Files
test2/intern/cycles/kernel/integrator/intersect_dedicated_light.h
Brecht Van Lommel 5c46063607 Refactor: Cycles: Make kernel headers work by themselves
Shuffle around some code and add more includes so that individual
header files compile without errors.

Pull Request: https://projects.blender.org/blender/blender/pulls/132361
2025-01-03 10:22:50 +01:00

236 lines
8.9 KiB
C

/* SPDX-FileCopyrightText: 2011-2023 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include "kernel/bvh/bvh.h"
#include "kernel/integrator/path_state.h"
#include "kernel/integrator/shade_surface.h"
#include "kernel/integrator/shadow_linking.h"
#include "kernel/light/light.h"
#include "kernel/sample/lcg.h"
CCL_NAMESPACE_BEGIN
#ifdef __SHADOW_LINKING__
# define SHADOW_LINK_MAX_INTERSECTION_COUNT 1024
/* Intersect mesh objects.
*
* Returns the total number of emissive surfaces hit, and the intersection contains a random
* intersected emitter to which the dedicated shadow ray is to eb traced.
*
* NOTE: Sets the ray tmax to the maximum intersection distance (past which no lights are to be
* considered for shadow linking). */
ccl_device int shadow_linking_pick_mesh_intersection(KernelGlobals kg,
IntegratorState state,
ccl_private Ray *ccl_restrict ray,
const int object_receiver,
ccl_private Intersection *ccl_restrict
linked_isect,
ccl_private uint *lcg_state,
int num_hits)
{
/* The tmin will be offset, so store its current value and restore later on, allowing a separate
* light intersection loop starting from the actual ray origin. */
const float old_tmin = ray->tmin;
const uint visibility = path_state_ray_visibility(state);
int transparent_bounce = INTEGRATOR_STATE(state, path, transparent_bounce);
int volume_bounce = INTEGRATOR_STATE(state, path, volume_bounce);
/* TODO: Replace the look with sequential calls to the kernel, similar to the transparent shadow
* intersection kernel. */
for (int i = 0; i < SHADOW_LINK_MAX_INTERSECTION_COUNT; i++) {
Intersection current_isect ccl_optional_struct_init;
current_isect.object = OBJECT_NONE;
current_isect.prim = PRIM_NONE;
const bool hit = scene_intersect(kg, ray, visibility, &current_isect);
if (!hit) {
break;
}
/* Only record primitives that potentially have emission.
* TODO: optimize with a dedicated ray visibility flag, which could then also be
* used once lights are in the BVH as geometry? */
const int shader = intersection_get_shader(kg, &current_isect);
const int shader_flags = kernel_data_fetch(shaders, shader).flags;
if (light_link_object_match(kg, object_receiver, current_isect.object) &&
(shader_flags & SD_HAS_EMISSION))
{
const uint64_t set_membership =
kernel_data_fetch(objects, current_isect.object).shadow_set_membership;
if (set_membership != LIGHT_LINK_MASK_ALL) {
++num_hits;
if ((linked_isect->prim == PRIM_NONE) || (lcg_step_float(lcg_state) < 1.0f / num_hits)) {
*linked_isect = current_isect;
}
}
}
/* Contribution from the lights past the default opaque blocker is accumulated
* using the main path. */
if (!(shader_flags & (SD_HAS_ONLY_VOLUME | SD_HAS_TRANSPARENT_SHADOW))) {
const uint blocker_set = kernel_data_fetch(objects, current_isect.object).blocker_shadow_set;
if (blocker_set == 0) {
ray->tmax = current_isect.t;
break;
}
}
else {
/* Lights past the maximum allowed transparency bounce do not contribute any light, so
* consider them as fully blocked and only consider lights prior to this intersection. */
if (shader_flags & SD_HAS_TRANSPARENT_SHADOW) {
++transparent_bounce;
if (transparent_bounce >= kernel_data.integrator.transparent_max_bounce) {
ray->tmax = current_isect.t;
break;
}
}
else {
kernel_assert(shader_flags & SD_HAS_ONLY_VOLUME);
++volume_bounce;
if (volume_bounce >= kernel_data.integrator.max_volume_bounce) {
ray->tmax = current_isect.t;
break;
}
}
}
/* Move the ray forward. */
ray->tmin = intersection_t_offset(current_isect.t);
}
