/* * 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 "kernel/closure/alloc.h" #include "kernel/closure/bsdf_util.h" #include "kernel/closure/bsdf.h" #include "kernel/closure/emissive.h" #include "kernel/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(sd->object_flag & SD_OBJECT_MOTION) { sd->ob_tfm = object_fetch_transform_motion(kg, sd->object, time); sd->ob_itfm = transform_quick_inverse(sd->ob_tfm); } else { sd->ob_tfm = object_fetch_transform(kg, sd->object, OBJECT_TRANSFORM); sd->ob_itfm = object_fetch_transform(kg, 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__ sd->object = (isect->object == PRIM_NONE)? kernel_tex_fetch(__prim_object, isect->prim): isect->object; #endif sd->type = isect->type; sd->flag = 0; sd->object_flag = kernel_tex_fetch(__object_flag, sd->object); /* matrices and time */ #ifdef __OBJECT_MOTION__ shader_setup_object_transforms(kg, sd, ray->time); sd->time = ray->time; #endif sd->prim = kernel_tex_fetch(__prim_index, isect->prim); sd->ray_length = isect->t; #ifdef __UV__ sd->u = isect->u; sd->v = isect->v; #endif #ifdef __HAIR__ if(sd->type & PRIMITIVE_ALL_CURVE) { /* curve */ float4 curvedata = kernel_tex_fetch(__curves, sd->prim); sd->shader = __float_as_int(curvedata.z); sd->P = curve_refine(kg, sd, isect, ray); } else #endif if(sd->type & PRIMITIVE_TRIANGLE) { /* static triangle */ float3 Ng = triangle_normal(kg, sd); sd->shader = kernel_tex_fetch(__tri_shader, sd->prim); /* vectors */ sd->P = triangle_refine(kg, sd, isect, ray); sd->Ng = Ng; sd->N = Ng; /* smooth normal */ if(sd->shader & SHADER_SMOOTH_NORMAL) sd->N = triangle_smooth_normal(kg, Ng, 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, false); } sd->I = -ray->D; sd->flag |= kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*SHADER_SIZE); #ifdef __INSTANCING__ if(isect->object != OBJECT_NONE) { /* instance transform */ object_normal_transform_auto(kg, sd, &sd->N); object_normal_transform_auto(kg, sd, &sd->Ng); # ifdef __DPDU__ object_dir_transform_auto(kg, sd, &sd->dPdu); object_dir_transform_auto(kg, sd, &sd->dPdv); # endif } #endif /* backfacing test */ bool backfacing = (dot(sd->Ng, sd->I) < 0.0f); 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 } #ifdef __RAY_DIFFERENTIALS__ /* differentials */ differential_transfer(&sd->dP, ray->dP, ray->D, ray->dD, sd->Ng, isect->t); differential_incoming(&sd->dI, ray->dD); differential_dudv(&sd->du, &sd->dv, sd->dPdu, sd->dPdv, sd->dP, 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) { const bool backfacing = sd->flag & SD_BACKFACING; /* object, matrices, time, ray_length stay the same */ sd->flag = 0; sd->object_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, Ng, 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)*SHADER_SIZE); # ifdef __INSTANCING__ if(isect->object != OBJECT_NONE) { /* instance transform */ object_normal_transform_auto(kg, sd, &sd->N); object_normal_transform_auto(kg, sd, &sd->Ng); # ifdef __DPDU__ object_dir_transform_auto(kg, sd, &sd->dPdu); object_dir_transform_auto(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, bool object_space, int lamp) { /* vectors */ sd->P = P; sd->N = Ng; sd->Ng = Ng; sd->I = I; sd->shader = shader; if(prim != PRIM_NONE) sd->type = PRIMITIVE_TRIANGLE; else if(lamp != LAMP_NONE) sd->type = PRIMITIVE_LAMP; else sd->type = PRIMITIVE_NONE; /* primitive */ #ifdef __INSTANCING__ sd->object = object; #endif /* currently no access to bvh prim index for strand sd->prim*/ sd->prim = prim; #ifdef __UV__ sd->u = u; sd->v = v; #endif sd->ray_length = t; sd->flag = kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*SHADER_SIZE); sd->object_flag = 0; if(sd->object != OBJECT_NONE) { sd->object_flag |= kernel_tex_fetch(__object_flag, sd->object); #ifdef __OBJECT_MOTION__ shader_setup_object_transforms(kg, sd, time); sd->time = time; } else if(lamp != LAMP_NONE) { sd->ob_tfm = lamp_fetch_transform(kg, lamp, false); sd->ob_itfm = lamp_fetch_transform(kg, lamp, true); #endif } /* transform into world space */ if(object_space) { object_position_transform_auto(kg, sd, &sd->P); object_normal_transform_auto(kg, sd, &sd->Ng); sd->N = sd->Ng; object_dir_transform_auto(kg, sd, &sd->I); } if(sd->type & PRIMITIVE_TRIANGLE) { /* smooth normal */ if(sd->shader & SHADER_SMOOTH_NORMAL) { sd->N = triangle_smooth_normal(kg, Ng, sd->prim, sd->u, sd->v); #ifdef __INSTANCING__ if(!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) { object_normal_transform_auto(kg, sd, &sd->N); } #endif } /* dPdu/dPdv */ #ifdef __DPDU__ triangle_dPdudv(kg, sd->prim, &sd->dPdu, &sd->dPdv); # ifdef __INSTANCING__ if(!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) { object_dir_transform_auto(kg, sd, &sd->dPdu); object_dir_transform_auto(kg, sd, &sd->dPdv); } # endif #endif } else { #ifdef __DPDU__ sd->dPdu = make_float3(0.0f, 0.0f, 0.0f); sd->dPdv = make_float3(0.0f, 0.0f, 0.0f); #endif } /* backfacing test */ if(sd->prim != PRIM_NONE) { bool backfacing = (dot(sd->Ng, sd->I) < 0.0f); 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 } } #ifdef __RAY_DIFFERENTIALS__ /* no ray differentials here yet */ sd->dP = differential3_zero(); sd->dI = differential3_zero(); sd->du = differential_zero(); 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; shader_setup_from_sample(kg, sd, P, Ng, I, shader, object, prim, u, v, 0.0f, 0.5f, !(kernel_tex_fetch(__object_flag, object) & SD_OBJECT_TRANSFORM_APPLIED), LAMP_NONE); } /* ShaderData setup from ray into background */ ccl_device_inline void shader_setup_from_background(KernelGlobals *kg, ShaderData *sd, const Ray *ray) { /* vectors */ sd->P = ray->D; sd->N = -ray->D; sd->Ng = -ray->D; sd->I = -ray->D; sd->shader = kernel_data.background.surface_shader; sd->flag = kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*SHADER_SIZE); sd->object_flag = 0; #ifdef __OBJECT_MOTION__ sd->time = ray->time; #endif sd->ray_length = 0.0f; #ifdef __INSTANCING__ sd->object = PRIM_NONE; #endif sd->prim = PRIM_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 } /* 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; sd->object_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 < sd->num_closure; i++) { if(i == skip_bsdf) continue; const ShaderClosure *sc = &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, 1.0f); 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 < sd->num_closure; i++) { const ShaderClosure *sc = &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_mis(eval, 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(sd->num_closure > 1) { /* pick a BSDF 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_BSDF(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_BSDF(sc->type)) { sum += sc->sample_weight; if(r <= sum) break; } } if(sampled == sd->num_closure) { *pdf = 0.0f; return LABEL_NONE; } } const ShaderClosure *sc = &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(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 < sd->num_closure; i++) { ShaderClosure *sc = &sd->closure[i]; if(CLOSURE_IS_BSDF(sc->type)) bsdf_blur(kg, sc, roughness); } } ccl_device float3 shader_bsdf_transparency(KernelGlobals *kg, const ShaderData *sd) { if(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 < sd->num_closure; i++) { const ShaderClosure *sc = &sd->closure[i]; if(sc->type == CLOSURE_BSDF_TRANSPARENT_ID) // todo: make this work for osl eval += sc->weight; } return eval; } ccl_device void shader_bsdf_disable_transparency(KernelGlobals *kg, ShaderData *sd) { for(int i = 0; i < sd->num_closure; i++) { ShaderClosure *sc = &sd->closure[i]; if(sc->type == CLOSURE_BSDF_TRANSPARENT_ID) { sc->sample_weight = 0.0f; sc->weight = make_float3(0.0f, 0.0f, 0.0f); } } } 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 < sd->num_closure; i++) { ShaderClosure *sc = &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 < sd->num_closure; i++) { ShaderClosure *sc = &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 < sd->num_closure; i++) { ShaderClosure *sc = &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 < sd->num_closure; i++) { ShaderClosure *sc = &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_average_normal(KernelGlobals *kg, ShaderData *sd) { float3 N = make_float3(0.0f, 0.0f, 0.0f); for(int i = 0; i < sd->num_closure; i++) { ShaderClosure *sc = &sd->closure[i]; if(CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) N += sc->N*average(sc->weight); } return (is_zero(N))? sd->N : normalize(N); } 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 < sd->num_closure; i++) { ShaderClosure *sc = &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 += sd->N*average(sc->weight); } } *N_ = (is_zero(N))? sd->N : normalize(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 < sd->num_closure; i++) { ShaderClosure *sc = &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))? sd->N: normalize(N); if(texture_blur_) *texture_blur_ = safe_divide(texture_blur, weight_sum); return eval; } #endif /* Emission */ ccl_device float3 emissive_eval(KernelGlobals *kg, ShaderData *sd, ShaderClosure *sc) { return emissive_simple_eval(sd->Ng, 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 < sd->num_closure; i++) { ShaderClosure *sc = &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 < sd->num_closure; i++) { ShaderClosure *sc = &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 PathState *state, float randb, int path_flag) { sd->num_closure = 0; sd->num_closure_extra = 0; sd->randb_closure = randb; #ifdef __OSL__ if(kg->osl) OSLShader::eval_surface(kg, sd, state, path_flag); else #endif { #ifdef __SVM__ svm_eval_nodes(kg, sd, state, SHADER_TYPE_SURFACE, path_flag); #else DiffuseBsdf *bsdf = (DiffuseBsdf*)bsdf_alloc(sd, sizeof(DiffuseBsdf), make_float3(0.8f, 0.8f, 0.8f)); bsdf->N = sd->N; sd->flag |= bsdf_diffuse_setup(bsdf); #endif } if(sd->flag & SD_BSDF_NEEDS_LCG) { sd->lcg_state = lcg_state_init_addrspace(state, 0xb4bc3953); } } /* Background Evaluation */ ccl_device float3 shader_eval_background(KernelGlobals *kg, ShaderData *sd, ccl_addr_space PathState *state, int path_flag) { sd->num_closure = 0; sd->num_closure_extra = 0; sd->randb_closure = 0.0f; #ifdef __SVM__ #ifdef __OSL__ if(kg->osl) { OSLShader::eval_background(kg, sd, state, path_flag); } 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 < sd->num_closure; i++) { const ShaderClosure *sc = &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, 1.0f); 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, ccl_addr_space PathState *state, ccl_addr_space VolumeStack *stack, int path_flag) { /* 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; sd->object_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->flag |= kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*SHADER_SIZE); sd->object_flag &= ~SD_OBJECT_FLAGS; if(sd->object != OBJECT_NONE) { sd->object_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); } 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) { sd->num_closure = 0; sd->num_closure_extra = 0; sd->randb_closure = 0.0f; /* this will modify sd->P */ #ifdef __SVM__ # ifdef __OSL__ if(kg->osl) OSLShader::eval_displacement(kg, sd); 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)*SHADER_SIZE); return (flag & SD_HAS_TRANSPARENT_SHADOW) != 0; } #endif CCL_NAMESPACE_END