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-rw-r--r--source/blender/render/intern/source/volume_precache.c147
-rw-r--r--source/blender/render/intern/source/volumetric.c2
2 files changed, 85 insertions, 64 deletions
diff --git a/source/blender/render/intern/source/volume_precache.c b/source/blender/render/intern/source/volume_precache.c
index e9162b7367f..80a6dd9d6a0 100644
--- a/source/blender/render/intern/source/volume_precache.c
+++ b/source/blender/render/intern/source/volume_precache.c
@@ -21,7 +21,7 @@
*
* The Original Code is: all of this file.
*
- * Contributor(s): Matt Ebb.
+ * Contributor(s): Matt Ebb, Ra˙l Fern·ndez Hern·ndez (Farsthary).
*
* ***** END GPL LICENSE BLOCK *****
*/
@@ -134,9 +134,10 @@ static float get_avg_surrounds(float *cache, int *res, int xx, int yy, int zz)
for (x=-1; x <= 1; x++) {
x_ = xx+x;
if (x_ >= 0 && x_ <= res[0]-1) {
-
- if (cache[ V_I(x_, y_, z_, res) ] > 0.0f) {
- tot += cache[ V_I(x_, y_, z_, res) ];
+ const int i= V_I(x_, y_, z_, res);
+
+ if (cache[i] > 0.0f) {
+ tot += cache[i];
added++;
}
@@ -164,12 +165,14 @@ static void lightcache_filter(VolumePrecache *vp)
for (y=0; y < vp->res[1]; y++) {
for (x=0; x < vp->res[0]; x++) {
/* trigger for outside mesh */
- if (vp->data_r[ V_I(x, y, z, vp->res) ] < -0.f)
- vp->data_r[ V_I(x, y, z, vp->res) ] = get_avg_surrounds(vp->data_r, vp->res, x, y, z);
- if (vp->data_g[ V_I(x, y, z, vp->res) ] < -0.f)
- vp->data_g[ V_I(x, y, z, vp->res) ] = get_avg_surrounds(vp->data_g, vp->res, x, y, z);
- if (vp->data_b[ V_I(x, y, z, vp->res) ] < -0.f)
- vp->data_b[ V_I(x, y, z, vp->res) ] = get_avg_surrounds(vp->data_b, vp->res, x, y, z);
+ const int i= V_I(x, y, z, vp->res);
+
+ if (vp->data_r[i] < -0.f)
+ vp->data_r[i] = get_avg_surrounds(vp->data_r, vp->res, x, y, z);
+ if (vp->data_g[i] < -0.f)
+ vp->data_g[i] = get_avg_surrounds(vp->data_g, vp->res, x, y, z);
+ if (vp->data_b[i] < -0.f)
+ vp->data_b[i] = get_avg_surrounds(vp->data_b, vp->res, x, y, z);
}
}
}
@@ -194,12 +197,13 @@ static void lightcache_filter2(VolumePrecache *vp)
for (y=0; y < vp->res[1]; y++) {
for (x=0; x < vp->res[0]; x++) {
/* trigger for outside mesh */
- if (vp->data_r[ V_I(x, y, z, vp->res) ] < -0.f)
- new_r[ V_I(x, y, z, vp->res) ] = get_avg_surrounds(vp->data_r, vp->res, x, y, z);
- if (vp->data_g[ V_I(x, y, z, vp->res) ] < -0.f)
- new_g[ V_I(x, y, z, vp->res) ] = get_avg_surrounds(vp->data_g, vp->res, x, y, z);
- if (vp->data_b[ V_I(x, y, z, vp->res) ] < -0.f)
- new_b[ V_I(x, y, z, vp->res) ] = get_avg_surrounds(vp->data_b, vp->res, x, y, z);
+ const int i= V_I(x, y, z, vp->res);
+ if (vp->data_r[i] < -0.f)
+ new_r[i] = get_avg_surrounds(vp->data_r, vp->res, x, y, z);
+ if (vp->data_g[i] < -0.f)
+ new_g[i] = get_avg_surrounds(vp->data_g, vp->res, x, y, z);
+ if (vp->data_b[i] < -0.f)
+ new_b[i] = get_avg_surrounds(vp->data_b, vp->res, x, y, z);
