blender/intern/cycles/render/light.cpp
Ton Roosendaal da376e0237 Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.
Cycles uses code from some great open source projects, many thanks them:

* BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs":
http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/
* Open Shading Language for a large part of the shading system:
http://code.google.com/p/openshadinglanguage/
* Blender for procedural textures and a few other nodes.
* Approximate Catmull Clark subdivision from NVidia Mesh tools:
http://code.google.com/p/nvidia-mesh-tools/
* Sobol direction vectors from:
http://web.maths.unsw.edu.au/~fkuo/sobol/
* Film response functions from:
http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
2011-04-27 11:58:34 +00:00

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/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "device.h"
#include "light.h"
#include "mesh.h"
#include "object.h"
#include "scene.h"
#include "shader.h"
#include "util_foreach.h"
#include "util_progress.h"
CCL_NAMESPACE_BEGIN
/* Light */
Light::Light()
{
co = make_float3(0.0f, 0.0f, 0.0f);
radius = 0.0f;
shader = 0;
}
void Light::tag_update(Scene *scene)
{
scene->light_manager->need_update = true;
}
/* Light Manager */
LightManager::LightManager()
{
need_update = true;
}
LightManager::~LightManager()
{
}
void LightManager::device_update_distribution(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
{
/* count */
size_t num_lights = scene->lights.size();
size_t num_triangles = 0;
foreach(Object *object, scene->objects) {
Mesh *mesh = object->mesh;
for(size_t i = 0; i < mesh->triangles.size(); i++) {
Shader *shader = scene->shaders[mesh->shader[i]];
if(shader->has_surface_emission)
num_triangles++;
}
}
size_t num_distribution = num_triangles + num_lights;
/* emission area */
float4 *distribution = dscene->light_distribution.resize(num_distribution + 1);
float totarea = 0.0f;
/* triangles */
size_t offset = 0;
size_t j = 0;
foreach(Object *object, scene->objects) {
Mesh *mesh = object->mesh;
Transform tfm = object->tfm;
int object_id = (mesh->transform_applied)? -j-1: j;
for(size_t i = 0; i < mesh->triangles.size(); i++) {
Shader *shader = scene->shaders[mesh->shader[i]];
if(shader->has_surface_emission) {
distribution[offset].x = totarea;
distribution[offset].y = __int_as_float(i + mesh->tri_offset);
distribution[offset].z = 1.0f;
distribution[offset].w = __int_as_float(object_id);
offset++;
Mesh::Triangle t = mesh->triangles[i];
float3 p1 = transform(&tfm, mesh->verts[t.v[0]]);
float3 p2 = transform(&tfm, mesh->verts[t.v[1]]);
float3 p3 = transform(&tfm, mesh->verts[t.v[2]]);
totarea += triangle_area(p1, p2, p3);
}
}
if(progress.get_cancel()) return;
j++;
}
float trianglearea = totarea;
/* point lights */
float lightarea = (totarea > 0.0f)? totarea/scene->lights.size(): 1.0f;
for(size_t i = 0; i < scene->lights.size(); i++, offset++) {
distribution[offset].x = totarea;
distribution[offset].y = __int_as_float(-i-1);
distribution[offset].z = 1.0f;
distribution[offset].w = scene->lights[i]->radius;
totarea += lightarea;
}
/* normalize cumulative distribution functions */
distribution[num_distribution].x = totarea;
distribution[num_distribution].y = 0.0f;
distribution[num_distribution].z = 0.0f;
distribution[num_distribution].w = 0.0f;
if(totarea > 0.0f) {
for(size_t i = 0; i < num_distribution; i++)
distribution[i].x /= totarea;
distribution[num_distribution].x = 1.0f;
}
if(progress.get_cancel()) return;
/* update device */
KernelIntegrator *kintegrator = &dscene->data.integrator;
kintegrator->use_emission = (totarea > 0.0f);
if(kintegrator->use_emission) {
/* number of emissives */
kintegrator->num_triangles = num_triangles;
kintegrator->num_lights = num_lights;
kintegrator->num_distribution = num_distribution;
/* precompute pdfs */
kintegrator->pdf_triangles = 0.0f;
kintegrator->pdf_lights = 0.0f;
if(trianglearea > 0.0f) {
kintegrator->pdf_triangles = 1.0f/trianglearea;
if(num_lights)
kintegrator->pdf_triangles *= 0.5f;
}
if(num_lights) {
kintegrator->pdf_lights = 1.0f/num_lights;
if(trianglearea > 0.0f)
kintegrator->pdf_lights *= 0.5f;
}
/* CDF */
device->tex_alloc("__light_distribution", dscene->light_distribution);
}
else
dscene->light_distribution.clear();
}
void LightManager::device_update_points(Device *device, DeviceScene *dscene, Scene *scene)
{
if(scene->lights.size() == 0)
return;
float4 *light_point = dscene->light_point.resize(scene->lights.size());
for(size_t i = 0; i < scene->lights.size(); i++) {
float3 co = scene->lights[i]->co;
int shader_id = scene->shader_manager->get_shader_id(scene->lights[i]->shader);
light_point[i] = make_float4(co.x, co.y, co.z, __int_as_float(shader_id));
}
device->tex_alloc("__light_point", dscene->light_point);
}
void LightManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
{
if(!need_update)
return;
device_free(device, dscene);
device_update_points(device, dscene, scene);
if(progress.get_cancel()) return;
device_update_distribution(device, dscene, scene, progress);
if(progress.get_cancel()) return;
need_update = false;
}
void LightManager::device_free(Device *device, DeviceScene *dscene)
{
device->tex_free(dscene->light_distribution);
device->tex_free(dscene->light_point);
dscene->light_distribution.clear();
dscene->light_point.clear();
}
void LightManager::tag_update(Scene *scene)
{
need_update = true;
}
CCL_NAMESPACE_END