/* * 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_noinline float3 direct_emissive_eval(KernelGlobals *kg, float rando, LightSample *ls, float u, float v, float3 I, differential3 dI, float t, float time) { /* setup shading at emitter */ ShaderData sd; float3 eval; #ifdef __BACKGROUND_MIS__ if(ls->type == LIGHT_BACKGROUND) { Ray ray; ray.D = ls->D; ray.P = ls->P; ray.t = 1.0f; #ifdef __OBJECT_MOTION__ ray.time = time; #endif ray.dP = differential3_zero(); ray.dD = dI; #ifdef __CAMERA_MOTION__ ray.time = time; #endif shader_setup_from_background(kg, &sd, &ray); eval = shader_eval_background(kg, &sd, 0, SHADER_CONTEXT_EMISSION); } else #endif { #ifdef __HAIR__ if(ls->type == LIGHT_STRAND) shader_setup_from_sample(kg, &sd, ls->P, ls->Ng, I, ls->shader, ls->object, ls->prim, u, v, t, time, ls->prim); else #endif shader_setup_from_sample(kg, &sd, ls->P, ls->Ng, I, ls->shader, ls->object, ls->prim, u, v, t, time, ~0); 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, SHADER_CONTEXT_EMISSION); /* evaluate emissive closure */ if(sd.flag & SD_EMISSION) eval = shader_emissive_eval(kg, &sd); else eval = make_float3(0.0f, 0.0f, 0.0f); } eval *= ls->eval_fac; return eval; } __device_noinline bool direct_emission(KernelGlobals *kg, ShaderData *sd, int lindex, float randt, float rando, float randu, float randv, Ray *ray, BsdfEval *eval, bool *is_lamp) { LightSample ls; #ifdef __NON_PROGRESSIVE__ 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->time, sd->P, &ls); } if(ls.pdf == 0.0f) return false; /* todo: implement */ differential3 dD = differential3_zero(); /* evaluate closure */ float3 light_eval = direct_emissive_eval(kg, rando, &ls, randu, randv, -ls.D, dD, ls.t, sd->time); if(is_zero(light_eval)) return false; /* todo: use visbility flag to skip lights */ /* evaluate BSDF at shading point */ float bsdf_pdf; shader_bsdf_eval(kg, sd, ls.D, eval, &bsdf_pdf); if(ls.shader & SHADER_USE_MIS) { /* multiple importance sampling */ float mis_weight = power_heuristic(ls.pdf, bsdf_pdf); light_eval *= mis_weight; } bsdf_eval_mul(eval, light_eval/ls.pdf); if(bsdf_eval_is_zero(eval)) return false; if(ls.shader & SHADER_CAST_SHADOW) { /* setup ray */ bool transmit = (dot(sd->Ng, ls.D) < 0.0f); ray->P = ray_offset(sd->P, (transmit)? -sd->Ng: 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); } ray->dP = sd->dP; ray->dD = differential3_zero(); } else { /* signal to not cast shadow ray */ ray->t = 0.0f; } /* return if it's a lamp for shadow pass */ *is_lamp = (ls.prim == ~0 && ls.type != LIGHT_BACKGROUND); return true; } /* Indirect Primitive Emission */ __device_noinline float3 indirect_primitive_emission(KernelGlobals *kg, ShaderData *sd, float t, int path_flag, float bsdf_pdf) { /* evaluate emissive closure */ float3 L = shader_emissive_eval(kg, sd); #ifdef __HAIR__ if(!(path_flag & PATH_RAY_MIS_SKIP) && (sd->flag & SD_SAMPLE_AS_LIGHT) && (sd->segment == ~0)) { #else if(!(path_flag & PATH_RAY_MIS_SKIP) && (sd->flag & SD_SAMPLE_AS_LIGHT)) { #endif /* 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 Lamp Emission */ __device_noinline bool indirect_lamp_emission(KernelGlobals *kg, Ray *ray, int path_flag, float bsdf_pdf, float randt, float3 *emission) { LightSample ls; int lamp = lamp_light_eval_sample(kg, randt); if(lamp == ~0) return false; if(!lamp_light_eval(kg, lamp, ray->P, ray->D, ray->t, &ls)) return false; /* todo: missing texture coordinates */ float u = 0.0f; float v = 0.0f; float3 L = direct_emissive_eval(kg, 0.0f, &ls, u, v, -ray->D, ray->dD, ls.t, ray->time); if(!(path_flag & PATH_RAY_MIS_SKIP)) { /* multiple importance sampling, get regular light pdf, * and compute weight with respect to BSDF pdf */ float mis_weight = power_heuristic(bsdf_pdf, ls.pdf); L *= mis_weight; } *emission = L; return true; } /* Indirect Background */ __device_noinline 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_CONTEXT_EMISSION); #ifdef __BACKGROUND_MIS__ /* 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; } #endif return L; #else return make_float3(0.8f, 0.8f, 0.8f); #endif } CCL_NAMESPACE_END