forked from bartvdbraak/blender
68dd7617d7
Ref D8237, T78710
1155 lines
35 KiB
C++
1155 lines
35 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "render/light.h"
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#include "device/device.h"
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#include "render/background.h"
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#include "render/film.h"
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#include "render/graph.h"
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#include "render/integrator.h"
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#include "render/mesh.h"
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#include "render/nodes.h"
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#include "render/object.h"
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#include "render/scene.h"
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#include "render/shader.h"
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#include "render/stats.h"
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#include "util/util_foreach.h"
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#include "util/util_hash.h"
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#include "util/util_logging.h"
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#include "util/util_path.h"
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#include "util/util_progress.h"
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#include "util/util_task.h"
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CCL_NAMESPACE_BEGIN
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static void shade_background_pixels(Device *device,
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DeviceScene *dscene,
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int width,
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int height,
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vector<float3> &pixels,
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Progress &progress)
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{
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/* create input */
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device_vector<uint4> d_input(device, "background_input", MEM_READ_ONLY);
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device_vector<float4> d_output(device, "background_output", MEM_READ_WRITE);
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uint4 *d_input_data = d_input.alloc(width * height);
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for (int y = 0; y < height; y++) {
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for (int x = 0; x < width; x++) {
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float u = (x + 0.5f) / width;
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float v = (y + 0.5f) / height;
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uint4 in = make_uint4(__float_as_int(u), __float_as_int(v), 0, 0);
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d_input_data[x + y * width] = in;
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}
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}
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/* compute on device */
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d_output.alloc(width * height);
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d_output.zero_to_device();
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d_input.copy_to_device();
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device->const_copy_to("__data", &dscene->data, sizeof(dscene->data));
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DeviceTask main_task(DeviceTask::SHADER);
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main_task.shader_input = d_input.device_pointer;
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main_task.shader_output = d_output.device_pointer;
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main_task.shader_eval_type = SHADER_EVAL_BACKGROUND;
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main_task.shader_x = 0;
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main_task.shader_w = width * height;
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main_task.num_samples = 1;
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main_task.get_cancel = function_bind(&Progress::get_cancel, &progress);
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/* disabled splitting for now, there's an issue with multi-GPU mem_copy_from */
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list<DeviceTask> split_tasks;
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main_task.split(split_tasks, 1, 128 * 128);
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foreach (DeviceTask &task, split_tasks) {
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device->task_add(task);
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device->task_wait();
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d_output.copy_from_device(task.shader_x, 1, task.shader_w);
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}
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d_input.free();
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float4 *d_output_data = d_output.data();
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pixels.resize(width * height);
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for (int y = 0; y < height; y++) {
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for (int x = 0; x < width; x++) {
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pixels[y * width + x].x = d_output_data[y * width + x].x;
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pixels[y * width + x].y = d_output_data[y * width + x].y;
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pixels[y * width + x].z = d_output_data[y * width + x].z;
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}
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}
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d_output.free();
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}
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/* Light */
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NODE_DEFINE(Light)
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{
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NodeType *type = NodeType::add("light", create);
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static NodeEnum type_enum;
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type_enum.insert("point", LIGHT_POINT);
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type_enum.insert("distant", LIGHT_DISTANT);
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type_enum.insert("background", LIGHT_BACKGROUND);
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type_enum.insert("area", LIGHT_AREA);
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type_enum.insert("spot", LIGHT_SPOT);
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SOCKET_ENUM(light_type, "Type", type_enum, LIGHT_POINT);
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SOCKET_COLOR(strength, "Strength", one_float3());
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SOCKET_POINT(co, "Co", zero_float3());
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SOCKET_VECTOR(dir, "Dir", zero_float3());
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SOCKET_FLOAT(size, "Size", 0.0f);
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SOCKET_FLOAT(angle, "Angle", 0.0f);
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SOCKET_VECTOR(axisu, "Axis U", zero_float3());
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SOCKET_FLOAT(sizeu, "Size U", 1.0f);
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SOCKET_VECTOR(axisv, "Axis V", zero_float3());
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SOCKET_FLOAT(sizev, "Size V", 1.0f);
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SOCKET_BOOLEAN(round, "Round", false);
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SOCKET_INT(map_resolution, "Map Resolution", 0);
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SOCKET_FLOAT(spot_angle, "Spot Angle", M_PI_4_F);
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SOCKET_FLOAT(spot_smooth, "Spot Smooth", 0.0f);
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SOCKET_TRANSFORM(tfm, "Transform", transform_identity());
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SOCKET_BOOLEAN(cast_shadow, "Cast Shadow", true);
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SOCKET_BOOLEAN(use_mis, "Use Mis", false);
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SOCKET_BOOLEAN(use_diffuse, "Use Diffuse", true);
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SOCKET_BOOLEAN(use_glossy, "Use Glossy", true);
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SOCKET_BOOLEAN(use_transmission, "Use Transmission", true);
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SOCKET_BOOLEAN(use_scatter, "Use Scatter", true);
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SOCKET_INT(samples, "Samples", 1);
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SOCKET_INT(max_bounces, "Max Bounces", 1024);
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SOCKET_UINT(random_id, "Random ID", 0);
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SOCKET_BOOLEAN(is_portal, "Is Portal", false);
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SOCKET_BOOLEAN(is_enabled, "Is Enabled", true);
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SOCKET_NODE(shader, "Shader", &Shader::node_type);
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return type;
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}
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Light::Light() : Node(node_type)
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{
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}
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void Light::tag_update(Scene *scene)
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{
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if (is_modified()) {
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scene->light_manager->tag_update(scene, LightManager::LIGHT_MODIFIED);
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if (samples_is_modified()) {
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scene->integrator->tag_update(scene, Integrator::LIGHT_SAMPLES_MODIFIED);
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}
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}
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}
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bool Light::has_contribution(Scene *scene)
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{
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if (strength == zero_float3()) {
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return false;
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}
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if (is_portal) {
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return false;
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}
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if (light_type == LIGHT_BACKGROUND) {
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return true;
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}
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return (shader) ? shader->has_surface_emission : scene->default_light->has_surface_emission;
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}
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/* Light Manager */
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LightManager::LightManager()
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{
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update_flags = UPDATE_ALL;
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need_update_background = true;
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use_light_visibility = false;
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last_background_enabled = false;
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last_background_resolution = 0;
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}
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LightManager::~LightManager()
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{
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foreach (IESSlot *slot, ies_slots) {
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delete slot;
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}
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}
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bool LightManager::has_background_light(Scene *scene)
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{
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foreach (Light *light, scene->lights) {
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if (light->light_type == LIGHT_BACKGROUND && light->is_enabled) {
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return true;
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}
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}
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return false;
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}
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void LightManager::test_enabled_lights(Scene *scene)
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{
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/* Make all lights enabled by default, and perform some preliminary checks
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* needed for finer-tuning of settings (for example, check whether we've
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* got portals or not).
