Files
blender/intern/cycles/kernel/kernel_emission.h
Brecht Van Lommel 1df3b51988 Cycles: replace integrator state argument macros
* Rename struct KernelGlobals to struct KernelGlobalsCPU
* Add KernelGlobals, IntegratorState and ConstIntegratorState typedefs
  that every device can define in its own way.
* Remove INTEGRATOR_STATE_ARGS and INTEGRATOR_STATE_PASS macros and
  replace with these new typedefs.
* Add explicit state argument to INTEGRATOR_STATE and similar macros

In preparation for decoupling main and shadow paths.

Differential Revision: https://developer.blender.org/D12888
2021-10-18 19:02:10 +02:00

270 lines
8.8 KiB
C

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#pragma once
#include "kernel/kernel_light.h"
#include "kernel/kernel_montecarlo.h"
#include "kernel/kernel_path_state.h"
#include "kernel/kernel_shader.h"
CCL_NAMESPACE_BEGIN
/* Evaluate shader on light. */
ccl_device_noinline_cpu float3
light_sample_shader_eval(KernelGlobals kg,
IntegratorState state,
ccl_private ShaderData *ccl_restrict emission_sd,
ccl_private LightSample *ccl_restrict ls,
float time)
{
/* setup shading at emitter */
float3 eval = zero_float3();
if (shader_constant_emission_eval(kg, ls->shader, &eval)) {
if ((ls->prim != PRIM_NONE) && dot(ls->Ng, ls->D) > 0.0f) {
ls->Ng = -ls->Ng;
}
}
else {
/* Setup shader data and call shader_eval_surface once, better
* for GPU coherence and compile times. */
PROFILING_INIT_FOR_SHADER(kg, PROFILING_SHADE_LIGHT_SETUP);
#ifdef __BACKGROUND_MIS__
if (ls->type == LIGHT_BACKGROUND) {
shader_setup_from_background(kg, emission_sd, ls->P, ls->D, time);
}
else
#endif
{
shader_setup_from_sample(kg,
emission_sd,
ls->P,
ls->Ng,
-ls->D,
ls->shader,
ls->object,
ls->prim,
ls->u,
ls->v,
ls->t,
time,
false,
ls->lamp);
ls->Ng = emission_sd->Ng;
}
PROFILING_SHADER(emission_sd->object, emission_sd->shader);
PROFILING_EVENT(PROFILING_SHADE_LIGHT_EVAL);
/* No proper path flag, we're evaluating this for all closures. that's
* weak but we'd have to do multiple evaluations otherwise. */
shader_eval_surface<KERNEL_FEATURE_NODE_MASK_SURFACE_LIGHT>(
kg, state, emission_sd, NULL, PATH_RAY_EMISSION);
/* Evaluate closures. */
#ifdef __BACKGROUND_MIS__
if (ls->type == LIGHT_BACKGROUND) {
eval = shader_background_eval(emission_sd);
}
else
#endif
{
eval = shader_emissive_eval(emission_sd);
}
}
eval *= ls->eval_fac;
if (ls->lamp != LAMP_NONE) {
ccl_global const KernelLight *klight = &kernel_tex_fetch(__lights, ls->lamp);
eval *= make_float3(klight->strength[0], klight->strength[1], klight->strength[2]);
}
return eval;
}
/* Test if light sample is from a light or emission from geometry. */
ccl_device_inline bool light_sample_is_light(ccl_private const LightSample *ccl_restrict ls)
{
/* return if it's a lamp for shadow pass */
return (ls->prim == PRIM_NONE && ls->type != LIGHT_BACKGROUND);
}
/* Early path termination of shadow rays. */
ccl_device_inline bool light_sample_terminate(KernelGlobals kg,
ccl_private const LightSample *ccl_restrict ls,
ccl_private BsdfEval *ccl_restrict eval,
const float rand_terminate)
{
if (bsdf_eval_is_zero(eval)) {
return true;
}
if (kernel_data.integrator.light_inv_rr_threshold > 0.0f) {
float probability = max3(fabs(bsdf_eval_sum(eval))) *
kernel_data.integrator.light_inv_rr_threshold;
if (probability < 1.0f) {
if (rand_terminate >= probability) {
return true;
}
bsdf_eval_mul(eval, 1.0f / probability);
}
}
return false;
}
/* This function should be used to compute a modified ray start position for
* rays leaving from a surface. The algorithm slightly distorts flat surface
* of a triangle. Surface is lifted by amount h along normal n in the incident
* point. */
ccl_device_inline float3 shadow_ray_smooth_surface_offset(
KernelGlobals kg, ccl_private const ShaderData *ccl_restrict sd, float3 Ng)
{
