
This was the original code to get things working on old GPUs, but now it is no longer in use and various features in fact depend on this to work correctly to the point that enabling this code is too buggy to be useful.
130 lines
3.7 KiB
C
130 lines
3.7 KiB
C
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License
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*/
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CCL_NAMESPACE_BEGIN
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ccl_device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray *ray, float3 *shadow)
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{
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*shadow = make_float3(1.0f, 1.0f, 1.0f);
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if(ray->t == 0.0f)
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return false;
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Intersection isect;
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#ifdef __HAIR__
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bool result = scene_intersect(kg, ray, PATH_RAY_SHADOW_OPAQUE, &isect, NULL, 0.0f, 0.0f);
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#else
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bool result = scene_intersect(kg, ray, PATH_RAY_SHADOW_OPAQUE, &isect);
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#endif
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#ifdef __TRANSPARENT_SHADOWS__
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if(result && kernel_data.integrator.transparent_shadows) {
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/* transparent shadows work in such a way to try to minimize overhead
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* in cases where we don't need them. after a regular shadow ray is
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* cast we check if the hit primitive was potentially transparent, and
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* only in that case start marching. this gives on extra ray cast for
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* the cases were we do want transparency. */
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if(shader_transparent_shadow(kg, &isect)) {
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float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
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float3 Pend = ray->P + ray->D*ray->t;
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int bounce = state->transparent_bounce;
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#ifdef __VOLUME__
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PathState ps = *state;
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#endif
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for(;;) {
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if(bounce >= kernel_data.integrator.transparent_max_bounce) {
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return true;
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}
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else if(bounce >= kernel_data.integrator.transparent_min_bounce) {
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/* todo: get random number somewhere for probabilistic terminate */
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#if 0
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float probability = average(throughput);
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float terminate = 0.0f;
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if(terminate >= probability)
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return true;
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throughput /= probability;
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#endif
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}
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#ifdef __HAIR__
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if(!scene_intersect(kg, ray, PATH_RAY_SHADOW_TRANSPARENT, &isect, NULL, 0.0f, 0.0f)) {
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#else
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if(!scene_intersect(kg, ray, PATH_RAY_SHADOW_TRANSPARENT, &isect)) {
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#endif
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#ifdef __VOLUME__
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/* attenuation for last line segment towards light */
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if(ps.volume_stack[0].shader != SHADER_NONE)
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kernel_volume_shadow(kg, &ps, ray, &throughput);
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#endif
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*shadow *= throughput;
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return false;
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}
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if(!shader_transparent_shadow(kg, &isect))
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return true;
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#ifdef __VOLUME__
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/* attenuation between last surface and next surface */
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if(ps.volume_stack[0].shader != SHADER_NONE) {
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Ray segment_ray = *ray;
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segment_ray.t = isect.t;
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kernel_volume_shadow(kg, &ps, &segment_ray, &throughput);
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}
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#endif
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/* setup shader data at surface */
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ShaderData sd;
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shader_setup_from_ray(kg, &sd, &isect, ray, state->bounce+1, bounce);
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/* attenuation from transparent surface */
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if(!(sd.flag & SD_HAS_ONLY_VOLUME)) {
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shader_eval_surface(kg, &sd, 0.0f, PATH_RAY_SHADOW, SHADER_CONTEXT_SHADOW);
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throughput *= shader_bsdf_transparency(kg, &sd);
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}
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/* move ray forward */
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ray->P = ray_offset(sd.P, -sd.Ng);
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if(ray->t != FLT_MAX)
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ray->D = normalize_len(Pend - ray->P, &ray->t);
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#ifdef __VOLUME__
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/* exit/enter volume */
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kernel_volume_stack_enter_exit(kg, &sd, ps.volume_stack);
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#endif
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bounce++;
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}
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}
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}
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#ifdef __VOLUME__
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else if(!result && state->volume_stack[0].shader != SHADER_NONE) {
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/* apply attenuation from current volume shader */
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kernel_volume_shadow(kg, state, ray, shadow);
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}
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#endif
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#endif
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return result;
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}
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CCL_NAMESPACE_END
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