Opted to keep includes if they are used indirectly (even if removing is possible).
833 lines
23 KiB
C
833 lines
23 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): Matt Ebb, Ra˙l Fern·ndez Hern·ndez (Farsthary).
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/render/intern/source/volume_precache.c
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* \ingroup render
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*/
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#include <math.h>
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#include <stdlib.h>
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#include <string.h>
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#include <float.h>
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#include "MEM_guardedalloc.h"
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#include "BLI_blenlib.h"
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#include "BLI_math.h"
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#include "BLI_task.h"
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#include "BLI_threads.h"
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#include "BLI_voxel.h"
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#include "BLI_utildefines.h"
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#include "BLF_translation.h"
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#include "PIL_time.h"
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#include "RE_shader_ext.h"
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#include "DNA_material_types.h"
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#include "rayintersection.h"
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#include "rayobject.h"
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#include "render_types.h"
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#include "rendercore.h"
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#include "renderdatabase.h"
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#include "volumetric.h"
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#include "volume_precache.h"
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/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
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/* defined in pipeline.c, is hardcopy of active dynamic allocated Render */
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/* only to be used here in this file, it's for speed */
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extern struct Render R;
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/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
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/* *** utility code to set up an individual raytree for objectinstance, for checking inside/outside *** */
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/* Recursive test for intersections, from a point inside the mesh, to outside
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* Number of intersections (depth) determine if a point is inside or outside the mesh */
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static int intersect_outside_volume(RayObject *tree, Isect *isect, float *offset, int limit, int depth)
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{
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if (limit == 0) return depth;
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if (RE_rayobject_raycast(tree, isect)) {
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isect->start[0] = isect->start[0] + isect->dist*isect->dir[0];
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isect->start[1] = isect->start[1] + isect->dist*isect->dir[1];
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isect->start[2] = isect->start[2] + isect->dist*isect->dir[2];
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isect->dist = FLT_MAX;
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isect->skip = RE_SKIP_VLR_NEIGHBOUR;
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isect->orig.face= isect->hit.face;
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isect->orig.ob= isect->hit.ob;
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return intersect_outside_volume(tree, isect, offset, limit-1, depth+1);
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}
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else {
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return depth;
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}
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}
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/* Uses ray tracing to check if a point is inside or outside an ObjectInstanceRen */
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static int point_inside_obi(RayObject *tree, ObjectInstanceRen *obi, const float co[3])
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{
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Isect isect= {{0}};
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float dir[3] = {0.0f, 0.0f, 1.0f};
