forked from bartvdbraak/blender
395ee33c8a
This doesn't have noticeable affect on the render times, but avoids possible numerical issues.
700 lines
19 KiB
C++
700 lines
19 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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/* Light Sample result */
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typedef struct LightSample {
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float3 P; /* position on light, or direction for distant light */
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float3 Ng; /* normal on light */
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float3 D; /* direction from shading point to light */
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float t; /* distance to light (FLT_MAX for distant light) */
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float u, v; /* parametric coordinate on primitive */
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float pdf; /* light sampling probability density function */
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float eval_fac; /* intensity multiplier */
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int object; /* object id for triangle/curve lights */
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int prim; /* primitive id for triangle/curve lights */
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int shader; /* shader id */
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int lamp; /* lamp id */
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LightType type; /* type of light */
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} LightSample;
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/* Background Light */
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#ifdef __BACKGROUND_MIS__
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ccl_device float3 background_light_sample(KernelGlobals *kg, float randu, float randv, float *pdf)
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{
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/* for the following, the CDF values are actually a pair of floats, with the
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* function value as X and the actual CDF as Y. The last entry's function
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* value is the CDF total. */
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int res = kernel_data.integrator.pdf_background_res;
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int cdf_count = res + 1;
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/* this is basically std::lower_bound as used by pbrt */
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int first = 0;
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int count = res;
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while(count > 0) {
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int step = count >> 1;
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int middle = first + step;
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if(kernel_tex_fetch(__light_background_marginal_cdf, middle).y < randv) {
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first = middle + 1;
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count -= step + 1;
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}
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else
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count = step;
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}
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int index_v = max(0, first - 1);
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kernel_assert(index_v >= 0 && index_v < res);
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float2 cdf_v = kernel_tex_fetch(__light_background_marginal_cdf, index_v);
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float2 cdf_next_v = kernel_tex_fetch(__light_background_marginal_cdf, index_v + 1);
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float2 cdf_last_v = kernel_tex_fetch(__light_background_marginal_cdf, res);
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/* importance-sampled V direction */
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float dv = (randv - cdf_v.y) / (cdf_next_v.y - cdf_v.y);
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float v = (index_v + dv) / res;
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/* this is basically std::lower_bound as used by pbrt */
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first = 0;
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count = res;
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while(count > 0) {
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int step = count >> 1;
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int middle = first + step;
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if(kernel_tex_fetch(__light_background_conditional_cdf, index_v * cdf_count + middle).y < randu) {
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first = middle + 1;
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count -= step + 1;
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}
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else
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count = step;
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}
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int index_u = max(0, first - 1);
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kernel_assert(index_u >= 0 && index_u < res);
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float2 cdf_u = kernel_tex_fetch(__light_background_conditional_cdf, index_v * cdf_count + index_u);
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float2 cdf_next_u = kernel_tex_fetch(__light_background_conditional_cdf, index_v * cdf_count + index_u + 1);
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float2 cdf_last_u = kernel_tex_fetch(__light_background_conditional_cdf, index_v * cdf_count + res);
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/* importance-sampled U direction */
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float du = (randu - cdf_u.y) / (cdf_next_u.y - cdf_u.y);
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float u = (index_u + du) / res;
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/* compute pdf */
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float denom = cdf_last_u.x * cdf_last_v.x;
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float sin_theta = sinf(M_PI_F * v);
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if(sin_theta == 0.0f || denom == 0.0f)
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*pdf = 0.0f;
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else
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*pdf = (cdf_u.x * cdf_v.x)/(M_2PI_F * M_PI_F * sin_theta * denom);
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*pdf *= kernel_data.integrator.pdf_lights;
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/* compute direction */
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return -equirectangular_to_direction(u, v);
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}
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ccl_device float background_light_pdf(KernelGlobals *kg, float3 direction)
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{
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float2 uv = direction_to_equirectangular(direction);
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int res = kernel_data.integrator.pdf_background_res;
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float sin_theta = sinf(uv.y * M_PI_F);
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if(sin_theta == 0.0f)
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return 0.0f;
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int index_u = clamp(float_to_int(uv.x * res), 0, res - 1);
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int index_v = clamp(float_to_int(uv.y * res), 0, res - 1);
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/* pdfs in V direction */
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float2 cdf_last_u = kernel_tex_fetch(__light_background_conditional_cdf, index_v * (res + 1) + res);
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float2 cdf_last_v = kernel_tex_fetch(__light_background_marginal_cdf, res);
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float denom = cdf_last_u.x * cdf_last_v.x;
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if(denom == 0.0f)
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return 0.0f;
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/* pdfs in U direction */
