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
		
			
				
	
	
		
			99 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			99 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * Copyright 2011-2015 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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/* Shadow ray cast for direct visible light. */
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ccl_device void kernel_shadow_blocked_dl(KernelGlobals *kg)
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{
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  unsigned int dl_queue_length = kernel_split_params.queue_index[QUEUE_SHADOW_RAY_CAST_DL_RAYS];
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  ccl_barrier(CCL_LOCAL_MEM_FENCE);
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  int ray_index = QUEUE_EMPTY_SLOT;
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  int thread_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
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  if (thread_index < dl_queue_length) {
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    ray_index = get_ray_index(kg,
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                              thread_index,
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                              QUEUE_SHADOW_RAY_CAST_DL_RAYS,
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                              kernel_split_state.queue_data,
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                              kernel_split_params.queue_size,
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                              1);
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  }
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#ifdef __BRANCHED_PATH__
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  /* TODO(mai): move this somewhere else? */
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  if (thread_index == 0) {
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    /* Clear QUEUE_INACTIVE_RAYS before next kernel. */
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    kernel_split_params.queue_index[QUEUE_INACTIVE_RAYS] = 0;
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  }
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#endif /* __BRANCHED_PATH__ */
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  if (ray_index == QUEUE_EMPTY_SLOT)
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    return;
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  ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
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  Ray ray = kernel_split_state.light_ray[ray_index];
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  PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
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  ShaderData *sd = kernel_split_sd(sd, ray_index);
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  float3 throughput = kernel_split_state.throughput[ray_index];
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  BsdfEval L_light = kernel_split_state.bsdf_eval[ray_index];
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  ShaderData *emission_sd = AS_SHADER_DATA(&kernel_split_state.sd_DL_shadow[ray_index]);
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  bool is_lamp = kernel_split_state.is_lamp[ray_index];
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#if defined(__BRANCHED_PATH__) || defined(__SHADOW_TRICKS__)
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  bool use_branched = false;
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  int all = 0;
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  if (state->flag & PATH_RAY_SHADOW_CATCHER) {
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    use_branched = true;
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    all = 1;
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  }
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#  if defined(__BRANCHED_PATH__)
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  else if (kernel_data.integrator.branched) {
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    use_branched = true;
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    if (IS_FLAG(kernel_split_state.ray_state, ray_index, RAY_BRANCHED_INDIRECT)) {
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      all = (kernel_data.integrator.sample_all_lights_indirect);
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    }
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    else {
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      all = (kernel_data.integrator.sample_all_lights_direct);
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    }
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  }
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#  endif /* __BRANCHED_PATH__ */
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  if (use_branched) {
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    kernel_branched_path_surface_connect_light(
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        kg, sd, emission_sd, state, throughput, 1.0f, L, all);
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  }
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  else
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#endif /* defined(__BRANCHED_PATH__) || defined(__SHADOW_TRICKS__)*/
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  {
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    /* trace shadow ray */
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    float3 shadow;
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    if (!shadow_blocked(kg, sd, emission_sd, state, &ray, &shadow)) {
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      /* accumulate */
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      path_radiance_accum_light(kg, L, state, throughput, &L_light, shadow, 1.0f, is_lamp);
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    }
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    else {
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      path_radiance_accum_total_light(L, state, throughput, &L_light);
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    }
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  }
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}
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CCL_NAMESPACE_END
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