fixed the Disney SSS and cleaned the initialization of the Disney shaders

This commit is contained in:
2016-07-25 16:11:07 +02:00
parent 642c0fdad1
commit bfb9cb11b5

View File

@@ -136,6 +136,11 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
float param2 = (stack_valid(param2_offset))? stack_load_float(stack, param2_offset): __uint_as_float(node.w);
switch(type) {
#ifndef __SPLIT_KERNEL__
# define sc_next(sc) sc++
#else
# define sc_next(sc) sc = ccl_fetch_array(sd, closure, ccl_fetch(sd, num_closure))
#endif
case CLOSURE_BSDF_DISNEY_ID: {
uint specular_offset, roughness_offset, specularTint_offset, anisotropic_offset, sheen_offset,
sheenTint_offset, clearcoat_offset, clearcoatGloss_offset, eta_offset, transparency_offset, refr_roughness_offset;
@@ -169,9 +174,9 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
float fresnel = fresnel_dielectric_cos(cosNO, eta);
// calculate weights of the diffuse and specular part
float diffuse_weight = (1.0f - clamp(metallic, 0.0f, 1.0f)) * (1.0f - clamp(transparency, 0.0f, 1.0f)); // lerp(1.0f - clamp(metallic, 0.0f, 1.0f), 0.0f, lerp(clamp(transparency, 0.0f, 1.0f), 0.0f, clamp(metallic, 0.0f, 1.0f)));
float diffuse_weight = (1.0f - saturate(metallic)) * (1.0f - saturate(transparency)); // lerp(1.0f - clamp(metallic, 0.0f, 1.0f), 0.0f, lerp(clamp(transparency, 0.0f, 1.0f), 0.0f, clamp(metallic, 0.0f, 1.0f)));
float transp = clamp(transparency, 0.0f, 1.0f) * (1.0f - clamp(metallic, 0.0f, 1.0f)); // lerp(clamp(transparency, 0.0f, 1.0f), 0.0f, clamp(metallic, 0.0f, 1.0f));
float transp = saturate(transparency) * (1.0f - saturate(metallic)); // lerp(clamp(transparency, 0.0f, 1.0f), 0.0f, clamp(metallic, 0.0f, 1.0f));
float specular_weight = (1.0f - transp); // + fresnel * transp; // lerp(1.0f, fresnel, transp);
// get the base color
@@ -184,17 +189,23 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
float3 CN = stack_valid(data_clearcoat_normal.x) ? stack_load_float3(stack, data_clearcoat_normal.x) : ccl_fetch(sd, N);
ShaderClosure *sc = ccl_fetch_array(sd, closure, ccl_fetch(sd, num_closure));
float3 weight = sc->weight;
float sample_weight = sc->sample_weight;
float3 weight = sc->weight * mix_weight;
/* subsurface */
#ifdef __SUBSURFACE__
float3 albedo = baseColor;
float3 subsurf_weight = baseColor * sc->weight * mix_weight * subsurface * diffuse_weight;
float3 subsurf_weight = baseColor * weight * saturate(subsurface) * diffuse_weight;
float subsurf_sample_weight = fabsf(average(subsurf_weight));
/* disable in case of diffuse ancestor, can't see it well then and
* adds considerably noise due to probabilities of continuing path
* getting lower and lower */
float radius_weight = 1.0f;
if(path_flag & PATH_RAY_DIFFUSE_ANCESTOR)
radius_weight = 0.0f;
if (subsurf_sample_weight > CLOSURE_WEIGHT_CUTOFF && ccl_fetch(sd, num_closure) + 2 < MAX_CLOSURE) {
/* radius * scale */
float3 radius = make_float3(1.0f, 1.0f, 1.0f);
float3 radius = make_float3(1.0f, 1.0f, 1.0f) * radius_weight;
/* sharpness */
float sharpness = 0.0f;
/* texture color blur */
@@ -215,11 +226,10 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
ccl_fetch(sd, flag) |= bssrdf_setup(sc, (ClosureType)CLOSURE_BSSRDF_BURLEY_ID);
ccl_fetch(sd, num_closure)++;
sc_next(sc);
}
if (fabsf(subsurf_weight.y) > 0.0f) {
sc = ccl_fetch_array(sd, closure, ccl_fetch(sd, num_closure));