ray->tmin = old_tmin;
return num_hits;
}
/* Pick a light for tracing a shadow ray for the shadow linking.
* Picks a random light which is intersected by the given ray, and stores the intersection result.
* If no lights were hit false is returned.
*
* NOTE: Sets the ray tmax to the maximum intersection distance (past which no lights are to be
* considered for shadow linking). */
ccl_device bool shadow_linking_pick_light_intersection(KernelGlobals kg,
IntegratorState state,
ccl_private Ray *ccl_restrict ray,
ccl_private Intersection *ccl_restrict
linked_isect)
{
const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
const int last_type = INTEGRATOR_STATE(state, isect, type);
const int object_receiver = light_link_receiver_forward(kg, state);
uint lcg_state = lcg_state_init(INTEGRATOR_STATE(state, path, rng_pixel),
INTEGRATOR_STATE(state, path, rng_offset),
INTEGRATOR_STATE(state, path, sample),
0x68bc21eb);
/* Indicate that no intersection has been picked yet. */
linked_isect->prim = PRIM_NONE;
int num_hits = 0;
// TODO: Only if there are emissive meshes in the scene?
// TODO: Only if the ray hits any light? As in, check that there is a light first, before
// tracing potentially expensive ray.
num_hits = shadow_linking_pick_mesh_intersection(
kg, state, ray, object_receiver, linked_isect, &lcg_state, num_hits);
num_hits = lights_intersect_shadow_linked(kg,
ray,
linked_isect,
ray->self.prim,
ray->self.object,
last_type,
path_flag,
object_receiver,
&lcg_state,
num_hits);
if (num_hits == 0) {
return false;
}
INTEGRATOR_STATE_WRITE(state, shadow_link, dedicated_light_weight) = num_hits;
return true;
}
/* Check whether a special shadow ray is needed to calculate direct light contribution which comes
* from emitters which are behind objects which are blocking light for the main path, but are
* excluded from blocking light via shadow linking.
*
* If a special ray is needed a blocked light kernel is scheduled and true is returned, otherwise
* false is returned. */
ccl_device bool shadow_linking_intersect(KernelGlobals kg, IntegratorState state)
{
/* Verify that the kernel is only scheduled if it is actually needed. */
kernel_assert(shadow_linking_scene_need_shadow_ray(kg));
/* Read ray from integrator state into local memory. */
Ray ray ccl_optional_struct_init;
integrator_state_read_ray(state, &ray);
ray.self.prim = INTEGRATOR_STATE(state, isect, prim);
ray.self.object = INTEGRATOR_STATE(state, isect, object);
ray.self.light_object = OBJECT_NONE;
ray.self.light_prim = PRIM_NONE;
ray.self.light = LAMP_NONE;
Intersection isect ccl_optional_struct_init;
if (!shadow_linking_pick_light_intersection(kg, state, &ray, &isect)) {
/* No light is hit, no need in the extra shadow ray for the direct light. */
return false;
}
/* Make a copy of primitives needed by the main path self-intersection check before writing the
* new intersection. Those primitives will be restored before the main path is returned to the
* intersect_closest state. */
shadow_linking_store_last_primitives(state);
/* Write intersection result into global integrator state memory, so that the
* shade_dedicated_light kernel can use it for calculation of the light sample. */
integrator_state_write_isect(state, &isect);
integrator_path_next(kg,
state,
DEVICE_KERNEL_INTEGRATOR_INTERSECT_DEDICATED_LIGHT,
DEVICE_KERNEL_INTEGRATOR_SHADE_DEDICATED_LIGHT);
return true;
}
#endif /* __SHADOW_LINKING__ */
ccl_device void integrator_intersect_dedicated_light(KernelGlobals kg, IntegratorState state)
{
PROFILING_INIT(kg, PROFILING_INTERSECT_DEDICATED_LIGHT);
#ifdef __SHADOW_LINKING__
if (shadow_linking_intersect(kg, state)) {
return;
}
#else
kernel_assert(!"integrator_intersect_dedicated_light is not supposed to be scheduled");
#endif
integrator_shade_surface_next_kernel<DEVICE_KERNEL_INTEGRATOR_INTERSECT_DEDICATED_LIGHT>(kg,
state);
}
CCL_NAMESPACE_END