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Diffstat (limited to 'intern/cycles/kernel/light/light.h')
-rw-r--r--intern/cycles/kernel/light/light.h872
1 files changed, 872 insertions, 0 deletions
diff --git a/intern/cycles/kernel/light/light.h b/intern/cycles/kernel/light/light.h
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+++ b/intern/cycles/kernel/light/light.h
@@ -0,0 +1,872 @@
+/*
+ * 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/geom/geom.h"
+#include "kernel/light/background.h"
+#include "kernel/sample/mapping.h"
+
+CCL_NAMESPACE_BEGIN
+
+/* Light Sample result */
+
+typedef struct LightSample {
+ float3 P; /* position on light, or direction for distant light */
+ float3 Ng; /* normal on light */
+ float3 D; /* direction from shading point to light */
+ float t; /* distance to light (FLT_MAX for distant light) */
+ float u, v; /* parametric coordinate on primitive */
+ float pdf; /* light sampling probability density function */
+ float eval_fac; /* intensity multiplier */
+ int object; /* object id for triangle/curve lights */
+ int prim; /* primitive id for triangle/curve lights */
+ int shader; /* shader id */
+ int lamp; /* lamp id */
+ LightType type; /* type of light */
+} LightSample;
+
+/* Regular Light */
+
+template<bool in_volume_segment>
+ccl_device_inline bool light_sample(KernelGlobals kg,
+ const int lamp,
+ const float randu,
+ const float randv,
+ const float3 P,
+ const uint32_t path_flag,
+ ccl_private LightSample *ls)
+{
+ const ccl_global KernelLight *klight = &kernel_tex_fetch(__lights, lamp);
+ if (path_flag & PATH_RAY_SHADOW_CATCHER_PASS) {
+ if (klight->shader_id & SHADER_EXCLUDE_SHADOW_CATCHER) {
+ return false;
+ }
+ }
+
+ LightType type = (LightType)klight->type;
+ ls->type = type;
+ ls->shader = klight->shader_id;
+ ls->object = PRIM_NONE;
+ ls->prim = PRIM_NONE;
+ ls->lamp = lamp;
+ ls->u = randu;
+ ls->v = randv;
+
+ if (in_volume_segment && (type == LIGHT_DISTANT || type == LIGHT_BACKGROUND)) {
+ /* Distant lights in a volume get a dummy sample, position will not actually
+ * be used in that case. Only when sampling from a specific scatter position
+ * do we actually need to evaluate these. */
+ ls->P = zero_float3();
+ ls->Ng = zero_float3();
+ ls->D = zero_float3();
+ ls->pdf = true;
+ ls->t = FLT_MAX;
+ return true;
+ }
+
+ if (type == LIGHT_DISTANT) {
+ /* distant light */
+ float3 lightD = make_float3(klight->co[0], klight->co[1], klight->co[2]);
+ float3 D = lightD;
+ float radius = klight->distant.radius;
+ float invarea = klight->distant.invarea;
+
+ if (radius > 0.0f)
+ D = distant_light_sample(D, radius, randu, randv);
+
+ ls->P = D;
+ ls->Ng = D;
+ ls->D = -D;
+ ls->t = FLT_MAX;
+
+ float costheta = dot(lightD, D);
+ ls->pdf = invarea / (costheta * costheta * costheta);
+ ls->eval_fac = ls->pdf;
+ }
+#ifdef __BACKGROUND_MIS__
+ else if (type == LIGHT_BACKGROUND) {
+ /* infinite area light (e.g. light dome or env light) */
