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blender-archive/source/blender/render/intern/source/occlusion.c

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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,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2008 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Brecht Van Lommel.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/render/intern/source/occlusion.c
* \ingroup render
*/
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_material_types.h"
#include "BLI_math.h"
#include "BLI_memarena.h"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
#include "BLT_translation.h"
#include "BKE_node.h"
#include "BKE_scene.h"
#include "RE_shader_ext.h"
/* local includes */
#include "occlusion.h"
#include "render_types.h"
#include "rendercore.h"
#include "renderdatabase.h"
#include "shading.h"
/* ------------------------- Declarations --------------------------- */
#define INVPI ((float)M_1_PI)
#define TOTCHILD 8
#define CACHE_STEP 3
typedef struct OcclusionCacheSample {
float co[3], n[3], ao[3], env[3], indirect[3], intensity, dist2;
int x, y, filled;
} OcclusionCacheSample;
typedef struct OcclusionCache {
OcclusionCacheSample *sample;
int x, y, w, h, step;
} OcclusionCache;
typedef struct OccFace {
int obi;
int facenr;
} OccFace;
typedef struct OccNode {
float co[3], area;
float sh[9], dco;
float occlusion, rad[3];
int childflag;
union {
//OccFace face;
int face;
struct OccNode *node;
} child[TOTCHILD];
} OccNode;
typedef struct OcclusionTree {
MemArena *arena;
float (*co)[3]; /* temporary during build */
OccFace *face; /* instance and face indices */
float *occlusion; /* occlusion for faces */
float (*rad)[3]; /* radiance for faces */
OccNode *root;
OccNode **stack[BLENDER_MAX_THREADS];
int maxdepth;
int totface;
float error;
float distfac;
int dothreadedbuild;
int totbuildthread;
int doindirect;
OcclusionCache *cache;
int num_threads;
} OcclusionTree;
typedef struct OcclusionThread {
Render *re;
StrandSurface *mesh;
float (*faceao)[3];
float (*faceenv)[3];
float (*faceindirect)[3];
int begin, end;
int thread;
} OcclusionThread;
typedef struct OcclusionBuildThread {
OcclusionTree *tree;
int begin, end, depth;
OccNode *node;
} OcclusionBuildThread;
/* ------------------------- Shading --------------------------- */
extern Render R; /* meh */
static void occ_shade(ShadeSample *ssamp, ObjectInstanceRen *obi, VlakRen *vlr, float *rad)
{
ShadeInput *shi = ssamp->shi;
ShadeResult *shr = ssamp->shr;
float l, u, v, *v1, *v2, *v3;
/* init */
if (vlr->v4) {
shi->u = u = 0.5f;
shi->v = v = 0.5f;
}
else {
shi->u = u = 1.0f / 3.0f;
shi->v = v = 1.0f / 3.0f;
}
/* setup render coordinates */
v1 = vlr->v1->co;
v2 = vlr->v2->co;
v3 = vlr->v3->co;
/* renderco */
l = 1.0f - u - v;
shi->co[0] = l * v3[0] + u * v1[0] + v * v2[0];
shi->co[1] = l * v3[1] + u * v1[1] + v * v2[1];
shi->co[2] = l * v3[2] + u * v1[2] + v * v2[2];
shade_input_set_triangle_i(shi, obi, vlr, 0, 1, 2);
/* set up view vector */
copy_v3_v3(shi->view, shi->co);
normalize_v3(shi->view);
/* cache for shadow */
shi->samplenr++;
shi->xs = 0; /* TODO */
shi->ys = 0;
shade_input_set_normals(shi);
/* no normal flip */
if (shi->flippednor)
shade_input_flip_normals(shi);
madd_v3_v3fl(shi->co, shi->facenor, -0.0001f); /* ugly.. */
/* not a pretty solution, but fixes common cases */
if (shi->obr->ob && shi->obr->ob->transflag & OB_NEG_SCALE) {
negate_v3(shi->vn);
negate_v3(shi->vno);
negate_v3(shi->nmapnorm);
}
/* init material vars */
shade_input_init_material(shi);
/* render */
shade_input_set_shade_texco(shi);
if (shi->mat->nodetree && shi->mat->use_nodes) {
ntreeShaderExecTree(shi->mat->nodetree, shi, shr);
shi->mat = vlr->mat; /* shi->mat is being set in nodetree */
}
else {
shade_material_loop(shi, shr);
}
copy_v3_v3(rad, shr->combined);
}
static void occ_build_shade(Render *re, OcclusionTree *tree)
{
ShadeSample ssamp;
ObjectInstanceRen *obi;
VlakRen *vlr;
int a;
R = *re;
/* setup shade sample with correct passes */
memset(&ssamp, 0, sizeof(ShadeSample));
ssamp.shi[0].lay = re->lay;
ssamp.shi[0].passflag = SCE_PASS_DIFFUSE | SCE_PASS_RGBA;
ssamp.shi[0].combinedflag = ~(SCE_PASS_SPEC);
ssamp.tot = 1;
for (a = 0; a < tree->totface; a++) {
obi = &R.objectinstance[tree->face[a].obi];
vlr = RE_findOrAddVlak(obi->obr, tree->face[a].facenr);
occ_shade(&ssamp, obi, vlr, tree->rad[a]);
if (re->test_break(re->tbh))
break;
}
}
