, int svm_slot); + + ShaderType output_type() + { + return current_type; + } + + bool background; + Scene *scene; + + private: +#ifdef WITH_OSL + string id(ShaderNode *node); + OSL::ShaderGroupRef compile_type(Shader *shader, ShaderGraph *graph, ShaderType type); + bool node_skip_input(ShaderNode *node, ShaderInput *input); + string compatible_name(ShaderNode *node, ShaderInput *input); + string compatible_name(ShaderNode *node, ShaderOutput *output); + + void find_dependencies(ShaderNodeSet &dependencies, ShaderInput *input); + void generate_nodes(const ShaderNodeSet &nodes); + + OSLShaderManager *manager; + OSLRenderServices *services; + OSL::ShadingSystem *ss; +#endif + + ShaderType current_type; + Shader *current_shader; + + static int texture_shared_unique_id; +}; + +CCL_NAMESPACE_END + +#endif /* __OSL_H__ */ diff --git a/intern/cycles/scene/particles.cpp b/intern/cycles/scene/particles.cpp new file mode 100644 index 00000000000..8041c57ba02 --- /dev/null +++ b/intern/cycles/scene/particles.cpp @@ -0,0 +1,149 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "scene/particles.h" +#include "device/device.h" +#include "scene/scene.h" +#include "scene/stats.h" + +#include "util/util_foreach.h" +#include "util/util_hash.h" +#include "util/util_logging.h" +#include "util/util_map.h" +#include "util/util_progress.h" +#include "util/util_vector.h" + +CCL_NAMESPACE_BEGIN + +/* Particle System */ + +NODE_DEFINE(ParticleSystem) +{ + NodeType *type = NodeType::add("particle_system", create); + return type; +} + +ParticleSystem::ParticleSystem() : Node(get_node_type()) +{ +} + +ParticleSystem::~ParticleSystem() +{ +} + +void ParticleSystem::tag_update(Scene *scene) +{ + scene->particle_system_manager->tag_update(scene); +} + +/* Particle System Manager */ + +ParticleSystemManager::ParticleSystemManager() +{ + need_update_ = true; +} + +ParticleSystemManager::~ParticleSystemManager() +{ +} + +void ParticleSystemManager::device_update_particles(Device *, + DeviceScene *dscene, + Scene *scene, + Progress &progress) +{ + /* count particles. + * adds one dummy particle at the beginning to avoid invalid lookups, + * in case a shader uses particle info without actual particle data. */ + int num_particles = 1; + for (size_t j = 0; j < scene->particle_systems.size(); j++) + num_particles += scene->particle_systems[j]->particles.size(); + + KernelParticle *kparticles = dscene->particles.alloc(num_particles); + + /* dummy particle */ + memset(kparticles, 0, sizeof(KernelParticle)); + + int i = 1; + for (size_t j = 0; j < scene->particle_systems.size(); j++) { + ParticleSystem *psys = scene->particle_systems[j]; + + for (size_t k = 0; k < psys->particles.size(); k++) { + /* pack in texture */ + Particle &pa = psys->particles[k]; + + kparticles[i].index = pa.index; + kparticles[i].age = pa.age; + kparticles[i].lifetime = pa.lifetime; + kparticles[i].size = pa.size; + kparticles[i].rotation = pa.rotation; + kparticles[i].location = float3_to_float4(pa.location); + kparticles[i].velocity = float3_to_float4(pa.velocity); + kparticles[i].angular_velocity = float3_to_float4(pa.angular_velocity); + + i++; + + if (progress.get_cancel()) + return; + } + } + + dscene->particles.copy_to_device(); +} + +void ParticleSystemManager::device_update(Device *device, + DeviceScene *dscene, + Scene *scene, + Progress &progress) +{ + if (!need_update()) + return; + + scoped_callback_timer timer([scene](double time) { + if (scene->update_stats) { + scene->update_stats->particles.times.add_entry({"device_update", time}); + } + }); + + VLOG(1) << "Total " << scene->particle_systems.size() << " particle systems."; + + device_free(device, dscene); + + progress.set_status("Updating Particle Systems", "Copying Particles to device"); + device_update_particles(device, dscene, scene, progress); + + if (progress.get_cancel()) + return; + + need_update_ = false; +} + +void ParticleSystemManager::device_free(Device *, DeviceScene *dscene) +{ + dscene->particles.free(); +} + +void ParticleSystemManager::tag_update(Scene * /*scene*/) +{ + need_update_ = true; +} + +bool ParticleSystemManager::need_update() const +{ + return need_update_; +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/scene/particles.h b/intern/cycles/scene/particles.h new file mode 100644 index 00000000000..8b59756f148 --- /dev/null +++ b/intern/cycles/scene/particles.h @@ -0,0 +1,80 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef __PARTICLES_H__ +#define __PARTICLES_H__ + +#include "util/util_array.h" +#include "util/util_types.h" + +#include "graph/node.h" + +CCL_NAMESPACE_BEGIN + +class Device; +class DeviceScene; +class Progress; +class Scene; + +/* Particle System */ + +struct Particle { + int index; + float age; + float lifetime; + float3 location; + float4 rotation; + float size; + float3 velocity; + float3 angular_velocity; +}; + +class ParticleSystem : public Node { + public: + NODE_DECLARE + + ParticleSystem(); + ~ParticleSystem(); + + void tag_update(Scene *scene); + + array particles; +}; + +/* ParticleSystem Manager */ + +class ParticleSystemManager { + bool need_update_; + + public: + ParticleSystemManager(); + ~ParticleSystemManager(); + + void device_update_particles(Device *device, + DeviceScene *dscene, + Scene *scene, + Progress &progress); + void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress); + void device_free(Device *device, DeviceScene *dscene); + + void tag_update(Scene *scene); + + bool need_update() const; +}; + +CCL_NAMESPACE_END + +#endif /* __PARTICLES_H__ */ diff --git a/intern/cycles/scene/pass.cpp b/intern/cycles/scene/pass.cpp new file mode 100644 index 00000000000..ee770ac8e58 --- /dev/null +++ b/intern/cycles/scene/pass.cpp @@ -0,0 +1,426 @@ +/* + * Copyright 2011-2021 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "scene/pass.h" + +#include "util/util_algorithm.h" +#include "util/util_logging.h" + +CCL_NAMESPACE_BEGIN + +const char *pass_type_as_string(const PassType type) +{ + const int type_int = static_cast(type); + + const NodeEnum *type_enum = Pass::get_type_enum(); + + if (!type_enum->exists(type_int)) { + LOG(DFATAL) << "Unhandled pass type " << static_cast(type) << ", not supposed to happen."; + return "UNKNOWN"; + } + + return (*type_enum)[type_int].c_str(); +} + +const char *pass_mode_as_string(PassMode mode) +{ + switch (mode) { + case PassMode::NOISY: + return "NOISY"; + case PassMode::DENOISED: + return "DENOISED"; + } + + LOG(DFATAL) << "Unhandled pass mode " << static_cast(mode) << ", should never happen."; + return "UNKNOWN"; +} + +std::ostream &operator<<(std::ostream &os, PassMode mode) +{ + os << pass_mode_as_string(mode); + return os; +} + +const NodeEnum *Pass::get_type_enum() +{ + static NodeEnum pass_type_enum; + + if (pass_type_enum.empty()) { + + /* Light Passes. */ + pass_type_enum.insert("combined", PASS_COMBINED); + pass_type_enum.insert("emission", PASS_EMISSION); + pass_type_enum.insert("background", PASS_BACKGROUND); + pass_type_enum.insert("ao", PASS_AO); + pass_type_enum.insert("shadow", PASS_SHADOW); + pass_type_enum.insert("diffuse", PASS_DIFFUSE); + pass_type_enum.insert("diffuse_direct", PASS_DIFFUSE_DIRECT); + pass_type_enum.insert("diffuse_indirect", PASS_DIFFUSE_INDIRECT); + pass_type_enum.insert("glossy", PASS_GLOSSY); + pass_type_enum.insert("glossy_direct", PASS_GLOSSY_DIRECT); + pass_type_enum.insert("glossy_indirect", PASS_GLOSSY_INDIRECT); + pass_type_enum.insert("transmission", PASS_TRANSMISSION); + pass_type_enum.insert("transmission_direct", PASS_TRANSMISSION_DIRECT); + pass_type_enum.insert("transmission_indirect", PASS_TRANSMISSION_INDIRECT); + pass_type_enum.insert("volume", PASS_VOLUME); + pass_type_enum.insert("volume_direct", PASS_VOLUME_DIRECT); + pass_type_enum.insert("volume_indirect", PASS_VOLUME_INDIRECT); + + /* Data passes. */ + pass_type_enum.insert("depth", PASS_DEPTH); + pass_type_enum.insert("position", PASS_POSITION); + pass_type_enum.insert("normal", PASS_NORMAL); + pass_type_enum.insert("roughness", PASS_ROUGHNESS); + pass_type_enum.insert("uv", PASS_UV); + pass_type_enum.insert("object_id", PASS_OBJECT_ID); + pass_type_enum.insert("material_id", PASS_MATERIAL_ID); + pass_type_enum.insert("motion", PASS_MOTION); + pass_type_enum.insert("motion_weight", PASS_MOTION_WEIGHT); + pass_type_enum.insert("cryptomatte", PASS_CRYPTOMATTE); + pass_type_enum.insert("aov_color", PASS_AOV_COLOR); + pass_type_enum.insert("aov_value", PASS_AOV_VALUE); + pass_type_enum.insert("adaptive_aux_buffer", PASS_ADAPTIVE_AUX_BUFFER); + pass_type_enum.insert("sample_count", PASS_SAMPLE_COUNT); + pass_type_enum.insert("diffuse_color", PASS_DIFFUSE_COLOR); + pass_type_enum.insert("glossy_color", PASS_GLOSSY_COLOR); + pass_type_enum.insert("transmission_color", PASS_TRANSMISSION_COLOR); + pass_type_enum.insert("mist", PASS_MIST); + pass_type_enum.insert("denoising_normal", PASS_DENOISING_NORMAL); + pass_type_enum.insert("denoising_albedo", PASS_DENOISING_ALBEDO); + pass_type_enum.insert("denoising_depth", PASS_DENOISING_DEPTH); + + pass_type_enum.insert("shadow_catcher", PASS_SHADOW_CATCHER); + pass_type_enum.insert("shadow_catcher_sample_count", PASS_SHADOW_CATCHER_SAMPLE_COUNT); + pass_type_enum.insert("shadow_catcher_matte", PASS_SHADOW_CATCHER_MATTE); + + pass_type_enum.insert("bake_primitive", PASS_BAKE_PRIMITIVE); + pass_type_enum.insert("bake_differential", PASS_BAKE_DIFFERENTIAL); + } + + return &pass_type_enum; +} + +const NodeEnum *Pass::get_mode_enum() +{ + static NodeEnum pass_mode_enum; + + if (pass_mode_enum.empty()) { + pass_mode_enum.insert("noisy", static_cast(PassMode::NOISY)); + pass_mode_enum.insert("denoised", static_cast(PassMode::DENOISED)); + } + + return &pass_mode_enum; +} + +NODE_DEFINE(Pass) +{ + NodeType *type = NodeType::add("pass", create); + + const NodeEnum *pass_type_enum = get_type_enum(); + const NodeEnum *pass_mode_enum = get_mode_enum(); + + SOCKET_ENUM(type, "Type", *pass_type_enum, PASS_COMBINED); + SOCKET_ENUM(mode, "Mode", *pass_mode_enum, static_cast(PassMode::DENOISED)); + SOCKET_STRING(name, "Name", ustring()); + SOCKET_BOOLEAN(include_albedo, "Include Albedo", false); + + return type; +} + +Pass::Pass() : Node(get_node_type()), is_auto_(false) +{ +} + +PassInfo Pass::get_info() const +{ + return get_info(type, include_albedo); +} + +bool Pass::is_written() const +{ + return get_info().is_written; +} + +PassInfo Pass::get_info(const PassType type, const bool include_albedo) +{ + PassInfo pass_info; + + pass_info.use_filter = true; + pass_info.use_exposure = false; + pass_info.divide_type = PASS_NONE; + pass_info.use_compositing = false; + pass_info.use_denoising_albedo = true; + + switch (type) { + case PASS_NONE: + pass_info.num_components = 0; + break; + case PASS_COMBINED: + pass_info.num_components = 4; + pass_info.use_exposure = true; + pass_info.support_denoise = true; + break; + case PASS_DEPTH: + pass_info.num_components = 1; + pass_info.use_filter = false; + break; + case PASS_MIST: + pass_info.num_components = 1; + break; + case PASS_POSITION: + pass_info.num_components = 3; + break; + case PASS_NORMAL: + pass_info.num_components = 3; + break; + case PASS_ROUGHNESS: + pass_info.num_components = 1; + break; + case PASS_UV: + pass_info.num_components = 3; + break; + case PASS_MOTION: + pass_info.num_components = 4; + pass_info.divide_type = PASS_MOTION_WEIGHT; + break; + case PASS_MOTION_WEIGHT: + pass_info.num_components = 1; + break; + case PASS_OBJECT_ID: + case PASS_MATERIAL_ID: + pass_info.num_components = 1; + pass_info.use_filter = false; + break; + + case PASS_EMISSION: + case PASS_BACKGROUND: + pass_info.num_components = 3; + pass_info.use_exposure = true; + break; + case PASS_AO: + pass_info.num_components = 3; + break; + case PASS_SHADOW: + pass_info.num_components = 3; + pass_info.use_exposure = false; + break; + + case PASS_DIFFUSE_COLOR: + case PASS_GLOSSY_COLOR: + case PASS_TRANSMISSION_COLOR: + pass_info.num_components = 3; + break; + case PASS_DIFFUSE: + pass_info.num_components = 3; + pass_info.use_exposure = true; + pass_info.direct_type = PASS_DIFFUSE_DIRECT; + pass_info.indirect_type = PASS_DIFFUSE_INDIRECT; + pass_info.divide_type = (!include_albedo) ? PASS_DIFFUSE_COLOR : PASS_NONE; + pass_info.use_compositing = true; + pass_info.is_written = false; + break; + case PASS_DIFFUSE_DIRECT: + case PASS_DIFFUSE_INDIRECT: + pass_info.num_components = 3; + pass_info.use_exposure = true; + pass_info.divide_type = (!include_albedo) ? PASS_DIFFUSE_COLOR : PASS_NONE; + pass_info.use_compositing = true; + break; + case PASS_GLOSSY: + pass_info.num_components = 3; + pass_info.use_exposure = true; + pass_info.direct_type = PASS_GLOSSY_DIRECT; + pass_info.indirect_type = PASS_GLOSSY_INDIRECT; + pass_info.divide_type = (!include_albedo) ? PASS_GLOSSY_COLOR : PASS_NONE; + pass_info.use_compositing = true; + pass_info.is_written = false; + break; + case PASS_GLOSSY_DIRECT: + case PASS_GLOSSY_INDIRECT: + pass_info.num_components = 3; + pass_info.use_exposure = true; + pass_info.divide_type = (!include_albedo) ? PASS_GLOSSY_COLOR : PASS_NONE; + pass_info.use_compositing = true; + break; + case PASS_TRANSMISSION: + pass_info.num_components = 3; + pass_info.use_exposure = true; + pass_info.direct_type = PASS_TRANSMISSION_DIRECT; + pass_info.indirect_type = PASS_TRANSMISSION_INDIRECT; + pass_info.divide_type = (!include_albedo) ? PASS_TRANSMISSION_COLOR : PASS_NONE; + pass_info.use_compositing = true; + pass_info.is_written = false; + break; + case PASS_TRANSMISSION_DIRECT: + case PASS_TRANSMISSION_INDIRECT: + pass_info.num_components = 3; + pass_info.use_exposure = true; + pass_info.divide_type = (!include_albedo) ? PASS_TRANSMISSION_COLOR : PASS_NONE; + pass_info.use_compositing = true; + break; + case PASS_VOLUME: + pass_info.num_components = 3; + pass_info.use_exposure = true; + pass_info.direct_type = PASS_VOLUME_DIRECT; + pass_info.indirect_type = PASS_VOLUME_INDIRECT; + pass_info.use_compositing = true; + pass_info.is_written = false; + break; + case PASS_VOLUME_DIRECT: + case PASS_VOLUME_INDIRECT: + pass_info.num_components = 3; + pass_info.use_exposure = true; + break; + + case PASS_CRYPTOMATTE: + pass_info.num_components = 4; + break; + + case PASS_DENOISING_NORMAL: + pass_info.num_components = 3; + break; + case PASS_DENOISING_ALBEDO: + pass_info.num_components = 3; + break; + case PASS_DENOISING_DEPTH: + pass_info.num_components = 1; + break; + + case PASS_SHADOW_CATCHER: + pass_info.num_components = 3; + pass_info.use_exposure = true; + pass_info.use_compositing = true; + pass_info.use_denoising_albedo = false; + pass_info.support_denoise = true; + break; + case PASS_SHADOW_CATCHER_SAMPLE_COUNT: + pass_info.num_components = 1; + break; + case PASS_SHADOW_CATCHER_MATTE: + pass_info.num_components = 4; + pass_info.use_exposure = true; + pass_info.support_denoise = true; + /* Without shadow catcher approximation compositing is not needed. + * Since we don't know here whether approximation is used or not, leave the decision up to + * the caller which will know that. */ + break; + + case PASS_ADAPTIVE_AUX_BUFFER: + pass_info.num_components = 4; + break; + case PASS_SAMPLE_COUNT: + pass_info.num_components = 1; + pass_info.use_exposure = false; + break; + + case PASS_AOV_COLOR: + pass_info.num_components = 3; + break; + case PASS_AOV_VALUE: + pass_info.num_components = 1; + break; + + case PASS_BAKE_PRIMITIVE: + case PASS_BAKE_DIFFERENTIAL: + pass_info.num_components = 4; + pass_info.use_exposure = false; + pass_info.use_filter = false; + break; + + case PASS_CATEGORY_LIGHT_END: + case PASS_CATEGORY_DATA_END: + case PASS_CATEGORY_BAKE_END: + case PASS_NUM: + LOG(DFATAL) << "Unexpected pass type is used " << type; + pass_info.num_components = 0; + break; + } + + return pass_info; +} + +bool Pass::contains(const vector &passes, PassType type) +{ + for (const Pass *pass : passes) { + if (pass->get_type() != type) { + continue; + } + + return true; + } + + return false; +} + +const Pass *Pass::find(const vector &passes, const string &name) +{ + for (const Pass *pass : passes) { + if (pass->get_name() == name) { + return pass; + } + } + + return nullptr; +} + +const Pass *Pass::find(const vector &passes, PassType type, PassMode mode) +{ + for (const Pass *pass : passes) { + if (pass->get_type() != type || pass->get_mode() != mode) { + continue; + } + + return pass; + } + + return nullptr; +} + +int Pass::get_offset(const vector &passes, const Pass *pass) +{ + int pass_offset = 0; + + for (const Pass *current_pass : passes) { + /* Note that pass name is allowed to be empty. This is why we check for type and mode. */ + if (current_pass->get_type() == pass->get_type() && + current_pass->get_mode() == pass->get_mode() && + current_pass->get_name() == pass->get_name()) { + if (current_pass->is_written()) { + return pass_offset; + } + else { + return PASS_UNUSED; + } + } + if (current_pass->is_written()) { + pass_offset += current_pass->get_info().num_components; + } + } + + return PASS_UNUSED; +} + +std::ostream &operator<<(std::ostream &os, const Pass &pass) +{ + os << "type: " << pass_type_as_string(pass.get_type()); + os << ", name: \"" << pass.get_name() << "\""; + os << ", mode: " << pass.get_mode(); + os << ", is_written: " << string_from_bool(pass.is_written()); + + return os; +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/scene/pass.h b/intern/cycles/scene/pass.h new file mode 100644 index 00000000000..82230c62cb0 --- /dev/null +++ b/intern/cycles/scene/pass.h @@ -0,0 +1,106 @@ +/* + * Copyright 2011-2021 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#pragma once + +#include // NOLINT + +#include "util/util_string.h" +#include "util/util_vector.h" + +#include "kernel/kernel_types.h" + +#include "graph/node.h" + +CCL_NAMESPACE_BEGIN + +const char *pass_type_as_string(const PassType type); + +enum class PassMode { + NOISY, + DENOISED, +}; +const char *pass_mode_as_string(PassMode mode); +std::ostream &operator<<(std::ostream &os, PassMode mode); + +struct PassInfo { + int num_components = -1; + bool use_filter = false; + bool use_exposure = false; + bool is_written = true; + PassType divide_type = PASS_NONE; + PassType direct_type = PASS_NONE; + PassType indirect_type = PASS_NONE; + + /* Pass access for read can not happen directly and needs some sort of compositing (for example, + * light passes due to divide_type, or shadow catcher pass. */ + bool use_compositing = false; + + /* Used to disable albedo pass for denoising. + * Light and shadow catcher passes should not have discontinuity in the denoised result based on + * the underlying albedo. */ + bool use_denoising_albedo = true; + + /* Pass supports denoising. */ + bool support_denoise = false; +}; + +class Pass : public Node { + public: + NODE_DECLARE + + NODE_SOCKET_API(PassType, type) + NODE_SOCKET_API(PassMode, mode) + NODE_SOCKET_API(ustring, name) + NODE_SOCKET_API(bool, include_albedo) + + Pass(); + + PassInfo get_info() const; + + /* The pass is written by the render pipeline (kernel or denoiser). If the pass is written it + * will have pixels allocated in a RenderBuffer. Passes which are not written do not have their + * pixels allocated to save memory. */ + bool is_written() const; + + protected: + /* The has been created automatically as a requirement to various rendering functionality (such + * as adaptive sampling). */ + bool is_auto_; + + public: + static const NodeEnum *get_type_enum(); + static const NodeEnum *get_mode_enum(); + + static PassInfo get_info(PassType type, const bool include_albedo = false); + + static bool contains(const vector &passes, PassType type); + + /* Returns nullptr if there is no pass with the given name or type+mode. */ + static const Pass *find(const vector &passes, const string &name); + static const Pass *find(const vector &passes, + PassType type, + PassMode mode = PassMode::NOISY); + + /* Returns PASS_UNUSED if there is no corresponding pass. */ + static int get_offset(const vector &passes, const Pass *pass); + + friend class Film; +}; + +std::ostream &operator<<(std::ostream &os, const Pass &pass); + +CCL_NAMESPACE_END diff --git a/intern/cycles/scene/procedural.cpp b/intern/cycles/scene/procedural.cpp new file mode 100644 index 00000000000..abfc6c62ad4 --- /dev/null +++ b/intern/cycles/scene/procedural.cpp @@ -0,0 +1,89 @@ +/* + * Copyright 2011-2018 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "procedural.h" + +#include "scene/scene.h" +#include "scene/stats.h" + +#include "util/util_foreach.h" +#include "util/util_progress.h" + +CCL_NAMESPACE_BEGIN + +NODE_ABSTRACT_DEFINE(Procedural) +{ + NodeType *type = NodeType::add("procedural_base", NULL); + return type; +} + +Procedural::Procedural(const NodeType *type) : Node(type) +{ +} + +Procedural::~Procedural() +{ +} + +ProceduralManager::ProceduralManager() +{ + need_update_ = true; +} + +ProceduralManager::~ProceduralManager() +{ +} + +void ProceduralManager::update(Scene *scene, Progress &progress) +{ + if (!need_update()) { + return; + } + + progress.set_status("Updating Procedurals"); + + scoped_callback_timer timer([scene](double time) { + if (scene->update_stats) { + scene->update_stats->procedurals.times.add_entry({"update", time}); + } + }); + + foreach (Procedural *procedural, scene->procedurals) { + if (progress.get_cancel()) { + return; + } + + procedural->generate(scene, progress); + } + + if (progress.get_cancel()) { + return; + } + + need_update_ = false; +} + +void ProceduralManager::tag_update() +{ + need_update_ = true; +} + +bool ProceduralManager::need_update() const +{ + return need_update_; +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/scene/procedural.h b/intern/cycles/scene/procedural.h new file mode 100644 index 00000000000..985b8d69979 --- /dev/null +++ b/intern/cycles/scene/procedural.h @@ -0,0 +1,73 @@ +/* + * Copyright 2011-2018 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#pragma once + +#include "graph/node.h" + +CCL_NAMESPACE_BEGIN + +class Progress; +class Scene; + +/* A Procedural is a Node which can create other Nodes before rendering starts. + * + * The Procedural is supposed to be the owner of any nodes that it creates. It can also create + * Nodes directly in the Scene (through Scene.create_node), it should still be set as the owner of + * those Nodes. + */ +class Procedural : public Node, public NodeOwner { + public: + NODE_ABSTRACT_DECLARE + + explicit Procedural(const NodeType *type); + virtual ~Procedural(); + + /* Called each time the ProceduralManager is tagged for an update, this function is the entry + * point for the data generated by this Procedural. */ + virtual void generate(Scene *scene, Progress &progress) = 0; + + /* Create a node and set this Procedural as the owner. */ + template T *create_node() + { + T *node = new T(); + node->set_owner(this); + return node; + } + + /* Delete a Node created and owned by this Procedural. */ + template void delete_node(T *node) + { + assert(node->get_owner() == this); + delete node; + } +}; + +class ProceduralManager { + bool need_update_; + + public: + ProceduralManager(); + ~ProceduralManager(); + + void update(Scene *scene, Progress &progress); + + void tag_update(); + + bool need_update() const; +}; + +CCL_NAMESPACE_END diff --git a/intern/cycles/scene/scene.cpp b/intern/cycles/scene/scene.cpp new file mode 100644 index 00000000000..bc5737ec126 --- /dev/null +++ b/intern/cycles/scene/scene.cpp @@ -0,0 +1,961 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include + +#include "bvh/bvh.h" +#include "device/device.h" +#include "scene/alembic.h" +#include "scene/background.h" +#include "scene/bake.h" +#include "scene/camera.h" +#include "scene/curves.h" +#include "scene/film.h" +#include "scene/integrator.h" +#include "scene/light.h" +#include "scene/mesh.h" +#include "scene/object.h" +#include "scene/osl.h" +#include "scene/particles.h" +#include "scene/procedural.h" +#include "scene/scene.h" +#include "scene/shader.h" +#include "scene/svm.h" +#include "scene/tables.h" +#include "scene/volume.h" +#include "session/session.h" + +#include "util/util_foreach.h" +#include "util/util_guarded_allocator.h" +#include "util/util_logging.h" +#include "util/util_progress.h" + +CCL_NAMESPACE_BEGIN + +DeviceScene::DeviceScene(Device *device) + : bvh_nodes(device, "__bvh_nodes", MEM_GLOBAL), + bvh_leaf_nodes(device, "__bvh_leaf_nodes", MEM_GLOBAL), + object_node(device, "__object_node", MEM_GLOBAL), + prim_type(device, "__prim_type", MEM_GLOBAL), + prim_visibility(device, "__prim_visibility", MEM_GLOBAL), + prim_index(device, "__prim_index", MEM_GLOBAL), + prim_object(device, "__prim_object", MEM_GLOBAL), + prim_time(device, "__prim_time", MEM_GLOBAL), + tri_verts(device, "__tri_verts", MEM_GLOBAL), + tri_shader(device, "__tri_shader", MEM_GLOBAL), + tri_vnormal(device, "__tri_vnormal", MEM_GLOBAL), + tri_vindex(device, "__tri_vindex", MEM_GLOBAL), + tri_patch(device, "__tri_patch", MEM_GLOBAL), + tri_patch_uv(device, "__tri_patch_uv", MEM_GLOBAL), + curves(device, "__curves", MEM_GLOBAL), + curve_keys(device, "__curve_keys", MEM_GLOBAL), + curve_segments(device, "__curve_segments", MEM_GLOBAL), + patches(device, "__patches", MEM_GLOBAL), + objects(device, "__objects", MEM_GLOBAL), + object_motion_pass(device, "__object_motion_pass", MEM_GLOBAL), + object_motion(device, "__object_motion", MEM_GLOBAL), + object_flag(device, "__object_flag", MEM_GLOBAL), + object_volume_step(device, "__object_volume_step", MEM_GLOBAL), + camera_motion(device, "__camera_motion", MEM_GLOBAL), + attributes_map(device, "__attributes_map", MEM_GLOBAL), + attributes_float(device, "__attributes_float", MEM_GLOBAL), + attributes_float2(device, "__attributes_float2", MEM_GLOBAL), + attributes_float3(device, "__attributes_float3", MEM_GLOBAL), + attributes_uchar4(device, "__attributes_uchar4", MEM_GLOBAL), + light_distribution(device, "__light_distribution", MEM_GLOBAL), + lights(device, "__lights", MEM_GLOBAL), + light_background_marginal_cdf(device, "__light_background_marginal_cdf", MEM_GLOBAL), + light_background_conditional_cdf(device, "__light_background_conditional_cdf", MEM_GLOBAL), + particles(device, "__particles", MEM_GLOBAL), + svm_nodes(device, "__svm_nodes", MEM_GLOBAL), + shaders(device, "__shaders", MEM_GLOBAL), + lookup_table(device, "__lookup_table", MEM_GLOBAL), + sample_pattern_lut(device, "__sample_pattern_lut", MEM_GLOBAL), + ies_lights(device, "__ies", MEM_GLOBAL) +{ + memset((void *)&data, 0, sizeof(data)); +} + +Scene::Scene(const SceneParams ¶ms_, Device *device) + : name("Scene"), + bvh(NULL), + default_surface(NULL), + default_volume(NULL), + default_light(NULL), + default_background(NULL), + default_empty(NULL), + device(device), + dscene(device), + params(params_), + update_stats(NULL), + kernels_loaded(false), + /* TODO(sergey): Check if it's indeed optimal value for the split kernel. */ + max_closure_global(1) +{ + memset((void *)&dscene.data, 0, sizeof(dscene.data)); + + /* OSL only works on the CPU */ + if (device->info.has_osl) + shader_manager = ShaderManager::create(params.shadingsystem); + else + shader_manager = ShaderManager::create(SHADINGSYSTEM_SVM); + + light_manager = new LightManager(); + geometry_manager = new GeometryManager(); + object_manager = new ObjectManager(); + image_manager = new ImageManager(device->info); + particle_system_manager = new ParticleSystemManager(); + bake_manager = new BakeManager(); + procedural_manager = new ProceduralManager(); + + /* Create nodes after managers, since create_node() can tag the managers. */ + camera = create_node(); + dicing_camera = create_node(); + lookup_tables = new LookupTables(); + film = create_node(); + background = create_node(); + integrator = create_node(); + + film->add_default(this); + shader_manager->add_default(this); +} + +Scene::~Scene() +{ + free_memory(true); +} + +void Scene::free_memory(bool final) +{ + delete bvh; + bvh = NULL; + + /* The order of deletion is important to make sure data is freed based on possible dependencies + * as the Nodes' reference counts are decremented in the destructors: + * + * - Procedurals can create and hold pointers to any other types. + * - Objects can hold pointers to Geometries and ParticleSystems + * - Lights and Geometries can hold pointers to Shaders. + * + * Similarly, we first delete all nodes and their associated device data, and then the managers + * and their associated device data. + */ + foreach (Procedural *p, procedurals) + delete p; + foreach (Object *o, objects) + delete o; + foreach (Geometry *g, geometry) + delete g; + foreach (ParticleSystem *p, particle_systems) + delete p; + foreach (Light *l, lights) + delete l; + foreach (Pass *p, passes) + delete p; + + geometry.clear(); + objects.clear(); + lights.clear(); + particle_systems.clear(); + procedurals.clear(); + passes.clear(); + + if (device) { + camera->device_free(device, &dscene, this); + film->device_free(device, &dscene, this); + background->device_free(device, &dscene); + integrator->device_free(device, &dscene, true); + } + + if (final) { + delete camera; + delete dicing_camera; + delete film; + delete background; + delete integrator; + } + + /* Delete Shaders after every other nodes to ensure that we do not try to decrement the reference + * count on some dangling pointer. */ + foreach (Shader *s, shaders) + delete s; + + shaders.clear(); + + /* Now that all nodes have been deleted, we can safely delete managers and device data. */ + if (device) { + object_manager->device_free(device, &dscene, true); + geometry_manager->device_free(device, &dscene, true); + shader_manager->device_free(device, &dscene, this); + light_manager->device_free(device, &dscene); + + particle_system_manager->device_free(device, &dscene); + + bake_manager->device_free(device, &dscene); + + if (final) + image_manager->device_free(device); + else + image_manager->device_free_builtin(device); + + lookup_tables->device_free(device, &dscene); + } + + if (final) { + delete lookup_tables; + delete object_manager; + delete geometry_manager; + delete shader_manager; + delete light_manager; + delete particle_system_manager; + delete image_manager; + delete bake_manager; + delete update_stats; + delete procedural_manager; + } +} + +void Scene::device_update(Device *device_, Progress &progress) +{ + if (!device) + device = device_; + + bool print_stats = need_data_update(); + + if (update_stats) { + update_stats->clear(); + } + + scoped_callback_timer timer([this, print_stats](double time) { + if (update_stats) { + update_stats->scene.times.add_entry({"device_update", time}); + + if (print_stats) { + printf("Update statistics:\n%s\n", update_stats->full_report().c_str()); + } + } + }); + + /* The order of updates is important, because there's dependencies between + * the different managers, using data computed by previous managers. + * + * - Image manager uploads images used by shaders. + * - Camera may be used for adaptive subdivision. + * - Displacement shader must have all shader data available. + * - Light manager needs lookup tables and final mesh data to compute emission CDF. + * - Lookup tables are done a second time to handle film tables + */ + + progress.set_status("Updating Shaders"); + shader_manager->device_update(device, &dscene, this, progress); + + if (progress.get_cancel() || device->have_error()) + return; + + procedural_manager->update(this, progress); + + if (progress.get_cancel()) + return; + + progress.set_status("Updating Background"); + background->device_update(device, &dscene, this); + + if (progress.get_cancel() || device->have_error()) + return; + + progress.set_status("Updating Camera"); + camera->device_update(device, &dscene, this); + + if (progress.get_cancel() || device->have_error()) + return; + + geometry_manager->device_update_preprocess(device, this, progress); + + if (progress.get_cancel() || device->have_error()) + return; + + progress.set_status("Updating Objects"); + object_manager->device_update(device, &dscene, this, progress); + + if (progress.get_cancel() || device->have_error()) + return; + + progress.set_status("Updating Particle Systems"); + particle_system_manager->device_update(device, &dscene, this, progress); + + if (progress.get_cancel() || device->have_error()) + return; + + progress.set_status("Updating Meshes"); + geometry_manager->device_update(device, &dscene, this, progress); + + if (progress.get_cancel() || device->have_error()) + return; + + progress.set_status("Updating Objects Flags"); + object_manager->device_update_flags(device, &dscene, this, progress); + + if (progress.get_cancel() || device->have_error()) + return; + + progress.set_status("Updating Images"); + image_manager->device_update(device, this, progress); + + if (progress.get_cancel() || device->have_error()) + return; + + progress.set_status("Updating Camera Volume"); + camera->device_update_volume(device, &dscene, this); + + if (progress.get_cancel() || device->have_error()) + return; + + progress.set_status("Updating Lookup Tables"); + lookup_tables->device_update(device, &dscene, this); + + if (progress.get_cancel() || device->have_error()) + return; + + progress.set_status("Updating Lights"); + light_manager->device_update(device, &dscene, this, progress); + + if (progress.get_cancel() || device->have_error()) + return; + + progress.set_status("Updating Integrator"); + integrator->device_update(device, &dscene, this); + + if (progress.get_cancel() || device->have_error()) + return; + + progress.set_status("Updating Film"); + film->device_update(device, &dscene, this); + + if (progress.get_cancel() || device->have_error()) + return; + + progress.set_status("Updating Lookup Tables"); + lookup_tables->device_update(device, &dscene, this); + + if (progress.get_cancel() || device->have_error()) + return; + + progress.set_status("Updating Baking"); + bake_manager->device_update(device, &dscene, this, progress); + + if (progress.get_cancel() || device->have_error()) + return; + + if (device->have_error() == false) { + dscene.data.volume_stack_size = get_volume_stack_size(); + + progress.set_status("Updating Device", "Writing constant memory"); + device->const_copy_to("__data", &dscene.data, sizeof(dscene.data)); + } + + if (print_stats) { + size_t mem_used = util_guarded_get_mem_used(); + size_t mem_peak = util_guarded_get_mem_peak(); + + VLOG(1) << "System memory statistics after full device sync:\n" + << " Usage: " << string_human_readable_number(mem_used) << " (" + << string_human_readable_size(mem_used) << ")\n" + << " Peak: " << string_human_readable_number(mem_peak) << " (" + << string_human_readable_size(mem_peak) << ")"; + } +} + +Scene::MotionType Scene::need_motion() +{ + if (integrator->get_motion_blur()) + return MOTION_BLUR; + else if (Pass::contains(passes, PASS_MOTION)) + return MOTION_PASS; + else + return MOTION_NONE; +} + +float Scene::motion_shutter_time() +{ + if (need_motion() == Scene::MOTION_PASS) + return 2.0f; + else + return camera->get_shuttertime(); +} + +bool Scene::need_global_attribute(AttributeStandard std) +{ + if (std == ATTR_STD_UV) + return Pass::contains(passes, PASS_UV); + else if (std == ATTR_STD_MOTION_VERTEX_POSITION) + return need_motion() != MOTION_NONE; + else if (std == ATTR_STD_MOTION_VERTEX_NORMAL) + return need_motion() == MOTION_BLUR; + + return false; +} + +void Scene::need_global_attributes(AttributeRequestSet &attributes) +{ + for (int std = ATTR_STD_NONE; std < ATTR_STD_NUM; std++) + if (need_global_attribute((AttributeStandard)std)) + attributes.add((AttributeStandard)std); +} + +bool Scene::need_update() +{ + return (need_reset() || film->is_modified()); +} + +bool Scene::need_data_update() +{ + return (background->is_modified() || image_manager->need_update() || + object_manager->need_update() || geometry_manager->need_update() || + light_manager->need_update() || lookup_tables->need_update() || + integrator->is_modified() || shader_manager->need_update() || + particle_system_manager->need_update() || bake_manager->need_update() || + film->is_modified() || procedural_manager->need_update()); +} + +bool Scene::need_reset() +{ + return need_data_update() || camera->is_modified(); +} + +void Scene::reset() +{ + shader_manager->reset(this); + shader_manager->add_default(this); + + /* ensure all objects are updated */ + camera->tag_modified(); + dicing_camera->tag_modified(); + film->tag_modified(); + background->tag_modified(); + + background->tag_update(this); + integrator->tag_update(this, Integrator::UPDATE_ALL); + object_manager->tag_update(this, ObjectManager::UPDATE_ALL); + geometry_manager->tag_update(this, GeometryManager::UPDATE_ALL); + light_manager->tag_update(this, LightManager::UPDATE_ALL); + particle_system_manager->tag_update(this); + procedural_manager->tag_update(); +} + +void Scene::device_free() +{ + free_memory(false); +} + +void Scene::collect_statistics(RenderStats *stats) +{ + geometry_manager->collect_statistics(this, stats); + image_manager->collect_statistics(stats); +} + +void Scene::enable_update_stats() +{ + if (!update_stats) { + update_stats = new SceneUpdateStats(); + } +} + +void Scene::update_kernel_features() +{ + if (!need_update()) { + return; + } + + /* These features are not being tweaked as often as shaders, + * so could be done selective magic for the viewport as well. */ + uint kernel_features = shader_manager->get_kernel_features(this); + + bool use_motion = need_motion() == Scene::MotionType::MOTION_BLUR; + kernel_features |= KERNEL_FEATURE_PATH_TRACING; + if (params.hair_shape == CURVE_THICK) { + kernel_features |= KERNEL_FEATURE_HAIR_THICK; + } + if (use_motion && camera->use_motion()) { + kernel_features |= KERNEL_FEATURE_CAMERA_MOTION; + } + foreach (Object *object, objects) { + Geometry *geom = object->get_geometry(); + if (use_motion) { + if (object->use_motion() || geom->get_use_motion_blur()) { + kernel_features |= KERNEL_FEATURE_OBJECT_MOTION; + } + if (geom->get_use_motion_blur()) { + kernel_features |= KERNEL_FEATURE_CAMERA_MOTION; + } + } + if (object->get_is_shadow_catcher()) { + kernel_features |= KERNEL_FEATURE_SHADOW_CATCHER; + } + if (geom->is_mesh()) { + Mesh *mesh = static_cast(geom); +#ifdef WITH_OPENSUBDIV + if (mesh->get_subdivision_type() != Mesh::SUBDIVISION_NONE) { + kernel_features |= KERNEL_FEATURE_PATCH_EVALUATION; + } +#endif + } + else if (geom->is_hair()) { + kernel_features |= KERNEL_FEATURE_HAIR; + } + } + + if (bake_manager->get_baking()) { + kernel_features |= KERNEL_FEATURE_BAKING; + } + + kernel_features |= film->get_kernel_features(this); + kernel_features |= integrator->get_kernel_features(); + + dscene.data.kernel_features = kernel_features; + + /* Currently viewport render is faster with higher max_closures, needs investigating. */ + const uint max_closures = (params.background) ? get_max_closure_count() : MAX_CLOSURE; + dscene.data.max_closures = max_closures; + dscene.data.max_shaders = shaders.size(); +} + +bool Scene::update(Progress &progress) +{ + if (!need_update()) { + return false; + } + + /* Load render kernels, before device update where we upload data to the GPU. */ + load_kernels(progress, false); + + /* Upload scene data to the GPU. */ + progress.set_status("Updating Scene"); + MEM_GUARDED_CALL(&progress, device_update, device, progress); + + return true; +} + +static void log_kernel_features(const uint features) +{ + VLOG(2) << "Requested features:\n"; + VLOG(2) << "Use BSDF " << string_from_bool(features & KERNEL_FEATURE_NODE_BSDF) << "\n"; + VLOG(2) << "Use Principled BSDF " << string_from_bool(features & KERNEL_FEATURE_PRINCIPLED) + << "\n"; + VLOG(2) << "Use Emission " << string_from_bool(features & KERNEL_FEATURE_NODE_EMISSION) << "\n"; + VLOG(2) << "Use Volume " << string_from_bool(features & KERNEL_FEATURE_NODE_VOLUME) << "\n"; + VLOG(2) << "Use Hair " << string_from_bool(features & KERNEL_FEATURE_NODE_HAIR) << "\n"; + VLOG(2) << "Use Bump " << string_from_bool(features & KERNEL_FEATURE_NODE_BUMP) << "\n"; + VLOG(2) << "Use Voronoi " << string_from_bool(features & KERNEL_FEATURE_NODE_VORONOI_EXTRA) + << "\n"; + VLOG(2) << "Use Shader Raytrace " << string_from_bool(features & KERNEL_FEATURE_NODE_RAYTRACE) + << "\n"; + VLOG(2) << "Use Transparent " << string_from_bool(features & KERNEL_FEATURE_TRANSPARENT) << "\n"; + VLOG(2) << "Use Denoising " << string_from_bool(features & KERNEL_FEATURE_DENOISING) << "\n"; + VLOG(2) << "Use Path Tracing " << string_from_bool(features & KERNEL_FEATURE_PATH_TRACING) + << "\n"; + VLOG(2) << "Use Hair " << string_from_bool(features & KERNEL_FEATURE_HAIR) << "\n"; + VLOG(2) << "Use Object Motion " << string_from_bool(features & KERNEL_FEATURE_OBJECT_MOTION) + << "\n"; + VLOG(2) << "Use Camera Motion " << string_from_bool(features & KERNEL_FEATURE_CAMERA_MOTION) + << "\n"; + VLOG(2) << "Use Baking " << string_from_bool(features & KERNEL_FEATURE_BAKING) << "\n"; + VLOG(2) << "Use Subsurface " << string_from_bool(features & KERNEL_FEATURE_SUBSURFACE) << "\n"; + VLOG(2) << "Use Volume " << string_from_bool(features & KERNEL_FEATURE_VOLUME) << "\n"; + VLOG(2) << "Use Patch Evaluation " + << string_from_bool(features & KERNEL_FEATURE_PATCH_EVALUATION) << "\n"; + VLOG(2) << "Use Shadow Catcher " << string_from_bool(features & KERNEL_FEATURE_SHADOW_CATCHER) + << "\n"; +} + +bool Scene::load_kernels(Progress &progress, bool lock_scene) +{ + thread_scoped_lock scene_lock; + if (lock_scene) { + scene_lock = thread_scoped_lock(mutex); + } + + update_kernel_features(); + + const uint kernel_features = dscene.data.kernel_features; + + if (!kernels_loaded || loaded_kernel_features != kernel_features) { + progress.set_status("Loading render kernels (may take a few minutes the first time)"); + + scoped_timer timer; + + log_kernel_features(kernel_features); + if (!device->load_kernels(kernel_features)) { + string message = device->error_message(); + if (message.empty()) + message = "Failed loading render kernel, see console for errors"; + + progress.set_error(message); + progress.set_status(message); + progress.set_update(); + return false; + } + + kernels_loaded = true; + loaded_kernel_features = kernel_features; + return true; + } + return false; +} + +int Scene::get_max_closure_count() +{ + if (shader_manager->use_osl()) { + /* OSL always needs the maximum as we can't predict the + * number of closures a shader might generate. */ + return MAX_CLOSURE; + } + + int max_closures = 0; + for (int i = 0; i < shaders.size(); i++) { + Shader *shader = shaders[i]; + if (shader->reference_count()) { + int num_closures = shader->graph->get_num_closures(); + max_closures = max(max_closures, num_closures); + } + } + max_closure_global = max(max_closure_global, max_closures); + + if (max_closure_global > MAX_CLOSURE) { + /* This is usually harmless as more complex shader tend to get many + * closures discarded due to mixing or low weights. We need to limit + * to MAX_CLOSURE as this is hardcoded in CPU/mega kernels, and it + * avoids excessive memory usage for split kernels. */ + VLOG(2) << "Maximum number of closures exceeded: " << max_closure_global << " > " + << MAX_CLOSURE; + + max_closure_global = MAX_CLOSURE; + } + + return max_closure_global; +} + +int Scene::get_volume_stack_size() const +{ + int volume_stack_size = 0; + + /* Space for background volume and terminator. + * Don't do optional here because camera ray initialization expects that there is space for + * at least those elements (avoiding extra condition to check if there is actual volume or not). + */ + volume_stack_size += 2; + + /* Quick non-expensive check. Can over-estimate maximum possible nested level, but does not + * require expensive calculation during pre-processing. */ + bool has_volume_object = false; + for (const Object *object : objects) { + if (!object->get_geometry()->has_volume) { + continue; + } + + if (object->intersects_volume) { + /* Object intersects another volume, assume it's possible to go deeper in the stack. */ + /* TODO(sergey): This might count nesting twice (A intersects B and B intersects A), but + * can't think of a computationally cheap algorithm. Dividing my 2 doesn't work because of + * Venn diagram example with 3 circles. */ + ++volume_stack_size; + } + else if (!has_volume_object) { + /* Allocate space for at least one volume object. */ + ++volume_stack_size; + } + + has_volume_object = true; + + if (volume_stack_size == MAX_VOLUME_STACK_SIZE) { + break; + } + } + + volume_stack_size = min(volume_stack_size, MAX_VOLUME_STACK_SIZE); + + VLOG(3) << "Detected required volume stack size " << volume_stack_size; + + return volume_stack_size; +} + +bool Scene::has_shadow_catcher() +{ + if (shadow_catcher_modified_) { + has_shadow_catcher_ = false; + for (Object *object : objects) { + if (object->get_is_shadow_catcher()) { + has_shadow_catcher_ = true; + break; + } + } + + shadow_catcher_modified_ = false; + } + + return has_shadow_catcher_; +} + +void Scene::tag_shadow_catcher_modified() +{ + shadow_catcher_modified_ = true; +} + +template<> Light *Scene::create_node() +{ + Light *node = new Light(); + node->set_owner(this); + lights.push_back(node); + light_manager->tag_update(this, LightManager::LIGHT_ADDED); + return node; +} + +template<> Mesh *Scene::create_node() +{ + Mesh *node = new Mesh(); + node->set_owner(this); + geometry.push_back(node); + geometry_manager->tag_update(this, GeometryManager::MESH_ADDED); + return node; +} + +template<> Hair *Scene::create_node() +{ + Hair *node = new Hair(); + node->set_owner(this); + geometry.push_back(node); + geometry_manager->tag_update(this, GeometryManager::HAIR_ADDED); + return node; +} + +template<> Volume *Scene::create_node() +{ + Volume *node = new Volume(); + node->set_owner(this); + geometry.push_back(node); + geometry_manager->tag_update(this, GeometryManager::MESH_ADDED); + return node; +} + +template<> Object *Scene::create_node() +{ + Object *node = new Object(); + node->set_owner(this); + objects.push_back(node); + object_manager->tag_update(this, ObjectManager::OBJECT_ADDED); + return node; +} + +template<> ParticleSystem *Scene::create_node() +{ + ParticleSystem *node = new ParticleSystem(); + node->set_owner(this); + particle_systems.push_back(node); + particle_system_manager->tag_update(this); + return node; +} + +template<> Shader *Scene::create_node() +{ + Shader *node = new Shader(); + node->set_owner(this); + shaders.push_back(node); + shader_manager->tag_update(this, ShaderManager::SHADER_ADDED); + return node; +} + +template<> AlembicProcedural *Scene::create_node() +{ +#ifdef WITH_ALEMBIC + AlembicProcedural *node = new AlembicProcedural(); + node->set_owner(this); + procedurals.push_back(node); + procedural_manager->tag_update(); + return node; +#else + return nullptr; +#endif +} + +template<> Pass *Scene::create_node() +{ + Pass *node = new Pass(); + node->set_owner(this); + passes.push_back(node); + film->tag_modified(); + return node; +} + +template void delete_node_from_array(vector &nodes, T node) +{ + for (size_t i = 0; i < nodes.size(); ++i) { + if (nodes[i] == node) { + std::swap(nodes[i], nodes[nodes.size() - 1]); + break; + } + } + + nodes.resize(nodes.size() - 1); + + delete node; +} + +template<> void Scene::delete_node_impl(Light *node) +{ + delete_node_from_array(lights, node); + light_manager->tag_update(this, LightManager::LIGHT_REMOVED); +} + +template<> void Scene::delete_node_impl(Mesh *node) +{ + delete_node_from_array(geometry, static_cast(node)); + geometry_manager->tag_update(this, GeometryManager::MESH_REMOVED); +} + +template<> void Scene::delete_node_impl(Hair *node) +{ + delete_node_from_array(geometry, static_cast(node)); + geometry_manager->tag_update(this, GeometryManager::HAIR_REMOVED); +} + +template<> void Scene::delete_node_impl(Volume *node) +{ + delete_node_from_array(geometry, static_cast(node)); + geometry_manager->tag_update(this, GeometryManager::MESH_REMOVED); +} + +template<> void Scene::delete_node_impl(Geometry *node) +{ + uint flag; + if (node->is_hair()) { + flag = GeometryManager::HAIR_REMOVED; + } + else { + flag = GeometryManager::MESH_REMOVED; + } + + delete_node_from_array(geometry, node); + geometry_manager->tag_update(this, flag); +} + +template<> void Scene::delete_node_impl(Object *node) +{ + delete_node_from_array(objects, node); + object_manager->tag_update(this, ObjectManager::OBJECT_REMOVED); +} + +template<> void Scene::delete_node_impl(ParticleSystem *node) +{ + delete_node_from_array(particle_systems, node); + particle_system_manager->tag_update(this); +} + +template<> void Scene::delete_node_impl(Shader *shader) +{ + /* don't delete unused shaders, not supported */ + shader->clear_reference_count(); +} + +template<> void Scene::delete_node_impl(Procedural *node) +{ + delete_node_from_array(procedurals, node); + procedural_manager->tag_update(); +} + +template<> void Scene::delete_node_impl(AlembicProcedural *node) +{ +#ifdef WITH_ALEMBIC + delete_node_impl(static_cast(node)); +#else + (void)node; +#endif +} + +template<> void Scene::delete_node_impl(Pass *node) +{ + delete_node_from_array(passes, node); + film->tag_modified(); +} + +template +static void remove_nodes_in_set(const set &nodes_set, + vector &nodes_array, + const NodeOwner *owner) +{ + size_t new_size = nodes_array.size(); + + for (size_t i = 0; i < new_size; ++i) { + T *node = nodes_array[i]; + + if (nodes_set.find(node) != nodes_set.end()) { + std::swap(nodes_array[i], nodes_array[new_size - 1]); + + assert(node->get_owner() == owner); + delete node; + + i -= 1; + new_size -= 1; + } + } + + nodes_array.resize(new_size); + (void)owner; +} + +template<> void Scene::delete_nodes(const set &nodes, const NodeOwner *owner) +{ + remove_nodes_in_set(nodes, lights, owner); + light_manager->tag_update(this, LightManager::LIGHT_REMOVED); +} + +template<> void Scene::delete_nodes(const set &nodes, const NodeOwner *owner) +{ + remove_nodes_in_set(nodes, geometry, owner); + geometry_manager->tag_update(this, GeometryManager::GEOMETRY_REMOVED); +} + +template<> void Scene::delete_nodes(const set &nodes, const NodeOwner *owner) +{ + remove_nodes_in_set(nodes, objects, owner); + object_manager->tag_update(this, ObjectManager::OBJECT_REMOVED); +} + +template<> void Scene::delete_nodes(const set &nodes, const NodeOwner *owner) +{ + remove_nodes_in_set(nodes, particle_systems, owner); + particle_system_manager->tag_update(this); +} + +template<> void Scene::delete_nodes(const set &nodes, const NodeOwner * /*owner*/) +{ + /* don't delete unused shaders, not supported */ + for (Shader *shader : nodes) { + shader->clear_reference_count(); + } +} + +template<> void Scene::delete_nodes(const set &nodes, const NodeOwner *owner) +{ + remove_nodes_in_set(nodes, procedurals, owner); + procedural_manager->tag_update(); +} + +template<> void Scene::delete_nodes(const set &nodes, const NodeOwner *owner) +{ + remove_nodes_in_set(nodes, passes, owner); + film->tag_modified(); +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/scene/scene.h b/intern/cycles/scene/scene.h new file mode 100644 index 00000000000..9b2502c9361 --- /dev/null +++ b/intern/cycles/scene/scene.h @@ -0,0 +1,412 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef __SCENE_H__ +#define __SCENE_H__ + +#include "bvh/bvh_params.h" + +#include "scene/film.h" +#include "scene/image.h" +#include "scene/shader.h" + +#include "device/device.h" +#include "device/device_memory.h" + +#include "util/util_param.h" +#include "util/util_string.h" +#include "util/util_system.h" +#include "util/util_texture.h" +#include "util/util_thread.h" +#include "util/util_types.h" +#include "util/util_vector.h" + +CCL_NAMESPACE_BEGIN + +class AlembicProcedural; +class AttributeRequestSet; +class Background; +class BVH; +class Camera; +class Device; +class DeviceInfo; +class Film; +class Integrator; +class Light; +class LightManager; +class LookupTables; +class Geometry; +class GeometryManager; +class Object; +class ObjectManager; +class ParticleSystemManager; +class ParticleSystem; +class Procedural; +class ProceduralManager; +class CurveSystemManager; +class Shader; +class ShaderManager; +class Progress; +class BakeManager; +class BakeData; +class RenderStats; +class SceneUpdateStats; +class Volume; + +/* Scene Device Data */ + +class DeviceScene { + public: + /* BVH */ + device_vector bvh_nodes; + device_vector bvh_leaf_nodes; + device_vector object_node; + device_vector prim_type; + device_vector prim_visibility; + device_vector prim_index; + device_vector prim_object; + device_vector prim_time; + + /* mesh */ + device_vector tri_verts; + device_vector tri_shader; + device_vector tri_vnormal; + device_vector tri_vindex; + device_vector tri_patch; + device_vector tri_patch_uv; + + device_vector curves; + device_vector curve_keys; + device_vector curve_segments; + + device_vector patches; + + /* objects */ + device_vector objects; + device_vector object_motion_pass; + device_vector object_motion; + device_vector object_flag; + device_vector object_volume_step; + + /* cameras */ + device_vector camera_motion; + + /* attributes */ + device_vector attributes_map; + device_vector attributes_float; + device_vector attributes_float2; + device_vector attributes_float3; + device_vector attributes_uchar4; + + /* lights */ + device_vector light_distribution; + device_vector lights; + device_vector light_background_marginal_cdf; + device_vector light_background_conditional_cdf; + + /* particles */ + device_vector particles; + + /* shaders */ + device_vector svm_nodes; + device_vector shaders; + + /* lookup tables */ + device_vector lookup_table; + + /* integrator */ + device_vector sample_pattern_lut; + + /* ies lights */ + device_vector ies_lights; + + KernelData data; + + DeviceScene(Device *device); +}; + +/* Scene Parameters */ + +class SceneParams { + public: + ShadingSystem shadingsystem; + + /* Requested BVH layout. + * + * If it's not supported by the device, the widest one from supported ones + * will be used, but BVH wider than this one will never be used. + */ + BVHLayout bvh_layout; + + BVHType bvh_type; + bool use_bvh_spatial_split; + bool use_bvh_unaligned_nodes; + int num_bvh_time_steps; + int hair_subdivisions; + CurveShapeType hair_shape; + int texture_limit; + + bool background; + + SceneParams() + { + shadingsystem = SHADINGSYSTEM_SVM; + bvh_layout = BVH_LAYOUT_BVH2; + bvh_type = BVH_TYPE_DYNAMIC; + use_bvh_spatial_split = false; + use_bvh_unaligned_nodes = true; + num_bvh_time_steps = 0; + hair_subdivisions = 3; + hair_shape = CURVE_RIBBON; + texture_limit = 0; + background = true; + } + + bool modified(const SceneParams ¶ms) const + { + return !(shadingsystem == params.shadingsystem && bvh_layout == params.bvh_layout && + bvh_type == params.bvh_type && + use_bvh_spatial_split == params.use_bvh_spatial_split && + use_bvh_unaligned_nodes == params.use_bvh_unaligned_nodes && + num_bvh_time_steps == params.num_bvh_time_steps && + hair_subdivisions == params.hair_subdivisions && hair_shape == params.hair_shape && + texture_limit == params.texture_limit); + } + + int curve_subdivisions() + { + /* Matching the tessellation rate limit in Embree. */ + return clamp(1 << hair_subdivisions, 1, 16); + } +}; + +/* Scene */ + +class Scene : public NodeOwner { + public: + /* Optional name. Is used for logging and reporting. */ + string name; + + /* data */ + BVH *bvh; + Camera *camera; + Camera *dicing_camera; + LookupTables *lookup_tables; + Film *film; + Background *background; + Integrator *integrator; + + /* data lists */ + vector objects; + vector geometry; + vector shaders; + vector lights; + vector particle_systems; + vector passes; + vector procedurals; + + /* data managers */ + ImageManager *image_manager; + LightManager *light_manager; + ShaderManager *shader_manager; + GeometryManager *geometry_manager; + ObjectManager *object_manager; + ParticleSystemManager *particle_system_manager; + BakeManager *bake_manager; + ProceduralManager *procedural_manager; + + /* default shaders */ + Shader *default_surface; + Shader *default_volume; + Shader *default_light; + Shader *default_background; + Shader *default_empty; + + /* device */ + Device *device; + DeviceScene dscene; + + /* parameters */ + SceneParams params; + + /* mutex must be locked manually by callers */ + thread_mutex mutex; + + /* scene update statistics */ + SceneUpdateStats *update_stats; + + Scene(const SceneParams ¶ms, Device *device); + ~Scene(); + + void device_update(Device *device, Progress &progress); + + bool need_global_attribute(AttributeStandard std); + void need_global_attributes(AttributeRequestSet &attributes); + + enum MotionType { MOTION_NONE = 0, MOTION_PASS, MOTION_BLUR }; + MotionType need_motion(); + float motion_shutter_time(); + + bool need_update(); + bool need_reset(); + + void reset(); + void device_free(); + + void collect_statistics(RenderStats *stats); + + void enable_update_stats(); + + bool update(Progress &progress); + + bool has_shadow_catcher(); + void tag_shadow_catcher_modified(); + + /* This function is used to create a node of a specified type instead of + * calling 'new', and sets the scene as the owner of the node. + * The function has overloads that will also add the created node to the right + * node array (e.g. Scene::geometry for Geometry nodes) and tag the appropriate + * manager for an update. + */ + template T *create_node(Args &&...args) + { + T *node = new T(args...); + node->set_owner(this); + return node; + } + + /* This function is used to delete a node from the scene instead of calling 'delete' + * and manually removing the node from the data array. It also tags the + * appropriate manager for an update, if any, and checks that the scene is indeed + * the owner of the node. Calling this function on a node not owned by the scene + * will likely cause a crash which we want in order to detect such cases. + */ + template void delete_node(T *node) + { + assert(node->get_owner() == this); + delete_node_impl(node); + } + + /* Same as above, but specify the actual owner. + */ + template void delete_node(T *node, const NodeOwner *owner) + { + assert(node->get_owner() == owner); + delete_node_impl(node); + (void)owner; + } + + /* Remove all nodes in the set from the appropriate data arrays, and tag the + * specific managers for an update. This assumes that the scene owns the nodes. + */ + template void delete_nodes(const set &nodes) + { + delete_nodes(nodes, this); + } + + /* Same as above, but specify the actual owner of all the nodes in the set. + */ + template void delete_nodes(const set &nodes, const NodeOwner *owner); + + protected: + /* Check if some heavy data worth logging was updated. + * Mainly used to suppress extra annoying logging. + */ + bool need_data_update(); + + void free_memory(bool final); + + bool kernels_loaded; + uint loaded_kernel_features; + + void update_kernel_features(); + bool load_kernels(Progress &progress, bool lock_scene = true); + + bool has_shadow_catcher_ = false; + bool shadow_catcher_modified_ = true; + + /* Maximum number of closure during session lifetime. */ + int max_closure_global; + + /* Get maximum number of closures to be used in kernel. */ + int get_max_closure_count(); + + /* Get size of a volume stack needed to render this scene. */ + int get_volume_stack_size() const; + + template void delete_node_impl(T *node) + { + delete node; + } +}; + +template<> Light *Scene::create_node(); + +template<> Mesh *Scene::create_node(); + +template<> Object *Scene::create_node(); + +template<> Hair *Scene::create_node(); + +template<> Volume *Scene::create_node(); + +template<> ParticleSystem *Scene::create_node(); + +template<> Shader *Scene::create_node(); + +template<> AlembicProcedural *Scene::create_node(); + +template<> Pass *Scene::create_node(); + +template<> void Scene::delete_node_impl(Light *node); + +template<> void Scene::delete_node_impl(Mesh *node); + +template<> void Scene::delete_node_impl(Volume *node); + +template<> void Scene::delete_node_impl(Hair *node); + +template<> void Scene::delete_node_impl(Geometry *node); + +template<> void Scene::delete_node_impl(Object *node); + +template<> void Scene::delete_node_impl(ParticleSystem *node); + +template<> void Scene::delete_node_impl(Shader *node); + +template<> void Scene::delete_node_impl(Procedural *node); + +template<> void Scene::delete_node_impl(AlembicProcedural *node); + +template<> void Scene::delete_node_impl(Pass *node); + +template<> void Scene::delete_nodes(const set &nodes, const NodeOwner *owner); + +template<> void Scene::delete_nodes(const set &nodes, const NodeOwner *owner); + +template<> void Scene::delete_nodes(const set &nodes, const NodeOwner *owner); + +template<> void Scene::delete_nodes(const set &nodes, const NodeOwner *owner); + +template<> void Scene::delete_nodes(const set &nodes, const NodeOwner *owner); + +template<> void Scene::delete_nodes(const set &nodes, const NodeOwner *owner); + +template<> void Scene::delete_nodes(const set &nodes, const NodeOwner *owner); + +CCL_NAMESPACE_END + +#endif /* __SCENE_H__ */ diff --git a/intern/cycles/scene/shader.cpp b/intern/cycles/scene/shader.cpp new file mode 100644 index 00000000000..6b464a77401 --- /dev/null +++ b/intern/cycles/scene/shader.cpp @@ -0,0 +1,876 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "device/device.h" + +#include "scene/background.h" +#include "scene/camera.h" +#include "scene/colorspace.h" +#include "scene/integrator.h" +#include "scene/light.h" +#include "scene/mesh.h" +#include "scene/object.h" +#include "scene/osl.h" +#include "scene/procedural.h" +#include "scene/scene.h" +#include "scene/shader.h" +#include "scene/shader_graph.h" +#include "scene/shader_nodes.h" +#include "scene/svm.h" +#include "scene/tables.h" + +#include "util/util_foreach.h" +#include "util/util_murmurhash.h" +#include "util/util_task.h" +#include "util/util_transform.h" + +#ifdef WITH_OCIO +# include +namespace OCIO = OCIO_NAMESPACE; +#endif + +CCL_NAMESPACE_BEGIN + +thread_mutex ShaderManager::lookup_table_mutex; +vector ShaderManager::beckmann_table; +bool ShaderManager::beckmann_table_ready = false; + +/* Beckmann sampling precomputed table, see bsdf_microfacet.h */ + +/* 2D slope distribution (alpha = 1.0) */ +static float beckmann_table_P22(const float slope_x, const float slope_y) +{ + return expf(-(slope_x * slope_x + slope_y * slope_y)); +} + +/* maximal slope amplitude (range that contains 99.99% of the distribution) */ +static float beckmann_table_slope_max() +{ + return 6.0; +} + +/* MSVC 2015 needs this ugly hack to prevent a codegen bug on x86 + * see T50176 for details + */ +#if defined(_MSC_VER) && (_MSC_VER == 1900) +# define MSVC_VOLATILE volatile +#else +# define MSVC_VOLATILE +#endif + +/* Paper used: Importance Sampling Microfacet-Based BSDFs with the + * Distribution of Visible Normals. Supplemental Material 2/2. + * + * http://hal.inria.fr/docs/01/00/66/20/ANNEX/supplemental2.pdf + */ +static void beckmann_table_rows(float *table, int row_from, int row_to) +{ + /* allocate temporary data */ + const int DATA_TMP_SIZE = 512; + vector slope_x(DATA_TMP_SIZE); + vector CDF_P22_omega_i(DATA_TMP_SIZE); + + /* loop over incident directions */ + for (int index_theta = row_from; index_theta < row_to; index_theta++) { + /* incident vector */ + const float cos_theta = index_theta / (BECKMANN_TABLE_SIZE - 1.0f); + const float sin_theta = safe_sqrtf(1.0f - cos_theta * cos_theta); + + /* for a given incident vector + * integrate P22_{omega_i}(x_slope, 1, 1), Eq. (10) */ + slope_x[0] = (double)-beckmann_table_slope_max(); + CDF_P22_omega_i[0] = 0; + + for (MSVC_VOLATILE int index_slope_x = 1; index_slope_x < DATA_TMP_SIZE; ++index_slope_x) { + /* slope_x */ + slope_x[index_slope_x] = (double)(-beckmann_table_slope_max() + + 2.0f * beckmann_table_slope_max() * index_slope_x / + (DATA_TMP_SIZE - 1.0f)); + + /* dot product with incident vector */ + float dot_product = fmaxf(0.0f, -(float)slope_x[index_slope_x] * sin_theta + cos_theta); + /* marginalize P22_{omega_i}(x_slope, 1, 1), Eq. (10) */ + float P22_omega_i = 0.0f; + + for (int j = 0; j < 100; ++j) { + float slope_y = -beckmann_table_slope_max() + + 2.0f * beckmann_table_slope_max() * j * (1.0f / 99.0f); + P22_omega_i += dot_product * beckmann_table_P22((float)slope_x[index_slope_x], slope_y); + } + + /* CDF of P22_{omega_i}(x_slope, 1, 1), Eq. (10) */ + CDF_P22_omega_i[index_slope_x] = CDF_P22_omega_i[index_slope_x - 1] + (double)P22_omega_i; + } + + /* renormalize CDF_P22_omega_i */ + for (int index_slope_x = 1; index_slope_x < DATA_TMP_SIZE; ++index_slope_x) + CDF_P22_omega_i[index_slope_x] /= CDF_P22_omega_i[DATA_TMP_SIZE - 1]; + + /* loop over random number U1 */ + int index_slope_x = 0; + + for (int index_U = 0; index_U < BECKMANN_TABLE_SIZE; ++index_U) { + const double U = 0.0000001 + 0.9999998 * index_U / (double)(BECKMANN_TABLE_SIZE - 1); + + /* inverse CDF_P22_omega_i, solve Eq.