+ float3 D = -background_light_sample(kg, P, randu, randv, &ls->pdf);
+
+ ls->P = D;
+ ls->Ng = D;
+ ls->D = -D;
+ ls->t = FLT_MAX;
+ ls->eval_fac = 1.0f;
+ }
+#endif
+ else {
+ ls->P = make_float3(klight->co[0], klight->co[1], klight->co[2]);
+
+ if (type == LIGHT_POINT || type == LIGHT_SPOT) {
+ float radius = klight->spot.radius;
+
+ if (radius > 0.0f)
+ /* sphere light */
+ ls->P += sphere_light_sample(P, ls->P, radius, randu, randv);
+
+ ls->D = normalize_len(ls->P - P, &ls->t);
+ ls->Ng = -ls->D;
+
+ float invarea = klight->spot.invarea;
+ ls->eval_fac = (0.25f * M_1_PI_F) * invarea;
+ ls->pdf = invarea;
+
+ if (type == LIGHT_SPOT) {
+ /* spot light attenuation */
+ float3 dir = make_float3(klight->spot.dir[0], klight->spot.dir[1], klight->spot.dir[2]);
+ ls->eval_fac *= spot_light_attenuation(
+ dir, klight->spot.spot_angle, klight->spot.spot_smooth, ls->Ng);
+ if (ls->eval_fac == 0.0f) {
+ return false;
+ }
+ }
+ float2 uv = map_to_sphere(ls->Ng);
+ ls->u = uv.x;
+ ls->v = uv.y;
+
+ ls->pdf *= lamp_light_pdf(kg, ls->Ng, -ls->D, ls->t);
+ }
+ else {
+ /* area light */
+ float3 axisu = make_float3(
+ klight->area.axisu[0], klight->area.axisu[1], klight->area.axisu[2]);
+ float3 axisv = make_float3(
+ klight->area.axisv[0], klight->area.axisv[1], klight->area.axisv[2]);
+ float3 Ng = make_float3(klight->area.dir[0], klight->area.dir[1], klight->area.dir[2]);
+ float invarea = fabsf(klight->area.invarea);
+ bool is_round = (klight->area.invarea < 0.0f);
+
+ if (!in_volume_segment) {
+ if (dot(ls->P - P, Ng) > 0.0f) {
+ return false;
+ }
+ }
+
+ float3 inplane;
+
+ if (is_round || in_volume_segment) {
+ inplane = ellipse_sample(axisu * 0.5f, axisv * 0.5f, randu, randv);
+ ls->P += inplane;
+ ls->pdf = invarea;
+ }
+ else {
+ inplane = ls->P;
+
+ float3 sample_axisu = axisu;
+ float3 sample_axisv = axisv;
+
+ if (klight->area.tan_spread > 0.0f) {
+ if (!light_spread_clamp_area_light(
+ P, Ng, &ls->P, &sample_axisu, &sample_axisv, klight->area.tan_spread)) {
+ return false;
+ }
+ }
+
+ ls->pdf = rect_light_sample(P, &ls->P, sample_axisu, sample_axisv, randu, randv, true);
+ inplane = ls->P - inplane;
+ }
+
+ ls->u = dot(inplane, axisu) * (1.0f / dot(axisu, axisu)) + 0.5f;
+ ls->v = dot(inplane, axisv) * (1.0f / dot(axisv, axisv)) + 0.5f;
+
+ ls->Ng = Ng;
+ ls->D = normalize_len(ls->P - P, &ls->t);
+
+ ls->eval_fac = 0.25f * invarea;
+
+ if (klight->area.tan_spread > 0.0f) {
+ /* Area Light spread angle attenuation */
+ ls->eval_fac *= light_spread_attenuation(
+ ls->D, ls->Ng, klight->area.tan_spread, klight->area.normalize_spread);
+ }
+
+ if (is_round) {
+ ls->pdf *= lamp_light_pdf(kg, Ng, -ls->D, ls->t);
+ }
+ }
+ }
+
+ ls->pdf *= kernel_data.integrator.pdf_lights;
+
+ return (ls->pdf > 0.0f);
+}
+
+ccl_device bool lights_intersect(KernelGlobals kg,
+ ccl_private const Ray *ccl_restrict ray,
+ ccl_private Intersection *ccl_restrict isect,
+ const int last_prim,
+ const int last_object,
+ const int last_type,
+ const uint32_t path_flag)
+{
