It allows to implement tricks based on a knowledge whether the path ever cam through a portal or not, and even something more advanced based on the number of portals. The main current objective is for strokes shading: stroke shader uses Ray Portal BSDF to place ray to the center of the stroke and point it in the direction of the surface it is generated for. This gives stroke a single color which matches shading of the original object. For this usecase to work the ray bounced from the original surface should ignore the strokes, which is now possible by using Portal Depth input and mixing with the Transparent BSDF. It also helps to make shading look better when there are multiple stroke layers. A solution of using portal depth is chosen over a single flag due to various factors: - Last time we've looked into it it was a bit tricky to implement as a flag due to us running out of bits. - It feels to be more flexible solution, even though it is a bit hard to come up with 100% compelling setup for it. - It needs to be slightly different from the current "Is Foo" flags, and be more "Is Portal Descendant" or something. An extra uint16 is added to the state to count the portal depth, but it is only allocated for scenes that use Ray Portal BSDF. Portal BSDF still increments Transparent bounce, as it is required to have some "limiting" factor so that ray does not get infinitely move to different place of the scene. Ref #125213 Pull Request: https://projects.blender.org/blender/blender/pulls/143107
420 lines
16 KiB
C
420 lines
16 KiB
C
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#pragma once
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#include "kernel/integrator/state.h"
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#include "kernel/sample/pattern.h"
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CCL_NAMESPACE_BEGIN
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/* Initialize queues, so that the this path is considered terminated.
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* Used for early outputs in the camera ray initialization, as well as initialization of split
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* states for shadow catcher. */
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ccl_device_inline void path_state_init_queues(IntegratorState state)
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{
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INTEGRATOR_STATE_WRITE(state, path, queued_kernel) = 0;
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#ifndef __KERNEL_GPU__
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INTEGRATOR_STATE_WRITE(&state->shadow, shadow_path, queued_kernel) = 0;
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INTEGRATOR_STATE_WRITE(&state->ao, shadow_path, queued_kernel) = 0;
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#endif
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}
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/* Minimalistic initialization of the path state, which is needed for early outputs in the
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* integrator initialization to work. */
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ccl_device_inline void path_state_init(IntegratorState state,
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const ccl_global KernelWorkTile *ccl_restrict tile,
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const int x,
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const int y)
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{
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const uint render_pixel_index = (uint)tile->offset + x + y * tile->stride;
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INTEGRATOR_STATE_WRITE(state, path, render_pixel_index) = render_pixel_index;
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path_state_init_queues(state);
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}
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/* Initialize the rest of the path state needed to continue the path integration. */
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ccl_device_inline void path_state_init_integrator(KernelGlobals kg,
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IntegratorState state,
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const int sample,
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const uint rng_pixel,
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const Spectrum throughput)
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{
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INTEGRATOR_STATE_WRITE(state, path, sample) = sample;
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INTEGRATOR_STATE_WRITE(state, path, bounce) = 0;
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INTEGRATOR_STATE_WRITE(state, path, diffuse_bounce) = 0;
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INTEGRATOR_STATE_WRITE(state, path, glossy_bounce) = 0;
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INTEGRATOR_STATE_WRITE(state, path, transmission_bounce) = 0;
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INTEGRATOR_STATE_WRITE(state, path, transparent_bounce) = 0;
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INTEGRATOR_STATE_WRITE(state, path, volume_bounce) = 0;
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INTEGRATOR_STATE_WRITE(state, path, volume_bounds_bounce) = 0;
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if ((kernel_data.kernel_features & KERNEL_FEATURE_NODE_PORTAL)) {
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INTEGRATOR_STATE_WRITE(state, path, portal_bounce) = 0;
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}
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INTEGRATOR_STATE_WRITE(state, path, rng_pixel) = rng_pixel;
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INTEGRATOR_STATE_WRITE(state, path, rng_offset) = PRNG_BOUNCE_NUM;
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INTEGRATOR_STATE_WRITE(state, path, flag) = PATH_RAY_CAMERA | PATH_RAY_MIS_SKIP |
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PATH_RAY_TRANSPARENT_BACKGROUND;
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INTEGRATOR_STATE_WRITE(state, path, mis_ray_pdf) = 0.0f;
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INTEGRATOR_STATE_WRITE(state, path, min_ray_pdf) = FLT_MAX;
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INTEGRATOR_STATE_WRITE(state, path, continuation_probability) = 1.0f;
