89 lines
		
	
	
	
		
			3.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			89 lines
		
	
	
	
		
			3.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright 2009-2021 Intel Corporation
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| // SPDX-License-Identifier: Apache-2.0
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| 
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| #include "light.h"
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| #include <sampling.hpp>
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| #include <math/linearspace3.h>
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| 
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| namespace embree {
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|     struct DirectionalLight {
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|         Light super; //!< inherited light fields
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| 
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|         LinearSpace3fa frame; //!< coordinate frame, with vz == direction *towards* the light source
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|         Vec3fa radiance; //!< RGB color and intensity of light
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|         float cosAngle;
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|         //!< Angular limit of the cone light in an easier to use form: cosine of the half angle in radians
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|         float pdf; //!< Probability to sample a direction to the light
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|     };
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| 
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|     // for very small cones treat as singular light, because float precision is not good enough
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| #define COS_ANGLE_MAX 0.99999988f
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| 
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| 
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|     // Implementation
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|     //////////////////////////////////////////////////////////////////////////////
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| 
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|     Light_SampleRes DirectionalLight_sample(const Light* super,
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|                                             const Sample& dg,
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|                                             const Vec2f& s) {
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|         const DirectionalLight* self = (DirectionalLight *) super;
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|         Light_SampleRes res;
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| 
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|         res.dir = self->frame.vz;
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|         res.dist = inf;
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|         res.pdf = self->pdf;
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| 
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|         if (self->cosAngle < COS_ANGLE_MAX)
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|             res.dir = self->frame * uniformSampleCone(self->cosAngle, s);
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| 
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|         res.weight = self->radiance; // *pdf/pdf cancel
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| 
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|         return res;
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|     }
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| 
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|     Light_EvalRes DirectionalLight_eval(const Light* super,
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|                                         const Sample&,
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|                                         const Vec3fa& dir) {
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|         DirectionalLight* self = (DirectionalLight *) super;
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|         Light_EvalRes res;
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|         res.dist = inf;
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| 
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|         if (self->cosAngle < COS_ANGLE_MAX && dot(self->frame.vz, dir) > self->cosAngle) {
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|             res.value = self->radiance * self->pdf;
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|             res.pdf = self->pdf;
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|         } else {
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|             res.value = Vec3fa(0.f);
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|             res.pdf = 0.f;
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|         }
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| 
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|         return res;
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|     }
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| 
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| 
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|     // Exports (called from C++)
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|     //////////////////////////////////////////////////////////////////////////////
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| 
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|     //! Set the parameters of an ispc-side DirectionalLight object
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|     extern "C" void DirectionalLight_set(void* super,
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|                                          const Vec3fa& direction,
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|                                          const Vec3fa& radiance,
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|                                          float cosAngle) {
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|         DirectionalLight* self = (DirectionalLight *) super;
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|         self->frame = frame(direction);
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|         self->radiance = radiance;
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|         self->cosAngle = cosAngle;
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|         self->pdf = cosAngle < COS_ANGLE_MAX ? uniformSampleConePDF(cosAngle) : inf;
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|     }
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| 
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|     //! Create an ispc-side DirectionalLight object
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|     extern "C" void* DirectionalLight_create() {
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|         DirectionalLight* self = (DirectionalLight *) alignedUSMMalloc(sizeof(DirectionalLight), 16);
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|         Light_Constructor(&self->super);
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|         //self->super.sample = GET_FUNCTION_POINTER(DirectionalLight_sample);
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|         //self->super.eval = GET_FUNCTION_POINTER(DirectionalLight_eval);
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|         self->super.type = LIGHT_DIRECTIONAL;
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| 
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|         DirectionalLight_set(self, Vec3fa(0.f, 0.f, 1.f), Vec3fa(1.f), 1.f);
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|         return self;
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|     }
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| } // namespace embree
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