/* * Copyright 2011, Blender Foundation. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ CCL_NAMESPACE_BEGIN /* BSDF Eval * * BSDF evaluation result, split per BSDF type. This is used to accumulate * render passes separately. */ __device_inline void bsdf_eval_init(BsdfEval *eval, ClosureType type, float3 value, int use_light_pass) { #ifdef __PASSES__ eval->use_light_pass = use_light_pass; if(eval->use_light_pass) { eval->diffuse = make_float3(0.0f, 0.0f, 0.0f); eval->glossy = make_float3(0.0f, 0.0f, 0.0f); eval->transmission = make_float3(0.0f, 0.0f, 0.0f); eval->transparent = make_float3(0.0f, 0.0f, 0.0f); if(type == CLOSURE_BSDF_TRANSPARENT_ID) eval->transparent = value; else if(CLOSURE_IS_BSDF_DIFFUSE(type)) eval->diffuse = value; else if(CLOSURE_IS_BSDF_GLOSSY(type)) eval->glossy = value; else eval->transmission = value; } else eval->diffuse = value; #else *eval = value; #endif } __device_inline void bsdf_eval_accum(BsdfEval *eval, ClosureType type, float3 value) { #ifdef __PASSES__ if(eval->use_light_pass) { if(CLOSURE_IS_BSDF_DIFFUSE(type)) eval->diffuse += value; else if(CLOSURE_IS_BSDF_GLOSSY(type)) eval->glossy += value; else eval->transmission += value; /* skipping transparent, this function is used by for eval(), will be zero then */ } else eval->diffuse += value; #else *eval += value; #endif } __device_inline bool bsdf_eval_is_zero(BsdfEval *eval) { #ifdef __PASSES__ if(eval->use_light_pass) { return is_zero(eval->diffuse) && is_zero(eval->glossy) && is_zero(eval->transmission) && is_zero(eval->transparent); } else return is_zero(eval->diffuse); #else return is_zero(*eval); #endif } __device_inline void bsdf_eval_mul(BsdfEval *eval, float3 value) { #ifdef __PASSES__ if(eval->use_light_pass) { eval->diffuse *= value; eval->glossy *= value; eval->transmission *= value; /* skipping transparent, this function is used by for eval(), will be zero then */ } else eval->diffuse *= value; #else *eval *= value; #endif } /* Path Radiance * * We accumulate different render passes separately. After summing at the end * to get the combined result, it should be identical. We definte directly * visible as the first non-transparent hit, while indirectly visible are the * bounces after that. */ __device_inline void path_radiance_init(PathRadiance *L, int use_light_pass) { /* clear all */ #ifdef __PASSES__ L->use_light_pass = use_light_pass; if(use_light_pass) { L->indirect = make_float3(0.0f, 0.0f, 0.0f); L->direct_throughput = make_float3(0.0f, 0.0f, 0.0f); L->direct_emission = make_float3(0.0f, 0.0f, 0.0f); L->color_diffuse = make_float3(0.0f, 0.0f, 0.0f); L->color_glossy = make_float3(0.0f, 0.0f, 0.0f); L->color_transmission = make_float3(0.0f, 0.0f, 0.0f); L->direct_diffuse = make_float3(0.0f, 0.0f, 0.0f); L->direct_glossy = make_float3(0.0f, 0.0f, 0.0f); L->direct_transmission = make_float3(0.0f, 0.0f, 0.0f); L->indirect_diffuse = make_float3(0.0f, 0.0f, 0.0f); L->indirect_glossy = make_float3(0.0f, 0.0f, 0.0f); L->indirect_transmission = make_float3(0.0f, 0.0f, 0.0f); L->emission = make_float3(0.0f, 0.0f, 0.0f); L->background = make_float3(0.0f, 0.0f, 0.0f); L->ao = make_float3(0.0f, 0.0f, 0.0f); L->shadow = make_float4(0.0f, 0.0f, 0.0f, 0.0f); } else L->emission = make_float3(0.0f, 0.0f, 0.0f); #else *L = make_float3(0.0f, 0.0f, 0.0f); #endif } __device_inline void path_radiance_bsdf_bounce(PathRadiance *L, float3 *throughput, BsdfEval *bsdf_eval, float bsdf_pdf, int bounce, int bsdf_label) { float inverse_pdf = 1.0f/bsdf_pdf; #ifdef __PASSES__ if(L->use_light_pass) { if(bounce == 0 && !(bsdf_label & LABEL_TRANSPARENT)) { /* first on directly visible surface */ float3 value = *throughput*inverse_pdf; L->indirect_diffuse = bsdf_eval->diffuse*value; L->indirect_glossy = bsdf_eval->glossy*value; L->indirect_transmission = bsdf_eval->transmission*value; *throughput = L->indirect_diffuse + L->indirect_glossy + L->indirect_transmission; L->direct_throughput = *throughput; } else { /* transparent bounce before first hit, or indirectly visible through BSDF */ float3 sum = (bsdf_eval->diffuse + bsdf_eval->glossy + bsdf_eval->transmission + bsdf_eval->transparent)*inverse_pdf; *throughput *= sum; } } else *throughput *= bsdf_eval->diffuse*inverse_pdf; #else *throughput *= *bsdf_eval*inverse_pdf; #endif } __device_inline void