(11) */ + while (CDF_P22_omega_i[index_slope_x] <= U) + ++index_slope_x; + + const double interp = (CDF_P22_omega_i[index_slope_x] - U) / + (CDF_P22_omega_i[index_slope_x] - CDF_P22_omega_i[index_slope_x - 1]); + + /* store value */ + table[index_U + index_theta * BECKMANN_TABLE_SIZE] = + (float)(interp * slope_x[index_slope_x - 1] + (1.0 - interp) * slope_x[index_slope_x]); + } + } +} + +#undef MSVC_VOLATILE + +static void beckmann_table_build(vector &table) +{ + table.resize(BECKMANN_TABLE_SIZE * BECKMANN_TABLE_SIZE); + + /* multithreaded build */ + TaskPool pool; + + for (int i = 0; i < BECKMANN_TABLE_SIZE; i += 8) + pool.push(function_bind(&beckmann_table_rows, &table[0], i, i + 8)); + + pool.wait_work(); +} + +/* Shader */ + +NODE_DEFINE(Shader) +{ + NodeType *type = NodeType::add("shader", create); + + SOCKET_BOOLEAN(use_mis, "Use MIS", true); + SOCKET_BOOLEAN(use_transparent_shadow, "Use Transparent Shadow", true); + SOCKET_BOOLEAN(heterogeneous_volume, "Heterogeneous Volume", true); + + static NodeEnum volume_sampling_method_enum; + volume_sampling_method_enum.insert("distance", VOLUME_SAMPLING_DISTANCE); + volume_sampling_method_enum.insert("equiangular", VOLUME_SAMPLING_EQUIANGULAR); + volume_sampling_method_enum.insert("multiple_importance", VOLUME_SAMPLING_MULTIPLE_IMPORTANCE); + SOCKET_ENUM(volume_sampling_method, + "Volume Sampling Method", + volume_sampling_method_enum, + VOLUME_SAMPLING_MULTIPLE_IMPORTANCE); + + static NodeEnum volume_interpolation_method_enum; + volume_interpolation_method_enum.insert("linear", VOLUME_INTERPOLATION_LINEAR); + volume_interpolation_method_enum.insert("cubic", VOLUME_INTERPOLATION_CUBIC); + SOCKET_ENUM(volume_interpolation_method, + "Volume Interpolation Method", + volume_interpolation_method_enum, + VOLUME_INTERPOLATION_LINEAR); + + SOCKET_FLOAT(volume_step_rate, "Volume Step Rate", 1.0f); + + static NodeEnum displacement_method_enum; + displacement_method_enum.insert("bump", DISPLACE_BUMP); + displacement_method_enum.insert("true", DISPLACE_TRUE); + displacement_method_enum.insert("both", DISPLACE_BOTH); + SOCKET_ENUM(displacement_method, "Displacement Method", displacement_method_enum, DISPLACE_BUMP); + + SOCKET_INT(pass_id, "Pass ID", 0); + + return type; +} + +Shader::Shader() : Node(get_node_type()) +{ + pass_id = 0; + + graph = NULL; + + has_surface = false; + has_surface_transparent = false; + has_surface_emission = false; + has_surface_raytrace = false; + has_surface_bssrdf = false; + has_volume = false; + has_displacement = false; + has_bump = false; + has_bssrdf_bump = false; + has_surface_spatial_varying = false; + has_volume_spatial_varying = false; + has_volume_attribute_dependency = false; + has_integrator_dependency = false; + has_volume_connected = false; + prev_volume_step_rate = 0.0f; + + displacement_method = DISPLACE_BUMP; + + id = -1; + + need_update_uvs = true; + need_update_attribute = true; + need_update_displacement = true; +} + +Shader::~Shader() +{ + delete graph; +} + +bool Shader::is_constant_emission(float3 *emission) +{ + /* If the shader has AOVs, they need to be evaluated, so we can't skip the shader. */ + foreach (ShaderNode *node, graph->nodes) { + if (node->special_type == SHADER_SPECIAL_TYPE_OUTPUT_AOV) { + return false; + } + } + + ShaderInput *surf = graph->output()->input("Surface"); + + if (surf->link == NULL) { + return false; + } + + if (surf->link->parent->type == EmissionNode::get_node_type()) { + EmissionNode *node = (EmissionNode *)surf->link->parent; + + assert(node->input("Color")); + assert(node->input("Strength")); + + if (node->input("Color")->link || node->input("Strength")->link) { + return false; + } + + *emission = node->get_color() * node->get_strength(); + } + else if (surf->link->parent->type == BackgroundNode::get_node_type()) { + BackgroundNode *node = (BackgroundNode *)surf->link->parent; + + assert(node->input("Color")); + assert(node->input("Strength")); + + if (node->input("Color")->link || node->input("Strength")->link) { + return false; + } + + *emission = node->get_color() * node->get_strength(); + } + else { + return false; + } + + return true; +} + +void Shader::set_graph(ShaderGraph *graph_) +{ + /* do this here already so that we can detect if mesh or object attributes + * are needed, since the node attribute callbacks check if their sockets + * are connected but proxy nodes should not count */ + if (graph_) { + graph_->remove_proxy_nodes(); + + if (displacement_method != DISPLACE_BUMP) { + graph_->compute_displacement_hash(); + } + } + + /* update geometry if displacement changed */ + if (displacement_method != DISPLACE_BUMP) { + const char *old_hash = (graph) ? graph->displacement_hash.c_str() : ""; + const char *new_hash = (graph_) ? graph_->displacement_hash.c_str() : ""; + + if (strcmp(old_hash, new_hash) != 0) { + need_update_displacement = true; + } + } + + /* assign graph */ + delete graph; + graph = graph_; + + /* Store info here before graph optimization to make sure that + * nodes that get optimized away still count. */ + has_volume_connected = (graph->output()->input("Volume")->link != NULL); +} + +void Shader::tag_update(Scene *scene) +{ + /* update tag */ + tag_modified(); + + scene->shader_manager->tag_update(scene, ShaderManager::SHADER_MODIFIED); + + /* if the shader previously was emissive, update light distribution, + * if the new shader is emissive, a light manager update tag will be + * done in the shader manager device update. */ + if (use_mis && has_surface_emission) + scene->light_manager->tag_update(scene, LightManager::SHADER_MODIFIED); + + /* Special handle of background MIS light for now: for some reason it + * has use_mis set to false. We are quite close to release now, so + * better to be safe. + */ + if (this == scene->background->get_shader(scene)) { + scene->light_manager->need_update_background = true; + if (scene->light_manager->has_background_light(scene)) { + scene->light_manager->tag_update(scene, LightManager::SHADER_MODIFIED); + } + } + + /* quick detection of which kind of shaders we have to avoid loading + * e.g. surface attributes when there is only a volume shader. this could + * be more fine grained but it's better than nothing */ + OutputNode *output = graph->output(); + bool prev_has_volume = has_volume; + has_surface = has_surface || output->input("Surface")->link; + has_volume = has_volume || output->input("Volume")->link; + has_displacement = has_displacement || output->input("Displacement")->link; + + /* get requested attributes. this could be optimized by pruning unused + * nodes here already, but that's the job of the shader manager currently, + * and may not be so great for interactive rendering where you temporarily + * disconnect a node */ + + AttributeRequestSet prev_attributes = attributes; + + attributes.clear(); + foreach (ShaderNode *node, graph->nodes) + node->attributes(this, &attributes); + + if (has_displacement) { + if (displacement_method == DISPLACE_BOTH) { + attributes.add(ATTR_STD_POSITION_UNDISPLACED); + } + if (displacement_method_is_modified()) { + need_update_displacement = true; + scene->geometry_manager->tag_update(scene, GeometryManager::SHADER_DISPLACEMENT_MODIFIED); + scene->object_manager->need_flags_update = true; + } + } + + /* compare if the attributes changed, mesh manager will check + * need_update_attribute, update the relevant meshes and clear it. */ + if (attributes.modified(prev_attributes)) { + need_update_attribute = true; + scene->geometry_manager->tag_update(scene, GeometryManager::SHADER_ATTRIBUTE_MODIFIED); + scene->procedural_manager->tag_update(); + } + + if (has_volume != prev_has_volume || volume_step_rate != prev_volume_step_rate) { + scene->geometry_manager->need_flags_update = true; + scene->object_manager->need_flags_update = true; + prev_volume_step_rate = volume_step_rate; + } +} + +void Shader::tag_used(Scene *scene) +{ + /* if an unused shader suddenly gets used somewhere, it needs to be + * recompiled because it was skipped for compilation before */ + if (!reference_count()) { + tag_modified(); + /* We do not reference here as the shader will be referenced when added to a socket. */ + scene->shader_manager->tag_update(scene, ShaderManager::SHADER_MODIFIED); + } +} + +bool Shader::need_update_geometry() const +{ + return need_update_uvs || need_update_attribute || need_update_displacement; +} + +/* Shader Manager */ + +ShaderManager::ShaderManager() +{ + update_flags = UPDATE_ALL; + beckmann_table_offset = TABLE_OFFSET_INVALID; + + init_xyz_transforms(); +} + +ShaderManager::~ShaderManager() +{ +} + +ShaderManager *ShaderManager::create(int shadingsystem) +{ + ShaderManager *manager; + + (void)shadingsystem; /* Ignored when built without OSL. */ + +#ifdef WITH_OSL + if (shadingsystem == SHADINGSYSTEM_OSL) { + manager = new OSLShaderManager(); + } + else +#endif + { + manager = new SVMShaderManager(); + } + + return manager; +} + +uint ShaderManager::get_attribute_id(ustring name) +{ + thread_scoped_spin_lock lock(attribute_lock_); + + /* get a unique id for each name, for SVM attribute lookup */ + AttributeIDMap::iterator it = unique_attribute_id.find(name); + + if (it != unique_attribute_id.end()) + return it->second; + + uint id = (uint)ATTR_STD_NUM + unique_attribute_id.size(); + unique_attribute_id[name] = id; + return id; +} + +uint ShaderManager::get_attribute_id(AttributeStandard std) +{ + return (uint)std; +} + +int ShaderManager::get_shader_id(Shader *shader, bool smooth) +{ + /* get a shader id to pass to the kernel */ + int id = shader->id; + + /* smooth flag */ + if (smooth) + id |= SHADER_SMOOTH_NORMAL; + + /* default flags */ + id |= SHADER_CAST_SHADOW | SHADER_AREA_LIGHT; + + return id; +} + +void ShaderManager::device_update(Device *device, + DeviceScene *dscene, + Scene *scene, + Progress &progress) +{ + if (!need_update()) { + return; + } + + uint id = 0; + foreach (Shader *shader, scene->shaders) { + shader->id = id++; + } + + /* Those shaders should always be compiled as they are used as fallback if a shader cannot be + * found, e.g. bad shader index for the triangle shaders on a Mesh. */ + assert(scene->default_surface->reference_count() != 0); + assert(scene->default_light->reference_count() != 0); + assert(scene->default_background->reference_count() != 0); + assert(scene->default_empty->reference_count() != 0); + + device_update_specific(device, dscene, scene, progress); +} + +void ShaderManager::device_update_common(Device * /*device*/, + DeviceScene *dscene, + Scene *scene, + Progress & /*progress*/) +{ + dscene->shaders.free(); + + if (scene->shaders.size() == 0) + return; + + KernelShader *kshader = dscene->shaders.alloc(scene->shaders.size()); + bool has_volumes = false; + bool has_transparent_shadow = false; + + foreach (Shader *shader, scene->shaders) { + uint flag = 0; + + if (shader->get_use_mis()) + flag |= SD_USE_MIS; + if (shader->has_surface_emission) + flag |= SD_HAS_EMISSION; + if (shader->has_surface_transparent && shader->get_use_transparent_shadow()) + flag |= SD_HAS_TRANSPARENT_SHADOW; + if (shader->has_surface_raytrace) + flag |= SD_HAS_RAYTRACE; + if (shader->has_volume) { + flag |= SD_HAS_VOLUME; + has_volumes = true; + + /* todo: this could check more fine grained, to skip useless volumes + * enclosed inside an opaque bsdf. + */ + flag |= SD_HAS_TRANSPARENT_SHADOW; + } + /* in this case we can assume transparent surface */ + if (shader->has_volume_connected && !shader->has_surface) + flag |= SD_HAS_ONLY_VOLUME; + if (shader->has_volume) { + if (shader->get_heterogeneous_volume() && shader->has_volume_spatial_varying) + flag |= SD_HETEROGENEOUS_VOLUME; + } + if (shader->has_volume_attribute_dependency) + flag |= SD_NEED_VOLUME_ATTRIBUTES; + if (shader->has_bssrdf_bump) + flag |= SD_HAS_BSSRDF_BUMP; + if (shader->get_volume_sampling_method() == VOLUME_SAMPLING_EQUIANGULAR) + flag |= SD_VOLUME_EQUIANGULAR; + if (shader->get_volume_sampling_method() == VOLUME_SAMPLING_MULTIPLE_IMPORTANCE) + flag |= SD_VOLUME_MIS; + if (shader->get_volume_interpolation_method() == VOLUME_INTERPOLATION_CUBIC) + flag |= SD_VOLUME_CUBIC; + if (shader->has_bump) + flag |= SD_HAS_BUMP; + if (shader->get_displacement_method() != DISPLACE_BUMP) + flag |= SD_HAS_DISPLACEMENT; + + /* constant emission check */ + float3 constant_emission = zero_float3(); + if (shader->is_constant_emission(&constant_emission)) + flag |= SD_HAS_CONSTANT_EMISSION; + + uint32_t cryptomatte_id = util_murmur_hash3(shader->name.c_str(), shader->name.length(), 0); + + /* regular shader */ + kshader->flags = flag; + kshader->pass_id = shader->get_pass_id(); + kshader->constant_emission[0] = constant_emission.x; + kshader->constant_emission[1] = constant_emission.y; + kshader->constant_emission[2] = constant_emission.z; + kshader->cryptomatte_id = util_hash_to_float(cryptomatte_id); + kshader++; + + has_transparent_shadow |= (flag & SD_HAS_TRANSPARENT_SHADOW) != 0; + } + + dscene->shaders.copy_to_device(); + + /* lookup tables */ + KernelTables *ktables = &dscene->data.tables; + + /* beckmann lookup table */ + if (beckmann_table_offset == TABLE_OFFSET_INVALID) { + if (!beckmann_table_ready) { + thread_scoped_lock lock(lookup_table_mutex); + if (!beckmann_table_ready) { + beckmann_table_build(beckmann_table); + beckmann_table_ready = true; + } + } + beckmann_table_offset = scene->lookup_tables->add_table(dscene, beckmann_table); + } + ktables->beckmann_offset = (int)beckmann_table_offset; + + /* integrator */ + KernelIntegrator *kintegrator = &dscene->data.integrator; + kintegrator->use_volumes = has_volumes; + /* TODO(sergey): De-duplicate with flags set in integrator.cpp. */ + kintegrator->transparent_shadows = has_transparent_shadow; + + /* film */ + KernelFilm *kfilm = &dscene->data.film; + /* color space, needs to be here because e.g. displacement shaders could depend on it */ + kfilm->xyz_to_r = float3_to_float4(xyz_to_r); + kfilm->xyz_to_g = float3_to_float4(xyz_to_g); + kfilm->xyz_to_b = float3_to_float4(xyz_to_b); + kfilm->rgb_to_y = float3_to_float4(rgb_to_y); +} + +void ShaderManager::device_free_common(Device *, DeviceScene *dscene, Scene *scene) +{ + scene->lookup_tables->remove_table(&beckmann_table_offset); + + dscene->shaders.free(); +} + +void ShaderManager::add_default(Scene *scene) +{ + /* default surface */ + { + ShaderGraph *graph = new ShaderGraph(); + + DiffuseBsdfNode *diffuse = graph->create_node(); + diffuse->set_color(make_float3(0.8f, 0.8f, 0.8f)); + graph->add(diffuse); + + graph->connect(diffuse->output("BSDF"), graph->output()->input("Surface")); + + Shader *shader = scene->create_node(); + shader->name = "default_surface"; + shader->set_graph(graph); + shader->reference(); + scene->default_surface = shader; + shader->tag_update(scene); + } + + /* default volume */ + { + ShaderGraph *graph = new ShaderGraph(); + + PrincipledVolumeNode *principled = graph->create_node(); + graph->add(principled); + + graph->connect(principled->output("Volume"), graph->output()->input("Volume")); + + Shader *shader = scene->create_node(); + shader->name = "default_volume"; + shader->set_graph(graph); + scene->default_volume = shader; + shader->tag_update(scene); + /* No default reference for the volume to avoid compiling volume kernels if there are no actual + * volumes in the scene */ + } + + /* default light */ + { + ShaderGraph *graph = new ShaderGraph(); + + EmissionNode *emission = graph->create_node(); + emission->set_color(make_float3(0.8f, 0.8f, 0.8f)); + emission->set_strength(0.0f); + graph->add(emission); + + graph->connect(emission->output("Emission"), graph->output()->input("Surface")); + + Shader *shader = scene->create_node(); + shader->name = "default_light"; + shader->set_graph(graph); + shader->reference(); + scene->default_light = shader; + shader->tag_update(scene); + } + + /* default background */ + { + ShaderGraph *graph = new ShaderGraph(); + + Shader *shader = scene->create_node(); + shader->name = "default_background"; + shader->set_graph(graph); + shader->reference(); + scene->default_background = shader; + shader->tag_update(scene); + } + + /* default empty */ + { + ShaderGraph *graph = new ShaderGraph(); + + Shader *shader = scene->create_node(); + shader->name = "default_empty"; + shader->set_graph(graph); + shader->reference(); + scene->default_empty = shader; + shader->tag_update(scene); + } +} + +uint ShaderManager::get_graph_kernel_features(ShaderGraph *graph) +{ + uint kernel_features = 0; + + foreach (ShaderNode *node, graph->nodes) { + kernel_features |= node->get_feature(); + if (node->special_type == SHADER_SPECIAL_TYPE_CLOSURE) { + BsdfBaseNode *bsdf_node = static_cast(node); + if (CLOSURE_IS_VOLUME(bsdf_node->get_closure_type())) { + kernel_features |= KERNEL_FEATURE_NODE_VOLUME; + } + else if (CLOSURE_IS_PRINCIPLED(bsdf_node->get_closure_type())) { + kernel_features |= KERNEL_FEATURE_PRINCIPLED; + } + } + if (node->has_surface_bssrdf()) { + kernel_features |= KERNEL_FEATURE_SUBSURFACE; + } + if (node->has_surface_transparent()) { + kernel_features |= KERNEL_FEATURE_TRANSPARENT; + } + } + + return kernel_features; +} + +uint ShaderManager::get_kernel_features(Scene *scene) +{ + uint kernel_features = KERNEL_FEATURE_NODE_BSDF | KERNEL_FEATURE_NODE_EMISSION; + for (int i = 0; i < scene->shaders.size(); i++) { + Shader *shader = scene->shaders[i]; + if (!shader->reference_count()) { + continue; + } + + /* Gather requested features from all the nodes from the graph nodes. */ + kernel_features |= get_graph_kernel_features(shader->graph); + ShaderNode *output_node = shader->graph->output(); + if (output_node->input("Displacement")->link != NULL) { + kernel_features |= KERNEL_FEATURE_NODE_BUMP; + if (shader->get_displacement_method() == DISPLACE_BOTH) { + kernel_features |= KERNEL_FEATURE_NODE_BUMP_STATE; + } + } + /* On top of volume nodes, also check if we need volume sampling because + * e.g. an Emission node would slip through the KERNEL_FEATURE_NODE_VOLUME check */ + if (shader->has_volume_connected) { + kernel_features |= KERNEL_FEATURE_VOLUME; + } + } + + return kernel_features; +} + +void ShaderManager::free_memory() +{ + beckmann_table.free_memory(); + +#ifdef WITH_OSL + OSLShaderManager::free_memory(); +#endif + + ColorSpaceManager::free_memory(); +} + +float ShaderManager::linear_rgb_to_gray(float3 c) +{ + return dot(c, rgb_to_y); +} + +string ShaderManager::get_cryptomatte_materials(Scene *scene) +{ + string manifest = "{"; + unordered_set materials; + foreach (Shader *shader, scene->shaders) { + if (materials.count(shader->name)) { + continue; + } + materials.insert(shader->name); + uint32_t cryptomatte_id = util_murmur_hash3(shader->name.c_str(), shader->name.length(), 0); + manifest += string_printf("\"%s\":\"%08x\",", shader->name.c_str(), cryptomatte_id); + } + manifest[manifest.size() - 1] = '}'; + return manifest; +} + +void ShaderManager::tag_update(Scene * /*scene*/, uint32_t /*flag*/) +{ + /* update everything for now */ + update_flags = ShaderManager::UPDATE_ALL; +} + +bool ShaderManager::need_update() const +{ + return update_flags != UPDATE_NONE; +} + +#ifdef WITH_OCIO +static bool to_scene_linear_transform(OCIO::ConstConfigRcPtr &config, + const char *colorspace, + Transform &to_scene_linear) +{ + OCIO::ConstProcessorRcPtr processor; + try { + processor = config->getProcessor(OCIO::ROLE_SCENE_LINEAR, colorspace); + } + catch (OCIO::Exception &) { + return false; + } + + if (!processor) { + return false; + } + + OCIO::ConstCPUProcessorRcPtr device_processor = processor->getDefaultCPUProcessor(); + if (!device_processor) { + return false; + } + + to_scene_linear = transform_identity(); + device_processor->applyRGB(&to_scene_linear.x.x); + device_processor->applyRGB(&to_scene_linear.y.x); + device_processor->applyRGB(&to_scene_linear.z.x); + to_scene_linear = transform_transposed_inverse(to_scene_linear); + return true; +} +#endif + +void ShaderManager::init_xyz_transforms() +{ + /* Default to ITU-BT.709 in case no appropriate transform found. + * Note XYZ here is defined as having a D65 white point. */ + xyz_to_r = make_float3(3.2404542f, -1.5371385f, -0.4985314f); + xyz_to_g = make_float3(-0.9692660f, 1.8760108f, 0.0415560f); + xyz_to_b = make_float3(0.0556434f, -0.2040259f, 1.0572252f); + rgb_to_y = make_float3(0.2126729f, 0.7151522f, 0.0721750f); + +#ifdef WITH_OCIO + /* Get from OpenColorO config if it has the required roles. */ + OCIO::ConstConfigRcPtr config = OCIO::GetCurrentConfig(); + if (!(config && config->hasRole(OCIO::ROLE_SCENE_LINEAR))) { + return; + } + + Transform xyz_to_rgb; + + if (config->hasRole("aces_interchange")) { + /* Standard OpenColorIO role, defined as ACES2065-1. */ + const Transform xyz_E_to_aces = make_transform(1.0498110175f, + 0.0f, + -0.0000974845f, + 0.0f, + -0.4959030231f, + 1.3733130458f, + 0.0982400361f, + 0.0f, + 0.0f, + 0.0f, + 0.9912520182f, + 0.0f); + const Transform xyz_D65_to_E = make_transform( + 1.0521111f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.9184170f, 0.0f); + + Transform aces_to_rgb; + if (!to_scene_linear_transform(config, "aces_interchange", aces_to_rgb)) { + return; + } + + xyz_to_rgb = aces_to_rgb * xyz_E_to_aces * xyz_D65_to_E; + } + else if (config->hasRole("XYZ")) { + /* Custom role used before the standard existed. */ + if (!to_scene_linear_transform(config, "XYZ", xyz_to_rgb)) { + return; + } + } + else { + /* No reference role found to determine XYZ. */ + return; + } + + xyz_to_r = float4_to_float3(xyz_to_rgb.x); + xyz_to_g = float4_to_float3(xyz_to_rgb.y); + xyz_to_b = float4_to_float3(xyz_to_rgb.z); + + const Transform rgb_to_xyz = transform_inverse(xyz_to_rgb); + rgb_to_y = float4_to_float3(rgb_to_xyz.y); +#endif +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/scene/shader.h b/intern/cycles/scene/shader.h new file mode 100644 index 00000000000..7ef3bda15d7 --- /dev/null +++ b/intern/cycles/scene/shader.h @@ -0,0 +1,259 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef __SHADER_H__ +#define __SHADER_H__ + +#ifdef WITH_OSL +/* So no context pollution happens from indirectly included windows.h */ +# include "util/util_windows.h" +# include +#endif + +#include "kernel/kernel_types.h" +#include "scene/attribute.h" + +#include "graph/node.h" + +#include "util/util_map.h" +#include "util/util_param.h" +#include "util/util_string.h" +#include "util/util_thread.h" +#include "util/util_types.h" + +CCL_NAMESPACE_BEGIN + +class Device; +class DeviceScene; +class Mesh; +class Progress; +class Scene; +class ShaderGraph; +struct float3; + +enum ShadingSystem { SHADINGSYSTEM_OSL, SHADINGSYSTEM_SVM }; + +/* Keep those in sync with the python-defined enum. */ +enum VolumeSampling { + VOLUME_SAMPLING_DISTANCE = 0, + VOLUME_SAMPLING_EQUIANGULAR = 1, + VOLUME_SAMPLING_MULTIPLE_IMPORTANCE = 2, + + VOLUME_NUM_SAMPLING, +}; + +enum VolumeInterpolation { + VOLUME_INTERPOLATION_LINEAR = 0, + VOLUME_INTERPOLATION_CUBIC = 1, + + VOLUME_NUM_INTERPOLATION, +}; + +enum DisplacementMethod { + DISPLACE_BUMP = 0, + DISPLACE_TRUE = 1, + DISPLACE_BOTH = 2, + + DISPLACE_NUM_METHODS, +}; + +/* Shader describing the appearance of a Mesh, Light or Background. + * + * While there is only a single shader graph, it has three outputs: surface, + * volume and displacement, that the shader manager will compile and execute + * separately. */ + +class Shader : public Node { + public: + NODE_DECLARE + + /* shader graph */ + ShaderGraph *graph; + + NODE_SOCKET_API(int, pass_id) + + /* sampling */ + NODE_SOCKET_API(bool, use_mis) + NODE_SOCKET_API(bool, use_transparent_shadow) + NODE_SOCKET_API(bool, heterogeneous_volume) + NODE_SOCKET_API(VolumeSampling, volume_sampling_method) + NODE_SOCKET_API(int, volume_interpolation_method) + NODE_SOCKET_API(float, volume_step_rate) + + /* displacement */ + NODE_SOCKET_API(DisplacementMethod, displacement_method) + + float prev_volume_step_rate; + + /* synchronization */ + bool need_update_uvs; + bool need_update_attribute; + bool need_update_displacement; + + /* If the shader has only volume components, the surface is assumed to + * be transparent. + * However, graph optimization might remove the volume subgraph, but + * since the user connected something to the volume output the surface + * should still be transparent. + * Therefore, has_volume_connected stores whether some volume sub-tree + * was connected before optimization. */ + bool has_volume_connected; + + /* information about shader after compiling */ + bool has_surface; + bool has_surface_emission; + bool has_surface_transparent; + bool has_surface_raytrace; + bool has_volume; + bool has_displacement; + bool has_surface_bssrdf; + bool has_bump; + bool has_bssrdf_bump; + bool has_surface_spatial_varying; + bool has_volume_spatial_varying; + bool has_volume_attribute_dependency; + bool has_integrator_dependency; + + /* requested mesh attributes */ + AttributeRequestSet attributes; + + /* determined before compiling */ + uint id; + +#ifdef WITH_OSL + /* osl shading state references */ + OSL::ShaderGroupRef osl_surface_ref; + OSL::ShaderGroupRef osl_surface_bump_ref; + OSL::ShaderGroupRef osl_volume_ref; + OSL::ShaderGroupRef osl_displacement_ref; +#endif + + Shader(); + ~Shader(); + + /* Checks whether the shader consists of just a emission node with fixed inputs that's connected + * directly to the output. + * If yes, it sets the content of emission to the constant value (color * strength), which is + * then used for speeding up light evaluation. */ + bool is_constant_emission(float3 *emission); + + void set_graph(ShaderGraph *graph); + void tag_update(Scene *scene); + void tag_used(Scene *scene); + + /* Return true when either of the surface or displacement socket of the output node is linked. + * This should be used to ensure that surface attributes are also requested even when only the + * displacement socket is linked. */ + bool has_surface_link() const + { + return has_surface || has_displacement; + } + + bool need_update_geometry() const; +}; + +/* Shader Manager virtual base class + * + * From this the SVM and OSL shader managers are derived, that do the actual + * shader compiling and device updating. */ + +class ShaderManager { + public: + enum : uint32_t { + SHADER_ADDED = (1 << 0), + SHADER_MODIFIED = (1 << 2), + INTEGRATOR_MODIFIED = (1 << 3), + + /* tag everything in the manager for an update */ + UPDATE_ALL = ~0u, + + UPDATE_NONE = 0u, + }; + + static ShaderManager *create(int shadingsystem); + virtual ~ShaderManager(); + + virtual void reset(Scene *scene) = 0; + + virtual bool use_osl() + { + return false; + } + + /* device update */ + void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress); + virtual void device_update_specific(Device *device, + DeviceScene *dscene, + Scene *scene, + Progress &progress) = 0; + virtual void device_free(Device *device, DeviceScene *dscene, Scene *scene) = 0; + + void device_update_common(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress); + void device_free_common(Device *device, DeviceScene *dscene, Scene *scene); + + /* get globally unique id for a type of attribute */ + uint get_attribute_id(ustring name); + uint get_attribute_id(AttributeStandard std); + + /* get shader id for mesh faces */ + int get_shader_id(Shader *shader, bool smooth = false); + + /* add default shaders to scene, to use as default for things that don't + * have any shader assigned explicitly */ + static void add_default(Scene *scene); + + /* Selective nodes compilation. */ + uint get_kernel_features(Scene *scene); + + static void free_memory(); + + float linear_rgb_to_gray(float3 c); + + string get_cryptomatte_materials(Scene *scene); + + void tag_update(Scene *scene, uint32_t flag); + + bool need_update() const; + + void init_xyz_transforms(); + + protected: + ShaderManager(); + + uint32_t update_flags; + + typedef unordered_map AttributeIDMap; + AttributeIDMap unique_attribute_id; + + static thread_mutex lookup_table_mutex; + static vector beckmann_table; + static bool beckmann_table_ready; + + size_t beckmann_table_offset; + + uint get_graph_kernel_features(ShaderGraph *graph); + + thread_spin_lock attribute_lock_; + + float3 xyz_to_r; + float3 xyz_to_g; + float3 xyz_to_b; + float3 rgb_to_y; +}; + +CCL_NAMESPACE_END + +#endif /* __SHADER_H__ */ diff --git a/intern/cycles/scene/shader_graph.cpp b/intern/cycles/scene/shader_graph.cpp new file mode 100644 index 00000000000..116d8335ef8 --- /dev/null +++ b/intern/cycles/scene/shader_graph.cpp @@ -0,0 +1,1239 @@ +/* + * Copyright 2011-2016 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "scene/shader_graph.h" +#include "scene/attribute.h" +#include "scene/constant_fold.h" +#include "scene/scene.h" +#include "scene/shader.h" +#include "scene/shader_nodes.h" + +#include "util/util_algorithm.h" +#include "util/util_foreach.h" +#include "util/util_logging.h" +#include "util/util_md5.h" +#include "util/util_queue.h" + +CCL_NAMESPACE_BEGIN + +namespace { + +bool check_node_inputs_has_links(const ShaderNode *node) +{ + foreach (const ShaderInput *in, node->inputs) { + if (in->link) { + return true; + } + } + return false; +} + +bool check_node_inputs_traversed(const ShaderNode *node, const ShaderNodeSet &done) +{ + foreach (const ShaderInput *in, node->inputs) { + if (in->link) { + if (done.find(in->link->parent) == done.end()) { + return false; + } + } + } + return true; +} + +} /* namespace */ + +/* Sockets */ + +void ShaderInput::disconnect() +{ + if (link) { + link->links.erase(remove(link->links.begin(), link->links.end(), this), link->links.end()); + } + link = NULL; +} + +void ShaderOutput::disconnect() +{ + foreach (ShaderInput *sock, links) { + sock->link = NULL; + } + + links.clear(); +} + +/* Node */ + +ShaderNode::ShaderNode(const NodeType *type) : Node(type) +{ + name = type->name; + id = -1; + bump = SHADER_BUMP_NONE; + special_type = SHADER_SPECIAL_TYPE_NONE; + + create_inputs_outputs(type); +} + +ShaderNode::~ShaderNode() +{ + foreach (ShaderInput *socket, inputs) + delete socket; + + foreach (ShaderOutput *socket, outputs) + delete socket; +} + +void ShaderNode::create_inputs_outputs(const NodeType *type) +{ + foreach (const SocketType &socket, type->inputs) { + if (socket.flags & SocketType::LINKABLE) { + inputs.push_back(new ShaderInput(socket, this)); + } + } + + foreach (const SocketType &socket, type->outputs) { + outputs.push_back(new ShaderOutput(socket, this)); + } +} + +ShaderInput *ShaderNode::input(const char *name) +{ + foreach (ShaderInput *socket, inputs) { + if (socket->name() == name) + return socket; + } + + return NULL; +} + +ShaderOutput *ShaderNode::output(const char *name) +{ + foreach (ShaderOutput *socket, outputs) + if (socket->name() == name) + return socket; + + return NULL; +} + +ShaderInput *ShaderNode::input(ustring name) +{ + foreach (ShaderInput *socket, inputs) { + if (socket->name() == name) + return socket; + } + + return NULL; +} + +ShaderOutput *ShaderNode::output(ustring name) +{ + foreach (ShaderOutput *socket, outputs) + if (socket->name() == name) + return socket; + + return NULL; +} + +void ShaderNode::remove_input(ShaderInput *input) +{ + assert(input->link == NULL); + delete input; + inputs.erase(remove(inputs.begin(), inputs.end(), input), inputs.end()); +} + +void ShaderNode::attributes(Shader *shader, AttributeRequestSet *attributes) +{ + foreach (ShaderInput *input, inputs) { + if (!input->link) { + if (input->flags() & SocketType::LINK_TEXTURE_GENERATED) { + if (shader->has_surface_link()) + attributes->add(ATTR_STD_GENERATED); + if (shader->has_volume) + attributes->add(ATTR_STD_GENERATED_TRANSFORM); + } + else if (input->flags() & SocketType::LINK_TEXTURE_UV) { + if (shader->has_surface_link()) + attributes->add(ATTR_STD_UV); + } + } + } +} + +bool ShaderNode::equals(const ShaderNode &other) +{ + if (type != other.type || bump != other.bump) { + return false; + } + + assert(inputs.size() == other.inputs.size()); + + /* Compare unlinkable sockets */ + foreach (const SocketType &socket, type->inputs) { + if (!(socket.flags & SocketType::LINKABLE)) { + if (!Node::equals_value(other, socket)) { + return false; + } + } + } + + /* Compare linkable input sockets */ + for (int i = 0; i < inputs.size(); ++i) { + ShaderInput *input_a = inputs[i], *input_b = other.inputs[i]; + if (input_a->link == NULL && input_b->link == NULL) { + /* Unconnected inputs are expected to have the same value. */ + if (!Node::equals_value(other, input_a->socket_type)) { + return false; + } + } + else if (input_a->link != NULL && input_b->link != NULL) { + /* Expect links are to come from the same exact socket. */ + if (input_a->link != input_b->link) { + return false; + } + } + else { + /* One socket has a link and another has not, inputs can't be + * considered equal. + */ + return false; + } + } + + return true; +} + +/* Graph */ + +ShaderGraph::ShaderGraph() +{ + finalized = false; + simplified = false; + num_node_ids = 0; + add(create_node()); +} + +ShaderGraph::~ShaderGraph() +{ + clear_nodes(); +} + +ShaderNode *ShaderGraph::add(ShaderNode *node) +{ + assert(!finalized); + simplified = false; + + node->id = num_node_ids++; + nodes.push_back(node); + return node; +} + +OutputNode *ShaderGraph::output() +{ + return (OutputNode *)nodes.front(); +} + +void ShaderGraph::connect(ShaderOutput *from, ShaderInput *to) +{ + assert(!finalized); + assert(from && to); + + if (to->link) { + fprintf(stderr, "Cycles shader graph connect: input already connected.\n"); + return; + } + + if (from->type() != to->type()) { + /* can't do automatic conversion from closure */ + if (from->type() == SocketType::CLOSURE) { + fprintf(stderr, + "Cycles shader graph connect: can only connect closure to closure " + "(%s.%s to %s.%s).\n", + from->parent->name.c_str(), + from->name().c_str(), + to->parent->name.c_str(), + to->name().c_str()); + return; + } + + /* add automatic conversion node in case of type mismatch */ + ShaderNode *convert; + ShaderInput *convert_in; + + if (to->type() == SocketType::CLOSURE) { + EmissionNode *emission = create_node(); + emission->set_color(one_float3()); + emission->set_strength(1.0f); + convert = add(emission); + /* Connect float inputs to Strength to save an additional Value->Color conversion. */ + if (from->type() == SocketType::FLOAT) { + convert_in = convert->input("Strength"); + } + else { + convert_in = convert->input("Color"); + } + } + else { + convert = add(create_node(from->type(), to->type(), true)); + convert_in = convert->inputs[0]; + } + + connect(from, convert_in); + connect(convert->outputs[0], to); + } + else { + /* types match, just connect */ + to->link = from; + from->links.push_back(to); + } +} + +void ShaderGraph::disconnect(ShaderOutput *from) +{ + assert(!finalized); + simplified = false; + + from->disconnect(); +} + +void ShaderGraph::disconnect(ShaderInput *to) +{ + assert(!finalized); + assert(to->link); + simplified = false; + + to->disconnect(); +} + +void ShaderGraph::relink(ShaderInput *from, ShaderInput *to) +{ + ShaderOutput *out = from->link; + if (out) { + disconnect(from); + connect(out, to); + } + to->parent->copy_value(to->socket_type, *(from->parent), from->socket_type); +} + +void ShaderGraph::relink(ShaderOutput *from, ShaderOutput *to) +{ + /* Copy because disconnect modifies this list. */ + vector outputs = from->links; + + foreach (ShaderInput *sock, outputs) { + disconnect(sock); + if (to) + connect(to, sock); + } +} + +void ShaderGraph::relink(ShaderNode *node, ShaderOutput *from, ShaderOutput *to) +{ + simplified = false; + + /* Copy because disconnect modifies this list */ + vector outputs = from->links; + + /* Bypass node by moving all links from "from" to "to" */ + foreach (ShaderInput *sock, node->inputs) { + if (sock->link) + disconnect(sock); + } + + foreach (ShaderInput *sock, outputs) { + disconnect(sock); + if (to) + connect(to, sock); + } +} + +void ShaderGraph::simplify(Scene *scene) +{ + if (!simplified) { + expand(); + default_inputs(scene->shader_manager->use_osl()); + clean(scene); + refine_bump_nodes(); + + simplified = true; + } +} + +void ShaderGraph::finalize(Scene *scene, bool do_bump, bool do_simplify, bool bump_in_object_space) +{ + /* before compiling, the shader graph may undergo a number of modifications. + * currently we set default geometry shader inputs, and create automatic bump + * from displacement. a graph can be finalized only once, and should not be + * modified afterwards. */ + + if (!finalized) { + simplify(scene); + + if (do_bump) + bump_from_displacement(bump_in_object_space); + + ShaderInput *surface_in = output()->input("Surface"); + ShaderInput *volume_in = output()->input("Volume"); + + /* todo: make this work when surface and volume closures are tangled up */ + + if (surface_in->link) + transform_multi_closure(surface_in->link->parent, NULL, false); + if (volume_in->link) + transform_multi_closure(volume_in->link->parent, NULL, true); + + finalized = true; + } + else if (do_simplify) { + simplify_settings(scene); + } +} + +void ShaderGraph::find_dependencies(ShaderNodeSet &dependencies, ShaderInput *input) +{ + /* find all nodes that this input depends on directly and indirectly */ + ShaderNode *node = (input->link) ? input->link->parent : NULL; + + if (node != NULL && dependencies.find(node) == dependencies.end()) { + foreach (ShaderInput *in, node->inputs) + find_dependencies(dependencies, in); + + dependencies.insert(node); + } +} + +void ShaderGraph::clear_nodes() +{ + foreach (ShaderNode *node, nodes) { + delete_node(node); + } + nodes.clear(); +} + +void ShaderGraph::copy_nodes(ShaderNodeSet &nodes, ShaderNodeMap &nnodemap) +{ + /* copy a set of nodes, and the links between them. the assumption is + * made that all nodes that inputs are linked to are in the set too. */ + + /* copy nodes */ + foreach (ShaderNode *node, nodes) { + ShaderNode *nnode = node->clone(this); + nnodemap[node] = nnode; + + /* create new inputs and outputs to recreate links and ensure + * that we still point to valid SocketType if the NodeType + * changed in cloning, as it does for OSL nodes */ + nnode->inputs.clear(); + nnode->outputs.clear(); + nnode->create_inputs_outputs(nnode->type); + } + + /* recreate links */ + foreach (ShaderNode *node, nodes) { + foreach (ShaderInput *input, node->inputs) { + if (input->link) { + /* find new input and output */ + ShaderNode *nfrom = nnodemap[input->link->parent]; + ShaderNode *nto = nnodemap[input->parent]; + ShaderOutput *noutput = nfrom->output(input->link->name()); + ShaderInput *ninput = nto->input(input->name()); + + /* connect */ + connect(noutput, ninput); + } + } + } +} + +/* Graph simplification */ +/* ******************** */ + +/* Remove proxy nodes. + * + * These only exists temporarily when exporting groups, and we must remove them + * early so that node->attributes() and default links do not see them. + */ +void ShaderGraph::remove_proxy_nodes() +{ + vector removed(num_node_ids, false); + bool any_node_removed = false; + + foreach (ShaderNode *node, nodes) { + if (node->special_type == SHADER_SPECIAL_TYPE_PROXY) { + ConvertNode *proxy = static_cast(node); + ShaderInput *input = proxy->inputs[0]; + ShaderOutput *output = proxy->outputs[0]; + + /* bypass the proxy node */ + if (input->link) { + relink(proxy, output, input->link); + } + else { + /* Copy because disconnect modifies this list */ + vector links(output->links); + + foreach (ShaderInput *to, links) { + /* Remove any auto-convert nodes too if they lead to + * sockets with an automatically set default value. */ + ShaderNode *tonode = to->parent; + + if (tonode->special_type == SHADER_SPECIAL_TYPE_AUTOCONVERT) { + bool all_links_removed = true; + vector links = tonode->outputs[0]->links; + + foreach (ShaderInput *autoin, links) { + if (autoin->flags() & SocketType::DEFAULT_LINK_MASK) + disconnect(autoin); + else + all_links_removed = false; + } + + if (all_links_removed) + removed[tonode->id] = true; + } + + disconnect(to); + + /* transfer the default input value to the target socket */ + tonode->copy_value(to->socket_type, *proxy, input->socket_type); + } + } + + removed[proxy->id] = true; + any_node_removed = true; + } + } + + /* remove nodes */ + if (any_node_removed) { + list newnodes; + + foreach (ShaderNode *node, nodes) { + if (!removed[node->id]) + newnodes.push_back(node); + else + delete_node(node); + } + + nodes = newnodes; + } +} + +/* Constant folding. + * + * Try to constant fold some nodes, and pipe result directly to + * the input socket of connected nodes. + */ +void ShaderGraph::constant_fold(Scene *scene) +{ + ShaderNodeSet done, scheduled; + queue traverse_queue; + + bool has_displacement = (output()->input("Displacement")->link != NULL); + + /* Schedule nodes which doesn't have any dependencies. */ + foreach (ShaderNode *node, nodes) { + if (!check_node_inputs_has_links(node)) { + traverse_queue.push(node); + scheduled.insert(node); + } + } + + while (!traverse_queue.empty()) { + ShaderNode *node = traverse_queue.front(); + traverse_queue.pop(); + done.insert(node); + foreach (ShaderOutput *output, node->outputs) { + if (output->links.size() == 0) { + continue; + } + /* Schedule node which was depending on the value, + * when possible. Do it before disconnect. + */ + foreach (ShaderInput *input, output->links) { + if (scheduled.find(input->parent) != scheduled.end()) { + /* Node might not be optimized yet but scheduled already + * by other dependencies. No need to re-schedule it. + */ + continue; + } + /* Schedule node if its inputs are fully done. */ + if (check_node_inputs_traversed(input->parent, done)) { + traverse_queue.push(input->parent); + scheduled.insert(input->parent); + } + } + /* Optimize current node. */ + ConstantFolder folder(this, node, output, scene); + node->constant_fold(folder); + } + } + + /* Folding might have removed all nodes connected to the displacement output + * even tho there is displacement to be applied, so add in a value node if + * that happens to ensure there is still a valid graph for displacement. + */ + if (has_displacement && !output()->input("Displacement")->link) { + ColorNode *value = (ColorNode *)add(create_node()); + value->set_value(output()->get_displacement()); + + connect(value->output("Color"), output()->input("Displacement")); + } +} + +/* Simplification. */ +void ShaderGraph::simplify_settings(Scene *scene) +{ + foreach (ShaderNode *node, nodes) { + node->simplify_settings(scene); + } +} + +/* Deduplicate nodes with same settings. */ +void ShaderGraph::deduplicate_nodes() +{ + /* NOTES: + * - Deduplication happens for nodes which has same exact settings and same + * exact input links configuration (either connected to same output or has + * the same exact default value). + * - Deduplication happens in the bottom-top manner, so we know for fact that + * all traversed nodes are either can not be deduplicated at all or were + * already deduplicated. + */ + + ShaderNodeSet scheduled, done; + map candidates; + queue traverse_queue; + int num_deduplicated = 0; + + /* Schedule nodes which doesn't have any dependencies. */ + foreach (ShaderNode *node, nodes) { + if (!check_node_inputs_has_links(node)) { + traverse_queue.push(node); + scheduled.insert(node); + } + } + + while (!traverse_queue.empty()) { + ShaderNode *node = traverse_queue.front(); + traverse_queue.pop(); + done.insert(node); + /* Schedule the nodes which were depending on the current node. */ + bool has_output_links = false; + foreach (ShaderOutput *output, node->outputs) { + foreach (ShaderInput *input, output->links) { + has_output_links = true; + if (scheduled.find(input->parent) != scheduled.end()) { + /* Node might not be optimized yet but scheduled already + * by other dependencies. No need to re-schedule it. + */ + continue; + } + /* Schedule node if its inputs are fully done. */ + if (check_node_inputs_traversed(input->parent, done)) { + traverse_queue.push(input->parent); + scheduled.insert(input->parent); + } + } + } + /* Only need to care about nodes that are actually used */ + if (!has_output_links) { + continue; + } + /* Try to merge this node with another one. */ + ShaderNode *merge_with = NULL; + foreach (ShaderNode *other_node, candidates[node->type->name]) { + if (node != other_node && node->equals(*other_node)) { + merge_with = other_node; + break; + } + } + /* If found an equivalent, merge; otherwise keep node for later merges */ + if (merge_with != NULL) { + for (int i = 0; i < node->outputs.size(); ++i) { + relink(node, node->outputs[i], merge_with->outputs[i]); + } + num_deduplicated++; + } + else { + candidates[node->type->name].insert(node); + } + } + + if (num_deduplicated > 0) { + VLOG(1) << "Deduplicated " << num_deduplicated << " nodes."; + } +} + +/* Check whether volume output has meaningful nodes, otherwise + * disconnect the output. + */ +void ShaderGraph::verify_volume_output() +{ + /* Check whether we can optimize the whole volume graph out. */ + ShaderInput *volume_in = output()->input("Volume"); + if (volume_in->link == NULL) { + return; + } + bool has_valid_volume = false; + ShaderNodeSet scheduled; + queue traverse_queue; + /* Schedule volume output. */ + traverse_queue.push(volume_in->link->parent); + scheduled.insert(volume_in->link->parent); + /* Traverse down the tree. */ + while (!traverse_queue.empty()) { + ShaderNode *node = traverse_queue.front(); + traverse_queue.pop(); + /* Node is fully valid for volume, can't optimize anything out. */ + if (node->has_volume_support()) { + has_valid_volume = true; + break; + } + foreach (ShaderInput *input, node->inputs) { + if (input->link == NULL) { + continue; + } + if (scheduled.find(input->link->parent) != scheduled.end()) { + continue; + } + traverse_queue.push(input->link->parent); + scheduled.insert(input->link->parent); + } + } + if (!has_valid_volume) { + VLOG(1) << "Disconnect meaningless volume output."; + disconnect(volume_in->link); + } +} + +void ShaderGraph::break_cycles(ShaderNode *node, vector &visited, vector &on_stack) +{ + visited[node->id] = true; + on_stack[node->id] = true; + + foreach (ShaderInput *input, node->inputs) { + if (input->link) { + ShaderNode *depnode = input->link->parent; + + if (on_stack[depnode->id]) { + /* break cycle */ + disconnect(input); + fprintf(stderr, "Cycles shader graph: detected cycle in graph, connection removed.\n"); + } + else if (!visited[depnode->id]) { + /* visit dependencies */ + break_cycles(depnode, visited, on_stack); + } + } + } + + on_stack[node->id] = false; +} + +void ShaderGraph::compute_displacement_hash() +{ + /* Compute hash of all nodes linked to displacement, to detect if we need + * to recompute displacement when shader nodes change. */ + ShaderInput *displacement_in = output()->input("Displacement"); + + if (!displacement_in->link) { + displacement_hash = ""; + return; + } + + ShaderNodeSet nodes_displace; + find_dependencies(nodes_displace, displacement_in); + + MD5Hash md5; + foreach (ShaderNode *node, nodes_displace) { + node->hash(md5); + foreach (ShaderInput *input, node->inputs) { + int link_id = (input->link) ? input->link->parent->id : 0; + md5.append((uint8_t *)&link_id, sizeof(link_id)); + md5.append((input->link) ? input->link->name().c_str() : ""); + } + + if (node->special_type == SHADER_SPECIAL_TYPE_OSL) { + /* Hash takes into account socket values, to detect changes + * in the code of the node we need an exception. */ + OSLNode *oslnode = static_cast(node); + md5.append(oslnode->bytecode_hash); + } + } + + displacement_hash = md5.get_hex(); +} + +void ShaderGraph::clean(Scene *scene) +{ + /* Graph simplification */ + + /* NOTE: Remove proxy nodes was already done. */ + constant_fold(scene); + simplify_settings(scene); + deduplicate_nodes(); + verify_volume_output(); + + /* we do two things here: find cycles and break them, and remove unused + * nodes that don't feed into the output. how cycles are broken is + * undefined, they are invalid input, the important thing is to not crash */ + + vector visited(num_node_ids, false); + vector on_stack(num_node_ids, false); + + /* break cycles */ + break_cycles(output(), visited, on_stack); + foreach (ShaderNode *node, nodes) { + if (node->special_type == SHADER_SPECIAL_TYPE_OUTPUT_AOV) { + break_cycles(node, visited, on_stack); + } + } + + /* disconnect unused nodes */ + foreach (ShaderNode *node, nodes) { + if (!visited[node->id]) { + foreach (ShaderInput *to, node->inputs) { + ShaderOutput *from = to->link; + + if (from) { + to->link = NULL; + from->links.erase(remove(from->links.begin(), from->links.end(), to), from->links.end()); + } + } + } + } + + /* remove unused nodes */ + list newnodes; + + foreach (ShaderNode *node, nodes) { + if (visited[node->id]) + newnodes.push_back(node); + else + delete_node(node); + } + + nodes = newnodes; +} + +void ShaderGraph::expand() +{ + /* Call expand on all nodes, to generate additional nodes. */ + foreach (ShaderNode *node, nodes) { + node->expand(this); + } +} + +void ShaderGraph::default_inputs(bool do_osl) +{ + /* nodes can specify default texture coordinates, for now we give + * everything the position by default, except for the sky texture */ + + ShaderNode *geom = NULL; + ShaderNode *texco = NULL; + + foreach (ShaderNode *node, nodes) { + foreach (ShaderInput *input, node->inputs) { + if (!input->link && (!(input->flags() & SocketType::OSL_INTERNAL) || do_osl)) { + if (input->flags() & SocketType::LINK_TEXTURE_GENERATED) { + if (!texco) + texco = create_node(); + + connect(texco->output("Generated"), input); + } + if (input->flags() & SocketType::LINK_TEXTURE_NORMAL) { + if (!texco) + texco = create_node(); + + connect(texco->output("Normal"), input); + } + else if (input->flags() & SocketType::LINK_TEXTURE_UV) { + if (!texco) + texco = create_node(); + + connect(texco->output("UV"), input); + } + else if (input->flags() & SocketType::LINK_INCOMING) { + if (!geom) + geom = create_node(); + + connect(geom->output("Incoming"), input); + } + else if (input->flags() & SocketType::LINK_NORMAL) { + if (!geom) + geom = create_node(); + + connect(geom->output("Normal"), input); + } + else if (input->flags() & SocketType::LINK_POSITION) { + if (!geom) + geom = create_node(); + + connect(geom->output("Position"), input); + } + else if (input->flags() & SocketType::LINK_TANGENT) { + if (!geom) + geom = create_node(); + + connect(geom->output("Tangent"), input); + } + } + } + } + + if (geom) + add(geom); + if (texco) + add(texco); +} + +void ShaderGraph::refine_bump_nodes() +{ + /* we transverse the node graph looking for bump nodes, when we find them, + * like in bump_from_displacement(), we copy the sub-graph defined from "bump" + * input to the inputs "center","dx" and "dy" What is in "bump" input is moved + * to "center" input. */ + + foreach (ShaderNode *node, nodes) { + if (node->special_type == SHADER_SPECIAL_TYPE_BUMP && node->input("Height")->link) { + ShaderInput *bump_input = node->input("Height"); + ShaderNodeSet nodes_bump; + + /* make 2 extra copies of the subgraph defined in Bump input */ + ShaderNodeMap nodes_dx; + ShaderNodeMap nodes_dy; + + /* find dependencies for the given input */ + find_dependencies(nodes_bump, bump_input); + + copy_nodes(nodes_bump, nodes_dx); + copy_nodes(nodes_bump, nodes_dy); + + /* mark nodes to indicate they are use for bump computation, so + that any texture coordinates are shifted by dx/dy when sampling */ + foreach (ShaderNode *node, nodes_bump) + node->bump = SHADER_BUMP_CENTER; + foreach (NodePair &pair, nodes_dx) + pair.second->bump = SHADER_BUMP_DX; + foreach (NodePair &pair, nodes_dy) + pair.second->bump = SHADER_BUMP_DY; + + ShaderOutput *out = bump_input->link; + ShaderOutput *out_dx = nodes_dx[out->parent]->output(out->name()); + ShaderOutput *out_dy = nodes_dy[out->parent]->output(out->name()); + + connect(out_dx, node->input("SampleX")); + connect(out_dy, node->input("SampleY")); + + /* add generated nodes */ + foreach (NodePair &pair, nodes_dx) + add(pair.second); + foreach (NodePair &pair, nodes_dy) + add(pair.second); + + /* Connect what is connected is bump to sample-center input. */ + connect(out, node->input("SampleCenter")); + + /* Bump input is just for connectivity purpose for the graph input, + * we re-connected this input to sample-center, so lets disconnect it + * from bump input. */ + disconnect(bump_input); + } + } +} + +void ShaderGraph::bump_from_displacement(bool use_object_space) +{ + /* generate bump mapping automatically from displacement. bump mapping is + * done using a 3-tap filter, computing the displacement at the center, + * and two other positions shifted by ray differentials. + * + * since the input to displacement is a node graph, we need to ensure that + * all texture coordinates use are shift by the ray differentials. for this + * reason we make 3 copies of the node subgraph defining the displacement, + * with each different geometry and texture coordinate nodes that generate + * different shifted coordinates. + * + * these 3 displacement values are then fed into the bump node, which will + * output the perturbed normal. */ + + ShaderInput *displacement_in = output()->input("Displacement"); + + if (!displacement_in->link) + return; + + /* find dependencies for the given input */ + ShaderNodeSet nodes_displace; + find_dependencies(nodes_displace, displacement_in); + + /* copy nodes for 3 bump samples */ + ShaderNodeMap nodes_center; + ShaderNodeMap nodes_dx; + ShaderNodeMap nodes_dy; + + copy_nodes(nodes_displace, nodes_center); + copy_nodes(nodes_displace, nodes_dx); + copy_nodes(nodes_displace, nodes_dy); + + /* mark nodes to indicate they are use for bump computation, so + * that any texture coordinates are shifted by dx/dy when sampling */ + foreach (NodePair &pair, nodes_center) + pair.second->bump = SHADER_BUMP_CENTER; + foreach (NodePair &pair, nodes_dx) + pair.second->bump = SHADER_BUMP_DX; + foreach (NodePair &pair, nodes_dy) + pair.second->bump = SHADER_BUMP_DY; + + /* add set normal node and connect the bump normal output to the set normal + * output, so it can finally set the shader normal, note we are only doing + * this for bump from displacement, this will be the only bump allowed to + * overwrite the shader normal */ + ShaderNode *set_normal = add(create_node()); + + /* add bump node and connect copied graphs to it */ + BumpNode *bump = (BumpNode *)add(create_node()); + bump->set_use_object_space(use_object_space); + bump->set_distance(1.0f); + + ShaderOutput *out = displacement_in->link; + ShaderOutput *out_center = nodes_center[out->parent]->output(out->name()); + ShaderOutput *out_dx = nodes_dx[out->parent]->output(out->name()); + ShaderOutput *out_dy = nodes_dy[out->parent]->output(out->name()); + + /* convert displacement vector to height */ + VectorMathNode *dot_center = (VectorMathNode *)add(create_node()); + VectorMathNode *dot_dx = (VectorMathNode *)add(create_node()); + VectorMathNode *dot_dy = (VectorMathNode *)add(create_node()); + + dot_center->set_math_type(NODE_VECTOR_MATH_DOT_PRODUCT); + dot_dx->set_math_type(NODE_VECTOR_MATH_DOT_PRODUCT); + dot_dy->set_math_type(NODE_VECTOR_MATH_DOT_PRODUCT); + + GeometryNode *geom = (GeometryNode *)add(create_node()); + connect(geom->output("Normal"), dot_center->input("Vector2")); + connect(geom->output("Normal"), dot_dx->input("Vector2")); + connect(geom->output("Normal"), dot_dy->input("Vector2")); + + connect(out_center, dot_center->input("Vector1")); + connect(out_dx, dot_dx->input("Vector1")); + connect(out_dy, dot_dy->input("Vector1")); + + connect(dot_center->output("Value"), bump->input("SampleCenter")); + connect(dot_dx->output("Value"), bump->input("SampleX")); + connect(dot_dy->output("Value"), bump->input("SampleY")); + + /* connect the bump out to the set normal in: */ + connect(bump->output("Normal"), set_normal->input("Direction")); + + /* connect to output node */ + connect(set_normal->output("Normal"), output()->input("Normal")); + + /* finally, add the copied nodes to the graph. we can't do this earlier + * because we would create dependency cycles in the above loop */ + foreach (NodePair &pair, nodes_center) + add(pair.second); + foreach (NodePair &pair, nodes_dx) + add(pair.second); + foreach (NodePair &pair, nodes_dy) + add(pair.second); +} + +void ShaderGraph::transform_multi_closure(ShaderNode *node, ShaderOutput *weight_out, bool volume) +{ + /* for SVM in multi closure mode, this transforms the shader mix/add part of + * the graph into nodes that feed weights into closure nodes. this is too + * avoid building a closure tree and then flattening it, and instead write it + * directly to an array */ + + if (node->special_type == SHADER_SPECIAL_TYPE_COMBINE_CLOSURE) { + ShaderInput *fin = node->input("Fac"); + ShaderInput *cl1in = node->input("Closure1"); + ShaderInput *cl2in = node->input("Closure2"); + ShaderOutput *weight1_out, *weight2_out; + + if (fin) { + /* mix closure: add node to mix closure weights */ + MixClosureWeightNode *mix_node = create_node(); + add(mix_node); + ShaderInput *fac_in = mix_node->input("Fac"); + ShaderInput *weight_in = mix_node->input("Weight"); + + if (fin->link) + connect(fin->link, fac_in); + else + mix_node->set_fac(node->get_float(fin->socket_type)); + + if (weight_out) + connect(weight_out, weight_in); + + weight1_out = mix_node->output("Weight1"); + weight2_out = mix_node->output("Weight2"); + } + else { + /* add closure: just pass on any weights */ + weight1_out = weight_out; + weight2_out = weight_out; + } + + if (cl1in->link) + transform_multi_closure(cl1in->link->parent, weight1_out, volume); + if (cl2in->link) + transform_multi_closure(cl2in->link->parent, weight2_out, volume); + } + else { + ShaderInput *weight_in = node->input((volume) ? "VolumeMixWeight" : "SurfaceMixWeight"); + + /* not a closure node? */ + if (!weight_in) + return; + + /* already has a weight connected to it? add weights */ + float weight_value = node->get_float(weight_in->socket_type); + if (weight_in->link || weight_value != 0.0f) { + MathNode *math_node = create_node(); + add(math_node); + + if (weight_in->link) + connect(weight_in->link, math_node->input("Value1")); + else + math_node->set_value1(weight_value); + + if (weight_out) + connect(weight_out, math_node->input("Value2")); + else + math_node->set_value2(1.0f); + + weight_out = math_node->output("Value"); + if (weight_in->link) + disconnect(weight_in); + } + + /* connected to closure mix weight */ + if (weight_out) + connect(weight_out, weight_in); + else + node->set(weight_in->socket_type, weight_value + 1.0f); + } +} + +int ShaderGraph::get_num_closures() +{ + int num_closures = 0; + foreach (ShaderNode *node, nodes) { + ClosureType closure_type = node->get_closure_type(); + if (closure_type == CLOSURE_NONE_ID) { + continue; + } + else if (CLOSURE_IS_BSSRDF(closure_type)) { + num_closures += 3; + } + else if (CLOSURE_IS_GLASS(closure_type)) { + num_closures += 2; + } + else if (CLOSURE_IS_BSDF_MULTISCATTER(closure_type)) { + num_closures += 2; + } + else if (CLOSURE_IS_PRINCIPLED(closure_type)) { + num_closures += 8; + } + else if (CLOSURE_IS_VOLUME(closure_type)) { + /* TODO(sergey): Verify this is still needed, since we have special minimized volume storage + * for the volume steps. */ + num_closures += MAX_VOLUME_STACK_SIZE; + } + else if (closure_type == CLOSURE_BSDF_HAIR_PRINCIPLED_ID) { + num_closures += 4; + } + else { + ++num_closures; + } + } + return num_closures; +} + +void ShaderGraph::dump_graph(const char *filename) +{ + FILE *fd = fopen(filename, "w"); + + if (fd == NULL) { + printf("Error opening file for dumping the graph: %s\n", filename); + return; + } + + fprintf(fd, "digraph shader_graph {\n"); + fprintf(fd, "ranksep=1.5\n"); + fprintf(fd, "rankdir=LR\n"); + fprintf(fd, "splines=false\n"); + + foreach (ShaderNode *node, nodes) { + fprintf(fd, "// NODE: %p\n", node); + fprintf(fd, "\"%p\" [shape=record,label=\"{", node); + if (node->inputs.size()) { + fprintf(fd, "{"); + foreach (ShaderInput *socket, node->inputs) { + if (socket != node->inputs[0]) { + fprintf(fd, "|"); + } + fprintf(fd, "%s", socket, socket->name().c_str()); + } + fprintf(fd, "}|"); + } + fprintf(fd, "%s", node->name.c_str()); + if (node->bump == SHADER_BUMP_CENTER) { + fprintf(fd, " (bump:center)"); + } + else if (node->bump == SHADER_BUMP_DX) { + fprintf(fd, " (bump:dx)"); + } + else if (node->bump == SHADER_BUMP_DY) { + fprintf(fd, " (bump:dy)"); + } + if (node->outputs.size()) { + fprintf(fd, "|{"); + foreach (ShaderOutput *socket, node->outputs) { + if (socket != node->outputs[0]) { + fprintf(fd, "|"); + } + fprintf(fd, "%s", socket, socket->name().c_str()); + } + fprintf(fd, "}"); + } + fprintf(fd, "}\"]"); + } + + foreach (ShaderNode *node, nodes) { + foreach (ShaderOutput *output, node->outputs) { + foreach (ShaderInput *input, output->links) { + fprintf(fd, + "// CONNECTION: OUT_%p->IN_%p (%s:%s)\n", + output, + input, + output->name().c_str(), + input->name().c_str()); + fprintf(fd, + "\"%p\":\"OUT_%p\":e -> \"%p\":\"IN_%p\":w [label=\"\"]\n", + output->parent, + output, + input->parent, + input); + } + } + } + + fprintf(fd, "}\n"); + fclose(fd); +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/scene/shader_graph.h b/intern/cycles/scene/shader_graph.h new file mode 100644 index 00000000000..3584754fad1 --- /dev/null +++ b/intern/cycles/scene/shader_graph.h @@ -0,0 +1,385 @@ +/* + * Copyright 2011-2016 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef __GRAPH_H__ +#define __GRAPH_H__ + +#include "graph/node.h" +#include "graph/node_type.h" + +#include "kernel/kernel_types.h" + +#include "util/util_list.h" +#include "util/util_map.h" +#include "util/util_param.h" +#include "util/util_set.h" +#include "util/util_types.h" +#include "util/util_vector.h" + +CCL_NAMESPACE_BEGIN + +class AttributeRequestSet; +class Scene; +class Shader; +class ShaderInput; +class ShaderOutput; +class ShaderNode; +class ShaderGraph; +class SVMCompiler; +class OSLCompiler; +class OutputNode; +class ConstantFolder; +class MD5Hash; + +/* Bump + * + * For bump mapping, a node may be evaluated multiple times, using different + * samples to reconstruct the normal, this indicates the sample position */ + +enum ShaderBump { SHADER_BUMP_NONE, SHADER_BUMP_CENTER, SHADER_BUMP_DX, SHADER_BUMP_DY }; + +/* Identifiers for some special node types. + * + * The graph needs to identify these in the clean function. + * Cannot use dynamic_cast, as this is disabled for OSL. */ + +enum ShaderNodeSpecialType { + SHADER_SPECIAL_TYPE_NONE, + SHADER_SPECIAL_TYPE_PROXY, + SHADER_SPECIAL_TYPE_AUTOCONVERT, + SHADER_SPECIAL_TYPE_GEOMETRY, + SHADER_SPECIAL_TYPE_OSL, + SHADER_SPECIAL_TYPE_IMAGE_SLOT, + SHADER_SPECIAL_TYPE_CLOSURE, + SHADER_SPECIAL_TYPE_COMBINE_CLOSURE, + SHADER_SPECIAL_TYPE_OUTPUT, + SHADER_SPECIAL_TYPE_BUMP, + SHADER_SPECIAL_TYPE_OUTPUT_AOV, +}; + +/* Input + * + * Input socket for a shader node. May be linked to an output or not. If not + * linked, it will either get a fixed default value, or e.g. a texture + * coordinate. */ + +class ShaderInput { + public: + ShaderInput(const SocketType &socket_type_, ShaderNode *parent_) + : socket_type(socket_type_), + parent(parent_), + link(NULL), + stack_offset(SVM_STACK_INVALID), + constant_folded_in(false) + { + } + + ustring name() + { + return socket_type.ui_name; + } + int flags() + { + return socket_type.flags; + } + SocketType::Type type() + { + return socket_type.type; + } + + void set(float f) + { + ((Node *)parent)->set(socket_type, f); + } + void set(float3 f) + { + ((Node *)parent)->set(socket_type, f); + } + + void disconnect(); + + const SocketType &socket_type; + ShaderNode *parent; + ShaderOutput *link; + int stack_offset; /* for SVM compiler */ + + /* Keeps track of whether a constant was folded in this socket, to avoid over-optimizing when the + * link is null. */ + bool constant_folded_in; +}; + +/* Output + * + * Output socket for a shader node. */ + +class ShaderOutput { + public: + ShaderOutput(const SocketType &socket_type_, ShaderNode *parent_) + : socket_type(socket_type_), parent(parent_), stack_offset(SVM_STACK_INVALID) + { + } + + ustring name() + { + return socket_type.ui_name; + } + SocketType::Type type() + { + return socket_type.type; + } + + void disconnect(); + + const SocketType &socket_type; + ShaderNode *parent; + vector links; + int stack_offset; /* for SVM compiler */ +}; + +/* Node + * + * Shader node in graph, with input and output sockets. This is the virtual + * base class for all node types. */ + +class ShaderNode : public Node { + public: + explicit ShaderNode(const NodeType *type); + virtual ~ShaderNode(); + + void create_inputs_outputs(const NodeType *type); + void remove_input(ShaderInput *input); + + ShaderInput *input(const char *name); + ShaderOutput *output(const char *name); + ShaderInput *input(ustring name); + ShaderOutput *output(ustring name); + + virtual ShaderNode *clone(ShaderGraph *graph) const = 0; + virtual void attributes(Shader *shader, AttributeRequestSet *attributes); + virtual void compile(SVMCompiler &compiler) = 0; + virtual void compile(OSLCompiler &compiler) = 0; + + /* Expand node into additional nodes. */ + virtual void expand(ShaderGraph * /* graph */) + { + } + + /* ** Node optimization ** */ + /* Check whether the node can be replaced with single constant. */ + virtual void constant_fold(const ConstantFolder & /*folder*/) + { + } + + /* Simplify settings used by artists to the ones which are simpler to + * evaluate in the kernel but keep the final result unchanged. + */ + virtual void simplify_settings(Scene * /*scene*/){}; + + virtual bool has_surface_emission() + { + return false; + } + virtual bool has_surface_transparent() + { + return false; + } + virtual bool has_surface_bssrdf() + { + return false; + } + virtual bool has_bump() + { + return false; + } + virtual bool has_bssrdf_bump() + { + return false; + } + virtual bool has_spatial_varying() + { + return false; + } + virtual bool has_attribute_dependency() + { + return false; + } + virtual bool has_integrator_dependency() + { + return false; + } + virtual bool has_volume_support() + { + return false; + } + vector inputs; + vector outputs; + + int id; /* index in graph node array */ + ShaderBump bump; /* for bump mapping utility */ + + ShaderNodeSpecialType special_type; /* special node type */ + + /* ** Selective nodes compilation ** */ + + /* TODO(sergey): More explicitly mention in the function names + * that those functions are for selective compilation only? + */ + + /* Node feature are used to disable huge nodes inside the group, + * so it's possible to disable huge nodes inside of the required + * nodes group. + */ + virtual int get_feature() + { + return bump == SHADER_BUMP_NONE ? 0 : KERNEL_FEATURE_NODE_BUMP; + } + + /* Get closure ID to which the node compiles into. */ + virtual ClosureType get_closure_type() + { + return CLOSURE_NONE_ID; + } + + /* Check whether settings of the node equals to another one. + * + * This is mainly used to check whether two nodes can be merged + * together. Meaning, runtime stuff like node id and unbound slots + * will be ignored for comparison. + * + * NOTE: If some node can't be de-duplicated for whatever reason it + * is to be handled in the subclass. + */ + virtual bool equals(const ShaderNode &other); +}; + +/* Node definition utility macros */ + +#define SHADER_NODE_CLASS(type) \ + NODE_DECLARE \ + type(); \ + virtual ShaderNode *clone(ShaderGraph *graph) const \ + { \ + return graph->create_node(*this); \ + } \ + virtual void compile(SVMCompiler &compiler); \ + virtual void compile(OSLCompiler &compiler); + +#define SHADER_NODE_NO_CLONE_CLASS(type) \ + NODE_DECLARE \ + type(); \ + virtual void compile(SVMCompiler &compiler); \ + virtual void compile(OSLCompiler &compiler); + +#define SHADER_NODE_BASE_CLASS(type) \ + virtual ShaderNode *clone(ShaderGraph *graph) const \ + { \ + return graph->create_node(*this); \ + } \ + virtual void compile(SVMCompiler &compiler); \ + virtual void compile(OSLCompiler &compiler); + +class ShaderNodeIDComparator { + public: + bool operator()(const ShaderNode *n1, const ShaderNode *n2) const + { + return n1->id < n2->id; + } +}; + +typedef set ShaderNodeSet; +typedef map ShaderNodeMap; + +/* Graph + * + * Shader graph of nodes. Also does graph manipulations for default inputs, + * bump mapping from displacement, and possibly other things in the future. */ + +class ShaderGraph : public NodeOwner { + public: + list nodes; + size_t num_node_ids; + bool finalized; + bool simplified; + string displacement_hash; + + ShaderGraph(); + ~ShaderGraph(); + + ShaderNode *add(ShaderNode *node); + OutputNode *output(); + + void connect(ShaderOutput *from, ShaderInput *to); + void disconnect(ShaderOutput *from); + void disconnect(ShaderInput *to); + void relink(ShaderInput *from, ShaderInput *to); + void relink(ShaderOutput *from, ShaderOutput *to); + void relink(ShaderNode *node, ShaderOutput *from, ShaderOutput *to); + + void remove_proxy_nodes(); + void compute_displacement_hash(); + void simplify(Scene *scene); + void finalize(Scene *scene, + bool do_bump = false, + bool do_simplify = false, + bool bump_in_object_space = false); + + int get_num_closures(); + + void dump_graph(const char *filename); + + /* This function is used to create a node of a specified type instead of + * calling 'new', and sets the graph as the owner of the node. + */ + template T *create_node(Args &&...args) + { + T *node = new T(args...); + node->set_owner(this); + return node; + } + + /* This function is used to delete a node created and owned by the graph. + */ + template void delete_node(T *node) + { + assert(node->get_owner() == this); + delete node; + } + + protected: + typedef pair NodePair; + + void find_dependencies(ShaderNodeSet &dependencies, ShaderInput *input); + void clear_nodes(); + void copy_nodes(ShaderNodeSet &nodes, ShaderNodeMap &nnodemap); + + void break_cycles(ShaderNode *node, vector &visited, vector &on_stack); + void bump_from_displacement(bool use_object_space); + void refine_bump_nodes(); + void expand(); + void default_inputs(bool do_osl); + void transform_multi_closure(ShaderNode *node, ShaderOutput *weight_out, bool volume); + + /* Graph simplification routines. */ + void clean(Scene *scene); + void constant_fold(Scene *scene); + void simplify_settings(Scene *scene); + void deduplicate_nodes(); + void verify_volume_output(); +}; + +CCL_NAMESPACE_END + +#endif /* __GRAPH_H__ */ diff --git a/intern/cycles/scene/shader_nodes.cpp b/intern/cycles/scene/shader_nodes.cpp new file mode 100644 index 00000000000..d7fc7ae1c27 --- /dev/null +++ b/intern/cycles/scene/shader_nodes.cpp @@ -0,0 +1,7171 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "scene/shader_nodes.h" +#include "scene/colorspace.h" +#include "scene/constant_fold.h" +#include "scene/film.h" +#include "scene/image.h" +#include "scene/image_sky.h" +#include "scene/integrator.h" +#include "scene/light.h" +#include "scene/mesh.h" +#include "scene/osl.h" +#include "scene/scene.h" +#include "scene/svm.h" + +#include "sky_model.h" + +#include "util/util_color.h" +#include "util/util_foreach.h" +#include "util/util_logging.h" +#include "util/util_transform.h" + +#include "kernel/svm/svm_color_util.h" +#include "kernel/svm/svm_mapping_util.h" +#include "kernel/svm/svm_math_util.h" +#include "kernel/svm/svm_ramp_util.h" + +CCL_NAMESPACE_BEGIN + +/* Texture Mapping */ + +#define TEXTURE_MAPPING_DEFINE(TextureNode) \ + SOCKET_POINT(tex_mapping.translation, "Translation", zero_float3()); \ + SOCKET_VECTOR(tex_mapping.rotation, "Rotation", zero_float3()); \ + SOCKET_VECTOR(tex_mapping.scale, "Scale", one_float3()); \ +\ + SOCKET_VECTOR(tex_mapping.min, "Min", make_float3(-FLT_MAX, -FLT_MAX, -FLT_MAX)); \ + SOCKET_VECTOR(tex_mapping.max, "Max", make_float3(FLT_MAX, FLT_MAX, FLT_MAX)); \ + SOCKET_BOOLEAN(tex_mapping.use_minmax, "Use Min Max", false); \ +\ + static NodeEnum mapping_axis_enum; \ + mapping_axis_enum.insert("none", TextureMapping::NONE); \ + mapping_axis_enum.insert("x", TextureMapping::X); \ + mapping_axis_enum.insert("y", TextureMapping::Y); \ + mapping_axis_enum.insert("z", TextureMapping::Z); \ + SOCKET_ENUM(tex_mapping.x_mapping, "x_mapping", mapping_axis_enum, TextureMapping::X); \ + SOCKET_ENUM(tex_mapping.y_mapping, "y_mapping", mapping_axis_enum, TextureMapping::Y); \ + SOCKET_ENUM(tex_mapping.z_mapping, "z_mapping", mapping_axis_enum, TextureMapping::Z); \ +\ + static NodeEnum mapping_type_enum; \ + mapping_type_enum.insert("point", TextureMapping::POINT); \ + mapping_type_enum.insert("texture", TextureMapping::TEXTURE); \ + mapping_type_enum.insert("vector", TextureMapping::VECTOR); \ + mapping_type_enum.insert("normal", TextureMapping::NORMAL); \ + SOCKET_ENUM(tex_mapping.type, "Type", mapping_type_enum, TextureMapping::TEXTURE); \ +\ + static NodeEnum mapping_projection_enum; \ + mapping_projection_enum.insert("flat", TextureMapping::FLAT); \ + mapping_projection_enum.insert("cube", TextureMapping::CUBE); \ + mapping_projection_enum.insert("tube", TextureMapping::TUBE); \ + mapping_projection_enum.insert("sphere", TextureMapping::SPHERE); \ + SOCKET_ENUM(tex_mapping.projection, "Projection", mapping_projection_enum, TextureMapping::FLAT); + +TextureMapping::TextureMapping() +{ +} + +Transform TextureMapping::compute_transform() +{ + Transform mmat = transform_scale(zero_float3()); + + if (x_mapping != NONE) + mmat[0][x_mapping - 1] = 1.0f; + if (y_mapping != NONE) + mmat[1][y_mapping - 1] = 1.0f; + if (z_mapping != NONE) + mmat[2][z_mapping - 1] = 1.0f; + + float3 scale_clamped = scale; + + if (type == TEXTURE || type == NORMAL) { + /* keep matrix invertible */ + if (fabsf(scale.x) < 1e-5f) + scale_clamped.x = signf(scale.x) * 1e-5f; + if (fabsf(scale.y) < 1e-5f) + scale_clamped.y = signf(scale.y) * 1e-5f; + if (fabsf(scale.z) < 1e-5f) + scale_clamped.z = signf(scale.z) * 1e-5f; + } + + Transform smat = transform_scale(scale_clamped); + Transform rmat = transform_euler(rotation); + Transform tmat = transform_translate(translation); + + Transform mat; + + switch (type) { + case TEXTURE: + /* inverse transform on texture coordinate gives + * forward transform on texture */ + mat = tmat * rmat * smat; + mat = transform_inverse(mat); + break; + case POINT: + /* full transform */ + mat = tmat * rmat * smat; + break; + case VECTOR: + /* no translation for vectors */ + mat = rmat * smat; + break; + case NORMAL: + /* no translation for normals, and inverse transpose */ + mat = rmat * smat; + mat = transform_transposed_inverse(mat); + break; + } + + /* projection last */ + mat = mat * mmat; + + return mat; +} + +bool TextureMapping::skip() +{ + if (translation != zero_float3()) + return false; + if (rotation != zero_float3()) + return false; + if (scale != one_float3()) + return false; + + if (x_mapping != X || y_mapping != Y || z_mapping != Z) + return false; + if (use_minmax) + return false; + + return true; +} + +void TextureMapping::compile(SVMCompiler &compiler, int offset_in, int offset_out) +{ + compiler.add_node(NODE_TEXTURE_MAPPING, offset_in, offset_out); + + Transform tfm = compute_transform(); + compiler.add_node(tfm.x); + compiler.add_node(tfm.y); + compiler.add_node(tfm.z); + + if (use_minmax) { + compiler.add_node(NODE_MIN_MAX, offset_out, offset_out); + compiler.add_node(float3_to_float4(min)); + compiler.add_node(float3_to_float4(max)); + } + + if (type == NORMAL) { + compiler.add_node(NODE_VECTOR_MATH, + NODE_VECTOR_MATH_NORMALIZE, + compiler.encode_uchar4(offset_out, offset_out, offset_out), + compiler.encode_uchar4(SVM_STACK_INVALID, offset_out)); + } +} + +/* Convenience function for texture nodes, allocating stack space to output + * a modified vector and returning its offset */ +int TextureMapping::compile_begin(SVMCompiler &compiler, ShaderInput *vector_in) +{ + if (!skip()) { + int offset_in = compiler.stack_assign(vector_in); + int offset_out = compiler.stack_find_offset(SocketType::VECTOR); + + compile(compiler, offset_in, offset_out); + + return offset_out; + } + + return compiler.stack_assign(vector_in); +} + +void TextureMapping::compile_end(SVMCompiler &compiler, ShaderInput *vector_in, int vector_offset) +{ + if (!skip()) { + compiler.stack_clear_offset(vector_in->type(), vector_offset); + } +} + +void TextureMapping::compile(OSLCompiler &compiler) +{ + if (!skip()) { + compiler.parameter("mapping", compute_transform()); + compiler.parameter("use_mapping", 1); + } +} + +/* Image Texture */ + +NODE_DEFINE(ImageTextureNode) +{ + NodeType *type = NodeType::add("image_texture", create, NodeType::SHADER); + + TEXTURE_MAPPING_DEFINE(ImageTextureNode); + + SOCKET_STRING(filename, "Filename", ustring()); + SOCKET_STRING(colorspace, "Colorspace", u_colorspace_auto); + + static NodeEnum alpha_type_enum; + alpha_type_enum.insert("auto", IMAGE_ALPHA_AUTO); + alpha_type_enum.insert("unassociated", IMAGE_ALPHA_UNASSOCIATED); + alpha_type_enum.insert("associated", IMAGE_ALPHA_ASSOCIATED); + alpha_type_enum.insert("channel_packed", IMAGE_ALPHA_CHANNEL_PACKED); + alpha_type_enum.insert("ignore", IMAGE_ALPHA_IGNORE); + SOCKET_ENUM(alpha_type, "Alpha Type", alpha_type_enum, IMAGE_ALPHA_AUTO); + + static NodeEnum interpolation_enum; + interpolation_enum.insert("closest", INTERPOLATION_CLOSEST); + interpolation_enum.insert("linear", INTERPOLATION_LINEAR); + interpolation_enum.insert("cubic", INTERPOLATION_CUBIC); + interpolation_enum.insert("smart", INTERPOLATION_SMART); + SOCKET_ENUM(interpolation, "Interpolation", interpolation_enum, INTERPOLATION_LINEAR); + + static NodeEnum extension_enum; + extension_enum.insert("periodic", EXTENSION_REPEAT); + extension_enum.insert("clamp", EXTENSION_EXTEND); + extension_enum.insert("black", EXTENSION_CLIP); + SOCKET_ENUM(extension, "Extension", extension_enum, EXTENSION_REPEAT); + + static NodeEnum projection_enum; + projection_enum.insert("flat", NODE_IMAGE_PROJ_FLAT); + projection_enum.insert("box", NODE_IMAGE_PROJ_BOX); + projection_enum.insert("sphere", NODE_IMAGE_PROJ_SPHERE); + projection_enum.insert("tube", NODE_IMAGE_PROJ_TUBE); + SOCKET_ENUM(projection, "Projection", projection_enum, NODE_IMAGE_PROJ_FLAT); + + SOCKET_FLOAT(projection_blend, "Projection Blend", 0.0f); + + SOCKET_INT_ARRAY(tiles, "Tiles", array()); + SOCKET_BOOLEAN(animated, "Animated", false); + + SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_TEXTURE_UV); + + SOCKET_OUT_COLOR(color, "Color"); + SOCKET_OUT_FLOAT(alpha, "Alpha"); + + return type; +} + +ImageTextureNode::ImageTextureNode() : ImageSlotTextureNode(get_node_type()) +{ + colorspace = u_colorspace_raw; + animated = false; + tiles.push_back_slow(1001); +} + +ShaderNode *ImageTextureNode::clone(ShaderGraph *graph) const +{ + ImageTextureNode *node = graph->create_node(*this); + node->handle = handle; + return node; +} + +ImageParams ImageTextureNode::image_params() const +{ + ImageParams params; + params.animated = animated; + params.interpolation = interpolation; + params.extension = extension; + params.alpha_type = alpha_type; + params.colorspace = colorspace; + return params; +} + +void ImageTextureNode::cull_tiles(Scene *scene, ShaderGraph *graph) +{ + /* Box projection computes its own UVs that always lie in the + * 1001 tile, so there's no point in loading any others. */ + if (projection == NODE_IMAGE_PROJ_BOX) { + tiles.clear(); + tiles.push_back_slow(1001); + return; + } + + if (!scene->params.background) { + /* During interactive renders, all tiles are loaded. + * While we could support updating this when UVs change, that could lead + * to annoying interruptions when loading images while editing UVs. */ + return; + } + + /* Only check UVs for tile culling if there are multiple tiles. */ + if (tiles.size() < 2) { + return; + } + + ShaderInput *vector_in = input("Vector"); + ustring attribute; + if (vector_in->link) { + ShaderNode *node = vector_in->link->parent; + if (node->type == UVMapNode::get_node_type()) { + UVMapNode *uvmap = (UVMapNode *)node; + attribute = uvmap->get_attribute(); + } + else if (node->type == TextureCoordinateNode::get_node_type()) { + if (vector_in->link != node->output("UV")) { + return; + } + } + else { + return; + } + } + + unordered_set used_tiles; + /* TODO(lukas): This is quite inefficient. A fairly simple improvement would + * be to have a cache in each mesh that is indexed by attribute. + * Additionally, building a graph-to-meshes list once could help. */ + foreach (Geometry *geom, scene->geometry) { + foreach (Node *node, geom->get_used_shaders()) { + Shader *shader = static_cast(node); + if (shader->graph == graph) { + geom->get_uv_tiles(attribute, used_tiles); + } + } + } + + array new_tiles; + foreach (int tile, tiles) { + if (used_tiles.count(tile)) { + new_tiles.push_back_slow(tile); + } + } + tiles.steal_data(new_tiles); +} + +void ImageTextureNode::attributes(Shader *shader, AttributeRequestSet *attributes) +{ +#ifdef WITH_PTEX + /* todo: avoid loading other texture coordinates when using ptex, + * and hide texture coordinate socket in the UI */ + if (shader->has_surface_link() && string_endswith(filename, ".ptx")) { + /* ptex */ + attributes->add(ATTR_STD_PTEX_FACE_ID); + attributes->add(ATTR_STD_PTEX_UV); + } +#endif + + ShaderNode::attributes(shader, attributes); +} + +void ImageTextureNode::compile(SVMCompiler &compiler) +{ + ShaderInput *vector_in = input("Vector"); + ShaderOutput *color_out = output("Color"); + ShaderOutput *alpha_out = output("Alpha"); + + if (handle.empty()) { + cull_tiles(compiler.scene, compiler.current_graph); + ImageManager *image_manager = compiler.scene->image_manager; + handle = image_manager->add_image(filename.string(), image_params(), tiles); + } + + /* All tiles have the same metadata. */ + const ImageMetaData metadata = handle.metadata(); + const bool compress_as_srgb = metadata.compress_as_srgb; + const ustring known_colorspace = metadata.colorspace; + + int vector_offset = tex_mapping.compile_begin(compiler, vector_in); + uint flags = 0; + + if (compress_as_srgb) { + flags |= NODE_IMAGE_COMPRESS_AS_SRGB; + } + if (!alpha_out->links.empty()) { + const bool unassociate_alpha = !