forked from bartvdbraak/blender
57e26627c4
Decoupled ray marching is not supported yet. Transparent shadows are always enabled for volume rendering. Changes in kernel/bvh and kernel/geom are from Sergey. This simiplifies code significantly, and prepares it for record-all transparent shadow function in split kernel.
98 lines
3.3 KiB
C
98 lines
3.3 KiB
C
/*
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* Copyright 2011-2017 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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ccl_device void kernel_do_volume(KernelGlobals *kg)
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{
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#ifdef __VOLUME__
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/* We will empty this queue in this kernel. */
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if(ccl_global_id(0) == 0 && ccl_global_id(1) == 0) {
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kernel_split_params.queue_index[QUEUE_ACTIVE_AND_REGENERATED_RAYS] = 0;
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}
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/* Fetch use_queues_flag. */
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ccl_local char local_use_queues_flag;
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if(ccl_local_id(0) == 0 && ccl_local_id(1) == 0) {
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local_use_queues_flag = *kernel_split_params.use_queues_flag;
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}
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ccl_barrier(CCL_LOCAL_MEM_FENCE);
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int ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
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if(local_use_queues_flag) {
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ray_index = get_ray_index(kg, ray_index,
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QUEUE_ACTIVE_AND_REGENERATED_RAYS,
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kernel_split_state.queue_data,
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kernel_split_params.queue_size,
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1);
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if(ray_index == QUEUE_EMPTY_SLOT) {
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return;
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}
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}
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if(IS_STATE(kernel_split_state.ray_state, ray_index, RAY_ACTIVE) ||
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IS_STATE(kernel_split_state.ray_state, ray_index, RAY_HIT_BACKGROUND)) {
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bool hit = ! IS_STATE(kernel_split_state.ray_state, ray_index, RAY_HIT_BACKGROUND);
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PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
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ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
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ccl_global float3 *throughput = &kernel_split_state.throughput[ray_index];
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ccl_global Ray *ray = &kernel_split_state.ray[ray_index];
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ccl_global RNG *rng = &kernel_split_state.rng[ray_index];
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ccl_global Intersection *isect = &kernel_split_state.isect[ray_index];
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ShaderData *sd = &kernel_split_state.sd[ray_index];
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ShaderData *sd_input = &kernel_split_state.sd_DL_shadow[ray_index];
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/* Sanitize volume stack. */
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if(!hit) {
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kernel_volume_clean_stack(kg, state->volume_stack);
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}
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/* volume attenuation, emission, scatter */
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if(state->volume_stack[0].shader != SHADER_NONE) {
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Ray volume_ray = *ray;
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volume_ray.t = (hit)? isect->t: FLT_MAX;
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bool heterogeneous = volume_stack_is_heterogeneous(kg, state->volume_stack);
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{
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/* integrate along volume segment with distance sampling */
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VolumeIntegrateResult result = kernel_volume_integrate(
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kg, state, sd, &volume_ray, L, throughput, rng, heterogeneous);
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# ifdef __VOLUME_SCATTER__
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if(result == VOLUME_PATH_SCATTERED) {
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/* direct lighting */
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kernel_path_volume_connect_light(kg, rng, sd, sd_input, *throughput, state, L);
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/* indirect light bounce */
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if(kernel_path_volume_bounce(kg, rng, sd, throughput, state, L, ray))
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ASSIGN_RAY_STATE(kernel_split_state.ray_state, ray_index, RAY_REGENERATED);
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else
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ASSIGN_RAY_STATE(kernel_split_state.ray_state, ray_index, RAY_UPDATE_BUFFER);
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}
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# endif
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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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CCL_NAMESPACE_END
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