8ada7f7397
Simplifies code quite a bit, making it shorter and easier to extend. Currently no functional changes for users, but is required for the upcoming work of shadow catcher support with OpenCL.
660 lines
21 KiB
C
660 lines
21 KiB
C
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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CCL_NAMESPACE_BEGIN
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#ifdef __BRANCHED_PATH__
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ccl_device_inline void kernel_branched_path_ao(KernelGlobals *kg,
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ShaderData *sd,
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ShaderData *emission_sd,
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PathRadiance *L,
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PathState *state,
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RNG *rng,
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float3 throughput)
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{
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int num_samples = kernel_data.integrator.ao_samples;
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float num_samples_inv = 1.0f/num_samples;
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float ao_factor = kernel_data.background.ao_factor;
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float3 ao_N;
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float3 ao_bsdf = shader_bsdf_ao(kg, sd, ao_factor, &ao_N);
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float3 ao_alpha = shader_bsdf_alpha(kg, sd);
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for(int j = 0; j < num_samples; j++) {
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float bsdf_u, bsdf_v;
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path_branched_rng_2D(kg, rng, state, j, num_samples, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
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float3 ao_D;
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float ao_pdf;
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sample_cos_hemisphere(ao_N, bsdf_u, bsdf_v, &ao_D, &ao_pdf);
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if(dot(sd->Ng, ao_D) > 0.0f && ao_pdf != 0.0f) {
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Ray light_ray;
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float3 ao_shadow;
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light_ray.P = ray_offset(sd->P, sd->Ng);
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light_ray.D = ao_D;
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light_ray.t = kernel_data.background.ao_distance;
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#ifdef __OBJECT_MOTION__
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light_ray.time = sd->time;
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#endif /* __OBJECT_MOTION__ */
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light_ray.dP = sd->dP;
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light_ray.dD = differential3_zero();
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if(!shadow_blocked(kg, emission_sd, state, &light_ray, &ao_shadow)) {
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path_radiance_accum_ao(L, throughput*num_samples_inv, ao_alpha, ao_bsdf, ao_shadow, state->bounce);
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}
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else {
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path_radiance_accum_total_ao(L, throughput*num_samples_inv, ao_bsdf);
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}
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}
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}
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}
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/* bounce off surface and integrate indirect light */
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ccl_device_noinline void kernel_branched_path_surface_indirect_light(KernelGlobals *kg,
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RNG *rng, ShaderData *sd, ShaderData *indirect_sd, ShaderData *emission_sd,
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float3 throughput, float num_samples_adjust, PathState *state, PathRadiance *L)
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{
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for(int i = 0; i < sd->num_closure; i++) {
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const ShaderClosure *sc = &sd->closure[i];
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if(!CLOSURE_IS_BSDF(sc->type))
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continue;
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/* transparency is not handled here, but in outer loop */
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if(sc->type == CLOSURE_BSDF_TRANSPARENT_ID)
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continue;
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int num_samples;
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if(CLOSURE_IS_BSDF_DIFFUSE(sc->type))
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num_samples = kernel_data.integrator.diffuse_samples;
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else if(CLOSURE_IS_BSDF_BSSRDF(sc->type))
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num_samples = 1;
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else if(CLOSURE_IS_BSDF_GLOSSY(sc->type))
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num_samples = kernel_data.integrator.glossy_samples;
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else
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num_samples = kernel_data.integrator.transmission_samples;
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num_samples = ceil_to_int(num_samples_adjust*num_samples);
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float num_samples_inv = num_samples_adjust/num_samples;
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RNG bsdf_rng = cmj_hash(*rng, i);
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for(int j = 0; j < num_samples; j++) {
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PathState ps = *state;
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float3 tp = throughput;
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Ray bsdf_ray;
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if(!kernel_branched_path_surface_bounce(kg,
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&bsdf_rng,
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sd,
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sc,
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j,
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num_samples,
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&tp,
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&ps,
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L,
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&bsdf_ray))
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{
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continue;
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}
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kernel_path_indirect(kg,
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indirect_sd,
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emission_sd,
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rng,
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&bsdf_ray,
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tp*num_samples_inv,
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num_samples,
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&ps,
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L);
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/* for render passes, sum and reset indirect light pass variables
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* for the next samples */
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path_radiance_sum_indirect(L);
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path_radiance_reset_indirect(L);
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}
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}
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}
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#ifdef __SUBSURFACE__
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ccl_device void kernel_branched_path_subsurface_scatter(KernelGlobals *kg,
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ShaderData *sd,
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ShaderData *indirect_sd,
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ShaderData *emission_sd,
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PathRadiance *L,
