Files
test/intern/cycles/kernel/integrator/subsurface.h
Campbell Barton 7f7648c6ed Cleanup: spelling in code comments & minor edits
- Use uppercase NOTE: tags.
- Correct bNote -> bNode.
- Use colon after parameters.
- Use doxy-style doc-strings.
2024-06-06 09:55:13 +10:00

257 lines
9.1 KiB
C

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include "kernel/camera/projection.h"
#include "kernel/bvh/bvh.h"
#include "kernel/closure/alloc.h"
#include "kernel/closure/bsdf_diffuse.h"
#include "kernel/closure/bssrdf.h"
#include "kernel/closure/volume.h"
#include "kernel/integrator/intersect_volume_stack.h"
#include "kernel/integrator/path_state.h"
#include "kernel/integrator/subsurface_disk.h"
#include "kernel/integrator/subsurface_random_walk.h"
#include "kernel/integrator/surface_shader.h"
CCL_NAMESPACE_BEGIN
#ifdef __SUBSURFACE__
ccl_device_inline bool subsurface_entry_bounce(KernelGlobals kg,
ccl_private const Bssrdf *bssrdf,
ccl_private ShaderData *sd,
ccl_private RNGState *rng_state,
ccl_private float3 *wo)
{
float2 rand_bsdf = path_state_rng_2D(kg, rng_state, PRNG_SUBSURFACE_BSDF);
if (bssrdf->type == CLOSURE_BSSRDF_RANDOM_WALK_SKIN_ID) {
/* CLOSURE_BSSRDF_RANDOM_WALK_SKIN_ID has a 50% chance to sample a diffuse entry bounce.
* Also, for the refractive entry, it uses a fixed roughness of 1.0. */
if (rand_bsdf.x < 0.5f) {
rand_bsdf.x *= 2.0f;
float pdf;
sample_cos_hemisphere(-bssrdf->N, rand_bsdf, wo, &pdf);
return true;
}
rand_bsdf.x = 2.0f * (rand_bsdf.x - 0.5f);
}
const float cos_NI = dot(bssrdf->N, sd->wi);
if (cos_NI <= 0.0f) {
return false;
}
float3 X, Y, Z = bssrdf->N;
make_orthonormals(Z, &X, &Y);
const float alpha = bssrdf->alpha;
const float neta = 1.0f / bssrdf->ior;
/* Sample microfacet normal by transforming to/from local coordinates. */
const float3 local_I = make_float3(dot(X, sd->wi), dot(Y, sd->wi), cos_NI);
const float3 local_H = microfacet_ggx_sample_vndf(local_I, alpha, alpha, rand_bsdf);
const float3 H = X * local_H.x + Y * local_H.y + Z * local_H.z;
const float cos_HI = dot(H, sd->wi);
const float arg = 1.0f - (sqr(neta) * (1.0f - sqr(cos_HI)));
/* We clamp subsurface IOR to be above 1, so there should never be TIR. */
kernel_assert(arg >= 0.0f);
const float dnp = max(sqrtf(arg), 1e-7f);
const float nK = (neta * cos_HI) - dnp;
*wo = -(neta * sd->wi) + (nK * H);
return true;
/* NOTE: For a proper refractive GGX interface, we should be computing lambdaI and lambdaO
* and multiplying the throughput by BSDF/pdf, which for VNDF sampling works out to
* `(1 + lambdaI) / (1 + lambdaI + lambdaO)`.
* However, this causes darkening due to the single-scattering approximation, which we'd
* then have to correct with a lookup table.
* Since we only really care about the directional distribution here, it's much easier to
* just skip all that instead. */
}
ccl_device int subsurface_bounce(KernelGlobals kg,
IntegratorState state,
ccl_private ShaderData *sd,
ccl_private const ShaderClosure *sc)
{
/* We should never have two consecutive BSSRDF bounces, the second one should
* be converted to a diffuse BSDF to avoid this. */
kernel_assert(!(INTEGRATOR_STATE(state, path, flag) & PATH_RAY_DIFFUSE_ANCESTOR));
/* Setup path state for intersect_subsurface kernel. */
ccl_private const Bssrdf *bssrdf = (ccl_private const Bssrdf *)sc;
/* Setup ray into surface. */
INTEGRATOR_STATE_WRITE(state, ray, P) = sd->P;
INTEGRATOR_STATE_WRITE(state, ray, tmin) = 0.0f;
INTEGRATOR_STATE_WRITE(state, ray, tmax) = FLT_MAX;
INTEGRATOR_STATE_WRITE(state, ray, dP) = differential_make_compact(sd->dP);
INTEGRATOR_STATE_WRITE(state, ray, dD) = differential_zero_compact();
/* Advance random number offset for bounce. */
INTEGRATOR_STATE_WRITE(state, path, rng_offset) += PRNG_BOUNCE_NUM;
/* Compute weight, optionally including Fresnel from entry point. */
Spectrum weight = surface_shader_bssrdf_sample_weight(sd, sc);
INTEGRATOR_STATE_WRITE(state, path, throughput) *= weight;
uint32_t path_flag = (INTEGRATOR_STATE(state, path, flag) & ~PATH_RAY_CAMERA);
if (sc->type == CLOSURE_BSSRDF_BURLEY_ID) {
path_flag |= PATH_RAY_SUBSURFACE_DISK;
INTEGRATOR_STATE_WRITE(state, subsurface, N) = sd->Ng;
}
else {
