|
Blender
V2.93
|
Go to the source code of this file.
Functions | |
| CCL_NAMESPACE_BEGIN ccl_device_forceinline bool | shadow_handle_transparent_isect (KernelGlobals *kg, ShaderData *shadow_sd, ccl_addr_space PathState *state, Intersection *isect, Ray *ray, float3 *throughput) |
| ccl_device bool | shadow_blocked_opaque (KernelGlobals *kg, ShaderData *shadow_sd, ccl_addr_space PathState *state, const uint visibility, Ray *ray, Intersection *isect, float3 *shadow) |
| ccl_device_inline bool | shadow_blocked (KernelGlobals *kg, ShaderData *sd, ShaderData *shadow_sd, ccl_addr_space PathState *state, Ray *ray, float3 *shadow) |
| ccl_device_inline bool shadow_blocked | ( | KernelGlobals * | kg, |
| ShaderData * | sd, | ||
| ShaderData * | shadow_sd, | ||
| ccl_addr_space PathState * | state, | ||
| Ray * | ray, | ||
| float3 * | shadow | ||
| ) |
Definition at line 386 of file kernel_shadow.h.
References kernel_data, kg, min, one_float3(), PATH_RAY_SHADOW, PATH_RAY_SHADOW_CATCHER, PATH_RAY_SHADOW_NON_CATCHER, PATH_RAY_SHADOW_OPAQUE, scene_intersect(), shadow_blocked_opaque(), state, and Ray::t.
Referenced by kernel_path_ao(), kernel_path_surface_connect_light(), and kernel_shadow_blocked_dl().
| ccl_device bool shadow_blocked_opaque | ( | KernelGlobals * | kg, |
| ShaderData * | shadow_sd, | ||
| ccl_addr_space PathState * | state, | ||
| const uint | visibility, | ||
| Ray * | ray, | ||
| Intersection * | isect, | ||
| float3 * | shadow | ||
| ) |
Definition at line 90 of file kernel_shadow.h.
References kg, PATH_RAY_SHADOW_OPAQUE, scene_intersect(), SHADER_NONE, and state.
Referenced by shadow_blocked().
| CCL_NAMESPACE_BEGIN ccl_device_forceinline bool shadow_handle_transparent_isect | ( | KernelGlobals * | kg, |
| ShaderData * | shadow_sd, | ||
| ccl_addr_space PathState * | state, | ||
| Intersection * | isect, | ||
| Ray * | ray, | ||
| float3 * | throughput | ||
| ) |
Definition at line 51 of file kernel_shadow.h.
References is_zero(), kg, NULL, PATH_RAY_SHADOW, path_state_modify_bounce(), SD_HAS_ONLY_VOLUME, shader_bsdf_transparency(), shader_eval_surface(), SHADER_NONE, shader_setup_from_ray(), state, and Ray::t.