forked from bartvdbraak/blender
fb820c0638
With this setting, we can limit the influence of a lamp to a certain amount of bounces. 0 = Only direct light contribution 1 = 1 light bounce ... Differential revision: https://developer.blender.org/D860 You can find an example render in the release logs: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.73/Cycles
271 lines
8.4 KiB
C
271 lines
8.4 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, state->bounce, &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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if(UNLIKELY(light_select_reached_max_bounces(kg, i, state->bounce)))
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continue;
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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, state->bounce, &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, state->bounce, &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, state->bounce, &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, state->bounce, &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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