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blender-archive/intern/cycles/kernel/integrator/shadow_catcher.h

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C++

/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#pragma once
#include "kernel/integrator/path_state.h"
#include "kernel/integrator/state_util.h"
CCL_NAMESPACE_BEGIN
/* Check whether current surface bounce is where path is to be split for the shadow catcher. */
ccl_device_inline bool kernel_shadow_catcher_is_path_split_bounce(KernelGlobals kg,
IntegratorState state,
const int object_flag)
{
#ifdef __SHADOW_CATCHER__
if (!kernel_data.integrator.has_shadow_catcher) {
return false;
}
/* Check the flag first, avoiding fetches form global memory. */
if ((object_flag & SD_OBJECT_SHADOW_CATCHER) == 0) {
return false;
}
if (object_flag & SD_OBJECT_HOLDOUT_MASK) {
return false;
}
const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
if ((path_flag & PATH_RAY_TRANSPARENT_BACKGROUND) == 0) {
/* Split only on primary rays, secondary bounces are to treat shadow catcher as a regular
* object. */
return false;
}
if (path_flag & PATH_RAY_SHADOW_CATCHER_HIT) {
return false;
}
return true;
#else
(void)object_flag;
return false;
#endif
}
/* Check whether the current path can still split. */
ccl_device_inline bool kernel_shadow_catcher_path_can_split(KernelGlobals kg,
ConstIntegratorState state)
{
if (integrator_path_is_terminated(state)) {
return false;
}
const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
if (path_flag & PATH_RAY_SHADOW_CATCHER_HIT) {
/* Shadow catcher was already hit and the state was split. No further split is allowed. */
return false;
}
return (path_flag & PATH_RAY_TRANSPARENT_BACKGROUND) != 0;
}
#ifdef __SHADOW_CATCHER__
ccl_device_forceinline bool kernel_shadow_catcher_is_matte_path(const uint32_t path_flag)
{
return (path_flag & PATH_RAY_SHADOW_CATCHER_HIT) == 0;
}
ccl_device_forceinline bool kernel_shadow_catcher_is_object_pass(const uint32_t path_flag)
{
return path_flag & PATH_RAY_SHADOW_CATCHER_PASS;
}
#endif /* __SHADOW_CATCHER__ */
CCL_NAMESPACE_END