blender/intern/cycles/render/light.cpp
Lukas Stockner 1558f5b660 Cycles: Don't run full shader evaluation for constant emission lamps
Most of the time, Lamps in Cycles are just a constant emission closure, no texturing etc. Therefore, running a full shader evaluation is wasteful.
To avoid that, Cycles now detects these constant emission shaders and stores their value in the lamp data along with a flag in the shader.
Then, at runtime, if this flag is set, the lamp code just uses this value and only runs the full shader evaluation if it is neccessary.

In scenes with a lot of lamps and with "Sample all direct/indirect" enabled, this saves up to 20% of rendering time in my tests.

Reviewers: #cycles

Differential Revision: https://developer.blender.org/D2193
2016-09-09 01:39:09 +02:00

860 lines
25 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.
*/
#include "background.h"
#include "device.h"
#include "integrator.h"
#include "film.h"
#include "light.h"
#include "mesh.h"
#include "object.h"
#include "scene.h"
#include "shader.h"
#include "util_foreach.h"
#include "util_progress.h"
#include "util_logging.h"
CCL_NAMESPACE_BEGIN
static void shade_background_pixels(Device *device, DeviceScene *dscene, int res, vector<float3>& pixels, Progress& progress)
{
/* create input */
int width = res;
int height = res;
device_vector<uint4> d_input;
device_vector<float4> d_output;
uint4 *d_input_data = d_input.resize(width*height);
for(int y = 0; y < height; y++) {
for(int x = 0; x < width; x++) {
float u = x/(float)width;
float v = y/(float)height;
uint4 in = make_uint4(__float_as_int(u), __float_as_int(v), 0, 0);
d_input_data[x + y*width] = in;
}
}
/* compute on device */
d_output.resize(width*height);
memset((void*)d_output.data_pointer, 0, d_output.memory_size());
device->const_copy_to("__data", &dscene->data, sizeof(dscene->data));
device->mem_alloc(d_input, MEM_READ_ONLY);
device->mem_copy_to(d_input);
device->mem_alloc(d_output, MEM_WRITE_ONLY);
DeviceTask main_task(DeviceTask::SHADER);
main_task.shader_input = d_input.device_pointer;
main_task.shader_output = d_output.device_pointer;
main_task.shader_eval_type = SHADER_EVAL_BACKGROUND;
main_task.shader_x = 0;
main_task.shader_w = width*height;
main_task.num_samples = 1;
main_task.get_cancel = function_bind(&Progress::get_cancel, &progress);
/* disabled splitting for now, there's an issue with multi-GPU mem_copy_from */
list<DeviceTask> split_tasks;
main_task.split(split_tasks, 1, 128*128);
foreach(DeviceTask& task, split_tasks) {
device->task_add(task);
device->task_wait();
device->mem_copy_from(d_output, task.shader_x, 1, task.shader_w, sizeof(float4));
}
device->mem_free(d_input);
device->mem_free(d_output);
d_input.clear();
float4 *d_output_data = reinterpret_cast<float4*>(d_output.data_pointer);
pixels.resize(width*height);
for(int y = 0; y < height; y++) {
for(int x = 0; x < width; x++) {
pixels[y*width + x].x = d_output_data[y*width + x].x;
pixels[y*width + x].y = d_output_data[y*width + x].y;
pixels[y*width + x].z = d_output_data[y*width + x].z;
}
}
}
/* Light */
NODE_DEFINE(Light)
{
NodeType* type = NodeType::add("light", create);
static NodeEnum type_enum;
type_enum.insert("point", LIGHT_POINT);
type_enum.insert("background", LIGHT_BACKGROUND);
type_enum.insert("area", LIGHT_AREA);
