To prepare for customizing this for Meshes. Do it for everything so copy-pasting code is more likely to do the right thing. Pull Request: https://projects.blender.org/blender/blender/pulls/135895
381 lines
12 KiB
C++
381 lines
12 KiB
C++
/* SPDX-FileCopyrightText: 2021 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup eevee
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*
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* Random number generator, contains persistent state and sample count logic.
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*/
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#include "BKE_colortools.hh"
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#include "BKE_scene.hh"
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#include "BLI_rand.h"
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#include "BLI_math_base.hh"
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#include "BLI_math_base_safe.h"
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#include "eevee_instance.hh"
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#include "eevee_sampling.hh"
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namespace blender::eevee {
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/* -------------------------------------------------------------------- */
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/** \name Sampling
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* \{ */
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void Sampling::init(const Scene *scene)
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{
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sample_count_ = inst_.is_viewport() ? scene->eevee.taa_samples : scene->eevee.taa_render_samples;
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if (inst_.is_image_render) {
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sample_count_ = math::max(uint64_t(1), sample_count_);
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}
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if (sample_count_ == 0) {
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BLI_assert(inst_.is_viewport());
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sample_count_ = infinite_sample_count_;
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}
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if (inst_.is_viewport()) {
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/* We can't rely on the film module as it is initialized later. */
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int pixel_size = BKE_render_preview_pixel_size(&inst_.scene->r);
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if (pixel_size > 1) {
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/* Enforce to render at least all the film pixel once. */
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sample_count_ = max_ii(sample_count_, square_i(pixel_size));
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}
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}
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motion_blur_steps_ = !inst_.is_viewport() && ((scene->r.mode & R_MBLUR) != 0) ?
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scene->eevee.motion_blur_steps :
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1;
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sample_count_ = divide_ceil_u(sample_count_, motion_blur_steps_);
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if (scene->eevee.flag & SCE_EEVEE_DOF_JITTER) {
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if (sample_count_ == infinite_sample_count_) {
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/* Special case for viewport continuous rendering. We clamp to a max sample
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* to avoid the jittered dof never converging. */
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dof_ring_count_ = 6;
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}
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else {
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dof_ring_count_ = sampling_web_ring_count_get(dof_web_density_, sample_count_);
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}
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dof_sample_count_ = sampling_web_sample_count_get(dof_web_density_, dof_ring_count_);
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/* Change total sample count to fill the web pattern entirely. */
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sample_count_ = divide_ceil_u(sample_count_, dof_sample_count_) * dof_sample_count_;
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}
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else {
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dof_ring_count_ = 0;
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dof_sample_count_ = 1;
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}
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/* Only multiply after to have full the full DoF web pattern for each time steps. */
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sample_count_ *= motion_blur_steps_;
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auto clamp_value_load = [](float value) { return (value > 0.0) ? value : 1e20; };
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clamp_data_.sun_threshold = clamp_value_load(inst_.world.sun_threshold());
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clamp_data_.surface_direct = clamp_value_load(scene->eevee.clamp_surface_direct);
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clamp_data_.surface_indirect = clamp_value_load(scene->eevee.clamp_surface_indirect);
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clamp_data_.volume_direct = clamp_value_load(scene->eevee.clamp_volume_direct);
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clamp_data_.volume_indirect = clamp_value_load(scene->eevee.clamp_volume_indirect);
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}
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void Sampling::init(const Object &probe_object)
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{
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BLI_assert(inst_.is_baking());
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const ::LightProbe &lightprobe = DRW_object_get_data_for_drawing<::LightProbe>(probe_object);
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sample_count_ = max_ii(1, lightprobe.grid_bake_samples);
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sample_ = 0;
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}
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void Sampling::end_sync()
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{
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if (reset_) {
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viewport_sample_ = 0;
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}
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if (inst_.is_viewport()) {