sc->weight = make_float3(0.0f, subsurf_weight.y, 0.0f);
sc->sample_weight = subsurf_sample_weight;
sc->data0 = radius.y;
@@ -233,11 +243,10 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
ccl_fetch(sd, flag) |= bssrdf_setup(sc, (ClosureType)CLOSURE_BSSRDF_BURLEY_ID);
ccl_fetch(sd, num_closure)++;
sc_next(sc);
}
if (fabsf(subsurf_weight.z) > 0.0f) {
sc = ccl_fetch_array(sd, closure, ccl_fetch(sd, num_closure));
sc->weight = make_float3(0.0f, 0.0f, subsurf_weight.z);
sc->sample_weight = subsurf_sample_weight;
sc->data0 = radius.z;
@@ -251,60 +260,76 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
ccl_fetch(sd, flag) |= bssrdf_setup(sc, (ClosureType)CLOSURE_BSSRDF_BURLEY_ID);
ccl_fetch(sd, num_closure)++;
sc_next(sc);
}
}
#endif
/* diffuse */
if (metallic < 1.0f) {
if ((1.0f - saturate(subsurface)) * diffuse_weight > 0.0f) {
if (ccl_fetch(sd, num_closure) < MAX_CLOSURE) {
sc = ccl_fetch_array(sd, closure, ccl_fetch(sd, num_closure));
sc->weight = weight;
sc->sample_weight = sample_weight;
float3 diff_weight = weight * (1.0f - saturate(subsurface)) * diffuse_weight;
float diff_sample_weight = fabsf(average(diff_weight));
sc = svm_node_closure_get_bsdf(sd, mix_weight * (1.0f - clamp(subsurface, 0.0f, 1.0f)) * diffuse_weight);
if (diff_sample_weight > CLOSURE_WEIGHT_CUTOFF) {
sc->weight = diff_weight;
sc->sample_weight = diff_sample_weight;
ccl_fetch(sd, num_closure)++;
#ifdef __OSL__
sc->prim = NULL;
#endif
if (sc) {
sc->N = N;
sc->color0 = baseColor;
sc->data0 = roughness;
ccl_fetch(sd, flag) |= bsdf_disney_diffuse_setup(sc);
sc_next(sc);
}
}
}
/* sheen */
if (metallic < 1.0f && sheen != 0.0f) {
if (ccl_fetch(sd, num_closure) < MAX_CLOSURE) {
sc = ccl_fetch_array(sd, closure, ccl_fetch(sd, num_closure));
sc->weight = weight;
sc->sample_weight = sample_weight;
sc = svm_node_closure_get_bsdf(sd, mix_weight * diffuse_weight);
if (sc) {
/* sheen */
if (diffuse_weight > 0.0f && sheen != 0.0f) {
if (ccl_fetch(sd, num_closure) < MAX_CLOSURE) {
float3 sheen_weight = weight * diffuse_weight;
float sheen_sample_weight = fabsf(average(sheen_weight));
if (sheen_sample_weight > CLOSURE_WEIGHT_CUTOFF) {
sc->weight = sheen_weight;
sc->sample_weight = sheen_sample_weight;
ccl_fetch(sd, num_closure)++;
#ifdef __OSL__
sc->prim = NULL;
#endif
sc->N = N;
sc->color0 = baseColor;
sc->data0 = sheen;
sc->data1 = sheenTint;
ccl_fetch(sd, flag) |= bsdf_disney_sheen_setup(sc);
ccl_fetch(sd, flag) |= bsdf_disney_sheen_setup(sc);
sc_next(sc);
}
}
}
/* specular reflection */
if (specular != 0.0f || metallic != 0.0f) {
if (specular_weight > 0.0f) {
if (ccl_fetch(sd, num_closure) < MAX_CLOSURE) {
sc = ccl_fetch_array(sd, closure, ccl_fetch(sd, num_closure));
sc->weight = weight;
sc->sample_weight = sample_weight;
float3 spec_weight = weight * specular_weight;
float spec_sample_weight = fabsf(average(spec_weight));
sc = svm_node_closure_get_bsdf(sd, mix_weight * specular_weight);
if (spec_sample_weight > CLOSURE_WEIGHT_CUTOFF) {
sc->weight = spec_weight;
sc->sample_weight = spec_sample_weight;
ccl_fetch(sd, num_closure)++;
#ifdef __OSL__
sc->prim = NULL;
#endif
if (sc) {
sc->N = N;
sc->T = stack_load_float3(stack, data_node.y);
@@ -316,6 +341,7 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
sc->data4 = anisotropic;
ccl_fetch(sd, flag) |= bsdf_disney_specular_setup(sc);
