/* SPDX-License-Identifier: Apache-2.0 * Copyright 2011-2022 Blender Foundation */ #pragma once #include "kernel/camera/camera.h" #include "kernel/film/adaptive_sampling.h" #include "kernel/film/light_passes.h" #include "kernel/integrator/path_state.h" #include "kernel/sample/pattern.h" #include "kernel/geom/geom.h" CCL_NAMESPACE_BEGIN /* This helps with AA but it's not the real solution as it does not AA the geometry * but it's better than nothing, thus committed. */ ccl_device_inline float bake_clamp_mirror_repeat(float u, float max) { /* use mirror repeat (like opengl texture) so that if the barycentric * coordinate goes past the end of the triangle it is not always clamped * to the same value, gives ugly patterns */ u /= max; float fu = floorf(u); u = u - fu; return ((((int)fu) & 1) ? 1.0f - u : u) * max; } /* Offset towards center of triangle to avoid ray-tracing precision issues. */ ccl_device const float2 bake_offset_towards_center(KernelGlobals kg, const int prim, const float u, const float v) { float3 tri_verts[3]; triangle_vertices(kg, prim, tri_verts); /* Empirically determined values, by no means perfect. */ const float position_offset = 1e-4f; const float uv_offset = 1e-5f; /* Offset position towards center, amount relative to absolute size of position coordinates. */ const float3 P = u * tri_verts[0] + v * tri_verts[1] + (1.0f - u - v) * tri_verts[2]; const float3 center = (tri_verts[0] + tri_verts[1] + tri_verts[2]) / 3.0f; const float3 to_center = center - P; const float3 offset_P = P + normalize(to_center) * min(len(to_center), max(reduce_max(fabs(P)), 1.0f) * position_offset); /* Compute barycentric coordinates at new position. */ const float3 v1 = tri_verts[1] - tri_verts[0]; const float3 v2 = tri_verts[2] - tri_verts[0]; const float3 vP = offset_P - tri_verts[0]; const float d11 = dot(v1, v1); const float d12 = dot(v1, v2); const float d22 = dot(v2, v2); const float dP1 = dot(vP, v1); const float dP2 = dot(vP, v2); const float denom = d11 * d22 - d12 * d12; if (denom == 0.0f) { return make_float2(0.0f, 0.0f); } const float offset_v = clamp((d22 * dP1 - d12 * dP2) / denom, uv_offset, 1.0f - uv_offset); const float offset_w = clamp((d11 * dP2 - d12 * dP1) / denom, uv_offset, 1.0f - uv_offset); const float offset_u = clamp(1.0f - offset_v - offset_w, uv_offset, 1.0f - uv_offset); return make_float2(offset_u, offset_v); } /* Return false to indicate that this pixel is finished. * Used by CPU implementation to not attempt to sample pixel for multiple samples once its known * that the pixel did converge. */ ccl_device bool integrator_init_from_bake(KernelGlobals kg, IntegratorState state, ccl_global const KernelWorkTile *ccl_restrict tile, ccl_global float *render_buffer, const int x, const int y, const int scheduled_sample) { PROFILING_INIT(kg, PROFILING_RAY_SETUP); /* Initialize path state to give basic buffer access and allow early outputs. */ path_state_init(state, tile, x, y); /* Check whether the pixel has converged and should not be sampled anymore. */ if (!film_need_sample_pixel(kg, state, render_buffer)) { return false; } /* Always count the sample, even if the camera sample will reject the ray. */ const int sample = film_write_sample( kg, state, render_buffer, scheduled_sample, tile->sample_offset); /* Setup render buffers. */ const int index = INTEGRATOR_STATE(state, path, render_pixel_index); const int pass_stride = kernel_data.film.pass_stride; ccl_global float *buffer = render_buffer + (uint64_t)index * pass_stride; ccl_global float *primitive = buffer + kernel_data.film.pass_bake_primitive; ccl_global float *differential = buffer + kernel_data.film.pass_bake_differential; const int seed = __float_as_uint(primitive[0]); int prim = __float_as_uint(primitive[1]); if (prim == -1) { /* Accumulate transparency for empty pixels. */ film_write_transparent(kg, state, 0, 1.0f, buffer); return true; } prim += kernel_data.bake.tri_offset; /* Random number generator. */ const uint rng_hash = hash_uint(seed) ^ kernel_data.integrator.seed; const float2 rand_filter = (sample == 0) ? make_float2(0.5f, 0.5f) : path_rng_2D(kg, rng_hash, sample, PRNG_FILTER); /* Initialize path state for path integration. */ path_state_init_integrator(kg, state, sample, rng_hash); /* Barycentric UV. */ float u = primitive[2]; float v = primitive[3]; float dudx = differential[0]; float dudy = differential[1]; float dvdx = differential[2]; float dvdy = differential[3]; /* Exactly at vertex? Nudge inwards to avoid self-intersection. */ if ((u == 0.0f || u == 1.0f) && (v == 0.0f || v == 1.0f)) { const float2 uv = bake_offset_towards_center(kg, prim, u, v); u = uv.x; v = uv.y; } /* Sub-pixel offset. */ if (sample > 0) { u = bake_clamp_mirror_repeat(u + dudx * (rand_filter.x - 0.5f) + dudy * (rand_filter.y - 0.5f), 1.0f); v = bake_clamp_mirror_repeat(v + dvdx * (rand_filter.x - 0.5f) + dvdy * (rand_filter.y - 0.5f), 1.0f - u); } /* Convert from Blender to Cycles/Embree/OptiX barycentric convention. */ const float tmp = u; u = v; v = 1.0f - tmp - v; const float tmpdx = dudx; const float tmpdy = dudy; dudx = dvdx; dudy = dvdy; dvdx = -tmpdx - dvdx; dvdy = -tmpdy - dvdy; /* Position and normal on triangle. */ const int object = kernel_data.bake.object_index; float3 P, Ng; int shader; triangle_point_normal(kg, object, prim, u, v, &P, &Ng, &shader); const int object_flag = kernel_data_fetch(object_flag, object); if (!