
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
319 lines
10 KiB
C
319 lines
10 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/integrator/path_state.h"
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#include "kernel/integrator/shader_eval.h"
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#include "kernel/light/light.h"
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#include "kernel/sample/mapping.h"
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#include "kernel/sample/mis.h"
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CCL_NAMESPACE_BEGIN
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/* Evaluate shader on light. */
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ccl_device_noinline_cpu Spectrum
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light_sample_shader_eval(KernelGlobals kg,
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IntegratorState state,
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ccl_private ShaderData *ccl_restrict emission_sd,
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ccl_private LightSample *ccl_restrict ls,
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float time)
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{
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/* setup shading at emitter */
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Spectrum eval = zero_spectrum();
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if (shader_constant_emission_eval(kg, ls->shader, &eval)) {
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if ((ls->prim != PRIM_NONE) && dot(ls->Ng, ls->D) > 0.0f) {
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ls->Ng = -ls->Ng;
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}
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}
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else {
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/* Setup shader data and call shader_eval_surface once, better
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* for GPU coherence and compile times. */
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PROFILING_INIT_FOR_SHADER(kg, PROFILING_SHADE_LIGHT_SETUP);
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#ifdef __BACKGROUND_MIS__
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if (ls->type == LIGHT_BACKGROUND) {
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shader_setup_from_background(kg, emission_sd, ls->P, ls->D, time);
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}
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else
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#endif
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{
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shader_setup_from_sample(kg,
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emission_sd,
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ls->P,
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ls->Ng,
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-ls->D,
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ls->shader,
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ls->object,
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ls->prim,
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ls->u,
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ls->v,
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ls->t,
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time,
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false,
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ls->lamp);
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ls->Ng = emission_sd->Ng;
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}
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PROFILING_SHADER(emission_sd->object, emission_sd->shader);
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PROFILING_EVENT(PROFILING_SHADE_LIGHT_EVAL);
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/* No proper path flag, we're evaluating this for all closures. that's
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* weak but we'd have to do multiple evaluations otherwise. */
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shader_eval_surface<KERNEL_FEATURE_NODE_MASK_SURFACE_LIGHT>(
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kg, state, emission_sd, NULL, PATH_RAY_EMISSION);
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/* Evaluate closures. */
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#ifdef __BACKGROUND_MIS__
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if (ls->type == LIGHT_BACKGROUND) {
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eval = shader_background_eval(emission_sd);
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}
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else
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#endif
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{
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eval = shader_emissive_eval(emission_sd);
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}
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}
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eval *= ls->eval_fac;
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if (ls->lamp != LAMP_NONE) {
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ccl_global const KernelLight *klight = &kernel_data_fetch(lights, ls->lamp);
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eval *= rgb_to_spectrum(
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make_float3(klight->strength[0], klight->strength[1], klight->strength[2]));
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}
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return eval;
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}
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/* Test if light sample is from a light or emission from geometry. */
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ccl_device_inline bool light_sample_is_light(ccl_private const LightSample *ccl_restrict ls)
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{
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/* return if it's a lamp for shadow pass */
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return (ls->prim == PRIM_NONE && ls->type != LIGHT_BACKGROUND);
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}
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/* Early path termination of shadow rays. */
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ccl_device_inline bool light_sample_terminate(KernelGlobals kg,
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ccl_private const LightSample *ccl_restrict ls,
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ccl_private BsdfEval *ccl_restrict eval,
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const float rand_terminate)
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{
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if (bsdf_eval_is_zero(eval)) {
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return true;
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}
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if (kernel_data.integrator.light_inv_rr_threshold > 0.0f) {
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float probability = reduce_max(fabs(bsdf_eval_sum(eval))) *
