/* * Copyright 2011-2013 Blender Foundation * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ /* * ShaderData, used in four steps: * * Setup from incoming ray, sampled position and background. * Execute for surface, volume or displacement. * Evaluate one or more closures. * Release. * */ #include "closure/alloc.h" #include "closure/bsdf_util.h" #include "closure/bsdf.h" #include "closure/emissive.h" #include "svm/svm.h" CCL_NAMESPACE_BEGIN /* ShaderData setup from incoming ray */ #ifdef __OBJECT_MOTION__ ccl_device void shader_setup_object_transforms(KernelGlobals *kg, ShaderData *sd, float time) { if(ccl_fetch(sd, flag) & SD_OBJECT_MOTION) { ccl_fetch(sd, ob_tfm) = object_fetch_transform_motion(kg, ccl_fetch(sd, object), time); ccl_fetch(sd, ob_itfm) = transform_quick_inverse(ccl_fetch(sd, ob_tfm)); } else { ccl_fetch(sd, ob_tfm) = object_fetch_transform(kg, ccl_fetch(sd, object), OBJECT_TRANSFORM); ccl_fetch(sd, ob_itfm) = object_fetch_transform(kg, ccl_fetch(sd, object), OBJECT_INVERSE_TRANSFORM); } } #endif ccl_device_noinline void shader_setup_from_ray(KernelGlobals *kg, ShaderData *sd, const Intersection *isect, const Ray *ray) { #ifdef __INSTANCING__ ccl_fetch(sd, object) = (isect->object == PRIM_NONE)? kernel_tex_fetch(__prim_object, isect->prim): isect->object; #endif ccl_fetch(sd, type) = isect->type; ccl_fetch(sd, flag) = kernel_tex_fetch(__object_flag, ccl_fetch(sd, object)); /* matrices and time */ #ifdef __OBJECT_MOTION__ shader_setup_object_transforms(kg, sd, ray->time); ccl_fetch(sd, time) = ray->time; #endif ccl_fetch(sd, prim) = kernel_tex_fetch(__prim_index, isect->prim); ccl_fetch(sd, ray_length) = isect->t; #ifdef __UV__ ccl_fetch(sd, u) = isect->u; ccl_fetch(sd, v) = isect->v; #endif #ifdef __HAIR__ if(ccl_fetch(sd, type) & PRIMITIVE_ALL_CURVE) { /* curve */ float4 curvedata = kernel_tex_fetch(__curves, ccl_fetch(sd, prim)); ccl_fetch(sd, shader) = __float_as_int(curvedata.z); ccl_fetch(sd, P) = bvh_curve_refine(kg, sd, isect, ray); } else #endif if(ccl_fetch(sd, type) & PRIMITIVE_TRIANGLE) { /* static triangle */ float3 Ng = triangle_normal(kg, sd); ccl_fetch(sd, shader) = kernel_tex_fetch(__tri_shader, ccl_fetch(sd, prim)); /* vectors */ ccl_fetch(sd, P) = triangle_refine(kg, sd, isect, ray); ccl_fetch(sd, Ng) = Ng; ccl_fetch(sd, N) = Ng; /* smooth normal */ if(ccl_fetch(sd, shader) & SHADER_SMOOTH_NORMAL) ccl_fetch(sd, N) = triangle_smooth_normal(kg, ccl_fetch(sd, prim), ccl_fetch(sd, u), ccl_fetch(sd, v)); #ifdef __DPDU__ /* dPdu/dPdv */ triangle_dPdudv(kg, ccl_fetch(sd, prim), &ccl_fetch(sd, dPdu), &ccl_fetch(sd, dPdv)); #endif } else { /* motion triangle */ motion_triangle_shader_setup(kg, sd, isect, ray, false); } ccl_fetch(sd, I) = -ray->D; ccl_fetch(sd, flag) |= kernel_tex_fetch(__shader_flag, (ccl_fetch(sd, shader) & SHADER_MASK)*2); #ifdef __INSTANCING__ if(isect->object != OBJECT_NONE) { /* instance transform */ object_normal_transform_auto(kg, sd, &ccl_fetch(sd, N)); object_normal_transform_auto(kg, sd, &ccl_fetch(sd, Ng)); # ifdef __DPDU__ object_dir_transform_auto(kg, sd, &ccl_fetch(sd, dPdu)); object_dir_transform_auto(kg, sd, &ccl_fetch(sd, dPdv)); # endif } #endif /* backfacing test */ bool backfacing = (dot(ccl_fetch(sd, Ng), ccl_fetch(sd, I)) < 0.0f); if(backfacing) { ccl_fetch(sd, flag) |= SD_BACKFACING; ccl_fetch(sd, Ng) = -ccl_fetch(sd, Ng); ccl_fetch(sd, N) = -ccl_fetch(sd, N); #ifdef __DPDU__ ccl_fetch(sd, dPdu) = -ccl_fetch(sd, dPdu); ccl_fetch(sd, dPdv) = -ccl_fetch(sd, dPdv); #endif } #ifdef __RAY_DIFFERENTIALS__ /* differentials */ differential_transfer(&ccl_fetch(sd, dP), ray->dP, ray->D, ray->dD, ccl_fetch(sd, Ng), isect->t); differential_incoming(&ccl_fetch(sd, dI), ray->dD); differential_dudv(&ccl_fetch(sd, du), &ccl_fetch(sd, dv), ccl_fetch(sd, dPdu), ccl_fetch(sd, dPdv), ccl_fetch(sd, dP), ccl_fetch(sd, Ng)); #endif } /* ShaderData setup from BSSRDF scatter */ #ifdef __SUBSURFACE__ # ifndef __KERNEL_CUDA__ ccl_device # else ccl_device_inline # endif void shader_setup_from_subsurface( KernelGlobals *kg, ShaderData *sd, const Intersection *isect, const Ray *ray) { bool backfacing = sd->flag & SD_BACKFACING; /* object, matrices, time, ray_length stay the same */ sd->flag = kernel_tex_fetch(__object_flag, sd->object); sd->prim = kernel_tex_fetch(__prim_index, isect->prim); sd->type = isect->type; # ifdef __UV__ sd->u = isect->u; sd->v = isect->v; # endif /* fetch triangle data */ if(sd->type == PRIMITIVE_TRIANGLE) { float3 Ng = triangle_normal(kg, sd); sd->shader = kernel_tex_fetch(__tri_shader, sd->prim); /* static triangle */ sd->P = triangle_refine_subsurface(kg, sd, isect, ray); sd->Ng = Ng; sd->N = Ng; if(sd->shader & SHADER_SMOOTH_NORMAL) sd->N = triangle_smooth_normal(kg, sd->prim, sd->u, sd->v); # ifdef __DPDU__ /* dPdu/dPdv */ triangle_dPdudv(kg, sd->prim, &sd->dPdu, &sd->dPdv); # endif } else { /* motion triangle */ motion_triangle_shader_setup(kg, sd, isect, ray, true); } sd->flag |= kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*2); # ifdef __INSTANCING__ if(isect->object != OBJECT_NONE) { /* instance transform */ object_normal_transform(kg, sd, &sd->N); object_normal_transform(kg, sd, &sd->Ng); # ifdef __DPDU__ object_dir_transform(kg, sd, &sd->dPdu); object_dir_transform(kg, sd, &sd->dPdv); # endif } # endif /* backfacing test */ if(backfacing) { sd->flag |= SD_BACKFACING; sd->Ng = -sd->Ng; sd->N = -sd->N; # ifdef __DPDU__ sd->dPdu = -sd->dPdu; sd->dPdv = -sd->dPdv; # endif } /* should not get used in principle as the shading will only use a diffuse * BSDF, but the shader might still access it */ sd->I = sd->N; # ifdef __RAY_DIFFERENTIALS__ /* differentials */ differential_dudv(&sd->du, &sd->dv, sd->dPdu, sd->dPdv, sd->dP, sd->Ng); /* don't modify dP and dI */ # endif } #endif /* ShaderData setup from position sampled on mesh */ ccl_device_inline void shader_setup_from_sample(KernelGlobals *kg, ShaderData *sd, const float3 P, const float3 Ng, const float3 I, int shader, int object, int prim, float u, float v, float t, float time) { /* vectors */ ccl_fetch(sd, P) = P; ccl_fetch(sd, N) = Ng; ccl_fetch(sd, Ng) = Ng; ccl_fetch(sd, I) = I; ccl_fetch(sd, shader) = shader; ccl_fetch(sd, type) = (prim == PRIM_NONE)? PRIMITIVE_NONE: PRIMITIVE_TRIANGLE; /* primitive */ #ifdef __INSTANCING__ ccl_fetch(sd, object) = object; #endif /* currently no access to bvh prim index for strand sd->prim*/ ccl_fetch(sd, prim) = prim; #ifdef __UV__ ccl_fetch(sd, u) = u; ccl_fetch(sd, v) = v; #endif ccl_fetch(sd, ray_length) = t; /* detect instancing, for non-instanced the object index is -object-1 */ #ifdef __INSTANCING__ bool instanced = false; if(ccl_fetch(sd, prim) != PRIM_NONE) { if(ccl_fetch(sd, object) >= 0) instanced = true; else #endif ccl_fetch(sd, object) = ~ccl_fetch(sd, object); #ifdef __INSTANCING__ } #endif ccl_fetch(sd, flag) = kernel_tex_fetch(__shader_flag, (ccl_fetch(sd, shader) & SHADER_MASK)*2); if(ccl_fetch(sd, object) != OBJECT_NONE) { ccl_fetch(sd, flag) |= kernel_tex_fetch(__object_flag, ccl_fetch(sd, object)); #ifdef __OBJECT_MOTION__ shader_setup_object_transforms(kg, sd, time); } ccl_fetch(sd, time) = time; #else } #endif if(ccl_fetch(sd, type) & PRIMITIVE_TRIANGLE) { /* smooth normal */ if(ccl_fetch(sd, shader) & SHADER_SMOOTH_NORMAL) { ccl_fetch(sd, N) = triangle_smooth_normal(kg, ccl_fetch(sd, prim), ccl_fetch(sd, u), ccl_fetch(sd, v)); #ifdef __INSTANCING__ if(instanced) object_normal_transform_auto(kg, sd, &ccl_fetch(sd, N)); #endif } /* dPdu/dPdv */ #ifdef __DPDU__ triangle_dPdudv(kg, ccl_fetch(sd, prim), &ccl_fetch(sd, dPdu), &ccl_fetch(sd, dPdv)); # ifdef __INSTANCING__ if(instanced) { object_dir_transform_auto(kg, sd, &ccl_fetch(sd, dPdu)); object_dir_transform_auto(kg, sd, &ccl_fetch(sd, dPdv)); } # endif #endif } else { #ifdef __DPDU__ ccl_fetch(sd, dPdu) = make_float3(0.0f, 0.0f, 0.0f); ccl_fetch(sd, dPdv) = make_float3(0.0f, 0.0f, 0.0f); #endif } /* backfacing test */ if(ccl_fetch(sd, prim) != PRIM_NONE) { bool backfacing = (dot(ccl_fetch(sd, Ng), ccl_fetch(sd, I)) < 0.0f); if(backfacing) { ccl_fetch(sd, flag) |= SD_BACKFACING; ccl_fetch(sd, Ng) = -ccl_fetch(sd, Ng); ccl_fetch(sd, N) = -ccl_fetch(sd, N); #ifdef __DPDU__ ccl_fetch(sd, dPdu) = -ccl_fetch(sd, dPdu); ccl_fetch(sd, dPdv) = -ccl_fetch(sd, dPdv); #endif } } #ifdef __RAY_DIFFERENTIALS__ /* no ray differentials here yet */ ccl_fetch(sd, dP) = differential3_zero(); ccl_fetch(sd, dI) = differential3_zero(); ccl_fetch(sd, du) = differential_zero(); ccl_fetch(sd, dv) = differential_zero(); #endif } /* ShaderData setup for displacement */ ccl_device void shader_setup_from_displace(KernelGlobals *kg, ShaderData *sd, int object, int prim, float u, float v) { float3 P, Ng, I = make_float3(0.0f, 0.0f, 0.0f); int shader; triangle_point_normal(kg, object, prim, u, v, &P, &Ng, &shader); /* force smooth shading for displacement */ shader |= SHADER_SMOOTH_NORMAL; /* watch out: no instance transform currently */ shader_setup_from_sample(kg, sd, P, Ng, I, shader, object, prim, u, v, 0.0f, TIME_INVALID); } /* ShaderData setup from ray into background */ ccl_device_inline void shader_setup_from_background(KernelGlobals *kg, ShaderData *sd, const Ray *ray) { /* vectors */ ccl_fetch(sd, P) = ray->D; ccl_fetch(sd, N) = -ray->D; ccl_fetch(sd, Ng) = -ray->D; ccl_fetch(sd, I) = -ray->D; ccl_fetch(sd, shader) = kernel_data.background.surface_shader; ccl_fetch(sd, flag) = kernel_tex_fetch(__shader_flag, (ccl_fetch(sd, shader) & SHADER_MASK)*2); #ifdef __OBJECT_MOTION__ ccl_fetch(sd, time) = ray->time; #endif ccl_fetch(sd, ray_length) = 0.0f; #ifdef __INSTANCING__ ccl_fetch(sd, object) = PRIM_NONE; #endif ccl_fetch(sd, prim) = PRIM_NONE; #ifdef __UV__ ccl_fetch(sd, u) = 