Files
test/intern/cycles/kernel/light/point.h

239 lines
8.2 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include "kernel/globals.h"
#include "kernel/light/common.h"
#include "util/math_intersect.h"
CCL_NAMESPACE_BEGIN
ccl_device_inline bool point_light_sample(KernelGlobals kg,
const ccl_global KernelLight *klight,
const float2 rand,
const float3 P,
const float3 N,
const int shader_flags,
ccl_private LightSample *ls)
{
const float r_sq = sqr(klight->spot.radius);
float3 lightN = P - klight->co;
const float d_sq = len_squared(lightN);
const float d = sqrtf(d_sq);
lightN /= d;
ls->eval_fac = klight->spot.eval_fac;
if (klight->spot.is_sphere) {
/* Spherical light geometry. */
float cos_theta;
if (d_sq > r_sq) {
/* Outside sphere. */
const float one_minus_cos = sin_sqr_to_one_minus_cos(r_sq / d_sq);
ls->D = sample_uniform_cone(-lightN, one_minus_cos, rand, &cos_theta, &ls->pdf);
}
else {
/* Inside sphere. */
const bool has_transmission = (shader_flags & SD_BSDF_HAS_TRANSMISSION);
if (has_transmission) {
ls->D = sample_uniform_sphere(rand);
ls->pdf = M_1_2PI_F * 0.5f;
}
else {
sample_cos_hemisphere(N, rand, &ls->D, &ls->pdf);
}
cos_theta = -dot(ls->D, lightN);
}
/* Law of cosines. */
ls->t = d * cos_theta -
copysignf(safe_sqrtf(r_sq - d_sq + d_sq * sqr(cos_theta)), d_sq - r_sq);
/* Remap sampled point onto the sphere to prevent precision issues with small radius. */
ls->P = P + ls->D * ls->t;
ls->Ng = normalize(ls->P - klight->co);
ls->P = ls->Ng * klight->spot.radius + klight->co;
}
else {
/* Point light with ad-hoc radius based on oriented disk. */
ls->P = klight->co;
if (r_sq > 0.0f) {
ls->P += disk_light_sample(lightN, rand) * klight->spot.radius;
}
ls->D = safe_normalize_len(ls->P - P, &ls->t);
ls->Ng = -ls->D;
/* PDF. */
const float invarea = (r_sq > 0.0f) ? 1.0f / (r_sq * M_PI_F) : 1.0f;
ls->pdf = invarea * light_pdf_area_to_solid_angle(lightN, -ls->D, ls->t);
}
/* Texture coordinates. */
const Transform itfm = lamp_get_inverse_transform(kg, klight);
const float2 uv = map_to_sphere(transform_direction(&itfm, ls->Ng));
/* NOTE: Return barycentric coordinates in the same notation as Embree and OptiX. */
ls->u = uv.y;
ls->v = 1.0f - uv.x - uv.y;
return true;
}
ccl_device_forceinline float sphere_light_pdf(
const float d_sq, const float r_sq, const float3 N, const float3 D, const uint32_t path_flag)
{
if (d_sq > r_sq) {
return M_1_2PI_F / sin_sqr_to_one_minus_cos(r_sq / d_sq);
}
const bool has_transmission = (path_flag & PATH_RAY_MIS_HAD_TRANSMISSION);
return has_transmission ? M_1_2PI_F * 0.5f : pdf_cos_hemisphere(N, D);
}
ccl_device_forceinline void point_light_mnee_sample_update(KernelGlobals kg,
const ccl_global KernelLight *klight,
ccl_private LightSample *ls,
const float3 P,
const float3 N,
const uint32_t path_flag)
{
ls->D = safe_normalize_len(ls->P - P, &ls->t);
const float radius = klight->spot.radius;
if (klight->spot.is_sphere) {
const float d_sq = len_squared(P - klight->co);
const float r_sq = sqr(radius);
const float t_sq = sqr(ls->t);
/* NOTE : preserve pdf in area measure. */
const float jacobian_solid_angle_to_area = 0.5f * fabsf(d_sq - r_sq - t_sq) /
(radius * ls->t * t_sq);
