forked from bartvdbraak/blender
300 lines
8.8 KiB
C
300 lines
8.8 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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#if defined(__BRANCHED_PATH__) || defined(__SUBSURFACE__)
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/* branched path tracing: connect path directly to position on one or more lights and add it to L */
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ccl_device void kernel_branched_path_surface_connect_light(KernelGlobals *kg, RNG *rng,
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ShaderData *sd, PathState *state, float3 throughput, float num_samples_adjust, PathRadiance *L, bool sample_all_lights)
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{
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#ifdef __EMISSION__
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/* sample illumination from lights to find path contribution */
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if(!(sd->flag & SD_BSDF_HAS_EVAL))
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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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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, sd->P, &ls);
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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*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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float light_t = path_branched_rng_1D(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, sd->P, &ls);
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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*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 one light at random */
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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, sd->P, &ls);
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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, throughput*num_samples_adjust, &L_light, shadow, num_samples_adjust, 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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/* branched path tracing: bounce off or through surface to with new direction stored in ray */
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ccl_device bool kernel_branched_path_surface_bounce(KernelGlobals *kg, RNG *rng,
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ShaderData *sd, const ShaderClosure *sc, int sample, int num_samples,
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float3 *throughput, PathState *state, PathRadiance *L, Ray *ray)
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{
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/* sample BSDF */
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float bsdf_pdf;
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BsdfEval bsdf_eval;
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float3 bsdf_omega_in;
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differential3 bsdf_domega_in;
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float bsdf_u, bsdf_v;
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path_branched_rng_2D(kg, rng, state, sample, num_samples, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
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int label;
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label = shader_bsdf_sample_closure(kg, sd, sc, bsdf_u, bsdf_v, &bsdf_eval,
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&bsdf_omega_in, &bsdf_domega_in, &bsdf_pdf);
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if(bsdf_pdf == 0.0f || bsdf_eval_is_zero(&bsdf_eval))
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return false;
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/* modify throughput */
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path_radiance_bsdf_bounce(L, throughput, &bsdf_eval, bsdf_pdf, state->bounce, label);
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/* modify path state */
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path_state_next(kg, state, label);
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/* setup ray */
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ray->P = ray_offset(sd->P, (label & LABEL_TRANSMIT)? -sd->Ng: sd->Ng);
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ray->D = bsdf_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 = bsdf_domega_in;
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#endif
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#ifdef __OBJECT_MOTION__
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ray->time = sd->time;
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#endif
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#ifdef __VOLUME__
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/* enter/exit volume */
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if(label & LABEL_TRANSMIT)
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kernel_volume_stack_enter_exit(kg, sd, state->volume_stack);
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#endif
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/* branch RNG state */
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path_state_branch(state, sample, num_samples);
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/* set MIS state */
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state->min_ray_pdf = fminf(bsdf_pdf, FLT_MAX);
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state->ray_pdf = bsdf_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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return true;
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}
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#endif
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/* path tracing: connect path directly to position on a light and add it to L */
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ccl_device_inline void kernel_path_surface_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 && (sd->flag & SD_BSDF_HAS_EVAL)))
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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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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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LightSample ls;
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light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, &ls);
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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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/* path tracing: bounce off or through surface to with new direction stored in ray */
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ccl_device_inline bool kernel_path_surface_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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/* no BSDF? we can stop here */
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if(sd->flag & SD_BSDF) {
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/* sample BSDF */
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float bsdf_pdf;
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BsdfEval bsdf_eval;
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float3 bsdf_omega_in;
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differential3 bsdf_domega_in;
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float bsdf_u, bsdf_v;
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path_state_rng_2D(kg, rng, state, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
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int label;
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label = shader_bsdf_sample(kg, sd, bsdf_u, bsdf_v, &bsdf_eval,
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&bsdf_omega_in, &bsdf_domega_in, &bsdf_pdf);
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if(bsdf_pdf == 0.0f || bsdf_eval_is_zero(&bsdf_eval))
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return false;
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/* modify throughput */
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path_radiance_bsdf_bounce(L, throughput, &bsdf_eval, bsdf_pdf, state->bounce, label);
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/* set labels */
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if(!(label & LABEL_TRANSPARENT)) {
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state->ray_pdf = bsdf_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(bsdf_pdf, state->min_ray_pdf);
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}
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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 = ray_offset(sd->P, (label & LABEL_TRANSMIT)? -sd->Ng: sd->Ng);
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ray->D = bsdf_omega_in;
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if(state->bounce == 0)
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ray->t -= sd->ray_length; /* clipping works through transparent */
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else
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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 = bsdf_domega_in;
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#endif
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#ifdef __VOLUME__
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/* enter/exit volume */
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if(label & LABEL_TRANSMIT)
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kernel_volume_stack_enter_exit(kg, sd, state->volume_stack);
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#endif
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return true;
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}
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#ifdef __VOLUME__
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else if(sd->flag & SD_HAS_ONLY_VOLUME) {
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/* no surface shader but have a volume shader? act transparent */
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/* update path state, count as transparent */
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path_state_next(kg, state, LABEL_TRANSPARENT);
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/* setup ray position, direction stays unchanged */
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ray->P = ray_offset(sd->P, -sd->Ng);
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#ifdef __RAY_DIFFERENTIALS__
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ray->dP = sd->dP;
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#endif
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/* enter/exit volume */
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kernel_volume_stack_enter_exit(kg, sd, state->volume_stack);
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return true;
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}
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#endif
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else {
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/* no bsdf or volume? */
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return false;
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}
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}
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CCL_NAMESPACE_END
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