Cycles code refactor: deduplicate and symmetrize some path tracing code.
This commit is contained in:
@@ -69,7 +69,9 @@ ccl_device void compute_light_pass(KernelGlobals *kg, ShaderData *sd, PathRadian
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path_radiance_accum_emission(&L_sample, throughput, emission, state.bounce);
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}
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if(kernel_path_integrate_lighting(kg, &rng, sd, &throughput, &state, &L_sample, &ray)) {
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kernel_path_surface_connect_light(kg, &rng, sd, throughput, &state, &L_sample);
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if(kernel_path_surface_bounce(kg, &rng, sd, &throughput, &state, &L_sample, &ray)) {
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#ifdef __LAMP_MIS__
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state.ray_t = 0.0f;
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#endif
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@@ -107,7 +109,17 @@ ccl_device void compute_light_pass(KernelGlobals *kg, ShaderData *sd, PathRadian
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path_radiance_accum_emission(&L_sample, throughput, emission, state.bounce);
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}
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kernel_branched_path_integrate_lighting(kg, &rng,
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#if defined(__EMISSION__)
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/* direct light */
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if(kernel_data.integrator.use_direct_light) {
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bool all = kernel_data.integrator.sample_all_lights_direct;
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kernel_branched_path_surface_connect_light(kg, &rng,
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sd, &state, throughput, 1.0f, &L_sample, all);
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}
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#endif
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/* indirect light */
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kernel_branched_path_surface_indirect_light(kg, &rng,
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sd, throughput, 1.0f, &state, &L_sample);
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}
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}
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@@ -47,40 +47,45 @@ CCL_NAMESPACE_BEGIN
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#ifdef __VOLUME__
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ccl_device_inline bool kernel_path_integrate_scatter_lighting(KernelGlobals *kg, RNG *rng,
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ShaderData *sd, float3 *throughput, PathState *state, PathRadiance *L, Ray *ray,
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float num_samples_adjust)
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ccl_device_inline void kernel_path_volume_connect_light(KernelGlobals *kg, RNG *rng,
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ShaderData *sd, float3 throughput, PathState *state, PathRadiance *L, float num_samples_adjust)
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{
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#ifdef __EMISSION__
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if(kernel_data.integrator.use_direct_light && (sd->flag & SD_BSDF_HAS_EVAL)) {
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/* sample illumination from lights to find path contribution */
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float light_t = path_state_rng_1D(kg, rng, state, PRNG_LIGHT);
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float light_u, light_v;
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path_state_rng_2D(kg, rng, state, PRNG_LIGHT_U, &light_u, &light_v);
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if(!(kernel_data.integrator.use_direct_light && (sd->flag & SD_BSDF_HAS_EVAL)))
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return;
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Ray light_ray;
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BsdfEval L_light;
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bool is_lamp;
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/* sample illumination from lights to find path contribution */
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float light_t = path_state_rng_1D(kg, rng, state, PRNG_LIGHT);
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float light_u, light_v;
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path_state_rng_2D(kg, rng, state, PRNG_LIGHT_U, &light_u, &light_v);
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Ray light_ray;
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BsdfEval L_light;
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bool is_lamp;
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#ifdef __OBJECT_MOTION__
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light_ray.time = sd->time;
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light_ray.time = sd->time;
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#endif
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LightSample ls;
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light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, &ls);
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LightSample ls;
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light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, &ls);
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if(direct_emission(kg, sd, &ls, &light_ray, &L_light, &is_lamp, state->bounce, state->transparent_bounce)) {
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/* trace shadow ray */
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float3 shadow;
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if(direct_emission(kg, sd, &ls, &light_ray, &L_light, &is_lamp, state->bounce, state->transparent_bounce)) {
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/* trace shadow ray */
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float3 shadow;
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if(!shadow_blocked(kg, state, &light_ray, &shadow)) {
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/* accumulate */
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path_radiance_accum_light(L, *throughput * num_samples_adjust, &L_light, shadow, 1.0f, state->bounce, is_lamp);
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}
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if(!shadow_blocked(kg, state, &light_ray, &shadow)) {
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/* accumulate */
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path_radiance_accum_light(L, throughput * num_samples_adjust, &L_light, shadow, 1.0f, state->bounce, is_lamp);
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}
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}
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#endif
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}
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ccl_device_inline bool kernel_path_volume_bounce(KernelGlobals *kg, RNG *rng,
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ShaderData *sd, float3 *throughput, PathState *state, PathRadiance *L, Ray *ray,
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float num_samples_adjust)
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{
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/* sample phase function */
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float phase_pdf;
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BsdfEval phase_eval;
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@@ -126,7 +131,8 @@ ccl_device_inline bool kernel_path_integrate_scatter_lighting(KernelGlobals *kg,
