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authorMatt Ebb <matt@mke3.net>2008-10-17 09:54:42 +0400
committerMatt Ebb <matt@mke3.net>2008-10-17 09:54:42 +0400
commitb3000c5529d10ae5002d25384c50d934b233a216 (patch)
tree88ef06cb08290072fd47cc2b1c309c0cc9136bff
parent51d51991e59f98e7cff3a035d5ba3a142f1ed7e0 (diff)
non-working WIP commit to continue coding at home.
nothing to see here, move along!
-rw-r--r--source/blender/makesdna/DNA_material_types.h1
-rw-r--r--source/blender/render/intern/include/render_types.h14
-rw-r--r--source/blender/render/intern/include/volumetric.h4
-rw-r--r--source/blender/render/intern/source/convertblender.c20
-rw-r--r--source/blender/render/intern/source/renderdatabase.c1
-rw-r--r--source/blender/render/intern/source/volumetric.c126
-rw-r--r--source/blender/src/buttons_shading.c2
7 files changed, 150 insertions, 18 deletions
diff --git a/source/blender/makesdna/DNA_material_types.h b/source/blender/makesdna/DNA_material_types.h
index 7b6e945dfbf..3ceb267ce67 100644
--- a/source/blender/makesdna/DNA_material_types.h
+++ b/source/blender/makesdna/DNA_material_types.h
@@ -357,6 +357,7 @@ typedef struct Material {
#define MA_VOL_SHADED 1
#define MA_VOL_ATTENUATED 2
#define MA_VOL_RECVSHADOW 4
+#define MA_VOL_PRECACHESHADING 8
/* vol_phasefunc_type */
#define MA_VOL_PH_ISOTROPIC 0
diff --git a/source/blender/render/intern/include/render_types.h b/source/blender/render/intern/include/render_types.h
index b0003cadb55..6f4537d84fb 100644
--- a/source/blender/render/intern/include/render_types.h
+++ b/source/blender/render/intern/include/render_types.h
@@ -201,6 +201,8 @@ struct Render
ListBase customdata_names;
struct Object *excludeob;
+
+ ListBase vol_precache_obs;
/* arena for allocating data for use during render, for
* example dynamic TFaces to go in the VlakRen structure.
@@ -285,6 +287,8 @@ typedef struct ObjectInstanceRen {
float dupliorco[3], dupliuv[2];
float (*duplitexmat)[4];
+
+ float *volume_precache;
float *vectors;
int totvector;
@@ -396,6 +400,16 @@ typedef struct StrandRen {
float orco[3];
} StrandRen;
+/* ------------------------------------------------------------------------- */
+
+typedef struct VolPrecache
+{
+ struct VolPrecache *next, *prev;
+ struct Material *ma;
+ struct ObjectRen *obr;
+} VolPrecache;
+
+/* ------------------------------------------------------------------------- */
struct LampRen;
struct MTex;
diff --git a/source/blender/render/intern/include/volumetric.h b/source/blender/render/intern/include/volumetric.h
index 290be427f01..fb87035145f 100644
--- a/source/blender/render/intern/include/volumetric.h
+++ b/source/blender/render/intern/include/volumetric.h
@@ -27,4 +27,6 @@
*/
void volume_trace(struct ShadeInput *shi, struct ShadeResult *shr);
-void volume_trace_shadow(struct ShadeInput *shi, struct ShadeResult *shr, struct Isect *last_is); \ No newline at end of file
+void volume_trace_shadow(struct ShadeInput *shi, struct ShadeResult *shr, struct Isect *last_is);
+void volume_precache(Render *re);
+void free_volume_precache(Render *re); \ No newline at end of file
diff --git a/source/blender/render/intern/source/convertblender.c b/source/blender/render/intern/source/convertblender.c
index 0660d9e0b24..4c9914aa4d3 100644
--- a/source/blender/render/intern/source/convertblender.c
+++ b/source/blender/render/intern/source/convertblender.c
