With upcoming light group passes, for them to sum up correctly to the combined pass the clamping must be more fine grained. This also has the advantage that if one light is particularly noisy, it does not diminish the contribution from other lights which do not need as much clamping. Clamp values on existing scenes will need to be tweaked to get similar results, there is no automatic conversion possible which would give the same results as before. Implemented by Lukas, with tweaks by Brecht. Part of D4837
350 lines
11 KiB
C
350 lines
11 KiB
C
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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CCL_NAMESPACE_BEGIN
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/* Direction Emission */
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ccl_device_noinline_cpu float3 direct_emissive_eval(KernelGlobals *kg,
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ShaderData *emission_sd,
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LightSample *ls,
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ccl_addr_space PathState *state,
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float3 I,
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differential3 dI,
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float t,
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float time)
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{
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/* setup shading at emitter */
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float3 eval = make_float3(0.0f, 0.0f, 0.0f);
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if (shader_constant_emission_eval(kg, ls->shader, &eval)) {
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if ((ls->prim != PRIM_NONE) && dot(ls->Ng, I) < 0.0f) {
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ls->Ng = -ls->Ng;
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}
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}
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else {
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/* Setup shader data and call shader_eval_surface once, better
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* for GPU coherence and compile times. */
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#ifdef __BACKGROUND_MIS__
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if (ls->type == LIGHT_BACKGROUND) {
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Ray ray;
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ray.D = ls->D;
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ray.P = ls->P;
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ray.t = 1.0f;
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ray.time = time;
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ray.dP = differential3_zero();
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ray.dD = dI;
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shader_setup_from_background(kg, emission_sd, &ray);
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}
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else
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#endif
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{
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shader_setup_from_sample(kg,
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emission_sd,
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ls->P,
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ls->Ng,
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I,
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ls->shader,
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ls->object,
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ls->prim,
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ls->u,
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ls->v,
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t,
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time,
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false,
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ls->lamp);
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ls->Ng = emission_sd->Ng;
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}
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/* No proper path flag, we're evaluating this for all closures. that's
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* weak but we'd have to do multiple evaluations otherwise. */
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path_state_modify_bounce(state, true);
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shader_eval_surface(kg, emission_sd, state, NULL, PATH_RAY_EMISSION);
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path_state_modify_bounce(state, false);
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/* Evaluate closures. */
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#ifdef __BACKGROUND_MIS__
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if (ls->type == LIGHT_BACKGROUND) {
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eval = shader_background_eval(emission_sd);
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}
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else
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#endif
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{
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eval = shader_emissive_eval(emission_sd);
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}
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}
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eval *= ls->eval_fac;
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if (ls->lamp != LAMP_NONE) {
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const ccl_global KernelLight *klight = &kernel_tex_fetch(__lights, ls->lamp);
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eval *= make_float3(klight->strength[0], klight->strength[1], klight->strength[2]);
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}
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return eval;
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}
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ccl_device_noinline_cpu bool direct_emission(KernelGlobals *kg,
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ShaderData *sd,
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ShaderData *emission_sd,
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LightSample *ls,
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ccl_addr_space PathState *state,
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Ray *ray,
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BsdfEval *eval,
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bool *is_lamp,
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float rand_terminate)
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{
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if (ls->pdf == 0.0f)
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return false;
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/* todo: implement */
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differential3 dD = differential3_zero();
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/* evaluate closure */
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float3 light_eval = direct_emissive_eval(
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kg, emission_sd, ls, state, -ls->D, dD, ls->t, sd->time);
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if (is_zero(light_eval))
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return false;
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/* evaluate BSDF at shading point */
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#ifdef __VOLUME__
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if (sd->prim != PRIM_NONE)
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shader_bsdf_eval(kg, sd, ls->D, eval, ls->pdf, ls->shader & SHADER_USE_MIS);
