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- /*
- * 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.
- */
- CCL_NAMESPACE_BEGIN
- /* BSDF Eval
- *
- * BSDF evaluation result, split per BSDF type. This is used to accumulate
- * render passes separately. */
- ccl_device float3 shader_bsdf_transparency(KernelGlobals *kg, const ShaderData *sd);
- ccl_device_inline void bsdf_eval_init(BsdfEval *eval,
- ClosureType type,
- float3 value,
- int use_light_pass)
- {
- #ifdef __PASSES__
- eval->use_light_pass = use_light_pass;
- if (eval->use_light_pass) {
- eval->diffuse = make_float3(0.0f, 0.0f, 0.0f);
- eval->glossy = make_float3(0.0f, 0.0f, 0.0f);
- eval->transmission = make_float3(0.0f, 0.0f, 0.0f);
- eval->transparent = make_float3(0.0f, 0.0f, 0.0f);
- eval->subsurface = make_float3(0.0f, 0.0f, 0.0f);
- eval->scatter = make_float3(0.0f, 0.0f, 0.0f);
- if (type == CLOSURE_BSDF_TRANSPARENT_ID)
- eval->transparent = value;
- else if (CLOSURE_IS_BSDF_DIFFUSE(type))
- eval->diffuse = value;
- else if (CLOSURE_IS_BSDF_GLOSSY(type))
- eval->glossy = value;
- else if (CLOSURE_IS_BSDF_TRANSMISSION(type))
- eval->transmission = value;
- else if (CLOSURE_IS_BSDF_BSSRDF(type))
- eval->subsurface = value;
- else if (CLOSURE_IS_PHASE(type))
- eval->scatter = value;
- }
- else
- #endif
- {
- eval->diffuse = value;
- }
- #ifdef __SHADOW_TRICKS__
- eval->sum_no_mis = make_float3(0.0f, 0.0f, 0.0f);
- #endif
- }
- ccl_device_inline void bsdf_eval_accum(BsdfEval *eval,
- ClosureType type,
- float3 value,
- float mis_weight)
- {
- #ifdef __SHADOW_TRICKS__
- eval->sum_no_mis += value;
- #endif
- value *= mis_weight;
- #ifdef __PASSES__
- if (eval->use_light_pass) {
- if (CLOSURE_IS_BSDF_DIFFUSE(type))
- eval->diffuse += value;
- else if (CLOSURE_IS_BSDF_GLOSSY(type))
- eval->glossy += value;
- else if (CLOSURE_IS_BSDF_TRANSMISSION(type))
- eval->transmission += value;
- else if (CLOSURE_IS_BSDF_BSSRDF(type))
- eval->subsurface += value;
- else if (CLOSURE_IS_PHASE(type))
- eval->scatter += value;
- /* skipping transparent, this function is used by for eval(), will be zero then */
- }
- else
- #endif
- {
- eval->diffuse += value;
- }
- }
- ccl_device_inline bool bsdf_eval_is_zero(BsdfEval *eval)
- {
- #ifdef __PASSES__
- if (eval->use_light_pass) {
- return is_zero(eval->diffuse) && is_zero(eval->glossy) && is_zero(eval->transmission) &&
- is_zero(eval->transparent) && is_zero(eval->subsurface) && is_zero(eval->scatter);
- }
- else
- #endif
- {
- return is_zero(eval->diffuse);
- }
- }
- ccl_device_inline void bsdf_eval_mis(BsdfEval *eval, float value)
- {
- #ifdef __PASSES__
- if (eval->use_light_pass) {
- eval->diffuse *= value;
- eval->glossy *= value;
- eval->transmission *= value;
- eval->subsurface *= value;
- eval->scatter *= value;
- /* skipping transparent, this function is used by for eval(), will be zero then */
- }
- else
- #endif
- {
- eval->diffuse *= value;
- }
- }
- ccl_device_inline void bsdf_eval_mul(BsdfEval *eval, float value)
- {
- #ifdef __SHADOW_TRICKS__
- eval->sum_no_mis *= value;
- #endif
