/* * 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. */ #pragma once #include "kernel/integrator/path_state.h" #include "kernel/integrator/shader_eval.h" #include "kernel/light/light.h" #include "kernel/sample/mapping.h" #include "kernel/sample/mis.h" CCL_NAMESPACE_BEGIN /* Evaluate shader on light. */ ccl_device_noinline_cpu float3 light_sample_shader_eval(KernelGlobals kg, IntegratorState state, ccl_private ShaderData *ccl_restrict emission_sd, ccl_private LightSample *ccl_restrict ls, float time) { /* setup shading at emitter */ float3 eval = zero_float3(); if (shader_constant_emission_eval(kg, ls->shader, &eval)) { if ((ls->prim != PRIM_NONE) && dot(ls->Ng, ls->D) > 0.0f) { ls->Ng = -ls->Ng; } } else { /* Setup shader data and call shader_eval_surface once, better * for GPU coherence and compile times. */ PROFILING_INIT_FOR_SHADER(kg, PROFILING_SHADE_LIGHT_SETUP); #ifdef __BACKGROUND_MIS__ if (ls->type == LIGHT_BACKGROUND) { shader_setup_from_background(kg, emission_sd, ls->P, ls->D, time); } else #endif { shader_setup_from_sample(kg, emission_sd, ls->P, ls->Ng, -ls->D, ls->shader, ls->object, ls->prim, ls->u, ls->v, ls->t, time, false, ls->lamp); ls->Ng = emission_sd->Ng; } PROFILING_SHADER(emission_sd->object, emission_sd->shader); PROFILING_EVENT(PROFILING_SHADE_LIGHT_EVAL); /* No proper 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, state, emission_sd, NULL, PATH_RAY_EMISSION); /* 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) { ccl_global const KernelLight *klight = &kernel_tex_fetch(__lights, ls->lamp); eval *= make_float3(klight->strength[0], klight->strength[1], klight->strength[2]); } return eval; } /* Test if light sample is from a light or emission from geometry. */ ccl_device_inline bool light_sample_is_light(ccl_private const LightSample *ccl_restrict ls) { /* return if it's a lamp for shadow pass */ return (ls->prim == PRIM_NONE && ls->type != LIGHT_BACKGROUND); } /* Early path termination of shadow rays. */ ccl_device_inline bool light_sample_terminate(KernelGlobals kg, ccl_private const LightSample *ccl_restrict ls, ccl_private BsdfEval *ccl_restrict eval, const float rand_terminate) { if (bsdf_eval_is_zero(eval)) { return true; } if (kernel_data.integrator.light_inv_rr_threshold > 0.0f) { float probability = max3(fabs(bsdf_eval_sum(eval))) * kernel_data.integrator.light_inv_rr_threshold; if (probability < 1.0f) { if (rand_terminate >= probability) { return true; } bsdf_eval_mul(eval, 1.0f / probability); } } return false; } /* This function should be used to compute a modified ray start position for * rays leaving from a surface. The algorithm slightly distorts flat surface * of a triangle. Surface is lifted by amount h along normal n in the incident * point. */ ccl_device_inline float3 shadow_ray_smooth_surface_offset( KernelGlobals kg, ccl_private const ShaderData *ccl_restrict sd, float3 Ng) { float3 V[3], N[3]; if (sd->type == PRIMITIVE_MOTION_TRIANGLE) { motion_triangle_vertices_and_normals(kg, sd->object, sd->prim, sd->time, V, N); } else { kernel_assert(sd->type == PRIMITIVE_TRIANGLE); triangle_vertices_and_normals(kg, sd->prim, V, N); } const float u = sd->u, v = sd->v; const float w = 1 - u - v; float3 P = V[0] * u + V[1] * v + V[2] * w; /* Local space */ float3 n = N[0] * u + N[1] * v + N[2] * w; /* We get away without normalization */ if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) { object_normal_transform(kg, sd, &n); /* Normal x scale, world space */ } /* Parabolic approximation */ float a = dot(N[2] - N[0], V[0] - V[2]); float b = dot(N[2] - N[1], V[1] - V[2]); float c = dot(N[1] - N[0], V[1] - V[0]); float h = a * u * (u - 1) + (a + b + c) * u * v + b * v * (v - 1); /* Check flipped normals */ if (dot(n, Ng) > 0) { /* Local linear envelope */ float h0 = max(max(dot(V[1] - V[0], N[0]), dot(V[2] - V[0], N[0])), 0.0f); float h1 = max(max(dot(V[0] - V[1], N[1]), dot(V[2] - V[1], N[1])), 0.0f); float h2 = max(max(dot(V[0] - V[2], N[2]), dot(V[1] - V[2], N[2])), 0.0f); h0 = max(dot(V[0] - P, N[0]) + h0, 0.0f); h1 = max(dot(V[1] - P, N[1]) + h1, 0.0f); h2 = max(dot(V[2] - P, N[2]) + h2, 