diff options
Diffstat (limited to 'intern/cycles/kernel/kernel_emission.h')
-rw-r--r-- | intern/cycles/kernel/kernel_emission.h | 269 |
1 files changed, 0 insertions, 269 deletions
diff --git a/intern/cycles/kernel/kernel_emission.h b/intern/cycles/kernel/kernel_emission.h deleted file mode 100644 index 8d329b8dac3..00000000000 --- a/intern/cycles/kernel/kernel_emission.h +++ /dev/null @@ -1,269 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#pragma once - -#include "kernel/kernel_light.h" -#include "kernel/kernel_montecarlo.h" -#include "kernel/kernel_path_state.h" -#include "kernel/kernel_shader.h" - -CCL_NAMESPACE_BEGIN - -/* Evaluate shader on light. */ -ccl_device_noinline_cpu float3 -light_sample_shader_eval(KernelGlobals kg, - IntegratorState state, - ccl_private ShaderData *ccl_restrict emission_sd, - ccl_private LightSample *ccl_restrict ls, - float time) -{ - /* setup shading at emitter */ - float3 eval = zero_float3(); - - if (shader_constant_emission_eval(kg, ls->shader, &eval)) { - if ((ls->prim != PRIM_NONE) && dot(ls->Ng, ls->D) > 0.0f) { - ls->Ng = -ls->Ng; - } - } - else { - /* Setup shader data and call shader_eval_surface once, better - * for GPU coherence and compile times. */ - PROFILING_INIT_FOR_SHADER(kg, PROFILING_SHADE_LIGHT_SETUP); -#ifdef __BACKGROUND_MIS__ - if (ls->type == LIGHT_BACKGROUND) { - shader_setup_from_background(kg, emission_sd, ls->P, ls->D, time); - } - else -#endif - { - shader_setup_from_sample(kg, - emission_sd, - ls->P, - ls->Ng, - -ls->D, - ls->shader, - ls->object, - ls->prim, - ls->u, - ls->v, - ls->t, - time, - false, - ls->lamp); - - ls->Ng = emission_sd->Ng; - } - - PROFILING_SHADER(emission_sd->object, emission_sd->shader); - PROFILING_EVENT(PROFILING_SHADE_LIGHT_EVAL); - - /* No proper path flag, we're evaluating this for all closures. that's - * weak but we'd have to do multiple evaluations otherwise. */ - shader_eval_surface<KERNEL_FEATURE_NODE_MASK_SURFACE_LIGHT>( - kg, state, emission_sd, NULL, PATH_RAY_EMISSION); - - /* Evaluate closures. */ -#ifdef __BACKGROUND_MIS__ - if (ls->type == LIGHT_BACKGROUND) { - eval = shader_background_eval(emission_sd); - } - else -#endif - { - eval = shader_emissive_eval(emission_sd); - } - } - - eval *= ls->eval_fac; - - if (ls->lamp != LAMP_NONE) { - ccl_global const KernelLight *klight = &kernel_tex_fetch(__lights, ls->lamp); - eval *= make_float3(klight->strength[0], klight->strength[1], klight->strength[2]); - } - - return eval; -} - -/* Test if light sample is from a light or emission from geometry. */ -ccl_device_inline bool light_sample_is_light(ccl_private const LightSample *ccl_restrict ls) -{ - /* return if it's a lamp for shadow pass */ - return (ls->prim == PRIM_NONE && ls->type != LIGHT_BACKGROUND); -} - -/* Early path termination of shadow rays. */ -ccl_device_inline bool light_sample_terminate(KernelGlobals kg, - ccl_private const LightSample *ccl_restrict ls, - ccl_private BsdfEval *ccl_restrict eval, - const float rand_terminate) -{ - if (bsdf_eval_is_zero(eval)) { - return true; - } - - if (kernel_data.integrator.light_inv_rr_threshold > 0.0f) { - float probability = max3(fabs(bsdf_eval_sum(eval))) * - kernel_data.integrator.light_inv_rr_threshold; - if (probability < 1.0f) { - if (rand_terminate >= probability) { - return true; - } - bsdf_eval_mul(eval, 1.0f / probability); - } - } - - return false; -} - -/* This function should be used to compute a modified ray start position for - * rays leaving from a surface. The algorithm slightly distorts flat surface - * of a triangle. Surface is lifted by amount h along normal n in the incident - * point. */ - -ccl_device_inline float3 shadow_ray_smooth_surface_offset( - KernelGlobals kg, ccl_private const ShaderData *ccl_restrict sd, float3 Ng) -{ - float3 V[3], N[3]; - triangle_vertices_and_normals(kg, sd->prim, V, N); - - const float u = sd->u, v = sd->v; - const float w = 1 - u - v; - float3 