From f01e43fac392155b02ae819c466db8bac3826016 Mon Sep 17 00:00:00 2001 From: Sergey Sharybin Date: Tue, 5 Sep 2017 15:38:11 +0200 Subject: Fix T52433: Volume Absorption color tint Need to exit the volume stack when shadow ray laves the medium. Thanks Brecht for review and help in troubleshooting! --- intern/cycles/kernel/kernel_shadow.h | 84 +++++++++++++++++++++++++++++------- 1 file changed, 68 insertions(+), 16 deletions(-) (limited to 'intern/cycles/kernel/kernel_shadow.h') diff --git a/intern/cycles/kernel/kernel_shadow.h b/intern/cycles/kernel/kernel_shadow.h index bb6bdc7fbd0..b409aca7674 100644 --- a/intern/cycles/kernel/kernel_shadow.h +++ b/intern/cycles/kernel/kernel_shadow.h @@ -119,12 +119,46 @@ ccl_device bool shadow_blocked_opaque(KernelGlobals *kg, # define SHADOW_STACK_MAX_HITS 64 +# ifdef __VOLUME__ +struct VolumeState { +# ifdef __SPLIT_KERNEL__ +# else + PathState ps; +# endif +}; + +/* Get PathState ready for use for volume stack evaluation. */ +ccl_device_inline PathState *shadow_blocked_volume_path_state( + KernelGlobals *kg, + VolumeState *volume_state, + ccl_addr_space PathState *state, + ShaderData *sd, + Ray *ray) +{ +# ifdef __SPLIT_KERNEL__ + ccl_addr_space PathState *ps = + &kernel_split_state.state_shadow[ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0)]; +# else + PathState *ps = &volume_state->ps; +# endif + *ps = *state; + /* We are checking for shadow on the "other" side of the surface, so need + * to discard volume we are currently at. + */ + if(dot(sd->Ng, ray->D) < 0.0f) { + kernel_volume_stack_enter_exit(kg, sd, ps->volume_stack); + } + return ps; +} +#endif // __VOLUME__ + /* Actual logic with traversal loop implementation which is free from device * specific tweaks. * * Note that hits array should be as big as max_hits+1. */ ccl_device bool shadow_blocked_transparent_all_loop(KernelGlobals *kg, + ShaderData *sd, ShaderData *shadow_sd, ccl_addr_space PathState *state, const uint visibility, @@ -143,6 +177,9 @@ ccl_device bool shadow_blocked_transparent_all_loop(KernelGlobals *kg, visibility, max_hits, &num_hits); +# ifdef __VOLUME__ + VolumeState volume_state; +# endif /* If no opaque surface found but we did find transparent hits, * shade them. */ @@ -153,13 +190,11 @@ ccl_device bool shadow_blocked_transparent_all_loop(KernelGlobals *kg, int bounce = state->transparent_bounce; Intersection *isect = hits; # ifdef __VOLUME__ -# ifdef __SPLIT_KERNEL__ - ccl_addr_space PathState *ps = &kernel_split_state.state_shadow[ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0)]; -# else - PathState ps_object; - PathState *ps = &ps_object; -# endif - *ps = *state; + PathState *ps = shadow_blocked_volume_path_state(kg, + &volume_state, + state, + sd, + ray); # endif sort_intersections(hits, num_hits); for(int hit = 0; hit < num_hits; hit++, isect++) { @@ -205,7 +240,12 @@ ccl_device bool shadow_blocked_transparent_all_loop(KernelGlobals *kg, # ifdef __VOLUME__ if(!blocked && state->volume_stack[0].shader != SHADER_NONE) { /* Apply attenuation from current volume shader. */ - kernel_volume_shadow(kg, shadow_sd, state, ray, shadow); + PathState *ps = shadow_blocked_volume_path_state(kg, + &volume_state, + state, + sd, + ray); + kernel_volume_shadow(kg, shadow_sd, ps, ray, shadow); } # endif return blocked; @@ -215,6 +255,7 @@ ccl_device bool shadow_blocked_transparent_all_loop(KernelGlobals *kg, * loop to help readability of the actual logic. */ ccl_device bool shadow_blocked_transparent_all(KernelGlobals *kg, + ShaderData *sd, ShaderData *shadow_sd, ccl_addr_space PathState *state, const uint visibility, @@ -250,6 +291,7 @@ ccl_device bool shadow_blocked_transparent_all(KernelGlobals *kg, # endif /* __KERNEL_GPU__ */ /* Invoke actual traversal. */ return shadow_blocked_transparent_all_loop(kg, + sd, shadow_sd, state, visibility, @@ -275,6 +317,7 @@ ccl_device bool shadow_blocked_transparent_all(KernelGlobals *kg, */ ccl_device bool shadow_blocked_transparent_stepped_loop( KernelGlobals *kg, + ShaderData *sd, ShaderData *shadow_sd, ccl_addr_space PathState *state, const uint visibility, @@ -284,18 +327,18 @@ ccl_device bool shadow_blocked_transparent_stepped_loop( const bool is_transparent_isect, float3 *shadow) { +# ifdef __VOLUME__ + VolumeState volume_state; +# endif if(blocked && is_transparent_isect) { float3 throughput = make_float3(1.0f, 1.0f, 1.0f); float3 Pend = ray->P + ray->D*ray->t; int bounce = state->transparent_bounce; # ifdef __VOLUME__ -# ifdef __SPLIT_KERNEL__ - ccl_addr_space PathState *ps = &kernel_split_state.state_shadow[ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0)]; -# else - PathState ps_object; - PathState *ps = &ps_object; -# endif - *ps = *state; + PathState *ps = shadow_blocked_volume_path_state(kg, + &volume_state, + state, + sd); # endif for(;;) { if(bounce >= kernel_data.integrator.transparent_max_bounce) { @@ -345,7 +388,11 @@ ccl_device bool shadow_blocked_transparent_stepped_loop( # ifdef __VOLUME__ if(!blocked && state->volume_stack[0].shader != SHADER_NONE) { /* Apply attenuation from current volume shader. */ - kernel_volume_shadow(kg, shadow_sd, state, ray, shadow); + PathState *ps = shadow_blocked_volume_path_state(kg, + &volume_state, + state, + sd); + kernel_volume_shadow(kg, shadow_sd, ps, ray, shadow); } # endif return blocked; @@ -353,6 +400,7 @@ ccl_device bool shadow_blocked_transparent_stepped_loop( ccl_device bool shadow_blocked_transparent_stepped( KernelGlobals *kg, + ShaderData *sd, ShaderData *shadow_sd, ccl_addr_space PathState *state, const uint visibility, @@ -370,6 +418,7 @@ ccl_device bool shadow_blocked_transparent_stepped( ? shader_transparent_shadow(kg, isect) : false; return shadow_blocked_transparent_stepped_loop(kg, + sd, shadow_sd, state, visibility, @@ -384,6 +433,7 @@ ccl_device bool shadow_blocked_transparent_stepped( #endif /* __TRANSPARENT_SHADOWS__ */ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, + ShaderData *sd, ShaderData *shadow_sd, ccl_addr_space PathState *state, Ray *ray_input, @@ -452,6 +502,7 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, max_hits + 1 >= SHADOW_STACK_MAX_HITS) { return shadow_blocked_transparent_stepped_loop(kg, + sd, shadow_sd, state, visibility, @@ -463,6 +514,7 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, } # endif /* __KERNEL_GPU__ */ return shadow_blocked_transparent_all(kg, + sd, shadow_sd, state, visibility, -- cgit v1.2.3