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workinf_Blender_Wasm/blender-5.2.0/intern/cycles/kernel/light/distribution.h
2026-08-12 04:47:48 -04:00

61 lines
1.7 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include "kernel/globals.h"
#include "kernel/light/common.h"
CCL_NAMESPACE_BEGIN
/* Simple CDF based sampling over all lights in the scene, without taking into
* account shading position or normal. */
ccl_device int light_distribution_sample(KernelGlobals kg, const float rand)
{
/* This is basically std::upper_bound as used by PBRT, to find a point light or
* triangle to emit from, proportional to area. a good improvement would be to
* also sample proportional to power, though it's not so well defined with
* arbitrary shaders. */
int first = 0;
int len = kernel_data.integrator.num_distribution + 1;
do {
const int half_len = len >> 1;
const int middle = first + half_len;
if (rand < kernel_data_fetch(light_distribution, middle).totarea) {
len = half_len;
}
else {
first = middle + 1;
len = len - half_len - 1;
}
} while (len > 0);
/* Clamping should not be needed but float rounding errors seem to
* make this fail on rare occasions. */
const int index = clamp(first - 1, 0, kernel_data.integrator.num_distribution - 1);
return index;
}
ccl_device bool light_distribution_sample(KernelGlobals kg,
const float rand,
ccl_private LightSample *ls)
{
/* Sample light index from distribution. */
ls->emitter_id = light_distribution_sample(kg, rand);
ls->pdf_selection = kernel_data.integrator.distribution_pdf_lights;
return true;
}
ccl_device_inline float light_distribution_pdf_lamp(KernelGlobals kg)
{
return kernel_data.integrator.distribution_pdf_lights;
}
CCL_NAMESPACE_END