due to jittering of the start position for antialiasing in a pixel. Now it distributes the start position over the fixed osa sample positions, instead of of random positions in space. The ugly bit is that a custom ordering was defined for osa 8/11/16 to ensure that the first 4 are distributed relatively fair for adaptive sampling to decide if more samples need to be taken.
2186 lines
57 KiB
C
2186 lines
57 KiB
C
/**
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 1990-1998 NeoGeo BV.
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* All rights reserved.
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*
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* Contributors: 2004/2005 Blender Foundation, full recode
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include <math.h>
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#include <string.h>
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#include <stdlib.h>
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#include <float.h>
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#include "MEM_guardedalloc.h"
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#include "DNA_material_types.h"
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#include "DNA_lamp_types.h"
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#include "BKE_global.h"
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#include "BKE_node.h"
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#include "BKE_utildefines.h"
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#include "BLI_arithb.h"
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#include "BLI_blenlib.h"
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#include "BLI_jitter.h"
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#include "BLI_rand.h"
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#include "PIL_time.h"
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#include "render_types.h"
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#include "renderpipeline.h"
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#include "rendercore.h"
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#include "renderdatabase.h"
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#include "pixelblending.h"
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#include "pixelshading.h"
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#include "shading.h"
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#include "texture.h"
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#include "RE_raytrace.h"
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#define RAY_TRA 1
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#define RAY_TRAFLIP 2
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#define DEPTH_SHADOW_TRA 10
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/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
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/* defined in pipeline.c, is hardcopy of active dynamic allocated Render */
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/* only to be used here in this file, it's for speed */
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extern struct Render R;
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/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
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static void vlr_face_coords(RayFace *face, float **v1, float **v2, float **v3, float **v4)
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{
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VlakRen *vlr= (VlakRen*)face;
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*v1 = (vlr->v1)? vlr->v1->co: NULL;
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*v2 = (vlr->v2)? vlr->v2->co: NULL;
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*v3 = (vlr->v3)? vlr->v3->co: NULL;
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*v4 = (vlr->v4)? vlr->v4->co: NULL;
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}
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static int vlr_check_intersect(Isect *is, int ob, RayFace *face)
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{
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ObjectInstanceRen *obi= RAY_OBJECT_GET((Render*)is->userdata, ob);
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VlakRen *vlr = (VlakRen*)face;
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/* for baking selected to active non-traceable materials might still
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* be in the raytree */
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if(!(vlr->mat->mode & MA_TRACEBLE))
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return 0;
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/* I know... cpu cycle waste, might do smarter once */
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if(is->mode==RE_RAY_MIRROR)
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return !(vlr->mat->mode & MA_ONLYCAST);
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else
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return (is->lay & obi->lay);
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}
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static float *vlr_get_transform(void *userdata, int i)
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{
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ObjectInstanceRen *obi= RAY_OBJECT_GET((Render*)userdata, i);
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return (obi->flag & R_TRANSFORMED)? (float*)obi->mat: NULL;
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}
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void freeraytree(Render *re)
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{
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if(re->raytree) {
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RE_ray_tree_free(re->raytree);
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re->raytree= NULL;
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}
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}
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void makeraytree(Render *re)
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{
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ObjectInstanceRen *obi;
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ObjectRen *obr;
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VlakRen *vlr= NULL;
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float min[3], max[3], co1[3], co2[3], co3[3], co4[3];
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double lasttime= PIL_check_seconds_timer();
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int v, totv = 0, totface = 0;
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INIT_MINMAX(min, max);
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/* first min max raytree space */
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for(obi=re->instancetable.first; obi; obi=obi->next) {
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obr= obi->obr;
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if(re->excludeob && obr->ob == re->excludeob)
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continue;