}
}
}
@@ -216,9 +220,21 @@ static void lightcache_filter2(VolumePrecache *vp)
static inline int ms_I(int x, int y, int z, int *n) //has a pad of 1 voxel surrounding the core for boundary simulation
{
- return z*(n[1]+2)*(n[0]+2) + y*(n[0]+2) + x;
+ /* different ordering to light cache */
+ return x*(n[1]+2)*(n[2]+2) + y*(n[2]+2) + z;
+}
+
+static inline int v_I_pad(int x, int y, int z, int *n) //has a pad of 1 voxel surrounding the core for boundary simulation
+{
+ /* same ordering to light cache, with padding */
+ return z*(n[1]+2)*(n[0]+2) + y*(n[0]+2) + x;
}
+static inline int lc_to_ms_I(int x, int y, int z, int *n)
+{
+ /* converting light cache index to multiple scattering index */
+ return (x-1)*(n[1]*n[2]) + (y-1)*(n[2]) + z-1;
+}
/* *** multiple scattering approximation *** */
@@ -232,9 +248,11 @@ static float total_ss_energy(VolumePrecache *vp)
for (z=0; z < res[2]; z++) {
for (y=0; y < res[1]; y++) {
for (x=0; x < res[0]; x++) {
- if (vp->data_r[ V_I(x, y, z, res) ] > 0.f) energy += vp->data_r[ V_I(x, y, z, res) ];
- if (vp->data_g[ V_I(x, y, z, res) ] > 0.f) energy += vp->data_g[ V_I(x, y, z, res) ];
- if (vp->data_b[ V_I(x, y, z, res) ] > 0.f) energy += vp->data_b[ V_I(x, y, z, res) ];
+ const int i=V_I(x, y, z, res);
+
+ if (vp->data_r[i] > 0.f) energy += vp->data_r[i];
+ if (vp->data_g[i] > 0.f) energy += vp->data_g[i];
+ if (vp->data_b[i] > 0.f) energy += vp->data_b[i];
}
}
}
@@ -244,14 +262,14 @@ static float total_ss_energy(VolumePrecache *vp)
static float total_ms_energy(float *sr, float *sg, float *sb, int *res)
{
- int x, y, z, i;
+ int x, y, z;
float energy=0.f;
for (z=1;z<=res[2];z++) {
for (y=1;y<=res[1];y++) {
for (x=1;x<=res[0];x++) {
-
- i = ms_I(x,y,z,res);
+ const int i = ms_I(x,y,z,res);
+
if (sr[i] > 0.f) energy += sr[i];
if (sg[i] > 0.f) energy += sg[i];
if (sb[i] > 0.f) energy += sb[i];
@@ -262,7 +280,7 @@ static float total_ms_energy(float *sr, float *sg, float *sb, int *res)
return energy;
}
-static void ms_diffuse(int b, float* x0, float* x, float diff, int *n)
+static void ms_diffuse(float *x0, float *x, float diff, int *n) //n is the unpadded resolution
{
int i, j, k, l;
const float dt = VOL_MS_TIMESTEP;
@@ -276,10 +294,9 @@ static void ms_diffuse(int b, float* x0, float* x, float diff, int *n)
{
for (i=1; i<=n[0]; i++)
{
- x[ms_I(i,j,k,n)] = (x0[ms_I(i,j,k,n)] + a*(
- x[ms_I(i-1,j,k,n)]+x[ms_I(i+1,j,k,n)]+
- x[ms_I(i,j-1,k,n)]+x[ms_I(i,j+1,k,n)]+
- x[ms_I(i,j,k-1,n)]+x[ms_I(i,j,k+1,n)]))/(1+6*a);
+ x[v_I_pad(i,j,k,n)] = (x0[v_I_pad(i,j,k,n)]) + a*( x0[v_I_pad(i-1,j,k,n)]+ x0[v_I_pad(i+1,j,k,n)]+ x0[v_I_pad(i,j-1,k,n)]+
+ x0[v_I_pad(i,j+1,k,n)]+ x0[v_I_pad(i,j,k-1,n)]+x0[v_I_pad(i,j,k+1,n)]
+ ) / (1+6*a);
}
}
}
@@ -289,7 +306,7 @@ static void ms_diffuse(int b, float* x0, float* x, float diff, int *n)
void multiple_scattering_diffusion(Render *re, VolumePrecache *vp, Material *ma)
