forked from bartvdbraak/blender
709 lines
21 KiB
C
709 lines
21 KiB
C
/*
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* Copyright 2011-2013 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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/* BSDF Eval
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*
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* BSDF evaluation result, split per BSDF type. This is used to accumulate
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* render passes separately. */
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ccl_device float3 shader_bsdf_transparency(KernelGlobals *kg,
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const ShaderData *sd);
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ccl_device_inline void bsdf_eval_init(BsdfEval *eval, ClosureType type, float3 value, int use_light_pass)
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{
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#ifdef __PASSES__
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eval->use_light_pass = use_light_pass;
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if(eval->use_light_pass) {
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eval->diffuse = make_float3(0.0f, 0.0f, 0.0f);
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eval->glossy = make_float3(0.0f, 0.0f, 0.0f);
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eval->transmission = make_float3(0.0f, 0.0f, 0.0f);
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eval->transparent = make_float3(0.0f, 0.0f, 0.0f);
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eval->subsurface = make_float3(0.0f, 0.0f, 0.0f);
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eval->scatter = make_float3(0.0f, 0.0f, 0.0f);
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if(type == CLOSURE_BSDF_TRANSPARENT_ID)
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eval->transparent = value;
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else if(CLOSURE_IS_BSDF_DIFFUSE(type))
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eval->diffuse = value;
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else if(CLOSURE_IS_BSDF_GLOSSY(type))
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eval->glossy = value;
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else if(CLOSURE_IS_BSDF_TRANSMISSION(type))
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eval->transmission = value;
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else if(CLOSURE_IS_BSDF_BSSRDF(type))
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eval->subsurface = value;
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else if(CLOSURE_IS_PHASE(type))
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eval->scatter = value;
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}
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else
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#endif
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{
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eval->diffuse = value;
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}
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#ifdef __SHADOW_TRICKS__
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eval->sum_no_mis = make_float3(0.0f, 0.0f, 0.0f);
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#endif
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}
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ccl_device_inline void bsdf_eval_accum(BsdfEval *eval, ClosureType type, float3 value, float mis_weight)
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{
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#ifdef __SHADOW_TRICKS__
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eval->sum_no_mis += value;
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#endif
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value *= mis_weight;
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#ifdef __PASSES__
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if(eval->use_light_pass) {
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if(CLOSURE_IS_BSDF_DIFFUSE(type))
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eval->diffuse += value;
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else if(CLOSURE_IS_BSDF_GLOSSY(type))
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eval->glossy += value;
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else if(CLOSURE_IS_BSDF_TRANSMISSION(type))
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eval->transmission += value;
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else if(CLOSURE_IS_BSDF_BSSRDF(type))
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eval->subsurface += value;
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else if(CLOSURE_IS_PHASE(type))
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eval->scatter += value;
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/* skipping transparent, this function is used by for eval(), will be zero then */
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}
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else
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#endif
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{
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eval->diffuse += value;
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}
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}
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ccl_device_inline bool bsdf_eval_is_zero(BsdfEval *eval)
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{
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#ifdef __PASSES__
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if(eval->use_light_pass) {
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return is_zero(eval->diffuse)
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&& is_zero(eval->glossy)
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&& is_zero(eval->transmission)
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&& is_zero(eval->transparent)
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&& is_zero(eval->subsurface)
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&& is_zero(eval->scatter);
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}
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else
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#endif
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{
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return is_zero(eval->diffuse);
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}
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}
