Files
test/intern/cycles/kernel/integrator/intersect_closest.h
2023-09-24 14:52:38 +10:00

431 lines
17 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include "kernel/camera/projection.h"
#include "kernel/film/light_passes.h"
#include "kernel/integrator/guiding.h"
#include "kernel/integrator/path_state.h"
#include "kernel/integrator/shadow_catcher.h"
#include "kernel/geom/geom.h"
#include "kernel/light/light.h"
#include "kernel/bvh/bvh.h"
CCL_NAMESPACE_BEGIN
ccl_device_forceinline bool integrator_intersect_skip_lights(KernelGlobals kg,
IntegratorState state)
{
/* When direct lighting is disabled for baking, we skip light sampling in
* integrate_surface_direct_light for the first bounce. Therefore, in order
* for MIS to be consistent, we also need to skip evaluating lights here. */
return (kernel_data.integrator.filter_closures & FILTER_CLOSURE_DIRECT_LIGHT) &&
(INTEGRATOR_STATE(state, path, bounce) == 1);
}
ccl_device_forceinline bool integrator_intersect_terminate(KernelGlobals kg,
IntegratorState state,
const int shader_flags)
{
/* Optional AO bounce termination.
* We continue evaluating emissive/transparent surfaces and volumes, similar
* to direct lighting. Only if we know there are none can we terminate the
* path immediately. */
if (path_state_ao_bounce(kg, state)) {
if (shader_flags & (SD_HAS_TRANSPARENT_SHADOW | SD_HAS_EMISSION)) {
INTEGRATOR_STATE_WRITE(state, path, flag) |= PATH_RAY_TERMINATE_AFTER_TRANSPARENT;
}
else if (!integrator_state_volume_stack_is_empty(kg, state)) {
INTEGRATOR_STATE_WRITE(state, path, flag) |= PATH_RAY_TERMINATE_AFTER_VOLUME;
}
else {
return true;
}
}
/* Load random number state. */
RNGState rng_state;
path_state_rng_load(state, &rng_state);
/* We perform path termination in this kernel to avoid launching shade_surface
* and evaluating the shader when not needed. Only for emission and transparent
* surfaces in front of emission do we need to evaluate the shader, since we
* perform MIS as part of indirect rays. */
const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
const float continuation_probability = path_state_continuation_probability(kg, state, path_flag);
INTEGRATOR_STATE_WRITE(state, path, continuation_probability) = continuation_probability;
guiding_record_continuation_probability(kg, state, continuation_probability);
if (continuation_probability != 1.0f) {
const float terminate = path_state_rng_1D(kg, &rng_state, PRNG_TERMINATE);
if (continuation_probability == 0.0f || terminate >= continuation_probability) {
if (shader_flags & SD_HAS_EMISSION) {
/* Mark path to be terminated right after shader evaluation on the surface. */
INTEGRATOR_STATE_WRITE(state, path, flag) |= PATH_RAY_TERMINATE_ON_NEXT_SURFACE;
}
else if (!integrator_state_volume_stack_is_empty(kg, state)) {
/* TODO: only do this for emissive volumes. */
INTEGRATOR_STATE_WRITE(state, path, flag) |= PATH_RAY_TERMINATE_IN_NEXT_VOLUME;
}
else {
return true;
}
}
}
return false;
}
#ifdef __SHADOW_CATCHER__
/* Split path if a shadow catcher was hit. */
ccl_device_forceinline void integrator_split_shadow_catcher(
KernelGlobals kg,
IntegratorState state,
ccl_private const Intersection *ccl_restrict isect,
ccl_global float *ccl_restrict render_buffer)
{
/* Test if we hit a shadow catcher object, and potentially split the path to continue tracing two
* paths from here. */
const int object_flags = intersection_get_object_flags(kg, isect);
if (!kernel_shadow_catcher_is_path_split_bounce(kg, state, object_flags)) {
return;
}
film_write_shadow_catcher_bounce_data(kg, state, render_buffer);
/* Mark state as having done a shadow catcher split so that it stops contributing to
* the shadow catcher matte pass, but keeps contributing to the combined pass. */
INTEGRATOR_STATE_WRITE(state, path, flag) |= PATH_RAY_SHADOW_CATCHER_HIT;
/* Copy current state to new state. */
state = integrator_state_shadow_catcher_split(kg, state);
/* Initialize new state.
