/* * 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 /* Closure Nodes */ ccl_device void svm_node_glass_setup(ShaderData *sd, ShaderClosure *sc, int type, float eta, float roughness, bool refract) { if(type == CLOSURE_BSDF_SHARP_GLASS_ID) { if(refract) { sc->data0 = eta; sc->data1 = 0.0f; sc->data2 = 0.0f; sd->flag |= bsdf_refraction_setup(sc); } else sd->flag |= bsdf_reflection_setup(sc); } else if(type == CLOSURE_BSDF_MICROFACET_BECKMANN_GLASS_ID) { sc->data0 = roughness; sc->data1 = roughness; sc->data2 = eta; if(refract) sd->flag |= bsdf_microfacet_beckmann_refraction_setup(sc); else sd->flag |= bsdf_microfacet_beckmann_setup(sc); } else { sc->data0 = roughness; sc->data1 = roughness; sc->data2 = eta; if(refract) sd->flag |= bsdf_microfacet_ggx_refraction_setup(sc); else sd->flag |= bsdf_microfacet_ggx_setup(sc); } } ccl_device_inline ShaderClosure *svm_node_closure_get_non_bsdf(ShaderData *sd, ClosureType type, float mix_weight) { ShaderClosure *sc = &sd->closure[sd->num_closure]; if(sd->num_closure < MAX_CLOSURE) { sc->weight *= mix_weight; sc->type = type; #ifdef __OSL__ sc->prim = NULL; #endif sd->num_closure++; return sc; } return NULL; } ccl_device_inline ShaderClosure *svm_node_closure_get_bsdf(ShaderData *sd, float mix_weight) { ShaderClosure *sc = &sd->closure[sd->num_closure]; float3 weight = sc->weight * mix_weight; float sample_weight = fabsf(average(weight)); if(sample_weight > CLOSURE_WEIGHT_CUTOFF && sd->num_closure < MAX_CLOSURE) { sc->weight = weight; sc->sample_weight = sample_weight; sd->num_closure++; #ifdef __OSL__ sc->prim = NULL; #endif return sc; } return NULL; } ccl_device_inline ShaderClosure *svm_node_closure_get_absorption(ShaderData *sd, float mix_weight) { ShaderClosure *sc = &sd->closure[sd->num_closure]; float3 weight = (make_float3(1.0f, 1.0f, 1.0f) - sc->weight) * mix_weight; float sample_weight = fabsf(average(weight)); if(sample_weight > CLOSURE_WEIGHT_CUTOFF && sd->num_closure < MAX_CLOSURE) { sc->weight = weight; sc->sample_weight = sample_weight; sd->num_closure++; #ifdef __OSL__ sc->prim = NULL; #endif return sc; } return NULL; } ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int path_flag, int *offset) { uint type, param1_offset, param2_offset; 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); /* note we read this extra node before weight check, so offset is added */ uint4 data_node = read_node(kg, offset); if(mix_weight == 0.0f) return; float3 N = stack_valid(data_node.x)? stack_load_float3(stack, data_node.x): sd->N; float param1 = (stack_valid(param1_offset))? stack_load_float(stack, param1_offset): __uint_as_float(node.z); float param2 = (stack_valid(param2_offset))? stack_load_float(stack, param2_offset): __uint_as_float(node.w); switch(type) { case CLOSURE_BSDF_DIFFUSE_ID: { ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight); if(sc) { sc->N = N; float roughness = param1; if(roughness == 0.0f) { sc->data0 = 0.0f; sc->data1 = 0.0f; sc->data2 = 0.0f; sd->flag |= bsdf_diffuse_setup(sc); } else { sc->data0 = roughness; sc->data1 = 0.0f; sc->data2 = 0.0f; sd->flag |= bsdf_oren_nayar_setup(sc); } } break; } case CLOSURE_BSDF_TRANSLUCENT_ID: { ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight); if(sc) { sc->data0 = 0.0f; sc->data1 = 0.0f; sc->data2 = 0.0f; sc->N = N; sd->flag |= bsdf_translucent_setup(sc); } break; } case CLOSURE_BSDF_TRANSPARENT_ID: { ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight); if(sc) { sc->data0 = 0.0f; sc->data1 = 0.0f; sc->data2 = 0.0f; sc->N = N; sd->flag |= bsdf_transparent_setup(sc); } break; } case