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test/intern/cycles/kernel/split/kernel_shadow_blocked_dl.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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/* Shadow ray cast for direct visible light. */
ccl_device void kernel_shadow_blocked_dl(KernelGlobals *kg)
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{
unsigned int dl_queue_length = kernel_split_params.queue_index[QUEUE_SHADOW_RAY_CAST_DL_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 < dl_queue_length) {
ray_index = get_ray_index(kg, thread_index, QUEUE_SHADOW_RAY_CAST_DL_RAYS,
kernel_split_state.queue_data, kernel_split_params.queue_size, 1);
}
#ifdef __BRANCHED_PATH__
/* TODO(mai): move this somewhere else? */
if(thread_index == 0) {
/* Clear QUEUE_INACTIVE_RAYS before next kernel. */
kernel_split_params.queue_index[QUEUE_INACTIVE_RAYS] = 0;
}
#endif /* __BRANCHED_PATH__ */
if(ray_index == QUEUE_EMPTY_SLOT)
return;
ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
Ray ray = kernel_split_state.light_ray[ray_index];
PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
ShaderData *sd = kernel_split_sd(sd, ray_index);
float3 throughput = kernel_split_state.throughput[ray_index];
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BsdfEval L_light = kernel_split_state.bsdf_eval[ray_index];
ShaderData *emission_sd = AS_SHADER_DATA(&kernel_split_state.sd_DL_shadow[ray_index]);
bool is_lamp = kernel_split_state.is_lamp[ray_index];
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# if defined(__BRANCHED_PATH__) || defined(__SHADOW_TRICKS__)
bool use_branched = false;
int all = 0;
if(state->flag & PATH_RAY_SHADOW_CATCHER) {
use_branched = true;
all = 1;
}
# if defined(__BRANCHED_PATH__)
else if(kernel_data.integrator.branched) {
use_branched = true;
if(IS_FLAG(kernel_split_state.ray_state, ray_index, RAY_BRANCHED_INDIRECT)) {
all = (kernel_data.integrator.sample_all_lights_indirect);
}
else
{
all = (kernel_data.integrator.sample_all_lights_direct);
}
}
# endif /* __BRANCHED_PATH__ */
if(use_branched) {
kernel_branched_path_surface_connect_light(kg,
sd,
emission_sd,
state,
throughput,
1.0f,
L,
all);
}
else
# endif /* defined(__BRANCHED_PATH__) || defined(__SHADOW_TRICKS__)*/
{
/* trace shadow ray */
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float3 shadow;
if(!shadow_blocked(kg,
sd,
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emission_sd,
state,
&ray,
&shadow))
{
/* accumulate */
path_radiance_accum_light(L, state, throughput, &L_light, shadow, 1.0f, is_lamp);
}
else {
path_radiance_accum_total_light(L, state, throughput, &L_light);
}
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}
}
CCL_NAMESPACE_END