/* * 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. */ CCL_NAMESPACE_BEGIN /* Closure Nodes */ __device void svm_node_glossy_setup(ShaderData *sd, ShaderClosure *sc, int type, float eta, float roughness, bool refract) { if(type == CLOSURE_BSDF_REFRACTION_ID) { if(refract) bsdf_refraction_setup(sd, sc, eta); else bsdf_reflection_setup(sd, sc); } else if(type == CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID) { bsdf_microfacet_beckmann_setup(sd, sc, roughness, eta, refract); } else bsdf_microfacet_ggx_setup(sd, sc, roughness, eta, refract); } __device_inline ShaderClosure *svm_node_closure_get(ShaderData *sd) { #ifdef __MULTI_CLOSURE__ ShaderClosure *sc = &sd->closure[sd->num_closure]; if(sd->num_closure < MAX_CLOSURE) sd->num_closure++; return sc; #else return &sd->closure; #endif } __device_inline void svm_node_closure_set_mix_weight(ShaderClosure *sc, float mix_weight) { #ifdef __MULTI_CLOSURE__ sc->weight *= mix_weight; sc->sample_weight = fabsf(average(sc->weight)); #endif } __device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, float randb, int path_flag) { uint type, param1_offset, param2_offset; #ifdef __MULTI_CLOSURE__ uint mix_weight_offset; decode_node_uchar4(node.y, &type, ¶m1_offset, ¶m2_offset, &mix_weight_offset); float mix_weight = (stack_valid(mix_weight_offset)? stack_load_float(stack, mix_weight_offset): 1.0f); if(mix_weight == 0.0f) return; #else decode_node_uchar4(node.y, &type, ¶m1_offset, ¶m2_offset, NULL); float mix_weight = 1.0f; #endif float param1 = (stack_valid(param1_offset))? stack_load_float(stack, param1_offset): __int_as_float(node.z); float param2 = (stack_valid(param2_offset))? stack_load_float(stack, param2_offset): __int_as_float(node.w); switch(type) { case CLOSURE_BSDF_DIFFUSE_ID: { ShaderClosure *sc = svm_node_closure_get(sd); svm_node_closure_set_mix_weight(sc, mix_weight); bsdf_diffuse_setup(sd, sc); break; } case CLOSURE_BSDF_TRANSLUCENT_ID: { ShaderClosure *sc = svm_node_closure_get(sd); svm_node_closure_set_mix_weight(sc, mix_weight); bsdf_translucent_setup(sd, sc); break; } case CLOSURE_BSDF_TRANSPARENT_ID: { ShaderClosure *sc = svm_node_closure_get(sd); svm_node_closure_set_mix_weight(sc, mix_weight); bsdf_transparent_setup(sd, sc); break; } case CLOSURE_BSDF_REFLECTION_ID: case CLOSURE_BSDF_MICROFACET_GGX_ID: case CLOSURE_BSDF_MICROFACET_BECKMANN_ID: { #ifdef __CAUSTICS_TRICKS__ if(kernel_data.integrator.no_caustics && (path_flag & PATH_RAY_DIFFUSE)) break; #endif ShaderClosure *sc = svm_node_closure_get(sd); svm_node_closure_set_mix_weight(sc, mix_weight); /* index of refraction */ float eta = clamp(1.0f-param2, 1e-5f, 1.0f - 1e-5f); eta = 1.0f/eta; /* fresnel */ float cosNO = dot(sd->N, sd->I); float fresnel = fresnel_dielectric_cos(cosNO, eta); float roughness = param1; sc->weight *= fresnel; /* setup bsdf */ svm_node_glossy_setup(sd, sc, type, eta, roughness, false); break; } case CLOSURE_BSDF_REFRACTION_ID: case CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID: case CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID: { #ifdef __CAUSTICS_TRICKS__ if(kernel_data.integrator.no_caustics && (path_flag & PATH_RAY_DIFFUSE)) break; #endif /* index of refraction */ float eta = clamp(1.0f-param2, 1e-5f, 1.0f - 1e-5f); eta = (sd->flag & SD_BACKFACING)? eta: 1.0f/eta; /* fresnel */ float cosNO = dot(sd->N, sd->I); float fresnel = fresnel_dielectric_cos(cosNO, eta); float roughness = param1; #ifdef __MULTI_CLOSURE__ /* reflection */ ShaderClosure *sc = svm_node_closure_get(sd); float3 weight = sc->weight; float sample_weight = sc->sample_weight; svm_node_closure_set_mix_weight(sc, mix_weight*fresnel); svm_node_glossy_setup(sd, sc, type, eta, roughness, false); /* refraction */ sc = svm_node_closure_get(sd); sc->weight = weight; sc->sample_weight = sample_weight; svm_node_closure_set_mix_weight(sc, mix_weight*(1.0f - fresnel)); svm_node_glossy_setup(sd, sc, type, eta, roughness, true); #else ShaderClosure *sc = svm_node_closure_get(sd); bool refract = (randb > fresnel); svm_node_closure_set_mix_weight(sc, mix_weight); svm_node_glossy_setup(sd, sc, type, eta, roughness, refract); #endif break; } #ifdef __DPDU__ case CLOSURE_BSDF_WARD_ID: { #ifdef __CAUSTICS_TRICKS__ if(kernel_data.integrator.no_caustics && (path_flag & PATH_RAY_DIFFUSE)) break; #endif ShaderClosure *sc = svm_node_closure_get(sd); svm_node_closure_set_mix_weight(sc, mix_weight); float roughness_u = param1; float roughness_v = param2; bsdf_ward_setup(sd, sc, normalize(sd->dPdu), roughness_u, roughness_v); break; } #endif case CLOSURE_BSDF_ASHIKHMIN_VELVET_ID: { ShaderClosure *sc = svm_node_closure_get(sd); svm_node_closure_set_mix_weight(sc, mix_weight); /* sigma */ float sigma = clamp(param1, 0.0f, 1.0f); /* index of refraction */ float eta = clamp(1.0f-param2, 1e-5f, 1.0f - 1e-5f); eta = 1.0f/eta; /* fresnel */ float cosNO = dot(sd->N, sd->I); float fresnel = fresnel_dielectric_cos(cosNO, eta); sc->weight *= fresnel; bsdf_ashikhmin_velvet_setup(sd, sc, sigma); break; } default: break; } } __device void svm_node_closure_emission(ShaderData *sd, float *stack, uint4 node) { #ifdef __MULTI_CLOSURE__ ShaderClosure *sc = svm_node_closure_get(sd); uint mix_weight_offset = node.y; if(stack_valid(mix_weight_offset)) { float mix_weight = stack_load_float(stack, mix_weight_offset); if(mix_weight == 0.0f) return; sc->weight *= mix_weight; } #else ShaderClosure *sc = &sd->closure; #endif sc->type = CLOSURE_EMISSION_ID; sd->flag |= SD_EMISSION; } __device void svm_node_closure_background(ShaderData *sd, uint4 node) { #ifdef __MULTI_CLOSURE__ ShaderClosure *sc = svm_node_closure_get(sd); #else ShaderClosure *sc = &sd->closure; #endif sc->type = CLOSURE_BACKGROUND_ID; } __device void svm_node_closure_holdout(ShaderData *sd, float *stack, uint4 node) { #ifdef __MULTI_CLOSURE__ ShaderClosure *sc = svm_node_closure_get(sd); uint mix_weight_offset = node.y; if(stack_valid(mix_weight_offset)) { float mix_weight = stack_load_float(stack, mix_weight_offset); if(mix_weight == 0.0f) return; sc->weight = make_float3(mix_weight, mix_weight, mix_weight); } else sc->weight = make_float3(1.0f, 1.0f, 1.0f); sc->sample_weight = 0.0f; #else ShaderClosure *sc = &sd->closure; #endif sc->type = CLOSURE_HOLDOUT_ID; sd->flag |= SD_HOLDOUT; } /* Closure Nodes */ __device_inline void svm_node_closure_store_weight(ShaderData *sd, float3 weight) { #ifdef __MULTI_CLOSURE__ sd->closure[sd->num_closure].weight = weight; #else sd->closure.weight = weight; #endif } __device void svm_node_closure_set_weight(ShaderData *sd, uint r, uint g, uint b) { float3 weight = make_float3(__int_as_float(r), __int_as_float(g), __int_as_float(b)); svm_node_closure_store_weight(sd, weight); } __device void svm_node_emission_set_weight_total(KernelGlobals *kg, ShaderData *sd, uint r, uint g, uint b) { float3 weight = make_float3(__int_as_float(r), __int_as_float(g), __int_as_float(b)); if(sd->object != ~0) weight /= object_surface_area(kg, sd->object); svm_node_closure_store_weight(sd, weight); } __device void svm_node_closure_weight(ShaderData *sd, float *stack, uint weight_offset) { float3 weight = stack_load_float3(stack, weight_offset); svm_node_closure_store_weight(sd, weight); } __device void svm_node_emission_weight(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node) { uint color_offset = node.y; uint strength_offset = node.z; uint total_power = node.w; float3 weight = stack_load_float3(stack, color_offset)*stack_load_float(stack, strength_offset); if(total_power && sd->object != ~0) weight /= object_surface_area(kg, sd->object); svm_node_closure_store_weight(sd, weight); } __device void svm_node_mix_closure(ShaderData *sd, float *stack, uint4 node, int *offset, float *randb) { #ifdef __MULTI_CLOSURE__ /* fetch weight from blend input, previous mix closures, and write to stack to be used by closure nodes later */ uint weight_offset, in_weight_offset, weight1_offset, weight2_offset; decode_node_uchar4(node.y, &weight_offset, &in_weight_offset, &weight1_offset, &weight2_offset); float weight = stack_load_float(stack, weight_offset); float in_weight = (stack_valid(in_weight_offset))? stack_load_float(stack, in_weight_offset): 1.0f; if(stack_valid(weight1_offset)) stack_store_float(stack, weight1_offset, in_weight*(1.0f - weight)); if(stack_valid(weight2_offset)) stack_store_float(stack, weight2_offset, in_weight*weight); #else /* pick a closure and make the random number uniform over 0..1 again. closure 1 starts on the next node, for closure 2 the start is at an offset from the current node, so we jump */ uint weight_offset = node.y; uint node_jump = node.z; float weight = stack_load_float(stack, weight_offset); weight = clamp(weight, 0.0f, 1.0f); if(*randb < weight) { *offset += node_jump; *randb = *randb/weight; } else *randb = (*randb - weight)/(1.0f - weight); #endif } __device void svm_node_add_closure(ShaderData *sd, float *stack, uint unused, uint node_jump, int *offset, float *randb, float *closure_weight) { #ifdef __MULTI_CLOSURE__ /* nothing to do, handled in compiler */ #else /* pick one of the two closures with probability 0.5. sampling quality is not going to be great, for that we'd need to evaluate the weights of the two closures being added */ float weight = 0.5f; if(*randb < weight) { *offset += node_jump; *randb = *randb/weight; } else *randb = (*randb - weight)/(1.0f - weight); *closure_weight *= 2.0f; #endif } CCL_NAMESPACE_END