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float2 cdf_u = kernel_tex_fetch(__light_background_conditional_cdf, index_v * (res + 1) + index_u);
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float2 cdf_v = kernel_tex_fetch(__light_background_marginal_cdf, index_v);
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float pdf = (cdf_u.x * cdf_v.x)/(M_2PI_F * M_PI_F * sin_theta * denom);
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return pdf * kernel_data.integrator.pdf_lights;
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}
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#endif
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/* Regular Light */
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ccl_device float3 disk_light_sample(float3 v, float randu, float randv)
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{
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float3 ru, rv;
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make_orthonormals(v, &ru, &rv);
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to_unit_disk(&randu, &randv);
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return ru*randu + rv*randv;
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}
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ccl_device float3 distant_light_sample(float3 D, float radius, float randu, float randv)
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{
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return normalize(D + disk_light_sample(D, randu, randv)*radius);
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}
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ccl_device float3 sphere_light_sample(float3 P, float3 center, float radius, float randu, float randv)
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{
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return disk_light_sample(normalize(P - center), randu, randv)*radius;
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}
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/* Uses the following paper:
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*
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* Carlos Urena et al.
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* An Area-Preserving Parametrization for Spherical Rectangles.
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*
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* https://www.solidangle.com/research/egsr2013_spherical_rectangle.pdf
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*/
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ccl_device float3 area_light_sample(float3 P,
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float3 light_p,
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float3 axisu, float3 axisv,
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float randu, float randv,
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float *pdf)
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{
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/* In our name system we're using P for the center,
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* which is o in the paper.
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*/
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float3 corner = light_p - axisu * 0.5f - axisv * 0.5f;
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float axisu_len, axisv_len;
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/* Compute local reference system R. */
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float3 x = normalize_len(axisu, &axisu_len);
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float3 y = normalize_len(axisv, &axisv_len);
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float3 z = cross(x, y);
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/* Compute rectangle coords in local reference system. */
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float3 dir = corner - P;
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float z0 = dot(dir, z);
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/* Flip 'z' to make it point against Q. */
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if(z0 > 0.0f) {
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z *= -1.0f;
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z0 *= -1.0f;
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}
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float z0sq = z0 * z0;
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float x0 = dot(dir, x);
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float y0 = dot(dir, y);
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float x1 = x0 + axisu_len;
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float y1 = y0 + axisv_len;
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float y0sq = y0 * y0;
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float y1sq = y1 * y1;
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/* Create vectors to four vertices. */
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float3 v00 = make_float3(x0, y0, z0);
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float3 v01 = make_float3(x0, y1, z0);
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float3 v10 = make_float3(x1, y0, z0);
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float3 v11 = make_float3(x1, y1, z0);
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/* Compute normals to edges. */
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float3 n0 = normalize(cross(v00, v10));
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float3 n1 = normalize(cross(v10, v11));
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float3 n2 = normalize(cross(v11, v01));
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float3 n3 = normalize(cross(v01, v00));
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/* Compute internal angles (gamma_i). */
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float g0 = safe_acosf(-dot(n0, n1));
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float g1 = safe_acosf(-dot(n1, n2));
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float g2 = safe_acosf(-dot(n2, n3));
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float g3 = safe_acosf(-dot(n3, n0));
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/* Compute predefined constants. */
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float b0 = n0.z;
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float b1 = n2.z;
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float b0sq = b0 * b0;
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float k = M_2PI_F - g2 - g3;
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/* Compute solid angle from internal angles. */
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float S = g0 + g1 - k;
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/* Compute cu. */
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float au = randu * S + k;
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float fu = (cosf(au) * b0 - b1) / sinf(au);
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float cu = 1.0f / sqrtf(fu * fu + b0sq) * (fu > 0.0f ? 1.0f : -1.0f);
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cu = clamp(cu, -1.0f, 1.0f);
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/* Compute xu. */
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float xu = -(cu * z0) / sqrtf(1.0f - cu * cu);
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xu = clamp(xu, x0, x1);
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/* Compute yv. */
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float d = sqrtf(xu * xu + z0sq);
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float h0 = y0 / sqrtf(d * d + y0sq);
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float h1 = y1 / sqrtf(d * d + y1sq);
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float hv = h0 + randv * (h1 - h0), hv2 = hv * hv;
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float yv = (hv2 < 1.0f - 1e-6f) ? (hv * d) / sqrtf(1.0f - hv2) : y1;
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if(S != 0.0f)
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*pdf = 1.0f / S;
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else
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*pdf = 0.0f;
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/* Transform (xu, yv, z0) to world coords. */
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return P + xu * x + yv * y + z0 * z;
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}
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/* TODO(sergey): This is actually a duplicated code from above, but how to avoid
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* this without having some nasty function with loads of parameters?
