diff options
Diffstat (limited to 'intern/cycles/kernel/split/kernel_shadow_blocked.h')
-rw-r--r-- | intern/cycles/kernel/split/kernel_shadow_blocked.h | 99 |
1 files changed, 99 insertions, 0 deletions
diff --git a/intern/cycles/kernel/split/kernel_shadow_blocked.h b/intern/cycles/kernel/split/kernel_shadow_blocked.h new file mode 100644 index 00000000000..154ec53ffbb --- /dev/null +++ b/intern/cycles/kernel/split/kernel_shadow_blocked.h @@ -0,0 +1,99 @@ +/* + * Copyright 2011-2015 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. + */ + +#include "kernel_split_common.h" + +/* Note on kernel_shadow_blocked kernel. + * This is the ninth kernel in the ray tracing logic. This is the eighth + * of the path iteration kernels. This kernel takes care of "shadow ray cast" + * logic of the direct lighting and AO part of ray tracing. + * + * The input and output are as follows, + * + * PathState_coop ----------------------------------|--- kernel_shadow_blocked --| + * LightRay_dl_coop --------------------------------| |--- LightRay_dl_coop + * LightRay_ao_coop --------------------------------| |--- LightRay_ao_coop + * ray_state ---------------------------------------| |--- ray_state + * Queue_data(QUEUE_SHADOW_RAY_CAST_AO_RAYS & | |--- Queue_data (QUEUE_SHADOW_RAY_CAST_AO_RAYS & QUEUE_SHADOW_RAY_CAST_AO_RAYS) + QUEUE_SHADOW_RAY_CAST_DL_RAYS) -------| | + * Queue_index(QUEUE_SHADOW_RAY_CAST_AO_RAYS& + QUEUE_SHADOW_RAY_CAST_DL_RAYS) -------| | + * kg (globals + data) -----------------------------| | + * queuesize ---------------------------------------| | + * + * Note on shader_shadow : shader_shadow is neither input nor output to this kernel. shader_shadow is filled and consumed in this kernel itself. + * Note on queues : + * The kernel fetches from QUEUE_SHADOW_RAY_CAST_AO_RAYS and QUEUE_SHADOW_RAY_CAST_DL_RAYS queues. We will empty + * these queues this kernel. + * State of queues when this kernel is called : + * state of queues QUEUE_ACTIVE_AND_REGENERATED_RAYS and QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be same + * before and after this kernel call. + * QUEUE_SHADOW_RAY_CAST_AO_RAYS & QUEUE_SHADOW_RAY_CAST_DL_RAYS will be filled with rays marked with flags RAY_SHADOW_RAY_CAST_AO + * and RAY_SHADOW_RAY_CAST_DL respectively, during kernel entry. + * QUEUE_SHADOW_RAY_CAST_AO_RAYS and QUEUE_SHADOW_RAY_CAST_DL_RAYS will be empty at kernel exit. + */ +ccl_device void kernel_shadow_blocked( + ccl_global char *globals, + ccl_constant KernelData *data, + ccl_global char *shader_shadow, /* Required for shadow blocked */ + ccl_global PathState *PathState_coop, /* Required for shadow blocked */ + ccl_global Ray *LightRay_dl_coop, /* Required for direct lighting's shadow blocked */ + ccl_global Ray *LightRay_ao_coop, /* Required for AO's shadow blocked */ + Intersection *Intersection_coop_AO, + Intersection *Intersection_coop_DL, + ccl_global char *ray_state, + int total_num_rays, + char shadow_blocked_type, + int ray_index) +{ + /* Flag determining if we need to update L. */ + char update_path_radiance = 0; + + if(IS_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_DL) || + IS_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_AO)) + { + /* Load kernel global structure */ + KernelGlobals *kg = (KernelGlobals *)globals; + ShaderData *sd_shadow = (ShaderData *)shader_shadow; + + ccl_global PathState *state = &PathState_coop[ray_index]; + ccl_global Ray *light_ray_dl_global = &LightRay_dl_coop[ray_index]; + ccl_global Ray *light_ray_ao_global = &LightRay_ao_coop[ray_index]; + Intersection *isect_ao_global = &Intersection_coop_AO[ray_index]; + Intersection *isect_dl_global = &Intersection_coop_DL[ray_index]; + + ccl_global Ray *light_ray_global = + shadow_blocked_type == RAY_SHADOW_RAY_CAST_AO + ? light_ray_ao_global + : light_ray_dl_global; + Intersection *isect_global = + RAY_SHADOW_RAY_CAST_AO ? isect_ao_global : isect_dl_global; + + float3 shadow; + update_path_radiance = !(shadow_blocked(kg, + state, + light_ray_global, + &shadow, + sd_shadow, + isect_global)); + + /* We use light_ray_global's P and t to store shadow and + * update_path_radiance. + */ + light_ray_global->P = shadow; + light_ray_global->t = update_path_radiance; + } +} |