- bsdf_eval_mis(eval, value);
- }
- ccl_device_inline void bsdf_eval_mul3(BsdfEval *eval, float3 value)
- {
- #ifdef __SHADOW_TRICKS__
- eval->sum_no_mis *= value;
- #endif
- #ifdef __PASSES__
- if (eval->use_light_pass) {
- eval->diffuse *= value;
- eval->glossy *= value;
- eval->transmission *= value;
- eval->subsurface *= value;
- eval->scatter *= value;
- /* skipping transparent, this function is used by for eval(), will be zero then */
- }
- else
- eval->diffuse *= value;
- #else
- eval->diffuse *= value;
- #endif
- }
- ccl_device_inline float3 bsdf_eval_sum(const BsdfEval *eval)
- {
- #ifdef __PASSES__
- if (eval->use_light_pass) {
- return eval->diffuse + eval->glossy + eval->transmission + eval->subsurface + eval->scatter;
- }
- else
- #endif
- return eval->diffuse;
- }
- /* Path Radiance
- *
- * We accumulate different render passes separately. After summing at the end
- * to get the combined result, it should be identical. We definite directly
- * visible as the first non-transparent hit, while indirectly visible are the
- * bounces after that. */
- ccl_device_inline void path_radiance_init(PathRadiance *L, int use_light_pass)
- {
- /* clear all */
- #ifdef __PASSES__
- L->use_light_pass = use_light_pass;
- if (use_light_pass) {
- L->indirect = make_float3(0.0f, 0.0f, 0.0f);
- L->direct_emission = make_float3(0.0f, 0.0f, 0.0f);
- L->color_diffuse = make_float3(0.0f, 0.0f, 0.0f);
- L->color_glossy = make_float3(0.0f, 0.0f, 0.0f);
- L->color_transmission = make_float3(0.0f, 0.0f, 0.0f);
- L->color_subsurface = make_float3(0.0f, 0.0f, 0.0f);
- L->direct_diffuse = make_float3(0.0f, 0.0f, 0.0f);
- L->direct_glossy = make_float3(0.0f, 0.0f, 0.0f);
- L->direct_transmission = make_float3(0.0f, 0.0f, 0.0f);
- L->direct_subsurface = make_float3(0.0f, 0.0f, 0.0f);
- L->direct_scatter = make_float3(0.0f, 0.0f, 0.0f);
- L->indirect_diffuse = make_float3(0.0f, 0.0f, 0.0f);
- L->indirect_glossy = make_float3(0.0f, 0.0f, 0.0f);
- L->indirect_transmission = make_float3(0.0f, 0.0f, 0.0f);
- L->indirect_subsurface = make_float3(0.0f, 0.0f, 0.0f);
- L->indirect_scatter = make_float3(0.0f, 0.0f, 0.0f);
- L->transparent = 0.0f;
- L->emission = make_float3(0.0f, 0.0f, 0.0f);
- L->background = make_float3(0.0f, 0.0f, 0.0f);
- L->ao = make_float3(0.0f, 0.0f, 0.0f);
- L->shadow = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
- L->mist = 0.0f;
- L->state.diffuse = make_float3(0.0f, 0.0f, 0.0f);
- L->state.glossy = make_float3(0.0f, 0.0f, 0.0f);
- L->state.transmission = make_float3(0.0f, 0.0f, 0.0f);
- L->state.subsurface = make_float3(0.0f, 0.0f, 0.0f);
- L->state.scatter = make_float3(0.0f, 0.0f, 0.0f);
- L->state.direct = make_float3(0.0f, 0.0f, 0.0f);
- }
- else
- #endif
- {
- L->transparent = 0.0f;
- L->emission = make_float3(0.0f, 0.0f, 0.0f);
- }
- #ifdef __SHADOW_TRICKS__
- L->path_total = make_float3(0.0f, 0.0f, 0.0f);
- L->path_total_shaded = make_float3(0.0f, 0.0f, 0.0f);
- L->shadow_background_color = make_float3(0.0f, 0.0f, 0.0f);
- L->shadow_throughput = 0.0f;
- L->shadow_transparency = 1.0f;
- L->has_shadow_catcher = 0;
