From 84692844a3d6493ce0649c5021ec92e684b59a86 Mon Sep 17 00:00:00 2001 From: Brecht Van Lommel Date: Mon, 11 Jun 2018 17:01:17 +0200 Subject: Fix merge error in 908b696, removed files were accidentally added back. --- .../blender/nodes/shader/nodes/node_shader_geom.c | 163 - .../nodes/shader/nodes/node_shader_material.c | 374 -- .../nodes/shader/nodes/node_shader_output.c | 97 - .../nodes/shader/nodes/node_shader_texture.c | 166 - source/blender/render/intern/include/envmap.h | 54 - .../blender/render/intern/include/pixelblending.h | 65 - .../blender/render/intern/include/pixelshading.h | 62 - .../blender/render/intern/include/pointdensity.h | 51 - source/blender/render/intern/include/raycounter.h | 74 - .../render/intern/include/rayintersection.h | 136 - source/blender/render/intern/include/rendercore.h | 105 - source/blender/render/intern/include/shading.h | 105 - source/blender/render/intern/include/strand.h | 99 - source/blender/render/intern/include/sunsky.h | 81 - .../blender/render/intern/include/texture_ocean.h | 35 - source/blender/render/intern/include/voxeldata.h | 47 - source/blender/render/intern/raytrace/bvh.h | 407 -- .../blender/render/intern/raytrace/rayobject.cpp | 534 -- .../render/intern/raytrace/rayobject_hint.h | 72 - .../render/intern/raytrace/rayobject_instance.cpp | 211 - .../render/intern/raytrace/rayobject_octree.cpp | 1101 ---- .../render/intern/raytrace/rayobject_qbvh.cpp | 160 - .../intern/raytrace/rayobject_raycounter.cpp | 91 - .../render/intern/raytrace/rayobject_rtbuild.cpp | 531 -- .../render/intern/raytrace/rayobject_rtbuild.h | 125 - .../render/intern/raytrace/rayobject_svbvh.cpp | 192 - .../render/intern/raytrace/rayobject_vbvh.cpp | 206 - source/blender/render/intern/raytrace/reorganize.h | 513 -- source/blender/render/intern/raytrace/svbvh.h | 317 -- source/blender/render/intern/raytrace/vbvh.h | 238 - source/blender/render/intern/source/bake.c | 1342 ----- .../blender/render/intern/source/convertblender.c | 6014 -------------------- source/blender/render/intern/source/envmap.c | 822 --- source/blender/render/intern/source/occlusion.c | 1533 ----- .../blender/render/intern/source/pixelblending.c | 400 -- source/blender/render/intern/source/pixelshading.c | 650 --- source/blender/render/intern/source/rayshade.c | 2503 -------- source/blender/render/intern/source/rendercore.c | 2030 ------- .../blender/render/intern/source/renderdatabase.c | 1603 ------ source/blender/render/intern/source/shadbuf.c | 2647 --------- source/blender/render/intern/source/shadeinput.c | 1490 ----- source/blender/render/intern/source/shadeoutput.c | 2182 ------- source/blender/render/intern/source/sss.c | 1074 ---- source/blender/render/intern/source/strand.c | 1069 ---- source/blender/render/intern/source/sunsky.c | 506 -- .../blender/render/intern/source/volume_precache.c | 855 --- source/blender/render/intern/source/volumetric.c | 836 --- 47 files changed, 33968 deletions(-) delete mode 100644 source/blender/nodes/shader/nodes/node_shader_geom.c delete mode 100644 source/blender/nodes/shader/nodes/node_shader_material.c delete mode 100644 source/blender/nodes/shader/nodes/node_shader_output.c delete mode 100644 source/blender/nodes/shader/nodes/node_shader_texture.c delete mode 100644 source/blender/render/intern/include/envmap.h delete mode 100644 source/blender/render/intern/include/pixelblending.h delete mode 100644 source/blender/render/intern/include/pixelshading.h delete mode 100644 source/blender/render/intern/include/pointdensity.h delete mode 100644 source/blender/render/intern/include/raycounter.h delete mode 100644 source/blender/render/intern/include/rayintersection.h delete mode 100644 source/blender/render/intern/include/rendercore.h delete mode 100644 source/blender/render/intern/include/shading.h delete mode 100644 source/blender/render/intern/include/strand.h delete mode 100644 source/blender/render/intern/include/sunsky.h delete mode 100644 source/blender/render/intern/include/texture_ocean.h delete mode 100644 source/blender/render/intern/include/voxeldata.h delete mode 100644 source/blender/render/intern/raytrace/bvh.h delete mode 100644 source/blender/render/intern/raytrace/rayobject.cpp delete mode 100644 source/blender/render/intern/raytrace/rayobject_hint.h delete mode 100644 source/blender/render/intern/raytrace/rayobject_instance.cpp delete mode 100644 source/blender/render/intern/raytrace/rayobject_octree.cpp delete mode 100644 source/blender/render/intern/raytrace/rayobject_qbvh.cpp delete mode 100644 source/blender/render/intern/raytrace/rayobject_raycounter.cpp delete mode 100644 source/blender/render/intern/raytrace/rayobject_rtbuild.cpp delete mode 100644 source/blender/render/intern/raytrace/rayobject_rtbuild.h delete mode 100644 source/blender/render/intern/raytrace/rayobject_svbvh.cpp delete mode 100644 source/blender/render/intern/raytrace/rayobject_vbvh.cpp delete mode 100644 source/blender/render/intern/raytrace/reorganize.h delete mode 100644 source/blender/render/intern/raytrace/svbvh.h delete mode 100644 source/blender/render/intern/raytrace/vbvh.h delete mode 100644 source/blender/render/intern/source/bake.c delete mode 100644 source/blender/render/intern/source/convertblender.c delete mode 100644 source/blender/render/intern/source/envmap.c delete mode 100644 source/blender/render/intern/source/occlusion.c delete mode 100644 source/blender/render/intern/source/pixelblending.c delete mode 100644 source/blender/render/intern/source/pixelshading.c delete mode 100644 source/blender/render/intern/source/rayshade.c delete mode 100644 source/blender/render/intern/source/rendercore.c delete mode 100644 source/blender/render/intern/source/renderdatabase.c delete mode 100644 source/blender/render/intern/source/shadbuf.c delete mode 100644 source/blender/render/intern/source/shadeinput.c delete mode 100644 source/blender/render/intern/source/shadeoutput.c delete mode 100644 source/blender/render/intern/source/sss.c delete mode 100644 source/blender/render/intern/source/strand.c delete mode 100644 source/blender/render/intern/source/sunsky.c delete mode 100644 source/blender/render/intern/source/volume_precache.c delete mode 100644 source/blender/render/intern/source/volumetric.c (limited to 'source/blender') diff --git a/source/blender/nodes/shader/nodes/node_shader_geom.c b/source/blender/nodes/shader/nodes/node_shader_geom.c deleted file mode 100644 index 0a51ee8dc68..00000000000 --- a/source/blender/nodes/shader/nodes/node_shader_geom.c +++ /dev/null @@ -1,163 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2005 Blender Foundation. - * All rights reserved. - * - * The Original Code is: all of this file. - * - * Contributor(s): none yet. - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/nodes/shader/nodes/node_shader_geom.c - * \ingroup shdnodes - */ - - -#include "node_shader_util.h" - -#include "DNA_customdata_types.h" - -/* **************** GEOMETRY ******************** */ - -/* output socket type definition */ -static bNodeSocketTemplate sh_node_geom_out[] = { - { SOCK_VECTOR, 0, N_("Global")}, - { SOCK_VECTOR, 0, N_("Local")}, - { SOCK_VECTOR, 0, N_("View")}, - { SOCK_VECTOR, 0, N_("Orco")}, - { SOCK_VECTOR, 0, N_("UV")}, - { SOCK_VECTOR, 0, N_("Normal")}, - { SOCK_RGBA, 0, N_("Vertex Color")}, - { SOCK_FLOAT, 0, N_("Vertex Alpha")}, - { SOCK_FLOAT, 0, N_("Front/Back")}, - { -1, 0, "" } -}; - -/* node execute callback */ -static void node_shader_exec_geom(void *data, int UNUSED(thread), bNode *node, bNodeExecData *UNUSED(execdata), bNodeStack **UNUSED(in), bNodeStack **out) -{ - if (data) { - ShadeInput *shi = ((ShaderCallData *)data)->shi; - NodeGeometry *ngeo = (NodeGeometry *)node->storage; - ShadeInputUV *suv = &shi->uv[shi->actuv]; - static float defaultvcol[4] = {1.0f, 1.0f, 1.0f, 1.0f}; - int i; - - if (ngeo->uvname[0]) { - /* find uv map by name */ - for (i = 0; i < shi->totuv; i++) { - if (STREQ(shi->uv[i].name, ngeo->uvname)) { - suv = &shi->uv[i]; - break; - } - } - } - - /* out: global, local, view, orco, uv, normal, vertex color */ - copy_v3_v3(out[GEOM_OUT_GLOB]->vec, shi->gl); - copy_v3_v3(out[GEOM_OUT_LOCAL]->vec, shi->co); - copy_v3_v3(out[GEOM_OUT_VIEW]->vec, shi->view); - copy_v3_v3(out[GEOM_OUT_ORCO]->vec, shi->lo); - copy_v3_v3(out[GEOM_OUT_UV]->vec, suv->uv); - copy_v3_v3(out[GEOM_OUT_NORMAL]->vec, shi->vno); - - if (shi->use_world_space_shading) { - negate_v3(out[GEOM_OUT_NORMAL]->vec); - mul_mat3_m4_v3((float (*)[4])RE_render_current_get_matrix(RE_VIEWINV_MATRIX), out[GEOM_OUT_NORMAL]->vec); - } - if (shi->totcol) { - /* find vertex color layer by name */ - ShadeInputCol *scol = &shi->col[0]; - - if (ngeo->colname[0]) { - for (i = 0; i < shi->totcol; i++) { - if (STREQ(shi->col[i].name, ngeo->colname)) { - scol = &shi->col[i]; - break; - } - } - } - - srgb_to_linearrgb_v3_v3(out[GEOM_OUT_VCOL]->vec, scol->col); - out[GEOM_OUT_VCOL]->vec[3] = scol->col[3]; - out[GEOM_OUT_VCOL_ALPHA]->vec[0] = scol->col[3]; - } - else { - memcpy(out[GEOM_OUT_VCOL]->vec, defaultvcol, sizeof(defaultvcol)); - out[GEOM_OUT_VCOL_ALPHA]->vec[0] = 1.0f; - } - - if (shi->osatex) { - out[GEOM_OUT_GLOB]->data = shi->dxgl; - out[GEOM_OUT_GLOB]->datatype = NS_OSA_VECTORS; - out[GEOM_OUT_LOCAL]->data = shi->dxco; - out[GEOM_OUT_LOCAL]->datatype = NS_OSA_VECTORS; - out[GEOM_OUT_VIEW]->data = &shi->dxview; - out[GEOM_OUT_VIEW]->datatype = NS_OSA_VALUES; - out[GEOM_OUT_ORCO]->data = shi->dxlo; - out[GEOM_OUT_ORCO]->datatype = NS_OSA_VECTORS; - out[GEOM_OUT_UV]->data = suv->dxuv; - out[GEOM_OUT_UV]->datatype = NS_OSA_VECTORS; - out[GEOM_OUT_NORMAL]->data = shi->dxno; - out[GEOM_OUT_NORMAL]->datatype = NS_OSA_VECTORS; - } - - /* front/back, normal flipping was stored */ - out[GEOM_OUT_FRONTBACK]->vec[0] = (shi->flippednor) ? 0.0f : 1.0f; - } -} - -static void node_shader_init_geometry(bNodeTree *UNUSED(ntree), bNode *node) -{ - node->storage = MEM_callocN(sizeof(NodeGeometry), "NodeGeometry"); -} - -static int gpu_shader_geom(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) -{ - NodeGeometry *ngeo = (NodeGeometry *)node->storage; - GPUNodeLink *orco = GPU_attribute(CD_ORCO, ""); - GPUNodeLink *mtface = GPU_attribute(CD_MTFACE, ngeo->uvname); - GPUNodeLink *mcol = GPU_attribute(CD_MCOL, ngeo->colname); - - bool ret = GPU_stack_link(mat, "geom", in, out, - GPU_builtin(GPU_VIEW_POSITION), GPU_builtin(GPU_VIEW_NORMAL), - GPU_builtin(GPU_INVERSE_VIEW_MATRIX), orco, mtface, mcol); - if (GPU_material_use_world_space_shading(mat)) { - GPU_link(mat, "vec_math_negate", out[5].link, &out[5].link); - ret &= GPU_link(mat, "direction_transform_m4v3", out[5].link, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &out[5].link); - } - return ret; -} - -/* node type definition */ -void register_node_type_sh_geom(void) -{ - static bNodeType ntype; - - sh_node_type_base(&ntype, SH_NODE_GEOMETRY, "Geometry", NODE_CLASS_INPUT, 0); - node_type_compatibility(&ntype, NODE_OLD_SHADING); - node_type_socket_templates(&ntype, NULL, sh_node_geom_out); - node_type_init(&ntype, node_shader_init_geometry); - node_type_storage(&ntype, "NodeGeometry", node_free_standard_storage, node_copy_standard_storage); - node_type_exec(&ntype, NULL, NULL, node_shader_exec_geom); - node_type_gpu(&ntype, gpu_shader_geom); - - nodeRegisterType(&ntype); -} diff --git a/source/blender/nodes/shader/nodes/node_shader_material.c b/source/blender/nodes/shader/nodes/node_shader_material.c deleted file mode 100644 index 8a73ddc1194..00000000000 --- a/source/blender/nodes/shader/nodes/node_shader_material.c +++ /dev/null @@ -1,374 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2005 Blender Foundation. - * All rights reserved. - * - * The Original Code is: all of this file. - * - * Contributor(s): none yet. - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/nodes/shader/nodes/node_shader_material.c - * \ingroup shdnodes - */ - -#include "node_shader_util.h" - -/* **************** MATERIAL ******************** */ - -static bNodeSocketTemplate sh_node_material_in[] = { - { SOCK_RGBA, 1, N_("Color"), 0.0f, 0.0f, 0.0f, 1.0f}, - { SOCK_RGBA, 1, N_("Spec"), 0.0f, 0.0f, 0.0f, 1.0f}, - { SOCK_FLOAT, 1, N_("DiffuseIntensity"), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, PROP_NONE}, - { SOCK_VECTOR, 1, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_DIRECTION}, - { -1, 0, "" } -}; - -static bNodeSocketTemplate sh_node_material_out[] = { - { SOCK_RGBA, 0, N_("Color")}, - { SOCK_FLOAT, 0, N_("Alpha")}, - { SOCK_VECTOR, 0, N_("Normal")}, - { -1, 0, "" } -}; - -/* **************** EXTENDED MATERIAL ******************** */ - -static bNodeSocketTemplate sh_node_material_ext_in[] = { - { SOCK_RGBA, 1, N_("Color"), 0.0f, 0.0f, 0.0f, 1.0f}, - { SOCK_RGBA, 1, N_("Spec"), 0.0f, 0.0f, 0.0f, 1.0f}, - { SOCK_FLOAT, 1, N_("DiffuseIntensity"), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, PROP_NONE}, - { SOCK_VECTOR, 1, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_DIRECTION}, - { SOCK_RGBA, 1, N_("Mirror"), 0.0f, 0.0f, 0.0f, 1.0f}, - { SOCK_FLOAT, 1, N_("Ambient"), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, PROP_NONE}, - { SOCK_FLOAT, 1, N_("Emit"), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, PROP_UNSIGNED}, - { SOCK_FLOAT, 1, N_("SpecTra"), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, PROP_NONE}, - { SOCK_FLOAT, 1, N_("Reflectivity"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE}, - { SOCK_FLOAT, 1, N_("Alpha"), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, PROP_UNSIGNED}, - { SOCK_FLOAT, 1, N_("Translucency"), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, PROP_NONE}, - { -1, 0, "" } -}; - -static bNodeSocketTemplate sh_node_material_ext_out[] = { - { SOCK_RGBA, 0, N_("Color")}, - { SOCK_FLOAT, 0, N_("Alpha")}, - { SOCK_VECTOR, 0, N_("Normal")}, - { SOCK_RGBA, 0, N_("Diffuse")}, - { SOCK_RGBA, 0, N_("Spec")}, - { SOCK_RGBA, 0, N_("AO")}, - { -1, 0, "" } -}; - -static void node_shader_exec_material(void *data, int UNUSED(thread), bNode *node, bNodeExecData *execdata, bNodeStack **in, bNodeStack **out) -{ - if (data && node->id) { - ShadeResult shrnode; - ShadeInput *shi; - ShaderCallData *shcd = data; - float col[4]; - bNodeSocket *sock; - char hasinput[NUM_MAT_IN] = {'\0'}; - int i, mode; - - /* note: cannot use the in[]->hasinput flags directly, as these are not necessarily - * the constant input stack values (e.g. in case material node is inside a group). - * we just want to know if a node input uses external data or the material setting. - * this is an ugly hack, but so is this node as a whole. - */ - for (sock = node->inputs.first, i = 0; sock; sock = sock->next, ++i) - hasinput[i] = (sock->link != NULL); - - shi = shcd->shi; - shi->mat = (Material *)node->id; - - /* copy all relevant material vars, note, keep this synced with render_types.h */ - memcpy(&shi->r, &shi->mat->r, 23 * sizeof(float)); - shi->har = shi->mat->har; - - /* write values */ - if (hasinput[MAT_IN_COLOR]) - nodestack_get_vec(&shi->r, SOCK_VECTOR, in[MAT_IN_COLOR]); - - if (hasinput[MAT_IN_SPEC]) - nodestack_get_vec(&shi->specr, SOCK_VECTOR, in[MAT_IN_SPEC]); - - if (hasinput[MAT_IN_REFL]) - nodestack_get_vec(&shi->refl, SOCK_FLOAT, in[MAT_IN_REFL]); - - /* retrieve normal */ - if (hasinput[MAT_IN_NORMAL]) { - nodestack_get_vec(shi->vn, SOCK_VECTOR, in[MAT_IN_NORMAL]); - if (shi->use_world_space_shading) { - negate_v3(shi->vn); - mul_mat3_m4_v3((float (*)[4])RE_render_current_get_matrix(RE_VIEW_MATRIX), shi->vn); - } - normalize_v3(shi->vn); - } - else - copy_v3_v3(shi->vn, shi->vno); - - /* custom option to flip normal */ - if (node->custom1 & SH_NODE_MAT_NEG) { - negate_v3(shi->vn); - } - - if (node->type == SH_NODE_MATERIAL_EXT) { - if (hasinput[MAT_IN_MIR]) - nodestack_get_vec(&shi->mirr, SOCK_VECTOR, in[MAT_IN_MIR]); - if (hasinput[MAT_IN_AMB]) - nodestack_get_vec(&shi->amb, SOCK_FLOAT, in[MAT_IN_AMB]); - if (hasinput[MAT_IN_EMIT]) - nodestack_get_vec(&shi->emit, SOCK_FLOAT, in[MAT_IN_EMIT]); - if (hasinput[MAT_IN_SPECTRA]) - nodestack_get_vec(&shi->spectra, SOCK_FLOAT, in[MAT_IN_SPECTRA]); - if (hasinput[MAT_IN_RAY_MIRROR]) - nodestack_get_vec(&shi->ray_mirror, SOCK_FLOAT, in[MAT_IN_RAY_MIRROR]); - if (hasinput[MAT_IN_ALPHA]) - nodestack_get_vec(&shi->alpha, SOCK_FLOAT, in[MAT_IN_ALPHA]); - if (hasinput[MAT_IN_TRANSLUCENCY]) - nodestack_get_vec(&shi->translucency, SOCK_FLOAT, in[MAT_IN_TRANSLUCENCY]); - } - - /* make alpha output give results even if transparency is only enabled on - * the material linked in this not and not on the parent material */ - mode = shi->mode; - if (shi->mat->mode & MA_TRANSP) - shi->mode |= MA_TRANSP; - - shi->nodes = 1; /* temp hack to prevent trashadow recursion */ - node_shader_lamp_loop(shi, &shrnode); /* clears shrnode */ - shi->nodes = 0; - - shi->mode = mode; - - /* write to outputs */ - if (node->custom1 & SH_NODE_MAT_DIFF) { - copy_v3_v3(col, shrnode.combined); - if (!(node->custom1 & SH_NODE_MAT_SPEC)) { - sub_v3_v3(col, shrnode.spec); - } - } - else if (node->custom1 & SH_NODE_MAT_SPEC) { - copy_v3_v3(col, shrnode.spec); - } - else - col[0] = col[1] = col[2] = 0.0f; - - col[3] = shrnode.alpha; - - if (shi->do_preview) - BKE_node_preview_set_pixel(execdata->preview, col, shi->xs, shi->ys, shi->do_manage); - - copy_v3_v3(out[MAT_OUT_COLOR]->vec, col); - out[MAT_OUT_ALPHA]->vec[0] = shrnode.alpha; - - if (node->custom1 & SH_NODE_MAT_NEG) { - shi->vn[0] = -shi->vn[0]; - shi->vn[1] = -shi->vn[1]; - shi->vn[2] = -shi->vn[2]; - } - - copy_v3_v3(out[MAT_OUT_NORMAL]->vec, shi->vn); - - if (shi->use_world_space_shading) { - negate_v3(out[MAT_OUT_NORMAL]->vec); - mul_mat3_m4_v3((float (*)[4])RE_render_current_get_matrix(RE_VIEWINV_MATRIX), out[MAT_OUT_NORMAL]->vec); - } - /* Extended material options */ - if (node->type == SH_NODE_MATERIAL_EXT) { - /* Shadow, Reflect, Refract, Radiosity, Speed seem to cause problems inside - * a node tree :( */ - copy_v3_v3(out[MAT_OUT_DIFFUSE]->vec, shrnode.diffshad); - copy_v3_v3(out[MAT_OUT_SPEC]->vec, shrnode.spec); - copy_v3_v3(out[MAT_OUT_AO]->vec, shrnode.ao); - } - - /* copy passes, now just active node */ - if (node->flag & NODE_ACTIVE_ID) { - float combined[4], alpha; - - copy_v4_v4(combined, shcd->shr->combined); - alpha = shcd->shr->alpha; - - *(shcd->shr) = shrnode; - - copy_v4_v4(shcd->shr->combined, combined); - shcd->shr->alpha = alpha; - } - } -} - - -static void node_shader_init_material(bNodeTree *UNUSED(ntree), bNode *node) -{ - node->custom1 = SH_NODE_MAT_DIFF | SH_NODE_MAT_SPEC; -} - -/* XXX this is also done as a local static function in gpu_codegen.c, - * but we need this to hack around the crappy material node. - */ -static GPUNodeLink *gpu_get_input_link(GPUMaterial *mat, GPUNodeStack *in) -{ - if (in->link) { - return in->link; - } - else { - GPUNodeLink *result = NULL; - - /* note GPU_uniform() is only intended to be used as a parameter to - * GPU_link(), returning it directly results in leaks or double frees */ - if (in->type == GPU_FLOAT) - GPU_link(mat, "set_value", GPU_uniform(in->vec), &result); - else if (in->type == GPU_VEC3) - GPU_link(mat, "set_rgb", GPU_uniform(in->vec), &result); - else if (in->type == GPU_VEC4) - GPU_link(mat, "set_rgba", GPU_uniform(in->vec), &result); - else - BLI_assert(0); - - return result; - } -} - -static int gpu_shader_material(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) -{ - if (node->id) { - GPUShadeInput shi; - GPUShadeResult shr; - bNodeSocket *sock; - char hasinput[NUM_MAT_IN] = {'\0'}; - int i; - - /* note: cannot use the in[]->hasinput flags directly, as these are not necessarily - * the constant input stack values (e.g. in case material node is inside a group). - * we just want to know if a node input uses external data or the material setting. - */ - for (sock = node->inputs.first, i = 0; sock; sock = sock->next, ++i) - hasinput[i] = (sock->link != NULL); - - GPU_shadeinput_set(mat, (Material *)node->id, &shi); - - /* write values */ - if (hasinput[MAT_IN_COLOR]) - shi.rgb = gpu_get_input_link(mat, &in[MAT_IN_COLOR]); - - if (hasinput[MAT_IN_SPEC]) - shi.specrgb = gpu_get_input_link(mat, &in[MAT_IN_SPEC]); - - if (hasinput[MAT_IN_REFL]) - shi.refl = gpu_get_input_link(mat, &in[MAT_IN_REFL]); - - /* retrieve normal */ - if (hasinput[MAT_IN_NORMAL]) { - GPUNodeLink *tmp; - shi.vn = gpu_get_input_link(mat, &in[MAT_IN_NORMAL]); - if (GPU_material_use_world_space_shading(mat)) { - GPU_link(mat, "vec_math_negate", shi.vn, &shi.vn); - GPU_link(mat, "direction_transform_m4v3", shi.vn, GPU_builtin(GPU_VIEW_MATRIX), &shi.vn); - } - GPU_link(mat, "vec_math_normalize", shi.vn, &shi.vn, &tmp); - } - - /* custom option to flip normal */ - if (node->custom1 & SH_NODE_MAT_NEG) - GPU_link(mat, "vec_math_negate", shi.vn, &shi.vn); - - if (node->type == SH_NODE_MATERIAL_EXT) { - if (hasinput[MAT_IN_MIR]) - shi.mir = gpu_get_input_link(mat, &in[MAT_IN_MIR]); - if (hasinput[MAT_IN_AMB]) - shi.amb = gpu_get_input_link(mat, &in[MAT_IN_AMB]); - if (hasinput[MAT_IN_EMIT]) - shi.emit = gpu_get_input_link(mat, &in[MAT_IN_EMIT]); - if (hasinput[MAT_IN_SPECTRA]) - shi.spectra = gpu_get_input_link(mat, &in[MAT_IN_SPECTRA]); - if (hasinput[MAT_IN_ALPHA]) - shi.alpha = gpu_get_input_link(mat, &in[MAT_IN_ALPHA]); - } - - GPU_shaderesult_set(&shi, &shr); /* clears shr */ - - /* write to outputs */ - if (node->custom1 & SH_NODE_MAT_DIFF) { - out[MAT_OUT_COLOR].link = shr.combined; - - if (!(node->custom1 & SH_NODE_MAT_SPEC)) { - GPUNodeLink *link; - GPU_link(mat, "vec_math_sub", shr.combined, shr.spec, &out[MAT_OUT_COLOR].link, &link); - } - } - else if (node->custom1 & SH_NODE_MAT_SPEC) { - out[MAT_OUT_COLOR].link = shr.spec; - } - else - GPU_link(mat, "set_rgb_zero", &out[MAT_OUT_COLOR].link); - - GPU_link(mat, "mtex_alpha_to_col", out[MAT_OUT_COLOR].link, shr.alpha, &out[MAT_OUT_COLOR].link); - - out[MAT_OUT_ALPHA].link = shr.alpha; // - - if (node->custom1 & SH_NODE_MAT_NEG) - GPU_link(mat, "vec_math_negate", shi.vn, &shi.vn); - out[MAT_OUT_NORMAL].link = shi.vn; - if (GPU_material_use_world_space_shading(mat)) { - GPU_link(mat, "vec_math_negate", out[MAT_OUT_NORMAL].link, &out[MAT_OUT_NORMAL].link); - GPU_link(mat, "direction_transform_m4v3", out[MAT_OUT_NORMAL].link, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &out[MAT_OUT_NORMAL].link); - } - - if (node->type == SH_NODE_MATERIAL_EXT) { - out[MAT_OUT_DIFFUSE].link = shr.diff; - out[MAT_OUT_SPEC].link = shr.spec; - GPU_link(mat, "set_rgb_one", &out[MAT_OUT_AO].link); - } - - return 1; - } - - return 0; -} - -void register_node_type_sh_material(void) -{ - static bNodeType ntype; - - sh_node_type_base(&ntype, SH_NODE_MATERIAL, "Material", NODE_CLASS_INPUT, NODE_PREVIEW); - node_type_compatibility(&ntype, NODE_OLD_SHADING); - node_type_socket_templates(&ntype, sh_node_material_in, sh_node_material_out); - node_type_init(&ntype, node_shader_init_material); - node_type_exec(&ntype, NULL, NULL, node_shader_exec_material); - node_type_gpu(&ntype, gpu_shader_material); - - nodeRegisterType(&ntype); -} - - -void register_node_type_sh_material_ext(void) -{ - static bNodeType ntype; - - sh_node_type_base(&ntype, SH_NODE_MATERIAL_EXT, "Extended Material", NODE_CLASS_INPUT, NODE_PREVIEW); - node_type_compatibility(&ntype, NODE_OLD_SHADING); - node_type_socket_templates(&ntype, sh_node_material_ext_in, sh_node_material_ext_out); - node_type_init(&ntype, node_shader_init_material); - node_type_size_preset(&ntype, NODE_SIZE_MIDDLE); - node_type_exec(&ntype, NULL, NULL, node_shader_exec_material); - node_type_gpu(&ntype, gpu_shader_material); - - nodeRegisterType(&ntype); -} diff --git a/source/blender/nodes/shader/nodes/node_shader_output.c b/source/blender/nodes/shader/nodes/node_shader_output.c deleted file mode 100644 index 5b1a68b4bf9..00000000000 --- a/source/blender/nodes/shader/nodes/node_shader_output.c +++ /dev/null @@ -1,97 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2005 Blender Foundation. - * All rights reserved. - * - * The Original Code is: all of this file. - * - * Contributor(s): none yet. - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/nodes/shader/nodes/node_shader_output.c - * \ingroup shdnodes - */ - - -#include "node_shader_util.h" - -/* **************** OUTPUT ******************** */ -static bNodeSocketTemplate sh_node_output_in[] = { - { SOCK_RGBA, 1, N_("Color"), 0.0f, 0.0f, 0.0f, 1.0f}, - { SOCK_FLOAT, 1, N_("Alpha"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE}, - { -1, 0, "" } -}; - -static void node_shader_exec_output(void *data, int UNUSED(thread), bNode *node, bNodeExecData *execdata, bNodeStack **in, bNodeStack **UNUSED(out)) -{ - if (data) { - ShadeInput *shi = ((ShaderCallData *)data)->shi; - float col[4]; - - /* stack order input sockets: col, alpha, normal */ - nodestack_get_vec(col, SOCK_VECTOR, in[0]); - nodestack_get_vec(col + 3, SOCK_FLOAT, in[1]); - - if (shi->do_preview) { - BKE_node_preview_set_pixel(execdata->preview, col, shi->xs, shi->ys, shi->do_manage); - node->lasty = shi->ys; - } - - if (node->flag & NODE_DO_OUTPUT) { - ShadeResult *shr = ((ShaderCallData *)data)->shr; - - copy_v4_v4(shr->combined, col); - shr->alpha = col[3]; - - // copy_v3_v3(shr->nor, in[3]->vec); - } - } -} - -static int gpu_shader_output(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) -{ - GPUNodeLink *outlink; - -#if 0 - if (in[1].hasinput) - GPU_material_enable_alpha(mat); -#endif - - GPU_stack_link(mat, "output_node", in, out, &outlink); - GPU_material_output_link(mat, outlink); - - return 1; -} - -void register_node_type_sh_output(void) -{ - static bNodeType ntype; - - sh_node_type_base(&ntype, SH_NODE_OUTPUT, "Output", NODE_CLASS_OUTPUT, NODE_PREVIEW); - node_type_compatibility(&ntype, NODE_OLD_SHADING); - node_type_socket_templates(&ntype, sh_node_output_in, NULL); - node_type_exec(&ntype, NULL, NULL, node_shader_exec_output); - node_type_gpu(&ntype, gpu_shader_output); - - /* Do not allow muting output node. */ - node_type_internal_links(&ntype, NULL); - - nodeRegisterType(&ntype); -} diff --git a/source/blender/nodes/shader/nodes/node_shader_texture.c b/source/blender/nodes/shader/nodes/node_shader_texture.c deleted file mode 100644 index 737ec7d1c4b..00000000000 --- a/source/blender/nodes/shader/nodes/node_shader_texture.c +++ /dev/null @@ -1,166 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2005 Blender Foundation. - * All rights reserved. - * - * The Original Code is: all of this file. - * - * Contributor(s): none yet. - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/nodes/shader/nodes/node_shader_texture.c - * \ingroup shdnodes - */ - -#include "DNA_texture_types.h" - -#include "node_shader_util.h" - -#include "GPU_material.h" - -/* **************** TEXTURE ******************** */ -static bNodeSocketTemplate sh_node_texture_in[] = { - { SOCK_VECTOR, 1, "Vector", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE}, /* no limit */ - { -1, 0, "" } -}; -static bNodeSocketTemplate sh_node_texture_out[] = { - { SOCK_FLOAT, 0, N_("Value"), 0, 0, 0, 0, 0, 0, PROP_NONE, SOCK_NO_INTERNAL_LINK}, - { SOCK_RGBA, 0, N_("Color"), 0, 0, 0, 0, 0, 0, PROP_NONE, SOCK_NO_INTERNAL_LINK}, - { SOCK_VECTOR, 0, N_("Normal"), 0, 0, 0, 0, 0, 0, PROP_NONE, SOCK_NO_INTERNAL_LINK}, - { -1, 0, "" } -}; - -static void node_shader_exec_texture(void *data, int UNUSED(thread), bNode *node, bNodeExecData *execdata, bNodeStack **in, bNodeStack **out) -{ - if (data && node->id) { - ShadeInput *shi = ((ShaderCallData *)data)->shi; - TexResult texres; - bNodeSocket *sock_vector = node->inputs.first; - float vec[3], nor[3] = {0.0f, 0.0f, 0.0f}; - int retval; - short which_output = node->custom1; - - short thread = shi->thread; - - /* out: value, color, normal */ - - /* we should find out if a normal as output is needed, for now we do all */ - texres.nor = nor; - texres.tr = texres.tg = texres.tb = 0.0f; - - /* don't use in[0]->hasinput, see material node for explanation */ - if (sock_vector->link) { - nodestack_get_vec(vec, SOCK_VECTOR, in[0]); - - if (in[0]->datatype == NS_OSA_VECTORS) { - float *fp = in[0]->data; - retval = multitex_nodes((Tex *)node->id, vec, fp, fp + 3, shi->osatex, &texres, thread, which_output, NULL, NULL, NULL); - } - else if (in[0]->datatype == NS_OSA_VALUES) { - const float *fp = in[0]->data; - float dxt[3], dyt[3]; - - dxt[0] = fp[0]; dxt[1] = dxt[2] = 0.0f; - dyt[0] = fp[1]; dyt[1] = dyt[2] = 0.0f; - retval = multitex_nodes((Tex *)node->id, vec, dxt, dyt, shi->osatex, &texres, thread, which_output, NULL, NULL, NULL); - } - else - retval = multitex_nodes((Tex *)node->id, vec, NULL, NULL, 0, &texres, thread, which_output, NULL, NULL, NULL); - } - else { - copy_v3_v3(vec, shi->lo); - retval = multitex_nodes((Tex *)node->id, vec, NULL, NULL, 0, &texres, thread, which_output, NULL, NULL, NULL); - } - - /* stupid exception */ - if ( ((Tex *)node->id)->type == TEX_STUCCI) { - texres.tin = 0.5f + 0.7f * texres.nor[0]; - CLAMP(texres.tin, 0.0f, 1.0f); - } - - /* intensity and color need some handling */ - if (texres.talpha) - out[0]->vec[0] = texres.ta; - else - out[0]->vec[0] = texres.tin; - - if ((retval & TEX_RGB) == 0) { - copy_v3_fl(out[1]->vec, out[0]->vec[0]); - out[1]->vec[3] = 1.0f; - } - else { - copy_v3_v3(out[1]->vec, &texres.tr); - out[1]->vec[3] = 1.0f; - } - - copy_v3_v3(out[2]->vec, nor); - - if (shi->do_preview) { - BKE_node_preview_set_pixel(execdata->preview, out[1]->vec, shi->xs, shi->ys, shi->do_manage); - } - - } -} - -static int gpu_shader_texture(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) -{ - Tex *tex = (Tex *)node->id; - - if (tex && tex->ima && (tex->type == TEX_IMAGE || tex->type == TEX_ENVMAP)) { - if (tex->type == TEX_IMAGE) { - GPUNodeLink *texlink = GPU_image(tex->ima, &tex->iuser, false); - GPU_stack_link(mat, "texture_image", in, out, texlink); - } - else { /* TEX_ENVMAP */ - if (!in[0].link) - in[0].link = GPU_uniform(in[0].vec); - if (!GPU_material_use_world_space_shading(mat)) - GPU_link(mat, "direction_transform_m4v3", in[0].link, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &in[0].link); - GPU_link(mat, "mtex_cube_map_refl_from_refldir", - GPU_cube_map(tex->ima, &tex->iuser, false), in[0].link, &out[0].link, &out[1].link); - GPU_link(mat, "color_to_normal", out[1].link, &out[2].link); - } - - ImBuf *ibuf = BKE_image_acquire_ibuf(tex->ima, &tex->iuser, NULL); - if (ibuf && (ibuf->colormanage_flag & IMB_COLORMANAGE_IS_DATA) == 0 && - GPU_material_do_color_management(mat)) - { - GPU_link(mat, "srgb_to_linearrgb", out[1].link, &out[1].link); - } - BKE_image_release_ibuf(tex->ima, ibuf, NULL); - - return true; - } - - return false; -} - -void register_node_type_sh_texture(void) -{ - static bNodeType ntype; - - sh_node_type_base(&ntype, SH_NODE_TEXTURE, "Texture", NODE_CLASS_INPUT, NODE_PREVIEW); - node_type_compatibility(&ntype, NODE_OLD_SHADING); - node_type_socket_templates(&ntype, sh_node_texture_in, sh_node_texture_out); - node_type_exec(&ntype, NULL, NULL, node_shader_exec_texture); - node_type_gpu(&ntype, gpu_shader_texture); - - nodeRegisterType(&ntype); -} diff --git a/source/blender/render/intern/include/envmap.h b/source/blender/render/intern/include/envmap.h deleted file mode 100644 index c66427ae788..00000000000 --- a/source/blender/render/intern/include/envmap.h +++ /dev/null @@ -1,54 +0,0 @@ -/* - * envmap_ext.h - * - * - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. - * All rights reserved. - * - * The Original Code is: all of this file. - * - * Contributor(s): none yet. - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/render/intern/include/envmap.h - * \ingroup render - */ - - -#ifndef __ENVMAP_H__ -#define __ENVMAP_H__ - -/** - * Make environment maps for all objects in the scene that have an - * environment map as texture. - * (initrender.c) - */ - -struct Render; -struct TexResult; -struct ImagePool; - -void make_envmaps(struct Render *re); -int envmaptex(struct Tex *tex, const float texvec[3], float dxt[3], float dyt[3], int osatex, struct TexResult *texres, struct ImagePool *pool, const bool skip_image_load); -void env_rotate_scene(struct Render *re, float mat[4][4], int do_rotate); - -#endif /* __ENVMAP_H__ */ - diff --git a/source/blender/render/intern/include/pixelblending.h b/source/blender/render/intern/include/pixelblending.h deleted file mode 100644 index 022510c7132..00000000000 --- a/source/blender/render/intern/include/pixelblending.h +++ /dev/null @@ -1,65 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. - * All rights reserved. - * - * Contributor(s): 2004-2006 Blender Foundation, full recode - * - * ***** END GPL/BL DUAL LICENSE BLOCK ***** - */ - -/** \file blender/render/intern/include/pixelblending.h - * \ingroup render - */ - - -#ifndef __PIXELBLENDING_H__ -#define __PIXELBLENDING_H__ - - -/** - * add 1 pixel to into filtered three lines - * (float vecs to float vec) - */ -void add_filt_fmask(unsigned int mask, const float col[4], float *rowbuf, int row_w); -void add_filt_fmask_pixsize(unsigned int mask, float *in, float *rowbuf, int row_w, int pixsize); -void add_filt_fmask_coord(float filt[3][3], const float col[4], float *rowbuf, int row_stride, int x, int y, rcti *mask); -void mask_array(unsigned int mask, float filt[3][3]); - -/** - * Alpha-over blending for floats. - */ -void addAlphaOverFloat(float dest[4], const float source[4]); - -/** - * Alpha-under blending for floats. - */ -void addAlphaUnderFloat(float dest[4], const float source[4]); - - -/** - * Same for floats - */ -void addalphaAddfacFloat(float dest[4], const float source[4], char addfac); - -/** - * dest = dest + source - */ -void addalphaAddFloat(float dest[4], const float source[4]); - -#endif /* __PIXELBLENDING_H__ */ diff --git a/source/blender/render/intern/include/pixelshading.h b/source/blender/render/intern/include/pixelshading.h deleted file mode 100644 index 0e630eda475..00000000000 --- a/source/blender/render/intern/include/pixelshading.h +++ /dev/null @@ -1,62 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. - * All rights reserved. - * - * Contributor(s): 2004-2006, Blender Foundation, full recode - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/render/intern/include/pixelshading.h - * \ingroup render - * - * These functions determine what actual color a pixel will have. - */ - -#ifndef __PIXELSHADING_H__ -#define __PIXELSHADING_H__ - - -/** - * Render the pixel at (x,y) for object ap. Apply the jitter mask. - * Output is given in float collector[4]. The type vector: - * t[0] - min. distance - * t[1] - face/halo index - * t[2] - jitter mask - * t[3] - type ZB_POLY or ZB_HALO - * t[4] - max. distance - * mask is pixel coverage in bits - * \return pointer to the object - */ -int shadeHaloFloat(HaloRen *har, - float *col, int zz, - float dist, float xn, - float yn, short flarec); - -/** - * Render the sky at pixel (x, y). - */ -void shadeSkyPixel(float collector[4], float fx, float fy, short thread); -void shadeSkyView(float col_r[3], const float rco[3], const float view[3], const float dxyview[2], short thread); -void shadeAtmPixel(struct SunSky *sunsky, float *collector, float fx, float fy, float distance); -void shadeSunView(float col_r[3], const float view[3]); -/* ------------------------------------------------------------------------- */ - -#endif - diff --git a/source/blender/render/intern/include/pointdensity.h b/source/blender/render/intern/include/pointdensity.h deleted file mode 100644 index eadf714c1ba..00000000000 --- a/source/blender/render/intern/include/pointdensity.h +++ /dev/null @@ -1,51 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. - * All rights reserved. - * - * The Original Code is: all of this file. - * - * Contributor(s): Matt Ebb - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/render/intern/include/pointdensity.h - * \ingroup render - */ - - -#ifndef __POINTDENSITY_H__ -#define __POINTDENSITY_H__ - -/** - * Make point density kd-trees for all point density textures in the scene - */ - -struct PointDensity; -struct Render; -struct TexResult; - -void free_pointdensity(struct PointDensity *pd); -void cache_pointdensity(struct Render *re, struct PointDensity *pd); -void make_pointdensities(struct Render *re); -void free_pointdensities(struct Render *re); -int pointdensitytex(struct Tex *tex, const float texvec[3], struct TexResult *texres); - -#endif /* __POINTDENSITY_H__ */ - diff --git a/source/blender/render/intern/include/raycounter.h b/source/blender/render/intern/include/raycounter.h deleted file mode 100644 index e16c6e13c7e..00000000000 --- a/source/blender/render/intern/include/raycounter.h +++ /dev/null @@ -1,74 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2009 Blender Foundation. - * All rights reserved. - * - * The Original Code is: all of this file. - * - * Contributor(s): André Pinto. - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/render/intern/include/raycounter.h - * \ingroup render - */ - - -#ifndef __RAYCOUNTER_H__ -#define __RAYCOUNTER_H__ - -//#define RE_RAYCOUNTER /* enable counters per ray, useful for measuring raytrace structures performance */ - -#ifdef __cplusplus -extern "C" { -#endif - -#ifdef RE_RAYCOUNTER - -/* ray counter functions */ - -typedef struct RayCounter { - struct { - unsigned long long test, hit; - } faces, bb, simd_bb, raycast, raytrace_hint, rayshadow_last_hit; -} RayCounter; - -#define RE_RC_INIT(isec, shi) (isec).raycounter = &((shi).shading.raycounter) -void RE_RC_INFO(RayCounter *rc); -void RE_RC_MERGE(RayCounter *rc, RayCounter *tmp); -#define RE_RC_COUNT(var) (var)++ - -extern RayCounter re_rc_counter[]; - -#else - -/* ray counter stubs */ - -#define RE_RC_INIT(isec,shi) -#define RE_RC_INFO(rc) -#define RE_RC_MERGE(dest,src) -#define RE_RC_COUNT(var) - -#endif - -#ifdef __cplusplus -} -#endif - -#endif diff --git a/source/blender/render/intern/include/rayintersection.h b/source/blender/render/intern/include/rayintersection.h deleted file mode 100644 index a303301ad3b..00000000000 --- a/source/blender/render/intern/include/rayintersection.h +++ /dev/null @@ -1,136 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2007 Blender Foundation. - * All rights reserved. - * - * The Original Code is: all of this file. - * - * Contributor(s): André Pinto. - * - * ***** END GPL LICENSE BLOCK ***** - * RE_raytrace.h: ray tracing api, can be used independently from the renderer. - */ - -/** \file blender/render/intern/include/rayintersection.h - * \ingroup render - */ - - -#ifndef __RAYINTERSECTION_H__ -#define __RAYINTERSECTION_H__ - -#ifdef __cplusplus -extern "C" { -#endif - -#include "BLI_math_geom.h" - -struct RayObject; - -/* Ray Hints */ - -#define RE_RAY_LCTS_MAX_SIZE 256 -#define RT_USE_LAST_HIT /* last shadow hit is reused before raycasting on whole tree */ -//#define RT_USE_HINT /* last hit object is reused before raycasting on whole tree */ - -typedef struct LCTSHint { - int size; - struct RayObject *stack[RE_RAY_LCTS_MAX_SIZE]; -} LCTSHint; - -typedef struct RayHint { - union { LCTSHint lcts; } data; -} RayHint; - -/* Ray Intersection */ - -typedef struct Isect { - /* ray start, direction (normalized vector), and max distance. on hit, - * the distance is modified to be the distance to the hit point. */ - float start[3]; - float dir[3]; - float dist; - - /* for envmap and incremental view update renders */ - float origstart[3]; - float origdir[3]; - - /* precomputed values to accelerate bounding box intersection */ - int bv_index[6]; - float idot_axis[3]; - - /* intersection options */ - int mode; /* RE_RAY_SHADOW, RE_RAY_MIRROR, RE_RAY_SHADOW_TRA */ - int lay; /* -1 default, set for layer lamps */ - int skip; /* skip flags */ - int check; /* check flags */ - void *userdata; /* used by bake check */ - - /* hit information */ - float u, v; - int isect; /* which half of quad */ - - struct { - void *ob; - void *face; - } hit, orig; - - /* last hit optimization */ - struct RayObject *last_hit; - - /* hints */ -#ifdef RT_USE_HINT - RayTraceHint *hint, *hit_hint; -#endif - RayHint *hint; - - /* ray counter */ -#ifdef RE_RAYCOUNTER - RayCounter *raycounter; -#endif - - /* Precalculated coefficients for watertight intersection check. */ - struct IsectRayPrecalc isect_precalc; -} Isect; - -/* ray types */ -#define RE_RAY_SHADOW 0 -#define RE_RAY_MIRROR 1 -#define RE_RAY_SHADOW_TRA 2 - -/* skip options */ -#define RE_SKIP_CULLFACE (1 << 0) -/* if using this flag then *face should be a pointer to a VlakRen */ -#define RE_SKIP_VLR_NEIGHBOUR (1 << 1) - -/* check options */ -#define RE_CHECK_VLR_NONE 0 -#define RE_CHECK_VLR_RENDER 1 -#define RE_CHECK_VLR_NON_SOLID_MATERIAL 2 -#define RE_CHECK_VLR_BAKE 3 - -/* arbitrary, but can't use e.g. FLT_MAX because of precision issues */ -#define RE_RAYTRACE_MAXDIST 1e15f -#define RE_RAYTRACE_EPSILON 0.0f - -#ifdef __cplusplus -} -#endif - -#endif /* __RAYINTERSECTION_H__ */ - diff --git a/source/blender/render/intern/include/rendercore.h b/source/blender/render/intern/include/rendercore.h deleted file mode 100644 index aa3efca9e5b..00000000000 --- a/source/blender/render/intern/include/rendercore.h +++ /dev/null @@ -1,105 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. - * All rights reserved. - * - * The Original Code is: all of this file. - * - * Contributor(s): none yet. - * - * ***** END GPL LICENSE BLOCK ***** - */ - -#ifndef __RENDERCORE_H__ -#define __RENDERCORE_H__ - -/** \file blender/render/intern/include/rendercore.h - * \ingroup render - */ - -#include "render_types.h" - -#include "RE_engine.h" - -#include "DNA_node_types.h" - -#include "NOD_composite.h" - -struct ShadeInput; -struct ShadeResult; -struct World; -struct RenderPart; -struct RenderLayer; -struct RayObject; - -/* ------------------------------------------------------------------------- */ - -typedef struct PixStr { - struct PixStr *next; - int obi, facenr, z, maskz; - unsigned short mask; - short shadfac; -} PixStr; - -typedef struct PixStrMain { - struct PixStrMain *next, *prev; - struct PixStr *ps; - int counter; -} PixStrMain; - -/* ------------------------------------------------------------------------- */ - - -void calc_view_vector(float view[3], float x, float y); -float mistfactor(float zcor, const float co[3]); /* dist and height, return alpha */ - -void renderspothalo(struct ShadeInput *shi, float col[4], float alpha); -void add_halo_flare(Render *re); - -void calc_renderco_zbuf(float co[3], const float view[3], int z); -void calc_renderco_ortho(float co[3], float x, float y, int z); - -int count_mask(unsigned short mask); - -void zbufshade_tile(struct RenderPart *pa); -void zbufshadeDA_tile(struct RenderPart *pa); - -void zbufshade_sss_tile(struct RenderPart *pa); - -int get_sample_layers(struct RenderPart *pa, struct RenderLayer *rl, struct RenderLayer **rlpp); - -void render_internal_update_passes(struct RenderEngine *engine, struct Scene *scene, struct SceneRenderLayer *srl); - - -/* -------- ray.c ------- */ - -struct RayObject *RE_rayobject_create(int type, int size, int octree_resolution); - -extern void freeraytree(Render *re); -extern void makeraytree(Render *re); -struct RayObject* makeraytree_object(Render *re, ObjectInstanceRen *obi); - -extern void ray_shadow(ShadeInput *shi, LampRen *lar, float shadfac[4]); -extern void ray_trace(ShadeInput *shi, ShadeResult *); -extern void ray_ao(ShadeInput *shi, float ao[3], float env[3]); -extern void init_jitter_plane(LampRen *lar); -extern void init_ao_sphere(Render *re, struct World *wrld); -extern void init_render_qmcsampler(Render *re); -extern void free_render_qmcsampler(Render *re); - -#endif /* __RENDERCORE_H__ */ diff --git a/source/blender/render/intern/include/shading.h b/source/blender/render/intern/include/shading.h deleted file mode 100644 index e306c3c075c..00000000000 --- a/source/blender/render/intern/include/shading.h +++ /dev/null @@ -1,105 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2006 Blender Foundation - * All rights reserved. - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/render/intern/include/shading.h - * \ingroup render - */ - - -struct ShadeInput; -struct ShadeResult; -struct RenderPart; -struct RenderLayer; -struct PixStr; -struct LampRen; -struct VlakRen; -struct StrandPoint; -struct ObjectInstanceRen; -struct Isect; - -/* shadeinput.c */ - -#define RE_MAX_OSA 16 - -/* needed to calculate shadow and AO for an entire pixel */ -typedef struct ShadeSample { - int tot; /* amount of shi in use, can be 1 for not FULL_OSA */ - - RenderLayer *rlpp[RE_MAX_OSA]; /* fast lookup from sample to renderlayer (fullsample buf) */ - - /* could be malloced once */ - ShadeInput shi[RE_MAX_OSA]; - ShadeResult shr[RE_MAX_OSA]; -} ShadeSample; - - - /* also the node shader callback */ -void shade_material_loop(struct ShadeInput *shi, struct ShadeResult *shr); - -void shade_input_set_triangle_i(struct ShadeInput *shi, struct ObjectInstanceRen *obi, struct VlakRen *vlr, short i1, short i2, short i3); -void shade_input_set_triangle(struct ShadeInput *shi, int obi, int facenr, int normal_flip); -void shade_input_copy_triangle(struct ShadeInput *shi, struct ShadeInput *from); -void shade_input_calc_viewco(struct ShadeInput *shi, float x, float y, float z, float view[3], float dxyview[2], float co[3], float dxco[3], float dyco[3]); -void shade_input_set_viewco(struct ShadeInput *shi, float x, float y, float sx, float sy, float z); -void shade_input_set_uv(struct ShadeInput *shi); -void shade_input_set_normals(struct ShadeInput *shi); -void shade_input_set_vertex_normals(struct ShadeInput *shi); -void shade_input_flip_normals(struct ShadeInput *shi); -void shade_input_set_shade_texco(struct ShadeInput *shi); -void shade_input_set_strand(struct ShadeInput *shi, struct StrandRen *strand, struct StrandPoint *spoint); -void shade_input_set_strand_texco(struct ShadeInput *shi, struct StrandRen *strand, struct StrandVert *svert, struct StrandPoint *spoint); -void shade_input_do_shade(struct ShadeInput *shi, struct ShadeResult *shr); - -void shade_input_init_material(struct ShadeInput *shi); -void shade_input_initialize(struct ShadeInput *shi, struct RenderPart *pa, struct RenderLayer *rl, int sample); - -void shade_sample_initialize(struct ShadeSample *ssamp, struct RenderPart *pa, struct RenderLayer *rl); -void shade_samples_do_AO(struct ShadeSample *ssamp); -void shade_samples_fill_with_ps(struct ShadeSample *ssamp, struct PixStr *ps, int x, int y); -int shade_samples(struct ShadeSample *ssamp, struct PixStr *ps, int x, int y); - -void vlr_set_uv_indices(struct VlakRen *vlr, int *i1, int *i2, int *i3); - -void calc_R_ref(struct ShadeInput *shi); - -void barycentric_differentials_from_position( - const float co[3], const float v1[3], const float v2[3], const float v3[3], - const float dxco[3], const float dyco[3], const float facenor[3], const bool differentials, - float *u, float *v, float *dx_u, float *dx_v, float *dy_u, float *dy_v); - -/* shadeoutput. */ -void shade_lamp_loop(struct ShadeInput *shi, struct ShadeResult *shr); - -void shade_color(struct ShadeInput *shi, ShadeResult *shr); - -void ambient_occlusion(struct ShadeInput *shi); -void environment_lighting_apply(struct ShadeInput *shi, struct ShadeResult *shr); - -ListBase *get_lights(struct ShadeInput *shi); -float lamp_get_visibility(struct LampRen *lar, const float co[3], float lv[3], float *dist); -void lamp_get_shadow(struct LampRen *lar, ShadeInput *shi, float inp, float shadfac[4], int do_real); - -float fresnel_fac(const float view[3], const float vn[3], float fresnel, float fac); - -/* rayshade.c */ -extern void shade_ray(struct Isect *is, struct ShadeInput *shi, struct ShadeResult *shr); diff --git a/source/blender/render/intern/include/strand.h b/source/blender/render/intern/include/strand.h deleted file mode 100644 index f4e22c78b42..00000000000 --- a/source/blender/render/intern/include/strand.h +++ /dev/null @@ -1,99 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * Contributor(s): Brecht Van Lommel. - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/render/intern/include/strand.h - * \ingroup render - */ - - -#ifndef __STRAND_H__ -#define __STRAND_H__ - -struct StrandVert; -struct StrandRen; -struct StrandBuffer; -struct ShadeSample; -struct StrandPart; -struct Render; -struct ZSpan; -struct ObjectInstanceRen; -struct StrandSurface; -struct DerivedMesh; -struct ObjectRen; - -typedef struct StrandPoint { - /* position within segment */ - float t; - - /* camera space */ - float co[3]; - float nor[3]; - float tan[3]; - float strandco; - float width; - - /* derivatives */ - float dtco[3], dsco[3]; - float dtstrandco; - - /* outer points */ - float co1[3], co2[3]; - float hoco1[4], hoco2[4]; - float zco1[3], zco2[3]; - int clip1, clip2; - - /* screen space */ - float hoco[4]; - float x, y; - - /* simplification */ - float alpha; -} StrandPoint; - -typedef struct StrandSegment { - struct StrandVert *v[4]; - struct StrandRen *strand; - struct StrandBuffer *buffer; - struct ObjectInstanceRen *obi; - float sqadaptcos; - - StrandPoint point1, point2; - int shaded; -} StrandSegment; - -struct StrandShadeCache; -typedef struct StrandShadeCache StrandShadeCache; - -void strand_eval_point(StrandSegment *sseg, StrandPoint *spoint); -void render_strand_segment(struct Render *re, float winmat[4][4], struct StrandPart *spart, struct ZSpan *zspan, int totzspan, StrandSegment *sseg); -void strand_minmax(struct StrandRen *strand, float min[3], float max[3], const float width); - -struct StrandSurface *cache_strand_surface(struct Render *re, struct ObjectRen *obr, struct DerivedMesh *dm, float mat[4][4], int timeoffset); -void free_strand_surface(struct Render *re); - -struct StrandShadeCache *strand_shade_cache_create(void); -void strand_shade_cache_free(struct StrandShadeCache *cache); -void strand_shade_segment(struct Render *re, struct StrandShadeCache *cache, struct StrandSegment *sseg, struct ShadeSample *ssamp, float t, float s, int addpassflag); -void strand_shade_unref(struct StrandShadeCache *cache, struct ObjectInstanceRen *obi, struct StrandVert *svert); - -#endif - diff --git a/source/blender/render/intern/include/sunsky.h b/source/blender/render/intern/include/sunsky.h deleted file mode 100644 index c608f9fc48c..00000000000 --- a/source/blender/render/intern/include/sunsky.h +++ /dev/null @@ -1,81 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * Contributor(s): zaghaghi - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/render/intern/include/sunsky.h - * \ingroup render - */ - -#ifndef __SUNSKY_H__ -#define __SUNSKY_H__ - -// #define SPECTRUM_MAX_COMPONENTS 100 - -typedef struct SunSky { - short effect_type, skyblendtype, sky_colorspace; - float turbidity; - float theta, phi; - - float toSun[3]; - - /*float sunSpectralRaddata[SPECTRUM_MAX_COMPONENTS];*/ - float sunSolidAngle; - - float zenith_Y, zenith_x, zenith_y; - - float perez_Y[5], perez_x[5], perez_y[5]; - - /* suggested by glome in patch [#8063] */ - float horizon_brightness; - float spread; - float sun_brightness; - float sun_size; - float backscattered_light; - float skyblendfac; - float sky_exposure; - - float atm_HGg; - - float atm_SunIntensity; - float atm_InscatteringMultiplier; - float atm_ExtinctionMultiplier; - float atm_BetaRayMultiplier; - float atm_BetaMieMultiplier; - float atm_DistanceMultiplier; - - float atm_BetaRay[3]; - float atm_BetaDashRay[3]; - float atm_BetaMie[3]; - float atm_BetaDashMie[3]; - float atm_BetaRM[3]; -} SunSky; - -void InitSunSky(struct SunSky *sunsky, float turb, const float toSun[3], float horizon_brightness, - float spread, float sun_brightness, float sun_size, float back_scatter, - float skyblendfac, short skyblendtype, float sky_exposure, float sky_colorspace); - -void GetSkyXYZRadiance(struct SunSky *sunsky, float theta, float phi, float color_out[3]); -void GetSkyXYZRadiancef(struct SunSky *sunsky, const float varg[3], float color_out[3]); -void InitAtmosphere(struct SunSky *sunSky, float sun_intens, float mief, float rayf, float inscattf, float extincf, float disf); -void AtmospherePixleShader(struct SunSky *sunSky, float view[3], float s, float rgb[3]); -void ClipColor(float c[3]); - -#endif /*__SUNSKY_H__*/ diff --git a/source/blender/render/intern/include/texture_ocean.h b/source/blender/render/intern/include/texture_ocean.h deleted file mode 100644 index 6d7bc6fe7b0..00000000000 --- a/source/blender/render/intern/include/texture_ocean.h +++ /dev/null @@ -1,35 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. - * All rights reserved. - * - * Contributors: Matt Ebb - * - * ***** END GPL LICENSE BLOCK ***** - */ - -#ifndef __TEXTURE_OCEAN_H__ -#define __TEXTURE_OCEAN_H__ - -/** \file blender/render/intern/include/texture_ocean.h - * \ingroup render - */ - -int ocean_texture(struct Tex *tex, const float texvec[2], struct TexResult *texres); - -#endif /* __TEXTURE_OCEAN_H__ */ diff --git a/source/blender/render/intern/include/voxeldata.h b/source/blender/render/intern/include/voxeldata.h deleted file mode 100644 index 041ca78a799..00000000000 --- a/source/blender/render/intern/include/voxeldata.h +++ /dev/null @@ -1,47 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. - * All rights reserved. - * - * The Original Code is: all of this file. - * - * Contributor(s): Raul Fernandez Hernandez (Farsthary), Matt Ebb. - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/render/intern/include/voxeldata.h - * \ingroup render - */ - -#ifndef __VOXELDATA_H__ -#define __VOXELDATA_H__ - -struct Render; -struct TexResult; - -typedef struct VoxelDataHeader { - int resolX, resolY, resolZ; - int frames; -} VoxelDataHeader; - -void cache_voxeldata(Tex *tex, int scene_frame); -void make_voxeldata(struct Render *re); -int voxeldatatex(struct Tex *tex, const float texvec[3], struct TexResult *texres); - -#endif /* __VOXELDATA_H__ */ diff --git a/source/blender/render/intern/raytrace/bvh.h b/source/blender/render/intern/raytrace/bvh.h deleted file mode 100644 index 0f9a506762b..00000000000 --- a/source/blender/render/intern/raytrace/bvh.h +++ /dev/null @@ -1,407 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2009 Blender Foundation. - * All rights reserved. - * - * The Original Code is: all of this file. - * - * Contributor(s): André Pinto. - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/render/intern/raytrace/bvh.h - * \ingroup render - */ - - -#include "MEM_guardedalloc.h" - -#include "BLI_math.h" - -#include "raycounter.h" -#include "rayintersection.h" -#include "rayobject.h" -#include "rayobject_hint.h" -#include "rayobject_rtbuild.h" - -#include - -#ifdef __SSE__ -#include -#endif - -#ifndef __BVH_H__ -#define __BVH_H__ - -#ifdef __SSE__ -inline int test_bb_group4(__m128 *bb_group, const Isect *isec) -{ - const __m128 tmin0 = _mm_setzero_ps(); - const __m128 tmax0 = _mm_set_ps1(isec->dist); - - float start[3], idot_axis[3]; - copy_v3_v3(start, isec->start); - copy_v3_v3(idot_axis, isec->idot_axis); - - const __m128 tmin1 = _mm_max_ps(tmin0, _mm_mul_ps(_mm_sub_ps(bb_group[isec->bv_index[0]], _mm_set_ps1(start[0]) ), _mm_set_ps1(idot_axis[0])) ); - const __m128 tmax1 = _mm_min_ps(tmax0, _mm_mul_ps(_mm_sub_ps(bb_group[isec->bv_index[1]], _mm_set_ps1(start[0]) ), _mm_set_ps1(idot_axis[0])) ); - const __m128 tmin2 = _mm_max_ps(tmin1, _mm_mul_ps(_mm_sub_ps(bb_group[isec->bv_index[2]], _mm_set_ps1(start[1]) ), _mm_set_ps1(idot_axis[1])) ); - const __m128 tmax2 = _mm_min_ps(tmax1, _mm_mul_ps(_mm_sub_ps(bb_group[isec->bv_index[3]], _mm_set_ps1(start[1]) ), _mm_set_ps1(idot_axis[1])) ); - const __m128 tmin3 = _mm_max_ps(tmin2, _mm_mul_ps(_mm_sub_ps(bb_group[isec->bv_index[4]], _mm_set_ps1(start[2]) ), _mm_set_ps1(idot_axis[2])) ); - const __m128 tmax3 = _mm_min_ps(tmax2, _mm_mul_ps(_mm_sub_ps(bb_group[isec->bv_index[5]], _mm_set_ps1(start[2]) ), _mm_set_ps1(idot_axis[2])) ); - - return _mm_movemask_ps(_mm_cmpge_ps(tmax3, tmin3)); -} -#endif - -/* - * Determines the distance that the ray must travel to hit the bounding volume of the given node - * Based on Tactical Optimization of Ray/Box Intersection, by Graham Fyffe - * [http://tog.acm.org/resources/RTNews/html/rtnv21n1.html#art9] - */ -static inline int rayobject_bb_intersect_test(const Isect *isec, const float *_bb) -{ - const float *bb = _bb; - - float t1x = (bb[isec->bv_index[0]] - isec->start[0]) * isec->idot_axis[0]; - float t2x = (bb[isec->bv_index[1]] - isec->start[0]) * isec->idot_axis[0]; - float t1y = (bb[isec->bv_index[2]] - isec->start[1]) * isec->idot_axis[1]; - float t2y = (bb[isec->bv_index[3]] - isec->start[1]) * isec->idot_axis[1]; - float t1z = (bb[isec->bv_index[4]] - isec->start[2]) * isec->idot_axis[2]; - float t2z = (bb[isec->bv_index[5]] - isec->start[2]) * isec->idot_axis[2]; - - RE_RC_COUNT(isec->raycounter->bb.test); - - if (t1x > t2y || t2x < t1y || t1x > t2z || t2x < t1z || t1y > t2z || t2y < t1z) return 0; - if (t2x < 0.0f || t2y < 0.0f || t2z < 0.0f) return 0; - if (t1x > isec->dist || t1y > isec->dist || t1z > isec->dist) return 0; - RE_RC_COUNT(isec->raycounter->bb.hit); - - return 1; -} - -/* bvh tree generics */ -template static void bvh_add(Tree *obj, RayObject *ob) -{ - rtbuild_add(obj->builder, ob); -} - -template -inline bool is_leaf(Node *node) -{ - return !RE_rayobject_isAligned(node); -} - -template static void bvh_done(Tree *obj); - -template -static void bvh_free(Tree *obj) -{ - if (obj->builder) - rtbuild_free(obj->builder); - - if (obj->node_arena) - BLI_memarena_free(obj->node_arena); - - MEM_freeN(obj); -} - -template -static void bvh_bb(Tree *obj, float *min, float *max) -{ - if (obj->root) - bvh_node_merge_bb(obj->root, min, max); -} - - -template -static float bvh_cost(Tree *obj) -{ - assert(obj->cost >= 0.0f); - return obj->cost; -} - - - -/* bvh tree nodes generics */ -template static inline int bvh_node_hit_test(Node *node, Isect *isec) -{ - return rayobject_bb_intersect_test(isec, (const float *)node->bb); -} - - -template -static inline void bvh_node_merge_bb(Node *node, float min[3], float max[3]) -{ - if (is_leaf(node)) { - RE_rayobject_merge_bb((RayObject *)node, min, max); - } - else { - DO_MIN(node->bb, min); - DO_MAX(node->bb + 3, max); - } -} - - - -/* - * recursively transverse a BVH looking for a rayhit using a local stack - */ -template static inline void bvh_node_push_childs(Node *node, Isect *isec, Node **stack, int &stack_pos); - -template -static int bvh_node_stack_raycast(Node *root, Isect *isec) -{ - Node *stack[MAX_STACK_SIZE]; - int hit = 0, stack_pos = 0; - - if (!TEST_ROOT && !is_leaf(root)) - bvh_node_push_childs(root, isec, stack, stack_pos); - else - stack[stack_pos++] = root; - - while (stack_pos) { - Node *node = stack[--stack_pos]; - if (!is_leaf(node)) { - if (bvh_node_hit_test(node, isec)) { - bvh_node_push_childs(node, isec, stack, stack_pos); - assert(stack_pos <= MAX_STACK_SIZE); - } - } - else { - hit |= RE_rayobject_intersect( (RayObject *)node, isec); - if (SHADOW && hit) return hit; - } - } - return hit; -} - - -#ifdef __SSE__ -/* - * Generic SIMD bvh recursion - * this was created to be able to use any simd (with the cost of some memmoves) - * it can take advantage of any SIMD width and doens't needs any special tree care - */ -template -static int bvh_node_stack_raycast_simd(Node *root, Isect *isec) -{ - Node *stack[MAX_STACK_SIZE]; - - int hit = 0, stack_pos = 0; - - if (!TEST_ROOT) { - if (!is_leaf(root)) { - if (!is_leaf(root->child)) - bvh_node_push_childs(root, isec, stack, stack_pos); - else - return RE_rayobject_intersect( (RayObject *)root->child, isec); - } - else - return RE_rayobject_intersect( (RayObject *)root, isec); - } - else { - if (!is_leaf(root)) - stack[stack_pos++] = root; - else - return RE_rayobject_intersect( (RayObject *)root, isec); - } - - while (true) { - //Use SIMD 4 - if (stack_pos >= 4) { - __m128 t_bb[6]; - Node *t_node[4]; - - stack_pos -= 4; - - /* prepare the 4BB for SIMD */ - t_node[0] = stack[stack_pos + 0]->child; - t_node[1] = stack[stack_pos + 1]->child; - t_node[2] = stack[stack_pos + 2]->child; - t_node[3] = stack[stack_pos + 3]->child; - - const float *bb0 = stack[stack_pos + 0]->bb; - const float *bb1 = stack[stack_pos + 1]->bb; - const float *bb2 = stack[stack_pos + 2]->bb; - const float *bb3 = stack[stack_pos + 3]->bb; - - const __m128 x0y0x1y1 = _mm_shuffle_ps(_mm_load_ps(bb0), _mm_load_ps(bb1), _MM_SHUFFLE(1, 0, 1, 0) ); - const __m128 x2y2x3y3 = _mm_shuffle_ps(_mm_load_ps(bb2), _mm_load_ps(bb3), _MM_SHUFFLE(1, 0, 1, 0) ); - t_bb[0] = _mm_shuffle_ps(x0y0x1y1, x2y2x3y3, _MM_SHUFFLE(2, 0, 2, 0) ); - t_bb[1] = _mm_shuffle_ps(x0y0x1y1, x2y2x3y3, _MM_SHUFFLE(3, 1, 3, 1) ); - - const __m128 z0X0z1X1 = _mm_shuffle_ps(_mm_load_ps(bb0), _mm_load_ps(bb1), _MM_SHUFFLE(3, 2, 3, 2) ); - const __m128 z2X2z3X3 = _mm_shuffle_ps(_mm_load_ps(bb2), _mm_load_ps(bb3), _MM_SHUFFLE(3, 2, 3, 2) ); - t_bb[2] = _mm_shuffle_ps(z0X0z1X1, z2X2z3X3, _MM_SHUFFLE(2, 0, 2, 0) ); - t_bb[3] = _mm_shuffle_ps(z0X0z1X1, z2X2z3X3, _MM_SHUFFLE(3, 1, 3, 1) ); - - const __m128 Y0Z0Y1Z1 = _mm_shuffle_ps(_mm_load_ps(bb0 + 4), _mm_load_ps(bb1 + 4), _MM_SHUFFLE(1, 0, 1, 0) ); - const __m128 Y2Z2Y3Z3 = _mm_shuffle_ps(_mm_load_ps(bb2 + 4), _mm_load_ps(bb3 + 4), _MM_SHUFFLE(1, 0, 1, 0) ); - t_bb[4] = _mm_shuffle_ps(Y0Z0Y1Z1, Y2Z2Y3Z3, _MM_SHUFFLE(2, 0, 2, 0) ); - t_bb[5] = _mm_shuffle_ps(Y0Z0Y1Z1, Y2Z2Y3Z3, _MM_SHUFFLE(3, 1, 3, 1) ); -#if 0 - for (int i = 0; i < 4; i++) - { - Node *t = stack[stack_pos + i]; - assert(!is_leaf(t)); - - float *bb = ((float *)t_bb) + i; - bb[4 * 0] = t->bb[0]; - bb[4 * 1] = t->bb[1]; - bb[4 * 2] = t->bb[2]; - bb[4 * 3] = t->bb[3]; - bb[4 * 4] = t->bb[4]; - bb[4 * 5] = t->bb[5]; - t_node[i] = t->child; - } -#endif - RE_RC_COUNT(isec->raycounter->simd_bb.test); - int res = test_bb_group4(t_bb, isec); - - for (int i = 0; i < 4; i++) - if (res & (1 << i)) { - RE_RC_COUNT(isec->raycounter->simd_bb.hit); - if (!is_leaf(t_node[i])) { - for (Node *t = t_node[i]; t; t = t->sibling) { - assert(stack_pos < MAX_STACK_SIZE); - stack[stack_pos++] = t; - } - } - else { - hit |= RE_rayobject_intersect( (RayObject *)t_node[i], isec); - if (hit && isec->mode == RE_RAY_SHADOW) return hit; - } - } - } - else if (stack_pos > 0) { - Node *node = stack[--stack_pos]; - assert(!is_leaf(node)); - - if (bvh_node_hit_test(node, isec)) { - if (!is_leaf(node->child)) { - bvh_node_push_childs(node, isec, stack, stack_pos); - assert(stack_pos <= MAX_STACK_SIZE); - } - else { - hit |= RE_rayobject_intersect( (RayObject *)node->child, isec); - if (hit && isec->mode == RE_RAY_SHADOW) return hit; - } - } - } - else break; - } - return hit; -} -#endif - -/* - * recursively transverse a BVH looking for a rayhit using system stack - */ -#if 0 -template -static int bvh_node_raycast(Node *node, Isect *isec) -{ - int hit = 0; - if (bvh_test_node(node, isec)) - { - if (isec->idot_axis[node->split_axis] > 0.0f) - { - int i; - for (i = 0; i < BVH_NCHILDS; i++) - if (!is_leaf(node->child[i])) - { - if (node->child[i] == 0) break; - - hit |= bvh_node_raycast(node->child[i], isec); - if (hit && isec->mode == RE_RAY_SHADOW) return hit; - } - else { - hit |= RE_rayobject_intersect( (RayObject *)node->child[i], isec); - if (hit && isec->mode == RE_RAY_SHADOW) return hit; - } - } - else { - int i; - for (i = BVH_NCHILDS - 1; i >= 0; i--) - if (!is_leaf(node->child[i])) - { - if (node->child[i]) - { - hit |= dfs_raycast(node->child[i], isec); - if (hit && isec->mode == RE_RAY_SHADOW) return hit; - } - } - else { - hit |= RE_rayobject_intersect( (RayObject *)node->child[i], isec); - if (hit && isec->mode == RE_RAY_SHADOW) return hit; - } - } - } - return hit; -} -#endif - -template -static void bvh_dfs_make_hint(Node *node, LCTSHint *hint, int reserve_space, HintObject *hintObject) -{ - assert(hint->size + reserve_space + 1 <= RE_RAY_LCTS_MAX_SIZE); - - if (is_leaf(node)) { - hint->stack[hint->size++] = (RayObject *)node; - } - else { - int childs = count_childs(node); - if (hint->size + reserve_space + childs <= RE_RAY_LCTS_MAX_SIZE) { - int result = hint_test_bb(hintObject, node->bb, node->bb + 3); - if (result == HINT_RECURSE) { - /* We are 100% sure the ray will be pass inside this node */ - bvh_dfs_make_hint_push_siblings(node->child, hint, reserve_space, hintObject); - } - else if (result == HINT_ACCEPT) { - hint->stack[hint->size++] = (RayObject *)node; - } - } - else { - hint->stack[hint->size++] = (RayObject *)node; - } - } -} - - -template -static RayObjectAPI *bvh_get_api(int maxstacksize); - - -template -static inline RayObject *bvh_create_tree(int size) -{ - Tree *obj = (Tree *)MEM_callocN(sizeof(Tree), "BVHTree"); - assert(RE_rayobject_isAligned(obj)); /* RayObject API assumes real data to be 4-byte aligned */ - - obj->rayobj.api = bvh_get_api(DFS_STACK_SIZE); - obj->root = NULL; - - obj->node_arena = NULL; - obj->builder = rtbuild_create(size); - - return RE_rayobject_unalignRayAPI((RayObject *) obj); -} - -#endif diff --git a/source/blender/render/intern/raytrace/rayobject.cpp b/source/blender/render/intern/raytrace/rayobject.cpp deleted file mode 100644 index fee877b311d..00000000000 --- a/source/blender/render/intern/raytrace/rayobject.cpp +++ /dev/null @@ -1,534 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2009 Blender Foundation. - * All rights reserved. - * - * The Original Code is: all of this file. - * - * Contributor(s): André Pinto. - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/render/intern/raytrace/rayobject.cpp - * \ingroup render - */ - - -#include - -#include "MEM_guardedalloc.h" - -#include "BLI_math.h" -#include "BLI_utildefines.h" - -#include "DNA_material_types.h" - -#include "rayintersection.h" -#include "rayobject.h" -#include "raycounter.h" -#include "render_types.h" -#include "renderdatabase.h" - -/* RayFace - * - * note we force always inline here, because compiler refuses to otherwise - * because function is too long. Since this is code that is called billions - * of times we really do want to inline. */ - -MALWAYS_INLINE RayObject *rayface_from_coords(RayFace *rayface, void *ob, void *face, - float *v1, float *v2, float *v3, float *v4) -{ - rayface->ob = ob; - rayface->face = face; - - copy_v3_v3(rayface->v1, v1); - copy_v3_v3(rayface->v2, v2); - copy_v3_v3(rayface->v3, v3); - - if (v4) { - copy_v3_v3(rayface->v4, v4); - rayface->quad = 1; - } - else { - rayface->quad = 0; - } - - return RE_rayobject_unalignRayFace(rayface); -} - -MALWAYS_INLINE void rayface_from_vlak(RayFace *rayface, ObjectInstanceRen *obi, VlakRen *vlr) -{ - rayface_from_coords(rayface, obi, vlr, vlr->v1->co, vlr->v2->co, vlr->v3->co, vlr->v4 ? vlr->v4->co : NULL); - - if (obi->transform_primitives) { - mul_m4_v3(obi->mat, rayface->v1); - mul_m4_v3(obi->mat, rayface->v2); - mul_m4_v3(obi->mat, rayface->v3); - - if (RE_rayface_isQuad(rayface)) - mul_m4_v3(obi->mat, rayface->v4); - } -} - -RayObject *RE_rayface_from_vlak(RayFace *rayface, ObjectInstanceRen *obi, VlakRen *vlr) -{ - return rayface_from_coords(rayface, obi, vlr, vlr->v1->co, vlr->v2->co, vlr->v3->co, vlr->v4 ? vlr->v4->co : NULL); -} - -RayObject *RE_rayface_from_coords(RayFace *rayface, void *ob, void *face, float *v1, float *v2, float *v3, float *v4) -{ - return rayface_from_coords(rayface, ob, face, v1, v2, v3, v4); -} - -/* VlakPrimitive */ - -RayObject *RE_vlakprimitive_from_vlak(VlakPrimitive *face, struct ObjectInstanceRen *obi, struct VlakRen *vlr) -{ - face->ob = obi; - face->face = vlr; - - return RE_rayobject_unalignVlakPrimitive(face); -} - -/* Checks for ignoring faces or materials */ - -MALWAYS_INLINE int vlr_check_intersect(Isect *is, ObjectInstanceRen *obi, VlakRen *vlr) -{ - /* for baking selected to active non-traceable materials might still - * be in the raytree */ - if (!