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int final_depth=0, depth=0, limit=20;
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/* set up the isect */
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copy_v3_v3(isect.start, co);
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copy_v3_v3(isect.dir, dir);
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isect.mode= RE_RAY_MIRROR;
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isect.last_hit= NULL;
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isect.lay= -1;
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isect.dist = FLT_MAX;
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isect.orig.face= NULL;
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isect.orig.ob = NULL;
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RE_instance_rotate_ray(obi, &isect);
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final_depth = intersect_outside_volume(tree, &isect, dir, limit, depth);
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RE_instance_rotate_ray_restore(obi, &isect);
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/* even number of intersections: point is outside
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* odd number: point is inside */
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if (final_depth % 2 == 0) return 0;
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else return 1;
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}
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/* find the bounding box of an objectinstance in global space */
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void global_bounds_obi(Render *re, ObjectInstanceRen *obi, float bbmin[3], float bbmax[3])
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{
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ObjectRen *obr = obi->obr;
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VolumePrecache *vp = obi->volume_precache;
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VertRen *ver= NULL;
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float co[3];
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int a;
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if (vp->bbmin != NULL && vp->bbmax != NULL) {
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copy_v3_v3(bbmin, vp->bbmin);
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copy_v3_v3(bbmax, vp->bbmax);
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return;
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}
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vp->bbmin = MEM_callocN(sizeof(float)*3, "volume precache min boundbox corner");
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vp->bbmax = MEM_callocN(sizeof(float)*3, "volume precache max boundbox corner");
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INIT_MINMAX(bbmin, bbmax);
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for (a=0; a<obr->totvert; a++) {
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if ((a & 255)==0) ver= obr->vertnodes[a>>8].vert;
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else ver++;
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copy_v3_v3(co, ver->co);
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/* transformed object instance in camera space */
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if (obi->flag & R_TRANSFORMED)
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mul_m4_v3(obi->mat, co);
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/* convert to global space */
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mul_m4_v3(re->viewinv, co);
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minmax_v3v3_v3(vp->bbmin, vp->bbmax, co);
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}
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copy_v3_v3(bbmin, vp->bbmin);
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copy_v3_v3(bbmax, vp->bbmax);
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}
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/* *** light cache filtering *** */
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static float get_avg_surrounds(float *cache, int *res, int xx, int yy, int zz)
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{
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int x, y, z, x_, y_, z_;
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int added=0;
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float tot=0.0f;
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for (z=-1; z <= 1; z++) {
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z_ = zz+z;
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if (z_ >= 0 && z_ <= res[2]-1) {
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for (y=-1; y <= 1; y++) {
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y_ = yy+y;
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if (y_ >= 0 && y_ <= res[1]-1) {
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for (x=-1; x <= 1; x++) {
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x_ = xx+x;