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INTEGRATOR_STATE_WRITE(state, path, throughput) = throughput;
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#if defined(__PATH_GUIDING__)
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if ((kernel_data.kernel_features & KERNEL_FEATURE_PATH_GUIDING)) {
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INTEGRATOR_STATE_WRITE(state, path, unguided_throughput) = 1.0f;
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INTEGRATOR_STATE_WRITE(state, guiding, path_segment) = nullptr;
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INTEGRATOR_STATE_WRITE(state, guiding, use_surface_guiding) = false;
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INTEGRATOR_STATE_WRITE(state, guiding, sample_surface_guiding_rand) = 0.5f;
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INTEGRATOR_STATE_WRITE(state, guiding, surface_guiding_sampling_prob) = 0.0f;
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INTEGRATOR_STATE_WRITE(state, guiding, bssrdf_sampling_prob) = 0.0f;
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INTEGRATOR_STATE_WRITE(state, guiding, use_volume_guiding) = false;
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INTEGRATOR_STATE_WRITE(state, guiding, sample_volume_guiding_rand) = 0.5f;
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INTEGRATOR_STATE_WRITE(state, guiding, volume_guiding_sampling_prob) = 0.0f;
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}
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#endif
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#ifdef __MNEE__
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INTEGRATOR_STATE_WRITE(state, path, mnee) = 0;
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#endif
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INTEGRATOR_STATE_WRITE(state, isect, object) = OBJECT_NONE;
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INTEGRATOR_STATE_WRITE(state, isect, prim) = PRIM_NONE;
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INTEGRATOR_STATE_WRITE(state, isect, type) = PRIMITIVE_NONE;
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if (kernel_data.kernel_features & KERNEL_FEATURE_VOLUME) {
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INTEGRATOR_STATE_ARRAY_WRITE(state, volume_stack, 0, object) = OBJECT_NONE;
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INTEGRATOR_STATE_ARRAY_WRITE(
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state, volume_stack, 0, shader) = kernel_data.background.volume_shader;
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INTEGRATOR_STATE_ARRAY_WRITE(state, volume_stack, 1, object) = OBJECT_NONE;
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INTEGRATOR_STATE_ARRAY_WRITE(state, volume_stack, 1, shader) = SHADER_NONE;
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}
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#ifdef __DENOISING_FEATURES__
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if (kernel_data.kernel_features & KERNEL_FEATURE_DENOISING) {
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INTEGRATOR_STATE_WRITE(state, path, flag) |= PATH_RAY_DENOISING_FEATURES;
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INTEGRATOR_STATE_WRITE(state, path, denoising_feature_throughput) = one_spectrum();
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}
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#endif
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#ifdef __LIGHT_LINKING__
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if (kernel_data.kernel_features & KERNEL_FEATURE_LIGHT_LINKING) {
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INTEGRATOR_STATE_WRITE(state, path, mis_ray_object) = OBJECT_NONE;
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}
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#endif
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}
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ccl_device_inline void path_state_next(KernelGlobals kg,
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IntegratorState state,
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const int label,
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const int shader_flag)
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{
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uint32_t flag = INTEGRATOR_STATE(state, path, flag);
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/* ray through transparent keeps same flags from previous ray and is
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* not counted as a regular bounce, transparent has separate max */
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if (label & (LABEL_TRANSPARENT | LABEL_RAY_PORTAL)) {
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const int transparent_bounce = INTEGRATOR_STATE(state, path, transparent_bounce) + 1;
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flag |= PATH_RAY_TRANSPARENT;
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if (transparent_bounce >= kernel_data.integrator.transparent_max_bounce) {
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/* FIXME: `transparent_max_bounce` could be 0, but `transparent_bounce` is at least 1 when we
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* enter this path. */
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flag |= PATH_RAY_TERMINATE_ON_NEXT_SURFACE;
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}
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if (shader_flag & SD_RAY_PORTAL) {
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flag |= PATH_RAY_MIS_SKIP;
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INTEGRATOR_STATE_WRITE(
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state, path, portal_bounce) = INTEGRATOR_STATE(state, path, portal_bounce) + 1;
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}
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INTEGRATOR_STATE_WRITE(state, path, flag) = flag;
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INTEGRATOR_STATE_WRITE(state, path, transparent_bounce) = transparent_bounce;
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/* Random number generator next bounce. */
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INTEGRATOR_STATE_WRITE(state, path, rng_offset) += PRNG_BOUNCE_NUM;
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return;
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}
