Currently, the `eval` and `pdf` are not explicitly set to zero when a BSDF sample is invalid (e.g., below the upper hemisphere), when calling `bsdf_sample` or `bsdf_eval`. It is assumed that `eval` and `pdf` are set to zero before these functions are called, which can cause problems if not. This patch fixes this potential problem by explicitly setting `eval` and `pdf` to zero when the sampled direction is invalid. I also added a sanity check if `eval` and `pdf` are valid (i.e., >= 0.f). The check is activated when build in debug mode and with the `WITH_CYCLES_DEBUG` set to `ON`. Reviewed By: brecht, sergey Differential Revision: https://developer.blender.org/D14776
105 lines
3.3 KiB
C
105 lines
3.3 KiB
C
/* SPDX-License-Identifier: BSD-3-Clause
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*
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* Adapted from Open Shading Language
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* Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
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* All Rights Reserved.
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*
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* Modifications Copyright 2011-2022 Blender Foundation. */
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#pragma once
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CCL_NAMESPACE_BEGIN
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ccl_device void bsdf_transparent_setup(ccl_private ShaderData *sd,
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const float3 weight,
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uint32_t path_flag)
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{
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/* Check cutoff weight. */
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float sample_weight = fabsf(average(weight));
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if (!(sample_weight >= CLOSURE_WEIGHT_CUTOFF)) {
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return;
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}
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if (sd->flag & SD_TRANSPARENT) {
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sd->closure_transparent_extinction += weight;
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/* Add weight to existing transparent BSDF. */
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for (int i = 0; i < sd->num_closure; i++) {
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ccl_private ShaderClosure *sc = &sd->closure[i];
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if (sc->type == CLOSURE_BSDF_TRANSPARENT_ID) {
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sc->weight += weight;
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sc->sample_weight += sample_weight;
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break;
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}
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}
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}
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else {
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sd->flag |= SD_BSDF | SD_TRANSPARENT;
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sd->closure_transparent_extinction = weight;
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if (path_flag & PATH_RAY_TERMINATE) {
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/* In this case the number of closures is set to zero to disable
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* all others, but we still want to get transparency so increase
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* the number just for this. */
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sd->num_closure_left = 1;
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}
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/* Create new transparent BSDF. */
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ccl_private ShaderClosure *bsdf = closure_alloc(
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sd, sizeof(ShaderClosure), CLOSURE_BSDF_TRANSPARENT_ID, weight);
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if (bsdf) {
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bsdf->sample_weight = sample_weight;
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bsdf->N = sd->N;
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}
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else if (path_flag & PATH_RAY_TERMINATE) {
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sd->num_closure_left = 0;
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}
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}
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}
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ccl_device float3 bsdf_transparent_eval_reflect(ccl_private const ShaderClosure *sc,
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const float3 I,
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const float3 omega_in,
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ccl_private float *pdf)
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{
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*pdf = 0.0f;
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return make_float3(0.0f, 0.0f, 0.0f);
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}
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ccl_device float3 bsdf_transparent_eval_transmit(ccl_private const ShaderClosure *sc,
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const float3 I,
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const float3 omega_in,
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ccl_private float *pdf)
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{
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*pdf = 0.0f;
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return make_float3(0.0f, 0.0f, 0.0f);
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}
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ccl_device int bsdf_transparent_sample(ccl_private const ShaderClosure *sc,
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float3 Ng,
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float3 I,
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float3 dIdx,
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float3 dIdy,
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float randu,
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float randv,
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ccl_private float3 *eval,
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ccl_private float3 *omega_in,
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ccl_private float3 *domega_in_dx,
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ccl_private float3 *domega_in_dy,
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ccl_private float *pdf)
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{
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// only one direction is possible
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*omega_in = -I;
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#ifdef __RAY_DIFFERENTIALS__
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*domega_in_dx = -dIdx;
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*domega_in_dy = -dIdy;
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#endif
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*pdf = 1;
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*eval = make_float3(1, 1, 1);
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return LABEL_TRANSMIT | LABEL_TRANSPARENT;
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}
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CCL_NAMESPACE_END
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