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for(v=0;v<obr->totvlak;v++) {
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if((v & 255)==0) vlr= obr->vlaknodes[v>>8].vlak;
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else vlr++;
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/* baking selected to active needs non-traceable too */
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if((re->flag & R_BAKE_TRACE) || (vlr->mat->mode & MA_TRACEBLE)) {
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if((vlr->mat->mode & MA_WIRE)==0) {
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VECCOPY(co1, vlr->v1->co);
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VECCOPY(co2, vlr->v2->co);
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VECCOPY(co3, vlr->v3->co);
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if(obi->flag & R_TRANSFORMED) {
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Mat4MulVecfl(obi->mat, co1);
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Mat4MulVecfl(obi->mat, co2);
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Mat4MulVecfl(obi->mat, co3);
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}
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DO_MINMAX(co1, min, max);
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DO_MINMAX(co2, min, max);
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DO_MINMAX(co3, min, max);
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if(vlr->v4) {
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VECCOPY(co4, vlr->v4->co);
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if(obi->flag & R_TRANSFORMED)
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Mat4MulVecfl(obi->mat, co4);
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DO_MINMAX(co4, min, max);
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}
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totface++;
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}
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}
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}
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}
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re->raytree= RE_ray_tree_create(re->r.ocres, totface, min, max,
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vlr_face_coords, vlr_check_intersect, vlr_get_transform, re);
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if(min[0] > max[0]) { /* empty raytree */
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RE_ray_tree_done(re->raytree);
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return;
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}
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for(obi=re->instancetable.first; obi; obi=obi->next) {
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obr= obi->obr;
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if(re->excludeob && obr->ob == re->excludeob)
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continue;
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for(v=0; v<obr->totvlak; v++, totv++) {
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if((v & 255)==0) {
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double time= PIL_check_seconds_timer();
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vlr= obr->vlaknodes[v>>8].vlak;
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if(re->test_break())
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break;
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if(time-lasttime>1.0f) {
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char str[32];
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sprintf(str, "Filling Octree: %d", totv);
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re->i.infostr= str;
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re->stats_draw(&re->i);
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re->i.infostr= NULL;
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lasttime= time;
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}
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}
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else vlr++;
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if((re->flag & R_BAKE_TRACE) || (vlr->mat->mode & MA_TRACEBLE))
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if((vlr->mat->mode & MA_WIRE)==0)
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RE_ray_tree_add_face(re->raytree, RAY_OBJECT_SET(re, obi), vlr);
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}
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}
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RE_ray_tree_done(re->raytree);
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re->i.infostr= NULL;
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re->stats_draw(&re->i);
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}
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static void shade_ray(Isect *is, ShadeInput *shi, ShadeResult *shr)
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{
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VlakRen *vlr= (VlakRen*)is->face;
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ObjectInstanceRen *obi= RAY_OBJECT_GET(&R, is->ob);
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int osatex= 0;
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/* set up view vector */
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VECCOPY(shi->view, is->vec);
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/* render co */
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shi->co[0]= is->start[0]+is->labda*(shi->view[0]);
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shi->co[1]= is->start[1]+is->labda*(shi->view[1]);
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shi->co[2]= is->start[2]+is->labda*(shi->view[2]);
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Normalize(shi->view);
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shi->obi= obi;
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shi->obr= obi->obr;
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shi->vlr= vlr;
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shi->mat= vlr->mat;
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memcpy(&shi->r, &shi->mat->r, 23*sizeof(float)); // note, keep this synced with render_types.h
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shi->har= shi->mat->har;
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// Osa structs we leave unchanged now
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SWAP(int, osatex, shi->osatex);
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shi->dxco[0]= shi->dxco[1]= shi->dxco[2]= 0.0f;
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shi->dyco[0]= shi->dyco[1]= shi->dyco[2]= 0.0f;
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// but, set Osa stuff to zero where it can confuse texture code
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if(shi->mat->texco & (TEXCO_NORM|TEXCO_REFL) ) {
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shi->dxno[0]= shi->dxno[1]= shi->dxno[2]= 0.0f;
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shi->dyno[0]= shi->dyno[1]= shi->dyno[2]= 0.0f;