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#if defined(__BRANCHED_PATH__) || defined(__SUBSURFACE__)
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ccl_device void kernel_branched_path_integrate_direct_lighting(KernelGlobals *kg, RNG *rng,
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/* branched path tracing: connect path directly to position on one or more lights and add it to L */
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ccl_device void kernel_branched_path_surface_connect_light(KernelGlobals *kg, RNG *rng,
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ShaderData *sd, PathState *state, float3 throughput, float num_samples_adjust, PathRadiance *L, bool sample_all_lights)
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{
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/* sample illumination from lights to find path contribution */
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@@ -224,6 +230,122 @@ ccl_device void kernel_branched_path_integrate_direct_lighting(KernelGlobals *kg
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#endif
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/* path tracing: connect path directly to position on a light and add it to L */
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ccl_device_inline void kernel_path_surface_connect_light(KernelGlobals *kg, RNG *rng,
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ShaderData *sd, float3 throughput, PathState *state, PathRadiance *L)
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{
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#ifdef __EMISSION__
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if(!(kernel_data.integrator.use_direct_light) && (sd->flag & SD_BSDF_HAS_EVAL))
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return;
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float light_t = path_state_rng_1D(kg, rng, state, PRNG_LIGHT);
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float light_u, light_v;
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path_state_rng_2D(kg, rng, state, PRNG_LIGHT_U, &light_u, &light_v);
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Ray light_ray;
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BsdfEval L_light;
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bool is_lamp;
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#ifdef __OBJECT_MOTION__
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light_ray.time = sd->time;
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#endif
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LightSample ls;
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light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, &ls);
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if(direct_emission(kg, sd, &ls, &light_ray, &L_light, &is_lamp, state->bounce, state->transparent_bounce)) {
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/* trace shadow ray */
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float3 shadow;
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if(!shadow_blocked(kg, state, &light_ray, &shadow)) {
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/* accumulate */
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path_radiance_accum_light(L, throughput, &L_light, shadow, 1.0f, state->bounce, is_lamp);
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}
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}
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#endif
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}
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/* path tracing: bounce off or through surface to with new direction stored in ray */
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ccl_device_inline bool kernel_path_surface_bounce(KernelGlobals *kg, RNG *rng,
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ShaderData *sd, float3 *throughput, PathState *state, PathRadiance *L, Ray *ray)
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{
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/* no BSDF? we can stop here */
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if(sd->flag & SD_BSDF) {
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/* sample BSDF */
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float bsdf_pdf;
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BsdfEval bsdf_eval;
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float3 bsdf_omega_in;
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differential3 bsdf_domega_in;
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float bsdf_u, bsdf_v;
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path_state_rng_2D(kg, rng, state, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
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int label;
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label = shader_bsdf_sample(kg, sd, bsdf_u, bsdf_v, &bsdf_eval,
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&bsdf_omega_in, &bsdf_domega_in, &bsdf_pdf);
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if(bsdf_pdf == 0.0f || bsdf_eval_is_zero(&bsdf_eval))
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return false;
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/* modify throughput */
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path_radiance_bsdf_bounce(L, throughput, &bsdf_eval, bsdf_pdf, state->bounce, label);
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/* set labels */
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if(!(label & LABEL_TRANSPARENT)) {
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state->ray_pdf = bsdf_pdf;
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#ifdef __LAMP_MIS__
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state->ray_t = 0.0f;
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#endif
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state->min_ray_pdf = fminf(bsdf_pdf, state->min_ray_pdf);
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}
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/* update path state */
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path_state_next(kg, state, label);
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/* setup ray */
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ray->P = ray_offset(sd->P, (label & LABEL_TRANSMIT)? -sd->Ng: sd->Ng);
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ray->D = bsdf_omega_in;
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if(state->bounce == 0)
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ray->t -= sd->ray_length; /* clipping works through transparent */
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else
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ray->t = FLT_MAX;
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#ifdef __RAY_DIFFERENTIALS__
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ray->dP = sd->dP;
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ray->dD = bsdf_domega_in;
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#endif
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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_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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#ifdef __VOLUME__
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else if(sd->flag & SD_HAS_ONLY_VOLUME) {
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/* no surface shader but have a volume shader? act transparent */
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/* update path state, count as transparent */
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path_state_next(kg, state, LABEL_TRANSPARENT);
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/* setup ray position, direction stays unchanged */
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ray->P = ray_offset(sd->P, -sd->Ng);