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*/
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bool has_portal = false, has_background = false;
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foreach (Light *light, scene->lights) {
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light->is_enabled = light->has_contribution(scene);
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has_portal |= light->is_portal;
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has_background |= light->light_type == LIGHT_BACKGROUND;
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}
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bool background_enabled = false;
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int background_resolution = 0;
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if (has_background) {
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/* Ignore background light if:
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* - If unsupported on a device
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* - If we don't need it (no HDRs etc.)
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*/
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Shader *shader = scene->background->get_shader(scene);
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const bool disable_mis = !(has_portal || shader->has_surface_spatial_varying);
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VLOG_IF(1, disable_mis) << "Background MIS has been disabled.\n";
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foreach (Light *light, scene->lights) {
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if (light->light_type == LIGHT_BACKGROUND) {
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light->is_enabled = !disable_mis;
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background_enabled = !disable_mis;
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background_resolution = light->map_resolution;
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}
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}
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}
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if (last_background_enabled != background_enabled ||
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last_background_resolution != background_resolution) {
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last_background_enabled = background_enabled;
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last_background_resolution = background_resolution;
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need_update_background = true;
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}
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}
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bool LightManager::object_usable_as_light(Object *object)
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{
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Geometry *geom = object->get_geometry();
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if (geom->geometry_type != Geometry::MESH && geom->geometry_type != Geometry::VOLUME) {
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return false;
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}
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/* Skip objects with NaNs */
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if (!object->bounds.valid()) {
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return false;
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}
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/* Skip if we are not visible for BSDFs. */
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if (!(object->get_visibility() & (PATH_RAY_DIFFUSE | PATH_RAY_GLOSSY | PATH_RAY_TRANSMIT))) {
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return false;
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}
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/* Skip if we have no emission shaders. */
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/* TODO(sergey): Ideally we want to avoid such duplicated loop, since it'll
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* iterate all geometry shaders twice (when counting and when calculating
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* triangle area.
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*/
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foreach (Node *node, geom->get_used_shaders()) {
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Shader *shader = static_cast<Shader *>(node);
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if (shader->get_use_mis() && shader->has_surface_emission) {
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return true;
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}
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}
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return false;
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}
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void LightManager::device_update_distribution(Device *,
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DeviceScene *dscene,
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Scene *scene,
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Progress &progress)
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{
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progress.set_status("Updating Lights", "Computing distribution");
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/* count */
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size_t num_lights = 0;
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size_t num_portals = 0;
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size_t num_background_lights = 0;
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size_t num_triangles = 0;
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bool background_mis = false;
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foreach (Light *light, scene->lights) {
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if (light->is_enabled) {
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num_lights++;
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}
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if (light->is_portal) {
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num_portals++;
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}
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}
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foreach (Object *object, scene->objects) {
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if (progress.get_cancel())
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return;
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if (!object_usable_as_light(object)) {
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continue;
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}
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/* Count triangles. */
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Mesh *mesh = static_cast<Mesh *>(object->get_geometry());
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size_t mesh_num_triangles = mesh->num_triangles();
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for (size_t i = 0; i < mesh_num_triangles; i++) {
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int shader_index = mesh->get_shader()[i];
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Shader *shader = (shader_index < mesh->get_used_shaders().size()) ?
