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Diffstat (limited to 'intern/cycles/kernel/bvh/bvh_shadow_all.h')
-rw-r--r--intern/cycles/kernel/bvh/bvh_shadow_all.h105
1 files changed, 62 insertions, 43 deletions
diff --git a/intern/cycles/kernel/bvh/bvh_shadow_all.h b/intern/cycles/kernel/bvh/bvh_shadow_all.h
index 2e94b1d7c37..0ae36fccf9b 100644
--- a/intern/cycles/kernel/bvh/bvh_shadow_all.h
+++ b/intern/cycles/kernel/bvh/bvh_shadow_all.h
@@ -36,7 +36,7 @@ ccl_device
#else
ccl_device_inline
#endif
- bool BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
+ bool BVH_FUNCTION_FULL_NAME(BVH)(const KernelGlobals *kg,
const Ray *ray,
Intersection *isect_array,
const uint visibility,
@@ -68,10 +68,10 @@ ccl_device_inline
Transform ob_itfm;
#endif
- int num_hits_in_instance = 0;
+ float t_world_to_instance = 1.0f;
*num_hits = 0;
- isect_array->t = tmax;
+ Intersection *isect = isect_array;
/* traversal loop */
do {
@@ -147,13 +147,14 @@ ccl_device_inline
switch (p_type) {
case PRIMITIVE_TRIANGLE: {
- hit = triangle_intersect(kg, isect_array, P, dir, visibility, object, prim_addr);
+ hit = triangle_intersect(
+ kg, isect, P, dir, isect_t, visibility, object, prim_addr);
break;
}
#if BVH_FEATURE(BVH_MOTION)
case PRIMITIVE_MOTION_TRIANGLE: {
hit = motion_triangle_intersect(
- kg, isect_array, P, dir, ray->time, visibility, object, prim_addr);
+ kg, isect, P, dir, isect_t, ray->time, visibility, object, prim_addr);
break;
}
#endif
@@ -163,8 +164,16 @@ ccl_device_inline
case PRIMITIVE_CURVE_RIBBON:
case PRIMITIVE_MOTION_CURVE_RIBBON: {
const uint curve_type = kernel_tex_fetch(__prim_type, prim_addr);
- hit = curve_intersect(
- kg, isect_array, P, dir, visibility, object, prim_addr, ray->time, curve_type);
+ hit = curve_intersect(kg,
+ isect,
+ P,
+ dir,
+ isect_t,
+ visibility,
+ object,
+ prim_addr,
+ ray->time,
+ curve_type);
break;
}
#endif
@@ -176,27 +185,49 @@ ccl_device_inline
/* shadow ray early termination */
if (hit) {
+ /* Convert intersection distance to world space. */
+ isect->t /= t_world_to_instance;
+
/* detect if this surface has a shader with transparent shadows */
/* todo: optimize so primitive visibility flag indicates if
* the primitive has a transparent shadow shader? */
- const int flags = intersection_get_shader_flags(kg, isect_array);
+ const int flags = intersection_get_shader_flags(kg, isect);
- /* if no transparent shadows, all light is blocked */
- if (!(flags & SD_HAS_TRANSPARENT_SHADOW)) {
- return true;
- }
- /* if maximum number of hits reached, block all light */
- else if (*num_hits == max_hits) {
+ if (!(flags & SD_HAS_TRANSPARENT_SHADOW) || max_hits == 0) {
+ /* If no transparent shadows, all light is blocked and we can
+ * stop immediately. */
return true;
}
- /* move on to next entry in intersections array */
- isect_array++;
+ /* Increase the number of hits, possibly beyond max_hits, we will
+ * simply not record those and only keep the max_hits closest. */
(*num_hits)++;
- num_hits_in_instance++;
- isect_array->t = isect_t;
+ if (*num_hits >= max_hits) {
+ /* If maximum number of hits reached, find the intersection with
+ * the largest distance to potentially replace when another hit
+ * is found. */
+ const int num_recorded_hits = min(max_hits, *num_hits);
+ float max_recorded_t = isect_array[0].t;
+ int max_recorded_hit = 0;
+
+ for (int i = 1; i < num_recorded_hits; i++) {
+ if (isect_array[i].t > max_recorded_t) {
+ max_recorded_t = isect_array[i].t;
+ max_recorded_hit = i;
+ }
+ }
+
+ isect = isect_array + max_recorded_hit;
+
+ /* Limit the ray distance and stop counting hits beyond this. */
+ isect_t = max_recorded_t * t_world_to_instance;
+ }
+ else {
+ /* Still have space for intersection, use next hit. */
+ isect = isect + 1;
+ }
}
prim_addr++;
@@ -207,13 +238,14 @@ ccl_device_inline
object = kernel_tex_fetch(__prim_object, -prim_addr - 1);
#if BVH_FEATURE(BVH_MOTION)
- isect_t = bvh_instance_motion_push(kg, object, ray, &P, &dir, &idir, isect_t, &ob_itfm);
+ t_world_to_instance = bvh_instance_motion_push(
+ kg, object, ray, &P, &dir, &idir, &ob_itfm);
#else
- isect_t = bvh_instance_push(kg, object, ray, &P, &dir, &idir, isect_t);
+ t_world_to_instance = bvh_instance_push(kg, object, ray, &P, &dir, &idir);
#endif
- num_hits_in_instance = 0;
- isect_array->t = isect_t;
+ /* Convert intersection to object space. */
+ isect_t *= t_world_to_instance;
++stack_ptr;
kernel_assert(stack_ptr < BVH_STACK_SIZE);
@@ -228,32 +260,19 @@ ccl_device_inline
kernel_assert(object != OBJECT_NONE);
/* Instance pop. */
- if (num_hits_in_instance) {
- float t_fac;
-
#if BVH_FEATURE(BVH_MOTION)
- bvh_instance_motion_pop_factor(kg, object, ray, &P, &dir, &idir, &t_fac, &ob_itfm);
+ bvh_instance_motion_pop(kg, object, ray, &P, &dir, &idir, FLT_MAX, &ob_itfm);
#else
- bvh_instance_pop_factor(kg, object, ray, &P, &dir, &idir, &t_fac);
+ bvh_instance_pop(kg, object, ray, &P, &dir, &idir, FLT_MAX);
#endif
- /* scale isect->t to adjust for instancing */
- for (int i = 0; i < num_hits_in_instance; i++) {
- (isect_array - i - 1)->t *= t_fac;
- }
- }
- else {
-#if BVH_FEATURE(BVH_MOTION)
- bvh_instance_motion_pop(kg, object, ray, &P, &dir, &idir, FLT_MAX, &ob_itfm);
-#else
- bvh_instance_pop(kg, object, ray, &P, &dir, &idir, FLT_MAX);
-#endif
- }
-
- isect_t = tmax;
- isect_array->t = isect_t;
+ /* Restore world space ray length. If max number of hits exceeded this
+ * distance is reduced to recorded only the closest hits. If not use
+ * the original ray length. */
+ isect_t = (max_hits && *num_hits > max_hits) ? isect->t : tmax;
object = OBJECT_NONE;
+ t_world_to_instance = 1.0f;
node_addr = traversal_stack[stack_ptr];
--stack_ptr;
}
@@ -262,7 +281,7 @@ ccl_device_inline
return false;
}
-ccl_device_inline bool BVH_FUNCTION_NAME(KernelGlobals *kg,
+ccl_device_inline bool BVH_FUNCTION_NAME(const KernelGlobals *kg,
const Ray *ray,
Intersection *isect_array,
const uint visibility,