Files
blender/intern/cycles/kernel/bake/bake.h
Andrii Symkin d832d993c5 Cycles: add new Spectrum and PackedSpectrum types
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
2022-08-09 16:49:34 +02:00

111 lines
3.5 KiB
C

/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#pragma once
#include "kernel/camera/projection.h"
#include "kernel/integrator/shader_eval.h"
#include "kernel/geom/geom.h"
#include "kernel/util/color.h"
CCL_NAMESPACE_BEGIN
ccl_device void kernel_displace_evaluate(KernelGlobals kg,
ccl_global const KernelShaderEvalInput *input,
ccl_global float *output,
const int offset)
{
/* Setup shader data. */
const KernelShaderEvalInput in = input[offset];
ShaderData sd;
shader_setup_from_displace(kg, &sd, in.object, in.prim, in.u, in.v);
/* Evaluate displacement shader. */
const float3 P = sd.P;
shader_eval_displacement(kg, INTEGRATOR_STATE_NULL, &sd);
float3 D = sd.P - P;
object_inverse_dir_transform(kg, &sd, &D);
#ifdef __KERNEL_DEBUG_NAN__
if (!isfinite_safe(D)) {
kernel_assert(!"Cycles displacement with non-finite value detected");
}
#endif
/* Ensure finite displacement, preventing BVH from becoming degenerate and avoiding possible
* traversal issues caused by non-finite math. */
D = ensure_finite(D);
/* Write output. */
output[offset * 3 + 0] += D.x;
output[offset * 3 + 1] += D.y;
output[offset * 3 + 2] += D.z;
}
ccl_device void kernel_background_evaluate(KernelGlobals kg,
ccl_global const KernelShaderEvalInput *input,
ccl_global float *output,
const int offset)
{
/* Setup ray */
const KernelShaderEvalInput in = input[offset];
const float3 ray_P = zero_float3();
const float3 ray_D = equirectangular_to_direction(in.u, in.v);
const float ray_time = 0.5f;
/* Setup shader data. */
ShaderData sd;
shader_setup_from_background(kg, &sd, ray_P, ray_D, ray_time);
/* Evaluate shader.
* This is being evaluated for all BSDFs, so path flag does not contain a specific type. */
const uint32_t path_flag = PATH_RAY_EMISSION;
shader_eval_surface<KERNEL_FEATURE_NODE_MASK_SURFACE_LIGHT &
~(KERNEL_FEATURE_NODE_RAYTRACE | KERNEL_FEATURE_NODE_LIGHT_PATH)>(
kg, INTEGRATOR_STATE_NULL, &sd, NULL, path_flag);
Spectrum color = shader_background_eval(&sd);
#ifdef __KERNEL_DEBUG_NAN__
if (!isfinite_safe(color)) {
kernel_assert(!"Cycles background with non-finite value detected");
}
#endif
/* Ensure finite color, avoiding possible numerical instabilities in the path tracing kernels. */
color = ensure_finite(color);
float3 color_rgb = spectrum_to_rgb(color);
/* Write output. */
output[offset * 3 + 0] += color_rgb.x;
output[offset * 3 + 1] += color_rgb.y;
output[offset * 3 + 2] += color_rgb.z;
}
ccl_device void kernel_curve_shadow_transparency_evaluate(
KernelGlobals kg,
ccl_global const KernelShaderEvalInput *input,
ccl_global float *output,
const int offset)
{
/* Setup shader data. */
const KernelShaderEvalInput in = input[offset];
ShaderData sd;
shader_setup_from_curve(kg, &sd, in.object, in.prim, __float_as_int(in.v), in.u);
/* Evaluate transparency. */
shader_eval_surface<KERNEL_FEATURE_NODE_MASK_SURFACE_SHADOW &
~(KERNEL_FEATURE_NODE_RAYTRACE | KERNEL_FEATURE_NODE_LIGHT_PATH)>(
kg, INTEGRATOR_STATE_NULL, &sd, NULL, PATH_RAY_SHADOW);
/* Write output. */
output[offset] = clamp(average(shader_bsdf_transparency(kg, &sd)), 0.0f, 1.0f);
}
CCL_NAMESPACE_END