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ccl_device_inline void bsdf_eval_mis(BsdfEval *eval, float value)
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{
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#ifdef __PASSES__
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if(eval->use_light_pass) {
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eval->diffuse *= value;
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eval->glossy *= value;
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eval->transmission *= value;
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eval->subsurface *= value;
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eval->scatter *= value;
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/* skipping transparent, this function is used by for eval(), will be zero then */
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}
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else
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#endif
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{
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eval->diffuse *= value;
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}
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}
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ccl_device_inline void bsdf_eval_mul(BsdfEval *eval, float value)
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{
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#ifdef __SHADOW_TRICKS__
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eval->sum_no_mis *= value;
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#endif
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bsdf_eval_mis(eval, value);
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}
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ccl_device_inline void bsdf_eval_mul3(BsdfEval *eval, float3 value)
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{
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#ifdef __SHADOW_TRICKS__
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eval->sum_no_mis *= value;
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#endif
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#ifdef __PASSES__
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if(eval->use_light_pass) {
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eval->diffuse *= value;
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eval->glossy *= value;
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eval->transmission *= value;
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eval->subsurface *= value;
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eval->scatter *= value;
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/* skipping transparent, this function is used by for eval(), will be zero then */
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}
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else
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eval->diffuse *= value;
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#else
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eval->diffuse *= value;
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#endif
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}
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ccl_device_inline float3 bsdf_eval_sum(const BsdfEval *eval)
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{
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#ifdef __PASSES__
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if(eval->use_light_pass) {
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return eval->diffuse + eval->glossy + eval->transmission + eval->subsurface + eval->scatter;
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}
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else
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#endif
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return eval->diffuse;
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}
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/* Path Radiance
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*
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* We accumulate different render passes separately. After summing at the end
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* to get the combined result, it should be identical. We definite directly
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* visible as the first non-transparent hit, while indirectly visible are the
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* bounces after that. */
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ccl_device_inline void path_radiance_init(PathRadiance *L, int use_light_pass)
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{
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/* clear all */
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#ifdef __PASSES__
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L->use_light_pass = use_light_pass;
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if(use_light_pass) {
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L->indirect = make_float3(0.0f, 0.0f, 0.0f);
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L->direct_throughput = make_float3(0.0f, 0.0f, 0.0f);
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L->direct_emission = make_float3(0.0f, 0.0f, 0.0f);
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L->color_diffuse = make_float3(0.0f, 0.0f, 0.0f);
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L->color_glossy = make_float3(0.0f, 0.0f, 0.0f);
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L->color_transmission = make_float3(0.0f, 0.0f, 0.0f);
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L->color_subsurface = make_float3(0.0f, 0.0f, 0.0f);
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L->color_scatter = make_float3(0.0f, 0.0f, 0.0f);
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L->direct_diffuse = make_float3(0.0f, 0.0f, 0.0f);
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L->direct_glossy = make_float3(0.0f, 0.0f, 0.0f);
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L->direct_transmission = make_float3(0.0f, 0.0f, 0.0f);
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L->direct_subsurface = make_float3(0.0f, 0.0f, 0.0f);
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L->direct_scatter = make_float3(0.0f, 0.0f, 0.0f);
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L->indirect_diffuse = make_float3(0.0f, 0.0f, 0.0f);
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L->indirect_glossy = make_float3(0.0f, 0.0f, 0.0f);
