Cycles code refactor: move some surface and volume path code to separate files.
This commit is contained in:
@@ -35,6 +35,8 @@ set(SRC_HEADERS
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kernel_passes.h
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kernel_path.h
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kernel_path_state.h
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kernel_path_surface.h
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kernel_path_volume.h
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kernel_projection.h
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kernel_random.h
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kernel_shader.h
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@@ -42,310 +42,11 @@
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#include "kernel_path_state.h"
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#include "kernel_shadow.h"
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#include "kernel_path_surface.h"
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#include "kernel_path_volume.h"
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CCL_NAMESPACE_BEGIN
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#ifdef __VOLUME__
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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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return;
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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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#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 * 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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float3 phase_omega_in;
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differential3 phase_domega_in;
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float phase_u, phase_v;
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path_state_rng_2D(kg, rng, state, PRNG_PHASE_U, &phase_u, &phase_v);
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int label;
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label = shader_volume_phase_sample(kg, sd, phase_u, phase_v, &phase_eval,
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&phase_omega_in, &phase_domega_in, &phase_pdf);
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if(phase_pdf == 0.0f || bsdf_eval_is_zero(&phase_eval))
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return false;
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/* modify throughput */
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path_radiance_bsdf_bounce(L, throughput, &phase_eval, phase_pdf, state->bounce, label);
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/* set labels */
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state->ray_pdf = phase_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(phase_pdf, state->min_ray_pdf);
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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 = sd->P;
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ray->D = phase_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 = phase_domega_in;
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#endif
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return true;
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}
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#endif
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#if defined(__BRANCHED_PATH__) || defined(__SUBSURFACE__)
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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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if(sd->flag & SD_BSDF_HAS_EVAL) {
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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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if(sample_all_lights) {
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/* lamp sampling */
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for(int i = 0; i < kernel_data.integrator.num_all_lights; i++) {
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int num_samples = ceil_to_int(num_samples_adjust*light_select_num_samples(kg, i));
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float num_samples_inv = num_samples_adjust/(num_samples*kernel_data.integrator.num_all_lights);
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RNG lamp_rng = cmj_hash(*rng, i);
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if(kernel_data.integrator.pdf_triangles != 0.0f)
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num_samples_inv *= 0.5f;
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for(int j = 0; j < num_samples; j++) {
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float light_u, light_v;
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path_branched_rng_2D(kg, &lamp_rng, state, j, num_samples, PRNG_LIGHT_U, &light_u, &light_v);
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LightSample ls;
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light_select(kg, i, light_u, light_v, 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*num_samples_inv, &L_light, shadow, num_samples_inv, state->bounce, is_lamp);
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}
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}
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}
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}
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/* mesh light sampling */
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if(kernel_data.integrator.pdf_triangles != 0.0f) {
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int num_samples = ceil_to_int(num_samples_adjust*kernel_data.integrator.mesh_light_samples);
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float num_samples_inv = num_samples_adjust/num_samples;
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if(kernel_data.integrator.num_all_lights)
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num_samples_inv *= 0.5f;
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for(int j = 0; j < num_samples; j++) {
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float light_t = path_branched_rng_1D(kg, rng, state, j, num_samples, PRNG_LIGHT);
