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/*
* 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_do_volume(KernelGlobals *kg)
{
#ifdef __VOLUME__
/* We will empty this queue in this kernel. */
if(ccl_global_id(0) == 0 && ccl_global_id(1) == 0) {
kernel_split_params.queue_index[QUEUE_ACTIVE_AND_REGENERATED_RAYS] = 0;
}
/* Fetch use_queues_flag. */
char local_use_queues_flag = *kernel_split_params.use_queues_flag;
ccl_barrier(CCL_LOCAL_MEM_FENCE);
int ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
if(local_use_queues_flag) {
ray_index = get_ray_index(kg, ray_index,
QUEUE_ACTIVE_AND_REGENERATED_RAYS,
kernel_split_state.queue_data,
kernel_split_params.queue_size,
1);
if(ray_index == QUEUE_EMPTY_SLOT) {
return;
}
}
if(IS_STATE(kernel_split_state.ray_state, ray_index, RAY_ACTIVE) ||
IS_STATE(kernel_split_state.ray_state, ray_index, RAY_HIT_BACKGROUND)) {
bool hit = ! IS_STATE(kernel_split_state.ray_state, ray_index, RAY_HIT_BACKGROUND);
PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
ccl_global float3 *throughput = &kernel_split_state.throughput[ray_index];
ccl_global Ray *ray = &kernel_split_state.ray[ray_index];
RNG rng = kernel_split_state.rng[ray_index];
ccl_global Intersection *isect = &kernel_split_state.isect[ray_index];
ShaderData *sd = &kernel_split_state.sd[ray_index];
ShaderData *sd_input = &kernel_split_state.sd_DL_shadow[ray_index];
/* Sanitize volume stack. */
if(!hit) {
kernel_volume_clean_stack(kg, state->volume_stack);
}
/* volume attenuation, emission, scatter */
if(state->volume_stack[0].shader != SHADER_NONE) {
Ray volume_ray = *ray;
volume_ray.t = (hit)? isect->t: FLT_MAX;
bool heterogeneous = volume_stack_is_heterogeneous(kg, state->volume_stack);
{
/* integrate along volume segment with distance sampling */
VolumeIntegrateResult result = kernel_volume_integrate(
kg, state, sd, &volume_ray, L, throughput, &rng, heterogeneous);
# ifdef __VOLUME_SCATTER__
if(result == VOLUME_PATH_SCATTERED) {
/* direct lighting */
kernel_path_volume_connect_light(kg, &rng, sd, sd_input, *throughput, state, L);
/* indirect light bounce */
if(kernel_path_volume_bounce(kg, &rng, sd, throughput, state, L, ray))
ASSIGN_RAY_STATE(kernel_split_state.ray_state, ray_index, RAY_REGENERATED);
else
ASSIGN_RAY_STATE(kernel_split_state.ray_state, ray_index, RAY_UPDATE_BUFFER);
}
# endif
}
}
kernel_split_state.rng[ray_index] = rng;
}
#endif
}
CCL_NAMESPACE_END
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