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const int bounce = INTEGRATOR_STATE(state, path, bounce) + 1;
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if (bounce >= kernel_data.integrator.max_bounce) {
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flag |= PATH_RAY_TERMINATE_AFTER_TRANSPARENT;
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}
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flag &= ~(PATH_RAY_ALL_VISIBILITY | PATH_RAY_MIS_SKIP | PATH_RAY_MIS_HAD_TRANSMISSION);
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#ifdef __VOLUME__
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if (label & LABEL_VOLUME_SCATTER) {
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/* volume scatter */
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flag |= PATH_RAY_VOLUME_SCATTER | PATH_RAY_MIS_HAD_TRANSMISSION;
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flag &= ~PATH_RAY_TRANSPARENT_BACKGROUND;
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if (!(flag & PATH_RAY_ANY_PASS)) {
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flag |= PATH_RAY_VOLUME_PASS;
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}
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const int volume_bounce = INTEGRATOR_STATE(state, path, volume_bounce) + 1;
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INTEGRATOR_STATE_WRITE(state, path, volume_bounce) = volume_bounce;
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if (volume_bounce >= kernel_data.integrator.max_volume_bounce) {
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flag |= PATH_RAY_TERMINATE_AFTER_TRANSPARENT;
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}
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}
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else
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#endif
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{
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/* surface reflection/transmission */
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if (label & LABEL_REFLECT) {
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flag |= PATH_RAY_REFLECT;
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flag &= ~PATH_RAY_TRANSPARENT_BACKGROUND;
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if (label & LABEL_DIFFUSE) {
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const int diffuse_bounce = INTEGRATOR_STATE(state, path, diffuse_bounce) + 1;
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INTEGRATOR_STATE_WRITE(state, path, diffuse_bounce) = diffuse_bounce;
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if (diffuse_bounce >= kernel_data.integrator.max_diffuse_bounce) {
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flag |= PATH_RAY_TERMINATE_AFTER_TRANSPARENT;
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}
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}
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else {
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const int glossy_bounce = INTEGRATOR_STATE(state, path, glossy_bounce) + 1;
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INTEGRATOR_STATE_WRITE(state, path, glossy_bounce) = glossy_bounce;
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if (glossy_bounce >= kernel_data.integrator.max_glossy_bounce) {
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flag |= PATH_RAY_TERMINATE_AFTER_TRANSPARENT;
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}
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}
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}
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else {
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kernel_assert(label & LABEL_TRANSMIT);
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flag |= PATH_RAY_TRANSMIT;
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if (!(label & LABEL_TRANSMIT_TRANSPARENT)) {
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flag &= ~PATH_RAY_TRANSPARENT_BACKGROUND;
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}
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const int transmission_bounce = INTEGRATOR_STATE(state, path, transmission_bounce) + 1;
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INTEGRATOR_STATE_WRITE(state, path, transmission_bounce) = transmission_bounce;
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if (transmission_bounce >= kernel_data.integrator.max_transmission_bounce) {
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flag |= PATH_RAY_TERMINATE_AFTER_TRANSPARENT;
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}
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}
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/* diffuse/glossy/singular */
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if (label & LABEL_DIFFUSE) {
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flag |= PATH_RAY_DIFFUSE | PATH_RAY_DIFFUSE_ANCESTOR;
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}
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else if (label & LABEL_GLOSSY) {
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flag |= PATH_RAY_GLOSSY;
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}
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else {
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kernel_assert(label & LABEL_SINGULAR);
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flag |= PATH_RAY_GLOSSY | PATH_RAY_SINGULAR | PATH_RAY_MIS_SKIP;
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}
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/* Flag for consistent MIS weights with light tree. */
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if (shader_flag & SD_BSDF_HAS_TRANSMISSION) {
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flag |= PATH_RAY_MIS_HAD_TRANSMISSION;
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}
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/* Render pass categories. */
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if (!(flag & PATH_RAY_ANY_PASS) && !(flag & PATH_RAY_TRANSPARENT_BACKGROUND)) {
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flag |= PATH_RAY_SURFACE_PASS;
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}
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}
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INTEGRATOR_STATE_WRITE(state, path, flag) = flag;
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INTEGRATOR_STATE_WRITE(state, path, bounce) = bounce;
