Files
test/intern/cycles/kernel/util/ies.h

134 lines
4.9 KiB
C

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include "kernel/globals.h"
CCL_NAMESPACE_BEGIN
/* IES Light */
ccl_device_inline float interpolate_ies_vertical(KernelGlobals kg,
const int ofs,
const bool wrap_vlow,
const bool wrap_vhigh,
const int v,
const int v_num,
const float v_frac,
const int h)
{
/* Since lookups are performed in spherical coordinates, clamping the coordinates at the low end
* of v (corresponding to the north pole) would result in artifacts. The proper way of dealing
* with this would be to lookup the corresponding value on the other side of the pole, but since
* the horizontal coordinates might be nonuniform, this would require yet another interpolation.
* Therefore, the assumption is made that the light is going to be symmetrical, which means that
* we can just take the corresponding value at the current horizontal coordinate. */
#define IES_LOOKUP(v) kernel_data_fetch(ies, ofs + h * v_num + (v))
float a = 0.0f;
if (v > 0) {
a = IES_LOOKUP(v - 1);
}
else if (wrap_vlow) {
a = IES_LOOKUP(1);
}
const float b = IES_LOOKUP(v);
const float c = IES_LOOKUP(v + 1);
float d = 0.0f;
if (v + 2 < v_num) {
d = IES_LOOKUP(v + 2);
}
else if (wrap_vhigh) {
d = IES_LOOKUP(v_num - 2);
}
#undef IES_LOOKUP
return cubic_interp(a, b, c, d, v_frac);
}
ccl_device_inline float kernel_ies_interp(KernelGlobals kg,
const int slot,
const float h_angle,
const float v_angle)
{
/* Find offset of the IES data in the table. */
int ofs = __float_as_int(kernel_data_fetch(ies, slot));
if (ofs == -1) {
return 100.0f;
}
const int h_num = __float_as_int(kernel_data_fetch(ies, ofs++));
const int v_num = __float_as_int(kernel_data_fetch(ies, ofs++));
#define IES_LOOKUP_ANGLE_H(h) kernel_data_fetch(ies, ofs + (h))
#define IES_LOOKUP_ANGLE_V(v) kernel_data_fetch(ies, ofs + h_num + (v))
/* Check whether the angle is within the bounds of the IES texture. */
const float v_low = IES_LOOKUP_ANGLE_V(0);
const float v_high = IES_LOOKUP_ANGLE_V(v_num - 1);
const float h_low = IES_LOOKUP_ANGLE_H(0);
const float h_high = IES_LOOKUP_ANGLE_H(h_num - 1);
if (v_angle < v_low || v_angle >= v_high) {
return 0.0f;
}
if (h_angle < h_low || h_angle >= h_high) {
return 0.0f;
}
/* If the texture covers the full 360° range horizontally, wrap around the lookup
* to get proper cubic interpolation. Otherwise, just set the out-of-range values to zero.
* Similar logic for V, but there we check the lower and upper wrap separately. */
const bool wrap_h = (h_low < 1e-7f && h_high > M_2PI_F - 1e-7f);
const bool wrap_vlow = (v_low < 1e-7f);
const bool wrap_vhigh = (v_high > M_PI_F - 1e-7f);
/* Lookup the angles to find the table position. */
int h_i;
int v_i;
/* TODO(lukas): Consider using bisection.
* Probably not worth it for the vast majority of IES files. */
for (h_i = 0; IES_LOOKUP_ANGLE_H(h_i + 1) < h_angle; h_i++) {
;
}
for (v_i = 0; IES_LOOKUP_ANGLE_V(v_i + 1) < v_angle; v_i++) {
;
}
const float h_frac = inverse_lerp(IES_LOOKUP_ANGLE_H(h_i), IES_LOOKUP_ANGLE_H(h_i + 1), h_angle);
const float v_frac = inverse_lerp(IES_LOOKUP_ANGLE_V(v_i), IES_LOOKUP_ANGLE_V(v_i + 1), v_angle);
#undef IES_LOOKUP_ANGLE_H
#undef IES_LOOKUP_ANGLE_V
/* Skip forward to the actual intensity data. */
ofs += h_num + v_num;
float a = 0.0f;
if (h_i > 0) {
a = interpolate_ies_vertical(kg, ofs, wrap_vlow, wrap_vhigh, v_i, v_num, v_frac, h_i - 1);
}
else if (wrap_h) {
/* The last entry (360°) equals the first one, so we need to wrap around to the one before. */
a = interpolate_ies_vertical(kg, ofs, wrap_vlow, wrap_vhigh, v_i, v_num, v_frac, h_num - 2);
}
const float b = interpolate_ies_vertical(
kg, ofs, wrap_vlow, wrap_vhigh, v_i, v_num, v_frac, h_i);
const float c = interpolate_ies_vertical(
kg, ofs, wrap_vlow, wrap_vhigh, v_i, v_num, v_frac, h_i + 1);
float d = 0.0f;
if (h_i + 2 < h_num) {
d = interpolate_ies_vertical(kg, ofs, wrap_vlow, wrap_vhigh, v_i, v_num, v_frac, h_i + 2);
}
else if (wrap_h) {
/* Same logic here, wrap around to the second element if necessary. */
d = interpolate_ies_vertical(kg, ofs, wrap_vlow, wrap_vhigh, v_i, v_num, v_frac, 1);
}
/* Cubic interpolation can result in negative values, so get rid of them. */
return max(cubic_interp(a, b, c, d, h_frac), 0.0f);
}
CCL_NAMESPACE_END