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L->indirect_transmission = make_float3(0.0f, 0.0f, 0.0f);
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L->indirect_subsurface = make_float3(0.0f, 0.0f, 0.0f);
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L->indirect_scatter = make_float3(0.0f, 0.0f, 0.0f);
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L->path_diffuse = make_float3(0.0f, 0.0f, 0.0f);
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L->path_glossy = make_float3(0.0f, 0.0f, 0.0f);
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L->path_transmission = make_float3(0.0f, 0.0f, 0.0f);
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L->path_subsurface = make_float3(0.0f, 0.0f, 0.0f);
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L->path_scatter = make_float3(0.0f, 0.0f, 0.0f);
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L->transparent = 0.0f;
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L->emission = make_float3(0.0f, 0.0f, 0.0f);
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L->background = make_float3(0.0f, 0.0f, 0.0f);
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L->ao = make_float3(0.0f, 0.0f, 0.0f);
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L->shadow = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
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L->mist = 0.0f;
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}
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else
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#endif
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{
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L->transparent = 0.0f;
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L->emission = make_float3(0.0f, 0.0f, 0.0f);
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}
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#ifdef __SHADOW_TRICKS__
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L->path_total = make_float3(0.0f, 0.0f, 0.0f);
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L->path_total_shaded = make_float3(0.0f, 0.0f, 0.0f);
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L->shadow_background_color = make_float3(0.0f, 0.0f, 0.0f);
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L->shadow_radiance_sum = make_float3(0.0f, 0.0f, 0.0f);
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L->shadow_throughput = 0.0f;
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L->shadow_transparency = 1.0f;
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#endif
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#ifdef __DENOISING_FEATURES__
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L->denoising_normal = make_float3(0.0f, 0.0f, 0.0f);
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L->denoising_albedo = make_float3(0.0f, 0.0f, 0.0f);
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L->denoising_depth = 0.0f;
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#endif
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#ifdef __KERNEL_DEBUG__
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L->debug_data.num_bvh_traversed_nodes = 0;
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L->debug_data.num_bvh_traversed_instances = 0;
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L->debug_data.num_bvh_intersections = 0;
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L->debug_data.num_ray_bounces = 0;
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#endif
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}
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ccl_device_inline void path_radiance_bsdf_bounce(PathRadiance *L, ccl_addr_space float3 *throughput,
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BsdfEval *bsdf_eval, float bsdf_pdf, int bounce, int bsdf_label)
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{
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float inverse_pdf = 1.0f/bsdf_pdf;
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#ifdef __PASSES__
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if(L->use_light_pass) {
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if(bounce == 0 && !(bsdf_label & LABEL_TRANSPARENT)) {
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/* first on directly visible surface */
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float3 value = *throughput*inverse_pdf;
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L->path_diffuse = bsdf_eval->diffuse*value;
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L->path_glossy = bsdf_eval->glossy*value;
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L->path_transmission = bsdf_eval->transmission*value;
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L->path_subsurface = bsdf_eval->subsurface*value;
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L->path_scatter = bsdf_eval->scatter*value;
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*throughput = L->path_diffuse + L->path_glossy + L->path_transmission + L->path_subsurface + L->path_scatter;
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L->direct_throughput = *throughput;
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}
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else {
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/* transparent bounce before first hit, or indirectly visible through BSDF */
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float3 sum = (bsdf_eval_sum(bsdf_eval) + bsdf_eval->transparent) * inverse_pdf;
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*throughput *= sum;
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}
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}
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else
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#endif
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{
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*throughput *= bsdf_eval->diffuse*inverse_pdf;
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}
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}
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ccl_device_inline void path_radiance_accum_emission(PathRadiance *L, float3 throughput, float3 value, int bounce)
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{
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#ifdef __PASSES__
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if(L->use_light_pass) {
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if(bounce == 0)
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L->emission += throughput*value;
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else if(bounce == 1)
