forked from bartvdbraak/blender
Brecht Van Lommel
2d81758aa6
We now continue transparent paths after diffuse/glossy/transmission/volume bounces are exceeded. This avoids unexpected boundaries in volumes with transparent boundaries. It is also required for MIS to work correctly with transparent surfaces, as we also continue through these in shadow rays. The main visible changes is that volumes will now be lit by the background even at volume bounces 0, same as surfaces. Fixes T53914 and T54103.
67 lines
2.0 KiB
C
67 lines
2.0 KiB
C
/*
|
|
* Copyright 2011-2017 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
|
|
|
|
/* This kernel evaluates ShaderData structure from the values computed
|
|
* by the previous kernels.
|
|
*/
|
|
ccl_device void kernel_shader_eval(KernelGlobals *kg)
|
|
{
|
|
|
|
int ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
|
|
/* Sorting on cuda split is not implemented */
|
|
#ifdef __KERNEL_CUDA__
|
|
int queue_index = kernel_split_params.queue_index[QUEUE_ACTIVE_AND_REGENERATED_RAYS];
|
|
#else
|
|
int queue_index = kernel_split_params.queue_index[QUEUE_SHADER_SORTED_RAYS];
|
|
#endif
|
|
if(ray_index >= queue_index) {
|
|
return;
|
|
}
|
|
ray_index = get_ray_index(kg, ray_index,
|
|
#ifdef __KERNEL_CUDA__
|
|
QUEUE_ACTIVE_AND_REGENERATED_RAYS,
|
|
#else
|
|
QUEUE_SHADER_SORTED_RAYS,
|
|
#endif
|
|
kernel_split_state.queue_data,
|
|
kernel_split_params.queue_size,
|
|
0);
|
|
|
|
if(ray_index == QUEUE_EMPTY_SLOT) {
|
|
return;
|
|
}
|
|
|
|
ccl_global char *ray_state = kernel_split_state.ray_state;
|
|
if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
|
|
ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
|
|
|
|
shader_eval_surface(kg, kernel_split_sd(sd, ray_index), state, state->flag);
|
|
#ifdef __BRANCHED_PATH__
|
|
if(kernel_data.integrator.branched) {
|
|
shader_merge_closures(kernel_split_sd(sd, ray_index));
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
shader_prepare_closures(kernel_split_sd(sd, ray_index), state);
|
|
}
|
|
}
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|