blender/intern/cycles/kernel/kernel_path.h
2018-07-06 10:17:58 +02:00

765 lines
22 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.
*/
#ifdef __OSL__
# include "kernel/osl/osl_shader.h"
#endif
#include "kernel/kernel_random.h"
#include "kernel/kernel_projection.h"
#include "kernel/kernel_montecarlo.h"
#include "kernel/kernel_differential.h"
#include "kernel/kernel_camera.h"
#include "kernel/geom/geom.h"
#include "kernel/bvh/bvh.h"
#include "kernel/kernel_accumulate.h"
#include "kernel/kernel_shader.h"
#include "kernel/kernel_light.h"
#include "kernel/kernel_passes.h"
#if defined(__VOLUME__) || defined(__SUBSURFACE__)
# include "kernel/kernel_volume.h"
#endif
#ifdef __SUBSURFACE__
# include "kernel/kernel_subsurface.h"
#endif
#include "kernel/kernel_path_state.h"
#include "kernel/kernel_shadow.h"
#include "kernel/kernel_emission.h"
#include "kernel/kernel_path_common.h"
#include "kernel/kernel_path_surface.h"
#include "kernel/kernel_path_volume.h"
#include "kernel/kernel_path_subsurface.h"
CCL_NAMESPACE_BEGIN
ccl_device_forceinline bool kernel_path_scene_intersect(
KernelGlobals *kg,
ccl_addr_space PathState *state,
Ray *ray,
Intersection *isect,
PathRadiance *L)
{
uint visibility = path_state_ray_visibility(kg, state);
if(path_state_ao_bounce(kg, state)) {
visibility = PATH_RAY_SHADOW;
ray->t = kernel_data.background.ao_distance;
}
#ifdef __HAIR__
float difl = 0.0f, extmax = 0.0f;
uint lcg_state = 0;
if(kernel_data.bvh.have_curves) {
if((kernel_data.cam.resolution == 1) && (state->flag & PATH_RAY_CAMERA)) {
float3 pixdiff = ray->dD.dx + ray->dD.dy;
/*pixdiff = pixdiff - dot(pixdiff, ray.D)*ray.D;*/
difl = kernel_data.curve.minimum_width * len(pixdiff) * 0.5f;
}
extmax = kernel_data.curve.maximum_width;
lcg_state = lcg_state_init_addrspace(state, 0x51633e2d);
}
bool hit = scene_intersect(kg, *ray, visibility, isect, &lcg_state, difl, extmax);
#else
bool hit = scene_intersect(kg, *ray, visibility, isect, NULL, 0.0f, 0.0f);
#endif /* __HAIR__ */
#ifdef __KERNEL_DEBUG__
if(state->flag & PATH_RAY_CAMERA) {
L->debug_data.num_bvh_traversed_nodes += isect->num_traversed_nodes;
L->debug_data.num_bvh_traversed_instances += isect->num_traversed_instances;
L->debug_data.num_bvh_intersections += isect->num_intersections;
}
L->debug_data.num_ray_bounces++;
#endif /* __KERNEL_DEBUG__ */
return hit;
}
ccl_device_forceinline void kernel_path_lamp_emission(
KernelGlobals *kg,
ccl_addr_space PathState *state,
Ray *ray,
float3 throughput,
ccl_addr_space Intersection *isect,
ShaderData *emission_sd,
PathRadiance *L)
{
#ifdef __LAMP_MIS__
if(kernel_data.integrator.use_lamp_mis && !(state->flag & PATH_RAY_CAMERA)) {
/* ray starting from previous non-transparent bounce */
Ray light_ray;
light_ray.P = ray->P - state->ray_t*ray->D;
state->ray_t += isect->t;
light_ray.D = ray->D;
light_ray.t = state->ray_t;
light_ray.time = ray->time;
light_ray.dD = ray->dD;
light_ray.dP = ray->dP;
/* intersect with lamp */
float3 emission;
if(indirect_lamp_emission(kg, emission_sd, state, &light_ray, &emission))
path_radiance_accum_emission(L, state, throughput, emission);
}
#endif /* __LAMP_MIS__ */
}
ccl_device_forceinline void kernel_path_background(
KernelGlobals *kg,
ccl_addr_space PathState *state,
ccl_addr_space Ray *ray,
float3 throughput,
ShaderData *sd,
PathRadiance *L)
{
/* eval background shader if nothing hit */