(vlr->flag & R_TRACEBLE)) - return 0; - - /* I know... cpu cycle waste, might do smarter once */ - if (is->mode == RE_RAY_MIRROR) - return !(vlr->mat->mode & MA_ONLYCAST); - else - return (vlr->mat->mode2 & MA_CASTSHADOW) && (is->lay & obi->lay); -} - -MALWAYS_INLINE int vlr_check_intersect_solid(Isect *UNUSED(is), ObjectInstanceRen *UNUSED(obi), VlakRen *vlr) -{ - /* solid material types only */ - if (vlr->mat->material_type == MA_TYPE_SURFACE) - return 1; - else - return 0; -} - -MALWAYS_INLINE int vlr_check_bake(Isect *is, ObjectInstanceRen *obi, VlakRen *UNUSED(vlr)) -{ - return (obi->obr->ob != is->userdata) && (obi->obr->ob->flag & SELECT); -} - -/* Ray Triangle/Quad Intersection */ - -static bool isect_ray_tri_watertight_no_sign_check_v3( - const float ray_origin[3], const struct IsectRayPrecalc *isect_precalc, - const float v0[3], const float v1[3], const float v2[3], - float *r_lambda, float r_uv[2]) -{ - const int kx = isect_precalc->kx; - const int ky = isect_precalc->ky; - const int kz = isect_precalc->kz; - const float sx = isect_precalc->sx; - const float sy = isect_precalc->sy; - const float sz = isect_precalc->sz; - - /* Calculate vertices relative to ray origin. */ - const float a[3] = {v0[0] - ray_origin[0], v0[1] - ray_origin[1], v0[2] - ray_origin[2]}; - const float b[3] = {v1[0] - ray_origin[0], v1[1] - ray_origin[1], v1[2] - ray_origin[2]}; - const float c[3] = {v2[0] - ray_origin[0], v2[1] - ray_origin[1], v2[2] - ray_origin[2]}; - - const float a_kx = a[kx], a_ky = a[ky], a_kz = a[kz]; - const float b_kx = b[kx], b_ky = b[ky], b_kz = b[kz]; - const float c_kx = c[kx], c_ky = c[ky], c_kz = c[kz]; - - /* Perform shear and scale of vertices. */ - const float ax = a_kx - sx * a_kz; - const float ay = a_ky - sy * a_kz; - const float bx = b_kx - sx * b_kz; - const float by = b_ky - sy * b_kz; - const float cx = c_kx - sx * c_kz; - const float cy = c_ky - sy * c_kz; - - /* Calculate scaled barycentric coordinates. */ - const float u = cx * by - cy * bx; - const float v = ax * cy - ay * cx; - const float w = bx * ay - by * ax; - float det; - - if ((u < 0.0f || v < 0.0f || w < 0.0f) && - (u > 0.0f || v > 0.0f || w > 0.0f)) - { - return false; - } - - /* Calculate determinant. */ - det = u + v + w; - if (UNLIKELY(det == 0.0f)) { - return false; - } - else { - /* Calculate scaled z-coordinates of vertices and use them to calculate - * the hit distance. - */ - const float t = (u * a_kz + v * b_kz + w * c_kz) * sz; - /* Normalize u, v and t. */ - const float inv_det = 1.0f / det; - if (r_uv) { - r_uv[0] = u * inv_det; - r_uv[1] = v * inv_det; - } - *r_lambda = t * inv_det; - return true; - } -} - -MALWAYS_INLINE int isec_tri_quad(const float start[3], - const struct IsectRayPrecalc *isect_precalc, - const RayFace *face, - float r_uv[2], float *r_lambda) -{ - float uv[2], l; - - if (isect_ray_tri_watertight_v3(start, isect_precalc, face->v1, face->v2, face->v3, &l, uv)) { - /* check if intersection is within ray length */ - if (l > -RE_RAYTRACE_EPSILON && l < *r_lambda) { - r_uv[0] = -uv[0]; - r_uv[1] = -uv[1]; - *r_lambda = l; - return 1; - } - } - - /* intersect second triangle in quad */ - if (RE_rayface_isQuad(face)) { - if (isect_ray_tri_watertight_v3(start, isect_precalc, face->v1, face->v3, face->v4, &l, uv)) { - /* check if intersection is within ray length */ - if (l > -RE_RAYTRACE_EPSILON && l < *r_lambda) { - r_uv[0] = -uv[0]; - r_uv[1] = -uv[1]; - *r_lambda = l; - return 2; - } - } - } - - return 0; -} - -/* Simpler yes/no Ray Triangle/Quad Intersection */ - -MALWAYS_INLINE int isec_tri_quad_neighbour(const float start[3], - const float dir[3], - const RayFace *face) -{ - float r[3]; - struct IsectRayPrecalc isect_precalc; - float uv[2], l; - - negate_v3_v3(r, dir); /* note, different than above function */ - - isect_ray_tri_watertight_v3_precalc(&isect_precalc, r); - - if (isect_ray_tri_watertight_no_sign_check_v3(start, &isect_precalc, face->v1, face->v2, face->v3, &l, uv)) { - return 1; - } - - /* intersect second triangle in quad */ - if (RE_rayface_isQuad(face)) { - if (isect_ray_tri_watertight_no_sign_check_v3(start, &isect_precalc, face->v1, face->v3, face->v4, &l, uv)) { - return 2; - } - } - - return 0; -} - -/* RayFace intersection with checks and neighbor verifaction included, - * Isect is modified if the face is hit. */ - -MALWAYS_INLINE int intersect_rayface(RayObject *hit_obj, RayFace *face, Isect *is) -{ - float dist, uv[2]; - int ok = 0; - - /* avoid self-intersection */ - if (is->orig.ob == face->ob && is->orig.face == face->face) - return 0; - - /* check if we should intersect this face */ - if (is->check == RE_CHECK_VLR_RENDER) { - if (vlr_check_intersect(is, (ObjectInstanceRen *)face->ob, (VlakRen *)face->face) == 0) - return 0; - } - else if (is->check == RE_CHECK_VLR_NON_SOLID_MATERIAL) { - if (vlr_check_intersect(is, (ObjectInstanceRen *)face->ob, (VlakRen *)face->face) == 0) - return 0; - if (vlr_check_intersect_solid(is, (ObjectInstanceRen *)face->ob, (VlakRen *)face->face) == 0) - return 0; - } - else if (is->check == RE_CHECK_VLR_BAKE) { - if (vlr_check_bake(is, (ObjectInstanceRen *)face->ob, (VlakRen *)face->face) == 0) - return 0; - } - - /* ray counter */ - RE_RC_COUNT(is->raycounter->faces.test); - - dist = is->dist; - ok = isec_tri_quad(is->start, &is->isect_precalc, face, uv, &dist); - - if (ok) { - - /* when a shadow ray leaves a face, it can be little outside the edges - * of it, causing intersection to be detected in its neighbor face */ - if (is->skip & RE_SKIP_VLR_NEIGHBOUR) { - if (dist < 0.1f && is->orig.ob == face->ob) { - VlakRen *a = (VlakRen *)is->orig.face; - VlakRen *b = (VlakRen *)face->face; - ObjectRen *obr = ((ObjectInstanceRen *)face->ob)->obr; - - VertRen **va, **vb; - int *org_idx_a, *org_idx_b; - int i, j; - bool is_neighbor = false; - - /* "same" vertex means either the actual same VertRen, or the same 'final org index', if available - * (autosmooth only, currently). */ - for (i = 0, va = &a->v1; !is_neighbor && i < 4 && *va; ++i, ++va) { - org_idx_a = RE_vertren_get_origindex(obr, *va, false); - for (j = 0, vb = &b->v1; !is_neighbor && j < 4 && *vb; ++j, ++vb) { - if (*va == *vb) { - is_neighbor = true; - } - else if (org_idx_a) { - org_idx_b = RE_vertren_get_origindex(obr, *vb, 0); - if (org_idx_b && *org_idx_a == *org_idx_b) { - is_neighbor = true; - } - } - } - } - - /* So there's a shared edge or vertex, let's intersect ray with self, if that's true - * we can safely return 1, otherwise we assume the intersection is invalid, 0 */ - if (is_neighbor) { - /* create RayFace from original face, transformed if necessary */ - RayFace origface; - ObjectInstanceRen *ob = (ObjectInstanceRen *)is->orig.ob; - rayface_from_vlak(&origface, ob, (VlakRen *)is->orig.face); - - if (!isec_tri_quad_neighbour(is->start, is->dir, &origface)) { - return 0; - } - } - } - } - - RE_RC_COUNT(is->raycounter->faces.hit); - - is->isect = ok; // which half of the quad - is->dist = dist; - is->u = uv[0]; is->v = uv[1]; - - is->hit.ob = face->ob; - is->hit.face = face->face; -#ifdef RT_USE_LAST_HIT - is->last_hit = hit_obj; -#endif - return 1; - } - - return 0; -} - -/* Intersection */ - -int RE_rayobject_raycast(RayObject *r, Isect *isec) -{ - int i; - - /* Pre-calculate orientation for watertight intersection checks. */ - isect_ray_tri_watertight_v3_precalc(&isec->isect_precalc, isec->dir); - - RE_RC_COUNT(isec->raycounter->raycast.test); - - /* setup vars used on raycast */ - for (i = 0; i < 3; i++) { - isec->idot_axis[i] = 1.0f / isec->dir[i]; - - isec->bv_index[2 * i] = isec->idot_axis[i] < 0.0f ? 1 : 0; - isec->bv_index[2 * i + 1] = 1 - isec->bv_index[2 * i]; - - isec->bv_index[2 * i] = i + 3 * isec->bv_index[2 * i]; - isec->bv_index[2 * i + 1] = i + 3 * isec->bv_index[2 * i + 1]; - } - -#ifdef RT_USE_LAST_HIT - /* last hit heuristic */ - if (isec->mode == RE_RAY_SHADOW && isec->last_hit) { - RE_RC_COUNT(isec->raycounter->rayshadow_last_hit.test); - - if (RE_rayobject_intersect(isec->last_hit, isec)) { - RE_RC_COUNT(isec->raycounter->raycast.hit); - RE_RC_COUNT(isec->raycounter->rayshadow_last_hit.hit); - return 1; - } - } -#endif - -#ifdef RT_USE_HINT - isec->hit_hint = 0; -#endif - - if (RE_rayobject_intersect(r, isec)) { - RE_RC_COUNT(isec->raycounter->raycast.hit); - -#ifdef RT_USE_HINT - isec->hint = isec->hit_hint; -#endif - return 1; - } - - return 0; -} - -int RE_rayobject_intersect(RayObject *r, Isect *i) -{ - if (RE_rayobject_isRayFace(r)) { - return intersect_rayface(r, (RayFace *) RE_rayobject_align(r), i); - } - else if (RE_rayobject_isVlakPrimitive(r)) { - //TODO optimize (useless copy to RayFace to avoid duplicate code) - VlakPrimitive *face = (VlakPrimitive *) RE_rayobject_align(r); - RayFace nface; - rayface_from_vlak(&nface, face->ob, face->face); - - return intersect_rayface(r, &nface, i); - } - else if (RE_rayobject_isRayAPI(r)) { - r = RE_rayobject_align(r); - return r->api->raycast(r, i); - } - else { - assert(0); - return 0; - } -} - -/* Building */ - -void RE_rayobject_add(RayObject *r, RayObject *o) -{ - r = RE_rayobject_align(r); - return r->api->add(r, o); -} - -void RE_rayobject_done(RayObject *r) -{ - r = RE_rayobject_align(r); - r->api->done(r); -} - -void RE_rayobject_free(RayObject *r) -{ - r = RE_rayobject_align(r); - r->api->free(r); -} - -float RE_rayobject_cost(RayObject *r) -{ - if (RE_rayobject_isRayFace(r) || RE_rayobject_isVlakPrimitive(r)) { - return 1.0f; - } - else if (RE_rayobject_isRayAPI(r)) { - r = RE_rayobject_align(r); - return r->api->cost(r); - } - else { - assert(0); - return 1.0f; - } -} - -/* Bounding Boxes */ - -void RE_rayobject_merge_bb(RayObject *r, float min[3], float max[3]) -{ - if (RE_rayobject_isRayFace(r)) { - RayFace *face = (RayFace *) RE_rayobject_align(r); - - DO_MINMAX(face->v1, min, max); - DO_MINMAX(face->v2, min, max); - DO_MINMAX(face->v3, min, max); - if (RE_rayface_isQuad(face)) DO_MINMAX(face->v4, min, max); - } - else if (RE_rayobject_isVlakPrimitive(r)) { - VlakPrimitive *face = (VlakPrimitive *) RE_rayobject_align(r); - RayFace nface; - rayface_from_vlak(&nface, face->ob, face->face); - - DO_MINMAX(nface.v1, min, max); - DO_MINMAX(nface.v2, min, max); - DO_MINMAX(nface.v3, min, max); - if (RE_rayface_isQuad(&nface)) DO_MINMAX(nface.v4, min, max); - } - else if (RE_rayobject_isRayAPI(r)) { - r = RE_rayobject_align(r); - r->api->bb(r, min, max); - } - else - assert(0); -} - -/* Hints */ - -void RE_rayobject_hint_bb(RayObject *r, RayHint *hint, float *min, float *max) -{ - if (RE_rayobject_isRayFace(r) || RE_rayobject_isVlakPrimitive(r)) { - return; - } - else if (RE_rayobject_isRayAPI(r)) { - r = RE_rayobject_align(r); - return r->api->hint_bb(r, hint, min, max); - } - else - assert(0); -} - -/* RayObjectControl */ - -int RE_rayobjectcontrol_test_break(RayObjectControl *control) -{ - if (control->test_break) - return control->test_break(control->data); - - return 0; -} - -void RE_rayobject_set_control(RayObject *r, void *data, RE_rayobjectcontrol_test_break_callback test_break) -{ - if (RE_rayobject_isRayAPI(r)) { - r = RE_rayobject_align(r); - r->control.data = data; - r->control.test_break = test_break; - } -} - diff --git a/source/blender/render/intern/raytrace/rayobject_hint.h b/source/blender/render/intern/raytrace/rayobject_hint.h deleted file mode 100644 index 88a32819bd2..00000000000 --- a/source/blender/render/intern/raytrace/rayobject_hint.h +++ /dev/null @@ -1,72 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2009 Blender Foundation. - * All rights reserved. - * - * The Original Code is: all of this file. - * - * Contributor(s): André Pinto. - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/render/intern/raytrace/rayobject_hint.h - * \ingroup render - */ - - -#ifndef __RAYOBJECT_HINT_H__ -#define __RAYOBJECT_HINT_H__ - -#define HINT_RECURSE 1 -#define HINT_ACCEPT 0 -#define HINT_DISCARD -1 - -struct HintBB { - float bb[6]; -}; - -inline int hint_test_bb(HintBB *obj, float *Nmin, float *Nmax) -{ - if (bb_fits_inside(Nmin, Nmax, obj->bb, obj->bb + 3) ) - return HINT_RECURSE; - else - return HINT_ACCEPT; -} -#if 0 -struct HintFrustum { - float co[3]; - float no[4][3]; -}; - -inline int hint_test_bb(HintFrustum &obj, float *Nmin, float *Nmax) -{ - //if frustum inside BB - { - return HINT_RECURSE; - } - //if BB outside frustum - { - return HINT_DISCARD; - } - - return HINT_ACCEPT; -} -#endif - -#endif /* __RAYOBJECT_HINT_H__ */ diff --git a/source/blender/render/intern/raytrace/rayobject_instance.cpp b/source/blender/render/intern/raytrace/rayobject_instance.cpp deleted file mode 100644 index 361e7963d96..00000000000 --- a/source/blender/render/intern/raytrace/rayobject_instance.cpp +++ /dev/null @@ -1,211 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2009 Blender Foundation. - * All rights reserved. - * - * The Original Code is: all of this file. - * - * Contributor(s): André Pinto. - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/render/intern/raytrace/rayobject_instance.cpp - * \ingroup render - */ - - -#include - -#include "MEM_guardedalloc.h" - -#include "BLI_math.h" -#include "BLI_utildefines.h" - -#include "rayintersection.h" -#include "rayobject.h" - -#define RE_COST_INSTANCE (1.0f) - -static int RE_rayobject_instance_intersect(RayObject *o, Isect *isec); -static void RE_rayobject_instance_free(RayObject *o); -static void RE_rayobject_instance_bb(RayObject *o, float *min, float *max); -static float RE_rayobject_instance_cost(RayObject *o); - -static void RE_rayobject_instance_hint_bb(RayObject *UNUSED(o), RayHint *UNUSED(hint), - float *UNUSED(min), float *UNUSED(max)) -{} - -static RayObjectAPI instance_api = -{ - RE_rayobject_instance_intersect, - NULL, //static void RE_rayobject_instance_add(RayObject *o, RayObject *ob); - NULL, //static void RE_rayobject_instance_done(RayObject *o); - RE_rayobject_instance_free, - RE_rayobject_instance_bb, - RE_rayobject_instance_cost, - RE_rayobject_instance_hint_bb -}; - -typedef struct InstanceRayObject { - RayObject rayobj; - RayObject *target; - - void *ob; //Object represented by this instance - void *target_ob; //Object represented by the inner RayObject, needed to handle self-intersection - - float global2target[4][4]; - float target2global[4][4]; - -} InstanceRayObject; - - -RayObject *RE_rayobject_instance_create(RayObject *target, float transform[4][4], void *ob, void *target_ob) -{ - InstanceRayObject *obj = (InstanceRayObject *)MEM_callocN(sizeof(InstanceRayObject), "InstanceRayObject"); - assert(RE_rayobject_isAligned(obj) ); /* RayObject API assumes real data to be 4-byte aligned */ - - obj->rayobj.api = &instance_api; - obj->target = target; - obj->ob = ob; - obj->target_ob = target_ob; - - copy_m4_m4(obj->target2global, transform); - invert_m4_m4(obj->global2target, obj->target2global); - - return RE_rayobject_unalignRayAPI((RayObject *) obj); -} - -static int RE_rayobject_instance_intersect(RayObject *o, Isect *isec) -{ - InstanceRayObject *obj = (InstanceRayObject *)o; - float start[3], dir[3], idot_axis[3], dist; - int changed = 0, i, res; - - // TODO - this is disabling self intersection on instances - if (isec->orig.ob == obj->ob && obj->ob) { - changed = 1; - isec->orig.ob = obj->target_ob; - } - - // backup old values - copy_v3_v3(start, isec->start); - copy_v3_v3(dir, isec->dir); - copy_v3_v3(idot_axis, isec->idot_axis); - dist = isec->dist; - - // transform to target coordinates system - mul_m4_v3(obj->global2target, isec->start); - mul_mat3_m4_v3(obj->global2target, isec->dir); - isec->dist *= normalize_v3(isec->dir); - - // update idot_axis and bv_index - for (i = 0; i < 3; i++) { - isec->idot_axis[i] = 1.0f / isec->dir[i]; - - isec->bv_index[2 * i] = isec->idot_axis[i] < 0.0f ? 1 : 0; - isec->bv_index[2 * i + 1] = 1 - isec->bv_index[2 * i]; - - isec->bv_index[2 * i] = i + 3 * isec->bv_index[2 * i]; - isec->bv_index[2 * i + 1] = i + 3 * isec->bv_index[2 * i + 1]; - } - - // Pre-calculate orientation for watertight intersection checks. - isect_ray_tri_watertight_v3_precalc(&isec->isect_precalc, isec->dir); - - // raycast - res = RE_rayobject_intersect(obj->target, isec); - - // map dist into original coordinate space - if (res == 0) { - isec->dist = dist; - } - else { - // note we don't just multiply dist, because of possible - // non-uniform scaling in the transform matrix - float vec[3]; - - mul_v3_v3fl(vec, isec->dir, isec->dist); - mul_mat3_m4_v3(obj->target2global, vec); - - isec->dist = len_v3(vec); - isec->hit.ob = obj->ob; - -#ifdef RT_USE_LAST_HIT - // TODO support for last hit optimization in instances that can jump - // directly to the last hit face. - // For now it jumps directly to the last-hit instance root node. - isec->last_hit = RE_rayobject_unalignRayAPI((RayObject *) obj); -#endif - } - - // restore values - copy_v3_v3(isec->start, start); - copy_v3_v3(isec->dir, dir); - copy_v3_v3(isec->idot_axis, idot_axis); - - if (changed) - isec->orig.ob = obj->ob; - - // restore bv_index - for (i = 0; i < 3; i++) { - isec->bv_index[2 * i] = isec->idot_axis[i] < 0.0f ? 1 : 0; - isec->bv_index[2 * i + 1] = 1 - isec->bv_index[2 * i]; - - isec->bv_index[2 * i] = i + 3 * isec->bv_index[2 * i]; - isec->bv_index[2 * i + 1] = i + 3 * isec->bv_index[2 * i + 1]; - } - - // Pre-calculate orientation for watertight intersection checks. - isect_ray_tri_watertight_v3_precalc(&isec->isect_precalc, isec->dir); - - return res; -} - -static void RE_rayobject_instance_free(RayObject *o) -{ - InstanceRayObject *obj = (InstanceRayObject *)o; - MEM_freeN(obj); -} - -static float RE_rayobject_instance_cost(RayObject *o) -{ - InstanceRayObject *obj = (InstanceRayObject *)o; - return RE_rayobject_cost(obj->target) + RE_COST_INSTANCE; -} - -static void RE_rayobject_instance_bb(RayObject *o, float *min, float *max) -{ - //TODO: - // *better bb.. calculated without rotations of bb - // *maybe cache that better-fitted-BB at the InstanceRayObject - InstanceRayObject *obj = (InstanceRayObject *)o; - - float m[3], M[3], t[3]; - int i, j; - INIT_MINMAX(m, M); - RE_rayobject_merge_bb(obj->target, m, M); - - //There must be a faster way than rotating all the 8 vertexs of the BB - for (i = 0; i < 8; i++) { - for (j = 0; j < 3; j++) t[j] = (i & (1 << j)) ? M[j] : m[j]; - mul_m4_v3(obj->target2global, t); - DO_MINMAX(t, min, max); - } -} - diff --git a/source/blender/render/intern/raytrace/rayobject_octree.cpp b/source/blender/render/intern/raytrace/rayobject_octree.cpp deleted file mode 100644 index 4b73e64ca45..00000000000 --- a/source/blender/render/intern/raytrace/rayobject_octree.cpp +++ /dev/null @@ -1,1101 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 1990-1998 NeoGeo BV. - * All rights reserved. - * - * Contributors: 2004/2005 Blender Foundation, full recode - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/render/intern/raytrace/rayobject_octree.cpp - * \ingroup render - */ - - -/* IMPORTANT NOTE: this code must be independent of any other render code - * to use it outside the renderer! */ - -#include -#include -#include -#include -#include - -#include "MEM_guardedalloc.h" - -#include "DNA_material_types.h" - -#include "BLI_math.h" -#include "BLI_utildefines.h" - -#include "rayintersection.h" -#include "rayobject.h" - -/* ********** structs *************** */ -#define BRANCH_ARRAY 1024 -#define NODE_ARRAY 4096 - -typedef struct Branch { - struct Branch *b[8]; -} Branch; - -typedef struct OcVal { - short ocx, ocy, ocz; -} OcVal; - -typedef struct Node { - struct RayFace *v[8]; - struct OcVal ov[8]; - struct Node *next; -} Node; - -typedef struct Octree { - RayObject rayobj; - - struct Branch **adrbranch; - struct Node **adrnode; - float ocsize; /* ocsize: mult factor, max size octree */ - float ocfacx, ocfacy, ocfacz; - float min[3], max[3]; - int ocres; - int branchcount, nodecount; - - /* during building only */ - char *ocface; - - RayFace **ro_nodes; - int ro_nodes_size, ro_nodes_used; - -} Octree; - -static int RE_rayobject_octree_intersect(RayObject *o, Isect *isec); -static void RE_rayobject_octree_add(RayObject *o, RayObject *ob); -static void RE_rayobject_octree_done(RayObject *o); -static void RE_rayobject_octree_free(RayObject *o); -static void RE_rayobject_octree_bb(RayObject *o, float *min, float *max); - -/* - * This function is not expected to be called by current code state. - */ -static float RE_rayobject_octree_cost(RayObject *UNUSED(o)) -{ - return 1.0; -} - -static void RE_rayobject_octree_hint_bb(RayObject *UNUSED(o), RayHint *UNUSED(hint), - float *UNUSED(min), float *UNUSED(max)) -{ - return; -} - -static RayObjectAPI octree_api = -{ - RE_rayobject_octree_intersect, - RE_rayobject_octree_add, - RE_rayobject_octree_done, - RE_rayobject_octree_free, - RE_rayobject_octree_bb, - RE_rayobject_octree_cost, - RE_rayobject_octree_hint_bb -}; - -/* **************** ocval method ******************* */ -/* within one octree node, a set of 3x15 bits defines a 'boundbox' to OR with */ - -#define OCVALRES 15 -#define BROW16(min, max) \ - (((max) >= OCVALRES ? 0xFFFF : (1 << ((max) + 1)) - 1) - (((min) > 0) ? ((1 << (min)) - 1) : 0)) - -static void calc_ocval_face(float *v1, float *v2, float *v3, float *v4, short x, short y, short z, OcVal *ov) -{ - float min[3], max[3]; - int ocmin, ocmax; - - copy_v3_v3(min, v1); - copy_v3_v3(max, v1); - DO_MINMAX(v2, min, max); - DO_MINMAX(v3, min, max); - if (v4) { - DO_MINMAX(v4, min, max); - } - - ocmin = OCVALRES * (min[0] - x); - ocmax = OCVALRES * (max[0] - x); - ov->ocx = BROW16(ocmin, ocmax); - - ocmin = OCVALRES * (min[1] - y); - ocmax = OCVALRES * (max[1] - y); - ov->ocy = BROW16(ocmin, ocmax); - - ocmin = OCVALRES * (min[2] - z); - ocmax = OCVALRES * (max[2] - z); - ov->ocz = BROW16(ocmin, ocmax); - -} - -static void calc_ocval_ray(OcVal *ov, float xo, float yo, float zo, float *vec1, float *vec2) -{ - int ocmin, ocmax; - - if (vec1[0] < vec2[0]) { - ocmin = OCVALRES * (vec1[0] - xo); - ocmax = OCVALRES * (vec2[0] - xo); - } - else { - ocmin = OCVALRES * (vec2[0] - xo); - ocmax = OCVALRES * (vec1[0] - xo); - } - ov->ocx = BROW16(ocmin, ocmax); - - if (vec1[1] < vec2[1]) { - ocmin = OCVALRES * (vec1[1] - yo); - ocmax = OCVALRES * (vec2[1] - yo); - } - else { - ocmin = OCVALRES * (vec2[1] - yo); - ocmax = OCVALRES * (vec1[1] - yo); - } - ov->ocy = BROW16(ocmin, ocmax); - - if (vec1[2] < vec2[2]) { - ocmin = OCVALRES * (vec1[2] - zo); - ocmax = OCVALRES * (vec2[2] - zo); - } - else { - ocmin = OCVALRES * (vec2[2] - zo); - ocmax = OCVALRES * (vec1[2] - zo); - } - ov->ocz = BROW16(ocmin, ocmax); -} - -/* ************* octree ************** */ - -static Branch *addbranch(Octree *oc, Branch *br, short ocb) -{ - int index; - - if (br->b[ocb]) return br->b[ocb]; - - oc->branchcount++; - index = oc->branchcount >> 12; - - if (oc->adrbranch[index] == NULL) - oc->adrbranch[index] = (Branch *)MEM_callocN(4096 * sizeof(Branch), "new oc branch"); - - if (oc->branchcount >= BRANCH_ARRAY * 4096) { - printf("error; octree branches full\n"); - oc->branchcount = 0; - } - - return br->b[ocb] = oc->adrbranch[index] + (oc->branchcount & 4095); -} - -static Node *addnode(Octree *oc) -{ - int index; - - oc->nodecount++; - index = oc->nodecount >> 12; - - if (oc->adrnode[index] == NULL) - oc->adrnode[index] = (Node *)MEM_callocN(4096 * sizeof(Node), "addnode"); - - if (oc->nodecount > NODE_ARRAY * NODE_ARRAY) { - printf("error; octree nodes full\n"); - oc->nodecount = 0; - } - - return oc->adrnode[index] + (oc->nodecount & 4095); -} - -static bool face_in_node(RayFace *face, short x, short y, short z, float rtf[4][3]) -{ - static float nor[3], d; - float fx, fy, fz; - - // init static vars - if (face) { - normal_tri_v3(nor, rtf[0], rtf[1], rtf[2]); - d = -nor[0] * rtf[0][0] - nor[1] * rtf[0][1] - nor[2] * rtf[0][2]; - return 0; - } - - fx = x; - fy = y; - fz = z; - - if ((fx) * nor[0] + (fy) * nor[1] + (fz) * nor[2] + d > 0.0f) { - if ((fx + 1) * nor[0] + (fy ) * nor[1] + (fz ) * nor[2] + d < 0.0f) return 1; - if ((fx ) * nor[0] + (fy + 1) * nor[1] + (fz ) * nor[2] + d < 0.0f) return 1; - if ((fx + 1) * nor[0] + (fy + 1) * nor[1] + (fz ) * nor[2] + d < 0.0f) return 1; - - if ((fx ) * nor[0] + (fy ) * nor[1] + (fz + 1) * nor[2] + d < 0.0f) return 1; - if ((fx + 1) * nor[0] + (fy ) * nor[1] + (fz + 1) * nor[2] + d < 0.0f) return 1; - if ((fx ) * nor[0] + (fy + 1) * nor[1] + (fz + 1) * nor[2] + d < 0.0f) return 1; - if ((fx + 1) * nor[0] + (fy + 1) * nor[1] + (fz + 1) * nor[2] + d < 0.0f) return 1; - } - else { - if ((fx + 1) * nor[0] + (fy ) * nor[1] + (fz ) * nor[2] + d > 0.0f) return 1; - if ((fx ) * nor[0] + (fy + 1) * nor[1] + (fz ) * nor[2] + d > 0.0f) return 1; - if ((fx + 1) * nor[0] + (fy + 1) * nor[1] + (fz ) * nor[2] + d > 0.0f) return 1; - - if ((fx ) * nor[0] + (fy ) * nor[1] + (fz + 1) * nor[2] + d > 0.0f) return 1; - if ((fx + 1) * nor[0] + (fy ) * nor[1] + (fz + 1) * nor[2] + d > 0.0f) return 1; - if ((fx ) * nor[0] + (fy + 1) * nor[1] + (fz + 1) * nor[2] + d > 0.0f) return 1; - if ((fx + 1) * nor[0] + (fy + 1) * nor[1] + (fz + 1) * nor[2] + d > 0.0f) return 1; - } - - return 0; -} - -static void ocwrite(Octree *oc, RayFace *face, int quad, short x, short y, short z, float rtf[4][3]) -{ - Branch *br; - Node *no; - short a, oc0, oc1, oc2, oc3, oc4, oc5; - - x <<= 2; - y <<= 1; - - br = oc->adrbranch[0]; - - if (oc->ocres == 512) { - oc0 = ((x & 1024) + (y & 512) + (z & 256)) >> 8; - br = addbranch(oc, br, oc0); - } - if (oc->ocres >= 256) { - oc0 = ((x & 512) + (y & 256) + (z & 128)) >> 7; - br = addbranch(oc, br, oc0); - } - if (oc->ocres >= 128) { - oc0 = ((x & 256) + (y & 128) + (z & 64)) >> 6; - br = addbranch(oc, br, oc0); - } - - oc0 = ((x & 128) + (y & 64) + (z & 32)) >> 5; - oc1 = ((x & 64) + (y & 32) + (z & 16)) >> 4; - oc2 = ((x & 32) + (y & 16) + (z & 8)) >> 3; - oc3 = ((x & 16) + (y & 8) + (z & 4)) >> 2; - oc4 = ((x & 8) + (y & 4) + (z & 2)) >> 1; - oc5 = ((x & 4) + (y & 2) + (z & 1)); - - br = addbranch(oc, br, oc0); - br = addbranch(oc, br, oc1); - br = addbranch(oc, br, oc2); - br = addbranch(oc, br, oc3); - br = addbranch(oc, br, oc4); - no = (Node *)br->b[oc5]; - if (no == NULL) br->b[oc5] = (Branch *)(no = addnode(oc)); - - while (no->next) no = no->next; - - a = 0; - if (no->v[7]) { /* node full */ - no->next = addnode(oc); - no = no->next; - } - else { - while (no->v[a] != NULL) a++; - } - - no->v[a] = (RayFace *) RE_rayobject_align(face); - - if (quad) - calc_ocval_face(rtf[0], rtf[1], rtf[2], rtf[3], x >> 2, y >> 1, z, &no->ov[a]); - else - calc_ocval_face(rtf[0], rtf[1], rtf[2], NULL, x >> 2, y >> 1, z, &no->ov[a]); -} - -static void d2dda(Octree *oc, short b1, short b2, short c1, short c2, char *ocface, short rts[4][3], float rtf[4][3]) -{ - int ocx1, ocx2, ocy1, ocy2; - int x, y, dx = 0, dy = 0; - float ox1, ox2, oy1, oy2; - float lambda, lambda_o, lambda_x, lambda_y, ldx, ldy; - - ocx1 = rts[b1][c1]; - ocy1 = rts[b1][c2]; - ocx2 = rts[b2][c1]; - ocy2 = rts[b2][c2]; - - if (ocx1 == ocx2 && ocy1 == ocy2) { - ocface[oc->ocres * ocx1 + ocy1] = 1; - return; - } - - ox1 = rtf[b1][c1]; - oy1 = rtf[b1][c2]; - ox2 = rtf[b2][c1]; - oy2 = rtf[b2][c2]; - - if (ox1 != ox2) { - if (ox2 - ox1 > 0.0f) { - lambda_x = (ox1 - ocx1 - 1.0f) / (ox1 - ox2); - ldx = -1.0f / (ox1 - ox2); - dx = 1; - } - else { - lambda_x = (ox1 - ocx1) / (ox1 - ox2); - ldx = 1.0f / (ox1 - ox2); - dx = -1; - } - } - else { - lambda_x = 1.0f; - ldx = 0; - } - - if (oy1 != oy2) { - if (oy2 - oy1 > 0.0f) { - lambda_y = (oy1 - ocy1 - 1.0f) / (oy1 - oy2); - ldy = -1.0f / (oy1 - oy2); - dy = 1; - } - else { - lambda_y = (oy1 - ocy1) / (oy1 - oy2); - ldy = 1.0f / (oy1 - oy2); - dy = -1; - } - } - else { - lambda_y = 1.0f; - ldy = 0; - } - - x = ocx1; y = ocy1; - lambda = MIN2(lambda_x, lambda_y); - - while (true) { - - if (x < 0 || y < 0 || x >= oc->ocres || y >= oc->ocres) { - /* pass*/ - } - else { - ocface[oc->ocres * x + y] = 1; - } - - lambda_o = lambda; - if (lambda_x == lambda_y) { - lambda_x += ldx; - x += dx; - lambda_y += ldy; - y += dy; - } - else { - if (lambda_x < lambda_y) { - lambda_x += ldx; - x += dx; - } - else { - lambda_y += ldy; - y += dy; - } - } - lambda = MIN2(lambda_x, lambda_y); - if (lambda == lambda_o) break; - if (lambda >= 1.0f) break; - } - ocface[oc->ocres * ocx2 + ocy2] = 1; -} - -static void filltriangle(Octree *oc, short c1, short c2, char *ocface, short *ocmin, short *ocmax) -{ - int a, x, y, y1, y2; - - for (x = ocmin[c1]; x <= ocmax[c1]; x++) { - a = oc->ocres * x; - for (y = ocmin[c2]; y <= ocmax[c2]; y++) { - if (ocface[a + y]) { - y++; - while (ocface[a + y] && y != ocmax[c2]) y++; - for (y1 = ocmax[c2]; y1 > y; y1--) { - if (ocface[a + y1]) { - for (y2 = y; y2 <= y1; y2++) ocface[a + y2] = 1; - y1 = 0; - } - } - y = ocmax[c2]; - } - } - } -} - -static void RE_rayobject_octree_free(RayObject *tree) -{ - Octree *oc = (Octree *)tree; - -#if 0 - printf("branches %d nodes %d\n", oc->branchcount, oc->nodecount); - printf("raycount %d\n", raycount); - printf("ray coherent %d\n", coherent_ray); - printf("accepted %d rejected %d\n", accepted, rejected); -#endif - if (oc->ocface) - MEM_freeN(oc->ocface); - - if (oc->adrbranch) { - int a = 0; - while (oc->adrbranch[a]) { - MEM_freeN(oc->adrbranch[a]); - oc->adrbranch[a] = NULL; - a++; - } - MEM_freeN(oc->adrbranch); - oc->adrbranch = NULL; - } - oc->branchcount = 0; - - if (oc->adrnode) { - int a = 0; - while (oc->adrnode[a]) { - MEM_freeN(oc->adrnode[a]); - oc->adrnode[a] = NULL; - a++; - } - MEM_freeN(oc->adrnode); - oc->adrnode = NULL; - } - oc->nodecount = 0; - - MEM_freeN(oc); -} - - -RayObject *RE_rayobject_octree_create(int ocres, int size) -{ - Octree *oc = (Octree *)MEM_callocN(sizeof(Octree), "Octree"); - assert(RE_rayobject_isAligned(oc) ); /* RayObject API assumes real data to be 4-byte aligned */ - - oc->rayobj.api = &octree_api; - - oc->ocres = ocres; - - oc->ro_nodes = (RayFace **)MEM_callocN(sizeof(RayFace *) * size, "octree rayobject nodes"); - oc->ro_nodes_size = size; - oc->ro_nodes_used = 0; - - - return RE_rayobject_unalignRayAPI((RayObject *) oc); -} - - -static void RE_rayobject_octree_add(RayObject *tree, RayObject *node) -{ - Octree *oc = (Octree *)tree; - - assert(RE_rayobject_isRayFace(node) ); - assert(oc->ro_nodes_used < oc->ro_nodes_size); - oc->ro_nodes[oc->ro_nodes_used++] = (RayFace *)RE_rayobject_align(node); -} - -static void octree_fill_rayface(Octree *oc, RayFace *face) -{ - float ocfac[3], rtf[4][3]; - float co1[3], co2[3], co3[3], co4[3]; - short rts[4][3]; - short ocmin[3], ocmax[3]; - char *ocface = oc->ocface; // front, top, size view of face, to fill in - int a, b, c, oc1, oc2, oc3, oc4, x, y, z, ocres2; - - ocfac[0] = oc->ocfacx; - ocfac[1] = oc->ocfacy; - ocfac[2] = oc->ocfacz; - - ocres2 = oc->ocres * oc->ocres; - - copy_v3_v3(co1, face->v1); - copy_v3_v3(co2, face->v2); - copy_v3_v3(co3, face->v3); - if (RE_rayface_isQuad(face)) - copy_v3_v3(co4, face->v4); - - for (c = 0; c < 3; c++) { - rtf[0][c] = (co1[c] - oc->min[c]) * ocfac[c]; - rts[0][c] = (short)rtf[0][c]; - rtf[1][c] = (co2[c] - oc->min[c]) * ocfac[c]; - rts[1][c] = (short)rtf[1][c]; - rtf[2][c] = (co3[c] - oc->min[c]) * ocfac[c]; - rts[2][c] = (short)rtf[2][c]; - if (RE_rayface_isQuad(face)) { - rtf[3][c] = (co4[c] - oc->min[c]) * ocfac[c]; - rts[3][c] = (short)rtf[3][c]; - } - } - - for (c = 0; c < 3; c++) { - oc1 = rts[0][c]; - oc2 = rts[1][c]; - oc3 = rts[2][c]; - if (!RE_rayface_isQuad(face)) { - ocmin[c] = min_iii(oc1, oc2, oc3); - ocmax[c] = max_iii(oc1, oc2, oc3); - } - else { - oc4 = rts[3][c]; - ocmin[c] = min_iiii(oc1, oc2, oc3, oc4); - ocmax[c] = max_iiii(oc1, oc2, oc3, oc4); - } - if (ocmax[c] > oc->ocres - 1) ocmax[c] = oc->ocres - 1; - if (ocmin[c] < 0) ocmin[c] = 0; - } - - if (ocmin[0] == ocmax[0] && ocmin[1] == ocmax[1] && ocmin[2] == ocmax[2]) { - ocwrite(oc, face, RE_rayface_isQuad(face), ocmin[0], ocmin[1], ocmin[2], rtf); - } - else { - - d2dda(oc, 0, 1, 0, 1, ocface + ocres2, rts, rtf); - d2dda(oc, 0, 1, 0, 2, ocface, rts, rtf); - d2dda(oc, 0, 1, 1, 2, ocface + 2 * ocres2, rts, rtf); - d2dda(oc, 1, 2, 0, 1, ocface + ocres2, rts, rtf); - d2dda(oc, 1, 2, 0, 2, ocface, rts, rtf); - d2dda(oc, 1, 2, 1, 2, ocface + 2 * ocres2, rts, rtf); - if (!RE_rayface_isQuad(face)) { - d2dda(oc, 2, 0, 0, 1, ocface + ocres2, rts, rtf); - d2dda(oc, 2, 0, 0, 2, ocface, rts, rtf); - d2dda(oc, 2, 0, 1, 2, ocface + 2 * ocres2, rts, rtf); - } - else { - d2dda(oc, 2, 3, 0, 1, ocface + ocres2, rts, rtf); - d2dda(oc, 2, 3, 0, 2, ocface, rts, rtf); - d2dda(oc, 2, 3, 1, 2, ocface + 2 * ocres2, rts, rtf); - d2dda(oc, 3, 0, 0, 1, ocface + ocres2, rts, rtf); - d2dda(oc, 3, 0, 0, 2, ocface, rts, rtf); - d2dda(oc, 3, 0, 1, 2, ocface + 2 * ocres2, rts, rtf); - } - /* nothing todo with triangle..., just fills :) */ - filltriangle(oc, 0, 1, ocface + ocres2, ocmin, ocmax); - filltriangle(oc, 0, 2, ocface, ocmin, ocmax); - filltriangle(oc, 1, 2, ocface + 2 * ocres2, ocmin, ocmax); - - /* init static vars here */ - face_in_node(face, 0, 0, 0, rtf); - - for (x = ocmin[0]; x <= ocmax[0]; x++) { - a = oc->ocres * x; - for (y = ocmin[1]; y <= ocmax[1]; y++) { - if (ocface[a + y + ocres2]) { - b = oc->ocres * y + 2 * ocres2; - for (z = ocmin[2]; z <= ocmax[2]; z++) { - if (ocface[b + z] && ocface[a + z]) { - if (face_in_node(NULL, x, y, z, rtf)) - ocwrite(oc, face, RE_rayface_isQuad(face), x, y, z, rtf); - } - } - } - } - } - - /* same loops to clear octree, doubt it can be done smarter */ - for (x = ocmin[0]; x <= ocmax[0]; x++) { - a = oc->ocres * x; - for (y = ocmin[1]; y <= ocmax[1]; y++) { - /* x-y */ - ocface[a + y + ocres2] = 0; - - b = oc->ocres * y + 2 * ocres2; - for (z = ocmin[2]; z <= ocmax[2]; z++) { - /* y-z */ - ocface[b + z] = 0; - /* x-z */ - ocface[a + z] = 0; - } - } - } - } -} - -static void RE_rayobject_octree_done(RayObject *tree) -{ - Octree *oc = (Octree *)tree; - int c; - float t00, t01, t02; - int ocres2 = oc->ocres * oc->ocres; - - INIT_MINMAX(oc->min, oc->max); - - /* Calculate Bounding Box */ - for (c = 0; c < oc->ro_nodes_used; c++) - RE_rayobject_merge_bb(RE_rayobject_unalignRayFace(oc->ro_nodes[c]), oc->min, oc->max); - - /* Alloc memory */ - oc->adrbranch = (Branch **)MEM_callocN(sizeof(void *) * BRANCH_ARRAY, "octree branches"); - oc->adrnode = (Node **)MEM_callocN(sizeof(void *) * NODE_ARRAY, "octree nodes"); - - oc->adrbranch[0] = (Branch *)MEM_callocN(4096 * sizeof(Branch), "makeoctree"); - - /* the lookup table, per face, for which nodes to fill in */ - oc->ocface = (char *)MEM_callocN(3 * ocres2 + 8, "ocface"); - memset(oc->ocface, 0, 3 * ocres2); - - for (c = 0; c < 3; c++) { /* octree enlarge, still needed? */ - oc->min[c] -= 0.01f; - oc->max[c] += 0.01f; - } - - t00 = oc->max[0] - oc->min[0]; - t01 = oc->max[1] - oc->min[1]; - t02 = oc->max[2] - oc->min[2]; - - /* this minus 0.1 is old safety... seems to be needed? */ - oc->ocfacx = (oc->ocres - 0.1f) / t00; - oc->ocfacy = (oc->ocres - 0.1f) / t01; - oc->ocfacz = (oc->ocres - 0.1f) / t02; - - oc->ocsize = sqrtf(t00 * t00 + t01 * t01 + t02 * t02); /* global, max size octree */ - - for (c = 0; c < oc->ro_nodes_used; c++) { - octree_fill_rayface(oc, oc->ro_nodes[c]); - } - - MEM_freeN(oc->ocface); - oc->ocface = NULL; - MEM_freeN(oc->ro_nodes); - oc->ro_nodes = NULL; - -#if 0 - printf("%f %f - %f\n", oc->min[0], oc->max[0], oc->ocfacx); - printf("%f %f - %f\n", oc->min[1], oc->max[1], oc->ocfacy); - printf("%f %f - %f\n", oc->min[2], oc->max[2], oc->ocfacz); -#endif -} - -static void RE_rayobject_octree_bb(RayObject *tree, float *min, float *max) -{ - Octree *oc = (Octree *)tree; - DO_MINMAX(oc->min, min, max); - DO_MINMAX(oc->max, min, max); -} - -/* check all faces in this node */ -static int testnode(Octree *UNUSED(oc), Isect *is, Node *no, OcVal ocval) -{ - short nr = 0; - - /* return on any first hit */ - if (is->mode == RE_RAY_SHADOW) { - - for (; no; no = no->next) { - for (nr = 0; nr < 8; nr++) { - RayFace *face = no->v[nr]; - OcVal *ov = no->ov + nr; - - if (!face) break; - - if ( (ov->ocx & ocval.ocx) && (ov->ocy & ocval.ocy) && (ov->ocz & ocval.ocz) ) { - if (RE_rayobject_intersect(RE_rayobject_unalignRayFace(face), is) ) - return 1; - } - } - } - } - else { - /* else mirror or glass or shadowtra, return closest face */ - int found = 0; - - for (; no; no = no->next) { - for (nr = 0; nr < 8; nr++) { - RayFace *face = no->v[nr]; - OcVal *ov = no->ov + nr; - - if (!face) break; - - if ( (ov->ocx & ocval.ocx) && (ov->ocy & ocval.ocy) && (ov->ocz & ocval.ocz) ) { - if (RE_rayobject_intersect(RE_rayobject_unalignRayFace(face), is) ) { - found = 1; - } - } - } - } - - return found; - } - - return 0; -} - -/* find the Node for the octree coord x y z */ -static Node *ocread(Octree *oc, int x, int y, int z) -{ - Branch *br; - int oc1; - - x <<= 2; - y <<= 1; - - br = oc->adrbranch[0]; - - if (oc->ocres == 512) { - oc1 = ((x & 1024) + (y & 512) + (z & 256)) >> 8; - br = br->b[oc1]; - if (br == NULL) { - return NULL; - } - } - if (oc->ocres >= 256) { - oc1 = ((x & 512) + (y & 256) + (z & 128)) >> 7; - br = br->b[oc1]; - if (br == NULL) { - return NULL; - } - } - if (oc->ocres >= 128) { - oc1 = ((x & 256) + (y & 128) + (z & 64)) >> 6; - br = br->b[oc1]; - if (br == NULL) { - return NULL; - } - } - - oc1 = ((x & 128) + (y & 64) + (z & 32)) >> 5; - br = br->b[oc1]; - if (br) { - oc1 = ((x & 64) + (y & 32) + (z & 16)) >> 4; - br = br->b[oc1]; - if (br) { - oc1 = ((x & 32) + (y & 16) + (z & 8)) >> 3; - br = br->b[oc1]; - if (br) { - oc1 = ((x & 16) + (y & 8) + (z & 4)) >> 2; - br = br->b[oc1]; - if (br) { - oc1 = ((x & 8) + (y & 4) + (z & 2)) >> 1; - br = br->b[oc1]; - if (br) { - oc1 = ((x & 4) + (y & 2) + (z & 1)); - return (Node *)br->b[oc1]; - } - } - } - } - } - - return NULL; -} - -static int cliptest(float p, float q, float *u1, float *u2) -{ - float r; - - if (p < 0.0f) { - if (q < p) return 0; - else if (q < 0.0f) { - r = q / p; - if (r > *u2) return 0; - else if (r > *u1) *u1 = r; - } - } - else { - if (p > 0.0f) { - if (q < 0.0f) return 0; - else if (q < p) { - r = q / p; - if (r < *u1) return 0; - else if (r < *u2) *u2 = r; - } - } - else if (q < 0.0f) return 0; - } - return 1; -} - -/* extensive coherence checks/storage cancels out the benefit of it, and gives errors... we - * need better methods, sample code commented out below (ton) */ - -#if 0 - -in top : static int coh_nodes[16 * 16 * 16][6]; -in makeoctree : memset(coh_nodes, 0, sizeof(coh_nodes)); - -static void add_coherence_test(int ocx1, int ocx2, int ocy1, int ocy2, int ocz1, int ocz2) -{ - short *sp; - - sp = coh_nodes[(ocx2 & 15) + 16 * (ocy2 & 15) + 256 * (ocz2 & 15)]; - sp[0] = ocx1; sp[1] = ocy1; sp[2] = ocz1; - sp[3] = ocx2; sp[4] = ocy2; sp[5] = ocz2; - -} - -static int do_coherence_test(int ocx1, int ocx2, int ocy1, int ocy2, int ocz1, int ocz2) -{ - short *sp; - - sp = coh_nodes[(ocx2 & 15) + 16 * (ocy2 & 15) + 256 * (ocz2 & 15)]; - if (sp[0] == ocx1 && sp[1] == ocy1 && sp[2] == ocz1 && - sp[3] == ocx2 && sp[4] == ocy2 && sp[5] == ocz2) return 1; - return 0; -} - -#endif - -/* return 1: found valid intersection */ -/* starts with is->orig.face */ -static int RE_rayobject_octree_intersect(RayObject *tree, Isect *is) -{ - Octree *oc = (Octree *)tree; - Node *no; - OcVal ocval; - float vec1[3], vec2[3], start[3], end[3]; - float u1, u2, ox1, ox2, oy1, oy2, oz1, oz2; - float lambda_o, lambda_x, ldx, lambda_y, ldy, lambda_z, ldz, dda_lambda; - float o_lambda = 0; - int dx, dy, dz; - int xo, yo, zo, c1 = 0; - int ocx1, ocx2, ocy1, ocy2, ocz1, ocz2; - - /* clip with octree */ - if (oc->branchcount == 0) return 0; - - /* do this before intersect calls */ -#if 0 - is->facecontr = NULL; /* to check shared edge */ - is->obcontr = 0; - is->faceisect = is->isect = 0; /* shared edge, quad half flag */ - is->userdata = oc->userdata; -#endif - - copy_v3_v3(start, is->start); - madd_v3_v3v3fl(end, is->start, is->dir, is->dist); - ldx = is->dir[0] * is->dist; - o_lambda = is->dist; - u1 = 0.0f; - u2 = 1.0f; - - /* clip with octree cube */ - if (cliptest(-ldx, start[0] - oc->min[0], &u1, &u2)) { - if (cliptest(ldx, oc->max[0] - start[0], &u1, &u2)) { - ldy = is->dir[1] * is->dist; - if (cliptest(-ldy, start[1] - oc->min[1], &u1, &u2)) { - if (cliptest(ldy, oc->max[1] - start[1], &u1, &u2)) { - ldz = is->dir[2] * is->dist; - if (cliptest(-ldz, start[2] - oc->min[2], &u1, &u2)) { - if (cliptest(ldz, oc->max[2] - start[2], &u1, &u2)) { - c1 = 1; - if (u2 < 1.0f) { - end[0] = start[0] + u2 * ldx; - end[1] = start[1] + u2 * ldy; - end[2] = start[2] + u2 * ldz; - } - - if (u1 > 0.0f) { - start[0] += u1 * ldx; - start[1] += u1 * ldy; - start[2] += u1 * ldz; - } - } - } - } - } - } - } - - if (c1 == 0) return 0; - - /* reset static variables in ocread */ - //ocread(oc, oc->ocres, 0, 0); - - /* setup 3dda to traverse octree */ - ox1 = (start[0] - oc->min[0]) * oc->ocfacx; - oy1 = (start[1] - oc->min[1]) * oc->ocfacy; - oz1 = (start[2] - oc->min[2]) * oc->ocfacz; - ox2 = (end[0] - oc->min[0]) * oc->ocfacx; - oy2 = (end[1] - oc->min[1]) * oc->ocfacy; - oz2 = (end[2] - oc->min[2]) * oc->ocfacz; - - ocx1 = (int)ox1; - ocy1 = (int)oy1; - ocz1 = (int)oz1; - ocx2 = (int)ox2; - ocy2 = (int)oy2; - ocz2 = (int)oz2; - - if (ocx1 == ocx2 && ocy1 == ocy2 && ocz1 == ocz2) { - no = ocread(oc, ocx1, ocy1, ocz1); - if (no) { - /* exact intersection with node */ - vec1[0] = ox1; vec1[1] = oy1; vec1[2] = oz1; - vec2[0] = ox2; vec2[1] = oy2; vec2[2] = oz2; - calc_ocval_ray(&ocval, (float)ocx1, (float)ocy1, (float)ocz1, vec1, vec2); - if (testnode(oc, is, no, ocval) ) return 1; - } - } - else { - int found = 0; - //static int coh_ocx1, coh_ocx2, coh_ocy1, coh_ocy2, coh_ocz1, coh_ocz2; - float dox, doy, doz; - int eqval; - - /* calc lambda en ld */ - dox = ox1 - ox2; - doy = oy1 - oy2; - doz = oz1 - oz2; - - if (dox < -FLT_EPSILON) { - ldx = -1.0f / dox; - lambda_x = (ocx1 - ox1 + 1.0f) * ldx; - dx = 1; - } - else if (dox > FLT_EPSILON) { - ldx = 1.0f / dox; - lambda_x = (ox1 - ocx1) * ldx; - dx = -1; - } - else { - lambda_x = 1.0f; - ldx = 0; - dx = 0; - } - - if (doy < -FLT_EPSILON) { - ldy = -1.0f / doy; - lambda_y = (ocy1 - oy1 + 1.0f) * ldy; - dy = 1; - } - else if (doy > FLT_EPSILON) { - ldy = 1.0f / doy; - lambda_y = (oy1 - ocy1) * ldy; - dy = -1; - } - else { - lambda_y = 1.0f; - ldy = 0; - dy = 0; - } - - if (doz < -FLT_EPSILON) { - ldz = -1.0f / doz; - lambda_z = (ocz1 - oz1 + 1.0f) * ldz; - dz = 1; - } - else if (doz > FLT_EPSILON) { - ldz = 1.0f / doz; - lambda_z = (oz1 - ocz1) * ldz; - dz = -1; - } - else { - lambda_z = 1.0f; - ldz = 0; - dz = 0; - } - - xo = ocx1; yo = ocy1; zo = ocz1; - dda_lambda = min_fff(lambda_x, lambda_y, lambda_z); - - vec2[0] = ox1; - vec2[1] = oy1; - vec2[2] = oz1; - - /* this loop has been constructed to make sure the first and last node of ray - * are always included, even when dda_lambda==1.0f or larger */ - - while (true) { - - no = ocread(oc, xo, yo, zo); - if (no) { - - /* calculate ray intersection with octree node */ - copy_v3_v3(vec1, vec2); - // dox, y, z is negative - vec2[0] = ox1 - dda_lambda * dox; - vec2[1] = oy1 - dda_lambda * doy; - vec2[2] = oz1 - dda_lambda * doz; - calc_ocval_ray(&ocval, (float)xo, (float)yo, (float)zo, vec1, vec2); - - //is->dist = (u1 + dda_lambda * (u2 - u1)) * o_lambda; - if (testnode(oc, is, no, ocval) ) - found = 1; - - if (is->dist < (u1 + dda_lambda * (u2 - u1)) * o_lambda) - return found; - } - - - lambda_o = dda_lambda; - - /* traversing octree nodes need careful detection of smallest values, with proper - * exceptions for equal lambdas */ - eqval = (lambda_x == lambda_y); - if (lambda_y == lambda_z) eqval += 2; - if (lambda_x == lambda_z) eqval += 4; - - if (eqval) { // only 4 cases exist! - if (eqval == 7) { // x=y=z - xo += dx; lambda_x += ldx; - yo += dy; lambda_y += ldy; - zo += dz; lambda_z += ldz; - } - else if (eqval == 1) { // x=y - if (lambda_y < lambda_z) { - xo += dx; lambda_x += ldx; - yo += dy; lambda_y += ldy; - } - else { - zo += dz; lambda_z += ldz; - } - } - else if (eqval == 2) { // y=z - if (lambda_x < lambda_y) { - xo += dx; lambda_x += ldx; - } - else { - yo += dy; lambda_y += ldy; - zo += dz; lambda_z += ldz; - } - } - else { // x=z - if (lambda_y < lambda_x) { - yo += dy; lambda_y += ldy; - } - else { - xo += dx; lambda_x += ldx; - zo += dz; lambda_z += ldz; - } - } - } - else { // all three different, just three cases exist - eqval = (lambda_x < lambda_y); - if (lambda_y < lambda_z) eqval += 2; - if (lambda_x < lambda_z) eqval += 4; - - if (eqval == 7 || eqval == 5) { // x smallest - xo += dx; lambda_x += ldx; - } - else if (eqval == 2 || eqval == 6) { // y smallest - yo += dy; lambda_y += ldy; - } - else { // z smallest - zo += dz; lambda_z += ldz; - } - - } - - dda_lambda = min_fff(lambda_x, lambda_y, lambda_z); - if (dda_lambda == lambda_o) break; - /* to make sure the last node is always checked */ - if (lambda_o >= 1.0f) break; - } - } - - /* reached end, no intersections found */ - return 0; -} - - - diff --git a/source/blender/render/intern/raytrace/rayobject_qbvh.cpp b/source/blender/render/intern/raytrace/rayobject_qbvh.cpp deleted file mode 100644 index 8e3dd87efd1..00000000000 --- a/source/blender/render/intern/raytrace/rayobject_qbvh.cpp +++ /dev/null @@ -1,160 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2009 Blender Foundation. - * All rights reserved. - * - * The Original Code is: all of this file. - * - * Contributor(s): André Pinto. - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/render/intern/raytrace/rayobject_qbvh.cpp - * \ingroup render - */ - - -#include "MEM_guardedalloc.h" - -#include "BLI_utildefines.h" - -#include "vbvh.h" -#include "svbvh.h" -#include "reorganize.h" - -#ifdef __SSE__ - -#define DFS_STACK_SIZE 256 - -struct QBVHTree { - RayObject rayobj; - - SVBVHNode *root; - MemArena *node_arena; - - float cost; - RTBuilder *builder; -}; - - -template<> -void bvh_done(QBVHTree *obj) -{ - rtbuild_done(obj->builder, &obj->rayobj.control); - - //TODO find a away to exactly calculate the needed memory - MemArena *arena1 = BLI_memarena_new(BLI_MEMARENA_STD_BUFSIZE, "qbvh arena"); - BLI_memarena_use_malloc(arena1); - - MemArena *arena2 = BLI_memarena_new(BLI_MEMARENA_STD_BUFSIZE, "qbvh arena 2"); - BLI_memarena_use_malloc(arena2); - BLI_memarena_use_align(arena2, 16); - - //Build and optimize the tree - //TODO do this in 1 pass (half memory usage during building) - VBVHNode *root = BuildBinaryVBVH(arena1, &obj->rayobj.control).transform(obj->builder); - - if (RE_rayobjectcontrol_test_break(&obj->rayobj.control)) { - BLI_memarena_free(arena1); - BLI_memarena_free(arena2); - return; - } - - if (root) { - pushup_simd(root); - obj->root = Reorganize_SVBVH(arena2).transform(root); - } - else - obj->root = NULL; - - //Free data - BLI_memarena_free(arena1); - - obj->node_arena = arena2; - obj->cost = 1.0; - - rtbuild_free(obj->builder); - obj->builder = NULL; -} - -template -static int intersect(QBVHTree *obj, Isect *isec) -{ - //TODO renable hint support - if (RE_rayobject_isAligned(obj->root)) { - if (isec->mode == RE_RAY_SHADOW) - return svbvh_node_stack_raycast(obj->root, isec); - else - return svbvh_node_stack_raycast(obj->root, isec); - } - else - return RE_rayobject_intersect((RayObject *)obj->root, isec); -} - -template -static void bvh_hint_bb(Tree *tree, LCTSHint *hint, float *UNUSED(min), float *UNUSED(max)) -{ - //TODO renable hint support - { - hint->size = 0; - hint->stack[hint->size++] = (RayObject *)tree->root; - } -} -/* the cast to pointer function is needed to workarround gcc bug: http://gcc.gnu.org/bugzilla/show_bug.cgi?id=11407 */ -template -static RayObjectAPI make_api() -{ - static RayObjectAPI api = - { - (RE_rayobject_raycast_callback) ((int (*)(Tree *, Isect *)) & intersect), - (RE_rayobject_add_callback) ((void (*)(Tree *, RayObject *)) & bvh_add), - (RE_rayobject_done_callback) ((void (*)(Tree *)) & bvh_done), - (RE_rayobject_free_callback) ((void (*)(Tree *)) & bvh_free), - (RE_rayobject_merge_bb_callback)((void (*)(Tree *, float *, float *)) & bvh_bb), - (RE_rayobject_cost_callback) ((float (*)(Tree *)) & bvh_cost), - (RE_rayobject_hint_bb_callback) ((void (*)(Tree *, LCTSHint *, float *, float *)) & bvh_hint_bb) - }; - - return api; -} - -template -RayObjectAPI *bvh_get_api(int maxstacksize) -{ - static RayObjectAPI bvh_api256 = make_api(); - - if (maxstacksize <= 1024) return &bvh_api256; - assert(maxstacksize <= 256); - return NULL; -} - -RayObject *RE_rayobject_qbvh_create(int size) -{ - return bvh_create_tree(size); -} - -#else - -RayObject *RE_rayobject_qbvh_create(int UNUSED(size)) -{ - puts("WARNING: SSE disabled at compile time\n"); - return NULL; -} - -#endif diff --git a/source/blender/render/intern/raytrace/rayobject_raycounter.cpp b/source/blender/render/intern/raytrace/rayobject_raycounter.cpp deleted file mode 100644 index 429c47f1c0f..00000000000 --- a/source/blender/render/intern/raytrace/rayobject_raycounter.cpp +++ /dev/null @@ -1,91 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2009 Blender Foundation. - * All rights reserved. - * - * The Original Code is: all of this file. - * - * Contributor(s): André Pinto. - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/render/intern/raytrace/rayobject_raycounter.cpp - * \ingroup render - */ - - -#include "rayobject.h" -#include "raycounter.h" - -#ifdef RE_RAYCOUNTER - -void RE_RC_INFO(RayCounter *info) -{ - printf("----------- Raycast counter --------\n"); - printf("Rays total: %llu\n", info->raycast.test ); - printf("Rays hit: %llu\n", info->raycast.hit ); - printf("\n"); - printf("BB tests: %llu\n", info->bb.test ); - printf("BB hits: %llu\n", info->bb.hit ); - printf("\n"); - printf("SIMD BB tests: %llu\n", info->simd_bb.test ); - printf("SIMD BB hits: %llu\n", info->simd_bb.hit ); - printf("\n"); - printf("Primitives tests: %llu\n", info->faces.test ); - printf("Primitives hits: %llu\n", info->faces.hit ); - printf("------------------------------------\n"); - printf("Shadow last-hit tests per ray: %f\n", info->rayshadow_last_hit.test / ((float)info->raycast.test) ); - printf("Shadow last-hit hits per ray: %f\n", info->rayshadow_last_hit.hit / ((float)info->raycast.test) ); - printf("\n"); - printf("Hint tests per ray: %f\n", info->raytrace_hint.test / ((float)info->raycast.test) ); - printf("Hint hits per ray: %f\n", info->raytrace_hint.hit / ((float)info->raycast.test) ); - printf("\n"); - printf("BB tests per ray: %f\n", info->bb.test / ((float)info->raycast.test) ); - printf("BB hits per ray: %f\n", info->bb.hit / ((float)info->raycast.test) ); - printf("\n"); - printf("SIMD tests per ray: %f\n", info->simd_bb.test / ((float)info->raycast.test) ); - printf("SIMD hits per ray: %f\n", info->simd_bb.hit / ((float)info->raycast.test) ); - printf("\n"); - printf("Primitives tests per ray: %f\n", info->faces.test / ((float)info->raycast.test) ); - printf("Primitives hits per ray: %f\n", info->faces.hit / ((float)info->raycast.test) ); - printf("------------------------------------\n"); -} - -void RE_RC_MERGE(RayCounter *dest, RayCounter *tmp) -{ - dest->faces.test += tmp->faces.test; - dest->faces.hit += tmp->faces.hit; - - dest->bb.test += tmp->bb.test; - dest->bb.hit += tmp->bb.hit; - - dest->simd_bb.test += tmp->simd_bb.test; - dest->simd_bb.hit += tmp->simd_bb.hit; - - dest->raycast.test += tmp->raycast.test; - dest->raycast.hit += tmp->raycast.hit; - - dest->rayshadow_last_hit.test += tmp->rayshadow_last_hit.test; - dest->rayshadow_last_hit.hit += tmp->rayshadow_last_hit.hit; - - dest->raytrace_hint.test += tmp->raytrace_hint.test; - dest->raytrace_hint.hit += tmp->raytrace_hint.hit; -} - -#endif diff --git a/source/blender/render/intern/raytrace/rayobject_rtbuild.cpp b/source/blender/render/intern/raytrace/rayobject_rtbuild.cpp deleted file mode 100644 index 51f89784674..00000000000 --- a/source/blender/render/intern/raytrace/rayobject_rtbuild.cpp +++ /dev/null @@ -1,531 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2009 Blender Foundation. - * All rights reserved. - * - * The Original Code is: all of this file. - * - * Contributor(s): André