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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 /source/blender/render/intern/source/volumetric.c
parent51d51991e59f98e7cff3a035d5ba3a142f1ed7e0 (diff)
non-working WIP commit to continue coding at home.
nothing to see here, move along!
Diffstat (limited to 'source/blender/render/intern/source/volumetric.c')
-rw-r--r--source/blender/render/intern/source/volumetric.c126
1 files changed, 109 insertions, 17 deletions
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