mitsuba/src/luminaires/constant.cpp

262 lines
7.9 KiB
C++

/*
This file is part of Mitsuba, a physically based rendering system.
Copyright (c) 2007-2011 by Wenzel Jakob and others.
Mitsuba is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License Version 3
as published by the Free Software Foundation.
Mitsuba is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include <mitsuba/render/scene.h>
#include <mitsuba/hw/gpuprogram.h>
MTS_NAMESPACE_BEGIN
/**
* Constant background light source
*/
class ConstantLuminaire : public Luminaire {
public:
ConstantLuminaire(const Properties &props) : Luminaire(props) {
m_intensity = props.getSpectrum("intensity", Spectrum(1.0f));
m_type = EOnSurface | EDiffuseDirection;
}
ConstantLuminaire(Stream *stream, InstanceManager *manager)
: Luminaire(stream, manager) {
m_intensity = Spectrum(stream);
m_bsphere = BSphere(stream);
m_surfaceArea = 4 * m_bsphere.radius * m_bsphere.radius * M_PI;
m_invSurfaceArea = 1/m_surfaceArea;
}
void serialize(Stream *stream, InstanceManager *manager) const {
Luminaire::serialize(stream, manager);
m_intensity.serialize(stream);
m_bsphere.serialize(stream);
}
void preprocess(const Scene *scene) {
/* Get the scene's bounding sphere and slightly enlarge it */
if (m_bsphere.isEmpty()) {
/* Get the scene's bounding sphere and slightly enlarge it */
m_bsphere = scene->getBSphere();
m_bsphere.radius *= 1.01f;
}
if (scene->getCamera()) {
BSphere old = m_bsphere;
m_bsphere.expandBy(scene->getCamera()->getPosition());
if (old != m_bsphere)
m_bsphere.radius *= 1.01f;
}
m_surfaceArea = 4 * m_bsphere.radius * m_bsphere.radius * M_PI;
m_invSurfaceArea = 1/m_surfaceArea;
}
Spectrum getPower() const {
return m_intensity * m_surfaceArea * M_PI;
}
Spectrum Le(const Ray &ray) const {
return m_intensity;
}
void sample(const Point &p, LuminaireSamplingRecord &lRec,
const Point2 &sample) const {
Vector d = squareToSphere(sample);
Float nearHit, farHit;
if (m_bsphere.contains(p) && m_bsphere.rayIntersect(Ray(p, d, 0.0f), nearHit, farHit)) {
lRec.sRec.p = p + d * nearHit;
lRec.pdf = 1.0f / (4*M_PI);
lRec.sRec.n = normalize(m_bsphere.center - lRec.sRec.p);
lRec.d = -d;
lRec.value = m_intensity;
} else {
lRec.pdf = 0.0f;
}
}
Float pdf(const Point &p, const LuminaireSamplingRecord &lRec, bool delta) const {
return delta ? 0.0f : 1.0f / (4*M_PI);
}
/**
* This is the tricky bit - we want to sample a ray that
* has uniform density over the set of all rays passing
* through the scene.
* For more detail, see "Using low-discrepancy sequences and
* the Crofton formula to compute surface areas of geometric models"
* by Li, X. and Wang, W. and Martin, R.R. and Bowyer, A.