Pinto. - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/render/intern/raytrace/rayobject_rtbuild.cpp - * \ingroup render - */ - - -#include -#include -#include - -#if __cplusplus >= 201103L -#include -using std::isfinite; -#else -#include -#endif - -#include "rayobject_rtbuild.h" - -#include "MEM_guardedalloc.h" - -#include "BLI_math.h" -#include "BLI_utildefines.h" - -static bool selected_node(RTBuilder::Object *node) -{ - return node->selected; -} - -static void rtbuild_init(RTBuilder *b) -{ - b->split_axis = -1; - b->primitives.begin = NULL; - b->primitives.end = NULL; - b->primitives.maxsize = 0; - b->depth = 0; - - for (int i = 0; i < RTBUILD_MAX_CHILDS; i++) - b->child_offset[i] = 0; - - for (int i = 0; i < 3; i++) - b->sorted_begin[i] = b->sorted_end[i] = NULL; - - INIT_MINMAX(b->bb, b->bb + 3); -} - -RTBuilder *rtbuild_create(int size) -{ - RTBuilder *builder = (RTBuilder *) MEM_mallocN(sizeof(RTBuilder), "RTBuilder"); - RTBuilder::Object *memblock = (RTBuilder::Object *)MEM_mallocN(sizeof(RTBuilder::Object) * size, "RTBuilder.objects"); - - - rtbuild_init(builder); - - builder->primitives.begin = builder->primitives.end = memblock; - builder->primitives.maxsize = size; - - for (int i = 0; i < 3; i++) { - builder->sorted_begin[i] = (RTBuilder::Object **)MEM_mallocN(sizeof(RTBuilder::Object *) * size, "RTBuilder.sorted_objects"); - builder->sorted_end[i] = builder->sorted_begin[i]; - } - - - return builder; -} - -void rtbuild_free(RTBuilder *b) -{ - if (b->primitives.begin) MEM_freeN(b->primitives.begin); - - for (int i = 0; i < 3; i++) - if (b->sorted_begin[i]) - MEM_freeN(b->sorted_begin[i]); - - MEM_freeN(b); -} - -void rtbuild_add(RTBuilder *b, RayObject *o) -{ - float bb[6]; - - assert(b->primitives.begin + b->primitives.maxsize != b->primitives.end); - - INIT_MINMAX(bb, bb + 3); - RE_rayobject_merge_bb(o, bb, bb + 3); - - /* skip objects with invalid bounding boxes, nan causes DO_MINMAX - * to do nothing, so we get these invalid values. this shouldn't - * happen usually, but bugs earlier in the pipeline can cause it. */ - if (bb[0] > bb[3] || bb[1] > bb[4] || bb[2] > bb[5]) - return; - /* skip objects with inf bounding boxes */ - if (!isfinite(bb[0]) || !isfinite(bb[1]) || !isfinite(bb[2])) - return; - if (!isfinite(bb[3]) || !isfinite(bb[4]) || !isfinite(bb[5])) - return; - /* skip objects with zero bounding box, they are of no use, and - * will give problems in rtbuild_heuristic_object_split later */ - if (bb[0] == bb[3] && bb[1] == bb[4] && bb[2] == bb[5]) - return; - - copy_v3_v3(b->primitives.end->bb, bb); - copy_v3_v3(b->primitives.end->bb + 3, bb + 3); - b->primitives.end->obj = o; - b->primitives.end->cost = RE_rayobject_cost(o); - - for (int i = 0; i < 3; i++) { - *(b->sorted_end[i]) = b->primitives.end; - b->sorted_end[i]++; - } - b->primitives.end++; -} - -int rtbuild_size(RTBuilder *b) -{ - return b->sorted_end[0] - b->sorted_begin[0]; -} - - -template -static bool obj_bb_compare(const Obj &a, const Obj &b) -{ - if (a->bb[Axis] != b->bb[Axis]) - return a->bb[Axis] < b->bb[Axis]; - return a->obj < b->obj; -} - -template -static void object_sort(Item *begin, Item *end, int axis) -{ - if (axis == 0) return std::sort(begin, end, obj_bb_compare ); - if (axis == 1) return std::sort(begin, end, obj_bb_compare ); - if (axis == 2) return std::sort(begin, end, obj_bb_compare ); - assert(false); -} - -void rtbuild_done(RTBuilder *b, RayObjectControl *ctrl) -{ - for (int i = 0; i < 3; i++) { - if (b->sorted_begin[i]) { - if (RE_rayobjectcontrol_test_break(ctrl)) break; - object_sort(b->sorted_begin[i], b->sorted_end[i], i); - } - } -} - -RayObject *rtbuild_get_primitive(RTBuilder *b, int index) -{ - return b->sorted_begin[0][index]->obj; -} - -RTBuilder *rtbuild_get_child(RTBuilder *b, int child, RTBuilder *tmp) -{ - rtbuild_init(tmp); - - tmp->depth = b->depth + 1; - - for (int i = 0; i < 3; i++) - if (b->sorted_begin[i]) { - tmp->sorted_begin[i] = b->sorted_begin[i] + b->child_offset[child]; - tmp->sorted_end[i] = b->sorted_begin[i] + b->child_offset[child + 1]; - } - else { - tmp->sorted_begin[i] = NULL; - tmp->sorted_end[i] = NULL; - } - - return tmp; -} - -static void rtbuild_calc_bb(RTBuilder *b) -{ - if (b->bb[0] == 1.0e30f) { - for (RTBuilder::Object **index = b->sorted_begin[0]; index != b->sorted_end[0]; index++) - RE_rayobject_merge_bb( (*index)->obj, b->bb, b->bb + 3); - } -} - -void rtbuild_merge_bb(RTBuilder *b, float min[3], float max[3]) -{ - rtbuild_calc_bb(b); - DO_MIN(b->bb, min); - DO_MAX(b->bb + 3, max); -} - -#if 0 -int rtbuild_get_largest_axis(RTBuilder *b) -{ - rtbuild_calc_bb(b); - return bb_largest_axis(b->bb, b->bb + 3); -} - -//Left balanced tree -int rtbuild_mean_split(RTBuilder *b, int nchilds, int axis) -{ - int i; - int mleafs_per_child, Mleafs_per_child; - int tot_leafs = rtbuild_size(b); - int missing_leafs; - - long long s; - - assert(nchilds <= RTBUILD_MAX_CHILDS); - - //TODO optimize calc of leafs_per_child - for (s = nchilds; s < tot_leafs; s *= nchilds) ; - Mleafs_per_child = s / nchilds; - mleafs_per_child = Mleafs_per_child / nchilds; - - //split min leafs per child - b->child_offset[0] = 0; - for (i = 1; i <= nchilds; i++) - b->child_offset[i] = mleafs_per_child; - - //split remaining leafs - missing_leafs = tot_leafs - mleafs_per_child * nchilds; - for (i = 1; i <= nchilds; i++) - { - if (missing_leafs > Mleafs_per_child - mleafs_per_child) - { - b->child_offset[i] += Mleafs_per_child - mleafs_per_child; - missing_leafs -= Mleafs_per_child - mleafs_per_child; - } - else { - b->child_offset[i] += missing_leafs; - missing_leafs = 0; - break; - } - } - - //adjust for accumulative offsets - for (i = 1; i <= nchilds; i++) - b->child_offset[i] += b->child_offset[i - 1]; - - //Count created childs - for (i = nchilds; b->child_offset[i] == b->child_offset[i - 1]; i--) ; - split_leafs(b, b->child_offset, i, axis); - - assert(b->child_offset[0] == 0 && b->child_offset[i] == tot_leafs); - return i; -} - - -int rtbuild_mean_split_largest_axis(RTBuilder *b, int nchilds) -{ - int axis = rtbuild_get_largest_axis(b); - return rtbuild_mean_split(b, nchilds, axis); -} -#endif - -/* - * "separators" is an array of dim NCHILDS-1 - * and indicates where to cut the childs - */ -#if 0 -int rtbuild_median_split(RTBuilder *b, float *separators, int nchilds, int axis) -{ - int size = rtbuild_size(b); - - assert(nchilds <= RTBUILD_MAX_CHILDS); - if (size <= nchilds) - { - return rtbuild_mean_split(b, nchilds, axis); - } - else { - int i; - - b->split_axis = axis; - - //Calculate child offsets - b->child_offset[0] = 0; - for (i = 0; i < nchilds - 1; i++) - b->child_offset[i + 1] = split_leafs_by_plane(b, b->child_offset[i], size, separators[i]); - b->child_offset[nchilds] = size; - - for (i = 0; i < nchilds; i++) - if (b->child_offset[i + 1] - b->child_offset[i] == size) - return rtbuild_mean_split(b, nchilds, axis); - - return nchilds; - } -} - -int rtbuild_median_split_largest_axis(RTBuilder *b, int nchilds) -{ - int la, i; - float separators[RTBUILD_MAX_CHILDS]; - - rtbuild_calc_bb(b); - - la = bb_largest_axis(b->bb, b->bb + 3); - for (i = 1; i < nchilds; i++) - separators[i - 1] = (b->bb[la + 3] - b->bb[la]) * i / nchilds; - - return rtbuild_median_split(b, separators, nchilds, la); -} -#endif - -//Heuristics Object Splitter - - -struct SweepCost { - float bb[6]; - float cost; -}; - -/* Object Surface Area Heuristic splitter */ -int rtbuild_heuristic_object_split(RTBuilder *b, int nchilds) -{ - int size = rtbuild_size(b); - assert(nchilds == 2); - assert(size > 1); - int baxis = -1, boffset = 0; - - if (size > nchilds) { - if (b->depth > RTBUILD_MAX_SAH_DEPTH) { - // for degenerate cases we avoid running out of stack space - // by simply splitting the children in the middle - b->child_offset[0] = 0; - b->child_offset[1] = (size+1)/2; - b->child_offset[2] = size; - return 2; - } - - float bcost = FLT_MAX; - baxis = -1; - boffset = size / 2; - - SweepCost *sweep = (SweepCost *)MEM_mallocN(sizeof(SweepCost) * size, "RTBuilder.HeuristicSweep"); - - for (int axis = 0; axis < 3; axis++) { - SweepCost sweep_left; - - RTBuilder::Object **obj = b->sorted_begin[axis]; - -// float right_cost = 0; - for (int i = size - 1; i >= 0; i--) { - if (i == size - 1) { - copy_v3_v3(sweep[i].bb, obj[i]->bb); - copy_v3_v3(sweep[i].bb + 3, obj[i]->bb + 3); - sweep[i].cost = obj[i]->cost; - } - else { - sweep[i].bb[0] = min_ff(obj[i]->bb[0], sweep[i + 1].bb[0]); - sweep[i].bb[1] = min_ff(obj[i]->bb[1], sweep[i + 1].bb[1]); - sweep[i].bb[2] = min_ff(obj[i]->bb[2], sweep[i + 1].bb[2]); - sweep[i].bb[3] = max_ff(obj[i]->bb[3], sweep[i + 1].bb[3]); - sweep[i].bb[4] = max_ff(obj[i]->bb[4], sweep[i + 1].bb[4]); - sweep[i].bb[5] = max_ff(obj[i]->bb[5], sweep[i + 1].bb[5]); - sweep[i].cost = obj[i]->cost + sweep[i + 1].cost; - } -// right_cost += obj[i]->cost; - } - - sweep_left.bb[0] = obj[0]->bb[0]; - sweep_left.bb[1] = obj[0]->bb[1]; - sweep_left.bb[2] = obj[0]->bb[2]; - sweep_left.bb[3] = obj[0]->bb[3]; - sweep_left.bb[4] = obj[0]->bb[4]; - sweep_left.bb[5] = obj[0]->bb[5]; - sweep_left.cost = obj[0]->cost; - -// right_cost -= obj[0]->cost; if (right_cost < 0) right_cost = 0; - - for (int i = 1; i < size; i++) { - //Worst case heuristic (cost of each child is linear) - float hcost, left_side, right_side; - - // not using log seems to have no impact on raytracing perf, but - // makes tree construction quicker, left out for now to test (brecht) - // left_side = bb_area(sweep_left.bb, sweep_left.bb + 3) * (sweep_left.cost + logf((float)i)); - // right_side = bb_area(sweep[i].bb, sweep[i].bb + 3) * (sweep[i].cost + logf((float)size - i)); - left_side = bb_area(sweep_left.bb, sweep_left.bb + 3) * (sweep_left.cost); - right_side = bb_area(sweep[i].bb, sweep[i].bb + 3) * (sweep[i].cost); - hcost = left_side + right_side; - - assert(left_side >= 0); - assert(right_side >= 0); - - if (left_side > bcost) break; //No way we can find a better heuristic in this axis - - assert(hcost >= 0); - // this makes sure the tree built is the same whatever is the order of the sorting axis - if (hcost < bcost || (hcost == bcost && axis < baxis)) { - bcost = hcost; - baxis = axis; - boffset = i; - } - DO_MIN(obj[i]->bb, sweep_left.bb); - DO_MAX(obj[i]->bb + 3, sweep_left.bb + 3); - - sweep_left.cost += obj[i]->cost; -// right_cost -= obj[i]->cost; if (right_cost < 0) right_cost = 0; - } - - //assert(baxis >= 0 && baxis < 3); - if (!(baxis >= 0 && baxis < 3)) - baxis = 0; - } - - - MEM_freeN(sweep); - } - else if (size == 2) { - baxis = 0; - boffset = 1; - } - else if (size == 1) { - b->child_offset[0] = 0; - b->child_offset[1] = 1; - return 1; - } - - b->child_offset[0] = 0; - b->child_offset[1] = boffset; - b->child_offset[2] = size; - - - /* Adjust sorted arrays for childs */ - for (int i = 0; i < boffset; i++) b->sorted_begin[baxis][i]->selected = true; - for (int i = boffset; i < size; i++) b->sorted_begin[baxis][i]->selected = false; - for (int i = 0; i < 3; i++) - std::stable_partition(b->sorted_begin[i], b->sorted_end[i], selected_node); - - return nchilds; -} - -/* - * Helper code - * PARTITION code / used on mean-split - * basically this a std::nth_element (like on C++ STL algorithm) - */ -#if 0 -static void split_leafs(RTBuilder *b, int *nth, int partitions, int split_axis) -{ - int i; - b->split_axis = split_axis; - - for (i = 0; i < partitions - 1; i++) - { - assert(nth[i] < nth[i + 1] && nth[i + 1] < nth[partitions]); - - if (split_axis == 0) std::nth_element(b, nth[i], nth[i + 1], nth[partitions], obj_bb_compare); - if (split_axis == 1) std::nth_element(b, nth[i], nth[i + 1], nth[partitions], obj_bb_compare); - if (split_axis == 2) std::nth_element(b, nth[i], nth[i + 1], nth[partitions], obj_bb_compare); - } -} -#endif - -/* - * Bounding Box utils - */ -float bb_volume(const float min[3], const float max[3]) -{ - return (max[0] - min[0]) * (max[1] - min[1]) * (max[2] - min[2]); -} - -float bb_area(const float min[3], const float max[3]) -{ - float sub[3], a; - sub[0] = max[0] - min[0]; - sub[1] = max[1] - min[1]; - sub[2] = max[2] - min[2]; - - a = (sub[0] * sub[1] + sub[0] * sub[2] + sub[1] * sub[2]) * 2.0f; - /* used to have an assert() here on negative results - * however, in this case its likely some overflow or ffast math error. - * so just return 0.0f instead. */ - return a < 0.0f ? 0.0f : a; -} - -int bb_largest_axis(const float min[3], const float max[3]) -{ - float sub[3]; - - sub[0] = max[0] - min[0]; - sub[1] = max[1] - min[1]; - sub[2] = max[2] - min[2]; - if (sub[0] > sub[1]) { - if (sub[0] > sub[2]) - return 0; - else - return 2; - } - else { - if (sub[1] > sub[2]) - return 1; - else - return 2; - } -} - -/* only returns 0 if merging inner and outerbox would create a box larger than outer box */ -int bb_fits_inside(const float outer_min[3], const float outer_max[3], - const float inner_min[3], const float inner_max[3]) -{ - int i; - for (i = 0; i < 3; i++) - if (outer_min[i] > inner_min[i]) return 0; - - for (i = 0; i < 3; i++) - if (outer_max[i] < inner_max[i]) return 0; - - return 1; -} diff --git a/source/blender/render/intern/raytrace/rayobject_rtbuild.h b/source/blender/render/intern/raytrace/rayobject_rtbuild.h deleted file mode 100644 index fc42bc36d92..00000000000 --- a/source/blender/render/intern/raytrace/rayobject_rtbuild.h +++ /dev/null @@ -1,125 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2009 Blender Foundation. - * All rights reserved. - * - * The Original Code is: all of this file. - * - * Contributor(s): André Pinto. - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/render/intern/raytrace/rayobject_rtbuild.h - * \ingroup render - */ - -#ifndef __RAYOBJECT_RTBUILD_H__ -#define __RAYOBJECT_RTBUILD_H__ - -#ifdef __cplusplus -extern "C" { -#endif - -#include "rayobject.h" - - -/* - * Ray Tree Builder - * this structs helps building any type of tree - * it contains several methods to organize/split nodes - * allowing to create a given tree on the fly. - * - * Idea is that other trees BVH, BIH can use this code to - * generate with simple calls, and then convert to the theirs - * specific structure on the fly. - */ -#define RTBUILD_MAX_CHILDS 32 -#define RTBUILD_MAX_SAH_DEPTH 256 - - -typedef struct RTBuilder { - struct Object { - RayObject *obj; - float cost; - float bb[6]; - int selected; - }; - - /* list to all primitives added in this tree */ - struct { - Object *begin, *end; - int maxsize; - } primitives; - - /* sorted list of rayobjects */ - struct Object **sorted_begin[3], **sorted_end[3]; - - /* axis used (if any) on the split method */ - int split_axis; - - /* child partitions calculated during splitting */ - int child_offset[RTBUILD_MAX_CHILDS + 1]; - -// int child_sorted_axis; /* -1 if not sorted */ - - float bb[6]; - - /* current depth */ - int depth; -} RTBuilder; - -/* used during creation */ -RTBuilder *rtbuild_create(int size); -void rtbuild_free(RTBuilder *b); -void rtbuild_add(RTBuilder *b, RayObject *o); -void rtbuild_done(RTBuilder *b, RayObjectControl *c); -void rtbuild_merge_bb(RTBuilder *b, float min[3], float max[3]); -int rtbuild_size(RTBuilder *b); - -RayObject *rtbuild_get_primitive(RTBuilder *b, int offset); - -/* used during tree reorganization */ -RTBuilder *rtbuild_get_child(RTBuilder *b, int child, RTBuilder *tmp); - -/* Calculates child partitions and returns number of efectively needed partitions */ -int rtbuild_get_largest_axis(RTBuilder *b); - -//Object partition -int rtbuild_mean_split(RTBuilder *b, int nchilds, int axis); -int rtbuild_mean_split_largest_axis(RTBuilder *b, int nchilds); - -int rtbuild_heuristic_object_split(RTBuilder *b, int nchilds); - -//Space partition -int rtbuild_median_split(RTBuilder *b, float *separators, int nchilds, int axis); -int rtbuild_median_split_largest_axis(RTBuilder *b, int nchilds); - - -/* bb utils */ -float bb_area(const float min[3], const float max[3]); -float bb_volume(const float min[3], const float max[3]); -int bb_largest_axis(const float min[3], const float max[3]); -int bb_fits_inside(const float outer_min[3], const float outer_max[3], - const float inner_min[3], const float inner_max[3]); - -#ifdef __cplusplus -} -#endif - -#endif /* __RAYOBJECT_RTBUILD_H__ */ diff --git a/source/blender/render/intern/raytrace/rayobject_svbvh.cpp b/source/blender/render/intern/raytrace/rayobject_svbvh.cpp deleted file mode 100644 index fcd692fac02..00000000000 --- a/source/blender/render/intern/raytrace/rayobject_svbvh.cpp +++ /dev/null @@ -1,192 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2009 Blender Foundation. - * All rights reserved. - * - * The Original Code is: all of this file. - * - * Contributor(s): André Pinto. - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/render/intern/raytrace/rayobject_svbvh.cpp - * \ingroup render - */ - - -#include "MEM_guardedalloc.h" - -#include "BLI_utildefines.h" - -#include "vbvh.h" -#include "svbvh.h" -#include "reorganize.h" - -#ifdef __SSE__ - -#define DFS_STACK_SIZE 256 - -struct SVBVHTree { - RayObject rayobj; - - SVBVHNode *root; - MemArena *node_arena; - - float cost; - RTBuilder *builder; -}; - -/* - * Cost to test N childs - */ -struct PackCost { - float operator()(int n) - { - return (n / 4) + ((n % 4) > 2 ? 1 : n % 4); - } -}; - - -template<> -void bvh_done(SVBVHTree *obj) -{ - rtbuild_done(obj->builder, &obj->rayobj.control); - - //TODO find a away to exactly calculate the needed memory - MemArena *arena1 = BLI_memarena_new(BLI_MEMARENA_STD_BUFSIZE, "svbvh arena"); - BLI_memarena_use_malloc(arena1); - - MemArena *arena2 = BLI_memarena_new(BLI_MEMARENA_STD_BUFSIZE, "svbvh arena2"); - BLI_memarena_use_malloc(arena2); - BLI_memarena_use_align(arena2, 16); - - //Build and optimize the tree - if (0) { - VBVHNode *root = BuildBinaryVBVH(arena1, &obj->rayobj.control).transform(obj->builder); - - if (RE_rayobjectcontrol_test_break(&obj->rayobj.control)) { - BLI_memarena_free(arena1); - BLI_memarena_free(arena2); - return; - } - - reorganize(root); - remove_useless(root, &root); - bvh_refit(root); - - pushup(root); - pushdown(root); - pushup_simd(root); - - obj->root = Reorganize_SVBVH(arena2).transform(root); - } - else { - //Finds the optimal packing of this tree using a given cost model - //TODO this uses quite a lot of memory, find ways to reduce memory usage during building - OVBVHNode *root = BuildBinaryVBVH(arena1, &obj->rayobj.control).transform(obj->builder); - - if (RE_rayobjectcontrol_test_break(&obj->rayobj.control)) { - BLI_memarena_free(arena1); - BLI_memarena_free(arena2); - return; - } - - if (root) { - VBVH_optimalPackSIMD(PackCost()).transform(root); - obj->root = Reorganize_SVBVH(arena2).transform(root); - } - else - obj->root = NULL; - } - - //Free data - BLI_memarena_free(arena1); - - obj->node_arena = arena2; - obj->cost = 1.0; - - rtbuild_free(obj->builder); - obj->builder = NULL; -} - -template -static int intersect(SVBVHTree *obj, Isect *isec) -{ - //TODO renable hint support - if (RE_rayobject_isAligned(obj->root)) { - if (isec->mode == RE_RAY_SHADOW) - return svbvh_node_stack_raycast(obj->root, isec); - else - return svbvh_node_stack_raycast(obj->root, isec); - } - else - return RE_rayobject_intersect( (RayObject *) obj->root, isec); -} - -template -static void bvh_hint_bb(Tree *tree, LCTSHint *hint, float *UNUSED(min), float *UNUSED(max)) -{ - //TODO renable hint support - { - hint->size = 0; - hint->stack[hint->size++] = (RayObject *)tree->root; - } -} -/* the cast to pointer function is needed to workarround gcc bug: http://gcc.gnu.org/bugzilla/show_bug.cgi?id=11407 */ -template -static RayObjectAPI make_api() -{ - static RayObjectAPI api = - { - (RE_rayobject_raycast_callback) ((int (*)(Tree *, Isect *)) & intersect), - (RE_rayobject_add_callback) ((void (*)(Tree *, RayObject *)) & bvh_add), - (RE_rayobject_done_callback) ((void (*)(Tree *)) & bvh_done), - (RE_rayobject_free_callback) ((void (*)(Tree *)) & bvh_free), - (RE_rayobject_merge_bb_callback)((void (*)(Tree *, float *, float *)) & bvh_bb), - (RE_rayobject_cost_callback) ((float (*)(Tree *)) & bvh_cost), - (RE_rayobject_hint_bb_callback) ((void (*)(Tree *, LCTSHint *, float *, float *)) & bvh_hint_bb) - }; - - return api; -} - -template -static RayObjectAPI *bvh_get_api(int maxstacksize) -{ - static RayObjectAPI bvh_api256 = make_api(); - - if (maxstacksize <= 1024) return &bvh_api256; - assert(maxstacksize <= 256); - return NULL; -} - -RayObject *RE_rayobject_svbvh_create(int size) -{ - return bvh_create_tree(size); -} - -#else - -RayObject *RE_rayobject_svbvh_create(int UNUSED(size)) -{ - puts("WARNING: SSE disabled at compile time\n"); - return NULL; -} - -#endif diff --git a/source/blender/render/intern/raytrace/rayobject_vbvh.cpp b/source/blender/render/intern/raytrace/rayobject_vbvh.cpp deleted file mode 100644 index b63a11047dd..00000000000 --- a/source/blender/render/intern/raytrace/rayobject_vbvh.cpp +++ /dev/null @@ -1,206 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2009 Blender Foundation. - * All rights reserved. - * - * The Original Code is: all of this file. - * - * Contributor(s): André Pinto. - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/render/intern/raytrace/rayobject_vbvh.cpp - * \ingroup render - */ - - -int tot_pushup = 0; -int tot_pushdown = 0; -int tot_hints = 0; - -#include - -#include "MEM_guardedalloc.h" - -#include "BLI_math.h" -#include "BLI_memarena.h" -#include "BLI_utildefines.h" - -#include "BKE_global.h" - -#include "rayintersection.h" -#include "rayobject.h" -#include "rayobject_rtbuild.h" - -#include "reorganize.h" -#include "bvh.h" -#include "vbvh.h" - -#include -#include - -#define DFS_STACK_SIZE 256 - -struct VBVHTree { - RayObject rayobj; - VBVHNode *root; - MemArena *node_arena; - float cost; - RTBuilder *builder; -}; - -/* - * Cost to test N childs - */ -struct PackCost { - float operator()(int n) - { - return n; - } -}; - -template<> -void bvh_done(VBVHTree *obj) -{ - rtbuild_done(obj->builder, &obj->rayobj.control); - - //TODO find a away to exactly calculate the needed memory - MemArena *arena1 = BLI_memarena_new(BLI_MEMARENA_STD_BUFSIZE, "vbvh arena"); - BLI_memarena_use_malloc(arena1); - - //Build and optimize the tree - if (1) { - VBVHNode *root = BuildBinaryVBVH(arena1, &obj->rayobj.control).transform(obj->builder); - if (RE_rayobjectcontrol_test_break(&obj->rayobj.control)) { - BLI_memarena_free(arena1); - return; - } - - if (root) { - reorganize(root); - remove_useless(root, &root); - bvh_refit(root); - - pushup(root); - pushdown(root); - obj->root = root; - } - else - obj->root = NULL; - } - else { - /* TODO */ -#if 0 - MemArena *arena2 = BLI_memarena_new(BLI_MEMARENA_STD_BUFSIZE, "vbvh arena2"); - BLI_memarena_use_malloc(arena2); - - //Finds the optimal packing of this tree using a given cost model - //TODO this uses quite a lot of memory, find ways to reduce memory usage during building - OVBVHNode *root = BuildBinaryVBVH(arena2).transform(obj->builder); - VBVH_optimalPackSIMD(PackCost()).transform(root); - obj->root = Reorganize_VBVH(arena1).transform(root); - - BLI_memarena_free(arena2); -#endif - } - - //Cleanup - rtbuild_free(obj->builder); - obj->builder = NULL; - - obj->node_arena = arena1; - obj->cost = 1.0; -} - -template -static int intersect(VBVHTree *obj, Isect *isec) -{ - //TODO renable hint support - if (RE_rayobject_isAligned(obj->root)) { - if (isec->mode == RE_RAY_SHADOW) - return bvh_node_stack_raycast(obj->root, isec); - else - return bvh_node_stack_raycast(obj->root, isec); - } - else - return RE_rayobject_intersect( (RayObject *) obj->root, isec); -} - -template -static void bvh_hint_bb(Tree *tree, LCTSHint *hint, float *UNUSED(min), float *UNUSED(max)) -{ - //TODO renable hint support - { - hint->size = 0; - hint->stack[hint->size++] = (RayObject *)tree->root; - } -} - -#if 0 /* UNUSED */ -static void bfree(VBVHTree *tree) -{ - if (tot_pushup + tot_pushdown + tot_hints + tot_moves) { - if (G.debug & G_DEBUG) { - printf("tot pushups: %d\n", tot_pushup); - printf("tot pushdowns: %d\n", tot_pushdown); - printf("tot moves: %d\n", tot_moves); - printf("tot hints created: %d\n", tot_hints); - } - - tot_pushup = 0; - tot_pushdown = 0; - tot_hints = 0; - tot_moves = 0; - } - bvh_free(tree); -} -#endif - -/* the cast to pointer function is needed to workarround gcc bug: http://gcc.gnu.org/bugzilla/show_bug.cgi?id=11407 */ -template -static RayObjectAPI make_api() -{ - static RayObjectAPI api = - { - (RE_rayobject_raycast_callback) ((int (*)(Tree *, Isect *)) & intersect), - (RE_rayobject_add_callback) ((void (*)(Tree *, RayObject *)) & bvh_add), - (RE_rayobject_done_callback) ((void (*)(Tree *)) & bvh_done), - (RE_rayobject_free_callback) ((void (*)(Tree *)) & bvh_free), - (RE_rayobject_merge_bb_callback)((void (*)(Tree *, float *, float *)) & bvh_bb), - (RE_rayobject_cost_callback) ((float (*)(Tree *)) & bvh_cost), - (RE_rayobject_hint_bb_callback) ((void (*)(Tree *, LCTSHint *, float *, float *)) & bvh_hint_bb) - }; - - return api; -} - -template -RayObjectAPI *bvh_get_api(int maxstacksize) -{ - static RayObjectAPI bvh_api256 = make_api(); - - if (maxstacksize <= 1024) return &bvh_api256; - assert(maxstacksize <= 256); - return 0; -} - -RayObject *RE_rayobject_vbvh_create(int size) -{ - return bvh_create_tree(size); -} diff --git a/source/blender/render/intern/raytrace/reorganize.h b/source/blender/render/intern/raytrace/reorganize.h deleted file mode 100644 index 3fdd3363edb..00000000000 --- a/source/blender/render/intern/raytrace/reorganize.h +++ /dev/null @@ -1,513 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2009 Blender Foundation. - * All rights reserved. - * - * The Original Code is: all of this file. - * - * Contributor(s): André Pinto. - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/render/intern/raytrace/reorganize.h - * \ingroup render - */ - - -#include -#include -#include - -#include -#include -#include - -#include "BKE_global.h" - -#ifdef _WIN32 -# ifdef INFINITY -# undef INFINITY -# endif -# define INFINITY FLT_MAX // in mingw math.h: (1.0F/0.0F). This generates compile error, though. -#endif - -extern int tot_pushup; -extern int tot_pushdown; - -#if !defined(INFINITY) && defined(HUGE_VAL) -#define INFINITY HUGE_VAL -#endif - -template -static bool node_fits_inside(Node *a, Node *b) -{ - return bb_fits_inside(b->bb, b->bb + 3, a->bb, a->bb + 3); -} - -template -static void reorganize_find_fittest_parent(Node *tree, Node *node, std::pair &cost) -{ - std::queue q; - q.push(tree); - - while (!q.empty()) { - Node *parent = q.front(); - q.pop(); - - if (parent == node) continue; - if (node_fits_inside(node, parent) && RE_rayobject_isAligned(parent->child) ) { - float pcost = bb_area(parent->bb, parent->bb + 3); - cost = std::min(cost, std::make_pair(pcost, parent) ); - for (Node *child = parent->child; child; child = child->sibling) - q.push(child); - } - } -} - -template -static void reorganize(Node *root) -{ - std::queue q; - - q.push(root); - while (!q.empty()) { - Node *node = q.front(); - q.pop(); - - if (RE_rayobject_isAligned(node->child)) { - for (Node **prev = &node->child; *prev; ) { - assert(RE_rayobject_isAligned(*prev)); - q.push(*prev); - - std::pair best(FLT_MAX, root); - reorganize_find_fittest_parent(root, *prev, best); - - if (best.second == node) { - //Already inside the fitnest BB - prev = &(*prev)->sibling; - } - else { - Node *tmp = *prev; - *prev = (*prev)->sibling; - - tmp->sibling = best.second->child; - best.second->child = tmp; - } - - - } - } - if (node != root) { - } - } -} - -/* - * Prunes useless nodes from trees: - * erases nodes with total amount of primitives = 0 - * prunes nodes with only one child (except if that child is a primitive) - */ -template -static void remove_useless(Node *node, Node **new_node) -{ - if (RE_rayobject_isAligned(node->child) ) { - - for (Node **prev = &node->child; *prev; ) { - Node *next = (*prev)->sibling; - remove_useless(*prev, prev); - if (*prev == NULL) - *prev = next; - else { - (*prev)->sibling = next; - prev = &((*prev)->sibling); - } - } - } - if (node->child) { - if (RE_rayobject_isAligned(node->child) && node->child->sibling == 0) - *new_node = node->child; - } - else if (node->child == NULL) { - *new_node = NULL; - } -} - -/* - * Minimizes expected number of BBtest by colapsing nodes - * it uses surface area heuristic for determining whether a node should be colapsed - */ -template -static void pushup(Node *parent) -{ - if (is_leaf(parent)) return; - - float p_area = bb_area(parent->bb, parent->bb + 3); - Node **prev = &parent->child; - for (Node *child = parent->child; RE_rayobject_isAligned(child) && child; ) { - const float c_area = bb_area(child->bb, child->bb + 3); - const int nchilds = count_childs(child); - float original_cost = ((p_area != 0.0f) ? (c_area / p_area) * nchilds : 1.0f) + 1; - float flatten_cost = nchilds; - if (flatten_cost < original_cost && nchilds >= 2) { - append_sibling(child, child->child); - child = child->sibling; - *prev = child; - -// *prev = child->child; -// append_sibling( *prev, child->sibling ); -// child = *prev; - tot_pushup++; - } - else { - *prev = child; - prev = &(*prev)->sibling; - child = *prev; - } - } - - for (Node *child = parent->child; RE_rayobject_isAligned(child) && child; child = child->sibling) - pushup(child); -} - -/* - * try to optimize number of childs to be a multiple of SSize - */ -template -static void pushup_simd(Node *parent) -{ - if (is_leaf(parent)) return; - - int n = count_childs(parent); - - Node **prev = &parent->child; - for (Node *child = parent->child; RE_rayobject_isAligned(child) && child; ) { - int cn = count_childs(child); - if (cn - 1 <= (SSize - (n % SSize) ) % SSize && RE_rayobject_isAligned(child->child) ) { - n += (cn - 1); - append_sibling(child, child->child); - child = child->sibling; - *prev = child; - } - else { - *prev = child; - prev = &(*prev)->sibling; - child = *prev; - } - } - - for (Node *child = parent->child; RE_rayobject_isAligned(child) && child; child = child->sibling) - pushup_simd(child); -} - - -/* - * Pushdown - * makes sure no child fits inside any of its sibling - */ -template -static void pushdown(Node *parent) -{ - Node **s_child = &parent->child; - Node *child = parent->child; - - while (child && RE_rayobject_isAligned(child)) { - Node *next = child->sibling; - Node **next_s_child = &child->sibling; - - //assert(bb_fits_inside(parent->bb, parent->bb+3, child->bb, child->bb+3)); - - for (Node *i = parent->child; RE_rayobject_isAligned(i) && i; i = i->sibling) - if (child != i && bb_fits_inside(i->bb, i->bb + 3, child->bb, child->bb + 3) && RE_rayobject_isAligned(i->child)) { -// todo optimize (should the one with the smallest area?) -// float ia = bb_area(i->bb, i->bb+3) -// if (child->i) - *s_child = child->sibling; - child->sibling = i->child; - i->child = child; - next_s_child = s_child; - - tot_pushdown++; - break; - } - child = next; - s_child = next_s_child; - } - - for (Node *i = parent->child; RE_rayobject_isAligned(i) && i; i = i->sibling) { - pushdown(i); - } -} - - -/* - * BVH refit - * readjust nodes BB (useful if nodes childs where modified) - */ -template -static float bvh_refit(Node *node) -{ - if (is_leaf(node)) return 0; - if (is_leaf(node->child)) return 0; - - float total = 0; - - for (Node *child = node->child; child; child = child->sibling) - total += bvh_refit(child); - - float old_area = bb_area(node->bb, node->bb + 3); - INIT_MINMAX(node->bb, node->bb + 3); - for (Node *child = node->child; child; child = child->sibling) { - DO_MIN(child->bb, node->bb); - DO_MAX(child->bb + 3, node->bb + 3); - } - total += old_area - bb_area(node->bb, node->bb + 3); - return total; -} - - -/* - * this finds the best way to packing a tree according to a given test cost function - * with the purpose to reduce the expected cost (eg.: number of BB tests). - */ -#include -#define MAX_CUT_SIZE 4 /* svbvh assumes max 4 children! */ -#define MAX_OPTIMIZE_CHILDS MAX_CUT_SIZE - -#define CUT_SIZE_IS_VALID(cut_size) ((cut_size) < MAX_CUT_SIZE && (cut_size) >= 0) -#define CUT_SIZE_INVALID -1 - - -struct OVBVHNode { - float bb[6]; - - OVBVHNode *child; - OVBVHNode *sibling; - - /* - * Returns min cost to represent the subtree starting at the given node, - * allowing it to have a given cutsize - */ - float cut_cost[MAX_CUT_SIZE]; - float get_cost(int cutsize) - { - assert(CUT_SIZE_IS_VALID(cutsize - 1)); - return cut_cost[cutsize - 1]; - } - - /* - * This saves the cut size of this child, when parent is reaching - * its minimum cut with the given cut size - */ - int cut_size[MAX_CUT_SIZE]; - int get_cut_size(int parent_cut_size) - { - assert(CUT_SIZE_IS_VALID(parent_cut_size - 1)); - return cut_size[parent_cut_size - 1]; - } - - /* - * Reorganize the node based on calculated cut costs - */ - int best_cutsize; - void set_cut(int cutsize, OVBVHNode ***cut) - { - if (cutsize == 1) { - **cut = this; - *cut = &(**cut)->sibling; - } - else { - if (cutsize > MAX_CUT_SIZE) { - for (OVBVHNode *child = this->child; child && RE_rayobject_isAligned(child); child = child->sibling) { - child->set_cut(1, cut); - cutsize--; - } - assert(cutsize == 0); - } - else { - for (OVBVHNode *child = this->child; child && RE_rayobject_isAligned(child); child = child->sibling) { - child->set_cut(child->get_cut_size(cutsize), cut); - } - } - } - } - - void optimize() - { - if (RE_rayobject_isAligned(this->child)) { - //Calc new childs - if (this->best_cutsize != CUT_SIZE_INVALID) { - OVBVHNode **cut = &(this->child); - set_cut(this->best_cutsize, &cut); - *cut = NULL; - } - - //Optimize new childs - for (OVBVHNode *child = this->child; child && RE_rayobject_isAligned(child); child = child->sibling) - child->optimize(); - } - } -}; - -/* - * Calculates an optimal SIMD packing - * - */ -template -struct VBVH_optimalPackSIMD { - TestCost testcost; - - VBVH_optimalPackSIMD(TestCost testcost) - { - this->testcost = testcost; - } - - /* - * calc best cut on a node - */ - struct calc_best { - Node *child[MAX_OPTIMIZE_CHILDS]; - float child_hit_prob[MAX_OPTIMIZE_CHILDS]; - - calc_best(Node *node) - { - int nchilds = 0; - //Fetch childs and needed data - { - float parent_area = bb_area(node->bb, node->bb + 3); - for (Node *child = node->child; child && RE_rayobject_isAligned(child); child = child->sibling) { - this->child[nchilds] = child; - this->child_hit_prob[nchilds] = (parent_area != 0.0f) ? bb_area(child->bb, child->bb + 3) / parent_area : 1.0f; - nchilds++; - } - - assert(nchilds >= 2 && nchilds <= MAX_OPTIMIZE_CHILDS); - } - - - //Build DP table to find minimum cost to represent this node with a given cutsize - int bt[MAX_OPTIMIZE_CHILDS + 1][MAX_CUT_SIZE + 1]; //backtrace table - float cost[MAX_OPTIMIZE_CHILDS + 1][MAX_CUT_SIZE + 1]; //cost table (can be reduced to float[2][MAX_CUT_COST]) - - for (int i = 0; i <= nchilds; i++) { - for (int j = 0; j <= MAX_CUT_SIZE; j++) { - cost[i][j] = INFINITY; - } - } - - cost[0][0] = 0; - - for (int i = 1; i <= nchilds; i++) { - for (int size = i - 1; size /*+(nchilds-i)*/ <= MAX_CUT_SIZE; size++) { - for (int cut = 1; cut + size /*+(nchilds-i)*/ <= MAX_CUT_SIZE; cut++) { - float new_cost = cost[i - 1][size] + child_hit_prob[i - 1] * child[i - 1]->get_cost(cut); - if (new_cost < cost[i][size + cut]) { - cost[i][size + cut] = new_cost; - bt[i][size + cut] = cut; - } - } - } - } - - /* Save the ways to archive the minimum cost with a given cutsize */ - for (int i = nchilds; i <= MAX_CUT_SIZE; i++) { - node->cut_cost[i - 1] = cost[nchilds][i]; - if (cost[nchilds][i] < INFINITY) { - int current_size = i; - for (int j = nchilds; j > 0; j--) { - child[j - 1]->cut_size[i - 1] = bt[j][current_size]; - current_size -= bt[j][current_size]; - } - } - } - } - }; - - void calc_costs(Node *node) - { - - if (RE_rayobject_isAligned(node->child) ) { - int nchilds = 0; - for (Node *child = node->child; child && RE_rayobject_isAligned(child); child = child->sibling) { - calc_costs(child); - nchilds++; - } - - for (int i = 0; i < MAX_CUT_SIZE; i++) - node->cut_cost[i] = INFINITY; - - //We are not allowed to look on nodes with with so many childs - if (nchilds > MAX_CUT_SIZE) { - float cost = 0; - - float parent_area = bb_area(node->bb, node->bb + 3); - for (Node *child = node->child; child && RE_rayobject_isAligned(child); child = child->sibling) { - cost += ((parent_area != 0.0f) ? (bb_area(child->bb, child->bb + 3) / parent_area) : 1.0f) * child->get_cost(1); - } - - cost += testcost(nchilds); - node->cut_cost[0] = cost; - node->best_cutsize = nchilds; - } - else { - calc_best calc(node); - - //calc expected cost if we optimaly pack this node - for (int cutsize = nchilds; cutsize <= MAX_CUT_SIZE; cutsize++) { - float m = node->get_cost(cutsize) + testcost(cutsize); - if (m < node->cut_cost[0]) { - node->cut_cost[0] = m; - node->best_cutsize = cutsize; - } - } - } - - if (node->cut_cost[0] == INFINITY) { - node->best_cutsize = CUT_SIZE_INVALID; - } - } - else { - node->cut_cost[0] = 1.0f; - for (int i = 1; i < MAX_CUT_SIZE; i++) - node->cut_cost[i] = INFINITY; - - /* node->best_cutsize can remain unset here */ - } - } - - Node *transform(Node *node) - { - if (RE_rayobject_isAligned(node->child)) { -#ifdef DEBUG - static int num = 0; - bool first = false; - if (num == 0) { num++; first = true; } -#endif - - calc_costs(node); - -#ifdef DEBUG - if (first && G.debug) { - printf("expected cost = %f (%d)\n", node->cut_cost[0], node->best_cutsize); - } -#endif - node->optimize(); - } - return node; - } -}; diff --git a/source/blender/render/intern/raytrace/svbvh.h b/source/blender/render/intern/raytrace/svbvh.h deleted file mode 100644 index 0a5690deb46..00000000000 --- a/source/blender/render/intern/raytrace/svbvh.h +++ /dev/null @@ -1,317 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2009 Blender Foundation. - * All rights reserved. - * - * The Original Code is: all of this file. - * - * Contributor(s): André Pinto. - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/render/intern/raytrace/svbvh.h - * \ingroup render - */ - -#ifndef __SVBVH_H__ -#define __SVBVH_H__ - -#ifdef __SSE__ - -#include "bvh.h" -#include "BLI_memarena.h" -#include - -struct SVBVHNode { - float child_bb[24]; - SVBVHNode *child[4]; - int nchilds; -}; - -static int svbvh_bb_intersect_test_simd4(const Isect *isec, const __m128 *bb_group) -{ - const __m128 tmin0 = _mm_setzero_ps(); - const __m128 tmax0 = _mm_set_ps1(isec->dist); - - const __m128 start0 = _mm_set_ps1(isec->start[0]); - const __m128 start1 = _mm_set_ps1(isec->start[1]); - const __m128 start2 = _mm_set_ps1(isec->start[2]); - const __m128 sub0 = _mm_sub_ps(bb_group[isec->bv_index[0]], start0); - const __m128 sub1 = _mm_sub_ps(bb_group[isec->bv_index[1]], start0); - const __m128 sub2 = _mm_sub_ps(bb_group[isec->bv_index[2]], start1); - const __m128 sub3 = _mm_sub_ps(bb_group[isec->bv_index[3]], start1); - const __m128 sub4 = _mm_sub_ps(bb_group[isec->bv_index[4]], start2); - const __m128 sub5 = _mm_sub_ps(bb_group[isec->bv_index[5]], start2); - const __m128 idot_axis0 = _mm_set_ps1(isec->idot_axis[0]); - const __m128 idot_axis1 = _mm_set_ps1(isec->idot_axis[1]); - const __m128 idot_axis2 = _mm_set_ps1(isec->idot_axis[2]); - const __m128 mul0 = _mm_mul_ps(sub0, idot_axis0); - const __m128 mul1 = _mm_mul_ps(sub1, idot_axis0); - const __m128 mul2 = _mm_mul_ps(sub2, idot_axis1); - const __m128 mul3 = _mm_mul_ps(sub3, idot_axis1); - const __m128 mul4 = _mm_mul_ps(sub4, idot_axis2); - const __m128 mul5 = _mm_mul_ps(sub5, idot_axis2); - const __m128 tmin1 = _mm_max_ps(tmin0, mul0); - const __m128 tmax1 = _mm_min_ps(tmax0, mul1); - const __m128 tmin2 = _mm_max_ps(tmin1, mul2); - const __m128 tmax2 = _mm_min_ps(tmax1, mul3); - const __m128 tmin3 = _mm_max_ps(tmin2, mul4); - const __m128 tmax3 = _mm_min_ps(tmax2, mul5); - - return _mm_movemask_ps(_mm_cmpge_ps(tmax3, tmin3)); -} - -static int svbvh_bb_intersect_test(const Isect *isec, const float *_bb) -{ - const float *bb = _bb; - - float t1x = (bb[isec->bv_index[0]] - isec->start[0]) * isec->idot_axis[0]; - float t2x = (bb[isec->bv_index[1]] - isec->start[0]) * isec->idot_axis[0]; - float t1y = (bb[isec->bv_index[2]] - isec->start[1]) * isec->idot_axis[1]; - float t2y = (bb[isec->bv_index[3]] - isec->start[1]) * isec->idot_axis[1]; - float t1z = (bb[isec->bv_index[4]] - isec->start[2]) * isec->idot_axis[2]; - float t2z = (bb[isec->bv_index[5]] - isec->start[2]) * isec->idot_axis[2]; - - RE_RC_COUNT(isec->raycounter->bb.test); - - if (t1x > t2y || t2x < t1y || t1x > t2z || t2x < t1z || t1y > t2z || t2y < t1z) return 0; - if (t2x < 0.0f || t2y < 0.0f || t2z < 0.0f) return 0; - if (t1x > isec->dist || t1y > isec->dist || t1z > isec->dist) return 0; - - RE_RC_COUNT(isec->raycounter->bb.hit); - - return 1; -} - -static bool svbvh_node_is_leaf(const SVBVHNode *node) -{ - return !RE_rayobject_isAligned(node); -} - -template -static int svbvh_node_stack_raycast(SVBVHNode *root, Isect *isec) -{ - SVBVHNode *stack[MAX_STACK_SIZE], *node; - int hit = 0, stack_pos = 0; - - stack[stack_pos++] = root; - - while (stack_pos) { - node = stack[--stack_pos]; - - if (!svbvh_node_is_leaf(node)) { - int nchilds = node->nchilds; - - if (nchilds == 4) { - float *child_bb = node->child_bb; - int res = svbvh_bb_intersect_test_simd4(isec, ((__m128 *) (child_bb))); - SVBVHNode **child = node->child; - - RE_RC_COUNT(isec->raycounter->simd_bb.test); - - if (res & 1) { stack[stack_pos++] = child[0]; RE_RC_COUNT(isec->raycounter->simd_bb.hit); } - if (res & 2) { stack[stack_pos++] = child[1]; RE_RC_COUNT(isec->raycounter->simd_bb.hit); } - if (res & 4) { stack[stack_pos++] = child[2]; RE_RC_COUNT(isec->raycounter->simd_bb.hit); } - if (res & 8) { stack[stack_pos++] = child[3]; RE_RC_COUNT(isec->raycounter->simd_bb.hit); } - } - else { - float *child_bb = node->child_bb; - SVBVHNode **child = node->child; - int i; - - for (i = 0; i < nchilds; i++) { - if (svbvh_bb_intersect_test(isec, (float *)child_bb + 6 * i)) { - stack[stack_pos++] = child[i]; - } - } - } - } - else { - hit |= RE_rayobject_intersect((RayObject *)node, isec); - if (SHADOW && hit) break; - } - } - - return hit; -} - - -template<> -inline void bvh_node_merge_bb(SVBVHNode *node, float min[3], float max[3]) -{ - if (is_leaf(node)) { - RE_rayobject_merge_bb((RayObject *)node, min, max); - } - else { - int i; - for (i = 0; i + 4 <= node->nchilds; i += 4) { - float *res = node->child_bb + 6 * i; - for (int j = 0; j < 3; j++) { - min[j] = min_ff(min[j], - min_ffff(res[4 * j + 0], - res[4 * j + 1], - res[4 * j + 2], - res[4 * j + 3])); - } - for (int j = 0; j < 3; j++) { - max[j] = max_ff(max[j], - max_ffff(res[4 * (j + 3) + 0], - res[4 * (j + 3) + 1], - res[4 * (j + 3) + 2], - res[4 * (j + 3) + 3])); - } - } - - for (; i < node->nchilds; i++) { - DO_MIN(node->child_bb + 6 * i, min); - DO_MAX(node->child_bb + 3 + 6 * i, max); - } - } -} - - - -/* - * Builds a SVBVH tree form a VBVHTree - */ -template -struct Reorganize_SVBVH { - MemArena *arena; - - float childs_per_node; - int nodes_with_childs[16]; - int useless_bb; - int nodes; - - Reorganize_SVBVH(MemArena *a) - { - arena = a; - nodes = 0; - childs_per_node = 0; - useless_bb = 0; - - for (int i = 0; i < 16; i++) { - nodes_with_childs[i] = 0; - } - } - - ~Reorganize_SVBVH() - { -#if 0 - { - printf("%f childs per node\n", childs_per_node / nodes); - printf("%d childs BB are useless\n", useless_bb); - for (int i = 0; i < 16; i++) { - printf("%i childs per node: %d/%d = %f\n", i, nodes_with_childs[i], nodes, nodes_with_childs[i] / float(nodes)); - } - } -#endif - } - - SVBVHNode *create_node(int nchilds) - { - SVBVHNode *node = (SVBVHNode *)BLI_memarena_alloc(arena, sizeof(SVBVHNode)); - node->nchilds = nchilds; - - return node; - } - - void copy_bb(float bb[6], const float old_bb[6]) - { - std::copy(old_bb, old_bb + 6, bb); - } - - void prepare_for_simd(SVBVHNode *node) - { - int i = 0; - while (i + 4 <= node->nchilds) { - float vec_tmp[4 * 6]; - float *res = node->child_bb + 6 * i; - std::copy(res, res + 6 * 4, vec_tmp); - - for (int j = 0; j < 6; j++) { - res[4 * j + 0] = vec_tmp[6 * 0 + j]; - res[4 * j + 1] = vec_tmp[6 * 1 + j]; - res[4 * j + 2] = vec_tmp[6 * 2 + j]; - res[4 * j + 3] = vec_tmp[6 * 3 + j]; - } - - i += 4; - } - } - - /* amt must be power of two */ - inline int padup(int num, int amt) - { - return ((num + (amt - 1)) & ~(amt - 1)); - } - - SVBVHNode *transform(OldNode *old) - { - if (is_leaf(old)) - return (SVBVHNode *)old; - if (is_leaf(old->child)) - return (SVBVHNode *)old->child; - - int nchilds = count_childs(old); - int alloc_childs = nchilds; - if (nchilds % 4 > 2) - alloc_childs = padup(nchilds, 4); - - SVBVHNode *node = create_node(alloc_childs); - - childs_per_node += nchilds; - nodes++; - if (nchilds < 16) - nodes_with_childs[nchilds]++; - - useless_bb += alloc_childs - nchilds; - while (alloc_childs > nchilds) { - const static float def_bb[6] = {FLT_MAX, FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX, -FLT_MAX}; - alloc_childs--; - node->child[alloc_childs] = NULL; - copy_bb(node->child_bb + alloc_childs * 6, def_bb); - } - - int i = nchilds; - for (OldNode *o_child = old->child; o_child; o_child = o_child->sibling) { - i--; - node->child[i] = transform(o_child); - if (is_leaf(o_child)) { - float bb[6]; - INIT_MINMAX(bb, bb + 3); - RE_rayobject_merge_bb((RayObject *)o_child, bb, bb + 3); - copy_bb(node->child_bb + i * 6, bb); - break; - } - else { - copy_bb(node->child_bb + i * 6, o_child->bb); - } - } - assert(i == 0); - - prepare_for_simd(node); - - return node; - } -}; - -#endif /* __SSE__ */ - -#endif /* __SVBVH_H__ */ diff --git a/source/blender/render/intern/raytrace/vbvh.h b/source/blender/render/intern/raytrace/vbvh.h deleted file mode 100644 index 0b0bbd19116..00000000000 --- a/source/blender/render/intern/raytrace/vbvh.h +++ /dev/null @@ -1,238 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2009 Blender Foundation. - * All rights reserved. - * - * The Original Code is: all of this file. - * - * Contributor(s): André Pinto. - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/render/intern/raytrace/vbvh.h - * \ingroup render - */ - - -#include -#include - -#include "BLI_memarena.h" - -#include "rayobject_rtbuild.h" - -/* - * VBVHNode represents a BVHNode with support for a variable number of childrens - */ -struct VBVHNode { - float bb[6]; - - VBVHNode *child; - VBVHNode *sibling; -}; - - -/* - * Push nodes (used on dfs) - */ -template -inline static void bvh_node_push_childs(Node *node, Isect *UNUSED(isec), Node **stack, int &stack_pos) -{ - Node *child = node->child; - - if (is_leaf(child)) { - stack[stack_pos++] = child; - } - else { - while (child) { - /* Skips BB tests on primitives */ -#if 0 - if (is_leaf(child->child)) { - stack[stack_pos++] = child->child; - } - else -#endif - { - stack[stack_pos++] = child; - } - - child = child->sibling; - } - } -} - - -template -static int count_childs(Node *parent) -{ - int n = 0; - for (Node *i = parent->child; i; i = i->sibling) { - n++; - if (is_leaf(i)) - break; - } - - return n; -} - - -template -static void append_sibling(Node *node, Node *sibling) -{ - while (node->sibling) - node = node->sibling; - - node->sibling = sibling; -} - - -/* - * Builds a binary VBVH from a rtbuild - */ -template -struct BuildBinaryVBVH { - MemArena *arena; - RayObjectControl *control; - - void test_break() - { - if (RE_rayobjectcontrol_test_break(control)) - throw "Stop"; - } - - BuildBinaryVBVH(MemArena *a, RayObjectControl *c) - { - arena = a; - control = c; - } - - Node *create_node() - { - Node *node = (Node *)BLI_memarena_alloc(arena, sizeof(Node) ); - assert(RE_rayobject_isAligned(node)); - - node->sibling = NULL; - node->child = NULL; - - return node; - } - - int rtbuild_split(RTBuilder *builder) - { - return ::rtbuild_heuristic_object_split(builder, 2); - } - - Node *transform(RTBuilder *builder) - { - try - { - return _transform(builder); - - } catch (...) - { - } - return NULL; - } - - Node *_transform(RTBuilder *builder) - { - int size = rtbuild_size(builder); - - if (size == 0) { - return NULL; - } - else if (size == 1) { - Node *node = create_node(); - INIT_MINMAX(node->bb, node->bb + 3); - rtbuild_merge_bb(builder, node->bb, node->bb + 3); - node->child = (Node *) rtbuild_get_primitive(builder, 0); - return node; - } - else { - test_break(); - - Node *node = create_node(); - - Node **child = &node->child; - - int nc = rtbuild_split(builder); - INIT_MINMAX(node->bb, node->bb + 3); - - assert(nc == 2); - for (int i = 0; i < nc; i++) { - RTBuilder tmp; - rtbuild_get_child(builder, i, &tmp); - - *child = _transform(&tmp); - DO_MIN((*child)->bb, node->bb); - DO_MAX((*child)->bb + 3, node->bb + 3); - child = &((*child)->sibling); - } - - *child = NULL; - return node; - } - } -}; - -#if 0 -template -struct Reorganize_VBVH { - Tree *tree; - - Reorganize_VBVH(Tree *t) - { - tree = t; - } - - VBVHNode *create_node() - { - VBVHNode *node = (VBVHNode *)BLI_memarena_alloc(tree->node_arena, sizeof(VBVHNode)); - return node; - } - - void copy_bb(VBVHNode *node, OldNode *old) - { - std::copy(old->bb, old->bb + 6, node->bb); - } - - VBVHNode *transform(OldNode *old) - { - if (is_leaf(old)) - return (VBVHNode *)old; - - VBVHNode *node = create_node(); - VBVHNode **child_ptr = &node->child; - node->sibling = 0; - - copy_bb(node, old); - - for (OldNode *o_child = old->child; o_child; o_child = o_child->sibling) - { - VBVHNode *n_child = transform(o_child); - *child_ptr = n_child; - if (is_leaf(n_child)) return node; - child_ptr = &n_child->sibling; - } - *child_ptr = 0; - - return node; - } -}; -#endif diff --git a/source/blender/render/intern/source/bake.c b/source/blender/render/intern/source/bake.c deleted file mode 100644 index 4a7962b1776..00000000000 --- a/source/blender/render/intern/source/bake.c +++ /dev/null @@ -1,1342 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * Contributors: 2004/2005/2006 Blender Foundation, full recode - * Contributors: Vertex color baking, Copyright 2011 AutoCRC - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/render/intern/source/bake.c - * \ingroup render - */ - - -/* system includes */ -#include -#include - -/* External modules: */ -#include "MEM_guardedalloc.h" - -#include "BLI_math.h" -#include "BLI_rand.h" -#include "BLI_threads.h" -#include "BLI_utildefines.h" - -#include "DNA_image_types.h" -#include "DNA_material_types.h" -#include "DNA_mesh_types.h" -#include "DNA_meshdata_types.h" - -#include "BKE_customdata.h" -#include "BKE_global.h" -#include "BKE_image.h" -#include "BKE_main.h" -#include "BKE_node.h" -#include "BKE_scene.h" -#include "BKE_library.h" - -#include "IMB_imbuf_types.h" -#include "IMB_imbuf.h" -#include "IMB_colormanagement.h" - -/* local include */ -#include "rayintersection.h" -#include "rayobject.h" -#include "render_types.h" -#include "renderdatabase.h" -#include "shading.h" -#include "zbuf.h" - -#include "PIL_time.h" - -/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ -/* defined in pipeline.c, is hardcopy of active dynamic allocated Render */ -/* only to be used here in this file, it's for speed */ -extern struct Render R; -/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ - - -/* ************************* bake ************************ */ - - -typedef struct BakeShade { - int thread; - - ShadeSample ssamp; - ObjectInstanceRen *obi; - VlakRen *vlr; - - ZSpan *zspan; - Image *ima; - ImBuf *ibuf; - - int rectx, recty, quad, type, vdone; - bool ready; - - float dir[3]; - Object *actob; - - /* Output: vertex color or image data. If vcol is not NULL, rect and - * rect_float should be NULL. */ - MPoly *mpoly; - MLoop *mloop; - MLoopCol *vcol; - - unsigned int *rect; - float *rect_float; - - /* displacement buffer used for normalization with unknown maximal distance */ - bool use_displacement_buffer; - float *displacement_buffer; - float displacement_min, displacement_max; - - bool use_mask; - char *rect_mask; /* bake pixel mask */ - - float dxco[3], dyco[3]; - - short *do_update; - - struct ColorSpace *rect_colorspace; -} BakeShade; - -static void bake_set_shade_input(ObjectInstanceRen *obi, VlakRen *vlr, ShadeInput *shi, int quad, int UNUSED(isect), int x, int y, float u, float v) -{ - if (quad) - shade_input_set_triangle_i(shi, obi, vlr, 0, 2, 3); - else - shade_input_set_triangle_i(shi, obi, vlr, 0, 1, 2); - - /* cache for shadow */ - shi->samplenr = R.shadowsamplenr[shi->thread]++; - - shi->mask = 0xFFFF; /* all samples */ - - shi->u = -u; - shi->v = -v; - shi->xs = x; - shi->ys = y; - - shade_input_set_uv(shi); - shade_input_set_normals(shi); - - /* no normal flip */ - if (shi->flippednor) - shade_input_flip_normals(shi); - - /* set up view vector to look right at the surface (note that the normal - * is negated in the renderer so it does not need to be done here) */ - shi->view[0] = shi->vn[0]; - shi->view[1] = shi->vn[1]; - shi->view[2] = shi->vn[2]; -} - -static void bake_shade(void *handle, Object *ob, ShadeInput *shi, int UNUSED(quad), int x, int y, float UNUSED(u), float UNUSED(v), float *tvn, float *ttang) -{ - BakeShade *bs = handle; - ShadeSample *ssamp = &bs->ssamp; - ShadeResult shr; - VlakRen *vlr = shi->vlr; - - shade_input_init_material(shi); - - if (bs->type == RE_BAKE_AO) { - ambient_occlusion(shi); - - if (R.r.bake_flag & R_BAKE_NORMALIZE) { - copy_v3_v3(shr.combined, shi->ao); - } - else { - zero_v3(shr.combined); - environment_lighting_apply(shi, &shr); - } - } - else { - if (bs->type == RE_BAKE_SHADOW) /* Why do shadows set the color anyhow?, ignore material color for baking */ - shi->r = shi->g = shi->b = 1.0f; - - shade_input_set_shade_texco(shi); - - /* only do AO for a full bake (and obviously AO bakes) - * AO for light bakes is a leftover and might not be needed */ - if (ELEM(bs->type, RE_BAKE_ALL, RE_BAKE_AO, RE_BAKE_LIGHT)) - shade_samples_do_AO(ssamp); - - if (shi->mat->nodetree && shi->mat->use_nodes) { - ntreeShaderExecTree(shi->mat->nodetree, shi, &shr); - shi->mat = vlr->mat; /* shi->mat is being set in nodetree */ - } - else - shade_material_loop(shi, &shr); - - if (bs->type == RE_BAKE_NORMALS) { - float nor[3]; - - copy_v3_v3(nor, shi->vn); - - if (R.r.bake_normal_space == R_BAKE_SPACE_CAMERA) { - /* pass */ - } - else if (R.r.bake_normal_space == R_BAKE_SPACE_TANGENT) { - float mat[3][3], imat[3][3]; - - /* bitangent */ - if (tvn && ttang) { - copy_v3_v3(mat[0], ttang); - cross_v3_v3v3(mat[1], tvn, ttang); - mul_v3_fl(mat[1], ttang[3]); - copy_v3_v3(mat[2], tvn); - } - else { - copy_v3_v3(mat[0], shi->nmaptang); - cross_v3_v3v3(mat[1], shi->nmapnorm, shi->nmaptang); - mul_v3_fl(mat[1], shi->nmaptang[3]); - copy_v3_v3(mat[2], shi->nmapnorm); - } - - invert_m3_m3(imat, mat); - mul_m3_v3(imat, nor); - } - else if (R.r.bake_normal_space == R_BAKE_SPACE_OBJECT) - mul_mat3_m4_v3(ob->imat_ren, nor); /* ob->imat_ren includes viewinv! */ - else if (R.r.bake_normal_space == R_BAKE_SPACE_WORLD) - mul_mat3_m4_v3(R.viewinv, nor); - - normalize_v3(nor); /* in case object has scaling */ - - /* The invert of the red channel is to make - * the normal map compliant with the outside world. - * It needs to be done because in Blender - * the normal used in the renderer points inward. It is generated - * this way in calc_vertexnormals(). Should this ever change - * this negate must be removed. - * - * there is also a small 1e-5f bias for precision issues. otherwise - * we randomly get 127 or 128 for neutral colors. we choose 128 - * because it is the convention flat color. * */ - shr.combined[0] = (-nor[0]) / 2.0f + 0.5f + 1e-5f; - shr.combined[1] = nor[1] / 2.0f + 0.5f + 1e-5f; - shr.combined[2] = nor[2] / 2.0f + 0.5f + 1e-5f; - } - else if (bs->type == RE_BAKE_TEXTURE) { - copy_v3_v3(shr.combined, &shi->r); - shr.alpha = shi->alpha; - } - else if (bs->type == RE_BAKE_SHADOW) { - copy_v3_v3(shr.combined, shr.shad); - shr.alpha = shi->alpha; - } - else if (bs->type == RE_BAKE_SPEC_COLOR) { - copy_v3_v3(shr.combined, &shi->specr); - shr.alpha = 1.0f; - } - else if (bs->type == RE_BAKE_SPEC_INTENSITY) { - copy_v3_fl(shr.combined, shi->spec); - shr.alpha = 1.0f; - } - else if (bs->type == RE_BAKE_MIRROR_COLOR) { - copy_v3_v3(shr.combined, &shi->mirr); - shr.alpha = 1.0f; - } - else if (bs->type == RE_BAKE_MIRROR_INTENSITY) { - copy_v3_fl(shr.combined, shi->ray_mirror); - shr.alpha = 1.0f; - } - else if (bs->type == RE_BAKE_ALPHA) { - copy_v3_fl(shr.combined, shi->alpha); - shr.alpha = 1.0f; - } - else if (bs->type == RE_BAKE_EMIT) { - copy_v3_fl(shr.combined, shi->emit); - shr.alpha = 1.0f; - } - else if (bs->type == RE_BAKE_VERTEX_COLORS) { - copy_v3_v3(shr.combined, shi->vcol); - shr.alpha = shi->vcol[3]; - } - } - - if (bs->rect_float && !bs->vcol) { - float *col = bs->rect_float + 4 * (bs->rectx * y + x); - copy_v3_v3(col, shr.combined); - if (bs->type == RE_BAKE_ALL || bs->type == RE_BAKE_TEXTURE || bs->type == RE_BAKE_VERTEX_COLORS) { - col[3] = shr.alpha; - } - else { - col[3] = 1.0; - } - } - else { - /* Target is char (LDR). */ - unsigned char col[4]; - - if (ELEM(bs->type, RE_BAKE_ALL, RE_BAKE_TEXTURE)) { - float rgb[3]; - - copy_v3_v3(rgb, shr.combined); - if (R.scene_color_manage) { - /* Vertex colors have no way to specify color space, so they - * default to sRGB. */ - if (!bs->vcol) - IMB_colormanagement_scene_linear_to_colorspace_v3(rgb, bs->rect_colorspace); - else - linearrgb_to_srgb_v3_v3(rgb, rgb); - } - rgb_float_to_uchar(col, rgb); - } - else { - rgb_float_to_uchar(col, shr.combined); - } - - if (ELEM(bs->type, RE_BAKE_ALL, RE_BAKE_TEXTURE, RE_BAKE_VERTEX_COLORS)) { - col[3] = unit_float_to_uchar_clamp(shr.alpha); - } - else { - col[3] = 255; - } - - if (bs->vcol) { - /* Vertex color baking. Vcol has no useful alpha channel (it exists - * but is used only for vertex painting). */ - bs->vcol->r = col[0]; - bs->vcol->g = col[1]; - bs->vcol->b = col[2]; - } - else { - unsigned char *imcol = (unsigned char *)(bs->rect + bs->rectx * y + x); - copy_v4_v4_uchar(imcol, col); - } - - } - - if (bs->rect_mask) { - bs->rect_mask[bs->rectx * y + x] = FILTER_MASK_USED; - } - - if (bs->do_update) { - *bs->do_update = true; - } -} - -static void bake_displacement(void *handle, ShadeInput *UNUSED(shi), float dist, int x, int y) -{ - BakeShade *bs = handle; - float disp; - - if (R.r.bake_flag & R_BAKE_NORMALIZE) { - if (R.r.bake_maxdist) - disp = (dist + R.r.bake_maxdist) / (R.r.bake_maxdist * 2); /* alter the range from [-bake_maxdist, bake_maxdist] to [0, 1]*/ - else - disp = dist; - } - else { - disp = 0.5f + dist; /* alter the range from [-0.5,0.5] to [0,1]*/ - } - - if (bs->displacement_buffer) { - float *displacement = bs->displacement_buffer + (bs->rectx * y + x); - *displacement = disp; - bs->displacement_min = min_ff(bs->displacement_min, disp); - bs->displacement_max = max_ff(bs->displacement_max, disp); - } - - if (bs->rect_float && !bs->vcol) { - float *col = bs->rect_float + 4 * (bs->rectx * y + x); - col[0] = col[1] = col[2] = disp; - col[3] = 1.0f; - } - else { - /* Target is char (LDR). */ - unsigned char col[4]; - col[0] = col[1] = col[2] = unit_float_to_uchar_clamp(disp); - col[3] = 255; - - if (bs->vcol) { - /* Vertex color baking. Vcol has no useful alpha channel (it exists - * but is used only for vertex painting). */ - bs->vcol->r = col[0]; - bs->vcol->g = col[1]; - bs->vcol->b = col[2]; - } - else { - unsigned char *imcol = (unsigned char *)(bs->rect + bs->rectx * y + x); - copy_v4_v4_uchar(imcol, col); - } - } - if (bs->rect_mask) { - bs->rect_mask[bs->rectx * y + x] = FILTER_MASK_USED; - } -} - -static int bake_intersect_tree(RayObject *raytree, Isect *isect, float *start, float *dir, float sign, float *hitco, float *dist) -{ - float maxdist; - int hit; - - /* might be useful to make a user setting for maxsize*/ - if (R.r.bake_maxdist > 0.0f) - maxdist = R.r.bake_maxdist; - else - maxdist = RE_RAYTRACE_MAXDIST + R.r.bake_biasdist; - - /* 'dir' is always normalized */ - madd_v3_v3v3fl(isect->start, start, dir, -R.r.bake_biasdist); - - mul_v3_v3fl(isect->dir, dir, sign); - - isect->dist = maxdist; - - hit = RE_rayobject_raycast(raytree, isect); - if (hit) { - madd_v3_v3v3fl(hitco, isect->start, isect->dir, isect->dist); - - *dist = isect->dist; - } - - return hit; -} - -static void bake_set_vlr_dxyco(BakeShade *bs, float *uv1, float *uv2, float *uv3) -{ - VlakRen *vlr = bs->vlr; - float A, d1, d2, d3, *v1, *v2, *v3; - - if (bs->quad) { - v1 = vlr->v1->co; - v2 = vlr->v3->co; - v3 = vlr->v4->co; - } - else { - v1 = vlr->v1->co; - v2 = vlr->v2->co; - v3 = vlr->v3->co; - } - - /* formula derived from barycentric coordinates: - * (uvArea1*v1 + uvArea2*v2 + uvArea3*v3)/uvArea - * then taking u and v partial derivatives to get dxco and dyco */ - A = (uv2[0] - uv1[0]) * (uv3[1] - uv1[1]) - (uv3[0] - uv1[0]) * (uv2[1] - uv1[1]); - - if (fabsf(A) > FLT_EPSILON) { - A = 0.5f / A; - - d1 = uv2[1] - uv3[1]; - d2 = uv3[1] - uv1[1]; - d3 = uv1[1] - uv2[1]; - bs->dxco[0] = (v1[0] * d1 + v2[0] * d2 + v3[0] * d3) * A; - bs->dxco[1] = (v1[1] * d1 + v2[1] * d2 + v3[1] * d3) * A; - bs->dxco[2] = (v1[2] * d1 + v2[2] * d2 + v3[2] * d3) * A; - - d1 = uv3[0] - uv2[0]; - d2 = uv1[0] - uv3[0]; - d3 = uv2[0] - uv1[0]; - bs->dyco[0] = (v1[0] * d1 + v2[0] * d2 + v3[0] * d3) * A; - bs->dyco[1] = (v1[1] * d1 + v2[1] * d2 + v3[1] * d3) * A; - bs->dyco[2] = (v1[2] * d1 + v2[2] * d2 + v3[2] * d3) * A; - } - else { - bs->dxco[0] = bs->dxco[1] = bs->dxco[2] = 0.0f; - bs->dyco[0] = bs->dyco[1] = bs->dyco[2] = 0.0f; - } - - if (bs->obi->flag & R_TRANSFORMED) { - mul_m3_v3(bs->obi->nmat, bs->dxco); - mul_m3_v3(bs->obi->nmat, bs->dyco); - } -} - -static void do_bake_shade(void *handle, int x, int y, float u, float v) -{ - BakeShade *bs = handle; - VlakRen *vlr = bs->vlr; - ObjectInstanceRen *obi = bs->obi; - Object *ob = obi->obr->ob; - float l, *v1, *v2, *v3, tvn[3], ttang[4]; - int quad; - ShadeSample *ssamp = &bs->ssamp; - ShadeInput *shi = ssamp->shi; - - /* fast threadsafe break test */ - if (R.test_break(R.tbh)) - return; - - /* setup render coordinates */ - if (bs->quad) { - v1 = vlr->v1->co; - v2 = vlr->v3->co; - v3 = vlr->v4->co; - } - else { - v1 = vlr->v1->co; - v2 = vlr->v2->co; - v3 = vlr->v3->co; - } - - l = 1.0f - u - v; - - /* shrink barycentric coordinates inwards slightly to avoid some issues - * where baking selected to active might just miss the other face at the - * near the edge of a face */ - if (bs->actob) { - const float eps = 1.0f - 1e-4f; - float invsum; - - u = (u - 0.5f) * eps + 0.5f; - v = (v - 0.5f) * eps + 0.5f; - l = (l - 0.5f) * eps + 0.5f; - - invsum = 1.0f / (u + v + l); - - u *= invsum; - v *= invsum; - l *= invsum; - } - - /* renderco */ - shi->co[0] = l * v3[0] + u * v1[0] + v * v2[0]; - shi->co[1] = l * v3[1] + u * v1[1] + v * v2[1]; - shi->co[2] = l * v3[2] + u * v1[2] + v * v2[2]; - - /* avoid self shadow with vertex bake from adjacent faces [#33729] */ - if ((bs->vcol != NULL) && (bs->actob == NULL)) { - madd_v3_v3fl(shi->co, vlr->n, 0.0001f); - } - - if (obi->flag & R_TRANSFORMED) - mul_m4_v3(obi->mat, shi->co); - - copy_v3_v3(shi->dxco, bs->dxco); - copy_v3_v3(shi->dyco, bs->dyco); - - quad = bs->quad; - bake_set_shade_input(obi, vlr, shi, quad, 0, x, y, u, v); - - if (bs->type == RE_BAKE_NORMALS && R.r.bake_normal_space == R_BAKE_SPACE_TANGENT) { - shade_input_set_shade_texco(shi); - copy_v3_v3(tvn, shi->nmapnorm); - copy_v4_v4(ttang, shi->nmaptang); - } - - /* if we are doing selected to active baking, find point on other face */ - if (bs->actob) { - Isect isec, minisec; - float co[3], minco[3], dist, mindist = 0.0f; - int hit, sign, dir = 1; - - /* intersect with ray going forward and backward*/ - hit = 0; - memset(&minisec, 0, sizeof(minisec)); - minco[0] = minco[1] = minco[2] = 0.0f; - - copy_v3_v3(bs->dir, shi->vn); - - for (sign = -1; sign <= 1; sign += 2) { - memset(&isec, 0, sizeof(isec)); - isec.mode = RE_RAY_MIRROR; - - isec.orig.ob = obi; - isec.orig.face = vlr; - isec.userdata = bs->actob; - isec.check = RE_CHECK_VLR_BAKE; - isec.skip = RE_SKIP_VLR_NEIGHBOUR; - - if (bake_intersect_tree(R.raytree, &isec, shi->co, shi->vn, sign, co, &dist)) { - if (!hit || len_squared_v3v3(shi->co, co) < len_squared_v3v3(shi->co, minco)) { - minisec = isec; - mindist = dist; - copy_v3_v3(minco, co); - hit = 1; - dir = sign; - } - } - } - - if (ELEM(bs->type, RE_BAKE_DISPLACEMENT, RE_BAKE_DERIVATIVE)) { - if (hit) - bake_displacement(handle, shi, (dir == -1) ? mindist : -mindist, x, y); - else - bake_displacement(handle, shi, 0.0f, x, y); - return; - } - - /* if hit, we shade from the new point, otherwise from point one starting face */ - if (hit) { - obi = (ObjectInstanceRen *)minisec.hit.ob; - vlr = (VlakRen *)minisec.hit.face; - quad = (minisec.isect == 2); - copy_v3_v3(shi->co, minco); - - u = -minisec.u; - v = -minisec.v; - bake_set_shade_input(obi, vlr, shi, quad, 1, x, y, u, v); - } - } - - if (bs->type == RE_BAKE_NORMALS && R.r.bake_normal_space == R_BAKE_SPACE_TANGENT) - bake_shade(handle, ob, shi, quad, x, y, u, v, tvn, ttang); - else - bake_shade(handle, ob, shi, quad, x, y, u, v, NULL, NULL); -} - -static int get_next_bake_face(BakeShade *bs) -{ - ObjectRen *obr; - VlakRen *vlr; - MTFace *tface; - static int v = 0, vdone = false; - static ObjectInstanceRen *obi = NULL; - - if (bs == NULL) { - vlr = NULL; - v = vdone = false; - obi = R.instancetable.first; - return 0; - } - - BLI_thread_lock(LOCK_CUSTOM1); - - for (; obi; obi = obi->next, v = 0) { - obr = obi->obr; - - /* only allow non instances here */ - if (obr->flag & R_INSTANCEABLE) - continue; - - for (; v < obr->totvlak; v++) { - vlr = RE_findOrAddVlak(obr, v); - - if ((bs->actob && bs->actob == obr->ob) || (!bs->actob && (obr->ob->flag & SELECT))) { - if (R.r.bake_flag & R_BAKE_VCOL) { - /* Gather face data for vertex color bake */ - Mesh *me; - int *origindex, vcollayer; - CustomDataLayer *cdl; - - if (obr->ob->type != OB_MESH) - continue; - me = obr->ob->data; - - origindex = RE_vlakren_get_origindex(obr, vlr, 0); - if (origindex == NULL) - continue; - if (*origindex >= me->totpoly) { - /* Small hack for Array modifier, which gives false - * original indices - z0r */ - continue; - } -#if 0 - /* Only shade selected faces. */ - if ((me->mface[*origindex].flag & ME_FACE_SEL) == 0) - continue; -#endif - - vcollayer = CustomData_get_render_layer_index(&me->ldata, CD_MLOOPCOL); - if (vcollayer == -1) - continue; - - cdl = &me->ldata.layers[vcollayer]; - bs->mpoly = me->mpoly + *origindex; - bs->vcol = ((MLoopCol *)cdl->data) + bs->mpoly->loopstart; - bs->mloop = me->mloop + bs->mpoly->loopstart; - - /* Tag mesh for reevaluation. */ - me->id.tag |= LIB_TAG_DOIT; - } - else { - Image *ima = NULL; - ImBuf *ibuf = NULL; - const float vec_alpha[4] = {0.0f, 0.0f, 0.0f, 0.0f}; - const float vec_solid[4] = {0.0f, 0.0f, 0.0f, 1.0f}; - const float nor_alpha[4] = {0.5f, 0.5f, 1.0f, 0.0f}; - const float nor_solid[4] = {0.5f, 0.5f, 1.0f, 1.0f}; - const float disp_alpha[4] = {0.5f, 0.5f, 0.5f, 0.0f}; - const float disp_solid[4] = {0.5f, 0.5f, 0.5f, 1.0f}; - - tface = RE_vlakren_get_tface(obr, vlr, obr->bakemtface, NULL, 0); - - if (!tface || !tface->tpage) - continue; - - ima = tface->tpage; - ibuf = BKE_image_acquire_ibuf(ima, NULL, NULL); - - if (ibuf == NULL) - continue; - - if (ibuf->rect == NULL && ibuf->rect_float == NULL) { - BKE_image_release_ibuf(ima, ibuf, NULL); - continue; - } - - if (ibuf->rect_float && !