Fix #34226: cycles shadow pass got incorrectly influenced by world multiple

importance sampleing.
This commit is contained in:
Brecht Van Lommel 2013-02-13 16:46:18 +00:00
parent 8a20930c71
commit 909d64079a
5 changed files with 20 additions and 12 deletions

@ -109,11 +109,11 @@ public:
}
}
#ifdef NDEBUG
/*#ifdef NDEBUG
#define cuda_abort()
#else
#define cuda_abort() abort()
#endif
#endif*/
#define cuda_assert(stmt) \
{ \

@ -141,7 +141,7 @@ __device_noinline bool direct_emission(KernelGlobals *kg, ShaderData *sd, int li
}
/* return if it's a lamp for shadow pass */
*is_lamp = (ls.prim == ~0);
*is_lamp = (ls.prim == ~0 && ls.type != LIGHT_BACKGROUND);
return true;
}

@ -125,14 +125,7 @@ __device_inline void kernel_write_light_passes(KernelGlobals *kg, __global float
kernel_write_pass_float3(buffer + kernel_data.film.pass_transmission_color, sample, L->color_transmission);
if(flag & PASS_SHADOW) {
float4 shadow = L->shadow;
/* bit of an ugly hack to compensate for emitting triangles influencing
* amount of samples we get for this pass */
if(kernel_data.integrator.progressive && kernel_data.integrator.pdf_triangles != 0.0f)
shadow.w = 0.5f;
else
shadow.w = 1.0f;
shadow.w = kernel_data.film.pass_shadow_scale;
kernel_write_pass_float4(buffer + kernel_data.film.pass_shadow, sample, shadow);
}
#endif

@ -610,9 +610,9 @@ typedef struct KernelFilm {
int pass_ao;
int pass_shadow;
float pass_shadow_scale;
int pass_pad1;
int pass_pad2;
int pass_pad3;
} KernelFilm;
typedef struct KernelBackground {

@ -143,6 +143,7 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
/* count */
size_t num_lights = scene->lights.size();
size_t num_background_lights = 0;
size_t num_triangles = 0;
size_t num_curve_segments = 0;
@ -306,6 +307,8 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
if(light->size > 0.0f && light->use_mis)
use_lamp_mis = true;
if(light->type == LIGHT_BACKGROUND)
num_background_lights++;
}
/* normalize cumulative distribution functions */
@ -324,6 +327,7 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
/* update device */
KernelIntegrator *kintegrator = &dscene->data.integrator;
KernelFilm *kfilm = &dscene->data.film;
kintegrator->use_direct_light = (totarea > 0.0f);
if(kintegrator->use_direct_light) {
@ -354,6 +358,16 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
kintegrator->use_lamp_mis = use_lamp_mis;
/* bit of an ugly hack to compensate for emitting triangles influencing
* amount of samples we get for this pass */
if(scene->integrator->progressive && kintegrator->pdf_triangles != 0.0f)
kfilm->pass_shadow_scale = 0.5f;
else
kfilm->pass_shadow_scale = 1.0f;
if(num_background_lights < num_lights)
kfilm->pass_shadow_scale *= (float)(num_lights - num_background_lights)/(float)num_lights;
/* CDF */
device->tex_alloc("__light_distribution", dscene->light_distribution);
}
@ -366,6 +380,7 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
kintegrator->pdf_lights = 0.0f;
kintegrator->inv_pdf_lights = 0.0f;
kintegrator->use_lamp_mis = false;
kfilm->pass_shadow_scale = 1.0f;
}
}