diff options
Diffstat (limited to 'intern/cycles/kernel/kernel_emission.h')
-rw-r--r-- | intern/cycles/kernel/kernel_emission.h | 118 |
1 files changed, 118 insertions, 0 deletions
diff --git a/intern/cycles/kernel/kernel_emission.h b/intern/cycles/kernel/kernel_emission.h new file mode 100644 index 00000000000..6b6033e9ebd --- /dev/null +++ b/intern/cycles/kernel/kernel_emission.h @@ -0,0 +1,118 @@ +/* + * Copyright 2011, Blender Foundation. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + */ + +CCL_NAMESPACE_BEGIN + +/* Direction Emission */ + +__device float3 direct_emissive_eval(KernelGlobals *kg, float rando, + LightSample *ls, float u, float v, float3 I) +{ + /* setup shading at emitter */ + ShaderData sd; + + shader_setup_from_sample(kg, &sd, ls->P, ls->Ng, I, ls->shader, ls->object, ls->prim, u, v); + ls->Ng = sd.Ng; + + /* no path flag, we're evaluating this for all closures. that's weak but + we'd have to do multiple evaluations otherwise */ + shader_eval_surface(kg, &sd, rando, 0); + + float3 eval; + + /* evaluate emissive closure */ + if(sd.flag & SD_EMISSION) + eval = shader_emissive_eval(kg, &sd); + else + eval = make_float3(0.0f, 0.0f, 0.0f); + + shader_release(kg, &sd); + + return eval; +} + +__device bool direct_emission(KernelGlobals *kg, ShaderData *sd, float randt, float rando, + float randu, float randv, Ray *ray, float3 *eval) +{ + /* sample a position on a light */ + LightSample ls; + + light_sample(kg, randt, randu, randv, sd->P, &ls); + + /* compute incoming direction and distance */ + float t; + float3 omega_in = normalize_len(ls.P - sd->P, &t); + + /* compute pdf */ + float pdf = light_pdf(kg, &ls, -omega_in, t); + + /* evaluate closure */ + *eval = direct_emissive_eval(kg, rando, &ls, randu, randv, -omega_in); + + if(is_zero(*eval) || pdf == 0.0f) + return false; + + /* evaluate BSDF at shading point */ + float bsdf_pdf; + float3 bsdf_eval = shader_bsdf_eval(kg, sd, omega_in, &bsdf_pdf); + + *eval *= bsdf_eval/pdf; + + if(is_zero(*eval)) + return false; + + if(ls.prim != ~0) { + /* multiple importance sampling */ + float mis_weight = power_heuristic(pdf, bsdf_pdf); + *eval *= mis_weight; + } + else { + /* ensure point light works in Watts, this should be handled + * elsewhere but for now together with the diffuse emission + * closure it works out to the right value */ + *eval *= 0.25f; + } + + /* setup ray */ + ray->P = ray_offset(sd->P, sd->Ng); + ray->D = ray_offset(ls.P, ls.Ng) - ray->P; + ray->D = normalize_len(ray->D, &ray->t); + + return true; +} + +/* Indirect Emission */ + +__device float3 indirect_emission(KernelGlobals *kg, ShaderData *sd, float t, int path_flag, float bsdf_pdf) +{ + /* evaluate emissive closure */ + float3 L = shader_emissive_eval(kg, sd); + + if(!(path_flag & PATH_RAY_SINGULAR)) { + /* multiple importance sampling */ + float pdf = triangle_light_pdf(kg, sd->Ng, sd->I, t); + float mis_weight = power_heuristic(bsdf_pdf, pdf); + + return L*mis_weight; + } + + return L; +} + +CCL_NAMESPACE_END + |