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Diffstat (limited to 'intern/cycles/kernel/kernel_path_surface.h')
-rw-r--r--intern/cycles/kernel/kernel_path_surface.h603
1 files changed, 314 insertions, 289 deletions
diff --git a/intern/cycles/kernel/kernel_path_surface.h b/intern/cycles/kernel/kernel_path_surface.h
index 0d18a1e8c77..6251313c5f8 100644
--- a/intern/cycles/kernel/kernel_path_surface.h
+++ b/intern/cycles/kernel/kernel_path_surface.h
@@ -16,255 +16,280 @@
CCL_NAMESPACE_BEGIN
-#if defined(__BRANCHED_PATH__) || defined(__SUBSURFACE__) || defined(__SHADOW_TRICKS__) || defined(__BAKING__)
+#if defined(__BRANCHED_PATH__) || defined(__SUBSURFACE__) || defined(__SHADOW_TRICKS__) || \
+ defined(__BAKING__)
/* branched path tracing: connect path directly to position on one or more lights and add it to L */
ccl_device_noinline void kernel_branched_path_surface_connect_light(
- KernelGlobals *kg,
- ShaderData *sd,
- ShaderData *emission_sd,
- ccl_addr_space PathState *state,
- float3 throughput,
- float num_samples_adjust,
- PathRadiance *L,
- int sample_all_lights)
+ KernelGlobals *kg,
+ ShaderData *sd,
+ ShaderData *emission_sd,
+ ccl_addr_space PathState *state,
+ float3 throughput,
+ float num_samples_adjust,
+ PathRadiance *L,
+ int sample_all_lights)
{
-#ifdef __EMISSION__
- /* sample illumination from lights to find path contribution */
- if(!(sd->flag & SD_BSDF_HAS_EVAL))
- return;
-
- Ray light_ray;
- BsdfEval L_light;
- bool is_lamp;
-
-# ifdef __OBJECT_MOTION__
- light_ray.time = sd->time;
+# ifdef __EMISSION__
+ /* sample illumination from lights to find path contribution */
+ if (!(sd->flag & SD_BSDF_HAS_EVAL))
+ return;
+
+ Ray light_ray;
+ BsdfEval L_light;
+ bool is_lamp;
+
+# ifdef __OBJECT_MOTION__
+ light_ray.time = sd->time;
+# endif
+
+ if (sample_all_lights) {
+ /* lamp sampling */
+ for (int i = 0; i < kernel_data.integrator.num_all_lights; i++) {
+ if (UNLIKELY(light_select_reached_max_bounces(kg, i, state->bounce)))
+ continue;
+
+ int num_samples = ceil_to_int(num_samples_adjust * light_select_num_samples(kg, i));
+ float num_samples_inv = num_samples_adjust /
+ (num_samples * kernel_data.integrator.num_all_lights);
+ uint lamp_rng_hash = cmj_hash(state->rng_hash, i);
+
+ for (int j = 0; j < num_samples; j++) {
+ float light_u, light_v;
+ path_branched_rng_2D(
+ kg, lamp_rng_hash, state, j, num_samples, PRNG_LIGHT_U, &light_u, &light_v);
+ float terminate = path_branched_rng_light_termination(
+ kg, lamp_rng_hash, state, j, num_samples);
+
+ LightSample ls;
+ if (lamp_light_sample(kg, i, light_u, light_v, sd->P, &ls)) {
+ /* The sampling probability returned by lamp_light_sample assumes that all lights were sampled.