{
const float diff = ma->vol.ms_diff * 0.001f; /* compensate for scaling for a nicer UI range */
- const float simframes = ma->vol.ms_steps;
+ const int simframes = (int)(ma->vol.ms_spread * (float)MAX3(vp->res[0], vp->res[1], vp->res[2]));
const int shade_type = ma->vol.shade_type;
float fac = ma->vol.ms_intensity;
@@ -299,7 +316,6 @@ void multiple_scattering_diffusion(Render *re, VolumePrecache *vp, Material *ma)
double time, lasttime= PIL_check_seconds_timer();
float total;
float c=1.0f;
- int i;
float origf; /* factor for blending in original light cache */
float energy_ss, energy_ms;
@@ -324,22 +340,22 @@ void multiple_scattering_diffusion(Render *re, VolumePrecache *vp, Material *ma)
{
for (x=1; x<=n[0]; x++)
{
- i = V_I((x-1), (y-1), (z-1), n);
+ const int i = lc_to_ms_I(x, y ,z, n); //lc index
+ const int j = ms_I(x, y, z, n); //ms index
+
time= PIL_check_seconds_timer();
- c++;
-
- if (vp->data_r[i] > 0.f)
- sr[ms_I(x,y,z,n)] += vp->data_r[i];
- if (vp->data_g[i] > 0.f)
- sg[ms_I(x,y,z,n)] += vp->data_g[i];
- if (vp->data_b[i] > 0.f)
- sb[ms_I(x,y,z,n)] += vp->data_b[i];
+ c++;
+ if (vp->data_r[i] > 0.0f)
+ sr[j] += vp->data_r[i];
+ if (vp->data_g[i] > 0.0f)
+ sg[j] += vp->data_g[i];
+ if (vp->data_b[i] > 0.0f)
+ sb[j] += vp->data_b[i];
/* Displays progress every second */
if(time-lasttime>1.0f) {
char str[64];
- sprintf(str, "Simulating multiple scattering: %d%%", (int)
- (100.0f * (c / total)));
+ sprintf(str, "Simulating multiple scattering: %d%%", (int)(100.0f * (c / total)));
re->i.infostr= str;
re->stats_draw(re->sdh, &re->i);
re->i.infostr= NULL;
@@ -348,14 +364,14 @@ void multiple_scattering_diffusion(Render *re, VolumePrecache *vp, Material *ma)
}
}
}
- SWAP(float *, sr, sr0);
- SWAP(float *, sg, sg0);
- SWAP(float *, sb, sb0);
-
+ SWAP(float *,sr,sr0);
+ SWAP(float *,sg,sg0);
+ SWAP(float *,sb,sb0);
+
/* main diffusion simulation */
- ms_diffuse(0, sr0, sr, diff, n);
- ms_diffuse(0, sg0, sg, diff, n);
- ms_diffuse(0, sb0, sb, diff, n);
+ ms_diffuse(sr0, sr, diff, n);
+ ms_diffuse(sg0, sg, diff, n);
+ ms_diffuse(sb0, sb, diff, n);
if (re->test_break(re->tbh)) break;
}
@@ -379,10 +395,12 @@ void multiple_scattering_diffusion(Render *re, VolumePrecache *vp, Material *ma)
{
for (x=1;x<=n[0];x++)
{
- int index=(x-1)*n[1]*n[2] + (y-1)*n[2] + z-1;
- vp->data_r[index] = origf * vp->data_r[index] + fac * sr[ms_I(x,y,z,n)];
- vp->data_g[index] = origf * vp->data_g[index] + fac * sg[ms_I(x,y,z,n)];
- vp->data_b[index] = origf * vp->data_b[index] + fac * sb[ms_I(x,y,z,n)];
+ const int i = lc_to_ms_I(x, y ,z, n); //lc index
+ const int j = ms_I(x, y, z, n); //ms index
+
+ vp->data_r[i] = origf * vp->data_r[i] + fac * sr[j];
+ vp->data_g[i] = origf * vp->data_g[i] + fac * sg[j];
+ vp->data_b[i] = origf * vp->data_b[i] + fac * sb[j];
}
}
}
