diff options
Diffstat (limited to 'intern/cycles/kernel/kernel_shadow.h')
-rw-r--r-- | intern/cycles/kernel/kernel_shadow.h | 185 |
1 files changed, 114 insertions, 71 deletions
diff --git a/intern/cycles/kernel/kernel_shadow.h b/intern/cycles/kernel/kernel_shadow.h index fab5946970d..8a0da6c3b13 100644 --- a/intern/cycles/kernel/kernel_shadow.h +++ b/intern/cycles/kernel/kernel_shadow.h @@ -16,6 +16,42 @@ CCL_NAMESPACE_BEGIN +#ifdef __VOLUME__ +typedef struct VolumeState { +# ifdef __SPLIT_KERNEL__ +# else + PathState ps; +# endif +} VolumeState; + +/* Get PathState ready for use for volume stack evaluation. */ +# ifdef __SPLIT_KERNEL__ +ccl_addr_space +# endif +ccl_device_inline PathState *shadow_blocked_volume_path_state( + KernelGlobals *kg, + VolumeState *volume_state, + ccl_addr_space PathState *state, + ShaderData *sd, + Ray *ray) +{ +# ifdef __SPLIT_KERNEL__ + ccl_addr_space PathState *ps = + &kernel_split_state.state_shadow[ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0)]; +# else + PathState *ps = &volume_state->ps; +# endif + *ps = *state; + /* We are checking for shadow on the "other" side of the surface, so need + * to discard volume we are currently at. + */ + if(dot(sd->Ng, ray->D) < 0.0f) { + kernel_volume_stack_enter_exit(kg, sd, ps->volume_stack); + } + return ps; +} +#endif /* __VOLUME__ */ + /* Attenuate throughput accordingly to the given intersection event. * Returns true if the throughput is zero and traversal can be aborted. */ @@ -49,11 +85,8 @@ ccl_device_forceinline bool shadow_handle_transparent_isect( path_state_modify_bounce(state, true); shader_eval_surface(kg, shadow_sd, - NULL, state, - 0.0f, - PATH_RAY_SHADOW, - SHADER_CONTEXT_SHADOW); + PATH_RAY_SHADOW); path_state_modify_bounce(state, false); *throughput *= shader_bsdf_transparency(kg, shadow_sd); } @@ -72,13 +105,14 @@ 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); @@ -126,9 +160,10 @@ ccl_device bool shadow_blocked_opaque(KernelGlobals *kg, * Note that hits array should be as big as max_hits+1. */ ccl_device bool shadow_blocked_transparent_all_loop(KernelGlobals *kg, + ShaderData *sd, ShaderData *shadow_sd, ccl_addr_space PathState *state, - const int skip_object, + const uint visibility, Ray *ray, Intersection *hits, uint max_hits, @@ -141,9 +176,12 @@ 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); +# ifdef __VOLUME__ + VolumeState volume_state; +# endif /* If no opaque surface found but we did find transparent hits, * shade them. */ @@ -155,12 +193,13 @@ ccl_device bool shadow_blocked_transparent_all_loop(KernelGlobals *kg, Intersection *isect = hits; # ifdef __VOLUME__ # ifdef __SPLIT_KERNEL__ - ccl_addr_space PathState *ps = &kernel_split_state.state_shadow[ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0)]; -# else - PathState ps_object; - PathState *ps = &ps_object; + ccl_addr_space # endif - *ps = *state; + PathState *ps = shadow_blocked_volume_path_state(kg, + &volume_state, + state, + sd, + ray); # endif sort_intersections(hits, num_hits); for(int hit = 0; hit < num_hits; hit++, isect++) { @@ -205,8 +244,16 @@ ccl_device bool shadow_blocked_transparent_all_loop(KernelGlobals *kg, } # ifdef __VOLUME__ if(!blocked && state->volume_stack[0].shader != SHADER_NONE) { - /* Apply attenuation from current volume shader/ */ - kernel_volume_shadow(kg, shadow_sd, state, ray, shadow); + /* Apply attenuation from current volume shader. */ +# ifdef __SPLIT_KERNEL__ + ccl_addr_space +# endif + PathState *ps = shadow_blocked_volume_path_state(kg, + &volume_state, + state, + sd, + ray); + kernel_volume_shadow(kg, shadow_sd, ps, ray, shadow); } # endif return blocked; @@ -216,9 +263,10 @@ ccl_device bool shadow_blocked_transparent_all_loop(KernelGlobals *kg, * loop to help readability of the actual logic. */ ccl_device bool shadow_blocked_transparent_all(KernelGlobals *kg, + ShaderData *sd, ShaderData *shadow_sd, ccl_addr_space PathState *state, - const int skip_object, + const uint visibility, Ray *ray, uint max_hits, float3 *shadow) @@ -251,9 +299,10 @@ ccl_device bool shadow_blocked_transparent_all(KernelGlobals *kg, # endif /* __KERNEL_GPU__ */ /* Invoke actual traversal. */ return shadow_blocked_transparent_all_loop(kg, + sd, shadow_sd, state, - skip_object, + visibility, ray, hits, max_hits, @@ -276,27 +325,32 @@ ccl_device bool shadow_blocked_transparent_all(KernelGlobals *kg, */ ccl_device bool shadow_blocked_transparent_stepped_loop( KernelGlobals *kg, + ShaderData *sd, 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) { +# ifdef __VOLUME__ + VolumeState volume_state; +# endif + 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; # ifdef __VOLUME__ # ifdef __SPLIT_KERNEL__ - ccl_addr_space PathState *ps = &kernel_split_state.state_shadow[ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0)]; -# else - PathState ps_object; - PathState *ps = &ps_object; + ccl_addr_space # endif - *ps = *state; + PathState *ps = shadow_blocked_volume_path_state(kg, + &volume_state, + state, + sd, + ray); # endif for(;;) { if(bounce >= kernel_data.integrator.transparent_max_bounce) { @@ -304,30 +358,13 @@ 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; } @@ -363,7 +400,15 @@ ccl_device bool shadow_blocked_transparent_stepped_loop( # ifdef __VOLUME__ if(!blocked && state->volume_stack[0].shader != SHADER_NONE) { /* Apply attenuation from current volume shader. */ - kernel_volume_shadow(kg, shadow_sd, state, ray, shadow); +# ifdef __SPLIT_KERNEL__ + ccl_addr_space +# endif + PathState *ps = shadow_blocked_volume_path_state(kg, + &volume_state, + state, + sd, + ray); + kernel_volume_shadow(kg, shadow_sd, ps, ray, shadow); } # endif return blocked; @@ -371,33 +416,28 @@ ccl_device bool shadow_blocked_transparent_stepped_loop( ccl_device bool shadow_blocked_transparent_stepped( KernelGlobals *kg, + ShaderData *sd, 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, + sd, shadow_sd, state, - skip_object, + visibility, ray, isect, blocked, @@ -409,6 +449,7 @@ ccl_device bool shadow_blocked_transparent_stepped( #endif /* __TRANSPARENT_SHADOWS__ */ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, + ShaderData *sd, ShaderData *shadow_sd, ccl_addr_space PathState *state, Ray *ray_input, @@ -422,25 +463,24 @@ 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 +507,7 @@ 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); @@ -478,9 +518,10 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, max_hits + 1 >= SHADOW_STACK_MAX_HITS) { return shadow_blocked_transparent_stepped_loop(kg, + sd, shadow_sd, state, - skip_object, + visibility, ray, &isect, blocked, @@ -489,18 +530,20 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, } # endif /* __KERNEL_GPU__ */ return shadow_blocked_transparent_all(kg, + sd, shadow_sd, state, - skip_object, + visibility, ray, max_hits, shadow); # else /* __SHADOW_RECORD_ALL__ */ /* Fallback to a slowest version which works on all devices. */ return shadow_blocked_transparent_stepped(kg, + sd, shadow_sd, state, - skip_object, + visibility, ray, &isect, shadow); |