Fix T93565: revert Cycles to old normal behavior for point lights
This patch reverts the normal behavior of the spotlights. In the last fix, the returned normal of a spot light was equal to its direction. This broke some texturing methods used by artists. Differential Revision: https://developer.blender.org/D13991
This commit is contained in:
parent
e5a110719f
commit
01f1b51a2e
Notes:
blender-bot
2023-02-14 10:14:07 +01:00
Referenced by issue #93565, Spot light no longer projecting an image texture in Blender 3
|
@ -113,22 +113,29 @@ ccl_device_inline bool light_sample(KernelGlobals kg,
|
|||
ls->P = make_float3(klight->co[0], klight->co[1], klight->co[2]);
|
||||
|
||||
if (type == LIGHT_SPOT) {
|
||||
ls->Ng = make_float3(klight->spot.dir[0], klight->spot.dir[1], klight->spot.dir[2]);
|
||||
float radius = klight->spot.radius;
|
||||
const float3 center = make_float3(klight->co[0], klight->co[1], klight->co[2]);
|
||||
const float radius = klight->spot.radius;
|
||||
const float3 dir = make_float3(klight->spot.dir[0], klight->spot.dir[1], klight->spot.dir[2]);
|
||||
/* disk oriented normal */
|
||||
const float3 lightN = normalize(P - center);
|
||||
ls->P = center;
|
||||
|
||||
if (radius > 0.0f)
|
||||
/* sphere light */
|
||||
ls->P += disk_light_sample(ls->Ng, randu, randv) * radius;
|
||||
/* disk light */
|
||||
ls->P += disk_light_sample(lightN, randu, randv) * radius;
|
||||
|
||||
const float invarea = klight->spot.invarea;
|
||||
ls->pdf = invarea;
|
||||
|
||||
ls->D = normalize_len(ls->P - P, &ls->t);
|
||||
/* we set the light normal to the outgoing direction to support texturing */
|
||||
ls->Ng = -ls->D;
|
||||
|
||||
float invarea = klight->spot.invarea;
|
||||
ls->eval_fac = (0.25f * M_1_PI_F) * invarea;
|
||||
ls->pdf = invarea;
|
||||
|
||||
/* spot light attenuation */
|
||||
ls->eval_fac *= spot_light_attenuation(
|
||||
ls->Ng, klight->spot.spot_angle, klight->spot.spot_smooth, -ls->D);
|
||||
dir, klight->spot.spot_angle, klight->spot.spot_smooth, -ls->D);
|
||||
if (!in_volume_segment && ls->eval_fac == 0.0f) {
|
||||
return false;
|
||||
}
|
||||
|
@ -137,32 +144,33 @@ ccl_device_inline bool light_sample(KernelGlobals kg,
|
|||
ls->u = uv.x;
|
||||
ls->v = uv.y;
|
||||
|
||||
ls->pdf *= lamp_light_pdf(kg, ls->Ng, -ls->D, ls->t);
|
||||
ls->pdf *= lamp_light_pdf(kg, lightN, -ls->D, ls->t);
|
||||
}
|
||||
else if (type == LIGHT_POINT) {
|
||||
float3 center = make_float3(klight->co[0], klight->co[1], klight->co[2]);
|
||||
float radius = klight->spot.radius;
|
||||
/* disk oriented normal */
|
||||
const float3 lightN = normalize(P - center);
|
||||
ls->P = center;
|
||||
float pdf = 1.0;
|
||||
|
||||
if (radius > 0.0f) {
|
||||
ls->Ng = normalize(P - center);
|
||||
ls->P += disk_light_sample(ls->Ng, randu, randv) * radius;
|
||||
pdf = klight->spot.invarea;
|
||||
ls->D = normalize_len(ls->P - P, &ls->t);
|
||||
}
|
||||
else {
|
||||
ls->Ng = normalize(P - center);
|
||||
ls->P += disk_light_sample(lightN, randu, randv) * radius;
|
||||
}
|
||||
ls->pdf = klight->spot.invarea;
|
||||
|
||||
ls->D = normalize_len(ls->P - P, &ls->t);
|
||||
ls->pdf = pdf;
|
||||
/* we set the light normal to the outgoing direction to support texturing */
|
||||
ls->Ng = -ls->D;
|
||||
|
||||
ls->eval_fac = M_1_PI_F * 0.25f * klight->spot.invarea;
|
||||
if (!in_volume_segment && ls->eval_fac == 0.0f) {
|
||||
return false;
|
||||
}
|
||||
|
||||
float2 uv = map_to_sphere(ls->Ng);
|
||||
ls->u = uv.x;
|
||||
ls->v = uv.y;
|
||||
ls->pdf *= lamp_light_pdf(kg, ls->Ng, -ls->D, ls->t);
|
||||
ls->pdf *= lamp_light_pdf(kg, lightN, -ls->D, ls->t);
|
||||
}
|
||||
else {
|
||||
/* area light */
|
||||
|
@ -263,14 +271,16 @@ ccl_device bool lights_intersect(KernelGlobals kg,
|
|||
|
||||