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if (x_ >= 0 && x_ <= res[0]-1) {
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const int i = BLI_VOXEL_INDEX(x_, y_, z_, res);
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if (cache[i] > 0.0f) {
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tot += cache[i];
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added++;
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}
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}
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}
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}
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}
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}
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}
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if (added > 0) tot /= added;
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return tot;
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}
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/* function to filter the edges of the light cache, where there was no volume originally.
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* For each voxel which was originally external to the mesh, it finds the average values of
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* the surrounding internal voxels and sets the original external voxel to that average amount.
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* Works almost a bit like a 'dilate' filter */
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static void lightcache_filter(VolumePrecache *vp)
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{
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int x, y, z;
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for (z=0; z < vp->res[2]; z++) {
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for (y=0; y < vp->res[1]; y++) {
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for (x=0; x < vp->res[0]; x++) {
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/* trigger for outside mesh */
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const int i = BLI_VOXEL_INDEX(x, y, z, vp->res);
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if (vp->data_r[i] < -0.f)
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vp->data_r[i] = get_avg_surrounds(vp->data_r, vp->res, x, y, z);
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if (vp->data_g[i] < -0.f)
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vp->data_g[i] = get_avg_surrounds(vp->data_g, vp->res, x, y, z);
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if (vp->data_b[i] < -0.f)
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vp->data_b[i] = get_avg_surrounds(vp->data_b, vp->res, x, y, z);
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}
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}
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}
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}
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#if 0
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static void lightcache_filter2(VolumePrecache *vp)
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{
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int x, y, z;
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float *new_r, *new_g, *new_b;
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int field_size = vp->res[0]*vp->res[1]*vp->res[2]*sizeof(float);
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new_r = MEM_mallocN(field_size, "temp buffer for light cache filter r channel");
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new_g = MEM_mallocN(field_size, "temp buffer for light cache filter g channel");
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new_b = MEM_mallocN(field_size, "temp buffer for light cache filter b channel");
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memcpy(new_r, vp->data_r, field_size);
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memcpy(new_g, vp->data_g, field_size);
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memcpy(new_b, vp->data_b, field_size);
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for (z=0; z < vp->res[2]; z++) {
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for (y=0; y < vp->res[1]; y++) {
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for (x=0; x < vp->res[0]; x++) {
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/* trigger for outside mesh */
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const int i = BLI_VOXEL_INDEX(x, y, z, vp->res);
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if (vp->data_r[i] < -0.f)
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new_r[i] = get_avg_surrounds(vp->data_r, vp->res, x, y, z);
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if (vp->data_g[i] < -0.f)
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new_g[i] = get_avg_surrounds(vp->data_g, vp->res, x, y, z);
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if (vp->data_b[i] < -0.f)
