This includes much improved GPU rendering performance, viewport interactivity, new shadow catcher, revamped sampling settings, subsurface scattering anisotropy, new GPU volume sampling, improved PMJ sampling pattern, and more. Some features have also been removed or changed, breaking backwards compatibility. Including the removal of the OpenCL backend, for which alternatives are under development. Release notes and code docs: https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycles https://wiki.blender.org/wiki/Source/Render/Cycles Credits: * Sergey Sharybin * Brecht Van Lommel * Patrick Mours (OptiX backend) * Christophe Hery (subsurface scattering anisotropy) * William Leeson (PMJ sampling pattern) * Alaska (various fixes and tweaks) * Thomas Dinges (various fixes) For the full commit history, see the cycles-x branch. This squashes together all the changes since intermediate changes would often fail building or tests. Ref T87839, T87837, T87836 Fixes T90734, T89353, T80267, T80267, T77185, T69800
179 lines
5.7 KiB
C
179 lines
5.7 KiB
C
/*
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* Copyright 2011-2013 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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#include "kernel/kernel_montecarlo.h"
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CCL_NAMESPACE_BEGIN
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/* Bump Node */
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ccl_device_noinline void svm_node_set_bump(const KernelGlobals *kg,
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ShaderData *sd,
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float *stack,
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uint4 node)
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{
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#ifdef __RAY_DIFFERENTIALS__
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/* get normal input */
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uint normal_offset, scale_offset, invert, use_object_space;
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svm_unpack_node_uchar4(node.y, &normal_offset, &scale_offset, &invert, &use_object_space);
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float3 normal_in = stack_valid(normal_offset) ? stack_load_float3(stack, normal_offset) : sd->N;
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float3 dPdx = sd->dP.dx;
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float3 dPdy = sd->dP.dy;
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if (use_object_space) {
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object_inverse_normal_transform(kg, sd, &normal_in);
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object_inverse_dir_transform(kg, sd, &dPdx);
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object_inverse_dir_transform(kg, sd, &dPdy);
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}
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/* get surface tangents from normal */
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float3 Rx = cross(dPdy, normal_in);
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float3 Ry = cross(normal_in, dPdx);
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/* get bump values */
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uint c_offset, x_offset, y_offset, strength_offset;
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svm_unpack_node_uchar4(node.z, &c_offset, &x_offset, &y_offset, &strength_offset);
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float h_c = stack_load_float(stack, c_offset);
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float h_x = stack_load_float(stack, x_offset);
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float h_y = stack_load_float(stack, y_offset);
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/* compute surface gradient and determinant */
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float det = dot(dPdx, Rx);
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float3 surfgrad = (h_x - h_c) * Rx + (h_y - h_c) * Ry;
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float absdet = fabsf(det);
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float strength = stack_load_float(stack, strength_offset);
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float scale = stack_load_float(stack, scale_offset);
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if (invert)
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scale *= -1.0f;
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strength = max(strength, 0.0f);
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/* compute and output perturbed normal */
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float3 normal_out = safe_normalize(absdet * normal_in - scale * signf(det) * surfgrad);
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if (is_zero(normal_out)) {
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normal_out = normal_in;
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}
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else {
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normal_out = normalize(strength * normal_out + (1.0f - strength) * normal_in);
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}
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if (use_object_space) {
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object_normal_transform(kg, sd, &normal_out);
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}
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normal_out = ensure_valid_reflection(sd->Ng, sd->I, normal_out);
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stack_store_float3(stack, node.w, normal_out);
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#endif
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}
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/* Displacement Node */
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ccl_device void svm_node_set_displacement(const KernelGlobals *kg,
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ShaderData *sd,
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float *stack,
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uint fac_offset)
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{
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float3 dP = stack_load_float3(stack, fac_offset);
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sd->P += dP;
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}
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ccl_device_noinline void svm_node_displacement(const KernelGlobals *kg,
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ShaderData *sd,
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float *stack,
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uint4 node)
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{
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uint height_offset, midlevel_offset, scale_offset, normal_offset;
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svm_unpack_node_uchar4(node.y, &height_offset, &midlevel_offset, &scale_offset, &normal_offset);
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float height = stack_load_float(stack, height_offset);
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float midlevel = stack_load_float(stack, midlevel_offset);
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float scale = stack_load_float(stack, scale_offset);
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float3 normal = stack_valid(normal_offset) ? stack_load_float3(stack, normal_offset) : sd->N;
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uint space = node.w;
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float3 dP = normal;
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if (space == NODE_NORMAL_MAP_OBJECT) {
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/* Object space. */
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object_inverse_normal_transform(kg, sd, &dP);
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dP *= (height - midlevel) * scale;
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object_dir_transform(kg, sd, &dP);
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}
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else {
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/* World space. */
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dP *= (height - midlevel) * scale;
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}
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stack_store_float3(stack, node.z, dP);
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}
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ccl_device_noinline int svm_node_vector_displacement(
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const KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int offset)
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{
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uint4 data_node = read_node(kg, &offset);
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uint space = data_node.x;
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uint vector_offset, midlevel_offset, scale_offset, displacement_offset;
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svm_unpack_node_uchar4(
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node.y, &vector_offset, &midlevel_offset, &scale_offset, &displacement_offset);
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float3 vector = stack_load_float3(stack, vector_offset);
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float midlevel = stack_load_float(stack, midlevel_offset);
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float scale = stack_load_float(stack, scale_offset);
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float3 dP = (vector - make_float3(midlevel, midlevel, midlevel)) * scale;
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if (space == NODE_NORMAL_MAP_TANGENT) {
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/* Tangent space. */
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float3 normal = sd->N;
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object_inverse_normal_transform(kg, sd, &normal);
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const AttributeDescriptor attr = find_attribute(kg, sd, node.z);
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float3 tangent;
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if (attr.offset != ATTR_STD_NOT_FOUND) {
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tangent = primitive_surface_attribute_float3(kg, sd, attr, NULL, NULL);
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}
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else {
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tangent = normalize(sd->dPdu);
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}
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float3 bitangent = normalize(cross(normal, tangent));
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const AttributeDescriptor attr_sign = find_attribute(kg, sd, node.w);
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if (attr_sign.offset != ATTR_STD_NOT_FOUND) {
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float sign = primitive_surface_attribute_float(kg, sd, attr_sign, NULL, NULL);
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bitangent *= sign;
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}
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dP = tangent * dP.x + normal * dP.y + bitangent * dP.z;
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}
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if (space != NODE_NORMAL_MAP_WORLD) {
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/* Tangent or object space. */
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object_dir_transform(kg, sd, &dP);
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}
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stack_store_float3(stack, displacement_offset, dP);
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return offset;
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}
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CCL_NAMESPACE_END
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