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Diffstat (limited to 'intern/cycles/kernel/kernel_light.h')
-rw-r--r-- | intern/cycles/kernel/kernel_light.h | 241 |
1 files changed, 241 insertions, 0 deletions
diff --git a/intern/cycles/kernel/kernel_light.h b/intern/cycles/kernel/kernel_light.h new file mode 100644 index 00000000000..d5d47b28d59 --- /dev/null +++ b/intern/cycles/kernel/kernel_light.h @@ -0,0 +1,241 @@ +/* + * 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 + +typedef struct LightSample { + float3 P; + float3 D; + float3 Ng; + float t; + int object; + int prim; + int shader; +} LightSample; + +/* Regular Light */ + +__device float3 disk_light_sample(float3 v, float randu, float randv) +{ + float3 ru, rv; + + make_orthonormals(v, &ru, &rv); + to_unit_disk(&randu, &randv); + + return ru*randu + rv*randv; +} + +__device float3 distant_light_sample(float3 D, float size, float randu, float randv) +{ + return normalize(D + disk_light_sample(D, randu, randv)*size); +} + +__device float3 sphere_light_sample(float3 P, float3 center, float size, float randu, float randv) +{ + return disk_light_sample(normalize(P - center), randu, randv)*size; +} + +__device float3 area_light_sample(float3 axisu, float3 axisv, float randu, float randv) +{ + randu = randu - 0.5f; + randv = randv - 0.5f; + + return axisu*randu + axisv*randv; +} + +__device void regular_light_sample(KernelGlobals *kg, int point, + float randu, float randv, float3 P, LightSample *ls) +{ + float4 data0 = kernel_tex_fetch(__light_data, point*LIGHT_SIZE + 0); + float4 data1 = kernel_tex_fetch(__light_data, point*LIGHT_SIZE + 1); + + LightType type = (LightType)__float_as_int(data0.x); + + if(type == LIGHT_DISTANT) { + /* distant light */ + float3 D = make_float3(data0.y, data0.z, data0.w); + float size = data1.y; + + if(size > 0.0f) + D = distant_light_sample(D, size, randu, randv); + + ls->P = D; + ls->Ng = D; + ls->D = -D; + ls->t = FLT_MAX; + } + else { + ls->P = make_float3(data0.y, data0.z, data0.w); + + if(type == LIGHT_POINT) { + float size = data1.y; + + /* sphere light */ + if(size > 0.0f) + ls->P += sphere_light_sample(P, ls->P, size, randu, randv); + + ls->Ng = normalize(P - ls->P); + } + else { + /* area light */ + float4 data2 = kernel_tex_fetch(__light_data, point*LIGHT_SIZE + 2); + float4 data3 = kernel_tex_fetch(__light_data, point*LIGHT_SIZE + 3); + + float3 axisu = make_float3(data1.y, data1.z, data2.w); + float3 axisv = make_float3(data2.y, data2.z, data2.w); + float3 D = make_float3(data3.y, data3.z, data3.w); + + ls->P += area_light_sample(axisu, axisv, randu, randv); + ls->Ng = D; + } + + ls->t = 0.0f; + } + + ls->shader = __float_as_int(data1.x); + ls->object = ~0; + ls->prim = ~0; +} + +__device float regular_light_pdf(KernelGlobals *kg, + const float3 Ng, const float3 I, float t) +{ + float pdf = kernel_data.integrator.pdf_lights; + + if(t == FLT_MAX) + return pdf; + + float cos_pi = dot(Ng, I); + + if(cos_pi <= 0.0f) + return 0.0f; + + return t*t*pdf/cos_pi; +} + +/* Triangle Light */ + +__device void triangle_light_sample(KernelGlobals *kg, int prim, int object, + float randu, float randv, LightSample *ls) +{ + /* triangle, so get position, normal, shader */ + ls->P = triangle_sample_MT(kg, prim, randu, randv); + ls->Ng = triangle_normal_MT(kg, prim, &ls->shader); + ls->object = object; + ls->prim = prim; + ls->t = 0.0f; + +#ifdef __INSTANCING__ + /* instance transform */ + if(ls->object >= 0) { + object_position_transform(kg, ls->object, &ls->P); + object_normal_transform(kg, ls->object, &ls->Ng); + } +#endif +} + +__device float triangle_light_pdf(KernelGlobals *kg, + const float3 Ng, const float3 I, float t) +{ + float cos_pi = fabsf(dot(Ng, I)); + + if(cos_pi == 0.0f) + return 0.0f; + + return (t*t*kernel_data.integrator.pdf_triangles)/cos_pi; +} + +/* Light Distribution */ + +__device int light_distribution_sample(KernelGlobals *kg, float randt) +{ + /* 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 + OSL shaders. */ + int first = 0; + int len = kernel_data.integrator.num_distribution + 1; + + while(len > 0) { + int half_len = len >> 1; + int middle = first + half_len; + + if(randt < kernel_tex_fetch(__light_distribution, middle).x) { + len = half_len; + } + else { + first = middle + 1; + len = len - half_len - 1; + } + } + + first = max(0, first-1); + kernel_assert(first >= 0 && first < kernel_data.integrator.num_distribution); + + return first; +} + +/* Generic Light */ + +__device void light_sample(KernelGlobals *kg, float randt, float randu, float randv, float3 P, LightSample *ls) +{ + /* sample index */ + int index = light_distribution_sample(kg, randt); + + /* fetch light data */ + float4 l = kernel_tex_fetch(__light_distribution, index); + int prim = __float_as_int(l.y); + + if(prim >= 0) { + int object = __float_as_int(l.w); + triangle_light_sample(kg, prim, object, randu, randv, ls); + } + else { + int point = -prim-1; + regular_light_sample(kg, point, randu, randv, P, ls); + } + + /* compute incoming direction and distance */ + if(ls->t != FLT_MAX) + ls->D = normalize_len(ls->P - P, &ls->t); +} + +__device float light_sample_pdf(KernelGlobals *kg, LightSample *ls, float3 I, float t) +{ + float pdf; + + if(ls->prim != ~0) + pdf = triangle_light_pdf(kg, ls->Ng, I, t); + else + pdf = regular_light_pdf(kg, ls->Ng, I, t); + + return pdf; +} + +__device void light_select(KernelGlobals *kg, int index, float randu, float randv, float3 P, LightSample *ls) +{ + regular_light_sample(kg, index, randu, randv, P, ls); +} + +__device float light_select_pdf(KernelGlobals *kg, LightSample *ls, float3 I, float t) +{ + return regular_light_pdf(kg, ls->Ng, I, t); +} + +CCL_NAMESPACE_END + |