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new_b[i] = get_avg_surrounds(vp->data_b, vp->res, x, y, z);
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}
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}
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}
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SWAP(float *, vp->data_r, new_r);
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SWAP(float *, vp->data_g, new_g);
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SWAP(float *, vp->data_b, new_b);
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if (new_r) { MEM_freeN(new_r); new_r=NULL; }
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if (new_g) { MEM_freeN(new_g); new_g=NULL; }
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if (new_b) { MEM_freeN(new_b); new_b=NULL; }
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}
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#endif
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BLI_INLINE int ms_I(int x, int y, int z, int *n) /* has a pad of 1 voxel surrounding the core for boundary simulation */
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{
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/* different ordering to light cache */
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return x*(n[1]+2)*(n[2]+2) + y*(n[2]+2) + z;
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}
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BLI_INLINE int v_I_pad(int x, int y, int z, int *n) /* has a pad of 1 voxel surrounding the core for boundary simulation */
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{
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/* same ordering to light cache, with padding */
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return z*(n[1]+2)*(n[0]+2) + y*(n[0]+2) + x;
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}
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BLI_INLINE int lc_to_ms_I(int x, int y, int z, int *n)
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{
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/* converting light cache index to multiple scattering index */
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return (x-1)*(n[1]*n[2]) + (y-1)*(n[2]) + z-1;
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}
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/* *** multiple scattering approximation *** */
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/* get the total amount of light energy in the light cache. used to normalize after multiple scattering */
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static float total_ss_energy(Render *re, int do_test_break, VolumePrecache *vp)
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{
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int x, y, z;
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const int *res = vp->res;
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float energy=0.f;
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for (z=0; z < res[2]; z++) {
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for (y=0; y < res[1]; y++) {
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for (x=0; x < res[0]; x++) {
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const int i = BLI_VOXEL_INDEX(x, y, z, res);
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if (vp->data_r[i] > 0.f) energy += vp->data_r[i];
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if (vp->data_g[i] > 0.f) energy += vp->data_g[i];
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if (vp->data_b[i] > 0.f) energy += vp->data_b[i];
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}
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}
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if (do_test_break && re->test_break(re->tbh)) break;
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}
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return energy;
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}
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static float total_ms_energy(Render *re, int do_test_break, float *sr, float *sg, float *sb, int *res)
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{
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int x, y, z;
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float energy=0.f;
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for (z=1;z<=res[2];z++) {
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for (y=1;y<=res[1];y++) {
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for (x=1;x<=res[0];x++) {
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const int i = ms_I(x, y, z, res);
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if (sr[i] > 0.f) energy += sr[i];
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if (sg[i] > 0.f) energy += sg[i];
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if (sb[i] > 0.f) energy += sb[i];
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}
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}
