Cycles code refactor: deduplicate and symmetrize some path tracing code.

This commit is contained in:
Brecht Van Lommel
2014-04-04 14:21:35 +02:00
parent 5ab565283d
commit 51a1d6481b
2 changed files with 202 additions and 328 deletions

View File

@@ -69,7 +69,9 @@ ccl_device void compute_light_pass(KernelGlobals *kg, ShaderData *sd, PathRadian
path_radiance_accum_emission(&L_sample, throughput, emission, state.bounce); path_radiance_accum_emission(&L_sample, throughput, emission, state.bounce);
} }
if(kernel_path_integrate_lighting(kg, &rng, sd, &throughput, &state, &L_sample, &ray)) { kernel_path_surface_connect_light(kg, &rng, sd, throughput, &state, &L_sample);
if(kernel_path_surface_bounce(kg, &rng, sd, &throughput, &state, &L_sample, &ray)) {
#ifdef __LAMP_MIS__ #ifdef __LAMP_MIS__
state.ray_t = 0.0f; state.ray_t = 0.0f;
#endif #endif
@@ -107,7 +109,17 @@ ccl_device void compute_light_pass(KernelGlobals *kg, ShaderData *sd, PathRadian
path_radiance_accum_emission(&L_sample, throughput, emission, state.bounce); path_radiance_accum_emission(&L_sample, throughput, emission, state.bounce);
} }
kernel_branched_path_integrate_lighting(kg, &rng, #if defined(__EMISSION__)
/* direct light */
if(kernel_data.integrator.use_direct_light) {
bool all = kernel_data.integrator.sample_all_lights_direct;
kernel_branched_path_surface_connect_light(kg, &rng,
sd, &state, throughput, 1.0f, &L_sample, all);
}
#endif
/* indirect light */
kernel_branched_path_surface_indirect_light(kg, &rng,
sd, throughput, 1.0f, &state, &L_sample); sd, throughput, 1.0f, &state, &L_sample);
} }
} }

View File

@@ -47,40 +47,45 @@ CCL_NAMESPACE_BEGIN
#ifdef __VOLUME__ #ifdef __VOLUME__
ccl_device_inline bool kernel_path_integrate_scatter_lighting(KernelGlobals *kg, RNG *rng, ccl_device_inline void kernel_path_volume_connect_light(KernelGlobals *kg, RNG *rng,
ShaderData *sd, float3 *throughput, PathState *state, PathRadiance *L, Ray *ray, ShaderData *sd, float3 throughput, PathState *state, PathRadiance *L, float num_samples_adjust)
float num_samples_adjust)
{ {
#ifdef __EMISSION__ #ifdef __EMISSION__
if(kernel_data.integrator.use_direct_light && (sd->flag & SD_BSDF_HAS_EVAL)) { if(!(kernel_data.integrator.use_direct_light && (sd->flag & SD_BSDF_HAS_EVAL)))
/* sample illumination from lights to find path contribution */ return;
float light_t = path_state_rng_1D(kg, rng, state, PRNG_LIGHT);
float light_u, light_v;
path_state_rng_2D(kg, rng, state, PRNG_LIGHT_U, &light_u, &light_v);
Ray light_ray; /* sample illumination from lights to find path contribution */
BsdfEval L_light; float light_t = path_state_rng_1D(kg, rng, state, PRNG_LIGHT);
bool is_lamp; float light_u, light_v;
path_state_rng_2D(kg, rng, state, PRNG_LIGHT_U, &light_u, &light_v);
Ray light_ray;
BsdfEval L_light;
bool is_lamp;
#ifdef __OBJECT_MOTION__ #ifdef __OBJECT_MOTION__
light_ray.time = sd->time; light_ray.time = sd->time;
#endif #endif
LightSample ls; LightSample ls;
light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, &ls); light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, &ls);
