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authorThomas Dinges <blender@dingto.org>2013-08-01 00:30:37 +0400
committerThomas Dinges <blender@dingto.org>2013-08-01 00:30:37 +0400
commit3840e0b2347200ceb414f12deb3436b20d274c66 (patch)
treef61c6dc0087edc69b50acf29aae6dc4712d3aeb2 /intern/cycles/kernel
parentc15ae082bb3bcb379c343aa770601b49c0866583 (diff)
Cycles / Ray Depth:
* Added a Ray Depth output to the Light Path node, which gives the user access to the current bounce. This can be used to limit the maximum ray bounce on a per shader basis. Another use case is to restrict light influence with this, to have a lamp only contribute to the direct lighting. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Light_Path This is part of my GSoC 2013 project. SVN merge of r58091 and r58772 from soc-2013-dingto.
Diffstat (limited to 'intern/cycles/kernel')
-rw-r--r--intern/cycles/kernel/kernel_displace.h2
-rw-r--r--intern/cycles/kernel/kernel_emission.h20
-rw-r--r--intern/cycles/kernel/kernel_path.h26
-rw-r--r--intern/cycles/kernel/kernel_shader.h11
-rw-r--r--intern/cycles/kernel/kernel_types.h3
-rw-r--r--intern/cycles/kernel/osl/osl_services.cpp11
-rw-r--r--intern/cycles/kernel/osl/osl_services.h1
-rw-r--r--intern/cycles/kernel/shaders/node_light_path.osl7
-rw-r--r--intern/cycles/kernel/svm/svm_light_path.h1
-rw-r--r--intern/cycles/kernel/svm/svm_types.h3
10 files changed, 54 insertions, 31 deletions
diff --git a/intern/cycles/kernel/kernel_displace.h b/intern/cycles/kernel/kernel_displace.h
index ae2e35e8d93..b4ece1610be 100644
--- a/intern/cycles/kernel/kernel_displace.h
+++ b/intern/cycles/kernel/kernel_displace.h
@@ -57,7 +57,7 @@ __device void kernel_shader_evaluate(KernelGlobals *kg, __global uint4 *input, _
#endif
/* setup shader data */
- shader_setup_from_background(kg, &sd, &ray);
+ shader_setup_from_background(kg, &sd, &ray, 0);
/* evaluate */
int flag = 0; /* we can't know which type of BSDF this is for */
diff --git a/intern/cycles/kernel/kernel_emission.h b/intern/cycles/kernel/kernel_emission.h
index 77dc59d2691..a6bd3ed2850 100644
--- a/intern/cycles/kernel/kernel_emission.h
+++ b/intern/cycles/kernel/kernel_emission.h
@@ -21,7 +21,7 @@ CCL_NAMESPACE_BEGIN
/* Direction Emission */
__device_noinline float3 direct_emissive_eval(KernelGlobals *kg, float rando,
- LightSample *ls, float u, float v, float3 I, differential3 dI, float t, float time)
+ LightSample *ls, float u, float v, float3 I, differential3 dI, float t, float time, int bounce)
{
/* setup shading at emitter */
ShaderData sd;
@@ -41,7 +41,7 @@ __device_noinline float3 direct_emissive_eval(KernelGlobals *kg, float rando,
#ifdef __CAMERA_MOTION__
ray.time = time;
#endif
- shader_setup_from_background(kg, &sd, &ray);
+ shader_setup_from_background(kg, &sd, &ray, bounce+1);
eval = shader_eval_background(kg, &sd, 0, SHADER_CONTEXT_EMISSION);
}
else
@@ -49,10 +49,10 @@ __device_noinline float3 direct_emissive_eval(KernelGlobals *kg, float rando,
{
#ifdef __HAIR__
if(ls->type == LIGHT_STRAND)