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/* Random number generator next bounce. */
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INTEGRATOR_STATE_WRITE(state, path, rng_offset) += PRNG_BOUNCE_NUM;
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}
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#ifdef __VOLUME__
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ccl_device_inline bool path_state_volume_next(IntegratorState state)
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{
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/* For volume bounding meshes we pass through without counting transparent
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* bounces, only sanity check in case self intersection gets us stuck. */
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const uint32_t volume_bounds_bounce = INTEGRATOR_STATE(state, path, volume_bounds_bounce) + 1;
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INTEGRATOR_STATE_WRITE(state, path, volume_bounds_bounce) = volume_bounds_bounce;
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if (volume_bounds_bounce > VOLUME_BOUNDS_MAX) {
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return false;
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}
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/* Random number generator next bounce. */
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INTEGRATOR_STATE_WRITE(state, path, rng_offset) += PRNG_BOUNCE_NUM;
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return true;
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}
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#endif
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ccl_device_inline uint path_state_ray_visibility(ConstIntegratorState state)
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{
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const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
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uint32_t visibility = path_flag & PATH_RAY_ALL_VISIBILITY;
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/* For visibility, diffuse/glossy are for reflection only. */
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if (visibility & PATH_RAY_TRANSMIT) {
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visibility &= ~(PATH_RAY_DIFFUSE | PATH_RAY_GLOSSY);
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}
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visibility = SHADOW_CATCHER_PATH_VISIBILITY(path_flag, visibility);
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return visibility;
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}
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ccl_device_inline float path_state_continuation_probability(KernelGlobals kg,
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ConstIntegratorState state,
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const uint32_t path_flag)
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{
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if (path_flag & PATH_RAY_TRANSPARENT) {
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const int transparent_bounce = INTEGRATOR_STATE(state, path, transparent_bounce);
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/* Do at least specified number of bounces without RR. */
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if (transparent_bounce <= kernel_data.integrator.transparent_min_bounce) {
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return 1.0f;
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}
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}
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else {
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const int bounce = INTEGRATOR_STATE(state, path, bounce);
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/* Do at least specified number of bounces without RR. */
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if (bounce <= kernel_data.integrator.min_bounce) {
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return 1.0f;
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}
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}
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/* Probabilistic termination: use `sqrt()` to roughly match typical view
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* transform and do path termination a bit later on average. */
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Spectrum throughput = INTEGRATOR_STATE(state, path, throughput);
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#if defined(__PATH_GUIDING__) && PATH_GUIDING_LEVEL >= 4
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if ((kernel_data.kernel_features & KERNEL_FEATURE_PATH_GUIDING)) {
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throughput *= INTEGRATOR_STATE(state, path, unguided_throughput);
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}
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#endif
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return min(sqrtf(reduce_max(fabs(throughput))), 1.0f);
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}
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ccl_device_inline bool path_state_ao_bounce(KernelGlobals kg, ConstIntegratorState state)
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{
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if (!kernel_data.integrator.ao_bounces) {
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return false;
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}
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const int bounce = INTEGRATOR_STATE(state, path, bounce) -
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INTEGRATOR_STATE(state, path, transmission_bounce) -
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(INTEGRATOR_STATE(state, path, glossy_bounce) > 0) + 1;
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return (bounce > kernel_data.integrator.ao_bounces);
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}
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/* Random Number Sampling Utility Functions
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*
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* For each random number in each step of the path we must have a unique
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* dimension to avoid using the same sequence twice.