(ibuf->channels == 0 || ibuf->channels == 4)) { - BKE_image_release_ibuf(ima, ibuf, NULL); - continue; - } - - if (ima->flag & IMA_USED_FOR_RENDER) { - ima->id.tag &= ~LIB_TAG_DOIT; - BKE_image_release_ibuf(ima, ibuf, NULL); - continue; - } - - /* find the image for the first time? */ - if (ima->id.tag & LIB_TAG_DOIT) { - ima->id.tag &= ~LIB_TAG_DOIT; - - /* we either fill in float or char, this ensures things go fine */ - if (ibuf->rect_float) - imb_freerectImBuf(ibuf); - /* clear image */ - if (R.r.bake_flag & R_BAKE_CLEAR) { - if (R.r.bake_mode == RE_BAKE_NORMALS && R.r.bake_normal_space == R_BAKE_SPACE_TANGENT) - IMB_rectfill(ibuf, (ibuf->planes == R_IMF_PLANES_RGBA) ? nor_alpha : nor_solid); - else if (ELEM(R.r.bake_mode, RE_BAKE_DISPLACEMENT, RE_BAKE_DERIVATIVE)) - IMB_rectfill(ibuf, (ibuf->planes == R_IMF_PLANES_RGBA) ? disp_alpha : disp_solid); - else - IMB_rectfill(ibuf, (ibuf->planes == R_IMF_PLANES_RGBA) ? vec_alpha : vec_solid); - } - /* might be read by UI to set active image for display */ - R.bakebuf = ima; - } - - /* Tag image for redraw. */ - ibuf->userflags |= IB_DISPLAY_BUFFER_INVALID; - BKE_image_release_ibuf(ima, ibuf, NULL); - } - - bs->obi = obi; - bs->vlr = vlr; - bs->vdone++; /* only for error message if nothing was rendered */ - v++; - BLI_thread_unlock(LOCK_CUSTOM1); - return 1; - } - } - } - - BLI_thread_unlock(LOCK_CUSTOM1); - return 0; -} - -static void bake_single_vertex(BakeShade *bs, VertRen *vert, float u, float v) -{ - int *origindex, i; - MLoopCol *basevcol; - MLoop *mloop; - - /* per vertex fixed seed */ - BLI_thread_srandom(bs->thread, vert->index); - - origindex = RE_vertren_get_origindex(bs->obi->obr, vert, 0); - if (!origindex || *origindex == ORIGINDEX_NONE) - return; - - /* Search for matching vertex index and apply shading. */ - for (i = 0; i < bs->mpoly->totloop; i++) { - mloop = bs->mloop + i; - if (mloop->v != *origindex) - continue; - basevcol = bs->vcol; - bs->vcol = basevcol + i; - do_bake_shade(bs, 0, 0, u, v); - bs->vcol = basevcol; - break; - } -} - -/* Bake all vertices of a face. Actually, this still works on a face-by-face - * basis, and each vertex on each face is shaded. Vertex colors are a property - * of loops, not vertices. */ -static void shade_verts(BakeShade *bs) -{ - VlakRen *vlr = bs->vlr; - - /* Disable baking to image; write to vcol instead. vcol pointer is set in - * bake_single_vertex. */ - bs->ima = NULL; - bs->rect = NULL; - bs->rect_float = NULL; - bs->displacement_buffer = NULL; - bs->displacement_min = FLT_MAX; - bs->displacement_max = -FLT_MAX; - - bs->quad = 0; - - /* No anti-aliasing for vertices. */ - zero_v3(bs->dxco); - zero_v3(bs->dyco); - - /* Shade each vertex of the face. u and v are barycentric coordinates; since - * we're only interested in vertices, these will be 0 or 1. */ - if ((vlr->flag & R_FACE_SPLIT) == 0) { - /* Processing triangle face, whole quad, or first half of split quad. */ - - bake_single_vertex(bs, bs->vlr->v1, 1.0f, 0.0f); - bake_single_vertex(bs, bs->vlr->v2, 0.0f, 1.0f); - bake_single_vertex(bs, bs->vlr->v3, 0.0f, 0.0f); - - if (vlr->v4) { - bs->quad = 1; - bake_single_vertex(bs, bs->vlr->v4, 0.0f, 0.0f); - } - } - else { - /* Processing second half of split quad. Only one vertex to go. */ - if (vlr->flag & R_DIVIDE_24) { - bake_single_vertex(bs, bs->vlr->v2, 0.0f, 1.0f); - } - else { - bake_single_vertex(bs, bs->vlr->v3, 0.0f, 0.0f); - } - } -} - -/* already have tested for tface and ima and zspan */ -static void shade_tface(BakeShade *bs) -{ - VlakRen *vlr = bs->vlr; - ObjectInstanceRen *obi = bs->obi; - ObjectRen *obr = obi->obr; - MTFace *tface = RE_vlakren_get_tface(obr, vlr, obr->bakemtface, NULL, 0); - Image *ima = tface->tpage; - float vec[4][2]; - int a, i1, i2, i3; - - /* per face fixed seed */ - BLI_thread_srandom(bs->thread, vlr->index); - - /* check valid zspan */ - if (ima != bs->ima) { - BKE_image_release_ibuf(bs->ima, bs->ibuf, NULL); - - bs->ima = ima; - bs->ibuf = BKE_image_acquire_ibuf(ima, NULL, NULL); - /* note, these calls only free/fill contents of zspan struct, not zspan itself */ - zbuf_free_span(bs->zspan); - zbuf_alloc_span(bs->zspan, bs->ibuf->x, bs->ibuf->y, R.clipcrop); - } - - bs->rectx = bs->ibuf->x; - bs->recty = bs->ibuf->y; - bs->rect = bs->ibuf->rect; - bs->rect_colorspace = bs->ibuf->rect_colorspace; - bs->rect_float = bs->ibuf->rect_float; - bs->vcol = NULL; - bs->quad = 0; - bs->rect_mask = NULL; - bs->displacement_buffer = NULL; - - if (bs->use_mask || bs->use_displacement_buffer) { - BakeImBufuserData *userdata = bs->ibuf->userdata; - if (userdata == NULL) { - BLI_thread_lock(LOCK_CUSTOM1); - userdata = bs->ibuf->userdata; - if (userdata == NULL) /* since the thread was locked, its possible another thread alloced the value */ - userdata = MEM_callocN(sizeof(BakeImBufuserData), "BakeImBufuserData"); - - if (bs->use_mask) { - if (userdata->mask_buffer == NULL) { - userdata->mask_buffer = MEM_callocN(sizeof(char) * bs->rectx * bs->recty, "BakeMask"); - } - } - - if (bs->use_displacement_buffer) { - if (userdata->displacement_buffer == NULL) { - userdata->displacement_buffer = MEM_callocN(sizeof(float) * bs->rectx * bs->recty, "BakeDisp"); - } - } - - bs->ibuf->userdata = userdata; - - BLI_thread_unlock(LOCK_CUSTOM1); - } - - bs->rect_mask = userdata->mask_buffer; - bs->displacement_buffer = userdata->displacement_buffer; - } - - /* get pixel level vertex coordinates */ - for (a = 0; a < 4; a++) { - /* Note, workaround for pixel aligned UVs which are common and can screw up our intersection tests - * where a pixel gets in between 2 faces or the middle of a quad, - * camera aligned quads also have this problem but they are less common. - * Add a small offset to the UVs, fixes bug #18685 - Campbell */ - vec[a][0] = tface->uv[a][0] * (float)bs->rectx - (0.5f + 0.001f); - vec[a][1] = tface->uv[a][1] * (float)bs->recty - (0.5f + 0.002f); - } - - /* UV indices have to be corrected for possible quad->tria splits */ - i1 = 0; i2 = 1; i3 = 2; - vlr_set_uv_indices(vlr, &i1, &i2, &i3); - bake_set_vlr_dxyco(bs, vec[i1], vec[i2], vec[i3]); - zspan_scanconvert(bs->zspan, bs, vec[i1], vec[i2], vec[i3], do_bake_shade); - - if (vlr->v4) { - bs->quad = 1; - bake_set_vlr_dxyco(bs, vec[0], vec[2], vec[3]); - zspan_scanconvert(bs->zspan, bs, vec[0], vec[2], vec[3], do_bake_shade); - } -} - -static void *do_bake_thread(void *bs_v) -{ - BakeShade *bs = bs_v; - - while (get_next_bake_face(bs)) { - if (R.r.bake_flag & R_BAKE_VCOL) { - shade_verts(bs); - } - else { - shade_tface(bs); - } - - /* fast threadsafe break test */ - if (R.test_break(R.tbh)) - break; - - /* access is not threadsafe but since its just true/false probably ok - * only used for interactive baking */ - if (bs->do_update) { - *bs->do_update = true; - } - } - bs->ready = true; - - BKE_image_release_ibuf(bs->ima, bs->ibuf, NULL); - - return NULL; -} - -void RE_bake_ibuf_filter(ImBuf *ibuf, char *mask, const int filter) -{ - /* must check before filtering */ - const bool is_new_alpha = (ibuf->planes != R_IMF_PLANES_RGBA) && BKE_imbuf_alpha_test(ibuf); - - /* Margin */ - if (filter) { - IMB_filter_extend(ibuf, mask, filter); - } - - /* if the bake results in new alpha then change the image setting */ - if (is_new_alpha) { - ibuf->planes = R_IMF_PLANES_RGBA; - } - else { - if (filter && ibuf->planes != R_IMF_PLANES_RGBA) { - /* clear alpha added by filtering */ - IMB_rectfill_alpha(ibuf, 1.0f); - } - } -} - -void RE_bake_ibuf_normalize_displacement(ImBuf *ibuf, float *displacement, char *mask, float displacement_min, float displacement_max) -{ - int i; - const float *current_displacement = displacement; - const char *current_mask = mask; - float max_distance; - - max_distance = max_ff(fabsf(displacement_min), fabsf(displacement_max)); - - for (i = 0; i < ibuf->x * ibuf->y; i++) { - if (*current_mask == FILTER_MASK_USED) { - float normalized_displacement; - - if (max_distance > 1e-5f) - normalized_displacement = (*current_displacement + max_distance) / (max_distance * 2); - else - normalized_displacement = 0.5f; - - if (ibuf->rect_float) { - /* currently baking happens to RGBA only */ - float *fp = ibuf->rect_float + i * 4; - fp[0] = fp[1] = fp[2] = normalized_displacement; - fp[3] = 1.0f; - } - - if (ibuf->rect) { - unsigned char *cp = (unsigned char *) (ibuf->rect + i); - cp[0] = cp[1] = cp[2] = unit_float_to_uchar_clamp(normalized_displacement); - cp[3] = 255; - } - } - - current_displacement++; - current_mask++; - } -} - -/* using object selection tags, the faces with UV maps get baked */ -/* render should have been setup */ -/* returns 0 if nothing was handled */ -int RE_bake_shade_all_selected(Render *re, int type, Object *actob, short *do_update, float *progress) -{ - BakeShade *handles; - ListBase threads; - Image *ima; - int a, vdone = false, result = BAKE_RESULT_OK; - bool use_mask = false; - bool use_displacement_buffer = false; - bool do_manage = false; - - if (ELEM(type, RE_BAKE_ALL, RE_BAKE_TEXTURE)) { - do_manage = BKE_scene_check_color_management_enabled(re->scene); - } - - re->scene_color_manage = BKE_scene_check_color_management_enabled(re->scene); - - /* initialize render global */ - R = *re; - R.bakebuf = NULL; - - /* initialize static vars */ - get_next_bake_face(NULL); - - /* do we need a mask? */ - if (re->r.bake_filter) - use_mask = true; - - /* do we need buffer to store displacements */ - if (ELEM(type, RE_BAKE_DISPLACEMENT, RE_BAKE_DERIVATIVE)) { - if (((R.r.bake_flag & R_BAKE_NORMALIZE) && R.r.bake_maxdist == 0.0f) || - (type == RE_BAKE_DERIVATIVE)) - { - use_displacement_buffer = true; - use_mask = true; - } - } - - /* baker uses this flag to detect if image was initialized */ - if ((R.r.bake_flag & R_BAKE_VCOL) == 0) { - for (ima = G.main->image.first; ima; ima = ima->id.next) { - ImBuf *ibuf = BKE_image_acquire_ibuf(ima, NULL, NULL); - ima->id.tag |= LIB_TAG_DOIT; - ima->flag &= ~IMA_USED_FOR_RENDER; - if (ibuf) { - ibuf->userdata = NULL; /* use for masking if needed */ - } - BKE_image_release_ibuf(ima, ibuf, NULL); - } - } - - if (R.r.bake_flag & R_BAKE_VCOL) { - /* untag all meshes */ - BKE_main_id_tag_listbase(&G.main->mesh, LIB_TAG_DOIT, false); - } - - BLI_threadpool_init(&threads, do_bake_thread, re->r.threads); - - handles = MEM_callocN(sizeof(BakeShade) * re->r.threads, "BakeShade"); - - /* get the threads running */ - for (a = 0; a < re->r.threads; a++) { - handles[a].thread = a; - - /* set defaults in handles */ - handles[a].ssamp.shi[0].lay = re->lay; - - if (type == RE_BAKE_SHADOW) { - handles[a].ssamp.shi[0].passflag = SCE_PASS_SHADOW; - } - else { - handles[a].ssamp.shi[0].passflag = SCE_PASS_COMBINED; - } - handles[a].ssamp.shi[0].combinedflag = ~(SCE_PASS_SPEC); - handles[a].ssamp.shi[0].thread = a; - handles[a].ssamp.shi[0].do_manage = do_manage; - handles[a].ssamp.tot = 1; - - handles[a].type = type; - handles[a].actob = actob; - if (R.r.bake_flag & R_BAKE_VCOL) - handles[a].zspan = NULL; - else - handles[a].zspan = MEM_callocN(sizeof(ZSpan), "zspan for bake"); - - handles[a].use_mask = use_mask; - handles[a].use_displacement_buffer = use_displacement_buffer; - - handles[a].do_update = do_update; /* use to tell the view to update */ - - handles[a].displacement_min = FLT_MAX; - handles[a].displacement_max = -FLT_MAX; - - BLI_threadpool_insert(&threads, &handles[a]); - } - - /* wait for everything to be done */ - a = 0; - while (a != re->r.threads) { - PIL_sleep_ms(50); - - /* calculate progress */ - for (vdone = false, a = 0; a < re->r.threads; a++) - vdone += handles[a].vdone; - if (progress) - *progress = (float)(vdone / (float)re->totvlak); - - for (a = 0; a < re->r.threads; a++) { - if (handles[a].ready == false) { - break; - } - } - } - - /* filter and refresh images */ - if ((R.r.bake_flag & R_BAKE_VCOL) == 0) { - float displacement_min = FLT_MAX, displacement_max = -FLT_MAX; - - if (use_displacement_buffer) { - for (a = 0; a < re->r.threads; a++) { - displacement_min = min_ff(displacement_min, handles[a].displacement_min); - displacement_max = max_ff(displacement_max, handles[a].displacement_max); - } - } - - for (ima = G.main->image.first; ima; ima = ima->id.next) { - if ((ima->id.tag & LIB_TAG_DOIT) == 0) { - ImBuf *ibuf = BKE_image_acquire_ibuf(ima, NULL, NULL); - BakeImBufuserData *userdata; - - if (ima->flag & IMA_USED_FOR_RENDER) - result = BAKE_RESULT_FEEDBACK_LOOP; - - if (!ibuf) - continue; - - userdata = (BakeImBufuserData *)ibuf->userdata; - if (userdata) { - if (use_displacement_buffer) { - if (type == RE_BAKE_DERIVATIVE) { - float user_scale = (R.r.bake_flag & R_BAKE_USERSCALE) ? R.r.bake_user_scale : -1.0f; - RE_bake_make_derivative(ibuf, userdata->displacement_buffer, userdata->mask_buffer, - displacement_min, displacement_max, user_scale); - } - else { - RE_bake_ibuf_normalize_displacement(ibuf, userdata->displacement_buffer, userdata->mask_buffer, - displacement_min, displacement_max); - } - } - - RE_bake_ibuf_filter(ibuf, userdata->mask_buffer, re->r.bake_filter); - } - - ibuf->userflags |= IB_BITMAPDIRTY; - BKE_image_release_ibuf(ima, ibuf, NULL); - } - } - - /* calculate return value */ - for (a = 0; a < re->r.threads; a++) { - zbuf_free_span(handles[a].zspan); - MEM_freeN(handles[a].zspan); - } - } - - MEM_freeN(handles); - - BLI_threadpool_end(&threads); - - if (vdone == 0) { - result = BAKE_RESULT_NO_OBJECTS; - } - - return result; -} - -struct Image *RE_bake_shade_get_image(void) -{ - return R.bakebuf; -} - -/* **************** Derivative Maps Baker **************** */ - -static void add_single_heights_margin(const ImBuf *ibuf, const char *mask, float *heights_buffer) -{ - int x, y; - - for (y = 0; y < ibuf->y; y++) { - for (x = 0; x < ibuf->x; x++) { - int index = ibuf->x * y + x; - - /* If unassigned pixel, look for neighbors. */ - if (mask[index] != FILTER_MASK_USED) { - float height_acc = 0; - int denom = 0; - int i, j; - - for (j = -1; j <= 1; j++) - for (i = -1; i <= 1; i++) { - int w = (i == 0 ? 1 : 0) + (j == 0 ? 1 : 0) + 1; - - if (i != 0 || j != 0) { - int index2 = 0; - int x0 = x + i; - int y0 = y + j; - - CLAMP(x0, 0, ibuf->x - 1); - CLAMP(y0, 0, ibuf->y - 1); - - index2 = ibuf->x * y0 + x0; - - if (mask[index2] == FILTER_MASK_USED) { - height_acc += w * heights_buffer[index2]; - denom += w; - } - } - } - - /* Insert final value. */ - if (denom > 0) { - heights_buffer[index] = height_acc / denom; - } - } - } - } -} - -/* returns user-scale */ -float RE_bake_make_derivative(ImBuf *ibuf, float *heights_buffer, const char *mask, - const float height_min, const float height_max, - const float fmult) -{ - const float delta_height = height_max - height_min; - const float denom = delta_height > 0.0f ? (8 * delta_height) : 1.0f; - bool auto_range_fit = fmult <= 0.0f; - float max_num_deriv = -1.0f; - int x, y, index; - - /* Need a single margin to calculate good derivatives. */ - add_single_heights_margin(ibuf, mask, heights_buffer); - - if (auto_range_fit) { - /* If automatic range fitting is enabled. */ - for (y = 0; y < ibuf->y; y++) { - const int Yu = y == (ibuf->y - 1) ? (ibuf->y - 1) : (y + 1); - const int Yc = y; - const int Yd = y == 0 ? 0 : (y - 1); - - for (x = 0; x < ibuf->x; x++) { - const int Xl = x == 0 ? 0 : (x - 1); - const int Xc = x; - const int Xr = x == (ibuf->x - 1) ? (ibuf->x - 1) : (x + 1); - - const float Hcy = heights_buffer[Yc * ibuf->x + Xr] - heights_buffer[Yc * ibuf->x + Xl]; - const float Hu = heights_buffer[Yu * ibuf->x + Xr] - heights_buffer[Yu * ibuf->x + Xl]; - const float Hd = heights_buffer[Yd * ibuf->x + Xr] - heights_buffer[Yd * ibuf->x + Xl]; - - const float Hl = heights_buffer[Yu * ibuf->x + Xl] - heights_buffer[Yd * ibuf->x + Xl]; - const float Hcx = heights_buffer[Yu * ibuf->x + Xc] - heights_buffer[Yd * ibuf->x + Xc]; - const float Hr = heights_buffer[Yu * ibuf->x + Xr] - heights_buffer[Yd * ibuf->x + Xr]; - - /* This corresponds to using the sobel kernel on the heights buffer - * to obtain the derivative multiplied by 8. - */ - const float deriv_x = Hu + 2 * Hcy + Hd; - const float deriv_y = Hr + 2 * Hcx + Hl; - - /* early out */ - index = ibuf->x * y + x; - if (mask[index] != FILTER_MASK_USED) { - continue; - } - - /* Widen bound. */ - if (fabsf(deriv_x) > max_num_deriv) { - max_num_deriv = fabsf(deriv_x); - } - - if (fabsf(deriv_y) > max_num_deriv) { - max_num_deriv = fabsf(deriv_y); - } - } - } - } - - /* Output derivatives. */ - auto_range_fit &= (max_num_deriv > 0); - for (y = 0; y < ibuf->y; y++) { - const int Yu = y == (ibuf->y - 1) ? (ibuf->y - 1) : (y + 1); - const int Yc = y; - const int Yd = y == 0 ? 0 : (y - 1); - - for (x = 0; x < ibuf->x; x++) { - const int Xl = x == 0 ? 0 : (x - 1); - const int Xc = x; - const int Xr = x == (ibuf->x - 1) ? (ibuf->x - 1) : (x + 1); - - const float Hcy = heights_buffer[Yc * ibuf->x + Xr] - heights_buffer[Yc * ibuf->x + Xl]; - const float Hu = heights_buffer[Yu * ibuf->x + Xr] - heights_buffer[Yu * ibuf->x + Xl]; - const float Hd = heights_buffer[Yd * ibuf->x + Xr] - heights_buffer[Yd * ibuf->x + Xl]; - - const float Hl = heights_buffer[Yu * ibuf->x + Xl] - heights_buffer[Yd * ibuf->x + Xl]; - const float Hcx = heights_buffer[Yu * ibuf->x + Xc] - heights_buffer[Yd * ibuf->x + Xc]; - const float Hr = heights_buffer[Yu * ibuf->x + Xr] - heights_buffer[Yd * ibuf->x + Xr]; - - /* This corresponds to using the sobel kernel on the heights buffer - * to obtain the derivative multiplied by 8. - */ - float deriv_x = Hu + 2 * Hcy + Hd; - float deriv_y = Hr + 2 * Hcx + Hl; - - /* Early out. */ - index = ibuf->x * y + x; - if (mask[index] != FILTER_MASK_USED) { - continue; - } - - if (auto_range_fit) { - deriv_x /= max_num_deriv; - deriv_y /= max_num_deriv; - } - else { - deriv_x *= (fmult / denom); - deriv_y *= (fmult / denom); - } - - deriv_x = deriv_x * 0.5f + 0.5f; - deriv_y = deriv_y * 0.5f + 0.5f; - - /* Clamp. */ - CLAMP(deriv_x, 0.0f, 1.0f); - CLAMP(deriv_y, 0.0f, 1.0f); - - /* Write out derivatives. */ - if (ibuf->rect_float) { - float *rrgbf = ibuf->rect_float + index * 4; - - rrgbf[0] = deriv_x; - rrgbf[1] = deriv_y; - rrgbf[2] = 0.0f; - rrgbf[3] = 1.0f; - } - else { - char *rrgb = (char *)ibuf->rect + index * 4; - - rrgb[0] = unit_float_to_uchar_clamp(deriv_x); - rrgb[1] = unit_float_to_uchar_clamp(deriv_y); - rrgb[2] = 0; - rrgb[3] = 255; - } - } - } - - /* Eeturn user-scale (for rendering). */ - return auto_range_fit ? (max_num_deriv / denom) : (fmult > 0.0f ? (1.0f / fmult) : 0.0f); -} diff --git a/source/blender/render/intern/source/convertblender.c b/source/blender/render/intern/source/convertblender.c deleted file mode 100644 index ba4bca35a34..00000000000 --- a/source/blender/render/intern/source/convertblender.c +++ /dev/null @@ -1,6014 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. - * All rights reserved. - * - * Contributors: 2004/2005/2006 Blender Foundation, full recode - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/render/intern/source/convertblender.c - * \ingroup render - */ - -#include -#include -#include -#include -#include - -#include "MEM_guardedalloc.h" - -#include "BLI_math.h" -#include "BLI_blenlib.h" -#include "BLI_utildefines.h" -#include "BLI_rand.h" -#include "BLI_memarena.h" -#ifdef WITH_FREESTYLE -# include "BLI_edgehash.h" -#endif - -#include "BLT_translation.h" - -#include "DNA_material_types.h" -#include "DNA_curve_types.h" -#include "DNA_group_types.h" -#include "DNA_lamp_types.h" -#include "DNA_image_types.h" -#include "DNA_mesh_types.h" -#include "DNA_meshdata_types.h" -#include "DNA_modifier_types.h" -#include "DNA_node_types.h" -#include "DNA_object_types.h" -#include "DNA_object_fluidsim_types.h" -#include "DNA_particle_types.h" -#include "DNA_scene_types.h" -#include "DNA_texture_types.h" - -#include "BKE_anim.h" -#include "BKE_curve.h" -#include "BKE_customdata.h" -#include "BKE_colortools.h" -#include "BKE_displist.h" -#include "BKE_depsgraph.h" -#include "BKE_DerivedMesh.h" -#include "BKE_global.h" -#include "BKE_key.h" -#include "BKE_image.h" -#include "BKE_lattice.h" -#include "BKE_material.h" -#include "BKE_main.h" -#include "BKE_mball.h" -#include "BKE_mesh.h" -#include "BKE_modifier.h" -#include "BKE_node.h" -#include "BKE_object.h" -#include "BKE_particle.h" -#include "BKE_scene.h" - -#include "PIL_time.h" - -#include "envmap.h" -#include "occlusion.h" -#include "pointdensity.h" -#include "voxeldata.h" -#include "render_types.h" -#include "rendercore.h" -#include "renderdatabase.h" -#include "renderpipeline.h" -#include "shadbuf.h" -#include "shading.h" -#include "strand.h" -#include "texture.h" -#include "volume_precache.h" -#include "sss.h" -#include "zbuf.h" -#include "sunsky.h" - -/* 10 times larger than normal epsilon, test it on default nurbs sphere with ray_transp (for quad detection) */ -/* or for checking vertex normal flips */ -#define FLT_EPSILON10 1.19209290e-06F - -/* could enable at some point but for now there are far too many conversions */ -#ifdef __GNUC__ -# pragma GCC diagnostic ignored "-Wdouble-promotion" -#endif - -/* ------------------------------------------------------------------------- */ -/* tool functions/defines for ad hoc simplification and possible future - * cleanup */ -/* ------------------------------------------------------------------------- */ - -#define UVTOINDEX(u, v) (startvlak + (u) * sizev + (v)) -/* - * - * NOTE THAT U/V COORDINATES ARE SOMETIMES SWAPPED !! - * - * ^ ()----p4----p3----() - * | | | | | - * u | | F1 | F2 | - * | | | | - * ()----p1----p2----() - * v -> - */ - -/* ------------------------------------------------------------------------- */ - -#define CD_MASK_RENDER_INTERNAL \ - (CD_MASK_BAREMESH | CD_MASK_MFACE | CD_MASK_MTFACE | CD_MASK_MCOL) - -static void split_v_renderfaces(ObjectRen *obr, int startvlak, int UNUSED(startvert), int UNUSED(usize), int vsize, int uIndex, int UNUSED(cyclu), int cyclv) -{ - int vLen = vsize-1+(!!cyclv); - int v; - - for (v=0; vv2); - - if (cyclv) { - vlr->v2 = vert; - - if (v == vLen - 1) { - vlr_other = RE_findOrAddVlak(obr, startvlak + vLen*uIndex + 0); - vlr_other->v1 = vert; - } - else { - vlr_other = RE_findOrAddVlak(obr, startvlak + vLen*uIndex + v+1); - vlr_other->v1 = vert; - } - } - else { - vlr->v2 = vert; - - if (v < vLen - 1) { - vlr_other = RE_findOrAddVlak(obr, startvlak + vLen*uIndex + v+1); - vlr_other->v1 = vert; - } - - if (v == 0) { - vlr->v1 = RE_vertren_copy(obr, vlr->v1); - } - } - } -} - -/* ------------------------------------------------------------------------- */ -/* Stress, tangents and normals */ -/* ------------------------------------------------------------------------- */ - -static void calc_edge_stress_add(float *accum, VertRen *v1, VertRen *v2) -{ - float len= len_v3v3(v1->co, v2->co)/len_v3v3(v1->orco, v2->orco); - float *acc; - - acc= accum + 2*v1->index; - acc[0]+= len; - acc[1]+= 1.0f; - - acc= accum + 2*v2->index; - acc[0]+= len; - acc[1]+= 1.0f; -} - -static void calc_edge_stress(Render *UNUSED(re), ObjectRen *obr, Mesh *me) -{ - float loc[3], size[3], *accum, *acc, *accumoffs, *stress; - int a; - - if (obr->totvert==0) return; - - BKE_mesh_texspace_get(me, loc, NULL, size); - - accum= MEM_callocN(2*sizeof(float)*obr->totvert, "temp accum for stress"); - - /* de-normalize orco */ - for (a=0; atotvert; a++) { - VertRen *ver= RE_findOrAddVert(obr, a); - if (ver->orco) { - ver->orco[0]= ver->orco[0]*size[0] +loc[0]; - ver->orco[1]= ver->orco[1]*size[1] +loc[1]; - ver->orco[2]= ver->orco[2]*size[2] +loc[2]; - } - } - - /* add stress values */ - accumoffs= accum; /* so we can use vertex index */ - for (a=0; atotvlak; a++) { - VlakRen *vlr= RE_findOrAddVlak(obr, a); - - if (vlr->v1->orco && vlr->v4) { - calc_edge_stress_add(accumoffs, vlr->v1, vlr->v2); - calc_edge_stress_add(accumoffs, vlr->v2, vlr->v3); - calc_edge_stress_add(accumoffs, vlr->v3, vlr->v1); - if (vlr->v4) { - calc_edge_stress_add(accumoffs, vlr->v3, vlr->v4); - calc_edge_stress_add(accumoffs, vlr->v4, vlr->v1); - calc_edge_stress_add(accumoffs, vlr->v2, vlr->v4); - } - } - } - - for (a=0; atotvert; a++) { - VertRen *ver= RE_findOrAddVert(obr, a); - if (ver->orco) { - /* find stress value */ - acc= accumoffs + 2*ver->index; - if (acc[1]!=0.0f) - acc[0]/= acc[1]; - stress= RE_vertren_get_stress(obr, ver, 1); - *stress= *acc; - - /* restore orcos */ - ver->orco[0] = (ver->orco[0]-loc[0])/size[0]; - ver->orco[1] = (ver->orco[1]-loc[1])/size[1]; - ver->orco[2] = (ver->orco[2]-loc[2])/size[2]; - } - } - - MEM_freeN(accum); -} - -/* gets tangent from tface or orco */ -static void calc_tangent_vector(ObjectRen *obr, VlakRen *vlr, int do_tangent) -{ - MTFace *tface= RE_vlakren_get_tface(obr, vlr, obr->actmtface, NULL, 0); - VertRen *v1=vlr->v1, *v2=vlr->v2, *v3=vlr->v3, *v4=vlr->v4; - float tang[3], *tav; - float *uv1, *uv2, *uv3, *uv4; - float uv[4][2]; - - if (tface) { - uv1= tface->uv[0]; - uv2= tface->uv[1]; - uv3= tface->uv[2]; - uv4= tface->uv[3]; - } - else if (v1->orco) { - uv1= uv[0]; uv2= uv[1]; uv3= uv[2]; uv4= uv[3]; - map_to_sphere(&uv[0][0], &uv[0][1], v1->orco[0], v1->orco[1], v1->orco[2]); - map_to_sphere(&uv[1][0], &uv[1][1], v2->orco[0], v2->orco[1], v2->orco[2]); - map_to_sphere(&uv[2][0], &uv[2][1], v3->orco[0], v3->orco[1], v3->orco[2]); - if (v4) - map_to_sphere(&uv[3][0], &uv[3][1], v4->orco[0], v4->orco[1], v4->orco[2]); - } - else return; - - tangent_from_uv_v3(uv1, uv2, uv3, v1->co, v2->co, v3->co, vlr->n, tang); - - if (do_tangent) { - tav= RE_vertren_get_tangent(obr, v1, 1); - add_v3_v3(tav, tang); - tav= RE_vertren_get_tangent(obr, v2, 1); - add_v3_v3(tav, tang); - tav= RE_vertren_get_tangent(obr, v3, 1); - add_v3_v3(tav, tang); - } - - if (v4) { - tangent_from_uv_v3(uv1, uv3, uv4, v1->co, v3->co, v4->co, vlr->n, tang); - - if (do_tangent) { - tav= RE_vertren_get_tangent(obr, v1, 1); - add_v3_v3(tav, tang); - tav= RE_vertren_get_tangent(obr, v3, 1); - add_v3_v3(tav, tang); - tav= RE_vertren_get_tangent(obr, v4, 1); - add_v3_v3(tav, tang); - } - } -} - - - -/**************************************************************** - ************ tangent space generation interface **************** - ****************************************************************/ - -typedef struct { - ObjectRen *obr; - int mtface_index; -} SRenderMeshToTangent; - -/* interface */ -#include "mikktspace.h" - -static int GetNumFaces(const SMikkTSpaceContext *pContext) -{ - SRenderMeshToTangent *pMesh = (SRenderMeshToTangent *) pContext->m_pUserData; - return pMesh->obr->totvlak; -} - -static int GetNumVertsOfFace(const SMikkTSpaceContext *pContext, const int face_num) -{ - SRenderMeshToTangent *pMesh = (SRenderMeshToTangent *) pContext->m_pUserData; - VlakRen *vlr= RE_findOrAddVlak(pMesh->obr, face_num); - return vlr->v4!=NULL ? 4 : 3; -} - -static void GetPosition(const SMikkTSpaceContext *pContext, float r_co[3], const int face_num, const int vert_index) -{ - //assert(vert_index>=0 && vert_index<4); - SRenderMeshToTangent *pMesh = (SRenderMeshToTangent *) pContext->m_pUserData; - VlakRen *vlr= RE_findOrAddVlak(pMesh->obr, face_num); - const float *co = (&vlr->v1)[vert_index]->co; - copy_v3_v3(r_co, co); -} - -static void GetTextureCoordinate(const SMikkTSpaceContext *pContext, float r_uv[2], const int face_num, const int vert_index) -{ - //assert(vert_index>=0 && vert_index<4); - SRenderMeshToTangent *pMesh = (SRenderMeshToTangent *) pContext->m_pUserData; - VlakRen *vlr= RE_findOrAddVlak(pMesh->obr, face_num); - MTFace *tface= RE_vlakren_get_tface(pMesh->obr, vlr, pMesh->mtface_index, NULL, 0); - const float *coord; - - if (tface != NULL) { - coord= tface->uv[vert_index]; - copy_v2_v2(r_uv, coord); - } - else if ((coord = (&vlr->v1)[vert_index]->orco)) { - map_to_sphere(&r_uv[0], &r_uv[1], coord[0], coord[1], coord[2]); - } - else { /* else we get un-initialized value, 0.0 ok default? */ - zero_v2(r_uv); - } -} - -static void GetNormal(const SMikkTSpaceContext *pContext, float r_no[3], const int face_num, const int vert_index) -{ - //assert(vert_index>=0 && vert_index<4); - SRenderMeshToTangent *pMesh = (SRenderMeshToTangent *) pContext->m_pUserData; - VlakRen *vlr= RE_findOrAddVlak(pMesh->obr, face_num); - - if (vlr->flag & ME_SMOOTH) { - const float *n = (&vlr->v1)[vert_index]->n; - copy_v3_v3(r_no, n); - } - else { - negate_v3_v3(r_no, vlr->n); - } -} -static void SetTSpace(const SMikkTSpaceContext *pContext, const float fvTangent[3], const float fSign, const int face_num, const int iVert) -{ - //assert(vert_index>=0 && vert_index<4); - SRenderMeshToTangent *pMesh = (SRenderMeshToTangent *) pContext->m_pUserData; - VlakRen *vlr = RE_findOrAddVlak(pMesh->obr, face_num); - float *ftang = RE_vlakren_get_nmap_tangent(pMesh->obr, vlr, pMesh->mtface_index, true); - if (ftang!=NULL) { - copy_v3_v3(&ftang[iVert*4+0], fvTangent); - ftang[iVert*4+3]=fSign; - } -} - -static void calc_vertexnormals(Render *UNUSED(re), ObjectRen *obr, bool do_vertex_normal, bool do_tangent, bool do_nmap_tangent) -{ - int a; - - /* clear all vertex normals */ - if (do_vertex_normal) { - for (a=0; atotvert; a++) { - VertRen *ver= RE_findOrAddVert(obr, a); - ver->n[0]=ver->n[1]=ver->n[2]= 0.0f; - } - } - - /* calculate cos of angles and point-masses, use as weight factor to - * add face normal to vertex */ - for (a=0; atotvlak; a++) { - VlakRen *vlr= RE_findOrAddVlak(obr, a); - if (do_vertex_normal && vlr->flag & ME_SMOOTH) { - float *n4= (vlr->v4)? vlr->v4->n: NULL; - const float *c4= (vlr->v4)? vlr->v4->co: NULL; - - accumulate_vertex_normals_v3(vlr->v1->n, vlr->v2->n, vlr->v3->n, n4, - vlr->n, vlr->v1->co, vlr->v2->co, vlr->v3->co, c4); - } - if (do_tangent) { - /* tangents still need to be calculated for flat faces too */ - /* weighting removed, they are not vertexnormals */ - calc_tangent_vector(obr, vlr, do_tangent); - } - } - - /* do solid faces */ - for (a=0; atotvlak; a++) { - VlakRen *vlr= RE_findOrAddVlak(obr, a); - - if (do_vertex_normal && (vlr->flag & ME_SMOOTH)==0) { - if (is_zero_v3(vlr->v1->n)) copy_v3_v3(vlr->v1->n, vlr->n); - if (is_zero_v3(vlr->v2->n)) copy_v3_v3(vlr->v2->n, vlr->n); - if (is_zero_v3(vlr->v3->n)) copy_v3_v3(vlr->v3->n, vlr->n); - if (vlr->v4 && is_zero_v3(vlr->v4->n)) copy_v3_v3(vlr->v4->n, vlr->n); - } - } - - /* normalize vertex normals */ - for (a=0; atotvert; a++) { - VertRen *ver= RE_findOrAddVert(obr, a); - normalize_v3(ver->n); - if (do_tangent) { - float *tav= RE_vertren_get_tangent(obr, ver, 0); - if (tav) { - /* orthonorm. */ - const float tdn = dot_v3v3(tav, ver->n); - tav[0] -= ver->n[0]*tdn; - tav[1] -= ver->n[1]*tdn; - tav[2] -= ver->n[2]*tdn; - normalize_v3(tav); - } - } - } - - /* normal mapping tangent with mikktspace */ - if (do_nmap_tangent != false) { - SRenderMeshToTangent mesh2tangent; - SMikkTSpaceContext sContext; - SMikkTSpaceInterface sInterface; - memset(&mesh2tangent, 0, sizeof(SRenderMeshToTangent)); - memset(&sContext, 0, sizeof(SMikkTSpaceContext)); - memset(&sInterface, 0, sizeof(SMikkTSpaceInterface)); - - mesh2tangent.obr = obr; - - sContext.m_pUserData = &mesh2tangent; - sContext.m_pInterface = &sInterface; - sInterface.m_getNumFaces = GetNumFaces; - sInterface.m_getNumVerticesOfFace = GetNumVertsOfFace; - sInterface.m_getPosition = GetPosition; - sInterface.m_getTexCoord = GetTextureCoordinate; - sInterface.m_getNormal = GetNormal; - sInterface.m_setTSpaceBasic = SetTSpace; - - for (a = 0; a < MAX_MTFACE; a++) { - if (obr->tangent_mask & 1 << a) { - mesh2tangent.mtface_index = a; - genTangSpaceDefault(&sContext); - } - } - } -} - -/* ------------------------------------------------------------------------- */ -/* Autosmoothing: */ -/* ------------------------------------------------------------------------- */ - -typedef struct ASvert { - int totface; - ListBase faces; -} ASvert; - -typedef struct ASface { - struct ASface *next, *prev; - VlakRen *vlr[4]; - VertRen *nver[4]; -} ASface; - -static int as_addvert(ASvert *asv, VertRen *v1, VlakRen *vlr) -{ - ASface *asf; - int a = -1; - - if (v1 == NULL) - return a; - - asf = asv->faces.last; - if (asf) { - for (a = 0; a < 4 && asf->vlr[a]; a++) { - } - } - else { - a = 4; - } - - /* new face struct */ - if (a == 4) { - a = 0; - asf = MEM_callocN(sizeof(ASface), "asface"); - BLI_addtail(&asv->faces, asf); - } - - asf->vlr[a] = vlr; - asv->totface++; - - return a; -} - -static VertRen *as_findvertex_lnor(VlakRen *vlr, VertRen *ver, ASvert *asv, const float lnor[3]) -{ - /* return when new vertex already was made, or existing one is OK */ - ASface *asf; - int a; - - /* First face, we can use existing vert and assign it current lnor! */ - if (asv->totface == 1) { - copy_v3_v3(ver->n, lnor); - return ver; - } - - /* In case existing ver has same normal as current lnor, we can simply use it! */ - if (equals_v3v3(lnor, ver->n)) { - return ver; - } - - asf = asv->faces.first; - while (asf) { - for (a = 0; a < 4; a++) { - if (asf->vlr[a] && asf->vlr[a] != vlr) { - /* this face already made a copy for this vertex! */ - if (asf->nver[a]) { - if (equals_v3v3(lnor, asf->nver[a]->n)) { - return asf->nver[a]; - } - } - } - } - asf = asf->next; - } - - return NULL; -} - -static void as_addvert_lnor(ObjectRen *obr, ASvert *asv, VertRen *ver, VlakRen *vlr, const short _lnor[3]) -{ - VertRen *v1; - ASface *asf; - int asf_idx; - float lnor[3]; - - normal_short_to_float_v3(lnor, _lnor); - - asf_idx = as_addvert(asv, ver, vlr); - if (asf_idx < 0) { - return; - } - asf = asv->faces.last; - - /* already made a new vertex within threshold? */ - v1 = as_findvertex_lnor(vlr, ver, asv, lnor); - if (v1 == NULL) { - /* make a new vertex */ - v1 = RE_vertren_copy(obr, ver); - copy_v3_v3(v1->n, lnor); - } - if (v1 != ver) { - asf->nver[asf_idx] = v1; - if (vlr->v1 == ver) vlr->v1 = v1; - if (vlr->v2 == ver) vlr->v2 = v1; - if (vlr->v3 == ver) vlr->v3 = v1; - if (vlr->v4 == ver) vlr->v4 = v1; - } -} - -/* note; autosmooth happens in object space still, after applying autosmooth we rotate */ -/* note2; actually, when original mesh and displist are equal sized, face normals are from original mesh */ -static void autosmooth(Render *UNUSED(re), ObjectRen *obr, float mat[4][4], short (*lnors)[4][3]) -{ - ASvert *asverts; - VertRen *ver; - VlakRen *vlr; - int a, totvert; - - float rot[3][3]; - - /* Note: For normals, we only want rotation, not scaling component. - * Negative scales (aka mirroring) give wrong results, see T44102. */ - if (lnors) { - float mat3[3][3], size[3]; - - copy_m3_m4(mat3, mat); - mat3_to_rot_size(rot, size, mat3); - } - - if (obr->totvert == 0) - return; - - totvert = obr->totvert; - asverts = MEM_callocN(sizeof(ASvert) * totvert, "all smooth verts"); - - if (lnors) { - /* We construct listbase of all vertices and pointers to faces, and add new verts when needed - * (i.e. when existing ones do not share the same (loop)normal). - */ - for (a = 0; a < obr->totvlak; a++, lnors++) { - vlr = RE_findOrAddVlak(obr, a); - /* skip wire faces */ - if (vlr->v2 != vlr->v3) { - as_addvert_lnor(obr, asverts+vlr->v1->index, vlr->v1, vlr, (const short*)lnors[0][0]); - as_addvert_lnor(obr, asverts+vlr->v2->index, vlr->v2, vlr, (const short*)lnors[0][1]); - as_addvert_lnor(obr, asverts+vlr->v3->index, vlr->v3, vlr, (const short*)lnors[0][2]); - if (vlr->v4) - as_addvert_lnor(obr, asverts+vlr->v4->index, vlr->v4, vlr, (const short*)lnors[0][3]); - } - } - } - - /* free */ - for (a = 0; a < totvert; a++) { - BLI_freelistN(&asverts[a].faces); - } - MEM_freeN(asverts); - - /* rotate vertices and calculate normal of faces */ - for (a = 0; a < obr->totvert; a++) { - ver = RE_findOrAddVert(obr, a); - mul_m4_v3(mat, ver->co); - if (lnors) { - mul_m3_v3(rot, ver->n); - negate_v3(ver->n); - } - } - for (a = 0; a < obr->totvlak; a++) { - vlr = RE_findOrAddVlak(obr, a); - - /* skip wire faces */ - if (vlr->v2 != vlr->v3) { - if (vlr->v4) - normal_quad_v3(vlr->n, vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co); - else - normal_tri_v3(vlr->n, vlr->v3->co, vlr->v2->co, vlr->v1->co); - } - } -} - -/* ------------------------------------------------------------------------- */ -/* Orco hash and Materials */ -/* ------------------------------------------------------------------------- */ - -static float *get_object_orco(Render *re, void *ob) -{ - if (!re->orco_hash) { - return NULL; - } - - return BLI_ghash_lookup(re->orco_hash, ob); -} - -static void set_object_orco(Render *re, void *ob, float *orco) -{ - if (!re->orco_hash) - re->orco_hash = BLI_ghash_ptr_new("set_object_orco gh"); - - BLI_ghash_insert(re->orco_hash, ob, orco); -} - -static void free_mesh_orco_hash(Render *re) -{ - if (re->orco_hash) { - BLI_ghash_free(re->orco_hash, NULL, MEM_freeN); - re->orco_hash = NULL; - } -} - -static void check_material_mapto(Material *ma) -{ - int a; - ma->mapto_textured = 0; - - /* cache which inputs are actually textured. - * this can avoid a bit of time spent iterating through all the texture slots, map inputs and map tos - * every time a property which may or may not be textured is accessed */ - - for (a=0; amtex[a] && ma->mtex[a]->tex) { - /* currently used only in volume render, so we'll check for those flags */ - if (ma->mtex[a]->mapto & MAP_DENSITY) ma->mapto_textured |= MAP_DENSITY; - if (ma->mtex[a]->mapto & MAP_EMISSION) ma->mapto_textured |= MAP_EMISSION; - if (ma->mtex[a]->mapto & MAP_EMISSION_COL) ma->mapto_textured |= MAP_EMISSION_COL; - if (ma->mtex[a]->mapto & MAP_SCATTERING) ma->mapto_textured |= MAP_SCATTERING; - if (ma->mtex[a]->mapto & MAP_TRANSMISSION_COL) ma->mapto_textured |= MAP_TRANSMISSION_COL; - if (ma->mtex[a]->mapto & MAP_REFLECTION) ma->mapto_textured |= MAP_REFLECTION; - if (ma->mtex[a]->mapto & MAP_REFLECTION_COL) ma->mapto_textured |= MAP_REFLECTION_COL; - } - } -} -static void flag_render_node_material(Render *re, bNodeTree *ntree) -{ - bNode *node; - - for (node = ntree->nodes.first; node; node = node->next) { - if (node->id) { - if (GS(node->id->name)==ID_MA) { - Material *ma= (Material *)node->id; - - if ((ma->mode & MA_TRANSP) && (ma->mode & MA_ZTRANSP)) - re->flag |= R_ZTRA; - - ma->flag |= MA_IS_USED; - } - else if (node->type==NODE_GROUP) - flag_render_node_material(re, (bNodeTree *)node->id); - } - } -} - -static Material *give_render_material(Render *re, Object *ob, short nr) -{ - extern Material defmaterial; /* material.c */ - Material *ma; - - ma= give_current_material(ob, nr); - if (ma==NULL) - ma= &defmaterial; - - if (re->r.mode & R_SPEED) ma->texco |= NEED_UV; - - if (ma->material_type == MA_TYPE_VOLUME) { - ma->mode |= MA_TRANSP; - ma->mode &= ~MA_SHADBUF; - } - if ((ma->mode & MA_TRANSP) && (ma->mode & MA_ZTRANSP)) - re->flag |= R_ZTRA; - - /* for light groups and SSS */ - ma->flag |= MA_IS_USED; - - if (ma->nodetree && ma->use_nodes) - flag_render_node_material(re, ma->nodetree); - - check_material_mapto(ma); - - return ma; -} - -/* ------------------------------------------------------------------------- */ -/* Particles */ -/* ------------------------------------------------------------------------- */ -typedef struct ParticleStrandData { - struct MCol *mcol; - float *orco, *uvco, *surfnor; - float time, adapt_angle, adapt_pix, size; - int totuv, totcol; - int first, line, adapt, override_uv; -} -ParticleStrandData; -/* future thread problem... */ -static void static_particle_strand(Render *re, ObjectRen *obr, Material *ma, ParticleStrandData *sd, const float vec[3], const float vec1[3]) -{ - static VertRen *v1= NULL, *v2= NULL; - VlakRen *vlr= NULL; - float nor[3], cross[3], crosslen, w, dx, dy, width; - static float anor[3], avec[3]; - int flag, i; - static int second=0; - - sub_v3_v3v3(nor, vec, vec1); - normalize_v3(nor); /* nor needed as tangent */ - cross_v3_v3v3(cross, vec, nor); - - /* turn cross in pixelsize */ - w= vec[2]*re->winmat[2][3] + re->winmat[3][3]; - dx= re->winx*cross[0]*re->winmat[0][0]; - dy= re->winy*cross[1]*re->winmat[1][1]; - w = sqrtf(dx * dx + dy * dy) / w; - - if (w!=0.0f) { - float fac; - if (ma->strand_ease!=0.0f) { - if (ma->strand_ease<0.0f) - fac= pow(sd->time, 1.0f+ma->strand_ease); - else - fac= pow(sd->time, 1.0f/(1.0f-ma->strand_ease)); - } - else fac= sd->time; - - width= ((1.0f-fac)*ma->strand_sta + (fac)*ma->strand_end); - - /* use actual Blender units for strand width and fall back to minimum width */ - if (ma->mode & MA_STR_B_UNITS) { - crosslen= len_v3(cross); - w= 2.0f*crosslen*ma->strand_min/w; - - if (width < w) - width= w; - - /*cross is the radius of the strand so we want it to be half of full width */ - mul_v3_fl(cross, 0.5f/crosslen); - } - else - width/=w; - - mul_v3_fl(cross, width); - } - - if (ma->mode & MA_TANGENT_STR) - flag= R_SMOOTH|R_TANGENT; - else - flag= R_SMOOTH; - - /* only 1 pixel wide strands filled in as quads now, otherwise zbuf errors */ - if (ma->strand_sta==1.0f) - flag |= R_STRAND; - - /* single face line */ - if (sd->line) { - vlr= RE_findOrAddVlak(obr, obr->totvlak++); - vlr->flag= flag; - vlr->v1= RE_findOrAddVert(obr, obr->totvert++); - vlr->v2= RE_findOrAddVert(obr, obr->totvert++); - vlr->v3= RE_findOrAddVert(obr, obr->totvert++); - vlr->v4= RE_findOrAddVert(obr, obr->totvert++); - - copy_v3_v3(vlr->v1->co, vec); - add_v3_v3(vlr->v1->co, cross); - copy_v3_v3(vlr->v1->n, nor); - vlr->v1->orco= sd->orco; - vlr->v1->accum = -1.0f; /* accum abuse for strand texco */ - - copy_v3_v3(vlr->v2->co, vec); - sub_v3_v3v3(vlr->v2->co, vlr->v2->co, cross); - copy_v3_v3(vlr->v2->n, nor); - vlr->v2->orco= sd->orco; - vlr->v2->accum= vlr->v1->accum; - - copy_v3_v3(vlr->v4->co, vec1); - add_v3_v3(vlr->v4->co, cross); - copy_v3_v3(vlr->v4->n, nor); - vlr->v4->orco= sd->orco; - vlr->v4->accum = 1.0f; /* accum abuse for strand texco */ - - copy_v3_v3(vlr->v3->co, vec1); - sub_v3_v3v3(vlr->v3->co, vlr->v3->co, cross); - copy_v3_v3(vlr->v3->n, nor); - vlr->v3->orco= sd->orco; - vlr->v3->accum= vlr->v4->accum; - - normal_quad_v3(vlr->n, vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co); - - vlr->mat= ma; - vlr->ec= ME_V2V3; - - if (sd->surfnor) { - float *snor= RE_vlakren_get_surfnor(obr, vlr, 1); - copy_v3_v3(snor, sd->surfnor); - } - - if (sd->uvco) { - for (i=0; itotuv; i++) { - MTFace *mtf; - mtf=RE_vlakren_get_tface(obr, vlr, i, NULL, 1); - mtf->uv[0][0]=mtf->uv[1][0]= - mtf->uv[2][0]=mtf->uv[3][0]=(sd->uvco+2*i)[0]; - mtf->uv[0][1]=mtf->uv[1][1]= - mtf->uv[2][1]=mtf->uv[3][1]=(sd->uvco+2*i)[1]; - } - if (sd->override_uv>=0) { - MTFace *mtf; - mtf=RE_vlakren_get_tface(obr, vlr, sd->override_uv, NULL, 0); - - mtf->uv[0][0]=mtf->uv[3][0]=0.0f; - mtf->uv[1][0]=mtf->uv[2][0]=1.0f; - - mtf->uv[0][1]=mtf->uv[1][1]=0.0f; - mtf->uv[2][1]=mtf->uv[3][1]=1.0f; - } - } - if (sd->mcol) { - for (i=0; itotcol; i++) { - MCol *mc; - mc=RE_vlakren_get_mcol(obr, vlr, i, NULL, 1); - mc[0]=mc[1]=mc[2]=mc[3]=sd->mcol[i]; - mc[0]=mc[1]=mc[2]=mc[3]=sd->mcol[i]; - } - } - } - /* first two vertices of a strand */ - else if (sd->first) { - if (sd->adapt) { - copy_v3_v3(anor, nor); - copy_v3_v3(avec, vec); - second=1; - } - - v1= RE_findOrAddVert(obr, obr->totvert++); - v2= RE_findOrAddVert(obr, obr->totvert++); - - copy_v3_v3(v1->co, vec); - add_v3_v3(v1->co, cross); - copy_v3_v3(v1->n, nor); - v1->orco= sd->orco; - v1->accum = -1.0f; /* accum abuse for strand texco */ - - copy_v3_v3(v2->co, vec); - sub_v3_v3v3(v2->co, v2->co, cross); - copy_v3_v3(v2->n, nor); - v2->orco= sd->orco; - v2->accum= v1->accum; - } - /* more vertices & faces to strand */ - else { - if (sd->adapt==0 || second) { - vlr= RE_findOrAddVlak(obr, obr->totvlak++); - vlr->flag= flag; - vlr->v1= v1; - vlr->v2= v2; - vlr->v3= RE_findOrAddVert(obr, obr->totvert++); - vlr->v4= RE_findOrAddVert(obr, obr->totvert++); - - v1= vlr->v4; /* cycle */ - v2= vlr->v3; /* cycle */ - - - if (sd->adapt) { - second=0; - copy_v3_v3(anor, nor); - copy_v3_v3(avec, vec); - } - - } - else if (sd->adapt) { - float dvec[3], pvec[3]; - sub_v3_v3v3(dvec, avec, vec); - project_v3_v3v3(pvec, dvec, vec); - sub_v3_v3v3(dvec, dvec, pvec); - - w= vec[2]*re->winmat[2][3] + re->winmat[3][3]; - dx= re->winx*dvec[0]*re->winmat[0][0]/w; - dy= re->winy*dvec[1]*re->winmat[1][1]/w; - w = sqrtf(dx * dx + dy * dy); - if (dot_v3v3(anor, nor)adapt_angle && w>sd->adapt_pix) { - vlr= RE_findOrAddVlak(obr, obr->totvlak++); - vlr->flag= flag; - vlr->v1= v1; - vlr->v2= v2; - vlr->v3= RE_findOrAddVert(obr, obr->totvert++); - vlr->v4= RE_findOrAddVert(obr, obr->totvert++); - - v1= vlr->v4; /* cycle */ - v2= vlr->v3; /* cycle */ - - copy_v3_v3(anor, nor); - copy_v3_v3(avec, vec); - } - else { - vlr= RE_findOrAddVlak(obr, obr->totvlak-1); - } - } - - copy_v3_v3(vlr->v4->co, vec); - add_v3_v3(vlr->v4->co, cross); - copy_v3_v3(vlr->v4->n, nor); - vlr->v4->orco= sd->orco; - vlr->v4->accum= -1.0f + 2.0f * sd->time; /* accum abuse for strand texco */ - - copy_v3_v3(vlr->v3->co, vec); - sub_v3_v3v3(vlr->v3->co, vlr->v3->co, cross); - copy_v3_v3(vlr->v3->n, nor); - vlr->v3->orco= sd->orco; - vlr->v3->accum= vlr->v4->accum; - - normal_quad_v3(vlr->n, vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co); - - vlr->mat= ma; - vlr->ec= ME_V2V3; - - if (sd->surfnor) { - float *snor= RE_vlakren_get_surfnor(obr, vlr, 1); - copy_v3_v3(snor, sd->surfnor); - } - - if (sd->uvco) { - for (i=0; itotuv; i++) { - MTFace *mtf; - mtf=RE_vlakren_get_tface(obr, vlr, i, NULL, 1); - mtf->uv[0][0]=mtf->uv[1][0]= - mtf->uv[2][0]=mtf->uv[3][0]=(sd->uvco+2*i)[0]; - mtf->uv[0][1]=mtf->uv[1][1]= - mtf->uv[2][1]=mtf->uv[3][1]=(sd->uvco+2*i)[1]; - } - if (sd->override_uv>=0) { - MTFace *mtf; - mtf=RE_vlakren_get_tface(obr, vlr, sd->override_uv, NULL, 0); - - mtf->uv[0][0]=mtf->uv[3][0]=0.0f; - mtf->uv[1][0]=mtf->uv[2][0]=1.0f; - - mtf->uv[0][1]=mtf->uv[1][1]=(vlr->v1->accum+1.0f)/2.0f; - mtf->uv[2][1]=mtf->uv[3][1]=(vlr->v3->accum+1.0f)/2.0f; - } - } - if (sd->mcol) { - for (i=0; itotcol; i++) { - MCol *mc; - mc=RE_vlakren_get_mcol(obr, vlr, i, NULL, 1); - mc[0]=mc[1]=mc[2]=mc[3]=sd->mcol[i]; - mc[0]=mc[1]=mc[2]=mc[3]=sd->mcol[i]; - } - } - } -} - -static void static_particle_wire(ObjectRen *obr, Material *ma, const float vec[3], const float vec1[3], int first, int line) -{ - VlakRen *vlr; - static VertRen *v1; - - if (line) { - vlr= RE_findOrAddVlak(obr, obr->totvlak++); - vlr->v1= RE_findOrAddVert(obr, obr->totvert++); - vlr->v2= RE_findOrAddVert(obr, obr->totvert++); - vlr->v3= vlr->v2; - vlr->v4= NULL; - - copy_v3_v3(vlr->v1->co, vec); - copy_v3_v3(vlr->v2->co, vec1); - - sub_v3_v3v3(vlr->n, vec, vec1); - normalize_v3(vlr->n); - copy_v3_v3(vlr->v1->n, vlr->n); - copy_v3_v3(vlr->v2->n, vlr->n); - - vlr->mat= ma; - vlr->ec= ME_V1V2; - - } - else if (first) { - v1= RE_findOrAddVert(obr, obr->totvert++); - copy_v3_v3(v1->co, vec); - } - else { - vlr= RE_findOrAddVlak(obr, obr->totvlak++); - vlr->v1= v1; - vlr->v2= RE_findOrAddVert(obr, obr->totvert++); - vlr->v3= vlr->v2; - vlr->v4= NULL; - - v1= vlr->v2; /* cycle */ - copy_v3_v3(v1->co, vec); - - sub_v3_v3v3(vlr->n, vec, vec1); - normalize_v3(vlr->n); - copy_v3_v3(v1->n, vlr->n); - - vlr->mat= ma; - vlr->ec= ME_V1V2; - } - -} - -static void particle_curve(Render *re, ObjectRen *obr, DerivedMesh *dm, Material *ma, ParticleStrandData *sd, - const float loc[3], const float loc1[3], int seed, float *pa_co) -{ - HaloRen *har = NULL; - - if (ma->material_type == MA_TYPE_WIRE) - static_particle_wire(obr, ma, loc, loc1, sd->first, sd->line); - else if (ma->material_type == MA_TYPE_HALO) { - har= RE_inithalo_particle(re, obr, dm, ma, loc, loc1, sd->orco, sd->uvco, sd->size, 1.0, seed, pa_co); - if (har) har->lay= obr->ob->lay; - } - else - static_particle_strand(re, obr, ma, sd, loc, loc1); -} -static void particle_billboard(Render *re, ObjectRen *obr, Material *ma, ParticleBillboardData *bb) -{ - VlakRen *vlr; - MTFace *mtf; - float xvec[3], yvec[3], zvec[3], bb_center[3]; - /* Number of tiles */ - int totsplit = bb->uv_split * bb->uv_split; - int tile, x, y; - /* Tile offsets */ - float uvx = 0.0f, uvy = 0.0f, uvdx = 1.0f, uvdy = 1.0f, time = 0.0f; - - vlr= RE_findOrAddVlak(obr, obr->totvlak++); - vlr->v1= RE_findOrAddVert(obr, obr->totvert++); - vlr->v2= RE_findOrAddVert(obr, obr->totvert++); - vlr->v3= RE_findOrAddVert(obr, obr->totvert++); - vlr->v4= RE_findOrAddVert(obr, obr->totvert++); - - psys_make_billboard(bb, xvec, yvec, zvec, bb_center); - - add_v3_v3v3(vlr->v1->co, bb_center, xvec); - add_v3_v3(vlr->v1->co, yvec); - mul_m4_v3(re->viewmat, vlr->v1->co); - - sub_v3_v3v3(vlr->v2->co, bb_center, xvec); - add_v3_v3(vlr->v2->co, yvec); - mul_m4_v3(re->viewmat, vlr->v2->co); - - sub_v3_v3v3(vlr->v3->co, bb_center, xvec); - sub_v3_v3v3(vlr->v3->co, vlr->v3->co, yvec); - mul_m4_v3(re->viewmat, vlr->v3->co); - - add_v3_v3v3(vlr->v4->co, bb_center, xvec); - sub_v3_v3(vlr->v4->co, yvec); - mul_m4_v3(re->viewmat, vlr->v4->co); - - normal_quad_v3(vlr->n, vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co); - copy_v3_v3(vlr->v1->n, vlr->n); - copy_v3_v3(vlr->v2->n, vlr->n); - copy_v3_v3(vlr->v3->n, vlr->n); - copy_v3_v3(vlr->v4->n, vlr->n); - - vlr->mat= ma; - vlr->ec= ME_V2V3; - - if (bb->uv_split > 1) { - uvdx = uvdy = 1.0f / (float)bb->uv_split; - - if (ELEM(bb->anim, PART_BB_ANIM_AGE, PART_BB_ANIM_FRAME)) { - if (bb->anim == PART_BB_ANIM_FRAME) - time = ((int)(bb->time * bb->lifetime) % totsplit)/(float)totsplit; - else - time = bb->time; - } - else if (bb->anim == PART_BB_ANIM_ANGLE) { - if (bb->align == PART_BB_VIEW) { - time = (float)fmod((bb->tilt + 1.0f) / 2.0f, 1.0); - } - else { - float axis1[3] = {0.0f, 0.0f, 0.0f}; - float axis2[3] = {0.0f, 0.0f, 0.0f}; - - axis1[(bb->align + 1) % 3] = 1.0f; - axis2[(bb->align + 2) % 3] = 1.0f; - - if (bb->lock == 0) { - zvec[bb->align] = 0.0f; - normalize_v3(zvec); - } - - time = saacos(dot_v3v3(zvec, axis1)) / (float)M_PI; - - if (dot_v3v3(zvec, axis2) < 0.0f) - time = 1.0f - time / 2.0f; - else - time /= 2.0f; - } - } - - if (bb->split_offset == PART_BB_OFF_LINEAR) - time = (float)fmod(time + (float)bb->num / (float)totsplit, 1.0f); - else if (bb->split_offset==PART_BB_OFF_RANDOM) - time = (float)fmod(time + bb->random, 1.0f); - - /* Find the coordinates in tile space (integer), then convert to UV - * space (float). Note that Y is flipped. */ - tile = (int)((time + FLT_EPSILON10) * totsplit); - x = tile % bb->uv_split; - y = tile / bb->uv_split; - y = (bb->uv_split - 1) - y; - uvx = uvdx * x; - uvy = uvdy * y; - } - - /* normal UVs */ - if (bb->uv[0] >= 0) { - mtf = RE_vlakren_get_tface(obr, vlr, bb->uv[0], NULL, 1); - mtf->uv[0][0] = 1.0f; - mtf->uv[0][1] = 1.0f; - mtf->uv[1][0] = 0.0f; - mtf->uv[1][1] = 1.0f; - mtf->uv[2][0] = 0.0f; - mtf->uv[2][1] = 0.0f; - mtf->uv[3][0] = 1.0f; - mtf->uv[3][1] = 0.0f; - } - - /* time-index UVs */ - if (bb->uv[1] >= 0) { - mtf = RE_vlakren_get_tface(obr, vlr, bb->uv[1], NULL, 1); - mtf->uv[0][0] = mtf->uv[1][0] = mtf->uv[2][0] = mtf->uv[3][0] = bb->time; - mtf->uv[0][1] = mtf->uv[1][1] = mtf->uv[2][1] = mtf->uv[3][1] = (float)bb->num/(float)bb->totnum; - } - - /* split UVs */ - if (bb->uv_split > 1 && bb->uv[2] >= 0) { - mtf = RE_vlakren_get_tface(obr, vlr, bb->uv[2], NULL, 1); - mtf->uv[0][0] = uvx + uvdx; - mtf->uv[0][1] = uvy + uvdy; - mtf->uv[1][0] = uvx; - mtf->uv[1][1] = uvy + uvdy; - mtf->uv[2][0] = uvx; - mtf->uv[2][1] = uvy; - mtf->uv[3][0] = uvx + uvdx; - mtf->uv[3][1] = uvy; - } -} -static void particle_normal_ren(short ren_as, ParticleSettings *part, Render *re, ObjectRen *obr, DerivedMesh *dm, Material *ma, ParticleStrandData *sd, ParticleBillboardData *bb, ParticleKey *state, int seed, float hasize, float *pa_co) -{ - float loc[3], loc0[3], loc1[3], vel[3]; - - copy_v3_v3(loc, state->co); - - if (ren_as != PART_DRAW_BB) - mul_m4_v3(re->viewmat, loc); - - switch (ren_as) { - case PART_DRAW_LINE: - sd->line = 1; - sd->time = 0.0f; - sd->size = hasize; - - mul_v3_mat3_m4v3(vel, re->viewmat, state->vel); - normalize_v3(vel); - - if (part->draw & PART_DRAW_VEL_LENGTH) - mul_v3_fl(vel, len_v3(state->vel)); - - madd_v3_v3v3fl(loc0, loc, vel, -part->draw_line[0]); - madd_v3_v3v3fl(loc1, loc, vel, part->draw_line[1]); - - particle_curve(re, obr, dm, ma, sd, loc0, loc1, seed, pa_co); - - break; - - case PART_DRAW_BB: - - copy_v3_v3(bb->vec, loc); - copy_v3_v3(bb->vel, state->vel); - - particle_billboard(re, obr, ma, bb); - - break; - - default: - { - HaloRen *har = NULL; - - har = RE_inithalo_particle(re, obr, dm, ma, loc, NULL, sd->orco, sd->uvco, hasize, 0.0, seed, pa_co); - - if (har) har->lay= obr->ob->lay; - - break; - } - } -} -static void get_particle_uvco_mcol(short from, DerivedMesh *dm, float *fuv, int num, ParticleStrandData *sd) -{ - int i; - - /* get uvco */ - if (sd->uvco && ELEM(from, PART_FROM_FACE, PART_FROM_VOLUME)) { - for (i=0; itotuv; i++) { - if (!ELEM(num, DMCACHE_NOTFOUND, DMCACHE_ISCHILD)) { - MFace *mface = dm->getTessFaceData(dm, num, CD_MFACE); - MTFace *mtface = (MTFace*)CustomData_get_layer_n(&dm->faceData, CD_MTFACE, i); - mtface += num; - - psys_interpolate_uvs(mtface, mface->v4, fuv, sd->uvco + 2 * i); - } - else { - sd->uvco[2*i] = 0.0f; - sd->uvco[2*i + 1] = 0.0f; - } - } - } - - /* get mcol */ - if (sd->mcol && ELEM(from, PART_FROM_FACE, PART_FROM_VOLUME)) { - for (i=0; itotcol; i++) { - if (!ELEM(num, DMCACHE_NOTFOUND, DMCACHE_ISCHILD)) { - MFace *mface = dm->getTessFaceData(dm, num, CD_MFACE); - MCol *mc = (MCol*)CustomData_get_layer_n(&dm->faceData, CD_MCOL, i); - mc += num * 4; - - psys_interpolate_mcol(mc, mface->v4, fuv, sd->mcol + i); - } - else - memset(&sd->mcol[i], 0, sizeof(MCol)); - } - } -} -static int render_new_particle_system(Render *re, ObjectRen *obr, ParticleSystem *psys, int timeoffset) -{ - Object *ob= obr->ob; -// Object *tob=0; - Material *ma = NULL; - ParticleSystemModifierData *psmd; - ParticleSystem *tpsys = NULL; - ParticleSettings *part, *tpart = NULL; - ParticleData *pars, *pa = NULL, *tpa = NULL; - ParticleKey *states = NULL; - ParticleKey state; - ParticleCacheKey *cache = NULL; - ParticleBillboardData bb; - ParticleSimulationData sim = {NULL}; - ParticleStrandData sd; - StrandBuffer *strandbuf = NULL; - StrandVert *svert = NULL; - StrandBound *sbound = NULL; - StrandRen *strand = NULL; - RNG *rng = NULL; - float loc[3], loc1[3], loc0[3], mat[4][4], nmat[3][3], co[3], nor[3], duplimat[4][4]; - float strandlen=0.0f, curlen=0.0f; - float hasize, pa_size, r_tilt, r_length; - float pa_time, pa_birthtime, pa_dietime; - float random, simplify[2], pa_co[3]; - const float cfra= BKE_scene_frame_get(re->scene); - int i, a, k, max_k=0, totpart; - bool do_simplify = false, do_surfacecache = false, use_duplimat = false; - int totchild=0, step_nbr; - int seed, path_nbr=0, orco1=0, num; - int totface; - - const int *index_mf_to_mpoly = NULL; - const int *index_mp_to_orig = NULL; - -/* 1. check that everything is ok & updated */ - if (psys==NULL) - return 0; - - part=psys->part; - pars=psys->particles; - - if (part==NULL || pars==NULL || !psys_check_enabled(ob, psys, G.is_rendering)) - return 0; - - if (part->ren_as==PART_DRAW_OB || part->ren_as==PART_DRAW_GR || part->ren_as==PART_DRAW_NOT) - return 1; - - if ((re->r.scemode & R_VIEWPORT_PREVIEW) && (ob->mode & OB_MODE_PARTICLE_EDIT)) - return 0; - - if (part->ren_as == PART_DRAW_BB && part->bb_ob == NULL && RE_GetCamera(re) == NULL) - return 0; - -/* 2. start initializing things */ - - /* last possibility to bail out! */ - psmd = psys_get_modifier(ob, psys); - if (!