diff options
Diffstat (limited to 'intern/cycles/kernel/svm/svm_ies.h')
-rw-r--r-- | intern/cycles/kernel/svm/svm_ies.h | 110 |
1 files changed, 110 insertions, 0 deletions
diff --git a/intern/cycles/kernel/svm/svm_ies.h b/intern/cycles/kernel/svm/svm_ies.h new file mode 100644 index 00000000000..6130c3348b0 --- /dev/null +++ b/intern/cycles/kernel/svm/svm_ies.h @@ -0,0 +1,110 @@ +/* + * 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. + */ + +CCL_NAMESPACE_BEGIN + +/* IES Light */ + +ccl_device_inline float interpolate_ies_vertical(KernelGlobals *kg, int ofs, int v, int v_num, float v_frac, int h) +{ + /* Since lookups are performed in spherical coordinates, clamping the coordinates at the low end of v + * (corresponding to the north pole) would result in artifacts. + * The proper way of dealing with this would be to lookup the corresponding value on the other side of the pole, + * but since the horizontal coordinates might be nonuniform, this would require yet another interpolation. + * Therefore, the assumtion is made that the light is going to be symmetrical, which means that we can just take + * the corresponding value at the current horizontal coordinate. */ + +#define IES_LOOKUP(v) kernel_tex_fetch(__ies, ofs+h*v_num+(v)) + /* If v is zero, assume symmetry and read at v=1 instead of v=-1. */ + float a = IES_LOOKUP((v == 0)? 1 : v-1); + float b = IES_LOOKUP(v); + float c = IES_LOOKUP(v+1); + float d = IES_LOOKUP(min(v+2, v_num-1)); +#undef IES_LOOKUP + + return cubic_interp(a, b, c, d, v_frac); +} + +ccl_device_inline float kernel_ies_interp(KernelGlobals *kg, int slot, float h_angle, float v_angle) +{ + /* Find offset of the IES data in the table. */ + int ofs = __float_as_int(kernel_tex_fetch(__ies, slot)); + if(ofs == -1) { + return 100.0f; + } + + int h_num = __float_as_int(kernel_tex_fetch(__ies, ofs++)); + int v_num = __float_as_int(kernel_tex_fetch(__ies, ofs++)); + +#define IES_LOOKUP_ANGLE_H(h) kernel_tex_fetch(__ies, ofs+(h)) +#define IES_LOOKUP_ANGLE_V(v) kernel_tex_fetch(__ies, ofs+h_num+(v)) + + /* Check whether the angle is within the bounds of the IES texture. */ + if(v_angle >= IES_LOOKUP_ANGLE_V(v_num-1)) { + return 0.0f; + } + kernel_assert(v_angle >= IES_LOOKUP_ANGLE_V(0)); + kernel_assert(h_angle >= IES_LOOKUP_ANGLE_H(0)); + kernel_assert(h_angle <= IES_LOOKUP_ANGLE_H(h_num-1)); + + /* Lookup the angles to find the table position. */ + int h_i, v_i; + /* TODO(lukas): Consider using bisection. Probably not worth it for the vast majority of IES files. */ + for(h_i = 0; IES_LOOKUP_ANGLE_H(h_i+1) < h_angle; h_i++); + for(v_i = 0; IES_LOOKUP_ANGLE_V(v_i+1) < v_angle; v_i++); + + float h_frac = inverse_lerp(IES_LOOKUP_ANGLE_H(h_i), IES_LOOKUP_ANGLE_H(h_i+1), h_angle); + float v_frac = inverse_lerp(IES_LOOKUP_ANGLE_V(v_i), IES_LOOKUP_ANGLE_V(v_i+1), v_angle); + +#undef IES_LOOKUP_ANGLE_H +#undef IES_LOOKUP_ANGLE_V + + /* Skip forward to the actual intensity data. */ + ofs += h_num+v_num; + + /* Perform cubic interpolation along the horizontal coordinate to get the intensity value. + * If h_i is zero, just wrap around since the horizontal angles always go over the full circle. + * However, the last entry (360°) equals the first one, so we need to wrap around to the one before that. */ + float a = interpolate_ies_vertical(kg, ofs, v_i, v_num, v_frac, (h_i == 0)? h_num-2 : h_i-1); + float b = interpolate_ies_vertical(kg, ofs, v_i, v_num, v_frac, h_i); + float c = interpolate_ies_vertical(kg, ofs, v_i, v_num, v_frac, h_i+1); + /* Same logic here, wrap around to the second element if necessary. */ + float d = interpolate_ies_vertical(kg, ofs, v_i, v_num, v_frac, (h_i+2 == h_num)? 1 : h_i+2); + + /* Cubic interpolation can result in negative values, so get rid of them. */ + return max(cubic_interp(a, b, c, d, h_frac), 0.0f); +} + +ccl_device void svm_node_ies(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset) +{ + uint vector_offset, strength_offset, fac_offset, dummy, slot = node.z; + decode_node_uchar4(node.y, &strength_offset, &vector_offset, &fac_offset, &dummy); + + float3 vector = stack_load_float3(stack, vector_offset); + float strength = stack_load_float_default(stack, strength_offset, node.w); + + vector = normalize(vector); + float v_angle = safe_acosf(-vector.z); + float h_angle = atan2f(vector.x, vector.y) + M_PI_F; + + float fac = strength * kernel_ies_interp(kg, slot, h_angle, v_angle); + + if(stack_valid(fac_offset)) { + stack_store_float(stack, fac_offset, fac); + } +} + +CCL_NAMESPACE_END |