/* * Copyright 2011-2021 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. */ #pragma once #include "kernel/camera/camera_projection.h" #include "kernel/integrator/integrator_path_state.h" #include "kernel/integrator/integrator_shadow_catcher.h" #include "kernel/light/light.h" #include "kernel/util/util_differential.h" #include "kernel/geom/geom.h" #include "kernel/bvh/bvh.h" CCL_NAMESPACE_BEGIN template ccl_device_forceinline bool integrator_intersect_terminate(KernelGlobals kg, IntegratorState state, const int shader_flags) { /* Optional AO bounce termination. * We continue evaluating emissive/transparent surfaces and volumes, similar * to direct lighting. Only if we know there are none can we terminate the * path immediately. */ if (path_state_ao_bounce(kg, state)) { if (shader_flags & (SD_HAS_TRANSPARENT_SHADOW | SD_HAS_EMISSION)) { INTEGRATOR_STATE_WRITE(state, path, flag) |= PATH_RAY_TERMINATE_AFTER_TRANSPARENT; } else if (!integrator_state_volume_stack_is_empty(kg, state)) { INTEGRATOR_STATE_WRITE(state, path, flag) |= PATH_RAY_TERMINATE_AFTER_VOLUME; } else { return true; } } /* Load random number state. */ RNGState rng_state; path_state_rng_load(state, &rng_state); /* We perform path termination in this kernel to avoid launching shade_surface * and evaluating the shader when not needed. Only for emission and transparent * surfaces in front of emission do we need to evaluate the shader, since we * perform MIS as part of indirect rays. */ const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag); const float probability = path_state_continuation_probability(kg, state, path_flag); if (probability != 1.0f) { const float terminate = path_state_rng_1D(kg, &rng_state, PRNG_TERMINATE); if (probability == 0.0f || terminate >= probability) { if (shader_flags & SD_HAS_EMISSION) { /* Mark path to be terminated right after shader evaluation on the surface. */ INTEGRATOR_STATE_WRITE(state, path, flag) |= PATH_RAY_TERMINATE_ON_NEXT_SURFACE; } else if (!integrator_state_volume_stack_is_empty(kg, state)) { /* TODO: only do this for emissive volumes. */ INTEGRATOR_STATE_WRITE(state, path, flag) |= PATH_RAY_TERMINATE_IN_NEXT_VOLUME; } else { return true; } } } return false; } /* Note that current_kernel is a template value since making this a variable * leads to poor performance with CUDA atomics. */ template ccl_device_forceinline void integrator_intersect_shader_next_kernel( KernelGlobals kg, IntegratorState state, ccl_private const Intersection *ccl_restrict isect, const int shader, const int shader_flags) { /* Note on scheduling. * * When there is no shadow catcher split the scheduling is simple: schedule surface shading with * or without raytrace support, depending on the shader used. * * When there is a shadow catcher split the general idea is to have the following configuration: * * - Schedule surface shading kernel (with corresponding raytrace support) for the ray which * will trace shadow catcher object. * * - When no alpha-over of approximate shadow catcher is needed, schedule surface shading for * the matte ray. * * - Otherwise schedule background shading kernel, so that we have a background to alpha-over * on. The background kernel will then schedule surface shading for the matte ray. * * Note that the splitting leaves kernel and sorting counters as-is, so use INIT semantic for * the matte path. */ const bool use_raytrace_kernel = (shader_flags & SD_HAS_RAYTRACE); if (use_raytrace_kernel) { INTEGRATOR_PATH_NEXT_SORTED( current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE, shader); } else { INTEGRATOR_PATH_NEXT_SORTED(current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE, shader); } #ifdef __SHADOW_CATCHER__ const int object_flags = intersection_get_object_flags(kg, isect); if (kernel_shadow_catcher_split(kg, state, object_flags)) { if (kernel_data.film.pass_background != PASS_UNUSED && !kernel_data.background.transparent) { INTEGRATOR_STATE_WRITE(state, path, flag) |= PATH_RAY_SHADOW_CATCHER_BACKGROUND; INTEGRATOR_PATH_INIT(DEVICE_KERNEL_INTEGRATOR_SHADE_BACKGROUND); } else if (use_raytrace_kernel) { INTEGRATOR_PATH_INIT_SORTED(DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE, shader); } else { INTEGRATOR_PATH_INIT_SORTED(DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE, shader); } } #endif } ccl_device void integrator_intersect_closest(KernelGlobals kg, IntegratorState state) { PROFILING_INIT(kg, PROFILING_INTERSECT_CLOSEST); /* Read ray from integrator state into local memory. */ Ray ray ccl_optional_struct_init; integrator_state_read_ray(kg, state, &ray); kernel_assert(ray.t != 0.0f); const uint visibility = path_state_ray_visibility(state); const int last_isect_prim = INTEGRATOR_STATE(state, isect, prim); const int last_isect_object = INTEGRATOR_STATE(state, isect, object); /* Trick to use short AO rays to approximate indirect light at the end of the path. */ if (path_state_ao_bounce(kg, state)) { ray.t = kernel_data.integrator.ao_bounces_distance; const float object_ao_distance = kernel_tex_fetch(__objects, last_isect_object).ao_distance; if (object_ao_distance != 0.0f) { ray.t = object_ao_distance; } } /* Scene Intersection. */ Intersection isect ccl_optional_struct_init; bool hit = scene_intersect(kg, &ray, visibility, &isect); /* TODO: remove this and do it in the various intersection functions instead. */ if (!hit) { isect.prim = PRIM_NONE; } /* Light intersection for MIS. */ if (kernel_data.integrator.use_lamp_mis) { /* NOTE: if we make lights visible to camera rays, we'll need to initialize * these in the path_state_init. */ const int last_type = INTEGRATOR_STATE(state, isect, type); const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag); hit = lights_intersect( kg, &ray, &isect, last_isect_prim, last_isect_object, last_type, path_flag) || hit; } /* Write intersection result into global integrator state memory. */ integrator_state_write_isect(kg, state, &isect); #ifdef __VOLUME__ if (!integrator_state_volume_stack_is_empty(kg, state)) { const bool hit_surface = hit && !(isect.type & PRIMITIVE_LAMP); const int shader = (hit_surface) ? intersection_get_shader(kg, &isect) : SHADER_NONE; const int flags = (hit_surface) ? kernel_tex_fetch(__shaders, shader).flags : 0; if (!integrator_intersect_terminate( kg, state, flags)) { /* Continue with volume kernel if we are inside a volume, regardless * if we hit anything. */ INTEGRATOR_PATH_NEXT(DEVICE_KERNEL_INTEGRATOR_INTERSECT_CLOSEST, DEVICE_KERNEL_INTEGRATOR_SHADE_VOLUME); } else { INTEGRATOR_PATH_TERMINATE(DEVICE_KERNEL_INTEGRATOR_INTERSECT_CLOSEST); } return; } #endif if (hit) { /* Hit a surface, continue with light or surface kernel. */ if (isect.type & PRIMITIVE_LAMP) { INTEGRATOR_PATH_NEXT(DEVICE_KERNEL_INTEGRATOR_INTERSECT_CLOSEST, DEVICE_KERNEL_INTEGRATOR_SHADE_LIGHT); return; } else { /* Hit a surface, continue with surface kernel unless terminated. */ const int shader = intersection_get_shader(kg, &isect); const int flags = kernel_tex_fetch(__shaders, shader).flags; if (!integrator_intersect_terminate( kg, state, flags)) { integrator_intersect_shader_next_kernel( kg, state, &isect, shader, flags); return; } else { INTEGRATOR_PATH_TERMINATE(DEVICE_KERNEL_INTEGRATOR_INTERSECT_CLOSEST); return; } } } else { /* Nothing hit, continue with background kernel. */ INTEGRATOR_PATH_NEXT(DEVICE_KERNEL_INTEGRATOR_INTERSECT_CLOSEST, DEVICE_KERNEL_INTEGRATOR_SHADE_BACKGROUND); return; } } CCL_NAMESPACE_END