blender/intern/cycles/kernel/kernel_accumulate.h
2021-02-17 16:26:24 +01:00

766 lines
23 KiB
C

/*
* 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
/* BSDF Eval
*
* BSDF evaluation result, split per BSDF type. This is used to accumulate
* render passes separately. */
ccl_device float3 shader_bsdf_transparency(KernelGlobals *kg, const ShaderData *sd);
ccl_device_inline void bsdf_eval_init(BsdfEval *eval,
ClosureType type,
float3 value,
int use_light_pass)
{
#ifdef __PASSES__
eval->use_light_pass = use_light_pass;
if (eval->use_light_pass) {
eval->diffuse = zero_float3();
eval->glossy = zero_float3();
eval->transmission = zero_float3();
eval->transparent = zero_float3();
eval->volume = zero_float3();
if (type == CLOSURE_BSDF_TRANSPARENT_ID)
eval->transparent = value;
else if (CLOSURE_IS_BSDF_DIFFUSE(type) || CLOSURE_IS_BSDF_BSSRDF(type))
eval->diffuse = value;
else if (CLOSURE_IS_BSDF_GLOSSY(type))
eval->glossy = value;
else if (CLOSURE_IS_BSDF_TRANSMISSION(type))
eval->transmission = value;
else if (CLOSURE_IS_PHASE(type))
eval->volume = value;
}
else
#endif
{
eval->diffuse = value;
}
#ifdef __SHADOW_TRICKS__
eval->sum_no_mis = zero_float3();
#endif
}
ccl_device_inline void bsdf_eval_accum(BsdfEval *eval,
ClosureType type,
float3 value,
float mis_weight)
{
#ifdef __SHADOW_TRICKS__
eval->sum_no_mis += value;
#endif
value *= mis_weight;
#ifdef __PASSES__
if (eval->use_light_pass) {
if (CLOSURE_IS_BSDF_DIFFUSE(type) || CLOSURE_IS_BSDF_BSSRDF(type))
eval->diffuse += value;
else if (CLOSURE_IS_BSDF_GLOSSY(type))
eval->glossy += value;
else if (CLOSURE_IS_BSDF_TRANSMISSION(type))
eval->transmission += value;
else if (CLOSURE_IS_PHASE(type))
eval->volume += value;
/* skipping transparent, this function is used by for eval(), will be zero then */
}
else
#endif
{
eval->diffuse += value;
}
}
ccl_device_inline bool bsdf_eval_is_zero(BsdfEval *eval)
{
#ifdef __PASSES__
if (eval->use_light_pass) {
return is_zero(eval->diffuse) && is_zero(eval->glossy) && is_zero(eval->transmission) &&
is_zero(eval->transparent) && is_zero(eval->volume);
}
else
#endif
{
return is_zero(eval->diffuse);
}
}
ccl_device_inline void bsdf_eval_mis(BsdfEval *eval, float value)
{
#ifdef __PASSES__
if (eval->use_light_pass) {
eval->diffuse *= value;
eval->glossy *= value;
eval->transmission *= value;
eval->volume *= value;
/* skipping transparent, this function is used by for eval(), will be zero then */
}
else
#endif
{
eval->diffuse *= value;
}
}
ccl_device_inline void bsdf_eval_mul(BsdfEval *eval, float value)
{
#ifdef __SHADOW_TRICKS__
eval->sum_no_mis *= value;
#endif
bsdf_eval_mis(eval, value);
}
ccl_device_inline void bsdf_eval_mul3(BsdfEval *eval, float3 value)
{
#ifdef __SHADOW_TRICKS__
eval->sum_no_mis *= value;
#endif
#ifdef __PASSES__
if (eval->use_light_pass) {
eval->diffuse *= value;
eval->glossy *= value;
eval->transmission *= value;
eval->volume *= value;
/* skipping transparent, this function is used by for eval(), will be zero then */
}
else
eval->diffuse *= value;
#else
eval->diffuse *= value;
#endif
}
ccl_device_inline float3 bsdf_eval_sum(const BsdfEval *eval)
{
#ifdef __PASSES__
if (eval->use_light_pass) {
return eval->diffuse + eval->glossy + eval->transmission + eval->volume;
}
else
#endif
return eval->diffuse;
}
/* Path Radiance
*
* We accumulate different render passes separately. After summing at the end
* to get the combined result, it should be identical. We definite directly
* visible as the first non-transparent hit, while indirectly visible are the
* bounces after that. */
ccl_device_inline void path_radiance_init(KernelGlobals *kg, PathRadiance *L)
{
/* clear all */
#ifdef __PASSES__
L->use_light_pass = kernel_data.film.use_light_pass;
