
New features: * Bump mapping now works with SSS * Texture Blur factor for SSS, see the documentation for details: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Subsurface_Scattering Work in progress for feedback: Initial implementation of the "BSSRDF Importance Sampling" paper, which uses a different importance sampling method. It gives better quality results in many ways, with the availability of both Cubic and Gaussian falloff functions, but also tends to be more noisy when using the progressive integrator and does not give great results with some geometry. It works quite well for the non-progressive integrator and is often less noisy there. This code may still change a lot, so unless you're testing it may be best to stick to the Compatible falloff function. Skin test render and file that takes advantage of the gaussian falloff: http://www.pasteall.org/pic/show.php?id=57661 http://www.pasteall.org/pic/show.php?id=57662 http://www.pasteall.org/blend/23501
669 lines
18 KiB
C
669 lines
18 KiB
C
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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CCL_NAMESPACE_BEGIN
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/* Closure Nodes */
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__device void svm_node_glass_setup(ShaderData *sd, ShaderClosure *sc, int type, float eta, float roughness, bool refract)
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{
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if(type == CLOSURE_BSDF_SHARP_GLASS_ID) {
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if(refract) {
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sc->data0 = eta;
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sc->data1 = 0.0f;
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sd->flag |= bsdf_refraction_setup(sc);
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}
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else
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sd->flag |= bsdf_reflection_setup(sc);
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}
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else if(type == CLOSURE_BSDF_MICROFACET_BECKMANN_GLASS_ID) {
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sc->data0 = roughness;
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sc->data1 = eta;
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if(refract)
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sd->flag |= bsdf_microfacet_beckmann_refraction_setup(sc);
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else
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sd->flag |= bsdf_microfacet_beckmann_setup(sc);
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}
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else {
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sc->data0 = roughness;
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sc->data1 = eta;
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if(refract)
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sd->flag |= bsdf_microfacet_ggx_refraction_setup(sc);
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else
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sd->flag |= bsdf_microfacet_ggx_setup(sc);
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}
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}
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__device_inline ShaderClosure *svm_node_closure_get_non_bsdf(ShaderData *sd, ClosureType type, float mix_weight)
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{
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#ifdef __MULTI_CLOSURE__
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ShaderClosure *sc = &sd->closure[sd->num_closure];
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if(sd->num_closure < MAX_CLOSURE) {
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sc->weight *= mix_weight;
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sc->type = type;
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#ifdef __OSL__
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sc->prim = NULL;
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#endif
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sd->num_closure++;
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return sc;
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}
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return NULL;
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#else
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return &sd->closure;
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#endif
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}
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__device_inline ShaderClosure *svm_node_closure_get_bsdf(ShaderData *sd, float mix_weight)
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{
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#ifdef __MULTI_CLOSURE__
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ShaderClosure *sc = &sd->closure[sd->num_closure];
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float3 weight = sc->weight * mix_weight;
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float sample_weight = fabsf(average(weight));
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if(sample_weight > 1e-5f && sd->num_closure < MAX_CLOSURE) {
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sc->weight = weight;
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sc->sample_weight = sample_weight;
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sd->num_closure++;
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#ifdef __OSL__
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sc->prim = NULL;
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#endif
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return sc;
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}
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return NULL;
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#else
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return &sd->closure;
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#endif
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}