- shader_setup_from_sample(kg, &sd, ls->P, ls->Ng, I, ls->shader, ls->object, ls->prim, u, v, t, time, ls->prim);
+ shader_setup_from_sample(kg, &sd, ls->P, ls->Ng, I, ls->shader, ls->object, ls->prim, u, v, t, time, bounce+1, ls->prim);
else
#endif
- shader_setup_from_sample(kg, &sd, ls->P, ls->Ng, I, ls->shader, ls->object, ls->prim, u, v, t, time, ~0);
+ shader_setup_from_sample(kg, &sd, ls->P, ls->Ng, I, ls->shader, ls->object, ls->prim, u, v, t, time, bounce+1, ~0);
ls->Ng = sd.Ng;
@@ -74,7 +74,7 @@ __device_noinline float3 direct_emissive_eval(KernelGlobals *kg, float rando,
__device_noinline bool direct_emission(KernelGlobals *kg, ShaderData *sd, int lindex,
float randt, float rando, float randu, float randv, Ray *ray, BsdfEval *eval,
- bool *is_lamp)
+ bool *is_lamp, int bounce)
{
LightSample ls;
@@ -97,7 +97,7 @@ __device_noinline bool direct_emission(KernelGlobals *kg, ShaderData *sd, int li
differential3 dD = differential3_zero();
/* evaluate closure */
- float3 light_eval = direct_emissive_eval(kg, rando, &ls, randu, randv, -ls.D, dD, ls.t, sd->time);
+ float3 light_eval = direct_emissive_eval(kg, rando, &ls, randu, randv, -ls.D, dD, ls.t, sd->time, bounce);
if(is_zero(light_eval))
return false;
@@ -185,7 +185,7 @@ __device_noinline float3 indirect_primitive_emission(KernelGlobals *kg, ShaderDa
/* Indirect Lamp Emission */
-__device_noinline bool indirect_lamp_emission(KernelGlobals *kg, Ray *ray, int path_flag, float bsdf_pdf, float randt, float3 *emission)
+__device_noinline bool indirect_lamp_emission(KernelGlobals *kg, Ray *ray, int path_flag, float bsdf_pdf, float randt, float3 *emission, int bounce)
{
LightSample ls;
int lamp = lamp_light_eval_sample(kg, randt);
@@ -209,7 +209,7 @@ __device_noinline bool indirect_lamp_emission(KernelGlobals *kg, Ray *ray, int p
/* todo: missing texture coordinates */
float u = 0.0f;
float v = 0.0f;
- float3 L = direct_emissive_eval(kg, 0.0f, &ls, u, v, -ray->D, ray->dD, ls.t, ray->time);
+ float3 L = direct_emissive_eval(kg, 0.0f, &ls, u, v, -ray->D, ray->dD, ls.t, ray->time, bounce);
if(!(path_flag & PATH_RAY_MIS_SKIP)) {
/* multiple importance sampling, get regular light pdf,
@@ -224,7 +224,7 @@ __device_noinline bool indirect_lamp_emission(KernelGlobals *kg, Ray *ray, int p
/* Indirect Background */
-__device_noinline float3 indirect_background(KernelGlobals *kg, Ray *ray, int path_flag, float bsdf_pdf)
+__device_noinline float3 indirect_background(KernelGlobals *kg, Ray *ray, int path_flag, float bsdf_pdf, int bounce)
{
#ifdef __BACKGROUND__
int shader = kernel_data.background.shader;
@@ -240,7 +240,7 @@ __device_noinline float3 indirect_background(KernelGlobals *kg, Ray *ray, int pa
/* evaluate background closure */
ShaderData sd;
- shader_setup_from_background(kg, &sd, ray);
+ shader_setup_from_background(kg, &sd, ray, bounce+1);
float3 L = shader_eval_background(kg, &sd, path_flag, SHADER_CONTEXT_EMISSION);
diff --git a/intern/cycles/kernel/kernel_path.h b/intern/cycles/kernel/kernel_path.h
index 0ef255786fa..40ecb1be91b 100644
