/* * 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 /* Direction Emission */ ccl_device_noinline float3 direct_emissive_eval(KernelGlobals *kg, ShaderData *emission_sd, LightSample *ls, ccl_addr_space PathState *state, float3 I, differential3 dI, float t, float time) { /* setup shading at emitter */ float3 eval; int shader_flag = kernel_tex_fetch(__shader_flag, (ls->shader & SHADER_MASK)*SHADER_SIZE); #ifdef __BACKGROUND_MIS__ if(ls->type == LIGHT_BACKGROUND) { Ray ray; ray.D = ls->D; ray.P = ls->P; ray.t = 1.0f; ray.time = time; ray.dP = differential3_zero(); ray.dD = dI; shader_setup_from_background(kg, emission_sd, &ray); path_state_modify_bounce(state, true); eval = shader_eval_background(kg, emission_sd, state, 0); path_state_modify_bounce(state, false); } else #endif if(shader_flag & SD_HAS_CONSTANT_EMISSION) { eval.x = __int_as_float(kernel_tex_fetch(__shader_flag, (ls->shader & SHADER_MASK)*SHADER_SIZE + 2)); eval.y = __int_as_float(kernel_tex_fetch(__shader_flag, (ls->shader & SHADER_MASK)*SHADER_SIZE + 3)); eval.z = __int_as_float(kernel_tex_fetch(__shader_flag, (ls->shader & SHADER_MASK)*SHADER_SIZE + 4)); if((ls->prim != PRIM_NONE) && dot(ls->Ng, I) < 0.0f) { ls->Ng = -ls->Ng; } } else { shader_setup_from_sample(kg, emission_sd, ls->P, ls->Ng, I, ls->shader, ls->object, ls->prim, ls->u, ls->v, t, time, false, ls->lamp); ls->Ng = emission_sd->Ng; /* no path flag, we're evaluating this for all closures. that's weak but * we'd have to do multiple evaluations otherwise */ path_state_modify_bounce(state, true); shader_eval_surface(kg, emission_sd, state, 0); path_state_modify_bounce(state, false); /* evaluate emissive closure */ if(emission_sd->flag & SD_EMISSION) eval = shader_emissive_eval(kg, emission_sd); else eval = make_float3(0.0f, 0.0f, 0.0f); } eval *= ls->eval_fac; return eval; } ccl_device_noinline bool direct_emission(KernelGlobals *kg, ShaderData *sd, ShaderData *emission_sd, LightSample *ls, ccl_addr_space PathState *state, Ray *ray, BsdfEval *eval, bool *is_lamp, float rand_terminate) { if(ls->pdf == 0.0f) return false; /* todo: implement */ differential3 dD = differential3_zero(); /* evaluate closure */ float3 light_eval = direct_emissive_eval(kg, emission_sd, ls, state, -ls->D, dD, ls->t, sd->time); if(is_zero(light_eval)) return false; /* evaluate BSDF at shading point */ #ifdef __VOLUME__ if(sd->prim != PRIM_NONE) shader_bsdf_eval(kg, sd, ls->D, eval, ls->pdf, ls->shader & SHADER_USE_MIS); else { float bsdf_pdf; shader_volume_phase_eval(kg, sd, ls->D, eval, &bsdf_pdf); if(ls->shader & SHADER_USE_MIS) { /* Multiple importance sampling. */ float mis_weight = power_heuristic(ls->pdf, bsdf_pdf); light_eval *= mis_weight; } } #else shader_bsdf_eval(kg, sd, ls->D, eval, ls->pdf, ls->shader & SHADER_USE_MIS); #endif bsdf_eval_mul3(eval, light_eval/ls->pdf); #ifdef __PASSES__ /* use visibility flag to skip lights */ if(ls->shader & SHADER_EXCLUDE_ANY) { if(ls->shader & SHADER_EXCLUDE_DIFFUSE) { eval->diffuse = make_float3(0.0f, 0.0f, 0.0f); eval->subsurface = make_float3(0.0f, 0.0f, 0.0f); } if(ls->shader & SHADER_EXCLUDE_GLOSSY) eval->glossy = make_float3(0.0f, 0.0f, 0.0f); if(ls->shader & SHADER_EXCLUDE_TRANSMIT) eval->transmission = make_float3(0.0f, 0.0f, 0.0f); if(ls->shader & SHADER_EXCLUDE_SCATTER) eval->scatter = make_float3(0.0f, 0.0f, 0.0f); } #endif if(bsdf_eval_is_zero(eval)) return false; if(kernel_data.integrator.light_inv_rr_threshold > 0.0f #ifdef __SHADOW_TRICKS__ && (state->flag & PATH_RAY_SHADOW_CATCHER) == 0 #endif ) { float probability = max3(fabs(bsdf_eval_sum(eval))) * kernel_data.integrator.light_inv_rr_threshold; if(probability < 1.0f) { if(rand_terminate >= probability) { return false; } bsdf_eval_mul(eval, 1.0f / probability); } } if(ls->shader & SHADER_CAST_SHADOW) { /* setup ray */ bool transmit = (dot(sd->Ng, ls->D) < 0.0f); ray->P = ray_offset(sd->P, (transmit)? -sd->Ng: sd->Ng); if(ls->t == FLT_MAX) { /* distant light */ ray->D = ls->D; ray->t = ls->t; } else { /* other lights, avoid self-intersection */ ray->D = ray_offset(ls->P, ls->Ng) - ray->P; ray->D = normalize_len(ray->D, &ray->t); } ray->dP = sd->dP; ray->dD = differential3_zero(); } else { /* signal to not cast shadow ray */ ray->t = 0.0f; } /* return if it's a lamp for shadow pass */ *is_lamp = (ls->prim == PRIM_NONE && ls->type != LIGHT_BACKGROUND); return true; } /* Indirect Primitive Emission */ ccl_device_noinline float3 indirect_primitive_emission(KernelGlobals *kg, ShaderData *sd, float t, int path_flag, float bsdf_pdf) { /* evaluate emissive closure */ float3 L = shader_emissive_eval(kg, sd); #ifdef __HAIR__ if(!