ls->pdf = sphere_light_pdf(d_sq, r_sq, N, ls->D, path_flag) * jacobian_solid_angle_to_area;
ls->Ng = normalize(ls->P - klight->co);
}
else {
/* NOTE : preserve pdf in area measure. */
ls->pdf = ls->eval_fac * 4.0f * M_PI_F;
ls->Ng = -ls->D;
}
/* Texture coordinates. */
const Transform itfm = lamp_get_inverse_transform(kg, klight);
const float2 uv = map_to_sphere(transform_direction(&itfm, ls->Ng));
/* NOTE: Return barycentric coordinates in the same notation as Embree and OptiX. */
ls->u = uv.y;
ls->v = 1.0f - uv.x - uv.y;
}
ccl_device_inline bool point_light_intersect(const ccl_global KernelLight *klight,
const ccl_private Ray *ccl_restrict ray,
ccl_private float *t)
{
const float radius = klight->spot.radius;
if (radius == 0.0f) {
return false;
}
if (klight->spot.is_sphere) {
float3 P;
return ray_sphere_intersect(ray->P, ray->D, ray->tmin, ray->tmax, klight->co, radius, &P, t);
}
float3 P;
const float3 diskN = normalize(ray->P - klight->co);
return ray_disk_intersect(
ray->P, ray->D, ray->tmin, ray->tmax, klight->co, diskN, radius, &P, t);
}
ccl_device_inline bool point_light_sample_from_intersection(KernelGlobals kg,
const ccl_global KernelLight *klight,
const float3 ray_P,
const float3 ray_D,
const float3 N,
const uint32_t path_flag,
ccl_private LightSample *ccl_restrict
ls)
{
const float r_sq = sqr(klight->spot.radius);
ls->eval_fac = klight->spot.eval_fac;
if (klight->spot.is_sphere) {
const float d_sq = len_squared(ray_P - klight->co);
ls->pdf = sphere_light_pdf(d_sq, r_sq, N, ray_D, path_flag);
ls->Ng = normalize(ls->P - klight->co);
}
else {
if (ls->t != FLT_MAX) {
const float3 lightN = normalize(ray_P - klight->co);
const float invarea = (r_sq > 0.0f) ? 1.0f / (r_sq * M_PI_F) : 1.0f;
ls->pdf = invarea * light_pdf_area_to_solid_angle(lightN, -ray_D, ls->t);
}
else {
ls->pdf = 0.0f;
}
ls->Ng = -ray_D;
}
/* Texture coordinates. */
const Transform itfm = lamp_get_inverse_transform(kg, klight);
const float2 uv = map_to_sphere(transform_direction(&itfm, ls->Ng));
/* NOTE: Return barycentric coordinates in the same notation as Embree and OptiX. */
ls->u = uv.y;
ls->v = 1.0f - uv.x - uv.y;
return true;
}
template<bool in_volume_segment>
ccl_device_forceinline bool point_light_tree_parameters(const ccl_global KernelLight *klight,
const float3 centroid,
const float3 P,
ccl_private float &cos_theta_u,
ccl_private float2 &distance,
ccl_private float3 &point_to_centroid)
{
float min_distance;
point_to_centroid = safe_normalize_len(centroid - P, &min_distance);
distance = min_distance * one_float2();
if (in_volume_segment) {
cos_theta_u = 1.0f; /* Any value in [-1, 1], irrelevant since theta = 0 */
return true;
}
const float radius = klight->spot.radius;
if (klight->spot.is_sphere) {
if (min_distance > radius) {
/* Equivalent to a disk light with the same angular span. */
cos_theta_u = cos_from_sin(radius / min_distance);
distance.x = min_distance / cos_theta_u;
}
else {
/* Similar to background light. */
cos_theta_u = -1.0f;
/* HACK: pack radiance scaling in the distance. */
distance = one_float2() * radius / M_SQRT2_F;
}
}
else {
const float hypotenus = sqrtf(sqr(radius) + sqr(min_distance));
cos_theta_u = min_distance / hypotenus;
distance.x = hypotenus;
}
return true;
}
CCL_NAMESPACE_END