(ColorSpaceManager::colorspace_is_data(colorspace) || + alpha_type == IMAGE_ALPHA_CHANNEL_PACKED || + alpha_type == IMAGE_ALPHA_IGNORE); + + if (unassociate_alpha) { + flags |= NODE_IMAGE_ALPHA_UNASSOCIATE; + } + } + + if (projection != NODE_IMAGE_PROJ_BOX) { + /* If there only is one image (a very common case), we encode it as a negative value. */ + int num_nodes; + if (handle.num_tiles() == 1) { + num_nodes = -handle.svm_slot(); + } + else { + num_nodes = divide_up(handle.num_tiles(), 2); + } + + compiler.add_node(NODE_TEX_IMAGE, + num_nodes, + compiler.encode_uchar4(vector_offset, + compiler.stack_assign_if_linked(color_out), + compiler.stack_assign_if_linked(alpha_out), + flags), + projection); + + if (num_nodes > 0) { + for (int i = 0; i < num_nodes; i++) { + int4 node; + node.x = tiles[2 * i]; + node.y = handle.svm_slot(2 * i); + if (2 * i + 1 < tiles.size()) { + node.z = tiles[2 * i + 1]; + node.w = handle.svm_slot(2 * i + 1); + } + else { + node.z = -1; + node.w = -1; + } + compiler.add_node(node.x, node.y, node.z, node.w); + } + } + } + else { + assert(handle.num_tiles() == 1); + compiler.add_node(NODE_TEX_IMAGE_BOX, + handle.svm_slot(), + compiler.encode_uchar4(vector_offset, + compiler.stack_assign_if_linked(color_out), + compiler.stack_assign_if_linked(alpha_out), + flags), + __float_as_int(projection_blend)); + } + + tex_mapping.compile_end(compiler, vector_in, vector_offset); +} + +void ImageTextureNode::compile(OSLCompiler &compiler) +{ + ShaderOutput *alpha_out = output("Alpha"); + + tex_mapping.compile(compiler); + + if (handle.empty()) { + ImageManager *image_manager = compiler.scene->image_manager; + handle = image_manager->add_image(filename.string(), image_params()); + } + + const ImageMetaData metadata = handle.metadata(); + const bool is_float = metadata.is_float(); + const bool compress_as_srgb = metadata.compress_as_srgb; + const ustring known_colorspace = metadata.colorspace; + + if (handle.svm_slot() == -1) { + compiler.parameter_texture( + "filename", filename, compress_as_srgb ? u_colorspace_raw : known_colorspace); + } + else { + compiler.parameter_texture("filename", handle.svm_slot()); + } + + const bool unassociate_alpha = !(ColorSpaceManager::colorspace_is_data(colorspace) || + alpha_type == IMAGE_ALPHA_CHANNEL_PACKED || + alpha_type == IMAGE_ALPHA_IGNORE); + const bool is_tiled = (filename.find("") != string::npos); + + compiler.parameter(this, "projection"); + compiler.parameter(this, "projection_blend"); + compiler.parameter("compress_as_srgb", compress_as_srgb); + compiler.parameter("ignore_alpha", alpha_type == IMAGE_ALPHA_IGNORE); + compiler.parameter("unassociate_alpha", !alpha_out->links.empty() && unassociate_alpha); + compiler.parameter("is_float", is_float); + compiler.parameter("is_tiled", is_tiled); + compiler.parameter(this, "interpolation"); + compiler.parameter(this, "extension"); + + compiler.add(this, "node_image_texture"); +} + +/* Environment Texture */ + +NODE_DEFINE(EnvironmentTextureNode) +{ + NodeType *type = NodeType::add("environment_texture", create, NodeType::SHADER); + + TEXTURE_MAPPING_DEFINE(EnvironmentTextureNode); + + SOCKET_STRING(filename, "Filename", ustring()); + SOCKET_STRING(colorspace, "Colorspace", u_colorspace_auto); + + static NodeEnum alpha_type_enum; + alpha_type_enum.insert("auto", IMAGE_ALPHA_AUTO); + alpha_type_enum.insert("unassociated", IMAGE_ALPHA_UNASSOCIATED); + alpha_type_enum.insert("associated", IMAGE_ALPHA_ASSOCIATED); + alpha_type_enum.insert("channel_packed", IMAGE_ALPHA_CHANNEL_PACKED); + alpha_type_enum.insert("ignore", IMAGE_ALPHA_IGNORE); + SOCKET_ENUM(alpha_type, "Alpha Type", alpha_type_enum, IMAGE_ALPHA_AUTO); + + static NodeEnum interpolation_enum; + interpolation_enum.insert("closest", INTERPOLATION_CLOSEST); + interpolation_enum.insert("linear", INTERPOLATION_LINEAR); + interpolation_enum.insert("cubic", INTERPOLATION_CUBIC); + interpolation_enum.insert("smart", INTERPOLATION_SMART); + SOCKET_ENUM(interpolation, "Interpolation", interpolation_enum, INTERPOLATION_LINEAR); + + static NodeEnum projection_enum; + projection_enum.insert("equirectangular", NODE_ENVIRONMENT_EQUIRECTANGULAR); + projection_enum.insert("mirror_ball", NODE_ENVIRONMENT_MIRROR_BALL); + SOCKET_ENUM(projection, "Projection", projection_enum, NODE_ENVIRONMENT_EQUIRECTANGULAR); + + SOCKET_BOOLEAN(animated, "Animated", false); + + SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_POSITION); + + SOCKET_OUT_COLOR(color, "Color"); + SOCKET_OUT_FLOAT(alpha, "Alpha"); + + return type; +} + +EnvironmentTextureNode::EnvironmentTextureNode() : ImageSlotTextureNode(get_node_type()) +{ + colorspace = u_colorspace_raw; + animated = false; +} + +ShaderNode *EnvironmentTextureNode::clone(ShaderGraph *graph) const +{ + EnvironmentTextureNode *node = graph->create_node(*this); + node->handle = handle; + return node; +} + +ImageParams EnvironmentTextureNode::image_params() const +{ + ImageParams params; + params.animated = animated; + params.interpolation = interpolation; + params.extension = EXTENSION_REPEAT; + params.alpha_type = alpha_type; + params.colorspace = colorspace; + return params; +} + +void EnvironmentTextureNode::attributes(Shader *shader, AttributeRequestSet *attributes) +{ +#ifdef WITH_PTEX + if (shader->has_surface_link() && string_endswith(filename, ".ptx")) { + /* ptex */ + attributes->add(ATTR_STD_PTEX_FACE_ID); + attributes->add(ATTR_STD_PTEX_UV); + } +#endif + + ShaderNode::attributes(shader, attributes); +} + +void EnvironmentTextureNode::compile(SVMCompiler &compiler) +{ + ShaderInput *vector_in = input("Vector"); + ShaderOutput *color_out = output("Color"); + ShaderOutput *alpha_out = output("Alpha"); + + if (handle.empty()) { + ImageManager *image_manager = compiler.scene->image_manager; + handle = image_manager->add_image(filename.string(), image_params()); + } + + const ImageMetaData metadata = handle.metadata(); + const bool compress_as_srgb = metadata.compress_as_srgb; + const ustring known_colorspace = metadata.colorspace; + + int vector_offset = tex_mapping.compile_begin(compiler, vector_in); + uint flags = 0; + + if (compress_as_srgb) { + flags |= NODE_IMAGE_COMPRESS_AS_SRGB; + } + + compiler.add_node(NODE_TEX_ENVIRONMENT, + handle.svm_slot(), + compiler.encode_uchar4(vector_offset, + compiler.stack_assign_if_linked(color_out), + compiler.stack_assign_if_linked(alpha_out), + flags), + projection); + + tex_mapping.compile_end(compiler, vector_in, vector_offset); +} + +void EnvironmentTextureNode::compile(OSLCompiler &compiler) +{ + if (handle.empty()) { + ImageManager *image_manager = compiler.scene->image_manager; + handle = image_manager->add_image(filename.string(), image_params()); + } + + tex_mapping.compile(compiler); + + const ImageMetaData metadata = handle.metadata(); + const bool is_float = metadata.is_float(); + const bool compress_as_srgb = metadata.compress_as_srgb; + const ustring known_colorspace = metadata.colorspace; + + if (handle.svm_slot() == -1) { + compiler.parameter_texture( + "filename", filename, compress_as_srgb ? u_colorspace_raw : known_colorspace); + } + else { + compiler.parameter_texture("filename", handle.svm_slot()); + } + + compiler.parameter(this, "projection"); + compiler.parameter(this, "interpolation"); + compiler.parameter("compress_as_srgb", compress_as_srgb); + compiler.parameter("ignore_alpha", alpha_type == IMAGE_ALPHA_IGNORE); + compiler.parameter("is_float", is_float); + compiler.add(this, "node_environment_texture"); +} + +/* Sky Texture */ + +static float2 sky_spherical_coordinates(float3 dir) +{ + return make_float2(acosf(dir.z), atan2f(dir.x, dir.y)); +} + +typedef struct SunSky { + /* sun direction in spherical and cartesian */ + float theta, phi; + + /* Parameter */ + float radiance_x, radiance_y, radiance_z; + float config_x[9], config_y[9], config_z[9], nishita_data[10]; +} SunSky; + +/* Preetham model */ +static float sky_perez_function(float lam[6], float theta, float gamma) +{ + return (1.0f + lam[0] * expf(lam[1] / cosf(theta))) * + (1.0f + lam[2] * expf(lam[3] * gamma) + lam[4] * cosf(gamma) * cosf(gamma)); +} + +static void sky_texture_precompute_preetham(SunSky *sunsky, float3 dir, float turbidity) +{ + /* + * We re-use the SunSky struct of the new model, to avoid extra variables + * zenith_Y/x/y is now radiance_x/y/z + * perez_Y/x/y is now config_x/y/z + */ + + float2 spherical = sky_spherical_coordinates(dir); + float theta = spherical.x; + float phi = spherical.y; + + sunsky->theta = theta; + sunsky->phi = phi; + + float theta2 = theta * theta; + float theta3 = theta2 * theta; + float T = turbidity; + float T2 = T * T; + + float chi = (4.0f / 9.0f - T / 120.0f) * (M_PI_F - 2.0f * theta); + sunsky->radiance_x = (4.0453f * T - 4.9710f) * tanf(chi) - 0.2155f * T + 2.4192f; + sunsky->radiance_x *= 0.06f; + + sunsky->radiance_y = (0.00166f * theta3 - 0.00375f * theta2 + 0.00209f * theta) * T2 + + (-0.02903f * theta3 + 0.06377f * theta2 - 0.03202f * theta + 0.00394f) * T + + (0.11693f * theta3 - 0.21196f * theta2 + 0.06052f * theta + 0.25886f); + + sunsky->radiance_z = (0.00275f * theta3 - 0.00610f * theta2 + 0.00317f * theta) * T2 + + (-0.04214f * theta3 + 0.08970f * theta2 - 0.04153f * theta + 0.00516f) * T + + (0.15346f * theta3 - 0.26756f * theta2 + 0.06670f * theta + 0.26688f); + + sunsky->config_x[0] = (0.1787f * T - 1.4630f); + sunsky->config_x[1] = (-0.3554f * T + 0.4275f); + sunsky->config_x[2] = (-0.0227f * T + 5.3251f); + sunsky->config_x[3] = (0.1206f * T - 2.5771f); + sunsky->config_x[4] = (-0.0670f * T + 0.3703f); + + sunsky->config_y[0] = (-0.0193f * T - 0.2592f); + sunsky->config_y[1] = (-0.0665f * T + 0.0008f); + sunsky->config_y[2] = (-0.0004f * T + 0.2125f); + sunsky->config_y[3] = (-0.0641f * T - 0.8989f); + sunsky->config_y[4] = (-0.0033f * T + 0.0452f); + + sunsky->config_z[0] = (-0.0167f * T - 0.2608f); + sunsky->config_z[1] = (-0.0950f * T + 0.0092f); + sunsky->config_z[2] = (-0.0079f * T + 0.2102f); + sunsky->config_z[3] = (-0.0441f * T - 1.6537f); + sunsky->config_z[4] = (-0.0109f * T + 0.0529f); + + /* unused for old sky model */ + for (int i = 5; i < 9; i++) { + sunsky->config_x[i] = 0.0f; + sunsky->config_y[i] = 0.0f; + sunsky->config_z[i] = 0.0f; + } + + sunsky->radiance_x /= sky_perez_function(sunsky->config_x, 0, theta); + sunsky->radiance_y /= sky_perez_function(sunsky->config_y, 0, theta); + sunsky->radiance_z /= sky_perez_function(sunsky->config_z, 0, theta); +} + +/* Hosek / Wilkie */ +static void sky_texture_precompute_hosek(SunSky *sunsky, + float3 dir, + float turbidity, + float ground_albedo) +{ + /* Calculate Sun Direction and save coordinates */ + float2 spherical = sky_spherical_coordinates(dir); + float theta = spherical.x; + float phi = spherical.y; + + /* Clamp Turbidity */ + turbidity = clamp(turbidity, 0.0f, 10.0f); + + /* Clamp to Horizon */ + theta = clamp(theta, 0.0f, M_PI_2_F); + + sunsky->theta = theta; + sunsky->phi = phi; + + float solarElevation = M_PI_2_F - theta; + + /* Initialize Sky Model */ + SKY_ArHosekSkyModelState *sky_state; + sky_state = SKY_arhosek_xyz_skymodelstate_alloc_init( + (double)turbidity, (double)ground_albedo, (double)solarElevation); + + /* Copy values from sky_state to SunSky */ + for (int i = 0; i < 9; ++i) { + sunsky->config_x[i] = (float)sky_state->configs[0][i]; + sunsky->config_y[i] = (float)sky_state->configs[1][i]; + sunsky->config_z[i] = (float)sky_state->configs[2][i]; + } + sunsky->radiance_x = (float)sky_state->radiances[0]; + sunsky->radiance_y = (float)sky_state->radiances[1]; + sunsky->radiance_z = (float)sky_state->radiances[2]; + + /* Free sky_state */ + SKY_arhosekskymodelstate_free(sky_state); +} + +/* Nishita improved */ +static void sky_texture_precompute_nishita(SunSky *sunsky, + bool sun_disc, + float sun_size, + float sun_intensity, + float sun_elevation, + float sun_rotation, + float altitude, + float air_density, + float dust_density) +{ + /* sample 2 sun pixels */ + float pixel_bottom[3]; + float pixel_top[3]; + SKY_nishita_skymodel_precompute_sun( + sun_elevation, sun_size, altitude, air_density, dust_density, pixel_bottom, pixel_top); + /* limit sun rotation between 0 and 360 degrees */ + sun_rotation = fmodf(sun_rotation, M_2PI_F); + if (sun_rotation < 0.0f) { + sun_rotation += M_2PI_F; + } + sun_rotation = M_2PI_F - sun_rotation; + /* send data to svm_sky */ + sunsky->nishita_data[0] = pixel_bottom[0]; + sunsky->nishita_data[1] = pixel_bottom[1]; + sunsky->nishita_data[2] = pixel_bottom[2]; + sunsky->nishita_data[3] = pixel_top[0]; + sunsky->nishita_data[4] = pixel_top[1]; + sunsky->nishita_data[5] = pixel_top[2]; + sunsky->nishita_data[6] = sun_elevation; + sunsky->nishita_data[7] = sun_rotation; + sunsky->nishita_data[8] = sun_disc ? sun_size : -1.0f; + sunsky->nishita_data[9] = sun_intensity; +} + +NODE_DEFINE(SkyTextureNode) +{ + NodeType *type = NodeType::add("sky_texture", create, NodeType::SHADER); + + TEXTURE_MAPPING_DEFINE(SkyTextureNode); + + static NodeEnum type_enum; + type_enum.insert("preetham", NODE_SKY_PREETHAM); + type_enum.insert("hosek_wilkie", NODE_SKY_HOSEK); + type_enum.insert("nishita_improved", NODE_SKY_NISHITA); + SOCKET_ENUM(sky_type, "Type", type_enum, NODE_SKY_NISHITA); + + SOCKET_VECTOR(sun_direction, "Sun Direction", make_float3(0.0f, 0.0f, 1.0f)); + SOCKET_FLOAT(turbidity, "Turbidity", 2.2f); + SOCKET_FLOAT(ground_albedo, "Ground Albedo", 0.3f); + SOCKET_BOOLEAN(sun_disc, "Sun Disc", true); + SOCKET_FLOAT(sun_size, "Sun Size", 0.009512f); + SOCKET_FLOAT(sun_intensity, "Sun Intensity", 1.0f); + SOCKET_FLOAT(sun_elevation, "Sun Elevation", 15.0f * M_PI_F / 180.0f); + SOCKET_FLOAT(sun_rotation, "Sun Rotation", 0.0f); + SOCKET_FLOAT(altitude, "Altitude", 1.0f); + SOCKET_FLOAT(air_density, "Air", 1.0f); + SOCKET_FLOAT(dust_density, "Dust", 1.0f); + SOCKET_FLOAT(ozone_density, "Ozone", 1.0f); + + SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_TEXTURE_GENERATED); + + SOCKET_OUT_COLOR(color, "Color"); + + return type; +} + +SkyTextureNode::SkyTextureNode() : TextureNode(get_node_type()) +{ +} + +void SkyTextureNode::compile(SVMCompiler &compiler) +{ + ShaderInput *vector_in = input("Vector"); + ShaderOutput *color_out = output("Color"); + + SunSky sunsky; + if (sky_type == NODE_SKY_PREETHAM) + sky_texture_precompute_preetham(&sunsky, sun_direction, turbidity); + else if (sky_type == NODE_SKY_HOSEK) + sky_texture_precompute_hosek(&sunsky, sun_direction, turbidity, ground_albedo); + else if (sky_type == NODE_SKY_NISHITA) { + /* Clamp altitude to reasonable values. + * Below 1m causes numerical issues and above 60km is space. */ + float clamped_altitude = clamp(altitude, 1.0f, 59999.0f); + + sky_texture_precompute_nishita(&sunsky, + sun_disc, + get_sun_size(), + sun_intensity, + sun_elevation, + sun_rotation, + clamped_altitude, + air_density, + dust_density); + /* precomputed texture image parameters */ + ImageManager *image_manager = compiler.scene->image_manager; + ImageParams impar; + impar.interpolation = INTERPOLATION_LINEAR; + impar.extension = EXTENSION_EXTEND; + + /* precompute sky texture */ + if (handle.empty()) { + SkyLoader *loader = new SkyLoader( + sun_elevation, clamped_altitude, air_density, dust_density, ozone_density); + handle = image_manager->add_image(loader, impar); + } + } + else + assert(false); + + int vector_offset = tex_mapping.compile_begin(compiler, vector_in); + + compiler.stack_assign(color_out); + compiler.add_node(NODE_TEX_SKY, vector_offset, compiler.stack_assign(color_out), sky_type); + /* nishita doesn't need this data */ + if (sky_type != NODE_SKY_NISHITA) { + compiler.add_node(__float_as_uint(sunsky.phi), + __float_as_uint(sunsky.theta), + __float_as_uint(sunsky.radiance_x), + __float_as_uint(sunsky.radiance_y)); + compiler.add_node(__float_as_uint(sunsky.radiance_z), + __float_as_uint(sunsky.config_x[0]), + __float_as_uint(sunsky.config_x[1]), + __float_as_uint(sunsky.config_x[2])); + compiler.add_node(__float_as_uint(sunsky.config_x[3]), + __float_as_uint(sunsky.config_x[4]), + __float_as_uint(sunsky.config_x[5]), + __float_as_uint(sunsky.config_x[6])); + compiler.add_node(__float_as_uint(sunsky.config_x[7]), + __float_as_uint(sunsky.config_x[8]), + __float_as_uint(sunsky.config_y[0]), + __float_as_uint(sunsky.config_y[1])); + compiler.add_node(__float_as_uint(sunsky.config_y[2]), + __float_as_uint(sunsky.config_y[3]), + __float_as_uint(sunsky.config_y[4]), + __float_as_uint(sunsky.config_y[5])); + compiler.add_node(__float_as_uint(sunsky.config_y[6]), + __float_as_uint(sunsky.config_y[7]), + __float_as_uint(sunsky.config_y[8]), + __float_as_uint(sunsky.config_z[0])); + compiler.add_node(__float_as_uint(sunsky.config_z[1]), + __float_as_uint(sunsky.config_z[2]), + __float_as_uint(sunsky.config_z[3]), + __float_as_uint(sunsky.config_z[4])); + compiler.add_node(__float_as_uint(sunsky.config_z[5]), + __float_as_uint(sunsky.config_z[6]), + __float_as_uint(sunsky.config_z[7]), + __float_as_uint(sunsky.config_z[8])); + } + else { + compiler.add_node(__float_as_uint(sunsky.nishita_data[0]), + __float_as_uint(sunsky.nishita_data[1]), + __float_as_uint(sunsky.nishita_data[2]), + __float_as_uint(sunsky.nishita_data[3])); + compiler.add_node(__float_as_uint(sunsky.nishita_data[4]), + __float_as_uint(sunsky.nishita_data[5]), + __float_as_uint(sunsky.nishita_data[6]), + __float_as_uint(sunsky.nishita_data[7])); + compiler.add_node(__float_as_uint(sunsky.nishita_data[8]), + __float_as_uint(sunsky.nishita_data[9]), + handle.svm_slot(), + 0); + } + + tex_mapping.compile_end(compiler, vector_in, vector_offset); +} + +void SkyTextureNode::compile(OSLCompiler &compiler) +{ + tex_mapping.compile(compiler); + + SunSky sunsky; + if (sky_type == NODE_SKY_PREETHAM) + sky_texture_precompute_preetham(&sunsky, sun_direction, turbidity); + else if (sky_type == NODE_SKY_HOSEK) + sky_texture_precompute_hosek(&sunsky, sun_direction, turbidity, ground_albedo); + else if (sky_type == NODE_SKY_NISHITA) { + /* Clamp altitude to reasonable values. + * Below 1m causes numerical issues and above 60km is space. */ + float clamped_altitude = clamp(altitude, 1.0f, 59999.0f); + + sky_texture_precompute_nishita(&sunsky, + sun_disc, + get_sun_size(), + sun_intensity, + sun_elevation, + sun_rotation, + clamped_altitude, + air_density, + dust_density); + /* precomputed texture image parameters */ + ImageManager *image_manager = compiler.scene->image_manager; + ImageParams impar; + impar.interpolation = INTERPOLATION_LINEAR; + impar.extension = EXTENSION_EXTEND; + + /* precompute sky texture */ + if (handle.empty()) { + SkyLoader *loader = new SkyLoader( + sun_elevation, clamped_altitude, air_density, dust_density, ozone_density); + handle = image_manager->add_image(loader, impar); + } + } + else + assert(false); + + compiler.parameter(this, "sky_type"); + compiler.parameter("theta", sunsky.theta); + compiler.parameter("phi", sunsky.phi); + compiler.parameter_color("radiance", + make_float3(sunsky.radiance_x, sunsky.radiance_y, sunsky.radiance_z)); + compiler.parameter_array("config_x", sunsky.config_x, 9); + compiler.parameter_array("config_y", sunsky.config_y, 9); + compiler.parameter_array("config_z", sunsky.config_z, 9); + compiler.parameter_array("nishita_data", sunsky.nishita_data, 10); + /* nishita texture */ + if (sky_type == NODE_SKY_NISHITA) { + compiler.parameter_texture("filename", handle.svm_slot()); + } + compiler.add(this, "node_sky_texture"); +} + +/* Gradient Texture */ + +NODE_DEFINE(GradientTextureNode) +{ + NodeType *type = NodeType::add("gradient_texture", create, NodeType::SHADER); + + TEXTURE_MAPPING_DEFINE(GradientTextureNode); + + static NodeEnum type_enum; + type_enum.insert("linear", NODE_BLEND_LINEAR); + type_enum.insert("quadratic", NODE_BLEND_QUADRATIC); + type_enum.insert("easing", NODE_BLEND_EASING); + type_enum.insert("diagonal", NODE_BLEND_DIAGONAL); + type_enum.insert("radial", NODE_BLEND_RADIAL); + type_enum.insert("quadratic_sphere", NODE_BLEND_QUADRATIC_SPHERE); + type_enum.insert("spherical", NODE_BLEND_SPHERICAL); + SOCKET_ENUM(gradient_type, "Type", type_enum, NODE_BLEND_LINEAR); + + SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_TEXTURE_GENERATED); + + SOCKET_OUT_COLOR(color, "Color"); + SOCKET_OUT_FLOAT(fac, "Fac"); + + return type; +} + +GradientTextureNode::GradientTextureNode() : TextureNode(get_node_type()) +{ +} + +void GradientTextureNode::compile(SVMCompiler &compiler) +{ + ShaderInput *vector_in = input("Vector"); + ShaderOutput *color_out = output("Color"); + ShaderOutput *fac_out = output("Fac"); + + int vector_offset = tex_mapping.compile_begin(compiler, vector_in); + + compiler.add_node(NODE_TEX_GRADIENT, + compiler.encode_uchar4(gradient_type, + vector_offset, + compiler.stack_assign_if_linked(fac_out), + compiler.stack_assign_if_linked(color_out))); + + tex_mapping.compile_end(compiler, vector_in, vector_offset); +} + +void GradientTextureNode::compile(OSLCompiler &compiler) +{ + tex_mapping.compile(compiler); + + compiler.parameter(this, "gradient_type"); + compiler.add(this, "node_gradient_texture"); +} + +/* Noise Texture */ + +NODE_DEFINE(NoiseTextureNode) +{ + NodeType *type = NodeType::add("noise_texture", create, NodeType::SHADER); + + TEXTURE_MAPPING_DEFINE(NoiseTextureNode); + + static NodeEnum dimensions_enum; + dimensions_enum.insert("1D", 1); + dimensions_enum.insert("2D", 2); + dimensions_enum.insert("3D", 3); + dimensions_enum.insert("4D", 4); + SOCKET_ENUM(dimensions, "Dimensions", dimensions_enum, 3); + + SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_TEXTURE_GENERATED); + SOCKET_IN_FLOAT(w, "W", 0.0f); + SOCKET_IN_FLOAT(scale, "Scale", 1.0f); + SOCKET_IN_FLOAT(detail, "Detail", 2.0f); + SOCKET_IN_FLOAT(roughness, "Roughness", 0.5f); + SOCKET_IN_FLOAT(distortion, "Distortion", 0.0f); + + SOCKET_OUT_FLOAT(fac, "Fac"); + SOCKET_OUT_COLOR(color, "Color"); + + return type; +} + +NoiseTextureNode::NoiseTextureNode() : TextureNode(get_node_type()) +{ +} + +void NoiseTextureNode::compile(SVMCompiler &compiler) +{ + ShaderInput *vector_in = input("Vector"); + ShaderInput *w_in = input("W"); + ShaderInput *scale_in = input("Scale"); + ShaderInput *detail_in = input("Detail"); + ShaderInput *roughness_in = input("Roughness"); + ShaderInput *distortion_in = input("Distortion"); + ShaderOutput *fac_out = output("Fac"); + ShaderOutput *color_out = output("Color"); + + int vector_stack_offset = tex_mapping.compile_begin(compiler, vector_in); + int w_stack_offset = compiler.stack_assign_if_linked(w_in); + int scale_stack_offset = compiler.stack_assign_if_linked(scale_in); + int detail_stack_offset = compiler.stack_assign_if_linked(detail_in); + int roughness_stack_offset = compiler.stack_assign_if_linked(roughness_in); + int distortion_stack_offset = compiler.stack_assign_if_linked(distortion_in); + int fac_stack_offset = compiler.stack_assign_if_linked(fac_out); + int color_stack_offset = compiler.stack_assign_if_linked(color_out); + + compiler.add_node( + NODE_TEX_NOISE, + dimensions, + compiler.encode_uchar4( + vector_stack_offset, w_stack_offset, scale_stack_offset, detail_stack_offset), + compiler.encode_uchar4( + roughness_stack_offset, distortion_stack_offset, fac_stack_offset, color_stack_offset)); + compiler.add_node( + __float_as_int(w), __float_as_int(scale), __float_as_int(detail), __float_as_int(roughness)); + + compiler.add_node( + __float_as_int(distortion), SVM_STACK_INVALID, SVM_STACK_INVALID, SVM_STACK_INVALID); + + tex_mapping.compile_end(compiler, vector_in, vector_stack_offset); +} + +void NoiseTextureNode::compile(OSLCompiler &compiler) +{ + tex_mapping.compile(compiler); + compiler.parameter(this, "dimensions"); + compiler.add(this, "node_noise_texture"); +} + +/* Voronoi Texture */ + +NODE_DEFINE(VoronoiTextureNode) +{ + NodeType *type = NodeType::add("voronoi_texture", create, NodeType::SHADER); + + TEXTURE_MAPPING_DEFINE(VoronoiTextureNode); + + static NodeEnum dimensions_enum; + dimensions_enum.insert("1D", 1); + dimensions_enum.insert("2D", 2); + dimensions_enum.insert("3D", 3); + dimensions_enum.insert("4D", 4); + SOCKET_ENUM(dimensions, "Dimensions", dimensions_enum, 3); + + static NodeEnum metric_enum; + metric_enum.insert("euclidean", NODE_VORONOI_EUCLIDEAN); + metric_enum.insert("manhattan", NODE_VORONOI_MANHATTAN); + metric_enum.insert("chebychev", NODE_VORONOI_CHEBYCHEV); + metric_enum.insert("minkowski", NODE_VORONOI_MINKOWSKI); + SOCKET_ENUM(metric, "Distance Metric", metric_enum, NODE_VORONOI_EUCLIDEAN); + + static NodeEnum feature_enum; + feature_enum.insert("f1", NODE_VORONOI_F1); + feature_enum.insert("f2", NODE_VORONOI_F2); + feature_enum.insert("smooth_f1", NODE_VORONOI_SMOOTH_F1); + feature_enum.insert("distance_to_edge", NODE_VORONOI_DISTANCE_TO_EDGE); + feature_enum.insert("n_sphere_radius", NODE_VORONOI_N_SPHERE_RADIUS); + SOCKET_ENUM(feature, "Feature", feature_enum, NODE_VORONOI_F1); + + SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_TEXTURE_GENERATED); + SOCKET_IN_FLOAT(w, "W", 0.0f); + SOCKET_IN_FLOAT(scale, "Scale", 5.0f); + SOCKET_IN_FLOAT(smoothness, "Smoothness", 5.0f); + SOCKET_IN_FLOAT(exponent, "Exponent", 0.5f); + SOCKET_IN_FLOAT(randomness, "Randomness", 1.0f); + + SOCKET_OUT_FLOAT(distance, "Distance"); + SOCKET_OUT_COLOR(color, "Color"); + SOCKET_OUT_POINT(position, "Position"); + SOCKET_OUT_FLOAT(w, "W"); + SOCKET_OUT_FLOAT(radius, "Radius"); + + return type; +} + +VoronoiTextureNode::VoronoiTextureNode() : TextureNode(get_node_type()) +{ +} + +void VoronoiTextureNode::compile(SVMCompiler &compiler) +{ + ShaderInput *vector_in = input("Vector"); + ShaderInput *w_in = input("W"); + ShaderInput *scale_in = input("Scale"); + ShaderInput *smoothness_in = input("Smoothness"); + ShaderInput *exponent_in = input("Exponent"); + ShaderInput *randomness_in = input("Randomness"); + + ShaderOutput *distance_out = output("Distance"); + ShaderOutput *color_out = output("Color"); + ShaderOutput *position_out = output("Position"); + ShaderOutput *w_out = output("W"); + ShaderOutput *radius_out = output("Radius"); + + int vector_stack_offset = tex_mapping.compile_begin(compiler, vector_in); + int w_in_stack_offset = compiler.stack_assign_if_linked(w_in); + int scale_stack_offset = compiler.stack_assign_if_linked(scale_in); + int smoothness_stack_offset = compiler.stack_assign_if_linked(smoothness_in); + int exponent_stack_offset = compiler.stack_assign_if_linked(exponent_in); + int randomness_stack_offset = compiler.stack_assign_if_linked(randomness_in); + int distance_stack_offset = compiler.stack_assign_if_linked(distance_out); + int color_stack_offset = compiler.stack_assign_if_linked(color_out); + int position_stack_offset = compiler.stack_assign_if_linked(position_out); + int w_out_stack_offset = compiler.stack_assign_if_linked(w_out); + int radius_stack_offset = compiler.stack_assign_if_linked(radius_out); + + compiler.add_node(NODE_TEX_VORONOI, dimensions, feature, metric); + compiler.add_node( + compiler.encode_uchar4( + vector_stack_offset, w_in_stack_offset, scale_stack_offset, smoothness_stack_offset), + compiler.encode_uchar4(exponent_stack_offset, + randomness_stack_offset, + distance_stack_offset, + color_stack_offset), + compiler.encode_uchar4(position_stack_offset, w_out_stack_offset, radius_stack_offset), + __float_as_int(w)); + + compiler.add_node(__float_as_int(scale), + __float_as_int(smoothness), + __float_as_int(exponent), + __float_as_int(randomness)); + + tex_mapping.compile_end(compiler, vector_in, vector_stack_offset); +} + +void VoronoiTextureNode::compile(OSLCompiler &compiler) +{ + tex_mapping.compile(compiler); + + compiler.parameter(this, "dimensions"); + compiler.parameter(this, "feature"); + compiler.parameter(this, "metric"); + compiler.add(this, "node_voronoi_texture"); +} + +/* IES Light */ + +NODE_DEFINE(IESLightNode) +{ + NodeType *type = NodeType::add("ies_light", create, NodeType::SHADER); + + TEXTURE_MAPPING_DEFINE(IESLightNode); + + SOCKET_STRING(ies, "IES", ustring()); + SOCKET_STRING(filename, "File Name", ustring()); + + SOCKET_IN_FLOAT(strength, "Strength", 1.0f); + SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_TEXTURE_NORMAL); + + SOCKET_OUT_FLOAT(fac, "Fac"); + + return type; +} + +IESLightNode::IESLightNode() : TextureNode(get_node_type()) +{ + light_manager = NULL; + slot = -1; +} + +ShaderNode *IESLightNode::clone(ShaderGraph *graph) const +{ + IESLightNode *node = graph->create_node(*this); + + node->light_manager = NULL; + node->slot = -1; + + return node; +} + +IESLightNode::~IESLightNode() +{ + if (light_manager) { + light_manager->remove_ies(slot); + } +} + +void IESLightNode::get_slot() +{ + assert(light_manager); + + if (slot == -1) { + if (ies.empty()) { + slot = light_manager->add_ies_from_file(filename.string()); + } + else { + slot = light_manager->add_ies(ies.string()); + } + } +} + +void IESLightNode::compile(SVMCompiler &compiler) +{ + light_manager = compiler.scene->light_manager; + get_slot(); + + ShaderInput *strength_in = input("Strength"); + ShaderInput *vector_in = input("Vector"); + ShaderOutput *fac_out = output("Fac"); + + int vector_offset = tex_mapping.compile_begin(compiler, vector_in); + + compiler.add_node(NODE_IES, + compiler.encode_uchar4(compiler.stack_assign_if_linked(strength_in), + vector_offset, + compiler.stack_assign(fac_out), + 0), + slot, + __float_as_int(strength)); + + tex_mapping.compile_end(compiler, vector_in, vector_offset); +} + +void IESLightNode::compile(OSLCompiler &compiler) +{ + light_manager = compiler.scene->light_manager; + get_slot(); + + tex_mapping.compile(compiler); + + compiler.parameter_texture_ies("filename", slot); + compiler.add(this, "node_ies_light"); +} + +/* White Noise Texture */ + +NODE_DEFINE(WhiteNoiseTextureNode) +{ + NodeType *type = NodeType::add("white_noise_texture", create, NodeType::SHADER); + + static NodeEnum dimensions_enum; + dimensions_enum.insert("1D", 1); + dimensions_enum.insert("2D", 2); + dimensions_enum.insert("3D", 3); + dimensions_enum.insert("4D", 4); + SOCKET_ENUM(dimensions, "Dimensions", dimensions_enum, 3); + + SOCKET_IN_POINT(vector, "Vector", zero_float3()); + SOCKET_IN_FLOAT(w, "W", 0.0f); + + SOCKET_OUT_FLOAT(value, "Value"); + SOCKET_OUT_COLOR(color, "Color"); + + return type; +} + +WhiteNoiseTextureNode::WhiteNoiseTextureNode() : ShaderNode(get_node_type()) +{ +} + +void WhiteNoiseTextureNode::compile(SVMCompiler &compiler) +{ + ShaderInput *vector_in = input("Vector"); + ShaderInput *w_in = input("W"); + ShaderOutput *value_out = output("Value"); + ShaderOutput *color_out = output("Color"); + + int vector_stack_offset = compiler.stack_assign(vector_in); + int w_stack_offset = compiler.stack_assign(w_in); + int value_stack_offset = compiler.stack_assign(value_out); + int color_stack_offset = compiler.stack_assign(color_out); + + compiler.add_node(NODE_TEX_WHITE_NOISE, + dimensions, + compiler.encode_uchar4(vector_stack_offset, w_stack_offset), + compiler.encode_uchar4(value_stack_offset, color_stack_offset)); +} + +void WhiteNoiseTextureNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "dimensions"); + compiler.add(this, "node_white_noise_texture"); +} + +/* Musgrave Texture */ + +NODE_DEFINE(MusgraveTextureNode) +{ + NodeType *type = NodeType::add("musgrave_texture", create, NodeType::SHADER); + + TEXTURE_MAPPING_DEFINE(MusgraveTextureNode); + + static NodeEnum dimensions_enum; + dimensions_enum.insert("1D", 1); + dimensions_enum.insert("2D", 2); + dimensions_enum.insert("3D", 3); + dimensions_enum.insert("4D", 4); + SOCKET_ENUM(dimensions, "Dimensions", dimensions_enum, 3); + + static NodeEnum type_enum; + type_enum.insert("multifractal", NODE_MUSGRAVE_MULTIFRACTAL); + type_enum.insert("fBM", NODE_MUSGRAVE_FBM); + type_enum.insert("hybrid_multifractal", NODE_MUSGRAVE_HYBRID_MULTIFRACTAL); + type_enum.insert("ridged_multifractal", NODE_MUSGRAVE_RIDGED_MULTIFRACTAL); + type_enum.insert("hetero_terrain", NODE_MUSGRAVE_HETERO_TERRAIN); + SOCKET_ENUM(musgrave_type, "Type", type_enum, NODE_MUSGRAVE_FBM); + + SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_TEXTURE_GENERATED); + SOCKET_IN_FLOAT(w, "W", 0.0f); + SOCKET_IN_FLOAT(scale, "Scale", 1.0f); + SOCKET_IN_FLOAT(detail, "Detail", 2.0f); + SOCKET_IN_FLOAT(dimension, "Dimension", 2.0f); + SOCKET_IN_FLOAT(lacunarity, "Lacunarity", 2.0f); + SOCKET_IN_FLOAT(offset, "Offset", 0.0f); + SOCKET_IN_FLOAT(gain, "Gain", 1.0f); + + SOCKET_OUT_FLOAT(fac, "Fac"); + + return type; +} + +MusgraveTextureNode::MusgraveTextureNode() : TextureNode(get_node_type()) +{ +} + +void MusgraveTextureNode::compile(SVMCompiler &compiler) +{ + ShaderInput *vector_in = input("Vector"); + ShaderInput *w_in = input("W"); + ShaderInput *scale_in = input("Scale"); + ShaderInput *detail_in = input("Detail"); + ShaderInput *dimension_in = input("Dimension"); + ShaderInput *lacunarity_in = input("Lacunarity"); + ShaderInput *offset_in = input("Offset"); + ShaderInput *gain_in = input("Gain"); + ShaderOutput *fac_out = output("Fac"); + + int vector_stack_offset = tex_mapping.compile_begin(compiler, vector_in); + int w_stack_offset = compiler.stack_assign_if_linked(w_in); + int scale_stack_offset = compiler.stack_assign_if_linked(scale_in); + int detail_stack_offset = compiler.stack_assign_if_linked(detail_in); + int dimension_stack_offset = compiler.stack_assign_if_linked(dimension_in); + int lacunarity_stack_offset = compiler.stack_assign_if_linked(lacunarity_in); + int offset_stack_offset = compiler.stack_assign_if_linked(offset_in); + int gain_stack_offset = compiler.stack_assign_if_linked(gain_in); + int fac_stack_offset = compiler.stack_assign(fac_out); + + compiler.add_node( + NODE_TEX_MUSGRAVE, + compiler.encode_uchar4(musgrave_type, dimensions, vector_stack_offset, w_stack_offset), + compiler.encode_uchar4(scale_stack_offset, + detail_stack_offset, + dimension_stack_offset, + lacunarity_stack_offset), + compiler.encode_uchar4(offset_stack_offset, gain_stack_offset, fac_stack_offset)); + compiler.add_node( + __float_as_int(w), __float_as_int(scale), __float_as_int(detail), __float_as_int(dimension)); + compiler.add_node(__float_as_int(lacunarity), __float_as_int(offset), __float_as_int(gain)); + + tex_mapping.compile_end(compiler, vector_in, vector_stack_offset); +} + +void MusgraveTextureNode::compile(OSLCompiler &compiler) +{ + tex_mapping.compile(compiler); + + compiler.parameter(this, "musgrave_type"); + compiler.parameter(this, "dimensions"); + compiler.add(this, "node_musgrave_texture"); +} + +/* Wave Texture */ + +NODE_DEFINE(WaveTextureNode) +{ + NodeType *type = NodeType::add("wave_texture", create, NodeType::SHADER); + + TEXTURE_MAPPING_DEFINE(WaveTextureNode); + + static NodeEnum type_enum; + type_enum.insert("bands", NODE_WAVE_BANDS); + type_enum.insert("rings", NODE_WAVE_RINGS); + SOCKET_ENUM(wave_type, "Type", type_enum, NODE_WAVE_BANDS); + + static NodeEnum bands_direction_enum; + bands_direction_enum.insert("x", NODE_WAVE_BANDS_DIRECTION_X); + bands_direction_enum.insert("y", NODE_WAVE_BANDS_DIRECTION_Y); + bands_direction_enum.insert("z", NODE_WAVE_BANDS_DIRECTION_Z); + bands_direction_enum.insert("diagonal", NODE_WAVE_BANDS_DIRECTION_DIAGONAL); + SOCKET_ENUM( + bands_direction, "Bands Direction", bands_direction_enum, NODE_WAVE_BANDS_DIRECTION_X); + + static NodeEnum rings_direction_enum; + rings_direction_enum.insert("x", NODE_WAVE_RINGS_DIRECTION_X); + rings_direction_enum.insert("y", NODE_WAVE_RINGS_DIRECTION_Y); + rings_direction_enum.insert("z", NODE_WAVE_RINGS_DIRECTION_Z); + rings_direction_enum.insert("spherical", NODE_WAVE_RINGS_DIRECTION_SPHERICAL); + SOCKET_ENUM( + rings_direction, "Rings Direction", rings_direction_enum, NODE_WAVE_BANDS_DIRECTION_X); + + static NodeEnum profile_enum; + profile_enum.insert("sine", NODE_WAVE_PROFILE_SIN); + profile_enum.insert("saw", NODE_WAVE_PROFILE_SAW); + profile_enum.insert("tri", NODE_WAVE_PROFILE_TRI); + SOCKET_ENUM(profile, "Profile", profile_enum, NODE_WAVE_PROFILE_SIN); + + SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_TEXTURE_GENERATED); + SOCKET_IN_FLOAT(scale, "Scale", 1.0f); + SOCKET_IN_FLOAT(distortion, "Distortion", 0.0f); + SOCKET_IN_FLOAT(detail, "Detail", 2.0f); + SOCKET_IN_FLOAT(detail_scale, "Detail Scale", 0.0f); + SOCKET_IN_FLOAT(detail_roughness, "Detail Roughness", 0.5f); + SOCKET_IN_FLOAT(phase, "Phase Offset", 0.0f); + SOCKET_OUT_COLOR(color, "Color"); + SOCKET_OUT_FLOAT(fac, "Fac"); + + return type; +} + +WaveTextureNode::WaveTextureNode() : TextureNode(get_node_type()) +{ +} + +void WaveTextureNode::compile(SVMCompiler &compiler) +{ + ShaderInput *vector_in = input("Vector"); + ShaderInput *scale_in = input("Scale"); + ShaderInput *distortion_in = input("Distortion"); + ShaderInput *detail_in = input("Detail"); + ShaderInput *dscale_in = input("Detail Scale"); + ShaderInput *droughness_in = input("Detail Roughness"); + ShaderInput *phase_in = input("Phase Offset"); + ShaderOutput *color_out = output("Color"); + ShaderOutput *fac_out = output("Fac"); + + int vector_offset = tex_mapping.compile_begin(compiler, vector_in); + + compiler.add_node(NODE_TEX_WAVE, + compiler.encode_uchar4(wave_type, bands_direction, rings_direction, profile), + compiler.encode_uchar4(vector_offset, + compiler.stack_assign_if_linked(scale_in), + compiler.stack_assign_if_linked(distortion_in)), + compiler.encode_uchar4(compiler.stack_assign_if_linked(detail_in), + compiler.stack_assign_if_linked(dscale_in), + compiler.stack_assign_if_linked(droughness_in), + compiler.stack_assign_if_linked(phase_in))); + + compiler.add_node(compiler.encode_uchar4(compiler.stack_assign_if_linked(color_out), + compiler.stack_assign_if_linked(fac_out)), + __float_as_int(scale), + __float_as_int(distortion), + __float_as_int(detail)); + + compiler.add_node(__float_as_int(detail_scale), + __float_as_int(detail_roughness), + __float_as_int(phase), + SVM_STACK_INVALID); + + tex_mapping.compile_end(compiler, vector_in, vector_offset); +} + +void WaveTextureNode::compile(OSLCompiler &compiler) +{ + tex_mapping.compile(compiler); + + compiler.parameter(this, "wave_type"); + compiler.parameter(this, "bands_direction"); + compiler.parameter(this, "rings_direction"); + compiler.parameter(this, "profile"); + + compiler.add(this, "node_wave_texture"); +} + +/* Magic Texture */ + +NODE_DEFINE(MagicTextureNode) +{ + NodeType *type = NodeType::add("magic_texture", create, NodeType::SHADER); + + TEXTURE_MAPPING_DEFINE(MagicTextureNode); + + SOCKET_INT(depth, "Depth", 2); + + SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_TEXTURE_GENERATED); + SOCKET_IN_FLOAT(scale, "Scale", 5.0f); + SOCKET_IN_FLOAT(distortion, "Distortion", 1.0f); + + SOCKET_OUT_COLOR(color, "Color"); + SOCKET_OUT_FLOAT(fac, "Fac"); + + return type; +} + +MagicTextureNode::MagicTextureNode() : TextureNode(get_node_type()) +{ +} + +void MagicTextureNode::compile(SVMCompiler &compiler) +{ + ShaderInput *vector_in = input("Vector"); + ShaderInput *scale_in = input("Scale"); + ShaderInput *distortion_in = input("Distortion"); + ShaderOutput *color_out = output("Color"); + ShaderOutput *fac_out = output("Fac"); + + int vector_offset = tex_mapping.compile_begin(compiler, vector_in); + + compiler.add_node(NODE_TEX_MAGIC, + compiler.encode_uchar4(depth, + compiler.stack_assign_if_linked(color_out), + compiler.stack_assign_if_linked(fac_out)), + compiler.encode_uchar4(vector_offset, + compiler.stack_assign_if_linked(scale_in), + compiler.stack_assign_if_linked(distortion_in))); + compiler.add_node(__float_as_int(scale), __float_as_int(distortion)); + + tex_mapping.compile_end(compiler, vector_in, vector_offset); +} + +void MagicTextureNode::compile(OSLCompiler &compiler) +{ + tex_mapping.compile(compiler); + + compiler.parameter(this, "depth"); + compiler.add(this, "node_magic_texture"); +} + +/* Checker Texture */ + +NODE_DEFINE(CheckerTextureNode) +{ + NodeType *type = NodeType::add("checker_texture", create, NodeType::SHADER); + + TEXTURE_MAPPING_DEFINE(CheckerTextureNode); + + SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_TEXTURE_GENERATED); + SOCKET_IN_COLOR(color1, "Color1", zero_float3()); + SOCKET_IN_COLOR(color2, "Color2", zero_float3()); + SOCKET_IN_FLOAT(scale, "Scale", 1.0f); + + SOCKET_OUT_COLOR(color, "Color"); + SOCKET_OUT_FLOAT(fac, "Fac"); + + return type; +} + +CheckerTextureNode::CheckerTextureNode() : TextureNode(get_node_type()) +{ +} + +void CheckerTextureNode::compile(SVMCompiler &compiler) +{ + ShaderInput *vector_in = input("Vector"); + ShaderInput *color1_in = input("Color1"); + ShaderInput *color2_in = input("Color2"); + ShaderInput *scale_in = input("Scale"); + + ShaderOutput *color_out = output("Color"); + ShaderOutput *fac_out = output("Fac"); + + int vector_offset = tex_mapping.compile_begin(compiler, vector_in); + + compiler.add_node(NODE_TEX_CHECKER, + compiler.encode_uchar4(vector_offset, + compiler.stack_assign(color1_in), + compiler.stack_assign(color2_in), + compiler.stack_assign_if_linked(scale_in)), + compiler.encode_uchar4(compiler.stack_assign_if_linked(color_out), + compiler.stack_assign_if_linked(fac_out)), + __float_as_int(scale)); + + tex_mapping.compile_end(compiler, vector_in, vector_offset); +} + +void CheckerTextureNode::compile(OSLCompiler &compiler) +{ + tex_mapping.compile(compiler); + + compiler.add(this, "node_checker_texture"); +} + +/* Brick Texture */ + +NODE_DEFINE(BrickTextureNode) +{ + NodeType *type = NodeType::add("brick_texture", create, NodeType::SHADER); + + TEXTURE_MAPPING_DEFINE(BrickTextureNode); + + SOCKET_FLOAT(offset, "Offset", 0.5f); + SOCKET_INT(offset_frequency, "Offset Frequency", 2); + SOCKET_FLOAT(squash, "Squash", 1.0f); + SOCKET_INT(squash_frequency, "Squash Frequency", 2); + + SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_TEXTURE_GENERATED); + + SOCKET_IN_COLOR(color1, "Color1", zero_float3()); + SOCKET_IN_COLOR(color2, "Color2", zero_float3()); + SOCKET_IN_COLOR(mortar, "Mortar", zero_float3()); + SOCKET_IN_FLOAT(scale, "Scale", 5.0f); + SOCKET_IN_FLOAT(mortar_size, "Mortar Size", 0.02f); + SOCKET_IN_FLOAT(mortar_smooth, "Mortar Smooth", 0.0f); + SOCKET_IN_FLOAT(bias, "Bias", 0.0f); + SOCKET_IN_FLOAT(brick_width, "Brick Width", 0.5f); + SOCKET_IN_FLOAT(row_height, "Row Height", 0.25f); + + SOCKET_OUT_COLOR(color, "Color"); + SOCKET_OUT_FLOAT(fac, "Fac"); + + return type; +} + +BrickTextureNode::BrickTextureNode() : TextureNode(get_node_type()) +{ +} + +void BrickTextureNode::compile(SVMCompiler &compiler) +{ + ShaderInput *vector_in = input("Vector"); + ShaderInput *color1_in = input("Color1"); + ShaderInput *color2_in = input("Color2"); + ShaderInput *mortar_in = input("Mortar"); + ShaderInput *scale_in = input("Scale"); + ShaderInput *mortar_size_in = input("Mortar Size"); + ShaderInput *mortar_smooth_in = input("Mortar Smooth"); + ShaderInput *bias_in = input("Bias"); + ShaderInput *brick_width_in = input("Brick Width"); + ShaderInput *row_height_in = input("Row Height"); + + ShaderOutput *color_out = output("Color"); + ShaderOutput *fac_out = output("Fac"); + + int vector_offset = tex_mapping.compile_begin(compiler, vector_in); + + compiler.add_node(NODE_TEX_BRICK, + compiler.encode_uchar4(vector_offset, + compiler.stack_assign(color1_in), + compiler.stack_assign(color2_in), + compiler.stack_assign(mortar_in)), + compiler.encode_uchar4(compiler.stack_assign_if_linked(scale_in), + compiler.stack_assign_if_linked(mortar_size_in), + compiler.stack_assign_if_linked(bias_in), + compiler.stack_assign_if_linked(brick_width_in)), + compiler.encode_uchar4(compiler.stack_assign_if_linked(row_height_in), + compiler.stack_assign_if_linked(color_out), + compiler.stack_assign_if_linked(fac_out), + compiler.stack_assign_if_linked(mortar_smooth_in))); + + compiler.add_node(compiler.encode_uchar4(offset_frequency, squash_frequency), + __float_as_int(scale), + __float_as_int(mortar_size), + __float_as_int(bias)); + + compiler.add_node(__float_as_int(brick_width), + __float_as_int(row_height), + __float_as_int(offset), + __float_as_int(squash)); + + compiler.add_node( + __float_as_int(mortar_smooth), SVM_STACK_INVALID, SVM_STACK_INVALID, SVM_STACK_INVALID); + + tex_mapping.compile_end(compiler, vector_in, vector_offset); +} + +void BrickTextureNode::compile(OSLCompiler &compiler) +{ + tex_mapping.compile(compiler); + + compiler.parameter(this, "offset"); + compiler.parameter(this, "offset_frequency"); + compiler.parameter(this, "squash"); + compiler.parameter(this, "squash_frequency"); + compiler.add(this, "node_brick_texture"); +} + +/* Point Density Texture */ + +NODE_DEFINE(PointDensityTextureNode) +{ + NodeType *type = NodeType::add("point_density_texture", create, NodeType::SHADER); + + SOCKET_STRING(filename, "Filename", ustring()); + + static NodeEnum space_enum; + space_enum.insert("object", NODE_TEX_VOXEL_SPACE_OBJECT); + space_enum.insert("world", NODE_TEX_VOXEL_SPACE_WORLD); + SOCKET_ENUM(space, "Space", space_enum, NODE_TEX_VOXEL_SPACE_OBJECT); + + static NodeEnum interpolation_enum; + interpolation_enum.insert("closest", INTERPOLATION_CLOSEST); + interpolation_enum.insert("linear", INTERPOLATION_LINEAR); + interpolation_enum.insert("cubic", INTERPOLATION_CUBIC); + interpolation_enum.insert("smart", INTERPOLATION_SMART); + SOCKET_ENUM(interpolation, "Interpolation", interpolation_enum, INTERPOLATION_LINEAR); + + SOCKET_TRANSFORM(tfm, "Transform", transform_identity()); + + SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_POSITION); + + SOCKET_OUT_FLOAT(density, "Density"); + SOCKET_OUT_COLOR(color, "Color"); + + return type; +} + +PointDensityTextureNode::PointDensityTextureNode() : ShaderNode(get_node_type()) +{ +} + +PointDensityTextureNode::~PointDensityTextureNode() +{ +} + +ShaderNode *PointDensityTextureNode::clone(ShaderGraph *graph) const +{ + /* Increase image user count for new node. We need to ensure to not call + * add_image again, to work around access of freed data on the Blender + * side. A better solution should be found to avoid this. */ + PointDensityTextureNode *node = graph->create_node(*this); + node->handle = handle; /* TODO: not needed? */ + return node; +} + +void PointDensityTextureNode::attributes(Shader *shader, AttributeRequestSet *attributes) +{ + if (shader->has_volume) + attributes->add(ATTR_STD_GENERATED_TRANSFORM); + + ShaderNode::attributes(shader, attributes); +} + +ImageParams PointDensityTextureNode::image_params() const +{ + ImageParams params; + params.interpolation = interpolation; + return params; +} + +void PointDensityTextureNode::compile(SVMCompiler &compiler) +{ + ShaderInput *vector_in = input("Vector"); + ShaderOutput *density_out = output("Density"); + ShaderOutput *color_out = output("Color"); + + const bool use_density = !density_out->links.empty(); + const bool use_color = !color_out->links.empty(); + + if (use_density || use_color) { + if (handle.empty()) { + ImageManager *image_manager = compiler.scene->image_manager; + handle = image_manager->add_image(filename.string(), image_params()); + } + + const int slot = handle.svm_slot(); + if (slot != -1) { + compiler.stack_assign(vector_in); + compiler.add_node(NODE_TEX_VOXEL, + slot, + compiler.encode_uchar4(compiler.stack_assign(vector_in), + compiler.stack_assign_if_linked(density_out), + compiler.stack_assign_if_linked(color_out), + space)); + if (space == NODE_TEX_VOXEL_SPACE_WORLD) { + compiler.add_node(tfm.x); + compiler.add_node(tfm.y); + compiler.add_node(tfm.z); + } + } + else { + if (use_density) { + compiler.add_node(NODE_VALUE_F, __float_as_int(0.0f), compiler.stack_assign(density_out)); + } + if (use_color) { + compiler.add_node(NODE_VALUE_V, compiler.stack_assign(color_out)); + compiler.add_node( + NODE_VALUE_V, + make_float3(TEX_IMAGE_MISSING_R, TEX_IMAGE_MISSING_G, TEX_IMAGE_MISSING_B)); + } + } + } +} + +void PointDensityTextureNode::compile(OSLCompiler &compiler) +{ + ShaderOutput *density_out = output("Density"); + ShaderOutput *color_out = output("Color"); + + const bool use_density = !density_out->links.empty(); + const bool use_color = !color_out->links.empty(); + + if (use_density || use_color) { + if (handle.empty()) { + ImageManager *image_manager = compiler.scene->image_manager; + handle = image_manager->add_image(filename.string(), image_params()); + } + + compiler.parameter_texture("filename", handle.svm_slot()); + if (space == NODE_TEX_VOXEL_SPACE_WORLD) { + compiler.parameter("mapping", tfm); + compiler.parameter("use_mapping", 1); + } + compiler.parameter(this, "interpolation"); + compiler.add(this, "node_voxel_texture"); + } +} + +/* Normal */ + +NODE_DEFINE(NormalNode) +{ + NodeType *type = NodeType::add("normal", create, NodeType::SHADER); + + SOCKET_VECTOR(direction, "direction", zero_float3()); + + SOCKET_IN_NORMAL(normal, "Normal", zero_float3()); + + SOCKET_OUT_NORMAL(normal, "Normal"); + SOCKET_OUT_FLOAT(dot, "Dot"); + + return type; +} + +NormalNode::NormalNode() : ShaderNode(get_node_type()) +{ +} + +void NormalNode::compile(SVMCompiler &compiler) +{ + ShaderInput *normal_in = input("Normal"); + ShaderOutput *normal_out = output("Normal"); + ShaderOutput *dot_out = output("Dot"); + + compiler.add_node(NODE_NORMAL, + compiler.stack_assign(normal_in), + compiler.stack_assign(normal_out), + compiler.stack_assign(dot_out)); + compiler.add_node( + __float_as_int(direction.x), __float_as_int(direction.y), __float_as_int(direction.z)); +} + +void NormalNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "direction"); + compiler.add(this, "node_normal"); +} + +/* Mapping */ + +NODE_DEFINE(MappingNode) +{ + NodeType *type = NodeType::add("mapping", create, NodeType::SHADER); + + static NodeEnum type_enum; + type_enum.insert("point", NODE_MAPPING_TYPE_POINT); + type_enum.insert("texture", NODE_MAPPING_TYPE_TEXTURE); + type_enum.insert("vector", NODE_MAPPING_TYPE_VECTOR); + type_enum.insert("normal", NODE_MAPPING_TYPE_NORMAL); + SOCKET_ENUM(mapping_type, "Type", type_enum, NODE_MAPPING_TYPE_POINT); + + SOCKET_IN_POINT(vector, "Vector", zero_float3()); + SOCKET_IN_POINT(location, "Location", zero_float3()); + SOCKET_IN_POINT(rotation, "Rotation", zero_float3()); + SOCKET_IN_POINT(scale, "Scale", one_float3()); + + SOCKET_OUT_POINT(vector, "Vector"); + + return type; +} + +MappingNode::MappingNode() : ShaderNode(get_node_type()) +{ +} + +void MappingNode::constant_fold(const ConstantFolder &folder) +{ + if (folder.all_inputs_constant()) { + float3 result = svm_mapping((NodeMappingType)mapping_type, vector, location, rotation, scale); + folder.make_constant(result); + } + else { + folder.fold_mapping((NodeMappingType)mapping_type); + } +} + +void MappingNode::compile(SVMCompiler &compiler) +{ + ShaderInput *vector_in = input("Vector"); + ShaderInput *location_in = input("Location"); + ShaderInput *rotation_in = input("Rotation"); + ShaderInput *scale_in = input("Scale"); + ShaderOutput *vector_out = output("Vector"); + + int vector_stack_offset = compiler.stack_assign(vector_in); + int location_stack_offset = compiler.stack_assign(location_in); + int rotation_stack_offset = compiler.stack_assign(rotation_in); + int scale_stack_offset = compiler.stack_assign(scale_in); + int result_stack_offset = compiler.stack_assign(vector_out); + + compiler.add_node( + NODE_MAPPING, + mapping_type, + compiler.encode_uchar4( + vector_stack_offset, location_stack_offset, rotation_stack_offset, scale_stack_offset), + result_stack_offset); +} + +void MappingNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "mapping_type"); + compiler.add(this, "node_mapping"); +} + +/* RGBToBW */ + +NODE_DEFINE(RGBToBWNode) +{ + NodeType *type = NodeType::add("rgb_to_bw", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", zero_float3()); + SOCKET_OUT_FLOAT(val, "Val"); + + return type; +} + +RGBToBWNode::RGBToBWNode() : ShaderNode(get_node_type()) +{ +} + +void RGBToBWNode::constant_fold(const ConstantFolder &folder) +{ + if (folder.all_inputs_constant()) { + float val = folder.scene->shader_manager->linear_rgb_to_gray(color); + folder.make_constant(val); + } +} + +void RGBToBWNode::compile(SVMCompiler &compiler) +{ + compiler.add_node(NODE_CONVERT, + NODE_CONVERT_CF, + compiler.stack_assign(inputs[0]), + compiler.stack_assign(outputs[0])); +} + +void RGBToBWNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_rgb_to_bw"); +} + +/* Convert */ + +const NodeType *ConvertNode::node_types[ConvertNode::MAX_TYPE][ConvertNode::MAX_TYPE]; +bool ConvertNode::initialized = ConvertNode::register_types(); + +Node *ConvertNode::create(const NodeType *type) +{ + return new ConvertNode(type->inputs[0].type, type->outputs[0].type); +} + +bool ConvertNode::register_types() +{ + const int num_types = 8; + SocketType::Type types[num_types] = {SocketType::FLOAT, + SocketType::INT, + SocketType::COLOR, + SocketType::VECTOR, + SocketType::POINT, + SocketType::NORMAL, + SocketType::STRING, + SocketType::CLOSURE}; + + for (size_t i = 0; i < num_types; i++) { + SocketType::Type from = types[i]; + ustring from_name(SocketType::type_name(from)); + ustring from_value_name("value_" + from_name.string()); + + for (size_t j = 0; j < num_types; j++) { + SocketType::Type to = types[j]; + ustring to_name(SocketType::type_name(to)); + ustring to_value_name("value_" + to_name.string()); + + string node_name = "convert_" + from_name.string() + "_to_" + to_name.string(); + NodeType *type = NodeType::add(node_name.c_str(), create, NodeType::SHADER); + + type->register_input(from_value_name, + from_value_name, + from, + SOCKET_OFFSETOF(ConvertNode, value_float), + SocketType::zero_default_value(), + NULL, + NULL, + SocketType::LINKABLE); + type->register_output(to_value_name, to_value_name, to); + + assert(from < MAX_TYPE); + assert(to < MAX_TYPE); + + node_types[from][to] = type; + } + } + + return true; +} + +ConvertNode::ConvertNode(SocketType::Type from_, SocketType::Type to_, bool autoconvert) + : ShaderNode(node_types[from_][to_]) +{ + from = from_; + to = to_; + + if (from == to) + special_type = SHADER_SPECIAL_TYPE_PROXY; + else if (autoconvert) + special_type = SHADER_SPECIAL_TYPE_AUTOCONVERT; +} + +/* Union usage requires a manual copy constructor. */ +ConvertNode::ConvertNode(const ConvertNode &other) + : ShaderNode(other), + from(other.from), + to(other.to), + value_color(other.value_color), + value_string(other.value_string) +{ +} + +void ConvertNode::constant_fold(const ConstantFolder &folder) +{ + /* proxy nodes should have been removed at this point */ + assert(special_type != SHADER_SPECIAL_TYPE_PROXY); + + /* TODO(DingTo): conversion from/to int is not supported yet, don't fold in that case */ + + if (folder.all_inputs_constant()) { + if (from == SocketType::FLOAT) { + if (SocketType::is_float3(to)) { + folder.make_constant(make_float3(value_float, value_float, value_float)); + } + } + else if (SocketType::is_float3(from)) { + if (to == SocketType::FLOAT) { + if (from == SocketType::COLOR) { + /* color to float */ + float val = folder.scene->shader_manager->linear_rgb_to_gray(value_color); + folder.make_constant(val); + } + else { + /* vector/point/normal to float */ + folder.make_constant(average(value_vector)); + } + } + else if (SocketType::is_float3(to)) { + folder.make_constant(value_color); + } + } + } + else { + ShaderInput *in = inputs[0]; + ShaderNode *prev = in->link->parent; + + /* no-op conversion of A to B to A */ + if (prev->type == node_types[to][from]) { + ShaderInput *prev_in = prev->inputs[0]; + + if (SocketType::is_float3(from) && (to == SocketType::FLOAT || SocketType::is_float3(to)) && + prev_in->link) { + folder.bypass(prev_in->link); + } + } + } +} + +void ConvertNode::compile(SVMCompiler &compiler) +{ + /* proxy nodes should have been removed at this point */ + assert(special_type != SHADER_SPECIAL_TYPE_PROXY); + + ShaderInput *in = inputs[0]; + ShaderOutput *out = outputs[0]; + + if (from == SocketType::FLOAT) { + if (to == SocketType::INT) + /* float to int */ + compiler.add_node( + NODE_CONVERT, NODE_CONVERT_FI, compiler.stack_assign(in), compiler.stack_assign(out)); + else + /* float to float3 */ + compiler.add_node( + NODE_CONVERT, NODE_CONVERT_FV, compiler.stack_assign(in), compiler.stack_assign(out)); + } + else if (from == SocketType::INT) { + if (to == SocketType::FLOAT) + /* int to float */ + compiler.add_node( + NODE_CONVERT, NODE_CONVERT_IF, compiler.stack_assign(in), compiler.stack_assign(out)); + else + /* int to vector/point/normal */ + compiler.add_node( + NODE_CONVERT, NODE_CONVERT_IV, compiler.stack_assign(in), compiler.stack_assign(out)); + } + else if (to == SocketType::FLOAT) { + if (from == SocketType::COLOR) + /* color to float */ + compiler.add_node( + NODE_CONVERT, NODE_CONVERT_CF, compiler.stack_assign(in), compiler.stack_assign(out)); + else + /* vector/point/normal to float */ + compiler.add_node( + NODE_CONVERT, NODE_CONVERT_VF, compiler.stack_assign(in), compiler.stack_assign(out)); + } + else if (to == SocketType::INT) { + if (from == SocketType::COLOR) + /* color to int */ + compiler.add_node( + NODE_CONVERT, NODE_CONVERT_CI, compiler.stack_assign(in), compiler.stack_assign(out)); + else + /* vector/point/normal to int */ + compiler.add_node( + NODE_CONVERT, NODE_CONVERT_VI, compiler.stack_assign(in), compiler.stack_assign(out)); + } + else { + /* float3 to float3 */ + if (in->link) { + /* no op in SVM */ + compiler.stack_link(in, out); + } + else { + /* set 0,0,0 value */ + compiler.add_node(NODE_VALUE_V, compiler.stack_assign(out)); + compiler.add_node(NODE_VALUE_V, value_color); + } + } +} + +void ConvertNode::compile(OSLCompiler &compiler) +{ + /* proxy nodes should have been removed at this point */ + assert(special_type != SHADER_SPECIAL_TYPE_PROXY); + + if (from == SocketType::FLOAT) + compiler.add(this, "node_convert_from_float"); + else if (from == SocketType::INT) + compiler.add(this, "node_convert_from_int"); + else if (from == SocketType::COLOR) + compiler.add(this, "node_convert_from_color"); + else if (from == SocketType::VECTOR) + compiler.add(this, "node_convert_from_vector"); + else if (from == SocketType::POINT) + compiler.add(this, "node_convert_from_point"); + else if (from == SocketType::NORMAL) + compiler.add(this, "node_convert_from_normal"); + else + assert(0); +} + +/* Base type for all closure-type nodes */ + +BsdfBaseNode::BsdfBaseNode(const NodeType *node_type) : ShaderNode(node_type) +{ + special_type = SHADER_SPECIAL_TYPE_CLOSURE; +} + +bool BsdfBaseNode::has_bump() +{ + /* detect if anything is plugged into the normal input besides the default */ + ShaderInput *normal_in = input("Normal"); + return (normal_in && normal_in->link && + normal_in->link->parent->special_type != SHADER_SPECIAL_TYPE_GEOMETRY); +} + +/* BSDF Closure */ + +BsdfNode::BsdfNode(const NodeType *node_type) : BsdfBaseNode(node_type) +{ +} + +void BsdfNode::compile(SVMCompiler &compiler, + ShaderInput *param1, + ShaderInput *param2, + ShaderInput *param3, + ShaderInput *param4) +{ + ShaderInput *color_in = input("Color"); + ShaderInput *normal_in = input("Normal"); + ShaderInput *tangent_in = input("Tangent"); + + if (color_in->link) + compiler.add_node(NODE_CLOSURE_WEIGHT, compiler.stack_assign(color_in)); + else + compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color); + + int normal_offset = (normal_in) ? compiler.stack_assign_if_linked(normal_in) : SVM_STACK_INVALID; + int tangent_offset = (tangent_in) ? compiler.stack_assign_if_linked(tangent_in) : + SVM_STACK_INVALID; + int param3_offset = (param3) ? compiler.stack_assign(param3) : SVM_STACK_INVALID; + int param4_offset = (param4) ? compiler.stack_assign(param4) : SVM_STACK_INVALID; + + compiler.add_node( + NODE_CLOSURE_BSDF, + compiler.encode_uchar4(closure, + (param1) ? compiler.stack_assign(param1) : SVM_STACK_INVALID, + (param2) ? compiler.stack_assign(param2) : SVM_STACK_INVALID, + compiler.closure_mix_weight_offset()), + __float_as_int((param1) ? get_float(param1->socket_type) : 0.0f), + __float_as_int((param2) ? get_float(param2->socket_type) : 0.0f)); + + compiler.add_node(normal_offset, tangent_offset, param3_offset, param4_offset); +} + +void BsdfNode::compile(SVMCompiler &compiler) +{ + compile(compiler, NULL, NULL); +} + +void BsdfNode::compile(OSLCompiler & /*compiler*/) +{ + assert(0); +} + +/* Anisotropic BSDF Closure */ + +NODE_DEFINE(AnisotropicBsdfNode) +{ + NodeType *type = NodeType::add("anisotropic_bsdf", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); + + static NodeEnum distribution_enum; + distribution_enum.insert("beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_ID); + distribution_enum.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_ID); + distribution_enum.insert("Multiscatter GGX", CLOSURE_BSDF_MICROFACET_MULTI_GGX_ID); + distribution_enum.insert("ashikhmin_shirley", CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ID); + SOCKET_ENUM(distribution, "Distribution", distribution_enum, CLOSURE_BSDF_MICROFACET_GGX_ID); + + SOCKET_IN_VECTOR(tangent, "Tangent", zero_float3(), SocketType::LINK_TANGENT); + + SOCKET_IN_FLOAT(roughness, "Roughness", 0.5f); + SOCKET_IN_FLOAT(anisotropy, "Anisotropy", 0.5f); + SOCKET_IN_FLOAT(rotation, "Rotation", 0.0f); + + SOCKET_OUT_CLOSURE(BSDF, "BSDF"); + + return type; +} + +AnisotropicBsdfNode::AnisotropicBsdfNode() : BsdfNode(get_node_type()) +{ + closure = CLOSURE_BSDF_MICROFACET_GGX_ID; +} + +void AnisotropicBsdfNode::attributes(Shader *shader, AttributeRequestSet *attributes) +{ + if (shader->has_surface_link()) { + ShaderInput *tangent_in = input("Tangent"); + + if (!tangent_in->link) + attributes->add(ATTR_STD_GENERATED); + } + + ShaderNode::attributes(shader, attributes); +} + +void AnisotropicBsdfNode::compile(SVMCompiler &compiler) +{ + closure = distribution; + + if (closure == CLOSURE_BSDF_MICROFACET_MULTI_GGX_ID) + BsdfNode::compile( + compiler, input("Roughness"), input("Anisotropy"), input("Rotation"), input("Color")); + else + BsdfNode::compile(compiler, input("Roughness"), input("Anisotropy"), input("Rotation")); +} + +void AnisotropicBsdfNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "distribution"); + compiler.add(this, "node_anisotropic_bsdf"); +} + +/* Glossy BSDF Closure */ + +NODE_DEFINE(GlossyBsdfNode) +{ + NodeType *type = NodeType::add("glossy_bsdf", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); + + static NodeEnum distribution_enum; + distribution_enum.insert("sharp", CLOSURE_BSDF_REFLECTION_ID); + distribution_enum.insert("beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_ID); + distribution_enum.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_ID); + distribution_enum.insert("ashikhmin_shirley", CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ID); + distribution_enum.insert("Multiscatter GGX", CLOSURE_BSDF_MICROFACET_MULTI_GGX_ID); + SOCKET_ENUM(distribution, "Distribution", distribution_enum, CLOSURE_BSDF_MICROFACET_GGX_ID); + SOCKET_IN_FLOAT(roughness, "Roughness", 0.5f); + + SOCKET_OUT_CLOSURE(BSDF, "BSDF"); + + return type; +} + +GlossyBsdfNode::GlossyBsdfNode() : BsdfNode(get_node_type()) +{ + closure = CLOSURE_BSDF_MICROFACET_GGX_ID; + distribution_orig = NBUILTIN_CLOSURES; +} + +void GlossyBsdfNode::simplify_settings(Scene *scene) +{ + if (distribution_orig == NBUILTIN_CLOSURES) { + roughness_orig = roughness; + distribution_orig = distribution; + } + else { + /* By default we use original values, so we don't worry about restoring + * defaults later one and can only do override when needed. + */ + roughness = roughness_orig; + distribution = distribution_orig; + } + Integrator *integrator = scene->integrator; + ShaderInput *roughness_input = input("Roughness"); + if (integrator->get_filter_glossy() == 0.0f) { + /* Fallback to Sharp closure for Roughness close to 0. + * Note: Keep the epsilon in sync with kernel! + */ + if (!roughness_input->link && roughness <= 1e-4f) { + VLOG(1) << "Using sharp glossy BSDF."; + distribution = CLOSURE_BSDF_REFLECTION_ID; + } + } + else { + /* If filter glossy is used we replace Sharp glossy with GGX so we can + * benefit from closure blur to remove unwanted noise. + */ + if (roughness_input->link == NULL && distribution == CLOSURE_BSDF_REFLECTION_ID) { + VLOG(1) << "Using GGX glossy with filter glossy."; + distribution = CLOSURE_BSDF_MICROFACET_GGX_ID; + roughness = 0.0f; + } + } + closure = distribution; +} + +bool GlossyBsdfNode::has_integrator_dependency() +{ + ShaderInput *roughness_input = input("Roughness"); + return !roughness_input->link && + (distribution == CLOSURE_BSDF_REFLECTION_ID || roughness <= 1e-4f); +} + +void GlossyBsdfNode::compile(SVMCompiler &compiler) +{ + closure = distribution; + + if (closure == CLOSURE_BSDF_REFLECTION_ID) + BsdfNode::compile(compiler, NULL, NULL); + else if (closure == CLOSURE_BSDF_MICROFACET_MULTI_GGX_ID) + BsdfNode::compile(compiler, input("Roughness"), NULL, NULL, input("Color")); + else + BsdfNode::compile(compiler, input("Roughness"), NULL); +} + +void GlossyBsdfNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "distribution"); + compiler.add(this, "node_glossy_bsdf"); +} + +/* Glass BSDF Closure */ + +NODE_DEFINE(GlassBsdfNode) +{ + NodeType *type = NodeType::add("glass_bsdf", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); + + static NodeEnum distribution_enum; + distribution_enum.insert("sharp", CLOSURE_BSDF_SHARP_GLASS_ID); + distribution_enum.insert("beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_GLASS_ID); + distribution_enum.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID); + distribution_enum.insert("Multiscatter GGX", CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID); + SOCKET_ENUM( + distribution, "Distribution", distribution_enum, CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID); + SOCKET_IN_FLOAT(roughness, "Roughness", 0.0f); + SOCKET_IN_FLOAT(IOR, "IOR", 0.3f); + + SOCKET_OUT_CLOSURE(BSDF, "BSDF"); + + return type; +} + +GlassBsdfNode::GlassBsdfNode() : BsdfNode(get_node_type()) +{ + closure = CLOSURE_BSDF_SHARP_GLASS_ID; + distribution_orig = NBUILTIN_CLOSURES; +} + +void GlassBsdfNode::simplify_settings(Scene *scene) +{ + if (distribution_orig == NBUILTIN_CLOSURES) { + roughness_orig = roughness; + distribution_orig = distribution; + } + else { + /* By default we use original values, so we don't worry about restoring + * defaults later one and can only do override when needed. + */ + roughness = roughness_orig; + distribution = distribution_orig; + } + Integrator *integrator = scene->integrator; + ShaderInput *roughness_input = input("Roughness"); + if (integrator->get_filter_glossy() == 0.0f) { + /* Fallback to Sharp closure for Roughness close to 0. + * Note: Keep the epsilon in sync with kernel! + */ + if (!roughness_input->link && roughness <= 1e-4f) { + VLOG(1) << "Using sharp glass BSDF."; + distribution = CLOSURE_BSDF_SHARP_GLASS_ID; + } + } + else { + /* If filter glossy is used we replace Sharp glossy with GGX so we can + * benefit from closure blur to remove unwanted noise. + */ + if (roughness_input->link == NULL && distribution == CLOSURE_BSDF_SHARP_GLASS_ID) { + VLOG(1) << "Using GGX glass with filter glossy."; + distribution = CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID; + roughness = 0.0f; + } + } + closure = distribution; +} + +bool GlassBsdfNode::has_integrator_dependency() +{ + ShaderInput *roughness_input = input("Roughness"); + return !roughness_input->link && + (distribution == CLOSURE_BSDF_SHARP_GLASS_ID || roughness <= 1e-4f); +} + +void GlassBsdfNode::compile(SVMCompiler &compiler) +{ + closure = distribution; + + if (closure == CLOSURE_BSDF_SHARP_GLASS_ID) + BsdfNode::compile(compiler, NULL, input("IOR")); + else if (closure == CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID) + BsdfNode::compile(compiler, input("Roughness"), input("IOR"), input("Color")); + else + BsdfNode::compile(compiler, input("Roughness"), input("IOR")); +} + +void GlassBsdfNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "distribution"); + compiler.add(this, "node_glass_bsdf"); +} + +/* Refraction BSDF Closure */ + +NODE_DEFINE(RefractionBsdfNode) +{ + NodeType *type = NodeType::add("refraction_bsdf", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); + + static NodeEnum distribution_enum; + distribution_enum.insert("sharp", CLOSURE_BSDF_REFRACTION_ID); + distribution_enum.insert("beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID); + distribution_enum.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID); + SOCKET_ENUM( + distribution, "Distribution", distribution_enum, CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID); + + SOCKET_IN_FLOAT(roughness, "Roughness", 0.0f); + SOCKET_IN_FLOAT(IOR, "IOR", 0.3f); + + SOCKET_OUT_CLOSURE(BSDF, "BSDF"); + + return type; +} + +RefractionBsdfNode::RefractionBsdfNode() : BsdfNode(get_node_type()) +{ + closure = CLOSURE_BSDF_REFRACTION_ID; + distribution_orig = NBUILTIN_CLOSURES; +} + +void RefractionBsdfNode::simplify_settings(Scene *scene) +{ + if (distribution_orig == NBUILTIN_CLOSURES) { + roughness_orig = roughness; + distribution_orig = distribution; + } + else { + /* By default we use original values, so we don't worry about restoring + * defaults later one and can only do override when needed. + */ + roughness = roughness_orig; + distribution = distribution_orig; + } + Integrator *integrator = scene->integrator; + ShaderInput *roughness_input = input("Roughness"); + if (integrator->get_filter_glossy() == 0.0f) { + /* Fallback to Sharp closure for Roughness close to 0. + * Note: Keep the epsilon in sync with kernel! + */ + if (!roughness_input->link && roughness <= 1e-4f) { + VLOG(1) << "Using sharp refraction BSDF."; + distribution = CLOSURE_BSDF_REFRACTION_ID; + } + } + else { + /* If filter glossy is used we replace Sharp glossy with GGX so we can + * benefit from closure blur to remove unwanted noise. + */ + if (roughness_input->link == NULL && distribution == CLOSURE_BSDF_REFRACTION_ID) { + VLOG(1) << "Using GGX refraction with filter glossy."; + distribution = CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID; + roughness = 0.0f; + } + } + closure = distribution; +} + +bool RefractionBsdfNode::has_integrator_dependency() +{ + ShaderInput *roughness_input = input("Roughness"); + return !roughness_input->link && + (distribution == CLOSURE_BSDF_REFRACTION_ID || roughness <= 1e-4f); +} + +void RefractionBsdfNode::compile(SVMCompiler &compiler) +{ + closure = distribution; + + if (closure == CLOSURE_BSDF_REFRACTION_ID) + BsdfNode::compile(compiler, NULL, input("IOR")); + else + BsdfNode::compile(compiler, input("Roughness"), input("IOR")); +} + +void RefractionBsdfNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "distribution"); + compiler.add(this, "node_refraction_bsdf"); +} + +/* Toon BSDF Closure */ + +NODE_DEFINE(ToonBsdfNode) +{ + NodeType *type = NodeType::add("toon_bsdf", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); + + static NodeEnum component_enum; + component_enum.insert("diffuse", CLOSURE_BSDF_DIFFUSE_TOON_ID); + component_enum.insert("glossy", CLOSURE_BSDF_GLOSSY_TOON_ID); + SOCKET_ENUM(component, "Component", component_enum, CLOSURE_BSDF_DIFFUSE_TOON_ID); + SOCKET_IN_FLOAT(size, "Size", 0.5f); + SOCKET_IN_FLOAT(smooth, "Smooth", 0.0f); + + SOCKET_OUT_CLOSURE(BSDF, "BSDF"); + + return type; +} + +ToonBsdfNode::ToonBsdfNode() : BsdfNode(get_node_type()) +{ + closure = CLOSURE_BSDF_DIFFUSE_TOON_ID; +} + +void ToonBsdfNode::compile(SVMCompiler &compiler) +{ + closure = component; + + BsdfNode::compile(compiler, input("Size"), input("Smooth")); +} + +void ToonBsdfNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "component"); + compiler.add(this, "node_toon_bsdf"); +} + +/* Velvet BSDF Closure */ + +NODE_DEFINE(VelvetBsdfNode) +{ + NodeType *type = NodeType::add("velvet_bsdf", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); + SOCKET_IN_FLOAT(sigma, "Sigma", 1.0f); + + SOCKET_OUT_CLOSURE(BSDF, "BSDF"); + + return type; +} + +VelvetBsdfNode::VelvetBsdfNode() : BsdfNode(get_node_type()) +{ + closure = CLOSURE_BSDF_ASHIKHMIN_VELVET_ID; +} + +void VelvetBsdfNode::compile(SVMCompiler &compiler) +{ + BsdfNode::compile(compiler, input("Sigma"), NULL); +} + +void VelvetBsdfNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_velvet_bsdf"); +} + +/* Diffuse BSDF Closure */ + +NODE_DEFINE(DiffuseBsdfNode) +{ + NodeType *type = NodeType::add("diffuse_bsdf", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); + SOCKET_IN_FLOAT(roughness, "Roughness", 0.0f); + + SOCKET_OUT_CLOSURE(BSDF, "BSDF"); + + return type; +} + +DiffuseBsdfNode::DiffuseBsdfNode() : BsdfNode(get_node_type()) +{ + closure = CLOSURE_BSDF_DIFFUSE_ID; +} + +void DiffuseBsdfNode::compile(SVMCompiler &compiler) +{ + BsdfNode::compile(compiler, input("Roughness"), NULL); +} + +void DiffuseBsdfNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_diffuse_bsdf"); +} + +/* Disney principled BSDF Closure */ +NODE_DEFINE(PrincipledBsdfNode) +{ + NodeType *type = NodeType::add("principled_bsdf", create, NodeType::SHADER); + + static NodeEnum distribution_enum; + distribution_enum.