blender/intern/cycles/kernel/split/kernel_scene_intersect.h

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/*
* Copyright 2011-2015 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.
*/
CCL_NAMESPACE_BEGIN
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/* This kernel takes care of scene_intersect function.
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*
* This kernel changes the ray_state of RAY_REGENERATED rays to RAY_ACTIVE.
* This kernel processes rays of ray state RAY_ACTIVE
* This kernel determines the rays that have hit the background and changes
* their ray state to RAY_HIT_BACKGROUND.
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*/
ccl_device void kernel_scene_intersect(KernelGlobals *kg)
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{
/* Fetch use_queues_flag */
char local_use_queues_flag = *kernel_split_params.use_queues_flag;
ccl_barrier(CCL_LOCAL_MEM_FENCE);
int ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
if(local_use_queues_flag) {
ray_index = get_ray_index(kg, ray_index,
QUEUE_ACTIVE_AND_REGENERATED_RAYS,
kernel_split_state.queue_data,
kernel_split_params.queue_size,
0);
if(ray_index == QUEUE_EMPTY_SLOT) {
return;
}
}
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/* All regenerated rays become active here */
if(IS_STATE(kernel_split_state.ray_state, ray_index, RAY_REGENERATED)) {
#ifdef __BRANCHED_PATH__
if(kernel_split_state.branched_state[ray_index].waiting_on_shared_samples) {
kernel_split_path_end(kg, ray_index);
}
else
#endif /* __BRANCHED_PATH__ */
{
ASSIGN_RAY_STATE(kernel_split_state.ray_state, ray_index, RAY_ACTIVE);
}
}
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if(!IS_STATE(kernel_split_state.ray_state, ray_index, RAY_ACTIVE)) {
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return;
}
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#ifdef __KERNEL_DEBUG__
DebugData *debug_data = &kernel_split_state.debug_data[ray_index];
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#endif
Intersection isect;
PathState state = kernel_split_state.path_state[ray_index];
Ray ray = kernel_split_state.ray[ray_index];
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/* intersect scene */
uint visibility = path_state_ray_visibility(kg, &state);
if(state.bounce > kernel_data.integrator.ao_bounces) {
visibility = PATH_RAY_SHADOW;
ray.t = kernel_data.background.ao_distance;
}
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#ifdef __HAIR__
float difl = 0.0f, extmax = 0.0f;
uint lcg_state = 0;
RNG rng = kernel_split_state.rng[ray_index];
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if(kernel_data.bvh.have_curves) {
if((kernel_data.cam.resolution == 1) && (state.flag & PATH_RAY_CAMERA)) {
float3 pixdiff = ray.dD.dx + ray.dD.dy;
/*pixdiff = pixdiff - dot(pixdiff, ray.D)*ray.D;*/
difl = kernel_data.curve.minimum_width * len(pixdiff) * 0.5f;
}
extmax = kernel_data.curve.maximum_width;
lcg_state = lcg_state_init(&rng, state.rng_offset, state.sample, 0x51633e2d);
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}
bool hit = scene_intersect(kg, ray, visibility, &isect, &lcg_state, difl, extmax);
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#else
bool hit = scene_intersect(kg, ray, visibility, &isect, NULL, 0.0f, 0.0f);
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#endif
kernel_split_state.isect[ray_index] = isect;
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#ifdef __KERNEL_DEBUG__
if(state.flag & PATH_RAY_CAMERA) {
debug_data->num_bvh_traversed_nodes += isect.num_traversed_nodes;
debug_data->num_bvh_traversed_instances += isect.num_traversed_instances;
debug_data->num_bvh_intersections += isect.num_intersections;
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}
debug_data->num_ray_bounces++;
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#endif
if(!hit) {
/* Change the state of rays that hit the background;
* These rays undergo special processing in the
* background_bufferUpdate kernel.
*/
ASSIGN_RAY_STATE(kernel_split_state.ray_state, ray_index, RAY_HIT_BACKGROUND);
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}
}
CCL_NAMESPACE_END