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blender-archive/source/blender/render/intern/source/rayshade.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) 1990-1998 NeoGeo BV.
* All rights reserved.
*
* Contributors: 2004/2005 Blender Foundation, full recode
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/render/intern/source/rayshade.c
* \ingroup render
*/
#include <stdio.h>
#include <math.h>
#include <string.h>
#include <stdlib.h>
#include <float.h>
#include <assert.h>
#include "MEM_guardedalloc.h"
#include "DNA_material_types.h"
#include "DNA_lamp_types.h"
#include "BLI_blenlib.h"
#include "BLI_system.h"
#include "BLI_math.h"
#include "BLI_rand.h"
#include "BLI_utildefines.h"
#include "BLT_translation.h"
#include "BKE_node.h"
#include "render_result.h"
#include "render_types.h"
#include "rendercore.h"
#include "renderdatabase.h"
#include "pixelshading.h"
#include "shading.h"
#include "volumetric.h"
#include "rayintersection.h"
#include "rayobject.h"
#include "raycounter.h"
#define RAY_TRA 1
#define RAY_INSIDE 2
#define DEPTH_SHADOW_TRA 10
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
/* defined in pipeline.c, is hardcopy of active dynamic allocated Render */
/* only to be used here in this file, it's for speed */
extern struct Render R;
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
static int test_break(void *data)
{
Render *re = (Render *)data;
return re->test_break(re->tbh);
}
static void RE_rayobject_config_control(RayObject *r, Render *re)
{
if (RE_rayobject_isRayAPI(r)) {
r = RE_rayobject_align(r);
r->control.data = re;
r->control.test_break = test_break;
}
}
RayObject *RE_rayobject_create(int type, int size, int octree_resolution)
{
RayObject * res = NULL;
if (type == R_RAYSTRUCTURE_AUTO) {
/* TODO */
//if (detect_simd())
#ifdef __SSE__
type = BLI_cpu_support_sse2()? R_RAYSTRUCTURE_SIMD_SVBVH: R_RAYSTRUCTURE_VBVH;
#else
type = R_RAYSTRUCTURE_VBVH;
#endif
}
#ifndef __SSE__
if (type == R_RAYSTRUCTURE_SIMD_SVBVH || type == R_RAYSTRUCTURE_SIMD_QBVH) {
puts("Warning: Using VBVH (SSE was disabled at compile time)");
type = R_RAYSTRUCTURE_VBVH;
}
#endif
if (type == R_RAYSTRUCTURE_OCTREE) //TODO dynamic ocres
res = RE_rayobject_octree_create(octree_resolution, size);
else if (type == R_RAYSTRUCTURE_VBVH)
res = RE_rayobject_vbvh_create(size);
else if (type == R_RAYSTRUCTURE_SIMD_SVBVH)
res = RE_rayobject_svbvh_create(size);
else if (type == R_RAYSTRUCTURE_SIMD_QBVH)
res = RE_rayobject_qbvh_create(size);
else
res = RE_rayobject_vbvh_create(size); //Fallback
return res;
}
static RayObject* rayobject_create(Render *re, int type, int size)
{
RayObject * res = NULL;
res = RE_rayobject_create(type, size, re->r.ocres);
if (res)
RE_rayobject_config_control(res, re);
return res;
}
#ifdef RE_RAYCOUNTER
RayCounter re_rc_counter[BLENDER_MAX_THREADS];
#endif
void freeraytree(Render *re)
{
ObjectInstanceRen *obi;
if (re->raytree) {
RE_rayobject_free(re->raytree);
re->raytree = NULL;
}
if (re->rayfaces) {
MEM_freeN(re->rayfaces);
re->rayfaces = NULL;
}
if (re->rayprimitives) {
MEM_freeN(re->rayprimitives);
re->rayprimitives = NULL;
}
for (obi=re->instancetable.first; obi; obi=obi->next) {
ObjectRen *obr = obi->obr;
if (obr->raytree) {
RE_rayobject_free(obr->raytree);
obr->raytree = NULL;
}
if (obr->rayfaces) {
MEM_freeN(obr->rayfaces);
obr->rayfaces = NULL;
}
if (obi->raytree) {
RE_rayobject_free(obi->raytree);
obi->raytree = NULL;
}
}
#ifdef RE_RAYCOUNTER
{
const int num_threads = re->r.threads;
RayCounter sum;
memset(&sum, 0, sizeof(sum));
int i;
for (i=0; i<num_threads; i++)
RE_RC_MERGE(&sum, re_rc_counter+i);
RE_RC_INFO(&sum);
}
#endif
}
static bool is_raytraceable_vlr(Render *re, VlakRen *vlr)
{
/* note: volumetric must be tracable, wire must not */
if ((re->flag & R_BAKE_TRACE) || (vlr->flag & R_TRACEBLE) || (vlr->mat->material_type == MA_TYPE_VOLUME))
if (vlr->mat->material_type != MA_TYPE_WIRE)
return 1;
return 0;
}
static bool is_raytraceable(Render *re, ObjectInstanceRen *obi)
{
int v;
ObjectRen *obr = obi->obr;
if (re->excludeob && obr->ob == re->excludeob)
return 0;
for (v=0;v<obr->totvlak;v++) {
VlakRen *vlr = obr->vlaknodes[v>>8].vlak + (v&255);
if (is_raytraceable_vlr(re, vlr))
return 1;
}
return 0;
}
RayObject* makeraytree_object(Render *re, ObjectInstanceRen *obi)
{
/*TODO
* out-of-memory safeproof
* break render
* update render stats */
ObjectRen *obr = obi->obr;
if (obr->raytree == NULL) {
RayObject *raytree;
RayFace *face = NULL;
VlakPrimitive *vlakprimitive = NULL;
int v;
//Count faces
int faces = 0;
for (v=0;v<obr->totvlak;v++) {
VlakRen *vlr = obr->vlaknodes[v>>8].vlak + (v&255);
if (is_raytraceable_vlr(re, vlr))
faces++;
}
if (faces == 0)
return NULL;
//Create Ray cast accelaration structure
raytree = rayobject_create( re, re->r.raytrace_structure, faces );
if ( (re->r.raytrace_options & R_RAYTRACE_USE_LOCAL_COORDS) )
vlakprimitive = obr->rayprimitives = (VlakPrimitive *)MEM_callocN(faces * sizeof(VlakPrimitive), "ObjectRen primitives");
else
face = obr->rayfaces = (RayFace *)MEM_callocN(faces * sizeof(RayFace), "ObjectRen faces");
obr->rayobi = obi;
for (v=0;v<obr->totvlak;v++) {
VlakRen *vlr = obr->vlaknodes[v>>8].vlak + (v&255);
if (is_raytraceable_vlr(re, vlr)) {
if ((re->r.raytrace_options & R_RAYTRACE_USE_LOCAL_COORDS)) {
RE_rayobject_add(raytree, RE_vlakprimitive_from_vlak(vlakprimitive, obi, vlr));
vlakprimitive++;
}
else {
RE_rayface_from_vlak(face, obi, vlr);
RE_rayobject_add(raytree, RE_rayobject_unalignRayFace(face));
face++;
}
}
}
RE_rayobject_done(raytree);
/* in case of cancel during build, raytree is not usable */
if (test_break(re))
RE_rayobject_free(raytree);
else
obr->raytree= raytree;
}
if (obr->raytree) {
if ((obi->flag & R_TRANSFORMED) && obi->raytree == NULL) {
obi->transform_primitives = 0;
obi->raytree = RE_rayobject_instance_create( obr->raytree, obi->mat, obi, obi->obr->rayobi );
}
}
if (obi->raytree) return obi->raytree;
return obi->obr->raytree;
}
static bool has_special_rayobject(Render *re, ObjectInstanceRen *obi)
{
if ( (obi->flag & R_TRANSFORMED) && (re->r.raytrace_options & R_RAYTRACE_USE_INSTANCES) ) {
ObjectRen *obr = obi->obr;
int v, faces = 0;
for (v=0;v<obr->totvlak;v++) {
VlakRen *vlr = obr->vlaknodes[v>>8].vlak + (v&255);
if (is_raytraceable_vlr(re, vlr)) {
faces++;
if (faces > 4)
return 1;
}
}
}
return 0;
}
/*
* create a single raytrace structure with all faces
*/
static void makeraytree_single(Render *re)
{
ObjectInstanceRen *obi;
RayObject *raytree;
RayFace *face = NULL;
VlakPrimitive *vlakprimitive = NULL;
int faces = 0, special = 0;
for (obi = re->instancetable.first; obi; obi = obi->next) {
if (is_raytraceable(re, obi)) {
ObjectRen *obr = obi->obr;
if (has_special_rayobject(re, obi)) {
special++;
}
else {
int v;
for (v = 0;v < obr->totvlak; v++) {
VlakRen *vlr = obr->vlaknodes[v >> 8].vlak + (v&255);
if (is_raytraceable_vlr(re, vlr)) {
faces++;
}
}
}
}
}
if (faces + special == 0) {
re->raytree = RE_rayobject_empty_create();
return;
}
//Create raytree
raytree = re->raytree = rayobject_create( re, re->r.raytrace_structure, faces+special );
if ( (re->r.raytrace_options & R_RAYTRACE_USE_LOCAL_COORDS) ) {
vlakprimitive = re->rayprimitives = (VlakPrimitive *)MEM_callocN(faces * sizeof(VlakPrimitive), "Raytrace vlak-primitives");
}
else {
face = re->rayfaces = (RayFace *)MEM_callocN(faces * sizeof(RayFace), "Render ray faces");
}
for (obi=re->instancetable.first; obi; obi=obi->next)
if (is_raytraceable(re, obi)) {
if (test_break(re))
break;
if (has_special_rayobject(re, obi)) {
RayObject *obj = makeraytree_object(re, obi);
if (test_break(re))
break;
if (obj)
RE_rayobject_add(re->raytree, obj);
}
else {
int v;
ObjectRen *obr = obi->obr;
if (obi->flag & R_TRANSFORMED) {
obi->transform_primitives = 1;
}
for (v=0;v<obr->totvlak;v++) {
VlakRen *vlr = obr->vlaknodes[v>>8].vlak + (v&255);
if (is_raytraceable_vlr(re, vlr)) {
if ((re->r.raytrace_options & R_RAYTRACE_USE_LOCAL_COORDS)) {
RayObject *obj = RE_vlakprimitive_from_vlak( vlakprimitive, obi, vlr );
RE_rayobject_add(raytree, obj);
vlakprimitive++;
}
else {
RE_rayface_from_vlak(face, obi, vlr);
if ((obi->flag & R_TRANSFORMED)) {
mul_m4_v3(obi->mat, face->v1);
mul_m4_v3(obi->mat, face->v2);
mul_m4_v3(obi->mat, face->v3);
if (RE_rayface_isQuad(face))
mul_m4_v3(obi->mat, face->v4);
}
RE_rayobject_add(raytree, RE_rayobject_unalignRayFace(face));
face++;
}
}
}
}
}
if (!test_break(re)) {
