forked from bartvdbraak/blender
ebc653463d
* 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.
266 lines
6.5 KiB
C++
266 lines
6.5 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "device.h"
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#include "light.h"
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#include "mesh.h"
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#include "object.h"
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#include "scene.h"
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#include "shader.h"
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#include "util_foreach.h"
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#include "util_progress.h"
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CCL_NAMESPACE_BEGIN
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/* Light */
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Light::Light()
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{
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co = make_float3(0.0f, 0.0f, 0.0f);
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radius = 0.0f;
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shader = 0;
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}
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void Light::tag_update(Scene *scene)
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{
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scene->light_manager->need_update = true;
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}
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/* Light Manager */
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LightManager::LightManager()
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{
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need_update = true;
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}
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LightManager::~LightManager()
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{
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}
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void LightManager::device_update_distribution(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
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{
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/* option to always sample all point lights */
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bool multi_light = false;
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/* count */
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size_t num_lights = scene->lights.size();
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size_t num_triangles = 0;
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foreach(Object *object, scene->objects) {
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Mesh *mesh = object->mesh;
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bool have_emission = false;
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/* skip if we have no emission shaders */
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foreach(uint sindex, mesh->used_shaders) {
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if(scene->shaders[sindex]->has_surface_emission) {
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have_emission = true;
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break;
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}
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}
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/* count triangles */
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if(have_emission) {
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for(size_t i = 0; i < mesh->triangles.size(); i++) {
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Shader *shader = scene->shaders[mesh->shader[i]];
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if(shader->has_surface_emission)
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num_triangles++;
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}
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}
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}
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size_t num_distribution = num_triangles;
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if(!multi_light)
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num_distribution += num_lights;
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/* emission area */
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float4 *distribution = dscene->light_distribution.resize(num_distribution + 1);
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float totarea = 0.0f;
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/* triangles */
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size_t offset = 0;
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size_t j = 0;
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foreach(Object *object, scene->objects) {
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Mesh *mesh = object->mesh;
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bool have_emission = false;
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/* skip if we have no emission shaders */
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foreach(uint sindex, mesh->used_shaders) {
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if(scene->shaders[sindex]->has_surface_emission) {
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have_emission = true;
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break;
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}
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}
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/* sum area */
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if(have_emission) {
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Transform tfm = object->tfm;
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int object_id = (mesh->transform_applied)? -j-1: j;
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for(size_t i = 0; i < mesh->triangles.size(); i++) {
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Shader *shader = scene->shaders[mesh->shader[i]];
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if(shader->has_surface_emission) {
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distribution[offset].x = totarea;
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distribution[offset].y = __int_as_float(i + mesh->tri_offset);
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distribution[offset].z = 1.0f;
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distribution[offset].w = __int_as_float(object_id);
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offset++;
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Mesh::Triangle t = mesh->triangles[i];
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float3 p1 = transform(&tfm, mesh->verts[t.v[0]]);
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float3 p2 = transform(&tfm, mesh->verts[t.v[1]]);
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float3 p3 = transform(&tfm, mesh->verts[t.v[2]]);
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totarea += triangle_area(p1, p2, p3);
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}
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}
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}
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if(progress.get_cancel()) return;
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j++;
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}
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float trianglearea = totarea;
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/* point lights */
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if(!multi_light) {
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float lightarea = (totarea > 0.0f)? totarea/scene->lights.size(): 1.0f;
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for(size_t i = 0; i < scene->lights.size(); i++, offset++) {
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distribution[offset].x = totarea;
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distribution[offset].y = __int_as_float(-i-1);
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distribution[offset].z = 1.0f;
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distribution[offset].w = scene->lights[i]->radius;
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totarea += lightarea;
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}
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}
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/* normalize cumulative distribution functions */
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distribution[num_distribution].x = totarea;
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distribution[num_distribution].y = 0.0f;
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distribution[num_distribution].z = 0.0f;
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distribution[num_distribution].w = 0.0f;
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if(totarea > 0.0f) {
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for(size_t i = 0; i < num_distribution; i++)
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distribution[i].x /= totarea;
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distribution[num_distribution].x = 1.0f;
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}
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if(progress.get_cancel()) return;
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/* update device */
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KernelIntegrator *kintegrator = &dscene->data.integrator;
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kintegrator->use_emission = (totarea > 0.0f) || (multi_light && num_lights);
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if(kintegrator->use_emission) {
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/* number of emissives */
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kintegrator->num_distribution = (totarea > 0.0f)? num_distribution: 0;
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/* precompute pdfs */
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kintegrator->pdf_triangles = 0.0f;
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kintegrator->pdf_lights = 0.0f;
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if(multi_light) {
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/* sample one of all triangles and all lights */
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kintegrator->num_all_lights = num_lights;
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if(trianglearea > 0.0f)
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kintegrator->pdf_triangles = 1.0f/trianglearea;
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if(num_lights)
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kintegrator->pdf_lights = 1.0f;
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}
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else {
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/* sample one, with 0.5 probability of light or triangle */
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kintegrator->num_all_lights = 0;
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if(trianglearea > 0.0f) {
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kintegrator->pdf_triangles = 1.0f/trianglearea;
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if(num_lights)
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kintegrator->pdf_triangles *= 0.5f;
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}
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if(num_lights) {
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kintegrator->pdf_lights = 1.0f/num_lights;
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if(trianglearea > 0.0f)
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kintegrator->pdf_lights *= 0.5f;
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}
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}
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/* CDF */
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device->tex_alloc("__light_distribution", dscene->light_distribution);
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}
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else
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dscene->light_distribution.clear();
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}
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void LightManager::device_update_points(Device *device, DeviceScene *dscene, Scene *scene)
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{
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if(scene->lights.size() == 0)
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return;
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float4 *light_point = dscene->light_point.resize(scene->lights.size());
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for(size_t i = 0; i < scene->lights.size(); i++) {
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float3 co = scene->lights[i]->co;
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int shader_id = scene->shader_manager->get_shader_id(scene->lights[i]->shader);
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light_point[i] = make_float4(co.x, co.y, co.z, __int_as_float(shader_id));
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}
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device->tex_alloc("__light_point", dscene->light_point);
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}
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void LightManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
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{
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if(!need_update)
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return;
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device_free(device, dscene);
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device_update_points(device, dscene, scene);
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if(progress.get_cancel()) return;
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device_update_distribution(device, dscene, scene, progress);
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if(progress.get_cancel()) return;
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need_update = false;
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}
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void LightManager::device_free(Device *device, DeviceScene *dscene)
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{
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device->tex_free(dscene->light_distribution);
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device->tex_free(dscene->light_point);
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dscene->light_distribution.clear();
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dscene->light_point.clear();
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}
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void LightManager::tag_update(Scene *scene)
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{
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need_update = true;
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}
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CCL_NAMESPACE_END
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