Fix T41693: Volumes get brightened with extra volume samples on GPU + BPT

This commit is contained in:
Sergey Sharybin 2014-09-03 21:23:07 +06:00
parent c5a2c08dd9
commit f7062ff3ed
2 changed files with 7 additions and 8 deletions

@ -154,7 +154,7 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, Ray ray,
#ifdef __VOLUME_SCATTER__
if(result == VOLUME_PATH_SCATTERED) {
/* direct lighting */
kernel_path_volume_connect_light(kg, rng, &volume_sd, throughput, &state, L, 1.0f);
kernel_path_volume_connect_light(kg, rng, &volume_sd, throughput, &state, L);
/* indirect light bounce */
if(kernel_path_volume_bounce(kg, rng, &volume_sd, &throughput, &state, L, &ray))
@ -541,7 +541,7 @@ ccl_device float4 kernel_path_integrate(KernelGlobals *kg, RNG *rng, int sample,
#ifdef __VOLUME_SCATTER__
if(result == VOLUME_PATH_SCATTERED) {
/* direct lighting */
kernel_path_volume_connect_light(kg, rng, &volume_sd, throughput, &state, &L, 1.0f);
kernel_path_volume_connect_light(kg, rng, &volume_sd, throughput, &state, &L);
/* indirect light bounce */
if(kernel_path_volume_bounce(kg, rng, &volume_sd, &throughput, &state, &L, &ray))
@ -897,7 +897,7 @@ ccl_device float4 kernel_branched_path_integrate(KernelGlobals *kg, RNG *rng, in
PathState ps = state;
Ray pray = ray;
ShaderData volume_sd;
float3 tp = throughput;
float3 tp = throughput * num_samples_inv;
/* branch RNG state */
path_state_branch(&ps, j, num_samples);
@ -909,10 +909,10 @@ ccl_device float4 kernel_branched_path_integrate(KernelGlobals *kg, RNG *rng, in
if(result == VOLUME_PATH_SCATTERED) {
/* todo: support equiangular, MIS and all light sampling.
* alternatively get decoupled ray marching working on the GPU */
kernel_path_volume_connect_light(kg, rng, &volume_sd, tp, &state, &L, num_samples_inv);
kernel_path_volume_connect_light(kg, rng, &volume_sd, tp, &state, &L);
if(kernel_path_volume_bounce(kg, rng, &volume_sd, &tp, &ps, &L, &pray)) {
kernel_path_indirect(kg, rng, pray, tp*num_samples_inv, num_samples, ps, &L);
kernel_path_indirect(kg, rng, pray, tp, num_samples, ps, &L);
/* for render passes, sum and reset indirect light pass variables
* for the next samples */

@ -19,8 +19,7 @@ CCL_NAMESPACE_BEGIN
#ifdef __VOLUME_SCATTER__
ccl_device void kernel_path_volume_connect_light(KernelGlobals *kg, RNG *rng,
ShaderData *sd, float3 throughput, PathState *state, PathRadiance *L,
float num_samples_adjust)
ShaderData *sd, float3 throughput, PathState *state, PathRadiance *L)
{
#ifdef __EMISSION__
if(!kernel_data.integrator.use_direct_light)
@ -51,7 +50,7 @@ ccl_device void kernel_path_volume_connect_light(KernelGlobals *kg, RNG *rng,
if(!shadow_blocked(kg, state, &light_ray, &shadow)) {
/* accumulate */
path_radiance_accum_light(L, throughput * num_samples_adjust, &L_light, shadow, 1.0f, state->bounce, is_lamp);
path_radiance_accum_light(L, throughput, &L_light, shadow, 1.0f, state->bounce, is_lamp);
}
}
#endif