/* * Copyright 2011-2013 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 #if defined(__BRANCHED_PATH__) || defined(__SUBSURFACE__) /* branched path tracing: connect path directly to position on one or more lights and add it to L */ ccl_device void kernel_branched_path_surface_connect_light(KernelGlobals *kg, RNG *rng, ShaderData *sd, PathState *state, float3 throughput, float num_samples_adjust, PathRadiance *L, bool sample_all_lights) { #ifdef __EMISSION__ /* sample illumination from lights to find path contribution */ if(!(sd->flag & SD_BSDF_HAS_EVAL)) return; Ray light_ray; BsdfEval L_light; bool is_lamp; #ifdef __OBJECT_MOTION__ light_ray.time = sd->time; #endif 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 = ceil_to_int(num_samples_adjust*light_select_num_samples(kg, i)); float num_samples_inv = num_samples_adjust/(num_samples*kernel_data.integrator.num_all_lights); RNG lamp_rng = cmj_hash(*rng, i); if(kernel_data.integrator.pdf_triangles != 0.0f) num_samples_inv *= 0.5f; for(int j = 0; j < num_samples; j++) { float light_u, light_v; path_branched_rng_2D(kg, &lamp_rng, state, j, num_samples, PRNG_LIGHT_U, &light_u, &light_v); LightSample ls; lamp_light_sample(kg, i, light_u, light_v, sd->P, &ls); if(direct_emission(kg, sd, &ls, &light_ray, &L_light, &is_lamp, state->bounce, state->transparent_bounce)) { /* trace shadow ray */ float3 shadow; if(!shadow_blocked(kg, state, &light_ray, &shadow)) { /* accumulate */ path_radiance_accum_light(L, throughput*num_samples_inv, &L_light, shadow, num_samples_inv, state->bounce, is_lamp); } } } } /* mesh light sampling */ if(kernel_data.integrator.pdf_triangles != 0.0f) { int num_samples = ceil_to_int(num_samples_adjust*kernel_data.integrator.mesh_light_samples); float num_samples_inv = num_samples_adjust/num_samples; if(kernel_data.integrator.num_all_lights) num_samples_inv *= 0.5f; for(int j = 0; j < num_samples; j++) { float light_t = path_branched_rng_1D(kg, rng, state, j, num_samples, PRNG_LIGHT); float light_u, light_v; path_branched_rng_2D(kg, rng, state, j, num_samples, PRNG_LIGHT_U, &light_u, &light_v); /* only sample triangle lights */ if(kernel_data.integrator.num_all_lights) light_t = 0.5f*light_t; LightSample ls; light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, state->bounce, &ls); if(direct_emission(kg, sd, &ls, &light_ray, &L_light, &is_lamp, state->bounce, state->transparent_bounce)) { /* trace shadow ray */ float3 shadow; if(!shadow_blocked(kg, state, &light_ray, &shadow)) { /* accumulate */ path_radiance_accum_light(L, throughput*num_samples_inv, &L_light, shadow, num_samples_inv, state->bounce, is_lamp); } } } } } else { /* sample one light at random */ float light_t = path_state_rng_1D(kg, rng, state, PRNG_LIGHT); float light_u, light_v; path_state_rng_2D(kg, rng, state, PRNG_LIGHT_U, &light_u, &light_v); LightSample ls; light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, state->bounce, &ls); /* sample random light */ if(direct_emission(kg, sd, &ls, &light_ray, &L_light, &is_lamp, state->bounce, state->transparent_bounce)) { /* trace shadow ray */ float3 shadow; if(!shadow_blocked(kg, state, &light_ray, &shadow)) { /* accumulate */ path_radiance_accum_light(L, throughput*num_samples_adjust, &L_light, shadow, num_samples_adjust, state->bounce, is_lamp); } } } #endif } /* branched path tracing: bounce off or through surface to with new direction stored in ray */ ccl_device bool kernel_branched_path_surface_bounce(KernelGlobals *kg, RNG *rng, ShaderData *sd, const ShaderClosure *sc, int sample, int num_samples, float3 *throughput, PathState *state, PathRadiance *L, Ray *ray) { /* sample BSDF */ float bsdf_pdf; BsdfEval bsdf_eval; float3 bsdf_omega_in; differential3 bsdf_domega_in; float bsdf_u, bsdf_v; path_branched_rng_2D(kg, rng, state, sample, num_samples, PRNG_BSDF_U, &bsdf_u, &bsdf_v); int label; label = shader_bsdf_sample_closure(kg, sd, sc, bsdf_u, bsdf_v, &bsdf_eval, &bsdf_omega_in, &bsdf_domega_in, &bsdf_pdf); if(bsdf_pdf == 0.0f || bsdf_eval_is_zero(&bsdf_eval)) return