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Diffstat (limited to 'intern/cycles/kernel/split/kernel_branched.h')
-rw-r--r--intern/cycles/kernel/split/kernel_branched.h150
1 files changed, 150 insertions, 0 deletions
diff --git a/intern/cycles/kernel/split/kernel_branched.h b/intern/cycles/kernel/split/kernel_branched.h
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+++ b/intern/cycles/kernel/split/kernel_branched.h
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+/*
+ * Copyright 2011-2017 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 __BRANCHED_PATH__
+
+/* sets up the various state needed to do an indirect loop */
+ccl_device_inline void kernel_split_branched_path_indirect_loop_init(KernelGlobals *kg, int ray_index)
+{
+ SplitBranchedState *branched_state = &kernel_split_state.branched_state[ray_index];
+
+ /* save a copy of the state to restore later */
+#define BRANCHED_STORE(name) \
+ branched_state->name = kernel_split_state.name[ray_index];
+
+ BRANCHED_STORE(path_state);
+ BRANCHED_STORE(throughput);
+ BRANCHED_STORE(ray);
+ BRANCHED_STORE(sd);
+ BRANCHED_STORE(isect);
+ BRANCHED_STORE(ray_state);
+
+#undef BRANCHED_STORE
+
+ /* set loop counters to intial position */
+ branched_state->next_closure = 0;
+ branched_state->next_sample = 0;
+}
+
+/* ends an indirect loop and restores the previous state */
+ccl_device_inline void kernel_split_branched_path_indirect_loop_end(KernelGlobals *kg, int ray_index)
+{
+ SplitBranchedState *branched_state = &kernel_split_state.branched_state[ray_index];
+
+ /* restore state */
+#define BRANCHED_RESTORE(name) \
+ kernel_split_state.name[ray_index] = branched_state->name;
+
+ BRANCHED_RESTORE(path_state);
+ BRANCHED_RESTORE(throughput);
+ BRANCHED_RESTORE(ray);
+ BRANCHED_RESTORE(sd);
+ BRANCHED_RESTORE(isect);
+ BRANCHED_RESTORE(ray_state);
+
+#undef BRANCHED_RESTORE
+
+ /* leave indirect loop */
+ REMOVE_RAY_FLAG(kernel_split_state.ray_state, ray_index, RAY_BRANCHED_INDIRECT);
+}
+
+/* bounce off surface and integrate indirect light */
+ccl_device_noinline bool kernel_split_branched_path_surface_indirect_light_iter(KernelGlobals *kg,
+ int ray_index,
+ float num_samples_adjust,
+ ShaderData *saved_sd,
+ bool reset_path_state)
+{
+ SplitBranchedState *branched_state = &kernel_split_state.branched_state[ray_index];
+
+ ShaderData *sd = saved_sd;
+ RNG rng = kernel_split_state.rng[ray_index];
+ PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
+ float3 throughput = branched_state->throughput;
+
+ for(int i = branched_state->next_closure; i < sd->num_closure; i++) {
+ const ShaderClosure *sc = &sd->closure[i];
+
+ if(!CLOSURE_IS_BSDF(sc->type))
+ continue;
+ /* transparency is not handled here, but in outer loop */
+ if(sc->type == CLOSURE_BSDF_TRANSPARENT_ID)
+ continue;
+
+ int num_samples;
+
+ if(CLOSURE_IS_BSDF_DIFFUSE(sc->type))
+ num_samples = kernel_data.integrator.diffuse_samples;
+ else if(CLOSURE_IS_BSDF_BSSRDF(sc->type))
+ num_samples = 1;
+ else if(CLOSURE_IS_BSDF_GLOSSY(sc->type))
+ num_samples = kernel_data.integrator.glossy_samples;
+ else
+ num_samples = kernel_data.integrator.transmission_samples;
+
+ num_samples = ceil_to_int(num_samples_adjust*num_samples);
+
+ float num_samples_inv = num_samples_adjust/num_samples;
+ RNG bsdf_rng = cmj_hash(rng, i);
+
+ for(int j = branched_state->next_sample; j < num_samples; j++) {
+ ccl_global PathState *ps = &kernel_split_state.path_state[ray_index];
+ if(reset_path_state) {
+ *ps = branched_state->path_state;
+ }
+
+ ccl_global float3 *tp = &kernel_split_state.throughput[ray_index];
+ *tp = throughput;
+
+ ccl_global Ray *bsdf_ray = &kernel_split_state.ray[ray_index];
+
+ if(!kernel_branched_path_surface_bounce(kg,
+ &bsdf_rng,
+ sd,
+ sc,
+ j,
+ num_samples,
+ tp,
+ ps,
+ L,
+ bsdf_ray))
+ {
+ continue;
+ }
+
+ /* update state for next iteration */
+ branched_state->next_closure = i;
+ branched_state->next_sample = j+1;
+ branched_state->num_samples = num_samples;
+
+ /* start the indirect path */
+ *tp *= num_samples_inv;
+
+ return true;
+ }
+
+ branched_state->next_sample = 0;
+ }
+
+ return false;
+}
+
+#endif /* __BRANCHED_PATH__ */
+
+CCL_NAMESPACE_END
+