/* * Copyright 2011-2013 Blender Foundation * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT 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 #undef USE_BAKE_JITTER ccl_device void compute_light_pass(KernelGlobals *kg, ShaderData *sd, PathRadiance *L, RNG rng, const bool is_combined, const bool is_ao, const bool is_sss, int sample) { /* initialize master radiance accumulator */ kernel_assert(kernel_data.film.use_light_pass); path_radiance_init(L, kernel_data.film.use_light_pass); PathRadiance L_sample; PathState state; Ray ray; float3 throughput = make_float3(1.0f, 1.0f, 1.0f); bool is_sss_sample = is_sss; /* init radiance */ path_radiance_init(&L_sample, kernel_data.film.use_light_pass); /* init path state */ path_state_init(kg, &state, &rng, sample, NULL); /* evaluate surface shader */ float rbsdf = path_state_rng_1D(kg, &rng, &state, PRNG_BSDF); shader_eval_surface(kg, sd, rbsdf, state.flag, SHADER_CONTEXT_MAIN); /* TODO, disable the closures we won't need */ #ifdef __BRANCHED_PATH__ if(!kernel_data.integrator.branched) { /* regular path tracer */ #endif /* sample ambient occlusion */ if(is_combined || is_ao) { kernel_path_ao(kg, sd, &L_sample, &state, &rng, throughput); } #ifdef __SUBSURFACE__ /* sample subsurface scattering */ if((is_combined || is_sss_sample) && (sd->flag & SD_BSSRDF)) { /* when mixing BSSRDF and BSDF closures we should skip BSDF lighting if scattering was successful */ if(kernel_path_subsurface_scatter(kg, sd, &L_sample, &state, &rng, &ray, &throughput)) is_sss_sample = true; } #endif /* sample light and BSDF */ if((!is_sss_sample) && (!is_ao)) { if(sd->flag & SD_EMISSION) { float3 emission = indirect_primitive_emission(kg, sd, 0.0f, state.flag, state.ray_pdf); path_radiance_accum_emission(&L_sample, throughput, emission, state.bounce); } kernel_path_surface_connect_light(kg, &rng, sd, throughput, &state, &L_sample); if(kernel_path_surface_bounce(kg, &rng, sd, &throughput, &state, &L_sample, &ray)) { #ifdef __LAMP_MIS__ state.ray_t = 0.0f; #endif /* compute indirect light */ kernel_path_indirect(kg, &rng, ray, throughput, 1, state, &L_sample); /* sum and reset indirect light pass variables for the next samples */ path_radiance_sum_indirect(&L_sample); path_radiance_reset_indirect(&L_sample); } } #ifdef __BRANCHED_PATH__ } else { /* branched path tracer */ /* sample ambient occlusion */ if(is_combined || is_ao) { kernel_branched_path_ao(kg, sd, &L_sample, &state, &rng, throughput); } #ifdef __SUBSURFACE__ /* sample subsurface scattering */ if((is_combined || is_sss_sample) && (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, &L_sample, &state, &rng, &ray, throughput); } #endif /* sample light and BSDF */ if((!is_sss_sample) && (!is_ao)) { if(sd->flag & SD_EMISSION) { float3 emission = indirect_primitive_emission(kg, sd, 0.0f, state.flag, state.ray_pdf); path_radiance_accum_emission(&L_sample, throughput, emission, state.bounce); } #if defined(__EMISSION__) /* direct light */ if(kernel_data.integrator.use_direct_light) { bool all = kernel_data.integrator.sample_all_lights_direct; kernel_branched_path_surface_connect_light(kg, &rng, sd, &state, throughput, 1.0f, &L_sample, all); } #endif /* indirect light */ kernel_branched_path_surface_indirect_light(kg, &rng, sd, throughput, 1.0f, &state, &L_sample); } } #endif /* accumulate into master L */ path_radiance_accum_sample(L, &L_sample, 1); } ccl_device bool is_aa_pass(ShaderEvalType type) { switch(type) { case