+ * However, this code only samples lamps, so if the scene also had mesh lights, the real probability is twice as high. */
+ if (kernel_data.integrator.pdf_triangles != 0.0f)
+ ls.pdf *= 2.0f;
+
+ if (direct_emission(
+ kg, sd, emission_sd, &ls, state, &light_ray, &L_light, &is_lamp, terminate)) {
+ /* trace shadow ray */
+ float3 shadow;
+
+ if (!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &shadow)) {
+ /* accumulate */
+ path_radiance_accum_light(L,
+ state,
+ throughput * num_samples_inv,
+ &L_light,
+ shadow,
+ num_samples_inv,
+ is_lamp);
+ }
+ else {
+ path_radiance_accum_total_light(L, state, throughput * num_samples_inv, &L_light);
+ }
+ }
+ }
+ }
+ }
+
+ /* mesh light sampling */
+ if (kernel_data.integrator.pdf_triangles != 0.0f) {
+ int num_samples = ceil_to_int(num_samples_adjust *
+ kernel_data.integrator.mesh_light_samples);
+ float num_samples_inv = num_samples_adjust / num_samples;
+
+ for (int j = 0; j < num_samples; j++) {
+ float light_u, light_v;
+ path_branched_rng_2D(
+ kg, state->rng_hash, state, j, num_samples, PRNG_LIGHT_U, &light_u, &light_v);
+ float terminate = path_branched_rng_light_termination(
+ kg, state->rng_hash, state, j, num_samples);
+
+ /* only sample triangle lights */
+ if (kernel_data.integrator.num_all_lights)
+ light_u = 0.5f * light_u;
+
+ LightSample ls;
+ if (light_sample(kg, light_u, light_v, sd->time, sd->P, state->bounce, &ls)) {
+ /* Same as above, probability needs to be corrected since the sampling was forced to select a mesh light. */
+ if (kernel_data.integrator.num_all_lights)
+ ls.pdf *= 2.0f;
+
+ if (direct_emission(
+ kg, sd, emission_sd, &ls, state, &light_ray, &L_light, &is_lamp, terminate)) {
+ /* trace shadow ray */
+ float3 shadow;
+
+ if (!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &shadow)) {
+ /* accumulate */
+ path_radiance_accum_light(L,
+ state,
+ throughput * num_samples_inv,
+ &L_light,
+ shadow,
+ num_samples_inv,
+ is_lamp);
+ }
+ else {
+ path_radiance_accum_total_light(L, state, throughput * num_samples_inv, &L_light);
+ }
+ }
+ }
+ }
+ }
+ }
+ else {
+ /* sample one light at random */
+ float light_u, light_v;
+ path_state_rng_2D(kg, state, PRNG_LIGHT_U, &light_u, &light_v);
+ float terminate = path_state_rng_light_termination(kg, state);
+
+ LightSample ls;
+ if (light_sample(kg, light_u, light_v, sd->time, sd->P, state->bounce, &ls)) {
+ /* sample random light */
+ if (direct_emission(
+ kg, sd, emission_sd, &ls, state, &light_ray, &L_light, &is_lamp, terminate)) {
+ /* trace shadow ray */
+ float3 shadow;
+
+ if (!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &shadow)) {
+ /* accumulate */
+ path_radiance_accum_light(L,
+ state,
+ throughput * num_samples_adjust,
+ &L_light,
+ shadow,
+ num_samples_adjust,
+ is_lamp);
+ }
+ else {
+ path_radiance_accum_total_light(L, state, throughput * num_samples_adjust, &L_light);
+ }
+ }
+ }
+ }
# endif
-
- if(sample_all_lights) {
- /* lamp sampling */
- for(int i = 0; i < kernel_data.integrator.num_all_lights; i++) {
- if(UNLIKELY(light_select_reached_max_bounces(kg, i, state->bounce)))
- continue;
-
- int num_samples = ceil_to_int(num_samples_adjust*light_select_num_samples(kg, i));
- float num_samples_inv = num_samples_adjust/(num_samples*kernel_data.integrator.num_all_lights);
- uint lamp_rng_hash = cmj_hash(state->rng_hash, i);
-
- for(int j = 0; j < num_samples; j++) {
- float light_u, light_v;
- path_branched_rng_2D(kg, lamp_rng_hash, state, j, num_samples, PRNG_LIGHT_U, &light_u, &light_v);
- float terminate = path_branched_rng_light_termination(kg, lamp_rng_hash, state, j, num_samples);
-
- LightSample ls;
- if(lamp_light_sample(kg, i, light_u, light_v, sd->P, &ls)) {
- /* The sampling probability returned by lamp_light_sample assumes that all lights were sampled.
