/* * Copyright 2011-2013 Blender Foundation * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ CCL_NAMESPACE_BEGIN #ifdef __BAKING__ ccl_device_noinline void compute_light_pass( KernelGlobals *kg, ShaderData *sd, PathRadiance *L, uint rng_hash, int pass_filter, int sample) { kernel_assert(kernel_data.film.use_light_pass); float3 throughput = one_float3(); /* Emission and indirect shader data memory used by various functions. */ ShaderDataTinyStorage emission_sd_storage; ShaderData *emission_sd = AS_SHADER_DATA(&emission_sd_storage); ShaderData indirect_sd; /* Init radiance. */ path_radiance_init(kg, L); /* Init path state. */ PathState state; path_state_init(kg, emission_sd, &state, rng_hash, sample, NULL); /* Evaluate surface shader. */ shader_eval_surface(kg, sd, &state, NULL, state.flag); /* TODO: disable more closures we don't need besides transparent. */ shader_bsdf_disable_transparency(kg, sd); /* Init ray. */ Ray ray; ray.P = sd->P + sd->Ng; ray.D = -sd->Ng; ray.t = FLT_MAX; # ifdef __CAMERA_MOTION__ ray.time = 0.5f; # endif # ifdef __BRANCHED_PATH__ if (!kernel_data.integrator.branched) { /* regular path tracer */ # endif /* sample ambient occlusion */ if (pass_filter & BAKE_FILTER_AO) { kernel_path_ao(kg, sd, emission_sd, L, &state, throughput, shader_bsdf_alpha(kg, sd)); } /* sample emission */ if ((pass_filter & BAKE_FILTER_EMISSION) && (sd->flag & SD_EMISSION)) { float3 emission = indirect_primitive_emission(kg, sd, 0.0f, state.flag, state.ray_pdf); path_radiance_accum_emission(kg, L, &state, throughput, emission); } bool is_sss_sample = false; # ifdef __SUBSURFACE__ /* sample subsurface scattering */ if ((pass_filter & BAKE_FILTER_DIFFUSE) && (sd->flag & SD_BSSRDF)) { /* When mixing BSSRDF and BSDF closures we should skip BSDF lighting * if scattering was successful. */ SubsurfaceIndirectRays ss_indirect; kernel_path_subsurface_init_indirect(&ss_indirect); if (kernel_path_subsurface_scatter( kg, sd, emission_sd, L, &state, &ray, &throughput, &ss_indirect)) { while (ss_indirect.num_rays) { kernel_path_subsurface_setup_indirect(kg, &ss_indirect, &state, &ray, L, &throughput); kernel_path_indirect(kg, &indirect_sd, emission_sd, &ray, throughput, &state, L); } is_sss_sample = true; } } # endif /* sample light and BSDF */ if (!is_sss_sample && (pass_filter & (BAKE_FILTER_DIRECT | BAKE_FILTER_INDIRECT))) { kernel_path_surface_connect_light(kg, sd, emission_sd, throughput, &state, L); if (kernel_path_surface_bounce(kg, sd, &throughput, &state, &L->state, &ray)) { # ifdef __LAMP_MIS__ state.ray_t = 0.0f; # endif /* compute indirect light */ kernel_path_indirect(kg, &indirect_sd, emission_sd, &ray, throughput, &state, L); /* sum and reset indirect light pass variables for the next samples */ path_radiance_sum_indirect(L); path_radiance_reset_indirect(L); } } # ifdef __BRANCHED_PATH__ } else { /* branched path tracer */ /* sample ambient occlusion */ if (pass_filter & BAKE_FILTER_AO) { kernel_branched_path_ao(kg, sd, emission_sd, L, &state, throughput); } /* sample emission */ if ((pass_filter & BAKE_FILTER_EMISSION) && (sd->flag & SD_EMISSION)) { float3 