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else {
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float bsdf_pdf;
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shader_volume_phase_eval(kg, sd, ls->D, eval, &bsdf_pdf);
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if (ls->shader & SHADER_USE_MIS) {
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/* Multiple importance sampling. */
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float mis_weight = power_heuristic(ls->pdf, bsdf_pdf);
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light_eval *= mis_weight;
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}
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}
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#else
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shader_bsdf_eval(kg, sd, ls->D, eval, ls->pdf, ls->shader & SHADER_USE_MIS);
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#endif
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bsdf_eval_mul3(eval, light_eval / ls->pdf);
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#ifdef __PASSES__
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/* use visibility flag to skip lights */
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if (ls->shader & SHADER_EXCLUDE_ANY) {
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if (ls->shader & SHADER_EXCLUDE_DIFFUSE) {
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eval->diffuse = make_float3(0.0f, 0.0f, 0.0f);
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eval->subsurface = make_float3(0.0f, 0.0f, 0.0f);
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}
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if (ls->shader & SHADER_EXCLUDE_GLOSSY)
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eval->glossy = make_float3(0.0f, 0.0f, 0.0f);
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if (ls->shader & SHADER_EXCLUDE_TRANSMIT)
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eval->transmission = make_float3(0.0f, 0.0f, 0.0f);
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if (ls->shader & SHADER_EXCLUDE_SCATTER)
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eval->scatter = make_float3(0.0f, 0.0f, 0.0f);
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}
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#endif
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if (bsdf_eval_is_zero(eval))
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return false;
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if (kernel_data.integrator.light_inv_rr_threshold > 0.0f
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#ifdef __SHADOW_TRICKS__
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&& (state->flag & PATH_RAY_SHADOW_CATCHER) == 0
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#endif
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) {
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float probability = max3(fabs(bsdf_eval_sum(eval))) *
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kernel_data.integrator.light_inv_rr_threshold;
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if (probability < 1.0f) {
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if (rand_terminate >= probability) {
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return false;
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}
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bsdf_eval_mul(eval, 1.0f / probability);
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}
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}
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if (ls->shader & SHADER_CAST_SHADOW) {
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/* setup ray */
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bool transmit = (dot(sd->Ng, ls->D) < 0.0f);
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ray->P = ray_offset(sd->P, (transmit) ? -sd->Ng : sd->Ng);
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if (ls->t == FLT_MAX) {
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/* distant light */
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ray->D = ls->D;
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ray->t = ls->t;
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}
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else {
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/* other lights, avoid self-intersection */
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ray->D = ray_offset(ls->P, ls->Ng) - ray->P;
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ray->D = normalize_len(ray->D, &ray->t);
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}
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ray->dP = sd->dP;
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ray->dD = differential3_zero();
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}
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else {
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/* signal to not cast shadow ray */
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ray->t = 0.0f;
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}
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/* return if it's a lamp for shadow pass */
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*is_lamp = (ls->prim == PRIM_NONE && ls->type != LIGHT_BACKGROUND);
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return true;
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}
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/* Indirect Primitive Emission */
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ccl_device_noinline_cpu float3 indirect_primitive_emission(
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KernelGlobals *kg, ShaderData *sd, float t, int path_flag, float bsdf_pdf)
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{
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/* evaluate emissive closure */
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float3 L = shader_emissive_eval(sd);
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#ifdef __HAIR__
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if (!(path_flag & PATH_RAY_MIS_SKIP) && (sd->flag & SD_USE_MIS) &&
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(sd->type & PRIMITIVE_ALL_TRIANGLE))
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#else
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if (!(path_flag & PATH_RAY_MIS_SKIP) && (sd->flag & SD_USE_MIS))
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#endif
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{
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/* multiple importance sampling, get triangle light pdf,
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* and compute weight with respect to BSDF pdf */
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float pdf = triangle_light_pdf(kg, sd, t);
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float mis_weight = power_heuristic(bsdf_pdf, pdf);
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return L * mis_weight;
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}
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return L;
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}
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/* Indirect Lamp Emission */
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ccl_device_noinline_cpu void indirect_lamp_emission(KernelGlobals *kg,
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ShaderData *emission_sd,
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ccl_addr_space PathState *state,
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PathRadiance *L,
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Ray *ray,
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float3 throughput)
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{