if(kernel_data.background.transparent && (state->flag & PATH_RAY_TRANSPARENT_BACKGROUND)) {
L->transparent += average(throughput);
#ifdef __PASSES__
if(!(kernel_data.film.light_pass_flag & PASSMASK(BACKGROUND)))
#endif /* __PASSES__ */
return;
}
/* When using the ao bounces approximation, adjust background
* shader intensity with ao factor. */
if(path_state_ao_bounce(kg, state)) {
throughput *= kernel_data.background.ao_bounces_factor;
}
#ifdef __BACKGROUND__
/* sample background shader */
float3 L_background = indirect_background(kg, sd, state, ray);
path_radiance_accum_background(L, state, throughput, L_background);
#endif /* __BACKGROUND__ */
}
#ifndef __SPLIT_KERNEL__
#ifdef __VOLUME__
ccl_device_forceinline VolumeIntegrateResult kernel_path_volume(
KernelGlobals *kg,
ShaderData *sd,
PathState *state,
Ray *ray,
float3 *throughput,
ccl_addr_space Intersection *isect,
bool hit,
ShaderData *emission_sd,
PathRadiance *L)
{
/* Sanitize volume stack. */
if(!hit) {
kernel_volume_clean_stack(kg, state->volume_stack);
}
if(state->volume_stack[0].shader == SHADER_NONE) {
return VOLUME_PATH_ATTENUATED;
}
/* volume attenuation, emission, scatter */
Ray volume_ray = *ray;
volume_ray.t = (hit)? isect->t: FLT_MAX;
bool heterogeneous = volume_stack_is_heterogeneous(kg, state->volume_stack);
# ifdef __VOLUME_DECOUPLED__
int sampling_method = volume_stack_sampling_method(kg, state->volume_stack);
bool direct = (state->flag & PATH_RAY_CAMERA) != 0;
bool decoupled = kernel_volume_use_decoupled(kg, heterogeneous, direct, sampling_method);
if(decoupled) {
/* cache steps along volume for repeated sampling */
VolumeSegment volume_segment;
shader_setup_from_volume(kg, sd, &volume_ray);
kernel_volume_decoupled_record(kg, state,
&volume_ray, sd, &volume_segment, heterogeneous);
volume_segment.sampling_method = sampling_method;
/* emission */
if(volume_segment.closure_flag & SD_EMISSION)
path_radiance_accum_emission(L, state, *throughput, volume_segment.accum_emission);
/* scattering */
VolumeIntegrateResult result = VOLUME_PATH_ATTENUATED;
if(volume_segment.closure_flag & SD_SCATTER) {
int all = kernel_data.integrator.sample_all_lights_indirect;
/* direct light sampling */
kernel_branched_path_volume_connect_light(kg, sd,
emission_sd, *throughput, state, L, all,
&volume_ray, &volume_segment);
/* indirect sample. if we use distance sampling and take just
* one sample for direct and indirect light, we could share
* this computation, but makes code a bit complex */
float rphase = path_state_rng_1D(kg, state, PRNG_PHASE_CHANNEL);
float rscatter = path_state_rng_1D(kg, state, PRNG_SCATTER_DISTANCE);
result = kernel_volume_decoupled_scatter(kg,
state, &volume_ray, sd, throughput,
rphase, rscatter, &volume_segment, NULL, true);
}
/* free cached steps */
kernel_volume_decoupled_free(kg, &volume_segment);
if(result == VOLUME_PATH_SCATTERED) {
if(kernel_path_volume_bounce(kg, sd, throughput, state, &L->state, ray))
return VOLUME_PATH_SCATTERED;
else
return VOLUME_PATH_MISSED;
}
else {
*throughput *= volume_segment.accum_transmittance;
}
}
else
# endif /* __VOLUME_DECOUPLED__ */
{
/* integrate along volume segment with distance sampling */
VolumeIntegrateResult result = kernel_volume_integrate(
kg, state, sd, &volume_ray, L, throughput, heterogeneous);
# ifdef __VOLUME_SCATTER__
if(result == VOLUME_PATH_SCATTERED) {
/* direct lighting */
