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
76 lines
2.5 KiB
C
76 lines
2.5 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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#pragma once
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#include "kernel/kernel_differential.h"
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#include "kernel/kernel_projection.h"
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#include "kernel/kernel_shader.h"
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#include "kernel/geom/geom.h"
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CCL_NAMESPACE_BEGIN
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ccl_device void kernel_displace_evaluate(const KernelGlobals *kg,
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ccl_global const KernelShaderEvalInput *input,
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ccl_global float4 *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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shader_eval_displacement(INTEGRATOR_STATE_PASS_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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/* Write output. */
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output[offset] += make_float4(D.x, D.y, D.z, 0.0f);
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}
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ccl_device void kernel_background_evaluate(const KernelGlobals *kg,
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ccl_global const KernelShaderEvalInput *input,
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ccl_global float4 *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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const int path_flag = PATH_RAY_EMISSION;
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shader_eval_surface<KERNEL_FEATURE_NODE_MASK_SURFACE_LIGHT>(
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INTEGRATOR_STATE_PASS_NULL, &sd, NULL, path_flag);
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const float3 color = shader_background_eval(&sd);
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/* Write output. */
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output[offset] += make_float4(color.x, color.y, color.z, 0.0f);
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}
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CCL_NAMESPACE_END
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