/* * Copyright 2011-2017 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. */ CCL_NAMESPACE_BEGIN ccl_device void kernel_indirect_background(KernelGlobals *kg) { ccl_global char *ray_state = kernel_split_state.ray_state; int thread_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0); int ray_index; if(kernel_data.integrator.ao_bounces != INT_MAX) { ray_index = get_ray_index(kg, thread_index, QUEUE_ACTIVE_AND_REGENERATED_RAYS, kernel_split_state.queue_data, kernel_split_params.queue_size, 0); if(ray_index != QUEUE_EMPTY_SLOT) { if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) { ccl_global PathState *state = &kernel_split_state.path_state[ray_index]; if(state->bounce > kernel_data.integrator.ao_bounces) { kernel_split_path_end(kg, ray_index); } } } } ray_index = get_ray_index(kg, thread_index, QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS, kernel_split_state.queue_data, kernel_split_params.queue_size, 0); if(ray_index == QUEUE_EMPTY_SLOT) { return; } ccl_global PathState *state = &kernel_split_state.path_state[ray_index]; PathRadiance *L = &kernel_split_state.path_radiance[ray_index]; ccl_global Ray *ray = &kernel_split_state.ray[ray_index]; ccl_global float3 *throughput = &kernel_split_state.throughput[ray_index]; ccl_global float *L_transparent = &kernel_split_state.L_transparent[ray_index]; if(IS_STATE(ray_state, ray_index, RAY_HIT_BACKGROUND)) { /* eval background shader if nothing hit */ if(kernel_data.background.transparent && (state->flag & PATH_RAY_CAMERA)) { *L_transparent = (*L_transparent) + average((*throughput)); #ifdef __PASSES__ if(!(kernel_data.film.pass_flag & PASS_BACKGROUND)) #endif kernel_split_path_end(kg, ray_index); } if(IS_STATE(ray_state, ray_index, RAY_HIT_BACKGROUND)) { #ifdef __BACKGROUND__ /* sample background shader */ float3 L_background = indirect_background(kg, &kernel_split_state.sd_DL_shadow[ray_index], state, ray); path_radiance_accum_background(L, state, (*throughput), L_background); #endif kernel_split_path_end(kg, ray_index); } } } CCL_NAMESPACE_END