diff options
Diffstat (limited to 'intern/cycles/kernel/kernel_shadow.h')
-rw-r--r-- | intern/cycles/kernel/kernel_shadow.h | 65 |
1 files changed, 54 insertions, 11 deletions
diff --git a/intern/cycles/kernel/kernel_shadow.h b/intern/cycles/kernel/kernel_shadow.h index 4efc6c8118d..db6f839d9ed 100644 --- a/intern/cycles/kernel/kernel_shadow.h +++ b/intern/cycles/kernel/kernel_shadow.h @@ -128,6 +128,7 @@ 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, Ray *ray, Intersection *hits, uint max_hits, @@ -140,6 +141,7 @@ ccl_device bool shadow_blocked_transparent_all_loop(KernelGlobals *kg, const bool blocked = scene_intersect_shadow_all(kg, ray, hits, + skip_object, max_hits, &num_hits); /* If no opaque surface found but we did find transparent hits, @@ -216,6 +218,7 @@ 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, Ray *ray, uint max_hits, float3 *shadow) @@ -250,6 +253,7 @@ ccl_device bool shadow_blocked_transparent_all(KernelGlobals *kg, return shadow_blocked_transparent_all_loop(kg, shadow_sd, state, + skip_object, ray, hits, max_hits, @@ -274,13 +278,14 @@ ccl_device bool shadow_blocked_transparent_stepped_loop( KernelGlobals *kg, ShaderData *shadow_sd, ccl_addr_space PathState *state, + const int skip_object, Ray *ray, Intersection *isect, const bool blocked, const bool is_transparent_isect, float3 *shadow) { - if(blocked && is_transparent_isect) { + if((blocked && is_transparent_isect) || skip_object != OBJECT_NONE) { float3 throughput = make_float3(1.0f, 1.0f, 1.0f); float3 Pend = ray->P + ray->D*ray->t; int bounce = state->transparent_bounce; @@ -306,6 +311,23 @@ ccl_device bool shadow_blocked_transparent_stepped_loop( { 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; } @@ -351,22 +373,31 @@ ccl_device bool shadow_blocked_transparent_stepped( KernelGlobals *kg, ShaderData *shadow_sd, ccl_addr_space PathState *state, + const int skip_object, Ray *ray, Intersection *isect, float3 *shadow) { - const bool blocked = scene_intersect(kg, - *ray, - PATH_RAY_SHADOW_OPAQUE, - isect, - NULL, - 0.0f, 0.0f); - const bool is_transparent_isect = blocked - ? shader_transparent_shadow(kg, isect) - : false; + 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; + } return shadow_blocked_transparent_stepped_loop(kg, shadow_sd, state, + skip_object, ray, isect, blocked, @@ -390,12 +421,21 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, if(ray->t == 0.0f) { return false; } +#ifdef __SHADOW_TRICKS__ + const int skip_object = state->catcher_object; +#else + const int skip_object = OBJECT_NONE; +#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) + if(!kernel_data.integrator.transparent_shadows && + skip_object == OBJECT_NONE) #endif { return shadow_blocked_opaque(kg, @@ -440,6 +480,7 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, return shadow_blocked_transparent_stepped_loop(kg, shadow_sd, state, + skip_object, ray, &isect, blocked, @@ -450,6 +491,7 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, return shadow_blocked_transparent_all(kg, shadow_sd, state, + skip_object, ray, max_hits, shadow); @@ -458,6 +500,7 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, return shadow_blocked_transparent_stepped(kg, shadow_sd, state, + skip_object, ray, &isect, shadow); |