blender/intern/cycles/kernel/kernel_emission.h
Brecht Van Lommel ebc653463d Cycles:
* Fix missing update when editing objects with emission materials.
* Fix preview pass rendering set to 1 not showing full resolution.
* Fix CUDA runtime compiling failing due to missing cache directory.
* Use settings from first render layer for visibility and material override.

And a bunch of incomplete and still disabled code mostly related to closure
sampling.
2011-09-12 13:13:56 +00:00

142 lines
3.5 KiB
C

/*
* 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, int lindex,
float randt, float rando, float randu, float randv, Ray *ray, float3 *eval)
{
LightSample ls;
#ifdef __MULTI_LIGHT__
if(lindex != -1) {
/* sample position on a specified light */
light_select(kg, lindex, randu, randv, sd->P, &ls);
}
else
#endif
{
/* sample a light and position on int */
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_sample_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;
/* todo: use visbility flag to skip lights */
/* 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;
}
#if 0
/* todo: implement this in light */
bool no_shadow = true;
if(no_shadow) {
ray->t = 0.0f;
}
else {
#endif
/* 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);
#if 0
}
#endif
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