/* * Copyright 2011, Blender Foundation. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ #ifndef __KERNEL_TYPES_H__ #define __KERNEL_TYPES_H__ #include "kernel_math.h" #include "svm/svm_types.h" #ifndef __KERNEL_GPU__ #define __KERNEL_CPU__ #endif CCL_NAMESPACE_BEGIN /* constants */ #define OBJECT_SIZE 18 #define LIGHT_SIZE 4 #define FILTER_TABLE_SIZE 256 #define RAMP_TABLE_SIZE 256 #define PARTICLE_SIZE 5 #define TIME_INVALID FLT_MAX /* device capabilities */ #ifdef __KERNEL_CPU__ #define __KERNEL_SHADING__ #define __KERNEL_ADV_SHADING__ #ifdef WITH_OSL #define __OSL__ #endif #define __NON_PROGRESSIVE__ #endif #ifdef __KERNEL_CUDA__ #define __KERNEL_SHADING__ #if __CUDA_ARCH__ >= 200 #define __KERNEL_ADV_SHADING__ #endif #endif #ifdef __KERNEL_OPENCL__ #ifdef __KERNEL_OPENCL_NVIDIA__ #define __KERNEL_SHADING__ #define __MULTI_CLOSURE__ #endif #ifdef __KERNEL_OPENCL_APPLE__ //#define __SVM__ //#define __EMISSION__ //#define __IMAGE_TEXTURES__ //#define __HOLDOUT__ //#define __PROCEDURAL_TEXTURES__ //#define __EXTRA_NODES__ #endif #ifdef __KERNEL_OPENCL_AMD__ #define __SVM__ #define __EMISSION__ #define __IMAGE_TEXTURES__ #define __HOLDOUT__ #define __PROCEDURAL_TEXTURES__ #define __EXTRA_NODES__ #endif #endif /* kernel features */ #define __SOBOL__ #define __INSTANCING__ #define __DPDU__ #define __UV__ #define __BACKGROUND__ #define __CAUSTICS_TRICKS__ #define __VISIBILITY_FLAG__ #define __RAY_DIFFERENTIALS__ #define __CAMERA_CLIPPING__ #define __INTERSECTION_REFINE__ #define __CLAMP_SAMPLE__ #ifdef __KERNEL_SHADING__ #define __SVM__ #define __EMISSION__ #define __PROCEDURAL_TEXTURES__ #define __IMAGE_TEXTURES__ #define __EXTRA_NODES__ #define __HOLDOUT__ #endif #ifdef __KERNEL_ADV_SHADING__ #define __MULTI_CLOSURE__ #define __TRANSPARENT_SHADOWS__ #define __PASSES__ #define __BACKGROUND_MIS__ #define __AO__ //#define __MOTION__ #endif //#define __SOBOL_FULL_SCREEN__ //#define __QBVH__ /* Shader Evaluation */ enum ShaderEvalType { SHADER_EVAL_DISPLACE, SHADER_EVAL_BACKGROUND }; /* Path Tracing * note we need to keep the u/v pairs at even values */ enum PathTraceDimension { PRNG_FILTER_U = 0, PRNG_FILTER_V = 1, PRNG_LENS_U = 2, PRNG_LENS_V = 3, #ifdef __MOTION__ PRNG_TIME = 4, PRNG_UNUSED = 5, PRNG_BASE_NUM = 6, #else PRNG_BASE_NUM = 4, #endif PRNG_BSDF_U = 0, PRNG_BSDF_V = 1, PRNG_BSDF = 2, PRNG_LIGHT = 3, PRNG_LIGHT_U = 4, PRNG_LIGHT_V = 5, PRNG_LIGHT_F = 6, PRNG_TERMINATE = 7, PRNG_BOUNCE_NUM = 8 }; /* these flag values correspond exactly to OSL defaults, so be careful not to * change this, or if you do, set the "raytypes" shading system attribute with * your own new ray types and bitflag values. * * for ray visibility tests in BVH traversal, the upper 20 bits are used for * layer visibility tests. */ enum PathRayFlag { PATH_RAY_CAMERA = 1, PATH_RAY_REFLECT = 2, PATH_RAY_TRANSMIT = 4, PATH_RAY_DIFFUSE = 8, PATH_RAY_GLOSSY = 16, PATH_RAY_SINGULAR = 32, PATH_RAY_TRANSPARENT = 64, PATH_RAY_SHADOW_OPAQUE = 128, PATH_RAY_SHADOW_TRANSPARENT = 256, PATH_RAY_SHADOW = (PATH_RAY_SHADOW_OPAQUE|PATH_RAY_SHADOW_TRANSPARENT), PATH_RAY_MIS_SKIP = 512, PATH_RAY_ALL = (1|2|4|8|16|32|64|128|256|512), /* this gives collisions with localview bits * see: CYCLES_LOCAL_LAYER_HACK(), grr - Campbell */ PATH_RAY_LAYER_SHIFT = (32-20) }; /* Closure Label */ typedef enum ClosureLabel { LABEL_NONE = 0, LABEL_CAMERA = 1, LABEL_LIGHT = 2, LABEL_BACKGROUND = 4, LABEL_TRANSMIT = 8, LABEL_REFLECT = 16, LABEL_VOLUME = 32, LABEL_OBJECT = 64, LABEL_DIFFUSE = 128, LABEL_GLOSSY = 256, LABEL_SINGULAR = 512, LABEL_TRANSPARENT = 1024, LABEL_STOP = 2048 } ClosureLabel; /* Render Passes */ typedef enum PassType { PASS_NONE = 0, PASS_COMBINED = 1, PASS_DEPTH = 2, PASS_NORMAL = 4, PASS_UV = 8, PASS_OBJECT_ID = 16, PASS_MATERIAL_ID = 32, PASS_DIFFUSE_COLOR = 64, PASS_GLOSSY_COLOR = 128, PASS_TRANSMISSION_COLOR = 256, PASS_DIFFUSE_INDIRECT = 512, PASS_GLOSSY_INDIRECT = 