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blender-archive/source/blender/render/intern/include/volumetric.h

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Matt Ebb.
*
* ***** END GPL LICENSE BLOCK *****
*/
2011-02-27 19:31:27 +00:00
/** \file blender/render/intern/include/volumetric.h
* \ingroup render
*/
Raytrace modifications from the Render Branch. These should not have any effect on render results, except in some cases with you have overlapping faces, where the noise seems to be slightly reduced. There are some performance improvements, for simple scenes I wouldn't expect more than 5-10% to be cut off the render time, for sintel scenes we got about 50% on average, that's with millions of polygons on intel quad cores. This because memory access / cache misses were the main bottleneck for those scenes, and the optimizations improve that. Interal changes: * Remove RE_raytrace.h, raytracer is now only used by render engine again. * Split non-public parts rayobject.h into rayobject_internal.h, hopefully makes it clearer how the API is used. * Added rayintersection.h to contain some of the stuff from RE_raytrace.h * Change Isect.vec/labda to Isect.dir/dist, previously vec was sometimes normalized and sometimes not, confusing... now dir is always normalized and dist contains the distance. * Change VECCOPY and similar to BLI_math functions. * Force inlining of auxiliary functions for ray-triangle/quad intersection, helps a few percentages. * Reorganize svbvh code so all the traversal functions are in one file * Don't do test for root so that push_childs can be inlined * Make shadow a template parameter so it doesn't need to be runtime checked * Optimization in raytree building, was computing bounding boxes more often than necessary. * Leave out logf() factor in SAH, makes tree build quicker with no noticeable influence on raytracing on performance? * Set max childs to 4, simplifies traversal code a bit, but also seems to help slightly in general. * Store child pointers and child bb just as fixed arrays of size 4 in nodes, nearly all nodes have this many children, so overall it actually reduces memory usage a bit and avoids a pointer indirection.
2011-02-05 13:41:29 +00:00
struct Isect;
struct ShadeInput;
struct ShadeResult;
float vol_get_density(struct ShadeInput *shi, const float co[3]);
void vol_get_scattering(ShadeInput *shi, float scatter_col[3], const float co[3], const float view[3]);
void shade_volume_outside(ShadeInput *shi, ShadeResult *shr);
void shade_volume_inside(ShadeInput *shi, ShadeResult *shr);
void shade_volume_shadow(struct ShadeInput *shi, struct ShadeResult *shr, struct Isect *last_is);
#define STEPSIZE_VIEW 0
#define STEPSIZE_SHADE 1
#define VOL_IS_BACKFACE 1
#define VOL_IS_SAMEMATERIAL 2
#define VOL_BOUNDS_DEPTH 0
#define VOL_BOUNDS_SS 1
#define VOL_SHADE_OUTSIDE 0
#define VOL_SHADE_INSIDE 1