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test/intern/cycles/kernel/integrator/shadow_catcher.h
Brecht Van Lommel 9cfc7967dd Cycles: use SPDX license headers
* Replace license text in headers with SPDX identifiers.
* Remove specific license info from outdated readme.txt, instead leave details
  to the source files.
* Add list of SPDX license identifiers used, and corresponding license texts.
* Update copyright dates while we're at it.

Ref D14069, T95597
2022-02-11 17:47:34 +01:00

104 lines
3.4 KiB
C

/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#pragma once
#include "kernel/film/write_passes.h"
#include "kernel/integrator/path_state.h"
#include "kernel/integrator/state_util.h"
CCL_NAMESPACE_BEGIN
/* Check whether current surface bounce is where path is to be split for the shadow catcher. */
ccl_device_inline bool kernel_shadow_catcher_is_path_split_bounce(KernelGlobals kg,
IntegratorState state,
const int object_flag)
{
#ifdef __SHADOW_CATCHER__
if (!kernel_data.integrator.has_shadow_catcher) {
return false;
}
/* Check the flag first, avoiding fetches form global memory. */
if ((object_flag & SD_OBJECT_SHADOW_CATCHER) == 0) {
return false;
}
if (object_flag & SD_OBJECT_HOLDOUT_MASK) {
return false;
}
const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
if ((path_flag & PATH_RAY_TRANSPARENT_BACKGROUND) == 0) {
/* Split only on primary rays, secondary bounces are to treat shadow catcher as a regular
* object. */
return false;
}
if (path_flag & PATH_RAY_SHADOW_CATCHER_HIT) {
return false;
}
return true;
#else
(void)object_flag;
return false;
#endif
}
/* Check whether the current path can still split. */
ccl_device_inline bool kernel_shadow_catcher_path_can_split(KernelGlobals kg,
ConstIntegratorState state)
{
if (INTEGRATOR_PATH_IS_TERMINATED) {
return false;
}
const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
if (path_flag & PATH_RAY_SHADOW_CATCHER_HIT) {
/* Shadow catcher was already hit and the state was split. No further split is allowed. */
return false;
}
return (path_flag & PATH_RAY_TRANSPARENT_BACKGROUND) != 0;
}
#ifdef __SHADOW_CATCHER__
ccl_device_forceinline bool kernel_shadow_catcher_is_matte_path(const uint32_t path_flag)
{
return (path_flag & PATH_RAY_SHADOW_CATCHER_HIT) == 0;
}
ccl_device_forceinline bool kernel_shadow_catcher_is_object_pass(const uint32_t path_flag)
{
return path_flag & PATH_RAY_SHADOW_CATCHER_PASS;
}
/* Write shadow catcher passes on a bounce from the shadow catcher object. */
ccl_device_forceinline void kernel_write_shadow_catcher_bounce_data(
KernelGlobals kg, IntegratorState state, ccl_global float *ccl_restrict render_buffer)
{
kernel_assert(kernel_data.film.pass_shadow_catcher_sample_count != PASS_UNUSED);
kernel_assert(kernel_data.film.pass_shadow_catcher_matte != PASS_UNUSED);
const uint32_t render_pixel_index = INTEGRATOR_STATE(state, path, render_pixel_index);
const uint64_t render_buffer_offset = (uint64_t)render_pixel_index *
kernel_data.film.pass_stride;
ccl_global float *buffer = render_buffer + render_buffer_offset;
/* Count sample for the shadow catcher object. */
kernel_write_pass_float(buffer + kernel_data.film.pass_shadow_catcher_sample_count, 1.0f);
/* Since the split is done, the sample does not contribute to the matte, so accumulate it as
* transparency to the matte. */
const float3 throughput = INTEGRATOR_STATE(state, path, throughput);
kernel_write_pass_float(buffer + kernel_data.film.pass_shadow_catcher_matte + 3,
average(throughput));
}
#endif /* __SHADOW_CATCHER__ */
CCL_NAMESPACE_END