1024, PASS_TRANSMISSION_INDIRECT = 2048, PASS_DIFFUSE_DIRECT = 4096, PASS_GLOSSY_DIRECT = 8192, PASS_TRANSMISSION_DIRECT = 16384, PASS_EMISSION = 32768, PASS_BACKGROUND = 65536, PASS_AO = 131072, PASS_SHADOW = 262144, PASS_MOTION = 524288, PASS_MOTION_WEIGHT = 1048576 } PassType; #define PASS_ALL (~0) #ifdef __PASSES__ typedef float3 PathThroughput; typedef struct PathRadiance { int use_light_pass; float3 emission; float3 background; float3 ao; float3 indirect; float3 direct_throughput; float3 direct_emission; float3 color_diffuse; float3 color_glossy; float3 color_transmission; float3 direct_diffuse; float3 direct_glossy; float3 direct_transmission; float3 indirect_diffuse; float3 indirect_glossy; float3 indirect_transmission; float4 shadow; } PathRadiance; typedef struct BsdfEval { int use_light_pass; float3 diffuse; float3 glossy; float3 transmission; float3 transparent; } BsdfEval; #else typedef float3 PathThroughput; typedef float3 PathRadiance; typedef float3 BsdfEval; #endif /* Shader Flag */ typedef enum ShaderFlag { SHADER_SMOOTH_NORMAL = (1 << 31), SHADER_CAST_SHADOW = (1 << 30), SHADER_AREA_LIGHT = (1 << 29), SHADER_MASK = ~(SHADER_SMOOTH_NORMAL|SHADER_CAST_SHADOW|SHADER_AREA_LIGHT) } ShaderFlag; /* Light Type */ typedef enum LightType { LIGHT_POINT, LIGHT_DISTANT, LIGHT_BACKGROUND, LIGHT_AREA, LIGHT_AO, LIGHT_SPOT } LightType; /* Camera Type */ enum CameraType { CAMERA_PERSPECTIVE, CAMERA_ORTHOGRAPHIC, CAMERA_PANORAMA }; /* Panorama Type */ enum PanoramaType { PANORAMA_EQUIRECTANGULAR, PANORAMA_FISHEYE_EQUIDISTANT, PANORAMA_FISHEYE_EQUISOLID }; /* Differential */ typedef struct differential3 { float3 dx; float3 dy; } differential3; typedef struct differential { float dx; float dy; } differential; /* Ray */ typedef struct Ray { float3 P; float3 D; float t; float time; #ifdef __RAY_DIFFERENTIALS__ differential3 dP; differential3 dD; #endif } Ray; /* Intersection */ typedef struct Intersection { float t, u, v; int prim; int object; } Intersection; /* Attributes */ typedef enum AttributeElement { ATTR_ELEMENT_FACE, ATTR_ELEMENT_VERTEX, ATTR_ELEMENT_CORNER, ATTR_ELEMENT_VALUE, ATTR_ELEMENT_NONE } AttributeElement; /* Closure data */ #define MAX_CLOSURE 8 typedef struct ShaderClosure { ClosureType type; float3 weight; #ifdef __MULTI_CLOSURE__ float sample_weight; #endif #ifdef __OSL__ void *prim; #endif float data0; float data1; } ShaderClosure; /* Shader Data * * Main shader state at a point on the surface or in a volume. All coordinates * are in world space. */ enum ShaderDataFlag { /* runtime flags */ SD_BACKFACING = 1, /* backside of surface? */ SD_EMISSION = 2, /* have emissive closure? */ SD_BSDF = 4, /* have bsdf closure? */ SD_BSDF_HAS_EVAL = 8, /* have non-singular bsdf closure? */ SD_BSDF_GLOSSY = 16, /* have glossy bsdf */ SD_HOLDOUT = 32, /* have holdout closure? */ SD_VOLUME = 64, /* have volume closure? */ /* shader flags */ SD_SAMPLE_AS_LIGHT = 128, /* direct light sample */ SD_HAS_SURFACE_TRANSPARENT = 256, /* has surface transparency */ SD_HAS_VOLUME = 512, /* has volume shader */ SD_HOMOGENEOUS_VOLUME = 1024, /* has homogeneous volume */ /* object flags */ SD_HOLDOUT_MASK = 2048, /* holdout for camera rays */ SD_OBJECT_MOTION = 4096 /* has object motion blur */ }; typedef struct ShaderData { /* position */ float3 P; /* smooth normal for shading */ float3 N; /* true geometric normal */ float3 Ng; /* view/incoming direction */ float3 I; /* shader id */ int shader; /* booleans describing shader, see ShaderDataFlag */ int flag; /* primitive id if there is one, ~0 otherwise */ int prim; /* parametric coordinates * - barycentric weights for triangles */ float u, v; /* object id if there is one, ~0 otherwise */ int object; /* motion blur sample time */ float time; /* length of the ray being shaded */ float ray_length; #ifdef __MOTION__ /* object <-> world space transformations, cached to avoid * re-interpolating them constantly