
These replace float3 and packed_float3 in various places in the kernel where a spectral color representation will be used in the future. That representation will require more than 3 channels and conversion to from/RGB. The kernel code was refactored to remove the assumption that Spectrum and RGB colors are the same thing. There are no functional changes, Spectrum is still a float3 and the conversion functions are no-ops. Differential Revision: https://developer.blender.org/D15535
108 lines
3.9 KiB
C
108 lines
3.9 KiB
C
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#pragma once
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#include "kernel/film/accumulate.h"
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#include "kernel/integrator/shader_eval.h"
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#include "kernel/light/light.h"
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#include "kernel/light/sample.h"
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CCL_NAMESPACE_BEGIN
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ccl_device_inline void integrate_light(KernelGlobals kg,
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IntegratorState state,
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ccl_global float *ccl_restrict render_buffer)
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{
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/* Setup light sample. */
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Intersection isect ccl_optional_struct_init;
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integrator_state_read_isect(kg, state, &isect);
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float3 ray_P = INTEGRATOR_STATE(state, ray, P);
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const float3 ray_D = INTEGRATOR_STATE(state, ray, D);
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const float ray_time = INTEGRATOR_STATE(state, ray, time);
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/* Advance ray to new start distance. */
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INTEGRATOR_STATE_WRITE(state, ray, tmin) = intersection_t_offset(isect.t);
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LightSample ls ccl_optional_struct_init;
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const bool use_light_sample = light_sample_from_intersection(kg, &isect, ray_P, ray_D, &ls);
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if (!use_light_sample) {
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return;
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}
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/* Use visibility flag to skip lights. */
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#ifdef __PASSES__
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const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
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if (ls.shader & SHADER_EXCLUDE_ANY) {
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if (((ls.shader & SHADER_EXCLUDE_DIFFUSE) && (path_flag & PATH_RAY_DIFFUSE)) ||
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((ls.shader & SHADER_EXCLUDE_GLOSSY) &&
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((path_flag & (PATH_RAY_GLOSSY | PATH_RAY_REFLECT)) ==
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(PATH_RAY_GLOSSY | PATH_RAY_REFLECT))) ||
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((ls.shader & SHADER_EXCLUDE_TRANSMIT) && (path_flag & PATH_RAY_TRANSMIT)) ||
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((ls.shader & SHADER_EXCLUDE_SCATTER) && (path_flag & PATH_RAY_VOLUME_SCATTER)))
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return;
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}
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#endif
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/* Evaluate light shader. */
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/* TODO: does aliasing like this break automatic SoA in CUDA? */
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ShaderDataTinyStorage emission_sd_storage;
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ccl_private ShaderData *emission_sd = AS_SHADER_DATA(&emission_sd_storage);
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Spectrum light_eval = light_sample_shader_eval(kg, state, emission_sd, &ls, ray_time);
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if (is_zero(light_eval)) {
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return;
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}
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/* MIS weighting. */
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if (!(path_flag & PATH_RAY_MIS_SKIP)) {
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/* multiple importance sampling, get regular light pdf,
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* and compute weight with respect to BSDF pdf */
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const float mis_ray_pdf = INTEGRATOR_STATE(state, path, mis_ray_pdf);
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const float mis_weight = light_sample_mis_weight_forward(kg, mis_ray_pdf, ls.pdf);
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light_eval *= mis_weight;
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}
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/* Write to render buffer. */
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const Spectrum throughput = INTEGRATOR_STATE(state, path, throughput);
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kernel_accum_emission(kg, state, throughput * light_eval, render_buffer, ls.group);
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}
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ccl_device void integrator_shade_light(KernelGlobals kg,
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IntegratorState state,
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ccl_global float *ccl_restrict render_buffer)
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{
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PROFILING_INIT(kg, PROFILING_SHADE_LIGHT_SETUP);
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integrate_light(kg, state, render_buffer);
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/* TODO: we could get stuck in an infinite loop if there are precision issues
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* and the same light is hit again.
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*
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* As a workaround count this as a transparent bounce. It makes some sense
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* to interpret lights as transparent surfaces (and support making them opaque),
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* but this needs to be revisited. */
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uint32_t transparent_bounce = INTEGRATOR_STATE(state, path, transparent_bounce) + 1;
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INTEGRATOR_STATE_WRITE(state, path, transparent_bounce) = transparent_bounce;
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if (transparent_bounce >= kernel_data.integrator.transparent_max_bounce) {
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integrator_path_terminate(kg, state, DEVICE_KERNEL_INTEGRATOR_SHADE_LIGHT);
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return;
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}
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else {
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integrator_path_next(kg,
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state,
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DEVICE_KERNEL_INTEGRATOR_SHADE_LIGHT,
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DEVICE_KERNEL_INTEGRATOR_INTERSECT_CLOSEST);
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return;
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}
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/* TODO: in some cases we could continue directly to SHADE_BACKGROUND, but
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* probably that optimization is probably not practical if we add lights to
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* scene geometry. */
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}
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CCL_NAMESPACE_END
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