re->i.infostr = IFACE_("Raytree.. building");
re->stats_draw(re->sdh, &re->i);
RE_rayobject_done(raytree);
}
}
void makeraytree(Render *re)
{
float min[3], max[3], sub[3];
int i;
re->i.infostr = IFACE_("Raytree.. preparing");
re->stats_draw(re->sdh, &re->i);
/* disable options not yet supported by octree,
* they might actually never be supported (unless people really need it) */
if (re->r.raytrace_structure == R_RAYSTRUCTURE_OCTREE)
re->r.raytrace_options &= ~( R_RAYTRACE_USE_INSTANCES | R_RAYTRACE_USE_LOCAL_COORDS);
makeraytree_single(re);
if (test_break(re)) {
freeraytree(re);
re->i.infostr = IFACE_("Raytree building canceled");
re->stats_draw(re->sdh, &re->i);
}
else {
/* Calculate raytree max_size
* This is ONLY needed to kept a bogus behavior of SUN and HEMI lights */
INIT_MINMAX(min, max);
RE_rayobject_merge_bb(re->raytree, min, max);
if (min[0] > max[0]) { /* empty raytree */
zero_v3(min);
zero_v3(max);
}
for (i=0; i<3; i++) {
/* TODO: explain why add top both min and max??? */
min[i] += 0.01f;
max[i] += 0.01f;
sub[i] = max[i]-min[i];
}
re->maxdist = len_v3(sub);
re->i.infostr = IFACE_("Raytree finished");
re->stats_draw(re->sdh, &re->i);
}
#ifdef RE_RAYCOUNTER
memset(re_rc_counter, 0, sizeof(re_rc_counter));
#endif
}
/* if (shi->osatex) */
static void shade_ray_set_derivative(ShadeInput *shi)
{
float detsh, t00, t10, t01, t11;
int axis1, axis2;
/* find most stable axis to project */
axis_dominant_v3(&axis1, &axis2, shi->facenor);
/* compute u,v and derivatives */
if (shi->obi->flag & R_TRANSFORMED) {
float v1[3], v2[3], v3[3];
mul_v3_m3v3(v1, shi->obi->nmat, shi->v1->co);
mul_v3_m3v3(v2, shi->obi->nmat, shi->v2->co);
mul_v3_m3v3(v3, shi->obi->nmat, shi->v3->co);
/* same as below */
t00= v3[axis1]-v1[axis1]; t01= v3[axis2]-v1[axis2];
t10= v3[axis1]-v2[axis1]; t11= v3[axis2]-v2[axis2];
}
else {
const float *v1= shi->v1->co;
const float *v2= shi->v2->co;
const float *v3= shi->v3->co;
/* same as above */
t00= v3[axis1]-v1[axis1]; t01= v3[axis2]-v1[axis2];
t10= v3[axis1]-v2[axis1]; t11= v3[axis2]-v2[axis2];
}
detsh= 1.0f/(t00*t11-t10*t01);
t00*= detsh; t01*=detsh;
t10*=detsh; t11*=detsh;
shi->dx_u= shi->dxco[axis1]*t11- shi->dxco[axis2]*t10;
shi->dx_v= shi->dxco[axis2]*t00- shi->dxco[axis1]*t01;
shi->dy_u= shi->dyco[axis1]*t11- shi->dyco[axis2]*t10;
shi->dy_v= shi->dyco[axis2]*t00- shi->dyco[axis1]*t01;
}
/* main ray shader */
void shade_ray(Isect *is, ShadeInput *shi, ShadeResult *shr)
{
ObjectInstanceRen *obi = (ObjectInstanceRen *)is->hit.ob;
VlakRen *vlr = (VlakRen *)is->hit.face;
/* set up view vector */
copy_v3_v3(shi->view, is->dir);
/* render co */
shi->co[0]= is->start[0]+is->dist*(shi->view[0]);
shi->co[1]= is->start[1]+is->dist*(shi->view[1]);
shi->co[2]= is->start[2]+is->dist*(shi->view[2]);
normalize_v3(shi->view);
shi->obi= obi;
shi->obr= obi->obr;
shi->vlr= vlr;
shi->mat= vlr->mat;
shade_input_init_material(shi);
if (is->isect==2)
shade_input_set_triangle_i(shi, obi, vlr, 0, 2, 3);
else
shade_input_set_triangle_i(shi, obi, vlr, 0, 1, 2);
shi->u= is->u;
shi->v= is->v;
shi->dx_u= shi->dx_v= shi->dy_u= shi->dy_v= 0.0f;
if (shi->osatex)
shade_ray_set_derivative(shi);
shade_input_set_normals(shi);
shade_input_set_shade_texco(shi);
if (shi->mat->material_type == MA_TYPE_VOLUME) {
if (ELEM(is->mode, RE_RAY_SHADOW, RE_RAY_SHADOW_TRA)) {
shade_volume_shadow(shi, shr, is);
}
else {
shade_volume_outside(shi, shr);
}
}
else if (is->mode==RE_RAY_SHADOW_TRA) {
/* temp hack to prevent recursion */
if (shi->nodes==0 && 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_color(shi, shr);
}
else {
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);
}
/* raytrace likes to separate the spec color */
sub_v3_v3v3(shr->diff, shr->combined, shr->spec);
copy_v3_v3(shr->diffshad, shr->diff);
}
}
static int refraction(float refract[3], const float n[3], const float view[3], float index)
{
float dot, fac;
copy_v3_v3(refract, view);
dot = dot_v3v3(view, n);
if (dot>0.0f) {
index = 1.0f/index;
fac= 1.0f - (1.0f - dot*dot)*index*index;
if (fac <= 0.0f) return 0;
fac= -dot*index + sqrtf(fac);
}
else {
fac= 1.0f - (1.0f - dot*dot)*index*index;
if (fac <= 0.0f) return 0;
fac= -dot*index - sqrtf(fac);
}
refract[0]= index*view[0] + fac*n[0];
refract[1]= index*view[1] + fac*n[1];
refract[2]= index*view[2] + fac*n[2];
return 1;
}
static void reflection_simple(float ref[3], float n[3], const float view[3])
{
const float f1= -2.0f * dot_v3v3(n, view);
madd_v3_v3v3fl(ref, view, n, f1);
}
/* orn = original face normal */
static void reflection(float ref[3], float n[3], const float view[3], const float orn[3])
{
float f1;
reflection_simple(ref, n, view);
/* test phong normals, then we should prevent vector going to the back */
f1= dot_v3v3(ref, orn);
if (f1>0.0f) {
f1+= 0.01f;
ref[0]-= f1*orn[0];
ref[1]-= f1*orn[1];
ref[2]-= f1*orn[2];
}
}
#if 0
static void color_combine(float *result, float fac1, float fac2, float col1[3], float col2[3])
{
float col1t[3], col2t[3];
col1t[0]= sqrt(col1[0]);
col1t[1]= sqrt(col1[1]);
col1t[2]= sqrt(col1[2]);
col2t[0]= sqrt(col2[0]);
col2t[1]= sqrt(col2[1]);
col2t[2]= sqrt(col2[2]);
result[0]= (fac1*col1t[0] + fac2*col2t[0]);
result[0]*= result[0];
result[1]= (fac1*col1t[1] + fac2*col2t[1]);
result[1]*= result[1];
result[2]= (fac1*col1t[2] + fac2*col2t[2]);
result[2]*= result[2];
}
#endif
static float shade_by_transmission(Isect *is, ShadeInput *shi, ShadeResult *shr)
{
float d;
if (0 == (shi->mat->mode & MA_TRANSP))
return -1;
if (shi->mat->tx_limit <= 0.0f) {
d= 1.0f;
}
else {
float p;
/* shi.co[] calculated by shade_ray() */
const float dx= shi->co[0] - is->start[0];
const float dy= shi->co[1] - is->start[1];
const float dz= shi->co[2] - is->start[2];
d = sqrtf(dx * dx + dy * dy + dz * dz);
if (d > shi->mat->tx_limit)
d= shi->mat->tx_limit;
p = shi->mat->tx_falloff;
if (p < 0.0f) p= 0.0f;
else if (p > 10.0f) p= 10.0f;
shr->alpha *= powf(d, p);
if (shr->alpha > 1.0f)
shr->alpha= 1.0f;
}
return d;
}
static void ray_fadeout_endcolor(float col[3], ShadeInput *origshi, ShadeInput *shi, ShadeResult *shr, Isect *isec, const float vec[3])
{
/* un-intersected rays get either rendered material color or sky color */
if (origshi->mat->fadeto_mir == MA_RAYMIR_FADETOMAT) {
copy_v3_v3(col, shr->combined);
}
else if (origshi->mat->fadeto_mir == MA_RAYMIR_FADETOSKY) {
copy_v3_v3(shi->view, vec);
normalize_v3(shi->view);
shadeSkyView(col, isec->start, shi->view, NULL, shi->thread);
shadeSunView(col, shi->view);
}
}
static void ray_fadeout(Isect *is, ShadeInput *shi, float col[3], const float blendcol[3], float dist_mir)
{
/* if fading out, linear blend against fade color */
float blendfac;
blendfac = 1.0f - len_v3v3(shi->co, is->start)/dist_mir;
col[0] = col[0]*blendfac + (1.0f - blendfac)*blendcol[0];
col[1] = col[1]*blendfac + (1.0f - blendfac)*blendcol[1];
col[2] = col[2]*blendfac + (1.0f - blendfac)*blendcol[2];
}
/* the main recursive tracer itself
* note: 'col' must be initialized */
static void traceray(ShadeInput *origshi, ShadeResult *origshr, short depth, const float start[3], const float dir[3], float col[4], ObjectInstanceRen *obi, VlakRen *vlr, int traflag)
{
ShadeInput shi = {NULL};
Isect isec;
float dist_mir = origshi->mat->dist_mir;
/* with high depth the number of rays can explode due to the path splitting
* in two each time, giving 2^depth rays. we need to be able to cancel such
* a render to avoid hanging, a better solution would be random picking
* between directions and russian roulette termination */
if (R.test_break(R.tbh)) {
zero_v4(col);
return;
}
copy_v3_v3(isec.start, start);
copy_v3_v3(isec.dir, dir);
isec.dist = dist_mir > 0 ? dist_mir : RE_RAYTRACE_MAXDIST;
isec.mode= RE_RAY_MIRROR;
isec.check = RE_CHECK_VLR_RENDER;
isec.skip = RE_SKIP_VLR_NEIGHBOUR;
isec.hint = NULL;
isec.orig.ob = obi;
isec.orig.face = vlr;
RE_RC_INIT(isec, shi);
/* database is in original view, obi->imat transforms current position back to original */
RE_instance_rotate_ray(origshi->obi, &isec);
if (RE_rayobject_raycast(R.raytree, &isec)) {
ShadeResult shr= {{0}};
float d= 1.0f;
RE_instance_rotate_ray_restore(origshi->obi, &isec);
/* for as long we don't have proper dx/dy transform for rays we copy over original */
copy_v3_v3(shi.dxco, origshi->dxco);
copy_v3_v3(shi.dyco, origshi->dyco);
shi.mask= origshi->mask;
shi.osatex= origshi->osatex;
shi.depth= origshi->depth + 1; /* only used to indicate tracing */
shi.thread= origshi->thread;
