コード例 #1
0
ファイル: pathvertex.cpp プロジェクト: Lorenz25/appleseed
void PathVertex::compute_emitted_radiance(
    TextureCache&       texture_cache,
    Spectrum&           radiance) const
{
    assert(m_edf);

    // No radiance if we're too close to the light.
    if (m_shading_point->get_distance() < m_edf->get_light_near_start())
    {
        radiance.set(0.0f);
        return;
    }

    // Evaluate the input values of the EDF.
    InputEvaluator input_evaluator(texture_cache);
    const void* edf_data =
        input_evaluator.evaluate(
            m_edf->get_inputs(),
            m_shading_point->get_uv(0));

    // Compute the emitted radiance.
    m_edf->evaluate(
        edf_data,
        m_shading_point->get_geometric_normal(),
        m_shading_point->get_shading_basis(),
        m_outgoing,
        radiance);
}
コード例 #2
0
ファイル: shadingengine.cpp プロジェクト: fewo/appleseed
void ShadingEngine::shade_environment(
    SamplingContext&        sampling_context,
    const ShadingContext&   shading_context,
    const ShadingPoint&     shading_point,
    ShadingResult&          shading_result) const
{
    // Retrieve the environment shader of the scene.
    const EnvironmentShader* environment_shader =
        shading_point.get_scene().get_environment()->get_environment_shader();

    if (environment_shader)
    {
        // There is an environment shader: execute it.
        InputEvaluator input_evaluator(shading_context.get_texture_cache());
        const ShadingRay& ray = shading_point.get_ray();
        const Vector3d direction = normalize(ray.m_dir);
        environment_shader->evaluate(
            input_evaluator,
            direction,
            shading_result);

        // Set environment shader AOV.
        shading_result.set_entity_aov(*environment_shader);
    }
    else
    {
        // No environment shader: shade as transparent black.
        shading_result.set_main_to_transparent_black_linear_rgba();
        shading_result.set_aovs_to_transparent_black_linear_rgba();
    }
}
コード例 #3
0
void PathVertex::compute_emitted_radiance(
    const ShadingContext&   shading_context,
    TextureCache&           texture_cache,
    Spectrum&               radiance) const
{
    assert(m_edf);

    // No radiance if we're too close to the light.
    if (m_shading_point->get_distance() < m_edf->get_light_near_start())
    {
        radiance.set(0.0f);
        return;
    }

    if (const ShaderGroup* sg = get_material()->get_render_data().m_shader_group)
        shading_context.execute_osl_emission(*sg, *m_shading_point);

    // Evaluate the EDF inputs.
    InputEvaluator input_evaluator(texture_cache);
    m_edf->evaluate_inputs(input_evaluator, *m_shading_point);

    // Compute the emitted radiance.
    m_edf->evaluate(
        input_evaluator.data(),
        Vector3f(m_shading_point->get_geometric_normal()),
        Basis3f(m_shading_point->get_shading_basis()),
        Vector3f(m_outgoing.get_value()),
        radiance);
}
コード例 #4
0
void DirectLightingIntegrator::add_non_physical_light_sample_contribution(
    const LightSample&          sample,
    Spectrum&                   radiance,
    SpectrumStack&              aovs)
{
    const Light* light = sample.m_light;

    // No contribution if we are computing indirect lighting but this light does not cast indirect light.
    if (m_indirect && !(light->get_flags() & Light::CastIndirectLight))
        return;

    // Evaluate the light.
    InputEvaluator input_evaluator(m_shading_context.get_texture_cache());
    Vector3d emission_position, emission_direction;
    Spectrum light_value;
    light->evaluate(
        input_evaluator,
        sample.m_light_transform.point_to_local(m_point),
        emission_position,
        emission_direction,
        light_value);

    // Transform the emission position and direction from assembly space to world space.
    emission_position = sample.m_light_transform.point_to_parent(emission_position);
    emission_direction = normalize(sample.m_light_transform.vector_to_parent(emission_direction));

    // Compute the incoming direction in world space.
    const Vector3d incoming = -emission_direction;