+ for (int lamp = 0; lamp < kernel_data.integrator.num_all_lights; lamp++) {
+ const ccl_global KernelLight *klight = &kernel_tex_fetch(__lights, lamp);
+
+ if (path_flag & PATH_RAY_CAMERA) {
+ if (klight->shader_id & SHADER_EXCLUDE_CAMERA) {
+ continue;
+ }
+ }
+ else {
+ if (!(klight->shader_id & SHADER_USE_MIS)) {
+ continue;
+ }
+ }
+
+ if (path_flag & PATH_RAY_SHADOW_CATCHER_PASS) {
+ if (klight->shader_id & SHADER_EXCLUDE_SHADOW_CATCHER) {
+ continue;
+ }
+ }
+
+ LightType type = (LightType)klight->type;
+ float t = 0.0f, u = 0.0f, v = 0.0f;
+
+ if (type == LIGHT_POINT || type == LIGHT_SPOT) {
+ /* Sphere light. */
+ const float3 lightP = make_float3(klight->co[0], klight->co[1], klight->co[2]);
+ const float radius = klight->spot.radius;
+ if (radius == 0.0f) {
+ continue;
+ }
+
+ float3 P;
+ if (!ray_aligned_disk_intersect(ray->P, ray->D, ray->t, lightP, radius, &P, &t)) {
+ continue;
+ }
+ }
+ else if (type == LIGHT_AREA) {
+ /* Area light. */
+ const float invarea = fabsf(klight->area.invarea);
+ const bool is_round = (klight->area.invarea < 0.0f);
+ if (invarea == 0.0f) {
+ continue;
+ }
+
+ const float3 axisu = make_float3(
+ klight->area.axisu[0], klight->area.axisu[1], klight->area.axisu[2]);
+ const float3 axisv = make_float3(
+ klight->area.axisv[0], klight->area.axisv[1], klight->area.axisv[2]);
+ const float3 Ng = make_float3(klight->area.dir[0], klight->area.dir[1], klight->area.dir[2]);
+
+ /* One sided. */
+ if (dot(ray->D, Ng) >= 0.0f) {
+ continue;
+ }
+
+ const float3 light_P = make_float3(klight->co[0], klight->co[1], klight->co[2]);
+
+ float3 P;
+ if (!ray_quad_intersect(
+ ray->P, ray->D, 0.0f, ray->t, light_P, axisu, axisv, Ng, &P, &t, &u, &v, is_round)) {
+ continue;
+ }
+ }
+ else {
+ continue;
+ }
+
+ if (t < isect->t &&
+ !(last_prim == lamp && last_object == OBJECT_NONE && last_type == PRIMITIVE_LAMP)) {
+ isect->t = t;
+ isect->u = u;
+ isect->v = v;
+ isect->type = PRIMITIVE_LAMP;
+ isect->prim = lamp;
+ isect->object = OBJECT_NONE;
+ }
+ }
+
+ return isect->prim != PRIM_NONE;
+}
+
+ccl_device bool light_sample_from_distant_ray(KernelGlobals kg,
+ const float3 ray_D,
+ const int lamp,
+ ccl_private LightSample *ccl_restrict ls)
+{
+ ccl_global const KernelLight *klight = &kernel_tex_fetch(__lights, lamp);
+ const int shader = klight->shader_id;
+ const float radius = klight->distant.radius;
+ const LightType type = (LightType)klight->type;
+
+ if (type != LIGHT_DISTANT) {
+ return false;
+ }
+ if (!(shader & SHADER_USE_MIS)) {
+ return false;
+ }
+ if (radius == 0.0f) {
+ return false;
+ }
+
+ /* a distant light is infinitely far away, but equivalent to a disk
+ * shaped light exactly 1 unit away from the current shading point.
+ *
+ * radius t^2/cos(theta)
+ * <----------> t = sqrt(1^2 + tan(theta)^2)
+ * tan(th) area = radius*radius*pi
+ * <----->
+ * \ | (1 + tan(theta)^2)/cos(theta)
+ * \ | (1 + tan(acos(cos(theta)))^2)/cos(theta)
+ * t \th| 1 simplifies to
+ * \-| 1/(cos(theta)^3)
+ * \| magic!