type_enum.insert("spot", LIGHT_SPOT);
SOCKET_ENUM(type, "Type", type_enum, LIGHT_POINT);
SOCKET_POINT(co, "Co", make_float3(0.0f, 0.0f, 0.0f));
SOCKET_VECTOR(dir, "Dir", make_float3(0.0f, 0.0f, 0.0f));
SOCKET_FLOAT(size, "Size", 0.0f);
SOCKET_VECTOR(axisu, "Axis U", make_float3(0.0f, 0.0f, 0.0f));
SOCKET_FLOAT(sizeu, "Size U", 1.0f);
SOCKET_VECTOR(axisv, "Axis V", make_float3(0.0f, 0.0f, 0.0f));
SOCKET_FLOAT(sizev, "Size V", 1.0f);
SOCKET_INT(map_resolution, "Map Resolution", 512);
SOCKET_FLOAT(spot_angle, "Spot Angle", M_PI_4_F);
SOCKET_FLOAT(spot_smooth, "Spot Smooth", 0.0f);
SOCKET_BOOLEAN(cast_shadow, "Cast Shadow", true);
SOCKET_BOOLEAN(use_mis, "Use Mis", false);
SOCKET_BOOLEAN(use_diffuse, "Use Diffuse", true);
SOCKET_BOOLEAN(use_glossy, "Use Glossy", true);
SOCKET_BOOLEAN(use_transmission, "Use Transmission", true);
SOCKET_BOOLEAN(use_scatter, "Use Scatter", true);
SOCKET_INT(samples, "Samples", 1);
SOCKET_INT(max_bounces, "Max Bounces", 1024);
SOCKET_BOOLEAN(is_portal, "Is Portal", false);
SOCKET_BOOLEAN(is_enabled, "Is Enabled", true);
SOCKET_NODE(shader, "Shader", &Shader::node_type);
return type;
}
Light::Light()
: Node(node_type)
{
}
void Light::tag_update(Scene *scene)
{
scene->light_manager->need_update = true;
}
bool Light::has_contribution(Scene *scene)
{
if(is_portal) {
return false;
}
if(type == LIGHT_BACKGROUND) {
return true;
}
return (shader) ? shader->has_surface_emission : scene->default_light->has_surface_emission;
}
/* Light Manager */
LightManager::LightManager()
{
need_update = true;
use_light_visibility = false;
}
LightManager::~LightManager()
{
}
bool LightManager::has_background_light(Scene *scene)
{
foreach(Light *light, scene->lights) {
if(light->type == LIGHT_BACKGROUND) {
return true;
}
}
return false;
}
void LightManager::disable_ineffective_light(Device *device, Scene *scene)
{
/* Make all lights enabled by default, and perform some preliminary checks
* needed for finer-tuning of settings (for example, check whether we've
* got portals or not).
*/
bool has_portal = false, has_background = false;
foreach(Light *light, scene->lights) {
light->is_enabled = light->has_contribution(scene);
has_portal |= light->is_portal;
has_background |= light->type == LIGHT_BACKGROUND;
}
if(has_background) {
/* Ignore background light if:
* - If unsupported on a device
* - If we don't need it (no HDRs etc.)
*/
Shader *shader = (scene->background->shader) ? scene->background->shader : scene->default_background;
bool disable_mis = !(has_portal || shader->has_surface_spatial_varying) ||
!(device->info.advanced_shading);
if(disable_mis) {
VLOG(1) << "Background MIS has been disabled.\n";
foreach(Light *light, scene->lights) {
if(light->type == LIGHT_BACKGROUND) {
light->is_enabled = false;
}
}
}
}
}
bool LightManager::object_usable_as_light(Object *object) {
Mesh *mesh = object->mesh;
/* Skip if we are not visible for BSDFs. */
if(!(object->visibility & (PATH_RAY_DIFFUSE|PATH_RAY_GLOSSY|PATH_RAY_TRANSMIT))) {
return false;
}
/* Skip motion blurred deforming meshes, not supported yet. */
if(mesh->has_motion_blur()) {
return false;
}
/* Skip if we have no emission shaders. */
/* TODO(sergey): Ideally we want to avoid such duplicated loop, since it'll
* iterate all mesh shaders twice (when counting and when calculating
* triangle area.
