Files
test/intern/cycles/kernel/integrator/init_from_bake.h
2021-11-18 17:58:26 +01:00

206 lines
6.8 KiB
C

/*
* Copyright 2011-2021 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#pragma once
#include "kernel/camera/camera.h"
#include "kernel/film/accumulate.h"
#include "kernel/film/adaptive_sampling.h"
#include "kernel/integrator/path_state.h"
#include "kernel/sample/pattern.h"
#include "kernel/geom/geom.h"
CCL_NAMESPACE_BEGIN
/* This helps with AA but it's not the real solution as it does not AA the geometry
* but it's better than nothing, thus committed. */
ccl_device_inline float bake_clamp_mirror_repeat(float u, float max)
{
/* use mirror repeat (like opengl texture) so that if the barycentric
* coordinate goes past the end of the triangle it is not always clamped
* to the same value, gives ugly patterns */
u /= max;
float fu = floorf(u);
u = u - fu;
return ((((int)fu) & 1) ? 1.0f - u : u) * max;
}
/* Return false to indicate that this pixel is finished.
* Used by CPU implementation to not attempt to sample pixel for multiple samples once its known
* that the pixel did converge. */
ccl_device bool integrator_init_from_bake(KernelGlobals kg,
IntegratorState state,
ccl_global const KernelWorkTile *ccl_restrict tile,
ccl_global float *render_buffer,
const int x,
const int y,
const int scheduled_sample)
{
PROFILING_INIT(kg, PROFILING_RAY_SETUP);
/* Initialize path state to give basic buffer access and allow early outputs. */
path_state_init(state, tile, x, y);
/* Check whether the pixel has converged and should not be sampled anymore. */
if (!kernel_need_sample_pixel(kg, state, render_buffer)) {
return false;
}
/* Always count the sample, even if the camera sample will reject the ray. */
const int sample = kernel_accum_sample(
kg, state, render_buffer, scheduled_sample, tile->sample_offset);
/* Setup render buffers. */
const int index = INTEGRATOR_STATE(state, path, render_pixel_index);
const int pass_stride = kernel_data.film.pass_stride;
ccl_global float *buffer = render_buffer + index * pass_stride;
ccl_global float *primitive = buffer + kernel_data.film.pass_bake_primitive;
ccl_global float *differential = buffer + kernel_data.film.pass_bake_differential;
const int seed = __float_as_uint(primitive[0]);
int prim = __float_as_uint(primitive[1]);
if (prim == -1) {
/* Accumulate transparency for empty pixels. */
kernel_accum_transparent(kg, state, 0, 1.0f, buffer);
return false;
}
prim += kernel_data.bake.tri_offset;
/* Random number generator. */
const uint rng_hash = hash_uint(seed) ^ kernel_data.integrator.seed;
float filter_x, filter_y;
if (sample == 0) {
filter_x = filter_y = 0.5f;
}
else {
path_rng_2D(kg, rng_hash, sample, PRNG_FILTER_U, &filter_x, &filter_y);
}
/* Initialize path state for path integration. */
path_state_init_integrator(kg, state, sample, rng_hash);
/* Barycentric UV with sub-pixel offset. */
float u = primitive[2];
float v = primitive[3];
float dudx = differential[0];
float dudy = differential[1];
float dvdx = differential[2];
float dvdy = differential[3];
if (sample > 0) {
u = bake_clamp_mirror_repeat(u + dudx * (filter_x - 0.5f) + dudy * (filter_y - 0.5f), 1.0f);
v = bake_clamp_mirror_repeat(v + dvdx * (filter_x - 0.5f) + dvdy * (filter_y - 0.5f),
1.0f - u);
}
/* Position and normal on triangle. */
const int object = kernel_data.bake.object_index;
float3 P, Ng;
int shader;
triangle_point_normal(kg, object, prim, u, v, &P, &Ng, &shader);
const int object_flag = kernel_tex_fetch(__object_flag, object);
if (!(object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM);
P = transform_point_auto(&tfm, P);
}
if (kernel_data.film.pass_background != PASS_UNUSED) {
/* Environment baking. */
/* Setup and write ray. */
Ray ray ccl_optional_struct_init;
ray.P = zero_float3();
ray.D = normalize(P);
ray.t = FLT_MAX;
ray.time = 0.5f;
ray.dP = differential_zero_compact();
ray.dD = differential_zero_compact();
integrator_state_write_ray(kg, state, &ray);
/* Setup next kernel to execute. */
INTEGRATOR_PATH_INIT(DEVICE_KERNEL_INTEGRATOR_SHADE_BACKGROUND);
}
else {
/* Surface baking. */
float3 N = (shader & SHADER_SMOOTH_NORMAL) ? triangle_smooth_normal(kg, Ng, prim, u, v) : Ng;
if (!(object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
Transform itfm = object_fetch_transform(kg, object, OBJECT_INVERSE_TRANSFORM);
N = normalize(transform_direction_transposed(&itfm, N));
Ng = normalize(transform_direction_transposed(&itfm, Ng));
}
/* Setup ray. */
Ray ray ccl_optional_struct_init;
ray.P = P + N;
ray.D = -N;
ray.t = FLT_MAX;
ray.time = 0.5f;
/* Setup differentials. */
float3 dPdu, dPdv;
triangle_dPdudv(kg, prim, &dPdu, &dPdv);
if (!(object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM);
dPdu = transform_direction(&tfm, dPdu);
dPdv = transform_direction(&tfm, dPdv);
}
differential3 dP;
dP.dx = dPdu * dudx + dPdv * dvdx;
dP.dy = dPdu * dudy + dPdv * dvdy;
ray.dP = differential_make_compact(dP);
ray.dD = differential_zero_compact();
/* Write ray. */
integrator_state_write_ray(kg, state, &ray);
/* Setup and write intersection. */
Intersection isect ccl_optional_struct_init;
isect.object = kernel_data.bake.object_index;
isect.prim = prim;
isect.u = u;
isect.v = v;
isect.t = 1.0f;
isect.type = PRIMITIVE_TRIANGLE;
integrator_state_write_isect(kg, state, &isect);
/* Setup next kernel to execute. */
const int shader_index = shader & SHADER_MASK;
const int shader_flags = kernel_tex_fetch(__shaders, shader_index).flags;
if (shader_flags & SD_HAS_RAYTRACE) {
INTEGRATOR_PATH_INIT_SORTED(DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE, shader_index);
}
else {
INTEGRATOR_PATH_INIT_SORTED(DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE, shader_index);
}
}
return true;
}
CCL_NAMESPACE_END