+ * P
+ */
+
+ float3 lightD = make_float3(klight->co[0], klight->co[1], klight->co[2]);
+ float costheta = dot(-lightD, ray_D);
+ float cosangle = klight->distant.cosangle;
+
+ if (costheta < cosangle)
+ return false;
+
+ ls->type = type;
+ ls->shader = klight->shader_id;
+ ls->object = PRIM_NONE;
+ ls->prim = PRIM_NONE;
+ ls->lamp = lamp;
+ /* todo: missing texture coordinates */
+ ls->u = 0.0f;
+ ls->v = 0.0f;
+ ls->t = FLT_MAX;
+ ls->P = -ray_D;
+ ls->Ng = -ray_D;
+ ls->D = ray_D;
+
+ /* compute pdf */
+ float invarea = klight->distant.invarea;
+ ls->pdf = invarea / (costheta * costheta * costheta);
+ ls->pdf *= kernel_data.integrator.pdf_lights;
+ ls->eval_fac = ls->pdf;
+
+ return true;
+}
+
+ccl_device bool light_sample_from_intersection(KernelGlobals kg,
+ ccl_private const Intersection *ccl_restrict isect,
+ const float3 ray_P,
+ const float3 ray_D,
+ ccl_private LightSample *ccl_restrict ls)
+{
+ const int lamp = isect->prim;
+ ccl_global const KernelLight *klight = &kernel_tex_fetch(__lights, lamp);
+ LightType type = (LightType)klight->type;
+ ls->type = type;
+ ls->shader = klight->shader_id;
+ ls->object = PRIM_NONE;
+ ls->prim = PRIM_NONE;
+ ls->lamp = lamp;
+ /* todo: missing texture coordinates */
+ ls->t = isect->t;
+ ls->P = ray_P + ray_D * ls->t;
+ ls->D = ray_D;
+
+ if (type == LIGHT_POINT || type == LIGHT_SPOT) {
+ ls->Ng = -ray_D;
+
+ float invarea = klight->spot.invarea;
+ ls->eval_fac = (0.25f * M_1_PI_F) * invarea;
+ ls->pdf = invarea;
+
+ if (type == LIGHT_SPOT) {
+ /* spot light attenuation */
+ float3 dir = make_float3(klight->spot.dir[0], klight->spot.dir[1], klight->spot.dir[2]);
+ ls->eval_fac *= spot_light_attenuation(
+ dir, klight->spot.spot_angle, klight->spot.spot_smooth, ls->Ng);
+
+ if (ls->eval_fac == 0.0f) {
+ return false;
+ }
+ }
+ float2 uv = map_to_sphere(ls->Ng);
+ ls->u = uv.x;
+ ls->v = uv.y;
+
+ /* compute pdf */
+ if (ls->t != FLT_MAX)
+ ls->pdf *= lamp_light_pdf(kg, ls->Ng, -ls->D, ls->t);
+ }
+ else if (type == LIGHT_AREA) {
+ /* area light */
+ float invarea = fabsf(klight->area.invarea);
+
+ float3 axisu = make_float3(
+ klight->area.axisu[0], klight->area.axisu[1], klight->area.axisu[2]);
+ float3 axisv = make_float3(
+ klight->area.axisv[0], klight->area.axisv[1], klight->area.axisv[2]);
+ float3 Ng = make_float3(klight->area.dir[0], klight->area.dir[1], klight->area.dir[2]);
+ float3 light_P = make_float3(klight->co[0], klight->co[1], klight->co[2]);
+
+ ls->u = isect->u;
+ ls->v = isect->v;
+ ls->D = ray_D;
+ ls->Ng = Ng;
+
+ const bool is_round = (klight->area.invarea < 0.0f);
+ if (is_round) {
+ ls->pdf = invarea * lamp_light_pdf(kg, Ng, -ray_D, ls->t);
+ }
+ else {
+ float3 sample_axisu = axisu;
+ float3 sample_axisv = axisv;
+
+ if (klight->area.tan_spread > 0.0f) {
+ if (!light_spread_clamp_area_light(
+ ray_P, Ng, &light_P, &sample_axisu, &sample_axisv, klight->area.tan_spread)) {
+ return false;
+ }
+ }
+
+ ls->pdf = rect_light_sample(ray_P, &light_P, sample_axisu, sample_axisv, 0, 0, false);
+ }
+ ls->eval_fac = 0.25f * invarea;
+
+ if (klight->area.tan_spread > 0.0f) {
+ /* Area Light spread angle attenuation */
+ ls->eval_fac *= light_spread_attenuation(
+ ls->D, ls->Ng, klight->area.tan_spread, klight->area.normalize_spread);
+ if (ls->eval_fac == 0.0f) {
+ return false;
+ }
+ }
+ }
+ else {
+ kernel_assert(!"Invalid lamp type in light_sample_from_intersection");
