
Since all the shadow catchers are already assumed to be in the footage, the shadows they cast on each other are already in the footage too. So don't just let shadow catchers skip self, but all shadow catchers. Another justification is that it should not matter if the shadow catcher is modeled as one object or multiple separate objects, the resulting render should be the same. Differential Revision: https://developer.blender.org/D2763
481 lines
14 KiB
C
481 lines
14 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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/* This is a template BVH traversal function, where various features can be
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* enabled/disabled. This way we can compile optimized versions for each case
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* without new features slowing things down.
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*
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* BVH_INSTANCING: object instancing
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* BVH_HAIR: hair curve rendering
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* BVH_MOTION: motion blur rendering
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*
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*/
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#if BVH_FEATURE(BVH_HAIR)
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# define NODE_INTERSECT qbvh_node_intersect
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#else
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# define NODE_INTERSECT qbvh_aligned_node_intersect
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#endif
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ccl_device bool BVH_FUNCTION_FULL_NAME(QBVH)(KernelGlobals *kg,
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const Ray *ray,
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Intersection *isect_array,
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const uint visibility,
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const uint max_hits,
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uint *num_hits)
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{
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/* TODO(sergey):
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* - Test if pushing distance on the stack helps.
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* - Likely and unlikely for if() statements.
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* - Test restrict attribute for pointers.
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*/
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/* Traversal stack in CUDA thread-local memory. */
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QBVHStackItem traversal_stack[BVH_QSTACK_SIZE];
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traversal_stack[0].addr = ENTRYPOINT_SENTINEL;
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/* Traversal variables in registers. */
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int stack_ptr = 0;
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int node_addr = kernel_data.bvh.root;
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/* Ray parameters in registers. */
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const float tmax = ray->t;
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float3 P = ray->P;
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float3 dir = bvh_clamp_direction(ray->D);
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float3 idir = bvh_inverse_direction(dir);
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int object = OBJECT_NONE;
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float isect_t = tmax;
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#if BVH_FEATURE(BVH_MOTION)
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Transform ob_itfm;
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#endif
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*num_hits = 0;
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isect_array->t = tmax;
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#ifndef __KERNEL_SSE41__
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if(!isfinite(P.x)) {
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return false;
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}
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#endif
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#if BVH_FEATURE(BVH_INSTANCING)
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int num_hits_in_instance = 0;
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#endif
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ssef tnear(0.0f), tfar(isect_t);
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#if BVH_FEATURE(BVH_HAIR)
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sse3f dir4(ssef(dir.x), ssef(dir.y), ssef(dir.z));
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#endif
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sse3f idir4(ssef(idir.x), ssef(idir.y), ssef(idir.z));
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#ifdef __KERNEL_AVX2__
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float3 P_idir = P*idir;
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sse3f P_idir4(P_idir.x, P_idir.y, P_idir.z);
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#endif
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#if BVH_FEATURE(BVH_HAIR) || !defined(__KERNEL_AVX2__)
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sse3f org4(ssef(P.x), ssef(P.y), ssef(P.z));
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#endif
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/* Offsets to select the side that becomes the lower or upper bound. */
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int near_x, near_y, near_z;
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int far_x, far_y, far_z;
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qbvh_near_far_idx_calc(idir,
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&near_x, &near_y, &near_z,
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&far_x, &far_y, &far_z);
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/* Traversal loop. */
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do {
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do {
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/* Traverse internal nodes. */
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while(node_addr >= 0 && node_addr != ENTRYPOINT_SENTINEL) {
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float4 inodes = kernel_tex_fetch(__bvh_nodes, node_addr+0);
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(void)inodes;
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if(false
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#ifdef __VISIBILITY_FLAG__
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|| ((__float_as_uint(inodes.x) & visibility) == 0)
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#endif
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#if BVH_FEATURE(BVH_MOTION)
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|| UNLIKELY(ray->time < inodes.y)
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|| UNLIKELY(ray->time > inodes.z)
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#endif
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) {
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/* Pop. */
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node_addr = traversal_stack[stack_ptr].addr;
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--stack_ptr;
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continue;
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}
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ssef dist;
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int child_mask = NODE_INTERSECT(kg,
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tnear,
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tfar,
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#ifdef __KERNEL_AVX2__
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P_idir4,
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#endif
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#if BVH_FEATURE(BVH_HAIR) || !defined(__KERNEL_AVX2__)
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org4,
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#endif
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#if BVH_FEATURE(BVH_HAIR)
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dir4,
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#endif
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idir4,
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near_x, near_y, near_z,
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far_x, far_y, far_z,
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node_addr,
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&dist);
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if(child_mask != 0) {
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float4 cnodes;
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#if BVH_FEATURE(BVH_HAIR)
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if(__float_as_uint(inodes.x) & PATH_RAY_NODE_UNALIGNED) {
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cnodes = kernel_tex_fetch(__bvh_nodes, node_addr+13);
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}
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else
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#endif
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{
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cnodes = kernel_tex_fetch(__bvh_nodes, node_addr+7);
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}
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/* One child is hit, continue with that child. */
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int r = __bscf(child_mask);
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if(child_mask == 0) {
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node_addr = __float_as_int(cnodes[r]);
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continue;
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}
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/* Two children are hit, push far child, and continue with
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* closer child.
