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/*
* 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,
ccl_private 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,
ccl_private 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.
* More efficient may be to do this directly from the intersection kernel. */
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
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