mitsuba/src/emitters/directional.cpp

235 lines
7.3 KiB
C++

/*
This file is part of Mitsuba, a physically based rendering system.
Copyright (c) 2007-2012 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/core/warp.h>
MTS_NAMESPACE_BEGIN
/*!\plugin{directional}{Directional emitter}
* \icon{emitter_directional}
* \order{4}
* \parameters{
* \parameter{toWorld}{\Transform\Or\Animation}{
* Specifies an optional emitter-to-world transformation.
* \default{none (i.e. emitter space $=$ world space)}
* }
* \parameter{direction}{\Vector}{
* Alternative to \code{toWorld}: explicitly specifies
* the illumination direction. Note that only one of the
* two parameters can be used.
* }
* \parameter{irradiance}{\Spectrum}{
* Specifies the amount of power per unit area received
* by a hypothetical surface normal to the specified direction
* \default{1}
* }
* \parameter{samplingWeight}{\Float}{
* Specifies the relative amount of samples
* allocated to this emitter. \default{1}
* }
* }
*
* This emitter plugin implements a distant directional source, which
* radiates a specified power per unit area along a fixed direction.
* By default, the emitter radiates in the direction of the postive Z axis.
*/
class DirectionalEmitter : public Emitter {
public:
DirectionalEmitter(const Properties &props) : Emitter(props) {
m_type |= EDeltaDirection;
m_normalIrradiance = props.getSpectrum("irradiance", Spectrum(1.0f));
if (props.hasProperty("direction")) {
if (props.hasProperty("toWorld"))
Log(EError, "Only one of the parameters 'direction' and 'toWorld'"
"can be used at a time!");
Vector d(normalize(props.getVector("direction"))), u, unused;
coordinateSystem(d, u, unused);
m_worldTransform = new AnimatedTransform(
Transform::lookAt(Point(0.0f), Point(d), u));
} else {
if (props.getTransform("toWorld", Transform()).hasScale())
Log(EError, "Scale factors in the emitter-to-world "
"transformation are not allowed!");
}
}
DirectionalEmitter(Stream *stream, InstanceManager *manager)
: Emitter(stream, manager) {
m_normalIrradiance = Spectrum(stream);
m_bsphere = BSphere(stream);
configure();
}
void serialize(Stream *stream, InstanceManager *manager) const {
Emitter::serialize(stream, manager);
m_normalIrradiance.serialize(stream);
m_bsphere.serialize(stream);
}
ref<Shape> createShape(const Scene *scene) {
/* Create a bounding sphere that surrounds the scene */
m_bsphere = scene->getKDTree()->getAABB().getBSphere();
m_bsphere.radius *= 1.1f;
configure();
return NULL;
}
void configure() {
Emitter::configure();
Float surfaceArea = M_PI * m_bsphere.radius * m_bsphere.radius;
m_invSurfaceArea = 1.0f / surfaceArea;
m_power = m_normalIrradiance * surfaceArea;
}
Spectrum samplePosition(PositionSamplingRecord &pRec, const Point2 &sample, const Point2 *extra) const {
const Transform &trafo = m_worldTransform->eval(pRec.time);
Point2 p = Warp::squareToUniformDiskConcentric(sample);
Vector perpOffset = trafo(Vector(p.x, p.y, 0) * m_bsphere.radius);
Vector d = trafo(Vector(0, 0, 1));
pRec.p = m_bsphere.center - d*m_bsphere.radius + perpOffset;
pRec.n = d;
pRec.pdf = m_invSurfaceArea;
pRec.measure = EArea;
return m_power;
}
Spectrum evalPosition(const PositionSamplingRecord &pRec) const {
return (pRec.measure == EArea) ? m_normalIrradiance : Spectrum(0.0f);
