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Diffstat (limited to 'intern/cycles/kernel/split/kernel_shadow_blocked.h')
-rw-r--r--intern/cycles/kernel/split/kernel_shadow_blocked.h99
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
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+++ b/intern/cycles/kernel/split/kernel_shadow_blocked.h
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+/*
+ * 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;
+ }
+}