blender/intern/cycles/kernel/kernel_emission.h
2018-07-06 10:17:58 +02:00

341 lines
11 KiB
C

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
CCL_NAMESPACE_BEGIN
/* Direction Emission */
ccl_device_noinline float3 direct_emissive_eval(KernelGlobals *kg,
ShaderData *emission_sd,
LightSample *ls,
ccl_addr_space PathState *state,
float3 I,
differential3 dI,
float t,
float time)
{
/* setup shading at emitter */
float3 eval;
int shader_flag = kernel_tex_fetch(__shaders, (ls->shader & SHADER_MASK)).flags;
#ifdef __BACKGROUND_MIS__
if(ls->type == LIGHT_BACKGROUND) {
Ray ray;
ray.D = ls->D;
ray.P = ls->P;
ray.t = 1.0f;
ray.time = time;
ray.dP = differential3_zero();
ray.dD = dI;
shader_setup_from_background(kg, emission_sd, &ray);
path_state_modify_bounce(state, true);
eval = shader_eval_background(kg, emission_sd, state, 0);
path_state_modify_bounce(state, false);
}
else
#endif
if(shader_flag & SD_HAS_CONSTANT_EMISSION)
{
eval.x = kernel_tex_fetch(__shaders, (ls->shader & SHADER_MASK)).constant_emission[0];
eval.y = kernel_tex_fetch(__shaders, (ls->shader & SHADER_MASK)).constant_emission[1];
eval.z = kernel_tex_fetch(__shaders, (ls->shader & SHADER_MASK)).constant_emission[2];
if((ls->prim != PRIM_NONE) && dot(ls->Ng, I) < 0.0f) {
ls->Ng = -ls->Ng;
}
}
else
{
shader_setup_from_sample(kg, emission_sd,
ls->P, ls->Ng, I,
ls->shader, ls->object, ls->prim,
ls->u, ls->v, t, time, false, ls->lamp);
ls->Ng = emission_sd->Ng;
/* No proper path flag, we're evaluating this for all closures. that's
* weak but we'd have to do multiple evaluations otherwise. */
path_state_modify_bounce(state, true);
shader_eval_surface(kg, emission_sd, state, PATH_RAY_EMISSION);
path_state_modify_bounce(state, false);
/* Evaluate emissive closure. */
eval = shader_emissive_eval(kg, emission_sd);
}
eval *= ls->eval_fac;
return eval;
}
ccl_device_noinline bool direct_emission(KernelGlobals *kg,
ShaderData *sd,
ShaderData *emission_sd,
LightSample *ls,
ccl_addr_space PathState *state,
Ray *ray,
BsdfEval *eval,
bool *is_lamp,
float rand_terminate)
{
if(ls->pdf == 0.0f)
return false;
/* todo: implement */
differential3 dD = differential3_zero();
/* evaluate closure */
float3 light_eval = direct_emissive_eval(kg,
emission_sd,
ls,
state,
-ls->D,
dD,
ls->t,
sd->time);
if(is_zero(light_eval))
return false;
/* evaluate BSDF at shading point */
#ifdef __VOLUME__
if(sd->prim != PRIM_NONE)
shader_bsdf_eval(kg, sd, ls->D, eval, ls->pdf, ls->shader & SHADER_USE_MIS);
else {
float bsdf_pdf;
shader_volume_phase_eval(kg, sd, ls->D, eval, &bsdf_pdf);
if(ls->shader & SHADER_USE_MIS) {
/* Multiple importance sampling. */
float mis_weight = power_heuristic(ls->pdf, bsdf_pdf);
light_eval *= mis_weight;
}
}
#else
shader_bsdf_eval(kg, sd, ls->D, eval, ls->pdf, ls->shader & SHADER_USE_MIS);