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}
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if(vlr->v4) {
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if(is->isect==2)
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shade_input_set_triangle_i(shi, obi, vlr, 2, 1, 3);
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else
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shade_input_set_triangle_i(shi, obi, vlr, 0, 1, 3);
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}
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else {
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shade_input_set_triangle_i(shi, obi, vlr, 0, 1, 2);
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}
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shi->u= is->u;
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shi->v= is->v;
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shi->dx_u= shi->dx_v= shi->dy_u= shi->dy_v= 0.0f;
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shade_input_set_normals(shi);
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/* point normals to viewing direction */
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if(INPR(shi->facenor, shi->view) < 0.0f)
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shade_input_flip_normals(shi);
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shade_input_set_shade_texco(shi);
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if(is->mode==RE_RAY_SHADOW_TRA)
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if(shi->mat->nodetree && shi->mat->use_nodes) {
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ntreeShaderExecTree(shi->mat->nodetree, shi, shr);
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shi->mat= vlr->mat; /* shi->mat is being set in nodetree */
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}
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else
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shade_color(shi, shr);
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else {
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if(shi->mat->nodetree && shi->mat->use_nodes) {
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ntreeShaderExecTree(shi->mat->nodetree, shi, shr);
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shi->mat= vlr->mat; /* shi->mat is being set in nodetree */
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}
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else
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shade_material_loop(shi, shr);
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/* raytrace likes to separate the spec color */
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VECSUB(shr->diff, shr->combined, shr->spec);
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}
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SWAP(int, osatex, shi->osatex); // XXXXX!!!!
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}
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static int refraction(float *refract, float *n, float *view, float index)
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{
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float dot, fac;
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VECCOPY(refract, view);
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dot= view[0]*n[0] + view[1]*n[1] + view[2]*n[2];
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if(dot>0.0f) {
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index = 1.0f/index;
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fac= 1.0f - (1.0f - dot*dot)*index*index;
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if(fac<= 0.0f) return 0;
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fac= -dot*index + sqrt(fac);
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}
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else {
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fac= 1.0f - (1.0f - dot*dot)*index*index;
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if(fac<= 0.0f) return 0;
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fac= -dot*index - sqrt(fac);
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}
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refract[0]= index*view[0] + fac*n[0];
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refract[1]= index*view[1] + fac*n[1];
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refract[2]= index*view[2] + fac*n[2];
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return 1;
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}
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/* orn = original face normal */
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static void reflection(float *ref, float *n, float *view, float *orn)
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{
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float f1;
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f1= -2.0f*(n[0]*view[0]+ n[1]*view[1]+ n[2]*view[2]);
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ref[0]= (view[0]+f1*n[0]);
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ref[1]= (view[1]+f1*n[1]);
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ref[2]= (view[2]+f1*n[2]);
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if(orn) {
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/* test phong normals, then we should prevent vector going to the back */
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f1= ref[0]*orn[0]+ ref[1]*orn[1]+ ref[2]*orn[2];
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if(f1>0.0f) {
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f1+= .01f;
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ref[0]-= f1*orn[0];
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ref[1]-= f1*orn[1];
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ref[2]-= f1*orn[2];
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}
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}
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}
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#if 0
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static void color_combine(float *result, float fac1, float fac2, float *col1, float *col2)
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{
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float col1t[3], col2t[3];
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col1t[0]= sqrt(col1[0]);
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col1t[1]= sqrt(col1[1]);
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col1t[2]= sqrt(col1[2]);
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col2t[0]= sqrt(col2[0]);
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col2t[1]= sqrt(col2[1]);
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col2t[2]= sqrt(col2[2]);
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result[0]= (fac1*col1t[0] + fac2*col2t[0]);
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result[0]*= result[0];
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result[1]= (fac1*col1t[1] + fac2*col2t[1]);
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result[1]*= result[1];
