diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2013-12-28 05:56:53 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2013-12-28 19:57:10 +0400 |
commit | 133f770ab3e7a6db49562cb73cb7aa5f75cf13f8 (patch) | |
tree | ab0f822ddcdb549bf313e7c6aeaca21af6a30f3c | |
parent | 37c4d6a50a7dc8e819ecab208f150ceb0ae1d01c (diff) |
Code cleanup: move shadow_blocked function into separate file.
-rw-r--r-- | intern/cycles/kernel/CMakeLists.txt | 1 | ||||
-rw-r--r-- | intern/cycles/kernel/kernel_path.h | 80 | ||||
-rw-r--r-- | intern/cycles/kernel/kernel_shadow.h | 97 |
3 files changed, 100 insertions, 78 deletions
diff --git a/intern/cycles/kernel/CMakeLists.txt b/intern/cycles/kernel/CMakeLists.txt index 39444b91131..63637991c29 100644 --- a/intern/cycles/kernel/CMakeLists.txt +++ b/intern/cycles/kernel/CMakeLists.txt @@ -46,6 +46,7 @@ set(SRC_HEADERS kernel_projection.h kernel_random.h kernel_shader.h + kernel_shadow.h kernel_subsurface.h kernel_textures.h kernel_triangle.h diff --git a/intern/cycles/kernel/kernel_path.h b/intern/cycles/kernel/kernel_path.h index 4f3957b66ef..903efc9d6f5 100644 --- a/intern/cycles/kernel/kernel_path.h +++ b/intern/cycles/kernel/kernel_path.h @@ -40,85 +40,9 @@ #include "kernel_subsurface.h" #endif -CCL_NAMESPACE_BEGIN - -ccl_device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray *ray, float3 *shadow) -{ - *shadow = make_float3(1.0f, 1.0f, 1.0f); - - if(ray->t == 0.0f) - return false; - - Intersection isect; -#ifdef __HAIR__ - bool result = scene_intersect(kg, ray, PATH_RAY_SHADOW_OPAQUE, &isect, NULL, 0.0f, 0.0f); -#else - bool result = scene_intersect(kg, ray, PATH_RAY_SHADOW_OPAQUE, &isect); -#endif - -#ifdef __TRANSPARENT_SHADOWS__ - if(result && kernel_data.integrator.transparent_shadows) { - /* transparent shadows work in such a way to try to minimize overhead - * in cases where we don't need them. after a regular shadow ray is - * cast we check if the hit primitive was potentially transparent, and - * only in that case start marching. this gives on extra ray cast for - * the cases were we do want transparency. - * - * also note that for this to work correct, multi close sampling must - * be used, since we don't pass a random number to shader_eval_surface */ - if(shader_transparent_shadow(kg, &isect)) { - float3 throughput = make_float3(1.0f, 1.0f, 1.0f); - float3 Pend = ray->P + ray->D*ray->t; - int bounce = state->transparent_bounce; - - for(;;) { - if(bounce >= kernel_data.integrator.transparent_max_bounce) { - return true; - } - else if(bounce >= kernel_data.integrator.transparent_min_bounce) { - /* todo: get random number somewhere for probabilistic terminate */ -#if 0 - float probability = average(throughput); - float terminate = 0.0f; - - if(terminate >= probability) - return true; - - throughput /= probability; -#endif - } - -#ifdef __HAIR__ - if(!scene_intersect(kg, ray, PATH_RAY_SHADOW_TRANSPARENT, &isect, NULL, 0.0f, 0.0f)) { -#else - if(!scene_intersect(kg, ray, PATH_RAY_SHADOW_TRANSPARENT, &isect)) { -#endif - *shadow *= throughput; - return false; - } - - if(!shader_transparent_shadow(kg, &isect)) - return true; - - ShaderData sd; - shader_setup_from_ray(kg, &sd, &isect, ray, state->bounce+1); - shader_eval_surface(kg, &sd, 0.0f, PATH_RAY_SHADOW, SHADER_CONTEXT_SHADOW); - - throughput *= shader_bsdf_transparency(kg, &sd); - - ray->P = ray_offset(sd.P, -sd.Ng); - if(ray->t != FLT_MAX) - ray->D = normalize_len(Pend - ray->P, &ray->t); - - bounce++; - } - } - } -#endif - - return result; -} +#include "kernel_shadow.h" +CCL_NAMESPACE_BEGIN #if defined(__BRANCHED_PATH__) || defined(__SUBSURFACE__) diff --git a/intern/cycles/kernel/kernel_shadow.h b/intern/cycles/kernel/kernel_shadow.h new file mode 100644 index 00000000000..4c1548af6e1 --- /dev/null +++ b/intern/cycles/kernel/kernel_shadow.h @@ -0,0 +1,97 @@ +/* + * Copyright 2011-2013 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 + +ccl_device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray *ray, float3 *shadow) +{ + *shadow = make_float3(1.0f, 1.0f, 1.0f); + + if(ray->t == 0.0f) + return false; + + Intersection isect; +#ifdef __HAIR__ + bool result = scene_intersect(kg, ray, PATH_RAY_SHADOW_OPAQUE, &isect, NULL, 0.0f, 0.0f); +#else + bool result = scene_intersect(kg, ray, PATH_RAY_SHADOW_OPAQUE, &isect); +#endif + +#ifdef __TRANSPARENT_SHADOWS__ + if(result && kernel_data.integrator.transparent_shadows) { + /* transparent shadows work in such a way to try to minimize overhead + * in cases where we don't need them. after a regular shadow ray is + * cast we check if the hit primitive was potentially transparent, and + * only in that case start marching. this gives on extra ray cast for + * the cases were we do want transparency. + * + * also note that for this to work correct, multi close sampling must + * be used, since we don't pass a random number to shader_eval_surface */ + if(shader_transparent_shadow(kg, &isect)) { + float3 throughput = make_float3(1.0f, 1.0f, 1.0f); + float3 Pend = ray->P + ray->D*ray->t; + int bounce = state->transparent_bounce; + + for(;;) { + if(bounce >= kernel_data.integrator.transparent_max_bounce) { + return true; + } + else if(bounce >= kernel_data.integrator.transparent_min_bounce) { + /* todo: get random number somewhere for probabilistic terminate */ +#if 0 + float probability = average(throughput); + float terminate = 0.0f; + + if(terminate >= probability) + return true; + + throughput /= probability; +#endif + } + +#ifdef __HAIR__ + if(!scene_intersect(kg, ray, PATH_RAY_SHADOW_TRANSPARENT, &isect, NULL, 0.0f, 0.0f)) { +#else + if(!scene_intersect(kg, ray, PATH_RAY_SHADOW_TRANSPARENT, &isect)) { +#endif + *shadow *= throughput; + return false; + } + + if(!shader_transparent_shadow(kg, &isect)) + return true; + + ShaderData sd; + shader_setup_from_ray(kg, &sd, &isect, ray, state->bounce+1); + shader_eval_surface(kg, &sd, 0.0f, PATH_RAY_SHADOW, SHADER_CONTEXT_SHADOW); + + throughput *= shader_bsdf_transparency(kg, &sd); + + ray->P = ray_offset(sd.P, -sd.Ng); + if(ray->t != FLT_MAX) + ray->D = normalize_len(Pend - ray->P, &ray->t); + + bounce++; + } + } + } +#endif + + return result; +} + +CCL_NAMESPACE_END + |