SHADER_EVAL_UV: case SHADER_EVAL_NORMAL: return false; default: return true; } } ccl_device bool is_light_pass(ShaderEvalType type) { switch (type) { case SHADER_EVAL_AO: case SHADER_EVAL_COMBINED: case SHADER_EVAL_SHADOW: case SHADER_EVAL_DIFFUSE_DIRECT: case SHADER_EVAL_GLOSSY_DIRECT: case SHADER_EVAL_TRANSMISSION_DIRECT: case SHADER_EVAL_SUBSURFACE_DIRECT: case SHADER_EVAL_DIFFUSE_INDIRECT: case SHADER_EVAL_GLOSSY_INDIRECT: case SHADER_EVAL_TRANSMISSION_INDIRECT: case SHADER_EVAL_SUBSURFACE_INDIRECT: return true; default: return false; } } /* 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) { /* 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 */ float fu = floorf(u); u = u - fu; return (((int)fu) & 1)? 1.0f - u: u; } ccl_device void kernel_bake_evaluate(KernelGlobals *kg, ccl_global uint4 *input, ccl_global float4 *output, ShaderEvalType type, int i, int offset, int sample) { ShaderData sd; uint4 in = input[i * 2]; uint4 diff = input[i * 2 + 1]; float3 out; int object = in.x; int prim = in.y; if(prim == -1) return; float u = __uint_as_float(in.z); float v = __uint_as_float(in.w); float dudx = __uint_as_float(diff.x); float dudy = __uint_as_float(diff.y); float dvdx = __uint_as_float(diff.z); float dvdy = __uint_as_float(diff.w); int num_samples = kernel_data.integrator.aa_samples; /* random number generator */ RNG rng = cmj_hash(offset + i, kernel_data.integrator.seed); #ifdef USE_BAKE_JITTER float filter_x, filter_y; if(sample == 0) { filter_x = filter_y = 0.5f; } else { path_rng_2D(kg, &rng, sample, num_samples, PRNG_FILTER_U, &filter_x, &filter_y); } /* subpixel u/v offset */ if(sample > 0) { u = bake_clamp_mirror_repeat(u + dudx*(filter_x - 0.5f) + dudy*(filter_y - 0.5f)); v = bake_clamp_mirror_repeat(v + dvdx*(filter_x - 0.5f) + dvdy*(filter_y - 0.5f)); } #endif /* triangle */ int shader; float3 P, Ng; triangle_point_normal(kg, object, prim, u, v, &P, &Ng, &shader); /* dummy initilizations copied from SHADER_EVAL_DISPLACE */ float3 I = Ng; float t = 0.0f; float time = TIME_INVALID; int bounce = 0; int transparent_bounce = 0; /* light passes */ PathRadiance L; shader_setup_from_sample(kg, &sd, P, Ng, I, shader, object, prim, u, v, t, time, bounce, transparent_bounce); sd.I = sd.N; /* update 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; /* light passes */ if(is_light_pass(type)) { compute_light_pass(kg, &sd, &L, rng, (type == SHADER_EVAL_COMBINED), (type == SHADER_EVAL_AO), (type == SHADER_EVAL_SUBSURFACE_DIRECT || type == SHADER_EVAL_SUBSURFACE_INDIRECT), sample); } switch (type) { /* data passes */ case SHADER_EVAL_NORMAL: { if((sd.flag & SD_HAS_BUMP)) { shader_eval_surface(kg, &sd, 0.f, 0, SHADER_CONTEXT_MAIN); } /* compression: normal = (2 * color) - 1 */ out = sd.N * 0.5f + make_float3(0.5f, 0.5f, 0.5f); break; } case SHADER_EVAL_UV: { out = primitive_uv(kg, &sd); break; } case SHADER_EVAL_DIFFUSE_COLOR: { shader_eval_surface(kg, &sd, 0.f, 0, SHADER_CONTEXT_MAIN); out = shader_bsdf_diffuse(kg, &sd); break; } case SHADER_EVAL_GLOSSY_COLOR: { shader_eval_surface(kg, &sd, 0.f, 0, SHADER_CONTEXT_MAIN); out = shader_bsdf_glossy(kg, &sd); break; } case SHADER_EVAL_TRANSMISSION_COLOR: { shader_eval_surface(kg, &sd, 0.f, 0, SHADER_CONTEXT_MAIN); out = shader_bsdf_transmission(kg, &sd); break; } case SHADER_EVAL_SUBSURFACE_COLOR: { #ifdef __SUBSURFACE__ shader_eval_surface(kg, &sd, 0.f, 0, SHADER_CONTEXT_MAIN); out = shader_bsdf_subsurface(kg, &sd); #endif break; } case