/* * 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; float3 eval; if(ls->type == LIGHT_BACKGROUND) { Ray ray; ray.D = ls->D; ray.P = ls->P; ray.dP.dx = make_float3(0.0f, 0.0f, 0.0f); ray.dP.dy = make_float3(0.0f, 0.0f, 0.0f); shader_setup_from_background(kg, &sd, &ray); eval = shader_eval_background(kg, &sd, 0); } else { 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); /* 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, int lindex, float randt, float rando, float randu, float randv, Ray *ray, float3 *eval) { LightSample ls; float pdf = -1.0f; #ifdef __MULTI_LIGHT__ if(lindex != -1) { /* sample position on a specified light */ light_select(kg, lindex, randu, randv, sd->P, &ls, &pdf); } else #endif { /* sample a light and position on int */ light_sample(kg, randt, randu, randv, sd->P, &ls, &pdf); } /* compute pdf */ if(pdf < 0.0f) pdf = light_sample_pdf(kg, &ls, -ls.D, ls.t); if(pdf == 0.0f) return false; /* evaluate closure */ *eval = direct_emissive_eval(kg, rando, &ls, randu, randv, -ls.D); if(is_zero(*eval)) return false; /* todo: use visbility flag to skip lights */ /* evaluate BSDF at shading point */ float bsdf_pdf; float3 bsdf_eval = shader_bsdf_eval(kg, sd, ls.D, &bsdf_pdf); *eval *= bsdf_eval/pdf; if(is_zero(*eval)) return false; if(ls.prim != ~0 || ls.type == LIGHT_BACKGROUND) { /* multiple importance sampling */ float mis_weight = power_heuristic(pdf, bsdf_pdf); *eval *= mis_weight; } /* todo: clean up these weights */ else if(ls.shader & SHADER_AREA_LIGHT) *eval *= 0.25f; /* area lamp */ else if(ls.t != FLT_MAX) *eval *= 0.25f*M_1_PI_F; /* point lamp */ if(ls.shader & SHADER_CAST_SHADOW) { /* setup ray */ ray->P = ray_offset(sd->P, 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); } } else { /* signal to not cast shadow ray */ ray->t = 0.0f; } 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_MIS_SKIP) && (sd->flag & SD_SAMPLE_AS_LIGHT)) { /* 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 Background */ __device float3 indirect_background(KernelGlobals *kg, Ray *ray, int path_flag, float bsdf_pdf) { #ifdef __BACKGROUND__ /* evaluate background closure */ ShaderData sd; shader_setup_from_background(kg, &sd, ray); float3 L = shader_eval_background(kg, &sd, path_flag); shader_release(kg, &sd); /* check if background light exists or if we should skip pdf */ int res = kernel_data.integrator.pdf_background_res; if(!(path_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(bsdf_pdf, pdf); return L*mis_weight; } return L; #else return make_float3(0.8f, 0.8f, 0.8f); #endif } CCL_NAMESPACE_END