if(direct_emission(kg, sd, &ls, &light_ray, &L_light, &is_lamp, state->bounce, state->transparent_bounce)) { if(direct_emission(kg, sd, &ls, &light_ray, &L_light, &is_lamp, state->bounce, state->transparent_bounce)) {
/* trace shadow ray */ /* trace shadow ray */
float3 shadow; float3 shadow;
if(!shadow_blocked(kg, state, &light_ray, &shadow)) { if(!shadow_blocked(kg, state, &light_ray, &shadow)) {
/* accumulate */ /* accumulate */
path_radiance_accum_light(L, *throughput * num_samples_adjust, &L_light, shadow, 1.0f, state->bounce, is_lamp); path_radiance_accum_light(L, throughput * num_samples_adjust, &L_light, shadow, 1.0f, state->bounce, is_lamp);
}
} }
} }
#endif #endif
}
ccl_device_inline bool kernel_path_volume_bounce(KernelGlobals *kg, RNG *rng,
ShaderData *sd, float3 *throughput, PathState *state, PathRadiance *L, Ray *ray,
float num_samples_adjust)
{
/* sample phase function */ /* sample phase function */
float phase_pdf; float phase_pdf;
BsdfEval phase_eval; BsdfEval phase_eval;
@@ -126,7 +131,8 @@ ccl_device_inline bool kernel_path_integrate_scatter_lighting(KernelGlobals *kg,
#if defined(__BRANCHED_PATH__) || defined(__SUBSURFACE__) #if defined(__BRANCHED_PATH__) || defined(__SUBSURFACE__)
ccl_device void kernel_branched_path_integrate_direct_lighting(KernelGlobals *kg, RNG *rng, /* branched path tracing: connect path directly to position on one or more lights and add it to L */
ccl_device void kernel_branched_path_surface_connect_light(KernelGlobals *kg, RNG *rng,
ShaderData *sd, PathState *state, float3 throughput, float num_samples_adjust, PathRadiance *L, bool sample_all_lights) ShaderData *sd, PathState *state, float3 throughput, float num_samples_adjust, PathRadiance *L, bool sample_all_lights)
{ {
/* sample illumination from lights to find path contribution */ /* sample illumination from lights to find path contribution */
@@ -224,6 +230,122 @@ ccl_device void kernel_branched_path_integrate_direct_lighting(KernelGlobals *kg
#endif #endif
/* path tracing: connect path directly to position on a light and add it to L */
ccl_device_inline void kernel_path_surface_connect_light(KernelGlobals *kg, RNG *rng,
ShaderData *sd, float3 throughput, PathState *state, PathRadiance *L)
{
#ifdef __EMISSION__
if(!(kernel_data.integrator.use_direct_light) && (sd->flag & SD_BSDF_HAS_EVAL))
return;
float light_t = path_state_rng_1D(kg, rng, state, PRNG_LIGHT);
float light_u, light_v;
path_state_rng_2D(kg, rng, state, PRNG_LIGHT_U, &light_u, &light_v);
Ray light_ray;
BsdfEval L_light;
bool is_lamp;
#ifdef __OBJECT_MOTION__
light_ray.time = sd->time;
#endif
LightSample ls;
light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, &ls);
if(direct_emission(kg, sd, &ls, &light_ray, &L_light, &is_lamp, state->bounce, state->transparent_bounce)) {
/* trace shadow ray */
float3 shadow;
if(!shadow_blocked(kg, state, &light_ray, &shadow)) {
/* accumulate */
path_radiance_accum_light(L, throughput, &L_light, shadow, 1.0f, state->bounce, is_lamp);
}
}
#endif
}
/* path tracing: bounce off or through surface to with new direction stored in ray */
ccl_device_inline bool kernel_path_surface_bounce(KernelGlobals *kg, RNG *rng,
