2011-04-27 11:58:34 +00:00
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/*
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2013-08-18 14:16:15 +00:00
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* Copyright 2011-2013 Blender Foundation
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2011-04-27 11:58:34 +00:00
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*
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2013-08-18 14:16:15 +00:00
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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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2011-04-27 11:58:34 +00:00
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*
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2013-08-18 14:16:15 +00:00
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* http://www.apache.org/licenses/LICENSE-2.0
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2011-04-27 11:58:34 +00:00
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*
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2013-08-18 14:16:15 +00:00
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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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2014-12-25 01:50:24 +00:00
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* limitations under the License.
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2011-04-27 11:58:34 +00:00
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*/
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CCL_NAMESPACE_BEGIN
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/* Direction Emission */
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2014-04-21 13:53:20 +00:00
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ccl_device_noinline float3 direct_emissive_eval(KernelGlobals *kg,
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2016-05-22 20:35:47 +00:00
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ShaderData *emission_sd,
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2016-01-14 14:58:22 +00:00
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LightSample *ls,
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ccl_addr_space PathState *state,
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float3 I,
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differential3 dI,
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float t,
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float time)
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2011-04-27 11:58:34 +00:00
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{
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/* setup shading at emitter */
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float3 eval;
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2016-09-14 16:53:35 +00:00
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int shader_flag = kernel_tex_fetch(__shader_flag, (ls->shader & SHADER_MASK)*SHADER_SIZE);
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2012-01-26 19:45:59 +00:00
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#ifdef __BACKGROUND_MIS__
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2012-01-20 17:49:17 +00:00
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if(ls->type == LIGHT_BACKGROUND) {
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Ray ray;
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ray.D = ls->D;
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ray.P = ls->P;
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2012-10-18 12:45:27 +00:00
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ray.t = 1.0f;
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ray.time = time;
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2013-05-03 21:34:51 +00:00
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ray.dP = differential3_zero();
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2013-05-03 05:24:05 +00:00
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ray.dD = dI;
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2014-03-15 13:22:41 +00:00
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2016-05-22 20:35:47 +00:00
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shader_setup_from_background(kg, emission_sd, &ray);
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2016-01-06 22:38:13 +00:00
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path_state_modify_bounce(state, true);
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2017-08-22 13:00:52 +00:00
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eval = shader_eval_background(kg, emission_sd, state, 0);
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2016-01-06 22:38:13 +00:00
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path_state_modify_bounce(state, false);
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2012-01-20 17:49:17 +00:00
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}
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2012-01-26 19:45:59 +00:00
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else
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#endif
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2016-09-14 16:53:35 +00:00
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if(shader_flag & SD_HAS_CONSTANT_EMISSION)
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2016-09-03 20:40:07 +00:00
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{
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2016-09-14 16:53:35 +00:00
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eval.x = __int_as_float(kernel_tex_fetch(__shader_flag, (ls->shader & SHADER_MASK)*SHADER_SIZE + 2));
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eval.y = __int_as_float(kernel_tex_fetch(__shader_flag, (ls->shader & SHADER_MASK)*SHADER_SIZE + 3));
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eval.z = __int_as_float(kernel_tex_fetch(__shader_flag, (ls->shader & SHADER_MASK)*SHADER_SIZE + 4));
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if((ls->prim != PRIM_NONE) && dot(ls->Ng, I) < 0.0f) {
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ls->Ng = -ls->Ng;
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}
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2016-09-03 20:40:07 +00:00
