diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:17:24 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:21:24 +0300 |
commit | e12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch) | |
tree | 8cf3453d12edb177a218ef8009357518ec6cab6a /intern/cycles/kernel/kernel_light.h | |
parent | b3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (diff) |
ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
Diffstat (limited to 'intern/cycles/kernel/kernel_light.h')
-rw-r--r-- | intern/cycles/kernel/kernel_light.h | 1946 |
1 files changed, 974 insertions, 972 deletions
diff --git a/intern/cycles/kernel/kernel_light.h b/intern/cycles/kernel/kernel_light.h index 262d7df1364..5e24f8dedaf 100644 --- a/intern/cycles/kernel/kernel_light.h +++ b/intern/cycles/kernel/kernel_light.h @@ -19,18 +19,18 @@ CCL_NAMESPACE_BEGIN /* Light Sample result */ typedef struct LightSample { - float3 P; /* position on light, or direction for distant light */ - float3 Ng; /* normal on light */ - float3 D; /* direction from shading point to light */ - float t; /* distance to light (FLT_MAX for distant light) */ - float u, v; /* parametric coordinate on primitive */ - float pdf; /* light sampling probability density function */ - float eval_fac; /* intensity multiplier */ - int object; /* object id for triangle/curve lights */ - int prim; /* primitive id for triangle/curve lights */ - int shader; /* shader id */ - int lamp; /* lamp id */ - LightType type; /* type of light */ + float3 P; /* position on light, or direction for distant light */ + float3 Ng; /* normal on light */ + float3 D; /* direction from shading point to light */ + float t; /* distance to light (FLT_MAX for distant light) */ + float u, v; /* parametric coordinate on primitive */ + float pdf; /* light sampling probability density function */ + float eval_fac; /* intensity multiplier */ + int object; /* object id for triangle/curve lights */ + int prim; /* primitive id for triangle/curve lights */ + int shader; /* shader id */ + int lamp; /* lamp id */ + LightType type; /* type of light */ } LightSample; /* Area light sampling */ @@ -46,130 +46,136 @@ typedef struct LightSample { */ ccl_device_inline float rect_light_sample(float3 P, float3 *light_p, - float3 axisu, float3 axisv, - float randu, float randv, + float3 axisu, + float3 axisv, + float randu, + float randv, bool sample_coord) { - /* In our name system we're using P for the center, - * which is o in the paper. - */ - - float3 corner = *light_p - axisu * 0.5f - axisv * 0.5f; - float axisu_len, axisv_len; - /* Compute local reference system R. */ - float3 x = normalize_len(axisu, &axisu_len); - float3 y = normalize_len(axisv, &axisv_len); - float3 z = cross(x, y); - /* Compute rectangle coords in local reference system. */ - float3 dir = corner - P; - float z0 = dot(dir, z); - /* Flip 'z' to make it point against Q. */ - if(z0 > 0.0f) { - z *= -1.0f; - z0 *= -1.0f; - } - float x0 = dot(dir, x); - float y0 = dot(dir, y); - float x1 = x0 + axisu_len; - float y1 = y0 + axisv_len; - /* Compute internal angles (gamma_i). */ - float4 diff = make_float4(x0, y1, x1, y0) - make_float4(x1, y0, x0, y1); - float4 nz = make_float4(y0, x1, y1, x0) * diff; - nz = nz / sqrt(z0 * z0 * diff * diff + nz * nz); - float g0 = safe_acosf(-nz.x * nz.y); - float g1 = safe_acosf(-nz.y * nz.z); - float g2 = safe_acosf(-nz.z * nz.w); - float g3 = safe_acosf(-nz.w * nz.x); - /* Compute predefined constants. */ - float b0 = nz.x; - float b1 = nz.z; - float b0sq = b0 * b0; - float k = M_2PI_F - g2 - g3; - /* Compute solid angle from internal angles. */ - float S = g0 + g1 - k; - - if(sample_coord) { - /* Compute cu. */ - float au = randu * S + k; - float fu = (cosf(au) * b0 - b1) / sinf(au); - float cu = 1.0f / sqrtf(fu * fu + b0sq) * (fu > 0.0f ? 1.0f : -1.0f); - cu = clamp(cu, -1.0f, 1.0f); - /* Compute xu. */ - float xu = -(cu * z0) / max(sqrtf(1.0f - cu * cu), 1e-7f); - xu = clamp(xu, x0, x1); - /* Compute yv. */ - float z0sq = z0 * z0; - float y0sq = y0 * y0; - float y1sq = y1 * y1; - float d = sqrtf(xu * xu + z0sq); - float h0 = y0 / sqrtf(d * d + y0sq); - float h1 = y1 / sqrtf(d * d + y1sq); - float hv = h0 + randv * (h1 - h0), hv2 = hv * hv; - float yv = (hv2 < 1.0f - 1e-6f) ? (hv * d) / sqrtf(1.0f - hv2) : y1; - - /* Transform (xu, yv, z0) to world coords. */ - *light_p = P + xu * x + yv * y + z0 * z; - } - - /* return pdf */ - if(S != 0.0f) - return 1.0f / S; - else - return 0.0f; + /* In our name system we're using P for the center, + * which is o in the paper. + */ + + float3 corner = *light_p - axisu * 0.5f - axisv * 0.5f; + float axisu_len, axisv_len; + /* Compute local reference system R. */ + float3 x = normalize_len(axisu, &axisu_len); + float3 y = normalize_len(axisv, &axisv_len); + float3 z = cross(x, y); + /* Compute rectangle coords in local reference system. */ + float3 dir = corner - P; + float z0 = dot(dir, z); + /* Flip 'z' to make it point against Q. */ + if (z0 > 0.0f) { + z *= -1.0f; + z0 *= -1.0f; + } + float x0 = dot(dir, x); + float y0 = dot(dir, y); + float x1 = x0 + axisu_len; + float y1 = y0 + axisv_len; + /* Compute internal angles (gamma_i). */ + float4 diff = make_float4(x0, y1, x1, y0) - make_float4(x1, y0, x0, y1); + float4 nz = make_float4(y0, x1, y1, x0) * diff; + nz = nz / sqrt(z0 * z0 * diff * diff + nz * nz); + float g0 = safe_acosf(-nz.x * nz.y); + float g1 = safe_acosf(-nz.y * nz.z); + float g2 = safe_acosf(-nz.z * nz.w); + float g3 = safe_acosf(-nz.w * nz.x); + /* Compute predefined constants. */ + float b0 = nz.x; + float b1 = nz.z; + float b0sq = b0 * b0; + float k = M_2PI_F - g2 - g3; + /* Compute solid angle from internal angles. */ + float S = g0 + g1 - k; + + if (sample_coord) { + /* Compute cu. */ + float au = randu * S + k; + float fu = (cosf(au) * b0 - b1) / sinf(au); + float cu = 1.0f / sqrtf(fu * fu + b0sq) * (fu > 0.0f ? 1.0f : -1.0f); + cu = clamp(cu, -1.0f, 1.0f); + /* Compute xu. */ + float xu = -(cu * z0) / max(sqrtf(1.0f - cu * cu), 1e-7f); + xu = clamp(xu, x0, x1); + /* Compute yv. */ + float z0sq = z0 * z0; + float y0sq = y0 * y0; + float y1sq = y1 * y1; + float d = sqrtf(xu * xu + z0sq); + float h0 = y0 / sqrtf(d * d + y0sq); + float h1 = y1 / sqrtf(d * d + y1sq); + float hv = h0 + randv * (h1 - h0), hv2 = hv * hv; + float yv = (hv2 < 1.0f - 1e-6f) ? (hv * d) / sqrtf(1.0f - hv2) : y1; + + /* Transform (xu, yv, z0) to world coords. */ + *light_p = P + xu * x + yv * y + z0 * z; + } + + /* return pdf */ + if (S != 0.0f) + return 1.0f / S; + else + return 0.0f; } ccl_device_inline float3 ellipse_sample(float3 ru, float3 rv, float randu, float randv) { - to_unit_disk(&randu, &randv); - return ru*randu + rv*randv; + to_unit_disk(&randu, &randv); + return ru * randu + rv * randv; } ccl_device float3 disk_light_sample(float3 v, float randu, float randv) { - float3 ru, rv; + float3 ru, rv; - make_orthonormals(v, &ru, &rv); + make_orthonormals(v, &ru, &rv); - return ellipse_sample(ru, rv, randu, randv); + return ellipse_sample(ru, rv, randu, randv); } ccl_device float3 distant_light_sample(float3 D, float radius, float randu, float randv) { - return normalize(D + disk_light_sample(D, randu, randv)*radius); + return normalize(D + disk_light_sample(D, randu, randv) * radius); } -ccl_device float3 sphere_light_sample(float3 P, float3 center, float radius, float randu, float randv) +ccl_device float3 +sphere_light_sample(float3 P, float3 center, float radius, float randu, float randv) { - return disk_light_sample(normalize(P - center), randu, randv)*radius; + return disk_light_sample(normalize(P - center), randu, randv) * radius; } -ccl_device float spot_light_attenuation(float3 dir, float spot_angle, float spot_smooth, LightSample *ls) +ccl_device float spot_light_attenuation(float3 dir, + float spot_angle, + float spot_smooth, + LightSample *ls) { - float3 I = ls->Ng; + float3 I = ls->Ng; - float attenuation = dot(dir, I); + float attenuation = dot(dir, I); - if(attenuation <= spot_angle) { - attenuation = 0.0f; - } - else { - float t = attenuation - spot_angle; + if (attenuation <= spot_angle) { + attenuation = 0.0f; + } + else { + float t = attenuation - spot_angle; - if(t < spot_smooth && spot_smooth != 0.0f) - attenuation *= smoothstepf(t/spot_smooth); - } + if (t < spot_smooth && spot_smooth != 0.0f) + attenuation *= smoothstepf(t / spot_smooth); + } - return attenuation; + return attenuation; } ccl_device float lamp_light_pdf(KernelGlobals *kg, const float3 Ng, const float3 I, float t) { - float cos_pi = dot(Ng, I); + float cos_pi = dot(Ng, I); - if(cos_pi <= 0.0f) - return 0.0f; + if (cos_pi <= 0.0f) + return 0.0f; - return t*t/cos_pi; + return t * t / cos_pi; } /* Background Light */ @@ -180,203 +186,219 @@ ccl_device float lamp_light_pdf(KernelGlobals *kg, const float3 Ng, const float3 * devices, but we're so close to the release so better not screw things * up for CPU at least. */ -#ifdef __KERNEL_GPU__ +# ifdef __KERNEL_GPU__ ccl_device_noinline -#else +# else ccl_device -#endif -float3 background_map_sample(KernelGlobals *kg, float randu, float randv, float *pdf) +# endif + float3 + background_map_sample(KernelGlobals *kg, float randu, float randv, float *pdf) { - /* for the following, the CDF values are actually a pair of floats, with the - * function value as X and the actual CDF as Y. The last entry's function - * value is the CDF total. */ - int res_x = kernel_data.integrator.pdf_background_res_x; - int res_y = kernel_data.integrator.pdf_background_res_y; - int cdf_width = res_x + 1; - - /* this is basically std::lower_bound as used by pbrt */ - int first = 0; - int count = res_y; - - while(count > 0) { - int step = count >> 1; - int middle = first + step; - - if(kernel_tex_fetch(__light_background_marginal_cdf, middle).y < randv) { - first = middle + 1; - count -= step + 1; - } - else - count = step; - } - - int index_v = max(0, first - 1); - kernel_assert(index_v >= 0 && index_v < res_y); - - float2 cdf_v = kernel_tex_fetch(__light_background_marginal_cdf, index_v); - float2 cdf_next_v = kernel_tex_fetch(__light_background_marginal_cdf, index_v + 1); - float2 cdf_last_v = kernel_tex_fetch(__light_background_marginal_cdf, res_y); - - /* importance-sampled V direction */ - float dv = inverse_lerp(cdf_v.y, cdf_next_v.y, randv); - float v = (index_v + dv) / res_y; - - /* this is basically std::lower_bound as used by pbrt */ - first = 0; - count = res_x; - while(count > 0) { - int step = count >> 1; - int middle = first + step; - - if(kernel_tex_fetch(__light_background_conditional_cdf, index_v * cdf_width + middle).y < randu) { - first = middle + 1; - count -= step + 1; - } - else - count = step; - } - - int index_u = max(0, first - 1); - kernel_assert(index_u >= 0 && index_u < res_x); - - float2 cdf_u = kernel_tex_fetch(__light_background_conditional_cdf, index_v * cdf_width + index_u); - float2 cdf_next_u = kernel_tex_fetch(__light_background_conditional_cdf, index_v * cdf_width + index_u + 1); - float2 cdf_last_u = kernel_tex_fetch(__light_background_conditional_cdf, index_v * cdf_width + res_x); - - /* importance-sampled U direction */ - float du = inverse_lerp(cdf_u.y, cdf_next_u.y, randu); - float u = (index_u + du) / res_x; - - /* compute pdf */ - float denom = cdf_last_u.x * cdf_last_v.x; - float sin_theta = sinf(M_PI_F * v); - - if(sin_theta == 0.0f || denom == 0.0f) - *pdf = 0.0f; - else - *pdf = (cdf_u.x * cdf_v.x)/(M_2PI_F * M_PI_F * sin_theta * denom); - - /* compute direction */ - return equirectangular_to_direction(u, v); + /* for the following, the CDF values are actually a pair of floats, with the + * function value as X and the actual CDF as Y. The last entry's function + * value is the CDF total. */ + int res_x = kernel_data.integrator.pdf_background_res_x; + int res_y = kernel_data.integrator.pdf_background_res_y; + int cdf_width = res_x + 1; + + /* this is basically std::lower_bound as used by pbrt */ + int first = 0; + int count = res_y; + + while (count > 0) { + int step = count >> 1; + int middle = first + step; + + if (kernel_tex_fetch(__light_background_marginal_cdf, middle).y < randv) { + first = middle + 1; + count -= step + 1; + } + else + count = step; + } + + int index_v = max(0, first - 1); + kernel_assert(index_v >= 0 && index_v < res_y); + + float2 cdf_v = kernel_tex_fetch(__light_background_marginal_cdf, index_v); + float2 cdf_next_v = kernel_tex_fetch(__light_background_marginal_cdf, index_v + 1); + float2 cdf_last_v = kernel_tex_fetch(__light_background_marginal_cdf, res_y); + + /* importance-sampled V direction */ + float dv = inverse_lerp(cdf_v.y, cdf_next_v.y, randv); + float v = (index_v + dv) / res_y; + + /* this is basically std::lower_bound as used by pbrt */ + first = 0; + count = res_x; + while (count > 0) { + int step = count >> 1; + int middle = first + step; + + if (kernel_tex_fetch(__light_background_conditional_cdf, index_v * cdf_width + middle).y < + randu) { + first = middle + 1; + count -= step + 1; + } + else + count = step; + } + + int index_u = max(0, first - 1); + kernel_assert(index_u >= 0 && index_u < res_x); + + float2 cdf_u = kernel_tex_fetch(__light_background_conditional_cdf, + index_v * cdf_width + index_u); + float2 cdf_next_u = kernel_tex_fetch(__light_background_conditional_cdf, + index_v * cdf_width + index_u + 1); + float2 cdf_last_u = kernel_tex_fetch(__light_background_conditional_cdf, + index_v * cdf_width + res_x); + + /* importance-sampled U direction */ + float du = inverse_lerp(cdf_u.y, cdf_next_u.y, randu); + float u = (index_u + du) / res_x; + + /* compute pdf */ + float denom = cdf_last_u.x * cdf_last_v.x; + float sin_theta = sinf(M_PI_F * v); + + if (sin_theta == 0.0f || denom == 0.0f) + *pdf = 0.0f; + else + *pdf = (cdf_u.x * cdf_v.x) / (M_2PI_F * M_PI_F * sin_theta * denom); + + /* compute direction */ + return equirectangular_to_direction(u, v); } /* TODO(sergey): Same as above, after the release we should consider using * 'noinline' for all devices. */ -#ifdef __KERNEL_GPU__ +# ifdef __KERNEL_GPU__ ccl_device_noinline -#else +# else ccl_device -#endif -float background_map_pdf(KernelGlobals *kg, float3 direction) +# endif + float + background_map_pdf(KernelGlobals *kg, float3 direction) { - float2 uv = direction_to_equirectangular(direction); - int res_x = kernel_data.integrator.pdf_background_res_x; - int res_y = kernel_data.integrator.pdf_background_res_y; - int cdf_width = res_x + 1; + float2 uv = direction_to_equirectangular(direction); + int res_x = kernel_data.integrator.pdf_background_res_x; + int res_y = kernel_data.integrator.pdf_background_res_y; + int cdf_width = res_x + 1; - float sin_theta = sinf(uv.y * M_PI_F); + float sin_theta = sinf(uv.y * M_PI_F); - if(sin_theta == 0.0f) - return 0.0f; + if (sin_theta == 0.0f) + return 0.0f; - int index_u = clamp(float_to_int(uv.x * res_x), 0, res_x - 1); - int index_v = clamp(float_to_int(uv.y * res_y), 0, res_y - 1); + int index_u = clamp(float_to_int(uv.x * res_x), 0, res_x - 1); + int index_v = clamp(float_to_int(uv.y * res_y), 0, res_y - 1); - /* pdfs in V direction */ - float2 cdf_last_u = kernel_tex_fetch(__light_background_conditional_cdf, index_v * cdf_width + res_x); - float2 cdf_last_v = kernel_tex_fetch(__light_background_marginal_cdf, res_y); + /* pdfs in V direction */ + float2 cdf_last_u = kernel_tex_fetch(__light_background_conditional_cdf, + index_v * cdf_width + res_x); + float2 cdf_last_v = kernel_tex_fetch(__light_background_marginal_cdf, res_y); - float denom = cdf_last_u.x * cdf_last_v.x; + float denom = cdf_last_u.x * cdf_last_v.x; - if(denom == 0.0f) - return 0.0f; + if (denom == 0.0f) + return 0.0f; - /* pdfs in U direction */ - float2 cdf_u = kernel_tex_fetch(__light_background_conditional_cdf, index_v * cdf_width + index_u); - float2 cdf_v = kernel_tex_fetch(__light_background_marginal_cdf, index_v); + /* pdfs in U direction */ + float2 cdf_u = kernel_tex_fetch(__light_background_conditional_cdf, + index_v * cdf_width + index_u); + float2 cdf_v = kernel_tex_fetch(__light_background_marginal_cdf, index_v); - return (cdf_u.x * cdf_v.x)/(M_2PI_F * M_PI_F * sin_theta * denom); + return (cdf_u.x * cdf_v.x) / (M_2PI_F * M_PI_F * sin_theta * denom); } -ccl_device_inline bool background_portal_data_fetch_and_check_side(KernelGlobals *kg, - float3 P, - int index, - float3 *lightpos, - float3 *dir) +ccl_device_inline bool background_portal_data_fetch_and_check_side( + KernelGlobals *kg, float3 P, int index, float3 *lightpos, float3 *dir) { - int portal = kernel_data.integrator.portal_offset + index; - const ccl_global KernelLight *klight = &kernel_tex_fetch(__lights, portal); + int portal = kernel_data.integrator.portal_offset + index; + const ccl_global KernelLight *klight = &kernel_tex_fetch(__lights, portal); - *lightpos = make_float3(klight->co[0], klight->co[1], klight->co[2]); - *dir = make_float3(klight->area.dir[0], klight->area.dir[1], klight->area.dir[2]); + *lightpos = make_float3(klight->co[0], klight->co[1], klight->co[2]); + *dir = make_float3(klight->area.dir[0], klight->area.dir[1], klight->area.dir[2]); - /* Check whether portal is on the right side. */ - if(dot(*dir, P - *lightpos) > 1e-4f) - return true; + /* Check whether portal is on the right side. */ + if (dot(*dir, P - *lightpos) > 1e-4f) + return true; - return false; + return false; } -ccl_device_inline float background_portal_pdf(KernelGlobals *kg, - float3 P, - float3 direction, - int ignore_portal, - bool *is_possible) +ccl_device_inline float background_portal_pdf( + KernelGlobals *kg, float3 P, float3 direction, int ignore_portal, bool *is_possible) { - float portal_pdf = 0.0f; - - int num_possible = 0; - for(int p = 0; p < kernel_data.integrator.num_portals; p++) { - if(p == ignore_portal) - continue; - - float3 lightpos, dir; - if(!background_portal_data_fetch_and_check_side(kg, P, p, &lightpos, &dir)) - continue; - - /* There's a portal that could be sampled from this position. */ - if(is_possible) { - *is_possible = true; - } - num_possible++; - - int portal = kernel_data.integrator.portal_offset + p; - const ccl_global KernelLight *klight = &kernel_tex_fetch(__lights, portal); - float3 axisu = make_float3(klight->area.axisu[0], klight->area.axisu[1], klight->area.axisu[2]); - float3 axisv = make_float3(klight->area.axisv[0], klight->area.axisv[1], klight->area.axisv[2]); - bool is_round = (klight->area.invarea < 0.0f); - - if(!ray_quad_intersect(P, direction, 1e-4f, FLT_MAX, lightpos, axisu, axisv, dir, NULL, NULL, NULL, NULL, is_round)) - continue; - - if(is_round) { - float t; - float3 D = normalize_len(lightpos - P, &t); - portal_pdf += fabsf(klight->area.invarea) * lamp_light_pdf(kg, dir, -D, t); - } - else { - portal_pdf += rect_light_sample(P, &lightpos, axisu, axisv, 0.0f, 0.0f, false); - } - } - - if(ignore_portal >= 0) { - /* We have skipped a portal that could be sampled as well. */ - num_possible++; - } - - return (num_possible > 0)? portal_pdf / num_possible: 0.0f; + float portal_pdf = 0.0f; + + int num_possible = 0; + for (int p = 0; p < kernel_data.integrator.num_portals; p++) { + if (p == ignore_portal) + continue; + + float3 lightpos, dir; + if (!background_portal_data_fetch_and_check_side(kg, P, p, &lightpos, &dir)) + continue; + + /* There's a portal that could be sampled from this position. */ + if (is_possible) { + *is_possible = true; + } + num_possible++; + + int portal = kernel_data.integrator.portal_offset + p; + const ccl_global KernelLight *klight = &kernel_tex_fetch(__lights, portal); + float3 axisu = make_float3( + klight->area.axisu[0], klight->area.axisu[1], klight->area.axisu[2]); + float3 axisv = make_float3( + klight->area.axisv[0], klight->area.axisv[1], klight->area.axisv[2]); + bool is_round = (klight->area.invarea < 0.0f); + + if (!ray_quad_intersect(P, + direction, + 1e-4f, + FLT_MAX, + lightpos, + axisu, + axisv, + dir, + NULL, + NULL, + NULL, + NULL, + is_round)) + continue; + + if (is_round) { + float t; + float3 D = normalize_len(lightpos - P, &t); + portal_pdf += fabsf(klight->area.invarea) * lamp_light_pdf(kg, dir, -D, t); + } + else { + portal_pdf += rect_light_sample(P, &lightpos, axisu, axisv, 0.0f, 0.0f, false); + } + } + + if (ignore_portal >= 0) { + /* We have skipped a portal that could be sampled as well. */ + num_possible++; + } + + return (num_possible > 0) ? portal_pdf / num_possible : 0.0f; } ccl_device int background_num_possible_portals(KernelGlobals *kg, float3 P) { - int num_possible_portals = 0; - for(int p = 0; p < kernel_data.integrator.num_portals; p++) { - float3 lightpos, dir; - if(background_portal_data_fetch_and_check_side(kg, P, p, &lightpos, &dir)) - num_possible_portals++; - } - return num_possible_portals; + int num_possible_portals = 0; + for (int p = 0; p < kernel_data.integrator.num_portals; p++) { + float3 lightpos, dir; + if (background_portal_data_fetch_and_check_side(kg, P, p, &lightpos, &dir)) + num_possible_portals++; + } + return num_possible_portals; } ccl_device float3 background_portal_sample(KernelGlobals *kg, @@ -387,774 +409,754 @@ ccl_device float3 background_portal_sample(KernelGlobals *kg, int *sampled_portal, float *pdf) { - /* Pick a portal, then re-normalize randv. */ - randv *= num_possible; - int portal = (int)randv; - randv -= portal; - - /* TODO(sergey): Some smarter way of finding portal to sample - * is welcome. - */ - for(int p = 0; p < kernel_data.integrator.num_portals; p++) { - /* Search for the sampled portal. */ - float3 lightpos, dir; - if(!background_portal_data_fetch_and_check_side(kg, P, p, &lightpos, &dir)) - continue; - - if(portal == 0) { - /* p is the portal to be sampled. */ - int portal = kernel_data.integrator.portal_offset + p; - const ccl_global KernelLight *klight = &kernel_tex_fetch(__lights, portal); - float3 axisu = make_float3(klight->area.axisu[0], klight->area.axisu[1], klight->area.axisu[2]); - float3 axisv = make_float3(klight->area.axisv[0], klight->area.axisv[1], klight->area.axisv[2]); - bool is_round = (klight->area.invarea < 0.0f); - - float3 D; - if(is_round) { - lightpos += ellipse_sample(axisu*0.5f, axisv*0.5f, randu, randv); - float t; - D = normalize_len(lightpos - P, &t); - *pdf = fabsf(klight->area.invarea) * lamp_light_pdf(kg, dir, -D, t); - } - else { - *pdf = rect_light_sample(P, &lightpos, - axisu, axisv, - randu, randv, - true); - D = normalize(lightpos - P); - } - - *pdf /= num_possible; - *sampled_portal = p; - return D; - } - - portal--; - } - - return make_float3(0.0f, 0.0f, 0.0f); + /* Pick a portal, then re-normalize randv. */ + randv *= num_possible; + int portal = (int)randv; + randv -= portal; + + /* TODO(sergey): Some smarter way of finding portal to sample + * is welcome. + */ + for (int p = 0; p < kernel_data.integrator.num_portals; p++) { + /* Search for the sampled portal. */ + float3 lightpos, dir; + if (!background_portal_data_fetch_and_check_side(kg, P, p, &lightpos, &dir)) + continue; + + if (portal == 0) { + /* p is the portal to be sampled. */ + int portal = kernel_data.integrator.portal_offset + p; + const ccl_global KernelLight *klight = &kernel_tex_fetch(__lights, portal); + float3 axisu = make_float3( + klight->area.axisu[0], klight->area.axisu[1], klight->area.axisu[2]); + float3 axisv = make_float3( + klight->area.axisv[0], klight->area.axisv[1], klight->area.axisv[2]); + bool is_round = (klight->area.invarea < 0.0f); + + float3 D; + if (is_round) { + lightpos += ellipse_sample(axisu * 0.5f, axisv * 0.5f, randu, randv); + float t; + D = normalize_len(lightpos - P, &t); + *pdf = fabsf(klight->area.invarea) * lamp_light_pdf(kg, dir, -D, t); + } + else { + *pdf = rect_light_sample(P, &lightpos, axisu, axisv, randu, randv, true); + D = normalize(lightpos - P); + } + + *pdf /= num_possible; + *sampled_portal = p; + return D; + } + + portal--; + } + + return make_float3(0.0f, 0.0f, 0.0f); } -ccl_device_inline float3 background_light_sample(KernelGlobals *kg, - float3 P, - float randu, float randv, - float *pdf) +ccl_device_inline float3 +background_light_sample(KernelGlobals *kg, float3 P, float randu, float randv, float *pdf) { - /* Probability of sampling portals instead of the map. */ - float portal_sampling_pdf = kernel_data.integrator.portal_pdf; - - /* Check if there are portals in the scene which we can sample. */ - if(portal_sampling_pdf > 0.0f) { - int num_portals = background_num_possible_portals(kg, P); - if(num_portals > 0) { - if(portal_sampling_pdf == 1.0f || randu < portal_sampling_pdf) { - if(portal_sampling_pdf < 1.0f) { - randu /= portal_sampling_pdf; - } - int portal; - float3 D = background_portal_sample(kg, P, randu, randv, num_portals, &portal, pdf); - if(num_portals > 1) { - /* Ignore the chosen portal, its pdf is already included. */ - *pdf += background_portal_pdf(kg, P, D, portal, NULL); - } - /* We could also have sampled the map, so combine with MIS. */ - if(portal_sampling_pdf < 1.0f) { - float cdf_pdf = background_map_pdf(kg, D); - *pdf = (portal_sampling_pdf * (*pdf) - + (1.0f - portal_sampling_pdf) * cdf_pdf); - } - return D; - } - else { - /* Sample map, but with nonzero portal_sampling_pdf for MIS. */ - randu = (randu - portal_sampling_pdf) / (1.0f - portal_sampling_pdf); - } - } - else { - /* We can't sample a portal. - * Check if we can sample the map instead. - */ - if(portal_sampling_pdf == 1.0f) { - /* Use uniform as a fallback if we can't sample the map. */ - *pdf = 1.0f / M_4PI_F; - return sample_uniform_sphere(randu, randv); - } - else { - portal_sampling_pdf = 0.0f; - } - } - } - - float3 D = background_map_sample(kg, randu, randv, pdf); - /* Use MIS if portals could be sampled as well. */ - if(portal_sampling_pdf > 0.0f) { - float portal_pdf = background_portal_pdf(kg, P, D, -1, NULL); - *pdf = (portal_sampling_pdf * portal_pdf - + (1.0f - portal_sampling_pdf) * (*pdf)); - } - return D; + /* Probability of sampling portals instead of the map. */ + float portal_sampling_pdf = kernel_data.integrator.portal_pdf; + + /* Check if there are portals in the scene which we can sample. */ + if (portal_sampling_pdf > 0.0f) { + int num_portals = background_num_possible_portals(kg, P); + if (num_portals > 0) { + if (portal_sampling_pdf == 1.0f || randu < portal_sampling_pdf) { + if (portal_sampling_pdf < 1.0f) { + randu /= portal_sampling_pdf; + } + int portal; + float3 D = background_portal_sample(kg, P, randu, randv, num_portals, &portal, pdf); + if (num_portals > 1) { + /* Ignore the chosen portal, its pdf is already included. */ + *pdf += background_portal_pdf(kg, P, D, portal, NULL); + } + /* We could also have sampled the map, so combine with MIS. */ + if (portal_sampling_pdf < 1.0f) { + float cdf_pdf = background_map_pdf(kg, D); + *pdf = (portal_sampling_pdf * (*pdf) + (1.0f - portal_sampling_pdf) * cdf_pdf); + } + return D; + } + else { + /* Sample map, but with nonzero portal_sampling_pdf for MIS. */ + randu = (randu - portal_sampling_pdf) / (1.0f - portal_sampling_pdf); + } + } + else { + /* We can't sample a portal. + * Check if we can sample the map instead. + */ + if (portal_sampling_pdf == 1.0f) { + /* Use uniform as a fallback if we can't sample the map. */ + *pdf = 1.0f / M_4PI_F; + return sample_uniform_sphere(randu, randv); + } + else { + portal_sampling_pdf = 0.0f; + } + } + } + + float3 D = background_map_sample(kg, randu, randv, pdf); + /* Use MIS if portals could be sampled as well. */ + if (portal_sampling_pdf > 0.0f) { + float portal_pdf = background_portal_pdf(kg, P, D, -1, NULL); + *pdf = (portal_sampling_pdf * portal_pdf + (1.0f - portal_sampling_pdf) * (*pdf)); + } + return D; } ccl_device float background_light_pdf(KernelGlobals *kg, float3 P, float3 direction) { - /* Probability of sampling portals instead of the map. */ - float portal_sampling_pdf = kernel_data.integrator.portal_pdf; - - float portal_pdf = 0.0f, map_pdf = 0.0f; - if(portal_sampling_pdf > 0.0f) { - /* Evaluate PDF of sampling this direction by portal sampling. */ - bool is_possible = false; - portal_pdf = background_portal_pdf(kg, P, direction, -1, &is_possible) * portal_sampling_pdf; - if(!is_possible) { - /* Portal sampling is not possible here because all portals point to the wrong side. - * If map sampling is possible, it would be used instead, otherwise fallback sampling is used. */ - if(portal_sampling_pdf == 1.0f) { - return kernel_data.integrator.pdf_lights / M_4PI_F; - } - else { - /* Force map sampling. */ - portal_sampling_pdf = 0.0f; - } - } - } - if(portal_sampling_pdf < 1.0f) { - /* Evaluate PDF of sampling this direction by map sampling. */ - map_pdf = background_map_pdf(kg, direction) * (1.0f - portal_sampling_pdf); - } - return (portal_pdf + map_pdf) * kernel_data.integrator.pdf_lights; + /* Probability of sampling portals instead of the map. */ + float portal_sampling_pdf = kernel_data.integrator.portal_pdf; + + float portal_pdf = 0.0f, map_pdf = 0.0f; + if (portal_sampling_pdf > 0.0f) { + /* Evaluate PDF of sampling this direction by portal sampling. */ + bool is_possible = false; + portal_pdf = background_portal_pdf(kg, P, direction, -1, &is_possible) * portal_sampling_pdf; + if (!is_possible) { + /* Portal sampling is not possible here because all portals point to the wrong side. + * If map sampling is possible, it would be used instead, otherwise fallback sampling is used. */ + if (portal_sampling_pdf == 1.0f) { + return kernel_data.integrator.pdf_lights / M_4PI_F; + } + else { + /* Force map sampling. */ + portal_sampling_pdf = 0.0f; + } + } + } + if (portal_sampling_pdf < 1.0f) { + /* Evaluate PDF of sampling this direction by map sampling. */ + map_pdf = background_map_pdf(kg, direction) * (1.0f - portal_sampling_pdf); + } + return (portal_pdf + map_pdf) * kernel_data.integrator.pdf_lights; } #endif /* Regular Light */ -ccl_device_inline bool lamp_light_sample(KernelGlobals *kg, - int lamp, - float randu, float randv, - float3 P, - LightSample *ls) +ccl_device_inline bool lamp_light_sample( + KernelGlobals *kg, int lamp, float randu, float randv, float3 P, LightSample *ls) { - const ccl_global KernelLight *klight = &kernel_tex_fetch(__lights, lamp); - LightType type = (LightType)klight->type; - ls->type = type; - ls->shader = klight->shader_id; - ls->object = PRIM_NONE; - ls->prim = PRIM_NONE; - ls->lamp = lamp; - ls->u = randu; - ls->v = randv; - - if(type == LIGHT_DISTANT) { - /* distant light */ - float3 lightD = make_float3(klight->co[0], klight->co[1], klight->co[2]); - float3 D = lightD; - float radius = klight->distant.radius; - float invarea = klight->distant.invarea; - - if(radius > 0.0f) - D = distant_light_sample(D, radius, randu, randv); - - ls->P = D; - ls->Ng = D; - ls->D = -D; - ls->t = FLT_MAX; - - float costheta = dot(lightD, D); - ls->pdf = invarea/(costheta*costheta*costheta); - ls->eval_fac = ls->pdf; - } + const ccl_global KernelLight *klight = &kernel_tex_fetch(__lights, lamp); + LightType type = (LightType)klight->type; + ls->type = type; + ls->shader = klight->shader_id; + ls->object = PRIM_NONE; + ls->prim = PRIM_NONE; + ls->lamp = lamp; + ls->u = randu; + ls->v = randv; + + if (type == LIGHT_DISTANT) { + /* distant light */ + float3 lightD = make_float3(klight->co[0], klight->co[1], klight->co[2]); + float3 D = lightD; + float radius = klight->distant.radius; + float invarea = klight->distant.invarea; + + if (radius > 0.0f) + D = distant_light_sample(D, radius, randu, randv); + + ls->P = D; + ls->Ng = D; + ls->D = -D; + ls->t = FLT_MAX; + + float costheta = dot(lightD, D); + ls->pdf = invarea / (costheta * costheta * costheta); + ls->eval_fac = ls->pdf; + } #ifdef __BACKGROUND_MIS__ - else if(type == LIGHT_BACKGROUND) { - /* infinite area light (e.g. light dome or env light) */ - float3 D = -background_light_sample(kg, P, randu, randv, &ls->pdf); - - ls->P = D; - ls->Ng = D; - ls->D = -D; - ls->t = FLT_MAX; - ls->eval_fac = 1.0f; - } + else if (type == LIGHT_BACKGROUND) { + /* infinite area light (e.g. light dome or env light) */ + float3 D = -background_light_sample(kg, P, randu, randv, &ls->pdf); + + ls->P = D; + ls->Ng = D; + ls->D = -D; + ls->t = FLT_MAX; + ls->eval_fac = 1.0f; + } #endif - else { - ls->P = make_float3(klight->co[0], klight->co[1], klight->co[2]); - - if(type == LIGHT_POINT || type == LIGHT_SPOT) { - float radius = klight->spot.radius; - - if(radius > 0.0f) - /* sphere light */ - ls->P += sphere_light_sample(P, ls->P, radius, randu, randv); - - ls->D = normalize_len(ls->P - P, &ls->t); - ls->Ng = -ls->D; - - float invarea = klight->spot.invarea; - ls->eval_fac = (0.25f*M_1_PI_F)*invarea; - ls->pdf = invarea; - - if(type == LIGHT_SPOT) { - /* spot light attenuation */ - float3 dir = make_float3(klight->spot.dir[0], - klight->spot.dir[1], - klight->spot.dir[2]); - ls->eval_fac *= spot_light_attenuation(dir, - klight->spot.spot_angle, - klight->spot.spot_smooth, - ls); - if(ls->eval_fac == 0.0f) { - return false; - } - } - float2 uv = map_to_sphere(ls->Ng); - ls->u = uv.x; - ls->v = uv.y; - - ls->pdf *= lamp_light_pdf(kg, ls->Ng, -ls->D, ls->t); - } - else { - /* area light */ - float3 axisu = make_float3(klight->area.axisu[0], - klight->area.axisu[1], - klight->area.axisu[2]); - float3 axisv = make_float3(klight->area.axisv[0], - klight->area.axisv[1], - klight->area.axisv[2]); - float3 D = make_float3(klight->area.dir[0], - klight->area.dir[1], - klight->area.dir[2]); - float invarea = fabsf(klight->area.invarea); - bool is_round = (klight->area.invarea < 0.0f); - - if(dot(ls->P - P, D) > 0.0f) { - return false; - } - - float3 inplane; - - if(is_round) { - inplane = ellipse_sample(axisu*0.5f, axisv*0.5f, randu, randv); - ls->P += inplane; - ls->pdf = invarea; - } - else { - inplane = ls->P; - ls->pdf = rect_light_sample(P, &ls->P, - axisu, axisv, - randu, randv, - true); - inplane = ls->P - inplane; - } - - ls->u = dot(inplane, axisu) * (1.0f / dot(axisu, axisu)) + 0.5f; - ls->v = dot(inplane, axisv) * (1.0f / dot(axisv, axisv)) + 0.5f; - - ls->Ng = D; - ls->D = normalize_len(ls->P - P, &ls->t); - - ls->eval_fac = 0.25f*invarea; - if(is_round) { - ls->pdf *= lamp_light_pdf(kg, D, -ls->D, ls->t); - } - } - } - - ls->pdf *= kernel_data.integrator.pdf_lights; - - return (ls->pdf > 0.0f); + else { + ls->P = make_float3(klight->co[0], klight->co[1], klight->co[2]); + + if (type == LIGHT_POINT || type == LIGHT_SPOT) { + float radius = klight->spot.radius; + + if (radius > 0.0f) + /* sphere light */ + ls->P += sphere_light_sample(P, ls->P, radius, randu, randv); + + ls->D = normalize_len(ls->P - P, &ls->t); + ls->Ng = -ls->D; + + float invarea = klight->spot.invarea; + ls->eval_fac = (0.25f * M_1_PI_F) * invarea; + ls->pdf = invarea; + + if (type == LIGHT_SPOT) { + /* spot light attenuation */ + float3 dir = make_float3(klight->spot.dir[0], klight->spot.dir[1], klight->spot.dir[2]); + ls->eval_fac *= spot_light_attenuation( + dir, klight->spot.spot_angle, klight->spot.spot_smooth, ls); + if (ls->eval_fac == 0.0f) { + return false; + } + } + float2 uv = map_to_sphere(ls->Ng); + ls->u = uv.x; + ls->v = uv.y; + + ls->pdf *= lamp_light_pdf(kg, ls->Ng, -ls->D, ls->t); + } + else { + /* area light */ + float3 axisu = make_float3( + klight->area.axisu[0], klight->area.axisu[1], klight->area.axisu[2]); + float3 axisv = make_float3( + klight->area.axisv[0], klight->area.axisv[1], klight->area.axisv[2]); + float3 D = make_float3(klight->area.dir[0], klight->area.dir[1], klight->area.dir[2]); + float invarea = fabsf(klight->area.invarea); + bool is_round = (klight->area.invarea < 0.0f); + + if (dot(ls->P - P, D) > 0.0f) { + return false; + } + + float3 inplane; + + if (is_round) { + inplane = ellipse_sample(axisu * 0.5f, axisv * 0.5f, randu, randv); + ls->P += inplane; + ls->pdf = invarea; + } + else { + inplane = ls->P; + ls->pdf = rect_light_sample(P, &ls->P, axisu, axisv, randu, randv, true); + inplane = ls->P - inplane; + } + + ls->u = dot(inplane, axisu) * (1.0f / dot(axisu, axisu)) + 0.5f; + ls->v = dot(inplane, axisv) * (1.0f / dot(axisv, axisv)) + 0.5f; + + ls->Ng = D; + ls->D = normalize_len(ls->P - P, &ls->t); + + ls->eval_fac = 0.25f * invarea; + if (is_round) { + ls->pdf *= lamp_light_pdf(kg, D, -ls->D, ls->t); + } + } + } + + ls->pdf *= kernel_data.integrator.pdf_lights; + + return (ls->pdf > 0.0f); } -ccl_device bool lamp_light_eval(KernelGlobals *kg, int lamp, float3 P, float3 D, float t, LightSample *ls) +ccl_device bool lamp_light_eval( + KernelGlobals *kg, int lamp, float3 P, float3 D, float t, LightSample *ls) { - const ccl_global KernelLight *klight = &kernel_tex_fetch(__lights, lamp); - LightType type = (LightType)klight->type; - ls->type = type; - ls->shader = klight->shader_id; - ls->object = PRIM_NONE; - ls->prim = PRIM_NONE; - ls->lamp = lamp; - /* todo: missing texture coordinates */ - ls->u = 0.0f; - ls->v = 0.0f; - - if(!(ls->shader & SHADER_USE_MIS)) - return false; - - if(type == LIGHT_DISTANT) { - /* distant light */ - float radius = klight->distant.radius; - - if(radius == 0.0f) - return false; - if(t != FLT_MAX) - return false; - - /* a distant light is infinitely far away, but equivalent to a disk - * shaped light exactly 1 unit away from the current shading point. - * - * radius t^2/cos(theta) - * <----------> t = sqrt(1^2 + tan(theta)^2) - * tan(th) area = radius*radius*pi - * <-----> - * \ | (1 + tan(theta)^2)/cos(theta) - * \ | (1 + tan(acos(cos(theta)))^2)/cos(theta) - * t \th| 1 simplifies to - * \-| 1/(cos(theta)^3) - * \| magic! - * P - */ - - float3 lightD = make_float3(klight->co[0], klight->co[1], klight->co[2]); - float costheta = dot(-lightD, D); - float cosangle = klight->distant.cosangle; - - if(costheta < cosangle) - return false; - - ls->P = -D; - ls->Ng = -D; - ls->D = D; - ls->t = FLT_MAX; - - /* compute pdf */ - float invarea = klight->distant.invarea; - ls->pdf = invarea/(costheta*costheta*costheta); - ls->eval_fac = ls->pdf; - } - else if(type == LIGHT_POINT || type == LIGHT_SPOT) { - float3 lightP = make_float3(klight->co[0], klight->co[1], klight->co[2]); - - float radius = klight->spot.radius; - - /* sphere light */ - if(radius == 0.0f) - return false; - - if(!ray_aligned_disk_intersect(P, D, t, - lightP, radius, &ls->P, &ls->t)) - { - return false; - } - - ls->Ng = -D; - ls->D = D; - - float invarea = klight->spot.invarea; - ls->eval_fac = (0.25f*M_1_PI_F)*invarea; - ls->pdf = invarea; - - if(type == LIGHT_SPOT) { - /* spot light attenuation */ - float3 dir = make_float3(klight->spot.dir[0], - klight->spot.dir[1], - klight->spot.dir[2]); - ls->eval_fac *= spot_light_attenuation(dir, - klight->spot.spot_angle, - klight->spot.spot_smooth, - ls); - - if(ls->eval_fac == 0.0f) - return false; - } - float2 uv = map_to_sphere(ls->Ng); - ls->u = uv.x; - ls->v = uv.y; - - /* compute pdf */ - if(ls->t != FLT_MAX) - ls->pdf *= lamp_light_pdf(kg, ls->Ng, -ls->D, ls->t); - } - else if(type == LIGHT_AREA) { - /* area light */ - float invarea = fabsf(klight->area.invarea); - bool is_round = (klight->area.invarea < 0.0f); - if(invarea == 0.0f) - return false; - - float3 axisu = make_float3(klight->area.axisu[0], - klight->area.axisu[1], - klight->area.axisu[2]); - float3 axisv = make_float3(klight->area.axisv[0], - klight->area.axisv[1], - klight->area.axisv[2]); - float3 Ng = make_float3(klight->area.dir[0], - klight->area.dir[1], - klight->area.dir[2]); - - /* one sided */ - if(dot(D, Ng) >= 0.0f) - return false; - - float3 light_P = make_float3(klight->co[0], klight->co[1], klight->co[2]); - - if(!ray_quad_intersect(P, D, 0.0f, t, light_P, - axisu, axisv, Ng, - &ls->P, &ls->t, - &ls->u, &ls->v, - is_round)) - { - return false; - } - - ls->D = D; - ls->Ng = Ng; - if(is_round) { - ls->pdf = invarea * lamp_light_pdf(kg, Ng, -D, ls->t); - } - else { - ls->pdf = rect_light_sample(P, &light_P, axisu, axisv, 0, 0, false); - } - ls->eval_fac = 0.25f*invarea; - } - else { - return false; - } - - ls->pdf *= kernel_data.integrator.pdf_lights; - - return true; + const ccl_global KernelLight *klight = &kernel_tex_fetch(__lights, lamp); + LightType type = (LightType)klight->type; + ls->type = type; + ls->shader = klight->shader_id; + ls->object = PRIM_NONE; + ls->prim = PRIM_NONE; + ls->lamp = lamp; + /* todo: missing texture coordinates */ + ls->u = 0.0f; + ls->v = 0.0f; + + if (!