@@ -426,7 +444,7 @@ static void *vol_precache_part(void *data)
ShadeInput *shi = pa->shi;
float scatter_col[3] = {0.f, 0.f, 0.f};
float co[3];
- int x, y, z;
+ int x, y, z, i;
const int res[3]= {pa->res[0], pa->res[1], pa->res[2]};
for (z= pa->minz; z < pa->maxz; z++) {
@@ -437,12 +455,14 @@ static void *vol_precache_part(void *data)
for (x=pa->minx; x < pa->maxx; x++) {
co[0] = pa->bbmin[0] + (pa->voxel[0] * (x + 0.5f));
+
+ i= V_I(x, y, z, res);
// don't bother if the point is not inside the volume mesh
if (!point_inside_obi(tree, obi, co)) {
- obi->volume_precache->data_r[ V_I(x, y, z, res) ] = -1.0f;
- obi->volume_precache->data_g[ V_I(x, y, z, res) ] = -1.0f;
- obi->volume_precache->data_b[ V_I(x, y, z, res) ] = -1.0f;
+ obi->volume_precache->data_r[i] = -1.0f;
+ obi->volume_precache->data_g[i] = -1.0f;
+ obi->volume_precache->data_b[i] = -1.0f;
continue;
}
@@ -450,9 +470,9 @@ static void *vol_precache_part(void *data)
normalize_v3(shi->view);
vol_get_scattering(shi, scatter_col, co);
- obi->volume_precache->data_r[ V_I(x, y, z, res) ] = scatter_col[0];
- obi->volume_precache->data_g[ V_I(x, y, z, res) ] = scatter_col[1];
- obi->volume_precache->data_b[ V_I(x, y, z, res) ] = scatter_col[2];
+ obi->volume_precache->data_r[i] = scatter_col[0];
+ obi->volume_precache->data_g[i] = scatter_col[1];
+ obi->volume_precache->data_b[i] = scatter_col[2];
}
}
}
@@ -684,12 +704,13 @@ void vol_precache_objectinstance_threads(Render *re, ObjectInstanceRen *obi, Mat
//tree= NULL;
}
- lightcache_filter(obi->volume_precache);
-
if (ELEM(ma->vol.shade_type, MA_VOL_SHADE_MULTIPLE, MA_VOL_SHADE_SHADEDPLUSMULTIPLE))
{
- multiple_scattering_diffusion(re, vp, ma);
+ /* this should be before the filtering */
+ multiple_scattering_diffusion(re, obi->volume_precache, ma);
}
+
+ lightcache_filter(obi->volume_precache);
}
static int using_lightcache(Material *ma)
@@ -741,7 +762,7 @@ int point_inside_volume_objectinstance(Render *re, ObjectInstanceRen *obi, float
RayObject *tree;
int inside=0;
- tree = makeraytree_object(re, obi); //create_raytree_obi(obi, obi->obr->boundbox[0], obi->obr->boundbox[1]);
+ tree = makeraytree_object(re, obi);
if (!tree) return 0;
inside = point_inside_obi(tree, obi, co);
diff --git a/source/blender/render/intern/source/volumetric.c b/source/blender/render/intern/source/volumetric.c
index 32ab2980316..e44064de606 100644
--- a/source/blender/render/intern/source/volumetric.c
+++ b/source/blender/render/intern/source/volumetric.c
@@ -493,7 +493,7 @@ void vol_shade_one_lamp(struct ShadeInput *shi, float *co, LampRen *lar, float *
if (shi->mat->vol.shade_type == MA_VOL_SHADE_SHADOWED) {
mul_v3_fl(lacol, vol_get_shadow(shi, lar, co));
}
- else if (shi->mat->vol.shade_type == MA_VOL_SHADE_SHADED)
+ else if (ELEM3(shi->mat->vol.shade_type, MA_VOL_SHADE_SHADED, MA_VOL_SHADE_MULTIPLE, MA_VOL_SHADE_SHADEDPLUSMULTIPLE))
{
Isect is;