blender/intern/cycles/kernel/split/kernel_shadow_blocked_ao.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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/* Note on kernel_shadow_blocked kernel.
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* 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) -------| |
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* Queue_index(QUEUE_SHADOW_RAY_CAST_AO_RAYS&
QUEUE_SHADOW_RAY_CAST_DL_RAYS) -------| |
* kg (globals) ------------------------------------| |
* queuesize ---------------------------------------| |
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*
* Note on sd_shadow : sd_shadow is neither input nor output to this kernel. sd_shadow is filled and consumed in this kernel itself.
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* Note on queues :
* The kernel fetches from QUEUE_SHADOW_RAY_CAST_AO_RAYS queue. We will empty this queues in this kernel.
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* 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 will be filled with rays marked with flags RAY_SHADOW_RAY_CAST_AO during kernel entry.
* QUEUE_SHADOW_RAY_CAST_AO_RAYS will be empty at kernel exit.
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*/
ccl_device void kernel_shadow_blocked_ao(KernelGlobals *kg)
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{
int lidx = ccl_local_id(1) * ccl_local_id(0) + ccl_local_id(0);
ccl_local unsigned int ao_queue_length;
if(lidx == 0) {
ao_queue_length = kernel_split_params.queue_index[QUEUE_SHADOW_RAY_CAST_AO_RAYS];
}
ccl_barrier(CCL_LOCAL_MEM_FENCE);
int ray_index = QUEUE_EMPTY_SLOT;
int thread_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
if(thread_index < ao_queue_length) {
ray_index = get_ray_index(kg, thread_index, QUEUE_SHADOW_RAY_CAST_AO_RAYS,
kernel_split_state.queue_data, kernel_split_params.queue_size, 1);
}
if(ray_index == QUEUE_EMPTY_SLOT)
return;
/* Flag determining if we need to update L. */
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char update_path_radiance = 0;
if(IS_FLAG(kernel_split_state.ray_state, ray_index, RAY_SHADOW_RAY_CAST_AO)) {
ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
ccl_global Ray *light_ray_global = &kernel_split_state.ao_light_ray[ray_index];
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float3 shadow;
Ray ray = *light_ray_global;
update_path_radiance = !(shadow_blocked(kg,
&kernel_split_state.sd_DL_shadow[ray_index],
state,
&ray,
&shadow));
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*light_ray_global = ray;
/* We use light_ray_global's P and t to store shadow and
* update_path_radiance.
*/
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light_ray_global->P = shadow;
light_ray_global->t = update_path_radiance;
}
}
CCL_NAMESPACE_END