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*/
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ccl_device float area_light_pdf(float3 P,
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float3 light_p,
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float3 axisu, float3 axisv)
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{
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/* In our name system we're using P for the center,
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* which is o in the paper.
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*/
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float3 corner = light_p - axisu * 0.5f - axisv * 0.5f;
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float axisu_len, axisv_len;
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/* Compute local reference system R. */
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float3 x = normalize_len(axisu, &axisu_len);
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float3 y = normalize_len(axisv, &axisv_len);
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float3 z = cross(x, y);
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/* Compute rectangle coords in local reference system. */
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float3 dir = corner - P;
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float z0 = dot(dir, z);
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/* Flip 'z' to make it point against Q. */
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if(z0 > 0.0f) {
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z *= -1.0f;
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z0 *= -1.0f;
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}
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float x0 = dot(dir, x);
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float y0 = dot(dir, y);
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float x1 = x0 + axisu_len;
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float y1 = y0 + axisv_len;
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/* Create vectors to four vertices. */
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float3 v00 = make_float3(x0, y0, z0);
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float3 v01 = make_float3(x0, y1, z0);
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float3 v10 = make_float3(x1, y0, z0);
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float3 v11 = make_float3(x1, y1, z0);
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/* Compute normals to edges. */
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float3 n0 = normalize(cross(v00, v10));
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float3 n1 = normalize(cross(v10, v11));
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float3 n2 = normalize(cross(v11, v01));
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float3 n3 = normalize(cross(v01, v00));
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/* Compute internal angles (gamma_i). */
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float g0 = safe_acosf(-dot(n0, n1));
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float g1 = safe_acosf(-dot(n1, n2));
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float g2 = safe_acosf(-dot(n2, n3));
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float g3 = safe_acosf(-dot(n3, n0));
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/* Compute predefined constants. */
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float k = M_2PI_F - g2 - g3;
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/* Compute solid angle from internal angles. */
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float S = g0 + g1 - k;
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if(S != 0.0f)
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return 1.0f / S;
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else
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return 0.0f;
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}
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ccl_device float spot_light_attenuation(float4 data1, float4 data2, LightSample *ls)
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{
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float3 dir = make_float3(data2.y, data2.z, data2.w);
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float3 I = ls->Ng;
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float spot_angle = data1.w;
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float spot_smooth = data2.x;
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float attenuation = dot(dir, I);
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if(attenuation <= spot_angle) {
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attenuation = 0.0f;
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}
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else {
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float t = attenuation - spot_angle;
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if(t < spot_smooth && spot_smooth != 0.0f)
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attenuation *= smoothstepf(t/spot_smooth);
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}
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return attenuation;
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}
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ccl_device float lamp_light_pdf(KernelGlobals *kg, const float3 Ng, const float3 I, float t)
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{
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float cos_pi = dot(Ng, I);
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if(cos_pi <= 0.0f)
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return 0.0f;
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return t*t/cos_pi;
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}
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ccl_device void lamp_light_sample(KernelGlobals *kg, int lamp,
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float randu, float randv, float3 P, LightSample *ls)
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{
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float4 data0 = kernel_tex_fetch(__light_data, lamp*LIGHT_SIZE + 0);
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float4 data1 = kernel_tex_fetch(__light_data, lamp*LIGHT_SIZE + 1);
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LightType type = (LightType)__float_as_int(data0.x);
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ls->type = type;
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ls->shader = __float_as_int(data1.x);
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ls->object = PRIM_NONE;
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ls->prim = PRIM_NONE;
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ls->lamp = lamp;
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ls->u = randu;
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ls->v = randv;
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if(type == LIGHT_DISTANT) {
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/* distant light */