*
* Note that the splitting leaves kernel and sorting counters as-is, so use INIT semantic for
* the matte path. */
/* Mark current state so that it will only track contribution of shadow catcher objects ignoring
* non-catcher objects. */
INTEGRATOR_STATE_WRITE(state, path, flag) |= PATH_RAY_SHADOW_CATCHER_PASS;
if (kernel_data.film.pass_background != PASS_UNUSED && !kernel_data.background.transparent) {
/* If using background pass, schedule background shading kernel so that we have a background
* to alpha-over on. The background kernel will then continue the path afterwards. */
INTEGRATOR_STATE_WRITE(state, path, flag) |= PATH_RAY_SHADOW_CATCHER_BACKGROUND;
integrator_path_init(kg, state, DEVICE_KERNEL_INTEGRATOR_SHADE_BACKGROUND);
return;
}
if (!integrator_state_volume_stack_is_empty(kg, state)) {
/* Volume stack is not empty. Re-init the volume stack to exclude any non-shadow catcher
* objects from it, and then continue shading volume and shadow catcher surface after. */
integrator_path_init(kg, state, DEVICE_KERNEL_INTEGRATOR_INTERSECT_VOLUME_STACK);
return;
}
/* Continue with shading shadow catcher surface. */
const int shader = intersection_get_shader(kg, isect);
const int flags = kernel_data_fetch(shaders, shader).flags;
const bool use_caustics = kernel_data.integrator.use_caustics &&
(object_flags & SD_OBJECT_CAUSTICS);
const bool use_raytrace_kernel = (flags & SD_HAS_RAYTRACE);
if (use_caustics) {
integrator_path_init_sorted(kg, state, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_MNEE, shader);
}
else if (use_raytrace_kernel) {
integrator_path_init_sorted(
kg, state, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE, shader);
}
else {
integrator_path_init_sorted(kg, state, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE, shader);
}
}
/* Schedule next kernel to be executed after updating volume stack for shadow catcher. */
template<DeviceKernel current_kernel>
ccl_device_forceinline void integrator_intersect_next_kernel_after_shadow_catcher_volume(
KernelGlobals kg, IntegratorState state)
{
/* Continue with shading shadow catcher surface. Same as integrator_split_shadow_catcher, but
* using NEXT instead of INIT. */
Intersection isect ccl_optional_struct_init;
integrator_state_read_isect(state, &isect);
const int shader = intersection_get_shader(kg, &isect);
const int flags = kernel_data_fetch(shaders, shader).flags;
const int object_flags = intersection_get_object_flags(kg, &isect);
const bool use_caustics = kernel_data.integrator.use_caustics &&
(object_flags & SD_OBJECT_CAUSTICS);
const bool use_raytrace_kernel = (flags & SD_HAS_RAYTRACE);
if (use_caustics) {
integrator_path_next_sorted(
kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_MNEE, shader);
}
else if (use_raytrace_kernel) {
integrator_path_next_sorted(
kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE, shader);
}
else {
integrator_path_next_sorted(
kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE, shader);
}
}
/* Schedule next kernel to be executed after executing background shader for shadow catcher. */
template<DeviceKernel current_kernel>
ccl_device_forceinline void integrator_intersect_next_kernel_after_shadow_catcher_background(
KernelGlobals kg, IntegratorState state)
{
/* Same logic as integrator_split_shadow_catcher, but using NEXT instead of INIT. */
if (!integrator_state_volume_stack_is_empty(kg, state)) {
/* Volume stack is not empty. Re-init the volume stack to exclude any non-shadow catcher
* objects from it, and then continue shading volume and shadow catcher surface after. */
integrator_path_next(
kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_INTERSECT_VOLUME_STACK);
return;
}
/* Continue with shading shadow catcher surface. */
integrator_intersect_next_kernel_after_shadow_catcher_volume<current_kernel>(kg, state);
}
#endif
/* Schedule next kernel to be executed after intersect closest.
