
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
143 lines
4.4 KiB
C
143 lines
4.4 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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/* Light Path Node */
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ccl_device_noinline void svm_node_light_path(INTEGRATOR_STATE_CONST_ARGS,
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const ShaderData *sd,
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float *stack,
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uint type,
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uint out_offset,
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int path_flag)
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{
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float info = 0.0f;
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switch (type) {
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case NODE_LP_camera:
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info = (path_flag & PATH_RAY_CAMERA) ? 1.0f : 0.0f;
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break;
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case NODE_LP_shadow:
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info = (path_flag & PATH_RAY_SHADOW) ? 1.0f : 0.0f;
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break;
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case NODE_LP_diffuse:
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info = (path_flag & PATH_RAY_DIFFUSE) ? 1.0f : 0.0f;
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break;
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case NODE_LP_glossy:
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info = (path_flag & PATH_RAY_GLOSSY) ? 1.0f : 0.0f;
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break;
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case NODE_LP_singular:
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info = (path_flag & PATH_RAY_SINGULAR) ? 1.0f : 0.0f;
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break;
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case NODE_LP_reflection:
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info = (path_flag & PATH_RAY_REFLECT) ? 1.0f : 0.0f;
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break;
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case NODE_LP_transmission:
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info = (path_flag & PATH_RAY_TRANSMIT) ? 1.0f : 0.0f;
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break;
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case NODE_LP_volume_scatter:
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info = (path_flag & PATH_RAY_VOLUME_SCATTER) ? 1.0f : 0.0f;
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break;
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case NODE_LP_backfacing:
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info = (sd->flag & SD_BACKFACING) ? 1.0f : 0.0f;
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break;
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case NODE_LP_ray_length:
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info = sd->ray_length;
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break;
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case NODE_LP_ray_depth: {
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/* Read bounce from difference location depending if this is a shadow
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* path. It's a bit dubious to have integrate state details leak into
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* this function but hard to avoid currently. */
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int bounce = (INTEGRATOR_STATE_IS_NULL) ? 0 :
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(path_flag & PATH_RAY_SHADOW) ? INTEGRATOR_STATE(shadow_path, bounce) :
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INTEGRATOR_STATE(path, bounce);
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/* For background, light emission and shadow evaluation we from a
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* surface or volume we are effective one bounce further. */
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if (path_flag & (PATH_RAY_SHADOW | PATH_RAY_EMISSION)) {
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bounce++;
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}
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info = (float)bounce;
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break;
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}
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/* TODO */
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case NODE_LP_ray_transparent: {
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const int bounce = (INTEGRATOR_STATE_IS_NULL) ?
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0 :
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(path_flag & PATH_RAY_SHADOW) ?
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INTEGRATOR_STATE(shadow_path, transparent_bounce) :
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INTEGRATOR_STATE(path, transparent_bounce);
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info = (float)bounce;
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break;
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}
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#if 0
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case NODE_LP_ray_diffuse:
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info = (float)state->diffuse_bounce;
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break;
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case NODE_LP_ray_glossy:
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info = (float)state->glossy_bounce;
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break;
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#endif
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#if 0
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case NODE_LP_ray_transmission:
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info = (float)state->transmission_bounce;
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break;
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#endif
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}
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stack_store_float(stack, out_offset, info);
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}
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/* Light Falloff Node */
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ccl_device_noinline void svm_node_light_falloff(ShaderData *sd, float *stack, uint4 node)
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{
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uint strength_offset, out_offset, smooth_offset;
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svm_unpack_node_uchar3(node.z, &strength_offset, &smooth_offset, &out_offset);
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float strength = stack_load_float(stack, strength_offset);
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uint type = node.y;
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switch (type) {
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case NODE_LIGHT_FALLOFF_QUADRATIC:
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break;
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case NODE_LIGHT_FALLOFF_LINEAR:
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strength *= sd->ray_length;
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break;
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case NODE_LIGHT_FALLOFF_CONSTANT:
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strength *= sd->ray_length * sd->ray_length;
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break;
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}
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float smooth = stack_load_float(stack, smooth_offset);
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if (smooth > 0.0f) {
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float squared = sd->ray_length * sd->ray_length;
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/* Distant lamps set the ray length to FLT_MAX, which causes squared to overflow. */
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if (isfinite(squared)) {
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strength *= squared / (smooth + squared);
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}
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}
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stack_store_float(stack, out_offset, strength);
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}
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CCL_NAMESPACE_END
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