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
133 lines
3.9 KiB
C++
133 lines
3.9 KiB
C++
/*
|
|
* Copyright 2011-2018 Blender Foundation
|
|
*
|
|
* Licensed under the Apache License, Version 2.0 (the "License");
|
|
* you may not use this file except in compliance with the License.
|
|
* You may obtain a copy of the License at
|
|
*
|
|
* http://www.apache.org/licenses/LICENSE-2.0
|
|
*
|
|
* Unless required by applicable law or agreed to in writing, software
|
|
* distributed under the License is distributed on an "AS IS" BASIS,
|
|
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
|
* See the License for the specific language governing permissions and
|
|
* limitations under the License.
|
|
*/
|
|
|
|
#include "kernel/bvh/bvh.h"
|
|
|
|
CCL_NAMESPACE_BEGIN
|
|
|
|
#ifdef __SHADER_RAYTRACE__
|
|
|
|
# ifdef __KERNEL_OPTIX__
|
|
extern "C" __device__ float __direct_callable__svm_node_ao(INTEGRATOR_STATE_CONST_ARGS,
|
|
# else
|
|
ccl_device float svm_ao(INTEGRATOR_STATE_CONST_ARGS,
|
|
# endif
|
|
ShaderData *sd,
|
|
float3 N,
|
|
float max_dist,
|
|
int num_samples,
|
|
int flags)
|
|
{
|
|
if (flags & NODE_AO_GLOBAL_RADIUS) {
|
|
max_dist = kernel_data.integrator.ao_bounces_distance;
|
|
}
|
|
|
|
/* Early out if no sampling needed. */
|
|
if (max_dist <= 0.0f || num_samples < 1 || sd->object == OBJECT_NONE) {
|
|
return 1.0f;
|
|
}
|
|
|
|
/* Can't raytrace from shaders like displacement, before BVH exists. */
|
|
if (kernel_data.bvh.bvh_layout == BVH_LAYOUT_NONE) {
|
|
return 1.0f;
|
|
}
|
|
|
|
if (flags & NODE_AO_INSIDE) {
|
|
N = -N;
|
|
}
|
|
|
|
float3 T, B;
|
|
make_orthonormals(N, &T, &B);
|
|
|
|
/* TODO: support ray-tracing in shadow shader evaluation? */
|
|
RNGState rng_state;
|
|
path_state_rng_load(INTEGRATOR_STATE_PASS, &rng_state);
|
|
|
|
int unoccluded = 0;
|
|
for (int sample = 0; sample < num_samples; sample++) {
|
|
float disk_u, disk_v;
|
|
path_branched_rng_2D(kg, &rng_state, sample, num_samples, PRNG_BEVEL_U, &disk_u, &disk_v);
|
|
|
|
float2 d = concentric_sample_disk(disk_u, disk_v);
|
|
float3 D = make_float3(d.x, d.y, safe_sqrtf(1.0f - dot(d, d)));
|
|
|
|
/* Create ray. */
|
|
Ray ray;
|
|
ray.P = ray_offset(sd->P, N);
|
|
ray.D = D.x * T + D.y * B + D.z * N;
|
|
ray.t = max_dist;
|
|
ray.time = sd->time;
|
|
ray.dP = differential_zero_compact();
|
|
ray.dD = differential_zero_compact();
|
|
|
|
if (flags & NODE_AO_ONLY_LOCAL) {
|
|
if (!scene_intersect_local(kg, &ray, NULL, sd->object, NULL, 0)) {
|
|
unoccluded++;
|
|
}
|
|
}
|
|
else {
|
|
Intersection isect;
|
|
if (!scene_intersect(kg, &ray, PATH_RAY_SHADOW_OPAQUE, &isect)) {
|
|
unoccluded++;
|
|
}
|
|
}
|
|
}
|
|
|
|
return ((float)unoccluded) / num_samples;
|
|
}
|
|
|
|
template<uint node_feature_mask>
|
|
# if defined(__KERNEL_OPTIX__)
|
|
ccl_device_inline
|
|
# else
|
|
ccl_device_noinline
|
|
# endif
|
|
void
|
|
svm_node_ao(INTEGRATOR_STATE_CONST_ARGS, ShaderData *sd, float *stack, uint4 node)
|
|
{
|
|
uint flags, dist_offset, normal_offset, out_ao_offset;
|
|
svm_unpack_node_uchar4(node.y, &flags, &dist_offset, &normal_offset, &out_ao_offset);
|
|
|
|
uint color_offset, out_color_offset, samples;
|
|
svm_unpack_node_uchar3(node.z, &color_offset, &out_color_offset, &samples);
|
|
|
|
float dist = stack_load_float_default(stack, dist_offset, node.w);
|
|
float3 normal = stack_valid(normal_offset) ? stack_load_float3(stack, normal_offset) : sd->N;
|
|
|
|
float ao = 1.0f;
|
|
|
|
if (KERNEL_NODES_FEATURE(RAYTRACE)) {
|
|
# ifdef __KERNEL_OPTIX__
|
|
ao = optixDirectCall<float>(0, INTEGRATOR_STATE_PASS, sd, normal, dist, samples, flags);
|
|
# else
|
|
ao = svm_ao(INTEGRATOR_STATE_PASS, sd, normal, dist, samples, flags);
|
|
# endif
|
|
}
|
|
|
|
if (stack_valid(out_ao_offset)) {
|
|
stack_store_float(stack, out_ao_offset, ao);
|
|
}
|
|
|
|
if (stack_valid(out_color_offset)) {
|
|
float3 color = stack_load_float3(stack, color_offset);
|
|
stack_store_float3(stack, out_color_offset, ao * color);
|
|
}
|
|
}
|
|
|
|
#endif /* __SHADER_RAYTRACE__ */
|
|
|
|
CCL_NAMESPACE_END
|