(psmd->modifier.mode & eModifierMode_Render)) - return 0; - - sim.scene= re->scene; - sim.ob= ob; - sim.psys= psys; - sim.psmd= psmd; - - if (part->phystype==PART_PHYS_KEYED) - psys_count_keyed_targets(&sim); - - totchild=psys->totchild; - - /* can happen for disconnected/global hair */ - if (part->type==PART_HAIR && !psys->childcache) - totchild= 0; - - if (re->r.scemode & R_VIEWPORT_PREVIEW) { /* preview render */ - totchild = (int)((float)totchild * (float)part->disp / 100.0f); - step_nbr = 1 << part->draw_step; - } - else { - step_nbr = 1 << part->ren_step; - } - if (ELEM(part->kink, PART_KINK_SPIRAL)) - step_nbr += part->kink_extra_steps; - - psys->flag |= PSYS_DRAWING; - - rng= BLI_rng_new(psys->seed); - - totpart=psys->totpart; - - memset(&sd, 0, sizeof(ParticleStrandData)); - sd.override_uv = -1; - -/* 2.1 setup material stff */ - ma= give_render_material(re, ob, part->omat); - -#if 0 /* XXX old animation system */ - if (ma->ipo) { - calc_ipo(ma->ipo, cfra); - execute_ipo((ID *)ma, ma->ipo); - } -#endif /* XXX old animation system */ - - hasize = ma->hasize; - seed = ma->seed1; - - re->flag |= R_HALO; - - RE_set_customdata_names(obr, &psmd->dm_final->faceData); - sd.totuv = CustomData_number_of_layers(&psmd->dm_final->faceData, CD_MTFACE); - sd.totcol = CustomData_number_of_layers(&psmd->dm_final->faceData, CD_MCOL); - - if (ma->texco & TEXCO_UV && sd.totuv) { - sd.uvco = MEM_callocN(sd.totuv * 2 * sizeof(float), "particle_uvs"); - - if (ma->strand_uvname[0]) { - sd.override_uv = CustomData_get_named_layer_index(&psmd->dm_final->faceData, CD_MTFACE, ma->strand_uvname); - sd.override_uv -= CustomData_get_layer_index(&psmd->dm_final->faceData, CD_MTFACE); - } - } - else - sd.uvco = NULL; - - if (sd.totcol) - sd.mcol = MEM_callocN(sd.totcol * sizeof(MCol), "particle_mcols"); - -/* 2.2 setup billboards */ - if (part->ren_as == PART_DRAW_BB) { - int first_uv = CustomData_get_layer_index(&psmd->dm_final->faceData, CD_MTFACE); - - bb.uv[0] = CustomData_get_named_layer_index(&psmd->dm_final->faceData, CD_MTFACE, psys->bb_uvname[0]); - if (bb.uv[0] < 0) - bb.uv[0] = CustomData_get_active_layer_index(&psmd->dm_final->faceData, CD_MTFACE); - - bb.uv[1] = CustomData_get_named_layer_index(&psmd->dm_final->faceData, CD_MTFACE, psys->bb_uvname[1]); - - bb.uv[2] = CustomData_get_named_layer_index(&psmd->dm_final->faceData, CD_MTFACE, psys->bb_uvname[2]); - - if (first_uv >= 0) { - bb.uv[0] -= first_uv; - bb.uv[1] -= first_uv; - bb.uv[2] -= first_uv; - } - - bb.align = part->bb_align; - bb.anim = part->bb_anim; - bb.lock = part->draw & PART_DRAW_BB_LOCK; - bb.ob = (part->bb_ob ? part->bb_ob : RE_GetCamera(re)); - bb.split_offset = part->bb_split_offset; - bb.totnum = totpart+totchild; - bb.uv_split = part->bb_uv_split; - } - -/* 2.5 setup matrices */ - mul_m4_m4m4(mat, re->viewmat, ob->obmat); - invert_m4_m4(ob->imat, mat); /* need to be that way, for imat texture */ - transpose_m3_m4(nmat, ob->imat); - - if (psys->flag & PSYS_USE_IMAT) { - /* psys->imat is the original emitter's inverse matrix, ob->obmat is the duplicated object's matrix */ - mul_m4_m4m4(duplimat, ob->obmat, psys->imat); - use_duplimat = true; - } - -/* 2.6 setup strand rendering */ - if (part->ren_as == PART_DRAW_PATH && psys->pathcache) { - path_nbr = step_nbr; - - if (path_nbr) { - if (!ELEM(ma->material_type, MA_TYPE_HALO, MA_TYPE_WIRE)) { - sd.orco = get_object_orco(re, psys); - if (!sd.orco) { - sd.orco = MEM_mallocN(3*sizeof(float)*(totpart+totchild), "particle orcos"); - set_object_orco(re, psys, sd.orco); - } - } - } - - if (part->draw & PART_DRAW_REN_ADAPT) { - sd.adapt = 1; - sd.adapt_pix = (float)part->adapt_pix; - sd.adapt_angle = cosf(DEG2RADF((float)part->adapt_angle)); - } - - if (part->draw & PART_DRAW_REN_STRAND) { - strandbuf= RE_addStrandBuffer(obr, (totpart+totchild)*(path_nbr+1)); - strandbuf->ma= ma; - strandbuf->lay= ob->lay; - copy_m4_m4(strandbuf->winmat, re->winmat); - strandbuf->winx= re->winx; - strandbuf->winy= re->winy; - strandbuf->maxdepth= 2; - strandbuf->adaptcos= cosf(DEG2RADF((float)part->adapt_angle)); - strandbuf->overrideuv= sd.override_uv; - strandbuf->minwidth= ma->strand_min; - - if (ma->strand_widthfade == 0.0f) - strandbuf->widthfade= -1.0f; - else if (ma->strand_widthfade >= 1.0f) - strandbuf->widthfade= 2.0f - ma->strand_widthfade; - else - strandbuf->widthfade= 1.0f/MAX2(ma->strand_widthfade, 1e-5f); - - if (part->flag & PART_HAIR_BSPLINE) - strandbuf->flag |= R_STRAND_BSPLINE; - if (ma->mode & MA_STR_B_UNITS) - strandbuf->flag |= R_STRAND_B_UNITS; - - svert= strandbuf->vert; - - if (re->r.mode & R_SPEED) - do_surfacecache = true; - else if ((re->wrld.mode & (WO_AMB_OCC|WO_ENV_LIGHT|WO_INDIRECT_LIGHT)) && (re->wrld.ao_gather_method == WO_AOGATHER_APPROX)) - if (ma->amb != 0.0f) - do_surfacecache = true; - - totface= psmd->dm_final->getNumTessFaces(psmd->dm_final); - index_mf_to_mpoly = psmd->dm_final->getTessFaceDataArray(psmd->dm_final, CD_ORIGINDEX); - index_mp_to_orig = psmd->dm_final->getPolyDataArray(psmd->dm_final, CD_ORIGINDEX); - if (index_mf_to_mpoly == NULL) { - index_mp_to_orig = NULL; - } - for (a=0; atotbound = max_ii(strandbuf->totbound, (index_mf_to_mpoly) ? DM_origindex_mface_mpoly(index_mf_to_mpoly, index_mp_to_orig, a): a); - - strandbuf->totbound++; - strandbuf->bound= MEM_callocN(sizeof(StrandBound)*strandbuf->totbound, "StrandBound"); - sbound= strandbuf->bound; - sbound->start= sbound->end= 0; - } - } - - if (sd.orco == NULL) { - sd.orco = MEM_mallocN(3 * sizeof(float), "particle orco"); - orco1 = 1; - } - - if (path_nbr == 0) - psys->lattice_deform_data = psys_create_lattice_deform_data(&sim); - -/* 3. start creating renderable things */ - for (a=0, pa=pars; aflag & PARS_UNEXIST) continue; - - pa_time=(cfra-pa->time)/pa->lifetime; - pa_birthtime = pa->time; - pa_dietime = pa->dietime; - - hasize = ma->hasize; - - /* XXX 'tpsys' is alwyas NULL, this code won't run! */ - /* get orco */ - if (tpsys && part->phystype == PART_PHYS_NO) { - tpa = tpsys->particles + pa->num; - psys_particle_on_emitter( - psmd, - tpart->from, tpa->num, pa->num_dmcache, tpa->fuv, - tpa->foffset, co, nor, NULL, NULL, sd.orco, NULL); - } - else { - psys_particle_on_emitter( - psmd, - part->from, pa->num, pa->num_dmcache, - pa->fuv, pa->foffset, co, nor, NULL, NULL, sd.orco, NULL); - } - - /* get uvco & mcol */ - num= pa->num_dmcache; - - if (num == DMCACHE_NOTFOUND) - if (pa->num < psmd->dm_final->getNumTessFaces(psmd->dm_final)) - num= pa->num; - - get_particle_uvco_mcol(part->from, psmd->dm_final, pa->fuv, num, &sd); - - pa_size = pa->size; - - r_tilt = 2.0f*(psys_frand(psys, a) - 0.5f); - r_length = psys_frand(psys, a+1); - - if (path_nbr) { - cache = psys->pathcache[a]; - max_k = (int)cache->segments; - } - - if (totchild && (part->draw&PART_DRAW_PARENT)==0) continue; - } - else { - ChildParticle *cpa= psys->child+a-totpart; - - if (path_nbr) { - cache = psys->childcache[a-totpart]; - - if (cache->segments < 0) - continue; - - max_k = (int)cache->segments; - } - - pa_time = psys_get_child_time(psys, cpa, cfra, &pa_birthtime, &pa_dietime); - pa_size = psys_get_child_size(psys, cpa, cfra, &pa_time); - - r_tilt = 2.0f*(psys_frand(psys, a + 21) - 0.5f); - r_length = psys_frand(psys, a + 22); - - num = cpa->num; - - /* get orco */ - if (part->childtype == PART_CHILD_FACES) { - psys_particle_on_emitter( - psmd, - PART_FROM_FACE, cpa->num, DMCACHE_ISCHILD, - cpa->fuv, cpa->foffset, co, nor, NULL, NULL, sd.orco, NULL); - } - else { - ParticleData *par = psys->particles + cpa->parent; - psys_particle_on_emitter( - psmd, - part->from, par->num, DMCACHE_ISCHILD, par->fuv, - par->foffset, co, nor, NULL, NULL, sd.orco, NULL); - } - - /* get uvco & mcol */ - if (part->childtype==PART_CHILD_FACES) { - get_particle_uvco_mcol(PART_FROM_FACE, psmd->dm_final, cpa->fuv, cpa->num, &sd); - } - else { - ParticleData *parent = psys->particles + cpa->parent; - num = parent->num_dmcache; - - if (num == DMCACHE_NOTFOUND) - if (parent->num < psmd->dm_final->getNumTessFaces(psmd->dm_final)) - num = parent->num; - - get_particle_uvco_mcol(part->from, psmd->dm_final, parent->fuv, num, &sd); - } - - do_simplify = psys_render_simplify_params(psys, cpa, simplify); - - if (strandbuf) { - int orignum = (index_mf_to_mpoly) ? DM_origindex_mface_mpoly(index_mf_to_mpoly, index_mp_to_orig, cpa->num) : cpa->num; - - if ((orignum > sbound - strandbuf->bound) && - (orignum < strandbuf->totbound)) - { - sbound = &strandbuf->bound[orignum]; - sbound->start = sbound->end = obr->totstrand; - } - } - } - - /* TEXCO_PARTICLE */ - pa_co[0] = pa_time; - pa_co[1] = 0.f; - pa_co[2] = 0.f; - - /* surface normal shading setup */ - if (ma->mode_l & MA_STR_SURFDIFF) { - mul_m3_v3(nmat, nor); - sd.surfnor= nor; - } - else - sd.surfnor= NULL; - - /* strand render setup */ - if (strandbuf) { - strand= RE_findOrAddStrand(obr, obr->totstrand++); - strand->buffer= strandbuf; - strand->vert= svert; - copy_v3_v3(strand->orco, sd.orco); - - if (do_simplify) { - float *ssimplify= RE_strandren_get_simplify(obr, strand, 1); - ssimplify[0]= simplify[0]; - ssimplify[1]= simplify[1]; - } - - if (sd.surfnor) { - float *snor= RE_strandren_get_surfnor(obr, strand, 1); - copy_v3_v3(snor, sd.surfnor); - } - - if (do_surfacecache && num >= 0) { - int *facenum= RE_strandren_get_face(obr, strand, 1); - *facenum= num; - } - - if (sd.uvco) { - for (i=0; iend++; - } - - /* strandco computation setup */ - if (path_nbr) { - strandlen= 0.0f; - curlen= 0.0f; - for (k=1; k<=path_nbr; k++) - if (k<=max_k) - strandlen += len_v3v3((cache+k-1)->co, (cache+k)->co); - } - - if (path_nbr) { - /* render strands */ - for (k=0; k<=path_nbr; k++) { - float time; - - if (k<=max_k) { - copy_v3_v3(state.co, (cache+k)->co); - copy_v3_v3(state.vel, (cache+k)->vel); - } - else - continue; - - if (k > 0) - curlen += len_v3v3((cache+k-1)->co, (cache+k)->co); - time= curlen/strandlen; - - copy_v3_v3(loc, state.co); - mul_m4_v3(re->viewmat, loc); - - if (strandbuf) { - copy_v3_v3(svert->co, loc); - svert->strandco= -1.0f + 2.0f*time; - svert++; - strand->totvert++; - } - else { - sd.size = hasize; - - if (k==1) { - sd.first = 1; - sd.time = 0.0f; - sub_v3_v3v3(loc0, loc1, loc); - add_v3_v3v3(loc0, loc1, loc0); - - particle_curve(re, obr, psmd->dm_final, ma, &sd, loc1, loc0, seed, pa_co); - } - - sd.first = 0; - sd.time = time; - - if (k) - particle_curve(re, obr, psmd->dm_final, ma, &sd, loc, loc1, seed, pa_co); - - copy_v3_v3(loc1, loc); - } - } - - } - else { - /* render normal particles */ - if (part->trail_count > 1) { - float length = part->path_end * (1.0f - part->randlength * r_length); - int trail_count = part->trail_count * (1.0f - part->randlength * r_length); - float ct = (part->draw & PART_ABS_PATH_TIME) ? cfra : pa_time; - float dt = length / (trail_count ? (float)trail_count : 1.0f); - - /* make sure we have pointcache in memory before getting particle on path */ - psys_make_temp_pointcache(ob, psys); - - for (i=0; i < trail_count; i++, ct -= dt) { - if (part->draw & PART_ABS_PATH_TIME) { - if (ct < pa_birthtime || ct > pa_dietime) - continue; - } - else if (ct < 0.0f || ct > 1.0f) - continue; - - state.time = (part->draw & PART_ABS_PATH_TIME) ? -ct : ct; - psys_get_particle_on_path(&sim, a, &state, 1); - - if (psys->parent) - mul_m4_v3(psys->parent->obmat, state.co); - - if (use_duplimat) - mul_m4_v4(duplimat, state.co); - - if (part->ren_as == PART_DRAW_BB) { - bb.random = random; - bb.offset[0] = part->bb_offset[0]; - bb.offset[1] = part->bb_offset[1]; - bb.size[0] = part->bb_size[0] * pa_size; - if (part->bb_align==PART_BB_VEL) { - float pa_vel = len_v3(state.vel); - float head = part->bb_vel_head*pa_vel; - float tail = part->bb_vel_tail*pa_vel; - bb.size[1] = part->bb_size[1]*pa_size + head + tail; - /* use offset to adjust the particle center. this is relative to size, so need to divide! */ - if (bb.size[1] > 0.0f) - bb.offset[1] += (head-tail) / bb.size[1]; - } - else - bb.size[1] = part->bb_size[1] * pa_size; - bb.tilt = part->bb_tilt * (1.0f - part->bb_rand_tilt * r_tilt); - bb.time = ct; - bb.num = a; - } - - pa_co[0] = (part->draw & PART_ABS_PATH_TIME) ? (ct-pa_birthtime)/(pa_dietime-pa_birthtime) : ct; - pa_co[1] = (float)i/(float)(trail_count-1); - - particle_normal_ren(part->ren_as, part, re, obr, psmd->dm_final, ma, &sd, &bb, &state, seed, hasize, pa_co); - } - } - else { - state.time=cfra; - if (psys_get_particle_state(&sim, a, &state, 0)==0) - continue; - - if (psys->parent) - mul_m4_v3(psys->parent->obmat, state.co); - - if (use_duplimat) - mul_m4_v3(duplimat, state.co); - - if (part->ren_as == PART_DRAW_BB) { - bb.random = random; - bb.offset[0] = part->bb_offset[0]; - bb.offset[1] = part->bb_offset[1]; - bb.size[0] = part->bb_size[0] * pa_size; - if (part->bb_align==PART_BB_VEL) { - float pa_vel = len_v3(state.vel); - float head = part->bb_vel_head*pa_vel; - float tail = part->bb_vel_tail*pa_vel; - bb.size[1] = part->bb_size[1]*pa_size + head + tail; - /* use offset to adjust the particle center. this is relative to size, so need to divide! */ - if (bb.size[1] > 0.0f) - bb.offset[1] += (head-tail) / bb.size[1]; - } - else - bb.size[1] = part->bb_size[1] * pa_size; - bb.tilt = part->bb_tilt * (1.0f - part->bb_rand_tilt * r_tilt); - bb.time = pa_time; - bb.num = a; - bb.lifetime = pa_dietime-pa_birthtime; - } - - particle_normal_ren(part->ren_as, part, re, obr, psmd->dm_final, ma, &sd, &bb, &state, seed, hasize, pa_co); - } - } - - if (orco1==0) - sd.orco+=3; - - if (re->test_break(re->tbh)) - break; - } - - if (do_surfacecache) - strandbuf->surface= cache_strand_surface(re, obr, psmd->dm_final, mat, timeoffset); - -/* 4. clean up */ -#if 0 /* XXX old animation system */ - if (ma) do_mat_ipo(re->scene, ma); -#endif /* XXX old animation system */ - - if (orco1) - MEM_freeN(sd.orco); - - if (sd.uvco) - MEM_freeN(sd.uvco); - - if (sd.mcol) - MEM_freeN(sd.mcol); - - if (states) - MEM_freeN(states); - - BLI_rng_free(rng); - - psys->flag &= ~PSYS_DRAWING; - - if (psys->lattice_deform_data) { - end_latt_deform(psys->lattice_deform_data); - psys->lattice_deform_data = NULL; - } - - if (path_nbr && (ma->mode_l & MA_TANGENT_STR)==0) - calc_vertexnormals(re, obr, 1, 0, 0); - - return 1; -} - -/* ------------------------------------------------------------------------- */ -/* Halo's */ -/* ------------------------------------------------------------------------- */ - -static void make_render_halos(Render *re, ObjectRen *obr, Mesh *UNUSED(me), int totvert, MVert *mvert, Material *ma, float *orco) -{ - Object *ob= obr->ob; - HaloRen *har; - float xn, yn, zn, nor[3], view[3]; - float vec[3], hasize, mat[4][4], imat[3][3]; - int a, ok, seed= ma->seed1; - - mul_m4_m4m4(mat, re->viewmat, ob->obmat); - copy_m3_m4(imat, ob->imat); - - re->flag |= R_HALO; - - for (a=0; ahasize; - - copy_v3_v3(vec, mvert->co); - mul_m4_v3(mat, vec); - - if (ma->mode & MA_HALOPUNO) { - xn= mvert->no[0]; - yn= mvert->no[1]; - zn= mvert->no[2]; - - /* transpose ! */ - nor[0]= imat[0][0]*xn+imat[0][1]*yn+imat[0][2]*zn; - nor[1]= imat[1][0]*xn+imat[1][1]*yn+imat[1][2]*zn; - nor[2]= imat[2][0]*xn+imat[2][1]*yn+imat[2][2]*zn; - normalize_v3(nor); - - copy_v3_v3(view, vec); - normalize_v3(view); - - zn = dot_v3v3(nor, view); - if (zn>=0.0f) hasize= 0.0f; - else hasize*= zn*zn*zn*zn; - } - - if (orco) har= RE_inithalo(re, obr, ma, vec, NULL, orco, hasize, 0.0, seed); - else har= RE_inithalo(re, obr, ma, vec, NULL, mvert->co, hasize, 0.0, seed); - if (har) har->lay= ob->lay; - } - if (orco) orco+= 3; - seed++; - } -} - -static int verghalo(const void *a1, const void *a2) -{ - const HaloRen *har1= *(const HaloRen**)a1; - const HaloRen *har2= *(const HaloRen**)a2; - - if (har1->zs < har2->zs) return 1; - else if (har1->zs > har2->zs) return -1; - return 0; -} - -static void sort_halos(Render *re, int totsort) -{ - ObjectRen *obr; - HaloRen *har= NULL, **haso; - int a; - - if (re->tothalo==0) return; - - re->sortedhalos= MEM_callocN(sizeof(HaloRen*)*re->tothalo, "sorthalos"); - haso= re->sortedhalos; - - for (obr=re->objecttable.first; obr; obr=obr->next) { - for (a=0; atothalo; a++) { - if ((a & 255)==0) har= obr->bloha[a>>8]; - else har++; - - *(haso++)= har; - } - } - - qsort(re->sortedhalos, totsort, sizeof(HaloRen*), verghalo); -} - -/* ------------------------------------------------------------------------- */ -/* Displacement Mapping */ -/* ------------------------------------------------------------------------- */ - -static short test_for_displace(Render *re, Object *ob) -{ - /* return 1 when this object uses displacement textures. */ - Material *ma; - int i; - - for (i=1; i<=ob->totcol; i++) { - ma=give_render_material(re, ob, i); - /* ma->mapto is ORed total of all mapto channels */ - if (ma && (ma->mapto & MAP_DISPLACE)) return 1; - } - return 0; -} - -static void displace_render_vert(Render *re, ObjectRen *obr, ShadeInput *shi, VertRen *vr, int vindex, float *scale) -{ - MTFace *tface; - short texco= shi->mat->texco; - float sample=0, displace[3]; - char *name; - int i; - - /* shi->co is current render coord, just make sure at least some vector is here */ - copy_v3_v3(shi->co, vr->co); - /* vertex normal is used for textures type 'col' and 'var' */ - copy_v3_v3(shi->vn, vr->n); - - if (texco & TEXCO_UV) { - shi->totuv= 0; - shi->actuv= obr->actmtface; - - for (i=0; (tface=RE_vlakren_get_tface(obr, shi->vlr, i, &name, 0)); i++) { - ShadeInputUV *suv= &shi->uv[i]; - - /* shi.uv needs scale correction from tface uv */ - suv->uv[0]= 2*tface->uv[vindex][0]-1.0f; - suv->uv[1]= 2*tface->uv[vindex][1]-1.0f; - suv->uv[2]= 0.0f; - suv->name= name; - shi->totuv++; - } - } - - /* set all rendercoords, 'texco' is an ORed value for all textures needed */ - if ((texco & TEXCO_ORCO) && (vr->orco)) { - copy_v3_v3(shi->lo, vr->orco); - } - if (texco & TEXCO_GLOB) { - copy_v3_v3(shi->gl, shi->co); - mul_m4_v3(re->viewinv, shi->gl); - } - if (texco & TEXCO_NORM) { - copy_v3_v3(shi->orn, shi->vn); - } - if (texco & TEXCO_REFL) { - /* not (yet?) */ - } - if (texco & TEXCO_STRESS) { - const float *s= RE_vertren_get_stress(obr, vr, 0); - - if (s) { - shi->stress= *s; - if (shi->stress<1.0f) shi->stress-= 1.0f; - else shi->stress= (shi->stress-1.0f)/shi->stress; - } - else - shi->stress= 0.0f; - } - - shi->displace[0]= shi->displace[1]= shi->displace[2]= 0.0; - - do_material_tex(shi, re); - - //printf("no=%f, %f, %f\nbefore co=%f, %f, %f\n", vr->n[0], vr->n[1], vr->n[2], - //vr->co[0], vr->co[1], vr->co[2]); - - displace[0]= shi->displace[0] * scale[0]; - displace[1]= shi->displace[1] * scale[1]; - displace[2]= shi->displace[2] * scale[2]; - - /* 0.5 could become button once? */ - vr->co[0] += displace[0]; - vr->co[1] += displace[1]; - vr->co[2] += displace[2]; - - //printf("after co=%f, %f, %f\n", vr->co[0], vr->co[1], vr->co[2]); - - /* we just don't do this vertex again, bad luck for other face using same vertex with - * different material... */ - vr->flag |= 1; - - /* Pass sample back so displace_face can decide which way to split the quad */ - sample = shi->displace[0]*shi->displace[0]; - sample += shi->displace[1]*shi->displace[1]; - sample += shi->displace[2]*shi->displace[2]; - - vr->accum=sample; - /* Should be sqrt(sample), but I'm only looking for "bigger". Save the cycles. */ - return; -} - -static void displace_render_face(Render *re, ObjectRen *obr, VlakRen *vlr, float *scale) -{ - ShadeInput shi; - - /* Warning, This is not that nice, and possibly a bit slow, - * however some variables were not initialized properly in, unless using shade_input_initialize(...), we need to do a memset */ - memset(&shi, 0, sizeof(ShadeInput)); - /* end warning! - Campbell */ - - /* set up shadeinput struct for multitex() */ - - /* memset above means we don't need this */ - /*shi.osatex= 0;*/ /* signal not to use dx[] and dy[] texture AA vectors */ - - shi.obr= obr; - shi.vlr= vlr; /* current render face */ - shi.mat= vlr->mat; /* current input material */ - shi.thread= 0; - - /* TODO, assign these, displacement with new bumpmap is skipped without - campbell */ -#if 0 - /* order is not known ? */ - shi.v1= vlr->v1; - shi.v2= vlr->v2; - shi.v3= vlr->v3; -#endif - - /* Displace the verts, flag is set when done */ - if (!vlr->v1->flag) - displace_render_vert(re, obr, &shi, vlr->v1, 0, scale); - - if (!vlr->v2->flag) - displace_render_vert(re, obr, &shi, vlr->v2, 1, scale); - - if (!vlr->v3->flag) - displace_render_vert(re, obr, &shi, vlr->v3, 2, scale); - - if (vlr->v4) { - if (!vlr->v4->flag) - displace_render_vert(re, obr, &shi, vlr->v4, 3, scale); - - /* closest in displace value. This will help smooth edges. */ - if (fabsf(vlr->v1->accum - vlr->v3->accum) > fabsf(vlr->v2->accum - vlr->v4->accum)) vlr->flag |= R_DIVIDE_24; - else vlr->flag &= ~R_DIVIDE_24; - } - - /* Recalculate the face normal - if flipped before, flip now */ - if (vlr->v4) { - normal_quad_v3(vlr->n, vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co); - } - else { - normal_tri_v3(vlr->n, vlr->v3->co, vlr->v2->co, vlr->v1->co); - } -} - -static void displace(Render *re, ObjectRen *obr) -{ - VertRen *vr; - VlakRen *vlr; -// float min[3]={1e30, 1e30, 1e30}, max[3]={-1e30, -1e30, -1e30}; - float scale[3]={1.0f, 1.0f, 1.0f}, temp[3];//, xn - int i; //, texflag=0; - Object *obt; - - /* Object Size with parenting */ - obt=obr->ob; - while (obt) { - mul_v3_v3v3(temp, obt->size, obt->dscale); - scale[0]*=temp[0]; scale[1]*=temp[1]; scale[2]*=temp[2]; - obt=obt->parent; - } - - /* Clear all flags */ - for (i=0; itotvert; i++) { - vr= RE_findOrAddVert(obr, i); - vr->flag= 0; - } - - for (i=0; itotvlak; i++) { - vlr=RE_findOrAddVlak(obr, i); - displace_render_face(re, obr, vlr, scale); - } - - /* Recalc vertex normals */ - calc_vertexnormals(re, obr, 1, 0, 0); -} - -/* ------------------------------------------------------------------------- */ -/* Metaball */ -/* ------------------------------------------------------------------------- */ - -static void init_render_mball(Render *re, ObjectRen *obr) -{ - Object *ob= obr->ob; - DispList *dl; - VertRen *ver; - VlakRen *vlr, *vlr1; - Material *ma; - float *data, *nors, *orco=NULL, mat[4][4], imat[3][3], xn, yn, zn; - int a, need_orco, vlakindex, *index, negative_scale; - ListBase dispbase= {NULL, NULL}; - - if (ob!=BKE_mball_basis_find(re->main, re->eval_ctx, re->scene, ob)) - return; - - mul_m4_m4m4(mat, re->viewmat, ob->obmat); - invert_m4_m4(ob->imat, mat); - copy_m3_m4(imat, ob->imat); - negative_scale = is_negative_m4(mat); - - ma= give_render_material(re, ob, 1); - - need_orco= 0; - if (ma->texco & TEXCO_ORCO) { - need_orco= 1; - } - - BKE_displist_make_mball_forRender(re->main, re->eval_ctx, re->scene, ob, &dispbase); - dl= dispbase.first; - if (dl == NULL) return; - - data= dl->verts; - nors= dl->nors; - if (need_orco) { - orco= get_object_orco(re, ob); - - if (!orco) { - /* orco hasn't been found in cache - create new one and add to cache */ - orco= BKE_mball_make_orco(ob, &dispbase); - set_object_orco(re, ob, orco); - } - } - - for (a=0; anr; a++, data+=3, nors+=3) { - - ver= RE_findOrAddVert(obr, obr->totvert++); - copy_v3_v3(ver->co, data); - mul_m4_v3(mat, ver->co); - - /* render normals are inverted */ - xn= -nors[0]; - yn= -nors[1]; - zn= -nors[2]; - - /* transpose ! */ - ver->n[0]= imat[0][0]*xn+imat[0][1]*yn+imat[0][2]*zn; - ver->n[1]= imat[1][0]*xn+imat[1][1]*yn+imat[1][2]*zn; - ver->n[2]= imat[2][0]*xn+imat[2][1]*yn+imat[2][2]*zn; - normalize_v3(ver->n); - //if (ob->transflag & OB_NEG_SCALE) negate_v3(ver->n); - - if (need_orco) { - ver->orco= orco; - orco+=3; - } - } - - index= dl->index; - for (a=0; aparts; a++, index+=4) { - - vlr= RE_findOrAddVlak(obr, obr->totvlak++); - vlr->v1= RE_findOrAddVert(obr, index[0]); - vlr->v2= RE_findOrAddVert(obr, index[1]); - vlr->v3= RE_findOrAddVert(obr, index[2]); - vlr->v4 = NULL; - - if (negative_scale) - normal_tri_v3(vlr->n, vlr->v1->co, vlr->v2->co, vlr->v3->co); - else - normal_tri_v3(vlr->n, vlr->v3->co, vlr->v2->co, vlr->v1->co); - - vlr->mat= ma; - vlr->flag= ME_SMOOTH; - vlr->ec= 0; - - /* mball -too bad- always has triangles, because quads can be non-planar */ - if (index[3] && index[3]!=index[2]) { - vlr1= RE_findOrAddVlak(obr, obr->totvlak++); - vlakindex= vlr1->index; - *vlr1= *vlr; - vlr1->index= vlakindex; - vlr1->v2= vlr1->v3; - vlr1->v3= RE_findOrAddVert(obr, index[3]); - if (negative_scale) - normal_tri_v3(vlr1->n, vlr1->v1->co, vlr1->v2->co, vlr1->v3->co); - else - normal_tri_v3(vlr1->n, vlr1->v3->co, vlr1->v2->co, vlr1->v1->co); - } - } - - /* enforce display lists remade */ - BKE_displist_free(&dispbase); -} - -/* ------------------------------------------------------------------------- */ -/* Surfaces and Curves */ -/* ------------------------------------------------------------------------- */ - -/* returns amount of vertices added for orco */ -static int dl_surf_to_renderdata(ObjectRen *obr, DispList *dl, Material **matar, float *orco, float mat[4][4]) -{ - VertRen *v1, *v2, *v3, *v4, *ver; - VlakRen *vlr, *vlr1, *vlr2, *vlr3; - float *data, n1[3]; - int u, v, orcoret= 0; - int p1, p2, p3, p4, a; - int sizeu, nsizeu, sizev, nsizev; - int startvert, startvlak; - - startvert= obr->totvert; - nsizeu = sizeu = dl->parts; nsizev = sizev = dl->nr; - - data= dl->verts; - for (u = 0; u < sizeu; u++) { - v1 = RE_findOrAddVert(obr, obr->totvert++); /* save this for possible V wrapping */ - copy_v3_v3(v1->co, data); data += 3; - if (orco) { - v1->orco= orco; orco+= 3; orcoret++; - } - mul_m4_v3(mat, v1->co); - - for (v = 1; v < sizev; v++) { - ver= RE_findOrAddVert(obr, obr->totvert++); - copy_v3_v3(ver->co, data); data += 3; - if (orco) { - ver->orco= orco; orco+= 3; orcoret++; - } - mul_m4_v3(mat, ver->co); - } - /* if V-cyclic, add extra vertices at end of the row */ - if (dl->flag & DL_CYCL_U) { - ver= RE_findOrAddVert(obr, obr->totvert++); - copy_v3_v3(ver->co, v1->co); - if (orco) { - ver->orco= orco; orco+=3; orcoret++; //orcobase + 3*(u*sizev + 0); - } - } - } - - /* Done before next loop to get corner vert */ - if (dl->flag & DL_CYCL_U) nsizev++; - if (dl->flag & DL_CYCL_V) nsizeu++; - - /* if U cyclic, add extra row at end of column */ - if (dl->flag & DL_CYCL_V) { - for (v = 0; v < nsizev; v++) { - v1= RE_findOrAddVert(obr, startvert + v); - ver= RE_findOrAddVert(obr, obr->totvert++); - copy_v3_v3(ver->co, v1->co); - if (orco) { - ver->orco= orco; orco+=3; orcoret++; //ver->orco= orcobase + 3*(0*sizev + v); - } - } - } - - sizeu = nsizeu; - sizev = nsizev; - - startvlak= obr->totvlak; - - for (u = 0; u < sizeu - 1; u++) { - p1 = startvert + u * sizev; /* walk through face list */ - p2 = p1 + 1; - p3 = p2 + sizev; - p4 = p3 - 1; - - for (v = 0; v < sizev - 1; v++) { - v1= RE_findOrAddVert(obr, p1); - v2= RE_findOrAddVert(obr, p2); - v3= RE_findOrAddVert(obr, p3); - v4= RE_findOrAddVert(obr, p4); - - vlr= RE_findOrAddVlak(obr, obr->totvlak++); - vlr->v1= v1; vlr->v2= v2; vlr->v3= v3; vlr->v4= v4; - - normal_quad_v3(n1, vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co); - - copy_v3_v3(vlr->n, n1); - - vlr->mat= matar[ dl->col]; - vlr->ec= ME_V1V2+ME_V2V3; - vlr->flag= dl->rt; - - add_v3_v3(v1->n, n1); - add_v3_v3(v2->n, n1); - add_v3_v3(v3->n, n1); - add_v3_v3(v4->n, n1); - - p1++; p2++; p3++; p4++; - } - } - /* fix normals for U resp. V cyclic faces */ - sizeu--; sizev--; /* dec size for face array */ - if (dl->flag & DL_CYCL_V) { - - for (v = 0; v < sizev; v++) { - /* optimize! :*/ - vlr= RE_findOrAddVlak(obr, UVTOINDEX(sizeu - 1, v)); - vlr1= RE_findOrAddVlak(obr, UVTOINDEX(0, v)); - add_v3_v3(vlr1->v1->n, vlr->n); - add_v3_v3(vlr1->v2->n, vlr->n); - add_v3_v3(vlr->v3->n, vlr1->n); - add_v3_v3(vlr->v4->n, vlr1->n); - } - } - if (dl->flag & DL_CYCL_U) { - - for (u = 0; u < sizeu; u++) { - /* optimize! :*/ - vlr= RE_findOrAddVlak(obr, UVTOINDEX(u, 0)); - vlr1= RE_findOrAddVlak(obr, UVTOINDEX(u, sizev-1)); - add_v3_v3(vlr1->v2->n, vlr->n); - add_v3_v3(vlr1->v3->n, vlr->n); - add_v3_v3(vlr->v1->n, vlr1->n); - add_v3_v3(vlr->v4->n, vlr1->n); - } - } - - /* last vertex is an extra case: - * - * ^ ()----()----()----() - * | | | || | - * u | |(0,n)||(0,0)| - * | | || | - * ()====()====[]====() - * | | || | - * | |(m,n)||(m,0)| - * | | || | - * ()----()----()----() - * v -> - * - * vertex [] is no longer shared, therefore distribute - * normals of the surrounding faces to all of the duplicates of [] - */ - - if ((dl->flag & DL_CYCL_V) && (dl->flag & DL_CYCL_U)) { - vlr= RE_findOrAddVlak(obr, UVTOINDEX(sizeu - 1, sizev - 1)); /* (m, n) */ - vlr1= RE_findOrAddVlak(obr, UVTOINDEX(0, 0)); /* (0, 0) */ - add_v3_v3v3(n1, vlr->n, vlr1->n); - vlr2= RE_findOrAddVlak(obr, UVTOINDEX(0, sizev-1)); /* (0, n) */ - add_v3_v3(n1, vlr2->n); - vlr3= RE_findOrAddVlak(obr, UVTOINDEX(sizeu-1, 0)); /* (m, 0) */ - add_v3_v3(n1, vlr3->n); - copy_v3_v3(vlr->v3->n, n1); - copy_v3_v3(vlr1->v1->n, n1); - copy_v3_v3(vlr2->v2->n, n1); - copy_v3_v3(vlr3->v4->n, n1); - } - for (a = startvert; a < obr->totvert; a++) { - ver= RE_findOrAddVert(obr, a); - normalize_v3(ver->n); - } - - - return orcoret; -} - -static void init_render_dm(DerivedMesh *dm, Render *re, ObjectRen *obr, - int timeoffset, float *orco, float mat[4][4]) -{ - Object *ob= obr->ob; - int a, end, totvert, vertofs; - short mat_iter; - VertRen *ver; - VlakRen *vlr; - MVert *mvert = NULL; - MFace *mface; - Material *ma; -#ifdef WITH_FREESTYLE - const int *index_mf_to_mpoly = NULL; - const int *index_mp_to_orig = NULL; - FreestyleFace *ffa = NULL; -#endif - /* Curve *cu= ELEM(ob->type, OB_FONT, OB_CURVE) ? ob->data : NULL; */ - - mvert= dm->getVertArray(dm); - totvert= dm->getNumVerts(dm); - - for (a=0; atotvert++); - copy_v3_v3(ver->co, mvert->co); - mul_m4_v3(mat, ver->co); - - if (orco) { - ver->orco= orco; - orco+=3; - } - } - - if (!timeoffset) { - /* store customdata names, because DerivedMesh is freed */ - RE_set_customdata_names(obr, &dm->faceData); - - /* still to do for keys: the correct local texture coordinate */ - - /* faces in order of color blocks */ - vertofs= obr->totvert - totvert; - for (mat_iter= 0; (mat_iter < ob->totcol || (mat_iter==0 && ob->totcol==0)); mat_iter++) { - - ma= give_render_material(re, ob, mat_iter+1); - end= dm->getNumTessFaces(dm); - mface= dm->getTessFaceArray(dm); - -#ifdef WITH_FREESTYLE - if (ob->type == OB_MESH) { - Mesh *me= ob->data; - index_mf_to_mpoly= dm->getTessFaceDataArray(dm, CD_ORIGINDEX); - index_mp_to_orig= dm->getPolyDataArray(dm, CD_ORIGINDEX); - ffa= CustomData_get_layer(&me->pdata, CD_FREESTYLE_FACE); - } -#endif - - for (a=0; amat_nr == mat_iter) { - float len; - - v1= mface->v1; - v2= mface->v2; - v3= mface->v3; - v4= mface->v4; - flag= mface->flag & ME_SMOOTH; - - vlr= RE_findOrAddVlak(obr, obr->totvlak++); - vlr->v1= RE_findOrAddVert(obr, vertofs+v1); - vlr->v2= RE_findOrAddVert(obr, vertofs+v2); - vlr->v3= RE_findOrAddVert(obr, vertofs+v3); - if (v4) vlr->v4= RE_findOrAddVert(obr, vertofs+v4); - else vlr->v4 = NULL; - - /* render normals are inverted in render */ - if (vlr->v4) - len= normal_quad_v3(vlr->n, vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co); - else - len= normal_tri_v3(vlr->n, vlr->v3->co, vlr->v2->co, vlr->v1->co); - - vlr->mat= ma; - vlr->flag= flag; - vlr->ec= 0; /* mesh edges rendered separately */ -#ifdef WITH_FREESTYLE - if (ffa) { - int index = (index_mf_to_mpoly) ? DM_origindex_mface_mpoly(index_mf_to_mpoly, index_mp_to_orig, a) : a; - vlr->freestyle_face_mark= (ffa[index].flag & FREESTYLE_FACE_MARK) ? 1 : 0; - } - else { - vlr->freestyle_face_mark= 0; - } -#endif - - if (len==0) obr->totvlak--; - else { - CustomDataLayer *layer; - MTFace *mtface, *mtf; - MCol *mcol, *mc; - int index, mtfn= 0, mcn= 0; - char *name; - - for (index=0; indexfaceData.totlayer; index++) { - layer= &dm->faceData.layers[index]; - name= layer->name; - - if (layer->type == CD_MTFACE && mtfn < MAX_MTFACE) { - mtf= RE_vlakren_get_tface(obr, vlr, mtfn++, &name, 1); - mtface= (MTFace*)layer->data; - *mtf= mtface[a]; - } - else if (layer->type == CD_MCOL && mcn < MAX_MCOL) { - mc= RE_vlakren_get_mcol(obr, vlr, mcn++, &name, 1); - mcol= (MCol*)layer->data; - memcpy(mc, &mcol[a*4], sizeof(MCol)*4); - } - } - } - } - } - } - - /* Normals */ - calc_vertexnormals(re, obr, 1, 0, 0); - } - -} - -static void init_render_surf(Render *re, ObjectRen *obr, int timeoffset) -{ - Object *ob= obr->ob; - Nurb *nu = NULL; - Curve *cu; - ListBase displist= {NULL, NULL}; - DispList *dl; - Material **matar; - float *orco=NULL, mat[4][4]; - int a, totmat; - bool need_orco = false; - DerivedMesh *dm= NULL; - - cu= ob->data; - nu= cu->nurb.first; - if (nu == NULL) return; - - mul_m4_m4m4(mat, re->viewmat, ob->obmat); - invert_m4_m4(ob->imat, mat); - - /* material array */ - totmat= ob->totcol+1; - matar= MEM_callocN(sizeof(Material*)*totmat, "init_render_surf matar"); - - for (a=0; atexco & TEXCO_ORCO) - need_orco= 1; - } - - if (ob->parent && (ob->parent->type==OB_LATTICE)) need_orco= 1; - - BKE_displist_make_surf(re->scene, ob, &displist, &dm, 1, 0, 1); - - if (dm) { - if (need_orco) { - orco = get_object_orco(re, ob); - if (!orco) { - orco= BKE_displist_make_orco(re->scene, ob, dm, true, true); - if (orco) { - set_object_orco(re, ob, orco); - } - } - } - - init_render_dm(dm, re, obr, timeoffset, orco, mat); - dm->release(dm); - } - else { - if (need_orco) { - orco = get_object_orco(re, ob); - if (!orco) { - orco = BKE_curve_surf_make_orco(ob); - set_object_orco(re, ob, orco); - } - } - - /* walk along displaylist and create rendervertices/-faces */ - for (dl=displist.first; dl; dl=dl->next) { - /* watch out: u ^= y, v ^= x !! */ - if (dl->type==DL_SURF) - orco+= 3*dl_surf_to_renderdata(obr, dl, matar, orco, mat); - } - } - - BKE_displist_free(&displist); - - MEM_freeN(matar); -} - -static void init_render_curve(Render *re, ObjectRen *obr, int timeoffset) -{ - Object *ob= obr->ob; - Curve *cu; - VertRen *ver; - VlakRen *vlr; - DispList *dl; - DerivedMesh *dm = NULL; - ListBase disp={NULL, NULL}; - Material **matar; - float *data, *fp, *orco=NULL; - float n[3], mat[4][4], nmat[4][4]; - int nr, startvert, a, b, negative_scale; - bool need_orco = false; - int totmat; - - cu= ob->data; - if (ob->type==OB_FONT && cu->str==NULL) return; - else if (ob->type==OB_CURVE && cu->nurb.first==NULL) return; - - BKE_displist_make_curveTypes_forRender(re->scene, ob, &disp, &dm, false, true); - dl= disp.first; - if (dl==NULL) return; - - mul_m4_m4m4(mat, re->viewmat, ob->obmat); - invert_m4_m4(ob->imat, mat); - negative_scale = is_negative_m4(mat); - - /* local object -> world space transform for normals */ - transpose_m4_m4(nmat, mat); - invert_m4(nmat); - - /* material array */ - totmat= ob->totcol+1; - matar= MEM_callocN(sizeof(Material*)*totmat, "init_render_surf matar"); - - for (a=0; atexco & TEXCO_ORCO) - need_orco= 1; - } - - if (dm) { - if (need_orco) { - orco = get_object_orco(re, ob); - if (!orco) { - orco = BKE_displist_make_orco(re->scene, ob, dm, true, true); - if (orco) { - set_object_orco(re, ob, orco); - } - } - } - - init_render_dm(dm, re, obr, timeoffset, orco, mat); - dm->release(dm); - } - else { - if (need_orco) { - orco = get_object_orco(re, ob); - if (!orco) { - orco = BKE_curve_make_orco(re->scene, ob, NULL); - set_object_orco(re, ob, orco); - } - } - - while (dl) { - if (dl->col > ob->totcol) { - /* pass */ - } - else if (dl->type==DL_INDEX3) { - const int *index; - - startvert= obr->totvert; - data= dl->verts; - - for (a=0; anr; a++, data+=3) { - ver= RE_findOrAddVert(obr, obr->totvert++); - copy_v3_v3(ver->co, data); - - mul_m4_v3(mat, ver->co); - - if (orco) { - ver->orco = orco; - orco += 3; - } - } - - if (timeoffset==0) { - float tmp[3]; - const int startvlak= obr->totvlak; - - zero_v3(n); - index= dl->index; - for (a=0; aparts; a++, index+=3) { - int v1 = index[0], v2 = index[2], v3 = index[1]; - float *co1 = &dl->verts[v1 * 3], - *co2 = &dl->verts[v2 * 3], - *co3 = &dl->verts[v3 * 3]; - - vlr= RE_findOrAddVlak(obr, obr->totvlak++); - vlr->v1= RE_findOrAddVert(obr, startvert + v1); - vlr->v2= RE_findOrAddVert(obr, startvert + v2); - vlr->v3= RE_findOrAddVert(obr, startvert + v3); - vlr->v4= NULL; - - /* to prevent float accuracy issues, we calculate normal in local object space (not world) */ - if (normal_tri_v3(tmp, co1, co2, co3) > FLT_EPSILON) { - if (negative_scale == false) { - add_v3_v3(n, tmp); - } - else { - sub_v3_v3(n, tmp); - } - } - - vlr->mat= matar[ dl->col ]; - vlr->flag= 0; - vlr->ec= 0; - } - - /* transform normal to world space */ - mul_m4_v3(nmat, n); - normalize_v3(n); - - /* vertex normals */ - for (a= startvlak; atotvlak; a++) { - vlr= RE_findOrAddVlak(obr, a); - - copy_v3_v3(vlr->n, n); - add_v3_v3(vlr->v1->n, vlr->n); - add_v3_v3(vlr->v3->n, vlr->n); - add_v3_v3(vlr->v2->n, vlr->n); - } - for (a=startvert; atotvert; a++) { - ver= RE_findOrAddVert(obr, a); - normalize_v3(ver->n); - } - } - } - else if (dl->type==DL_SURF) { - - /* cyclic U means an extruded full circular curve, we skip bevel splitting then */ - if (dl->flag & DL_CYCL_U) { - orco+= 3*dl_surf_to_renderdata(obr, dl, matar, orco, mat); - } - else { - int p1, p2, p3, p4; - - fp= dl->verts; - startvert= obr->totvert; - nr= dl->nr*dl->parts; - - while (nr--) { - ver= RE_findOrAddVert(obr, obr->totvert++); - - copy_v3_v3(ver->co, fp); - mul_m4_v3(mat, ver->co); - fp+= 3; - - if (orco) { - ver->orco = orco; - orco += 3; - } - } - - if (dl->flag & DL_CYCL_V && orco) { - fp = dl->verts; - nr = dl->nr; - while (nr--) { - ver = RE_findOrAddVert(obr, obr->totvert++); - copy_v3_v3(ver->co, fp); - mul_m4_v3(mat, ver->co); - ver->orco = orco; - fp += 3; - orco += 3; - } - } - - if (dl->bevel_split || timeoffset == 0) { - const int startvlak= obr->totvlak; - - for (a=0; aparts; a++) { - - if (BKE_displist_surfindex_get(dl, a, &b, &p1, &p2, &p3, &p4)==0) - break; - - p1+= startvert; - p2+= startvert; - p3+= startvert; - p4+= startvert; - - if (dl->flag & DL_CYCL_V && orco && a == dl->parts - 1) { - p3 = p1 + dl->nr; - p4 = p2 + dl->nr; - } - - for (; bnr; b++) { - vlr= RE_findOrAddVlak(obr, obr->totvlak++); - /* important 1 offset in order is kept [#24913] */ - vlr->v1= RE_findOrAddVert(obr, p2); - vlr->v2= RE_findOrAddVert(obr, p1); - vlr->v3= RE_findOrAddVert(obr, p3); - vlr->v4= RE_findOrAddVert(obr, p4); - vlr->ec= ME_V2V3+ME_V3V4; - if (a==0) vlr->ec+= ME_V1V2; - - vlr->flag= dl->rt; - - normal_quad_v3(vlr->n, vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co); - vlr->mat= matar[ dl->col ]; - - p4= p3; - p3++; - p2= p1; - p1++; - } - } - - if (dl->bevel_split) { - for (a = 0; a < dl->parts - 1 + !!(dl->flag & DL_CYCL_V); a++) { - if (BLI_BITMAP_TEST(dl->bevel_split, a)) { - split_v_renderfaces( - obr, startvlak, startvert, dl->parts, dl->nr, a, - /* intentionally swap (v, u) --> (u, v) */ - dl->flag & DL_CYCL_V, dl->flag & DL_CYCL_U); - } - } - } - - /* vertex normals */ - for (a= startvlak; atotvlak; a++) { - vlr= RE_findOrAddVlak(obr, a); - - add_v3_v3(vlr->v1->n, vlr->n); - add_v3_v3(vlr->v3->n, vlr->n); - add_v3_v3(vlr->v2->n, vlr->n); - add_v3_v3(vlr->v4->n, vlr->n); - } - for (a=startvert; atotvert; a++) { - ver= RE_findOrAddVert(obr, a); - normalize_v3(ver->n); - } - } - } - } - - dl= dl->next; - } - } - - BKE_displist_free(&disp); - - MEM_freeN(matar); -} - -/* ------------------------------------------------------------------------- */ -/* Mesh */ -/* ------------------------------------------------------------------------- */ - -struct edgesort { - unsigned int v1, v2; - int f; - unsigned int i1, i2; -}; - -/* edges have to be added with lowest index first for sorting */ -static void to_edgesort(struct edgesort *ed, - unsigned int i1, unsigned int i2, - unsigned int v1, unsigned int v2, int f) -{ - if (v1 > v2) { - SWAP(unsigned int, v1, v2); - SWAP(unsigned int, i1, i2); - } - - ed->v1= v1; - ed->v2= v2; - ed->i1= i1; - ed->i2= i2; - ed->f = f; -} - -static int vergedgesort(const void *v1, const void *v2) -{ - const struct edgesort *x1=v1, *x2=v2; - - if ( x1->v1 > x2->v1) return 1; - else if ( x1->v1 < x2->v1) return -1; - else if ( x1->v2 > x2->v2) return 1; - else if ( x1->v2 < x2->v2) return -1; - - return 0; -} - -static struct edgesort *make_mesh_edge_lookup(DerivedMesh *dm, int *totedgesort) -{ - MFace *mf, *mface; - MTFace *tface=NULL; - struct edgesort *edsort, *ed; - unsigned int *mcol=NULL; - int a, totedge=0, totface; - - mface= dm->getTessFaceArray(dm); - totface= dm->getNumTessFaces(dm); - tface= dm->getTessFaceDataArray(dm, CD_MTFACE); - mcol= dm->getTessFaceDataArray(dm, CD_MCOL); - - if (mcol==NULL && tface==NULL) return NULL; - - /* make sorted table with edges and face indices in it */ - for (a= totface, mf= mface; a>0; a--, mf++) { - totedge += mf->v4 ? 4 : 3; - } - - if (totedge==0) - return NULL; - - ed= edsort= MEM_callocN(totedge*sizeof(struct edgesort), "edgesort"); - - for (a=0, mf=mface; av1, mf->v2, a); - to_edgesort(ed++, 1, 2, mf->v2, mf->v3, a); - if (mf->v4) { - to_edgesort(ed++, 2, 3, mf->v3, mf->v4, a); - to_edgesort(ed++, 3, 0, mf->v4, mf->v1, a); - } - else { - to_edgesort(ed++, 2, 3, mf->v3, mf->v1, a); - } - } - - qsort(edsort, totedge, sizeof(struct edgesort), vergedgesort); - - *totedgesort= totedge; - - return edsort; -} - -static void use_mesh_edge_lookup(ObjectRen *obr, DerivedMesh *dm, MEdge *medge, VlakRen *vlr, struct edgesort *edgetable, int totedge) -{ - struct edgesort ed, *edp; - CustomDataLayer *layer; - MTFace *mtface, *mtf; - MCol *mcol, *mc; - int index, mtfn, mcn; - char *name; - - if (medge->v1 < medge->v2) { - ed.v1= medge->v1; - ed.v2= medge->v2; - } - else { - ed.v1= medge->v2; - ed.v2= medge->v1; - } - - edp= bsearch(&ed, edgetable, totedge, sizeof(struct edgesort), vergedgesort); - - /* since edges have different index ordering, we have to duplicate mcol and tface */ - if (edp) { - mtfn= mcn= 0; - - for (index=0; indexfaceData.totlayer; index++) { - layer= &dm->faceData.layers[index]; - name= layer->name; - - if (layer->type == CD_MTFACE && mtfn < MAX_MTFACE) { - mtface= &((MTFace*)layer->data)[edp->f]; - mtf= RE_vlakren_get_tface(obr, vlr, mtfn++, &name, 1); - - *mtf= *mtface; - - memcpy(mtf->uv[0], mtface->uv[edp->i1], sizeof(float)*2); - memcpy(mtf->uv[1], mtface->uv[edp->i2], sizeof(float)*2); - memcpy(mtf->uv[2], mtface->uv[1], sizeof(float)*2); - memcpy(mtf->uv[3], mtface->uv[1], sizeof(float)*2); - } - else if (layer->type == CD_MCOL && mcn < MAX_MCOL) { - mcol= &((MCol*)layer->data)[edp->f*4]; - mc= RE_vlakren_get_mcol(obr, vlr, mcn++, &name, 1); - - mc[0]= mcol[edp->i1]; - mc[1]= mc[2]= mc[3]= mcol[edp->i2]; - } - } - } -} - -static void free_camera_inside_volumes(Render *re) -{ - BLI_freelistN(&re->render_volumes_inside); -} - -static void init_camera_inside_volumes(Render *re) -{ - ObjectInstanceRen *obi; - VolumeOb *vo; - /* coordinates are all in camera space, so camera coordinate is zero. we also - * add an offset for the clip start, however note that with clip start it's - * actually impossible to do a single 'inside' test, since there will not be - * a single point where all camera rays start from, though for small clip start - * they will be close together. */ - float co[3] = {0.f, 0.f, -re->clipsta}; - - for (vo= re->volumes.first; vo; vo= vo->next) { - for (obi= re->instancetable.first; obi; obi= obi->next) { - if (obi->obr == vo->obr) { - if (point_inside_volume_objectinstance(re, obi, co)) { - MatInside *mi; - - mi = MEM_mallocN(sizeof(MatInside), "camera inside material"); - mi->ma = vo->ma; - mi->obi = obi; - - BLI_addtail(&(re->render_volumes_inside), mi); - } - } - } - } - - -#if 0 /* debug */ - { - MatInside *m; - for (m = re->render_volumes_inside.first; m; m = m->next) { - printf("matinside: ma: %s\n", m->ma->id.name + 2); - } - } -#endif -} - -static void add_volume(Render *re, ObjectRen *obr, Material *ma) -{ - struct VolumeOb *vo; - - vo = MEM_mallocN(sizeof(VolumeOb), "volume object"); - - vo->ma = ma; - vo->obr = obr; - - BLI_addtail(&re->volumes, vo); -} - -#ifdef WITH_FREESTYLE -static EdgeHash *make_freestyle_edge_mark_hash(DerivedMesh *dm) -{ - EdgeHash *edge_hash= NULL; - FreestyleEdge *fed; - MEdge *medge; - int totedge, a; - - medge = dm->getEdgeArray(dm); - totedge = dm->getNumEdges(dm); - fed = dm->getEdgeDataArray(dm, CD_FREESTYLE_EDGE); - if (fed) { - edge_hash = BLI_edgehash_new(__func__); - for (a = 0; a < totedge; a++) { - if (fed[a].flag & FREESTYLE_EDGE_MARK) - BLI_edgehash_insert(edge_hash, medge[a].v1, medge[a].v2, medge+a); - } - } - return edge_hash; -} - -static bool has_freestyle_edge_mark(EdgeHash *edge_hash, int v1, int v2) -{ - MEdge *medge= BLI_edgehash_lookup(edge_hash, v1, v2); - return (!medge) ? 0 : 1; -} -#endif - -static void init_render_mesh(Render *re, ObjectRen *obr, int timeoffset) -{ - Object *ob= obr->ob; - Mesh *me; - MVert *mvert = NULL; - MFace *mface; - VlakRen *vlr; //, *vlr1; - VertRen *ver; - Material *ma; - DerivedMesh *dm; - CustomDataMask mask; - float xn, yn, zn, imat[3][3], mat[4][4]; //nor[3], - float *orco = NULL; - short (*loop_nors)[4][3] = NULL; - bool need_orco = false, need_stress = false, need_tangent = false, need_origindex = false; - bool need_nmap_tangent_concrete = false; - int a, a1, ok, vertofs; - int end, totvert = 0; - bool do_autosmooth = false, do_displace = false; - bool use_original_normals = false; - int recalc_normals = 0; /* false by default */ - int negative_scale; -#ifdef WITH_FREESTYLE - FreestyleFace *ffa; -#endif - - me= ob->data; - - mul_m4_m4m4(mat, re->viewmat, ob->obmat); - invert_m4_m4(ob->imat, mat); - copy_m3_m4(imat, ob->imat); - negative_scale= is_negative_m4(mat); - - need_orco= 0; - for (a=1; a<=ob->totcol; a++) { - ma= give_render_material(re, ob, a); - if (ma) { - if (ma->texco & (TEXCO_ORCO|TEXCO_STRESS)) - need_orco= 1; - if (ma->texco & TEXCO_STRESS) - need_stress= 1; - /* normalmaps, test if tangents needed, separated from shading */ - if (ma->mode_l & MA_TANGENT_V) { - need_tangent= 1; - if (me->mtpoly==NULL) - need_orco= 1; - } - if (ma->mode_l & MA_NORMAP_TANG) { - if (me->mtpoly==NULL) { - need_orco= 1; - } - need_tangent= 1; - } - if (ma->mode2_l & MA_TANGENT_CONCRETE) { - need_nmap_tangent_concrete = true; - } - } - } - - if (re->flag & R_NEED_TANGENT) { - /* exception for tangent space baking */ - if (me->mtpoly==NULL) { - need_orco= 1; - } - need_tangent= 1; - } - - /* check autosmooth and displacement, we then have to skip only-verts optimize - * Note: not sure what we want to give higher priority, currently do_displace - * takes precedence over do_autosmooth. - */ - do_displace = test_for_displace(re, ob); - do_autosmooth = ((me->flag & ME_AUTOSMOOTH) != 0) && !do_displace; - if (do_autosmooth || do_displace) - timeoffset = 0; - - /* origindex currently used when using autosmooth, or baking to vertex colors. */ - need_origindex = (do_autosmooth || ((re->flag & R_BAKING) && (re->r.bake_flag & R_BAKE_VCOL))); - - mask = CD_MASK_RENDER_INTERNAL; - if (!timeoffset) - if (need_orco) - mask |= CD_MASK_ORCO; - -#ifdef WITH_FREESTYLE - mask |= CD_MASK_ORIGINDEX | CD_MASK_FREESTYLE_EDGE | CD_MASK_FREESTYLE_FACE; -#endif - - if (re->r.scemode & R_VIEWPORT_PREVIEW) - dm= mesh_create_derived_view(re->scene, ob, mask); - else - dm= mesh_create_derived_render(re->scene, ob, mask); - if (dm==NULL) return; /* in case duplicated object fails? */ - - mvert= dm->getVertArray(dm); - totvert= dm->getNumVerts(dm); - - if (totvert == 0) { - dm->release(dm); - return; - } - - if (mask & CD_MASK_ORCO) { - orco = get_object_orco(re, ob); - if (!orco) { - orco= dm->getVertDataArray(dm, CD_ORCO); - if (orco) { - orco= MEM_dupallocN(orco); - set_object_orco(re, ob, orco); - } - } - } - - /* attempt to autsmooth on original mesh, only without subsurf */ - if (do_autosmooth && me->totvert==totvert && me->totface==dm->getNumTessFaces(dm)) - use_original_normals= true; - - ma= give_render_material(re, ob, 1); - - - if (ma->material_type == MA_TYPE_HALO) { - make_render_halos(re, obr, me, totvert, mvert, ma, orco); - } - else { - const int *index_vert_orig = NULL; - const int *index_mf_to_mpoly = NULL; - const int *index_mp_to_orig = NULL; - if (need_origindex) { - index_vert_orig = dm->getVertDataArray(dm, CD_ORIGINDEX); - /* double lookup for faces -> polys */ -#ifdef WITH_FREESTYLE - index_mf_to_mpoly = dm->getTessFaceDataArray(dm, CD_ORIGINDEX); - index_mp_to_orig = dm->getPolyDataArray(dm, CD_ORIGINDEX); -#endif - } - - for (a=0; atotvert++); - copy_v3_v3(ver->co, mvert->co); - if (do_autosmooth == false) { /* autosmooth on original unrotated data to prevent differences between frames */ - normal_short_to_float_v3(ver->n, mvert->no); - mul_m4_v3(mat, ver->co); - mul_transposed_m3_v3(imat, ver->n); - normalize_v3(ver->n); - negate_v3(ver->n); - } - - if (orco) { - ver->orco= orco; - orco+=3; - } - - if (need_origindex) { - int *origindex; - origindex = RE_vertren_get_origindex(obr, ver, 1); - - /* Use orig index array if it's available (e.g. in the presence - * of modifiers). */ - if (index_vert_orig) - *origindex = index_vert_orig[a]; - else - *origindex = a; - } - } - - if (!timeoffset) { - short (*lnp)[4][3] = NULL; -#ifdef WITH_FREESTYLE - EdgeHash *edge_hash; - - /* create a hash table of Freestyle edge marks */ - edge_hash = make_freestyle_edge_mark_hash(dm); -#endif - - /* store customdata names, because DerivedMesh is freed */ - RE_set_customdata_names(obr, &dm->faceData); - - /* add tangent layers if we need */ - if ((ma->nmap_tangent_names_count && need_nmap_tangent_concrete) || need_tangent) { - dm->calcLoopTangents( - dm, need_tangent, - (const char (*)[MAX_NAME])ma->nmap_tangent_names, ma->nmap_tangent_names_count); - obr->tangent_mask = dm->tangent_mask; - DM_generate_tangent_tessface_data(dm, need_nmap_tangent_concrete || need_tangent); - } - - /* still to do for keys: the correct local texture coordinate */ - - /* faces in order of color blocks */ - vertofs= obr->totvert - totvert; - for (a1=0; (a1totcol || (a1==0 && ob->totcol==0)); a1++) { - - ma= give_render_material(re, ob, a1+1); - - /* test for 100% transparent */ - ok = 1; - if ((ma->alpha == 0.0f) && - (ma->spectra == 0.0f) && - /* No need to test filter here, it's only active with MA_RAYTRANSP and we check against it below. */ - /* (ma->filter == 0.0f) && */ - (ma->mode & MA_TRANSP) && - (ma->mode & (MA_RAYTRANSP | MA_RAYMIRROR)) == 0) - { - ok = 0; - /* texture on transparency? */ - for (a=0; amtex[a] && ma->mtex[a]->tex) { - if (ma->mtex[a]->mapto & MAP_ALPHA) ok= 1; - } - } - } - - /* if wire material, and we got edges, don't do the faces */ - if (ma->material_type == MA_TYPE_WIRE) { - end= dm->getNumEdges(dm); - if (end) ok= 0; - } - - if (ok) { - end= dm->getNumTessFaces(dm); - mface= dm->getTessFaceArray(dm); - if (!loop_nors && do_autosmooth && - (dm->getTessFaceDataArray(dm, CD_TESSLOOPNORMAL) != NULL)) - { - lnp = loop_nors = MEM_mallocN(sizeof(*loop_nors) * end, __func__); - } -#ifdef WITH_FREESTYLE - index_mf_to_mpoly= dm->getTessFaceDataArray(dm, CD_ORIGINDEX); - index_mp_to_orig= dm->getPolyDataArray(dm, CD_ORIGINDEX); - ffa= CustomData_get_layer(&me->pdata, CD_FREESTYLE_FACE); -#endif - - for (a=0; amat_nr==a1 ) { - float len; - bool reverse_verts = (negative_scale != 0 && do_autosmooth == false); - int rev_tab[] = {reverse_verts==0 ? 0 : 2, 1, reverse_verts==0 ? 2 : 0, 3}; - v1= reverse_verts==0 ? mface->v1 : mface->v3; - v2= mface->v2; - v3= reverse_verts==0 ? mface->v3 : mface->v1; - v4= mface->v4; - flag = do_autosmooth ? ME_SMOOTH : mface->flag & ME_SMOOTH; - - vlr= RE_findOrAddVlak(obr, obr->totvlak++); - vlr->v1= RE_findOrAddVert(obr, vertofs+v1); - vlr->v2= RE_findOrAddVert(obr, vertofs+v2); - vlr->v3= RE_findOrAddVert(obr, vertofs+v3); - if (v4) vlr->v4 = RE_findOrAddVert(obr, vertofs+v4); - else vlr->v4 = NULL; - -#ifdef WITH_FREESTYLE - /* Freestyle edge/face marks */ - if (edge_hash) { - int edge_mark = 0; - - if (has_freestyle_edge_mark(edge_hash, v1, v2)) edge_mark |= R_EDGE_V1V2; - if (has_freestyle_edge_mark(edge_hash, v2, v3)) edge_mark |= R_EDGE_V2V3; - if (!v4) { - if (has_freestyle_edge_mark(edge_hash, v3, v1)) edge_mark |= R_EDGE_V3V1; - } - else { - if (has_freestyle_edge_mark(edge_hash, v3, v4)) edge_mark |= R_EDGE_V3V4; - if (has_freestyle_edge_mark(edge_hash, v4, v1)) edge_mark |= R_EDGE_V4V1; - } - vlr->freestyle_edge_mark= edge_mark; - } - if (ffa) { - int index = (index_mf_to_mpoly) ? DM_origindex_mface_mpoly(index_mf_to_mpoly, index_mp_to_orig, a) : a; - vlr->freestyle_face_mark= (ffa[index].flag & FREESTYLE_FACE_MARK) ? 1 : 0; - } - else { - vlr->freestyle_face_mark= 0; - } -#endif - - /* render normals are inverted in render */ - if (use_original_normals) { - MFace *mf= me->mface+a; - MVert *mv= me->mvert; - - if (vlr->v4) - len= normal_quad_v3(vlr->n, mv[mf->v4].co, mv[mf->v3].co, mv[mf->v2].co, mv[mf->v1].co); - else - len= normal_tri_v3(vlr->n, mv[mf->v3].co, mv[mf->v2].co, mv[mf->v1].co); - } - else { - if (vlr->v4) - len= normal_quad_v3(vlr->n, vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co); - else - len= normal_tri_v3(vlr->n, vlr->v3->co, vlr->v2->co, vlr->v1->co); - } - - vlr->mat= ma; - vlr->flag= flag; - vlr->ec= 0; /* mesh edges rendered separately */ - - if (len==0) obr->totvlak--; - else { - CustomDataLayer *layer; - MTFace *mtface, *mtf; - MCol *mcol, *mc; - int index, mtfn= 0, mcn= 0, mln = 0, vindex; - char *name; - int nr_verts = v4!=0 ? 4 : 3; - - for (index=0; indexfaceData.totlayer; index++) { - layer= &dm->faceData.layers[index]; - name= layer->name; - - if (layer->type == CD_MTFACE && mtfn < MAX_MTFACE) { - int t; - mtf= RE_vlakren_get_tface(obr, vlr, mtfn++, &name, 1); - mtface= (MTFace*)layer->data; - *mtf = mtface[a]; /* copy face info */ - for (vindex=0; vindexuv[vindex][t]=mtface[a].uv[rev_tab[vindex]][t]; - } - else if (layer->type == CD_MCOL && mcn < MAX_MCOL) { - mc= RE_vlakren_get_mcol(obr, vlr, mcn++, &name, 1); - mcol= (MCol*)layer->data; - for (vindex=0; vindextype == CD_TANGENT) { - if (need_nmap_tangent_concrete || need_tangent) { - int uv_start = CustomData_get_layer_index(&dm->faceData, CD_MTFACE); - int uv_index = CustomData_get_named_layer_index(&dm->faceData, CD_MTFACE, layer->name); - - /* if there are no UVs, orco tangents are in first slot */ - int n = (uv_start >= 0 && uv_index >= 0) ? uv_index - uv_start : 0; - - const float *tangent = (const float *) layer->data; - float *ftang = RE_vlakren_get_nmap_tangent(obr, vlr, n, true); - - for (vindex=0; vindextype == CD_TESSLOOPNORMAL && mln < 1) { - if (loop_nors) { - const short (*lnors)[4][3] = (const short (*)[4][3])layer->data; - for (vindex = 0; vindex < 4; vindex++) { - //print_v3("lnors[a][rev_tab[vindex]]", lnors[a][rev_tab[vindex]]); - copy_v3_v3_short((short *)lnp[0][vindex], lnors[a][rev_tab[vindex]]); - /* If we copy loop normals, we are doing autosmooth, so we are still - * in object space, no need to multiply with mat! - */ - } - lnp++; - } - mln++; - } - } - - if (need_origindex) { - /* Find original index of mpoly for this tessface. Options: - * - Modified mesh; two-step look up from tessface -> modified mpoly -> original mpoly - * - OR Tesselated mesh; look up from tessface -> mpoly - * - OR Failsafe; tessface == mpoly. Could probably assert(false) in this case? */ - int *origindex; - origindex = RE_vlakren_get_origindex(obr, vlr, 1); - if (index_mf_to_mpoly && index_mp_to_orig) - *origindex = DM_origindex_mface_mpoly(index_mf_to_mpoly, index_mp_to_orig, a); - else if (index_mf_to_mpoly) - *origindex = index_mf_to_mpoly[a]; - else - *origindex = a; - } - } - } - } - } - } - -#ifdef WITH_FREESTYLE - /* release the hash table of Freestyle edge marks */ - if (edge_hash) - BLI_edgehash_free(edge_hash, NULL); -#endif - - /* exception... we do edges for wire mode. potential conflict when faces exist... */ - end= dm->getNumEdges(dm); - mvert= dm->getVertArray(dm); - ma= give_render_material(re, ob, 1); - if (end && (ma->material_type == MA_TYPE_WIRE)) { - MEdge *medge; - struct edgesort *edgetable; - int totedge= 0; - recalc_normals= 1; - - medge= dm->getEdgeArray(dm); - - /* we want edges to have UV and vcol too... */ - edgetable= make_mesh_edge_lookup(dm, &totedge); - - for (a1=0; a1flag&ME_EDGERENDER) { - MVert *v0 = &mvert[medge->v1]; - MVert *v1 = &mvert[medge->v2]; - - vlr= RE_findOrAddVlak(obr, obr->totvlak++); - vlr->v1= RE_findOrAddVert(obr, vertofs+medge->v1); - vlr->v2= RE_findOrAddVert(obr, vertofs+medge->v2); - vlr->v3= vlr->v2; - vlr->v4= NULL; - - if (edgetable) - use_mesh_edge_lookup(obr, dm, medge, vlr, edgetable, totedge); - - xn= -(v0->no[0]+v1->no[0]); - yn= -(v0->no[1]+v1->no[1]); - zn= -(v0->no[2]+v1->no[2]); - /* transpose ! */ - vlr->n[0]= imat[0][0]*xn+imat[0][1]*yn+imat[0][2]*zn; - vlr->n[1]= imat[1][0]*xn+imat[1][1]*yn+imat[1][2]*zn; - vlr->n[2]= imat[2][0]*xn+imat[2][1]*yn+imat[2][2]*zn; - normalize_v3(vlr->n); - - vlr->mat= ma; - vlr->flag= 0; - vlr->ec= ME_V1V2; - } - } - if (edgetable) - MEM_freeN(edgetable); - } - } - } - - if (!timeoffset) { - if (need_stress) - calc_edge_stress(re, obr, me); - - if (do_displace) { - calc_vertexnormals(re, obr, 1, 0, 0); - displace(re, obr); - recalc_normals = 0; /* Already computed by displace! */ - } - else if (do_autosmooth) { - recalc_normals = (loop_nors == NULL); /* Should never happen, but better be safe than sorry. */ - autosmooth(re, obr, mat, loop_nors); - } - - if (recalc_normals!