//shi.sample= 0; // memset above, so don't need this
shi.xs= origshi->xs;
shi.ys= origshi->ys;
shi.do_manage= origshi->do_manage;
shi.lay= origshi->lay;
shi.passflag= SCE_PASS_COMBINED; /* result of tracing needs no pass info */
shi.combinedflag= 0xFFFFFF; /* ray trace does all options */
//shi.do_preview = false; // memset above, so don't need this
shi.light_override= origshi->light_override;
shi.mat_override= origshi->mat_override;
shade_ray(&isec, &shi, &shr);
/* ray has traveled inside the material, so shade by transmission */
if (traflag & RAY_INSIDE)
d= shade_by_transmission(&isec, &shi, &shr);
if (depth>0) {
float fr, fg, fb, f1;
if ((shi.mat->mode_l & MA_TRANSP) && shr.alpha < 1.0f && (shi.mat->mode_l & (MA_ZTRANSP | MA_RAYTRANSP))) {
float nf, f, refract[3], tracol[4];
tracol[0]= shi.r;
tracol[1]= shi.g;
tracol[2]= shi.b;
tracol[3]= col[3]; /* we pass on and accumulate alpha */
if ((shi.mat->mode & MA_TRANSP) && (shi.mat->mode & MA_RAYTRANSP)) {
/* don't overwrite traflag, it's value is used in mirror reflection */
int new_traflag = traflag;
if (new_traflag & RAY_INSIDE) {
/* inside the material, so use inverse normal */
float norm[3];
norm[0]= - shi.vn[0];
norm[1]= - shi.vn[1];
norm[2]= - shi.vn[2];
if (refraction(refract, norm, shi.view, shi.ang)) {
/* ray comes out from the material into air */
new_traflag &= ~RAY_INSIDE;
}
else {
/* total internal reflection (ray stays inside the material) */
reflection(refract, norm, shi.view, shi.vn);
}
}
else {
if (refraction(refract, shi.vn, shi.view, shi.ang)) {
/* ray goes in to the material from air */
new_traflag |= RAY_INSIDE;
}
else {
/* total external reflection (ray doesn't enter the material) */
reflection(refract, shi.vn, shi.view, shi.vn);
}
}
traceray(origshi, origshr, depth-1, shi.co, refract, tracol, shi.obi, shi.vlr, new_traflag);
}
else
traceray(origshi, origshr, depth-1, shi.co, shi.view, tracol, shi.obi, shi.vlr, 0);
f= shr.alpha; f1= 1.0f-f;
nf= (shi.mat->mode & MA_RAYTRANSP) ? d * shi.mat->filter : 0.0f;
fr= 1.0f+ nf*(shi.r-1.0f);
fg= 1.0f+ nf*(shi.g-1.0f);
fb= 1.0f+ nf*(shi.b-1.0f);
shr.diff[0]= f*shr.diff[0] + f1*fr*tracol[0];
shr.diff[1]= f*shr.diff[1] + f1*fg*tracol[1];
shr.diff[2]= f*shr.diff[2] + f1*fb*tracol[2];
shr.spec[0] *=f;
shr.spec[1] *=f;
shr.spec[2] *=f;
col[3]= f1*tracol[3] + f;
}
else {
col[3]= 1.0f;
}
float f;
if (shi.mat->mode_l & MA_RAYMIRROR) {
f= shi.ray_mirror;
if (f!=0.0f) f*= fresnel_fac(shi.view, shi.vn, shi.mat->fresnel_mir_i, shi.mat->fresnel_mir);
}
else f= 0.0f;
if (f!=0.0f) {
float mircol[4];
float ref[3];
reflection_simple(ref, shi.vn, shi.view);
traceray(origshi, origshr, depth-1, shi.co, ref, mircol, shi.obi, shi.vlr, traflag);
f1= 1.0f-f;
/* combine */
//color_combine(col, f*fr*(1.0f-shr.spec[0]), f1, col, shr.diff);
//col[0]+= shr.spec[0];
//col[1]+= shr.spec[1];
//col[2]+= shr.spec[2];
fr= shi.mirr;
fg= shi.mirg;
fb= shi.mirb;
col[0]= f*fr*(1.0f-shr.spec[0])*mircol[0] + f1*shr.diff[0] + shr.spec[0];
col[1]= f*fg*(1.0f-shr.spec[1])*mircol[1] + f1*shr.diff[1] + shr.spec[1];
col[2]= f*fb*(1.0f-shr.spec[2])*mircol[2] + f1*shr.diff[2] + shr.spec[2];
}
else {
col[0]= shr.diff[0] + shr.spec[0];
col[1]= shr.diff[1] + shr.spec[1];
col[2]= shr.diff[2] + shr.spec[2];
}
if (dist_mir > 0.0f) {
float blendcol[3];
/* max ray distance set, but found an intersection, so fade this color
* out towards the sky/material color for a smooth transition */
ray_fadeout_endcolor(blendcol, origshi, &shi, origshr, &isec, dir);
ray_fadeout(&isec, &shi, col, blendcol, dist_mir);
}
}
else {
col[0]= shr.diff[0] + shr.spec[0];
col[1]= shr.diff[1] + shr.spec[1];
col[2]= shr.diff[2] + shr.spec[2];
}
}
else {
ray_fadeout_endcolor(col, origshi, &shi, origshr, &isec, dir);
}
RE_RC_MERGE(&origshi->raycounter, &shi.raycounter);
}
/* **************** jitter blocks ********** */
/* calc distributed planar energy */
static void DP_energy(float *table, float vec[2], int tot, float xsize, float ysize)
{
int x, y, a;
float *fp, force[3], result[3];
float dx, dy, dist, min;
min= MIN2(xsize, ysize);
min*= min;
result[0]= result[1]= 0.0f;
for (y= -1; y<2; y++) {
dy= ysize*y;
for (x= -1; x<2; x++) {
dx= xsize*x;
fp= table;
for (a=0; a<tot; a++, fp+= 2) {
force[0]= vec[0] - fp[0]-dx;
force[1]= vec[1] - fp[1]-dy;
dist= force[0]*force[0] + force[1]*force[1];
if (dist < min && dist>0.0f) {
result[0]+= force[0]/dist;
result[1]+= force[1]/dist;
}
}
}
}
vec[0] += 0.1f*min*result[0]/(float)tot;
vec[1] += 0.1f*min*result[1]/(float)tot;
/* cyclic clamping */
vec[0]= vec[0] - xsize*floorf(vec[0]/xsize + 0.5f);
vec[1]= vec[1] - ysize*floorf(vec[1]/ysize + 0.5f);
}
/* random offset of 1 in 2 */
static void jitter_plane_offset(float *jitter1, float *jitter2, int tot, float sizex, float sizey, float ofsx, float ofsy)
{
float dsizex= sizex*ofsx;
float dsizey= sizey*ofsy;
float hsizex= 0.5f*sizex, hsizey= 0.5f*sizey;
int x;
for (x=tot; x>0; x--, jitter1+=2, jitter2+=2) {
jitter2[0]= jitter1[0] + dsizex;
jitter2[1]= jitter1[1] + dsizey;
if (jitter2[0] > hsizex) jitter2[0]-= sizex;
if (jitter2[1] > hsizey) jitter2[1]-= sizey;
}
}
/* called from convertBlenderScene.c */
/* we do this in advance to get consistent random, not alter the render seed, and be threadsafe */
void init_jitter_plane(LampRen *lar)
{
float *fp;
int x, tot= lar->ray_totsamp;
/* test if already initialized */
if (lar->jitter) return;
/* at least 4, or max threads+1 tables */
if (BLENDER_MAX_THREADS < 4) x= 4;
else x= BLENDER_MAX_THREADS+1;
fp= lar->jitter= MEM_callocN(x*tot*2*sizeof(float), "lamp jitter tab");
/* if 1 sample, we leave table to be zero's */
if (tot>1) {
/* set per-lamp fixed seed */
RNG *rng = BLI_rng_new_srandom(tot);
int iter=12;
/* fill table with random locations, area_size large */
for (x=0; x<tot; x++, fp+=2) {
fp[0]= (BLI_rng_get_float(rng)-0.5f)*lar->area_size;
fp[1]= (BLI_rng_get_float(rng)-0.5f)*lar->area_sizey;
}
while (iter--) {
fp= lar->jitter;
for (x=tot; x>0; x--, fp+=2) {
DP_energy(lar->jitter, fp, tot, lar->area_size, lar->area_sizey);
}
}
BLI_rng_free(rng);
}
/* create the dithered tables (could just check lamp type!) */
jitter_plane_offset(lar->jitter, lar->jitter+2*tot, tot, lar->area_size, lar->area_sizey, 0.5f, 0.0f);
jitter_plane_offset(lar->jitter, lar->jitter+4*tot, tot, lar->area_size, lar->area_sizey, 0.5f, 0.5f);
jitter_plane_offset(lar->jitter, lar->jitter+6*tot, tot, lar->area_size, lar->area_sizey, 0.0f, 0.5f);
}
/* table around origin, -0.5*size to 0.5*size */
static float *give_jitter_plane(LampRen *lar, int thread, int xs, int ys)
{
int tot;
tot= lar->ray_totsamp;
if (lar->ray_samp_type & LA_SAMP_JITTER) {
/* made it threadsafe */
if (lar->xold[thread]!=xs || lar->yold[thread]!=ys) {
jitter_plane_offset(lar->jitter, lar->jitter+2*(thread+1)*tot, tot, lar->area_size, lar->area_sizey, BLI_thread_frand(thread), BLI_thread_frand(thread));
lar->xold[thread]= xs;
lar->yold[thread]= ys;
}
return lar->jitter+2*(thread+1)*tot;
}
if (lar->ray_samp_type & LA_SAMP_DITHER) {
return lar->jitter + 2*tot*((xs & 1)+2*(ys & 1));
}
return lar->jitter;
}
/* **************** QMC sampling *************** */
static void halton_sample(double *ht_invprimes, double *ht_nums, double *v)
{
/* incremental halton sequence generator, from:
* "Instant Radiosity", Keller A. */
unsigned int i;
for (i = 0; i < 2; i++) {
double r = fabs((1.0 - ht_nums[i]) - 1e-10);
if (ht_invprimes[i] >= r) {
double lasth;
double h = ht_invprimes[i];
do {
lasth = h;
h *= ht_invprimes[i];
} while (h >= r);
ht_nums[i] += ((lasth + h) - 1.0);
}
else
ht_nums[i] += ht_invprimes[i];
v[i] = (float)ht_nums[i];
}
}
/* Generate Hammersley points in [0,1)^2
* From Lucille renderer */
static void hammersley_create(double *out, int n)
{
double p, t;
int k, kk;
for (k = 0; k < n; k++) {
t = 0;
for (p = 0.5, kk = k; kk; p *= 0.5, kk >>= 1) {
if (kk & 1) { /* kk mod 2 = 1 */
t += p;
}
}
out[2 * k + 0] = (double)k / (double)n;
out[2 * k + 1] = t;
}
}
static struct QMCSampler *QMC_initSampler(int type, int tot)
{
QMCSampler *qsa = MEM_callocN(sizeof(QMCSampler), "qmc sampler");
qsa->samp2d = MEM_callocN(2*sizeof(double)*tot, "qmc sample table");
qsa->tot = tot;
qsa->type = type;
if (qsa->type==SAMP_TYPE_HAMMERSLEY)
hammersley_create(qsa->samp2d, qsa->tot);
return qsa;
}
static void QMC_initPixel(QMCSampler *qsa, int thread)
{
if (qsa->type==SAMP_TYPE_HAMMERSLEY) {
/* hammersley sequence is fixed, already created in QMCSampler init.