/* ------------------------- Spherical Harmonics --------------------------- */
/* Use 2nd order SH => 9 coefficients, stored in this order:
* 0 = (0,0),
* 1 = (1,-1), 2 = (1,0), 3 = (1,1),
* 4 = (2,-2), 5 = (2,-1), 6 = (2,0), 7 = (2,1), 8 = (2,2) */
static void sh_copy(float *shresult, float *sh)
{
memcpy(shresult, sh, sizeof(float) * 9);
}
static void sh_mul(float *sh, float f)
{
int i;
for (i = 0; i < 9; i++)
sh[i] *= f;
}
static void sh_add(float *shresult, float *sh1, float *sh2)
{
int i;
for (i = 0; i < 9; i++)
shresult[i] = sh1[i] + sh2[i];
}
static void sh_from_disc(float *n, float area, float *shresult)
{
/* See formula (3) in:
* "An Efficient Representation for Irradiance Environment Maps" */
float sh[9], x, y, z;
x = n[0];
y = n[1];
z = n[2];
sh[0] = 0.282095f;
sh[1] = 0.488603f * y;
sh[2] = 0.488603f * z;
sh[3] = 0.488603f * x;
sh[4] = 1.092548f * x * y;
sh[5] = 1.092548f * y * z;
sh[6] = 0.315392f * (3.0f * z * z - 1.0f);
sh[7] = 1.092548f * x * z;
sh[8] = 0.546274f * (x * x - y * y);
sh_mul(sh, area);
sh_copy(shresult, sh);
}
static float sh_eval(float *sh, float *v)
{
/* See formula (13) in:
* "An Efficient Representation for Irradiance Environment Maps" */
static const float c1 = 0.429043f, c2 = 0.511664f, c3 = 0.743125f;
static const float c4 = 0.886227f, c5 = 0.247708f;
float x, y, z, sum;
x = v[0];
y = v[1];
z = v[2];
sum = c1 * sh[8] * (x * x - y * y);
sum += c3 * sh[6] * z * z;
sum += c4 * sh[0];
sum += -c5 * sh[6];
sum += 2.0f * c1 * (sh[4] * x * y + sh[7] * x * z + sh[5] * y * z);
sum += 2.0f * c2 * (sh[3] * x + sh[1] * y + sh[2] * z);
return sum;
}
/* ------------------------------ Building --------------------------------- */
static void occ_face(const OccFace *face, float co[3], float normal[3], float *area)
{
ObjectInstanceRen *obi;
VlakRen *vlr;
float v1[3], v2[3], v3[3], v4[3];
obi = &R.objectinstance[face->obi];
vlr = RE_findOrAddVlak(obi->obr, face->facenr);
if (co) {
if (vlr->v4)
mid_v3_v3v3(co, vlr->v1->co, vlr->v3->co);
else
mid_v3_v3v3v3(co, vlr->v1->co, vlr->v2->co, vlr->v3->co);
if (obi->flag & R_TRANSFORMED)
mul_m4_v3(obi->mat, co);
}
if (normal) {
normal[0] = -vlr->n[0];
normal[1] = -vlr->n[1];
normal[2] = -vlr->n[2];
if (obi->flag & R_TRANSFORMED)
mul_m3_v3(obi->nmat, normal);
}
if (area) {
copy_v3_v3(v1, vlr->v1->co);
copy_v3_v3(v2, vlr->v2->co);
copy_v3_v3(v3, vlr->v3->co);
if (vlr->v4) copy_v3_v3(v4, vlr->v4->co);
if (obi->flag & R_TRANSFORMED) {
mul_m4_v3(obi->mat, v1);
mul_m4_v3(obi->mat, v2);
mul_m4_v3(obi->mat, v3);
if (vlr->v4) mul_m4_v3(obi->mat, v4);
}
/* todo: correct area for instances */
if (vlr->v4)
*area = area_quad_v3(v1, v2, v3, v4);
else
*area = area_tri_v3(v1, v2, v3);
}
}
static void occ_sum_occlusion(OcclusionTree *tree, OccNode *node)
{
OccNode *child;
float occ, area, totarea, rad[3];
int a, b, indirect = tree->doindirect;
occ = 0.0f;
totarea = 0.0f;
if (indirect) zero_v3(rad);
for (b = 0; b < TOTCHILD; b++) {
if (node->childflag & (1 << b)) {
a = node->child[b].face;
occ_face(&tree->face[a], NULL, NULL, &area);
occ += area * tree->occlusion[a];
if (indirect) madd_v3_v3fl(rad, tree->rad[a], area);
totarea += area;
}
else if (node->child[b].node) {
child = node->child[b].node;
occ_sum_occlusion(tree, child);
occ += child->area * child->occlusion;
if (indirect) madd_v3_v3fl(rad, child->rad, child->area);
totarea += child->area;
}
}
if (totarea != 0.0f) {
occ /= totarea;
if (indirect) mul_v3_fl(rad, 1.0f / totarea);
}
node->occlusion = occ;
if (indirect) copy_v3_v3(node->rad, rad);
}
static int occ_find_bbox_axis(OcclusionTree *tree, int begin, int end, float *min, float *max)
{
float len, maxlen = -1.0f;
int a, axis = 0;
INIT_MINMAX(min, max);
for (a = begin; a < end; a++) {
minmax_v3v3_v3(min, max, tree->co[a]);
}
for (a = 0; a < 3; a++) {
len = max[a] - min[a];
if (len > maxlen) {
maxlen = len;
axis = a;
}
}
return axis;
}
static void occ_node_from_face(OccFace *face, OccNode *node)
{
float n[3];
occ_face(face, node->co, n, &node->area);
node->dco = 0.0f;
sh_from_disc(n, node->area, node->sh);
}
static void occ_build_dco(OcclusionTree *tree, OccNode *node, const float co[3], float *dco)
{
int b;
for (b = 0; b < TOTCHILD; b++) {
float dist, d[3], nco[3];
if (node->childflag & (1 << b)) {
occ_face(tree->face + node->child[b].face, nco, NULL, NULL);
}
else if (node->child[b].node) {
OccNode *child = node->child[b].node;
occ_build_dco(tree, child, co, dco);
copy_v3_v3(nco, child->co);
}
else {
continue;
}
