diff options
Diffstat (limited to 'intern/cycles/kernel/kernel_accumulate.h')
-rw-r--r-- | intern/cycles/kernel/kernel_accumulate.h | 38 |
1 files changed, 33 insertions, 5 deletions
diff --git a/intern/cycles/kernel/kernel_accumulate.h b/intern/cycles/kernel/kernel_accumulate.h index 623c1dcaaa1..6c3ee6b8098 100644 --- a/intern/cycles/kernel/kernel_accumulate.h +++ b/intern/cycles/kernel/kernel_accumulate.h @@ -96,7 +96,7 @@ ccl_device_inline bool bsdf_eval_is_zero(BsdfEval *eval) } } -ccl_device_inline void bsdf_eval_mul(BsdfEval *eval, float3 value) +ccl_device_inline void bsdf_eval_mul(BsdfEval *eval, float value) { #ifdef __PASSES__ if(eval->use_light_pass) { @@ -115,6 +115,36 @@ ccl_device_inline void bsdf_eval_mul(BsdfEval *eval, float3 value) } } +ccl_device_inline void bsdf_eval_mul3(BsdfEval *eval, float3 value) +{ +#ifdef __PASSES__ + if(eval->use_light_pass) { + eval->diffuse *= value; + eval->glossy *= value; + eval->transmission *= value; + eval->subsurface *= value; + eval->scatter *= value; + + /* skipping transparent, this function is used by for eval(), will be zero then */ + } + else + eval->diffuse *= value; +#else + eval->diffuse *= value; +#endif +} + +ccl_device_inline float3 bsdf_eval_sum(BsdfEval *eval) +{ +#ifdef __PASSES__ + if(eval->use_light_pass) { + return eval->diffuse + eval->glossy + eval->transmission + eval->subsurface + eval->scatter; + } + else +#endif + return eval->diffuse; +} + /* Path Radiance * * We accumulate different render passes separately. After summing at the end @@ -193,8 +223,7 @@ ccl_device_inline void path_radiance_bsdf_bounce(PathRadiance *L, ccl_addr_space } else { /* transparent bounce before first hit, or indirectly visible through BSDF */ - float3 sum = (bsdf_eval->diffuse + bsdf_eval->glossy + bsdf_eval->transmission + bsdf_eval->transparent + - bsdf_eval->subsurface + bsdf_eval->scatter) * inverse_pdf; + float3 sum = (bsdf_eval_sum(bsdf_eval) + bsdf_eval->transparent) * inverse_pdf; *throughput *= sum; } } @@ -264,8 +293,7 @@ ccl_device_inline void path_radiance_accum_light(PathRadiance *L, float3 through } else { /* indirectly visible lighting after BSDF bounce */ - float3 sum = bsdf_eval->diffuse + bsdf_eval->glossy + bsdf_eval->transmission + bsdf_eval->subsurface + bsdf_eval->scatter; - L->indirect += throughput*sum*shadow; + L->indirect += throughput*bsdf_eval_sum(bsdf_eval)*shadow; } } else |