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}
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else
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2012-01-26 19:45:59 +00:00
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{
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2016-09-03 01:37:17 +00:00
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shader_setup_from_sample(kg, emission_sd,
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ls->P, ls->Ng, I,
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ls->shader, ls->object, ls->prim,
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2016-10-29 16:54:42 +00:00
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ls->u, ls->v, t, time, false, ls->lamp);
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2012-12-28 14:21:30 +00:00
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2017-02-16 11:24:13 +00:00
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ls->Ng = emission_sd->Ng;
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2012-01-20 17:49:17 +00:00
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/* no path flag, we're evaluating this for all closures. that's weak but
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2012-06-09 17:22:52 +00:00
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* we'd have to do multiple evaluations otherwise */
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2016-01-06 22:38:13 +00:00
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path_state_modify_bounce(state, true);
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2017-09-14 20:56:32 +00:00
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shader_eval_surface(kg, emission_sd, state, 0);
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2016-01-06 22:38:13 +00:00
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path_state_modify_bounce(state, false);
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2012-01-20 17:49:17 +00:00
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/* evaluate emissive closure */
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2017-02-16 11:24:13 +00:00
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if(emission_sd->flag & SD_EMISSION)
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2016-05-22 20:35:47 +00:00
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eval = shader_emissive_eval(kg, emission_sd);
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2012-01-20 17:49:17 +00:00
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else
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eval = make_float3(0.0f, 0.0f, 0.0f);
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}
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2013-01-09 21:09:20 +00:00
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eval *= ls->eval_fac;
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2011-04-27 11:58:34 +00:00
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return eval;
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}
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2016-01-14 14:58:22 +00:00
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ccl_device_noinline bool direct_emission(KernelGlobals *kg,
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ShaderData *sd,
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2016-05-22 20:35:47 +00:00
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ShaderData *emission_sd,
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2016-01-14 14:58:22 +00:00
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LightSample *ls,
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ccl_addr_space PathState *state,
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Ray *ray,
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BsdfEval *eval,
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2016-10-29 21:47:30 +00:00
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bool *is_lamp,
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float rand_terminate)
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2011-04-27 11:58:34 +00:00
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{
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2014-04-03 20:43:56 +00:00
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if(ls->pdf == 0.0f)
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2012-01-20 17:49:17 +00:00
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return false;
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2011-04-27 11:58:34 +00:00
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2013-05-03 05:24:05 +00:00
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/* todo: implement */
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2013-05-03 21:34:51 +00:00
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differential3 dD = differential3_zero();
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2013-05-03 05:24:05 +00:00
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2011-04-27 11:58:34 +00:00
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/* evaluate closure */
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Cycles: OpenCL kernel split
This commit contains all the work related on the AMD megakernel split work
which was mainly done by Varun Sundar, George Kyriazis and Lenny Wang, plus
some help from Sergey Sharybin, Martijn Berger, Thomas Dinges and likely
someone else which we're forgetting to mention.
Currently only AMD cards are enabled for the new split kernel, but it is
possible to force split opencl kernel to be used by setting the following
environment variable: CYCLES_OPENCL_SPLIT_KERNEL_TEST=1.
Not all the features are supported yet, and that being said no motion blur,
camera blur, SSS and volumetrics for now. Also transparent shadows are
disabled on AMD device because of some compiler bug.
This kernel is also only implements regular path tracing and supporting
branched one will take a bit. Branched path tracing is exposed to the
interface still, which is a bit misleading and will be hidden there soon.
More feature will be enabled once they're ported to the split kernel and
tested.
Neither regular CPU nor CUDA has any difference, they're generating the
same exact code, which means no regressions/improvements there.