path_radiance_accum_emission(PathRadiance *L, float3 throughput, float3 value, int bounce) { #ifdef __PASSES__ if(L->use_light_pass) { if(bounce == 0) L->emission += throughput*value; else if(bounce == 1) L->direct_emission += throughput*value; else L->indirect += throughput*value; } else L->emission += throughput*value; #else *L += throughput*value; #endif } __device_inline void path_radiance_accum_ao(PathRadiance *L, float3 throughput, float3 bsdf, float3 ao, int bounce) { #ifdef __PASSES__ if(L->use_light_pass) { if(bounce == 0) { /* directly visible lighting */ L->direct_diffuse += throughput*bsdf*ao; L->ao += throughput*ao; } else { /* indirectly visible lighting after BSDF bounce */ L->indirect += throughput*bsdf*ao; } } else L->emission += throughput*bsdf*ao; #else *L += throughput*bsdf*ao; #endif } __device_inline void path_radiance_accum_light(PathRadiance *L, float3 throughput, BsdfEval *bsdf_eval, float3 shadow, int bounce, bool is_lamp) { #ifdef __PASSES__ if(L->use_light_pass) { if(bounce == 0) { /* directly visible lighting */ L->direct_diffuse += throughput*bsdf_eval->diffuse*shadow; L->direct_glossy += throughput*bsdf_eval->glossy*shadow; L->direct_transmission += throughput*bsdf_eval->transmission*shadow; if(is_lamp) { float3 sum = throughput*(bsdf_eval->diffuse + bsdf_eval->glossy + bsdf_eval->transmission); L->shadow.x += shadow.x; L->shadow.y += shadow.y; L->shadow.z += shadow.z; L->shadow.w += average(sum); } } else { /* indirectly visible lighting after BSDF bounce */ float3 sum = bsdf_eval->diffuse + bsdf_eval->glossy + bsdf_eval->transmission; L->indirect += throughput*sum*shadow; } } else L->emission += throughput*bsdf_eval->diffuse*shadow; #else *L += throughput*(*bsdf_eval)*shadow; #endif } __device_inline void path_radiance_accum_background(PathRadiance *L, float3 throughput, float3 value, int bounce) { #ifdef __PASSES__ if(L->use_light_pass) { if(bounce == 0) L->background += throughput*value; else if(bounce == 1) L->direct_emission += throughput*value; else L->indirect += throughput*value; } else L->emission += throughput*value; #else *L += throughput*value; #endif } __device_inline float3 path_radiance_sum(KernelGlobals *kg, PathRadiance *L) { #ifdef __PASSES__ if(L->use_light_pass) { /* this division is a bit ugly, but means we only have to keep track of * only a single throughput further along the path, here we recover just * the indirect parth that is not influenced by any particular BSDF type */ L->direct_emission = safe_divide_color(L->direct_emission, L->direct_throughput); L->direct_diffuse += L->indirect_diffuse*L->direct_emission; L->direct_glossy += L->indirect_glossy*L->direct_emission; L->direct_transmission += L->indirect_transmission*L->direct_emission; L->indirect = safe_divide_color(L->indirect, L->direct_throughput); L->indirect_diffuse *= L->indirect; L->indirect_glossy *= L->indirect; L->indirect_transmission *= L->indirect; float3 L_sum = L->emission + L->direct_diffuse + L->direct_glossy + L->direct_transmission + L->indirect_diffuse + L->indirect_glossy + L->indirect_transmission; if(!kernel_data.background.transparent) L_sum += L->background; return L_sum; } else return L->emission; #else return *L; #endif } __device_inline void path_radiance_clamp(PathRadiance *L, float3 *L_sum, float clamp) { #ifdef __OSL__ using std::isfinite; #endif float sum = fabsf((*L_sum).x) + fabsf((*L_sum).y) + fabsf((*L_sum).z); if(!isfinite(sum)) { /* invalid value, reject */ *L_sum = make_float3(0.0f, 0.0f, 0.0f); #ifdef __PASSES__ if(L->use_light_pass) { L->direct_diffuse = make_float3(0.0f, 0.0f, 0.0f); L->direct_glossy = make_float3(0.0f, 0.0f, 0.0f); L->direct_transmission = make_float3(0.0f, 0.0f, 0.0f); L->indirect_diffuse = make_float3(0.0f, 0.0f, 0.0f); L->indirect_glossy = make_float3(0.0f, 0.0f, 0.0f); L->indirect_transmission = make_float3(0.0f, 0.0f, 0.0f); L->emission = make_float3(0.0f, 0.0f, 0.0f); } #endif } else if(sum > clamp) { /* value to high, scale down */ float scale = clamp/sum; *L_sum *= scale; #ifdef __PASSES__ if(L->use_light_pass) { L->direct_diffuse *= scale; L->direct_glossy *= scale; L->direct_transmission *= scale; L->indirect_diffuse *= scale; L->indirect_glossy *= scale; L->indirect_transmission *= scale; L->emission *= scale; } #endif } } CCL_NAMESPACE_END