Commit: d644753319b65a25ae043900cca235070bcdd181
Author: Brecht Van Lommel
Date:   Fri Apr 4 14:35:30 2014 +0200
https://developer.blender.org/rBd644753319b65a25ae043900cca235070bcdd181

Cycles code refactor: move some surface and volume path code to separate files.

===================================================================

M       intern/cycles/kernel/CMakeLists.txt
M       intern/cycles/kernel/kernel_path.h
A       intern/cycles/kernel/kernel_path_surface.h
A       intern/cycles/kernel/kernel_path_volume.h

===================================================================

diff --git a/intern/cycles/kernel/CMakeLists.txt 
b/intern/cycles/kernel/CMakeLists.txt
index 6888dad..d34a045 100644
--- a/intern/cycles/kernel/CMakeLists.txt
+++ b/intern/cycles/kernel/CMakeLists.txt
@@ -35,6 +35,8 @@ set(SRC_HEADERS
        kernel_passes.h
        kernel_path.h
        kernel_path_state.h
+       kernel_path_surface.h
+       kernel_path_volume.h
        kernel_projection.h
        kernel_random.h
        kernel_shader.h
diff --git a/intern/cycles/kernel/kernel_path.h 
b/intern/cycles/kernel/kernel_path.h
index f5606c0..9a5a85a 100644
--- a/intern/cycles/kernel/kernel_path.h
+++ b/intern/cycles/kernel/kernel_path.h
@@ -42,310 +42,11 @@
 
 #include "kernel_path_state.h"
 #include "kernel_shadow.h"
+#include "kernel_path_surface.h"
+#include "kernel_path_volume.h"
 