SHADER_EVAL_EMISSION: { shader_eval_surface(kg, &sd, 0.f, 0, SHADER_CONTEXT_EMISSION); out = shader_emissive_eval(kg, &sd); break; } #ifdef __PASSES__ /* light passes */ case SHADER_EVAL_AO: { out = L.ao; break; } case SHADER_EVAL_COMBINED: { out = path_radiance_clamp_and_sum(kg, &L); break; } case SHADER_EVAL_SHADOW: { out = make_float3(L.shadow.x, L.shadow.y, L.shadow.z); break; } case SHADER_EVAL_DIFFUSE_DIRECT: { shader_eval_surface(kg, &sd, 0.f, 0, SHADER_CONTEXT_MAIN); out = safe_divide_color(L.direct_diffuse, shader_bsdf_diffuse(kg, &sd)); break; } case SHADER_EVAL_GLOSSY_DIRECT: { shader_eval_surface(kg, &sd, 0.f, 0, SHADER_CONTEXT_MAIN); out = safe_divide_color(L.direct_glossy, shader_bsdf_glossy(kg, &sd)); break; } case SHADER_EVAL_TRANSMISSION_DIRECT: { shader_eval_surface(kg, &sd, 0.f, 0, SHADER_CONTEXT_MAIN); out = safe_divide_color(L.direct_transmission, shader_bsdf_transmission(kg, &sd)); break; } case SHADER_EVAL_SUBSURFACE_DIRECT: { #ifdef __SUBSURFACE__ shader_eval_surface(kg, &sd, 0.f, 0, SHADER_CONTEXT_MAIN); out = safe_divide_color(L.direct_subsurface, shader_bsdf_subsurface(kg, &sd)); #endif break; } case SHADER_EVAL_DIFFUSE_INDIRECT: { shader_eval_surface(kg, &sd, 0.f, 0, SHADER_CONTEXT_MAIN); out = safe_divide_color(L.indirect_diffuse, shader_bsdf_diffuse(kg, &sd)); break; } case SHADER_EVAL_GLOSSY_INDIRECT: { shader_eval_surface(kg, &sd, 0.f, 0, SHADER_CONTEXT_MAIN); out = safe_divide_color(L.indirect_glossy, shader_bsdf_glossy(kg, &sd)); break; } case SHADER_EVAL_TRANSMISSION_INDIRECT: { shader_eval_surface(kg, &sd, 0.f, 0, SHADER_CONTEXT_MAIN); out = safe_divide_color(L.indirect_transmission, shader_bsdf_transmission(kg, &sd)); break; } case SHADER_EVAL_SUBSURFACE_INDIRECT: { #ifdef __SUBSURFACE__ shader_eval_surface(kg, &sd, 0.f, 0, SHADER_CONTEXT_MAIN); out = safe_divide_color(L.indirect_subsurface, shader_bsdf_subsurface(kg, &sd)); #endif break; } #endif /* extra */ case SHADER_EVAL_ENVIRONMENT: { /* setup ray */ Ray ray; ray.P = make_float3(0.0f, 0.0f, 0.0f); 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, 0, 0); /* evaluate */ int flag = 0; /* we can't know which type of BSDF this is for */ out = shader_eval_background(kg, &sd, flag, SHADER_CONTEXT_MAIN); break; } default: { /* no real shader, returning the position of the verts for debugging */ out = normalize(P); break; } } /* write output */ float output_fac = is_aa_pass(type)? 1.0f/num_samples: 1.0f; if(sample == 0) output[i] = make_float4(out.x, out.y, out.z, 1.0f) * output_fac; else output[i] += make_float4(out.x, out.y, out.z, 1.0f) * output_fac; } ccl_device void kernel_shader_evaluate(KernelGlobals *kg, ccl_global uint4 *input, ccl_global float4 *output, ShaderEvalType type, int i, int sample) { ShaderData sd; uint4 in = input[i]; float3 out; if(type == SHADER_EVAL_DISPLACE) { /* 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, SHADER_CONTEXT_MAIN); out = sd.P - P; } else { // SHADER_EVAL_BACKGROUND /* setup ray */ Ray ray; float u = __uint_as_float(in.x); float v = __uint_as_float(in.y); ray.P = make_float3(0.0f, 0.0f, 0.0f); 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, 0, 0); /* evaluate */ int flag = 0; /* we can't know which type of BSDF this is for */ out = shader_eval_background(kg, &sd, flag, SHADER_CONTEXT_MAIN); } /* write output */ if(sample == 0) output[i] = make_float4(out.x, out.y, out.z, 0.0f); else output[i] += make_float4(out.x, out.y, out.z, 0.0f); } CCL_NAMESPACE_END