/* * Copyright 2011-2020 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 /* Area light sampling */ /* Uses the following paper: * * Carlos Urena et al. * An Area-Preserving Parametrization for Spherical Rectangles. * * https://www.solidangle.com/research/egsr2013_spherical_rectangle.pdf * * Note: light_p is modified when sample_coord is true. */ ccl_device_inline float rect_light_sample(float3 P, float3 *light_p, float3 axisu, float3 axisv, float randu, float randv, bool sample_coord) { /* In our name system we're using P for the center, * which is o in the paper. */ float3 corner = *light_p - axisu * 0.5f - axisv * 0.5f; float axisu_len, axisv_len; /* Compute local reference system R. */ float3 x = normalize_len(axisu, &axisu_len); float3 y = normalize_len(axisv, &axisv_len); float3 z = cross(x, y); /* Compute rectangle coords in local reference system. */ float3 dir = corner - P; float z0 = dot(dir, z); /* Flip 'z' to make it point against Q. */ if (z0 > 0.0f) { z *= -1.0f; z0 *= -1.0f; } float x0 = dot(dir, x); float y0 = dot(dir, y); float x1 = x0 + axisu_len; float y1 = y0 + axisv_len; /* Compute internal angles (gamma_i). */ float4 diff = make_float4(x0, y1, x1, y0) - make_float4(x1, y0, x0, y1); float4 nz = make_float4(y0, x1, y1, x0) * diff; nz = nz / sqrt(z0 * z0 * diff * diff + nz * nz); float g0 = safe_acosf(-nz.x * nz.y); float g1 = safe_acosf(-nz.y * nz.z); float g2 = safe_acosf(-nz.z * nz.w); float g3 = safe_acosf(-nz.w * nz.x); /* Compute predefined constants. */ float b0 = nz.x; float b1 = nz.z; float b0sq = b0 * b0; float k = M_2PI_F - g2 - g3; /* Compute solid angle from internal angles. */ float S = g0 + g1 - k; if (sample_coord) { /* Compute cu. */ float au = randu * S + k; float fu = (cosf(au) * b0 - b1) / sinf(au); float cu = 1.0f / sqrtf(fu * fu + b0sq) * (fu > 0.0f ? 1.0f : -1.0f); cu = clamp(cu, -1.0f, 1.0f); /* Compute xu. */ float xu = -(cu * z0) / max(sqrtf(1.0f - cu * cu), 1e-7f); xu = clamp(xu, x0, x1); /* Compute yv. */ float z0sq = z0 * z0; float y0sq = y0 * y0; float y1sq = y1 * y1; float d = sqrtf(xu * xu + z0sq); float h0 = y0 / sqrtf(d * d + y0sq); float h1 = y1 / sqrtf(d * d + y1sq); float hv = h0 + randv * (h1 - h0), hv2 = hv * hv; float yv = (hv2 < 1.0f - 1e-6f) ? (hv * d) / sqrtf(1.0f - hv2) : y1; /* Transform (xu, yv, z0) to world coords. */ *light_p = P + xu * x + yv * y + z0 * z; } /* return pdf */ if (S != 0.0f) return 1.0f / S; else return 0.0f; } ccl_device_inline float3 ellipse_sample(float3 ru, float3 rv, float randu, float randv) { to_unit_disk(&randu, &randv); return ru * randu + rv * randv; } ccl_device float3 disk_light_sample(float3 v, float randu, float randv) { float3 ru, rv; make_orthonormals(v, &ru, &rv); return ellipse_sample(ru, rv, randu, randv); } ccl_device float3 distant_light_sample(float3 D, float radius, float randu, float randv) { return normalize(D + disk_light_sample(D, randu, randv) * radius); } ccl_device float3 sphere_light_sample(float3 P, float3 center, float radius, float randu, float randv) { return disk_light_sample(normalize(P - center), randu, randv) * radius; } ccl_device float spot_light_attenuation(float3 dir, float spot_angle, float spot_smooth, float3 N) { float attenuation = dot(dir, N); if (attenuation <= spot_angle) { attenuation = 0.0f; } else { float t = attenuation - spot_angle; if (t < spot_smooth && spot_smooth != 0.0f) attenuation *= smoothstepf(t / spot_smooth); } return attenuation; } ccl_device float light_spread_attenuation(const float3 D, const float3 lightNg, const float tan_spread, const float normalize_spread) { /* Model a soft-box grid, computing the ratio of light not hidden by the * slats of the grid at a given angle. (see D10594). */ const float cos_a = -dot(D, lightNg); const float sin_a = safe_sqrtf(1.0f - sqr(cos_a)); const float tan_a = sin_a / cos_a; return max((1.0f - (tan_spread * tan_a)) * normalize_spread, 0.0f); } /* Compute subset of area light that actually has an influence on the shading point, to * reduce noise with low spread. */ ccl_device bool light_spread_clamp_area_light(const float3 P, const float3 lightNg, float3 *lightP, float3 *axisu, float3 *axisv, const float tan_spread) { /* Closest point in area light plane and distance to that plane. */ const float3 closest_P = P - dot(lightNg, P - *lightP) * lightNg; const float t = len(closest_P - P); /* Radius of circle on area light that actually affects the shading point. */ const float radius = t / tan_spread; /* TODO: would be faster to store as normalized vector + length, also in rect_light_sample. */ float len_u, len_v; const float3 u = normalize_len(*axisu, &len_u); const float3 v = normalize_len(*axisv, &len_v); /* Local uv coordinates of closest point. */ const float closest_u = dot(u, closest_P - *lightP); const float closest_v = dot(v, closest_P - *lightP); /* Compute rectangle encompassing the circle that affects the shading point, * clamped to the bounds of the area light. */ const float min_u = max(closest_u - radius, -len_u * 0.5f); const float max_u = min(closest_u + radius, len_u * 0.5f); const float min_v = max(closest_v - radius, -len_v * 0.5f); const float max_v = min(closest_v + radius, len_v * 0.5f); /* Skip if rectangle is empty. */ if (min_u >= max_u || min_v >= max_v) { return false; } /* Compute new area light center position and axes from rectangle in local * uv coordinates. */ const float new_center_u = 0.5f * (min_u + max_u); const float new_center_v = 0.5f * (min_v + max_v); const float new_len_u = max_u - min_u; const float new_len_v = max_v - min_v; *lightP = *lightP + new_center_u * u + new_center_v * v; *axisu = u * new_len_u; *axisv = v * new_len_v; return true; } ccl_device float lamp_light_pdf(KernelGlobals *kg, const float3 Ng, const float3 I, float t) { float cos_pi = dot(Ng, I); if (cos_pi <= 0.0f) return 0.0f; return t * t / cos_pi; } CCL_NAMESPACE_END