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Diffstat (limited to 'intern/cycles/kernel/integrator/integrator_shade_light.h')
-rw-r--r--intern/cycles/kernel/integrator/integrator_shade_light.h128
1 files changed, 0 insertions, 128 deletions
diff --git a/intern/cycles/kernel/integrator/integrator_shade_light.h b/intern/cycles/kernel/integrator/integrator_shade_light.h
deleted file mode 100644
index 4f0f5a39756..00000000000
--- a/intern/cycles/kernel/integrator/integrator_shade_light.h
+++ /dev/null
@@ -1,128 +0,0 @@
-/*
- * 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/kernel_accumulate.h"
-#include "kernel/kernel_emission.h"
-#include "kernel/kernel_light.h"
-#include "kernel/kernel_shader.h"
-
-CCL_NAMESPACE_BEGIN
-
-ccl_device_inline void integrate_light(KernelGlobals kg,
- IntegratorState state,
- ccl_global float *ccl_restrict render_buffer)
-{
- /* Setup light sample. */
- Intersection isect ccl_optional_struct_init;
- integrator_state_read_isect(kg, state, &isect);
-
- float3 ray_P = INTEGRATOR_STATE(state, ray, P);
- const float3 ray_D = INTEGRATOR_STATE(state, ray, D);
- const float ray_time = INTEGRATOR_STATE(state, ray, time);
-
- /* Advance ray beyond light. */
- /* TODO: can we make this more numerically robust to avoid reintersecting the
- * same light in some cases? */
- const float3 new_ray_P = ray_offset(ray_P + ray_D * isect.t, ray_D);
- INTEGRATOR_STATE_WRITE(state, ray, P) = new_ray_P;
- INTEGRATOR_STATE_WRITE(state, ray, t) -= isect.t;
-
- /* Set position to where the BSDF was sampled, for correct MIS PDF. */
- const float mis_ray_t = INTEGRATOR_STATE(state, path, mis_ray_t);
- ray_P -= ray_D * mis_ray_t;
- isect.t += mis_ray_t;
- INTEGRATOR_STATE_WRITE(state, path, mis_ray_t) = mis_ray_t + isect.t;
-
- LightSample ls ccl_optional_struct_init;
- const bool use_light_sample = light_sample_from_intersection(kg, &isect, ray_P, ray_D, &ls);
-
- if (!use_light_sample) {
- return;
- }
-
- /* Use visibility flag to skip lights. */
-#ifdef __PASSES__
- const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
-
- if (ls.shader & SHADER_EXCLUDE_ANY) {
- if (((ls.shader & SHADER_EXCLUDE_DIFFUSE) && (path_flag & PATH_RAY_DIFFUSE)) ||
- ((ls.shader & SHADER_EXCLUDE_GLOSSY) &&
- ((path_flag & (PATH_RAY_GLOSSY | PATH_RAY_REFLECT)) ==
- (PATH_RAY_GLOSSY | PATH_RAY_REFLECT))) ||
- ((ls.shader & SHADER_EXCLUDE_TRANSMIT) && (path_flag & PATH_RAY_TRANSMIT)) ||
- ((ls.shader & SHADER_EXCLUDE_SCATTER) && (path_flag & PATH_RAY_VOLUME_SCATTER)))
- return;
- }
-#endif
-
- /* Evaluate light shader. */
- /* TODO: does aliasing like this break automatic SoA in CUDA? */
- ShaderDataTinyStorage emission_sd_storage;
- ccl_private ShaderData *emission_sd = AS_SHADER_DATA(&emission_sd_storage);
- float3 light_eval = light_sample_shader_eval(kg, state, emission_sd, &ls, ray_time);
- if (is_zero(light_eval)) {
- return;
- }
-
- /* MIS weighting. */
- if (!(path_flag & PATH_RAY_MIS_SKIP)) {
- /* multiple importance sampling, get regular light pdf,
- * and compute weight with respect to BSDF pdf */
- const float mis_ray_pdf = INTEGRATOR_STATE(state, path, mis_ray_pdf);
- const float mis_weight = power_heuristic(mis_ray_pdf, ls.pdf);
- light_eval *= mis_weight;
- }
-
- /* Write to render buffer. */
- const float3 throughput = INTEGRATOR_STATE(state, path, throughput);
- kernel_accum_emission(kg, state, throughput, light_eval, render_buffer);
-}
-
-ccl_device void integrator_shade_light(KernelGlobals kg,
- IntegratorState state,
- ccl_global float *ccl_restrict render_buffer)
-{
- PROFILING_INIT(kg, PROFILING_SHADE_LIGHT_SETUP);
-
- integrate_light(kg, state, render_buffer);
-
- /* TODO: we could get stuck in an infinite loop if there are precision issues
- * and the same light is hit again.
- *
- * As a workaround count this as a transparent bounce. It makes some sense
- * to interpret lights as transparent surfaces (and support making them opaque),
- * but this needs to be revisited. */
- uint32_t transparent_bounce = INTEGRATOR_STATE(state, path, transparent_bounce) + 1;
- INTEGRATOR_STATE_WRITE(state, path, transparent_bounce) = transparent_bounce;
-
- if (transparent_bounce >= kernel_data.integrator.transparent_max_bounce) {
- INTEGRATOR_PATH_TERMINATE(DEVICE_KERNEL_INTEGRATOR_SHADE_LIGHT);
- return;
- }
- else {
- INTEGRATOR_PATH_NEXT(DEVICE_KERNEL_INTEGRATOR_SHADE_LIGHT,
- DEVICE_KERNEL_INTEGRATOR_INTERSECT_CLOSEST);
- return;
- }
-
- /* TODO: in some cases we could continue directly to SHADE_BACKGROUND, but
- * probably that optimization is probably not practical if we add lights to
- * scene geometry. */
-}
-
-CCL_NAMESPACE_END