kernel_path_volume_connect_light(kg, sd, emission_sd, *throughput, state, L);
/* indirect light bounce */
if(kernel_path_volume_bounce(kg, sd, throughput, state, &L->state, ray))
return VOLUME_PATH_SCATTERED;
else
return VOLUME_PATH_MISSED;
}
# endif /* __VOLUME_SCATTER__ */
}
return VOLUME_PATH_ATTENUATED;
}
#endif /* __VOLUME__ */
#endif /* __SPLIT_KERNEL__ */
ccl_device_forceinline bool kernel_path_shader_apply(
KernelGlobals *kg,
ShaderData *sd,
ccl_addr_space PathState *state,
ccl_addr_space Ray *ray,
float3 throughput,
ShaderData *emission_sd,
PathRadiance *L,
ccl_global float *buffer)
{
#ifdef __SHADOW_TRICKS__
if((sd->object_flag & SD_OBJECT_SHADOW_CATCHER)) {
if(state->flag & PATH_RAY_TRANSPARENT_BACKGROUND) {
state->flag |= (PATH_RAY_SHADOW_CATCHER |
PATH_RAY_STORE_SHADOW_INFO);
float3 bg = make_float3(0.0f, 0.0f, 0.0f);
if(!kernel_data.background.transparent) {
bg = indirect_background(kg, emission_sd, state, ray);
}
path_radiance_accum_shadowcatcher(L, throughput, bg);
}
}
else if(state->flag & PATH_RAY_SHADOW_CATCHER) {
/* Only update transparency after shadow catcher bounce. */
L->shadow_transparency *=
average(shader_bsdf_transparency(kg, sd));
}
#endif /* __SHADOW_TRICKS__ */
/* holdout */
#ifdef __HOLDOUT__
if(((sd->flag & SD_HOLDOUT) ||
(sd->object_flag & SD_OBJECT_HOLDOUT_MASK)) &&
(state->flag & PATH_RAY_TRANSPARENT_BACKGROUND))
{
if(kernel_data.background.transparent) {
float3 holdout_weight;
if(sd->object_flag & SD_OBJECT_HOLDOUT_MASK) {
holdout_weight = make_float3(1.0f, 1.0f, 1.0f);
}
else {
holdout_weight = shader_holdout_eval(kg, sd);
}
/* any throughput is ok, should all be identical here */
L->transparent += average(holdout_weight*throughput);
}
if(sd->object_flag & SD_OBJECT_HOLDOUT_MASK) {
return false;
}
}
#endif /* __HOLDOUT__ */
/* holdout mask objects do not write data passes */
kernel_write_data_passes(kg, buffer, L, sd, state, throughput);
/* blurring of bsdf after bounces, for rays that have a small likelihood
* of following this particular path (diffuse, rough glossy) */
if(kernel_data.integrator.filter_glossy != FLT_MAX) {
float blur_pdf = kernel_data.integrator.filter_glossy*state->min_ray_pdf;
if(blur_pdf < 1.0f) {
float blur_roughness = sqrtf(1.0f - blur_pdf)*0.5f;
shader_bsdf_blur(kg, sd, blur_roughness);
}
}
#ifdef __EMISSION__
/* emission */
if(sd->flag & SD_EMISSION) {
float3 emission = indirect_primitive_emission(kg, sd, sd->ray_length, state->flag, state->ray_pdf);
path_radiance_accum_emission(L, state, throughput, emission);
}
#endif /* __EMISSION__ */
return true;
}
ccl_device_noinline void kernel_path_ao(KernelGlobals *kg,
ShaderData *sd,
ShaderData *emission_sd,
PathRadiance *L,
ccl_addr_space PathState *state,
float3 throughput,
float3 ao_alpha)
{
/* todo: solve correlation */
float bsdf_u, bsdf_v;
path_state_rng_2D(kg, state, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
float ao_factor = kernel_data.background.ao_factor;
float3 ao_N;
float3 ao_bsdf = shader_bsdf_ao(kg, sd, ao_factor, &ao_N);
float3 ao_D;
float ao_pdf;
sample_cos_hemisphere(ao_N, bsdf_u, bsdf_v, &ao_D, &ao_pdf);
if(dot(sd->Ng, ao_D) > 0.0f && ao_pdf != 0.0f) {
Ray light_ray;
float3 ao_shadow;
light_ray.P = ray_offset(sd->P, sd->Ng);
light_ray.D = ao_D;
light_ray.t = kernel_data.background.ao_distance;
light_ray.time = sd->time;
light_ray.dP = sd->dP;
light_ray.dD = differential3_zero();
