forked from bartvdbraak/blender
acd7f50308
This is so-called GPU limitation boundary hit, told compiler to NOT include volume bound function, otherwise some real weird things used to happen. We actually might want to do the same for CPU, inlining everything is not the way to get fastest code.
268 lines
8.3 KiB
C
268 lines
8.3 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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#ifdef __VOLUME_SCATTER__
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ccl_device void kernel_path_volume_connect_light(KernelGlobals *kg, RNG *rng,
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ShaderData *sd, float3 throughput, PathState *state, PathRadiance *L)
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{
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#ifdef __EMISSION__
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if(!kernel_data.integrator.use_direct_light)
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return;
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/* sample illumination from lights to find path contribution */
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float light_t = path_state_rng_1D(kg, rng, state, PRNG_LIGHT);
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float light_u, light_v;
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path_state_rng_2D(kg, rng, state, PRNG_LIGHT_U, &light_u, &light_v);
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Ray light_ray;
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BsdfEval L_light;
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LightSample ls;
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bool is_lamp;
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/* connect to light from given point where shader has been evaluated */
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#ifdef __OBJECT_MOTION__
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light_ray.time = sd->time;
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#endif
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light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, &ls);
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if(ls.pdf == 0.0f)
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return;
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if(direct_emission(kg, sd, &ls, &light_ray, &L_light, &is_lamp, state->bounce, state->transparent_bounce)) {
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/* trace shadow ray */
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float3 shadow;
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if(!shadow_blocked(kg, state, &light_ray, &shadow)) {
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/* accumulate */
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path_radiance_accum_light(L, throughput, &L_light, shadow, 1.0f, state->bounce, is_lamp);
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}
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}
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#endif
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}
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#ifdef __KERNEL_GPU__
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ccl_device_noinline
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#else
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ccl_device
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#endif
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bool kernel_path_volume_bounce(KernelGlobals *kg, RNG *rng,
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ShaderData *sd, float3 *throughput, PathState *state, PathRadiance *L, Ray *ray)
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{
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/* sample phase function */
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float phase_pdf;
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BsdfEval phase_eval;
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float3 phase_omega_in;
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differential3 phase_domega_in;
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float phase_u, phase_v;
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path_state_rng_2D(kg, rng, state, PRNG_PHASE_U, &phase_u, &phase_v);
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int label;
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label = shader_volume_phase_sample(kg, sd, phase_u, phase_v, &phase_eval,
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&phase_omega_in, &phase_domega_in, &phase_pdf);
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if(phase_pdf == 0.0f || bsdf_eval_is_zero(&phase_eval))
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return false;
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/* modify throughput */
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path_radiance_bsdf_bounce(L, throughput, &phase_eval, phase_pdf, state->bounce, label);
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/* set labels */
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state->ray_pdf = phase_pdf;
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#ifdef __LAMP_MIS__
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state->ray_t = 0.0f;
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#endif
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state->min_ray_pdf = fminf(phase_pdf, state->min_ray_pdf);
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/* update path state */
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path_state_next(kg, state, label);
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/* setup ray */
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ray->P = sd->P;
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ray->D = phase_omega_in;
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ray->t = FLT_MAX;
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#ifdef __RAY_DIFFERENTIALS__
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ray->dP = sd->dP;
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ray->dD = phase_domega_in;
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#endif
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return true;
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}
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ccl_device void kernel_branched_path_volume_connect_light(KernelGlobals *kg, RNG *rng,
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ShaderData *sd, float3 throughput, PathState *state, PathRadiance *L,
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float num_samples_adjust, bool sample_all_lights, Ray *ray, const VolumeSegment *segment)
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{
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#ifdef __EMISSION__
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if(!kernel_data.integrator.use_direct_light)
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return;
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Ray light_ray;
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BsdfEval L_light;
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bool is_lamp;
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#ifdef __OBJECT_MOTION__
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light_ray.time = sd->time;
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#endif
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if(sample_all_lights) {
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/* lamp sampling */
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for(int i = 0; i < kernel_data.integrator.num_all_lights; i++) {
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int num_samples = ceil_to_int(num_samples_adjust*light_select_num_samples(kg, i));
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float num_samples_inv = num_samples_adjust/(num_samples*kernel_data.integrator.num_all_lights);
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RNG lamp_rng = cmj_hash(*rng, i);
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if(kernel_data.integrator.pdf_triangles != 0.0f)
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num_samples_inv *= 0.5f;
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for(int j = 0; j < num_samples; j++) {
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/* sample random position on given light */
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float light_u, light_v;
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path_branched_rng_2D(kg, &lamp_rng, state, j, num_samples, PRNG_LIGHT_U, &light_u, &light_v);
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LightSample ls;
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lamp_light_sample(kg, i, light_u, light_v, ray->P, &ls);
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float3 tp = throughput;
