diff options
Diffstat (limited to 'intern/cycles/kernel/svm/svm_ies.h')
-rw-r--r-- | intern/cycles/kernel/svm/svm_ies.h | 120 |
1 files changed, 0 insertions, 120 deletions
diff --git a/intern/cycles/kernel/svm/svm_ies.h b/intern/cycles/kernel/svm/svm_ies.h deleted file mode 100644 index 0215670d062..00000000000 --- a/intern/cycles/kernel/svm/svm_ies.h +++ /dev/null @@ -1,120 +0,0 @@ -/* - * 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 assumption 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_noinline void svm_node_ies(KernelGlobals kg, - ccl_private ShaderData *sd, - ccl_private float *stack, - uint4 node) -{ - uint vector_offset, strength_offset, fac_offset, slot = node.z; - svm_unpack_node_uchar3(node.y, &strength_offset, &vector_offset, &fac_offset); - - 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 |