Remove prefix of filenames that is the same as the folder name. This used to help when #includes were using individual files, but now they are always relative to the cycles root directory and so the prefixes are redundant. For patches and branches, git merge and rebase should be able to detect the renames and move over code to the right file.
142 lines
3.8 KiB
C++
142 lines
3.8 KiB
C++
/*
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* Copyright 2011-2018 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#pragma once
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#include "kernel/bvh/bvh.h"
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CCL_NAMESPACE_BEGIN
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#ifdef __SHADER_RAYTRACE__
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# ifdef __KERNEL_OPTIX__
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extern "C" __device__ float __direct_callable__svm_node_ao(
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# else
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ccl_device float svm_ao(
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# endif
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KernelGlobals kg,
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ConstIntegratorState state,
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ccl_private ShaderData *sd,
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float3 N,
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float max_dist,
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int num_samples,
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int flags)
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{
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if (flags & NODE_AO_GLOBAL_RADIUS) {
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max_dist = kernel_data.integrator.ao_bounces_distance;
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}
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/* Early out if no sampling needed. */
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if (max_dist <= 0.0f || num_samples < 1 || sd->object == OBJECT_NONE) {
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return 1.0f;
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}
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/* Can't raytrace from shaders like displacement, before BVH exists. */
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if (kernel_data.bvh.bvh_layout == BVH_LAYOUT_NONE) {
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return 1.0f;
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}
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if (flags & NODE_AO_INSIDE) {
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N = -N;
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}
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float3 T, B;
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make_orthonormals(N, &T, &B);
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/* TODO: support ray-tracing in shadow shader evaluation? */
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RNGState rng_state;
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path_state_rng_load(state, &rng_state);
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int unoccluded = 0;
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for (int sample = 0; sample < num_samples; sample++) {
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float disk_u, disk_v;
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path_branched_rng_2D(kg, &rng_state, sample, num_samples, PRNG_BEVEL_U, &disk_u, &disk_v);
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float2 d = concentric_sample_disk(disk_u, disk_v);
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float3 D = make_float3(d.x, d.y, safe_sqrtf(1.0f - dot(d, d)));
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/* Create ray. */
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Ray ray;
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ray.P = ray_offset(sd->P, N);
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ray.D = D.x * T + D.y * B + D.z * N;
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ray.t = max_dist;
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ray.time = sd->time;
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ray.dP = differential_zero_compact();
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ray.dD = differential_zero_compact();
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if (flags & NODE_AO_ONLY_LOCAL) {
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if (!scene_intersect_local(kg, &ray, NULL, sd->object, NULL, 0)) {
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unoccluded++;
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}
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}
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else {
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Intersection isect;
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if (!scene_intersect(kg, &ray, PATH_RAY_SHADOW_OPAQUE, &isect)) {
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unoccluded++;
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}
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}
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}
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return ((float)unoccluded) / num_samples;
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}
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template<uint node_feature_mask, typename ConstIntegratorGenericState>
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# if defined(__KERNEL_OPTIX__)
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ccl_device_inline
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# else
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ccl_device_noinline
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# endif
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void
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svm_node_ao(KernelGlobals kg,
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ConstIntegratorGenericState state,
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ccl_private ShaderData *sd,
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ccl_private float *stack,
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uint4 node)
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{
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uint flags, dist_offset, normal_offset, out_ao_offset;
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svm_unpack_node_uchar4(node.y, &flags, &dist_offset, &normal_offset, &out_ao_offset);
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uint color_offset, out_color_offset, samples;
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svm_unpack_node_uchar3(node.z, &color_offset, &out_color_offset, &samples);
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float ao = 1.0f;
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IF_KERNEL_NODES_FEATURE(RAYTRACE)
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{
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float dist = stack_load_float_default(stack, dist_offset, node.w);
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float3 normal = stack_valid(normal_offset) ? stack_load_float3(stack, normal_offset) : sd->N;
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# ifdef __KERNEL_OPTIX__
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ao = optixDirectCall<float>(0, kg, state, sd, normal, dist, samples, flags);
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# else
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ao = svm_ao(kg, state, sd, normal, dist, samples, flags);
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# endif
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}
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if (stack_valid(out_ao_offset)) {
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stack_store_float(stack, out_ao_offset, ao);
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}
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if (stack_valid(out_color_offset)) {
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float3 color = stack_load_float3(stack, color_offset);
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stack_store_float3(stack, out_color_offset, ao * color);
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}
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}
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#endif /* __SHADER_RAYTRACE__ */
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CCL_NAMESPACE_END
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