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blender-archive/source/blender/render/intern/source/RE_basicShadowBuffer.cpp

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/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#include <math.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "BLI_arithb.h"
#include "DNA_lamp_types.h"
/* c stuff */
#include "MTC_matrixops.h"
#include "render.h"
#include "render_intern.h"
#include "renderHelp.h"
#include "jitter.h"
#include "zbuf.h"
#include "shadbuf.h"
/* own include */
#include "RE_basicShadowBuffer.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
/* crud */
#define MIN2(x,y) ( (x)<(y) ? (x) : (y) )
/* ------------------------------------------------------------------------- */
/* The implementation of this one is a bit of a fraud still, as it
* still relies on everything internally to be done in C. Memory is
* allocated on the fly, and deallocated elsewhere... There's not much
* more than a handle for the implementation here. This is an exact
* copy of the old code, retrofitted for integration in the unified
* renderer.
*
* - the shadow values are tripled to make a shadow vector out of a
* single shadow value
*/
RE_BasicShadowBuffer::RE_BasicShadowBuffer(struct LampRen *lar, float mat[][4])
{
// cout << "Constructing basic SB\n";
bias = 0x00500000;
initshadowbuf(lar, mat); /* a ref to the shb is stored in the lar */
}
RE_BasicShadowBuffer::~RE_BasicShadowBuffer(void)
{
/* clean-up is done when the lar's are deleted */
// cout << "Destroying basic SB\n";
}
void RE_BasicShadowBuffer::lrectreadRectz(int x1, int y1,
int x2, int y2,
char *r1) /* reads part from rectz in r1 */
{
unsigned int len4, *rz;
if(x1>=R.rectx || x2>=R.rectx || y1>=R.recty || y2>=R.recty) return;
if(x1>x2 || y1>y2) return;
len4= 4*(x2- x1+1);
rz= R.rectz+R.rectx*y1+x1;
for(;y1<=y2;y1++) {
memcpy(r1,rz,len4);
rz+= R.rectx;
r1+= len4;
}
}
int RE_BasicShadowBuffer::sizeoflampbuf(struct ShadBuf *shb)
{
int num,count=0;
char *cp;
cp= shb->cbuf;
num= (shb->size*shb->size)/256;
while(num--) count+= *(cp++);
return 256*count;
}
float* RE_BasicShadowBuffer::give_jitter_tab(int samp)
{
/* these are all possible jitter tables, takes up some
* 12k, not really bad!
* For soft shadows, it saves memory and render time
*/
static int tab[17]={1, 4, 9, 16, 25, 36, 49, 64, 81, 100, 121, 144, 169, 196, 225, 256};
static float jit[1496][2];
static char ctab[17]= {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
int a, offset=0;
if(samp<2) samp= 2;
else if(samp>16) samp= 16;
for(a=0; a<samp-1; a++) offset+= tab[a];
if(ctab[samp]==0) {
initjit(jit[offset], samp*samp);
ctab[samp]= 1;
}
return jit[offset];
}
void RE_BasicShadowBuffer::importScene(LampRen *lar)
{
struct ShadBuf *shb= lar->shb;
