Cycles: SSS and Volume rendering in split kernel
Decoupled ray marching is not supported yet. Transparent shadows are always enabled for volume rendering. Changes in kernel/bvh and kernel/geom are from Sergey. This simiplifies code significantly, and prepares it for record-all transparent shadow function in split kernel.
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committed by
Sergey Sharybin

parent
6c942db30d
commit
57e26627c4
187
intern/cycles/kernel/kernel_path_subsurface.h
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187
intern/cycles/kernel/kernel_path_subsurface.h
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/*
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* Copyright 2017 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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CCL_NAMESPACE_BEGIN
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#ifdef __SUBSURFACE__
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# ifndef __KERNEL_CUDA__
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ccl_device
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# else
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ccl_device_inline
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# endif
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bool kernel_path_subsurface_scatter(
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KernelGlobals *kg,
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ShaderData *sd,
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ShaderData *emission_sd,
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PathRadiance *L,
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ccl_addr_space PathState *state,
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ccl_addr_space RNG *rng,
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ccl_addr_space Ray *ray,
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ccl_addr_space float3 *throughput,
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ccl_addr_space SubsurfaceIndirectRays *ss_indirect)
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{
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float bssrdf_probability;
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ShaderClosure *sc = subsurface_scatter_pick_closure(kg, sd, &bssrdf_probability);
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/* modify throughput for picking bssrdf or bsdf */
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*throughput *= bssrdf_probability;
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/* do bssrdf scatter step if we picked a bssrdf closure */
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if(sc) {
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/* We should never have two consecutive BSSRDF bounces,
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* the second one should be converted to a diffuse BSDF to
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* avoid this.
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*/
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kernel_assert(!ss_indirect->tracing);
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uint lcg_state = lcg_state_init_addrspace(rng, state, 0x68bc21eb);
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SubsurfaceIntersection ss_isect;
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float bssrdf_u, bssrdf_v;
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path_state_rng_2D(kg, rng, state, PRNG_BSDF_U, &bssrdf_u, &bssrdf_v);
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int num_hits = subsurface_scatter_multi_intersect(kg,
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&ss_isect,
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sd,
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sc,
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&lcg_state,
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bssrdf_u, bssrdf_v,
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false);
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# ifdef __VOLUME__
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ss_indirect->need_update_volume_stack =
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kernel_data.integrator.use_volumes &&
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sd->object_flag & SD_OBJECT_INTERSECTS_VOLUME;
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# endif /* __VOLUME__ */
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/* compute lighting with the BSDF closure */
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for(int hit = 0; hit < num_hits; hit++) {
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/* NOTE: We reuse the existing ShaderData, we assume the path
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* integration loop stops when this function returns true.
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*/
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subsurface_scatter_multi_setup(kg,
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&ss_isect,
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hit,
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sd,
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state,
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state->flag,
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sc,
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false);
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ccl_addr_space PathState *hit_state = &ss_indirect->state[ss_indirect->num_rays];
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ccl_addr_space Ray *hit_ray = &ss_indirect->rays[ss_indirect->num_rays];
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ccl_addr_space float3 *hit_tp = &ss_indirect->throughputs[ss_indirect->num_rays];
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PathRadiance *hit_L = &ss_indirect->L[ss_indirect->num_rays];
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*hit_state = *state;
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*hit_ray = *ray;
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*hit_tp = *throughput;
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hit_state->rng_offset += PRNG_BOUNCE_NUM;
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path_radiance_init(hit_L, kernel_data.film.use_light_pass);
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hit_L->direct_throughput = L->direct_throughput;
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path_radiance_copy_indirect(hit_L, L);
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kernel_path_surface_connect_light(kg, rng, sd, emission_sd, *hit_tp, state, hit_L);
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if(kernel_path_surface_bounce(kg,
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rng,
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sd,
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hit_tp,
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hit_state,
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hit_L,
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hit_ray))
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{
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# ifdef __LAMP_MIS__
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hit_state->ray_t = 0.0f;
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# endif /* __LAMP_MIS__ */
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# ifdef __VOLUME__
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if(ss_indirect->need_update_volume_stack) {
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Ray volume_ray = *ray;
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/* Setup ray from previous surface point to the new one. */
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volume_ray.D = normalize_len(hit_ray->P - volume_ray.P,
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&volume_ray.t);
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kernel_volume_stack_update_for_subsurface(
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kg,
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emission_sd,
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&volume_ray,
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hit_state->volume_stack);
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}
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# endif /* __VOLUME__ */
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path_radiance_reset_indirect(L);
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ss_indirect->num_rays++;
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}
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else {
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path_radiance_accum_sample(L, hit_L, 1);
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}
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}
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return true;
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}
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return false;
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}
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ccl_device_inline void kernel_path_subsurface_init_indirect(
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ccl_addr_space SubsurfaceIndirectRays *ss_indirect)
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{
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ss_indirect->tracing = false;
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ss_indirect->num_rays = 0;
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}
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ccl_device void kernel_path_subsurface_accum_indirect(
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ccl_addr_space SubsurfaceIndirectRays *ss_indirect,
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PathRadiance *L)
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{
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if(ss_indirect->tracing) {
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path_radiance_sum_indirect(L);
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path_radiance_accum_sample(&ss_indirect->direct_L, L, 1);
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if(ss_indirect->num_rays == 0) {
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*L = ss_indirect->direct_L;
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}
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}
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}
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ccl_device void kernel_path_subsurface_setup_indirect(
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KernelGlobals *kg,
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ccl_addr_space SubsurfaceIndirectRays *ss_indirect,
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ccl_addr_space PathState *state,
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ccl_addr_space Ray *ray,
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PathRadiance *L,
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ccl_addr_space float3 *throughput)
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{
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if(!ss_indirect->tracing) {
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ss_indirect->direct_L = *L;
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}
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ss_indirect->tracing = true;
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/* Setup state, ray and throughput for indirect SSS rays. */
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ss_indirect->num_rays--;
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ccl_addr_space Ray *indirect_ray = &ss_indirect->rays[ss_indirect->num_rays];
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PathRadiance *indirect_L = &ss_indirect->L[ss_indirect->num_rays];
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*state = ss_indirect->state[ss_indirect->num_rays];
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*ray = *indirect_ray;
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*L = *indirect_L;
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*throughput = ss_indirect->throughputs[ss_indirect->num_rays];
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state->rng_offset += ss_indirect->num_rays * PRNG_BOUNCE_NUM;
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}
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#endif /* __SUBSURFACE__ */
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CCL_NAMESPACE_END
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