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result[2]= (fac1*col1t[2] + fac2*col2t[2]);
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result[2]*= result[2];
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}
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#endif
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static float shade_by_transmission(Isect *is, ShadeInput *shi, ShadeResult *shr)
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{
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float dx, dy, dz, d, p;
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if (0 == (shi->mat->mode & (MA_RAYTRANSP|MA_ZTRA)))
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return -1;
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if (shi->mat->tx_limit <= 0.0f) {
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d= 1.0f;
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}
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else {
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/* shi.co[] calculated by shade_ray() */
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dx= shi->co[0] - is->start[0];
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dy= shi->co[1] - is->start[1];
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dz= shi->co[2] - is->start[2];
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d= sqrt(dx*dx+dy*dy+dz*dz);
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if (d > shi->mat->tx_limit)
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d= shi->mat->tx_limit;
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p = shi->mat->tx_falloff;
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if(p < 0.0f) p= 0.0f;
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else if (p > 10.0f) p= 10.0f;
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shr->alpha *= pow(d, p);
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if (shr->alpha > 1.0f)
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shr->alpha= 1.0f;
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}
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return d;
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}
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static void ray_fadeout_endcolor(float *col, ShadeInput *origshi, ShadeInput *shi, ShadeResult *shr, Isect *isec, float *vec)
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{
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/* un-intersected rays get either rendered material color or sky color */
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if (origshi->mat->fadeto_mir == MA_RAYMIR_FADETOMAT) {
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VECCOPY(col, shr->combined);
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} else if (origshi->mat->fadeto_mir == MA_RAYMIR_FADETOSKY) {
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VECCOPY(shi->view, vec);
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Normalize(shi->view);
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shadeSkyView(col, isec->start, shi->view, NULL);
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shadeSunView(col, shi->view);
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}
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}
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static void ray_fadeout(Isect *is, ShadeInput *shi, float *col, float *blendcol, float dist_mir)
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{
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/* if fading out, linear blend against fade color */
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float blendfac;
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blendfac = 1.0 - VecLenf(shi->co, is->start)/dist_mir;
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col[0] = col[0]*blendfac + (1.0 - blendfac)*blendcol[0];
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col[1] = col[1]*blendfac + (1.0 - blendfac)*blendcol[1];
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col[2] = col[2]*blendfac + (1.0 - blendfac)*blendcol[2];
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}
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/* the main recursive tracer itself */
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static void traceray(ShadeInput *origshi, ShadeResult *origshr, short depth, float *start, float *vec, float *col, ObjectInstanceRen *obi, VlakRen *vlr, int traflag)
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{
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ShadeInput shi;
|
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ShadeResult shr;
|
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Isect isec;
|
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float f, f1, fr, fg, fb;
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float ref[3], maxsize=RE_ray_tree_max_size(R.raytree);
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float dist_mir = origshi->mat->dist_mir;
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|
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/* Warning, This is not that nice, and possibly a bit slow for every ray,
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however some variables were not initialized properly in, unless using shade_input_initialize(...), we need to do a memset */
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memset(&shi, 0, sizeof(ShadeInput));
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/* end warning! - Campbell */
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VECCOPY(isec.start, start);
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if (dist_mir > 0.0) {
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isec.end[0]= start[0]+dist_mir*vec[0];
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isec.end[1]= start[1]+dist_mir*vec[1];
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isec.end[2]= start[2]+dist_mir*vec[2];
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} else {
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isec.end[0]= start[0]+maxsize*vec[0];
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isec.end[1]= start[1]+maxsize*vec[1];
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isec.end[2]= start[2]+maxsize*vec[2];
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}
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isec.mode= RE_RAY_MIRROR;
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isec.faceorig= (RayFace*)vlr;
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isec.oborig= RAY_OBJECT_SET(&R, obi);
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if(RE_ray_tree_intersect(R.raytree, &isec)) {
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float d= 1.0f;
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|
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shi.mask= origshi->mask;
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shi.osatex= origshi->osatex;
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shi.depth= 1; /* only used to indicate tracing */
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shi.thread= origshi->thread;
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//shi.sample= 0; // memset above, so dont need this