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static_cast<Shader *>(mesh->get_used_shaders()[shader_index]) :
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scene->default_surface;
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if (shader->get_use_mis() && 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 + num_lights;
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VLOG(1) << "Total " << num_distribution << " of light distribution primitives.";
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/* emission area */
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KernelLightDistribution *distribution = dscene->light_distribution.alloc(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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int j = 0;
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foreach (Object *object, scene->objects) {
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if (progress.get_cancel())
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return;
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if (!object_usable_as_light(object)) {
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j++;
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continue;
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}
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/* Sum area. */
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Mesh *mesh = static_cast<Mesh *>(object->get_geometry());
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bool transform_applied = mesh->transform_applied;
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Transform tfm = object->get_tfm();
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int object_id = j;
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int shader_flag = 0;
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if (!(object->get_visibility() & PATH_RAY_DIFFUSE)) {
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shader_flag |= SHADER_EXCLUDE_DIFFUSE;
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use_light_visibility = true;
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}
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if (!(object->get_visibility() & PATH_RAY_GLOSSY)) {
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shader_flag |= SHADER_EXCLUDE_GLOSSY;
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use_light_visibility = true;
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}
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if (!(object->get_visibility() & PATH_RAY_TRANSMIT)) {
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shader_flag |= SHADER_EXCLUDE_TRANSMIT;
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use_light_visibility = true;
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}
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if (!(object->get_visibility() & PATH_RAY_VOLUME_SCATTER)) {
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shader_flag |= SHADER_EXCLUDE_SCATTER;
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use_light_visibility = true;
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}
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size_t mesh_num_triangles = mesh->num_triangles();
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for (size_t i = 0; i < mesh_num_triangles; i++) {
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int shader_index = mesh->get_shader()[i];
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Shader *shader = (shader_index < mesh->get_used_shaders().size()) ?
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static_cast<Shader *>(mesh->get_used_shaders()[shader_index]) :
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scene->default_surface;
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if (shader->get_use_mis() && shader->has_surface_emission) {
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distribution[offset].totarea = totarea;
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distribution[offset].prim = i + mesh->prim_offset;
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distribution[offset].mesh_light.shader_flag = shader_flag;
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distribution[offset].mesh_light.object_id = object_id;
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offset++;
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Mesh::Triangle t = mesh->get_triangle(i);
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if (!t.valid(&mesh->get_verts()[0])) {
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continue;
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}
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float3 p1 = mesh->get_verts()[t.v[0]];
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float3 p2 = mesh->get_verts()[t.v[1]];
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float3 p3 = mesh->get_verts()[t.v[2]];
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if (!transform_applied) {
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p1 = transform_point(&tfm, p1);
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p2 = transform_point(&tfm, p2);
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p3 = transform_point(&tfm, p3);
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}
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totarea += triangle_area(p1, p2, p3);
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}
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}
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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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float lightarea = (totarea > 0.0f) ? totarea / num_lights : 1.0f;
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bool use_lamp_mis = false;
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int light_index = 0;
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foreach (Light *light, scene->lights) {
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if (!light->is_enabled)
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continue;
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distribution[offset].totarea = totarea;
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distribution[offset].prim = ~light_index;
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distribution[offset].lamp.pad = 1.0f;
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distribution[offset].lamp.size = light->size;
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totarea += lightarea;
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if (light->light_type == LIGHT_DISTANT) {
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use_lamp_mis |= (light->angle > 0.0f && light->use_mis);
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}
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else if (light->light_type == LIGHT_POINT || light->light_type == LIGHT_SPOT) {
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use_lamp_mis |= (light->size > 0.0f && light->use_mis);
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}
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else if (light->light_type == LIGHT_AREA) {
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use_lamp_mis |= light->use_mis;
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}
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else if (light->light_type == LIGHT_BACKGROUND) {