- #endif
- #ifdef __DENOISING_FEATURES__
- L->denoising_normal = make_float3(0.0f, 0.0f, 0.0f);
- L->denoising_albedo = make_float3(0.0f, 0.0f, 0.0f);
- L->denoising_depth = 0.0f;
- #endif
- #ifdef __KERNEL_DEBUG__
- L->debug_data.num_bvh_traversed_nodes = 0;
- L->debug_data.num_bvh_traversed_instances = 0;
- L->debug_data.num_bvh_intersections = 0;
- L->debug_data.num_ray_bounces = 0;
- #endif
- }
- ccl_device_inline void path_radiance_bsdf_bounce(KernelGlobals *kg,
- PathRadianceState *L_state,
- ccl_addr_space float3 *throughput,
- BsdfEval *bsdf_eval,
- float bsdf_pdf,
- int bounce,
- int bsdf_label)
- {
- float inverse_pdf = 1.0f / bsdf_pdf;
- #ifdef __PASSES__
- if (kernel_data.film.use_light_pass) {
- if (bounce == 0 && !(bsdf_label & LABEL_TRANSPARENT)) {
- /* first on directly visible surface */
- float3 value = *throughput * inverse_pdf;
- L_state->diffuse = bsdf_eval->diffuse * value;
- L_state->glossy = bsdf_eval->glossy * value;
- L_state->transmission = bsdf_eval->transmission * value;
- L_state->subsurface = bsdf_eval->subsurface * value;
- L_state->scatter = bsdf_eval->scatter * value;
- *throughput = L_state->diffuse + L_state->glossy + L_state->transmission +
- L_state->subsurface + L_state->scatter;
- L_state->direct = *throughput;
- }
- else {
- /* transparent bounce before first hit, or indirectly visible through BSDF */
- float3 sum = (bsdf_eval_sum(bsdf_eval) + bsdf_eval->transparent) * inverse_pdf;
- *throughput *= sum;
- }
- }
- else
- #endif
- {
- *throughput *= bsdf_eval->diffuse * inverse_pdf;
- }
- }
- ccl_device_inline void path_radiance_accum_emission(PathRadiance *L,
- ccl_addr_space PathState *state,
- float3 throughput,
- float3 value)
- {
- #ifdef __SHADOW_TRICKS__
- if (state->flag & PATH_RAY_SHADOW_CATCHER) {
- return;
- }
- #endif
- #ifdef __PASSES__
- if (L->use_light_pass) {
- if (state->bounce == 0)
- L->emission += throughput * value;
- else if (state->bounce == 1)
- L->direct_emission += throughput * value;
- else
- L->indirect += throughput * value;
- }
- else
- #endif
- {
- L->emission += throughput * value;
- }
- }
- ccl_device_inline void path_radiance_accum_ao(PathRadiance *L,
- ccl_addr_space PathState *state,
- float3 throughput,
- float3 alpha,
- float3 bsdf,
- float3 ao)
- {
- /* Store AO pass. */
- if (L->use_light_pass && state->bounce == 0) {
- L->ao += alpha * throughput * ao;
- }
- #ifdef __SHADOW_TRICKS__
- /* For shadow catcher, accumulate ratio. */
- if (state->flag & PATH_RAY_STORE_SHADOW_INFO) {
- float3 light = throughput * bsdf;
- L->path_total += light;
- L->path_total_shaded += ao * light;
- if (state->flag & PATH_RAY_SHADOW_CATCHER) {
- return;
- }
- }
- #endif
- #ifdef __PASSES__
- if (L->use_light_pass) {
- if (state->bounce == 0) {
- /* Directly visible lighting. */
- L->direct_diffuse += throughput * bsdf * ao;
- }
- else {
- /* Indirectly visible lighting after BSDF bounce. */
- L->indirect += throughput * bsdf * ao;
- }
- }
- else
- #endif
- {
- L->emission += throughput * bsdf * ao;
- }
- }
- ccl_device_inline void path_radiance_accum_total_ao(PathRadiance *L,