    // Cull light samples behind the shading surface.
    double cos_in = dot(incoming, m_shading_basis.get_normal());
    if (m_bsdf.get_type() == BSDF::Transmissive)
        cos_in = -cos_in;
    if (cos_in <= 0.0)
        return;

    // Compute the transmission factor between the light sample and the shading point.
    const double transmission =
        m_shading_context.get_tracer().trace_between(
            m_shading_point,
            emission_position,
            ShadingRay::ShadowRay);

    // Discard occluded samples.
    if (transmission == 0.0)
        return;

    // Evaluate the BSDF.
    Spectrum bsdf_value;
    const double bsdf_prob =
        m_bsdf.evaluate(
            m_bsdf_data,
            false,                          // not adjoint
            true,                           // multiply by |cos(incoming, normal)|
            m_geometric_normal,
            m_shading_basis,
            m_outgoing,
            incoming,
            m_light_sampling_modes,
            bsdf_value);
    if (bsdf_prob == 0.0)
        return;

    // Add the contribution of this sample to the illumination.
    const double attenuation = light->compute_distance_attenuation(m_point, emission_position);
    const double weight = (transmission * attenuation) / sample.m_probability;
    light_value *= static_cast<float>(weight);
    light_value *= bsdf_value;
    radiance += light_value;
    aovs.add(light->get_render_layer_index(), light_value);
}
コード例 #5
0
void compute_ibl_bsdf_sampling(
    SamplingContext&        sampling_context,
    const ShadingContext&   shading_context,
    const EnvironmentEDF&   environment_edf,
    const ShadingPoint&     shading_point,
    const Vector3d&         outgoing,
    const BSDF&             bsdf,
    const void*             bsdf_data,
    const int               bsdf_sampling_modes,
    const size_t            bsdf_sample_count,
    const size_t            env_sample_count,
    Spectrum&               radiance)
{
    assert(is_normalized(outgoing));

    const Vector3d& geometric_normal = shading_point.get_geometric_normal();
    const Basis3d& shading_basis = shading_point.get_shading_basis();

    radiance.set(0.0f);

    for (size_t i = 0; i < bsdf_sample_count; ++i)
    {
        // Sample the BSDF.
        // todo: rendering will be incorrect if the BSDF value returned by the sample() method
        // includes the contribution of a specular component since these are explicitly rejected
        // afterward. We need a mechanism to indicate that we want the contribution of some of
        // the components only.
        Vector3d incoming;
        Spectrum bsdf_value;
        double bsdf_prob;
        const BSDF::Mode bsdf_mode =
            bsdf.sample(
                sampling_context,
                bsdf_data,
                false,              // not adjoint
                true,               // multiply by |cos(incoming, normal)|
                geometric_normal,
                shading_basis,
                outgoing,
                incoming,
                bsdf_value,
                bsdf_prob);

        // Filter scattering modes.
        if (!(bsdf_sampling_modes & bsdf_mode))
            return;

        // Discard occluded samples.
        const double transmission =
            shading_context.get_tracer().trace(
                shading_point,
                incoming,
                ShadingRay::ShadowRay);
        if (transmission == 0.0)
            continue;

        // Evaluate the environment's EDF.
        InputEvaluator input_evaluator(shading_context.get_texture_cache());
        Spectrum env_value;
        double env_prob;
        environment_edf.evaluate(
            input_evaluator,
            incoming,
            env_value,
            env_prob);

        // Apply all weights, including MIS weight.
        if (bsdf_mode == BSDF::Specular)
            env_value *= static_cast<float>(transmission);
        else
        {
            const double mis_weight =
                mis_power2(
                    bsdf_sample_count * bsdf_prob,
                    env_sample_count * env_prob);
            env_value *= static_cast<float>(transmission / bsdf_prob * mis_weight);
        }