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float light_u, light_v;
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path_branched_rng_2D(kg, rng, state, j, num_samples, PRNG_LIGHT_U, &light_u, &light_v);
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/* only sample triangle lights */
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if(kernel_data.integrator.num_all_lights)
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light_t = 0.5f*light_t;
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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*num_samples_inv, &L_light, shadow, num_samples_inv, state->bounce, is_lamp);
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}
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}
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}
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}
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}
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else {
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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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LightSample ls;
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light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, &ls);
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/* sample random light */
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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, num_samples_adjust, state->bounce, is_lamp);
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}
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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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/* 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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@@ -875,58 +576,12 @@ ccl_device_noinline void kernel_branched_path_surface_indirect_light(KernelGloba
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RNG bsdf_rng = cmj_hash(*rng, i);
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for(int j = 0; j < num_samples; j++) {
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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_branched_rng_2D(kg, &bsdf_rng, state, j, num_samples, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
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int label;
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label = shader_bsdf_sample_closure(kg, sd, sc, 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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continue;
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/* modify throughput */
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float3 tp = throughput;
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path_radiance_bsdf_bounce(L, &tp, &bsdf_eval, bsdf_pdf, state->bounce, label);
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/* modify path state */
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PathState ps = *state;
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path_state_next(kg, &ps, label);
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/* setup ray */
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float3 tp = throughput;
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Ray bsdf_ray;
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bsdf_ray.P = ray_offset(sd->P, (label & LABEL_TRANSMIT)? -sd->Ng: sd->Ng);
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bsdf_ray.D = bsdf_omega_in;
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bsdf_ray.t = FLT_MAX;
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#ifdef __RAY_DIFFERENTIALS__
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bsdf_ray.dP = sd->dP;
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bsdf_ray.dD = bsdf_domega_in;
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#endif
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#ifdef __OBJECT_MOTION__
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bsdf_ray.time = sd->time;
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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, ps.volume_stack);
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#endif
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/* branch RNG state */
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path_state_branch(&ps, j, num_samples);
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/* set MIS state */
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ps.min_ray_pdf = fminf(bsdf_pdf, FLT_MAX);
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ps.ray_pdf = bsdf_pdf;
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#ifdef __LAMP_MIS__
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ps.ray_t = 0.0f;
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#endif
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if(!kernel_branched_path_surface_bounce(kg, &bsdf_rng, sd, sc, j, num_samples, &tp, &ps, L, &bsdf_ray))
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continue;
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kernel_path_indirect(kg, rng, bsdf_ray, tp*num_samples_inv, num_samples, ps, L);
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|
295
intern/cycles/kernel/kernel_path_surface.h
Normal file
295
intern/cycles/kernel/kernel_path_surface.h
Normal file
@@ -0,0 +1,295 @@
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/*
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* Copyright 2011-2013 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
|
||||
* 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.
|
||||
* 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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#if defined(__BRANCHED_PATH__) || defined(__SUBSURFACE__)
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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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if(sd->flag & SD_BSDF_HAS_EVAL) {
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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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if(sample_all_lights) {
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/* lamp sampling */
