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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2017-10-30 22:25:08 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2017-11-08 00:35:12 +0300
commitf79f38673145c716f9a693084b0bc4c4873e66c1 (patch)
tree42fe530c4e218f23b5989b123d5d3641a77ee68c /intern/cycles/kernel/kernel_subsurface.h
parentd0af56fe3b6490445ba3e501b0fb98cfec622aa3 (diff)
Code refactor: rename subsurface to local traversal, for reuse.
Diffstat (limited to 'intern/cycles/kernel/kernel_subsurface.h')
-rw-r--r--intern/cycles/kernel/kernel_subsurface.h38
1 files changed, 19 insertions, 19 deletions
diff --git a/intern/cycles/kernel/kernel_subsurface.h b/intern/cycles/kernel/kernel_subsurface.h
index 6f75601d8c6..87e7d7ff398 100644
--- a/intern/cycles/kernel/kernel_subsurface.h
+++ b/intern/cycles/kernel/kernel_subsurface.h
@@ -175,7 +175,7 @@ ccl_device void subsurface_color_bump_blur(KernelGlobals *kg,
*/
ccl_device_inline int subsurface_scatter_multi_intersect(
KernelGlobals *kg,
- SubsurfaceIntersection *ss_isect,
+ LocalIntersection *ss_isect,
ShaderData *sd,
const ShaderClosure *sc,
uint *lcg_state,
@@ -240,22 +240,22 @@ ccl_device_inline int subsurface_scatter_multi_intersect(
/* intersect with the same object. if multiple intersections are found it
* will use at most BSSRDF_MAX_HITS hits, a random subset of all hits */
- scene_intersect_subsurface(kg,
- *ray,
- ss_isect,
- sd->object,
- lcg_state,
- BSSRDF_MAX_HITS);
+ scene_intersect_local(kg,
+ *ray,
+ ss_isect,
+ sd->object,
+ lcg_state,
+ BSSRDF_MAX_HITS);
int num_eval_hits = min(ss_isect->num_hits, BSSRDF_MAX_HITS);
for(int hit = 0; hit < num_eval_hits; hit++) {
/* Quickly retrieve P and Ng without setting up ShaderData. */
float3 hit_P;
if(sd->type & PRIMITIVE_TRIANGLE) {
- hit_P = triangle_refine_subsurface(kg,
- sd,
- &ss_isect->hits[hit],
- ray);
+ hit_P = triangle_refine_local(kg,
+ sd,
+ &ss_isect->hits[hit],
+ ray);
}
#ifdef __OBJECT_MOTION__
else if(sd->type & PRIMITIVE_MOTION_TRIANGLE) {
@@ -266,11 +266,11 @@ ccl_device_inline int subsurface_scatter_multi_intersect(
kernel_tex_fetch(__prim_index, ss_isect->hits[hit].prim),
sd->time,
verts);
- hit_P = motion_triangle_refine_subsurface(kg,
- sd,
- &ss_isect->hits[hit],
- ray,
- verts);
+ hit_P = motion_triangle_refine_local(kg,
+ sd,
+ &ss_isect->hits[hit],
+ ray,
+ verts);
}
#endif /* __OBJECT_MOTION__ */
else {
@@ -313,7 +313,7 @@ ccl_device_inline int subsurface_scatter_multi_intersect(
ccl_device_noinline void subsurface_scatter_multi_setup(
KernelGlobals *kg,
- SubsurfaceIntersection* ss_isect,
+ LocalIntersection* ss_isect,
int hit,
ShaderData *sd,
ccl_addr_space PathState *state,
@@ -403,8 +403,8 @@ ccl_device void subsurface_scatter_step(KernelGlobals *kg, ShaderData *sd, ccl_a
/* intersect with the same object. if multiple intersections are
* found it will randomly pick one of them */
- SubsurfaceIntersection ss_isect;
- scene_intersect_subsurface(kg, ray, &ss_isect, sd->object, lcg_state, 1);
+ LocalIntersection ss_isect;
+ scene_intersect_local(kg, ray, &ss_isect, sd->object, lcg_state, 1);
/* evaluate bssrdf */
if(ss_isect.num_hits > 0) {