190 lines
7 KiB
C++
190 lines
7 KiB
C++
// Copyright 2009-2021 Intel Corporation
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// SPDX-License-Identifier: Apache-2.0
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#pragma once
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namespace embree {
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namespace SceneGraph {
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enum LightType {
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LIGHT_AMBIENT,
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LIGHT_POINT,
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LIGHT_DIRECTIONAL,
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LIGHT_SPOT,
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LIGHT_DISTANT,
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LIGHT_TRIANGLE,
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LIGHT_QUAD,
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};
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class Light {
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ALIGNED_CLASS_(16)
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public:
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Light(LightType type) : type(type) {
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}
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LightType getType() const { return type; }
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private:
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LightType type;
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};
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class AmbientLight : public Light {
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public:
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AmbientLight(const Vec3fa& L)
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: Light(LIGHT_AMBIENT), L(L) {
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}
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AmbientLight transform(const AffineSpace3fa& space) const {
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return AmbientLight(L);
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}
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static AmbientLight lerp(const AmbientLight& light0, const AmbientLight& light1, const float f) {
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return AmbientLight(embree::lerp(light0.L, light1.L, f));
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}
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public:
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Vec3fa L; //!< radiance of ambient light
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};
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class PointLight : public Light {
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public:
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PointLight(const Vec3fa& P, const Vec3fa& I)
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: Light(LIGHT_POINT), P(P), I(I) {
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}
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PointLight transform(const AffineSpace3fa& space) const {
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return PointLight(xfmPoint(space, P), I);
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}
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static PointLight lerp(const PointLight& light0, const PointLight& light1, const float f) {
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return PointLight(embree::lerp(light0.P, light1.P, f),
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embree::lerp(light0.I, light1.I, f));
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}
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public:
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Vec3fa P; //!< position of point light
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Vec3fa I; //!< radiant intensity of point light
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};
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class DirectionalLight : public Light {
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public:
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DirectionalLight(const Vec3fa& D, const Vec3fa& E)
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: Light(LIGHT_DIRECTIONAL), D(D), E(E) {
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}
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DirectionalLight transform(const AffineSpace3fa& space) const {
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return DirectionalLight(xfmVector(space, D), E);
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}
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static DirectionalLight lerp(const DirectionalLight& light0, const DirectionalLight& light1,
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const float f) {
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return DirectionalLight(embree::lerp(light0.D, light1.D, f),
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embree::lerp(light0.E, light1.E, f));
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}
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public:
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Vec3fa D; //!< Light direction
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Vec3fa E; //!< Irradiance (W/m^2)
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};
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class SpotLight : public Light {
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public:
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SpotLight(const Vec3fa& P, const Vec3fa& D, const Vec3fa& I, float angleMin, float angleMax)
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: Light(LIGHT_SPOT), P(P), D(D), I(I), angleMin(angleMin), angleMax(angleMax) {
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}
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SpotLight transform(const AffineSpace3fa& space) const {
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return SpotLight(xfmPoint(space, P), xfmVector(space, D), I, angleMin, angleMax);
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}
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static SpotLight lerp(const SpotLight& light0, const SpotLight& light1, const float f) {
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return SpotLight(embree::lerp(light0.P, light1.P, f),
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embree::lerp(light0.D, light1.D, f),
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embree::lerp(light0.I, light1.I, f),
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embree::lerp(light0.angleMin, light1.angleMin, f),
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embree::lerp(light0.angleMax, light1.angleMax, f));
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}
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public:
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Vec3fa P; //!< Position of the spot light
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Vec3fa D; //!< Light direction of the spot light
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Vec3fa I; //!< Radiant intensity (W/sr)
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float angleMin, angleMax; //!< Linear falloff region
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};
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class DistantLight : public Light {
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public:
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DistantLight(const Vec3fa& D, const Vec3fa& L, const float halfAngle)
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: Light(LIGHT_DISTANT), D(D), L(L), halfAngle(halfAngle), radHalfAngle(deg2rad(halfAngle)),
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cosHalfAngle(cos(deg2rad(halfAngle))) {
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}
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DistantLight transform(const AffineSpace3fa& space) const {
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return DistantLight(xfmVector(space, D), L, halfAngle);
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}
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static DistantLight lerp(const DistantLight& light0, const DistantLight& light1, const float f) {
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return DistantLight(embree::lerp(light0.D, light1.D, f),
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embree::lerp(light0.L, light1.L, f),
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embree::lerp(light0.halfAngle, light1.halfAngle, f));
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}
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public:
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Vec3fa D; //!< Light direction
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Vec3fa L; //!< Radiance (W/(m^2*sr))
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float halfAngle; //!< Half illumination angle
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float radHalfAngle; //!< Half illumination angle in radians
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float cosHalfAngle; //!< Cosine of half illumination angle
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};
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class TriangleLight : public Light {
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public:
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TriangleLight(const Vec3fa& v0, const Vec3fa& v1, const Vec3fa& v2, const Vec3fa& L)
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: Light(LIGHT_TRIANGLE), v0(v0), v1(v1), v2(v2), L(L) {
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}
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TriangleLight transform(const AffineSpace3fa& space) const {
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return TriangleLight(xfmPoint(space, v0), xfmPoint(space, v1), xfmPoint(space, v2), L);
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}
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static TriangleLight lerp(const TriangleLight& light0, const TriangleLight& light1, const float f) {
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return TriangleLight(embree::lerp(light0.v0, light1.v0, f),
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embree::lerp(light0.v1, light1.v1, f),
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embree::lerp(light0.v2, light1.v2, f),
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embree::lerp(light0.L, light1.L, f));
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}
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public:
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Vec3fa v0;
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Vec3fa v1;
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Vec3fa v2;
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Vec3fa L;
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};
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class QuadLight : public Light {
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public:
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QuadLight(const Vec3fa& v0, const Vec3fa& v1, const Vec3fa& v2, const Vec3fa& v3, const Vec3fa& L)
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: Light(LIGHT_QUAD), v0(v0), v1(v1), v2(v2), v3(v3), L(L) {
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}
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QuadLight transform(const AffineSpace3fa& space) const {
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return QuadLight(xfmPoint(space, v0), xfmPoint(space, v1), xfmPoint(space, v2), xfmPoint(space, v3), L);
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}
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static QuadLight lerp(const QuadLight& light0, const QuadLight& light1, const float f) {
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return QuadLight(embree::lerp(light0.v0, light1.v0, f),
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embree::lerp(light0.v1, light1.v1, f),
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embree::lerp(light0.v2, light1.v2, f),
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embree::lerp(light0.v3, light1.v3, f),
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embree::lerp(light0.L, light1.L, f));
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}
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public:
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Vec3fa v0;
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Vec3fa v1;
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Vec3fa v2;
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Vec3fa v3;
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Vec3fa L;
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};
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}
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}
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