forked from bartvdbraak/blender
659ba012b0
Rather than treating all ray types equally, we now always render 1 glossy bounce and unlimited transmission bounces. This makes it possible to get good looking results with low AO bounces settings, making it useful to speed up interior renders for example. Reviewed By: brecht Differential Revision: https://developer.blender.org/D2818
120 lines
3.7 KiB
C
120 lines
3.7 KiB
C
/*
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* Copyright 2011-2015 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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/* This kernel takes care of scene_intersect function.
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*
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* This kernel changes the ray_state of RAY_REGENERATED rays to RAY_ACTIVE.
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* This kernel processes rays of ray state RAY_ACTIVE
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* This kernel determines the rays that have hit the background and changes
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* their ray state to RAY_HIT_BACKGROUND.
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*/
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ccl_device void kernel_scene_intersect(KernelGlobals *kg)
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{
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/* Fetch use_queues_flag */
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char local_use_queues_flag = *kernel_split_params.use_queues_flag;
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ccl_barrier(CCL_LOCAL_MEM_FENCE);
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int ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
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if(local_use_queues_flag) {
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ray_index = get_ray_index(kg, ray_index,
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QUEUE_ACTIVE_AND_REGENERATED_RAYS,
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kernel_split_state.queue_data,
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kernel_split_params.queue_size,
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0);
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if(ray_index == QUEUE_EMPTY_SLOT) {
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return;
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}
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}
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/* All regenerated rays become active here */
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if(IS_STATE(kernel_split_state.ray_state, ray_index, RAY_REGENERATED)) {
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#ifdef __BRANCHED_PATH__
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if(kernel_split_state.branched_state[ray_index].waiting_on_shared_samples) {
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kernel_split_path_end(kg, ray_index);
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}
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else
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#endif /* __BRANCHED_PATH__ */
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{
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ASSIGN_RAY_STATE(kernel_split_state.ray_state, ray_index, RAY_ACTIVE);
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}
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}
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if(!IS_STATE(kernel_split_state.ray_state, ray_index, RAY_ACTIVE)) {
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return;
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}
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Intersection isect;
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ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
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Ray ray = kernel_split_state.ray[ray_index];
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/* intersect scene */
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uint visibility = path_state_ray_visibility(kg, state);
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if(path_state_ao_bounce(kg, state)) {
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visibility = PATH_RAY_SHADOW;
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ray.t = kernel_data.background.ao_distance;
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}
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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) && (state->flag & PATH_RAY_CAMERA)) {
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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_addrspace(state, 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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if(path_state_ao_bounce(kg, state)) {
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visibility = PATH_RAY_SHADOW;
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ray.t = kernel_data.background.ao_distance;
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}
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bool hit = scene_intersect(kg, ray, visibility, &isect, NULL, 0.0f, 0.0f);
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#endif
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kernel_split_state.isect[ray_index] = isect;
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#ifdef __KERNEL_DEBUG__
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PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
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if(state->flag & PATH_RAY_CAMERA) {
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L->debug_data.num_bvh_traversed_nodes += isect.num_traversed_nodes;
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L->debug_data.num_bvh_traversed_instances += isect.num_traversed_instances;
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L->debug_data.num_bvh_intersections += isect.num_intersections;
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}
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L->debug_data.num_ray_bounces++;
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#endif
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if(!hit) {
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/* Change the state of rays that hit the background;
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* These rays undergo special processing in the
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* background_bufferUpdate kernel.
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*/
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ASSIGN_RAY_STATE(kernel_split_state.ray_state, ray_index, RAY_HIT_BACKGROUND);
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}
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}
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CCL_NAMESPACE_END
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