- ccl_addr_space PathState *state,
- float3 throughput,
- float3 bsdf)
- {
- #ifdef __SHADOW_TRICKS__
- if (state->flag & PATH_RAY_STORE_SHADOW_INFO) {
- L->path_total += throughput * bsdf;
- }
- #else
- (void)L;
- (void)state;
- (void)throughput;
- (void)bsdf;
- #endif
- }
- ccl_device_inline void path_radiance_accum_light(PathRadiance *L,
- ccl_addr_space PathState *state,
- float3 throughput,
- BsdfEval *bsdf_eval,
- float3 shadow,
- float shadow_fac,
- bool is_lamp)
- {
- #ifdef __SHADOW_TRICKS__
- if (state->flag & PATH_RAY_STORE_SHADOW_INFO) {
- float3 light = throughput * bsdf_eval->sum_no_mis;
- L->path_total += light;
- L->path_total_shaded += shadow * light;
- if (state->flag & PATH_RAY_SHADOW_CATCHER) {
- return;
- }
- }
- #endif
- #ifdef __PASSES__
- if (L->use_light_pass) {
- if (state->bounce == 0) {
- /* directly visible lighting */
- L->direct_diffuse += throughput * bsdf_eval->diffuse * shadow;
- L->direct_glossy += throughput * bsdf_eval->glossy * shadow;
- L->direct_transmission += throughput * bsdf_eval->transmission * shadow;
- L->direct_subsurface += throughput * bsdf_eval->subsurface * shadow;
- L->direct_scatter += throughput * bsdf_eval->scatter * shadow;
- if (is_lamp) {
- L->shadow.x += shadow.x * shadow_fac;
- L->shadow.y += shadow.y * shadow_fac;
- L->shadow.z += shadow.z * shadow_fac;
- }
- }
- else {
- /* indirectly visible lighting after BSDF bounce */
- L->indirect += throughput * bsdf_eval_sum(bsdf_eval) * shadow;
- }
- }
- else
- #endif
- {
- L->emission += throughput * bsdf_eval->diffuse * shadow;
- }
- }
- ccl_device_inline void path_radiance_accum_total_light(PathRadiance *L,
- ccl_addr_space PathState *state,
- float3 throughput,
- const BsdfEval *bsdf_eval)
- {
- #ifdef __SHADOW_TRICKS__
- if (state->flag & PATH_RAY_STORE_SHADOW_INFO) {
- L->path_total += throughput * bsdf_eval->sum_no_mis;
- }
- #else
- (void)L;
- (void)state;
- (void)throughput;
- (void)bsdf_eval;
- #endif
- }
- ccl_device_inline void path_radiance_accum_background(PathRadiance *L,
- ccl_addr_space PathState *state,
- float3 throughput,
- float3 value)
- {
- #ifdef __SHADOW_TRICKS__
- if (state->flag & PATH_RAY_STORE_SHADOW_INFO) {
- L->path_total += throughput * value;
- L->path_total_shaded += throughput * value * L->shadow_transparency;
- if (state->flag & PATH_RAY_SHADOW_CATCHER) {
- return;
- }
- }
- #endif
- #ifdef __PASSES__
- if (L->use_light_pass) {
- if (state->flag & PATH_RAY_TRANSPARENT_BACKGROUND)
- L->background += throughput * value;
- else if (state->bounce == 1)
- L->direct_emission += throughput * value;
- else
- L->indirect += throughput * value;
- }
- else
- #endif
- {
- L->emission += throughput * value;
- }
- #ifdef __DENOISING_FEATURES__
- L->denoising_albedo += state->denoising_feature_weight * value;
- #endif /* __DENOISING_FEATURES__ */
- }
- ccl_device_inline void path_radiance_accum_transparent(PathRadiance *L,
- ccl_addr_space PathState *state,
- float3 throughput)
- {
- L->transparent += average(throughput);
- }
- #ifdef __SHADOW_TRICKS__
