* Fix missing update when editing objects with emission materials.
* Fix preview pass rendering set to 1 not showing full resolution.
* Fix CUDA runtime compiling failing due to missing cache directory.
* Use settings from first render layer for visibility and material override.

And a bunch of incomplete and still disabled code mostly related to closure
sampling.
This commit is contained in:
Brecht Van Lommel
2011-09-12 13:13:56 +00:00
parent c40492205b
commit ebc653463d
43 changed files with 1239 additions and 712 deletions

View File

@@ -26,14 +26,19 @@
*
*/
#ifdef __OSL__
#include "osl_shader.h"
#else
#include "svm/bsdf.h"
#include "svm/emissive.h"
#include "svm/volume.h"
#include "svm/svm_bsdf.h"
#include "svm/svm.h"
#ifdef WITH_OSL
#include "osl_shader.h"
#endif
CCL_NAMESPACE_BEGIN
@@ -270,96 +275,201 @@ __device_inline void shader_setup_from_background(KernelGlobals *kg, ShaderData
/* BSDF */
__device int shader_bsdf_sample(KernelGlobals *kg, const ShaderData *sd,
float randu, float randv, float3 *eval,
float3 *omega_in, differential3 *domega_in, float *pdf)
#ifdef __MULTI_CLOSURE__
__device_inline float3 _shader_bsdf_multi_eval(const ShaderData *sd, const float3 omega_in, float *pdf,
int skip_bsdf, float3 sum_eval, float sum_pdf, float sum_sample_weight)
{
int label;
for(int i = 0; i< sd->num_closure; i++) {
if(i == skip_bsdf)
continue;
*pdf = 0.0f;
const ShaderClosure *sc = &sd->closure[i];
#ifdef WITH_OSL
if(kg->osl.use)
label = OSLShader::bsdf_sample(sd, randu, randv, *eval, *omega_in, *domega_in, *pdf);
else
if(CLOSURE_IS_BSDF(sc->type)) {
float bsdf_pdf = 0.0f;
#ifdef __OSL__
float3 eval = OSLShader::bsdf_eval(sd, sc, omega_in, bsdf_pdf);
#else
float3 eval = svm_bsdf_eval(sd, sc, omega_in, &bsdf_pdf);
#endif
label = svm_bsdf_sample(sd, randu, randv, eval, omega_in, domega_in, pdf);
return label;
if(bsdf_pdf != 0.0f) {
sum_eval += eval*sc->weight;
sum_pdf += bsdf_pdf*sc->sample_weight;
}
sum_sample_weight += sc->sample_weight;
}
}
*pdf = sum_pdf/sum_sample_weight;
return sum_eval;
}
#endif
__device float3 shader_bsdf_eval(KernelGlobals *kg, const ShaderData *sd,
const float3 omega_in, float *pdf)
{
float3 eval;
#ifdef __MULTI_CLOSURE__
return _shader_bsdf_multi_eval(sd, omega_in, pdf, -1, make_float3(0.0f, 0.0f, 0.0f), 0.0f, 0.0f);
#else
const ShaderClosure *sc = &sd->closure;
*pdf = 0.0f;
return svm_bsdf_eval(sd, sc, omega_in, pdf)*sc->weight;
#endif
}
__device int shader_bsdf_sample(KernelGlobals *kg, const ShaderData *sd,
float randu, float randv, float3 *eval,
float3 *omega_in, differential3 *domega_in, float *pdf)
{
#ifdef __MULTI_CLOSURE__
int sampled = 0;
if(sd->num_closure > 1) {
/* pick a BSDF closure based on sample weights */
float sum = 0.0f;
for(sampled = 0; sampled < sd->num_closure; sampled++) {
const ShaderClosure *sc = &sd->closure[sampled];
if(CLOSURE_IS_BSDF(sc->type))
sum += sc->sample_weight;
}
float r = sd->randb_closure*sum;
sum = 0.0f;
for(sampled = 0; sampled < sd->num_closure; sampled++) {
const ShaderClosure *sc = &sd->closure[sampled];
if(CLOSURE_IS_BSDF(sc->type)) {
sum += sd->closure[sampled].sample_weight;
if(r <= sum)
break;
}
}
if(sampled == sd->num_closure) {
*pdf = 0.0f;
return LABEL_NONE;
}
}
const ShaderClosure *sc = &sd->closure[sampled];
int label;
*pdf = 0.0f;
#ifdef WITH_OSL
if(kg->osl.use)
eval = OSLShader::bsdf_eval(sd, omega_in, *pdf);
else
#ifdef __OSL__
label = OSLShader::bsdf_sample(sd, sc, randu, randv, *eval, *omega_in, *domega_in, *pdf);
#else
label = svm_bsdf_sample(sd, sc, randu, randv, eval, omega_in, domega_in, pdf);
#endif
