
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
175 lines
6.6 KiB
C
175 lines
6.6 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/integrator/shade_volume.h"
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#include "kernel/integrator/shader_eval.h"
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#include "kernel/integrator/volume_stack.h"
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CCL_NAMESPACE_BEGIN
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ccl_device_inline bool shadow_intersections_has_remaining(const uint num_hits)
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{
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return num_hits >= INTEGRATOR_SHADOW_ISECT_SIZE;
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}
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#ifdef __TRANSPARENT_SHADOWS__
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ccl_device_inline Spectrum integrate_transparent_surface_shadow(KernelGlobals kg,
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IntegratorShadowState state,
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const int hit)
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{
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PROFILING_INIT(kg, PROFILING_SHADE_SHADOW_SURFACE);
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/* TODO: does aliasing like this break automatic SoA in CUDA?
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* Should we instead store closures separate from ShaderData?
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*
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* TODO: is it better to declare this outside the loop or keep it local
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* so the compiler can see there is no dependency between iterations? */
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ShaderDataTinyStorage shadow_sd_storage;
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ccl_private ShaderData *shadow_sd = AS_SHADER_DATA(&shadow_sd_storage);
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/* Setup shader data at surface. */
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Intersection isect ccl_optional_struct_init;
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integrator_state_read_shadow_isect(state, &isect, hit);
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Ray ray ccl_optional_struct_init;
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integrator_state_read_shadow_ray(kg, state, &ray);
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shader_setup_from_ray(kg, shadow_sd, &ray, &isect);
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/* Evaluate shader. */
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if (!(shadow_sd->flag & SD_HAS_ONLY_VOLUME)) {
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shader_eval_surface<KERNEL_FEATURE_NODE_MASK_SURFACE_SHADOW>(
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kg, state, shadow_sd, NULL, PATH_RAY_SHADOW);
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}
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# ifdef __VOLUME__
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/* Exit/enter volume. */
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shadow_volume_stack_enter_exit(kg, state, shadow_sd);
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# endif
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/* Compute transparency from closures. */
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return shader_bsdf_transparency(kg, shadow_sd);
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}
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# ifdef __VOLUME__
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ccl_device_inline void integrate_transparent_volume_shadow(KernelGlobals kg,
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IntegratorShadowState state,
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const int hit,
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const int num_recorded_hits,
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ccl_private Spectrum *ccl_restrict
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throughput)
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{
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PROFILING_INIT(kg, PROFILING_SHADE_SHADOW_VOLUME);
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/* TODO: deduplicate with surface, or does it not matter for memory usage? */
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ShaderDataTinyStorage shadow_sd_storage;
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ccl_private ShaderData *shadow_sd = AS_SHADER_DATA(&shadow_sd_storage);
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/* Setup shader data. */
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Ray ray ccl_optional_struct_init;
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integrator_state_read_shadow_ray(kg, state, &ray);
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ray.self.object = OBJECT_NONE;
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ray.self.prim = PRIM_NONE;
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ray.self.light_object = OBJECT_NONE;
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ray.self.light_prim = PRIM_NONE;
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/* Modify ray position and length to match current segment. */
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ray.tmin = (hit == 0) ? ray.tmin : INTEGRATOR_STATE_ARRAY(state, shadow_isect, hit - 1, t);
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ray.tmax = (hit < num_recorded_hits) ? INTEGRATOR_STATE_ARRAY(state, shadow_isect, hit, t) :
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ray.tmax;
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shader_setup_from_volume(kg, shadow_sd, &ray);
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VOLUME_READ_LAMBDA(integrator_state_read_shadow_volume_stack(state, i));
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const float step_size = volume_stack_step_size(kg, volume_read_lambda_pass);
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volume_shadow_heterogeneous(kg, state, &ray, shadow_sd, throughput, step_size);
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}
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# endif
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ccl_device_inline bool integrate_transparent_shadow(KernelGlobals kg,
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IntegratorShadowState state,
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const uint num_hits)
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{
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/* Accumulate shadow for transparent surfaces. */
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const uint num_recorded_hits = min(num_hits, INTEGRATOR_SHADOW_ISECT_SIZE);
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for (uint hit = 0; hit < num_recorded_hits + 1; hit++) {
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/* Volume shaders. */
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if (hit < num_recorded_hits || !shadow_intersections_has_remaining(num_hits)) {
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# ifdef __VOLUME__
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if (!integrator_state_shadow_volume_stack_is_empty(kg, state)) {
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Spectrum throughput = INTEGRATOR_STATE(state, shadow_path, throughput);
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integrate_transparent_volume_shadow(kg, state, hit, num_recorded_hits, &throughput);
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if (is_zero(throughput)) {
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return true;
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}
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INTEGRATOR_STATE_WRITE(state, shadow_path, throughput) = throughput;
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}
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# endif
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}
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/* Surface shaders. */
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if (hit < num_recorded_hits) {
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const Spectrum shadow = integrate_transparent_surface_shadow(kg, state, hit);
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const Spectrum throughput = INTEGRATOR_STATE(state, shadow_path, throughput) * shadow;
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if (is_zero(throughput)) {
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return true;
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}
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INTEGRATOR_STATE_WRITE(state, shadow_path, throughput) = throughput;
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INTEGRATOR_STATE_WRITE(state, shadow_path, transparent_bounce) += 1;
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INTEGRATOR_STATE_WRITE(state, shadow_path, rng_offset) += PRNG_BOUNCE_NUM;
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}
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/* Note we do not need to check max_transparent_bounce here, the number
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* of intersections is already limited and made opaque in the
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* INTERSECT_SHADOW kernel. */
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}
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if (shadow_intersections_has_remaining(num_hits)) {
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/* There are more hits that we could not recorded due to memory usage,
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* adjust ray to intersect again from the last hit. */
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const float last_hit_t = INTEGRATOR_STATE_ARRAY(state, shadow_isect, num_recorded_hits - 1, t);
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INTEGRATOR_STATE_WRITE(state, shadow_ray, tmin) = intersection_t_offset(last_hit_t);
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}
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return false;
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}
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#endif /* __TRANSPARENT_SHADOWS__ */
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ccl_device void integrator_shade_shadow(KernelGlobals kg,
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IntegratorShadowState 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_SHADOW_SETUP);
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const uint num_hits = INTEGRATOR_STATE(state, shadow_path, num_hits);
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#ifdef __TRANSPARENT_SHADOWS__
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/* Evaluate transparent shadows. */
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const bool opaque = integrate_transparent_shadow(kg, state, num_hits);
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if (opaque) {
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integrator_shadow_path_terminate(kg, state, DEVICE_KERNEL_INTEGRATOR_SHADE_SHADOW);
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return;
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}
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#endif
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if (shadow_intersections_has_remaining(num_hits)) {
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/* More intersections to find, continue shadow ray. */
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integrator_shadow_path_next(kg,
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state,
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DEVICE_KERNEL_INTEGRATOR_SHADE_SHADOW,
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DEVICE_KERNEL_INTEGRATOR_INTERSECT_SHADOW);
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return;
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}
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else {
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kernel_accum_light(kg, state, render_buffer);
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integrator_shadow_path_terminate(kg, state, DEVICE_KERNEL_INTEGRATOR_SHADE_SHADOW);
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return;
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}
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}
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CCL_NAMESPACE_END
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