if (kernel_data.film.use_light_pass) {
L->indirect = zero_float3();
L->direct_emission = zero_float3();
L->color_diffuse = zero_float3();
L->color_glossy = zero_float3();
L->color_transmission = zero_float3();
L->direct_diffuse = zero_float3();
L->direct_glossy = zero_float3();
L->direct_transmission = zero_float3();
L->direct_volume = zero_float3();
L->indirect_diffuse = zero_float3();
L->indirect_glossy = zero_float3();
L->indirect_transmission = zero_float3();
L->indirect_volume = zero_float3();
L->transparent = 0.0f;
L->emission = zero_float3();
L->background = zero_float3();
L->ao = zero_float3();
L->shadow = zero_float3();
L->mist = 0.0f;
L->state.diffuse = zero_float3();
L->state.glossy = zero_float3();
L->state.transmission = zero_float3();
L->state.volume = zero_float3();
L->state.direct = zero_float3();
}
else
#endif
{
L->transparent = 0.0f;
L->emission = zero_float3();
}
#ifdef __SHADOW_TRICKS__
L->path_total = zero_float3();
L->path_total_shaded = zero_float3();
L->shadow_background_color = zero_float3();
L->shadow_throughput = 0.0f;
L->shadow_transparency = 1.0f;
L->has_shadow_catcher = 0;
#endif
#ifdef __DENOISING_FEATURES__
L->denoising_normal = zero_float3();
L->denoising_albedo = zero_float3();
L->denoising_depth = 0.0f;
#endif
#ifdef __KERNEL_DEBUG__
L->debug_data.num_bvh_traversed_nodes = 0;
L->debug_data.num_bvh_traversed_instances = 0;
L->debug_data.num_bvh_intersections = 0;
L->debug_data.num_ray_bounces = 0;
#endif
}
ccl_device_inline void path_radiance_bsdf_bounce(KernelGlobals *kg,
PathRadianceState *L_state,
ccl_addr_space float3 *throughput,
BsdfEval *bsdf_eval,
float bsdf_pdf,
int bounce,
int bsdf_label)
{
float inverse_pdf = 1.0f / bsdf_pdf;
#ifdef __PASSES__
if (kernel_data.film.use_light_pass) {
if (bounce == 0 && !(bsdf_label & LABEL_TRANSPARENT)) {
/* first on directly visible surface */
float3 value = *throughput * inverse_pdf;
L_state->diffuse = bsdf_eval->diffuse * value;
L_state->glossy = bsdf_eval->glossy * value;
L_state->transmission = bsdf_eval->transmission * value;
L_state->volume = bsdf_eval->volume * value;
*throughput = L_state->diffuse + L_state->glossy + L_state->transmission + L_state->volume;
L_state->direct = *throughput;
}
else {
/* transparent bounce before first hit, or indirectly visible through BSDF */
float3 sum = (bsdf_eval_sum(bsdf_eval) + bsdf_eval->transparent) * inverse_pdf;
*throughput *= sum;
}
}
else
#endif
{
*throughput *= bsdf_eval->diffuse * inverse_pdf;
}
}
#ifdef __CLAMP_SAMPLE__
ccl_device_forceinline void path_radiance_clamp(KernelGlobals *kg, float3 *L, int bounce)
{
float limit = (bounce > 0) ? kernel_data.integrator.sample_clamp_indirect :
kernel_data.integrator.sample_clamp_direct;
float sum = reduce_add(fabs(*L));
if (sum > limit) {
*L *= limit / sum;
}
}
ccl_device_forceinline void path_radiance_clamp_throughput(KernelGlobals *kg,
float3 *L,
float3 *throughput,
int bounce)
{
float limit = (bounce > 0) ? kernel_data.integrator.sample_clamp_indirect :
kernel_data.integrator.sample_clamp_direct;
float sum = reduce_add(fabs(*L));
if (sum > limit) {
float clamp_factor = limit / sum;
*L *= clamp_factor;
*throughput *= clamp_factor;
}
}
#endif
ccl_device_inline void path_radiance_accum_emission(KernelGlobals *kg,
PathRadiance *L,
ccl_addr_space PathState *state,
float3 throughput,
float3 value)
{
#ifdef __SHADOW_TRICKS__
if (state->flag & PATH_RAY_SHADOW_CATCHER) {
return;
}
#endif
float3 contribution = throughput * value;
#ifdef __CLAMP_SAMPLE__
path_radiance_clamp(kg, &contribution, state->bounce - 1);
#endif
#ifdef __PASSES__
if (L->use_light_pass) {
if (state->bounce == 0)
L->emission += contribution;