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for(int i = 0; i < kernel_data.integrator.num_all_lights; i++) {
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int num_samples = ceil_to_int(num_samples_adjust*light_select_num_samples(kg, i));
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float num_samples_inv = num_samples_adjust/(num_samples*kernel_data.integrator.num_all_lights);
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RNG lamp_rng = cmj_hash(*rng, i);
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if(kernel_data.integrator.pdf_triangles != 0.0f)
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num_samples_inv *= 0.5f;
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for(int j = 0; j < num_samples; j++) {
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float light_u, light_v;
|
||||
path_branched_rng_2D(kg, &lamp_rng, state, j, num_samples, PRNG_LIGHT_U, &light_u, &light_v);
|
||||
|
||||
LightSample ls;
|
||||
light_select(kg, i, light_u, light_v, 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*num_samples_inv, &L_light, shadow, num_samples_inv, state->bounce, is_lamp);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* mesh light sampling */
|
||||
if(kernel_data.integrator.pdf_triangles != 0.0f) {
|
||||
int num_samples = ceil_to_int(num_samples_adjust*kernel_data.integrator.mesh_light_samples);
|
||||
float num_samples_inv = num_samples_adjust/num_samples;
|
||||
|
||||
if(kernel_data.integrator.num_all_lights)
|
||||
num_samples_inv *= 0.5f;
|
||||
|
||||
for(int j = 0; j < num_samples; j++) {
|
||||
float light_t = path_branched_rng_1D(kg, rng, state, j, num_samples, PRNG_LIGHT);
|
||||
float light_u, light_v;
|
||||
path_branched_rng_2D(kg, rng, state, j, num_samples, PRNG_LIGHT_U, &light_u, &light_v);
|
||||
|
||||
/* only sample triangle lights */
|
||||
if(kernel_data.integrator.num_all_lights)
|
||||
light_t = 0.5f*light_t;
|
||||
|
||||
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*num_samples_inv, &L_light, shadow, num_samples_inv, state->bounce, is_lamp);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
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);
|
||||
|
||||
LightSample ls;
|
||||
light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, &ls);
|
||||
|
||||
/* sample random light */
|
||||
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, num_samples_adjust, state->bounce, is_lamp);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* branched path tracing: bounce off or through surface to with new direction stored in ray */
|
||||
ccl_device bool kernel_branched_path_surface_bounce(KernelGlobals *kg, RNG *rng,
|
||||
ShaderData *sd, const ShaderClosure *sc, int sample, int num_samples,
|
||||
float3 *throughput, PathState *state, PathRadiance *L, Ray *ray)
|
||||
{
|
||||
/* sample BSDF */
|
||||
float bsdf_pdf;
|
||||
BsdfEval bsdf_eval;
|
||||
float3 bsdf_omega_in;
|
||||
differential3 bsdf_domega_in;
|
||||
float bsdf_u, bsdf_v;
|
||||
path_branched_rng_2D(kg, rng, state, sample, num_samples, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
|
||||
int label;
|
||||
|
||||
label = shader_bsdf_sample_closure(kg, sd, sc, 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);
|
||||
|
||||
/* modify 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 __OBJECT_MOTION__
|
||||
ray->time = sd->time;
|
||||
#endif
|
||||
|
||||
#ifdef __VOLUME__
|
||||
/* enter/exit volume */
|
||||
if(label & LABEL_TRANSMIT)
|
||||
kernel_volume_stack_enter_exit(kg, sd, state->volume_stack);
|
||||
#endif
|
||||
|
||||
/* branch RNG state */
|
||||
path_state_branch(state, sample, num_samples);
|
||||
|
||||
/* set MIS state */
|
||||
state->min_ray_pdf = fminf(bsdf_pdf, FLT_MAX);
|
||||
state->ray_pdf = bsdf_pdf;
|
||||
#ifdef __LAMP_MIS__
|
||||
state->ray_t = 0.0f;
|
||||
#endif
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
#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;
|
||||
|
||||
/* sample illumination from lights to find path contribution */
|
||||
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_NAMESPACE_END
|
||||
|
104
intern/cycles/kernel/kernel_path_volume.h
Normal file
104
intern/cycles/kernel/kernel_path_volume.h
Normal file
@@ -0,0 +1,104 @@
|
||||
/*
|
||||
* Copyright 2011-2013 Blender Foundation
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License
|
||||
*/
|
||||
|
||||
CCL_NAMESPACE_BEGIN
|
||||
|
||||
#ifdef __VOLUME__
|
||||
|
||||
ccl_device_inline void kernel_path_volume_connect_light(KernelGlobals *kg, RNG *rng,
|
||||
ShaderData *sd, float3 throughput, PathState *state, PathRadiance *L, float num_samples_adjust)
|
||||
{
|
||||
#ifdef __EMISSION__
|
||||
if(!(kernel_data.integrator.use_direct_light && (sd->flag & SD_BSDF_HAS_EVAL)))
|
||||
return;
|
||||
|
||||
/* sample illumination from lights to find path contribution */
|
||||
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 * num_samples_adjust, &L_light, shadow, 1.0f, state->bounce, is_lamp);
|
||||
}
|
||||
}
|
||||
#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 */
|
||||
float phase_pdf;
|
||||
BsdfEval phase_eval;
|
||||
float3 phase_omega_in;
|
||||
differential3 phase_domega_in;
|
||||
float phase_u, phase_v;
|
||||
path_state_rng_2D(kg, rng, state, PRNG_PHASE_U, &phase_u, &phase_v);
|
||||
int label;
|
||||
|
||||
label = shader_volume_phase_sample(kg, sd, phase_u, phase_v, &phase_eval,
|
||||
&phase_omega_in, &phase_domega_in, &phase_pdf);
|
||||
|
||||
if(phase_pdf == 0.0f || bsdf_eval_is_zero(&phase_eval))
|
||||
return false;
|
||||
|
||||
/* modify throughput */
|
||||
path_radiance_bsdf_bounce(L, throughput, &phase_eval, phase_pdf, state->bounce, label);
|
||||
|
||||
/* set labels */
|
||||
state->ray_pdf = phase_pdf;
|
||||
#ifdef __LAMP_MIS__
|
||||
state->ray_t = 0.0f;
|
||||
#endif
|
||||
state->min_ray_pdf = fminf(phase_pdf, state->min_ray_pdf);
|
||||
|
||||
/* update path state */
|
||||
path_state_next(kg, state, label);
|
||||
|
||||
/* setup ray */
|
||||
ray->P = sd->P;
|
||||
ray->D = phase_omega_in;
|
||||
ray->t = FLT_MAX;
|
||||
|
||||
#ifdef __RAY_DIFFERENTIALS__
|
||||
ray->dP = sd->dP;
|
||||
ray->dD = phase_domega_in;
|
||||
#endif
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
CCL_NAMESPACE_END
|
||||
|
Reference in New Issue
Block a user