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float3 lightD = make_float3(data0.y, data0.z, data0.w);
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float3 D = lightD;
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float radius = data1.y;
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float invarea = data1.w;
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if(radius > 0.0f)
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D = distant_light_sample(D, radius, randu, randv);
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ls->P = D;
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ls->Ng = D;
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ls->D = -D;
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ls->t = FLT_MAX;
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float costheta = dot(lightD, D);
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ls->pdf = invarea/(costheta*costheta*costheta);
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ls->eval_fac = ls->pdf*kernel_data.integrator.inv_pdf_lights;
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}
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#ifdef __BACKGROUND_MIS__
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else if(type == LIGHT_BACKGROUND) {
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/* infinite area light (e.g. light dome or env light) */
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float3 D = background_light_sample(kg, randu, randv, &ls->pdf);
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ls->P = D;
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ls->Ng = D;
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ls->D = -D;
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ls->t = FLT_MAX;
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ls->eval_fac = 1.0f;
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}
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#endif
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else {
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ls->P = make_float3(data0.y, data0.z, data0.w);
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if(type == LIGHT_POINT || type == LIGHT_SPOT) {
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float radius = data1.y;
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if(radius > 0.0f)
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/* sphere light */
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ls->P += sphere_light_sample(P, ls->P, radius, randu, randv);
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ls->D = normalize_len(ls->P - P, &ls->t);
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ls->Ng = -ls->D;
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float invarea = data1.z;
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ls->eval_fac = (0.25f*M_1_PI_F)*invarea;
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ls->pdf = invarea;
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if(type == LIGHT_SPOT) {
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/* spot light attenuation */
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float4 data2 = kernel_tex_fetch(__light_data, lamp*LIGHT_SIZE + 2);
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ls->eval_fac *= spot_light_attenuation(data1, data2, ls);
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}
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ls->pdf *= lamp_light_pdf(kg, ls->Ng, -ls->D, ls->t);
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}
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else {
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/* area light */
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float4 data2 = kernel_tex_fetch(__light_data, lamp*LIGHT_SIZE + 2);
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float4 data3 = kernel_tex_fetch(__light_data, lamp*LIGHT_SIZE + 3);
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float3 axisu = make_float3(data1.y, data1.z, data1.w);
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float3 axisv = make_float3(data2.y, data2.z, data2.w);
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float3 D = make_float3(data3.y, data3.z, data3.w);
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ls->P = area_light_sample(P, ls->P,
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axisu, axisv,
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randu, randv,
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&ls->pdf);
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ls->Ng = D;
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ls->D = normalize_len(ls->P - P, &ls->t);
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float invarea = data2.x;
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ls->eval_fac = 0.25f*invarea;
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if(dot(ls->D, D) > 0.0f)
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ls->pdf = 0.0f;
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}
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ls->eval_fac *= kernel_data.integrator.inv_pdf_lights;
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}
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}
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ccl_device bool lamp_light_eval(KernelGlobals *kg, int lamp, float3 P, float3 D, float t, LightSample *ls)
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{
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float4 data0 = kernel_tex_fetch(__light_data, lamp*LIGHT_SIZE + 0);
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float4 data1 = kernel_tex_fetch(__light_data, lamp*LIGHT_SIZE + 1);
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LightType type = (LightType)__float_as_int(data0.x);
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ls->type = type;
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ls->shader = __float_as_int(data1.x);
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ls->object = PRIM_NONE;
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ls->prim = PRIM_NONE;
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ls->lamp = lamp;
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/* todo: missing texture coordinates */
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ls->u = 0.0f;
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ls->v = 0.0f;
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if(!(ls->shader & SHADER_USE_MIS))
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return false;
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if(type == LIGHT_DISTANT) {
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/* distant light */
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|
float radius = data1.y;
|
|
|
|
if(radius == 0.0f)
|
|
return false;
|
|
if(t != FLT_MAX)
|
|
return false;
|
|
|
|
/* a distant light is infinitely far away, but equivalent to a disk
|
|
* shaped light exactly 1 unit away from the current shading point.
|
|
*
|
|
* radius t^2/cos(theta)
|
|
* <----------> t = sqrt(1^2 + tan(theta)^2)
|
|
* tan(th) area = radius*radius*pi
|
|
* <----->
|
|
* \ | (1 + tan(theta)^2)/cos(theta)
|
|
* \ | (1 + tan(acos(cos(theta)))^2)/cos(theta)
|
|
* t \th| 1 simplifies to
|
|
* \-| 1/(cos(theta)^3)
|
|
* \| magic!