ShaderData *sd, float3 *throughput, PathState *state, PathRadiance *L, Ray *ray)
{
/* no BSDF? we can stop here */
if(sd->flag & SD_BSDF) {
/* sample BSDF */
float bsdf_pdf;
BsdfEval bsdf_eval;
float3 bsdf_omega_in;
differential3 bsdf_domega_in;
float bsdf_u, bsdf_v;
path_state_rng_2D(kg, rng, state, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
int label;
label = shader_bsdf_sample(kg, sd, bsdf_u, bsdf_v, &bsdf_eval,
&bsdf_omega_in, &bsdf_domega_in, &bsdf_pdf);
if(bsdf_pdf == 0.0f || bsdf_eval_is_zero(&bsdf_eval))
return false;
/* modify throughput */
path_radiance_bsdf_bounce(L, throughput, &bsdf_eval, bsdf_pdf, state->bounce, label);
/* set labels */
if(!(label & LABEL_TRANSPARENT)) {
state->ray_pdf = bsdf_pdf;
#ifdef __LAMP_MIS__
state->ray_t = 0.0f;
#endif
state->min_ray_pdf = fminf(bsdf_pdf, state->min_ray_pdf);
}
/* update path state */
path_state_next(kg, state, label);
/* setup ray */
ray->P = ray_offset(sd->P, (label & LABEL_TRANSMIT)? -sd->Ng: sd->Ng);
ray->D = bsdf_omega_in;
if(state->bounce == 0)
ray->t -= sd->ray_length; /* clipping works through transparent */
else
ray->t = FLT_MAX;
#ifdef __RAY_DIFFERENTIALS__
ray->dP = sd->dP;
ray->dD = bsdf_domega_in;
#endif
#ifdef __VOLUME__
/* enter/exit volume */
if(label & LABEL_TRANSMIT)
kernel_volume_stack_enter_exit(kg, sd, state->volume_stack);
#endif
return true;
}
#ifdef __VOLUME__
else if(sd->flag & SD_HAS_ONLY_VOLUME) {
/* no surface shader but have a volume shader? act transparent */
/* update path state, count as transparent */
path_state_next(kg, state, LABEL_TRANSPARENT);
/* setup ray position, direction stays unchanged */
ray->P = ray_offset(sd->P, -sd->Ng);
#ifdef __RAY_DIFFERENTIALS__
ray->dP = sd->dP;
#endif
/* enter/exit volume */
kernel_volume_stack_enter_exit(kg, sd, state->volume_stack);
return true;
}
#endif
else {
/* no bsdf or volume? */
return false;
}
}
ccl_device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, Ray ray, ccl_device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, Ray ray,
float3 throughput, int num_samples, PathState state, PathRadiance *L) float3 throughput, int num_samples, PathState state, PathRadiance *L)
{ {
@@ -270,7 +392,9 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, Ray ray,
&volume_sd, &volume_ray, L, &throughput, rng); &volume_sd, &volume_ray, L, &throughput, rng);
if(result == VOLUME_PATH_SCATTERED) { if(result == VOLUME_PATH_SCATTERED) {
if(kernel_path_integrate_scatter_lighting(kg, rng, &volume_sd, &throughput, &state, L, &ray, 1.0f)) kernel_path_volume_connect_light(kg, rng, &volume_sd, throughput, &state, L, 1.0f);
if(kernel_path_volume_bounce(kg, rng, &volume_sd, &throughput, &state, L, &ray, 1.0f))
continue; continue;
else else
break; break;
@@ -393,190 +517,12 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, Ray ray,
#if defined(__EMISSION__) && defined(__BRANCHED_PATH__) #if defined(__EMISSION__) && defined(__BRANCHED_PATH__)
if(kernel_data.integrator.use_direct_light) { if(kernel_data.integrator.use_direct_light) {
bool all = kernel_data.integrator.sample_all_lights_indirect; bool all = kernel_data.integrator.sample_all_lights_indirect;