        // Add the contribution of this sample to the illumination.
        env_value *= bsdf_value;
        radiance += env_value;
    }

    if (bsdf_sample_count > 1)
        radiance /= static_cast<float>(bsdf_sample_count);
}
コード例 #6
0
void compute_ibl_environment_sampling(
    SamplingContext&        sampling_context,
    const ShadingContext&   shading_context,
    const EnvironmentEDF&   environment_edf,
    const ShadingPoint&     shading_point,
    const Vector3d&         outgoing,
    const BSDF&             bsdf,
    const void*             bsdf_data,
    const int               env_sampling_modes,
    const size_t            bsdf_sample_count,
    const size_t            env_sample_count,
    Spectrum&               radiance)
{
    assert(is_normalized(outgoing));

    const Vector3d& geometric_normal = shading_point.get_geometric_normal();
    const Basis3d& shading_basis = shading_point.get_shading_basis();

    radiance.set(0.0f);

    // todo: if we had a way to know that a BSDF is purely specular, we could
    // immediately return black here since there will be no contribution from
    // such a BSDF.

    sampling_context.split_in_place(2, env_sample_count);

    for (size_t i = 0; i < env_sample_count; ++i)
    {
        // Generate a uniform sample in [0,1)^2.
        const Vector2d s = sampling_context.next_vector2<2>();

        // Sample the environment.
        InputEvaluator input_evaluator(shading_context.get_texture_cache());
        Vector3d incoming;
        Spectrum env_value;
        double env_prob;
        environment_edf.sample(
            input_evaluator,
            s,
            incoming,
            env_value,
            env_prob);

        // Cull samples behind the shading surface.
        assert(is_normalized(incoming));
        const double cos_in = dot(incoming, shading_basis.get_normal());
        if (cos_in < 0.0)
            continue;

        // Discard occluded samples.
        const double transmission =
            shading_context.get_tracer().trace(
                shading_point,
                incoming,
                ShadingRay::ShadowRay);
        if (transmission == 0.0)
            continue;

        // Evaluate the BSDF.
        Spectrum bsdf_value;
        const double bsdf_prob =
            bsdf.evaluate(
                bsdf_data,
                false,                          // not adjoint
                true,                           // multiply by |cos(incoming, normal)|
                geometric_normal,
                shading_basis,
                outgoing,
                incoming,
                env_sampling_modes,
                bsdf_value);
        if (bsdf_prob == 0.0)
            continue;

        // Compute MIS weight.
        const double mis_weight =
            mis_power2(
                env_sample_count * env_prob,
                bsdf_sample_count * bsdf_prob);

        // Add the contribution of this sample to the illumination.
        env_value *= static_cast<float>(transmission / env_prob * mis_weight);
        env_value *= bsdf_value;
        radiance += env_value;
    }

    if (env_sample_count > 1)
        radiance /= static_cast<float>(env_sample_count);
}
コード例 #7
0
bool DirectLightingIntegrator::compute_incoming_radiance(
    SamplingContext&            sampling_context,
    Vector3d&                   incoming,
    double&                     incoming_prob,
    Spectrum&                   radiance) const
{
    if (!m_light_sampler.has_lights_or_emitting_triangles())
        return false;

    sampling_context.split_in_place(3, 1);
    const Vector3d s = sampling_context.next_vector2<3>();

    LightSample sample;
    m_light_sampler.sample(m_time, s, sample);

    if (sample.m_triangle)
    {
        const Material* material = sample.m_triangle->m_material;
        const Material::RenderData& material_data = material->get_render_data();
        const EDF* edf = material_data.m_edf;

        // No contribution if we are computing indirect lighting but this light does not cast indirect light.
        if (m_indirect && !(edf->get_flags() & EDF::CastIndirectLight))
            return false;

        // Compute the incoming direction in world space.
        incoming = sample.m_point - m_point;

        // No contribution if the shading point is behind the light.
        double cos_on_light = dot(-incoming, sample.m_shading_normal);
        if (cos_on_light <= 0.0)
            return false;

        // Compute the transmission factor between the light sample and the shading point.
        const double transmission =
            m_shading_context.get_tracer().trace_between(
                m_shading_point,
                sample.m_point,
                VisibilityFlags::ShadowRay);

        // Discard occluded samples.
        if (transmission == 0.0)
            return false;

        // Don't use this sample if we're closer than the light near start value.
        const double square_distance = square_norm(incoming);
        if (square_distance < square(edf->get_light_near_start()))
            return false;

