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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2013-12-28 05:56:53 +0400
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2013-12-28 19:57:10 +0400
commit133f770ab3e7a6db49562cb73cb7aa5f75cf13f8 (patch)
treeab0f822ddcdb549bf313e7c6aeaca21af6a30f3c /intern
parent37c4d6a50a7dc8e819ecab208f150ceb0ae1d01c (diff)
Code cleanup: move shadow_blocked function into separate file.
Diffstat (limited to 'intern')
-rw-r--r--intern/cycles/kernel/CMakeLists.txt1
-rw-r--r--intern/cycles/kernel/kernel_path.h80
-rw-r--r--intern/cycles/kernel/kernel_shadow.h97
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
+