--- a/intern/cycles/kernel/kernel_path.h
+++ b/intern/cycles/kernel/kernel_path.h
@@ -215,7 +215,7 @@ __device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray *ra
return true;
ShaderData sd;
- shader_setup_from_ray(kg, &sd, &isect, ray);
+ shader_setup_from_ray(kg, &sd, &isect, ray, state->bounce+1);
shader_eval_surface(kg, &sd, 0.0f, PATH_RAY_SHADOW, SHADER_CONTEXT_SHADOW);
throughput *= shader_bsdf_transparency(kg, &sd);
@@ -300,7 +300,7 @@ __device float4 kernel_path_progressive(KernelGlobals *kg, RNG *rng, int sample,
float light_t = path_rng_1D(kg, rng, sample, num_samples, rng_offset + PRNG_LIGHT);
float3 emission;
- if(indirect_lamp_emission(kg, &light_ray, state.flag, ray_pdf, light_t, &emission))
+ if(indirect_lamp_emission(kg, &light_ray, state.flag, ray_pdf, light_t, &emission, state.bounce))
path_radiance_accum_emission(&L, throughput, emission, state.bounce);
}
#endif
@@ -318,7 +318,7 @@ __device float4 kernel_path_progressive(KernelGlobals *kg, RNG *rng, int sample,
#ifdef __BACKGROUND__
/* sample background shader */
- float3 L_background = indirect_background(kg, &ray, state.flag, ray_pdf);
+ float3 L_background = indirect_background(kg, &ray, state.flag, ray_pdf, state.bounce);
path_radiance_accum_background(&L, throughput, L_background, state.bounce);
#endif
@@ -327,7 +327,7 @@ __device float4 kernel_path_progressive(KernelGlobals *kg, RNG *rng, int sample,
/* setup shading */
ShaderData sd;
- shader_setup_from_ray(kg, &sd, &isect, &ray);
+ shader_setup_from_ray(kg, &sd, &isect, &ray, state.bounce);
float rbsdf = path_rng_1D(kg, rng, sample, num_samples, rng_offset + PRNG_BSDF);
shader_eval_surface(kg, &sd, rbsdf, state.flag, SHADER_CONTEXT_MAIN);
@@ -464,7 +464,7 @@ __device float4 kernel_path_progressive(KernelGlobals *kg, RNG *rng, int sample,
light_ray.time = sd.time;
#endif
- if(direct_emission(kg, &sd, -1, light_t, light_o, light_u, light_v, &light_ray, &L_light, &is_lamp)) {
+ if(direct_emission(kg, &sd, -1, light_t, light_o, light_u, light_v, &light_ray, &L_light, &is_lamp, state.bounce)) {
/* trace shadow ray */
float3 shadow;
@@ -575,7 +575,7 @@ __device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, int sample, Ray
float light_t = path_rng_1D(kg, rng, sample, num_total_samples, rng_offset + PRNG_LIGHT);
float3 emission;
- if(indirect_lamp_emission(kg, &light_ray, state.flag, ray_pdf, light_t, &emission))
+ if(indirect_lamp_emission(kg, &light_ray, state.flag, ray_pdf, light_t, &emission, state.bounce))
path_radiance_accum_emission(L, throughput, emission, state.bounce);
}
#endif
@@ -583,7 +583,7 @@ __device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, int sample, Ray
if(!hit) {
#ifdef __BACKGROUND__
/* sample background shader */
- float3 L_background = indirect_background(kg, &ray, state.flag, ray_pdf);
+ float3 L_background = indirect_background(kg, &ray, state.flag, ray_pdf, state.bounce);
path_radiance_accum_background(L, throughput, L_background, state.bounce);
#endif
@@ -592,7 +592,7 @@ __device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, int sample, Ray