sub_v3_v3v3(d, nco, co);
dist = dot_v3v3(d, d);
if (dist > *dco)
*dco = dist;
}
}
static void occ_build_split(OcclusionTree *tree, int begin, int end, int *split)
{
float min[3], max[3], mid;
int axis, a, enda;
/* split in middle of boundbox. this seems faster than median split
* on complex scenes, possibly since it avoids two distant faces to
* be in the same node better? */
axis = occ_find_bbox_axis(tree, begin, end, min, max);
mid = 0.5f * (min[axis] + max[axis]);
a = begin;
enda = end;
while (a < enda) {
if (tree->co[a][axis] > mid) {
enda--;
SWAP(OccFace, tree->face[a], tree->face[enda]);
swap_v3_v3(tree->co[a], tree->co[enda]);
}
else
a++;
}
*split = enda;
}
static void occ_build_8_split(OcclusionTree *tree, int begin, int end, int *offset, int *count)
{
/* split faces into eight groups */
int b, splitx, splity[2], splitz[4];
occ_build_split(tree, begin, end, &splitx);
/* force split if none found, to deal with degenerate geometry */
if (splitx == begin || splitx == end)
splitx = (begin + end) / 2;
occ_build_split(tree, begin, splitx, &splity[0]);
occ_build_split(tree, splitx, end, &splity[1]);
occ_build_split(tree, begin, splity[0], &splitz[0]);
occ_build_split(tree, splity[0], splitx, &splitz[1]);
occ_build_split(tree, splitx, splity[1], &splitz[2]);
occ_build_split(tree, splity[1], end, &splitz[3]);
offset[0] = begin;
offset[1] = splitz[0];
offset[2] = splity[0];
offset[3] = splitz[1];
offset[4] = splitx;
offset[5] = splitz[2];
offset[6] = splity[1];
offset[7] = splitz[3];
for (b = 0; b < 7; b++)
count[b] = offset[b + 1] - offset[b];
count[7] = end - offset[7];
}
static void occ_build_recursive(OcclusionTree *tree, OccNode *node, int begin, int end, int depth);
static void *exec_occ_build(void *data)
{
OcclusionBuildThread *othread = (OcclusionBuildThread *)data;
occ_build_recursive(othread->tree, othread->node, othread->begin, othread->end, othread->depth);
return NULL;
}
static void occ_build_recursive(OcclusionTree *tree, OccNode *node, int begin, int end, int depth)
{
ListBase threads;
OcclusionBuildThread othreads[BLENDER_MAX_THREADS];
OccNode *child, tmpnode;
/* OccFace *face; */
int a, b, totthread = 0, offset[TOTCHILD], count[TOTCHILD];
/* add a new node */
node->occlusion = 1.0f;
/* leaf node with only children */
if (end - begin <= TOTCHILD) {
for (a = begin, b = 0; a < end; a++, b++) {
/* face= &tree->face[a]; */
node->child[b].face = a;
node->childflag |= (1 << b);
}
}
else {
/* order faces */
occ_build_8_split(tree, begin, end, offset, count);
if (depth == 1 && tree->dothreadedbuild)
BLI_threadpool_init(&threads, exec_occ_build, tree->totbuildthread);
for (b = 0; b < TOTCHILD; b++) {
if (count[b] == 0) {
node->child[b].node = NULL;
}
else if (count[b] == 1) {
/* face= &tree->face[offset[b]]; */
node->child[b].face = offset[b];
node->childflag |= (1 << b);
}
else {
if (tree->dothreadedbuild)
BLI_thread_lock(LOCK_CUSTOM1);
child = BLI_memarena_alloc(tree->arena, sizeof(OccNode));
node->child[b].node = child;
/* keep track of maximum depth for stack */
if (depth >= tree->maxdepth)
tree->maxdepth = depth + 1;
if (tree->dothreadedbuild)
BLI_thread_unlock(LOCK_CUSTOM1);
if (depth == 1 && tree->dothreadedbuild) {
othreads[totthread].tree = tree;
othreads[totthread].node = child;
othreads[totthread].begin = offset[b];
othreads[totthread].end = offset[b] + count[b];
othreads[totthread].depth = depth + 1;
BLI_threadpool_insert(&threads, &othreads[totthread]);
totthread++;
}
else
occ_build_recursive(tree, child, offset[b], offset[b] + count[b], depth + 1);
}
}
if (depth == 1 && tree->dothreadedbuild)
BLI_threadpool_end(&threads);
}
/* combine area, position and sh */
for (b = 0; b < TOTCHILD; b++) {
if (node->childflag & (1 << b)) {
child = &tmpnode;
occ_node_from_face(tree->face + node->child[b].face, &tmpnode);
}
else {
child = node->child[b].node;
}
if (child) {
node->area += child->area;
sh_add(node->sh, node->sh, child->sh);
madd_v3_v3fl(node->co, child->co, child->area);
}
}
if (node->area != 0.0f)
mul_v3_fl(node->co, 1.0f / node->area);
/* compute maximum distance from center */
node->dco = 0.0f;
if (node->area > 0.0f)
occ_build_dco(tree, node, node->co, &node->dco);
}
static void occ_build_sh_normalize(OccNode *node)
{
/* normalize spherical harmonics to not include area, so
* we can clamp the dot product and then multiply by area */
int b;
if (node->area != 0.0f)
sh_mul(node->sh, 1.0f / node->area);
for (b = 0; b < TOTCHILD; b++) {