P = V[0] * u + V[1] * v + V[2] * w; /* Local space */ - float3 n = N[0] * u + N[1] * v + N[2] * w; /* We get away without normalization */ - - object_normal_transform(kg, sd, &n); /* Normal x scale, world space */ - - /* Parabolic approximation */ - float a = dot(N[2] - N[0], V[0] - V[2]); - float b = dot(N[2] - N[1], V[1] - V[2]); - float c = dot(N[1] - N[0], V[1] - V[0]); - float h = a * u * (u - 1) + (a + b + c) * u * v + b * v * (v - 1); - - /* Check flipped normals */ - if (dot(n, Ng) > 0) { - /* Local linear envelope */ - float h0 = max(max(dot(V[1] - V[0], N[0]), dot(V[2] - V[0], N[0])), 0.0f); - float h1 = max(max(dot(V[0] - V[1], N[1]), dot(V[2] - V[1], N[1])), 0.0f); - float h2 = max(max(dot(V[0] - V[2], N[2]), dot(V[1] - V[2], N[2])), 0.0f); - h0 = max(dot(V[0] - P, N[0]) + h0, 0.0f); - h1 = max(dot(V[1] - P, N[1]) + h1, 0.0f); - h2 = max(dot(V[2] - P, N[2]) + h2, 0.0f); - h = max(min(min(h0, h1), h2), h * 0.5f); - } - else { - float h0 = max(max(dot(V[0] - V[1], N[0]), dot(V[0] - V[2], N[0])), 0.0f); - float h1 = max(max(dot(V[1] - V[0], N[1]), dot(V[1] - V[2], N[1])), 0.0f); - float h2 = max(max(dot(V[2] - V[0], N[2]), dot(V[2] - V[1], N[2])), 0.0f); - h0 = max(dot(P - V[0], N[0]) + h0, 0.0f); - h1 = max(dot(P - V[1], N[1]) + h1, 0.0f); - h2 = max(dot(P - V[2], N[2]) + h2, 0.0f); - h = min(-min(min(h0, h1), h2), h * 0.5f); - } - - return n * h; -} - -/* Ray offset to avoid shadow terminator artifact. */ - -ccl_device_inline float3 shadow_ray_offset(KernelGlobals kg, - ccl_private const ShaderData *ccl_restrict sd, - float3 L) -{ - float NL = dot(sd->N, L); - bool transmit = (NL < 0.0f); - float3 Ng = (transmit ? -sd->Ng : sd->Ng); - float3 P = ray_offset(sd->P, Ng); - - if ((sd->type & PRIMITIVE_ALL_TRIANGLE) && (sd->shader & SHADER_SMOOTH_NORMAL)) { - const float offset_cutoff = - kernel_tex_fetch(__objects, sd->object).shadow_terminator_geometry_offset; - /* Do ray offset (heavy stuff) only for close to be terminated triangles: - * offset_cutoff = 0.1f means that 10-20% of rays will be affected. Also - * make a smooth transition near the threshold. */ - if (offset_cutoff > 0.0f) { - float NgL = dot(Ng, L); - float offset_amount = 0.0f; - if (NL < offset_cutoff) { - offset_amount = clamp(2.0f - (NgL + NL) / offset_cutoff, 0.0f, 1.0f); - } - else { - offset_amount = clamp(1.0f - NgL / offset_cutoff, 0.0f, 1.0f); - } - if (offset_amount > 0.0f) { - P += shadow_ray_smooth_surface_offset(kg, sd, Ng) * offset_amount; - } - } - } - - return P; -} - -ccl_device_inline void shadow_ray_setup(ccl_private const ShaderData *ccl_restrict sd, - ccl_private const LightSample *ccl_restrict ls, - const float3 P, - ccl_private Ray *ray) -{ - if (ls->shader & SHADER_CAST_SHADOW) { - /* setup ray */ - ray->P = P; - - if (ls->t == FLT_MAX) { - /* distant light */ - ray->D = ls->D; - ray->t = ls->t; - } - else { - /* other lights, avoid self-intersection */ - ray->D = ray_offset(ls->P, ls->Ng) - P; - ray->D = normalize_len(ray->D, &ray->t); - } - } - else { - /* signal to not cast shadow ray */ - ray->P = zero_float3(); - ray->D = zero_float3(); - ray->t = 0.0f; - } - - ray->dP = differential_make_compact(sd->dP); - ray->dD = differential_zero_compact(); - ray->time = sd->time; -} - -/* Create shadow ray towards light sample. */ -ccl_device_inline void light_sample_to_surface_shadow_ray( - KernelGlobals kg, - ccl_private const ShaderData *ccl_restrict sd, - ccl_private const LightSample *ccl_restrict ls, - ccl_private Ray *ray) -{ - const float3 P = shadow_ray_offset(kg, sd, ls->D); - shadow_ray_setup(sd, ls, P, ray); -} - -/* Create shadow ray towards light sample. */ -ccl_device_inline void light_sample_to_volume_shadow_ray( - KernelGlobals kg, - ccl_private const ShaderData *ccl_restrict sd, - ccl_private const LightSample *ccl_restrict ls, - const float3 P, - ccl_private Ray *ray) -{ - shadow_ray_setup(sd, ls, P, ray); -} - -CCL_NAMESPACE_END |