CLOSURE_BSDF_REFLECTION_ID: case CLOSURE_BSDF_MICROFACET_GGX_ID: case CLOSURE_BSDF_MICROFACET_BECKMANN_ID: case CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ID: { #ifdef __CAUSTICS_TRICKS__ if(kernel_data.integrator.no_caustics && (path_flag & PATH_RAY_DIFFUSE)) break; #endif ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight); if(sc) { sc->N = N; sc->data0 = param1; sc->data1 = param1; sc->data2 = 0.0f; /* setup bsdf */ if(type == CLOSURE_BSDF_REFLECTION_ID) sd->flag |= bsdf_reflection_setup(sc); else if(type == CLOSURE_BSDF_MICROFACET_BECKMANN_ID) sd->flag |= bsdf_microfacet_beckmann_setup(sc); else if(type == CLOSURE_BSDF_MICROFACET_GGX_ID) sd->flag |= bsdf_microfacet_ggx_setup(sc); else sd->flag |= bsdf_ashikhmin_shirley_setup(sc); } 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 ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight); if(sc) { sc->N = N; float eta = fmaxf(param2, 1e-5f); eta = (sd->flag & SD_BACKFACING)? 1.0f/eta: eta; /* setup bsdf */ if(type == CLOSURE_BSDF_REFRACTION_ID) { sc->data0 = eta; sc->data1 = 0.0f; sc->data2 = 0.0f; sd->flag |= bsdf_refraction_setup(sc); } else { sc->data0 = param1; sc->data1 = param1; sc->data2 = eta; if(type == CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID) sd->flag |= bsdf_microfacet_beckmann_refraction_setup(sc); else sd->flag |= bsdf_microfacet_ggx_refraction_setup(sc); } } break; } case CLOSURE_BSDF_SHARP_GLASS_ID: case CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID: case CLOSURE_BSDF_MICROFACET_BECKMANN_GLASS_ID: { #ifdef __CAUSTICS_TRICKS__ if(kernel_data.integrator.no_caustics && (path_flag & PATH_RAY_DIFFUSE)) break; #endif /* index of refraction */ float eta = fmaxf(param2, 1e-5f); eta = (sd->flag & SD_BACKFACING)? 1.0f/eta: eta; /* fresnel */ float cosNO = dot(N, sd->I); float fresnel = fresnel_dielectric_cos(cosNO, eta); float roughness = param1; /* reflection */ ShaderClosure *sc = &sd->closure[sd->num_closure]; float3 weight = sc->weight; float sample_weight = sc->sample_weight; sc = svm_node_closure_get_bsdf(sd, mix_weight*fresnel); if(sc) { sc->N = N; svm_node_glass_setup(sd, sc, type, eta, roughness, false); } /* refraction */ sc = &sd->closure[sd->num_closure]; sc->weight = weight; sc->sample_weight = sample_weight; sc = svm_node_closure_get_bsdf(sd, mix_weight*(1.0f - fresnel)); if(sc) { sc->N = N; svm_node_glass_setup(sd, sc, type, eta, roughness, true); } break; } case CLOSURE_BSDF_MICROFACET_BECKMANN_ANISO_ID: case CLOSURE_BSDF_MICROFACET_GGX_ANISO_ID: case CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ANISO_ID: { #ifdef __CAUSTICS_TRICKS__ if(kernel_data.integrator.no_caustics && (path_flag & PATH_RAY_DIFFUSE)) break; #endif ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight); if(sc) { sc->N = N; #ifdef __ANISOTROPIC__ sc->T = stack_load_float3(stack, data_node.y); /* rotate tangent */ float rotation = stack_load_float(stack, data_node.z); if(rotation != 0.0f) sc->T = rotate_around_axis(sc->T, sc->N, rotation * M_2PI_F); /* compute roughness */ float roughness = param1; float anisotropy = clamp(param2, -0.99f, 0.99f); if(anisotropy < 0.0f) { sc->data0 = roughness/(1.0f + anisotropy); sc->data1 = roughness*(1.0f + anisotropy); } else { sc->data0 = roughness*(1.0f - anisotropy); sc->data1 = roughness/(1.0f - anisotropy); } sc->data2 = 0.0f; if (type == CLOSURE_BSDF_MICROFACET_BECKMANN_ANISO_ID) sd->flag |= bsdf_microfacet_beckmann_aniso_setup(sc); else if (type == CLOSURE_BSDF_MICROFACET_GGX_ANISO_ID) sd->flag |= bsdf_microfacet_ggx_aniso_setup(sc); else