- * However, this code only samples lamps, so if the scene also had mesh lights, the real probability is twice as high. */
- if(kernel_data.integrator.pdf_triangles != 0.0f)
- ls.pdf *= 2.0f;
-
- if(direct_emission(kg, sd, emission_sd, &ls, state, &light_ray, &L_light, &is_lamp, terminate)) {
- /* trace shadow ray */
- float3 shadow;
-
- if(!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &shadow)) {
- /* accumulate */
- path_radiance_accum_light(L, state, throughput*num_samples_inv, &L_light, shadow, num_samples_inv, is_lamp);
- }
- else {
- path_radiance_accum_total_light(L, state, throughput*num_samples_inv, &L_light);
- }
- }
- }
- }
- }
-
- /* mesh light sampling */
- if(kernel_data.integrator.pdf_triangles != 0.0f) {
- int num_samples = ceil_to_int(num_samples_adjust*kernel_data.integrator.mesh_light_samples);
- float num_samples_inv = num_samples_adjust/num_samples;
-
- for(int j = 0; j < num_samples; j++) {
- float light_u, light_v;
- path_branched_rng_2D(kg, state->rng_hash, state, j, num_samples, PRNG_LIGHT_U, &light_u, &light_v);
- float terminate = path_branched_rng_light_termination(kg, state->rng_hash, state, j, num_samples);
-
- /* only sample triangle lights */
- if(kernel_data.integrator.num_all_lights)
- light_u = 0.5f*light_u;
-
- LightSample ls;
- if(light_sample(kg, light_u, light_v, sd->time, sd->P, state->bounce, &ls)) {
- /* Same as above, probability needs to be corrected since the sampling was forced to select a mesh light. */
- if(kernel_data.integrator.num_all_lights)
- ls.pdf *= 2.0f;
-
- if(direct_emission(kg, sd, emission_sd, &ls, state, &light_ray, &L_light, &is_lamp, terminate)) {
- /* trace shadow ray */
- float3 shadow;
-
- if(!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &shadow)) {
- /* accumulate */
- path_radiance_accum_light(L, state, throughput*num_samples_inv, &L_light, shadow, num_samples_inv, is_lamp);
- }
- else {
- path_radiance_accum_total_light(L, state, throughput*num_samples_inv, &L_light);
- }
- }
- }
- }
- }
- }
- else {
- /* sample one light at random */
- float light_u, light_v;
- path_state_rng_2D(kg, state, PRNG_LIGHT_U, &light_u, &light_v);
- float terminate = path_state_rng_light_termination(kg, state);
-
- LightSample ls;
- if(light_sample(kg, light_u, light_v, sd->time, sd->P, state->bounce, &ls)) {
- /* sample random light */
- if(direct_emission(kg, sd, emission_sd, &ls, state, &light_ray, &L_light, &is_lamp, terminate)) {
- /* trace shadow ray */
- float3 shadow;
-
- if(!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &shadow)) {
- /* accumulate */
- path_radiance_accum_light(L, state, throughput*num_samples_adjust, &L_light, shadow, num_samples_adjust, is_lamp);
- }
- else {
- path_radiance_accum_total_light(L, state, throughput*num_samples_adjust, &L_light);
- }
- }
- }
- }
-#endif
}
/* branched path tracing: bounce off or through surface to with new direction stored in ray */
-ccl_device bool kernel_branched_path_surface_bounce(
- KernelGlobals *kg,
- ShaderData *sd,
- const ShaderClosure *sc,
- int sample,
- int num_samples,
- ccl_addr_space float3 *throughput,
- ccl_addr_space PathState *state,
- PathRadianceState *L_state,
- ccl_addr_space Ray *ray,
- float sum_sample_weight)
+ccl_device bool kernel_branched_path_surface_bounce(KernelGlobals *kg,
+ ShaderData *sd,
+ const ShaderClosure *sc,
