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-rw-r--r--intern/cycles/kernel/kernel_light.h31
1 files changed, 10 insertions, 21 deletions
diff --git a/intern/cycles/kernel/kernel_light.h b/intern/cycles/kernel/kernel_light.h
index cd05e29ca54..d03cfa92319 100644
--- a/intern/cycles/kernel/kernel_light.h
+++ b/intern/cycles/kernel/kernel_light.h
@@ -807,9 +807,7 @@ ccl_device_forceinline float triangle_light_pdf(KernelGlobals *kg, ShaderData *s
{
/* 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 edtes of the triangle.
- * Looking at two edge of the triangle should be a sufficient heuristic,
- * the third edge can't possibly be longer than the sum of the other two. */
+ * 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);
@@ -877,9 +875,7 @@ ccl_device_forceinline void triangle_light_sample(KernelGlobals *kg, int prim, i
{
/* 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 edtes of the triangle.
- * Looking at two edge of the triangle should be a sufficient heuristic,
- * the third edge can't possibly be longer than the sum of the other two. */
+ * to the length of the edges of the triangle. */
float3 V[3];
bool has_motion = triangle_world_space_vertices(kg, object, prim, time, V);
@@ -968,21 +964,14 @@ ccl_device_forceinline void triangle_light_sample(KernelGlobals *kg, int prim, i
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
- * mostly standard ray/tri intersection, with u/v clamped */
- const float3 s1 = cross(ls->D, e1);
-
- const float divisor = dot(s1, e0);
- if(UNLIKELY(divisor == 0.0f)) {
- ls->pdf = 0.0f;
- return;
- }
- const float inv_divisor = 1.0f/divisor;
- const float3 d = P - V[0];
- ls->u = clamp(dot(d, s1)*inv_divisor, 0.0f, 1.0f);
- const float3 s2 = cross(d, e0);
- ls->v = clamp(dot(ls->D, s2)*inv_divisor, 0.0f, 1.0f);
- ls->t = dot(e1, s2)*inv_divisor;
+ /* calculate intersection with the planar triangle */
+ ray_triangle_intersect(P, ls->D, FLT_MAX,
+#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
+ (ssef*)V,
+#else
+ V[0], V[1], V[2],
+#endif
+ &ls->u, &ls->v, &ls->t);
ls->P = P + ls->D * ls->t;
/* pdf_triangles is calculated over triangle area, but we're sampling over solid angle */