float panophi;
float temp, wsize, dist;
int *rz, *rz1, verg, verg1;
unsigned long *ztile;
int a, x, y, minx, miny, byt1, byt2;
short temprx,tempry, square;
char *rc, *rcline, *ctile, *zt;
panophi = getPanoPhi();
/* store view vars */
temprx= R.rectx; tempry= R.recty;
R.rectx= R.recty= shb->size;
shb->jit= give_jitter_tab(shb->samp);
/* matrices and window: in R.winmat the transformation is being put,
transforming from observer view to lamp view, including lamp window matrix */
wsize= shb->pixsize*(shb->size/2.0);
i_window(-wsize, wsize, -wsize, wsize, shb->d, shb->far, shb->winmat);
MTC_Mat4MulMat4(shb->persmat, shb->viewmat, shb->winmat);
/* temp, will be restored */
MTC_Mat4SwapMat4(shb->persmat, R.winmat);
/* zbuffering */
if(R.rectz) MEM_freeN(R.rectz);
R.rectz= (unsigned int *)MEM_mallocN(sizeof(int)*shb->size*shb->size,"makeshadbuf");
rcline= (char*) MEM_mallocN(256*4+sizeof(int),"makeshadbuf2");
/* store: panorama rot */
temp= panophi;
panophi= 0.0;
pushTempPanoPhi(0.0);
/* pano interference here? */
setzbufvlaggen(projectvert);
popTempPanoPhi();
panophi= temp;
zbuffershad(lar);
square= lar->mode & LA_SQUARE;
/* create Z tiles (for compression): this system is 24 bits!!! */
ztile= shb->zbuf;
ctile= shb->cbuf;
for(y=0; y<shb->size; y+=16) {
if(y< shb->size/2) miny= y+15-shb->size/2;
else miny= y-shb->size/2;
for(x=0; x<shb->size; x+=16) {
/* is tile within spotbundle? */
a= shb->size/2;
if(x< a) minx= x+15-a;
else minx= x-a;
dist= sqrt( (float)(minx*minx+miny*miny) );
if(square==0 && dist>(float)(a+12)) { /* 12, tested with a onlyshadow lamp */
a= 256; verg= 0; /* 0x80000000; */ /* 0x7FFFFFFF; */
rz1= (&verg)+1;
}
else {
lrectreadRectz(x, y, MIN2(shb->size-1,x+15), MIN2(shb->size-1,y+15), rcline);
rz1= (int *)rcline;
verg= (*rz1 & 0xFFFFFF00);
for(a=0;a<256;a++,rz1++) {
if( (*rz1 & 0xFFFFFF00) != verg) break;
}
}
if(a==256) { /* complete empty tile */
*ctile= 0;
*ztile= *(rz1-1);
}
else {
/* ACOMP etc. are defined to work L/B endian */
rc= rcline;
rz1= (int *)rcline;
verg= rc[ACOMP];
verg1= rc[BCOMP];
rc+= 4;
byt1= 1; byt2= 1;
for(a=1;a<256;a++,rc+=4) {
byt1 &= (verg==rc[ACOMP]);
byt2 &= (verg1==rc[BCOMP]);
if(byt1==0) break;
}
if(byt1 && byt2) { /* only store byte */
*ctile= 1;
*ztile= (unsigned long)MEM_mallocN(256+4, "tile1");
rz= (int *)*ztile;
*rz= *rz1;
zt= (char *)(rz+1);
rc= rcline;
for(a=0; a<256; a++, zt++, rc+=4) *zt= rc[GCOMP];
}
else if(byt1) { /* store short */
*ctile= 2;
*ztile= (unsigned long)MEM_mallocN(2*256+4,"Tile2");
rz= (int *)*ztile;
*rz= *rz1;
zt= (char *)(rz+1);
rc= rcline;
for(a=0; a<256; a++, zt+=2, rc+=4) {
zt[0]= rc[BCOMP];
zt[1]= rc[GCOMP];
}
}
else { /* store triple */
*ctile= 3;
*ztile= (unsigned long)MEM_mallocN(3*256,"Tile3");
zt= (char *)*ztile;
rc= rcline;
