rendering-in-cgi/Framework/lights/quad_light.cpp
2024-04-23 14:15:44 +02:00

111 lines
3.6 KiB
C++

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