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Diffstat (limited to 'intern/cycles/kernel/kernel_path_volume.h')
-rw-r--r--intern/cycles/kernel/kernel_path_volume.h544
1 files changed, 291 insertions, 253 deletions
diff --git a/intern/cycles/kernel/kernel_path_volume.h b/intern/cycles/kernel/kernel_path_volume.h
index d2506fc1e7e..fea4dfc159d 100644
--- a/intern/cycles/kernel/kernel_path_volume.h
+++ b/intern/cycles/kernel/kernel_path_volume.h
@@ -18,269 +18,307 @@ CCL_NAMESPACE_BEGIN
#ifdef __VOLUME_SCATTER__
-ccl_device_inline void kernel_path_volume_connect_light(
- KernelGlobals *kg,
- ShaderData *sd,
- ShaderData *emission_sd,
- float3 throughput,
- ccl_addr_space PathState *state,
- PathRadiance *L)
+ccl_device_inline void kernel_path_volume_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)
- return;
-
- /* 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;
- LightSample ls;
- bool is_lamp;
-
- /* connect to light from given point where shader has been evaluated */
- light_ray.time = sd->time;
-
- 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);
- }
- }
- }
-#endif /* __EMISSION__ */
+# ifdef __EMISSION__
+ if (!kernel_data.integrator.use_direct_light)
+ return;
+
+ /* 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;
+ LightSample ls;
+ bool is_lamp;
+
+ /* connect to light from given point where shader has been evaluated */
+ light_ray.time = sd->time;
+
+ 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);
+ }
+ }
+ }
+# endif /* __EMISSION__ */
}
-#ifdef __KERNEL_GPU__
+# ifdef __KERNEL_GPU__
ccl_device_noinline
-#else
+# else
ccl_device
-#endif
-bool kernel_path_volume_bounce(
- KernelGlobals *kg,
- ShaderData *sd,
- ccl_addr_space float3 *throughput,
- ccl_addr_space PathState *state,
- PathRadianceState *L_state,
- ccl_addr_space Ray *ray)
+# endif
+ bool
+ kernel_path_volume_bounce(KernelGlobals *kg,
+ ShaderData *sd,
+ ccl_addr_space float3 *throughput,
+ ccl_addr_space PathState *state,
+ PathRadianceState *L_state,
+ ccl_addr_space Ray *ray)
{
- /* sample phase function */
- float phase_pdf;
- BsdfEval phase_eval;
- float3 phase_omega_in;
- differential3 phase_domega_in;
- float 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,
- &phase_omega_in, &phase_domega_in, &phase_pdf);
-
- if(phase_pdf == 0.0f || bsdf_eval_is_zero(&phase_eval))
- return false;
-
- /* modify throughput */
- path_radiance_bsdf_bounce(kg, L_state, throughput, &phase_eval, phase_pdf, state->bounce, label);
-
- /* set labels */
- state->ray_pdf = phase_pdf;
-#ifdef __LAMP_MIS__
- state->ray_t = 0.0f;
-#endif
- state->min_ray_pdf = fminf(phase_pdf, state->min_ray_pdf);
-
- /* update path state */
- path_state_next(kg, state, label);
-
- /* Russian roulette termination of volume ray scattering. */
- float probability = path_state_continuation_probability(kg, state, *throughput);
-
- if(probability == 0.0f) {
- return false;
- }
- else if(probability != 1.0f) {
- /* Use dimension from the previous bounce, has not been used yet. */
- float terminate = path_state_rng_1D(kg, state, PRNG_TERMINATE - PRNG_BOUNCE_NUM);
-
- if(terminate >= probability) {
- return false;
- }
-
- *throughput /= probability;
- }
-
- /* setup ray */
- ray->P = sd->P;
- ray->D = phase_omega_in;
- ray->t = FLT_MAX;
-
-#ifdef __RAY_DIFFERENTIALS__
- ray->dP = sd->dP;
- ray->dD = phase_domega_in;
-#endif
-
- return true;
+ /* sample phase function */
+ float phase_pdf;
+ BsdfEval phase_eval;
+ float3 phase_omega_in;
+ differential3 phase_domega_in;
+ float 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, &phase_omega_in, &phase_domega_in, &phase_pdf);
+
+ if (phase_pdf == 0.0f || bsdf_eval_is_zero(&phase_eval))
+ return false;
+
+ /* modify throughput */
+ path_radiance_bsdf_bounce(kg, L_state, throughput, &phase_eval, phase_pdf, state->bounce, label);
+
+ /* set labels */
+ state->ray_pdf = phase_pdf;
+# ifdef __LAMP_MIS__
+ state->ray_t = 0.0f;
+# endif
+ state->min_ray_pdf = fminf(phase_pdf, state->min_ray_pdf);
+
+ /* update path state */
+ path_state_next(kg, state, label);
+
+ /* Russian roulette termination of volume ray scattering. */
+ float probability = path_state_continuation_probability(kg, state, *throughput);
+
+ if (probability == 0.0f) {
+ return false;
+ }
+ else if (probability != 1.0f) {
+ /* Use dimension from the previous bounce, has not been used yet. */
+ float terminate = path_state_rng_1D(kg, state, PRNG_TERMINATE - PRNG_BOUNCE_NUM);
+
+ if (terminate >= probability) {
+ return false;
+ }
+
+ *throughput /= probability;
+ }
+
+ /* setup ray */
+ ray->P = sd->P;
+ ray->D = phase_omega_in;
+ ray->t = FLT_MAX;
+
+# ifdef __RAY_DIFFERENTIALS__
+ ray->dP = sd->dP;
+ ray->dD = phase_domega_in;
+# endif
+
+ return true;
}
-#ifndef __SPLIT_KERNEL__
-ccl_device void kernel_branched_path_volume_connect_light(
- KernelGlobals *kg,
- ShaderData *sd,
- ShaderData *emission_sd,
- float3 throughput,
- ccl_addr_space PathState *state,
