198 lines
6.2 KiB
C++
198 lines
6.2 KiB
C++
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#pragma once
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#include "kernel/geom/attribute.h"
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#include "kernel/geom/object.h"
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#include "kernel/geom/primitive.h"
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#include "kernel/svm/node_types.h"
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#include "kernel/svm/util.h"
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#include "kernel/util/differential.h"
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CCL_NAMESPACE_BEGIN
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/* Bump Node */
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template<uint node_feature_mask>
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ccl_device_noinline void svm_node_set_bump(KernelGlobals kg,
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ccl_private ShaderData *sd,
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ccl_private float *stack,
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const ccl_global SVMNodeSetBump &node)
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{
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#ifdef __RAY_DIFFERENTIALS__
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IF_KERNEL_NODES_FEATURE(BUMP)
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{
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/* get normal input */
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float3 normal_in = stack_load_float3_default(stack, node.normal_offset, sd->N);
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/* If we have saved bump state, read the full differential from there.
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* Just using the compact form in those cases leads to incorrect normals (see #111588). */
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differential3 dP;
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if (node.bump_state_offset == SVM_STACK_INVALID) {
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dP = differential_from_compact(sd->Ng, sd->dP);
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}
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else {
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dP.dx = stack_load_float3(stack, node.bump_state_offset + 4);
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dP.dy = stack_load_float3(stack, node.bump_state_offset + 7);
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}
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if (node.use_object_space) {
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object_inverse_normal_transform(kg, sd, &normal_in);
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object_inverse_dir_transform(kg, sd, &dP.dx);
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object_inverse_dir_transform(kg, sd, &dP.dy);
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}
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/* get surface tangents from normal */
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const float3 Rx = cross(dP.dy, normal_in);
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const float3 Ry = cross(normal_in, dP.dx);
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/* get bump values */
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const float h_c = stack_load_float(stack, node.center_offset);
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const float h_x = stack_load_float(stack, node.dx_offset);
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const float h_y = stack_load_float(stack, node.dy_offset);
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/* compute surface gradient and determinant */
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const float det = dot(dP.dx, Rx);
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const float3 surfgrad = (h_x - h_c) * Rx + (h_y - h_c) * Ry;
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const float absdet = fabsf(det);
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float strength = stack_load(stack, node.strength);
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float scale = stack_load(stack, node.scale);
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if (node.invert) {
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scale *= -1.0f;
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}
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strength = max(strength, 0.0f);
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/* Compute and output perturbed normal.
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* dP'dx = dPdx + scale * (h_x - h_c) / filter_width * normal
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* dP'dy = dPdy + scale * (h_y - h_c) / filter_width * normal
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* N' = cross(dP'dx, dP'dy)
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* = cross(dPdx, dPdy) - scale * ((h_y - h_c) / filter_width * Ry + (h_x - h_c) /
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* filter_width * Rx) ≈ det * normal_in - scale * surfgrad / filter_width
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*/
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float3 normal_out = safe_normalize(node.bump_filter_width * absdet * normal_in -
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scale * signf(det) * surfgrad);
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if (is_zero(normal_out)) {
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normal_out = normal_in;
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}
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else {
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normal_out = normalize(strength * normal_out + (1.0f - strength) * normal_in);
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}
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if (node.use_object_space) {
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object_normal_transform(kg, sd, &normal_out);
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}
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stack_store_float3(stack, node.out_offset, normal_out);
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}
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else {
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stack_store_float3(stack, node.out_offset, zero_float3());
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}
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#endif
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}
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/* Displacement Node */
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template<uint node_feature_mask>
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ccl_device void svm_node_set_displacement(ccl_private ShaderData *sd,
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ccl_private float *stack,
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const ccl_global SVMNodeSetDisplacement &node)
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{
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IF_KERNEL_NODES_FEATURE(BUMP)
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{
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const float3 dP = stack_load_float3(stack, node.fac_offset);
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sd->P += dP;
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}
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}
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template<uint node_feature_mask>
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ccl_device_noinline void svm_node_displacement(KernelGlobals kg,
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ccl_private ShaderData *sd,
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ccl_private float *stack,
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const ccl_global SVMNodeDisplacement &node)
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{
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IF_KERNEL_NODES_FEATURE(BUMP)
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{
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const float height = stack_load(stack, node.height);
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const float midlevel = stack_load(stack, node.midlevel);
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const float scale = stack_load(stack, node.scale);
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const float3 normal = stack_load_float3_default(stack, node.normal_offset, sd->N);
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float3 dP = normal;
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if (node.space == NODE_NORMAL_MAP_OBJECT) {
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/* Object space. */
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object_inverse_normal_transform(kg, sd, &dP);
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dP *= (height - midlevel) * scale;
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object_dir_transform(kg, sd, &dP);
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}
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else {
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/* World space. */
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dP *= (height - midlevel) * scale;
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}
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stack_store_float3(stack, node.out_offset, dP);
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}
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else {
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stack_store_float3(stack, node.out_offset, zero_float3());
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}
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}
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template<uint node_feature_mask>
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ccl_device_noinline void svm_node_vector_displacement(
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KernelGlobals kg,
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ccl_private ShaderData *sd,
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ccl_private float *stack,
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const ccl_global SVMNodeVectorDisplacement &node)
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{
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IF_KERNEL_NODES_FEATURE(BUMP)
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{
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const float3 vector = stack_load(stack, node.vector);
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const float midlevel = stack_load(stack, node.midlevel);
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const float scale = stack_load(stack, node.scale);
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float3 dP = (vector - make_float3(midlevel, midlevel, midlevel)) * scale;
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if (node.space == NODE_NORMAL_MAP_TANGENT) {
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/* Tangent space. */
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float3 normal = sd->N;
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object_inverse_normal_transform(kg, sd, &normal);
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const AttributeDescriptor attr = find_attribute(kg, sd, node.attr);
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float3 tangent;
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if (is_attribute_found(attr)) {
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tangent = primitive_surface_attribute<float3>(kg, sd, attr);
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}
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else {
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tangent = normalize(sd->dPdu);
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}
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float3 bitangent = safe_normalize(cross(normal, tangent));
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const AttributeDescriptor attr_sign = find_attribute(kg, sd, node.attr_sign);
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if (is_attribute_found(attr_sign)) {
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const float sign = primitive_surface_attribute<float>(kg, sd, attr_sign);
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bitangent *= sign;
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}
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dP = tangent * dP.x + normal * dP.y + bitangent * dP.z;
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}
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if (node.space != NODE_NORMAL_MAP_WORLD) {
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/* Tangent or object space. */
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object_dir_transform(kg, sd, &dP);
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}
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stack_store_float3(stack, node.displacement_offset, dP);
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}
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else {
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stack_store_float3(stack, node.displacement_offset, zero_float3());
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}
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}
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CCL_NAMESPACE_END
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