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kernel_data.integrator.light_inv_rr_threshold;
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if (probability < 1.0f) {
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if (rand_terminate >= probability) {
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return true;
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}
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bsdf_eval_mul(eval, 1.0f / probability);
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}
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}
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return false;
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}
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/* This function should be used to compute a modified ray start position for
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* rays leaving from a surface. The algorithm slightly distorts flat surface
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* of a triangle. Surface is lifted by amount h along normal n in the incident
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* point. */
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ccl_device_inline float3 shadow_ray_smooth_surface_offset(
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KernelGlobals kg, ccl_private const ShaderData *ccl_restrict sd, float3 Ng)
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{
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float3 V[3], N[3];
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if (sd->type == PRIMITIVE_MOTION_TRIANGLE) {
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motion_triangle_vertices_and_normals(kg, sd->object, sd->prim, sd->time, V, N);
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}
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else {
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kernel_assert(sd->type == PRIMITIVE_TRIANGLE);
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triangle_vertices_and_normals(kg, sd->prim, V, N);
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}
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const float u = 1.0f - sd->u - sd->v;
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const float v = sd->u;
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const float w = sd->v;
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float3 P = V[0] * u + V[1] * v + V[2] * w; /* Local space */
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float3 n = N[0] * u + N[1] * v + N[2] * w; /* We get away without normalization */
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if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
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object_dir_transform(kg, sd, &n); /* Normal x scale, to world space */
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}
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/* Parabolic approximation */
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float a = dot(N[2] - N[0], V[0] - V[2]);
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float b = dot(N[2] - N[1], V[1] - V[2]);
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float c = dot(N[1] - N[0], V[1] - V[0]);
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float h = a * u * (u - 1) + (a + b + c) * u * v + b * v * (v - 1);
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/* Check flipped normals */
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if (dot(n, Ng) > 0) {
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/* Local linear envelope */
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float h0 = max(max(dot(V[1] - V[0], N[0]), dot(V[2] - V[0], N[0])), 0.0f);
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float h1 = max(max(dot(V[0] - V[1], N[1]), dot(V[2] - V[1], N[1])), 0.0f);
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float h2 = max(max(dot(V[0] - V[2], N[2]), dot(V[1] - V[2], N[2])), 0.0f);
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h0 = max(dot(V[0] - P, N[0]) + h0, 0.0f);
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h1 = max(dot(V[1] - P, N[1]) + h1, 0.0f);
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h2 = max(dot(V[2] - P, N[2]) + h2, 0.0f);
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h = max(min(min(h0, h1), h2), h * 0.5f);
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}
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else {
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float h0 = max(max(dot(V[0] - V[1], N[0]), dot(V[0] - V[2], N[0])), 0.0f);
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float h1 = max(max(dot(V[1] - V[0], N[1]), dot(V[1] - V[2], N[1])), 0.0f);
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float h2 = max(max(dot(V[2] - V[0], N[2]), dot(V[2] - V[1], N[2])), 0.0f);
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h0 = max(dot(P - V[0], N[0]) + h0, 0.0f);
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h1 = max(dot(P - V[1], N[1]) + h1, 0.0f);
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h2 = max(dot(P - V[2], N[2]) + h2, 0.0f);
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h = min(-min(min(h0, h1), h2), h * 0.5f);
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}
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return n * h;
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}
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/* Ray offset to avoid shadow terminator artifact. */
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ccl_device_inline float3 shadow_ray_offset(KernelGlobals kg,
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ccl_private const ShaderData *ccl_restrict sd,
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float3 L,
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ccl_private bool *r_skip_self)
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{
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float3 P = sd->P;
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if ((sd->type & PRIMITIVE_TRIANGLE) && (sd->shader & SHADER_SMOOTH_NORMAL)) {
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const float offset_cutoff =
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kernel_data_fetch(objects, sd->object).shadow_terminator_geometry_offset;
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/* Do ray offset (heavy stuff) only for close to be terminated triangles:
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* offset_cutoff = 0.1f means that 10-20% of rays will be affected. Also
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* make a smooth transition near the threshold. */
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if (offset_cutoff > 0.0f) {
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float NL = dot(sd->N, L);
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const bool transmit = (NL < 0.0f);
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if (NL < 0) {
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NL = -NL;
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}
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const float3 Ng = (transmit ? -sd->Ng : sd->Ng);
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const float NgL = dot(Ng, L);
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const float offset_amount = (NL < offset_cutoff) ?