path_flag |= PATH_RAY_SUBSURFACE_RANDOM_WALK;
/* Sample entry bounce into the material. */
RNGState rng_state;
path_state_rng_load(state, &rng_state);
float3 wo;
if (!subsurface_entry_bounce(kg, bssrdf, sd, &rng_state, &wo) || dot(sd->Ng, wo) >= 0.0f) {
/* Sampling failed, give up on this bounce. */
return LABEL_NONE;
}
INTEGRATOR_STATE_WRITE(state, ray, D) = wo;
INTEGRATOR_STATE_WRITE(state, subsurface, N) = sd->N;
}
if (sd->flag & SD_BACKFACING) {
path_flag |= PATH_RAY_SUBSURFACE_BACKFACING;
}
INTEGRATOR_STATE_WRITE(state, path, flag) = path_flag;
if (kernel_data.kernel_features & KERNEL_FEATURE_LIGHT_PASSES) {
if (INTEGRATOR_STATE(state, path, bounce) == 0) {
INTEGRATOR_STATE_WRITE(state, path, pass_diffuse_weight) = one_spectrum();
INTEGRATOR_STATE_WRITE(state, path, pass_glossy_weight) = zero_spectrum();
}
}
/* Pass BSSRDF parameters. */
INTEGRATOR_STATE_WRITE(state, subsurface, albedo) = bssrdf->albedo;
INTEGRATOR_STATE_WRITE(state, subsurface, radius) = bssrdf->radius;
INTEGRATOR_STATE_WRITE(state, subsurface, anisotropy) = bssrdf->anisotropy;
/* Path guiding. */
guiding_record_bssrdf_weight(kg, state, weight, bssrdf->albedo);
return LABEL_SUBSURFACE_SCATTER;
}
ccl_device void subsurface_shader_data_setup(KernelGlobals kg,
IntegratorState state,
ccl_private ShaderData *sd,
const uint32_t path_flag)
{
/* Get bump mapped normal from shader evaluation at exit point. */
float3 N = sd->N;
if (sd->flag & SD_HAS_BSSRDF_BUMP) {
N = surface_shader_bssrdf_normal(sd);
}
/* Setup diffuse BSDF at the exit point. This replaces shader_eval_surface. */
sd->flag &= ~SD_CLOSURE_FLAGS;
sd->num_closure = 0;
sd->num_closure_left = kernel_data.max_closures;
const Spectrum weight = one_spectrum();
ccl_private DiffuseBsdf *bsdf = (ccl_private DiffuseBsdf *)bsdf_alloc(
sd, sizeof(DiffuseBsdf), weight);
if (bsdf) {
bsdf->N = N;
sd->flag |= bsdf_diffuse_setup(bsdf);
}
}
ccl_device_inline bool subsurface_scatter(KernelGlobals kg, IntegratorState state)
{
RNGState rng_state;
path_state_rng_load(state, &rng_state);
Ray ray ccl_optional_struct_init;
LocalIntersection ss_isect ccl_optional_struct_init;
if (INTEGRATOR_STATE(state, path, flag) & PATH_RAY_SUBSURFACE_RANDOM_WALK) {
if (!subsurface_random_walk(kg, state, rng_state, ray, ss_isect)) {
return false;
}
}
else {
if (!subsurface_disk(kg, state, rng_state, ray, ss_isect)) {
return false;
}
}
# ifdef __VOLUME__
/* Update volume stack if needed. */
if (kernel_data.integrator.use_volumes) {
const int object = ss_isect.hits[0].object;
const int object_flag = kernel_data_fetch(object_flag, object);
if (object_flag & SD_OBJECT_INTERSECTS_VOLUME) {
float3 P = INTEGRATOR_STATE(state, ray, P);
integrator_volume_stack_update_for_subsurface(kg, state, P, ray.P);
}
}
# endif /* __VOLUME__ */
/* Pretend ray is coming from the outside towards the exit point. This ensures
* correct front/back facing normals.
* TODO: find a more elegant solution? */
ray.P += ray.D * ray.tmax * 2.0f;
ray.D = -ray.D;
integrator_state_write_isect(state, &ss_isect.hits[0]);
integrator_state_write_ray(state, &ray);
/* Advance random number offset for bounce. */
INTEGRATOR_STATE_WRITE(state, path, rng_offset) += PRNG_BOUNCE_NUM;
const int shader = intersection_get_shader(kg, &ss_isect.hits[0]);
const int shader_flags = kernel_data_fetch(shaders, shader).flags;
const int object_flags = intersection_get_object_flags(kg, &ss_isect.hits[0]);
const bool use_caustics = kernel_data.integrator.use_caustics &&
(object_flags & SD_OBJECT_CAUSTICS);
const bool use_raytrace_kernel = (shader_flags & SD_HAS_RAYTRACE);
if (use_caustics) {
integrator_path_next_sorted(kg,
state,
DEVICE_KERNEL_INTEGRATOR_INTERSECT_SUBSURFACE,
DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_MNEE,
shader);
}
else if (use_raytrace_kernel) {
integrator_path_next_sorted(kg,
state,
DEVICE_KERNEL_INTEGRATOR_INTERSECT_SUBSURFACE,
DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE,
shader);
}
else {
integrator_path_next_sorted(kg,
state,
DEVICE_KERNEL_INTEGRATOR_INTERSECT_SUBSURFACE,
DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE,
shader);
}
return true;
}
#endif /* __SUBSURFACE__ */
CCL_NAMESPACE_END