+ return false;
+ }
+
+ ls->pdf *= kernel_data.integrator.pdf_lights;
+
+ return true;
+}
+
+/* Triangle Light */
+
+/* returns true if the triangle is has motion blur or an instancing transform applied */
+ccl_device_inline bool triangle_world_space_vertices(
+ KernelGlobals kg, int object, int prim, float time, float3 V[3])
+{
+ bool has_motion = false;
+ const int object_flag = kernel_tex_fetch(__object_flag, object);
+
+ if (object_flag & SD_OBJECT_HAS_VERTEX_MOTION && time >= 0.0f) {
+ motion_triangle_vertices(kg, object, prim, time, V);
+ has_motion = true;
+ }
+ else {
+ triangle_vertices(kg, prim, V);
+ }
+
+ if (!(object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
+#ifdef __OBJECT_MOTION__
+ float object_time = (time >= 0.0f) ? time : 0.5f;
+ Transform tfm = object_fetch_transform_motion_test(kg, object, object_time, NULL);
+#else
+ Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM);
+#endif
+ V[0] = transform_point(&tfm, V[0]);
+ V[1] = transform_point(&tfm, V[1]);
+ V[2] = transform_point(&tfm, V[2]);
+ has_motion = true;
+ }
+ return has_motion;
+}
+
+ccl_device_inline float triangle_light_pdf_area(KernelGlobals kg,
+ const float3 Ng,
+ const float3 I,
+ float t)
+{
+ float pdf = kernel_data.integrator.pdf_triangles;
+ float cos_pi = fabsf(dot(Ng, I));
+
+ if (cos_pi == 0.0f)
+ return 0.0f;
+
+ return t * t * pdf / cos_pi;
+}
+
+ccl_device_forceinline float triangle_light_pdf(KernelGlobals kg,
+ ccl_private const ShaderData *sd,
+ float t)
+{
+ /* 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 edges of the triangle. */
+
+ float3 V[3];
+ bool has_motion = triangle_world_space_vertices(kg, sd->object, sd->prim, sd->time, V);
+
+ const float3 e0 = V[1] - V[0];
+ const float3 e1 = V[2] - V[0];
+ const float3 e2 = V[2] - V[1];
+ const float longest_edge_squared = max(len_squared(e0), max(len_squared(e1), len_squared(e2)));
+ const float3 N = cross(e0, e1);
+ const float distance_to_plane = fabsf(dot(N, sd->I * t)) / dot(N, N);
+
+ if (longest_edge_squared > distance_to_plane * distance_to_plane) {
+ /* sd contains the point on the light source
+ * calculate Px, the point that we're shading */
+ const float3 Px = sd->P + sd->I * t;
+ const float3 v0_p = V[0] - Px;
+ const float3 v1_p = V[1] - Px;
+ const float3 v2_p = V[2] - Px;
+
+ const float3 u01 = safe_normalize(cross(v0_p, v1_p));
+ const float3 u02 = safe_normalize(cross(v0_p, v2_p));
+ const float3 u12 = safe_normalize(cross(v1_p, v2_p));
+
+ const float alpha = fast_acosf(dot(u02, u01));
+ const float beta = fast_acosf(-dot(u01, u12));
+ const float gamma = fast_acosf(dot(u02, u12));
+ const float solid_angle = alpha + beta + gamma - M_PI_F;
+
+ /* pdf_triangles is calculated over triangle area, but we're not sampling over its area */
+ if (UNLIKELY(solid_angle == 0.0f)) {
+ return 0.0f;
+ }
+ else {
+ float area = 1.0f;
+ if (has_motion) {
+ /* get the center frame vertices, this is what the PDF was calculated from */
+ triangle_world_space_vertices(kg, sd->object, sd->prim, -1.0f, V);
+ area = triangle_area(V[0], V[1], V[2]);
+ }
+ else {
+ area = 0.5f * len(N);
+ }
+ const float pdf = area * kernel_data.integrator.pdf_triangles;
+ return pdf / solid_angle;
+ }
+ }
+ else {
+ float pdf = triangle_light_pdf_area(kg, sd->Ng, sd->I, t);
+ if (has_motion) {
+ const float area = 0.5f * len(N);
+ if (UNLIKELY(area == 0.0f)) {
+ return 0.0f;
+ }
+ /* scale the PDF.