if(!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &ao_shadow)) {
path_radiance_accum_ao(L, state, throughput, ao_alpha, ao_bsdf, ao_shadow);
}
else {
path_radiance_accum_total_ao(L, state, throughput, ao_bsdf);
}
}
}
#ifndef __SPLIT_KERNEL__
#if defined(__BRANCHED_PATH__) || defined(__BAKING__)
ccl_device void kernel_path_indirect(KernelGlobals *kg,
ShaderData *sd,
ShaderData *emission_sd,
Ray *ray,
float3 throughput,
PathState *state,
PathRadiance *L)
{
#ifdef __SUBSURFACE__
SubsurfaceIndirectRays ss_indirect;
kernel_path_subsurface_init_indirect(&ss_indirect);
for(;;) {
#endif /* __SUBSURFACE__ */
/* path iteration */
for(;;) {
/* Find intersection with objects in scene. */
Intersection isect;
bool hit = kernel_path_scene_intersect(kg, state, ray, &isect, L);
/* Find intersection with lamps and compute emission for MIS. */
kernel_path_lamp_emission(kg, state, ray, throughput, &isect, sd, L);
#ifdef __VOLUME__
/* Volume integration. */
VolumeIntegrateResult result = kernel_path_volume(kg,
sd,
state,
ray,
&throughput,
&isect,
hit,
emission_sd,
L);
if(result == VOLUME_PATH_SCATTERED) {
continue;
}
else if(result == VOLUME_PATH_MISSED) {
break;
}
#endif /* __VOLUME__*/
/* Shade background. */
if(!hit) {
kernel_path_background(kg, state, ray, throughput, sd, L);
break;
}
else if(path_state_ao_bounce(kg, state)) {
break;
}
/* Setup shader data. */
shader_setup_from_ray(kg, sd, &isect, ray);
/* Skip most work for volume bounding surface. */
#ifdef __VOLUME__
if(!(sd->flag & SD_HAS_ONLY_VOLUME)) {
#endif
/* Evaluate shader. */
shader_eval_surface(kg, sd, state, state->flag);
shader_prepare_closures(sd, state);
/* Apply shadow catcher, holdout, emission. */
if(!kernel_path_shader_apply(kg,
sd,
state,
ray,
throughput,
emission_sd,
L,
NULL))
{
break;
}
/* path termination. this is a strange place to put the termination, it's
* mainly due to the mixed in MIS that we use. gives too many unneeded
* shader evaluations, only need emission if we are going to terminate */
float probability = path_state_continuation_probability(kg, state, throughput);
if(probability == 0.0f) {
break;
}
else if(probability != 1.0f) {
float terminate = path_state_rng_1D(kg, state, PRNG_TERMINATE);
if(terminate >= probability)
break;
throughput /= probability;
}
kernel_update_denoising_features(kg, sd, state, L);
#ifdef __AO__
/* ambient occlusion */
if(kernel_data.integrator.use_ambient_occlusion) {
kernel_path_ao(kg, sd, emission_sd, L, state, throughput, make_float3(0.0f, 0.0f, 0.0f));
}
#endif /* __AO__ */
#ifdef __SUBSURFACE__
/* bssrdf scatter to a different location on the same object, replacing
* the closures with a diffuse BSDF */
if(sd->flag & SD_BSSRDF) {
if(kernel_path_subsurface_scatter(kg,
sd,
emission_sd,
L,
state,
ray,
&throughput,
&ss_indirect))
{
break;
}
}
#endif /* __SUBSURFACE__ */
#if defined(__EMISSION__)
if(kernel_data.integrator.use_direct_light) {
int all = (kernel_data.integrator.sample_all_lights_indirect) ||
(state->flag & PATH_RAY_SHADOW_CATCHER);
kernel_branched_path_surface_connect_light(kg,
sd,
emission_sd,
state,
throughput,
1.0f,
L,
all);
}
#endif /* defined(__EMISSION__) */
#ifdef __VOLUME__
}
#endif
if(!kernel_path_surface_bounce(kg, sd, &throughput, state, &L->state, ray))
break;
}
#ifdef __SUBSURFACE__
/* Trace indirect subsurface rays by restarting the loop. this uses less
* stack memory than invoking kernel_path_indirect.
