1 // Copyright 2009-2021 Intel Corporation
2 // SPDX-License-Identifier: Apache-2.0
3 
4 #include "light.h"
5 #include "../math/sampling.h"
6 #include "../math/linearspace.h"
7 
8 namespace embree {
9 
10 struct DirectionalLight
11 {
12   Light super;      //!< inherited light fields
13 
14   LinearSpace3fa frame;   //!< coordinate frame, with vz == direction *towards* the light source
15   Vec3fa radiance;   //!< RGB color and intensity of light
16   float cosAngle;   //!< Angular limit of the cone light in an easier to use form: cosine of the half angle in radians
17   float pdf;        //!< Probability to sample a direction to the light
18 };
19 
20 // for very small cones treat as singular light, because float precision is not good enough
21 #define COS_ANGLE_MAX 0.99999988f
22 
23 
24 // Implementation
25 //////////////////////////////////////////////////////////////////////////////
26 
DirectionalLight_sample(const Light * super,const DifferentialGeometry & dg,const Vec2f & s)27 Light_SampleRes DirectionalLight_sample(const Light* super,
28                                         const DifferentialGeometry& dg,
29                                         const Vec2f& s)
30 {
31   const DirectionalLight* self = (DirectionalLight*)super;
32   Light_SampleRes res;
33 
34   res.dir = self->frame.vz;
35   res.dist = inf;
36   res.pdf = self->pdf;
37 
38   if (self->cosAngle < COS_ANGLE_MAX)
39     res.dir = self->frame * uniformSampleCone(self->cosAngle, s);
40 
41   res.weight = self->radiance; // *pdf/pdf cancel
42 
43   return res;
44 }
45 
DirectionalLight_eval(const Light * super,const DifferentialGeometry &,const Vec3fa & dir)46 Light_EvalRes DirectionalLight_eval(const Light* super,
47                                     const DifferentialGeometry&,
48                                     const Vec3fa& dir)
49 {
50   DirectionalLight* self = (DirectionalLight*)super;
51   Light_EvalRes res;
52   res.dist = inf;
53 
54   if (self->cosAngle < COS_ANGLE_MAX && dot(self->frame.vz, dir) > self->cosAngle) {
55     res.value = self->radiance * self->pdf;
56     res.pdf = self->pdf;
57   } else {
58     res.value = Vec3fa(0.f);
59     res.pdf = 0.f;
60   }
61 
62   return res;
63 }
64 
65 
66 // Exports (called from C++)
67 //////////////////////////////////////////////////////////////////////////////
68 
69 //! Set the parameters of an ispc-side DirectionalLight object
DirectionalLight_set(void * super,const Vec3fa & direction,const Vec3fa & radiance,float cosAngle)70 extern "C" void DirectionalLight_set(void* super,
71                                  const Vec3fa& direction,
72                                  const Vec3fa& radiance,
73                                  float cosAngle)
74 {
75   DirectionalLight* self = (DirectionalLight*)super;
76   self->frame = frame(direction);
77   self->radiance = radiance;
78   self->cosAngle = cosAngle;
79   self->pdf = cosAngle < COS_ANGLE_MAX ? uniformSampleConePDF(cosAngle) : inf;
80 }
81 
82 //! Create an ispc-side DirectionalLight object
DirectionalLight_create()83 extern "C" void* DirectionalLight_create()
84 {
85   DirectionalLight* self = (DirectionalLight*) alignedMalloc(sizeof(DirectionalLight),16);
86   Light_Constructor(&self->super);
87   self->super.sample = DirectionalLight_sample;
88   self->super.eval = DirectionalLight_eval;
89 
90   DirectionalLight_set(self, Vec3fa(0.f, 0.f, 1.f), Vec3fa(1.f), 1.f);
91   return self;
92 }
93 
94 } // namespace embree
95