[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [60615] trunk/blender: Cycles / SSS:
Thomas Dinges
blender at dingto.org
Tue Oct 8 19:07:18 CEST 2013
Revision: 60615
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=60615
Author: dingto
Date: 2013-10-08 17:07:18 +0000 (Tue, 08 Oct 2013)
Log Message:
-----------
Cycles / SSS:
* Remove the compatible falloff SSS implementation. We shouldn't support two implementations in the long term, and 2.7x is a good release number do break some compatibility as well.
* Version patch added, so Files with Compatible falloff will automatically use Cubic now.
It was already mentioned in the manual, that Compatible is deprecated.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#BSSRDF
Modified Paths:
--------------
trunk/blender/intern/cycles/blender/blender_shader.cpp
trunk/blender/intern/cycles/kernel/kernel_path.h
trunk/blender/intern/cycles/kernel/kernel_subsurface.h
trunk/blender/intern/cycles/kernel/osl/osl_shader.cpp
trunk/blender/intern/cycles/kernel/svm/svm_closure.h
trunk/blender/intern/cycles/kernel/svm/svm_types.h
trunk/blender/source/blender/blenkernel/BKE_blender.h
trunk/blender/source/blender/blenloader/intern/readfile.c
trunk/blender/source/blender/makesdna/DNA_node_types.h
trunk/blender/source/blender/makesrna/intern/rna_nodetree.c
Modified: trunk/blender/intern/cycles/blender/blender_shader.cpp
===================================================================
--- trunk/blender/intern/cycles/blender/blender_shader.cpp 2013-10-08 15:32:54 UTC (rev 60614)
+++ trunk/blender/intern/cycles/blender/blender_shader.cpp 2013-10-08 17:07:18 UTC (rev 60615)
@@ -322,9 +322,6 @@
SubsurfaceScatteringNode *subsurface = new SubsurfaceScatteringNode();
switch(b_subsurface_node.falloff()) {
- case BL::ShaderNodeSubsurfaceScattering::falloff_COMPATIBLE:
- subsurface->closure = CLOSURE_BSSRDF_COMPATIBLE_ID;
- break;
case BL::ShaderNodeSubsurfaceScattering::falloff_CUBIC:
subsurface->closure = CLOSURE_BSSRDF_CUBIC_ID;
break;
Modified: trunk/blender/intern/cycles/kernel/kernel_path.h
===================================================================
--- trunk/blender/intern/cycles/kernel/kernel_path.h 2013-10-08 15:32:54 UTC (rev 60614)
+++ trunk/blender/intern/cycles/kernel/kernel_path.h 2013-10-08 17:07:18 UTC (rev 60615)
@@ -266,14 +266,9 @@
if(sc) {
uint lcg_state = lcg_init(*rng + rng_offset + sample*0x68bc21eb);
- if(old_subsurface_scatter_use(&sd)) {
- old_subsurface_scatter_step(kg, &sd, state.flag, sc, &lcg_state, false);
- }
- else {
- float bssrdf_u, bssrdf_v;
- path_rng_2D(kg, rng, sample, num_total_samples, rng_offset + PRNG_BSDF_U, &bssrdf_u, &bssrdf_v);
- subsurface_scatter_step(kg, &sd, state.flag, sc, &lcg_state, bssrdf_u, bssrdf_v, false);
- }
+ float bssrdf_u, bssrdf_v;
+ path_rng_2D(kg, rng, sample, num_total_samples, rng_offset + PRNG_BSDF_U, &bssrdf_u, &bssrdf_v);
+ subsurface_scatter_step(kg, &sd, state.flag, sc, &lcg_state, bssrdf_u, bssrdf_v, false);
state.flag |= PATH_RAY_BSSRDF_ANCESTOR;
}
@@ -664,41 +659,35 @@
if(sc) {
uint lcg_state = lcg_init(*rng + rng_offset + sample*0x68bc21eb);
- if(old_subsurface_scatter_use(&sd)) {
- old_subsurface_scatter_step(kg, &sd, state.flag, sc, &lcg_state, false);
- }
- else {
- ShaderData bssrdf_sd[BSSRDF_MAX_HITS];
- float bssrdf_u, bssrdf_v;
- path_rng_2D(kg, rng, sample, num_samples, rng_offset + PRNG_BSDF_U, &bssrdf_u, &bssrdf_v);
- int num_hits = subsurface_scatter_multi_step(kg, &sd, bssrdf_sd, state.flag, sc, &lcg_state, bssrdf_u, bssrdf_v, false);
+ ShaderData bssrdf_sd[BSSRDF_MAX_HITS];
+ float bssrdf_u, bssrdf_v;
+ path_rng_2D(kg, rng, sample, num_samples, rng_offset + PRNG_BSDF_U, &bssrdf_u, &bssrdf_v);
+ int num_hits = subsurface_scatter_multi_step(kg, &sd, bssrdf_sd, state.flag, sc, &lcg_state, bssrdf_u, bssrdf_v, false);
