blender/intern/cycles/kernel/split/kernel_shader_eval.h
Brecht Van Lommel 2d81758aa6 Cycles: better path termination for transparency.
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.
2018-02-22 00:55:32 +01:00

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