Welcome to mirror list, hosted at ThFree Co, Russian Federation.

ao.h « svm « kernel « cycles « intern - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: e66c535824cbb9c1bce6481a052d92eb8be45cf6 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
/* SPDX-License-Identifier: Apache-2.0
 * Copyright 2011-2022 Blender Foundation */

#pragma once

#include "kernel/bvh/bvh.h"

CCL_NAMESPACE_BEGIN

#ifdef __SHADER_RAYTRACE__

#  ifdef __KERNEL_OPTIX__
extern "C" __device__ float __direct_callable__svm_node_ao(
#  else
ccl_device float svm_ao(
#  endif
    KernelGlobals kg,
    ConstIntegratorState state,
    ccl_private ShaderData *sd,
    float3 N,
    float max_dist,
    int num_samples,
    int flags)
{
  if (flags & NODE_AO_GLOBAL_RADIUS) {
    max_dist = kernel_data.integrator.ao_bounces_distance;
  }

  /* Early out if no sampling needed. */
  if (max_dist <= 0.0f || num_samples < 1 || sd->object == OBJECT_NONE) {
    return 1.0f;
  }

  /* Can't ray-trace from shaders like displacement, before BVH exists. */
  if (kernel_data.bvh.bvh_layout == BVH_LAYOUT_NONE) {
    return 1.0f;
  }

  if (flags & NODE_AO_INSIDE) {
    N = -N;
  }

  float3 T, B;
  make_orthonormals(N, &T, &B);

  /* TODO: support ray-tracing in shadow shader evaluation? */
  RNGState rng_state;
  path_state_rng_load(state, &rng_state);

  int unoccluded = 0;
  for (int sample = 0; sample < num_samples; sample++) {
    float disk_u, disk_v;
    path_branched_rng_2D(kg, &rng_state, sample, num_samples, PRNG_BEVEL_U, &disk_u, &disk_v);

    float2 d = concentric_sample_disk(disk_u, disk_v);
    float3 D = make_float3(d.x, d.y, safe_sqrtf(1.0f - dot(d, d)));

    /* Create ray. */
    Ray ray;
    ray.P = sd->P;
    ray.D = D.x * T + D.y * B + D.z * N;
    ray.t = max_dist;
    ray.time = sd->time;
    ray.self.object = sd->object;
    ray.self.prim = sd->prim;
    ray.self.light_object = OBJECT_NONE;
    ray.self.light_prim = PRIM_NONE;
    ray.dP = differential_zero_compact();
    ray.dD = differential_zero_compact();

    if (flags & NODE_AO_ONLY_LOCAL) {
      if (!scene_intersect_local(kg, &ray, NULL, sd->object, NULL, 0)) {
        unoccluded++;
      }
    }
    else {
      Intersection isect;
      if (!scene_intersect(kg, &ray, PATH_RAY_SHADOW_OPAQUE, &isect)) {
        unoccluded++;
      }
    }
  }

  return ((float)unoccluded) / num_samples;
}

template<uint node_feature_mask, typename ConstIntegratorGenericState>
#  if defined(__KERNEL_OPTIX__)
ccl_device_inline
#  else
ccl_device_noinline
#  endif
    void
    svm_node_ao(KernelGlobals kg,
                ConstIntegratorGenericState state,
                ccl_private ShaderData *sd,
                ccl_private float *stack,
                uint4 node)
{
  uint flags, dist_offset, normal_offset, out_ao_offset;
  svm_unpack_node_uchar4(node.y, &flags, &dist_offset, &normal_offset, &out_ao_offset);

  uint color_offset, out_color_offset, samples;
  svm_unpack_node_uchar3(node.z, &color_offset, &out_color_offset, &samples);

  float ao = 1.0f;

  IF_KERNEL_NODES_FEATURE(RAYTRACE)
  {
    float dist = stack_load_float_default(stack, dist_offset, node.w);
    float3 normal = stack_valid(normal_offset) ? stack_load_float3(stack, normal_offset) : sd->N;

#  ifdef __KERNEL_OPTIX__
    ao = optixDirectCall<float>(0, kg, state, sd, normal, dist, samples, flags);
#  else
    ao = svm_ao(kg, state, sd, normal, dist, samples, flags);
#  endif
  }

  if (stack_valid(out_ao_offset)) {
    stack_store_float(stack, out_ao_offset, ao);
  }

  if (stack_valid(out_color_offset)) {
    float3 color = stack_load_float3(stack, color_offset);
    stack_store_float3(stack, out_color_offset, ao * color);
  }
}

#endif /* __SHADER_RAYTRACE__ */

CCL_NAMESPACE_END