The goal: allow to easily use AO approximation in scenes which combines both small and large scale objects. The idea: use per-object AO distance which will allow to override world settings. Instancer object will "propagate" its AO distance to all its instances unless the instance defines own distance (this allows to modify AO distance in the shot files, without requiring to modify props used in the shots. Available from the new Fats GI Approximation panel in object properties. Differential Revision: https://developer.blender.org/D12112
84 lines
2.8 KiB
C++
84 lines
2.8 KiB
C++
/*
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* Copyright 2011-2015 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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/* This kernel takes care of scene_intersect function.
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*
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* This kernel changes the ray_state of RAY_REGENERATED rays to RAY_ACTIVE.
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* This kernel processes rays of ray state RAY_ACTIVE
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* This kernel determines the rays that have hit the background and changes
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* their ray state to RAY_HIT_BACKGROUND.
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*/
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ccl_device void kernel_scene_intersect(KernelGlobals *kg)
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{
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/* Fetch use_queues_flag */
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char local_use_queues_flag = *kernel_split_params.use_queues_flag;
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ccl_barrier(CCL_LOCAL_MEM_FENCE);
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int ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
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if (local_use_queues_flag) {
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ray_index = get_ray_index(kg,
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ray_index,
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QUEUE_ACTIVE_AND_REGENERATED_RAYS,
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kernel_split_state.queue_data,
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kernel_split_params.queue_size,
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0);
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if (ray_index == QUEUE_EMPTY_SLOT) {
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return;
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}
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}
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/* All regenerated rays become active here */
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if (IS_STATE(kernel_split_state.ray_state, ray_index, RAY_REGENERATED)) {
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#ifdef __BRANCHED_PATH__
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if (kernel_split_state.branched_state[ray_index].waiting_on_shared_samples) {
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kernel_split_path_end(kg, ray_index);
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}
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else
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#endif /* __BRANCHED_PATH__ */
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{
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ASSIGN_RAY_STATE(kernel_split_state.ray_state, ray_index, RAY_ACTIVE);
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}
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}
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if (!IS_STATE(kernel_split_state.ray_state, ray_index, RAY_ACTIVE)) {
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return;
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}
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ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
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Ray ray = kernel_split_state.ray[ray_index];
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PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
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Intersection isect;
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const int last_object = state->bounce > 0 ?
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intersection_get_object(kg, &kernel_split_state.isect[ray_index]) :
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OBJECT_NONE;
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bool hit = kernel_path_scene_intersect(kg, state, &ray, &isect, L, last_object);
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kernel_split_state.isect[ray_index] = isect;
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if (!hit) {
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/* Change the state of rays that hit the background;
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* These rays undergo special processing in the
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* background_bufferUpdate kernel.
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*/
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ASSIGN_RAY_STATE(kernel_split_state.ray_state, ray_index, RAY_HIT_BACKGROUND);
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}
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}
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CCL_NAMESPACE_END
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