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*/
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int c0 = __float_as_int(cnodes[r]);
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float d0 = ((float*)&dist)[r];
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r = __bscf(child_mask);
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int c1 = __float_as_int(cnodes[r]);
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float d1 = ((float*)&dist)[r];
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if(child_mask == 0) {
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if(d1 < d0) {
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node_addr = c1;
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++stack_ptr;
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kernel_assert(stack_ptr < BVH_QSTACK_SIZE);
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traversal_stack[stack_ptr].addr = c0;
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traversal_stack[stack_ptr].dist = d0;
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continue;
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}
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else {
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node_addr = c0;
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++stack_ptr;
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kernel_assert(stack_ptr < BVH_QSTACK_SIZE);
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traversal_stack[stack_ptr].addr = c1;
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traversal_stack[stack_ptr].dist = d1;
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continue;
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}
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}
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/* Here starts the slow path for 3 or 4 hit children. We push
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* all nodes onto the stack to sort them there.
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*/
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++stack_ptr;
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kernel_assert(stack_ptr < BVH_QSTACK_SIZE);
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traversal_stack[stack_ptr].addr = c1;
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traversal_stack[stack_ptr].dist = d1;
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++stack_ptr;
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kernel_assert(stack_ptr < BVH_QSTACK_SIZE);
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traversal_stack[stack_ptr].addr = c0;
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traversal_stack[stack_ptr].dist = d0;
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/* Three children are hit, push all onto stack and sort 3
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* stack items, continue with closest child.
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*/
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r = __bscf(child_mask);
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int c2 = __float_as_int(cnodes[r]);
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float d2 = ((float*)&dist)[r];
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if(child_mask == 0) {
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++stack_ptr;
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kernel_assert(stack_ptr < BVH_QSTACK_SIZE);
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traversal_stack[stack_ptr].addr = c2;
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traversal_stack[stack_ptr].dist = d2;
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qbvh_stack_sort(&traversal_stack[stack_ptr],
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&traversal_stack[stack_ptr - 1],
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&traversal_stack[stack_ptr - 2]);
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node_addr = traversal_stack[stack_ptr].addr;
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--stack_ptr;
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continue;
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}
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/* Four children are hit, push all onto stack and sort 4
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* stack items, continue with closest child.
