diff options
Diffstat (limited to 'intern/cycles/kernel/integrator/shade_surface.h')
-rw-r--r-- | intern/cycles/kernel/integrator/shade_surface.h | 44 |
1 files changed, 31 insertions, 13 deletions
diff --git a/intern/cycles/kernel/integrator/shade_surface.h b/intern/cycles/kernel/integrator/shade_surface.h index 9f6077e5d66..10d3cbf7f57 100644 --- a/intern/cycles/kernel/integrator/shade_surface.h +++ b/intern/cycles/kernel/integrator/shade_surface.h @@ -182,23 +182,35 @@ ccl_device_forceinline void integrate_surface_direct_light(KernelGlobals kg, /* Write shadow ray and associated state to global memory. */ integrator_state_write_shadow_ray(kg, shadow_state, &ray); + // Save memory by storing the light and object indices in the shadow_isect + INTEGRATOR_STATE_ARRAY_WRITE(shadow_state, shadow_isect, 0, object) = ray.self.object; + INTEGRATOR_STATE_ARRAY_WRITE(shadow_state, shadow_isect, 0, prim) = ray.self.prim; + INTEGRATOR_STATE_ARRAY_WRITE(shadow_state, shadow_isect, 1, object) = ray.self.light_object; + INTEGRATOR_STATE_ARRAY_WRITE(shadow_state, shadow_isect, 1, prim) = ray.self.light_prim; /* Copy state from main path to shadow path. */ const uint16_t bounce = INTEGRATOR_STATE(state, path, bounce); const uint16_t transparent_bounce = INTEGRATOR_STATE(state, path, transparent_bounce); uint32_t shadow_flag = INTEGRATOR_STATE(state, path, flag); shadow_flag |= (is_light) ? PATH_RAY_SHADOW_FOR_LIGHT : 0; - shadow_flag |= (shadow_flag & PATH_RAY_ANY_PASS) ? 0 : PATH_RAY_SURFACE_PASS; const float3 throughput = INTEGRATOR_STATE(state, path, throughput) * bsdf_eval_sum(&bsdf_eval); if (kernel_data.kernel_features & KERNEL_FEATURE_LIGHT_PASSES) { - const packed_float3 pass_diffuse_weight = - (bounce == 0) ? packed_float3(bsdf_eval_pass_diffuse_weight(&bsdf_eval)) : - INTEGRATOR_STATE(state, path, pass_diffuse_weight); - const packed_float3 pass_glossy_weight = (bounce == 0) ? - packed_float3( - bsdf_eval_pass_glossy_weight(&bsdf_eval)) : - INTEGRATOR_STATE(state, path, pass_glossy_weight); + packed_float3 pass_diffuse_weight; + packed_float3 pass_glossy_weight; + + if (shadow_flag & PATH_RAY_ANY_PASS) { + /* Indirect bounce, use weights from earlier surface or volume bounce. */ + pass_diffuse_weight = INTEGRATOR_STATE(state, path, pass_diffuse_weight); + pass_glossy_weight = INTEGRATOR_STATE(state, path, pass_glossy_weight); + } + else { + /* Direct light, use BSDFs at this bounce. */ + shadow_flag |= PATH_RAY_SURFACE_PASS; + pass_diffuse_weight = packed_float3(bsdf_eval_pass_diffuse_weight(&bsdf_eval)); + pass_glossy_weight = packed_float3(bsdf_eval_pass_glossy_weight(&bsdf_eval)); + } + INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, pass_diffuse_weight) = pass_diffuse_weight; INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, pass_glossy_weight) = pass_glossy_weight; } @@ -266,13 +278,11 @@ ccl_device_forceinline int integrate_surface_bsdf_bssrdf_bounce( } /* Setup ray. Note that clipping works through transparent bounces. */ - INTEGRATOR_STATE_WRITE(state, ray, P) = ray_offset(sd->P, - (label & LABEL_TRANSMIT) ? -sd->Ng : sd->Ng); + INTEGRATOR_STATE_WRITE(state, ray, P) = sd->P; INTEGRATOR_STATE_WRITE(state, ray, D) = normalize(bsdf_omega_in); INTEGRATOR_STATE_WRITE(state, ray, t) = (label & LABEL_TRANSPARENT) ? INTEGRATOR_STATE(state, ray, t) - sd->ray_length : FLT_MAX; - #ifdef __RAY_DIFFERENTIALS__ INTEGRATOR_STATE_WRITE(state, ray, dP) = differential_make_compact(sd->dP); INTEGRATOR_STATE_WRITE(state, ray, dD) = differential_make_compact(bsdf_domega_in); @@ -316,7 +326,7 @@ ccl_device_forceinline bool integrate_surface_volume_only_bounce(IntegratorState } /* Setup ray position, direction stays unchanged. */ - INTEGRATOR_STATE_WRITE(state, ray, P) = ray_offset(sd->P, -sd->Ng); + INTEGRATOR_STATE_WRITE(state, ray, P) = sd->P; /* Clipping works through transparent. */ INTEGRATOR_STATE_WRITE(state, ray, t) -= sd->ray_length; @@ -360,10 +370,14 @@ ccl_device_forceinline void integrate_surface_ao(KernelGlobals kg, } Ray ray ccl_optional_struct_init; - ray.P = ray_offset(sd->P, sd->Ng); + ray.P = sd->P; ray.D = ao_D; ray.t = kernel_data.integrator.ao_bounces_distance; ray.time = sd->time; + ray.self.object = sd->object; + ray.self.prim = sd->prim; + ray.self.light_object = OBJECT_NONE; + ray.self.light_prim = PRIM_NONE; ray.dP = differential_zero_compact(); ray.dD = differential_zero_compact(); @@ -375,6 +389,10 @@ ccl_device_forceinline void integrate_surface_ao(KernelGlobals kg, /* Write shadow ray and associated state to global memory. */ integrator_state_write_shadow_ray(kg, shadow_state, &ray); + INTEGRATOR_STATE_ARRAY_WRITE(shadow_state, shadow_isect, 0, object) = ray.self.object; + INTEGRATOR_STATE_ARRAY_WRITE(shadow_state, shadow_isect, 0, prim) = ray.self.prim; + INTEGRATOR_STATE_ARRAY_WRITE(shadow_state, shadow_isect, 1, object) = ray.self.light_object; + INTEGRATOR_STATE_ARRAY_WRITE(shadow_state, shadow_isect, 1, prim) = ray.self.light_prim; /* Copy state from main path to shadow path. */ const uint16_t bounce = INTEGRATOR_STATE(state, path, bounce); |