[Bf-blender-cvs] [d644753] master: Cycles code refactor: move some surface and volume path code to separate files.
Brecht Van Lommel
noreply at git.blender.org
Sat Jun 14 13:55:31 CEST 2014
Commit: d644753319b65a25ae043900cca235070bcdd181
Author: Brecht Van Lommel
Date: Fri Apr 4 14:35:30 2014 +0200
https://developer.blender.org/rBd644753319b65a25ae043900cca235070bcdd181
Cycles code refactor: move some surface and volume path code to separate files.
===================================================================
M intern/cycles/kernel/CMakeLists.txt
M intern/cycles/kernel/kernel_path.h
A intern/cycles/kernel/kernel_path_surface.h
A intern/cycles/kernel/kernel_path_volume.h
===================================================================
diff --git a/intern/cycles/kernel/CMakeLists.txt b/intern/cycles/kernel/CMakeLists.txt
index 6888dad..d34a045 100644
--- a/intern/cycles/kernel/CMakeLists.txt
+++ b/intern/cycles/kernel/CMakeLists.txt
@@ -35,6 +35,8 @@ set(SRC_HEADERS
kernel_passes.h
kernel_path.h
kernel_path_state.h
+ kernel_path_surface.h
+ kernel_path_volume.h
kernel_projection.h
kernel_random.h
kernel_shader.h
diff --git a/intern/cycles/kernel/kernel_path.h b/intern/cycles/kernel/kernel_path.h
index f5606c0..9a5a85a 100644
--- a/intern/cycles/kernel/kernel_path.h
+++ b/intern/cycles/kernel/kernel_path.h
@@ -42,310 +42,11 @@
#include "kernel_path_state.h"
#include "kernel_shadow.h"
+#include "kernel_path_surface.h"
+#include "kernel_path_volume.h"
CCL_NAMESPACE_BEGIN
-#ifdef __VOLUME__
-
-ccl_device_inline void kernel_path_volume_connect_light(KernelGlobals *kg, RNG *rng,
- ShaderData *sd, float3 throughput, PathState *state, PathRadiance *L, float num_samples_adjust)
-{
-#ifdef __EMISSION__
- if(!(kernel_data.integrator.use_direct_light && (sd->flag & SD_BSDF_HAS_EVAL)))
- return;
-
- /* sample illumination from lights to find path contribution */
- float light_t = path_state_rng_1D(kg, rng, state, PRNG_LIGHT);
- float light_u, light_v;
- path_state_rng_2D(kg, rng, state, PRNG_LIGHT_U, &light_u, &light_v);
-
- Ray light_ray;
- BsdfEval L_light;
- bool is_lamp;
-
-#ifdef __OBJECT_MOTION__
- light_ray.time = sd->time;
-#endif
-
- LightSample ls;
- light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, &ls);
-
- if(direct_emission(kg, sd, &ls, &light_ray, &L_light, &is_lamp, state->bounce, state->transparent_bounce)) {
- /* trace shadow ray */
- float3 shadow;
-
- if(!shadow_blocked(kg, state, &light_ray, &shadow)) {
- /* accumulate */
- path_radiance_accum_light(L, throughput * num_samples_adjust, &L_light, shadow, 1.0f, state->bounce, is_lamp);
- }
- }
-#endif
-}
-
-ccl_device_inline bool kernel_path_volume_bounce(KernelGlobals *kg, RNG *rng,
- ShaderData *sd, float3 *throughput, PathState *state, PathRadiance *L, Ray *ray,
- float num_samples_adjust)
-{
- /* sample phase function */
- float phase_pdf;
- BsdfEval phase_eval;
- float3 phase_omega_in;
- differential3 phase_domega_in;
- float phase_u, phase_v;
- path_state_rng_2D(kg, rng, state, PRNG_PHASE_U, &phase_u, &phase_v);
- int label;
-
- label = shader_volume_phase_sample(kg, sd, phase_u, phase_v, &phase_eval,
- &phase_omega_in, &phase_domega_in, &phase_pdf);
-
- if(phase_pdf == 0.0f || bsdf_eval_is_zero(&phase_eval))
- return false;
-
- /* modify throughput */
- path_radiance_bsdf_bounce(L, throughput, &phase_eval, phase_pdf, state->bounce, label);
-
- /* set labels */
- state->ray_pdf = phase_pdf;
-#ifdef __LAMP_MIS__
- state->ray_t = 0.0f;
-#endif
- state->min_ray_pdf = fminf(phase_pdf, state->min_ray_pdf);
-
- /* update path state */
- path_state_next(kg, state, label);