        // Normalize the incoming direction.
        const double rcp_square_distance = 1.0 / square_distance;
        const double rcp_distance = sqrt(rcp_square_distance);
        incoming *= rcp_distance;
        cos_on_light *= rcp_distance;

        // Build a shading point on the light source.
        ShadingPoint light_shading_point;
        sample.make_shading_point(
            light_shading_point,
            sample.m_shading_normal,
            m_shading_context.get_intersector());

#ifdef APPLESEED_WITH_OSL
        if (material_data.m_shader_group)
        {
            m_shading_context.execute_osl_emission(
                *material_data.m_shader_group,
                light_shading_point);
        }
#endif

        // Evaluate the EDF inputs.
        InputEvaluator edf_input_evaluator(m_shading_context.get_texture_cache());
        edf->evaluate_inputs(edf_input_evaluator, light_shading_point);

        // Evaluate the EDF.
        edf->evaluate(
            edf_input_evaluator.data(),
            sample.m_geometric_normal,
            Basis3d(sample.m_shading_normal),
            -incoming,
            radiance);

        // Compute probability with respect to solid angle of incoming direction.
        const double g = cos_on_light * rcp_square_distance;
        incoming_prob = sample.m_probability / g;

        // Compute and return the incoming radiance.
        radiance *= static_cast<float>(transmission * g / sample.m_probability);
    }
    else
    {
        const Light* light = sample.m_light;

        // No contribution if we are computing indirect lighting but this light does not cast indirect light.
        if (m_indirect && !(light->get_flags() & Light::CastIndirectLight))
            return false;

        // Evaluate the light.
        InputEvaluator input_evaluator(m_shading_context.get_texture_cache());
        Vector3d emission_position, emission_direction;
        light->evaluate(
            input_evaluator,
            sample.m_light_transform,
            m_point,
            emission_position,
            emission_direction,
            radiance);

        // Compute the transmission factor between the light sample and the shading point.
        const double transmission =
            m_shading_context.get_tracer().trace_between(
                m_shading_point,
                emission_position,
                VisibilityFlags::ShadowRay);

        // Discard occluded samples.
        if (transmission == 0.0)
            return false;

        // Compute the incoming direction in world space.
        incoming = -emission_direction;
        incoming_prob = BSDF::DiracDelta;

        // Compute and return the incoming radiance.
        const double attenuation = light->compute_distance_attenuation(m_point, emission_position);
        radiance *= static_cast<float>(transmission * attenuation / sample.m_probability);
    }

    return true;
}
コード例 #8
0
void compute_ibl_environment_sampling(
    SamplingContext&        sampling_context,
    const ShadingContext&   shading_context,
    const EnvironmentEDF&   environment_edf,
    const BSSRDF&           bssrdf,
    const void*             bssrdf_data,
    const ShadingPoint&     incoming_point,
    const ShadingPoint&     outgoing_point,
    const Dual3d&           outgoing,
    const size_t            bssrdf_sample_count,
    const size_t            env_sample_count,
    Spectrum&               radiance)
{
    assert(is_normalized(outgoing.get_value()));

    const Basis3d& shading_basis = incoming_point.get_shading_basis();

    radiance.set(0.0f);

    sampling_context.split_in_place(2, env_sample_count);

    for (size_t i = 0; i < env_sample_count; ++i)
    {
        // Generate a uniform sample in [0,1)^2.
        const Vector2d s = sampling_context.next_vector2<2>();

        // Sample the environment.
        InputEvaluator input_evaluator(shading_context.get_texture_cache());
        Vector3d incoming;
        Spectrum env_value;
        double env_prob;
        environment_edf.sample(
            shading_context,
            input_evaluator,
            s,
            incoming,
            env_value,
            env_prob);

        // Cull samples behind the shading surface.
        assert(is_normalized(incoming));
        const double cos_in = dot(incoming, shading_basis.get_normal());
        if (cos_in <= 0.0)
            continue;

        // Discard occluded samples.
        const double transmission =
            shading_context.get_tracer().trace(
                incoming_point,
                incoming,
                VisibilityFlags::ShadowRay);
        if (transmission == 0.0)
            continue;

