Check was misc-const-correctness, combined with readability-isolate-declaration as suggested by the docs. Temporarily clang-format "QualifierAlignment: Left" was used to get consistency with the prevailing order of keywords. Pull Request: https://projects.blender.org/blender/blender/pulls/132361
119 lines
3.8 KiB
C
119 lines
3.8 KiB
C
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#pragma once
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#include "kernel/globals.h"
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#include "kernel/camera/projection.h"
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#include "kernel/integrator/displacement_shader.h"
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#include "kernel/integrator/surface_shader.h"
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#include "kernel/geom/object.h"
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#include "kernel/geom/shader_data.h"
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#include "kernel/util/colorspace.h"
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CCL_NAMESPACE_BEGIN
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ccl_device void kernel_displace_evaluate(KernelGlobals kg,
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const ccl_global KernelShaderEvalInput *input,
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ccl_global float *output,
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const int offset)
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{
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/* Setup shader data. */
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const KernelShaderEvalInput in = input[offset];
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ShaderData sd;
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shader_setup_from_displace(kg, &sd, in.object, in.prim, in.u, in.v);
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/* Evaluate displacement shader. */
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const float3 P = sd.P;
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displacement_shader_eval(kg, INTEGRATOR_STATE_NULL, &sd);
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float3 D = sd.P - P;
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object_inverse_dir_transform(kg, &sd, &D);
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#ifdef __KERNEL_DEBUG_NAN__
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if (!isfinite_safe(D)) {
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kernel_assert(!"Cycles displacement with non-finite value detected");
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}
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#endif
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/* Ensure finite displacement, preventing BVH from becoming degenerate and avoiding possible
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* traversal issues caused by non-finite math. */
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D = ensure_finite(D);
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/* Write output. */
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output[offset * 3 + 0] += D.x;
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output[offset * 3 + 1] += D.y;
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output[offset * 3 + 2] += D.z;
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}
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ccl_device void kernel_background_evaluate(KernelGlobals kg,
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const ccl_global KernelShaderEvalInput *input,
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ccl_global float *output,
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const int offset)
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{
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/* Setup ray */
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const KernelShaderEvalInput in = input[offset];
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const float3 ray_P = zero_float3();
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const float3 ray_D = equirectangular_to_direction(in.u, in.v);
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const float ray_time = 0.5f;
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/* Setup shader data. */
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ShaderData sd;
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shader_setup_from_background(kg, &sd, ray_P, ray_D, ray_time);
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/* Evaluate shader.
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* This is being evaluated for all BSDFs, so path flag does not contain a specific type.
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* However, we want to flag the ray visibility to ignore the sun in the background map. */
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const uint32_t path_flag = PATH_RAY_EMISSION | PATH_RAY_IMPORTANCE_BAKE;
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surface_shader_eval<KERNEL_FEATURE_NODE_MASK_SURFACE_LIGHT &
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~(KERNEL_FEATURE_NODE_RAYTRACE | KERNEL_FEATURE_NODE_LIGHT_PATH)>(
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kg, INTEGRATOR_STATE_NULL, &sd, nullptr, path_flag);
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Spectrum color = surface_shader_background(&sd);
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#ifdef __KERNEL_DEBUG_NAN__
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if (!isfinite_safe(color)) {
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kernel_assert(!"Cycles background with non-finite value detected");
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}
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#endif
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/* Ensure finite color, avoiding possible numerical instabilities in the path tracing kernels. */
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color = ensure_finite(color);
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const float3 color_rgb = spectrum_to_rgb(color);
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/* Write output. */
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output[offset * 3 + 0] += color_rgb.x;
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output[offset * 3 + 1] += color_rgb.y;
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output[offset * 3 + 2] += color_rgb.z;
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}
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ccl_device void kernel_curve_shadow_transparency_evaluate(
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KernelGlobals kg,
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const ccl_global KernelShaderEvalInput *input,
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ccl_global float *output,
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const int offset)
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{
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#ifdef __HAIR__
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/* Setup shader data. */
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const KernelShaderEvalInput in = input[offset];
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ShaderData sd;
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shader_setup_from_curve(kg, &sd, in.object, in.prim, __float_as_int(in.v), in.u);
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/* Evaluate transparency. */
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surface_shader_eval<KERNEL_FEATURE_NODE_MASK_SURFACE_SHADOW &
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~(KERNEL_FEATURE_NODE_RAYTRACE | KERNEL_FEATURE_NODE_LIGHT_PATH)>(
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kg, INTEGRATOR_STATE_NULL, &sd, nullptr, PATH_RAY_SHADOW);
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/* Write output. */
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output[offset] = clamp(average(surface_shader_transparency(kg, &sd)), 0.0f, 1.0f);
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#endif
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}
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CCL_NAMESPACE_END
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