/* * Copyright 2011, Blender Foundation. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ CCL_NAMESPACE_BEGIN /* Direction Emission */ __device float3 direct_emissive_eval(KernelGlobals *kg, float rando, LightSample *ls, float u, float v, float3 I) { /* setup shading at emitter */ ShaderData sd; shader_setup_from_sample(kg, &sd, ls->P, ls->Ng, I, ls->shader, ls->object, ls->prim, u, v); 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, rando, 0); float3 eval; /* evaluate emissive closure */ if(sd.flag & SD_EMISSION) eval = shader_emissive_eval(kg, &sd); else eval = make_float3(0.0f, 0.0f, 0.0f); shader_release(kg, &sd); return eval; } __device bool direct_emission(KernelGlobals *kg, ShaderData *sd, float randt, float rando, float randu, float randv, Ray *ray, float3 *eval) { /* sample a position on a light */ LightSample ls; light_sample(kg, randt, randu, randv, sd->P, &ls); /* compute incoming direction and distance */ float t; float3 omega_in = normalize_len(ls.P - sd->P, &t); /* compute pdf */ float pdf = light_pdf(kg, &ls, -omega_in, t); /* evaluate closure */ *eval = direct_emissive_eval(kg, rando, &ls, randu, randv, -omega_in); if(is_zero(*eval) || pdf == 0.0f) return false; /* evaluate BSDF at shading point */ float bsdf_pdf; float3 bsdf_eval = shader_bsdf_eval(kg, sd, omega_in, &bsdf_pdf); *eval *= bsdf_eval/pdf; if(is_zero(*eval)) return false; if(ls.prim != ~0) { /* multiple importance sampling */ float mis_weight = power_heuristic(pdf, bsdf_pdf); *eval *= mis_weight; } else { /* ensure point light works in Watts, this should be handled * elsewhere but for now together with the diffuse emission * closure it works out to the right value */ *eval *= 0.25f; } /* setup ray */ ray->P = ray_offset(sd->P, sd->Ng); ray->D = ray_offset(ls.P, ls.Ng) - ray->P; ray->D = normalize_len(ray->D, &ray->t); return true; } /* Indirect Emission */ __device float3 indirect_emission(KernelGlobals *kg, ShaderData *sd, float t, int path_flag, float bsdf_pdf) { /* evaluate emissive closure */ float3 L = shader_emissive_eval(kg, sd); if(!(path_flag & PATH_RAY_SINGULAR)) { /* multiple importance sampling */ 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; } CCL_NAMESPACE_END