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if (do_test_break && re->test_break(re->tbh)) break;
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}
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return energy;
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}
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static void ms_diffuse(Render *re, int do_test_break, float *x0, float *x, float diff, int *n) //n is the unpadded resolution
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{
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int i, j, k, l;
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const float dt = VOL_MS_TIMESTEP;
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size_t size = n[0]*n[1]*n[2];
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const float a = dt*diff*size;
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for (l=0; l<20; l++) {
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for (k=1; k<=n[2]; k++) {
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for (j=1; j<=n[1]; j++) {
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for (i=1; i<=n[0]; i++) {
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x[v_I_pad(i, j, k, n)] = (x0[v_I_pad(i, j, k, n)]) + a*( x0[v_I_pad(i-1, j, k, n)]+ x0[v_I_pad(i+1, j, k, n)]+ x0[v_I_pad(i, j-1, k, n)]+
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x0[v_I_pad(i, j+1, k, n)]+ x0[v_I_pad(i, j, k-1, n)]+x0[v_I_pad(i, j, k+1, n)]
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) / (1+6*a);
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}
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}
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if (do_test_break && re->test_break(re->tbh)) break;
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}
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if (re->test_break(re->tbh)) break;
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}
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}
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static void multiple_scattering_diffusion(Render *re, VolumePrecache *vp, Material *ma)
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{
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const float diff = ma->vol.ms_diff * 0.001f; /* compensate for scaling for a nicer UI range */
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const int simframes = (int)(ma->vol.ms_spread * (float)max_iii(vp->res[0], vp->res[1], vp->res[2]));
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const int shade_type = ma->vol.shade_type;
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float fac = ma->vol.ms_intensity;
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int x, y, z, m;
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int *n = vp->res;
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const int size = (n[0]+2)*(n[1]+2)*(n[2]+2);
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const int do_test_break = (size > 100000);
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double time, lasttime= PIL_check_seconds_timer();
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float total;
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float c=1.0f;
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float origf; /* factor for blending in original light cache */
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float energy_ss, energy_ms;
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float *sr0=(float *)MEM_callocN(size*sizeof(float), "temporary multiple scattering buffer");
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float *sr=(float *)MEM_callocN(size*sizeof(float), "temporary multiple scattering buffer");
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float *sg0=(float *)MEM_callocN(size*sizeof(float), "temporary multiple scattering buffer");
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float *sg=(float *)MEM_callocN(size*sizeof(float), "temporary multiple scattering buffer");
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float *sb0=(float *)MEM_callocN(size*sizeof(float), "temporary multiple scattering buffer");
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float *sb=(float *)MEM_callocN(size*sizeof(float), "temporary multiple scattering buffer");
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total = (float)(n[0]*n[1]*n[2]*simframes);
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energy_ss = total_ss_energy(re, do_test_break, vp);
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/* Scattering as diffusion pass */
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for (m=0; m<simframes; m++) {
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/* add sources */
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for (z=1; z<=n[2]; z++) {
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for (y=1; y<=n[1]; y++) {
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for (x=1; x<=n[0]; x++) {
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const int i = lc_to_ms_I(x, y, z, n); //lc index
