forked from bartvdbraak/blender
100 lines
4.7 KiB
C
100 lines
4.7 KiB
C
/*
|
|
* 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.
|
|
*/
|
|
|
|
#include "kernel_split_common.h"
|
|
|
|
/* Note on kernel_shadow_blocked kernel.
|
|
* This is the ninth kernel in the ray tracing logic. This is the eighth
|
|
* of the path iteration kernels. This kernel takes care of "shadow ray cast"
|
|
* logic of the direct lighting and AO part of ray tracing.
|
|
*
|
|
* The input and output are as follows,
|
|
*
|
|
* PathState_coop ----------------------------------|--- kernel_shadow_blocked --|
|
|
* LightRay_dl_coop --------------------------------| |--- LightRay_dl_coop
|
|
* LightRay_ao_coop --------------------------------| |--- LightRay_ao_coop
|
|
* ray_state ---------------------------------------| |--- ray_state
|
|
* Queue_data(QUEUE_SHADOW_RAY_CAST_AO_RAYS & | |--- Queue_data (QUEUE_SHADOW_RAY_CAST_AO_RAYS & QUEUE_SHADOW_RAY_CAST_AO_RAYS)
|
|
QUEUE_SHADOW_RAY_CAST_DL_RAYS) -------| |
|
|
* Queue_index(QUEUE_SHADOW_RAY_CAST_AO_RAYS&
|
|
QUEUE_SHADOW_RAY_CAST_DL_RAYS) -------| |
|
|
* kg (globals + data) -----------------------------| |
|
|
* queuesize ---------------------------------------| |
|
|
*
|
|
* Note on shader_shadow : shader_shadow is neither input nor output to this kernel. shader_shadow is filled and consumed in this kernel itself.
|
|
* Note on queues :
|
|
* The kernel fetches from QUEUE_SHADOW_RAY_CAST_AO_RAYS and QUEUE_SHADOW_RAY_CAST_DL_RAYS queues. We will empty
|
|
* these queues this kernel.
|
|
* State of queues when this kernel is called :
|
|
* state of queues QUEUE_ACTIVE_AND_REGENERATED_RAYS and QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be same
|
|
* before and after this kernel call.
|
|
* QUEUE_SHADOW_RAY_CAST_AO_RAYS & QUEUE_SHADOW_RAY_CAST_DL_RAYS will be filled with rays marked with flags RAY_SHADOW_RAY_CAST_AO
|
|
* and RAY_SHADOW_RAY_CAST_DL respectively, during kernel entry.
|
|
* QUEUE_SHADOW_RAY_CAST_AO_RAYS and QUEUE_SHADOW_RAY_CAST_DL_RAYS will be empty at kernel exit.
|
|
*/
|
|
ccl_device void kernel_shadow_blocked(
|
|
ccl_global char *globals,
|
|
ccl_constant KernelData *data,
|
|
ccl_global char *shader_shadow, /* Required for shadow blocked */
|
|
ccl_global PathState *PathState_coop, /* Required for shadow blocked */
|
|
ccl_global Ray *LightRay_dl_coop, /* Required for direct lighting's shadow blocked */
|
|
ccl_global Ray *LightRay_ao_coop, /* Required for AO's shadow blocked */
|
|
Intersection *Intersection_coop_AO,
|
|
Intersection *Intersection_coop_DL,
|
|
ccl_global char *ray_state,
|
|
int total_num_rays,
|
|
char shadow_blocked_type,
|
|
int ray_index)
|
|
{
|
|
/* Flag determining if we need to update L. */
|
|
char update_path_radiance = 0;
|
|
|
|
if(IS_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_DL) ||
|
|
IS_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_AO))
|
|
{
|
|
/* Load kernel global structure. */
|
|
KernelGlobals *kg = (KernelGlobals *)globals;
|
|
ShaderData *sd_shadow = (ShaderData *)shader_shadow;
|
|
|
|
ccl_global PathState *state = &PathState_coop[ray_index];
|
|
ccl_global Ray *light_ray_dl_global = &LightRay_dl_coop[ray_index];
|
|
ccl_global Ray *light_ray_ao_global = &LightRay_ao_coop[ray_index];
|
|
Intersection *isect_ao_global = &Intersection_coop_AO[ray_index];
|
|
Intersection *isect_dl_global = &Intersection_coop_DL[ray_index];
|
|
|
|
ccl_global Ray *light_ray_global =
|
|
shadow_blocked_type == RAY_SHADOW_RAY_CAST_AO
|
|
? light_ray_ao_global
|
|
: light_ray_dl_global;
|
|
Intersection *isect_global =
|
|
RAY_SHADOW_RAY_CAST_AO ? isect_ao_global : isect_dl_global;
|
|
|
|
float3 shadow;
|
|
update_path_radiance = !(shadow_blocked(kg,
|
|
state,
|
|
light_ray_global,
|
|
&shadow,
|
|
sd_shadow,
|
|
isect_global));
|
|
|
|
/* We use light_ray_global's P and t to store shadow and
|
|
* update_path_radiance.
|
|
*/
|
|
light_ray_global->P = shadow;
|
|
light_ray_global->t = update_path_radiance;
|
|
}
|
|
}
|