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num_background_lights++;
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background_mis |= light->use_mis;
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}
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light_index++;
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offset++;
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}
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/* normalize cumulative distribution functions */
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distribution[num_distribution].totarea = totarea;
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distribution[num_distribution].prim = 0.0f;
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distribution[num_distribution].lamp.pad = 0.0f;
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distribution[num_distribution].lamp.size = 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].totarea /= totarea;
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distribution[num_distribution].totarea = 1.0f;
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}
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if (progress.get_cancel())
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return;
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/* update device */
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KernelIntegrator *kintegrator = &dscene->data.integrator;
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KernelBackground *kbackground = &dscene->data.background;
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KernelFilm *kfilm = &dscene->data.film;
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kintegrator->use_direct_light = (totarea > 0.0f);
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if (kintegrator->use_direct_light) {
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/* number of emissives */
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kintegrator->num_distribution = num_distribution;
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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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/* sample one, with 0.5 probability of light or triangle */
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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_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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kintegrator->use_lamp_mis = use_lamp_mis;
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/* bit of an ugly hack to compensate for emitting triangles influencing
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* amount of samples we get for this pass */
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kfilm->pass_shadow_scale = 1.0f;
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if (kintegrator->pdf_triangles != 0.0f)
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kfilm->pass_shadow_scale *= 0.5f;
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if (num_background_lights < num_lights)
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kfilm->pass_shadow_scale *= (float)(num_lights - num_background_lights) / (float)num_lights;
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/* CDF */
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dscene->light_distribution.copy_to_device();
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|
/* Portals */
|
|
if (num_portals > 0) {
|
|
kbackground->portal_offset = light_index;
|
|
kbackground->num_portals = num_portals;
|
|
kbackground->portal_weight = 1.0f;
|
|
}
|
|
else {
|
|
kbackground->num_portals = 0;
|
|
kbackground->portal_offset = 0;
|
|
kbackground->portal_weight = 0.0f;
|
|
}
|
|
|
|
/* Map */
|
|
kbackground->map_weight = background_mis ? 1.0f : 0.0f;
|
|
}
|
|
else {
|
|
dscene->light_distribution.free();
|
|
|
|
kintegrator->num_distribution = 0;
|
|
kintegrator->num_all_lights = 0;
|
|
kintegrator->pdf_triangles = 0.0f;
|
|
kintegrator->pdf_lights = 0.0f;
|
|
kintegrator->use_lamp_mis = false;
|
|
|
|
kbackground->num_portals = 0;
|
|
kbackground->portal_offset = 0;
|
|
kbackground->portal_weight = 0.0f;
|
|
kbackground->sun_weight = 0.0f;
|
|
kbackground->map_weight = 0.0f;
|
|
|
|
kfilm->pass_shadow_scale = 1.0f;
|
|
}
|
|
}
|
|
|
|
static void background_cdf(
|
|
int start, int end, int res_x, int res_y, const vector<float3> *pixels, float2 *cond_cdf)
|
|
{
|
|
int cdf_width = res_x + 1;
|
|
/* Conditional CDFs (rows, U direction). */
|
|
for (int i = start; i < end; i++) {
|
|
float sin_theta = sinf(M_PI_F * (i + 0.5f) / res_y);
|
|
float3 env_color = (*pixels)[i * res_x];
|
|
float ave_luminance = average(env_color);
|
|
|
|
cond_cdf[i * cdf_width].x = ave_luminance * sin_theta;
|
|
cond_cdf[i * cdf_width].y = 0.0f;
|
|
|
|
for (int j = 1; j < res_x; j++) {
|
|
env_color = (*pixels)[i * res_x + j];
|
|
ave_luminance = average(env_color);
|
|
|
|
cond_cdf[i * cdf_width + j].x = ave_luminance * sin_theta;
|
|
cond_cdf[i * cdf_width + j].y = cond_cdf[i * cdf_width + j - 1].y +
|
|
cond_cdf[i * cdf_width + j - 1].x / res_x;
|
|
}
|
|
|
|
const float cdf_total = cond_cdf[i * cdf_width + res_x - 1].y +
|
|
cond_cdf[i * cdf_width + res_x - 1].x / res_x;
|
|
|
|
/* stuff the total into the brightness value for the last entry, because
|
|
* we are going to normalize the CDFs to 0.0 to 1.0 afterwards */
|
|
cond_cdf[i * cdf_width + res_x].x = cdf_total;
|
|
|
|
if (cdf_total > 0.0f) {
|
|
const float cdf_total_inv = 1.0f / cdf_total;
|
|
for (int j = 1; j < res_x; j++) {
|
|
cond_cdf[i * cdf_width + j].y *= cdf_total_inv;
|
|
}
|
|
}
|
|
|
|
cond_cdf[i * cdf_width + res_x].y = 1.0f;
|
|
}
|
|
}
|
|
|
|
void LightManager::device_update_background(Device *device,
|
|
DeviceScene *dscene,
|
|
Scene *scene,
|
|
Progress &progress)
|
|
{
|
|
KernelBackground *kbackground = &dscene->data.background;
|
|
Light *background_light = NULL;
|
|
|
|
/* find background light */
|
|
foreach (Light *light, scene->lights) {
|
|
if (light->light_type == LIGHT_BACKGROUND) {
|
|
background_light = light;
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* no background light found, signal renderer to skip sampling */
|
|
if (!background_light || !background_light->is_enabled) {
|
|
kbackground->map_res_x = 0;
|
|
kbackground->map_res_y = 0;
|
|
kbackground->map_weight = 0.0f;
|
|
kbackground->sun_weight = 0.0f;
|
|
kbackground->use_mis = (kbackground->portal_weight > 0.0f);
|
|
return;
|
|
}
|
|
|
|
progress.set_status("Updating Lights", "Importance map");
|
|
|
|
assert(dscene->data.integrator.use_direct_light);
|
|
|
|
int2 environment_res = make_int2(0, 0);
|
|
Shader *shader = scene->background->get_shader(scene);
|
|
int num_suns = 0;
|
|
foreach (ShaderNode *node, shader->graph->nodes) {
|
|
if (node->type == EnvironmentTextureNode::node_type) {
|
|
EnvironmentTextureNode *env = (EnvironmentTextureNode *)node;
|
|
ImageMetaData metadata;
|
|
if (!env->handle.empty()) {
|
|
ImageMetaData metadata = env->handle.metadata();
|
|
environment_res.x = max(environment_res.x, metadata.width);
|
|
environment_res.y = max(environment_res.y, metadata.height);
|
|
}
|
|
}
|
|
if (node->type == SkyTextureNode::node_type) {
|
|
SkyTextureNode *sky = (SkyTextureNode *)node;
|
|
if (sky->get_sky_type() == NODE_SKY_NISHITA && sky->get_sun_disc()) {
|
|
/* Ensure that the input coordinates aren't transformed before they reach the node.
