diff options
Diffstat (limited to 'intern/cycles/kernel/kernel_shadow.h')
-rw-r--r-- | intern/cycles/kernel/kernel_shadow.h | 84 |
1 files changed, 30 insertions, 54 deletions
diff --git a/intern/cycles/kernel/kernel_shadow.h b/intern/cycles/kernel/kernel_shadow.h index fab5946970d..10e9083551e 100644 --- a/intern/cycles/kernel/kernel_shadow.h +++ b/intern/cycles/kernel/kernel_shadow.h @@ -72,13 +72,14 @@ ccl_device_forceinline bool shadow_handle_transparent_isect( ccl_device bool shadow_blocked_opaque(KernelGlobals *kg, ShaderData *shadow_sd, ccl_addr_space PathState *state, + const uint visibility, Ray *ray, Intersection *isect, float3 *shadow) { const bool blocked = scene_intersect(kg, *ray, - PATH_RAY_SHADOW_OPAQUE, + visibility & PATH_RAY_SHADOW_OPAQUE, isect, NULL, 0.0f, 0.0f); @@ -128,7 +129,7 @@ ccl_device bool shadow_blocked_opaque(KernelGlobals *kg, ccl_device bool shadow_blocked_transparent_all_loop(KernelGlobals *kg, ShaderData *shadow_sd, ccl_addr_space PathState *state, - const int skip_object, + const uint visibility, Ray *ray, Intersection *hits, uint max_hits, @@ -141,7 +142,7 @@ ccl_device bool shadow_blocked_transparent_all_loop(KernelGlobals *kg, const bool blocked = scene_intersect_shadow_all(kg, ray, hits, - skip_object, + visibility, max_hits, &num_hits); /* If no opaque surface found but we did find transparent hits, @@ -218,7 +219,7 @@ ccl_device bool shadow_blocked_transparent_all_loop(KernelGlobals *kg, ccl_device bool shadow_blocked_transparent_all(KernelGlobals *kg, ShaderData *shadow_sd, ccl_addr_space PathState *state, - const int skip_object, + const uint visibility, Ray *ray, uint max_hits, float3 *shadow) @@ -253,7 +254,7 @@ ccl_device bool shadow_blocked_transparent_all(KernelGlobals *kg, return shadow_blocked_transparent_all_loop(kg, shadow_sd, state, - skip_object, + visibility, ray, hits, max_hits, @@ -278,14 +279,14 @@ ccl_device bool shadow_blocked_transparent_stepped_loop( KernelGlobals *kg, ShaderData *shadow_sd, ccl_addr_space PathState *state, - const int skip_object, + const uint visibility, Ray *ray, Intersection *isect, const bool blocked, const bool is_transparent_isect, float3 *shadow) { - if((blocked && is_transparent_isect) || skip_object != OBJECT_NONE) { + if(blocked && is_transparent_isect) { float3 throughput = make_float3(1.0f, 1.0f, 1.0f); float3 Pend = ray->P + ray->D*ray->t; int bounce = state->transparent_bounce; @@ -304,30 +305,13 @@ ccl_device bool shadow_blocked_transparent_stepped_loop( } if(!scene_intersect(kg, *ray, - PATH_RAY_SHADOW_TRANSPARENT, + visibility & PATH_RAY_SHADOW_TRANSPARENT, isect, NULL, 0.0f, 0.0f)) { break; } -#ifdef __SHADOW_TRICKS__ - if(skip_object != OBJECT_NONE) { - const int isect_object = (isect->object == PRIM_NONE) - ? kernel_tex_fetch(__prim_object, isect->prim) - : isect->object; - if(isect_object == skip_object) { - shader_setup_from_ray(kg, shadow_sd, isect, ray); - /* Move ray forward. */ - ray->P = ray_offset(shadow_sd->P, -shadow_sd->Ng); - if(ray->t != FLT_MAX) { - ray->D = normalize_len(Pend - ray->P, &ray->t); - } - bounce++; - continue; - } - } -#endif if(!shader_transparent_shadow(kg, isect)) { return true; } @@ -373,31 +357,24 @@ ccl_device bool shadow_blocked_transparent_stepped( KernelGlobals *kg, ShaderData *shadow_sd, ccl_addr_space PathState *state, - const int skip_object, + const uint visibility, Ray *ray, Intersection *isect, float3 *shadow) { - bool blocked, is_transparent_isect; - if(skip_object == OBJECT_NONE) { - blocked = scene_intersect(kg, - *ray, - PATH_RAY_SHADOW_OPAQUE, - isect, - NULL, - 0.0f, 0.0f); - is_transparent_isect = blocked - ? shader_transparent_shadow(kg, isect) - : false; - } - else { - blocked = false; - is_transparent_isect = false; - } + bool blocked = scene_intersect(kg, + *ray, + visibility & PATH_RAY_SHADOW_OPAQUE, + isect, + NULL, + 0.0f, 0.0f); + bool is_transparent_isect = blocked + ? shader_transparent_shadow(kg, isect) + : false; return shadow_blocked_transparent_stepped_loop(kg, shadow_sd, state, - skip_object, + visibility, ray, isect, blocked, @@ -422,25 +399,24 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, return false; } #ifdef __SHADOW_TRICKS__ - const int skip_object = state->catcher_object; + const uint visibility = (state->flag & PATH_RAY_SHADOW_CATCHER) + ? PATH_RAY_SHADOW_NON_CATCHER + : PATH_RAY_SHADOW; #else - const int skip_object = OBJECT_NONE; + const uint visibility = PATH_RAY_SHADOW; #endif /* Do actual shadow shading. */ /* First of all, we check if integrator requires transparent shadows. * if not, we use simplest and fastest ever way to calculate occlusion. - * - * NOTE: We can't do quick opaque test here if we are on shadow-catcher - * path because we don't want catcher object to be casting shadow here. */ #ifdef __TRANSPARENT_SHADOWS__ - if(!kernel_data.integrator.transparent_shadows && - skip_object == OBJECT_NONE) + if(!kernel_data.integrator.transparent_shadows) #endif { return shadow_blocked_opaque(kg, shadow_sd, state, + visibility, ray, &isect, shadow); @@ -467,7 +443,7 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, */ const bool blocked = scene_intersect(kg, *ray, - PATH_RAY_SHADOW_OPAQUE, + visibility & PATH_RAY_SHADOW_OPAQUE, &isect, NULL, 0.0f, 0.0f); @@ -480,7 +456,7 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, return shadow_blocked_transparent_stepped_loop(kg, shadow_sd, state, - skip_object, + visibility, ray, &isect, blocked, @@ -491,7 +467,7 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, return shadow_blocked_transparent_all(kg, shadow_sd, state, - skip_object, + visibility, ray, max_hits, shadow); @@ -500,7 +476,7 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, return shadow_blocked_transparent_stepped(kg, shadow_sd, state, - skip_object, + visibility, ray, &isect, shadow); |