+ * area = the area the sample was taken from
+ * area_pre = the are from which pdf_triangles was calculated from */
+ triangle_world_space_vertices(kg, sd->object, sd->prim, -1.0f, V);
+ const float area_pre = triangle_area(V[0], V[1], V[2]);
+ pdf = pdf * area_pre / area;
+ }
+ return pdf;
+ }
+}
+
+template<bool in_volume_segment>
+ccl_device_forceinline void triangle_light_sample(KernelGlobals kg,
+ int prim,
+ int object,
+ float randu,
+ float randv,
+ float time,
+ ccl_private LightSample *ls,
+ const float3 P)
+{
+ /* 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 edges of the triangle. */
+
+ float3 V[3];
+ bool has_motion = triangle_world_space_vertices(kg, object, prim, time, V);
+
+ const float3 e0 = V[1] - V[0];
+ const float3 e1 = V[2] - V[0];
+ const float3 e2 = V[2] - V[1];
+ const float longest_edge_squared = max(len_squared(e0), max(len_squared(e1), len_squared(e2)));
+ const float3 N0 = cross(e0, e1);
+ float Nl = 0.0f;
+ ls->Ng = safe_normalize_len(N0, &Nl);
+ float area = 0.5f * Nl;
+
+ /* flip normal if necessary */
+ const int object_flag = kernel_tex_fetch(__object_flag, object);
+ if (object_flag & SD_OBJECT_NEGATIVE_SCALE_APPLIED) {
+ ls->Ng = -ls->Ng;
+ }
+ ls->eval_fac = 1.0f;
+ ls->shader = kernel_tex_fetch(__tri_shader, prim);
+ ls->object = object;
+ ls->prim = prim;
+ ls->lamp = LAMP_NONE;
+ ls->shader |= SHADER_USE_MIS;
+ ls->type = LIGHT_TRIANGLE;
+
+ float distance_to_plane = fabsf(dot(N0, V[0] - P) / dot(N0, N0));
+
+ if (!in_volume_segment && (longest_edge_squared > distance_to_plane * distance_to_plane)) {
+ /* see James Arvo, "Stratified Sampling of Spherical Triangles"
+ * http://www.graphics.cornell.edu/pubs/1995/Arv95c.pdf */
+
+ /* project the triangle to the unit sphere
+ * and calculate its edges and angles */
+ const float3 v0_p = V[0] - P;
+ const float3 v1_p = V[1] - P;
+ const float3 v2_p = V[2] - P;
+
+ const float3 u01 = safe_normalize(cross(v0_p, v1_p));
+ const float3 u02 = safe_normalize(cross(v0_p, v2_p));
+ const float3 u12 = safe_normalize(cross(v1_p, v2_p));
+
+ const float3 A = safe_normalize(v0_p);
+ const float3 B = safe_normalize(v1_p);
+ const float3 C = safe_normalize(v2_p);
+
+ const float cos_alpha = dot(u02, u01);
+ const float cos_beta = -dot(u01, u12);
+ const float cos_gamma = dot(u02, u12);
+
+ /* calculate dihedral angles */
+ const float alpha = fast_acosf(cos_alpha);
