/* * 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 #include "kernel/integrator/integrator_state_util.h" #include "kernel/kernel_path_state.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_PASS) { 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) { 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; } /* NOTE: Leaves kernel scheduling information untouched. Use INIT semantic for one of the paths * after this function. */ ccl_device_inline bool kernel_shadow_catcher_split(KernelGlobals kg, IntegratorState state, const int object_flags) { #ifdef __SHADOW_CATCHER__ if (!kernel_shadow_catcher_is_path_split_bounce(kg, state, object_flags)) { return false; } /* The split is to be done. Mark the current state as such, so that it stops contributing to the * shadow catcher matte pass, but keeps contributing to the combined pass. */ INTEGRATOR_STATE_WRITE(state, path, flag) |= PATH_RAY_SHADOW_CATCHER_HIT; /* Split new state from the current one. This new state will only track contribution of shadow * catcher objects ignoring non-catcher objects. */ integrator_state_shadow_catcher_split(kg, state); return true; #else (void)object_flags; return false; #endif } #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