fix T40322: Glitch in baking a mixed SSS shader

This commit is contained in:
Dalai Felinto
2014-05-26 16:55:16 -03:00
parent 3a41797df4
commit 0efc0d5200

View File

@@ -17,7 +17,7 @@
CCL_NAMESPACE_BEGIN
ccl_device void compute_light_pass(KernelGlobals *kg, ShaderData *sd, PathRadiance *L, RNG rng,
bool is_combined, bool is_ao, bool is_sss)
const bool is_combined, const bool is_ao, const bool is_sss)
{
int samples = kernel_data.integrator.aa_samples;
@@ -31,6 +31,7 @@ ccl_device void compute_light_pass(KernelGlobals *kg, ShaderData *sd, PathRadian
PathState state;
Ray ray;
float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
bool is_sss_sample = is_sss;
/* init radiance */
path_radiance_init(&L_sample, kernel_data.film.use_light_pass);
@@ -57,15 +58,15 @@ ccl_device void compute_light_pass(KernelGlobals *kg, ShaderData *sd, PathRadian
#ifdef __SUBSURFACE__
/* sample subsurface scattering */
if((is_combined || is_sss) && (sd->flag & SD_BSSRDF)) {
if((is_combined || is_sss_sample) && (sd->flag & SD_BSSRDF)) {
/* when mixing BSSRDF and BSDF closures we should skip BSDF lighting if scattering was successful */
if (kernel_path_subsurface_scatter(kg, sd, &L_sample, &state, &rng, &ray, &throughput))
is_sss = true;
is_sss_sample = true;
}
#endif
/* sample light and BSDF */
if((!is_sss) && (!is_ao)) {
if((!is_sss_sample) && (!is_ao)) {
if(sd->flag & SD_EMISSION) {
float3 emission = indirect_primitive_emission(kg, sd, 0.0f, state.flag, state.ray_pdf);
@@ -96,14 +97,14 @@ ccl_device void compute_light_pass(KernelGlobals *kg, ShaderData *sd, PathRadian
#ifdef __SUBSURFACE__
/* sample subsurface scattering */
if((is_combined || is_sss) && (sd->flag & SD_BSSRDF)) {
if((is_combined || is_sss_sample) && (sd->flag & SD_BSSRDF)) {
/* when mixing BSSRDF and BSDF closures we should skip BSDF lighting if scattering was successful */
kernel_branched_path_subsurface_scatter(kg, sd, &L_sample, &state, &rng, throughput);
}
#endif
/* sample light and BSDF */
if((!is_sss) && (!is_ao)) {
if((!is_sss_sample) && (!is_ao)) {
if(sd->flag & SD_EMISSION) {
float3 emission = indirect_primitive_emission(kg, sd, 0.0f, state.flag, state.ray_pdf);