68 lines
2.3 KiB
C++
68 lines
2.3 KiB
C++
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#pragma once
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#include "kernel/light/light.h"
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#include "kernel/light/triangle.h"
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CCL_NAMESPACE_BEGIN
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/* Simple CDF based sampling over all lights in the scene, without taking into
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* account shading position or normal. */
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ccl_device int light_distribution_sample(KernelGlobals kg, const float randn)
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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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* arbitrary shaders. */
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int first = 0;
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int len = kernel_data.integrator.num_distribution + 1;
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float r = randn;
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do {
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int half_len = len >> 1;
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int middle = first + half_len;
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if (r < kernel_data_fetch(light_distribution, middle).totarea) {
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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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} while (len > 0);
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/* Clamping should not be needed but float rounding errors seem to
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* make this fail on rare occasions. */
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int index = clamp(first - 1, 0, kernel_data.integrator.num_distribution - 1);
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return index;
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}
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template<bool in_volume_segment>
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ccl_device_noinline bool light_distribution_sample(KernelGlobals kg,
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const float randn,
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const float randu,
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const float randv,
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const float time,
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const float3 P,
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const int bounce,
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const uint32_t path_flag,
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ccl_private LightSample *ls)
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{
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/* Sample light index from distribution. */
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const int index = light_distribution_sample(kg, randn);
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const float pdf_selection = kernel_data.integrator.distribution_pdf_lights;
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return light_sample<in_volume_segment>(
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kg, randu, randv, time, P, bounce, path_flag, index, 0, pdf_selection, ls);
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}
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ccl_device_inline float light_distribution_pdf_lamp(KernelGlobals kg)
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{
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return kernel_data.integrator.distribution_pdf_lights;
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}
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CCL_NAMESPACE_END
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