* (Computer-Aided Design vol 35, #9, pp. 771--782)
*/
void sampleEmission(EmissionRecord &eRec,
const Point2 &sample1, const Point2 &sample2) const {
Assert(eRec.type == EmissionRecord::ENormal);
/* Chord model - generate the ray passing through two uniformly
distributed points on a sphere containing the scene */
Vector d = squareToSphere(sample1);
eRec.sRec.p = m_bsphere.center + d * m_bsphere.radius;
eRec.sRec.n = Normal(-d);
Point p2 = m_bsphere.center + squareToSphere(sample2) * m_bsphere.radius;
eRec.d = p2 - eRec.sRec.p;
Float length = eRec.d.length();
if (length == 0) {
eRec.value = Spectrum(0.0f);
eRec.pdfArea = eRec.pdfDir = 1.0f;
return;
}
eRec.d /= length;
eRec.pdfArea = m_invSurfaceArea;
eRec.pdfDir = INV_PI * dot(eRec.sRec.n, eRec.d);
eRec.value = m_intensity;
}
void sampleEmissionArea(EmissionRecord &eRec, const Point2 &sample) const {
Float radius = m_bsphere.radius;
if (eRec.type == EmissionRecord::EPreview) {
/* This is more suitable for VPL-based rendering */
radius *= 1.5;
}
Vector d = squareToSphere(sample);
eRec.sRec.p = m_bsphere.center + d * radius;
eRec.sRec.n = Normal(-d);
eRec.pdfArea = 1.0f / (4 * M_PI * radius * radius);
eRec.value = m_intensity * M_PI;
}
Spectrum sampleEmissionDirection(EmissionRecord &eRec, const Point2 &sample) const {
Float radius = m_bsphere.radius;
if (eRec.type == EmissionRecord::EPreview)
radius *= 1.5f;
Point p2 = m_bsphere.center + squareToSphere(sample) * radius;
eRec.d = p2 - eRec.sRec.p;
Float length = eRec.d.length();
if (length == 0.0f) {
eRec.pdfDir = 1.0f;
return Spectrum(0.0f);
}
eRec.d /= length;
eRec.pdfDir = INV_PI * dot(eRec.sRec.n, eRec.d);
return Spectrum(INV_PI);
}
void pdfEmission(EmissionRecord &eRec, bool delta) const {
Assert(eRec.type == EmissionRecord::ENormal);
Float dp = dot(eRec.sRec.n, eRec.d);
if (dp > 0)
eRec.pdfDir = delta ? 0.0f : INV_PI * dp;
else
eRec.pdfDir = 0.0f;
eRec.pdfArea = delta ? 0.0f : m_invSurfaceArea;
}
bool createEmissionRecord(EmissionRecord &eRec, const Ray &ray) const {
Float nearHit, farHit;
if (!m_bsphere.contains(ray.o) || !m_bsphere.rayIntersect(ray, nearHit, farHit)) {
Log(EWarn, "Could not create an emission record -- the ray "
"in question appears to be outside of the scene bounds!");
return false;
}
eRec.type = EmissionRecord::ENormal;
eRec.sRec.p = ray(nearHit);
eRec.sRec.n = normalize(m_bsphere.center - eRec.sRec.p);
eRec.d = -ray.d;
eRec.pdfArea = m_invSurfaceArea;
eRec.pdfDir = INV_PI * dot(eRec.sRec.n, eRec.d);
eRec.value = m_intensity;
eRec.luminaire = this;
return true;
}
Spectrum evalDirection(const EmissionRecord &eRec) const {
return Spectrum(INV_PI);
}
Spectrum evalArea(const EmissionRecord &eRec) const {
return m_intensity * M_PI;
}
bool isBackgroundLuminaire() const {
return true;
}
std::string toString() const {
std::ostringstream oss;
oss << "ConstantLuminaire[" << std::endl
<< " name = \"" << m_name << "\"," << std::endl
<< " intensity = " << m_intensity.toString() << "," << std::endl
<< " power = " << getPower().toString() << std::endl
<< "]";
return oss.str();
}
Shader *createShader(Renderer *renderer) const;
MTS_DECLARE_CLASS()
private:
Spectrum m_intensity;
BSphere m_bsphere;
Float m_surfaceArea;
Float m_invSurfaceArea;
};
// ================ Hardware shader implementation ================
class ConstantLuminaireShader : public Shader {
public:
ConstantLuminaireShader(Renderer *renderer, const Spectrum &intensity)
: Shader(renderer, ELuminaireShader), m_emittance(intensity * M_PI) {
}
void resolve(const GPUProgram *program, const std::string &evalName, std::vector<int> &parameterIDs) const {
parameterIDs.push_back(program->getParameterID(evalName + "_emittance", false));
}
void generateCode(std::ostringstream &oss, const std::string &evalName,
const std::vector<std::string> &depNames) const {
oss << "uniform vec3 " << evalName << "_emittance;" << endl
<< endl
<< "vec3 " << evalName << "_dir(vec3 wo) {" << endl
<< " return vec3(0.31831);" << endl
<< "}" << endl
<< endl
<< "vec3 " << evalName << "_background(vec3 wo) {" << endl
<< " return " << evalName << "_emittance * 0.31831;" << endl
<< "}" << endl;
}
void bind(GPUProgram *program, const std::vector<int> &parameterIDs,
int &textureUnitOffset) const {
program->setParameter(parameterIDs[0], m_emittance);
}
MTS_DECLARE_CLASS()
private:
Spectrum m_emittance;
};
Shader *ConstantLuminaire::createShader(Renderer *renderer) const {
return new ConstantLuminaireShader(renderer, m_intensity);
}
MTS_IMPLEMENT_CLASS_S(ConstantLuminaire, false, Luminaire)
MTS_IMPLEMENT_CLASS(ConstantLuminaireShader, false, Shader)
MTS_EXPORT_PLUGIN(ConstantLuminaire, "Constant background luminaire");
MTS_NAMESPACE_END