*
* Note that current_kernel is a template value since making this a variable
* leads to poor performance with CUDA atomics. */
template<DeviceKernel current_kernel>
ccl_device_forceinline void integrator_intersect_next_kernel(
KernelGlobals kg,
IntegratorState state,
ccl_private const Intersection *ccl_restrict isect,
ccl_global float *ccl_restrict render_buffer,
const bool hit)
{
/* Continue with volume kernel if we are inside a volume, regardless if we hit anything. */
#ifdef __VOLUME__
if (!integrator_state_volume_stack_is_empty(kg, state)) {
const bool hit_surface = hit && !(isect->type & PRIMITIVE_LAMP);
const int shader = (hit_surface) ? intersection_get_shader(kg, isect) : SHADER_NONE;
const int flags = (hit_surface) ? kernel_data_fetch(shaders, shader).flags : 0;
if (!integrator_intersect_terminate(kg, state, flags)) {
integrator_path_next(kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_VOLUME);
}
else {
integrator_path_terminate(kg, state, current_kernel);
}
return;
}
#endif
if (hit) {
/* Hit a surface, continue with light or surface kernel. */
if (isect->type & PRIMITIVE_LAMP) {
integrator_path_next(kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_LIGHT);
}
else {
/* Hit a surface, continue with surface kernel unless terminated. */
const int shader = intersection_get_shader(kg, isect);
const int flags = kernel_data_fetch(shaders, shader).flags;
if (!integrator_intersect_terminate(kg, state, flags)) {
const int object_flags = intersection_get_object_flags(kg, isect);
const bool use_caustics = kernel_data.integrator.use_caustics &&
(object_flags & SD_OBJECT_CAUSTICS);
const bool use_raytrace_kernel = (flags & SD_HAS_RAYTRACE);
if (use_caustics) {
integrator_path_next_sorted(
kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_MNEE, shader);
}
else if (use_raytrace_kernel) {
integrator_path_next_sorted(
kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE, shader);
}
else {
integrator_path_next_sorted(
kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE, shader);
}
#ifdef __SHADOW_CATCHER__
/* Handle shadow catcher. */
integrator_split_shadow_catcher(kg, state, isect, render_buffer);
#endif
}
else {
integrator_path_terminate(kg, state, current_kernel);
}
}
}
else {
/* Nothing hit, continue with background kernel. */
if (integrator_intersect_skip_lights(kg, state)) {
integrator_path_terminate(kg, state, current_kernel);
}
else {
integrator_path_next(kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_BACKGROUND);
}
}
}
/* Schedule next kernel to be executed after shade volume.
*
* The logic here matches integrator_intersect_next_kernel, except that
* volume shading and termination testing have already been done. */
template<DeviceKernel current_kernel>
ccl_device_forceinline void integrator_intersect_next_kernel_after_volume(
KernelGlobals kg,
IntegratorState state,
ccl_private const Intersection *ccl_restrict isect,
ccl_global float *ccl_restrict render_buffer)
{
if (isect->prim != PRIM_NONE) {
/* Hit a surface, continue with light or surface kernel. */
if (isect->type & PRIMITIVE_LAMP) {
integrator_path_next(kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_LIGHT);
return;
}
else {
/* Hit a surface, continue with surface kernel unless terminated. */
const int shader = intersection_get_shader(kg, isect);
const int flags = kernel_data_fetch(shaders, shader).flags;
const int object_flags = intersection_get_object_flags(kg, isect);
const bool use_caustics = kernel_data.integrator.use_caustics &&
(object_flags & SD_OBJECT_CAUSTICS);
const bool use_raytrace_kernel = (flags & SD_HAS_RAYTRACE);
if (use_caustics) {
integrator_path_next_sorted(
kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_MNEE, shader);
}
else if (use_raytrace_kernel) {
integrator_path_next_sorted(
kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE, shader);
}