emission = indirect_primitive_emission(kg, sd, 0.0f, state.flag, state.ray_pdf); path_radiance_accum_emission(kg, L, &state, throughput, emission); } # ifdef __SUBSURFACE__ /* sample subsurface scattering */ if ((pass_filter & BAKE_FILTER_DIFFUSE) && (sd->flag & SD_BSSRDF)) { /* When mixing BSSRDF and BSDF closures we should skip BSDF lighting * if scattering was successful. */ kernel_branched_path_subsurface_scatter( kg, sd, &indirect_sd, emission_sd, L, &state, &ray, throughput); } # endif /* sample light and BSDF */ if (pass_filter & (BAKE_FILTER_DIRECT | BAKE_FILTER_INDIRECT)) { # if defined(__EMISSION__) /* direct light */ if (kernel_data.integrator.use_direct_light) { int all = kernel_data.integrator.sample_all_lights_direct; kernel_branched_path_surface_connect_light( kg, sd, emission_sd, &state, throughput, 1.0f, L, all); } # endif /* indirect light */ kernel_branched_path_surface_indirect_light( kg, sd, &indirect_sd, emission_sd, throughput, 1.0f, &state, L); } } # endif } /* 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; } ccl_device_inline float3 kernel_bake_shader_bsdf(KernelGlobals *kg, ShaderData *sd, const ShaderEvalType type) { switch (type) { case SHADER_EVAL_DIFFUSE: return shader_bsdf_diffuse(kg, sd); case SHADER_EVAL_GLOSSY: return shader_bsdf_glossy(kg, sd); case SHADER_EVAL_TRANSMISSION: return shader_bsdf_transmission(kg, sd); default: kernel_assert(!"Unknown bake type passed to BSDF evaluate"); return zero_float3(); } } ccl_device float3 kernel_bake_evaluate_direct_indirect(KernelGlobals *kg, ShaderData *sd, PathState *state, float3 direct, float3 indirect, const ShaderEvalType type, const int pass_filter) { float3 color; const bool is_color = (pass_filter & BAKE_FILTER_COLOR) != 0; const bool is_direct = (pass_filter & BAKE_FILTER_DIRECT) != 0; const bool is_indirect = (pass_filter & BAKE_FILTER_INDIRECT) != 0; float3 out = zero_float3(); if (is_color) { if (is_direct || is_indirect) { /* Leave direct and diffuse channel colored. */ color = one_float3(); } else { /* surface color of the pass only */ shader_eval_surface(kg, sd, state, NULL, 0); return kernel_bake_shader_bsdf(kg, sd, type); } } else { shader_eval_surface(kg, sd, state, NULL, 0); color = kernel_bake_shader_bsdf(kg, sd, type); } if (is_direct) { out += safe_divide_even_color(direct, color); } if (is_indirect) { out += safe_divide_even_color(indirect, color); } return out; } ccl_device void kernel_bake_evaluate( KernelGlobals *kg, ccl_global float *buffer, int sample, int x, int y, int offset, int stride) { /* Setup render buffers. */ const int index = offset + x + y * stride; const int pass_stride = kernel_data.film.pass_stride; buffer += 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; ccl_global float *output = buffer + kernel_data.film.pass_combined; int seed = __float_as_uint(primitive[0]); int prim = __float_as_uint(primitive[1]); if (prim == -1) return; prim += kernel_data.bake.tri_offset; /* Random number generator. */ uint rng_hash = hash_uint(seed) ^ kernel_data.integrator.seed; int num_samples = kernel_data.integrator.aa_samples; float