/* SPDX-License-Identifier: Apache-2.0 * Copyright 2011-2022 Blender Foundation */ #pragma once #include "kernel/integrator/path_state.h" #include "kernel/integrator/state_util.h" CCL_NAMESPACE_BEGIN /* Check whether current surface bounce is where path is to be split for the shadow catcher. */ ccl_device_inline bool kernel_shadow_catcher_is_path_split_bounce(KernelGlobals kg, IntegratorState state, const int object_flag) { #ifdef __SHADOW_CATCHER__ if (!kernel_data.integrator.has_shadow_catcher) { return false; } /* Check the flag first, avoiding fetches form global memory. */ if ((object_flag & SD_OBJECT_SHADOW_CATCHER) == 0) { return false; } if (object_flag & SD_OBJECT_HOLDOUT_MASK) { return false; } const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag); if ((path_flag & PATH_RAY_TRANSPARENT_BACKGROUND) == 0) { /* Split only on primary rays, secondary bounces are to treat shadow catcher as a regular * object. */ return false; } if (path_flag & PATH_RAY_SHADOW_CATCHER_HIT) { return false; } return true; #else (void)object_flag; return false; #endif } /* Check whether the current path can still split. */ ccl_device_inline bool kernel_shadow_catcher_path_can_split(KernelGlobals kg, ConstIntegratorState state) { if (integrator_path_is_terminated(state)) { return false; } const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag); if (path_flag & PATH_RAY_SHADOW_CATCHER_HIT) { /* Shadow catcher was already hit and the state was split. No further split is allowed. */ return false; } return (path_flag & PATH_RAY_TRANSPARENT_BACKGROUND) != 0; } #ifdef __SHADOW_CATCHER__ ccl_device_forceinline bool kernel_shadow_catcher_is_matte_path(const uint32_t path_flag) { return (path_flag & PATH_RAY_SHADOW_CATCHER_HIT) == 0; } ccl_device_forceinline bool kernel_shadow_catcher_is_object_pass(const uint32_t path_flag) { return path_flag & PATH_RAY_SHADOW_CATCHER_PASS; } #endif /* __SHADOW_CATCHER__ */ CCL_NAMESPACE_END