if (node->childflag & (1 << b)) {
/* pass */
}
else if (node->child[b].node) {
occ_build_sh_normalize(node->child[b].node);
}
}
}
static OcclusionTree *occ_tree_build(Render *re)
{
const int num_threads = re->r.threads;
OcclusionTree *tree;
ObjectInstanceRen *obi;
ObjectRen *obr;
Material *ma;
VlakRen *vlr = NULL;
int a, b, c, totface;
/* count */
totface = 0;
for (obi = re->instancetable.first; obi; obi = obi->next) {
obr = obi->obr;
for (a = 0; a < obr->totvlak; a++) {
if ((a & 255) == 0) vlr = obr->vlaknodes[a >> 8].vlak;
else vlr++;
ma = vlr->mat;
if ((ma->shade_flag & MA_APPROX_OCCLUSION) && (ma->material_type == MA_TYPE_SURFACE))
totface++;
}
}
if (totface == 0)
return NULL;
tree = MEM_callocN(sizeof(OcclusionTree), "OcclusionTree");
tree->totface = totface;
/* parameters */
tree->error = get_render_aosss_error(&re->r, re->wrld.ao_approx_error);
tree->distfac = (re->wrld.aomode & WO_AODIST) ? re->wrld.aodistfac : 0.0f;
tree->doindirect = (re->wrld.ao_indirect_energy > 0.0f && re->wrld.ao_indirect_bounces > 0);
/* allocation */
tree->arena = BLI_memarena_new(0x8000 * sizeof(OccNode), "occ tree arena");
BLI_memarena_use_calloc(tree->arena);
if (re->wrld.aomode & WO_AOCACHE)
tree->cache = MEM_callocN(sizeof(OcclusionCache) * num_threads, "OcclusionCache");
tree->face = MEM_callocN(sizeof(OccFace) * totface, "OcclusionFace");
tree->co = MEM_callocN(sizeof(float) * 3 * totface, "OcclusionCo");
tree->occlusion = MEM_callocN(sizeof(float) * totface, "OcclusionOcclusion");
if (tree->doindirect)
tree->rad = MEM_callocN(sizeof(float) * 3 * totface, "OcclusionRad");
/* make array of face pointers */
for (b = 0, c = 0, obi = re->instancetable.first; obi; obi = obi->next, c++) {
obr = obi->obr;
for (a = 0; a < obr->totvlak; a++) {
if ((a & 255) == 0) vlr = obr->vlaknodes[a >> 8].vlak;
else vlr++;
ma = vlr->mat;
if ((ma->shade_flag & MA_APPROX_OCCLUSION) && (ma->material_type == MA_TYPE_SURFACE)) {
tree->face[b].obi = c;
tree->face[b].facenr = a;
tree->occlusion[b] = 1.0f;
occ_face(&tree->face[b], tree->co[b], NULL, NULL);
b++;
}
}
}
/* threads */
tree->totbuildthread = (re->r.threads > 1 && totface > 10000) ? 8 : 1;
tree->dothreadedbuild = (tree->totbuildthread > 1);
/* recurse */
tree->root = BLI_memarena_alloc(tree->arena, sizeof(OccNode));
tree->maxdepth = 1;
occ_build_recursive(tree, tree->root, 0, totface, 1);
if (tree->doindirect) {
if (!(re->test_break(re->tbh)))
occ_build_shade(re, tree);
if (!(re->test_break(re->tbh)))
occ_sum_occlusion(tree, tree->root);
}
MEM_freeN(tree->co);
tree->co = NULL;
if (!(re->test_break(re->tbh)))
occ_build_sh_normalize(tree->root);
for (a = 0; a < num_threads; a++)
tree->stack[a] = MEM_callocN(sizeof(OccNode) * TOTCHILD * (tree->maxdepth + 1), "OccStack");
tree->num_threads = num_threads;
return tree;
}
static void occ_free_tree(OcclusionTree *tree)
{
int a;
if (tree) {
if (tree->arena) BLI_memarena_free(tree->arena);
for (a = 0; a < tree->num_threads; a++)
if (tree->stack[a])
MEM_freeN(tree->stack[a]);
if (tree->occlusion) MEM_freeN(tree->occlusion);
if (tree->cache) MEM_freeN(tree->cache);
if (tree->face) MEM_freeN(tree->face);
if (tree->rad) MEM_freeN(tree->rad);
MEM_freeN(tree);
}
}
/* ------------------------- Traversal --------------------------- */
static float occ_solid_angle(OccNode *node, const float v[3], float d2, float invd2, const float receivenormal[3])
{
float dotreceive, dotemit;
float ev[3];
ev[0] = -v[0] * invd2;
ev[1] = -v[1] * invd2;
ev[2] = -v[2] * invd2;
dotemit = sh_eval(node->sh, ev);
dotreceive = dot_v3v3(receivenormal, v) * invd2;
CLAMP(dotemit, 0.0f, 1.0f);
CLAMP(dotreceive, 0.0f, 1.0f);
return ((node->area * dotemit * dotreceive) / (d2 + node->area * INVPI)) * INVPI;
}
static float occ_form_factor(OccFace *face, float *p, float *n)
{
ObjectInstanceRen *obi;
VlakRen *vlr;
float v1[3], v2[3], v3[3], v4[3], q0[3], q1[3], q2[3], q3[3], contrib = 0.0f;
obi = &R.objectinstance[face->obi];
vlr = RE_findOrAddVlak(obi->obr, face->facenr);
copy_v3_v3(v1, vlr->v1->co);
copy_v3_v3(v2, vlr->v2->co);
copy_v3_v3(v3, vlr->v3->co);
if (obi->flag & R_TRANSFORMED) {
mul_m4_v3(obi->mat, v1);
mul_m4_v3(obi->mat, v2);
mul_m4_v3(obi->mat, v3);
}
if (form_factor_visible_quad(p, n, v1, v2, v3, q0, q1, q2, q3))
contrib += form_factor_quad(p, n, q0, q1, q2, q3);
if (vlr->v4) {
copy_v3_v3(v4, vlr->v4->co);
if (obi->flag & R_TRANSFORMED)
mul_m4_v3(obi->mat, v4);
if (form_factor_visible_quad(p, n, v1, v3, v4, q0, q1, q2, q3))
