Files
test2/intern/cycles/kernel/light/light.h
Brecht Van Lommel 655ccf1d7a Fix #135086: Light ray visibility not taken into account without light tree
Re-enable tests that were temporarily disabled for this.

Caused by #134846, e813e46327
2025-02-25 17:24:04 +01:00

500 lines
16 KiB
C++

/* SPDX-FileCopyrightText: 2010-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include "kernel/geom/object.h"
#include "kernel/globals.h"
#include "kernel/integrator/state.h"
#include "kernel/light/area.h"
#include "kernel/light/background.h"
#include "kernel/light/distant.h"
#include "kernel/light/point.h"
#include "kernel/light/spot.h"
#include "kernel/light/triangle.h"
#include "kernel/sample/lcg.h"
CCL_NAMESPACE_BEGIN
/* Light info. */
ccl_device_inline bool light_select_reached_max_bounces(KernelGlobals kg,
const int index,
const int bounce)
{
return (bounce > kernel_data_fetch(lights, index).max_bounces);
}
/* Light linking. */
ccl_device_inline int light_link_receiver_nee(KernelGlobals kg, const ccl_private ShaderData *sd)
{
#ifdef __LIGHT_LINKING__
if (!(kernel_data.kernel_features & KERNEL_FEATURE_LIGHT_LINKING)) {
return OBJECT_NONE;
}
return sd->object;
#else
return OBJECT_NONE;
#endif
}
ccl_device_inline int light_link_receiver_forward(KernelGlobals kg, IntegratorState state)
{
#ifdef __LIGHT_LINKING__
if (!(kernel_data.kernel_features & KERNEL_FEATURE_LIGHT_LINKING)) {
return OBJECT_NONE;
}
return INTEGRATOR_STATE(state, path, mis_ray_object);
#else
return OBJECT_NONE;
#endif
}
ccl_device_inline bool light_link_light_match(KernelGlobals kg,
const int object_receiver,
const int object_emitter)
{
#ifdef __LIGHT_LINKING__
if (!(kernel_data.kernel_features & KERNEL_FEATURE_LIGHT_LINKING)) {
return true;
}
const uint64_t set_membership = kernel_data_fetch(objects, object_emitter).light_set_membership;
const uint receiver_set = (object_receiver != OBJECT_NONE) ?
kernel_data_fetch(objects, object_receiver).receiver_light_set :
0;
return ((uint64_t(1) << uint64_t(receiver_set)) & set_membership) != 0;
#else
return true;
#endif
}
ccl_device_inline bool light_link_object_match(KernelGlobals kg,
const int object_receiver,
const int object_emitter)
{
#ifdef __LIGHT_LINKING__
if (!(kernel_data.kernel_features & KERNEL_FEATURE_LIGHT_LINKING)) {
return true;
}
/* Emitter is OBJECT_NONE when the emitter is a world volume.
* It is not explicitly linkable to any object, so assume it is coming from the default light
* set which affects all objects in the scene. */
if (object_emitter == OBJECT_NONE) {
return true;
}
const uint64_t set_membership = kernel_data_fetch(objects, object_emitter).light_set_membership;
const uint receiver_set = (object_receiver != OBJECT_NONE) ?
kernel_data_fetch(objects, object_receiver).receiver_light_set :
0;
return ((uint64_t(1) << uint64_t(receiver_set)) & set_membership) != 0;
#else
return true;
#endif
}
/* Sample point on an individual light. */
template<bool in_volume_segment>
ccl_device_inline bool light_sample(KernelGlobals kg,
const int lamp,
const float2 rand,
const float3 P,
const float3 N,
const int shader_flags,
const uint32_t path_flag,
ccl_private LightSample *ls)
{
const ccl_global KernelLight *klight = &kernel_data_fetch(lights, lamp);
if (path_flag & PATH_RAY_SHADOW_CATCHER_PASS) {
if (klight->shader_id & SHADER_EXCLUDE_SHADOW_CATCHER) {
return false;
}
}
const LightType type = (LightType)klight->type;
ls->type = type;
ls->shader = klight->shader_id;
ls->object = klight->object_id;
ls->prim = lamp;
ls->u = rand.x;
ls->v = rand.y;
ls->group = object_lightgroup(kg, ls->object);
if (in_volume_segment && (type == LIGHT_DISTANT || type == LIGHT_BACKGROUND)) {
/* Distant lights in a volume get a dummy sample, position will not actually
* be used in that case. Only when sampling from a specific scatter position
* do we actually need to evaluate these. */
ls->P = zero_float3();
ls->Ng = zero_float3();
ls->D = zero_float3();
ls->pdf = 1.0f;
ls->eval_fac = 0.0f;
ls->t = FLT_MAX;
return true;
}
if (type == LIGHT_DISTANT) {