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L->direct_emission += throughput*value;
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else
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L->indirect += throughput*value;
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}
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else
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#endif
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{
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L->emission += throughput*value;
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}
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}
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ccl_device_inline void path_radiance_accum_ao(PathRadiance *L,
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ccl_addr_space PathState *state,
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float3 throughput,
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float3 alpha,
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float3 bsdf,
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float3 ao)
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{
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#ifdef __PASSES__
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if(L->use_light_pass) {
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if(state->bounce == 0) {
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/* directly visible lighting */
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L->direct_diffuse += throughput*bsdf*ao;
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L->ao += alpha*throughput*ao;
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}
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else {
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/* indirectly visible lighting after BSDF bounce */
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L->indirect += throughput*bsdf*ao;
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}
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}
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else
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#endif
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{
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L->emission += throughput*bsdf*ao;
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}
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#ifdef __SHADOW_TRICKS__
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if(state->flag & PATH_RAY_STORE_SHADOW_INFO) {
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float3 light = throughput * bsdf;
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L->path_total += light;
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L->path_total_shaded += ao * light;
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}
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#endif
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}
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ccl_device_inline void path_radiance_accum_total_ao(
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PathRadiance *L,
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ccl_addr_space PathState *state,
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float3 throughput,
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float3 bsdf)
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{
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#ifdef __SHADOW_TRICKS__
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if(state->flag & PATH_RAY_STORE_SHADOW_INFO) {
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L->path_total += throughput * bsdf;
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}
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#else
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(void) L;
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(void) state;
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(void) throughput;
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(void) bsdf;
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#endif
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}
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ccl_device_inline void path_radiance_accum_light(PathRadiance *L,
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ccl_addr_space PathState *state,
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float3 throughput,
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BsdfEval *bsdf_eval,
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float3 shadow,
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float shadow_fac,
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bool is_lamp)
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{
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#ifdef __PASSES__
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if(L->use_light_pass) {
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if(state->bounce == 0) {
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/* directly visible lighting */
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L->direct_diffuse += throughput*bsdf_eval->diffuse*shadow;
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L->direct_glossy += throughput*bsdf_eval->glossy*shadow;
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L->direct_transmission += throughput*bsdf_eval->transmission*shadow;
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L->direct_subsurface += throughput*bsdf_eval->subsurface*shadow;
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L->direct_scatter += throughput*bsdf_eval->scatter*shadow;
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if(is_lamp) {
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L->shadow.x += shadow.x*shadow_fac;
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L->shadow.y += shadow.y*shadow_fac;
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L->shadow.z += shadow.z*shadow_fac;
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}
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}
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else {
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/* indirectly visible lighting after BSDF bounce */
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L->indirect += throughput*bsdf_eval_sum(bsdf_eval)*shadow;
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}
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}
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else
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#endif
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{
