It allows to implement tricks based on a knowledge whether the path ever cam through a portal or not, and even something more advanced based on the number of portals. The main current objective is for strokes shading: stroke shader uses Ray Portal BSDF to place ray to the center of the stroke and point it in the direction of the surface it is generated for. This gives stroke a single color which matches shading of the original object. For this usecase to work the ray bounced from the original surface should ignore the strokes, which is now possible by using Portal Depth input and mixing with the Transparent BSDF. It also helps to make shading look better when there are multiple stroke layers. A solution of using portal depth is chosen over a single flag due to various factors: - Last time we've looked into it it was a bit tricky to implement as a flag due to us running out of bits. - It feels to be more flexible solution, even though it is a bit hard to come up with 100% compelling setup for it. - It needs to be slightly different from the current "Is Foo" flags, and be more "Is Portal Descendant" or something. An extra uint16 is added to the state to count the portal depth, but it is only allocated for scenes that use Ray Portal BSDF. Portal BSDF still increments Transparent bounce, as it is required to have some "limiting" factor so that ray does not get infinitely move to different place of the scene. Ref #125213 Pull Request: https://projects.blender.org/blender/blender/pulls/143107
151 lines
4.5 KiB
C++
151 lines
4.5 KiB
C++
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#pragma once
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#include "kernel/svm/util.h"
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CCL_NAMESPACE_BEGIN
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/* Light Path Node */
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template<uint node_feature_mask, typename ConstIntegratorGenericState>
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ccl_device_noinline void svm_node_light_path(KernelGlobals kg,
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ConstIntegratorGenericState state,
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const ccl_private ShaderData *sd,
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ccl_private float *stack,
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const uint type,
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const uint out_offset,
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const uint32_t path_flag)
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{
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float info = 0.0f;
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switch ((NodeLightPath)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 different locations depending on 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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IF_KERNEL_NODES_FEATURE(LIGHT_PATH)
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{
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info = (float)integrator_state_bounce(state, path_flag);
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}
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/* For background, light emission and shadow evaluation from a
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* surface or volume we are effectively one bounce further. */
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if (path_flag & (PATH_RAY_SHADOW | PATH_RAY_EMISSION)) {
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info += 1.0f;
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}
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break;
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}
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case NODE_LP_ray_transparent: {
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IF_KERNEL_NODES_FEATURE(LIGHT_PATH)
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{
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info = (float)integrator_state_transparent_bounce(state, path_flag);
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}
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break;
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}
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case NODE_LP_ray_diffuse:
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IF_KERNEL_NODES_FEATURE(LIGHT_PATH)
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{
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info = (float)integrator_state_diffuse_bounce(state, path_flag);
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}
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break;
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case NODE_LP_ray_glossy:
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IF_KERNEL_NODES_FEATURE(LIGHT_PATH)
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{
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info = (float)integrator_state_glossy_bounce(state, path_flag);
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}
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break;
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case NODE_LP_ray_transmission:
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IF_KERNEL_NODES_FEATURE(LIGHT_PATH)
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{
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info = (float)integrator_state_transmission_bounce(state, path_flag);
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}
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break;
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case NODE_LP_ray_portal:
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IF_KERNEL_NODES_FEATURE(LIGHT_PATH)
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{
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info = (float)integrator_state_portal_bounce(kg, state, path_flag);
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}
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break;
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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(ccl_private ShaderData *sd,
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ccl_private float *stack,
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const uint4 node)
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{
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uint strength_offset;
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uint out_offset;
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uint 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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if (sd->ray_length == FLT_MAX) {
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/* Distant lights (which have a ray_length of FLT_MAX) overflow when using most outputs of
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* the light falloff node. So just ignore the node in that case. */
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stack_store_float(stack, out_offset, strength);
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return;
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}
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const uint type = node.y;
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switch ((NodeLightFalloff)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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const float smooth = stack_load_float(stack, smooth_offset);
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if (smooth > 0.0f) {
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const float squared = sd->ray_length * sd->ray_length;
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strength *= squared / (smooth + squared);
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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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