Based on the research paper:
https://research.nvidia.com/sites/default/files/publications/laine2013hpg_paper.pdf
Here's the documentation:
https://docs.google.com/document/d/1LuXW-CV-sVJkQaEGZlMJ86jZ8FmoPfecaMdR-oiWbUY/edit
Design discussion of the patch:
https://developer.blender.org/T44197
Differential Revision: https://developer.blender.org/D1200
2015-05-09 14:34:30 +00:00
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2016-01-14 14:58:22 +00:00
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float3 light_eval = direct_emissive_eval(kg,
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2016-05-22 20:35:47 +00:00
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emission_sd,
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2016-01-14 14:58:22 +00:00
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ls,
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state,
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-ls->D,
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dD,
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ls->t,
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2017-02-16 11:24:13 +00:00
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sd->time);
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2011-04-27 11:58:34 +00:00
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Cycles: Render Passes
Currently supported passes:
* Combined, Z, Normal, Object Index, Material Index, Emission, Environment,
Diffuse/Glossy/Transmission x Direct/Indirect/Color
Not supported yet:
* UV, Vector, Mist
Only enabled for CPU devices at the moment, will do GPU tweaks tommorrow,
also for environment importance sampling.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes
2012-01-25 17:23:52 +00:00
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if(is_zero(light_eval))
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2011-04-27 11:58:34 +00:00
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return false;
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/* evaluate BSDF at shading point */
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2013-12-29 14:40:43 +00:00
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#ifdef __VOLUME__
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2017-02-16 11:24:13 +00:00
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if(sd->prim != PRIM_NONE)
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2015-11-20 16:44:19 +00:00
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shader_bsdf_eval(kg, sd, ls->D, eval, ls->pdf, ls->shader & SHADER_USE_MIS);
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else {
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float bsdf_pdf;
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2014-04-03 20:43:56 +00:00
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shader_volume_phase_eval(kg, sd, ls->D, eval, &bsdf_pdf);
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2015-11-20 16:44:19 +00:00
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if(ls->shader & SHADER_USE_MIS) {
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/* Multiple importance sampling. */
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float mis_weight = power_heuristic(ls->pdf, bsdf_pdf);
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light_eval *= mis_weight;
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}
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}
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2013-12-29 14:40:43 +00:00
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#else
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2015-11-20 16:44:19 +00:00
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shader_bsdf_eval(kg, sd, ls->D, eval, ls->pdf, ls->shader & SHADER_USE_MIS);
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2013-12-29 14:40:43 +00:00
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#endif
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2011-04-27 11:58:34 +00:00
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2016-10-29 21:47:30 +00:00
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bsdf_eval_mul3(eval, light_eval/ls->pdf);
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Cycles: Render Passes
Currently supported passes:
* Combined, Z, Normal, Object Index, Material Index, Emission, Environment,
Diffuse/Glossy/Transmission x Direct/Indirect/Color
Not supported yet:
* UV, Vector, Mist
Only enabled for CPU devices at the moment, will do GPU tweaks tommorrow,
also for environment importance sampling.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes
2012-01-25 17:23:52 +00:00
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2013-06-07 18:59:23 +00:00
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#ifdef __PASSES__
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/* use visibility flag to skip lights */
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2014-04-03 20:43:56 +00:00
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if(ls->shader & SHADER_EXCLUDE_ANY) {
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2016-06-21 18:02:21 +00:00