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__device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, float randb, int path_flag, int *offset)
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{
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uint type, param1_offset, param2_offset;
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#ifdef __MULTI_CLOSURE__
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uint mix_weight_offset;
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decode_node_uchar4(node.y, &type, ¶m1_offset, ¶m2_offset, &mix_weight_offset);
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float mix_weight = (stack_valid(mix_weight_offset)? stack_load_float(stack, mix_weight_offset): 1.0f);
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/* note we read this extra node before weight check, so offset is added */
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uint4 data_node = read_node(kg, offset);
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if(mix_weight == 0.0f)
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return;
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float3 N = stack_valid(data_node.y)? stack_load_float3(stack, data_node.y): sd->N;
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#else
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decode_node_uchar4(node.y, &type, ¶m1_offset, ¶m2_offset, NULL);
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float mix_weight = 1.0f;
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uint4 data_node = read_node(kg, offset);
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float3 N = stack_valid(data_node.y)? stack_load_float3(stack, data_node.y): sd->N;
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#endif
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float param1 = (stack_valid(param1_offset))? stack_load_float(stack, param1_offset): __uint_as_float(node.z);
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float param2 = (stack_valid(param2_offset))? stack_load_float(stack, param2_offset): __uint_as_float(node.w);
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switch(type) {
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case CLOSURE_BSDF_DIFFUSE_ID: {
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ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
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if(sc) {
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sc->N = N;
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float roughness = param1;
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if(roughness == 0.0f) {
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sc->data0 = 0.0f;
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sc->data1 = 0.0f;
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sd->flag |= bsdf_diffuse_setup(sc);
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}
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else {
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sc->data0 = roughness;
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sc->data1 = 0.0f;
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sd->flag |= bsdf_oren_nayar_setup(sc);
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}
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}
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break;
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}
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case CLOSURE_BSDF_TRANSLUCENT_ID: {
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ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
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if(sc) {
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sc->data0 = 0.0f;
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sc->data1 = 0.0f;
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sc->N = N;
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sd->flag |= bsdf_translucent_setup(sc);
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}
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break;
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}
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case CLOSURE_BSDF_TRANSPARENT_ID: {
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ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
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if(sc) {
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sc->data0 = 0.0f;
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sc->data1 = 0.0f;
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sc->N = N;
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sd->flag |= bsdf_transparent_setup(sc);
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}
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break;
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}
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case CLOSURE_BSDF_REFLECTION_ID:
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case CLOSURE_BSDF_MICROFACET_GGX_ID:
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case CLOSURE_BSDF_MICROFACET_BECKMANN_ID: {
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#ifdef __CAUSTICS_TRICKS__
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if(kernel_data.integrator.no_caustics && (path_flag & PATH_RAY_DIFFUSE))
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break;
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#endif
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ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
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if(sc) {
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sc->N = N;
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sc->data0 = param1;
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sc->data1 = 0.0f;
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/* setup bsdf */
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if(type == CLOSURE_BSDF_REFLECTION_ID)
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sd->flag |= bsdf_reflection_setup(sc);
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else if(type == CLOSURE_BSDF_MICROFACET_BECKMANN_ID)
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sd->flag |= bsdf_microfacet_beckmann_setup(sc);
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else
