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authorBrecht Van Lommel <brecht@blender.org>2021-09-20 18:59:20 +0300
committerBrecht Van Lommel <brecht@blender.org>2021-09-21 15:55:54 +0300
commit08031197250aeecbaca3803254e6f25b8c7b7b37 (patch)
tree6fe7ab045f0dc0a423d6557c4073f34309ef4740 /intern/cycles/kernel/integrator/integrator_shade_shadow.h
parentfa6b1007bad065440950cd67deb16a04f368856f (diff)
Cycles: merge of cycles-x branch, a major update to the renderer
This includes much improved GPU rendering performance, viewport interactivity, new shadow catcher, revamped sampling settings, subsurface scattering anisotropy, new GPU volume sampling, improved PMJ sampling pattern, and more. Some features have also been removed or changed, breaking backwards compatibility. Including the removal of the OpenCL backend, for which alternatives are under development. Release notes and code docs: https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycles https://wiki.blender.org/wiki/Source/Render/Cycles Credits: * Sergey Sharybin * Brecht Van Lommel * Patrick Mours (OptiX backend) * Christophe Hery (subsurface scattering anisotropy) * William Leeson (PMJ sampling pattern) * Alaska (various fixes and tweaks) * Thomas Dinges (various fixes) For the full commit history, see the cycles-x branch. This squashes together all the changes since intermediate changes would often fail building or tests. Ref T87839, T87837, T87836 Fixes T90734, T89353, T80267, T80267, T77185, T69800
Diffstat (limited to 'intern/cycles/kernel/integrator/integrator_shade_shadow.h')
-rw-r--r--intern/cycles/kernel/integrator/integrator_shade_shadow.h182
1 files changed, 182 insertions, 0 deletions
diff --git a/intern/cycles/kernel/integrator/integrator_shade_shadow.h b/intern/cycles/kernel/integrator/integrator_shade_shadow.h
new file mode 100644
index 00000000000..fd3c3ae1653
--- /dev/null
+++ b/intern/cycles/kernel/integrator/integrator_shade_shadow.h
@@ -0,0 +1,182 @@
+/*
+ * Copyright 2011-2021 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.
+ */
+
+#pragma once
+
+#include "kernel/integrator/integrator_shade_volume.h"
+#include "kernel/integrator/integrator_volume_stack.h"
+
+#include "kernel/kernel_shader.h"
+
+CCL_NAMESPACE_BEGIN
+
+ccl_device_inline bool shadow_intersections_has_remaining(const int num_hits)
+{
+ return num_hits >= INTEGRATOR_SHADOW_ISECT_SIZE;
+}
+
+#ifdef __TRANSPARENT_SHADOWS__
+ccl_device_inline float3 integrate_transparent_surface_shadow(INTEGRATOR_STATE_ARGS, const int hit)
+{
+ PROFILING_INIT(kg, PROFILING_SHADE_SHADOW_SURFACE);
+
+ /* TODO: does aliasing like this break automatic SoA in CUDA?
+ * Should we instead store closures separate from ShaderData?
+ *
+ * TODO: is it better to declare this outside the loop or keep it local
+ * so the compiler can see there is no dependency between iterations? */
+ ShaderDataTinyStorage shadow_sd_storage;
+ ShaderData *shadow_sd = AS_SHADER_DATA(&shadow_sd_storage);
+
+ /* Setup shader data at surface. */
+ Intersection isect ccl_optional_struct_init;
+ integrator_state_read_shadow_isect(INTEGRATOR_STATE_PASS, &isect, hit);
+
+ Ray ray ccl_optional_struct_init;
+ integrator_state_read_shadow_ray(INTEGRATOR_STATE_PASS, &ray);
+
+ shader_setup_from_ray(kg, shadow_sd, &ray, &isect);
+
+ /* Evaluate shader. */
+ if (!(shadow_sd->flag & SD_HAS_ONLY_VOLUME)) {
+ shader_eval_surface<KERNEL_FEATURE_NODE_MASK_SURFACE_SHADOW>(
+ INTEGRATOR_STATE_PASS, shadow_sd, NULL, PATH_RAY_SHADOW);
+ }
+
+# ifdef __VOLUME__
+ /* Exit/enter volume. */
+ shadow_volume_stack_enter_exit(INTEGRATOR_STATE_PASS, shadow_sd);
+# endif
+
+ /* Compute transparency from closures. */
+ return shader_bsdf_transparency(kg, shadow_sd);
+}
+
+# ifdef __VOLUME__
+ccl_device_inline void integrate_transparent_volume_shadow(INTEGRATOR_STATE_ARGS,
+ const int hit,
+ const int num_recorded_hits,
+ float3 *ccl_restrict throughput)
+{
