/* * 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, LightSample *ls, float3 I, differential3 dI, float t, float time, int bounce, int transparent_bounce) { /* setup shading at emitter */ ShaderData sd; float3 eval; #ifdef __BACKGROUND_MIS__ if(ls->type == LIGHT_BACKGROUND) { Ray ray; ray.D = ls->D; ray.P = ls->P; ray.t = 1.0f; #ifdef __OBJECT_MOTION__ ray.time = time; #endif ray.dP = differential3_zero(); ray.dD = dI; shader_setup_from_background(kg, &sd, &ray, bounce+1, transparent_bounce); eval = shader_eval_background(kg, &sd, 0, SHADER_CONTEXT_EMISSION); } else #endif { shader_setup_from_sample(kg, &sd, ls->P, ls->Ng, I, ls->shader, ls->object, ls->prim, ls->u, ls->v, t, time, bounce+1, transparent_bounce); ls->Ng = sd.Ng; /* no path flag, we're evaluating this for all closures. that's weak but * we'd have to do multiple evaluations otherwise */ shader_eval_surface(kg, &sd, 0.0f, 0, SHADER_CONTEXT_EMISSION); /* evaluate emissive closure */ if(sd.flag & SD_EMISSION) eval = shader_emissive_eval(kg, &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, LightSample *ls, Ray *ray, BsdfEval *eval, bool *is_lamp, int bounce, int transparent_bounce) { if(ls->pdf == 0.0f) return false; /* todo: implement */ differential3 dD = differential3_zero(); /* evaluate closure */ float3 light_eval = direct_emissive_eval(kg, ls, -ls->D, dD, ls->t, sd->time, bounce, transparent_bounce); if(is_zero(light_eval)) return false; /* evaluate BSDF at shading point */ float bsdf_pdf; #ifdef __VOLUME__ if(sd->prim != PRIM_NONE) shader_bsdf_eval(kg, sd, ls->D, eval, &bsdf_pdf); else shader_volume_phase_eval(kg, sd, ls->D, eval, &bsdf_pdf); #else shader_bsdf_eval(kg, sd, ls->D, eval, &bsdf_pdf); #endif if(ls->shader & SHADER_USE_MIS) { /* multiple importance sampling */ float mis_weight = power_heuristic(ls->pdf, bsdf_pdf); light_eval *= mis_weight; } bsdf_eval_mul(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); 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(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->Ng, sd->I, 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, 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_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, &ls, -ray->D, ray->dD, ls.t, ray->time, state->bounce, state->transparent_bounce); #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, 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, PathState *state, 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_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 */ ShaderData sd; shader_setup_from_background(kg, &sd, ray, state->bounce+1, state->transparent_bounce); float3 L = shader_eval_background(kg, &sd, state->flag, SHADER_CONTEXT_EMISSION); #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->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