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interactive_mode_ = viewport_sample_ < interactive_mode_threshold;
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bool interactive_mode_disabled = (inst_.scene->eevee.flag & SCE_EEVEE_TAA_REPROJECTION) == 0 ||
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inst_.is_viewport_image_render;
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if (interactive_mode_disabled) {
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interactive_mode_ = false;
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sample_ = viewport_sample_;
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}
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else if (interactive_mode_) {
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int interactive_sample_count = interactive_sample_max_;
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if (viewport_sample_ < interactive_sample_count) {
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/* Loop over the same starting samples. */
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sample_ = sample_ % interactive_sample_count;
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}
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else {
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/* Break out of the loop and resume normal pattern. */
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sample_ = interactive_sample_count;
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}
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}
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}
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}
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void Sampling::step()
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{
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{
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/* Repeat the sequence for all pixels that are being up-scaled. */
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uint64_t sample_filter = sample_ / square_i(inst_.film.scaling_factor_get());
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if (interactive_mode()) {
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sample_filter = sample_filter % interactive_sample_aa_;
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}
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/* TODO(fclem) we could use some persistent states to speedup the computation. */
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double2 r, offset = {0, 0};
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/* Using 2,3 primes as per UE4 Temporal AA presentation.
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* http://advances.realtimerendering.com/s2014/epic/TemporalAA.pptx (slide 14) */
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uint2 primes = {2, 3};
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BLI_halton_2d(primes, offset, sample_filter + 1, r);
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/* WORKAROUND: We offset the distribution to make the first sample (0,0). This way, we are
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* assured that at least one of the samples inside the TAA rotation will match the one from the
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* draw manager. This makes sure overlays are correctly composited in static scene. */
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data_.dimensions[SAMPLING_FILTER_U] = fractf(r[0] + (1.0 / 2.0));
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data_.dimensions[SAMPLING_FILTER_V] = fractf(r[1] + (2.0 / 3.0));
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/* TODO de-correlate. */
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data_.dimensions[SAMPLING_TIME] = r[0];
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data_.dimensions[SAMPLING_CLOSURE] = r[1];
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data_.dimensions[SAMPLING_RAYTRACE_X] = r[0];
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}
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{
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double3 r, offset = {0, 0, 0};
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uint3 primes = {5, 7, 3};
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BLI_halton_3d(primes, offset, sample_ + 1, r);
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data_.dimensions[SAMPLING_LENS_U] = r[0];
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data_.dimensions[SAMPLING_LENS_V] = r[1];
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/* TODO de-correlate. */
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data_.dimensions[SAMPLING_LIGHTPROBE] = r[0];
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data_.dimensions[SAMPLING_TRANSPARENCY] = r[1];
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/* TODO de-correlate. */
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data_.dimensions[SAMPLING_AO_U] = r[0];
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data_.dimensions[SAMPLING_AO_V] = r[1];
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data_.dimensions[SAMPLING_AO_W] = r[2];
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/* TODO de-correlate. */
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data_.dimensions[SAMPLING_CURVES_U] = r[0];
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}
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{
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uint64_t sample_raytrace = sample_;
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if (interactive_mode()) {
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sample_raytrace = sample_raytrace % interactive_sample_raytrace_;
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}
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/* Using leaped Halton sequence so we can reused the same primes as lens. */
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double3 r, offset = {0, 0, 0};
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uint64_t leap = 13;
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uint3 primes = {5, 7, 11};
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BLI_halton_3d(primes, offset, sample_raytrace * leap + 1, r);
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data_.dimensions[SAMPLING_SHADOW_U] = r[0];
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data_.dimensions[SAMPLING_SHADOW_V] = r[1];
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data_.dimensions[SAMPLING_SHADOW_W] = r[2];
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/* TODO de-correlate. */
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data_.dimensions[SAMPLING_RAYTRACE_U] = r[0];
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data_.dimensions[SAMPLING_RAYTRACE_V] = r[1];
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data_.dimensions[SAMPLING_RAYTRACE_W] = r[2];
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}
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{
