Merging r43501 through r43720 form trunk into soc-2011-tomato
[blender.git] / intern / cycles / kernel / kernel_accumulate.h
1 /*
2  * Copyright 2011, Blender Foundation.
3  *
4  * This program is free software; you can redistribute it and/or
5  * modify it under the terms of the GNU General Public License
6  * as published by the Free Software Foundation; either version 2
7  * of the License, or (at your option) any later version.
8  *
9  * This program is distributed in the hope that it will be useful,
10  * but WITHOUT ANY WARRANTY; without even the implied warranty of
11  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
12  * GNU General Public License for more details.
13  *
14  * You should have received a copy of the GNU General Public License
15  * along with this program; if not, write to the Free Software Foundation,
16  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
17  */
18
19 CCL_NAMESPACE_BEGIN
20
21 /* BSDF Eval
22  *
23  * BSDF evaluation result, split per BSDF type. This is used to accumulate
24  * render passes separately. */
25
26 __device_inline void bsdf_eval_init(BsdfEval *eval, ClosureType type, float3 value, int use_light_pass)
27 {
28 #ifdef __PASSES__
29         eval->use_light_pass = use_light_pass;
30
31         if(eval->use_light_pass) {
32                 eval->diffuse = make_float3(0.0f, 0.0f, 0.0f);
33                 eval->glossy = make_float3(0.0f, 0.0f, 0.0f);
34                 eval->transmission = make_float3(0.0f, 0.0f, 0.0f);
35                 eval->transparent = make_float3(0.0f, 0.0f, 0.0f);
36
37                 if(type == CLOSURE_BSDF_TRANSPARENT_ID)
38                         eval->transparent = value;
39                 else if(CLOSURE_IS_BSDF_DIFFUSE(type))
40                         eval->diffuse = value;
41                 else if(CLOSURE_IS_BSDF_GLOSSY(type))
42                         eval->glossy = value;
43                 else
44                         eval->transmission = value;
45         }
46         else
47                 eval->diffuse = value;
48 #else
49         *eval = value;
50 #endif
51 }
52
53 __device_inline void bsdf_eval_accum(BsdfEval *eval, ClosureType type, float3 value)
54 {
55 #ifdef __PASSES__
56         if(eval->use_light_pass) {
57                 if(CLOSURE_IS_BSDF_DIFFUSE(type))
58                         eval->diffuse += value;
59                 else if(CLOSURE_IS_BSDF_GLOSSY(type))
60                         eval->glossy += value;
61                 else
62                         eval->transmission += value;
63
64                 /* skipping transparent, this function is used by for eval(), will be zero then */
65         }
66         else
67                 eval->diffuse += value;
68 #else
69         *eval += value;
70 #endif
71 }
72
73 __device_inline bool bsdf_eval_is_zero(BsdfEval *eval)
74 {
75 #ifdef __PASSES__
76         if(eval->use_light_pass) {
77                 return is_zero(eval->diffuse)
78                         && is_zero(eval->glossy)
79                         && is_zero(eval->transmission)
80                         && is_zero(eval->transparent);
81         }
82         else
83                 return is_zero(eval->diffuse);
84 #else
85         return is_zero(*eval);
86 #endif
87 }
88
89 __device_inline void bsdf_eval_mul(BsdfEval *eval, float3 value)
90 {
91 #ifdef __PASSES__
92         if(eval->use_light_pass) {
93                 eval->diffuse *= value;
94                 eval->glossy *= value;
95                 eval->transmission *= value;
96
97                 /* skipping transparent, this function is used by for eval(), will be zero then */
98         }
99         else
100                 eval->diffuse *= value;
101 #else
102         *eval *= value;
103 #endif
104 }
105
106 /* Path Radiance
107  *
108  * We accumulate different render passes separately. After summing at the end
109  * to get the combined result, it should be identical. We definte directly
110  * visible as the first non-transparent hit, while indirectly visible are the
111  * bounces after that. */
112
113 __device_inline void path_radiance_init(PathRadiance *L, int use_light_pass)
114 {
115         /* clear all */
116 #ifdef __PASSES__
117         L->use_light_pass = use_light_pass;
118
119         if(use_light_pass) {
120                 L->indirect = make_float3(0.0f, 0.0f, 0.0f);
121                 L->direct_throughput = make_float3(0.0f, 0.0f, 0.0f);
122                 L->direct_emission = make_float3(0.0f, 0.0f, 0.0f);
123
124                 L->color_diffuse = make_float3(0.0f, 0.0f, 0.0f);
125                 L->color_glossy = make_float3(0.0f, 0.0f, 0.0f);
126                 L->color_transmission = make_float3(0.0f, 0.0f, 0.0f);
127
128                 L->direct_diffuse = make_float3(0.0f, 0.0f, 0.0f);
129                 L->direct_glossy = make_float3(0.0f, 0.0f, 0.0f);
130                 L->direct_transmission = make_float3(0.0f, 0.0f, 0.0f);
131
132                 L->indirect_diffuse = make_float3(0.0f, 0.0f, 0.0f);
133                 L->indirect_glossy = make_float3(0.0f, 0.0f, 0.0f);
134                 L->indirect_transmission = make_float3(0.0f, 0.0f, 0.0f);
135
136                 L->emission = make_float3(0.0f, 0.0f, 0.0f);
137                 L->background = make_float3(0.0f, 0.0f, 0.0f);
138         }
139         else
140                 L->emission = make_float3(0.0f, 0.0f, 0.0f);
141 #else
142         *L = make_float3(0.0f, 0.0f, 0.0f);
143 #endif
144 }
145
146 __device_inline void path_radiance_bsdf_bounce(PathRadiance *L, float3 *throughput,
147         BsdfEval *bsdf_eval, float bsdf_pdf, int bounce, int bsdf_label)