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const int j = ms_I(x, y, z, n); //ms index
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time= PIL_check_seconds_timer();
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c++;
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if (vp->data_r[i] > 0.0f)
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sr[j] += vp->data_r[i];
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if (vp->data_g[i] > 0.0f)
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sg[j] += vp->data_g[i];
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if (vp->data_b[i] > 0.0f)
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sb[j] += vp->data_b[i];
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/* Displays progress every second */
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if (time-lasttime>1.0) {
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char str[64];
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BLI_snprintf(str, sizeof(str), IFACE_("Simulating multiple scattering: %d%%"),
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(int)(100.0f * (c / total)));
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re->i.infostr = str;
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re->stats_draw(re->sdh, &re->i);
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re->i.infostr = NULL;
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lasttime= time;
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}
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}
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}
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if (do_test_break && re->test_break(re->tbh)) break;
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}
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if (re->test_break(re->tbh)) break;
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SWAP(float *, sr, sr0);
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SWAP(float *, sg, sg0);
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SWAP(float *, sb, sb0);
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/* main diffusion simulation */
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ms_diffuse(re, do_test_break, sr0, sr, diff, n);
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ms_diffuse(re, do_test_break, sg0, sg, diff, n);
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ms_diffuse(re, do_test_break, sb0, sb, diff, n);
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if (re->test_break(re->tbh)) break;
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}
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/* normalization factor to conserve energy */
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energy_ms = total_ms_energy(re, do_test_break, sr, sg, sb, n);
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fac *= (energy_ss / energy_ms);
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/* blend multiple scattering back in the light cache */
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if (shade_type == MA_VOL_SHADE_SHADEDPLUSMULTIPLE) {
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/* conserve energy - half single, half multiple */
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origf = 0.5f;
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fac *= 0.5f;
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}
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else {
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origf = 0.0f;
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}
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for (z=1;z<=n[2];z++) {
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for (y=1;y<=n[1];y++) {
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for (x=1;x<=n[0];x++) {
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const int i = lc_to_ms_I(x, y, z, n); //lc index
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const int j = ms_I(x, y, z, n); //ms index
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vp->data_r[i] = origf * vp->data_r[i] + fac * sr[j];
|
|
vp->data_g[i] = origf * vp->data_g[i] + fac * sg[j];
|
|
vp->data_b[i] = origf * vp->data_b[i] + fac * sb[j];
|
|
}
|
|
}
|
|
|
|
if (do_test_break && re->test_break(re->tbh)) break;
|
|
}
|
|
|
|
MEM_freeN(sr0);
|
|
MEM_freeN(sr);
|
|
MEM_freeN(sg0);
|
|
MEM_freeN(sg);
|
|
MEM_freeN(sb0);
|
|
MEM_freeN(sb);
|
|
}
|
|
|
|
|
|
|
|
#if 0 /* debug stuff */
|
|
static void *vol_precache_part_test(void *data)
|
|
{
|
|
VolPrecachePart *pa = data;
|
|
|
|
printf("part number: %d\n", pa->num);
|
|
printf("done: %d\n", pa->done);
|
|
printf("x min: %d x max: %d\n", pa->minx, pa->maxx);
|
|
printf("y min: %d y max: %d\n", pa->miny, pa->maxy);
|
|
printf("z min: %d z max: %d\n", pa->minz, pa->maxz);
|
|
|
|
return NULL;
|
|
}
|
|
#endif
|
|
|
|
/* Iterate over the 3d voxel grid, and fill the voxels with scattering information
|
|
*
|
|
* It's stored in memory as 3 big float grids next to each other, one for each RGB channel.
|
|