0.0f; ccl_fetch(sd, v) = 0.0f; #endif #ifdef __DPDU__ /* dPdu/dPdv */ ccl_fetch(sd, dPdu) = make_float3(0.0f, 0.0f, 0.0f); ccl_fetch(sd, dPdv) = make_float3(0.0f, 0.0f, 0.0f); #endif #ifdef __RAY_DIFFERENTIALS__ /* differentials */ ccl_fetch(sd, dP) = ray->dD; differential_incoming(&ccl_fetch(sd, dI), ccl_fetch(sd, dP)); ccl_fetch(sd, du) = differential_zero(); ccl_fetch(sd, dv) = differential_zero(); #endif } /* ShaderData setup from point inside volume */ #ifdef __VOLUME__ ccl_device_inline void shader_setup_from_volume(KernelGlobals *kg, ShaderData *sd, const Ray *ray) { /* vectors */ sd->P = ray->P; sd->N = -ray->D; sd->Ng = -ray->D; sd->I = -ray->D; sd->shader = SHADER_NONE; sd->flag = 0; #ifdef __OBJECT_MOTION__ sd->time = ray->time; #endif sd->ray_length = 0.0f; /* todo: can we set this to some useful value? */ #ifdef __INSTANCING__ sd->object = PRIM_NONE; /* todo: fill this for texture coordinates */ #endif sd->prim = PRIM_NONE; sd->type = PRIMITIVE_NONE; #ifdef __UV__ sd->u = 0.0f; sd->v = 0.0f; #endif #ifdef __DPDU__ /* dPdu/dPdv */ sd->dPdu = make_float3(0.0f, 0.0f, 0.0f); sd->dPdv = make_float3(0.0f, 0.0f, 0.0f); #endif #ifdef __RAY_DIFFERENTIALS__ /* differentials */ sd->dP = ray->dD; differential_incoming(&sd->dI, sd->dP); sd->du = differential_zero(); sd->dv = differential_zero(); #endif /* for NDC coordinates */ sd->ray_P = ray->P; sd->ray_dP = ray->dP; } #endif /* Merging */ #if defined(__BRANCHED_PATH__) || defined(__VOLUME__) ccl_device_inline void shader_merge_closures(ShaderData *sd) { /* merge identical closures, better when we sample a single closure at a time */ for(int i = 0; i < sd->num_closure; i++) { ShaderClosure *sci = &sd->closure[i]; for(int j = i + 1; j < sd->num_closure; j++) { ShaderClosure *scj = &sd->closure[j]; if(sci->type != scj->type) continue; if(!bsdf_merge(sci, scj)) 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--; } } } #endif /* BSDF */ ccl_device_inline void _shader_bsdf_multi_eval(KernelGlobals *kg, ShaderData *sd, const float3 omega_in, float *pdf, int skip_bsdf, BsdfEval *result_eval, float sum_pdf, float sum_sample_weight) { /* 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 < ccl_fetch(sd, num_closure); i++) { if(i == skip_bsdf) continue; const ShaderClosure *sc = ccl_fetch_array(sd, closure, i); if(CLOSURE_IS_BSDF(sc->type)) { float bsdf_pdf = 0.0f; float3 eval = bsdf_eval(kg, sd, sc, omega_in, &bsdf_pdf); if(bsdf_pdf != 0.0f) { bsdf_eval_accum(result_eval, sc->type, eval*sc->weight); sum_pdf += bsdf_pdf*sc->sample_weight; } sum_sample_weight += sc->sample_weight; } } *pdf = (sum_sample_weight > 0.0f)? sum_pdf/sum_sample_weight: 0.0f; } #ifdef __BRANCHED_PATH__ ccl_device_inline void _shader_bsdf_multi_eval_branched(KernelGlobals *kg, ShaderData *sd, const float3 omega_in, BsdfEval *result_eval, float light_pdf, bool use_mis) { for(int i = 0; i < ccl_fetch(sd, num_closure); i++) { const ShaderClosure *sc = ccl_fetch_array(sd, closure, i); if(CLOSURE_IS_BSDF(sc->type)) { float bsdf_pdf = 0.0f; float3 eval = bsdf_eval(kg, sd, sc, omega_in, &bsdf_pdf); if(bsdf_pdf != 0.0f) { float mis_weight = use_mis? power_heuristic(light_pdf, bsdf_pdf): 1.0f; bsdf_eval_accum(result_eval, sc->type, eval * sc->weight * mis_weight); } } } } #endif #ifndef __KERNEL_CUDA__ ccl_device #else ccl_device_inline #endif void shader_bsdf_eval(KernelGlobals *kg, ShaderData *sd, const float3 omega_in, BsdfEval *eval, float light_pdf, bool use_mis) { bsdf_eval_init(eval, NBUILTIN_CLOSURES, make_float3(0.0f, 0.0f, 0.0f), kernel_data.film.use_light_pass); #ifdef __BRANCHED_PATH__ if(kernel_data.integrator.branched) _shader_bsdf_multi_eval_branched(kg, sd, omega_in, eval, light_pdf, use_mis); else #endif { float pdf; _shader_bsdf_multi_eval(kg, sd, omega_in, &pdf, -1, eval, 0.0f, 0.0f); if(use_mis) { float weight = power_heuristic(light_pdf, pdf); bsdf_eval_mul(eval, make_float3(weight, weight, weight)); } } } ccl_device_inline int shader_bsdf_sample(KernelGlobals *kg, ShaderData *sd, float randu, float randv, BsdfEval *bsdf_eval, float3 *omega_in, differential3 *domega_in, float *pdf) { int sampled = 0; if(ccl_fetch(sd, num_closure) > 1) { /* pick a BSDF closure based on sample weights */ float sum = 0.0f; for(sampled = 0; sampled < ccl_fetch(sd, num_closure); sampled++) { const ShaderClosure *sc = ccl_fetch_array(sd, closure, sampled); if(CLOSURE_IS_BSDF(sc->type)) sum += sc->sample_weight; } float r = ccl_fetch(sd, randb_closure)*sum; sum = 0.0f; for(sampled = 0; sampled < ccl_fetch(sd, num_closure); sampled++) { const ShaderClosure *sc = ccl_fetch_array(sd, closure, sampled); if(CLOSURE_IS_BSDF(sc->type)) { sum += sc->sample_weight; if(r <= sum) break; } } if(sampled == ccl_fetch(sd, num_closure)) { *pdf = 0.0f; return LABEL_NONE; } } const ShaderClosure *sc = ccl_fetch_array(sd, closure, sampled); int label; float3 eval; *pdf = 0.0f; label = bsdf_sample(kg, sd, sc, randu, randv, &eval, omega_in, domega_in, pdf); if(*pdf != 0.0f) { bsdf_eval_init(bsdf_eval, sc->type, eval*sc->weight, kernel_data.film.use_light_pass); if(ccl_fetch(sd, num_closure) > 1) { float sweight = sc->sample_weight; _shader_bsdf_multi_eval(kg, sd, *omega_in, pdf, sampled, bsdf_eval, *pdf*sweight, sweight); } } return label; } ccl_device int shader_bsdf_sample_closure(KernelGlobals *kg, ShaderData *sd, const ShaderClosure *sc, float randu, float randv, BsdfEval *bsdf_eval, float3 *omega_in, differential3 *domega_in, float *pdf) { int label; float3 eval; *pdf = 0.0f; label = bsdf_sample(kg, sd, sc, randu, randv, &eval, omega_in, domega_in, pdf); if(*pdf != 0.0f) bsdf_eval_init(bsdf_eval, sc->type, eval*sc->weight, kernel_data.film.use_light_pass); return label; } ccl_device void shader_bsdf_blur(KernelGlobals *kg, ShaderData *sd, float roughness) { for(int i = 0; i < ccl_fetch(sd, num_closure); i++) { ShaderClosure *sc = ccl_fetch_array(sd, closure, i); if(CLOSURE_IS_BSDF(sc->type)) bsdf_blur(kg, sc, roughness); } } ccl_device float3 shader_bsdf_transparency(KernelGlobals *kg, ShaderData *sd) { if(ccl_fetch(sd, flag) & SD_HAS_ONLY_VOLUME) return make_float3(1.0f, 1.0f, 1.0f); float3 eval = make_float3(0.0f, 0.0f, 0.0f); for(int i = 0; i < ccl_fetch(sd, num_closure); i++) { ShaderClosure *sc = ccl_fetch_array(sd, closure, i); if(sc->type == CLOSURE_BSDF_TRANSPARENT_ID) // todo: make this work for osl eval += sc->weight; } return eval; } ccl_device float3 shader_bsdf_alpha(KernelGlobals *kg, ShaderData *sd) { float3 