forked from bartvdbraak/blender
Brecht Van Lommel
c18712e868
This to avoids build conflicts with libc++ on FreeBSD, these __ prefixed values are reserved for compilers. I apologize to anyone who has patches or branches and has to go through the pain of merging this change, it may be easiest to do these same replacements in your code and then apply/merge the patch. Ref T37477.
267 lines
7.2 KiB
C
267 lines
7.2 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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CCL_NAMESPACE_BEGIN
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/* Direction Emission */
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ccl_device_noinline float3 direct_emissive_eval(KernelGlobals *kg, float rando,
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LightSample *ls, float u, float v, float3 I, differential3 dI, float t, float time, int bounce)
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{
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/* setup shading at emitter */
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ShaderData sd;
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float3 eval;
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#ifdef __BACKGROUND_MIS__
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if(ls->type == LIGHT_BACKGROUND) {
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Ray ray;
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ray.D = ls->D;
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ray.P = ls->P;
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ray.t = 1.0f;
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#ifdef __OBJECT_MOTION__
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ray.time = time;
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#endif
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ray.dP = differential3_zero();
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ray.dD = dI;
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#ifdef __CAMERA_MOTION__
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ray.time = time;
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#endif
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shader_setup_from_background(kg, &sd, &ray, bounce+1);
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eval = shader_eval_background(kg, &sd, 0, SHADER_CONTEXT_EMISSION);
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}
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else
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#endif
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{
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#ifdef __HAIR__
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if(ls->type == LIGHT_STRAND)
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shader_setup_from_sample(kg, &sd, ls->P, ls->Ng, I, ls->shader, ls->object, ls->prim, u, v, t, time, bounce+1, ls->prim);
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else
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#endif
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shader_setup_from_sample(kg, &sd, ls->P, ls->Ng, I, ls->shader, ls->object, ls->prim, u, v, t, time, bounce+1, ~0);
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ls->Ng = sd.Ng;
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/* no path flag, we're evaluating this for all closures. that's weak but
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* we'd have to do multiple evaluations otherwise */
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shader_eval_surface(kg, &sd, rando, 0, SHADER_CONTEXT_EMISSION);
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/* evaluate emissive closure */
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if(sd.flag & SD_EMISSION)
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eval = shader_emissive_eval(kg, &sd);
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else
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eval = make_float3(0.0f, 0.0f, 0.0f);
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}
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eval *= ls->eval_fac;
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return eval;
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}
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ccl_device_noinline bool direct_emission(KernelGlobals *kg, ShaderData *sd, int lindex,
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float randt, float rando, float randu, float randv, Ray *ray, BsdfEval *eval,
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bool *is_lamp, int bounce)
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{
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LightSample ls;
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#ifdef __BRANCHED_PATH__
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if(lindex != -1) {
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/* sample position on a specified light */
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light_select(kg, lindex, randu, randv, sd->P, &ls);
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}
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else
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#endif
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{
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/* sample a light and position on int */
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light_sample(kg, randt, randu, randv, sd->time, sd->P, &ls);
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}
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if(ls.pdf == 0.0f)
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return false;
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/* todo: implement */
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differential3 dD = differential3_zero();
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/* evaluate closure */
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float3 light_eval = direct_emissive_eval(kg, rando, &ls, randu, randv, -ls.D, dD, ls.t, sd->time, bounce);
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if(is_zero(light_eval))
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return false;
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/* evaluate BSDF at shading point */
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float bsdf_pdf;
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shader_bsdf_eval(kg, sd, ls.D, eval, &bsdf_pdf);
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if(ls.shader & SHADER_USE_MIS) {
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/* multiple importance sampling */
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float mis_weight = power_heuristic(ls.pdf, bsdf_pdf);
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light_eval *= mis_weight;
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}
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bsdf_eval_mul(eval, light_eval/ls.pdf);
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#ifdef __PASSES__
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/* use visibility flag to skip lights */
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if(ls.shader & SHADER_EXCLUDE_ANY) {
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if(ls.shader & SHADER_EXCLUDE_DIFFUSE)
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eval->diffuse = make_float3(0.0f, 0.0f, 0.0f);
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if(ls.shader & SHADER_EXCLUDE_GLOSSY)
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eval->glossy = make_float3(0.0f, 0.0f, 0.0f);
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if(ls.shader & SHADER_EXCLUDE_TRANSMIT)
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eval->transmission = make_float3(0.0f, 0.0f, 0.0f);
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}
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#endif
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if(bsdf_eval_is_zero(eval))
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return false;
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if(ls.shader & SHADER_CAST_SHADOW) {
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/* setup ray */
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bool transmit = (dot(sd->Ng, ls.D) < 0.0f);
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ray->P = ray_offset(sd->P, (transmit)? -sd->Ng: sd->Ng);
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if(ls.t == FLT_MAX) {
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/* distant light */
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ray->D = ls.D;
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ray->t = ls.t;