for shading */ Transform ob_tfm; Transform ob_itfm; #endif #ifdef __RAY_DIFFERENTIALS__ /* differential of P. these are orthogonal to Ng, not N */ differential3 dP; /* differential of I */ differential3 dI; /* differential of u, v */ differential du; differential dv; #endif #ifdef __DPDU__ /* differential of P w.r.t. parametric coordinates. note that dPdu is * not readily suitable as a tangent for shading on triangles. */ float3 dPdu, dPdv; #endif #ifdef __MULTI_CLOSURE__ /* Closure data, we store a fixed array of closures */ ShaderClosure closure[MAX_CLOSURE]; int num_closure; float randb_closure; #else /* Closure data, with a single sampled closure for low memory usage */ ShaderClosure closure; #endif #ifdef __OSL__ /* OSL context */ void *osl_ctx; #endif } ShaderData; /* Constrant Kernel Data * * These structs are passed from CPU to various devices, and the struct layout * must match exactly. Structs are padded to ensure 16 byte alignment, and we * do not use float3 because its size may not be the same on all devices. */ typedef struct KernelCamera { /* type */ int type; /* panorama */ int panorama_type; float fisheye_fov; float fisheye_lens; /* matrices */ Transform cameratoworld; Transform rastertocamera; /* differentials */ float4 dx; float4 dy; /* depth of field */ float aperturesize; float blades; float bladesrotation; float focaldistance; /* motion blur */ float shuttertime; int have_motion; /* clipping */ float nearclip; float cliplength; /* sensor size */ float sensorwidth; float sensorheight; /* render size */ float width, height; /* more matrices */ Transform screentoworld; Transform rastertoworld; Transform ndctoworld; Transform worldtoscreen; Transform worldtoraster; Transform worldtondc; Transform worldtocamera; MotionTransform motion; } KernelCamera; typedef struct KernelFilm { float exposure; int pass_flag; int pass_stride; int use_light_pass; int pass_combined; int pass_depth; int pass_normal; int pass_motion; int pass_motion_weight; int pass_uv; int pass_object_id; int pass_material_id; int pass_diffuse_color; int pass_glossy_color; int pass_transmission_color; int pass_diffuse_indirect; int pass_glossy_indirect; int pass_transmission_indirect; int pass_diffuse_direct; int pass_glossy_direct; int pass_transmission_direct; int pass_emission; int pass_background; int pass_ao; int pass_shadow; int pass_pad1; int pass_pad2; int pass_pad3; } KernelFilm; typedef struct KernelBackground { /* only shader index */ int shader; int transparent; /* ambient occlusion */ float ao_factor; float ao_distance; } KernelBackground; typedef struct KernelSunSky { /* sun direction in spherical and cartesian */ float theta, phi, pad3, pad4; /* perez function parameters */ float zenith_Y, zenith_x, zenith_y, pad2; float perez_Y[5], perez_x[5], perez_y[5]; float pad5; } KernelSunSky; typedef struct KernelIntegrator { /* emission */ int use_direct_light; int use_ambient_occlusion; int num_distribution; int num_all_lights; float pdf_triangles; float pdf_lights; int pdf_background_res; /* bounces */ int min_bounce; int max_bounce; int max_diffuse_bounce; int max_glossy_bounce; int max_transmission_bounce; /* transparent */ int transparent_min_bounce; int transparent_max_bounce; int transparent_shadows; /* caustics */ int no_caustics; float filter_glossy; /* seed */ int seed; /* render layer */ int layer_flag; /* clamp */ float sample_clamp; /* non-progressive */ int progressive; int diffuse_samples; int glossy_samples; int transmission_samples; int ao_samples; int mesh_light_samples; int pad1, pad2; } KernelIntegrator; typedef struct KernelBVH { /* root node */ int root; int attributes_map_stride; int pad1, pad2; } KernelBVH; typedef struct KernelData { KernelCamera cam; KernelFilm film; KernelBackground background; KernelSunSky sunsky; KernelIntegrator integrator; KernelBVH bvh; } KernelData; CCL_NAMESPACE_END #endif /* __KERNEL_TYPES_H__ */