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sd->flag |= bsdf_microfacet_ggx_setup(sc);
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}
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break;
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}
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case CLOSURE_BSDF_REFRACTION_ID:
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case CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID:
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case CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID: {
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#ifdef __CAUSTICS_TRICKS__
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if(kernel_data.integrator.no_caustics && (path_flag & PATH_RAY_DIFFUSE))
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break;
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#endif
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ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
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if(sc) {
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sc->N = N;
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sc->data0 = param1;
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float eta = fmaxf(param2, 1.0f + 1e-5f);
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sc->data1 = (sd->flag & SD_BACKFACING)? 1.0f/eta: eta;
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/* setup bsdf */
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if(type == CLOSURE_BSDF_REFRACTION_ID)
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sd->flag |= bsdf_refraction_setup(sc);
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else if(type == CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID)
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sd->flag |= bsdf_microfacet_beckmann_refraction_setup(sc);
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else
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sd->flag |= bsdf_microfacet_ggx_refraction_setup(sc);
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}
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break;
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}
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case CLOSURE_BSDF_SHARP_GLASS_ID:
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case CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID:
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case CLOSURE_BSDF_MICROFACET_BECKMANN_GLASS_ID: {
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#ifdef __CAUSTICS_TRICKS__
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if(kernel_data.integrator.no_caustics && (path_flag & PATH_RAY_DIFFUSE))
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break;
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#endif
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/* index of refraction */
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float eta = fmaxf(param2, 1.0f + 1e-5f);
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eta = (sd->flag & SD_BACKFACING)? 1.0f/eta: eta;
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/* fresnel */
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float cosNO = dot(N, sd->I);
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float fresnel = fresnel_dielectric_cos(cosNO, eta);
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float roughness = param1;
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#ifdef __MULTI_CLOSURE__
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/* reflection */
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ShaderClosure *sc = &sd->closure[sd->num_closure];
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float3 weight = sc->weight;
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float sample_weight = sc->sample_weight;
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sc = svm_node_closure_get_bsdf(sd, mix_weight*fresnel);
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if(sc) {
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sc->N = N;
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svm_node_glass_setup(sd, sc, type, eta, roughness, false);
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}
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/* refraction */
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sc = &sd->closure[sd->num_closure];
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sc->weight = weight;
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sc->sample_weight = sample_weight;
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sc = svm_node_closure_get_bsdf(sd, mix_weight*(1.0f - fresnel));
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if(sc) {
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sc->N = N;
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svm_node_glass_setup(sd, sc, type, eta, roughness, true);
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}
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#else
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ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
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if(sc) {
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sc->N = N;
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bool refract = (randb > fresnel);
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svm_node_glass_setup(sd, sc, type, eta, roughness, refract);
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}
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#endif
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break;
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}
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case CLOSURE_BSDF_WARD_ID: {
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#ifdef __CAUSTICS_TRICKS__
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if(kernel_data.integrator.no_caustics && (path_flag & PATH_RAY_DIFFUSE))
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break;
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#endif
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ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
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if(sc) {