+ int sample,
+ int num_samples,
+ ccl_addr_space float3 *throughput,
+ ccl_addr_space PathState *state,
+ PathRadianceState *L_state,
+ ccl_addr_space Ray *ray,
+ float sum_sample_weight)
{
- /* sample BSDF */
- float bsdf_pdf;
- BsdfEval bsdf_eval;
- float3 bsdf_omega_in;
- differential3 bsdf_domega_in;
- float bsdf_u, bsdf_v;
- path_branched_rng_2D(kg, state->rng_hash, state, sample, num_samples, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
- int label;
-
- label = shader_bsdf_sample_closure(kg, sd, sc, bsdf_u, bsdf_v, &bsdf_eval,
- &bsdf_omega_in, &bsdf_domega_in, &bsdf_pdf);
-
- if(bsdf_pdf == 0.0f || bsdf_eval_is_zero(&bsdf_eval))
- return false;
-
- /* modify throughput */
- path_radiance_bsdf_bounce(kg, L_state, throughput, &bsdf_eval, bsdf_pdf, state->bounce, label);
-
-#ifdef __DENOISING_FEATURES__
- state->denoising_feature_weight *= sc->sample_weight / (sum_sample_weight * num_samples);
-#endif
+ /* sample BSDF */
+ float bsdf_pdf;
+ BsdfEval bsdf_eval;
+ float3 bsdf_omega_in;
+ differential3 bsdf_domega_in;
+ float bsdf_u, bsdf_v;
+ path_branched_rng_2D(
+ kg, state->rng_hash, state, sample, num_samples, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
+ int label;
+
+ label = shader_bsdf_sample_closure(
+ kg, sd, sc, bsdf_u, bsdf_v, &bsdf_eval, &bsdf_omega_in, &bsdf_domega_in, &bsdf_pdf);
+
+ if (bsdf_pdf == 0.0f || bsdf_eval_is_zero(&bsdf_eval))
+ return false;
+
+ /* modify throughput */
+ path_radiance_bsdf_bounce(kg, L_state, throughput, &bsdf_eval, bsdf_pdf, state->bounce, label);
+
+# ifdef __DENOISING_FEATURES__
+ state->denoising_feature_weight *= sc->sample_weight / (sum_sample_weight * num_samples);
+# endif
- /* modify path state */
- path_state_next(kg, state, label);
+ /* modify path state */
+ path_state_next(kg, state, label);
- /* setup ray */
- ray->P = ray_offset(sd->P, (label & LABEL_TRANSMIT)? -sd->Ng: sd->Ng);
- ray->D = normalize(bsdf_omega_in);
- ray->t = FLT_MAX;
-#ifdef __RAY_DIFFERENTIALS__
- ray->dP = sd->dP;
- ray->dD = bsdf_domega_in;
-#endif
-#ifdef __OBJECT_MOTION__
- ray->time = sd->time;
-#endif
+ /* setup ray */
+ ray->P = ray_offset(sd->P, (label & LABEL_TRANSMIT) ? -sd->Ng : sd->Ng);
+ ray->D = normalize(bsdf_omega_in);
+ ray->t = FLT_MAX;
+# ifdef __RAY_DIFFERENTIALS__
+ ray->dP = sd->dP;
+ ray->dD = bsdf_domega_in;
+# endif
+# ifdef __OBJECT_MOTION__
+ ray->time = sd->time;
+# endif
-#ifdef __VOLUME__
- /* enter/exit volume */
- if(label & LABEL_TRANSMIT)
- kernel_volume_stack_enter_exit(kg, sd, state->volume_stack);
-#endif
+# ifdef __VOLUME__
+ /* enter/exit volume */
+ if (label & LABEL_TRANSMIT)
+ kernel_volume_stack_enter_exit(kg, sd, state->volume_stack);
+# endif
- /* branch RNG state */
- path_state_branch(state, sample, num_samples);
+ /* branch RNG state */
+ path_state_branch(state, sample, num_samples);
- /* set MIS state */
- state->min_ray_pdf = fminf(bsdf_pdf, FLT_MAX);
- state->ray_pdf = bsdf_pdf;
-#ifdef __LAMP_MIS__
- state->ray_t = 0.0f;
-#endif
+ /* set MIS state */
+ state->min_ray_pdf = fminf(bsdf_pdf, FLT_MAX);
+ state->ray_pdf = bsdf_pdf;
+# ifdef __LAMP_MIS__
+ state->ray_t = 0.0f;
+# endif
- return true;
+ return true;
}
#endif
/* path tracing: connect path directly to position on a light and add it to L */
ccl_device_inline void kernel_path_surface_connect_light(KernelGlobals *kg,
