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blender-archive/source/blender/render/intern/include/shading.h
Matt Ebb aed107cf4a * Volumetrics scene integration
Now other objects (and sky) correctly render if they're partially 
inside or behind a volume. Previously all other objects were ignored, 
and volumes just rendered on black. The colour of surfaces inside or 
behind the volume gets correctly attenuated by the density of the 
volume in between - i.e. thicker volumes will block the light coming 
from behind. However, other solid objects don't receive volume shadows 
yet, this is to be worked on later.

http://mke3.net/blender/devel/rendering/volumetrics/vol_inside_behind.png

Currently this uses raytracing to find intersections within the volume, 
and rays are also traced from the volume, heading behind into the 
scene, to see what's behind it (similar effect to ray transp with IOR 
1). Because of this, objects inside or behind the volume will not be 
antialiased. Perhaps I can come up with a solution for this, but until 
then, for antialiasing, you can turn on Full OSA (warning, this will 
incur a slowdown). Of course you can always avoid this by rendering 
volumes on a separate renderlayer, and compositing in post, too.

Another idea I've started thinking about is to calculate an alpha 
value, then use ztransp to overlay on top of other objects. This won't 
accurately attenuate and absorb light coming from objects behind the 
volume, but for some situations it may be fine, and faster too.
2008-09-24 02:52:47 +00:00

97 lines
3.8 KiB
C++

/**
* $Id:
*
* ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2006 Blender Foundation
* All rights reserved.
*
* ***** END GPL LICENSE BLOCK *****
*/
struct ShadeInput;
struct ShadeResult;
struct RenderPart;
struct RenderLayer;
struct PixStr;
struct LampRen;
struct VlakRen;
struct StrandSegment;
struct StrandPoint;
struct ObjectInstanceRen obi;
/* shadeinput.c */
#define RE_MAX_OSA 16
/* needed to calculate shadow and AO for an entire pixel */
typedef struct ShadeSample {
int tot; /* amount of shi in use, can be 1 for not FULL_OSA */
RenderLayer *rlpp[RE_MAX_OSA]; /* fast lookup from sample to renderlayer (fullsample buf) */
/* could be malloced once */
ShadeInput shi[RE_MAX_OSA];
ShadeResult shr[RE_MAX_OSA];
} ShadeSample;
/* also the node shader callback */
void shade_material_loop(struct ShadeInput *shi, struct ShadeResult *shr);
void shade_volume_loop(struct ShadeInput *shi, struct ShadeResult *shr);
void shade_input_set_triangle_i(struct ShadeInput *shi, struct ObjectInstanceRen *obi, struct VlakRen *vlr, short i1, short i2, short i3);
void shade_input_set_triangle(struct ShadeInput *shi, volatile int obi, volatile int facenr, int normal_flip);
void shade_input_copy_triangle(struct ShadeInput *shi, struct ShadeInput *from);
void shade_input_set_viewco(struct ShadeInput *shi, float x, float y, float z);
void shade_input_set_uv(struct ShadeInput *shi);
void shade_input_set_normals(struct ShadeInput *shi);
void shade_input_flip_normals(struct ShadeInput *shi);
void shade_input_set_shade_texco(struct ShadeInput *shi);
void shade_input_set_strand(struct ShadeInput *shi, struct StrandRen *strand, struct StrandPoint *spoint);
void shade_input_set_strand_texco(struct ShadeInput *shi, struct StrandRen *strand, struct StrandVert *svert, struct StrandPoint *spoint);
void shade_input_do_shade(struct ShadeInput *shi, struct ShadeResult *shr);
void shade_input_initialize(struct ShadeInput *shi, struct RenderPart *pa, struct RenderLayer *rl, int sample);
void shade_sample_initialize(struct ShadeSample *ssamp, struct RenderPart *pa, struct RenderLayer *rl);
void shade_samples_do_AO(struct ShadeSample *ssamp);
void shade_samples_fill_with_ps(struct ShadeSample *ssamp, struct PixStr *ps, int x, int y);
int shade_samples(struct ShadeSample *ssamp, struct PixStr *ps, int x, int y);
void vlr_set_uv_indices(struct VlakRen *vlr, int *i1, int *i2, int *i3);
void calc_R_ref(struct ShadeInput *shi);
/* shadeoutput. */
void shade_lamp_loop(struct ShadeInput *shi, struct ShadeResult *shr);
void shade_color(struct ShadeInput *shi, ShadeResult *shr);
void ambient_occlusion_to_diffuse(struct ShadeInput *shi, float *diff);
void ambient_occlusion(struct ShadeInput *shi);
ListBase *get_lights(struct ShadeInput *shi);
float lamp_get_visibility(struct LampRen *lar, float *co, float *lv, float *dist);
void lamp_get_shadow(struct LampRen *lar, ShadeInput *shi, float inp, float *shadfac, int do_real);
float fresnel_fac(float *view, float *vn, float fresnel, float fac);
/* rayshade.c */
extern void shade_ray(struct Isect *is, struct ShadeInput *shi, struct ShadeResult *shr);