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double3 r, offset = {0, 0, 0};
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uint3 primes = {2, 3, 5};
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BLI_halton_3d(primes, offset, sample_ + 1, r);
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/* WORKAROUND: We offset the distribution to make the first sample (0,0,0). */
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/* TODO de-correlate. */
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data_.dimensions[SAMPLING_SHADOW_I] = fractf(r[0] + (1.0 / 2.0));
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data_.dimensions[SAMPLING_SHADOW_J] = fractf(r[1] + (2.0 / 3.0));
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data_.dimensions[SAMPLING_SHADOW_K] = fractf(r[2] + (4.0 / 5.0));
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}
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{
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uint64_t sample_volume = sample_;
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if (interactive_mode()) {
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sample_volume = sample_volume % interactive_sample_volume_;
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}
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double3 r, offset = {0, 0, 0};
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uint3 primes = {2, 3, 5};
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BLI_halton_3d(primes, offset, sample_volume + 1, r);
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/* WORKAROUND: We offset the distribution to make the first sample (0,0,0). */
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data_.dimensions[SAMPLING_VOLUME_U] = fractf(r[0] + (1.0 / 2.0));
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data_.dimensions[SAMPLING_VOLUME_V] = fractf(r[1] + (2.0 / 3.0));
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data_.dimensions[SAMPLING_VOLUME_W] = fractf(r[2] + (4.0 / 5.0));
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}
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{
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/* Using leaped Halton sequence so we can reused the same primes. */
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double2 r, offset = {0, 0};
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uint64_t leap = 5;
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uint2 primes = {2, 3};
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BLI_halton_2d(primes, offset, sample_ * leap + 1, r);
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data_.dimensions[SAMPLING_SHADOW_X] = r[0];
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data_.dimensions[SAMPLING_SHADOW_Y] = r[1];
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/* TODO de-correlate. */
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data_.dimensions[SAMPLING_SSS_U] = r[0];
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data_.dimensions[SAMPLING_SSS_V] = r[1];
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}
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{
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/* Don't leave unused data undefined. */
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data_.dimensions[SAMPLING_UNUSED_0] = 0.0f;
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data_.dimensions[SAMPLING_UNUSED_1] = 0.0f;
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data_.dimensions[SAMPLING_UNUSED_2] = 0.0f;
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}
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for (int i : IndexRange(SAMPLING_DIMENSION_COUNT)) {
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/* These numbers are often fed to `sqrt`. Make sure their values are in the expected range. */
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BLI_assert(data_.dimensions[i] >= 0.0f);
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BLI_assert(data_.dimensions[i] < 1.0f);
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UNUSED_VARS_NDEBUG(i);
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}
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data_.push_update();
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viewport_sample_++;
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sample_++;
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reset_ = false;
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}
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void Sampling::reset()
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{
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BLI_assert(inst_.is_viewport());
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reset_ = true;
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}
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bool Sampling::is_reset() const
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{
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BLI_assert(inst_.is_viewport());
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return reset_;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Sampling patterns
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* \{ */
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float3 Sampling::sample_ball(const float3 &rand)
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{
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float3 sample;
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sample.z = rand.x * 2.0f - 1.0f; /* cos theta */
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float r = sqrtf(fmaxf(0.0f, 1.0f - square_f(sample.z))); /* sin theta */
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float omega = rand.y * 2.0f * M_PI;
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sample.x = r * cosf(omega);
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sample.y = r * sinf(omega);
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sample *= sqrtf(sqrtf(rand.z));
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return sample;
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}
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float2 Sampling::sample_disk(const float2 &rand)
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{
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float omega = rand.y * 2.0f * M_PI;
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return sqrtf(rand.x) * float2(cosf(omega), sinf(omega));
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}
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float3 Sampling::sample_hemisphere(const float2 &rand)
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{
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const float omega = rand.y * 2.0f * M_PI;
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const float cos_theta = rand.x;
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const float sin_theta = safe_sqrtf(1.0f - square_f(cos_theta));
