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test2/intern/cycles/kernel/bake/bake.h

205 lines
7.2 KiB
C

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include "kernel/globals.h"
#include "kernel/camera/projection.h"
#include "kernel/integrator/displacement_shader.h"
#include "kernel/integrator/surface_shader.h"
#include "kernel/integrator/volume_shader.h"
#include "kernel/geom/object.h"
#include "kernel/geom/shader_data.h"
#include "kernel/util/colorspace.h"
CCL_NAMESPACE_BEGIN
ccl_device void kernel_displace_evaluate(KernelGlobals kg,
const ccl_global KernelShaderEvalInput *input,
ccl_global float *output,
const int offset)
{
/* Setup shader data. */
const KernelShaderEvalInput in = input[offset];
ShaderData sd;
shader_setup_from_displace(kg, &sd, in.object, in.prim, in.u, in.v);
/* Evaluate displacement shader. */
const float3 P = sd.P;
displacement_shader_eval(kg, INTEGRATOR_STATE_NULL, &sd);
float3 D = sd.P - P;
object_inverse_dir_transform(kg, &sd, &D);
#ifdef __KERNEL_DEBUG_NAN__
if (!isfinite_safe(D)) {
kernel_assert(!"Cycles displacement with non-finite value detected");
}
#endif
/* Ensure finite displacement, preventing BVH from becoming degenerate and avoiding possible
* traversal issues caused by non-finite math. */
D = ensure_finite(D);
/* Write output. */
output[offset * 3 + 0] += D.x;
output[offset * 3 + 1] += D.y;
output[offset * 3 + 2] += D.z;
}
ccl_device void kernel_background_evaluate(KernelGlobals kg,
const ccl_global KernelShaderEvalInput *input,
ccl_global float *output,
const int offset)
{
/* Setup ray */
const KernelShaderEvalInput in = input[offset];
const float3 ray_P = zero_float3();
const float3 ray_D = equirectangular_to_direction(in.u, in.v);
const float ray_time = 0.5f;
/* Setup shader data. */
ShaderData sd;
shader_setup_from_background(kg, &sd, ray_P, ray_D, ray_time);
/* Evaluate shader.
* This is being evaluated for all BSDFs, so path flag does not contain a specific type.
* However, we want to flag the ray visibility to ignore the sun in the background map. */
const uint32_t path_flag = PATH_RAY_EMISSION | PATH_RAY_IMPORTANCE_BAKE;
surface_shader_eval<KERNEL_FEATURE_NODE_MASK_SURFACE_LIGHT &
~(KERNEL_FEATURE_NODE_RAYTRACE | KERNEL_FEATURE_NODE_LIGHT_PATH)>(
kg, INTEGRATOR_STATE_NULL, &sd, nullptr, path_flag);
Spectrum color = surface_shader_background(&sd);
#ifdef __KERNEL_DEBUG_NAN__
if (!isfinite_safe(color)) {
kernel_assert(!"Cycles background with non-finite value detected");
}
#endif
/* Ensure finite color, avoiding possible numerical instabilities in the path tracing kernels. */
color = ensure_finite(color);
const float3 color_rgb = spectrum_to_rgb(color);
/* Write output. */
output[offset * 3 + 0] += color_rgb.x;
output[offset * 3 + 1] += color_rgb.y;
output[offset * 3 + 2] += color_rgb.z;
}
ccl_device void kernel_curve_shadow_transparency_evaluate(
KernelGlobals kg,
const ccl_global KernelShaderEvalInput *input,
ccl_global float *output,
const int offset)
{
#ifdef __HAIR__
/* Setup shader data. */
const KernelShaderEvalInput in = input[offset];
ShaderData sd;
shader_setup_from_curve(kg, &sd, in.object, in.prim, __float_as_int(in.v), in.u);
/* Evaluate transparency. */
surface_shader_eval<KERNEL_FEATURE_NODE_MASK_SURFACE_SHADOW &