alpha = make_float3(1.0f, 1.0f, 1.0f) - shader_bsdf_transparency(kg, sd); alpha = max(alpha, make_float3(0.0f, 0.0f, 0.0f)); alpha = min(alpha, make_float3(1.0f, 1.0f, 1.0f)); return alpha; } ccl_device float3 shader_bsdf_diffuse(KernelGlobals *kg, ShaderData *sd) { float3 eval = make_float3(0.0f, 0.0f, 0.0f); for(int i = 0; i < ccl_fetch(sd, num_closure); i++) { ShaderClosure *sc = ccl_fetch_array(sd, closure, i); if(CLOSURE_IS_BSDF_DIFFUSE(sc->type)) eval += sc->weight; } return eval; } ccl_device float3 shader_bsdf_glossy(KernelGlobals *kg, ShaderData *sd) { float3 eval = make_float3(0.0f, 0.0f, 0.0f); for(int i = 0; i < ccl_fetch(sd, num_closure); i++) { ShaderClosure *sc = ccl_fetch_array(sd, closure, i); if(CLOSURE_IS_BSDF_GLOSSY(sc->type)) eval += sc->weight; } return eval; } ccl_device float3 shader_bsdf_transmission(KernelGlobals *kg, ShaderData *sd) { float3 eval = make_float3(0.0f, 0.0f, 0.0f); for(int i = 0; i < ccl_fetch(sd, num_closure); i++) { ShaderClosure *sc = ccl_fetch_array(sd, closure, i); if(CLOSURE_IS_BSDF_TRANSMISSION(sc->type)) eval += sc->weight; } return eval; } ccl_device float3 shader_bsdf_subsurface(KernelGlobals *kg, ShaderData *sd) { float3 eval = make_float3(0.0f, 0.0f, 0.0f); for(int i = 0; i < ccl_fetch(sd, num_closure); i++) { ShaderClosure *sc = ccl_fetch_array(sd, closure, i); if(CLOSURE_IS_BSSRDF(sc->type) || CLOSURE_IS_BSDF_BSSRDF(sc->type)) eval += sc->weight; } return eval; } ccl_device float3 shader_bsdf_ao(KernelGlobals *kg, ShaderData *sd, float ao_factor, float3 *N_) { float3 eval = make_float3(0.0f, 0.0f, 0.0f); float3 N = make_float3(0.0f, 0.0f, 0.0f); for(int i = 0; i < ccl_fetch(sd, num_closure); i++) { ShaderClosure *sc = ccl_fetch_array(sd, closure, i); if(CLOSURE_IS_BSDF_DIFFUSE(sc->type)) { const DiffuseBsdf *bsdf = (const DiffuseBsdf*)sc; eval += sc->weight*ao_factor; N += bsdf->N*average(sc->weight); } else if(CLOSURE_IS_AMBIENT_OCCLUSION(sc->type)) { eval += sc->weight; N += ccl_fetch(sd, N)*average(sc->weight); } } if(is_zero(N)) N = ccl_fetch(sd, N); else N = normalize(N); *N_ = N; return eval; } #ifdef __SUBSURFACE__ ccl_device float3 shader_bssrdf_sum(ShaderData *sd, float3 *N_, float *texture_blur_) { float3 eval = make_float3(0.0f, 0.0f, 0.0f); float3 N = make_float3(0.0f, 0.0f, 0.0f); float texture_blur = 0.0f, weight_sum = 0.0f; for(int i = 0; i < ccl_fetch(sd, num_closure); i++) { ShaderClosure *sc = ccl_fetch_array(sd, closure, i); if(CLOSURE_IS_BSSRDF(sc->type)) { const Bssrdf *bssrdf = (const Bssrdf*)sc; float avg_weight = fabsf(average(sc->weight)); N += bssrdf->N*avg_weight; eval += sc->weight; texture_blur += bssrdf->texture_blur*avg_weight; weight_sum += avg_weight; } } if(N_) *N_ = (is_zero(N))? ccl_fetch(sd, N): normalize(N); if(texture_blur_) *texture_blur_ = texture_blur/weight_sum; return eval; } #endif /* Emission */ ccl_device float3 emissive_eval(KernelGlobals *kg, ShaderData *sd, ShaderClosure *sc) { return emissive_simple_eval(ccl_fetch(sd, Ng), ccl_fetch(sd, I)); } ccl_device float3 shader_emissive_eval(KernelGlobals *kg, ShaderData *sd) { float3 eval; eval = make_float3(0.0f, 0.0f, 0.0f); for(int i = 0; i < ccl_fetch(sd, num_closure); i++) { ShaderClosure *sc = ccl_fetch_array(sd, closure, i); if(CLOSURE_IS_EMISSION(sc->type)) eval += emissive_eval(kg, sd, sc)*sc->weight; } return eval; } /* Holdout */ ccl_device float3 shader_holdout_eval(KernelGlobals *kg, ShaderData *sd) { float3 weight = make_float3(0.0f, 0.0f, 0.0f); for(int i = 0; i < ccl_fetch(sd, num_closure); i++) { ShaderClosure *sc = ccl_fetch_array(sd, closure, i); if(CLOSURE_IS_HOLDOUT(sc->type)) weight += sc->weight; } return weight; } /* Surface Evaluation */ ccl_device void shader_eval_surface(KernelGlobals *kg, ShaderData *sd, ccl_addr_space RNG *rng, ccl_addr_space PathState *state, float randb, int path_flag, ShaderContext ctx) { ccl_fetch(sd, num_closure) = 0; ccl_fetch(sd, num_closure_extra) = 0; ccl_fetch(sd, randb_closure) = randb; #ifdef __OSL__ if(kg->osl) OSLShader::eval_surface(kg, sd, state, path_flag, ctx); else #endif { #ifdef __SVM__ svm_eval_nodes(kg, sd, state, SHADER_TYPE_SURFACE, path_flag); #else ccl_fetch_array(sd, closure, 0)->weight = make_float3(0.8f, 0.8f, 0.8f); ccl_fetch_array(sd, closure, 0)->N = ccl_fetch(sd, N); ccl_fetch_array(sd, closure, 0)->data0 = 0.0f; ccl_fetch_array(sd, closure, 0)->data1 = 0.0f; ccl_fetch(sd, flag) |= bsdf_diffuse_setup(ccl_fetch_array(sd, closure, 0)); #endif } if(rng && (ccl_fetch(sd, flag) & SD_BSDF_NEEDS_LCG)) { ccl_fetch(sd, lcg_state) = lcg_state_init_addrspace(rng, state, 0xb4bc3953); } } /* Background Evaluation */ ccl_device float3 shader_eval_background(KernelGlobals *kg, ShaderData *sd, ccl_addr_space PathState *state, int path_flag, ShaderContext ctx) { ccl_fetch(sd, num_closure) = 0; ccl_fetch(sd, num_closure_extra) = 0; ccl_fetch(sd, randb_closure) = 0.0f; #ifdef __SVM__ #ifdef __OSL__ if(kg->osl) { OSLShader::eval_background(kg, sd, state, path_flag, ctx); } else #endif { svm_eval_nodes(kg, sd, state, SHADER_TYPE_SURFACE, path_flag); } float3 eval = make_float3(0.0f, 0.0f, 0.0f); for(int i = 0; i < ccl_fetch(sd, num_closure); i++) { const ShaderClosure *sc = ccl_fetch_array(sd, closure, i); if(CLOSURE_IS_BACKGROUND(sc->type)) eval += sc->weight; } return eval; #else return make_float3(0.8f, 0.8f, 0.8f); #endif } /* Volume */ #ifdef __VOLUME__ ccl_device_inline void _shader_volume_phase_multi_eval(const ShaderData *sd, const float3 omega_in, float *pdf, int skip_phase, BsdfEval *result_eval, float sum_pdf, float sum_sample_weight) { for(int i = 0; i < sd->num_closure; i++) { if(i == skip_phase) continue; const ShaderClosure *sc = &sd->closure[i]; if(CLOSURE_IS_PHASE(sc->type)) { float phase_pdf = 0.0f; float3 eval = volume_phase_eval(sd, sc, omega_in, &phase_pdf); if(phase_pdf != 0.0f) { bsdf_eval_accum(result_eval, sc->type, eval); sum_pdf += phase_pdf*sc->sample_weight; } sum_sample_weight += sc->sample_weight; } } *pdf = (sum_sample_weight > 0.0f)? sum_pdf/sum_sample_weight: 0.0f; } ccl_device void shader_volume_phase_eval(KernelGlobals *kg, const ShaderData *sd, const float3 omega_in, BsdfEval *eval, float *pdf) { bsdf_eval_init(eval, NBUILTIN_CLOSURES, make_float3(0.0f, 0.0f, 0.0f), kernel_data.film.use_light_pass); _shader_volume_phase_multi_eval(sd, omega_in, pdf, -1, eval, 0.0f, 0.0f); } ccl_device int shader_volume_phase_sample(KernelGlobals *kg, const ShaderData *sd, float randu, float randv, BsdfEval *phase_eval, float3 *omega_in, differential3 *domega_in, float *pdf) { int sampled = 0; if(sd->num_closure > 1) { /* pick a phase closure based on sample weights */ float sum = 0.0f; for(sampled = 0; sampled < sd->num_closure; sampled++) { const ShaderClosure *sc = &sd->closure[sampled]; if(CLOSURE_IS_PHASE(sc->type)) sum += sc->sample_weight; } float r = sd->randb_closure*sum; sum = 0.0f; for(sampled = 0; sampled < sd->num_closure; sampled++) { const ShaderClosure *sc = &sd->closure[sampled]; if(CLOSURE_IS_PHASE(sc->type)) { sum += sc->sample_weight; if(r <= sum) break; } } if(sampled == sd->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 */ const ShaderClosure *sc = &sd->closure[sampled]; int label; float3 eval; *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, sc->type, eval, kernel_data.film.use_light_pass); } return label; } ccl_device int shader_phase_sample_closure(KernelGlobals *kg, const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, BsdfEval *phase_eval, float3 *omega_in, differential3 *domega_in, float *pdf) { int label; float3 eval; *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, sc->type, eval, kernel_data.film.use_light_pass); return label; } /* Volume Evaluation */ ccl_device_inline void shader_eval_volume(KernelGlobals *kg, ShaderData *sd, PathState *state, VolumeStack *stack, int path_flag, ShaderContext ctx) { /* 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_extra = 0; sd->flag = 0; for(int i = 0; stack[i].shader != SHADER_NONE; i++) { /* setup shaderdata from stack. it's mostly setup already in * shader_setup_from_volume, this switching should be quick */ sd->object = stack[i].object; sd->shader = stack[i].shader; sd->flag &= ~(SD_SHADER_FLAGS|SD_OBJECT_FLAGS); sd->flag |= kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*2); if(sd->object != OBJECT_NONE) { sd->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, sd, state, path_flag, ctx); } else # endif { svm_eval_nodes(kg, sd, state, SHADER_TYPE_VOLUME, path_flag); } #endif /* merge closures to avoid exceeding number of closures limit */ if(i > 0) shader_merge_closures(sd); } } #endif /* Displacement Evaluation */ ccl_device void shader_eval_displacement(KernelGlobals *kg, ShaderData *sd, ccl_addr_space PathState *state, ShaderContext ctx) { ccl_fetch(sd, num_closure) = 0; ccl_fetch(sd, num_closure_extra) = 0; ccl_fetch(sd, randb_closure) = 0.0f; /* this will modify sd->P */ #ifdef __SVM__ # ifdef __OSL__ if(kg->osl) OSLShader::eval_displacement(kg, sd, ctx); else # endif { svm_eval_nodes(kg, sd, state, SHADER_TYPE_DISPLACEMENT, 0); } #endif } /* Transparent Shadows */ #ifdef __TRANSPARENT_SHADOWS__ ccl_device bool shader_transparent_shadow(KernelGlobals *kg, Intersection *isect) { int prim = kernel_tex_fetch(__prim_index, isect->prim); int shader = 0; #ifdef __HAIR__ if(kernel_tex_fetch(__prim_type, isect->prim) & PRIMITIVE_ALL_TRIANGLE) { #endif shader = kernel_tex_fetch(__tri_shader, prim); #ifdef __HAIR__ } else { float4 str = kernel_tex_fetch(__curves, prim); shader = __float_as_int(str.z); } #endif int flag = kernel_tex_fetch(__shader_flag, (shader & SHADER_MASK)*2); return (flag & SD_HAS_TRANSPARENT_SHADOW) != 0; } #endif CCL_NAMESPACE_END