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Diffstat (limited to 'intern/cycles/kernel/geom/geom_triangle_intersect.h')
-rw-r--r--intern/cycles/kernel/geom/geom_triangle_intersect.h43
1 files changed, 26 insertions, 17 deletions
diff --git a/intern/cycles/kernel/geom/geom_triangle_intersect.h b/intern/cycles/kernel/geom/geom_triangle_intersect.h
index 804e74d7e37..7daa378f81e 100644
--- a/intern/cycles/kernel/geom/geom_triangle_intersect.h
+++ b/intern/cycles/kernel/geom/geom_triangle_intersect.h
@@ -70,23 +70,32 @@ ccl_device_inline bool triangle_intersect(KernelGlobals *kg,
return false;
}
-/* Special ray intersection routines for subsurface scattering. In that case we
+/* Special ray intersection routines for local intersection. In that case we
* only want to intersect with primitives in the same object, and if case of
* multiple hits we pick a single random primitive as the intersection point.
*/
-#ifdef __SUBSURFACE__
-ccl_device_inline void triangle_intersect_subsurface(
+#ifdef __BVH_LOCAL__
+ccl_device_inline void triangle_intersect_local(
KernelGlobals *kg,
- SubsurfaceIntersection *ss_isect,
+ LocalIntersection *local_isect,
float3 P,
float3 dir,
int object,
+ int local_object,
int prim_addr,
float tmax,
uint *lcg_state,
int max_hits)
{
+ /* Only intersect with matching object, for instanced objects we
+ * already know we are only intersecting the right object. */
+ if(object == OBJECT_NONE) {
+ if(kernel_tex_fetch(__prim_object, prim_addr) != local_object) {
+ return;
+ }
+ }
+
const uint tri_vindex = kernel_tex_fetch(__prim_tri_index, prim_addr);
#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
const ssef *ssef_verts = (ssef*)&kg->__prim_tri_verts.data[tri_vindex];
@@ -109,29 +118,29 @@ ccl_device_inline void triangle_intersect_subsurface(
return;
}
- for(int i = min(max_hits, ss_isect->num_hits) - 1; i >= 0; --i) {
- if(ss_isect->hits[i].t == t) {
+ for(int i = min(max_hits, local_isect->num_hits) - 1; i >= 0; --i) {
+ if(local_isect->hits[i].t == t) {
return;
}
}
- ss_isect->num_hits++;
+ local_isect->num_hits++;
int hit;
- if(ss_isect->num_hits <= max_hits) {
- hit = ss_isect->num_hits - 1;
+ if(local_isect->num_hits <= max_hits) {
+ hit = local_isect->num_hits - 1;
}
else {
/* reservoir sampling: if we are at the maximum number of
* hits, randomly replace element or skip it */
- hit = lcg_step_uint(lcg_state) % ss_isect->num_hits;
+ hit = lcg_step_uint(lcg_state) % local_isect->num_hits;
if(hit >= max_hits)
return;
}
/* record intersection */
- Intersection *isect = &ss_isect->hits[hit];
+ Intersection *isect = &local_isect->hits[hit];
isect->prim = prim_addr;
isect->object = object;
isect->type = PRIMITIVE_TRIANGLE;
@@ -145,9 +154,9 @@ ccl_device_inline void triangle_intersect_subsurface(
tri_b = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex+1)),
tri_c = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex+2));
#endif
- ss_isect->Ng[hit] = normalize(cross(tri_b - tri_a, tri_c - tri_a));
+ local_isect->Ng[hit] = normalize(cross(tri_b - tri_a, tri_c - tri_a));
}
-#endif /* __SUBSURFACE__ */
+#endif /* __BVH_LOCAL__ */
/* Refine triangle intersection to more precise hit point. For rays that travel
* far the precision is often not so good, this reintersects the primitive from
@@ -226,10 +235,10 @@ ccl_device_inline float3 triangle_refine(KernelGlobals *kg,
/* Same as above, except that isect->t is assumed to be in object space for
* instancing.
*/
-ccl_device_inline float3 triangle_refine_subsurface(KernelGlobals *kg,
- ShaderData *sd,
- const Intersection *isect,
- const Ray *ray)
+ccl_device_inline float3 triangle_refine_local(KernelGlobals *kg,
+ ShaderData *sd,
+ const Intersection *isect,
+ const Ray *ray)
{
float3 P = ray->P;
float3 D = ray->D;