|
|
* If that is the case, the logic used for sampling the sun's location does not work
|
|
* and we have to fall back to map-based sampling. */
|
|
const ShaderInput *vec_in = sky->input("Vector");
|
|
if (vec_in && vec_in->link && vec_in->link->parent) {
|
|
ShaderNode *vec_src = vec_in->link->parent;
|
|
if ((vec_src->type != TextureCoordinateNode::node_type) ||
|
|
(vec_in->link != vec_src->output("Generated"))) {
|
|
environment_res.x = max(environment_res.x, 4096);
|
|
environment_res.y = max(environment_res.y, 2048);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
/* Determine sun direction from lat/long and texture mapping. */
|
|
float latitude = sky->get_sun_elevation();
|
|
float longitude = M_2PI_F - sky->get_sun_rotation() + M_PI_2_F;
|
|
float3 sun_direction = make_float3(
|
|
cosf(latitude) * cosf(longitude), cosf(latitude) * sinf(longitude), sinf(latitude));
|
|
Transform sky_transform = transform_inverse(sky->tex_mapping.compute_transform());
|
|
sun_direction = transform_direction(&sky_transform, sun_direction);
|
|
|
|
/* Pack sun direction and size. */
|
|
float half_angle = sky->get_sun_size() * 0.5f;
|
|
kbackground->sun = make_float4(
|
|
sun_direction.x, sun_direction.y, sun_direction.z, half_angle);
|
|
|
|
kbackground->sun_weight = 4.0f;
|
|
environment_res.x = max(environment_res.x, 512);
|
|
environment_res.y = max(environment_res.y, 256);
|
|
num_suns++;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* If there's more than one sun, fall back to map sampling instead. */
|
|
if (num_suns != 1) {
|
|
kbackground->sun_weight = 0.0f;
|
|
environment_res.x = max(environment_res.x, 4096);
|
|
environment_res.y = max(environment_res.y, 2048);
|
|
}
|
|
|
|
/* Enable MIS for background sampling if any strategy is active. */
|
|
kbackground->use_mis = (kbackground->portal_weight + kbackground->map_weight +
|
|
kbackground->sun_weight) > 0.0f;
|
|
|
|
/* get the resolution from the light's size (we stuff it in there) */
|
|
int2 res = make_int2(background_light->map_resolution, background_light->map_resolution / 2);
|
|
/* If the resolution isn't set manually, try to find an environment texture. */
|
|
if (res.x == 0) {
|
|
res = environment_res;
|
|
if (res.x > 0 && res.y > 0) {
|
|
VLOG(2) << "Automatically set World MIS resolution to " << res.x << " by " << res.y << "\n";
|
|
}
|
|
}
|
|
/* If it's still unknown, just use the default. */
|
|
if (res.x == 0 || res.y == 0) {
|
|
res = make_int2(1024, 512);
|
|
VLOG(2) << "Setting World MIS resolution to default\n";
|
|
}
|
|
kbackground->map_res_x = res.x;
|
|
kbackground->map_res_y = res.y;
|
|
|
|
vector<float3> pixels;
|
|
shade_background_pixels(device, dscene, res.x, res.y, pixels, progress);
|
|
|
|
if (progress.get_cancel())
|
|
return;
|
|
|
|
/* build row distributions and column distribution for the infinite area environment light */
|
|
int cdf_width = res.x + 1;
|
|
float2 *marg_cdf = dscene->light_background_marginal_cdf.alloc(res.y + 1);
|
|
float2 *cond_cdf = dscene->light_background_conditional_cdf.alloc(cdf_width * res.y);
|
|
|
|
double time_start = time_dt();
|
|
|
|
/* Create CDF in parallel. */
|
|
const int rows_per_task = divide_up(10240, res.x);
|
|
parallel_for(blocked_range<size_t>(0, res.y, rows_per_task),
|
|
[&](const blocked_range<size_t> &r) {
|
|
background_cdf(r.begin(), r.end(), res.x, res.y, &pixels, cond_cdf);
|
|
});
|
|
|
|
/* marginal CDFs (column, V direction, sum of rows) */
|
|
marg_cdf[0].x = cond_cdf[res.x].x;
|
|
marg_cdf[0].y = 0.0f;
|
|
|
|
for (int i = 1; i < res.y; i++) {
|
|
marg_cdf[i].x = cond_cdf[i * cdf_width + res.x].x;
|
|
marg_cdf[i].y = marg_cdf[i - 1].y + marg_cdf[i - 1].x / res.y;
|
|
}
|
|
|
|
float cdf_total = marg_cdf[res.y - 1].y + marg_cdf[res.y - 1].x / res.y;
|
|
marg_cdf[res.y].x = cdf_total;
|
|
|
|
if (cdf_total > 0.0f)
|
|
for (int i = 1; i < res.y; i++)
|
|
marg_cdf[i].y /= cdf_total;
|
|
|
|
marg_cdf[res.y].y = 1.0f;
|
|
|
|
VLOG(2) << "Background MIS build time " << time_dt() - time_start << "\n";
|
|
|
|
/* update device */
|
|
dscene->light_background_marginal_cdf.copy_to_device();
|
|
dscene->light_background_conditional_cdf.copy_to_device();
|
|
}