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PathState *state,
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RNG *rng,
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Ray *ray,
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float3 throughput)
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{
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for(int i = 0; i < sd->num_closure; i++) {
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ShaderClosure *sc = &sd->closure[i];
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if(!CLOSURE_IS_BSSRDF(sc->type))
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continue;
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/* set up random number generator */
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uint lcg_state = lcg_state_init(rng, state->rng_offset, state->sample, 0x68bc21eb);
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int num_samples = kernel_data.integrator.subsurface_samples;
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float num_samples_inv = 1.0f/num_samples;
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RNG bssrdf_rng = cmj_hash(*rng, i);
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/* do subsurface scatter step with copy of shader data, this will
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* replace the BSSRDF with a diffuse BSDF closure */
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for(int j = 0; j < num_samples; j++) {
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SubsurfaceIntersection ss_isect;
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float bssrdf_u, bssrdf_v;
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path_branched_rng_2D(kg, &bssrdf_rng, state, j, num_samples, PRNG_BSDF_U, &bssrdf_u, &bssrdf_v);
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int num_hits = subsurface_scatter_multi_intersect(kg,
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&ss_isect,
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sd,
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sc,
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&lcg_state,
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bssrdf_u, bssrdf_v,
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true);
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#ifdef __VOLUME__
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Ray volume_ray = *ray;
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bool need_update_volume_stack =
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kernel_data.integrator.use_volumes &&
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sd->object_flag & SD_OBJECT_INTERSECTS_VOLUME;
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#endif /* __VOLUME__ */
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/* compute lighting with the BSDF closure */
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for(int hit = 0; hit < num_hits; hit++) {
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ShaderData bssrdf_sd = *sd;
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subsurface_scatter_multi_setup(kg,
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&ss_isect,
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hit,
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&bssrdf_sd,
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state,
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state->flag,
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sc,
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true);
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PathState hit_state = *state;
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path_state_branch(&hit_state, j, num_samples);
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#ifdef __VOLUME__
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if(need_update_volume_stack) {
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/* Setup ray from previous surface point to the new one. */
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float3 P = ray_offset(bssrdf_sd.P, -bssrdf_sd.Ng);
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volume_ray.D = normalize_len(P - volume_ray.P,
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&volume_ray.t);
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kernel_volume_stack_update_for_subsurface(
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kg,
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emission_sd,
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&volume_ray,
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hit_state.volume_stack);
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}
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#endif /* __VOLUME__ */
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#ifdef __EMISSION__
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/* direct light */
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if(kernel_data.integrator.use_direct_light) {
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int all = (kernel_data.integrator.sample_all_lights_direct) ||
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(state->flag & PATH_RAY_SHADOW_CATCHER);
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kernel_branched_path_surface_connect_light(
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kg,
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rng,
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&bssrdf_sd,
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emission_sd,
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&hit_state,
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throughput,
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num_samples_inv,
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L,
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all);
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}
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#endif /* __EMISSION__ */
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/* indirect light */
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kernel_branched_path_surface_indirect_light(
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kg,
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rng,
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&bssrdf_sd,
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indirect_sd,
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emission_sd,
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throughput,
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num_samples_inv,
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&hit_state,
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L);
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}
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}
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}
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}
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#endif /* __SUBSURFACE__ */
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ccl_device float4 kernel_branched_path_integrate(KernelGlobals *kg, RNG *rng, int sample, Ray ray, ccl_global float *buffer)
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{
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/* initialize */
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PathRadiance L;
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float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
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float L_transparent = 0.0f;
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path_radiance_init(&L, kernel_data.film.use_light_pass);
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/* shader data memory used for both volumes and surfaces, saves stack space */
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ShaderData sd;
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/* shader data used by emission, shadows, volume stacks, indirect path */
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ShaderData emission_sd, indirect_sd;
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PathState state;
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path_state_init(kg, &emission_sd, &state, rng, sample, &ray);
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#ifdef __KERNEL_DEBUG__
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DebugData debug_data;
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debug_data_init(&debug_data);
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#endif /* __KERNEL_DEBUG__ */
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/* Main Loop
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* Here we only handle transparency intersections from the camera ray.
