7 #if BVH_FEATURE(BVH_HAIR)
8 # define NODE_INTERSECT bvh_node_intersect
10 # define NODE_INTERSECT bvh_aligned_node_intersect
20 #ifndef __KERNEL_GPU__
29 const uint visibility)
50 const float tmin = ray->tmin;
52 float isect_t = ray->tmax;
54 int num_hits_in_instance = 0;
57 isect_array->t = ray->tmax;
64 int node_addr_child1, traverse_mask;
83 if (traverse_mask == 3) {
85 bool is_closest_child1 = (dist[1] < dist[0]);
86 if (is_closest_child1) {
88 node_addr = node_addr_child1;
89 node_addr_child1 = tmp;
98 if (traverse_mask == 2) {
99 node_addr = node_addr_child1;
101 else if (traverse_mask == 0) {
114 if (prim_addr >= 0) {
127 for (; prim_addr < prim_addr2; prim_addr++) {
155 num_hits_in_instance++;
156 isect_array->t = isect_t;
157 if (num_hits == max_hits) {
164 #if BVH_FEATURE(BVH_MOTION)
167 for (; prim_addr < prim_addr2; prim_addr++) {
196 num_hits_in_instance++;
197 isect_array->t = isect_t;
198 if (num_hits == max_hits) {
216 #if BVH_FEATURE(BVH_MOTION)
217 bvh_instance_motion_push(kg,
object, ray, &
P, &dir, &idir);
222 num_hits_in_instance = 0;
223 isect_array->t = isect_t;
241 if (stack_ptr >= 0) {
260 const uint visibility)
265 #undef BVH_FUNCTION_NAME
266 #undef BVH_FUNCTION_FEATURES
267 #undef NODE_INTERSECT
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum type
#define kernel_assert(cond)
#define ccl_device_inline
ccl_device_inline bool intersection_skip_self(ccl_private const RaySelfPrimitives &self, const int object, const int prim)
BLI_Stack * traversal_stack
const KernelGlobalsCPU *ccl_restrict KernelGlobals
#define kernel_data_fetch(name, index)
#define ENTRYPOINT_SENTINEL
#define BVH_FUNCTION_FULL_NAME(prefix)
ccl_device_inline void bvh_instance_push(KernelGlobals kg, int object, ccl_private const Ray *ray, ccl_private float3 *P, ccl_private float3 *dir, ccl_private float3 *idir)
ccl_device_inline float3 bvh_clamp_direction(float3 dir)
ccl_device_inline void bvh_instance_pop(ccl_private const Ray *ray, ccl_private float3 *P, ccl_private float3 *dir, ccl_private float3 *idir)
ccl_device_inline float3 bvh_inverse_direction(float3 dir)
@ PRIMITIVE_MOTION_TRIANGLE
ccl_device_inline bool motion_triangle_intersect(KernelGlobals kg, ccl_private Intersection *isect, float3 P, float3 dir, float tmin, float tmax, float time, uint visibility, int object, int prim, int prim_addr)
CCL_NAMESPACE_BEGIN ccl_device_inline bool triangle_intersect(KernelGlobals kg, ccl_private Intersection *isect, float3 P, float3 dir, float tmin, float tmax, uint visibility, int object, int prim, int prim_addr)
ccl_device_inline int __float_as_int(float f)
ccl_device_inline uint BVH_FUNCTION_NAME(KernelGlobals kg, ccl_private const Ray *ray, Intersection *isect_array, const uint max_hits, const uint visibility)