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for (int lamp = 0; lamp < kernel_data.integrator.num_all_lights; lamp++) {
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LightSample ls ccl_optional_struct_init;
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if (!lamp_light_eval(kg, lamp, ray->P, ray->D, ray->t, &ls))
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continue;
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#ifdef __PASSES__
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/* use visibility flag to skip lights */
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if (ls.shader & SHADER_EXCLUDE_ANY) {
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if (((ls.shader & SHADER_EXCLUDE_DIFFUSE) && (state->flag & PATH_RAY_DIFFUSE)) ||
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((ls.shader & SHADER_EXCLUDE_GLOSSY) &&
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((state->flag & (PATH_RAY_GLOSSY | PATH_RAY_REFLECT)) ==
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(PATH_RAY_GLOSSY | PATH_RAY_REFLECT))) ||
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((ls.shader & SHADER_EXCLUDE_TRANSMIT) && (state->flag & PATH_RAY_TRANSMIT)) ||
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((ls.shader & SHADER_EXCLUDE_SCATTER) && (state->flag & PATH_RAY_VOLUME_SCATTER)))
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continue;
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}
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#endif
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float3 lamp_L = direct_emissive_eval(
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kg, emission_sd, &ls, state, -ray->D, ray->dD, ls.t, ray->time);
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#ifdef __VOLUME__
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if (state->volume_stack[0].shader != SHADER_NONE) {
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/* shadow attenuation */
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Ray volume_ray = *ray;
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volume_ray.t = ls.t;
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float3 volume_tp = make_float3(1.0f, 1.0f, 1.0f);
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kernel_volume_shadow(kg, emission_sd, state, &volume_ray, &volume_tp);
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lamp_L *= volume_tp;
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}
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#endif
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if (!(state->flag & PATH_RAY_MIS_SKIP)) {
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/* multiple importance sampling, get regular light pdf,
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* and compute weight with respect to BSDF pdf */
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float mis_weight = power_heuristic(state->ray_pdf, ls.pdf);
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lamp_L *= mis_weight;
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}
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path_radiance_accum_emission(kg, L, state, throughput, lamp_L);
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}
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}
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/* Indirect Background */
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ccl_device_noinline_cpu float3 indirect_background(KernelGlobals *kg,
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ShaderData *emission_sd,
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ccl_addr_space PathState *state,
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ccl_global float *buffer,
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ccl_addr_space Ray *ray)
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{
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#ifdef __BACKGROUND__
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int shader = kernel_data.background.surface_shader;
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/* Use visibility flag to skip lights. */
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if (shader & SHADER_EXCLUDE_ANY) {
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if (((shader & SHADER_EXCLUDE_DIFFUSE) && (state->flag & PATH_RAY_DIFFUSE)) ||
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((shader & SHADER_EXCLUDE_GLOSSY) &&
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((state->flag & (PATH_RAY_GLOSSY | PATH_RAY_REFLECT)) ==
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(PATH_RAY_GLOSSY | PATH_RAY_REFLECT))) ||
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((shader & SHADER_EXCLUDE_TRANSMIT) && (state->flag & PATH_RAY_TRANSMIT)) ||
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((shader & SHADER_EXCLUDE_CAMERA) && (state->flag & PATH_RAY_CAMERA)) ||
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((shader & SHADER_EXCLUDE_SCATTER) && (state->flag & PATH_RAY_VOLUME_SCATTER)))
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return make_float3(0.0f, 0.0f, 0.0f);
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}
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/* Evaluate background shader. */
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float3 L = make_float3(0.0f, 0.0f, 0.0f);
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if (!shader_constant_emission_eval(kg, shader, &L)) {
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# ifdef __SPLIT_KERNEL__
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Ray priv_ray = *ray;
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shader_setup_from_background(kg, emission_sd, &priv_ray);
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# else
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shader_setup_from_background(kg, emission_sd, ray);
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# endif
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path_state_modify_bounce(state, true);
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shader_eval_surface(kg, emission_sd, state, buffer, state->flag | PATH_RAY_EMISSION);
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path_state_modify_bounce(state, false);
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L = shader_background_eval(emission_sd);
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}
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/* Background MIS weights. */
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# ifdef __BACKGROUND_MIS__
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/* Check if background light exists or if we should skip pdf. */
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int res_x = kernel_data.integrator.pdf_background_res_x;
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if (!(state->flag & PATH_RAY_MIS_SKIP) && res_x) {
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/* multiple importance sampling, get background light pdf for ray
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* direction, and compute weight with respect to BSDF pdf */
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float pdf = background_light_pdf(kg, ray->P, ray->D);
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float mis_weight = power_heuristic(state->ray_pdf, pdf);
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return L * mis_weight;
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}
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# endif
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return L;
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#else
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return make_float3(0.8f, 0.8f, 0.8f);
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#endif
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}
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CCL_NAMESPACE_END
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