if (!distant_light_sample(kg, klight, rand, ls)) {
return false;
}
}
else if (type == LIGHT_BACKGROUND) {
/* infinite area light (e.g. light dome or env light) */
const float3 D = -background_light_sample(kg, P, rand, &ls->pdf);
ls->P = D;
ls->Ng = D;
ls->D = -D;
ls->t = FLT_MAX;
ls->eval_fac = 1.0f;
}
else if (type == LIGHT_SPOT) {
if (!spot_light_sample<in_volume_segment>(kg, klight, rand, P, N, shader_flags, ls)) {
return false;
}
}
else if (type == LIGHT_POINT) {
if (!point_light_sample(kg, klight, rand, P, N, shader_flags, ls)) {
return false;
}
}
else {
/* area light */
if (!area_light_sample<in_volume_segment>(klight, rand, P, ls)) {
return false;
}
}
return in_volume_segment || (ls->pdf > 0.0f);
}
/* Sample a point on the chosen emitter. */
template<bool in_volume_segment>
ccl_device_noinline bool light_sample(KernelGlobals kg,
const float3 rand_light,
const float time,
const float3 P,
const float3 N,
const int object_receiver,
const int shader_flags,
const int bounce,
const uint32_t path_flag,
ccl_private LightSample *ls)
{
/* The first two dimensions of the Sobol sequence have better stratification, use them to sample
* position on the light. */
const float2 rand = make_float2(rand_light);
int prim;
int shader_flag;
int object_id;
#ifdef __LIGHT_TREE__
if (kernel_data.integrator.use_light_tree) {
const ccl_global KernelLightTreeEmitter *kemitter = &kernel_data_fetch(light_tree_emitters,
ls->emitter_id);
prim = kemitter->light.id;
shader_flag = kemitter->shader_flag;
object_id = (prim >= 0) ? ls->object : kemitter->object_id;
}
else
#endif
{
const ccl_global KernelLightDistribution *kdistribution = &kernel_data_fetch(
light_distribution, ls->emitter_id);
prim = kdistribution->prim;
object_id = kdistribution->object_id;
shader_flag = kdistribution->shader_flag;
}
if (!light_link_object_match(kg, object_receiver, object_id)) {
return false;
}
if (prim >= 0) {
/* Mesh light. */
/* Exclude synthetic meshes from shadow catcher pass. */
if ((path_flag & PATH_RAY_SHADOW_CATCHER_PASS) &&
!(kernel_data_fetch(object_flag, object_id) & SD_OBJECT_SHADOW_CATCHER))
{
return false;
}
if (!triangle_light_sample<in_volume_segment>(kg, prim, object_id, rand, time, ls, P)) {
return false;
}
ls->shader |= shader_flag;
}
else {
const int light = ~prim;
if (UNLIKELY(light_select_reached_max_bounces(kg, light, bounce))) {
return false;
}
if (!light_sample<in_volume_segment>(kg, light, rand, P, N, shader_flags, path_flag, ls)) {
return false;
}
}
ls->pdf *= ls->pdf_selection;
return in_volume_segment || (ls->pdf > 0.0f);
}
/* Intersect ray with individual light. */
/* Returns the total number of hits (the input num_hits plus the number of the new intersections).
*/
template<bool is_main_path>
ccl_device_forceinline int lights_intersect_impl(KernelGlobals kg,
const ccl_private Ray *ccl_restrict ray,
ccl_private Intersection *ccl_restrict isect,
const int last_prim,
const int last_object,
const int last_type,
const uint32_t path_flag,
const uint8_t path_mnee,
const int receiver_forward,
ccl_private uint *lcg_state,
int num_hits)
{
#ifdef __SHADOW_LINKING__
const bool is_indirect_ray = !(path_flag & PATH_RAY_CAMERA);
#endif
for (int lamp = 0; lamp < kernel_data.integrator.num_lights; lamp++) {
const ccl_global KernelLight *klight = &kernel_data_fetch(lights, lamp);
const int object = klight->object_id;
if (path_flag & PATH_RAY_CAMERA) {
if (klight->shader_id & SHADER_EXCLUDE_CAMERA) {
continue;
}
}
else {
if (!(klight->shader_id & SHADER_USE_MIS)) {
continue;
}
#ifdef __MNEE__
/* This path should have been resolved with mnee, it will
* generate a firefly for small lights since it is improbable. */
if ((path_mnee & PATH_MNEE_CULL_LIGHT_CONNECTION) && klight->use_caustics) {
continue;
}
#endif
}
if (path_flag & PATH_RAY_SHADOW_CATCHER_PASS) {
if (klight->shader_id & SHADER_EXCLUDE_SHADOW_CATCHER) {
continue;
}
}
#ifdef __SHADOW_LINKING__
/* For the main path exclude shadow-linked lights if intersecting with an indirect light ray.
* Those lights are handled via dedicated light intersect and shade kernels.