if (type == LIGHT_SPOT) {
|
||||
/* Spot/Disk light. */
|
||||
const float mis_ray_t = INTEGRATOR_STATE(state, path, mis_ray_t);
|
||||
const float3 ray_P = ray->P - ray->D * mis_ray_t;
|
||||
|
||||
const float3 lightP = make_float3(klight->co[0], klight->co[1], klight->co[2]);
|
||||
const float3 lightN = make_float3(
|
||||
klight->spot.dir[0], klight->spot.dir[1], klight->spot.dir[2]);
|
||||
const float radius = klight->spot.radius;
|
||||
if (radius == 0.0f) {
|
||||
continue;
|
||||
}
|
||||
|
||||
/* disk oriented normal */
|
||||
const float3 lightN = normalize(ray_P - lightP);
|
||||
/* One sided. */
|
||||
if (dot(ray->D, lightN) >= 0.0f) {
|
||||
continue;
|
||||
|
@ -292,9 +302,10 @@ ccl_device bool lights_intersect(KernelGlobals kg,
|
|||
continue;
|
||||
}
|
||||
|
||||
/* disk oriented normal */
|
||||
const float3 lightN = normalize(ray_P - lightP);
|
||||
float3 P;
|
||||
const float3 lsN = normalize(ray_P - lightP);
|
||||
if (!ray_disk_intersect(ray->P, ray->D, ray->t, lightP, lsN, radius, &P, &t)) {
|
||||
if (!ray_disk_intersect(ray->P, ray->D, ray->t, lightP, lightN, radius, &P, &t)) {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
@ -427,7 +438,12 @@ ccl_device bool light_sample_from_intersection(KernelGlobals kg,
|
|||
ls->D = ray_D;
|
||||
|
||||
if (type == LIGHT_SPOT) {
|
||||
ls->Ng = make_float3(klight->spot.dir[0], klight->spot.dir[1], klight->spot.dir[2]);
|
||||
const float3 center = make_float3(klight->co[0], klight->co[1], klight->co[2]);
|
||||
const float3 dir = make_float3(klight->spot.dir[0], klight->spot.dir[1], klight->spot.dir[2]);
|
||||
/* the normal of the oriented disk */
|
||||
const float3 lightN = normalize(ray_P - center);
|
||||
/* we set the light normal to the outgoing direction to support texturing*/
|
||||
ls->Ng = -ls->D;
|
||||
|
||||
float invarea = klight->spot.invarea;
|
||||
ls->eval_fac = (0.25f * M_1_PI_F) * invarea;
|
||||
|
@ -435,7 +451,7 @@ ccl_device bool light_sample_from_intersection(KernelGlobals kg,
|
|||
|
||||
/* spot light attenuation */
|
||||
ls->eval_fac *= spot_light_attenuation(
|
||||
ls->Ng, klight->spot.spot_angle, klight->spot.spot_smooth, -ls->D);
|
||||
dir, klight->spot.spot_angle, klight->spot.spot_smooth, -ls->D);
|
||||
|
||||
if (ls->eval_fac == 0.0f) {
|
||||
return false;
|
||||
|
@ -447,23 +463,32 @@ ccl_device bool light_sample_from_intersection(KernelGlobals kg,
|
|||
|
||||
/* compute pdf */
|
||||
if (ls->t != FLT_MAX)
|
||||
ls->pdf *= lamp_light_pdf(kg, ls->Ng, -ls->D, ls->t);
|
||||
ls->pdf *= lamp_light_pdf(kg, lightN, -ls->D, ls->t);
|
||||
else
|
||||
ls->pdf = 0.f;
|
||||
}
|
||||
else if (type == LIGHT_POINT) {
|
||||
float3 center = make_float3(klight->co[0], klight->co[1], klight->co[2]);
|
||||
const float3 center = make_float3(klight->co[0], klight->co[1], klight->co[2]);
|
||||
const float3 lighN = normalize(ray_P - center);
|
||||
|
||||
ls->Ng = normalize(ray_P - center);
|
||||
/* we set the light normal to the outgoing direction to support texturing*/
|
||||
ls->Ng = -ls->D;
|
||||
|
||||
float invarea = klight->spot.invarea;
|
||||
ls->eval_fac = (0.25f * M_1_PI_F) * invarea;
|
||||
ls->pdf = invarea;
|
||||
|
||||
if (ls->eval_fac == 0.0f) {
|
||||
return false;
|
||||
}
|
||||
|
||||
float2 uv = map_to_sphere(ls->Ng);
|
||||
ls->u = uv.x;
|
||||
ls->v = uv.y;
|
||||
|
||||
/* compute pdf */
|
||||
if (ls->t != FLT_MAX)
|
||||
ls->pdf *= lamp_light_pdf(kg, ls->Ng, -ls->D, ls->t);
|
||||
ls->pdf *= lamp_light_pdf(kg, lighN, -ls->D, ls->t);
|
||||
else
|
||||
ls->pdf = 0.f;
|
||||
}
|
||||
|
@ -921,4 +946,4 @@ ccl_device_inline bool light_distribution_sample_new_position(KernelGlobals kg,
|
|||
}
|
||||
}
|
||||
|
||||
CCL_NAMESPACE_END
|
||||
CCL_NAMESPACE_END
|
Loading…
Reference in New Issue