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blender-archive/source/blender/render/extern/include/RE_shader_ext.h
Brecht Van Lommel 04299657a7 Raytrace modifications from the Render Branch.
These should not have any effect on render results, except in some cases with
you have overlapping faces, where the noise seems to be slightly reduced.

There are some performance improvements, for simple scenes I wouldn't expect
more than 5-10% to be cut off the render time, for sintel scenes we got about
50% on average, that's with millions of polygons on intel quad cores. This
because memory access / cache misses were the main bottleneck for those scenes,
and the optimizations improve that.

Interal changes:

* Remove RE_raytrace.h, raytracer is now only used by render engine again.
* Split non-public parts rayobject.h into rayobject_internal.h, hopefully
 makes it clearer how the API is used.
* Added rayintersection.h to contain some of the stuff from RE_raytrace.h
* Change Isect.vec/labda to Isect.dir/dist, previously vec was sometimes
  normalized and sometimes not, confusing... now dir is always normalized
  and dist contains the distance.
* Change VECCOPY and similar to BLI_math functions.
* Force inlining of auxiliary functions for ray-triangle/quad intersection,
  helps a few percentages.
* Reorganize svbvh code so all the traversal functions are in one file
* Don't do test for root so that push_childs can be inlined
* Make shadow a template parameter so it doesn't need to be runtime checked
* Optimization in raytree building, was computing bounding boxes more often
  than necessary.
* Leave out logf() factor in SAH, makes tree build quicker with no
  noticeable influence on raytracing on performance?
* Set max childs to 4, simplifies traversal code a bit, but also seems
  to help slightly in general.
* Store child pointers and child bb just as fixed arrays of size 4 in nodes,
  nearly all nodes have this many children, so overall it actually reduces
  memory usage a bit and avoids a pointer indirection.
2011-02-05 13:41:29 +00:00