- ccl_device_inline void path_radiance_accum_shadowcatcher(PathRadiance *L,
- float3 throughput,
- float3 background)
- {
- L->shadow_throughput += average(throughput);
- L->shadow_background_color += throughput * background;
- L->has_shadow_catcher = 1;
- }
- #endif
- ccl_device_inline void path_radiance_sum_indirect(PathRadiance *L)
- {
- #ifdef __PASSES__
- /* this division is a bit ugly, but means we only have to keep track of
- * only a single throughput further along the path, here we recover just
- * the indirect path that is not influenced by any particular BSDF type */
- if (L->use_light_pass) {
- L->direct_emission = safe_divide_color(L->direct_emission, L->state.direct);
- L->direct_diffuse += L->state.diffuse * L->direct_emission;
- L->direct_glossy += L->state.glossy * L->direct_emission;
- L->direct_transmission += L->state.transmission * L->direct_emission;
- L->direct_subsurface += L->state.subsurface * L->direct_emission;
- L->direct_scatter += L->state.scatter * L->direct_emission;
- L->indirect = safe_divide_color(L->indirect, L->state.direct);
- L->indirect_diffuse += L->state.diffuse * L->indirect;
- L->indirect_glossy += L->state.glossy * L->indirect;
- L->indirect_transmission += L->state.transmission * L->indirect;
- L->indirect_subsurface += L->state.subsurface * L->indirect;
- L->indirect_scatter += L->state.scatter * L->indirect;
- }
- #endif
- }
- ccl_device_inline void path_radiance_reset_indirect(PathRadiance *L)
- {
- #ifdef __PASSES__
- if (L->use_light_pass) {
- L->state.diffuse = make_float3(0.0f, 0.0f, 0.0f);
- L->state.glossy = make_float3(0.0f, 0.0f, 0.0f);
- L->state.transmission = make_float3(0.0f, 0.0f, 0.0f);
- L->state.subsurface = make_float3(0.0f, 0.0f, 0.0f);
- L->state.scatter = make_float3(0.0f, 0.0f, 0.0f);
- L->direct_emission = make_float3(0.0f, 0.0f, 0.0f);
- L->indirect = make_float3(0.0f, 0.0f, 0.0f);
- }
- #endif
- }
- ccl_device_inline void path_radiance_copy_indirect(PathRadiance *L, const PathRadiance *L_src)
- {
- #ifdef __PASSES__
- if (L->use_light_pass) {
- L->state = L_src->state;
- L->direct_emission = L_src->direct_emission;
- L->indirect = L_src->indirect;
- }
- #endif
- }
- #ifdef __SHADOW_TRICKS__
- ccl_device_inline void path_radiance_sum_shadowcatcher(KernelGlobals *kg,
- PathRadiance *L,
- float3 *L_sum,
- float *alpha)
- {
- /* Calculate current shadow of the path. */
- float path_total = average(L->path_total);
- float shadow;
- if (UNLIKELY(!isfinite_safe(path_total))) {
- kernel_assert(!"Non-finite total radiance along the path");
- shadow = 0.0f;
- }
- else if (path_total == 0.0f) {
- shadow = L->shadow_transparency;
- }
- else {
- float path_total_shaded = average(L->path_total_shaded);
- shadow = path_total_shaded / path_total;
- }
- /* Calculate final light sum and transparency for shadow catcher object. */
- if (kernel_data.background.transparent) {
- *alpha -= L->shadow_throughput * shadow;
- }
- else {
- L->shadow_background_color *= shadow;
- *L_sum += L->shadow_background_color;
- }
- }
- #endif
