
These replace float3 and packed_float3 in various places in the kernel where a spectral color representation will be used in the future. That representation will require more than 3 channels and conversion to from/RGB. The kernel code was refactored to remove the assumption that Spectrum and RGB colors are the same thing. There are no functional changes, Spectrum is still a float3 and the conversion functions are no-ops. Differential Revision: https://developer.blender.org/D15535
111 lines
3.5 KiB
C
111 lines
3.5 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/camera/projection.h"
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#include "kernel/integrator/shader_eval.h"
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#include "kernel/geom/geom.h"
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#include "kernel/util/color.h"
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CCL_NAMESPACE_BEGIN
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ccl_device void kernel_displace_evaluate(KernelGlobals kg,
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ccl_global const KernelShaderEvalInput *input,
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ccl_global float *output,
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const int offset)
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{
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/* Setup shader data. */
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const KernelShaderEvalInput in = input[offset];
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ShaderData sd;
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shader_setup_from_displace(kg, &sd, in.object, in.prim, in.u, in.v);
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/* Evaluate displacement shader. */
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const float3 P = sd.P;
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shader_eval_displacement(kg, INTEGRATOR_STATE_NULL, &sd);
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float3 D = sd.P - P;
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object_inverse_dir_transform(kg, &sd, &D);
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#ifdef __KERNEL_DEBUG_NAN__
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if (!isfinite_safe(D)) {
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kernel_assert(!"Cycles displacement with non-finite value detected");
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}
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#endif
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/* Ensure finite displacement, preventing BVH from becoming degenerate and avoiding possible
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* traversal issues caused by non-finite math. */
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D = ensure_finite(D);
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/* Write output. */
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output[offset * 3 + 0] += D.x;
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output[offset * 3 + 1] += D.y;
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output[offset * 3 + 2] += D.z;
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}
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ccl_device void kernel_background_evaluate(KernelGlobals kg,
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ccl_global const KernelShaderEvalInput *input,
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ccl_global float *output,
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const int offset)
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{
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/* Setup ray */
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const KernelShaderEvalInput in = input[offset];
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const float3 ray_P = zero_float3();
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const float3 ray_D = equirectangular_to_direction(in.u, in.v);
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const float ray_time = 0.5f;
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/* Setup shader data. */
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ShaderData sd;
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shader_setup_from_background(kg, &sd, ray_P, ray_D, ray_time);
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/* Evaluate shader.
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* This is being evaluated for all BSDFs, so path flag does not contain a specific type. */
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const uint32_t path_flag = PATH_RAY_EMISSION;
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shader_eval_surface<KERNEL_FEATURE_NODE_MASK_SURFACE_LIGHT &
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~(KERNEL_FEATURE_NODE_RAYTRACE | KERNEL_FEATURE_NODE_LIGHT_PATH)>(
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kg, INTEGRATOR_STATE_NULL, &sd, NULL, path_flag);
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Spectrum color = shader_background_eval(&sd);
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#ifdef __KERNEL_DEBUG_NAN__
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if (!isfinite_safe(color)) {
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kernel_assert(!"Cycles background with non-finite value detected");
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}
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#endif
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/* Ensure finite color, avoiding possible numerical instabilities in the path tracing kernels. */
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color = ensure_finite(color);
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float3 color_rgb = spectrum_to_rgb(color);
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/* Write output. */
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output[offset * 3 + 0] += color_rgb.x;
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output[offset * 3 + 1] += color_rgb.y;
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output[offset * 3 + 2] += color_rgb.z;
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}
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ccl_device void kernel_curve_shadow_transparency_evaluate(
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KernelGlobals kg,
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ccl_global const KernelShaderEvalInput *input,
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ccl_global float *output,
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const int offset)
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{
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/* Setup shader data. */
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const KernelShaderEvalInput in = input[offset];
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ShaderData sd;
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shader_setup_from_curve(kg, &sd, in.object, in.prim, __float_as_int(in.v), in.u);
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/* Evaluate transparency. */
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shader_eval_surface<KERNEL_FEATURE_NODE_MASK_SURFACE_SHADOW &
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~(KERNEL_FEATURE_NODE_RAYTRACE | KERNEL_FEATURE_NODE_LIGHT_PATH)>(
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kg, INTEGRATOR_STATE_NULL, &sd, NULL, PATH_RAY_SHADOW);
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/* Write output. */
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output[offset] = clamp(average(shader_bsdf_transparency(kg, &sd)), 0.0f, 1.0f);
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}
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CCL_NAMESPACE_END
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