
This includes much improved GPU rendering performance, viewport interactivity, new shadow catcher, revamped sampling settings, subsurface scattering anisotropy, new GPU volume sampling, improved PMJ sampling pattern, and more. Some features have also been removed or changed, breaking backwards compatibility. Including the removal of the OpenCL backend, for which alternatives are under development. Release notes and code docs: https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycles https://wiki.blender.org/wiki/Source/Render/Cycles Credits: * Sergey Sharybin * Brecht Van Lommel * Patrick Mours (OptiX backend) * Christophe Hery (subsurface scattering anisotropy) * William Leeson (PMJ sampling pattern) * Alaska (various fixes and tweaks) * Thomas Dinges (various fixes) For the full commit history, see the cycles-x branch. This squashes together all the changes since intermediate changes would often fail building or tests. Ref T87839, T87837, T87836 Fixes T90734, T89353, T80267, T80267, T77185, T69800
252 lines
7.8 KiB
C
252 lines
7.8 KiB
C
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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CCL_NAMESPACE_BEGIN
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ccl_device float4 svm_image_texture(const KernelGlobals *kg, int id, float x, float y, uint flags)
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{
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if (id == -1) {
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return make_float4(
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TEX_IMAGE_MISSING_R, TEX_IMAGE_MISSING_G, TEX_IMAGE_MISSING_B, TEX_IMAGE_MISSING_A);
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}
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float4 r = kernel_tex_image_interp(kg, id, x, y);
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const float alpha = r.w;
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if ((flags & NODE_IMAGE_ALPHA_UNASSOCIATE) && alpha != 1.0f && alpha != 0.0f) {
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r /= alpha;
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r.w = alpha;
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}
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if (flags & NODE_IMAGE_COMPRESS_AS_SRGB) {
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r = color_srgb_to_linear_v4(r);
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}
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return r;
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}
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/* Remap coordinate from 0..1 box to -1..-1 */
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ccl_device_inline float3 texco_remap_square(float3 co)
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{
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return (co - make_float3(0.5f, 0.5f, 0.5f)) * 2.0f;
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}
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ccl_device_noinline int svm_node_tex_image(
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const KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int offset)
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{
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uint co_offset, out_offset, alpha_offset, flags;
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svm_unpack_node_uchar4(node.z, &co_offset, &out_offset, &alpha_offset, &flags);
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float3 co = stack_load_float3(stack, co_offset);
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float2 tex_co;
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if (node.w == NODE_IMAGE_PROJ_SPHERE) {
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co = texco_remap_square(co);
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tex_co = map_to_sphere(co);
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}
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else if (node.w == NODE_IMAGE_PROJ_TUBE) {
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co = texco_remap_square(co);
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tex_co = map_to_tube(co);
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}
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else {
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tex_co = make_float2(co.x, co.y);
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}
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/* TODO(lukas): Consider moving tile information out of the SVM node.
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* TextureInfo seems a reasonable candidate. */
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int id = -1;
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int num_nodes = (int)node.y;
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if (num_nodes > 0) {
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/* Remember the offset of the node following the tile nodes. */
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int next_offset = offset + num_nodes;
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/* Find the tile that the UV lies in. */
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int tx = (int)tex_co.x;
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int ty = (int)tex_co.y;
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/* Check that we're within a legitimate tile. */
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if (tx >= 0 && ty >= 0 && tx < 10) {
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int tile = 1001 + 10 * ty + tx;
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/* Find the index of the tile. */
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for (int i = 0; i < num_nodes; i++) {
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uint4 tile_node = read_node(kg, &offset);
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if (tile_node.x == tile) {
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id = tile_node.y;
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break;
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}
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if (tile_node.z == tile) {
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id = tile_node.w;
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break;
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}
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}
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/* If we found the tile, offset the UVs to be relative to it. */
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if (id != -1) {
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tex_co.x -= tx;
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tex_co.y -= ty;
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}
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}
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/* Skip over the remaining nodes. */
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offset = next_offset;
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}
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else {
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id = -num_nodes;
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}
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float4 f = svm_image_texture(kg, id, tex_co.x, tex_co.y, flags);
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if (stack_valid(out_offset))
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stack_store_float3(stack, out_offset, make_float3(f.x, f.y, f.z));
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if (stack_valid(alpha_offset))
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stack_store_float(stack, alpha_offset, f.w);
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return offset;
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}
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ccl_device_noinline void svm_node_tex_image_box(const KernelGlobals *kg,
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ShaderData *sd,
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float *stack,
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uint4 node)
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{
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/* get object space normal */
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float3 N = sd->N;
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N = sd->N;
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object_inverse_normal_transform(kg, sd, &N);
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/* project from direction vector to barycentric coordinates in triangles */
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float3 signed_N = N;
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N.x = fabsf(N.x);
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N.y = fabsf(N.y);
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N.z = fabsf(N.z);
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N /= (N.x + N.y + N.z);
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/* basic idea is to think of this as a triangle, each corner representing
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* one of the 3 faces of the cube. in the corners we have single textures,
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* in between we blend between two textures, and in the middle we a blend
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* between three textures.
