/* * 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 #ifdef __VOLUME_SCATTER__ ccl_device void kernel_path_volume_connect_light(KernelGlobals *kg, RNG *rng, ShaderData *sd, float3 throughput, PathState *state, PathRadiance *L) { #ifdef __EMISSION__ if(!kernel_data.integrator.use_direct_light) 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; LightSample ls; bool is_lamp; /* connect to light from given point where shader has been evaluated */ #ifdef __OBJECT_MOTION__ light_ray.time = sd->time; #endif light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, state->bounce, &ls); if(ls.pdf == 0.0f) return; 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 } #ifdef __KERNEL_GPU__ ccl_device_noinline #else ccl_device #endif bool kernel_path_volume_bounce(KernelGlobals *kg, RNG *rng, ShaderData *sd, float3 *throughput, PathState *state, PathRadiance *L, Ray *ray) { /* sample phase function */ float phase_pdf; BsdfEval phase_eval; float3 phase_omega_in; differential3 phase_domega_in; float phase_u, phase_v; path_state_rng_2D(kg, rng, state, PRNG_PHASE_U, &phase_u, &phase_v); int label; label = shader_volume_phase_sample(kg, sd, phase_u, phase_v, &phase_eval, &phase_omega_in, &phase_domega_in, &phase_pdf); if(phase_pdf == 0.0f || bsdf_eval_is_zero(&phase_eval)) return false; /* modify throughput */ path_radiance_bsdf_bounce(L, throughput, &phase_eval, phase_pdf, state->bounce, label); /* set labels */ state->ray_pdf = phase_pdf; #ifdef __LAMP_MIS__ state->ray_t = 0.0f; #endif state->min_ray_pdf = fminf(phase_pdf, state->min_ray_pdf); /* update path state */ path_state_next(kg, state, label); /* setup ray */ ray->P = sd->P; ray->D = phase_omega_in; ray->t = FLT_MAX; #ifdef __RAY_DIFFERENTIALS__ ray->dP = sd->dP; ray->dD = phase_domega_in; #endif return true; } ccl_device void kernel_branched_path_volume_connect_light(KernelGlobals *kg, RNG *rng, ShaderData *sd, float3 throughput, PathState *state, PathRadiance *L, float num_samples_adjust, bool sample_all_lights, Ray *ray, const VolumeSegment *segment) { #ifdef __EMISSION__ if(!kernel_data.integrator.use_direct_light) 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++) { /* sample random position on given light */ 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, ray->P, &ls); float3 tp = throughput; /* sample position on volume segment */ float rphase = path_branched_rng_1D_for_decision(kg, rng, state, j, num_samples, PRNG_PHASE); float rscatter = path_branched_rng_1D_for_decision(kg, rng, state, j, num_samples, PRNG_SCATTER_DISTANCE); VolumeIntegrateResult result = kernel_volume_decoupled_scatter(kg, state, ray, sd, &tp, rphase, rscatter, segment, (ls.t != FLT_MAX)? &ls.P: NULL, false); (void)result; kernel_assert(result == VOLUME_PATH_SCATTERED); /* todo: split up light_sample so we don't have to call it again with new position */ lamp_light_sample(kg, i, light_u, light_v, sd->P, &ls); if(ls.pdf == 0.0f) continue; 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, tp*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++) { /* sample random position on random triangle */ float light_t = path_branched_rng_1D_for_decision(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, ray->P, state->bounce, &ls); float3 tp = throughput; /* sample position on volume segment */ float rphase = path_branched_rng_1D_for_decision(kg, rng, state, j, num_samples, PRNG_PHASE); float rscatter = path_branched_rng_1D_for_decision(kg, rng, state, j, num_samples, PRNG_SCATTER_DISTANCE); VolumeIntegrateResult result = kernel_volume_decoupled_scatter(kg, state, ray, sd, &tp, rphase, rscatter, segment, (ls.t != FLT_MAX)? &ls.P: NULL, false); (void)result; kernel_assert(result == VOLUME_PATH_SCATTERED); /* todo: split up light_sample so we don't have to call it again with new position */ light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, state->bounce, &ls); if(ls.pdf == 0.0f) continue; 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, tp*num_samples_inv, &L_light, shadow, num_samples_inv, state->bounce, is_lamp); } } } } } else { /* sample random position on random light */ 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, ray->P, state->bounce, &ls); float3 tp = throughput; /* sample position on volume segment */ float rphase = path_state_rng_1D_for_decision(kg, rng, state, PRNG_PHASE); float rscatter = path_state_rng_1D_for_decision(kg, rng, state, PRNG_SCATTER_DISTANCE); VolumeIntegrateResult result = kernel_volume_decoupled_scatter(kg, state, ray, sd, &tp, rphase, rscatter, segment, (ls.t != FLT_MAX)? &ls.P: NULL, false); (void)result; kernel_assert(result == VOLUME_PATH_SCATTERED); /* todo: split up light_sample so we don't have to call it again with new position */ light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, state->bounce, &ls); if(ls.pdf == 0.0f) return; /* 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, tp, &L_light, shadow, 1.0f, state->bounce, is_lamp); } } } #endif } #endif CCL_NAMESPACE_END