Files
test2/intern/cycles/kernel/light/distant.h

161 lines
4.5 KiB
C

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include "kernel/geom/geom.h"
#include "kernel/light/common.h"
CCL_NAMESPACE_BEGIN
ccl_device_inline bool distant_light_sample(const ccl_global KernelLight *klight,
const float2 rand,
ccl_private LightSample *ls)
{
/* distant light */
float3 lightD = klight->co;
float3 D = lightD;
float radius = klight->distant.radius;
float invarea = klight->distant.invarea;
if (radius > 0.0f) {
D = normalize(D + disk_light_sample(D, rand) * radius);
}
ls->P = D;
ls->Ng = D;
ls->D = -D;
ls->t = FLT_MAX;
float costheta = dot(lightD, D);
ls->pdf = invarea / (costheta * costheta * costheta);
ls->eval_fac = ls->pdf;
return true;
}
/* Special intersection check.
* Returns true if the distant_light_sample_from_intersection() for this light would return true.
*
* The intersection parameters t, u, v are optimized for the shadow ray towards a dedicated light:
* u = v = 0, t = FLT_MAX.
*/
ccl_device bool distant_light_intersect(const ccl_global KernelLight *klight,
const ccl_private Ray *ccl_restrict ray,
ccl_private float *t,
ccl_private float *u,
ccl_private float *v)
{
kernel_assert(klight->type == LIGHT_DISTANT);
if (klight->distant.radius == 0.0f) {
return false;
}
const float3 lightD = klight->co;
const float costheta = dot(-lightD, ray->D);
const float cosangle = klight->distant.cosangle;
if (costheta < cosangle) {
return false;
}
*t = FLT_MAX;
*u = 0.0f;
*v = 0.0f;
return true;
}
ccl_device bool distant_light_sample_from_intersection(KernelGlobals kg,
const float3 ray_D,
const int lamp,
ccl_private LightSample *ccl_restrict ls)
{
ccl_global const KernelLight *klight = &kernel_data_fetch(lights, lamp);
const int shader = klight->shader_id;
const float radius = klight->distant.radius;
const LightType type = (LightType)klight->type;
if (type != LIGHT_DISTANT) {
return false;
}
if (!(shader & SHADER_USE_MIS)) {
return false;
}
if (radius == 0.0f) {
return false;
}
/* a distant light is infinitely far away, but equivalent to a disk
* shaped light exactly 1 unit away from the current shading point.
*
* radius t^2/cos(theta)
* <----------> t = sqrt(1^2 + tan(theta)^2)
* tan(th) area = radius*radius*pi
* <----->
* \ | (1 + tan(theta)^2)/cos(theta)
* \ | (1 + tan(acos(cos(theta)))^2)/cos(theta)
* t \th| 1 simplifies to
* \-| 1/(cos(theta)^3)
* \| magic!
* P
*/
float3 lightD = klight->co;
float costheta = dot(-lightD, ray_D);
float cosangle = klight->distant.cosangle;
/* Workaround to prevent a hang in the classroom scene with AMD HIP drivers 22.10,
* Remove when a compiler fix is available. */
#ifdef __HIP__
ls->shader = klight->shader_id;
#endif
if (costheta < cosangle)
return false;
ls->type = type;
#ifndef __HIP__
ls->shader = klight->shader_id;
#endif
ls->object = PRIM_NONE;
ls->prim = PRIM_NONE;
ls->lamp = lamp;
/* todo: missing texture coordinates */
ls->u = 0.0f;
ls->v = 0.0f;
ls->t = FLT_MAX;
ls->P = -ray_D;
ls->Ng = -ray_D;
ls->D = ray_D;
ls->group = lamp_lightgroup(kg, lamp);
/* compute pdf */
float invarea = klight->distant.invarea;
ls->pdf = invarea / (costheta * costheta * costheta);
ls->eval_fac = ls->pdf;
return true;
}
ccl_device_forceinline bool distant_light_tree_parameters(const float3 centroid,
const float theta_e,
ccl_private float &cos_theta_u,
ccl_private float2 &distance,
ccl_private float3 &point_to_centroid)
{
/* Treating it as a disk light 1 unit away */
cos_theta_u = fast_cosf(theta_e);
distance = make_float2(1.0f / cos_theta_u, 1.0f);
point_to_centroid = -centroid;
return true;
}
CCL_NAMESPACE_END