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* Indirect bounces are handled in kernel_branched_path_surface_indirect_light().
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*/
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for(;;) {
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/* intersect scene */
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Intersection isect;
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uint visibility = path_state_ray_visibility(kg, &state);
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#ifdef __HAIR__
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float difl = 0.0f, extmax = 0.0f;
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uint lcg_state = 0;
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if(kernel_data.bvh.have_curves) {
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if(kernel_data.cam.resolution == 1) {
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float3 pixdiff = ray.dD.dx + ray.dD.dy;
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/*pixdiff = pixdiff - dot(pixdiff, ray.D)*ray.D;*/
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difl = kernel_data.curve.minimum_width * len(pixdiff) * 0.5f;
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}
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extmax = kernel_data.curve.maximum_width;
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lcg_state = lcg_state_init(rng, state.rng_offset, state.sample, 0x51633e2d);
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}
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bool hit = scene_intersect(kg, ray, visibility, &isect, &lcg_state, difl, extmax);
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#else
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bool hit = scene_intersect(kg, ray, visibility, &isect, NULL, 0.0f, 0.0f);
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#endif /* __HAIR__ */
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#ifdef __KERNEL_DEBUG__
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debug_data.num_bvh_traversed_nodes += isect.num_traversed_nodes;
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debug_data.num_bvh_traversed_instances += isect.num_traversed_instances;
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debug_data.num_bvh_intersections += isect.num_intersections;
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debug_data.num_ray_bounces++;
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#endif /* __KERNEL_DEBUG__ */
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#ifdef __VOLUME__
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/* Sanitize volume stack. */
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if(!hit) {
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kernel_volume_clean_stack(kg, state.volume_stack);
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}
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/* volume attenuation, emission, scatter */
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if(state.volume_stack[0].shader != SHADER_NONE) {
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Ray volume_ray = ray;
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volume_ray.t = (hit)? isect.t: FLT_MAX;
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bool heterogeneous = volume_stack_is_heterogeneous(kg, state.volume_stack);
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#ifdef __VOLUME_DECOUPLED__
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/* decoupled ray marching only supported on CPU */
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/* cache steps along volume for repeated sampling */
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VolumeSegment volume_segment;
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shader_setup_from_volume(kg, &sd, &volume_ray);
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kernel_volume_decoupled_record(kg, &state,
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&volume_ray, &sd, &volume_segment, heterogeneous);
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/* direct light sampling */
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if(volume_segment.closure_flag & SD_SCATTER) {
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volume_segment.sampling_method = volume_stack_sampling_method(kg, state.volume_stack);
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int all = kernel_data.integrator.sample_all_lights_direct;
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kernel_branched_path_volume_connect_light(kg, rng, &sd,
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&emission_sd, throughput, &state, &L, all,
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&volume_ray, &volume_segment);
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/* indirect light sampling */
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int num_samples = kernel_data.integrator.volume_samples;
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float num_samples_inv = 1.0f/num_samples;
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for(int j = 0; j < num_samples; j++) {
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/* workaround to fix correlation bug in T38710, can find better solution