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L->emission += throughput*bsdf_eval->diffuse*shadow;
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}
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#ifdef __SHADOW_TRICKS__
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if(state->flag & PATH_RAY_STORE_SHADOW_INFO) {
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float3 light = throughput * bsdf_eval->sum_no_mis;
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L->path_total += light;
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L->path_total_shaded += shadow * light;
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}
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#endif
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}
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ccl_device_inline void path_radiance_accum_total_light(
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PathRadiance *L,
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ccl_addr_space PathState *state,
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float3 throughput,
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const BsdfEval *bsdf_eval)
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{
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#ifdef __SHADOW_TRICKS__
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if(state->flag & PATH_RAY_STORE_SHADOW_INFO) {
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L->path_total += throughput * bsdf_eval->sum_no_mis;
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}
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#else
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(void) L;
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(void) state;
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(void) throughput;
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(void) bsdf_eval;
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#endif
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}
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ccl_device_inline void path_radiance_accum_background(
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PathRadiance *L,
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ccl_addr_space PathState *state,
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float3 throughput,
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float3 value)
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{
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#ifdef __PASSES__
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if(L->use_light_pass) {
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if(state->bounce == 0)
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L->background += throughput*value;
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else if(state->bounce == 1)
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L->direct_emission += throughput*value;
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else
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L->indirect += throughput*value;
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}
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else
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#endif
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{
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L->emission += throughput*value;
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}
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#ifdef __SHADOW_TRICKS__
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if(state->flag & PATH_RAY_STORE_SHADOW_INFO) {
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L->path_total += throughput * value;
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L->path_total_shaded += throughput * value * L->shadow_transparency;
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}
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#endif
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#ifdef __DENOISING_FEATURES__
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L->denoising_albedo += state->denoising_feature_weight * value;
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#endif /* __DENOISING_FEATURES__ */
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}
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ccl_device_inline void path_radiance_sum_indirect(PathRadiance *L)
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{
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#ifdef __PASSES__
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/* this division is a bit ugly, but means we only have to keep track of
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* only a single throughput further along the path, here we recover just
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* the indirect path that is not influenced by any particular BSDF type */
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if(L->use_light_pass) {
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L->direct_emission = safe_divide_color(L->direct_emission, L->direct_throughput);
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L->direct_diffuse += L->path_diffuse*L->direct_emission;
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L->direct_glossy += L->path_glossy*L->direct_emission;
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L->direct_transmission += L->path_transmission*L->direct_emission;
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L->direct_subsurface += L->path_subsurface*L->direct_emission;
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L->direct_scatter += L->path_scatter*L->direct_emission;
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L->indirect = safe_divide_color(L->indirect, L->direct_throughput);
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L->indirect_diffuse += L->path_diffuse*L->indirect;
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L->indirect_glossy += L->path_glossy*L->indirect;
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L->indirect_transmission += L->path_transmission*L->indirect;
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L->indirect_subsurface += L->path_subsurface*L->indirect;
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L->indirect_scatter += L->path_scatter*L->indirect;
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}
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#endif
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}
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ccl_device_inline void path_radiance_reset_indirect(PathRadiance *L)
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{
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#ifdef __PASSES__