0.0f); h = max(min(min(h0, h1), h2), h * 0.5f); } else { float h0 = max(max(dot(V[0] - V[1], N[0]), dot(V[0] - V[2], N[0])), 0.0f); float h1 = max(max(dot(V[1] - V[0], N[1]), dot(V[1] - V[2], N[1])), 0.0f); float h2 = max(max(dot(V[2] - V[0], N[2]), dot(V[2] - V[1], N[2])), 0.0f); h0 = max(dot(P - V[0], N[0]) + h0, 0.0f); h1 = max(dot(P - V[1], N[1]) + h1, 0.0f); h2 = max(dot(P - V[2], N[2]) + h2, 0.0f); h = min(-min(min(h0, h1), h2), h * 0.5f); } return n * h; } /* Ray offset to avoid shadow terminator artifact. */ ccl_device_inline float3 shadow_ray_offset(KernelGlobals kg, ccl_private const ShaderData *ccl_restrict sd, float3 L, bool *r_skip_self) { float3 P = sd->P; if ((sd->type & PRIMITIVE_TRIANGLE) && (sd->shader & SHADER_SMOOTH_NORMAL)) { const float offset_cutoff = kernel_tex_fetch(__objects, sd->object).shadow_terminator_geometry_offset; /* Do ray offset (heavy stuff) only for close to be terminated triangles: * offset_cutoff = 0.1f means that 10-20% of rays will be affected. Also * make a smooth transition near the threshold. */ if (offset_cutoff > 0.0f) { float NL = dot(sd->N, L); const bool transmit = (NL < 0.0f); if (NL < 0) { NL = -NL; } const float3 Ng = (transmit ? -sd->Ng : sd->Ng); const float NgL = dot(Ng, L); const float offset_amount = (NL < offset_cutoff) ? clamp(2.0f - (NgL + NL) / offset_cutoff, 0.0f, 1.0f) : clamp(1.0f - NgL / offset_cutoff, 0.0f, 1.0f); if (offset_amount > 0.0f) { P += shadow_ray_smooth_surface_offset(kg, sd, Ng) * offset_amount; /* Only skip self intersections if light direction and geometric normal point in the same * direction, otherwise we're meant to hit this surface. */ *r_skip_self = (NgL > 0.0f); } } } return P; } ccl_device_inline void shadow_ray_setup(ccl_private const ShaderData *ccl_restrict sd, ccl_private const LightSample *ccl_restrict ls, const float3 P, ccl_private Ray *ray, const bool skip_self) { if (ls->shader & SHADER_CAST_SHADOW) { /* setup ray */ ray->P = P; if (ls->t == FLT_MAX) { /* distant light */ ray->D = ls->D; ray->t = ls->t; } else { /* other lights, avoid self-intersection */ ray->D = ls->P - P; ray->D = normalize_len(ray->D, &ray->t); } } else { /* signal to not cast shadow ray */ ray->P = zero_float3(); ray->D = zero_float3(); ray->t = 0.0f; } ray->dP = differential_make_compact(sd->dP); ray->dD = differential_zero_compact(); ray->time = sd->time; /* Fill in intersection surface and light details. */ ray->self.object = (skip_self) ? sd->object : OBJECT_NONE; ray->self.prim = (skip_self) ? sd->prim : PRIM_NONE; ray->self.light_object = ls->object; ray->self.light_prim = ls->prim; } /* Create shadow ray towards light sample. */ ccl_device_inline void light_sample_to_surface_shadow_ray( KernelGlobals kg, ccl_private const ShaderData *ccl_restrict sd, ccl_private const LightSample *ccl_restrict ls, ccl_private Ray *ray) { bool skip_self = true; const float3 P = shadow_ray_offset(kg, sd, ls->D, &skip_self); shadow_ray_setup(sd, ls, P, ray, skip_self); } /* Create shadow ray towards light sample. */ ccl_device_inline void light_sample_to_volume_shadow_ray( KernelGlobals kg, ccl_private const ShaderData *ccl_restrict sd, ccl_private const LightSample *ccl_restrict ls, const float3 P, ccl_private Ray *ray) { shadow_ray_setup(sd, ls, P, ray, false); } ccl_device_inline float light_sample_mis_weight_forward(KernelGlobals kg, const float forward_pdf, const float nee_pdf) { #ifdef WITH_CYCLES_DEBUG if (kernel_data.integrator.direct_light_sampling_type == DIRECT_LIGHT_SAMPLING_FORWARD) { return 1.0f; } else if (kernel_data.integrator.direct_light_sampling_type == DIRECT_LIGHT_SAMPLING_NEE) { return 0.0f; } else #endif return power_heuristic(forward_pdf, nee_pdf); } ccl_device_inline float light_sample_mis_weight_nee(KernelGlobals kg, const float nee_pdf, const float forward_pdf) { #ifdef WITH_CYCLES_DEBUG if (kernel_data.integrator.direct_light_sampling_type == DIRECT_LIGHT_SAMPLING_FORWARD) { return 0.0f; } else if (kernel_data.integrator.direct_light_sampling_type == DIRECT_LIGHT_SAMPLING_NEE) { return 1.0f; } else #endif return power_heuristic(nee_pdf, forward_pdf); } CCL_NAMESPACE_END