        // Evaluate the BSSRDF.
        Spectrum bssrdf_value;
        bssrdf.evaluate(
            bssrdf_data,
            outgoing_point,
            outgoing.get_value(),
            incoming_point,
            incoming,
            bssrdf_value);

        // Compute MIS weight.
        const double bssrdf_prob = cos_in * RcpPi;
        const double mis_weight =
            mis_power2(
                env_sample_count * env_prob,
                bssrdf_sample_count * bssrdf_prob);

        // Add the contribution of this sample to the illumination.
        env_value *= static_cast<float>(transmission * cos_in / env_prob * mis_weight);
        env_value *= bssrdf_value;
        radiance += env_value;
    }

    if (env_sample_count > 1)
        radiance /= static_cast<float>(env_sample_count);
}
コード例 #9
0
void compute_ibl_bssrdf_sampling(
    SamplingContext&        sampling_context,
    const ShadingContext&   shading_context,
    const EnvironmentEDF&   environment_edf,
    const BSSRDF&           bssrdf,
    const void*             bssrdf_data,
    const ShadingPoint&     incoming_point,
    const ShadingPoint&     outgoing_point,
    const Dual3d&           outgoing,
    const size_t            bssrdf_sample_count,
    const size_t            env_sample_count,
    Spectrum&               radiance)
{
    assert(is_normalized(outgoing.get_value()));

    radiance.set(0.0f);

    sampling_context.split_in_place(2, bssrdf_sample_count);

    for (size_t i = 0; i < bssrdf_sample_count; ++i)
    {
        // Generate a uniform sample in [0,1)^2.
        const Vector2d s = sampling_context.next_vector2<2>();

        // Sample the BSSRDF (hemisphere cosine).
        Vector3d incoming = sample_hemisphere_cosine(s);
        const double cos_in = incoming.y;
        const double bssrdf_prob = cos_in * RcpPi;
        incoming = incoming_point.get_shading_basis().transform_to_parent(incoming);
        if (incoming_point.get_side() == ObjectInstance::BackSide)
            incoming = -incoming;
        assert(is_normalized(incoming));

        // Discard occluded samples.
        const double transmission =
            shading_context.get_tracer().trace(
                incoming_point,
                incoming,
                VisibilityFlags::ShadowRay);
        if (transmission == 0.0)
            continue;

        // Evaluate the BSSRDF.
        Spectrum bssrdf_value;
        bssrdf.evaluate(
            bssrdf_data,
            outgoing_point,
            outgoing.get_value(),
            incoming_point,
            incoming,
            bssrdf_value);

        // Evaluate the environment's EDF.
        InputEvaluator input_evaluator(shading_context.get_texture_cache());
        Spectrum env_value;
        double env_prob;
        environment_edf.evaluate(
            shading_context,
            input_evaluator,
            incoming,
            env_value,
            env_prob);

        // Compute MIS weight.
        const double mis_weight =
            mis_power2(
                bssrdf_sample_count * bssrdf_prob,
                env_sample_count * env_prob);

        // Add the contribution of this sample to the illumination.
        env_value *= static_cast<float>(transmission * cos_in / bssrdf_prob * mis_weight);
        env_value *= bssrdf_value;
        radiance += env_value;
    }

    if (bssrdf_sample_count > 1)
        radiance /= static_cast<float>(bssrdf_sample_count);
}
コード例 #10
0
void DiagnosticSurfaceShader::evaluate(
    SamplingContext&        sampling_context,
    const PixelContext&     pixel_context,
    const ShadingContext&   shading_context,
    const ShadingPoint&     shading_point,
    ShadingResult&          shading_result) const
{
    switch (m_shading_mode)
    {
      case Color:
        {
            shading_result.set_main_to_opaque_pink_linear_rgba();

            const Material* material = shading_point.get_material();
            if (material)
            {
                const Material::RenderData& material_data = material->get_render_data();