for(a=0; a<256; a++, zt+=3, rc+=4) {
zt[0]= rc[ACOMP];
zt[1]= rc[BCOMP];
zt[2]= rc[GCOMP];
}
}
}
ztile++;
ctile++;
}
}
MEM_freeN(rcline);
MEM_freeN(R.rectz); R.rectz= 0;
R.rectx= temprx; R.recty= tempry;
MTC_Mat4SwapMat4(shb->persmat, R.winmat);
/* printf("lampbuf %d\n", sizeoflampbuf(shb)); */
}
int RE_BasicShadowBuffer::firstreadshadbuf(struct ShadBuf *shb, int xs, int ys, int nr)
{
/* return a 1 if fully compressed shadbuf-tile && z==const */
static int *rz;
int ofs;
char *ct;
/* always test borders of shadowbuffer */
if(xs<0) xs= 0; else if(xs>=shb->size) xs= shb->size-1;
if(ys<0) ys= 0; else if(ys>=shb->size) ys= shb->size-1;
/* z calc */
ofs= (ys>>4)*(shb->size>>4) + (xs>>4);
ct= shb->cbuf+ofs;
if(*ct==0) {
if(nr==0) {
rz= *( (int **)(shb->zbuf+ofs) );
return 1;
}
else if(rz!= *( (int **)(shb->zbuf+ofs) )) return 0;
return 1;
}
return 0;
}
float RE_BasicShadowBuffer::readshadowbuf(struct ShadBuf *shb,
int xs, int ys, int zs) /* return 1.0 : fully in light */
{
float temp;
int *rz, ofs;
int zsamp;
char *ct, *cz;
/* simple clip */
/* if(xs<0 || ys<0) return 1.0; */
/* if(xs>=shb->size || ys>=shb->size) return 1.0; */
/* always test borders of shadowbuffer */
if(xs<0) xs= 0; else if(xs>=shb->size) xs= shb->size-1;
if(ys<0) ys= 0; else if(ys>=shb->size) ys= shb->size-1;
/* z calc */
ofs= (ys>>4)*(shb->size>>4) + (xs>>4);
ct= shb->cbuf+ofs;
rz= *( (int **)(shb->zbuf+ofs) );
if(*ct==3) {
ct= ((char *)rz)+3*16*(ys & 15)+3*(xs & 15);
cz= (char *)&zsamp;
cz[ACOMP]= ct[0];
cz[BCOMP]= ct[1];
cz[GCOMP]= ct[2];
}
else if(*ct==2) {
ct= ((char *)rz);
ct+= 4+2*16*(ys & 15)+2*(xs & 15);
zsamp= *rz;
cz= (char *)&zsamp;
cz[BCOMP]= ct[0];
cz[GCOMP]= ct[1];
}
else if(*ct==1) {
ct= ((char *)rz);
ct+= 4+16*(ys & 15)+(xs & 15);
zsamp= *rz;
cz= (char *)&zsamp;
cz[GCOMP]= ct[0];
}
else {
/* got warning on this from DEC alpha (64 bits).... */
/* but it's working code! (ton) */
zsamp= (int) rz;
}
if(zsamp > zs) return 1.0; /* absolute no shadow */
else if( zsamp < zs-bias) return 0.0 ; /* absolute in shadow */
else { /* soft area */
temp= ( (float)(zs- zsamp) )/(float)bias;
return 1.0 - temp*temp;
}
}
void RE_BasicShadowBuffer::readShadowValue(struct ShadBuf *shb,
float inp,
float * shadres) /* return 1.0: no shadow */
{
float fac, co[4], dx[3], dy[3], aantal=0;
float xs1,ys1, siz, *j, xres, yres;
int xs,ys, zs;
short a,num;
float shadowfactor = 1.0;
#ifdef RE_NO_SHADOWS
shadres[0] = shadowfactor;
shadres[1] = shadowfactor;
shadres[2] = shadowfactor;
return;
#endif
/* rotate renderco en osaco */
siz= 0.5*(float)shb->size;
VECCOPY(co, R.co);
co[3]= 1.0;
MTC_Mat4MulVec4fl(shb->persmat, co); /* rational homogenic co */
xs1= siz*(1.0+co[0]/co[3]);
ys1= siz*(1.0+co[1]/co[3]);
/* Clip for z: near and far clip values of the shadow buffer. We