148 {
149         float inverse_pdf = 1.0f/bsdf_pdf;
150
151 #ifdef __PASSES__
152         if(L->use_light_pass) {
153                 if(bounce == 0) {
154                         if(bsdf_label & LABEL_TRANSPARENT) {
155                                 /* transparent bounce before first hit */
156                                 *throughput *= bsdf_eval->transparent*inverse_pdf;
157                         }
158                         else {
159                                 /* first on directly visible surface */
160                                 float3 value = *throughput*inverse_pdf;
161
162                                 L->indirect_diffuse = bsdf_eval->diffuse*value;
163                                 L->indirect_glossy = bsdf_eval->glossy*value;
164                                 L->indirect_transmission = bsdf_eval->transmission*value;
165
166                                 *throughput = L->indirect_diffuse + L->indirect_glossy + L->indirect_transmission;
167                                 
168                                 L->direct_throughput = *throughput;
169                         }
170                 }
171                 else {
172                         /* indirectly visible through BSDF */
173                         float3 sum = (bsdf_eval->diffuse + bsdf_eval->glossy + bsdf_eval->transmission + bsdf_eval->transparent)*inverse_pdf;
174                         *throughput *= sum;
175                 }
176         }
177         else
178                 *throughput *= bsdf_eval->diffuse*inverse_pdf;
179 #else
180         *throughput *= *bsdf_eval*inverse_pdf;
181 #endif
182 }
183
184 __device_inline void path_radiance_accum_emission(PathRadiance *L, float3 throughput, float3 value, int bounce)
185 {
186 #ifdef __PASSES__
187         if(L->use_light_pass) {
188                 if(bounce == 0)
189                         L->emission += throughput*value;
190                 else if(bounce == 1)
191                         L->direct_emission += throughput*value;
192                 else
193                         L->indirect += throughput*value;
194         }
195         else
196                 L->emission += throughput*value;
197 #else
198         *L += throughput*value;
199 #endif
200 }
201
202 __device_inline void path_radiance_accum_light(PathRadiance *L, float3 throughput, BsdfEval *bsdf_eval, int bounce)
203 {
204 #ifdef __PASSES__
205         if(L->use_light_pass) {
206                 if(bounce == 0) {
207                         /* directly visible lighting */
208                         L->direct_diffuse += throughput*bsdf_eval->diffuse;
209                         L->direct_glossy += throughput*bsdf_eval->glossy;
210                         L->direct_transmission += throughput*bsdf_eval->transmission;
211                 }
212                 else {
213                         /* indirectly visible lighting after BSDF bounce */
214                         float3 sum = bsdf_eval->diffuse + bsdf_eval->glossy + bsdf_eval->transmission;
215                         L->indirect += throughput*sum;
216                 }
217         }
218         else
219                 L->emission += throughput*bsdf_eval->diffuse;
220 #else
221         *L += throughput*(*bsdf_eval);
222 #endif
223 }
224
225 __device_inline void path_radiance_accum_background(PathRadiance *L, float3 throughput, float3 value, int bounce)
226 {
227 #ifdef __PASSES__
228         if(L->use_light_pass) {
229                 if(bounce == 0)
230                         L->background += throughput*value;
231                 else if(bounce == 1)
232                         L->direct_emission += throughput*value;
233                 else
234                         L->indirect += throughput*value;
235         }
236         else
237                 L->emission += throughput*value;
238 #else
239         *L += throughput*value;
240 #endif
241 }
242
243 __device_inline float3 safe_divide_color(float3 a, float3 b)
244 {
245         float x, y, z;
246
247         x = (b.x != 0.0f)? a.x/b.x: 0.0f;
248         y = (b.y != 0.0f)? a.y/b.y: 0.0f;
249         z = (b.z != 0.0f)? a.z/b.z: 0.0f;
250
251         return make_float3(x, y, z);
252 }
253
254 __device_inline float3 path_radiance_sum(PathRadiance *L)
255 {
256 #ifdef __PASSES__
257         if(L->use_light_pass) {
258                 /* this division is a bit ugly, but means we only have to keep track of
259                    only a single throughput further along the path, here we recover just
260                    the indirect parth that is not influenced by any particular BSDF type */
261                 L->direct_emission = safe_divide_color(L->direct_emission, L->direct_throughput);
262                 L->direct_diffuse += L->indirect_diffuse*L->direct_emission;
263                 L->direct_glossy += L->indirect_glossy*L->direct_emission;
264                 L->direct_transmission += L->indirect_transmission*L->direct_emission;
265
266                 L->indirect = safe_divide_color(L->indirect, L->direct_throughput);
267                 L->indirect_diffuse *= L->indirect;
268                 L->indirect_glossy *= L->indirect;
269                 L->indirect_transmission *= L->indirect;
270
271                 return L->emission + L->background
272                         + L->direct_diffuse + L->direct_glossy + L->direct_transmission
273                         + L->indirect_diffuse + L->indirect_glossy + L->indirect_transmission;
274         }
275         else
276                 return L->emission;
277 #else
278         return *L;
279 #endif
280 }
281
282 CCL_NAMESPACE_END
283