/* * Copyright 2011-2015 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 /* Shadow ray cast for AO. */ ccl_device void kernel_shadow_blocked_ao(KernelGlobals *kg) { unsigned int ao_queue_length = kernel_split_params.queue_index[QUEUE_SHADOW_RAY_CAST_AO_RAYS]; ccl_barrier(CCL_LOCAL_MEM_FENCE); int ray_index = QUEUE_EMPTY_SLOT; int thread_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0); if(thread_index < ao_queue_length) { ray_index = get_ray_index(kg, thread_index, QUEUE_SHADOW_RAY_CAST_AO_RAYS, kernel_split_state.queue_data, kernel_split_params.queue_size, 1); } if(ray_index == QUEUE_EMPTY_SLOT) return; /* Flag determining if we need to update L. */ char update_path_radiance = 0; if(IS_FLAG(kernel_split_state.ray_state, ray_index, RAY_SHADOW_RAY_CAST_AO)) { ccl_global PathState *state = &kernel_split_state.path_state[ray_index]; ccl_global Ray *light_ray_global = &kernel_split_state.ao_light_ray[ray_index]; float3 shadow; Ray ray = *light_ray_global; update_path_radiance = !(shadow_blocked(kg, &kernel_split_state.sd_DL_shadow[ray_index], state, &ray, &shadow)); *light_ray_global = ray; /* We use light_ray_global's P and t to store shadow and * update_path_radiance. */ light_ray_global->P = shadow; light_ray_global->t = update_path_radiance; } } CCL_NAMESPACE_END