=0 || need_tangent!=0) - calc_vertexnormals(re, obr, recalc_normals, need_tangent, need_nmap_tangent_concrete); - } - - MEM_SAFE_FREE(loop_nors); - - dm->release(dm); -} - -/* ------------------------------------------------------------------------- */ -/* Lamps and Shadowbuffers */ -/* ------------------------------------------------------------------------- */ - -static void initshadowbuf(Render *re, LampRen *lar, float mat[4][4]) -{ - struct ShadBuf *shb; - float viewinv[4][4]; - - /* if (la->spsi<16) return; */ - - /* memory alloc */ - shb= (struct ShadBuf *)MEM_callocN(sizeof(struct ShadBuf), "initshadbuf"); - lar->shb= shb; - - if (shb==NULL) return; - - VECCOPY(shb->co, lar->co); /* int copy */ - - /* percentage render: keep track of min and max */ - shb->size= (lar->bufsize*re->r.size)/100; - - if (shb->size<512) shb->size= 512; - else if (shb->size > lar->bufsize) shb->size= lar->bufsize; - - shb->size &= ~15; /* make sure its multiples of 16 */ - - shb->samp= lar->samp; - shb->soft= lar->soft; - shb->shadhalostep= lar->shadhalostep; - - normalize_m4(mat); - invert_m4_m4(shb->winmat, mat); /* winmat is temp */ - - /* matrix: combination of inverse view and lampmat */ - /* calculate again: the ortho-render has no correct viewinv */ - invert_m4_m4(viewinv, re->viewmat); - mul_m4_m4m4(shb->viewmat, shb->winmat, viewinv); - - /* projection */ - shb->d= lar->clipsta; - shb->clipend= lar->clipend; - - /* bias is percentage, made 2x larger because of correction for angle of incidence */ - /* when a ray is closer to parallel of a face, bias value is increased during render */ - shb->bias= (0.02f*lar->bias)*0x7FFFFFFF; - - /* halfway method (average of first and 2nd z) reduces bias issues */ - if (ELEM(lar->buftype, LA_SHADBUF_HALFWAY, LA_SHADBUF_DEEP)) - shb->bias= 0.1f*shb->bias; - - shb->compressthresh= lar->compressthresh; -} - -void area_lamp_vectors(LampRen *lar) -{ - float xsize= 0.5f*lar->area_size, ysize= 0.5f*lar->area_sizey, multifac; - - /* make it smaller, so area light can be multisampled */ - multifac= 1.0f/sqrtf((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]; - lar->area[0][2]= lar->co[2] - xsize*lar->mat[0][2] - ysize*lar->mat[1][2]; - - /* corner vectors */ - lar->area[1][0]= lar->co[0] - xsize*lar->mat[0][0] + ysize*lar->mat[1][0]; - lar->area[1][1]= lar->co[1] - xsize*lar->mat[0][1] + ysize*lar->mat[1][1]; - lar->area[1][2]= lar->co[2] - xsize*lar->mat[0][2] + ysize*lar->mat[1][2]; - - /* corner vectors */ - lar->area[2][0]= lar->co[0] + xsize*lar->mat[0][0] + ysize*lar->mat[1][0]; - lar->area[2][1]= lar->co[1] + xsize*lar->mat[0][1] + ysize*lar->mat[1][1]; - lar->area[2][2]= lar->co[2] + xsize*lar->mat[0][2] + ysize*lar->mat[1][2]; - - /* corner vectors */ - lar->area[3][0]= lar->co[0] + xsize*lar->mat[0][0] - ysize*lar->mat[1][0]; - lar->area[3][1]= lar->co[1] + xsize*lar->mat[0][1] - ysize*lar->mat[1][1]; - lar->area[3][2]= lar->co[2] + xsize*lar->mat[0][2] - ysize*lar->mat[1][2]; - /* only for correction button size, matrix size works on energy */ - lar->areasize= lar->dist*lar->dist/(4.0f*xsize*ysize); -} - -/* If lar takes more lamp data, the decoupling will be better. */ -static GroupObject *add_render_lamp(Render *re, Object *ob) -{ - Lamp *la= ob->data; - LampRen *lar; - GroupObject *go; - float mat[4][4], angle, xn, yn; - float vec[3]; - int c; - - /* previewrender sets this to zero... prevent accidents */ - if (la==NULL) return NULL; - - /* prevent only shadow from rendering light */ - if (la->mode & LA_ONLYSHADOW) - if ((re->r.mode & R_SHADOW)==0) - return NULL; - - re->totlamp++; - - /* groups is used to unify support for lightgroups, this is the global lightgroup */ - go= MEM_callocN(sizeof(GroupObject), "groupobject"); - BLI_addtail(&re->lights, go); - go->ob= ob; - /* lamprens are in own list, for freeing */ - lar= (LampRen *)MEM_callocN(sizeof(LampRen), "lampren"); - BLI_addtail(&re->lampren, lar); - go->lampren= lar; - - mul_m4_m4m4(mat, re->viewmat, ob->obmat); - invert_m4_m4(ob->imat, mat); - - copy_m4_m4(lar->lampmat, ob->obmat); - copy_m3_m4(lar->mat, mat); - copy_m3_m4(lar->imat, ob->imat); - - lar->bufsize = la->bufsize; - lar->samp = la->samp; - lar->buffers= la->buffers; - if (lar->buffers==0) lar->buffers= 1; - lar->buftype= la->buftype; - lar->filtertype= la->filtertype; - lar->soft = la->soft; - lar->shadhalostep = la->shadhalostep; - lar->clipsta = la->clipsta; - lar->clipend = la->clipend; - - lar->bias = la->bias; - lar->compressthresh = la->compressthresh; - - lar->type= la->type; - lar->mode= la->mode; - - lar->energy= la->energy; - if (la->mode & LA_NEG) lar->energy= -lar->energy; - - lar->vec[0]= -mat[2][0]; - lar->vec[1]= -mat[2][1]; - lar->vec[2]= -mat[2][2]; - normalize_v3(lar->vec); - lar->co[0]= mat[3][0]; - lar->co[1]= mat[3][1]; - lar->co[2]= mat[3][2]; - lar->dist= la->dist; - lar->haint= la->haint; - lar->distkw= lar->dist*lar->dist; - lar->r= lar->energy*la->r; - lar->g= lar->energy*la->g; - lar->b= lar->energy*la->b; - lar->shdwr= la->shdwr; - lar->shdwg= la->shdwg; - lar->shdwb= la->shdwb; - lar->k= la->k; - - /* area */ - lar->ray_samp= la->ray_samp; - lar->ray_sampy= la->ray_sampy; - lar->ray_sampz= la->ray_sampz; - - lar->area_size= la->area_size; - lar->area_sizey= la->area_sizey; - lar->area_sizez= la->area_sizez; - - lar->area_shape= la->area_shape; - - /* Annoying, lamp UI does this, but the UI might not have been used? - add here too. - * make sure this matches buttons_shading.c's logic */ - if (ELEM(la->type, LA_AREA, LA_SPOT, LA_SUN, LA_LOCAL) && (la->mode & LA_SHAD_RAY)) - if (ELEM(la->type, LA_SPOT, LA_SUN, LA_LOCAL)) - if (la->ray_samp_method == LA_SAMP_CONSTANT) la->ray_samp_method = LA_SAMP_HALTON; - - lar->ray_samp_method= la->ray_samp_method; - lar->ray_samp_type= la->ray_samp_type; - - lar->adapt_thresh= la->adapt_thresh; - lar->sunsky = NULL; - - if ( ELEM(lar->type, LA_SPOT, LA_LOCAL)) { - lar->ray_totsamp= lar->ray_samp*lar->ray_samp; - lar->area_shape = LA_AREA_SQUARE; - lar->area_sizey= lar->area_size; - } - else if (lar->type==LA_AREA) { - switch (lar->area_shape) { - case LA_AREA_SQUARE: - lar->ray_totsamp= lar->ray_samp*lar->ray_samp; - lar->ray_sampy= lar->ray_samp; - lar->area_sizey= lar->area_size; - break; - case LA_AREA_RECT: - lar->ray_totsamp= lar->ray_samp*lar->ray_sampy; - break; - case LA_AREA_CUBE: - lar->ray_totsamp= lar->ray_samp*lar->ray_samp*lar->ray_samp; - lar->ray_sampy= lar->ray_samp; - lar->ray_sampz= lar->ray_samp; - lar->area_sizey= lar->area_size; - lar->area_sizez= lar->area_size; - break; - case LA_AREA_BOX: - lar->ray_totsamp= lar->ray_samp*lar->ray_sampy*lar->ray_sampz; - break; - } - - area_lamp_vectors(lar); - init_jitter_plane(lar); /* subsamples */ - } - else if (lar->type==LA_SUN) { - lar->ray_totsamp= lar->ray_samp*lar->ray_samp; - lar->area_shape = LA_AREA_SQUARE; - lar->area_sizey= lar->area_size; - - if ((la->sun_effect_type & LA_SUN_EFFECT_SKY) || - (la->sun_effect_type & LA_SUN_EFFECT_AP)) - { - lar->sunsky = (struct SunSky*)MEM_callocN(sizeof(struct SunSky), "sunskyren"); - lar->sunsky->effect_type = la->sun_effect_type; - - copy_v3_v3(vec, ob->obmat[2]); - normalize_v3(vec); - - InitSunSky( - lar->sunsky, la->atm_turbidity, vec, la->horizon_brightness, - la->spread, la->sun_brightness, la->sun_size, la->backscattered_light, - la->skyblendfac, la->skyblendtype, la->sky_exposure, la->sky_colorspace); - InitAtmosphere( - lar->sunsky, la->sun_intensity, 1.0, 1.0, la->atm_inscattering_factor, la->atm_extinction_factor, - la->atm_distance_factor); - } - } - else lar->ray_totsamp= 0; - - lar->spotsi= la->spotsize; - if (lar->mode & LA_HALO) { - if (lar->spotsi > DEG2RADF(170.0f)) lar->spotsi = DEG2RADF(170.0f); - } - lar->spotsi= cosf(lar->spotsi * 0.5f); - lar->spotbl= (1.0f-lar->spotsi)*la->spotblend; - - memcpy(lar->mtex, la->mtex, MAX_MTEX*sizeof(void *)); - - lar->lay = ob->lay & 0xFFFFFF; /* higher 8 bits are localview layers */ - - lar->falloff_type = la->falloff_type; - lar->ld1= la->att1; - lar->ld2= la->att2; - lar->coeff_const= la->coeff_const; - lar->coeff_lin= la->coeff_lin; - lar->coeff_quad= la->coeff_quad; - lar->curfalloff = curvemapping_copy(la->curfalloff); - - if (lar->curfalloff) { - /* so threads don't conflict on init */ - curvemapping_initialize(lar->curfalloff); - } - - if (lar->type==LA_SPOT) { - - normalize_v3(lar->imat[0]); - normalize_v3(lar->imat[1]); - normalize_v3(lar->imat[2]); - - xn = saacos(lar->spotsi); - xn = sinf(xn) / cosf(xn); - lar->spottexfac= 1.0f/(xn); - - if (lar->mode & LA_ONLYSHADOW) { - if ((lar->mode & (LA_SHAD_BUF|LA_SHAD_RAY))==0) lar->mode -= LA_ONLYSHADOW; - } - - } - - /* set flag for spothalo en initvars */ - if ((la->type == LA_SPOT) && (la->mode & LA_HALO) && - (!(la->mode & LA_SHAD_BUF) || la->buftype != LA_SHADBUF_DEEP)) - { - if (la->haint>0.0f) { - re->flag |= R_LAMPHALO; - - /* camera position (0, 0, 0) rotate around lamp */ - lar->sh_invcampos[0]= -lar->co[0]; - lar->sh_invcampos[1]= -lar->co[1]; - lar->sh_invcampos[2]= -lar->co[2]; - mul_m3_v3(lar->imat, lar->sh_invcampos); - - /* z factor, for a normalized volume */ - angle= saacos(lar->spotsi); - xn= lar->spotsi; - yn = sinf(angle); - lar->sh_zfac= yn/xn; - /* pre-scale */ - lar->sh_invcampos[2]*= lar->sh_zfac; - - /* halfway shadow buffer doesn't work for volumetric effects */ - if (ELEM(lar->buftype, LA_SHADBUF_HALFWAY, LA_SHADBUF_DEEP)) - lar->buftype = LA_SHADBUF_REGULAR; - - } - } - else if (la->type==LA_HEMI) { - lar->mode &= ~(LA_SHAD_RAY|LA_SHAD_BUF); - } - - for (c=0; cmtex[c] && la->mtex[c]->tex) { - if (la->mtex[c]->mapto & LAMAP_COL) - lar->mode |= LA_TEXTURE; - if (la->mtex[c]->mapto & LAMAP_SHAD) - lar->mode |= LA_SHAD_TEX; - - if (G.is_rendering) { - if (re->osa) { - if (la->mtex[c]->tex->type==TEX_IMAGE) lar->mode |= LA_OSATEX; - } - } - } - } - - /* old code checked for internal render (aka not yafray) */ - { - /* to make sure we can check ray shadow easily in the render code */ - if (lar->mode & LA_SHAD_RAY) { - if ( (re->r.mode & R_RAYTRACE)==0) - lar->mode &= ~LA_SHAD_RAY; - } - - - if (re->r.mode & R_SHADOW) { - - if (la->type==LA_AREA && (lar->mode & LA_SHAD_RAY) && (lar->ray_samp_method == LA_SAMP_CONSTANT)) { - init_jitter_plane(lar); - } - else if (la->type==LA_SPOT && (lar->mode & LA_SHAD_BUF) ) { - /* Per lamp, one shadow buffer is made. */ - lar->bufflag= la->bufflag; - copy_m4_m4(mat, ob->obmat); - initshadowbuf(re, lar, mat); /* mat is altered */ - } - - - /* this is the way used all over to check for shadow */ - if (lar->shb || (lar->mode & LA_SHAD_RAY)) { - LampShadowSample *ls; - LampShadowSubSample *lss; - int a, b; - - memset(re->shadowsamplenr, 0, sizeof(re->shadowsamplenr)); - - lar->shadsamp= MEM_mallocN(re->r.threads*sizeof(LampShadowSample), "lamp shadow sample"); - ls= lar->shadsamp; - - /* shadfacs actually mean light, let's put them to 1 to prevent unitialized accidents */ - for (a=0; ar.threads; a++, ls++) { - lss= ls->s; - for (b=0; br.osa; b++, lss++) { - lss->samplenr= -1; /* used to detect whether we store or read */ - lss->shadfac[0]= 1.0f; - lss->shadfac[1]= 1.0f; - lss->shadfac[2]= 1.0f; - lss->shadfac[3]= 1.0f; - } - } - } - } - } - - return go; -} - -static bool is_object_restricted(Render *re, Object *ob) -{ - if (re->r.scemode & R_VIEWPORT_PREVIEW) - return (ob->restrictflag & OB_RESTRICT_VIEW) != 0; - else - return (ob->restrictflag & OB_RESTRICT_RENDER) != 0; -} - -static bool is_object_hidden(Render *re, Object *ob) -{ - if (is_object_restricted(re, ob)) - return true; - - if (re->r.scemode & R_VIEWPORT_PREVIEW) { - /* Mesh deform cages and so on mess up the preview. To avoid the problem, - * viewport doesn't show mesh object if its draw type is bounding box or wireframe. - * Unless it's an active smoke domain! - */ - ModifierData *md = NULL; - - if ((md = modifiers_findByType(ob, eModifierType_Smoke)) && - (modifier_isEnabled(re->scene, md, eModifierMode_Realtime))) - { - return false; - } - return ELEM(ob->dt, OB_BOUNDBOX, OB_WIRE); - } - else { - return false; - } -} - -/* layflag: allows material group to ignore layerflag */ -static void add_lightgroup(Render *re, Group *group, int exclusive) -{ - GroupObject *go, *gol; - - group->id.tag &= ~LIB_TAG_DOIT; - - /* it's a bit too many loops in loops... but will survive */ - /* note that 'exclusive' will remove it from the global list */ - for (go= group->gobject.first; go; go= go->next) { - go->lampren= NULL; - - if (is_object_hidden(re, go->ob)) - continue; - - if (go->ob->lay & re->lay) { - if (go->ob && go->ob->type==OB_LAMP) { - for (gol= re->lights.first; gol; gol= gol->next) { - if (gol->ob==go->ob) { - go->lampren= gol->lampren; - break; - } - } - if (go->lampren==NULL) - gol= add_render_lamp(re, go->ob); - if (gol && exclusive) { - BLI_remlink(&re->lights, gol); - MEM_freeN(gol); - } - } - } - } -} - -static void set_material_lightgroups(Render *re) -{ - Group *group; - Material *ma; - - /* not for preview render */ - if (re->scene->r.scemode & (R_BUTS_PREVIEW|R_VIEWPORT_PREVIEW)) - return; - - for (group= re->main->group.first; group; group=group->id.next) - group->id.tag |= LIB_TAG_DOIT; - - /* it's a bit too many loops in loops... but will survive */ - /* hola! materials not in use...? */ - for (ma= re->main->mat.first; ma; ma=ma->id.next) { - if (ma->group && (ma->group->id.tag & LIB_TAG_DOIT)) - add_lightgroup(re, ma->group, ma->mode & MA_GROUP_NOLAY); - } -} - -static void set_renderlayer_lightgroups(Render *re, Scene *sce) -{ - SceneRenderLayer *srl; - - for (srl= sce->r.layers.first; srl; srl= srl->next) { - if (srl->light_override) - add_lightgroup(re, srl->light_override, 0); - } -} - -/* ------------------------------------------------------------------------- */ -/* World */ -/* ------------------------------------------------------------------------- */ - -void init_render_world(Render *re) -{ - void *wrld_prev[2] = { - re->wrld.aotables, - re->wrld.aosphere, - }; - - int a; - - if (re->scene && re->scene->world) { - re->wrld = *(re->scene->world); - - copy_v3_v3(re->grvec, re->viewmat[2]); - normalize_v3(re->grvec); - copy_m3_m4(re->imat, re->viewinv); - - for (a=0; awrld.mtex[a] && re->wrld.mtex[a]->tex) re->wrld.skytype |= WO_SKYTEX; - - /* AO samples should be OSA minimum */ - if (re->osa) - while (re->wrld.aosamp*re->wrld.aosamp < re->osa) - re->wrld.aosamp++; - if (!(re->r.mode & R_RAYTRACE) && (re->wrld.ao_gather_method == WO_AOGATHER_RAYTRACE)) - re->wrld.mode &= ~(WO_AMB_OCC|WO_ENV_LIGHT|WO_INDIRECT_LIGHT); - } - else { - memset(&re->wrld, 0, sizeof(World)); - re->wrld.exp= 0.0f; - re->wrld.range= 1.0f; - - /* for mist pass */ - re->wrld.miststa= re->clipsta; - re->wrld.mistdist= re->clipend-re->clipsta; - re->wrld.misi= 1.0f; - } - - re->wrld.linfac= 1.0f + powf((2.0f*re->wrld.exp + 0.5f), -10); - re->wrld.logfac= logf((re->wrld.linfac-1.0f)/re->wrld.linfac) / re->wrld.range; - - /* restore runtime vars, needed for viewport rendering [#36005] */ - re->wrld.aotables = wrld_prev[0]; - re->wrld.aosphere = wrld_prev[1]; -} - - - -/* ------------------------------------------------------------------------- */ -/* Object Finalization */ -/* ------------------------------------------------------------------------- */ - -/* prevent phong interpolation for giving ray shadow errors (terminator problem) */ -static void set_phong_threshold(ObjectRen *obr) -{ -// VertRen *ver; - VlakRen *vlr; - float thresh= 0.0, dot; - int tot=0, i; - - /* Added check for 'pointy' situations, only dotproducts of 0.9 and larger - * are taken into account. This threshold is meant to work on smooth geometry, not - * for extreme cases (ton) */ - - for (i=0; itotvlak; i++) { - vlr= RE_findOrAddVlak(obr, i); - if ((vlr->flag & R_SMOOTH) && (vlr->flag & R_STRAND)==0) { - dot= dot_v3v3(vlr->n, vlr->v1->n); - dot= ABS(dot); - if (dot>0.9f) { - thresh+= dot; tot++; - } - dot= dot_v3v3(vlr->n, vlr->v2->n); - dot= ABS(dot); - if (dot>0.9f) { - thresh+= dot; tot++; - } - - dot= dot_v3v3(vlr->n, vlr->v3->n); - dot= ABS(dot); - if (dot>0.9f) { - thresh+= dot; tot++; - } - - if (vlr->v4) { - dot= dot_v3v3(vlr->n, vlr->v4->n); - dot= ABS(dot); - if (dot>0.9f) { - thresh+= dot; tot++; - } - } - } - } - - if (tot) { - thresh/= (float)tot; - obr->ob->smoothresh= cosf(0.5f*(float)M_PI-saacos(thresh)); - } -} - -/* per face check if all samples should be taken. - * if raytrace or multisample, do always for raytraced material, or when material full_osa set */ -static void set_fullsample_trace_flag(Render *re, ObjectRen *obr) -{ - VlakRen *vlr; - int a, trace, mode, osa; - - osa= re->osa; - trace= re->r.mode & R_RAYTRACE; - - for (a=obr->totvlak-1; a>=0; a--) { - vlr= RE_findOrAddVlak(obr, a); - mode= vlr->mat->mode; - - if (trace && (mode & MA_TRACEBLE)) - vlr->flag |= R_TRACEBLE; - - if (osa) { - if (mode & MA_FULL_OSA) { - vlr->flag |= R_FULL_OSA; - } - else if (trace) { - if (mode & MA_SHLESS) { - /* pass */ - } - else if (vlr->mat->material_type == MA_TYPE_VOLUME) { - /* pass */ - } - else if ((mode & MA_RAYMIRROR) || ((mode & MA_TRANSP) && (mode & MA_RAYTRANSP))) { - /* for blurry reflect/refract, better to take more samples - * inside the raytrace than as OSA samples */ - if ((vlr->mat->gloss_mir == 1.0f) && (vlr->mat->gloss_tra == 1.0f)) - vlr->flag |= R_FULL_OSA; - } - } - } - } -} - -/* split quads for predictable baking - * dir 1 == (0, 1, 2) (0, 2, 3), 2 == (1, 3, 0) (1, 2, 3) - */ -static void split_quads(ObjectRen *obr, int dir) -{ - VlakRen *vlr, *vlr1; - int a; - - for (a=obr->totvlak-1; a>=0; a--) { - vlr= RE_findOrAddVlak(obr, a); - - /* test if rendering as a quad or triangle, skip wire */ - if ((vlr->flag & R_STRAND)==0 && (vlr->mat->material_type != MA_TYPE_WIRE)) { - - if (vlr->v4) { - - vlr1= RE_vlakren_copy(obr, vlr); - vlr1->flag |= R_FACE_SPLIT; - - if ( dir==2 ) vlr->flag |= R_DIVIDE_24; - else vlr->flag &= ~R_DIVIDE_24; - - /* new vertex pointers */ - if (vlr->flag & R_DIVIDE_24) { - vlr1->v1= vlr->v2; - vlr1->v2= vlr->v3; - vlr1->v3= vlr->v4; - - vlr->v3 = vlr->v4; - - vlr1->flag |= R_DIVIDE_24; - } - else { - vlr1->v1= vlr->v1; - vlr1->v2= vlr->v3; - vlr1->v3= vlr->v4; - - vlr1->flag &= ~R_DIVIDE_24; - } - vlr->v4 = vlr1->v4 = NULL; - -#ifdef WITH_FREESTYLE - /* Freestyle edge marks */ - if (vlr->flag & R_DIVIDE_24) { - vlr1->freestyle_edge_mark= - ((vlr->freestyle_edge_mark & R_EDGE_V2V3) ? R_EDGE_V1V2 : 0) | - ((vlr->freestyle_edge_mark & R_EDGE_V3V4) ? R_EDGE_V2V3 : 0); - vlr->freestyle_edge_mark= - ((vlr->freestyle_edge_mark & R_EDGE_V1V2) ? R_EDGE_V1V2 : 0) | - ((vlr->freestyle_edge_mark & R_EDGE_V4V1) ? R_EDGE_V3V1 : 0); - } - else { - vlr1->freestyle_edge_mark= - ((vlr->freestyle_edge_mark & R_EDGE_V3V4) ? R_EDGE_V2V3 : 0) | - ((vlr->freestyle_edge_mark & R_EDGE_V4V1) ? R_EDGE_V3V1 : 0); - vlr->freestyle_edge_mark= - ((vlr->freestyle_edge_mark & R_EDGE_V1V2) ? R_EDGE_V1V2 : 0) | - ((vlr->freestyle_edge_mark & R_EDGE_V2V3) ? R_EDGE_V2V3 : 0); - } -#endif - - /* new normals */ - normal_tri_v3(vlr->n, vlr->v3->co, vlr->v2->co, vlr->v1->co); - normal_tri_v3(vlr1->n, vlr1->v3->co, vlr1->v2->co, vlr1->v1->co); - } - /* clear the flag when not divided */ - else vlr->flag &= ~R_DIVIDE_24; - } - } -} - -static void check_non_flat_quads(ObjectRen *obr) -{ - VlakRen *vlr, *vlr1; - VertRen *v1, *v2, *v3, *v4; - float nor[3], xn, flen; - int a; - - for (a=obr->totvlak-1; a>=0; a--) { - vlr= RE_findOrAddVlak(obr, a); - - /* test if rendering as a quad or triangle, skip wire */ - if (vlr->v4 && (vlr->flag & R_STRAND)==0 && (vlr->mat->material_type != MA_TYPE_WIRE)) { - - /* check if quad is actually triangle */ - v1= vlr->v1; - v2= vlr->v2; - v3= vlr->v3; - v4= vlr->v4; - sub_v3_v3v3(nor, v1->co, v2->co); - if ( ABS(nor[0])v1= v2; - vlr->v2= v3; - vlr->v3= v4; - vlr->v4= NULL; - vlr->flag |= (R_DIVIDE_24 | R_FACE_SPLIT); - } - else { - sub_v3_v3v3(nor, v2->co, v3->co); - if ( ABS(nor[0])v2= v3; - vlr->v3= v4; - vlr->v4= NULL; - vlr->flag |= R_FACE_SPLIT; - } - else { - sub_v3_v3v3(nor, v3->co, v4->co); - if ( ABS(nor[0])v4= NULL; - } - else { - sub_v3_v3v3(nor, v4->co, v1->co); - if ( ABS(nor[0])v4= NULL; - } - } - } - } - - if (vlr->v4) { - - /* Face is divided along edge with the least gradient */ - /* Flagged with R_DIVIDE_24 if divide is from vert 2 to 4 */ - /* 4---3 4---3 */ - /* |\ 1| or |1 /| */ - /* |0\ | |/ 0| */ - /* 1---2 1---2 0 = orig face, 1 = new face */ - - /* render normals are inverted in render! we calculate normal of single tria here */ - flen= normal_tri_v3(nor, vlr->v4->co, vlr->v3->co, vlr->v1->co); - if (flen==0.0f) normal_tri_v3(nor, vlr->v4->co, vlr->v2->co, vlr->v1->co); - - xn = dot_v3v3(nor, vlr->n); - - if (ABS(xn) < 0.999995f ) { /* checked on noisy fractal grid */ - - float d1, d2; - - vlr1= RE_vlakren_copy(obr, vlr); - vlr1->flag |= R_FACE_SPLIT; - - /* split direction based on vnorms */ - normal_tri_v3(nor, vlr->v1->co, vlr->v2->co, vlr->v3->co); - d1 = dot_v3v3(nor, vlr->v1->n); - - normal_tri_v3(nor, vlr->v2->co, vlr->v3->co, vlr->v4->co); - d2 = dot_v3v3(nor, vlr->v2->n); - - if (fabsf(d1) < fabsf(d2) ) vlr->flag |= R_DIVIDE_24; - else vlr->flag &= ~R_DIVIDE_24; - - /* new vertex pointers */ - if (vlr->flag & R_DIVIDE_24) { - vlr1->v1= vlr->v2; - vlr1->v2= vlr->v3; - vlr1->v3= vlr->v4; - - vlr->v3 = vlr->v4; - - vlr1->flag |= R_DIVIDE_24; - } - else { - vlr1->v1= vlr->v1; - vlr1->v2= vlr->v3; - vlr1->v3= vlr->v4; - - vlr1->flag &= ~R_DIVIDE_24; - } - vlr->v4 = vlr1->v4 = NULL; - - /* new normals */ - normal_tri_v3(vlr->n, vlr->v3->co, vlr->v2->co, vlr->v1->co); - normal_tri_v3(vlr1->n, vlr1->v3->co, vlr1->v2->co, vlr1->v1->co); - -#ifdef WITH_FREESTYLE - /* Freestyle edge marks */ - if (vlr->flag & R_DIVIDE_24) { - vlr1->freestyle_edge_mark= - ((vlr->freestyle_edge_mark & R_EDGE_V2V3) ? R_EDGE_V1V2 : 0) | - ((vlr->freestyle_edge_mark & R_EDGE_V3V4) ? R_EDGE_V2V3 : 0); - vlr->freestyle_edge_mark= - ((vlr->freestyle_edge_mark & R_EDGE_V1V2) ? R_EDGE_V1V2 : 0) | - ((vlr->freestyle_edge_mark & R_EDGE_V4V1) ? R_EDGE_V3V1 : 0); - } - else { - vlr1->freestyle_edge_mark= - ((vlr->freestyle_edge_mark & R_EDGE_V3V4) ? R_EDGE_V2V3 : 0) | - ((vlr->freestyle_edge_mark & R_EDGE_V4V1) ? R_EDGE_V3V1 : 0); - vlr->freestyle_edge_mark= - ((vlr->freestyle_edge_mark & R_EDGE_V1V2) ? R_EDGE_V1V2 : 0) | - ((vlr->freestyle_edge_mark & R_EDGE_V2V3) ? R_EDGE_V2V3 : 0); - } -#endif - } - /* clear the flag when not divided */ - else vlr->flag &= ~R_DIVIDE_24; - } - } - } -} - -static void finalize_render_object(Render *re, ObjectRen *obr, int timeoffset) -{ - Object *ob= obr->ob; - VertRen *ver= NULL; - StrandRen *strand= NULL; - StrandBound *sbound= NULL; - float min[3], max[3], smin[3], smax[3]; - int a, b; - - if (obr->totvert || obr->totvlak || obr->tothalo || obr->totstrand) { - /* the exception below is because displace code now is in init_render_mesh call, - * I will look at means to have autosmooth enabled for all object types - * and have it as general postprocess, like displace */ - if (ob->type!=OB_MESH && test_for_displace(re, ob)) - displace(re, obr); - - if (!timeoffset) { - /* phong normal interpolation can cause error in tracing - * (terminator problem) */ - ob->smoothresh= 0.0; - if ((re->r.mode & R_RAYTRACE) && (re->r.mode & R_SHADOW)) - set_phong_threshold(obr); - - if (re->flag & R_BAKING && re->r.bake_quad_split != 0) { - /* Baking lets us define a quad split order */ - split_quads(obr, re->r.bake_quad_split); - } - else if (BKE_object_is_animated(re->scene, ob)) - split_quads(obr, 1); - else { - if ((re->r.mode & R_SIMPLIFY && re->r.simplify_flag & R_SIMPLE_NO_TRIANGULATE) == 0) - check_non_flat_quads(obr); - } - - set_fullsample_trace_flag(re, obr); - - /* compute bounding boxes for clipping */ - INIT_MINMAX(min, max); - for (a=0; atotvert; a++) { - if ((a & 255)==0) ver= obr->vertnodes[a>>8].vert; - else ver++; - - minmax_v3v3_v3(min, max, ver->co); - } - - if (obr->strandbuf) { - float width; - - /* compute average bounding box of strandpoint itself (width) */ - if (obr->strandbuf->flag & R_STRAND_B_UNITS) - obr->strandbuf->maxwidth = max_ff(obr->strandbuf->ma->strand_sta, obr->strandbuf->ma->strand_end); - else - obr->strandbuf->maxwidth= 0.0f; - - width= obr->strandbuf->maxwidth; - sbound= obr->strandbuf->bound; - for (b=0; bstrandbuf->totbound; b++, sbound++) { - - INIT_MINMAX(smin, smax); - - for (a=sbound->start; aend; a++) { - strand= RE_findOrAddStrand(obr, a); - strand_minmax(strand, smin, smax, width); - } - - copy_v3_v3(sbound->boundbox[0], smin); - copy_v3_v3(sbound->boundbox[1], smax); - - minmax_v3v3_v3(min, max, smin); - minmax_v3v3_v3(min, max, smax); - } - } - - copy_v3_v3(obr->boundbox[0], min); - copy_v3_v3(obr->boundbox[1], max); - } - } -} - -/* ------------------------------------------------------------------------- */ -/* Database */ -/* ------------------------------------------------------------------------- */ - -static int render_object_type(short type) -{ - return OB_TYPE_SUPPORT_MATERIAL(type); -} - -static void find_dupli_instances(Render *re, ObjectRen *obr, DupliObject *dob) -{ - ObjectInstanceRen *obi; - float imat[4][4], obmat[4][4], obimat[4][4], nmat[3][3]; - int first = 1; - - mul_m4_m4m4(obmat, re->viewmat, obr->obmat); - invert_m4_m4(imat, obmat); - - /* for objects instanced by dupliverts/faces/particles, we go over the - * list of instances to find ones that instance obr, and setup their - * matrices and obr pointer */ - for (obi=re->instancetable.last; obi; obi=obi->prev) { - if (!obi->obr && obi->ob == obr->ob && obi->psysindex == obr->psysindex) { - obi->obr= obr; - - /* compute difference between object matrix and - * object matrix with dupli transform, in viewspace */ - copy_m4_m4(obimat, obi->mat); - mul_m4_m4m4(obi->mat, obimat, imat); - - copy_m3_m4(nmat, obi->mat); - invert_m3_m3(obi->nmat, nmat); - transpose_m3(obi->nmat); - - if (dob) { - copy_v3_v3(obi->dupliorco, dob->orco); - obi->dupliuv[0]= dob->uv[0]; - obi->dupliuv[1]= dob->uv[1]; - } - - if (!first) { - re->totvert += obr->totvert; - re->totvlak += obr->totvlak; - re->tothalo += obr->tothalo; - re->totstrand += obr->totstrand; - } - else - first= 0; - } - } -} - -static void assign_dupligroup_dupli(Render *re, ObjectInstanceRen *obi, ObjectRen *obr, DupliObject *dob) -{ - float imat[4][4], obmat[4][4], obimat[4][4], nmat[3][3]; - - mul_m4_m4m4(obmat, re->viewmat, obr->obmat); - invert_m4_m4(imat, obmat); - - obi->obr= obr; - - /* compute difference between object matrix and - * object matrix with dupli transform, in viewspace */ - copy_m4_m4(obimat, obi->mat); - mul_m4_m4m4(obi->mat, obimat, imat); - - copy_m3_m4(nmat, obi->mat); - invert_m3_m3(obi->nmat, nmat); - transpose_m3(obi->nmat); - - if (dob) { - copy_v3_v3(obi->dupliorco, dob->orco); - obi->dupliuv[0]= dob->uv[0]; - obi->dupliuv[1]= dob->uv[1]; - } - - re->totvert += obr->totvert; - re->totvlak += obr->totvlak; - re->tothalo += obr->tothalo; - re->totstrand += obr->totstrand; -} - -static ObjectRen *find_dupligroup_dupli(Render *re, Object *ob, int psysindex) -{ - ObjectRen *obr; - - /* if the object is itself instanced, we don't want to create an instance - * for it */ - if (ob->transflag & OB_RENDER_DUPLI) - return NULL; - - /* try to find an object that was already created so we can reuse it - * and save memory */ - for (obr=re->objecttable.first; obr; obr=obr->next) - if (obr->ob == ob && obr->psysindex == psysindex && (obr->flag & R_INSTANCEABLE)) - return obr; - - return NULL; -} - -static void set_dupli_tex_mat(Render *re, ObjectInstanceRen *obi, DupliObject *dob, float omat[4][4]) -{ - /* For duplis we need to have a matrix that transform the coordinate back - * to it's original position, without the dupli transforms. We also check - * the matrix is actually needed, to save memory on lots of dupliverts for - * example */ - static Object *lastob= NULL; - static int needtexmat= 0; - - /* init */ - if (!re) { - lastob= NULL; - needtexmat= 0; - return; - } - - /* check if we actually need it */ - if (lastob != dob->ob) { - Material ***material; - short a, *totmaterial; - - lastob= dob->ob; - needtexmat= 0; - - totmaterial= give_totcolp(dob->ob); - material= give_matarar(dob->ob); - - if (totmaterial && material) - for (a= 0; a<*totmaterial; a++) - if ((*material)[a] && (*material)[a]->texco & TEXCO_OBJECT) - needtexmat= 1; - } - - if (needtexmat) { - float imat[4][4]; - - obi->duplitexmat= BLI_memarena_alloc(re->memArena, sizeof(float)*4*4); - invert_m4_m4(imat, dob->mat); - mul_m4_series(obi->duplitexmat, re->viewmat, omat, imat, re->viewinv); - } - - copy_v3_v3(obi->dupliorco, dob->orco); - copy_v2_v2(obi->dupliuv, dob->uv); -} - -static void init_render_object_data(Render *re, ObjectRen *obr, int timeoffset) -{ - Object *ob= obr->ob; - ParticleSystem *psys; - int i; - - if (obr->psysindex) { - if ((!obr->prev || obr->prev->ob != ob || (obr->prev->flag & R_INSTANCEABLE)==0) && ob->type==OB_MESH) { - /* the emitter mesh wasn't rendered so the modifier stack wasn't - * evaluated with render settings */ - DerivedMesh *dm; - const CustomDataMask mask = CD_MASK_RENDER_INTERNAL; - - if (re->r.scemode & R_VIEWPORT_PREVIEW) - dm = mesh_create_derived_view(re->scene, ob, mask); - else - dm = mesh_create_derived_render(re->scene, ob, mask); - dm->release(dm); - } - - for (psys=ob->particlesystem.first, i=0; ipsysindex-1; i++) - psys= psys->next; - - render_new_particle_system(re, obr, psys, timeoffset); - } - else { - if (ELEM(ob->type, OB_FONT, OB_CURVE)) - init_render_curve(re, obr, timeoffset); - else if (ob->type==OB_SURF) - init_render_surf(re, obr, timeoffset); - else if (ob->type==OB_MESH) - init_render_mesh(re, obr, timeoffset); - else if (ob->type==OB_MBALL) - init_render_mball(re, obr); - } - - finalize_render_object(re, obr, timeoffset); - - re->totvert += obr->totvert; - re->totvlak += obr->totvlak; - re->tothalo += obr->tothalo; - re->totstrand += obr->totstrand; -} - -static void add_render_object(Render *re, Object *ob, Object *par, DupliObject *dob, float omat[4][4], int timeoffset) -{ - ObjectRen *obr; - ObjectInstanceRen *obi; - ParticleSystem *psys; - int show_emitter, allow_render= 1, index, psysindex, i; - - index= (dob)? dob->persistent_id[0]: 0; - - /* It seems that we may generate psys->renderdata recursively in some nasty intricated cases of - * several levels of bupliobject (see T51524). - * For now, basic rule is, do not restore psys if it was already in 'render state'. - * Another, more robust solution could be to add some reference counting to that renderdata... */ - bool psys_has_renderdata = false; - - /* the emitter has to be processed first (render levels of modifiers) */ - /* so here we only check if the emitter should be rendered */ - if (ob->particlesystem.first) { - show_emitter= 0; - for (psys=ob->particlesystem.first; psys; psys=psys->next) { - show_emitter += psys->part->draw & PART_DRAW_EMITTER; - if (!(re->r.scemode & R_VIEWPORT_PREVIEW)) { - psys_has_renderdata |= (psys->renderdata != NULL); - psys_render_set(ob, psys, re->viewmat, re->winmat, re->winx, re->winy, timeoffset); - } - } - - /* if no psys has "show emitter" selected don't render emitter */ - if (show_emitter == 0) - allow_render= 0; - } - - /* one render object for the data itself */ - if (allow_render) { - obr= RE_addRenderObject(re, ob, par, index, 0, ob->lay); - if ((dob && !dob->animated) || (ob->transflag & OB_RENDER_DUPLI)) { - obr->flag |= R_INSTANCEABLE; - copy_m4_m4(obr->obmat, ob->obmat); - } - init_render_object_data(re, obr, timeoffset); - - /* only add instance for objects that have not been used for dupli */ - if (!(ob->transflag & OB_RENDER_DUPLI)) { - obi = RE_addRenderInstance(re, obr, ob, par, index, 0, NULL, ob->lay, dob); - if (dob) set_dupli_tex_mat(re, obi, dob, omat); - } - else - find_dupli_instances(re, obr, dob); - - for (i=1; i<=ob->totcol; i++) { - Material* ma = give_render_material(re, ob, i); - if (ma && ma->material_type == MA_TYPE_VOLUME) - add_volume(re, obr, ma); - } - } - - /* and one render object per particle system */ - if (ob->particlesystem.first) { - psysindex= 1; - for (psys=ob->particlesystem.first; psys; psys=psys->next, psysindex++) { - if (!psys_check_enabled(ob, psys, G.is_rendering)) - continue; - - obr= RE_addRenderObject(re, ob, par, index, psysindex, ob->lay); - if ((dob && !dob->animated) || (ob->transflag & OB_RENDER_DUPLI)) { - obr->flag |= R_INSTANCEABLE; - copy_m4_m4(obr->obmat, ob->obmat); - } - if (dob) - psys->flag |= PSYS_USE_IMAT; - init_render_object_data(re, obr, timeoffset); - if (!(re->r.scemode & R_VIEWPORT_PREVIEW) && !psys_has_renderdata) { - psys_render_restore(ob, psys); - } - psys->flag &= ~PSYS_USE_IMAT; - - /* only add instance for objects that have not been used for dupli */ - if (!(ob->transflag & OB_RENDER_DUPLI)) { - obi = RE_addRenderInstance(re, obr, ob, par, index, psysindex, NULL, ob->lay, dob); - if (dob) set_dupli_tex_mat(re, obi, dob, omat); - } - else - find_dupli_instances(re, obr, dob); - } - } -} - -/* par = pointer to duplicator parent, needed for object lookup table */ -/* index = when duplicater copies same object (particle), the counter */ -static void init_render_object(Render *re, Object *ob, Object *par, DupliObject *dob, float omat[4][4], int timeoffset) -{ - static double lasttime= 0.0; - double time; - float mat[4][4]; - - if (ob->type==OB_LAMP) - add_render_lamp(re, ob); - else if (render_object_type(ob->type)) - add_render_object(re, ob, par, dob, omat, timeoffset); - else { - mul_m4_m4m4(mat, re->viewmat, ob->obmat); - invert_m4_m4(ob->imat, mat); - } - - time= PIL_check_seconds_timer(); - if (time - lasttime > 1.0) { - lasttime= time; - /* clumsy copying still */ - re->i.totvert= re->totvert; - re->i.totface= re->totvlak; - re->i.totstrand= re->totstrand; - re->i.tothalo= re->tothalo; - re->i.totlamp= re->totlamp; - re->stats_draw(re->sdh, &re->i); - } - - ob->flag |= OB_DONE; -} - -void RE_Database_Free(Render *re) -{ - LampRen *lar; - - /* will crash if we try to free empty database */ - if (!re->i.convertdone) - return; - - /* statistics for debugging render memory usage */ - if ((G.debug & G_DEBUG) && (G.is_rendering)) { - if ((re->r.scemode & (R_BUTS_PREVIEW|R_VIEWPORT_PREVIEW))==0) { - BKE_image_print_memlist(re->main); - MEM_printmemlist_stats(); - } - } - - /* FREE */ - - for (lar= re->lampren.first; lar; lar= lar->next) { - freeshadowbuf(lar); - if (lar->jitter) MEM_freeN(lar->jitter); - if (lar->shadsamp) MEM_freeN(lar->shadsamp); - if (lar->sunsky) MEM_freeN(lar->sunsky); - curvemapping_free(lar->curfalloff); - } - - free_volume_precache(re); - - BLI_freelistN(&re->lampren); - BLI_freelistN(&re->lights); - - free_renderdata_tables(re); - - /* free orco */ - free_mesh_orco_hash(re); - - if (re->main) { - end_render_materials(re->main); - end_render_textures(re); - free_pointdensities(re); - } - - free_camera_inside_volumes(re); - - if (re->wrld.aosphere) { - MEM_freeN(re->wrld.aosphere); - re->wrld.aosphere= NULL; - if (re->scene && re->scene->world) - re->scene->world->aosphere= NULL; - } - if (re->wrld.aotables) { - MEM_freeN(re->wrld.aotables); - re->wrld.aotables= NULL; - if (re->scene && re->scene->world) - re->scene->world->aotables= NULL; - } - if (re->r.mode & R_RAYTRACE) - free_render_qmcsampler(re); - - if (re->r.mode & R_RAYTRACE) freeraytree(re); - - free_sss(re); - free_occ(re); - free_strand_surface(re); - - re->totvlak=re->totvert=re->totstrand=re->totlamp=re->tothalo= 0; - re->i.convertdone = false; - - re->bakebuf= NULL; - - if (re->scene) - if (re->scene->r.scemode & R_FREE_IMAGE) - if ((re->r.scemode & (R_BUTS_PREVIEW|R_VIEWPORT_PREVIEW))==0) - BKE_image_free_all_textures(re->main); - - if (re->memArena) { - BLI_memarena_free(re->memArena); - re->memArena = NULL; - } -} - -static int allow_render_object(Render *re, Object *ob, int nolamps, int onlyselected, Object *actob) -{ - if (is_object_hidden(re, ob)) - return 0; - - /* Only handle dupli-hiding here if there is no particle systems. Else, let those handle show/noshow. */ - if (!ob->particlesystem.first) { - if ((ob->transflag & OB_DUPLI) && !(ob->transflag & OB_DUPLIFRAMES)) { - return 0; - } - } - - /* don't add non-basic meta objects, ends up having renderobjects with no geometry */ - if (ob->type == OB_MBALL && ob != BKE_mball_basis_find(re->main, re->eval_ctx, re->scene, ob)) - return 0; - - if (nolamps && (ob->type==OB_LAMP)) - return 0; - - if (onlyselected && (ob!=actob && !(ob->flag & SELECT))) - return 0; - - return 1; -} - -static int allow_render_dupli_instance(Render *UNUSED(re), DupliObject *dob, Object *obd) -{ - ParticleSystem *psys; - Material *ma; - short a, *totmaterial; - - /* don't allow objects with halos. we need to have - * all halo's to sort them globally in advance */ - totmaterial= give_totcolp(obd); - - if (totmaterial) { - for (a= 0; a<*totmaterial; a++) { - ma= give_current_material(obd, a + 1); - if (ma && (ma->material_type == MA_TYPE_HALO)) - return 0; - } - } - - for (psys=obd->particlesystem.first; psys; psys=psys->next) - if (!ELEM(psys->part->ren_as, PART_DRAW_BB, PART_DRAW_LINE, PART_DRAW_PATH, PART_DRAW_OB, PART_DRAW_GR)) - return 0; - - /* don't allow lamp, animated duplis, or radio render */ - return (render_object_type(obd->type) && - (!(dob->type == OB_DUPLIGROUP) || !dob->animated)); -} - -static void dupli_render_particle_set(Render *re, Object *ob, int timeoffset, int level, int enable) -{ - /* ugly function, but we need to set particle systems to their render - * settings before calling object_duplilist, to get render level duplis */ - Group *group; - GroupObject *go; - ParticleSystem *psys; - DerivedMesh *dm; - - if (re->r.scemode & R_VIEWPORT_PREVIEW) - return; - - if (level >= MAX_DUPLI_RECUR) - return; - - if (ob->transflag & OB_DUPLIPARTS) { - for (psys=ob->particlesystem.first; psys; psys=psys->next) { - if (ELEM(psys->part->ren_as, PART_DRAW_OB, PART_DRAW_GR)) { - if (enable) - psys_render_set(ob, psys, re->viewmat, re->winmat, re->winx, re->winy, timeoffset); - else - psys_render_restore(ob, psys); - } - } - - if (enable) { - /* this is to make sure we get render level duplis in groups: - * the derivedmesh must be created before init_render_mesh, - * since object_duplilist does dupliparticles before that */ - dm = mesh_create_derived_render(re->scene, ob, CD_MASK_RENDER_INTERNAL); - dm->release(dm); - - for (psys=ob->particlesystem.first; psys; psys=psys->next) - psys_get_modifier(ob, psys)->flag &= ~eParticleSystemFlag_psys_updated; - } - } - - if (ob->dup_group==NULL) return; - group= ob->dup_group; - - for (go= group->gobject.first; go; go= go->next) - dupli_render_particle_set(re, go->ob, timeoffset, level+1, enable); -} - -static int get_vector_renderlayers(Scene *sce) -{ - SceneRenderLayer *srl; - unsigned int lay= 0; - - for (srl= sce->r.layers.first; srl; srl= srl->next) - if (srl->passflag & SCE_PASS_VECTOR) - lay |= srl->lay; - - return lay; -} - -static void add_group_render_dupli_obs(Render *re, Group *group, int nolamps, int onlyselected, Object *actob, int timeoffset, int level) -{ - GroupObject *go; - Object *ob; - - /* simple preventing of too deep nested groups */ - if (level>MAX_DUPLI_RECUR) return; - - /* recursively go into dupligroups to find objects with OB_RENDER_DUPLI - * that were not created yet */ - for (go= group->gobject.first; go; go= go->next) { - ob= go->ob; - - if (ob->flag & OB_DONE) { - if (ob->transflag & OB_RENDER_DUPLI) { - if (allow_render_object(re, ob, nolamps, onlyselected, actob)) { - init_render_object(re, ob, NULL, NULL, NULL, timeoffset); - ob->transflag &= ~OB_RENDER_DUPLI; - - if (ob->dup_group) - add_group_render_dupli_obs(re, ob->dup_group, nolamps, onlyselected, actob, timeoffset, level+1); - } - } - } - } -} - -static void database_init_objects(Render *re, unsigned int renderlay, int nolamps, int onlyselected, Object *actob, int timeoffset) -{ - Base *base; - Object *ob; - Group *group; - ObjectInstanceRen *obi; - Scene *sce_iter; - int lay, vectorlay; - - /* for duplis we need the Object texture mapping to work as if - * untransformed, set_dupli_tex_mat sets the matrix to allow that - * NULL is just for init */ - set_dupli_tex_mat(NULL, NULL, NULL, NULL); - - /* loop over all objects rather then using SETLOOPER because we may - * reference an mtex-mapped object which isn't rendered or is an - * empty in a dupli group. We could scan all render material/lamp/world - * mtex's for mapto objects but its easier just to set the - * 'imat' / 'imat_ren' on all and unlikely to be a performance hit - * See bug: [#28744] - campbell */ - for (ob= re->main->object.first; ob; ob= ob->id.next) { - float mat[4][4]; - - /* imat objects has to be done here, since displace can have texture using Object map-input */ - mul_m4_m4m4(mat, re->viewmat, ob->obmat); - invert_m4_m4(ob->imat_ren, mat); - copy_m4_m4(ob->imat, ob->imat_ren); - /* each object should only be rendered once */ - ob->flag &= ~OB_DONE; - ob->transflag &= ~OB_RENDER_DUPLI; - } - - for (SETLOOPER(re->scene, sce_iter, base)) { - ob= base->object; - - /* in the prev/next pass for making speed vectors, avoid creating - * objects that are not on a renderlayer with a vector pass, can - * save a lot of time in complex scenes */ - vectorlay= get_vector_renderlayers(re->scene); - lay= (timeoffset)? renderlay & vectorlay: renderlay; - - /* if the object has been restricted from rendering in the outliner, ignore it */ - if (is_object_restricted(re, ob)) continue; - - /* OB_DONE means the object itself got duplicated, so was already converted */ - if (ob->flag & OB_DONE) { - /* OB_RENDER_DUPLI means instances for it were already created, now - * it still needs to create the ObjectRen containing the data */ - if (ob->transflag & OB_RENDER_DUPLI) { - if (allow_render_object(re, ob, nolamps, onlyselected, actob)) { - init_render_object(re, ob, NULL, NULL, NULL, timeoffset); - ob->transflag &= ~OB_RENDER_DUPLI; - } - } - } - else if ((base->lay & lay) || (ob->type==OB_LAMP && (base->lay & re->lay)) ) { - if ((ob->transflag & OB_DUPLI) && (ob->type!=OB_MBALL)) { - DupliObject *dob; - ListBase *duplilist; - DupliApplyData *duplilist_apply_data = NULL; - int i; - - /* create list of duplis generated by this object, particle - * system need to have render settings set for dupli particles */ - dupli_render_particle_set(re, ob, timeoffset, 0, 1); - duplilist = object_duplilist(re->main, re->eval_ctx, re->scene, ob); - duplilist_apply_data = duplilist_apply(ob, NULL, duplilist); - /* postpone 'dupli_render_particle_set', since RE_addRenderInstance reads - * index values from 'dob->persistent_id[0]', referencing 'psys->child' which - * may be smaller once the particle system is restored, see: T45563. */ - - for (dob= duplilist->first, i = 0; dob; dob= dob->next, ++i) { - DupliExtraData *dob_extra = &duplilist_apply_data->extra[i]; - Object *obd= dob->ob; - - copy_m4_m4(obd->obmat, dob->mat); - - /* group duplis need to set ob matrices correct, for deform. so no_draw is part handled */ - if (!(obd->transflag & OB_RENDER_DUPLI) && dob->no_draw) - continue; - - if (is_object_hidden(re, obd)) - continue; - - if (obd->type==OB_MBALL) - continue; - - if (!allow_render_object(re, obd, nolamps, onlyselected, actob)) - continue; - - if (allow_render_dupli_instance(re, dob, obd)) { - ParticleSystem *psys; - ObjectRen *obr = NULL; - int psysindex; - float mat[4][4]; - - obi=NULL; - - /* instances instead of the actual object are added in two cases, either - * this is a duplivert/face/particle, or it is a non-animated object in - * a dupligroup that has already been created before */ - if (dob->type != OB_DUPLIGROUP || (obr=find_dupligroup_dupli(re, obd, 0))) { - mul_m4_m4m4(mat, re->viewmat, dob->mat); - /* ob = particle system, use that layer */ - obi = RE_addRenderInstance(re, NULL, obd, ob, dob->persistent_id[0], 0, mat, ob->lay, dob); - - /* fill in instance variables for texturing */ - set_dupli_tex_mat(re, obi, dob, dob_extra->obmat); - if (dob->type != OB_DUPLIGROUP) { - copy_v3_v3(obi->dupliorco, dob->orco); - obi->dupliuv[0]= dob->uv[0]; - obi->dupliuv[1]= dob->uv[1]; - } - else { - /* for the second case, setup instance to point to the already - * created object, and possibly setup instances if this object - * itself was duplicated. for the first case find_dupli_instances - * will be called later. */ - assign_dupligroup_dupli(re, obi, obr, dob); - if (obd->transflag & OB_RENDER_DUPLI) - find_dupli_instances(re, obr, dob); - } - } - - /* same logic for particles, each particle system has it's own object, so - * need to go over them separately */ - psysindex= 1; - for (psys=obd->particlesystem.first; psys; psys=psys->next) { - if (dob->type != OB_DUPLIGROUP || (obr=find_dupligroup_dupli(re, obd, psysindex))) { - if (obi == NULL) - mul_m4_m4m4(mat, re->viewmat, dob->mat); - obi = RE_addRenderInstance(re, NULL, obd, ob, dob->persistent_id[0], psysindex++, mat, obd->lay, dob); - - set_dupli_tex_mat(re, obi, dob, dob_extra->obmat); - if (dob->type != OB_DUPLIGROUP) { - copy_v3_v3(obi->dupliorco, dob->orco); - obi->dupliuv[0]= dob->uv[0]; - obi->dupliuv[1]= dob->uv[1]; - } - else { - assign_dupligroup_dupli(re, obi, obr, dob); - if (obd->transflag & OB_RENDER_DUPLI) - find_dupli_instances(re, obr, dob); - } - } - } - - if (obi==NULL) - /* can't instance, just create the object */ - init_render_object(re, obd, ob, dob, dob_extra->obmat, timeoffset); - - if (dob->type != OB_DUPLIGROUP) { - obd->flag |= OB_DONE; - obd->transflag |= OB_RENDER_DUPLI; - } - } - else - init_render_object(re, obd, ob, dob, dob_extra->obmat, timeoffset); - - if (re->test_break(re->tbh)) break; - } - - /* restore particle system */ - dupli_render_particle_set(re, ob, timeoffset, 0, false); - - if (duplilist_apply_data) { - duplilist_restore(duplilist, duplilist_apply_data); - duplilist_free_apply_data(duplilist_apply_data); - } - free_object_duplilist(duplilist); - - if (allow_render_object(re, ob, nolamps, onlyselected, actob)) - init_render_object(re, ob, NULL, NULL, NULL, timeoffset); - } - else if (allow_render_object(re, ob, nolamps, onlyselected, actob)) - init_render_object(re, ob, NULL, NULL, NULL, timeoffset); - } - - if (re->test_break(re->tbh)) break; - } - - /* objects in groups with OB_RENDER_DUPLI set still need to be created, - * since they may not be part of the scene */ - for (group= re->main->group.first; group; group=group->id.next) - add_group_render_dupli_obs(re, group, nolamps, onlyselected, actob, timeoffset, 0); - - if (!re->test_break(re->tbh)) - RE_makeRenderInstances(re); -} - -/* used to be 'rotate scene' */ -void RE_Database_FromScene(Render *re, Main *bmain, Scene *scene, unsigned int lay, int use_camera_view) -{ - Scene *sce; - Object *camera; - float mat[4][4]; - float amb[3]; - - re->main= bmain; - re->scene= scene; - re->lay= lay; - - if (re->r.scemode & R_VIEWPORT_PREVIEW) - re->scene_color_manage = BKE_scene_check_color_management_enabled(scene); - - /* scene needs to be set to get camera */ - camera= RE_GetCamera(re); - - /* per second, per object, stats print this */ - re->i.infostr= "Preparing Scene data"; - re->i.cfra= scene->r.cfra; - BLI_strncpy(re->i.scene_name, scene->id.name + 2, sizeof(re->i.scene_name)); - - /* XXX add test if dbase was filled already? */ - - re->memArena = BLI_memarena_new(BLI_MEMARENA_STD_BUFSIZE, "render db arena"); - re->totvlak=re->totvert=re->totstrand=re->totlamp=re->tothalo= 0; - re->lights.first= re->lights.last= NULL; - re->lampren.first= re->lampren.last= NULL; - - re->i.partsdone = false; /* signal now in use for previewrender */ - - /* in localview, lamps are using normal layers, objects only local bits */ - if (re->lay & 0xFF000000) - lay &= 0xFF000000; - - /* applies changes fully */ - if ((re->r.scemode & (R_NO_FRAME_UPDATE|R_BUTS_PREVIEW|R_VIEWPORT_PREVIEW))==0) { - BKE_scene_update_for_newframe(re->eval_ctx, re->main, re->scene, lay); - render_update_anim_renderdata(re, &re->scene->r); - } - - /* if no camera, viewmat should have been set! */ - if (use_camera_view && camera) { - /* called before but need to call again in case of lens animation from the - * above call to BKE_scene_update_for_newframe, fixes bug. [#22702]. - * following calls don't depend on 'RE_SetCamera' */ - RE_SetCamera(re, camera); - RE_GetCameraModelMatrix(re, camera, mat); - invert_m4(mat); - RE_SetView(re, mat); - - /* force correct matrix for scaled cameras */ - DAG_id_tag_update_ex(re->main, &camera->id, OB_RECALC_OB); - } - - /* store for incremental render, viewmat rotates dbase */ - copy_m4_m4(re->viewmat_orig, re->viewmat); - - init_render_world(re); /* do first, because of ambient. also requires re->osa set correct */ - if (re->r.mode & R_RAYTRACE) { - init_render_qmcsampler(re); - - if (re->wrld.mode & (WO_AMB_OCC|WO_ENV_LIGHT|WO_INDIRECT_LIGHT)) - if (re->wrld.ao_samp_method == WO_AOSAMP_CONSTANT) - init_ao_sphere(re, &re->wrld); - } - - /* still bad... doing all */ - init_render_textures(re); - copy_v3_v3(amb, &re->wrld.ambr); - init_render_materials(re->main, re->r.mode, amb, (re->r.scemode & R_BUTS_PREVIEW) == 0); - set_node_shader_lamp_loop(shade_material_loop); - - /* MAKE RENDER DATA */ - database_init_objects(re, lay, 0, 0, NULL, 0); - - if (!re->test_break(re->tbh)) { - set_material_lightgroups(re); - for (sce= re->scene; sce; sce= sce->set) - set_renderlayer_lightgroups(re, sce); - - /* for now some clumsy copying still */ - re->i.totvert= re->totvert; - re->i.totface= re->totvlak; - re->i.totstrand= re->totstrand; - re->i.tothalo= re->tothalo; - re->i.totlamp= re->totlamp; - re->stats_draw(re->sdh, &re->i); - } -} - -void RE_Database_Preprocess(Render *re) -{ - if (!re->test_break(re->tbh)) { - int tothalo; - - tothalo= re->tothalo; - sort_halos(re, tothalo); - - init_camera_inside_volumes(re); - - re->i.infostr = IFACE_("Creating Shadowbuffers"); - re->stats_draw(re->sdh, &re->i); - - /* SHADOW BUFFER */ - threaded_makeshadowbufs(re); - - /* old code checked for internal render (aka not yafray) */ - { - /* raytree */ - if (!re->test_break(re->tbh)) { - if (re->r.mode & R_RAYTRACE) { - makeraytree(re); - } - } - /* ENVIRONMENT MAPS */ - if (!re->test_break(re->tbh)) - make_envmaps(re); - - /* point density texture */ - if (!re->test_break(re->tbh)) - make_pointdensities(re); - /* voxel data texture */ - if (!re->test_break(re->tbh)) - make_voxeldata(re); - } - - if (!re->test_break(re->tbh)) - project_renderdata(re, projectverto, (re->r.mode & R_PANORAMA) != 0, 0, 1); - - /* Occlusion */ - if ((re->wrld.mode & (WO_AMB_OCC|WO_ENV_LIGHT|WO_INDIRECT_LIGHT)) && !re->test_break(re->tbh)) - if (re->wrld.ao_gather_method == WO_AOGATHER_APPROX) - if (re->r.mode & R_SHADOW) - make_occ_tree(re); - - /* SSS */ - if ((re->r.mode & R_SSS) && !re->test_break(re->tbh)) - make_sss_tree(re); - - if (!re->test_break(re->tbh)) - if (re->r.mode & R_RAYTRACE) - volume_precache(re); - } - - re->i.convertdone = true; - - if (re->test_break(re->tbh)) - RE_Database_Free(re); - - re->i.infostr = NULL; - re->stats_draw(re->sdh, &re->i); -} - -/* exported call to recalculate hoco for vertices, when winmat changed */ -void RE_DataBase_ApplyWindow(Render *re) -{ - project_renderdata(re, projectverto, 0, 0, 0); -} - -/* exported call to rotate render data again, when viewmat changed */ -void RE_DataBase_IncrementalView(Render *re, float viewmat[4][4], int restore) -{ - float oldviewinv[4][4], tmat[4][4]; - - invert_m4_m4(oldviewinv, re->viewmat_orig); - - /* we have to correct for the already rotated vertexcoords */ - mul_m4_m4m4(tmat, viewmat, oldviewinv); - - copy_m4_m4(re->viewmat, viewmat); - invert_m4_m4(re->viewinv, re->viewmat); - - init_camera_inside_volumes(re); - - env_rotate_scene(re, tmat, !restore); - - /* SSS points distribution depends on view */ - if ((re->r.mode & R_SSS) && !re->test_break(re->tbh)) - make_sss_tree(re); -} - - -void RE_DataBase_GetView(Render *re, float mat[4][4]) -{ - copy_m4_m4(mat, re->viewmat); -} - -/* ------------------------------------------------------------------------- */ -/* Speed Vectors */ -/* ------------------------------------------------------------------------- */ - -static void database_fromscene_vectors(Render *re, Scene *scene, unsigned int lay, int timeoffset) -{ - Object *camera= RE_GetCamera(re); - float mat[4][4]; - - re->scene= scene; - re->lay= lay; - - /* XXX add test if dbase was filled already? */ - - re->memArena = BLI_memarena_new(BLI_MEMARENA_STD_BUFSIZE, "vector render db arena"); - re->totvlak=re->totvert=re->totstrand=re->totlamp=re->tothalo= 0; - re->i.totface=re->i.totvert=re->i.totstrand=re->i.totlamp=re->i.tothalo= 0; - re->lights.first= re->lights.last= NULL; - - /* in localview, lamps are using normal layers, objects only local bits */ - if (re->lay & 0xFF000000) - lay &= 0xFF000000; - - /* applies changes fully */ - scene->r.cfra += timeoffset; - BKE_scene_update_for_newframe(re->eval_ctx, re->main, re->scene, lay); - - /* if no camera, viewmat should have been set! */ - if (camera) { - RE_GetCameraModelMatrix(re, camera, mat); - normalize_m4(mat); - invert_m4(mat); - RE_SetView(re, mat); - } - - /* MAKE RENDER DATA */ - database_init_objects(re, lay, 0, 0, NULL, timeoffset); - - if (!re->test_break(re->tbh)) - project_renderdata(re, projectverto, (re->r.mode & R_PANORAMA) != 0, 0, 1); - - /* do this in end, particles for example need cfra */ - scene->r.cfra -= timeoffset; -} - -/* choose to use static, to prevent giving too many args to this call */ -static void speedvector_project(Render *re, float zco[2], const float co[3], const float ho[4]) -{ - static float pixelphix=0.0f, pixelphiy=0.0f, zmulx=0.0f, zmuly=0.0f; - static int pano= 0; - float div; - - /* initialize */ - if (re) { - pano= re->r.mode & R_PANORAMA; - - /* precalculate amount of radians 1 pixel rotates */ - if (pano) { - /* size of 1 pixel mapped to viewplane coords */ - float psize; - - psize = BLI_rctf_size_x(&re->viewplane) / (float)re->winx; - /* x angle of a pixel */ - pixelphix = atan(psize / re->clipsta); - - psize = BLI_rctf_size_y(&re->viewplane) / (float)re->winy; - /* y angle of a pixel */ - pixelphiy = atan(psize / re->clipsta); - } - zmulx= re->winx/2; - zmuly= re->winy/2; - - return; - } - - /* now map hocos to screenspace, uses very primitive clip still */ - if (ho[3]<0.1f) div= 10.0f; - else div= 1.0f/ho[3]; - - /* use cylinder projection */ - if (pano) { - float vec[3], ang; - /* angle between (0, 0, -1) and (co) */ - copy_v3_v3(vec, co); - - ang= saacos(-vec[2]/sqrtf(vec[0]*vec[0] + vec[2]*vec[2])); - if (vec[0]<0.0f) ang= -ang; - zco[0]= ang/pixelphix + zmulx; - - ang= 0.5f*(float)M_PI - saacos(vec[1] / len_v3(vec)); - zco[1]= ang/pixelphiy + zmuly; - - } - else { - zco[0]= zmulx*(1.0f+ho[0]*div); - zco[1]= zmuly*(1.0f+ho[1]*div); - } -} - -static void calculate_speedvector(const float vectors[2], int step, float winsq, float winroot, const float co[3], const float ho[4], float speed[4]) -{ - float zco[2], len; - - speedvector_project(NULL, zco, co, ho); - - zco[0]= vectors[0] - zco[0]; - zco[1]= vectors[1] - zco[1]; - - /* enable nice masks for hardly moving stuff or float inaccuracy */ - if (zco[0]<0.1f && zco[0]>-0.1f && zco[1]<0.1f && zco[1]>-0.1f ) { - zco[0]= 0.0f; - zco[1]= 0.0f; - } - - /* maximize speed for image width, otherwise it never looks good */ - len= zco[0]*zco[0] + zco[1]*zco[1]; - if (len > winsq) { - len= winroot/sqrtf(len); - zco[0]*= len; - zco[1]*= len; - } - - /* note; in main vecblur loop speedvec is negated again */ - if (step) { - speed[2]= -zco[0]; - speed[3]= -zco[1]; - } - else { - speed[0]= zco[0]; - speed[1]= zco[1]; - } -} - -static float *calculate_strandsurface_speedvectors(Render *re, ObjectInstanceRen *obi, StrandSurface *mesh) -{ - if (mesh->co && mesh->prevco && mesh->nextco) { - float winsq= (float)re->winx*(float)re->winy; /* int's can wrap on large images */ - float winroot= sqrtf(winsq); - float (*winspeed)[4]; - float ho[4], prevho[4], nextho[4], winmat[4][4], vec[2]; - int a; - - if (obi->flag & R_TRANSFORMED) - mul_m4_m4m4(winmat, re->winmat, obi->mat); - else - copy_m4_m4(winmat, re->winmat); - - winspeed= MEM_callocN(sizeof(float)*4*mesh->totvert, "StrandSurfWin"); - - for (a=0; atotvert; a++) { - projectvert(mesh->co[a], winmat, ho); - - projectvert(mesh->prevco[a], winmat, prevho); - speedvector_project(NULL, vec, mesh->prevco[a], prevho); - calculate_speedvector(vec, 0, winsq, winroot, mesh->co[a], ho, winspeed[a]); - - projectvert(mesh->nextco[a], winmat, nextho); - speedvector_project(NULL, vec, mesh->nextco[a], nextho); - calculate_speedvector(vec, 1, winsq, winroot, mesh->co[a], ho, winspeed[a]); - } - - return (float *)winspeed; - } - - return NULL; -} - -static void calculate_speedvectors(Render *re, ObjectInstanceRen *obi, float *vectors, int step) -{ - ObjectRen *obr= obi->obr; - VertRen *ver= NULL; - StrandRen *strand= NULL; - StrandBuffer *strandbuf; - StrandSurface *mesh= NULL; - float *speed, (*winspeed)[4]=NULL, ho[4], winmat[4][4]; - float *co1, *co2, *co3, *co4, w[4]; - float winsq = (float)re->winx * (float)re->winy, winroot = sqrtf(winsq); /* int's can wrap on large images */ - int a, *face, *index; - - if (obi->flag & R_TRANSFORMED) - mul_m4_m4m4(winmat, re->winmat, obi->mat); - else - copy_m4_m4(winmat, re->winmat); - - if (obr->vertnodes) { - for (a=0; atotvert; a++, vectors+=2) { - if ((a & 255)==0) ver= obr->vertnodes[a>>8].vert; - else ver++; - - speed= RE_vertren_get_winspeed(obi, ver, 1); - projectvert(ver->co, winmat, ho); - calculate_speedvector(vectors, step, winsq, winroot, ver->co, ho, speed); - } - } - - if (obr->strandnodes) { - strandbuf= obr->strandbuf; - mesh= (strandbuf)? strandbuf->surface: NULL; - - /* compute speed vectors at surface vertices */ - if (mesh) - winspeed= (float(*)[4])calculate_strandsurface_speedvectors(re, obi, mesh); - - if (winspeed) { - for (a=0; atotstrand; a++, vectors+=2) { - if ((a & 255)==0) strand= obr->strandnodes[a>>8].strand; - else strand++; - - index= RE_strandren_get_face(obr, strand, 0); - if (index && *index < mesh->totface) { - speed= RE_strandren_get_winspeed(obi, strand, 1); - - /* interpolate speed vectors from strand surface */ - face= mesh->face[*index]; - - co1 = mesh->co[face[0]]; - co2 = mesh->co[face[1]]; - co3 = mesh->co[face[2]]; - - if (face[3]) { - co4 = mesh->co[face[3]]; - interp_weights_quad_v3(w, co1, co2, co3, co4, strand->vert->co); - } - else { - interp_weights_tri_v3(w, co1, co2, co3, strand->vert->co); - } - - zero_v4(speed); - madd_v4_v4fl(speed, winspeed[face[0]], w[0]); - madd_v4_v4fl(speed, winspeed[face[1]], w[1]); - madd_v4_v4fl(speed, winspeed[face[2]], w[2]); - if (face[3]) - madd_v4_v4fl(speed, winspeed[face[3]], w[3]); - } - } - - MEM_freeN(winspeed); - } - } -} - -static int load_fluidsimspeedvectors(Render *re, ObjectInstanceRen *obi, float *vectors, int step) -{ - ObjectRen *obr= obi->obr; - Object *fsob= obr->ob; - VertRen *ver= NULL; - float *speed, div, zco[2], avgvel[4] = {0.0, 0.0, 0.0, 0.0}; - float zmulx= re->winx/2, zmuly= re->winy/2, len; - float winsq = (float)re->winx * (float)re->winy, winroot= sqrtf(winsq); /* int's can wrap on large images */ - int a, j; - float hoco[4], ho[4], fsvec[4], camco[4]; - float mat[4][4], winmat[4][4]; - float imat[4][4]; - FluidsimModifierData *fluidmd = (FluidsimModifierData *)modifiers_findByType(fsob, eModifierType_Fluidsim); - FluidsimSettings *fss; - FluidVertexVelocity *velarray = NULL; - - /* only one step needed */ - if (step) return 1; - - if (fluidmd) - fss = fluidmd->fss; - else - return 0; - - copy_m4_m4(mat, re->viewmat); - invert_m4_m4(imat, mat); - - /* set first vertex OK */ - if (!fss->meshVelocities) return 0; - - if ( obr->totvert != fss->totvert) { - //fprintf(stderr, "load_fluidsimspeedvectors - modified fluidsim mesh, not using speed vectors (%d,%d)...