else {
integrator_path_next_sorted(
kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE, shader);
}
#ifdef __SHADOW_CATCHER__
/* Handle shadow catcher. */
integrator_split_shadow_catcher(kg, state, isect, render_buffer);
#endif
return;
}
}
else {
/* Nothing hit, continue with background kernel. */
if (integrator_intersect_skip_lights(kg, state)) {
integrator_path_terminate(kg, state, current_kernel);
}
else {
integrator_path_next(kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_BACKGROUND);
}
}
}
ccl_device void integrator_intersect_closest(KernelGlobals kg,
IntegratorState state,
ccl_global float *ccl_restrict render_buffer)
{
PROFILING_INIT(kg, PROFILING_INTERSECT_CLOSEST);
/* Read ray from integrator state into local memory. */
Ray ray ccl_optional_struct_init;
integrator_state_read_ray(state, &ray);
kernel_assert(ray.tmax != 0.0f);
const uint visibility = path_state_ray_visibility(state);
const int last_isect_prim = INTEGRATOR_STATE(state, isect, prim);
const int last_isect_object = INTEGRATOR_STATE(state, isect, object);
/* Trick to use short AO rays to approximate indirect light at the end of the path. */
if (path_state_ao_bounce(kg, state)) {
ray.tmax = kernel_data.integrator.ao_bounces_distance;
if (last_isect_object != OBJECT_NONE) {
const float object_ao_distance = kernel_data_fetch(objects, last_isect_object).ao_distance;
if (object_ao_distance != 0.0f) {
ray.tmax = object_ao_distance;
}
}
}
/* Scene Intersection. */
Intersection isect ccl_optional_struct_init;
isect.object = OBJECT_NONE;
isect.prim = PRIM_NONE;
ray.self.object = last_isect_object;
ray.self.prim = last_isect_prim;
ray.self.light_object = OBJECT_NONE;
ray.self.light_prim = PRIM_NONE;
ray.self.light = LAMP_NONE;
bool hit = scene_intersect(kg, &ray, visibility, &isect);
/* TODO: remove this and do it in the various intersection functions instead. */
if (!hit) {
isect.prim = PRIM_NONE;
}
/* Setup mnee flag to signal last intersection with a caster */
const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
#ifdef __MNEE__
/* Path culling logic for MNEE (removes fireflies at the cost of bias) */
if (kernel_data.integrator.use_caustics) {
/* The following firefly removal mechanism works by culling light connections when
* a ray comes from a caustic caster directly after bouncing off a different caustic
* receiver */
bool from_caustic_caster = false;
bool from_caustic_receiver = false;
if (!(path_flag & PATH_RAY_CAMERA) && last_isect_object != OBJECT_NONE) {
const int object_flags = kernel_data_fetch(object_flag, last_isect_object);
from_caustic_receiver = (object_flags & SD_OBJECT_CAUSTICS_RECEIVER);
from_caustic_caster = (object_flags & SD_OBJECT_CAUSTICS_CASTER);
}
bool has_receiver_ancestor = INTEGRATOR_STATE(state, path, mnee) & PATH_MNEE_RECEIVER_ANCESTOR;
INTEGRATOR_STATE_WRITE(state, path, mnee) &= ~PATH_MNEE_CULL_LIGHT_CONNECTION;
if (from_caustic_caster && has_receiver_ancestor) {
INTEGRATOR_STATE_WRITE(state, path, mnee) |= PATH_MNEE_CULL_LIGHT_CONNECTION;
}
if (from_caustic_receiver) {
INTEGRATOR_STATE_WRITE(state, path, mnee) |= PATH_MNEE_RECEIVER_ANCESTOR;
}
}
#endif /* __MNEE__ */
/* Light intersection for MIS. */
if (kernel_data.integrator.use_light_mis && !integrator_intersect_skip_lights(kg, state)) {
/* NOTE: if we make lights visible to camera rays, we'll need to initialize
* these in the path_state_init. */
const int last_type = INTEGRATOR_STATE(state, isect, type);
hit = lights_intersect(
kg, state, &ray, &isect, last_isect_prim, last_isect_object, last_type, path_flag) ||
hit;
}
/* Write intersection result into global integrator state memory. */
integrator_state_write_isect(state, &isect);
/* Setup up next kernel to be executed. */
integrator_intersect_next_kernel<DEVICE_KERNEL_INTEGRATOR_INTERSECT_CLOSEST>(
kg, state, &isect, render_buffer, hit);
}
CCL_NAMESPACE_END