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Diffstat (limited to 'intern/cycles/render/light.cpp')
-rw-r--r--intern/cycles/render/light.cpp109
1 files changed, 82 insertions, 27 deletions
diff --git a/intern/cycles/render/light.cpp b/intern/cycles/render/light.cpp
index cb7474017fa..225cedfef55 100644
--- a/intern/cycles/render/light.cpp
+++ b/intern/cycles/render/light.cpp
@@ -450,6 +450,7 @@ void LightManager::device_update_distribution(Device *,
/* update device */
KernelIntegrator *kintegrator = &dscene->data.integrator;
+ KernelBackground *kbackground = &dscene->data.background;
KernelFilm *kfilm = &dscene->data.film;
kintegrator->use_direct_light = (totarea > 0.0f);
@@ -493,15 +494,18 @@ void LightManager::device_update_distribution(Device *,
/* Portals */
if (num_portals > 0) {
- kintegrator->portal_offset = light_index;
- kintegrator->num_portals = num_portals;
- kintegrator->portal_pdf = background_mis ? 0.5f : 1.0f;
+ kbackground->portal_offset = light_index;
+ kbackground->num_portals = num_portals;
+ kbackground->portal_weight = 1.0f;
}
else {
- kintegrator->num_portals = 0;
- kintegrator->portal_offset = 0;
- kintegrator->portal_pdf = 0.0f;
+ kbackground->num_portals = 0;
+ kbackground->portal_offset = 0;
+ kbackground->portal_weight = 0.0f;
}
+
+ /* Map */
+ kbackground->map_weight = background_mis ? 1.0f : 0.0f;
}
else {
dscene->light_distribution.free();
@@ -511,9 +515,12 @@ void LightManager::device_update_distribution(Device *,
kintegrator->pdf_triangles = 0.0f;
kintegrator->pdf_lights = 0.0f;
kintegrator->use_lamp_mis = false;
- kintegrator->num_portals = 0;
- kintegrator->portal_offset = 0;
- kintegrator->portal_pdf = 0.0f;
+
+ kbackground->num_portals = 0;
+ kbackground->portal_offset = 0;
+ kbackground->portal_weight = 0.0f;
+ kbackground->sun_weight = 0.0f;
+ kbackground->map_weight = 0.0f;
kfilm->pass_shadow_scale = 1.0f;
}
@@ -562,7 +569,7 @@ void LightManager::device_update_background(Device *device,
Scene *scene,
Progress &progress)
{
- KernelIntegrator *kintegrator = &dscene->data.integrator;
+ KernelBackground *kbackground = &dscene->data.background;
Light *background_light = NULL;
/* find background light */
@@ -575,31 +582,79 @@ void LightManager::device_update_background(Device *device,
/* no background light found, signal renderer to skip sampling */
if (!background_light || !background_light->is_enabled) {
- kintegrator->pdf_background_res_x = 0;
- kintegrator->pdf_background_res_y = 0;
+ kbackground->map_res_x = 0;
+ kbackground->map_res_y = 0;
+ kbackground->map_weight = 0.0f;
+ kbackground->sun_weight = 0.0f;
+ kbackground->use_mis = (kbackground->portal_weight > 0.0f);
return;
}
progress.set_status("Updating Lights", "Importance map");
- assert(kintegrator->use_direct_light);
+ assert(dscene->data.integrator.use_direct_light);
+
+ int2 environment_res = make_int2(0, 0);
+ Shader *shader = scene->background->get_shader(scene);
+ int num_suns = 0;
+ foreach (ShaderNode *node, shader->graph->nodes) {
+ if (node->type == EnvironmentTextureNode::node_type) {
+ EnvironmentTextureNode *env = (EnvironmentTextureNode *)node;
+ ImageMetaData metadata;
+ if (!env->handle.empty()) {
+ ImageMetaData metadata = env->handle.metadata();
+ environment_res.x = max(environment_res.x, metadata.width);
+ environment_res.y = max(environment_res.y, metadata.height);
+ }
+ }
+ if (node->type == SkyTextureNode::node_type) {
+ SkyTextureNode *sky = (SkyTextureNode *)node;
+ if (sky->type == NODE_SKY_NISHITA && sky->sun_disc) {
+ /* Ensure that the input coordinates aren't transformed before they reach the node.
+ * If that is the case, the logic used for sampling the sun's location does not work
+ * and we have to fall back to map-based sampling. */
+ const ShaderInput *vec_in = sky->input("Vector");
+ if (vec_in && vec_in->link && vec_in->link->parent) {
+ ShaderNode *vec_src = vec_in->link->parent;
+ if ((vec_src->type != TextureCoordinateNode::node_type) ||
+ (vec_in->link != vec_src->output("Generated"))) {
+ environment_res.x = max(environment_res.x, 4096);
+ environment_res.y = max(environment_res.y, 2048);
+ continue;
+ }
+ }
+
+ float latitude = sky->sun_elevation;
+ float longitude = M_2PI_F - sky->sun_rotation + M_PI_2_F;
+ float half_angle = sky->sun_size * 0.5f;
+ kbackground->sun = make_float4(cosf(latitude) * cosf(longitude),
+ cosf(latitude) * sinf(longitude),
+ sinf(latitude),
+ half_angle);
+ kbackground->sun_weight = 4.0f;
+ environment_res.x = max(environment_res.x, 512);
+ environment_res.y = max(environment_res.y, 256);
+ num_suns++;
+ }
+ }
+ }
+
+ /* If there's more than one sun, fall back to map sampling instead. */
+ if (num_suns != 1) {
+ kbackground->sun_weight = 0.0f;
+ environment_res.x = max(environment_res.x, 4096);
+ environment_res.y = max(environment_res.y, 2048);
+ }
+
+ /* Enable MIS for background sampling if any strategy is active. */
+ kbackground->use_mis = (kbackground->portal_weight + kbackground->map_weight +
+ kbackground->sun_weight) > 0.0f;
/* get the resolution from the light's size (we stuff it in there) */
int2 res = make_int2(background_light->map_resolution, background_light->map_resolution / 2);
/* If the resolution isn't set manually, try to find an environment texture. */
if (res.x == 0) {
- Shader *shader = scene->background->get_shader(scene);
- foreach (ShaderNode *node, shader->graph->nodes) {
- if (node->type == EnvironmentTextureNode::node_type) {
- EnvironmentTextureNode *env = (EnvironmentTextureNode *)node;
- ImageMetaData metadata;
- if (!env->handle.empty()) {
- ImageMetaData metadata = env->handle.metadata();
- res.x = max(res.x, metadata.width);
- res.y = max(res.y, metadata.height);
- }
- }
- }
+ res = environment_res;
if (res.x > 0 && res.y > 0) {
VLOG(2) << "Automatically set World MIS resolution to " << res.x << " by " << res.y << "\n";
}
@@ -609,8 +664,8 @@ void LightManager::device_update_background(Device *device,
res = make_int2(1024, 512);
VLOG(2) << "Setting World MIS resolution to default\n";
}
- kintegrator->pdf_background_res_x = res.x;
- kintegrator->pdf_background_res_y = res.y;
+ kbackground->map_res_x = res.x;
+ kbackground->map_res_y = res.y;
vector<float3> pixels;
shade_background_pixels(device, dscene, res.x, res.y, pixels, progress);