For transparency, volume and light intersection rays, adjust these distances rather than the ray start position. This way we increment the start distance by the smallest possible float increment to avoid self intersections, and be sure it works as the distance compared to be will be exactly the same as before, due to the ray start position and direction remaining the same. Fix T98764, T96537, hair ray tracing precision issues. Differential Revision: https://developer.blender.org/D15455
134 lines
3.4 KiB
C++
134 lines
3.4 KiB
C++
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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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 ray-trace 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 = sd->P;
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ray.D = D.x * T + D.y * B + D.z * N;
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ray.tmin = 0.0f;
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ray.tmax = max_dist;
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ray.time = sd->time;
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ray.self.object = sd->object;
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ray.self.prim = sd->prim;
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ray.self.light_object = OBJECT_NONE;
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ray.self.light_prim = PRIM_NONE;
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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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