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Diffstat (limited to 'intern/cycles/kernel/integrator/shade_background.h')
-rw-r--r--intern/cycles/kernel/integrator/shade_background.h219
1 files changed, 219 insertions, 0 deletions
diff --git a/intern/cycles/kernel/integrator/shade_background.h b/intern/cycles/kernel/integrator/shade_background.h
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+++ b/intern/cycles/kernel/integrator/shade_background.h
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+/*
+ * 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/film/accumulate.h"
+#include "kernel/integrator/shader_eval.h"
+#include "kernel/light/light.h"
+#include "kernel/light/sample.h"
+#include "kernel/sample/mis.h"
+
+CCL_NAMESPACE_BEGIN
+
+ccl_device float3 integrator_eval_background_shader(KernelGlobals kg,
+ IntegratorState state,
+ ccl_global float *ccl_restrict render_buffer)
+{
+#ifdef __BACKGROUND__
+ const int shader = kernel_data.background.surface_shader;
+ const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
+
+ /* Use visibility flag to skip lights. */
+ if (shader & SHADER_EXCLUDE_ANY) {
+ if (((shader & SHADER_EXCLUDE_DIFFUSE) && (path_flag & PATH_RAY_DIFFUSE)) ||
+ ((shader & SHADER_EXCLUDE_GLOSSY) && ((path_flag & (PATH_RAY_GLOSSY | PATH_RAY_REFLECT)) ==
+ (PATH_RAY_GLOSSY | PATH_RAY_REFLECT))) ||
+ ((shader & SHADER_EXCLUDE_TRANSMIT) && (path_flag & PATH_RAY_TRANSMIT)) ||
+ ((shader & SHADER_EXCLUDE_CAMERA) && (path_flag & PATH_RAY_CAMERA)) ||
+ ((shader & SHADER_EXCLUDE_SCATTER) && (path_flag & PATH_RAY_VOLUME_SCATTER)))
+ return zero_float3();
+ }
+
+ /* Use fast constant background color if available. */
+ float3 L = zero_float3();
+ if (!shader_constant_emission_eval(kg, shader, &L)) {
+ /* Evaluate background shader. */
+
+ /* TODO: does aliasing like this break automatic SoA in CUDA?
+ * Should we instead store closures separate from ShaderData? */
+ ShaderDataTinyStorage emission_sd_storage;
+ ccl_private ShaderData *emission_sd = AS_SHADER_DATA(&emission_sd_storage);
+
+ PROFILING_INIT_FOR_SHADER(kg, PROFILING_SHADE_LIGHT_SETUP);
+ shader_setup_from_background(kg,
+ emission_sd,
+ INTEGRATOR_STATE(state, ray, P),
+ INTEGRATOR_STATE(state, ray, D),
+ INTEGRATOR_STATE(state, ray, time));
+
+ PROFILING_SHADER(emission_sd->object, emission_sd->shader);
+ PROFILING_EVENT(PROFILING_SHADE_LIGHT_EVAL);
+ shader_eval_surface<KERNEL_FEATURE_NODE_MASK_SURFACE_LIGHT>(
+ kg, state, emission_sd, render_buffer, path_flag | PATH_RAY_EMISSION);
+
+ L = shader_background_eval(emission_sd);
+ }
+
+ /* Background MIS weights. */
+# ifdef __BACKGROUND_MIS__
+ /* Check if background light exists or if we should skip pdf. */
+ if (!(INTEGRATOR_STATE(state, path, flag) & PATH_RAY_MIS_SKIP) &&
+ kernel_data.background.use_mis) {
+ const float3 ray_P = INTEGRATOR_STATE(state, ray, P);
+ const float3 ray_D = INTEGRATOR_STATE(state, ray, D);
+ const float mis_ray_pdf = INTEGRATOR_STATE(state, path, mis_ray_pdf);
+ const float mis_ray_t = INTEGRATOR_STATE(state, path, mis_ray_t);
+
+ /* multiple importance sampling, get background light pdf for ray
+ * direction, and compute weight with respect to BSDF pdf */
+ const float pdf = background_light_pdf(kg, ray_P - ray_D * mis_ray_t, ray_D);
