
These replace float3 and packed_float3 in various places in the kernel where a spectral color representation will be used in the future. That representation will require more than 3 channels and conversion to from/RGB. The kernel code was refactored to remove the assumption that Spectrum and RGB colors are the same thing. There are no functional changes, Spectrum is still a float3 and the conversion functions are no-ops. Differential Revision: https://developer.blender.org/D15535
104 lines
3.4 KiB
C
104 lines
3.4 KiB
C
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#pragma once
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#include "kernel/film/write_passes.h"
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#include "kernel/integrator/path_state.h"
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#include "kernel/integrator/state_util.h"
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CCL_NAMESPACE_BEGIN
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/* Check whether current surface bounce is where path is to be split for the shadow catcher. */
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ccl_device_inline bool kernel_shadow_catcher_is_path_split_bounce(KernelGlobals kg,
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IntegratorState state,
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const int object_flag)
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{
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#ifdef __SHADOW_CATCHER__
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if (!kernel_data.integrator.has_shadow_catcher) {
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return false;
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}
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/* Check the flag first, avoiding fetches form global memory. */
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if ((object_flag & SD_OBJECT_SHADOW_CATCHER) == 0) {
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return false;
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}
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if (object_flag & SD_OBJECT_HOLDOUT_MASK) {
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return false;
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}
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const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
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if ((path_flag & PATH_RAY_TRANSPARENT_BACKGROUND) == 0) {
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/* Split only on primary rays, secondary bounces are to treat shadow catcher as a regular
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* object. */
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return false;
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}
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if (path_flag & PATH_RAY_SHADOW_CATCHER_HIT) {
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return false;
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}
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return true;
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#else
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(void)object_flag;
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return false;
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#endif
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}
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/* Check whether the current path can still split. */
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ccl_device_inline bool kernel_shadow_catcher_path_can_split(KernelGlobals kg,
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ConstIntegratorState state)
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{
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if (integrator_path_is_terminated(state)) {
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return false;
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}
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const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
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if (path_flag & PATH_RAY_SHADOW_CATCHER_HIT) {
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/* Shadow catcher was already hit and the state was split. No further split is allowed. */
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return false;
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}
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return (path_flag & PATH_RAY_TRANSPARENT_BACKGROUND) != 0;
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}
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#ifdef __SHADOW_CATCHER__
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ccl_device_forceinline bool kernel_shadow_catcher_is_matte_path(const uint32_t path_flag)
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{
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return (path_flag & PATH_RAY_SHADOW_CATCHER_HIT) == 0;
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}
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ccl_device_forceinline bool kernel_shadow_catcher_is_object_pass(const uint32_t path_flag)
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{
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return path_flag & PATH_RAY_SHADOW_CATCHER_PASS;
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}
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/* Write shadow catcher passes on a bounce from the shadow catcher object. */
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ccl_device_forceinline void kernel_write_shadow_catcher_bounce_data(
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KernelGlobals kg, IntegratorState state, ccl_global float *ccl_restrict render_buffer)
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{
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kernel_assert(kernel_data.film.pass_shadow_catcher_sample_count != PASS_UNUSED);
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kernel_assert(kernel_data.film.pass_shadow_catcher_matte != PASS_UNUSED);
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const uint32_t render_pixel_index = INTEGRATOR_STATE(state, path, render_pixel_index);
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const uint64_t render_buffer_offset = (uint64_t)render_pixel_index *
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kernel_data.film.pass_stride;
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ccl_global float *buffer = render_buffer + render_buffer_offset;
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/* Count sample for the shadow catcher object. */
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kernel_write_pass_float(buffer + kernel_data.film.pass_shadow_catcher_sample_count, 1.0f);
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/* Since the split is done, the sample does not contribute to the matte, so accumulate it as
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* transparency to the matte. */
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const Spectrum throughput = INTEGRATOR_STATE(state, path, throughput);
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kernel_write_pass_float(buffer + kernel_data.film.pass_shadow_catcher_matte + 3,
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average(throughput));
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}
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#endif /* __SHADOW_CATCHER__ */
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CCL_NAMESPACE_END
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