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sc->N = N;
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#ifdef __ANISOTROPIC__
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sc->T = stack_load_float3(stack, data_node.z);
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/* rotate tangent */
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float rotation = stack_load_float(stack, data_node.w);
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if(rotation != 0.0f)
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sc->T = rotate_around_axis(sc->T, sc->N, rotation * M_2PI_F);
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/* compute roughness */
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float roughness = param1;
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float anisotropy = clamp(param2, -0.99f, 0.99f);
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if(anisotropy < 0.0f) {
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sc->data0 = roughness/(1.0f + anisotropy);
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sc->data1 = roughness*(1.0f + anisotropy);
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}
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else {
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sc->data0 = roughness*(1.0f - anisotropy);
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sc->data1 = roughness/(1.0f - anisotropy);
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}
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sd->flag |= bsdf_ward_setup(sc);
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#else
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sd->flag |= bsdf_diffuse_setup(sc);
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#endif
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}
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break;
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}
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case CLOSURE_BSDF_ASHIKHMIN_VELVET_ID: {
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ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
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if(sc) {
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sc->N = N;
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/* sigma */
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sc->data0 = clamp(param1, 0.0f, 1.0f);
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sc->data1 = 0.0f;
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sd->flag |= bsdf_ashikhmin_velvet_setup(sc);
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}
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break;
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}
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case CLOSURE_BSDF_DIFFUSE_TOON_ID:
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case CLOSURE_BSDF_GLOSSY_TOON_ID: {
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ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
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if(sc) {
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/* Normal, Size and Smooth */
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sc->N = N;
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sc->data0 = param1;
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sc->data1 = param2;
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if (type == CLOSURE_BSDF_DIFFUSE_TOON_ID)
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sd->flag |= bsdf_diffuse_toon_setup(sc);
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else
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sd->flag |= bsdf_glossy_toon_setup(sc);
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}
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break;
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}
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#ifdef __SUBSURFACE__
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case CLOSURE_BSSRDF_COMPATIBLE_ID:
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case CLOSURE_BSSRDF_CUBIC_ID:
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case CLOSURE_BSSRDF_GAUSSIAN_ID: {
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ShaderClosure *sc = &sd->closure[sd->num_closure];
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float3 weight = sc->weight * mix_weight;
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float sample_weight = fabsf(average(weight));
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/* disable in case of diffuse ancestor, can't see it well then and
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* adds considerably noise due to probabilities of continuing path
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* getting lower and lower */
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if(type != CLOSURE_BSSRDF_COMPATIBLE_ID && (path_flag & PATH_RAY_DIFFUSE_ANCESTOR))
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param1 = 0.0f;
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if(sample_weight > 1e-5f && sd->num_closure+2 < MAX_CLOSURE) {
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/* radius * scale */
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float3 radius = stack_load_float3(stack, data_node.w)*param1;
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/* texture color blur */
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float texture_blur = param2;
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/* create one closure per color channel */
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if(fabsf(weight.x) > 0.0f) {
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sc->weight = make_float3(weight.x, 0.0f, 0.0f);
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sc->sample_weight = sample_weight;
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sc->data0 = radius.x;
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sc->data1 = texture_blur;
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#ifdef __OSL__
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sc->prim = NULL;
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#endif
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sc->N = N;
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sd->flag |= bssrdf_setup(sc, (ClosureType)type);
