blender/intern/cycles/kernel/kernel_path_state.h
Brecht Van Lommel 889d77e6f6 Cycles Volume Render: heterogeneous (textured) volumes support.
Volumes can now have textured colors and density. There is a Volume Sampling
panel in the Render properties with these settings:

* Step size: distance between volume shader samples when rendering the volume.
  Lower values give more accurate and detailed results but also increased render
  time.
* Max steps: maximum number of steps through the volume before giving up, to
  protect from extremely long render times with big objects or small step sizes.

This is much more compute intensive than homogeneous volume, so when you are not
using a texture you should enable the Homogeneous Volume option in the material
or world for faster rendering.

One important missing feature is that Generated texture coordinates are not yet
working in volumes, and they are the default coordinates for nearly all texture
nodes. So until that works you need to plug in object texture coordinates or a
world space position.

This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself.
2013-12-30 00:04:02 +01:00

136 lines
4.0 KiB
C

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License
*/
CCL_NAMESPACE_BEGIN
ccl_device_inline void path_state_init(KernelGlobals *kg, PathState *state, RNG *rng, int sample)
{
state->flag = PATH_RAY_CAMERA|PATH_RAY_SINGULAR|PATH_RAY_MIS_SKIP;
state->bounce = 0;
state->diffuse_bounce = 0;
state->glossy_bounce = 0;
state->transmission_bounce = 0;
state->transparent_bounce = 0;
#ifdef __VOLUME__
if(kernel_data.integrator.use_volumes) {
/* initialize volume stack with volume we are inside of */
kernel_volume_stack_init(kg, state->volume_stack);
/* seed RNG for cases where we can't use stratified samples */
state->rng_congruential = lcg_init(*rng + sample*0x51633e2d);
}
else {
state->volume_stack[0].shader = SHADER_NO_ID;
}
#endif
}
ccl_device_inline void path_state_next(KernelGlobals *kg, PathState *state, int label)
{
/* ray through transparent keeps same flags from previous ray and is
* not counted as a regular bounce, transparent has separate max */
if(label & LABEL_TRANSPARENT) {
state->flag |= PATH_RAY_TRANSPARENT;
state->transparent_bounce++;
if(!kernel_data.integrator.transparent_shadows)
state->flag |= PATH_RAY_MIS_SKIP;
return;
}
state->bounce++;
/* reflection/transmission */
if(label & LABEL_REFLECT) {
state->flag |= PATH_RAY_REFLECT;
state->flag &= ~(PATH_RAY_TRANSMIT|PATH_RAY_CAMERA|PATH_RAY_TRANSPARENT);
if(label & LABEL_DIFFUSE)
state->diffuse_bounce++;
else
state->glossy_bounce++;
}
else {
kernel_assert(label & LABEL_TRANSMIT);
state->flag |= PATH_RAY_TRANSMIT;
state->flag &= ~(PATH_RAY_REFLECT|PATH_RAY_CAMERA|PATH_RAY_TRANSPARENT);
state->transmission_bounce++;
}
/* diffuse/glossy/singular */
if(label & LABEL_DIFFUSE) {
state->flag |= PATH_RAY_DIFFUSE|PATH_RAY_DIFFUSE_ANCESTOR;
state->flag &= ~(PATH_RAY_GLOSSY|PATH_RAY_SINGULAR|PATH_RAY_MIS_SKIP);
}
else if(label & LABEL_GLOSSY) {
state->flag |= PATH_RAY_GLOSSY|PATH_RAY_GLOSSY_ANCESTOR;
state->flag &= ~(PATH_RAY_DIFFUSE|PATH_RAY_SINGULAR|PATH_RAY_MIS_SKIP);
}
else {
kernel_assert(label & LABEL_SINGULAR);
state->flag |= PATH_RAY_GLOSSY|PATH_RAY_SINGULAR|PATH_RAY_MIS_SKIP;
state->flag &= ~PATH_RAY_DIFFUSE;
}
}
ccl_device_inline uint path_state_ray_visibility(KernelGlobals *kg, PathState *state)
{
uint flag = state->flag & PATH_RAY_ALL_VISIBILITY;
/* for visibility, diffuse/glossy are for reflection only */
if(flag & PATH_RAY_TRANSMIT)
flag &= ~(PATH_RAY_DIFFUSE|PATH_RAY_GLOSSY);
/* for camera visibility, use render layer flags */
if(flag & PATH_RAY_CAMERA)
flag |= kernel_data.integrator.layer_flag;
return flag;
}
ccl_device_inline float path_state_terminate_probability(KernelGlobals *kg, PathState *state, const float3 throughput)
{
if(state->flag & PATH_RAY_TRANSPARENT) {
/* transparent rays treated separately */
if(state->transparent_bounce >= kernel_data.integrator.transparent_max_bounce)
return 0.0f;
else if(state->transparent_bounce <= kernel_data.integrator.transparent_min_bounce)
return 1.0f;
}
else {
/* other rays */
if((state->bounce >= kernel_data.integrator.max_bounce) ||
(state->diffuse_bounce >= kernel_data.integrator.max_diffuse_bounce) ||
(state->glossy_bounce >= kernel_data.integrator.max_glossy_bounce) ||
(state->transmission_bounce >= kernel_data.integrator.max_transmission_bounce))
{
return 0.0f;
}
else if(state->bounce <= kernel_data.integrator.min_bounce) {
return 1.0f;
}
}
/* probalistic termination */
return average(throughput); /* todo: try using max here */
}
CCL_NAMESPACE_END