- /* compute lighting with the BSDF closure */
- for(int hit = 0; hit < num_hits; hit++) {
- float3 tp = throughput;
- PathState hit_state = state;
- Ray hit_ray = ray;
- float hit_ray_t = ray_t;
- float hit_ray_pdf = ray_pdf;
- float hit_min_ray_pdf = min_ray_pdf;
+ /* compute lighting with the BSDF closure */
+ for(int hit = 0; hit < num_hits; hit++) {
+ float3 tp = throughput;
+ PathState hit_state = state;
+ Ray hit_ray = ray;
+ float hit_ray_t = ray_t;
+ float hit_ray_pdf = ray_pdf;
+ float hit_min_ray_pdf = min_ray_pdf;
- hit_state.flag |= PATH_RAY_BSSRDF_ANCESTOR;
-
- if(kernel_path_integrate_lighting(kg, rng, sample, num_samples, &bssrdf_sd[hit],
- &tp, &hit_min_ray_pdf, &hit_ray_pdf, &hit_state, rng_offset+PRNG_BOUNCE_NUM, &L, &hit_ray, &hit_ray_t)) {
- kernel_path_indirect(kg, rng, sample, hit_ray, buffer,
- tp, num_samples, num_samples,
- hit_min_ray_pdf, hit_ray_pdf, hit_state, rng_offset+PRNG_BOUNCE_NUM*2, &L);
+ hit_state.flag |= PATH_RAY_BSSRDF_ANCESTOR;
+
+ if(kernel_path_integrate_lighting(kg, rng, sample, num_samples, &bssrdf_sd[hit],
+ &tp, &hit_min_ray_pdf, &hit_ray_pdf, &hit_state, rng_offset+PRNG_BOUNCE_NUM, &L, &hit_ray, &hit_ray_t)) {
+ kernel_path_indirect(kg, rng, sample, hit_ray, buffer,
+ tp, num_samples, num_samples,
+ hit_min_ray_pdf, hit_ray_pdf, hit_state, rng_offset+PRNG_BOUNCE_NUM*2, &L);
- /* for render passes, sum and reset indirect light pass variables
- * for the next samples */
- path_radiance_sum_indirect(&L);
- path_radiance_reset_indirect(&L);
- }
+ /* for render passes, sum and reset indirect light pass variables
+ * for the next samples */
+ path_radiance_sum_indirect(&L);
+ path_radiance_reset_indirect(&L);
}
-
- break;
}
+ break;
}
}
#endif
@@ -1131,17 +1120,6 @@
/* do subsurface scatter step with copy of shader data, this will
* replace the BSSRDF with a diffuse BSDF closure */
for(int j = 0; j < num_samples; j++) {
- if(old_subsurface_scatter_use(&sd)) {
- ShaderData bssrdf_sd = sd;
- old_subsurface_scatter_step(kg, &bssrdf_sd, state.flag, sc, &lcg_state, true);
-
- /* compute lighting with the BSDF closure */
- kernel_branched_path_integrate_lighting(kg, rng, sample*num_samples + j,
- aa_samples*num_samples,
- &bssrdf_sd, throughput, num_samples_inv,
- ray_pdf, ray_pdf, state, rng_offset, &L, buffer);
- }
- else {
ShaderData bssrdf_sd[BSSRDF_MAX_HITS];
float bssrdf_u, bssrdf_v;
path_rng_2D(kg, &bssrdf_rng, sample*num_samples + j, aa_samples*num_samples, rng_offset + PRNG_BSDF_U, &bssrdf_u, &bssrdf_v);
@@ -1153,7 +1131,6 @@
aa_samples*num_samples,
&bssrdf_sd[hit], throughput, num_samples_inv,
ray_pdf, ray_pdf, state, rng_offset+PRNG_BOUNCE_NUM, &L, buffer);
- }
}
state.flag &= ~PATH_RAY_BSSRDF_ANCESTOR;
Modified: trunk/blender/intern/cycles/kernel/kernel_subsurface.h
===================================================================
--- trunk/blender/intern/cycles/kernel/kernel_subsurface.h 2013-10-08 15:32:54 UTC (rev 60614)
+++ trunk/blender/intern/cycles/kernel/kernel_subsurface.h 2013-10-08 17:07:18 UTC (rev 60615)
@@ -403,164 +403,5 @@
subsurface_scatter_setup_diffuse_bsdf(sd, eval, (num_hits > 0), N);
}
-
-/* OLD BSSRDF */
-
-__device float old_bssrdf_sample_distance(KernelGlobals *kg, float radius, float refl, float u)
-{
- int table_offset = kernel_data.bssrdf.table_offset;
- float r = lookup_table_read_2D(kg, u, refl, table_offset, BSSRDF_RADIUS_TABLE_SIZE, BSSRDF_REFL_TABLE_SIZE);
-
- return r*radius;
-}
-
-#ifdef BSSRDF_MULTI_EVAL
-__device float old_bssrdf_pdf(KernelGlobals *kg, float radius, float refl, float r)
-{
- if(r >= radius)
- return 0.0f;
-
- /* todo: when we use the real BSSRDF this will need to be divided by the maximum
- * radius instead of the average radius */
- float t = r/radius;
-
