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authorTon Roosendaal <ton@blender.org>2007-12-01 20:55:16 +0300
committerTon Roosendaal <ton@blender.org>2007-12-01 20:55:16 +0300
commit4ba215478f9e1d31b13ae24c4886dabc7c2d8eb1 (patch)
treebbd06c59e4028ee9c78046c9e1d36265fd0dc51a /source/blender/render
parent448a423288a08cdc2fafd13d5769dba5b60a72a6 (diff)
Italian community request: Area light fix!
http://peach.blender.org/index.php/area-light-fix-light-not-shadow/ Now, for every possible shadow sample, an area light calculation is done from that position.
Diffstat (limited to 'source/blender/render')
-rw-r--r--source/blender/render/intern/source/convertblender.c8
-rw-r--r--source/blender/render/intern/source/rayshade.c3
-rw-r--r--source/blender/render/intern/source/shadeoutput.c56
3 files changed, 54 insertions, 13 deletions
diff --git a/source/blender/render/intern/source/convertblender.c b/source/blender/render/intern/source/convertblender.c
index c5044e4e334..b6e0616fbbc 100644
--- a/source/blender/render/intern/source/convertblender.c
+++ b/source/blender/render/intern/source/convertblender.c
@@ -2940,8 +2940,13 @@ static void initshadowbuf(Render *re, LampRen *lar, float mat[][4])
static void area_lamp_vectors(LampRen *lar)
{
- float xsize= 0.5*lar->area_size, ysize= 0.5*lar->area_sizey;
+ float xsize= 0.5*lar->area_size, ysize= 0.5*lar->area_sizey, multifac;
+ /* make it smaller, so area light can be multisampled */
+ multifac= 1.0f/sqrt((float)lar->ray_totsamp);
+ xsize *= multifac;
+ ysize *= multifac;
+
/* corner vectors */
lar->area[0][0]= lar->co[0] - xsize*lar->mat[0][0] - ysize*lar->mat[1][0];
lar->area[0][1]= lar->co[1] - xsize*lar->mat[0][1] - ysize*lar->mat[1][1];
@@ -3076,6 +3081,7 @@ static GroupObject *add_render_lamp(Render *re, Object *ob)
}
area_lamp_vectors(lar);
+ init_jitter_plane(lar); // subsamples
}
else lar->ray_totsamp= 0;
diff --git a/source/blender/render/intern/source/rayshade.c b/source/blender/render/intern/source/rayshade.c
index 5141841e157..a9699104e01 100644
--- a/source/blender/render/intern/source/rayshade.c
+++ b/source/blender/render/intern/source/rayshade.c
@@ -579,6 +579,9 @@ 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;
diff --git a/source/blender/render/intern/source/shadeoutput.c b/source/blender/render/intern/source/shadeoutput.c
index 56cb226560a..dc7dab7b1ca 100644
--- a/source/blender/render/intern/source/shadeoutput.c
+++ b/source/blender/render/intern/source/shadeoutput.c
@@ -421,17 +421,21 @@ static double saacos_d(double fac)
}
/* Stoke's form factor. Need doubles here for extreme small area sizes */
-static float area_lamp_energy(float *co, float *vn, LampRen *lar)
+static float area_lamp_energy(float (*area)[3], float *co, float *vn)
{
double fac;
double vec[4][3]; /* vectors of rendered co to vertices lamp */
double cross[4][3]; /* cross products of this */
double rad[4]; /* angles between vecs */
- VECSUB(vec[0], co, lar->area[0]);
- VECSUB(vec[1], co, lar->area[1]);
- VECSUB(vec[2], co, lar->area[2]);
- VECSUB(vec[3], co, lar->area[3]);
+ /* extra test for dot */
+ if ( INPR(co, vn) <= 0.0f)
+ return 0.0f;
+
+ VECSUB(vec[0], co, area[0]);
+ VECSUB(vec[1], co, area[1]);
+ VECSUB(vec[2], co, area[2]);
+ VECSUB(vec[3], co, area[3]);
Normalize_d(vec[0]);
Normalize_d(vec[1]);
@@ -467,7 +471,35 @@ static float area_lamp_energy(float *co, float *vn, LampRen *lar)
fac+= rad[3]*(vn[0]*cross[3][0]+ vn[1]*cross[3][1]+ vn[2]*cross[3][2]);
if(fac<=0.0) return 0.0;
- return pow(fac*lar->areasize, lar->k); // corrected for buttons size and lar->dist^2
+ return fac;
+}
+
+static float area_lamp_energy_multisample(LampRen *lar, float *co, float *vn)
+{
+ /* corner vectors are moved around according lamp jitter */
+ float *jitlamp= lar->jitter, vec[3];
+ float area[4][3], intens= 0.0f;
+ int a= lar->ray_totsamp;
+
+
+ while(a--) {
+ vec[0]= jitlamp[0];
+ vec[1]= jitlamp[1];
+ vec[2]= 0.0f;
+ Mat3MulVecfl(lar->mat, vec);
+
+ VECADD(area[0], lar->area[0], vec);
+ VECADD(area[1], lar->area[1], vec);
+ VECADD(area[2], lar->area[2], vec);
+ VECADD(area[3], lar->area[3], vec);
+
+ intens+= area_lamp_energy(area, co, vn);
+
+ jitlamp+= 2;
+ }
+ intens /= (float)lar->ray_totsamp;
+
+ return pow(intens*lar->areasize, lar->k); // corrected for buttons size and lar->dist^2
}
static float spec(float inp, int hard)
@@ -1057,10 +1089,10 @@ float lamp_get_visibility(LampRen *lar, float *co, float *lv, float *dist)
/* area type has no quad or sphere option */
if(lar->type==LA_AREA) {
/* area is single sided */
- if(INPR(lv, lar->vec) > 0.0f)
- visifac= 1.0f;
- else
- visifac= 0.0f;
+ //if(INPR(lv, lar->vec) > 0.0f)
+ // visifac= 1.0f;
+ //else
+ // visifac= 0.0f;
}
else {
switch(lar->falloff_type)
@@ -1206,7 +1238,7 @@ static void shade_one_light(LampRen *lar, ShadeInput *shi, ShadeResult *shr, int
/* this complex construction screams for a nicer implementation! (ton) */
if(R.r.mode & R_SHADOW) {
if(ma->mode & MA_SHADOW) {
- if(lar->type==LA_HEMI);
+ if(lar->type==LA_HEMI || lar->type==LA_AREA);
else if((ma->mode & MA_RAYBIAS) && (lar->mode & LA_SHAD_RAY) && (vlr->flag & R_SMOOTH)) {
float thresh= vlr->ob->smoothresh;
if(inp>thresh)
@@ -1233,7 +1265,7 @@ static void shade_one_light(LampRen *lar, ShadeInput *shi, ShadeResult *shr, int
else {
if(lar->type==LA_AREA)
- inp= area_lamp_energy(shi->co, vn, lar);
+ inp= area_lamp_energy_multisample(lar, shi->co, vn);
/* diffuse shaders (oren nayer gets inp from area light) */
if(ma->diff_shader==MA_DIFF_ORENNAYAR) is= OrenNayar_Diff(inp, vn, lv, view, ma->roughness);