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shi.xs= origshi->xs;
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shi.ys= origshi->ys;
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shi.lay= origshi->lay;
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shi.passflag= SCE_PASS_COMBINED; /* result of tracing needs no pass info */
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shi.combinedflag= 0xFFFFFF; /* ray trace does all options */
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//shi.do_preview= 0; // memset above, so dont need this
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shi.light_override= origshi->light_override;
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shi.mat_override= origshi->mat_override;
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memset(&shr, 0, sizeof(ShadeResult));
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shade_ray(&isec, &shi, &shr);
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|
if (traflag & RAY_TRA)
|
|
d= shade_by_transmission(&isec, &shi, &shr);
|
|
|
|
if(depth>0) {
|
|
|
|
if(shi.mat->mode_l & (MA_RAYTRANSP|MA_ZTRA) && shr.alpha < 1.0f) {
|
|
float nf, f, f1, 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_RAYTRANSP) {
|
|
/* odd depths: use normal facing viewer, otherwise flip */
|
|
if(traflag & RAY_TRAFLIP) {
|
|
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))
|
|
reflection(refract, norm, shi.view, shi.vn);
|
|
}
|
|
else {
|
|
if (!refraction(refract, shi.vn, shi.view, shi.ang))
|
|
reflection(refract, shi.vn, shi.view, shi.vn);
|
|
}
|
|
traflag |= RAY_TRA;
|
|
traceray(origshi, origshr, depth-1, shi.co, refract, tracol, shi.obi, shi.vlr, traflag ^ RAY_TRAFLIP);
|
|
}
|
|
else
|
|
traceray(origshi, origshr, depth-1, shi.co, shi.view, tracol, shi.obi, shi.vlr, 0);
|
|
|
|
f= shr.alpha; f1= 1.0f-f;
|
|
nf= d * shi.mat->filter;
|
|
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;
|
|
|
|
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];
|
|
|
|
reflection(ref, shi.vn, shi.view, NULL);
|
|
traceray(origshi, origshr, depth-1, shi.co, ref, mircol, shi.obi, shi.vlr, 0);
|
|
|
|
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 > 0.0) {
|
|
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, vec);
|
|
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, vec);
|
|
}
|
|
}
|
|
|
|
/* **************** jitter blocks ********** */
|
|
|
|
/* calc distributed planar energy */
|
|
|
|
static void DP_energy(float *table, float *vec, 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] += 0.1*min*result[0]/(float)tot;
|
|
vec[1] += 0.1*min*result[1]/(float)tot;
|
|
// cyclic clamping
|
|
vec[0]= vec[0] - xsize*floor(vec[0]/xsize + 0.5);
|
|
vec[1]= vec[1] - ysize*floor(vec[1]/ysize + 0.5);
|
|
}
|
|
|
|
// 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= 0.5*sizex, hsizey= 0.5*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 consistant random, not alter the render seed, and be threadsafe */
|
|
void init_jitter_plane(LampRen *lar)
|
|
{
|
|
float *fp;
|
|
int x, iter=12, 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 */
|
|
BLI_srandom(tot);
|
|
|
|
/* fill table with random locations, area_size large */
|
|
for(x=0; x<tot; x++, fp+=2) {
|
|
fp[0]= (BLI_frand()-0.5)*lar->area_size;
|
|
fp[1]= (BLI_frand()-0.5)*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);
|
|
}
|
|
}
|
|
}
|
|
/* 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] = 0.5 * BLI_thread_frand(thread);
|
|
qsa->offs[thread][1] = 0.5 * BLI_thread_frand(thread);
|
|
}
|
|
else { /* SAMP_TYPE_HALTON */
|
|
|
|
/* generate a new randomised halton sequence per pixel
|
|
* to alleviate qmc artifacts and make it reproducable
|
|
* 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, 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 = sqrt(1.0f-pz*pz);
|
|
|
|
vec[0] = cos(phi)*sqr;
|
|
vec[1] = sin(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, QMCSampler *qsa, int thread, int num, float sizex, float sizey)
|
|
{
|
|
double s[2];
|
|
|
|
QMC_getSample(s, qsa, thread, num);
|
|
|
|
vec[0] = (s[0] - 0.5) * sizex;
|
|
vec[1] = (s[1] - 0.5) * sizey;
|
|
vec[2] = 0.0f;
|
|
}
|
|
|
|
/* disc of radius 'radius', centred on 0,0 */
|
|
static void QMC_sampleDisc(float *vec, 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] = cos(phi)*sqr* radius/2.0;
|
|
vec[1] = sin(phi)*sqr* radius/2.0;
|
|
vec[2] = 0.0f;
|
|
}
|
|
|
|
/* uniform hemisphere sampling */
|
|
static void QMC_sampleHemi(float *vec, 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 = sqrt(s[1]);
|
|
|
|
vec[0] = cos(phi)*sqr;
|
|
vec[1] = sin(phi)*sqr;
|
|
vec[2] = 1.f - s[1]*s[1];
|
|
}
|
|
|
|
#if 0 /* currently not used */
|
|
/* cosine weighted hemisphere sampling */
|
|
static void QMC_sampleHemiCosine(float *vec, 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)
|
|
{
|
|
re->qmcsamplers= MEM_callocN(sizeof(ListBase)*BLENDER_MAX_THREADS, "QMCListBase");
|
|
}
|
|
|
|
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= 1;
|
|
return qsa;
|
|
}
|
|
}
|
|
|
|
qsa= QMC_initSampler(type, tot);
|
|
qsa->used= 1;
|
|
BLI_addtail(&re->qmcsamplers[thread], qsa);
|
|
|
|
return qsa;
|
|
}
|
|
|
|
static void release_thread_qmcsampler(Render *re, int thread, QMCSampler *qsa)
|
|
{
|
|
qsa->used= 0;
|
|
}
|
|
|
|
void free_render_qmcsampler(Render *re)
|
|
{
|
|
QMCSampler *qsa, *next;
|
|
int a;
|
|
|
|
if(re->qmcsamplers) {
|
|
for(a=0; a<BLENDER_MAX_THREADS; 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, float *col, float *colsq, 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] * 0.4 < thresh) && (var[1] * 0.3 < thresh) && (var[2] * 0.6 < 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 (fabs( 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)?0.0:shi->winspeed[0];
|
|
pre_y = (shi->winspeed[1] == PASS_VECTOR_MAX)?0.0:shi->winspeed[1];
|
|
post_x = (shi->winspeed[2] == PASS_VECTOR_MAX)?0.0:shi->winspeed[2];
|
|
post_y = (shi->winspeed[3] == PASS_VECTOR_MAX)?0.0:shi->winspeed[3];
|
|
|
|
speedavg = (sqrt(pre_x*pre_x + pre_y*pre_y) + sqrt(post_x*post_x + post_y*post_y)) / 2.0;
|
|
|
|
return speedavg;
|
|
}
|
|
|
|
/* ***************** main calls ************** */
|
|
|
|
|
|
static void trace_refract(float *col, ShadeInput *shi, ShadeResult *shr)
|
|
{
|
|
QMCSampler *qsa=NULL;
|
|
int samp_type;
|
|
|
|
float samp3d[3], orthx[3], orthy[3];
|
|
float v_refract[3], v_refract_new[3];
|
|
float sampcol[4], colsq[4];
|
|
|
|
float blur = pow(1.0 - shi->mat->gloss_tra, 3);
|
|
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 > 0.0) {
|
|
if (adapt_thresh != 0.0) 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) {
|
|
refraction(v_refract, shi->vn, shi->view, shi->ang);
|
|
|
|
if (max_samples > 1) {
|
|
/* get a quasi-random vector from a phong-weighted disc */
|
|
QMC_samplePhong(samp3d, qsa, shi->thread, samples, blur);
|
|
|
|
VecOrthoBasisf(v_refract, orthx, orthy);
|
|
VecMulf(orthx, samp3d[0]);
|
|
VecMulf(orthy, samp3d[1]);
|
|
|
|
/* and perturb the refraction vector in it */
|
|
VecAddf(v_refract_new, v_refract, orthx);
|
|
VecAddf(v_refract_new, v_refract_new, orthy);
|
|
|
|
Normalize(v_refract_new);
|
|
} else {
|
|
/* no blurriness, use the original normal */
|
|
VECCOPY(v_refract_new, v_refract);
|
|
}
|
|
|
|
