111 lines
		
	
	
	
		
			3.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			111 lines
		
	
	
	
		
			3.6 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 "helper.hpp"
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| 
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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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| 
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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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| 
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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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| 
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| 
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|     // Implementation
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|     //////////////////////////////////////////////////////////////////////////////
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|         return res;
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|     }
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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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| 
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| 		const QuadLight* self = (QuadLight*)super;
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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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| 
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| 		Vec3fa normal = normalize(cross(self->edge2, self->edge1)); // Recalculate normal for safety
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| 		float dotProd = dot(normal, dir);
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| 
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| 		if (dotProd > 0) { 
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| 			res.value = self->radiance; 
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| 			res.dist = 0.f; 
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| 			res.pdf = self->ppdf; 
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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 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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|         return self;
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|     }
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| } // namespace embree
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