#ifdef APPLESEED_WITH_OSL
                // Execute the OSL shader if there is one.
                if (material_data.m_shader_group)
                {
                    shading_context.execute_osl_shading(
                        *material_data.m_shader_group,
                        shading_point);
                }
#endif

                if (material_data.m_bsdf)
                {
                    InputEvaluator input_evaluator(shading_context.get_texture_cache());
                    material_data.m_bsdf->evaluate_inputs(
                        shading_context,
                        input_evaluator,
                        shading_point);

                    const Vector3d direction = -normalize(shading_point.get_ray().m_dir);
                    material_data.m_bsdf->evaluate(
                        input_evaluator.data(),
                        false,
                        false,
                        shading_point.get_geometric_normal(),
                        shading_point.get_shading_basis(),
                        direction,
                        direction,
                        ScatteringMode::All,
                        shading_result.m_main.m_color);

                    shading_result.m_color_space = ColorSpaceSpectral;
                }
            }
        }
        break;

      case Coverage:
        shading_result.set_main_to_linear_rgb(Color3f(1.0f));
        break;

      case Barycentric:
        shading_result.set_main_to_linear_rgb(
            vector2_to_color(shading_point.get_bary()));
        break;

      case UV:
        shading_result.set_main_to_linear_rgb(
            uvs_to_color(shading_point.get_uv(0)));
        break;

      case Tangent:
      case Bitangent:
      case ShadingNormal:
        {
#ifdef APPLESEED_WITH_OSL
            const Material* material = shading_point.get_material();
            if (material)
            {
                const Material::RenderData& material_data = material->get_render_data();

                // Execute the OSL shader if there is one.
                if (material_data.m_shader_group)
                {
                    sampling_context.split_in_place(2, 1);
                    shading_context.execute_osl_bump(
                        *material_data.m_shader_group,
                        shading_point,
                        sampling_context.next_vector2<2>());
                }
            }
#endif

            const Vector3d v =
                m_shading_mode == ShadingNormal ? shading_point.get_shading_basis().get_normal() :
                m_shading_mode == Tangent ? shading_point.get_shading_basis().get_tangent_u() :
                shading_point.get_shading_basis().get_tangent_v();

            shading_result.set_main_to_linear_rgb(vector3_to_color(v));
        }
        break;

      case GeometricNormal:
        shading_result.set_main_to_linear_rgb(
            vector3_to_color(shading_point.get_geometric_normal()));
        break;

      case OriginalShadingNormal:
        shading_result.set_main_to_linear_rgb(
            vector3_to_color(shading_point.get_original_shading_normal()));
        break;

      case WorldSpacePosition:
        {
            const Vector3d& p = shading_point.get_point();
            shading_result.set_main_to_linear_rgb(
                Color3f(Color3d(p.x, p.y, p.z)));
        }
        break;

      case Sides:
        shading_result.set_main_to_linear_rgb(
            shading_point.get_side() == ObjectInstance::FrontSide
                ? Color3f(0.0f, 0.0f, 1.0f)
                : Color3f(1.0f, 0.0f, 0.0f));
        break;

      case Depth:
        shading_result.set_main_to_linear_rgb(
            Color3f(static_cast<float>(shading_point.get_distance())));
        break;

      case ScreenSpaceWireframe:
        {
            // Initialize the shading result to the background color.
            shading_result.set_main_to_linear_rgba(Color4f(0.0f, 0.0f, 0.8f, 0.5f));

            if (shading_point.is_triangle_primitive())
            {
                // Film space thickness of the wires.
                const double SquareWireThickness = square(0.00025);

                // Retrieve the time, the scene and the camera.
                const double time = shading_point.get_time().m_absolute;
                const Scene& scene = shading_point.get_scene();
                const Camera& camera = *scene.get_camera();

                // Compute the film space coordinates of the intersection point.
                Vector2d point_ndc;
                camera.project_point(time, shading_point.get_point(), point_ndc);

                // Loop over the triangle edges.
                for (size_t i = 0; i < 3; ++i)
                {
                    // Retrieve the end points of this edge.
                    const size_t j = (i + 1) % 3;
                    const Vector3d vi = shading_point.get_vertex(i);
                    const Vector3d vj = shading_point.get_vertex(j);