* per pixel, gets a random offset. We create separate offsets per thread, for write-safety */
qsa->offs[thread][0] = 0.5f * BLI_thread_frand(thread);
qsa->offs[thread][1] = 0.5f * BLI_thread_frand(thread);
}
else { /* SAMP_TYPE_HALTON */
/* generate a new randomized halton sequence per pixel
* to alleviate qmc artifacts and make it reproducible
* between threads/frames */
double ht_invprimes[2], ht_nums[2];
double r[2];
int i;
ht_nums[0] = BLI_thread_frand(thread);
ht_nums[1] = BLI_thread_frand(thread);
ht_invprimes[0] = 0.5;
ht_invprimes[1] = 1.0/3.0;
for (i=0; i< qsa->tot; i++) {
halton_sample(ht_invprimes, ht_nums, r);
qsa->samp2d[2*i+0] = r[0];
qsa->samp2d[2*i+1] = r[1];
}
}
}
static void QMC_freeSampler(QMCSampler *qsa)
{
MEM_freeN(qsa->samp2d);
MEM_freeN(qsa);
}
static void QMC_getSample(double *s, QMCSampler *qsa, int thread, int num)
{
if (qsa->type == SAMP_TYPE_HAMMERSLEY) {
s[0] = fmod(qsa->samp2d[2*num+0] + qsa->offs[thread][0], 1.0f);
s[1] = fmod(qsa->samp2d[2*num+1] + qsa->offs[thread][1], 1.0f);
}
else { /* SAMP_TYPE_HALTON */
s[0] = qsa->samp2d[2*num+0];
s[1] = qsa->samp2d[2*num+1];
}
}
/* phong weighted disc using 'blur' for exponent, centred on 0,0 */
static void QMC_samplePhong(float vec[3], QMCSampler *qsa, int thread, int num, float blur)
{
double s[2];
float phi, pz, sqr;
QMC_getSample(s, qsa, thread, num);
phi = s[0]*2*M_PI;
pz = pow(s[1], blur);
sqr = sqrtf(1.0f - pz * pz);
vec[0] = (float)(cosf(phi)*sqr);
vec[1] = (float)(sinf(phi)*sqr);
vec[2] = 0.0f;
}
/* rect of edge lengths sizex, sizey, centred on 0.0,0.0 i.e. ranging from -sizex/2 to +sizey/2 */
static void QMC_sampleRect(float vec[3], QMCSampler *qsa, int thread, int num, float sizex, float sizey)
{
double s[2];
QMC_getSample(s, qsa, thread, num);
vec[0] = (float)(s[0] - 0.5) * sizex;
vec[1] = (float)(s[1] - 0.5) * sizey;
vec[2] = 0.0f;
}
/* disc of radius 'radius', centred on 0,0 */
static void QMC_sampleDisc(float vec[3], QMCSampler *qsa, int thread, int num, float radius)
{
double s[2];
float phi, sqr;
QMC_getSample(s, qsa, thread, num);
phi = s[0]*2*M_PI;
sqr = sqrt(s[1]);
vec[0] = cosf(phi)*sqr* radius/2.0f;
vec[1] = sinf(phi)*sqr* radius/2.0f;
vec[2] = 0.0f;
}
/* uniform hemisphere sampling */
static void QMC_sampleHemi(float vec[3], QMCSampler *qsa, int thread, int num)
{
double s[2];
float phi, sqr;
QMC_getSample(s, qsa, thread, num);
phi = s[0]*2.0*M_PI;
sqr = sqrt(s[1]);
vec[0] = cosf(phi)*sqr;
vec[1] = sinf(phi)*sqr;
vec[2] = (float)(1.0 - s[1]*s[1]);
}
#if 0 /* currently not used */
/* cosine weighted hemisphere sampling */
static void QMC_sampleHemiCosine(float vec[3], QMCSampler *qsa, int thread, int num)
{
double s[2];
float phi, sqr;
QMC_getSample(s, qsa, thread, num);
phi = s[0]*2.f*M_PI;
sqr = s[1]*sqrt(2-s[1]*s[1]);
vec[0] = cos(phi)*sqr;
vec[1] = sin(phi)*sqr;
vec[2] = 1.f - s[1]*s[1];
}
#endif
/* called from convertBlenderScene.c */
void init_render_qmcsampler(Render *re)
{
const int num_threads = re->r.threads;
re->qmcsamplers= MEM_callocN(sizeof(ListBase)*num_threads, "QMCListBase");
re->num_qmc_samplers = num_threads;
}
static QMCSampler *get_thread_qmcsampler(Render *re, int thread, int type, int tot)
{
QMCSampler *qsa;
/* create qmc samplers as needed, since recursion makes it hard to
* predict how many are needed */
for (qsa=re->qmcsamplers[thread].first; qsa; qsa=qsa->next) {
if (qsa->type == type && qsa->tot == tot && !qsa->used) {
qsa->used = true;
return qsa;
}
}
qsa= QMC_initSampler(type, tot);
qsa->used = true;
BLI_addtail(&re->qmcsamplers[thread], qsa);
return qsa;
}
static void release_thread_qmcsampler(Render *UNUSED(re), int UNUSED(thread), QMCSampler *qsa)
{
qsa->used= 0;
}
void free_render_qmcsampler(Render *re)
{
if (re->qmcsamplers) {
QMCSampler *qsa, *next;
int a;
for (a = 0; a < re->num_qmc_samplers; a++) {
for (qsa=re->qmcsamplers[a].first; qsa; qsa=next) {
next= qsa->next;
QMC_freeSampler(qsa);
}
re->qmcsamplers[a].first= re->qmcsamplers[a].last= NULL;
}
MEM_freeN(re->qmcsamplers);
re->qmcsamplers= NULL;
}
}
static int adaptive_sample_variance(int samples, const float col[3], const float colsq[3], float thresh)
{
float var[3], mean[3];
/* scale threshold just to give a bit more precision in input rather than dealing with
* tiny tiny numbers in the UI */
thresh /= 2;
mean[0] = col[0] / (float)samples;
mean[1] = col[1] / (float)samples;
mean[2] = col[2] / (float)samples;
var[0] = (colsq[0] / (float)samples) - (mean[0]*mean[0]);
var[1] = (colsq[1] / (float)samples) - (mean[1]*mean[1]);
var[2] = (colsq[2] / (float)samples) - (mean[2]*mean[2]);
if ((var[0] * 0.4f < thresh) && (var[1] * 0.3f < thresh) && (var[2] * 0.6f < thresh))
return 1;
else
return 0;
}
static int adaptive_sample_contrast_val(int samples, float prev, float val, float thresh)
{
/* if the last sample's contribution to the total value was below a small threshold
* (i.e. the samples taken are very similar), then taking more samples that are probably
* going to be the same is wasting effort */
if (fabsf(prev / (float)(samples - 1) - val / (float)samples ) < thresh) {
return 1;
}
else
return 0;
}
static float get_avg_speed(ShadeInput *shi)
{
float pre_x, pre_y, post_x, post_y, speedavg;
pre_x = (shi->winspeed[0] == PASS_VECTOR_MAX)?0.0f:shi->winspeed[0];
pre_y = (shi->winspeed[1] == PASS_VECTOR_MAX)?0.0f:shi->winspeed[1];
post_x = (shi->winspeed[2] == PASS_VECTOR_MAX)?0.0f:shi->winspeed[2];
post_y = (shi->winspeed[3] == PASS_VECTOR_MAX)?0.0f:shi->winspeed[3];
speedavg = (sqrtf(pre_x * pre_x + pre_y * pre_y) + sqrtf(post_x * post_x + post_y * post_y)) / 2.0f;
return speedavg;
}
/* ***************** main calls ************** */
static void trace_refract(float col[4], ShadeInput *shi, ShadeResult *shr)
{
QMCSampler *qsa=NULL;
int samp_type;
int traflag=0;
float samp3d[3], orthx[3], orthy[3];
float v_refract[3], v_refract_new[3];
float sampcol[4], colsq[4];
float blur = pow3f(1.0f - shi->mat->gloss_tra);
short max_samples = shi->mat->samp_gloss_tra;
float adapt_thresh = shi->mat->adapt_thresh_tra;
int samples=0;
colsq[0] = colsq[1] = colsq[2] = 0.0;
col[0] = col[1] = col[2] = 0.0;
col[3]= shr->alpha;
if (blur > 0.0f) {
if (adapt_thresh != 0.0f) samp_type = SAMP_TYPE_HALTON;
else samp_type = SAMP_TYPE_HAMMERSLEY;
/* all samples are generated per pixel */
qsa = get_thread_qmcsampler(&R, shi->thread, samp_type, max_samples);
QMC_initPixel(qsa, shi->thread);
