This is an intermediate steps towards making lights actual geometry. Light is now a subclass of Geometry, which simplifies some code. The geometry is not added to the BVH yet, which would be the next step and improve light intersection performance with many lights. This makes object attributes work on lights. Co-authored-by: Lukas Stockner <lukas@lukasstockner.de> Pull Request: https://projects.blender.org/blender/blender/pulls/134846
251 lines
8.7 KiB
C
251 lines
8.7 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/bvh/bvh.h"
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#include "kernel/geom/shader_data.h"
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#include "kernel/integrator/intersect_closest.h"
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#include "kernel/integrator/volume_stack.h"
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CCL_NAMESPACE_BEGIN
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ccl_device void integrator_volume_stack_update_for_subsurface(KernelGlobals kg,
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IntegratorState state,
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const float3 from_P,
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const float3 to_P)
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{
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#ifdef __VOLUME__
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PROFILING_INIT(kg, PROFILING_INTERSECT_VOLUME_STACK);
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ShaderDataTinyStorage stack_sd_storage;
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ccl_private ShaderData *stack_sd = AS_SHADER_DATA(&stack_sd_storage);
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kernel_assert(kernel_data.integrator.use_volumes);
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Ray volume_ray ccl_optional_struct_init;
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volume_ray.P = from_P;
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volume_ray.D = normalize_len(to_P - from_P, &volume_ray.tmax);
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volume_ray.tmin = 0.0f;
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volume_ray.self.object = INTEGRATOR_STATE(state, isect, object);
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volume_ray.self.prim = INTEGRATOR_STATE(state, isect, prim);
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volume_ray.self.light_object = OBJECT_NONE;
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volume_ray.self.light_prim = PRIM_NONE;
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/* Store to avoid global fetches on every intersection step. */
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const uint volume_stack_size = kernel_data.volume_stack_size;
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const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
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const uint32_t visibility = SHADOW_CATCHER_PATH_VISIBILITY(path_flag, PATH_RAY_ALL_VISIBILITY);
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# ifdef __VOLUME_RECORD_ALL__
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Intersection hits[2 * MAX_VOLUME_STACK_SIZE + 1];
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const uint num_hits = scene_intersect_volume(
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kg, &volume_ray, hits, 2 * volume_stack_size, visibility);
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if (num_hits > 0) {
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Intersection *isect = hits;
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qsort(hits, num_hits, sizeof(Intersection), intersections_compare);
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for (uint hit = 0; hit < num_hits; ++hit, ++isect) {
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/* Ignore self, SSS itself already enters and exits the object. */
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if (isect->object == volume_ray.self.object) {
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continue;
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}
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shader_setup_from_ray(kg, stack_sd, &volume_ray, isect);
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volume_stack_enter_exit(kg, state, stack_sd);
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}
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}
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# else
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Intersection isect;
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int step = 0;
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while (step < 2 * volume_stack_size &&
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scene_intersect_volume(kg, &volume_ray, &isect, visibility))
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{
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/* Ignore self, SSS itself already enters and exits the object. */
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if (isect.object != volume_ray.self.object) {
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shader_setup_from_ray(kg, stack_sd, &volume_ray, &isect);
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volume_stack_enter_exit(kg, state, stack_sd);
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}
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/* Move ray forward. */
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volume_ray.tmin = intersection_t_offset(isect.t);
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volume_ray.self.object = isect.object;
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volume_ray.self.prim = isect.prim;
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++step;
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}
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# endif
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}
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ccl_device void integrator_volume_stack_init(KernelGlobals kg, IntegratorState state)
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{
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PROFILING_INIT(kg, PROFILING_INTERSECT_VOLUME_STACK);
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ShaderDataTinyStorage stack_sd_storage;
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ccl_private ShaderData *stack_sd = AS_SHADER_DATA(&stack_sd_storage);
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Ray volume_ray ccl_optional_struct_init;
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integrator_state_read_ray(state, &volume_ray);
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/* Trace ray in random direction. Any direction works, Z up is a guess to get the
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* fewest hits. */
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volume_ray.D = make_float3(0.0f, 0.0f, 1.0f);
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volume_ray.tmin = 0.0f;
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volume_ray.tmax = FLT_MAX;
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volume_ray.self.object = OBJECT_NONE;
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volume_ray.self.prim = PRIM_NONE;
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volume_ray.self.light_object = OBJECT_NONE;
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volume_ray.self.light_prim = PRIM_NONE;
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int stack_index = 0;
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int enclosed_index = 0;
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const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
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const uint32_t visibility = SHADOW_CATCHER_PATH_VISIBILITY(path_flag, PATH_RAY_CAMERA);
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/* Initialize volume stack with background volume For shadow catcher the
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* background volume is always assumed to be CG. */
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if (kernel_data.background.volume_shader != SHADER_NONE) {
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if (!(path_flag & PATH_RAY_SHADOW_CATCHER_PASS)) {
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INTEGRATOR_STATE_ARRAY_WRITE(state, volume_stack, stack_index, object) = OBJECT_NONE;
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INTEGRATOR_STATE_ARRAY_WRITE(
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state, volume_stack, stack_index, shader) = kernel_data.background.volume_shader;
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stack_index++;
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}
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}
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/* Store to avoid global fetches on every intersection step. */
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const uint volume_stack_size = kernel_data.volume_stack_size;
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# ifdef __VOLUME_RECORD_ALL__
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Intersection hits[2 * MAX_VOLUME_STACK_SIZE + 1];
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const uint num_hits = scene_intersect_volume(
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kg, &volume_ray, hits, 2 * volume_stack_size, visibility);
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if (num_hits > 0) {
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int enclosed_volumes[MAX_VOLUME_STACK_SIZE];
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Intersection *isect = hits;
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qsort(hits, num_hits, sizeof(Intersection), intersections_compare);
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for (uint hit = 0; hit < num_hits; ++hit, ++isect) {
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shader_setup_from_ray(kg, stack_sd, &volume_ray, isect);
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if (stack_sd->flag & SD_BACKFACING) {
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bool need_add = true;
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for (int i = 0; i < enclosed_index && need_add; ++i) {
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/* If ray exited the volume and never entered to that volume
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* it means that camera is inside such a volume.