eval = svm_bsdf_eval(sd, omega_in, pdf);
return eval;
*eval *= sc->weight;
if(sd->num_closure > 1 && *pdf != 0.0f) {
float sweight = sc->sample_weight;
*eval = _shader_bsdf_multi_eval(sd, *omega_in, pdf, sampled, *eval, *pdf*sweight, sweight);
}
return label;
#else
/* sample the single closure that we picked */
*pdf = 0.0f;
int label = svm_bsdf_sample(sd, &sd->closure, randu, randv, eval, omega_in, domega_in, pdf);
*eval *= sd->closure.weight;
return label;
#endif
}
__device void shader_bsdf_blur(KernelGlobals *kg, ShaderData *sd, float roughness)
{
#ifdef WITH_OSL
if(!kg->osl.use)
#ifndef __OSL__
#ifdef __MULTI_CLOSURE__
for(int i = 0; i< sd->num_closure; i++) {
ShaderClosure *sc = &sd->closure[i];
if(CLOSURE_IS_BSDF(sc->type))
svm_bsdf_blur(sc, roughness);
}
#else
svm_bsdf_blur(&sd->closure, roughness);
#endif
#endif
svm_bsdf_blur(sd, roughness);
}
__device float3 shader_bsdf_transparency(KernelGlobals *kg, ShaderData *sd)
{
#ifdef __MULTI_CLOSURE__
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
for(int i = 0; i< sd->num_closure; i++) {
ShaderClosure *sc = &sd->closure[i];
if(sc->type == CLOSURE_BSDF_TRANSPARENT_ID) // XXX osl
eval += sc->weight;
}
return eval;
#else
if(sd->closure.type == CLOSURE_BSDF_TRANSPARENT_ID)
return sd->closure.weight;
else
return make_float3(0.0f, 0.0f, 0.0f);
#endif
}
/* Emission */
__device float3 shader_emissive_eval(KernelGlobals *kg, ShaderData *sd)
{
#ifdef WITH_OSL
if(kg->osl.use) {
return OSLShader::emissive_eval(sd);
}
else
#endif
{
return svm_emissive_eval(sd);
}
}
#ifdef __MULTI_CLOSURE__
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
__device void shader_emissive_sample(KernelGlobals *kg, ShaderData *sd,
float randu, float randv, float3 *eval, float3 *I, float *pdf)
{
#ifdef WITH_OSL
if(kg->osl.use) {
OSLShader::emissive_sample(sd, randu, randv, eval, I, pdf);
}
else
for(int i = 0; i < sd->num_closure; i++) {
ShaderClosure *sc = &sd->closure[i];
if(CLOSURE_IS_EMISSION(sc->type)) {
#ifdef __OSL__
eval += OSLShader::emissive_eval(sd)*sc->weight;
#else
eval += svm_emissive_eval(sd, sc)*sc->weight;
#endif
{
svm_emissive_sample(sd, randu, randv, eval, I, pdf);
}
}
return eval;
#else
return svm_emissive_eval(sd, &sd->closure)*sd->closure.weight;
#endif
}
/* Holdout */
__device float3 shader_holdout_eval(KernelGlobals *kg, ShaderData *sd)
{
#ifdef WITH_OSL
if(kg->osl.use) {
return OSLShader::holdout_eval(sd);
#ifdef __MULTI_CLOSURE__
float3 weight = make_float3(0.0f, 0.0f, 0.0f);
for(int i = 0; i < sd->num_closure; i++) {
ShaderClosure *sc = &sd->closure[i];
if(CLOSURE_IS_HOLDOUT(sc->type))
weight += sc->weight;
}
else
return weight;
#else
if(sd->closure.type == CLOSURE_HOLDOUT_ID)
return make_float3(1.0f, 1.0f, 1.0f);
return make_float3(0.0f, 0.0f, 0.0f);
#endif
{
#ifdef __SVM__
if(sd->svm_closure == CLOSURE_HOLDOUT_ID)
return make_float3(1.0f, 1.0f, 1.0f);
else
#endif
return make_float3(0.0f, 0.0f, 0.0f);
}
}
/* Surface Evaluation */
@@ -367,54 +477,54 @@ __device float3 shader_holdout_eval(KernelGlobals *kg, ShaderData *sd)
__device void shader_eval_surface(KernelGlobals *kg, ShaderData *sd,
float randb, int path_flag)
{
#ifdef WITH_OSL
if(kg->osl.use) {
OSLShader::eval_surface(kg, sd, randb, path_flag);
}
else
#endif
{
#ifdef __SVM__
svm_eval_nodes(kg, sd, SHADER_TYPE_SURFACE, randb, path_flag);
#ifdef __OSL__
OSLShader::eval_surface(kg, sd, randb, path_flag);
#else
bsdf_diffuse_setup(sd, sd->N);
sd->svm_closure_weight = make_float3(0.8f, 0.8f, 0.8f);
#ifdef __SVM__
svm_eval_nodes(kg, sd, SHADER_TYPE_SURFACE, randb, path_flag);
#else
bsdf_diffuse_setup(sd, &sd->closure);