@@ -3026,6 +3026,18 @@ static void use_mesh_edge_lookup(ObjectRen *obr, DerivedMesh *dm, MEdge *medge,
}
}
+static void add_vol_precache(Render *re, ObjectRen *obr, Material *ma)
+{
+ struct VolPrecache *vp;
+
+ vp = MEM_mallocN(sizeof(VolPrecache), "volume precache object");
+
+ vp->ma = ma;
+ vp->obr = obr;
+
+ BLI_addtail(&re->vol_precache_obs, vp);
+}
+
static void init_render_mesh(Render *re, ObjectRen *obr, int timeoffset)
{
Object *ob= obr->ob;
@@ -3080,6 +3092,10 @@ static void init_render_mesh(Render *re, ObjectRen *obr, int timeoffset)
if(re->r.mode & R_RADIO)
if(ma->mode & MA_RADIO)
do_autosmooth= 1;
+
+ if (ma->vol_shadeflag & MA_VOL_PRECACHESHADING) {
+ add_vol_precache(re, obr, ma);
+ }
}
}
@@ -4436,6 +4452,7 @@ void RE_Database_Free(Render *re)
end_render_materials();
free_pointdensities(re);
+ free_volume_precache(re);
if(re->wrld.aosphere) {
MEM_freeN(re->wrld.aosphere);
@@ -4891,6 +4908,9 @@ void RE_Database_FromScene(Render *re, Scene *scene, int use_camera_view)
/* point density texture */
if(!re->test_break())
make_pointdensities(re);
+
+ if(!re->test_break())
+ volume_precache(re);
}
if(!re->test_break())
diff --git a/source/blender/render/intern/source/renderdatabase.c b/source/blender/render/intern/source/renderdatabase.c
index d44b49cc706..1bc1c1a712a 100644
--- a/source/blender/render/intern/source/renderdatabase.c
+++ b/source/blender/render/intern/source/renderdatabase.c
@@ -1323,6 +1323,7 @@ ObjectInstanceRen *RE_addRenderInstance(Render *re, ObjectRen *obr, Object *ob,
obi->index= index;
obi->psysindex= psysindex;
obi->lay= lay;
+ obi->volume_precache = NULL;
if(mat) {
Mat4CpyMat4(obi->mat, mat);
diff --git a/source/blender/render/intern/source/volumetric.c b/source/blender/render/intern/source/volumetric.c
index 6e2e817fc85..3128c67ee88 100644
--- a/source/blender/render/intern/source/volumetric.c
+++ b/source/blender/render/intern/source/volumetric.c
@@ -31,6 +31,8 @@
#include <stdlib.h>
#include <float.h>
+#include "MEM_guardedalloc.h"
+
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#include "BLI_rand.h"
@@ -44,6 +46,7 @@
#include "DNA_lamp_types.h"
#include "BKE_global.h"
+#include "BKE_main.h"
#include "render_types.h"
#include "pixelshading.h"
@@ -166,7 +169,6 @@ float vol_get_density(struct ShadeInput *shi, float *co)
return density * density_scale;
}
-
/* compute emission component, amount of radiance to add per segment
* can be textured with 'emit' */
void vol_get_emission(ShadeInput *shi, float *em, float *co, float density)
@@ -182,14 +184,16 @@ void vol_get_emission(ShadeInput *shi, float *em, float *co, float density)
VecMulVecf(em, em, col);
}
+/* scattering multiplier, values above 1.0 are non-physical,
+ * but can be useful to tweak lighting */
void vol_get_scattering_fac(ShadeInput *shi, float *scatter_fac, float *co, float density)
{
- //float col[3] = {0.0, 0.0, 0.0};
- //do_volume_tex(shi, co, MAP_EMIT+MAP_COL, col, &emission);
-
*scatter_fac = shi->mat->vol_scattering;
}
+/* phase function - determines in which directions the light
+ * is scattered in the volume relative to incoming direction
+ * and view direction */
float vol_get_phasefunc(ShadeInput *shi, short phasefunc_type, float g, float *w, float *wp)
{
const float costheta = Inpf(w, wp);
@@ -235,7 +239,7 @@ void vol_get_absorption(ShadeInput *shi, float *absorb_col, float *co)
/* Compute attenuation, otherwise known as 'optical thickness', extinction, or tau.
