diff options
Diffstat (limited to 'intern/cycles/kernel/kernel_shadow.h')
-rw-r--r-- | intern/cycles/kernel/kernel_shadow.h | 161 |
1 files changed, 81 insertions, 80 deletions
diff --git a/intern/cycles/kernel/kernel_shadow.h b/intern/cycles/kernel/kernel_shadow.h index 2981f6ac566..cc037e13105 100644 --- a/intern/cycles/kernel/kernel_shadow.h +++ b/intern/cycles/kernel/kernel_shadow.h @@ -16,6 +16,55 @@ CCL_NAMESPACE_BEGIN +/* Attenuate throughput accordingly to the given intersection event. + * Returns true if the throughput is zero and traversal can be aborted. + */ +ccl_device_inline bool shadow_handle_transparent_isect(KernelGlobals *kg, + ShaderData *shadow_sd, + PathState *state, + Intersection *isect, + Ray *ray, + float3 *throughput) +{ +#ifdef __VOLUME__ + /* Attenuation between last surface and next surface. */ + if(state->volume_stack[0].shader != SHADER_NONE) { + Ray segment_ray = *ray; + segment_ray.t = isect->t; + kernel_volume_shadow(kg, shadow_sd, state, &segment_ray, throughput); + } +#endif + + /* Setup shader data at surface. */ + shader_setup_from_ray(kg, shadow_sd, isect, ray); + + /* Attenuation from transparent surface. */ + if(!(shadow_sd->flag & SD_HAS_ONLY_VOLUME)) { + path_state_modify_bounce(state, true); + shader_eval_surface(kg, + shadow_sd, + NULL, + state, + 0.0f, + PATH_RAY_SHADOW, + SHADER_CONTEXT_SHADOW); + path_state_modify_bounce(state, false); + *throughput *= shader_bsdf_transparency(kg, shadow_sd); + } + + /* Stop if all light is blocked. */ + if(is_zero(*throughput)) { + return true; + } + +#ifdef __VOLUME__ + /* Exit/enter volume. */ + kernel_volume_stack_enter_exit(kg, shadow_sd, state->volume_stack); +#endif + + return false; +} + #ifdef __SHADOW_RECORD_ALL__ /* Shadow function to compute how much light is blocked, CPU variation. @@ -91,59 +140,36 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, ShaderData *shadow_sd, qsort(hits, num_hits, sizeof(Intersection), intersections_compare); for(int hit = 0; hit < num_hits; hit++, isect++) { - /* adjust intersection distance for moving ray forward */ + /* Adjust intersection distance for moving ray forward. */ float new_t = isect->t; isect->t -= last_t; - - /* skip hit if we did not move forward, step by step raytracing - * would have skipped it as well then */ - if(last_t == new_t) + /* Skip hit if we did not move forward, step by step raytracing + * would have skipped it as well then. + */ + if(last_t == new_t) { continue; - - last_t = new_t; - -#ifdef __VOLUME__ - /* attenuation between last surface and next surface */ - if(ps.volume_stack[0].shader != SHADER_NONE) { - Ray segment_ray = *ray; - segment_ray.t = isect->t; - kernel_volume_shadow(kg, shadow_sd, &ps, &segment_ray, &throughput); - } -#endif - - /* setup shader data at surface */ - shader_setup_from_ray(kg, shadow_sd, isect, ray); - - /* attenuation from transparent surface */ - if(!(shadow_sd->flag & SD_HAS_ONLY_VOLUME)) { - path_state_modify_bounce(state, true); - shader_eval_surface(kg, shadow_sd, NULL, state, 0.0f, PATH_RAY_SHADOW, SHADER_CONTEXT_SHADOW); - path_state_modify_bounce(state, false); - - throughput *= shader_bsdf_transparency(kg, shadow_sd); } - - /* stop if all light is blocked */ - if(is_zero(throughput)) { + last_t = new_t; + /* Attenuate the throughput. */ + if(shadow_handle_transparent_isect(kg, + shadow_sd, + &ps, + isect, + ray, + &throughput)) + { return true; } - - /* move ray forward */ + /* Move ray forward. */ ray->P = shadow_sd->P; if(ray->t != FLT_MAX) { ray->D = normalize_len(Pend - ray->P, &ray->t); } - -#ifdef __VOLUME__ - /* exit/enter volume */ - kernel_volume_stack_enter_exit(kg, shadow_sd, ps.volume_stack); -#endif - bounce++; } #ifdef __VOLUME__ - /* attenuation for last line segment towards light */ + /* Attenuation for last line segment towards light. */ if(ps.volume_stack[0].shader != SHADER_NONE) kernel_volume_shadow(kg, shadow_sd, &ps, ray, &throughput); #endif @@ -213,78 +239,53 @@ ccl_device_noinline bool shadow_blocked(KernelGlobals *kg, 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 __VOLUME__ PathState ps = *state; -#endif - +# endif for(;;) { if(bounce >= kernel_data.integrator.transparent_max_bounce) return true; if(!scene_intersect(kg, *ray, PATH_RAY_SHADOW_TRANSPARENT, isect, NULL, 0.0f, 0.0f)) { -#ifdef __VOLUME__ - /* attenuation for last line segment towards light */ +# ifdef __VOLUME__ + /* Attenuation for last line segment towards light. */ if(ps.volume_stack[0].shader != SHADER_NONE) kernel_volume_shadow(kg, shadow_sd, &ps, ray, &throughput); -#endif +# endif *shadow *= throughput; return false; } - if(!shader_transparent_shadow(kg, isect)) { return true; } - -#ifdef __VOLUME__ - /* attenuation between last surface and next surface */ - if(ps.volume_stack[0].shader != SHADER_NONE) { - Ray segment_ray = *ray; - segment_ray.t = isect->t; - kernel_volume_shadow(kg, shadow_sd, &ps, &segment_ray, &throughput); - } -#endif - - /* setup shader data at surface */ - shader_setup_from_ray(kg, shadow_sd, isect, ray); - - /* attenuation from transparent surface */ - if(!(ccl_fetch(shadow_sd, flag) & SD_HAS_ONLY_VOLUME)) { - path_state_modify_bounce(state, true); - shader_eval_surface(kg, shadow_sd, NULL, state, 0.0f, PATH_RAY_SHADOW, SHADER_CONTEXT_SHADOW); - path_state_modify_bounce(state, false); - - throughput *= shader_bsdf_transparency(kg, shadow_sd); - } - - /* stop if all light is blocked */ - if(is_zero(throughput)) { + /* Attenuate the throughput. */ + if(shadow_handle_transparent_isect(kg, + shadow_sd, + &ps, + isect, + ray, + &throughput)) + { return true; } - - /* move ray forward */ + /* Move ray forward. */ ray->P = ray_offset(ccl_fetch(shadow_sd, P), -ccl_fetch(shadow_sd, Ng)); if(ray->t != FLT_MAX) { ray->D = normalize_len(Pend - ray->P, &ray->t); } - -#ifdef __VOLUME__ - /* exit/enter volume */ - kernel_volume_stack_enter_exit(kg, shadow_sd, ps.volume_stack); -#endif - bounce++; } } } -#ifdef __VOLUME__ +# ifdef __VOLUME__ else if(!blocked && state->volume_stack[0].shader != SHADER_NONE) { /* apply attenuation from current volume shader */ kernel_volume_shadow(kg, shadow_sd, state, ray, shadow); } -#endif +# endif #endif return blocked; |