forked from bartvdbraak/blender
6915394a3b
working, but this should make it not crash. Also fix for wrong shutter time, should have been shorter.
418 lines
11 KiB
C++
418 lines
11 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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CCL_NAMESPACE_BEGIN
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typedef struct LightSample {
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float3 P;
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float3 D;
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float3 Ng;
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float t;
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float eval_fac;
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int object;
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int prim;
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int shader;
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LightType type;
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} LightSample;
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/* Regular Light */
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__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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__device float3 distant_light_sample(float3 D, float size, float randu, float randv)
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{
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return normalize(D + disk_light_sample(D, randu, randv)*size);
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}
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__device float3 sphere_light_sample(float3 P, float3 center, float size, float randu, float randv)
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{
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return disk_light_sample(normalize(P - center), randu, randv)*size;
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}
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__device float3 area_light_sample(float3 axisu, float3 axisv, float randu, float randv)
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{
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randu = randu - 0.5f;
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randv = randv - 0.5f;
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return axisu*randu + axisv*randv;
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}
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#ifdef __BACKGROUND_MIS__
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__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)/(2.0f * M_PI_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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__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((int)(uv.x * res), 0, res - 1);
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int index_v = clamp((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)/(2.0f * M_PI_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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__device void regular_light_sample(KernelGlobals *kg, int point,
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float randu, float randv, float3 P, LightSample *ls, float *pdf)
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{
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float4 data0 = kernel_tex_fetch(__light_data, point*LIGHT_SIZE + 0);
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float4 data1 = kernel_tex_fetch(__light_data, point*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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if(type == LIGHT_DISTANT) {
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/* distant light */
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float3 D = make_float3(data0.y, data0.z, data0.w);
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float size = data1.y;
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if(size > 0.0f)
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D = distant_light_sample(D, size, 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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ls->eval_fac = 1.0f;
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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, 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) {
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float size = data1.y;
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/* sphere light */
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if(size > 0.0f)
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ls->P += sphere_light_sample(P, ls->P, size, randu, randv);
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ls->Ng = normalize(P - ls->P);
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ls->eval_fac = 0.25f*M_1_PI_F;
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}
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else if(type == LIGHT_SPOT) {
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float4 data2 = kernel_tex_fetch(__light_data, point*LIGHT_SIZE + 2);
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float size = data1.y;
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/* spot light */
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if(size > 0.0f)
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ls->P += sphere_light_sample(P, ls->P, size, randu, randv);
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float3 dir = make_float3(data1.z, data1.w, data2.x);
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float3 I = normalize(P - ls->P);
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float spot_angle = data2.y;
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float spot_smooth = data2.z;
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float eval_fac = dot(dir, I);
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if(eval_fac <= spot_angle) {
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eval_fac = 0.0f;
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}
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else {
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float t = eval_fac - spot_angle;
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if(t < spot_smooth && spot_smooth != 0.0f)
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eval_fac *= smoothstepf(t/spot_smooth);
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}
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ls->Ng = I;
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ls->eval_fac = eval_fac*0.25f*M_1_PI_F;
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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, point*LIGHT_SIZE + 2);
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float4 data3 = kernel_tex_fetch(__light_data, point*LIGHT_SIZE + 3);
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float3 axisu = make_float3(data1.y, data1.z, data2.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(axisu, axisv, randu, randv);
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ls->Ng = D;
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ls->eval_fac = 0.25f;
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}
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ls->t = 0.0f;
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}
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ls->shader = __float_as_int(data1.x);
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ls->object = ~0;
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ls->prim = ~0;
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}
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__device float regular_light_pdf(KernelGlobals *kg,
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const float3 Ng, const float3 I, float t)
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{
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float pdf = kernel_data.integrator.pdf_lights;
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if(t == FLT_MAX)
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return pdf;
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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*pdf/cos_pi;
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}
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/* Triangle Light */
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__device void triangle_light_sample(KernelGlobals *kg, int prim, int object,