- int table_offset = kernel_data.bssrdf.table_offset + BSSRDF_PDF_TABLE_OFFSET;
- float pdf = lookup_table_read_2D(kg, t, refl, table_offset, BSSRDF_RADIUS_TABLE_SIZE, BSSRDF_REFL_TABLE_SIZE);
-
- pdf /= radius;
-
- return pdf;
-}
-#endif
-
-#ifdef BSSRDF_MULTI_EVAL
-__device float3 old_subsurface_scatter_multi_eval(KernelGlobals *kg, ShaderData *sd, bool hit, float refl, float *r, int num_r, bool all)
-{
- /* compute pdf */
- float3 eval_sum = make_float3(0.0f, 0.0f, 0.0f);
- float pdf_sum = 0.0f;
- float sample_weight_sum = 0.0f;
- int num_bssrdf = 0;
-
- for(int i = 0; i < sd->num_closure; i++) {
- ShaderClosure *sc = &sd->closure[i];
-
- if(CLOSURE_IS_BSSRDF(sc->type)) {
- float sample_weight = (all)? 1.0f: sc->sample_weight;
-
- /* compute pdf */
- float pdf = 1.0f;
- for(int i = 0; i < num_r; i++)
- pdf *= old_bssrdf_pdf(kg, sc->data0, refl, r[i]);
-
- eval_sum += sc->weight*pdf;
- pdf_sum += sample_weight*pdf;
-
- sample_weight_sum += sample_weight;
- num_bssrdf++;
- }
- }
-
- float inv_pdf_sum;
-
- if(pdf_sum > 0.0f) {
- /* in case of branched path integrate we sample all bssrdf's once,
- * for path trace we pick one, so adjust pdf for that */
- if(all)
- inv_pdf_sum = 1.0f/pdf_sum;
- else
- inv_pdf_sum = sample_weight_sum/pdf_sum;
- }
- else
- inv_pdf_sum = 0.0f;
-
- float3 weight = eval_sum * inv_pdf_sum;
-
- return weight;
-}
-#endif
-
-/* subsurface scattering step, from a point on the surface to another nearby point on the same object */
-__device void old_subsurface_scatter_step(KernelGlobals *kg, ShaderData *sd, int state_flag, ShaderClosure *sc, uint *lcg_state, bool all)
-{
- float radius = sc->data0;
- float refl = max(average(sc->weight)*3.0f, 0.0f);
- float r = 0.0f;
- bool hit = false;
- float3 weight = make_float3(1.0f, 1.0f, 1.0f);
-#ifdef BSSRDF_MULTI_EVAL
- float r_attempts[BSSRDF_MAX_ATTEMPTS];
-#endif
- int num_attempts;
-
- /* attempt to find a hit a given number of times before giving up */
- for(num_attempts = 0; num_attempts < kernel_data.bssrdf.num_attempts; num_attempts++) {
- /* random numbers for sampling */
- float u1 = lcg_step_float(lcg_state);
- float u2 = lcg_step_float(lcg_state);
- float u3 = lcg_step_float(lcg_state);
- float u4 = lcg_step_float(lcg_state);
- float u5 = lcg_step_float(lcg_state);
-
- r = old_bssrdf_sample_distance(kg, radius, refl, u5);
-#ifdef BSSRDF_MULTI_EVAL
- r_attempts[num_attempts] = r;
-#endif
-
- float3 p1 = sd->P + sample_uniform_sphere(u1, u2)*r;
- float3 p2 = sd->P + sample_uniform_sphere(u3, u4)*r;
-
- /* create ray */
- Ray ray;
- ray.P = p1;
- ray.D = normalize_len(p2 - p1, &ray.t);
- ray.dP = sd->dP;
- ray.dD = differential3_zero();
- ray.time = sd->time;
-
- /* intersect with the same object. if multiple intersections are
- * found it will randomly pick one of them */
- Intersection isect;
- if(scene_intersect_subsurface(kg, &ray, &isect, sd->object, lcg_state, 1) == 0)
- continue;
-
- /* setup new shading point */
- shader_setup_from_subsurface(kg, sd, &isect, &ray);
-
- hit = true;
- num_attempts++;
- break;
- }
-
- /* evaluate subsurface scattering closures */
-#ifdef BSSRDF_MULTI_EVAL
- weight *= old_subsurface_scatter_multi_eval(kg, sd, hit, refl, r_attempts, num_attempts, all);
-#else
- weight *= sc->weight;
-#endif
-
- if(!hit)
- weight = make_float3(0.0f, 0.0f, 0.0f);
-
- /* optionally blur colors and bump mapping */
- float3 N = sd->N;
- subsurface_color_bump_blur(kg, sd, sd, state_flag, &weight, &N);
-
- /* replace closures with a single diffuse BSDF */
- subsurface_scatter_setup_diffuse_bsdf(sd, weight, hit, N);
-}
-
-__device bool old_subsurface_scatter_use(ShaderData *sd)
-{
- for(int i = 0; i < sd->num_closure; i++) {
- ShaderClosure *sc = &sd->closure[i];
-
@@ Diff output truncated at 10240 characters. @@
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