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clamp(2.0f - (NgL + NL) / offset_cutoff, 0.0f, 1.0f) :
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clamp(1.0f - NgL / offset_cutoff, 0.0f, 1.0f);
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if (offset_amount > 0.0f) {
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P += shadow_ray_smooth_surface_offset(kg, sd, Ng) * offset_amount;
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/* Only skip self intersections if light direction and geometric normal point in the same
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* direction, otherwise we're meant to hit this surface. */
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*r_skip_self = (NgL > 0.0f);
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}
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}
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}
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return P;
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}
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ccl_device_inline void shadow_ray_setup(ccl_private const ShaderData *ccl_restrict sd,
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ccl_private const LightSample *ccl_restrict ls,
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const float3 P,
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ccl_private Ray *ray,
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const bool skip_self)
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{
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if (ls->shader & SHADER_CAST_SHADOW) {
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/* setup ray */
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ray->P = P;
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ray->tmin = 0.0f;
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if (ls->t == FLT_MAX) {
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/* distant light */
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ray->D = ls->D;
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ray->tmax = ls->t;
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}
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else {
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/* other lights, avoid self-intersection */
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ray->D = ls->P - P;
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ray->D = normalize_len(ray->D, &ray->tmax);
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}
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}
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else {
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/* signal to not cast shadow ray */
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ray->P = zero_float3();
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ray->D = zero_float3();
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ray->tmax = 0.0f;
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}
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ray->dP = differential_make_compact(sd->dP);
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ray->dD = differential_zero_compact();
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ray->time = sd->time;
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/* Fill in intersection surface and light details. */
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ray->self.object = (skip_self) ? sd->object : OBJECT_NONE;
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ray->self.prim = (skip_self) ? sd->prim : PRIM_NONE;
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ray->self.light_object = ls->object;
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ray->self.light_prim = ls->prim;
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}
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/* Create shadow ray towards light sample. */
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ccl_device_inline void light_sample_to_surface_shadow_ray(
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KernelGlobals kg,
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ccl_private const ShaderData *ccl_restrict sd,
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ccl_private const LightSample *ccl_restrict ls,
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ccl_private Ray *ray)
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{
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bool skip_self = true;
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const float3 P = shadow_ray_offset(kg, sd, ls->D, &skip_self);
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shadow_ray_setup(sd, ls, P, ray, skip_self);
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}
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/* Create shadow ray towards light sample. */
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ccl_device_inline void light_sample_to_volume_shadow_ray(
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KernelGlobals kg,
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ccl_private const ShaderData *ccl_restrict sd,
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ccl_private const LightSample *ccl_restrict ls,
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const float3 P,
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ccl_private Ray *ray)
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{
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shadow_ray_setup(sd, ls, P, ray, false);
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}
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ccl_device_inline float light_sample_mis_weight_forward(KernelGlobals kg,
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const float forward_pdf,
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const float nee_pdf)
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{
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#ifdef WITH_CYCLES_DEBUG
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if (kernel_data.integrator.direct_light_sampling_type == DIRECT_LIGHT_SAMPLING_FORWARD) {
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return 1.0f;
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}
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else if (kernel_data.integrator.direct_light_sampling_type == DIRECT_LIGHT_SAMPLING_NEE) {
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return 0.0f;
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}
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else
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#endif
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return power_heuristic(forward_pdf, nee_pdf);
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}
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ccl_device_inline float light_sample_mis_weight_nee(KernelGlobals kg,
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const float nee_pdf,
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const float forward_pdf)
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{
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#ifdef WITH_CYCLES_DEBUG
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if (kernel_data.integrator.direct_light_sampling_type == DIRECT_LIGHT_SAMPLING_FORWARD) {
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return 0.0f;
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}
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else if (kernel_data.integrator.direct_light_sampling_type == DIRECT_LIGHT_SAMPLING_NEE) {
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return 1.0f;
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}
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else
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#endif
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return power_heuristic(nee_pdf, forward_pdf);
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}
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CCL_NAMESPACE_END
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