|
|
|
|
void LightManager::device_update_points(Device *, DeviceScene *dscene, Scene *scene)
|
|
{
|
|
int num_scene_lights = scene->lights.size();
|
|
|
|
int num_lights = 0;
|
|
foreach (Light *light, scene->lights) {
|
|
if (light->is_enabled || light->is_portal) {
|
|
num_lights++;
|
|
}
|
|
}
|
|
|
|
KernelLight *klights = dscene->lights.alloc(num_lights);
|
|
|
|
if (num_lights == 0) {
|
|
VLOG(1) << "No effective light, ignoring points update.";
|
|
return;
|
|
}
|
|
|
|
int light_index = 0;
|
|
|
|
foreach (Light *light, scene->lights) {
|
|
if (!light->is_enabled) {
|
|
continue;
|
|
}
|
|
|
|
float3 co = light->co;
|
|
Shader *shader = (light->shader) ? light->shader : scene->default_light;
|
|
int shader_id = scene->shader_manager->get_shader_id(shader);
|
|
int max_bounces = light->max_bounces;
|
|
float random = (float)light->random_id * (1.0f / (float)0xFFFFFFFF);
|
|
|
|
if (!light->cast_shadow)
|
|
shader_id &= ~SHADER_CAST_SHADOW;
|
|
|
|
if (!light->use_diffuse) {
|
|
shader_id |= SHADER_EXCLUDE_DIFFUSE;
|
|
use_light_visibility = true;
|
|
}
|
|
if (!light->use_glossy) {
|
|
shader_id |= SHADER_EXCLUDE_GLOSSY;
|
|
use_light_visibility = true;
|
|
}
|
|
if (!light->use_transmission) {
|
|
shader_id |= SHADER_EXCLUDE_TRANSMIT;
|
|
use_light_visibility = true;
|
|
}
|
|
if (!light->use_scatter) {
|
|
shader_id |= SHADER_EXCLUDE_SCATTER;
|
|
use_light_visibility = true;
|
|
}
|
|
|
|
klights[light_index].type = light->light_type;
|
|
klights[light_index].samples = light->samples;
|
|
klights[light_index].strength[0] = light->strength.x;
|
|
klights[light_index].strength[1] = light->strength.y;
|
|
klights[light_index].strength[2] = light->strength.z;
|
|
|
|
if (light->light_type == LIGHT_POINT) {
|
|
shader_id &= ~SHADER_AREA_LIGHT;
|
|
|
|
float radius = light->size;
|
|
float invarea = (radius > 0.0f) ? 1.0f / (M_PI_F * radius * radius) : 1.0f;
|
|
|
|
if (light->use_mis && radius > 0.0f)
|
|
shader_id |= SHADER_USE_MIS;
|
|
|
|
klights[light_index].co[0] = co.x;
|
|
klights[light_index].co[1] = co.y;
|
|
klights[light_index].co[2] = co.z;
|
|
|
|
klights[light_index].spot.radius = radius;
|
|
klights[light_index].spot.invarea = invarea;
|
|
}
|
|
else if (light->light_type == LIGHT_DISTANT) {
|
|
shader_id &= ~SHADER_AREA_LIGHT;
|
|
|
|
float angle = light->angle / 2.0f;
|
|
float radius = tanf(angle);
|
|
float cosangle = cosf(angle);
|
|
float area = M_PI_F * radius * radius;
|
|
float invarea = (area > 0.0f) ? 1.0f / area : 1.0f;
|
|
float3 dir = light->dir;
|
|
|
|
dir = safe_normalize(dir);
|
|
|
|
if (light->use_mis && area > 0.0f)
|
|
shader_id |= SHADER_USE_MIS;
|
|
|
|
klights[light_index].co[0] = dir.x;
|
|
klights[light_index].co[1] = dir.y;
|
|
klights[light_index].co[2] = dir.z;
|
|
|
|
klights[light_index].distant.invarea = invarea;
|
|
klights[light_index].distant.radius = radius;
|
|
klights[light_index].distant.cosangle = cosangle;
|
|
}
|
|
else if (light->light_type == LIGHT_BACKGROUND) {
|
|
uint visibility = scene->background->get_visibility();
|
|
|
|
shader_id &= ~SHADER_AREA_LIGHT;
|
|
shader_id |= SHADER_USE_MIS;
|
|
|
|
if (!(visibility & PATH_RAY_DIFFUSE)) {
|
|
shader_id |= SHADER_EXCLUDE_DIFFUSE;
|
|
use_light_visibility = true;
|
|
}
|
|
if (!(visibility & PATH_RAY_GLOSSY)) {
|
|
shader_id |= SHADER_EXCLUDE_GLOSSY;
|
|
use_light_visibility = true;
|
|
}
|
|
if (!(visibility & PATH_RAY_TRANSMIT)) {
|
|
shader_id |= SHADER_EXCLUDE_TRANSMIT;
|
|
use_light_visibility = true;
|
|
}
|
|
if (!(visibility & PATH_RAY_VOLUME_SCATTER)) {
|
|
shader_id |= SHADER_EXCLUDE_SCATTER;
|
|
use_light_visibility = true;
|
|
}
|
|
}
|
|
else if (light->light_type == LIGHT_AREA) {
|
|
float3 axisu = light->axisu * (light->sizeu * light->size);
|
|
float3 axisv = light->axisv * (light->sizev * light->size);
|
|
float area = len(axisu) * len(axisv);
|
|
if (light->round) {
|
|
area *= -M_PI_4_F;
|
|
}
|
|
float invarea = (area != 0.0f) ? 1.0f / area : 1.0f;
|
|
float3 dir = light->dir;
|
|
|
|
dir = safe_normalize(dir);
|
|
|
|
if (light->use_mis && area != 0.0f)
|
|
shader_id |= SHADER_USE_MIS;
|
|
|
|
klights[light_index].co[0] = co.x;
|
|
klights[light_index].co[1] = co.y;
|
|