                    // Compute the film space coordinates of the edge's end points.
                    Vector2d vi_ndc, vj_ndc;
                    if (!camera.project_segment(time, vi, vj, vi_ndc, vj_ndc))
                        continue;

                    // Compute the film space distance from the intersection point to the edge.
                    const double d = square_distance_point_segment(point_ndc, vi_ndc, vj_ndc);

                    // Shade with the wire's color if the hit point is close enough to the edge.
                    if (d < SquareWireThickness)
                    {
                        shading_result.set_main_to_linear_rgba(Color4f(1.0f));
                        break;
                    }
                }
            }
            else
            {
                assert(shading_point.is_curve_primitive());

                // todo: implement.
            }
        }
        break;

      case WorldSpaceWireframe:
        {
            // Initialize the shading result to the background color.
            shading_result.set_main_to_linear_rgba(Color4f(0.0f, 0.0f, 0.8f, 0.5f));

            if (shading_point.is_triangle_primitive())
            {
                // World space thickness of the wires.
                const double SquareWireThickness = square(0.0015);

                // Retrieve the world space intersection point.
                const Vector3d& point = shading_point.get_point();

                // Loop over the triangle edges.
                for (size_t i = 0; i < 3; ++i)
                {
                    // Retrieve the end points of this edge.
                    const size_t j = (i + 1) % 3;
                    const Vector3d& vi = shading_point.get_vertex(i);
                    const Vector3d& vj = shading_point.get_vertex(j);

                    // Compute the world space distance from the intersection point to the edge.
                    const double d = square_distance_point_segment(point, vi, vj);

                    // Shade with the wire's color if the hit point is close enough to the edge.
                    if (d < SquareWireThickness)
                    {
                        shading_result.set_main_to_linear_rgba(Color4f(1.0f));
                        break;
                    }
                }
            }
            else
            {
                assert(shading_point.is_curve_primitive());

                // todo: implement.
            }
        }
        break;

      case AmbientOcclusion:
        {
            // Compute the occlusion.
            const double occlusion =
                compute_ambient_occlusion(
                    sampling_context,
                    sample_hemisphere_uniform<double>,
                    shading_context.get_intersector(),
                    shading_point,
                    m_ao_max_distance,
                    m_ao_samples);

            // Return a gray scale value proportional to the accessibility.
            const float accessibility = static_cast<float>(1.0 - occlusion);
            shading_result.set_main_to_linear_rgb(Color3f(accessibility));
        }
        break;

      case AssemblyInstances:
        shading_result.set_main_to_linear_rgb(
            integer_to_color(shading_point.get_assembly_instance().get_uid()));
        break;

      case ObjectInstances:
        shading_result.set_main_to_linear_rgb(
            integer_to_color(shading_point.get_object_instance().get_uid()));
        break;

      case Regions:
        {
            const uint32 h =
                mix_uint32(
                    static_cast<uint32>(shading_point.get_object_instance().get_uid()),
                    static_cast<uint32>(shading_point.get_region_index()));
            shading_result.set_main_to_linear_rgb(integer_to_color(h));
        }
        break;

      case Primitives:
        {
            const uint32 h =
                mix_uint32(
                    static_cast<uint32>(shading_point.get_object_instance().get_uid()),
                    static_cast<uint32>(shading_point.get_region_index()),
                    static_cast<uint32>(shading_point.get_primitive_index()));
            shading_result.set_main_to_linear_rgb(integer_to_color(h));
        }
        break;

      case Materials:
        {
            const Material* material = shading_point.get_material();
            if (material)
                shading_result.set_main_to_linear_rgb(integer_to_color(material->get_uid()));
            else shading_result.set_main_to_opaque_pink_linear_rgba();
        }
        break;

      case RaySpread:
        {
            const ShadingRay& ray = shading_point.get_ray();
            if (!ray.m_has_differentials)
                break;

            const Material* material = shading_point.get_material();
            if (material)
            {
                const Material::RenderData& material_data = material->get_render_data();