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID); + distribution_enum.insert("Multiscatter GGX", CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID); + SOCKET_ENUM( + distribution, "Distribution", distribution_enum, CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID); + + static NodeEnum subsurface_method_enum; + subsurface_method_enum.insert("burley", CLOSURE_BSSRDF_BURLEY_ID); + subsurface_method_enum.insert("random_walk_fixed_radius", + CLOSURE_BSSRDF_RANDOM_WALK_FIXED_RADIUS_ID); + subsurface_method_enum.insert("random_walk", CLOSURE_BSSRDF_RANDOM_WALK_ID); + SOCKET_ENUM(subsurface_method, + "Subsurface Method", + subsurface_method_enum, + CLOSURE_BSSRDF_RANDOM_WALK_ID); + + SOCKET_IN_COLOR(base_color, "Base Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_COLOR(subsurface_color, "Subsurface Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_FLOAT(metallic, "Metallic", 0.0f); + SOCKET_IN_FLOAT(subsurface, "Subsurface", 0.0f); + SOCKET_IN_VECTOR(subsurface_radius, "Subsurface Radius", make_float3(0.1f, 0.1f, 0.1f)); + SOCKET_IN_FLOAT(subsurface_ior, "Subsurface IOR", 1.4f); + SOCKET_IN_FLOAT(subsurface_anisotropy, "Subsurface Anisotropy", 0.0f); + SOCKET_IN_FLOAT(specular, "Specular", 0.0f); + SOCKET_IN_FLOAT(roughness, "Roughness", 0.5f); + SOCKET_IN_FLOAT(specular_tint, "Specular Tint", 0.0f); + SOCKET_IN_FLOAT(anisotropic, "Anisotropic", 0.0f); + SOCKET_IN_FLOAT(sheen, "Sheen", 0.0f); + SOCKET_IN_FLOAT(sheen_tint, "Sheen Tint", 0.0f); + SOCKET_IN_FLOAT(clearcoat, "Clearcoat", 0.0f); + SOCKET_IN_FLOAT(clearcoat_roughness, "Clearcoat Roughness", 0.03f); + SOCKET_IN_FLOAT(ior, "IOR", 0.0f); + SOCKET_IN_FLOAT(transmission, "Transmission", 0.0f); + SOCKET_IN_FLOAT(transmission_roughness, "Transmission Roughness", 0.0f); + SOCKET_IN_FLOAT(anisotropic_rotation, "Anisotropic Rotation", 0.0f); + SOCKET_IN_COLOR(emission, "Emission", zero_float3()); + SOCKET_IN_FLOAT(emission_strength, "Emission Strength", 1.0f); + SOCKET_IN_FLOAT(alpha, "Alpha", 1.0f); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); + SOCKET_IN_NORMAL(clearcoat_normal, "Clearcoat Normal", zero_float3(), SocketType::LINK_NORMAL); + SOCKET_IN_NORMAL(tangent, "Tangent", zero_float3(), SocketType::LINK_TANGENT); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); + + SOCKET_OUT_CLOSURE(BSDF, "BSDF"); + + return type; +} + +PrincipledBsdfNode::PrincipledBsdfNode() : BsdfBaseNode(get_node_type()) +{ + closure = CLOSURE_BSDF_PRINCIPLED_ID; + distribution = CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID; + distribution_orig = NBUILTIN_CLOSURES; +} + +void PrincipledBsdfNode::expand(ShaderGraph *graph) +{ + ShaderOutput *principled_out = output("BSDF"); + + ShaderInput *emission_in = input("Emission"); + ShaderInput *emission_strength_in = input("Emission Strength"); + if ((emission_in->link || emission != zero_float3()) && + (emission_strength_in->link || emission_strength != 0.0f)) { + /* Create add closure and emission, and relink inputs. */ + AddClosureNode *add = graph->create_node(); + EmissionNode *emission_node = graph->create_node(); + ShaderOutput *new_out = add->output("Closure"); + + graph->add(add); + graph->add(emission_node); + + graph->relink(emission_strength_in, emission_node->input("Strength")); + graph->relink(emission_in, emission_node->input("Color")); + graph->relink(principled_out, new_out); + graph->connect(emission_node->output("Emission"), add->input("Closure1")); + graph->connect(principled_out, add->input("Closure2")); + + principled_out = new_out; + } + else { + /* Disconnect unused links if the other value is zero, required before + * we remove the input from the node entirely. */ + if (emission_in->link) { + emission_in->disconnect(); + } + if (emission_strength_in->link) { + emission_strength_in->disconnect(); + } + } + + ShaderInput *alpha_in = input("Alpha"); + if (alpha_in->link || alpha != 1.0f) { + /* Create mix and transparent BSDF for alpha transparency. */ + MixClosureNode *mix = graph->create_node(); + TransparentBsdfNode *transparent = graph->create_node(); + + graph->add(mix); + graph->add(transparent); + + graph->relink(alpha_in, mix->input("Fac")); + graph->relink(principled_out, mix->output("Closure")); + graph->connect(transparent->output("BSDF"), mix->input("Closure1")); + graph->connect(principled_out, mix->input("Closure2")); + } + + remove_input(emission_in); + remove_input(emission_strength_in); + remove_input(alpha_in); +} + +bool PrincipledBsdfNode::has_surface_bssrdf() +{ + ShaderInput *subsurface_in = input("Subsurface"); + return (subsurface_in->link != NULL || subsurface > CLOSURE_WEIGHT_CUTOFF); +} + +void PrincipledBsdfNode::attributes(Shader *shader, AttributeRequestSet *attributes) +{ + if (shader->has_surface_link()) { + ShaderInput *tangent_in = input("Tangent"); + + if (!tangent_in->link) + attributes->add(ATTR_STD_GENERATED); + } + + ShaderNode::attributes(shader, attributes); +} + +void PrincipledBsdfNode::compile(SVMCompiler &compiler, + ShaderInput *p_metallic, + ShaderInput *p_subsurface, + ShaderInput *p_subsurface_radius, + ShaderInput *p_subsurface_ior, + ShaderInput *p_subsurface_anisotropy, + ShaderInput *p_specular, + ShaderInput *p_roughness, + ShaderInput *p_specular_tint, + ShaderInput *p_anisotropic, + ShaderInput *p_sheen, + ShaderInput *p_sheen_tint, + ShaderInput *p_clearcoat, + ShaderInput *p_clearcoat_roughness, + ShaderInput *p_ior, + ShaderInput *p_transmission, + ShaderInput *p_anisotropic_rotation, + ShaderInput *p_transmission_roughness) +{ + ShaderInput *base_color_in = input("Base Color"); + ShaderInput *subsurface_color_in = input("Subsurface Color"); + ShaderInput *normal_in = input("Normal"); + ShaderInput *clearcoat_normal_in = input("Clearcoat Normal"); + ShaderInput *tangent_in = input("Tangent"); + + float3 weight = one_float3(); + + compiler.add_node(NODE_CLOSURE_SET_WEIGHT, weight); + + int normal_offset = compiler.stack_assign_if_linked(normal_in); + int clearcoat_normal_offset = compiler.stack_assign_if_linked(clearcoat_normal_in); + int tangent_offset = compiler.stack_assign_if_linked(tangent_in); + int specular_offset = compiler.stack_assign(p_specular); + int roughness_offset = compiler.stack_assign(p_roughness); + int specular_tint_offset = compiler.stack_assign(p_specular_tint); + int anisotropic_offset = compiler.stack_assign(p_anisotropic); + int sheen_offset = compiler.stack_assign(p_sheen); + int sheen_tint_offset = compiler.stack_assign(p_sheen_tint); + int clearcoat_offset = compiler.stack_assign(p_clearcoat); + int clearcoat_roughness_offset = compiler.stack_assign(p_clearcoat_roughness); + int ior_offset = compiler.stack_assign(p_ior); + int transmission_offset = compiler.stack_assign(p_transmission); + int transmission_roughness_offset = compiler.stack_assign(p_transmission_roughness); + int anisotropic_rotation_offset = compiler.stack_assign(p_anisotropic_rotation); + int subsurface_radius_offset = compiler.stack_assign(p_subsurface_radius); + int subsurface_ior_offset = compiler.stack_assign(p_subsurface_ior); + int subsurface_anisotropy_offset = compiler.stack_assign(p_subsurface_anisotropy); + + compiler.add_node(NODE_CLOSURE_BSDF, + compiler.encode_uchar4(closure, + compiler.stack_assign(p_metallic), + compiler.stack_assign(p_subsurface), + compiler.closure_mix_weight_offset()), + __float_as_int((p_metallic) ? get_float(p_metallic->socket_type) : 0.0f), + __float_as_int((p_subsurface) ? get_float(p_subsurface->socket_type) : 0.0f)); + + compiler.add_node( + normal_offset, + tangent_offset, + compiler.encode_uchar4( + specular_offset, roughness_offset, specular_tint_offset, anisotropic_offset), + compiler.encode_uchar4( + sheen_offset, sheen_tint_offset, clearcoat_offset, clearcoat_roughness_offset)); + + compiler.add_node(compiler.encode_uchar4(ior_offset, + transmission_offset, + anisotropic_rotation_offset, + transmission_roughness_offset), + distribution, + subsurface_method, + SVM_STACK_INVALID); + + float3 bc_default = get_float3(base_color_in->socket_type); + + compiler.add_node( + ((base_color_in->link) ? compiler.stack_assign(base_color_in) : SVM_STACK_INVALID), + __float_as_int(bc_default.x), + __float_as_int(bc_default.y), + __float_as_int(bc_default.z)); + + compiler.add_node(clearcoat_normal_offset, + subsurface_radius_offset, + subsurface_ior_offset, + subsurface_anisotropy_offset); + + float3 ss_default = get_float3(subsurface_color_in->socket_type); + + compiler.add_node(((subsurface_color_in->link) ? compiler.stack_assign(subsurface_color_in) : + SVM_STACK_INVALID), + __float_as_int(ss_default.x), + __float_as_int(ss_default.y), + __float_as_int(ss_default.z)); +} + +bool PrincipledBsdfNode::has_integrator_dependency() +{ + ShaderInput *roughness_input = input("Roughness"); + return !roughness_input->link && roughness <= 1e-4f; +} + +void PrincipledBsdfNode::compile(SVMCompiler &compiler) +{ + compile(compiler, + input("Metallic"), + input("Subsurface"), + input("Subsurface Radius"), + input("Subsurface IOR"), + input("Subsurface Anisotropy"), + input("Specular"), + input("Roughness"), + input("Specular Tint"), + input("Anisotropic"), + input("Sheen"), + input("Sheen Tint"), + input("Clearcoat"), + input("Clearcoat Roughness"), + input("IOR"), + input("Transmission"), + input("Anisotropic Rotation"), + input("Transmission Roughness")); +} + +void PrincipledBsdfNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "distribution"); + compiler.parameter(this, "subsurface_method"); + compiler.add(this, "node_principled_bsdf"); +} + +bool PrincipledBsdfNode::has_bssrdf_bump() +{ + return has_surface_bssrdf() && has_bump(); +} + +/* Translucent BSDF Closure */ + +NODE_DEFINE(TranslucentBsdfNode) +{ + NodeType *type = NodeType::add("translucent_bsdf", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); + + SOCKET_OUT_CLOSURE(BSDF, "BSDF"); + + return type; +} + +TranslucentBsdfNode::TranslucentBsdfNode() : BsdfNode(get_node_type()) +{ + closure = CLOSURE_BSDF_TRANSLUCENT_ID; +} + +void TranslucentBsdfNode::compile(SVMCompiler &compiler) +{ + BsdfNode::compile(compiler, NULL, NULL); +} + +void TranslucentBsdfNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_translucent_bsdf"); +} + +/* Transparent BSDF Closure */ + +NODE_DEFINE(TransparentBsdfNode) +{ + NodeType *type = NodeType::add("transparent_bsdf", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", one_float3()); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); + + SOCKET_OUT_CLOSURE(BSDF, "BSDF"); + + return type; +} + +TransparentBsdfNode::TransparentBsdfNode() : BsdfNode(get_node_type()) +{ + closure = CLOSURE_BSDF_TRANSPARENT_ID; +} + +void TransparentBsdfNode::compile(SVMCompiler &compiler) +{ + BsdfNode::compile(compiler, NULL, NULL); +} + +void TransparentBsdfNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_transparent_bsdf"); +} + +/* Subsurface Scattering Closure */ + +NODE_DEFINE(SubsurfaceScatteringNode) +{ + NodeType *type = NodeType::add("subsurface_scattering", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); + + static NodeEnum method_enum; + method_enum.insert("burley", CLOSURE_BSSRDF_BURLEY_ID); + method_enum.insert("random_walk_fixed_radius", CLOSURE_BSSRDF_RANDOM_WALK_FIXED_RADIUS_ID); + method_enum.insert("random_walk", CLOSURE_BSSRDF_RANDOM_WALK_ID); + SOCKET_ENUM(method, "Method", method_enum, CLOSURE_BSSRDF_RANDOM_WALK_ID); + + SOCKET_IN_FLOAT(scale, "Scale", 0.01f); + SOCKET_IN_VECTOR(radius, "Radius", make_float3(0.1f, 0.1f, 0.1f)); + + SOCKET_IN_FLOAT(subsurface_ior, "IOR", 1.4f); + SOCKET_IN_FLOAT(subsurface_anisotropy, "Anisotropy", 0.0f); + + SOCKET_OUT_CLOSURE(BSSRDF, "BSSRDF"); + + return type; +} + +SubsurfaceScatteringNode::SubsurfaceScatteringNode() : BsdfNode(get_node_type()) +{ + closure = method; +} + +void SubsurfaceScatteringNode::compile(SVMCompiler &compiler) +{ + closure = method; + BsdfNode::compile(compiler, input("Scale"), input("IOR"), input("Radius"), input("Anisotropy")); +} + +void SubsurfaceScatteringNode::compile(OSLCompiler &compiler) +{ + closure = method; + compiler.parameter(this, "method"); + compiler.add(this, "node_subsurface_scattering"); +} + +bool SubsurfaceScatteringNode::has_bssrdf_bump() +{ + /* detect if anything is plugged into the normal input besides the default */ + ShaderInput *normal_in = input("Normal"); + return (normal_in->link && + normal_in->link->parent->special_type != SHADER_SPECIAL_TYPE_GEOMETRY); +} + +/* Emissive Closure */ + +NODE_DEFINE(EmissionNode) +{ + NodeType *type = NodeType::add("emission", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_FLOAT(strength, "Strength", 10.0f); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); + + SOCKET_OUT_CLOSURE(emission, "Emission"); + + return type; +} + +EmissionNode::EmissionNode() : ShaderNode(get_node_type()) +{ +} + +void EmissionNode::compile(SVMCompiler &compiler) +{ + ShaderInput *color_in = input("Color"); + ShaderInput *strength_in = input("Strength"); + + if (color_in->link || strength_in->link) { + compiler.add_node( + NODE_EMISSION_WEIGHT, compiler.stack_assign(color_in), compiler.stack_assign(strength_in)); + } + else + compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color * strength); + + compiler.add_node(NODE_CLOSURE_EMISSION, compiler.closure_mix_weight_offset()); +} + +void EmissionNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_emission"); +} + +void EmissionNode::constant_fold(const ConstantFolder &folder) +{ + ShaderInput *color_in = input("Color"); + ShaderInput *strength_in = input("Strength"); + + if ((!color_in->link && color == zero_float3()) || (!strength_in->link && strength == 0.0f)) { + folder.discard(); + } +} + +/* Background Closure */ + +NODE_DEFINE(BackgroundNode) +{ + NodeType *type = NodeType::add("background_shader", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_FLOAT(strength, "Strength", 1.0f); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); + + SOCKET_OUT_CLOSURE(background, "Background"); + + return type; +} + +BackgroundNode::BackgroundNode() : ShaderNode(get_node_type()) +{ +} + +void BackgroundNode::compile(SVMCompiler &compiler) +{ + ShaderInput *color_in = input("Color"); + ShaderInput *strength_in = input("Strength"); + + if (color_in->link || strength_in->link) { + compiler.add_node( + NODE_EMISSION_WEIGHT, compiler.stack_assign(color_in), compiler.stack_assign(strength_in)); + } + else + compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color * strength); + + compiler.add_node(NODE_CLOSURE_BACKGROUND, compiler.closure_mix_weight_offset()); +} + +void BackgroundNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_background"); +} + +void BackgroundNode::constant_fold(const ConstantFolder &folder) +{ + ShaderInput *color_in = input("Color"); + ShaderInput *strength_in = input("Strength"); + + if ((!color_in->link && color == zero_float3()) || (!strength_in->link && strength == 0.0f)) { + folder.discard(); + } +} + +/* Holdout Closure */ + +NODE_DEFINE(HoldoutNode) +{ + NodeType *type = NodeType::add("holdout", create, NodeType::SHADER); + + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); + SOCKET_IN_FLOAT(volume_mix_weight, "VolumeMixWeight", 0.0f, SocketType::SVM_INTERNAL); + + SOCKET_OUT_CLOSURE(holdout, "Holdout"); + + return type; +} + +HoldoutNode::HoldoutNode() : ShaderNode(get_node_type()) +{ +} + +void HoldoutNode::compile(SVMCompiler &compiler) +{ + float3 value = one_float3(); + + compiler.add_node(NODE_CLOSURE_SET_WEIGHT, value); + compiler.add_node(NODE_CLOSURE_HOLDOUT, compiler.closure_mix_weight_offset()); +} + +void HoldoutNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_holdout"); +} + +/* Ambient Occlusion */ + +NODE_DEFINE(AmbientOcclusionNode) +{ + NodeType *type = NodeType::add("ambient_occlusion", create, NodeType::SHADER); + + SOCKET_INT(samples, "Samples", 16); + + SOCKET_IN_COLOR(color, "Color", one_float3()); + SOCKET_IN_FLOAT(distance, "Distance", 1.0f); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); + + SOCKET_BOOLEAN(inside, "Inside", false); + SOCKET_BOOLEAN(only_local, "Only Local", false); + + SOCKET_OUT_COLOR(color, "Color"); + SOCKET_OUT_FLOAT(ao, "AO"); + + return type; +} + +AmbientOcclusionNode::AmbientOcclusionNode() : ShaderNode(get_node_type()) +{ +} + +void AmbientOcclusionNode::compile(SVMCompiler &compiler) +{ + ShaderInput *color_in = input("Color"); + ShaderInput *distance_in = input("Distance"); + ShaderInput *normal_in = input("Normal"); + ShaderOutput *color_out = output("Color"); + ShaderOutput *ao_out = output("AO"); + + int flags = (inside ? NODE_AO_INSIDE : 0) | (only_local ? NODE_AO_ONLY_LOCAL : 0); + + if (!distance_in->link && distance == 0.0f) { + flags |= NODE_AO_GLOBAL_RADIUS; + } + + compiler.add_node(NODE_AMBIENT_OCCLUSION, + compiler.encode_uchar4(flags, + compiler.stack_assign_if_linked(distance_in), + compiler.stack_assign_if_linked(normal_in), + compiler.stack_assign(ao_out)), + compiler.encode_uchar4(compiler.stack_assign(color_in), + compiler.stack_assign(color_out), + samples), + __float_as_uint(distance)); +} + +void AmbientOcclusionNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "samples"); + compiler.parameter(this, "inside"); + compiler.parameter(this, "only_local"); + compiler.add(this, "node_ambient_occlusion"); +} + +/* Volume Closure */ + +VolumeNode::VolumeNode(const NodeType *node_type) : ShaderNode(node_type) +{ + closure = CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID; +} + +void VolumeNode::compile(SVMCompiler &compiler, ShaderInput *param1, ShaderInput *param2) +{ + ShaderInput *color_in = input("Color"); + + if (color_in->link) + compiler.add_node(NODE_CLOSURE_WEIGHT, compiler.stack_assign(color_in)); + else + compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color); + + compiler.add_node( + NODE_CLOSURE_VOLUME, + compiler.encode_uchar4(closure, + (param1) ? compiler.stack_assign(param1) : SVM_STACK_INVALID, + (param2) ? compiler.stack_assign(param2) : SVM_STACK_INVALID, + compiler.closure_mix_weight_offset()), + __float_as_int((param1) ? get_float(param1->socket_type) : 0.0f), + __float_as_int((param2) ? get_float(param2->socket_type) : 0.0f)); +} + +void VolumeNode::compile(SVMCompiler &compiler) +{ + compile(compiler, NULL, NULL); +} + +void VolumeNode::compile(OSLCompiler & /*compiler*/) +{ + assert(0); +} + +/* Absorption Volume Closure */ + +NODE_DEFINE(AbsorptionVolumeNode) +{ + NodeType *type = NodeType::add("absorption_volume", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_FLOAT(density, "Density", 1.0f); + SOCKET_IN_FLOAT(volume_mix_weight, "VolumeMixWeight", 0.0f, SocketType::SVM_INTERNAL); + + SOCKET_OUT_CLOSURE(volume, "Volume"); + + return type; +} + +AbsorptionVolumeNode::AbsorptionVolumeNode() : VolumeNode(get_node_type()) +{ + closure = CLOSURE_VOLUME_ABSORPTION_ID; +} + +void AbsorptionVolumeNode::compile(SVMCompiler &compiler) +{ + VolumeNode::compile(compiler, input("Density"), NULL); +} + +void AbsorptionVolumeNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_absorption_volume"); +} + +/* Scatter Volume Closure */ + +NODE_DEFINE(ScatterVolumeNode) +{ + NodeType *type = NodeType::add("scatter_volume", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_FLOAT(density, "Density", 1.0f); + SOCKET_IN_FLOAT(anisotropy, "Anisotropy", 0.0f); + SOCKET_IN_FLOAT(volume_mix_weight, "VolumeMixWeight", 0.0f, SocketType::SVM_INTERNAL); + + SOCKET_OUT_CLOSURE(volume, "Volume"); + + return type; +} + +ScatterVolumeNode::ScatterVolumeNode() : VolumeNode(get_node_type()) +{ + closure = CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID; +} + +void ScatterVolumeNode::compile(SVMCompiler &compiler) +{ + VolumeNode::compile(compiler, input("Density"), input("Anisotropy")); +} + +void ScatterVolumeNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_scatter_volume"); +} + +/* Principled Volume Closure */ + +NODE_DEFINE(PrincipledVolumeNode) +{ + NodeType *type = NodeType::add("principled_volume", create, NodeType::SHADER); + + SOCKET_IN_STRING(density_attribute, "Density Attribute", ustring()); + SOCKET_IN_STRING(color_attribute, "Color Attribute", ustring()); + SOCKET_IN_STRING(temperature_attribute, "Temperature Attribute", ustring()); + + SOCKET_IN_COLOR(color, "Color", make_float3(0.5f, 0.5f, 0.5f)); + SOCKET_IN_FLOAT(density, "Density", 1.0f); + SOCKET_IN_FLOAT(anisotropy, "Anisotropy", 0.0f); + SOCKET_IN_COLOR(absorption_color, "Absorption Color", zero_float3()); + SOCKET_IN_FLOAT(emission_strength, "Emission Strength", 0.0f); + SOCKET_IN_COLOR(emission_color, "Emission Color", one_float3()); + SOCKET_IN_FLOAT(blackbody_intensity, "Blackbody Intensity", 0.0f); + SOCKET_IN_COLOR(blackbody_tint, "Blackbody Tint", one_float3()); + SOCKET_IN_FLOAT(temperature, "Temperature", 1000.0f); + SOCKET_IN_FLOAT(volume_mix_weight, "VolumeMixWeight", 0.0f, SocketType::SVM_INTERNAL); + + SOCKET_OUT_CLOSURE(volume, "Volume"); + + return type; +} + +PrincipledVolumeNode::PrincipledVolumeNode() : VolumeNode(get_node_type()) +{ + closure = CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID; + density_attribute = ustring("density"); + temperature_attribute = ustring("temperature"); +} + +void PrincipledVolumeNode::attributes(Shader *shader, AttributeRequestSet *attributes) +{ + if (shader->has_volume) { + ShaderInput *density_in = input("Density"); + ShaderInput *blackbody_in = input("Blackbody Intensity"); + + if (density_in->link || density > 0.0f) { + attributes->add_standard(density_attribute); + attributes->add_standard(color_attribute); + } + + if (blackbody_in->link || blackbody_intensity > 0.0f) { + attributes->add_standard(temperature_attribute); + } + + attributes->add(ATTR_STD_GENERATED_TRANSFORM); + } + + ShaderNode::attributes(shader, attributes); +} + +void PrincipledVolumeNode::compile(SVMCompiler &compiler) +{ + ShaderInput *color_in = input("Color"); + ShaderInput *density_in = input("Density"); + ShaderInput *anisotropy_in = input("Anisotropy"); + ShaderInput *absorption_color_in = input("Absorption Color"); + ShaderInput *emission_in = input("Emission Strength"); + ShaderInput *emission_color_in = input("Emission Color"); + ShaderInput *blackbody_in = input("Blackbody Intensity"); + ShaderInput *blackbody_tint_in = input("Blackbody Tint"); + ShaderInput *temperature_in = input("Temperature"); + + if (color_in->link) + compiler.add_node(NODE_CLOSURE_WEIGHT, compiler.stack_assign(color_in)); + else + compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color); + + compiler.add_node(NODE_PRINCIPLED_VOLUME, + compiler.encode_uchar4(compiler.stack_assign_if_linked(density_in), + compiler.stack_assign_if_linked(anisotropy_in), + compiler.stack_assign(absorption_color_in), + compiler.closure_mix_weight_offset()), + compiler.encode_uchar4(compiler.stack_assign_if_linked(emission_in), + compiler.stack_assign(emission_color_in), + compiler.stack_assign_if_linked(blackbody_in), + compiler.stack_assign(temperature_in)), + compiler.stack_assign(blackbody_tint_in)); + + int attr_density = compiler.attribute_standard(density_attribute); + int attr_color = compiler.attribute_standard(color_attribute); + int attr_temperature = compiler.attribute_standard(temperature_attribute); + + compiler.add_node(__float_as_int(density), + __float_as_int(anisotropy), + __float_as_int(emission_strength), + __float_as_int(blackbody_intensity)); + + compiler.add_node(attr_density, attr_color, attr_temperature); +} + +void PrincipledVolumeNode::compile(OSLCompiler &compiler) +{ + if (Attribute::name_standard(density_attribute.c_str())) { + density_attribute = ustring("geom:" + density_attribute.string()); + } + if (Attribute::name_standard(color_attribute.c_str())) { + color_attribute = ustring("geom:" + color_attribute.string()); + } + if (Attribute::name_standard(temperature_attribute.c_str())) { + temperature_attribute = ustring("geom:" + temperature_attribute.string()); + } + + compiler.add(this, "node_principled_volume"); +} + +/* Principled Hair BSDF Closure */ + +NODE_DEFINE(PrincipledHairBsdfNode) +{ + NodeType *type = NodeType::add("principled_hair_bsdf", create, NodeType::SHADER); + + /* Color parametrization specified as enum. */ + static NodeEnum parametrization_enum; + parametrization_enum.insert("Direct coloring", NODE_PRINCIPLED_HAIR_REFLECTANCE); + parametrization_enum.insert("Melanin concentration", NODE_PRINCIPLED_HAIR_PIGMENT_CONCENTRATION); + parametrization_enum.insert("Absorption coefficient", NODE_PRINCIPLED_HAIR_DIRECT_ABSORPTION); + SOCKET_ENUM( + parametrization, "Parametrization", parametrization_enum, NODE_PRINCIPLED_HAIR_REFLECTANCE); + + /* Initialize sockets to their default values. */ + SOCKET_IN_COLOR(color, "Color", make_float3(0.017513f, 0.005763f, 0.002059f)); + SOCKET_IN_FLOAT(melanin, "Melanin", 0.8f); + SOCKET_IN_FLOAT(melanin_redness, "Melanin Redness", 1.0f); + SOCKET_IN_COLOR(tint, "Tint", make_float3(1.f, 1.f, 1.f)); + SOCKET_IN_VECTOR(absorption_coefficient, + "Absorption Coefficient", + make_float3(0.245531f, 0.52f, 1.365f), + SocketType::VECTOR); + + SOCKET_IN_FLOAT(offset, "Offset", 2.f * M_PI_F / 180.f); + SOCKET_IN_FLOAT(roughness, "Roughness", 0.3f); + SOCKET_IN_FLOAT(radial_roughness, "Radial Roughness", 0.3f); + SOCKET_IN_FLOAT(coat, "Coat", 0.0f); + SOCKET_IN_FLOAT(ior, "IOR", 1.55f); + + SOCKET_IN_FLOAT(random_roughness, "Random Roughness", 0.0f); + SOCKET_IN_FLOAT(random_color, "Random Color", 0.0f); + SOCKET_IN_FLOAT(random, "Random", 0.0f); + + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); + + SOCKET_OUT_CLOSURE(BSDF, "BSDF"); + + return type; +} + +PrincipledHairBsdfNode::PrincipledHairBsdfNode() : BsdfBaseNode(get_node_type()) +{ + closure = CLOSURE_BSDF_HAIR_PRINCIPLED_ID; +} + +/* Enable retrieving Hair Info -> Random if Random isn't linked. */ +void PrincipledHairBsdfNode::attributes(Shader *shader, AttributeRequestSet *attributes) +{ + if (!input("Random")->link) { + attributes->add(ATTR_STD_CURVE_RANDOM); + } + ShaderNode::attributes(shader, attributes); +} + +/* Prepares the input data for the SVM shader. */ +void PrincipledHairBsdfNode::compile(SVMCompiler &compiler) +{ + compiler.add_node(NODE_CLOSURE_SET_WEIGHT, one_float3()); + + ShaderInput *roughness_in = input("Roughness"); + ShaderInput *radial_roughness_in = input("Radial Roughness"); + ShaderInput *random_roughness_in = input("Random Roughness"); + ShaderInput *offset_in = input("Offset"); + ShaderInput *coat_in = input("Coat"); + ShaderInput *ior_in = input("IOR"); + ShaderInput *melanin_in = input("Melanin"); + ShaderInput *melanin_redness_in = input("Melanin Redness"); + ShaderInput *random_color_in = input("Random Color"); + + int color_ofs = compiler.stack_assign(input("Color")); + int tint_ofs = compiler.stack_assign(input("Tint")); + int absorption_coefficient_ofs = compiler.stack_assign(input("Absorption Coefficient")); + + ShaderInput *random_in = input("Random"); + int attr_random = random_in->link ? SVM_STACK_INVALID : + compiler.attribute(ATTR_STD_CURVE_RANDOM); + + /* Encode all parameters into data nodes. */ + compiler.add_node(NODE_CLOSURE_BSDF, + /* Socket IDs can be packed 4 at a time into a single data packet */ + compiler.encode_uchar4(closure, + compiler.stack_assign_if_linked(roughness_in), + compiler.stack_assign_if_linked(radial_roughness_in), + compiler.closure_mix_weight_offset()), + /* The rest are stored as unsigned integers */ + __float_as_uint(roughness), + __float_as_uint(radial_roughness)); + + compiler.add_node(compiler.stack_assign_if_linked(input("Normal")), + compiler.encode_uchar4(compiler.stack_assign_if_linked(offset_in), + compiler.stack_assign_if_linked(ior_in), + color_ofs, + parametrization), + __float_as_uint(offset), + __float_as_uint(ior)); + + compiler.add_node(compiler.encode_uchar4(compiler.stack_assign_if_linked(coat_in), + compiler.stack_assign_if_linked(melanin_in), + compiler.stack_assign_if_linked(melanin_redness_in), + absorption_coefficient_ofs), + __float_as_uint(coat), + __float_as_uint(melanin), + __float_as_uint(melanin_redness)); + + compiler.add_node(compiler.encode_uchar4(tint_ofs, + compiler.stack_assign_if_linked(random_in), + compiler.stack_assign_if_linked(random_color_in), + compiler.stack_assign_if_linked(random_roughness_in)), + __float_as_uint(random), + __float_as_uint(random_color), + __float_as_uint(random_roughness)); + + compiler.add_node( + compiler.encode_uchar4( + SVM_STACK_INVALID, SVM_STACK_INVALID, SVM_STACK_INVALID, SVM_STACK_INVALID), + attr_random, + SVM_STACK_INVALID, + SVM_STACK_INVALID); +} + +/* Prepares the input data for the OSL shader. */ +void PrincipledHairBsdfNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "parametrization"); + compiler.add(this, "node_principled_hair_bsdf"); +} + +/* Hair BSDF Closure */ + +NODE_DEFINE(HairBsdfNode) +{ + NodeType *type = NodeType::add("hair_bsdf", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); + + static NodeEnum component_enum; + component_enum.insert("reflection", CLOSURE_BSDF_HAIR_REFLECTION_ID); + component_enum.insert("transmission", CLOSURE_BSDF_HAIR_TRANSMISSION_ID); + SOCKET_ENUM(component, "Component", component_enum, CLOSURE_BSDF_HAIR_REFLECTION_ID); + SOCKET_IN_FLOAT(offset, "Offset", 0.0f); + SOCKET_IN_FLOAT(roughness_u, "RoughnessU", 0.2f); + SOCKET_IN_FLOAT(roughness_v, "RoughnessV", 0.2f); + SOCKET_IN_VECTOR(tangent, "Tangent", zero_float3()); + + SOCKET_OUT_CLOSURE(BSDF, "BSDF"); + + return type; +} + +HairBsdfNode::HairBsdfNode() : BsdfNode(get_node_type()) +{ + closure = CLOSURE_BSDF_HAIR_REFLECTION_ID; +} + +void HairBsdfNode::compile(SVMCompiler &compiler) +{ + closure = component; + + BsdfNode::compile(compiler, input("RoughnessU"), input("RoughnessV"), input("Offset")); +} + +void HairBsdfNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "component"); + compiler.add(this, "node_hair_bsdf"); +} + +/* Geometry */ + +NODE_DEFINE(GeometryNode) +{ + NodeType *type = NodeType::add("geometry", create, NodeType::SHADER); + + SOCKET_IN_NORMAL( + normal_osl, "NormalIn", zero_float3(), SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL); + + SOCKET_OUT_POINT(position, "Position"); + SOCKET_OUT_NORMAL(normal, "Normal"); + SOCKET_OUT_NORMAL(tangent, "Tangent"); + SOCKET_OUT_NORMAL(true_normal, "True Normal"); + SOCKET_OUT_VECTOR(incoming, "Incoming"); + SOCKET_OUT_POINT(parametric, "Parametric"); + SOCKET_OUT_FLOAT(backfacing, "Backfacing"); + SOCKET_OUT_FLOAT(pointiness, "Pointiness"); + SOCKET_OUT_FLOAT(random_per_island, "Random Per Island"); + + return type; +} + +GeometryNode::GeometryNode() : ShaderNode(get_node_type()) +{ + special_type = SHADER_SPECIAL_TYPE_GEOMETRY; +} + +void GeometryNode::attributes(Shader *shader, AttributeRequestSet *attributes) +{ + if (shader->has_surface_link()) { + if (!output("Tangent")->links.empty()) { + attributes->add(ATTR_STD_GENERATED); + } + if (!output("Pointiness")->links.empty()) { + attributes->add(ATTR_STD_POINTINESS); + } + if (!output("Random Per Island")->links.empty()) { + attributes->add(ATTR_STD_RANDOM_PER_ISLAND); + } + } + + ShaderNode::attributes(shader, attributes); +} + +void GeometryNode::compile(SVMCompiler &compiler) +{ + ShaderOutput *out; + ShaderNodeType geom_node = NODE_GEOMETRY; + ShaderNodeType attr_node = NODE_ATTR; + + if (bump == SHADER_BUMP_DX) { + geom_node = NODE_GEOMETRY_BUMP_DX; + attr_node = NODE_ATTR_BUMP_DX; + } + else if (bump == SHADER_BUMP_DY) { + geom_node = NODE_GEOMETRY_BUMP_DY; + attr_node = NODE_ATTR_BUMP_DY; + } + + out = output("Position"); + if (!out->links.empty()) { + compiler.add_node(geom_node, NODE_GEOM_P, compiler.stack_assign(out)); + } + + out = output("Normal"); + if (!out->links.empty()) { + compiler.add_node(geom_node, NODE_GEOM_N, compiler.stack_assign(out)); + } + + out = output("Tangent"); + if (!out->links.empty()) { + compiler.add_node(geom_node, NODE_GEOM_T, compiler.stack_assign(out)); + } + + out = output("True Normal"); + if (!out->links.empty()) { + compiler.add_node(geom_node, NODE_GEOM_Ng, compiler.stack_assign(out)); + } + + out = output("Incoming"); + if (!out->links.empty()) { + compiler.add_node(geom_node, NODE_GEOM_I, compiler.stack_assign(out)); + } + + out = output("Parametric"); + if (!out->links.empty()) { + compiler.add_node(geom_node, NODE_GEOM_uv, compiler.stack_assign(out)); + } + + out = output("Backfacing"); + if (!out->links.empty()) { + compiler.add_node(NODE_LIGHT_PATH, NODE_LP_backfacing, compiler.stack_assign(out)); + } + + out = output("Pointiness"); + if (!out->links.empty()) { + if (compiler.output_type() != SHADER_TYPE_VOLUME) { + compiler.add_node( + attr_node, ATTR_STD_POINTINESS, compiler.stack_assign(out), NODE_ATTR_OUTPUT_FLOAT); + } + else { + compiler.add_node(NODE_VALUE_F, __float_as_int(0.0f), compiler.stack_assign(out)); + } + } + + out = output("Random Per Island"); + if (!out->links.empty()) { + if (compiler.output_type() != SHADER_TYPE_VOLUME) { + compiler.add_node(attr_node, + ATTR_STD_RANDOM_PER_ISLAND, + compiler.stack_assign(out), + NODE_ATTR_OUTPUT_FLOAT); + } + else { + compiler.add_node(NODE_VALUE_F, __float_as_int(0.0f), compiler.stack_assign(out)); + } + } +} + +void GeometryNode::compile(OSLCompiler &compiler) +{ + if (bump == SHADER_BUMP_DX) + compiler.parameter("bump_offset", "dx"); + else if (bump == SHADER_BUMP_DY) + compiler.parameter("bump_offset", "dy"); + else + compiler.parameter("bump_offset", "center"); + + compiler.add(this, "node_geometry"); +} + +/* TextureCoordinate */ + +NODE_DEFINE(TextureCoordinateNode) +{ + NodeType *type = NodeType::add("texture_coordinate", create, NodeType::SHADER); + + SOCKET_BOOLEAN(from_dupli, "From Dupli", false); + SOCKET_BOOLEAN(use_transform, "Use Transform", false); + SOCKET_TRANSFORM(ob_tfm, "Object Transform", transform_identity()); + + SOCKET_IN_NORMAL( + normal_osl, "NormalIn", zero_float3(), SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL); + + SOCKET_OUT_POINT(generated, "Generated"); + SOCKET_OUT_NORMAL(normal, "Normal"); + SOCKET_OUT_POINT(UV, "UV"); + SOCKET_OUT_POINT(object, "Object"); + SOCKET_OUT_POINT(camera, "Camera"); + SOCKET_OUT_POINT(window, "Window"); + SOCKET_OUT_NORMAL(reflection, "Reflection"); + + return type; +} + +TextureCoordinateNode::TextureCoordinateNode() : ShaderNode(get_node_type()) +{ +} + +void TextureCoordinateNode::attributes(Shader *shader, AttributeRequestSet *attributes) +{ + if (shader->has_surface_link()) { + if (!from_dupli) { + if (!output("Generated")->links.empty()) + attributes->add(ATTR_STD_GENERATED); + if (!output("UV")->links.empty()) + attributes->add(ATTR_STD_UV); + } + } + + if (shader->has_volume) { + if (!from_dupli) { + if (!output("Generated")->links.empty()) { + attributes->add(ATTR_STD_GENERATED_TRANSFORM); + } + } + } + + ShaderNode::attributes(shader, attributes); +} + +void TextureCoordinateNode::compile(SVMCompiler &compiler) +{ + ShaderOutput *out; + ShaderNodeType texco_node = NODE_TEX_COORD; + ShaderNodeType attr_node = NODE_ATTR; + ShaderNodeType geom_node = NODE_GEOMETRY; + + if (bump == SHADER_BUMP_DX) { + texco_node = NODE_TEX_COORD_BUMP_DX; + attr_node = NODE_ATTR_BUMP_DX; + geom_node = NODE_GEOMETRY_BUMP_DX; + } + else if (bump == SHADER_BUMP_DY) { + texco_node = NODE_TEX_COORD_BUMP_DY; + attr_node = NODE_ATTR_BUMP_DY; + geom_node = NODE_GEOMETRY_BUMP_DY; + } + + out = output("Generated"); + if (!out->links.empty()) { + if (compiler.background) { + compiler.add_node(geom_node, NODE_GEOM_P, compiler.stack_assign(out)); + } + else { + if (from_dupli) { + compiler.add_node(texco_node, NODE_TEXCO_DUPLI_GENERATED, compiler.stack_assign(out)); + } + else if (compiler.output_type() == SHADER_TYPE_VOLUME) { + compiler.add_node(texco_node, NODE_TEXCO_VOLUME_GENERATED, compiler.stack_assign(out)); + } + else { + int attr = compiler.attribute(ATTR_STD_GENERATED); + compiler.add_node(attr_node, attr, compiler.stack_assign(out), NODE_ATTR_OUTPUT_FLOAT3); + } + } + } + + out = output("Normal"); + if (!out->links.empty()) { + compiler.add_node(texco_node, NODE_TEXCO_NORMAL, compiler.stack_assign(out)); + } + + out = output("UV"); + if (!out->links.empty()) { + if (from_dupli) { + compiler.add_node(texco_node, NODE_TEXCO_DUPLI_UV, compiler.stack_assign(out)); + } + else { + int attr = compiler.attribute(ATTR_STD_UV); + compiler.add_node(attr_node, attr, compiler.stack_assign(out), NODE_ATTR_OUTPUT_FLOAT3); + } + } + + out = output("Object"); + if (!out->links.empty()) { + compiler.add_node(texco_node, NODE_TEXCO_OBJECT, compiler.stack_assign(out), use_transform); + if (use_transform) { + Transform ob_itfm = transform_inverse(ob_tfm); + compiler.add_node(ob_itfm.x); + compiler.add_node(ob_itfm.y); + compiler.add_node(ob_itfm.z); + } + } + + out = output("Camera"); + if (!out->links.empty()) { + compiler.add_node(texco_node, NODE_TEXCO_CAMERA, compiler.stack_assign(out)); + } + + out = output("Window"); + if (!out->links.empty()) { + compiler.add_node(texco_node, NODE_TEXCO_WINDOW, compiler.stack_assign(out)); + } + + out = output("Reflection"); + if (!out->links.empty()) { + if (compiler.background) { + compiler.add_node(geom_node, NODE_GEOM_I, compiler.stack_assign(out)); + } + else { + compiler.add_node(texco_node, NODE_TEXCO_REFLECTION, compiler.stack_assign(out)); + } + } +} + +void TextureCoordinateNode::compile(OSLCompiler &compiler) +{ + if (bump == SHADER_BUMP_DX) + compiler.parameter("bump_offset", "dx"); + else if (bump == SHADER_BUMP_DY) + compiler.parameter("bump_offset", "dy"); + else + compiler.parameter("bump_offset", "center"); + + if (compiler.background) + compiler.parameter("is_background", true); + if (compiler.output_type() == SHADER_TYPE_VOLUME) + compiler.parameter("is_volume", true); + compiler.parameter(this, "use_transform"); + Transform ob_itfm = transform_inverse(ob_tfm); + compiler.parameter("object_itfm", ob_itfm); + + compiler.parameter(this, "from_dupli"); + + compiler.add(this, "node_texture_coordinate"); +} + +/* UV Map */ + +NODE_DEFINE(UVMapNode) +{ + NodeType *type = NodeType::add("uvmap", create, NodeType::SHADER); + + SOCKET_STRING(attribute, "attribute", ustring()); + SOCKET_IN_BOOLEAN(from_dupli, "from dupli", false); + + SOCKET_OUT_POINT(UV, "UV"); + + return type; +} + +UVMapNode::UVMapNode() : ShaderNode(get_node_type()) +{ +} + +void UVMapNode::attributes(Shader *shader, AttributeRequestSet *attributes) +{ + if (shader->has_surface) { + if (!from_dupli) { + if (!output("UV")->links.empty()) { + if (attribute != "") + attributes->add(attribute); + else + attributes->add(ATTR_STD_UV); + } + } + } + + ShaderNode::attributes(shader, attributes); +} + +void UVMapNode::compile(SVMCompiler &compiler) +{ + ShaderOutput *out = output("UV"); + ShaderNodeType texco_node = NODE_TEX_COORD; + ShaderNodeType attr_node = NODE_ATTR; + int attr; + + if (bump == SHADER_BUMP_DX) { + texco_node = NODE_TEX_COORD_BUMP_DX; + attr_node = NODE_ATTR_BUMP_DX; + } + else if (bump == SHADER_BUMP_DY) { + texco_node = NODE_TEX_COORD_BUMP_DY; + attr_node = NODE_ATTR_BUMP_DY; + } + + if (!out->links.empty()) { + if (from_dupli) { + compiler.add_node(texco_node, NODE_TEXCO_DUPLI_UV, compiler.stack_assign(out)); + } + else { + if (attribute != "") + attr = compiler.attribute(attribute); + else + attr = compiler.attribute(ATTR_STD_UV); + + compiler.add_node(attr_node, attr, compiler.stack_assign(out), NODE_ATTR_OUTPUT_FLOAT3); + } + } +} + +void UVMapNode::compile(OSLCompiler &compiler) +{ + if (bump == SHADER_BUMP_DX) + compiler.parameter("bump_offset", "dx"); + else if (bump == SHADER_BUMP_DY) + compiler.parameter("bump_offset", "dy"); + else + compiler.parameter("bump_offset", "center"); + + compiler.parameter(this, "from_dupli"); + compiler.parameter(this, "attribute"); + compiler.add(this, "node_uv_map"); +} + +/* Light Path */ + +NODE_DEFINE(LightPathNode) +{ + NodeType *type = NodeType::add("light_path", create, NodeType::SHADER); + + SOCKET_OUT_FLOAT(is_camera_ray, "Is Camera Ray"); + SOCKET_OUT_FLOAT(is_shadow_ray, "Is Shadow Ray"); + SOCKET_OUT_FLOAT(is_diffuse_ray, "Is Diffuse Ray"); + SOCKET_OUT_FLOAT(is_glossy_ray, "Is Glossy Ray"); + SOCKET_OUT_FLOAT(is_singular_ray, "Is Singular Ray"); + SOCKET_OUT_FLOAT(is_reflection_ray, "Is Reflection Ray"); + SOCKET_OUT_FLOAT(is_transmission_ray, "Is Transmission Ray"); + SOCKET_OUT_FLOAT(is_volume_scatter_ray, "Is Volume Scatter Ray"); + SOCKET_OUT_FLOAT(ray_length, "Ray Length"); + SOCKET_OUT_FLOAT(ray_depth, "Ray Depth"); + SOCKET_OUT_FLOAT(diffuse_depth, "Diffuse Depth"); + SOCKET_OUT_FLOAT(glossy_depth, "Glossy Depth"); + SOCKET_OUT_FLOAT(transparent_depth, "Transparent Depth"); + SOCKET_OUT_FLOAT(transmission_depth, "Transmission Depth"); + + return type; +} + +LightPathNode::LightPathNode() : ShaderNode(get_node_type()) +{ +} + +void LightPathNode::compile(SVMCompiler &compiler) +{ + ShaderOutput *out; + + out = output("Is Camera Ray"); + if (!out->links.empty()) { + compiler.add_node(NODE_LIGHT_PATH, NODE_LP_camera, compiler.stack_assign(out)); + } + + out = output("Is Shadow Ray"); + if (!out->links.empty()) { + compiler.add_node(NODE_LIGHT_PATH, NODE_LP_shadow, compiler.stack_assign(out)); + } + + out = output("Is Diffuse Ray"); + if (!out->links.empty()) { + compiler.add_node(NODE_LIGHT_PATH, NODE_LP_diffuse, compiler.stack_assign(out)); + } + + out = output("Is Glossy Ray"); + if (!out->links.empty()) { + compiler.add_node(NODE_LIGHT_PATH, NODE_LP_glossy, compiler.stack_assign(out)); + } + + out = output("Is Singular Ray"); + if (!out->links.empty()) { + compiler.add_node(NODE_LIGHT_PATH, NODE_LP_singular, compiler.stack_assign(out)); + } + + out = output("Is Reflection Ray"); + if (!out->links.empty()) { + compiler.add_node(NODE_LIGHT_PATH, NODE_LP_reflection, compiler.stack_assign(out)); + } + + out = output("Is Transmission Ray"); + if (!out->links.empty()) { + compiler.add_node(NODE_LIGHT_PATH, NODE_LP_transmission, compiler.stack_assign(out)); + } + + out = output("Is Volume Scatter Ray"); + if (!out->links.empty()) { + compiler.add_node(NODE_LIGHT_PATH, NODE_LP_volume_scatter, compiler.stack_assign(out)); + } + + out = output("Ray Length"); + if (!out->links.empty()) { + compiler.add_node(NODE_LIGHT_PATH, NODE_LP_ray_length, compiler.stack_assign(out)); + } + + out = output("Ray Depth"); + if (!out->links.empty()) { + compiler.add_node(NODE_LIGHT_PATH, NODE_LP_ray_depth, compiler.stack_assign(out)); + } + + out = output("Diffuse Depth"); + if (!out->links.empty()) { + compiler.add_node(NODE_LIGHT_PATH, NODE_LP_ray_diffuse, compiler.stack_assign(out)); + } + + out = output("Glossy Depth"); + if (!out->links.empty()) { + compiler.add_node(NODE_LIGHT_PATH, NODE_LP_ray_glossy, compiler.stack_assign(out)); + } + + out = output("Transparent Depth"); + if (!out->links.empty()) { + compiler.add_node(NODE_LIGHT_PATH, NODE_LP_ray_transparent, compiler.stack_assign(out)); + } + + out = output("Transmission Depth"); + if (!out->links.empty()) { + compiler.add_node(NODE_LIGHT_PATH, NODE_LP_ray_transmission, compiler.stack_assign(out)); + } +} + +void LightPathNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_light_path"); +} + +/* Light Falloff */ + +NODE_DEFINE(LightFalloffNode) +{ + NodeType *type = NodeType::add("light_falloff", create, NodeType::SHADER); + + SOCKET_IN_FLOAT(strength, "Strength", 100.0f); + SOCKET_IN_FLOAT(smooth, "Smooth", 0.0f); + + SOCKET_OUT_FLOAT(quadratic, "Quadratic"); + SOCKET_OUT_FLOAT(linear, "Linear"); + SOCKET_OUT_FLOAT(constant, "Constant"); + + return type; +} + +LightFalloffNode::LightFalloffNode() : ShaderNode(get_node_type()) +{ +} + +void LightFalloffNode::compile(SVMCompiler &compiler) +{ + ShaderInput *strength_in = input("Strength"); + ShaderInput *smooth_in = input("Smooth"); + + ShaderOutput *out = output("Quadratic"); + if (!out->links.empty()) { + compiler.add_node(NODE_LIGHT_FALLOFF, + NODE_LIGHT_FALLOFF_QUADRATIC, + compiler.encode_uchar4(compiler.stack_assign(strength_in), + compiler.stack_assign(smooth_in), + compiler.stack_assign(out))); + } + + out = output("Linear"); + if (!out->links.empty()) { + compiler.add_node(NODE_LIGHT_FALLOFF, + NODE_LIGHT_FALLOFF_LINEAR, + compiler.encode_uchar4(compiler.stack_assign(strength_in), + compiler.stack_assign(smooth_in), + compiler.stack_assign(out))); + } + + out = output("Constant"); + if (!out->links.empty()) { + compiler.add_node(NODE_LIGHT_FALLOFF, + NODE_LIGHT_FALLOFF_CONSTANT, + compiler.encode_uchar4(compiler.stack_assign(strength_in), + compiler.stack_assign(smooth_in), + compiler.stack_assign(out))); + } +} + +void LightFalloffNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_light_falloff"); +} + +/* Object Info */ + +NODE_DEFINE(ObjectInfoNode) +{ + NodeType *type = NodeType::add("object_info", create, NodeType::SHADER); + + SOCKET_OUT_VECTOR(location, "Location"); + SOCKET_OUT_COLOR(color, "Color"); + SOCKET_OUT_FLOAT(object_index, "Object Index"); + SOCKET_OUT_FLOAT(material_index, "Material Index"); + SOCKET_OUT_FLOAT(random, "Random"); + + return type; +} + +ObjectInfoNode::ObjectInfoNode() : ShaderNode(get_node_type()) +{ +} + +void ObjectInfoNode::compile(SVMCompiler &compiler) +{ + ShaderOutput *out = output("Location"); + if (!out->links.empty()) { + compiler.add_node(NODE_OBJECT_INFO, NODE_INFO_OB_LOCATION, compiler.stack_assign(out)); + } + + out = output("Color"); + if (!out->links.empty()) { + compiler.add_node(NODE_OBJECT_INFO, NODE_INFO_OB_COLOR, compiler.stack_assign(out)); + } + + out = output("Object Index"); + if (!out->links.empty()) { + compiler.add_node(NODE_OBJECT_INFO, NODE_INFO_OB_INDEX, compiler.stack_assign(out)); + } + + out = output("Material Index"); + if (!out->links.empty()) { + compiler.add_node(NODE_OBJECT_INFO, NODE_INFO_MAT_INDEX, compiler.stack_assign(out)); + } + + out = output("Random"); + if (!out->links.empty()) { + compiler.add_node(NODE_OBJECT_INFO, NODE_INFO_OB_RANDOM, compiler.stack_assign(out)); + } +} + +void ObjectInfoNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_object_info"); +} + +/* Particle Info */ + +NODE_DEFINE(ParticleInfoNode) +{ + NodeType *type = NodeType::add("particle_info", create, NodeType::SHADER); + + SOCKET_OUT_FLOAT(index, "Index"); + SOCKET_OUT_FLOAT(random, "Random"); + SOCKET_OUT_FLOAT(age, "Age"); + SOCKET_OUT_FLOAT(lifetime, "Lifetime"); + SOCKET_OUT_POINT(location, "Location"); +#if 0 /* not yet supported */ + SOCKET_OUT_QUATERNION(rotation, "Rotation"); +#endif + SOCKET_OUT_FLOAT(size, "Size"); + SOCKET_OUT_VECTOR(velocity, "Velocity"); + SOCKET_OUT_VECTOR(angular_velocity, "Angular Velocity"); + + return type; +} + +ParticleInfoNode::ParticleInfoNode() : ShaderNode(get_node_type()) +{ +} + +void ParticleInfoNode::attributes(Shader *shader, AttributeRequestSet *attributes) +{ + if (!output("Index")->links.empty()) + attributes->add(ATTR_STD_PARTICLE); + if (!output("Random")->links.empty()) + attributes->add(ATTR_STD_PARTICLE); + if (!output("Age")->links.empty()) + attributes->add(ATTR_STD_PARTICLE); + if (!output("Lifetime")->links.empty()) + attributes->add(ATTR_STD_PARTICLE); + if (!output("Location")->links.empty()) + attributes->add(ATTR_STD_PARTICLE); +#if 0 /* not yet supported */ + if (!output("Rotation")->links.empty()) + attributes->add(ATTR_STD_PARTICLE); +#endif + if (!output("Size")->links.empty()) + attributes->add(ATTR_STD_PARTICLE); + if (!output("Velocity")->links.empty()) + attributes->add(ATTR_STD_PARTICLE); + if (!output("Angular Velocity")->links.empty()) + attributes->add(ATTR_STD_PARTICLE); + + ShaderNode::attributes(shader, attributes); +} + +void ParticleInfoNode::compile(SVMCompiler &compiler) +{ + ShaderOutput *out; + + out = output("Index"); + if (!out->links.empty()) { + compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_INDEX, compiler.stack_assign(out)); + } + + out = output("Random"); + if (!out->links.empty()) { + compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_RANDOM, compiler.stack_assign(out)); + } + + out = output("Age"); + if (!out->links.empty()) { + compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_AGE, compiler.stack_assign(out)); + } + + out = output("Lifetime"); + if (!out->links.empty()) { + compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_LIFETIME, compiler.stack_assign(out)); + } + + out = output("Location"); + if (!out->links.empty()) { + compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_LOCATION, compiler.stack_assign(out)); + } + + /* quaternion data is not yet supported by Cycles */ +#if 0 + out = output("Rotation"); + if (!out->links.empty()) { + compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_ROTATION, compiler.stack_assign(out)); + } +#endif + + out = output("Size"); + if (!out->links.empty()) { + compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_SIZE, compiler.stack_assign(out)); + } + + out = output("Velocity"); + if (!out->links.empty()) { + compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_VELOCITY, compiler.stack_assign(out)); + } + + out = output("Angular Velocity"); + if (!out->links.empty()) { + compiler.add_node( + NODE_PARTICLE_INFO, NODE_INFO_PAR_ANGULAR_VELOCITY, compiler.stack_assign(out)); + } +} + +void ParticleInfoNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_particle_info"); +} + +/* Hair Info */ + +NODE_DEFINE(HairInfoNode) +{ + NodeType *type = NodeType::add("hair_info", create, NodeType::SHADER); + + SOCKET_OUT_FLOAT(is_strand, "Is Strand"); + SOCKET_OUT_FLOAT(intercept, "Intercept"); + SOCKET_OUT_FLOAT(size, "Length"); + SOCKET_OUT_FLOAT(thickness, "Thickness"); + SOCKET_OUT_NORMAL(tangent_normal, "Tangent Normal"); +#if 0 /* Output for minimum hair width transparency - deactivated. */ + SOCKET_OUT_FLOAT(fade, "Fade"); +#endif + SOCKET_OUT_FLOAT(index, "Random"); + + return type; +} + +HairInfoNode::HairInfoNode() : ShaderNode(get_node_type()) +{ +} + +void HairInfoNode::attributes(Shader *shader, AttributeRequestSet *attributes) +{ + if (shader->has_surface_link()) { + ShaderOutput *intercept_out = output("Intercept"); + + if (!intercept_out->links.empty()) + attributes->add(ATTR_STD_CURVE_INTERCEPT); + + if (!output("Length")->links.empty()) + attributes->add(ATTR_STD_CURVE_LENGTH); + + if (!output("Random")->links.empty()) + attributes->add(ATTR_STD_CURVE_RANDOM); + } + + ShaderNode::attributes(shader, attributes); +} + +void HairInfoNode::compile(SVMCompiler &compiler) +{ + ShaderOutput *out; + + out = output("Is Strand"); + if (!out->links.empty()) { + compiler.add_node(NODE_HAIR_INFO, NODE_INFO_CURVE_IS_STRAND, compiler.stack_assign(out)); + } + + out = output("Intercept"); + if (!out->links.empty()) { + int attr = compiler.attribute(ATTR_STD_CURVE_INTERCEPT); + compiler.add_node(NODE_ATTR, attr, compiler.stack_assign(out), NODE_ATTR_OUTPUT_FLOAT); + } + + out = output("Length"); + if (!out->links.empty()) { + int attr = compiler.attribute(ATTR_STD_CURVE_LENGTH); + compiler.add_node(NODE_ATTR, attr, compiler.stack_assign(out), NODE_ATTR_OUTPUT_FLOAT); + } + + out = output("Thickness"); + if (!out->links.empty()) { + compiler.add_node(NODE_HAIR_INFO, NODE_INFO_CURVE_THICKNESS, compiler.stack_assign(out)); + } + + out = output("Tangent Normal"); + if (!out->links.empty()) { + compiler.add_node(NODE_HAIR_INFO, NODE_INFO_CURVE_TANGENT_NORMAL, compiler.stack_assign(out)); + } +#if 0 + out = output("Fade"); + if(!out->links.empty()) { + compiler.add_node(NODE_HAIR_INFO, NODE_INFO_CURVE_FADE, compiler.stack_assign(out)); + } +#endif + out = output("Random"); + if (!out->links.empty()) { + int attr = compiler.attribute(ATTR_STD_CURVE_RANDOM); + compiler.add_node(NODE_ATTR, attr, compiler.stack_assign(out), NODE_ATTR_OUTPUT_FLOAT); + } +} + +void HairInfoNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_hair_info"); +} + +/* Volume Info */ + +NODE_DEFINE(VolumeInfoNode) +{ + NodeType *type = NodeType::add("volume_info", create, NodeType::SHADER); + + SOCKET_OUT_COLOR(color, "Color"); + SOCKET_OUT_FLOAT(density, "Density"); + SOCKET_OUT_FLOAT(flame, "Flame"); + SOCKET_OUT_FLOAT(temperature, "Temperature"); + + return type; +} + +VolumeInfoNode::VolumeInfoNode() : ShaderNode(get_node_type()) +{ +} + +/* The requested attributes are not updated after node expansion. + * So we explicitly request the required attributes. + */ +void VolumeInfoNode::attributes(Shader *shader, AttributeRequestSet *attributes) +{ + if (shader->has_volume) { + if (!output("Color")->links.empty()) { + attributes->add(ATTR_STD_VOLUME_COLOR); + } + if (!output("Density")->links.empty()) { + attributes->add(ATTR_STD_VOLUME_DENSITY); + } + if (!output("Flame")->links.empty()) { + attributes->add(ATTR_STD_VOLUME_FLAME); + } + if (!output("Temperature")->links.empty()) { + attributes->add(ATTR_STD_VOLUME_TEMPERATURE); + } + attributes->add(ATTR_STD_GENERATED_TRANSFORM); + } + ShaderNode::attributes(shader, attributes); +} + +void VolumeInfoNode::expand(ShaderGraph *graph) +{ + ShaderOutput *color_out = output("Color"); + if (!color_out->links.empty()) { + AttributeNode *attr = graph->create_node(); + attr->set_attribute(ustring("color")); + graph->add(attr); + graph->relink(color_out, attr->output("Color")); + } + + ShaderOutput *density_out = output("Density"); + if (!density_out->links.empty()) { + AttributeNode *attr = graph->create_node(); + attr->set_attribute(ustring("density")); + graph->add(attr); + graph->relink(density_out, attr->output("Fac")); + } + + ShaderOutput *flame_out = output("Flame"); + if (!flame_out->links.empty()) { + AttributeNode *attr = graph->create_node(); + attr->set_attribute(ustring("flame")); + graph->add(attr); + graph->relink(flame_out, attr->output("Fac")); + } + + ShaderOutput *temperature_out = output("Temperature"); + if (!temperature_out->links.empty()) { + AttributeNode *attr = graph->create_node(); + attr->set_attribute(ustring("temperature")); + graph->add(attr); + graph->relink(temperature_out, attr->output("Fac")); + } +} + +void VolumeInfoNode::compile(SVMCompiler &) +{ +} + +void VolumeInfoNode::compile(OSLCompiler &) +{ +} + +NODE_DEFINE(VertexColorNode) +{ + NodeType *type = NodeType::add("vertex_color", create, NodeType::SHADER); + + SOCKET_STRING(layer_name, "Layer Name", ustring()); + SOCKET_OUT_COLOR(color, "Color"); + SOCKET_OUT_FLOAT(alpha, "Alpha"); + + return type; +} + +VertexColorNode::VertexColorNode() : ShaderNode(get_node_type()) +{ +} + +void VertexColorNode::attributes(Shader *shader, AttributeRequestSet *attributes) +{ + if (!(output("Color")->links.empty() && output("Alpha")->links.empty())) { + if (layer_name != "") + attributes->add_standard(layer_name); + else + attributes->add(ATTR_STD_VERTEX_COLOR); + } + ShaderNode::attributes(shader, attributes); +} + +void VertexColorNode::compile(SVMCompiler &compiler) +{ + ShaderOutput *color_out = output("Color"); + ShaderOutput *alpha_out = output("Alpha"); + int layer_id = 0; + + if (layer_name != "") { + layer_id = compiler.attribute(layer_name); + } + else { + layer_id = compiler.attribute(ATTR_STD_VERTEX_COLOR); + } + + ShaderNodeType node; + + if (bump == SHADER_BUMP_DX) + node = NODE_VERTEX_COLOR_BUMP_DX; + else if (bump == SHADER_BUMP_DY) + node = NODE_VERTEX_COLOR_BUMP_DY; + else { + node = NODE_VERTEX_COLOR; + } + + compiler.add_node( + node, layer_id, compiler.stack_assign(color_out), compiler.stack_assign(alpha_out)); +} + +void VertexColorNode::compile(OSLCompiler &compiler) +{ + if (bump == SHADER_BUMP_DX) { + compiler.parameter("bump_offset", "dx"); + } + else if (bump == SHADER_BUMP_DY) { + compiler.parameter("bump_offset", "dy"); + } + else { + compiler.parameter("bump_offset", "center"); + } + + if (layer_name.empty()) { + compiler.parameter("layer_name", ustring("geom:vertex_color")); + } + else { + if (Attribute::name_standard(layer_name.c_str()) != ATTR_STD_NONE) { + compiler.parameter("name", (string("geom:") + layer_name.c_str()).c_str()); + } + else { + compiler.parameter("layer_name", layer_name.c_str()); + } + } + + compiler.add(this, "node_vertex_color"); +} + +/* Value */ + +NODE_DEFINE(ValueNode) +{ + NodeType *type = NodeType::add("value", create, NodeType::SHADER); + + SOCKET_FLOAT(value, "Value", 0.0f); + SOCKET_OUT_FLOAT(value, "Value"); + + return type; +} + +ValueNode::ValueNode() : ShaderNode(get_node_type()) +{ +} + +void ValueNode::constant_fold(const ConstantFolder &folder) +{ + folder.make_constant(value); +} + +void ValueNode::compile(SVMCompiler &compiler) +{ + ShaderOutput *val_out = output("Value"); + + compiler.add_node(NODE_VALUE_F, __float_as_int(value), compiler.stack_assign(val_out)); +} + +void ValueNode::compile(OSLCompiler &compiler) +{ + compiler.parameter("value_value", value); + compiler.add(this, "node_value"); +} + +/* Color */ + +NODE_DEFINE(ColorNode) +{ + NodeType *type = NodeType::add("color", create, NodeType::SHADER); + + SOCKET_COLOR(value, "Value", zero_float3()); + SOCKET_OUT_COLOR(color, "Color"); + + return type; +} + +ColorNode::ColorNode() : ShaderNode(get_node_type()) +{ +} + +void ColorNode::constant_fold(const ConstantFolder &folder) +{ + folder.make_constant(value); +} + +void ColorNode::compile(SVMCompiler &compiler) +{ + ShaderOutput *color_out = output("Color"); + + if (!color_out->links.empty()) { + compiler.add_node(NODE_VALUE_V, compiler.stack_assign(color_out)); + compiler.add_node(NODE_VALUE_V, value); + } +} + +void ColorNode::compile(OSLCompiler &compiler) +{ + compiler.parameter_color("color_value", value); + + compiler.add(this, "node_value"); +} + +/* Add Closure */ + +NODE_DEFINE(AddClosureNode) +{ + NodeType *type = NodeType::add("add_closure", create, NodeType::SHADER); + + SOCKET_IN_CLOSURE(closure1, "Closure1"); + SOCKET_IN_CLOSURE(closure2, "Closure2"); + SOCKET_OUT_CLOSURE(closure, "Closure"); + + return type; +} + +AddClosureNode::AddClosureNode() : ShaderNode(get_node_type()) +{ + special_type = SHADER_SPECIAL_TYPE_COMBINE_CLOSURE; +} + +void AddClosureNode::compile(SVMCompiler & /*compiler*/) +{ + /* handled in the SVM compiler */ +} + +void AddClosureNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_add_closure"); +} + +void AddClosureNode::constant_fold(const ConstantFolder &folder) +{ + ShaderInput *closure1_in = input("Closure1"); + ShaderInput *closure2_in = input("Closure2"); + + /* remove useless add closures nodes */ + if (!closure1_in->link) { + folder.bypass_or_discard(closure2_in); + } + else if (!closure2_in->link) { + folder.bypass_or_discard(closure1_in); + } +} + +/* Mix Closure */ + +NODE_DEFINE(MixClosureNode) +{ + NodeType *type = NodeType::add("mix_closure", create, NodeType::SHADER); + + SOCKET_IN_FLOAT(fac, "Fac", 0.5f); + SOCKET_IN_CLOSURE(closure1, "Closure1"); + SOCKET_IN_CLOSURE(closure2, "Closure2"); + + SOCKET_OUT_CLOSURE(closure, "Closure"); + + return type; +} + +MixClosureNode::MixClosureNode() : ShaderNode(get_node_type()) +{ + special_type = SHADER_SPECIAL_TYPE_COMBINE_CLOSURE; +} + +void MixClosureNode::compile(SVMCompiler & /*compiler*/) +{ + /* handled in the SVM compiler */ +} + +void MixClosureNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_mix_closure"); +} + +void MixClosureNode::constant_fold(const ConstantFolder &folder) +{ + ShaderInput *fac_in = input("Fac"); + ShaderInput *closure1_in = input("Closure1"); + ShaderInput *closure2_in = input("Closure2"); + + /* remove useless mix closures nodes */ + if (closure1_in->link == closure2_in->link) { + folder.bypass_or_discard(closure1_in); + } + /* remove unused mix closure input when factor is 0.0 or 1.0 + * check for closure links and make sure factor link is disconnected */ + else if (!fac_in->link) { + /* factor 0.0 */ + if (fac <= 0.0f) { + folder.bypass_or_discard(closure1_in); + } + /* factor 1.0 */ + else if (fac >= 1.0f) { + folder.bypass_or_discard(closure2_in); + } + } +} + +/* Mix Closure */ + +NODE_DEFINE(MixClosureWeightNode) +{ + NodeType *type = NodeType::add("mix_closure_weight", create, NodeType::SHADER); + + SOCKET_IN_FLOAT(weight, "Weight", 1.0f); + SOCKET_IN_FLOAT(fac, "Fac", 1.0f); + + SOCKET_OUT_FLOAT(weight1, "Weight1"); + SOCKET_OUT_FLOAT(weight2, "Weight2"); + + return type; +} + +MixClosureWeightNode::MixClosureWeightNode() : ShaderNode(get_node_type()) +{ +} + +void MixClosureWeightNode::compile(SVMCompiler &compiler) +{ + ShaderInput *weight_in = input("Weight"); + ShaderInput *fac_in = input("Fac"); + ShaderOutput *weight1_out = output("Weight1"); + ShaderOutput *weight2_out = output("Weight2"); + + compiler.add_node(NODE_MIX_CLOSURE, + compiler.encode_uchar4(compiler.stack_assign(fac_in), + compiler.stack_assign(weight_in), + compiler.stack_assign(weight1_out), + compiler.stack_assign(weight2_out))); +} + +void MixClosureWeightNode::compile(OSLCompiler & /*compiler*/) +{ + assert(0); +} + +/* Invert */ + +NODE_DEFINE(InvertNode) +{ + NodeType *type = NodeType::add("invert", create, NodeType::SHADER); + + SOCKET_IN_FLOAT(fac, "Fac", 1.0f); + SOCKET_IN_COLOR(color, "Color", zero_float3()); + + SOCKET_OUT_COLOR(color, "Color"); + + return type; +} + +InvertNode::InvertNode() : ShaderNode(get_node_type()) +{ +} + +void InvertNode::constant_fold(const ConstantFolder &folder) +{ + ShaderInput *fac_in = input("Fac"); + ShaderInput *color_in = input("Color"); + + if (!fac_in->link) { + /* evaluate fully constant node */ + if (!color_in->link) { + folder.make_constant(interp(color, one_float3() - color, fac)); + } + /* remove no-op node */ + else if (fac == 0.0f) { + folder.bypass(color_in->link); + } + } +} + +void InvertNode::compile(SVMCompiler &compiler) +{ + ShaderInput *fac_in = input("Fac"); + ShaderInput *color_in = input("Color"); + ShaderOutput *color_out = output("Color"); + + compiler.add_node(NODE_INVERT, + compiler.stack_assign(fac_in), + compiler.stack_assign(color_in), + compiler.stack_assign(color_out)); +} + +void InvertNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_invert"); +} + +/* Mix */ + +NODE_DEFINE(MixNode) +{ + NodeType *type = NodeType::add("mix", create, NodeType::SHADER); + + static NodeEnum type_enum; + type_enum.insert("mix", NODE_MIX_BLEND); + type_enum.insert("add", NODE_MIX_ADD); + type_enum.insert("multiply", NODE_MIX_MUL); + type_enum.insert("screen", NODE_MIX_SCREEN); + type_enum.insert("overlay", NODE_MIX_OVERLAY); + type_enum.insert("subtract", NODE_MIX_SUB); + type_enum.insert("divide", NODE_MIX_DIV); + type_enum.insert("difference", NODE_MIX_DIFF); + type_enum.insert("darken", NODE_MIX_DARK); + type_enum.insert("lighten", NODE_MIX_LIGHT); + type_enum.insert("dodge", NODE_MIX_DODGE); + type_enum.insert("burn", NODE_MIX_BURN); + type_enum.insert("hue", NODE_MIX_HUE); + type_enum.insert("saturation", NODE_MIX_SAT); + type_enum.insert("value", NODE_MIX_VAL); + type_enum.insert("color", NODE_MIX_COLOR); + type_enum.insert("soft_light", NODE_MIX_SOFT); + type_enum.insert("linear_light", NODE_MIX_LINEAR); + SOCKET_ENUM(mix_type, "Type", type_enum, NODE_MIX_BLEND); + + SOCKET_BOOLEAN(use_clamp, "Use Clamp", false); + + SOCKET_IN_FLOAT(fac, "Fac", 0.5f); + SOCKET_IN_COLOR(color1, "Color1", zero_float3()); + SOCKET_IN_COLOR(color2, "Color2", zero_float3()); + + SOCKET_OUT_COLOR(color, "Color"); + + return type; +} + +MixNode::MixNode() : ShaderNode(get_node_type()) +{ +} + +void MixNode::compile(SVMCompiler &compiler) +{ + ShaderInput *fac_in = input("Fac"); + ShaderInput *color1_in = input("Color1"); + ShaderInput *color2_in = input("Color2"); + ShaderOutput *color_out = output("Color"); + + compiler.add_node(NODE_MIX, + compiler.stack_assign(fac_in), + compiler.stack_assign(color1_in), + compiler.stack_assign(color2_in)); + compiler.add_node(NODE_MIX, mix_type, compiler.stack_assign(color_out)); + + if (use_clamp) { + compiler.add_node(NODE_MIX, 0, compiler.stack_assign(color_out)); + compiler.add_node(NODE_MIX, NODE_MIX_CLAMP, compiler.stack_assign(color_out)); + } +} + +void MixNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "mix_type"); + compiler.parameter(this, "use_clamp"); + compiler.add(this, "node_mix"); +} + +void MixNode::constant_fold(const ConstantFolder &folder) +{ + if (folder.all_inputs_constant()) { + folder.make_constant_clamp(svm_mix(mix_type, fac, color1, color2), use_clamp); + } + else { + folder.fold_mix(mix_type, use_clamp); + } +} + +/* Combine RGB */ + +NODE_DEFINE(CombineRGBNode) +{ + NodeType *type = NodeType::add("combine_rgb", create, NodeType::SHADER); + + SOCKET_IN_FLOAT(r, "R", 0.0f); + SOCKET_IN_FLOAT(g, "G", 0.0f); + SOCKET_IN_FLOAT(b, "B", 0.0f); + + SOCKET_OUT_COLOR(image, "Image"); + + return type; +} + +CombineRGBNode::CombineRGBNode() : ShaderNode(get_node_type()) +{ +} + +void CombineRGBNode::constant_fold(const ConstantFolder &folder) +{ + if (folder.all_inputs_constant()) { + folder.make_constant(make_float3(r, g, b)); + } +} + +void CombineRGBNode::compile(SVMCompiler &compiler) +{ + ShaderInput *red_in = input("R"); + ShaderInput *green_in = input("G"); + ShaderInput *blue_in = input("B"); + ShaderOutput *color_out = output("Image"); + + compiler.add_node( + NODE_COMBINE_VECTOR, compiler.stack_assign(red_in), 0, compiler.stack_assign(color_out)); + + compiler.add_node( + NODE_COMBINE_VECTOR, compiler.stack_assign(green_in), 1, compiler.stack_assign(color_out)); + + compiler.add_node( + NODE_COMBINE_VECTOR, compiler.stack_assign(blue_in), 2, compiler.stack_assign(color_out)); +} + +void CombineRGBNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_combine_rgb"); +} + +/* Combine XYZ */ + +NODE_DEFINE(CombineXYZNode) +{ + NodeType *type = NodeType::add("combine_xyz", create, NodeType::SHADER); + + SOCKET_IN_FLOAT(x, "X", 0.0f); + SOCKET_IN_FLOAT(y, "Y", 0.0f); + SOCKET_IN_FLOAT(z, "Z", 0.0f); + + SOCKET_OUT_VECTOR(vector, "Vector"); + + return type; +} + +CombineXYZNode::CombineXYZNode() : ShaderNode(get_node_type()) +{ +} + +void CombineXYZNode::constant_fold(const ConstantFolder &folder) +{ + if (folder.all_inputs_constant()) { + folder.make_constant(make_float3(x, y, z)); + } +} + +void CombineXYZNode::compile(SVMCompiler &compiler) +{ + ShaderInput *x_in = input("X"); + ShaderInput *y_in = input("Y"); + ShaderInput *z_in = input("Z"); + ShaderOutput *vector_out = output("Vector"); + + compiler.add_node( + NODE_COMBINE_VECTOR, compiler.stack_assign(x_in), 0, compiler.stack_assign(vector_out)); + + compiler.add_node( + NODE_COMBINE_VECTOR, compiler.stack_assign(y_in), 1, compiler.stack_assign(vector_out)); + + compiler.add_node( + NODE_COMBINE_VECTOR, compiler.stack_assign(z_in), 2, compiler.stack_assign(vector_out)); +} + +void CombineXYZNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_combine_xyz"); +} + +/* Combine HSV */ + +NODE_DEFINE(CombineHSVNode) +{ + NodeType *type = NodeType::add("combine_hsv", create, NodeType::SHADER); + + SOCKET_IN_FLOAT(h, "H", 0.0f); + SOCKET_IN_FLOAT(s, "S", 0.0f); + SOCKET_IN_FLOAT(v, "V", 0.0f); + + SOCKET_OUT_COLOR(color, "Color"); + + return type; +} + +CombineHSVNode::CombineHSVNode() : ShaderNode(get_node_type()) +{ +} + +void CombineHSVNode::constant_fold(const ConstantFolder &folder) +{ + if (folder.all_inputs_constant()) { + folder.make_constant(hsv_to_rgb(make_float3(h, s, v))); + } +} + +void CombineHSVNode::compile(SVMCompiler &compiler) +{ + ShaderInput *hue_in = input("H"); + ShaderInput *saturation_in = input("S"); + ShaderInput *value_in = input("V"); + ShaderOutput *color_out = output("Color"); + + compiler.add_node(NODE_COMBINE_HSV, + compiler.stack_assign(hue_in), + compiler.stack_assign(saturation_in), + compiler.stack_assign(value_in)); + compiler.add_node(NODE_COMBINE_HSV, compiler.stack_assign(color_out)); +} + +void CombineHSVNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_combine_hsv"); +} + +/* Gamma */ + +NODE_DEFINE(GammaNode) +{ + NodeType *type = NodeType::add("gamma", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", zero_float3()); + SOCKET_IN_FLOAT(gamma, "Gamma", 1.0f); + SOCKET_OUT_COLOR(color, "Color"); + + return type; +} + +GammaNode::GammaNode() : ShaderNode(get_node_type()) +{ +} + +void GammaNode::constant_fold(const ConstantFolder &folder) +{ + if (folder.all_inputs_constant()) { + folder.make_constant(svm_math_gamma_color(color, gamma)); + } + else { + ShaderInput *color_in = input("Color"); + ShaderInput *gamma_in = input("Gamma"); + + /* 1 ^ X == X ^ 0 == 1 */ + if (folder.is_one(color_in) || folder.is_zero(gamma_in)) { + folder.make_one(); + } + /* X ^ 1 == X */ + else if (folder.is_one(gamma_in)) { + folder.try_bypass_or_make_constant(color_in, false); + } + } +} + +void GammaNode::compile(SVMCompiler &compiler) +{ + ShaderInput *color_in = input("Color"); + ShaderInput *gamma_in = input("Gamma"); + ShaderOutput *color_out = output("Color"); + + compiler.add_node(NODE_GAMMA, + compiler.stack_assign(gamma_in), + compiler.stack_assign(color_in), + compiler.stack_assign(color_out)); +} + +void GammaNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_gamma"); +} + +/* Bright Contrast */ + +NODE_DEFINE(BrightContrastNode) +{ + NodeType *type = NodeType::add("brightness_contrast", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", zero_float3()); + SOCKET_IN_FLOAT(bright, "Bright", 0.0f); + SOCKET_IN_FLOAT(contrast, "Contrast", 0.0f); + + SOCKET_OUT_COLOR(color, "Color"); + + return type; +} + +BrightContrastNode::BrightContrastNode() : ShaderNode(get_node_type()) +{ +} + +void BrightContrastNode::constant_fold(const ConstantFolder &folder) +{ + if (folder.all_inputs_constant()) { + folder.make_constant(svm_brightness_contrast(color, bright, contrast)); + } +} + +void BrightContrastNode::compile(SVMCompiler &compiler) +{ + ShaderInput *color_in = input("Color"); + ShaderInput *bright_in = input("Bright"); + ShaderInput *contrast_in = input("Contrast"); + ShaderOutput *color_out = output("Color"); + + compiler.add_node(NODE_BRIGHTCONTRAST, + compiler.stack_assign(color_in), + compiler.stack_assign(color_out), + compiler.encode_uchar4(compiler.stack_assign(bright_in), + compiler.stack_assign(contrast_in))); +} + +void BrightContrastNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_brightness"); +} + +/* Separate RGB */ + +NODE_DEFINE(SeparateRGBNode) +{ + NodeType *type = NodeType::add("separate_rgb", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Image", zero_float3()); + + SOCKET_OUT_FLOAT(r, "R"); + SOCKET_OUT_FLOAT(g, "G"); + SOCKET_OUT_FLOAT(b, "B"); + + return type; +} + +SeparateRGBNode::SeparateRGBNode() : ShaderNode(get_node_type()) +{ +} + +void SeparateRGBNode::constant_fold(const ConstantFolder &folder) +{ + if (folder.all_inputs_constant()) { + for (int channel = 0; channel < 3; channel++) { + if (outputs[channel] == folder.output) { + folder.make_constant(color[channel]); + return; + } + } + } +} + +void SeparateRGBNode::compile(SVMCompiler &compiler) +{ + ShaderInput *color_in = input("Image"); + ShaderOutput *red_out = output("R"); + ShaderOutput *green_out = output("G"); + ShaderOutput *blue_out = output("B"); + + compiler.add_node( + NODE_SEPARATE_VECTOR, compiler.stack_assign(color_in), 0, compiler.stack_assign(red_out)); + + compiler.add_node( + NODE_SEPARATE_VECTOR, compiler.stack_assign(color_in), 1, compiler.stack_assign(green_out)); + + compiler.add_node( + NODE_SEPARATE_VECTOR, compiler.stack_assign(color_in), 2, compiler.stack_assign(blue_out)); +} + +void SeparateRGBNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_separate_rgb"); +} + +/* Separate XYZ */ + +NODE_DEFINE(SeparateXYZNode) +{ + NodeType *type = NodeType::add("separate_xyz", create, NodeType::SHADER); + + SOCKET_IN_COLOR(vector, "Vector", zero_float3()); + + SOCKET_OUT_FLOAT(x, "X"); + SOCKET_OUT_FLOAT(y, "Y"); + SOCKET_OUT_FLOAT(z, "Z"); + + return type; +} + +SeparateXYZNode::SeparateXYZNode() : ShaderNode(get_node_type()) +{ +} + +void SeparateXYZNode::constant_fold(const ConstantFolder &folder) +{ + if (folder.all_inputs_constant()) { + for (int channel = 0; channel < 3; channel++) { + if (outputs[channel] == folder.output) { + folder.make_constant(vector[channel]); + return; + } + } + } +} + +void SeparateXYZNode::compile(SVMCompiler &compiler) +{ + ShaderInput *vector_in = input("Vector"); + ShaderOutput *x_out = output("X"); + ShaderOutput *y_out = output("Y"); + ShaderOutput *z_out = output("Z"); + + compiler.add_node( + NODE_SEPARATE_VECTOR, compiler.stack_assign(vector_in), 0, compiler.stack_assign(x_out)); + + compiler.add_node( + NODE_SEPARATE_VECTOR, compiler.stack_assign(vector_in), 1, compiler.stack_assign(y_out)); + + compiler.add_node( + NODE_SEPARATE_VECTOR, compiler.stack_assign(vector_in), 2, compiler.stack_assign(z_out)); +} + +void SeparateXYZNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_separate_xyz"); +} + +/* Separate HSV */ + +NODE_DEFINE(SeparateHSVNode) +{ + NodeType *type = NodeType::add("separate_hsv", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", zero_float3()); + + SOCKET_OUT_FLOAT(h, "H"); + SOCKET_OUT_FLOAT(s, "S"); + SOCKET_OUT_FLOAT(v, "V"); + + return type; +} + +SeparateHSVNode::SeparateHSVNode() : ShaderNode(get_node_type()) +{ +} + +void SeparateHSVNode::constant_fold(const ConstantFolder &folder) +{ + if (folder.all_inputs_constant()) { + float3 hsv = rgb_to_hsv(color); + + for (int channel = 0; channel < 3; channel++) { + if (outputs[channel] == folder.output) { + folder.make_constant(hsv[channel]); + return; + } + } + } +} + +void SeparateHSVNode::compile(SVMCompiler &compiler) +{ + ShaderInput *color_in = input("Color"); + ShaderOutput *hue_out = output("H"); + ShaderOutput *saturation_out = output("S"); + ShaderOutput *value_out = output("V"); + + compiler.add_node(NODE_SEPARATE_HSV, + compiler.stack_assign(color_in), + compiler.stack_assign(hue_out), + compiler.stack_assign(saturation_out)); + compiler.add_node(NODE_SEPARATE_HSV, compiler.stack_assign(value_out)); +} + +void SeparateHSVNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_separate_hsv"); +} + +/* Hue Saturation Value */ + +NODE_DEFINE(HSVNode) +{ + NodeType *type = NodeType::add("hsv", create, NodeType::SHADER); + + SOCKET_IN_FLOAT(hue, "Hue", 0.5f); + SOCKET_IN_FLOAT(saturation, "Saturation", 1.0f); + SOCKET_IN_FLOAT(value, "Value", 1.0f); + SOCKET_IN_FLOAT(fac, "Fac", 1.0f); + SOCKET_IN_COLOR(color, "Color", zero_float3()); + + SOCKET_OUT_COLOR(color, "Color"); + + return type; +} + +HSVNode::HSVNode() : ShaderNode(get_node_type()) +{ +} + +void HSVNode::compile(SVMCompiler &compiler) +{ + ShaderInput *hue_in = input("Hue"); + ShaderInput *saturation_in = input("Saturation"); + ShaderInput *value_in = input("Value"); + ShaderInput *fac_in = input("Fac"); + ShaderInput *color_in = input("Color"); + ShaderOutput *color_out = output("Color"); + + compiler.add_node(NODE_HSV, + compiler.encode_uchar4(compiler.stack_assign(color_in), + compiler.stack_assign(fac_in), + compiler.stack_assign(color_out)), + compiler.encode_uchar4(compiler.stack_assign(hue_in), + compiler.stack_assign(saturation_in), + compiler.stack_assign(value_in))); +} + +void HSVNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_hsv"); +} + +/* Attribute */ + +NODE_DEFINE(AttributeNode) +{ + NodeType *type = NodeType::add("attribute", create, NodeType::SHADER); + + SOCKET_STRING(attribute, "Attribute", ustring()); + + SOCKET_OUT_COLOR(color, "Color"); + SOCKET_OUT_VECTOR(vector, "Vector"); + SOCKET_OUT_FLOAT(fac, "Fac"); + SOCKET_OUT_FLOAT(alpha, "Alpha"); + + return type; +} + +AttributeNode::AttributeNode() : ShaderNode(get_node_type()) +{ +} + +void AttributeNode::attributes(Shader *shader, AttributeRequestSet *attributes) +{ + ShaderOutput *color_out = output("Color"); + ShaderOutput *vector_out = output("Vector"); + ShaderOutput *fac_out = output("Fac"); + ShaderOutput *alpha_out = output("Alpha"); + + if (!color_out->links.empty() || !vector_out->links.empty() || !fac_out->links.empty() || + !alpha_out->links.empty()) { + attributes->add_standard(attribute); + } + + if (shader->has_volume) { + attributes->add(ATTR_STD_GENERATED_TRANSFORM); + } + + ShaderNode::attributes(shader, attributes); +} + +void AttributeNode::compile(SVMCompiler &compiler) +{ + ShaderOutput *color_out = output("Color"); + ShaderOutput *vector_out = output("Vector"); + ShaderOutput *fac_out = output("Fac"); + ShaderOutput *alpha_out = output("Alpha"); + ShaderNodeType attr_node = NODE_ATTR; + int attr = compiler.attribute_standard(attribute); + + if (bump == SHADER_BUMP_DX) + attr_node = NODE_ATTR_BUMP_DX; + else if (bump == SHADER_BUMP_DY) + attr_node = NODE_ATTR_BUMP_DY; + + if (!color_out->links.empty() || !vector_out->links.empty()) { + if (!color_out->links.empty()) { + compiler.add_node( + attr_node, attr, compiler.stack_assign(color_out), NODE_ATTR_OUTPUT_FLOAT3); + } + if (!vector_out->links.empty()) { + compiler.add_node( + attr_node, attr, compiler.stack_assign(vector_out), NODE_ATTR_OUTPUT_FLOAT3); + } + } + + if (!fac_out->links.empty()) { + compiler.add_node(attr_node, attr, compiler.stack_assign(fac_out), NODE_ATTR_OUTPUT_FLOAT); + } + + if (!alpha_out->links.empty()) { + compiler.add_node( + attr_node, attr, compiler.stack_assign(alpha_out), NODE_ATTR_OUTPUT_FLOAT_ALPHA); + } +} + +void AttributeNode::compile(OSLCompiler &compiler) +{ + if (bump == SHADER_BUMP_DX) + compiler.parameter("bump_offset", "dx"); + else if (bump == SHADER_BUMP_DY) + compiler.parameter("bump_offset", "dy"); + else + compiler.parameter("bump_offset", "center"); + + if (Attribute::name_standard(attribute.c_str()) != ATTR_STD_NONE) + compiler.parameter("name", (string("geom:") + attribute.c_str()).c_str()); + else + compiler.parameter("name", attribute.c_str()); + + compiler.add(this, "node_attribute"); +} + +/* Camera */ + +NODE_DEFINE(CameraNode) +{ + NodeType *type = NodeType::add("camera_info", create, NodeType::SHADER); + + SOCKET_OUT_VECTOR(view_vector, "View Vector"); + SOCKET_OUT_FLOAT(view_z_depth, "View Z Depth"); + SOCKET_OUT_FLOAT(view_distance, "View Distance"); + + return type; +} + +CameraNode::CameraNode() : ShaderNode(get_node_type()) +{ +} + +void CameraNode::compile(SVMCompiler &compiler) +{ + ShaderOutput *vector_out = output("View Vector"); + ShaderOutput *z_depth_out = output("View Z Depth"); + ShaderOutput *distance_out = output("View Distance"); + + compiler.add_node(NODE_CAMERA, + compiler.stack_assign(vector_out), + compiler.stack_assign(z_depth_out), + compiler.stack_assign(distance_out)); +} + +void CameraNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_camera"); +} + +/* Fresnel */ + +NODE_DEFINE(FresnelNode) +{ + NodeType *type = NodeType::add("fresnel", create, NodeType::SHADER); + + SOCKET_IN_NORMAL( + normal, "Normal", zero_float3(), SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL); + SOCKET_IN_FLOAT(IOR, "IOR", 1.45f); + + SOCKET_OUT_FLOAT(fac, "Fac"); + + return type; +} + +FresnelNode::FresnelNode() : ShaderNode(get_node_type()) +{ +} + +void FresnelNode::compile(SVMCompiler &compiler) +{ + ShaderInput *normal_in = input("Normal"); + ShaderInput *IOR_in = input("IOR"); + ShaderOutput *fac_out = output("Fac"); + + compiler.add_node(NODE_FRESNEL, + compiler.stack_assign(IOR_in), + __float_as_int(IOR), + compiler.encode_uchar4(compiler.stack_assign_if_linked(normal_in), + compiler.stack_assign(fac_out))); +} + +void FresnelNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_fresnel"); +} + +/* Layer Weight */ + +NODE_DEFINE(LayerWeightNode) +{ + NodeType *type = NodeType::add("layer_weight", create, NodeType::SHADER); + + SOCKET_IN_NORMAL( + normal, "Normal", zero_float3(), SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL); + SOCKET_IN_FLOAT(blend, "Blend", 0.5f); + + SOCKET_OUT_FLOAT(fresnel, "Fresnel"); + SOCKET_OUT_FLOAT(facing, "Facing"); + + return type; +} + +LayerWeightNode::LayerWeightNode() : ShaderNode(get_node_type()) +{ +} + +void LayerWeightNode::compile(SVMCompiler &compiler) +{ + ShaderInput *normal_in = input("Normal"); + ShaderInput *blend_in = input("Blend"); + ShaderOutput *fresnel_out = output("Fresnel"); + ShaderOutput *facing_out = output("Facing"); + + if (!fresnel_out->links.empty()) { + compiler.add_node(NODE_LAYER_WEIGHT, + compiler.stack_assign_if_linked(blend_in), + __float_as_int(blend), + compiler.encode_uchar4(NODE_LAYER_WEIGHT_FRESNEL, + compiler.stack_assign_if_linked(normal_in), + compiler.stack_assign(fresnel_out))); + } + + if (!facing_out->links.empty()) { + compiler.add_node(NODE_LAYER_WEIGHT, + compiler.stack_assign_if_linked(blend_in), + __float_as_int(blend), + compiler.encode_uchar4(NODE_LAYER_WEIGHT_FACING, + compiler.stack_assign_if_linked(normal_in), + compiler.stack_assign(facing_out))); + } +} + +void LayerWeightNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_layer_weight"); +} + +/* Wireframe */ + +NODE_DEFINE(WireframeNode) +{ + NodeType *type = NodeType::add("wireframe", create, NodeType::SHADER); + + SOCKET_BOOLEAN(use_pixel_size, "Use Pixel Size", false); + SOCKET_IN_FLOAT(size, "Size", 0.01f); + SOCKET_OUT_FLOAT(fac, "Fac"); + + return type; +} + +WireframeNode::WireframeNode() : ShaderNode(get_node_type()) +{ +} + +void WireframeNode::compile(SVMCompiler &compiler) +{ + ShaderInput *size_in = input("Size"); + ShaderOutput *fac_out = output("Fac"); + NodeBumpOffset bump_offset = NODE_BUMP_OFFSET_CENTER; + if (bump == SHADER_BUMP_DX) { + bump_offset = NODE_BUMP_OFFSET_DX; + } + else if (bump == SHADER_BUMP_DY) { + bump_offset = NODE_BUMP_OFFSET_DY; + } + compiler.add_node(NODE_WIREFRAME, + compiler.stack_assign(size_in), + compiler.stack_assign(fac_out), + compiler.encode_uchar4(use_pixel_size, bump_offset, 0, 0)); +} + +void WireframeNode::compile(OSLCompiler &compiler) +{ + if (bump == SHADER_BUMP_DX) { + compiler.parameter("bump_offset", "dx"); + } + else if (bump == SHADER_BUMP_DY) { + compiler.parameter("bump_offset", "dy"); + } + else { + compiler.parameter("bump_offset", "center"); + } + compiler.parameter(this, "use_pixel_size"); + compiler.add(this, "node_wireframe"); +} + +/* Wavelength */ + +NODE_DEFINE(WavelengthNode) +{ + NodeType *type = NodeType::add("wavelength", create, NodeType::SHADER); + + SOCKET_IN_FLOAT(wavelength, "Wavelength", 500.0f); + SOCKET_OUT_COLOR(color, "Color"); + + return type; +} + +WavelengthNode::WavelengthNode() : ShaderNode(get_node_type()) +{ +} + +void WavelengthNode::compile(SVMCompiler &compiler) +{ + ShaderInput *wavelength_in = input("Wavelength"); + ShaderOutput *color_out = output("Color"); + + compiler.add_node( + NODE_WAVELENGTH, compiler.stack_assign(wavelength_in), compiler.stack_assign(color_out)); +} + +void WavelengthNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_wavelength"); +} + +/* Blackbody */ + +NODE_DEFINE(BlackbodyNode) +{ + NodeType *type = NodeType::add("blackbody", create, NodeType::SHADER); + + SOCKET_IN_FLOAT(temperature, "Temperature", 1200.0f); + SOCKET_OUT_COLOR(color, "Color"); + + return type; +} + +BlackbodyNode::BlackbodyNode() : ShaderNode(get_node_type()) +{ +} + +void BlackbodyNode::constant_fold(const ConstantFolder &folder) +{ + if (folder.all_inputs_constant()) { + folder.make_constant(svm_math_blackbody_color(temperature)); + } +} + +void BlackbodyNode::compile(SVMCompiler &compiler) +{ + ShaderInput *temperature_in = input("Temperature"); + ShaderOutput *color_out = output("Color"); + + compiler.add_node( + NODE_BLACKBODY, compiler.stack_assign(temperature_in), compiler.stack_assign(color_out)); +} + +void BlackbodyNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_blackbody"); +} + +/* Output */ + +NODE_DEFINE(OutputNode) +{ + NodeType *type = NodeType::add("output", create, NodeType::SHADER); + + SOCKET_IN_CLOSURE(surface, "Surface"); + SOCKET_IN_CLOSURE(volume, "Volume"); + SOCKET_IN_VECTOR(displacement, "Displacement", zero_float3()); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3()); + + return type; +} + +OutputNode::OutputNode() : ShaderNode(get_node_type()) +{ + special_type = SHADER_SPECIAL_TYPE_OUTPUT; +} + +void OutputNode::compile(SVMCompiler &compiler) +{ + if (compiler.output_type() == SHADER_TYPE_DISPLACEMENT) { + ShaderInput *displacement_in = input("Displacement"); + + if (displacement_in->link) { + compiler.add_node(NODE_SET_DISPLACEMENT, compiler.stack_assign(displacement_in)); + } + } +} + +void OutputNode::compile(OSLCompiler &compiler) +{ + if (compiler.output_type() == SHADER_TYPE_SURFACE) + compiler.add(this, "node_output_surface"); + else if (compiler.output_type() == SHADER_TYPE_VOLUME) + compiler.add(this, "node_output_volume"); + else if (compiler.output_type() == SHADER_TYPE_DISPLACEMENT) + compiler.add(this, "node_output_displacement"); +} + +/* Map Range Node */ + +NODE_DEFINE(MapRangeNode) +{ + NodeType *type = NodeType::add("map_range", create, NodeType::SHADER); + + static NodeEnum type_enum; + type_enum.insert("linear", NODE_MAP_RANGE_LINEAR); + type_enum.insert("stepped", NODE_MAP_RANGE_STEPPED); + type_enum.insert("smoothstep", NODE_MAP_RANGE_SMOOTHSTEP); + type_enum.insert("smootherstep", NODE_MAP_RANGE_SMOOTHERSTEP); + SOCKET_ENUM(range_type, "Type", type_enum, NODE_MAP_RANGE_LINEAR); + + SOCKET_IN_FLOAT(value, "Value", 1.0f); + SOCKET_IN_FLOAT(from_min, "From Min", 0.0f); + SOCKET_IN_FLOAT(from_max, "From Max", 1.0f); + SOCKET_IN_FLOAT(to_min, "To Min", 0.0f); + SOCKET_IN_FLOAT(to_max, "To Max", 1.0f); + SOCKET_IN_FLOAT(steps, "Steps", 4.0f); + SOCKET_IN_BOOLEAN(clamp, "Clamp", false); + + SOCKET_OUT_FLOAT(result, "Result"); + + return type; +} + +MapRangeNode::MapRangeNode() : ShaderNode(get_node_type()) +{ +} + +void MapRangeNode::expand(ShaderGraph *graph) +{ + if (clamp) { + ShaderOutput *result_out = output("Result"); + if (!result_out->links.empty()) { + ClampNode *clamp_node = graph->create_node(); + clamp_node->set_clamp_type(NODE_CLAMP_RANGE); + graph->add(clamp_node); + graph->relink(result_out, clamp_node->output("Result")); + graph->connect(result_out, clamp_node->input("Value")); + if (input("To Min")->link) { + graph->connect(input("To Min")->link, clamp_node->input("Min")); + } + else { + clamp_node->set_min(to_min); + } + if (input("To Max")->link) { + graph->connect(input("To Max")->link, clamp_node->input("Max")); + } + else { + clamp_node->set_max(to_max); + } + } + } +} + +void MapRangeNode::compile(SVMCompiler &compiler) +{ + ShaderInput *value_in = input("Value"); + ShaderInput *from_min_in = input("From Min"); + ShaderInput *from_max_in = input("From Max"); + ShaderInput *to_min_in = input("To Min"); + ShaderInput *to_max_in = input("To Max"); + ShaderInput *steps_in = input("Steps"); + ShaderOutput *result_out = output("Result"); + + int value_stack_offset = compiler.stack_assign(value_in); + int from_min_stack_offset = compiler.stack_assign_if_linked(from_min_in); + int from_max_stack_offset = compiler.stack_assign_if_linked(from_max_in); + int to_min_stack_offset = compiler.stack_assign_if_linked(to_min_in); + int to_max_stack_offset = compiler.stack_assign_if_linked(to_max_in); + int steps_stack_offset = compiler.stack_assign(steps_in); + int result_stack_offset = compiler.stack_assign(result_out); + + compiler.add_node( + NODE_MAP_RANGE, + value_stack_offset, + compiler.encode_uchar4( + from_min_stack_offset, from_max_stack_offset, to_min_stack_offset, to_max_stack_offset), + compiler.encode_uchar4(range_type, steps_stack_offset, result_stack_offset)); + + compiler.add_node(__float_as_int(from_min), + __float_as_int(from_max), + __float_as_int(to_min), + __float_as_int(to_max)); + compiler.add_node(__float_as_int(steps)); +} + +void MapRangeNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "range_type"); + compiler.add(this, "node_map_range"); +} + +/* Clamp Node */ + +NODE_DEFINE(ClampNode) +{ + NodeType *type = NodeType::add("clamp", create, NodeType::SHADER); + + static NodeEnum type_enum; + type_enum.insert("minmax", NODE_CLAMP_MINMAX); + type_enum.insert("range", NODE_CLAMP_RANGE); + SOCKET_ENUM(clamp_type, "Type", type_enum, NODE_CLAMP_MINMAX); + + SOCKET_IN_FLOAT(value, "Value", 1.0f); + SOCKET_IN_FLOAT(min, "Min", 0.0f); + SOCKET_IN_FLOAT(max, "Max", 1.0f); + + SOCKET_OUT_FLOAT(result, "Result"); + + return type; +} + +ClampNode::ClampNode() : ShaderNode(get_node_type()) +{ +} + +void ClampNode::constant_fold(const ConstantFolder &folder) +{ + if (folder.all_inputs_constant()) { + if (clamp_type == NODE_CLAMP_RANGE && (min > max)) { + folder.make_constant(clamp(value, max, min)); + } + else { + folder.make_constant(clamp(value, min, max)); + } + } +} + +void ClampNode::compile(SVMCompiler &compiler) +{ + ShaderInput *value_in = input("Value"); + ShaderInput *min_in = input("Min"); + ShaderInput *max_in = input("Max"); + ShaderOutput *result_out = output("Result"); + + int value_stack_offset = compiler.stack_assign(value_in); + int min_stack_offset = compiler.stack_assign(min_in); + int max_stack_offset = compiler.stack_assign(max_in); + int result_stack_offset = compiler.stack_assign(result_out); + + compiler.add_node(NODE_CLAMP, + value_stack_offset, + compiler.encode_uchar4(min_stack_offset, max_stack_offset, clamp_type), + result_stack_offset); + compiler.add_node(__float_as_int(min), __float_as_int(max)); +} + +void ClampNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "clamp_type"); + compiler.add(this, "node_clamp"); +} + +/* AOV Output */ + +NODE_DEFINE(OutputAOVNode) +{ + NodeType *type = NodeType::add("aov_output", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", zero_float3()); + SOCKET_IN_FLOAT(value, "Value", 0.0f); + + SOCKET_STRING(name, "AOV Name", ustring("")); + + return type; +} + +OutputAOVNode::OutputAOVNode() : ShaderNode(get_node_type()) +{ + special_type = SHADER_SPECIAL_TYPE_OUTPUT_AOV; + offset = -1; +} + +void OutputAOVNode::simplify_settings(Scene *scene) +{ + offset = scene->film->get_aov_offset(scene, name.string(), is_color); + if (offset == -1) { + offset = scene->film->get_aov_offset(scene, name.string(), is_color); + } + + if (offset == -1 || is_color) { + input("Value")->disconnect(); + } + if (offset == -1 || !is_color) { + input("Color")->disconnect(); + } +} + +void OutputAOVNode::compile(SVMCompiler &compiler) +{ + assert(offset >= 0); + + if (is_color) { + compiler.add_node(NODE_AOV_COLOR, compiler.stack_assign(input("Color")), offset); + } + else { + compiler.add_node(NODE_AOV_VALUE, compiler.stack_assign(input("Value")), offset); + } +} + +void OutputAOVNode::compile(OSLCompiler & /*compiler*/) +{ + /* TODO */ +} + +/* Math */ + +NODE_DEFINE(MathNode) +{ + NodeType *type = NodeType::add("math", create, NodeType::SHADER); + + static NodeEnum type_enum; + type_enum.insert("add", NODE_MATH_ADD); + type_enum.insert("subtract", NODE_MATH_SUBTRACT); + type_enum.insert("multiply", NODE_MATH_MULTIPLY); + type_enum.insert("divide", NODE_MATH_DIVIDE); + type_enum.insert("multiply_add", NODE_MATH_MULTIPLY_ADD); + type_enum.insert("sine", NODE_MATH_SINE); + type_enum.insert("cosine", NODE_MATH_COSINE); + type_enum.insert("tangent", NODE_MATH_TANGENT); + type_enum.insert("sinh", NODE_MATH_SINH); + type_enum.insert("cosh", NODE_MATH_COSH); + type_enum.insert("tanh", NODE_MATH_TANH); + type_enum.insert("arcsine", NODE_MATH_ARCSINE); + type_enum.insert("arccosine", NODE_MATH_ARCCOSINE); + type_enum.insert("arctangent", NODE_MATH_ARCTANGENT); + type_enum.insert("power", NODE_MATH_POWER); + type_enum.insert("logarithm", NODE_MATH_LOGARITHM); + type_enum.insert("minimum", NODE_MATH_MINIMUM); + type_enum.insert("maximum", NODE_MATH_MAXIMUM); + type_enum.insert("round", NODE_MATH_ROUND); + type_enum.insert("less_than", NODE_MATH_LESS_THAN); + type_enum.insert("greater_than", NODE_MATH_GREATER_THAN); + type_enum.insert("modulo", NODE_MATH_MODULO); + type_enum.insert("absolute", NODE_MATH_ABSOLUTE); + type_enum.insert("arctan2", NODE_MATH_ARCTAN2); + type_enum.insert("floor", NODE_MATH_FLOOR); + type_enum.insert("ceil", NODE_MATH_CEIL); + type_enum.insert("fraction", NODE_MATH_FRACTION); + type_enum.insert("trunc", NODE_MATH_TRUNC); + type_enum.insert("snap", NODE_MATH_SNAP); + type_enum.insert("wrap", NODE_MATH_WRAP); + type_enum.insert("pingpong", NODE_MATH_PINGPONG); + type_enum.insert("sqrt", NODE_MATH_SQRT); + type_enum.insert("inversesqrt", NODE_MATH_INV_SQRT); + type_enum.insert("sign", NODE_MATH_SIGN); + type_enum.insert("exponent", NODE_MATH_EXPONENT); + type_enum.insert("radians", NODE_MATH_RADIANS); + type_enum.insert("degrees", NODE_MATH_DEGREES); + type_enum.insert("smoothmin", NODE_MATH_SMOOTH_MIN); + type_enum.insert("smoothmax", NODE_MATH_SMOOTH_MAX); + type_enum.insert("compare", NODE_MATH_COMPARE); + SOCKET_ENUM(math_type, "Type", type_enum, NODE_MATH_ADD); + + SOCKET_BOOLEAN(use_clamp, "Use Clamp", false); + + SOCKET_IN_FLOAT(value1, "Value1", 0.5f); + SOCKET_IN_FLOAT(value2, "Value2", 0.5f); + SOCKET_IN_FLOAT(value3, "Value3", 0.0f); + + SOCKET_OUT_FLOAT(value, "Value"); + + return type; +} + +MathNode::MathNode() : ShaderNode(get_node_type()) +{ +} + +void MathNode::expand(ShaderGraph *graph) +{ + if (use_clamp) { + ShaderOutput *result_out = output("Value"); + if (!result_out->links.empty()) { + ClampNode *clamp_node = graph->create_node(); + clamp_node->set_clamp_type(NODE_CLAMP_MINMAX); + clamp_node->set_min(0.0f); + clamp_node->set_max(1.0f); + graph->add(clamp_node); + graph->relink(result_out, clamp_node->output("Result")); + graph->connect(result_out, clamp_node->input("Value")); + } + } +} + +void MathNode::constant_fold(const ConstantFolder &folder) +{ + if (folder.all_inputs_constant()) { + folder.make_constant(svm_math(math_type, value1, value2, value3)); + } + else { + folder.fold_math(math_type); + } +} + +void MathNode::compile(SVMCompiler &compiler) +{ + ShaderInput *value1_in = input("Value1"); + ShaderInput *value2_in = input("Value2"); + ShaderInput *value3_in = input("Value3"); + ShaderOutput *value_out = output("Value"); + + int value1_stack_offset = compiler.stack_assign(value1_in); + int value2_stack_offset = compiler.stack_assign(value2_in); + int value3_stack_offset = compiler.stack_assign(value3_in); + int value_stack_offset = compiler.stack_assign(value_out); + + compiler.add_node( + NODE_MATH, + math_type, + compiler.encode_uchar4(value1_stack_offset, value2_stack_offset, value3_stack_offset), + value_stack_offset); +} + +void MathNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "math_type"); + compiler.add(this, "node_math"); +} + +/* VectorMath */ + +NODE_DEFINE(VectorMathNode) +{ + NodeType *type = NodeType::add("vector_math", create, NodeType::SHADER); + + static NodeEnum type_enum; + type_enum.insert("add", NODE_VECTOR_MATH_ADD); + type_enum.insert("subtract", NODE_VECTOR_MATH_SUBTRACT); + type_enum.insert("multiply", NODE_VECTOR_MATH_MULTIPLY); + type_enum.insert("divide", NODE_VECTOR_MATH_DIVIDE); + + type_enum.insert("cross_product", NODE_VECTOR_MATH_CROSS_PRODUCT); + type_enum.insert("project", NODE_VECTOR_MATH_PROJECT); + type_enum.insert("reflect", NODE_VECTOR_MATH_REFLECT); + type_enum.insert("refract", NODE_VECTOR_MATH_REFRACT); + type_enum.insert("faceforward", NODE_VECTOR_MATH_FACEFORWARD); + type_enum.insert("multiply_add", NODE_VECTOR_MATH_MULTIPLY_ADD); + + type_enum.insert("dot_product", NODE_VECTOR_MATH_DOT_PRODUCT); + + type_enum.insert("distance", NODE_VECTOR_MATH_DISTANCE); + type_enum.insert("length", NODE_VECTOR_MATH_LENGTH); + type_enum.insert("scale", NODE_VECTOR_MATH_SCALE); + type_enum.insert("normalize", NODE_VECTOR_MATH_NORMALIZE); + + type_enum.insert("snap", NODE_VECTOR_MATH_SNAP); + type_enum.insert("floor", NODE_VECTOR_MATH_FLOOR); + type_enum.insert("ceil", NODE_VECTOR_MATH_CEIL); + type_enum.insert("modulo", NODE_VECTOR_MATH_MODULO); + type_enum.insert("wrap", NODE_VECTOR_MATH_WRAP); + type_enum.insert("fraction", NODE_VECTOR_MATH_FRACTION); + type_enum.insert("absolute", NODE_VECTOR_MATH_ABSOLUTE); + type_enum.insert("minimum", NODE_VECTOR_MATH_MINIMUM); + type_enum.insert("maximum", NODE_VECTOR_MATH_MAXIMUM); + + type_enum.insert("sine", NODE_VECTOR_MATH_SINE); + type_enum.insert("cosine", NODE_VECTOR_MATH_COSINE); + type_enum.insert("tangent", NODE_VECTOR_MATH_TANGENT); + SOCKET_ENUM(math_type, "Type", type_enum, NODE_VECTOR_MATH_ADD); + + SOCKET_IN_VECTOR(vector1, "Vector1", zero_float3()); + SOCKET_IN_VECTOR(vector2, "Vector2", zero_float3()); + SOCKET_IN_VECTOR(vector3, "Vector3", zero_float3()); + SOCKET_IN_FLOAT(scale, "Scale", 1.0f); + + SOCKET_OUT_FLOAT(value, "Value"); + SOCKET_OUT_VECTOR(vector, "Vector"); + + return type; +} + +VectorMathNode::VectorMathNode() : ShaderNode(get_node_type()) +{ +} + +void VectorMathNode::constant_fold(const ConstantFolder &folder) +{ + float value = 0.0f; + float3 vector = zero_float3(); + + if (folder.all_inputs_constant()) { + svm_vector_math(&value, &vector, math_type, vector1, vector2, vector3, scale); + if (folder.output == output("Value")) { + folder.make_constant(value); + } + else if (folder.output == output("Vector")) { + folder.make_constant(vector); + } + } + else { + folder.fold_vector_math(math_type); + } +} + +void VectorMathNode::compile(SVMCompiler &compiler) +{ + ShaderInput *vector1_in = input("Vector1"); + ShaderInput *vector2_in = input("Vector2"); + ShaderInput *param1_in = input("Scale"); + ShaderOutput *value_out = output("Value"); + ShaderOutput *vector_out = output("Vector"); + + int vector1_stack_offset = compiler.stack_assign(vector1_in); + int vector2_stack_offset = compiler.stack_assign(vector2_in); + int param1_stack_offset = compiler.stack_assign(param1_in); + int value_stack_offset = compiler.stack_assign_if_linked(value_out); + int vector_stack_offset = compiler.stack_assign_if_linked(vector_out); + + /* 3 Vector Operators */ + if (math_type == NODE_VECTOR_MATH_WRAP || math_type == NODE_VECTOR_MATH_FACEFORWARD || + math_type == NODE_VECTOR_MATH_MULTIPLY_ADD) { + ShaderInput *vector3_in = input("Vector3"); + int vector3_stack_offset = compiler.stack_assign(vector3_in); + compiler.add_node( + NODE_VECTOR_MATH, + math_type, + compiler.encode_uchar4(vector1_stack_offset, vector2_stack_offset, param1_stack_offset), + compiler.encode_uchar4(value_stack_offset, vector_stack_offset)); + compiler.add_node(vector3_stack_offset); + } + else { + compiler.add_node( + NODE_VECTOR_MATH, + math_type, + compiler.encode_uchar4(vector1_stack_offset, vector2_stack_offset, param1_stack_offset), + compiler.encode_uchar4(value_stack_offset, vector_stack_offset)); + } +} + +void VectorMathNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "math_type"); + compiler.add(this, "node_vector_math"); +} + +/* Vector Rotate */ + +NODE_DEFINE(VectorRotateNode) +{ + NodeType *type = NodeType::add("vector_rotate", create, NodeType::SHADER); + + static NodeEnum type_enum; + type_enum.insert("axis", NODE_VECTOR_ROTATE_TYPE_AXIS); + type_enum.insert("x_axis", NODE_VECTOR_ROTATE_TYPE_AXIS_X); + type_enum.insert("y_axis", NODE_VECTOR_ROTATE_TYPE_AXIS_Y); + type_enum.insert("z_axis", NODE_VECTOR_ROTATE_TYPE_AXIS_Z); + type_enum.insert("euler_xyz", NODE_VECTOR_ROTATE_TYPE_EULER_XYZ); + SOCKET_ENUM(rotate_type, "Type", type_enum, NODE_VECTOR_ROTATE_TYPE_AXIS); + + SOCKET_BOOLEAN(invert, "Invert", false); + + SOCKET_IN_VECTOR(vector, "Vector", zero_float3()); + SOCKET_IN_POINT(rotation, "Rotation", zero_float3()); + SOCKET_IN_POINT(center, "Center", zero_float3()); + SOCKET_IN_VECTOR(axis, "Axis", make_float3(0.0f, 0.0f, 1.0f)); + SOCKET_IN_FLOAT(angle, "Angle", 0.0f); + SOCKET_OUT_VECTOR(vector, "Vector"); + + return type; +} + +VectorRotateNode::VectorRotateNode() : ShaderNode(get_node_type()) +{ +} + +void VectorRotateNode::compile(SVMCompiler &compiler) +{ + ShaderInput *vector_in = input("Vector"); + ShaderInput *rotation_in = input("Rotation"); + ShaderInput *center_in = input("Center"); + ShaderInput *axis_in = input("Axis"); + ShaderInput *angle_in = input("Angle"); + ShaderOutput *vector_out = output("Vector"); + + compiler.add_node(NODE_VECTOR_ROTATE, + compiler.encode_uchar4(rotate_type, + compiler.stack_assign(vector_in), + compiler.stack_assign(rotation_in), + invert), + compiler.encode_uchar4(compiler.stack_assign(center_in), + compiler.stack_assign(axis_in), + compiler.stack_assign(angle_in)), + compiler.stack_assign(vector_out)); +} + +void VectorRotateNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "rotate_type"); + compiler.parameter(this, "invert"); + compiler.add(this, "node_vector_rotate"); +} + +/* VectorTransform */ + +NODE_DEFINE(VectorTransformNode) +{ + NodeType *type = NodeType::add("vector_transform", create, NodeType::SHADER); + + static NodeEnum type_enum; + type_enum.insert("vector", NODE_VECTOR_TRANSFORM_TYPE_VECTOR); + type_enum.insert("point", NODE_VECTOR_TRANSFORM_TYPE_POINT); + type_enum.insert("normal", NODE_VECTOR_TRANSFORM_TYPE_NORMAL); + SOCKET_ENUM(transform_type, "Type", type_enum, NODE_VECTOR_TRANSFORM_TYPE_VECTOR); + + static NodeEnum space_enum; + space_enum.insert("world", NODE_VECTOR_TRANSFORM_CONVERT_SPACE_WORLD); + space_enum.insert("object", NODE_VECTOR_TRANSFORM_CONVERT_SPACE_OBJECT); + space_enum.insert("camera", NODE_VECTOR_TRANSFORM_CONVERT_SPACE_CAMERA); + SOCKET_ENUM(convert_from, "Convert From", space_enum, NODE_VECTOR_TRANSFORM_CONVERT_SPACE_WORLD); + SOCKET_ENUM(convert_to, "Convert To", space_enum, NODE_VECTOR_TRANSFORM_CONVERT_SPACE_OBJECT); + + SOCKET_IN_VECTOR(vector, "Vector", zero_float3()); + SOCKET_OUT_VECTOR(vector, "Vector"); + + return type; +} + +VectorTransformNode::VectorTransformNode() : ShaderNode(get_node_type()) +{ +} + +void VectorTransformNode::compile(SVMCompiler &compiler) +{ + ShaderInput *vector_in = input("Vector"); + ShaderOutput *vector_out = output("Vector"); + + compiler.add_node( + NODE_VECTOR_TRANSFORM, + compiler.encode_uchar4(transform_type, convert_from, convert_to), + compiler.encode_uchar4(compiler.stack_assign(vector_in), compiler.stack_assign(vector_out))); +} + +void VectorTransformNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "transform_type"); + compiler.parameter(this, "convert_from"); + compiler.parameter(this, "convert_to"); + compiler.add(this, "node_vector_transform"); +} + +/* BumpNode */ + +NODE_DEFINE(BumpNode) +{ + NodeType *type = NodeType::add("bump", create, NodeType::SHADER); + + SOCKET_BOOLEAN(invert, "Invert", false); + SOCKET_BOOLEAN(use_object_space, "UseObjectSpace", false); + + /* this input is used by the user, but after graph transform it is no longer + * used and moved to sampler center/x/y instead */ + SOCKET_IN_FLOAT(height, "Height", 1.0f); + + SOCKET_IN_FLOAT(sample_center, "SampleCenter", 0.0f); + SOCKET_IN_FLOAT(sample_x, "SampleX", 0.0f); + SOCKET_IN_FLOAT(sample_y, "SampleY", 0.0f); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); + SOCKET_IN_FLOAT(strength, "Strength", 1.0f); + SOCKET_IN_FLOAT(distance, "Distance", 0.1f); + + SOCKET_OUT_NORMAL(normal, "Normal"); + + return type; +} + +BumpNode::BumpNode() : ShaderNode(get_node_type()) +{ + special_type = SHADER_SPECIAL_TYPE_BUMP; +} + +void BumpNode::compile(SVMCompiler &compiler) +{ + ShaderInput *center_in = input("SampleCenter"); + ShaderInput *dx_in = input("SampleX"); + ShaderInput *dy_in = input("SampleY"); + ShaderInput *normal_in = input("Normal"); + ShaderInput *strength_in = input("Strength"); + ShaderInput *distance_in = input("Distance"); + ShaderOutput *normal_out = output("Normal"); + + /* pack all parameters in the node */ + compiler.add_node(NODE_SET_BUMP, + compiler.encode_uchar4(compiler.stack_assign_if_linked(normal_in), + compiler.stack_assign(distance_in), + invert, + use_object_space), + compiler.encode_uchar4(compiler.stack_assign(center_in), + compiler.stack_assign(dx_in), + compiler.stack_assign(dy_in), + compiler.stack_assign(strength_in)), + compiler.stack_assign(normal_out)); +} + +void BumpNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "invert"); + compiler.parameter(this, "use_object_space"); + compiler.add(this, "node_bump"); +} + +void BumpNode::constant_fold(const ConstantFolder &folder) +{ + ShaderInput *height_in = input("Height"); + ShaderInput *normal_in = input("Normal"); + + if (height_in->link == NULL) { + if (normal_in->link == NULL) { + GeometryNode *geom = folder.graph->create_node(); + folder.graph->add(geom); + folder.bypass(geom->output("Normal")); + } + else { + folder.bypass(normal_in->link); + } + } + + /* TODO(sergey): Ignore bump with zero strength. */ +} + +/* Curves node */ + +CurvesNode::CurvesNode(const NodeType *node_type) : ShaderNode(node_type) +{ +} + +void CurvesNode::constant_fold(const ConstantFolder &folder, ShaderInput *value_in) +{ + ShaderInput *fac_in = input("Fac"); + + /* evaluate fully constant node */ + if (folder.all_inputs_constant()) { + if (curves.size() == 0) { + return; + } + + float3 pos = (value - make_float3(min_x, min_x, min_x)) / (max_x - min_x); + float3 result; + + result[0] = rgb_ramp_lookup(curves.data(), pos[0], true, true, curves.size()).x; + result[1] = rgb_ramp_lookup(curves.data(), pos[1], true, true, curves.size()).y; + result[2] = rgb_ramp_lookup(curves.data(), pos[2], true, true, curves.size()).z; + + folder.make_constant(interp(value, result, fac)); + } + /* remove no-op node */ + else if (!fac_in->link && fac == 0.0f) { + /* link is not null because otherwise all inputs are constant */ + folder.bypass(value_in->link); + } +} + +void CurvesNode::compile(SVMCompiler &compiler, + int type, + ShaderInput *value_in, + ShaderOutput *value_out) +{ + if (curves.size() == 0) + return; + + ShaderInput *fac_in = input("Fac"); + + compiler.add_node(type, + compiler.encode_uchar4(compiler.stack_assign(fac_in), + compiler.stack_assign(value_in), + compiler.stack_assign(value_out)), + __float_as_int(min_x), + __float_as_int(max_x)); + + compiler.add_node(curves.size()); + for (int i = 0; i < curves.size(); i++) + compiler.add_node(float3_to_float4(curves[i])); +} + +void CurvesNode::compile(OSLCompiler &compiler, const char *name) +{ + if (curves.size() == 0) + return; + + compiler.parameter_color_array("ramp", curves); + compiler.parameter(this, "min_x"); + compiler.parameter(this, "max_x"); + compiler.add(this, name); +} + +void CurvesNode::compile(SVMCompiler & /*compiler*/) +{ + assert(0); +} + +void CurvesNode::compile(OSLCompiler & /*compiler*/) +{ + assert(0); +} + +/* RGBCurvesNode */ + +NODE_DEFINE(RGBCurvesNode) +{ + NodeType *type = NodeType::add("rgb_curves", create, NodeType::SHADER); + + SOCKET_COLOR_ARRAY(curves, "Curves", array()); + SOCKET_FLOAT(min_x, "Min X", 0.0f); + SOCKET_FLOAT(max_x, "Max X", 1.0f); + + SOCKET_IN_FLOAT(fac, "Fac", 0.0f); + SOCKET_IN_COLOR(value, "Color", zero_float3()); + + SOCKET_OUT_COLOR(value, "Color"); + + return type; +} + +RGBCurvesNode::RGBCurvesNode() : CurvesNode(get_node_type()) +{ +} + +void RGBCurvesNode::constant_fold(const ConstantFolder &folder) +{ + CurvesNode::constant_fold(folder, input("Color")); +} + +void RGBCurvesNode::compile(SVMCompiler &compiler) +{ + CurvesNode::compile(compiler, NODE_RGB_CURVES, input("Color"), output("Color")); +} + +void RGBCurvesNode::compile(OSLCompiler &compiler) +{ + CurvesNode::compile(compiler, "node_rgb_curves"); +} + +/* VectorCurvesNode */ + +NODE_DEFINE(VectorCurvesNode) +{ + NodeType *type = NodeType::add("vector_curves", create, NodeType::SHADER); + + SOCKET_VECTOR_ARRAY(curves, "Curves", array()); + SOCKET_FLOAT(min_x, "Min X", 0.0f); + SOCKET_FLOAT(max_x, "Max X", 1.0f); + + SOCKET_IN_FLOAT(fac, "Fac", 0.0f); + SOCKET_IN_VECTOR(value, "Vector", zero_float3()); + + SOCKET_OUT_VECTOR(value, "Vector"); + + return type; +} + +VectorCurvesNode::VectorCurvesNode() : CurvesNode(get_node_type()) +{ +} + +void VectorCurvesNode::constant_fold(const ConstantFolder &folder) +{ + CurvesNode::constant_fold(folder, input("Vector")); +} + +void VectorCurvesNode::compile(SVMCompiler &compiler) +{ + CurvesNode::compile(compiler, NODE_VECTOR_CURVES, input("Vector"), output("Vector")); +} + +void VectorCurvesNode::compile(OSLCompiler &compiler) +{ + CurvesNode::compile(compiler, "node_vector_curves"); +} + +/* FloatCurveNode */ + +NODE_DEFINE(FloatCurveNode) +{ + NodeType *type = NodeType::add("float_curve", create, NodeType::SHADER); + + SOCKET_FLOAT_ARRAY(curve, "Curve", array()); + SOCKET_FLOAT(min_x, "Min X", 0.0f); + SOCKET_FLOAT(max_x, "Max X", 1.0f); + + SOCKET_IN_FLOAT(fac, "Factor", 0.0f); + SOCKET_IN_FLOAT(value, "Value", 0.0f); + + SOCKET_OUT_FLOAT(value, "Value"); + + return type; +} + +FloatCurveNode::FloatCurveNode() : ShaderNode(get_node_type()) +{ +} + +void FloatCurveNode::constant_fold(const ConstantFolder &folder) +{ + ShaderInput *value_in = input("Value"); + ShaderInput *fac_in = input("Factor"); + + /* evaluate fully constant node */ + if (folder.all_inputs_constant()) { + if (curve.size() == 0) { + return; + } + + float pos = (value - min_x) / (max_x - min_x); + float result = float_ramp_lookup(curve.data(), pos, true, true, curve.size()); + + folder.make_constant(value + fac * (result - value)); + } + /* remove no-op node */ + else if (!fac_in->link && fac == 0.0f) { + /* link is not null because otherwise all inputs are constant */ + folder.bypass(value_in->link); + } +} + +void FloatCurveNode::compile(SVMCompiler &compiler) +{ + if (curve.size() == 0) + return; + + ShaderInput *value_in = input("Value"); + ShaderInput *fac_in = input("Factor"); + ShaderOutput *value_out = output("Value"); + + compiler.add_node(NODE_FLOAT_CURVE, + compiler.encode_uchar4(compiler.stack_assign(fac_in), + compiler.stack_assign(value_in), + compiler.stack_assign(value_out)), + __float_as_int(min_x), + __float_as_int(max_x)); + + compiler.add_node(curve.size()); + for (int i = 0; i < curve.size(); i++) + compiler.add_node(make_float4(curve[i])); +} + +void FloatCurveNode::compile(OSLCompiler &compiler) +{ + if (curve.size() == 0) + return; + + compiler.parameter_array("ramp", curve.data(), curve.size()); + compiler.parameter(this, "min_x"); + compiler.parameter(this, "max_x"); + compiler.add(this, "node_float_curve"); +} + +/* RGBRampNode */ + +NODE_DEFINE(RGBRampNode) +{ + NodeType *type = NodeType::add("rgb_ramp", create, NodeType::SHADER); + + SOCKET_COLOR_ARRAY(ramp, "Ramp", array()); + SOCKET_FLOAT_ARRAY(ramp_alpha, "Ramp Alpha", array()); + SOCKET_BOOLEAN(interpolate, "Interpolate", true); + + SOCKET_IN_FLOAT(fac, "Fac", 0.0f); + + SOCKET_OUT_COLOR(color, "Color"); + SOCKET_OUT_FLOAT(alpha, "Alpha"); + + return type; +} + +RGBRampNode::RGBRampNode() : ShaderNode(get_node_type()) +{ +} + +void RGBRampNode::constant_fold(const ConstantFolder &folder) +{ + if (ramp.size() == 0 || ramp.size() != ramp_alpha.size()) + return; + + if (folder.all_inputs_constant()) { + float f = clamp(fac, 0.0f, 1.0f) * (ramp.size() - 1); + + /* clamp int as well in case of NaN */ + int i = clamp((int)f, 0, ramp.size() - 1); + float t = f - (float)i; + + bool use_lerp = interpolate && t > 0.0f; + + if (folder.output == output("Color")) { + float3 color = rgb_ramp_lookup(ramp.data(), fac, use_lerp, false, ramp.size()); + folder.make_constant(color); + } + else if (folder.output == output("Alpha")) { + float alpha = float_ramp_lookup(ramp_alpha.data(), fac, use_lerp, false, ramp_alpha.size()); + folder.make_constant(alpha); + } + } +} + +void RGBRampNode::compile(SVMCompiler &compiler) +{ + if (ramp.size() == 0 || ramp.size() != ramp_alpha.size()) + return; + + ShaderInput *fac_in = input("Fac"); + ShaderOutput *color_out = output("Color"); + ShaderOutput *alpha_out = output("Alpha"); + + compiler.add_node(NODE_RGB_RAMP, + compiler.encode_uchar4(compiler.stack_assign(fac_in), + compiler.stack_assign_if_linked(color_out), + compiler.stack_assign_if_linked(alpha_out)), + interpolate); + + compiler.add_node(ramp.size()); + for (int i = 0; i < ramp.size(); i++) + compiler.add_node(make_float4(ramp[i].x, ramp[i].y, ramp[i].z, ramp_alpha[i])); +} + +void RGBRampNode::compile(OSLCompiler &compiler) +{ + if (ramp.size() == 0 || ramp.size() != ramp_alpha.size()) + return; + + compiler.parameter_color_array("ramp_color", ramp); + compiler.parameter_array("ramp_alpha", ramp_alpha.data(), ramp_alpha.size()); + compiler.parameter(this, "interpolate"); + + compiler.add(this, "node_rgb_ramp"); +} + +/* Set Normal Node */ + +NODE_DEFINE(SetNormalNode) +{ + NodeType *type = NodeType::add("set_normal", create, NodeType::SHADER); + + SOCKET_IN_VECTOR(direction, "Direction", zero_float3()); + SOCKET_OUT_NORMAL(normal, "Normal"); + + return type; +} + +SetNormalNode::SetNormalNode() : ShaderNode(get_node_type()) +{ +} + +void SetNormalNode::compile(SVMCompiler &compiler) +{ + ShaderInput *direction_in = input("Direction"); + ShaderOutput *normal_out = output("Normal"); + + compiler.add_node(NODE_CLOSURE_SET_NORMAL, + compiler.stack_assign(direction_in), + compiler.stack_assign(normal_out)); +} + +void SetNormalNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_set_normal"); +} + +/* OSLNode */ + +OSLNode::OSLNode() : ShaderNode(new NodeType(NodeType::SHADER)) +{ + special_type = SHADER_SPECIAL_TYPE_OSL; +} + +OSLNode::~OSLNode() +{ + delete type; +} + +ShaderNode *OSLNode::clone(ShaderGraph *graph) const +{ + return OSLNode::create(graph, this->inputs.size(), this); +} + +OSLNode *OSLNode::create(ShaderGraph *graph, size_t num_inputs, const OSLNode *from) +{ + /* allocate space for the node itself and parameters, aligned to 16 bytes + * assuming that's the most parameter types need */ + size_t node_size = align_up(sizeof(OSLNode), 16); + size_t inputs_size = align_up(SocketType::max_size(), 16) * num_inputs; + + char *node_memory = (char *)operator new(node_size + inputs_size); + memset(node_memory, 0, node_size + inputs_size); + + if (!from) { + OSLNode *node = new (node_memory) OSLNode(); + node->set_owner(graph); + return node; + } + else { + /* copy input default values and node type for cloning */ + memcpy(node_memory + node_size, (char *)from + node_size, inputs_size); + + OSLNode *node = new (node_memory) OSLNode(*from); + node->type = new NodeType(*(from->type)); + node->set_owner(from->owner); + return node; + } +} + +char *OSLNode::input_default_value() +{ + /* pointer to default value storage, which is the same as our actual value */ + size_t num_inputs = type->inputs.size(); + size_t inputs_size = align_up(SocketType::max_size(), 16) * num_inputs; + return (char *)this + align_up(sizeof(OSLNode), 16) + inputs_size; +} + +void OSLNode::add_input(ustring name, SocketType::Type socket_type) +{ + char *memory = input_default_value(); + size_t offset = memory - (char *)this; + const_cast(type)->register_input( + name, name, socket_type, offset, memory, NULL, NULL, SocketType::LINKABLE); +} + +void OSLNode::add_output(ustring name, SocketType::Type socket_type) +{ + const_cast(type)->register_output(name, name, socket_type); +} + +void OSLNode::compile(SVMCompiler &) +{ + /* doesn't work for SVM, obviously ... */ +} + +void OSLNode::compile(OSLCompiler &compiler) +{ + if (!filepath.empty()) + compiler.add(this, filepath.c_str(), true); + else + compiler.add(this, bytecode_hash.c_str(), false); +} + +/* Normal Map */ + +NODE_DEFINE(NormalMapNode) +{ + NodeType *type = NodeType::add("normal_map", create, NodeType::SHADER); + + static NodeEnum space_enum; + space_enum.insert("tangent", NODE_NORMAL_MAP_TANGENT); + space_enum.insert("object", NODE_NORMAL_MAP_OBJECT); + space_enum.insert("world", NODE_NORMAL_MAP_WORLD); + space_enum.insert("blender_object", NODE_NORMAL_MAP_BLENDER_OBJECT); + space_enum.insert("blender_world", NODE_NORMAL_MAP_BLENDER_WORLD); + SOCKET_ENUM(space, "Space", space_enum, NODE_NORMAL_MAP_TANGENT); + + SOCKET_STRING(attribute, "Attribute", ustring()); + + SOCKET_IN_NORMAL( + normal_osl, "NormalIn", zero_float3(), SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL); + SOCKET_IN_FLOAT(strength, "Strength", 1.0f); + SOCKET_IN_COLOR(color, "Color", make_float3(0.5f, 0.5f, 1.0f)); + + SOCKET_OUT_NORMAL(normal, "Normal"); + + return type; +} + +NormalMapNode::NormalMapNode() : ShaderNode(get_node_type()) +{ +} + +void NormalMapNode::attributes(Shader *shader, AttributeRequestSet *attributes) +{ + if (shader->has_surface_link() && space == NODE_NORMAL_MAP_TANGENT) { + if (attribute.empty()) { + attributes->add(ATTR_STD_UV_TANGENT); + attributes->add(ATTR_STD_UV_TANGENT_SIGN); + } + else { + attributes->add(ustring((string(attribute.c_str()) + ".tangent").c_str())); + attributes->add(ustring((string(attribute.c_str()) + ".tangent_sign").c_str())); + } + } + + ShaderNode::attributes(shader, attributes); +} + +void NormalMapNode::compile(SVMCompiler &compiler) +{ + ShaderInput *color_in = input("Color"); + ShaderInput *strength_in = input("Strength"); + ShaderOutput *normal_out = output("Normal"); + int attr = 0, attr_sign = 0; + + if (space == NODE_NORMAL_MAP_TANGENT) { + if (attribute.empty()) { + attr = compiler.attribute(ATTR_STD_UV_TANGENT); + attr_sign = compiler.attribute(ATTR_STD_UV_TANGENT_SIGN); + } + else { + attr = compiler.attribute(ustring((string(attribute.c_str()) + ".tangent").c_str())); + attr_sign = compiler.attribute( + ustring((string(attribute.c_str()) + ".tangent_sign").c_str())); + } + } + + compiler.add_node(NODE_NORMAL_MAP, + compiler.encode_uchar4(compiler.stack_assign(color_in), + compiler.stack_assign(strength_in), + compiler.stack_assign(normal_out), + space), + attr, + attr_sign); +} + +void NormalMapNode::compile(OSLCompiler &compiler) +{ + if (space == NODE_NORMAL_MAP_TANGENT) { + if (attribute.empty()) { + compiler.parameter("attr_name", ustring("geom:tangent")); + compiler.parameter("attr_sign_name", ustring("geom:tangent_sign")); + } + else { + compiler.parameter("attr_name", ustring((string(attribute.c_str()) + ".tangent").c_str())); + compiler.parameter("attr_sign_name", + ustring((string(attribute.c_str()) + ".tangent_sign").c_str())); + } + } + + compiler.parameter(this, "space"); + compiler.add(this, "node_normal_map"); +} + +/* Tangent */ + +NODE_DEFINE(TangentNode) +{ + NodeType *type = NodeType::add("tangent", create, NodeType::SHADER); + + static NodeEnum direction_type_enum; + direction_type_enum.insert("radial", NODE_TANGENT_RADIAL); + direction_type_enum.insert("uv_map", NODE_TANGENT_UVMAP); + SOCKET_ENUM(direction_type, "Direction Type", direction_type_enum, NODE_TANGENT_RADIAL); + + static NodeEnum axis_enum; + axis_enum.insert("x", NODE_TANGENT_AXIS_X); + axis_enum.insert("y", NODE_TANGENT_AXIS_Y); + axis_enum.insert("z", NODE_TANGENT_AXIS_Z); + SOCKET_ENUM(axis, "Axis", axis_enum, NODE_TANGENT_AXIS_X); + + SOCKET_STRING(attribute, "Attribute", ustring()); + + SOCKET_IN_NORMAL( + normal_osl, "NormalIn", zero_float3(), SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL); + SOCKET_OUT_NORMAL(tangent, "Tangent"); + + return type; +} + +TangentNode::TangentNode() : ShaderNode(get_node_type()) +{ +} + +void TangentNode::attributes(Shader *shader, AttributeRequestSet *attributes) +{ + if (shader->has_surface_link()) { + if (direction_type == NODE_TANGENT_UVMAP) { + if (attribute.empty()) + attributes->add(ATTR_STD_UV_TANGENT); + else + attributes->add(ustring((string(attribute.c_str()) + ".tangent").c_str())); + } + else + attributes->add(ATTR_STD_GENERATED); + } + + ShaderNode::attributes(shader, attributes); +} + +void TangentNode::compile(SVMCompiler &compiler) +{ + ShaderOutput *tangent_out = output("Tangent"); + int attr; + + if (direction_type == NODE_TANGENT_UVMAP) { + if (attribute.empty()) + attr = compiler.attribute(ATTR_STD_UV_TANGENT); + else + attr = compiler.attribute(ustring((string(attribute.c_str()) + ".tangent").c_str())); + } + else + attr = compiler.attribute(ATTR_STD_GENERATED); + + compiler.add_node( + NODE_TANGENT, + compiler.encode_uchar4(compiler.stack_assign(tangent_out), direction_type, axis), + attr); +} + +void TangentNode::compile(OSLCompiler &compiler) +{ + if (direction_type == NODE_TANGENT_UVMAP) { + if (attribute.empty()) + compiler.parameter("attr_name", ustring("geom:tangent")); + else + compiler.parameter("attr_name", ustring((string(attribute.c_str()) + ".tangent").c_str())); + } + + compiler.parameter(this, "direction_type"); + compiler.parameter(this, "axis"); + compiler.add(this, "node_tangent"); +} + +/* Bevel */ + +NODE_DEFINE(BevelNode) +{ + NodeType *type = NodeType::add("bevel", create, NodeType::SHADER); + + SOCKET_INT(samples, "Samples", 4); + + SOCKET_IN_FLOAT(radius, "Radius", 0.05f); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); + + SOCKET_OUT_NORMAL(bevel, "Normal"); + + return type; +} + +BevelNode::BevelNode() : ShaderNode(get_node_type()) +{ +} + +void BevelNode::compile(SVMCompiler &compiler) +{ + ShaderInput *radius_in = input("Radius"); + ShaderInput *normal_in = input("Normal"); + ShaderOutput *normal_out = output("Normal"); + + compiler.add_node(NODE_BEVEL, + compiler.encode_uchar4(samples, + compiler.stack_assign(radius_in), + compiler.stack_assign_if_linked(normal_in), + compiler.stack_assign(normal_out))); +} + +void BevelNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "samples"); + compiler.add(this, "node_bevel"); +} + +/* Displacement */ + +NODE_DEFINE(DisplacementNode) +{ + NodeType *type = NodeType::add("displacement", create, NodeType::SHADER); + + static NodeEnum space_enum; + space_enum.insert("object", NODE_NORMAL_MAP_OBJECT); + space_enum.insert("world", NODE_NORMAL_MAP_WORLD); + + SOCKET_ENUM(space, "Space", space_enum, NODE_NORMAL_MAP_OBJECT); + + SOCKET_IN_FLOAT(height, "Height", 0.0f); + SOCKET_IN_FLOAT(midlevel, "Midlevel", 0.5f); + SOCKET_IN_FLOAT(scale, "Scale", 1.0f); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); + + SOCKET_OUT_VECTOR(displacement, "Displacement"); + + return type; +} + +DisplacementNode::DisplacementNode() : ShaderNode(get_node_type()) +{ +} + +void DisplacementNode::constant_fold(const ConstantFolder &folder) +{ + if (folder.all_inputs_constant()) { + if ((height - midlevel == 0.0f) || (scale == 0.0f)) { + folder.make_zero(); + } + } +} + +void DisplacementNode::compile(SVMCompiler &compiler) +{ + ShaderInput *height_in = input("Height"); + ShaderInput *midlevel_in = input("Midlevel"); + ShaderInput *scale_in = input("Scale"); + ShaderInput *normal_in = input("Normal"); + ShaderOutput *displacement_out = output("Displacement"); + + compiler.add_node(NODE_DISPLACEMENT, + compiler.encode_uchar4(compiler.stack_assign(height_in), + compiler.stack_assign(midlevel_in), + compiler.stack_assign(scale_in), + compiler.stack_assign_if_linked(normal_in)), + compiler.stack_assign(displacement_out), + space); +} + +void DisplacementNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "space"); + compiler.add(this, "node_displacement"); +} + +/* Vector Displacement */ + +NODE_DEFINE(VectorDisplacementNode) +{ + NodeType *type = NodeType::add("vector_displacement", create, NodeType::SHADER); + + static NodeEnum space_enum; + space_enum.insert("tangent", NODE_NORMAL_MAP_TANGENT); + space_enum.insert("object", NODE_NORMAL_MAP_OBJECT); + space_enum.insert("world", NODE_NORMAL_MAP_WORLD); + + SOCKET_ENUM(space, "Space", space_enum, NODE_NORMAL_MAP_TANGENT); + SOCKET_STRING(attribute, "Attribute", ustring()); + + SOCKET_IN_COLOR(vector, "Vector", zero_float3()); + SOCKET_IN_FLOAT(midlevel, "Midlevel", 0.0f); + SOCKET_IN_FLOAT(scale, "Scale", 1.0f); + + SOCKET_OUT_VECTOR(displacement, "Displacement"); + + return type; +} + +VectorDisplacementNode::VectorDisplacementNode() : ShaderNode(get_node_type()) +{ +} + +void VectorDisplacementNode::constant_fold(const ConstantFolder &folder) +{ + if (folder.all_inputs_constant()) { + if ((vector == zero_float3() && midlevel == 0.0f) || (scale == 0.0f)) { + folder.make_zero(); + } + } +} + +void VectorDisplacementNode::attributes(Shader *shader, AttributeRequestSet *attributes) +{ + if (shader->has_surface_link() && space == NODE_NORMAL_MAP_TANGENT) { + if (attribute.empty()) { + attributes->add(ATTR_STD_UV_TANGENT); + attributes->add(ATTR_STD_UV_TANGENT_SIGN); + } + else { + attributes->add(ustring((string(attribute.c_str()) + ".tangent").c_str())); + attributes->add(ustring((string(attribute.c_str()) + ".tangent_sign").c_str())); + } + } + + ShaderNode::attributes(shader, attributes); +} + +void VectorDisplacementNode::compile(SVMCompiler &compiler) +{ + ShaderInput *vector_in = input("Vector"); + ShaderInput *midlevel_in = input("Midlevel"); + ShaderInput *scale_in = input("Scale"); + ShaderOutput *displacement_out = output("Displacement"); + int attr = 0, attr_sign = 0; + + if (space == NODE_NORMAL_MAP_TANGENT) { + if (attribute.empty()) { + attr = compiler.attribute(ATTR_STD_UV_TANGENT); + attr_sign = compiler.attribute(ATTR_STD_UV_TANGENT_SIGN); + } + else { + attr = compiler.attribute(ustring((string(attribute.c_str()) + ".tangent").c_str())); + attr_sign = compiler.attribute( + ustring((string(attribute.c_str()) + ".tangent_sign").c_str())); + } + } + + compiler.add_node(NODE_VECTOR_DISPLACEMENT, + compiler.encode_uchar4(compiler.stack_assign(vector_in), + compiler.stack_assign(midlevel_in), + compiler.stack_assign(scale_in), + compiler.stack_assign(displacement_out)), + attr, + attr_sign); + + compiler.add_node(space); +} + +void VectorDisplacementNode::compile(OSLCompiler &compiler) +{ + if (space == NODE_NORMAL_MAP_TANGENT) { + if (attribute.empty()) { + compiler.parameter("attr_name", ustring("geom:tangent")); + compiler.parameter("attr_sign_name", ustring("geom:tangent_sign")); + } + else { + compiler.parameter("attr_name", ustring((string(attribute.c_str()) + ".tangent").c_str())); + compiler.parameter("attr_sign_name", + ustring((string(attribute.c_str()) + ".tangent_sign").c_str())); + } + } + + compiler.parameter(this, "space"); + compiler.add(this, "node_vector_displacement"); +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/scene/shader_nodes.h b/intern/cycles/scene/shader_nodes.h new file mode 100644 index 00000000000..b8a439fa9b9 --- /dev/null +++ b/intern/cycles/scene/shader_nodes.h @@ -0,0 +1,1569 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef __NODES_H__ +#define __NODES_H__ + +#include "graph/node.h" +#include "scene/image.h" +#include "scene/shader_graph.h" + +#include "util/util_array.h" +#include "util/util_string.h" + +CCL_NAMESPACE_BEGIN + +class ImageManager; +class LightManager; +class Scene; +class Shader; + +/* Texture Mapping */ + +class TextureMapping { + public: + TextureMapping(); + Transform compute_transform(); + bool skip(); + void compile(SVMCompiler &compiler, int offset_in, int offset_out); + int compile(SVMCompiler &compiler, ShaderInput *vector_in); + void compile(OSLCompiler &compiler); + + int compile_begin(SVMCompiler &compiler, ShaderInput *vector_in); + void compile_end(SVMCompiler &compiler, ShaderInput *vector_in, int vector_offset); + + float3 translation; + float3 rotation; + float3 scale; + + float3 min, max; + bool use_minmax; + + enum Type { POINT = 0, TEXTURE = 1, VECTOR = 2, NORMAL = 3 }; + Type type; + + enum Mapping { NONE = 0, X = 1, Y = 2, Z = 3 }; + Mapping x_mapping, y_mapping, z_mapping; + + enum Projection { FLAT, CUBE, TUBE, SPHERE }; + Projection projection; +}; + +/* Nodes */ + +class TextureNode : public ShaderNode { + public: + explicit TextureNode(const NodeType *node_type) : ShaderNode(node_type) + { + } + TextureMapping tex_mapping; + NODE_SOCKET_API_STRUCT_MEMBER(float3, tex_mapping, translation) + NODE_SOCKET_API_STRUCT_MEMBER(float3, tex_mapping, rotation) + NODE_SOCKET_API_STRUCT_MEMBER(float3, tex_mapping, scale) + NODE_SOCKET_API_STRUCT_MEMBER(float3, tex_mapping, min) + NODE_SOCKET_API_STRUCT_MEMBER(float3, tex_mapping, max) + NODE_SOCKET_API_STRUCT_MEMBER(bool, tex_mapping, use_minmax) + NODE_SOCKET_API_STRUCT_MEMBER(TextureMapping::Type, tex_mapping, type) + NODE_SOCKET_API_STRUCT_MEMBER(TextureMapping::Mapping, tex_mapping, x_mapping) + NODE_SOCKET_API_STRUCT_MEMBER(TextureMapping::Mapping, tex_mapping, y_mapping) + NODE_SOCKET_API_STRUCT_MEMBER(TextureMapping::Mapping, tex_mapping, z_mapping) + NODE_SOCKET_API_STRUCT_MEMBER(TextureMapping::Projection, tex_mapping, projection) +}; + +/* Any node which uses image manager's slot should be a subclass of this one. */ +class ImageSlotTextureNode : public TextureNode { + public: + explicit ImageSlotTextureNode(const NodeType *node_type) : TextureNode(node_type) + { + special_type = SHADER_SPECIAL_TYPE_IMAGE_SLOT; + } + + virtual bool equals(const ShaderNode &other) + { + const ImageSlotTextureNode &other_node = (const ImageSlotTextureNode &)other; + return TextureNode::equals(other) && handle == other_node.handle; + } + + ImageHandle handle; +}; + +class ImageTextureNode : public ImageSlotTextureNode { + public: + SHADER_NODE_NO_CLONE_CLASS(ImageTextureNode) + ShaderNode *clone(ShaderGraph *graph) const; + void attributes(Shader *shader, AttributeRequestSet *attributes); + bool has_attribute_dependency() + { + return true; + } + + virtual bool equals(const ShaderNode &other) + { + const ImageTextureNode &other_node = (const ImageTextureNode &)other; + return ImageSlotTextureNode::equals(other) && animated == other_node.animated; + } + + ImageParams image_params() const; + + /* Parameters. */ + NODE_SOCKET_API(ustring, filename) + NODE_SOCKET_API(ustring, colorspace) + NODE_SOCKET_API(ImageAlphaType, alpha_type) + NODE_SOCKET_API(NodeImageProjection, projection) + NODE_SOCKET_API(InterpolationType, interpolation) + NODE_SOCKET_API(ExtensionType, extension) + NODE_SOCKET_API(float, projection_blend) + NODE_SOCKET_API(bool, animated) + NODE_SOCKET_API(float3, vector) + NODE_SOCKET_API_ARRAY(array, tiles) + + protected: + void cull_tiles(Scene *scene, ShaderGraph *graph); +}; + +class EnvironmentTextureNode : public ImageSlotTextureNode { + public: + SHADER_NODE_NO_CLONE_CLASS(EnvironmentTextureNode) + ShaderNode *clone(ShaderGraph *graph) const; + void attributes(Shader *shader, AttributeRequestSet *attributes); + bool has_attribute_dependency() + { + return true; + } + + virtual bool equals(const ShaderNode &other) + { + const EnvironmentTextureNode &other_node = (const EnvironmentTextureNode &)other; + return ImageSlotTextureNode::equals(other) && animated == other_node.animated; + } + + ImageParams image_params() const; + + /* Parameters. */ + NODE_SOCKET_API(ustring, filename) + NODE_SOCKET_API(ustring, colorspace) + NODE_SOCKET_API(ImageAlphaType, alpha_type) + NODE_SOCKET_API(NodeEnvironmentProjection, projection) + NODE_SOCKET_API(InterpolationType, interpolation) + NODE_SOCKET_API(bool, animated) + NODE_SOCKET_API(float3, vector) +}; + +class SkyTextureNode : public TextureNode { + public: + SHADER_NODE_CLASS(SkyTextureNode) + + NODE_SOCKET_API(NodeSkyType, sky_type) + NODE_SOCKET_API(float3, sun_direction) + NODE_SOCKET_API(float, turbidity) + NODE_SOCKET_API(float, ground_albedo) + NODE_SOCKET_API(bool, sun_disc) + NODE_SOCKET_API(float, sun_size) + NODE_SOCKET_API(float, sun_intensity) + NODE_SOCKET_API(float, sun_elevation) + NODE_SOCKET_API(float, sun_rotation) + NODE_SOCKET_API(float, altitude) + NODE_SOCKET_API(float, air_density) + NODE_SOCKET_API(float, dust_density) + NODE_SOCKET_API(float, ozone_density) + NODE_SOCKET_API(float3, vector) + ImageHandle handle; + + float get_sun_size() + { + /* Clamping for numerical precision. */ + return fmaxf(sun_size, 0.0005f); + } +}; + +class OutputNode : public ShaderNode { + public: + SHADER_NODE_CLASS(OutputNode) + + NODE_SOCKET_API(Node *, surface) + NODE_SOCKET_API(Node *, volume) + NODE_SOCKET_API(float3, displacement) + NODE_SOCKET_API(float3, normal) + + /* Don't allow output node de-duplication. */ + virtual bool equals(const ShaderNode & /*other*/) + { + return false; + } +}; + +class OutputAOVNode : public ShaderNode { + public: + SHADER_NODE_CLASS(OutputAOVNode) + virtual void simplify_settings(Scene *scene); + + NODE_SOCKET_API(float, value) + NODE_SOCKET_API(float3, color) + + NODE_SOCKET_API(ustring, name) + + /* Don't allow output node de-duplication. */ + virtual bool equals(const ShaderNode & /*other*/) + { + return false; + } + + int offset; + bool is_color; +}; + +class GradientTextureNode : public TextureNode { + public: + SHADER_NODE_CLASS(GradientTextureNode) + + NODE_SOCKET_API(NodeGradientType, gradient_type) + NODE_SOCKET_API(float3, vector) +}; + +class NoiseTextureNode : public TextureNode { + public: + SHADER_NODE_CLASS(NoiseTextureNode) + + NODE_SOCKET_API(int, dimensions) + NODE_SOCKET_API(float, w) + NODE_SOCKET_API(float, scale) + NODE_SOCKET_API(float, detail) + NODE_SOCKET_API(float, roughness) + NODE_SOCKET_API(float, distortion) + NODE_SOCKET_API(float3, vector) +}; + +class VoronoiTextureNode : public TextureNode { + public: + SHADER_NODE_CLASS(VoronoiTextureNode) + + virtual int get_feature() + { + int result = ShaderNode::get_feature(); + if (dimensions == 4) { + result |= KERNEL_FEATURE_NODE_VORONOI_EXTRA; + } + else if (dimensions >= 2 && feature == NODE_VORONOI_SMOOTH_F1) { + result |= KERNEL_FEATURE_NODE_VORONOI_EXTRA; + } + return result; + } + + NODE_SOCKET_API(int, dimensions) + NODE_SOCKET_API(NodeVoronoiDistanceMetric, metric) + NODE_SOCKET_API(NodeVoronoiFeature, feature) + NODE_SOCKET_API(float, w) + NODE_SOCKET_API(float, scale) + NODE_SOCKET_API(float, exponent) + NODE_SOCKET_API(float, smoothness) + NODE_SOCKET_API(float, randomness) + NODE_SOCKET_API(float3, vector) +}; + +class MusgraveTextureNode : public TextureNode { + public: + SHADER_NODE_CLASS(MusgraveTextureNode) + + NODE_SOCKET_API(int, dimensions) + NODE_SOCKET_API(NodeMusgraveType, musgrave_type) + NODE_SOCKET_API(float, w) + NODE_SOCKET_API(float, scale) + NODE_SOCKET_API(float, detail) + NODE_SOCKET_API(float, dimension) + NODE_SOCKET_API(float, lacunarity) + NODE_SOCKET_API(float, offset) + NODE_SOCKET_API(float, gain) + NODE_SOCKET_API(float3, vector) +}; + +class WaveTextureNode : public TextureNode { + public: + SHADER_NODE_CLASS(WaveTextureNode) + + NODE_SOCKET_API(NodeWaveType, wave_type) + NODE_SOCKET_API(NodeWaveBandsDirection, bands_direction) + NODE_SOCKET_API(NodeWaveRingsDirection, rings_direction) + NODE_SOCKET_API(NodeWaveProfile, profile) + + NODE_SOCKET_API(float, scale) + NODE_SOCKET_API(float, distortion) + NODE_SOCKET_API(float, detail) + NODE_SOCKET_API(float, detail_scale) + NODE_SOCKET_API(float, detail_roughness) + NODE_SOCKET_API(float, phase) + NODE_SOCKET_API(float3, vector) +}; + +class MagicTextureNode : public TextureNode { + public: + SHADER_NODE_CLASS(MagicTextureNode) + + NODE_SOCKET_API(int, depth) + NODE_SOCKET_API(float3, vector) + NODE_SOCKET_API(float, scale) + NODE_SOCKET_API(float, distortion) +}; + +class CheckerTextureNode : public TextureNode { + public: + SHADER_NODE_CLASS(CheckerTextureNode) + + NODE_SOCKET_API(float3, vector) + NODE_SOCKET_API(float3, color1) + NODE_SOCKET_API(float3, color2) + NODE_SOCKET_API(float, scale) +}; + +class BrickTextureNode : public TextureNode { + public: + SHADER_NODE_CLASS(BrickTextureNode) + + NODE_SOCKET_API(float, offset) + NODE_SOCKET_API(float, squash) + NODE_SOCKET_API(int, offset_frequency) + NODE_SOCKET_API(int, squash_frequency) + + NODE_SOCKET_API(float3, color1) + NODE_SOCKET_API(float3, color2) + NODE_SOCKET_API(float3, mortar) + NODE_SOCKET_API(float, scale) + NODE_SOCKET_API(float, mortar_size) + NODE_SOCKET_API(float, mortar_smooth) + NODE_SOCKET_API(float, bias) + NODE_SOCKET_API(float, brick_width) + NODE_SOCKET_API(float, row_height) + NODE_SOCKET_API(float3, vector) +}; + +class PointDensityTextureNode : public ShaderNode { + public: + SHADER_NODE_NO_CLONE_CLASS(PointDensityTextureNode) + + ~PointDensityTextureNode(); + ShaderNode *clone(ShaderGraph *graph) const; + void attributes(Shader *shader, AttributeRequestSet *attributes); + bool has_attribute_dependency() + { + return true; + } + + bool has_spatial_varying() + { + return true; + } + + /* Parameters. */ + NODE_SOCKET_API(ustring, filename) + NODE_SOCKET_API(NodeTexVoxelSpace, space) + NODE_SOCKET_API(InterpolationType, interpolation) + NODE_SOCKET_API(Transform, tfm) + NODE_SOCKET_API(float3, vector) + + /* Runtime. */ + ImageHandle handle; + + ImageParams image_params() const; + + virtual bool equals(const ShaderNode &other) + { + const PointDensityTextureNode &other_node = (const PointDensityTextureNode &)other; + return ShaderNode::equals(other) && handle == other_node.handle; + } +}; + +class IESLightNode : public TextureNode { + public: + SHADER_NODE_NO_CLONE_CLASS(IESLightNode) + + ~IESLightNode(); + ShaderNode *clone(ShaderGraph *graph) const; + + NODE_SOCKET_API(ustring, filename) + NODE_SOCKET_API(ustring, ies) + + NODE_SOCKET_API(float, strength) + NODE_SOCKET_API(float3, vector) + + private: + LightManager *light_manager; + int slot; + + void get_slot(); +}; + +class WhiteNoiseTextureNode : public ShaderNode { + public: + SHADER_NODE_CLASS(WhiteNoiseTextureNode) + + NODE_SOCKET_API(int, dimensions) + NODE_SOCKET_API(float3, vector) + NODE_SOCKET_API(float, w) +}; + +class MappingNode : public ShaderNode { + public: + SHADER_NODE_CLASS(MappingNode) + void constant_fold(const ConstantFolder &folder); + + NODE_SOCKET_API(float3, vector) + NODE_SOCKET_API(float3, location) + NODE_SOCKET_API(float3, rotation) + NODE_SOCKET_API(float3, scale) + NODE_SOCKET_API(NodeMappingType, mapping_type) +}; + +class RGBToBWNode : public ShaderNode { + public: + SHADER_NODE_CLASS(RGBToBWNode) + void constant_fold(const ConstantFolder &folder); + + NODE_SOCKET_API(float3, color) +}; + +class ConvertNode : public ShaderNode { + public: + ConvertNode(SocketType::Type from, SocketType::Type to, bool autoconvert = false); + ConvertNode(const ConvertNode &other); + SHADER_NODE_BASE_CLASS(ConvertNode) + + void constant_fold(const ConstantFolder &folder); + + private: + SocketType::Type from, to; + + union { + float value_float; + int value_int; + float3 value_color; + float3 value_vector; + float3 value_point; + float3 value_normal; + }; + ustring value_string; + + static const int MAX_TYPE = 12; + static bool register_types(); + static Node *create(const NodeType *type); + static const NodeType *node_types[MAX_TYPE][MAX_TYPE]; + static bool initialized; +}; + +class BsdfBaseNode : public ShaderNode { + public: + BsdfBaseNode(const NodeType *node_type); + + bool has_spatial_varying() + { + return true; + } + virtual ClosureType get_closure_type() + { + return closure; + } + virtual bool has_bump(); + + virtual bool equals(const ShaderNode & /*other*/) + { + /* TODO(sergey): With some care BSDF nodes can be de-duplicated. */ + return false; + } + + virtual int get_feature() + { + return ShaderNode::get_feature() | KERNEL_FEATURE_NODE_BSDF; + } + + protected: + ClosureType closure; +}; + +class BsdfNode : public BsdfBaseNode { + public: + explicit BsdfNode(const NodeType *node_type); + SHADER_NODE_BASE_CLASS(BsdfNode) + + void compile(SVMCompiler &compiler, + ShaderInput *param1, + ShaderInput *param2, + ShaderInput *param3 = NULL, + ShaderInput *param4 = NULL); + + NODE_SOCKET_API(float3, color) + NODE_SOCKET_API(float3, normal) + NODE_SOCKET_API(float, surface_mix_weight) +}; + +class AnisotropicBsdfNode : public BsdfNode { + public: + SHADER_NODE_CLASS(AnisotropicBsdfNode) + + NODE_SOCKET_API(float3, tangent) + NODE_SOCKET_API(float, roughness) + NODE_SOCKET_API(float, anisotropy) + NODE_SOCKET_API(float, rotation) + NODE_SOCKET_API(ClosureType, distribution) + + ClosureType get_closure_type() + { + return distribution; + } + void attributes(Shader *shader, AttributeRequestSet *attributes); + bool has_attribute_dependency() + { + return true; + } +}; + +class DiffuseBsdfNode : public BsdfNode { + public: + SHADER_NODE_CLASS(DiffuseBsdfNode) + + NODE_SOCKET_API(float, roughness) +}; + +/* Disney principled BRDF */ +class PrincipledBsdfNode : public BsdfBaseNode { + public: + SHADER_NODE_CLASS(PrincipledBsdfNode) + + void expand(ShaderGraph *graph); + bool has_surface_bssrdf(); + bool has_bssrdf_bump(); + void compile(SVMCompiler &compiler, + ShaderInput *metallic, + ShaderInput *subsurface, + ShaderInput *subsurface_radius, + ShaderInput *subsurface_ior, + ShaderInput *subsurface_anisotropy, + ShaderInput *specular, + ShaderInput *roughness, + ShaderInput *specular_tint, + ShaderInput *anisotropic, + ShaderInput *sheen, + ShaderInput *sheen_tint, + ShaderInput *clearcoat, + ShaderInput *clearcoat_roughness, + ShaderInput *ior, + ShaderInput *transmission, + ShaderInput *anisotropic_rotation, + ShaderInput *transmission_roughness); + + NODE_SOCKET_API(float3, base_color) + NODE_SOCKET_API(float3, subsurface_color) + NODE_SOCKET_API(float3, subsurface_radius) + NODE_SOCKET_API(float, subsurface_ior) + NODE_SOCKET_API(float, subsurface_anisotropy) + NODE_SOCKET_API(float, metallic) + NODE_SOCKET_API(float, subsurface) + NODE_SOCKET_API(float, specular) + NODE_SOCKET_API(float, roughness) + NODE_SOCKET_API(float, specular_tint) + NODE_SOCKET_API(float, anisotropic) + NODE_SOCKET_API(float, sheen) + NODE_SOCKET_API(float, sheen_tint) + NODE_SOCKET_API(float, clearcoat) + NODE_SOCKET_API(float, clearcoat_roughness) + NODE_SOCKET_API(float, ior) + NODE_SOCKET_API(float, transmission) + NODE_SOCKET_API(float, anisotropic_rotation) + NODE_SOCKET_API(float, transmission_roughness) + NODE_SOCKET_API(float3, normal) + NODE_SOCKET_API(float3, clearcoat_normal) + NODE_SOCKET_API(float3, tangent) + NODE_SOCKET_API(float, surface_mix_weight) + NODE_SOCKET_API(ClosureType, distribution) + NODE_SOCKET_API(ClosureType, subsurface_method) + NODE_SOCKET_API(float3, emission) + NODE_SOCKET_API(float, emission_strength) + NODE_SOCKET_API(float, alpha) + + private: + ClosureType distribution_orig; + + public: + bool has_integrator_dependency(); + void attributes(Shader *shader, AttributeRequestSet *attributes); + bool has_attribute_dependency() + { + return true; + } +}; + +class TranslucentBsdfNode : public BsdfNode { + public: + SHADER_NODE_CLASS(TranslucentBsdfNode) +}; + +class TransparentBsdfNode : public BsdfNode { + public: + SHADER_NODE_CLASS(TransparentBsdfNode) + + bool has_surface_transparent() + { + return true; + } +}; + +class VelvetBsdfNode : public BsdfNode { + public: + SHADER_NODE_CLASS(VelvetBsdfNode) + + NODE_SOCKET_API(float, sigma) +}; + +class GlossyBsdfNode : public BsdfNode { + public: + SHADER_NODE_CLASS(GlossyBsdfNode) + + void simplify_settings(Scene *scene); + bool has_integrator_dependency(); + ClosureType get_closure_type() + { + return distribution; + } + + NODE_SOCKET_API(float, roughness) + NODE_SOCKET_API(ClosureType, distribution) + + private: + float roughness_orig; + ClosureType distribution_orig; +}; + +class GlassBsdfNode : public BsdfNode { + public: + SHADER_NODE_CLASS(GlassBsdfNode) + + void simplify_settings(Scene *scene); + bool has_integrator_dependency(); + ClosureType get_closure_type() + { + return distribution; + } + + NODE_SOCKET_API(float, roughness) + NODE_SOCKET_API(float, IOR) + NODE_SOCKET_API(ClosureType, distribution) + + private: + float roughness_orig; + ClosureType distribution_orig; +}; + +class RefractionBsdfNode : public BsdfNode { + public: + SHADER_NODE_CLASS(RefractionBsdfNode) + + void simplify_settings(Scene *scene); + bool has_integrator_dependency(); + ClosureType get_closure_type() + { + return distribution; + } + + NODE_SOCKET_API(float, roughness) + NODE_SOCKET_API(float, IOR) + NODE_SOCKET_API(ClosureType, distribution) + + private: + float roughness_orig; + ClosureType distribution_orig; +}; + +class ToonBsdfNode : public BsdfNode { + public: + SHADER_NODE_CLASS(ToonBsdfNode) + + NODE_SOCKET_API(float, smooth) + NODE_SOCKET_API(float, size) + NODE_SOCKET_API(ClosureType, component) +}; + +class SubsurfaceScatteringNode : public BsdfNode { + public: + SHADER_NODE_CLASS(SubsurfaceScatteringNode) + bool has_surface_bssrdf() + { + return true; + } + bool has_bssrdf_bump(); + ClosureType get_closure_type() + { + return method; + } + + NODE_SOCKET_API(float, scale) + NODE_SOCKET_API(float3, radius) + NODE_SOCKET_API(float, subsurface_ior) + NODE_SOCKET_API(float, subsurface_anisotropy) + NODE_SOCKET_API(ClosureType, method) +}; + +class EmissionNode : public ShaderNode { + public: + SHADER_NODE_CLASS(EmissionNode) + void constant_fold(const ConstantFolder &folder); + + bool has_surface_emission() + { + return true; + } + bool has_volume_support() + { + return true; + } + + virtual int get_feature() + { + return ShaderNode::get_feature() | KERNEL_FEATURE_NODE_EMISSION; + } + + NODE_SOCKET_API(float3, color) + NODE_SOCKET_API(float, strength) + NODE_SOCKET_API(float, surface_mix_weight) +}; + +class BackgroundNode : public ShaderNode { + public: + SHADER_NODE_CLASS(BackgroundNode) + void constant_fold(const ConstantFolder &folder); + + virtual int get_feature() + { + return ShaderNode::get_feature() | KERNEL_FEATURE_NODE_EMISSION; + } + + NODE_SOCKET_API(float3, color) + NODE_SOCKET_API(float, strength) + NODE_SOCKET_API(float, surface_mix_weight) +}; + +class HoldoutNode : public ShaderNode { + public: + SHADER_NODE_CLASS(HoldoutNode) + virtual ClosureType get_closure_type() + { + return CLOSURE_HOLDOUT_ID; + } + + NODE_SOCKET_API(float, surface_mix_weight) + NODE_SOCKET_API(float, volume_mix_weight) +}; + +class AmbientOcclusionNode : public ShaderNode { + public: + SHADER_NODE_CLASS(AmbientOcclusionNode) + + bool has_spatial_varying() + { + return true; + } + virtual int get_feature() + { + return KERNEL_FEATURE_NODE_RAYTRACE; + } + + NODE_SOCKET_API(float3, color) + NODE_SOCKET_API(float, distance) + NODE_SOCKET_API(float3, normal) + NODE_SOCKET_API(int, samples) + + NODE_SOCKET_API(bool, only_local) + NODE_SOCKET_API(bool, inside) +}; + +class VolumeNode : public ShaderNode { + public: + VolumeNode(const NodeType *node_type); + SHADER_NODE_BASE_CLASS(VolumeNode) + + void compile(SVMCompiler &compiler, ShaderInput *param1, ShaderInput *param2); + virtual int get_feature() + { + return ShaderNode::get_feature() | KERNEL_FEATURE_NODE_VOLUME; + } + virtual ClosureType get_closure_type() + { + return closure; + } + virtual bool has_volume_support() + { + return true; + } + + NODE_SOCKET_API(float3, color) + NODE_SOCKET_API(float, density) + NODE_SOCKET_API(float, volume_mix_weight) + + protected: + ClosureType closure; + + public: + virtual bool equals(const ShaderNode & /*other*/) + { + /* TODO(sergey): With some care Volume nodes can be de-duplicated. */ + return false; + } +}; + +class AbsorptionVolumeNode : public VolumeNode { + public: + SHADER_NODE_CLASS(AbsorptionVolumeNode) +}; + +class ScatterVolumeNode : public VolumeNode { + public: + SHADER_NODE_CLASS(ScatterVolumeNode) + + NODE_SOCKET_API(float, anisotropy) +}; + +class PrincipledVolumeNode : public VolumeNode { + public: + SHADER_NODE_CLASS(PrincipledVolumeNode) + void attributes(Shader *shader, AttributeRequestSet *attributes); + bool has_attribute_dependency() + { + return true; + } + + NODE_SOCKET_API(ustring, density_attribute) + NODE_SOCKET_API(ustring, color_attribute) + NODE_SOCKET_API(ustring, temperature_attribute) + + NODE_SOCKET_API(float, anisotropy) + NODE_SOCKET_API(float3, absorption_color) + NODE_SOCKET_API(float, emission_strength) + NODE_SOCKET_API(float3, emission_color) + NODE_SOCKET_API(float, blackbody_intensity) + NODE_SOCKET_API(float3, blackbody_tint) + NODE_SOCKET_API(float, temperature) +}; + +/* Interface between the I/O sockets and the SVM/OSL backend. */ +class PrincipledHairBsdfNode : public BsdfBaseNode { + public: + SHADER_NODE_CLASS(PrincipledHairBsdfNode) + void attributes(Shader *shader, AttributeRequestSet *attributes); + + /* Longitudinal roughness. */ + NODE_SOCKET_API(float, roughness) + /* Azimuthal roughness. */ + NODE_SOCKET_API(float, radial_roughness) + /* Randomization factor for roughnesses. */ + NODE_SOCKET_API(float, random_roughness) + /* Longitudinal roughness factor for only the diffuse bounce (shiny undercoat). */ + NODE_SOCKET_API(float, coat) + /* Index of reflection. */ + NODE_SOCKET_API(float, ior) + /* Cuticle tilt angle. */ + NODE_SOCKET_API(float, offset) + /* Direct coloring's color. */ + NODE_SOCKET_API(float3, color) + /* Melanin concentration. */ + NODE_SOCKET_API(float, melanin) + /* Melanin redness ratio. */ + NODE_SOCKET_API(float, melanin_redness) + /* Dye color. */ + NODE_SOCKET_API(float3, tint) + /* Randomization factor for melanin quantities. */ + NODE_SOCKET_API(float, random_color) + /* Absorption coefficient (unfiltered). */ + NODE_SOCKET_API(float3, absorption_coefficient) + + NODE_SOCKET_API(float3, normal) + NODE_SOCKET_API(float, surface_mix_weight) + /* If linked, here will be the given random number. */ + NODE_SOCKET_API(float, random) + /* Selected coloring parametrization. */ + NODE_SOCKET_API(NodePrincipledHairParametrization, parametrization) +}; + +class HairBsdfNode : public BsdfNode { + public: + SHADER_NODE_CLASS(HairBsdfNode) + ClosureType get_closure_type() + { + return component; + } + + NODE_SOCKET_API(ClosureType, component) + NODE_SOCKET_API(float, offset) + NODE_SOCKET_API(float, roughness_u) + NODE_SOCKET_API(float, roughness_v) + NODE_SOCKET_API(float3, tangent) +}; + +class GeometryNode : public ShaderNode { + public: + SHADER_NODE_CLASS(GeometryNode) + void attributes(Shader *shader, AttributeRequestSet *attributes); + bool has_attribute_dependency() + { + return true; + } + bool has_spatial_varying() + { + return true; + } + int get_group(); + + NODE_SOCKET_API(float3, normal_osl) +}; + +class TextureCoordinateNode : public ShaderNode { + public: + SHADER_NODE_CLASS(TextureCoordinateNode) + void attributes(Shader *shader, AttributeRequestSet *attributes); + bool has_attribute_dependency() + { + return true; + } + bool has_spatial_varying() + { + return