pbrt/shared/src/lights/spot.rs

100 lines
3.1 KiB
Rust

use crate::core::geometry::{
Bounds3f, Normal3f, Point2f, Point3f, Point3fi, Ray, Vector3f, VectorLike,
};
use crate::core::interaction::{Interaction, InteractionBase, InteractionTrait, SimpleInteraction};
use crate::core::light::{LightBase, LightBounds, LightLiSample, LightSampleContext, LightTrait};
use crate::core::spectrum::SpectrumTrait;
use crate::spectra::{DenselySampledSpectrum, SampledSpectrum, SampledWavelengths};
use crate::{Float, PI, Ptr, Transform};
use num_traits::Float as NumFloat;
#[repr(C)]
#[derive(Clone, Copy, Debug)]
pub struct SpotLight {
pub base: LightBase,
pub iemit: Ptr<DenselySampledSpectrum>,
pub scale: Float,
pub cos_falloff_start: Float,
pub cos_falloff_end: Float,
}
impl SpotLight {
pub fn i(&self, w: Vector3f, lambda: &SampledWavelengths) -> SampledSpectrum {
let cos_theta = w.z(); // assuming normalized in light space
let falloff = crate::utils::math::smooth_step(
cos_theta,
self.cos_falloff_end,
self.cos_falloff_start,
);
falloff * self.scale * self.iemit.sample(lambda)
}
}
impl LightTrait for SpotLight {
fn base(&self) -> &LightBase {
&self.base
}
fn sample_li(
&self,
ctx: &LightSampleContext,
_u: Point2f,
lambda: &SampledWavelengths,
_allow_incomplete_pdf: bool,
) -> Option<LightLiSample> {
let pi = self
.base
.render_from_light
.apply_to_interval(&Point3fi::default());
let p: Point3f = pi.into();
let wi = (p - ctx.p()).normalize();
let w_light = self.base.render_from_light.apply_inverse_vector(-wi);
let li = self.i(w_light, lambda) / p.distance_squared(ctx.p());
let base = InteractionBase::new_boundary(p, 0., self.base.medium_interface);
let intr = SimpleInteraction::new(base);
Some(LightLiSample::new(li, wi, 1., Interaction::Simple(intr)))
}
fn pdf_li(
&self,
_ctx: &LightSampleContext,
_wi: Vector3f,
_allow_incomplete_pdf: bool,
) -> Float {
0.
}
#[cfg(not(gpu))]
fn phi(&self, lambda: SampledWavelengths) -> SampledSpectrum {
self.scale
* self.iemit.sample(&lambda)
* 2.
* PI
* ((1. - self.cos_falloff_start) + (self.cos_falloff_start - self.cos_falloff_end) / 2.)
}
fn preprocess(&mut self, _scene_bounds: &Bounds3f) {}
fn bounds(&self) -> Option<LightBounds> {
let p = self
.base
.render_from_light
.apply_to_point(Point3f::default());
let w = self
.base
.render_from_light
.apply_to_vector(Vector3f::new(0., 0., 1.))
.normalize();
let phi = self.scale * self.iemit.max_value() * 4. * PI;
let cos_theta_e = (self.cos_falloff_end.acos() - self.cos_falloff_start.acos()).cos();
Some(LightBounds::new(
&Bounds3f::from_points(p, p),
w,
phi,
self.cos_falloff_start,
cos_theta_e,
false,
))
}
}