/* setup shading */
ShaderData sd;
- shader_setup_from_ray(kg, &sd, &isect, &ray);
+ shader_setup_from_ray(kg, &sd, &isect, &ray, state.bounce);
float rbsdf = path_rng_1D(kg, rng, sample, num_total_samples, rng_offset + PRNG_BSDF);
shader_eval_surface(kg, &sd, rbsdf, state.flag, SHADER_CONTEXT_INDIRECT);
shader_merge_closures(kg, &sd);
@@ -706,7 +706,7 @@ __device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, int sample, Ray
#endif
/* sample random light */
- if(direct_emission(kg, &sd, -1, light_t, light_o, light_u, light_v, &light_ray, &L_light, &is_lamp)) {
+ if(direct_emission(kg, &sd, -1, light_t, light_o, light_u, light_v, &light_ray, &L_light, &is_lamp, state.bounce)) {
/* trace shadow ray */
float3 shadow;
@@ -838,7 +838,7 @@ __device_noinline void kernel_path_non_progressive_lighting(KernelGlobals *kg, R
float light_u, light_v;
path_rng_2D(kg, &lamp_rng, sample*num_samples + j, aa_samples*num_samples, rng_offset + PRNG_LIGHT_U, &light_u, &light_v);
- if(direct_emission(kg, sd, i, 0.0f, 0.0f, light_u, light_v, &light_ray, &L_light, &is_lamp)) {
+ if(direct_emission(kg, sd, i, 0.0f, 0.0f, light_u, light_v, &light_ray, &L_light, &is_lamp, state.bounce)) {
/* trace shadow ray */
float3 shadow;
@@ -867,7 +867,7 @@ __device_noinline void kernel_path_non_progressive_lighting(KernelGlobals *kg, R
if(kernel_data.integrator.num_all_lights)
light_t = 0.5f*light_t;
- if(direct_emission(kg, sd, -1, light_t, 0.0f, light_u, light_v, &light_ray, &L_light, &is_lamp)) {
+ if(direct_emission(kg, sd, -1, light_t, 0.0f, light_u, light_v, &light_ray, &L_light, &is_lamp, state.bounce)) {
/* trace shadow ray */
float3 shadow;
@@ -1013,7 +1013,7 @@ __device float4 kernel_path_non_progressive(KernelGlobals *kg, RNG *rng, int sam
#ifdef __BACKGROUND__
/* sample background shader */
- float3 L_background = indirect_background(kg, &ray, state.flag, ray_pdf);
+ float3 L_background = indirect_background(kg, &ray, state.flag, ray_pdf, state.bounce);
path_radiance_accum_background(&L, throughput, L_background, state.bounce);
#endif
@@ -1022,7 +1022,7 @@ __device float4 kernel_path_non_progressive(KernelGlobals *kg, RNG *rng, int sam
/* setup shading */
ShaderData sd;
- shader_setup_from_ray(kg, &sd, &isect, &ray);
+ shader_setup_from_ray(kg, &sd, &isect, &ray, state.bounce);
shader_eval_surface(kg, &sd, 0.0f, state.flag, SHADER_CONTEXT_MAIN);
shader_merge_closures(kg, &sd);
diff --git a/intern/cycles/kernel/kernel_shader.h b/intern/cycles/kernel/kernel_shader.h
index 039981a031a..b902230a9b9 100644
--- a/intern/cycles/kernel/kernel_shader.h
+++ b/intern/cycles/kernel/kernel_shader.h
@@ -64,7 +64,7 @@ __device_noinline
__device
#endif
void shader_setup_from_ray(KernelGlobals *kg, ShaderData *sd,
- const Intersection *isect, const Ray *ray)
+ const Intersection *isect, const Ray *ray, int bounce)
{
#ifdef __INSTANCING__
sd->object = (isect->object == ~0)? kernel_tex_fetch(__prim_object, isect->prim): isect->object;