sc_next(sc);
}
}
}
@@ -332,16 +358,21 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
#endif
/* reflection */
sc = ccl_fetch_array(sd, closure, ccl_fetch(sd, num_closure));
sc->weight = weight;
sc->sample_weight = sample_weight;
float3 spec_refl_weight = weight * (1.0f - specular_weight) * fresnel;
float spec_refl_sample_weight = fabsf(average(spec_refl_weight));
sc = svm_node_closure_get_bsdf(sd, mix_weight * (1.0f - specular_weight) * fresnel);
#ifdef __CAUSTICS_TRICKS__
if (kernel_data.integrator.caustics_reflective || (path_flag & PATH_RAY_DIFFUSE) == 0)
if (spec_refl_sample_weight > CLOSURE_WEIGHT_CUTOFF) {
sc->weight = spec_refl_weight;
sc->sample_weight = spec_refl_sample_weight;
ccl_fetch(sd, num_closure)++;
#ifdef __OSL__
sc->prim = NULL;
#endif
{
if (sc) {
#ifdef __CAUSTICS_TRICKS__
if (kernel_data.integrator.caustics_reflective || (path_flag & PATH_RAY_DIFFUSE) == 0)
#endif
{
sc->N = N;
sc->T = stack_load_float3(stack, data_node.y);
@@ -353,6 +384,7 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
sc->data4 = 0.0f;
ccl_fetch(sd, flag) |= bsdf_disney_specular_setup(sc);
sc_next(sc);
}
}
@@ -362,65 +394,57 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
#endif
/* refraction */
sc = ccl_fetch_array(sd, closure, ccl_fetch(sd, num_closure));
sc->weight = weight * baseColor;
sc->sample_weight = sample_weight;
float3 spec_refr_weight = weight * (1.0f - specular_weight) * (1.0f - fresnel);
float spec_refr_sample_weight = fabsf(average(spec_refr_weight));
sc = svm_node_closure_get_bsdf(sd, mix_weight * (1.0f - specular_weight) * (1.0f - fresnel));
if (spec_refr_sample_weight > CLOSURE_WEIGHT_CUTOFF) {
sc->weight = spec_refr_weight;
sc->sample_weight = spec_refr_sample_weight;
ccl_fetch(sd, num_closure)++;
#ifdef __OSL__
sc->prim = NULL;
#endif
if (sc) {
sc->N = N;
sc->data0 = refr_roughness * refr_roughness;
sc->data1 = refr_roughness * refr_roughness;
sc->data2 = eta;
ccl_fetch(sd, flag) |= bsdf_microfacet_ggx_refraction_setup(sc);
sc_next(sc);
}
}
}
/* specular refraction */
/*if (specular_weight < 1.0f) {
if (ccl_fetch(sd, num_closure) < MAX_CLOSURE) {
sc = ccl_fetch_array(sd, closure, ccl_fetch(sd, num_closure));
sc->weight = weight * baseColor;
sc->sample_weight = sample_weight;
sc = svm_node_closure_get_bsdf(sd, mix_weight * (1.0f - specular_weight));
if (sc) {
sc->N = N;
sc->data0 = refr_roughness * refr_roughness;
sc->data1 = refr_roughness * refr_roughness;
sc->data2 = eta;
ccl_fetch(sd, flag) |= bsdf_microfacet_ggx_refraction_setup(sc);
}
}
}*/
/* clearcoat */
if (clearcoat > 0.0f) {
if (ccl_fetch(sd, num_closure) < MAX_CLOSURE) {
sc = ccl_fetch_array(sd, closure, ccl_fetch(sd, num_closure));
sc->weight = weight;
sc->sample_weight = sample_weight;
float3 clearcoat_weight = weight;
float clearcoat_sample_weight = fabsf(average(clearcoat_weight));
sc = svm_node_closure_get_bsdf(sd, mix_weight);
if (clearcoat_sample_weight > CLOSURE_WEIGHT_CUTOFF) {
sc->weight = clearcoat_weight;
sc->sample_weight = clearcoat_sample_weight;
ccl_fetch(sd, num_closure)++;
#ifdef __OSL__
sc->prim = NULL;
#endif
if (sc) {
sc->N = CN;
sc->data0 = clearcoat;
sc->data1 = clearcoatGloss;
ccl_fetch(sd, flag) |= bsdf_disney_clearcoat_setup(sc);
sc_next(sc);
}
}
}
break;
}
#undef sc_next
case CLOSURE_BSDF_DIFFUSE_ID: {
ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);