This patch unifies the names of math functions for different data types and uses overloading instead. The goal is to make it possible to swap out all the float3 variables containing RGB data with something else, with as few as possible changes to the code. It's a requirement for future spectral rendering patches. Differential Revision: https://developer.blender.org/D15276
264 lines
9.0 KiB
C
264 lines
9.0 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/camera/camera.h"
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#include "kernel/film/accumulate.h"
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#include "kernel/film/adaptive_sampling.h"
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#include "kernel/integrator/path_state.h"
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#include "kernel/sample/pattern.h"
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#include "kernel/geom/geom.h"
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CCL_NAMESPACE_BEGIN
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/* This helps with AA but it's not the real solution as it does not AA the geometry
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* but it's better than nothing, thus committed. */
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ccl_device_inline float bake_clamp_mirror_repeat(float u, float max)
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{
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/* use mirror repeat (like opengl texture) so that if the barycentric
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* coordinate goes past the end of the triangle it is not always clamped
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* to the same value, gives ugly patterns */
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u /= max;
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float fu = floorf(u);
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u = u - fu;
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return ((((int)fu) & 1) ? 1.0f - u : u) * max;
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}
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/* Offset towards center of triangle to avoid ray-tracing precision issues. */
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ccl_device const float2 bake_offset_towards_center(KernelGlobals kg,
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const int prim,
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const float u,
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const float v)
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{
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float3 tri_verts[3];
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triangle_vertices(kg, prim, tri_verts);
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/* Empirically determined values, by no means perfect. */
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const float position_offset = 1e-4f;
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const float uv_offset = 1e-5f;
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/* Offset position towards center, amount relative to absolute size of position coordinates. */
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const float3 P = u * tri_verts[0] + v * tri_verts[1] + (1.0f - u - v) * tri_verts[2];
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const float3 center = (tri_verts[0] + tri_verts[1] + tri_verts[2]) / 3.0f;
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const float3 to_center = center - P;
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const float3 offset_P = P + normalize(to_center) *
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min(len(to_center),
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max(reduce_max(fabs(P)), 1.0f) * position_offset);
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/* Compute barycentric coordinates at new position. */
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const float3 v1 = tri_verts[1] - tri_verts[0];
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const float3 v2 = tri_verts[2] - tri_verts[0];
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const float3 vP = offset_P - tri_verts[0];
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const float d11 = dot(v1, v1);
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const float d12 = dot(v1, v2);
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const float d22 = dot(v2, v2);
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const float dP1 = dot(vP, v1);
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const float dP2 = dot(vP, v2);
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const float denom = d11 * d22 - d12 * d12;
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if (denom == 0.0f) {
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return make_float2(0.0f, 0.0f);
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}
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const float offset_v = clamp((d22 * dP1 - d12 * dP2) / denom, uv_offset, 1.0f - uv_offset);
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const float offset_w = clamp((d11 * dP2 - d12 * dP1) / denom, uv_offset, 1.0f - uv_offset);
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const float offset_u = clamp(1.0f - offset_v - offset_w, uv_offset, 1.0f - uv_offset);
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return make_float2(offset_u, offset_v);
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}
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/* Return false to indicate that this pixel is finished.
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* Used by CPU implementation to not attempt to sample pixel for multiple samples once its known
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* that the pixel did converge. */
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ccl_device bool integrator_init_from_bake(KernelGlobals kg,
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IntegratorState state,
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ccl_global const KernelWorkTile *ccl_restrict tile,
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ccl_global float *render_buffer,
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const int x,
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const int y,
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const int scheduled_sample)
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{
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PROFILING_INIT(kg, PROFILING_RAY_SETUP);
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/* Initialize path state to give basic buffer access and allow early outputs. */
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path_state_init(state, tile, x, y);
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/* Check whether the pixel has converged and should not be sampled anymore. */
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if (!kernel_need_sample_pixel(kg, state, render_buffer)) {
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return false;
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}
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/* Always count the sample, even if the camera sample will reject the ray. */
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const int sample = kernel_accum_sample(
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kg, state, render_buffer, scheduled_sample, tile->sample_offset);
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/* Setup render buffers. */
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const int index = INTEGRATOR_STATE(state, path, render_pixel_index);
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const int pass_stride = kernel_data.film.pass_stride;
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ccl_global float *buffer = render_buffer + (uint64_t)index * pass_stride;
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ccl_global float *primitive = buffer + kernel_data.film.pass_bake_primitive;
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ccl_global float *differential = buffer + kernel_data.film.pass_bake_differential;
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const int seed = __float_as_uint(primitive[0]);
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int prim = __float_as_uint(primitive[1]);
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if (prim == -1) {
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/* Accumulate transparency for empty pixels. */
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kernel_accum_transparent(kg, state, 0, 1.0f, buffer);
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return false;
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}
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prim += kernel_data.bake.tri_offset;
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/* Random number generator. */
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const uint rng_hash = hash_uint(seed) ^ kernel_data.integrator.seed;
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float filter_x, filter_y;
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if (sample == 0) {
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filter_x = filter_y = 0.5f;
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}
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else {
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path_rng_2D(kg, rng_hash, sample, PRNG_FILTER_U, &filter_x, &filter_y);
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}
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/* Initialize path state for path integration. */