}
else
max_samples = 1;
while (samples < max_samples) {
if (refraction(v_refract, shi->vn, shi->view, shi->ang)) {
traflag |= RAY_INSIDE;
}
else {
/* total external reflection can happen for materials with IOR < 1.0 */
if ((shi->vlr->flag & R_SMOOTH))
reflection(v_refract, shi->vn, shi->view, shi->facenor);
else
reflection_simple(v_refract, shi->vn, shi->view);
/* can't blur total external reflection */
max_samples = 1;
}
if (max_samples > 1) {
/* get a quasi-random vector from a phong-weighted disc */
QMC_samplePhong(samp3d, qsa, shi->thread, samples, blur);
ortho_basis_v3v3_v3(orthx, orthy, v_refract);
mul_v3_fl(orthx, samp3d[0]);
mul_v3_fl(orthy, samp3d[1]);
/* and perturb the refraction vector in it */
add_v3_v3v3(v_refract_new, v_refract, orthx);
add_v3_v3(v_refract_new, orthy);
normalize_v3(v_refract_new);
}
else {
/* no blurriness, use the original normal */
copy_v3_v3(v_refract_new, v_refract);
}
sampcol[0]= sampcol[1]= sampcol[2]= sampcol[3]= 0.0f;
traceray(shi, shr, shi->mat->ray_depth_tra, shi->co, v_refract_new, sampcol, shi->obi, shi->vlr, traflag);
col[0] += sampcol[0];
col[1] += sampcol[1];
col[2] += sampcol[2];
col[3] += sampcol[3];
/* for variance calc */
colsq[0] += sampcol[0]*sampcol[0];
colsq[1] += sampcol[1]*sampcol[1];
colsq[2] += sampcol[2]*sampcol[2];
samples++;
/* adaptive sampling */
if (adapt_thresh < 1.0f && samples > max_samples/2) {
if (adaptive_sample_variance(samples, col, colsq, adapt_thresh))
break;
/* if the pixel so far is very dark, we can get away with less samples */
if ( (col[0] + col[1] + col[2])/3.0f/(float)samples < 0.01f )
max_samples--;
}
}
col[0] /= (float)samples;
col[1] /= (float)samples;
col[2] /= (float)samples;
col[3] /= (float)samples;
if (qsa)
release_thread_qmcsampler(&R, shi->thread, qsa);
}
static void trace_reflect(float col[3], ShadeInput *shi, ShadeResult *shr, float fresnelfac)
{
QMCSampler *qsa=NULL;
int samp_type;
float samp3d[3], orthx[3], orthy[3];
float v_nor_new[3], v_reflect[3];
float sampcol[4], colsq[4];
float blur = pow3f(1.0f - shi->mat->gloss_mir);
short max_samples = shi->mat->samp_gloss_mir;
float adapt_thresh = shi->mat->adapt_thresh_mir;
float aniso = 1.0f - shi->mat->aniso_gloss_mir;
int samples=0;
col[0] = col[1] = col[2] = 0.0;
colsq[0] = colsq[1] = colsq[2] = 0.0;
if (blur > 0.0f) {
if (adapt_thresh != 0.0f) samp_type = SAMP_TYPE_HALTON;
else samp_type = SAMP_TYPE_HAMMERSLEY;
/* all samples are generated per pixel */
qsa = get_thread_qmcsampler(&R, shi->thread, samp_type, max_samples);
QMC_initPixel(qsa, shi->thread);
}
else
max_samples = 1;
while (samples < max_samples) {
if (max_samples > 1) {
/* get a quasi-random vector from a phong-weighted disc */
QMC_samplePhong(samp3d, qsa, shi->thread, samples, blur);
/* find the normal's perpendicular plane, blurring along tangents
* if tangent shading enabled */
if (shi->mat->mode & (MA_TANGENT_V)) {
cross_v3_v3v3(orthx, shi->vn, shi->tang); // bitangent
copy_v3_v3(orthy, shi->tang);
mul_v3_fl(orthx, samp3d[0]);
mul_v3_fl(orthy, samp3d[1]*aniso);
}
else {
ortho_basis_v3v3_v3(orthx, orthy, shi->vn);
mul_v3_fl(orthx, samp3d[0]);
mul_v3_fl(orthy, samp3d[1]);
}
/* and perturb the normal in it */
add_v3_v3v3(v_nor_new, shi->vn, orthx);
add_v3_v3(v_nor_new, orthy);
normalize_v3(v_nor_new);
}
else {
/* no blurriness, use the original normal */
copy_v3_v3(v_nor_new, shi->vn);
}
if ((shi->vlr->flag & R_SMOOTH))
reflection(v_reflect, v_nor_new, shi->view, shi->facenor);
else
reflection_simple(v_reflect, v_nor_new, shi->view);
sampcol[0]= sampcol[1]= sampcol[2]= sampcol[3]= 0.0f;
traceray(shi, shr, shi->mat->ray_depth, shi->co, v_reflect, sampcol, shi->obi, shi->vlr, 0);
col[0] += sampcol[0];
col[1] += sampcol[1];
col[2] += sampcol[2];
/* for variance calc */
colsq[0] += sampcol[0]*sampcol[0];
colsq[1] += sampcol[1]*sampcol[1];
colsq[2] += sampcol[2]*sampcol[2];
samples++;
/* adaptive sampling */
if (adapt_thresh > 0.0f && samples > max_samples/3) {
if (adaptive_sample_variance(samples, col, colsq, adapt_thresh))
break;
/* if the pixel so far is very dark, we can get away with less samples */
if ( (col[0] + col[1] + col[2])/3.0f/(float)samples < 0.01f )
max_samples--;
/* reduce samples when reflection is dim due to low ray mirror blend value or fresnel factor
* and when reflection is blurry */
if (fresnelfac < 0.1f * (blur+1)) {
max_samples--;
/* even more for very dim */
if (fresnelfac < 0.05f * (blur+1))
max_samples--;
}
}
}
col[0] /= (float)samples;
col[1] /= (float)samples;
col[2] /= (float)samples;
if (qsa)
release_thread_qmcsampler(&R, shi->thread, qsa);
}
/* extern call from render loop */
void ray_trace(ShadeInput *shi, ShadeResult *shr)
{
float f1, fr, fg, fb;
float mircol[4], tracol[4];
float diff[3];
int do_tra, do_mir;
do_tra = ((shi->mode & MA_TRANSP) && (shi->mode & MA_RAYTRANSP) && shr->alpha != 1.0f && (shi->depth <= shi->mat->ray_depth_tra));
do_mir = ((shi->mat->mode & MA_RAYMIRROR) && shi->ray_mirror != 0.0f && (shi->depth <= shi->mat->ray_depth));
/* raytrace mirror and refract like to separate the spec color */
if (shi->combinedflag & SCE_PASS_SPEC)
sub_v3_v3v3(diff, shr->combined, shr->spec);
else
copy_v3_v3(diff, shr->combined);
if (do_tra) {
float olddiff[3], f;
trace_refract(tracol, shi, shr);
f= shr->alpha; f1= 1.0f-f;
fr= 1.0f+ shi->mat->filter*(shi->r-1.0f);
fg= 1.0f+ shi->mat->filter*(shi->g-1.0f);
fb= 1.0f+ shi->mat->filter*(shi->b-1.0f);
/* for refract pass */
copy_v3_v3(olddiff, diff);
diff[0]= f*diff[0] + f1*fr*tracol[0];
diff[1]= f*diff[1] + f1*fg*tracol[1];
diff[2]= f*diff[2] + f1*fb*tracol[2];
if (shi->passflag & SCE_PASS_REFRACT)
sub_v3_v3v3(shr->refr, diff, olddiff);
if (!(shi->combinedflag & SCE_PASS_REFRACT))
sub_v3_v3v3(diff, diff, shr->refr);
shr->alpha = min_ff(1.0f, tracol[3]);
}
if (do_mir) {
const float i= shi->ray_mirror*fresnel_fac(shi->view, shi->vn, shi->mat->fresnel_mir_i, shi->mat->fresnel_mir);
if (i!=0.0f) {
trace_reflect(mircol, shi, shr, i);
fr= i*shi->mirr;
fg= i*shi->mirg;
fb= i*shi->mirb;
if (shi->passflag & SCE_PASS_REFLECT) {
/* mirror pass is not blocked out with spec */
shr->refl[0]= fr*mircol[0] - fr*diff[0];
shr->refl[1]= fg*mircol[1] - fg*diff[1];
shr->refl[2]= fb*mircol[2] - fb*diff[2];
}
if (shi->combinedflag & SCE_PASS_REFLECT) {
/* values in shr->spec can be greater than 1.0.
* In this case the mircol uses a zero blending factor, so ignoring it is ok.