- ShaderData *sd, ShaderData *emission_sd, float3 throughput, ccl_addr_space PathState *state,
- PathRadiance *L)
+ ShaderData *sd,
+ ShaderData *emission_sd,
+ float3 throughput,
+ ccl_addr_space PathState *state,
+ PathRadiance *L)
{
- PROFILING_INIT(kg, PROFILING_CONNECT_LIGHT);
+ PROFILING_INIT(kg, PROFILING_CONNECT_LIGHT);
#ifdef __EMISSION__
- if(!(kernel_data.integrator.use_direct_light && (sd->flag & SD_BSDF_HAS_EVAL)))
- return;
-
-#ifdef __SHADOW_TRICKS__
- if(state->flag & PATH_RAY_SHADOW_CATCHER) {
- kernel_branched_path_surface_connect_light(kg,
- sd,
- emission_sd,
- state,
- throughput,
- 1.0f,
- L,
- 1);
- return;
- }
-#endif
+ if (!(kernel_data.integrator.use_direct_light && (sd->flag & SD_BSDF_HAS_EVAL)))
+ return;
+
+# ifdef __SHADOW_TRICKS__
+ if (state->flag & PATH_RAY_SHADOW_CATCHER) {
+ kernel_branched_path_surface_connect_light(kg, sd, emission_sd, state, throughput, 1.0f, L, 1);
+ return;
+ }
+# endif
- /* sample illumination from lights to find path contribution */
- float light_u, light_v;
- path_state_rng_2D(kg, state, PRNG_LIGHT_U, &light_u, &light_v);
+ /* sample illumination from lights to find path contribution */
+ float light_u, light_v;
+ path_state_rng_2D(kg, state, PRNG_LIGHT_U, &light_u, &light_v);
- Ray light_ray;
- BsdfEval L_light;
- bool is_lamp;
+ Ray light_ray;
+ BsdfEval L_light;
+ bool is_lamp;
-#ifdef __OBJECT_MOTION__
- light_ray.time = sd->time;
-#endif
+# ifdef __OBJECT_MOTION__
+ light_ray.time = sd->time;
+# endif
- LightSample ls;
- if(light_sample(kg, light_u, light_v, sd->time, sd->P, state->bounce, &ls)) {
- float terminate = path_state_rng_light_termination(kg, state);
- if(direct_emission(kg, sd, emission_sd, &ls, state, &light_ray, &L_light, &is_lamp, terminate)) {
- /* trace shadow ray */
- float3 shadow;
-
- if(!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &shadow)) {
- /* accumulate */
- path_radiance_accum_light(L, state, throughput, &L_light, shadow, 1.0f, is_lamp);
- }
- else {
- path_radiance_accum_total_light(L, state, throughput, &L_light);
- }
- }
- }
+ LightSample ls;
+ if (light_sample(kg, light_u, light_v, sd->time, sd->P, state->bounce, &ls)) {
+ float terminate = path_state_rng_light_termination(kg, state);
+ if (direct_emission(
+ kg, sd, emission_sd, &ls, state, &light_ray, &L_light, &is_lamp, terminate)) {
+ /* trace shadow ray */
+ float3 shadow;
+
+ if (!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &shadow)) {
+ /* accumulate */
+ path_radiance_accum_light(L, state, throughput, &L_light, shadow, 1.0f, is_lamp);
+ }
+ else {
+ path_radiance_accum_total_light(L, state, throughput, &L_light);
+ }
+ }
+ }
#endif
}
@@ -276,87 +301,87 @@ ccl_device bool kernel_path_surface_bounce(KernelGlobals *kg,
PathRadianceState *L_state,
ccl_addr_space Ray *ray)
{
- PROFILING_INIT(kg, PROFILING_SURFACE_BOUNCE);
-
- /* no BSDF? we can stop here */
- if(sd->flag & SD_BSDF) {
- /* sample BSDF */
- float bsdf_pdf;
- BsdfEval bsdf_eval;
- float3 bsdf_omega_in;
- differential3 bsdf_domega_in;
- float bsdf_u, bsdf_v;
- path_state_rng_2D(kg, state, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
- int label;
-
- label = shader_bsdf_sample(kg, sd, bsdf_u, bsdf_v, &bsdf_eval,
- &bsdf_omega_in, &bsdf_domega_in, &bsdf_pdf);
-
- if(bsdf_pdf == 0.0f || bsdf_eval_is_zero(&bsdf_eval))
- return false;
-
- /* modify throughput */
