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/*
* 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 16
#define LIGHT_SIZE 4
#define FILTER_TABLE_SIZE 256
#define RAMP_TABLE_SIZE 256
#define TIME_INVALID FLT_MAX
/* device capabilities */
#ifdef __KERNEL_CPU__
#define __KERNEL_SHADING__
#define __KERNEL_ADV_SHADING__
#endif
#ifdef __KERNEL_CUDA__
#define __KERNEL_SHADING__
#if __CUDA_ARCH__ >= 200
#define __KERNEL_ADV_SHADING__
#endif
#endif
#ifdef __KERNEL_OPENCL__
//#define __KERNEL_SHADING__
//#define __KERNEL_ADV_SHADING__
#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 __TEXTURES__
#define __HOLDOUT__
#endif
#ifdef __KERNEL_ADV_SHADING__
#define __MULTI_CLOSURE__
#define __TRANSPARENT_SHADOWS__
#define __PASSES__
#define __BACKGROUND_MIS__
#define __AO__
//#define __MOTION__
#endif
//#define __MULTI_LIGHT__
//#define __OSL__
//#define __SOBOL_FULL_SCREEN__
//#define __MODIFY_TP__
//#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),
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
} 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;
typedef enum AttributeStandard {
ATTR_STD_NONE = 0,
ATTR_STD_VERTEX_NORMAL,
ATTR_STD_FACE_NORMAL,
ATTR_STD_UV,
ATTR_STD_GENERATED,
ATTR_STD_POSITION_UNDEFORMED,
ATTR_STD_POSITION_UNDISPLACED,
ATTR_STD_MOTION_PRE,
ATTR_STD_MOTION_POST,
ATTR_STD_NUM,
ATTR_STD_NOT_FOUND = ~0
} AttributeStandard;
/* Closure data */
#define MAX_CLOSURE 8
typedef struct ShaderClosure {
ClosureType type;
float3 weight;
#ifdef __MULTI_CLOSURE__
float sample_weight;
#endif
#ifdef __OSL__
void *prim;
#else
float data0;
float data1;
#endif
} 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;
} 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__ */
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