 CCL_NAMESPACE_BEGIN
 
-#ifdef __VOLUME__
-
-ccl_device_inline void kernel_path_volume_connect_light(KernelGlobals *kg, RNG 
*rng,
-       ShaderData *sd, float3 throughput, PathState *state, PathRadiance *L, 
float num_samples_adjust)
-{
-#ifdef __EMISSION__
-       if(!(kernel_data.integrator.use_direct_light && (sd->flag & 
SD_BSDF_HAS_EVAL)))
-               return;
-
-       /* sample illumination from lights to find path contribution */
-       float light_t = path_state_rng_1D(kg, rng, state, PRNG_LIGHT);
-       float light_u, light_v;
-       path_state_rng_2D(kg, rng, state, PRNG_LIGHT_U, &light_u, &light_v);
-
-       Ray light_ray;
-       BsdfEval L_light;
-       bool is_lamp;
-
-#ifdef __OBJECT_MOTION__
-       light_ray.time = sd->time;
-#endif
-
-       LightSample ls;
-       light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, &ls);
-
-       if(direct_emission(kg, sd, &ls, &light_ray, &L_light, &is_lamp, 
state->bounce, state->transparent_bounce)) {
-               /* trace shadow ray */
-               float3 shadow;
-
-               if(!shadow_blocked(kg, state, &light_ray, &shadow)) {
-                       /* accumulate */
-                       path_radiance_accum_light(L, throughput * 
num_samples_adjust, &L_light, shadow, 1.0f, state->bounce, is_lamp);
-               }
-       }
-#endif
-}
-
-ccl_device_inline bool kernel_path_volume_bounce(KernelGlobals *kg, RNG *rng,
-       ShaderData *sd, float3 *throughput, PathState *state, PathRadiance *L, 
Ray *ray,
-       float num_samples_adjust)
-{
-       /* sample phase function */
-       float phase_pdf;
-       BsdfEval phase_eval;
-       float3 phase_omega_in;
-       differential3 phase_domega_in;
-       float phase_u, phase_v;
-       path_state_rng_2D(kg, rng, state, PRNG_PHASE_U, &phase_u, &phase_v);
-       int label;
-
-       label = shader_volume_phase_sample(kg, sd, phase_u, phase_v, 
&phase_eval,
-               &phase_omega_in, &phase_domega_in, &phase_pdf);
-
-       if(phase_pdf == 0.0f || bsdf_eval_is_zero(&phase_eval))
-               return false;
-       
-       /* modify throughput */
-       path_radiance_bsdf_bounce(L, throughput, &phase_eval, phase_pdf, 
state->bounce, label);
-
-       /* set labels */
-       state->ray_pdf = phase_pdf;
-#ifdef __LAMP_MIS__
-       state->ray_t = 0.0f;
-#endif
-       state->min_ray_pdf = fminf(phase_pdf, state->min_ray_pdf);
-
-       /* update path state */
-       path_state_next(kg, state, label);
-
-       /* setup ray */
-       ray->P = sd->P;
-       ray->D = phase_omega_in;
-       ray->t = FLT_MAX;
-
-#ifdef __RAY_DIFFERENTIALS__
-       ray->dP = sd->dP;
-       ray->dD = phase_domega_in;
-#endif
-
-       return true;
-}
-
-#endif
-
-#if defined(__BRANCHED_PATH__) || defined(__SUBSURFACE__)
-
-/* branched path tracing: connect path directly to position on one or more 
lights and add it to L */
-ccl_device void kernel_branched_path_surface_connect_light(KernelGlobals *kg, 
RNG *rng,
-       ShaderData *sd, PathState *state, float3 throughput, float 
num_samples_adjust, PathRadiance *L, bool sample_all_lights)
-{
-       /* sample illumination from lights to find path contribution */
-       if(sd->flag & SD_BSDF_HAS_EVAL) {
-               Ray light_ray;
-               BsdfEval L_light;
-               bool is_lamp;
-
-#ifdef __OBJECT_MOTION__
-               light_ray.time = sd->time;
-#endif
-
-               if(sample_all_lights) {
-                       /* lamp sampling */
-                       for(int i = 0; i < 
kernel_data.integrator.num_all_lights; i++) {
-                               int num_samples = 
ceil_to_int(num_samples_adjust*light_select_num_samples(kg, i));
-                               float num_samples_inv = 
num_samples_adjust/(num_samples*kernel_data.integrator.num_all_lights);
-                               RNG lamp_rng = cmj_hash(*rng, i);
-
-                               if(kernel_data.integrator.pdf_triangles != 0.0f)
-                                       num_samples_inv *= 0.5f;
-
-                               for(int j = 0; j < num_samples; j++) {
-                                       float light_u, light_v;
-                                       path_branched_rng_2D(kg, &lamp_rng, 
state, j, num_samples, PRNG_LIGHT_U, &light_u, &light_v);
-
-                                       LightSample ls;
-                                       light_select(kg, i, light_u, light_v, 
sd->P, &ls);
-
-                                       if(direct_emission(kg, sd, &ls, 
&light_ray, &L_light, &is_lamp, state->bounce, state->transparent_bounce)) {
-                                               /* trace shadow ray */
-                                               float3 shadow;
-
-                                               if(!shadow_blocked(kg, state, 
&light_ray, &shadow)) {
-                                                       /* accumulate */
-                                                       
path_radiance_accum_light(L, throughput*num_samples_inv, &L_light, shadow, 
num_samples_inv, state->bounce, is_lamp);
-                                               }
-                                       }
-                               }
-                       }
-
-                       /* mesh light sampling */
-                       if(kernel_data.integrator.pdf_triangles != 0.0f) {
-                               int num_samples = 
ceil_to_int(num_samples_adjust*kernel_data.integrator.mesh_light_samples);
-                               float num_samples_inv = 
num_samples_adjust/num_samples;
-
-                               if(kernel_data.integrator.num_all_lights)
-                                       num_samples_inv *= 0.5f;
-
-                               for(int j = 0; j < num_samples; j++) {
-                                       float light_t = 
path_branched_rng_1D(kg, rng, state, j, num_samples, PRNG_LIGHT);
-                                       float light_u, light_v;
-                                       path_branched_rng_2D(kg, rng, state, j, 
num_samples, PRNG_LIGHT_U, &light_u, &light_v);
-
-                                       /* only sample triangle lights */
-                                       
if(kernel_data.integrator.num_all_lights)
-                                               light_t = 0.5f*light_t;
-
-                                       LightSample ls;
-                                       light_sample(kg, light_t, light_u, 
