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blender/intern/cycles/kernel/integrator/integrator_intersect_closest.h

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/*
* Copyright 2011-2021 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#pragma once
#include "kernel/kernel_differential.h"
#include "kernel/kernel_light.h"
#include "kernel/kernel_path_state.h"
#include "kernel/kernel_projection.h"
#include "kernel/kernel_shadow_catcher.h"
#include "kernel/geom/geom.h"
#include "kernel/bvh/bvh.h"
CCL_NAMESPACE_BEGIN
template<uint32_t current_kernel>
ccl_device_forceinline bool integrator_intersect_terminate(INTEGRATOR_STATE_ARGS,
const int shader_flags)
{
/* Optional AO bounce termination.
* We continue evaluating emissive/transparent surfaces and volumes, similar
* to direct lighting. Only if we know there are none can we terminate the
* path immediately. */
if (path_state_ao_bounce(INTEGRATOR_STATE_PASS)) {
if (shader_flags & (SD_HAS_TRANSPARENT_SHADOW | SD_HAS_EMISSION)) {
INTEGRATOR_STATE_WRITE(path, flag) |= PATH_RAY_TERMINATE_AFTER_TRANSPARENT;
}
else if (!integrator_state_volume_stack_is_empty(INTEGRATOR_STATE_PASS)) {
INTEGRATOR_STATE_WRITE(path, flag) |= PATH_RAY_TERMINATE_AFTER_VOLUME;
}
else {
return true;
}
}
/* Load random number state. */
RNGState rng_state;
path_state_rng_load(INTEGRATOR_STATE_PASS, &rng_state);
/* We perform path termination in this kernel to avoid launching shade_surface
* and evaluating the shader when not needed. Only for emission and transparent
* surfaces in front of emission do we need to evaluate the shader, since we
* perform MIS as part of indirect rays. */
const int path_flag = INTEGRATOR_STATE(path, flag);
const float probability = path_state_continuation_probability(INTEGRATOR_STATE_PASS, path_flag);
if (probability != 1.0f) {
const float terminate = path_state_rng_1D(kg, &rng_state, PRNG_TERMINATE);
if (probability == 0.0f || terminate >= probability) {
if (shader_flags & SD_HAS_EMISSION) {
/* Mark path to be terminated right after shader evaluation on the surface. */
INTEGRATOR_STATE_WRITE(path, flag) |= PATH_RAY_TERMINATE_ON_NEXT_SURFACE;
}
else if (!integrator_state_volume_stack_is_empty(INTEGRATOR_STATE_PASS)) {
/* TODO: only do this for emissive volumes. */
INTEGRATOR_STATE_WRITE(path, flag) |= PATH_RAY_TERMINATE_IN_NEXT_VOLUME;
}
else {
return true;
}
}
}
return false;
}
/* Note that current_kernel is a template value since making this a variable
* leads to poor performance with CUDA atomics. */
template<uint32_t current_kernel>
ccl_device_forceinline void integrator_intersect_shader_next_kernel(
INTEGRATOR_STATE_ARGS,
const Intersection *ccl_restrict isect,
const int shader,
const int shader_flags)
{
/* Note on scheduling.
*
* When there is no shadow catcher split the scheduling is simple: schedule surface shading with
* or without raytrace support, depending on the shader used.
*
* When there is a shadow catcher split the general idea is to have the following configuration:
*
* - Schedule surface shading kernel (with corresponding raytrace support) for the ray which
* will trace shadow catcher object.
*
* - When no alpha-over of approximate shadow catcher is needed, schedule surface shading for
* the matte ray.
*
* - Otherwise schedule background shading kernel, so that we have a background to alpha-over
* on. The background kernel will then schedule surface shading for the matte ray.