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*/
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r = __bscf(child_mask);
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int c3 = __float_as_int(cnodes[r]);
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float d3 = ((float*)&dist)[r];
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++stack_ptr;
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kernel_assert(stack_ptr < BVH_QSTACK_SIZE);
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traversal_stack[stack_ptr].addr = c3;
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traversal_stack[stack_ptr].dist = d3;
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++stack_ptr;
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kernel_assert(stack_ptr < BVH_QSTACK_SIZE);
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traversal_stack[stack_ptr].addr = c2;
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traversal_stack[stack_ptr].dist = d2;
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qbvh_stack_sort(&traversal_stack[stack_ptr],
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&traversal_stack[stack_ptr - 1],
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&traversal_stack[stack_ptr - 2],
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&traversal_stack[stack_ptr - 3]);
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}
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node_addr = traversal_stack[stack_ptr].addr;
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--stack_ptr;
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}
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/* If node is leaf, fetch triangle list. */
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if(node_addr < 0) {
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float4 leaf = kernel_tex_fetch(__bvh_leaf_nodes, (-node_addr-1));
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#ifdef __VISIBILITY_FLAG__
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if((__float_as_uint(leaf.z) & visibility) == 0) {
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/* Pop. */
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node_addr = traversal_stack[stack_ptr].addr;
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--stack_ptr;
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continue;
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}
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#endif
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int prim_addr = __float_as_int(leaf.x);
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#if BVH_FEATURE(BVH_INSTANCING)
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if(prim_addr >= 0) {
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#endif
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int prim_addr2 = __float_as_int(leaf.y);
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const uint type = __float_as_int(leaf.w);
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const uint p_type = type & PRIMITIVE_ALL;
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/* Pop. */
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node_addr = traversal_stack[stack_ptr].addr;
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--stack_ptr;
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/* Primitive intersection. */
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while(prim_addr < prim_addr2) {
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kernel_assert((kernel_tex_fetch(__prim_type, prim_addr) & PRIMITIVE_ALL) == p_type);
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bool hit;
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/* todo: specialized intersect functions which don't fill in
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* isect unless needed and check SD_HAS_TRANSPARENT_SHADOW?
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* might give a few % performance improvement */
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switch(p_type) {
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case PRIMITIVE_TRIANGLE: {
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hit = triangle_intersect(kg,
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isect_array,
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P,
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dir,
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visibility,
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object,
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prim_addr);
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break;
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}
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#if BVH_FEATURE(BVH_MOTION)
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case PRIMITIVE_MOTION_TRIANGLE: {
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hit = motion_triangle_intersect(kg,
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isect_array,
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P,
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dir,
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ray->time,
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visibility,
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object,
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prim_addr);
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break;
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}
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#endif
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#if BVH_FEATURE(BVH_HAIR)
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case PRIMITIVE_CURVE:
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case PRIMITIVE_MOTION_CURVE: {
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const uint curve_type = kernel_tex_fetch(__prim_type, prim_addr);
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if(kernel_data.curve.curveflags & CURVE_KN_INTERPOLATE) {
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hit = bvh_cardinal_curve_intersect(kg,
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isect_array,
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P,
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dir,
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visibility,
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object,
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prim_addr,
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ray->time,
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curve_type,
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NULL,
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0, 0);
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}
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else {
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hit = bvh_curve_intersect(kg,
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isect_array,
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P,
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dir,
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visibility,
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object,
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prim_addr,
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ray->time,
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curve_type,
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NULL,
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0, 0);
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}
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break;
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}
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#endif
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default: {
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hit = false;
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break;
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}
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}
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/* Shadow ray early termination. */
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if(hit) {
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/* detect if this surface has a shader with transparent shadows */
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/* todo: optimize so primitive visibility flag indicates if
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* the primitive has a transparent shadow shader? */
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int prim = kernel_tex_fetch(__prim_index, isect_array->prim);
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int shader = 0;
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#ifdef __HAIR__
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if(kernel_tex_fetch(__prim_type, isect_array->prim) & PRIMITIVE_ALL_TRIANGLE)
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#endif
