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Diffstat (limited to 'intern/cycles/kernel/kernel_path_surface.h')
-rw-r--r--intern/cycles/kernel/kernel_path_surface.h158
1 files changed, 97 insertions, 61 deletions
diff --git a/intern/cycles/kernel/kernel_path_surface.h b/intern/cycles/kernel/kernel_path_surface.h
index fea503d06e5..27be90d5059 100644
--- a/intern/cycles/kernel/kernel_path_surface.h
+++ b/intern/cycles/kernel/kernel_path_surface.h
@@ -16,16 +16,21 @@
CCL_NAMESPACE_BEGIN
-#if defined(__BRANCHED_PATH__) || defined(__SUBSURFACE__)
-
+#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, RNG *rng,
- ShaderData *sd, ShaderData *emission_sd, PathState *state, float3 throughput,
- float num_samples_adjust, PathRadiance *L, int sample_all_lights)
+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)
{
#ifdef __EMISSION__
/* sample illumination from lights to find path contribution */
- if(!(ccl_fetch(sd, flag) & SD_BSDF_HAS_EVAL))
+ if(!(sd->flag & SD_BSDF_HAS_EVAL))
return;
Ray light_ray;
@@ -33,7 +38,7 @@ ccl_device_noinline void kernel_branched_path_surface_connect_light(KernelGlobal
bool is_lamp;
# ifdef __OBJECT_MOTION__
- light_ray.time = ccl_fetch(sd, time);
+ light_ray.time = sd->time;
# endif
if(sample_all_lights) {
@@ -44,15 +49,15 @@ ccl_device_noinline void kernel_branched_path_surface_connect_light(KernelGlobal
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);
- RNG lamp_rng = cmj_hash(*rng, i);
+ 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, state, j, num_samples, PRNG_LIGHT_U, &light_u, &light_v);
- float terminate = path_branched_rng_light_termination(kg, &lamp_rng, state, j, num_samples);
+ 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, ccl_fetch(sd, P), &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)
@@ -62,9 +67,12 @@ ccl_device_noinline void kernel_branched_path_surface_connect_light(KernelGlobal
/* trace shadow ray */
float3 shadow;
- if(!shadow_blocked(kg, emission_sd, state, &light_ray, &shadow)) {
+ if(!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &shadow)) {
/* accumulate */
- path_radiance_accum_light(L, throughput*num_samples_inv, &L_light, shadow, num_samples_inv, state->bounce, is_lamp);
+ 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);
}
}
}
@@ -77,17 +85,16 @@ ccl_device_noinline void kernel_branched_path_surface_connect_light(KernelGlobal
float num_samples_inv = num_samples_adjust/num_samples;
for(int j = 0; j < num_samples; j++) {
- float light_t = path_branched_rng_1D(kg, rng, state, j, num_samples, PRNG_LIGHT);
float light_u, light_v;
- path_branched_rng_2D(kg, rng, state, j, num_samples, PRNG_LIGHT_U, &light_u, &light_v);
- float terminate = path_branched_rng_light_termination(kg, rng, state, j, num_samples);
+ 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_t = 0.5f*light_t;
+ light_u = 0.5f*light_u;
LightSample ls;
- if(light_sample(kg, light_t, light_u, light_v, ccl_fetch(sd, time), ccl_fetch(sd, P), state->bounce, &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;
@@ -96,9 +103,12 @@ ccl_device_noinline void kernel_branched_path_surface_connect_light(KernelGlobal
/* trace shadow ray */
float3 shadow;
- if(!shadow_blocked(kg, emission_sd, state, &light_ray, &shadow)) {
+ if(!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &shadow)) {
/* accumulate */
- path_radiance_accum_light(L, throughput*num_samples_inv, &L_light, shadow, num_samples_inv, state->bounce, is_lamp);
+ 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);
}
}
}
@@ -107,21 +117,23 @@ ccl_device_noinline void kernel_branched_path_surface_connect_light(KernelGlobal
}
else {
/* sample one light at random */
- float light_t = path_state_rng_1D(kg, rng, state, PRNG_LIGHT);
float light_u, light_v;
- path_state_rng_2D(kg, rng, state, PRNG_LIGHT_U, &light_u, &light_v);
- float terminate = path_state_rng_light_termination(kg, rng, state);
+ 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_t, light_u, light_v, ccl_fetch(sd, time), ccl_fetch(sd, P), state->bounce, &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, emission_sd, state, &light_ray, &shadow)) {
+ if(!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &shadow)) {
/* accumulate */
- path_radiance_accum_light(L, throughput*num_samples_adjust, &L_light, shadow, num_samples_adjust, state->bounce, is_lamp);
+ 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);
}
}
}
@@ -130,9 +142,17 @@ ccl_device_noinline void kernel_branched_path_surface_connect_light(KernelGlobal
}
/* 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, RNG *rng,
- ShaderData *sd, const ShaderClosure *sc, int sample, int num_samples,