else if (state->bounce == 1)
L->direct_emission += contribution;
else
L->indirect += contribution;
}
else
#endif
{
L->emission += contribution;
}
}
ccl_device_inline void path_radiance_accum_ao(KernelGlobals *kg,
PathRadiance *L,
ccl_addr_space PathState *state,
float3 throughput,
float3 alpha,
float3 bsdf,
float3 ao)
{
#ifdef __PASSES__
/* Store AO pass. */
if (L->use_light_pass && state->bounce == 0) {
L->ao += alpha * throughput * ao;
}
#endif
#ifdef __SHADOW_TRICKS__
/* For shadow catcher, accumulate ratio. */
if (state->flag & PATH_RAY_STORE_SHADOW_INFO) {
float3 light = throughput * bsdf;
L->path_total += light;
L->path_total_shaded += ao * light;
if (state->flag & PATH_RAY_SHADOW_CATCHER) {
return;
}
}
#endif
float3 contribution = throughput * bsdf * ao;
#ifdef __PASSES__
if (L->use_light_pass) {
if (state->bounce == 0) {
/* Directly visible lighting. */
L->direct_diffuse += contribution;
}
else {
/* Indirectly visible lighting after BSDF bounce. */
L->indirect += contribution;
}
}
else
#endif
{
L->emission += contribution;
}
}
ccl_device_inline void path_radiance_accum_total_ao(PathRadiance *L,
ccl_addr_space PathState *state,
float3 throughput,
float3 bsdf)
{
#ifdef __SHADOW_TRICKS__
if (state->flag & PATH_RAY_STORE_SHADOW_INFO) {
L->path_total += throughput * bsdf;
}
#else
(void)L;
(void)state;
(void)throughput;
(void)bsdf;
#endif
}
ccl_device_inline void path_radiance_accum_light(KernelGlobals *kg,
PathRadiance *L,
ccl_addr_space PathState *state,
float3 throughput,
BsdfEval *bsdf_eval,
float3 shadow,
float shadow_fac,
bool is_lamp)
{
#ifdef __SHADOW_TRICKS__
if (state->flag & PATH_RAY_STORE_SHADOW_INFO) {
float3 light = throughput * bsdf_eval->sum_no_mis;
L->path_total += light;
L->path_total_shaded += shadow * light;
if (state->flag & PATH_RAY_SHADOW_CATCHER) {
return;
}
}
#endif
float3 shaded_throughput = throughput * shadow;
#ifdef __PASSES__
if (L->use_light_pass) {
/* Compute the clamping based on the total contribution.
* The resulting scale is then be applied to all individual components. */
float3 full_contribution = shaded_throughput * bsdf_eval_sum(bsdf_eval);
# ifdef __CLAMP_SAMPLE__
path_radiance_clamp_throughput(kg, &full_contribution, &shaded_throughput, state->bounce);
# endif
if (state->bounce == 0) {
/* directly visible lighting */
L->direct_diffuse += shaded_throughput * bsdf_eval->diffuse;
L->direct_glossy += shaded_throughput * bsdf_eval->glossy;
L->direct_transmission += shaded_throughput * bsdf_eval->transmission;
L->direct_volume += shaded_throughput * bsdf_eval->volume;
if (is_lamp) {
L->shadow += shadow * shadow_fac;
}
}
else {
/* indirectly visible lighting after BSDF bounce */
L->indirect += full_contribution;
}
}
else
#endif
{
float3 contribution = shaded_throughput * bsdf_eval->diffuse;
path_radiance_clamp(kg, &contribution, state->bounce);
L->emission += contribution;
}
}
ccl_device_inline void path_radiance_accum_total_light(PathRadiance *L,
ccl_addr_space PathState *state,
float3 throughput,
const BsdfEval *bsdf_eval)
{
#ifdef __SHADOW_TRICKS__
if (state->flag & PATH_RAY_STORE_SHADOW_INFO) {
L->path_total += throughput * bsdf_eval->sum_no_mis;
}
#else
(void)L;
(void)state;
(void)throughput;
(void)bsdf_eval;
#endif
}
ccl_device_inline void path_radiance_accum_background(KernelGlobals *kg,
PathRadiance *L,
ccl_addr_space PathState *state,
float3 throughput,
float3 value)
{
#ifdef __SHADOW_TRICKS__
if (state->flag & PATH_RAY_STORE_SHADOW_INFO) {
L->path_total += throughput * value;
L->path_total_shaded += throughput * value * L->shadow_transparency;
if (state->flag & PATH_RAY_SHADOW_CATCHER) {
return;
}
}
#endif
float3 contribution = throughput * value;
#ifdef __CLAMP_SAMPLE__