true; + } + + NODE_SOCKET_API(float3, normal_osl) + NODE_SOCKET_API(bool, from_dupli) + NODE_SOCKET_API(bool, use_transform) + NODE_SOCKET_API(Transform, ob_tfm) +}; + +class UVMapNode : public ShaderNode { + public: + SHADER_NODE_CLASS(UVMapNode) + void attributes(Shader *shader, AttributeRequestSet *attributes); + bool has_attribute_dependency() + { + return true; + } + bool has_spatial_varying() + { + return true; + } + + NODE_SOCKET_API(ustring, attribute) + NODE_SOCKET_API(bool, from_dupli) +}; + +class LightPathNode : public ShaderNode { + public: + SHADER_NODE_CLASS(LightPathNode) +}; + +class LightFalloffNode : public ShaderNode { + public: + SHADER_NODE_CLASS(LightFalloffNode) + bool has_spatial_varying() + { + return true; + } + + NODE_SOCKET_API(float, strength) + NODE_SOCKET_API(float, smooth) +}; + +class ObjectInfoNode : public ShaderNode { + public: + SHADER_NODE_CLASS(ObjectInfoNode) +}; + +class ParticleInfoNode : public ShaderNode { + public: + SHADER_NODE_CLASS(ParticleInfoNode) + void attributes(Shader *shader, AttributeRequestSet *attributes); + bool has_attribute_dependency() + { + return true; + } +}; + +class HairInfoNode : public ShaderNode { + public: + SHADER_NODE_CLASS(HairInfoNode) + + void attributes(Shader *shader, AttributeRequestSet *attributes); + bool has_attribute_dependency() + { + return true; + } + bool has_spatial_varying() + { + return true; + } + virtual int get_feature() + { + return ShaderNode::get_feature() | KERNEL_FEATURE_NODE_HAIR; + } +}; + +class VolumeInfoNode : public ShaderNode { + public: + SHADER_NODE_CLASS(VolumeInfoNode) + void attributes(Shader *shader, AttributeRequestSet *attributes); + bool has_attribute_dependency() + { + return true; + } + bool has_spatial_varying() + { + return true; + } + void expand(ShaderGraph *graph); +}; + +class VertexColorNode : public ShaderNode { + public: + SHADER_NODE_CLASS(VertexColorNode) + void attributes(Shader *shader, AttributeRequestSet *attributes); + bool has_attribute_dependency() + { + return true; + } + bool has_spatial_varying() + { + return true; + } + + NODE_SOCKET_API(ustring, layer_name) +}; + +class ValueNode : public ShaderNode { + public: + SHADER_NODE_CLASS(ValueNode) + + void constant_fold(const ConstantFolder &folder); + + NODE_SOCKET_API(float, value) +}; + +class ColorNode : public ShaderNode { + public: + SHADER_NODE_CLASS(ColorNode) + + void constant_fold(const ConstantFolder &folder); + + NODE_SOCKET_API(float3, value) +}; + +class AddClosureNode : public ShaderNode { + public: + SHADER_NODE_CLASS(AddClosureNode) + void constant_fold(const ConstantFolder &folder); +}; + +class MixClosureNode : public ShaderNode { + public: + SHADER_NODE_CLASS(MixClosureNode) + void constant_fold(const ConstantFolder &folder); + + NODE_SOCKET_API(float, fac) +}; + +class MixClosureWeightNode : public ShaderNode { + public: + SHADER_NODE_CLASS(MixClosureWeightNode) + + NODE_SOCKET_API(float, weight) + NODE_SOCKET_API(float, fac) +}; + +class InvertNode : public ShaderNode { + public: + SHADER_NODE_CLASS(InvertNode) + void constant_fold(const ConstantFolder &folder); + + NODE_SOCKET_API(float, fac) + NODE_SOCKET_API(float3, color) +}; + +class MixNode : public ShaderNode { + public: + SHADER_NODE_CLASS(MixNode) + void constant_fold(const ConstantFolder &folder); + + NODE_SOCKET_API(NodeMix, mix_type) + NODE_SOCKET_API(bool, use_clamp) + NODE_SOCKET_API(float3, color1) + NODE_SOCKET_API(float3, color2) + NODE_SOCKET_API(float, fac) +}; + +class CombineRGBNode : public ShaderNode { + public: + SHADER_NODE_CLASS(CombineRGBNode) + void constant_fold(const ConstantFolder &folder); + + NODE_SOCKET_API(float, r) + NODE_SOCKET_API(float, g) + NODE_SOCKET_API(float, b) +}; + +class CombineHSVNode : public ShaderNode { + public: + SHADER_NODE_CLASS(CombineHSVNode) + void constant_fold(const ConstantFolder &folder); + + NODE_SOCKET_API(float, h) + NODE_SOCKET_API(float, s) + NODE_SOCKET_API(float, v) +}; + +class CombineXYZNode : public ShaderNode { + public: + SHADER_NODE_CLASS(CombineXYZNode) + void constant_fold(const ConstantFolder &folder); + + NODE_SOCKET_API(float, x) + NODE_SOCKET_API(float, y) + NODE_SOCKET_API(float, z) +}; + +class GammaNode : public ShaderNode { + public: + SHADER_NODE_CLASS(GammaNode) + void constant_fold(const ConstantFolder &folder); + + NODE_SOCKET_API(float3, color) + NODE_SOCKET_API(float, gamma) +}; + +class BrightContrastNode : public ShaderNode { + public: + SHADER_NODE_CLASS(BrightContrastNode) + void constant_fold(const ConstantFolder &folder); + + NODE_SOCKET_API(float3, color) + NODE_SOCKET_API(float, bright) + NODE_SOCKET_API(float, contrast) +}; + +class SeparateRGBNode : public ShaderNode { + public: + SHADER_NODE_CLASS(SeparateRGBNode) + void constant_fold(const ConstantFolder &folder); + + NODE_SOCKET_API(float3, color) +}; + +class SeparateHSVNode : public ShaderNode { + public: + SHADER_NODE_CLASS(SeparateHSVNode) + void constant_fold(const ConstantFolder &folder); + + NODE_SOCKET_API(float3, color) +}; + +class SeparateXYZNode : public ShaderNode { + public: + SHADER_NODE_CLASS(SeparateXYZNode) + void constant_fold(const ConstantFolder &folder); + + NODE_SOCKET_API(float3, vector) +}; + +class HSVNode : public ShaderNode { + public: + SHADER_NODE_CLASS(HSVNode) + + NODE_SOCKET_API(float, hue) + NODE_SOCKET_API(float, saturation) + NODE_SOCKET_API(float, value) + NODE_SOCKET_API(float, fac) + NODE_SOCKET_API(float3, color) +}; + +class AttributeNode : public ShaderNode { + public: + SHADER_NODE_CLASS(AttributeNode) + void attributes(Shader *shader, AttributeRequestSet *attributes); + bool has_attribute_dependency() + { + return true; + } + bool has_spatial_varying() + { + return true; + } + + NODE_SOCKET_API(ustring, attribute) +}; + +class CameraNode : public ShaderNode { + public: + SHADER_NODE_CLASS(CameraNode) + bool has_spatial_varying() + { + return true; + } +}; + +class FresnelNode : public ShaderNode { + public: + SHADER_NODE_CLASS(FresnelNode) + bool has_spatial_varying() + { + return true; + } + + NODE_SOCKET_API(float3, normal) + NODE_SOCKET_API(float, IOR) +}; + +class LayerWeightNode : public ShaderNode { + public: + SHADER_NODE_CLASS(LayerWeightNode) + bool has_spatial_varying() + { + return true; + } + + NODE_SOCKET_API(float3, normal) + NODE_SOCKET_API(float, blend) +}; + +class WireframeNode : public ShaderNode { + public: + SHADER_NODE_CLASS(WireframeNode) + bool has_spatial_varying() + { + return true; + } + + NODE_SOCKET_API(float, size) + NODE_SOCKET_API(bool, use_pixel_size) +}; + +class WavelengthNode : public ShaderNode { + public: + SHADER_NODE_CLASS(WavelengthNode) + + NODE_SOCKET_API(float, wavelength) +}; + +class BlackbodyNode : public ShaderNode { + public: + SHADER_NODE_CLASS(BlackbodyNode) + void constant_fold(const ConstantFolder &folder); + + NODE_SOCKET_API(float, temperature) +}; + +class MapRangeNode : public ShaderNode { + public: + SHADER_NODE_CLASS(MapRangeNode) + void expand(ShaderGraph *graph); + + NODE_SOCKET_API(float, value) + NODE_SOCKET_API(float, from_min) + NODE_SOCKET_API(float, from_max) + NODE_SOCKET_API(float, to_min) + NODE_SOCKET_API(float, to_max) + NODE_SOCKET_API(float, steps) + NODE_SOCKET_API(NodeMapRangeType, range_type) + NODE_SOCKET_API(bool, clamp) +}; + +class ClampNode : public ShaderNode { + public: + SHADER_NODE_CLASS(ClampNode) + void constant_fold(const ConstantFolder &folder); + NODE_SOCKET_API(float, value) + NODE_SOCKET_API(float, min) + NODE_SOCKET_API(float, max) + NODE_SOCKET_API(NodeClampType, clamp_type) +}; + +class MathNode : public ShaderNode { + public: + SHADER_NODE_CLASS(MathNode) + void expand(ShaderGraph *graph); + void constant_fold(const ConstantFolder &folder); + + NODE_SOCKET_API(float, value1) + NODE_SOCKET_API(float, value2) + NODE_SOCKET_API(float, value3) + NODE_SOCKET_API(NodeMathType, math_type) + NODE_SOCKET_API(bool, use_clamp) +}; + +class NormalNode : public ShaderNode { + public: + SHADER_NODE_CLASS(NormalNode) + + NODE_SOCKET_API(float3, direction) + NODE_SOCKET_API(float3, normal) +}; + +class VectorMathNode : public ShaderNode { + public: + SHADER_NODE_CLASS(VectorMathNode) + void constant_fold(const ConstantFolder &folder); + + NODE_SOCKET_API(float3, vector1) + NODE_SOCKET_API(float3, vector2) + NODE_SOCKET_API(float3, vector3) + NODE_SOCKET_API(float, scale) + NODE_SOCKET_API(NodeVectorMathType, math_type) +}; + +class VectorRotateNode : public ShaderNode { + public: + SHADER_NODE_CLASS(VectorRotateNode) + + NODE_SOCKET_API(NodeVectorRotateType, rotate_type) + NODE_SOCKET_API(bool, invert) + NODE_SOCKET_API(float3, vector) + NODE_SOCKET_API(float3, center) + NODE_SOCKET_API(float3, axis) + NODE_SOCKET_API(float, angle) + NODE_SOCKET_API(float3, rotation) +}; + +class VectorTransformNode : public ShaderNode { + public: + SHADER_NODE_CLASS(VectorTransformNode) + + NODE_SOCKET_API(NodeVectorTransformType, transform_type) + NODE_SOCKET_API(NodeVectorTransformConvertSpace, convert_from) + NODE_SOCKET_API(NodeVectorTransformConvertSpace, convert_to) + NODE_SOCKET_API(float3, vector) +}; + +class BumpNode : public ShaderNode { + public: + SHADER_NODE_CLASS(BumpNode) + void constant_fold(const ConstantFolder &folder); + bool has_spatial_varying() + { + return true; + } + virtual int get_feature() + { + return KERNEL_FEATURE_NODE_BUMP; + } + + NODE_SOCKET_API(bool, invert) + NODE_SOCKET_API(bool, use_object_space) + NODE_SOCKET_API(float, height) + NODE_SOCKET_API(float, sample_center) + NODE_SOCKET_API(float, sample_x) + NODE_SOCKET_API(float, sample_y) + NODE_SOCKET_API(float3, normal) + NODE_SOCKET_API(float, strength) + NODE_SOCKET_API(float, distance) +}; + +class CurvesNode : public ShaderNode { + public: + explicit CurvesNode(const NodeType *node_type); + SHADER_NODE_BASE_CLASS(CurvesNode) + + NODE_SOCKET_API_ARRAY(array, curves) + NODE_SOCKET_API(float, min_x) + NODE_SOCKET_API(float, max_x) + NODE_SOCKET_API(float, fac) + NODE_SOCKET_API(float3, value) + + protected: + using ShaderNode::constant_fold; + void constant_fold(const ConstantFolder &folder, ShaderInput *value_in); + void compile(SVMCompiler &compiler, int type, ShaderInput *value_in, ShaderOutput *value_out); + void compile(OSLCompiler &compiler, const char *name); +}; + +class RGBCurvesNode : public CurvesNode { + public: + SHADER_NODE_CLASS(RGBCurvesNode) + void constant_fold(const ConstantFolder &folder); +}; + +class VectorCurvesNode : public CurvesNode { + public: + SHADER_NODE_CLASS(VectorCurvesNode) + void constant_fold(const ConstantFolder &folder); +}; + +class FloatCurveNode : public ShaderNode { + public: + SHADER_NODE_CLASS(FloatCurveNode) + void constant_fold(const ConstantFolder &folder); + + NODE_SOCKET_API_ARRAY(array, curve) + NODE_SOCKET_API(float, min_x) + NODE_SOCKET_API(float, max_x) + NODE_SOCKET_API(float, fac) + NODE_SOCKET_API(float, value) +}; + +class RGBRampNode : public ShaderNode { + public: + SHADER_NODE_CLASS(RGBRampNode) + void constant_fold(const ConstantFolder &folder); + + NODE_SOCKET_API_ARRAY(array, ramp) + NODE_SOCKET_API_ARRAY(array, ramp_alpha) + NODE_SOCKET_API(float, fac) + NODE_SOCKET_API(bool, interpolate) +}; + +class SetNormalNode : public ShaderNode { + public: + SHADER_NODE_CLASS(SetNormalNode) + NODE_SOCKET_API(float3, direction) +}; + +class OSLNode final : public ShaderNode { + public: + static OSLNode *create(ShaderGraph *graph, size_t num_inputs, const OSLNode *from = NULL); + ~OSLNode(); + + static void operator delete(void *ptr) + { + /* Override delete operator to silence new-delete-type-mismatch ASAN warnings + * regarding size mismatch in the destructor. This is intentional as we allocate + * extra space at the end of the node. */ + ::operator delete(ptr); + } + static void operator delete(void *, void *) + { + /* Deliberately empty placement delete operator, to avoid MSVC warning C4291. */ + } + + ShaderNode *clone(ShaderGraph *graph) const; + + char *input_default_value(); + void add_input(ustring name, SocketType::Type type); + void add_output(ustring name, SocketType::Type type); + + SHADER_NODE_NO_CLONE_CLASS(OSLNode) + + /* Ideally we could better detect this, but we can't query this now. */ + bool has_spatial_varying() + { + return true; + } + bool has_volume_support() + { + return true; + } + + virtual bool equals(const ShaderNode & /*other*/) + { + return false; + } + + string filepath; + string bytecode_hash; +}; + +class NormalMapNode : public ShaderNode { + public: + SHADER_NODE_CLASS(NormalMapNode) + void attributes(Shader *shader, AttributeRequestSet *attributes); + bool has_attribute_dependency() + { + return true; + } + bool has_spatial_varying() + { + return true; + } + + NODE_SOCKET_API(NodeNormalMapSpace, space) + NODE_SOCKET_API(ustring, attribute) + NODE_SOCKET_API(float, strength) + NODE_SOCKET_API(float3, color) + NODE_SOCKET_API(float3, normal_osl) +}; + +class TangentNode : public ShaderNode { + public: + SHADER_NODE_CLASS(TangentNode) + void attributes(Shader *shader, AttributeRequestSet *attributes); + bool has_attribute_dependency() + { + return true; + } + bool has_spatial_varying() + { + return true; + } + + NODE_SOCKET_API(NodeTangentDirectionType, direction_type) + NODE_SOCKET_API(NodeTangentAxis, axis) + NODE_SOCKET_API(ustring, attribute) + NODE_SOCKET_API(float3, normal_osl) +}; + +class BevelNode : public ShaderNode { + public: + SHADER_NODE_CLASS(BevelNode) + bool has_spatial_varying() + { + return true; + } + virtual int get_feature() + { + return KERNEL_FEATURE_NODE_RAYTRACE; + } + + NODE_SOCKET_API(float, radius) + NODE_SOCKET_API(float3, normal) + NODE_SOCKET_API(int, samples) +}; + +class DisplacementNode : public ShaderNode { + public: + SHADER_NODE_CLASS(DisplacementNode) + void constant_fold(const ConstantFolder &folder); + virtual int get_feature() + { + return KERNEL_FEATURE_NODE_BUMP; + } + + NODE_SOCKET_API(NodeNormalMapSpace, space) + NODE_SOCKET_API(float, height) + NODE_SOCKET_API(float, midlevel) + NODE_SOCKET_API(float, scale) + NODE_SOCKET_API(float3, normal) +}; + +class VectorDisplacementNode : public ShaderNode { + public: + SHADER_NODE_CLASS(VectorDisplacementNode) + void attributes(Shader *shader, AttributeRequestSet *attributes); + bool has_attribute_dependency() + { + return true; + } + void constant_fold(const ConstantFolder &folder); + virtual int get_feature() + { + return KERNEL_FEATURE_NODE_BUMP; + } + + NODE_SOCKET_API(NodeNormalMapSpace, space) + NODE_SOCKET_API(ustring, attribute) + NODE_SOCKET_API(float3, vector) + NODE_SOCKET_API(float, midlevel) + NODE_SOCKET_API(float, scale) +}; + +CCL_NAMESPACE_END + +#endif /* __NODES_H__ */ diff --git a/intern/cycles/scene/sobol.cpp b/intern/cycles/scene/sobol.cpp new file mode 100644 index 00000000000..397c28814ca --- /dev/null +++ b/intern/cycles/scene/sobol.cpp @@ -0,0 +1,94 @@ +/* + * Sobol sequence direction vectors. + * + * This file contains code to create direction vectors for generating sobol + * sequences in high dimensions. It is adapted from code on this webpage: + * + * http://web.maths.unsw.edu.au/~fkuo/sobol/ + * + * From these papers: + * + * S. Joe and F. Y. Kuo, Remark on Algorithm 659: Implementing Sobol's quasirandom + * sequence generator, ACM Trans. Math. Softw. 29, 49-57 (2003) + * + * S. Joe and F. Y. Kuo, Constructing Sobol sequences with better two-dimensional + * projections, SIAM J. Sci. Comput. 30, 2635-2654 (2008) + */ + +/* Copyright (c) 2008, Frances Y. Kuo and Stephen Joe + * All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * + * * Neither the names of the copyright holders nor the names of the + * University of New South Wales and the University of Waikato + * and its contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +#include "util/util_types.h" + +#include "scene/sobol.h" + +CCL_NAMESPACE_BEGIN + +#include "sobol.tables" + +void sobol_generate_direction_vectors(uint vectors[][SOBOL_BITS], int dimensions) +{ + assert(dimensions <= SOBOL_MAX_DIMENSIONS); + + const uint L = SOBOL_BITS; + + /* first dimension is exception */ + uint *v = vectors[0]; + + for (uint i = 0; i < L; i++) + v[i] = 1 << (31 - i); // all m's = 1 + + for (int dim = 1; dim < dimensions; dim++) { + const SobolDirectionNumbers *numbers = &SOBOL_NUMBERS[dim - 1]; + const uint s = numbers->s; + const uint a = numbers->a; + const uint *m = numbers->m; + + v = vectors[dim]; + + if (L <= s) { + for (uint i = 0; i < L; i++) + v[i] = m[i] << (31 - i); + } + else { + for (uint i = 0; i < s; i++) + v[i] = m[i] << (31 - i); + + for (uint i = s; i < L; i++) { + v[i] = v[i - s] ^ (v[i - s] >> s); + + for (uint k = 1; k < s; k++) + v[i] ^= (((a >> (s - 1 - k)) & 1) * v[i - k]); + } + } + } +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/scene/sobol.h b/intern/cycles/scene/sobol.h new file mode 100644 index 00000000000..d38857d2b35 --- /dev/null +++ b/intern/cycles/scene/sobol.h @@ -0,0 +1,31 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef __SOBOL_H__ +#define __SOBOL_H__ + +#include "util/util_types.h" + +CCL_NAMESPACE_BEGIN + +#define SOBOL_BITS 32 +#define SOBOL_MAX_DIMENSIONS 21201 + +void sobol_generate_direction_vectors(uint vectors[][SOBOL_BITS], int dimensions); + +CCL_NAMESPACE_END + +#endif /* __SOBOL_H__ */ diff --git a/intern/cycles/scene/sobol.tables b/intern/cycles/scene/sobol.tables new file mode 100644 index 00000000000..24f174dfae2 --- /dev/null +++ b/intern/cycles/scene/sobol.tables @@ -0,0 +1,21258 @@ +/* + * Sobol sequence direction vectors. + * + * This file contains code to create direction vectors for generating sobol + * sequences in high dimensions. It is adapted from code on this webpage: + * + * http://web.maths.unsw.edu.au/~fkuo/sobol/ + * + * From these papers: + * + * S. Joe and F. Y. Kuo, Remark on Algorithm 659: Implementing Sobol's quasirandom + * sequence generator, ACM Trans. Math. Softw. 29, 49-57 (2003) + * + * S. Joe and F. Y. Kuo, Constructing Sobol sequences with better two-dimensional + * projections, SIAM J. Sci. Comput. 30, 2635-2654 (2008) + */ + +/* Copyright (c) 2008, Frances Y. Kuo and Stephen Joe + * All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * + * * Neither the names of the copyright holders nor the names of the + * University of New South Wales and the University of Waikato + * and its contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +/* Note: this file has a non-standard extension so it is skipped by clang-format. */ + +#define SOBOL_MAX_NUMBER 32 + +typedef struct SobolDirectionNumbers { + uint d, s, a; + uint m[SOBOL_MAX_NUMBER]; +} SobolDirectionNumbers; + +static const SobolDirectionNumbers SOBOL_NUMBERS[SOBOL_MAX_DIMENSIONS - 1] = { +{2, 1, 0, {1}}, +{3, 2, 1, {1, 3}}, +{4, 3, 1, {1, 3, 1}}, +{5, 3, 2, {1, 1, 1}}, +{6, 4, 1, {1, 1, 3, 3}}, +{7, 4, 4, {1, 3, 5, 13}}, +{8, 5, 2, {1, 1, 5, 5, 17}}, +{9, 5, 4, {1, 1, 5, 5, 5}}, +{10, 5, 7, {1, 1, 7, 11, 19}}, +{11, 5, 11, {1, 1, 5, 1, 1}}, +{12, 5, 13, {1, 1, 1, 3, 11}}, +{13, 5, 14, {1, 3, 5, 5, 31}}, +{14, 6, 1, {1, 3, 3, 9, 7, 49}}, +{15, 6, 13, {1, 1, 1, 15, 21, 21}}, +{16, 6, 16, {1, 3, 1, 13, 27, 49}}, +{17, 6, 19, {1, 1, 1, 15, 7, 5}}, +{18, 6, 22, {1, 3, 1, 15, 13, 25}}, +{19, 6, 25, {1, 1, 5, 5, 19, 61}}, +{20, 7, 1, {1, 3, 7, 11, 23, 15, 103}}, +{21, 7, 4, {1, 3, 7, 13, 13, 15, 69}}, +{22, 7, 7, {1, 1, 3, 13, 7, 35, 63}}, +{23, 7, 8, {1, 3, 5, 9, 1, 25, 53}}, +{24, 7, 14, {1, 3, 1, 13, 9, 35, 107}}, +{25, 7, 19, {1, 3, 1, 5, 27, 61, 31}}, +{26, 7, 21, {1, 1, 5, 11, 19, 41, 61}}, +{27, 7, 28, {1, 3, 5, 3, 3, 13, 69}}, +{28, 7, 31, {1, 1, 7, 13, 1, 19, 1}}, +{29, 7, 32, {1, 3, 7, 5, 13, 19, 59}}, +{30, 7, 37, {1, 1, 3, 9, 25, 29, 41}}, +{31, 7, 41, {1, 3, 5, 13, 23, 1, 55}}, +{32, 7, 42, {1, 3, 7, 3, 13, 59, 17}}, +{33, 7, 50, {1, 3, 1, 3, 5, 53, 69}}, +{34, 7, 55, {1, 1, 5, 5, 23, 33, 13}}, +{35, 7, 56, {1, 1, 7, 7, 1, 61, 123}}, +{36, 7, 59, {1, 1, 7, 9, 13, 61, 49}}, +{37, 7, 62, {1, 3, 3, 5, 3, 55, 33}}, +{38, 8, 14, {1, 3, 1, 15, 31, 13, 49, 245}}, +{39, 8, 21, {1, 3, 5, 15, 31, 59, 63, 97}}, +{40, 8, 22, {1, 3, 1, 11, 11, 11, 77, 249}}, +{41, 8, 38, {1, 3, 1, 11, 27, 43, 71, 9}}, +{42, 8, 47, {1, 1, 7, 15, 21, 11, 81, 45}}, +{43, 8, 49, {1, 3, 7, 3, 25, 31, 65, 79}}, +{44, 8, 50, {1, 3, 1, 1, 19, 11, 3, 205}}, +{45, 8, 52, {1, 1, 5, 9, 19, 21, 29, 157}}, +{46, 8, 56, {1, 3, 7, 11, 1, 33, 89, 185}}, +{47, 8, 67, {1, 3, 3, 3, 15, 9, 79, 71}}, +{48, 8, 70, {1, 3, 7, 11, 15, 39, 119, 27}}, +{49, 8, 84, {1, 1, 3, 1, 11, 31, 97, 225}}, +{50, 8, 97, {1, 1, 1, 3, 23, 43, 57, 177}}, +{51, 8, 103, {1, 3, 7, 7, 17, 17, 37, 71}}, +{52, 8, 115, {1, 3, 1, 5, 27, 63, 123, 213}}, +{53, 8, 122, {1, 1, 3, 5, 11, 43, 53, 133}}, +{54, 9, 8, {1, 3, 5, 5, 29, 17, 47, 173, 479}}, +{55, 9, 13, {1, 3, 3, 11, 3, 1, 109, 9, 69}}, +{56, 9, 16, {1, 1, 1, 5, 17, 39, 23, 5, 343}}, +{57, 9, 22, {1, 3, 1, 5, 25, 15, 31, 103, 499}}, +{58, 9, 25, {1, 1, 1, 11, 11, 17, 63, 105, 183}}, +{59, 9, 44, {1, 1, 5, 11, 9, 29, 97, 231, 363}}, +{60, 9, 47, {1, 1, 5, 15, 19, 45, 41, 7, 383}}, +{61, 9, 52, {1, 3, 7, 7, 31, 19, 83, 137, 221}}, +{62, 9, 55, {1, 1, 1, 3, 23, 15, 111, 223, 83}}, +{63, 9, 59, {1, 1, 5, 13, 31, 15, 55, 25, 161}}, +{64, 9, 62, {1, 1, 3, 13, 25, 47, 39, 87, 257}}, +{65, 9, 67, {1, 1, 1, 11, 21, 53, 125, 249, 293}}, +{66, 9, 74, {1, 1, 7, 11, 11, 7, 57, 79, 323}}, +{67, 9, 81, {1, 1, 5, 5, 17, 13, 81, 3, 131}}, +{68, 9, 82, {1, 1, 7, 13, 23, 7, 65, 251, 475}}, +{69, 9, 87, {1, 3, 5, 1, 9, 43, 3, 149, 11}}, +{70, 9, 91, {1, 1, 3, 13, 31, 13, 13, 255, 487}}, +{71, 9, 94, {1, 3, 3, 1, 5, 63, 89, 91, 127}}, +{72, 9, 103, {1, 1, 3, 3, 1, 19, 123, 127, 237}}, +{73, 9, 104, {1, 1, 5, 7, 23, 31, 37, 243, 289}}, +{74, 9, 109, {1, 1, 5, 11, 17, 53, 117, 183, 491}}, +{75, 9, 122, {1, 1, 1, 5, 1, 13, 13, 209, 345}}, +{76, 9, 124, {1, 1, 3, 15, 1, 57, 115, 7, 33}}, +{77, 9, 137, {1, 3, 1, 11, 7, 43, 81, 207, 175}}, +{78, 9, 138, {1, 3, 1, 1, 15, 27, 63, 255, 49}}, +{79, 9, 143, {1, 3, 5, 3, 27, 61, 105, 171, 305}}, +{80, 9, 145, {1, 1, 5, 3, 1, 3, 57, 249, 149}}, +{81, 9, 152, {1, 1, 3, 5, 5, 57, 15, 13, 159}}, +{82, 9, 157, {1, 1, 1, 11, 7, 11, 105, 141, 225}}, +{83, 9, 167, {1, 3, 3, 5, 27, 59, 121, 101, 271}}, +{84, 9, 173, {1, 3, 5, 9, 11, 49, 51, 59, 115}}, +{85, 9, 176, {1, 1, 7, 1, 23, 45, 125, 71, 419}}, +{86, 9, 181, {1, 1, 3, 5, 23, 5, 105, 109, 75}}, +{87, 9, 182, {1, 1, 7, 15, 7, 11, 67, 121, 453}}, +{88, 9, 185, {1, 3, 7, 3, 9, 13, 31, 27, 449}}, +{89, 9, 191, {1, 3, 1, 15, 19, 39, 39, 89, 15}}, +{90, 9, 194, {1, 1, 1, 1, 1, 33, 73, 145, 379}}, +{91, 9, 199, {1, 3, 1, 15, 15, 43, 29, 13, 483}}, +{92, 9, 218, {1, 1, 7, 3, 19, 27, 85, 131, 431}}, +{93, 9, 220, {1, 3, 3, 3, 5, 35, 23, 195, 349}}, +{94, 9, 227, {1, 3, 3, 7, 9, 27, 39, 59, 297}}, +{95, 9, 229, {1, 1, 3, 9, 11, 17, 13, 241, 157}}, +{96, 9, 230, {1, 3, 7, 15, 25, 57, 33, 189, 213}}, +{97, 9, 234, {1, 1, 7, 1, 9, 55, 73, 83, 217}}, +{98, 9, 236, {1, 3, 3, 13, 19, 27, 23, 113, 249}}, +{99, 9, 241, {1, 3, 5, 3, 23, 43, 3, 253, 479}}, +{100, 9, 244, {1, 1, 5, 5, 11, 5, 45, 117, 217}}, +{101, 9, 253, {1, 3, 3, 7, 29, 37, 33, 123, 147}}, +{102, 10, 4, {1, 3, 1, 15, 5, 5, 37, 227, 223, 459}}, +{103, 10, 13, {1, 1, 7, 5, 5, 39, 63, 255, 135, 487}}, +{104, 10, 19, {1, 3, 1, 7, 9, 7, 87, 249, 217, 599}}, +{105, 10, 22, {1, 1, 3, 13, 9, 47, 7, 225, 363, 247}}, +{106, 10, 50, {1, 3, 7, 13, 19, 13, 9, 67, 9, 737}}, +{107, 10, 55, {1, 3, 5, 5, 19, 59, 7, 41, 319, 677}}, +{108, 10, 64, {1, 1, 5, 3, 31, 63, 15, 43, 207, 789}}, +{109, 10, 69, {1, 1, 7, 9, 13, 39, 3, 47, 497, 169}}, +{110, 10, 98, {1, 3, 1, 7, 21, 17, 97, 19, 415, 905}}, +{111, 10, 107, {1, 3, 7, 1, 3, 31, 71, 111, 165, 127}}, +{112, 10, 115, {1, 1, 5, 11, 1, 61, 83, 119, 203, 847}}, +{113, 10, 121, {1, 3, 3, 13, 9, 61, 19, 97, 47, 35}}, +{114, 10, 127, {1, 1, 7, 7, 15, 29, 63, 95, 417, 469}}, +{115, 10, 134, {1, 3, 1, 9, 25, 9, 71, 57, 213, 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240157}}, +{21117, 18, 129652, {1, 3, 3, 5, 31, 41, 59, 5, 159, 627, 1569, 23, 2311, 2239, 20811, 54931, 130949, 193071}}, +{21118, 18, 129659, {1, 1, 1, 1, 27, 45, 43, 1, 381, 801, 451, 1361, 1611, 5379, 27819, 8949, 4953, 222335}}, +{21119, 18, 129680, {1, 1, 7, 7, 7, 11, 101, 17, 197, 561, 297, 159, 7443, 7273, 819, 23487, 24927, 151781}}, +{21120, 18, 129692, {1, 3, 1, 3, 15, 43, 119, 193, 205, 835, 7, 689, 8045, 11167, 19521, 65075, 87265, 53669}}, +{21121, 18, 129738, {1, 3, 7, 7, 9, 51, 43, 209, 239, 415, 995, 4037, 1219, 2683, 30459, 36161, 111157, 184551}}, +{21122, 18, 129764, {1, 3, 7, 11, 27, 3, 81, 43, 407, 463, 231, 3545, 2691, 5235, 22053, 37233, 98757, 149111}}, +{21123, 18, 129782, {1, 3, 1, 5, 17, 25, 47, 185, 487, 403, 1063, 1445, 4457, 15443, 11693, 54823, 131001, 9813}}, +{21124, 18, 129793, {1, 3, 5, 3, 5, 35, 127, 253, 173, 491, 133, 3575, 1981, 12735, 26021, 61615, 74615, 159829}}, +{21125, 18, 129820, {1, 1, 5, 9, 13, 37, 67, 155, 317, 389, 603, 4061, 3527, 9315, 32331, 43145, 82511, 240133}}, +{21126, 18, 129824, {1, 1, 5, 1, 21, 41, 89, 3, 61, 627, 1301, 2073, 447, 8139, 2509, 52075, 50687, 240239}}, +{21127, 18, 129829, {1, 3, 7, 13, 25, 61, 117, 107, 175, 7, 1173, 561, 5777, 10525, 20713, 34987, 48005, 214361}}, +{21128, 18, 129848, {1, 3, 7, 15, 25, 31, 127, 147, 177, 881, 95, 2115, 4765, 10485, 9253, 721, 193, 222459}}, +{21129, 18, 129854, {1, 3, 5, 3, 3, 13, 47, 77, 441, 1001, 215, 2365, 3603, 405, 11401, 14523, 65755, 258229}}, +{21130, 18, 129861, {1, 1, 3, 9, 19, 29, 71, 153, 77, 613, 1815, 2033, 1821, 15497, 18805, 28851, 88247, 143115}}, +{21131, 18, 129879, {1, 3, 1, 11, 21, 19, 37, 35, 427, 887, 1977, 1961, 3619, 10739, 30115, 55937, 102045, 110929}}, +{21132, 18, 129886, {1, 3, 3, 13, 21, 27, 49, 15, 405, 629, 2015, 867, 2121, 13789, 19225, 22343, 105629, 123113}}, +{21133, 18, 129907, {1, 1, 1, 1, 17, 19, 55, 207, 507, 1001, 1753, 315, 2799, 8643, 1519, 4057, 16599, 222223}}, +{21134, 18, 129949, {1, 1, 5, 7, 21, 37, 63, 53, 103, 261, 595, 389, 6041, 11127, 23625, 61683, 80953, 255891}}, +{21135, 18, 129953, {1, 1, 1, 5, 25, 21, 81, 233, 79, 57, 1311, 3965, 7747, 687, 32149, 397, 4551, 37657}}, +{21136, 18, 129980, {1, 1, 1, 5, 9, 19, 87, 67, 325, 157, 317, 591, 1401, 8275, 20413, 39529, 75349, 183679}}, +{21137, 18, 129998, {1, 3, 3, 15, 9, 3, 83, 205, 195, 599, 829, 3109, 3705, 13991, 8781, 41555, 31689, 86933}}, +{21138, 18, 130031, {1, 3, 5, 1, 3, 9, 37, 235, 271, 883, 561, 1473, 7693, 177, 14113, 19507, 75221, 67517}}, +{21139, 18, 130043, {1, 1, 1, 9, 7, 29, 87, 189, 239, 429, 537, 1657, 6373, 2449, 17621, 19649, 77235, 102775}}, +{21140, 18, 130057, {1, 1, 7, 7, 1, 43, 69, 207, 241, 561, 1809, 3119, 4657, 15797, 18751, 52169, 105005, 172657}}, +{21141, 18, 130065, {1, 1, 7, 5, 5, 59, 67, 231, 27, 435, 1073, 2689, 229, 733, 1579, 52289, 110285, 76721}}, +{21142, 18, 130087, {1, 3, 5, 9, 31, 19, 87, 41, 489, 705, 1363, 963, 5865, 8237, 10295, 43169, 81561, 177209}}, +{21143, 18, 130091, {1, 3, 3, 1, 25, 39, 63, 255, 403, 625, 1601, 71, 6609, 4165, 21987, 31269, 25473, 17063}}, +{21144, 18, 130096, {1, 3, 3, 11, 19, 13, 101, 245, 17, 687, 1037, 3345, 7257, 13081, 5131, 29003, 72319, 223505}}, +{21145, 18, 130101, {1, 3, 3, 3, 11, 49, 107, 29, 463, 465, 977, 4007, 2121, 4821, 1465, 53725, 36783, 247057}}, +{21146, 18, 130111, {1, 1, 1, 3, 1, 43, 71, 49, 261, 965, 1041, 3951, 3791, 2503, 26009, 52039, 4639, 141281}}, +{21147, 18, 130126, {1, 1, 3, 5, 29, 45, 79, 33, 119, 491, 1403, 1637, 853, 5609, 29853, 16435, 117877, 58443}}, +{21148, 18, 130137, {1, 1, 3, 5, 13, 17, 109, 187, 201, 705, 235, 1485, 7673, 6335, 3341, 20451, 64697, 129519}}, +{21149, 18, 130138, {1, 1, 7, 13, 11, 41, 95, 81, 135, 783, 1293, 2095, 3599, 10175, 3205, 56915, 131, 19281}}, +{21150, 18, 130149, {1, 3, 5, 9, 13, 19, 53, 223, 283, 733, 1915, 3029, 2779, 8133, 28163, 37263, 91245, 1927}}, +{21151, 18, 130177, {1, 3, 3, 3, 1, 55, 41, 123, 209, 195, 1423, 2467, 3809, 11169, 23593, 8703, 40975, 175651}}, +{21152, 18, 130180, {1, 3, 7, 9, 31, 57, 31, 115, 415, 445, 557, 3971, 1565, 15223, 7799, 10463, 117387, 225127}}, +{21153, 18, 130214, {1, 3, 5, 11, 31, 19, 3, 63, 315, 501, 903, 1925, 3393, 16149, 11013, 15483, 70765, 279}}, +{21154, 18, 130228, {1, 3, 3, 9, 29, 21, 13, 227, 263, 815, 1259, 2549, 955, 9237, 16083, 38891, 31145, 731}}, +{21155, 18, 130240, {1, 3, 3, 5, 27, 23, 33, 189, 107, 655, 889, 1549, 7315, 13341, 12721, 59339, 54503, 91679}}, +{21156, 18, 130267, {1, 3, 7, 5, 15, 9, 1, 255, 451, 91, 1279, 2359, 5913, 5215, 23161, 29327, 45275, 206709}}, +{21157, 18, 130280, {1, 3, 3, 9, 9, 41, 75, 91, 87, 695, 335, 3375, 7307, 14095, 5359, 7815, 9339, 46387}}, +{21158, 18, 130294, {1, 1, 3, 15, 5, 47, 69, 231, 423, 255, 1335, 3395, 2799, 8955, 31445, 59849, 104955, 240587}}, +{21159, 18, 130306, {1, 3, 5, 7, 7, 9, 21, 209, 321, 5, 653, 2199, 3657, 6397, 20229, 32349, 54543, 47971}}, +{21160, 18, 130325, {1, 3, 7, 11, 31, 21, 85, 49, 197, 865, 53, 609, 1867, 14503, 12671, 61703, 39245, 8493}}, +{21161, 18, 130398, {1, 3, 1, 13, 27, 31, 119, 247, 209, 65, 1729, 1563, 1597, 1617, 26597, 50139, 108667, 77035}}, +{21162, 18, 130402, {1, 1, 5, 13, 3, 49, 53, 219, 71, 1013, 1239, 3725, 117, 9273, 8277, 32619, 45933, 71509}}, +{21163, 18, 130421, {1, 3, 7, 13, 1, 3, 119, 153, 79, 555, 429, 1221, 3725, 6073, 1295, 7187, 117709, 258911}}, +{21164, 18, 130438, {1, 3, 3, 13, 1, 13, 105, 185, 81, 989, 563, 3761, 6725, 4699, 10539, 50247, 95307, 211927}}, +{21165, 18, 130441, {1, 3, 7, 3, 21, 11, 45, 81, 495, 391, 1437, 3495, 3789, 13701, 9479, 42505, 22561, 135019}}, +{21166, 18, 130475, {1, 3, 3, 11, 7, 61, 65, 211, 269, 997, 385, 3843, 4905, 2939, 28551, 19515, 25177, 68137}}, +{21167, 18, 130486, {1, 1, 3, 3, 3, 47, 73, 127, 15, 977, 209, 1791, 4711, 6733, 29093, 36311, 13665, 240603}}, +{21168, 18, 130503, {1, 3, 5, 5, 19, 39, 29, 211, 463, 755, 1723, 397, 213, 14009, 22701, 7131, 35587, 183885}}, +{21169, 18, 130551, {1, 3, 5, 9, 11, 29, 7, 25, 381, 631, 1343, 2255, 2535, 3239, 7287, 14161, 69295, 85245}}, +{21170, 18, 130574, {1, 1, 5, 5, 17, 47, 19, 217, 289, 411, 1855, 323, 4109, 2601, 5835, 61909, 99333, 99959}}, +{21171, 18, 130602, {1, 1, 3, 11, 1, 51, 121, 207, 403, 993, 1171, 3451, 3389, 957, 22125, 9333, 110775, 54125}}, +{21172, 18, 130612, {1, 3, 5, 15, 9, 51, 13, 251, 203, 861, 321, 2017, 6933, 10785, 20089, 65213, 105451, 117319}}, +{21173, 18, 130621, {1, 3, 3, 15, 19, 63, 89, 217, 269, 723, 57, 1923, 4267, 4895, 2191, 21605, 62401, 11063}}, +{21174, 18, 130633, {1, 3, 1, 3, 21, 47, 103, 75, 167, 989, 1401, 575, 3717, 10373, 21321, 5487, 36063, 140411}}, +{21175, 18, 130684, {1, 1, 7, 15, 19, 29, 121, 197, 429, 773, 901, 1875, 291, 11395, 31459, 55041, 49263, 185143}}, +{21176, 18, 130688, {1, 3, 3, 1, 19, 17, 19, 21, 41, 885, 1665, 547, 5887, 6205, 3317, 59399, 125559, 82721}}, +{21177, 18, 130698, {1, 3, 1, 9, 15, 39, 81, 9, 279, 33, 1287, 3035, 5759, 10647, 3933, 20953, 3137, 30693}}, +{21178, 18, 130700, {1, 3, 5, 13, 3, 33, 33, 169, 233, 83, 467, 3719, 5617, 6165, 15631, 56059, 95541, 245233}}, +{21179, 18, 130712, {1, 3, 5, 13, 5, 21, 81, 9, 413, 247, 1307, 3363, 3383, 11525, 1259, 8735, 36507, 98359}}, +{21180, 18, 130739, {1, 1, 1, 13, 17, 49, 105, 131, 385, 309, 1295, 565, 8031, 15391, 31263, 52657, 102721, 212195}}, +{21181, 18, 130748, {1, 3, 1, 7, 13, 41, 21, 103, 237, 649, 55, 1565, 6327, 8743, 15457, 29975, 34165, 80839}}, +{21182, 18, 130774, {1, 3, 5, 11, 15, 31, 121, 219, 375, 159, 731, 59, 3205, 15039, 10023, 46209, 34619, 110253}}, +{21183, 18, 130783, {1, 3, 3, 11, 31, 19, 79, 185, 363, 635, 463, 987, 2681, 6405, 30077, 21173, 14213, 58095}}, +{21184, 18, 130802, {1, 1, 5, 13, 23, 37, 57, 111, 293, 553, 269, 3393, 345, 1983, 1097, 47217, 22281, 212607}}, +{21185, 18, 130811, {1, 3, 5, 7, 7, 33, 65, 61, 185, 411, 187, 641, 6437, 4625, 17547, 38941, 81119, 48651}}, +{21186, 18, 130836, {1, 1, 7, 3, 19, 25, 39, 243, 139, 465, 691, 713, 7879, 14539, 31669, 35871, 130681, 255929}}, +{21187, 18, 130840, {1, 3, 1, 1, 3, 43, 87, 13, 179, 835, 719, 1189, 7207, 5863, 6077, 20669, 35469, 211155}}, +{21188, 18, 130856, {1, 3, 7, 13, 25, 59, 97, 129, 151, 985, 739, 1919, 7729, 14057, 21721, 17603, 82797, 181319}}, +{21189, 18, 130864, {1, 1, 7, 7, 5, 3, 21, 141, 379, 257, 207, 597, 4051, 7563, 25481, 59427, 45449, 61159}}, +{21190, 18, 130873, {1, 3, 3, 9, 11, 25, 5, 29, 131, 603, 637, 189, 4033, 13099, 15219, 4447, 73501, 135795}}, +{21191, 18, 130918, {1, 3, 1, 9, 1, 49, 57, 227, 141, 543, 1499, 3525, 3127, 11191, 4071, 47003, 7431, 155137}}, +{21192, 18, 130927, {1, 3, 1, 11, 27, 31, 15, 31, 113, 135, 1251, 245, 6965, 14263, 5679, 55201, 121453, 132503}}, +{21193, 18, 130929, {1, 1, 5, 15, 7, 23, 67, 163, 57, 513, 1809, 1343, 6165, 199, 31169, 30803, 86705, 71103}}, +{21194, 18, 130958, {1, 1, 3, 1, 15, 9, 75, 143, 273, 797, 819, 4037, 2305, 4841, 15697, 41191, 38187, 174131}}, +{21195, 18, 130966, {1, 3, 7, 7, 3, 55, 65, 135, 423, 185, 299, 2221, 7987, 4223, 28183, 32273, 95941, 260297}}, +{21196, 18, 130970, {1, 1, 7, 7, 7, 11, 67, 109, 507, 673, 1555, 2537, 7553, 4659, 3945, 20839, 32539, 43053}}, +{21197, 18, 130976, {1, 1, 7, 15, 1, 47, 61, 73, 211, 397, 1785, 4063, 6461, 13725, 11299, 17565, 80063, 118271}}, +{21198, 18, 131006, {1, 1, 7, 5, 29, 27, 97, 105, 379, 153, 915, 2795, 4933, 6729, 21207, 9995, 70241, 85641}}, +{21199, 18, 131008, {1, 3, 5, 5, 23, 13, 41, 67, 127, 649, 1351, 3597, 7077, 4989, 14649, 17401, 70883, 239841}}, +{21200, 18, 131020, {1, 1, 5, 1, 19, 1, 83, 3, 425, 873, 1943, 3935, 4257, 14587, 11829, 55217, 21963, 39683}}, +{21201, 18, 131059, {1, 1, 7, 11, 15, 7, 37, 239, 337, 245, 1557, 3681, 7357, 9639, 27367, 26869, 114603, 86317}} +}; diff --git a/intern/cycles/scene/stats.cpp b/intern/cycles/scene/stats.cpp new file mode 100644 index 00000000000..5c3cff232f4 --- /dev/null +++ b/intern/cycles/scene/stats.cpp @@ -0,0 +1,382 @@ +/* + * Copyright 2011-2018 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "scene/stats.h" +#include "scene/object.h" +#include "util/util_algorithm.h" +#include "util/util_foreach.h" +#include "util/util_string.h" + +CCL_NAMESPACE_BEGIN + +static int kIndentNumSpaces = 2; + +/* Named size entry. */ + +namespace { + +bool namedSizeEntryComparator(const NamedSizeEntry &a, const NamedSizeEntry &b) +{ + /* We sort in descending order. */ + return a.size > b.size; +} + +bool namedTimeEntryComparator(const NamedTimeEntry &a, const NamedTimeEntry &b) +{ + /* We sort in descending order. */ + return a.time > b.time; +} + +bool namedTimeSampleEntryComparator(const NamedNestedSampleStats &a, + const NamedNestedSampleStats &b) +{ + return a.sum_samples > b.sum_samples; +} + +bool namedSampleCountPairComparator(const NamedSampleCountPair &a, const NamedSampleCountPair &b) +{ + return a.samples > b.samples; +} + +} // namespace + +NamedSizeEntry::NamedSizeEntry() : name(""), size(0) +{ +} + +NamedSizeEntry::NamedSizeEntry(const string &name, size_t size) : name(name), size(size) +{ +} + +NamedTimeEntry::NamedTimeEntry() : name(""), time(0) +{ +} + +NamedTimeEntry::NamedTimeEntry(const string &name, double time) : name(name), time(time) +{ +} + +/* Named size statistics. */ + +NamedSizeStats::NamedSizeStats() : total_size(0) +{ +} + +void NamedSizeStats::add_entry(const NamedSizeEntry &entry) +{ + total_size += entry.size; + entries.push_back(entry); +} + +string NamedSizeStats::full_report(int indent_level) +{ + const string indent(indent_level * kIndentNumSpaces, ' '); + const string double_indent = indent + indent; + string result = ""; + result += string_printf("%sTotal memory: %s (%s)\n", + indent.c_str(), + string_human_readable_size(total_size).c_str(), + string_human_readable_number(total_size).c_str()); + sort(entries.begin(), entries.end(), namedSizeEntryComparator); + foreach (const NamedSizeEntry &entry, entries) { + result += string_printf("%s%-32s %s (%s)\n", + double_indent.c_str(), + entry.name.c_str(), + string_human_readable_size(entry.size).c_str(), + string_human_readable_number(entry.size).c_str()); + } + return result; +} + +string NamedTimeStats::full_report(int indent_level) +{ + const string indent(indent_level * kIndentNumSpaces, ' '); + const string double_indent = indent + indent; + string result = ""; + result += string_printf("%sTotal time: %fs\n", indent.c_str(), total_time); + sort(entries.begin(), entries.end(), namedTimeEntryComparator); + foreach (const NamedTimeEntry &entry, entries) { + result += string_printf( + "%s%-40s %fs\n", double_indent.c_str(), entry.name.c_str(), entry.time); + } + return result; +} + +/* Named time sample statistics. */ + +NamedNestedSampleStats::NamedNestedSampleStats() : name(""), self_samples(0), sum_samples(0) +{ +} + +NamedNestedSampleStats::NamedNestedSampleStats(const string &name, uint64_t samples) + : name(name), self_samples(samples), sum_samples(samples) +{ +} + +NamedNestedSampleStats &NamedNestedSampleStats::add_entry(const string &name_, uint64_t samples_) +{ + entries.push_back(NamedNestedSampleStats(name_, samples_)); + return entries[entries.size() - 1]; +} + +void NamedNestedSampleStats::update_sum() +{ + sum_samples = self_samples; + foreach (NamedNestedSampleStats &entry, entries) { + entry.update_sum(); + sum_samples += entry.sum_samples; + } +} + +string NamedNestedSampleStats::full_report(int indent_level, uint64_t total_samples) +{ + update_sum(); + + if (total_samples == 0) { + total_samples = sum_samples; + } + + const string indent(indent_level * kIndentNumSpaces, ' '); + + const double sum_percent = 100 * ((double)sum_samples) / total_samples; + const double sum_seconds = sum_samples * 0.001; + const double self_percent = 100 * ((double)self_samples) / total_samples; + const double self_seconds = self_samples * 0.001; + string info = string_printf("%-32s: Total %3.2f%% (%.2fs), Self %3.2f%% (%.2fs)\n", + name.c_str(), + sum_percent, + sum_seconds, + self_percent, + self_seconds); + string result = indent + info; + + sort(entries.begin(), entries.end(), namedTimeSampleEntryComparator); + foreach (NamedNestedSampleStats &entry, entries) { + result += entry.full_report(indent_level + 1, total_samples); + } + return result; +} + +/* Named sample count pairs. */ + +NamedSampleCountPair::NamedSampleCountPair(const ustring &name, uint64_t samples, uint64_t hits) + : name(name), samples(samples), hits(hits) +{ +} + +NamedSampleCountStats::NamedSampleCountStats() +{ +} + +void NamedSampleCountStats::add(const ustring &name, uint64_t samples, uint64_t hits) +{ + entry_map::iterator entry = entries.find(name); + if (entry != entries.end()) { + entry->second.samples += samples; + entry->second.hits += hits; + return; + } + entries.emplace(name, NamedSampleCountPair(name, samples, hits)); +} + +string NamedSampleCountStats::full_report(int indent_level) +{ + const string indent(indent_level * kIndentNumSpaces, ' '); + + vector sorted_entries; + sorted_entries.reserve(entries.size()); + + uint64_t total_hits = 0, total_samples = 0; + foreach (entry_map::const_reference entry, entries) { + const NamedSampleCountPair &pair = entry.second; + + total_hits += pair.hits; + total_samples += pair.samples; + + sorted_entries.push_back(pair); + } + const double avg_samples_per_hit = ((double)total_samples) / total_hits; + + sort(sorted_entries.begin(), sorted_entries.end(), namedSampleCountPairComparator); + + string result = ""; + foreach (const NamedSampleCountPair &entry, sorted_entries) { + const double seconds = entry.samples * 0.001; + const double relative = ((double)entry.samples) / (entry.hits * avg_samples_per_hit); + + result += indent + + string_printf( + "%-32s: %.2fs (Relative cost: %.2f)\n", entry.name.c_str(), seconds, relative); + } + return result; +} + +/* Mesh statistics. */ + +MeshStats::MeshStats() +{ +} + +string MeshStats::full_report(int indent_level) +{ + const string indent(indent_level * kIndentNumSpaces, ' '); + string result = ""; + result += indent + "Geometry:\n" + geometry.full_report(indent_level + 1); + return result; +} + +/* Image statistics. */ + +ImageStats::ImageStats() +{ +} + +string ImageStats::full_report(int indent_level) +{ + const string indent(indent_level * kIndentNumSpaces, ' '); + string result = ""; + result += indent + "Textures:\n" + textures.full_report(indent_level + 1); + return result; +} + +/* Overall statistics. */ + +RenderStats::RenderStats() +{ + has_profiling = false; +} + +void RenderStats::collect_profiling(Scene *scene, Profiler &prof) +{ + has_profiling = true; + + kernel = NamedNestedSampleStats("Total render time", prof.get_event(PROFILING_UNKNOWN)); + kernel.add_entry("Ray setup", prof.get_event(PROFILING_RAY_SETUP)); + kernel.add_entry("Intersect Closest", prof.get_event(PROFILING_INTERSECT_CLOSEST)); + kernel.add_entry("Intersect Shadow", prof.get_event(PROFILING_INTERSECT_SHADOW)); + kernel.add_entry("Intersect Subsurface", prof.get_event(PROFILING_INTERSECT_SUBSURFACE)); + kernel.add_entry("Intersect Volume Stack", prof.get_event(PROFILING_INTERSECT_VOLUME_STACK)); + + NamedNestedSampleStats &surface = kernel.add_entry("Shade Surface", 0); + surface.add_entry("Setup", prof.get_event(PROFILING_SHADE_SURFACE_SETUP)); + surface.add_entry("Shader Evaluation", prof.get_event(PROFILING_SHADE_SURFACE_EVAL)); + surface.add_entry("Render Passes", prof.get_event(PROFILING_SHADE_SURFACE_PASSES)); + surface.add_entry("Direct Light", prof.get_event(PROFILING_SHADE_SURFACE_DIRECT_LIGHT)); + surface.add_entry("Indirect Light", prof.get_event(PROFILING_SHADE_SURFACE_INDIRECT_LIGHT)); + surface.add_entry("Ambient Occlusion", prof.get_event(PROFILING_SHADE_SURFACE_AO)); + + NamedNestedSampleStats &volume = kernel.add_entry("Shade Volume", 0); + volume.add_entry("Setup", prof.get_event(PROFILING_SHADE_VOLUME_SETUP)); + volume.add_entry("Integrate", prof.get_event(PROFILING_SHADE_VOLUME_INTEGRATE)); + volume.add_entry("Direct Light", prof.get_event(PROFILING_SHADE_VOLUME_DIRECT_LIGHT)); + volume.add_entry("Indirect Light", prof.get_event(PROFILING_SHADE_VOLUME_INDIRECT_LIGHT)); + + NamedNestedSampleStats &shadow = kernel.add_entry("Shade Shadow", 0); + shadow.add_entry("Setup", prof.get_event(PROFILING_SHADE_SHADOW_SETUP)); + shadow.add_entry("Surface", prof.get_event(PROFILING_SHADE_SHADOW_SURFACE)); + shadow.add_entry("Volume", prof.get_event(PROFILING_SHADE_SHADOW_VOLUME)); + + NamedNestedSampleStats &light = kernel.add_entry("Shade Light", 0); + light.add_entry("Setup", prof.get_event(PROFILING_SHADE_LIGHT_SETUP)); + light.add_entry("Shader Evaluation", prof.get_event(PROFILING_SHADE_LIGHT_EVAL)); + + shaders.entries.clear(); + foreach (Shader *shader, scene->shaders) { + uint64_t samples, hits; + if (prof.get_shader(shader->id, samples, hits)) { + shaders.add(shader->name, samples, hits); + } + } + + objects.entries.clear(); + foreach (Object *object, scene->objects) { + uint64_t samples, hits; + if (prof.get_object(object->get_device_index(), samples, hits)) { + objects.add(object->name, samples, hits); + } + } +} + +string RenderStats::full_report() +{ + string result = ""; + result += "Mesh statistics:\n" + mesh.full_report(1); + result += "Image statistics:\n" + image.full_report(1); + if (has_profiling) { + result += "Kernel statistics:\n" + kernel.full_report(1); + result += "Shader statistics:\n" + shaders.full_report(1); + result += "Object statistics:\n" + objects.full_report(1); + } + else { + result += "Profiling information not available (only works with CPU rendering)"; + } + return result; +} + +NamedTimeStats::NamedTimeStats() : total_time(0.0) +{ +} + +string UpdateTimeStats::full_report(int indent_level) +{ + return times.full_report(indent_level + 1); +} + +SceneUpdateStats::SceneUpdateStats() +{ +} + +string SceneUpdateStats::full_report() +{ + string result = ""; + result += "Scene:\n" + scene.full_report(1); + result += "Geometry:\n" + geometry.full_report(1); + result += "Light:\n" + light.full_report(1); + result += "Object:\n" + object.full_report(1); + result += "Image:\n" + image.full_report(1); + result += "Background:\n" + background.full_report(1); + result += "Bake:\n" + bake.full_report(1); + result += "Camera:\n" + camera.full_report(1); + result += "Film:\n" + film.full_report(1); + result += "Integrator:\n" + integrator.full_report(1); + result += "OSL:\n" + osl.full_report(1); + result += "Particles:\n" + particles.full_report(1); + result += "SVM:\n" + svm.full_report(1); + result += "Tables:\n" + tables.full_report(1); + result += "Procedurals:\n" + procedurals.full_report(1); + return result; +} + +void SceneUpdateStats::clear() +{ + geometry.times.clear(); + image.times.clear(); + light.times.clear(); + object.times.clear(); + background.times.clear(); + bake.times.clear(); + camera.times.clear(); + film.times.clear(); + integrator.times.clear(); + osl.times.clear(); + particles.times.clear(); + scene.times.clear(); + svm.times.clear(); + tables.times.clear(); + procedurals.times.clear(); +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/scene/stats.h b/intern/cycles/scene/stats.h new file mode 100644 index 00000000000..ffcc4d55235 --- /dev/null +++ b/intern/cycles/scene/stats.h @@ -0,0 +1,231 @@ +/* + * Copyright 2011-2018 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef __RENDER_STATS_H__ +#define __RENDER_STATS_H__ + +#include "scene/scene.h" + +#include "util/util_stats.h" +#include "util/util_string.h" +#include "util/util_vector.h" + +CCL_NAMESPACE_BEGIN + +/* Named statistics entry, which corresponds to a size. There is no real + * semantic around the units of size, it just should be the same for all + * entries. + * + * This is a generic entry for all size-related statistics, which helps + * avoiding duplicating code for things like sorting. + */ +class NamedSizeEntry { + public: + NamedSizeEntry(); + NamedSizeEntry(const string &name, size_t size); + + string name; + size_t size; +}; + +class NamedTimeEntry { + public: + NamedTimeEntry(); + NamedTimeEntry(const string &name, double time); + + string name; + double time; +}; + +/* Container of named size entries. Used, for example, to store per-mesh memory + * usage statistics. But also keeps track of overall memory usage of the + * container. + */ +class NamedSizeStats { + public: + NamedSizeStats(); + + /* Add entry to the statistics. */ + void add_entry(const NamedSizeEntry &entry); + + /* Generate full human-readable report. */ + string full_report(int indent_level = 0); + + /* Total size of all entries. */ + size_t total_size; + + /* NOTE: Is fine to read directly, but for adding use add_entry(), which + * makes sure all accumulating values are properly updated. + */ + vector entries; +}; + +class NamedTimeStats { + public: + NamedTimeStats(); + + /* Add entry to the statistics. */ + void add_entry(const NamedTimeEntry &entry) + { + total_time += entry.time; + entries.push_back(entry); + } + + /* Generate full human-readable report. */ + string full_report(int indent_level = 0); + + /* Total time of all entries. */ + double total_time; + + /* NOTE: Is fine to read directly, but for adding use add_entry(), which + * makes sure all accumulating values are properly updated. + */ + vector entries; + + void clear() + { + total_time = 0.0; + entries.clear(); + } +}; + +class NamedNestedSampleStats { + public: + NamedNestedSampleStats(); + NamedNestedSampleStats(const string &name, uint64_t samples); + + NamedNestedSampleStats &add_entry(const string &name, uint64_t samples); + + /* Updates sum_samples recursively. */ + void update_sum(); + + string full_report(int indent_level = 0, uint64_t total_samples = 0); + + string name; + + /* self_samples contains only the samples that this specific event got, + * while sum_samples also includes the samples of all sub-entries. */ + uint64_t self_samples, sum_samples; + + vector entries; +}; + +/* Named entry containing both a time-sample count for objects of a type and a + * total count of processed items. + * This allows to estimate the time spent per item. */ +class NamedSampleCountPair { + public: + NamedSampleCountPair(const ustring &name, uint64_t samples, uint64_t hits); + + ustring name; + uint64_t samples; + uint64_t hits; +}; + +/* Contains statistics about pairs of samples and counts as described above. */ +class NamedSampleCountStats { + public: + NamedSampleCountStats(); + + string full_report(int indent_level = 0); + void add(const ustring &name, uint64_t samples, uint64_t hits); + + typedef unordered_map entry_map; + entry_map entries; +}; + +/* Statistics about mesh in the render database. */ +class MeshStats { + public: + MeshStats(); + + /* Generate full human-readable report. */ + string full_report(int indent_level = 0); + + /* Input geometry statistics, this is what is coming as an input to render + * from. say, Blender. This does not include runtime or engine specific + * memory like BVH. + */ + NamedSizeStats geometry; +}; + +/* Statistics about images held in memory. */ +class ImageStats { + public: + ImageStats(); + + /* Generate full human-readable report. */ + string full_report(int indent_level = 0); + + NamedSizeStats textures; +}; + +/* Render process statistics. */ +class RenderStats { + public: + RenderStats(); + + /* Return full report as string. */ + string full_report(); + + /* Collect kernel sampling information from Stats. */ + void collect_profiling(Scene *scene, Profiler &prof); + + bool has_profiling; + + MeshStats mesh; + ImageStats image; + NamedNestedSampleStats kernel; + NamedSampleCountStats shaders; + NamedSampleCountStats objects; +}; + +class UpdateTimeStats { + public: + /* Generate full human-readable report. */ + string full_report(int indent_level = 0); + + NamedTimeStats times; +}; + +class SceneUpdateStats { + public: + SceneUpdateStats(); + + UpdateTimeStats geometry; + UpdateTimeStats image; + UpdateTimeStats light; + UpdateTimeStats object; + UpdateTimeStats background; + UpdateTimeStats bake; + UpdateTimeStats camera; + UpdateTimeStats film; + UpdateTimeStats integrator; + UpdateTimeStats osl; + UpdateTimeStats particles; + UpdateTimeStats scene; + UpdateTimeStats svm; + UpdateTimeStats tables; + UpdateTimeStats procedurals; + + string full_report(); + + void clear(); +}; + +CCL_NAMESPACE_END + +#endif /* __RENDER_STATS_H__ */ diff --git a/intern/cycles/scene/svm.cpp b/intern/cycles/scene/svm.cpp new file mode 100644 index 00000000000..b0b7fb605d1 --- /dev/null +++ b/intern/cycles/scene/svm.cpp @@ -0,0 +1,984 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "device/device.h" + +#include "scene/background.h" +#include "scene/light.h" +#include "scene/mesh.h" +#include "scene/scene.h" +#include "scene/shader.h" +#include "scene/shader_graph.h" +#include "scene/shader_nodes.h" +#include "scene/stats.h" +#include "scene/svm.h" + +#include "util/util_foreach.h" +#include "util/util_logging.h" +#include "util/util_progress.h" +#include "util/util_task.h" + +CCL_NAMESPACE_BEGIN + +/* Shader Manager */ + +SVMShaderManager::SVMShaderManager() +{ +} + +SVMShaderManager::~SVMShaderManager() +{ +} + +void SVMShaderManager::reset(Scene * /*scene*/) +{ +} + +void SVMShaderManager::device_update_shader(Scene *scene, + Shader *shader, + Progress *progress, + array *svm_nodes) +{ + if (progress->get_cancel()) { + return; + } + assert(shader->graph); + + svm_nodes->push_back_slow(make_int4(NODE_SHADER_JUMP, 0, 0, 0)); + + SVMCompiler::Summary summary; + SVMCompiler compiler(scene); + compiler.background = (shader == scene->background->get_shader(scene)); + compiler.compile(shader, *svm_nodes, 0, &summary); + + VLOG(2) << "Compilation summary:\n" + << "Shader name: " << shader->name << "\n" + << summary.full_report(); +} + +void SVMShaderManager::device_update_specific(Device *device, + DeviceScene *dscene, + Scene *scene, + Progress &progress) +{ + if (!need_update()) + return; + + scoped_callback_timer timer([scene](double time) { + if (scene->update_stats) { + scene->update_stats->svm.times.add_entry({"device_update", time}); + } + }); + + const int num_shaders = scene->shaders.size(); + + VLOG(1) << "Total " << num_shaders << " shaders."; + + double start_time = time_dt(); + + /* test if we need to update */ + device_free(device, dscene, scene); + + /* Build all shaders. */ + TaskPool task_pool; + vector> shader_svm_nodes(num_shaders); + for (int i = 0; i < num_shaders; i++) { + task_pool.push(function_bind(&SVMShaderManager::device_update_shader, + this, + scene, + scene->shaders[i], + &progress, + &shader_svm_nodes[i])); + } + task_pool.wait_work(); + + if (progress.get_cancel()) { + return; + } + + /* The global node list contains a jump table (one node per shader) + * followed by the nodes of all shaders. */ + int svm_nodes_size = num_shaders; + for (int i = 0; i < num_shaders; i++) { + /* Since we're not copying the local jump node, the size ends up being one node lower. */ + svm_nodes_size += shader_svm_nodes[i].size() - 1; + } + + int4 *svm_nodes = dscene->svm_nodes.alloc(svm_nodes_size); + + int node_offset = num_shaders; + for (int i = 0; i < num_shaders; i++) { + Shader *shader = scene->shaders[i]; + + shader->clear_modified(); + if (shader->get_use_mis() && shader->has_surface_emission) { + scene->light_manager->tag_update(scene, LightManager::SHADER_COMPILED); + } + + /* Update the global jump table. + * Each compiled shader starts with a jump node that has offsets local + * to the shader, so copy those and add the offset into the global node list. */ + int4 &global_jump_node = svm_nodes[shader->id]; + int4 &local_jump_node = shader_svm_nodes[i][0]; + + global_jump_node.x = NODE_SHADER_JUMP; + global_jump_node.y = local_jump_node.y - 1 + node_offset; + global_jump_node.z = local_jump_node.z - 1 + node_offset; + global_jump_node.w = local_jump_node.w - 1 + node_offset; + + node_offset += shader_svm_nodes[i].size() - 1; + } + + /* Copy the nodes of each shader into the correct location. */ + svm_nodes += num_shaders; + for (int i = 0; i < num_shaders; i++) { + int shader_size = shader_svm_nodes[i].size() - 1; + + memcpy(svm_nodes, &shader_svm_nodes[i][1], sizeof(int4) * shader_size); + svm_nodes += shader_size; + } + + if (progress.get_cancel()) { + return; + } + + dscene->svm_nodes.copy_to_device(); + + device_update_common(device, dscene, scene, progress); + + update_flags = UPDATE_NONE; + + VLOG(1) << "Shader manager updated " << num_shaders << " shaders in " << time_dt() - start_time + << " seconds."; +} + +void SVMShaderManager::device_free(Device *device, DeviceScene *dscene, Scene *scene) +{ + device_free_common(device, dscene, scene); + + dscene->svm_nodes.free(); +} + +/* Graph Compiler */ + +SVMCompiler::SVMCompiler(Scene *scene) : scene(scene) +{ + max_stack_use = 0; + current_type = SHADER_TYPE_SURFACE; + current_shader = NULL; + current_graph = NULL; + background = false; + mix_weight_offset = SVM_STACK_INVALID; + compile_failed = false; +} + +int SVMCompiler::stack_size(SocketType::Type type) +{ + int size = 0; + + switch (type) { + case SocketType::FLOAT: + case SocketType::INT: + size = 1; + break; + case SocketType::COLOR: + case SocketType::VECTOR: + case SocketType::NORMAL: + case SocketType::POINT: + size = 3; + break; + case SocketType::CLOSURE: + size = 0; + break; + default: + assert(0); + break; + } + + return size; +} + +int SVMCompiler::stack_find_offset(int size) +{ + int offset = -1; + + /* find free space in stack & mark as used */ + for (int i = 0, num_unused = 0; i < SVM_STACK_SIZE; i++) { + if (active_stack.users[i]) + num_unused = 0; + else + num_unused++; + + if (num_unused == size) { + offset = i + 1 - size; + max_stack_use = max(i + 1, max_stack_use); + + while (i >= offset) + active_stack.users[i--] = 1; + + return offset; + } + } + + if (!compile_failed) { + compile_failed = true; + fprintf(stderr, + "Cycles: out of SVM stack space, shader \"%s\" too big.\n", + current_shader->name.c_str()); + } + + return 0; +} + +int SVMCompiler::stack_find_offset(SocketType::Type type) +{ + return stack_find_offset(stack_size(type)); +} + +void SVMCompiler::stack_clear_offset(SocketType::Type type, int offset) +{ + int size = stack_size(type); + + for (int i = 0; i < size; i++) + active_stack.users[offset + i]--; +} + +int SVMCompiler::stack_assign(ShaderInput *input) +{ + /* stack offset assign? */ + if (input->stack_offset == SVM_STACK_INVALID) { + if (input->link) { + /* linked to output -> use output offset */ + assert(input->link->stack_offset != SVM_STACK_INVALID); + input->stack_offset = input->link->stack_offset; + } + else { + Node *node = input->parent; + + /* not linked to output -> add nodes to load default value */ + input->stack_offset = stack_find_offset(input->type()); + + if (input->type() == SocketType::FLOAT) { + add_node(NODE_VALUE_F, + __float_as_int(node->get_float(input->socket_type)), + input->stack_offset); + } + else if (input->type() == SocketType::INT) { + add_node(NODE_VALUE_F, node->get_int(input->socket_type), input->stack_offset); + } + else if (input->type() == SocketType::VECTOR || input->type() == SocketType::NORMAL || + input->type() == SocketType::POINT || input->type() == SocketType::COLOR) { + + add_node(NODE_VALUE_V, input->stack_offset); + add_node(NODE_VALUE_V, node->get_float3(input->socket_type)); + } + else /* should not get called for closure */ + assert(0); + } + } + + return input->stack_offset; +} + +int SVMCompiler::stack_assign(ShaderOutput *output) +{ + /* if no stack offset assigned yet, find one */ + if (output->stack_offset == SVM_STACK_INVALID) + output->stack_offset = stack_find_offset(output->type()); + + return output->stack_offset; +} + +int SVMCompiler::stack_assign_if_linked(ShaderInput *input) +{ + if (input->link || input->constant_folded_in) + return stack_assign(input); + + return SVM_STACK_INVALID; +} + +int SVMCompiler::stack_assign_if_linked(ShaderOutput *output) +{ + if (!output->links.empty()) + return stack_assign(output); + + return SVM_STACK_INVALID; +} + +void SVMCompiler::stack_link(ShaderInput *input, ShaderOutput *output) +{ + if (output->stack_offset == SVM_STACK_INVALID) { + assert(input->link); + assert(stack_size(output->type()) == stack_size(input->link->type())); + + output->stack_offset = input->link->stack_offset; + + int size = stack_size(output->type()); + + for (int i = 0; i < size; i++) + active_stack.users[output->stack_offset + i]++; + } +} + +void SVMCompiler::stack_clear_users(ShaderNode *node, ShaderNodeSet &done) +{ + /* optimization we should add: + * find and lower user counts for outputs for which all inputs are done. + * this is done before the node is compiled, under the assumption that the + * node will first load all inputs from the stack and then writes its + * outputs. this used to work, but was disabled because it gave trouble + * with inputs getting stack positions assigned */ + + foreach (ShaderInput *input, node->inputs) { + ShaderOutput *output = input->link; + + if (output && output->stack_offset != SVM_STACK_INVALID) { + bool all_done = true; + + /* optimization we should add: verify if in->parent is actually used */ + foreach (ShaderInput *in, output->links) + if (in->parent != node && done.find(in->parent) == done.end()) + all_done = false; + + if (all_done) { + stack_clear_offset(output->type(), output->stack_offset); + output->stack_offset = SVM_STACK_INVALID; + + foreach (ShaderInput *in, output->links) + in->stack_offset = SVM_STACK_INVALID; + } + } + } +} + +void SVMCompiler::stack_clear_temporary(ShaderNode *node) +{ + foreach (ShaderInput *input, node->inputs) { + if (!input->link && input->stack_offset != SVM_STACK_INVALID) { + stack_clear_offset(input->type(), input->stack_offset); + input->stack_offset = SVM_STACK_INVALID; + } + } +} + +uint SVMCompiler::encode_uchar4(uint x, uint y, uint z, uint w) +{ + assert(x <= 255); + assert(y <= 255); + assert(z <= 255); + assert(w <= 255); + + return (x) | (y << 8) | (z << 16) | (w << 24); +} + +void SVMCompiler::add_node(int a, int b, int c, int d) +{ + current_svm_nodes.push_back_slow(make_int4(a, b, c, d)); +} + +void SVMCompiler::add_node(ShaderNodeType type, int a, int b, int c) +{ + current_svm_nodes.push_back_slow(make_int4(type, a, b, c)); +} + +void SVMCompiler::add_node(ShaderNodeType type, const float3 &f) +{ + current_svm_nodes.push_back_slow( + make_int4(type, __float_as_int(f.x), __float_as_int(f.y), __float_as_int(f.z))); +} + +void SVMCompiler::add_node(const float4 &f) +{ + current_svm_nodes.push_back_slow(make_int4( + __float_as_int(f.x), __float_as_int(f.y), __float_as_int(f.z), __float_as_int(f.w))); +} + +uint SVMCompiler::attribute(ustring name) +{ + return scene->shader_manager->get_attribute_id(name); +} + +uint SVMCompiler::attribute(AttributeStandard std) +{ + return scene->shader_manager->get_attribute_id(std); +} + +uint SVMCompiler::attribute_standard(ustring name) +{ + AttributeStandard std = Attribute::name_standard(name.c_str()); + return (std) ? attribute(std) : attribute(name); +} + +void SVMCompiler::find_dependencies(ShaderNodeSet &dependencies, + const ShaderNodeSet &done, + ShaderInput *input, + ShaderNode *skip_node) +{ + ShaderNode *node = (input->link) ? input->link->parent : NULL; + if (node != NULL && done.find(node) == done.end() && node != skip_node && + dependencies.find(node) == dependencies.end()) { + foreach (ShaderInput *in, node->inputs) { + find_dependencies(dependencies, done, in, skip_node); + } + dependencies.insert(node); + } +} + +void SVMCompiler::generate_node(ShaderNode *node, ShaderNodeSet &done) +{ + node->compile(*this); + stack_clear_users(node, done); + stack_clear_temporary(node); + + if (current_type == SHADER_TYPE_SURFACE) { + if (node->has_spatial_varying()) + current_shader->has_surface_spatial_varying = true; + if (node->get_feature() & KERNEL_FEATURE_NODE_RAYTRACE) + current_shader->has_surface_raytrace = true; + } + else if (current_type == SHADER_TYPE_VOLUME) { + if (node->has_spatial_varying()) + current_shader->has_volume_spatial_varying = true; + if (node->has_attribute_dependency()) + current_shader->has_volume_attribute_dependency = true; + } + + if (node->has_integrator_dependency()) { + current_shader->has_integrator_dependency = true; + } +} + +void SVMCompiler::generate_svm_nodes(const ShaderNodeSet &nodes, CompilerState *state) +{ + ShaderNodeSet &done = state->nodes_done; + vector &done_flag = state->nodes_done_flag; + + bool nodes_done; + do { + nodes_done = true; + + foreach (ShaderNode *node, nodes) { + if (!done_flag[node->id]) { + bool inputs_done = true; + + foreach (ShaderInput *input, node->inputs) { + if (input->link && !done_flag[input->link->parent->id]) { + inputs_done = false; + } + } + if (inputs_done) { + generate_node(node, done); + done.insert(node); + done_flag[node->id] = true; + } + else { + nodes_done = false; + } + } + } + } while (!nodes_done); +} + +void SVMCompiler::generate_closure_node(ShaderNode *node, CompilerState *state) +{ + /* Skip generating closure that are not supported or needed for a particular + * type of shader. For example a BSDF in a volume shader. */ + const int node_feature = node->get_feature(); + if ((state->node_feature_mask & node_feature) != node_feature) { + return; + } + + /* execute dependencies for closure */ + foreach (ShaderInput *in, node->inputs) { + if (in->link != NULL) { + ShaderNodeSet dependencies; + find_dependencies(dependencies, state->nodes_done, in); + generate_svm_nodes(dependencies, state); + } + } + + /* closure mix weight */ + const char *weight_name = (current_type == SHADER_TYPE_VOLUME) ? "VolumeMixWeight" : + "SurfaceMixWeight"; + ShaderInput *weight_in = node->input(weight_name); + + if (weight_in && (weight_in->link || node->get_float(weight_in->socket_type) != 1.0f)) + mix_weight_offset = stack_assign(weight_in); + else + mix_weight_offset = SVM_STACK_INVALID; + + /* compile closure itself */ + generate_node(node, state->nodes_done); + + mix_weight_offset = SVM_STACK_INVALID; + + if (current_type == SHADER_TYPE_SURFACE) { + if (node->has_surface_emission()) + current_shader->has_surface_emission = true; + if (node->has_surface_transparent()) + current_shader->has_surface_transparent = true; + if (node->has_surface_bssrdf()) { + current_shader->has_surface_bssrdf = true; + if (node->has_bssrdf_bump()) + current_shader->has_bssrdf_bump = true; + } + if (node->has_bump()) { + current_shader->has_bump = true; + } + } +} + +void SVMCompiler::generated_shared_closure_nodes(ShaderNode *root_node, + ShaderNode *node, + CompilerState *state, + const ShaderNodeSet &shared) +{ + if (shared.find(node) != shared.end()) { + generate_multi_closure(root_node, node, state); + } + else { + foreach (ShaderInput *in, node->inputs) { + if (in->type() == SocketType::CLOSURE && in->link) + generated_shared_closure_nodes(root_node, in->link->parent, state, shared); + } + } +} + +void SVMCompiler::find_aov_nodes_and_dependencies(ShaderNodeSet &aov_nodes, + ShaderGraph *graph, + CompilerState *state) +{ + foreach (ShaderNode *node, graph->nodes) { + if (node->special_type == SHADER_SPECIAL_TYPE_OUTPUT_AOV) { + OutputAOVNode *aov_node = static_cast(node); + if (aov_node->offset >= 0) { + aov_nodes.insert(aov_node); + foreach (ShaderInput *in, node->inputs) { + if (in->link != NULL) { + find_dependencies(aov_nodes, state->nodes_done, in); + } + } + } + } + } +} + +void SVMCompiler::generate_multi_closure(ShaderNode *root_node, + ShaderNode *node, + CompilerState *state) +{ + /* only generate once */ + if (state->closure_done.find(node) != state->closure_done.end()) + return; + + state->closure_done.insert(node); + + if (node->special_type == SHADER_SPECIAL_TYPE_COMBINE_CLOSURE) { + /* weighting is already taken care of in ShaderGraph::transform_multi_closure */ + ShaderInput *cl1in = node->input("Closure1"); + ShaderInput *cl2in = node->input("Closure2"); + ShaderInput *facin = node->input("Fac"); + + /* skip empty mix/add closure nodes */ + if (!cl1in->link && !cl2in->link) + return; + + if (facin && facin->link) { + /* mix closure: generate instructions to compute mix weight */ + ShaderNodeSet dependencies; + find_dependencies(dependencies, state->nodes_done, facin); + generate_svm_nodes(dependencies, state); + + /* execute shared dependencies. this is needed to allow skipping + * of zero weight closures and their dependencies later, so we + * ensure that they only skip dependencies that are unique to them */ + ShaderNodeSet cl1deps, cl2deps, shareddeps; + + find_dependencies(cl1deps, state->nodes_done, cl1in); + find_dependencies(cl2deps, state->nodes_done, cl2in); + + ShaderNodeIDComparator node_id_comp; + set_intersection(cl1deps.begin(), + cl1deps.end(), + cl2deps.begin(), + cl2deps.end(), + std::inserter(shareddeps, shareddeps.begin()), + node_id_comp); + + /* it's possible some nodes are not shared between this mix node + * inputs, but still needed to be always executed, this mainly + * happens when a node of current subbranch is used by a parent + * node or so */ + if (root_node != node) { + foreach (ShaderInput *in, root_node->inputs) { + ShaderNodeSet rootdeps; + find_dependencies(rootdeps, state->nodes_done, in, node); + set_intersection(rootdeps.begin(), + rootdeps.end(), + cl1deps.begin(), + cl1deps.end(), + std::inserter(shareddeps, shareddeps.begin()), + node_id_comp); + set_intersection(rootdeps.begin(), + rootdeps.end(), + cl2deps.begin(), + cl2deps.end(), + std::inserter(shareddeps, shareddeps.begin()), + node_id_comp); + } + } + + /* For dependencies AOV nodes, prevent them from being categorized + * as exclusive deps of one or the other closure, since the need to + * execute them for AOV writing is not dependent on the closure + * weights. */ + if (state->aov_nodes.size()) { + set_intersection(state->aov_nodes.begin(), + state->aov_nodes.end(), + cl1deps.begin(), + cl1deps.end(), + std::inserter(shareddeps, shareddeps.begin()), + node_id_comp); + set_intersection(state->aov_nodes.begin(), + state->aov_nodes.end(), + cl2deps.begin(), + cl2deps.end(), + std::inserter(shareddeps, shareddeps.begin()), + node_id_comp); + } + + if (!shareddeps.empty()) { + if (cl1in->link) { + generated_shared_closure_nodes(root_node, cl1in->link->parent, state, shareddeps); + } + if (cl2in->link) { + generated_shared_closure_nodes(root_node, cl2in->link->parent, state, shareddeps); + } + + generate_svm_nodes(shareddeps, state); + } + + /* generate instructions for input closure 1 */ + if (cl1in->link) { + /* Add instruction to skip closure and its dependencies if mix + * weight is zero. + */ + current_svm_nodes.push_back_slow(make_int4(NODE_JUMP_IF_ONE, 0, stack_assign(facin), 0)); + int node_jump_skip_index = current_svm_nodes.size() - 1; + + generate_multi_closure(root_node, cl1in->link->parent, state); + + /* Fill in jump instruction location to be after closure. */ + current_svm_nodes[node_jump_skip_index].y = current_svm_nodes.size() - + node_jump_skip_index - 1; + } + + /* generate instructions for input closure 2 */ + if (cl2in->link) { + /* Add instruction to skip closure and its dependencies if mix + * weight is zero. + */ + current_svm_nodes.push_back_slow(make_int4(NODE_JUMP_IF_ZERO, 0, stack_assign(facin), 0)); + int node_jump_skip_index = current_svm_nodes.size() - 1; + + generate_multi_closure(root_node, cl2in->link->parent, state); + + /* Fill in jump instruction location to be after closure. */ + current_svm_nodes[node_jump_skip_index].y = current_svm_nodes.size() - + node_jump_skip_index - 1; + } + + /* unassign */ + facin->stack_offset = SVM_STACK_INVALID; + } + else { + /* execute closures and their dependencies, no runtime checks + * to skip closures here because was already optimized due to + * fixed weight or add closure that always needs both */ + if (cl1in->link) + generate_multi_closure(root_node, cl1in->link->parent, state); + if (cl2in->link) + generate_multi_closure(root_node, cl2in->link->parent, state); + } + } + else { + generate_closure_node(node, state); + } + + state->nodes_done.insert(node); + state->nodes_done_flag[node->id] = true; +} + +void SVMCompiler::compile_type(Shader *shader, ShaderGraph *graph, ShaderType type) +{ + /* Converting a shader graph into svm_nodes that can be executed + * sequentially on the virtual machine is fairly simple. We can keep + * looping over nodes and each time all the inputs of a node are + * ready, we add svm_nodes for it that read the inputs from the + * stack and write outputs back to the stack. + * + * With the SVM, we always sample only a single closure. We can think + * of all closures nodes as a binary tree with mix closures as inner + * nodes and other closures as leafs. The SVM will traverse that tree, + * each time deciding to go left or right depending on the mix weights, + * until a closure is found. + * + * We only execute nodes that are needed for the mix weights and chosen + * closure. + */ + + current_type = type; + current_graph = graph; + + /* get input in output node */ + ShaderNode *output = graph->output(); + ShaderInput *clin = NULL; + + switch (type) { + case SHADER_TYPE_SURFACE: + clin = output->input("Surface"); + break; + case SHADER_TYPE_VOLUME: + clin = output->input("Volume"); + break; + case SHADER_TYPE_DISPLACEMENT: + clin = output->input("Displacement"); + break; + case SHADER_TYPE_BUMP: + clin = output->input("Normal"); + break; + default: + assert(0); + break; + } + + /* clear all compiler state */ + memset((void *)&active_stack, 0, sizeof(active_stack)); + current_svm_nodes.clear(); + + foreach (ShaderNode *node, graph->nodes) { + foreach (ShaderInput *input, node->inputs) + input->stack_offset = SVM_STACK_INVALID; + foreach (ShaderOutput *output, node->outputs) + output->stack_offset = SVM_STACK_INVALID; + } + + /* for the bump shader we need add a node to store the shader state */ + bool need_bump_state = (type == SHADER_TYPE_BUMP) && + (shader->get_displacement_method() == DISPLACE_BOTH); + int bump_state_offset = SVM_STACK_INVALID; + if (need_bump_state) { + bump_state_offset = stack_find_offset(SVM_BUMP_EVAL_STATE_SIZE); + add_node(NODE_ENTER_BUMP_EVAL, bump_state_offset); + } + + if (shader->reference_count()) { + CompilerState state(graph); + if (clin->link) { + bool generate = false; + + switch (type) { + case SHADER_TYPE_SURFACE: /* generate surface shader */ + generate = true; + shader->has_surface = true; + state.node_feature_mask = KERNEL_FEATURE_NODE_MASK_SURFACE; + break; + case SHADER_TYPE_VOLUME: /* generate volume shader */ + generate = true; + shader->has_volume = true; + state.node_feature_mask = KERNEL_FEATURE_NODE_MASK_VOLUME; + break; + case SHADER_TYPE_DISPLACEMENT: /* generate displacement shader */ + generate = true; + shader->has_displacement = true; + state.node_feature_mask = KERNEL_FEATURE_NODE_MASK_DISPLACEMENT; + break; + case SHADER_TYPE_BUMP: /* generate bump shader */ + generate = true; + state.node_feature_mask = KERNEL_FEATURE_NODE_MASK_BUMP; + break; + default: + break; + } + + if (generate) { + if (type == SHADER_TYPE_SURFACE) { + find_aov_nodes_and_dependencies(state.aov_nodes, graph, &state); + } + generate_multi_closure(clin->link->parent, clin->link->parent, &state); + } + } + + /* compile output node */ + output->compile(*this); + + if (!state.aov_nodes.empty()) { + /* AOV passes are only written if the object is directly visible, so + * there is no point in evaluating all the nodes generated only for the + * AOV outputs if that's not the case. Therefore, we insert + * NODE_AOV_START into the shader before the AOV-only nodes are + * generated which tells the kernel that it can stop evaluation + * early if AOVs will not be written. */ + add_node(NODE_AOV_START, 0, 0, 0); + generate_svm_nodes(state.aov_nodes, &state); + } + } + + /* add node to restore state after bump shader has finished */ + if (need_bump_state) { + add_node(NODE_LEAVE_BUMP_EVAL, bump_state_offset); + } + + /* if compile failed, generate empty shader */ + if (compile_failed) { + current_svm_nodes.clear(); + compile_failed = false; + } + + /* for bump shaders we fall thru to the surface shader, but if this is any other