traceray(shi, shr, shi->mat->ray_depth_tra, shi->co, v_refract_new, sampcol, shi->obi, shi->vlr, RAY_TRA|RAY_TRAFLIP);
|
|
|
|
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 < 1.0 && 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])/3.0/(float)samples < 0.01 )
|
|
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, 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 = pow(1.0 - shi->mat->gloss_mir, 3);
|
|
short max_samples = shi->mat->samp_gloss_mir;
|
|
float adapt_thresh = shi->mat->adapt_thresh_mir;
|
|
float aniso = 1.0 - 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 > 0.0) {
|
|
if (adapt_thresh != 0.0) 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)) {
|
|
Crossf(orthx, shi->vn, shi->tang); // bitangent
|
|
VECCOPY(orthy, shi->tang);
|
|
VecMulf(orthx, samp3d[0]);
|
|
VecMulf(orthy, samp3d[1]*aniso);
|
|
} else {
|
|
VecOrthoBasisf(shi->vn, orthx, orthy);
|
|
VecMulf(orthx, samp3d[0]);
|
|
VecMulf(orthy, samp3d[1]);
|
|
}
|
|
|
|
/* and perturb the normal in it */
|
|
VecAddf(v_nor_new, shi->vn, orthx);
|
|
VecAddf(v_nor_new, v_nor_new, orthy);
|
|
Normalize(v_nor_new);
|
|
} else {
|
|
/* no blurriness, use the original normal */
|
|
VECCOPY(v_nor_new, shi->vn);
|
|
}
|
|
|
|
if((shi->vlr->flag & R_SMOOTH))
|
|
reflection(v_reflect, v_nor_new, shi->view, shi->facenor);
|
|
else
|
|
reflection(v_reflect, v_nor_new, shi->view, NULL);
|
|
|
|
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 > 0.0 && 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])/3.0/(float)samples < 0.01 )
|
|
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 < 0.1 * (blur+1)) {
|
|
max_samples--;
|
|
|
|
/* even more for very dim */
|
|
if (fresnelfac < 0.05 * (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 i, f, f1, fr, fg, fb;
|
|
float mircol[4], tracol[4];
|
|
float diff[3];
|
|
int do_tra, do_mir;
|
|
|
|
do_tra= ((shi->mat->mode & (MA_RAYTRANSP)) && shr->alpha!=1.0f);
|
|
do_mir= ((shi->mat->mode & MA_RAYMIRROR) && shi->ray_mirror!=0.0f);
|
|
|
|
|
|
/* raytrace mirror amd refract like to separate the spec color */
|
|
if(shi->combinedflag & SCE_PASS_SPEC)
|
|
VECSUB(diff, shr->combined, shr->spec) /* no ; */
|
|
else
|
|
VECCOPY(diff, shr->combined);
|
|
|
|
if(do_tra) {
|
|
float olddiff[3];
|
|
|
|
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 */
|
|
VECCOPY(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)
|
|
VECSUB(shr->refr, diff, olddiff);
|
|
|
|
if(!(shi->combinedflag & SCE_PASS_REFRACT))
|
|
VECSUB(diff, diff, shr->refr);
|
|
|
|
shr->alpha= tracol[3];
|
|
}
|
|
|
|
if(do_mir) {
|
|
|
|
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) {
|
|
|
|
f= fr*(1.0f-shr->spec[0]); f1= 1.0f-i;
|
|
diff[0]= f*mircol[0] + f1*diff[0];
|
|
|
|
f= fg*(1.0f-shr->spec[1]); f1= 1.0f-i;
|
|
diff[1]= f*mircol[1] + f1*diff[1];
|
|
|
|
f= fb*(1.0f-shr->spec[2]); f1= 1.0f-i;
|
|
diff[2]= f*mircol[2] + f1*diff[2];
|
|
}
|
|
}
|
|
}
|
|
/* put back together */
|
|
if(shi->combinedflag & SCE_PASS_SPEC)
|
|
VECADD(shr->combined, diff, shr->spec) /* no ; */
|
|
else
|
|
VECCOPY(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, float *col, 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, int depth, int traflag)
|
|
{
|
|
/* 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 */
|
|
ShadeInput shi;
|
|
ShadeResult shr;
|
|
|
|
if(RE_ray_tree_intersect(R.raytree, is)) {
|
|
float d= 1.0f;
|
|
/* we got a face */
|
|
|
|
/* Warning, 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 do a memset */
|
|
memset(&shi, 0, sizeof(ShadeInput));
|
|
/* end warning! - Campbell */
|
|
|
|
shi.depth= 1; /* only used to indicate tracing */
|
|
shi.mask= 1;
|
|
|
|
/*shi.osatex= 0;
|
|
shi.thread= shi.sample= 0;
|
|
shi.lay= 0;
|
|
shi.passflag= 0;
|
|
shi.combinedflag= 0;
|
|
shi.do_preview= 0;
|
|
shi.light_override= NULL;
|
|
shi.mat_override= NULL;*/
|
|
|
|
shade_ray(is, &shi, &shr);
|
|
if (traflag & RAY_TRA)
|
|
d= shade_by_transmission(is, &shi, &shr);
|
|
|
|
/* mix colors based on shadfac (rgb + amount of light factor) */
|
|
addAlphaLight(is->col, shr.diff, shr.alpha, d*shi.mat->filter);
|
|
|
|
if(depth>0 && is->col[3]>0.0f) {
|
|
|
|
/* adapt isect struct */
|
|
VECCOPY(is->start, shi.co);
|
|
is->oborig= RAY_OBJECT_SET(&R, shi.obi);
|
|
is->faceorig= (RayFace*)shi.vlr;
|
|
|
|
ray_trace_shadow_tra(is, depth-1, traflag | RAY_TRA);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* not used, test function for ambient occlusion (yaf: pathlight) */
|
|
/* main problem; has to be called within shading loop, giving unwanted recursion */
|
|
int ray_trace_shadow_rad(ShadeInput *ship, ShadeResult *shr)
|
|
{
|
|
static int counter=0, only_one= 0;
|
|
extern float hashvectf[];
|
|
Isect isec;
|
|
ShadeInput shi;
|
|
ShadeResult shr_t;
|
|
float vec[3], accum[3], div= 0.0f, maxsize= RE_ray_tree_max_size(R.raytree);
|
|
int a;
|
|
|
|
if(only_one) {
|
|
return 0;
|
|
}
|
|
only_one= 1;
|
|
|
|
accum[0]= accum[1]= accum[2]= 0.0f;
|
|
isec.mode= RE_RAY_MIRROR;
|
|
isec.faceorig= (RayFace*)ship->vlr;
|
|
isec.oborig= RAY_OBJECT_SET(&R, ship->obi);
|
|
|
|
for(a=0; a<8*8; a++) {
|
|
|
|
counter+=3;
|
|
counter %= 768;
|
|
VECCOPY(vec, hashvectf+counter);
|
|
if(ship->vn[0]*vec[0]+ship->vn[1]*vec[1]+ship->vn[2]*vec[2]>0.0f) {
|
|
vec[0]-= vec[0];
|
|
vec[1]-= vec[1];
|
|
vec[2]-= vec[2];
|
|
}
|
|
VECCOPY(isec.start, ship->co);
|
|
isec.end[0]= isec.start[0] + maxsize*vec[0];
|
|
isec.end[1]= isec.start[1] + maxsize*vec[1];
|
|
isec.end[2]= isec.start[2] + maxsize*vec[2];
|
|
|
|
if(RE_ray_tree_intersect(R.raytree, &isec)) {
|
|
float fac;
|
|
|
|
/* Warning, 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 do a memset */
|
|
memset(&shi, 0, sizeof(ShadeInput));
|
|
/* end warning! - Campbell */
|
|
|
|
shade_ray(&isec, &shi, &shr_t);
|
|
fac= isec.labda*isec.labda;
|
|
fac= 1.0f;
|
|
accum[0]+= fac*(shr_t.diff[0]+shr_t.spec[0]);
|
|
accum[1]+= fac*(shr_t.diff[1]+shr_t.spec[1]);
|
|
accum[2]+= fac*(shr_t.diff[2]+shr_t.spec[2]);
|
|
div+= fac;
|
|
}
|
|
else div+= 1.0f;
|
|
}
|
|
|
|
if(div!=0.0f) {
|
|
shr->diff[0]+= accum[0]/div;
|
|
shr->diff[1]+= accum[1]/div;
|
|
shr->diff[2]+= accum[2]/div;
|
|
}
|
|
shr->alpha= 1.0f;
|
|
|
|
only_one= 0;
|
|
return 1;
|
|
}
|
|
|
|
/* aolight: function to create random unit sphere vectors for total random sampling */
|
|
static void RandomSpherical(float *v)
|
|
{
|
|
float r;
|
|
v[2] = 2.f*BLI_frand()-1.f;
|
|
if ((r = 1.f - v[2]*v[2])>0.f) {
|
|
float a = 6.283185307f*BLI_frand();
|
|
r = sqrt(r);
|
|
v[0] = r * cos(a);
|
|
v[1] = r * sin(a);
|
|
}
|
|
else v[2] = 1.f;
|
|
}
|
|
|
|
/* calc distributed spherical energy */
|
|
static void DS_energy(float *sphere, int tot, float *vec)
|
|
{
|
|
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) {
|
|
VecSubf(force, vec, fp);
|
|
fac= force[0]*force[0] + force[1]*force[1] + force[2]*force[2];
|
|
if(fac!=0.0f) {
|
|
fac= 1.0f/fac;
|
|
res[0]+= fac*force[0];
|
|
res[1]+= fac*force[1];
|
|
res[2]+= fac*force[2];
|
|
}
|
|
}
|
|
|
|
VecMulf(res, 0.5);
|
|
VecAddf(vec, vec, res);
|
|
Normalize(vec);
|
|
|
|
}
|
|
|
|
/* called from convertBlenderScene.c */
|
|
/* creates an equally distributed spherical sample pattern */
|
|
/* and allocates threadsafe memory */
|
|
void init_ao_sphere(World *wrld)
|
|
{
|
|
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");
|
