Files
test2/intern/cycles/kernel/integrator/integrator_shade_background.h
Brecht Van Lommel 0803119725 Cycles: merge of cycles-x branch, a major update to the renderer
This includes much improved GPU rendering performance, viewport interactivity,
new shadow catcher, revamped sampling settings, subsurface scattering anisotropy,
new GPU volume sampling, improved PMJ sampling pattern, and more.

Some features have also been removed or changed, breaking backwards compatibility.
Including the removal of the OpenCL backend, for which alternatives are under
development.

Release notes and code docs:
https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycles
https://wiki.blender.org/wiki/Source/Render/Cycles

Credits:
* Sergey Sharybin
* Brecht Van Lommel
* Patrick Mours (OptiX backend)
* Christophe Hery (subsurface scattering anisotropy)
* William Leeson (PMJ sampling pattern)
* Alaska (various fixes and tweaks)
* Thomas Dinges (various fixes)

For the full commit history, see the cycles-x branch. This squashes together
all the changes since intermediate changes would often fail building or tests.

Ref T87839, T87837, T87836
Fixes T90734, T89353, T80267, T80267, T77185, T69800
2021-09-21 14:55:54 +02:00

216 lines
8.5 KiB
C

/*
* Copyright 2011-2021 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#pragma once
#include "kernel/kernel_accumulate.h"
#include "kernel/kernel_emission.h"
#include "kernel/kernel_light.h"
#include "kernel/kernel_shader.h"
CCL_NAMESPACE_BEGIN
ccl_device float3 integrator_eval_background_shader(INTEGRATOR_STATE_ARGS,
ccl_global float *ccl_restrict render_buffer)
{
#ifdef __BACKGROUND__
const int shader = kernel_data.background.surface_shader;
const uint32_t path_flag = INTEGRATOR_STATE(path, flag);
/* Use visibility flag to skip lights. */
if (shader & SHADER_EXCLUDE_ANY) {
if (((shader & SHADER_EXCLUDE_DIFFUSE) && (path_flag & PATH_RAY_DIFFUSE)) ||
((shader & SHADER_EXCLUDE_GLOSSY) && ((path_flag & (PATH_RAY_GLOSSY | PATH_RAY_REFLECT)) ==
(PATH_RAY_GLOSSY | PATH_RAY_REFLECT))) ||
((shader & SHADER_EXCLUDE_TRANSMIT) && (path_flag & PATH_RAY_TRANSMIT)) ||
((shader & SHADER_EXCLUDE_CAMERA) && (path_flag & PATH_RAY_CAMERA)) ||
((shader & SHADER_EXCLUDE_SCATTER) && (path_flag & PATH_RAY_VOLUME_SCATTER)))
return zero_float3();
}
/* Use fast constant background color if available. */
float3 L = zero_float3();
if (!shader_constant_emission_eval(kg, shader, &L)) {
/* Evaluate background shader. */
/* TODO: does aliasing like this break automatic SoA in CUDA?
* Should we instead store closures separate from ShaderData? */
ShaderDataTinyStorage emission_sd_storage;
ShaderData *emission_sd = AS_SHADER_DATA(&emission_sd_storage);
PROFILING_INIT_FOR_SHADER(kg, PROFILING_SHADE_LIGHT_SETUP);
shader_setup_from_background(kg,
emission_sd,
INTEGRATOR_STATE(ray, P),
INTEGRATOR_STATE(ray, D),
INTEGRATOR_STATE(ray, time));
PROFILING_SHADER(emission_sd->object, emission_sd->shader);
PROFILING_EVENT(PROFILING_SHADE_LIGHT_EVAL);
shader_eval_surface<KERNEL_FEATURE_NODE_MASK_SURFACE_LIGHT>(
INTEGRATOR_STATE_PASS, emission_sd, render_buffer, path_flag | PATH_RAY_EMISSION);
L = shader_background_eval(emission_sd);
}
/* Background MIS weights. */
# ifdef __BACKGROUND_MIS__
/* Check if background light exists or if we should skip pdf. */
if (!(INTEGRATOR_STATE(path, flag) & PATH_RAY_MIS_SKIP) && kernel_data.background.use_mis) {
const float3 ray_P = INTEGRATOR_STATE(ray, P);
const float3 ray_D = INTEGRATOR_STATE(ray, D);
const float mis_ray_pdf = INTEGRATOR_STATE(path, mis_ray_pdf);
const float mis_ray_t = INTEGRATOR_STATE(path, mis_ray_t);
/* multiple importance sampling, get background light pdf for ray
* direction, and compute weight with respect to BSDF pdf */
const float pdf = background_light_pdf(kg, ray_P - ray_D * mis_ray_t, ray_D);
const float mis_weight = power_heuristic(mis_ray_pdf, pdf);
L *= mis_weight;
}
# endif
return L;
#else
return make_float3(0.8f, 0.8f, 0.8f);
#endif
}
ccl_device_inline void integrate_background(INTEGRATOR_STATE_ARGS,
ccl_global float *ccl_restrict render_buffer)
{