-
- /* setup ray */
- ray->P = sd->P;
- ray->D = phase_omega_in;
- ray->t = FLT_MAX;
-
-#ifdef __RAY_DIFFERENTIALS__
- ray->dP = sd->dP;
- ray->dD = phase_domega_in;
-#endif
-
- return true;
-}
-
-#endif
-
-#if defined(__BRANCHED_PATH__) || defined(__SUBSURFACE__)
-
-/* branched path tracing: connect path directly to position on one or more lights and add it to L */
-ccl_device void kernel_branched_path_surface_connect_light(KernelGlobals *kg, RNG *rng,
- ShaderData *sd, PathState *state, float3 throughput, float num_samples_adjust, PathRadiance *L, bool sample_all_lights)
-{
- /* sample illumination from lights to find path contribution */
- if(sd->flag & SD_BSDF_HAS_EVAL) {
- Ray light_ray;
- BsdfEval L_light;
- bool is_lamp;
-
-#ifdef __OBJECT_MOTION__
- light_ray.time = sd->time;
-#endif
-
- if(sample_all_lights) {
- /* lamp sampling */
- for(int i = 0; i < kernel_data.integrator.num_all_lights; i++) {
- int num_samples = ceil_to_int(num_samples_adjust*light_select_num_samples(kg, i));
- float num_samples_inv = num_samples_adjust/(num_samples*kernel_data.integrator.num_all_lights);
- RNG lamp_rng = cmj_hash(*rng, i);
-
- if(kernel_data.integrator.pdf_triangles != 0.0f)
- num_samples_inv *= 0.5f;
-
- for(int j = 0; j < num_samples; j++) {
- float light_u, light_v;
- path_branched_rng_2D(kg, &lamp_rng, state, j, num_samples, PRNG_LIGHT_U, &light_u, &light_v);
-
- LightSample ls;
- light_select(kg, i, light_u, light_v, sd->P, &ls);
-
- if(direct_emission(kg, sd, &ls, &light_ray, &L_light, &is_lamp, state->bounce, state->transparent_bounce)) {
- /* trace shadow ray */
- float3 shadow;
-
- if(!shadow_blocked(kg, state, &light_ray, &shadow)) {
- /* accumulate */
- path_radiance_accum_light(L, throughput*num_samples_inv, &L_light, shadow, num_samples_inv, state->bounce, is_lamp);
- }
- }
- }
- }
-
- /* mesh light sampling */
- if(kernel_data.integrator.pdf_triangles != 0.0f) {
- int num_samples = ceil_to_int(num_samples_adjust*kernel_data.integrator.mesh_light_samples);
- float num_samples_inv = num_samples_adjust/num_samples;
-
- if(kernel_data.integrator.num_all_lights)
- num_samples_inv *= 0.5f;
-
- for(int j = 0; j < num_samples; j++) {
- float light_t = path_branched_rng_1D(kg, rng, state, j, num_samples, PRNG_LIGHT);
- float light_u, light_v;
- path_branched_rng_2D(kg, rng, state, j, num_samples, PRNG_LIGHT_U, &light_u, &light_v);
-
- /* only sample triangle lights */
- if(kernel_data.integrator.num_all_lights)
- light_t = 0.5f*light_t;
-
- LightSample ls;
- light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, &ls);
-
- if(direct_emission(kg, sd, &ls, &light_ray, &L_light, &is_lamp, state->bounce, state->transparent_bounce)) {
- /* trace shadow ray */
- float3 shadow;
-
- if(!shadow_blocked(kg, state, &light_ray, &shadow)) {
- /* accumulate */
- path_radiance_accum_light(L, throughput*num_samples_inv, &L_light, shadow, num_samples_inv, state->bounce, is_lamp);
- }
- }
- }
- }
- }
- else {
- float light_t = path_state_rng_1D(kg, rng, state, PRNG_LIGHT);
- float light_u, light_v;
- path_state_rng_2D(kg, rng, state, PRNG_LIGHT_U, &light_u, &light_v);
-
- LightSample ls;
- light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, &ls);
-
- /* sample random light */
- if(direct_emission(kg, sd, &ls, &light_ray, &L_light, &is_lamp, state->bounce, state->transparent_bounce)) {
- /* trace shadow ray */
- float3 shadow;
-
- if(!shadow_blocked(kg, state, &light_ray, &shadow)) {
- /* accumulate */
- path_radiance_accum_light(L, throughput*num_samples_adjust, &L_light, shadow, num_samples_adjust, state->bounce, is_lamp);