*
* Note that the splitting leaves kernel and sorting counters as-is, so use INIT semantic for
* the matte path. */
const bool use_raytrace_kernel = ((shader_flags & SD_HAS_RAYTRACE) ||
(kernel_data.film.pass_ao != PASS_UNUSED));
if (use_raytrace_kernel) {
INTEGRATOR_PATH_NEXT_SORTED(
current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE, shader);
}
else {
INTEGRATOR_PATH_NEXT_SORTED(current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE, shader);
}
#ifdef __SHADOW_CATCHER__
const int object_flags = intersection_get_object_flags(kg, isect);
if (kernel_shadow_catcher_split(INTEGRATOR_STATE_PASS, object_flags)) {
if (kernel_data.film.pass_background != PASS_UNUSED && !kernel_data.background.transparent) {
INTEGRATOR_STATE_WRITE(path, flag) |= PATH_RAY_SHADOW_CATCHER_BACKGROUND;
INTEGRATOR_PATH_INIT(DEVICE_KERNEL_INTEGRATOR_SHADE_BACKGROUND);
}
else if (use_raytrace_kernel) {
INTEGRATOR_PATH_INIT_SORTED(DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE, shader);
}
else {
INTEGRATOR_PATH_INIT_SORTED(DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE, shader);
}
/* If the split happened after bounce through a transparent object it's possible to have shadow
* patch. Make sure it is properly re-scheduled on the split path. */
const int shadow_kernel = INTEGRATOR_STATE(shadow_path, queued_kernel);
if (shadow_kernel != 0) {
INTEGRATOR_SHADOW_PATH_INIT(shadow_kernel);
}
}
#endif
}
ccl_device void integrator_intersect_closest(INTEGRATOR_STATE_ARGS)
{
PROFILING_INIT(kg, PROFILING_INTERSECT_CLOSEST);
/* Read ray from integrator state into local memory. */
Ray ray ccl_optional_struct_init;
integrator_state_read_ray(INTEGRATOR_STATE_PASS, &ray);
kernel_assert(ray.t != 0.0f);
const uint visibility = path_state_ray_visibility(INTEGRATOR_STATE_PASS);
const int last_isect_prim = INTEGRATOR_STATE(isect, prim);
const int last_isect_object = INTEGRATOR_STATE(isect, object);
/* Trick to use short AO rays to approximate indirect light at the end of the path. */
if (path_state_ao_bounce(INTEGRATOR_STATE_PASS)) {
ray.t = kernel_data.integrator.ao_bounces_distance;
const float object_ao_distance = kernel_tex_fetch(__objects, last_isect_object).ao_distance;
if (object_ao_distance != 0.0f) {
ray.t = object_ao_distance;
}
}
/* Scene Intersection. */
Intersection isect ccl_optional_struct_init;
bool hit = scene_intersect(kg, &ray, visibility, &isect);
/* TODO: remove this and do it in the various intersection functions instead. */
if (!hit) {
isect.prim = PRIM_NONE;
}
/* Light intersection for MIS. */
if (kernel_data.integrator.use_lamp_mis) {
/* NOTE: if we make lights visible to camera rays, we'll need to initialize
* these in the path_state_init. */
const int last_type = INTEGRATOR_STATE(isect, type);
const int path_flag = INTEGRATOR_STATE(path, flag);
hit = lights_intersect(
kg, &ray, &isect, last_isect_prim, last_isect_object, last_type, path_flag) ||
hit;
}
/* Write intersection result into global integrator state memory. */
integrator_state_write_isect(INTEGRATOR_STATE_PASS, &isect);
#ifdef __VOLUME__
if (!integrator_state_volume_stack_is_empty(INTEGRATOR_STATE_PASS)) {
const bool hit_surface = hit && !(isect.type & PRIMITIVE_LAMP);
const int shader = (hit_surface) ? intersection_get_shader(kg, &isect) : SHADER_NONE;
const int flags = (hit_surface) ? kernel_tex_fetch(__shaders, shader).flags : 0;
if (!integrator_intersect_terminate<DEVICE_KERNEL_INTEGRATOR_INTERSECT_CLOSEST>(
INTEGRATOR_STATE_PASS, flags)) {
/* Continue with volume kernel if we are inside a volume, regardless
* if we hit anything. */
INTEGRATOR_PATH_NEXT(DEVICE_KERNEL_INTEGRATOR_INTERSECT_CLOSEST,
DEVICE_KERNEL_INTEGRATOR_SHADE_VOLUME);
}
else {
INTEGRATOR_PATH_TERMINATE(DEVICE_KERNEL_INTEGRATOR_INTERSECT_CLOSEST);
}
return;
}
#endif
if (hit) {
/* Hit a surface, continue with light or surface kernel. */
if (isect.type & PRIMITIVE_LAMP) {
INTEGRATOR_PATH_NEXT(DEVICE_KERNEL_INTEGRATOR_INTERSECT_CLOSEST,
DEVICE_KERNEL_INTEGRATOR_SHADE_LIGHT);
return;
}
else {
/* Hit a surface, continue with surface kernel unless terminated. */
const int shader = intersection_get_shader(kg, &isect);
const int flags = kernel_tex_fetch(__shaders, shader).flags;
if (!integrator_intersect_terminate<DEVICE_KERNEL_INTEGRATOR_INTERSECT_CLOSEST>(
INTEGRATOR_STATE_PASS, flags)) {
integrator_intersect_shader_next_kernel<DEVICE_KERNEL_INTEGRATOR_INTERSECT_CLOSEST>(
INTEGRATOR_STATE_PASS, &isect, shader, flags);
return;
}
else {
INTEGRATOR_PATH_TERMINATE(DEVICE_KERNEL_INTEGRATOR_INTERSECT_CLOSEST);
return;
}
}
}
else {
/* Nothing hit, continue with background kernel. */
INTEGRATOR_PATH_NEXT(DEVICE_KERNEL_INTEGRATOR_INTERSECT_CLOSEST,
DEVICE_KERNEL_INTEGRATOR_SHADE_BACKGROUND);
return;
}
}
CCL_NAMESPACE_END