Patch #8034: "soft" option for halos, which avoids ugly intersections
with geometry, and makes halos look more volumetric. Patch contributed by Markus Ilmola, thanks!
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@@ -24,6 +24,7 @@
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include <float.h>
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#include <math.h>
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#include <string.h>
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#include "BLI_arithb.h"
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@@ -243,8 +244,36 @@ static void render_lighting_halo(HaloRen *har, float *colf)
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}
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/**
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* Converts a halo z-buffer value to distance from the camera's near plane
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* @param z The z-buffer value to convert
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* @return a distance from the camera's near plane in blender units
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*/
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static float haloZtoDist(int z)
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{
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float zco = 0;
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void shadeHaloFloat(HaloRen *har, float *col, int zz,
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if(z >= 0x7FFFFF)
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return 10e10;
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else {
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zco = (float)z/(float)0x7FFFFF;
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if(R.r.mode & R_ORTHO)
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return (R.winmat[3][2] - zco*R.winmat[3][3])/(R.winmat[2][2]);
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else
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return (R.winmat[3][2])/(R.winmat[2][2] - R.winmat[2][3]*zco);
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}
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}
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/**
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* @param col (float[4]) Store the rgb color here (with alpha)
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* The alpha is used to blend the color to the background
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* color_new = (1-alpha)*color_background + color
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* @param zz The current zbuffer value at the place of this pixel
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* @param dist Distance of the pixel from the center of the halo squared. Given in pixels
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* @param xn The x coordinate of the pixel relaticve to the center of the halo. given in pixels
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* @param yn The y coordinate of the pixel relaticve to the center of the halo. given in pixels
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*/
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int shadeHaloFloat(HaloRen *har, float *col, int zz,
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float dist, float xn, float yn, short flarec)
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{
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/* fill in col */
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@@ -263,12 +292,40 @@ void shadeHaloFloat(HaloRen *har, float *col, int zz,
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}
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else alpha= har->alfa;
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if(alpha==0.0) {
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col[0] = 0.0;
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col[1] = 0.0;
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col[2] = 0.0;
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col[3] = 0.0;
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return;
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if(alpha==0.0)
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return 0;
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/* soften the halo if it intersects geometry */
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if(har->mat->mode & MA_HALO_SOFT) {
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float segment_length, halo_depth, distance_from_z, visible_depth, soften;
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/* calculate halo depth */
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segment_length= har->hasize*sasqrt(1.0f - dist/(har->rad*har->rad));
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halo_depth= 2.0f*segment_length;
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if(halo_depth < FLT_EPSILON)
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return 0;
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/* calculate how much of this depth is visible */
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distance_from_z = haloZtoDist(zz) - haloZtoDist(har->zs);
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visible_depth = halo_depth;
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if(distance_from_z < segment_length) {
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soften= (segment_length + distance_from_z)/halo_depth;
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/* apply softening to alpha */
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if(soften < 1.0f)
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alpha *= soften;
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if(alpha <= 0.0f)
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return 0;
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}
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}
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else {
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/* not a soft halo. use the old softening code */
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/* halo being intersected? */
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if(har->zs> zz-har->zd) {
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t= ((float)(zz-har->zs))/(float)har->zd;
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alpha*= sqrt(sqrt(t));
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}
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}
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radist= sqrt(dist);
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@@ -366,21 +423,10 @@ void shadeHaloFloat(HaloRen *har, float *col, int zz,
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if(ster<1.0) dist*= sqrt(ster);
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}
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}
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/* halo being intersected? */
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if(har->zs> zz-har->zd) {
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t= ((float)(zz-har->zs))/(float)har->zd;
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alpha*= sqrt(sqrt(t));
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}
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/* disputable optimize... (ton) */
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if(dist<=0.00001) {
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col[0] = 0.0;
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col[1] = 0.0;
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col[2] = 0.0;
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col[3] = 0.0;
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return;
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}
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if(dist<=0.00001)
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return 0;
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dist*= alpha;
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ringf*= dist;
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@@ -441,6 +487,8 @@ void shadeHaloFloat(HaloRen *har, float *col, int zz,
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/* alpha requires clip, gives black dots */
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if(col[3] > 1.0f)
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col[3]= 1.0f;
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return 1;
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}
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/* ------------------------------------------------------------------------- */
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