kind of shader + * it ends here */ + if (type != SHADER_TYPE_BUMP) { + add_node(NODE_END, 0, 0, 0); + } +} + +void SVMCompiler::compile(Shader *shader, array &svm_nodes, int index, Summary *summary) +{ + /* copy graph for shader with bump mapping */ + ShaderNode *output = shader->graph->output(); + int start_num_svm_nodes = svm_nodes.size(); + + const double time_start = time_dt(); + + bool has_bump = (shader->get_displacement_method() != DISPLACE_TRUE) && + output->input("Surface")->link && output->input("Displacement")->link; + + /* finalize */ + { + scoped_timer timer((summary != NULL) ? &summary->time_finalize : NULL); + shader->graph->finalize(scene, + has_bump, + shader->has_integrator_dependency, + shader->get_displacement_method() == DISPLACE_BOTH); + } + + current_shader = shader; + + shader->has_surface = false; + shader->has_surface_emission = false; + shader->has_surface_transparent = false; + shader->has_surface_raytrace = false; + shader->has_surface_bssrdf = false; + shader->has_bump = has_bump; + shader->has_bssrdf_bump = has_bump; + shader->has_volume = false; + shader->has_displacement = false; + shader->has_surface_spatial_varying = false; + shader->has_volume_spatial_varying = false; + shader->has_volume_attribute_dependency = false; + shader->has_integrator_dependency = false; + + /* generate bump shader */ + if (has_bump) { + scoped_timer timer((summary != NULL) ? &summary->time_generate_bump : NULL); + compile_type(shader, shader->graph, SHADER_TYPE_BUMP); + svm_nodes[index].y = svm_nodes.size(); + svm_nodes.append(current_svm_nodes); + } + + /* generate surface shader */ + { + scoped_timer timer((summary != NULL) ? &summary->time_generate_surface : NULL); + compile_type(shader, shader->graph, SHADER_TYPE_SURFACE); + /* only set jump offset if there's no bump shader, as the bump shader will fall thru to this + * one if it exists */ + if (!has_bump) { + svm_nodes[index].y = svm_nodes.size(); + } + svm_nodes.append(current_svm_nodes); + } + + /* generate volume shader */ + { + scoped_timer timer((summary != NULL) ? &summary->time_generate_volume : NULL); + compile_type(shader, shader->graph, SHADER_TYPE_VOLUME); + svm_nodes[index].z = svm_nodes.size(); + svm_nodes.append(current_svm_nodes); + } + + /* generate displacement shader */ + { + scoped_timer timer((summary != NULL) ? &summary->time_generate_displacement : NULL); + compile_type(shader, shader->graph, SHADER_TYPE_DISPLACEMENT); + svm_nodes[index].w = svm_nodes.size(); + svm_nodes.append(current_svm_nodes); + } + + /* Fill in summary information. */ + if (summary != NULL) { + summary->time_total = time_dt() - time_start; + summary->peak_stack_usage = max_stack_use; + summary->num_svm_nodes = svm_nodes.size() - start_num_svm_nodes; + } +} + +/* Compiler summary implementation. */ + +SVMCompiler::Summary::Summary() + : num_svm_nodes(0), + peak_stack_usage(0), + time_finalize(0.0), + time_generate_surface(0.0), + time_generate_bump(0.0), + time_generate_volume(0.0), + time_generate_displacement(0.0), + time_total(0.0) +{ +} + +string SVMCompiler::Summary::full_report() const +{ + string report = ""; + report += string_printf("Number of SVM nodes: %d\n", num_svm_nodes); + report += string_printf("Peak stack usage: %d\n", peak_stack_usage); + + report += string_printf("Time (in seconds):\n"); + report += string_printf("Finalize: %f\n", time_finalize); + report += string_printf(" Surface: %f\n", time_generate_surface); + report += string_printf(" Bump: %f\n", time_generate_bump); + report += string_printf(" Volume: %f\n", time_generate_volume); + report += string_printf(" Displacement: %f\n", time_generate_displacement); + report += string_printf("Generate: %f\n", + time_generate_surface + time_generate_bump + time_generate_volume + + time_generate_displacement); + report += string_printf("Total: %f\n", time_total); + + return report; +} + +/* Global state of the compiler. */ + +SVMCompiler::CompilerState::CompilerState(ShaderGraph *graph) +{ + int max_id = 0; + foreach (ShaderNode *node, graph->nodes) { + max_id = max(node->id, max_id); + } + nodes_done_flag.resize(max_id + 1, false); + node_feature_mask = 0; +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/scene/svm.h b/intern/cycles/scene/svm.h new file mode 100644 index 00000000000..a3d215218fa --- /dev/null +++ b/intern/cycles/scene/svm.h @@ -0,0 +1,238 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef __SVM_H__ +#define __SVM_H__ + +#include "scene/attribute.h" +#include "scene/shader.h" +#include "scene/shader_graph.h" + +#include "util/util_array.h" +#include "util/util_set.h" +#include "util/util_string.h" +#include "util/util_thread.h" + +CCL_NAMESPACE_BEGIN + +class Device; +class DeviceScene; +class ImageManager; +class Scene; +class ShaderGraph; +class ShaderInput; +class ShaderNode; +class ShaderOutput; + +/* Shader Manager */ + +class SVMShaderManager : public ShaderManager { + public: + SVMShaderManager(); + ~SVMShaderManager(); + + void reset(Scene *scene) override; + + void device_update_specific(Device *device, + DeviceScene *dscene, + Scene *scene, + Progress &progress) override; + void device_free(Device *device, DeviceScene *dscene, Scene *scene) override; + + protected: + void device_update_shader(Scene *scene, + Shader *shader, + Progress *progress, + array *svm_nodes); +}; + +/* Graph Compiler */ + +class SVMCompiler { + public: + struct Summary { + Summary(); + + /* Number of SVM nodes shader was compiled into. */ + int num_svm_nodes; + + /* Peak stack usage during shader evaluation. */ + int peak_stack_usage; + + /* Time spent on surface graph finalization. */ + double time_finalize; + + /* Time spent on generating SVM nodes for surface shader. */ + double time_generate_surface; + + /* Time spent on generating SVM nodes for bump shader. */ + double time_generate_bump; + + /* Time spent on generating SVM nodes for volume shader. */ + double time_generate_volume; + + /* Time spent on generating SVM nodes for displacement shader. */ + double time_generate_displacement; + + /* Total time spent on all routines. */ + double time_total; + + /* A full multi-line description of the state of the compiler after compilation. */ + string full_report() const; + }; + + SVMCompiler(Scene *scene); + void compile(Shader *shader, array &svm_nodes, int index, Summary *summary = NULL); + + int stack_assign(ShaderOutput *output); + int stack_assign(ShaderInput *input); + int stack_assign_if_linked(ShaderInput *input); + int stack_assign_if_linked(ShaderOutput *output); + int stack_find_offset(int size); + int stack_find_offset(SocketType::Type type); + void stack_clear_offset(SocketType::Type type, int offset); + void stack_link(ShaderInput *input, ShaderOutput *output); + + void add_node(ShaderNodeType type, int a = 0, int b = 0, int c = 0); + void add_node(int a = 0, int b = 0, int c = 0, int d = 0); + void add_node(ShaderNodeType type, const float3 &f); + void add_node(const float4 &f); + uint attribute(ustring name); + uint attribute(AttributeStandard std); + uint attribute_standard(ustring name); + uint encode_uchar4(uint x, uint y = 0, uint z = 0, uint w = 0); + uint closure_mix_weight_offset() + { + return mix_weight_offset; + } + + ShaderType output_type() + { + return current_type; + } + + Scene *scene; + ShaderGraph *current_graph; + bool background; + + protected: + /* stack */ + struct Stack { + Stack() + { + memset(users, 0, sizeof(users)); + } + Stack(const Stack &other) + { + memcpy(users, other.users, sizeof(users)); + } + Stack &operator=(const Stack &other) + { + memcpy(users, other.users, sizeof(users)); + return *this; + } + + bool empty() + { + for (int i = 0; i < SVM_STACK_SIZE; i++) + if (users[i]) + return false; + + return true; + } + + void print() + { + printf("stack <"); + + for (int i = 0; i < SVM_STACK_SIZE; i++) + printf((users[i]) ? "*" : " "); + + printf(">\n"); + } + + int users[SVM_STACK_SIZE]; + }; + + /* Global state of the compiler accessible from the compilation routines. */ + struct CompilerState { + explicit CompilerState(ShaderGraph *graph); + + /* ** Global state, used by various compilation steps. ** */ + + /* Set of nodes which were already compiled. */ + ShaderNodeSet nodes_done; + + /* Set of closures which were already compiled. */ + ShaderNodeSet closure_done; + + /* Set of nodes used for writing AOVs. */ + ShaderNodeSet aov_nodes; + + /* ** SVM nodes generation state ** */ + + /* Flag whether the node with corresponding ID was already compiled or + * not. Array element with index i corresponds to a node with such if. + * + * TODO(sergey): This is actually a copy of nodes_done just in another + * notation. We can de-duplicate this storage actually after switching + * all areas to use this flags array. + */ + vector nodes_done_flag; + + /* Node features that can be compiled. */ + uint node_feature_mask; + }; + + void stack_clear_temporary(ShaderNode *node); + int stack_size(SocketType::Type type); + void stack_clear_users(ShaderNode *node, ShaderNodeSet &done); + + /* single closure */ + void find_dependencies(ShaderNodeSet &dependencies, + const ShaderNodeSet &done, + ShaderInput *input, + ShaderNode *skip_node = NULL); + void find_aov_nodes_and_dependencies(ShaderNodeSet &aov_nodes, + ShaderGraph *graph, + CompilerState *state); + void generate_node(ShaderNode *node, ShaderNodeSet &done); + void generate_aov_node(ShaderNode *node, CompilerState *state); + void generate_closure_node(ShaderNode *node, CompilerState *state); + void generated_shared_closure_nodes(ShaderNode *root_node, + ShaderNode *node, + CompilerState *state, + const ShaderNodeSet &shared); + void generate_svm_nodes(const ShaderNodeSet &nodes, CompilerState *state); + + /* multi closure */ + void generate_multi_closure(ShaderNode *root_node, ShaderNode *node, CompilerState *state); + + /* compile */ + void compile_type(Shader *shader, ShaderGraph *graph, ShaderType type); + + array current_svm_nodes; + ShaderType current_type; + Shader *current_shader; + Stack active_stack; + int max_stack_use; + uint mix_weight_offset; + bool compile_failed; +}; + +CCL_NAMESPACE_END + +#endif /* __SVM_H__ */ diff --git a/intern/cycles/scene/tables.cpp b/intern/cycles/scene/tables.cpp new file mode 100644 index 00000000000..39edc5d89cd --- /dev/null +++ b/intern/cycles/scene/tables.cpp @@ -0,0 +1,130 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "scene/tables.h" +#include "device/device.h" +#include "scene/scene.h" +#include "scene/stats.h" + +#include "util/util_logging.h" +#include "util/util_time.h" + +CCL_NAMESPACE_BEGIN + +/* Lookup Tables */ + +LookupTables::LookupTables() +{ + need_update_ = true; +} + +LookupTables::~LookupTables() +{ + assert(lookup_tables.size() == 0); +} + +void LookupTables::device_update(Device *, DeviceScene *dscene, Scene *scene) +{ + if (!need_update()) + return; + + scoped_callback_timer timer([scene](double time) { + if (scene->update_stats) { + scene->update_stats->tables.times.add_entry({"device_update", time}); + } + }); + + VLOG(1) << "Total " << lookup_tables.size() << " lookup tables."; + + if (lookup_tables.size() > 0) + dscene->lookup_table.copy_to_device(); + + need_update_ = false; +} + +void LookupTables::device_free(Device *, DeviceScene *dscene) +{ + dscene->lookup_table.free(); +} + +bool LookupTables::need_update() const +{ + return need_update_; +} + +static size_t round_up_to_multiple(size_t size, size_t chunk) +{ + return ((size + chunk - 1) / chunk) * chunk; +} + +size_t LookupTables::add_table(DeviceScene *dscene, vector &data) +{ + assert(data.size() > 0); + + need_update_ = true; + + Table new_table; + new_table.offset = 0; + new_table.size = round_up_to_multiple(data.size(), TABLE_CHUNK_SIZE); + + /* find space to put lookup table */ + list
::iterator table; + + for (table = lookup_tables.begin(); table != lookup_tables.end(); table++) { + if (new_table.offset + new_table.size <= table->offset) { + lookup_tables.insert(table, new_table); + break; + } + else + new_table.offset = table->offset + table->size; + } + + if (table == lookup_tables.end()) { + /* add at the end */ + lookup_tables.push_back(new_table); + dscene->lookup_table.resize(new_table.offset + new_table.size); + } + + /* copy table data and return offset */ + float *dtable = dscene->lookup_table.data(); + memcpy(dtable + new_table.offset, &data[0], sizeof(float) * data.size()); + + return new_table.offset; +} + +void LookupTables::remove_table(size_t *offset) +{ + if (*offset == TABLE_OFFSET_INVALID) { + /* The table isn't even allocated, so just return here. */ + return; + } + + need_update_ = true; + + list
::iterator table; + + for (table = lookup_tables.begin(); table != lookup_tables.end(); table++) { + if (table->offset == *offset) { + lookup_tables.erase(table); + *offset = TABLE_OFFSET_INVALID; + return; + } + } + + assert(table != lookup_tables.end()); +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/scene/tables.h b/intern/cycles/scene/tables.h new file mode 100644 index 00000000000..de538e2af78 --- /dev/null +++ b/intern/cycles/scene/tables.h @@ -0,0 +1,57 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef __TABLES_H__ +#define __TABLES_H__ + +#include "util/util_list.h" +#include "util/util_vector.h" + +CCL_NAMESPACE_BEGIN + +class Device; +class DeviceScene; +class Scene; + +enum { TABLE_CHUNK_SIZE = 256 }; +enum { TABLE_OFFSET_INVALID = -1 }; + +class LookupTables { + bool need_update_; + + public: + struct Table { + size_t offset; + size_t size; + }; + + list
lookup_tables; + + LookupTables(); + ~LookupTables(); + + void device_update(Device *device, DeviceScene *dscene, Scene *scene); + void device_free(Device *device, DeviceScene *dscene); + + bool need_update() const; + + size_t add_table(DeviceScene *dscene, vector &data); + void remove_table(size_t *offset); +}; + +CCL_NAMESPACE_END + +#endif /* __TABLES_H__ */ diff --git a/intern/cycles/scene/volume.cpp b/intern/cycles/scene/volume.cpp new file mode 100644 index 00000000000..757388a4491 --- /dev/null +++ b/intern/cycles/scene/volume.cpp @@ -0,0 +1,635 @@ +/* + * Copyright 2020 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "scene/volume.h" +#include "scene/attribute.h" +#include "scene/image_vdb.h" +#include "scene/scene.h" + +#ifdef WITH_OPENVDB +# include +# include +# include +#endif + +#include "util/util_foreach.h" +#include "util/util_hash.h" +#include "util/util_logging.h" +#include "util/util_openvdb.h" +#include "util/util_progress.h" +#include "util/util_types.h" + +CCL_NAMESPACE_BEGIN + +NODE_DEFINE(Volume) +{ + NodeType *type = NodeType::add("volume", create, NodeType::NONE, Mesh::get_node_type()); + + SOCKET_FLOAT(clipping, "Clipping", 0.001f); + SOCKET_FLOAT(step_size, "Step Size", 0.0f); + SOCKET_BOOLEAN(object_space, "Object Space", false); + + return type; +} + +Volume::Volume() : Mesh(get_node_type(), Geometry::VOLUME) +{ + clipping = 0.001f; + step_size = 0.0f; + object_space = false; +} + +void Volume::clear(bool preserve_shaders) +{ + Mesh::clear(preserve_shaders, true); +} + +struct QuadData { + int v0, v1, v2, v3; + + float3 normal; +}; + +enum { + QUAD_X_MIN = 0, + QUAD_X_MAX = 1, + QUAD_Y_MIN = 2, + QUAD_Y_MAX = 3, + QUAD_Z_MIN = 4, + QUAD_Z_MAX = 5, +}; + +#ifdef WITH_OPENVDB +const int quads_indices[6][4] = { + /* QUAD_X_MIN */ + {4, 0, 3, 7}, + /* QUAD_X_MAX */ + {1, 5, 6, 2}, + /* QUAD_Y_MIN */ + {4, 5, 1, 0}, + /* QUAD_Y_MAX */ + {3, 2, 6, 7}, + /* QUAD_Z_MIN */ + {0, 1, 2, 3}, + /* QUAD_Z_MAX */ + {5, 4, 7, 6}, +}; + +const float3 quads_normals[6] = { + /* QUAD_X_MIN */ + make_float3(-1.0f, 0.0f, 0.0f), + /* QUAD_X_MAX */ + make_float3(1.0f, 0.0f, 0.0f), + /* QUAD_Y_MIN */ + make_float3(0.0f, -1.0f, 0.0f), + /* QUAD_Y_MAX */ + make_float3(0.0f, 1.0f, 0.0f), + /* QUAD_Z_MIN */ + make_float3(0.0f, 0.0f, -1.0f), + /* QUAD_Z_MAX */ + make_float3(0.0f, 0.0f, 1.0f), +}; + +static int add_vertex(int3 v, + vector &vertices, + int3 res, + unordered_map &used_verts) +{ + size_t vert_key = v.x + v.y * (res.x + 1) + v.z * (res.x + 1) * (res.y + 1); + unordered_map::iterator it = used_verts.find(vert_key); + + if (it != used_verts.end()) { + return it->second; + } + + int vertex_offset = vertices.size(); + used_verts[vert_key] = vertex_offset; + vertices.push_back(v); + return vertex_offset; +} + +static void create_quad(int3 corners[8], + vector &vertices, + vector &quads, + int3 res, + unordered_map &used_verts, + int face_index) +{ + QuadData quad; + quad.v0 = add_vertex(corners[quads_indices[face_index][0]], vertices, res, used_verts); + quad.v1 = add_vertex(corners[quads_indices[face_index][1]], vertices, res, used_verts); + quad.v2 = add_vertex(corners[quads_indices[face_index][2]], vertices, res, used_verts); + quad.v3 = add_vertex(corners[quads_indices[face_index][3]], vertices, res, used_verts); + quad.normal = quads_normals[face_index]; + + quads.push_back(quad); +} +#endif + +/* Create a mesh from a volume. + * + * The way the algorithm works is as follows: + * + * - The topologies of input OpenVDB grids are merged into a temporary grid. + * - Voxels of the temporary grid are dilated to account for the padding necessary for volume + * sampling. + * - Quads are created on the boundary between active and inactive leaf nodes of the temporary + * grid. + */ +class VolumeMeshBuilder { + public: +#ifdef WITH_OPENVDB + /* use a MaskGrid to store the topology to save memory */ + openvdb::MaskGrid::Ptr topology_grid; + openvdb::CoordBBox bbox; +#endif + bool first_grid; + + VolumeMeshBuilder(); + +#ifdef WITH_OPENVDB + void add_grid(openvdb::GridBase::ConstPtr grid, bool do_clipping, float volume_clipping); +#endif + + void add_padding(int pad_size); + + void create_mesh(vector &vertices, + vector &indices, + vector &face_normals, + const float face_overlap_avoidance); + + void generate_vertices_and_quads(vector &vertices_is, vector &quads); + + void convert_object_space(const vector &vertices, + vector &out_vertices, + const float face_overlap_avoidance); + + void convert_quads_to_tris(const vector &quads, + vector &tris, + vector &face_normals); + + bool empty_grid() const; + +#ifdef WITH_OPENVDB + template + void merge_grid(openvdb::GridBase::ConstPtr grid, bool do_clipping, float volume_clipping) + { + typename GridType::ConstPtr typed_grid = openvdb::gridConstPtrCast(grid); + + if (do_clipping) { + using ValueType = typename GridType::ValueType; + typename GridType::Ptr copy = typed_grid->deepCopy(); + typename GridType::ValueOnIter iter = copy->beginValueOn(); + + for (; iter; ++iter) { + if (iter.getValue() < ValueType(volume_clipping)) { + iter.setValueOff(); + } + } + + typed_grid = copy; + } + + topology_grid->topologyUnion(*typed_grid); + } +#endif +}; + +VolumeMeshBuilder::VolumeMeshBuilder() +{ + first_grid = true; +} + +#ifdef WITH_OPENVDB +void VolumeMeshBuilder::add_grid(openvdb::GridBase::ConstPtr grid, + bool do_clipping, + float volume_clipping) +{ + /* set the transform of our grid from the first one */ + if (first_grid) { + topology_grid = openvdb::MaskGrid::create(); + topology_grid->setTransform(grid->transform().copy()); + first_grid = false; + } + /* if the transforms do not match, we need to resample one of the grids so that + * its index space registers with that of the other, here we resample our mask + * grid so memory usage is kept low */ + else if (topology_grid->transform() != grid->transform()) { + openvdb::MaskGrid::Ptr temp_grid = topology_grid->copyWithNewTree(); + temp_grid->setTransform(grid->transform().copy()); + openvdb::tools::resampleToMatch(*topology_grid, *temp_grid); + topology_grid = temp_grid; + topology_grid->setTransform(grid->transform().copy()); + } + + if (grid->isType()) { + merge_grid(grid, do_clipping, volume_clipping); + } + else if (grid->isType()) { + merge_grid(grid, do_clipping, volume_clipping); + } + else if (grid->isType()) { + merge_grid(grid, do_clipping, volume_clipping); + } + else if (grid->isType()) { + merge_grid(grid, do_clipping, volume_clipping); + } + else if (grid->isType()) { + merge_grid(grid, do_clipping, volume_clipping); + } + else if (grid->isType()) { + merge_grid(grid, do_clipping, volume_clipping); + } + else if (grid->isType()) { + merge_grid(grid, do_clipping, volume_clipping); + } + else if (grid->isType()) { + merge_grid(grid, do_clipping, volume_clipping); + } + else if (grid->isType()) { + merge_grid(grid, do_clipping, volume_clipping); + } + else if (grid->isType()) { + topology_grid->topologyUnion(*openvdb::gridConstPtrCast(grid)); + } +} +#endif + +void VolumeMeshBuilder::add_padding(int pad_size) +{ +#ifdef WITH_OPENVDB + openvdb::tools::dilateVoxels(topology_grid->tree(), pad_size); +#else + (void)pad_size; +#endif +} + +void VolumeMeshBuilder::create_mesh(vector &vertices, + vector &indices, + vector &face_normals, + const float face_overlap_avoidance) +{ +#ifdef WITH_OPENVDB + /* We create vertices in index space (is), and only convert them to object + * space when done. */ + vector vertices_is; + vector quads; + + /* make sure we only have leaf nodes in the tree, as tiles are not handled by + * this algorithm */ + topology_grid->tree().voxelizeActiveTiles(); + + generate_vertices_and_quads(vertices_is, quads); + + convert_object_space(vertices_is, vertices, face_overlap_avoidance); + + convert_quads_to_tris(quads, indices, face_normals); +#else + (void)vertices; + (void)indices; + (void)face_normals; + (void)face_overlap_avoidance; +#endif +} + +void VolumeMeshBuilder::generate_vertices_and_quads(vector &vertices_is, + vector &quads) +{ +#ifdef WITH_OPENVDB + const openvdb::MaskGrid::TreeType &tree = topology_grid->tree(); + tree.evalLeafBoundingBox(bbox); + + const int3 resolution = make_int3(bbox.dim().x(), bbox.dim().y(), bbox.dim().z()); + + unordered_map used_verts; + + for (auto iter = tree.cbeginLeaf(); iter; ++iter) { + openvdb::CoordBBox leaf_bbox = iter->getNodeBoundingBox(); + /* +1 to convert from exclusive to include bounds. */ + leaf_bbox.max() = leaf_bbox.max().offsetBy(1); + + int3 min = make_int3(leaf_bbox.min().x(), leaf_bbox.min().y(), leaf_bbox.min().z()); + int3 max = make_int3(leaf_bbox.max().x(), leaf_bbox.max().y(), leaf_bbox.max().z()); + + int3 corners[8] = { + make_int3(min[0], min[1], min[2]), + make_int3(max[0], min[1], min[2]), + make_int3(max[0], max[1], min[2]), + make_int3(min[0], max[1], min[2]), + make_int3(min[0], min[1], max[2]), + make_int3(max[0], min[1], max[2]), + make_int3(max[0], max[1], max[2]), + make_int3(min[0], max[1], max[2]), + }; + + /* Only create a quad if on the border between an active and an inactive leaf. + * + * We verify that a leaf exists by probing a coordinate that is at its center, + * to do so we compute the center of the current leaf and offset this coordinate + * by the size of a leaf in each direction. + */ + static const int LEAF_DIM = openvdb::MaskGrid::TreeType::LeafNodeType::DIM; + auto center = leaf_bbox.min() + openvdb::Coord(LEAF_DIM / 2); + + if (!tree.probeLeaf(openvdb::Coord(center.x() - LEAF_DIM, center.y(), center.z()))) { + create_quad(corners, vertices_is, quads, resolution, used_verts, QUAD_X_MIN); + } + + if (!tree.probeLeaf(openvdb::Coord(center.x() + LEAF_DIM, center.y(), center.z()))) { + create_quad(corners, vertices_is, quads, resolution, used_verts, QUAD_X_MAX); + } + + if (!tree.probeLeaf(openvdb::Coord(center.x(), center.y() - LEAF_DIM, center.z()))) { + create_quad(corners, vertices_is, quads, resolution, used_verts, QUAD_Y_MIN); + } + + if (!tree.probeLeaf(openvdb::Coord(center.x(), center.y() + LEAF_DIM, center.z()))) { + create_quad(corners, vertices_is, quads, resolution, used_verts, QUAD_Y_MAX); + } + + if (!tree.probeLeaf(openvdb::Coord(center.x(), center.y(), center.z() - LEAF_DIM))) { + create_quad(corners, vertices_is, quads, resolution, used_verts, QUAD_Z_MIN); + } + + if (!tree.probeLeaf(openvdb::Coord(center.x(), center.y(), center.z() + LEAF_DIM))) { + create_quad(corners, vertices_is, quads, resolution, used_verts, QUAD_Z_MAX); + } + } +#else + (void)vertices_is; + (void)quads; +#endif +} + +void VolumeMeshBuilder::convert_object_space(const vector &vertices, + vector &out_vertices, + const float face_overlap_avoidance) +{ +#ifdef WITH_OPENVDB + /* compute the offset for the face overlap avoidance */ + bbox = topology_grid->evalActiveVoxelBoundingBox(); + openvdb::Coord dim = bbox.dim(); + + float3 cell_size = make_float3(1.0f / dim.x(), 1.0f / dim.y(), 1.0f / dim.z()); + float3 point_offset = cell_size * face_overlap_avoidance; + + out_vertices.reserve(vertices.size()); + + for (size_t i = 0; i < vertices.size(); ++i) { + openvdb::math::Vec3d p = topology_grid->indexToWorld( + openvdb::math::Vec3d(vertices[i].x, vertices[i].y, vertices[i].z)); + float3 vertex = make_float3((float)p.x(), (float)p.y(), (float)p.z()); + out_vertices.push_back(vertex + point_offset); + } +#else + (void)vertices; + (void)out_vertices; + (void)face_overlap_avoidance; +#endif +} + +void VolumeMeshBuilder::convert_quads_to_tris(const vector &quads, + vector &tris, + vector &face_normals) +{ + int index_offset = 0; + tris.resize(quads.size() * 6); + face_normals.reserve(quads.size() * 2); + + for (size_t i = 0; i < quads.size(); ++i) { + tris[index_offset++] = quads[i].v0; + tris[index_offset++] = quads[i].v2; + tris[index_offset++] = quads[i].v1; + + face_normals.push_back(quads[i].normal); + + tris[index_offset++] = quads[i].v0; + tris[index_offset++] = quads[i].v3; + tris[index_offset++] = quads[i].v2; + + face_normals.push_back(quads[i].normal); + } +} + +bool VolumeMeshBuilder::empty_grid() const +{ +#ifdef WITH_OPENVDB + return !topology_grid || topology_grid->tree().leafCount() == 0; +#else + return true; +#endif +} + +#ifdef WITH_OPENVDB +template +static openvdb::GridBase::ConstPtr openvdb_grid_from_device_texture(device_texture *image_memory, + float volume_clipping, + Transform transform_3d) +{ + using ValueType = typename GridType::ValueType; + + openvdb::CoordBBox dense_bbox(0, + 0, + 0, + image_memory->data_width - 1, + image_memory->data_height - 1, + image_memory->data_depth - 1); + + typename GridType::Ptr sparse = GridType::create(ValueType(0.0f)); + if (dense_bbox.empty()) { + return sparse; + } + + openvdb::tools::Dense dense( + dense_bbox, static_cast(image_memory->host_pointer)); + + openvdb::tools::copyFromDense(dense, *sparse, ValueType(volume_clipping)); + + /* #copyFromDense will remove any leaf node that contains constant data and replace it with a + * tile, however, we need to preserve the leaves in order to generate the mesh, so re-voxelize + * the leaves that were pruned. This should not affect areas that were skipped due to the + * volume_clipping parameter. */ + sparse->tree().voxelizeActiveTiles(); + + /* Compute index to world matrix. */ + float3 voxel_size = make_float3(1.0f / image_memory->data_width, + 1.0f / image_memory->data_height, + 1.0f / image_memory->data_depth); + + transform_3d = transform_inverse(transform_3d); + + openvdb::Mat4R index_to_world_mat((double)(voxel_size.x * transform_3d[0][0]), + 0.0, + 0.0, + 0.0, + 0.0, + (double)(voxel_size.y * transform_3d[1][1]), + 0.0, + 0.0, + 0.0, + 0.0, + (double)(voxel_size.z * transform_3d[2][2]), + 0.0, + (double)transform_3d[0][3], + (double)transform_3d[1][3], + (double)transform_3d[2][3], + 1.0); + + openvdb::math::Transform::Ptr index_to_world_tfm = + openvdb::math::Transform::createLinearTransform(index_to_world_mat); + + sparse->setTransform(index_to_world_tfm); + + return sparse; +} +#endif + +/* ************************************************************************** */ + +void GeometryManager::create_volume_mesh(Volume *volume, Progress &progress) +{ + string msg = string_printf("Computing Volume Mesh %s", volume->name.c_str()); + progress.set_status("Updating Mesh", msg); + + /* Find shader and compute padding based on volume shader interpolation settings. */ + Shader *volume_shader = NULL; + int pad_size = 0; + + foreach (Node *node, volume->get_used_shaders()) { + Shader *shader = static_cast(node); + + if (!shader->has_volume) { + continue; + } + + volume_shader = shader; + + if (shader->get_volume_interpolation_method() == VOLUME_INTERPOLATION_LINEAR) { + pad_size = max(1, pad_size); + } + else if (shader->get_volume_interpolation_method() == VOLUME_INTERPOLATION_CUBIC) { + pad_size = max(2, pad_size); + } + + break; + } + + /* Clear existing volume mesh, done here in case we early out due to + * empty grid or missing volume shader. + * Also keep the shaders to avoid infinite loops when synchronizing, as this will tag the shaders + * as having changed. */ + volume->clear(true); + volume->need_update_rebuild = true; + + if (!volume_shader) { + return; + } + + /* Create volume mesh builder. */ + VolumeMeshBuilder builder; + +#ifdef WITH_OPENVDB + foreach (Attribute &attr, volume->attributes.attributes) { + if (attr.element != ATTR_ELEMENT_VOXEL) { + continue; + } + + bool do_clipping = false; + + ImageHandle &handle = attr.data_voxel(); + + /* Try building from OpenVDB grid directly. */ + VDBImageLoader *vdb_loader = handle.vdb_loader(); + openvdb::GridBase::ConstPtr grid; + if (vdb_loader) { + grid = vdb_loader->get_grid(); + + /* If building from an OpenVDB grid, we need to manually clip the values. */ + do_clipping = true; + } + + /* Else fall back to creating an OpenVDB grid from the dense volume data. */ + if (!grid) { + device_texture *image_memory = handle.image_memory(); + + if (image_memory->data_elements == 1) { + grid = openvdb_grid_from_device_texture( + image_memory, volume->get_clipping(), handle.metadata().transform_3d); + } + else if (image_memory->data_elements == 3) { + grid = openvdb_grid_from_device_texture( + image_memory, volume->get_clipping(), handle.metadata().transform_3d); + } + else if (image_memory->data_elements == 4) { + grid = openvdb_grid_from_device_texture( + image_memory, volume->get_clipping(), handle.metadata().transform_3d); + } + } + + if (grid) { + builder.add_grid(grid, do_clipping, volume->get_clipping()); + } + } +#endif + + /* If nothing to build, early out. */ + if (builder.empty_grid()) { + return; + } + + builder.add_padding(pad_size); + + /* Slightly offset vertex coordinates to avoid overlapping faces with other + * volumes or meshes. The proper solution would be to improve intersection in + * the kernel to support robust handling of multiple overlapping faces or use + * an all-hit intersection similar to shadows. */ + const float face_overlap_avoidance = 0.1f * + hash_uint_to_float(hash_string(volume->name.c_str())); + + /* Create mesh. */ + vector vertices; + vector indices; + vector face_normals; + builder.create_mesh(vertices, indices, face_normals, face_overlap_avoidance); + + volume->reserve_mesh(vertices.size(), indices.size() / 3); + volume->used_shaders.clear(); + volume->used_shaders.push_back_slow(volume_shader); + + for (size_t i = 0; i < vertices.size(); ++i) { + volume->add_vertex(vertices[i]); + } + + for (size_t i = 0; i < indices.size(); i += 3) { + volume->add_triangle(indices[i], indices[i + 1], indices[i + 2], 0, false); + } + + Attribute *attr_fN = volume->attributes.add(ATTR_STD_FACE_NORMAL); + float3 *fN = attr_fN->data_float3(); + + for (size_t i = 0; i < face_normals.size(); ++i) { + fN[i] = face_normals[i]; + } + + /* Print stats. */ + VLOG(1) << "Memory usage volume mesh: " + << ((vertices.size() + face_normals.size()) * sizeof(float3) + + indices.size() * sizeof(int)) / + (1024.0 * 1024.0) + << "Mb."; +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/scene/volume.h b/intern/cycles/scene/volume.h new file mode 100644 index 00000000000..eae48f78b8c --- /dev/null +++ b/intern/cycles/scene/volume.h @@ -0,0 +1,38 @@ +/* + * Copyright 2020 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#pragma once + +#include "graph/node.h" + +#include "scene/mesh.h" + +CCL_NAMESPACE_BEGIN + +class Volume : public Mesh { + public: + NODE_DECLARE + + Volume(); + + NODE_SOCKET_API(float, clipping) + NODE_SOCKET_API(float, step_size) + NODE_SOCKET_API(bool, object_space) + + virtual void clear(bool preserve_shaders = false) override; +}; + +CCL_NAMESPACE_END diff --git a/intern/cycles/session/CMakeLists.txt b/intern/cycles/session/CMakeLists.txt new file mode 100644 index 00000000000..f441def128e --- /dev/null +++ b/intern/cycles/session/CMakeLists.txt @@ -0,0 +1,48 @@ +# Copyright 2011-2021 Blender Foundation +# +# Licensed under the Apache License, Version 2.0 (the "License"); +# you may not use this file except in compliance with the License. +# You may obtain a copy of the License at +# +# http://www.apache.org/licenses/LICENSE-2.0 +# +# Unless required by applicable law or agreed to in writing, software +# distributed under the License is distributed on an "AS IS" BASIS, +# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +# See the License for the specific language governing permissions and +# limitations under the License. + +set(INC + .. +) + +set(SRC + buffers.cpp + denoising.cpp + merge.cpp + session.cpp + tile.cpp +) + +set(SRC_HEADERS + buffers.h + display_driver.h + denoising.h + merge.h + output_driver.h + session.h + tile.h +) + +set(LIB + cycles_device + cycles_integrator + cycles_util +) + +include_directories(${INC}) +include_directories(SYSTEM ${INC_SYS}) + +add_definitions(${GL_DEFINITIONS}) + +cycles_add_library(cycles_session "${LIB}" ${SRC} ${SRC_HEADERS}) diff --git a/intern/cycles/session/buffers.cpp b/intern/cycles/session/buffers.cpp new file mode 100644 index 00000000000..439c0f826ea --- /dev/null +++ b/intern/cycles/session/buffers.cpp @@ -0,0 +1,384 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include + +#include "device/device.h" +#include "session/buffers.h" + +#include "util/util_foreach.h" +#include "util/util_hash.h" +#include "util/util_math.h" +#include "util/util_time.h" +#include "util/util_types.h" + +CCL_NAMESPACE_BEGIN + +/* -------------------------------------------------------------------- + * Convert part information to an index of `BufferParams::pass_offset_`. + */ + +static int pass_type_mode_to_index(PassType pass_type, PassMode mode) +{ + int index = static_cast(pass_type) * 2; + + if (mode == PassMode::DENOISED) { + ++index; + } + + return index; +} + +static int pass_to_index(const BufferPass &pass) +{ + return pass_type_mode_to_index(pass.type, pass.mode); +} + +/* -------------------------------------------------------------------- + * Buffer pass. + */ + +NODE_DEFINE(BufferPass) +{ + NodeType *type = NodeType::add("buffer_pass", create); + + const NodeEnum *pass_type_enum = Pass::get_type_enum(); + const NodeEnum *pass_mode_enum = Pass::get_mode_enum(); + + SOCKET_ENUM(type, "Type", *pass_type_enum, PASS_COMBINED); + SOCKET_ENUM(mode, "Mode", *pass_mode_enum, static_cast(PassMode::DENOISED)); + SOCKET_STRING(name, "Name", ustring()); + SOCKET_BOOLEAN(include_albedo, "Include Albedo", false); + + SOCKET_INT(offset, "Offset", -1); + + return type; +} + +BufferPass::BufferPass() : Node(get_node_type()) +{ +} + +BufferPass::BufferPass(const Pass *scene_pass) + : Node(get_node_type()), + type(scene_pass->get_type()), + mode(scene_pass->get_mode()), + name(scene_pass->get_name()), + include_albedo(scene_pass->get_include_albedo()) +{ +} + +PassInfo BufferPass::get_info() const +{ + return Pass::get_info(type, include_albedo); +} + +/* -------------------------------------------------------------------- + * Buffer Params. + */ + +NODE_DEFINE(BufferParams) +{ + NodeType *type = NodeType::add("buffer_params", create); + + SOCKET_INT(width, "Width", 0); + SOCKET_INT(height, "Height", 0); + + SOCKET_INT(window_x, "Window X", 0); + SOCKET_INT(window_y, "Window Y", 0); + SOCKET_INT(window_width, "Window Width", 0); + SOCKET_INT(window_height, "Window Height", 0); + + SOCKET_INT(full_x, "Full X", 0); + SOCKET_INT(full_y, "Full Y", 0); + SOCKET_INT(full_width, "Full Width", 0); + SOCKET_INT(full_height, "Full Height", 0); + + SOCKET_STRING(layer, "Layer", ustring()); + SOCKET_STRING(view, "View", ustring()); + SOCKET_INT(samples, "Samples", 0); + SOCKET_FLOAT(exposure, "Exposure", 1.0f); + SOCKET_BOOLEAN(use_approximate_shadow_catcher, "Use Approximate Shadow Catcher", false); + SOCKET_BOOLEAN(use_transparent_background, "Transparent Background", false); + + /* Notes: + * - Skip passes since they do not follow typical container socket definition. + * Might look into covering those as a socket in the future. + * + * - Skip offset, stride, and pass stride since those can be delivered from the passes and + * rest of the sockets. */ + + return type; +} + +BufferParams::BufferParams() : Node(get_node_type()) +{ + reset_pass_offset(); +} + +void BufferParams::update_passes() +{ + update_offset_stride(); + reset_pass_offset(); + + pass_stride = 0; + for (const BufferPass &pass : passes) { + if (pass.offset != PASS_UNUSED) { + const int index = pass_to_index(pass); + if (pass_offset_[index] == PASS_UNUSED) { + pass_offset_[index] = pass_stride; + } + + pass_stride += pass.get_info().num_components; + } + } +} + +void BufferParams::update_passes(const vector &scene_passes) +{ + passes.clear(); + + pass_stride = 0; + for (const Pass *scene_pass : scene_passes) { + BufferPass buffer_pass(scene_pass); + + if (scene_pass->is_written()) { + buffer_pass.offset = pass_stride; + pass_stride += scene_pass->get_info().num_components; + } + else { + buffer_pass.offset = PASS_UNUSED; + } + + passes.emplace_back(std::move(buffer_pass)); + } + + update_passes(); +} + +void BufferParams::reset_pass_offset() +{ + for (int i = 0; i < kNumPassOffsets; ++i) { + pass_offset_[i] = PASS_UNUSED; + } +} + +int BufferParams::get_pass_offset(PassType pass_type, PassMode mode) const +{ + if (pass_type == PASS_NONE || pass_type == PASS_UNUSED) { + return PASS_UNUSED; + } + + const int index = pass_type_mode_to_index(pass_type, mode); + return pass_offset_[index]; +} + +const BufferPass *BufferParams::find_pass(string_view name) const +{ + for (const BufferPass &pass : passes) { + if (pass.name == name) { + return &pass; + } + } + + return nullptr; +} + +const BufferPass *BufferParams::find_pass(PassType type, PassMode mode) const +{ + for (const BufferPass &pass : passes) { + if (pass.type == type && pass.mode == mode) { + return &pass; + } + } + + return nullptr; +} + +const BufferPass *BufferParams::get_actual_display_pass(PassType type, PassMode mode) const +{ + const BufferPass *pass = find_pass(type, mode); + return get_actual_display_pass(pass); +} + +const BufferPass *BufferParams::get_actual_display_pass(const BufferPass *pass) const +{ + if (!pass) { + return nullptr; + } + + if (pass->type == PASS_COMBINED) { + const BufferPass *shadow_catcher_matte_pass = find_pass(PASS_SHADOW_CATCHER_MATTE, pass->mode); + if (shadow_catcher_matte_pass) { + pass = shadow_catcher_matte_pass; + } + } + + return pass; +} + +void BufferParams::update_offset_stride() +{ + offset = -(full_x + full_y * width); + stride = width; +} + +bool BufferParams::modified(const BufferParams &other) const +{ + if (width != other.width || height != other.height) { + return true; + } + + if (full_x != other.full_x || full_y != other.full_y || full_width != other.full_width || + full_height != other.full_height) { + return true; + } + + if (window_x != other.window_x || window_y != other.window_y || + window_width != other.window_width || window_height != other.window_height) { + return true; + } + + if (offset != other.offset || stride != other.stride || pass_stride != other.pass_stride) { + return true; + } + + if (layer != other.layer || view != other.view) { + return false; + } + + if (exposure != other.exposure || + use_approximate_shadow_catcher != other.use_approximate_shadow_catcher || + use_transparent_background != other.use_transparent_background) { + return true; + } + + return !(passes == other.passes); +} + +/* -------------------------------------------------------------------- + * Render Buffers. + */ + +RenderBuffers::RenderBuffers(Device *device) : buffer(device, "RenderBuffers", MEM_READ_WRITE) +{ +} + +RenderBuffers::~RenderBuffers() +{ + buffer.free(); +} + +void RenderBuffers::reset(const BufferParams ¶ms_) +{ + DCHECK(params_.pass_stride != -1); + + params = params_; + + /* re-allocate buffer */ + buffer.alloc(params.width * params.pass_stride, params.height); +} + +void RenderBuffers::zero() +{ + buffer.zero_to_device(); +} + +bool RenderBuffers::copy_from_device() +{ + DCHECK(params.pass_stride != -1); + + if (!buffer.device_pointer) + return false; + + buffer.copy_from_device(0, params.width * params.pass_stride, params.height); + + return true; +} + +void RenderBuffers::copy_to_device() +{ + buffer.copy_to_device(); +} + +void render_buffers_host_copy_denoised(RenderBuffers *dst, + const BufferParams &dst_params, + const RenderBuffers *src, + const BufferParams &src_params, + const size_t src_offset) +{ + DCHECK_EQ(dst_params.width, src_params.width); + /* TODO(sergey): More sanity checks to avoid buffer overrun. */ + + /* Create a map of pass offsets to be copied. + * Assume offsets are different to allow copying passes between buffers with different set of + * passes. */ + + struct { + int dst_offset; + int src_offset; + } pass_offsets[PASS_NUM]; + + int num_passes = 0; + + for (int i = 0; i < PASS_NUM; ++i) { + const PassType pass_type = static_cast(i); + + const int dst_pass_offset = dst_params.get_pass_offset(pass_type, PassMode::DENOISED); + if (dst_pass_offset == PASS_UNUSED) { + continue; + } + + const int src_pass_offset = src_params.get_pass_offset(pass_type, PassMode::DENOISED); + if (src_pass_offset == PASS_UNUSED) { + continue; + } + + pass_offsets[num_passes].dst_offset = dst_pass_offset; + pass_offsets[num_passes].src_offset = src_pass_offset; + ++num_passes; + } + + /* Copy passes. */ + /* TODO(sergey): Make it more reusable, allowing implement copy of noisy passes. */ + + const int64_t dst_width = dst_params.width; + const int64_t dst_height = dst_params.height; + const int64_t dst_pass_stride = dst_params.pass_stride; + const int64_t dst_num_pixels = dst_width * dst_height; + + const int64_t src_pass_stride = src_params.pass_stride; + const int64_t src_offset_in_floats = src_offset * src_pass_stride; + + const float *src_pixel = src->buffer.data() + src_offset_in_floats; + float *dst_pixel = dst->buffer.data(); + + for (int i = 0; i < dst_num_pixels; + ++i, src_pixel += src_pass_stride, dst_pixel += dst_pass_stride) { + for (int pass_offset_idx = 0; pass_offset_idx < num_passes; ++pass_offset_idx) { + const int dst_pass_offset = pass_offsets[pass_offset_idx].dst_offset; + const int src_pass_offset = pass_offsets[pass_offset_idx].src_offset; + + /* TODO(sergey): Support non-RGBA passes. */ + dst_pixel[dst_pass_offset + 0] = src_pixel[src_pass_offset + 0]; + dst_pixel[dst_pass_offset + 1] = src_pixel[src_pass_offset + 1]; + dst_pixel[dst_pass_offset + 2] = src_pixel[src_pass_offset + 2]; + dst_pixel[dst_pass_offset + 3] = src_pixel[src_pass_offset + 3]; + } + } +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/session/buffers.h b/intern/cycles/session/buffers.h new file mode 100644 index 00000000000..4c261430bb6 --- /dev/null +++ b/intern/cycles/session/buffers.h @@ -0,0 +1,199 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef __BUFFERS_H__ +#define __BUFFERS_H__ + +#include "device/device_memory.h" +#include "graph/node.h" +#include "scene/pass.h" + +#include "kernel/kernel_types.h" + +#include "util/util_half.h" +#include "util/util_string.h" +#include "util/util_thread.h" +#include "util/util_types.h" + +CCL_NAMESPACE_BEGIN + +class Device; +struct DeviceDrawParams; +struct float4; + +/* NOTE: Is not a real scene node. Using Node API for ease of (de)serialization. */ +class BufferPass : public Node { + public: + NODE_DECLARE + + PassType type = PASS_NONE; + PassMode mode = PassMode::NOISY; + ustring name; + bool include_albedo = false; + + int offset = -1; + + BufferPass(); + explicit BufferPass(const Pass *scene_pass); + + BufferPass(BufferPass &&other) noexcept = default; + BufferPass(const BufferPass &other) = default; + + BufferPass &operator=(BufferPass &&other) = default; + BufferPass &operator=(const BufferPass &other) = default; + + ~BufferPass() = default; + + PassInfo get_info() const; + + inline bool operator==(const BufferPass &other) const + { + return type == other.type && mode == other.mode && name == other.name && + include_albedo == other.include_albedo && offset == other.offset; + } + inline bool operator!=(const BufferPass &other) const + { + return !(*this == other); + } +}; + +/* Buffer Parameters + * Size of render buffer and how it fits in the full image (border render). */ + +/* NOTE: Is not a real scene node. Using Node API for ease of (de)serialization. */ +class BufferParams : public Node { + public: + NODE_DECLARE + + /* Width/height of the physical buffer. */ + int width = 0; + int height = 0; + + /* Windows defines which part of the buffers is visible. The part outside of the window is + * considered an "overscan". + * + * Window X and Y are relative to the position of the buffer in the full buffer. */ + int window_x = 0; + int window_y = 0; + int window_width = 0; + int window_height = 0; + + /* Offset into and width/height of the full buffer. */ + int full_x = 0; + int full_y = 0; + int full_width = 0; + int full_height = 0; + + /* Runtime fields, only valid after `update_passes()` or `update_offset_stride()`. */ + int offset = -1, stride = -1; + + /* Runtime fields, only valid after `update_passes()`. */ + int pass_stride = -1; + + /* Properties which are used for accessing buffer pixels outside of scene graph. */ + vector passes; + ustring layer; + ustring view; + int samples = 0; + float exposure = 1.0f; + bool use_approximate_shadow_catcher = false; + bool use_transparent_background = false; + + BufferParams(); + + BufferParams(BufferParams &&other) noexcept = default; + BufferParams(const BufferParams &other) = default; + + BufferParams &operator=(BufferParams &&other) = default; + BufferParams &operator=(const BufferParams &other) = default; + + ~BufferParams() = default; + + /* Pre-calculate all fields which depends on the passes. + * + * When the scene passes are given, the buffer passes will be created from them and stored in + * this params, and then params are updated for those passes. + * The `update_passes()` without parameters updates offsets and strides which are stored outside + * of the passes. */ + void update_passes(); + void update_passes(const vector &scene_passes); + + /* Returns PASS_UNUSED if there is no such pass in the buffer. */ + int get_pass_offset(PassType type, PassMode mode = PassMode::NOISY) const; + + /* Returns nullptr if pass with given name does not exist. */ + const BufferPass *find_pass(string_view name) const; + const BufferPass *find_pass(PassType type, PassMode mode = PassMode::NOISY) const; + + /* Get display pass from its name. + * Will do special logic to replace combined pass with shadow catcher matte. */ + const BufferPass *get_actual_display_pass(PassType type, PassMode mode = PassMode::NOISY) const; + const BufferPass *get_actual_display_pass(const BufferPass *pass) const; + + void update_offset_stride(); + + bool modified(const BufferParams &other) const; + + protected: + void reset_pass_offset(); + + /* Multiplied by 2 to be able to store noisy and denoised pass types. */ + static constexpr int kNumPassOffsets = PASS_NUM * 2; + + /* Indexed by an index derived from pass type and mode, indicates offset of the corresponding + * pass in the buffer. + * If there are multiple passes with same type and mode contains lowest offset of all of them. */ + int pass_offset_[kNumPassOffsets]; +}; + +/* Render Buffers */ + +class RenderBuffers { + public: + /* buffer parameters */ + BufferParams params; + + /* float buffer */ + device_vector buffer; + + explicit RenderBuffers(Device *device); + ~RenderBuffers(); + + void reset(const BufferParams ¶ms); + void zero(); + + bool copy_from_device(); + void copy_to_device(); +}; + +/* Copy denoised passes form source to destination. + * + * Buffer parameters are provided explicitly, allowing to copy pixels between render buffers which + * content corresponds to a render result at a non-unit resolution divider. + * + * `src_offset` allows to offset source pixel index which is used when a fraction of the source + * buffer is to be copied. + * + * Copy happens of the number of pixels in the destination. */ +void render_buffers_host_copy_denoised(RenderBuffers *dst, + const BufferParams &dst_params, + const RenderBuffers *src, + const BufferParams &src_params, + const size_t src_offset = 0); + +CCL_NAMESPACE_END + +#endif /* __BUFFERS_H__ */ diff --git a/intern/cycles/session/denoising.cpp b/intern/cycles/session/denoising.cpp new file mode 100644 index 00000000000..21df068092a --- /dev/null +++ b/intern/cycles/session/denoising.cpp @@ -0,0 +1,934 @@ +/* + * Copyright 2011-2018 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "session/denoising.h" + +#if 0 + +# include "kernel/filter/filter_defines.h" + +# include "util/util_foreach.h" +# include "util/util_map.h" +# include "util/util_system.h" +# include "util/util_task.h" +# include "util/util_time.h" + +# include + +CCL_NAMESPACE_BEGIN + +/* Utility Functions */ + +static void print_progress(int num, int total, int frame, int num_frames) +{ + const char *label = "Denoise Frame "; + int cols = system_console_width(); + + cols -= strlen(label); + + int len = 1; + for (int x = total; x > 9; x /= 10) { + len++; + } + + int bars = cols - 2 * len - 6; + + printf("\r%s", label); + + if (num_frames > 1) { + int frame_len = 1; + for (int x = num_frames - 1; x > 9; x /= 10) { + frame_len++; + } + bars -= frame_len + 2; + printf("%*d ", frame_len, frame); + } + + int v = int(float(num) * bars / total); + printf("["); + for (int i = 0; i < v; i++) { + printf("="); + } + if (v < bars) { + printf(">"); + } + for (int i = v + 1; i < bars; i++) { + printf(" "); + } + printf(string_printf("] %%%dd / %d", len, total).c_str(), num); + fflush(stdout); +} + +/* Splits in at its last dot, setting suffix to the part after the dot and in to the part before + * it. Returns whether a dot was found. */ +static bool split_last_dot(string &in, string &suffix) +{ + size_t pos = in.rfind("."); + if (pos == string::npos) { + return false; + } + suffix = in.substr(pos + 1); + in = in.substr(0, pos); + return true; +} + +/* Separate channel names as generated by Blender. + * If views is true: + * Inputs are expected in the form RenderLayer.Pass.View.Channel, sets renderlayer to + * "RenderLayer.View" Otherwise: Inputs are expected in the form RenderLayer.Pass.Channel */ +static bool parse_channel_name( + string name, string &renderlayer, string &pass, string &channel, bool multiview_channels) +{ + if (!split_last_dot(name, channel)) { + return false; + } + string view; + if (multiview_channels && !split_last_dot(name, view)) { + return false; + } + if (!split_last_dot(name, pass)) { + return false; + } + renderlayer = name; + + if (multiview_channels) { + renderlayer += "." + view; + } + + return true; +} + +/* Channel Mapping */ + +struct ChannelMapping { + int channel; + string name; +}; + +static void fill_mapping(vector &map, int pos, string name, string channels) +{ + for (const char *chan = channels.c_str(); *chan; chan++) { + map.push_back({pos++, name + "." + *chan}); + } +} + +static const int INPUT_NUM_CHANNELS = 15; +static const int INPUT_DENOISING_DEPTH = 0; +static const int INPUT_DENOISING_NORMAL = 1; +static const int INPUT_DENOISING_SHADOWING = 4; +static const int INPUT_DENOISING_ALBEDO = 5; +static const int INPUT_NOISY_IMAGE = 8; +static const int INPUT_DENOISING_VARIANCE = 11; +static const int INPUT_DENOISING_INTENSITY = 14; +static vector input_channels() +{ + vector map; + fill_mapping(map, INPUT_DENOISING_DEPTH, "Denoising Depth", "Z"); + fill_mapping(map, INPUT_DENOISING_NORMAL, "Denoising Normal", "XYZ"); + fill_mapping(map, INPUT_DENOISING_SHADOWING, "Denoising Shadowing", "X"); + fill_mapping(map, INPUT_DENOISING_ALBEDO, "Denoising Albedo", "RGB"); + fill_mapping(map, INPUT_NOISY_IMAGE, "Noisy Image", "RGB"); + fill_mapping(map, INPUT_DENOISING_VARIANCE, "Denoising Variance", "RGB"); + fill_mapping(map, INPUT_DENOISING_INTENSITY, "Denoising Intensity", "X"); + return map; +} + +static const int OUTPUT_NUM_CHANNELS = 3; +static vector output_channels() +{ + vector map; + fill_mapping(map, 0, "Combined", "RGB"); + return map; +} + +/* Renderlayer Handling */ + +bool DenoiseImageLayer::detect_denoising_channels() +{ + /* Map device input to image channels. */ + input_to_image_channel.clear(); + input_to_image_channel.resize(INPUT_NUM_CHANNELS, -1); + + foreach (const ChannelMapping &mapping, input_channels()) { + vector::iterator i = find(channels.begin(), channels.end(), mapping.name); + if (i == channels.end()) { + return false; + } + + size_t input_channel = mapping.channel; + size_t layer_channel = i - channels.begin(); + input_to_image_channel[input_channel] = layer_to_image_channel[layer_channel]; + } + + /* Map device output to image channels. */ + output_to_image_channel.clear(); + output_to_image_channel.resize(OUTPUT_NUM_CHANNELS, -1); + + foreach (const ChannelMapping &mapping, output_channels()) { + vector::iterator i = find(channels.begin(), channels.end(), mapping.name); + if (i == channels.end()) { + return false; + } + + size_t output_channel = mapping.channel; + size_t layer_channel = i - channels.begin(); + output_to_image_channel[output_channel] = layer_to_image_channel[layer_channel]; + } + + /* Check that all buffer channels are correctly set. */ + for (int i = 0; i < INPUT_NUM_CHANNELS; i++) { + assert(input_to_image_channel[i] >= 0); + } + for (int i = 0; i < OUTPUT_NUM_CHANNELS; i++) { + assert(output_to_image_channel[i] >= 0); + } + + return true; +} + +bool DenoiseImageLayer::match_channels(int neighbor, + const std::vector &channelnames, + const std::vector &neighbor_channelnames) +{ + neighbor_input_to_image_channel.resize(neighbor + 1); + vector &mapping = neighbor_input_to_image_channel[neighbor]; + + assert(mapping.size() == 0); + mapping.resize(input_to_image_channel.size(), -1); + + for (int i = 0; i < input_to_image_channel.size(); i++) { + const string &channel = channelnames[input_to_image_channel[i]]; + std::vector::const_iterator frame_channel = find( + neighbor_channelnames.begin(), neighbor_channelnames.end(), channel); + + if (frame_channel == neighbor_channelnames.end()) { + return false; + } + + mapping[i] = frame_channel - neighbor_channelnames.begin(); + } + + return true; +} + +/* Denoise Task */ + +DenoiseTask::DenoiseTask(Device *device, + DenoiserPipeline *denoiser, + int frame, + const vector &neighbor_frames) + : denoiser(denoiser), + device(device), + frame(frame), + neighbor_frames(neighbor_frames), + current_layer(0), + input_pixels(device, "filter input buffer", MEM_READ_ONLY), + num_tiles(0) +{ + image.samples = denoiser->samples_override; +} + +DenoiseTask::~DenoiseTask() +{ + free(); +} + +/* Device callbacks */ + +bool DenoiseTask::acquire_tile(Device *device, Device *tile_device, RenderTile &tile) +{ + thread_scoped_lock tile_lock(tiles_mutex); + + if (tiles.empty()) { + return false; + } + + tile = tiles.front(); + tiles.pop_front(); + + device->map_tile(tile_device, tile); + + print_progress(num_tiles - tiles.size(), num_tiles, frame, denoiser->num_frames); + + return true; +} + +/* Mapping tiles is required for regular rendering since each tile has its separate memory + * which may be allocated on a different device. + * For standalone denoising, there is a single memory that is present on all devices, so the only + * thing that needs to be done here is to specify the surrounding tile geometry. + * + * However, since there is only one large memory, the denoised result has to be written to + * a different buffer to avoid having to copy an entire horizontal slice of the image. */ +void DenoiseTask::map_neighboring_tiles(RenderTileNeighbors &neighbors, Device *tile_device) +{ + RenderTile ¢er_tile = neighbors.tiles[RenderTileNeighbors::CENTER]; + RenderTile &target_tile = neighbors.target; + + /* Fill tile information. */ + for (int i = 0; i < RenderTileNeighbors::SIZE; i++) { + if (i == RenderTileNeighbors::CENTER) { + continue; + } + + RenderTile &tile = neighbors.tiles[i]; + int dx = (i % 3) - 1; + int dy = (i / 3) - 1; + tile.x = clamp(center_tile.x + dx * denoiser->tile_size.x, 0, image.width); + tile.w = clamp(center_tile.x + (dx + 1) * denoiser->tile_size.x, 0, image.width) - tile.x; + tile.y = clamp(center_tile.y + dy * denoiser->tile_size.y, 0, image.height); + tile.h = clamp(center_tile.y + (dy + 1) * denoiser->tile_size.y, 0, image.height) - tile.y; + + tile.buffer = center_tile.buffer; + tile.offset = center_tile.offset; + tile.stride = image.width; + } + + /* Allocate output buffer. */ + device_vector *output_mem = new device_vector( + tile_device, "denoising_output", MEM_READ_WRITE); + output_mem->alloc(OUTPUT_NUM_CHANNELS * center_tile.w * center_tile.h); + + /* Fill output buffer with noisy image, assumed by kernel_filter_finalize + * when skipping denoising of some pixels. */ + float *result = output_mem->data(); + float *in = &image.pixels[image.num_channels * (center_tile.y * image.width + center_tile.x)]; + + const DenoiseImageLayer &layer = image.layers[current_layer]; + const int *input_to_image_channel = layer.input_to_image_channel.data(); + + for (int y = 0; y < center_tile.h; y++) { + for (int x = 0; x < center_tile.w; x++, result += OUTPUT_NUM_CHANNELS) { + for (int i = 0; i < OUTPUT_NUM_CHANNELS; i++) { + result[i] = in[image.num_channels * x + input_to_image_channel[INPUT_NOISY_IMAGE + i]]; + } + } + in += image.num_channels * image.width; + } + + output_mem->copy_to_device(); + + /* Fill output tile info. */ + target_tile = center_tile; + target_tile.buffer = output_mem->device_pointer; + target_tile.stride = target_tile.w; + target_tile.offset -= target_tile.x + target_tile.y * target_tile.stride; + + thread_scoped_lock output_lock(output_mutex); + assert(output_pixels.count(center_tile.tile_index) == 0); + output_pixels[target_tile.tile_index] = output_mem; +} + +void DenoiseTask::unmap_neighboring_tiles(RenderTileNeighbors &neighbors) +{ + RenderTile ¢er_tile = neighbors.tiles[RenderTileNeighbors::CENTER]; + RenderTile &target_tile = neighbors.target; + + thread_scoped_lock output_lock(output_mutex); + assert(output_pixels.count(center_tile.tile_index) == 1); + device_vector *output_mem = output_pixels[target_tile.tile_index]; + output_pixels.erase(center_tile.tile_index); + output_lock.unlock(); + + /* Copy denoised pixels from device. */ + output_mem->copy_from_device(0, OUTPUT_NUM_CHANNELS * target_tile.w, target_tile.h); + + float *result = output_mem->data(); + float *out = &image.pixels[image.num_channels * (target_tile.y * image.width + target_tile.x)]; + + const DenoiseImageLayer &layer = image.layers[current_layer]; + const int *output_to_image_channel = layer.output_to_image_channel.data(); + + for (int y = 0; y < target_tile.h; y++) { + for (int x = 0; x < target_tile.w; x++, result += OUTPUT_NUM_CHANNELS) { + for (int i = 0; i < OUTPUT_NUM_CHANNELS; i++) { + out[image.num_channels * x + output_to_image_channel[i]] = result[i]; + } + } + out += image.num_channels * image.width; + } + + /* Free device buffer. */ + output_mem->free(); + delete output_mem; +} + +void DenoiseTask::release_tile() +{ +} + +bool DenoiseTask::get_cancel() +{ + return false; +} + +void DenoiseTask::create_task(DeviceTask &task) +{ + /* Callback functions. */ + task.acquire_tile = function_bind(&DenoiseTask::acquire_tile, this, device, _1, _2); + task.map_neighbor_tiles = function_bind(&DenoiseTask::map_neighboring_tiles, this, _1, _2); + task.unmap_neighbor_tiles = function_bind(&DenoiseTask::unmap_neighboring_tiles, this, _1); + task.release_tile = function_bind(&DenoiseTask::release_tile, this); + task.get_cancel = function_bind(&DenoiseTask::get_cancel, this); + + /* Denoising parameters. */ + task.denoising = denoiser->params; + task.denoising.type = DENOISER_NLM; + task.denoising.use = true; + task.denoising_from_render = false; + + task.denoising_frames.resize(neighbor_frames.size()); + for (int i = 0; i < neighbor_frames.size(); i++) { + task.denoising_frames[i] = neighbor_frames[i] - frame; + } + + /* Buffer parameters. */ + task.pass_stride = INPUT_NUM_CHANNELS; + task.target_pass_stride = OUTPUT_NUM_CHANNELS; + task.pass_denoising_data = 0; + task.pass_denoising_clean = -1; + task.frame_stride = image.width * image.height * INPUT_NUM_CHANNELS; + + /* Create tiles. */ + thread_scoped_lock tile_lock(tiles_mutex); + thread_scoped_lock output_lock(output_mutex); + + tiles.clear(); + assert(output_pixels.empty()); + output_pixels.clear(); + + int tiles_x = divide_up(image.width, denoiser->tile_size.x); + int tiles_y = divide_up(image.height, denoiser->tile_size.y); + + for (int ty = 0; ty < tiles_y; ty++) { + for (int tx = 0; tx < tiles_x; tx++) { + RenderTile tile; + tile.x = tx * denoiser->tile_size.x; + tile.y = ty * denoiser->tile_size.y; + tile.w = min(image.width - tile.x, denoiser->tile_size.x); + tile.h = min(image.height - tile.y, denoiser->tile_size.y); + tile.start_sample = 0; + tile.num_samples = image.layers[current_layer].samples; + tile.sample = 0; + tile.offset = 0; + tile.stride = image.width; + tile.tile_index = ty * tiles_x + tx; + tile.task = RenderTile::DENOISE; + tile.buffers = NULL; + tile.buffer = input_pixels.device_pointer; + tiles.push_back(tile); + } + } + + num_tiles = tiles.size(); +} + +/* Denoiser Operations */ + +bool DenoiseTask::load_input_pixels(int layer) +{ + int w = image.width; + int h = image.height; + int num_pixels = image.width * image.height; + int frame_stride = num_pixels * INPUT_NUM_CHANNELS; + + /* Load center image */ + DenoiseImageLayer &image_layer = image.layers[layer]; + + float *buffer_data = input_pixels.data(); + image.read_pixels(image_layer, buffer_data); + buffer_data += frame_stride; + + /* Load neighbor images */ + for (int i = 0; i < image.in_neighbors.size(); i++) { + if (!image.read_neighbor_pixels(i, image_layer, buffer_data)) { + error = "Failed to read neighbor frame pixels"; + return false; + } + buffer_data += frame_stride; + } + + /* Preprocess */ + buffer_data = input_pixels.data(); + for (int neighbor = 0; neighbor < image.in_neighbors.size() + 1; neighbor++) { + /* Clamp */ + if (denoiser->params.clamp_input) { + for (int i = 0; i < num_pixels * INPUT_NUM_CHANNELS; i++) { + buffer_data[i] = clamp(buffer_data[i], -1e8f, 1e8f); + } + } + + /* Box blur */ + int r = 5 * denoiser->params.radius; + float *data = buffer_data + 14; + array temp(num_pixels); + + for (int y = 0; y < h; y++) { + for (int x = 0; x < w; x++) { + int n = 0; + float sum = 0.0f; + for (int dx = max(x - r, 0); dx < min(x + r + 1, w); dx++, n++) { + sum += data[INPUT_NUM_CHANNELS * (y * w + dx)]; + } + temp[y * w + x] = sum / n; + } + } + + for (int y = 0; y < h; y++) { + for (int x = 0; x < w; x++) { + int n = 0; + float sum = 0.0f; + + for (int dy = max(y - r, 0); dy < min(y + r + 1, h); dy++, n++) { + sum += temp[dy * w + x]; + } + + data[INPUT_NUM_CHANNELS * (y * w + x)] = sum / n; + } + } + + /* Highlight compression */ + data = buffer_data + 8; + for (int y = 0; y < h; y++) { + for (int x = 0; x < w; x++) { + int idx = INPUT_NUM_CHANNELS * (y * w + x); + float3 color = make_float3(data[idx], data[idx + 1], data[idx + 2]); + color = color_highlight_compress(color, NULL); + data[idx] = color.x; + data[idx + 1] = color.y; + data[idx + 2] = color.z; + } + } + + buffer_data += frame_stride; + } + + /* Copy to device */ + input_pixels.copy_to_device(); + + return true; +} + +/* Task stages */ + +bool DenoiseTask::load() +{ + string center_filepath = denoiser->input[frame]; + if (!image.load(center_filepath, error)) { + return false; + } + + if (!image.load_neighbors(denoiser->input, neighbor_frames, error)) { + return false; + } + + if (image.layers.empty()) { + error = "No image layers found to denoise in " + center_filepath; + return false; + } + + /* Allocate device buffer. */ + int num_frames = image.in_neighbors.size() + 1; + input_pixels.alloc(image.width * INPUT_NUM_CHANNELS, image.height * num_frames); + input_pixels.zero_to_device(); + + /* Read pixels for first layer. */ + current_layer = 0; + if (!load_input_pixels(current_layer)) { + return false; + } + + return true; +} + +bool DenoiseTask::exec() +{ + for (current_layer = 0; current_layer < image.layers.size(); current_layer++) { + /* Read pixels for secondary layers, first was already loaded. */ + if (current_layer > 0) { + if (!load_input_pixels(current_layer)) { + return false; + } + } + + /* Run task on device. */ + DeviceTask task(DeviceTask::RENDER); + create_task(task); + device->task_add(task); + device->task_wait(); + + printf("\n"); + } + + return true; +} + +bool DenoiseTask::save() +{ + bool ok = image.save_output(denoiser->output[frame], error); + free(); + return ok; +} + +void DenoiseTask::free() +{ + image.free(); + input_pixels.free(); + assert(output_pixels.empty()); +} + +/* Denoise Image Storage */ + +DenoiseImage::DenoiseImage() +{ + width = 0; + height = 0; + num_channels = 0; + samples = 0; +} + +DenoiseImage::~DenoiseImage() +{ + free(); +} + +void DenoiseImage::close_input() +{ + in_neighbors.clear(); +} + +void DenoiseImage::free() +{ + close_input(); + pixels.clear(); +} + +bool DenoiseImage::parse_channels(const ImageSpec &in_spec, string &error) +{ + const std::vector &channels = in_spec.channelnames; + const ParamValue *multiview = in_spec.find_attribute("multiView"); + const bool multiview_channels = (multiview && multiview->type().basetype == TypeDesc::STRING && + multiview->type().arraylen >= 2); + + layers.clear(); + + /* Loop over all the channels in the file, parse their name and sort them + * by RenderLayer. + * Channels that can't be parsed are directly passed through to the output. */ + map file_layers; + for (int i = 0; i < channels.size(); i++) { + string layer, pass, channel; + if (parse_channel_name(channels[i], layer, pass, channel, multiview_channels)) { + file_layers[layer].channels.push_back(pass + "." + channel); + file_layers[layer].layer_to_image_channel.push_back(i); + } + } + + /* Loop over all detected RenderLayers, check whether they contain a full set of input channels. + * Any channels that won't be processed internally are also passed through. */ + for (map::iterator i = file_layers.begin(); i != file_layers.end(); + ++i) { + const string &name = i->first; + DenoiseImageLayer &layer = i->second; + + /* Check for full pass set. */ + if (!layer.detect_denoising_channels()) { + continue; + } + + layer.name = name; + layer.samples = samples; + + /* If the sample value isn't set yet, check if there is a layer-specific one in the input file. + */ + if (layer.samples < 1) { + string sample_string = in_spec.get_string_attribute("cycles." + name + ".samples", ""); + if (sample_string != "") { + if (!sscanf(sample_string.c_str(), "%d", &layer.samples)) { + error = "Failed to parse samples metadata: " + sample_string; + return false; + } + } + } + + if (layer.samples < 1) { + error = string_printf( + "No sample number specified in the file for layer %s or on the command line", + name.c_str()); + return false; + } + + layers.push_back(layer); + } + + return true; +} + +void DenoiseImage::read_pixels(const DenoiseImageLayer &layer, float *input_pixels) +{ + /* Pixels from center file have already been loaded into pixels. + * We copy a subset into the device input buffer with channels reshuffled. */ + const int *input_to_image_channel = layer.input_to_image_channel.data(); + + for (int i = 0; i < width * height; i++) { + for (int j = 0; j < INPUT_NUM_CHANNELS; j++) { + int image_channel = input_to_image_channel[j]; + input_pixels[i * INPUT_NUM_CHANNELS + j] = + pixels[((size_t)i) * num_channels + image_channel]; + } + } +} + +bool DenoiseImage::read_neighbor_pixels(int neighbor, + const DenoiseImageLayer &layer, + float *input_pixels) +{ + /* Load pixels from neighboring frames, and copy them into device buffer + * with channels reshuffled. */ + size_t num_pixels = (size_t)width * (size_t)height; + array neighbor_pixels(num_pixels * num_channels); + if (!in_neighbors[neighbor]->read_image(TypeDesc::FLOAT, neighbor_pixels.data())) { + return false; + } + + const int *input_to_image_channel = layer.neighbor_input_to_image_channel[neighbor].data(); + + for (int i = 0; i < width * height; i++) { + for (int j = 0; j < INPUT_NUM_CHANNELS; j++) { + int image_channel = input_to_image_channel[j]; + input_pixels[i * INPUT_NUM_CHANNELS + j] = + neighbor_pixels[((size_t)i) * num_channels + image_channel]; + } + } + + return true; +} + +bool DenoiseImage::load(const string &in_filepath, string &error) +{ + if (!Filesystem::is_regular(in_filepath)) { + error = "Couldn't find file: " + in_filepath; + return false; + } + + unique_ptr in(ImageInput::open(in_filepath)); + if (!in) { + error = "Couldn't open file: " + in_filepath; + return false; + } + + in_spec = in->spec(); + width = in_spec.width; + height = in_spec.height; + num_channels = in_spec.nchannels; + + if (!parse_channels(in_spec, error)) { + return false; + } + + if (layers.size() == 0) { + error = "Could not find a render layer containing denoising info"; + return false; + } + + size_t num_pixels = (size_t)width * (size_t)height; + pixels.resize(num_pixels * num_channels); + + /* Read all channels into buffer. Reading all channels at once is faster + * than individually due to interleaved EXR channel storage. */ + if (!in->read_image(TypeDesc::FLOAT, pixels.data())) { + error = "Failed to read image: " + in_filepath; + return false; + } + + return true; +} + +bool DenoiseImage::load_neighbors(const vector &filepaths, + const vector &frames, + string &error) +{ + if (frames.size() > DENOISE_MAX_FRAMES - 1) { + error = string_printf("Maximum number of neighbors (%d) exceeded\n", DENOISE_MAX_FRAMES - 1); + return false; + } + + for (int neighbor = 0; neighbor < frames.size(); neighbor++) { + int frame = frames[neighbor]; + const string &filepath = filepaths[frame]; + + if (!Filesystem::is_regular(filepath)) { + error = "Couldn't find neighbor frame: " + filepath; + return false; + } + + unique_ptr in_neighbor(ImageInput::open(filepath)); + if (!in_neighbor) { + error = "Couldn't open neighbor frame: " + filepath; + return false; + } + + const ImageSpec &neighbor_spec = in_neighbor->spec(); + if (neighbor_spec.width != width || neighbor_spec.height != height) { + error = "Neighbor frame has different dimensions: " + filepath; + return false; + } + + foreach (DenoiseImageLayer &layer, layers) { + if (!layer.match_channels(neighbor, in_spec.channelnames, neighbor_spec.channelnames)) { + error = "Neighbor frame misses denoising data passes: " + filepath; + return false; + } + } + + in_neighbors.push_back(std::move(in_neighbor)); + } + + return true; +} + +bool DenoiseImage::save_output(const string &out_filepath, string &error) +{ + /* Save image with identical dimensions, channels and metadata. */ + ImageSpec out_spec = in_spec; + + /* Ensure that the output frame contains sample information even if the input didn't. */ + for (int i = 0; i < layers.size(); i++) { + string name = "cycles." + layers[i].name + ".samples"; + if (!out_spec.find_attribute(name, TypeDesc::STRING)) { + out_spec.attribute(name, TypeDesc::STRING, string_printf("%d", layers[i].samples)); + } + } + + /* We don't need input anymore at this point, and will possibly + * overwrite the same file. */ + close_input(); + + /* Write to temporary file path, so we denoise images in place and don't + * risk destroying files when something goes wrong in file saving. */ + string extension = OIIO::Filesystem::extension(out_filepath); + string unique_name = ".denoise-tmp-" + OIIO::Filesystem::unique_path(); + string tmp_filepath = out_filepath + unique_name + extension; + unique_ptr out(ImageOutput::create(tmp_filepath)); + + if (!out) { + error = "Failed to open temporary file " + tmp_filepath + " for writing"; + return false; + } + + /* Open temporary file and write image buffers. */ + if (!out->open(tmp_filepath, out_spec)) { + error = "Failed to open file " + tmp_filepath + " for writing: " + out->geterror(); + return false; + } + + bool ok = true; + if (!out->write_image(TypeDesc::FLOAT, pixels.data())) { + error = "Failed to write to file " + tmp_filepath + ": " + out->geterror(); + ok = false; + } + + if (!out->close()) { + error = "Failed to save to file " + tmp_filepath + ": " + out->geterror(); + ok = false; + } + + out.reset(); + + /* Copy temporary file to output filepath. */ + string rename_error; + if (ok && !OIIO::Filesystem::rename(tmp_filepath, out_filepath, rename_error)) { + error = "Failed to move denoised image to " + out_filepath + ": " + rename_error; + ok = false; + } + + if (!ok) { + OIIO::Filesystem::remove(tmp_filepath); + } + + return ok; +} + +/* File pattern handling and outer loop over frames */ + +DenoiserPipeline::DenoiserPipeline(DeviceInfo &device_info) +{ + samples_override = 0; + tile_size = make_int2(64, 64); + + num_frames = 0; + + /* Initialize task scheduler. */ + TaskScheduler::init(); + + /* Initialize device. */ + device = Device::create(device_info, stats, profiler, true); + + device->load_kernels(KERNEL_FEATURE_DENOISING); +} + +DenoiserPipeline::~DenoiserPipeline() +{ + delete device; + TaskScheduler::exit(); +} + +bool DenoiserPipeline::run() +{ + assert(input.size() == output.size()); + + num_frames = output.size(); + + for (int frame = 0; frame < num_frames; frame++) { + /* Skip empty output paths. */ + if (output[frame].empty()) { + continue; + } + + /* Determine neighbor frame numbers that should be used for filtering. */ + vector neighbor_frames; + for (int f = frame - params.neighbor_frames; f <= frame + params.neighbor_frames; f++) { + if (f >= 0 && f < num_frames && f != frame) { + neighbor_frames.push_back(f); + } + } + + /* Execute task. */ + DenoiseTask task(device, this, frame, neighbor_frames); + if (!task.load()) { + error = task.error; + return false; + } + + if (!task.exec()) { + error = task.error; + return false; + } + + if (!task.save()) { + error = task.error; + return false; + } + + task.free(); + } + + return true; +} + +CCL_NAMESPACE_END + +#endif diff --git a/intern/cycles/session/denoising.h b/intern/cycles/session/denoising.h new file mode 100644 index 00000000000..097cc570d06 --- /dev/null +++ b/intern/cycles/session/denoising.h @@ -0,0 +1,216 @@ +/* + * Copyright 2011-2018 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef __DENOISING_H__ +#define __DENOISING_H__ + +#if 0 + +/* TODO(sergey): Make it explicit and clear when something is a denoiser, its pipeline or + * parameters. Currently it is an annoying mixture of terms used interchangeably. */ + +# include "device/device.h" + +# include "render/buffers.h" + +# include "util/util_string.h" +# include "util/util_unique_ptr.h" +# include "util/util_vector.h" + +# include + +OIIO_NAMESPACE_USING + +CCL_NAMESPACE_BEGIN + +/* Denoiser pipeline */ + +class DenoiserPipeline { + public: + DenoiserPipeline(DeviceInfo &device_info); + ~DenoiserPipeline(); + + bool run(); + + /* Error message after running, in case of failure. */ + string error; + + /* Sequential list of frame filepaths to denoise. */ + vector input; + /* Sequential list of frame filepaths to write result to. Empty entries + * are skipped, so only a subset of the sequence can be denoised while + * taking into account all input frames. */ + vector output; + + /* Sample number override, takes precedence over values from input frames. */ + int samples_override; + /* Tile size for processing on device. */ + int2 tile_size; + + /* Equivalent to the settings in the regular denoiser. */ + DenoiseParams params; + + protected: + friend class DenoiseTask; + + Stats stats; + Profiler profiler; + Device *device; + + int num_frames; +}; + +/* Denoise Image Layer */ + +struct DenoiseImageLayer { + string name; + /* All channels belonging to this DenoiseImageLayer. */ + vector channels; + /* Layer to image channel mapping. */ + vector layer_to_image_channel; + + /* Sample amount that was used for rendering this layer. */ + int samples; + + /* Device input channel will be copied from image channel input_to_image_channel[i]. */ + vector input_to_image_channel; + + /* input_to_image_channel of the secondary frames, if any are used. */ + vector> neighbor_input_to_image_channel; + + /* Write i-th channel of the processing output to output_to_image_channel[i]-th channel of the + * file. */ + vector output_to_image_channel; + + /* Detect whether this layer contains a full set of channels and set up the offsets accordingly. + */ + bool detect_denoising_channels(); + + /* Map the channels of a secondary frame to the channels that are required for processing, + * fill neighbor_input_to_image_channel if all are present or return false if a channel are + * missing. */ + bool match_channels(int neighbor, + const std::vector &channelnames, + const std::vector &neighbor_channelnames); +}; + +/* Denoise Image Data */ + +class DenoiseImage { + public: + DenoiseImage(); + ~DenoiseImage(); + + /* Dimensions */ + int width, height, num_channels; + + /* Samples */ + int samples; + + /* Pixel buffer with interleaved channels. */ + array pixels; + + /* Image file handles */ + ImageSpec in_spec; + vector> in_neighbors; + + /* Render layers */ + vector layers; + + void free(); + + /* Open the input image, parse its channels, open the output image and allocate the output + * buffer. */ + bool load(const string &in_filepath, string &error); + + /* Load neighboring frames. */ + bool load_neighbors(const vector &filepaths, const vector &frames, string &error); + + /* Load subset of pixels from file buffer into input buffer, as needed for denoising + * on the device. Channels are reshuffled following the provided mapping. */ + void read_pixels(const DenoiseImageLayer &layer, float *input_pixels); + bool read_neighbor_pixels(int neighbor, const DenoiseImageLayer &layer, float *input_pixels); + + bool save_output(const string &out_filepath, string &error); + + protected: + /* Parse input file channels, separate them into DenoiseImageLayers, + * detect DenoiseImageLayers with full channel sets, + * fill layers and set up the output channels and passthrough map. */ + bool parse_channels(const ImageSpec &in_spec, string &error); + + void close_input(); +}; + +/* Denoise Task */ + +class DenoiseTask { + public: + DenoiseTask(Device *device, + DenoiserPipeline *denoiser, + int frame, + const vector &neighbor_frames); + ~DenoiseTask(); + + /* Task stages */ + bool load(); + bool exec(); + bool save(); + void free(); + + string error; + + protected: + /* Denoiser parameters and device */ + DenoiserPipeline *denoiser; + Device *device; + + /* Frame number to be denoised */ + int frame; + vector neighbor_frames; + + /* Image file data */ + DenoiseImage image; + int current_layer; + + /* Device input buffer */ + device_vector input_pixels; + + /* Tiles */ + thread_mutex tiles_mutex; + list tiles; + int num_tiles; + + thread_mutex output_mutex; + map *> output_pixels; + + /* Task handling */ + bool load_input_pixels(int layer); + void create_task(DeviceTask &task); + + /* Device task callbacks */ + bool acquire_tile(Device *device, Device *tile_device, RenderTile &tile); + void map_neighboring_tiles(RenderTileNeighbors &neighbors, Device *tile_device); + void unmap_neighboring_tiles(RenderTileNeighbors &neighbors); + void release_tile(); + bool get_cancel(); +}; + +CCL_NAMESPACE_END + +#endif + +#endif /* __DENOISING_H__ */ diff --git a/intern/cycles/session/display_driver.h b/intern/cycles/session/display_driver.h new file mode 100644 index 00000000000..85f305034d7 --- /dev/null +++ b/intern/cycles/session/display_driver.h @@ -0,0 +1,131 @@ +/* + * Copyright 2021 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#pragma once + +#include "util/util_half.h" +#include "util/util_types.h" + +CCL_NAMESPACE_BEGIN + +/* Display driver for efficient interactive display of renders. + * + * Host applications implement this interface for viewport rendering. For best performance, we + * recommend: + * - Allocating a texture on the GPU to be interactively updated + * - Using the graphics interop mechanism to avoid CPU-GPU copying overhead + * - Using a dedicated or thread-safe graphics API context for updates, to avoid + * blocking the host application. + */ +class DisplayDriver { + public: + DisplayDriver() = default; + virtual ~DisplayDriver() = default; + + /* Render buffer parameters. */ + struct Params { + public: + /* Render resolution, ignoring progressive resolution changes. + * The texture buffer should be allocated with this size. */ + int2 size = make_int2(0, 0); + + /* For border rendering, the full resolution of the render, and the offset within that larger + * render. */ + int2 full_size = make_int2(0, 0); + int2 full_offset = make_int2(0, 0); + + bool modified(const Params &other) const + { + return !