|
|
|
/* fixed random */
|
|
BLI_srandom(tot);
|
|
|
|
/* init */
|
|
fp= wrld->aosphere;
|
|
for(a=0; a<tot; a++, fp+= 3) {
|
|
RandomSpherical(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(BLENDER_MAX_THREADS*3*tot*sizeof(float), "AO tables");
|
|
}
|
|
|
|
/* 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 tot;
|
|
float *vec;
|
|
|
|
tot= 2*resol*resol;
|
|
|
|
if (type & WO_AORNDSMP) {
|
|
float *sphere;
|
|
int a;
|
|
|
|
// always returns table
|
|
sphere= threadsafe_table_sphere(0, thread, xs, ys, tot);
|
|
|
|
/* total random sampling. NOT THREADSAFE! (should be removed, is not useful) */
|
|
vec= sphere;
|
|
for (a=0; a<tot; a++, vec+=3) {
|
|
RandomSpherical(vec);
|
|
}
|
|
|
|
return sphere;
|
|
}
|
|
else {
|
|
float *sphere;
|
|
float cosfi, sinfi, cost, sint;
|
|
float ang, *vec1;
|
|
int a;
|
|
|
|
// returns table if xs and ys were equal to last call
|
|
sphere= threadsafe_table_sphere(1, thread, xs, ys, tot);
|
|
if(sphere==NULL) {
|
|
sphere= threadsafe_table_sphere(0, thread, xs, ys, tot);
|
|
|
|
// random rotation
|
|
ang= BLI_thread_frand(thread);
|
|
sinfi= sin(ang); cosfi= cos(ang);
|
|
ang= BLI_thread_frand(thread);
|
|
sint= sin(ang); cost= cos(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 *shadfac)
|
|
{
|
|
Isect isec;
|
|
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 = G.scene->world->ao_adapt_thresh;
|
|
float adapt_speed_fac = G.scene->world->ao_adapt_speed_fac;
|
|
|
|
int samples=0;
|
|
int max_samples = R.wrld.aosamp*R.wrld.aosamp;
|
|
|
|
float dxyview[3], skyadded=0, div;
|
|
int aocolor;
|
|
|
|
isec.faceorig= (RayFace*)shi->vlr;
|
|
isec.oborig= RAY_OBJECT_SET(&R, shi->obi);
|
|
isec.face_last= NULL;
|
|
isec.ob_last= 0;
|
|
isec.mode= (R.wrld.aomode & WO_AODIST)?RE_RAY_SHADOW_TRA:RE_RAY_SHADOW;
|
|
isec.lay= -1;
|
|
|
|
shadfac[0]= shadfac[1]= shadfac[2]= 0.0f;
|
|
|
|
/* prevent sky colors to be added for only shadow (shadow becomes alpha) */
|
|
aocolor= R.wrld.aocolor;
|
|
if(shi->mat->mode & MA_ONLYSHADOW)
|
|
aocolor= WO_AOPLAIN;
|
|
|
|
if(aocolor == 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) {
|
|
VECCOPY(nrm, shi->vn);
|
|
}
|
|
else {
|
|
VECCOPY(nrm, shi->facenor);
|
|
}
|
|
|
|
VecOrthoBasisf(nrm, up, side);
|
|
|
|
/* sampling init */
|
|
if (R.wrld.ao_samp_method==WO_AOSAMP_HALTON) {
|
|
float speedfac;
|
|
|
|
speedfac = get_avg_speed(shi) * adapt_speed_fac;
|
|
CLAMP(speedfac, 1.0, 1000.0);
|
|
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(dir);
|
|
|
|
VECCOPY(isec.start, shi->co);
|
|
isec.end[0] = shi->co[0] - maxdist*dir[0];
|
|
isec.end[1] = shi->co[1] - maxdist*dir[1];
|
|
isec.end[2] = shi->co[2] - maxdist*dir[2];
|
|
|
|
prev = fac;
|
|
|
|
if(RE_ray_tree_intersect(R.raytree, &isec)) {
|
|
if (R.wrld.aomode & WO_AODIST) fac+= exp(-isec.labda*R.wrld.aodistfac);
|
|
else fac+= 1.0f;
|
|
}
|
|
else if(aocolor!=WO_AOPLAIN) {
|
|
float skycol[4];
|
|
float skyfac, view[3];
|
|
|
|
view[0]= -dir[0];
|
|
view[1]= -dir[1];
|
|
view[2]= -dir[2];
|
|
Normalize(view);
|
|
|
|
if(aocolor==WO_AOSKYCOL) {
|
|
skyfac= 0.5*(1.0f+view[0]*R.grvec[0]+ view[1]*R.grvec[1]+ view[2]*R.grvec[2]);
|
|
shadfac[0]+= (1.0f-skyfac)*R.wrld.horr + skyfac*R.wrld.zenr;
|
|
shadfac[1]+= (1.0f-skyfac)*R.wrld.horg + skyfac*R.wrld.zeng;
|
|
shadfac[2]+= (1.0f-skyfac)*R.wrld.horb + skyfac*R.wrld.zenb;
|
|
}
|
|
else { /* WO_AOSKYTEX */
|
|
shadeSkyView(skycol, isec.start, view, dxyview);
|
|
shadeSunView(skycol, shi->view);
|
|
shadfac[0]+= skycol[0];
|
|
shadfac[1]+= skycol[1];
|
|
shadfac[2]+= skycol[2];
|
|
}
|
|
skyadded++;
|
|
}
|
|
|
|
samples++;
|
|
|
|
if (qsa->type == SAMP_TYPE_HALTON) {
|
|
/* adaptive sampling - consider samples below threshold as in shadow (or vice versa) and exit early */
|
|
if (adapt_thresh > 0.0 && (samples > max_samples/2) ) {
|
|
|
|
if (adaptive_sample_contrast_val(samples, prev, fac, adapt_thresh)) {
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if(aocolor!=WO_AOPLAIN && skyadded) {
|
|
div= (1.0f - fac/(float)samples)/((float)skyadded);
|
|
|
|
shadfac[0]*= div; // average color times distances/hits formula
|
|
shadfac[1]*= div; // average color times distances/hits formula
|
|
shadfac[2]*= div; // average color times distances/hits formula
|
|
} else {
|
|
shadfac[0]= shadfac[1]= shadfac[2]= 1.0f - fac/(float)samples;
|
|
}
|
|
|
|
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 *shadfac)
|
|
{
|
|
Isect isec;
|
|
float *vec, *nrm, div, bias, sh=0.0f;
|
|
float maxdist = R.wrld.aodist;
|
|
float dxyview[3];
|
|
int j= -1, tot, actual=0, skyadded=0, aocolor, resol= R.wrld.aosamp;
|
|
|
|
isec.faceorig= (RayFace*)shi->vlr;
|
|
isec.oborig= RAY_OBJECT_SET(&R, shi->obi);
|
|
isec.face_last= NULL;
|
|
isec.ob_last= 0;
|
|
isec.mode= (R.wrld.aomode & WO_AODIST)?RE_RAY_SHADOW_TRA:RE_RAY_SHADOW;
|
|
isec.lay= -1;
|
|
|
|
|
|
shadfac[0]= shadfac[1]= shadfac[2]= 0.0f;
|
|
|
|
/* bias prevents smoothed faces to appear flat */
|
|
if(shi->vlr->flag & R_SMOOTH) {
|
|
bias= G.scene->world->aobias;
|
|
nrm= shi->vn;
|
|
}
|
|
else {
|
|
bias= 0.0f;
|
|
nrm= shi->facenor;
|
|
}
|
|
|
|
/* prevent sky colors to be added for only shadow (shadow becomes alpha) */
|
|
aocolor= R.wrld.aocolor;
|
|
if(shi->mat->mode & MA_ONLYSHADOW)
|
|
aocolor= WO_AOPLAIN;
|
|
|
|
if(resol>32) resol= 32;
|
|
|
|
vec= sphere_sampler(R.wrld.aomode, resol, shi->thread, shi->xs, shi->ys);
|
|
|
|
// warning: since we use full sphere now, and dotproduct is below, we do twice as much
|
|
tot= 2*resol*resol;
|
|
|
|
if(aocolor == WO_AOSKYTEX) {
|
|
dxyview[0]= 1.0f/(float)resol;
|
|
dxyview[1]= 1.0f/(float)resol;
|
|
dxyview[2]= 0.0f;
|
|
}
|
|
|
|
while(tot--) {
|
|
|
|
if ((vec[0]*nrm[0] + vec[1]*nrm[1] + vec[2]*nrm[2]) > 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/end, RE_ray_tree_intersect clips it */
|
|
VECCOPY(isec.start, shi->co);
|
|
isec.end[0] = shi->co[0] - maxdist*vec[0];
|
|
isec.end[1] = shi->co[1] - maxdist*vec[1];
|
|
isec.end[2] = shi->co[2] - maxdist*vec[2];
|
|
|
|
/* do the trace */
|
|
if(RE_ray_tree_intersect(R.raytree, &isec)) {
|
|
if (R.wrld.aomode & WO_AODIST) sh+= exp(-isec.labda*R.wrld.aodistfac);
|
|
else sh+= 1.0f;
|
|
}
|
|
else if(aocolor!=WO_AOPLAIN) {
|
|
float skycol[4];
|
|
float fac, view[3];
|
|
|
|
view[0]= -vec[0];
|
|
view[1]= -vec[1];
|
|
view[2]= -vec[2];
|
|
Normalize(view);
|
|
|
|
if(aocolor==WO_AOSKYCOL) {
|
|
fac= 0.5*(1.0f+view[0]*R.grvec[0]+ view[1]*R.grvec[1]+ view[2]*R.grvec[2]);
|
|
shadfac[0]+= (1.0f-fac)*R.wrld.horr + fac*R.wrld.zenr;
|
|
shadfac[1]+= (1.0f-fac)*R.wrld.horg + fac*R.wrld.zeng;
|
|
shadfac[2]+= (1.0f-fac)*R.wrld.horb + fac*R.wrld.zenb;
|
|
}
|
|
else { /* WO_AOSKYTEX */
|
|
shadeSkyView(skycol, isec.start, view, dxyview);
|
|
shadeSunView(skycol, shi->view);
|
|
shadfac[0]+= skycol[0];
|
|
shadfac[1]+= skycol[1];
|
|
shadfac[2]+= skycol[2];
|
|
}
|
|
skyadded++;
|
|
}
|
|
}
|
|
// samples
|
|
vec+= 3;
|
|
}
|
|
|
|
if(actual==0) sh= 1.0f;
|
|
else sh = 1.0f - sh/((float)actual);
|
|
|
|
if(aocolor!=WO_AOPLAIN && skyadded) {
|
|
div= sh/((float)skyadded);
|
|
|
|
shadfac[0]*= div; // average color times distances/hits formula
|
|
shadfac[1]*= div; // average color times distances/hits formula
|
|
shadfac[2]*= div; // average color times distances/hits formula
|
|
}
|
|
else {
|
|
shadfac[0]= shadfac[1]= shadfac[2]= sh;
