2 * Copyright 2011, Blender Foundation.
4 * This program is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU General Public License
6 * as published by the Free Software Foundation; either version 2
7 * of the License, or (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software Foundation,
16 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20 * ShaderData, used in four steps:
22 * Setup from incoming ray, sampled position and background.
23 * Execute for surface, volume or displacement.
24 * Evaluate one or more closures.
32 #include "osl_shader.h"
37 #include "svm/emissive.h"
38 #include "svm/volume.h"
39 #include "svm/svm_bsdf.h"
46 /* ShaderData setup from incoming ray */
48 __device_inline void shader_setup_from_ray(KernelGlobals *kg, ShaderData *sd,
49 const Intersection *isect, const Ray *ray)
51 /* fetch triangle data */
52 int prim = kernel_tex_fetch(__prim_index, isect->prim);
53 float4 Ns = kernel_tex_fetch(__tri_normal, prim);
54 float3 Ng = make_float3(Ns.x, Ns.y, Ns.z);
55 int shader = __float_as_int(Ns.w);
58 sd->P = bvh_triangle_refine(kg, isect, ray);
67 sd->object = isect->object;
77 sd->N = triangle_smooth_normal(kg, sd->prim, sd->u, sd->v);
78 sd->shader = -sd->shader;
83 triangle_dPdudv(kg, &sd->dPdu, &sd->dPdv, sd->prim);
87 if(sd->object != ~0) {
88 /* instance transform */
89 object_normal_transform(kg, sd->object, &sd->N);
90 object_normal_transform(kg, sd->object, &sd->Ng);
92 object_dir_transform(kg, sd->object, &sd->dPdu);
93 object_dir_transform(kg, sd->object, &sd->dPdv);
97 /* non-instanced object index */
98 sd->object = kernel_tex_fetch(__prim_object, isect->prim);
102 /* backfacing test */
103 bool backfacing = (dot(sd->Ng, sd->I) < 0.0f);
106 sd->flag = SD_BACKFACING;
110 sd->dPdu = -sd->dPdu;
111 sd->dPdv = -sd->dPdv;
115 #ifdef __RAY_DIFFERENTIALS__
117 differential_transfer(&sd->dP, ray->dP, ray->D, ray->dD, sd->Ng, isect->t);
118 differential_incoming(&sd->dI, ray->dD);
119 differential_dudv(&sd->du, &sd->dv, sd->dPdu, sd->dPdv, sd->dP, sd->Ng);
123 /* ShaderData setup from position sampled on mesh */
125 __device void shader_setup_from_sample(KernelGlobals *kg, ShaderData *sd,
126 const float3 P, const float3 Ng, const float3 I,
127 int shader, int object, int prim, float u, float v)
138 #ifdef __INSTANCING__
147 /* detect instancing, for non-instanced the object index is -object-1 */
148 #ifdef __INSTANCING__
149 bool instanced = false;
156 sd->object = -sd->object-1;
157 #ifdef __INSTANCING__
163 sd->N = triangle_smooth_normal(kg, sd->prim, sd->u, sd->v);
164 sd->shader = -sd->shader;
166 #ifdef __INSTANCING__
168 object_normal_transform(kg, sd->object, &sd->N);
175 sd->dPdu = make_float3(0.0f, 0.0f, 0.0f);
176 sd->dPdv = make_float3(0.0f, 0.0f, 0.0f);
179 triangle_dPdudv(kg, &sd->dPdu, &sd->dPdv, sd->prim);
181 #ifdef __INSTANCING__
183 object_dir_transform(kg, sd->object, &sd->dPdu);
184 object_dir_transform(kg, sd->object, &sd->dPdv);
190 /* backfacing test */
192 bool backfacing = (dot(sd->Ng, sd->I) < 0.0f);
195 sd->flag = SD_BACKFACING;
199 sd->dPdu = -sd->dPdu;
200 sd->dPdv = -sd->dPdv;
205 #ifdef __RAY_DIFFERENTIALS__
206 /* no ray differentials here yet */
207 sd->dP.dx = make_float3(0.0f, 0.0f, 0.0f);
208 sd->dP.dy = make_float3(0.0f, 0.0f, 0.0f);
209 sd->dI.dx = make_float3(0.0f, 0.0f, 0.0f);
210 sd->dI.dy = make_float3(0.0f, 0.0f, 0.0f);
218 /* ShaderData setup for displacement */
220 __device void shader_setup_from_displace(KernelGlobals *kg, ShaderData *sd,