|
|
* P
|
|
*/
|
|
|
|
float3 lightD = make_float3(data0.y, data0.z, data0.w);
|
|
float costheta = dot(-lightD, D);
|
|
float cosangle = data1.z;
|
|
|
|
if(costheta < cosangle)
|
|
return false;
|
|
|
|
ls->P = -D;
|
|
ls->Ng = -D;
|
|
ls->D = D;
|
|
ls->t = FLT_MAX;
|
|
|
|
/* compute pdf */
|
|
float invarea = data1.w;
|
|
ls->pdf = invarea/(costheta*costheta*costheta);
|
|
ls->eval_fac = ls->pdf;
|
|
}
|
|
else if(type == LIGHT_POINT || type == LIGHT_SPOT) {
|
|
float3 lightP = make_float3(data0.y, data0.z, data0.w);
|
|
float radius = data1.y;
|
|
|
|
/* sphere light */
|
|
if(radius == 0.0f)
|
|
return false;
|
|
|
|
if(!ray_aligned_disk_intersect(P, D, t,
|
|
lightP, radius, &ls->P, &ls->t))
|
|
return false;
|
|
|
|
ls->Ng = -D;
|
|
ls->D = D;
|
|
|
|
float invarea = data1.z;
|
|
ls->eval_fac = (0.25f*M_1_PI_F)*invarea;
|
|
ls->pdf = invarea;
|
|
|
|
if(type == LIGHT_SPOT) {
|
|
/* spot light attenuation */
|
|
float4 data2 = kernel_tex_fetch(__light_data, lamp*LIGHT_SIZE + 2);
|
|
ls->eval_fac *= spot_light_attenuation(data1, data2, ls);
|
|
|
|
if(ls->eval_fac == 0.0f)
|
|
return false;
|
|
}
|
|
|
|
/* compute pdf */
|
|
if(ls->t != FLT_MAX)
|
|
ls->pdf *= lamp_light_pdf(kg, ls->Ng, -ls->D, ls->t);
|
|
}
|
|
else if(type == LIGHT_AREA) {
|
|
/* area light */
|
|
float4 data2 = kernel_tex_fetch(__light_data, lamp*LIGHT_SIZE + 2);
|
|
float4 data3 = kernel_tex_fetch(__light_data, lamp*LIGHT_SIZE + 3);
|
|
|
|
float invarea = data2.x;
|
|
if(invarea == 0.0f)
|
|
return false;
|
|
|
|
float3 axisu = make_float3(data1.y, data1.z, data1.w);
|
|
float3 axisv = make_float3(data2.y, data2.z, data2.w);
|
|
float3 Ng = make_float3(data3.y, data3.z, data3.w);
|
|
|
|
/* one sided */
|
|
if(dot(D, Ng) >= 0.0f)
|
|
return false;
|
|
|
|
ls->P = make_float3(data0.y, data0.z, data0.w);
|
|
|
|
if(!ray_quad_intersect(P, D, t,
|
|
ls->P, axisu, axisv, &ls->P, &ls->t))
|
|
return false;
|
|
|
|
ls->D = D;
|
|
ls->Ng = Ng;
|
|
ls->pdf = area_light_pdf(P, ls->P, axisu, axisv);
|
|
ls->eval_fac = 0.25f*invarea;
|
|
}
|
|
else
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
/* Triangle Light */
|
|
|
|
ccl_device void object_transform_light_sample(KernelGlobals *kg, LightSample *ls, int object, float time)
|
|
{
|
|
#ifdef __INSTANCING__
|
|
/* instance transform */
|
|
if(object >= 0) {
|
|
#ifdef __OBJECT_MOTION__
|
|
Transform itfm;
|
|
Transform tfm = object_fetch_transform_motion_test(kg, object, time, &itfm);
|
|
#else
|
|
Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM);
|
|
#endif
|
|
|
|
ls->P = transform_point(&tfm, ls->P);
|
|
ls->Ng = normalize(transform_direction(&tfm, ls->Ng));
|
|
}
|
|
#endif
|
|
}
|
|
|
|
ccl_device void triangle_light_sample(KernelGlobals *kg, int prim, int object,
|
|
float randu, float randv, float time, LightSample *ls)
|
|
{
|
|
float u, v;
|
|
|
|
/* compute random point in triangle */
|
|
randu = sqrtf(randu);
|
|
|
|
u = 1.0f - randu;
|
|
v = randv*randu;
|
|
|
|
/* triangle, so get position, normal, shader */
|
|