*/
if(ss_indirect.num_rays) {
kernel_path_subsurface_setup_indirect(kg,
&ss_indirect,
state,
ray,
L,
&throughput);
}
else {
break;
}
}
#endif /* __SUBSURFACE__ */
}
#endif /* defined(__BRANCHED_PATH__) || defined(__BAKING__) */
ccl_device_forceinline void kernel_path_integrate(
KernelGlobals *kg,
PathState *state,
float3 throughput,
Ray *ray,
PathRadiance *L,
ccl_global float *buffer,
ShaderData *emission_sd)
{
/* Shader data memory used for both volumes and surfaces, saves stack space. */
ShaderData sd;
#ifdef __SUBSURFACE__
SubsurfaceIndirectRays ss_indirect;
kernel_path_subsurface_init_indirect(&ss_indirect);
for(;;) {
#endif /* __SUBSURFACE__ */
/* path iteration */
for(;;) {
/* Find intersection with objects in scene. */
Intersection isect;
bool hit = kernel_path_scene_intersect(kg, state, ray, &isect, L);
/* Find intersection with lamps and compute emission for MIS. */
kernel_path_lamp_emission(kg, state, ray, throughput, &isect, &sd, L);
#ifdef __VOLUME__
/* Volume integration. */
VolumeIntegrateResult result = kernel_path_volume(kg,
&sd,
state,
ray,
&throughput,
&isect,
hit,
emission_sd,
L);
if(result == VOLUME_PATH_SCATTERED) {
continue;
}
else if(result == VOLUME_PATH_MISSED) {
break;
}
#endif /* __VOLUME__*/
/* Shade background. */
if(!hit) {
kernel_path_background(kg, state, ray, throughput, &sd, L);
break;
}
else if(path_state_ao_bounce(kg, state)) {
break;
}
/* Setup shader data. */
shader_setup_from_ray(kg, &sd, &isect, ray);
/* Skip most work for volume bounding surface. */
#ifdef __VOLUME__
if(!(sd.flag & SD_HAS_ONLY_VOLUME)) {
#endif
/* Evaluate shader. */
shader_eval_surface(kg, &sd, state, state->flag);
shader_prepare_closures(&sd, state);
/* Apply shadow catcher, holdout, emission. */
if(!kernel_path_shader_apply(kg,
&sd,
state,
ray,
throughput,
emission_sd,
L,
buffer))
{
break;
}
/* path termination. this is a strange place to put the termination, it's
* mainly due to the mixed in MIS that we use. gives too many unneeded
* shader evaluations, only need emission if we are going to terminate */
float probability = path_state_continuation_probability(kg, state, throughput);
if(probability == 0.0f) {
break;
}
else if(probability != 1.0f) {
float terminate = path_state_rng_1D(kg, state, PRNG_TERMINATE);
if(terminate >= probability)
break;
throughput /= probability;
}
kernel_update_denoising_features(kg, &sd, state, L);
#ifdef __AO__
/* ambient occlusion */
if(kernel_data.integrator.use_ambient_occlusion) {
kernel_path_ao(kg, &sd, emission_sd, L, state, throughput, shader_bsdf_alpha(kg, &sd));
}
#endif /* __AO__ */
#ifdef __SUBSURFACE__
/* bssrdf scatter to a different location on the same object, replacing
* the closures with a diffuse BSDF */
if(sd.flag & SD_BSSRDF) {
if(kernel_path_subsurface_scatter(kg,
&sd,
emission_sd,
L,
state,
ray,
&throughput,
&ss_indirect))
{
break;
}
}
#endif /* __SUBSURFACE__ */
/* direct lighting */
kernel_path_surface_connect_light(kg, &sd, emission_sd, throughput, state, L);
#ifdef __VOLUME__
}
#endif
/* compute direct lighting and next bounce */
if(!kernel_path_surface_bounce(kg, &sd, &throughput, state, &L->state, ray))
break;
}
#ifdef __SUBSURFACE__
/* Trace indirect subsurface rays by restarting the loop. this uses less
* stack memory than invoking kernel_path_indirect.
*/
if(ss_indirect.num_rays) {
kernel_path_subsurface_setup_indirect(kg,
&ss_indirect,
state,
ray,
L,
&throughput);
}
else {
break;
}
}
#endif /* __SUBSURFACE__ */
}
ccl_device void kernel_path_trace(KernelGlobals *kg,
ccl_global float *buffer,
int sample, int x, int y, int offset, int stride)
{
/* buffer offset */
int index = offset + x + y*stride;
int pass_stride = kernel_data.film.pass_stride;
buffer += index*pass_stride;
/* Initialize random numbers and sample ray. */
uint rng_hash;
Ray ray;
kernel_path_trace_setup(kg, sample, x, y, &rng_hash, &ray);
if(ray.t == 0.0f) {
return;
}
/* Initialize state. */
float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
PathRadiance L;
path_radiance_init(&L, kernel_data.film.use_light_pass);
ShaderDataTinyStorage emission_sd_storage;
ShaderData *emission_sd = AS_SHADER_DATA(&emission_sd_storage);
PathState state;
path_state_init(kg, emission_sd, &state, rng_hash, sample, &ray);
/* Integrate. */
kernel_path_integrate(kg,
&state,
throughput,
&ray,
&L,
buffer,
emission_sd);
kernel_write_result(kg, buffer, sample, &L);
}
#endif /* __SPLIT_KERNEL__ */
CCL_NAMESPACE_END