- PathRadiance *L,
- bool sample_all_lights,
- Ray *ray,
- const VolumeSegment *segment)
+# ifndef __SPLIT_KERNEL__
+ccl_device void kernel_branched_path_volume_connect_light(KernelGlobals *kg,
+ ShaderData *sd,
+ ShaderData *emission_sd,
+ float3 throughput,
+ ccl_addr_space PathState *state,
+ PathRadiance *L,
+ bool sample_all_lights,
+ Ray *ray,
+ const VolumeSegment *segment)
{
-#ifdef __EMISSION__
- if(!kernel_data.integrator.use_direct_light)
- return;
-
- Ray light_ray;
- BsdfEval L_light;
- bool is_lamp;
-
- light_ray.time = sd->time;
-
- 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 = light_select_num_samples(kg, i);
- float num_samples_inv = 1.0f/(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++) {
- /* sample random position on given light */
- float 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);
-
- float3 tp = throughput;
-
- /* sample position on volume segment */
- 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);
-
- /* todo: split up light_sample so we don't have to call it again with new position */
- 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, 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, 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);
- }
- }
- }
- }
- }
-
- /* mesh light sampling */
- if(kernel_data.integrator.pdf_triangles != 0.0f) {
- int num_samples = kernel_data.integrator.mesh_light_samples;
- float num_samples_inv = 1.0f/num_samples;
-
- for(int j = 0; j < num_samples; j++) {
- /* sample random position on random triangle */
- float 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_u = 0.5f*light_u;
-
- LightSample 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(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);
-
- /* todo: split up light_sample so we don't have to call it again with new position */
- 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, 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, 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);
- }
- }
- }
- }
- }
- }
- else {
- /* sample random position on random light */
- float light_u, light_v;
- path_state_rng_2D(kg, state, PRNG_LIGHT_U, &light_u, &light_v);
-
- LightSample 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(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);
-
- /* todo: split up light_sample so we don't have to call it again with new position */
- 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, 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, tp, &L_light, shadow, 1.0f, is_lamp);
- }
- }
- }
- }
-#endif /* __EMISSION__ */
+# ifdef __EMISSION__
+ if (!kernel_data.integrator.use_direct_light)
+ return;
+
+ Ray light_ray;
+ BsdfEval L_light;
+ bool is_lamp;
+
+ light_ray.time = sd->time;
+
+ 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 = light_select_num_samples(kg, i);
+ float num_samples_inv = 1.0f / (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++) {
+ /* sample random position on given light */
+ float 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);
+
+ float3 tp = throughput;
+
+ /* sample position on volume segment */
+ 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);
+
+ /* todo: split up light_sample so we don't have to call it again with new position */
+ 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, 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, 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);
+ }
+ }
+ }
+ }
+ }
+
+ /* mesh light sampling */
+ if (kernel_data.integrator.pdf_triangles != 0.0f) {
+ int num_samples = kernel_data.integrator.mesh_light_samples;
+ float num_samples_inv = 1.0f / num_samples;
+
+ for (int j = 0; j < num_samples; j++) {
+ /* sample random position on random triangle */
+ float 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_u = 0.5f * light_u;
+
+ LightSample 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(
+ 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);
+
+ /* todo: split up light_sample so we don't have to call it again with new position */
+ 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, 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, 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);
+ }
+ }
+ }
+ }
+ }
+ }
+ else {
+ /* sample random position on random light */
+ float light_u, light_v;
+ path_state_rng_2D(kg, state, PRNG_LIGHT_U, &light_u, &light_v);
+
+ LightSample 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(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);
+
+ /* todo: split up light_sample so we don't have to call it again with new position */
+ 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, 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, tp, &L_light, shadow, 1.0f, is_lamp);
+ }
+ }
+ }
+ }
+# endif /* __EMISSION__ */
}
-#endif /* __SPLIT_KERNEL__ */
+# endif /* __SPLIT_KERNEL__ */
-#endif /* __VOLUME_SCATTER__ */
+#endif /* __VOLUME_SCATTER__ */
CCL_NAMESPACE_END