*/
foreach(const Shader *shader, mesh->used_shaders) {
if(shader->use_mis && shader->has_surface_emission) {
return true;
}
}
return false;
}
void LightManager::device_update_distribution(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
{
progress.set_status("Updating Lights", "Computing distribution");
/* count */
size_t num_lights = 0;
size_t num_portals = 0;
size_t num_background_lights = 0;
size_t num_triangles = 0;
bool background_mis = false;
foreach(Light *light, scene->lights) {
if(light->is_enabled) {
num_lights++;
}
if(light->is_portal) {
num_portals++;
}
}
foreach(Object *object, scene->objects) {
if(progress.get_cancel()) return;
if(!object_usable_as_light(object)) {
continue;
}
/* Count triangles. */
Mesh *mesh = object->mesh;
size_t mesh_num_triangles = mesh->num_triangles();
for(size_t i = 0; i < mesh_num_triangles; i++) {
int shader_index = mesh->shader[i];
Shader *shader = (shader_index < mesh->used_shaders.size())
? mesh->used_shaders[shader_index]
: scene->default_surface;
if(shader->use_mis && shader->has_surface_emission) {
num_triangles++;
}
}
}
size_t num_distribution = num_triangles + num_lights;
VLOG(1) << "Total " << num_distribution << " of light distribution primitives.";
/* emission area */
float4 *distribution = dscene->light_distribution.resize(num_distribution + 1);
float totarea = 0.0f;
/* triangles */
size_t offset = 0;
int j = 0;
foreach(Object *object, scene->objects) {
if(progress.get_cancel()) return;
if(!object_usable_as_light(object)) {
j++;
continue;
}
/* Sum area. */
Mesh *mesh = object->mesh;
bool transform_applied = mesh->transform_applied;
Transform tfm = object->tfm;
int object_id = j;
int shader_flag = 0;
if(transform_applied)
object_id = ~object_id;
if(!(object->visibility & PATH_RAY_DIFFUSE)) {
shader_flag |= SHADER_EXCLUDE_DIFFUSE;
use_light_visibility = true;
}
if(!(object->visibility & PATH_RAY_GLOSSY)) {
shader_flag |= SHADER_EXCLUDE_GLOSSY;
use_light_visibility = true;
}
if(!(object->visibility & PATH_RAY_TRANSMIT)) {
shader_flag |= SHADER_EXCLUDE_TRANSMIT;
use_light_visibility = true;
}
if(!(object->visibility & PATH_RAY_VOLUME_SCATTER)) {
shader_flag |= SHADER_EXCLUDE_SCATTER;
use_light_visibility = true;
}
size_t mesh_num_triangles = mesh->num_triangles();
for(size_t i = 0; i < mesh_num_triangles; i++) {
int shader_index = mesh->shader[i];
Shader *shader = (shader_index < mesh->used_shaders.size())
? mesh->used_shaders[shader_index]
: scene->default_surface;
if(shader->use_mis && shader->has_surface_emission) {
distribution[offset].x = totarea;
distribution[offset].y = __int_as_float(i + mesh->tri_offset);
distribution[offset].z = __int_as_float(shader_flag);
distribution[offset].w = __int_as_float(object_id);
offset++;
Mesh::Triangle t = mesh->get_triangle(i);
float3 p1 = mesh->verts[t.v[0]];
float3 p2 = mesh->verts[t.v[1]];
float3 p3 = mesh->verts[t.v[2]];
if(!transform_applied) {
p1 = transform_point(&tfm, p1);
p2 = transform_point(&tfm, p2);
p3 = transform_point(&tfm, p3);
}
totarea += triangle_area(p1, p2, p3);
}
}
j++;
}
float trianglearea = totarea;
/* point lights */
float lightarea = (totarea > 0.0f) ? totarea / num_lights : 1.0f;
bool use_lamp_mis = false;
int light_index = 0;
foreach(Light *light, scene->lights) {
if(!light->is_enabled)
continue;
distribution[offset].x = totarea;
distribution[offset].y = __int_as_float(~light_index);
