blender/intern/cycles/kernel/svm/svm_ies.h
Patrick Mours 2b999c6a68 Cycles: change svm node decoding for more efficient code generation on GPU
These functions no longer accept NULL. They were renamed for clarity and to
avoid hidden merge issues.

Ref D5363
2019-08-26 10:26:53 +02:00

122 lines
4.8 KiB
C

/*
* 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
/* IES Light */
ccl_device_inline float interpolate_ies_vertical(
KernelGlobals *kg, int ofs, int v, int v_num, float v_frac, int h)
{
/* Since lookups are performed in spherical coordinates, clamping the coordinates at the low end
* of v (corresponding to the north pole) would result in artifacts. The proper way of dealing
* with this would be to lookup the corresponding value on the other side of the pole, but since
* the horizontal coordinates might be nonuniform, this would require yet another interpolation.
* Therefore, the assumption is made that the light is going to be symmetrical, which means that
* we can just take the corresponding value at the current horizontal coordinate. */
#define IES_LOOKUP(v) kernel_tex_fetch(__ies, ofs + h * v_num + (v))
/* If v is zero, assume symmetry and read at v=1 instead of v=-1. */
float a = IES_LOOKUP((v == 0) ? 1 : v - 1);
float b = IES_LOOKUP(v);
float c = IES_LOOKUP(v + 1);
float d = IES_LOOKUP(min(v + 2, v_num - 1));
#undef IES_LOOKUP
return cubic_interp(a, b, c, d, v_frac);
}
ccl_device_inline float kernel_ies_interp(KernelGlobals *kg,
int slot,
float h_angle,
float v_angle)
{
/* Find offset of the IES data in the table. */
int ofs = __float_as_int(kernel_tex_fetch(__ies, slot));
if (ofs == -1) {
return 100.0f;
}
int h_num = __float_as_int(kernel_tex_fetch(__ies, ofs++));
int v_num = __float_as_int(kernel_tex_fetch(__ies, ofs++));
#define IES_LOOKUP_ANGLE_H(h) kernel_tex_fetch(__ies, ofs + (h))
#define IES_LOOKUP_ANGLE_V(v) kernel_tex_fetch(__ies, ofs + h_num + (v))
/* Check whether the angle is within the bounds of the IES texture. */
if (v_angle >= IES_LOOKUP_ANGLE_V(v_num - 1)) {
return 0.0f;
}
kernel_assert(v_angle >= IES_LOOKUP_ANGLE_V(0));
kernel_assert(h_angle >= IES_LOOKUP_ANGLE_H(0));
kernel_assert(h_angle <= IES_LOOKUP_ANGLE_H(h_num - 1));
/* Lookup the angles to find the table position. */
int h_i, v_i;
/* TODO(lukas): Consider using bisection.
* Probably not worth it for the vast majority of IES files. */
for (h_i = 0; IES_LOOKUP_ANGLE_H(h_i + 1) < h_angle; h_i++)
;
for (v_i = 0; IES_LOOKUP_ANGLE_V(v_i + 1) < v_angle; v_i++)
;
float h_frac = inverse_lerp(IES_LOOKUP_ANGLE_H(h_i), IES_LOOKUP_ANGLE_H(h_i + 1), h_angle);
float v_frac = inverse_lerp(IES_LOOKUP_ANGLE_V(v_i), IES_LOOKUP_ANGLE_V(v_i + 1), v_angle);
#undef IES_LOOKUP_ANGLE_H
#undef IES_LOOKUP_ANGLE_V
/* Skip forward to the actual intensity data. */
ofs += h_num + v_num;
/* Perform cubic interpolation along the horizontal coordinate to get the intensity value.
* If h_i is zero, just wrap around since the horizontal angles always go over the full circle.
* However, the last entry (360°) equals the first one, so we need to wrap around to the one
* before that. */
float a = interpolate_ies_vertical(
kg, ofs, v_i, v_num, v_frac, (h_i == 0) ? h_num - 2 : h_i - 1);
float b = interpolate_ies_vertical(kg, ofs, v_i, v_num, v_frac, h_i);
float c = interpolate_ies_vertical(kg, ofs, v_i, v_num, v_frac, h_i + 1);
/* Same logic here, wrap around to the second element if necessary. */
float d = interpolate_ies_vertical(
kg, ofs, v_i, v_num, v_frac, (h_i + 2 == h_num) ? 1 : h_i + 2);
/* Cubic interpolation can result in negative values, so get rid of them. */
return max(cubic_interp(a, b, c, d, h_frac), 0.0f);
}
ccl_device void svm_node_ies(
KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
{
uint vector_offset, strength_offset, fac_offset, slot = node.z;
svm_unpack_node_uchar3(node.y, &strength_offset, &vector_offset, &fac_offset);
float3 vector = stack_load_float3(stack, vector_offset);
float strength = stack_load_float_default(stack, strength_offset, node.w);
vector = normalize(vector);
float v_angle = safe_acosf(-vector.z);
float h_angle = atan2f(vector.x, vector.y) + M_PI_F;
float fac = strength * kernel_ies_interp(kg, slot, h_angle, v_angle);
if (stack_valid(fac_offset)) {
stack_store_float(stack, fac_offset, fac);
}
}
CCL_NAMESPACE_END