/* * 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/camera/camera_projection.h" #include "kernel/bvh/bvh.h" #include "kernel/closure/alloc.h" #include "kernel/closure/bsdf_diffuse.h" #include "kernel/closure/bsdf_principled_diffuse.h" #include "kernel/closure/bssrdf.h" #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" CCL_NAMESPACE_BEGIN #ifdef __SUBSURFACE__ ccl_device int subsurface_bounce(KernelGlobals kg, IntegratorState state, ccl_private ShaderData *sd, ccl_private const ShaderClosure *sc) { /* We should never have two consecutive BSSRDF bounces, the second one should * be converted to a diffuse BSDF to avoid this. */ kernel_assert(!(INTEGRATOR_STATE(state, path, flag) & PATH_RAY_DIFFUSE_ANCESTOR)); /* Setup path state for intersect_subsurface kernel. */ ccl_private const Bssrdf *bssrdf = (ccl_private const Bssrdf *)sc; /* Setup ray into surface. */ INTEGRATOR_STATE_WRITE(state, ray, P) = sd->P; INTEGRATOR_STATE_WRITE(state, ray, D) = bssrdf->N; INTEGRATOR_STATE_WRITE(state, ray, t) = FLT_MAX; INTEGRATOR_STATE_WRITE(state, ray, dP) = differential_make_compact(sd->dP); INTEGRATOR_STATE_WRITE(state, ray, dD) = differential_zero_compact(); /* Pass along object info, reusing isect to save memory. */ INTEGRATOR_STATE_WRITE(state, subsurface, Ng) = sd->Ng; INTEGRATOR_STATE_WRITE(state, isect, object) = sd->object; uint32_t path_flag = (INTEGRATOR_STATE(state, path, flag) & ~PATH_RAY_CAMERA) | ((sc->type == CLOSURE_BSSRDF_BURLEY_ID) ? PATH_RAY_SUBSURFACE_DISK : PATH_RAY_SUBSURFACE_RANDOM_WALK); /* Compute weight, optionally including Fresnel from entry point. */ float3 weight = shader_bssrdf_sample_weight(sd, sc); # ifdef __PRINCIPLED__ if (bssrdf->roughness != FLT_MAX) { path_flag |= PATH_RAY_SUBSURFACE_USE_FRESNEL; } # endif INTEGRATOR_STATE_WRITE(state, path, throughput) *= weight; INTEGRATOR_STATE_WRITE(state, path, flag) = path_flag; /* Advance random number offset for bounce. */ INTEGRATOR_STATE_WRITE(state, path, rng_offset) += PRNG_BOUNCE_NUM; if (kernel_data.kernel_features & KERNEL_FEATURE_LIGHT_PASSES) { if (INTEGRATOR_STATE(state, path, bounce) == 0) { INTEGRATOR_STATE_WRITE(state, path, diffuse_glossy_ratio) = one_float3(); } } /* Pass BSSRDF parameters. */ INTEGRATOR_STATE_WRITE(state, subsurface, albedo) = bssrdf->albedo; INTEGRATOR_STATE_WRITE(state, subsurface, radius) = bssrdf->radius; INTEGRATOR_STATE_WRITE(state, subsurface, anisotropy) = bssrdf->anisotropy; return LABEL_SUBSURFACE_SCATTER; } ccl_device void subsurface_shader_data_setup(KernelGlobals kg, IntegratorState state, ccl_private ShaderData *sd, const uint32_t path_flag) { /* Get bump mapped normal from shader evaluation at exit point. */ float3 N = sd->N; if (sd->flag & SD_HAS_BSSRDF_BUMP) { N = shader_bssrdf_normal(sd); } /* Setup diffuse BSDF at the exit point. This replaces shader_eval_surface. */ sd->flag &= ~SD_CLOSURE_FLAGS; sd->num_closure = 0; sd->num_closure_left = kernel_data.max_closures; const float3 weight = one_float3(); # ifdef __PRINCIPLED__ if (path_flag & PATH_RAY_SUBSURFACE_USE_FRESNEL) { ccl_private PrincipledDiffuseBsdf *bsdf = (ccl_private PrincipledDiffuseBsdf *)bsdf_alloc( sd, sizeof(PrincipledDiffuseBsdf), weight); if (bsdf) { bsdf->N = N; bsdf->roughness = FLT_MAX; sd->flag |= bsdf_principled_diffuse_setup(bsdf, PRINCIPLED_DIFFUSE_LAMBERT_EXIT); } } else # endif /* __PRINCIPLED__ */ { ccl_private DiffuseBsdf *bsdf = (ccl_private DiffuseBsdf *)bsdf_alloc( sd, sizeof(DiffuseBsdf), weight); if (bsdf) { bsdf->N = N; sd->flag |= bsdf_diffuse_setup(bsdf); } } } ccl_device_inline bool subsurface_scatter(KernelGlobals kg, IntegratorState state) { RNGState rng_state; path_state_rng_load(state, &rng_state); Ray ray ccl_optional_struct_init; LocalIntersection ss_isect ccl_optional_struct_init; if (INTEGRATOR_STATE(state, path, flag) & PATH_RAY_SUBSURFACE_RANDOM_WALK) { if (!subsurface_random_walk(kg, state, rng_state, ray, ss_isect)) { return false; } } else { if (!subsurface_disk(kg, state, rng_state, ray, ss_isect)) { return false; } } # ifdef __VOLUME__ /* Update volume stack if needed. */ if (kernel_data.integrator.use_volumes) { const int object = ss_isect.hits[0].object; const int object_flag = kernel_tex_fetch(__object_flag, object); if (object_flag & SD_OBJECT_INTERSECTS_VOLUME) { float3 P = INTEGRATOR_STATE(state, ray, P); const float3 Ng = INTEGRATOR_STATE(state, subsurface, Ng); const float3 offset_P = ray_offset(P, -Ng); integrator_volume_stack_update_for_subsurface(kg, state, offset_P, ray.P); } } # endif /* __VOLUME__ */ /* Pretend ray is coming from the outside towards the exit point. This ensures * correct front/back facing normals. * TODO: find a more elegant solution? */ ray.P += ray.D * ray.t * 2.0f; ray.D = -ray.D; integrator_state_write_isect(kg, state, &ss_isect.hits[0]); integrator_state_write_ray(kg, state, &ray); /* Advance random number offset for bounce. */ INTEGRATOR_STATE_WRITE(state, path, rng_offset) += PRNG_BOUNCE_NUM; const int shader = intersection_get_shader(kg, &ss_isect.hits[0]); const int shader_flags = kernel_tex_fetch(__shaders, shader).flags; if (shader_flags & SD_HAS_RAYTRACE) { INTEGRATOR_PATH_NEXT_SORTED(DEVICE_KERNEL_INTEGRATOR_INTERSECT_SUBSURFACE, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE, shader); } else { INTEGRATOR_PATH_NEXT_SORTED(DEVICE_KERNEL_INTEGRATOR_INTERSECT_SUBSURFACE, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE, shader); } return true; } #endif /* __SUBSURFACE__ */ CCL_NAMESPACE_END