+ PROFILING_INIT(kg, PROFILING_SHADE_SHADOW_VOLUME);
+
+ /* TODO: deduplicate with surface, or does it not matter for memory usage? */
+ ShaderDataTinyStorage shadow_sd_storage;
+ ShaderData *shadow_sd = AS_SHADER_DATA(&shadow_sd_storage);
+
+ /* Setup shader data. */
+ Ray ray ccl_optional_struct_init;
+ integrator_state_read_shadow_ray(INTEGRATOR_STATE_PASS, &ray);
+
+ /* Modify ray position and length to match current segment. */
+ const float start_t = (hit == 0) ? 0.0f : INTEGRATOR_STATE_ARRAY(shadow_isect, hit - 1, t);
+ const float end_t = (hit < num_recorded_hits) ? INTEGRATOR_STATE_ARRAY(shadow_isect, hit, t) :
+ ray.t;
+ ray.P += start_t * ray.D;
+ ray.t = end_t - start_t;
+
+ shader_setup_from_volume(kg, shadow_sd, &ray);
+
+ const float step_size = volume_stack_step_size(INTEGRATOR_STATE_PASS, [=](const int i) {
+ return integrator_state_read_shadow_volume_stack(INTEGRATOR_STATE_PASS, i);
+ });
+
+ volume_shadow_heterogeneous(INTEGRATOR_STATE_PASS, &ray, shadow_sd, throughput, step_size);
+}
+# endif
+
+ccl_device_inline bool integrate_transparent_shadow(INTEGRATOR_STATE_ARGS, const int num_hits)
+{
+ /* Accumulate shadow for transparent surfaces. */
+ const int num_recorded_hits = min(num_hits, INTEGRATOR_SHADOW_ISECT_SIZE);
+
+ for (int hit = 0; hit < num_recorded_hits + 1; hit++) {
+ /* Volume shaders. */
+ if (hit < num_recorded_hits || !shadow_intersections_has_remaining(num_hits)) {
+# ifdef __VOLUME__
+ if (!integrator_state_shadow_volume_stack_is_empty(INTEGRATOR_STATE_PASS)) {
+ float3 throughput = INTEGRATOR_STATE(shadow_path, throughput);
+ integrate_transparent_volume_shadow(
+ INTEGRATOR_STATE_PASS, hit, num_recorded_hits, &throughput);
+ if (is_zero(throughput)) {
+ return true;
+ }
+
+ INTEGRATOR_STATE_WRITE(shadow_path, throughput) = throughput;
+ }
+# endif
+ }
+
+ /* Surface shaders. */
+ if (hit < num_recorded_hits) {
+ const float3 shadow = integrate_transparent_surface_shadow(INTEGRATOR_STATE_PASS, hit);
+ const float3 throughput = INTEGRATOR_STATE(shadow_path, throughput) * shadow;
+ if (is_zero(throughput)) {
+ return true;
+ }
+
+ INTEGRATOR_STATE_WRITE(shadow_path, throughput) = throughput;
+ INTEGRATOR_STATE_WRITE(shadow_path, transparent_bounce) += 1;
+ }
+
+ /* Note we do not need to check max_transparent_bounce here, the number
+ * of intersections is already limited and made opaque in the
+ * INTERSECT_SHADOW kernel. */
+ }
+
+ if (shadow_intersections_has_remaining(num_hits)) {
+ /* There are more hits that we could not recorded due to memory usage,
+ * adjust ray to intersect again from the last hit. */
+ const float last_hit_t = INTEGRATOR_STATE_ARRAY(shadow_isect, num_recorded_hits - 1, t);
+ const float3 ray_P = INTEGRATOR_STATE(shadow_ray, P);
+ const float3 ray_D = INTEGRATOR_STATE(shadow_ray, D);
+ INTEGRATOR_STATE_WRITE(shadow_ray, P) = ray_offset(ray_P + last_hit_t * ray_D, ray_D);
+ INTEGRATOR_STATE_WRITE(shadow_ray, t) -= last_hit_t;
+ }
+
+ return false;
+}
+#endif /* __TRANSPARENT_SHADOWS__ */
+
+ccl_device void integrator_shade_shadow(INTEGRATOR_STATE_ARGS,
+ ccl_global float *ccl_restrict render_buffer)
+{
+ PROFILING_INIT(kg, PROFILING_SHADE_SHADOW_SETUP);
+ const int num_hits = INTEGRATOR_STATE(shadow_path, num_hits);
+
+#ifdef __TRANSPARENT_SHADOWS__
+ /* Evaluate transparent shadows. */
+ const bool opaque = integrate_transparent_shadow(INTEGRATOR_STATE_PASS, num_hits);
+ if (opaque) {
+ INTEGRATOR_SHADOW_PATH_TERMINATE(DEVICE_KERNEL_INTEGRATOR_SHADE_SHADOW);
+ return;
+ }
+#endif
+
+ if (shadow_intersections_has_remaining(num_hits)) {
+ /* More intersections to find, continue shadow ray. */
+ INTEGRATOR_SHADOW_PATH_NEXT(DEVICE_KERNEL_INTEGRATOR_SHADE_SHADOW,
+ DEVICE_KERNEL_INTEGRATOR_INTERSECT_SHADOW);
+ return;
+ }
+ else {
+ kernel_accum_light(INTEGRATOR_STATE_PASS, render_buffer);
+ INTEGRATOR_SHADOW_PATH_TERMINATE(DEVICE_KERNEL_INTEGRATOR_SHADE_SHADOW);
+ return;
+ }
+}
+
+CCL_NAMESPACE_END