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sd->num_closure++;
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sc++;
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}
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if(fabsf(weight.y) > 0.0f) {
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sc->weight = make_float3(0.0f, weight.y, 0.0f);
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sc->sample_weight = sample_weight;
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sc->data0 = radius.y;
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sc->data1 = texture_blur;
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#ifdef __OSL__
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sc->prim = NULL;
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#endif
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sc->N = N;
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sd->flag |= bssrdf_setup(sc, (ClosureType)type);
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sd->num_closure++;
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sc++;
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}
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if(fabsf(weight.z) > 0.0f) {
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sc->weight = make_float3(0.0f, 0.0f, weight.z);
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sc->sample_weight = sample_weight;
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sc->data0 = radius.z;
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sc->data1 = texture_blur;
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#ifdef __OSL__
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sc->prim = NULL;
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#endif
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sc->N = N;
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sd->flag |= bssrdf_setup(sc, (ClosureType)type);
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sd->num_closure++;
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sc++;
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}
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}
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break;
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}
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#endif
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default:
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break;
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}
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}
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__device void svm_node_closure_volume(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int path_flag)
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{
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uint type, param1_offset, param2_offset;
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#ifdef __MULTI_CLOSURE__
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uint mix_weight_offset;
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decode_node_uchar4(node.y, &type, ¶m1_offset, ¶m2_offset, &mix_weight_offset);
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float mix_weight = (stack_valid(mix_weight_offset)? stack_load_float(stack, mix_weight_offset): 1.0f);
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if(mix_weight == 0.0f)
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return;
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#else
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decode_node_uchar4(node.y, &type, ¶m1_offset, ¶m2_offset, NULL);
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float mix_weight = 1.0f;
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#endif
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float param1 = (stack_valid(param1_offset))? stack_load_float(stack, param1_offset): __uint_as_float(node.z);
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//float param2 = (stack_valid(param2_offset))? stack_load_float(stack, param2_offset): __uint_as_float(node.w);
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switch(type) {
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case CLOSURE_VOLUME_TRANSPARENT_ID: {
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ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
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if(sc) {
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float density = param1;
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sd->flag |= volume_transparent_setup(sc, density);
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}
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break;
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}
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case CLOSURE_VOLUME_ISOTROPIC_ID: {
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ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
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if(sc) {
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float density = param1;
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sd->flag |= volume_isotropic_setup(sc, density);
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}
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break;
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}
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default:
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break;
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}
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}
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__device void svm_node_closure_emission(ShaderData *sd, float *stack, uint4 node)
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{
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#ifdef __MULTI_CLOSURE__
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uint mix_weight_offset = node.y;
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if(stack_valid(mix_weight_offset)) {
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float mix_weight = stack_load_float(stack, mix_weight_offset);
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if(mix_weight == 0.0f)