distribution[offset].z = 1.0f;
distribution[offset].w = light->size;
totarea += lightarea;
if(light->size > 0.0f && light->use_mis)
use_lamp_mis = true;
if(light->type == LIGHT_BACKGROUND) {
num_background_lights++;
background_mis = light->use_mis;
}
light_index++;
offset++;
}
/* 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;
KernelFilm *kfilm = &dscene->data.film;
kintegrator->use_direct_light = (totarea > 0.0f);
if(kintegrator->use_direct_light) {
/* number of emissives */
kintegrator->num_distribution = num_distribution;
/* precompute pdfs */
kintegrator->pdf_triangles = 0.0f;
kintegrator->pdf_lights = 0.0f;
kintegrator->inv_pdf_lights = 0.0f;
/* sample one, with 0.5 probability of light or triangle */
kintegrator->num_all_lights = num_lights;
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;
kintegrator->inv_pdf_lights = 1.0f/kintegrator->pdf_lights;
}
kintegrator->use_lamp_mis = use_lamp_mis;
/* bit of an ugly hack to compensate for emitting triangles influencing
* amount of samples we get for this pass */
kfilm->pass_shadow_scale = 1.0f;
if(kintegrator->pdf_triangles != 0.0f)
kfilm->pass_shadow_scale *= 0.5f;
if(num_background_lights < num_lights)
kfilm->pass_shadow_scale *= (float)(num_lights - num_background_lights)/(float)num_lights;
/* CDF */
device->tex_alloc("__light_distribution", dscene->light_distribution);
/* Portals */
if(num_portals > 0) {
kintegrator->portal_offset = light_index;
kintegrator->num_portals = num_portals;
kintegrator->portal_pdf = background_mis? 0.5f: 1.0f;
}
else {
kintegrator->num_portals = 0;
kintegrator->portal_offset = 0;
kintegrator->portal_pdf = 0.0f;
}
}
else {
dscene->light_distribution.clear();
kintegrator->num_distribution = 0;
kintegrator->num_all_lights = 0;
kintegrator->pdf_triangles = 0.0f;
kintegrator->pdf_lights = 0.0f;
kintegrator->inv_pdf_lights = 0.0f;
kintegrator->use_lamp_mis = false;
kintegrator->num_portals = 0;
kintegrator->portal_offset = 0;
kintegrator->portal_pdf = 0.0f;
kfilm->pass_shadow_scale = 1.0f;
}
}
static void background_cdf(int start,
int end,
int res,
int cdf_count,
const vector<float3> *pixels,
float2 *cond_cdf)
{
/* Conditional CDFs (rows, U direction). */
for(int i = start; i < end; i++) {
float sin_theta = sinf(M_PI_F * (i + 0.5f) / res);
float3 env_color = (*pixels)[i * res];
float ave_luminance = average(env_color);
cond_cdf[i * cdf_count].x = ave_luminance * sin_theta;
cond_cdf[i * cdf_count].y = 0.0f;
for(int j = 1; j < res; j++) {
env_color = (*pixels)[i * res + j];
ave_luminance = average(env_color);
cond_cdf[i * cdf_count + j].x = ave_luminance * sin_theta;
cond_cdf[i * cdf_count + j].y = cond_cdf[i * cdf_count + j - 1].y + cond_cdf[i * cdf_count + j - 1].x / res;
}
float cdf_total = cond_cdf[i * cdf_count + res - 1].y + cond_cdf[i * cdf_count + res - 1].x / res;
float cdf_total_inv = 1.0f / cdf_total;
/* stuff the total into the brightness value for the last entry, because
* we are going to normalize the CDFs to 0.0 to 1.0 afterwards */
cond_cdf[i * cdf_count + res].x = cdf_total;
if(cdf_total > 0.0f)
for(int j = 1; j < res; j++)
cond_cdf[i * cdf_count + j].y *= cdf_total_inv;
cond_cdf[i * cdf_count + res].y = 1.0f;
}
}
void LightManager::device_update_background(Device *device,
DeviceScene *dscene,
Scene *scene,
Progress& progress)
{
KernelIntegrator *kintegrator = &dscene->data.integrator;
Light *background_light = NULL;
