diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2013-01-15 23:17:51 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2013-01-15 23:17:51 +0400 |
commit | 0967b39be1cf9644454e1d4e9c6d0250d9a36e85 (patch) | |
tree | 5e2252010dbbe3ca816914b2779dea63eb2a6f55 /intern/cycles/kernel/kernel_accumulate.h | |
parent | f146317b092990b65437ecc5ac85d0a659e81ee4 (diff) |
Fix #33838: light render passes for non-progressive integrator were not correct.
Diffstat (limited to 'intern/cycles/kernel/kernel_accumulate.h')
-rw-r--r-- | intern/cycles/kernel/kernel_accumulate.h | 53 |
1 files changed, 38 insertions, 15 deletions
diff --git a/intern/cycles/kernel/kernel_accumulate.h b/intern/cycles/kernel/kernel_accumulate.h index d99beb8905a..23bd29840ec 100644 --- a/intern/cycles/kernel/kernel_accumulate.h +++ b/intern/cycles/kernel/kernel_accumulate.h @@ -133,6 +133,10 @@ __device_inline void path_radiance_init(PathRadiance *L, int use_light_pass) L->indirect_glossy = make_float3(0.0f, 0.0f, 0.0f); L->indirect_transmission = make_float3(0.0f, 0.0f, 0.0f); + L->path_diffuse = make_float3(0.0f, 0.0f, 0.0f); + L->path_glossy = make_float3(0.0f, 0.0f, 0.0f); + L->path_transmission = make_float3(0.0f, 0.0f, 0.0f); + L->emission = make_float3(0.0f, 0.0f, 0.0f); L->background = make_float3(0.0f, 0.0f, 0.0f); L->ao = make_float3(0.0f, 0.0f, 0.0f); @@ -156,11 +160,11 @@ __device_inline void path_radiance_bsdf_bounce(PathRadiance *L, float3 *throughp /* first on directly visible surface */ float3 value = *throughput*inverse_pdf; - L->indirect_diffuse = bsdf_eval->diffuse*value; - L->indirect_glossy = bsdf_eval->glossy*value; - L->indirect_transmission = bsdf_eval->transmission*value; + L->path_diffuse = bsdf_eval->diffuse*value; + L->path_glossy = bsdf_eval->glossy*value; + L->path_transmission = bsdf_eval->transmission*value; - *throughput = L->indirect_diffuse + L->indirect_glossy + L->indirect_transmission; + *throughput = L->path_diffuse + L->path_glossy + L->path_transmission; L->direct_throughput = *throughput; } @@ -266,22 +270,41 @@ __device_inline void path_radiance_accum_background(PathRadiance *L, float3 thro #endif } -__device_inline float3 path_radiance_sum(KernelGlobals *kg, PathRadiance *L) +__device_inline void path_radiance_sum_indirect(PathRadiance *L) { -#ifdef __PASSES__ + /* this division is a bit ugly, but means we only have to keep track of + * only a single throughput further along the path, here we recover just + * the indirect parth that is not influenced by any particular BSDF type */ if(L->use_light_pass) { - /* this division is a bit ugly, but means we only have to keep track of - * only a single throughput further along the path, here we recover just - * the indirect parth that is not influenced by any particular BSDF type */ L->direct_emission = safe_divide_color(L->direct_emission, L->direct_throughput); - L->direct_diffuse += L->indirect_diffuse*L->direct_emission; - L->direct_glossy += L->indirect_glossy*L->direct_emission; - L->direct_transmission += L->indirect_transmission*L->direct_emission; + L->direct_diffuse += L->path_diffuse*L->direct_emission; + L->direct_glossy += L->path_glossy*L->direct_emission; + L->direct_transmission += L->path_transmission*L->direct_emission; L->indirect = safe_divide_color(L->indirect, L->direct_throughput); - L->indirect_diffuse *= L->indirect; - L->indirect_glossy *= L->indirect; - L->indirect_transmission *= L->indirect; + L->indirect_diffuse += L->path_diffuse*L->indirect; + L->indirect_glossy += L->path_glossy*L->indirect; + L->indirect_transmission += L->path_transmission*L->indirect; + } +} + +__device_inline void path_radiance_reset_indirect(PathRadiance *L) +{ + if(L->use_light_pass) { + L->path_diffuse = make_float3(0.0f, 0.0f, 0.0f); + L->path_glossy = make_float3(0.0f, 0.0f, 0.0f); + L->path_transmission = make_float3(0.0f, 0.0f, 0.0f); + + L->direct_emission = make_float3(0.0f, 0.0f, 0.0f); + L->indirect = make_float3(0.0f, 0.0f, 0.0f); + } +} + +__device_inline float3 path_radiance_sum(KernelGlobals *kg, PathRadiance *L) +{ +#ifdef __PASSES__ + if(L->use_light_pass) { + path_radiance_sum_indirect(L); float3 L_sum = L->emission + L->direct_diffuse + L->direct_glossy + L->direct_transmission |