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*
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* For branches in the path we must be careful not to reuse the same number
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* in a sequence and offset accordingly.
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*/
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/* RNG State loaded onto stack. */
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struct RNGState {
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uint rng_pixel;
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uint rng_offset;
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int sample;
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};
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ccl_device_inline void path_state_rng_load(ConstIntegratorState state,
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ccl_private RNGState *rng_state)
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{
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rng_state->rng_pixel = INTEGRATOR_STATE(state, path, rng_pixel);
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rng_state->rng_offset = INTEGRATOR_STATE(state, path, rng_offset);
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rng_state->sample = INTEGRATOR_STATE(state, path, sample);
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}
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ccl_device_inline void shadow_path_state_rng_load(ConstIntegratorShadowState state,
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ccl_private RNGState *rng_state)
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{
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rng_state->rng_pixel = INTEGRATOR_STATE(state, shadow_path, rng_pixel);
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rng_state->rng_offset = INTEGRATOR_STATE(state, shadow_path, rng_offset);
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rng_state->sample = INTEGRATOR_STATE(state, shadow_path, sample);
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}
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ccl_device_inline void path_state_rng_scramble(ccl_private RNGState *rng_state, const int seed)
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{
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/* To get an uncorrelated sequence of samples (e.g. for subsurface random walk), just change
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* the dimension offset since all implemented samplers can generate unlimited numbers of
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* dimensions anyways. The only thing to ensure is that the offset is divisible by 4. */
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rng_state->rng_offset = hash_hp_seeded_uint(rng_state->rng_offset, seed) & ~0x3;
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}
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ccl_device_inline float path_state_rng_1D(KernelGlobals kg,
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const ccl_private RNGState *rng_state,
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const int dimension)
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{
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return path_rng_1D(
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kg, rng_state->rng_pixel, rng_state->sample, rng_state->rng_offset + dimension);
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}
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ccl_device_inline float2 path_state_rng_2D(KernelGlobals kg,
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const ccl_private RNGState *rng_state,
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const int dimension)
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{
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return path_rng_2D(
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kg, rng_state->rng_pixel, rng_state->sample, rng_state->rng_offset + dimension);
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}
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ccl_device_inline float3 path_state_rng_3D(KernelGlobals kg,
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const ccl_private RNGState *rng_state,
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const int dimension)
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{
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return path_rng_3D(
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kg, rng_state->rng_pixel, rng_state->sample, rng_state->rng_offset + dimension);
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}
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ccl_device_inline float path_branched_rng_1D(KernelGlobals kg,
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const ccl_private RNGState *rng_state,
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const int branch,
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const int num_branches,
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const int dimension)
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{
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return path_rng_1D(kg,
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rng_state->rng_pixel,
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rng_state->sample * num_branches + branch,
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rng_state->rng_offset + dimension);
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}
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ccl_device_inline float2 path_branched_rng_2D(KernelGlobals kg,
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const ccl_private RNGState *rng_state,
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const int branch,
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const int num_branches,
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const int dimension)
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{
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return path_rng_2D(kg,
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rng_state->rng_pixel,
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rng_state->sample * num_branches + branch,
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rng_state->rng_offset + dimension);
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}
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ccl_device_inline float3 path_branched_rng_3D(KernelGlobals kg,
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const ccl_private RNGState *rng_state,
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const int branch,
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const int num_branches,
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const int dimension)
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{
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return path_rng_3D(kg,
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rng_state->rng_pixel,
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rng_state->sample * num_branches + branch,
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rng_state->rng_offset + dimension);
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}
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/* Utility functions to get light termination value,
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* since it might not be needed in many cases.
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*/
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ccl_device_inline float path_state_rng_light_termination(KernelGlobals kg,
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const ccl_private RNGState *state)
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{
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if (kernel_data.integrator.light_inv_rr_threshold > 0.0f) {
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return path_state_rng_1D(kg, state, PRNG_LIGHT_TERMINATE);
|
|
}
|
|
return 0.0f;
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|