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
348 lines
12 KiB
C
348 lines
12 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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/* Primitive Utilities
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*
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* Generic functions to look up mesh, curve and volume primitive attributes for
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* shading and render passes. */
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#pragma once
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#include "kernel/kernel_projection.h"
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CCL_NAMESPACE_BEGIN
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/* Surface Attributes
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*
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* Read geometry attributes for surface shading. This is distinct from volume
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* attributes for performance, mainly for GPU performance to avoid bringing in
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* heavy volume interpolation code. */
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ccl_device_inline float primitive_surface_attribute_float(const KernelGlobals *kg,
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const ShaderData *sd,
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const AttributeDescriptor desc,
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float *dx,
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float *dy)
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{
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if (sd->type & PRIMITIVE_ALL_TRIANGLE) {
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if (subd_triangle_patch(kg, sd) == ~0)
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return triangle_attribute_float(kg, sd, desc, dx, dy);
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else
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return subd_triangle_attribute_float(kg, sd, desc, dx, dy);
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}
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#ifdef __HAIR__
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else if (sd->type & PRIMITIVE_ALL_CURVE) {
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return curve_attribute_float(kg, sd, desc, dx, dy);
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}
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#endif
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else {
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if (dx)
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*dx = 0.0f;
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if (dy)
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*dy = 0.0f;
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return 0.0f;
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}
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}
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ccl_device_inline float2 primitive_surface_attribute_float2(const KernelGlobals *kg,
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const ShaderData *sd,
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const AttributeDescriptor desc,
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float2 *dx,
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float2 *dy)
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{
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if (sd->type & PRIMITIVE_ALL_TRIANGLE) {
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if (subd_triangle_patch(kg, sd) == ~0)
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return triangle_attribute_float2(kg, sd, desc, dx, dy);
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else
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return subd_triangle_attribute_float2(kg, sd, desc, dx, dy);
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}
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#ifdef __HAIR__
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else if (sd->type & PRIMITIVE_ALL_CURVE) {
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return curve_attribute_float2(kg, sd, desc, dx, dy);
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}
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#endif
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else {
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if (dx)
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*dx = make_float2(0.0f, 0.0f);
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if (dy)
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*dy = make_float2(0.0f, 0.0f);
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return make_float2(0.0f, 0.0f);
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}
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}
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ccl_device_inline float3 primitive_surface_attribute_float3(const KernelGlobals *kg,
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const ShaderData *sd,
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const AttributeDescriptor desc,
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float3 *dx,
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float3 *dy)
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{
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if (sd->type & PRIMITIVE_ALL_TRIANGLE) {
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if (subd_triangle_patch(kg, sd) == ~0)
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return triangle_attribute_float3(kg, sd, desc, dx, dy);
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else
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return subd_triangle_attribute_float3(kg, sd, desc, dx, dy);
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}
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#ifdef __HAIR__
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else if (sd->type & PRIMITIVE_ALL_CURVE) {
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return curve_attribute_float3(kg, sd, desc, dx, dy);
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}
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#endif
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else {
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if (dx)
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*dx = make_float3(0.0f, 0.0f, 0.0f);
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if (dy)
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*dy = make_float3(0.0f, 0.0f, 0.0f);
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return make_float3(0.0f, 0.0f, 0.0f);
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}
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}
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ccl_device_forceinline float4 primitive_surface_attribute_float4(const KernelGlobals *kg,
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const ShaderData *sd,
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const AttributeDescriptor desc,
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float4 *dx,
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float4 *dy)
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{
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if (sd->type & PRIMITIVE_ALL_TRIANGLE) {
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if (subd_triangle_patch(kg, sd) == ~0)
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return triangle_attribute_float4(kg, sd, desc, dx, dy);
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else
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return subd_triangle_attribute_float4(kg, sd, desc, dx, dy);
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}
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#ifdef __HAIR__
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else if (sd->type & PRIMITIVE_ALL_CURVE) {