#endif
bsdf_eval_mul3(eval, light_eval/ls->pdf);
#ifdef __PASSES__
/* use visibility flag to skip lights */
if(ls->shader & SHADER_EXCLUDE_ANY) {
if(ls->shader & SHADER_EXCLUDE_DIFFUSE) {
eval->diffuse = make_float3(0.0f, 0.0f, 0.0f);
eval->subsurface = make_float3(0.0f, 0.0f, 0.0f);
}
if(ls->shader & SHADER_EXCLUDE_GLOSSY)
eval->glossy = make_float3(0.0f, 0.0f, 0.0f);
if(ls->shader & SHADER_EXCLUDE_TRANSMIT)
eval->transmission = make_float3(0.0f, 0.0f, 0.0f);
if(ls->shader & SHADER_EXCLUDE_SCATTER)
eval->scatter = make_float3(0.0f, 0.0f, 0.0f);
}
#endif
if(bsdf_eval_is_zero(eval))
return false;
if(kernel_data.integrator.light_inv_rr_threshold > 0.0f
#ifdef __SHADOW_TRICKS__
&& (state->flag & PATH_RAY_SHADOW_CATCHER) == 0
#endif
)
{
float probability = max3(fabs(bsdf_eval_sum(eval))) * kernel_data.integrator.light_inv_rr_threshold;
if(probability < 1.0f) {
if(rand_terminate >= probability) {
return false;
}
bsdf_eval_mul(eval, 1.0f / probability);
}
}
if(ls->shader & SHADER_CAST_SHADOW) {
/* setup ray */
bool transmit = (dot(sd->Ng, ls->D) < 0.0f);
ray->P = ray_offset(sd->P, (transmit)? -sd->Ng: sd->Ng);
if(ls->t == FLT_MAX) {
/* distant light */
ray->D = ls->D;
ray->t = ls->t;
}
else {
/* other lights, avoid self-intersection */
ray->D = ray_offset(ls->P, ls->Ng) - ray->P;
ray->D = normalize_len(ray->D, &ray->t);
}
ray->dP = sd->dP;
ray->dD = differential3_zero();
}
else {
/* signal to not cast shadow ray */
ray->t = 0.0f;
}
/* return if it's a lamp for shadow pass */
*is_lamp = (ls->prim == PRIM_NONE && ls->type != LIGHT_BACKGROUND);
return true;
}
/* Indirect Primitive Emission */
ccl_device_noinline float3 indirect_primitive_emission(KernelGlobals *kg, ShaderData *sd, float t, int path_flag, float bsdf_pdf)
{
/* evaluate emissive closure */
float3 L = shader_emissive_eval(kg, sd);
#ifdef __HAIR__
if(!(path_flag & PATH_RAY_MIS_SKIP) && (sd->flag & SD_USE_MIS) && (sd->type & PRIMITIVE_ALL_TRIANGLE))
#else
if(!(path_flag & PATH_RAY_MIS_SKIP) && (sd->flag & SD_USE_MIS))
#endif
{
/* multiple importance sampling, get triangle light pdf,
* and compute weight with respect to BSDF pdf */
float pdf = triangle_light_pdf(kg, sd, t);
float mis_weight = power_heuristic(bsdf_pdf, pdf);
return L*mis_weight;
}
return L;
}
/* Indirect Lamp Emission */
ccl_device_noinline bool indirect_lamp_emission(KernelGlobals *kg,
ShaderData *emission_sd,
ccl_addr_space PathState *state,
Ray *ray,
float3 *emission)
{
bool hit_lamp = false;
*emission = make_float3(0.0f, 0.0f, 0.0f);
for(int lamp = 0; lamp < kernel_data.integrator.num_all_lights; lamp++) {
LightSample ls;
if(!lamp_light_eval(kg, lamp, ray->P, ray->D, ray->t, &ls))
continue;
#ifdef __PASSES__
/* use visibility flag to skip lights */
if(ls.shader & SHADER_EXCLUDE_ANY) {