contrib += form_factor_quad(p, n, q0, q1, q2, q3);
}
return contrib;
}
static void occ_lookup(OcclusionTree *tree, int thread, OccFace *exclude,
const float pp[3], const float pn[3], float *occ, float rad[3], float bentn[3])
{
OccNode *node, **stack;
OccFace *face;
float resultocc, resultrad[3], v[3], p[3], n[3], co[3], invd2;
float distfac, fac, error, d2, weight, emitarea;
int b, f, totstack;
/* init variables */
copy_v3_v3(p, pp);
copy_v3_v3(n, pn);
madd_v3_v3fl(p, n, 1e-4f);
if (bentn)
copy_v3_v3(bentn, n);
error = tree->error;
distfac = tree->distfac;
resultocc = 0.0f;
zero_v3(resultrad);
/* init stack */
stack = tree->stack[thread];
stack[0] = tree->root;
totstack = 1;
while (totstack) {
/* pop point off the stack */
node = stack[--totstack];
sub_v3_v3v3(v, node->co, p);
d2 = dot_v3v3(v, v) + 1e-16f;
emitarea = MAX2(node->area, node->dco);
if (d2 * error > emitarea) {
if (distfac != 0.0f) {
fac = 1.0f / (1.0f + distfac * d2);
if (fac < 0.01f)
continue;
}
else
fac = 1.0f;
/* accumulate occlusion from spherical harmonics */
invd2 = 1.0f / sqrtf(d2);
weight = occ_solid_angle(node, v, d2, invd2, n);
if (rad)
madd_v3_v3fl(resultrad, node->rad, weight * fac);
weight *= node->occlusion;
if (bentn) {
bentn[0] -= weight * invd2 * v[0];
bentn[1] -= weight * invd2 * v[1];
bentn[2] -= weight * invd2 * v[2];
}
resultocc += weight * fac;
}
else {
/* traverse into children */
for (b = 0; b < TOTCHILD; b++) {
if (node->childflag & (1 << b)) {
f = node->child[b].face;
face = &tree->face[f];
/* accumulate occlusion with face form factor */
if (!exclude || !(face->obi == exclude->obi && face->facenr == exclude->facenr)) {
if (bentn || distfac != 0.0f) {
occ_face(face, co, NULL, NULL);
sub_v3_v3v3(v, co, p);
d2 = dot_v3v3(v, v) + 1e-16f;
fac = (distfac == 0.0f) ? 1.0f : 1.0f / (1.0f + distfac * d2);
if (fac < 0.01f)
continue;
}
else
fac = 1.0f;
weight = occ_form_factor(face, p, n);
if (rad)
madd_v3_v3fl(resultrad, tree->rad[f], weight * fac);
weight *= tree->occlusion[f];
if (bentn) {
invd2 = 1.0f / sqrtf(d2);
bentn[0] -= weight * invd2 * v[0];
bentn[1] -= weight * invd2 * v[1];
bentn[2] -= weight * invd2 * v[2];
}
resultocc += weight * fac;
}
}
else if (node->child[b].node) {
/* push child on the stack */
stack[totstack++] = node->child[b].node;
}
}
}
}
if (occ) *occ = resultocc;
if (rad) copy_v3_v3(rad, resultrad);
#if 0
if (rad && exclude) {
int a;
for (a = 0; a < tree->totface; a++)
if ((tree->face[a].obi == exclude->obi && tree->face[a].facenr == exclude->facenr))
copy_v3_v3(rad, tree->rad[a]);
}
#endif
if (bentn) normalize_v3(bentn);
}
static void occ_compute_bounces(Render *re, OcclusionTree *tree, int totbounce)
{
float (*rad)[3], (*sum)[3], (*tmp)[3], co[3], n[3], occ;
int bounce, i;
rad = MEM_callocN(sizeof(float) * 3 * tree->totface, "OcclusionBounceRad");
sum = MEM_dupallocN(tree->rad);
for (bounce = 1; bounce < totbounce; bounce++) {
for (i = 0; i < tree->totface; i++) {
occ_face(&tree->face[i], co, n, NULL);
madd_v3_v3fl(co, n, 1e-8f);
occ_lookup(tree, 0, &tree->face[i], co, n, &occ, rad[i], NULL);
rad[i][0] = MAX2(rad[i][0], 0.0f);
rad[i][1] = MAX2(rad[i][1], 0.0f);
rad[i][2] = MAX2(rad[i][2], 0.0f);
add_v3_v3(sum[i], rad[i]);
if (re->test_break(re->tbh))
break;
}
if (re->test_break(re->tbh))
break;
tmp = tree->rad;
tree->rad = rad;
rad = tmp;
occ_sum_occlusion(tree, tree->root);
}
MEM_freeN(rad);
MEM_freeN(tree->rad);
tree->rad = sum;
if (!re->test_break(re->tbh))
occ_sum_occlusion(tree, tree->root);
}
static void occ_compute_passes(Render *re, OcclusionTree *tree, int totpass)
{
float *occ, co[3], n[3];
int pass, i;
occ = MEM_callocN(sizeof(float) * tree->totface, "OcclusionPassOcc");
for (pass = 0; pass < totpass; pass++) {
for (i = 0; i < tree->totface; i++) {
occ_face(&tree->face[i], co, n, NULL);
negate_v3(n);
madd_v3_v3fl(co, n, 1e-8f);
occ_lookup(tree, 0, &tree->face[i], co, n, &occ[i], NULL, NULL);
if (re->test_break(re->tbh))
break;
}
if (re->test_break(re->tbh))
break;
for (i = 0; i < tree->totface; i++) {
tree->occlusion[i] -= occ[i]; //MAX2(1.0f-occ[i], 0.0f);
if (tree->occlusion[i] < 0.0f)
tree->occlusion[i] = 0.0f;
}
occ_sum_occlusion(tree, tree->root);
}
MEM_freeN(occ);
}
static void sample_occ_tree(Render *re, OcclusionTree *tree, OccFace *exclude,
const float co[3], const float n[3], int thread, int onlyshadow,
float *ao, float *env, float *indirect)
{
float nn[3], bn[3], fac, occ, occlusion, correction, rad[3];
int envcolor;
envcolor = re->wrld.aocolor;