path_radiance_clamp(kg, &contribution, state->bounce - 1);
#endif
#ifdef __PASSES__
if (L->use_light_pass) {
if (state->flag & PATH_RAY_TRANSPARENT_BACKGROUND)
L->background += contribution;
else if (state->bounce == 1)
L->direct_emission += contribution;
else
L->indirect += contribution;
}
else
#endif
{
L->emission += contribution;
}
#ifdef __DENOISING_FEATURES__
L->denoising_albedo += state->denoising_feature_weight * state->denoising_feature_throughput *
value;
#endif /* __DENOISING_FEATURES__ */
}
ccl_device_inline void path_radiance_accum_transparent(PathRadiance *L,
ccl_addr_space PathState *state,
float3 throughput)
{
L->transparent += average(throughput);
}
#ifdef __SHADOW_TRICKS__
ccl_device_inline void path_radiance_accum_shadowcatcher(PathRadiance *L,
float3 throughput,
float3 background)
{
L->shadow_throughput += average(throughput);
L->shadow_background_color += throughput * background;
L->has_shadow_catcher = 1;
}
#endif
ccl_device_inline void path_radiance_sum_indirect(PathRadiance *L)
{
#ifdef __PASSES__
/* this division is a bit ugly, but means we only have to keep track of
* only a single throughput further along the path, here we recover just
* the indirect path that is not influenced by any particular BSDF type */
if (L->use_light_pass) {
L->direct_emission = safe_divide_color(L->direct_emission, L->state.direct);
L->direct_diffuse += L->state.diffuse * L->direct_emission;
L->direct_glossy += L->state.glossy * L->direct_emission;
L->direct_transmission += L->state.transmission * L->direct_emission;
L->direct_volume += L->state.volume * L->direct_emission;
L->indirect = safe_divide_color(L->indirect, L->state.direct);
L->indirect_diffuse += L->state.diffuse * L->indirect;
L->indirect_glossy += L->state.glossy * L->indirect;
L->indirect_transmission += L->state.transmission * L->indirect;
L->indirect_volume += L->state.volume * L->indirect;
}
#endif
}
ccl_device_inline void path_radiance_reset_indirect(PathRadiance *L)
{
#ifdef __PASSES__
if (L->use_light_pass) {
L->state.diffuse = zero_float3();
L->state.glossy = zero_float3();
L->state.transmission = zero_float3();
L->state.volume = zero_float3();
L->direct_emission = zero_float3();
L->indirect = zero_float3();
}
#endif
}
ccl_device_inline void path_radiance_copy_indirect(PathRadiance *L, const PathRadiance *L_src)
{
#ifdef __PASSES__
if (L->use_light_pass) {
L->state = L_src->state;
L->direct_emission = L_src->direct_emission;
L->indirect = L_src->indirect;
}
#endif
}
#ifdef __SHADOW_TRICKS__
ccl_device_inline void path_radiance_sum_shadowcatcher(KernelGlobals *kg,
PathRadiance *L,
float3 *L_sum,
float *alpha)
{
/* Calculate current shadow of the path. */
float path_total = average(L->path_total);
float shadow;
if (UNLIKELY(!isfinite_safe(path_total))) {
kernel_assert(!"Non-finite total radiance along the path");
shadow = 0.0f;
}
else if (path_total == 0.0f) {
shadow = L->shadow_transparency;
}
else {
float path_total_shaded = average(L->path_total_shaded);
shadow = path_total_shaded / path_total;
}
/* Calculate final light sum and transparency for shadow catcher object. */
if (kernel_data.background.transparent) {
*alpha -= L->shadow_throughput * shadow;
}
else {
L->shadow_background_color *= shadow;
*L_sum += L->shadow_background_color;
}
}
#endif
ccl_device_inline float3 path_radiance_clamp_and_sum(KernelGlobals *kg,
PathRadiance *L,
float *alpha)
{
float3 L_sum;
/* Light Passes are used */
#ifdef __PASSES__
float3 L_direct, L_indirect;
if (L->use_light_pass) {
path_radiance_sum_indirect(L);
L_direct = L->direct_diffuse + L->direct_glossy + L->direct_transmission + L->direct_volume +
L->emission;