221 int object, int prim, float u, float v)
223 float3 P, Ng, I = make_float3(0.0f, 0.0f, 0.0f);
226 P = triangle_point_MT(kg, prim, u, v);
227 Ng = triangle_normal_MT(kg, prim, &shader);
229 /* force smooth shading for displacement */
233 /* watch out: no instance transform currently */
235 shader_setup_from_sample(kg, sd, P, Ng, I, shader, object, prim, u, v);
238 /* ShaderData setup from ray into background */
240 __device_inline void shader_setup_from_background(KernelGlobals *kg, ShaderData *sd, const Ray *ray)
247 sd->shader = kernel_data.background.shader;
250 #ifdef __INSTANCING__
261 sd->dPdu = make_float3(0.0f, 0.0f, 0.0f);
262 sd->dPdv = make_float3(0.0f, 0.0f, 0.0f);
265 #ifdef __RAY_DIFFERENTIALS__
268 differential_incoming(&sd->dI, sd->dP);
278 #ifdef __MULTI_CLOSURE__
280 __device_inline float3 _shader_bsdf_multi_eval(const ShaderData *sd, const float3 omega_in, float *pdf,
281 int skip_bsdf, float3 sum_eval, float sum_pdf, float sum_sample_weight)
283 for(int i = 0; i< sd->num_closure; i++) {
287 const ShaderClosure *sc = &sd->closure[i];
289 if(CLOSURE_IS_BSDF(sc->type)) {
290 float bsdf_pdf = 0.0f;
292 float3 eval = OSLShader::bsdf_eval(sd, sc, omega_in, bsdf_pdf);
294 float3 eval = svm_bsdf_eval(sd, sc, omega_in, &bsdf_pdf);
297 if(bsdf_pdf != 0.0f) {
298 sum_eval += eval*sc->weight;
299 sum_pdf += bsdf_pdf*sc->sample_weight;
302 sum_sample_weight += sc->sample_weight;
306 *pdf = sum_pdf/sum_sample_weight;
312 __device float3 shader_bsdf_eval(KernelGlobals *kg, const ShaderData *sd,
313 const float3 omega_in, float *pdf)
315 #ifdef __MULTI_CLOSURE__
316 return _shader_bsdf_multi_eval(sd, omega_in, pdf, -1, make_float3(0.0f, 0.0f, 0.0f), 0.0f, 0.0f);
318 const ShaderClosure *sc = &sd->closure;
320 return svm_bsdf_eval(sd, sc, omega_in, pdf)*sc->weight;
324 __device int shader_bsdf_sample(KernelGlobals *kg, const ShaderData *sd,
325 float randu, float randv, float3 *eval,
326 float3 *omega_in, differential3 *domega_in, float *pdf)
328 #ifdef __MULTI_CLOSURE__
331 if(sd->num_closure > 1) {
332 /* pick a BSDF closure based on sample weights */
335 for(sampled = 0; sampled < sd->num_closure; sampled++) {
336 const ShaderClosure *sc = &sd->closure[sampled];
338 if(CLOSURE_IS_BSDF(sc->type))
339 sum += sc->sample_weight;
342 float r = sd->randb_closure*sum;
345 for(sampled = 0; sampled < sd->num_closure; sampled++) {
346 const ShaderClosure *sc = &sd->closure[sampled];
348 if(CLOSURE_IS_BSDF(sc->type)) {
349 sum += sd->closure[sampled].sample_weight;
356 if(sampled == sd->num_closure) {
362 const ShaderClosure *sc = &sd->closure[sampled];
367 label = OSLShader::bsdf_sample(sd, sc, randu, randv, *eval, *omega_in, *domega_in, *pdf);
369 label = svm_bsdf_sample(sd, sc, randu, randv, eval, omega_in, domega_in, pdf);
374 if(sd->num_closure > 1 && *pdf != 0.0f) {
375 float sweight = sc->sample_weight;
376 *eval = _shader_bsdf_multi_eval(sd, *omega_in, pdf, sampled, *eval, *pdf*sweight, sweight);
381 /* sample the single closure that we picked */
383 int label = svm_bsdf_sample(sd, &sd->closure, randu, randv, eval, omega_in, domega_in, pdf);
384 *eval *= sd->closure.weight;
389 __device void shader_bsdf_blur(KernelGlobals *kg, ShaderData *sd, float roughness)
392 #ifdef __MULTI_CLOSURE__
393 for(int i = 0; i< sd->num_closure; i++) {
394 ShaderClosure *sc = &sd->closure[i];
396 if(CLOSURE_IS_BSDF(sc->type))
397 svm_bsdf_blur(sc, roughness);
400 svm_bsdf_blur(&sd->closure, roughness);
