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Framework/lights/quad_light.cpp
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Framework/lights/quad_light.cpp
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// Copyright 2009-2021 Intel Corporation
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// SPDX-License-Identifier: Apache-2.0
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#include "light.h"
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#include "helper.hpp"
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namespace embree {
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struct QuadLight {
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Light super; //!< inherited light fields
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Vec3fa position; //!< world-space corner position of the light
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Vec3fa edge1; //!< vectors to adjacent corners
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Vec3fa edge2; //!< vectors to adjacent corners
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Vec3fa radiance; //!< RGB color and intensity of the QuadLight
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Vec3fa nnormal; //!< negated normal, the direction that the QuadLight is not emitting; normalized
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float ppdf; // probability to sample point on light = 1/area
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};
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// Implementation
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//////////////////////////////////////////////////////////////////////////////
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Light_SampleRes QuadLight_sample(const Light* super,
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const Sample& sp,
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const Vec2f& s) {
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const QuadLight* self = (QuadLight *) super;
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Light_SampleRes res;
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// res position on light with density ppdf = 1/area
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// TODO: use solid angle sampling
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const Vec3fa pos = self->position + self->edge1 * s.x + self->edge2 * s.y;
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// extant light vector from the hit point
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const Vec3fa dir = pos - sp.P;
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const float dist = length(dir);
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// normalized light vector
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res.dir = dir / dist;
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res.dist = dist;
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// convert to pdf wrt. solid angle
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const float cosd = dot(self->nnormal, res.dir);
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res.pdf = self->ppdf * (dist * dist) / abs(cosd);
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// emit only to one side
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res.weight = cosd > 0.f ? self->radiance * rcp(res.pdf) : Vec3fa(0.f);
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return res;
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}
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Light_EvalRes QuadLight_eval(const Light* super,
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const Sample& dg,
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const Vec3fa& dir) {
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Light_EvalRes res;
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res.value = Vec3fa(0, 0, 0);
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res.dist = inf;
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res.pdf = 0.f;
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return res;
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}
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// Exports (called from C++)
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//////////////////////////////////////////////////////////////////////////////
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//! Set the parameters of an ispc-side QuadLight object
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extern "C" void QuadLight_set(void* super,
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const Vec3fa& position,
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const Vec3fa& edge2,
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const Vec3fa& edge1,
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const Vec3fa& radiance) {
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QuadLight* self = (QuadLight *) super;
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self->position = position;
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self->edge1 = edge1;
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self->edge2 = edge2;
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self->radiance = radiance;
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const Vec3fa ndirection = cross(edge2, edge1);
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self->ppdf = rcp(length(ndirection));
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self->nnormal = ndirection * self->ppdf;
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}
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//! Create an ispc-side QuadLight object
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extern "C" void* QuadLight_create() {
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QuadLight* self = (QuadLight *) alignedUSMMalloc(sizeof(QuadLight), 16);
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Light_Constructor(&self->super);
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//self->super.sample = GET_FUNCTION_POINTER(QuadLight_sample);
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self->super.type = LIGHT_QUAD;
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QuadLight_set(self,
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Vec3fa(0.f),
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Vec3fa(1.f, 0.f, 0.f),
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Vec3fa(0.f, 1.f, 0.f),
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Vec3fa(1.f));
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return self;
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}
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} // namespace embree
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