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if(ls->shader & SHADER_EXCLUDE_DIFFUSE) {
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2013-06-07 18:59:23 +00:00
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eval->diffuse = make_float3(0.0f, 0.0f, 0.0f);
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2016-06-21 18:02:21 +00:00
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eval->subsurface = make_float3(0.0f, 0.0f, 0.0f);
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}
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2014-04-03 20:43:56 +00:00
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if(ls->shader & SHADER_EXCLUDE_GLOSSY)
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2013-06-07 18:59:23 +00:00
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eval->glossy = make_float3(0.0f, 0.0f, 0.0f);
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2014-04-03 20:43:56 +00:00
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if(ls->shader & SHADER_EXCLUDE_TRANSMIT)
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2013-06-07 18:59:23 +00:00
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eval->transmission = make_float3(0.0f, 0.0f, 0.0f);
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2014-09-05 14:17:24 +00:00
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if(ls->shader & SHADER_EXCLUDE_SCATTER)
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eval->scatter = make_float3(0.0f, 0.0f, 0.0f);
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2013-06-07 18:59:23 +00:00
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}
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#endif
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Cycles: Render Passes
Currently supported passes:
* Combined, Z, Normal, Object Index, Material Index, Emission, Environment,
Diffuse/Glossy/Transmission x Direct/Indirect/Color
Not supported yet:
* UV, Vector, Mist
Only enabled for CPU devices at the moment, will do GPU tweaks tommorrow,
also for environment importance sampling.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes
2012-01-25 17:23:52 +00:00
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if(bsdf_eval_is_zero(eval))
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return false;
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2011-04-27 11:58:34 +00:00
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2017-02-09 13:19:01 +00:00
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if(kernel_data.integrator.light_inv_rr_threshold > 0.0f
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#ifdef __SHADOW_TRICKS__
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&& (state->flag & PATH_RAY_SHADOW_CATCHER) == 0
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#endif
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)
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{
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2017-03-20 13:48:37 +00:00
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float probability = max3(fabs(bsdf_eval_sum(eval))) * kernel_data.integrator.light_inv_rr_threshold;
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2016-10-29 21:47:30 +00:00
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if(probability < 1.0f) {
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if(rand_terminate >= probability) {
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return false;
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}
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bsdf_eval_mul(eval, 1.0f / probability);
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}
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}
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2014-04-03 20:43:56 +00:00
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if(ls->shader & SHADER_CAST_SHADOW) {
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2011-09-27 20:37:24 +00:00
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/* setup ray */
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2017-02-16 11:24:13 +00:00
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bool transmit = (dot(sd->Ng, ls->D) < 0.0f);
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ray->P = ray_offset(sd->P, (transmit)? -sd->Ng: sd->Ng);
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2011-09-12 13:13:56 +00:00
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2014-04-03 20:43:56 +00:00
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if(ls->t == FLT_MAX) {
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2011-09-27 20:37:24 +00:00
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/* distant light */
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2014-04-03 20:43:56 +00:00
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ray->D = ls->D;
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ray->t = ls->t;
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2011-09-27 20:37:24 +00:00
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}
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else {
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/* other lights, avoid self-intersection */
