diff options
Diffstat (limited to 'intern/cycles/kernel/integrator/integrator_intersect_shadow.h')
-rw-r--r-- | intern/cycles/kernel/integrator/integrator_intersect_shadow.h | 144 |
1 files changed, 144 insertions, 0 deletions
diff --git a/intern/cycles/kernel/integrator/integrator_intersect_shadow.h b/intern/cycles/kernel/integrator/integrator_intersect_shadow.h new file mode 100644 index 00000000000..5bd9cfda4a4 --- /dev/null +++ b/intern/cycles/kernel/integrator/integrator_intersect_shadow.h @@ -0,0 +1,144 @@ +/* + * Copyright 2011-2021 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. + */ + +#pragma once + +CCL_NAMESPACE_BEGIN + +/* Visibility for the shadow ray. */ +ccl_device_forceinline uint integrate_intersect_shadow_visibility(INTEGRATOR_STATE_CONST_ARGS) +{ + uint visibility = PATH_RAY_SHADOW; + +#ifdef __SHADOW_CATCHER__ + const uint32_t path_flag = INTEGRATOR_STATE(shadow_path, flag); + visibility = SHADOW_CATCHER_PATH_VISIBILITY(path_flag, visibility); +#endif + + return visibility; +} + +ccl_device bool integrate_intersect_shadow_opaque(INTEGRATOR_STATE_ARGS, + const Ray *ray, + const uint visibility) +{ + /* Mask which will pick only opaque visibility bits from the `visibility`. + * Calculate the mask at compile time: the visibility will either be a high bits for the shadow + * catcher objects, or lower bits for the regular objects (there is no need to check the path + * state here again). */ + constexpr const uint opaque_mask = SHADOW_CATCHER_VISIBILITY_SHIFT(PATH_RAY_SHADOW_OPAQUE) | + PATH_RAY_SHADOW_OPAQUE; + + Intersection isect; + const bool opaque_hit = scene_intersect(kg, ray, visibility & opaque_mask, &isect); + + if (!opaque_hit) { + INTEGRATOR_STATE_WRITE(shadow_path, num_hits) = 0; + } + + return opaque_hit; +} + +ccl_device_forceinline int integrate_shadow_max_transparent_hits(INTEGRATOR_STATE_CONST_ARGS) +{ + const int transparent_max_bounce = kernel_data.integrator.transparent_max_bounce; + const int transparent_bounce = INTEGRATOR_STATE(shadow_path, transparent_bounce); + + return max(transparent_max_bounce - transparent_bounce - 1, 0); +} + +#ifdef __TRANSPARENT_SHADOWS__ +ccl_device bool integrate_intersect_shadow_transparent(INTEGRATOR_STATE_ARGS, + const Ray *ray, + const uint visibility) +{ + Intersection isect[INTEGRATOR_SHADOW_ISECT_SIZE]; + + /* Limit the number hits to the max transparent bounces allowed and the size that we + * have available in the integrator state. */ + const uint max_transparent_hits = integrate_shadow_max_transparent_hits(INTEGRATOR_STATE_PASS); + const uint max_hits = min(max_transparent_hits, (uint)INTEGRATOR_SHADOW_ISECT_SIZE); + uint num_hits = 0; + bool opaque_hit = scene_intersect_shadow_all(kg, ray, isect, visibility, max_hits, &num_hits); + + /* If number of hits exceed the transparent bounces limit, make opaque. */ + if (num_hits > max_transparent_hits) { + opaque_hit = true; + } + + if (!opaque_hit) { + uint num_recorded_hits = min(num_hits, max_hits); + + if (num_recorded_hits > 0) { + sort_intersections(isect, num_recorded_hits); + + /* Write intersection result into global integrator state memory. */ + for (int hit = 0; hit < num_recorded_hits; hit++) { + integrator_state_write_shadow_isect(INTEGRATOR_STATE_PASS, &isect[hit], hit); + } + } + + INTEGRATOR_STATE_WRITE(shadow_path, num_hits) = num_hits; + } + else { + INTEGRATOR_STATE_WRITE(shadow_path, num_hits) = 0; + } + + return opaque_hit; +} +#endif + +ccl_device void integrator_intersect_shadow(INTEGRATOR_STATE_ARGS) +{ + PROFILING_INIT(kg, PROFILING_INTERSECT_SHADOW); + + /* Read ray from integrator state into local memory. */ + Ray ray ccl_optional_struct_init; + integrator_state_read_shadow_ray(INTEGRATOR_STATE_PASS, &ray); + + /* Compute visibility. */ + const uint visibility = integrate_intersect_shadow_visibility(INTEGRATOR_STATE_PASS); + +#ifdef __TRANSPARENT_SHADOWS__ + /* TODO: compile different kernels depending on this? Especially for OptiX + * conditional trace calls are bad. */ + const bool opaque_hit = + (kernel_data.integrator.transparent_shadows) ? + integrate_intersect_shadow_transparent(INTEGRATOR_STATE_PASS, &ray, visibility) : + integrate_intersect_shadow_opaque(INTEGRATOR_STATE_PASS, &ray, visibility); +#else + const bool opaque_hit = integrate_intersect_shadow_opaque( + INTEGRATOR_STATE_PASS, &ray, visibility); +#endif + + if (opaque_hit) { + /* Hit an opaque surface, shadow path ends here. */ + INTEGRATOR_SHADOW_PATH_TERMINATE(DEVICE_KERNEL_INTEGRATOR_INTERSECT_SHADOW); + return; + } + else { + /* Hit nothing or transparent surfaces, continue to shadow kernel + * for shading and render buffer output. + * + * TODO: could also write to render buffer directly if no transparent shadows? + * Could save a kernel execution for the common case. */ + INTEGRATOR_SHADOW_PATH_NEXT(DEVICE_KERNEL_INTEGRATOR_INTERSECT_SHADOW, + DEVICE_KERNEL_INTEGRATOR_SHADE_SHADOW); + return; + } +} + +CCL_NAMESPACE_END |