Cleanup: Pass PathState as a whole, instead of individual members.

Differential Revision: https://developer.blender.org/D477
This commit is contained in:
Thomas Dinges
2014-04-21 17:51:51 +02:00
parent 9d5ed605fe
commit 5ce2edfc6f
2 changed files with 21 additions and 21 deletions

View File

@@ -183,7 +183,7 @@ ccl_device_noinline float3 indirect_primitive_emission(KernelGlobals *kg, Shader
/* Indirect Lamp Emission */
ccl_device_noinline bool indirect_lamp_emission(KernelGlobals *kg, Ray *ray, int path_flag, float bsdf_pdf, float randt, float3 *emission, int bounce, int transparent_bounce)
ccl_device_noinline bool indirect_lamp_emission(KernelGlobals *kg, PathState *state, Ray *ray, float randt, float3 *emission)
{
LightSample ls;
int lamp = lamp_light_eval_sample(kg, randt);
@@ -197,19 +197,19 @@ ccl_device_noinline bool indirect_lamp_emission(KernelGlobals *kg, Ray *ray, int
#ifdef __PASSES__
/* use visibility flag to skip lights */
if(ls.shader & SHADER_EXCLUDE_ANY) {
if(((ls.shader & SHADER_EXCLUDE_DIFFUSE) && (path_flag & PATH_RAY_DIFFUSE)) ||
((ls.shader & SHADER_EXCLUDE_GLOSSY) && (path_flag & PATH_RAY_GLOSSY)) ||
((ls.shader & SHADER_EXCLUDE_TRANSMIT) && (path_flag & PATH_RAY_TRANSMIT)))
if(((ls.shader & SHADER_EXCLUDE_DIFFUSE) && (state->flag & PATH_RAY_DIFFUSE)) ||
((ls.shader & SHADER_EXCLUDE_GLOSSY) && (state->flag & PATH_RAY_GLOSSY)) ||
((ls.shader & SHADER_EXCLUDE_TRANSMIT) && (state->flag & PATH_RAY_TRANSMIT)))
return false;
}
#endif
float3 L = direct_emissive_eval(kg, &ls, -ray->D, ray->dD, ls.t, ray->time, bounce, transparent_bounce);
float3 L = direct_emissive_eval(kg, &ls, -ray->D, ray->dD, ls.t, ray->time, state->bounce, state->transparent_bounce);
if(!(path_flag & PATH_RAY_MIS_SKIP)) {
if(!(state->flag & PATH_RAY_MIS_SKIP)) {
/* multiple importance sampling, get regular light pdf,
* and compute weight with respect to BSDF pdf */
float mis_weight = power_heuristic(bsdf_pdf, ls.pdf);
float mis_weight = power_heuristic(state->ray_pdf, ls.pdf);
L *= mis_weight;
}
@@ -219,35 +219,35 @@ ccl_device_noinline bool indirect_lamp_emission(KernelGlobals *kg, Ray *ray, int
/* Indirect Background */
ccl_device_noinline float3 indirect_background(KernelGlobals *kg, Ray *ray, int path_flag, float bsdf_pdf, int bounce, int transparent_bounce)
ccl_device_noinline float3 indirect_background(KernelGlobals *kg, PathState *state, Ray *ray)
{
#ifdef __BACKGROUND__
int shader = kernel_data.background.surface_shader;
/* use visibility flag to skip lights */
if(shader & SHADER_EXCLUDE_ANY) {
if(((shader & SHADER_EXCLUDE_DIFFUSE) && (path_flag & PATH_RAY_DIFFUSE)) ||
((shader & SHADER_EXCLUDE_GLOSSY) && (path_flag & PATH_RAY_GLOSSY)) ||
((shader & SHADER_EXCLUDE_TRANSMIT) && (path_flag & PATH_RAY_TRANSMIT)) ||
((shader & SHADER_EXCLUDE_CAMERA) && (path_flag & PATH_RAY_CAMERA)))
if(((shader & SHADER_EXCLUDE_DIFFUSE) && (state->flag & PATH_RAY_DIFFUSE)) ||
((shader & SHADER_EXCLUDE_GLOSSY) && (state->flag & PATH_RAY_GLOSSY)) ||
((shader & SHADER_EXCLUDE_TRANSMIT) && (state->flag & PATH_RAY_TRANSMIT)) ||
((shader & SHADER_EXCLUDE_CAMERA) && (state->flag & PATH_RAY_CAMERA)))
return make_float3(0.0f, 0.0f, 0.0f);
}
/* evaluate background closure */
ShaderData sd;
shader_setup_from_background(kg, &sd, ray, bounce+1, transparent_bounce);
shader_setup_from_background(kg, &sd, ray, state->bounce+1, state->transparent_bounce);
float3 L = shader_eval_background(kg, &sd, path_flag, SHADER_CONTEXT_EMISSION);
float3 L = shader_eval_background(kg, &sd, state->flag, SHADER_CONTEXT_EMISSION);
#ifdef __BACKGROUND_MIS__
/* check if background light exists or if we should skip pdf */
int res = kernel_data.integrator.pdf_background_res;
if(!(path_flag & PATH_RAY_MIS_SKIP) && res) {
if(!(state->flag & PATH_RAY_MIS_SKIP) && res) {
/* multiple importance sampling, get background light pdf for ray
* direction, and compute weight with respect to BSDF pdf */
float pdf = background_light_pdf(kg, ray->D);
float mis_weight = power_heuristic(bsdf_pdf, pdf);
float mis_weight = power_heuristic(state->ray_pdf, pdf);
return L*mis_weight;
}