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2014-04-03 20:43:56 +00:00
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ray->D = ray_offset(ls->P, ls->Ng) - ray->P;
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2013-06-04 17:20:00 +00:00
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ray->D = normalize_len(ray->D, &ray->t);
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2011-09-27 20:37:24 +00:00
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}
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2013-05-03 21:34:51 +00:00
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2017-02-16 11:24:13 +00:00
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ray->dP = sd->dP;
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2013-05-03 21:34:51 +00:00
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ray->dD = differential3_zero();
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2011-09-12 13:13:56 +00:00
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}
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else {
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2011-09-27 20:37:24 +00:00
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/* signal to not cast shadow ray */
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ray->t = 0.0f;
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2011-09-12 13:13:56 +00:00
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}
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2011-04-27 11:58:34 +00:00
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2013-01-30 17:04:51 +00:00
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/* return if it's a lamp for shadow pass */
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2014-04-03 20:43:56 +00:00
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*is_lamp = (ls->prim == PRIM_NONE && ls->type != LIGHT_BACKGROUND);
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2013-01-30 17:04:51 +00:00
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2011-04-27 11:58:34 +00:00
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return true;
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}
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2013-01-09 21:09:20 +00:00
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/* Indirect Primitive Emission */
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2011-04-27 11:58:34 +00:00
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2013-11-15 23:17:10 +00:00
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ccl_device_noinline float3 indirect_primitive_emission(KernelGlobals *kg, ShaderData *sd, float t, int path_flag, float bsdf_pdf)
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2011-04-27 11:58:34 +00:00
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{
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/* evaluate emissive closure */
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float3 L = shader_emissive_eval(kg, sd);
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2012-12-28 14:21:30 +00:00
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#ifdef __HAIR__
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2017-02-16 11:24:13 +00:00
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if(!(path_flag & PATH_RAY_MIS_SKIP) && (sd->flag & SD_USE_MIS) && (sd->type & PRIMITIVE_ALL_TRIANGLE))
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2012-12-28 14:21:30 +00:00
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#else
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2017-02-16 11:24:13 +00:00
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if(!(path_flag & PATH_RAY_MIS_SKIP) && (sd->flag & SD_USE_MIS))
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2012-12-28 14:21:30 +00:00
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#endif
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2014-05-04 16:19:08 +00:00
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{
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2012-01-20 17:49:17 +00:00
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/* multiple importance sampling, get triangle light pdf,
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2012-06-09 17:22:52 +00:00
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* and compute weight with respect to BSDF pdf */
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2017-08-17 10:44:09 +00:00
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float pdf = triangle_light_pdf(kg, sd, t);
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2011-04-27 11:58:34 +00:00
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float mis_weight = power_heuristic(bsdf_pdf, pdf);
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return L*mis_weight;
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}
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return L;
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}
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2013-01-09 21:09:20 +00:00
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/* Indirect Lamp Emission */