@@ -80,6 +80,7 @@ void shader_setup_from_ray(KernelGlobals *kg, ShaderData *sd,
sd->prim = kernel_tex_fetch(__prim_index, isect->prim);
sd->ray_length = isect->t;
+ sd->ray_depth = bounce;
#ifdef __HAIR__
if(kernel_tex_fetch(__prim_segment, isect->prim) != ~0) {
@@ -277,7 +278,7 @@ __device
#endif
void shader_setup_from_sample(KernelGlobals *kg, ShaderData *sd,
const float3 P, const float3 Ng, const float3 I,
- int shader, int object, int prim, float u, float v, float t, float time, int segment)
+ int shader, int object, int prim, float u, float v, float t, float time, int bounce, int segment)
{
/* vectors */
sd->P = P;
@@ -300,6 +301,7 @@ void shader_setup_from_sample(KernelGlobals *kg, ShaderData *sd,
sd->v = v;
#endif
sd->ray_length = t;
+ sd->ray_depth = bounce;
/* detect instancing, for non-instanced the object index is -object-1 */
#ifdef __INSTANCING__
@@ -408,12 +410,12 @@ __device void shader_setup_from_displace(KernelGlobals *kg, ShaderData *sd,
/* watch out: no instance transform currently */
- shader_setup_from_sample(kg, sd, P, Ng, I, shader, object, prim, u, v, 0.0f, TIME_INVALID, ~0);
+ shader_setup_from_sample(kg, sd, P, Ng, I, shader, object, prim, u, v, 0.0f, TIME_INVALID, 0, ~0);
}
/* ShaderData setup from ray into background */
-__device_inline void shader_setup_from_background(KernelGlobals *kg, ShaderData *sd, const Ray *ray)
+__device_inline void shader_setup_from_background(KernelGlobals *kg, ShaderData *sd, const Ray *ray, int bounce)
{
/* vectors */
sd->P = ray->D;
@@ -426,6 +428,7 @@ __device_inline void shader_setup_from_background(KernelGlobals *kg, ShaderData
sd->time = ray->time;
#endif
sd->ray_length = 0.0f;
+ sd->ray_depth = bounce;
#ifdef __INSTANCING__
sd->object = ~0;
diff --git a/intern/cycles/kernel/kernel_types.h b/intern/cycles/kernel/kernel_types.h
index 38ababa96bd..733eb665860 100644
--- a/intern/cycles/kernel/kernel_types.h
+++ b/intern/cycles/kernel/kernel_types.h
@@ -540,6 +540,9 @@ typedef struct ShaderData {
/* length of the ray being shaded */
float ray_length;
+
+ /* ray bounce depth */
+ int ray_depth;
#ifdef __RAY_DIFFERENTIALS__
/* differential of P. these are orthogonal to Ng, not N */
diff --git a/intern/cycles/kernel/osl/osl_services.cpp b/intern/cycles/kernel/osl/osl_services.cpp
index e1e43b117e7..f3b79da8894 100644
--- a/intern/cycles/kernel/osl/osl_services.cpp
+++ b/intern/cycles/kernel/osl/osl_services.cpp
@@ -84,6 +84,7 @@ ustring OSLRenderServices::u_curve_thickness("geom:curve_thickness");
ustring OSLRenderServices::u_curve_tangent_normal("geom:curve_tangent_normal");
#endif
ustring OSLRenderServices::u_path_ray_length("path:ray_length");
+ustring OSLRenderServices::u_path_ray_depth("path:ray_depth");
ustring OSLRenderServices::u_trace("trace");
ustring OSLRenderServices::u_hit("hit");
ustring OSLRenderServices::u_hitdist("hitdist");
@@ -660,6 +661,11 @@ bool OSLRenderServices::get_background_attribute(KernelGlobals *kg, ShaderData *
float f = sd->ray_length;
return set_attribute_float(f, type, derivatives, val);
}
+ else if (name == u_path_ray_depth) {
