blender/intern/cycles/kernel/split/kernel_lamp_emission.h
Sergey Sharybin e7915ea6eb Cycles: Remove code which was commented out for ages now
It was mainly unfinished code for volume in a split kernel which
should be done differently anyway to avoid such a code copy-paste.

The code didn't really work, so likely nobody will cry.
2016-01-29 18:59:37 +01:00

84 lines
3.9 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_lamp_emission
* This is the 3rd kernel in the ray-tracing logic. This is the second of the
* path-iteration kernels. This kernel takes care of the indirect lamp emission logic.
* This kernel operates on QUEUE_ACTIVE_AND_REGENERATED_RAYS. It processes rays of state RAY_ACTIVE
* and RAY_HIT_BACKGROUND.
* We will empty QUEUE_ACTIVE_AND_REGENERATED_RAYS queue in this kernel.
* The input/output of the kernel is as follows,
* Throughput_coop ------------------------------------|--- kernel_lamp_emission --|--- PathRadiance_coop
* Ray_coop -------------------------------------------| |--- Queue_data(QUEUE_ACTIVE_AND_REGENERATED_RAYS)
* PathState_coop -------------------------------------| |--- Queue_index(QUEUE_ACTIVE_AND_REGENERATED_RAYS)
* kg (globals) ---------------------------------------| |
* Intersection_coop ----------------------------------| |
* ray_state ------------------------------------------| |
* Queue_data (QUEUE_ACTIVE_AND_REGENERATED_RAYS) -----| |
* Queue_index (QUEUE_ACTIVE_AND_REGENERATED_RAYS) ----| |
* queuesize ------------------------------------------| |
* use_queues_flag ------------------------------------| |
* sw -------------------------------------------------| |
* sh -------------------------------------------------| |
*/
ccl_device void kernel_lamp_emission(
KernelGlobals *kg,
ccl_global float3 *throughput_coop, /* Required for lamp emission */
PathRadiance *PathRadiance_coop, /* Required for lamp emission */
ccl_global Ray *Ray_coop, /* Required for lamp emission */
ccl_global PathState *PathState_coop, /* Required for lamp emission */
Intersection *Intersection_coop, /* Required for lamp emission */
ccl_global char *ray_state, /* Denotes the state of each ray */
int sw, int sh,
ccl_global char *use_queues_flag, /* Used to decide if this kernel should use
* queues to fetch ray index
*/
int ray_index)
{
if(IS_STATE(ray_state, ray_index, RAY_ACTIVE) ||
IS_STATE(ray_state, ray_index, RAY_HIT_BACKGROUND))
{
PathRadiance *L = &PathRadiance_coop[ray_index];
ccl_global PathState *state = &PathState_coop[ray_index];
float3 throughput = throughput_coop[ray_index];
Ray ray = Ray_coop[ray_index];
#ifdef __LAMP_MIS__
if(kernel_data.integrator.use_lamp_mis && !(state->flag & PATH_RAY_CAMERA)) {
/* ray starting from previous non-transparent bounce */
Ray light_ray;
light_ray.P = ray.P - state->ray_t*ray.D;
state->ray_t += Intersection_coop[ray_index].t;
light_ray.D = ray.D;
light_ray.t = state->ray_t;
light_ray.time = ray.time;
light_ray.dD = ray.dD;
light_ray.dP = ray.dP;
/* intersect with lamp */
float3 emission;
if(indirect_lamp_emission(kg, state, &light_ray, &emission)) {
path_radiance_accum_emission(L, throughput, emission, state->bounce);
}
}
#endif /* __LAMP_MIS__ */
}
}