diff options
Diffstat (limited to 'intern/cycles/kernel/kernel_path.h')
-rw-r--r-- | intern/cycles/kernel/kernel_path.h | 34 |
1 files changed, 14 insertions, 20 deletions
diff --git a/intern/cycles/kernel/kernel_path.h b/intern/cycles/kernel/kernel_path.h index 3a242a06a72..d43d6374c13 100644 --- a/intern/cycles/kernel/kernel_path.h +++ b/intern/cycles/kernel/kernel_path.h @@ -210,8 +210,8 @@ ccl_device_forceinline VolumeIntegrateResult kernel_path_volume( /* indirect sample. if we use distance sampling and take just * one sample for direct and indirect light, we could share * this computation, but makes code a bit complex */ - float rphase = path_state_rng_1D_for_decision(kg, state, PRNG_PHASE); - float rscatter = path_state_rng_1D_for_decision(kg, state, PRNG_SCATTER_DISTANCE); + float rphase = path_state_rng_1D(kg, state, PRNG_PHASE_CHANNEL); + float rscatter = path_state_rng_1D(kg, state, PRNG_SCATTER_DISTANCE); result = kernel_volume_decoupled_scatter(kg, state, &volume_ray, sd, throughput, @@ -434,11 +434,8 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg, sd, &isect, ray); - float rbsdf = path_state_rng_1D_for_decision(kg, state, PRNG_BSDF); - shader_eval_surface(kg, sd, state, rbsdf, state->flag); -#ifdef __BRANCHED_PATH__ - shader_merge_closures(sd); -#endif /* __BRANCHED_PATH__ */ + shader_eval_surface(kg, sd, state, state->flag); + shader_prepare_closures(sd, state); /* Apply shadow catcher, holdout, emission. */ if(!kernel_path_shader_apply(kg, @@ -462,7 +459,7 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg, break; } else if(probability != 1.0f) { - float terminate = path_state_rng_1D_for_decision(kg, state, PRNG_TERMINATE); + float terminate = path_state_rng_1D(kg, state, PRNG_TERMINATE); if(terminate >= probability) break; @@ -483,21 +480,18 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg, /* bssrdf scatter to a different location on the same object, replacing * the closures with a diffuse BSDF */ if(sd->flag & SD_BSSRDF) { - float bssrdf_probability; - ShaderClosure *sc = subsurface_scatter_pick_closure(kg, sd, &bssrdf_probability); + float bssrdf_u, bssrdf_v; + path_state_rng_2D(kg, + state, + PRNG_BSDF_U, + &bssrdf_u, &bssrdf_v); - /* modify throughput for picking bssrdf or bsdf */ - throughput *= bssrdf_probability; + const ShaderClosure *sc = shader_bssrdf_pick(sd, &throughput, &bssrdf_u); /* do bssrdf scatter step if we picked a bssrdf closure */ if(sc) { uint lcg_state = lcg_state_init(state, 0x68bc21eb); - float bssrdf_u, bssrdf_v; - path_state_rng_2D(kg, - state, - PRNG_BSDF_U, - &bssrdf_u, &bssrdf_v); subsurface_scatter_step(kg, sd, state, @@ -591,8 +585,8 @@ ccl_device_forceinline void kernel_path_integrate( /* Setup and evaluate shader. */ shader_setup_from_ray(kg, &sd, &isect, ray); - float rbsdf = path_state_rng_1D_for_decision(kg, state, PRNG_BSDF); - shader_eval_surface(kg, &sd, state, rbsdf, state->flag); + shader_eval_surface(kg, &sd, state, state->flag); + shader_prepare_closures(&sd, state); /* Apply shadow catcher, holdout, emission. */ if(!kernel_path_shader_apply(kg, @@ -616,7 +610,7 @@ ccl_device_forceinline void kernel_path_integrate( break; } else if(probability != 1.0f) { - float terminate = path_state_rng_1D_for_decision(kg, state, PRNG_TERMINATE); + float terminate = path_state_rng_1D(kg, state, PRNG_TERMINATE); if(terminate >= probability) break; |