- path_radiance_bsdf_bounce(kg, L_state, throughput, &bsdf_eval, bsdf_pdf, state->bounce, label);
-
- /* set labels */
- if(!(label & LABEL_TRANSPARENT)) {
- state->ray_pdf = bsdf_pdf;
+ PROFILING_INIT(kg, PROFILING_SURFACE_BOUNCE);
+
+ /* no BSDF? we can stop here */
+ if (sd->flag & SD_BSDF) {
+ /* sample BSDF */
+ float bsdf_pdf;
+ BsdfEval bsdf_eval;
+ float3 bsdf_omega_in;
+ differential3 bsdf_domega_in;
+ float bsdf_u, bsdf_v;
+ path_state_rng_2D(kg, state, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
+ int label;
+
+ label = shader_bsdf_sample(
+ kg, sd, bsdf_u, bsdf_v, &bsdf_eval, &bsdf_omega_in, &bsdf_domega_in, &bsdf_pdf);
+
+ if (bsdf_pdf == 0.0f || bsdf_eval_is_zero(&bsdf_eval))
+ return false;
+
+ /* modify throughput */
+ path_radiance_bsdf_bounce(kg, L_state, throughput, &bsdf_eval, bsdf_pdf, state->bounce, label);
+
+ /* set labels */
+ if (!(label & LABEL_TRANSPARENT)) {
+ state->ray_pdf = bsdf_pdf;
#ifdef __LAMP_MIS__
- state->ray_t = 0.0f;
+ state->ray_t = 0.0f;
#endif
- state->min_ray_pdf = fminf(bsdf_pdf, state->min_ray_pdf);
- }
+ state->min_ray_pdf = fminf(bsdf_pdf, state->min_ray_pdf);
+ }
- /* update path state */
- path_state_next(kg, state, label);
+ /* update path state */
+ path_state_next(kg, state, label);
- /* setup ray */
- ray->P = ray_offset(sd->P, (label & LABEL_TRANSMIT)? -sd->Ng: sd->Ng);
- ray->D = normalize(bsdf_omega_in);
+ /* setup ray */
+ ray->P = ray_offset(sd->P, (label & LABEL_TRANSMIT) ? -sd->Ng : sd->Ng);
+ ray->D = normalize(bsdf_omega_in);
- if(state->bounce == 0)
- ray->t -= sd->ray_length; /* clipping works through transparent */
- else
- ray->t = FLT_MAX;
+ if (state->bounce == 0)
+ ray->t -= sd->ray_length; /* clipping works through transparent */
+ else
+ ray->t = FLT_MAX;
#ifdef __RAY_DIFFERENTIALS__
- ray->dP = sd->dP;
- ray->dD = bsdf_domega_in;
+ ray->dP = sd->dP;
+ ray->dD = bsdf_domega_in;
#endif
#ifdef __VOLUME__
- /* enter/exit volume */
- if(label & LABEL_TRANSMIT)
- kernel_volume_stack_enter_exit(kg, sd, state->volume_stack);
+ /* enter/exit volume */
+ if (label & LABEL_TRANSMIT)
+ kernel_volume_stack_enter_exit(kg, sd, state->volume_stack);
#endif
- return true;
- }
+ return true;
+ }
#ifdef __VOLUME__
- else if(sd->flag & SD_HAS_ONLY_VOLUME) {
- if(!path_state_volume_next(kg, state)) {
- return false;
- }
-
- if(state->bounce == 0)
- ray->t -= sd->ray_length; /* clipping works through transparent */
- else
- ray->t = FLT_MAX;
-
- /* setup ray position, direction stays unchanged */
- ray->P = ray_offset(sd->P, -sd->Ng);
-#ifdef __RAY_DIFFERENTIALS__
- ray->dP = sd->dP;
-#endif
+ else if (sd->flag & SD_HAS_ONLY_VOLUME) {
+ if (!path_state_volume_next(kg, state)) {
+ return false;
+ }
+
+ if (state->bounce == 0)
+ ray->t -= sd->ray_length; /* clipping works through transparent */
+ else
+ ray->t = FLT_MAX;
+
+ /* setup ray position, direction stays unchanged */
+ ray->P = ray_offset(sd->P, -sd->Ng);
+# ifdef __RAY_DIFFERENTIALS__
+ ray->dP = sd->dP;
+# endif
- /* enter/exit volume */
- kernel_volume_stack_enter_exit(kg, sd, state->volume_stack);
- return true;
- }
+ /* enter/exit volume */
+ kernel_volume_stack_enter_exit(kg, sd, state->volume_stack);
+ return true;
+ }
#endif
- else {
- /* no bsdf or volume? */
- return false;
- }
+ else {
+ /* no bsdf or volume? */
+ return false;
+ }
}
CCL_NAMESPACE_END