light_v, sd->time, sd->P, &ls);
-
-                                       if(direct_emission(kg, sd, &ls, 
&light_ray, &L_light, &is_lamp, state->bounce, state->transparent_bounce)) {
-                                               /* trace shadow ray */
-                                               float3 shadow;
-
-                                               if(!shadow_blocked(kg, state, 
&light_ray, &shadow)) {
-                                                       /* accumulate */
-                                                       
path_radiance_accum_light(L, throughput*num_samples_inv, &L_light, shadow, 
num_samples_inv, state->bounce, is_lamp);
-                                               }
-                                       }
-                               }
-                       }
-               }
-               else {
-                       float light_t = path_state_rng_1D(kg, rng, state, 
PRNG_LIGHT);
-                       float light_u, light_v;
-                       path_state_rng_2D(kg, rng, state, PRNG_LIGHT_U, 
&light_u, &light_v);
-
-                       LightSample ls;
-                       light_sample(kg, light_t, light_u, light_v, sd->time, 
sd->P, &ls);
-
-                       /* sample random light */
-                       if(direct_emission(kg, sd, &ls, &light_ray, &L_light, 
&is_lamp, state->bounce, state->transparent_bounce)) {
-                               /* trace shadow ray */
-                               float3 shadow;
-
-                               if(!shadow_blocked(kg, state, &light_ray, 
&shadow)) {
-                                       /* accumulate */
-                                       path_radiance_accum_light(L, 
throughput*num_samples_adjust, &L_light, shadow, num_samples_adjust, 
state->bounce, is_lamp);
-                               }
-                       }
-               }
-       }
-}
-
-#endif
-
-/* path tracing: connect path directly to position on a light and add it to L 
*/
-ccl_device_inline void kernel_path_surface_connect_light(KernelGlobals *kg, 
RNG *rng,
-       ShaderData *sd, float3 throughput, PathState *state, PathRadiance *L)
-{
-#ifdef __EMISSION__
-       if(!(kernel_data.integrator.use_direct_light) && (sd->flag & 
SD_BSDF_HAS_EVAL))
-               return;
-
-       float light_t = path_state_rng_1D(kg, rng, state, PRNG_LIGHT);
-       float light_u, light_v;
-       path_state_rng_2D(kg, rng, state, PRNG_LIGHT_U, &light_u, &light_v);
-
-       Ray light_ray;
-       BsdfEval L_light;
-       bool is_lamp;
-
-#ifdef __OBJECT_MOTION__
-       light_ray.time = sd->time;
-#endif
-
-       LightSample ls;
-       light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, &ls);
-
-       if(direct_emission(kg, sd, &ls, &light_ray, &L_light, &is_lamp, 
state->bounce, state->transparent_bounce)) {
-               /* trace shadow ray */
-               float3 shadow;
-
-               if(!shadow_blocked(kg, state, &light_ray, &shadow)) {
-                       /* accumulate */
-                       path_radiance_accum_light(L, throughput, &L_light, 
shadow, 1.0f, state->bounce, is_lamp);
-               }
-       }
-#endif
-}
-
-/* path tracing: bounce off or through surface to with new direction stored in 
ray */
-ccl_device_inline bool kernel_path_surface_bounce(KernelGlobals *kg, RNG *rng,
-       ShaderData *sd, float3 *throughput, PathState *state, PathRadiance *L, 
Ray *ray)
-{
-       /* no BSDF? we can stop here */
-       if(sd->flag & SD_BSDF) {
-               /* sample BSDF */
-               float bsdf_pdf;
-               BsdfEval bsdf_eval;
-               float3 bsdf_omega_in;
-               differential3 bsdf_domega_in;
-               float bsdf_u, bsdf_v;
-               path_state_rng_2D(kg, rng, state, PRNG_BSDF_U, &bsdf_u, 
&bsdf_v);
-               int label;
-
-               label = shader_bsdf_sample(kg, sd, bsdf_u, bsdf_v, &bsdf_eval,
-                       &bsdf_omega_in, &bsdf_domega_in, &bsdf_pdf);
-
-               if(bsdf_pdf == 0.0f || bsdf_eval_is_zero(&bsdf_eval))
-                       return false;
-
-               /* modify throughput */
-               path_radiance_bsdf_bounce(L, throughput, &bsdf_eval, bsdf_pdf, 
state->bounce, label);
-
-               /* set labels */
-               if(!(label & LABEL_TRANSPARENT)) {
-                       state->ray_pdf = bsdf_pdf;
-#ifdef __LAMP_MIS__
-                       state->ray_t = 0.0f;
-#endif
-                       state->min_ray_pdf = fminf(bsdf_pdf, 
state->min_ray_pdf);
-               }
-
-               /* update path state */
-               path_state_next(kg, state, label);
-
-               /* setup ray */
-               ray->P = ray_offset(sd->P, (label & LABEL_TRANSMIT)? -sd->Ng: 
sd->Ng);
-               ray->D = bsdf_omega_in;
-
-               if(state->bounce == 0)
-                       ray->t -= sd->ray_length; /* clipping works through 
transparent */
-               else
-                       ray->t = FLT_MAX;
-
-#ifdef __RAY_DIFFERENTIALS__
-               ray->dP = sd->dP;
-               ray->dD = bsdf_domega_in;
-#endif
-
-#ifdef __VOLUME__
-               /* enter/exit volume */
-               if(label & LABEL_TRANSMIT)
-                       kernel_volume_stack_enter_exit(kg, sd, 
state->volume_stack);
-#endif
-               return true;
-       }
-#ifdef __VOLUME__
-       else if(sd->flag & SD_HAS_ONLY_VOLUME) {
-               /* no surface shader but have a volume shader? act transparent 
*/
-
-               /* update path state, count as transparent */
-               path_state_next(kg, state, LABEL_TRANSPARENT);
-
-               /* setup ray position, direction stays unchanged */
-               ray->P = ray_offset(sd->P, -sd->Ng);
-#ifdef __RAY_DIFFERENTIALS__
-               ray->dP = sd->dP;
-#endif
-
-               /* enter/exit volume */
-               kernel_volume_stack_enter_exit(kg, sd, state->volume_stack);
-               return true;
-       }
-#endif
-       else {
-               /* no bsdf or volume? */
-               return false;
-       }
-}
-
 ccl_device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, Ray ray,
        float3 throughput, int num_samples, PathState state, PathRadiance *L)
 {
@@ -875,58 +576,12 @@ ccl_device_noinline void kern

@@ Diff output truncated at 10240 characters. @@

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