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Diffstat (limited to 'intern/cycles/kernel/svm/svm_ies.h')
-rw-r--r--intern/cycles/kernel/svm/svm_ies.h110
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