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workinf_Blender_Wasm/blender-5.2.0/intern/cycles/kernel/svm/ao.h
2026-08-12 04:47:48 -04:00

139 lines
3.4 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include "kernel/globals.h"
#include "kernel/integrator/path_state.h"
#include "kernel/bvh/bvh.h"
#include "kernel/sample/mapping.h"
#include "kernel/svm/node_types.h"
#include "kernel/svm/util.h"
CCL_NAMESPACE_BEGIN
#ifdef __SHADER_RAYTRACE__
# ifdef __KERNEL_OPTIX__
extern "C" __device__ float __direct_callable__svm_node_ao(
# else
ccl_device float svm_ao(
# endif
KernelGlobals kg,
ConstIntegratorState state,
ccl_private ShaderData *sd,
float3 N,
float max_dist,
const int num_samples,
const int flags)
{
if (flags & NODE_AO_GLOBAL_RADIUS) {
max_dist = kernel_data.integrator.ao_bounces_distance;
}
/* Early out if no sampling needed. */
if (max_dist <= 0.0f || num_samples < 1 || sd->object == OBJECT_NONE) {
return 1.0f;
}
/* Can't ray-trace from shaders like displacement, before BVH exists. */
if (kernel_data.bvh.bvh_layout == BVH_LAYOUT_NONE) {
return 1.0f;
}
if (flags & NODE_AO_INSIDE) {
N = -N;
}
float3 T;
float3 B;
make_orthonormals(N, &T, &B);
/* TODO: support ray-tracing in shadow shader evaluation? */
RNGState rng_state;
path_state_rng_load(state, &rng_state);
int unoccluded = 0;
for (int sample = 0; sample < num_samples; sample++) {
const float2 rand_disk = path_branched_rng_2D(
kg, &rng_state, sample, num_samples, PRNG_SURFACE_AO);
const float2 d = sample_uniform_disk(rand_disk);
const float3 D = make_float3(d.x, d.y, safe_sqrtf(1.0f - dot(d, d)));
/* Create ray. */
Ray ray;
ray.P = sd->P;
ray.D = to_global(D, T, B, N);
ray.tmin = 0.0f;
ray.tmax = max_dist;
ray.time = sd->time;
ray.self.object = sd->object;
ray.self.prim = sd->prim;
ray.self.light_object = OBJECT_NONE;
ray.self.light_prim = PRIM_NONE;
ray.dP = differential_zero_compact();
ray.dD = differential_zero_compact();
if (flags & NODE_AO_ONLY_LOCAL) {
if (!scene_intersect_local(kg, &ray, nullptr, sd->object, nullptr, 0)) {
unoccluded++;
}
}
else {
if (!scene_intersect_shadow(kg, &ray, PATH_RAY_VISIBILITY_SHADOW_OPAQUE)) {
unoccluded++;
}
}
}
return ((float)unoccluded) / num_samples;
}
template<uint node_feature_mask, typename ConstIntegratorGenericState>
# if defined(__KERNEL_OPTIX__)
ccl_device_inline
# else
ccl_device_noinline
# endif
void
svm_node_ao(KernelGlobals kg,
ConstIntegratorGenericState state,
ccl_private ShaderData *sd,
ccl_private float *ccl_restrict stack,
const ccl_global SVMNodeAmbientOcclusion &ccl_restrict node)
{
float ao = 1.0f;
IF_KERNEL_NODES_FEATURE(RAYTRACE)
{
float dist = stack_load(stack, node.dist);
float3 normal = stack_load_float3_default(stack, node.normal_offset, sd->N);
normal = safe_normalize(normal);
# ifdef __KERNEL_OPTIX__
ao = optixDirectCall<float>(0, kg, state, sd, normal, dist, node.samples, node.flags);
# else
ao = svm_ao(kg, state, sd, normal, dist, node.samples, node.flags);
# endif
}
if (stack_valid(node.out_ao_offset)) {
stack_store_float(stack, node.out_ao_offset, ao);
}
if (stack_valid(node.out_color_offset)) {
const float3 color = stack_load(stack, node.color);
stack_store_float3(stack, node.out_color_offset, ao * color);
}
}
#endif /* __SHADER_RAYTRACE__ */
CCL_NAMESPACE_END