if(((ls.shader & SHADER_EXCLUDE_DIFFUSE) && (state->flag & PATH_RAY_DIFFUSE)) ||
((ls.shader & SHADER_EXCLUDE_GLOSSY) &&
((state->flag & (PATH_RAY_GLOSSY|PATH_RAY_REFLECT)) == (PATH_RAY_GLOSSY|PATH_RAY_REFLECT))) ||
((ls.shader & SHADER_EXCLUDE_TRANSMIT) && (state->flag & PATH_RAY_TRANSMIT)) ||
((ls.shader & SHADER_EXCLUDE_SCATTER) && (state->flag & PATH_RAY_VOLUME_SCATTER)))
continue;
}
#endif
float3 L = direct_emissive_eval(kg,
emission_sd,
&ls,
state,
-ray->D,
ray->dD,
ls.t,
ray->time);
#ifdef __VOLUME__
if(state->volume_stack[0].shader != SHADER_NONE) {
/* shadow attenuation */
Ray volume_ray = *ray;
volume_ray.t = ls.t;
float3 volume_tp = make_float3(1.0f, 1.0f, 1.0f);
kernel_volume_shadow(kg, emission_sd, state, &volume_ray, &volume_tp);
L *= volume_tp;
}
#endif
if(!(state->flag & PATH_RAY_MIS_SKIP)) {
/* multiple importance sampling, get regular light pdf,
* and compute weight with respect to BSDF pdf */
float mis_weight = power_heuristic(state->ray_pdf, ls.pdf);
L *= mis_weight;
}
*emission += L;
hit_lamp = true;
}
return hit_lamp;
}
/* Indirect Background */
ccl_device_noinline float3 indirect_background(KernelGlobals *kg,
ShaderData *emission_sd,
ccl_addr_space PathState *state,
ccl_addr_space Ray *ray)
{
#ifdef __BACKGROUND__
int shader = kernel_data.background.surface_shader;
/* use visibility flag to skip lights */
if(shader & SHADER_EXCLUDE_ANY) {
if(((shader & SHADER_EXCLUDE_DIFFUSE) && (state->flag & PATH_RAY_DIFFUSE)) ||
((shader & SHADER_EXCLUDE_GLOSSY) &&
((state->flag & (PATH_RAY_GLOSSY|PATH_RAY_REFLECT)) == (PATH_RAY_GLOSSY|PATH_RAY_REFLECT))) ||
((shader & SHADER_EXCLUDE_TRANSMIT) && (state->flag & PATH_RAY_TRANSMIT)) ||
((shader & SHADER_EXCLUDE_CAMERA) && (state->flag & PATH_RAY_CAMERA)) ||
((shader & SHADER_EXCLUDE_SCATTER) && (state->flag & PATH_RAY_VOLUME_SCATTER)))
return make_float3(0.0f, 0.0f, 0.0f);
}
/* evaluate background closure */
# ifdef __SPLIT_KERNEL__
Ray priv_ray = *ray;
shader_setup_from_background(kg, emission_sd, &priv_ray);
# else
shader_setup_from_background(kg, emission_sd, ray);
# endif
path_state_modify_bounce(state, true);
float3 L = shader_eval_background(kg, emission_sd, state, state->flag);
path_state_modify_bounce(state, false);
#ifdef __BACKGROUND_MIS__
/* check if background light exists or if we should skip pdf */
int res_x = kernel_data.integrator.pdf_background_res_x;
if(!(state->flag & PATH_RAY_MIS_SKIP) && res_x) {
/* multiple importance sampling, get background light pdf for ray
* direction, and compute weight with respect to BSDF pdf */
float pdf = background_light_pdf(kg, ray->P, ray->D);
float mis_weight = power_heuristic(state->ray_pdf, pdf);
return L*mis_weight;
}
#endif
return L;
#else
return make_float3(0.8f, 0.8f, 0.8f);
#endif
}
CCL_NAMESPACE_END