kernel_branched_path_integrate_direct_lighting(kg, rng, &sd, &state, throughput, 1.0f, L, all); kernel_branched_path_surface_connect_light(kg, rng, &sd, &state, throughput, 1.0f, L, all);
} }
#endif #endif
/* no BSDF? we can stop here */ if(!kernel_path_surface_bounce(kg, rng, &sd, &throughput, &state, L, &ray))
if(sd.flag & SD_BSDF) {
/* sample BSDF */
float bsdf_pdf;
BsdfEval bsdf_eval;
float3 bsdf_omega_in;
differential3 bsdf_domega_in;
float bsdf_u, bsdf_v;
path_state_rng_2D(kg, rng, &state, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
int label;
label = shader_bsdf_sample(kg, &sd, bsdf_u, bsdf_v, &bsdf_eval,
&bsdf_omega_in, &bsdf_domega_in, &bsdf_pdf);
if(bsdf_pdf == 0.0f || bsdf_eval_is_zero(&bsdf_eval))
break;
/* modify throughput */
path_radiance_bsdf_bounce(L, &throughput, &bsdf_eval, bsdf_pdf, state.bounce, label);
/* set labels */
if(!(label & LABEL_TRANSPARENT)) {
state.ray_pdf = bsdf_pdf;
#ifdef __LAMP_MIS__
state.ray_t = 0.0f;
#endif
state.min_ray_pdf = fminf(bsdf_pdf, state.min_ray_pdf);
}
/* update path state */
path_state_next(kg, &state, label);
/* setup ray */
ray.P = ray_offset(sd.P, (label & LABEL_TRANSMIT)? -sd.Ng: sd.Ng);
ray.D = bsdf_omega_in;
ray.t = FLT_MAX;
#ifdef __RAY_DIFFERENTIALS__
ray.dP = sd.dP;
ray.dD = bsdf_domega_in;
#endif
#ifdef __VOLUME__
/* enter/exit volume */
if(label & LABEL_TRANSMIT)
kernel_volume_stack_enter_exit(kg, &sd, state.volume_stack);
#endif
}
#ifdef __VOLUME__
else if(sd.flag & SD_HAS_ONLY_VOLUME) {
/* no surface shader but have a volume shader? act transparent */
/* update path state, count as transparent */
path_state_next(kg, &state, LABEL_TRANSPARENT);
/* setup ray position, direction stays unchanged */
ray.P = ray_offset(sd.P, -sd.Ng);
#ifdef __RAY_DIFFERENTIALS__
ray.dP = sd.dP;
#endif
/* enter/exit volume */
kernel_volume_stack_enter_exit(kg, &sd, state.volume_stack);
}
#endif
else {
/* no bsdf or volume? we're done */
break; break;
}
}
}
ccl_device_inline bool kernel_path_integrate_lighting(KernelGlobals *kg, RNG *rng,
ShaderData *sd, float3 *throughput, PathState *state, PathRadiance *L, Ray *ray)
{
#ifdef __EMISSION__
if(kernel_data.integrator.use_direct_light) {
/* sample illumination from lights to find path contribution */
if(sd->flag & SD_BSDF_HAS_EVAL) {
float light_t = path_state_rng_1D(kg, rng, state, PRNG_LIGHT);
float light_u, light_v;
path_state_rng_2D(kg, rng, state, PRNG_LIGHT_U, &light_u, &light_v);
Ray light_ray;
BsdfEval L_light;
bool is_lamp;
#ifdef __OBJECT_MOTION__
light_ray.time = sd->time;
#endif
LightSample ls;
light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, &ls);
if(direct_emission(kg, sd, &ls, &light_ray, &L_light, &is_lamp, state->bounce, state->transparent_bounce)) {
/* trace shadow ray */
float3 shadow;
if(!shadow_blocked(kg, state, &light_ray, &shadow)) {
/* accumulate */
path_radiance_accum_light(L, *throughput, &L_light, shadow, 1.0f, state->bounce, is_lamp);
}
}
}
}
#endif
/* no BSDF? we can stop here */
if(sd->flag & SD_BSDF) {
/* sample BSDF */
float bsdf_pdf;
BsdfEval bsdf_eval;
float3 bsdf_omega_in;
differential3 bsdf_domega_in;
float bsdf_u, bsdf_v;
path_state_rng_2D(kg, rng, state, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