~(KERNEL_FEATURE_NODE_RAYTRACE | KERNEL_FEATURE_NODE_LIGHT_PATH)>(
kg, INTEGRATOR_STATE_NULL, &sd, nullptr, PATH_RAY_SHADOW);
/* Write output. */
output[offset] = clamp(average(surface_shader_transparency(&sd)), 0.0f, 1.0f);
#endif
}
ccl_device void kernel_volume_density_evaluate(KernelGlobals kg,
ccl_global const KernelShaderEvalInput *input,
ccl_global float *output,
const int offset)
{
#ifdef __VOLUME__
if (input[offset * 2 + 1].object == SHADER_NONE) {
return;
}
KernelShaderEvalInput in = input[offset * 2];
/* Setup ray. */
Ray ray;
ray.P = make_float3(__int_as_float(in.prim), in.u, in.v);
ray.D = zero_float3();
ray.tmin = 0.0f;
/* Motion blur is ignored when computing the extrema of the density, but we also don't expect the
* value to change a lot in one frame. */
ray.time = 0.5f;
/* Setup shader data. */
ShaderData sd;
shader_setup_from_volume(&sd, &ray, in.object);
sd.flag = SD_IS_VOLUME_SHADER_EVAL;
/* For stochastic texture sampling. */
sd.lcg_state = lcg_state_init(offset, 0, 0, 0x15b4f88d);
/* Evaluate extinction and emission without allocating closures. */
sd.num_closure_left = 0;
/* Evaluate density for camera ray because it usually makes the most visual impact. For shaders
* that depends on ray types, the extrema are estimated on the fly. */
/* TODO(weizhen): Volume invisible to camera ray might appear noisy. We can at least build a
* separate octree for shadow ray. */
const uint32_t path_flag = PATH_RAY_CAMERA;
/* Setup volume stack entry. */
in = input[offset * 2 + 1];
const int shader = in.object;
const VolumeStack entry = {sd.object, shader};
const float3 voxel_size = make_float3(__int_as_float(in.prim), in.u, in.v);
Extrema<float> extrema = {FLT_MAX, -FLT_MAX};
/* For heterogeneous volume, we take 16 samples per grid;
* for homogeneous volume, only 1 sample is needed. */
const int num_samples = volume_is_homogeneous(kg, entry) ? 1 : 16;
const bool need_transformation = !(kernel_data_fetch(object_flag, sd.object) &
SD_OBJECT_TRANSFORM_APPLIED);
const Transform tfm = need_transformation ?
object_fetch_transform(kg, sd.object, OBJECT_TRANSFORM) :
Transform();
for (int sample = 0; sample < num_samples; sample++) {
/* Blue noise indexing. The sequence length is the number of samples. */
const uint3 index = make_uint3(sample + offset * num_samples, 0, 0xffffffff);
/* Sample a random position inside the voxel. */
const float3 rand_p = sobol_burley_sample_3D(
index.x, PRNG_BAKE_VOLUME_DENSITY_EVAL, index.y, index.z);
sd.P = ray.P + rand_p * voxel_size;
if (need_transformation) {
/* Convert to world spcace. */
sd.P = transform_point(&tfm, sd.P);
}
sd.closure_transparent_extinction = zero_float3();
sd.closure_emission_background = zero_float3();
/* Evaluate volume coefficients. */
volume_shader_eval_entry<false,
KERNEL_FEATURE_NODE_MASK_VOLUME & ~KERNEL_FEATURE_NODE_LIGHT_PATH>(
kg, INTEGRATOR_STATE_NULL, &sd, entry, path_flag);
const float sigma = reduce_max(sd.closure_transparent_extinction);
const float emission = reduce_max(sd.closure_emission_background);
extrema = merge(extrema, fmaxf(sigma, emission));
}
/* Write output. */
const float scale = object_volume_density(kg, sd.object);
output[offset * 2 + 0] = extrema.min / scale;
output[offset * 2 + 1] = extrema.max / scale;
#endif
}
CCL_NAMESPACE_END