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authorMiika Hamalainen <blender@miikah.org>2011-09-12 13:55:04 +0400
committerMiika Hamalainen <blender@miikah.org>2011-09-12 13:55:04 +0400
commit46aede579e15b4106b0a342dbb7f3b6ea5f088d2 (patch)
treec2283278c9aa6723da867f2ef4d0daa5744206a9 /source/blender
parentb8bf0ee822a742039d364991e712dda09b58eb61 (diff)
Fix for bug #28332: Smoke Simulation rendering artifacts.
Volume pre-caching altered shared data simultaneously in multiple threads, causing invalid scattering results when "Asymmetry" value was used. The view vector is now passed as a function argument.
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/render/intern/include/volumetric.h2
-rw-r--r--source/blender/render/intern/source/volume_precache.c8
-rw-r--r--source/blender/render/intern/source/volumetric.c10
3 files changed, 10 insertions, 10 deletions
diff --git a/source/blender/render/intern/include/volumetric.h b/source/blender/render/intern/include/volumetric.h
index 6d8d4cbe0f2..a2d1821a62b 100644
--- a/source/blender/render/intern/include/volumetric.h
+++ b/source/blender/render/intern/include/volumetric.h
@@ -36,7 +36,7 @@ struct ShadeInput;
struct ShadeResult;
float vol_get_density(struct ShadeInput *shi, float *co);
-void vol_get_scattering(ShadeInput *shi, float *scatter_col, float *co_);
+void vol_get_scattering(ShadeInput *shi, float *scatter_col, float *co_, float *view);
void shade_volume_outside(ShadeInput *shi, ShadeResult *shr);
void shade_volume_inside(ShadeInput *shi, ShadeResult *shr);
diff --git a/source/blender/render/intern/source/volume_precache.c b/source/blender/render/intern/source/volume_precache.c
index 2037acc943f..18132c4a7f3 100644
--- a/source/blender/render/intern/source/volume_precache.c
+++ b/source/blender/render/intern/source/volume_precache.c
@@ -490,7 +490,7 @@ static void *vol_precache_part(void *data)
RayObject *tree = pa->tree;
ShadeInput *shi = pa->shi;
float scatter_col[3] = {0.f, 0.f, 0.f};
- float co[3], cco[3];
+ float co[3], cco[3], view[3];
int x, y, z, i;
int res[3];
@@ -523,9 +523,9 @@ static void *vol_precache_part(void *data)
continue;
}
- copy_v3_v3(shi->view, cco);
- normalize_v3(shi->view);
- vol_get_scattering(shi, scatter_col, cco);
+ copy_v3_v3(view, cco);
+ normalize_v3(view);
+ vol_get_scattering(shi, scatter_col, cco, view);
obi->volume_precache->data_r[i] = scatter_col[0];
obi->volume_precache->data_g[i] = scatter_col[1];
diff --git a/source/blender/render/intern/source/volumetric.c b/source/blender/render/intern/source/volumetric.c
index a5dab4adc15..fdc9bbe4b33 100644
--- a/source/blender/render/intern/source/volumetric.c
+++ b/source/blender/render/intern/source/volumetric.c
@@ -464,7 +464,7 @@ static void vol_get_transmittance(ShadeInput *shi, float *tr, float *co, float *
tr[2] = expf(-tau[2]);
}
-static void vol_shade_one_lamp(struct ShadeInput *shi, float *co, LampRen *lar, float *lacol)
+static void vol_shade_one_lamp(struct ShadeInput *shi, float *co, float *view, LampRen *lar, float *lacol)
{
float visifac, lv[3], lampdist;
float tr[3]={1.0,1.0,1.0};
@@ -535,7 +535,7 @@ static void vol_shade_one_lamp(struct ShadeInput *shi, float *co, LampRen *lar,
if (luminance(lacol) < 0.001f) return;
normalize_v3(lv);
- p = vol_get_phasefunc(shi, shi->mat->vol.asymmetry, shi->view, lv);
+ p = vol_get_phasefunc(shi, shi->mat->vol.asymmetry, view, lv);
/* physically based scattering with non-physically based RGB gain */
vol_get_reflection_color(shi, ref_col, co);
@@ -546,7 +546,7 @@ static void vol_shade_one_lamp(struct ShadeInput *shi, float *co, LampRen *lar,
}
/* single scattering only for now */
-void vol_get_scattering(ShadeInput *shi, float *scatter_col, float *co)
+void vol_get_scattering(ShadeInput *shi, float *scatter_col, float *co, float *view)
{
ListBase *lights;
GroupObject *go;
@@ -561,7 +561,7 @@ void vol_get_scattering(ShadeInput *shi, float *scatter_col, float *co)
lar= go->lampren;
if (lar) {
- vol_shade_one_lamp(shi, co, lar, lacol);
+ vol_shade_one_lamp(shi, co, view, lar, lacol);
add_v3_v3(scatter_col, lacol);
}
}
@@ -629,7 +629,7 @@ static void volumeintegrate(struct ShadeInput *shi, float *col, float *co, float
vol_get_precached_scattering(&R, shi, scatter_col, p2);
} else
- vol_get_scattering(shi, scatter_col, p);
+ vol_get_scattering(shi, scatter_col, p, shi->view);
radiance[0] += stepd * tr[0] * (emit_col[0] + scatter_col[0]);
radiance[1] += stepd * tr[1] * (emit_col[1] + scatter_col[1]);