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* in random number generator later, for now this is done here to not impact
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* performance of rendering without volumes */
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RNG tmp_rng = cmj_hash(*rng, state.rng_offset);
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PathState ps = state;
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Ray pray = ray;
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float3 tp = throughput;
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/* branch RNG state */
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path_state_branch(&ps, j, num_samples);
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/* scatter sample. if we use distance sampling and take just one
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* sample for direct and indirect light, we could share this
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* computation, but makes code a bit complex */
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float rphase = path_state_rng_1D_for_decision(kg, &tmp_rng, &ps, PRNG_PHASE);
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float rscatter = path_state_rng_1D_for_decision(kg, &tmp_rng, &ps, PRNG_SCATTER_DISTANCE);
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VolumeIntegrateResult result = kernel_volume_decoupled_scatter(kg,
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&ps, &pray, &sd, &tp, rphase, rscatter, &volume_segment, NULL, false);
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(void)result;
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kernel_assert(result == VOLUME_PATH_SCATTERED);
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if(kernel_path_volume_bounce(kg,
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rng,
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&sd,
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&tp,
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&ps,
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&L,
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&pray))
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{
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kernel_path_indirect(kg,
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&indirect_sd,
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&emission_sd,
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rng,
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&pray,
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tp*num_samples_inv,
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num_samples,
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&ps,
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&L);
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/* for render passes, sum and reset indirect light pass variables
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* for the next samples */
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path_radiance_sum_indirect(&L);
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path_radiance_reset_indirect(&L);
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}
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}
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}
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/* emission and transmittance */
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if(volume_segment.closure_flag & SD_EMISSION)
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path_radiance_accum_emission(&L, throughput, volume_segment.accum_emission, state.bounce);
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throughput *= volume_segment.accum_transmittance;
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/* free cached steps */
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kernel_volume_decoupled_free(kg, &volume_segment);
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#else
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/* GPU: no decoupled ray marching, scatter probalistically */
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int num_samples = kernel_data.integrator.volume_samples;
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float num_samples_inv = 1.0f/num_samples;
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/* todo: we should cache the shader evaluations from stepping
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* through the volume, for now we redo them multiple times */
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for(int j = 0; j < num_samples; j++) {
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PathState ps = state;
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Ray pray = ray;
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float3 tp = throughput * num_samples_inv;
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/* branch RNG state */
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path_state_branch(&ps, j, num_samples);
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VolumeIntegrateResult result = kernel_volume_integrate(