405 __device float3 shader_bsdf_transparency(KernelGlobals *kg, ShaderData *sd)
407 #ifdef __MULTI_CLOSURE__
408 float3 eval = make_float3(0.0f, 0.0f, 0.0f);
410 for(int i = 0; i< sd->num_closure; i++) {
411 ShaderClosure *sc = &sd->closure[i];
413 if(sc->type == CLOSURE_BSDF_TRANSPARENT_ID) // XXX osl
419 if(sd->closure.type == CLOSURE_BSDF_TRANSPARENT_ID)
420 return sd->closure.weight;
422 return make_float3(0.0f, 0.0f, 0.0f);
429 __device float3 shader_emissive_eval(KernelGlobals *kg, ShaderData *sd)
431 #ifdef __MULTI_CLOSURE__
432 float3 eval = make_float3(0.0f, 0.0f, 0.0f);
434 for(int i = 0; i < sd->num_closure; i++) {
435 ShaderClosure *sc = &sd->closure[i];
437 if(CLOSURE_IS_EMISSION(sc->type)) {
439 eval += OSLShader::emissive_eval(sd)*sc->weight;
441 eval += svm_emissive_eval(sd, sc)*sc->weight;
448 return svm_emissive_eval(sd, &sd->closure)*sd->closure.weight;
454 __device float3 shader_holdout_eval(KernelGlobals *kg, ShaderData *sd)
456 #ifdef __MULTI_CLOSURE__
457 float3 weight = make_float3(0.0f, 0.0f, 0.0f);
459 for(int i = 0; i < sd->num_closure; i++) {
460 ShaderClosure *sc = &sd->closure[i];
462 if(CLOSURE_IS_HOLDOUT(sc->type))
463 weight += sc->weight;
468 if(sd->closure.type == CLOSURE_HOLDOUT_ID)
469 return make_float3(1.0f, 1.0f, 1.0f);
471 return make_float3(0.0f, 0.0f, 0.0f);
475 /* Surface Evaluation */
477 __device void shader_eval_surface(KernelGlobals *kg, ShaderData *sd,
478 float randb, int path_flag)
481 OSLShader::eval_surface(kg, sd, randb, path_flag);
485 svm_eval_nodes(kg, sd, SHADER_TYPE_SURFACE, randb, path_flag);
487 bsdf_diffuse_setup(sd, &sd->closure);
488 sd->closure.weight = make_float3(0.8f, 0.8f, 0.8f);
494 /* Background Evaluation */
496 __device float3 shader_eval_background(KernelGlobals *kg, ShaderData *sd, int path_flag)
499 return OSLShader::eval_background(kg, sd, path_flag);
503 svm_eval_nodes(kg, sd, SHADER_TYPE_SURFACE, 0.0f, path_flag);
505 #ifdef __MULTI_CLOSURE__
506 float3 eval = make_float3(0.0f, 0.0f, 0.0f);
508 for(int i = 0; i< sd->num_closure; i++) {
509 const ShaderClosure *sc = &sd->closure[i];
511 if(CLOSURE_IS_BACKGROUND(sc->type))
517 if(sd->closure.type == CLOSURE_BACKGROUND_ID)
518 return sd->closure.weight;
520 return make_float3(0.8f, 0.8f, 0.8f);
524 return make_float3(0.8f, 0.8f, 0.8f);
532 __device float3 shader_volume_eval_phase(KernelGlobals *kg, ShaderData *sd,
533 float3 omega_in, float3 omega_out)
535 #ifdef __MULTI_CLOSURE__
536 float3 eval = make_float3(0.0f, 0.0f, 0.0f);
538 for(int i = 0; i< sd->num_closure; i++) {
539 const ShaderClosure *sc = &sd->closure[i];
541 if(CLOSURE_IS_VOLUME(sc->type)) {
543 eval += OSLShader::volume_eval_phase(sd, omega_in, omega_out);
545 eval += volume_eval_phase(sd, sc, omega_in, omega_out);
552 return volume_eval_phase(sd, &sd->closure, omega_in, omega_out);
556 /* Volume Evaluation */
558 __device void shader_eval_volume(KernelGlobals *kg, ShaderData *sd,
559 float randb, int path_flag)
563 OSLShader::eval_volume(kg, sd, randb, path_flag);
565 svm_eval_nodes(kg, sd, SHADER_TYPE_VOLUME, randb, path_flag);
570 /* Displacement Evaluation */
572 __device void shader_eval_displacement(KernelGlobals *kg, ShaderData *sd)
574 /* this will modify sd->P */
577 OSLShader::eval_displacement(kg, sd);
579 svm_eval_nodes(kg, sd, SHADER_TYPE_DISPLACEMENT, 0.0f, 0);
584 /* Free ShaderData */
586 __device void shader_release(KernelGlobals *kg, ShaderData *sd)
589 OSLShader::release(kg, sd);