210 lines
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/**
* $Id$
*
* ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2006 by Blender Foundation
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#ifndef RE_SHADER_EXT_H
#define RE_SHADER_EXT_H
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
/* this include is for shading and texture exports */
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
/* localized texture result data */
/* note; tr tg tb ta has to remain in this order */
typedef struct TexResult {
float tin, tr, tg, tb, ta;
int talpha;
float *nor;
} TexResult;
/* localized shade result data */
typedef struct ShadeResult
{
float combined[4];
float col[4];
float alpha, mist, z;
float emit[3];
float diff[3]; /* no ramps, shadow, etc */
float spec[3];
float shad[4]; /* shad[3] is shadow intensity */
float ao[3];
float env[3];
float indirect[3];
float refl[3];
float refr[3];
float nor[3];
float winspeed[4];
float rayhits[4];
} ShadeResult;
/* only here for quick copy */
struct ShadeInputCopy {
struct Material *mat;
struct VlakRen *vlr;
struct StrandRen *strand;
struct ObjectInstanceRen *obi;
struct ObjectRen *obr;
int facenr;
float facenor[3]; /* copy from face */
short flippednor; /* is facenor flipped? */
struct VertRen *v1, *v2, *v3; /* vertices can be in any order for quads... */
short i1, i2, i3; /* original vertex indices */
short puno;
short osatex;
float vn[3], vno[3]; /* actual render normal, and a copy to restore it */
float n1[3], n2[3], n3[3]; /* vertex normals, corrected */
int mode; /* base material mode (OR-ed result of entire node tree) */
};
typedef struct ShadeInputUV {
float dxuv[3], dyuv[3], uv[3];
char *name;
} ShadeInputUV;
typedef struct ShadeInputCol {
float col[3];
char *name;
} ShadeInputCol;
/* localized renderloop data */
typedef struct ShadeInput
{
/* copy from face, also to extract tria from quad */
/* note it mirrors a struct above for quick copy */
struct Material *mat;
struct VlakRen *vlr;
struct StrandRen *strand;
struct ObjectInstanceRen *obi;
struct ObjectRen *obr;
int facenr;
float facenor[3]; /* copy from face */
short flippednor; /* is facenor flipped? */
struct VertRen *v1, *v2, *v3; /* vertices can be in any order for quads... */
short i1, i2, i3; /* original vertex indices */
short puno;
short osatex;
float vn[3], vno[3]; /* actual render normal, and a copy to restore it */
float n1[3], n2[3], n3[3]; /* vertex normals, corrected */
int mode; /* base material mode (OR-ed result of entire node tree) */
/* internal face coordinates */
float u, v, dx_u, dx_v, dy_u, dy_v;
float co[3], view[3], camera_co[3];
/* copy from material, keep synced so we can do memcopy */
/* current size: 23*4 */
float r, g, b;
float specr, specg, specb;
float mirr, mirg, mirb;
float ambr, ambb, ambg;
float amb, emit, ang, spectra, ray_mirror;
float alpha, refl, spec, zoffs, add;
float translucency;
/* end direct copy from material */
/* individual copies: */
int har; /* hardness */
/* texture coordinates */
float lo[3], gl[3], ref[3], orn[3], winco[3], sticky[3], vcol[4];
float refcol[4], displace[3];
float strandco, tang[3], nmaptang[3], stress, winspeed[4];
float duplilo[3], dupliuv[3];
ShadeInputUV uv[8]; /* 8 = MAX_MTFACE */
ShadeInputCol col[8]; /* 8 = MAX_MCOL */
int totuv, totcol, actuv, actcol;
/* dx/dy OSA coordinates */
float dxco[3], dyco[3];
float dxlo[3], dylo[3], dxgl[3], dygl[3];
float dxref[3], dyref[3], dxorn[3], dyorn[3];
float dxno[3], dyno[3], dxview, dyview;
float dxlv[3], dylv[3];
float dxwin[3], dywin[3];
float dxsticky[3], dysticky[3];
float dxrefract[3], dyrefract[3];
float dxstrand, dystrand;
/* AO is a pre-process now */
float ao[3], indirect[3], env[3];
int xs, ys; /* pixel to be rendered */
int mask; /* subsample mask */
float scanco[3]; /* original scanline coordinate without jitter */
int samplenr; /* sample counter, to detect if we should do shadow again */
int depth; /* 1 or larger on raytrace shading */
int volume_depth; /* number of intersections through volumes */
/* for strand shading, normal at the surface */
float surfnor[3], surfdist;
/* from initialize, part or renderlayer */
short do_preview; /* for nodes, in previewrender */
short thread, sample; /* sample: ShadeSample array index */
short nodes; /* indicate node shading, temp hack to prevent recursion */
unsigned int lay;
int layflag, passflag, combinedflag;
struct Group *light_override;
struct Material *mat_override;
#ifdef RE_RAYCOUNTER
RayCounter raycounter;
#endif
} ShadeInput;
/* node shaders... */
struct Tex;
struct MTex;
/* this one uses nodes */
int multitex_ext(struct Tex *tex, float *texvec, float *dxt, float *dyt, int osatex, struct TexResult *texres);
/* nodes disabled */
int multitex_ext_safe(struct Tex *tex, float *texvec, struct TexResult *texres);
/* only for internal node usage */
int multitex_nodes(struct Tex *tex, float *texvec, float *dxt, float *dyt, int osatex, struct TexResult *texres,
short thread, short which_output, struct ShadeInput *shi, struct MTex *mtex);
/* shaded view and bake */
struct Render;
struct Image;
struct Object;
void RE_shade_external(struct Render *re, struct ShadeInput *shi, struct ShadeResult *shr);
int RE_bake_shade_all_selected(struct Render *re, int type, struct Object *actob, short *do_update, float *progress);
struct Image *RE_bake_shade_get_image(void);
#endif /* RE_SHADER_EXT_H */