int label;
label = shader_bsdf_sample(kg, sd, bsdf_u, bsdf_v, &bsdf_eval,
&bsdf_omega_in, &bsdf_domega_in, &bsdf_pdf);
if(bsdf_pdf == 0.0f || bsdf_eval_is_zero(&bsdf_eval))
return false;
/* modify throughput */
path_radiance_bsdf_bounce(L, throughput, &bsdf_eval, bsdf_pdf, state->bounce, label);
/* set labels */
if(!(label & LABEL_TRANSPARENT)) {
state->ray_pdf = bsdf_pdf;
#ifdef __LAMP_MIS__
state->ray_t = 0.0f;
#endif
state->min_ray_pdf = fminf(bsdf_pdf, state->min_ray_pdf);
}
/* update path state */
path_state_next(kg, state, label);
/* setup ray */
ray->P = ray_offset(sd->P, (label & LABEL_TRANSMIT)? -sd->Ng: sd->Ng);
ray->D = bsdf_omega_in;
if(state->bounce == 0)
ray->t -= sd->ray_length; /* clipping works through transparent */
else
ray->t = FLT_MAX;
#ifdef __RAY_DIFFERENTIALS__
ray->dP = sd->dP;
ray->dD = bsdf_domega_in;
#endif
#ifdef __VOLUME__
/* enter/exit volume */
if(label & LABEL_TRANSMIT)
kernel_volume_stack_enter_exit(kg, sd, state->volume_stack);
#endif
return true;
}
#ifdef __VOLUME__
else if(sd->flag & SD_HAS_ONLY_VOLUME) {
/* no surface shader but have a volume shader? act transparent */
/* update path state, count as transparent */
path_state_next(kg, state, LABEL_TRANSPARENT);
/* setup ray position, direction stays unchanged */
ray->P = ray_offset(sd->P, -sd->Ng);
#ifdef __RAY_DIFFERENTIALS__
ray->dP = sd->dP;
#endif
/* enter/exit volume */
kernel_volume_stack_enter_exit(kg, sd, state->volume_stack);
return true;
}
#endif
else {
/* no bsdf or volume? */
return false;
} }
} }
@@ -677,8 +623,10 @@ ccl_device bool kernel_path_subsurface_scatter(KernelGlobals *kg, ShaderData *sd
hit_state.flag |= PATH_RAY_BSSRDF_ANCESTOR; hit_state.flag |= PATH_RAY_BSSRDF_ANCESTOR;
hit_state.rng_offset += PRNG_BOUNCE_NUM; hit_state.rng_offset += PRNG_BOUNCE_NUM;
kernel_path_surface_connect_light(kg, rng, &bssrdf_sd[hit], tp, state, L);
if(kernel_path_integrate_lighting(kg, rng, &bssrdf_sd[hit], &tp, &hit_state, L, &hit_ray)) { if(kernel_path_surface_bounce(kg, rng, &bssrdf_sd[hit], &tp, &hit_state, L, &hit_ray)) {
#ifdef __LAMP_MIS__ #ifdef __LAMP_MIS__
hit_state.ray_t = 0.0f; hit_state.ray_t = 0.0f;
#endif #endif
@@ -767,7 +715,9 @@ ccl_device float4 kernel_path_integrate(KernelGlobals *kg, RNG *rng, int sample,
&volume_sd, &volume_ray, &L, &throughput, rng); &volume_sd, &volume_ray, &L, &throughput, rng);
if(result == VOLUME_PATH_SCATTERED) { if(result == VOLUME_PATH_SCATTERED) {
if(kernel_path_integrate_scatter_lighting(kg, rng, &volume_sd, &throughput, &state, &L, &ray, 1.0f)) kernel_path_volume_connect_light(kg, rng, &volume_sd, throughput, &state, &L, 1.0f);
if(kernel_path_volume_bounce(kg, rng, &volume_sd, &throughput, &state, &L, &ray, 1.0f))
continue; continue;
else else
break; break;
@@ -876,115 +826,13 @@ ccl_device float4 kernel_path_integrate(KernelGlobals *kg, RNG *rng, int sample,
break; break;
} }
#endif #endif
/* Same as kernel_path_integrate_lighting(kg, rng, &sd, &throughput, &state, &L, &ray),
but for CUDA the function call is slower. */
#ifdef __EMISSION__
if(kernel_data.integrator.use_direct_light) {
/* sample illumination from lights to find path contribution */