\n", obr->totvert, fsob->fluidsimSettings->meshSurface->totvert); // DEBUG - return 0; - } - - velarray = fss->meshVelocities; - - if (obi->flag & R_TRANSFORMED) - mul_m4_m4m4(winmat, re->winmat, obi->mat); - else - copy_m4_m4(winmat, re->winmat); - - /* (bad) HACK calculate average velocity */ - /* better solution would be fixing getVelocityAt() in intern/elbeem/intern/solver_util.cpp - * so that also small drops/little water volumes return a velocity != 0. - * But I had no luck in fixing that function - DG */ - for (a=0; atotvert; a++) { - for (j=0;j<3;j++) avgvel[j] += velarray[a].vel[j]; - - } - for (j=0;j<3;j++) avgvel[j] /= (float)(obr->totvert); - - - for (a=0; atotvert; a++, vectors+=2) { - if ((a & 255)==0) - ver= obr->vertnodes[a>>8].vert; - else - ver++; - - /* get fluid velocity */ - fsvec[3] = 0.0f; - //fsvec[0] = fsvec[1] = fsvec[2] = fsvec[3] = 0.0; fsvec[2] = 2.0f; // NT fixed test - for (j=0;j<3;j++) fsvec[j] = velarray[a].vel[j]; - - /* (bad) HACK insert average velocity if none is there (see previous comment) */ - if ((fsvec[0] == 0.0f) && (fsvec[1] == 0.0f) && (fsvec[2] == 0.0f)) { - fsvec[0] = avgvel[0]; - fsvec[1] = avgvel[1]; - fsvec[2] = avgvel[2]; - } - - /* transform (=rotate) to cam space */ - camco[0] = dot_v3v3(imat[0], fsvec); - camco[1] = dot_v3v3(imat[1], fsvec); - camco[2] = dot_v3v3(imat[2], fsvec); - - /* get homogeneous coordinates */ - projectvert(camco, winmat, hoco); - projectvert(ver->co, winmat, ho); - - /* now map hocos to screenspace, uses very primitive clip still */ - /* use ho[3] of original vertex, xy component of vel. direction */ - if (ho[3]<0.1f) div= 10.0f; - else div= 1.0f/ho[3]; - zco[0]= zmulx*hoco[0]*div; - zco[1]= zmuly*hoco[1]*div; - - /* maximize speed as usual */ - len= zco[0]*zco[0] + zco[1]*zco[1]; - if (len > winsq) { - len= winroot/sqrtf(len); - zco[0]*= len; zco[1]*= len; - } - - speed= RE_vertren_get_winspeed(obi, ver, 1); - /* set both to the same value */ - speed[0]= speed[2]= zco[0]; - speed[1]= speed[3]= zco[1]; - //if (a < 20) fprintf(stderr,"speed %d %f,%f | camco %f,%f,%f | hoco %f,%f,%f,%f\n", a, speed[0], speed[1], camco[0],camco[1], camco[2], hoco[0],hoco[1], hoco[2],hoco[3]); // NT DEBUG - } - - return 1; -} - -/* makes copy per object of all vectors */ -/* result should be that we can free entire database */ -static void copy_dbase_object_vectors(Render *re, ListBase *lb) -{ - ObjectInstanceRen *obi, *obilb; - ObjectRen *obr; - VertRen *ver= NULL; - float *vec, ho[4], winmat[4][4]; - int a, totvector; - - for (obi= re->instancetable.first; obi; obi= obi->next) { - obr= obi->obr; - - obilb= MEM_mallocN(sizeof(ObjectInstanceRen), "ObInstanceVector"); - memcpy(obilb, obi, sizeof(ObjectInstanceRen)); - BLI_addtail(lb, obilb); - - obilb->totvector= totvector= obr->totvert; - - if (totvector > 0) { - vec= obilb->vectors= MEM_mallocN(2*sizeof(float)*totvector, "vector array"); - - if (obi->flag & R_TRANSFORMED) - mul_m4_m4m4(winmat, re->winmat, obi->mat); - else - copy_m4_m4(winmat, re->winmat); - - for (a=0; atotvert; a++, vec+=2) { - if ((a & 255)==0) ver= obr->vertnodes[a>>8].vert; - else ver++; - - projectvert(ver->co, winmat, ho); - speedvector_project(NULL, vec, ver->co, ho); - } - } - } -} - -static void free_dbase_object_vectors(ListBase *lb) -{ - ObjectInstanceRen *obi; - - for (obi= lb->first; obi; obi= obi->next) - if (obi->vectors) - MEM_freeN(obi->vectors); - BLI_freelistN(lb); -} - -void RE_Database_FromScene_Vectors(Render *re, Main *bmain, Scene *sce, unsigned int lay) -{ - ObjectInstanceRen *obi, *oldobi; - StrandSurface *mesh; - ListBase *table; - ListBase oldtable= {NULL, NULL}, newtable= {NULL, NULL}; - ListBase strandsurface; - int step; - - re->i.infostr = IFACE_("Calculating previous frame vectors"); - re->r.mode |= R_SPEED; - - speedvector_project(re, NULL, NULL, NULL); /* initializes projection code */ - - /* creates entire dbase */ - database_fromscene_vectors(re, sce, lay, -1); - - /* copy away vertex info */ - copy_dbase_object_vectors(re, &oldtable); - - /* free dbase and make the future one */ - strandsurface= re->strandsurface; - memset(&re->strandsurface, 0, sizeof(ListBase)); - re->i.convertdone = true; - RE_Database_Free(re); - re->strandsurface= strandsurface; - - if (!re->test_break(re->tbh)) { - /* creates entire dbase */ - re->i.infostr = IFACE_("Calculating next frame vectors"); - - database_fromscene_vectors(re, sce, lay, +1); - } - /* copy away vertex info */ - copy_dbase_object_vectors(re, &newtable); - - /* free dbase and make the real one */ - strandsurface= re->strandsurface; - memset(&re->strandsurface, 0, sizeof(ListBase)); - re->i.convertdone = true; - RE_Database_Free(re); - re->strandsurface= strandsurface; - - if (!re->test_break(re->tbh)) { - RE_Database_FromScene(re, bmain, sce, lay, 1); - RE_Database_Preprocess(re); - } - - if (!re->test_break(re->tbh)) { - int vectorlay= get_vector_renderlayers(re->scene); - - for (step= 0; step<2; step++) { - - if (step) - table= &newtable; - else - table= &oldtable; - - oldobi= table->first; - for (obi= re->instancetable.first; obi && oldobi; obi= obi->next) { - int ok= 1; - FluidsimModifierData *fluidmd; - - if (!(obi->lay & vectorlay)) - continue; - - obi->totvector= obi->obr->totvert; - - /* find matching object in old table */ - if (oldobi->ob!=obi->ob || oldobi->par!=obi->par || oldobi->index!=obi->index || oldobi->psysindex!=obi->psysindex) { - ok= 0; - for (oldobi= table->first; oldobi; oldobi= oldobi->next) - if (oldobi->ob==obi->ob && oldobi->par==obi->par && oldobi->index==obi->index && oldobi->psysindex==obi->psysindex) - break; - if (oldobi==NULL) - oldobi= table->first; - else - ok= 1; - } - if (ok==0) { - printf("speed table: missing object %s\n", obi->ob->id.name + 2); - continue; - } - - /* NT check for fluidsim special treatment */ - fluidmd = (FluidsimModifierData *)modifiers_findByType(obi->ob, eModifierType_Fluidsim); - if (fluidmd && fluidmd->fss && (fluidmd->fss->type & OB_FLUIDSIM_DOMAIN)) { - /* use preloaded per vertex simulation data, only does calculation for step=1 */ - /* NOTE/FIXME - velocities and meshes loaded unnecessarily often during the database_fromscene_vectors calls... */ - load_fluidsimspeedvectors(re, obi, oldobi->vectors, step); - } - else { - /* check if both have same amounts of vertices */ - if (obi->totvector==oldobi->totvector) - calculate_speedvectors(re, obi, oldobi->vectors, step); - else - printf("Warning: object %s has different amount of vertices or strands on other frame\n", obi->ob->id.name + 2); - } /* not fluidsim */ - - oldobi= oldobi->next; - } - } - } - - free_dbase_object_vectors(&oldtable); - free_dbase_object_vectors(&newtable); - - for (mesh=re->strandsurface.first; mesh; mesh=mesh->next) { - if (mesh->prevco) { - MEM_freeN(mesh->prevco); - mesh->prevco= NULL; - } - if (mesh->nextco) { - MEM_freeN(mesh->nextco); - mesh->nextco= NULL; - } - } - - re->i.infostr = NULL; - re->stats_draw(re->sdh, &re->i); -} - - -/* ------------------------------------------------------------------------- */ -/* Baking */ -/* ------------------------------------------------------------------------- */ - -/* setup for shaded view or bake, so only lamps and materials are initialized */ -/* type: - * RE_BAKE_LIGHT: for shaded view, only add lamps - * RE_BAKE_ALL: for baking, all lamps and objects - * RE_BAKE_NORMALS:for baking, no lamps and only selected objects - * RE_BAKE_AO: for baking, no lamps, but all objects - * RE_BAKE_TEXTURE:for baking, no lamps, only selected objects - * RE_BAKE_VERTEX_COLORS:for baking, no lamps, only selected objects - * RE_BAKE_DISPLACEMENT:for baking, no lamps, only selected objects - * RE_BAKE_DERIVATIVE:for baking, no lamps, only selected objects - * RE_BAKE_SHADOW: for baking, only shadows, but all objects - */ -void RE_Database_Baking(Render *re, Main *bmain, Scene *scene, unsigned int lay, const int type, Object *actob) -{ - Object *camera; - float mat[4][4]; - float amb[3]; - const short onlyselected= !ELEM(type, RE_BAKE_LIGHT, RE_BAKE_ALL, RE_BAKE_SHADOW, RE_BAKE_AO, RE_BAKE_VERTEX_COLORS); - const short nolamps= ELEM(type, RE_BAKE_NORMALS, RE_BAKE_TEXTURE, RE_BAKE_DISPLACEMENT, RE_BAKE_DERIVATIVE, RE_BAKE_VERTEX_COLORS); - - re->main= bmain; - re->scene= scene; - re->lay= lay; - - /* renderdata setup and exceptions */ - render_copy_renderdata(&re->r, &scene->r); - - RE_init_threadcount(re); - - re->flag |= R_BAKING; - re->excludeob= actob; - if (actob) - re->flag |= R_BAKE_TRACE; - - if (type==RE_BAKE_NORMALS && re->r.bake_normal_space==R_BAKE_SPACE_TANGENT) - re->flag |= R_NEED_TANGENT; - - if (type==RE_BAKE_VERTEX_COLORS) - re->flag |= R_NEED_VCOL; - - if (!actob && ELEM(type, RE_BAKE_LIGHT, RE_BAKE_NORMALS, RE_BAKE_TEXTURE, RE_BAKE_DISPLACEMENT, RE_BAKE_DERIVATIVE, RE_BAKE_VERTEX_COLORS)) { - re->r.mode &= ~R_SHADOW; - re->r.mode &= ~R_RAYTRACE; - } - - if (!actob && (type==RE_BAKE_SHADOW)) { - re->r.mode |= R_SHADOW; - } - - /* setup render stuff */ - re->memArena = BLI_memarena_new(BLI_MEMARENA_STD_BUFSIZE, "bake db arena"); - - re->totvlak=re->totvert=re->totstrand=re->totlamp=re->tothalo= 0; - re->lights.first= re->lights.last= NULL; - re->lampren.first= re->lampren.last= NULL; - - /* in localview, lamps are using normal layers, objects only local bits */ - if (re->lay & 0xFF000000) - lay &= 0xFF000000; - - camera= RE_GetCamera(re); - - /* if no camera, set unit */ - if (camera) { - normalize_m4_m4(mat, camera->obmat); - invert_m4(mat); - RE_SetView(re, mat); - } - else { - unit_m4(mat); - RE_SetView(re, mat); - } - copy_m3_m4(re->imat, re->viewinv); - - /* TODO: deep shadow maps + baking + strands */ - /* strands use the window matrix and view size, there is to correct - * window matrix but at least avoids malloc and crash loop [#27807] */ - unit_m4(re->winmat); - re->winx= re->winy= 256; - /* done setting dummy values */ - - init_render_world(re); /* do first, because of ambient. also requires re->osa set correct */ - if (re->r.mode & R_RAYTRACE) { - init_render_qmcsampler(re); - - if (re->wrld.mode & (WO_AMB_OCC|WO_ENV_LIGHT|WO_INDIRECT_LIGHT)) - if (re->wrld.ao_samp_method == WO_AOSAMP_CONSTANT) - init_ao_sphere(re, &re->wrld); - } - - /* still bad... doing all */ - init_render_textures(re); - - copy_v3_v3(amb, &re->wrld.ambr); - init_render_materials(re->main, re->r.mode, amb, true); - - set_node_shader_lamp_loop(shade_material_loop); - - /* MAKE RENDER DATA */ - database_init_objects(re, lay, nolamps, onlyselected, actob, 0); - - set_material_lightgroups(re); - - /* SHADOW BUFFER */ - if (type!=RE_BAKE_LIGHT) - if (re->r.mode & R_SHADOW) - threaded_makeshadowbufs(re); - - /* raytree */ - if (!re->test_break(re->tbh)) - if (re->r.mode & R_RAYTRACE) - makeraytree(re); - - /* point density texture */ - if (!re->test_break(re->tbh)) - make_pointdensities(re); - - /* voxel data texture */ - if (!re->test_break(re->tbh)) - make_voxeldata(re); - - /* occlusion */ - if ((re->wrld.mode & (WO_AMB_OCC|WO_ENV_LIGHT|WO_INDIRECT_LIGHT)) && !re->test_break(re->tbh)) - if (re->wrld.ao_gather_method == WO_AOGATHER_APPROX) - if (re->r.mode & R_SHADOW) - make_occ_tree(re); - - re->i.convertdone = true; -} diff --git a/source/blender/render/intern/source/envmap.c b/source/blender/render/intern/source/envmap.c deleted file mode 100644 index 85a6af92a28..00000000000 --- a/source/blender/render/intern/source/envmap.c +++ /dev/null @@ -1,822 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. - * All rights reserved. - * - * Contributors: 2004/2005/2006 Blender Foundation, full recode - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/render/intern/source/envmap.c - * \ingroup render - */ - -#include -#include - -/* external modules: */ - -#include "BLI_math.h" -#include "BLI_blenlib.h" -#include "BLI_threads.h" -#include "BLI_utildefines.h" - -#include "BLT_translation.h" - -#include "IMB_imbuf_types.h" -#include "IMB_imbuf.h" /* for rectcpy */ - -#include "DNA_group_types.h" -#include "DNA_image_types.h" -#include "DNA_lamp_types.h" -#include "DNA_object_types.h" -#include "DNA_scene_types.h" -#include "DNA_texture_types.h" - -#include "BKE_main.h" -#include "BKE_image.h" /* BKE_imbuf_write */ -#include "BKE_texture.h" -#include "BKE_scene.h" - -/* this module */ -#include "render_types.h" -#include "envmap.h" -#include "renderdatabase.h" -#include "renderpipeline.h" -#include "texture.h" -#include "zbuf.h" -#include "render_result.h" - -/* ------------------------------------------------------------------------- */ - -static void envmap_split_ima(EnvMap *env, ImBuf *ibuf) -{ - int dx, part; - - /* after lock we test cube[1], if set the other thread has done it fine */ - BLI_thread_lock(LOCK_IMAGE); - if (env->cube[1] == NULL) { - - BKE_texture_envmap_free_data(env); - - dx = ibuf->y; - dx /= 2; - if (3 * dx == ibuf->x) { - env->type = ENV_CUBE; - env->ok = ENV_OSA; - } - else if (ibuf->x == ibuf->y) { - env->type = ENV_PLANE; - env->ok = ENV_OSA; - } - else { - printf("Incorrect envmap size\n"); - env->ok = 0; - env->ima->ok = 0; - } - - if (env->ok) { - if (env->type == ENV_CUBE) { - for (part = 0; part < 6; part++) { - env->cube[part] = IMB_allocImBuf(dx, dx, 24, IB_rect | IB_rectfloat); - } - IMB_float_from_rect(ibuf); - - IMB_rectcpy(env->cube[0], ibuf, - 0, 0, 0, 0, dx, dx); - IMB_rectcpy(env->cube[1], ibuf, - 0, 0, dx, 0, dx, dx); - IMB_rectcpy(env->cube[2], ibuf, - 0, 0, 2 * dx, 0, dx, dx); - IMB_rectcpy(env->cube[3], ibuf, - 0, 0, 0, dx, dx, dx); - IMB_rectcpy(env->cube[4], ibuf, - 0, 0, dx, dx, dx, dx); - IMB_rectcpy(env->cube[5], ibuf, - 0, 0, 2 * dx, dx, dx, dx); - - } - else { /* ENV_PLANE */ - env->cube[1] = IMB_dupImBuf(ibuf); - IMB_float_from_rect(env->cube[1]); - } - } - } - BLI_thread_unlock(LOCK_IMAGE); -} - -/* ------------------------------------------------------------------------- */ -/* ****************** RENDER ********************** */ - -/* copy current render */ -static Render *envmap_render_copy(Render *re, EnvMap *env) -{ - Render *envre; - float viewscale; - int cuberes; - - envre = RE_NewRender("Envmap"); - - env->lastsize = re->r.size; - cuberes = (env->cuberes * re->r.size) / 100; - cuberes &= 0xFFFC; - - /* this flag has R_ZTRA in it for example */ - envre->flag = re->flag; - - /* set up renderdata */ - render_copy_renderdata(&envre->r, &re->r); - envre->r.mode &= ~(R_BORDER | R_PANORAMA | R_ORTHO | R_MBLUR); - BLI_freelistN(&envre->r.layers); - BLI_freelistN(&envre->r.views); - envre->r.filtertype = 0; - envre->r.tilex = envre->r.xsch / 2; - envre->r.tiley = envre->r.ysch / 2; - envre->r.size = 100; - envre->r.yasp = envre->r.xasp = 1; - - RE_InitState(envre, NULL, &envre->r, NULL, cuberes, cuberes, NULL); - envre->main = re->main; - envre->scene = re->scene; /* unsure about this... */ - envre->scene_color_manage = re->scene_color_manage; - envre->lay = re->lay; - - /* view stuff in env render */ - viewscale = (env->type == ENV_PLANE) ? env->viewscale : 1.0f; - RE_SetEnvmapCamera(envre, env->object, viewscale, env->clipsta, env->clipend); - copy_m4_m4(envre->viewmat_orig, re->viewmat_orig); - - /* callbacks */ - envre->display_update = re->display_update; - envre->duh = re->duh; - envre->test_break = re->test_break; - envre->tbh = re->tbh; - envre->current_scene_update = re->current_scene_update; - envre->suh = re->suh; - - /* and for the evil stuff; copy the database... */ - envre->totvlak = re->totvlak; - envre->totvert = re->totvert; - envre->tothalo = re->tothalo; - envre->totstrand = re->totstrand; - envre->totlamp = re->totlamp; - envre->sortedhalos = re->sortedhalos; - envre->lights = re->lights; - envre->objecttable = re->objecttable; - envre->customdata_names = re->customdata_names; - envre->raytree = re->raytree; - envre->totinstance = re->totinstance; - envre->instancetable = re->instancetable; - envre->objectinstance = re->objectinstance; - envre->qmcsamplers = re->qmcsamplers; - - return envre; -} - -static void envmap_free_render_copy(Render *envre) -{ - - envre->totvlak = 0; - envre->totvert = 0; - envre->tothalo = 0; - envre->totstrand = 0; - envre->totlamp = 0; - envre->totinstance = 0; - envre->sortedhalos = NULL; - BLI_listbase_clear(&envre->lights); - BLI_listbase_clear(&envre->objecttable); - BLI_listbase_clear(&envre->customdata_names); - envre->raytree = NULL; - BLI_listbase_clear(&envre->instancetable); - envre->objectinstance = NULL; - envre->qmcsamplers = NULL; - - RE_FreeRender(envre); -} - -/* ------------------------------------------------------------------------- */ - -static void envmap_transmatrix(float mat[4][4], int part) -{ - float tmat[4][4], eul[3], rotmat[4][4]; - - eul[0] = eul[1] = eul[2] = 0.0; - - if (part == 0) { /* neg z */ - /* pass */ - } - else if (part == 1) { /* pos z */ - eul[0] = M_PI; - } - else if (part == 2) { /* pos y */ - eul[0] = M_PI / 2.0; - } - else if (part == 3) { /* neg x */ - eul[0] = M_PI / 2.0; - eul[2] = M_PI / 2.0; - } - else if (part == 4) { /* neg y */ - eul[0] = M_PI / 2.0; - eul[2] = M_PI; - } - else { /* pos x */ - eul[0] = M_PI / 2.0; - eul[2] = -M_PI / 2.0; - } - - copy_m4_m4(tmat, mat); - eul_to_mat4(rotmat, eul); - mul_m4_m4m4(mat, tmat, rotmat); -} -/* ------------------------------------------------------------------------- */ - -static void env_set_imats(Render *re) -{ - Base *base; - float mat[4][4]; - - base = re->scene->base.first; - while (base) { - mul_m4_m4m4(mat, re->viewmat, base->object->obmat); - invert_m4_m4(base->object->imat, mat); - - base = base->next; - } - -} - -/* ------------------------------------------------------------------------- */ - -void env_rotate_scene(Render *re, float mat[4][4], int do_rotate) -{ - ObjectRen *obr; - ObjectInstanceRen *obi; - LampRen *lar = NULL; - HaloRen *har = NULL; - float imat[3][3], mat_inverse[4][4], smat[4][4], tmat[4][4], cmat[3][3], tmpmat[4][4]; - int a; - - if (do_rotate == 0) { - invert_m4_m4(tmat, mat); - copy_m3_m4(imat, tmat); - - copy_m4_m4(mat_inverse, mat); - } - else { - copy_m4_m4(tmat, mat); - copy_m3_m4(imat, mat); - - invert_m4_m4(mat_inverse, tmat); - } - - for (obi = re->instancetable.first; obi; obi = obi->next) { - /* append or set matrix depending on dupli */ - if (obi->flag & R_DUPLI_TRANSFORMED) { - copy_m4_m4(tmpmat, obi->mat); - mul_m4_m4m4(obi->mat, tmat, tmpmat); - } - else if (do_rotate == 1) - copy_m4_m4(obi->mat, tmat); - else - unit_m4(obi->mat); - - copy_m3_m4(cmat, obi->mat); - invert_m3_m3(obi->nmat, cmat); - transpose_m3(obi->nmat); - - /* indicate the renderer has to use transform matrices */ - if (do_rotate == 0) - obi->flag &= ~R_ENV_TRANSFORMED; - else { - obi->flag |= R_ENV_TRANSFORMED; - copy_m4_m4(obi->imat, mat_inverse); - } - } - - - for (obr = re->objecttable.first; obr; obr = obr->next) { - for (a = 0; a < obr->tothalo; a++) { - if ((a & 255) == 0) har = obr->bloha[a >> 8]; - else har++; - - mul_m4_v3(tmat, har->co); - } - - /* imat_ren is needed for correct texture coordinates */ - mul_m4_m4m4(obr->ob->imat_ren, re->viewmat, obr->ob->obmat); - invert_m4(obr->ob->imat_ren); - } - - for (lar = re->lampren.first; lar; lar = lar->next) { - float lamp_imat[4][4]; - - /* copy from add_render_lamp */ - if (do_rotate == 1) - mul_m4_m4m4(tmpmat, re->viewmat, lar->lampmat); - else - mul_m4_m4m4(tmpmat, re->viewmat_orig, lar->lampmat); - - invert_m4_m4(lamp_imat, tmpmat); - copy_m3_m4(lar->mat, tmpmat); - copy_m3_m4(lar->imat, lamp_imat); - - lar->vec[0]= -tmpmat[2][0]; - lar->vec[1]= -tmpmat[2][1]; - lar->vec[2]= -tmpmat[2][2]; - normalize_v3(lar->vec); - lar->co[0]= tmpmat[3][0]; - lar->co[1]= tmpmat[3][1]; - lar->co[2]= tmpmat[3][2]; - - if (lar->type == LA_AREA) { - area_lamp_vectors(lar); - } - else if (lar->type == LA_SPOT) { - normalize_v3(lar->imat[0]); - normalize_v3(lar->imat[1]); - normalize_v3(lar->imat[2]); - - lar->sh_invcampos[0] = -lar->co[0]; - lar->sh_invcampos[1] = -lar->co[1]; - lar->sh_invcampos[2] = -lar->co[2]; - mul_m3_v3(lar->imat, lar->sh_invcampos); - lar->sh_invcampos[2] *= lar->sh_zfac; - - if (lar->shb) { - if (do_rotate == 1) { - mul_m4_m4m4(smat, lar->shb->viewmat, mat_inverse); - mul_m4_m4m4(lar->shb->persmat, lar->shb->winmat, smat); - } - else mul_m4_m4m4(lar->shb->persmat, lar->shb->winmat, lar->shb->viewmat); - } - } - } - - if (do_rotate) { - init_render_world(re); - env_set_imats(re); - } -} - -/* ------------------------------------------------------------------------- */ - -static void env_layerflags(Render *re, unsigned int notlay) -{ - ObjectRen *obr; - VlakRen *vlr = NULL; - int a; - - /* invert notlay, so if face is in multiple layers it will still be visible, - * unless all 'notlay' bits match the face bits. - * face: 0110 - * not: 0100 - * ~not: 1011 - * now (face & ~not) is true - */ - - notlay = ~notlay; - - for (obr = re->objecttable.first; obr; obr = obr->next) { - if ((obr->lay & notlay) == 0) { - for (a = 0; a < obr->totvlak; a++) { - if ((a & 255) == 0) vlr = obr->vlaknodes[a >> 8].vlak; - else vlr++; - - vlr->flag |= R_HIDDEN; - } - } - } -} - -static void env_hideobject(Render *re, Object *ob) -{ - ObjectRen *obr; - VlakRen *vlr = NULL; - int a; - - for (obr = re->objecttable.first; obr; obr = obr->next) { - for (a = 0; a < obr->totvlak; a++) { - if ((a & 255) == 0) vlr = obr->vlaknodes[a >> 8].vlak; - else vlr++; - - if (obr->ob == ob) - vlr->flag |= R_HIDDEN; - } - } -} - -static void env_showobjects(Render *re) -{ - ObjectRen *obr; - VlakRen *vlr = NULL; - int a; - - for (obr = re->objecttable.first; obr; obr = obr->next) { - for (a = 0; a < obr->totvlak; a++) { - if ((a & 255) == 0) vlr = obr->vlaknodes[a >> 8].vlak; - else vlr++; - - vlr->flag &= ~R_HIDDEN; - } - } -} - -/* ------------------------------------------------------------------------- */ - -static void render_envmap(Render *re, EnvMap *env) -{ - /* only the cubemap and planar map is implemented */ - Render *envre; - ImBuf *ibuf; - float orthmat[4][4]; - float oldviewinv[4][4], mat[4][4], tmat[4][4]; - short part; - - /* need a recalc: ortho-render has no correct viewinv */ - invert_m4_m4(oldviewinv, re->viewmat); - - envre = envmap_render_copy(re, env); - - /* precalc orthmat for object */ - copy_m4_m4(orthmat, env->object->obmat); - normalize_m4(orthmat); - - /* need imat later for texture imat */ - mul_m4_m4m4(mat, re->viewmat, orthmat); - invert_m4_m4(tmat, mat); - copy_m3_m4(env->obimat, tmat); - - for (part = 0; part < 6; part++) { - if (env->type == ENV_PLANE && part != 1) - continue; - - re->display_clear(re->dch, envre->result); - - copy_m4_m4(tmat, orthmat); - envmap_transmatrix(tmat, part); - invert_m4_m4(mat, tmat); - /* mat now is the camera 'viewmat' */ - - copy_m4_m4(envre->viewmat, mat); - copy_m4_m4(envre->viewinv, tmat); - - /* we have to correct for the already rotated vertexcoords */ - mul_m4_m4m4(tmat, envre->viewmat, oldviewinv); - invert_m4_m4(env->imat, tmat); - - env_rotate_scene(envre, tmat, 1); - project_renderdata(envre, projectverto, 0, 0, 1); - env_layerflags(envre, env->notlay); - env_hideobject(envre, env->object); - - if (re->test_break(re->tbh) == 0) { - RE_TileProcessor(envre); - } - - /* rotate back */ - env_showobjects(envre); - env_rotate_scene(envre, tmat, 0); - - if (re->test_break(re->tbh) == 0) { - int y; - float *alpha; - float *rect; - - if (envre->result->do_exr_tile) { - BLI_rw_mutex_lock(&envre->resultmutex, THREAD_LOCK_WRITE); - render_result_exr_file_end(envre); - BLI_rw_mutex_unlock(&envre->resultmutex); - } - - RenderLayer *rl = envre->result->layers.first; - - /* envmap is rendered independently of multiview */ - rect = RE_RenderLayerGetPass(rl, RE_PASSNAME_COMBINED, ""); - ibuf = IMB_allocImBuf(envre->rectx, envre->recty, 24, IB_rect | IB_rectfloat); - memcpy(ibuf->rect_float, rect, ibuf->channels * ibuf->x * ibuf->y * sizeof(float)); - - /* envmap renders without alpha */ - alpha = ibuf->rect_float + 3; - for (y = ibuf->x * ibuf->y - 1; y >= 0; y--, alpha += 4) - *alpha = 1.0; - - env->cube[part] = ibuf; - } - - if (re->test_break(re->tbh)) break; - - } - - if (re->test_break(re->tbh)) BKE_texture_envmap_free_data(env); - else { - if (envre->r.mode & R_OSA) env->ok = ENV_OSA; - else env->ok = ENV_NORMAL; - env->lastframe = re->scene->r.cfra; - } - - /* restore */ - envmap_free_render_copy(envre); - env_set_imats(re); - -} - -/* ------------------------------------------------------------------------- */ - -void make_envmaps(Render *re) -{ - Tex *tex; - bool do_init = false; - int depth = 0, trace; - - if (!(re->r.mode & R_ENVMAP)) return; - - /* we don't raytrace, disabling the flag will cause ray_transp render solid */ - trace = (re->r.mode & R_RAYTRACE); - re->r.mode &= ~R_RAYTRACE; - - re->i.infostr = IFACE_("Creating Environment maps"); - re->stats_draw(re->sdh, &re->i); - - /* 5 = hardcoded max recursion level */ - while (depth < 5) { - tex = re->main->tex.first; - while (tex) { - if (tex->id.us && tex->type == TEX_ENVMAP) { - if (tex->env && tex->env->object) { - EnvMap *env = tex->env; - - if (env->object->lay & re->lay) { - if (env->stype == ENV_LOAD) { - float orthmat[4][4], mat[4][4], tmat[4][4]; - - /* precalc orthmat for object */ - copy_m4_m4(orthmat, env->object->obmat); - normalize_m4(orthmat); - - /* need imat later for texture imat */ - mul_m4_m4m4(mat, re->viewmat, orthmat); - invert_m4_m4(tmat, mat); - copy_m3_m4(env->obimat, tmat); - } - else { - - /* decide if to render an envmap (again) */ - if (env->depth >= depth) { - - /* set 'recalc' to make sure it does an entire loop of recalcs */ - - if (env->ok) { - /* free when OSA, and old one isn't OSA */ - if ((re->r.mode & R_OSA) && env->ok == ENV_NORMAL) - BKE_texture_envmap_free_data(env); - /* free when size larger */ - else if (env->lastsize < re->r.size) - BKE_texture_envmap_free_data(env); - /* free when env is in recalcmode */ - else if (env->recalc) - BKE_texture_envmap_free_data(env); - } - - if (env->ok == 0 && depth == 0) env->recalc = 1; - - if (env->ok == 0) { - do_init = true; - render_envmap(re, env); - - if (depth == env->depth) env->recalc = 0; - } - } - } - } - } - } - tex = tex->id.next; - } - depth++; - } - - if (do_init) { - re->display_init(re->dih, re->result); - re->display_clear(re->dch, re->result); - // re->flag |= R_REDRAW_PRV; - } - /* restore */ - re->r.mode |= trace; - -} - -/* ------------------------------------------------------------------------- */ - -static int envcube_isect(EnvMap *env, const float vec[3], float answ[2]) -{ - float lambda; - int face; - - if (env->type == ENV_PLANE) { - face = 1; - - lambda = 1.0f / vec[2]; - answ[0] = env->viewscale * lambda * vec[0]; - answ[1] = -env->viewscale * lambda * vec[1]; - } - else { - /* which face */ - if (vec[2] <= -fabsf(vec[0]) && vec[2] <= -fabsf(vec[1]) ) { - face = 0; - lambda = -1.0f / vec[2]; - answ[0] = lambda * vec[0]; - answ[1] = lambda * vec[1]; - } - else if (vec[2] >= fabsf(vec[0]) && vec[2] >= fabsf(vec[1])) { - face = 1; - lambda = 1.0f / vec[2]; - answ[0] = lambda * vec[0]; - answ[1] = -lambda * vec[1]; - } - else if (vec[1] >= fabsf(vec[0])) { - face = 2; - lambda = 1.0f / vec[1]; - answ[0] = lambda * vec[0]; - answ[1] = lambda * vec[2]; - } - else if (vec[0] <= -fabsf(vec[1])) { - face = 3; - lambda = -1.0f / vec[0]; - answ[0] = lambda * vec[1]; - answ[1] = lambda * vec[2]; - } - else if (vec[1] <= -fabsf(vec[0])) { - face = 4; - lambda = -1.0f / vec[1]; - answ[0] = -lambda * vec[0]; - answ[1] = lambda * vec[2]; - } - else { - face = 5; - lambda = 1.0f / vec[0]; - answ[0] = -lambda * vec[1]; - answ[1] = lambda * vec[2]; - } - } - - answ[0] = 0.5f + 0.5f * answ[0]; - answ[1] = 0.5f + 0.5f * answ[1]; - return face; -} - -/* ------------------------------------------------------------------------- */ - -static void set_dxtdyt(float r_dxt[3], float r_dyt[3], const float dxt[3], const float dyt[3], int face) -{ - if (face == 2 || face == 4) { - r_dxt[0] = dxt[0]; - r_dyt[0] = dyt[0]; - r_dxt[1] = dxt[2]; - r_dyt[1] = dyt[2]; - } - else if (face == 3 || face == 5) { - r_dxt[0] = dxt[1]; - r_dxt[1] = dxt[2]; - r_dyt[0] = dyt[1]; - r_dyt[1] = dyt[2]; - } - else { - r_dxt[0] = dxt[0]; - r_dyt[0] = dyt[0]; - r_dxt[1] = dxt[1]; - r_dyt[1] = dyt[1]; - } -} - -/* ------------------------------------------------------------------------- */ - -int envmaptex(Tex *tex, const float texvec[3], float dxt[3], float dyt[3], int osatex, TexResult *texres, struct ImagePool *pool, const bool skip_load_image) -{ - extern Render R; /* only in this call */ - /* texvec should be the already reflected normal */ - EnvMap *env; - ImBuf *ibuf; - float fac, vec[3], sco[3], dxts[3], dyts[3]; - int face, face1; - - env = tex->env; - if (env == NULL || (env->stype != ENV_LOAD && env->object == NULL)) { - texres->tin = 0.0; - return 0; - } - - if (env->stype == ENV_LOAD) { - env->ima = tex->ima; - if (env->ima && env->ima->ok) { - if (env->cube[1] == NULL) { - ImBuf *ibuf_ima = BKE_image_pool_acquire_ibuf(env->ima, NULL, pool); - if (ibuf_ima) - envmap_split_ima(env, ibuf_ima); - else - env->ok = 0; - - if (env->type == ENV_PLANE) - tex->extend = TEX_EXTEND; - - BKE_image_pool_release_ibuf(env->ima, ibuf_ima, pool); - } - } - } - - if (env->ok == 0) { - texres->tin = 0.0; - return 0; - } - - /* rotate to envmap space, if object is set */ - copy_v3_v3(vec, texvec); - if (env->object) { - mul_m3_v3(env->obimat, vec); - if (osatex) { - mul_m3_v3(env->obimat, dxt); - mul_m3_v3(env->obimat, dyt); - } - } - else { - if (!BKE_scene_use_world_space_shading(R.scene)) { - // texvec is in view space - mul_mat3_m4_v3(R.viewinv, vec); - if (osatex) { - mul_mat3_m4_v3(R.viewinv, dxt); - mul_mat3_m4_v3(R.viewinv, dyt); - } - } - } - - face = envcube_isect(env, vec, sco); - ibuf = env->cube[face]; - - if (osatex) { - set_dxtdyt(dxts, dyts, dxt, dyt, face); - imagewraposa(tex, NULL, ibuf, sco, dxts, dyts, texres, pool, skip_load_image); - - /* edges? */ - - if (texres->ta < 1.0f) { - TexResult texr1, texr2; - - texr1.nor = texr2.nor = NULL; - texr1.talpha = texr2.talpha = texres->talpha; /* boxclip expects this initialized */ - - add_v3_v3(vec, dxt); - face1 = envcube_isect(env, vec, sco); - sub_v3_v3(vec, dxt); - - if (face != face1) { - ibuf = env->cube[face1]; - set_dxtdyt(dxts, dyts, dxt, dyt, face1); - imagewraposa(tex, NULL, ibuf, sco, dxts, dyts, &texr1, pool, skip_load_image); - } - else texr1.tr = texr1.tg = texr1.tb = texr1.ta = 0.0; - - /* here was the nasty bug! results were not zero-ed. FPE! */ - - add_v3_v3(vec, dyt); - face1 = envcube_isect(env, vec, sco); - sub_v3_v3(vec, dyt); - - if (face != face1) { - ibuf = env->cube[face1]; - set_dxtdyt(dxts, dyts, dxt, dyt, face1); - imagewraposa(tex, NULL, ibuf, sco, dxts, dyts, &texr2, pool, skip_load_image); - } - else texr2.tr = texr2.tg = texr2.tb = texr2.ta = 0.0; - - fac = (texres->ta + texr1.ta + texr2.ta); - if (fac != 0.0f) { - fac = 1.0f / fac; - - texres->tr = fac * (texres->ta * texres->tr + texr1.ta * texr1.tr + texr2.ta * texr2.tr); - texres->tg = fac * (texres->ta * texres->tg + texr1.ta * texr1.tg + texr2.ta * texr2.tg); - texres->tb = fac * (texres->ta * texres->tb + texr1.ta * texr1.tb + texr2.ta * texr2.tb); - } - texres->ta = 1.0; - } - } - else { - imagewrap(tex, NULL, ibuf, sco, texres, pool, skip_load_image); - } - - return 1; -} diff --git a/source/blender/render/intern/source/occlusion.c b/source/blender/render/intern/source/occlusion.c deleted file mode 100644 index 8aa90a390b3..00000000000 --- a/source/blender/render/intern/source/occlusion.c +++ /dev/null @@ -1,1533 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2008 Blender Foundation. - * All rights reserved. - * - * The Original Code is: all of this file. - * - * Contributor(s): Brecht Van Lommel. - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/render/intern/source/occlusion.c - * \ingroup render - */ - -#include -#include -#include -#include - -#include "MEM_guardedalloc.h" - -#include "DNA_material_types.h" - -#include "BLI_math.h" -#include "BLI_memarena.h" -#include "BLI_threads.h" -#include "BLI_utildefines.h" - -#include "BLT_translation.h" - -#include "BKE_node.h" -#include "BKE_scene.h" - - -#include "RE_shader_ext.h" - -/* local includes */ -#include "occlusion.h" -#include "render_types.h" -#include "rendercore.h" -#include "renderdatabase.h" -#include "shading.h" - -/* ------------------------- Declarations --------------------------- */ - -#define INVPI ((float)M_1_PI) -#define TOTCHILD 8 -#define CACHE_STEP 3 - -typedef struct OcclusionCacheSample { - float co[3], n[3], ao[3], env[3], indirect[3], intensity, dist2; - int x, y, filled; -} OcclusionCacheSample; - -typedef struct OcclusionCache { - OcclusionCacheSample *sample; - int x, y, w, h, step; -} OcclusionCache; - -typedef struct OccFace { - int obi; - int facenr; -} OccFace; - -typedef struct OccNode { - float co[3], area; - float sh[9], dco; - float occlusion, rad[3]; - int childflag; - union { - //OccFace face; - int face; - struct OccNode *node; - } child[TOTCHILD]; -} OccNode; - -typedef struct OcclusionTree { - MemArena *arena; - - float (*co)[3]; /* temporary during build */ - - OccFace *face; /* instance and face indices */ - float *occlusion; /* occlusion for faces */ - float (*rad)[3]; /* radiance for faces */ - - OccNode *root; - - OccNode **stack[BLENDER_MAX_THREADS]; - int maxdepth; - - int totface; - - float error; - float distfac; - - int dothreadedbuild; - int totbuildthread; - int doindirect; - - OcclusionCache *cache; - - int num_threads; -} OcclusionTree; - -typedef struct OcclusionThread { - Render *re; - StrandSurface *mesh; - float (*faceao)[3]; - float (*faceenv)[3]; - float (*faceindirect)[3]; - int begin, end; - int thread; -} OcclusionThread; - -typedef struct OcclusionBuildThread { - OcclusionTree *tree; - int begin, end, depth; - OccNode *node; -} OcclusionBuildThread; - -/* ------------------------- Shading --------------------------- */ - -extern Render R; /* meh */ - -static void occ_shade(ShadeSample *ssamp, ObjectInstanceRen *obi, VlakRen *vlr, float *rad) -{ - ShadeInput *shi = ssamp->shi; - ShadeResult *shr = ssamp->shr; - float l, u, v, *v1, *v2, *v3; - - /* init */ - if (vlr->v4) { - shi->u = u = 0.5f; - shi->v = v = 0.5f; - } - else { - shi->u = u = 1.0f / 3.0f; - shi->v = v = 1.0f / 3.0f; - } - - /* setup render coordinates */ - v1 = vlr->v1->co; - v2 = vlr->v2->co; - v3 = vlr->v3->co; - - /* renderco */ - l = 1.0f - u - v; - - shi->co[0] = l * v3[0] + u * v1[0] + v * v2[0]; - shi->co[1] = l * v3[1] + u * v1[1] + v * v2[1]; - shi->co[2] = l * v3[2] + u * v1[2] + v * v2[2]; - - shade_input_set_triangle_i(shi, obi, vlr, 0, 1, 2); - - /* set up view vector */ - copy_v3_v3(shi->view, shi->co); - normalize_v3(shi->view); - - /* cache for shadow */ - shi->samplenr++; - - shi->xs = 0; /* TODO */ - shi->ys = 0; - - shade_input_set_normals(shi); - - /* no normal flip */ - if (shi->flippednor) - shade_input_flip_normals(shi); - - madd_v3_v3fl(shi->co, shi->facenor, -0.0001f); /* ugly.. */ - - /* not a pretty solution, but fixes common cases */ - if (shi->obr->ob && shi->obr->ob->transflag & OB_NEG_SCALE) { - negate_v3(shi->vn); - negate_v3(shi->vno); - negate_v3(shi->nmapnorm); - } - - /* init material vars */ - shade_input_init_material(shi); - - /* render */ - shade_input_set_shade_texco(shi); - - if (shi->mat->nodetree && shi->mat->use_nodes) { - ntreeShaderExecTree(shi->mat->nodetree, shi, shr); - shi->mat = vlr->mat; /* shi->mat is being set in nodetree */ - } - else { - shade_material_loop(shi, shr); - } - - copy_v3_v3(rad, shr->combined); -} - -static void occ_build_shade(Render *re, OcclusionTree *tree) -{ - ShadeSample ssamp; - ObjectInstanceRen *obi; - VlakRen *vlr; - int a; - - R = *re; - - /* setup shade sample with correct passes */ - memset(&ssamp, 0, sizeof(ShadeSample)); - ssamp.shi[0].lay = re->lay; - ssamp.shi[0].passflag = SCE_PASS_DIFFUSE | SCE_PASS_RGBA; - ssamp.shi[0].combinedflag = ~(SCE_PASS_SPEC); - ssamp.tot = 1; - - for (a = 0; a < tree->totface; a++) { - obi = &R.objectinstance[tree->face[a].obi]; - vlr = RE_findOrAddVlak(obi->obr, tree->face[a].facenr); - - occ_shade(&ssamp, obi, vlr, tree->rad[a]); - - if (re->test_break(re->tbh)) - break; - } -} - -/* ------------------------- Spherical Harmonics --------------------------- */ - -/* Use 2nd order SH => 9 coefficients, stored in this order: - * 0 = (0,0), - * 1 = (1,-1), 2 = (1,0), 3 = (1,1), - * 4 = (2,-2), 5 = (2,-1), 6 = (2,0), 7 = (2,1), 8 = (2,2) */ - -static void sh_copy(float *shresult, float *sh) -{ - memcpy(shresult, sh, sizeof(float) * 9); -} - -static void sh_mul(float *sh, float f) -{ - int i; - - for (i = 0; i < 9; i++) - sh[i] *= f; -} - -static void sh_add(float *shresult, float *sh1, float *sh2) -{ - int i; - - for (i = 0; i < 9; i++) - shresult[i] = sh1[i] + sh2[i]; -} - -static void sh_from_disc(float *n, float area, float *shresult) -{ - /* See formula (3) in: - * "An Efficient Representation for Irradiance Environment Maps" */ - float sh[9], x, y, z; - - x = n[0]; - y = n[1]; - z = n[2]; - - sh[0] = 0.282095f; - - sh[1] = 0.488603f * y; - sh[2] = 0.488603f * z; - sh[3] = 0.488603f * x; - - sh[4] = 1.092548f * x * y; - sh[5] = 1.092548f * y * z; - sh[6] = 0.315392f * (3.0f * z * z - 1.0f); - sh[7] = 1.092548f * x * z; - sh[8] = 0.546274f * (x * x - y * y); - - sh_mul(sh, area); - sh_copy(shresult, sh); -} - -static float sh_eval(float *sh, float *v) -{ - /* See formula (13) in: - * "An Efficient Representation for Irradiance Environment Maps" */ - static const float c1 = 0.429043f, c2 = 0.511664f, c3 = 0.743125f; - static const float c4 = 0.886227f, c5 = 0.247708f; - float x, y, z, sum; - - x = v[0]; - y = v[1]; - z = v[2]; - - sum = c1 * sh[8] * (x * x - y * y); - sum += c3 * sh[6] * z * z; - sum += c4 * sh[0]; - sum += -c5 * sh[6]; - sum += 2.0f * c1 * (sh[4] * x * y + sh[7] * x * z + sh[5] * y * z); - sum += 2.0f * c2 * (sh[3] * x + sh[1] * y + sh[2] * z); - - return sum; -} - -/* ------------------------------ Building --------------------------------- */ - -static void occ_face(const OccFace *face, float co[3], float normal[3], float *area) -{ - ObjectInstanceRen *obi; - VlakRen *vlr; - float v1[3], v2[3], v3[3], v4[3]; - - obi = &R.objectinstance[face->obi]; - vlr = RE_findOrAddVlak(obi->obr, face->facenr); - - if (co) { - if (vlr->v4) - mid_v3_v3v3(co, vlr->v1->co, vlr->v3->co); - else - mid_v3_v3v3v3(co, vlr->v1->co, vlr->v2->co, vlr->v3->co); - - if (obi->flag & R_TRANSFORMED) - mul_m4_v3(obi->mat, co); - } - - if (normal) { - normal[0] = -vlr->n[0]; - normal[1] = -vlr->n[1]; - normal[2] = -vlr->n[2]; - - if (obi->flag & R_TRANSFORMED) - mul_m3_v3(obi->nmat, normal); - } - - if (area) { - copy_v3_v3(v1, vlr->v1->co); - copy_v3_v3(v2, vlr->v2->co); - copy_v3_v3(v3, vlr->v3->co); - if (vlr->v4) copy_v3_v3(v4, vlr->v4->co); - - if (obi->flag & R_TRANSFORMED) { - mul_m4_v3(obi->mat, v1); - mul_m4_v3(obi->mat, v2); - mul_m4_v3(obi->mat, v3); - if (vlr->v4) mul_m4_v3(obi->mat, v4); - } - - /* todo: correct area for instances */ - if (vlr->v4) - *area = area_quad_v3(v1, v2, v3, v4); - else - *area = area_tri_v3(v1, v2, v3); - } -} - -static void occ_sum_occlusion(OcclusionTree *tree, OccNode *node) -{ - OccNode *child; - float occ, area, totarea, rad[3]; - int a, b, indirect = tree->doindirect; - - occ = 0.0f; - totarea = 0.0f; - if (indirect) zero_v3(rad); - - for (b = 0; b < TOTCHILD; b++) { - if (node->childflag & (1 << b)) { - a = node->child[b].face; - occ_face(&tree->face[a], NULL, NULL, &area); - occ += area * tree->occlusion[a]; - if (indirect) madd_v3_v3fl(rad, tree->rad[a], area); - totarea += area; - } - else if (node->child[b].node) { - child = node->child[b].node; - occ_sum_occlusion(tree, child); - - occ += child->area * child->occlusion; - if (indirect) madd_v3_v3fl(rad, child->rad, child->area); - totarea += child->area; - } - } - - if (totarea != 0.0f) { - occ /= totarea; - if (indirect) mul_v3_fl(rad, 1.0f / totarea); - } - - node->occlusion = occ; - if (indirect) copy_v3_v3(node->rad, rad); -} - -static int occ_find_bbox_axis(OcclusionTree *tree, int begin, int end, float *min, float *max) -{ - float len, maxlen = -1.0f; - int a, axis = 0; - - INIT_MINMAX(min, max); - - for (a = begin; a < end; a++) { - minmax_v3v3_v3(min, max, tree->co[a]); - } - - for (a = 0; a < 3; a++) { - len = max[a] - min[a]; - - if (len > maxlen) { - maxlen = len; - axis = a; - } - } - - return axis; -} - -static void occ_node_from_face(OccFace *face, OccNode *node) -{ - float n[3]; - - occ_face(face, node->co, n, &node->area); - node->dco = 0.0f; - sh_from_disc(n, node->area, node->sh); -} - -static void occ_build_dco(OcclusionTree *tree, OccNode *node, const float co[3], float *dco) -{ - int b; - for (b = 0; b < TOTCHILD; b++) { - float dist, d[3], nco[3]; - - if (node->childflag & (1 << b)) { - occ_face(tree->face + node->child[b].face, nco, NULL, NULL); - } - else if (node->child[b].node) { - OccNode *child = node->child[b].node; - occ_build_dco(tree, child, co, dco); - copy_v3_v3(nco, child->co); - } - else { - continue; - } - - sub_v3_v3v3(d, nco, co); - dist = dot_v3v3(d, d); - if (dist > *dco) - *dco = dist; - } -} - -static void occ_build_split(OcclusionTree *tree, int begin, int end, int *split) -{ - float min[3], max[3], mid; - int axis, a, enda; - - /* split in middle of boundbox. this seems faster than median split - * on complex scenes, possibly since it avoids two distant faces to - * be in the same node better? */ - axis = occ_find_bbox_axis(tree, begin, end, min, max); - mid = 0.5f * (min[axis] + max[axis]); - - a = begin; - enda = end; - while (a < enda) { - if (tree->co[a][axis] > mid) { - enda--; - SWAP(OccFace, tree->face[a], tree->face[enda]); - swap_v3_v3(tree->co[a], tree->co[enda]); - } - else - a++; - } - - *split = enda; -} - -static void occ_build_8_split(OcclusionTree *tree, int begin, int end, int *offset, int *count) -{ - /* split faces into eight groups */ - int b, splitx, splity[2], splitz[4]; - - occ_build_split(tree, begin, end, &splitx); - - /* force split if none found, to deal with degenerate geometry */ - if (splitx == begin || splitx == end) - splitx = (begin + end) / 2; - - occ_build_split(tree, begin, splitx, &splity[0]); - occ_build_split(tree, splitx, end, &splity[1]); - - occ_build_split(tree, begin, splity[0], &splitz[0]); - occ_build_split(tree, splity[0], splitx, &splitz[1]); - occ_build_split(tree, splitx, splity[1], &splitz[2]); - occ_build_split(tree, splity[1], end, &splitz[3]); - - offset[0] = begin; - offset[1] = splitz[0]; - offset[2] = splity[0]; - offset[3] = splitz[1]; - offset[4] = splitx; - offset[5] = splitz[2]; - offset[6] = splity[1]; - offset[7] = splitz[3]; - - for (b = 0; b < 7; b++) - count[b] = offset[b + 1] - offset[b]; - count[7] = end - offset[7]; -} - -static void occ_build_recursive(OcclusionTree *tree, OccNode *node, int begin, int end, int depth); - -static void *exec_occ_build(void *data) -{ - OcclusionBuildThread *othread = (OcclusionBuildThread *)data; - - occ_build_recursive(othread->tree, othread->node, othread->begin, othread->end, othread->depth); - - return NULL; -} - -static void occ_build_recursive(OcclusionTree *tree, OccNode *node, int begin, int end, int depth) -{ - ListBase threads; - OcclusionBuildThread othreads[BLENDER_MAX_THREADS]; - OccNode *child, tmpnode; - /* OccFace *face; */ - int a, b, totthread = 0, offset[TOTCHILD], count[TOTCHILD]; - - /* add a new node */ - node->occlusion = 1.0f; - - /* leaf node with only children */ - if (end - begin <= TOTCHILD) { - for (a = begin, b = 0; a < end; a++, b++) { - /* face= &tree->face[a]; */ - node->child[b].face = a; - node->childflag |= (1 << b); - } - } - else { - /* order faces */ - occ_build_8_split(tree, begin, end, offset, count); - - if (depth == 1 && tree->dothreadedbuild) - BLI_threadpool_init(&threads, exec_occ_build, tree->totbuildthread); - - for (b = 0; b < TOTCHILD; b++) { - if (count[b] == 0) { - node->child[b].node = NULL; - } - else if (count[b] == 1) { - /* face= &tree->face[offset[b]]; */ - node->child[b].face = offset[b]; - node->childflag |= (1 << b); - } - else { - if (tree->dothreadedbuild) - BLI_thread_lock(LOCK_CUSTOM1); - - child = BLI_memarena_alloc(tree->arena, sizeof(OccNode)); - node->child[b].node = child; - - /* keep track of maximum depth for stack */ - if (depth >= tree->maxdepth) - tree->maxdepth = depth + 1; - - if (tree->dothreadedbuild) - BLI_thread_unlock(LOCK_CUSTOM1); - - if (depth == 1 && tree->dothreadedbuild) { - othreads[totthread].tree = tree; - othreads[totthread].node = child; - othreads[totthread].begin = offset[b]; - othreads[totthread].end = offset[b] + count[b]; - othreads[totthread].depth = depth + 1; - BLI_threadpool_insert(&threads, &othreads[totthread]); - totthread++; - } - else - occ_build_recursive(tree, child, offset[b], offset[b] + count[b], depth + 1); - } - } - - if (depth == 1 && tree->dothreadedbuild) - BLI_threadpool_end(&threads); - } - - /* combine area, position and sh */ - for (b = 0; b < TOTCHILD; b++) { - if (node->childflag & (1 << b)) { - child = &tmpnode; - occ_node_from_face(tree->face + node->child[b].face, &tmpnode); - } - else { - child = node->child[b].node; - } - - if (child) { - node->area += child->area; - sh_add(node->sh, node->sh, child->sh); - madd_v3_v3fl(node->co, child->co, child->area); - } - } - - if (node->area != 0.0f) - mul_v3_fl(node->co, 1.0f / node->area); - - /* compute maximum distance from center */ - node->dco = 0.0f; - if (node->area > 0.0f) - occ_build_dco(tree, node, node->co, &node->dco); -} - -static void occ_build_sh_normalize(OccNode *node) -{ - /* normalize spherical harmonics to not include area, so - * we can clamp the dot product and then multiply by area */ - int b; - - if (node->area != 0.0f) - sh_mul(node->sh, 1.0f / node->area); - - for (b = 0; b < TOTCHILD; b++) { - if (node->childflag & (1 << b)) { - /* pass */ - } - else if (node->child[b].node) { - occ_build_sh_normalize(node->child[b].node); - } - } -} - -static OcclusionTree *occ_tree_build(Render *re) -{ - const int num_threads = re->r.threads; - OcclusionTree *tree; - ObjectInstanceRen *obi; - ObjectRen *obr; - Material *ma; - VlakRen *vlr = NULL; - int a, b, c, totface; - - /* count */ - totface = 0; - for (obi = re->instancetable.first; obi; obi = obi->next) { - obr = obi->obr; - for (a = 0; a < obr->totvlak; a++) { - if ((a & 255) == 0) vlr = obr->vlaknodes[a >> 8].vlak; - else vlr++; - - ma = vlr->mat; - - if ((ma->shade_flag & MA_APPROX_OCCLUSION) && (ma->material_type == MA_TYPE_SURFACE)) - totface++; - } - } - - if (totface == 0) - return NULL; - - tree = MEM_callocN(sizeof(OcclusionTree), "OcclusionTree"); - tree->totface = totface; - - /* parameters */ - tree->error = get_render_aosss_error(&re->r, re->wrld.ao_approx_error); - tree->distfac = (re->wrld.aomode & WO_AODIST) ? re->wrld.aodistfac : 0.0f; - tree->doindirect = (re->wrld.ao_indirect_energy > 0.0f && re->wrld.ao_indirect_bounces > 0); - - /* allocation */ - tree->arena = BLI_memarena_new(0x8000 * sizeof(OccNode), "occ tree arena"); - BLI_memarena_use_calloc(tree->arena); - - if (re->wrld.aomode & WO_AOCACHE) - tree->cache = MEM_callocN(sizeof(OcclusionCache) * num_threads, "OcclusionCache"); - - tree->face = MEM_callocN(sizeof(OccFace) * totface, "OcclusionFace"); - tree->co = MEM_callocN(sizeof(float) * 3 * totface, "OcclusionCo"); - tree->occlusion = MEM_callocN(sizeof(float) * totface, "OcclusionOcclusion"); - - if (tree->doindirect) - tree->rad = MEM_callocN(sizeof(float) * 3 * totface, "OcclusionRad"); - - /* make array of face pointers */ - for (b = 0, c = 0, obi = re->instancetable.first; obi; obi = obi->next, c++) { - obr = obi->obr; - for (a = 0; a < obr->totvlak; a++) { - if ((a & 255) == 0) vlr = obr->vlaknodes[a >> 8].vlak; - else vlr++; - - ma = vlr->mat; - - if ((ma->shade_flag & MA_APPROX_OCCLUSION) && (ma->material_type == MA_TYPE_SURFACE)) { - tree->face[b].obi = c; - tree->face[b].facenr = a; - tree->occlusion[b] = 1.0f; - occ_face(&tree->face[b], tree->co[b], NULL, NULL); - b++; - } - } - } - - /* threads */ - tree->totbuildthread = (re->r.threads > 1 && totface > 10000) ? 8 : 1; - tree->dothreadedbuild = (tree->totbuildthread > 1); - - /* recurse */ - tree->root = BLI_memarena_alloc(tree->arena, sizeof(OccNode)); - tree->maxdepth = 1; - occ_build_recursive(tree, tree->root, 0, totface, 1); - - if (tree->doindirect) { - if (!(re->test_break(re->tbh))) - occ_build_shade(re, tree); - - if (!(re->test_break(re->tbh))) - occ_sum_occlusion(tree, tree->root); - } - - MEM_freeN(tree->co); - tree->co = NULL; - - if (!(re->test_break(re->tbh))) - occ_build_sh_normalize(tree->root); - - for (a = 0; a < num_threads; a++) - tree->stack[a] = MEM_callocN(sizeof(OccNode) * TOTCHILD * (tree->maxdepth + 1), "OccStack"); - - tree->num_threads = num_threads; - - return tree; -} - -static void occ_free_tree(OcclusionTree *tree) -{ - int a; - - if (tree) { - if (tree->arena) BLI_memarena_free(tree->arena); - for (a = 0; a < tree->num_threads; a++) - if (tree->stack[a]) - MEM_freeN(tree->stack[a]); - if (tree->occlusion) MEM_freeN(tree->occlusion); - if (tree->cache) MEM_freeN(tree->cache); - if (tree->face) MEM_freeN(tree->face); - if (tree->rad) MEM_freeN(tree->rad); - MEM_freeN(tree); - } -} - -/* ------------------------- Traversal --------------------------- */ - -static float occ_solid_angle(OccNode *node, const float v[3], float d2, float invd2, const float receivenormal[3]) -{ - float dotreceive, dotemit; - float ev[3]; - - ev[0] = -v[0] * invd2; - ev[1] = -v[1] * invd2; - ev[2] = -v[2] * invd2; - dotemit = sh_eval(node->sh, ev); - dotreceive = dot_v3v3(receivenormal, v) * invd2; - - CLAMP(dotemit, 0.0f, 1.0f); - CLAMP(dotreceive, 0.0f, 1.0f); - - return ((node->area * dotemit * dotreceive) / (d2 + node->area * INVPI)) * INVPI; -} - -static float occ_form_factor(OccFace *face, float *p, float *n) -{ - ObjectInstanceRen *obi; - VlakRen *vlr; - float v1[3], v2[3], v3[3], v4[3], q0[3], q1[3], q2[3], q3[3], contrib = 0.0f; - - obi = &R.objectinstance[face->obi]; - vlr = RE_findOrAddVlak(obi->obr, face->facenr); - - copy_v3_v3(v1, vlr->v1->co); - copy_v3_v3(v2, vlr->v2->co); - copy_v3_v3(v3, vlr->v3->co); - - if (obi->flag & R_TRANSFORMED) { - mul_m4_v3(obi->mat, v1); - mul_m4_v3(obi->mat, v2); - mul_m4_v3(obi->mat, v3); - } - - if (form_factor_visible_quad(p, n, v1, v2, v3, q0, q1, q2, q3)) - contrib += form_factor_quad(p, n, q0, q1, q2, q3); - - if (vlr->v4) { - copy_v3_v3(v4, vlr->v4->co); - if (obi->flag & R_TRANSFORMED) - mul_m4_v3(obi->mat, v4); - - if (form_factor_visible_quad(p, n, v1, v3, v4, q0, q1, q2, q3)) - contrib += form_factor_quad(p, n, q0, q1, q2, q3); - } - - return contrib; -} - -static void occ_lookup(OcclusionTree *tree, int thread, OccFace *exclude, - const float pp[3], const float pn[3], float *occ, float rad[3], float bentn[3]) -{ - OccNode *node, **stack; - OccFace *face; - float resultocc, resultrad[3], v[3], p[3], n[3], co[3], invd2; - float distfac, fac, error, d2, weight, emitarea; - int b, f, totstack; - - /* init variables */ - copy_v3_v3(p, pp); - copy_v3_v3(n, pn); - madd_v3_v3fl(p, n, 1e-4f); - - if (bentn) - copy_v3_v3(bentn, n); - - error = tree->error; - distfac = tree->distfac; - - resultocc = 0.0f; - zero_v3(resultrad); - - /* init stack */ - stack = tree->stack[thread]; - stack[0] = tree->root; - totstack = 1; - - while (totstack) { - /* pop point off the stack */ - node = stack[--totstack]; - - sub_v3_v3v3(v, node->co, p); - d2 = dot_v3v3(v, v) + 1e-16f; - emitarea = MAX2(node->area, node->dco); - - if (d2 * error > emitarea) { - if (distfac != 0.0f) { - fac = 1.0f / (1.0f + distfac * d2); - if (fac < 0.01f) - continue; - } - else - fac = 1.0f; - - /* accumulate occlusion from spherical harmonics */ - invd2 = 1.0f / sqrtf(d2); - weight = occ_solid_angle(node, v, d2, invd2, n); - - if (rad) - madd_v3_v3fl(resultrad, node->rad, weight * fac); - - weight *= node->occlusion; - - if (bentn) { - bentn[0] -= weight * invd2 * v[0]; - bentn[1] -= weight * invd2 * v[1]; - bentn[2] -= weight * invd2 * v[2]; - } - - resultocc += weight * fac; - } - else { - /* traverse into children */ - for (b = 0; b < TOTCHILD; b++) { - if (node->childflag & (1 << b)) { - f = node->child[b].face; - face = &tree->face[f]; - - /* accumulate occlusion with face form factor */ - if (!exclude || !(face->obi == exclude->obi && face->facenr == exclude->facenr)) { - if (bentn || distfac != 0.0f) { - occ_face(face, co, NULL, NULL); - sub_v3_v3v3(v, co, p); - d2 = dot_v3v3(v, v) + 1e-16f; - - fac = (distfac == 0.0f) ? 