/* * 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_cpu 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 = make_float3(0.0f, 0.0f, 0.0f); if (shader_constant_emission_eval(kg, ls->shader, &eval)) { if ((ls->prim != PRIM_NONE) && dot(ls->Ng, I) < 0.0f) { ls->Ng = -ls->Ng; } } else { /* Setup shader data and call shader_eval_surface once, better * for GPU coherence and compile times. */ #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); } else #endif { 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 proper 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, NULL, PATH_RAY_EMISSION); path_state_modify_bounce(state, false); /* Evaluate closures. */ #ifdef __BACKGROUND_MIS__ if (ls->type == LIGHT_BACKGROUND) { eval = shader_background_eval(emission_sd); } else #endif { eval = shader_emissive_eval(emission_sd); } } eval *= ls->eval_fac; if (ls->lamp != LAMP_NONE) { const ccl_global KernelLight *klight = &kernel_tex_fetch(__lights, ls->lamp); eval *= make_float3(klight->strength[0], klight->strength[1], klight->strength[2]); } return eval; } ccl_device_noinline_cpu 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_cpu float3 indirect_primitive_emission( KernelGlobals *kg, ShaderData *sd, float t, int path_flag, float bsdf_pdf) { /* evaluate emissive closure */ float3 L = shader_emissive_eval(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_cpu void indirect_lamp_emission(KernelGlobals *kg, ShaderData *emission_sd, ccl_addr_space PathState *state, PathRadiance *L, Ray *ray, float3 throughput) { for (int lamp = 0; lamp < kernel_data.integrator.num_all_lights; lamp++) { LightSample ls ccl_optional_struct_init; 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 lamp_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); lamp_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); lamp_L *= mis_weight; } path_radiance_accum_emission(kg, L, state, throughput, lamp_L); } } /* Indirect Background */ ccl_device_noinline_cpu float3 indirect_background(KernelGlobals *kg, ShaderData *emission_sd, ccl_addr_space PathState *state, ccl_global float *buffer, 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 shader. */ float3 L = make_float3(0.0f, 0.0f, 0.0f); if (!shader_constant_emission_eval(kg, shader, &L)) { # 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); shader_eval_surface(kg, emission_sd, state, buffer, state->flag | PATH_RAY_EMISSION); path_state_modify_bounce(state, false); L = shader_background_eval(emission_sd); } /* Background MIS weights. */ # ifdef __BACKGROUND_MIS__ /* Check if background light exists or if we should skip pdf. */ int res_x = kernel_data.integrator.pdf_background_res_x; if (!(state->flag & PATH_RAY_MIS_SKIP) && res_x) { /* 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