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}
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else {
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/* other lights, avoid self-intersection */
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ray->D = ray_offset(ls.P, ls.Ng) - ray->P;
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ray->D = normalize_len(ray->D, &ray->t);
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}
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ray->dP = sd->dP;
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ray->dD = differential3_zero();
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}
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else {
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/* signal to not cast shadow ray */
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ray->t = 0.0f;
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}
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/* return if it's a lamp for shadow pass */
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*is_lamp = (ls.prim == ~0 && ls.type != LIGHT_BACKGROUND);
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return true;
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}
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/* Indirect Primitive Emission */
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ccl_device_noinline float3 indirect_primitive_emission(KernelGlobals *kg, ShaderData *sd, float t, int path_flag, float bsdf_pdf)
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{
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/* evaluate emissive closure */
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float3 L = shader_emissive_eval(kg, sd);
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#ifdef __HAIR__
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if(!(path_flag & PATH_RAY_MIS_SKIP) && (sd->flag & SD_USE_MIS) && (sd->segment == ~0)) {
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#else
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if(!(path_flag & PATH_RAY_MIS_SKIP) && (sd->flag & SD_USE_MIS)) {
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#endif
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/* multiple importance sampling, get triangle light pdf,
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* and compute weight with respect to BSDF pdf */
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float pdf = triangle_light_pdf(kg, sd->Ng, sd->I, t);
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float mis_weight = power_heuristic(bsdf_pdf, pdf);
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return L*mis_weight;
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}
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return L;
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}
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/* Indirect Lamp Emission */
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ccl_device_noinline bool indirect_lamp_emission(KernelGlobals *kg, Ray *ray, int path_flag, float bsdf_pdf, float randt, float3 *emission, int bounce)
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{
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LightSample ls;
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int lamp = lamp_light_eval_sample(kg, randt);
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if(lamp == ~0)
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return false;
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if(!lamp_light_eval(kg, lamp, ray->P, ray->D, ray->t, &ls))
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return false;
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#ifdef __PASSES__
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/* use visibility flag to skip lights */
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if(ls.shader & SHADER_EXCLUDE_ANY) {
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if(((ls.shader & SHADER_EXCLUDE_DIFFUSE) && (path_flag & PATH_RAY_DIFFUSE)) ||
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((ls.shader & SHADER_EXCLUDE_GLOSSY) && (path_flag & PATH_RAY_GLOSSY)) ||
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((ls.shader & SHADER_EXCLUDE_TRANSMIT) && (path_flag & PATH_RAY_TRANSMIT)))
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return false;
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}
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#endif
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/* todo: missing texture coordinates */
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float u = 0.0f;
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float v = 0.0f;
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float3 L = direct_emissive_eval(kg, 0.0f, &ls, u, v, -ray->D, ray->dD, ls.t, ray->time, bounce);
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if(!(path_flag & PATH_RAY_MIS_SKIP)) {
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/* multiple importance sampling, get regular light pdf,
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* and compute weight with respect to BSDF pdf */
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float mis_weight = power_heuristic(bsdf_pdf, ls.pdf);
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L *= mis_weight;
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}
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*emission = L;
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return true;
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}
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/* Indirect Background */
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ccl_device_noinline float3 indirect_background(KernelGlobals *kg, Ray *ray, int path_flag, float bsdf_pdf, int bounce)
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{
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#ifdef __BACKGROUND__
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int shader = kernel_data.background.shader;
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/* use visibility flag to skip lights */
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if(shader & SHADER_EXCLUDE_ANY) {
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if(((shader & SHADER_EXCLUDE_DIFFUSE) && (path_flag & PATH_RAY_DIFFUSE)) ||
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((shader & SHADER_EXCLUDE_GLOSSY) && (path_flag & PATH_RAY_GLOSSY)) ||
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((shader & SHADER_EXCLUDE_TRANSMIT) && (path_flag & PATH_RAY_TRANSMIT)) ||
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((shader & SHADER_EXCLUDE_CAMERA) && (path_flag & PATH_RAY_CAMERA)))
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return make_float3(0.0f, 0.0f, 0.0f);
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}
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/* evaluate background closure */
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ShaderData sd;
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shader_setup_from_background(kg, &sd, ray, bounce+1);
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float3 L = shader_eval_background(kg, &sd, path_flag, SHADER_CONTEXT_EMISSION);
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#ifdef __BACKGROUND_MIS__
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/* check if background light exists or if we should skip pdf */
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int res = kernel_data.integrator.pdf_background_res;
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if(!(path_flag & PATH_RAY_MIS_SKIP) && res) {
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/* multiple importance sampling, get background light pdf for ray
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* direction, and compute weight with respect to BSDF pdf */
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float pdf = background_light_pdf(kg, ray->D);
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float mis_weight = power_heuristic(bsdf_pdf, pdf);
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return L*mis_weight;
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}
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#endif
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return L;
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#else
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return make_float3(0.8f, 0.8f, 0.8f);
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#endif
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}
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CCL_NAMESPACE_END
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