* I'm guessing the memory alignment may work out better this way for the purposes
|
|
* of doing linear interpolation, but I haven't actually tested this theory! :)
|
|
*/
|
|
typedef struct VolPrecacheState {
|
|
double lasttime;
|
|
int totparts;
|
|
} VolPrecacheState;
|
|
|
|
static void vol_precache_part(TaskPool *pool, void *taskdata, int UNUSED(threadid))
|
|
{
|
|
VolPrecacheState *state = (VolPrecacheState *)BLI_task_pool_userdata(pool);
|
|
VolPrecachePart *pa = (VolPrecachePart *)taskdata;
|
|
Render *re = pa->re;
|
|
|
|
ObjectInstanceRen *obi = pa->obi;
|
|
RayObject *tree = pa->tree;
|
|
ShadeInput *shi = pa->shi;
|
|
float scatter_col[3] = {0.f, 0.f, 0.f};
|
|
float co[3], cco[3], view[3];
|
|
int x, y, z, i;
|
|
int res[3];
|
|
double time;
|
|
|
|
if (re->test_break && re->test_break(re->tbh))
|
|
return;
|
|
|
|
//printf("thread id %d\n", threadid);
|
|
|
|
res[0]= pa->res[0];
|
|
res[1]= pa->res[1];
|
|
res[2]= pa->res[2];
|
|
|
|
for (z= pa->minz; z < pa->maxz; z++) {
|
|
co[2] = pa->bbmin[2] + (pa->voxel[2] * (z + 0.5f));
|
|
|
|
for (y= pa->miny; y < pa->maxy; y++) {
|
|
co[1] = pa->bbmin[1] + (pa->voxel[1] * (y + 0.5f));
|
|
|
|
for (x=pa->minx; x < pa->maxx; x++) {
|
|
co[0] = pa->bbmin[0] + (pa->voxel[0] * (x + 0.5f));
|
|
|
|
if (re->test_break && re->test_break(re->tbh))
|
|
break;
|
|
|
|
/* convert from world->camera space for shading */
|
|
mul_v3_m4v3(cco, pa->viewmat, co);
|
|
|
|
i = BLI_VOXEL_INDEX(x, y, z, res);
|
|
|
|
/* don't bother if the point is not inside the volume mesh */
|
|
if (!point_inside_obi(tree, obi, cco)) {
|
|
obi->volume_precache->data_r[i] = -1.0f;
|
|
obi->volume_precache->data_g[i] = -1.0f;
|
|
obi->volume_precache->data_b[i] = -1.0f;
|
|
continue;
|
|
}
|
|
|
|
copy_v3_v3(view, cco);
|
|
normalize_v3(view);
|
|
vol_get_scattering(shi, scatter_col, cco, view);
|
|
|
|
obi->volume_precache->data_r[i] = scatter_col[0];
|
|
obi->volume_precache->data_g[i] = scatter_col[1];
|
|
obi->volume_precache->data_b[i] = scatter_col[2];
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
time = PIL_check_seconds_timer();
|
|
if (time - state->lasttime > 1.0) {
|
|
ThreadMutex *mutex = BLI_task_pool_user_mutex(pool);
|
|
|
|
if (BLI_mutex_trylock(mutex)) {
|
|
char str[64];
|
|
float ratio = (float)BLI_task_pool_tasks_done(pool)/(float)state->totparts;
|
|
BLI_snprintf(str, sizeof(str), IFACE_("Precaching volume: %d%%"), (int)(100.0f * ratio));
|
|
re->i.infostr = str;
|
|
re->stats_draw(re->sdh, &re->i);
|
|
re->i.infostr = NULL;
|
|
state->lasttime = time;
|
|
|
|
BLI_mutex_unlock(mutex);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void precache_setup_shadeinput(Render *re, ObjectInstanceRen *obi, Material *ma, ShadeInput *shi)
|
|
{
|
|
memset(shi, 0, sizeof(ShadeInput));
|
|
shi->depth= 1;
|
|
shi->mask= 1;
|
|
shi->mat = ma;
|
|
shi->vlr = NULL;
|
|
memcpy(&shi->r, &shi->mat->r, 23*sizeof(float)); /* note, keep this synced with render_types.h */
|
|
shi->har= shi->mat->har;
|
|
shi->obi= obi;
|
|
shi->obr= obi->obr;
|
|
shi->lay = re->lay;
|
|
}
|
|
|
|
static void precache_launch_parts(Render *re, RayObject *tree, ShadeInput *shi, ObjectInstanceRen *obi)
|
|
{
|
|
TaskScheduler *task_scheduler;
|
|
TaskPool *task_pool;
|
|
VolumePrecache *vp = obi->volume_precache;
|
|
VolPrecacheState state;
|
|
int i=0, x, y, z;
|
|
float voxel[3];
|
|
int sizex, sizey, sizez;
|
|
float bbmin[3], bbmax[3];
|
|
const int *res;
|
|
int minx, maxx;
|
|
int miny, maxy;
|
|
int minz, maxz;
|
|
int totthread = re->r.threads;
|
|
int parts[3];
|
|
|
|
if (!vp) return;
|
|
|
|
/* currently we just subdivide the box, number of threads per side */
|
|
parts[0] = parts[1] = parts[2] = totthread;
|
|
res = vp->res;
|
|
|
|
/* setup task scheduler */
|
|
memset(&state, 0, sizeof(state));
|
|
state.totparts = parts[0]*parts[1]*parts[2];
|
|
state.lasttime = PIL_check_seconds_timer();
|
|
|
|
task_scheduler = BLI_task_scheduler_create(totthread);
|
|
task_pool = BLI_task_pool_create(task_scheduler, &state);
|
|
|
|
/* using boundbox in worldspace */
|
|
global_bounds_obi(re, obi, bbmin, bbmax);
|
|
sub_v3_v3v3(voxel, bbmax, bbmin);
|
|
|
|
voxel[0] /= (float)res[0];
|
|
voxel[1] /= (float)res[1];
|
|
voxel[2] /= (float)res[2];
|
|
|
|
for (x=0; x < parts[0]; x++) {
|
|
sizex = ceil(res[0] / (float)parts[0]);
|
|
minx = x * sizex;
|
|
maxx = minx + sizex;
|
|
maxx = (maxx>res[0])?res[0]:maxx;
|
|
|
|
for (y=0; y < parts[1]; y++) {
|
|
sizey = ceil(res[1] / (float)parts[1]);
|
|
miny = y * sizey;
|
|
maxy = miny + sizey;
|
|
maxy = (maxy>res[1])?res[1]:maxy;
|
|
|
|
for (z=0; z < parts[2]; z++) {
|
|
VolPrecachePart *pa= MEM_callocN(sizeof(VolPrecachePart), "new precache part");
|
|
|
|
sizez = ceil(res[2] / (float)parts[2]);
|
|
minz = z * sizez;
|
|
maxz = minz + sizez;
|
|
maxz = (maxz>res[2])?res[2]:maxz;
|
|
|
|
pa->re = re;
|
|
pa->num = i;
|
|
pa->tree = tree;
|
|
pa->shi = shi;
|
|
pa->obi = obi;
|
|
copy_m4_m4(pa->viewmat, re->viewmat);
|
|
|
|
copy_v3_v3(pa->bbmin, bbmin);
|
|
copy_v3_v3(pa->voxel, voxel);
|
|
copy_v3_v3_int(pa->res, res);
|
|
|
|
pa->minx = minx; pa->maxx = maxx;
|
|
pa->miny = miny; pa->maxy = maxy;
