/* * Copyright 2011-2021 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. */ #pragma once CCL_NAMESPACE_BEGIN /* Visibility for the shadow ray. */ ccl_device_forceinline uint integrate_intersect_shadow_visibility(INTEGRATOR_STATE_CONST_ARGS) { uint visibility = PATH_RAY_SHADOW; #ifdef __SHADOW_CATCHER__ const uint32_t path_flag = INTEGRATOR_STATE(shadow_path, flag); visibility = SHADOW_CATCHER_PATH_VISIBILITY(path_flag, visibility); #endif return visibility; } ccl_device bool integrate_intersect_shadow_opaque(INTEGRATOR_STATE_ARGS, const Ray *ray, const uint visibility) { /* Mask which will pick only opaque visibility bits from the `visibility`. * Calculate the mask at compile time: the visibility will either be a high bits for the shadow * catcher objects, or lower bits for the regular objects (there is no need to check the path * state here again). */ constexpr const uint opaque_mask = SHADOW_CATCHER_VISIBILITY_SHIFT(PATH_RAY_SHADOW_OPAQUE) | PATH_RAY_SHADOW_OPAQUE; Intersection isect; const bool opaque_hit = scene_intersect(kg, ray, visibility & opaque_mask, &isect); if (!opaque_hit) { INTEGRATOR_STATE_WRITE(shadow_path, num_hits) = 0; } return opaque_hit; } ccl_device_forceinline int integrate_shadow_max_transparent_hits(INTEGRATOR_STATE_CONST_ARGS) { const int transparent_max_bounce = kernel_data.integrator.transparent_max_bounce; const int transparent_bounce = INTEGRATOR_STATE(shadow_path, transparent_bounce); return max(transparent_max_bounce - transparent_bounce - 1, 0); } #ifdef __TRANSPARENT_SHADOWS__ ccl_device bool integrate_intersect_shadow_transparent(INTEGRATOR_STATE_ARGS, const Ray *ray, const uint visibility) { Intersection isect[INTEGRATOR_SHADOW_ISECT_SIZE]; /* Limit the number hits to the max transparent bounces allowed and the size that we * have available in the integrator state. */ const uint max_transparent_hits = integrate_shadow_max_transparent_hits(INTEGRATOR_STATE_PASS); const uint max_hits = min(max_transparent_hits, (uint)INTEGRATOR_SHADOW_ISECT_SIZE); uint num_hits = 0; bool opaque_hit = scene_intersect_shadow_all(kg, ray, isect, visibility, max_hits, &num_hits); /* If number of hits exceed the transparent bounces limit, make opaque. */ if (num_hits > max_transparent_hits) { opaque_hit = true; } if (!opaque_hit) { uint num_recorded_hits = min(num_hits, max_hits); if (num_recorded_hits > 0) { sort_intersections(isect, num_recorded_hits); /* Write intersection result into global integrator state memory. */ for (int hit = 0; hit < num_recorded_hits; hit++) { integrator_state_write_shadow_isect(INTEGRATOR_STATE_PASS, &isect[hit], hit); } } INTEGRATOR_STATE_WRITE(shadow_path, num_hits) = num_hits; } else { INTEGRATOR_STATE_WRITE(shadow_path, num_hits) = 0; } return opaque_hit; } #endif ccl_device void integrator_intersect_shadow(INTEGRATOR_STATE_ARGS) { PROFILING_INIT(kg, PROFILING_INTERSECT_SHADOW); /* Read ray from integrator state into local memory. */ Ray ray ccl_optional_struct_init; integrator_state_read_shadow_ray(INTEGRATOR_STATE_PASS, &ray); /* Compute visibility. */ const uint visibility = integrate_intersect_shadow_visibility(INTEGRATOR_STATE_PASS); #ifdef __TRANSPARENT_SHADOWS__ /* TODO: compile different kernels depending on this? Especially for OptiX * conditional trace calls are bad. */ const bool opaque_hit = (kernel_data.integrator.transparent_shadows) ? integrate_intersect_shadow_transparent(INTEGRATOR_STATE_PASS, &ray, visibility) : integrate_intersect_shadow_opaque(INTEGRATOR_STATE_PASS, &ray, visibility); #else const bool opaque_hit = integrate_intersect_shadow_opaque( INTEGRATOR_STATE_PASS, &ray, visibility); #endif if (opaque_hit) { /* Hit an opaque surface, shadow path ends here. */ INTEGRATOR_SHADOW_PATH_TERMINATE(DEVICE_KERNEL_INTEGRATOR_INTERSECT_SHADOW); return; } else { /* Hit nothing or transparent surfaces, continue to shadow kernel * for shading and render buffer output. * * TODO: could also write to render buffer directly if no transparent shadows? * Could save a kernel execution for the common case. */ INTEGRATOR_SHADOW_PATH_NEXT(DEVICE_KERNEL_INTEGRATOR_INTERSECT_SHADOW, DEVICE_KERNEL_INTEGRATOR_SHADE_SHADOW); return; } } CCL_NAMESPACE_END