(ls->shader & SHADER_USE_MIS)) + return false; + + if (type == LIGHT_DISTANT) { + /* distant light */ + float radius = klight->distant.radius; + + if (radius == 0.0f) + return false; + if (t != FLT_MAX) + return false; + + /* a distant light is infinitely far away, but equivalent to a disk + * shaped light exactly 1 unit away from the current shading point. + * + * radius t^2/cos(theta) + * <----------> t = sqrt(1^2 + tan(theta)^2) + * tan(th) area = radius*radius*pi + * <-----> + * \ | (1 + tan(theta)^2)/cos(theta) + * \ | (1 + tan(acos(cos(theta)))^2)/cos(theta) + * t \th| 1 simplifies to + * \-| 1/(cos(theta)^3) + * \| magic! + * P + */ + + float3 lightD = make_float3(klight->co[0], klight->co[1], klight->co[2]); + float costheta = dot(-lightD, D); + float cosangle = klight->distant.cosangle; + + if (costheta < cosangle) + return false; + + ls->P = -D; + ls->Ng = -D; + ls->D = D; + ls->t = FLT_MAX; + + /* compute pdf */ + float invarea = klight->distant.invarea; + ls->pdf = invarea / (costheta * costheta * costheta); + ls->eval_fac = ls->pdf; + } + else if (type == LIGHT_POINT || type == LIGHT_SPOT) { + float3 lightP = make_float3(klight->co[0], klight->co[1], klight->co[2]); + + float radius = klight->spot.radius; + + /* sphere light */ + if (radius == 0.0f) + return false; + + if (!ray_aligned_disk_intersect(P, D, t, lightP, radius, &ls->P, &ls->t)) { + return false; + } + + ls->Ng = -D; + ls->D = D; + + float invarea = klight->spot.invarea; + ls->eval_fac = (0.25f * M_1_PI_F) * invarea; + ls->pdf = invarea; + + if (type == LIGHT_SPOT) { + /* spot light attenuation */ + float3 dir = make_float3(klight->spot.dir[0], klight->spot.dir[1], klight->spot.dir[2]); + ls->eval_fac *= spot_light_attenuation( + dir, klight->spot.spot_angle, klight->spot.spot_smooth, ls); + + if (ls->eval_fac == 0.0f) + return false; + } + float2 uv = map_to_sphere(ls->Ng); + ls->u = uv.x; + ls->v = uv.y; + + /* compute pdf */ + if (ls->t != FLT_MAX) + ls->pdf *= lamp_light_pdf(kg, ls->Ng, -ls->D, ls->t); + } + else if (type == LIGHT_AREA) { + /* area light */ + float invarea = fabsf(klight->area.invarea); + bool is_round = (klight->area.invarea < 0.0f); + if (invarea == 0.0f) + return false; + + float3 axisu = make_float3( + klight->area.axisu[0], klight->area.axisu[1], klight->area.axisu[2]); + float3 axisv = make_float3( + klight->area.axisv[0], klight->area.axisv[1], klight->area.axisv[2]); + float3 Ng = make_float3(klight->area.dir[0], klight->area.dir[1], klight->area.dir[2]); + + /* one sided */ + if (dot(D, Ng) >= 0.0f) + return false; + + float3 light_P = make_float3(klight->co[0], klight->co[1], klight->co[2]); + + if (!ray_quad_intersect( + P, D, 0.0f, t, light_P, axisu, axisv, Ng, &ls->P, &ls->t, &ls->u, &ls->v, is_round)) { + return false; + } + + ls->D = D; + ls->Ng = Ng; + if (is_round) { + ls->pdf = invarea * lamp_light_pdf(kg, Ng, -D, ls->t); + } + else { + ls->pdf = rect_light_sample(P, &light_P, axisu, axisv, 0, 0, false); + } + ls->eval_fac = 0.25f * invarea; + } + else { + return false; + } + + ls->pdf *= kernel_data.integrator.pdf_lights; + + return true; } /* Triangle Light */ /* returns true if the triangle is has motion blur or an instancing transform applied */ -ccl_device_inline bool triangle_world_space_vertices(KernelGlobals *kg, int object, int prim, float time, float3 V[3]) +ccl_device_inline bool triangle_world_space_vertices( + KernelGlobals *kg, int object, int prim, float time, float3 V[3]) { - bool has_motion = false; - const int object_flag = kernel_tex_fetch(__object_flag, object); + bool has_motion = false; + const int object_flag = kernel_tex_fetch(__object_flag, object); - if(object_flag & SD_OBJECT_HAS_VERTEX_MOTION && time >= 0.0f) { - motion_triangle_vertices(kg, object, prim, time, V); - has_motion = true; - } - else { - triangle_vertices(kg, prim, V); - } + if (object_flag & SD_OBJECT_HAS_VERTEX_MOTION && time >= 0.0f) { + motion_triangle_vertices(kg, object, prim, time, V); + has_motion = true; + } + else { + triangle_vertices(kg, prim, V); + } #ifdef __INSTANCING__ - if(!(object_flag & SD_OBJECT_TRANSFORM_APPLIED)) { + if (!(object_flag & SD_OBJECT_TRANSFORM_APPLIED)) { # ifdef __OBJECT_MOTION__ - float object_time = (time >= 0.0f) ? time : 0.5f; - Transform tfm = object_fetch_transform_motion_test(kg, object, object_time, NULL); + float object_time = (time >= 0.0f) ? time : 0.5f; + Transform tfm = object_fetch_transform_motion_test(kg, object, object_time, NULL); # else - Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM); + Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM); # endif - V[0] = transform_point(&tfm, V[0]); - V[1] = transform_point(&tfm, V[1]); - V[2] = transform_point(&tfm, V[2]); - has_motion = true; - } + V[0] = transform_point(&tfm, V[0]); + V[1] = transform_point(&tfm, V[1]); + V[2] = transform_point(&tfm, V[2]); + has_motion = true; + } #endif - return has_motion; + return has_motion; } -ccl_device_inline float triangle_light_pdf_area(KernelGlobals *kg, const float3 Ng, const float3 I, float t) +ccl_device_inline float triangle_light_pdf_area(KernelGlobals *kg, + const float3 Ng, + const float3 I, + float t) { - float pdf = kernel_data.integrator.pdf_triangles; - float cos_pi = fabsf(dot(Ng, I)); + float pdf = kernel_data.integrator.pdf_triangles; + float cos_pi = fabsf(dot(Ng, I)); - if(cos_pi == 0.0f) - return 0.0f; + if (cos_pi == 0.0f) + return 0.0f; - return t*t*pdf/cos_pi; + return t * t * pdf / cos_pi; } ccl_device_forceinline float triangle_light_pdf(KernelGlobals *kg, ShaderData *sd, float t) { - /* A naive heuristic to decide between costly solid angle sampling - * and simple area sampling, comparing the distance to the triangle plane - * to the length of the edges of the triangle. */ - - float3 V[3]; - bool has_motion = triangle_world_space_vertices(kg, sd->object, sd->prim, sd->time, V); - - const float3 e0 = V[1] - V[0]; - const float3 e1 = V[2] - V[0]; - const float3 e2 = V[2] - V[1]; - const float longest_edge_squared = max(len_squared(e0), max(len_squared(e1), len_squared(e2))); - const float3 N = cross(e0, e1); - const float distance_to_plane = fabsf(dot(N, sd->I * t))/dot(N, N); - - if(longest_edge_squared > distance_to_plane*distance_to_plane) { - /* sd contains the point on the light source - * calculate Px, the point that we're shading */ - const float3 Px = sd->P + sd->I * t; - const float3 v0_p = V[0] - Px; - const float3 v1_p = V[1] - Px; - const float3 v2_p = V[2] - Px; - - const float3 u01 = safe_normalize(cross(v0_p, v1_p)); - const float3 u02 = safe_normalize(cross(v0_p, v2_p)); - const float3 u12 = safe_normalize(cross(v1_p, v2_p)); - - const float alpha = fast_acosf(dot(u02, u01)); - const float beta = fast_acosf(-dot(u01, u12)); - const float gamma = fast_acosf(dot(u02, u12)); - const float solid_angle = alpha + beta + gamma - M_PI_F; - - /* pdf_triangles is calculated over triangle area, but we're not sampling over its area */ - if(UNLIKELY(solid_angle == 0.0f)) { - return 0.0f; - } - else { - float area = 1.0f; - if(has_motion) { - /* get the center frame vertices, this is what the PDF was calculated from */ - triangle_world_space_vertices(kg, sd->object, sd->prim, -1.0f, V); - area = triangle_area(V[0], V[1], V[2]); - } - else { - area = 0.5f * len(N); - } - const float pdf = area * kernel_data.integrator.pdf_triangles; - return pdf / solid_angle; - } - } - else { - float pdf = triangle_light_pdf_area(kg, sd->Ng, sd->I, t); - if(has_motion) { - const float area = 0.5f * len(N); - if(UNLIKELY(area == 0.0f)) { - return 0.0f; - } - /* scale the PDF. - * area = the area the sample was taken from - * area_pre = the are from which pdf_triangles was calculated from */ - triangle_world_space_vertices(kg, sd->object, sd->prim, -1.0f, V); - const float area_pre = triangle_area(V[0], V[1], V[2]); - pdf = pdf * area_pre / area; - } - return pdf; - } + /* A naive heuristic to decide between costly solid angle sampling + * and simple area sampling, comparing the distance to the triangle plane + * to the length of the edges of the triangle. */ + + float3 V[3]; + bool has_motion = triangle_world_space_vertices(kg, sd->object, sd->prim, sd->time, V); + + const float3 e0 = V[1] - V[0]; + const float3 e1 = V[2] - V[0]; + const float3 e2 = V[2] - V[1]; + const float longest_edge_squared = max(len_squared(e0), max(len_squared(e1), len_squared(e2))); + const float3 N = cross(e0, e1); + const float distance_to_plane = fabsf(dot(N, sd->I * t)) / dot(N, N); + + if (longest_edge_squared > distance_to_plane * distance_to_plane) { + /* sd contains the point on the light source + * calculate Px, the point that we're shading */ + const float3 Px = sd->P + sd->I * t; + const float3 v0_p = V[0] - Px; + const float3 v1_p = V[1] - Px; + const float3 v2_p = V[2] - Px; + + const float3 u01 = safe_normalize(cross(v0_p, v1_p)); + const float3 u02 = safe_normalize(cross(v0_p, v2_p)); + const float3 u12 = safe_normalize(cross(v1_p, v2_p)); + + const float alpha = fast_acosf(dot(u02, u01)); + const float beta = fast_acosf(-dot(u01, u12)); + const float gamma = fast_acosf(dot(u02, u12)); + const float solid_angle = alpha + beta + gamma - M_PI_F; + + /* pdf_triangles is calculated over triangle area, but we're not sampling over its area */ + if (UNLIKELY(solid_angle == 0.0f)) { + return 0.0f; + } + else { + float area = 1.0f; + if (has_motion) { + /* get the center frame vertices, this is what the PDF was calculated from */ + triangle_world_space_vertices(kg, sd->object, sd->prim, -1.0f, V); + area = triangle_area(V[0], V[1], V[2]); + } + else { + area = 0.5f * len(N); + } + const float pdf = area * kernel_data.integrator.pdf_triangles; + return pdf / solid_angle; + } + } + else { + float pdf = triangle_light_pdf_area(kg, sd->Ng, sd->I, t); + if (has_motion) { + const float area = 0.5f * len(N); + if (UNLIKELY(area == 0.0f)) { + return 0.0f; + } + /* scale the PDF. + * area = the area the sample was taken from + * area_pre = the are from which pdf_triangles was calculated from */ + triangle_world_space_vertices(kg, sd->object, sd->prim, -1.0f, V); + const float area_pre = triangle_area(V[0], V[1], V[2]); + pdf = pdf * area_pre / area; + } + return pdf; + } } -ccl_device_forceinline void triangle_light_sample(KernelGlobals *kg, int prim, int object, - float randu, float randv, float time, LightSample *ls, const float3 P) +ccl_device_forceinline void triangle_light_sample(KernelGlobals *kg, + int prim, + int object, + float randu, + float randv, + float time, + LightSample *ls, + const float3 P) { - /* A naive heuristic to decide between costly solid angle sampling - * and simple area sampling, comparing the distance to the triangle plane - * to the length of the edges of the triangle. */ - - float3 V[3]; - bool has_motion = triangle_world_space_vertices(kg, object, prim, time, V); - - const float3 e0 = V[1] - V[0]; - const float3 e1 = V[2] - V[0]; - const float3 e2 = V[2] - V[1]; - const float longest_edge_squared = max(len_squared(e0), max(len_squared(e1), len_squared(e2))); - const float3 N0 = cross(e0, e1); - float Nl = 0.0f; - ls->Ng = safe_normalize_len(N0, &Nl); - float area = 0.5f * Nl; - - /* flip normal if necessary */ - const int object_flag = kernel_tex_fetch(__object_flag, object); - if(object_flag & SD_OBJECT_NEGATIVE_SCALE_APPLIED) { - ls->Ng = -ls->Ng; - } - ls->eval_fac = 1.0f; - ls->shader = kernel_tex_fetch(__tri_shader, prim); - ls->object = object; - ls->prim = prim; - ls->lamp = LAMP_NONE; - ls->shader |= SHADER_USE_MIS; - ls->type = LIGHT_TRIANGLE; - - float distance_to_plane = fabsf(dot(N0, V[0] - P)/dot(N0, N0)); - - if(longest_edge_squared > distance_to_plane*distance_to_plane) { - /* see James Arvo, "Stratified Sampling of Spherical Triangles" - * http://www.graphics.cornell.edu/pubs/1995/Arv95c.pdf */ - - /* project the triangle to the unit sphere - * and calculate its edges and angles */ - const float3 v0_p = V[0] - P; - const float3 v1_p = V[1] - P; - const float3 v2_p = V[2] - P; - - const float3 u01 = safe_normalize(cross(v0_p, v1_p)); - const float3 u02 = safe_normalize(cross(v0_p, v2_p)); - const float3 u12 = safe_normalize(cross(v1_p, v2_p)); - - const float3 A = safe_normalize(v0_p); - const float3 B = safe_normalize(v1_p); - const float3 C = safe_normalize(v2_p); - - const float cos_alpha = dot(u02, u01); - const float cos_beta = -dot(u01, u12); - const float cos_gamma = dot(u02, u12); - - /* calculate dihedral angles */ - const float alpha = fast_acosf(cos_alpha); - const float beta = fast_acosf(cos_beta); - const float gamma = fast_acosf(cos_gamma); - /* the area of the unit spherical triangle = solid angle */ - const float solid_angle = alpha + beta + gamma - M_PI_F; - - /* precompute a few things - * these could be re-used to take several samples - * as they are independent of randu/randv */ - const float cos_c = dot(A, B); - const float sin_alpha = fast_sinf(alpha); - const float product = sin_alpha * cos_c; - - /* Select a random sub-area of the spherical triangle - * and calculate the third vertex C_ of that new triangle */ - const float phi = randu * solid_angle - alpha; - float s, t; - fast_sincosf(phi, &s, &t); - const float u = t - cos_alpha; - const float v = s + product; - - const float3 U = safe_normalize(C - dot(C, A) * A); - - float q = 1.0f; - const float det = ((v * s + u * t) * sin_alpha); - if(det != 0.0f) { - q = ((v * t - u * s) * cos_alpha - v) / det; - } - const float temp = max(1.0f - q*q, 0.0f); - - const float3 C_ = safe_normalize(q * A + sqrtf(temp) * U); - - /* Finally, select a random point along the edge of the new triangle - * That point on the spherical triangle is the sampled ray direction */ - const float z = 1.0f - randv * (1.0f - dot(C_, B)); - ls->D = z * B + safe_sqrtf(1.0f - z*z) * safe_normalize(C_ - dot(C_, B) * B); - - /* calculate intersection with the planar triangle */ - if(!ray_triangle_intersect(P, ls->D, FLT_MAX, + /* A naive heuristic to decide between costly solid angle sampling + * and simple area sampling, comparing the distance to the triangle plane + * to the length of the edges of the triangle. */ + + float3 V[3]; + bool has_motion = triangle_world_space_vertices(kg, object, prim, time, V); + + const float3 e0 = V[1] - V[0]; + const float3 e1 = V[2] - V[0]; + const float3 e2 = V[2] - V[1]; + const float longest_edge_squared = max(len_squared(e0), max(len_squared(e1), len_squared(e2))); + const float3 N0 = cross(e0, e1); + float Nl = 0.0f; + ls->Ng = safe_normalize_len(N0, &Nl); + float area = 0.5f * Nl; + + /* flip normal if necessary */ + const int object_flag = kernel_tex_fetch(__object_flag, object); + if (object_flag & SD_OBJECT_NEGATIVE_SCALE_APPLIED) { + ls->Ng = -ls->Ng; + } + ls->eval_fac = 1.0f; + ls->shader = kernel_tex_fetch(__tri_shader, prim); + ls->object = object; + ls->prim = prim; + ls->lamp = LAMP_NONE; + ls->shader |= SHADER_USE_MIS; + ls->type = LIGHT_TRIANGLE; + + float distance_to_plane = fabsf(dot(N0, V[0] - P) / dot(N0, N0)); + + if (longest_edge_squared > distance_to_plane * distance_to_plane) { + /* see James Arvo, "Stratified Sampling of Spherical Triangles" + * http://www.graphics.cornell.edu/pubs/1995/Arv95c.pdf */ + + /* project the triangle to the unit sphere + * and calculate its edges and angles */ + const float3 v0_p = V[0] - P; + const float3 v1_p = V[1] - P; + const float3 v2_p = V[2] - P; + + const float3 u01 = safe_normalize(cross(v0_p, v1_p)); + const float3 u02 = safe_normalize(cross(v0_p, v2_p)); + const float3 u12 = safe_normalize(cross(v1_p, v2_p)); + + const float3 A = safe_normalize(v0_p); + const float3 B = safe_normalize(v1_p); + const float3 C = safe_normalize(v2_p); + + const float cos_alpha = dot(u02, u01); + const float cos_beta = -dot(u01, u12); + const float cos_gamma = dot(u02, u12); + + /* calculate dihedral angles */ + const float alpha = fast_acosf(cos_alpha); + const float beta = fast_acosf(cos_beta); + const float gamma = fast_acosf(cos_gamma); + /* the area of the unit spherical triangle = solid angle */ + const float solid_angle = alpha + beta + gamma - M_PI_F; + + /* precompute a few things + * these could be re-used to take several samples + * as they are