/*
 * 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

/* This kernel takes care of direct lighting logic.
 * However, the "shadow ray cast" part of direct lighting is handled
 * in the next kernel.
 *
 * This kernels determines the rays for which a shadow_blocked() function
 * associated with direct lighting should be executed. Those rays for which
 * a shadow_blocked() function for direct-lighting must be executed, are
 * marked with flag RAY_SHADOW_RAY_CAST_DL and enqueued into the queue
 * QUEUE_SHADOW_RAY_CAST_DL_RAYS
 *
 * Note on Queues:
 * This kernel only reads from the QUEUE_ACTIVE_AND_REGENERATED_RAYS queue
 * and processes only the rays of state RAY_ACTIVE; If a ray needs to execute
 * the corresponding shadow_blocked part, after direct lighting, the ray is
 * marked with RAY_SHADOW_RAY_CAST_DL flag.
 *
 * State of queues when this kernel is called:
 * - State of queues QUEUE_ACTIVE_AND_REGENERATED_RAYS and
 *   QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be same before and after this
 *   kernel call.
 * - QUEUE_SHADOW_RAY_CAST_DL_RAYS queue will be filled with rays for which a
 *   shadow_blocked function must be executed, after this kernel call
 *    Before this kernel call the QUEUE_SHADOW_RAY_CAST_DL_RAYS will be empty.
 */
ccl_device void kernel_direct_lighting(KernelGlobals *kg,
                                       ccl_local_param unsigned int *local_queue_atomics)
{
  if (ccl_local_id(0) == 0 && ccl_local_id(1) == 0) {
    *local_queue_atomics = 0;
  }
  ccl_barrier(CCL_LOCAL_MEM_FENCE);

  char enqueue_flag = 0;
  int ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
  ray_index = get_ray_index(kg,
                            ray_index,
                            QUEUE_ACTIVE_AND_REGENERATED_RAYS,
                            kernel_split_state.queue_data,
                            kernel_split_params.queue_size,
                            0);

  if (IS_STATE(kernel_split_state.ray_state, ray_index, RAY_ACTIVE)) {
    ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
    ShaderData *sd = kernel_split_sd(sd, ray_index);

    /* direct lighting */
#ifdef __EMISSION__
    bool flag = (kernel_data.integrator.use_direct_light && (sd->flag & SD_BSDF_HAS_EVAL));

#  ifdef __BRANCHED_PATH__
    if (flag && kernel_data.integrator.branched) {
      flag = false;
      enqueue_flag = 1;
    }
#  endif /* __BRANCHED_PATH__ */

#  ifdef __SHADOW_TRICKS__
    if (flag && state->flag & PATH_RAY_SHADOW_CATCHER) {
      flag = false;
      enqueue_flag = 1;
    }
#  endif /* __SHADOW_TRICKS__ */

    if (flag) {
      /* Sample illumination from lights to find path contribution. */
      float light_u, light_v;
      path_state_rng_2D(kg, state, PRNG_LIGHT_U, &light_u, &light_v);
      float terminate = path_state_rng_light_termination(kg, state);

      LightSample ls;
      if (light_sample(kg, light_u, light_v, sd->time, sd->P, state->bounce, &ls)) {

        Ray light_ray;
        light_ray.time = sd->time;

        BsdfEval L_light;
        bool is_lamp;
        if (direct_emission(kg,
                            sd,
                            AS_SHADER_DATA(&kernel_split_state.sd_DL_shadow[ray_index]),
                            &ls,
                            state,
                            &light_ray,
                            &L_light,
                            &is_lamp,
                            terminate)) {
          /* Write intermediate data to global memory to access from
           * the next kernel.
           */
          kernel_split_state.light_ray[ray_index] = light_ray;
          kernel_split_state.bsdf_eval[ray_index] = L_light;
          kernel_split_state.is_lamp[ray_index] = is_lamp;
          /* Mark ray state for next shadow kernel. */
          enqueue_flag = 1;
        }
      }
    }
#endif /* __EMISSION__ */
  }

#ifdef __EMISSION__
  /* Enqueue RAY_SHADOW_RAY_CAST_DL rays. */
  enqueue_ray_index_local(ray_index,
                          QUEUE_SHADOW_RAY_CAST_DL_RAYS,
                          enqueue_flag,
                          kernel_split_params.queue_size,
                          local_queue_atomics,
                          kernel_split_state.queue_data,
                          kernel_split_params.queue_index);
#endif

#ifdef __BRANCHED_PATH__
  /* Enqueue RAY_LIGHT_INDIRECT_NEXT_ITER rays
   * this is the last kernel before next_iteration_setup that uses local atomics so we do this here
   */
  ccl_barrier(CCL_LOCAL_MEM_FENCE);
  if (ccl_local_id(0) == 0 && ccl_local_id(1) == 0) {
    *local_queue_atomics = 0;
  }
  ccl_barrier(CCL_LOCAL_MEM_FENCE);

  ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
  enqueue_ray_index_local(
      ray_index,
      QUEUE_LIGHT_INDIRECT_ITER,
      IS_STATE(kernel_split_state.ray_state, ray_index, RAY_LIGHT_INDIRECT_NEXT_ITER),
      kernel_split_params.queue_size,
      local_queue_atomics,
      kernel_split_state.queue_data,
      kernel_split_params.queue_index);

#endif /* __BRANCHED_PATH__ */
}

CCL_NAMESPACE_END