filter_x, filter_y; if (sample == 0) { filter_x = filter_y = 0.5f; } else { path_rng_2D(kg, rng_hash, sample, num_samples, PRNG_FILTER_U, &filter_x, &filter_y); } /* Barycentric UV with sub-pixel offset. */ float u = primitive[2]; float v = primitive[3]; float dudx = differential[0]; float dudy = differential[1]; float dvdx = differential[2]; float dvdy = differential[3]; if (sample > 0) { u = bake_clamp_mirror_repeat(u + dudx * (filter_x - 0.5f) + dudy * (filter_y - 0.5f), 1.0f); v = bake_clamp_mirror_repeat(v + dvdx * (filter_x - 0.5f) + dvdy * (filter_y - 0.5f), 1.0f - u); } /* Shader data setup. */ int object = kernel_data.bake.object_index; int shader; float3 P, Ng; triangle_point_normal(kg, object, prim, u, v, &P, &Ng, &shader); ShaderData sd; shader_setup_from_sample( kg, &sd, P, Ng, Ng, shader, object, prim, u, v, 1.0f, 0.5f, !(kernel_tex_fetch(__object_flag, object) & SD_OBJECT_TRANSFORM_APPLIED), LAMP_NONE); sd.I = sd.N; /* Setup differentials. */ sd.dP.dx = sd.dPdu * dudx + sd.dPdv * dvdx; sd.dP.dy = sd.dPdu * dudy + sd.dPdv * dvdy; sd.du.dx = dudx; sd.du.dy = dudy; sd.dv.dx = dvdx; sd.dv.dy = dvdy; /* Set RNG state for shaders that use sampling. */ PathState state = {0}; state.rng_hash = rng_hash; state.rng_offset = 0; state.sample = sample; state.num_samples = num_samples; state.min_ray_pdf = FLT_MAX; /* Light passes if we need more than color. */ PathRadiance L; int pass_filter = kernel_data.bake.pass_filter; if (kernel_data.bake.pass_filter & ~BAKE_FILTER_COLOR) compute_light_pass(kg, &sd, &L, rng_hash, pass_filter, sample); float3 out = zero_float3(); ShaderEvalType type = (ShaderEvalType)kernel_data.bake.type; switch (type) { /* data passes */ case SHADER_EVAL_NORMAL: case SHADER_EVAL_ROUGHNESS: case SHADER_EVAL_EMISSION: { if (type != SHADER_EVAL_NORMAL || (sd.flag & SD_HAS_BUMP)) { int path_flag = (type == SHADER_EVAL_EMISSION) ? PATH_RAY_EMISSION : 0; shader_eval_surface(kg, &sd, &state, NULL, path_flag); } if (type == SHADER_EVAL_NORMAL) { float3 N = sd.N; if (sd.flag & SD_HAS_BUMP) { N = shader_bsdf_average_normal(kg, &sd); } /* encoding: normal = (2 * color) - 1 */ out = N * 0.5f + make_float3(0.5f, 0.5f, 0.5f); } else if (type == SHADER_EVAL_ROUGHNESS) { float roughness = shader_bsdf_average_roughness(&sd); out = make_float3(roughness, roughness, roughness); } else { out = shader_emissive_eval(&sd); } break; } case SHADER_EVAL_UV: { out = primitive_uv(kg, &sd); break; } # ifdef __PASSES__ /* light passes */ case SHADER_EVAL_AO: { out = L.ao; break; } case SHADER_EVAL_COMBINED: { if ((pass_filter & BAKE_FILTER_COMBINED) == BAKE_FILTER_COMBINED) { float alpha; out = path_radiance_clamp_and_sum(kg, &L, &alpha); break; } if ((pass_filter & BAKE_FILTER_DIFFUSE_DIRECT) == BAKE_FILTER_DIFFUSE_DIRECT) out += L.direct_diffuse; if ((pass_filter & BAKE_FILTER_DIFFUSE_INDIRECT) == BAKE_FILTER_DIFFUSE_INDIRECT) out += L.indirect_diffuse; if ((pass_filter & BAKE_FILTER_GLOSSY_DIRECT) == BAKE_FILTER_GLOSSY_DIRECT) out += L.direct_glossy; if ((pass_filter & BAKE_FILTER_GLOSSY_INDIRECT) == BAKE_FILTER_GLOSSY_INDIRECT) out += L.indirect_glossy; if ((pass_filter & BAKE_FILTER_TRANSMISSION_DIRECT) == BAKE_FILTER_TRANSMISSION_DIRECT) out += L.direct_transmission; if ((pass_filter & BAKE_FILTER_TRANSMISSION_INDIRECT) == BAKE_FILTER_TRANSMISSION_INDIRECT) out += L.indirect_transmission; if ((pass_filter & BAKE_FILTER_EMISSION) != 0) out += L.emission; break; } case SHADER_EVAL_SHADOW: { out = L.shadow; break; } case SHADER_EVAL_DIFFUSE: { out = kernel_bake_evaluate_direct_indirect( kg, &sd, &state, L.direct_diffuse, L.indirect_diffuse, type, pass_filter); break; } case SHADER_EVAL_GLOSSY: { out = kernel_bake_evaluate_direct_indirect( kg, &sd, &state, L.direct_glossy, L.indirect_glossy, type, pass_filter); break; } case SHADER_EVAL_TRANSMISSION: { out = kernel_bake_evaluate_direct_indirect( kg, &sd, &state, L.direct_transmission, L.indirect_transmission, type, pass_filter); break; } # endif /* extra */ case SHADER_EVAL_ENVIRONMENT: { /* setup ray */ Ray ray; ray.P = zero_float3(); ray.D = normalize(P); ray.t = 0.0f; # ifdef __CAMERA_MOTION__ ray.time = 0.5f; # endif # ifdef __RAY_DIFFERENTIALS__ ray.dD = differential3_zero(); ray.dP = differential3_zero(); # endif /* setup shader data */ shader_setup_from_background(kg, &sd, &ray); /* evaluate */ int path_flag = 0; /* we can't know which type of BSDF this is for */ shader_eval_surface(kg, &sd, &state, NULL, path_flag | PATH_RAY_EMISSION); out = shader_background_eval(&sd); break; } default: { /* no real shader, returning the position of the verts for debugging */ out = normalize(P); break; } } /* write output */ const float4 result = make_float4(out.x, out.y, out.z, 1.0f); kernel_write_pass_float4(output, result); } #endif /* __BAKING__ */ ccl_device void kernel_displace_evaluate(KernelGlobals *kg, ccl_global uint4 *input, ccl_global float4 *output, int i) { ShaderData sd; PathState state = {0}; uint4 in = input[i]; /* setup shader data */ int object = in.x; int prim = in.y; float u = __uint_as_float(in.z); float v = __uint_as_float(in.w); shader_setup_from_displace(kg, &sd, object, prim, u, v); /* evaluate */ float3 P = sd.P; shader_eval_displacement(kg, &sd, &state); float3 D = sd.P - P; object_inverse_dir_transform(kg, &sd, &D); /* write output */ output[i] += make_float4(D.x, D.y, D.z, 0.0f); } ccl_device void kernel_background_evaluate(KernelGlobals *kg, ccl_global uint4 *input, ccl_global float4 *output, int i) { ShaderData sd; PathState state = {0}; uint4 in = input[i]; /* setup ray */ Ray ray; float u = __uint_as_float(in.x); float v = __uint_as_float(in.y); ray.P = zero_float3(); ray.D = equirectangular_to_direction(u, v); ray.t = 0.0f; #ifdef __CAMERA_MOTION__ ray.time = 0.5f; #endif #ifdef __RAY_DIFFERENTIALS__ ray.dD = differential3_zero(); ray.dP = differential3_zero(); #endif /* setup shader data */ shader_setup_from_background(kg, &sd, &ray); /* evaluate */ int path_flag = 0; /* we can't know which type of BSDF this is for */ shader_eval_surface(kg, &sd, &state, NULL, path_flag | PATH_RAY_EMISSION); float3 color = shader_background_eval(&sd); /* write output */ output[i] += make_float4(color.x, color.y, color.z, 0.0f); } CCL_NAMESPACE_END