- ccl_device_inline float3 path_radiance_clamp_and_sum(KernelGlobals *kg,
- PathRadiance *L,
- float *alpha)
- {
- float3 L_sum;
- /* Light Passes are used */
- #ifdef __PASSES__
- float3 L_direct, L_indirect;
- float clamp_direct = kernel_data.integrator.sample_clamp_direct;
- float clamp_indirect = kernel_data.integrator.sample_clamp_indirect;
- if (L->use_light_pass) {
- path_radiance_sum_indirect(L);
- L_direct = L->direct_diffuse + L->direct_glossy + L->direct_transmission +
- L->direct_subsurface + L->direct_scatter + L->emission;
- L_indirect = L->indirect_diffuse + L->indirect_glossy + L->indirect_transmission +
- L->indirect_subsurface + L->indirect_scatter;
- if (!kernel_data.background.transparent)
- L_direct += L->background;
- L_sum = L_direct + L_indirect;
- float sum = fabsf((L_sum).x) + fabsf((L_sum).y) + fabsf((L_sum).z);
- /* Reject invalid value */
- if (!isfinite_safe(sum)) {
- kernel_assert(!"Non-finite sum in path_radiance_clamp_and_sum!");
- L_sum = make_float3(0.0f, 0.0f, 0.0f);
- L->direct_diffuse = make_float3(0.0f, 0.0f, 0.0f);
- L->direct_glossy = make_float3(0.0f, 0.0f, 0.0f);
- L->direct_transmission = make_float3(0.0f, 0.0f, 0.0f);
- L->direct_subsurface = make_float3(0.0f, 0.0f, 0.0f);
- L->direct_scatter = make_float3(0.0f, 0.0f, 0.0f);
- L->indirect_diffuse = make_float3(0.0f, 0.0f, 0.0f);
- L->indirect_glossy = make_float3(0.0f, 0.0f, 0.0f);
- L->indirect_transmission = make_float3(0.0f, 0.0f, 0.0f);
- L->indirect_subsurface = make_float3(0.0f, 0.0f, 0.0f);
- L->indirect_scatter = make_float3(0.0f, 0.0f, 0.0f);
- L->emission = make_float3(0.0f, 0.0f, 0.0f);
- }
- /* Clamp direct and indirect samples */
- # ifdef __CLAMP_SAMPLE__
- else if (sum > clamp_direct || sum > clamp_indirect) {
- float scale;
- /* Direct */
- float sum_direct = fabsf(L_direct.x) + fabsf(L_direct.y) + fabsf(L_direct.z);
- if (sum_direct > clamp_direct) {
- scale = clamp_direct / sum_direct;
- L_direct *= scale;
- L->direct_diffuse *= scale;
- L->direct_glossy *= scale;
- L->direct_transmission *= scale;
- L->direct_subsurface *= scale;
- L->direct_scatter *= scale;
- L->emission *= scale;
- L->background *= scale;
- }
- /* Indirect */
- float sum_indirect = fabsf(L_indirect.x) + fabsf(L_indirect.y) + fabsf(L_indirect.z);
- if (sum_indirect > clamp_indirect) {
- scale = clamp_indirect / sum_indirect;
- L_indirect *= scale;
- L->indirect_diffuse *= scale;
- L->indirect_glossy *= scale;
- L->indirect_transmission *= scale;
- L->indirect_subsurface *= scale;
- L->indirect_scatter *= scale;
- }
- /* Sum again, after clamping */
- L_sum = L_direct + L_indirect;
- }
- # endif
- }
- /* No Light Passes */
- else
- #endif
- {
- L_sum = L->emission;
- /* Reject invalid value */
- float sum = fabsf((L_sum).x) + fabsf((L_sum).y) + fabsf((L_sum).z);
- if (!isfinite_safe(sum)) {
- kernel_assert(!"Non-finite final sum in path_radiance_clamp_and_sum!");
- L_sum = make_float3(0.0f, 0.0f, 0.0f);
- }
- }
- /* Compute alpha. */
- *alpha = 1.0f - L->transparent;
- /* Add shadow catcher contributions. */
- #ifdef __SHADOW_TRICKS__
- if (L->has_shadow_catcher) {