+ const float mis_weight = power_heuristic(mis_ray_pdf, pdf);
+
+ L *= mis_weight;
+ }
+# endif
+
+ return L;
+#else
+ return make_float3(0.8f, 0.8f, 0.8f);
+#endif
+}
+
+ccl_device_inline void integrate_background(KernelGlobals kg,
+ IntegratorState state,
+ ccl_global float *ccl_restrict render_buffer)
+{
+ /* Accumulate transparency for transparent background. We can skip background
+ * shader evaluation unless a background pass is used. */
+ bool eval_background = true;
+ float transparent = 0.0f;
+
+ const bool is_transparent_background_ray = kernel_data.background.transparent &&
+ (INTEGRATOR_STATE(state, path, flag) &
+ PATH_RAY_TRANSPARENT_BACKGROUND);
+
+ if (is_transparent_background_ray) {
+ transparent = average(INTEGRATOR_STATE(state, path, throughput));
+
+#ifdef __PASSES__
+ eval_background = (kernel_data.film.light_pass_flag & PASSMASK(BACKGROUND));
+#else
+ eval_background = false;
+#endif
+ }
+
+ /* Evaluate background shader. */
+ float3 L = (eval_background) ? integrator_eval_background_shader(kg, state, render_buffer) :
+ zero_float3();
+
+ /* When using the ao bounces approximation, adjust background
+ * shader intensity with ao factor. */
+ if (path_state_ao_bounce(kg, state)) {
+ L *= kernel_data.integrator.ao_bounces_factor;
+ }
+
+ /* Write to render buffer. */
+ kernel_accum_background(kg, state, L, transparent, is_transparent_background_ray, render_buffer);
+}
+
+ccl_device_inline void integrate_distant_lights(KernelGlobals kg,
+ IntegratorState state,
+ ccl_global float *ccl_restrict render_buffer)
+{
+ const float3 ray_D = INTEGRATOR_STATE(state, ray, D);
+ const float ray_time = INTEGRATOR_STATE(state, ray, time);
+ LightSample ls ccl_optional_struct_init;
+ for (int lamp = 0; lamp < kernel_data.integrator.num_all_lights; lamp++) {
+ if (light_sample_from_distant_ray(kg, ray_D, lamp, &ls)) {
+ /* 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_CAMERA) && (path_flag & PATH_RAY_CAMERA)) ||
+ ((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_background(KernelGlobals kg,
+ IntegratorState state,
+ ccl_global float *ccl_restrict render_buffer)
+{
+ PROFILING_INIT(kg, PROFILING_SHADE_LIGHT_SETUP);
+
+ /* TODO: unify these in a single loop to only have a single shader evaluation call. */
+ integrate_distant_lights(kg, state, render_buffer);
+ integrate_background(kg, state, render_buffer);
+
+#ifdef __SHADOW_CATCHER__
+ if (INTEGRATOR_STATE(state, path, flag) & PATH_RAY_SHADOW_CATCHER_BACKGROUND) {
+ INTEGRATOR_STATE_WRITE(state, path, flag) &= ~PATH_RAY_SHADOW_CATCHER_BACKGROUND;
+
+ const int isect_prim = INTEGRATOR_STATE(state, isect, prim);
+ const int isect_type = INTEGRATOR_STATE(state, isect, type);
+ const int shader = intersection_get_shader_from_isect_prim(kg, isect_prim, isect_type);
+ const int shader_flags = kernel_tex_fetch(__shaders, shader).flags;
+
+ if (shader_flags & SD_HAS_RAYTRACE) {
+ INTEGRATOR_PATH_NEXT_SORTED(DEVICE_KERNEL_INTEGRATOR_SHADE_BACKGROUND,
+ DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE,
+ shader);
+ }
+ else {
+ INTEGRATOR_PATH_NEXT_SORTED(DEVICE_KERNEL_INTEGRATOR_SHADE_BACKGROUND,
+ DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE,
+ shader);
+ }
+ return;
+ }
+#endif
+
+ INTEGRATOR_PATH_TERMINATE(DEVICE_KERNEL_INTEGRATOR_SHADE_BACKGROUND);
+}
+
+CCL_NAMESPACE_END