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kg, &ps, &sd, &volume_ray, &L, &tp, rng, heterogeneous);
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#ifdef __VOLUME_SCATTER__
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if(result == VOLUME_PATH_SCATTERED) {
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/* todo: support equiangular, MIS and all light sampling.
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* alternatively get decoupled ray marching working on the GPU */
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kernel_path_volume_connect_light(kg, rng, &sd, &emission_sd, tp, &state, &L);
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if(kernel_path_volume_bounce(kg,
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rng,
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&sd,
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&tp,
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&ps,
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&L,
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&pray))
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{
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kernel_path_indirect(kg,
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&indirect_sd,
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&emission_sd,
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rng,
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&pray,
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tp,
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num_samples,
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&ps,
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&L);
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/* for render passes, sum and reset indirect light pass variables
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* for the next samples */
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path_radiance_sum_indirect(&L);
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path_radiance_reset_indirect(&L);
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}
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}
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#endif /* __VOLUME_SCATTER__ */
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}
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/* todo: avoid this calculation using decoupled ray marching */
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kernel_volume_shadow(kg, &emission_sd, &state, &volume_ray, &throughput);
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#endif /* __VOLUME_DECOUPLED__ */
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}
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#endif /* __VOLUME__ */
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if(!hit) {
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/* eval background shader if nothing hit */
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if(kernel_data.background.transparent) {
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L_transparent += average(throughput);
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#ifdef __PASSES__
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if(!(kernel_data.film.pass_flag & PASS_BACKGROUND))
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#endif /* __PASSES__ */
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break;
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}
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#ifdef __BACKGROUND__
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/* sample background shader */
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float3 L_background = indirect_background(kg, &emission_sd, &state, &ray);
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path_radiance_accum_background(&L, &state, throughput, L_background);
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#endif /* __BACKGROUND__ */
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break;
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}
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/* setup shading */
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shader_setup_from_ray(kg, &sd, &isect, &ray);
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shader_eval_surface(kg, &sd, rng, &state, 0.0f, state.flag, SHADER_CONTEXT_MAIN);
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shader_merge_closures(&sd);
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#ifdef __SHADOW_TRICKS__
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if((sd.object_flag & SD_OBJECT_SHADOW_CATCHER)) {
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if(state.flag & PATH_RAY_CAMERA) {
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state.flag |= (PATH_RAY_SHADOW_CATCHER | PATH_RAY_SHADOW_CATCHER_ONLY);
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state.catcher_object = sd.object;
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if(!kernel_data.background.transparent) {
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L.shadow_color = indirect_background(kg, &emission_sd, &state, &ray);
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}
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}
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}