(object_flag & SD_OBJECT_TRANSFORM_APPLIED)) { Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM); P = transform_point_auto(&tfm, P); } if (kernel_data.film.pass_background != PASS_UNUSED) { /* Environment baking. */ /* Setup and write ray. */ Ray ray ccl_optional_struct_init; ray.P = zero_float3(); ray.D = normalize(P); ray.tmin = 0.0f; ray.tmax = FLT_MAX; ray.time = 0.5f; ray.dP = differential_zero_compact(); ray.dD = differential_zero_compact(); integrator_state_write_ray(kg, state, &ray); /* Setup next kernel to execute. */ integrator_path_init(kg, state, DEVICE_KERNEL_INTEGRATOR_SHADE_BACKGROUND); } else { /* Surface baking. */ float3 N = (shader & SHADER_SMOOTH_NORMAL) ? triangle_smooth_normal(kg, Ng, prim, u, v) : Ng; if (!(object_flag & SD_OBJECT_TRANSFORM_APPLIED)) { Transform itfm = object_fetch_transform(kg, object, OBJECT_INVERSE_TRANSFORM); N = normalize(transform_direction_transposed(&itfm, N)); Ng = normalize(transform_direction_transposed(&itfm, Ng)); } const int shader_index = shader & SHADER_MASK; const int shader_flags = kernel_data_fetch(shaders, shader_index).flags; /* Fast path for position and normal passes not affected by shaders. */ if (kernel_data.film.pass_position != PASS_UNUSED) { film_write_pass_float3(buffer + kernel_data.film.pass_position, P); return true; } else if (kernel_data.film.pass_normal != PASS_UNUSED && !(shader_flags & SD_HAS_BUMP)) { film_write_pass_float3(buffer + kernel_data.film.pass_normal, N); return true; } /* Setup ray. */ Ray ray ccl_optional_struct_init; if (kernel_data.bake.use_camera) { float3 D = camera_direction_from_point(kg, P); const float DN = dot(D, N); /* Nudge camera direction, so that the faces facing away from the camera still have * somewhat usable shading. (Otherwise, glossy faces would be simply black.) * * The surface normal offset affects smooth surfaces. Lower values will make * smooth surfaces more faceted, but higher values may show up from the camera * at grazing angles. * * This value can actually be pretty high before it's noticeably wrong. */ const float surface_normal_offset = 0.2f; /* Keep the ray direction at least `surface_normal_offset` "above" the smooth normal. */ if (DN <= surface_normal_offset) { D -= N * (DN - surface_normal_offset); D = normalize(D); } /* On the backside, just lerp towards the surface normal for the ray direction, * as DN goes from 0.0 to -1.0. */ if (DN <= 0.0f) { D = normalize(mix(D, N, -DN)); } /* We don't want to bake the back face, so make sure the ray direction never * goes behind the geometry (flat) normal. This is a fail-safe, and should rarely happen. */ const float true_normal_epsilon = 0.00001f; if (dot(D, Ng) <= true_normal_epsilon) { D -= Ng * (dot(D, Ng) - true_normal_epsilon); D = normalize(D); } ray.P = P + D; ray.D = -D; } else { ray.P = P + N; ray.D = -N; } ray.tmin = 0.0f; ray.tmax = FLT_MAX; ray.time = 0.5f; /* Setup differentials. */ float3 dPdu, dPdv; triangle_dPdudv(kg, prim, &dPdu, &dPdv); if (!(object_flag & SD_OBJECT_TRANSFORM_APPLIED)) { Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM); dPdu = transform_direction(&tfm, dPdu); dPdv = transform_direction(&tfm, dPdv); } differential3 dP; dP.dx = dPdu * dudx + dPdv * dvdx; dP.dy = dPdu * dudy + dPdv * dvdy; ray.dP = differential_make_compact(dP); ray.dD = differential_zero_compact(); /* Write ray. */ integrator_state_write_ray(kg, state, &ray); /* Setup and write intersection. */ Intersection isect ccl_optional_struct_init; isect.object = kernel_data.bake.object_index; isect.prim = prim; isect.u = u; isect.v = v; isect.t = 1.0f; isect.type = PRIMITIVE_TRIANGLE; integrator_state_write_isect(kg, state, &isect); /* Setup next kernel to execute. */ const bool use_caustics = kernel_data.integrator.use_caustics && (object_flag & SD_OBJECT_CAUSTICS); const bool use_raytrace_kernel = (shader_flags & SD_HAS_RAYTRACE); if (use_caustics) { integrator_path_init_sorted( kg, state, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_MNEE, shader_index); } else if (use_raytrace_kernel) { integrator_path_init_sorted( kg, state, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE, shader_index); } else { integrator_path_init_sorted(kg, state, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE, shader_index); } } return true; } CCL_NAMESPACE_END