- path_radiance_sum_shadowcatcher(kg, L, &L_sum, alpha);
- }
- #endif /* __SHADOW_TRICKS__ */
- return L_sum;
- }
- ccl_device_inline void path_radiance_split_denoising(KernelGlobals *kg,
- PathRadiance *L,
- float3 *noisy,
- float3 *clean)
- {
- #ifdef __PASSES__
- kernel_assert(L->use_light_pass);
- *clean = L->emission + L->background;
- *noisy = L->direct_scatter + L->indirect_scatter;
- # define ADD_COMPONENT(flag, component) \
- if (kernel_data.film.denoising_flags & flag) \
- *clean += component; \
- else \
- *noisy += component;
- ADD_COMPONENT(DENOISING_CLEAN_DIFFUSE_DIR, L->direct_diffuse);
- ADD_COMPONENT(DENOISING_CLEAN_DIFFUSE_IND, L->indirect_diffuse);
- ADD_COMPONENT(DENOISING_CLEAN_GLOSSY_DIR, L->direct_glossy);
- ADD_COMPONENT(DENOISING_CLEAN_GLOSSY_IND, L->indirect_glossy);
- ADD_COMPONENT(DENOISING_CLEAN_TRANSMISSION_DIR, L->direct_transmission);
- ADD_COMPONENT(DENOISING_CLEAN_TRANSMISSION_IND, L->indirect_transmission);
- ADD_COMPONENT(DENOISING_CLEAN_SUBSURFACE_DIR, L->direct_subsurface);
- ADD_COMPONENT(DENOISING_CLEAN_SUBSURFACE_IND, L->indirect_subsurface);
- # undef ADD_COMPONENT
- #else
- *noisy = L->emission;
- *clean = make_float3(0.0f, 0.0f, 0.0f);
- #endif
- #ifdef __SHADOW_TRICKS__
- if (L->has_shadow_catcher) {
- *noisy += L->shadow_background_color;
- }
- #endif
- *noisy = ensure_finite3(*noisy);
- *clean = ensure_finite3(*clean);
- }
- ccl_device_inline void path_radiance_accum_sample(PathRadiance *L, PathRadiance *L_sample)
- {
- #ifdef __SPLIT_KERNEL__
- # define safe_float3_add(f, v) \
- do { \
- ccl_global float *p = (ccl_global float *)(&(f)); \
- atomic_add_and_fetch_float(p + 0, (v).x); \
- atomic_add_and_fetch_float(p + 1, (v).y); \
- atomic_add_and_fetch_float(p + 2, (v).z); \
- } while (0)
- # define safe_float_add(f, v) atomic_add_and_fetch_float(&(f), (v))
- #else
- # define safe_float3_add(f, v) (f) += (v)
- # define safe_float_add(f, v) (f) += (v)
- #endif /* __SPLIT_KERNEL__ */
- #ifdef __PASSES__
- safe_float3_add(L->direct_diffuse, L_sample->direct_diffuse);
- safe_float3_add(L->direct_glossy, L_sample->direct_glossy);
- safe_float3_add(L->direct_transmission, L_sample->direct_transmission);
- safe_float3_add(L->direct_subsurface, L_sample->direct_subsurface);
- safe_float3_add(L->direct_scatter, L_sample->direct_scatter);
- safe_float3_add(L->indirect_diffuse, L_sample->indirect_diffuse);
- safe_float3_add(L->indirect_glossy, L_sample->indirect_glossy);
- safe_float3_add(L->indirect_transmission, L_sample->indirect_transmission);
- safe_float3_add(L->indirect_subsurface, L_sample->indirect_subsurface);
- safe_float3_add(L->indirect_scatter, L_sample->indirect_scatter);
- safe_float3_add(L->background, L_sample->background);
- safe_float3_add(L->ao, L_sample->ao);
- safe_float3_add(L->shadow, L_sample->shadow);
- safe_float_add(L->mist, L_sample->mist);
- #endif /* __PASSES__ */
- safe_float3_add(L->emission, L_sample->emission);
- #undef safe_float_add
- #undef safe_float3_add
- }
- CCL_NAMESPACE_END
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