triangle_point_normal(kg, object, prim, u, v, &ls->P, &ls->Ng, &ls->shader);
|
|
ls->object = object;
|
|
ls->prim = prim;
|
|
ls->lamp = LAMP_NONE;
|
|
ls->shader |= SHADER_USE_MIS;
|
|
ls->t = 0.0f;
|
|
ls->u = u;
|
|
ls->v = v;
|
|
ls->type = LIGHT_TRIANGLE;
|
|
ls->eval_fac = 1.0f;
|
|
|
|
object_transform_light_sample(kg, ls, object, time);
|
|
}
|
|
|
|
ccl_device float triangle_light_pdf(KernelGlobals *kg,
|
|
const float3 Ng, const float3 I, float t)
|
|
{
|
|
float pdf = kernel_data.integrator.pdf_triangles;
|
|
float cos_pi = fabsf(dot(Ng, I));
|
|
|
|
if(cos_pi == 0.0f)
|
|
return 0.0f;
|
|
|
|
return t*t*pdf/cos_pi;
|
|
}
|
|
|
|
/* Light Distribution */
|
|
|
|
ccl_device int light_distribution_sample(KernelGlobals *kg, float randt)
|
|
{
|
|
/* this is basically std::upper_bound as used by pbrt, to find a point light or
|
|
* triangle to emit from, proportional to area. a good improvement would be to
|
|
* also sample proportional to power, though it's not so well defined with
|
|
* OSL shaders. */
|
|
int first = 0;
|
|
int len = kernel_data.integrator.num_distribution + 1;
|
|
|
|
while(len > 0) {
|
|
int half_len = len >> 1;
|
|
int middle = first + half_len;
|
|
|
|
if(randt < kernel_tex_fetch(__light_distribution, middle).x) {
|
|
len = half_len;
|
|
}
|
|
else {
|
|
first = middle + 1;
|
|
len = len - half_len - 1;
|
|
}
|
|
}
|
|
|
|
/* clamping should not be needed but float rounding errors seem to
|
|
* make this fail on rare occasions */
|
|
return clamp(first-1, 0, kernel_data.integrator.num_distribution-1);
|
|
}
|
|
|
|
/* Generic Light */
|
|
|
|
ccl_device bool light_select_reached_max_bounces(KernelGlobals *kg, int index, int bounce)
|
|
{
|
|
float4 data4 = kernel_tex_fetch(__light_data, index*LIGHT_SIZE + 4);
|
|
return (bounce > __float_as_int(data4.x));
|
|
}
|
|
|
|
ccl_device void light_sample(KernelGlobals *kg, float randt, float randu, float randv, float time, float3 P, int bounce, LightSample *ls)
|
|
{
|
|
/* sample index */
|
|
int index = light_distribution_sample(kg, randt);
|
|
|
|
/* fetch light data */
|
|
float4 l = kernel_tex_fetch(__light_distribution, index);
|
|
int prim = __float_as_int(l.y);
|
|
|
|
if(prim >= 0) {
|
|
int object = __float_as_int(l.w);
|
|
int shader_flag = __float_as_int(l.z);
|
|
|
|
triangle_light_sample(kg, prim, object, randu, randv, time, ls);
|
|
|
|
/* compute incoming direction, distance and pdf */
|
|
ls->D = normalize_len(ls->P - P, &ls->t);
|
|
ls->pdf = triangle_light_pdf(kg, ls->Ng, -ls->D, ls->t);
|
|
ls->shader |= shader_flag;
|
|
}
|
|
else {
|
|
int lamp = -prim-1;
|
|
|
|
if(UNLIKELY(light_select_reached_max_bounces(kg, lamp, bounce))) {
|
|
ls->pdf = 0.0f;
|
|
return;
|
|
}
|
|
|
|
lamp_light_sample(kg, lamp, randu, randv, P, ls);
|
|
}
|
|
}
|
|
|
|
ccl_device int light_select_num_samples(KernelGlobals *kg, int index)
|
|
{
|
|
float4 data3 = kernel_tex_fetch(__light_data, index*LIGHT_SIZE + 3);
|
|
return __float_as_int(data3.x);
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|
|
|