if(sd.flag & SD_BSDF_HAS_EVAL) {
float light_t = path_state_rng_1D(kg, rng, &state, PRNG_LIGHT);
float light_u, light_v;
path_state_rng_2D(kg, rng, &state, PRNG_LIGHT_U, &light_u, &light_v);
Ray light_ray; /* direct lighting */
BsdfEval L_light; kernel_path_surface_connect_light(kg, rng, &sd, throughput, &state, &L);
bool is_lamp;
#ifdef __OBJECT_MOTION__ /* compute direct lighting and next bounce */
light_ray.time = sd.time; if(!kernel_path_surface_bounce(kg, rng, &sd, &throughput, &state, &L, &ray))
#endif
LightSample ls;
light_sample(kg, light_t, light_u, light_v, sd.time, sd.P, &ls);
if(direct_emission(kg, &sd, &ls, &light_ray, &L_light, &is_lamp, state.bounce, state.transparent_bounce)) {
/* trace shadow ray */
float3 shadow;
if(!shadow_blocked(kg, &state, &light_ray, &shadow)) {
/* accumulate */
path_radiance_accum_light(&L, throughput, &L_light, shadow, 1.0f, state.bounce, is_lamp);
}
}
}
}
#endif
if(sd.flag & SD_BSDF) {
/* sample BSDF */
float bsdf_pdf;
BsdfEval bsdf_eval;
float3 bsdf_omega_in;
differential3 bsdf_domega_in;
float bsdf_u, bsdf_v;
path_state_rng_2D(kg, rng, &state, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
int label;
label = shader_bsdf_sample(kg, &sd, bsdf_u, bsdf_v, &bsdf_eval,
&bsdf_omega_in, &bsdf_domega_in, &bsdf_pdf);
if(bsdf_pdf == 0.0f || bsdf_eval_is_zero(&bsdf_eval))
break;
/* modify throughput */
path_radiance_bsdf_bounce(&L, &throughput, &bsdf_eval, bsdf_pdf, state.bounce, label);
/* set labels */
if(!(label & LABEL_TRANSPARENT)) {
state.ray_pdf = bsdf_pdf;
#ifdef __LAMP_MIS__
state.ray_t = 0.0f;
#endif
state.min_ray_pdf = fminf(bsdf_pdf, state.min_ray_pdf);
}
/* update path state */
path_state_next(kg, &state, label);
/* setup ray */
ray.P = ray_offset(sd.P, (label & LABEL_TRANSMIT)? -sd.Ng: sd.Ng);
ray.D = bsdf_omega_in;
#ifdef __RAY_DIFFERENTIALS__
ray.dP = sd.dP;
ray.dD = bsdf_domega_in;
#endif
#ifdef __VOLUME__
/* enter/exit volume */
if(label & LABEL_TRANSMIT)
kernel_volume_stack_enter_exit(kg, &sd, state.volume_stack);
#endif
}
#ifdef __VOLUME__
else if(sd.flag & SD_HAS_ONLY_VOLUME) {
/* no surface shader but have a volume shader? act transparent */
/* update path state, count as transparent */
path_state_next(kg, &state, LABEL_TRANSPARENT);
/* setup ray position, direction stays unchanged */
ray.P = ray_offset(sd.P, -sd.Ng);
#ifdef __RAY_DIFFERENTIALS__
ray.dP = sd.dP;
#endif
/* enter/exit volume */
kernel_volume_stack_enter_exit(kg, &sd, state.volume_stack);
}
#endif
else {
/* no bsdf or volume? we're done */
break; break;
}
/* adjust ray distance for clipping */
if(state.bounce == 0)
ray.t -= sd.ray_length; /* clipping works through transparent */
else
ray.t = FLT_MAX;
} }
float3 L_sum = path_radiance_clamp_and_sum(kg, &L); float3 L_sum = path_radiance_clamp_and_sum(kg, &L);
@@ -996,17 +844,11 @@ ccl_device float4 kernel_path_integrate(KernelGlobals *kg, RNG *rng, int sample,
#ifdef __BRANCHED_PATH__ #ifdef __BRANCHED_PATH__
ccl_device_noinline void kernel_branched_path_integrate_lighting(KernelGlobals *kg, /* branched path tracing: bounce off surface and integrate indirect light */