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#ifdef __RAY_DIFFERENTIALS__
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ray->dP = sd->dP;
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#endif
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/* enter/exit volume */
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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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else {
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/* no bsdf or volume? */
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return false;
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}
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}
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ccl_device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, Ray ray,
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float3 throughput, int num_samples, PathState state, PathRadiance *L)
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{
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@@ -270,7 +392,9 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, Ray ray,
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&volume_sd, &volume_ray, L, &throughput, rng);
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if(result == VOLUME_PATH_SCATTERED) {
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if(kernel_path_integrate_scatter_lighting(kg, rng, &volume_sd, &throughput, &state, L, &ray, 1.0f))
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kernel_path_volume_connect_light(kg, rng, &volume_sd, throughput, &state, L, 1.0f);
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if(kernel_path_volume_bounce(kg, rng, &volume_sd, &throughput, &state, L, &ray, 1.0f))
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continue;
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else
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break;
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@@ -393,190 +517,12 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, Ray ray,
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#if defined(__EMISSION__) && defined(__BRANCHED_PATH__)
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if(kernel_data.integrator.use_direct_light) {
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bool all = kernel_data.integrator.sample_all_lights_indirect;
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kernel_branched_path_integrate_direct_lighting(kg, rng, &sd, &state, throughput, 1.0f, L, all);
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kernel_branched_path_surface_connect_light(kg, rng, &sd, &state, throughput, 1.0f, L, all);
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}
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#endif
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/* no BSDF? we can stop here */
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if(sd.flag & SD_BSDF) {
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/* sample BSDF */
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float bsdf_pdf;
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BsdfEval bsdf_eval;
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float3 bsdf_omega_in;
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differential3 bsdf_domega_in;
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float bsdf_u, bsdf_v;
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path_state_rng_2D(kg, rng, &state, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
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int label;
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label = shader_bsdf_sample(kg, &sd, bsdf_u, bsdf_v, &bsdf_eval,
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&bsdf_omega_in, &bsdf_domega_in, &bsdf_pdf);
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if(bsdf_pdf == 0.0f || bsdf_eval_is_zero(&bsdf_eval))
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break;
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/* modify throughput */
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path_radiance_bsdf_bounce(L, &throughput, &bsdf_eval, bsdf_pdf, state.bounce, label);
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/* set labels */
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if(!(label & LABEL_TRANSPARENT)) {
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state.ray_pdf = bsdf_pdf;
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#ifdef __LAMP_MIS__
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state.ray_t = 0.0f;
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#endif
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state.min_ray_pdf = fminf(bsdf_pdf, state.min_ray_pdf);
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}
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/* update path state */
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path_state_next(kg, &state, label);
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/* setup ray */
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ray.P = ray_offset(sd.P, (label & LABEL_TRANSMIT)? -sd.Ng: sd.Ng);
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ray.D = bsdf_omega_in;
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ray.t = FLT_MAX;
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#ifdef __RAY_DIFFERENTIALS__
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ray.dP = sd.dP;
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ray.dD = bsdf_domega_in;
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#endif
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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_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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else if(sd.flag & SD_HAS_ONLY_VOLUME) {
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/* no surface shader but have a volume shader? act transparent */
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/* update path state, count as transparent */
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path_state_next(kg, &state, LABEL_TRANSPARENT);
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/* setup ray position, direction stays unchanged */
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ray.P = ray_offset(sd.P, -sd.Ng);
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#ifdef __RAY_DIFFERENTIALS__
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ray.dP = sd.dP;
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#endif
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/* enter/exit volume */
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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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/* no bsdf or volume? we're done */
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if(!kernel_path_surface_bounce(kg, rng, &sd, &throughput, &state, L, &ray))
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break;
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}
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}
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}
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ccl_device_inline bool kernel_path_integrate_lighting(KernelGlobals *kg, RNG *rng,
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ShaderData *sd, float3 *throughput, PathState *state, PathRadiance *L, Ray *ray)
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{
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#ifdef __EMISSION__
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if(kernel_data.integrator.use_direct_light) {
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/* sample illumination from lights to find path contribution */
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if(sd->flag & SD_BSDF_HAS_EVAL) {
