The background evaluation samples the sky discretely, so if the sun is too small, it can be missed in the evaluation. To solve this, the sun is ignored during the background evaluation and its contribution is computed separately.
113 lines
3.7 KiB
C++
113 lines
3.7 KiB
C++
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#pragma once
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#include "kernel/camera/projection.h"
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#include "kernel/integrator/displacement_shader.h"
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#include "kernel/integrator/surface_shader.h"
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#include "kernel/geom/geom.h"
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#include "kernel/util/color.h"
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CCL_NAMESPACE_BEGIN
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ccl_device void kernel_displace_evaluate(KernelGlobals kg,
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ccl_global const KernelShaderEvalInput *input,
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ccl_global float *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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displacement_shader_eval(kg, INTEGRATOR_STATE_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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#ifdef __KERNEL_DEBUG_NAN__
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if (!isfinite_safe(D)) {
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kernel_assert(!"Cycles displacement with non-finite value detected");
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}
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#endif
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/* Ensure finite displacement, preventing BVH from becoming degenerate and avoiding possible
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* traversal issues caused by non-finite math. */
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D = ensure_finite(D);
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/* Write output. */
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output[offset * 3 + 0] += D.x;
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output[offset * 3 + 1] += D.y;
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output[offset * 3 + 2] += D.z;
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}
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ccl_device void kernel_background_evaluate(KernelGlobals kg,
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ccl_global const KernelShaderEvalInput *input,
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ccl_global float *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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* However, we want to flag the ray visibility to ignore the sun in the background map. */
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const uint32_t path_flag = PATH_RAY_EMISSION | PATH_RAY_IMPORTANCE_BAKE;
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surface_shader_eval<KERNEL_FEATURE_NODE_MASK_SURFACE_LIGHT &
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~(KERNEL_FEATURE_NODE_RAYTRACE | KERNEL_FEATURE_NODE_LIGHT_PATH)>(
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kg, INTEGRATOR_STATE_NULL, &sd, NULL, path_flag);
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Spectrum color = surface_shader_background(&sd);
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#ifdef __KERNEL_DEBUG_NAN__
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if (!isfinite_safe(color)) {
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kernel_assert(!"Cycles background with non-finite value detected");
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}
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#endif
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/* Ensure finite color, avoiding possible numerical instabilities in the path tracing kernels. */
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color = ensure_finite(color);
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float3 color_rgb = spectrum_to_rgb(color);
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/* Write output. */
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output[offset * 3 + 0] += color_rgb.x;
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output[offset * 3 + 1] += color_rgb.y;
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output[offset * 3 + 2] += color_rgb.z;
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}
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ccl_device void kernel_curve_shadow_transparency_evaluate(
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KernelGlobals kg,
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ccl_global const KernelShaderEvalInput *input,
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ccl_global float *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_curve(kg, &sd, in.object, in.prim, __float_as_int(in.v), in.u);
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/* Evaluate transparency. */
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surface_shader_eval<KERNEL_FEATURE_NODE_MASK_SURFACE_SHADOW &
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~(KERNEL_FEATURE_NODE_RAYTRACE | KERNEL_FEATURE_NODE_LIGHT_PATH)>(
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kg, INTEGRATOR_STATE_NULL, &sd, NULL, PATH_RAY_SHADOW);
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/* Write output. */
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output[offset] = clamp(average(surface_shader_transparency(kg, &sd)), 0.0f, 1.0f);
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}
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CCL_NAMESPACE_END
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