if (onlyshadow)
envcolor = WO_AOPLAIN;
negate_v3_v3(nn, n);
occ_lookup(tree, thread, exclude, co, nn, &occ, (tree->doindirect) ? rad : NULL, (env && envcolor) ? bn : NULL);
correction = re->wrld.ao_approx_correction;
occlusion = (1.0f - correction) * (1.0f - occ);
CLAMP(occlusion, 0.0f, 1.0f);
if (correction != 0.0f)
occlusion += correction * expf(-occ);
if (env) {
/* sky shading using bent normal */
if (ELEM(envcolor, WO_AOSKYCOL, WO_AOSKYTEX)) {
fac = 0.5f * (1.0f + dot_v3v3(bn, re->grvec));
env[0] = (1.0f - fac) * re->wrld.horr + fac * re->wrld.zenr;
env[1] = (1.0f - fac) * re->wrld.horg + fac * re->wrld.zeng;
env[2] = (1.0f - fac) * re->wrld.horb + fac * re->wrld.zenb;
mul_v3_fl(env, occlusion);
}
else {
env[0] = occlusion;
env[1] = occlusion;
env[2] = occlusion;
}
#if 0
else { /* WO_AOSKYTEX */
float dxyview[3];
bn[0] = -bn[0];
bn[1] = -bn[1];
bn[2] = -bn[2];
dxyview[0] = 1.0f;
dxyview[1] = 1.0f;
dxyview[2] = 0.0f;
shadeSkyView(ao, co, bn, dxyview);
}
#endif
}
if (ao) {
ao[0] = occlusion;
ao[1] = occlusion;
ao[2] = occlusion;
}
if (tree->doindirect) copy_v3_v3(indirect, rad);
else zero_v3(indirect);
}
/* ---------------------------- Caching ------------------------------- */
static OcclusionCacheSample *find_occ_sample(OcclusionCache *cache, int x, int y)
{
x -= cache->x;
y -= cache->y;
x /= cache->step;
y /= cache->step;
x *= cache->step;
y *= cache->step;
if (x < 0 || x >= cache->w || y < 0 || y >= cache->h)
return NULL;
else
return &cache->sample[y * cache->w + x];
}
static int sample_occ_cache(OcclusionTree *tree, float *co, float *n, int x, int y, int thread, float *ao, float *env, float *indirect)
{
OcclusionCache *cache;
OcclusionCacheSample *samples[4], *sample;
float wn[4], wz[4], wb[4], tx, ty, w, totw, mino, maxo;
float d[3], dist2;
int i, x1, y1, x2, y2;
if (!tree->cache)
return 0;
/* first try to find a sample in the same pixel */
cache = &tree->cache[thread];
if (cache->sample && cache->step) {
sample = &cache->sample[(y - cache->y) * cache->w + (x - cache->x)];
if (sample->filled) {
sub_v3_v3v3(d, sample->co, co);
dist2 = dot_v3v3(d, d);
if (dist2 < 0.5f * sample->dist2 && dot_v3v3(sample->n, n) > 0.98f) {
copy_v3_v3(ao, sample->ao);
copy_v3_v3(env, sample->env);
copy_v3_v3(indirect, sample->indirect);
return 1;
}
}
}
else
return 0;
/* try to interpolate between 4 neighboring pixels */
samples[0] = find_occ_sample(cache, x, y);
samples[1] = find_occ_sample(cache, x + cache->step, y);
samples[2] = find_occ_sample(cache, x, y + cache->step);
samples[3] = find_occ_sample(cache, x + cache->step, y + cache->step);
for (i = 0; i < 4; i++)
if (!samples[i] || !samples[i]->filled)
return 0;
/* require intensities not being too different */
mino = min_ffff(samples[0]->intensity, samples[1]->intensity, samples[2]->intensity, samples[3]->intensity);
maxo = max_ffff(samples[0]->intensity, samples[1]->intensity, samples[2]->intensity, samples[3]->intensity);
if (maxo - mino > 0.05f)
return 0;
/* compute weighted interpolation between samples */
zero_v3(ao);
zero_v3(env);
zero_v3(indirect);
totw = 0.0f;
x1 = samples[0]->x;
y1 = samples[0]->y;
x2 = samples[3]->x;
y2 = samples[3]->y;
tx = (float)(x2 - x) / (float)(x2 - x1);
ty = (float)(y2 - y) / (float)(y2 - y1);
wb[3] = (1.0f - tx) * (1.0f - ty);
wb[2] = (tx) * (1.0f - ty);
wb[1] = (1.0f - tx) * (ty);
wb[0] = tx * ty;
for (i = 0; i < 4; i++) {
sub_v3_v3v3(d, samples[i]->co, co);
//dist2 = dot_v3v3(d, d);
wz[i] = 1.0f; //(samples[i]->dist2/(1e-4f + dist2));
wn[i] = pow(dot_v3v3(samples[i]->n, n), 32.0f);
w = wb[i] * wn[i] * wz[i];
totw += w;
madd_v3_v3fl(ao, samples[i]->ao, w);
madd_v3_v3fl(env, samples[i]->env, w);
madd_v3_v3fl(indirect, samples[i]->indirect, w);
}
if (totw >= 0.9f) {
totw = 1.0f / totw;
mul_v3_fl(ao, totw);
mul_v3_fl(env, totw);
mul_v3_fl(indirect, totw);
return 1;
}
return 0;
}
static void sample_occ_surface(ShadeInput *shi)
{
StrandRen *strand = shi->strand;
StrandSurface *mesh = strand->buffer->surface;
const int *face, *index = RE_strandren_get_face(shi->obr, strand, 0);
float w[4], *co1, *co2, *co3, *co4;
if (mesh && mesh->face && mesh->co && mesh->ao && index) {
face = mesh->face[*index];
co1 = mesh->co[face[0]];
co2 = mesh->co[face[1]];
co3 = mesh->co[face[2]];
if (face[3]) {
co4 = mesh->co[face[3]];
interp_weights_quad_v3(w, co1, co2, co3, co4, strand->vert->co);
}
else {
interp_weights_tri_v3(w, co1, co2, co3, strand->vert->co);
}
zero_v3(shi->ao);
zero_v3(shi->env);