* Fixes bug #18837 - when the spec is higher then 1.0,
* diff can become a negative color - Campbell */
f1= 1.0f-i;
diff[0] *= f1;
diff[1] *= f1;
diff[2] *= f1;
if (shr->spec[0]<1.0f) diff[0] += mircol[0] * (fr*(1.0f-shr->spec[0]));
if (shr->spec[1]<1.0f) diff[1] += mircol[1] * (fg*(1.0f-shr->spec[1]));
if (shr->spec[2]<1.0f) diff[2] += mircol[2] * (fb*(1.0f-shr->spec[2]));
}
}
}
/* put back together */
if (shi->combinedflag & SCE_PASS_SPEC)
add_v3_v3v3(shr->combined, diff, shr->spec);
else
copy_v3_v3(shr->combined, diff);
}
/* color 'shadfac' passes through 'col' with alpha and filter */
/* filter is only applied on alpha defined transparent part */
static void addAlphaLight(float shadfac[4], const float col[3], float alpha, float filter)
{
float fr, fg, fb;
fr= 1.0f+ filter*(col[0]-1.0f);
fg= 1.0f+ filter*(col[1]-1.0f);
fb= 1.0f+ filter*(col[2]-1.0f);
shadfac[0]= alpha*col[0] + fr*(1.0f-alpha)*shadfac[0];
shadfac[1]= alpha*col[1] + fg*(1.0f-alpha)*shadfac[1];
shadfac[2]= alpha*col[2] + fb*(1.0f-alpha)*shadfac[2];
shadfac[3]= (1.0f-alpha)*shadfac[3];
}
static void ray_trace_shadow_tra(Isect *is, ShadeInput *origshi, int depth, int traflag, float col[4])
{
/* ray to lamp, find first face that intersects, check alpha properties,
* if it has col[3]>0.0f continue. so exit when alpha is full */
const float initial_dist = is->dist;
if (RE_rayobject_raycast(R.raytree, is)) {
/* Warning regarding initializing to zero's, This is not that nice,
* and possibly a bit slow for every ray, however some variables were
* not initialized properly in, unless using
* shade_input_initialize(...), we need to zero them. */
ShadeInput shi= {NULL};
/* end warning! - Campbell */
ShadeResult shr;
/* we got a face */
shi.depth= origshi->depth + 1; /* only used to indicate tracing */
shi.mask= origshi->mask;
shi.thread= origshi->thread;
shi.passflag= SCE_PASS_COMBINED;
shi.combinedflag= 0xFFFFFF; /* ray trace does all options */
shi.xs= origshi->xs;
shi.ys= origshi->ys;
shi.do_manage= origshi->do_manage;
shi.lay= origshi->lay;
shi.nodes= origshi->nodes;
RE_instance_rotate_ray_restore(origshi->obi, is);
shade_ray(is, &shi, &shr);
if (shi.mat->material_type == MA_TYPE_SURFACE) {
const float d = (shi.mat->mode & MA_RAYTRANSP) ?
((traflag & RAY_TRA) ? shade_by_transmission(is, &shi, &shr) : 1.0f) :
0.0f;
/* mix colors based on shadfac (rgb + amount of light factor) */
addAlphaLight(col, shr.diff, shr.alpha, d*shi.mat->filter);
}
else if (shi.mat->material_type == MA_TYPE_VOLUME) {
const float a = col[3];
col[0] = a*col[0] + shr.alpha*shr.combined[0];
col[1] = a*col[1] + shr.alpha*shr.combined[1];
col[2] = a*col[2] + shr.alpha*shr.combined[2];
col[3] = (1.0f - shr.alpha)*a;
}
if (depth>0 && col[3]>0.0f) {
/* adapt isect struct */
copy_v3_v3(is->start, shi.co);
is->dist = initial_dist-is->dist;
is->orig.ob = shi.obi;
is->orig.face = shi.vlr;
ray_trace_shadow_tra(is, origshi, depth-1, traflag | RAY_TRA, col);
}
RE_RC_MERGE(&origshi->raycounter, &shi.raycounter);
}
}
/* aolight: function to create random unit sphere vectors for total random sampling */
/* calc distributed spherical energy */
static void DS_energy(float *sphere, int tot, float vec[3])
{
float *fp, fac, force[3], res[3];
int a;
res[0]= res[1]= res[2]= 0.0f;
for (a=0, fp=sphere; a<tot; a++, fp+=3) {
sub_v3_v3v3(force, vec, fp);
fac = dot_v3v3(force, force);
if (fac!=0.0f) {
fac= 1.0f/fac;
res[0]+= fac*force[0];
res[1]+= fac*force[1];
res[2]+= fac*force[2];
}
}
mul_v3_fl(res, 0.5);
add_v3_v3(vec, res);
normalize_v3(vec);
}
/* called from convertBlenderScene.c */
/* creates an equally distributed spherical sample pattern */
/* and allocates threadsafe memory */
void init_ao_sphere(Render *re, World *wrld)
{
/* fixed random */
const int num_threads = re->r.threads;
RNG *rng;
float *fp;
int a, tot, iter= 16;
/* we make twice the amount of samples, because only a hemisphere is used */
tot= 2*wrld->aosamp*wrld->aosamp;
wrld->aosphere= MEM_mallocN(3*tot*sizeof(float), "AO sphere");
rng = BLI_rng_new_srandom(tot);
/* init */
fp= wrld->aosphere;
for (a=0; a<tot; a++, fp+= 3) {
BLI_rng_get_float_unit_v3(rng, fp);
}
while (iter--) {
for (a=0, fp= wrld->aosphere; a<tot; a++, fp+= 3) {
DS_energy(wrld->aosphere, tot, fp);
}
}
/* tables */
wrld->aotables= MEM_mallocN(num_threads*3*tot*sizeof(float), "AO tables");
BLI_rng_free(rng);
}
/* give per thread a table, we have to compare xs ys because of way OSA works... */
static float *threadsafe_table_sphere(int test, int thread, int xs, int ys, int tot)
{
static int xso[BLENDER_MAX_THREADS], yso[BLENDER_MAX_THREADS];
static int firsttime= 1;
if (firsttime) {
memset(xso, 255, sizeof(xso));
memset(yso, 255, sizeof(yso));
firsttime= 0;
}
if (xs==xso[thread] && ys==yso[thread]) return R.wrld.aotables+ thread*tot*3;
if (test) return NULL;
xso[thread]= xs; yso[thread]= ys;
return R.wrld.aotables+ thread*tot*3;
}
static float *sphere_sampler(int type, int resol, int thread, int xs, int ys, int reset)
{
int tot;
float *vec;
tot= 2*resol*resol;
if (type & WO_AORNDSMP) {
/* total random sampling. NOT THREADSAFE! (should be removed, is not useful) */
RNG *rng = BLI_rng_new(BLI_thread_rand(thread));
float *sphere;
int a;
/* always returns table */
sphere= threadsafe_table_sphere(0, thread, xs, ys, tot);
vec= sphere;
for (a=0; a<tot; a++, vec+=3) {
BLI_rng_get_float_unit_v3(rng, vec);
}
BLI_rng_free(rng);
return sphere;
}
else {
float *sphere;
float *vec1;
/* returns table if xs and ys were equal to last call, and not resetting */
sphere= (reset)? NULL: threadsafe_table_sphere(1, thread, xs, ys, tot);
if (sphere==NULL) {
float cosfi, sinfi, cost, sint;
float ang;
int a;
sphere= threadsafe_table_sphere(0, thread, xs, ys, tot);
/* random rotation */
ang = BLI_thread_frand(thread);
sinfi = sinf(ang); cosfi = cosf(ang);
ang = BLI_thread_frand(thread);
sint = sinf(ang); cost = cosf(ang);
vec= R.wrld.aosphere;
vec1= sphere;
for (a=0; a<tot; a++, vec+=3, vec1+=3) {
vec1[0]= cost*cosfi*vec[0] - sinfi*vec[1] + sint*cosfi*vec[2];
vec1[1]= cost*sinfi*vec[0] + cosfi*vec[1] + sint*sinfi*vec[2];
vec1[2]= -sint*vec[0] + cost*vec[2];
}
}
return sphere;
}
}
static void ray_ao_qmc(ShadeInput *shi, float ao[3], float env[3])
{
Isect isec;
RayHint point_hint;
QMCSampler *qsa=NULL;
float samp3d[3];
float up[3], side[3], dir[3], nrm[3];
float maxdist = R.wrld.aodist;
float fac=0.0f, prev=0.0f;
float adapt_thresh = R.wrld.ao_adapt_thresh;
float adapt_speed_fac = R.wrld.ao_adapt_speed_fac;
int samples=0;
int max_samples = R.wrld.aosamp*R.wrld.aosamp;
float dxyview[3], skyadded=0;
int envcolor;
RE_RC_INIT(isec, *shi);
isec.orig.ob = shi->obi;
isec.orig.face = shi->vlr;
isec.check = RE_CHECK_VLR_NON_SOLID_MATERIAL;
isec.skip = RE_SKIP_VLR_NEIGHBOUR;
isec.hint = NULL;
isec.hit.ob = NULL;
isec.hit.face = NULL;
isec.last_hit = NULL;
isec.mode= (R.wrld.aomode & WO_AODIST)?RE_RAY_SHADOW_TRA:RE_RAY_SHADOW;
isec.lay= -1;
copy_v3_v3(isec.start, shi->co);
RE_instance_rotate_ray_start(shi->obi, &isec);
RE_rayobject_hint_bb(R.raytree, &point_hint, isec.start, isec.start);
isec.hint = &point_hint;
zero_v3(ao);
zero_v3(env);
/* prevent sky colors to be added for only shadow (shadow becomes alpha) */
envcolor= R.wrld.aocolor;
if (shi->mat->mode & MA_ONLYSHADOW)
envcolor= WO_AOPLAIN;
if (envcolor == WO_AOSKYTEX) {
dxyview[0]= 1.0f/(float)R.wrld.aosamp;
dxyview[1]= 1.0f/(float)R.wrld.aosamp;
dxyview[2]= 0.0f;
}
if (shi->vlr->flag & R_SMOOTH) {
copy_v3_v3(nrm, shi->vn);
}
else {
copy_v3_v3(nrm, shi->facenor);
}
ortho_basis_v3v3_v3(up, side, nrm);
/* sampling init */
if (R.wrld.ao_samp_method==WO_AOSAMP_HALTON) {
float speedfac;
speedfac = get_avg_speed(shi) * adapt_speed_fac;
CLAMP(speedfac, 1.0f, 1000.0f);
max_samples /= speedfac;
if (max_samples < 5) max_samples = 5;
qsa = get_thread_qmcsampler(&R, shi->thread, SAMP_TYPE_HALTON, max_samples);
}
