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authorCampbell Barton <ideasman42@gmail.com>2019-04-17 07:17:24 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-04-17 07:21:24 +0300
commite12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch)
tree8cf3453d12edb177a218ef8009357518ec6cab6a /intern/cycles/kernel/kernel_light.h
parentb3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (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.h1946
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