L_indirect = L->indirect_diffuse + L->indirect_glossy + L->indirect_transmission +
L->indirect_volume;
if (!kernel_data.background.transparent)
L_direct += L->background;
L_sum = L_direct + L_indirect;
float sum = fabsf((L_sum).x) + fabsf((L_sum).y) + fabsf((L_sum).z);
/* Reject invalid value */
if (!isfinite_safe(sum)) {
kernel_assert(!"Non-finite sum in path_radiance_clamp_and_sum!");
L_sum = zero_float3();
L->direct_diffuse = zero_float3();
L->direct_glossy = zero_float3();
L->direct_transmission = zero_float3();
L->direct_volume = zero_float3();
L->indirect_diffuse = zero_float3();
L->indirect_glossy = zero_float3();
L->indirect_transmission = zero_float3();
L->indirect_volume = zero_float3();
L->emission = zero_float3();
}
}
/* No Light Passes */
else
#endif
{
L_sum = L->emission;
/* Reject invalid value */
float sum = fabsf((L_sum).x) + fabsf((L_sum).y) + fabsf((L_sum).z);
if (!isfinite_safe(sum)) {
kernel_assert(!"Non-finite final sum in path_radiance_clamp_and_sum!");
L_sum = zero_float3();
}
}
/* Compute alpha. */
*alpha = 1.0f - L->transparent;
/* Add shadow catcher contributions. */
#ifdef __SHADOW_TRICKS__
if (L->has_shadow_catcher) {
path_radiance_sum_shadowcatcher(kg, L, &L_sum, alpha);
}
#endif /* __SHADOW_TRICKS__ */
return L_sum;
}
ccl_device_inline void path_radiance_split_denoising(KernelGlobals *kg,
PathRadiance *L,
float3 *noisy,
float3 *clean)
{
#ifdef __PASSES__
kernel_assert(L->use_light_pass);
*clean = L->emission + L->background;
*noisy = L->direct_volume + L->indirect_volume;
# define ADD_COMPONENT(flag, component) \
if (kernel_data.film.denoising_flags & flag) \
*clean += component; \
else \
*noisy += component;
ADD_COMPONENT(DENOISING_CLEAN_DIFFUSE_DIR, L->direct_diffuse);
ADD_COMPONENT(DENOISING_CLEAN_DIFFUSE_IND, L->indirect_diffuse);
ADD_COMPONENT(DENOISING_CLEAN_GLOSSY_DIR, L->direct_glossy);
ADD_COMPONENT(DENOISING_CLEAN_GLOSSY_IND, L->indirect_glossy);
ADD_COMPONENT(DENOISING_CLEAN_TRANSMISSION_DIR, L->direct_transmission);
ADD_COMPONENT(DENOISING_CLEAN_TRANSMISSION_IND, L->indirect_transmission);
# undef ADD_COMPONENT
#else
*noisy = L->emission;
*clean = zero_float3();
#endif
#ifdef __SHADOW_TRICKS__
if (L->has_shadow_catcher) {
*noisy += L->shadow_background_color;
}
#endif
*noisy = ensure_finite3(*noisy);
*clean = ensure_finite3(*clean);
}
ccl_device_inline void path_radiance_accum_sample(PathRadiance *L, PathRadiance *L_sample)
{
#ifdef __SPLIT_KERNEL__
# define safe_float3_add(f, v) \
do { \
ccl_global float *p = (ccl_global float *)(&(f)); \
atomic_add_and_fetch_float(p + 0, (v).x); \
atomic_add_and_fetch_float(p + 1, (v).y); \
atomic_add_and_fetch_float(p + 2, (v).z); \
} while (0)
# define safe_float_add(f, v) atomic_add_and_fetch_float(&(f), (v))
#else
# define safe_float3_add(f, v) (f) += (v)
# define safe_float_add(f, v) (f) += (v)
#endif /* __SPLIT_KERNEL__ */
#ifdef __PASSES__
safe_float3_add(L->direct_diffuse, L_sample->direct_diffuse);
safe_float3_add(L->direct_glossy, L_sample->direct_glossy);
safe_float3_add(L->direct_transmission, L_sample->direct_transmission);
safe_float3_add(L->direct_volume, L_sample->direct_volume);
safe_float3_add(L->indirect_diffuse, L_sample->indirect_diffuse);
safe_float3_add(L->indirect_glossy, L_sample->indirect_glossy);
safe_float3_add(L->indirect_transmission, L_sample->indirect_transmission);
safe_float3_add(L->indirect_volume, L_sample->indirect_volume);
safe_float3_add(L->background, L_sample->background);
safe_float3_add(L->ao, L_sample->ao);
safe_float3_add(L->shadow, L_sample->shadow);
safe_float_add(L->mist, L_sample->mist);
#endif /* __PASSES__ */
safe_float3_add(L->emission, L_sample->emission);
#undef safe_float_add
#undef safe_float3_add
}
CCL_NAMESPACE_END