sd->flag |= bsdf_ashikhmin_shirley_aniso_setup(sc); #else sd->flag |= bsdf_diffuse_setup(sc); #endif } break; } case CLOSURE_BSDF_ASHIKHMIN_VELVET_ID: { ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight); if(sc) { sc->N = N; /* sigma */ sc->data0 = clamp(param1, 0.0f, 1.0f); sc->data1 = 0.0f; sc->data2 = 0.0f; sd->flag |= bsdf_ashikhmin_velvet_setup(sc); } break; } case CLOSURE_BSDF_DIFFUSE_TOON_ID: case CLOSURE_BSDF_GLOSSY_TOON_ID: { ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight); if(sc) { /* Normal, Size and Smooth */ sc->N = N; sc->data0 = param1; sc->data1 = param2; sc->data2 = 0.0f; if (type == CLOSURE_BSDF_DIFFUSE_TOON_ID) sd->flag |= bsdf_diffuse_toon_setup(sc); else sd->flag |= bsdf_glossy_toon_setup(sc); } break; } #ifdef __HAIR__ case CLOSURE_BSDF_HAIR_REFLECTION_ID: case CLOSURE_BSDF_HAIR_TRANSMISSION_ID: { if(sd->flag & SD_BACKFACING && sd->type & PRIMITIVE_ALL_CURVE) { ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight); if(sc) { /* todo: giving a fixed weight here will cause issues when * mixing multiple BSDFS. energey will not be conserved and * the throughput can blow up after multiple bounces. we * better figure out a way to skip backfaces from rays * spawned by transmission from the front */ sc->weight = make_float3(1.0f, 1.0f, 1.0f); sc->N = N; sd->flag |= bsdf_transparent_setup(sc); } } else { ShaderClosure *sc = &sd->closure[sd->num_closure]; sc = svm_node_closure_get_bsdf(sd, mix_weight); if(sc) { sc->N = N; sc->data0 = param1; sc->data1 = param2; sc->data2 = -stack_load_float(stack, data_node.z); if(!(sd->type & PRIMITIVE_ALL_CURVE)) { sc->T = normalize(sd->dPdv); sc->data2 = 0.0f; } else sc->T = sd->dPdu; if(type == CLOSURE_BSDF_HAIR_REFLECTION_ID) { sd->flag |= bsdf_hair_reflection_setup(sc); } else { sd->flag |= bsdf_hair_transmission_setup(sc); } } } break; } #endif #ifdef __SUBSURFACE__ case CLOSURE_BSSRDF_CUBIC_ID: case CLOSURE_BSSRDF_GAUSSIAN_ID: { ShaderClosure *sc = &sd->closure[sd->num_closure]; float3 weight = sc->weight * mix_weight; float sample_weight = fabsf(average(weight)); /* disable in case of diffuse ancestor, can't see it well then and * adds considerably noise due to probabilities of continuing path * getting lower and lower */ if(path_flag & PATH_RAY_DIFFUSE_ANCESTOR) param1 = 0.0f; if(sample_weight > CLOSURE_WEIGHT_CUTOFF && sd->num_closure+2 < MAX_CLOSURE) { /* radius * scale */ float3 radius = stack_load_float3(stack, data_node.z)*param1; /* sharpness */ float sharpness = stack_load_float(stack, data_node.w); /* texture color blur */ float texture_blur = param2; /* create one closure per color channel */ if(fabsf(weight.x) > 0.0f) { sc->weight = make_float3(weight.x, 0.0f, 0.0f); sc->sample_weight = sample_weight; sc->data0 = radius.x; sc->data1 = texture_blur; sc->data2 = 0.0f; sc->T.x = sharpness; #ifdef __OSL__ sc->prim = NULL; #endif sc->N = N; sd->flag |= bssrdf_setup(sc, (ClosureType)type); sd->num_closure++; sc++; } if(fabsf(weight.y) > 0.0f) { sc->weight = make_float3(0.0f, weight.y, 0.0f); sc->sample_weight = sample_weight; sc->data0 = radius.y; sc->data1 = texture_blur; sc->data2 = 0.0f; sc->T.x = sharpness; #ifdef __OSL__ sc->prim = NULL; #endif sc->N = N; sd->flag |= bssrdf_setup(sc, (ClosureType)type); sd->num_closure++; sc++; } if(fabsf(weight.z) > 0.0f) { sc->weight = make_float3(0.0f, 0.0f, weight.z); sc->sample_weight = sample_weight; sc->data0 = radius.z; sc->data1 = texture_blur; sc->data2 = 0.0f; sc->T.x = sharpness; #ifdef __OSL__ sc->prim = NULL; #endif sc->N = N; sd->flag |= bssrdf_setup(sc, (ClosureType)type); sd->num_closure++; sc++; } } break; } #endif default: break; } } ccl_device void svm_node_closure_volume(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int path_flag) { #ifdef __VOLUME__ uint type, param1_offset, param2_offset; 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; float param1 = (stack_valid(param1_offset))? stack_load_float(stack, param1_offset): __uint_as_float(node.z); float param2 = (stack_valid(param2_offset))? stack_load_float(stack, param2_offset): __uint_as_float(node.w); float density = fmaxf(param1, 0.0f); switch(type) { case CLOSURE_VOLUME_ABSORPTION_ID: { ShaderClosure *sc = svm_node_closure_get_absorption(sd, mix_weight * density); if(sc) { sd->flag |= volume_absorption_setup(sc); } break; } case CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID: { ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight * density); if(sc) { float g = param2; sc->data0 = g; sd->flag |= volume_henyey_greenstein_setup(sc); } break; } default: break; } #endif } ccl_device void svm_node_closure_emission(ShaderData *sd, float *stack, uint4 node) { 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; svm_node_closure_get_non_bsdf(sd, CLOSURE_EMISSION_ID, mix_weight); } else svm_node_closure_get_non_bsdf(sd, CLOSURE_EMISSION_ID, 1.0f); sd->flag |= SD_EMISSION; } ccl_device void svm_node_closure_background(ShaderData *sd, float *stack, uint4 node) { 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; svm_node_closure_get_non_bsdf(sd, CLOSURE_BACKGROUND_ID, mix_weight); } else svm_node_closure_get_non_bsdf(sd, CLOSURE_BACKGROUND_ID, 1.0f); } ccl_device void svm_node_closure_holdout(ShaderData *sd, float *stack, uint4 node) { 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; svm_node_closure_get_non_bsdf(sd, CLOSURE_HOLDOUT_ID, mix_weight); } else svm_node_closure_get_non_bsdf(sd, CLOSURE_HOLDOUT_ID, 1.0f); sd->flag |= SD_HOLDOUT; } ccl_device void svm_node_closure_ambient_occlusion(ShaderData *sd, float *stack, uint4 node) { 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; svm_node_closure_get_non_bsdf(sd, CLOSURE_AMBIENT_OCCLUSION_ID, mix_weight); } else svm_node_closure_get_non_bsdf(sd, CLOSURE_AMBIENT_OCCLUSION_ID, 1.0f); sd->flag |= SD_AO; } /* Closure Nodes */ ccl_device_inline void svm_node_closure_store_weight(ShaderData *sd, float3 weight) { if(sd->num_closure < MAX_CLOSURE) sd->closure[sd->num_closure].weight = weight; } ccl_device void svm_node_closure_set_weight(ShaderData *sd, uint r, uint g, uint b) { float3 weight = make_float3(__uint_as_float(r), __uint_as_float(g), __uint_as_float(b)); svm_node_closure_store_weight(sd, weight); } ccl_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); } ccl_device void svm_node_emission_weight(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node) { uint color_offset = node.y; uint strength_offset = node.z; float strength = stack_load_float(stack, strength_offset); float3 weight = stack_load_float3(stack, color_offset)*strength; svm_node_closure_store_weight(sd, weight); } ccl_device void svm_node_mix_closure(ShaderData *sd, float *stack, uint4 node) { /* 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); weight = clamp(weight, 0.0f, 1.0f); 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); } /* (Bump) normal */ ccl_device void svm_node_set_normal(KernelGlobals *kg, ShaderData *sd, float *stack, uint in_direction, uint out_normal) { float3 normal = stack_load_float3(stack, in_direction); sd->N = normal; stack_store_float3(stack, out_normal, normal); } CCL_NAMESPACE_END