
* Replace license text in headers with SPDX identifiers. * Remove specific license info from outdated readme.txt, instead leave details to the source files. * Add list of SPDX license identifiers used, and corresponding license texts. * Update copyright dates while we're at it. Ref D14069, T95597
133 lines
3.4 KiB
C++
133 lines
3.4 KiB
C++
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#pragma once
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#include "kernel/bvh/bvh.h"
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CCL_NAMESPACE_BEGIN
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#ifdef __SHADER_RAYTRACE__
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# ifdef __KERNEL_OPTIX__
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extern "C" __device__ float __direct_callable__svm_node_ao(
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# else
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ccl_device float svm_ao(
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# endif
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KernelGlobals kg,
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ConstIntegratorState state,
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ccl_private ShaderData *sd,
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float3 N,
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float max_dist,
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int num_samples,
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int flags)
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{
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if (flags & NODE_AO_GLOBAL_RADIUS) {
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max_dist = kernel_data.integrator.ao_bounces_distance;
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}
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/* Early out if no sampling needed. */
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if (max_dist <= 0.0f || num_samples < 1 || sd->object == OBJECT_NONE) {
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return 1.0f;
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}
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/* Can't raytrace from shaders like displacement, before BVH exists. */
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if (kernel_data.bvh.bvh_layout == BVH_LAYOUT_NONE) {
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return 1.0f;
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}
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if (flags & NODE_AO_INSIDE) {
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N = -N;
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}
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float3 T, B;
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make_orthonormals(N, &T, &B);
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/* TODO: support ray-tracing in shadow shader evaluation? */
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RNGState rng_state;
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path_state_rng_load(state, &rng_state);
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int unoccluded = 0;
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for (int sample = 0; sample < num_samples; sample++) {
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float disk_u, disk_v;
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path_branched_rng_2D(kg, &rng_state, sample, num_samples, PRNG_BEVEL_U, &disk_u, &disk_v);
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float2 d = concentric_sample_disk(disk_u, disk_v);
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float3 D = make_float3(d.x, d.y, safe_sqrtf(1.0f - dot(d, d)));
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/* Create ray. */
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Ray ray;
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ray.P = sd->P;
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ray.D = D.x * T + D.y * B + D.z * N;
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ray.t = max_dist;
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ray.time = sd->time;
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ray.self.object = sd->object;
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ray.self.prim = sd->prim;
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ray.self.light_object = OBJECT_NONE;
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ray.self.light_prim = PRIM_NONE;
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ray.dP = differential_zero_compact();
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ray.dD = differential_zero_compact();
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if (flags & NODE_AO_ONLY_LOCAL) {
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if (!scene_intersect_local(kg, &ray, NULL, sd->object, NULL, 0)) {
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unoccluded++;
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}
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}
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else {
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Intersection isect;
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if (!scene_intersect(kg, &ray, PATH_RAY_SHADOW_OPAQUE, &isect)) {
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unoccluded++;
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}
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}
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}
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return ((float)unoccluded) / num_samples;
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}
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template<uint node_feature_mask, typename ConstIntegratorGenericState>
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# if defined(__KERNEL_OPTIX__)
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ccl_device_inline
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# else
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ccl_device_noinline
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# endif
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void
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svm_node_ao(KernelGlobals kg,
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ConstIntegratorGenericState state,
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ccl_private ShaderData *sd,
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ccl_private float *stack,
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uint4 node)
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{
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uint flags, dist_offset, normal_offset, out_ao_offset;
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svm_unpack_node_uchar4(node.y, &flags, &dist_offset, &normal_offset, &out_ao_offset);
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uint color_offset, out_color_offset, samples;
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svm_unpack_node_uchar3(node.z, &color_offset, &out_color_offset, &samples);
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float ao = 1.0f;
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IF_KERNEL_NODES_FEATURE(RAYTRACE)
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{
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float dist = stack_load_float_default(stack, dist_offset, node.w);
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float3 normal = stack_valid(normal_offset) ? stack_load_float3(stack, normal_offset) : sd->N;
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# ifdef __KERNEL_OPTIX__
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ao = optixDirectCall<float>(0, kg, state, sd, normal, dist, samples, flags);
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# else
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ao = svm_ao(kg, state, sd, normal, dist, samples, flags);
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# endif
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}
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if (stack_valid(out_ao_offset)) {
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stack_store_float(stack, out_ao_offset, ao);
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}
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if (stack_valid(out_color_offset)) {
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float3 color = stack_load_float3(stack, color_offset);
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stack_store_float3(stack, out_color_offset, ao * color);
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}
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}
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#endif /* __SHADER_RAYTRACE__ */
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CCL_NAMESPACE_END
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