Files
test/intern/cycles/kernel/integrator/intersect_volume_stack.h
Brecht Van Lommel fd25e883e2 Cycles: remove prefix from source code file names
Remove prefix of filenames that is the same as the folder name. This used
to help when #includes were using individual files, but now they are always
relative to the cycles root directory and so the prefixes are redundant.

For patches and branches, git merge and rebase should be able to detect the
renames and move over code to the right file.
2021-10-26 15:37:04 +02:00

207 lines
7.2 KiB
C

/*
* Copyright 2011-2021 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.
*/
#pragma once
#include "kernel/bvh/bvh.h"
#include "kernel/geom/geom.h"
#include "kernel/integrator/shader_eval.h"
#include "kernel/integrator/volume_stack.h"
CCL_NAMESPACE_BEGIN
ccl_device void integrator_volume_stack_update_for_subsurface(KernelGlobals kg,
IntegratorState state,
const float3 from_P,
const float3 to_P)
{
PROFILING_INIT(kg, PROFILING_INTERSECT_VOLUME_STACK);
ShaderDataTinyStorage stack_sd_storage;
ccl_private ShaderData *stack_sd = AS_SHADER_DATA(&stack_sd_storage);
kernel_assert(kernel_data.integrator.use_volumes);
Ray volume_ray ccl_optional_struct_init;
volume_ray.P = from_P;
volume_ray.D = normalize_len(to_P - from_P, &volume_ray.t);
/* Store to avoid global fetches on every intersection step. */
const uint volume_stack_size = kernel_data.volume_stack_size;
#ifdef __VOLUME_RECORD_ALL__
Intersection hits[2 * MAX_VOLUME_STACK_SIZE + 1];
uint num_hits = scene_intersect_volume_all(
kg, &volume_ray, hits, 2 * volume_stack_size, PATH_RAY_ALL_VISIBILITY);
if (num_hits > 0) {
Intersection *isect = hits;
qsort(hits, num_hits, sizeof(Intersection), intersections_compare);
for (uint hit = 0; hit < num_hits; ++hit, ++isect) {
shader_setup_from_ray(kg, stack_sd, &volume_ray, isect);
volume_stack_enter_exit(kg, state, stack_sd);
}
}
#else
Intersection isect;
int step = 0;
while (step < 2 * volume_stack_size &&
scene_intersect_volume(kg, &volume_ray, &isect, PATH_RAY_ALL_VISIBILITY)) {
shader_setup_from_ray(kg, stack_sd, &volume_ray, &isect);
volume_stack_enter_exit(kg, state, stack_sd);
/* Move ray forward. */
volume_ray.P = ray_offset(stack_sd->P, -stack_sd->Ng);
if (volume_ray.t != FLT_MAX) {
volume_ray.D = normalize_len(to_P - volume_ray.P, &volume_ray.t);
}
++step;
}
#endif
}
ccl_device void integrator_intersect_volume_stack(KernelGlobals kg, IntegratorState state)
{
PROFILING_INIT(kg, PROFILING_INTERSECT_VOLUME_STACK);
ShaderDataTinyStorage stack_sd_storage;
ccl_private ShaderData *stack_sd = AS_SHADER_DATA(&stack_sd_storage);
Ray volume_ray ccl_optional_struct_init;
integrator_state_read_ray(kg, state, &volume_ray);
volume_ray.t = FLT_MAX;
const uint visibility = (INTEGRATOR_STATE(state, path, flag) & PATH_RAY_ALL_VISIBILITY);
int stack_index = 0, enclosed_index = 0;
/* Write background shader. */
if (kernel_data.background.volume_shader != SHADER_NONE) {
const VolumeStack new_entry = {OBJECT_NONE, kernel_data.background.volume_shader};
integrator_state_write_volume_stack(state, stack_index, new_entry);
stack_index++;
}
/* Store to avoid global fetches on every intersection step. */
const uint volume_stack_size = kernel_data.volume_stack_size;
#ifdef __VOLUME_RECORD_ALL__
Intersection hits[2 * MAX_VOLUME_STACK_SIZE + 1];
uint num_hits = scene_intersect_volume_all(
kg, &volume_ray, hits, 2 * volume_stack_size, visibility);
if (num_hits > 0) {
int enclosed_volumes[MAX_VOLUME_STACK_SIZE];
Intersection *isect = hits;
qsort(hits, num_hits, sizeof(Intersection), intersections_compare);
for (uint hit = 0; hit < num_hits; ++hit, ++isect) {
shader_setup_from_ray(kg, stack_sd, &volume_ray, isect);
if (stack_sd->flag & SD_BACKFACING) {
bool need_add = true;
for (int i = 0; i < enclosed_index && need_add; ++i) {
/* If ray exited the volume and never entered to that volume
* it means that camera is inside such a volume.
*/
if (enclosed_volumes[i] == stack_sd->object) {
need_add = false;
}
}
for (int i = 0; i < stack_index && need_add; ++i) {
/* Don't add intersections twice. */
VolumeStack entry = integrator_state_read_volume_stack(state, i);
if (entry.object == stack_sd->object) {
need_add = false;
break;
}
}
if (need_add && stack_index < volume_stack_size - 1) {
const VolumeStack new_entry = {stack_sd->object, stack_sd->shader};
integrator_state_write_volume_stack(state, stack_index, new_entry);
++stack_index;
}
}
else {
/* If ray from camera enters the volume, this volume shouldn't
* be added to the stack on exit.
*/
enclosed_volumes[enclosed_index++] = stack_sd->object;
}
}
}
#else
/* CUDA does not support definition of a variable size arrays, so use the maximum possible. */
int enclosed_volumes[MAX_VOLUME_STACK_SIZE];
int step = 0;
while (stack_index < volume_stack_size - 1 && enclosed_index < volume_stack_size - 1 &&
step < 2 * volume_stack_size) {
Intersection isect;
if (!scene_intersect_volume(kg, &volume_ray, &isect, visibility)) {
break;
}
shader_setup_from_ray(kg, stack_sd, &volume_ray, &isect);
if (stack_sd->flag & SD_BACKFACING) {
/* If ray exited the volume and never entered to that volume
* it means that camera is inside such a volume.
*/
bool need_add = true;
for (int i = 0; i < enclosed_index && need_add; ++i) {
/* If ray exited the volume and never entered to that volume
* it means that camera is inside such a volume.
*/
if (enclosed_volumes[i] == stack_sd->object) {
need_add = false;
}
}
for (int i = 0; i < stack_index && need_add; ++i) {
/* Don't add intersections twice. */
VolumeStack entry = integrator_state_read_volume_stack(state, i);
if (entry.object == stack_sd->object) {
need_add = false;
break;
}
}
if (need_add) {
const VolumeStack new_entry = {stack_sd->object, stack_sd->shader};
integrator_state_write_volume_stack(state, stack_index, new_entry);
++stack_index;
}
}
else {
/* If ray from camera enters the volume, this volume shouldn't
* be added to the stack on exit.
*/
enclosed_volumes[enclosed_index++] = stack_sd->object;
}
/* Move ray forward. */
volume_ray.P = ray_offset(stack_sd->P, -stack_sd->Ng);
++step;
}
#endif
/* Write terminator. */
const VolumeStack new_entry = {OBJECT_NONE, SHADER_NONE};
integrator_state_write_volume_stack(state, stack_index, new_entry);
INTEGRATOR_PATH_NEXT(DEVICE_KERNEL_INTEGRATOR_INTERSECT_VOLUME_STACK,
DEVICE_KERNEL_INTEGRATOR_INTERSECT_CLOSEST);
}
CCL_NAMESPACE_END