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{
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shader = kernel_tex_fetch(__tri_shader, prim);
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}
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#ifdef __HAIR__
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else {
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float4 str = kernel_tex_fetch(__curves, prim);
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shader = __float_as_int(str.z);
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}
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#endif
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int flag = kernel_tex_fetch(__shader_flag, (shader & SHADER_MASK)*SHADER_SIZE);
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/* if no transparent shadows, all light is blocked */
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if(!(flag & SD_HAS_TRANSPARENT_SHADOW)) {
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return true;
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}
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/* if maximum number of hits reached, block all light */
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else if(*num_hits == max_hits) {
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return true;
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}
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/* move on to next entry in intersections array */
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isect_array++;
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(*num_hits)++;
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#if BVH_FEATURE(BVH_INSTANCING)
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num_hits_in_instance++;
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#endif
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isect_array->t = isect_t;
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}
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prim_addr++;
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}
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}
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#if BVH_FEATURE(BVH_INSTANCING)
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else {
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/* Instance push. */
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object = kernel_tex_fetch(__prim_object, -prim_addr-1);
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# if BVH_FEATURE(BVH_MOTION)
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isect_t = bvh_instance_motion_push(kg, object, ray, &P, &dir, &idir, isect_t, &ob_itfm);
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# else
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isect_t = bvh_instance_push(kg, object, ray, &P, &dir, &idir, isect_t);
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# endif
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num_hits_in_instance = 0;
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isect_array->t = isect_t;
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qbvh_near_far_idx_calc(idir,
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&near_x, &near_y, &near_z,
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&far_x, &far_y, &far_z);
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tfar = ssef(isect_t);
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# if BVH_FEATURE(BVH_HAIR)
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dir4 = sse3f(ssef(dir.x), ssef(dir.y), ssef(dir.z));
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# endif
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idir4 = sse3f(ssef(idir.x), ssef(idir.y), ssef(idir.z));
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# ifdef __KERNEL_AVX2__
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P_idir = P*idir;
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P_idir4 = sse3f(P_idir.x, P_idir.y, P_idir.z);
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# endif
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# if BVH_FEATURE(BVH_HAIR) || !defined(__KERNEL_AVX2__)
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org4 = sse3f(ssef(P.x), ssef(P.y), ssef(P.z));
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# endif
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++stack_ptr;
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kernel_assert(stack_ptr < BVH_QSTACK_SIZE);
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traversal_stack[stack_ptr].addr = ENTRYPOINT_SENTINEL;
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node_addr = kernel_tex_fetch(__object_node, object);
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}
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}
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#endif /* FEATURE(BVH_INSTANCING) */
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} while(node_addr != ENTRYPOINT_SENTINEL);
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#if BVH_FEATURE(BVH_INSTANCING)
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if(stack_ptr >= 0) {
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kernel_assert(object != OBJECT_NONE);
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/* Instance pop. */
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if(num_hits_in_instance) {
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float t_fac;
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# if BVH_FEATURE(BVH_MOTION)
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bvh_instance_motion_pop_factor(kg, object, ray, &P, &dir, &idir, &t_fac, &ob_itfm);
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# else
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bvh_instance_pop_factor(kg, object, ray, &P, &dir, &idir, &t_fac);
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# endif
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/* Scale isect->t to adjust for instancing. */
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for(int i = 0; i < num_hits_in_instance; i++) {
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(isect_array-i-1)->t *= t_fac;
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}
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}
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else {
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# if BVH_FEATURE(BVH_MOTION)
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bvh_instance_motion_pop(kg, object, ray, &P, &dir, &idir, FLT_MAX, &ob_itfm);
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# else
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bvh_instance_pop(kg, object, ray, &P, &dir, &idir, FLT_MAX);
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# endif
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}
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isect_t = tmax;
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isect_array->t = isect_t;
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qbvh_near_far_idx_calc(idir,
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&near_x, &near_y, &near_z,
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&far_x, &far_y, &far_z);
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tfar = ssef(isect_t);
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# if BVH_FEATURE(BVH_HAIR)
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dir4 = sse3f(ssef(dir.x), ssef(dir.y), ssef(dir.z));
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# endif
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idir4 = sse3f(ssef(idir.x), ssef(idir.y), ssef(idir.z));
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# ifdef __KERNEL_AVX2__
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P_idir = P*idir;
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P_idir4 = sse3f(P_idir.x, P_idir.y, P_idir.z);
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# endif
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# if BVH_FEATURE(BVH_HAIR) || !defined(__KERNEL_AVX2__)
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org4 = sse3f(ssef(P.x), ssef(P.y), ssef(P.z));
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# endif
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object = OBJECT_NONE;
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node_addr = traversal_stack[stack_ptr].addr;
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--stack_ptr;
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}
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#endif /* FEATURE(BVH_INSTANCING) */
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} while(node_addr != ENTRYPOINT_SENTINEL);
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return false;
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}
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#undef NODE_INTERSECT
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