Cycles: add non-uniform scaling to spot light size
Cycles ignores the size of spot lights, therefore the illuminated area doesn't match the gizmo. This patch resolves this discrepancy. | Before (Cycles) | After (Cycles) | Eevee |{F14200605}|{F14200595}|{F14200600}| This is done by scaling the ray direction by the size of the cone. The implementation of `spot_light_attenuation()` in `spot.h` matches `spot_attenuation()` in `lights_lib.glsl`. **Test file**: {F14200728} Differential Revision: https://developer.blender.org/D17129
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Notes:
blender-bot
2023-07-13 13:57:05 +02:00
Referenced by issue #109945, Regression: Brick Texture Renders Black with certain inputs
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@ -48,6 +48,8 @@ void BlenderSync::sync_light(BL::Object &b_parent,
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case BL::Light::type_SPOT: {
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BL::SpotLight b_spot_light(b_light);
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light->set_size(b_spot_light.shadow_soft_size());
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light->set_axisu(transform_get_column(&tfm, 0));
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light->set_axisv(transform_get_column(&tfm, 1));
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light->set_light_type(LIGHT_SPOT);
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light->set_spot_angle(b_spot_light.spot_size());
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light->set_spot_smooth(b_spot_light.spot_blend());
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@ -7,24 +7,13 @@
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CCL_NAMESPACE_BEGIN
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ccl_device float spot_light_attenuation(float3 dir,
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float cos_half_spot_angle,
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float spot_smooth,
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float3 N)
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ccl_device float spot_light_attenuation(const ccl_global KernelSpotLight *spot, float3 ray)
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{
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float attenuation = dot(dir, N);
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const float3 scaled_ray = safe_normalize(
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make_float3(dot(ray, spot->axis_u), dot(ray, spot->axis_v), dot(ray, spot->dir)) /
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spot->len);
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if (attenuation <= cos_half_spot_angle) {
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attenuation = 0.0f;
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}
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else {
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float t = attenuation - cos_half_spot_angle;
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if (t < spot_smooth && spot_smooth != 0.0f)
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attenuation *= smoothstepf(t / spot_smooth);
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}
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return attenuation;
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return smoothstepf((scaled_ray.z - spot->cos_half_spot_angle) / spot->spot_smooth);
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}
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template<bool in_volume_segment>
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@ -57,8 +46,7 @@ ccl_device_inline bool spot_light_sample(const ccl_global KernelLight *klight,
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ls->eval_fac = (0.25f * M_1_PI_F) * invarea;
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/* spot light attenuation */
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ls->eval_fac *= spot_light_attenuation(
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klight->spot.dir, klight->spot.cos_half_spot_angle, klight->spot.spot_smooth, -ls->D);
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ls->eval_fac *= spot_light_attenuation(&klight->spot, -ls->D);
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if (!in_volume_segment && ls->eval_fac == 0.0f) {
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return false;
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}
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@ -87,8 +75,7 @@ ccl_device_forceinline void spot_light_update_position(const ccl_global KernelLi
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ls->pdf = invarea;
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/* spot light attenuation */
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ls->eval_fac *= spot_light_attenuation(
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klight->spot.dir, klight->spot.cos_half_spot_angle, klight->spot.spot_smooth, ls->Ng);
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ls->eval_fac *= spot_light_attenuation(&klight->spot, ls->Ng);
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}
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ccl_device_inline bool spot_light_intersect(const ccl_global KernelLight *klight,
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@ -129,8 +116,7 @@ ccl_device_inline bool spot_light_sample_from_intersection(
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ls->pdf = invarea;
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/* spot light attenuation */
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ls->eval_fac *= spot_light_attenuation(
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klight->spot.dir, klight->spot.cos_half_spot_angle, klight->spot.spot_smooth, -ls->D);
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ls->eval_fac *= spot_light_attenuation(&klight->spot, -ls->D);
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if (ls->eval_fac == 0.0f) {
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return false;
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@ -46,17 +46,8 @@ ccl_device_noinline_cpu float2 svm_brick(float3 p,
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float tint = saturatef((brick_noise((rownum << 16) + (bricknum & 0xFFFF)) + bias));
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float min_dist = min(min(x, y), min(brick_width - x, row_height - y));
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float mortar;
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if (min_dist >= mortar_size) {
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mortar = 0.0f;
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}
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else if (mortar_smooth == 0.0f) {
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mortar = 1.0f;
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}