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float light_t = path_state_rng_1D(kg, rng, state, PRNG_LIGHT);
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float light_u, light_v;
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path_state_rng_2D(kg, rng, state, PRNG_LIGHT_U, &light_u, &light_v);
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Ray light_ray;
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BsdfEval L_light;
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bool is_lamp;
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#ifdef __OBJECT_MOTION__
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light_ray.time = sd->time;
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#endif
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LightSample ls;
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light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, &ls);
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if(direct_emission(kg, sd, &ls, &light_ray, &L_light, &is_lamp, state->bounce, state->transparent_bounce)) {
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/* trace shadow ray */
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float3 shadow;
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if(!shadow_blocked(kg, state, &light_ray, &shadow)) {
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/* accumulate */
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path_radiance_accum_light(L, *throughput, &L_light, shadow, 1.0f, state->bounce, is_lamp);
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}
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}
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}
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}
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#endif
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/* no BSDF? we can stop here */
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if(sd->flag & SD_BSDF) {
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/* sample BSDF */
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float bsdf_pdf;
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BsdfEval bsdf_eval;
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float3 bsdf_omega_in;
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differential3 bsdf_domega_in;
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float bsdf_u, bsdf_v;
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path_state_rng_2D(kg, rng, state, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
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int label;
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label = shader_bsdf_sample(kg, sd, bsdf_u, bsdf_v, &bsdf_eval,
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&bsdf_omega_in, &bsdf_domega_in, &bsdf_pdf);
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if(bsdf_pdf == 0.0f || bsdf_eval_is_zero(&bsdf_eval))
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return false;
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/* modify throughput */
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path_radiance_bsdf_bounce(L, throughput, &bsdf_eval, bsdf_pdf, state->bounce, label);
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/* set labels */
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if(!(label & LABEL_TRANSPARENT)) {
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state->ray_pdf = bsdf_pdf;
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#ifdef __LAMP_MIS__
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state->ray_t = 0.0f;
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#endif
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state->min_ray_pdf = fminf(bsdf_pdf, state->min_ray_pdf);
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}
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/* update path state */
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path_state_next(kg, state, label);
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/* setup ray */
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ray->P = ray_offset(sd->P, (label & LABEL_TRANSMIT)? -sd->Ng: sd->Ng);
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ray->D = bsdf_omega_in;
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if(state->bounce == 0)
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ray->t -= sd->ray_length; /* clipping works through transparent */
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else
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ray->t = FLT_MAX;
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#ifdef __RAY_DIFFERENTIALS__
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ray->dP = sd->dP;
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ray->dD = bsdf_domega_in;
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#endif
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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_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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#ifdef __VOLUME__
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else if(sd->flag & SD_HAS_ONLY_VOLUME) {
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/* no surface shader but have a volume shader? act transparent */
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/* update path state, count as transparent */
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path_state_next(kg, state, LABEL_TRANSPARENT);
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|
||||
/* 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.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__
|
||||
hit_state.ray_t = 0.0f;
|
||||
#endif
|
||||
@@ -767,7 +715,9 @@ ccl_device float4 kernel_path_integrate(KernelGlobals *kg, RNG *rng, int sample,
|
||||
&volume_sd, &volume_ray, &L, &throughput, rng);
|
||||
|
||||
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;
|
||||
else
|
||||
break;
|
||||
@@ -876,115 +826,13 @@ ccl_device float4 kernel_path_integrate(KernelGlobals *kg, RNG *rng, int sample,
|
||||
break;
|
||||
}
|
||||
#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;
|
||||
BsdfEval L_light;
|
||||
bool is_lamp;
|
||||
/* direct lighting */
|
||||
kernel_path_surface_connect_light(kg, rng, &sd, throughput, &state, &L);
|
||||
|
||||
#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
|
||||
|
||||
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 */
|
||||
/* compute direct lighting and next bounce */
|
||||
if(!kernel_path_surface_bounce(kg, rng, &sd, &throughput, &state, &L, &ray))
|
||||
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);
|
||||
@@ -996,17 +844,11 @@ ccl_device float4 kernel_path_integrate(KernelGlobals *kg, RNG *rng, int sample,
|
||||
|
||||
#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,
|
||||
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++) {
|
||||
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);
|
||||
|
||||
kernel_branched_path_integrate_lighting(kg, rng,
|
||||
&bssrdf_sd[hit], throughput, num_samples_inv,
|
||||
&hit_state, L);
|
||||
#if defined(__EMISSION__) && defined(__BRANCHED_PATH__)
|
||||
/* 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,
|
||||
&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;
|
||||
}
|
||||
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -1216,7 +1067,9 @@ ccl_device float4 kernel_branched_path_integrate(KernelGlobals *kg, RNG *rng, in
|
||||
|
||||
if(result == VOLUME_PATH_SCATTERED) {
|
||||
/* 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);
|
||||
|
||||
/* 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)) {
|
||||
PathState hit_state = state;
|
||||
|
||||
/* lighting */
|
||||
kernel_branched_path_integrate_lighting(kg, rng,
|
||||
#ifdef __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, &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);
|
||||
|
||||
/* continue in case of transparency */
|
||||
|
Reference in New Issue
Block a user