+ const float beta = fast_acosf(cos_beta);
+ const float gamma = fast_acosf(cos_gamma);
+ /* the area of the unit spherical triangle = solid angle */
+ const float solid_angle = alpha + beta + gamma - M_PI_F;
+
+ /* precompute a few things
+ * these could be re-used to take several samples
+ * as they are independent of randu/randv */
+ const float cos_c = dot(A, B);
+ const float sin_alpha = fast_sinf(alpha);
+ const float product = sin_alpha * cos_c;
+
+ /* Select a random sub-area of the spherical triangle
+ * and calculate the third vertex C_ of that new triangle */
+ const float phi = randu * solid_angle - alpha;
+ float s, t;
+ fast_sincosf(phi, &s, &t);
+ const float u = t - cos_alpha;
+ const float v = s + product;
+
+ const float3 U = safe_normalize(C - dot(C, A) * A);
+
+ float q = 1.0f;
+ const float det = ((v * s + u * t) * sin_alpha);
+ if (det != 0.0f) {
+ q = ((v * t - u * s) * cos_alpha - v) / det;
+ }
+ const float temp = max(1.0f - q * q, 0.0f);
+
+ const float3 C_ = safe_normalize(q * A + sqrtf(temp) * U);
+
+ /* Finally, select a random point along the edge of the new triangle
+ * That point on the spherical triangle is the sampled ray direction */
+ 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 */
+ if (!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->pdf = 0.0f;
+ return;
+ }
+
+ ls->P = P + ls->D * ls->t;
+
+ /* pdf_triangles is calculated over triangle area, but we're sampling over solid angle */
+ if (UNLIKELY(solid_angle == 0.0f)) {
+ ls->pdf = 0.0f;
+ return;
+ }
+ else {
+ if (has_motion) {
+ /* get the center frame vertices, this is what the PDF was calculated from */
+ triangle_world_space_vertices(kg, object, prim, -1.0f, V);
+ area = triangle_area(V[0], V[1], V[2]);
+ }
+ const float pdf = area * kernel_data.integrator.pdf_triangles;
+ ls->pdf = pdf / solid_angle;
+ }
+ }
+ else {
+ /* compute random point in triangle. From Eric Heitz's "A Low-Distortion Map Between Triangle
+ * and Square" */
+ float u = randu;
+ float v = randv;
+ if (v > u) {
+ u *= 0.5f;
+ v -= u;
+ }
+ else {
+ v *= 0.5f;
+ u -= v;
+ }
+
+ const float t = 1.0f - u - v;
+ ls->P = u * V[0] + v * V[1] + t * V[2];
+ /* compute incoming direction, distance and pdf */
+ ls->D = normalize_len(ls->P - P, &ls->t);
+ ls->pdf = triangle_light_pdf_area(kg, ls->Ng, -ls->D, ls->t);
+ if (has_motion && area != 0.0f) {
+ /* scale the PDF.