sd->closure.weight = make_float3(0.8f, 0.8f, 0.8f);
#endif
#ifdef __CAUSTICS_TRICKS__
/* caustic tricks */
if((path_flag & PATH_RAY_DIFFUSE) && (sd->flag & SD_BSDF_GLOSSY)) {
if(kernel_data.integrator.no_caustics) {
sd->flag &= ~(SD_BSDF_GLOSSY|SD_BSDF_HAS_EVAL|SD_EMISSION);
sd->svm_closure = NBUILTIN_CLOSURES;
sd->svm_closure_weight = make_float3(0.0f, 0.0f, 0.0f);
}
else if(kernel_data.integrator.blur_caustics > 0.0f)
shader_bsdf_blur(kg, sd, kernel_data.integrator.blur_caustics);
}
#endif
}
}
/* Background Evaluation */
__device float3 shader_eval_background(KernelGlobals *kg, ShaderData *sd, int path_flag)
{
#ifdef WITH_OSL
if(kg->osl.use) {
return OSLShader::eval_background(kg, sd, path_flag);
}
else
#endif
{
#ifdef __SVM__
svm_eval_nodes(kg, sd, SHADER_TYPE_SURFACE, 0.0f, path_flag);
#ifdef __OSL__
return OSLShader::eval_background(kg, sd, path_flag);
#else
sd->svm_closure_weight = make_float3(0.8f, 0.8f, 0.8f);
#ifdef __SVM__
svm_eval_nodes(kg, sd, SHADER_TYPE_SURFACE, 0.0f, path_flag);
#ifdef __MULTI_CLOSURE__
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
for(int i = 0; i< sd->num_closure; i++) {
const ShaderClosure *sc = &sd->closure[i];
if(CLOSURE_IS_BACKGROUND(sc->type))
eval += sc->weight;
}
return eval;
#else
if(sd->closure.type == CLOSURE_BACKGROUND_ID)
return sd->closure.weight;
else
return make_float3(0.8f, 0.8f, 0.8f);
#endif
return sd->svm_closure_weight;
}
#else
return make_float3(0.8f, 0.8f, 0.8f);
#endif
#endif
}
/* Volume */
@@ -422,15 +532,25 @@ __device float3 shader_eval_background(KernelGlobals *kg, ShaderData *sd, int pa
__device float3 shader_volume_eval_phase(KernelGlobals *kg, ShaderData *sd,
float3 omega_in, float3 omega_out)
{
#ifdef WITH_OSL
if(kg->osl.use) {
OSLShader::volume_eval_phase(sd, omega_in, omega_out);
}
else
#ifdef __MULTI_CLOSURE__
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
for(int i = 0; i< sd->num_closure; i++) {
const ShaderClosure *sc = &sd->closure[i];
if(CLOSURE_IS_VOLUME(sc->type)) {
#ifdef __OSL__
eval += OSLShader::volume_eval_phase(sd, omega_in, omega_out);
#else
eval += volume_eval_phase(sd, sc, omega_in, omega_out);
#endif
{
return volume_eval_phase(sd, omega_in, omega_out);
}
}
return eval;
#else
return volume_eval_phase(sd, &sd->closure, omega_in, omega_out);
#endif
}
/* Volume Evaluation */
@@ -438,17 +558,13 @@ __device float3 shader_volume_eval_phase(KernelGlobals *kg, ShaderData *sd,
__device void shader_eval_volume(KernelGlobals *kg, ShaderData *sd,
float randb, int path_flag)
{
#ifdef WITH_OSL
if(kg->osl.use) {
OSLShader::eval_volume(kg, sd, randb, path_flag);
}
else
#endif
{
#ifdef __SVM__
svm_eval_nodes(kg, sd, SHADER_TYPE_VOLUME, randb, path_flag);
#ifdef __OSL__
OSLShader::eval_volume(kg, sd, randb, path_flag);
#else
svm_eval_nodes(kg, sd, SHADER_TYPE_VOLUME, randb, path_flag);
#endif
#endif
}
}
/* Displacement Evaluation */
@@ -456,27 +572,21 @@ __device void shader_eval_volume(KernelGlobals *kg, ShaderData *sd,
__device void shader_eval_displacement(KernelGlobals *kg, ShaderData *sd)
{
/* this will modify sd->P */
#ifdef WITH_OSL
if(kg->osl.use) {
OSLShader::eval_displacement(kg, sd);
}
else
#endif
{
#ifdef __SVM__
svm_eval_nodes(kg, sd, SHADER_TYPE_DISPLACEMENT, 0.0f, 0);
#ifdef __OSL__
OSLShader::eval_displacement(kg, sd);
#else
svm_eval_nodes(kg, sd, SHADER_TYPE_DISPLACEMENT, 0.0f, 0);
#endif
#endif
}
}
/* Free ShaderData */
__device void shader_release(KernelGlobals *kg, ShaderData *sd)
{
#ifdef WITH_OSL
if(kg->osl.use)
OSLShader::release(kg, sd);
#ifdef __OSL__
OSLShader::release(kg, sd);
#endif
}