/* find background light */
foreach(Light *light, scene->lights) {
if(light->type == LIGHT_BACKGROUND) {
background_light = light;
break;
}
}
/* no background light found, signal renderer to skip sampling */
if(!background_light || !background_light->is_enabled) {
kintegrator->pdf_background_res = 0;
return;
}
progress.set_status("Updating Lights", "Importance map");
assert(kintegrator->use_direct_light);
/* get the resolution from the light's size (we stuff it in there) */
int res = background_light->map_resolution;
kintegrator->pdf_background_res = res;
assert(res > 0);
vector<float3> pixels;
shade_background_pixels(device, dscene, res, pixels, progress);
if(progress.get_cancel())
return;
/* build row distributions and column distribution for the infinite area environment light */
int cdf_count = res + 1;
float2 *marg_cdf = dscene->light_background_marginal_cdf.resize(cdf_count);
float2 *cond_cdf = dscene->light_background_conditional_cdf.resize(cdf_count * cdf_count);
double time_start = time_dt();
if(res < 512) {
/* Small enough resolution, faster to do single-threaded. */
background_cdf(0, res, res, cdf_count, &pixels, cond_cdf);
}
else {
/* Threaded evaluation for large resolution. */
const int num_blocks = TaskScheduler::num_threads();
const int chunk_size = res / num_blocks;
int start_row = 0;
TaskPool pool;
for(int i = 0; i < num_blocks; ++i) {
const int current_chunk_size =
(i != num_blocks - 1) ? chunk_size
: (res - i * chunk_size);
pool.push(function_bind(&background_cdf,
start_row, start_row + current_chunk_size,
res,
cdf_count,
&pixels,
cond_cdf));
start_row += current_chunk_size;
}
pool.wait_work();
}
/* marginal CDFs (column, V direction, sum of rows) */
marg_cdf[0].x = cond_cdf[res].x;
marg_cdf[0].y = 0.0f;
for(int i = 1; i < res; i++) {
marg_cdf[i].x = cond_cdf[i * cdf_count + res].x;
marg_cdf[i].y = marg_cdf[i - 1].y + marg_cdf[i - 1].x / res;
}
float cdf_total = marg_cdf[res - 1].y + marg_cdf[res - 1].x / res;
marg_cdf[res].x = cdf_total;
if(cdf_total > 0.0f)
for(int i = 1; i < res; i++)
marg_cdf[i].y /= cdf_total;
marg_cdf[res].y = 1.0f;
VLOG(2) << "Background MIS build time " << time_dt() - time_start << "\n";
/* update device */
device->tex_alloc("__light_background_marginal_cdf", dscene->light_background_marginal_cdf);
device->tex_alloc("__light_background_conditional_cdf", dscene->light_background_conditional_cdf);
}
void LightManager::device_update_points(Device *device,
DeviceScene *dscene,
Scene *scene)
{
int num_scene_lights = scene->lights.size();
int num_lights = 0;
foreach(Light *light, scene->lights) {
if(light->is_enabled || light->is_portal) {
num_lights++;
}
}
float4 *light_data = dscene->light_data.resize(num_lights*LIGHT_SIZE);
if(num_lights == 0) {
VLOG(1) << "No effective light, ignoring points update.";
return;
}
int light_index = 0;
foreach(Light *light, scene->lights) {
if(!light->is_enabled) {
continue;
}
float3 co = light->co;
Shader *shader = (light->shader) ? light->shader : scene->default_light;
int shader_id = scene->shader_manager->get_shader_id(shader);
float samples = __int_as_float(light->samples);
float max_bounces = __int_as_float(light->max_bounces);
if(!light->cast_shadow)
shader_id &= ~SHADER_CAST_SHADOW;
if(!light->use_diffuse) {
shader_id |= SHADER_EXCLUDE_DIFFUSE;
use_light_visibility = true;
}
if(!light->use_glossy) {