else if (R.wrld.ao_samp_method==WO_AOSAMP_HAMMERSLEY)
qsa = get_thread_qmcsampler(&R, shi->thread, SAMP_TYPE_HAMMERSLEY, max_samples);
QMC_initPixel(qsa, shi->thread);
while (samples < max_samples) {
/* sampling, returns quasi-random vector in unit hemisphere */
QMC_sampleHemi(samp3d, qsa, shi->thread, samples);
dir[0] = (samp3d[0]*up[0] + samp3d[1]*side[0] + samp3d[2]*nrm[0]);
dir[1] = (samp3d[0]*up[1] + samp3d[1]*side[1] + samp3d[2]*nrm[1]);
dir[2] = (samp3d[0]*up[2] + samp3d[1]*side[2] + samp3d[2]*nrm[2]);
normalize_v3(dir);
isec.dir[0] = -dir[0];
isec.dir[1] = -dir[1];
isec.dir[2] = -dir[2];
isec.dist = maxdist;
RE_instance_rotate_ray_dir(shi->obi, &isec);
prev = fac;
if (RE_rayobject_raycast(R.raytree, &isec)) {
if (R.wrld.aomode & WO_AODIST) fac+= expf(-isec.dist*R.wrld.aodistfac);
else fac+= 1.0f;
}
else if (envcolor!=WO_AOPLAIN) {
float skycol[4];
float view[3];
view[0]= -dir[0];
view[1]= -dir[1];
view[2]= -dir[2];
normalize_v3(view);
if (envcolor==WO_AOSKYCOL) {
const float skyfac= 0.5f * (1.0f + dot_v3v3(view, R.grvec));
env[0]+= (1.0f-skyfac)*R.wrld.horr + skyfac*R.wrld.zenr;
env[1]+= (1.0f-skyfac)*R.wrld.horg + skyfac*R.wrld.zeng;
env[2]+= (1.0f-skyfac)*R.wrld.horb + skyfac*R.wrld.zenb;
}
else { /* WO_AOSKYTEX */
shadeSkyView(skycol, isec.start, view, dxyview, shi->thread);
shadeSunView(skycol, shi->view);
env[0]+= skycol[0];
env[1]+= skycol[1];
env[2]+= skycol[2];
}
skyadded++;
}
samples++;
if (qsa && qsa->type == SAMP_TYPE_HALTON) {
/* adaptive sampling - consider samples below threshold as in shadow (or vice versa) and exit early */
if (adapt_thresh > 0.0f && (samples > max_samples/2) ) {
if (adaptive_sample_contrast_val(samples, prev, fac, adapt_thresh)) {
break;
}
}
}
}
/* average color times distances/hits formula */
ao[0]= ao[1]= ao[2]= 1.0f - fac/(float)samples;
if (envcolor!=WO_AOPLAIN && skyadded)
mul_v3_fl(env, (1.0f - fac/(float)samples)/((float)skyadded));
else
copy_v3_v3(env, ao);
if (qsa)
release_thread_qmcsampler(&R, shi->thread, qsa);
}
/* extern call from shade_lamp_loop, ambient occlusion calculus */
static void ray_ao_spheresamp(ShadeInput *shi, float ao[3], float env[3])
{
Isect isec;
RayHint point_hint;
float *vec, *nrm, bias, sh=0.0f;
float maxdist = R.wrld.aodist;
float dxyview[3];
int j= -1, tot, actual=0, skyadded=0, envcolor, resol= R.wrld.aosamp;
RE_RC_INIT(isec, *shi);
isec.orig.ob = shi->obi;
isec.orig.face = shi->vlr;
isec.check = RE_CHECK_VLR_RENDER;
isec.skip = RE_SKIP_VLR_NEIGHBOUR;
isec.hint = NULL;
isec.hit.ob = NULL;
isec.hit.face = NULL;
isec.last_hit = NULL;
isec.mode= (R.wrld.aomode & WO_AODIST)?RE_RAY_SHADOW_TRA:RE_RAY_SHADOW;
isec.lay= -1;
copy_v3_v3(isec.start, shi->co);
RE_instance_rotate_ray_start(shi->obi, &isec);
RE_rayobject_hint_bb(R.raytree, &point_hint, isec.start, isec.start);
isec.hint = &point_hint;
zero_v3(ao);
zero_v3(env);
/* bias prevents smoothed faces to appear flat */
if (shi->vlr->flag & R_SMOOTH) {
bias= R.wrld.aobias;
nrm= shi->vn;
}
else {
bias= 0.0f;
nrm= shi->facenor;
}
/* prevent sky colors to be added for only shadow (shadow becomes alpha) */
envcolor= R.wrld.aocolor;
if (shi->mat->mode & MA_ONLYSHADOW)
envcolor= WO_AOPLAIN;
if (resol>32) resol= 32;
/* get sphere samples. for faces we get the same samples for sample x/y values,
* for strand render we always require a new sampler because x/y are not set */
vec= sphere_sampler(R.wrld.aomode, resol, shi->thread, shi->xs, shi->ys, shi->strand != NULL);
/* warning: since we use full sphere now, and dotproduct is below, we do twice as much */
tot= 2*resol*resol;
if (envcolor == WO_AOSKYTEX) {
dxyview[0]= 1.0f/(float)resol;
dxyview[1]= 1.0f/(float)resol;
dxyview[2]= 0.0f;
}
while (tot--) {
if (dot_v3v3(vec, nrm) > bias) {
/* only ao samples for mask */
if (R.r.mode & R_OSA) {
j++;
if (j==R.osa) j= 0;
if (!(shi->mask & (1<<j))) {
vec+=3;
continue;
}
}
actual++;
/* always set start/vec/dist */
isec.dir[0] = -vec[0];
isec.dir[1] = -vec[1];
isec.dir[2] = -vec[2];
isec.dist = maxdist;
RE_instance_rotate_ray_dir(shi->obi, &isec);
/* do the trace */
if (RE_rayobject_raycast(R.raytree, &isec)) {
if (R.wrld.aomode & WO_AODIST) sh+= expf(-isec.dist*R.wrld.aodistfac);
else sh+= 1.0f;
}
else if (envcolor!=WO_AOPLAIN) {
float skycol[4];
float view[3];
view[0]= -vec[0];
view[1]= -vec[1];
view[2]= -vec[2];
normalize_v3(view);
if (envcolor==WO_AOSKYCOL) {
const float fac = 0.5f * (1.0f + dot_v3v3(view, R.grvec));
env[0]+= (1.0f-fac)*R.wrld.horr + fac*R.wrld.zenr;
env[1]+= (1.0f-fac)*R.wrld.horg + fac*R.wrld.zeng;
env[2]+= (1.0f-fac)*R.wrld.horb + fac*R.wrld.zenb;
}
else { /* WO_AOSKYTEX */
shadeSkyView(skycol, isec.start, view, dxyview, shi->thread);
shadeSunView(skycol, shi->view);
env[0]+= skycol[0];
env[1]+= skycol[1];
env[2]+= skycol[2];
}
skyadded++;
}
}
/* samples */
vec+= 3;
}
if (actual==0) sh= 1.0f;
else sh = 1.0f - sh/((float)actual);
/* average color times distances/hits formula */
ao[0]= ao[1]= ao[2]= sh;
if (envcolor!=WO_AOPLAIN && skyadded)
mul_v3_fl(env, sh/((float)skyadded));
else
copy_v3_v3(env, ao);
}
void ray_ao(ShadeInput *shi, float ao[3], float env[3])
{
/* Unfortunately, the unusual way that the sphere sampler calculates roughly twice as many
* samples as are actually traced, and skips them based on bias and OSA settings makes it very difficult
* to reuse code between these two functions. This is the easiest way I can think of to do it
* --broken */
if (ELEM(R.wrld.ao_samp_method, WO_AOSAMP_HAMMERSLEY, WO_AOSAMP_HALTON))
ray_ao_qmc(shi, ao, env);
else if (R.wrld.ao_samp_method == WO_AOSAMP_CONSTANT)
ray_ao_spheresamp(shi, ao, env);
}
static void ray_shadow_jittered_coords(ShadeInput *shi, int max, float jitco[RE_MAX_OSA][3], int *totjitco)
{
/* magic numbers for reordering sample positions to give better
* results with adaptive sample, when it usually only takes 4 samples */
int order8[8] = {0, 1, 5, 6, 2, 3, 4, 7};
int order11[11] = {1, 3, 8, 10, 0, 2, 4, 5, 6, 7, 9};
int order16[16] = {1, 3, 9, 12, 0, 6, 7, 8, 13, 2, 4, 5, 10, 11, 14, 15};
int count = count_mask(shi->mask);
/* for better antialising shadow samples are distributed over the subpixel
* sample coordinates, this only works for raytracing depth 0 though */
if (!shi->strand && shi->depth == 0 && count > 1 && count <= max) {
float xs, ys, zs, view[3];
int samp, ordsamp, tot= 0;
for (samp=0; samp<R.osa; samp++) {
if (R.osa == 8) ordsamp = order8[samp];
else if (R.osa == 11) ordsamp = order11[samp];
else if (R.osa == 16) ordsamp = order16[samp];
else ordsamp = samp;
if (shi->mask & (1<<ordsamp)) {
/* zbuffer has this inverse corrected, ensures xs,ys are inside pixel */
xs= (float)shi->scanco[0] + R.jit[ordsamp][0] + 0.5f;
ys= (float)shi->scanco[1] + R.jit[ordsamp][1] + 0.5f;
zs= shi->scanco[2];
shade_input_calc_viewco(shi, xs, ys, zs, view, NULL, jitco[tot], NULL, NULL);
tot++;
}
}
*totjitco= tot;
}
else {
copy_v3_v3(jitco[0], shi->co);
*totjitco= 1;
}
}
static void ray_shadow_qmc(ShadeInput *shi, LampRen *lar, const float lampco[3], float shadfac[4], Isect *isec)
{
QMCSampler *qsa=NULL;
int samples=0;
float samp3d[3];
float fac=0.0f, vec[3], end[3];
float colsq[4];
float adapt_thresh = lar->adapt_thresh;
int min_adapt_samples=4, max_samples = lar->ray_totsamp;
float start[3];
bool do_soft = true, full_osa = false;
int i;
float min[3], max[3];
RayHint bb_hint;
float jitco[RE_MAX_OSA][3];
int totjitco;
colsq[0] = colsq[1] = colsq[2] = 0.0;
if (isec->mode==RE_RAY_SHADOW_TRA) {
shadfac[0]= shadfac[1]= shadfac[2]= shadfac[3]= 0.0f;
}
else
shadfac[3]= 1.0f;
if (lar->ray_totsamp < 2) do_soft = false;
if ((R.r.mode & R_OSA) && (R.osa > 0) && (shi->vlr->flag & R_FULL_OSA)) full_osa = true;
if (full_osa) {
if (do_soft) max_samples = max_samples/R.osa + 1;
else max_samples = 1;
}
else {
if (do_soft) max_samples = lar->ray_totsamp;
else if (shi->depth == 0) max_samples = (R.osa > 4)?R.osa:5;
