Files
blender/intern/cycles/kernel/light/sample.h
Andrii Symkin d832d993c5 Cycles: add new Spectrum and PackedSpectrum types
These replace float3 and packed_float3 in various places in the kernel where a
spectral color representation will be used in the future. That representation
will require more than 3 channels and conversion to from/RGB. The kernel code
was refactored to remove the assumption that Spectrum and RGB colors are the
same thing.

There are no functional changes, Spectrum is still a float3 and the conversion
functions are no-ops.

Differential Revision: https://developer.blender.org/D15535
2022-08-09 16:49:34 +02:00

319 lines
10 KiB
C

/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#pragma once
#include "kernel/integrator/path_state.h"
#include "kernel/integrator/shader_eval.h"
#include "kernel/light/light.h"
#include "kernel/sample/mapping.h"
#include "kernel/sample/mis.h"
CCL_NAMESPACE_BEGIN
/* Evaluate shader on light. */
ccl_device_noinline_cpu Spectrum
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 */
Spectrum eval = zero_spectrum();
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_data_fetch(lights, ls->lamp);
eval *= rgb_to_spectrum(
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 = reduce_max(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];
if (sd->type == PRIMITIVE_MOTION_TRIANGLE) {
motion_triangle_vertices_and_normals(kg, sd->object, sd->prim, sd->time, V, N);
}
else {
kernel_assert(sd->type == PRIMITIVE_TRIANGLE);
triangle_vertices_and_normals(kg, sd->prim, V, N);
}
const float u = 1.0f - sd->u - sd->v;
const float v = sd->u;
const float w = sd->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 */
if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
object_dir_transform(kg, sd, &n); /* Normal x scale, to 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,
ccl_private bool *r_skip_self)
{
float3 P = sd->P;
if ((sd->type & PRIMITIVE_TRIANGLE) && (sd->shader & SHADER_SMOOTH_NORMAL)) {
const float offset_cutoff =
kernel_data_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 NL = dot(sd->N, L);
const bool transmit = (NL < 0.0f);
if (NL < 0) {
NL = -NL;
}
const float3 Ng = (transmit ? -sd->Ng : sd->Ng);
const float NgL = dot(Ng, L);
const float offset_amount = (NL < offset_cutoff) ?
clamp(2.0f - (NgL + NL) / offset_cutoff, 0.0f, 1.0f) :
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;
/* Only skip self intersections if light direction and geometric normal point in the same
* direction, otherwise we're meant to hit this surface. */
*r_skip_self = (NgL > 0.0f);
}
}
}
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,
const bool skip_self)
{
if (ls->shader & SHADER_CAST_SHADOW) {
/* setup ray */
ray->P = P;
ray->tmin = 0.0f;
if (ls->t == FLT_MAX) {
/* distant light */
ray->D = ls->D;
ray->tmax = ls->t;
}
else {
/* other lights, avoid self-intersection */
ray->D = ls->P - P;
ray->D = normalize_len(ray->D, &ray->tmax);
}
}
else {
/* signal to not cast shadow ray */
ray->P = zero_float3();
ray->D = zero_float3();
ray->tmax = 0.0f;
}
ray->dP = differential_make_compact(sd->dP);
ray->dD = differential_zero_compact();
ray->time = sd->time;
/* Fill in intersection surface and light details. */
ray->self.object = (skip_self) ? sd->object : OBJECT_NONE;
ray->self.prim = (skip_self) ? sd->prim : PRIM_NONE;
ray->self.light_object = ls->object;
ray->self.light_prim = ls->prim;
}
/* 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)
{
bool skip_self = true;
const float3 P = shadow_ray_offset(kg, sd, ls->D, &skip_self);
shadow_ray_setup(sd, ls, P, ray, skip_self);
}
/* 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, false);
}
ccl_device_inline float light_sample_mis_weight_forward(KernelGlobals kg,
const float forward_pdf,
const float nee_pdf)
{
#ifdef WITH_CYCLES_DEBUG
if (kernel_data.integrator.direct_light_sampling_type == DIRECT_LIGHT_SAMPLING_FORWARD) {
return 1.0f;
}
else if (kernel_data.integrator.direct_light_sampling_type == DIRECT_LIGHT_SAMPLING_NEE) {
return 0.0f;
}
else
#endif
return power_heuristic(forward_pdf, nee_pdf);
}
ccl_device_inline float light_sample_mis_weight_nee(KernelGlobals kg,
const float nee_pdf,
const float forward_pdf)
{
#ifdef WITH_CYCLES_DEBUG
if (kernel_data.integrator.direct_light_sampling_type == DIRECT_LIGHT_SAMPLING_FORWARD) {
return 0.0f;
}
else if (kernel_data.integrator.direct_light_sampling_type == DIRECT_LIGHT_SAMPLING_NEE) {
return 1.0f;
}
else
#endif
return power_heuristic(nee_pdf, forward_pdf);
}
CCL_NAMESPACE_END