diff options
Diffstat (limited to 'intern/cycles/kernel/kernel_emission.h')
-rw-r--r-- | intern/cycles/kernel/kernel_emission.h | 37 |
1 files changed, 20 insertions, 17 deletions
diff --git a/intern/cycles/kernel/kernel_emission.h b/intern/cycles/kernel/kernel_emission.h index 8c7c651a053..45b8c6311e1 100644 --- a/intern/cycles/kernel/kernel_emission.h +++ b/intern/cycles/kernel/kernel_emission.h @@ -37,16 +37,14 @@ ccl_device_noinline float3 direct_emissive_eval(KernelGlobals *kg, ray.D = ls->D; ray.P = ls->P; ray.t = 1.0f; -# ifdef __OBJECT_MOTION__ ray.time = time; -# endif ray.dP = differential3_zero(); ray.dD = dI; shader_setup_from_background(kg, emission_sd, &ray); path_state_modify_bounce(state, true); - eval = shader_eval_background(kg, emission_sd, state, 0, SHADER_CONTEXT_EMISSION); + eval = shader_eval_background(kg, emission_sd, state, 0); path_state_modify_bounce(state, false); } else @@ -67,16 +65,16 @@ ccl_device_noinline float3 direct_emissive_eval(KernelGlobals *kg, ls->shader, ls->object, ls->prim, ls->u, ls->v, t, time, false, ls->lamp); - ls->Ng = ccl_fetch(emission_sd, Ng); + ls->Ng = emission_sd->Ng; /* no path flag, we're evaluating this for all closures. that's weak but * we'd have to do multiple evaluations otherwise */ path_state_modify_bounce(state, true); - shader_eval_surface(kg, emission_sd, NULL, state, 0.0f, 0, SHADER_CONTEXT_EMISSION); + shader_eval_surface(kg, emission_sd, state, 0); path_state_modify_bounce(state, false); /* evaluate emissive closure */ - if(ccl_fetch(emission_sd, flag) & SD_EMISSION) + if(emission_sd->flag & SD_EMISSION) eval = shader_emissive_eval(kg, emission_sd); else eval = make_float3(0.0f, 0.0f, 0.0f); @@ -112,7 +110,7 @@ ccl_device_noinline bool direct_emission(KernelGlobals *kg, -ls->D, dD, ls->t, - ccl_fetch(sd, time)); + sd->time); if(is_zero(light_eval)) return false; @@ -120,7 +118,7 @@ ccl_device_noinline bool direct_emission(KernelGlobals *kg, /* evaluate BSDF at shading point */ #ifdef __VOLUME__ - if(ccl_fetch(sd, prim) != PRIM_NONE) + if(sd->prim != PRIM_NONE) shader_bsdf_eval(kg, sd, ls->D, eval, ls->pdf, ls->shader & SHADER_USE_MIS); else { float bsdf_pdf; @@ -156,8 +154,13 @@ ccl_device_noinline bool direct_emission(KernelGlobals *kg, if(bsdf_eval_is_zero(eval)) return false; - if(kernel_data.integrator.light_inv_rr_threshold > 0.0f) { - float probability = max3(bsdf_eval_sum(eval)) * kernel_data.integrator.light_inv_rr_threshold; + if(kernel_data.integrator.light_inv_rr_threshold > 0.0f +#ifdef __SHADOW_TRICKS__ + && (state->flag & PATH_RAY_SHADOW_CATCHER) == 0 +#endif + ) + { + float probability = max3(fabs(bsdf_eval_sum(eval))) * kernel_data.integrator.light_inv_rr_threshold; if(probability < 1.0f) { if(rand_terminate >= probability) { return false; @@ -168,8 +171,8 @@ ccl_device_noinline bool direct_emission(KernelGlobals *kg, if(ls->shader & SHADER_CAST_SHADOW) { /* setup ray */ - bool transmit = (dot(ccl_fetch(sd, Ng), ls->D) < 0.0f); - ray->P = ray_offset(ccl_fetch(sd, P), (transmit)? -ccl_fetch(sd, Ng): ccl_fetch(sd, Ng)); + bool transmit = (dot(sd->Ng, ls->D) < 0.0f); + ray->P = ray_offset(sd->P, (transmit)? -sd->Ng: sd->Ng); if(ls->t == FLT_MAX) { /* distant light */ @@ -182,7 +185,7 @@ ccl_device_noinline bool direct_emission(KernelGlobals *kg, ray->D = normalize_len(ray->D, &ray->t); } - ray->dP = ccl_fetch(sd, dP); + ray->dP = sd->dP; ray->dD = differential3_zero(); } else { @@ -204,14 +207,14 @@ ccl_device_noinline float3 indirect_primitive_emission(KernelGlobals *kg, Shader float3 L = shader_emissive_eval(kg, sd); #ifdef __HAIR__ - if(!(path_flag & PATH_RAY_MIS_SKIP) && (ccl_fetch(sd, flag) & SD_USE_MIS) && (ccl_fetch(sd, type) & PRIMITIVE_ALL_TRIANGLE)) + if(!(path_flag & PATH_RAY_MIS_SKIP) && (sd->flag & SD_USE_MIS) && (sd->type & PRIMITIVE_ALL_TRIANGLE)) #else - if(!(path_flag & PATH_RAY_MIS_SKIP) && (ccl_fetch(sd, flag) & SD_USE_MIS)) + if(!(path_flag & PATH_RAY_MIS_SKIP) && (sd->flag & SD_USE_MIS)) #endif { /* multiple importance sampling, get triangle light pdf, * and compute weight with respect to BSDF pdf */ - float pdf = triangle_light_pdf(kg, ccl_fetch(sd, Ng), ccl_fetch(sd, I), t); + float pdf = triangle_light_pdf(kg, sd, t); float mis_weight = power_heuristic(bsdf_pdf, pdf); return L*mis_weight; @@ -314,7 +317,7 @@ ccl_device_noinline float3 indirect_background(KernelGlobals *kg, # endif path_state_modify_bounce(state, true); - float3 L = shader_eval_background(kg, emission_sd, state, state->flag, SHADER_CONTEXT_EMISSION); + float3 L = shader_eval_background(kg, emission_sd, state, state->flag); path_state_modify_bounce(state, false); #ifdef __BACKGROUND_MIS__ |