/* Accumulate transparency for transparent background. We can skip background
* shader evaluation unless a background pass is used. */
bool eval_background = true;
float transparent = 0.0f;
const bool is_transparent_background_ray = kernel_data.background.transparent &&
(INTEGRATOR_STATE(path, flag) &
PATH_RAY_TRANSPARENT_BACKGROUND);
if (is_transparent_background_ray) {
transparent = average(INTEGRATOR_STATE(path, throughput));
#ifdef __PASSES__
eval_background = (kernel_data.film.light_pass_flag & PASSMASK(BACKGROUND));
#else
eval_background = false;
#endif
}
/* Evaluate background shader. */
float3 L = (eval_background) ?
integrator_eval_background_shader(INTEGRATOR_STATE_PASS, render_buffer) :
zero_float3();
/* When using the ao bounces approximation, adjust background
* shader intensity with ao factor. */
if (path_state_ao_bounce(INTEGRATOR_STATE_PASS)) {
L *= kernel_data.integrator.ao_bounces_factor;
}
/* Write to render buffer. */
kernel_accum_background(
INTEGRATOR_STATE_PASS, L, transparent, is_transparent_background_ray, render_buffer);
}
ccl_device_inline void integrate_distant_lights(INTEGRATOR_STATE_ARGS,
ccl_global float *ccl_restrict render_buffer)
{
const float3 ray_D = INTEGRATOR_STATE(ray, D);
const float ray_time = INTEGRATOR_STATE(ray, time);
LightSample ls ccl_optional_struct_init;
for (int lamp = 0; lamp < kernel_data.integrator.num_all_lights; lamp++) {
if (light_sample_from_distant_ray(kg, ray_D, lamp, &ls)) {
/* Use visibility flag to skip lights. */
#ifdef __PASSES__
const uint32_t path_flag = INTEGRATOR_STATE(path, flag);
if (ls.shader & SHADER_EXCLUDE_ANY) {
if (((ls.shader & SHADER_EXCLUDE_DIFFUSE) && (path_flag & PATH_RAY_DIFFUSE)) ||
((ls.shader & SHADER_EXCLUDE_GLOSSY) &&
((path_flag & (PATH_RAY_GLOSSY | PATH_RAY_REFLECT)) ==
(PATH_RAY_GLOSSY | PATH_RAY_REFLECT))) ||
((ls.shader & SHADER_EXCLUDE_TRANSMIT) && (path_flag & PATH_RAY_TRANSMIT)) ||
((ls.shader & SHADER_EXCLUDE_CAMERA) && (path_flag & PATH_RAY_CAMERA)) ||
((ls.shader & SHADER_EXCLUDE_SCATTER) && (path_flag & PATH_RAY_VOLUME_SCATTER)))
return;
}
#endif
/* Evaluate light shader. */
/* TODO: does aliasing like this break automatic SoA in CUDA? */
ShaderDataTinyStorage emission_sd_storage;
ShaderData *emission_sd = AS_SHADER_DATA(&emission_sd_storage);
float3 light_eval = light_sample_shader_eval(
INTEGRATOR_STATE_PASS, emission_sd, &ls, ray_time);
if (is_zero(light_eval)) {
return;
}
/* MIS weighting. */
if (!(path_flag & PATH_RAY_MIS_SKIP)) {
/* multiple importance sampling, get regular light pdf,
* and compute weight with respect to BSDF pdf */
const float mis_ray_pdf = INTEGRATOR_STATE(path, mis_ray_pdf);
const float mis_weight = power_heuristic(mis_ray_pdf, ls.pdf);
light_eval *= mis_weight;
}
/* Write to render buffer. */
const float3 throughput = INTEGRATOR_STATE(path, throughput);
kernel_accum_emission(INTEGRATOR_STATE_PASS, throughput, light_eval, render_buffer);
}
}
}
ccl_device void integrator_shade_background(INTEGRATOR_STATE_ARGS,
ccl_global float *ccl_restrict render_buffer)
{
PROFILING_INIT(kg, PROFILING_SHADE_LIGHT_SETUP);
/* TODO: unify these in a single loop to only have a single shader evaluation call. */
integrate_distant_lights(INTEGRATOR_STATE_PASS, render_buffer);
integrate_background(INTEGRATOR_STATE_PASS, render_buffer);
#ifdef __SHADOW_CATCHER__
if (INTEGRATOR_STATE(path, flag) & PATH_RAY_SHADOW_CATCHER_BACKGROUND) {
INTEGRATOR_STATE_WRITE(path, flag) &= ~PATH_RAY_SHADOW_CATCHER_BACKGROUND;
const int isect_prim = INTEGRATOR_STATE(isect, prim);
const int shader = intersection_get_shader_from_isect_prim(kg, isect_prim);
const int shader_flags = kernel_tex_fetch(__shaders, shader).flags;
if ((shader_flags & SD_HAS_RAYTRACE) || (kernel_data.film.pass_ao != PASS_UNUSED)) {
INTEGRATOR_PATH_NEXT_SORTED(DEVICE_KERNEL_INTEGRATOR_SHADE_BACKGROUND,
DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE,
shader);
}
else {
INTEGRATOR_PATH_NEXT_SORTED(DEVICE_KERNEL_INTEGRATOR_SHADE_BACKGROUND,
DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE,
shader);
}
return;
}
#endif
INTEGRATOR_PATH_TERMINATE(DEVICE_KERNEL_INTEGRATOR_SHADE_BACKGROUND);
}
CCL_NAMESPACE_END