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*/
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if (enclosed_volumes[i] == stack_sd->object) {
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need_add = false;
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}
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}
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for (int i = 0; i < stack_index && need_add; ++i) {
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/* Don't add intersections twice. */
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const VolumeStack entry = integrator_state_read_volume_stack(state, i);
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if (entry.object == stack_sd->object) {
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need_add = false;
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break;
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}
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}
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if (need_add && stack_index < volume_stack_size - 1) {
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const VolumeStack new_entry = {stack_sd->object, stack_sd->shader};
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integrator_state_write_volume_stack(state, stack_index, new_entry);
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++stack_index;
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}
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}
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else {
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/* If ray from camera enters the volume, this volume shouldn't
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* be added to the stack on exit.
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*/
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enclosed_volumes[enclosed_index++] = stack_sd->object;
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}
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}
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}
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# else
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/* CUDA does not support definition of a variable size arrays, so use the maximum possible. */
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int enclosed_volumes[MAX_VOLUME_STACK_SIZE];
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int step = 0;
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while (stack_index < volume_stack_size - 1 && enclosed_index < MAX_VOLUME_STACK_SIZE - 1 &&
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step < 2 * volume_stack_size)
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{
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Intersection isect;
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if (!scene_intersect_volume(kg, &volume_ray, &isect, visibility)) {
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break;
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}
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shader_setup_from_ray(kg, stack_sd, &volume_ray, &isect);
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if (stack_sd->flag & SD_BACKFACING) {
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/* If ray exited the volume and never entered to that volume
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* it means that camera is inside such a volume.
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*/
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bool need_add = true;
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for (int i = 0; i < enclosed_index && need_add; ++i) {
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/* If ray exited the volume and never entered to that volume
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* it means that camera is inside such a volume.
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*/
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if (enclosed_volumes[i] == stack_sd->object) {
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need_add = false;
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}
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}
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for (int i = 0; i < stack_index && need_add; ++i) {
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/* Don't add intersections twice. */
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VolumeStack entry = integrator_state_read_volume_stack(state, i);
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if (entry.object == stack_sd->object) {
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need_add = false;
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break;
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}
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}
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if (need_add) {
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const VolumeStack new_entry = {stack_sd->object, stack_sd->shader};
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integrator_state_write_volume_stack(state, stack_index, new_entry);
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++stack_index;
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}
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}
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else {
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/* If ray from camera enters the volume, this volume shouldn't
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* be added to the stack on exit.
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*/
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enclosed_volumes[enclosed_index++] = stack_sd->object;
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}
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/* Move ray forward. */
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volume_ray.tmin = intersection_t_offset(isect.t);
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volume_ray.self.object = isect.object;
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volume_ray.self.prim = isect.prim;
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++step;
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}
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# endif
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/* Write terminator. */
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const VolumeStack new_entry = {OBJECT_NONE, SHADER_NONE};
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integrator_state_write_volume_stack(state, stack_index, new_entry);
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#endif
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}
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ccl_device void integrator_intersect_volume_stack(KernelGlobals kg, IntegratorState state)
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{
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#ifdef __VOLUME__
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integrator_volume_stack_init(kg, state);
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# ifdef __SHADOW_CATCHER__
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if (INTEGRATOR_STATE(state, path, flag) & PATH_RAY_SHADOW_CATCHER_PASS) {
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/* Volume stack re-init for shadow catcher, continue with shading of hit. */
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integrator_intersect_next_kernel_after_shadow_catcher_volume<
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DEVICE_KERNEL_INTEGRATOR_INTERSECT_VOLUME_STACK>(kg, state);
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}
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else
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# endif
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{
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/* Volume stack init for camera rays, continue with intersection of camera ray. */
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integrator_path_next(kg,
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state,
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DEVICE_KERNEL_INTEGRATOR_INTERSECT_VOLUME_STACK,
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DEVICE_KERNEL_INTEGRATOR_INTERSECT_CLOSEST);
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}
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#endif
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}
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CCL_NAMESPACE_END
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