shader_id |= SHADER_EXCLUDE_GLOSSY;
use_light_visibility = true;
}
if(!light->use_transmission) {
shader_id |= SHADER_EXCLUDE_TRANSMIT;
use_light_visibility = true;
}
if(!light->use_scatter) {
shader_id |= SHADER_EXCLUDE_SCATTER;
use_light_visibility = true;
}
float3 fixed_emission = make_float3(0.0f, 0.0f, 0.0f);
if(shader->is_constant_emission(&fixed_emission)) {
shader_id |= SHADER_FIXED_EMISSION;
}
if(light->type == LIGHT_POINT) {
shader_id &= ~SHADER_AREA_LIGHT;
float radius = light->size;
float invarea = (radius > 0.0f)? 1.0f/(M_PI_F*radius*radius): 1.0f;
if(light->use_mis && radius > 0.0f)
shader_id |= SHADER_USE_MIS;
light_data[light_index*LIGHT_SIZE + 0] = make_float4(__int_as_float(light->type), co.x, co.y, co.z);
light_data[light_index*LIGHT_SIZE + 1] = make_float4(__int_as_float(shader_id), radius, invarea, 0.0f);
light_data[light_index*LIGHT_SIZE + 2] = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
light_data[light_index*LIGHT_SIZE + 3] = make_float4(samples, 0.0f, 0.0f, 0.0f);
}
else if(light->type == LIGHT_DISTANT) {
shader_id &= ~SHADER_AREA_LIGHT;
float radius = light->size;
float angle = atanf(radius);
float cosangle = cosf(angle);
float area = M_PI_F*radius*radius;
float invarea = (area > 0.0f)? 1.0f/area: 1.0f;
float3 dir = light->dir;
dir = safe_normalize(dir);
if(light->use_mis && area > 0.0f)
shader_id |= SHADER_USE_MIS;
light_data[light_index*LIGHT_SIZE + 0] = make_float4(__int_as_float(light->type), dir.x, dir.y, dir.z);
light_data[light_index*LIGHT_SIZE + 1] = make_float4(__int_as_float(shader_id), radius, cosangle, invarea);
light_data[light_index*LIGHT_SIZE + 2] = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
light_data[light_index*LIGHT_SIZE + 3] = make_float4(samples, 0.0f, 0.0f, 0.0f);
}
else if(light->type == LIGHT_BACKGROUND) {
uint visibility = scene->background->visibility;
shader_id &= ~SHADER_AREA_LIGHT;
shader_id |= SHADER_USE_MIS;
if(!(visibility & PATH_RAY_DIFFUSE)) {
shader_id |= SHADER_EXCLUDE_DIFFUSE;
use_light_visibility = true;
}
if(!(visibility & PATH_RAY_GLOSSY)) {
shader_id |= SHADER_EXCLUDE_GLOSSY;
use_light_visibility = true;
}
if(!(visibility & PATH_RAY_TRANSMIT)) {
shader_id |= SHADER_EXCLUDE_TRANSMIT;
use_light_visibility = true;
}
if(!(visibility & PATH_RAY_VOLUME_SCATTER)) {
shader_id |= SHADER_EXCLUDE_SCATTER;
use_light_visibility = true;
}
light_data[light_index*LIGHT_SIZE + 0] = make_float4(__int_as_float(light->type), 0.0f, 0.0f, 0.0f);
light_data[light_index*LIGHT_SIZE + 1] = make_float4(__int_as_float(shader_id), 0.0f, 0.0f, 0.0f);
light_data[light_index*LIGHT_SIZE + 2] = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
light_data[light_index*LIGHT_SIZE + 3] = make_float4(samples, 0.0f, 0.0f, 0.0f);
}
else if(light->type == LIGHT_AREA) {
float3 axisu = light->axisu*(light->sizeu*light->size);
float3 axisv = light->axisv*(light->sizev*light->size);
float area = len(axisu)*len(axisv);
float invarea = (area > 0.0f)? 1.0f/area: 1.0f;
float3 dir = light->dir;
dir = safe_normalize(dir);
if(light->use_mis && area > 0.0f)
shader_id |= SHADER_USE_MIS;
light_data[light_index*LIGHT_SIZE + 0] = make_float4(__int_as_float(light->type), co.x, co.y, co.z);
light_data[light_index*LIGHT_SIZE + 1] = make_float4(__int_as_float(shader_id), axisu.x, axisu.y, axisu.z);
light_data[light_index*LIGHT_SIZE + 2] = make_float4(invarea, axisv.x, axisv.y, axisv.z);