zero_v3(shi->indirect);
madd_v3_v3fl(shi->ao, mesh->ao[face[0]], w[0]);
madd_v3_v3fl(shi->env, mesh->env[face[0]], w[0]);
madd_v3_v3fl(shi->indirect, mesh->indirect[face[0]], w[0]);
madd_v3_v3fl(shi->ao, mesh->ao[face[1]], w[1]);
madd_v3_v3fl(shi->env, mesh->env[face[1]], w[1]);
madd_v3_v3fl(shi->indirect, mesh->indirect[face[1]], w[1]);
madd_v3_v3fl(shi->ao, mesh->ao[face[2]], w[2]);
madd_v3_v3fl(shi->env, mesh->env[face[2]], w[2]);
madd_v3_v3fl(shi->indirect, mesh->indirect[face[2]], w[2]);
if (face[3]) {
madd_v3_v3fl(shi->ao, mesh->ao[face[3]], w[3]);
madd_v3_v3fl(shi->env, mesh->env[face[3]], w[3]);
madd_v3_v3fl(shi->indirect, mesh->indirect[face[3]], w[3]);
}
}
else {
shi->ao[0] = 1.0f;
shi->ao[1] = 1.0f;
shi->ao[2] = 1.0f;
zero_v3(shi->env);
zero_v3(shi->indirect);
}
}
/* ------------------------- External Functions --------------------------- */
static void *exec_strandsurface_sample(void *data)
{
OcclusionThread *othread = (OcclusionThread *)data;
Render *re = othread->re;
StrandSurface *mesh = othread->mesh;
float ao[3], env[3], indirect[3], co[3], n[3], *co1, *co2, *co3, *co4;
int a, *face;
for (a = othread->begin; a < othread->end; a++) {
face = mesh->face[a];
co1 = mesh->co[face[0]];
co2 = mesh->co[face[1]];
co3 = mesh->co[face[2]];
if (face[3]) {
co4 = mesh->co[face[3]];
mid_v3_v3v3(co, co1, co3);
normal_quad_v3(n, co1, co2, co3, co4);
}
else {
mid_v3_v3v3v3(co, co1, co2, co3);
normal_tri_v3(n, co1, co2, co3);
}
negate_v3(n);
sample_occ_tree(re, re->occlusiontree, NULL, co, n, othread->thread, 0, ao, env, indirect);
copy_v3_v3(othread->faceao[a], ao);
copy_v3_v3(othread->faceenv[a], env);
copy_v3_v3(othread->faceindirect[a], indirect);
}
return NULL;
}
void make_occ_tree(Render *re)
{
OcclusionThread othreads[BLENDER_MAX_THREADS];
OcclusionTree *tree;
StrandSurface *mesh;
ListBase threads;
float ao[3], env[3], indirect[3], (*faceao)[3], (*faceenv)[3], (*faceindirect)[3];
int a, totface, totthread, *face, *count;
/* ugly, needed for occ_face */
R = *re;
re->i.infostr = IFACE_("Occlusion preprocessing");
re->stats_draw(re->sdh, &re->i);
re->occlusiontree = tree = occ_tree_build(re);
if (tree && !re->test_break(re->tbh)) {
if (re->wrld.ao_approx_passes > 0)
occ_compute_passes(re, tree, re->wrld.ao_approx_passes);
if (tree->doindirect && (re->wrld.mode & WO_INDIRECT_LIGHT))
occ_compute_bounces(re, tree, re->wrld.ao_indirect_bounces);
for (mesh = re->strandsurface.first; mesh; mesh = mesh->next) {
if (!mesh->face || !mesh->co || !mesh->ao)
continue;
count = MEM_callocN(sizeof(int) * mesh->totvert, "OcclusionCount");
faceao = MEM_callocN(sizeof(float) * 3 * mesh->totface, "StrandSurfFaceAO");
faceenv = MEM_callocN(sizeof(float) * 3 * mesh->totface, "StrandSurfFaceEnv");
faceindirect = MEM_callocN(sizeof(float) * 3 * mesh->totface, "StrandSurfFaceIndirect");
totthread = (mesh->totface > 10000) ? re->r.threads : 1;
totface = mesh->totface / totthread;
for (a = 0; a < totthread; a++) {
othreads[a].re = re;
othreads[a].faceao = faceao;
othreads[a].faceenv = faceenv;
othreads[a].faceindirect = faceindirect;
othreads[a].thread = a;
othreads[a].mesh = mesh;
othreads[a].begin = a * totface;
othreads[a].end = (a == totthread - 1) ? mesh->totface : (a + 1) * totface;
}
if (totthread == 1) {
exec_strandsurface_sample(&othreads[0]);
}
else {
BLI_threadpool_init(&threads, exec_strandsurface_sample, totthread);
for (a = 0; a < totthread; a++)
BLI_threadpool_insert(&threads, &othreads[a]);
BLI_threadpool_end(&threads);
}
for (a = 0; a < mesh->totface; a++) {
face = mesh->face[a];
copy_v3_v3(ao, faceao[a]);
copy_v3_v3(env, faceenv[a]);
copy_v3_v3(indirect, faceindirect[a]);
add_v3_v3(mesh->ao[face[0]], ao);
add_v3_v3(mesh->env[face[0]], env);
add_v3_v3(mesh->indirect[face[0]], indirect);
count[face[0]]++;
add_v3_v3(mesh->ao[face[1]], ao);
add_v3_v3(mesh->env[face[1]], env);
add_v3_v3(mesh->indirect[face[1]], indirect);
count[face[1]]++;
add_v3_v3(mesh->ao[face[2]], ao);
add_v3_v3(mesh->env[face[2]], env);
add_v3_v3(mesh->indirect[face[2]], indirect);
count[face[2]]++;
if (face[3]) {
add_v3_v3(mesh->ao[face[3]], ao);
add_v3_v3(mesh->env[face[3]], env);
add_v3_v3(mesh->indirect[face[3]], indirect);
count[face[3]]++;
}
}
for (a = 0; a < mesh->totvert; a++) {
if (count[a]) {
mul_v3_fl(mesh->ao[a], 1.0f / count[a]);
mul_v3_fl(mesh->env[a], 1.0f / count[a]);
mul_v3_fl(mesh->indirect[a], 1.0f / count[a]);
}
}
MEM_freeN(count);
MEM_freeN(faceao);
MEM_freeN(faceenv);