|
|
}
|
|
}
|
|
|
|
void ray_ao(ShadeInput *shi, float *shadfac)
|
|
{
|
|
/* 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, shadfac);
|
|
else if (R.wrld.ao_samp_method == WO_AOSAMP_CONSTANT)
|
|
ray_ao_spheresamp(shi, shadfac);
|
|
}
|
|
|
|
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 {
|
|
VECCOPY(jitco[0], shi->co);
|
|
*totjitco= 1;
|
|
}
|
|
}
|
|
|
|
static void ray_shadow_qmc(ShadeInput *shi, LampRen *lar, float *lampco, float *shadfac, Isect *isec)
|
|
{
|
|
QMCSampler *qsa=NULL;
|
|
int samples=0;
|
|
float samp3d[3];
|
|
|
|
float fac=0.0f, vec[3];
|
|
float colsq[4];
|
|
float adapt_thresh = lar->adapt_thresh;
|
|
int min_adapt_samples=4, max_samples = lar->ray_totsamp;
|
|
float *co;
|
|
int do_soft=1, full_osa=0;
|
|
|
|
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 = 0;
|
|
if ((R.r.mode & R_OSA) && (R.osa > 0) && (shi->vlr->flag & R_FULL_OSA)) full_osa = 1;
|
|
|
|
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 max_samples = (R.osa > 4)?R.osa:5;
|
|
}
|
|
|
|
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);
|
|
|
|
VECCOPY(vec, lampco);
|
|
|
|
|
|
while (samples < max_samples) {
|
|
isec->faceorig= (RayFace*)shi->vlr;
|
|
isec->oborig= RAY_OBJECT_SET(&R, shi->obi);
|
|
|
|
/* manually jitter the start shading co-ord per sample
|
|
* based on the pre-generated OSA texture sampling offsets,
|
|
* for anti-aliasing sharp shadow edges. */
|
|
co = 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 */
|
|
v[0] = co[0] - lampco[0];
|
|
v[1] = co[1] - lampco[1];
|
|
v[2] = co[2] - lampco[2];
|
|
Normalize(v);
|
|
VecOrthoBasisf(v, ru, rv);
|
|
|
|
/* 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];
|
|
|
|
VECCOPY(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 */
|
|
Mat3MulVecfl(lar->mat, samp3d);
|
|
}
|
|
isec->end[0]= vec[0]+samp3d[0];
|
|
isec->end[1]= vec[1]+samp3d[1];
|
|
isec->end[2]= vec[2]+samp3d[2];
|
|
} else {
|
|
VECCOPY(isec->end, vec);
|
|
}
|
|
|
|
if(shi->strand) {
|
|
/* bias away somewhat to avoid self intersection */
|
|
float jitbias= 0.5f*(VecLength(shi->dxco) + VecLength(shi->dyco));
|
|
float v[3];
|
|
|
|
VECSUB(v, co, isec->end);
|
|
Normalize(v);
|
|
|
|
co[0] -= jitbias*v[0];
|
|
co[1] -= jitbias*v[1];
|
|
co[2] -= jitbias*v[2];
|
|
}
|
|
|
|
VECCOPY(isec->start, co);
|
|
|
|
/* trace the ray */
|
|
if(isec->mode==RE_RAY_SHADOW_TRA) {
|
|
isec->col[0]= isec->col[1]= isec->col[2]= 1.0f;
|
|
isec->col[3]= 1.0f;
|
|
|
|
ray_trace_shadow_tra(isec, DEPTH_SHADOW_TRA, 0);
|
|
shadfac[0] += isec->col[0];
|
|
shadfac[1] += isec->col[1];
|
|
shadfac[2] += isec->col[2];
|
|
shadfac[3] += isec->col[3];
|
|
|
|
/* for variance calc */
|
|
colsq[0] += isec->col[0]*isec->col[0];
|
|
colsq[1] += isec->col[1]*isec->col[1];
|
|
colsq[2] += isec->col[2]*isec->col[2];
|
|
}
|
|
else {
|
|
if( RE_ray_tree_intersect(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 > 0.0) && (samples > max_samples / 3)) {
|
|
if (isec->mode==RE_RAY_SHADOW_TRA) {
|
|
if ((shadfac[3] / samples > (1.0-adapt_thresh)) || (shadfac[3] / samples < adapt_thresh))
|
|
break;
|
|
else if (adaptive_sample_variance(samples, shadfac, colsq, adapt_thresh))
|
|
break;
|
|
} else {
|
|
if ((fac / samples > (1.0-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, float *lampco, float *shadfac, Isect *isec)
|
|
{
|
|
/* area soft shadow */
|
|
float *jitlamp;
|
|
float fac=0.0f, div=0.0f, vec[3];
|
|
int a, j= -1, mask;
|
|
|
|
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);
|
|
|
|
while(a--) {
|
|
|
|
if(R.r.mode & R_OSA) {
|
|
j++;
|
|
if(j>=R.osa) j= 0;
|
|
if(!(mask & (1<<j))) {
|
|
jitlamp+= 2;
|
|
continue;
|
|
}
|
|
}
|
|
|
|
isec->faceorig= (RayFace*)shi->vlr;
|
|
isec->oborig= RAY_OBJECT_SET(&R, shi->obi);
|
|
|
|
vec[0]= jitlamp[0];
|
|
vec[1]= jitlamp[1];
|
|
vec[2]= 0.0f;
|
|
Mat3MulVecfl(lar->mat, vec);
|
|
|
|
/* set start and end, RE_ray_tree_intersect clips it */
|
|
VECCOPY(isec->start, shi->co);
|
|
isec->end[0]= lampco[0]+vec[0];
|
|
isec->end[1]= lampco[1]+vec[1];
|
|
isec->end[2]= lampco[2]+vec[2];
|
|
|
|
if(isec->mode==RE_RAY_SHADOW_TRA) {
|
|
/* isec.col is like shadfac, so defines amount of light (0.0 is full shadow) */
|
|
isec->col[0]= isec->col[1]= isec->col[2]= 1.0f;
|
|
isec->col[3]= 1.0f;
|
|
|
|
ray_trace_shadow_tra(isec, DEPTH_SHADOW_TRA, 0);
|
|
shadfac[0] += isec->col[0];
|
|
shadfac[1] += isec->col[1];
|
|
shadfac[2] += isec->col[2];
|
|
shadfac[3] += isec->col[3];
|
|
}
|
|
else if( RE_ray_tree_intersect(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]= sqrt(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)
|
|
{
|
|
Isect isec;
|
|
float lampco[3], maxsize;
|
|
|
|
/* setup isec */
|
|
if(shi->mat->mode & MA_SHADOW_TRA) isec.mode= RE_RAY_SHADOW_TRA;
|
|
else isec.mode= RE_RAY_SHADOW;
|
|
|
|
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.face_last= (RayFace*)lar->vlr_last[shi->thread];
|
|
isec.ob_last= RAY_OBJECT_SET(&R, lar->obi_last[shi->thread]);
|
|
}
|
|
else {
|
|
isec.face_last= NULL;
|
|
isec.ob_last= 0;
|
|
}
|
|
|
|
if(lar->type==LA_SUN || lar->type==LA_HEMI) {
|
|
maxsize= RE_ray_tree_max_size(R.raytree);
|
|
lampco[0]= shi->co[0] - maxsize*lar->vec[0];
|
|
lampco[1]= shi->co[1] - maxsize*lar->vec[1];
|
|
lampco[2]= shi->co[2] - maxsize*lar->vec[2];
|
|
}
|
|
else {
|
|
VECCOPY(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.faceorig= (RayFace*)shi->vlr;
|
|
isec.oborig= RAY_OBJECT_SET(&R, shi->obi);
|
|
shadfac[3]= 1.0f; // 1.0=full light
|
|
|
|
/* set up isec vec */
|
|
VECCOPY(isec.start, shi->co);
|
|
VECCOPY(isec.end, lampco);
|
|
|
|
if(isec.mode==RE_RAY_SHADOW_TRA) {
|
|
/* isec.col is like shadfac, so defines amount of light (0.0 is full shadow) */
|
|
isec.col[0]= isec.col[1]= isec.col[2]= 1.0f;
|
|
isec.col[3]= 1.0f;
|
|
|
|
ray_trace_shadow_tra(&isec, DEPTH_SHADOW_TRA, 0);
|
|
QUATCOPY(shadfac, isec.col);
|
|
}
|
|
else if(RE_ray_tree_intersect(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->vlr_last[shi->thread]= (VlakRen*)isec.face_last;
|
|
lar->obi_last[shi->thread]= RAY_OBJECT_GET(&R, isec.ob_last);
|
|
}
|
|
|
|
}
|
|
|
|
/* only when face points away from lamp, in direction of lamp, trace ray and find first exit point */
|
|
static void ray_translucent(ShadeInput *shi, LampRen *lar, float *distfac, float *co)
|
|
{
|
|
Isect isec;
|
|
float lampco[3], maxsize;
|
|
|
|
/* setup isec */
|
|
isec.mode= RE_RAY_SHADOW_TRA;
|
|
|
|
if(lar->mode & LA_LAYER) isec.lay= lar->lay; else isec.lay= -1;
|
|
|
|
if(lar->type==LA_SUN || lar->type==LA_HEMI) {
|
|
maxsize= RE_ray_tree_max_size(R.raytree);
|
|
lampco[0]= shi->co[0] - maxsize*lar->vec[0];
|
|
lampco[1]= shi->co[1] - maxsize*lar->vec[1];
|
|
lampco[2]= shi->co[2] - maxsize*lar->vec[2];
|
|
}
|
|
else {
|
|
VECCOPY(lampco, lar->co);
|
|
}
|
|
|
|
isec.faceorig= (RayFace*)shi->vlr;
|
|
isec.oborig= RAY_OBJECT_SET(&R, shi->obi);
|
|
|
|
/* set up isec vec */
|
|
VECCOPY(isec.start, shi->co);
|
|
VECCOPY(isec.end, lampco);
|
|
|
|
if(RE_ray_tree_intersect(R.raytree, &isec)) {
|
|
/* we got a face */
|
|
|
|
/* render co */
|
|
co[0]= isec.start[0]+isec.labda*(isec.vec[0]);
|
|
co[1]= isec.start[1]+isec.labda*(isec.vec[1]);
|
|
co[2]= isec.start[2]+isec.labda*(isec.vec[2]);
|
|
|
|
*distfac= VecLength(isec.vec);
|
|
}
|
|
else
|
|
*distfac= 0.0f;
|
|
}
|
|
|
|
|