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*
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* the Nxyz values are the barycentric coordinates in an equilateral
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* triangle, which in case of blending, in the middle has a smaller
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* equilateral triangle where 3 textures blend. this divides things into
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* 7 zones, with an if() test for each zone */
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float3 weight = make_float3(0.0f, 0.0f, 0.0f);
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float blend = __int_as_float(node.w);
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float limit = 0.5f * (1.0f + blend);
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/* first test for corners with single texture */
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if (N.x > limit * (N.x + N.y) && N.x > limit * (N.x + N.z)) {
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weight.x = 1.0f;
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}
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else if (N.y > limit * (N.x + N.y) && N.y > limit * (N.y + N.z)) {
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weight.y = 1.0f;
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}
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else if (N.z > limit * (N.x + N.z) && N.z > limit * (N.y + N.z)) {
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weight.z = 1.0f;
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}
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else if (blend > 0.0f) {
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/* in case of blending, test for mixes between two textures */
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if (N.z < (1.0f - limit) * (N.y + N.x)) {
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weight.x = N.x / (N.x + N.y);
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weight.x = saturate((weight.x - 0.5f * (1.0f - blend)) / blend);
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weight.y = 1.0f - weight.x;
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}
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else if (N.x < (1.0f - limit) * (N.y + N.z)) {
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weight.y = N.y / (N.y + N.z);
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weight.y = saturate((weight.y - 0.5f * (1.0f - blend)) / blend);
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weight.z = 1.0f - weight.y;
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}
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else if (N.y < (1.0f - limit) * (N.x + N.z)) {
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weight.x = N.x / (N.x + N.z);
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weight.x = saturate((weight.x - 0.5f * (1.0f - blend)) / blend);
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weight.z = 1.0f - weight.x;
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}
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else {
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/* last case, we have a mix between three */
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weight.x = ((2.0f - limit) * N.x + (limit - 1.0f)) / (2.0f * limit - 1.0f);
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weight.y = ((2.0f - limit) * N.y + (limit - 1.0f)) / (2.0f * limit - 1.0f);
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weight.z = ((2.0f - limit) * N.z + (limit - 1.0f)) / (2.0f * limit - 1.0f);
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}
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}
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else {
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/* Desperate mode, no valid choice anyway, fallback to one side. */
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weight.x = 1.0f;
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}
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/* now fetch textures */
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uint co_offset, out_offset, alpha_offset, flags;
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svm_unpack_node_uchar4(node.z, &co_offset, &out_offset, &alpha_offset, &flags);
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float3 co = stack_load_float3(stack, co_offset);
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uint id = node.y;
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float4 f = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
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/* Map so that no textures are flipped, rotation is somewhat arbitrary. */
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if (weight.x > 0.0f) {
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float2 uv = make_float2((signed_N.x < 0.0f) ? 1.0f - co.y : co.y, co.z);
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f += weight.x * svm_image_texture(kg, id, uv.x, uv.y, flags);
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}
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if (weight.y > 0.0f) {
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float2 uv = make_float2((signed_N.y > 0.0f) ? 1.0f - co.x : co.x, co.z);
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f += weight.y * svm_image_texture(kg, id, uv.x, uv.y, flags);
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}
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if (weight.z > 0.0f) {
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float2 uv = make_float2((signed_N.z > 0.0f) ? 1.0f - co.y : co.y, co.x);
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f += weight.z * svm_image_texture(kg, id, uv.x, uv.y, flags);
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}
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if (stack_valid(out_offset))
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stack_store_float3(stack, out_offset, make_float3(f.x, f.y, f.z));
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if (stack_valid(alpha_offset))
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stack_store_float(stack, alpha_offset, f.w);
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}
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ccl_device_noinline void svm_node_tex_environment(const KernelGlobals *kg,
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ShaderData *sd,
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float *stack,
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uint4 node)
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{
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uint id = node.y;
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uint co_offset, out_offset, alpha_offset, flags;
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uint projection = node.w;
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svm_unpack_node_uchar4(node.z, &co_offset, &out_offset, &alpha_offset, &flags);
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float3 co = stack_load_float3(stack, co_offset);
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float2 uv;
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co = safe_normalize(co);
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if (projection == 0)
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uv = direction_to_equirectangular(co);
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else
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uv = direction_to_mirrorball(co);
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float4 f = svm_image_texture(kg, id, uv.x, uv.y, flags);
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if (stack_valid(out_offset))
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stack_store_float3(stack, out_offset, make_float3(f.x, f.y, f.z));
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if (stack_valid(alpha_offset))
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stack_store_float(stack, alpha_offset, f.w);
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}
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CCL_NAMESPACE_END
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