Blender V2.61 - r43446
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00001 /* 00002 * Copyright 2011, Blender Foundation. 00003 * 00004 * This program is free software; you can redistribute it and/or 00005 * modify it under the terms of the GNU General Public License 00006 * as published by the Free Software Foundation; either version 2 00007 * of the License, or (at your option) any later version. 00008 * 00009 * This program is distributed in the hope that it will be useful, 00010 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00011 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00012 * GNU General Public License for more details. 00013 * 00014 * You should have received a copy of the GNU General Public License 00015 * along with this program; if not, write to the Free Software Foundation, 00016 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 00017 */ 00018 00019 CCL_NAMESPACE_BEGIN 00020 00021 /* Direction Emission */ 00022 00023 __device float3 direct_emissive_eval(KernelGlobals *kg, float rando, 00024 LightSample *ls, float u, float v, float3 I) 00025 { 00026 /* setup shading at emitter */ 00027 ShaderData sd; 00028 00029 shader_setup_from_sample(kg, &sd, ls->P, ls->Ng, I, ls->shader, ls->object, ls->prim, u, v); 00030 ls->Ng = sd.Ng; 00031 00032 /* no path flag, we're evaluating this for all closures. that's weak but 00033 we'd have to do multiple evaluations otherwise */ 00034 shader_eval_surface(kg, &sd, rando, 0); 00035 00036 float3 eval; 00037 00038 /* evaluate emissive closure */ 00039 if(sd.flag & SD_EMISSION) 00040 eval = shader_emissive_eval(kg, &sd); 00041 else 00042 eval = make_float3(0.0f, 0.0f, 0.0f); 00043 00044 shader_release(kg, &sd); 00045 00046 return eval; 00047 } 00048 00049 __device bool direct_emission(KernelGlobals *kg, ShaderData *sd, int lindex, 00050 float randt, float rando, float randu, float randv, Ray *ray, float3 *eval) 00051 { 00052 LightSample ls; 00053 00054 #ifdef __MULTI_LIGHT__ 00055 if(lindex != -1) { 00056 /* sample position on a specified light */ 00057 light_select(kg, lindex, randu, randv, sd->P, &ls); 00058 } 00059 else 00060 #endif 00061 { 00062 /* sample a light and position on int */ 00063 light_sample(kg, randt, randu, randv, sd->P, &ls); 00064 } 00065 00066 /* compute pdf */ 00067 float pdf = light_sample_pdf(kg, &ls, -ls.D, ls.t); 00068 00069 /* evaluate closure */ 00070 *eval = direct_emissive_eval(kg, rando, &ls, randu, randv, -ls.D); 00071 00072 if(is_zero(*eval) || pdf == 0.0f) 00073 return false; 00074 00075 /* todo: use visbility flag to skip lights */ 00076 00077 /* evaluate BSDF at shading point */ 00078 float bsdf_pdf; 00079 float3 bsdf_eval = shader_bsdf_eval(kg, sd, ls.D, &bsdf_pdf); 00080 00081 *eval *= bsdf_eval/pdf; 00082 00083 if(is_zero(*eval)) 00084 return false; 00085 00086 if(ls.prim != ~0) { 00087 /* multiple importance sampling */ 00088 float mis_weight = power_heuristic(pdf, bsdf_pdf); 00089 *eval *= mis_weight; 00090 } 00091 /* todo: clean up these weights */ 00092 else if(ls.shader & SHADER_AREA_LIGHT) 00093 *eval *= 0.25f; /* area lamp */ 00094 else if(ls.t != FLT_MAX) 00095 *eval *= 0.25f*M_1_PI_F; /* point lamp */ 00096 00097 if(ls.shader & SHADER_CAST_SHADOW) { 00098 /* setup ray */ 00099 ray->P = ray_offset(sd->P, sd->Ng); 00100 00101 if(ls.t == FLT_MAX) { 00102 /* distant light */ 00103 ray->D = ls.D; 00104 ray->t = ls.t; 00105 } 00106 else { 00107 /* other lights, avoid self-intersection */ 00108 ray->D = ray_offset(ls.P, ls.Ng) - ray->P; 00109 ray->D = normalize_len(ray->D, &ray->t); 00110 } 00111 } 00112 else { 00113 /* signal to not cast shadow ray */ 00114 ray->t = 0.0f; 00115 } 00116 00117 return true; 00118 } 00119 00120 /* Indirect Emission */ 00121 00122 __device float3 indirect_emission(KernelGlobals *kg, ShaderData *sd, float t, int path_flag, float bsdf_pdf) 00123 { 00124 /* evaluate emissive closure */ 00125 float3 L = shader_emissive_eval(kg, sd); 00126 00127 if(!(path_flag & PATH_RAY_MIS_SKIP) && (sd->flag & SD_SAMPLE_AS_LIGHT)) { 00128 /* multiple importance sampling */ 00129 float pdf = triangle_light_pdf(kg, sd->Ng, sd->I, t); 00130 float mis_weight = power_heuristic(bsdf_pdf, pdf); 00131 00132 return L*mis_weight; 00133 } 00134 00135 return L; 00136 } 00137 00138 CCL_NAMESPACE_END 00139