|
|
pa->minz = minz; pa->maxz = maxz;
|
|
|
|
BLI_task_pool_push(task_pool, vol_precache_part, pa, true, TASK_PRIORITY_HIGH);
|
|
|
|
i++;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* work and wait until tasks are done */
|
|
BLI_task_pool_work_and_wait(task_pool);
|
|
|
|
/* free */
|
|
BLI_task_pool_free(task_pool);
|
|
BLI_task_scheduler_free(task_scheduler);
|
|
}
|
|
|
|
/* calculate resolution from bounding box in world space */
|
|
static int precache_resolution(Render *re, VolumePrecache *vp, ObjectInstanceRen *obi, int res)
|
|
{
|
|
float dim[3], div;
|
|
float bbmin[3], bbmax[3];
|
|
|
|
/* bound box in global space */
|
|
global_bounds_obi(re, obi, bbmin, bbmax);
|
|
sub_v3_v3v3(dim, bbmax, bbmin);
|
|
|
|
div = max_fff(dim[0], dim[1], dim[2]);
|
|
dim[0] /= div;
|
|
dim[1] /= div;
|
|
dim[2] /= div;
|
|
|
|
vp->res[0] = ceil(dim[0] * res);
|
|
vp->res[1] = ceil(dim[1] * res);
|
|
vp->res[2] = ceil(dim[2] * res);
|
|
|
|
if ((vp->res[0] < 1) || (vp->res[1] < 1) || (vp->res[2] < 1))
|
|
return 0;
|
|
|
|
return 1;
|
|
}
|
|
|
|
/* Precache a volume into a 3D voxel grid.
|
|
* The voxel grid is stored in the ObjectInstanceRen,
|
|
* in camera space, aligned with the ObjectRen's bounding box.
|
|
* Resolution is defined by the user.
|
|
*/
|
|
static void vol_precache_objectinstance_threads(Render *re, ObjectInstanceRen *obi, Material *ma)
|
|
{
|
|
VolumePrecache *vp;
|
|
RayObject *tree;
|
|
ShadeInput shi;
|
|
|
|
R = *re;
|
|
|
|
/* create a raytree with just the faces of the instanced ObjectRen,
|
|
* used for checking if the cached point is inside or outside. */
|
|
tree = makeraytree_object(&R, obi);
|
|
if (!tree) return;
|
|
|
|
vp = MEM_callocN(sizeof(VolumePrecache), "volume light cache");
|
|
obi->volume_precache = vp;
|
|
|
|
if (!precache_resolution(re, vp, obi, ma->vol.precache_resolution)) {
|
|
MEM_freeN(vp);
|
|
vp = NULL;
|
|
return;
|
|
}
|
|
|
|
vp->data_r = MEM_callocN(sizeof(float)*vp->res[0]*vp->res[1]*vp->res[2], "volume light cache data red channel");
|
|
vp->data_g = MEM_callocN(sizeof(float)*vp->res[0]*vp->res[1]*vp->res[2], "volume light cache data green channel");
|
|
vp->data_b = MEM_callocN(sizeof(float)*vp->res[0]*vp->res[1]*vp->res[2], "volume light cache data blue channel");
|
|
if (vp->data_r==NULL || vp->data_g==NULL || vp->data_b==NULL) {
|
|
MEM_freeN(vp);
|
|
return;
|
|
}
|
|
|
|
/* Need a shadeinput to calculate scattering */
|
|
precache_setup_shadeinput(re, obi, ma, &shi);
|
|
|
|
precache_launch_parts(re, tree, &shi, obi);
|
|
|
|
if (tree) {
|
|
/* TODO: makeraytree_object creates a tree and saves it on OBI,
|
|
* if we free this tree we should also clear other pointers to it */
|
|
//RE_rayobject_free(tree);
|
|
//tree= NULL;
|
|
}
|
|
|
|
if (ELEM(ma->vol.shade_type, MA_VOL_SHADE_MULTIPLE, MA_VOL_SHADE_SHADEDPLUSMULTIPLE)) {
|
|
/* this should be before the filtering */
|
|
multiple_scattering_diffusion(re, obi->volume_precache, ma);
|
|
}
|
|
|
|
lightcache_filter(obi->volume_precache);
|
|
}
|
|
|
|
static int using_lightcache(Material *ma)
|
|
{
|
|
return (((ma->vol.shadeflag & MA_VOL_PRECACHESHADING) && (ma->vol.shade_type == MA_VOL_SHADE_SHADED)) ||
|
|
(ELEM(ma->vol.shade_type, MA_VOL_SHADE_MULTIPLE, MA_VOL_SHADE_SHADEDPLUSMULTIPLE)));
|
|
}
|
|
|
|
/* loop through all objects (and their associated materials)
|
|
* marked for pre-caching in convertblender.c, and pre-cache them */
|
|
void volume_precache(Render *re)
|
|
{
|
|
ObjectInstanceRen *obi;
|
|
VolumeOb *vo;
|
|
|
|
re->i.infostr = IFACE_("Volume preprocessing");
|
|
re->stats_draw(re->sdh, &re->i);
|
|
|
|
for (vo= re->volumes.first; vo; vo= vo->next) {
|
|
if (using_lightcache(vo->ma)) {
|
|
for (obi= re->instancetable.first; obi; obi= obi->next) {
|
|
if (obi->obr == vo->obr) {
|
|
vol_precache_objectinstance_threads(re, obi, vo->ma);
|
|
|
|
if (re->test_break && re->test_break(re->tbh))
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (re->test_break && re->test_break(re->tbh))
|
|
break;
|
|
}
|
|
}
|
|
|
|
re->i.infostr = NULL;
|
|
re->stats_draw(re->sdh, &re->i);
|
|
}
|
|
|
|
void free_volume_precache(Render *re)
|
|
{
|
|
ObjectInstanceRen *obi;
|
|
|
|
for (obi= re->instancetable.first; obi; obi= obi->next) {
|
|
if (obi->volume_precache != NULL) {
|
|
MEM_freeN(obi->volume_precache->data_r);
|
|
MEM_freeN(obi->volume_precache->data_g);
|
|
MEM_freeN(obi->volume_precache->data_b);
|
|
MEM_freeN(obi->volume_precache->bbmin);
|
|
MEM_freeN(obi->volume_precache->bbmax);
|
|
MEM_freeN(obi->volume_precache);
|
|
obi->volume_precache = NULL;
|
|
}
|
|
}
|
|
|
|
BLI_freelistN(&re->volumes);
|
|
}
|
|
|
|
int point_inside_volume_objectinstance(Render *re, ObjectInstanceRen *obi, const float co[3])
|
|
{
|
|
RayObject *tree;
|
|
int inside=0;
|
|
|
|
tree = makeraytree_object(re, obi);
|
|
if (!tree) return 0;
|
|
|
|
inside = point_inside_obi(tree, obi, co);
|
|
|
|
//TODO: makeraytree_object creates a tree and saves it on OBI, if we free this tree we should also clear other pointers to it
|
|
//RE_rayobject_free(tree);
|
|
//tree= NULL;
|
|
|
|
return inside;
|
|
}
|
|
|