Cycles Volume Render: add support for overlapping volume objects.
This works pretty much as you would expect, overlapping volume objects gives a more dense volume. What did change is that world volume shaders are now active everywhere, they are no longer excluded inside objects. This may not be desirable and we need to think of better control over this. In some cases you clearly want it to happen, for example if you are rendering a fire in a foggy environment. In other cases like the inside of a house you may not want any fog, but it doesn't seem possible in general for the renderer to automatically determine what is inside or outside of the house. This is implemented using a simple fixed size array of shader/object ID pairs, limited to max 15 overlapping objects. The closures from all shaders are put into a single closure array, exactly the same as if an add shader was used to combine them.
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@@ -34,7 +34,6 @@
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#include "kernel_light.h"
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#include "kernel_emission.h"
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#include "kernel_passes.h"
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#include "kernel_path_state.h"
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#ifdef __SUBSURFACE__
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#include "kernel_subsurface.h"
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@@ -44,6 +43,7 @@
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#include "kernel_volume.h"
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#endif
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#include "kernel_path_state.h"
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#include "kernel_shadow.h"
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CCL_NAMESPACE_BEGIN
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@@ -93,10 +93,10 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, int sample, Ra
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#ifdef __VOLUME__
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/* volume attenuation */
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if(state.volume_shader != SHADER_NO_ID) {
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if(state.volume_stack[0].shader != SHADER_NO_ID) {
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Ray segment_ray = ray;
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segment_ray.t = (hit)? isect.t: FLT_MAX;
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throughput *= kernel_volume_get_shadow_attenuation(kg, &state, &segment_ray, state.volume_shader);
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throughput *= kernel_volume_get_shadow_attenuation(kg, &state, &segment_ray);
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}
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#endif
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@@ -116,7 +116,7 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, int sample, Ra
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float rbsdf = path_rng_1D(kg, rng, sample, num_total_samples, rng_offset + PRNG_BSDF);
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shader_eval_surface(kg, &sd, rbsdf, state.flag, SHADER_CONTEXT_INDIRECT);
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#ifdef __BRANCHED_PATH__
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shader_merge_closures(kg, &sd);
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shader_merge_closures(&sd);
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#endif
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/* blurring of bsdf after bounces, for rays that have a small likelihood
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@@ -291,7 +291,7 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, int sample, Ra
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#ifdef __VOLUME__
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/* enter/exit volume */
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if(label & LABEL_TRANSMIT)
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kernel_volume_enter_exit(kg, &sd, &state.volume_shader);
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kernel_volume_stack_enter_exit(kg, &sd, state.volume_stack);
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#endif
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}
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#ifdef __VOLUME__
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@@ -308,7 +308,7 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, int sample, Ra
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#endif
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/* enter/exit volume */
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kernel_volume_enter_exit(kg, &sd, &state.volume_shader);
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kernel_volume_stack_enter_exit(kg, &sd, state.volume_stack);
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}
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#endif
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else {
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@@ -411,7 +411,7 @@ ccl_device_inline bool kernel_path_integrate_lighting(KernelGlobals *kg, RNG *rn
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#ifdef __VOLUME__
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/* enter/exit volume */
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if(label & LABEL_TRANSMIT)
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kernel_volume_enter_exit(kg, sd, &state->volume_shader);
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kernel_volume_stack_enter_exit(kg, sd, state->volume_stack);
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#endif
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return true;
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}
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@@ -429,7 +429,7 @@ ccl_device_inline bool kernel_path_integrate_lighting(KernelGlobals *kg, RNG *rn
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#endif
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/* enter/exit volume */
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kernel_volume_enter_exit(kg, sd, &state->volume_shader);
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kernel_volume_stack_enter_exit(kg, sd, state->volume_stack);
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return true;
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}
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#endif
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@@ -515,10 +515,10 @@ ccl_device float4 kernel_path_integrate(KernelGlobals *kg, RNG *rng, int sample,
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#ifdef __VOLUME__
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/* volume attenuation */
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if(state.volume_shader != SHADER_NO_ID) {
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if(state.volume_stack[0].shader != SHADER_NO_ID) {
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Ray segment_ray = ray;
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segment_ray.t = (hit)? isect.t: FLT_MAX;
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throughput *= kernel_volume_get_shadow_attenuation(kg, &state, &segment_ray, state.volume_shader);
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throughput *= kernel_volume_get_shadow_attenuation(kg, &state, &segment_ray);
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}
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#endif
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@@ -769,7 +769,7 @@ ccl_device float4 kernel_path_integrate(KernelGlobals *kg, RNG *rng, int sample,
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#ifdef __VOLUME__
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/* enter/exit volume */
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if(label & LABEL_TRANSMIT)
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kernel_volume_enter_exit(kg, &sd, &state.volume_shader);
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kernel_volume_stack_enter_exit(kg, &sd, state.volume_stack);
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#endif
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}
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@@ -787,7 +787,7 @@ ccl_device float4 kernel_path_integrate(KernelGlobals *kg, RNG *rng, int sample,
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#endif
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/* enter/exit volume */
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kernel_volume_enter_exit(kg, &sd, &state.volume_shader);
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kernel_volume_stack_enter_exit(kg, &sd, state.volume_stack);
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}
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#endif
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else {
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@@ -957,7 +957,7 @@ ccl_device_noinline void kernel_branched_path_integrate_lighting(KernelGlobals *
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#ifdef __VOLUME__
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/* enter/exit volume */
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if(label & LABEL_TRANSMIT)
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kernel_volume_enter_exit(kg, sd, &ps.volume_shader);
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kernel_volume_stack_enter_exit(kg, sd, ps.volume_stack);
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#endif
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kernel_path_indirect(kg, rng, sample*num_samples + j, bsdf_ray, buffer,
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@@ -1019,10 +1019,10 @@ ccl_device float4 kernel_branched_path_integrate(KernelGlobals *kg, RNG *rng, in
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#ifdef __VOLUME__
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/* volume attenuation */
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if(state.volume_shader != SHADER_NO_ID) {
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if(state.volume_stack[0].shader != SHADER_NO_ID) {
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Ray segment_ray = ray;
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segment_ray.t = (hit)? isect.t: FLT_MAX;
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throughput *= kernel_volume_get_shadow_attenuation(kg, &state, &segment_ray, state.volume_shader);
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throughput *= kernel_volume_get_shadow_attenuation(kg, &state, &segment_ray);
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}
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#endif
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@@ -1050,7 +1050,7 @@ ccl_device float4 kernel_branched_path_integrate(KernelGlobals *kg, RNG *rng, in
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ShaderData sd;
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shader_setup_from_ray(kg, &sd, &isect, &ray, state.bounce);
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shader_eval_surface(kg, &sd, 0.0f, state.flag, SHADER_CONTEXT_MAIN);
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shader_merge_closures(kg, &sd);
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shader_merge_closures(&sd);
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/* holdout */
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#ifdef __HOLDOUT__
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@@ -1198,7 +1198,7 @@ ccl_device float4 kernel_branched_path_integrate(KernelGlobals *kg, RNG *rng, in
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#ifdef __VOLUME__
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/* enter/exit volume */
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kernel_volume_enter_exit(kg, &sd, &state.volume_shader);
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kernel_volume_stack_enter_exit(kg, &sd, state.volume_stack);
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#endif
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}
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