forked from bartvdbraak/blender
e12c08e8d1
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
140 lines
4.8 KiB
C
140 lines
4.8 KiB
C
/*
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* Copyright 2017 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 __SUBSURFACE__
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# ifndef __KERNEL_CUDA__
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ccl_device
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# else
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ccl_device_inline
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# endif
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bool
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kernel_path_subsurface_scatter(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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ccl_addr_space PathState *state,
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ccl_addr_space Ray *ray,
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ccl_addr_space float3 *throughput,
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ccl_addr_space SubsurfaceIndirectRays *ss_indirect)
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{
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PROFILING_INIT(kg, PROFILING_SUBSURFACE);
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float bssrdf_u, bssrdf_v;
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path_state_rng_2D(kg, state, PRNG_BSDF_U, &bssrdf_u, &bssrdf_v);
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const ShaderClosure *sc = shader_bssrdf_pick(sd, throughput, &bssrdf_u);
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/* do bssrdf scatter step if we picked a bssrdf closure */
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if (sc) {
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/* We should never have two consecutive BSSRDF bounces,
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* the second one should be converted to a diffuse BSDF to
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* avoid this.
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*/
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kernel_assert(!(state->flag & PATH_RAY_DIFFUSE_ANCESTOR));
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uint lcg_state = lcg_state_init_addrspace(state, 0x68bc21eb);
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LocalIntersection ss_isect;
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int num_hits = subsurface_scatter_multi_intersect(
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kg, &ss_isect, sd, state, sc, &lcg_state, bssrdf_u, bssrdf_v, false);
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# ifdef __VOLUME__
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bool need_update_volume_stack = 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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/* Closure memory will be overwritten, so read required variables now. */
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Bssrdf *bssrdf = (Bssrdf *)sc;
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ClosureType bssrdf_type = sc->type;
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float bssrdf_roughness = bssrdf->roughness;
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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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/* NOTE: We reuse the existing ShaderData, we assume the path
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* integration loop stops when this function returns true.
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*/
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subsurface_scatter_multi_setup(kg, &ss_isect, hit, sd, state, bssrdf_type, bssrdf_roughness);
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kernel_path_surface_connect_light(kg, sd, emission_sd, *throughput, state, L);
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ccl_addr_space PathState *hit_state = &ss_indirect->state[ss_indirect->num_rays];
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ccl_addr_space Ray *hit_ray = &ss_indirect->rays[ss_indirect->num_rays];
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ccl_addr_space float3 *hit_tp = &ss_indirect->throughputs[ss_indirect->num_rays];
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PathRadianceState *hit_L_state = &ss_indirect->L_state[ss_indirect->num_rays];
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*hit_state = *state;
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*hit_ray = *ray;
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*hit_tp = *throughput;
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*hit_L_state = L->state;
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hit_state->rng_offset += PRNG_BOUNCE_NUM;
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if (kernel_path_surface_bounce(kg, sd, hit_tp, hit_state, hit_L_state, hit_ray)) {
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# ifdef __LAMP_MIS__
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hit_state->ray_t = 0.0f;
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# endif /* __LAMP_MIS__ */
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# ifdef __VOLUME__
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if (need_update_volume_stack) {
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Ray volume_ray = *ray;
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/* Setup ray from previous surface point to the new one. */
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volume_ray.D = normalize_len(hit_ray->P - volume_ray.P, &volume_ray.t);
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kernel_volume_stack_update_for_subsurface(
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kg, emission_sd, &volume_ray, hit_state->volume_stack);
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}
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# endif /* __VOLUME__ */
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ss_indirect->num_rays++;
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}
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}
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return true;
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}
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return false;
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}
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ccl_device_inline void kernel_path_subsurface_init_indirect(
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ccl_addr_space SubsurfaceIndirectRays *ss_indirect)
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{
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ss_indirect->num_rays = 0;
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}
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ccl_device void kernel_path_subsurface_setup_indirect(
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KernelGlobals *kg,
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ccl_addr_space SubsurfaceIndirectRays *ss_indirect,
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ccl_addr_space PathState *state,
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ccl_addr_space Ray *ray,
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PathRadiance *L,
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ccl_addr_space float3 *throughput)
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{
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/* Setup state, ray and throughput for indirect SSS rays. */
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ss_indirect->num_rays--;
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path_radiance_sum_indirect(L);
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path_radiance_reset_indirect(L);
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*state = ss_indirect->state[ss_indirect->num_rays];
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*ray = ss_indirect->rays[ss_indirect->num_rays];
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L->state = ss_indirect->L_state[ss_indirect->num_rays];
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*throughput = ss_indirect->throughputs[ss_indirect->num_rays];
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state->rng_offset += ss_indirect->num_rays * PRNG_BOUNCE_NUM;
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}
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#endif /* __SUBSURFACE__ */
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CCL_NAMESPACE_END
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