klights[light_index].co[2] = co.z;
|
|
|
|
klights[light_index].area.axisu[0] = axisu.x;
|
|
klights[light_index].area.axisu[1] = axisu.y;
|
|
klights[light_index].area.axisu[2] = axisu.z;
|
|
klights[light_index].area.axisv[0] = axisv.x;
|
|
klights[light_index].area.axisv[1] = axisv.y;
|
|
klights[light_index].area.axisv[2] = axisv.z;
|
|
klights[light_index].area.invarea = invarea;
|
|
klights[light_index].area.dir[0] = dir.x;
|
|
klights[light_index].area.dir[1] = dir.y;
|
|
klights[light_index].area.dir[2] = dir.z;
|
|
}
|
|
else if (light->light_type == LIGHT_SPOT) {
|
|
shader_id &= ~SHADER_AREA_LIGHT;
|
|
|
|
float radius = light->size;
|
|
float invarea = (radius > 0.0f) ? 1.0f / (M_PI_F * radius * radius) : 1.0f;
|
|
float spot_angle = cosf(light->spot_angle * 0.5f);
|
|
float spot_smooth = (1.0f - spot_angle) * light->spot_smooth;
|
|
float3 dir = light->dir;
|
|
|
|
dir = safe_normalize(dir);
|
|
|
|
if (light->use_mis && radius > 0.0f)
|
|
shader_id |= SHADER_USE_MIS;
|
|
|
|
klights[light_index].co[0] = co.x;
|
|
klights[light_index].co[1] = co.y;
|
|
klights[light_index].co[2] = co.z;
|
|
|
|
klights[light_index].spot.radius = radius;
|
|
klights[light_index].spot.invarea = invarea;
|
|
klights[light_index].spot.spot_angle = spot_angle;
|
|
klights[light_index].spot.spot_smooth = spot_smooth;
|
|
klights[light_index].spot.dir[0] = dir.x;
|
|
klights[light_index].spot.dir[1] = dir.y;
|
|
klights[light_index].spot.dir[2] = dir.z;
|
|
}
|
|
|
|
klights[light_index].shader_id = shader_id;
|
|
|
|
klights[light_index].max_bounces = max_bounces;
|
|
klights[light_index].random = random;
|
|
|
|
klights[light_index].tfm = light->tfm;
|
|
klights[light_index].itfm = transform_inverse(light->tfm);
|
|
|
|
light_index++;
|
|
}
|
|
|
|
/* TODO(sergey): Consider moving portals update to their own function
|
|
* keeping this one more manageable.
|
|
*/
|
|
foreach (Light *light, scene->lights) {
|
|
if (!light->is_portal)
|
|
continue;
|
|
assert(light->light_type == LIGHT_AREA);
|
|
|
|
float3 co = light->co;
|
|
float3 axisu = light->axisu * (light->sizeu * light->size);
|
|
float3 axisv = light->axisv * (light->sizev * light->size);
|
|
float area = len(axisu) * len(axisv);
|
|
if (light->round) {
|
|
area *= -M_PI_4_F;
|
|
}
|
|
float invarea = (area != 0.0f) ? 1.0f / area : 1.0f;
|
|
float3 dir = light->dir;
|
|
|
|
dir = safe_normalize(dir);
|
|
|
|
klights[light_index].co[0] = co.x;
|
|
klights[light_index].co[1] = co.y;
|
|
klights[light_index].co[2] = co.z;
|
|
|
|
klights[light_index].area.axisu[0] = axisu.x;
|
|
klights[light_index].area.axisu[1] = axisu.y;
|
|
klights[light_index].area.axisu[2] = axisu.z;
|
|
klights[light_index].area.axisv[0] = axisv.x;
|
|
klights[light_index].area.axisv[1] = axisv.y;
|
|
klights[light_index].area.axisv[2] = axisv.z;
|
|
klights[light_index].area.invarea = invarea;
|
|
klights[light_index].area.dir[0] = dir.x;
|
|
klights[light_index].area.dir[1] = dir.y;
|
|
klights[light_index].area.dir[2] = dir.z;
|
|
klights[light_index].tfm = light->tfm;
|
|
klights[light_index].itfm = transform_inverse(light->tfm);
|
|
|
|
light_index++;
|
|
}
|
|
|
|
VLOG(1) << "Number of lights sent to the device: " << light_index;
|
|
|
|
VLOG(1) << "Number of lights without contribution: " << num_scene_lights - light_index;
|
|
|
|
dscene->lights.copy_to_device();
|
|
}
|
|
|
|
void LightManager::device_update(Device *device,
|
|
DeviceScene *dscene,
|
|
Scene *scene,
|
|
Progress &progress)
|
|
{
|
|
if (!need_update())
|
|
return;
|
|
|
|
scoped_callback_timer timer([scene](double time) {
|
|
if (scene->update_stats) {
|
|
scene->update_stats->light.times.add_entry({"device_update", time});
|
|
}
|
|
});
|
|
|
|
VLOG(1) << "Total " << scene->lights.size() << " lights.";
|
|
|
|
/* Detect which lights are enabled, also determines if we need to update the background. */
|
|
test_enabled_lights(scene);
|
|
|
|
device_free(device, dscene, need_update_background);
|
|
|
|
use_light_visibility = false;
|
|
|
|
device_update_points(device, dscene, scene);
|
|
if (progress.get_cancel())
|
|
return;
|
|
|
|
device_update_distribution(device, dscene, scene, progress);
|
|