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return curve_attribute_float4(kg, sd, desc, dx, dy);
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}
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#endif
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else {
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if (dx)
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*dx = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
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if (dy)
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*dy = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
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return make_float4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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}
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#ifdef __VOLUME__
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/* Volume Attributes
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*
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* Read geometry attributes for volume shading. This is distinct from surface
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* attributes for performance, mainly for GPU performance to avoid bringing in
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* heavy volume interpolation code. */
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ccl_device_inline bool primitive_is_volume_attribute(const ShaderData *sd,
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const AttributeDescriptor desc)
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{
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return sd->type == PRIMITIVE_VOLUME;
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}
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ccl_device_inline float primitive_volume_attribute_float(const KernelGlobals *kg,
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const ShaderData *sd,
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const AttributeDescriptor desc)
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{
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if (primitive_is_volume_attribute(sd, desc)) {
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return volume_attribute_value_to_float(volume_attribute_float4(kg, sd, desc));
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}
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else {
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return 0.0f;
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}
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}
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ccl_device_inline float3 primitive_volume_attribute_float3(const KernelGlobals *kg,
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const ShaderData *sd,
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const AttributeDescriptor desc)
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{
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if (primitive_is_volume_attribute(sd, desc)) {
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return volume_attribute_value_to_float3(volume_attribute_float4(kg, sd, desc));
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}
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else {
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return make_float3(0.0f, 0.0f, 0.0f);
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}
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}
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ccl_device_inline float4 primitive_volume_attribute_float4(const KernelGlobals *kg,
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const ShaderData *sd,
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const AttributeDescriptor desc)
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{
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if (primitive_is_volume_attribute(sd, desc)) {
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return volume_attribute_float4(kg, sd, desc);
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}
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else {
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return make_float4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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}
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#endif
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/* Default UV coordinate */
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ccl_device_inline float3 primitive_uv(const KernelGlobals *kg, const ShaderData *sd)
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{
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const AttributeDescriptor desc = find_attribute(kg, sd, ATTR_STD_UV);
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if (desc.offset == ATTR_STD_NOT_FOUND)
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return make_float3(0.0f, 0.0f, 0.0f);
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float2 uv = primitive_surface_attribute_float2(kg, sd, desc, NULL, NULL);
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return make_float3(uv.x, uv.y, 1.0f);
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}
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/* Ptex coordinates */
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ccl_device bool primitive_ptex(const KernelGlobals *kg, ShaderData *sd, float2 *uv, int *face_id)
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{
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/* storing ptex data as attributes is not memory efficient but simple for tests */
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const AttributeDescriptor desc_face_id = find_attribute(kg, sd, ATTR_STD_PTEX_FACE_ID);
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const AttributeDescriptor desc_uv = find_attribute(kg, sd, ATTR_STD_PTEX_UV);
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if (desc_face_id.offset == ATTR_STD_NOT_FOUND || desc_uv.offset == ATTR_STD_NOT_FOUND)
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return false;
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float3 uv3 = primitive_surface_attribute_float3(kg, sd, desc_uv, NULL, NULL);
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float face_id_f = primitive_surface_attribute_float(kg, sd, desc_face_id, NULL, NULL);
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*uv = make_float2(uv3.x, uv3.y);
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*face_id = (int)face_id_f;
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return true;
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}
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/* Surface tangent */
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ccl_device float3 primitive_tangent(const KernelGlobals *kg, ShaderData *sd)
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{
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#ifdef __HAIR__
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if (sd->type & PRIMITIVE_ALL_CURVE)
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# ifdef __DPDU__
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return normalize(sd->dPdu);
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# else
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return make_float3(0.0f, 0.0f, 0.0f);
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# endif
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#endif
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/* try to create spherical tangent from generated coordinates */
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const AttributeDescriptor desc = find_attribute(kg, sd, ATTR_STD_GENERATED);
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if (desc.offset != ATTR_STD_NOT_FOUND) {
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float3 data = primitive_surface_attribute_float3(kg, sd, desc, NULL, NULL);