- }
- }
- }
- }
-}
-
-#endif
-
-/* path tracing: connect path directly to position on a light and add it to L */
-ccl_device_inline void kernel_path_surface_connect_light(KernelGlobals *kg, RNG *rng,
- ShaderData *sd, float3 throughput, PathState *state, PathRadiance *L)
-{
-#ifdef __EMISSION__
- if(!(kernel_data.integrator.use_direct_light) && (sd->flag & SD_BSDF_HAS_EVAL))
- return;
-
- float light_t = path_state_rng_1D(kg, rng, state, PRNG_LIGHT);
- float light_u, light_v;
- path_state_rng_2D(kg, rng, state, PRNG_LIGHT_U, &light_u, &light_v);
-
- Ray light_ray;
- BsdfEval L_light;
- bool is_lamp;
-
-#ifdef __OBJECT_MOTION__
- light_ray.time = sd->time;
-#endif
-
- LightSample ls;
- light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, &ls);
-
- if(direct_emission(kg, sd, &ls, &light_ray, &L_light, &is_lamp, state->bounce, state->transparent_bounce)) {
- /* trace shadow ray */
- float3 shadow;
-
- if(!shadow_blocked(kg, state, &light_ray, &shadow)) {
- /* accumulate */
- path_radiance_accum_light(L, throughput, &L_light, shadow, 1.0f, state->bounce, is_lamp);
- }
- }
-#endif
-}
-
-/* path tracing: bounce off or through surface to with new direction stored in ray */
-ccl_device_inline bool kernel_path_surface_bounce(KernelGlobals *kg, RNG *rng,
- ShaderData *sd, float3 *throughput, PathState *state, PathRadiance *L, Ray *ray)
-{
- /* no BSDF? we can stop here */
- if(sd->flag & SD_BSDF) {
- /* sample BSDF */
- float bsdf_pdf;
- BsdfEval bsdf_eval;
- float3 bsdf_omega_in;
- differential3 bsdf_domega_in;
- float bsdf_u, bsdf_v;
- path_state_rng_2D(kg, rng, state, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
- int label;
-
- label = shader_bsdf_sample(kg, sd, bsdf_u, bsdf_v, &bsdf_eval,
- &bsdf_omega_in, &bsdf_domega_in, &bsdf_pdf);
-
- if(bsdf_pdf == 0.0f || bsdf_eval_is_zero(&bsdf_eval))
- return false;
-
- /* modify throughput */
- path_radiance_bsdf_bounce(L, throughput, &bsdf_eval, bsdf_pdf, state->bounce, label);
-
- /* set labels */
- if(!(label & LABEL_TRANSPARENT)) {
- state->ray_pdf = bsdf_pdf;
-#ifdef __LAMP_MIS__
- state->ray_t = 0.0f;
-#endif
- state->min_ray_pdf = fminf(bsdf_pdf, state->min_ray_pdf);
- }
-
- /* update path state */
- path_state_next(kg, state, label);
-
- /* setup ray */
- ray->P = ray_offset(sd->P, (label & LABEL_TRANSMIT)? -sd->Ng: sd->Ng);
- ray->D = bsdf_omega_in;
-
- if(state->bounce == 0)
- ray->t -= sd->ray_length; /* clipping works through transparent */
- else
- ray->t = FLT_MAX;
-
-#ifdef __RAY_DIFFERENTIALS__
- ray->dP = sd->dP;
- ray->dD = bsdf_domega_in;
-#endif
-
-#ifdef __VOLUME__
- /* enter/exit volume */
- if(label & LABEL_TRANSMIT)
- kernel_volume_stack_enter_exit(kg, sd, state->volume_stack);
-#endif
- return true;
- }
-#ifdef __VOLUME__
- else if(sd->flag & SD_HAS_ONLY_VOLUME) {
- /* no surface shader but have a volume shader? act transparent */
-
- /* update path state, count as transparent */
- path_state_next(kg, state, LABEL_TRANSPARENT);
-
- /* setup ray position, direction stays unchanged */
- ray->P = ray_offset(sd->P, -sd->Ng);
-#ifdef __RAY_DIFFERENTIALS__
- ray->dP = sd->dP;
-#endif
-
- /* enter/exit volume */
- kernel_volume_stack_enter_exit(kg, sd, state->volume_stack);
- return true;
- }
-#endif
- else {
- /* no bsdf or volume? */
- return false;
- }
-}
-
ccl_device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, Ray ray,
float3 throughput, int num_samples, PathState state, PathRadiance *L)
{
@@ -875,58 +576,12 @@ ccl_device_noinline void kern
@@ Diff output truncated at 10240 characters. @@
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