diff options
Diffstat (limited to 'intern/cycles/kernel/kernel_path_volume.h')
-rw-r--r-- | intern/cycles/kernel/kernel_path_volume.h | 80 |
1 files changed, 32 insertions, 48 deletions
diff --git a/intern/cycles/kernel/kernel_path_volume.h b/intern/cycles/kernel/kernel_path_volume.h index dcedf51e479..b6a856baf24 100644 --- a/intern/cycles/kernel/kernel_path_volume.h +++ b/intern/cycles/kernel/kernel_path_volume.h @@ -20,7 +20,6 @@ CCL_NAMESPACE_BEGIN ccl_device_inline void kernel_path_volume_connect_light( KernelGlobals *kg, - RNG *rng, ShaderData *sd, ShaderData *emission_sd, float3 throughput, @@ -32,9 +31,8 @@ ccl_device_inline void kernel_path_volume_connect_light( return; /* 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; @@ -42,18 +40,16 @@ ccl_device_inline void kernel_path_volume_connect_light( bool is_lamp; /* connect to light from given point where shader has been evaluated */ -# ifdef __OBJECT_MOTION__ light_ray.time = sd->time; -# endif - if(light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, state->bounce, &ls)) + if(light_sample(kg, light_u, light_v, sd->time, sd->P, state->bounce, &ls)) { - float terminate = path_state_rng_light_termination(kg, rng, state); + 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, state, throughput, &L_light, shadow, 1.0f, is_lamp); } @@ -69,11 +65,10 @@ ccl_device #endif bool kernel_path_volume_bounce( KernelGlobals *kg, - RNG *rng, ShaderData *sd, ccl_addr_space float3 *throughput, ccl_addr_space PathState *state, - PathRadiance *L, + PathRadianceState *L_state, ccl_addr_space Ray *ray) { /* sample phase function */ @@ -82,7 +77,7 @@ bool kernel_path_volume_bounce( float3 phase_omega_in; differential3 phase_domega_in; float phase_u, phase_v; - path_state_rng_2D(kg, rng, state, PRNG_PHASE_U, &phase_u, &phase_v); + path_state_rng_2D(kg, state, PRNG_BSDF_U, &phase_u, &phase_v); int label; label = shader_volume_phase_sample(kg, sd, phase_u, phase_v, &phase_eval, @@ -92,7 +87,7 @@ bool kernel_path_volume_bounce( return false; /* modify throughput */ - path_radiance_bsdf_bounce(L, throughput, &phase_eval, phase_pdf, state->bounce, label); + path_radiance_bsdf_bounce(kg, L_state, throughput, &phase_eval, phase_pdf, state->bounce, label); /* set labels */ state->ray_pdf = phase_pdf; @@ -120,7 +115,6 @@ bool kernel_path_volume_bounce( #ifndef __SPLIT_KERNEL__ ccl_device void kernel_branched_path_volume_connect_light( KernelGlobals *kg, - RNG *rng, ShaderData *sd, ShaderData *emission_sd, float3 throughput, @@ -138,9 +132,7 @@ ccl_device void kernel_branched_path_volume_connect_light( BsdfEval L_light; bool is_lamp; -# ifdef __OBJECT_MOTION__ light_ray.time = sd->time; -# endif if(sample_all_lights) { /* lamp sampling */ @@ -150,12 +142,12 @@ ccl_device void kernel_branched_path_volume_connect_light( int num_samples = light_select_num_samples(kg, i); float num_samples_inv = 1.0f/(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++) { /* sample random position on given light */ float light_u, light_v; - path_branched_rng_2D(kg, &lamp_rng, state, j, num_samples, PRNG_LIGHT_U, &light_u, &light_v); + path_branched_rng_2D(kg, lamp_rng_hash, state, j, num_samples, PRNG_LIGHT_U, &light_u, &light_v); LightSample ls; lamp_light_sample(kg, i, light_u, light_v, ray->P, &ls); @@ -163,26 +155,24 @@ ccl_device void kernel_branched_path_volume_connect_light( float3 tp = throughput; /* sample position on volume segment */ - float rphase = path_branched_rng_1D_for_decision(kg, rng, state, j, num_samples, PRNG_PHASE); - float rscatter = path_branched_rng_1D_for_decision(kg, rng, state, j, num_samples, PRNG_SCATTER_DISTANCE); + float rphase = path_branched_rng_1D(kg, state->rng_hash, state, j, num_samples, PRNG_PHASE_CHANNEL); + float rscatter = path_branched_rng_1D(kg, state->rng_hash, state, j, num_samples, PRNG_SCATTER_DISTANCE); VolumeIntegrateResult result = kernel_volume_decoupled_scatter(kg, state, ray, sd, &tp, rphase, rscatter, segment, (ls.t != FLT_MAX)? &ls.P: NULL, false); - (void)result; - kernel_assert(result == VOLUME_PATH_SCATTERED); - /* todo: split up light_sample so we don't have to call it again with new position */ - if(lamp_light_sample(kg, i, light_u, light_v, sd->P, &ls)) { + if(result == VOLUME_PATH_SCATTERED && + lamp_light_sample(kg, i, light_u, light_v, sd->P, &ls)) { if(kernel_data.integrator.pdf_triangles != 0.0f) ls.pdf *= 2.0f; - float terminate = path_branched_rng_light_termination(kg, rng, state, j, num_samples); + float terminate = path_branched_rng_light_termination(kg, state->rng_hash, state, j, num_samples); 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, state, tp*num_samples_inv, &L_light, shadow, num_samples_inv, is_lamp); } @@ -198,40 +188,37 @@ ccl_device void kernel_branched_path_volume_connect_light( for(int j = 0; j < num_samples; j++) { /* sample random position on random triangle */ - float light_t = path_branched_rng_1D_for_decision(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); + path_branched_rng_2D(kg, state->rng_hash, state, j, num_samples, PRNG_LIGHT_U, &light_u, &light_v); /* 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; - light_sample(kg, light_t, light_u, light_v, sd->time, ray->P, state->bounce, &ls); + light_sample(kg, light_u, light_v, sd->time, ray->P, state->bounce, &ls); float3 tp = throughput; /* sample position on volume segment */ - float rphase = path_branched_rng_1D_for_decision(kg, rng, state, j, num_samples, PRNG_PHASE); - float rscatter = path_branched_rng_1D_for_decision(kg, rng, state, j, num_samples, PRNG_SCATTER_DISTANCE); + float rphase = path_branched_rng_1D(kg, state->rng_hash, state, j, num_samples, PRNG_PHASE_CHANNEL); + float rscatter = path_branched_rng_1D(kg, state->rng_hash, state, j, num_samples, PRNG_SCATTER_DISTANCE); VolumeIntegrateResult result = kernel_volume_decoupled_scatter(kg, state, ray, sd, &tp, rphase, rscatter, segment, (ls.t != FLT_MAX)? &ls.P: NULL, false); - (void)result; - kernel_assert(result == VOLUME_PATH_SCATTERED); - /* todo: split up light_sample so we don't have to call it again with new position */ - if(light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, state->bounce, &ls)) { + if(result == VOLUME_PATH_SCATTERED && + light_sample(kg, light_u, light_v, sd->time, sd->P, state->bounce, &ls)) { if(kernel_data.integrator.num_all_lights) ls.pdf *= 2.0f; - float terminate = path_branched_rng_light_termination(kg, rng, state, j, num_samples); + float terminate = path_branched_rng_light_termination(kg, state->rng_hash, state, j, num_samples); 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, state, tp*num_samples_inv, &L_light, shadow, num_samples_inv, is_lamp); } @@ -242,34 +229,31 @@ ccl_device void kernel_branched_path_volume_connect_light( } else { /* sample random position on random light */ - 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); LightSample ls; - light_sample(kg, light_t, light_u, light_v, sd->time, ray->P, state->bounce, &ls); + light_sample(kg, light_u, light_v, sd->time, ray->P, state->bounce, &ls); float3 tp = throughput; /* sample position on volume segment */ - float rphase = path_state_rng_1D_for_decision(kg, rng, state, PRNG_PHASE); - float rscatter = path_state_rng_1D_for_decision(kg, rng, 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); VolumeIntegrateResult result = kernel_volume_decoupled_scatter(kg, state, ray, sd, &tp, rphase, rscatter, segment, (ls.t != FLT_MAX)? &ls.P: NULL, false); - (void)result; - kernel_assert(result == VOLUME_PATH_SCATTERED); - /* todo: split up light_sample so we don't have to call it again with new position */ - if(light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, state->bounce, &ls)) { + if(result == VOLUME_PATH_SCATTERED && + light_sample(kg, light_u, light_v, sd->time, sd->P, state->bounce, &ls)) { /* sample random light */ - float terminate = path_state_rng_light_termination(kg, rng, state); + 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, state, tp, &L_light, shadow, 1.0f, is_lamp); } |