/* * 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_inline void kernel_path_volume_connect_light(KernelGlobals *kg, ShaderData *sd, ShaderData *emission_sd, float3 throughput, ccl_addr_space PathState *state, PathRadiance *L) { # ifdef __EMISSION__ if (!kernel_data.integrator.use_direct_light) return; /* sample illumination from lights to find path contribution */ float light_u, light_v; path_state_rng_2D(kg, 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 */ light_ray.time = sd->time; if (light_sample(kg, light_u, light_v, sd->time, sd->P, state->bounce, &ls)) { float terminate = path_state_rng_light_termination(kg, state); if (direct_emission( kg, sd, emission_sd, &ls, state, &light_ray, &L_light, &is_lamp, terminate)) { /* trace shadow ray */ float3 shadow; if (!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &shadow)) { /* accumulate */ path_radiance_accum_light(L, state, throughput, &L_light, shadow, 1.0f, is_lamp); } } } # endif /* __EMISSION__ */ } # ifdef __KERNEL_GPU__ ccl_device_noinline # else ccl_device # endif bool kernel_path_volume_bounce(KernelGlobals *kg, ShaderData *sd, ccl_addr_space float3 *throughput, ccl_addr_space PathState *state, PathRadianceState *L_state, ccl_addr_space 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, state, PRNG_BSDF_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(kg, L_state, 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); /* Russian roulette termination of volume ray scattering. */ float probability = path_state_continuation_probability(kg, state, *throughput); if (probability == 0.0f) { return false; } else if (probability != 1.0f) { /* Use dimension from the previous bounce, has not been used yet. */ float terminate = path_state_rng_1D(kg, state, PRNG_TERMINATE - PRNG_BOUNCE_NUM); if (terminate >= probability) { return false; } *throughput /= probability; } /* 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; } # ifndef __SPLIT_KERNEL__ ccl_device void kernel_branched_path_volume_connect_light(KernelGlobals *kg, ShaderData *sd, ShaderData *emission_sd, float3 throughput, ccl_addr_space PathState *state, PathRadiance *L, 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; light_ray.time = sd->time; 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 = light_select_num_samples(kg, i); float num_samples_inv = 1.0f / (num_samples * kernel_data.integrator.num_all_lights); uint lamp_rng_hash = cmj_hash(state->rng_hash, i); 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_hash, 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( kg, state->rng_hash, state, j, num_samples, PRNG_PHASE_CHANNEL); float rscatter = path_branched_rng_1D( kg, state->rng_hash, 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); /* todo: split up light_sample so we don't have to call it again with new position */ if (result == VOLUME_PATH_SCATTERED && lamp_light_sample(kg, i, light_u, light_v, sd->P, &ls)) { if (kernel_data.integrator.pdf_triangles != 0.0f) ls.pdf *= 2.0f; float terminate = path_branched_rng_light_termination( kg, state->rng_hash, state, j, num_samples); if (direct_emission( kg, sd, emission_sd, &ls, state, &light_ray, &L_light, &is_lamp, terminate)) { /* trace shadow ray */ float3 shadow; if (!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &shadow)) { /* accumulate */ path_radiance_accum_light( L, state, tp * num_samples_inv, &L_light, shadow, num_samples_inv, is_lamp); } } } } } /* mesh light sampling */ if (kernel_data.integrator.pdf_triangles != 0.0f) { int num_samples = kernel_data.integrator.mesh_light_samples; float num_samples_inv = 1.0f / num_samples; for (int j = 0; j < num_samples; j++) { /* sample random position on random triangle */ float light_u, light_v; path_branched_rng_2D( kg, state->rng_hash, state, j, num_samples, PRNG_LIGHT_U, &light_u, &light_v); /* only sample triangle lights */ if (kernel_data.integrator.num_all_lights) light_u = 0.5f * light_u; LightSample ls; light_sample(kg, 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( kg, state->rng_hash, state, j, num_samples, PRNG_PHASE_CHANNEL); float rscatter = path_branched_rng_1D( kg, state->rng_hash, 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); /* todo: split up light_sample so we don't have to call it again with new position */ if (result == VOLUME_PATH_SCATTERED && light_sample(kg, light_u, light_v, sd->time, sd->P, state->bounce, &ls)) { if (kernel_data.integrator.num_all_lights) ls.pdf *= 2.0f; float terminate = path_branched_rng_light_termination( kg, state->rng_hash, state, j, num_samples); if (direct_emission( kg, sd, emission_sd, &ls, state, &light_ray, &L_light, &is_lamp, terminate)) { /* trace shadow ray */ float3 shadow; if (!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &shadow)) { /* accumulate */ path_radiance_accum_light( L, state, tp * num_samples_inv, &L_light, shadow, num_samples_inv, is_lamp); } } } } } } else { /* sample random position on random light */ float light_u, light_v; path_state_rng_2D(kg, state, PRNG_LIGHT_U, &light_u, &light_v); LightSample ls; light_sample(kg, 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(kg, state, PRNG_PHASE_CHANNEL); float rscatter = path_state_rng_1D(kg, 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); /* todo: split up light_sample so we don't have to call it again with new position */ if (result == VOLUME_PATH_SCATTERED && light_sample(kg, light_u, light_v, sd->time, sd->P, state->bounce, &ls)) { /* sample random light */ float terminate = path_state_rng_light_termination(kg, state); if (direct_emission( kg, sd, emission_sd, &ls, state, &light_ray, &L_light, &is_lamp, terminate)) { /* trace shadow ray */ float3 shadow; if (!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &shadow)) { /* accumulate */ path_radiance_accum_light(L, state, tp, &L_light, shadow, 1.0f, is_lamp); } } } } # endif /* __EMISSION__ */ } # endif /* __SPLIT_KERNEL__ */ #endif /* __VOLUME_SCATTER__ */ CCL_NAMESPACE_END