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else {
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min_dist = 1.0f - min_dist / mortar_size;
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mortar = (min_dist < mortar_smooth) ? smoothstepf(min_dist / mortar_smooth) : 1.0f;
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}
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min_dist = 1.0f - min_dist / mortar_size;
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float mortar = smoothstepf(min_dist / mortar_smooth);
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return make_float2(tint, mortar);
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}
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@ -1290,12 +1290,14 @@ typedef struct KernelCurveSegment {
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static_assert_align(KernelCurveSegment, 8);
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typedef struct KernelSpotLight {
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packed_float3 axis_u;
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float radius;
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packed_float3 axis_v;
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float invarea;
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float cos_half_spot_angle;
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float spot_smooth;
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packed_float3 dir;
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float pad;
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float cos_half_spot_angle;
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packed_float3 len;
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float spot_smooth;
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} KernelSpotLight;
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/* PointLight is SpotLight with only radius and invarea being used. */
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@ -1076,23 +1076,31 @@ void LightManager::device_update_lights(Device *device, DeviceScene *dscene, Sce
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else if (light->light_type == LIGHT_SPOT) {
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shader_id &= ~SHADER_AREA_LIGHT;
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float3 len;
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float3 axis_u = normalize_len(light->axisu, &len.x);
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float3 axis_v = normalize_len(light->axisv, &len.y);
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float3 dir = normalize_len(light->dir, &len.z);
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if (len.z == 0.0f) {
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dir = zero_float3();
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}
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float radius = light->size;
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float invarea = (radius > 0.0f) ? 1.0f / (M_PI_F * radius * radius) : 1.0f;
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float cos_half_spot_angle = cosf(light->spot_angle * 0.5f);
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float spot_smooth = (1.0f - cos_half_spot_angle) * light->spot_smooth;
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float3 dir = light->dir;
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dir = safe_normalize(dir);
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if (light->use_mis && radius > 0.0f)
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shader_id |= SHADER_USE_MIS;
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klights[light_index].co = co;
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klights[light_index].spot.axis_u = axis_u;
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klights[light_index].spot.radius = radius;
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klights[light_index].spot.axis_v = axis_v;
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klights[light_index].spot.invarea = invarea;
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klights[light_index].spot.cos_half_spot_angle = cos_half_spot_angle;
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klights[light_index].spot.spot_smooth = spot_smooth;
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klights[light_index].spot.dir = dir;
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klights[light_index].spot.cos_half_spot_angle = cos_half_spot_angle;
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klights[light_index].spot.len = len;
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klights[light_index].spot.spot_smooth = spot_smooth;
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}
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klights[light_index].shader_id = shader_id;
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@ -156,7 +156,13 @@ LightTreePrimitive::LightTreePrimitive(Scene *scene, int prim_id, int object_id)
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}
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else if (type == LIGHT_SPOT) {
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bcone.theta_o = 0;
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bcone.theta_e = lamp->get_spot_angle() * 0.5f;
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const float unscaled_theta_e = lamp->get_spot_angle() * 0.5f;
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const float len_u = len(lamp->get_axisu());
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const float len_v = len(lamp->get_axisv());
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const float len_w = len(lamp->get_dir());
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bcone.theta_e = fast_atanf(fast_tanf(unscaled_theta_e) * fmaxf(len_u, len_v) / len_w);
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/* Point and spot lights can emit light from any point within its radius. */
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const float3 radius = make_float3(size);
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@ -483,6 +483,12 @@ ccl_device_inline float compatible_signf(float f)
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ccl_device_inline float smoothstepf(float f)
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{
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if (f <= 0.0f) {
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return 0.0f;
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}
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if (f >= 1.0f) {
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return 1.0f;
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}
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float ff = f * f;
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return (3.0f * ff - 2.0f * ff * f);
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}
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