#ifdef APPLESEED_WITH_OSL
                // Execute the OSL shader if there is one.
                if (material_data.m_shader_group)
                {
                    shading_context.execute_osl_shading(
                        *material_data.m_shader_group,
                        shading_point);
                }
#endif

                if (material_data.m_bsdf)
                {
                    const Dual3d outgoing(
                        -ray.m_dir,
                        ray.m_dir - ray.m_rx.m_dir,
                        ray.m_dir - ray.m_ry.m_dir);

                    InputEvaluator input_evaluator(shading_context.get_texture_cache());
                    material_data.m_bsdf->evaluate_inputs(
                        shading_context,
                        input_evaluator,
                        shading_point);
                    const void* bsdf_data = input_evaluator.data();

                    BSDFSample sample(shading_point, outgoing);
                    material_data.m_bsdf->sample(
                        sampling_context,
                        bsdf_data,
                        false,
                        false,
                        sample);

                    if (!sample.m_incoming.has_derivatives())
                        break;

                    // The 3.0 factor is chosen so that ray spread from Lambertian BRDFs is approximately 1.
                    const double spread =
                        max(
                            norm(sample.m_incoming.get_dx()),
                            norm(sample.m_incoming.get_dy())) * 3.0;

                    shading_result.set_main_to_linear_rgb(
                        Color3f(static_cast<float>(spread)));
                }
            }
        }
        break;

      case FacingRatio:
        {
            const Vector3d& normal = shading_point.get_shading_normal();
            const Vector3d& view   = shading_point.get_ray().m_dir;

            const double facing = abs(dot(normal, view));

            shading_result.set_main_to_linear_rgb(
                Color3f(static_cast<float>(facing)));
        }
        break;

      default:
        assert(false);
        shading_result.set_main_to_transparent_black_linear_rgba();
        break;
    }
}
コード例 #11
0
void compute_ibl_bsdf_sampling(
    SamplingContext&        sampling_context,
    const ShadingContext&   shading_context,
    const EnvironmentEDF&   environment_edf,
    const ShadingPoint&     shading_point,
    const Dual3d&           outgoing,
    const BSDF&             bsdf,
    const void*             bsdf_data,
    const int               bsdf_sampling_modes,
    const size_t            bsdf_sample_count,
    const size_t            env_sample_count,
    Spectrum&               radiance)
{
    assert(is_normalized(outgoing.get_value()));

    radiance.set(0.0f);

    for (size_t i = 0; i < bsdf_sample_count; ++i)
    {
        // Sample the BSDF.
        // todo: rendering will be incorrect if the BSDF value returned by the sample() method
        // includes the contribution of a specular component since these are explicitly rejected
        // afterward. We need a mechanism to indicate that we want the contribution of some of
        // the components only.
        BSDFSample sample(shading_point, outgoing);
        bsdf.sample(
            sampling_context,
            bsdf_data,
            false,              // not adjoint
            true,               // multiply by |cos(incoming, normal)|
            sample);

        // Filter scattering modes.
        if (!(bsdf_sampling_modes & sample.m_mode))
            continue;

        // Discard occluded samples.
        const float transmission =
            shading_context.get_tracer().trace(
                shading_point,
                Vector3d(sample.m_incoming.get_value()),
                VisibilityFlags::ShadowRay);
        if (transmission == 0.0f)
            continue;

        // Evaluate the environment's EDF.
        InputEvaluator input_evaluator(shading_context.get_texture_cache());
        Spectrum env_value;
        float env_prob;
        environment_edf.evaluate(
            shading_context,
            input_evaluator,
            sample.m_incoming.get_value(),
            env_value,
            env_prob);

        // Apply all weights, including MIS weight.
        if (sample.m_mode == ScatteringMode::Specular)
            env_value *= transmission;
        else
        {
            const float mis_weight =
                mis_power2(
                    bsdf_sample_count * sample.m_probability,
                    env_sample_count * env_prob);
            env_value *= transmission / sample.m_probability * mis_weight;
        }

        // Add the contribution of this sample to the illumination.
        env_value *= sample.m_value;
        radiance += env_value;
    }

    if (bsdf_sample_count > 1)
        radiance /= static_cast<float>(bsdf_sample_count);
}