light_data[light_index*LIGHT_SIZE + 3] = make_float4(samples, dir.x, dir.y, dir.z);
}
else if(light->type == LIGHT_SPOT) {
shader_id &= ~SHADER_AREA_LIGHT;
float radius = light->size;
float invarea = (radius > 0.0f)? 1.0f/(M_PI_F*radius*radius): 1.0f;
float spot_angle = cosf(light->spot_angle*0.5f);
float spot_smooth = (1.0f - spot_angle)*light->spot_smooth;
float3 dir = light->dir;
dir = safe_normalize(dir);
if(light->use_mis && radius > 0.0f)
shader_id |= SHADER_USE_MIS;
light_data[light_index*LIGHT_SIZE + 0] = make_float4(__int_as_float(light->type), co.x, co.y, co.z);
light_data[light_index*LIGHT_SIZE + 1] = make_float4(__int_as_float(shader_id), radius, invarea, spot_angle);
light_data[light_index*LIGHT_SIZE + 2] = make_float4(spot_smooth, dir.x, dir.y, dir.z);
light_data[light_index*LIGHT_SIZE + 3] = make_float4(samples, 0.0f, 0.0f, 0.0f);
}
light_data[light_index*LIGHT_SIZE + 4] = make_float4(max_bounces, fixed_emission.x, fixed_emission.y, fixed_emission.z);
light_index++;
}
/* TODO(sergey): Consider moving portals update to their own function
* keeping this one more manageable.
*/
foreach(Light *light, scene->lights) {
if(!light->is_portal)
continue;
assert(light->type == LIGHT_AREA);
float3 co = light->co;
float3 axisu = light->axisu*(light->sizeu*light->size);
float3 axisv = light->axisv*(light->sizev*light->size);
float area = len(axisu)*len(axisv);
float invarea = (area > 0.0f) ? 1.0f / area : 1.0f;
float3 dir = light->dir;
dir = safe_normalize(dir);
light_data[light_index*LIGHT_SIZE + 0] = make_float4(__int_as_float(light->type), co.x, co.y, co.z);
light_data[light_index*LIGHT_SIZE + 1] = make_float4(area, axisu.x, axisu.y, axisu.z);
light_data[light_index*LIGHT_SIZE + 2] = make_float4(invarea, axisv.x, axisv.y, axisv.z);
light_data[light_index*LIGHT_SIZE + 3] = make_float4(-1, dir.x, dir.y, dir.z);
light_data[light_index*LIGHT_SIZE + 4] = make_float4(-1, 0.0f, 0.0f, 0.0f);
light_index++;
}
VLOG(1) << "Number of lights sent to the device: " << light_index;
VLOG(1) << "Number of lights without contribution: "
<< num_scene_lights - light_index;
device->tex_alloc("__light_data", dscene->light_data);
}
void LightManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
{
if(!need_update)
return;
VLOG(1) << "Total " << scene->lights.size() << " lights.";
device_free(device, dscene);
use_light_visibility = false;
disable_ineffective_light(device, scene);
device_update_points(device, dscene, scene);
if(progress.get_cancel()) return;
device_update_distribution(device, dscene, scene, progress);
if(progress.get_cancel()) return;
device_update_background(device, dscene, scene, progress);
if(progress.get_cancel()) return;
if(use_light_visibility != scene->film->use_light_visibility) {
scene->film->use_light_visibility = use_light_visibility;
scene->film->tag_update(scene);
}
need_update = false;
}
void LightManager::device_free(Device *device, DeviceScene *dscene)
{
device->tex_free(dscene->light_distribution);
device->tex_free(dscene->light_data);
device->tex_free(dscene->light_background_marginal_cdf);
device->tex_free(dscene->light_background_conditional_cdf);
dscene->light_distribution.clear();
dscene->light_data.clear();
dscene->light_background_marginal_cdf.clear();
dscene->light_background_conditional_cdf.clear();
}
void LightManager::tag_update(Scene * /*scene*/)
{
need_update = true;
}
CCL_NAMESPACE_END