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data = make_float3(-(data.y - 0.5f), (data.x - 0.5f), 0.0f);
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object_normal_transform(kg, sd, &data);
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return cross(sd->N, normalize(cross(data, sd->N)));
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}
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else {
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/* otherwise use surface derivatives */
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#ifdef __DPDU__
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return normalize(sd->dPdu);
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#else
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return make_float3(0.0f, 0.0f, 0.0f);
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#endif
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}
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}
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/* Motion vector for motion pass */
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ccl_device_inline float4 primitive_motion_vector(const KernelGlobals *kg, const ShaderData *sd)
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{
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/* center position */
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float3 center;
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#ifdef __HAIR__
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bool is_curve_primitive = sd->type & PRIMITIVE_ALL_CURVE;
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if (is_curve_primitive) {
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center = curve_motion_center_location(kg, sd);
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if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
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object_position_transform(kg, sd, ¢er);
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}
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}
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else
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#endif
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center = sd->P;
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float3 motion_pre = center, motion_post = center;
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/* deformation motion */
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AttributeDescriptor desc = find_attribute(kg, sd, ATTR_STD_MOTION_VERTEX_POSITION);
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if (desc.offset != ATTR_STD_NOT_FOUND) {
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/* get motion info */
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int numverts, numkeys;
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object_motion_info(kg, sd->object, NULL, &numverts, &numkeys);
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/* lookup attributes */
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motion_pre = primitive_surface_attribute_float3(kg, sd, desc, NULL, NULL);
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desc.offset += (sd->type & PRIMITIVE_ALL_TRIANGLE) ? numverts : numkeys;
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motion_post = primitive_surface_attribute_float3(kg, sd, desc, NULL, NULL);
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#ifdef __HAIR__
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if (is_curve_primitive && (sd->object_flag & SD_OBJECT_HAS_VERTEX_MOTION) == 0) {
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object_position_transform(kg, sd, &motion_pre);
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object_position_transform(kg, sd, &motion_post);
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}
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#endif
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}
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/* object motion. note that depending on the mesh having motion vectors, this
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* transformation was set match the world/object space of motion_pre/post */
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Transform tfm;
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tfm = object_fetch_motion_pass_transform(kg, sd->object, OBJECT_PASS_MOTION_PRE);
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motion_pre = transform_point(&tfm, motion_pre);
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tfm = object_fetch_motion_pass_transform(kg, sd->object, OBJECT_PASS_MOTION_POST);
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motion_post = transform_point(&tfm, motion_post);
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float3 motion_center;
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/* camera motion, for perspective/orthographic motion.pre/post will be a
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* world-to-raster matrix, for panorama it's world-to-camera */
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if (kernel_data.cam.type != CAMERA_PANORAMA) {
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ProjectionTransform projection = kernel_data.cam.worldtoraster;
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motion_center = transform_perspective(&projection, center);
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projection = kernel_data.cam.perspective_pre;
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motion_pre = transform_perspective(&projection, motion_pre);
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projection = kernel_data.cam.perspective_post;
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motion_post = transform_perspective(&projection, motion_post);
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}
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else {
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tfm = kernel_data.cam.worldtocamera;
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motion_center = normalize(transform_point(&tfm, center));
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motion_center = float2_to_float3(direction_to_panorama(&kernel_data.cam, motion_center));
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motion_center.x *= kernel_data.cam.width;
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motion_center.y *= kernel_data.cam.height;
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tfm = kernel_data.cam.motion_pass_pre;
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motion_pre = normalize(transform_point(&tfm, motion_pre));
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motion_pre = float2_to_float3(direction_to_panorama(&kernel_data.cam, motion_pre));
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motion_pre.x *= kernel_data.cam.width;
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motion_pre.y *= kernel_data.cam.height;
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tfm = kernel_data.cam.motion_pass_post;
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motion_post = normalize(transform_point(&tfm, motion_post));
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motion_post = float2_to_float3(direction_to_panorama(&kernel_data.cam, motion_post));
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motion_post.x *= kernel_data.cam.width;
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motion_post.y *= kernel_data.cam.height;
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}
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motion_pre = motion_pre - motion_center;
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motion_post = motion_center - motion_post;
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return make_float4(motion_pre.x, motion_pre.y, motion_post.x, motion_post.y);
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}
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CCL_NAMESPACE_END
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