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if(L->use_light_pass) {
|
|
L->path_diffuse = make_float3(0.0f, 0.0f, 0.0f);
|
|
L->path_glossy = make_float3(0.0f, 0.0f, 0.0f);
|
|
L->path_transmission = make_float3(0.0f, 0.0f, 0.0f);
|
|
L->path_subsurface = make_float3(0.0f, 0.0f, 0.0f);
|
|
L->path_scatter = make_float3(0.0f, 0.0f, 0.0f);
|
|
|
|
L->direct_emission = make_float3(0.0f, 0.0f, 0.0f);
|
|
L->indirect = make_float3(0.0f, 0.0f, 0.0f);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
ccl_device_inline void path_radiance_copy_indirect(PathRadiance *L,
|
|
const PathRadiance *L_src)
|
|
{
|
|
#ifdef __PASSES__
|
|
if(L->use_light_pass) {
|
|
L->path_diffuse = L_src->path_diffuse;
|
|
L->path_glossy = L_src->path_glossy;
|
|
L->path_transmission = L_src->path_transmission;
|
|
L->path_subsurface = L_src->path_subsurface;
|
|
L->path_scatter = L_src->path_scatter;
|
|
|
|
L->direct_emission = L_src->direct_emission;
|
|
L->indirect = L_src->indirect;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
ccl_device_inline float3 path_radiance_clamp_and_sum(KernelGlobals *kg, PathRadiance *L)
|
|
{
|
|
float3 L_sum;
|
|
/* Light Passes are used */
|
|
#ifdef __PASSES__
|
|
float3 L_direct, L_indirect;
|
|
float clamp_direct = kernel_data.integrator.sample_clamp_direct;
|
|
float clamp_indirect = kernel_data.integrator.sample_clamp_indirect;
|
|
if(L->use_light_pass) {
|
|
path_radiance_sum_indirect(L);
|
|
|
|
L_direct = L->direct_diffuse + L->direct_glossy + L->direct_transmission + L->direct_subsurface + L->direct_scatter + L->emission;
|
|
L_indirect = L->indirect_diffuse + L->indirect_glossy + L->indirect_transmission + L->indirect_subsurface + L->indirect_scatter;
|
|
|
|
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 = make_float3(0.0f, 0.0f, 0.0f);
|
|
|
|
L->direct_diffuse = make_float3(0.0f, 0.0f, 0.0f);
|
|
L->direct_glossy = make_float3(0.0f, 0.0f, 0.0f);
|
|
L->direct_transmission = make_float3(0.0f, 0.0f, 0.0f);
|
|
L->direct_subsurface = make_float3(0.0f, 0.0f, 0.0f);
|
|
L->direct_scatter = make_float3(0.0f, 0.0f, 0.0f);
|
|
|
|
L->indirect_diffuse = make_float3(0.0f, 0.0f, 0.0f);
|
|
L->indirect_glossy = make_float3(0.0f, 0.0f, 0.0f);
|
|
L->indirect_transmission = make_float3(0.0f, 0.0f, 0.0f);
|
|
L->indirect_subsurface = make_float3(0.0f, 0.0f, 0.0f);
|
|
L->indirect_scatter = make_float3(0.0f, 0.0f, 0.0f);
|
|
|
|
L->emission = make_float3(0.0f, 0.0f, 0.0f);
|
|
}
|
|
|
|
/* Clamp direct and indirect samples */
|
|
#ifdef __CLAMP_SAMPLE__
|
|
else if(sum > clamp_direct || sum > clamp_indirect) {
|
|
float scale;
|
|
|
|
/* Direct */
|
|
float sum_direct = fabsf(L_direct.x) + fabsf(L_direct.y) + fabsf(L_direct.z);
|
|
if(sum_direct > clamp_direct) {
|
|
scale = clamp_direct/sum_direct;
|
|
L_direct *= scale;
|
|
|
|
L->direct_diffuse *= scale;
|
|
L->direct_glossy *= scale;
|
|
L->direct_transmission *= scale;
|
|
L->direct_subsurface *= scale;
|
|
L->direct_scatter *= scale;
|
|
L->emission *= scale;
|
|
L->background *= scale;
|
|
}
|
|
|
|
/* Indirect */
|
|
float sum_indirect = fabsf(L_indirect.x) + fabsf(L_indirect.y) + fabsf(L_indirect.z);
|
|
if(sum_indirect > clamp_indirect) {
|
|
scale = clamp_indirect/sum_indirect;
|
|
L_indirect *= scale;
|
|
|
|
L->indirect_diffuse *= scale;
|
|
L->indirect_glossy *= scale;
|
|
L->indirect_transmission *= scale;
|
|
L->indirect_subsurface *= scale;
|
|
L->indirect_scatter *= scale;
|
|
}
|
|
|
|
/* Sum again, after clamping */
|
|
L_sum = L_direct + L_indirect;
|
|
}
|
|
#endif
|
|
|
|
return L_sum;
|
|
}
|
|
|
|
/* 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 = make_float3(0.0f, 0.0f, 0.0f);
|
|
}
|
|
|
|
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_scatter + L->indirect_scatter;
|
|
|
|
# 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);
|
|
ADD_COMPONENT(DENOISING_CLEAN_SUBSURFACE_DIR, L->direct_subsurface);
|
|
ADD_COMPONENT(DENOISING_CLEAN_SUBSURFACE_IND, L->indirect_subsurface);
|
|
# undef ADD_COMPONENT
|
|
#else
|
|
*noisy = L->emission;
|
|
*clean = make_float3(0.0f, 0.0f, 0.0f);
|
|
#endif
|
|
|
|
*noisy = ensure_finite3(*noisy);
|
|
*clean = ensure_finite3(*clean);
|
|
}
|
|
|
|
ccl_device_inline void path_radiance_accum_sample(PathRadiance *L, PathRadiance *L_sample, int num_samples)
|
|
{
|
|
float fac = 1.0f/num_samples;
|
|
|
|
#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)
|
|
#else
|
|
# define safe_float3_add(f, v) (f) += (v)
|
|
#endif /* __SPLIT_KERNEL__ */
|
|
|
|
#ifdef __PASSES__
|
|
safe_float3_add(L->direct_diffuse, L_sample->direct_diffuse*fac);
|
|
safe_float3_add(L->direct_glossy, L_sample->direct_glossy*fac);
|
|
safe_float3_add(L->direct_transmission, L_sample->direct_transmission*fac);
|
|
safe_float3_add(L->direct_subsurface, L_sample->direct_subsurface*fac);
|
|
safe_float3_add(L->direct_scatter, L_sample->direct_scatter*fac);
|
|
|
|
safe_float3_add(L->indirect_diffuse, L_sample->indirect_diffuse*fac);
|
|
safe_float3_add(L->indirect_glossy, L_sample->indirect_glossy*fac);
|
|
safe_float3_add(L->indirect_transmission, L_sample->indirect_transmission*fac);
|
|
safe_float3_add(L->indirect_subsurface, L_sample->indirect_subsurface*fac);
|
|
safe_float3_add(L->indirect_scatter, L_sample->indirect_scatter*fac);
|
|
|
|
safe_float3_add(L->background, L_sample->background*fac);
|
|
safe_float3_add(L->ao, L_sample->ao*fac);
|
|
safe_float3_add(L->shadow, L_sample->shadow*fac);
|
|
# ifdef __SPLIT_KERNEL__
|
|
atomic_add_and_fetch_float(&L->mist, L_sample->mist*fac);
|
|
# else
|
|
L->mist += L_sample->mist*fac;
|
|
# endif /* __SPLIT_KERNEL__ */
|
|
#endif /* __PASSES__ */
|
|
safe_float3_add(L->emission, L_sample->emission*fac);
|
|
|
|
#undef safe_float3_add
|
|
}
|
|
|
|
#ifdef __SHADOW_TRICKS__
|
|
/* Calculate current shadow of the path. */
|
|
ccl_device_inline float path_radiance_sum_shadow(const PathRadiance *L)
|
|
{
|
|
float path_total = average(L->path_total);
|
|
float path_total_shaded = average(L->path_total_shaded);
|
|
if(path_total != 0.0f) {
|
|
return path_total_shaded / path_total;
|
|
}
|
|
return L->shadow_transparency;
|
|
}
|
|
|
|
/* Calculate final light sum and transparency for shadow catcher object. */
|
|
ccl_device_inline float3 path_radiance_sum_shadowcatcher(KernelGlobals *kg,
|
|
const PathRadiance *L,
|
|
float* alpha)
|
|
{
|
|
const float shadow = path_radiance_sum_shadow(L);
|
|
float3 L_sum;
|
|
if(kernel_data.background.transparent) {
|
|
*alpha = 1.0f - L->shadow_throughput * shadow;
|
|
L_sum = L->shadow_radiance_sum;
|
|
}
|
|
else {
|
|
L_sum = L->shadow_background_color * L->shadow_throughput * shadow +
|
|
L->shadow_radiance_sum;
|
|
}
|
|
return L_sum;
|
|
}
|
|
#endif
|
|
|
|
CCL_NAMESPACE_END
|