* can test for -1.0/1.0 because of the properties of the
* coordinate transformations. */
fac= (co[2]/co[3]);
if(fac>=1.0) {
shadres[0] = 0.0;
shadres[1] = 0.0;
shadres[2] = 0.0;
return;
} else if(fac<= -1.0) {
shadres[0] = 1.0;
shadres[1] = 1.0;
shadres[2] = 1.0;
return;
}
zs = (int) (((float)0x7FFFFFFF)*fac);
/* take num*num samples, increase area with fac */
num= shb->samp*shb->samp;
fac= shb->soft;
bias = (int) ((1.1-inp*inp)*shb->bias);
if(num==1) {
shadowfactor = readshadowbuf(shb,(int)xs1, (int)ys1, zs);
shadres[0] = shadowfactor;
shadres[1] = shadowfactor;
shadres[2] = shadowfactor;
return;
}
co[0]= R.co[0]+O.dxco[0];
co[1]= R.co[1]+O.dxco[1];
co[2]= R.co[2]+O.dxco[2];
co[3]= 1.0;
MTC_Mat4MulVec4fl(shb->persmat,co); /* rational hom co */
dx[0]= xs1- siz*(1.0+co[0]/co[3]);
dx[1]= ys1- siz*(1.0+co[1]/co[3]);
co[0]= R.co[0]+O.dyco[0];
co[1]= R.co[1]+O.dyco[1];
co[2]= R.co[2]+O.dyco[2];
co[3]= 1.0;
MTC_Mat4MulVec4fl(shb->persmat,co); /* rational hom co */
dy[0]= xs1- siz*(1.0+co[0]/co[3]);
dy[1]= ys1- siz*(1.0+co[1]/co[3]);
xres= fac*( fabs(dx[0])+fabs(dy[0]) );
yres= fac*( fabs(dx[1])+fabs(dy[1]) );
if(xres<fac) xres= fac;
if(yres<fac) yres= fac;
xs1-= (xres)/2;
ys1-= (yres)/2;
j= shb->jit;
if(xres<16.0 && yres<16.0) {
if(firstreadshadbuf(shb, (int)xs1, (int)ys1, 0)) {
if(firstreadshadbuf(shb, (int)(xs1+xres), (int)ys1, 1)) {
if(firstreadshadbuf(shb, (int)xs1, (int)(ys1+yres), 1)) {
if(firstreadshadbuf(shb, (int)(xs1+xres), (int)(ys1+yres), 1)) {
/* this return should do some renormalization, methinks */
shadowfactor = readshadowbuf(shb,(int)xs1, (int)ys1, zs);
shadres[0] = shadowfactor;
shadres[1] = shadowfactor;
shadres[2] = shadowfactor;
return;
}
}
}
}
}
for(a=num;a>0;a--) {
/* instead of jit i tried random: ugly! */
xs= (int) (xs1 + xres*j[0]);
ys= (int) (ys1 + yres*j[1]);
j+=2;
aantal+= readshadowbuf(shb, xs, ys, zs);
}
/* Renormalizes for the sample number: */
shadowfactor = aantal/( (float)(num) );
shadres[0] = shadowfactor;
shadres[1] = shadowfactor;
shadres[2] = shadowfactor;
return;
}
/* different function... sampling behind clipend can be LIGHT, bias is negative! */
/* return: light */
float RE_BasicShadowBuffer::readshadowbuf_halo(struct ShadBuf *shb, int xs, int ys, int zs)
{
float temp;
int *rz, ofs;
int zbias, zsamp;
char *ct, *cz;
/* simpleclip */
if(xs<0 || ys<0) return 0.0;
if(xs>=shb->size || ys>=shb->size) return 0.0;
/* z calc */
ofs= (ys>>4)*(shb->size>>4) + (xs>>4);
ct= shb->cbuf+ofs;
rz= *( (int **)(shb->zbuf+ofs) );
if(*ct==3) {
ct= ((char *)rz)+3*16*(ys & 15)+3*(xs & 15);
cz= (char *)&zsamp;
zsamp= 0;
cz[ACOMP]= ct[0];
cz[BCOMP]= ct[1];
cz[GCOMP]= ct[2];
}
else if(*ct==2) {
ct= ((char *)rz);
ct+= 4+2*16*(ys & 15)+2*(xs & 15);
zsamp= *rz;
cz= (char *)&zsamp;
cz[BCOMP]= ct[0];
