From f79f38673145c716f9a693084b0bc4c4873e66c1 Mon Sep 17 00:00:00 2001 From: Brecht Van Lommel Date: Mon, 30 Oct 2017 20:25:08 +0100 Subject: Code refactor: rename subsurface to local traversal, for reuse. --- intern/cycles/kernel/kernel_subsurface.h | 38 ++++++++++++++++---------------- 1 file changed, 19 insertions(+), 19 deletions(-) (limited to 'intern/cycles/kernel/kernel_subsurface.h') diff --git a/intern/cycles/kernel/kernel_subsurface.h b/intern/cycles/kernel/kernel_subsurface.h index 6f75601d8c6..87e7d7ff398 100644 --- a/intern/cycles/kernel/kernel_subsurface.h +++ b/intern/cycles/kernel/kernel_subsurface.h @@ -175,7 +175,7 @@ ccl_device void subsurface_color_bump_blur(KernelGlobals *kg, */ ccl_device_inline int subsurface_scatter_multi_intersect( KernelGlobals *kg, - SubsurfaceIntersection *ss_isect, + LocalIntersection *ss_isect, ShaderData *sd, const ShaderClosure *sc, uint *lcg_state, @@ -240,22 +240,22 @@ ccl_device_inline int subsurface_scatter_multi_intersect( /* intersect with the same object. if multiple intersections are found it * will use at most BSSRDF_MAX_HITS hits, a random subset of all hits */ - scene_intersect_subsurface(kg, - *ray, - ss_isect, - sd->object, - lcg_state, - BSSRDF_MAX_HITS); + scene_intersect_local(kg, + *ray, + ss_isect, + sd->object, + lcg_state, + BSSRDF_MAX_HITS); int num_eval_hits = min(ss_isect->num_hits, BSSRDF_MAX_HITS); for(int hit = 0; hit < num_eval_hits; hit++) { /* Quickly retrieve P and Ng without setting up ShaderData. */ float3 hit_P; if(sd->type & PRIMITIVE_TRIANGLE) { - hit_P = triangle_refine_subsurface(kg, - sd, - &ss_isect->hits[hit], - ray); + hit_P = triangle_refine_local(kg, + sd, + &ss_isect->hits[hit], + ray); } #ifdef __OBJECT_MOTION__ else if(sd->type & PRIMITIVE_MOTION_TRIANGLE) { @@ -266,11 +266,11 @@ ccl_device_inline int subsurface_scatter_multi_intersect( kernel_tex_fetch(__prim_index, ss_isect->hits[hit].prim), sd->time, verts); - hit_P = motion_triangle_refine_subsurface(kg, - sd, - &ss_isect->hits[hit], - ray, - verts); + hit_P = motion_triangle_refine_local(kg, + sd, + &ss_isect->hits[hit], + ray, + verts); } #endif /* __OBJECT_MOTION__ */ else { @@ -313,7 +313,7 @@ ccl_device_inline int subsurface_scatter_multi_intersect( ccl_device_noinline void subsurface_scatter_multi_setup( KernelGlobals *kg, - SubsurfaceIntersection* ss_isect, + LocalIntersection* ss_isect, int hit, ShaderData *sd, ccl_addr_space PathState *state, @@ -403,8 +403,8 @@ ccl_device void subsurface_scatter_step(KernelGlobals *kg, ShaderData *sd, ccl_a /* intersect with the same object. if multiple intersections are * found it will randomly pick one of them */ - SubsurfaceIntersection ss_isect; - scene_intersect_subsurface(kg, ray, &ss_isect, sd->object, lcg_state, 1); + LocalIntersection ss_isect; + scene_intersect_local(kg, ray, &ss_isect, sd->object, lcg_state, 1); /* evaluate bssrdf */ if(ss_isect.num_hits > 0) { -- cgit v1.2.3