forked from bartvdbraak/blender
Code cleanup: move shadow_blocked function into separate file.
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parent
37c4d6a50a
commit
133f770ab3
@ -46,6 +46,7 @@ set(SRC_HEADERS
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kernel_projection.h
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kernel_random.h
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kernel_shader.h
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kernel_shadow.h
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kernel_subsurface.h
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kernel_textures.h
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kernel_triangle.h
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@ -40,86 +40,10 @@
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#include "kernel_subsurface.h"
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#endif
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#include "kernel_shadow.h"
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CCL_NAMESPACE_BEGIN
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ccl_device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray *ray, float3 *shadow)
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{
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*shadow = make_float3(1.0f, 1.0f, 1.0f);
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if(ray->t == 0.0f)
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return false;
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Intersection isect;
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#ifdef __HAIR__
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bool result = scene_intersect(kg, ray, PATH_RAY_SHADOW_OPAQUE, &isect, NULL, 0.0f, 0.0f);
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#else
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bool result = scene_intersect(kg, ray, PATH_RAY_SHADOW_OPAQUE, &isect);
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#endif
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#ifdef __TRANSPARENT_SHADOWS__
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if(result && kernel_data.integrator.transparent_shadows) {
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/* transparent shadows work in such a way to try to minimize overhead
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* in cases where we don't need them. after a regular shadow ray is
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* cast we check if the hit primitive was potentially transparent, and
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* only in that case start marching. this gives on extra ray cast for
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* the cases were we do want transparency.
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*
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* also note that for this to work correct, multi close sampling must
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* be used, since we don't pass a random number to shader_eval_surface */
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if(shader_transparent_shadow(kg, &isect)) {
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float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
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float3 Pend = ray->P + ray->D*ray->t;
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int bounce = state->transparent_bounce;
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for(;;) {
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if(bounce >= kernel_data.integrator.transparent_max_bounce) {
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return true;
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}
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else if(bounce >= kernel_data.integrator.transparent_min_bounce) {
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/* todo: get random number somewhere for probabilistic terminate */
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#if 0
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float probability = average(throughput);
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float terminate = 0.0f;
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if(terminate >= probability)
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return true;
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throughput /= probability;
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#endif
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}
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#ifdef __HAIR__
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if(!scene_intersect(kg, ray, PATH_RAY_SHADOW_TRANSPARENT, &isect, NULL, 0.0f, 0.0f)) {
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#else
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if(!scene_intersect(kg, ray, PATH_RAY_SHADOW_TRANSPARENT, &isect)) {
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#endif
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*shadow *= throughput;
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return false;
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}
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if(!shader_transparent_shadow(kg, &isect))
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return true;
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ShaderData sd;
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shader_setup_from_ray(kg, &sd, &isect, ray, state->bounce+1);
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shader_eval_surface(kg, &sd, 0.0f, PATH_RAY_SHADOW, SHADER_CONTEXT_SHADOW);
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throughput *= shader_bsdf_transparency(kg, &sd);
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ray->P = ray_offset(sd.P, -sd.Ng);
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if(ray->t != FLT_MAX)
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ray->D = normalize_len(Pend - ray->P, &ray->t);
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bounce++;
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}
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}
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}
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#endif
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return result;
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}
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#if defined(__BRANCHED_PATH__) || defined(__SUBSURFACE__)
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ccl_device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, int sample, Ray ray, ccl_global float *buffer,
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97
intern/cycles/kernel/kernel_shadow.h
Normal file
97
intern/cycles/kernel/kernel_shadow.h
Normal file
@ -0,0 +1,97 @@
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/*
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* Copyright 2011-2013 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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CCL_NAMESPACE_BEGIN
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ccl_device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray *ray, float3 *shadow)
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{
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*shadow = make_float3(1.0f, 1.0f, 1.0f);
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if(ray->t == 0.0f)
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return false;
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Intersection isect;
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#ifdef __HAIR__
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bool result = scene_intersect(kg, ray, PATH_RAY_SHADOW_OPAQUE, &isect, NULL, 0.0f, 0.0f);
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#else
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bool result = scene_intersect(kg, ray, PATH_RAY_SHADOW_OPAQUE, &isect);
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#endif
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#ifdef __TRANSPARENT_SHADOWS__
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if(result && kernel_data.integrator.transparent_shadows) {
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/* transparent shadows work in such a way to try to minimize overhead
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* in cases where we don't need them. after a regular shadow ray is
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* cast we check if the hit primitive was potentially transparent, and
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* only in that case start marching. this gives on extra ray cast for
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* the cases were we do want transparency.
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*
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* also note that for this to work correct, multi close sampling must
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* be used, since we don't pass a random number to shader_eval_surface */
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if(shader_transparent_shadow(kg, &isect)) {
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float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
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float3 Pend = ray->P + ray->D*ray->t;
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int bounce = state->transparent_bounce;
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for(;;) {
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if(bounce >= kernel_data.integrator.transparent_max_bounce) {
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return true;
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}
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else if(bounce >= kernel_data.integrator.transparent_min_bounce) {
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/* todo: get random number somewhere for probabilistic terminate */
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#if 0
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float probability = average(throughput);
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float terminate = 0.0f;
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if(terminate >= probability)
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return true;
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throughput /= probability;
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#endif
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}
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#ifdef __HAIR__
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if(!scene_intersect(kg, ray, PATH_RAY_SHADOW_TRANSPARENT, &isect, NULL, 0.0f, 0.0f)) {
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#else
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if(!scene_intersect(kg, ray, PATH_RAY_SHADOW_TRANSPARENT, &isect)) {
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#endif
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*shadow *= throughput;
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return false;
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}
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if(!shader_transparent_shadow(kg, &isect))
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return true;
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ShaderData sd;
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shader_setup_from_ray(kg, &sd, &isect, ray, state->bounce+1);
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shader_eval_surface(kg, &sd, 0.0f, PATH_RAY_SHADOW, SHADER_CONTEXT_SHADOW);
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throughput *= shader_bsdf_transparency(kg, &sd);
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ray->P = ray_offset(sd.P, -sd.Ng);
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if(ray->t != FLT_MAX)
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ray->D = normalize_len(Pend - ray->P, &ray->t);
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bounce++;
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}
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}
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}
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#endif
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return result;
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}
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CCL_NAMESPACE_END
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