MEM_freeN(faceindirect);
}
}
}
void free_occ(Render *re)
{
if (re->occlusiontree) {
occ_free_tree(re->occlusiontree);
re->occlusiontree = NULL;
}
}
void sample_occ(Render *re, ShadeInput *shi)
{
OcclusionTree *tree = re->occlusiontree;
OcclusionCache *cache;
OcclusionCacheSample *sample;
OccFace exclude;
int onlyshadow;
if (tree) {
if (shi->strand) {
sample_occ_surface(shi);
}
/* try to get result from the cache if possible */
else if (shi->depth != 0 || !sample_occ_cache(tree, shi->co, shi->vno, shi->xs, shi->ys, shi->thread, shi->ao, shi->env, shi->indirect)) {
/* no luck, let's sample the occlusion */
exclude.obi = shi->obi - re->objectinstance;
exclude.facenr = shi->vlr->index;
onlyshadow = (shi->mat->mode & MA_ONLYSHADOW);
sample_occ_tree(re, tree, &exclude, shi->co, shi->vno, shi->thread, onlyshadow, shi->ao, shi->env, shi->indirect);
/* fill result into sample, each time */
if (tree->cache) {
cache = &tree->cache[shi->thread];
if (cache->sample && cache->step) {
sample = &cache->sample[(shi->ys - cache->y) * cache->w + (shi->xs - cache->x)];
copy_v3_v3(sample->co, shi->co);
copy_v3_v3(sample->n, shi->vno);
copy_v3_v3(sample->ao, shi->ao);
copy_v3_v3(sample->env, shi->env);
copy_v3_v3(sample->indirect, shi->indirect);
sample->intensity = max_fff(sample->ao[0], sample->ao[1], sample->ao[2]);
sample->intensity = max_ff(sample->intensity, max_fff(sample->env[0], sample->env[1], sample->env[2]));
sample->intensity = max_ff(sample->intensity, max_fff(sample->indirect[0], sample->indirect[1], sample->indirect[2]));
sample->dist2 = dot_v3v3(shi->dxco, shi->dxco) + dot_v3v3(shi->dyco, shi->dyco);
sample->filled = 1;
}
}
}
}
else {
shi->ao[0] = 1.0f;
shi->ao[1] = 1.0f;
shi->ao[2] = 1.0f;
shi->env[0] = 0.0f;
shi->env[1] = 0.0f;
shi->env[2] = 0.0f;
shi->indirect[0] = 0.0f;
shi->indirect[1] = 0.0f;
shi->indirect[2] = 0.0f;
}
}
void cache_occ_samples(Render *re, RenderPart *pa, ShadeSample *ssamp)
{
OcclusionTree *tree = re->occlusiontree;
PixStr ps;
OcclusionCache *cache;
OcclusionCacheSample *sample;
OccFace exclude;
ShadeInput *shi;
intptr_t *rd = NULL;
int *ro = NULL, *rp = NULL, *rz = NULL, onlyshadow;
int x, y, step = CACHE_STEP;
if (!tree->cache)
return;
cache = &tree->cache[pa->thread];
cache->w = pa->rectx;
cache->h = pa->recty;
cache->x = pa->disprect.xmin;
cache->y = pa->disprect.ymin;
cache->step = step;
cache->sample = MEM_callocN(sizeof(OcclusionCacheSample) * cache->w * cache->h, "OcclusionCacheSample");
sample = cache->sample;
if (re->osa) {
rd = pa->rectdaps;
}
else {
/* fake pixel struct for non-osa */
ps.next = NULL;
ps.mask = 0xFFFF;
ro = pa->recto;
rp = pa->rectp;
rz = pa->rectz;
}
/* compute a sample at every step pixels */
for (y = pa->disprect.ymin; y < pa->disprect.ymax; y++) {
for (x = pa->disprect.xmin; x < pa->disprect.xmax; x++, sample++, rd++, ro++, rp++, rz++) {
if (!(((x - pa->disprect.xmin + step) % step) == 0 || x == pa->disprect.xmax - 1))
continue;
if (!(((y - pa->disprect.ymin + step) % step) == 0 || y == pa->disprect.ymax - 1))
continue;
if (re->osa) {
if (!*rd) continue;
shade_samples_fill_with_ps(ssamp, (PixStr *)(*rd), x, y);
}
else {
if (!*rp) continue;
ps.obi = *ro;
ps.facenr = *rp;
ps.z = *rz;
shade_samples_fill_with_ps(ssamp, &ps, x, y);
}
shi = ssamp->shi;
if (shi->vlr) {
onlyshadow = (shi->mat->mode & MA_ONLYSHADOW);
exclude.obi = shi->obi - re->objectinstance;
exclude.facenr = shi->vlr->index;
sample_occ_tree(re, tree, &exclude, shi->co, shi->vno, shi->thread, onlyshadow, shi->ao, shi->env, shi->indirect);
copy_v3_v3(sample->co, shi->co);
copy_v3_v3(sample->n, shi->vno);
copy_v3_v3(sample->ao, shi->ao);
copy_v3_v3(sample->env, shi->env);
copy_v3_v3(sample->indirect, shi->indirect);
sample->intensity = max_fff(sample->ao[0], sample->ao[1], sample->ao[2]);
sample->intensity = max_ff(sample->intensity, max_fff(sample->env[0], sample->env[1], sample->env[2]));
sample->intensity = max_ff(sample->intensity, max_fff(sample->indirect[0], sample->indirect[1], sample->indirect[2]));
sample->dist2 = dot_v3v3(shi->dxco, shi->dxco) + dot_v3v3(shi->dyco, shi->dyco);
sample->x = shi->xs;
sample->y = shi->ys;
sample->filled = 1;
}
if (re->test_break(re->tbh))
break;
}
}
}
void free_occ_samples(Render *re, RenderPart *pa)
{
OcclusionTree *tree = re->occlusiontree;
OcclusionCache *cache;
if (tree->cache) {
cache = &tree->cache[pa->thread];
if (cache->sample)
MEM_freeN(cache->sample);
cache->w = 0;
cache->h = 0;
cache->step = 0;
}
}