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// Copyright 2009 Intel Corporation
// SPDX-License-Identifier: Apache-2.0
#include "IntensityDistribution.ih"
#include "common/Instance.ih"
#include "common/Intersect.ih"
#include "common/Ray.ih"
#include "math/sampling.ih"
#include "rkcommon/math/LinearSpace.ih"
// c++ shared
#include "PointLightShared.h"
// Implementation
//////////////////////////////////////////////////////////////////////////////
OSPRAY_BEGIN_ISPC_NAMESPACE
inline void Transform(const PointLight *uniform self,
const uniform affine3f &xfm,
uniform PointLightDynamic &dyn)
{
dyn.position = xfmPoint(xfm, self->pre.position);
if (self->intensityDistribution.lid) {
dyn.direction = normalize(xfmVector(xfm, self->pre.direction));
dyn.c90 = normalize(cross(xfmVector(xfm, self->pre.c0), dyn.direction));
dyn.c0 = cross(dyn.direction, dyn.c90);
}
}
export void PointLight_Transform(
const void *uniform self, const void *uniform xfm, void *uniform dyn)
{
Transform((PointLight * uniform) self,
*((affine3f * uniform) xfm),
*((PointLightDynamic * uniform) dyn));
}
inline Light_SampleRes Sample(const PointLight *uniform self,
const uniform PointLightDynamic &dyn,
const DifferentialGeometry &dg,
const vec2f &s)
{
Light_SampleRes res;
// extant light vector from the hit point
const vec3f dir = dyn.position - dg.P;
const float dist2 = dot(dir, dir);
const float invdist = rsqrt(dist2);
// normalized light vector
res.dir = dir * invdist;
res.dist = dist2 * invdist;
res.pdf = inf; // per default we always take this sample
const float sinTheta = self->radius * invdist;
if ((self->radius > 0.f) & (sinTheta > 0.005f)) {
// sample surface of sphere as seen by hit point -> cone of directions
// for very small cones treat as point light, because float precision is not
// good enough
if (sinTheta < 1.f) {
const float cosTheta = sqrt(1.f - sinTheta * sinTheta);
const vec3f localDir = uniformSampleCone(cosTheta, s);
res.dir = frame(res.dir) * localDir;
res.pdf = uniformSampleConePDF(cosTheta);
const float c = localDir.z;
res.dist =
c * res.dist - sqrt_safe(sqr(self->radius) - (1.f - c * c) * dist2);
// note the sampling PDF is already in solid angle therefore, we do not
// need to divide it by the squared distance
res.weight = self->radiance / res.pdf;
} else {
// emit only from the surface to the outside
res.weight = make_vec3f(0.f);
}
} else {
// convert from intensity to radiance by attenuating by distance^2
res.weight = self->intensity * sqr(invdist);
}
if (self->intensityDistribution.lid) {
const float cosd = -dot(dyn.direction, res.dir);
res.weight = res.weight
* IntensityDistribution_eval(
&self->intensityDistribution, dyn.c0, dyn.c90, cosd, res.dir);
}
return res;
}
SYCL_EXTERNAL Light_SampleRes PointLight_sample(const Light *uniform super,
const DifferentialGeometry &dg,
const vec2f &s,
const float,
const uniform FeatureFlagsHandler &)
{
const PointLight *uniform self = (PointLight * uniform) super;
assert(self);
return Sample(self, self->pre, dg, s);
}
SYCL_EXTERNAL Light_SampleRes PointLight_sample_instanced(
const Light *uniform super,
const DifferentialGeometry &dg,
const vec2f &s,
const float time,
const uniform FeatureFlagsHandler &)
{
const PointLight *uniform self = (PointLight * uniform) super;
assert(self);
const Instance *uniform instance = self->super.instance;
assert(instance);
Light_SampleRes res;
foreach_unique (utime in time) {
const uniform affine3f xfm = Instance_getTransform(instance, utime);
uniform PointLightDynamic dyn;
Transform(self, xfm, dyn);
res = Sample(self, dyn, dg, s);
}
return res;
}
inline Light_EvalRes Eval(const PointLight *uniform self,
const uniform PointLightDynamic &dyn,
const DifferentialGeometry &dg,
const vec3f &dir,
const float minDist,
const float maxDist)
{
Light_EvalRes res;
res.radiance = make_vec3f(0.f);
const vec3f A = dyn.position - dg.P;
const float centerDist2 = dot(A, A);
const float sinTheta2 = sqr(self->radius) * rcp(centerDist2);
if (self->radius > 0.f && sqrt(sinTheta2) > 0.005f) {
const Intersections isect =
intersectSphere(dg.P, dir, dyn.position, self->radius);
if (isect.entry.hit && isect.entry.t > minDist && isect.entry.t < maxDist) {
const float cosTheta = sqrt(1.f - sinTheta2);
res.pdf = uniformSampleConePDF(cosTheta);
res.radiance = self->radiance;
if (self->intensityDistribution.lid) {
const float cosAngle = -dot(dyn.direction, dir);
res.radiance = res.radiance
* IntensityDistribution_eval(
&self->intensityDistribution, dyn.c0, dyn.c90, cosAngle, dir);
}
}
}
return res;
}
SYCL_EXTERNAL Light_EvalRes PointLight_eval(const Light *uniform super,
const DifferentialGeometry &dg,
const vec3f &dir,
const float minDist,
const float maxDist,
const float)
{
const PointLight *uniform self = (PointLight * uniform) super;
assert(self);
return Eval(self, self->pre, dg, dir, minDist, maxDist);
}
SYCL_EXTERNAL Light_EvalRes PointLight_eval_instanced(
const Light *uniform super,
const DifferentialGeometry &dg,
const vec3f &dir,
const float minDist,
const float maxDist,
const float time)
{
const PointLight *uniform self = (PointLight * uniform) super;
assert(self);
const Instance *uniform instance = self->super.instance;
assert(instance);
Light_EvalRes res;
foreach_unique (utime in time) {
const uniform affine3f xfm = Instance_getTransform(instance, utime);
uniform PointLightDynamic dyn;
Transform(self, xfm, dyn);
res = Eval(self, dyn, dg, dir, minDist, maxDist);
}
return res;
}
// Exports (called from C++)
//////////////////////////////////////////////////////////////////////////////
export void *uniform PointLight_sample_addr()
{
return (void *uniform)PointLight_sample;
}
#ifndef OSPRAY_TARGET_SYCL
export void *uniform PointLight_sample_instanced_addr()
{
return (void *uniform)PointLight_sample_instanced;
}
#endif
export void *uniform PointLight_eval_addr()
{
return (void *uniform)PointLight_eval;
}
#ifndef OSPRAY_TARGET_SYCL
export void *uniform PointLight_eval_instanced_addr()
{
return (void *uniform)PointLight_eval_instanced;
}
#endif
OSPRAY_END_ISPC_NAMESPACE
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