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2016-01-14 14:58:22 +00:00
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ccl_device_noinline bool indirect_lamp_emission(KernelGlobals *kg,
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2016-05-22 20:35:47 +00:00
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ShaderData *emission_sd,
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2016-01-14 14:58:22 +00:00
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ccl_addr_space PathState *state,
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Ray *ray,
|
|
|
|
float3 *emission)
|
2013-01-09 21:09:20 +00:00
|
|
|
{
|
2014-05-01 17:18:42 +00:00
|
|
|
bool hit_lamp = false;
|
2013-01-09 21:09:20 +00:00
|
|
|
|
2014-05-01 17:18:42 +00:00
|
|
|
*emission = make_float3(0.0f, 0.0f, 0.0f);
|
2013-01-09 21:09:20 +00:00
|
|
|
|
2014-05-01 17:18:42 +00:00
|
|
|
for(int lamp = 0; lamp < kernel_data.integrator.num_all_lights; lamp++) {
|
|
|
|
LightSample ls;
|
|
|
|
|
|
|
|
if(!lamp_light_eval(kg, lamp, ray->P, ray->D, ray->t, &ls))
|
|
|
|
continue;
|
2013-06-07 18:59:23 +00:00
|
|
|
|
|
|
|
#ifdef __PASSES__
|
2014-05-01 17:18:42 +00:00
|
|
|
/* use visibility flag to skip lights */
|
|
|
|
if(ls.shader & SHADER_EXCLUDE_ANY) {
|
|
|
|
if(((ls.shader & SHADER_EXCLUDE_DIFFUSE) && (state->flag & PATH_RAY_DIFFUSE)) ||
|
2015-03-25 09:48:41 +00:00
|
|
|
((ls.shader & SHADER_EXCLUDE_GLOSSY) &&
|
|
|
|
((state->flag & (PATH_RAY_GLOSSY|PATH_RAY_REFLECT)) == (PATH_RAY_GLOSSY|PATH_RAY_REFLECT))) ||
|
2014-09-05 14:17:24 +00:00
|
|
|
((ls.shader & SHADER_EXCLUDE_TRANSMIT) && (state->flag & PATH_RAY_TRANSMIT)) ||
|
|
|
|
((ls.shader & SHADER_EXCLUDE_SCATTER) && (state->flag & PATH_RAY_VOLUME_SCATTER)))
|
2014-05-01 17:18:42 +00:00
|
|
|
continue;
|
|
|
|
}
|
2013-06-07 18:59:23 +00:00
|
|
|
#endif
|
|
|
|
|
2016-01-14 14:58:22 +00:00
|
|
|
float3 L = direct_emissive_eval(kg,
|
2016-05-22 20:35:47 +00:00
|
|
|
emission_sd,
|
2016-01-14 14:58:22 +00:00
|
|
|
&ls,
|
|
|
|
state,
|
|
|
|
-ray->D,
|
|
|
|
ray->dD,
|
|
|
|
ls.t,
|
|
|
|
ray->time);
|
2013-01-09 21:09:20 +00:00
|
|
|
|
2014-04-04 14:45:49 +00:00
|
|
|
#ifdef __VOLUME__
|
|
|
|
if(state->volume_stack[0].shader != SHADER_NONE) {
|
|
|
|
/* shadow attenuation */
|
|
|
|
Ray volume_ray = *ray;
|
|
|
|
volume_ray.t = ls.t;
|
|
|
|
float3 volume_tp = make_float3(1.0f, 1.0f, 1.0f);
|
2016-05-22 20:35:47 +00:00
|
|
|
kernel_volume_shadow(kg, emission_sd, state, &volume_ray, &volume_tp);
|
2014-04-04 14:45:49 +00:00
|
|
|
L *= volume_tp;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
2014-05-01 17:18:42 +00:00
|
|
|
if(!(state->flag & PATH_RAY_MIS_SKIP)) {
|
|
|
|
/* multiple importance sampling, get regular light pdf,
|
|
|
|
* and compute weight with respect to BSDF pdf */
|
|
|
|
float mis_weight = power_heuristic(state->ray_pdf, ls.pdf);
|
|
|
|
L *= mis_weight;
|
|
|
|
}
|
|
|
|
|
|
|
|
*emission += L;
|
|
|
|
hit_lamp = true;
|
2013-01-09 21:09:20 +00:00
|
|
|
}
|
|
|
|
|
2014-05-01 17:18:42 +00:00
|
|
|
return hit_lamp;
|
2013-01-09 21:09:20 +00:00
|
|
|
}
|
|
|
|
|
2012-01-20 17:49:17 +00:00
|
|
|
/* Indirect Background */
|
|
|
|
|
2016-01-14 14:58:22 +00:00
|
|
|
ccl_device_noinline float3 indirect_background(KernelGlobals *kg,
|
2016-05-22 20:35:47 +00:00
|
|
|
ShaderData *emission_sd,
|
2016-01-14 14:58:22 +00:00
|
|
|
ccl_addr_space PathState *state,
|
|
|
|
ccl_addr_space Ray *ray)
|
2012-01-20 17:49:17 +00:00
|
|
|
{
|
|
|
|
#ifdef __BACKGROUND__
|
2013-12-28 01:27:48 +00:00
|
|
|
int shader = kernel_data.background.surface_shader;
|
2013-06-10 20:34:34 +00:00
|
|
|
|
|
|
|
/* use visibility flag to skip lights */
|
|
|
|
if(shader & SHADER_EXCLUDE_ANY) {
|
2014-04-21 15:51:51 +00:00
|
|
|
if(((shader & SHADER_EXCLUDE_DIFFUSE) && (state->flag & PATH_RAY_DIFFUSE)) ||
|
2015-03-25 09:48:41 +00:00
|
|
|
((shader & SHADER_EXCLUDE_GLOSSY) &&
|
|
|
|
((state->flag & (PATH_RAY_GLOSSY|PATH_RAY_REFLECT)) == (PATH_RAY_GLOSSY|PATH_RAY_REFLECT))) ||
|
2014-04-21 15:51:51 +00:00
|
|
|
((shader & SHADER_EXCLUDE_TRANSMIT) && (state->flag & PATH_RAY_TRANSMIT)) ||
|
2014-09-05 14:17:24 +00:00
|
|
|
((shader & SHADER_EXCLUDE_CAMERA) && (state->flag & PATH_RAY_CAMERA)) ||
|
|
|
|
((shader & SHADER_EXCLUDE_SCATTER) && (state->flag & PATH_RAY_VOLUME_SCATTER)))
|
2013-06-10 20:34:34 +00:00
|
|
|
return make_float3(0.0f, 0.0f, 0.0f);
|
|
|
|
}
|
|
|
|
|
2012-01-20 17:49:17 +00:00
|
|
|
/* evaluate background closure */
|
2016-02-12 17:33:43 +00:00
|
|
|
# ifdef __SPLIT_KERNEL__
|
Cycles: OpenCL kernel split
This commit contains all the work related on the AMD megakernel split work
which was mainly done by Varun Sundar, George Kyriazis and Lenny Wang, plus
some help from Sergey Sharybin, Martijn Berger, Thomas Dinges and likely
someone else which we're forgetting to mention.
Currently only AMD cards are enabled for the new split kernel, but it is
possible to force split opencl kernel to be used by setting the following
environment variable: CYCLES_OPENCL_SPLIT_KERNEL_TEST=1.
Not all the features are supported yet, and that being said no motion blur,
camera blur, SSS and volumetrics for now. Also transparent shadows are
disabled on AMD device because of some compiler bug.