(path_flag & PATH_RAY_MIS_SKIP) && (sd->flag & SD_USE_MIS) && (sd->type & PRIMITIVE_ALL_TRIANGLE)) #else if(!(path_flag & PATH_RAY_MIS_SKIP) && (sd->flag & SD_USE_MIS)) #endif { /* multiple importance sampling, get triangle light pdf, * and compute weight with respect to BSDF pdf */ float pdf = triangle_light_pdf(kg, sd, t); float mis_weight = power_heuristic(bsdf_pdf, pdf); return L*mis_weight; } return L; } /* Indirect Lamp Emission */ ccl_device_noinline bool indirect_lamp_emission(KernelGlobals *kg, ShaderData *emission_sd, ccl_addr_space PathState *state, Ray *ray, float3 *emission) { bool hit_lamp = false; *emission = make_float3(0.0f, 0.0f, 0.0f); for(int lamp = 0; lamp < kernel_data.integrator.num_all_lights; lamp++) { LightSample ls; if(!lamp_light_eval(kg, lamp, ray->P, ray->D, ray->t, &ls)) continue; #ifdef __PASSES__ /* use visibility flag to skip lights */ if(ls.shader & SHADER_EXCLUDE_ANY) { if(((ls.shader & SHADER_EXCLUDE_DIFFUSE) && (state->flag & PATH_RAY_DIFFUSE)) || ((ls.shader & SHADER_EXCLUDE_GLOSSY) && ((state->flag & (PATH_RAY_GLOSSY|PATH_RAY_REFLECT)) == (PATH_RAY_GLOSSY|PATH_RAY_REFLECT))) || ((ls.shader & SHADER_EXCLUDE_TRANSMIT) && (state->flag & PATH_RAY_TRANSMIT)) || ((ls.shader & SHADER_EXCLUDE_SCATTER) && (state->flag & PATH_RAY_VOLUME_SCATTER))) continue; } #endif float3 L = direct_emissive_eval(kg, emission_sd, &ls, state, -ray->D, ray->dD, ls.t, ray->time); #ifdef __VOLUME__ if(state->volume_stack[0].shader != SHADER_NONE) { /* shadow attenuation */ Ray volume_ray = *ray; volume_ray.t = ls.t; float3 volume_tp = make_float3(1.0f, 1.0f, 1.0f); kernel_volume_shadow(kg, emission_sd, state, &volume_ray, &volume_tp); L *= volume_tp; } #endif if(!(state->flag & PATH_RAY_MIS_SKIP)) { /* multiple importance sampling, get regular light pdf, * and compute weight with respect to BSDF pdf */ float mis_weight = power_heuristic(state->ray_pdf, ls.pdf); L *= mis_weight; } *emission += L; hit_lamp = true; } return hit_lamp; } /* Indirect Background */ ccl_device_noinline float3 indirect_background(KernelGlobals *kg, ShaderData *emission_sd, ccl_addr_space PathState *state, ccl_addr_space Ray *ray) { #ifdef __BACKGROUND__ int shader = kernel_data.background.surface_shader; /* use visibility flag to skip lights */ if(shader & SHADER_EXCLUDE_ANY) { if(((shader & SHADER_EXCLUDE_DIFFUSE) && (state->flag & PATH_RAY_DIFFUSE)) || ((shader & SHADER_EXCLUDE_GLOSSY) && ((state->flag & (PATH_RAY_GLOSSY|PATH_RAY_REFLECT)) == (PATH_RAY_GLOSSY|PATH_RAY_REFLECT))) || ((shader & SHADER_EXCLUDE_TRANSMIT) && (state->flag & PATH_RAY_TRANSMIT)) || ((shader & SHADER_EXCLUDE_CAMERA) && (state->flag & PATH_RAY_CAMERA)) || ((shader & SHADER_EXCLUDE_SCATTER) && (state->flag & PATH_RAY_VOLUME_SCATTER))) return make_float3(0.0f, 0.0f, 0.0f); } /* evaluate background closure */ # ifdef __SPLIT_KERNEL__ Ray priv_ray = *ray; shader_setup_from_background(kg, emission_sd, &priv_ray); # else shader_setup_from_background(kg, emission_sd, ray); # endif path_state_modify_bounce(state, true); float3 L = shader_eval_background(kg, emission_sd, state, state->flag); path_state_modify_bounce(state, false); #ifdef __BACKGROUND_MIS__ /* check if background light exists or if we should skip pdf */ int res = kernel_data.integrator.pdf_background_res; if(!(state->flag & PATH_RAY_MIS_SKIP) && res) { /* multiple importance sampling, get background light pdf for ray * direction, and compute weight with respect to BSDF pdf */ float pdf = background_light_pdf(kg, ray->P, ray->D); float mis_weight = power_heuristic(state->ray_pdf, pdf); return L*mis_weight; } #endif return L; #else return make_float3(0.8f, 0.8f, 0.8f); #endif } CCL_NAMESPACE_END