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/* sample position on volume segment */
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float rphase = path_branched_rng_1D_for_decision(kg, rng, state, j, num_samples, PRNG_PHASE);
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float rscatter = path_branched_rng_1D_for_decision(kg, rng, state, j, num_samples, PRNG_SCATTER_DISTANCE);
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VolumeIntegrateResult result = kernel_volume_decoupled_scatter(kg,
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state, ray, sd, &tp, rphase, rscatter, segment, (ls.t != FLT_MAX)? &ls.P: NULL, false);
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(void)result;
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kernel_assert(result == VOLUME_PATH_SCATTERED);
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/* todo: split up light_sample so we don't have to call it again with new position */
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lamp_light_sample(kg, i, light_u, light_v, sd->P, &ls);
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if(ls.pdf == 0.0f)
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continue;
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if(direct_emission(kg, sd, &ls, &light_ray, &L_light, &is_lamp, state->bounce, state->transparent_bounce)) {
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/* trace shadow ray */
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float3 shadow;
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if(!shadow_blocked(kg, state, &light_ray, &shadow)) {
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/* accumulate */
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path_radiance_accum_light(L, tp*num_samples_inv, &L_light, shadow, num_samples_inv, state->bounce, is_lamp);
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}
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}
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}
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}
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/* mesh light sampling */
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if(kernel_data.integrator.pdf_triangles != 0.0f) {
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int num_samples = ceil_to_int(num_samples_adjust*kernel_data.integrator.mesh_light_samples);
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float num_samples_inv = num_samples_adjust/num_samples;
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if(kernel_data.integrator.num_all_lights)
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num_samples_inv *= 0.5f;
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for(int j = 0; j < num_samples; j++) {
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/* sample random position on random triangle */
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float light_t = path_branched_rng_1D_for_decision(kg, rng, state, j, num_samples, PRNG_LIGHT);
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float light_u, light_v;
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path_branched_rng_2D(kg, rng, state, j, num_samples, PRNG_LIGHT_U, &light_u, &light_v);
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/* only sample triangle lights */
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if(kernel_data.integrator.num_all_lights)
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light_t = 0.5f*light_t;
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LightSample ls;
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light_sample(kg, light_t, light_u, light_v, sd->time, ray->P, &ls);
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float3 tp = throughput;
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/* sample position on volume segment */
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float rphase = path_branched_rng_1D_for_decision(kg, rng, state, j, num_samples, PRNG_PHASE);
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float rscatter = path_branched_rng_1D_for_decision(kg, rng, state, j, num_samples, PRNG_SCATTER_DISTANCE);
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VolumeIntegrateResult result = kernel_volume_decoupled_scatter(kg,
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state, ray, sd, &tp, rphase, rscatter, segment, (ls.t != FLT_MAX)? &ls.P: NULL, false);
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(void)result;
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kernel_assert(result == VOLUME_PATH_SCATTERED);
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/* todo: split up light_sample so we don't have to call it again with new position */
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light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, &ls);
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if(ls.pdf == 0.0f)
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continue;
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if(direct_emission(kg, sd, &ls, &light_ray, &L_light, &is_lamp, state->bounce, state->transparent_bounce)) {
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/* trace shadow ray */
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float3 shadow;
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if(!shadow_blocked(kg, state, &light_ray, &shadow)) {
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/* accumulate */
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path_radiance_accum_light(L, tp*num_samples_inv, &L_light, shadow, num_samples_inv, state->bounce, is_lamp);
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}
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}
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}
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}
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}
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else {
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/* sample random position on random light */
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float light_t = path_state_rng_1D(kg, rng, state, PRNG_LIGHT);
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float light_u, light_v;
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path_state_rng_2D(kg, rng, state, PRNG_LIGHT_U, &light_u, &light_v);
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LightSample ls;
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light_sample(kg, light_t, light_u, light_v, sd->time, ray->P, &ls);
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float3 tp = throughput;
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/* sample position on volume segment */
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float rphase = path_state_rng_1D_for_decision(kg, rng, state, PRNG_PHASE);
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float rscatter = path_state_rng_1D_for_decision(kg, rng, state, PRNG_SCATTER_DISTANCE);
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VolumeIntegrateResult result = kernel_volume_decoupled_scatter(kg,
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state, ray, sd, &tp, rphase, rscatter, segment, (ls.t != FLT_MAX)? &ls.P: NULL, false);
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(void)result;
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kernel_assert(result == VOLUME_PATH_SCATTERED);
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/* todo: split up light_sample so we don't have to call it again with new position */
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light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, &ls);
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if(ls.pdf == 0.0f)
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return;
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/* sample random light */
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if(direct_emission(kg, sd, &ls, &light_ray, &L_light, &is_lamp, state->bounce, state->transparent_bounce)) {
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/* trace shadow ray */
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float3 shadow;
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if(!shadow_blocked(kg, state, &light_ray, &shadow)) {
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/* accumulate */
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path_radiance_accum_light(L, tp, &L_light, shadow, 1.0f, state->bounce, is_lamp);
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}
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}
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}
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#endif
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}
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#endif
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CCL_NAMESPACE_END
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