This kernel is also only implements regular path tracing and supporting
branched one will take a bit. Branched path tracing is exposed to the
interface still, which is a bit misleading and will be hidden there soon.
More feature will be enabled once they're ported to the split kernel and
tested.
Neither regular CPU nor CUDA has any difference, they're generating the
same exact code, which means no regressions/improvements there.
Based on the research paper:
https://research.nvidia.com/sites/default/files/publications/laine2013hpg_paper.pdf
Here's the documentation:
https://docs.google.com/document/d/1LuXW-CV-sVJkQaEGZlMJ86jZ8FmoPfecaMdR-oiWbUY/edit
Design discussion of the patch:
https://developer.blender.org/T44197
Differential Revision: https://developer.blender.org/D1200
2015-05-09 14:34:30 +00:00
|
|
|
Ray priv_ray = *ray;
|
2016-05-22 20:35:47 +00:00
|
|
|
shader_setup_from_background(kg, emission_sd, &priv_ray);
|
2016-02-12 17:33:43 +00:00
|
|
|
# else
|
2016-05-22 20:35:47 +00:00
|
|
|
shader_setup_from_background(kg, emission_sd, ray);
|
|
|
|
# endif
|
2013-06-10 20:34:34 +00:00
|
|
|
|
2016-01-06 22:38:13 +00:00
|
|
|
path_state_modify_bounce(state, true);
|
2017-08-22 13:00:52 +00:00
|
|
|
float3 L = shader_eval_background(kg, emission_sd, state, state->flag);
|
2016-01-06 22:38:13 +00:00
|
|
|
path_state_modify_bounce(state, false);
|
2012-01-20 17:49:17 +00:00
|
|
|
|
2012-01-26 19:45:59 +00:00
|
|
|
#ifdef __BACKGROUND_MIS__
|
2012-01-20 17:49:17 +00:00
|
|
|
/* check if background light exists or if we should skip pdf */
|
|
|
|
int res = kernel_data.integrator.pdf_background_res;
|
|
|
|
|
2014-04-21 15:51:51 +00:00
|
|
|
if(!(state->flag & PATH_RAY_MIS_SKIP) && res) {
|
2012-01-20 17:49:17 +00:00
|
|
|
/* multiple importance sampling, get background light pdf for ray
|
2012-06-09 17:22:52 +00:00
|
|
|
* direction, and compute weight with respect to BSDF pdf */
|
Cycles: Added support for light portals
This patch adds support for light portals: objects that help sampling the
environment light, therefore improving convergence. Using them tor other
lights in a unidirectional pathtracer is virtually useless.
The sampling is done with the area-preserving code already used for area lamps.
MIS is used both for combination of different portals and for combining portal-
and envmap-sampling.
The direction of portals is considered, they aren't used if the sampling point
is behind them.
Reviewers: sergey, dingto, #cycles
Reviewed By: dingto, #cycles
Subscribers: Lapineige, nutel, jtheninja, dsisco11, januz, vitorbalbio, candreacchio, TARDISMaker, lichtwerk, ace_dragon, marcog, mib2berlin, Tunge, lopataasdf, lordodin, sergey, dingto
Differential Revision: https://developer.blender.org/D1133
2015-04-27 19:51:55 +00:00
|
|
|
float pdf = background_light_pdf(kg, ray->P, ray->D);
|
2014-04-21 15:51:51 +00:00
|
|
|
float mis_weight = power_heuristic(state->ray_pdf, pdf);
|
2012-01-20 17:49:17 +00:00
|
|
|
|
|
|
|
return L*mis_weight;
|
|
|
|
}
|
2012-01-26 19:45:59 +00:00
|
|
|
#endif
|
2012-01-20 17:49:17 +00:00
|
|
|
|
|
|
|
return L;
|
|
|
|
#else
|
|
|
|
return make_float3(0.8f, 0.8f, 0.8f);
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
2011-04-27 11:58:34 +00:00
|
|
|
CCL_NAMESPACE_END
|
|
|
|
|