forked from bartvdbraak/blender
76 lines
3.8 KiB
C
76 lines
3.8 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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#include "kernel_split_common.h"
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/* Note on kernel_shader_eval kernel
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* This kernel is the 5th kernel in the ray tracing logic. This is
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* the 4rd kernel in path iteration. This kernel sets up the ShaderData
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* structure from the values computed by the previous kernels. It also identifies
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* the rays of state RAY_TO_REGENERATE and enqueues them in QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue.
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*
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* The input and output of the kernel is as follows,
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* rng_coop -------------------------------------------|--- kernel_shader_eval --|--- shader_data
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* Ray_coop -------------------------------------------| |--- Queue_data (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS)
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* PathState_coop -------------------------------------| |--- Queue_index (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS)
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* Intersection_coop ----------------------------------| |
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* Queue_data (QUEUE_ACTIVE_AND_REGENERATD_RAYS)-------| |
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* Queue_index(QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS)---| |
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* ray_state ------------------------------------------| |
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* kg (globals + data) --------------------------------| |
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* queuesize ------------------------------------------| |
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*
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* Note on Queues :
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* This kernel reads from the QUEUE_ACTIVE_AND_REGENERATED_RAYS queue and processes
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* only the rays of state RAY_ACTIVE;
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* State of queues when this kernel is called,
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* at entry,
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* QUEUE_ACTIVE_AND_REGENERATED_RAYS will be filled with RAY_ACTIVE and RAY_REGENERATED rays
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* QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be empty.
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* at exit,
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* QUEUE_ACTIVE_AND_REGENERATED_RAYS will be filled with RAY_ACTIVE and RAY_REGENERATED rays
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* QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be filled with RAY_TO_REGENERATE rays
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*/
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ccl_device void kernel_shader_eval(
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ccl_global char *globals,
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ccl_constant KernelData *data,
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ccl_global char *shader_data, /* Output ShaderData structure to be filled */
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ccl_global uint *rng_coop, /* Required for rbsdf calculation */
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ccl_global Ray *Ray_coop, /* Required for setting up shader from ray */
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ccl_global PathState *PathState_coop, /* Required for all functions in this kernel */
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Intersection *Intersection_coop, /* Required for setting up shader from ray */
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ccl_global char *ray_state, /* Denotes the state of each ray */
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int ray_index)
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{
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if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
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KernelGlobals *kg = (KernelGlobals *)globals;
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ShaderData *sd = (ShaderData *)shader_data;
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Intersection *isect = &Intersection_coop[ray_index];
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ccl_global uint *rng = &rng_coop[ray_index];
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ccl_global PathState *state = &PathState_coop[ray_index];
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Ray ray = Ray_coop[ray_index];
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shader_setup_from_ray(kg,
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sd,
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isect,
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&ray,
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state->bounce,
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state->transparent_bounce);
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float rbsdf = path_state_rng_1D_for_decision(kg, rng, state, PRNG_BSDF);
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shader_eval_surface(kg, sd, rbsdf, state->flag, SHADER_CONTEXT_MAIN);
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}
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}
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