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authorTon Roosendaal <ton@blender.org>2011-04-27 15:58:34 +0400
committerTon Roosendaal <ton@blender.org>2011-04-27 15:58:34 +0400
commitda376e0237517543aa21740ee2363234ee1c20ae (patch)
tree014a513ed8d0eccc5e54fef42347781e85bae56a /intern/cycles/kernel/kernel_light.h
parent693780074388111e7b9ef1c3825e462f398dc6c4 (diff)
Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.
Cycles uses code from some great open source projects, many thanks them: * BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs": http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/ * Open Shading Language for a large part of the shading system: http://code.google.com/p/openshadinglanguage/ * Blender for procedural textures and a few other nodes. * Approximate Catmull Clark subdivision from NVidia Mesh tools: http://code.google.com/p/nvidia-mesh-tools/ * Sobol direction vectors from: http://web.maths.unsw.edu.au/~fkuo/sobol/ * Film response functions from: http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
Diffstat (limited to 'intern/cycles/kernel/kernel_light.h')
-rw-r--r--intern/cycles/kernel/kernel_light.h145
1 files changed, 145 insertions, 0 deletions
diff --git a/intern/cycles/kernel/kernel_light.h b/intern/cycles/kernel/kernel_light.h
new file mode 100644
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+++ b/intern/cycles/kernel/kernel_light.h
@@ -0,0 +1,145 @@
+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+CCL_NAMESPACE_BEGIN
+
+struct LightSample {
+ float3 P;
+ float3 Ng;
+ int object;
+ int prim;
+ int shader;
+ float weight;
+};
+
+/* Point Light */
+
+__device void point_light_sample(KernelGlobals *kg, int point,
+ float randu, float randv, float3 P, LightSample *ls)
+{
+ float4 f = kernel_tex_fetch(__light_point, point);
+
+ ls->P = make_float3(f.x, f.y, f.z);
+ ls->Ng = normalize(ls->P - P);
+ ls->shader = __float_as_int(f.w);
+ ls->object = ~0;
+ ls->prim = ~0;
+}
+
+__device float point_light_pdf(KernelGlobals *kg, float t)
+{
+ return t*t*kernel_data.integrator.pdf_lights;
+}
+
+/* Triangle Light */
+
+__device void triangle_light_sample(KernelGlobals *kg, int prim, int object,
+ float randu, float randv, LightSample *ls)
+{
+ /* triangle, so get position, normal, shader */
+ ls->P = triangle_sample_MT(kg, prim, randu, randv);
+ ls->Ng = triangle_normal_MT(kg, prim, &ls->shader);
+ ls->object = object;
+ ls->prim = prim;
+
+#ifdef __INSTANCING__
+ /* instance transform */
+ if(ls->object >= 0) {
+ object_position_transform(kg, ls->object, &ls->P);
+ object_normal_transform(kg, ls->object, &ls->Ng);
+ }
+#endif
+}
+
+__device float triangle_light_pdf(KernelGlobals *kg,
+ const float3 Ng, const float3 I, float t)
+{
+ float cos_pi = fabsf(dot(Ng, I));
+
+ if(cos_pi == 0.0f)
+ return 0.0f;
+
+ return (t*t*kernel_data.integrator.pdf_triangles)/cos_pi;
+}
+
+/* Light Distribution */
+
+__device int light_distribution_sample(KernelGlobals *kg, float randt)
+{
+ /* this is basically std::upper_bound as used by pbrt, to find a point light or
+ triangle to emit from, proportional to area. a good improvement would be to
+ also sample proportional to power, though it's not so well defined with
+ OSL shaders. */
+ int first = 0;
+ int len = kernel_data.integrator.num_distribution + 1;
+
+ while(len > 0) {
+ int half_len = len >> 1;
+ int middle = first + half_len;
+
+ if(randt < kernel_tex_fetch(__light_distribution, middle).x) {
+ len = half_len;
+ }
+ else {
+ first = middle + 1;
+ len = len - half_len - 1;
+ }
+ }
+
+ first = max(0, first-1);
+ kernel_assert(first >= 0 && first < kernel_data.integrator.num_distribution);
+
+ return first;
+}
+
+/* Generic Light */
+
+__device void light_sample(KernelGlobals *kg, float randt, float randu, float randv, float3 P, LightSample *ls)
+{
+ /* sample index */
+ int index = light_distribution_sample(kg, randt);
+
+ /* fetch light data */
+ float4 l = kernel_tex_fetch(__light_distribution, index);
+ int prim = __float_as_int(l.y);
+ ls->weight = l.z;
+
+ if(prim >= 0) {
+ int object = __float_as_int(l.w);
+ triangle_light_sample(kg, prim, object, randu, randv, ls);
+ }
+ else {
+ int point = -prim-1;
+ point_light_sample(kg, point, randu, randv, P, ls);
+ }
+}
+
+__device float light_pdf(KernelGlobals *kg, LightSample *ls, float3 I, float t)
+{
+ float pdf;
+
+ if(ls->prim != ~0)
+ pdf = triangle_light_pdf(kg, ls->Ng, I, t);
+ else
+ pdf = point_light_pdf(kg, t);
+
+ return pdf;
+}
+
+CCL_NAMESPACE_END
+