else max_samples = 1;
}
ray_shadow_jittered_coords(shi, max_samples, jitco, &totjitco);
/* sampling init */
if (lar->ray_samp_method==LA_SAMP_HALTON)
qsa = get_thread_qmcsampler(&R, shi->thread, SAMP_TYPE_HALTON, max_samples);
else if (lar->ray_samp_method==LA_SAMP_HAMMERSLEY)
qsa = get_thread_qmcsampler(&R, shi->thread, SAMP_TYPE_HAMMERSLEY, max_samples);
QMC_initPixel(qsa, shi->thread);
INIT_MINMAX(min, max);
for (i = 0; i < totjitco; i++) {
minmax_v3v3_v3(min, max, jitco[i]);
}
if (shi->obi->flag & R_ENV_TRANSFORMED) {
mul_m4_v3(shi->obi->imat, min);
mul_m4_v3(shi->obi->imat, max);
}
RE_rayobject_hint_bb(R.raytree, &bb_hint, min, max);
isec->hint = &bb_hint;
isec->check = RE_CHECK_VLR_RENDER;
isec->skip = RE_SKIP_VLR_NEIGHBOUR;
copy_v3_v3(vec, lampco);
while (samples < max_samples) {
isec->orig.ob = shi->obi;
isec->orig.face = shi->vlr;
/* manually jitter the start shading co-ord per sample
* based on the pre-generated OSA texture sampling offsets,
* for anti-aliasing sharp shadow edges. */
copy_v3_v3(start, jitco[samples % totjitco]);
if (do_soft) {
/* sphere shadow source */
if (lar->type == LA_LOCAL) {
float ru[3], rv[3], v[3], s[3];
/* calc tangent plane vectors */
sub_v3_v3v3(v, start, lampco);
normalize_v3(v);
ortho_basis_v3v3_v3(ru, rv, v);
/* sampling, returns quasi-random vector in area_size disc */
QMC_sampleDisc(samp3d, qsa, shi->thread, samples, lar->area_size);
/* distribute disc samples across the tangent plane */
s[0] = samp3d[0]*ru[0] + samp3d[1]*rv[0];
s[1] = samp3d[0]*ru[1] + samp3d[1]*rv[1];
s[2] = samp3d[0]*ru[2] + samp3d[1]*rv[2];
copy_v3_v3(samp3d, s);
}
else {
/* sampling, returns quasi-random vector in [sizex,sizey]^2 plane */
QMC_sampleRect(samp3d, qsa, shi->thread, samples, lar->area_size, lar->area_sizey);
/* align samples to lamp vector */
mul_m3_v3(lar->mat, samp3d);
}
end[0] = vec[0]+samp3d[0];
end[1] = vec[1]+samp3d[1];
end[2] = vec[2]+samp3d[2];
}
else {
copy_v3_v3(end, vec);
}
if (shi->strand) {
/* bias away somewhat to avoid self intersection */
float jitbias= 0.5f*(len_v3(shi->dxco) + len_v3(shi->dyco));
float v[3];
sub_v3_v3v3(v, start, end);
normalize_v3(v);
start[0] -= jitbias*v[0];
start[1] -= jitbias*v[1];
start[2] -= jitbias*v[2];
}
copy_v3_v3(isec->start, start);
sub_v3_v3v3(isec->dir, end, start);
isec->dist = normalize_v3(isec->dir);
RE_instance_rotate_ray(shi->obi, isec);
/* trace the ray */
if (isec->mode==RE_RAY_SHADOW_TRA) {
float col[4] = {1.0f, 1.0f, 1.0f, 1.0f};
ray_trace_shadow_tra(isec, shi, DEPTH_SHADOW_TRA, 0, col);
shadfac[0] += col[0];
shadfac[1] += col[1];
shadfac[2] += col[2];
shadfac[3] += col[3];
/* for variance calc */
colsq[0] += col[0]*col[0];
colsq[1] += col[1]*col[1];
colsq[2] += col[2]*col[2];
}
else {
if ( RE_rayobject_raycast(R.raytree, isec) ) fac+= 1.0f;
}
samples++;
if (lar->ray_samp_method == LA_SAMP_HALTON) {
/* adaptive sampling - consider samples below threshold as in shadow (or vice versa) and exit early */
if ((max_samples > min_adapt_samples) && (adapt_thresh > 0.0f) && (samples > max_samples / 3)) {
if (isec->mode==RE_RAY_SHADOW_TRA) {
if ((shadfac[3] / samples > (1.0f-adapt_thresh)) || (shadfac[3] / samples < adapt_thresh))
break;
else if (adaptive_sample_variance(samples, shadfac, colsq, adapt_thresh))
break;
}
else {
if ((fac / samples > (1.0f-adapt_thresh)) || (fac / samples < adapt_thresh))
break;
}
}
}
}
if (isec->mode==RE_RAY_SHADOW_TRA) {
shadfac[0] /= samples;
shadfac[1] /= samples;
shadfac[2] /= samples;
shadfac[3] /= samples;
}
else
shadfac[3]= 1.0f-fac/samples;
if (qsa)
release_thread_qmcsampler(&R, shi->thread, qsa);
}
static void ray_shadow_jitter(ShadeInput *shi, LampRen *lar, const float lampco[3], float shadfac[4], Isect *isec)
{
/* area soft shadow */
const float *jitlamp;
float fac=0.0f, div=0.0f, vec[3];
int a, j= -1, mask;
RayHint point_hint;
if (isec->mode==RE_RAY_SHADOW_TRA) {
shadfac[0]= shadfac[1]= shadfac[2]= shadfac[3]= 0.0f;
}
else shadfac[3]= 1.0f;
fac= 0.0f;
jitlamp= give_jitter_plane(lar, shi->thread, shi->xs, shi->ys);
a= lar->ray_totsamp;
/* this correction to make sure we always take at least 1 sample */
mask= shi->mask;
if (a==4) mask |= (mask>>4)|(mask>>8);
else if (a==9) mask |= (mask>>9);
copy_v3_v3(isec->start, shi->co);
RE_instance_rotate_ray_start(shi->obi, isec);
isec->orig.ob = shi->obi;
isec->orig.face = shi->vlr;
RE_rayobject_hint_bb(R.raytree, &point_hint, isec->start, isec->start);
isec->hint = &point_hint;
while (a--) {
if (R.r.mode & R_OSA) {
j++;
if (j>=R.osa) j= 0;
if (!(mask & (1<<j))) {
jitlamp+= 2;
continue;
}
}
vec[0]= jitlamp[0];
vec[1]= jitlamp[1];
vec[2]= 0.0f;
mul_m3_v3(lar->mat, vec);
/* set start and vec */
isec->dir[0] = vec[0]+lampco[0]-shi->co[0];
isec->dir[1] = vec[1]+lampco[1]-shi->co[1];
isec->dir[2] = vec[2]+lampco[2]-shi->co[2];
RE_instance_rotate_ray_dir(shi->obi, isec);
isec->dist = 1.0f;
isec->check = RE_CHECK_VLR_RENDER;
isec->skip = RE_SKIP_VLR_NEIGHBOUR;
if (isec->mode==RE_RAY_SHADOW_TRA) {
/* isec.col is like shadfac, so defines amount of light (0.0 is full shadow) */
float col[4] = {1.0f, 1.0f, 1.0f, 1.0f};
ray_trace_shadow_tra(isec, shi, DEPTH_SHADOW_TRA, 0, col);
shadfac[0] += col[0];
shadfac[1] += col[1];
shadfac[2] += col[2];
shadfac[3] += col[3];
}
else if ( RE_rayobject_raycast(R.raytree, isec) ) fac+= 1.0f;
div+= 1.0f;
jitlamp+= 2;
}
if (isec->mode==RE_RAY_SHADOW_TRA) {
shadfac[0] /= div;
shadfac[1] /= div;
shadfac[2] /= div;
shadfac[3] /= div;
}
else {
/* sqrt makes nice umbra effect */
if (lar->ray_samp_type & LA_SAMP_UMBRA)
shadfac[3] = sqrtf(1.0f - fac / div);
else
shadfac[3] = 1.0f - fac / div;
}
}
/* extern call from shade_lamp_loop */
void ray_shadow(ShadeInput *shi, LampRen *lar, float shadfac[4])
{
Isect isec;
float lampco[3];
/* setup isec */
RE_RC_INIT(isec, *shi);
if (shi->mat->mode & MA_SHADOW_TRA) isec.mode= RE_RAY_SHADOW_TRA;
else isec.mode= RE_RAY_SHADOW;
isec.hint = NULL;
if (lar->mode & (LA_LAYER|LA_LAYER_SHADOW))
isec.lay= lar->lay;
else
isec.lay= -1;
/* only when not mir tracing, first hit optimm */
if (shi->depth==0) {
isec.last_hit = lar->last_hit[shi->thread];
}
else {
isec.last_hit = NULL;
}
if (lar->type==LA_SUN || lar->type==LA_HEMI) {
/* jitter and QMC sampling add a displace vector to the lamp position
* that's incorrect because a SUN lamp does not has an exact position
* and the displace should be done at the ray vector instead of the
* lamp position.
* This is easily verified by noticing that shadows of SUN lights change
* with the scene BB.
*
* This was detected during SoC 2009 - Raytrace Optimization, but to keep
* consistency with older render code it wasn't removed.
*
* If the render code goes through some recode/serious bug-fix then this
* is something to consider!
*/
lampco[0]= shi->co[0] - R.maxdist*lar->vec[0];
lampco[1]= shi->co[1] - R.maxdist*lar->vec[1];
lampco[2]= shi->co[2] - R.maxdist*lar->vec[2];
}
else {
copy_v3_v3(lampco, lar->co);
}
if (ELEM(lar->ray_samp_method, LA_SAMP_HALTON, LA_SAMP_HAMMERSLEY)) {
ray_shadow_qmc(shi, lar, lampco, shadfac, &isec);
}
else {
if (lar->ray_totsamp<2) {
isec.orig.ob = shi->obi;
isec.orig.face = shi->vlr;
shadfac[3]= 1.0f; /* 1.0=full light */
/* set up isec.dir */
copy_v3_v3(isec.start, shi->co);
sub_v3_v3v3(isec.dir, lampco, isec.start);
isec.dist = normalize_v3(isec.dir);
RE_instance_rotate_ray(shi->obi, &isec);
if (isec.mode==RE_RAY_SHADOW_TRA) {
/* isec.col is like shadfac, so defines amount of light (0.0 is full shadow) */
float col[4] = {1.0f, 1.0f, 1.0f, 1.0f};
ray_trace_shadow_tra(&isec, shi, DEPTH_SHADOW_TRA, 0, col);
copy_v4_v4(shadfac, col);
}
else if (RE_rayobject_raycast(R.raytree, &isec))
shadfac[3]= 0.0f;
}
else {
ray_shadow_jitter(shi, lar, lampco, shadfac, &isec);
}
}
/* for first hit optim, set last interesected shadow face */
if (shi->depth==0) {
lar->last_hit[shi->thread] = isec.last_hit;
}
}