}
Float pdfPosition(const PositionSamplingRecord &pRec) const {
return (pRec.measure == EArea) ? m_invSurfaceArea : 0.0f;
}
Spectrum sampleDirection(DirectionSamplingRecord &dRec,
PositionSamplingRecord &pRec,
const Point2 &sample, const Point2 *extra) const {
dRec.d = pRec.n;
dRec.pdf = 1.0f;
dRec.measure = EDiscrete;
return Spectrum(1.0f);
}
Float pdfDirection(const DirectionSamplingRecord &dRec,
const PositionSamplingRecord &pRec) const {
return (dRec.measure == EDiscrete) ? 1.0f : 0.0f;
}
Spectrum evalDirection(const DirectionSamplingRecord &dRec,
const PositionSamplingRecord &pRec) const {
return Spectrum((dRec.measure == EDiscrete) ? 1.0f : 0.0f);
}
Spectrum sampleRay(Ray &ray,
const Point2 &spatialSample,
const Point2 &directionalSample,
Float time) const {
const Transform &trafo = m_worldTransform->eval(time);
Point2 p = Warp::squareToUniformDiskConcentric(spatialSample);
Vector perpOffset = trafo(Vector(p.x, p.y, 0) * m_bsphere.radius);
Vector d = trafo(Vector(0, 0, 1));
ray.setOrigin(m_bsphere.center - d*m_bsphere.radius + perpOffset);
ray.setDirection(d);
ray.setTime(time);
return m_power;
}
Spectrum sampleDirect(DirectSamplingRecord &dRec, const Point2 &sample) const {
const Transform &trafo = m_worldTransform->eval(dRec.time);
Vector d = trafo(Vector(0,0,1));
Point diskCenter = m_bsphere.center - d*m_bsphere.radius;
Float distance = dot(dRec.ref - diskCenter, d);
if (distance < 0) {
/* This can happen when doing bidirectional renderings
involving environment maps and directional sources. Just
return zero */
return Spectrum(0.0f);
}
dRec.p = dRec.ref - distance * d;
dRec.d = -d;
dRec.n = Normal(d);
dRec.dist = distance;
dRec.pdf = 1.0f;
dRec.measure = EDiscrete;
return m_normalIrradiance;
}
Float pdfDirect(const DirectSamplingRecord &dRec) const {
return dRec.measure == EDiscrete ? 1.0f : 0.0f;
}
AABB getAABB() const {
return AABB();
}
Shader *createShader(Renderer *renderer) const;
std::string toString() const {
std::ostringstream oss;
oss << "DirectionalEmitter[" << endl
<< " normalIrradiance = " << m_normalIrradiance.toString() << "," << endl
<< " samplingWeight = " << m_samplingWeight << "," << endl
<< " worldTransform = " << indent(m_worldTransform.toString()) << "," << endl
<< " medium = " << indent(m_medium.toString()) << endl
<< "]";
return oss.str();
}
MTS_DECLARE_CLASS()
private:
Spectrum m_normalIrradiance, m_power;
BSphere m_bsphere;
Float m_invSurfaceArea;
};
// ================ Hardware shader implementation ================
class DirectionalEmitterShader : public Shader {
public:
DirectionalEmitterShader(Renderer *renderer)
: Shader(renderer, EEmitterShader) { }
void generateCode(std::ostringstream &oss, const std::string &evalName,
const std::vector<std::string> &depNames) const {
oss << "vec3 " << evalName << "_dir(vec3 wo) {" << endl
<< " return vec3(1.0);" << endl
<< "}" << endl;
}
MTS_DECLARE_CLASS()
};
Shader *DirectionalEmitter::createShader(Renderer *renderer) const {
return new DirectionalEmitterShader(renderer);
}
MTS_IMPLEMENT_CLASS(DirectionalEmitterShader, false, Shader)
MTS_IMPLEMENT_CLASS_S(DirectionalEmitter, false, Emitter)
MTS_EXPORT_PLUGIN(DirectionalEmitter, "Directional emitter");
MTS_NAMESPACE_END