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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);
}
#ifdef __BRANCHED_PATH__
/* TODO(mai): move this somewhere else? */
if (thread_index == 0) {
/* Clear QUEUE_INACTIVE_RAYS before next kernel. */
kernel_split_params.queue_index[QUEUE_INACTIVE_RAYS] = 0;
#endif /* __BRANCHED_PATH__ */
if (ray_index == QUEUE_EMPTY_SLOT)
return;
ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
Ray ray = kernel_split_state.light_ray[ray_index];
PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
ShaderData *sd = kernel_split_sd(sd, ray_index);
float3 throughput = kernel_split_state.throughput[ray_index];
BsdfEval L_light = kernel_split_state.bsdf_eval[ray_index];
ShaderData *emission_sd = AS_SHADER_DATA(&kernel_split_state.sd_DL_shadow[ray_index]);
bool is_lamp = kernel_split_state.is_lamp[ray_index];
#if defined(__BRANCHED_PATH__) || defined(__SHADOW_TRICKS__)
bool use_branched = false;
int all = 0;
if (state->flag & PATH_RAY_SHADOW_CATCHER) {
use_branched = true;
all = 1;
# if defined(__BRANCHED_PATH__)
else if (kernel_data.integrator.branched) {
if (IS_FLAG(kernel_split_state.ray_state, ray_index, RAY_BRANCHED_INDIRECT)) {
all = (kernel_data.integrator.sample_all_lights_indirect);
else {
all = (kernel_data.integrator.sample_all_lights_direct);
# endif /* __BRANCHED_PATH__ */
if (use_branched) {
kernel_branched_path_surface_connect_light(
kg, sd, emission_sd, state, throughput, 1.0f, L, all);
else
#endif /* defined(__BRANCHED_PATH__) || defined(__SHADOW_TRICKS__)*/
/* trace shadow ray */
float3 shadow;
if (!shadow_blocked(kg, sd, emission_sd, state, &ray, &shadow)) {
/* accumulate */
path_radiance_accum_light(kg, L, state, throughput, &L_light, shadow, 1.0f, is_lamp);
path_radiance_accum_total_light(L, state, throughput, &L_light);
CCL_NAMESPACE_END