if (progress.get_cancel())
|
|
return;
|
|
|
|
if (need_update_background) {
|
|
device_update_background(device, dscene, scene, progress);
|
|
if (progress.get_cancel())
|
|
return;
|
|
}
|
|
|
|
device_update_ies(dscene);
|
|
if (progress.get_cancel())
|
|
return;
|
|
|
|
scene->film->set_use_light_visibility(use_light_visibility);
|
|
|
|
update_flags = UPDATE_NONE;
|
|
need_update_background = false;
|
|
}
|
|
|
|
void LightManager::device_free(Device *, DeviceScene *dscene, const bool free_background)
|
|
{
|
|
dscene->light_distribution.free();
|
|
dscene->lights.free();
|
|
if (free_background) {
|
|
dscene->light_background_marginal_cdf.free();
|
|
dscene->light_background_conditional_cdf.free();
|
|
}
|
|
dscene->ies_lights.free();
|
|
}
|
|
|
|
void LightManager::tag_update(Scene * /*scene*/, uint32_t flag)
|
|
{
|
|
update_flags |= flag;
|
|
}
|
|
|
|
bool LightManager::need_update() const
|
|
{
|
|
return update_flags != UPDATE_NONE;
|
|
}
|
|
|
|
int LightManager::add_ies_from_file(const string &filename)
|
|
{
|
|
string content;
|
|
|
|
/* If the file can't be opened, call with an empty line */
|
|
if (filename.empty() || !path_read_text(filename.c_str(), content)) {
|
|
content = "\n";
|
|
}
|
|
|
|
return add_ies(content);
|
|
}
|
|
|
|
int LightManager::add_ies(const string &content)
|
|
{
|
|
uint hash = hash_string(content.c_str());
|
|
|
|
thread_scoped_lock ies_lock(ies_mutex);
|
|
|
|
/* Check whether this IES already has a slot. */
|
|
size_t slot;
|
|
for (slot = 0; slot < ies_slots.size(); slot++) {
|
|
if (ies_slots[slot]->hash == hash) {
|
|
ies_slots[slot]->users++;
|
|
return slot;
|
|
}
|
|
}
|
|
|
|
/* Try to find an empty slot for the new IES. */
|
|
for (slot = 0; slot < ies_slots.size(); slot++) {
|
|
if (ies_slots[slot]->users == 0 && ies_slots[slot]->hash == 0) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* If there's no free slot, add one. */
|
|
if (slot == ies_slots.size()) {
|
|
ies_slots.push_back(new IESSlot());
|
|
}
|
|
|
|
ies_slots[slot]->ies.load(content);
|
|
ies_slots[slot]->users = 1;
|
|
ies_slots[slot]->hash = hash;
|
|
|
|
update_flags = UPDATE_ALL;
|
|
need_update_background = true;
|
|
|
|
return slot;
|
|
}
|
|
|
|
void LightManager::remove_ies(int slot)
|
|
{
|
|
thread_scoped_lock ies_lock(ies_mutex);
|
|
|
|
if (slot < 0 || slot >= ies_slots.size()) {
|
|
assert(false);
|
|
return;
|
|
}
|
|
|
|
assert(ies_slots[slot]->users > 0);
|
|
ies_slots[slot]->users--;
|
|
|
|
/* If the slot has no more users, update the device to remove it. */
|
|
if (ies_slots[slot]->users == 0) {
|
|
update_flags |= UPDATE_ALL;
|
|
need_update_background = true;
|
|
}
|
|
}
|
|
|
|
void LightManager::device_update_ies(DeviceScene *dscene)
|
|
{
|
|
/* Clear empty slots. */
|
|
foreach (IESSlot *slot, ies_slots) {
|
|
if (slot->users == 0) {
|
|
slot->hash = 0;
|
|
slot->ies.clear();
|
|
}
|
|
}
|
|
|
|
/* Shrink the slot table by removing empty slots at the end. */
|
|
int slot_end;
|
|
for (slot_end = ies_slots.size(); slot_end; slot_end--) {
|
|
if (ies_slots[slot_end - 1]->users > 0) {
|
|
/* If the preceding slot has users, we found the new end of the table. */
|
|
break;
|
|
}
|
|
else {
|
|
/* The slot will be past the new end of the table, so free it. */
|
|
delete ies_slots[slot_end - 1];
|
|
}
|
|
}
|
|
ies_slots.resize(slot_end);
|
|
|
|
if (ies_slots.size() > 0) {
|
|
int packed_size = 0;
|
|
foreach (IESSlot *slot, ies_slots) {
|
|
packed_size += slot->ies.packed_size();
|
|
}
|
|
|
|
/* ies_lights starts with an offset table that contains the offset of every slot,
|
|
* or -1 if the slot is invalid.
|
|
* Following that table, the packed valid IES lights are stored. */
|
|
float *data = dscene->ies_lights.alloc(ies_slots.size() + packed_size);
|
|
|
|
int offset = ies_slots.size();
|
|
for (int i = 0; i < ies_slots.size(); i++) {
|
|
int size = ies_slots[i]->ies.packed_size();
|
|
if (size > 0) {
|
|
data[i] = __int_as_float(offset);
|
|
ies_slots[i]->ies.pack(data + offset);
|
|
offset += size;
|
|
}
|
|
else {
|
|
data[i] = __int_as_float(-1);
|
|
}
|
|
}
|
|
|
|
dscene->ies_lights.copy_to_device();
|
|
}
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|