float3 V[3], N[3];
triangle_vertices_and_normals(kg, sd->prim, V, N);
const float u = sd->u, v = sd->v;
const float w = 1 - u - v;
float3 P = V[0] * u + V[1] * v + V[2] * w; /* Local space */
float3 n = N[0] * u + N[1] * v + N[2] * w; /* We get away without normalization */
object_normal_transform(kg, sd, &n); /* Normal x scale, world space */
/* Parabolic approximation */
float a = dot(N[2] - N[0], V[0] - V[2]);
float b = dot(N[2] - N[1], V[1] - V[2]);
float c = dot(N[1] - N[0], V[1] - V[0]);
float h = a * u * (u - 1) + (a + b + c) * u * v + b * v * (v - 1);
/* Check flipped normals */
if (dot(n, Ng) > 0) {
/* Local linear envelope */
float h0 = max(max(dot(V[1] - V[0], N[0]), dot(V[2] - V[0], N[0])), 0.0f);
float h1 = max(max(dot(V[0] - V[1], N[1]), dot(V[2] - V[1], N[1])), 0.0f);
float h2 = max(max(dot(V[0] - V[2], N[2]), dot(V[1] - V[2], N[2])), 0.0f);
h0 = max(dot(V[0] - P, N[0]) + h0, 0.0f);
h1 = max(dot(V[1] - P, N[1]) + h1, 0.0f);
h2 = max(dot(V[2] - P, N[2]) + h2, 0.0f);
h = max(min(min(h0, h1), h2), h * 0.5f);
}
else {
float h0 = max(max(dot(V[0] - V[1], N[0]), dot(V[0] - V[2], N[0])), 0.0f);
float h1 = max(max(dot(V[1] - V[0], N[1]), dot(V[1] - V[2], N[1])), 0.0f);
float h2 = max(max(dot(V[2] - V[0], N[2]), dot(V[2] - V[1], N[2])), 0.0f);
h0 = max(dot(P - V[0], N[0]) + h0, 0.0f);
h1 = max(dot(P - V[1], N[1]) + h1, 0.0f);
h2 = max(dot(P - V[2], N[2]) + h2, 0.0f);
h = min(-min(min(h0, h1), h2), h * 0.5f);
}
return n * h;
}
/* Ray offset to avoid shadow terminator artifact. */
ccl_device_inline float3 shadow_ray_offset(KernelGlobals kg,
ccl_private const ShaderData *ccl_restrict sd,
float3 L)
{
float NL = dot(sd->N, L);
bool transmit = (NL < 0.0f);
float3 Ng = (transmit ? -sd->Ng : sd->Ng);
float3 P = ray_offset(sd->P, Ng);
if ((sd->type & PRIMITIVE_ALL_TRIANGLE) && (sd->shader & SHADER_SMOOTH_NORMAL)) {
const float offset_cutoff =
kernel_tex_fetch(__objects, sd->object).shadow_terminator_geometry_offset;
/* Do ray offset (heavy stuff) only for close to be terminated triangles:
* offset_cutoff = 0.1f means that 10-20% of rays will be affected. Also
* make a smooth transition near the threshold. */
if (offset_cutoff > 0.0f) {
float NgL = dot(Ng, L);
float offset_amount = 0.0f;
if (NL < offset_cutoff) {
offset_amount = clamp(2.0f - (NgL + NL) / offset_cutoff, 0.0f, 1.0f);
}
else {
offset_amount = clamp(1.0f - NgL / offset_cutoff, 0.0f, 1.0f);
}
if (offset_amount > 0.0f) {
P += shadow_ray_smooth_surface_offset(kg, sd, Ng) * offset_amount;
}
}
}
return P;
}
ccl_device_inline void shadow_ray_setup(ccl_private const ShaderData *ccl_restrict sd,
ccl_private const LightSample *ccl_restrict ls,
const float3 P,
ccl_private Ray *ray)
{
if (ls->shader & SHADER_CAST_SHADOW) {
/* setup ray */
ray->P = P;
if (ls->t == FLT_MAX) {
/* distant light */
ray->D = ls->D;
ray->t = ls->t;
}
else {
/* other lights, avoid self-intersection */
ray->D = ray_offset(ls->P, ls->Ng) - P;
ray->D = normalize_len(ray->D, &ray->t);
}
}
else {
/* signal to not cast shadow ray */
ray->P = zero_float3();
ray->D = zero_float3();
ray->t = 0.0f;
}
ray->dP = differential_make_compact(sd->dP);
ray->dD = differential_zero_compact();
ray->time = sd->time;
}
/* Create shadow ray towards light sample. */
ccl_device_inline void light_sample_to_surface_shadow_ray(
KernelGlobals kg,
ccl_private const ShaderData *ccl_restrict sd,
ccl_private const LightSample *ccl_restrict ls,
ccl_private Ray *ray)
{
const float3 P = shadow_ray_offset(kg, sd, ls->D);
shadow_ray_setup(sd, ls, P, ray);
}
/* Create shadow ray towards light sample. */
ccl_device_inline void light_sample_to_volume_shadow_ray(
KernelGlobals kg,
ccl_private const ShaderData *ccl_restrict sd,
ccl_private const LightSample *ccl_restrict ls,
const float3 P,
ccl_private Ray *ray)
{
shadow_ray_setup(sd, ls, P, ray);
}
CCL_NAMESPACE_END