ccl_device_noinline void kernel_branched_path_surface_indirect_light(KernelGlobals *kg,
RNG *rng, ShaderData *sd, float3 throughput, float num_samples_adjust, RNG *rng, ShaderData *sd, float3 throughput, float num_samples_adjust,
PathState *state, PathRadiance *L) PathState *state, PathRadiance *L)
{ {
#ifdef __EMISSION__
if(kernel_data.integrator.use_direct_light) {
bool all = kernel_data.integrator.sample_all_lights_direct;
kernel_branched_path_integrate_direct_lighting(kg, rng, sd, state, throughput, num_samples_adjust, L, all);
}
#endif
for(int i = 0; i< sd->num_closure; i++) { for(int i = 0; i< sd->num_closure; i++) {
const ShaderClosure *sc = &sd->closure[i]; const ShaderClosure *sc = &sd->closure[i];
@@ -1127,15 +969,24 @@ ccl_device void kernel_branched_path_subsurface_scatter(KernelGlobals *kg, Shade
path_state_branch(&hit_state, j, num_samples); path_state_branch(&hit_state, j, num_samples);
kernel_branched_path_integrate_lighting(kg, rng, #if defined(__EMISSION__) && defined(__BRANCHED_PATH__)
&bssrdf_sd[hit], throughput, num_samples_inv, /* direct light */
&hit_state, L); if(kernel_data.integrator.use_direct_light) {
bool all = kernel_data.integrator.sample_all_lights_direct;
kernel_branched_path_surface_connect_light(kg, rng,
&bssrdf_sd[hit], &hit_state, throughput, num_samples_inv, L, all);
}
#endif
/* indirect light */
kernel_branched_path_surface_indirect_light(kg, rng,
&bssrdf_sd[hit], throughput, num_samples_inv,
&hit_state, L);
} }
} }
state->flag &= ~PATH_RAY_BSSRDF_ANCESTOR; state->flag &= ~PATH_RAY_BSSRDF_ANCESTOR;
} }
} }
#endif #endif
@@ -1216,7 +1067,9 @@ ccl_device float4 kernel_branched_path_integrate(KernelGlobals *kg, RNG *rng, in
if(result == VOLUME_PATH_SCATTERED) { if(result == VOLUME_PATH_SCATTERED) {
/* todo: use all-light sampling */ /* todo: use all-light sampling */
if(kernel_path_integrate_scatter_lighting(kg, rng, &volume_sd, &tp, &ps, &L, &pray, num_samples_inv)) { kernel_path_volume_connect_light(kg, rng, &volume_sd, tp, &state, &L, 1.0f);
if(kernel_path_volume_bounce(kg, rng, &volume_sd, &tp, &ps, &L, &pray, num_samples_inv)) {
kernel_path_indirect(kg, rng, pray, tp*num_samples_inv, num_samples, ps, &L); kernel_path_indirect(kg, rng, pray, tp*num_samples_inv, num_samples, ps, &L);
/* for render passes, sum and reset indirect light pass variables /* for render passes, sum and reset indirect light pass variables
@@ -1367,8 +1220,17 @@ ccl_device float4 kernel_branched_path_integrate(KernelGlobals *kg, RNG *rng, in
if(!(sd.flag & SD_HAS_ONLY_VOLUME)) { if(!(sd.flag & SD_HAS_ONLY_VOLUME)) {
PathState hit_state = state; PathState hit_state = state;
/* lighting */ #ifdef __EMISSION__
kernel_branched_path_integrate_lighting(kg, rng, /* direct light */
if(kernel_data.integrator.use_direct_light) {
bool all = kernel_data.integrator.sample_all_lights_direct;
kernel_branched_path_surface_connect_light(kg, rng,
&sd, &hit_state, throughput, 1.0f, &L, all);
}
#endif
/* indirect light */
kernel_branched_path_surface_indirect_light(kg, rng,
&sd, throughput, 1.0f, &hit_state, &L); &sd, throughput, 1.0f, &hit_state, &L);
/* continue in case of transparency */ /* continue in case of transparency */