+ * area = the area the sample was taken from
+ * area_pre = the are from which pdf_triangles was calculated from */
+ triangle_world_space_vertices(kg, object, prim, -1.0f, V);
+ const float area_pre = triangle_area(V[0], V[1], V[2]);
+ ls->pdf = ls->pdf * area_pre / area;
+ }
+ ls->u = u;
+ ls->v = v;
+ }
+}
+
+/* Light Distribution */
+
+ccl_device int light_distribution_sample(KernelGlobals kg, ccl_private float *randu)
+{
+ /* 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
+ * arbitrary shaders. */
+ int first = 0;
+ int len = kernel_data.integrator.num_distribution + 1;
+ float r = *randu;
+
+ do {
+ int half_len = len >> 1;
+ int middle = first + half_len;
+
+ if (r < kernel_tex_fetch(__light_distribution, middle).totarea) {
+ len = half_len;
+ }
+ else {
+ first = middle + 1;
+ len = len - half_len - 1;
+ }
+ } while (len > 0);
+
+ /* Clamping should not be needed but float rounding errors seem to
+ * make this fail on rare occasions. */
+ int index = clamp(first - 1, 0, kernel_data.integrator.num_distribution - 1);
+
+ /* Rescale to reuse random number. this helps the 2D samples within
+ * each area light be stratified as well. */
+ float distr_min = kernel_tex_fetch(__light_distribution, index).totarea;
+ float distr_max = kernel_tex_fetch(__light_distribution, index + 1).totarea;
+ *randu = (r - distr_min) / (distr_max - distr_min);
+
+ return index;
+}
+
+/* Generic Light */
+
+ccl_device_inline bool light_select_reached_max_bounces(KernelGlobals kg, int index, int bounce)
+{
+ return (bounce > kernel_tex_fetch(__lights, index).max_bounces);
+}
+
+template<bool in_volume_segment>
+ccl_device_noinline bool light_distribution_sample(KernelGlobals kg,
+ float randu,
+ const float randv,
+ const float time,
+ const float3 P,
+ const int bounce,
+ const uint32_t path_flag,
+ ccl_private LightSample *ls)
+{
+ /* Sample light index from distribution. */
+ const int index = light_distribution_sample(kg, &randu);
+ ccl_global const KernelLightDistribution *kdistribution = &kernel_tex_fetch(__light_distribution,
+ index);
+ const int prim = kdistribution->prim;
+
+ if (prim >= 0) {
+ /* Mesh light. */
+ const int object = kdistribution->mesh_light.object_id;
+
+ /* Exclude synthetic meshes from shadow catcher pass. */
+ if ((path_flag & PATH_RAY_SHADOW_CATCHER_PASS) &&
+ !(kernel_tex_fetch(__object_flag, object) & SD_OBJECT_SHADOW_CATCHER)) {
+ return false;
+ }
+
+ const int shader_flag = kdistribution->mesh_light.shader_flag;
+ triangle_light_sample<in_volume_segment>(kg, prim, object, randu, randv, time, ls, P);
+ ls->shader |= shader_flag;
+ return (ls->pdf > 0.0f);
+ }
+
+ const int lamp = -prim - 1;
+
+ if (UNLIKELY(light_select_reached_max_bounces(kg, lamp, bounce))) {
+ return false;
+ }
+
+ return light_sample<in_volume_segment>(kg, lamp, randu, randv, P, path_flag, ls);
+}
+
+ccl_device_inline bool light_distribution_sample_from_volume_segment(KernelGlobals kg,
+ float randu,
+ const float randv,
+ const float time,
+ const float3 P,
+ const int bounce,
+ const uint32_t path_flag,
+ ccl_private LightSample *ls)
+{
+ return light_distribution_sample<true>(kg, randu, randv, time, P, bounce, path_flag, ls);
+}
+
+ccl_device_inline bool light_distribution_sample_from_position(KernelGlobals kg,
+ float randu,
+ const float randv,
+ const float time,
+ const float3 P,
+ const int bounce,
+ const uint32_t path_flag,
+ ccl_private LightSample *ls)
+{
+ return light_distribution_sample<false>(kg, randu, randv, time, P, bounce, path_flag, ls);
+}
+
+ccl_device_inline bool light_distribution_sample_new_position(KernelGlobals kg,
+ const float randu,
+ const float randv,
+ const float time,
+ const float3 P,
+ ccl_private LightSample *ls)
+{
+ /* Sample a new position on the same light, for volume sampling. */
+ if (ls->type == LIGHT_TRIANGLE) {
+ triangle_light_sample<false>(kg, ls->prim, ls->object, randu, randv, time, ls, P);
+ return (ls->pdf > 0.0f);
+ }
+ else {
+ return light_sample<false>(kg, ls->lamp, randu, randv, P, 0, ls);
+ }
+}
+
+CCL_NAMESPACE_END