- float3 *throughput, PathState *state, PathRadiance *L, Ray *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)
{
/* sample BSDF */
float bsdf_pdf;
@@ -140,7 +160,7 @@ ccl_device bool kernel_branched_path_surface_bounce(KernelGlobals *kg, RNG *rng,
float3 bsdf_omega_in;
differential3 bsdf_domega_in;
float bsdf_u, bsdf_v;
- path_branched_rng_2D(kg, rng, state, sample, num_samples, PRNG_BSDF_U, &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,
@@ -150,21 +170,25 @@ ccl_device bool kernel_branched_path_surface_bounce(KernelGlobals *kg, RNG *rng,
return false;
/* modify throughput */
- path_radiance_bsdf_bounce(L, throughput, &bsdf_eval, bsdf_pdf, state->bounce, label);
+ 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);
/* setup ray */
- ray->P = ray_offset(ccl_fetch(sd, P), (label & LABEL_TRANSMIT)? -ccl_fetch(sd, Ng): ccl_fetch(sd, Ng));
+ 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 = ccl_fetch(sd, dP);
+ ray->dP = sd->dP;
ray->dD = bsdf_domega_in;
#endif
#ifdef __OBJECT_MOTION__
- ray->time = ccl_fetch(sd, time);
+ ray->time = sd->time;
#endif
#ifdef __VOLUME__
@@ -188,64 +212,77 @@ ccl_device bool kernel_branched_path_surface_bounce(KernelGlobals *kg, RNG *rng,
#endif
-#ifndef __SPLIT_KERNEL__
/* 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, ccl_addr_space RNG *rng,
+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)
{
#ifdef __EMISSION__
- if(!(kernel_data.integrator.use_direct_light && (ccl_fetch(sd, flag) & SD_BSDF_HAS_EVAL)))
+ 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_t = path_state_rng_1D(kg, rng, state, PRNG_LIGHT);
float light_u, light_v;
- path_state_rng_2D(kg, rng, state, PRNG_LIGHT_U, &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;
#ifdef __OBJECT_MOTION__
- light_ray.time = ccl_fetch(sd, time);
+ light_ray.time = sd->time;
#endif
LightSample ls;
- if(light_sample(kg, light_t, light_u, light_v, ccl_fetch(sd, time), ccl_fetch(sd, P), state->bounce, &ls)) {
- float terminate = path_state_rng_light_termination(kg, rng, state);
+ 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, emission_sd, state, &light_ray, &shadow)) {
+ if(!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &shadow)) {
/* accumulate */
- path_radiance_accum_light(L, throughput, &L_light, shadow, 1.0f, state->bounce, is_lamp);
+ 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
}
-#endif
/* path tracing: bounce off or through surface to with new direction stored in ray */
ccl_device bool kernel_path_surface_bounce(KernelGlobals *kg,
- ccl_addr_space RNG *rng,
ShaderData *sd,
ccl_addr_space float3 *throughput,
ccl_addr_space PathState *state,
- PathRadiance *L,
+ PathRadianceState *L_state,
ccl_addr_space Ray *ray)
{
/* no BSDF? we can stop here */
- if(ccl_fetch(sd, flag) & SD_BSDF) {
+ 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, rng, state, PRNG_BSDF_U, &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,
@@ -255,7 +292,7 @@ ccl_device bool kernel_path_surface_bounce(KernelGlobals *kg,
return false;
/* modify throughput */
- path_radiance_bsdf_bounce(L, throughput, &bsdf_eval, bsdf_pdf, state->bounce, label);
+ path_radiance_bsdf_bounce(kg, L_state, throughput, &bsdf_eval, bsdf_pdf, state->bounce, label);
/* set labels */
if(!(label & LABEL_TRANSPARENT)) {
@@ -270,16 +307,16 @@ ccl_device bool kernel_path_surface_bounce(KernelGlobals *kg,
path_state_next(kg, state, label);
/* setup ray */
- ray->P = ray_offset(ccl_fetch(sd, P), (label & LABEL_TRANSMIT)? -ccl_fetch(sd, Ng): ccl_fetch(sd, Ng));
+ 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 -= ccl_fetch(sd, ray_length); /* clipping works through transparent */
+ ray->t -= sd->ray_length; /* clipping works through transparent */
else
ray->t = FLT_MAX;
#ifdef __RAY_DIFFERENTIALS__
- ray->dP = ccl_fetch(sd, dP);
+ ray->dP = sd->dP;
ray->dD = bsdf_domega_in;
#endif
@@ -291,21 +328,20 @@ ccl_device bool kernel_path_surface_bounce(KernelGlobals *kg,
return true;
}
#ifdef __VOLUME__
- else if(ccl_fetch(sd, flag) & SD_HAS_ONLY_VOLUME) {
- /* no surface shader but have a volume shader? act transparent */
-
- /* update path state, count as transparent */
- path_state_next(kg, state, LABEL_TRANSPARENT);
+ else if(sd->flag & SD_HAS_ONLY_VOLUME) {
+ if(!path_state_volume_next(kg, state)) {
+ return false;
+ }
if(state->bounce == 0)
- ray->t -= ccl_fetch(sd, ray_length); /* clipping works through transparent */
+ ray->t -= sd->ray_length; /* clipping works through transparent */
else
ray->t = FLT_MAX;
/* setup ray position, direction stays unchanged */
- ray->P = ray_offset(ccl_fetch(sd, P), -ccl_fetch(sd, Ng));
+ ray->P = ray_offset(sd->P, -sd->Ng);
#ifdef __RAY_DIFFERENTIALS__
- ray->dP = ccl_fetch(sd, dP);
+ ray->dP = sd->dP;
#endif
/* enter/exit volume */