(full_offset == other.full_offset && full_size == other.full_size && + size == other.size); + } + }; + + /* Update the render from the rendering thread. + * + * Cycles periodically updates the render to be displayed. For multithreaded updates with + * potentially multiple rendering devices, it will call these methods as follows. + * + * if (driver.update_begin(params, width, height)) { + * parallel_for_each(rendering_device) { + * buffer = driver.map_texture_buffer(); + * if (buffer) { + * fill(buffer); + * driver.unmap_texture_buffer(); + * } + * } + * driver.update_end(); + * } + * + * The parameters may dynamically change due to camera changes in the scene, and resources should + * be re-allocated accordingly. + * + * The width and height passed to update_begin() are the effective render resolution taking into + * account progressive resolution changes, which may be equal to or smaller than the params.size. + * For efficiency, changes in this resolution should be handled without re-allocating resources, + * but rather by using a subset of the full resolution buffer. */ + virtual bool update_begin(const Params ¶ms, int width, int height) = 0; + virtual void update_end() = 0; + + virtual half4 *map_texture_buffer() = 0; + virtual void unmap_texture_buffer() = 0; + + /* Optionally return a handle to a native graphics API texture buffer. If supported, + * the rendering device may write directly to this buffer instead of calling + * map_texture_buffer() and unmap_texture_buffer(). */ + class GraphicsInterop { + public: + /* Dimensions of the buffer, in pixels. */ + int buffer_width = 0; + int buffer_height = 0; + + /* OpenGL pixel buffer object. */ + int opengl_pbo_id = 0; + + /* Clear the entire buffer before doing partial write to it. */ + bool need_clear = false; + }; + + virtual GraphicsInterop graphics_interop_get() + { + return GraphicsInterop(); + } + + /* (De)activate graphics context required for editing or deleting the graphics interop + * object. + * + * For example, destruction of the CUDA object associated with an OpenGL requires the + * OpenGL context to be active. */ + virtual void graphics_interop_activate(){}; + virtual void graphics_interop_deactivate(){}; + + /* Clear the display buffer by filling it with zeros. */ + virtual void clear() = 0; + + /* Draw the render using the native graphics API. + * + * Note that this may be called in parallel to updates. The implementation is responsible for + * mutex locking or other mechanisms to avoid conflicts. + * + * The parameters may have changed since the last update. The implementation is responsible for + * deciding to skip or adjust render display for such changes. + * + * Host application drawing the render buffer should use Session.draw(), which will + * call this method. */ + virtual void draw(const Params ¶ms) = 0; +}; + +CCL_NAMESPACE_END diff --git a/intern/cycles/session/merge.cpp b/intern/cycles/session/merge.cpp new file mode 100644 index 00000000000..97e9c75d5f7 --- /dev/null +++ b/intern/cycles/session/merge.cpp @@ -0,0 +1,516 @@ +/* + * Copyright 2011-2019 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "session/merge.h" + +#include "util/util_array.h" +#include "util/util_map.h" +#include "util/util_system.h" +#include "util/util_time.h" +#include "util/util_unique_ptr.h" + +#include +#include + +OIIO_NAMESPACE_USING + +CCL_NAMESPACE_BEGIN + +/* Merge Image Layer */ + +enum MergeChannelOp { + MERGE_CHANNEL_NOP, + MERGE_CHANNEL_COPY, + MERGE_CHANNEL_SUM, + MERGE_CHANNEL_AVERAGE +}; + +struct MergeImagePass { + /* Full channel name. */ + string channel_name; + /* Channel format in the file. */ + TypeDesc format; + /* Type of operation to perform when merging. */ + MergeChannelOp op; + /* Offset of layer channels in input image. */ + int offset; + /* Offset of layer channels in merged image. */ + int merge_offset; +}; + +struct MergeImageLayer { + /* Layer name. */ + string name; + /* Passes. */ + vector passes; + /* Sample amount that was used for rendering this layer. */ + int samples; +}; + +/* Merge Image */ + +struct MergeImage { + /* OIIO file handle. */ + unique_ptr in; + /* Image file path. */ + string filepath; + /* Render layers. */ + vector layers; +}; + +/* Channel Parsing */ + +static MergeChannelOp parse_channel_operation(const string &pass_name) +{ + if (pass_name == "Depth" || pass_name == "IndexMA" || pass_name == "IndexOB" || + string_startswith(pass_name, "Crypto")) { + return MERGE_CHANNEL_COPY; + } + else if (string_startswith(pass_name, "Debug BVH") || + string_startswith(pass_name, "Debug Ray") || + string_startswith(pass_name, "Debug Render Time")) { + return MERGE_CHANNEL_SUM; + } + else { + return MERGE_CHANNEL_AVERAGE; + } +} + +/* Splits in at its last dot, setting suffix to the part after the dot and + * into the part before it. Returns whether a dot was found. */ +static bool split_last_dot(string &in, string &suffix) +{ + size_t pos = in.rfind("."); + if (pos == string::npos) { + return false; + } + suffix = in.substr(pos + 1); + in = in.substr(0, pos); + return true; +} + +/* Separate channel names as generated by Blender. + * Multiview format: RenderLayer.Pass.View.Channel + * Otherwise: RenderLayer.Pass.Channel */ +static bool parse_channel_name( + string name, string &renderlayer, string &pass, string &channel, bool multiview_channels) +{ + if (!split_last_dot(name, channel)) { + return false; + } + string view; + if (multiview_channels && !split_last_dot(name, view)) { + return false; + } + if (!split_last_dot(name, pass)) { + return false; + } + renderlayer = name; + + if (multiview_channels) { + renderlayer += "." + view; + } + + return true; +} + +static bool parse_channels(const ImageSpec &in_spec, + vector &layers, + string &error) +{ + const ParamValue *multiview = in_spec.find_attribute("multiView"); + const bool multiview_channels = (multiview && multiview->type().basetype == TypeDesc::STRING && + multiview->type().arraylen >= 2); + + layers.clear(); + + /* Loop over all the channels in the file, parse their name and sort them + * by RenderLayer. + * Channels that can't be parsed are directly passed through to the output. */ + map file_layers; + for (int i = 0; i < in_spec.nchannels; i++) { + MergeImagePass pass; + pass.channel_name = in_spec.channelnames[i]; + pass.format = (in_spec.channelformats.size() > 0) ? in_spec.channelformats[i] : in_spec.format; + pass.offset = i; + pass.merge_offset = i; + + string layername, passname, channelname; + if (parse_channel_name( + pass.channel_name, layername, passname, channelname, multiview_channels)) { + /* Channel part of a render layer. */ + pass.op = parse_channel_operation(passname); + } + else { + /* Other channels are added in unnamed layer. */ + layername = ""; + pass.op = parse_channel_operation(pass.channel_name); + } + + file_layers[layername].passes.push_back(pass); + } + + /* Loop over all detected render-layers, check whether they contain a full set of input channels. + * Any channels that won't be processed internally are also passed through. */ + for (auto &i : file_layers) { + const string &name = i.first; + MergeImageLayer &layer = i.second; + + layer.name = name; + layer.samples = 0; + + /* Determine number of samples from metadata. */ + if (layer.name == "") { + layer.samples = 1; + } + else if (layer.samples < 1) { + string sample_string = in_spec.get_string_attribute("cycles." + name + ".samples", ""); + if (sample_string != "") { + if (!sscanf(sample_string.c_str(), "%d", &layer.samples)) { + error = "Failed to parse samples metadata: " + sample_string; + return false; + } + } + } + + if (layer.samples < 1) { + error = string_printf( + "No sample number specified in the file for layer %s or on the command line", + name.c_str()); + return false; + } + + layers.push_back(layer); + } + + return true; +} + +static bool open_images(const vector &filepaths, vector &images, string &error) +{ + for (const string &filepath : filepaths) { + unique_ptr in(ImageInput::open(filepath)); + if (!in) { + error = "Couldn't open file: " + filepath; + return false; + } + + MergeImage image; + image.in = std::move(in); + image.filepath = filepath; + if (!parse_channels(image.in->spec(), image.layers, error)) { + return false; + } + + if (image.layers.size() == 0) { + error = "Could not find a render layer for merging"; + return false; + } + + if (image.in->spec().deep) { + error = "Merging deep images not supported."; + return false; + } + + if (images.size() > 0) { + const ImageSpec &base_spec = images[0].in->spec(); + const ImageSpec &spec = image.in->spec(); + + if (base_spec.width != spec.width || base_spec.height != spec.height || + base_spec.depth != spec.depth || base_spec.format != spec.format || + base_spec.deep != spec.deep) { + error = "Images do not have matching size and data layout."; + return false; + } + } + + images.push_back(std::move(image)); + } + + return true; +} + +static void merge_render_time(ImageSpec &spec, + const vector &images, + const string &name, + const bool average) +{ + double time = 0.0; + + for (const MergeImage &image : images) { + string time_str = image.in->spec().get_string_attribute(name, ""); + time += time_human_readable_to_seconds(time_str); + } + + if (average) { + time /= images.size(); + } + + spec.attribute(name, TypeDesc::STRING, time_human_readable_from_seconds(time)); +} + +static void merge_layer_render_time(ImageSpec &spec, + const vector &images, + const string &layer_name, + const string &time_name, + const bool average) +{ + string name = "cycles." + layer_name + "." + time_name; + double time = 0.0; + + for (const MergeImage &image : images) { + string time_str = image.in->spec().get_string_attribute(name, ""); + time += time_human_readable_to_seconds(time_str); + } + + if (average) { + time /= images.size(); + } + + spec.attribute(name, TypeDesc::STRING, time_human_readable_from_seconds(time)); +} + +static void merge_channels_metadata(vector &images, + ImageSpec &out_spec, + vector &channel_total_samples) +{ + /* Based on first image. */ + out_spec = images[0].in->spec(); + + /* Merge channels and compute offsets. */ + out_spec.nchannels = 0; + out_spec.channelformats.clear(); + out_spec.channelnames.clear(); + + for (MergeImage &image : images) { + for (MergeImageLayer &layer : image.layers) { + for (MergeImagePass &pass : layer.passes) { + /* Test if matching channel already exists in merged image. */ + bool found = false; + + for (size_t i = 0; i < out_spec.nchannels; i++) { + if (pass.channel_name == out_spec.channelnames[i]) { + pass.merge_offset = i; + channel_total_samples[i] += layer.samples; + /* First image wins for channels that can't be averaged or summed. */ + if (pass.op == MERGE_CHANNEL_COPY) { + pass.op = MERGE_CHANNEL_NOP; + } + found = true; + break; + } + } + + if (!found) { + /* Add new channel. */ + pass.merge_offset = out_spec.nchannels; + channel_total_samples.push_back(layer.samples); + + out_spec.channelnames.push_back(pass.channel_name); + out_spec.channelformats.push_back(pass.format); + out_spec.nchannels++; + } + } + } + } + + /* Merge metadata. */ + merge_render_time(out_spec, images, "RenderTime", false); + + map layer_num_samples; + for (MergeImage &image : images) { + for (MergeImageLayer &layer : image.layers) { + if (layer.name != "") { + layer_num_samples[layer.name] += layer.samples; + } + } + } + + for (const auto &i : layer_num_samples) { + string name = "cycles." + i.first + ".samples"; + out_spec.attribute(name, TypeDesc::STRING, string_printf("%d", i.second)); + + merge_layer_render_time(out_spec, images, i.first, "total_time", false); + merge_layer_render_time(out_spec, images, i.first, "render_time", false); + merge_layer_render_time(out_spec, images, i.first, "synchronization_time", true); + } +} + +static void alloc_pixels(const ImageSpec &spec, array &pixels) +{ + const size_t width = spec.width; + const size_t height = spec.height; + const size_t num_channels = spec.nchannels; + + const size_t num_pixels = (size_t)width * (size_t)height; + pixels.resize(num_pixels * num_channels); +} + +static bool merge_pixels(const vector &images, + const ImageSpec &out_spec, + const vector &channel_total_samples, + array &out_pixels, + string &error) +{ + alloc_pixels(out_spec, out_pixels); + memset(out_pixels.data(), 0, out_pixels.size() * sizeof(float)); + + for (const MergeImage &image : images) { + /* Read all channels into buffer. Reading all channels at once is + * faster than individually due to interleaved EXR channel storage. */ + array pixels; + alloc_pixels(image.in->spec(), pixels); + + if (!image.in->read_image(TypeDesc::FLOAT, pixels.data())) { + error = "Failed to read image: " + image.filepath; + return false; + } + + for (size_t li = 0; li < image.layers.size(); li++) { + const MergeImageLayer &layer = image.layers[li]; + + const size_t stride = image.in->spec().nchannels; + const size_t out_stride = out_spec.nchannels; + const size_t num_pixels = pixels.size(); + + for (const MergeImagePass &pass : layer.passes) { + size_t offset = pass.offset; + size_t out_offset = pass.merge_offset; + + switch (pass.op) { + case MERGE_CHANNEL_NOP: + break; + case MERGE_CHANNEL_COPY: + for (; offset < num_pixels; offset += stride, out_offset += out_stride) { + out_pixels[out_offset] = pixels[offset]; + } + break; + case MERGE_CHANNEL_SUM: + for (; offset < num_pixels; offset += stride, out_offset += out_stride) { + out_pixels[out_offset] += pixels[offset]; + } + break; + case MERGE_CHANNEL_AVERAGE: + /* Weights based on sample metadata. Per channel since not + * all files are guaranteed to have the same channels. */ + const int total_samples = channel_total_samples[out_offset]; + const float t = (float)layer.samples / (float)total_samples; + + for (; offset < num_pixels; offset += stride, out_offset += out_stride) { + out_pixels[out_offset] += t * pixels[offset]; + } + break; + } + } + } + } + + return true; +} + +static bool save_output(const string &filepath, + const ImageSpec &spec, + const array &pixels, + string &error) +{ + /* Write to temporary file path, so we merge images in place and don't + * risk destroying files when something goes wrong in file saving. */ + string extension = OIIO::Filesystem::extension(filepath); + string unique_name = ".merge-tmp-" + OIIO::Filesystem::unique_path(); + string tmp_filepath = filepath + unique_name + extension; + unique_ptr out(ImageOutput::create(tmp_filepath)); + + if (!out) { + error = "Failed to open temporary file " + tmp_filepath + " for writing"; + return false; + } + + /* Open temporary file and write image buffers. */ + if (!out->open(tmp_filepath, spec)) { + error = "Failed to open file " + tmp_filepath + " for writing: " + out->geterror(); + return false; + } + + bool ok = true; + if (!out->write_image(TypeDesc::FLOAT, pixels.data())) { + error = "Failed to write to file " + tmp_filepath + ": " + out->geterror(); + ok = false; + } + + if (!out->close()) { + error = "Failed to save to file " + tmp_filepath + ": " + out->geterror(); + ok = false; + } + + out.reset(); + + /* Copy temporary file to output filepath. */ + string rename_error; + if (ok && !OIIO::Filesystem::rename(tmp_filepath, filepath, rename_error)) { + error = "Failed to move merged image to " + filepath + ": " + rename_error; + ok = false; + } + + if (!ok) { + OIIO::Filesystem::remove(tmp_filepath); + } + + return ok; +} + +/* Image Merger */ + +ImageMerger::ImageMerger() +{ +} + +bool ImageMerger::run() +{ + if (input.empty()) { + error = "No input file paths specified."; + return false; + } + if (output.empty()) { + error = "No output file path specified."; + return false; + } + + /* Open images and verify they have matching layout. */ + vector images; + if (!open_images(input, images, error)) { + return false; + } + + /* Merge metadata and setup channels and offsets. */ + ImageSpec out_spec; + vector channel_total_samples; + merge_channels_metadata(images, out_spec, channel_total_samples); + + /* Merge pixels. */ + array out_pixels; + if (!merge_pixels(images, out_spec, channel_total_samples, out_pixels, error)) { + return false; + } + + /* We don't need input anymore at this point, and will possibly + * overwrite the same file. */ + images.clear(); + + /* Save output file. */ + return save_output(output, out_spec, out_pixels, error); +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/session/merge.h b/intern/cycles/session/merge.h new file mode 100644 index 00000000000..87e5d2d4723 --- /dev/null +++ b/intern/cycles/session/merge.h @@ -0,0 +1,43 @@ +/* + * Copyright 2011-2019 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef __MERGE_H__ +#define __MERGE_H__ + +#include "util/util_string.h" +#include "util/util_vector.h" + +CCL_NAMESPACE_BEGIN + +/* Merge OpenEXR multilayer renders. */ + +class ImageMerger { + public: + ImageMerger(); + bool run(); + + /* Error message after running, in case of failure. */ + string error; + + /* List of image filepaths to merge. */ + vector input; + /* Output filepath. */ + string output; +}; + +CCL_NAMESPACE_END + +#endif /* __MERGE_H__ */ diff --git a/intern/cycles/session/output_driver.h b/intern/cycles/session/output_driver.h new file mode 100644 index 00000000000..b7e980d71d4 --- /dev/null +++ b/intern/cycles/session/output_driver.h @@ -0,0 +1,82 @@ +/* + * Copyright 2021 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#pragma once + +#include "util/util_math.h" +#include "util/util_string.h" +#include "util/util_types.h" + +CCL_NAMESPACE_BEGIN + +/* Output driver for reading render buffers. + * + * Host applications implement this interface for outputting render buffers for offline rendering. + * Drivers can be used to copy the buffers into the host application or write them directly to + * disk. This interface may also be used for interactive display, however the DisplayDriver is more + * efficient for that purpose. + */ +class OutputDriver { + public: + OutputDriver() = default; + virtual ~OutputDriver() = default; + + class Tile { + public: + Tile(const int2 offset, + const int2 size, + const int2 full_size, + const string_view layer, + const string_view view) + : offset(offset), size(size), full_size(full_size), layer(layer), view(view) + { + } + virtual ~Tile() = default; + + const int2 offset; + const int2 size; + const int2 full_size; + const string layer; + const string view; + + virtual bool get_pass_pixels(const string_view pass_name, + const int num_channels, + float *pixels) const = 0; + virtual bool set_pass_pixels(const string_view pass_name, + const int num_channels, + const float *pixels) const = 0; + }; + + /* Write tile once it has finished rendering. */ + virtual void write_render_tile(const Tile &tile) = 0; + + /* Update tile while rendering is in progress. Return true if any update + * was performed. */ + virtual bool update_render_tile(const Tile & /* tile */) + { + return false; + } + + /* For baking, read render pass PASS_BAKE_PRIMITIVE and PASS_BAKE_DIFFERENTIAL + * to determine which shading points to use for baking at each pixel. Return + * true if any data was read. */ + virtual bool read_render_tile(const Tile & /* tile */) + { + return false; + } +}; + +CCL_NAMESPACE_END diff --git a/intern/cycles/session/session.cpp b/intern/cycles/session/session.cpp new file mode 100644 index 00000000000..f8fc892f127 --- /dev/null +++ b/intern/cycles/session/session.cpp @@ -0,0 +1,624 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include +#include + +#include "device/cpu/device.h" +#include "device/device.h" +#include "integrator/pass_accessor_cpu.h" +#include "integrator/path_trace.h" +#include "scene/background.h" +#include "scene/bake.h" +#include "scene/camera.h" +#include "scene/integrator.h" +#include "scene/light.h" +#include "scene/mesh.h" +#include "scene/object.h" +#include "scene/scene.h" +#include "scene/shader_graph.h" +#include "session/buffers.h" +#include "session/display_driver.h" +#include "session/output_driver.h" +#include "session/session.h" + +#include "util/util_foreach.h" +#include "util/util_function.h" +#include "util/util_logging.h" +#include "util/util_math.h" +#include "util/util_task.h" +#include "util/util_time.h" + +CCL_NAMESPACE_BEGIN + +Session::Session(const SessionParams ¶ms_, const SceneParams &scene_params) + : params(params_), render_scheduler_(tile_manager_, params) +{ + TaskScheduler::init(params.threads); + + session_thread_ = nullptr; + + delayed_reset_.do_reset = false; + + pause_ = false; + cancel_ = false; + new_work_added_ = false; + + device = Device::create(params.device, stats, profiler); + + scene = new Scene(scene_params, device); + + /* Configure path tracer. */ + path_trace_ = make_unique( + device, scene->film, &scene->dscene, render_scheduler_, tile_manager_); + path_trace_->set_progress(&progress); + path_trace_->progress_update_cb = [&]() { update_status_time(); }; + + tile_manager_.full_buffer_written_cb = [&](string_view filename) { + if (!full_buffer_written_cb) { + return; + } + full_buffer_written_cb(filename); + }; +} + +Session::~Session() +{ + cancel(); + + /* Make sure path tracer is destroyed before the device. This is needed because destruction might + * need to access device for device memory free. */ + /* TODO(sergey): Convert device to be unique_ptr, and rely on C++ to destruct objects in the + * pre-defined order. */ + path_trace_.reset(); + + delete scene; + delete device; + + TaskScheduler::exit(); +} + +void Session::start() +{ + if (!session_thread_) { + session_thread_ = new thread(function_bind(&Session::run, this)); + } +} + +void Session::cancel(bool quick) +{ + if (quick && path_trace_) { + path_trace_->cancel(); + } + + if (session_thread_) { + /* wait for session thread to end */ + progress.set_cancel("Exiting"); + + { + thread_scoped_lock pause_lock(pause_mutex_); + pause_ = false; + cancel_ = true; + } + pause_cond_.notify_all(); + + wait(); + } +} + +bool Session::ready_to_reset() +{ + return path_trace_->ready_to_reset(); +} + +void Session::run_main_render_loop() +{ + path_trace_->clear_display(); + + while (true) { + RenderWork render_work = run_update_for_next_iteration(); + + if (!render_work) { + if (VLOG_IS_ON(2)) { + double total_time, render_time; + progress.get_time(total_time, render_time); + VLOG(2) << "Rendering in main loop is done in " << render_time << " seconds."; + VLOG(2) << path_trace_->full_report(); + } + + if (params.background) { + /* if no work left and in background mode, we can stop immediately. */ + progress.set_status("Finished"); + break; + } + } + + const bool did_cancel = progress.get_cancel(); + if (did_cancel) { + render_scheduler_.render_work_reschedule_on_cancel(render_work); + if (!render_work) { + break; + } + } + else if (run_wait_for_work(render_work)) { + continue; + } + + /* Stop rendering if error happened during scene update or other step of preparing scene + * for render. */ + if (device->have_error()) { + progress.set_error(device->error_message()); + break; + } + + { + /* buffers mutex is locked entirely while rendering each + * sample, and released/reacquired on each iteration to allow + * reset and draw in between */ + thread_scoped_lock buffers_lock(buffers_mutex_); + + /* update status and timing */ + update_status_time(); + + /* render */ + path_trace_->render(render_work); + + /* update status and timing */ + update_status_time(); + + /* Stop rendering if error happened during path tracing. */ + if (device->have_error()) { + progress.set_error(device->error_message()); + break; + } + } + + progress.set_update(); + + if (did_cancel) { + break; + } + } +} + +void Session::run() +{ + if (params.use_profiling && (params.device.type == DEVICE_CPU)) { + profiler.start(); + } + + /* session thread loop */ + progress.set_status("Waiting for render to start"); + + /* run */ + if (!progress.get_cancel()) { + /* reset number of rendered samples */ + progress.reset_sample(); + + run_main_render_loop(); + } + + profiler.stop(); + + /* progress update */ + if (progress.get_cancel()) + progress.set_status(progress.get_cancel_message()); + else + progress.set_update(); +} + +RenderWork Session::run_update_for_next_iteration() +{ + RenderWork render_work; + + thread_scoped_lock scene_lock(scene->mutex); + thread_scoped_lock reset_lock(delayed_reset_.mutex); + + bool have_tiles = true; + bool switched_to_new_tile = false; + + const bool did_reset = delayed_reset_.do_reset; + if (delayed_reset_.do_reset) { + thread_scoped_lock buffers_lock(buffers_mutex_); + do_delayed_reset(); + + /* After reset make sure the tile manager is at the first big tile. */ + have_tiles = tile_manager_.next(); + switched_to_new_tile = true; + } + + /* Update number of samples in the integrator. + * Ideally this would need to happen once in `Session::set_samples()`, but the issue there is + * the initial configuration when Session is created where the `set_samples()` is not used. + * + * NOTE: Unless reset was requested only allow increasing number of samples. */ + if (did_reset || scene->integrator->get_aa_samples() < params.samples) { + scene->integrator->set_aa_samples(params.samples); + } + + /* Update denoiser settings. */ + { + const DenoiseParams denoise_params = scene->integrator->get_denoise_params(); + path_trace_->set_denoiser_params(denoise_params); + } + + /* Update adaptive sampling. */ + { + const AdaptiveSampling adaptive_sampling = scene->integrator->get_adaptive_sampling(); + path_trace_->set_adaptive_sampling(adaptive_sampling); + } + + render_scheduler_.set_num_samples(params.samples); + render_scheduler_.set_time_limit(params.time_limit); + + while (have_tiles) { + render_work = render_scheduler_.get_render_work(); + if (render_work) { + break; + } + + progress.add_finished_tile(false); + + have_tiles = tile_manager_.next(); + if (have_tiles) { + render_scheduler_.reset_for_next_tile(); + switched_to_new_tile = true; + } + } + + if (render_work) { + scoped_timer update_timer; + + if (switched_to_new_tile) { + BufferParams tile_params = buffer_params_; + + const Tile &tile = tile_manager_.get_current_tile(); + + tile_params.width = tile.width; + tile_params.height = tile.height; + + tile_params.window_x = tile.window_x; + tile_params.window_y = tile.window_y; + tile_params.window_width = tile.window_width; + tile_params.window_height = tile.window_height; + + tile_params.full_x = tile.x + buffer_params_.full_x; + tile_params.full_y = tile.y + buffer_params_.full_y; + tile_params.full_width = buffer_params_.full_width; + tile_params.full_height = buffer_params_.full_height; + + tile_params.update_offset_stride(); + + path_trace_->reset(buffer_params_, tile_params); + } + + const int resolution = render_work.resolution_divider; + const int width = max(1, buffer_params_.full_width / resolution); + const int height = max(1, buffer_params_.full_height / resolution); + + if (update_scene(width, height)) { + profiler.reset(scene->shaders.size(), scene->objects.size()); + } + progress.add_skip_time(update_timer, params.background); + } + + return render_work; +} + +bool Session::run_wait_for_work(const RenderWork &render_work) +{ + /* In an offline rendering there is no pause, and no tiles will mean the job is fully done. */ + if (params.background) { + return false; + } + + thread_scoped_lock pause_lock(pause_mutex_); + + if (!pause_ && render_work) { + /* Rendering is not paused and there is work to be done. No need to wait for anything. */ + return false; + } + + const bool no_work = !render_work; + update_status_time(pause_, no_work); + + /* Only leave the loop when rendering is not paused. But even if the current render is un-paused + * but there is nothing to render keep waiting until new work is added. */ + while (!cancel_) { + scoped_timer pause_timer; + + if (!pause_ && (render_work || new_work_added_ || delayed_reset_.do_reset)) { + break; + } + + /* Wait for either pause state changed, or extra samples added to render. */ + pause_cond_.wait(pause_lock); + + if (pause_) { + progress.add_skip_time(pause_timer, params.background); + } + + update_status_time(pause_, no_work); + progress.set_update(); + } + + new_work_added_ = false; + + return no_work; +} + +void Session::draw() +{ + path_trace_->draw(); +} + +int2 Session::get_effective_tile_size() const +{ + /* No support yet for baking with tiles. */ + if (!params.use_auto_tile || scene->bake_manager->get_baking()) { + return make_int2(buffer_params_.width, buffer_params_.height); + } + + /* TODO(sergey): Take available memory into account, and if there is enough memory do not tile + * and prefer optimal performance. */ + const int tile_size = tile_manager_.compute_render_tile_size(params.tile_size); + return make_int2(tile_size, tile_size); +} + +void Session::do_delayed_reset() +{ + if (!delayed_reset_.do_reset) { + return; + } + delayed_reset_.do_reset = false; + + params = delayed_reset_.session_params; + buffer_params_ = delayed_reset_.buffer_params; + + /* Store parameters used for buffers access outside of scene graph. */ + buffer_params_.samples = params.samples; + buffer_params_.exposure = scene->film->get_exposure(); + buffer_params_.use_approximate_shadow_catcher = + scene->film->get_use_approximate_shadow_catcher(); + buffer_params_.use_transparent_background = scene->background->get_transparent(); + + /* Tile and work scheduling. */ + tile_manager_.reset_scheduling(buffer_params_, get_effective_tile_size()); + render_scheduler_.reset(buffer_params_, params.samples); + + /* Passes. */ + /* When multiple tiles are used SAMPLE_COUNT pass is used to keep track of possible partial + * tile results. It is safe to use generic update function here which checks for changes since + * changes in tile settings re-creates session, which ensures film is fully updated on tile + * changes. */ + scene->film->update_passes(scene, tile_manager_.has_multiple_tiles()); + + /* Update for new state of scene and passes. */ + buffer_params_.update_passes(scene->passes); + tile_manager_.update(buffer_params_, scene); + + /* Progress. */ + progress.reset_sample(); + progress.set_total_pixel_samples(static_cast(buffer_params_.width) * + buffer_params_.height * params.samples); + + if (!params.background) { + progress.set_start_time(); + } + progress.set_render_start_time(); +} + +void Session::reset(const SessionParams &session_params, const BufferParams &buffer_params) +{ + { + thread_scoped_lock reset_lock(delayed_reset_.mutex); + thread_scoped_lock pause_lock(pause_mutex_); + + delayed_reset_.do_reset = true; + delayed_reset_.session_params = session_params; + delayed_reset_.buffer_params = buffer_params; + + path_trace_->cancel(); + } + + pause_cond_.notify_all(); +} + +void Session::set_samples(int samples) +{ + if (samples == params.samples) { + return; + } + + params.samples = samples; + + { + thread_scoped_lock pause_lock(pause_mutex_); + new_work_added_ = true; + } + + pause_cond_.notify_all(); +} + +void Session::set_time_limit(double time_limit) +{ + if (time_limit == params.time_limit) { + return; + } + + params.time_limit = time_limit; + + { + thread_scoped_lock pause_lock(pause_mutex_); + new_work_added_ = true; + } + + pause_cond_.notify_all(); +} + +void Session::set_pause(bool pause) +{ + bool notify = false; + + { + thread_scoped_lock pause_lock(pause_mutex_); + + if (pause != pause_) { + pause_ = pause; + notify = true; + } + } + + if (session_thread_) { + if (notify) { + pause_cond_.notify_all(); + } + } + else if (pause_) { + update_status_time(pause_); + } +} + +void Session::set_output_driver(unique_ptr driver) +{ + path_trace_->set_output_driver(move(driver)); +} + +void Session::set_display_driver(unique_ptr driver) +{ + path_trace_->set_display_driver(move(driver)); +} + +double Session::get_estimated_remaining_time() const +{ + const float completed = progress.get_progress(); + if (completed == 0.0f) { + return 0.0; + } + + double total_time, render_time; + progress.get_time(total_time, render_time); + double remaining = (1.0 - (double)completed) * (render_time / (double)completed); + + const double time_limit = render_scheduler_.get_time_limit(); + if (time_limit != 0.0) { + remaining = min(remaining, max(time_limit - render_time, 0.0)); + } + + return remaining; +} + +void Session::wait() +{ + if (session_thread_) { + session_thread_->join(); + delete session_thread_; + } + + session_thread_ = nullptr; +} + +bool Session::update_scene(int width, int height) +{ + /* Update camera if dimensions changed for progressive render. the camera + * knows nothing about progressive or cropped rendering, it just gets the + * image dimensions passed in. */ + Camera *cam = scene->camera; + cam->set_screen_size(width, height); + + const bool scene_update_result = scene->update(progress); + + path_trace_->load_kernels(); + path_trace_->alloc_work_memory(); + + return scene_update_result; +} + +static string status_append(const string &status, const string &suffix) +{ + string prefix = status; + if (!prefix.empty()) { + prefix += ", "; + } + return prefix + suffix; +} + +void Session::update_status_time(bool show_pause, bool show_done) +{ + string status, substatus; + + const int current_tile = progress.get_rendered_tiles(); + const int num_tiles = tile_manager_.get_num_tiles(); + + const int current_sample = progress.get_current_sample(); + const int num_samples = render_scheduler_.get_num_samples(); + + /* TIle. */ + if (tile_manager_.has_multiple_tiles()) { + substatus = status_append(substatus, + string_printf("Rendered %d/%d Tiles", current_tile, num_tiles)); + } + + /* Sample. */ + if (num_samples == Integrator::MAX_SAMPLES) { + substatus = status_append(substatus, string_printf("Sample %d", current_sample)); + } + else { + substatus = status_append(substatus, + string_printf("Sample %d/%d", current_sample, num_samples)); + } + + /* TODO(sergey): Denoising status from the path trace. */ + + if (show_pause) { + status = "Rendering Paused"; + } + else if (show_done) { + status = "Rendering Done"; + progress.set_end_time(); /* Save end time so that further calls to get_time are accurate. */ + } + else { + status = substatus; + substatus.clear(); + } + + progress.set_status(status, substatus); +} + +void Session::device_free() +{ + scene->device_free(); + path_trace_->device_free(); +} + +void Session::collect_statistics(RenderStats *render_stats) +{ + scene->collect_statistics(render_stats); + if (params.use_profiling && (params.device.type == DEVICE_CPU)) { + render_stats->collect_profiling(scene, profiler); + } +} + +/* -------------------------------------------------------------------- + * Full-frame on-disk storage. + */ + +void Session::process_full_buffer_from_disk(string_view filename) +{ + path_trace_->process_full_buffer_from_disk(filename); +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/session/session.h b/intern/cycles/session/session.h new file mode 100644 index 00000000000..5aa6df79ef1 --- /dev/null +++ b/intern/cycles/session/session.h @@ -0,0 +1,229 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef __SESSION_H__ +#define __SESSION_H__ + +#include "device/device.h" +#include "integrator/render_scheduler.h" +#include "scene/shader.h" +#include "scene/stats.h" +#include "session/buffers.h" +#include "session/tile.h" + +#include "util/util_progress.h" +#include "util/util_stats.h" +#include "util/util_thread.h" +#include "util/util_unique_ptr.h" +#include "util/util_vector.h" + +CCL_NAMESPACE_BEGIN + +class BufferParams; +class Device; +class DeviceScene; +class DisplayDriver; +class OutputDriver; +class PathTrace; +class Progress; +class RenderBuffers; +class Scene; +class SceneParams; + +/* Session Parameters */ + +class SessionParams { + public: + DeviceInfo device; + + bool headless; + bool background; + + bool experimental; + int samples; + int pixel_size; + int threads; + + /* Limit in seconds for how long path tracing is allowed to happen. + * Zero means no limit is applied. */ + double time_limit; + + bool use_profiling; + + bool use_auto_tile; + int tile_size; + + ShadingSystem shadingsystem; + + SessionParams() + { + headless = false; + background = false; + + experimental = false; + samples = 1024; + pixel_size = 1; + threads = 0; + time_limit = 0.0; + + use_profiling = false; + + use_auto_tile = true; + tile_size = 2048; + + shadingsystem = SHADINGSYSTEM_SVM; + } + + bool modified(const SessionParams ¶ms) const + { + /* Modified means we have to recreate the session, any parameter changes + * that can be handled by an existing Session are omitted. */ + return !(device == params.device && headless == params.headless && + background == params.background && experimental == params.experimental && + pixel_size == params.pixel_size && threads == params.threads && + use_profiling == params.use_profiling && shadingsystem == params.shadingsystem && + use_auto_tile == params.use_auto_tile && tile_size == params.tile_size); + } +}; + +/* Session + * + * This is the class that contains the session thread, running the render + * control loop and dispatching tasks. */ + +class Session { + public: + Device *device; + Scene *scene; + Progress progress; + SessionParams params; + Stats stats; + Profiler profiler; + + /* Callback is invoked by tile manager whenever on-dist tiles storage file is closed after + * writing. Allows an engine integration to keep track of those files without worry about + * transferring the information when it needs to re-create session during rendering. */ + function full_buffer_written_cb; + + explicit Session(const SessionParams ¶ms, const SceneParams &scene_params); + ~Session(); + + void start(); + + /* When quick cancel is requested path tracing is cancels as soon as possible, without waiting + * for the buffer to be uniformly sampled. */ + void cancel(bool quick = false); + + void draw(); + void wait(); + + bool ready_to_reset(); + void reset(const SessionParams &session_params, const BufferParams &buffer_params); + + void set_pause(bool pause); + + void set_samples(int samples); + void set_time_limit(double time_limit); + + void set_output_driver(unique_ptr driver); + void set_display_driver(unique_ptr driver); + + double get_estimated_remaining_time() const; + + void device_free(); + + /* Returns the rendering progress or 0 if no progress can be determined + * (for example, when rendering with unlimited samples). */ + float get_progress(); + + void collect_statistics(RenderStats *stats); + + /* -------------------------------------------------------------------- + * Full-frame on-disk storage. + */ + + /* Read given full-frame file from disk, perform needed processing and write it to the software + * via the write callback. */ + void process_full_buffer_from_disk(string_view filename); + + protected: + struct DelayedReset { + thread_mutex mutex; + bool do_reset; + SessionParams session_params; + BufferParams buffer_params; + } delayed_reset_; + + void run(); + + /* Update for the new iteration of the main loop in run implementation (run_cpu and run_gpu). + * + * Will take care of the following things: + * - Delayed reset + * - Scene update + * - Tile manager advance + * - Render scheduler work request + * + * The updates are done in a proper order with proper locking around them, which guarantees + * that the device side of scene and render buffers are always in a consistent state. + * + * Returns render work which is to be rendered next. */ + RenderWork run_update_for_next_iteration(); + + /* Wait for rendering to be unpaused, or for new tiles for render to arrive. + * Returns true if new main render loop iteration is required after this function call. + * + * The `render_work` is the work which was scheduled by the render scheduler right before + * checking the pause. */ + bool run_wait_for_work(const RenderWork &render_work); + + void run_main_render_loop(); + + bool update_scene(int width, int height); + + void update_status_time(bool show_pause = false, bool show_done = false); + + void do_delayed_reset(); + + int2 get_effective_tile_size() const; + + thread *session_thread_; + + bool pause_ = false; + bool cancel_ = false; + bool new_work_added_ = false; + + thread_condition_variable pause_cond_; + thread_mutex pause_mutex_; + thread_mutex tile_mutex_; + thread_mutex buffers_mutex_; + + TileManager tile_manager_; + BufferParams buffer_params_; + + /* Render scheduler is used to get work to be rendered with the current big tile. */ + RenderScheduler render_scheduler_; + + /* Path tracer object. + * + * Is a single full-frame path tracer for interactive viewport rendering. + * A path tracer for the current big-tile for an offline rendering. */ + unique_ptr path_trace_; +}; + +CCL_NAMESPACE_END + +#endif /* __SESSION_H__ */ diff --git a/intern/cycles/session/tile.cpp b/intern/cycles/session/tile.cpp new file mode 100644 index 00000000000..59332530596 --- /dev/null +++ b/intern/cycles/session/tile.cpp @@ -0,0 +1,629 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "session/tile.h" + +#include + +#include "graph/node.h" +#include "scene/background.h" +#include "scene/film.h" +#include "scene/integrator.h" +#include "scene/scene.h" +#include "util/util_algorithm.h" +#include "util/util_foreach.h" +#include "util/util_logging.h" +#include "util/util_path.h" +#include "util/util_string.h" +#include "util/util_system.h" +#include "util/util_types.h" + +CCL_NAMESPACE_BEGIN + +/* -------------------------------------------------------------------- + * Internal functions. + */ + +static const char *ATTR_PASSES_COUNT = "cycles.passes.count"; +static const char *ATTR_PASS_SOCKET_PREFIX_FORMAT = "cycles.passes.%d."; +static const char *ATTR_BUFFER_SOCKET_PREFIX = "cycles.buffer."; +static const char *ATTR_DENOISE_SOCKET_PREFIX = "cycles.denoise."; + +/* Global counter of ToleManager object instances. */ +static std::atomic g_instance_index = 0; + +/* Construct names of EXR channels which will ensure order of all channels to match exact offsets + * in render buffers corresponding to the given passes. + * + * Returns `std` datatypes so that it can be assigned directly to the OIIO's `ImageSpec`. */ +static std::vector exr_channel_names_for_passes(const BufferParams &buffer_params) +{ + static const char *component_suffixes[] = {"R", "G", "B", "A"}; + + int pass_index = 0; + int num_channels = 0; + std::vector channel_names; + for (const BufferPass &pass : buffer_params.passes) { + if (pass.offset == PASS_UNUSED) { + continue; + } + + const PassInfo pass_info = pass.get_info(); + num_channels += pass_info.num_components; + + /* EXR canonically expects first part of channel names to be sorted alphabetically, which is + * not guaranteed to be the case with passes names. Assign a prefix based on the pass index + * with a fixed width to ensure ordering. This makes it possible to dump existing render + * buffers memory to disk and read it back without doing extra mapping. */ + const string prefix = string_printf("%08d", pass_index); + + const string channel_name_prefix = prefix + string(pass.name) + "."; + + for (int i = 0; i < pass_info.num_components; ++i) { + channel_names.push_back(channel_name_prefix + component_suffixes[i]); + } + + ++pass_index; + } + + return channel_names; +} + +inline string node_socket_attribute_name(const SocketType &socket, const string &attr_name_prefix) +{ + return attr_name_prefix + string(socket.name); +} + +template +static bool node_socket_generic_to_image_spec_atttributes( + ImageSpec *image_spec, + const Node *node, + const SocketType &socket, + const string &attr_name_prefix, + const ValidateValueFunc &validate_value_func, + const GetValueFunc &get_value_func) +{ + if (!validate_value_func(node, socket)) { + return false; + } + + image_spec->attribute(node_socket_attribute_name(socket, attr_name_prefix), + get_value_func(node, socket)); + + return true; +} + +static bool node_socket_to_image_spec_atttributes(ImageSpec *image_spec, + const Node *node, + const SocketType &socket, + const string &attr_name_prefix) +{ + const string attr_name = node_socket_attribute_name(socket, attr_name_prefix); + + switch (socket.type) { + case SocketType::ENUM: { + const ustring value = node->get_string(socket); + + /* Validate that the node is consistent with the node type definition. */ + const NodeEnum &enum_values = *socket.enum_values; + if (!enum_values.exists(value)) { + LOG(DFATAL) << "Node enum contains invalid value " << value; + return false; + } + + image_spec->attribute(attr_name, value); + + return true; + } + + case SocketType::STRING: + image_spec->attribute(attr_name, node->get_string(socket)); + return true; + + case SocketType::INT: + image_spec->attribute(attr_name, node->get_int(socket)); + return true; + + case SocketType::FLOAT: + image_spec->attribute(attr_name, node->get_float(socket)); + return true; + + case SocketType::BOOLEAN: + image_spec->attribute(attr_name, node->get_bool(socket)); + return true; + + default: + LOG(DFATAL) << "Unhandled socket type " << socket.type << ", should never happen."; + return false; + } +} + +static bool node_socket_from_image_spec_atttributes(Node *node, + const SocketType &socket, + const ImageSpec &image_spec, + const string &attr_name_prefix) +{ + const string attr_name = node_socket_attribute_name(socket, attr_name_prefix); + + switch (socket.type) { + case SocketType::ENUM: { + /* TODO(sergey): Avoid construction of `ustring` by using `string_view` in the Node API. */ + const ustring value(image_spec.get_string_attribute(attr_name, "")); + + /* Validate that the node is consistent with the node type definition. */ + const NodeEnum &enum_values = *socket.enum_values; + if (!enum_values.exists(value)) { + LOG(ERROR) << "Invalid enumerator value " << value; + return false; + } + + node->set(socket, enum_values[value]); + + return true; + } + + case SocketType::STRING: + /* TODO(sergey): Avoid construction of `ustring` by using `string_view` in the Node API. */ + node->set(socket, ustring(image_spec.get_string_attribute(attr_name, ""))); + return true; + + case SocketType::INT: + node->set(socket, image_spec.get_int_attribute(attr_name, 0)); + return true; + + case SocketType::FLOAT: + node->set(socket, image_spec.get_float_attribute(attr_name, 0)); + return true; + + case SocketType::BOOLEAN: + node->set(socket, static_cast(image_spec.get_int_attribute(attr_name, 0))); + return true; + + default: + LOG(DFATAL) << "Unhandled socket type " << socket.type << ", should never happen."; + return false; + } +} + +static bool node_to_image_spec_atttributes(ImageSpec *image_spec, + const Node *node, + const string &attr_name_prefix) +{ + for (const SocketType &socket : node->type->inputs) { + if (!node_socket_to_image_spec_atttributes(image_spec, node, socket, attr_name_prefix)) { + return false; + } + } + + return true; +} + +static bool node_from_image_spec_atttributes(Node *node, + const ImageSpec &image_spec, + const string &attr_name_prefix) +{ + for (const SocketType &socket : node->type->inputs) { + if (!node_socket_from_image_spec_atttributes(node, socket, image_spec, attr_name_prefix)) { + return false; + } + } + + return true; +} + +static bool buffer_params_to_image_spec_atttributes(ImageSpec *image_spec, + const BufferParams &buffer_params) +{ + if (!node_to_image_spec_atttributes(image_spec, &buffer_params, ATTR_BUFFER_SOCKET_PREFIX)) { + return false; + } + + /* Passes storage is not covered by the node socket. so "expand" the loop manually. */ + + const int num_passes = buffer_params.passes.size(); + image_spec->attribute(ATTR_PASSES_COUNT, num_passes); + + for (int pass_index = 0; pass_index < num_passes; ++pass_index) { + const string attr_name_prefix = string_printf(ATTR_PASS_SOCKET_PREFIX_FORMAT, pass_index); + + const BufferPass *pass = &buffer_params.passes[pass_index]; + if (!node_to_image_spec_atttributes(image_spec, pass, attr_name_prefix)) { + return false; + } + } + + return true; +} + +static bool buffer_params_from_image_spec_atttributes(BufferParams *buffer_params, + const ImageSpec &image_spec) +{ + if (!node_from_image_spec_atttributes(buffer_params, image_spec, ATTR_BUFFER_SOCKET_PREFIX)) { + return false; + } + + /* Passes storage is not covered by the node socket. so "expand" the loop manually. */ + + const int num_passes = image_spec.get_int_attribute(ATTR_PASSES_COUNT, 0); + if (num_passes == 0) { + LOG(ERROR) << "Missing passes count attribute."; + return false; + } + + for (int pass_index = 0; pass_index < num_passes; ++pass_index) { + const string attr_name_prefix = string_printf(ATTR_PASS_SOCKET_PREFIX_FORMAT, pass_index); + + BufferPass pass; + + if (!node_from_image_spec_atttributes(&pass, image_spec, attr_name_prefix)) { + return false; + } + + buffer_params->passes.emplace_back(std::move(pass)); + } + + buffer_params->update_passes(); + + return true; +} + +/* Configure image specification for the given buffer parameters and passes. + * + * Image channels will be strictly ordered to match content of corresponding buffer, and the + * metadata will be set so that the render buffers and passes can be reconstructed from it. + * + * If the tile size different from (0, 0) the image specification will be configured to use the + * given tile size for tiled IO. */ +static bool configure_image_spec_from_buffer(ImageSpec *image_spec, + const BufferParams &buffer_params, + const int2 tile_size = make_int2(0, 0)) +{ + const std::vector channel_names = exr_channel_names_for_passes(buffer_params); + const int num_channels = channel_names.size(); + + *image_spec = ImageSpec( + buffer_params.width, buffer_params.height, num_channels, TypeDesc::FLOAT); + + image_spec->channelnames = move(channel_names); + + if (!buffer_params_to_image_spec_atttributes(image_spec, buffer_params)) { + return false; + } + + if (tile_size.x != 0 || tile_size.y != 0) { + DCHECK_GT(tile_size.x, 0); + DCHECK_GT(tile_size.y, 0); + + image_spec->tile_width = min(TileManager::IMAGE_TILE_SIZE, tile_size.x); + image_spec->tile_height = min(TileManager::IMAGE_TILE_SIZE, tile_size.y); + } + + return true; +} + +/* -------------------------------------------------------------------- + * Tile Manager. + */ + +TileManager::TileManager() +{ + /* Use process ID to separate different processes. + * To ensure uniqueness from within a process use combination of object address and instance + * index. This solves problem of possible object re-allocation at the same time, and solves + * possible conflict when the counter overflows while there are still active instances of the + * class. */ + const int tile_manager_id = g_instance_index.fetch_add(1, std::memory_order_relaxed); + tile_file_unique_part_ = to_string(system_self_process_id()) + "-" + + to_string(reinterpret_cast(this)) + "-" + + to_string(tile_manager_id); +} + +TileManager::~TileManager() +{ +} + +int TileManager::compute_render_tile_size(const int suggested_tile_size) const +{ + /* Must be a multiple of IMAGE_TILE_SIZE so that we can write render tiles into the image file + * aligned on image tile boundaries. We can't set IMAGE_TILE_SIZE equal to the render tile size + * because too big tile size leads to integer overflow inside OpenEXR. */ + return (suggested_tile_size <= IMAGE_TILE_SIZE) ? suggested_tile_size : + align_up(suggested_tile_size, IMAGE_TILE_SIZE); +} + +void TileManager::reset_scheduling(const BufferParams ¶ms, int2 tile_size) +{ + VLOG(3) << "Using tile size of " << tile_size; + + close_tile_output(); + + tile_size_ = tile_size; + + tile_state_.num_tiles_x = divide_up(params.width, tile_size_.x); + tile_state_.num_tiles_y = divide_up(params.height, tile_size_.y); + tile_state_.num_tiles = tile_state_.num_tiles_x * tile_state_.num_tiles_y; + + tile_state_.next_tile_index = 0; + + tile_state_.current_tile = Tile(); +} + +void TileManager::update(const BufferParams ¶ms, const Scene *scene) +{ + DCHECK_NE(params.pass_stride, -1); + + buffer_params_ = params; + + /* TODO(sergey): Proper Error handling, so that if configuration has failed we don't attempt to + * write to a partially configured file. */ + configure_image_spec_from_buffer(&write_state_.image_spec, buffer_params_, tile_size_); + + const DenoiseParams denoise_params = scene->integrator->get_denoise_params(); + const AdaptiveSampling adaptive_sampling = scene->integrator->get_adaptive_sampling(); + + node_to_image_spec_atttributes( + &write_state_.image_spec, &denoise_params, ATTR_DENOISE_SOCKET_PREFIX); + + if (adaptive_sampling.use) { + overscan_ = 4; + } + else { + overscan_ = 0; + } +} + +bool TileManager::done() +{ + return tile_state_.next_tile_index == tile_state_.num_tiles; +} + +bool TileManager::next() +{ + if (done()) { + return false; + } + + tile_state_.current_tile = get_tile_for_index(tile_state_.next_tile_index); + + ++tile_state_.next_tile_index; + + return true; +} + +Tile TileManager::get_tile_for_index(int index) const +{ + /* TODO(sergey): Consider using hilbert spiral, or. maybe, even configurable. Not sure this + * brings a lot of value since this is only applicable to BIG tiles. */ + + const int tile_index_y = index / tile_state_.num_tiles_x; + const int tile_index_x = index - tile_index_y * tile_state_.num_tiles_x; + + const int tile_window_x = tile_index_x * tile_size_.x; + const int tile_window_y = tile_index_y * tile_size_.y; + + Tile tile; + + tile.x = max(0, tile_window_x - overscan_); + tile.y = max(0, tile_window_y - overscan_); + + tile.window_x = tile_window_x - tile.x; + tile.window_y = tile_window_y - tile.y; + tile.window_width = min(tile_size_.x, buffer_params_.width - tile_window_x); + tile.window_height = min(tile_size_.y, buffer_params_.height - tile_window_y); + + tile.width = min(buffer_params_.width - tile.x, tile.window_x + tile.window_width + overscan_); + tile.height = min(buffer_params_.height - tile.y, + tile.window_y + tile.window_height + overscan_); + + return tile; +} + +const Tile &TileManager::get_current_tile() const +{ + return tile_state_.current_tile; +} + +const int2 TileManager::get_size() const +{ + return make_int2(buffer_params_.width, buffer_params_.height); +} + +bool TileManager::open_tile_output() +{ + write_state_.filename = path_temp_get("cycles-tile-buffer-" + tile_file_unique_part_ + "-" + + to_string(write_state_.tile_file_index) + ".exr"); + + write_state_.tile_out = ImageOutput::create(write_state_.filename); + if (!write_state_.tile_out) { + LOG(ERROR) << "Error creating image output for " << write_state_.filename; + return false; + } + + if (!write_state_.tile_out->supports("tiles")) { + LOG(ERROR) << "Progress tile file format does not support tiling."; + return false; + } + + if (!write_state_.tile_out->open(write_state_.filename, write_state_.image_spec)) { + LOG(ERROR) << "Error opening tile file: " << write_state_.tile_out->geterror(); + write_state_.tile_out = nullptr; + return false; + } + + write_state_.num_tiles_written = 0; + + VLOG(3) << "Opened tile file " << write_state_.filename; + + return true; +} + +bool TileManager::close_tile_output() +{ + if (!write_state_.tile_out) { + return true; + } + + const bool success = write_state_.tile_out->close(); + write_state_.tile_out = nullptr; + + if (!success) { + LOG(ERROR) << "Error closing tile file."; + return false; + } + + VLOG(3) << "Tile output is closed."; + + return true; +} + +bool TileManager::write_tile(const RenderBuffers &tile_buffers) +{ + if (!write_state_.tile_out) { + if (!open_tile_output()) { + return false; + } + } + + DCHECK_EQ(tile_buffers.params.pass_stride, buffer_params_.pass_stride); + + vector pixel_storage; + + const BufferParams &tile_params = tile_buffers.params; + + const int tile_x = tile_params.full_x - buffer_params_.full_x + tile_params.window_x; + const int tile_y = tile_params.full_y - buffer_params_.full_y + tile_params.window_y; + + const int64_t pass_stride = tile_params.pass_stride; + const int64_t tile_row_stride = tile_params.width * pass_stride; + + const int64_t xstride = pass_stride * sizeof(float); + const int64_t ystride = xstride * tile_params.width; + const int64_t zstride = ystride * tile_params.height; + + const float *pixels = tile_buffers.buffer.data() + tile_params.window_x * pass_stride + + tile_params.window_y * tile_row_stride; + + VLOG(3) << "Write tile at " << tile_x << ", " << tile_y; + + /* The image tile sizes in the OpenEXR file are different from the size of our big tiles. The + * write_tiles() method expects a contiguous image region that will be split into tiles + * internally. OpenEXR expects the size of this region to be a multiple of the tile size, + * however OpenImageIO automatically adds the required padding. + * + * The only thing we have to ensure is that the tile_x and tile_y are a multiple of the + * image tile size, which happens in compute_render_tile_size. */ + if (!write_state_.tile_out->write_tiles(tile_x, + tile_x + tile_params.window_width, + tile_y, + tile_y + tile_params.window_height, + 0, + 1, + TypeDesc::FLOAT, + pixels, + xstride, + ystride, + zstride)) { + LOG(ERROR) << "Error writing tile " << write_state_.tile_out->geterror(); + return false; + } + + ++write_state_.num_tiles_written; + + return true; +} + +void TileManager::finish_write_tiles() +{ + if (!write_state_.tile_out) { + /* None of the tiles were written hence the file was not created. + * Avoid creation of fully empty file since it is redundant. */ + return; + } + + /* EXR expects all tiles to present in file. So explicitly write missing tiles as all-zero. */ + if (write_state_.num_tiles_written < tile_state_.num_tiles) { + vector pixel_storage(tile_size_.x * tile_size_.y * buffer_params_.pass_stride); + + for (int tile_index = write_state_.num_tiles_written; tile_index < tile_state_.num_tiles; + ++tile_index) { + const Tile tile = get_tile_for_index(tile_index); + + const int tile_x = tile.x + tile.window_x; + const int tile_y = tile.y + tile.window_y; + + VLOG(3) << "Write dummy tile at " << tile_x << ", " << tile_y; + + write_state_.tile_out->write_tiles(tile_x, + tile_x + tile.window_width, + tile_y, + tile_y + tile.window_height, + 0, + 1, + TypeDesc::FLOAT, + pixel_storage.data()); + } + } + + close_tile_output(); + + if (full_buffer_written_cb) { + full_buffer_written_cb(write_state_.filename); + } + + /* Advance the counter upon explicit finish of the file. + * Makes it possible to re-use tile manager for another scene, and avoids unnecessary increments + * of the tile-file-within-session index. */ + ++write_state_.tile_file_index; + + write_state_.filename = ""; +} + +bool TileManager::read_full_buffer_from_disk(const string_view filename, + RenderBuffers *buffers, + DenoiseParams *denoise_params) +{ + unique_ptr in(ImageInput::open(filename)); + if (!in) { + LOG(ERROR) << "Error opening tile file " << filename; + return false; + } + + const ImageSpec &image_spec = in->spec(); + + BufferParams buffer_params; + if (!buffer_params_from_image_spec_atttributes(&buffer_params, image_spec)) { + return false; + } + buffers->reset(buffer_params); + + if (!node_from_image_spec_atttributes(denoise_params, image_spec, ATTR_DENOISE_SOCKET_PREFIX)) { + return false; + } + + if (!in->read_image(TypeDesc::FLOAT, buffers->buffer.data())) { + LOG(ERROR) << "Error reading pixels from the tile file " << in->geterror(); + return false; + } + + if (!in->close()) { + LOG(ERROR) << "Error closing tile file " << in->geterror(); + return false; + } + + return true; +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/session/tile.h b/intern/cycles/session/tile.h new file mode 100644 index 00000000000..37a02081a53 --- /dev/null +++ b/intern/cycles/session/tile.h @@ -0,0 +1,182 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#pragma once + +#include "session/buffers.h" +#include "util/util_image.h" +#include "util/util_string.h" +#include "util/util_unique_ptr.h" + +CCL_NAMESPACE_BEGIN + +class DenoiseParams; +class Scene; + +/* -------------------------------------------------------------------- + * Tile. + */ + +class Tile { + public: + int x = 0, y = 0; + int width = 0, height = 0; + + int window_x = 0, window_y = 0; + int window_width = 0, window_height = 0; + + Tile() + { + } +}; + +/* -------------------------------------------------------------------- + * Tile Manager. + */ + +class TileManager { + public: + /* This callback is invoked by whenever on-dist tiles storage file is closed after writing. */ + function full_buffer_written_cb; + + TileManager(); + ~TileManager(); + + TileManager(const TileManager &other) = delete; + TileManager(TileManager &&other) noexcept = delete; + TileManager &operator=(const TileManager &other) = delete; + TileManager &operator=(TileManager &&other) = delete; + + /* Reset current progress and start new rendering of the full-frame parameters in tiles of the + * given size. + * Only touches scheduling-related state of the tile manager. */ + /* TODO(sergey): Consider using tile area instead of exact size to help dealing with extreme + * cases of stretched renders. */ + void reset_scheduling(const BufferParams ¶ms, int2 tile_size); + + /* Update for the known buffer passes and scene parameters. + * Will store all parameters needed for buffers access outside of the scene graph. */ + void update(const BufferParams ¶ms, const Scene *scene); + + inline int get_num_tiles() const + { + return tile_state_.num_tiles; + } + + inline bool has_multiple_tiles() const + { + return tile_state_.num_tiles > 1; + } + + inline int get_tile_overscan() const + { + return overscan_; + } + + bool next(); + bool done(); + + const Tile &get_current_tile() const; + const int2 get_size() const; + + /* Write render buffer of a tile to a file on disk. + * + * Opens file for write when first tile is written. + * + * Returns true on success. */ + bool write_tile(const RenderBuffers &tile_buffers); + + /* Inform the tile manager that no more tiles will be written to disk. + * The file will be considered final, all handles to it will be closed. */ + void finish_write_tiles(); + + /* Check whether any tile has been written to disk. */ + inline bool has_written_tiles() const + { + return write_state_.num_tiles_written != 0; + } + + /* Read full frame render buffer from tiles file on disk. + * + * Returns true on success. */ + bool read_full_buffer_from_disk(string_view filename, + RenderBuffers *buffers, + DenoiseParams *denoise_params); + + /* Compute valid tile size compatible with image saving. */ + int compute_render_tile_size(const int suggested_tile_size) const; + + /* Tile size in the image file. */ + static const int IMAGE_TILE_SIZE = 128; + + protected: + /* Get tile configuration for its index. + * The tile index must be within [0, state_.tile_state_). */ + Tile get_tile_for_index(int index) const; + + bool open_tile_output(); + bool close_tile_output(); + + /* Part of an on-disk tile file name which avoids conflicts between several Cycles instances or + * several sessions. */ + string tile_file_unique_part_; + + int2 tile_size_ = make_int2(0, 0); + + /* Number of extra pixels around the actual tile to render. */ + int overscan_ = 0; + + BufferParams buffer_params_; + + /* Tile scheduling state. */ + struct { + int num_tiles_x = 0; + int num_tiles_y = 0; + int num_tiles = 0; + + int next_tile_index; + + Tile current_tile; + } tile_state_; + + /* State of tiles writing to a file on disk. */ + struct { + /* Index of a tile file used during the current session. + * This number is used for the file name construction, making it possible to render several + * scenes throughout duration of the session and keep all results available for later read + * access. */ + int tile_file_index = 0; + + string filename; + + /* Specification of the tile image which corresponds to the buffer parameters. + * Contains channels configured according to the passes configuration in the path traces. + * + * Output images are saved using this specification, input images are expected to have matched + * specification. */ + ImageSpec image_spec; + + /* Output handle for the tile file. + * + * This file can not be closed until all tiles has been provided, so the handle is stored in + * the state and is created whenever writing is requested. */ + unique_ptr tile_out; + + int num_tiles_written = 0; + } write_state_; +}; + +CCL_NAMESPACE_END diff --git a/intern/cycles/subd/subd_dice.cpp b/intern/cycles/subd/subd_dice.cpp index 4efdb98aa0f..a4019a5d639 100644 --- a/intern/cycles/subd/subd_dice.cpp +++ b/intern/cycles/subd/subd_dice.cpp @@ -14,8 +14,8 @@ * limitations under the License. */ -#include "render/camera.h" -#include "render/mesh.h" +#include "scene/camera.h" +#include "scene/mesh.h" #include "subd/subd_dice.h" #include "subd/subd_patch.h" diff --git a/intern/cycles/subd/subd_patch.cpp b/intern/cycles/subd/subd_patch.cpp index a975b7b6342..23b3e6d5136 100644 --- a/intern/cycles/subd/subd_patch.cpp +++ b/intern/cycles/subd/subd_patch.cpp @@ -16,7 +16,7 @@ /* Parts adapted from code in the public domain in NVidia Mesh Tools. */ -#include "render/mesh.h" +#include "scene/mesh.h" #include "subd/subd_patch.h" diff --git a/intern/cycles/subd/subd_split.cpp b/intern/cycles/subd/subd_split.cpp index 4d648eb1f77..6b352ab02c3 100644 --- a/intern/cycles/subd/subd_split.cpp +++ b/intern/cycles/subd/subd_split.cpp @@ -14,8 +14,8 @@ * limitations under the License. */ -#include "render/camera.h" -#include "render/mesh.h" +#include "scene/camera.h" +#include "scene/mesh.h" #include "subd/subd_dice.h" #include "subd/subd_patch.h" diff --git a/intern/cycles/test/CMakeLists.txt b/intern/cycles/test/CMakeLists.txt index 0f6b435813f..efd9cecb877 100644 --- a/intern/cycles/test/CMakeLists.txt +++ b/intern/cycles/test/CMakeLists.txt @@ -25,18 +25,19 @@ set(INC ../device ../graph ../kernel - ../render + ../scene ../util ) set(ALL_CYCLES_LIBRARIES - cycles_device cycles_kernel cycles_integrator - cycles_render + cycles_scene + cycles_session cycles_bvh cycles_graph cycles_subd + cycles_device cycles_util extern_clew ${CYCLES_GL_LIBRARIES} diff --git a/intern/cycles/test/render_graph_finalize_test.cpp b/intern/cycles/test/render_graph_finalize_test.cpp index 19c211fe5f7..4a87a382130 100644 --- a/intern/cycles/test/render_graph_finalize_test.cpp +++ b/intern/cycles/test/render_graph_finalize_test.cpp @@ -19,9 +19,9 @@ #include "device/device.h" -#include "render/graph.h" -#include "render/nodes.h" -#include "render/scene.h" +#include "scene/scene.h" +#include "scene/shader_graph.h" +#include "scene/shader_nodes.h" #include "util/util_array.h" #include "util/util_logging.h" -- cgit v1.2.3