+ /* Ray Depth */
+ int f = sd->ray_depth;
+ return set_attribute_int(f, type, derivatives, val);
+ }
else if (name == u_ndc) {
/* NDC coordinates with special exception for otho */
OSLThreadData *tdata = kg->osl_tdata;
@@ -919,7 +925,10 @@ bool OSLRenderServices::getmessage(OSL::ShaderGlobals *sg, ustring source, ustri
if(!tracedata->setup) {
/* lazy shader data setup */
- shader_setup_from_ray(kg, sd, &tracedata->isect, &tracedata->ray);
+ ShaderData *original_sd = (ShaderData *)(sg->renderstate);
+ int bounce = original_sd->ray_depth + 1;
+
+ shader_setup_from_ray(kg, sd, &tracedata->isect, &tracedata->ray, bounce);
tracedata->setup = true;
}
diff --git a/intern/cycles/kernel/osl/osl_services.h b/intern/cycles/kernel/osl/osl_services.h
index ca18c85a167..5ec4673ef37 100644
--- a/intern/cycles/kernel/osl/osl_services.h
+++ b/intern/cycles/kernel/osl/osl_services.h
@@ -135,6 +135,7 @@ public:
static ustring u_curve_thickness;
static ustring u_curve_tangent_normal;
static ustring u_path_ray_length;
+ static ustring u_path_ray_depth;
static ustring u_trace;
static ustring u_hit;
static ustring u_hitdist;
diff --git a/intern/cycles/kernel/shaders/node_light_path.osl b/intern/cycles/kernel/shaders/node_light_path.osl
index 9e3f6c7b4a9..ed3c6969970 100644
--- a/intern/cycles/kernel/shaders/node_light_path.osl
+++ b/intern/cycles/kernel/shaders/node_light_path.osl
@@ -26,7 +26,8 @@ shader node_light_path(
output float IsSingularRay = 0.0,
output float IsReflectionRay = 0.0,
output float IsTransmissionRay = 0.0,
- output float RayLength = 0.0)
+ output float RayLength = 0.0,
+ output float RayDepth = 0.0)
{
IsCameraRay = raytype("camera");
IsShadowRay = raytype("shadow");
@@ -37,5 +38,9 @@ shader node_light_path(
IsTransmissionRay = raytype("refraction");
getattribute("path:ray_length", RayLength);
+
+ int ray_depth;
+ getattribute("path:ray_depth", ray_depth);
+ RayDepth = (float)ray_depth;
}
diff --git a/intern/cycles/kernel/svm/svm_light_path.h b/intern/cycles/kernel/svm/svm_light_path.h
index b29dc9cbd45..0f16ef83894 100644
--- a/intern/cycles/kernel/svm/svm_light_path.h
+++ b/intern/cycles/kernel/svm/svm_light_path.h
@@ -34,6 +34,7 @@ __device void svm_node_light_path(ShaderData *sd, float *stack, uint type, uint
case NODE_LP_transmission: info = (path_flag & PATH_RAY_TRANSMIT)? 1.0f: 0.0f; break;
case NODE_LP_backfacing: info = (sd->flag & SD_BACKFACING)? 1.0f: 0.0f; break;
case NODE_LP_ray_length: info = sd->ray_length; break;
+ case NODE_LP_ray_depth: info = (float)sd->ray_depth; break;
}
stack_store_float(stack, out_offset, info);
diff --git a/intern/cycles/kernel/svm/svm_types.h b/intern/cycles/kernel/svm/svm_types.h
index e5b3e2b972f..85719265292 100644
--- a/intern/cycles/kernel/svm/svm_types.h
+++ b/intern/cycles/kernel/svm/svm_types.h
@@ -153,7 +153,8 @@ typedef enum NodeLightPath {
NODE_LP_reflection,
NODE_LP_transmission,
NODE_LP_backfacing,
- NODE_LP_ray_length
+ NODE_LP_ray_length,
+ NODE_LP_ray_depth
} NodeLightPath;
typedef enum NodeLightFalloff {