* Used in the relationship Transmittance = e^(-attenuation)
- * can be textured with 'alpha' */
+ */
void vol_get_attenuation(ShadeInput *shi, float *tau, float *co, float *endco, float density, float stepsize)
{
/* input density = density at co */
@@ -249,6 +253,7 @@ void vol_get_attenuation(ShadeInput *shi, float *tau, float *co, float *endco, f
dist = VecLenf(co, endco);
nsteps = (int)ceil(dist / stepsize);
+ /* trigger for recalculating density */
if (density < -0.001f) density = vol_get_density(shi, co);
if (nsteps == 1) {
@@ -327,6 +332,7 @@ void vol_shade_one_lamp(struct ShadeInput *shi, float *co, LampRen *lar, float *
float dist = VecLenf(co, hitco);
VlakRen *vlr = (VlakRen *)is.face;
+ /* simple internal shadowing */
if (vlr->mat->material_type == MA_SOLID) {
lacol[0] = lacol[1] = lacol[2] = 0.0f;
return;
@@ -347,9 +353,9 @@ void vol_shade_one_lamp(struct ShadeInput *shi, float *co, LampRen *lar, float *
VecMulVecf(lacol, lacol, tr);
}
else {
- /* point is on the outside edge of the volume,
- * therefore no attenuation, full transmission
- * radiance from lamp remains unchanged */
+ /* Point is on the outside edge of the volume,
+ * therefore no attenuation, full transmission.
+ * Radiance from lamp remains unchanged */
}
}
@@ -358,13 +364,6 @@ void vol_shade_one_lamp(struct ShadeInput *shi, float *co, LampRen *lar, float *
}
-/* shadows -> trace a ray to find blocker geometry
- - if blocker is outside the volume, use standard shadow functions
- - if blocker is inside the volume, use raytracing
- -- (deep shadow maps could potentially slot in here too I suppose)
- - attenuate from current point, to blocked point or volume bounds
-*/
-
/* single scattering only for now */
void vol_get_scattering(ShadeInput *shi, float *scatter, float *co, float stepsize, float density)
{
@@ -382,7 +381,7 @@ void vol_get_scattering(ShadeInput *shi, float *scatter, float *co, float stepsi
if (lar==NULL) continue;
vol_shade_one_lamp(shi, co, lar, lacol, stepsize, density);
-
+
VecMulf(lacol, density);
VecAddf(col, col, lacol);
@@ -425,7 +424,28 @@ static void volumeintegrate(struct ShadeInput *shi, float *col, float *co, float
/* get radiance from all points along the ray due to participating media */
for (s = 0; s < nsteps; s++) {
- if (s > 0) density = vol_get_density(shi, step_sta);
+
+ if (shi->mat->vol_shadeflag & MA_VOL_PRECACHESHADING) {
+ int res = 10;
+ int x,y,z;
+
+ step_mid[0] = step_sta[0] + (stepvec[0] * 0.5);
+ step_mid[1] = step_sta[1] + (stepvec[1] * 0.5);
+ step_mid[2] = step_sta[2] + (stepvec[2] * 0.5);
+
+ //CLAMP(step_mid[0], 0.0f, 1.0f);
+ //CLAMP(step_mid[1], 0.0f, 1.0f);
+ //CLAMP(step_mid[2], 0.0f, 1.0f);
+
+ MTC_Mat4MulVecfl(R.viewinv, step_mid);
+
+ x = (int)step_mid[0] * res;
+ y = (int)step_mid[1] * res;