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return float3(sin_theta * float2(cosf(omega), sinf(omega)), cos_theta);
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}
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float3 Sampling::sample_sphere(const float2 &rand)
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{
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const float omega = rand.y * 2.0f * M_PI;
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const float cos_theta = rand.x * 2.0f - 1.0f;
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const float sin_theta = safe_sqrtf(1.0f - square_f(cos_theta));
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return float3(sin_theta * float2(cosf(omega), sinf(omega)), cos_theta);
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}
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float2 Sampling::sample_spiral(const float2 &rand)
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{
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/* Fibonacci spiral. */
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float omega = 4.0f * M_PI * (1.0f + sqrtf(5.0f)) * rand.x;
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float r = sqrtf(rand.x);
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/* Random rotation. */
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omega += rand.y * 2.0f * M_PI;
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return r * float2(cosf(omega), sinf(omega));
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}
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void Sampling::dof_disk_sample_get(float *r_radius, float *r_theta) const
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{
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if (dof_ring_count_ == 0) {
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*r_radius = *r_theta = 0.0f;
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return;
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}
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int s = sample_ - 1;
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int ring = 0;
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int ring_sample_count = 1;
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int ring_sample = 1;
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s = s * (dof_web_density_ - 1);
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s = s % dof_sample_count_;
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/* Choosing sample to we get faster convergence.
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* The issue here is that we cannot map a low discrepancy sequence to this sampling pattern
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* because the same sample could be chosen twice in relatively short intervals. */
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/* For now just use an ascending sequence with an offset. This gives us relatively quick
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* initial coverage and relatively high distance between samples. */
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/* TODO(@fclem) We can try to order samples based on a LDS into a table to avoid duplicates.
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* The drawback would be some memory consumption and initialize time. */
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int samples_passed = 1;
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while (s >= samples_passed) {
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ring++;
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ring_sample_count = ring * dof_web_density_;
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ring_sample = s - samples_passed;
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ring_sample = (ring_sample + 1) % ring_sample_count;
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samples_passed += ring_sample_count;
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}
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*r_radius = ring / float(dof_ring_count_);
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*r_theta = 2.0f * M_PI * ring_sample / float(ring_sample_count);
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Cumulative Distribution Function (CDF)
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* \{ */
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void Sampling::cdf_from_curvemapping(const CurveMapping &curve, Vector<float> &cdf)
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{
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BLI_assert(cdf.size() > 1);
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cdf[0] = 0.0f;
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/* Actual CDF evaluation. */
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for (int u : IndexRange(cdf.size() - 1)) {
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float x = float(u + 1) / float(cdf.size() - 1);
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cdf[u + 1] = cdf[u] + BKE_curvemapping_evaluateF(&curve, 0, x);
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}
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/* Normalize the CDF. */
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for (int u : cdf.index_range()) {
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cdf[u] /= cdf.last();
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}
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/* Just to make sure. */
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cdf.last() = 1.0f;
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}
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void Sampling::cdf_invert(Vector<float> &cdf, Vector<float> &inverted_cdf)
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{
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BLI_assert(cdf.first() == 0.0f && cdf.last() == 1.0f);
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for (int u : inverted_cdf.index_range()) {
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float x = clamp_f(u / float(inverted_cdf.size() - 1), 1e-5f, 1.0f - 1e-5f);
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for (int i : cdf.index_range().drop_front(1)) {
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if (cdf[i] >= x) {
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float t = (x - cdf[i]) / (cdf[i] - cdf[i - 1]);
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inverted_cdf[u] = (float(i) + t) / float(cdf.size() - 1);
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break;
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}
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}
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}
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}
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/** \} */
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} // namespace blender::eevee
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