* For the shadow path used for the dedicated light shading ignore all non-shadow-linked
* lights. */
if (kernel_data.kernel_features & KERNEL_FEATURE_SHADOW_LINKING) {
if (is_main_path) {
if (is_indirect_ray &&
kernel_data_fetch(objects, object).shadow_set_membership != LIGHT_LINK_MASK_ALL)
{
continue;
}
}
else if (kernel_data_fetch(objects, object).shadow_set_membership == LIGHT_LINK_MASK_ALL) {
continue;
}
}
#endif
#ifdef __LIGHT_LINKING__
/* Light linking. */
if (!light_link_light_match(kg, receiver_forward, object) && !(path_flag & PATH_RAY_CAMERA)) {
continue;
}
#endif
const LightType type = (LightType)klight->type;
float t = 0.0f;
float u = 0.0f;
float v = 0.0f;
if (type == LIGHT_SPOT) {
if (!spot_light_intersect(klight, ray, &t)) {
continue;
}
}
else if (type == LIGHT_POINT) {
if (!point_light_intersect(klight, ray, &t)) {
continue;
}
}
else if (type == LIGHT_AREA) {
if (!area_light_intersect(klight, ray, &t, &u, &v)) {
continue;
}
}
else if (type == LIGHT_DISTANT) {
if (is_main_path || ray->tmax != FLT_MAX) {
continue;
}
if (!distant_light_intersect(klight, ray, &t, &u, &v)) {
continue;
}
}
else {
continue;
}
/* Avoid self-intersections. */
if (last_prim == lamp && last_object == object && last_type == PRIMITIVE_LAMP) {
continue;
}
++num_hits;
#ifdef __SHADOW_LINKING__
if (!is_main_path) {
/* The non-main rays are only raced by the dedicated light kernel, after the shadow linking
* feature check. */
kernel_assert(kernel_data.kernel_features & KERNEL_FEATURE_SHADOW_LINKING);
if ((isect->prim != PRIM_NONE) && (lcg_step_float(lcg_state) > 1.0f / num_hits)) {
continue;
}
}
else
#endif
if (t >= isect->t)
{
continue;
}
isect->t = t;
isect->u = u;
isect->v = v;
isect->type = PRIMITIVE_LAMP;
isect->prim = lamp;
isect->object = object;
}
return num_hits;
}
/* Lights intersection for the main path.
* Intersects spot, point, and area lights. */
ccl_device bool lights_intersect(KernelGlobals kg,
IntegratorState state,
const ccl_private Ray *ccl_restrict ray,
ccl_private Intersection *ccl_restrict isect,
const int last_prim,
const int last_object,
const int last_type,
const uint32_t path_flag)
{
const uint8_t path_mnee = INTEGRATOR_STATE(state, path, mnee);
const int receiver_forward = light_link_receiver_forward(kg, state);
lights_intersect_impl<true>(kg,
ray,
isect,
last_prim,
last_object,
last_type,
path_flag,
path_mnee,
receiver_forward,
nullptr,
0);
return isect->prim != PRIM_NONE;
}
/* Lights intersection for the shadow linking.
* Intersects spot, point, area, and distant lights.
*
* Returns the total number of hits (the input num_hits plus the number of the new intersections).
*/
ccl_device int lights_intersect_shadow_linked(KernelGlobals kg,
const ccl_private Ray *ccl_restrict ray,
ccl_private Intersection *ccl_restrict isect,
const int last_prim,
const int last_object,
const int last_type,
const uint32_t path_flag,
const int receiver_forward,
ccl_private uint *lcg_state,
const int num_hits)
{
return lights_intersect_impl<false>(kg,
ray,
isect,
last_prim,
last_object,
last_type,
path_flag,
PATH_MNEE_NONE,
receiver_forward,
lcg_state,
num_hits);
}
/* Setup light sample from intersection. */
ccl_device bool light_sample_from_intersection(KernelGlobals kg,
const ccl_private Intersection *ccl_restrict isect,
const float3 ray_P,
const float3 ray_D,
const float3 N,
const uint32_t path_flag,
ccl_private LightSample *ccl_restrict ls)
{
const ccl_global KernelLight *klight = &kernel_data_fetch(lights, isect->prim);
const LightType type = (LightType)klight->type;
ls->type = type;
ls->shader = klight->shader_id;
ls->object = isect->object;
ls->prim = isect->prim;
ls->t = isect->t;
ls->P = ray_P + ray_D * ls->t;
ls->D = ray_D;
ls->group = object_lightgroup(kg, ls->object);
if (type == LIGHT_SPOT) {
if (!spot_light_sample_from_intersection(kg, klight, ray_P, ray_D, N, path_flag, ls)) {
return false;
}
}
else if (type == LIGHT_POINT) {
if (!point_light_sample_from_intersection(kg, klight, ray_P, ray_D, N, path_flag, ls)) {
return false;
}
}
else if (type == LIGHT_AREA) {
if (!area_light_sample_from_intersection(klight, isect, ray_P, ray_D, ls)) {
return false;
}
}
else {
kernel_assert(!"Invalid lamp type in light_sample_from_intersection");
return false;
}
return true;
}
CCL_NAMESPACE_END