+ z = (int)step_mid[2] * res;
+
+ density = shi->obi->volume_precache[x*res + y*res + z*res];
+ }
+ else if (s > 0) density = vol_get_density(shi, step_sta);
/* there's only any use in shading here
* if there's actually some density to shade! */
@@ -661,3 +681,75 @@ void volume_trace_shadow(struct ShadeInput *shi, struct ShadeResult *shr, struct
}
+void vol_precache_objectinstance(Render *re, ObjectInstanceRen *obi, Material *ma)
+{
+ int x, y, z;
+ int res = 10;
+ float co[3];
+ ShadeInput shi;
+ int foundma=0;
+ float density;
+ float resf;
+ int i;
+
+ memset(&shi, 0, sizeof(ShadeInput));
+ shi.depth= 1;
+ shi.mask= 1;
+ shi.mat = ma;
+ shi.vlr = NULL;
+ memcpy(&shi.r, &shi.mat->r, 23*sizeof(float)); // note, keep this synced with render_types.h
+ shi.har= shi.mat->har;
+
+ shi.obi= obi;
+ shi.obr= obi->obr;
+
+ resf = (float) res;
+
+ obi->volume_precache = MEM_mallocN(sizeof(float)*res*res*res, "volume light cache");
+
+ for (x=0; x < res; x++) {
+ co[0] = (float)x / resf;
+
+ for (y=0; y < res; y++) {
+ co[1] = (float)y / resf;
+
+ for (z=0; z < res; z++) {
+ co[2] = (float)z / resf;
+
+ density = vol_get_density(&shi, co);
+
+ obi->volume_precache[x*res + y*res + z*res] = density;
+
+ printf("vol_light_cache[%d][%d][%d] = %f \n", x, y, z, obi->volume_precache[x*res + y*res + z*res]);
+ }
+ }
+ }
+}
+
+void volume_precache(Render *re)
+{
+ ObjectInstanceRen *obi;
+ VolPrecache *vp;
+
+ printf("Precaching %d volumes... \n", BLI_countlist(&re->vol_precache_obs));
+
+ for(vp= re->vol_precache_obs.first; vp; vp= vp->next) {
+ for(obi= re->instancetable.first; obi; obi= obi->next) {
+ if (obi->obr == vp->obr)
+ printf("precaching object: %s with material: %s \n", vp->obr->ob->id.name+2, vp->ma->id.name+2);
+ vol_precache_objectinstance(re, obi, vp->ma);
+ }
+ }
+}
+
+void free_volume_precache(Render *re)
+{
+ ObjectInstanceRen *obi;
+
+ for(obi= re->instancetable.first; obi; obi= obi->next) {
+ if (obi->volume_precache)
+ MEM_freeN(obi->volume_precache);
+ }
+
+ BLI_freelistN(&re->vol_precache_obs);
+} \ No newline at end of file
diff --git a/source/blender/src/buttons_shading.c b/source/blender/src/buttons_shading.c
index 430b50717df..63fa127824a 100644
--- a/source/blender/src/buttons_shading.c
+++ b/source/blender/src/buttons_shading.c
@@ -4375,6 +4375,8 @@ static void material_panel_material_volume(Material *ma)
X2CLM1, yco-=BUTH, BUTW2, BUTH, &(ma->vol_shadeflag), 0, 0, 0, 0, "Uses absorption for light attenuation");
uiDefButF(block, NUM, B_MATPRV, "Step Size: ",
X2CLM1, yco-=BUTH, BUTW2, BUTH, &(ma->vol_shade_stepsize), 0.001, 100.0, 10, 2, "Step");
+ uiDefButBitS(block, TOG, MA_VOL_PRECACHESHADING, B_MATPRV, "Precache",
+ X2CLM1, yco-=BUTH, BUTW2, BUTH, &(ma->vol_shadeflag), 0, 0, 0, 0, "precache");
uiBlockEndAlign(block);
yco -= YSPACE;