false; /* modify throughput */ path_radiance_bsdf_bounce(L, throughput, &bsdf_eval, bsdf_pdf, state->bounce, label); /* modify path state */ path_state_next(kg, state, label); /* setup ray */ ray->P = ray_offset(sd->P, (label & LABEL_TRANSMIT)? -sd->Ng: sd->Ng); ray->D = bsdf_omega_in; ray->t = FLT_MAX; #ifdef __RAY_DIFFERENTIALS__ ray->dP = sd->dP; ray->dD = bsdf_domega_in; #endif #ifdef __OBJECT_MOTION__ ray->time = sd->time; #endif #ifdef __VOLUME__ /* enter/exit volume */ if(label & LABEL_TRANSMIT) kernel_volume_stack_enter_exit(kg, sd, state->volume_stack); #endif /* branch RNG state */ path_state_branch(state, sample, num_samples); /* set MIS state */ state->min_ray_pdf = fminf(bsdf_pdf, FLT_MAX); state->ray_pdf = bsdf_pdf; #ifdef __LAMP_MIS__ state->ray_t = 0.0f; #endif return true; } #endif /* path tracing: connect path directly to position on a light and add it to L */ ccl_device_inline void kernel_path_surface_connect_light(KernelGlobals *kg, RNG *rng, ShaderData *sd, float3 throughput, PathState *state, PathRadiance *L) { #ifdef __EMISSION__ if(!(kernel_data.integrator.use_direct_light && (sd->flag & SD_BSDF_HAS_EVAL))) return; /* sample illumination from lights to find path contribution */ float light_t = path_state_rng_1D(kg, rng, state, PRNG_LIGHT); float light_u, light_v; path_state_rng_2D(kg, rng, state, PRNG_LIGHT_U, &light_u, &light_v); Ray light_ray; BsdfEval L_light; bool is_lamp; #ifdef __OBJECT_MOTION__ light_ray.time = sd->time; #endif LightSample ls; light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, state->bounce, &ls); if(direct_emission(kg, sd, &ls, &light_ray, &L_light, &is_lamp, state->bounce, state->transparent_bounce)) { /* trace shadow ray */ float3 shadow; if(!shadow_blocked(kg, state, &light_ray, &shadow)) { /* accumulate */ path_radiance_accum_light(L, throughput, &L_light, shadow, 1.0f, state->bounce, is_lamp); } } #endif } /* path tracing: bounce off or through surface to with new direction stored in ray */ ccl_device_inline bool kernel_path_surface_bounce(KernelGlobals *kg, RNG *rng, ShaderData *sd, float3 *throughput, PathState *state, PathRadiance *L, Ray *ray) { /* no BSDF? we can stop here */ if(sd->flag & SD_BSDF) { /* sample BSDF */ float bsdf_pdf; BsdfEval bsdf_eval; float3 bsdf_omega_in; differential3 bsdf_domega_in; float bsdf_u, bsdf_v; path_state_rng_2D(kg, rng, state, PRNG_BSDF_U, &bsdf_u, &bsdf_v); int label; label = shader_bsdf_sample(kg, sd, bsdf_u, bsdf_v, &bsdf_eval, &bsdf_omega_in, &bsdf_domega_in, &bsdf_pdf); if(bsdf_pdf == 0.0f || bsdf_eval_is_zero(&bsdf_eval)) return false; /* modify throughput */ path_radiance_bsdf_bounce(L, throughput, &bsdf_eval, bsdf_pdf, state->bounce, label); /* set labels */ if(!(label & LABEL_TRANSPARENT)) { state->ray_pdf = bsdf_pdf; #ifdef __LAMP_MIS__ state->ray_t = 0.0f; #endif state->min_ray_pdf = fminf(bsdf_pdf, state->min_ray_pdf); } /* update path state */ path_state_next(kg, state, label); /* setup ray */ ray->P = ray_offset(sd->P, (label & LABEL_TRANSMIT)? -sd->Ng: sd->Ng); ray->D = bsdf_omega_in; if(state->bounce == 0) ray->t -= sd->ray_length; /* clipping works through transparent */ else ray->t = FLT_MAX; #ifdef __RAY_DIFFERENTIALS__ ray->dP = sd->dP; ray->dD = bsdf_domega_in; #endif #ifdef __VOLUME__ /* enter/exit volume */ if(label & LABEL_TRANSMIT) kernel_volume_stack_enter_exit(kg, sd, state->volume_stack); #endif return true; } #ifdef __VOLUME__ else if(sd->flag & SD_HAS_ONLY_VOLUME) { /* no surface shader but have a volume shader? act transparent */ /* update path state, count as transparent */ path_state_next(kg, state, LABEL_TRANSPARENT); if(state->bounce == 0) ray->t -= sd->ray_length; /* clipping works through transparent */ else ray->t = FLT_MAX; /* setup ray position, direction stays unchanged */ ray->P = ray_offset(sd->P, -sd->Ng); #ifdef __RAY_DIFFERENTIALS__ ray->dP = sd->dP; #endif /* enter/exit volume */ kernel_volume_stack_enter_exit(kg, sd, state->volume_stack); return true; } #endif else { /* no bsdf or volume? */ return false; } } CCL_NAMESPACE_END