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else {
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state.flag &= ~PATH_RAY_SHADOW_CATCHER_ONLY;
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}
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#endif /* __SHADOW_TRICKS__ */
|
|
|
|
/* holdout */
|
|
#ifdef __HOLDOUT__
|
|
if((sd.flag & SD_HOLDOUT) || (sd.object_flag & SD_OBJECT_HOLDOUT_MASK)) {
|
|
if(kernel_data.background.transparent) {
|
|
float3 holdout_weight;
|
|
if(sd.object_flag & SD_OBJECT_HOLDOUT_MASK) {
|
|
holdout_weight = make_float3(1.0f, 1.0f, 1.0f);
|
|
}
|
|
else {
|
|
holdout_weight = shader_holdout_eval(kg, &sd);
|
|
}
|
|
/* any throughput is ok, should all be identical here */
|
|
L_transparent += average(holdout_weight*throughput);
|
|
}
|
|
if(sd.object_flag & SD_OBJECT_HOLDOUT_MASK) {
|
|
break;
|
|
}
|
|
}
|
|
#endif /* __HOLDOUT__ */
|
|
|
|
/* holdout mask objects do not write data passes */
|
|
kernel_write_data_passes(kg, buffer, &L, &sd, sample, &state, throughput);
|
|
|
|
#ifdef __EMISSION__
|
|
/* emission */
|
|
if(sd.flag & SD_EMISSION) {
|
|
float3 emission = indirect_primitive_emission(kg, &sd, isect.t, state.flag, state.ray_pdf);
|
|
path_radiance_accum_emission(&L, throughput, emission, state.bounce);
|
|
}
|
|
#endif /* __EMISSION__ */
|
|
|
|
/* transparency termination */
|
|
if(state.flag & PATH_RAY_TRANSPARENT) {
|
|
/* path termination. this is a strange place to put the termination, it's
|
|
* mainly due to the mixed in MIS that we use. gives too many unneeded
|
|
* shader evaluations, only need emission if we are going to terminate */
|
|
float probability = path_state_terminate_probability(kg, &state, throughput);
|
|
|
|
if(probability == 0.0f) {
|
|
break;
|
|
}
|
|
else if(probability != 1.0f) {
|
|
float terminate = path_state_rng_1D_for_decision(kg, rng, &state, PRNG_TERMINATE);
|
|
|
|
if(terminate >= probability)
|
|
break;
|
|
|
|
throughput /= probability;
|
|
}
|
|
}
|
|
|
|
#ifdef __AO__
|
|
/* ambient occlusion */
|
|
if(kernel_data.integrator.use_ambient_occlusion || (sd.flag & SD_AO)) {
|
|
kernel_branched_path_ao(kg, &sd, &emission_sd, &L, &state, rng, throughput);
|
|
}
|
|
#endif /* __AO__ */
|
|
|
|
#ifdef __SUBSURFACE__
|
|
/* bssrdf scatter to a different location on the same object */
|
|
if(sd.flag & SD_BSSRDF) {
|
|
kernel_branched_path_subsurface_scatter(kg, &sd, &indirect_sd, &emission_sd,
|
|
&L, &state, rng, &ray, throughput);
|
|
}
|
|
#endif /* __SUBSURFACE__ */
|
|
|
|
if(!(sd.flag & SD_HAS_ONLY_VOLUME)) {
|
|
PathState hit_state = state;
|
|
|
|
#ifdef __EMISSION__
|
|
/* direct light */
|
|
if(kernel_data.integrator.use_direct_light) {
|
|
int all = (kernel_data.integrator.sample_all_lights_direct) ||
|
|
(state.flag & PATH_RAY_SHADOW_CATCHER);
|
|
kernel_branched_path_surface_connect_light(kg, rng,
|
|
&sd, &emission_sd, &hit_state, throughput, 1.0f, &L, all);
|
|
}
|
|
#endif /* __EMISSION__ */
|
|
|
|
/* indirect light */
|
|
kernel_branched_path_surface_indirect_light(kg, rng,
|
|
&sd, &indirect_sd, &emission_sd, throughput, 1.0f, &hit_state, &L);
|
|
|
|
/* continue in case of transparency */
|
|
throughput *= shader_bsdf_transparency(kg, &sd);
|
|
|
|
if(is_zero(throughput))
|
|
break;
|
|
}
|
|
|
|
/* Update Path State */
|
|
state.flag |= PATH_RAY_TRANSPARENT;
|
|
state.transparent_bounce++;
|
|
|
|
ray.P = ray_offset(sd.P, -sd.Ng);
|
|
ray.t -= sd.ray_length; /* clipping works through transparent */
|
|
|
|
|
|
#ifdef __RAY_DIFFERENTIALS__
|
|
ray.dP = sd.dP;
|
|
ray.dD.dx = -sd.dI.dx;
|
|
ray.dD.dy = -sd.dI.dy;
|
|
#endif /* __RAY_DIFFERENTIALS__ */
|
|
|
|
#ifdef __VOLUME__
|
|
/* enter/exit volume */
|
|
kernel_volume_stack_enter_exit(kg, &sd, state.volume_stack);
|
|
#endif /* __VOLUME__ */
|
|
}
|
|
|
|
float3 L_sum;
|
|
#ifdef __SHADOW_TRICKS__
|
|
if(state.flag & PATH_RAY_SHADOW_CATCHER) {
|
|
L_sum = path_radiance_sum_shadowcatcher(kg, &L, &L_transparent);
|
|
}
|
|
else
|
|
#endif /* __SHADOW_TRICKS__ */
|
|
{
|
|
L_sum = path_radiance_clamp_and_sum(kg, &L);
|
|
}
|
|
|
|
kernel_write_light_passes(kg, buffer, &L, sample);
|
|
|
|
#ifdef __KERNEL_DEBUG__
|
|
kernel_write_debug_passes(kg, buffer, &state, &debug_data, sample);
|
|
#endif /* __KERNEL_DEBUG__ */
|
|
|
|
return make_float4(L_sum.x, L_sum.y, L_sum.z, 1.0f - L_transparent);
|
|
}
|
|
|
|
ccl_device void kernel_branched_path_trace(KernelGlobals *kg,
|
|
ccl_global float *buffer, ccl_global uint *rng_state,
|
|
int sample, int x, int y, int offset, int stride)
|
|
{
|
|
/* buffer offset */
|
|
int index = offset + x + y*stride;
|
|
int pass_stride = kernel_data.film.pass_stride;
|
|
|
|
rng_state += index;
|
|
buffer += index*pass_stride;
|
|
|
|
/* initialize random numbers and ray */
|
|
RNG rng;
|
|
Ray ray;
|
|
|
|
kernel_path_trace_setup(kg, rng_state, sample, x, y, &rng, &ray);
|
|
|
|
/* integrate */
|
|
float4 L;
|
|
|
|
if(ray.t != 0.0f)
|
|
L = kernel_branched_path_integrate(kg, &rng, sample, ray, buffer);
|
|
else
|
|
L = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
|
|
|
|
/* accumulate result in output buffer */
|
|
kernel_write_pass_float4(buffer, sample, L);
|
|
|
|
path_rng_end(kg, rng_state, rng);
|
|
}
|
|
|
|
#endif /* __BRANCHED_PATH__ */
|
|
|
|
CCL_NAMESPACE_END
|
|
|