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/*
* 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 direct visible light. */
ccl_device void kernel_shadow_blocked_dl(KernelGlobals *kg)
{
unsigned int dl_queue_length = kernel_split_params.queue_index[QUEUE_SHADOW_RAY_CAST_DL_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 < dl_queue_length) {
ray_index = get_ray_index(kg, thread_index, QUEUE_SHADOW_RAY_CAST_DL_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_DL)) {
ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
ccl_global Ray *light_ray_global = &kernel_split_state.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
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