independent of randu/randv */ + const float cos_c = dot(A, B); + const float sin_alpha = fast_sinf(alpha); + const float product = sin_alpha * cos_c; + + /* Select a random sub-area of the spherical triangle + * and calculate the third vertex C_ of that new triangle */ + const float phi = randu * solid_angle - alpha; + float s, t; + fast_sincosf(phi, &s, &t); + const float u = t - cos_alpha; + const float v = s + product; + + const float3 U = safe_normalize(C - dot(C, A) * A); + + float q = 1.0f; + const float det = ((v * s + u * t) * sin_alpha); + if (det != 0.0f) { + q = ((v * t - u * s) * cos_alpha - v) / det; + } + const float temp = max(1.0f - q * q, 0.0f); + + const float3 C_ = safe_normalize(q * A + sqrtf(temp) * U); + + /* Finally, select a random point along the edge of the new triangle + * That point on the spherical triangle is the sampled ray direction */ + const float z = 1.0f - randv * (1.0f - dot(C_, B)); + ls->D = z * B + safe_sqrtf(1.0f - z * z) * safe_normalize(C_ - dot(C_, B) * B); + + /* calculate intersection with the planar triangle */ + if (!ray_triangle_intersect(P, + ls->D, + FLT_MAX, #if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__) - (ssef*)V, + (ssef *)V, #else - V[0], V[1], V[2], + V[0], + V[1], + V[2], #endif - &ls->u, &ls->v, &ls->t)) { - ls->pdf = 0.0f; - return; - } - - ls->P = P + ls->D * ls->t; - - /* pdf_triangles is calculated over triangle area, but we're sampling over solid angle */ - if(UNLIKELY(solid_angle == 0.0f)) { - ls->pdf = 0.0f; - return; - } - else { - if(has_motion) { - /* get the center frame vertices, this is what the PDF was calculated from */ - triangle_world_space_vertices(kg, object, prim, -1.0f, V); - area = triangle_area(V[0], V[1], V[2]); - } - const float pdf = area * kernel_data.integrator.pdf_triangles; - ls->pdf = pdf / solid_angle; - } - } - else { - /* compute random point in triangle */ - randu = sqrtf(randu); - - const float u = 1.0f - randu; - const float v = randv*randu; - const float t = 1.0f - u - v; - ls->P = u * V[0] + v * V[1] + t * V[2]; - /* compute incoming direction, distance and pdf */ - ls->D = normalize_len(ls->P - P, &ls->t); - ls->pdf = triangle_light_pdf_area(kg, ls->Ng, -ls->D, ls->t); - if(has_motion && area != 0.0f) { - /* scale the PDF. - * area = the area the sample was taken from - * area_pre = the are from which pdf_triangles was calculated from */ - triangle_world_space_vertices(kg, object, prim, -1.0f, V); - const float area_pre = triangle_area(V[0], V[1], V[2]); - ls->pdf = ls->pdf * area_pre / area; - } - ls->u = u; - ls->v = v; - } + &ls->u, + &ls->v, + &ls->t)) { + ls->pdf = 0.0f; + return; + } + + ls->P = P + ls->D * ls->t; + + /* pdf_triangles is calculated over triangle area, but we're sampling over solid angle */ + if (UNLIKELY(solid_angle == 0.0f)) { + ls->pdf = 0.0f; + return; + } + else { + if (has_motion) { + /* get the center frame vertices, this is what the PDF was calculated from */ + triangle_world_space_vertices(kg, object, prim, -1.0f, V); + area = triangle_area(V[0], V[1], V[2]); + } + const float pdf = area * kernel_data.integrator.pdf_triangles; + ls->pdf = pdf / solid_angle; + } + } + else { + /* compute random point in triangle */ + randu = sqrtf(randu); + + const float u = 1.0f - randu; + const float v = randv * randu; + const float t = 1.0f - u - v; + ls->P = u * V[0] + v * V[1] + t * V[2]; + /* compute incoming direction, distance and pdf */ + ls->D = normalize_len(ls->P - P, &ls->t); + ls->pdf = triangle_light_pdf_area(kg, ls->Ng, -ls->D, ls->t); + if (has_motion && area != 0.0f) { + /* scale the PDF. + * area = the area the sample was taken from + * area_pre = the are from which pdf_triangles was calculated from */ + triangle_world_space_vertices(kg, object, prim, -1.0f, V); + const float area_pre = triangle_area(V[0], V[1], V[2]); + ls->pdf = ls->pdf * area_pre / area; + } + ls->u = u; + ls->v = v; + } } /* Light Distribution */ ccl_device int light_distribution_sample(KernelGlobals *kg, float *randu) { - /* 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 - * arbitrary shaders. */ - int first = 0; - int len = kernel_data.integrator.num_distribution + 1; - float r = *randu; - - while(len > 0) { - int half_len = len >> 1; - int middle = first + half_len; - - if(r < kernel_tex_fetch(__light_distribution, middle).totarea) { - len = half_len; - } - else { - first = middle + 1; - len = len - half_len - 1; - } - } - - /* Clamping should not be needed but float rounding errors seem to - * make this fail on rare occasions. */ - int index = clamp(first-1, 0, kernel_data.integrator.num_distribution-1); - - /* Rescale to reuse random number. this helps the 2D samples within - * each area light be stratified as well. */ - float distr_min = kernel_tex_fetch(__light_distribution, index).totarea; - float distr_max = kernel_tex_fetch(__light_distribution, index+1).totarea; - *randu = (r - distr_min)/(distr_max - distr_min); - - return index; + /* 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 + * arbitrary shaders. */ + int first = 0; + int len = kernel_data.integrator.num_distribution + 1; + float r = *randu; + + while (len > 0) { + int half_len = len >> 1; + int middle = first + half_len; + + if (r < kernel_tex_fetch(__light_distribution, middle).totarea) { + len = half_len; + } + else { + first = middle + 1; + len = len - half_len - 1; + } + } + + /* Clamping should not be needed but float rounding errors seem to + * make this fail on rare occasions. */ + int index = clamp(first - 1, 0, kernel_data.integrator.num_distribution - 1); + + /* Rescale to reuse random number. this helps the 2D samples within + * each area light be stratified as well. */ + float distr_min = kernel_tex_fetch(__light_distribution, index).totarea; + float distr_max = kernel_tex_fetch(__light_distribution, index + 1).totarea; + *randu = (r - distr_min) / (distr_max - distr_min); + + return index; } /* Generic Light */ ccl_device bool light_select_reached_max_bounces(KernelGlobals *kg, int index, int bounce) { - return (bounce > kernel_tex_fetch(__lights, index).max_bounces); + return (bounce > kernel_tex_fetch(__lights, index).max_bounces); } -ccl_device_noinline bool light_sample(KernelGlobals *kg, - float randu, - float randv, - float time, - float3 P, - int bounce, - LightSample *ls) +ccl_device_noinline bool light_sample( + KernelGlobals *kg, float randu, float randv, float time, float3 P, int bounce, LightSample *ls) { - /* sample index */ - int index = light_distribution_sample(kg, &randu); - - /* fetch light data */ - const ccl_global KernelLightDistribution *kdistribution = &kernel_tex_fetch(__light_distribution, index); - int prim = kdistribution->prim; - - if(prim >= 0) { - int object = kdistribution->mesh_light.object_id; - int shader_flag = kdistribution->mesh_light.shader_flag; - - triangle_light_sample(kg, prim, object, randu, randv, time, ls, P); - ls->shader |= shader_flag; - return (ls->pdf > 0.0f); - } - else { - int lamp = -prim-1; - - if(UNLIKELY(light_select_reached_max_bounces(kg, lamp, bounce))) { - return false; - } - - return lamp_light_sample(kg, lamp, randu, randv, P, ls); - } + /* sample index */ + int index = light_distribution_sample(kg, &randu); + + /* fetch light data */ + const ccl_global KernelLightDistribution *kdistribution = &kernel_tex_fetch(__light_distribution, + index); + int prim = kdistribution->prim; + + if (prim >= 0) { + int object = kdistribution->mesh_light.object_id; + int shader_flag = kdistribution->mesh_light.shader_flag; + + triangle_light_sample(kg, prim, object, randu, randv, time, ls, P); + ls->shader |= shader_flag; + return (ls->pdf > 0.0f); + } + else { + int lamp = -prim - 1; + + if (UNLIKELY(light_select_reached_max_bounces(kg, lamp, bounce))) { + return false; + } + + return lamp_light_sample(kg, lamp, randu, randv, P, ls); + } } ccl_device int light_select_num_samples(KernelGlobals *kg, int index) { - return kernel_tex_fetch(__lights, index).samples; + return kernel_tex_fetch(__lights, index).samples; } CCL_NAMESPACE_END |