cz[GCOMP]= ct[1];
}
else if(*ct==1) {
ct= ((char *)rz);
ct+= 4+16*(ys & 15)+(xs & 15);
zsamp= *rz;
cz= (char *)&zsamp;
cz[GCOMP]= ct[0];
}
else {
/* same as before */
/* still working code! (ton) */
zsamp= (int) rz;
}
/* NO schadow when sampled at 'eternal' distance */
if(zsamp >= 0x7FFFFE00) return 1.0;
if(zsamp > zs) return 1.0; /* absolute no shadww */
else {
/* bias is negative, so the (zs-bias) can be beyond 0x7fffffff */
zbias= 0x7fffffff - zs;
if(zbias > -bias) {
if( zsamp < zs-bias) return 0.0 ; /* absolute in shadow */
}
else return 0.0 ; /* absolute shadow */
}
/* soft area */
temp= ( (float)(zs- zsamp) )/(float)bias;
return 1.0 - temp*temp;
}
float RE_BasicShadowBuffer::shadow_halo(LampRen *lar, float *p1, float *p2)
{
/* p1 p2 already are rotated in spot-space */
ShadBuf *shb= lar->shb;
float co[4], siz;
float labda, labdao, labdax, labday, ldx, ldy;
float zf, xf1, yf1, zf1, xf2, yf2, zf2;
float count, lightcount;
int x, y, z, xs1, ys1;
int dx = 0, dy = 0;
siz= 0.5*(float)shb->size;
/* negative! The other side is more important */
bias= -shb->bias;
co[0]= p1[0];
co[1]= p1[1];
co[2]= p1[2]/lar->sh_zfac;
co[3]= 1.0;
MTC_Mat4MulVec4fl(shb->winmat, co); /* rational hom co */
xf1= siz*(1.0+co[0]/co[3]);
yf1= siz*(1.0+co[1]/co[3]);
zf1= (co[2]/co[3]);
co[0]= p2[0];
co[1]= p2[1];
co[2]= p2[2]/lar->sh_zfac;
co[3]= 1.0;
MTC_Mat4MulVec4fl(shb->winmat, co); /* rational hom co */
xf2= siz*(1.0+co[0]/co[3]);
yf2= siz*(1.0+co[1]/co[3]);
zf2= (co[2]/co[3]);
/* the 2dda (a pixel line formula) */
xs1= (int)xf1;
ys1= (int)yf1;
if(xf1 != xf2) {
if(xf2-xf1 > 0.0) {
labdax= (xf1-xs1-1.0)/(xf1-xf2);
ldx= -shb->shadhalostep/(xf1-xf2);
dx= shb->shadhalostep;
}
else {
labdax= (xf1-xs1)/(xf1-xf2);
ldx= shb->shadhalostep/(xf1-xf2);
dx= -shb->shadhalostep;
}
}
else {
labdax= 1.0;
ldx= 0.0;
}
if(yf1 != yf2) {
if(yf2-yf1 > 0.0) {
labday= (yf1-ys1-1.0)/(yf1-yf2);
ldy= -shb->shadhalostep/(yf1-yf2);
dy= shb->shadhalostep;
}
else {
labday= (yf1-ys1)/(yf1-yf2);
ldy= shb->shadhalostep/(yf1-yf2);
dy= -shb->shadhalostep;
}
}
else {
labday= 1.0;
ldy= 0.0;
}
x= xs1;
y= ys1;
labda= count= lightcount= 0.0;
/* printf("start %x %x \n", (int)(0x7FFFFFFF*zf1), (int)(0x7FFFFFFF*zf2)); */
while(1) {
labdao= labda;
if(labdax==labday) {
labdax+= ldx;
x+= dx;
labday+= ldy;
y+= dy;
}
else {
if(labdax<labday) {
labdax+= ldx;
x+= dx;
} else {
labday+= ldy;
y+= dy;
}
}
labda= MIN2(labdax, labday);
if(labda==labdao || labda>=1.0) break;
zf= zf1 + labda*(zf2-zf1);
count+= 1.0;
if(zf<= 0.0) lightcount += 1.0; /* close to the spot */
else {
/* make sure, behind the clipend we extend halolines. */
if(zf>=1.0) z= 0x7FFFF000;
else z= (int)(0x7FFFF000*zf);
lightcount+= readshadowbuf_halo(shb, x, y, z);
}
}
if(count!=0.0) return (lightcount/count);
return 0.0;
}