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Diffstat (limited to 'intern/cycles/kernel/kernel_path_subsurface.h')
-rw-r--r--intern/cycles/kernel/kernel_path_subsurface.h187
1 files changed, 187 insertions, 0 deletions
diff --git a/intern/cycles/kernel/kernel_path_subsurface.h b/intern/cycles/kernel/kernel_path_subsurface.h
new file mode 100644
index 00000000000..10b568ac3dd
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+++ b/intern/cycles/kernel/kernel_path_subsurface.h
@@ -0,0 +1,187 @@
+/*
+ * Copyright 2017 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.
+ */
+
+CCL_NAMESPACE_BEGIN
+
+#ifdef __SUBSURFACE__
+# ifndef __KERNEL_CUDA__
+ccl_device
+# else
+ccl_device_inline
+# endif
+bool kernel_path_subsurface_scatter(
+ KernelGlobals *kg,
+ ShaderData *sd,
+ ShaderData *emission_sd,
+ PathRadiance *L,
+ ccl_addr_space PathState *state,
+ RNG *rng,
+ ccl_addr_space Ray *ray,
+ ccl_addr_space float3 *throughput,
+ ccl_addr_space SubsurfaceIndirectRays *ss_indirect)
+{
+ float bssrdf_probability;
+ ShaderClosure *sc = subsurface_scatter_pick_closure(kg, sd, &bssrdf_probability);
+
+ /* modify throughput for picking bssrdf or bsdf */
+ *throughput *= bssrdf_probability;
+
+ /* do bssrdf scatter step if we picked a bssrdf closure */
+ if(sc) {
+ /* We should never have two consecutive BSSRDF bounces,
+ * the second one should be converted to a diffuse BSDF to
+ * avoid this.
+ */
+ kernel_assert(!ss_indirect->tracing);
+
+ uint lcg_state = lcg_state_init(rng, state->rng_offset, state->sample, 0x68bc21eb);
+
+ SubsurfaceIntersection ss_isect;
+ float bssrdf_u, bssrdf_v;
+ path_state_rng_2D(kg, rng, state, PRNG_BSDF_U, &bssrdf_u, &bssrdf_v);
+ int num_hits = subsurface_scatter_multi_intersect(kg,
+ &ss_isect,
+ sd,
+ sc,
+ &lcg_state,
+ bssrdf_u, bssrdf_v,
+ false);
+# ifdef __VOLUME__
+ ss_indirect->need_update_volume_stack =
+ kernel_data.integrator.use_volumes &&
+ sd->object_flag & SD_OBJECT_INTERSECTS_VOLUME;
+# endif /* __VOLUME__ */
+
+ /* compute lighting with the BSDF closure */
+ for(int hit = 0; hit < num_hits; hit++) {
+ /* NOTE: We reuse the existing ShaderData, we assume the path
+ * integration loop stops when this function returns true.
+ */
+ subsurface_scatter_multi_setup(kg,
+ &ss_isect,
+ hit,
+ sd,
+ state,
+ state->flag,
+ sc,
+ false);
+
+ ccl_addr_space PathState *hit_state = &ss_indirect->state[ss_indirect->num_rays];
+ ccl_addr_space Ray *hit_ray = &ss_indirect->rays[ss_indirect->num_rays];
+ ccl_addr_space float3 *hit_tp = &ss_indirect->throughputs[ss_indirect->num_rays];
+ PathRadiance *hit_L = &ss_indirect->L[ss_indirect->num_rays];
+
+ *hit_state = *state;
+ *hit_ray = *ray;
+ *hit_tp = *throughput;
+
+ hit_state->rng_offset += PRNG_BOUNCE_NUM;
+
+ path_radiance_init(hit_L, kernel_data.film.use_light_pass);
+ hit_L->direct_throughput = L->direct_throughput;
+ path_radiance_copy_indirect(hit_L, L);
+
+ kernel_path_surface_connect_light(kg, rng, sd, emission_sd, *hit_tp, state, hit_L);
+
+ if(kernel_path_surface_bounce(kg,
+ rng,
+ sd,
+ hit_tp,
+ hit_state,
+ hit_L,
+ hit_ray))
+ {
+# ifdef __LAMP_MIS__
+ hit_state->ray_t = 0.0f;
+# endif /* __LAMP_MIS__ */
+
+# ifdef __VOLUME__
+ if(ss_indirect->need_update_volume_stack) {
+ Ray volume_ray = *ray;
+ /* Setup ray from previous surface point to the new one. */
+ volume_ray.D = normalize_len(hit_ray->P - volume_ray.P,
+ &volume_ray.t);
+
+ kernel_volume_stack_update_for_subsurface(
+ kg,
+ emission_sd,
+ &volume_ray,
+ hit_state->volume_stack);
+ }
+# endif /* __VOLUME__ */
+ path_radiance_reset_indirect(L);
+ ss_indirect->num_rays++;
+ }
+ else {
+ path_radiance_accum_sample(L, hit_L, 1);
+ }
+ }
+ return true;
+ }
+ return false;
+}
+
+ccl_device_inline void kernel_path_subsurface_init_indirect(
+ ccl_addr_space SubsurfaceIndirectRays *ss_indirect)
+{
+ ss_indirect->tracing = false;
+ ss_indirect->num_rays = 0;
+}
+
+ccl_device void kernel_path_subsurface_accum_indirect(
+ ccl_addr_space SubsurfaceIndirectRays *ss_indirect,
+ PathRadiance *L)
+{
+ if(ss_indirect->tracing) {
+ path_radiance_sum_indirect(L);
+ path_radiance_accum_sample(&ss_indirect->direct_L, L, 1);
+ if(ss_indirect->num_rays == 0) {
+ *L = ss_indirect->direct_L;
+ }
+ }
+}
+
+ccl_device void kernel_path_subsurface_setup_indirect(
+ KernelGlobals *kg,
+ ccl_addr_space SubsurfaceIndirectRays *ss_indirect,
+ ccl_addr_space PathState *state,
+ ccl_addr_space Ray *ray,
+ PathRadiance *L,
+ ccl_addr_space float3 *throughput)
+{
+ if(!ss_indirect->tracing) {
+ ss_indirect->direct_L = *L;
+ }
+ ss_indirect->tracing = true;
+
+ /* Setup state, ray and throughput for indirect SSS rays. */
+ ss_indirect->num_rays--;
+
+ ccl_addr_space Ray *indirect_ray = &ss_indirect->rays[ss_indirect->num_rays];
+ PathRadiance *indirect_L = &ss_indirect->L[ss_indirect->num_rays];
+
+ *state = ss_indirect->state[ss_indirect->num_rays];
+ *ray = *indirect_ray;
+ *L = *indirect_L;
+ *throughput = ss_indirect->throughputs[ss_indirect->num_rays];
+
+ state->rng_offset += ss_indirect->num_rays * PRNG_BOUNCE_NUM;
+}
+
+#endif /* __SUBSURFACE__ */
+
+CCL_NAMESPACE_END
+