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path_state_init_integrator(kg, state, sample, rng_hash);
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/* Barycentric UV. */
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float u = primitive[2];
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float v = primitive[3];
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float dudx = differential[0];
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float dudy = differential[1];
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float dvdx = differential[2];
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float dvdy = differential[3];
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/* Exactly at vertex? Nudge inwards to avoid self-intersection. */
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if ((u == 0.0f || u == 1.0f) && (v == 0.0f || v == 1.0f)) {
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const float2 uv = bake_offset_towards_center(kg, prim, u, v);
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u = uv.x;
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v = uv.y;
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}
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/* Sub-pixel offset. */
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if (sample > 0) {
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u = bake_clamp_mirror_repeat(u + dudx * (filter_x - 0.5f) + dudy * (filter_y - 0.5f), 1.0f);
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v = bake_clamp_mirror_repeat(v + dvdx * (filter_x - 0.5f) + dvdy * (filter_y - 0.5f),
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1.0f - u);
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}
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/* Position and normal on triangle. */
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const int object = kernel_data.bake.object_index;
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float3 P, Ng;
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int shader;
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triangle_point_normal(kg, object, prim, u, v, &P, &Ng, &shader);
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const int object_flag = kernel_data_fetch(object_flag, object);
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if (!(object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
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Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM);
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P = transform_point_auto(&tfm, P);
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}
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if (kernel_data.film.pass_background != PASS_UNUSED) {
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/* Environment baking. */
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/* Setup and write ray. */
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Ray ray ccl_optional_struct_init;
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ray.P = zero_float3();
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ray.D = normalize(P);
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ray.t = FLT_MAX;
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ray.time = 0.5f;
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ray.dP = differential_zero_compact();
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ray.dD = differential_zero_compact();
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integrator_state_write_ray(kg, state, &ray);
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/* Setup next kernel to execute. */
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INTEGRATOR_PATH_INIT(DEVICE_KERNEL_INTEGRATOR_SHADE_BACKGROUND);
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}
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else {
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/* Surface baking. */
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float3 N = (shader & SHADER_SMOOTH_NORMAL) ? triangle_smooth_normal(kg, Ng, prim, u, v) : Ng;
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if (!(object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
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Transform itfm = object_fetch_transform(kg, object, OBJECT_INVERSE_TRANSFORM);
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N = normalize(transform_direction_transposed(&itfm, N));
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Ng = normalize(transform_direction_transposed(&itfm, Ng));
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}
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const int shader_index = shader & SHADER_MASK;
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const int shader_flags = kernel_data_fetch(shaders, shader_index).flags;
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/* Fast path for position and normal passes not affected by shaders. */
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if (kernel_data.film.pass_position != PASS_UNUSED) {
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kernel_write_pass_float3(buffer + kernel_data.film.pass_position, P);
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return true;
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}
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else if (kernel_data.film.pass_normal != PASS_UNUSED && !(shader_flags & SD_HAS_BUMP)) {
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kernel_write_pass_float3(buffer + kernel_data.film.pass_normal, N);
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return true;
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}
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/* Setup ray. */
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Ray ray ccl_optional_struct_init;
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ray.P = P + N;
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ray.D = -N;
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ray.t = FLT_MAX;
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ray.time = 0.5f;
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/* Setup differentials. */
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float3 dPdu, dPdv;
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triangle_dPdudv(kg, prim, &dPdu, &dPdv);
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if (!(object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
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Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM);
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dPdu = transform_direction(&tfm, dPdu);
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dPdv = transform_direction(&tfm, dPdv);
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}
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differential3 dP;
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dP.dx = dPdu * dudx + dPdv * dvdx;
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dP.dy = dPdu * dudy + dPdv * dvdy;
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ray.dP = differential_make_compact(dP);
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ray.dD = differential_zero_compact();
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/* Write ray. */
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integrator_state_write_ray(kg, state, &ray);
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/* Setup and write intersection. */
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Intersection isect ccl_optional_struct_init;
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isect.object = kernel_data.bake.object_index;
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isect.prim = prim;
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isect.u = u;
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isect.v = v;
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isect.t = 1.0f;
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isect.type = PRIMITIVE_TRIANGLE;
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integrator_state_write_isect(kg, state, &isect);
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/* Setup next kernel to execute. */
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const bool use_caustics = kernel_data.integrator.use_caustics &&
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(object_flag & SD_OBJECT_CAUSTICS);
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const bool use_raytrace_kernel = (shader_flags & SD_HAS_RAYTRACE);
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if (use_caustics) {
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INTEGRATOR_PATH_INIT_SORTED(DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_MNEE, shader_index);
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}
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else if (use_raytrace_kernel) {
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INTEGRATOR_PATH_INIT_SORTED(DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE, shader_index);
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}
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else {
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INTEGRATOR_PATH_INIT_SORTED(DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE, shader_index);
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}
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}
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return true;
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}
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CCL_NAMESPACE_END
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