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return;
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svm_node_closure_get_non_bsdf(sd, CLOSURE_EMISSION_ID, mix_weight);
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}
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else
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svm_node_closure_get_non_bsdf(sd, CLOSURE_EMISSION_ID, 1.0f);
|
|
#else
|
|
ShaderClosure *sc = &sd->closure;
|
|
sc->type = CLOSURE_EMISSION_ID;
|
|
#endif
|
|
|
|
sd->flag |= SD_EMISSION;
|
|
}
|
|
|
|
__device void svm_node_closure_background(ShaderData *sd, float *stack, uint4 node)
|
|
{
|
|
#ifdef __MULTI_CLOSURE__
|
|
uint mix_weight_offset = node.y;
|
|
|
|
if(stack_valid(mix_weight_offset)) {
|
|
float mix_weight = stack_load_float(stack, mix_weight_offset);
|
|
|
|
if(mix_weight == 0.0f)
|
|
return;
|
|
|
|
svm_node_closure_get_non_bsdf(sd, CLOSURE_BACKGROUND_ID, mix_weight);
|
|
}
|
|
else
|
|
svm_node_closure_get_non_bsdf(sd, CLOSURE_BACKGROUND_ID, 1.0f);
|
|
#else
|
|
ShaderClosure *sc = &sd->closure;
|
|
sc->type = CLOSURE_BACKGROUND_ID;
|
|
#endif
|
|
}
|
|
|
|
__device void svm_node_closure_holdout(ShaderData *sd, float *stack, uint4 node)
|
|
{
|
|
#ifdef __MULTI_CLOSURE__
|
|
uint mix_weight_offset = node.y;
|
|
|
|
if(stack_valid(mix_weight_offset)) {
|
|
float mix_weight = stack_load_float(stack, mix_weight_offset);
|
|
|
|
if(mix_weight == 0.0f)
|
|
return;
|
|
|
|
svm_node_closure_get_non_bsdf(sd, CLOSURE_HOLDOUT_ID, mix_weight);
|
|
}
|
|
else
|
|
svm_node_closure_get_non_bsdf(sd, CLOSURE_HOLDOUT_ID, 1.0f);
|
|
#else
|
|
ShaderClosure *sc = &sd->closure;
|
|
sc->type = CLOSURE_HOLDOUT_ID;
|
|
#endif
|
|
|
|
sd->flag |= SD_HOLDOUT;
|
|
}
|
|
|
|
__device void svm_node_closure_ambient_occlusion(ShaderData *sd, float *stack, uint4 node)
|
|
{
|
|
#ifdef __MULTI_CLOSURE__
|
|
uint mix_weight_offset = node.y;
|
|
|
|
if(stack_valid(mix_weight_offset)) {
|
|
float mix_weight = stack_load_float(stack, mix_weight_offset);
|
|
|
|
if(mix_weight == 0.0f)
|
|
return;
|
|
|
|
svm_node_closure_get_non_bsdf(sd, CLOSURE_AMBIENT_OCCLUSION_ID, mix_weight);
|
|
}
|
|
else
|
|
svm_node_closure_get_non_bsdf(sd, CLOSURE_AMBIENT_OCCLUSION_ID, 1.0f);
|
|
#else
|
|
ShaderClosure *sc = &sd->closure;
|
|
sc->type = CLOSURE_AMBIENT_OCCLUSION_ID;
|
|
#endif
|
|
|
|
sd->flag |= SD_AO;
|
|
}
|
|
|
|
/* Closure Nodes */
|
|
|
|
__device_inline void svm_node_closure_store_weight(ShaderData *sd, float3 weight)
|
|
{
|
|
#ifdef __MULTI_CLOSURE__
|
|
if(sd->num_closure < MAX_CLOSURE)
|
|
sd->closure[sd->num_closure].weight = weight;
|
|
#else
|
|
sd->closure.weight = weight;
|
|
#endif
|
|
}
|
|
|
|
__device void svm_node_closure_set_weight(ShaderData *sd, uint r, uint g, uint b)
|
|
{
|
|
float3 weight = make_float3(__uint_as_float(r), __uint_as_float(g), __uint_as_float(b));
|
|
svm_node_closure_store_weight(sd, weight);
|
|
}
|
|
|
|
__device void svm_node_emission_set_weight_total(KernelGlobals *kg, ShaderData *sd, uint r, uint g, uint b)
|
|
{
|
|
float3 weight = make_float3(__uint_as_float(r), __uint_as_float(g), __uint_as_float(b));
|
|
|
|
if(sd->object != ~0)
|
|
weight /= object_surface_area(kg, sd->object);
|
|
|
|
svm_node_closure_store_weight(sd, weight);
|
|
}
|
|
|
|
__device void svm_node_closure_weight(ShaderData *sd, float *stack, uint weight_offset)
|
|
{
|
|
float3 weight = stack_load_float3(stack, weight_offset);
|
|
|
|
svm_node_closure_store_weight(sd, weight);
|
|
}
|
|
|
|
__device void svm_node_emission_weight(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
|
|
{
|
|
uint color_offset = node.y;
|
|
uint strength_offset = node.z;
|
|
uint total_power = node.w;
|
|
|
|
float strength = stack_load_float(stack, strength_offset);
|
|
float3 weight = stack_load_float3(stack, color_offset)*strength;
|
|
|
|
if(total_power && sd->object != ~0)
|
|
weight /= object_surface_area(kg, sd->object);
|
|
|
|
svm_node_closure_store_weight(sd, weight);
|
|
}
|
|
|
|
__device void svm_node_mix_closure(ShaderData *sd, float *stack,
|
|
uint4 node, int *offset, float *randb)
|
|
{
|
|
#ifdef __MULTI_CLOSURE__
|
|
/* fetch weight from blend input, previous mix closures,
|
|
* and write to stack to be used by closure nodes later */
|
|
uint weight_offset, in_weight_offset, weight1_offset, weight2_offset;
|
|
decode_node_uchar4(node.y, &weight_offset, &in_weight_offset, &weight1_offset, &weight2_offset);
|
|
|
|
float weight = stack_load_float(stack, weight_offset);
|
|
weight = clamp(weight, 0.0f, 1.0f);
|
|
|
|
float in_weight = (stack_valid(in_weight_offset))? stack_load_float(stack, in_weight_offset): 1.0f;
|
|
|
|
if(stack_valid(weight1_offset))
|
|
stack_store_float(stack, weight1_offset, in_weight*(1.0f - weight));
|
|
if(stack_valid(weight2_offset))
|
|
stack_store_float(stack, weight2_offset, in_weight*weight);
|
|
#else
|
|
/* pick a closure and make the random number uniform over 0..1 again.
|
|
* closure 1 starts on the next node, for closure 2 the start is at an
|
|
* offset from the current node, so we jump */
|
|
uint weight_offset = node.y;
|
|
uint node_jump = node.z;
|
|
float weight = stack_load_float(stack, weight_offset);
|
|
weight = clamp(weight, 0.0f, 1.0f);
|
|
|
|
if(*randb < weight) {
|
|
*offset += node_jump;
|
|
*randb = *randb/weight;
|
|
}
|
|
else
|
|
*randb = (*randb - weight)/(1.0f - weight);
|
|
#endif
|
|
}
|
|
|
|
__device void svm_node_add_closure(ShaderData *sd, float *stack, uint unused,
|
|
uint node_jump, int *offset, float *randb, float *closure_weight)
|
|
{
|
|
#ifdef __MULTI_CLOSURE__
|
|
/* nothing to do, handled in compiler */
|
|
#else
|
|
/* pick one of the two closures with probability 0.5. sampling quality
|
|
* is not going to be great, for that we'd need to evaluate the weights
|
|
* of the two closures being added */
|
|
float weight = 0.5f;
|
|
|
|
if(*randb < weight) {
|
|
*offset += node_jump;
|
|
*randb = *randb/weight;
|
|
}
|
|
else
|
|
*randb = (*randb - weight)/(1.0f - weight);
|
|
|
|
*closure_weight *= 2.0f;
|
|
#endif
|
|
}
|
|
|
|
/* (Bump) normal */
|
|
|
|
__device void svm_node_set_normal(KernelGlobals *kg, ShaderData *sd, float *stack, uint in_direction, uint out_normal)
|
|
{
|
|
float3 normal = stack_load_float3(stack, in_direction);
|
|
sd->N = normal;
|
|
stack_store_float3(stack, out_normal, normal);
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|
|
|