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float randu, float randv, float time, LightSample *ls)
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{
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/* triangle, so get position, normal, shader */
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ls->P = triangle_sample_MT(kg, prim, randu, randv);
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ls->Ng = triangle_normal_MT(kg, prim, &ls->shader);
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ls->object = object;
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ls->prim = prim;
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ls->t = 0.0f;
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ls->type = LIGHT_AREA;
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ls->eval_fac = 1.0f;
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#ifdef __INSTANCING__
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/* instance transform */
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if(ls->object >= 0) {
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#ifdef __OBJECT_MOTION__
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Transform itfm;
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Transform tfm = object_fetch_transform_motion_test(kg, object, time, &itfm);
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#else
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Transform tfm = object_fetch_transform(kg, ls->object, OBJECT_TRANSFORM);
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Transform itfm = object_fetch_transform(kg, ls->object, OBJECT_INVERSE_TRANSFORM);
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#endif
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ls->P = transform_point(&tfm, ls->P);
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ls->Ng = normalize(transform_direction_transposed(&itfm, ls->Ng));
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}
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#endif
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}
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__device float triangle_light_pdf(KernelGlobals *kg,
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const float3 Ng, const float3 I, float t)
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{
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float cos_pi = fabsf(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*kernel_data.integrator.pdf_triangles)/cos_pi;
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}
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/* Light Distribution */
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__device int light_distribution_sample(KernelGlobals *kg, float randt)
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{
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/* this is basically std::upper_bound as used by pbrt, to find a point light or
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* triangle to emit from, proportional to area. a good improvement would be to
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* also sample proportional to power, though it's not so well defined with
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* OSL shaders. */
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int first = 0;
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int len = kernel_data.integrator.num_distribution + 1;
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while(len > 0) {
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int half_len = len >> 1;
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int middle = first + half_len;
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if(randt < kernel_tex_fetch(__light_distribution, middle).x) {
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len = half_len;
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}
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else {
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first = middle + 1;
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len = len - half_len - 1;
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}
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}
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first = max(0, first-1);
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kernel_assert(first >= 0 && first < kernel_data.integrator.num_distribution);
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return first;
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}
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/* Generic Light */
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__device void light_sample(KernelGlobals *kg, float randt, float randu, float randv, float time, float3 P, LightSample *ls, float *pdf)
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{
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/* sample index */
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int index = light_distribution_sample(kg, randt);
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/* fetch light data */
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float4 l = kernel_tex_fetch(__light_distribution, index);
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int prim = __float_as_int(l.y);
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if(prim >= 0) {
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int object = __float_as_int(l.w);
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triangle_light_sample(kg, prim, object, randu, randv, time, ls);
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}
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else {
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int point = -prim-1;
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regular_light_sample(kg, point, randu, randv, P, ls, pdf);
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}
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/* compute incoming direction and distance */
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if(ls->t != FLT_MAX)
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ls->D = normalize_len(ls->P - P, &ls->t);
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}
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__device float light_sample_pdf(KernelGlobals *kg, LightSample *ls, float3 I, float t)
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{
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float pdf;
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if(ls->prim != ~0)
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pdf = triangle_light_pdf(kg, ls->Ng, I, t);
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else
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pdf = regular_light_pdf(kg, ls->Ng, I, t);
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return pdf;
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}
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__device int light_select_num_samples(KernelGlobals *kg, int index)
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{
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float4 data3 = kernel_tex_fetch(__light_data, index*LIGHT_SIZE + 3);
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return __float_as_int(data3.x);
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}
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__device void light_select(KernelGlobals *kg, int index, float randu, float randv, float3 P, LightSample *ls, float *pdf)
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{
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regular_light_sample(kg, index, randu, randv, P, ls, pdf);
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/* compute incoming direction and distance */
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if(ls->t != FLT_MAX)
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ls->D = normalize_len(ls->P - P, &ls->t);
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}
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__device float light_select_pdf(KernelGlobals *kg, LightSample *ls, float3 I, float t)
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{
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return regular_light_pdf(kg, ls->Ng, I, t);
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}
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CCL_NAMESPACE_END
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