Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'intern/cycles/kernel/kernel_emission.h')
-rw-r--r--intern/cycles/kernel/kernel_emission.h269
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