1.0f : 1.0f / (1.0f + distfac * d2); - if (fac < 0.01f) - continue; - } - else - fac = 1.0f; - - weight = occ_form_factor(face, p, n); - - if (rad) - madd_v3_v3fl(resultrad, tree->rad[f], weight * fac); - - weight *= tree->occlusion[f]; - - if (bentn) { - invd2 = 1.0f / sqrtf(d2); - bentn[0] -= weight * invd2 * v[0]; - bentn[1] -= weight * invd2 * v[1]; - bentn[2] -= weight * invd2 * v[2]; - } - - resultocc += weight * fac; - } - } - else if (node->child[b].node) { - /* push child on the stack */ - stack[totstack++] = node->child[b].node; - } - } - } - } - - if (occ) *occ = resultocc; - if (rad) copy_v3_v3(rad, resultrad); -#if 0 - if (rad && exclude) { - int a; - for (a = 0; a < tree->totface; a++) - if ((tree->face[a].obi == exclude->obi && tree->face[a].facenr == exclude->facenr)) - copy_v3_v3(rad, tree->rad[a]); - } -#endif - if (bentn) normalize_v3(bentn); -} - -static void occ_compute_bounces(Render *re, OcclusionTree *tree, int totbounce) -{ - float (*rad)[3], (*sum)[3], (*tmp)[3], co[3], n[3], occ; - int bounce, i; - - rad = MEM_callocN(sizeof(float) * 3 * tree->totface, "OcclusionBounceRad"); - sum = MEM_dupallocN(tree->rad); - - for (bounce = 1; bounce < totbounce; bounce++) { - for (i = 0; i < tree->totface; i++) { - occ_face(&tree->face[i], co, n, NULL); - madd_v3_v3fl(co, n, 1e-8f); - - occ_lookup(tree, 0, &tree->face[i], co, n, &occ, rad[i], NULL); - rad[i][0] = MAX2(rad[i][0], 0.0f); - rad[i][1] = MAX2(rad[i][1], 0.0f); - rad[i][2] = MAX2(rad[i][2], 0.0f); - add_v3_v3(sum[i], rad[i]); - - if (re->test_break(re->tbh)) - break; - } - - if (re->test_break(re->tbh)) - break; - - tmp = tree->rad; - tree->rad = rad; - rad = tmp; - - occ_sum_occlusion(tree, tree->root); - } - - MEM_freeN(rad); - MEM_freeN(tree->rad); - tree->rad = sum; - - if (!re->test_break(re->tbh)) - occ_sum_occlusion(tree, tree->root); -} - -static void occ_compute_passes(Render *re, OcclusionTree *tree, int totpass) -{ - float *occ, co[3], n[3]; - int pass, i; - - occ = MEM_callocN(sizeof(float) * tree->totface, "OcclusionPassOcc"); - - for (pass = 0; pass < totpass; pass++) { - for (i = 0; i < tree->totface; i++) { - occ_face(&tree->face[i], co, n, NULL); - negate_v3(n); - madd_v3_v3fl(co, n, 1e-8f); - - occ_lookup(tree, 0, &tree->face[i], co, n, &occ[i], NULL, NULL); - if (re->test_break(re->tbh)) - break; - } - - if (re->test_break(re->tbh)) - break; - - for (i = 0; i < tree->totface; i++) { - tree->occlusion[i] -= occ[i]; //MAX2(1.0f-occ[i], 0.0f); - if (tree->occlusion[i] < 0.0f) - tree->occlusion[i] = 0.0f; - } - - occ_sum_occlusion(tree, tree->root); - } - - MEM_freeN(occ); -} - -static void sample_occ_tree(Render *re, OcclusionTree *tree, OccFace *exclude, - const float co[3], const float n[3], int thread, int onlyshadow, - float *ao, float *env, float *indirect) -{ - float nn[3], bn[3], fac, occ, occlusion, correction, rad[3]; - int envcolor; - - envcolor = re->wrld.aocolor; - if (onlyshadow) - envcolor = WO_AOPLAIN; - - negate_v3_v3(nn, n); - - occ_lookup(tree, thread, exclude, co, nn, &occ, (tree->doindirect) ? rad : NULL, (env && envcolor) ? bn : NULL); - - correction = re->wrld.ao_approx_correction; - - occlusion = (1.0f - correction) * (1.0f - occ); - CLAMP(occlusion, 0.0f, 1.0f); - if (correction != 0.0f) - occlusion += correction * expf(-occ); - - if (env) { - /* sky shading using bent normal */ - if (ELEM(envcolor, WO_AOSKYCOL, WO_AOSKYTEX)) { - fac = 0.5f * (1.0f + dot_v3v3(bn, re->grvec)); - env[0] = (1.0f - fac) * re->wrld.horr + fac * re->wrld.zenr; - env[1] = (1.0f - fac) * re->wrld.horg + fac * re->wrld.zeng; - env[2] = (1.0f - fac) * re->wrld.horb + fac * re->wrld.zenb; - - mul_v3_fl(env, occlusion); - } - else { - env[0] = occlusion; - env[1] = occlusion; - env[2] = occlusion; - } -#if 0 - else { /* WO_AOSKYTEX */ - float dxyview[3]; - bn[0] = -bn[0]; - bn[1] = -bn[1]; - bn[2] = -bn[2]; - dxyview[0] = 1.0f; - dxyview[1] = 1.0f; - dxyview[2] = 0.0f; - shadeSkyView(ao, co, bn, dxyview); - } -#endif - } - - if (ao) { - ao[0] = occlusion; - ao[1] = occlusion; - ao[2] = occlusion; - } - - if (tree->doindirect) copy_v3_v3(indirect, rad); - else zero_v3(indirect); -} - -/* ---------------------------- Caching ------------------------------- */ - -static OcclusionCacheSample *find_occ_sample(OcclusionCache *cache, int x, int y) -{ - x -= cache->x; - y -= cache->y; - - x /= cache->step; - y /= cache->step; - x *= cache->step; - y *= cache->step; - - if (x < 0 || x >= cache->w || y < 0 || y >= cache->h) - return NULL; - else - return &cache->sample[y * cache->w + x]; -} - -static int sample_occ_cache(OcclusionTree *tree, float *co, float *n, int x, int y, int thread, float *ao, float *env, float *indirect) -{ - OcclusionCache *cache; - OcclusionCacheSample *samples[4], *sample; - float wn[4], wz[4], wb[4], tx, ty, w, totw, mino, maxo; - float d[3], dist2; - int i, x1, y1, x2, y2; - - if (!tree->cache) - return 0; - - /* first try to find a sample in the same pixel */ - cache = &tree->cache[thread]; - - if (cache->sample && cache->step) { - sample = &cache->sample[(y - cache->y) * cache->w + (x - cache->x)]; - if (sample->filled) { - sub_v3_v3v3(d, sample->co, co); - dist2 = dot_v3v3(d, d); - if (dist2 < 0.5f * sample->dist2 && dot_v3v3(sample->n, n) > 0.98f) { - copy_v3_v3(ao, sample->ao); - copy_v3_v3(env, sample->env); - copy_v3_v3(indirect, sample->indirect); - return 1; - } - } - } - else - return 0; - - /* try to interpolate between 4 neighboring pixels */ - samples[0] = find_occ_sample(cache, x, y); - samples[1] = find_occ_sample(cache, x + cache->step, y); - samples[2] = find_occ_sample(cache, x, y + cache->step); - samples[3] = find_occ_sample(cache, x + cache->step, y + cache->step); - - for (i = 0; i < 4; i++) - if (!samples[i] || !samples[i]->filled) - return 0; - - /* require intensities not being too different */ - mino = min_ffff(samples[0]->intensity, samples[1]->intensity, samples[2]->intensity, samples[3]->intensity); - maxo = max_ffff(samples[0]->intensity, samples[1]->intensity, samples[2]->intensity, samples[3]->intensity); - - if (maxo - mino > 0.05f) - return 0; - - /* compute weighted interpolation between samples */ - zero_v3(ao); - zero_v3(env); - zero_v3(indirect); - totw = 0.0f; - - x1 = samples[0]->x; - y1 = samples[0]->y; - x2 = samples[3]->x; - y2 = samples[3]->y; - - tx = (float)(x2 - x) / (float)(x2 - x1); - ty = (float)(y2 - y) / (float)(y2 - y1); - - wb[3] = (1.0f - tx) * (1.0f - ty); - wb[2] = (tx) * (1.0f - ty); - wb[1] = (1.0f - tx) * (ty); - wb[0] = tx * ty; - - for (i = 0; i < 4; i++) { - sub_v3_v3v3(d, samples[i]->co, co); - //dist2 = dot_v3v3(d, d); - - wz[i] = 1.0f; //(samples[i]->dist2/(1e-4f + dist2)); - wn[i] = pow(dot_v3v3(samples[i]->n, n), 32.0f); - - w = wb[i] * wn[i] * wz[i]; - - totw += w; - madd_v3_v3fl(ao, samples[i]->ao, w); - madd_v3_v3fl(env, samples[i]->env, w); - madd_v3_v3fl(indirect, samples[i]->indirect, w); - } - - if (totw >= 0.9f) { - totw = 1.0f / totw; - mul_v3_fl(ao, totw); - mul_v3_fl(env, totw); - mul_v3_fl(indirect, totw); - return 1; - } - - return 0; -} - -static void sample_occ_surface(ShadeInput *shi) -{ - StrandRen *strand = shi->strand; - StrandSurface *mesh = strand->buffer->surface; - const int *face, *index = RE_strandren_get_face(shi->obr, strand, 0); - float w[4], *co1, *co2, *co3, *co4; - - if (mesh && mesh->face && mesh->co && mesh->ao && index) { - face = mesh->face[*index]; - - co1 = mesh->co[face[0]]; - co2 = mesh->co[face[1]]; - co3 = mesh->co[face[2]]; - - if (face[3]) { - co4 = mesh->co[face[3]]; - interp_weights_quad_v3(w, co1, co2, co3, co4, strand->vert->co); - } - else { - interp_weights_tri_v3(w, co1, co2, co3, strand->vert->co); - } - - zero_v3(shi->ao); - zero_v3(shi->env); - zero_v3(shi->indirect); - - madd_v3_v3fl(shi->ao, mesh->ao[face[0]], w[0]); - madd_v3_v3fl(shi->env, mesh->env[face[0]], w[0]); - madd_v3_v3fl(shi->indirect, mesh->indirect[face[0]], w[0]); - madd_v3_v3fl(shi->ao, mesh->ao[face[1]], w[1]); - madd_v3_v3fl(shi->env, mesh->env[face[1]], w[1]); - madd_v3_v3fl(shi->indirect, mesh->indirect[face[1]], w[1]); - madd_v3_v3fl(shi->ao, mesh->ao[face[2]], w[2]); - madd_v3_v3fl(shi->env, mesh->env[face[2]], w[2]); - madd_v3_v3fl(shi->indirect, mesh->indirect[face[2]], w[2]); - if (face[3]) { - madd_v3_v3fl(shi->ao, mesh->ao[face[3]], w[3]); - madd_v3_v3fl(shi->env, mesh->env[face[3]], w[3]); - madd_v3_v3fl(shi->indirect, mesh->indirect[face[3]], w[3]); - } - } - else { - shi->ao[0] = 1.0f; - shi->ao[1] = 1.0f; - shi->ao[2] = 1.0f; - zero_v3(shi->env); - zero_v3(shi->indirect); - } -} - -/* ------------------------- External Functions --------------------------- */ - -static void *exec_strandsurface_sample(void *data) -{ - OcclusionThread *othread = (OcclusionThread *)data; - Render *re = othread->re; - StrandSurface *mesh = othread->mesh; - float ao[3], env[3], indirect[3], co[3], n[3], *co1, *co2, *co3, *co4; - int a, *face; - - for (a = othread->begin; a < othread->end; a++) { - face = mesh->face[a]; - co1 = mesh->co[face[0]]; - co2 = mesh->co[face[1]]; - co3 = mesh->co[face[2]]; - - if (face[3]) { - co4 = mesh->co[face[3]]; - - mid_v3_v3v3(co, co1, co3); - normal_quad_v3(n, co1, co2, co3, co4); - } - else { - mid_v3_v3v3v3(co, co1, co2, co3); - normal_tri_v3(n, co1, co2, co3); - } - negate_v3(n); - - sample_occ_tree(re, re->occlusiontree, NULL, co, n, othread->thread, 0, ao, env, indirect); - copy_v3_v3(othread->faceao[a], ao); - copy_v3_v3(othread->faceenv[a], env); - copy_v3_v3(othread->faceindirect[a], indirect); - } - - return NULL; -} - -void make_occ_tree(Render *re) -{ - OcclusionThread othreads[BLENDER_MAX_THREADS]; - OcclusionTree *tree; - StrandSurface *mesh; - ListBase threads; - float ao[3], env[3], indirect[3], (*faceao)[3], (*faceenv)[3], (*faceindirect)[3]; - int a, totface, totthread, *face, *count; - - /* ugly, needed for occ_face */ - R = *re; - - re->i.infostr = IFACE_("Occlusion preprocessing"); - re->stats_draw(re->sdh, &re->i); - - re->occlusiontree = tree = occ_tree_build(re); - - if (tree && !re->test_break(re->tbh)) { - if (re->wrld.ao_approx_passes > 0) - occ_compute_passes(re, tree, re->wrld.ao_approx_passes); - if (tree->doindirect && (re->wrld.mode & WO_INDIRECT_LIGHT)) - occ_compute_bounces(re, tree, re->wrld.ao_indirect_bounces); - - for (mesh = re->strandsurface.first; mesh; mesh = mesh->next) { - if (!mesh->face || !mesh->co || !mesh->ao) - continue; - - count = MEM_callocN(sizeof(int) * mesh->totvert, "OcclusionCount"); - faceao = MEM_callocN(sizeof(float) * 3 * mesh->totface, "StrandSurfFaceAO"); - faceenv = MEM_callocN(sizeof(float) * 3 * mesh->totface, "StrandSurfFaceEnv"); - faceindirect = MEM_callocN(sizeof(float) * 3 * mesh->totface, "StrandSurfFaceIndirect"); - - totthread = (mesh->totface > 10000) ? re->r.threads : 1; - totface = mesh->totface / totthread; - for (a = 0; a < totthread; a++) { - othreads[a].re = re; - othreads[a].faceao = faceao; - othreads[a].faceenv = faceenv; - othreads[a].faceindirect = faceindirect; - othreads[a].thread = a; - othreads[a].mesh = mesh; - othreads[a].begin = a * totface; - othreads[a].end = (a == totthread - 1) ? mesh->totface : (a + 1) * totface; - } - - if (totthread == 1) { - exec_strandsurface_sample(&othreads[0]); - } - else { - BLI_threadpool_init(&threads, exec_strandsurface_sample, totthread); - - for (a = 0; a < totthread; a++) - BLI_threadpool_insert(&threads, &othreads[a]); - - BLI_threadpool_end(&threads); - } - - for (a = 0; a < mesh->totface; a++) { - face = mesh->face[a]; - - copy_v3_v3(ao, faceao[a]); - copy_v3_v3(env, faceenv[a]); - copy_v3_v3(indirect, faceindirect[a]); - - add_v3_v3(mesh->ao[face[0]], ao); - add_v3_v3(mesh->env[face[0]], env); - add_v3_v3(mesh->indirect[face[0]], indirect); - count[face[0]]++; - add_v3_v3(mesh->ao[face[1]], ao); - add_v3_v3(mesh->env[face[1]], env); - add_v3_v3(mesh->indirect[face[1]], indirect); - count[face[1]]++; - add_v3_v3(mesh->ao[face[2]], ao); - add_v3_v3(mesh->env[face[2]], env); - add_v3_v3(mesh->indirect[face[2]], indirect); - count[face[2]]++; - - if (face[3]) { - add_v3_v3(mesh->ao[face[3]], ao); - add_v3_v3(mesh->env[face[3]], env); - add_v3_v3(mesh->indirect[face[3]], indirect); - count[face[3]]++; - } - } - - for (a = 0; a < mesh->totvert; a++) { - if (count[a]) { - mul_v3_fl(mesh->ao[a], 1.0f / count[a]); - mul_v3_fl(mesh->env[a], 1.0f / count[a]); - mul_v3_fl(mesh->indirect[a], 1.0f / count[a]); - } - } - - MEM_freeN(count); - MEM_freeN(faceao); - MEM_freeN(faceenv); - MEM_freeN(faceindirect); - } - } -} - -void free_occ(Render *re) -{ - if (re->occlusiontree) { - occ_free_tree(re->occlusiontree); - re->occlusiontree = NULL; - } -} - -void sample_occ(Render *re, ShadeInput *shi) -{ - OcclusionTree *tree = re->occlusiontree; - OcclusionCache *cache; - OcclusionCacheSample *sample; - OccFace exclude; - int onlyshadow; - - if (tree) { - if (shi->strand) { - sample_occ_surface(shi); - } - /* try to get result from the cache if possible */ - else if (shi->depth != 0 || !sample_occ_cache(tree, shi->co, shi->vno, shi->xs, shi->ys, shi->thread, shi->ao, shi->env, shi->indirect)) { - /* no luck, let's sample the occlusion */ - exclude.obi = shi->obi - re->objectinstance; - exclude.facenr = shi->vlr->index; - onlyshadow = (shi->mat->mode & MA_ONLYSHADOW); - sample_occ_tree(re, tree, &exclude, shi->co, shi->vno, shi->thread, onlyshadow, shi->ao, shi->env, shi->indirect); - - /* fill result into sample, each time */ - if (tree->cache) { - cache = &tree->cache[shi->thread]; - - if (cache->sample && cache->step) { - sample = &cache->sample[(shi->ys - cache->y) * cache->w + (shi->xs - cache->x)]; - copy_v3_v3(sample->co, shi->co); - copy_v3_v3(sample->n, shi->vno); - copy_v3_v3(sample->ao, shi->ao); - copy_v3_v3(sample->env, shi->env); - copy_v3_v3(sample->indirect, shi->indirect); - sample->intensity = max_fff(sample->ao[0], sample->ao[1], sample->ao[2]); - sample->intensity = max_ff(sample->intensity, max_fff(sample->env[0], sample->env[1], sample->env[2])); - sample->intensity = max_ff(sample->intensity, max_fff(sample->indirect[0], sample->indirect[1], sample->indirect[2])); - sample->dist2 = dot_v3v3(shi->dxco, shi->dxco) + dot_v3v3(shi->dyco, shi->dyco); - sample->filled = 1; - } - } - } - } - else { - shi->ao[0] = 1.0f; - shi->ao[1] = 1.0f; - shi->ao[2] = 1.0f; - - shi->env[0] = 0.0f; - shi->env[1] = 0.0f; - shi->env[2] = 0.0f; - - shi->indirect[0] = 0.0f; - shi->indirect[1] = 0.0f; - shi->indirect[2] = 0.0f; - } -} - -void cache_occ_samples(Render *re, RenderPart *pa, ShadeSample *ssamp) -{ - OcclusionTree *tree = re->occlusiontree; - PixStr ps; - OcclusionCache *cache; - OcclusionCacheSample *sample; - OccFace exclude; - ShadeInput *shi; - intptr_t *rd = NULL; - int *ro = NULL, *rp = NULL, *rz = NULL, onlyshadow; - int x, y, step = CACHE_STEP; - - if (!tree->cache) - return; - - cache = &tree->cache[pa->thread]; - cache->w = pa->rectx; - cache->h = pa->recty; - cache->x = pa->disprect.xmin; - cache->y = pa->disprect.ymin; - cache->step = step; - cache->sample = MEM_callocN(sizeof(OcclusionCacheSample) * cache->w * cache->h, "OcclusionCacheSample"); - sample = cache->sample; - - if (re->osa) { - rd = pa->rectdaps; - } - else { - /* fake pixel struct for non-osa */ - ps.next = NULL; - ps.mask = 0xFFFF; - - ro = pa->recto; - rp = pa->rectp; - rz = pa->rectz; - } - - /* compute a sample at every step pixels */ - for (y = pa->disprect.ymin; y < pa->disprect.ymax; y++) { - for (x = pa->disprect.xmin; x < pa->disprect.xmax; x++, sample++, rd++, ro++, rp++, rz++) { - if (!(((x - pa->disprect.xmin + step) % step) == 0 || x == pa->disprect.xmax - 1)) - continue; - if (!(((y - pa->disprect.ymin + step) % step) == 0 || y == pa->disprect.ymax - 1)) - continue; - - if (re->osa) { - if (!*rd) continue; - - shade_samples_fill_with_ps(ssamp, (PixStr *)(*rd), x, y); - } - else { - if (!*rp) continue; - - ps.obi = *ro; - ps.facenr = *rp; - ps.z = *rz; - shade_samples_fill_with_ps(ssamp, &ps, x, y); - } - - shi = ssamp->shi; - if (shi->vlr) { - onlyshadow = (shi->mat->mode & MA_ONLYSHADOW); - exclude.obi = shi->obi - re->objectinstance; - exclude.facenr = shi->vlr->index; - sample_occ_tree(re, tree, &exclude, shi->co, shi->vno, shi->thread, onlyshadow, shi->ao, shi->env, shi->indirect); - - copy_v3_v3(sample->co, shi->co); - copy_v3_v3(sample->n, shi->vno); - copy_v3_v3(sample->ao, shi->ao); - copy_v3_v3(sample->env, shi->env); - copy_v3_v3(sample->indirect, shi->indirect); - sample->intensity = max_fff(sample->ao[0], sample->ao[1], sample->ao[2]); - sample->intensity = max_ff(sample->intensity, max_fff(sample->env[0], sample->env[1], sample->env[2])); - sample->intensity = max_ff(sample->intensity, max_fff(sample->indirect[0], sample->indirect[1], sample->indirect[2])); - sample->dist2 = dot_v3v3(shi->dxco, shi->dxco) + dot_v3v3(shi->dyco, shi->dyco); - sample->x = shi->xs; - sample->y = shi->ys; - sample->filled = 1; - } - - if (re->test_break(re->tbh)) - break; - } - } -} - -void free_occ_samples(Render *re, RenderPart *pa) -{ - OcclusionTree *tree = re->occlusiontree; - OcclusionCache *cache; - - if (tree->cache) { - cache = &tree->cache[pa->thread]; - - if (cache->sample) - MEM_freeN(cache->sample); - - cache->w = 0; - cache->h = 0; - cache->step = 0; - } -} - diff --git a/source/blender/render/intern/source/pixelblending.c b/source/blender/render/intern/source/pixelblending.c deleted file mode 100644 index c7cfe765f5b..00000000000 --- a/source/blender/render/intern/source/pixelblending.c +++ /dev/null @@ -1,400 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. - * All rights reserved. - * - * Contributor(s): Full recode, 2004-2006 Blender Foundation - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/render/intern/source/pixelblending.c - * \ingroup render - * - * Functions to blend pixels with or without alpha, in various formats - * nzc - June 2000 - */ - - -#include -#include - -/* global includes */ - -/* own includes */ -#include "render_types.h" -#include "pixelblending.h" - -/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ -/* defined in pipeline.c, is hardcopy of active dynamic allocated Render */ -/* only to be used here in this file, it's for speed */ -extern struct Render R; -/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ - - -/* ------------------------------------------------------------------------- */ -/* Debug/behavior defines */ -/* if defined: alpha blending with floats clips color, as with shorts */ -/* #define RE_FLOAT_COLOR_CLIPPING */ -/* if defined: alpha values are clipped */ -/* For now, we just keep alpha clipping. We run into thresholding and */ -/* blending difficulties otherwise. Be careful here. */ -#define RE_ALPHA_CLIPPING - - - -/* Threshold for a 'full' pixel: pixels with alpha above this level are */ -/* considered opaque This is the decimal value for 0xFFF0 / 0xFFFF */ -#define RE_FULL_COLOR_FLOAT 0.9998f -/* Threshold for an 'empty' pixel: pixels with alpha above this level are */ -/* considered completely transparent. This is the decimal value */ -/* for 0x000F / 0xFFFF */ -#define RE_EMPTY_COLOR_FLOAT 0.0002f - - -/* ------------------------------------------------------------------------- */ - -void addAlphaOverFloat(float dest[4], const float source[4]) -{ - /* d = s + (1-alpha_s)d*/ - float mul; - - mul = 1.0f - source[3]; - - dest[0] = (mul * dest[0]) + source[0]; - dest[1] = (mul * dest[1]) + source[1]; - dest[2] = (mul * dest[2]) + source[2]; - dest[3] = (mul * dest[3]) + source[3]; - -} - - -/* ------------------------------------------------------------------------- */ - -void addAlphaUnderFloat(float dest[4], const float source[4]) -{ - float mul; - - mul = 1.0f - dest[3]; - - dest[0] += (mul * source[0]); - dest[1] += (mul * source[1]); - dest[2] += (mul * source[2]); - dest[3] += (mul * source[3]); -} - - -/* ------------------------------------------------------------------------- */ -void addalphaAddfacFloat(float dest[4], const float source[4], char addfac) -{ - float m; /* weiging factor of destination */ - float c; /* intermediate color */ - - /* Addfac is a number between 0 and 1: rescale */ - /* final target is to diminish the influence of dest when addfac rises */ - m = 1.0f - (source[3] * ((255 - addfac) / 255.0f)); - - /* blend colors*/ - c = (m * dest[0]) + source[0]; -#ifdef RE_FLOAT_COLOR_CLIPPING - if (c >= RE_FULL_COLOR_FLOAT) dest[0] = RE_FULL_COLOR_FLOAT; - else -#endif - dest[0] = c; - - c = (m * dest[1]) + source[1]; -#ifdef RE_FLOAT_COLOR_CLIPPING - if (c >= RE_FULL_COLOR_FLOAT) dest[1] = RE_FULL_COLOR_FLOAT; - else -#endif - dest[1] = c; - - c = (m * dest[2]) + source[2]; -#ifdef RE_FLOAT_COLOR_CLIPPING - if (c >= RE_FULL_COLOR_FLOAT) dest[2] = RE_FULL_COLOR_FLOAT; - else -#endif - dest[2] = c; - - c = (m * dest[3]) + source[3]; -#ifdef RE_ALPHA_CLIPPING - if (c >= RE_FULL_COLOR_FLOAT) dest[3] = RE_FULL_COLOR_FLOAT; - else -#endif - dest[3] = c; - -} - - -/* ------------------------------------------------------------------------- */ - -/* filtered adding to scanlines */ -void add_filt_fmask(unsigned int mask, const float col[4], float *rowbuf, int row_w) -{ - /* calc the value of mask */ - float **fmask1 = R.samples->fmask1, **fmask2 = R.samples->fmask2; - float *rb1, *rb2, *rb3; - float val, r, g, b, al; - unsigned int a, maskand, maskshift; - int j; - - r = col[0]; - g = col[1]; - b = col[2]; - al = col[3]; - - rb2 = rowbuf - 4; - rb3 = rb2 - 4 * row_w; - rb1 = rb2 + 4 * row_w; - - maskand = (mask & 255); - maskshift = (mask >> 8); - - for (j = 2; j >= 0; j--) { - - a = j; - - val = *(fmask1[a] + maskand) + *(fmask2[a] + maskshift); - if (val != 0.0f) { - rb1[0] += val * r; - rb1[1] += val * g; - rb1[2] += val * b; - rb1[3] += val * al; - } - a += 3; - - val = *(fmask1[a] + maskand) + *(fmask2[a] + maskshift); - if (val != 0.0f) { - rb2[0] += val * r; - rb2[1] += val * g; - rb2[2] += val * b; - rb2[3] += val * al; - } - a += 3; - - val = *(fmask1[a] + maskand) + *(fmask2[a] + maskshift); - if (val != 0.0f) { - rb3[0] += val * r; - rb3[1] += val * g; - rb3[2] += val * b; - rb3[3] += val * al; - } - - rb1 += 4; - rb2 += 4; - rb3 += 4; - } -} - - -void mask_array(unsigned int mask, float filt[3][3]) -{ - float **fmask1 = R.samples->fmask1, **fmask2 = R.samples->fmask2; - unsigned int maskand = (mask & 255); - unsigned int maskshift = (mask >> 8); - int a, j; - - for (j = 2; j >= 0; j--) { - - a = j; - - filt[2][2 - j] = *(fmask1[a] + maskand) + *(fmask2[a] + maskshift); - - a += 3; - - filt[1][2 - j] = *(fmask1[a] + maskand) + *(fmask2[a] + maskshift); - - a += 3; - - filt[0][2 - j] = *(fmask1[a] + maskand) + *(fmask2[a] + maskshift); - } -} - - -/** - * Index ordering, scanline based: - * - *
- *      ---    ---   ---
- *     | 2,0 | 2,1 | 2,2 |
- *      ---    ---   ---
- *     | 1,0 | 1,1 | 1,2 |
- *      ---    ---   ---
- *     | 0,0 | 0,1 | 0,2 |
- *      ---    ---   ---
- * 
- */ - -void add_filt_fmask_coord(float filt[3][3], const float col[4], float *rowbuf, int row_stride, int x, int y, rcti *mask) -{ - float *fpoin[3][3]; - float val, r, g, b, al, lfilt[3][3]; - - r = col[0]; - g = col[1]; - b = col[2]; - al = col[3]; - - memcpy(lfilt, filt, sizeof(lfilt)); - - fpoin[0][1] = rowbuf - 4 * row_stride; - fpoin[1][1] = rowbuf; - fpoin[2][1] = rowbuf + 4 * row_stride; - - fpoin[0][0] = fpoin[0][1] - 4; - fpoin[1][0] = fpoin[1][1] - 4; - fpoin[2][0] = fpoin[2][1] - 4; - - fpoin[0][2] = fpoin[0][1] + 4; - fpoin[1][2] = fpoin[1][1] + 4; - fpoin[2][2] = fpoin[2][1] + 4; - - /* limit filtering to withing a mask for border rendering, so pixels don't - * leak outside of the border */ - if (y <= mask->ymin) { - fpoin[0][0] = fpoin[1][0]; - fpoin[0][1] = fpoin[1][1]; - fpoin[0][2] = fpoin[1][2]; - /* filter needs the opposite value yes! */ - lfilt[0][0] = filt[2][0]; - lfilt[0][1] = filt[2][1]; - lfilt[0][2] = filt[2][2]; - } - else if (y >= mask->ymax - 1) { - fpoin[2][0] = fpoin[1][0]; - fpoin[2][1] = fpoin[1][1]; - fpoin[2][2] = fpoin[1][2]; - - lfilt[2][0] = filt[0][0]; - lfilt[2][1] = filt[0][1]; - lfilt[2][2] = filt[0][2]; - } - - if (x <= mask->xmin) { - fpoin[2][0] = fpoin[2][1]; - fpoin[1][0] = fpoin[1][1]; - fpoin[0][0] = fpoin[0][1]; - - lfilt[2][0] = filt[2][2]; - lfilt[1][0] = filt[1][2]; - lfilt[0][0] = filt[0][2]; - } - else if (x >= mask->xmax - 1) { - fpoin[2][2] = fpoin[2][1]; - fpoin[1][2] = fpoin[1][1]; - fpoin[0][2] = fpoin[0][1]; - - lfilt[2][2] = filt[2][0]; - lfilt[1][2] = filt[1][0]; - lfilt[0][2] = filt[0][0]; - } - - - /* loop unroll */ -#define MASKFILT(i, j) \ - val = lfilt[i][j]; \ - if (val != 0.0f) { \ - float *fp = fpoin[i][j]; \ - fp[0] += val * r; \ - fp[1] += val * g; \ - fp[2] += val * b; \ - fp[3] += val * al; \ - } (void)0 - - MASKFILT(0, 0); - MASKFILT(0, 1); - MASKFILT(0, 2); - MASKFILT(1, 0); - MASKFILT(1, 1); - MASKFILT(1, 2); - MASKFILT(2, 0); - MASKFILT(2, 1); - MASKFILT(2, 2); - -#undef MASKFILT -} - -void add_filt_fmask_pixsize(unsigned int mask, float *in, float *rowbuf, int row_w, int pixsize) -{ - /* calc the value of mask */ - float **fmask1 = R.samples->fmask1, **fmask2 = R.samples->fmask2; - float *rb1, *rb2, *rb3; - float val; - unsigned int a, maskand, maskshift; - int i, j; - - rb2 = rowbuf - pixsize; - rb3 = rb2 - pixsize * row_w; - rb1 = rb2 + pixsize * row_w; - - maskand = (mask & 255); - maskshift = (mask >> 8); - - for (j = 2; j >= 0; j--) { - - a = j; - - val = *(fmask1[a] + maskand) + *(fmask2[a] + maskshift); - if (val != 0.0f) { - for (i = 0; i < pixsize; i++) - rb1[i] += val * in[i]; - } - a += 3; - - val = *(fmask1[a] + maskand) + *(fmask2[a] + maskshift); - if (val != 0.0f) { - for (i = 0; i < pixsize; i++) - rb2[i] += val * in[i]; - } - a += 3; - - val = *(fmask1[a] + maskand) + *(fmask2[a] + maskshift); - if (val != 0.0f) { - for (i = 0; i < pixsize; i++) - rb3[i] += val * in[i]; - } - - rb1 += pixsize; - rb2 += pixsize; - rb3 += pixsize; - } -} - -/* ------------------------------------------------------------------------- */ -void addalphaAddFloat(float dest[4], const float source[4]) -{ - - /* Makes me wonder whether this is required... */ - if (dest[3] < RE_EMPTY_COLOR_FLOAT) { - dest[0] = source[0]; - dest[1] = source[1]; - dest[2] = source[2]; - dest[3] = source[3]; - return; - } - - /* no clipping! */ - dest[0] = dest[0] + source[0]; - dest[1] = dest[1] + source[1]; - dest[2] = dest[2] + source[2]; - dest[3] = dest[3] + source[3]; - -} - - -/* ---------------------------------------------------------------------------- */ diff --git a/source/blender/render/intern/source/pixelshading.c b/source/blender/render/intern/source/pixelshading.c deleted file mode 100644 index 7f202629ce4..00000000000 --- a/source/blender/render/intern/source/pixelshading.c +++ /dev/null @@ -1,650 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. - * All rights reserved. - * - * Contributor(s): 2004-2006, Blender Foundation, full recode - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/render/intern/source/pixelshading.c - * \ingroup render - */ - - -#include -#include -#include - -#include "BLI_math.h" -#include "BLI_utildefines.h" - -/* External modules: */ - -#include "DNA_group_types.h" -#include "DNA_material_types.h" -#include "DNA_object_types.h" -#include "DNA_image_types.h" -#include "DNA_texture_types.h" -#include "DNA_lamp_types.h" - -#include "BKE_material.h" - - -/* own module */ -#include "render_types.h" -#include "renderdatabase.h" -#include "texture.h" -#include "rendercore.h" -#include "shadbuf.h" -#include "pixelshading.h" -#include "sunsky.h" - -/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ -/* defined in pipeline.c, is hardcopy of active dynamic allocated Render */ -/* only to be used here in this file, it's for speed */ -extern struct Render R; -/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ - - -extern const float hashvectf[]; - -static void render_lighting_halo(HaloRen *har, float col_r[3]) -{ - GroupObject *go; - LampRen *lar; - float i, inp, inpr, rco[3], dco[3], lv[3], lampdist, ld, t, *vn; - float ir, ig, ib, shadfac, soft, lacol[3]; - - ir= ig= ib= 0.0; - - copy_v3_v3(rco, har->co); - dco[0]=dco[1]=dco[2]= 1.0f/har->rad; - - vn= har->no; - - for (go=R.lights.first; go; go= go->next) { - lar= go->lampren; - - /* test for lamplayer */ - if (lar->mode & LA_LAYER) if ((lar->lay & har->lay)==0) continue; - - /* lampdist cacluation */ - if (lar->type==LA_SUN || lar->type==LA_HEMI) { - copy_v3_v3(lv, lar->vec); - lampdist= 1.0; - } - else { - lv[0]= rco[0]-lar->co[0]; - lv[1]= rco[1]-lar->co[1]; - lv[2]= rco[2]-lar->co[2]; - ld = len_v3(lv); - lv[0]/= ld; - lv[1]/= ld; - lv[2]/= ld; - - /* ld is re-used further on (texco's) */ - - if (lar->mode & LA_QUAD) { - t= 1.0; - if (lar->ld1>0.0f) - t= lar->dist/(lar->dist+lar->ld1*ld); - if (lar->ld2>0.0f) - t*= lar->distkw/(lar->distkw+lar->ld2*ld*ld); - - lampdist= t; - } - else { - lampdist= (lar->dist/(lar->dist+ld)); - } - - if (lar->mode & LA_SPHERE) { - t= lar->dist - ld; - if (t<0.0f) continue; - - t/= lar->dist; - lampdist*= (t); - } - - } - - lacol[0]= lar->r; - lacol[1]= lar->g; - lacol[2]= lar->b; - - if (lar->mode & LA_TEXTURE) { - ShadeInput shi; - - /* Warning, This is not that nice, and possibly a bit slow, - * however some variables were not initialized properly in, unless using shade_input_initialize(...), - * we need to do a memset */ - memset(&shi, 0, sizeof(ShadeInput)); - /* end warning! - Campbell */ - - copy_v3_v3(shi.co, rco); - shi.osatex= 0; - do_lamp_tex(lar, lv, &shi, lacol, LA_TEXTURE); - } - - if (lar->type==LA_SPOT) { - - if (lar->mode & LA_SQUARE) { - if (lv[0]*lar->vec[0]+lv[1]*lar->vec[1]+lv[2]*lar->vec[2]>0.0f) { - float x, lvrot[3]; - - /* rotate view to lampspace */ - copy_v3_v3(lvrot, lv); - mul_m3_v3(lar->imat, lvrot); - - x = max_ff(fabsf(lvrot[0]/lvrot[2]), fabsf(lvrot[1]/lvrot[2])); - /* 1.0/(sqrt(1+x*x)) is equivalent to cos(atan(x)) */ - - inpr = 1.0f / (sqrtf(1.0f + x * x)); - } - else inpr= 0.0; - } - else { - inpr= lv[0]*lar->vec[0]+lv[1]*lar->vec[1]+lv[2]*lar->vec[2]; - } - - t= lar->spotsi; - if (inprspotbl && lar->spotbl!=0.0f) { - /* soft area */ - i= t/lar->spotbl; - t= i*i; - soft= (3.0f*t-2.0f*t*i); - inpr*= soft; - } - if (lar->mode & LA_ONLYSHADOW) { - /* if (ma->mode & MA_SHADOW) { */ - /* dot product positive: front side face! */ - inp= vn[0]*lv[0] + vn[1]*lv[1] + vn[2]*lv[2]; - if (inp>0.0f) { - /* testshadowbuf==0.0 : 100% shadow */ - shadfac = testshadowbuf(&R, lar->shb, rco, dco, dco, inp, 0.0f); - if ( shadfac>0.0f ) { - shadfac*= inp*soft*lar->energy; - ir -= shadfac; - ig -= shadfac; - ib -= shadfac; - - continue; - } - } - /* } */ - } - lampdist*=inpr; - } - if (lar->mode & LA_ONLYSHADOW) continue; - - } - - /* dot product and reflectivity*/ - - inp = 1.0f - fabsf(dot_v3v3(vn, lv)); - - /* inp= cos(0.5*M_PI-acos(inp)); */ - - i= inp; - - if (lar->type==LA_HEMI) { - i= 0.5f*i+0.5f; - } - if (i>0.0f) { - i*= lampdist; - } - - /* shadow */ - if (i> -0.41f) { /* heuristic valua! */ - if (lar->shb) { - shadfac = testshadowbuf(&R, lar->shb, rco, dco, dco, inp, 0.0f); - if (shadfac==0.0f) continue; - i*= shadfac; - } - } - - if (i>0.0f) { - ir+= i*lacol[0]; - ig+= i*lacol[1]; - ib+= i*lacol[2]; - } - } - - if (ir<0.0f) ir= 0.0f; - if (ig<0.0f) ig= 0.0f; - if (ib<0.0f) ib= 0.0f; - - col_r[0]*= ir; - col_r[1]*= ig; - col_r[2]*= ib; - -} - - -/** - * Converts a halo z-buffer value to distance from the camera's near plane - * \param z The z-buffer value to convert - * \return a distance from the camera's near plane in blender units - */ -static float haloZtoDist(int z) -{ - float zco = 0; - - if (z >= 0x7FFFFF) - return 10e10; - else { - zco = (float)z/(float)0x7FFFFF; - if (R.r.mode & R_ORTHO) - return (R.winmat[3][2] - zco*R.winmat[3][3])/(R.winmat[2][2]); - else - return (R.winmat[3][2])/(R.winmat[2][2] - R.winmat[2][3]*zco); - } -} - -/** - * \param col (float[4]) Store the rgb color here (with alpha) - * The alpha is used to blend the color to the background - * color_new = (1-alpha)*color_background + color - * \param zz The current zbuffer value at the place of this pixel - * \param dist Distance of the pixel from the center of the halo squared. Given in pixels - * \param xn The x coordinate of the pixel relaticve to the center of the halo. given in pixels - * \param yn The y coordinate of the pixel relaticve to the center of the halo. given in pixels - */ -int shadeHaloFloat(HaloRen *har, float col[4], int zz, - float dist, float xn, float yn, short flarec) -{ - /* fill in col */ - float t, zn, radist, ringf=0.0f, linef=0.0f, alpha, si, co; - int a; - - if (R.wrld.mode & WO_MIST) { - if (har->type & HA_ONLYSKY) { - alpha= har->alfa; - } - else { - /* a bit patchy... */ - alpha= mistfactor(-har->co[2], har->co)*har->alfa; - } - } - else alpha= har->alfa; - - if (alpha==0.0f) - return 0; - - /* soften the halo if it intersects geometry */ - if (har->mat && har->mat->mode & MA_HALO_SOFT) { - float segment_length, halo_depth, distance_from_z /* , visible_depth */ /* UNUSED */, soften; - - /* calculate halo depth */ - segment_length= har->hasize*sasqrt(1.0f - dist/(har->rad*har->rad)); - halo_depth= 2.0f*segment_length; - - if (halo_depth < FLT_EPSILON) - return 0; - - /* calculate how much of this depth is visible */ - distance_from_z = haloZtoDist(zz) - haloZtoDist(har->zs); - /* visible_depth = halo_depth; */ /* UNUSED */ - if (distance_from_z < segment_length) { - soften= (segment_length + distance_from_z)/halo_depth; - - /* apply softening to alpha */ - if (soften < 1.0f) - alpha *= soften; - if (alpha <= 0.0f) - return 0; - } - } - else { - /* not a soft halo. use the old softening code */ - /* halo being intersected? */ - if (har->zs> zz-har->zd) { - t= ((float)(zz-har->zs))/(float)har->zd; - alpha*= sqrtf(sqrtf(t)); - } - } - - radist = sqrtf(dist); - - /* watch it: not used nicely: flarec is set at zero in pixstruct */ - if (flarec) har->pixels+= (int)(har->rad-radist); - - if (har->ringc) { - const float *rc; - float fac; - int ofs; - - /* per ring an antialised circle */ - ofs= har->seed; - - for (a= har->ringc; a>0; a--, ofs+=2) { - - rc= hashvectf + (ofs % 768); - - fac = fabsf(rc[1] * (har->rad * fabsf(rc[0]) - radist)); - - if (fac< 1.0f) { - ringf+= (1.0f-fac); - } - } - } - - if (har->type & HA_VECT) { - dist= fabsf(har->cos * (yn) - har->sin * (xn)) / har->rad; - if (dist>1.0f) dist= 1.0f; - if (har->tex) { - zn= har->sin*xn - har->cos*yn; - yn= har->cos*xn + har->sin*yn; - xn= zn; - } - } - else dist= dist/har->radsq; - - if (har->type & HA_FLARECIRC) { - dist = 0.5f + fabsf(dist - 0.5f); - } - - if (har->hard>=30) { - dist = sqrtf(dist); - if (har->hard>=40) { - dist = sinf(dist*(float)M_PI_2); - if (har->hard>=50) { - dist = sqrtf(dist); - } - } - } - else if (har->hard<20) dist*=dist; - - if (dist < 1.0f) - dist= (1.0f-dist); - else - dist= 0.0f; - - if (har->linec) { - const float *rc; - float fac; - int ofs; - - /* per starpoint an antialiased line */ - ofs= har->seed; - - for (a= har->linec; a>0; a--, ofs+=3) { - - rc= hashvectf + (ofs % 768); - - fac = fabsf((xn) * rc[0] + (yn) * rc[1]); - - if (fac< 1.0f ) - linef+= (1.0f-fac); - } - - linef*= dist; - } - - if (har->starpoints) { - float ster, angle; - /* rotation */ - angle = atan2f(yn, xn); - angle *= (1.0f+0.25f*har->starpoints); - - co= cosf(angle); - si= sinf(angle); - - angle= (co*xn+si*yn)*(co*yn-si*xn); - - ster = fabsf(angle); - if (ster>1.0f) { - ster= (har->rad)/(ster); - - if (ster<1.0f) dist*= sqrtf(ster); - } - } - - /* disputable optimize... (ton) */ - if (dist<=0.00001f) - return 0; - - dist*= alpha; - ringf*= dist; - linef*= alpha; - - /* The color is either the rgb spec-ed by the user, or extracted from */ - /* the texture */ - if (har->tex) { - col[0]= har->r; - col[1]= har->g; - col[2]= har->b; - col[3]= dist; - - do_halo_tex(har, xn, yn, col); - - col[0]*= col[3]; - col[1]*= col[3]; - col[2]*= col[3]; - - } - else { - col[0]= dist*har->r; - col[1]= dist*har->g; - col[2]= dist*har->b; - if (har->type & HA_XALPHA) col[3]= dist*dist; - else col[3]= dist; - } - - if (har->mat) { - if (har->mat->mode & MA_HALO_SHADE) { - /* we test for lights because of preview... */ - if (R.lights.first) render_lighting_halo(har, col); - } - - /* Next, we do the line and ring factor modifications. */ - if (linef!=0.0f) { - Material *ma= har->mat; - - col[0]+= linef * ma->specr; - col[1]+= linef * ma->specg; - col[2]+= linef * ma->specb; - - if (har->type & HA_XALPHA) col[3]+= linef*linef; - else col[3]+= linef; - } - if (ringf!=0.0f) { - Material *ma= har->mat; - - col[0]+= ringf * ma->mirr; - col[1]+= ringf * ma->mirg; - col[2]+= ringf * ma->mirb; - - if (har->type & HA_XALPHA) col[3]+= ringf*ringf; - else col[3]+= ringf; - } - } - - /* alpha requires clip, gives black dots */ - if (col[3] > 1.0f) - col[3]= 1.0f; - - return 1; -} - -/* ------------------------------------------------------------------------- */ - -/* Only view vector is important here. Result goes to col_r[3] */ -void shadeSkyView(float col_r[3], const float rco[3], const float view[3], const float dxyview[2], short thread) -{ - float zen[3], hor[3], blend, blendm; - int skyflag; - - /* flag indicating if we render the top hemisphere */ - skyflag = WO_ZENUP; - - /* Some view vector stuff. */ - if (R.wrld.skytype & WO_SKYREAL) { - - blend = dot_v3v3(view, R.grvec); - - if (blend<0.0f) skyflag= 0; - - blend = fabsf(blend); - } - else if (R.wrld.skytype & WO_SKYPAPER) { - blend= 0.5f + 0.5f * view[1]; - } - else { - /* the fraction of how far we are above the bottom of the screen */ - blend = fabsf(0.5f + view[1]); - } - - copy_v3_v3(hor, &R.wrld.horr); - copy_v3_v3(zen, &R.wrld.zenr); - - /* Careful: SKYTEX and SKYBLEND are NOT mutually exclusive! If */ - /* SKYBLEND is active, the texture and color blend are added. */ - if (R.wrld.skytype & WO_SKYTEX) { - float lo[3]; - copy_v3_v3(lo, view); - if (R.wrld.skytype & WO_SKYREAL) { - - mul_m3_v3(R.imat, lo); - - SWAP(float, lo[1], lo[2]); - - } - do_sky_tex(rco, view, lo, dxyview, hor, zen, &blend, skyflag, thread); - } - - if (blend>1.0f) blend= 1.0f; - blendm= 1.0f-blend; - - /* No clipping, no conversion! */ - if (R.wrld.skytype & WO_SKYBLEND) { - col_r[0] = (blendm*hor[0] + blend*zen[0]); - col_r[1] = (blendm*hor[1] + blend*zen[1]); - col_r[2] = (blendm*hor[2] + blend*zen[2]); - } - else { - /* Done when a texture was grabbed. */ - col_r[0]= hor[0]; - col_r[1]= hor[1]; - col_r[2]= hor[2]; - } -} - -/* shade sky according to sun lamps, all parameters are like shadeSkyView except sunsky*/ -void shadeSunView(float col_r[3], const float view[3]) -{ - GroupObject *go; - LampRen *lar; - float sview[3]; - bool do_init = true; - - for (go=R.lights.first; go; go= go->next) { - lar= go->lampren; - if (lar->type==LA_SUN && lar->sunsky && (lar->sunsky->effect_type & LA_SUN_EFFECT_SKY)) { - float sun_collector[3]; - float colorxyz[3]; - - if (do_init) { - - normalize_v3_v3(sview, view); - mul_m3_v3(R.imat, sview); - if (sview[2] < 0.0f) - sview[2] = 0.0f; - normalize_v3(sview); - do_init = false; - } - - GetSkyXYZRadiancef(lar->sunsky, sview, colorxyz); - xyz_to_rgb(colorxyz[0], colorxyz[1], colorxyz[2], &sun_collector[0], &sun_collector[1], &sun_collector[2], - lar->sunsky->sky_colorspace); - - ramp_blend(lar->sunsky->skyblendtype, col_r, lar->sunsky->skyblendfac, sun_collector); - } - } -} - - -/* - * Stuff the sky color into the collector. - */ -void shadeSkyPixel(float collector[4], float fx, float fy, short thread) -{ - float view[3], dxyview[2]; - - /* - * The rules for sky: - * 1. Draw an image, if a background image was provided. Stop - * 2. get texture and color blend, and combine these. - */ - - float fac; - - if ((R.wrld.skytype & (WO_SKYBLEND+WO_SKYTEX))==0) { - /* 1. solid color */ - copy_v3_v3(collector, &R.wrld.horr); - - collector[3] = 0.0f; - } - else { - /* 2. */ - - /* This one true because of the context of this routine */ - if (R.wrld.skytype & WO_SKYPAPER) { - view[0]= -1.0f + 2.0f*(fx/(float)R.winx); - view[1]= -1.0f + 2.0f*(fy/(float)R.winy); - view[2]= 0.0; - - dxyview[0]= 1.0f/(float)R.winx; - dxyview[1]= 1.0f/(float)R.winy; - } - else { - calc_view_vector(view, fx, fy); - fac= normalize_v3(view); - - if (R.wrld.skytype & WO_SKYTEX) { - dxyview[0]= -R.viewdx/fac; - dxyview[1]= -R.viewdy/fac; - } - } - - /* get sky color in the collector */ - shadeSkyView(collector, NULL, view, dxyview, thread); - collector[3] = 0.0f; - } - - calc_view_vector(view, fx, fy); - shadeSunView(collector, view); -} - -/* aerial perspective */ -void shadeAtmPixel(struct SunSky *sunsky, float collector[3], float fx, float fy, float distance) -{ - float view[3]; - - calc_view_vector(view, fx, fy); - normalize_v3(view); - /*mul_m3_v3(R.imat, view);*/ - AtmospherePixleShader(sunsky, view, distance, collector); -} - -/* eof */ diff --git a/source/blender/render/intern/source/rayshade.c b/source/blender/render/intern/source/rayshade.c deleted file mode 100644 index df1cb868230..00000000000 --- a/source/blender/render/intern/source/rayshade.c +++ /dev/null @@ -1,2503 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 1990-1998 NeoGeo BV. - * All rights reserved. - * - * Contributors: 2004/2005 Blender Foundation, full recode - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/render/intern/source/rayshade.c - * \ingroup render - */ - -#include -#include -#include -#include -#include -#include - -#include "MEM_guardedalloc.h" - -#include "DNA_material_types.h" -#include "DNA_lamp_types.h" - -#include "BLI_blenlib.h" -#include "BLI_system.h" -#include "BLI_math.h" -#include "BLI_rand.h" -#include "BLI_utildefines.h" - -#include "BLT_translation.h" - -#include "BKE_node.h" - -#include "render_result.h" -#include "render_types.h" -#include "rendercore.h" -#include "renderdatabase.h" -#include "pixelshading.h" -#include "shading.h" -#include "volumetric.h" - -#include "rayintersection.h" -#include "rayobject.h" -#include "raycounter.h" - -#define RAY_TRA 1 -#define RAY_INSIDE 2 - -#define DEPTH_SHADOW_TRA 10 - -/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ -/* defined in pipeline.c, is hardcopy of active dynamic allocated Render */ -/* only to be used here in this file, it's for speed */ -extern struct Render R; -/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ -static int test_break(void *data) -{ - Render *re = (Render *)data; - return re->test_break(re->tbh); -} - -static void RE_rayobject_config_control(RayObject *r, Render *re) -{ - if (RE_rayobject_isRayAPI(r)) { - r = RE_rayobject_align(r); - r->control.data = re; - r->control.test_break = test_break; - } -} - -RayObject *RE_rayobject_create(int type, int size, int octree_resolution) -{ - RayObject * res = NULL; - - if (type == R_RAYSTRUCTURE_AUTO) { - /* TODO */ - //if (detect_simd()) -#ifdef __SSE__ - type = BLI_cpu_support_sse2()? R_RAYSTRUCTURE_SIMD_SVBVH: R_RAYSTRUCTURE_VBVH; -#else - type = R_RAYSTRUCTURE_VBVH; -#endif - } - -#ifndef __SSE__ - if (type == R_RAYSTRUCTURE_SIMD_SVBVH || type == R_RAYSTRUCTURE_SIMD_QBVH) { - puts("Warning: Using VBVH (SSE was disabled at compile time)"); - type = R_RAYSTRUCTURE_VBVH; - } -#endif - - - if (type == R_RAYSTRUCTURE_OCTREE) //TODO dynamic ocres - res = RE_rayobject_octree_create(octree_resolution, size); - else if (type == R_RAYSTRUCTURE_VBVH) - res = RE_rayobject_vbvh_create(size); - else if (type == R_RAYSTRUCTURE_SIMD_SVBVH) - res = RE_rayobject_svbvh_create(size); - else if (type == R_RAYSTRUCTURE_SIMD_QBVH) - res = RE_rayobject_qbvh_create(size); - else - res = RE_rayobject_vbvh_create(size); //Fallback - - return res; -} - -static RayObject* rayobject_create(Render *re, int type, int size) -{ - RayObject * res = NULL; - - res = RE_rayobject_create(type, size, re->r.ocres); - - if (res) - RE_rayobject_config_control(res, re); - - return res; -} - -#ifdef RE_RAYCOUNTER -RayCounter re_rc_counter[BLENDER_MAX_THREADS]; -#endif - - -void freeraytree(Render *re) -{ - ObjectInstanceRen *obi; - - if (re->raytree) { - RE_rayobject_free(re->raytree); - re->raytree = NULL; - } - if (re->rayfaces) { - MEM_freeN(re->rayfaces); - re->rayfaces = NULL; - } - if (re->rayprimitives) { - MEM_freeN(re->rayprimitives); - re->rayprimitives = NULL; - } - - for (obi=re->instancetable.first; obi; obi=obi->next) { - ObjectRen *obr = obi->obr; - if (obr->raytree) { - RE_rayobject_free(obr->raytree); - obr->raytree = NULL; - } - if (obr->rayfaces) { - MEM_freeN(obr->rayfaces); - obr->rayfaces = NULL; - } - if (obi->raytree) { - RE_rayobject_free(obi->raytree); - obi->raytree = NULL; - } - } - -#ifdef RE_RAYCOUNTER - { - const int num_threads = re->r.threads; - RayCounter sum; - memset(&sum, 0, sizeof(sum)); - int i; - for (i=0; iflag & R_BAKE_TRACE) || (vlr->flag & R_TRACEBLE) || (vlr->mat->material_type == MA_TYPE_VOLUME)) - if (vlr->mat->material_type != MA_TYPE_WIRE) - return 1; - return 0; -} - -static bool is_raytraceable(Render *re, ObjectInstanceRen *obi) -{ - int v; - ObjectRen *obr = obi->obr; - - if (re->excludeob && obr->ob == re->excludeob) - return 0; - - for (v=0;vtotvlak;v++) { - VlakRen *vlr = obr->vlaknodes[v>>8].vlak + (v&255); - - if (is_raytraceable_vlr(re, vlr)) - return 1; - } - - return 0; -} - - -RayObject* makeraytree_object(Render *re, ObjectInstanceRen *obi) -{ - /*TODO - * out-of-memory safeproof - * break render - * update render stats */ - ObjectRen *obr = obi->obr; - - if (obr->raytree == NULL) { - RayObject *raytree; - RayFace *face = NULL; - VlakPrimitive *vlakprimitive = NULL; - int v; - - //Count faces - int faces = 0; - for (v=0;vtotvlak;v++) { - VlakRen *vlr = obr->vlaknodes[v>>8].vlak + (v&255); - if (is_raytraceable_vlr(re, vlr)) - faces++; - } - - if (faces == 0) - return NULL; - - //Create Ray cast accelaration structure - raytree = rayobject_create( re, re->r.raytrace_structure, faces ); - if ( (re->r.raytrace_options & R_RAYTRACE_USE_LOCAL_COORDS) ) - vlakprimitive = obr->rayprimitives = (VlakPrimitive *)MEM_callocN(faces * sizeof(VlakPrimitive), "ObjectRen primitives"); - else - face = obr->rayfaces = (RayFace *)MEM_callocN(faces * sizeof(RayFace), "ObjectRen faces"); - - obr->rayobi = obi; - - for (v=0;vtotvlak;v++) { - VlakRen *vlr = obr->vlaknodes[v>>8].vlak + (v&255); - if (is_raytraceable_vlr(re, vlr)) { - if ((re->r.raytrace_options & R_RAYTRACE_USE_LOCAL_COORDS)) { - RE_rayobject_add(raytree, RE_vlakprimitive_from_vlak(vlakprimitive, obi, vlr)); - vlakprimitive++; - } - else { - RE_rayface_from_vlak(face, obi, vlr); - RE_rayobject_add(raytree, RE_rayobject_unalignRayFace(face)); - face++; - } - } - } - RE_rayobject_done(raytree); - - /* in case of cancel during build, raytree is not usable */ - if (test_break(re)) - RE_rayobject_free(raytree); - else - obr->raytree= raytree; - } - - if (obr->raytree) { - if ((obi->flag & R_TRANSFORMED) && obi->raytree == NULL) { - obi->transform_primitives = 0; - obi->raytree = RE_rayobject_instance_create( obr->raytree, obi->mat, obi, obi->obr->rayobi ); - } - } - - if (obi->raytree) return obi->raytree; - return obi->obr->raytree; -} - -static bool has_special_rayobject(Render *re, ObjectInstanceRen *obi) -{ - if ( (obi->flag & R_TRANSFORMED) && (re->r.raytrace_options & R_RAYTRACE_USE_INSTANCES) ) { - ObjectRen *obr = obi->obr; - int v, faces = 0; - - for (v=0;vtotvlak;v++) { - VlakRen *vlr = obr->vlaknodes[v>>8].vlak + (v&255); - if (is_raytraceable_vlr(re, vlr)) { - faces++; - if (faces > 4) - return 1; - } - } - } - return 0; -} -/* - * create a single raytrace structure with all faces - */ -static void makeraytree_single(Render *re) -{ - ObjectInstanceRen *obi; - RayObject *raytree; - RayFace *face = NULL; - VlakPrimitive *vlakprimitive = NULL; - int faces = 0, special = 0; - - for (obi = re->instancetable.first; obi; obi = obi->next) { - if (is_raytraceable(re, obi)) { - ObjectRen *obr = obi->obr; - - if (has_special_rayobject(re, obi)) { - special++; - } - else { - int v; - for (v = 0;v < obr->totvlak; v++) { - VlakRen *vlr = obr->vlaknodes[v >> 8].vlak + (v&255); - if (is_raytraceable_vlr(re, vlr)) { - faces++; - } - } - } - } - } - - if (faces + special == 0) { - re->raytree = RE_rayobject_empty_create(); - return; - } - - //Create raytree - raytree = re->raytree = rayobject_create( re, re->r.raytrace_structure, faces+special ); - - if ( (re->r.raytrace_options & R_RAYTRACE_USE_LOCAL_COORDS) ) { - vlakprimitive = re->rayprimitives = (VlakPrimitive *)MEM_callocN(faces * sizeof(VlakPrimitive), "Raytrace vlak-primitives"); - } - else { - face = re->rayfaces = (RayFace *)MEM_callocN(faces * sizeof(RayFace), "Render ray faces"); - } - - for (obi=re->instancetable.first; obi; obi=obi->next) - if (is_raytraceable(re, obi)) { - if (test_break(re)) - break; - - if (has_special_rayobject(re, obi)) { - RayObject *obj = makeraytree_object(re, obi); - - if (test_break(re)) - break; - - if (obj) - RE_rayobject_add(re->raytree, obj); - } - else { - int v; - ObjectRen *obr = obi->obr; - - if (obi->flag & R_TRANSFORMED) { - obi->transform_primitives = 1; - } - - for (v=0;vtotvlak;v++) { - VlakRen *vlr = obr->vlaknodes[v>>8].vlak + (v&255); - if (is_raytraceable_vlr(re, vlr)) { - if ((re->r.raytrace_options & R_RAYTRACE_USE_LOCAL_COORDS)) { - RayObject *obj = RE_vlakprimitive_from_vlak( vlakprimitive, obi, vlr ); - RE_rayobject_add(raytree, obj); - vlakprimitive++; - } - else { - RE_rayface_from_vlak(face, obi, vlr); - if ((obi->flag & R_TRANSFORMED)) { - mul_m4_v3(obi->mat, face->v1); - mul_m4_v3(obi->mat, face->v2); - mul_m4_v3(obi->mat, face->v3); - if (RE_rayface_isQuad(face)) - mul_m4_v3(obi->mat, face->v4); - } - - RE_rayobject_add(raytree, RE_rayobject_unalignRayFace(face)); - face++; - } - } - } - } - } - - if (!test_break(re)) { - re->i.infostr = IFACE_("Raytree.. building"); - re->stats_draw(re->sdh, &re->i); - - RE_rayobject_done(raytree); - } -} - -void makeraytree(Render *re) -{ - float min[3], max[3], sub[3]; - int i; - - re->i.infostr = IFACE_("Raytree.. preparing"); - re->stats_draw(re->sdh, &re->i); - - /* disable options not yet supported by octree, - * they might actually never be supported (unless people really need it) */ - if (re->r.raytrace_structure == R_RAYSTRUCTURE_OCTREE) - re->r.raytrace_options &= ~( R_RAYTRACE_USE_INSTANCES | R_RAYTRACE_USE_LOCAL_COORDS); - - makeraytree_single(re); - - if (test_break(re)) { - freeraytree(re); - - re->i.infostr = IFACE_("Raytree building canceled"); - re->stats_draw(re->sdh, &re->i); - } - else { - /* Calculate raytree max_size - * This is ONLY needed to kept a bogus behavior of SUN and HEMI lights */ - INIT_MINMAX(min, max); - RE_rayobject_merge_bb(re->raytree, min, max); - if (min[0] > max[0]) { /* empty raytree */ - zero_v3(min); - zero_v3(max); - } - for (i=0; i<3; i++) { - /* TODO: explain why add top both min and max??? */ - min[i] += 0.01f; - max[i] += 0.01f; - sub[i] = max[i]-min[i]; - } - - re->maxdist = len_v3(sub); - - re->i.infostr = IFACE_("Raytree finished"); - re->stats_draw(re->sdh, &re->i); - } - -#ifdef RE_RAYCOUNTER - memset(re_rc_counter, 0, sizeof(re_rc_counter)); -#endif -} - -/* if (shi->osatex) */ -static void shade_ray_set_derivative(ShadeInput *shi) -{ - float detsh, t00, t10, t01, t11; - int axis1, axis2; - - /* find most stable axis to project */ - axis_dominant_v3(&axis1, &axis2, shi->facenor); - - /* compute u,v and derivatives */ - if (shi->obi->flag & R_TRANSFORMED) { - float v1[3], v2[3], v3[3]; - - mul_v3_m3v3(v1, shi->obi->nmat, shi->v1->co); - mul_v3_m3v3(v2, shi->obi->nmat, shi->v2->co); - mul_v3_m3v3(v3, shi->obi->nmat, shi->v3->co); - - /* same as below */ - t00= v3[axis1]-v1[axis1]; t01= v3[axis2]-v1[axis2]; - t10= v3[axis1]-v2[axis1]; t11= v3[axis2]-v2[axis2]; - } - else { - const float *v1= shi->v1->co; - const float *v2= shi->v2->co; - const float *v3= shi->v3->co; - - /* same as above */ - t00= v3[axis1]-v1[axis1]; t01= v3[axis2]-v1[axis2]; - t10= v3[axis1]-v2[axis1]; t11= v3[axis2]-v2[axis2]; - } - - detsh= 1.0f/(t00*t11-t10*t01); - t00*= detsh; t01*=detsh; - t10*=detsh; t11*=detsh; - - shi->dx_u= shi->dxco[axis1]*t11- shi->dxco[axis2]*t10; - shi->dx_v= shi->dxco[axis2]*t00- shi->dxco[axis1]*t01; - shi->dy_u= shi->dyco[axis1]*t11- shi->dyco[axis2]*t10; - shi->dy_v= shi->dyco[axis2]*t00- shi->dyco[axis1]*t01; - -} - -/* main ray shader */ -void shade_ray(Isect *is, ShadeInput *shi, ShadeResult *shr) -{ - ObjectInstanceRen *obi = (ObjectInstanceRen *)is->hit.ob; - VlakRen *vlr = (VlakRen *)is->hit.face; - - /* set up view vector */ - copy_v3_v3(shi->view, is->dir); - - /* render co */ - shi->co[0]= is->start[0]+is->dist*(shi->view[0]); - shi->co[1]= is->start[1]+is->dist*(shi->view[1]); - shi->co[2]= is->start[2]+is->dist*(shi->view[2]); - - normalize_v3(shi->view); - - shi->obi= obi; - shi->obr= obi->obr; - shi->vlr= vlr; - shi->mat= vlr->mat; - shade_input_init_material(shi); - - if (is->isect==2) - shade_input_set_triangle_i(shi, obi, vlr, 0, 2, 3); - else - shade_input_set_triangle_i(shi, obi, vlr, 0, 1, 2); - - shi->u= is->u; - shi->v= is->v; - shi->dx_u= shi->dx_v= shi->dy_u= shi->dy_v= 0.0f; - - if (shi->osatex) - shade_ray_set_derivative(shi); - shade_input_set_normals(shi); - - shade_input_set_shade_texco(shi); - if (shi->mat->material_type == MA_TYPE_VOLUME) { - if (ELEM(is->mode, RE_RAY_SHADOW, RE_RAY_SHADOW_TRA)) { - shade_volume_shadow(shi, shr, is); - } - else { - shade_volume_outside(shi, shr); - } - } - else if (is->mode==RE_RAY_SHADOW_TRA) { - /* temp hack to prevent recursion */ - if (shi->nodes==0 && shi->mat->nodetree && shi->mat->use_nodes) { - ntreeShaderExecTree(shi->mat->nodetree, shi, shr); - shi->mat= vlr->mat; /* shi->mat is being set in nodetree */ - } - else - shade_color(shi, shr); - } - else { - if (shi->mat->nodetree && shi->mat->use_nodes) { - ntreeShaderExecTree(shi->mat->nodetree, shi, shr); - shi->mat= vlr->mat; /* shi->mat is being set in nodetree */ - } - else { - shade_material_loop(shi, shr); - } - - /* raytrace likes to separate the spec color */ - sub_v3_v3v3(shr->diff, shr->combined, shr->spec); - copy_v3_v3(shr->diffshad, shr->diff); - } - -} - -static int refraction(float refract[3], const float n[3], const float view[3], float index) -{ - float dot, fac; - - copy_v3_v3(refract, view); - - dot = dot_v3v3(view, n); - - if (dot>0.0f) { - index = 1.0f/index; - fac= 1.0f - (1.0f - dot*dot)*index*index; - if (fac <= 0.0f) return 0; - fac= -dot*index + sqrtf(fac); - } - else { - fac= 1.0f - (1.0f - dot*dot)*index*index; - if (fac <= 0.0f) return 0; - fac= -dot*index - sqrtf(fac); - } - - refract[0]= index*view[0] + fac*n[0]; - refract[1]= index*view[1] + fac*n[1]; - refract[2]= index*view[2] + fac*n[2]; - - return 1; -} - -static void reflection_simple(float ref[3], float n[3], const float view[3]) -{ - const float f1= -2.0f * dot_v3v3(n, view); - madd_v3_v3v3fl(ref, view, n, f1); -} - -/* orn = original face normal */ -static void reflection(float ref[3], float n[3], const float view[3], const float orn[3]) -{ - float f1; - - reflection_simple(ref, n, view); - - /* test phong normals, then we should prevent vector going to the back */ - f1= dot_v3v3(ref, orn); - if (f1>0.0f) { - f1+= 0.01f; - ref[0]-= f1*orn[0]; - ref[1]-= f1*orn[1]; - ref[2]-= f1*orn[2]; - } -} - -#if 0 -static void color_combine(float *result, float fac1, float fac2, float col1[3], float col2[3]) -{ - float col1t[3], col2t[3]; - - col1t[0]= sqrt(col1[0]); - col1t[1]= sqrt(col1[1]); - col1t[2]= sqrt(col1[2]); - col2t[0]= sqrt(col2[0]); - col2t[1]= sqrt(col2[1]); - col2t[2]= sqrt(col2[2]); - - result[0]= (fac1*col1t[0] + fac2*col2t[0]); - result[0]*= result[0]; - result[1]= (fac1*col1t[1] + fac2*col2t[1]); - result[1]*= result[1]; - result[2]= (fac1*col1t[2] + fac2*col2t[2]); - result[2]*= result[2]; -} -#endif - -static float shade_by_transmission(Isect *is, ShadeInput *shi, ShadeResult *shr) -{ - float d; - if (0 == (shi->mat->mode & MA_TRANSP)) - return -1; - - if (shi->mat->tx_limit <= 0.0f) { - d= 1.0f; - } - else { - float p; - - /* shi.co[] calculated by shade_ray() */ - const float dx= shi->co[0] - is->start[0]; - const float dy= shi->co[1] - is->start[1]; - const float dz= shi->co[2] - is->start[2]; - d = sqrtf(dx * dx + dy * dy + dz * dz); - if (d > shi->mat->tx_limit) - d= shi->mat->tx_limit; - - p = shi->mat->tx_falloff; - if (p < 0.0f) p= 0.0f; - else if (p > 10.0f) p= 10.0f; - - shr->alpha *= powf(d, p); - if (shr->alpha > 1.0f) - shr->alpha= 1.0f; - } - - return d; -} - -static void ray_fadeout_endcolor(float col[3], ShadeInput *origshi, ShadeInput *shi, ShadeResult *shr, Isect *isec, const float vec[3]) -{ - /* un-intersected rays get either rendered material color or sky color */ - if (origshi->mat->fadeto_mir == MA_RAYMIR_FADETOMAT) { - copy_v3_v3(col, shr->combined); - } - else if (origshi->mat->fadeto_mir == MA_RAYMIR_FADETOSKY) { - copy_v3_v3(shi->view, vec); - normalize_v3(shi->view); - - shadeSkyView(col, isec->start, shi->view, NULL, shi->thread); - shadeSunView(col, shi->view); - } -} - -static void ray_fadeout(Isect *is, ShadeInput *shi, float col[3], const float blendcol[3], float dist_mir) -{ - /* if fading out, linear blend against fade color */ - float blendfac; - - blendfac = 1.0f - len_v3v3(shi->co, is->start)/dist_mir; - - col[0] = col[0]*blendfac + (1.0f - blendfac)*blendcol[0]; - col[1] = col[1]*blendfac + (1.0f - blendfac)*blendcol[1]; - col[2] = col[2]*blendfac + (1.0f - blendfac)*blendcol[2]; -} - -/* the main recursive tracer itself - * note: 'col' must be initialized */ -static void traceray(ShadeInput *origshi, ShadeResult *origshr, short depth, const float start[3], const float dir[3], float col[4], ObjectInstanceRen *obi, VlakRen *vlr, int traflag) -{ - ShadeInput shi = {NULL}; - Isect isec; - float dist_mir = origshi->mat->dist_mir; - - /* with high depth the number of rays can explode due to the path splitting - * in two each time, giving 2^depth rays. we need to be able to cancel such - * a render to avoid hanging, a better solution would be random picking - * between directions and russian roulette termination */ - if (R.test_break(R.tbh)) { - zero_v4(col); - return; - } - - copy_v3_v3(isec.start, start); - copy_v3_v3(isec.dir, dir); - isec.dist = dist_mir > 0 ? dist_mir : RE_RAYTRACE_MAXDIST; - isec.mode= RE_RAY_MIRROR; - isec.check = RE_CHECK_VLR_RENDER; - isec.skip = RE_SKIP_VLR_NEIGHBOUR; - isec.hint = NULL; - - isec.orig.ob = obi; - isec.orig.face = vlr; - RE_RC_INIT(isec, shi); - - /* database is in original view, obi->imat transforms current position back to original */ - RE_instance_rotate_ray(origshi->obi, &isec); - - if (RE_rayobject_raycast(R.raytree, &isec)) { - ShadeResult shr= {{0}}; - float d= 1.0f; - - RE_instance_rotate_ray_restore(origshi->obi, &isec); - - /* for as long we don't have proper dx/dy transform for rays we copy over original */ - copy_v3_v3(shi.dxco, origshi->dxco); - copy_v3_v3(shi.dyco, origshi->dyco); - - shi.mask= origshi->mask; - shi.osatex= origshi->osatex; - shi.depth= origshi->depth + 1; /* only used to indicate tracing */ - shi.thread= origshi->thread; - //shi.sample= 0; // memset above, so don't need this - shi.xs= origshi->xs; - shi.ys= origshi->ys; - shi.do_manage= origshi->do_manage; - shi.lay= origshi->lay; - shi.passflag= SCE_PASS_COMBINED; /* result of tracing needs no pass info */ - shi.combinedflag= 0xFFFFFF; /* ray trace does all options */ - //shi.do_preview = false; // memset above, so don't need this - shi.light_override= origshi->light_override; - shi.mat_override= origshi->mat_override; - - shade_ray(&isec, &shi, &shr); - /* ray has traveled inside the material, so shade by transmission */ - if (traflag & RAY_INSIDE) - d= shade_by_transmission(&isec, &shi, &shr); - - if (depth>0) { - float fr, fg, fb, f1; - - if ((shi.mat->mode_l & MA_TRANSP) && shr.alpha < 1.0f && (shi.mat->mode_l & (MA_ZTRANSP | MA_RAYTRANSP))) { - float nf, f, refract[3], tracol[4]; - - tracol[0]= shi.r; - tracol[1]= shi.g; - tracol[2]= shi.b; - tracol[3]= col[3]; /* we pass on and accumulate alpha */ - - if ((shi.mat->mode & MA_TRANSP) && (shi.mat->mode & MA_RAYTRANSP)) { - /* don't overwrite traflag, it's value is used in mirror reflection */ - int new_traflag = traflag; - - if (new_traflag & RAY_INSIDE) { - /* inside the material, so use inverse normal */ - float norm[3]; - norm[0]= - shi.vn[0]; - norm[1]= - shi.vn[1]; - norm[2]= - shi.vn[2]; - - if (refraction(refract, norm, shi.view, shi.ang)) { - /* ray comes out from the material into air */ - new_traflag &= ~RAY_INSIDE; - } - else { - /* total internal reflection (ray stays inside the material) */ - reflection(refract, norm, shi.view, shi.vn); - } - } - else { - if (refraction(refract, shi.vn, shi.view, shi.ang)) { - /* ray goes in to the material from air */ - new_traflag |= RAY_INSIDE; - } - else { - /* total external reflection (ray doesn't enter the material) */ - reflection(refract, shi.vn, shi.view, shi.vn); - } - } - traceray(origshi, origshr, depth-1, shi.co, refract, tracol, shi.obi, shi.vlr, new_traflag); - } - else - traceray(origshi, origshr, depth-1, shi.co, shi.view, tracol, shi.obi, shi.vlr, 0); - - f= shr.alpha; f1= 1.0f-f; - nf= (shi.mat->mode & MA_RAYTRANSP) ? d * shi.mat->filter : 0.0f; - fr= 1.0f+ nf*(shi.r-1.0f); - fg= 1.0f+ nf*(shi.g-1.0f); - fb= 1.0f+ nf*(shi.b-1.0f); - shr.diff[0]= f*shr.diff[0] + f1*fr*tracol[0]; - shr.diff[1]= f*shr.diff[1] + f1*fg*tracol[1]; - shr.diff[2]= f*shr.diff[2] + f1*fb*tracol[2]; - - shr.spec[0] *=f; - shr.spec[1] *=f; - shr.spec[2] *=f; - - col[3]= f1*tracol[3] + f; - } - else { - col[3]= 1.0f; - } - - float f; - if (shi.mat->mode_l & MA_RAYMIRROR) { - f= shi.ray_mirror; - if (f!=0.0f) f*= fresnel_fac(shi.view, shi.vn, shi.mat->fresnel_mir_i, shi.mat->fresnel_mir); - } - else f= 0.0f; - - if (f!=0.0f) { - float mircol[4]; - float ref[3]; - - reflection_simple(ref, shi.vn, shi.view); - traceray(origshi, origshr, depth-1, shi.co, ref, mircol, shi.obi, shi.vlr, traflag); - - f1= 1.0f-f; - - /* combine */ - //color_combine(col, f*fr*(1.0f-shr.spec[0]), f1, col, shr.diff); - //col[0]+= shr.spec[0]; - //col[1]+= shr.spec[1]; - //col[2]+= shr.spec[2]; - - fr= shi.mirr; - fg= shi.mirg; - fb= shi.mirb; - - col[0]= f*fr*(1.0f-shr.spec[0])*mircol[0] + f1*shr.diff[0] + shr.spec[0]; - col[1]= f*fg*(1.0f-shr.spec[1])*mircol[1] + f1*shr.diff[1] + shr.spec[1]; - col[2]= f*fb*(1.0f-shr.spec[2])*mircol[2] + f1*shr.diff[2] + shr.spec[2]; - } - else { - col[0]= shr.diff[0] + shr.spec[0]; - col[1]= shr.diff[1] + shr.spec[1]; - col[2]= shr.diff[2] + shr.spec[2]; - } - - if (dist_mir > 0.0f) { - float blendcol[3]; - - /* max ray distance set, but found an intersection, so fade this color - * out towards the sky/material color for a smooth transition */ - ray_fadeout_endcolor(blendcol, origshi, &shi, origshr, &isec, dir); - ray_fadeout(&isec, &shi, col, blendcol, dist_mir); - } - } - else { - col[0]= shr.diff[0] + shr.spec[0]; - col[1]= shr.diff[1] + shr.spec[1]; - col[2]= shr.diff[2] + shr.spec[2]; - } - - } - else { - ray_fadeout_endcolor(col, origshi, &shi, origshr, &isec, dir); - } - RE_RC_MERGE(&origshi->raycounter, &shi.raycounter); -} - -/* **************** jitter blocks ********** */ - -/* calc distributed planar energy */ - -static void DP_energy(float *table, float vec[2], int tot, float xsize, float ysize) -{ - int x, y, a; - float *fp, force[3], result[3]; - float dx, dy, dist, min; - - min= MIN2(xsize, ysize); - min*= min; - result[0]= result[1]= 0.0f; - - for (y= -1; y<2; y++) { - dy= ysize*y; - for (x= -1; x<2; x++) { - dx= xsize*x; - fp= table; - for (a=0; a0.0f) { - result[0]+= force[0]/dist; - result[1]+= force[1]/dist; - } - } - } - } - vec[0] += 0.1f*min*result[0]/(float)tot; - vec[1] += 0.1f*min*result[1]/(float)tot; - /* cyclic clamping */ - vec[0]= vec[0] - xsize*floorf(vec[0]/xsize + 0.5f); - vec[1]= vec[1] - ysize*floorf(vec[1]/ysize + 0.5f); -} - -/* random offset of 1 in 2 */ -static void jitter_plane_offset(float *jitter1, float *jitter2, int tot, float sizex, float sizey, float ofsx, float ofsy) -{ - float dsizex= sizex*ofsx; - float dsizey= sizey*ofsy; - float hsizex= 0.5f*sizex, hsizey= 0.5f*sizey; - int x; - - for (x=tot; x>0; x--, jitter1+=2, jitter2+=2) { - jitter2[0]= jitter1[0] + dsizex; - jitter2[1]= jitter1[1] + dsizey; - if (jitter2[0] > hsizex) jitter2[0]-= sizex; - if (jitter2[1] > hsizey) jitter2[1]-= sizey; - } -} - -/* called from convertBlenderScene.c */ -/* we do this in advance to get consistent random, not alter the render seed, and be threadsafe */ -void init_jitter_plane(LampRen *lar) -{ - float *fp; - int x, 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; - fp= lar->jitter= MEM_callocN(x*tot*2*sizeof(float), "lamp jitter tab"); - - /* if 1 sample, we leave table to be zero's */ - if (tot>1) { - /* set per-lamp fixed seed */ - RNG *rng = BLI_rng_new_srandom(tot); - int iter=12; - - /* fill table with random locations, area_size large */ - for (x=0; xarea_size; - fp[1]= (BLI_rng_get_float(rng)-0.5f)*lar->area_sizey; - } - - while (iter--) { - fp= lar->jitter; - for (x=tot; x>0; x--, fp+=2) { - DP_energy(lar->jitter, fp, tot, lar->area_size, lar->area_sizey); - } - } - - BLI_rng_free(rng); - } - /* create the dithered tables (could just check lamp type!) */ - jitter_plane_offset(lar->jitter, lar->jitter+2*tot, tot, lar->area_size, lar->area_sizey, 0.5f, 0.0f); - jitter_plane_offset(lar->jitter, lar->jitter+4*tot, tot, lar->area_size, lar->area_sizey, 0.5f, 0.5f); - jitter_plane_offset(lar->jitter, lar->jitter+6*tot, tot, lar->area_size, lar->area_sizey, 0.0f, 0.5f); -} - -/* table around origin, -0.5*size to 0.5*size */ -static float *give_jitter_plane(LampRen *lar, int thread, int xs, int ys) -{ - int tot; - - tot= lar->ray_totsamp; - - if (lar->ray_samp_type & LA_SAMP_JITTER) { - /* made it threadsafe */ - - if (lar->xold[thread]!=xs || lar->yold[thread]!=ys) { - jitter_plane_offset(lar->jitter, lar->jitter+2*(thread+1)*tot, tot, lar->area_size, lar->area_sizey, BLI_thread_frand(thread), BLI_thread_frand(thread)); - lar->xold[thread]= xs; - lar->yold[thread]= ys; - } - return lar->jitter+2*(thread+1)*tot; - } - if (lar->ray_samp_type & LA_SAMP_DITHER) { - return lar->jitter + 2*tot*((xs & 1)+2*(ys & 1)); - } - - return lar->jitter; -} - - -/* **************** QMC sampling *************** */ - -static void halton_sample(double *ht_invprimes, double *ht_nums, double *v) -{ - /* incremental halton sequence generator, from: - * "Instant Radiosity", Keller A. */ - unsigned int i; - - for (i = 0; i < 2; i++) { - double r = fabs((1.0 - ht_nums[i]) - 1e-10); - - if (ht_invprimes[i] >= r) { - double lasth; - double h = ht_invprimes[i]; - - do { - lasth = h; - h *= ht_invprimes[i]; - } while (h >= r); - - ht_nums[i] += ((lasth + h) - 1.0); - } - else - ht_nums[i] += ht_invprimes[i]; - - v[i] = (float)ht_nums[i]; - } -} - -/* Generate Hammersley points in [0,1)^2 - * From Lucille renderer */ -static void hammersley_create(double *out, int n) -{ - double p, t; - int k, kk; - - for (k = 0; k < n; k++) { - t = 0; - for (p = 0.5, kk = k; kk; p *= 0.5, kk >>= 1) { - if (kk & 1) { /* kk mod 2 = 1 */ - t += p; - } - } - - out[2 * k + 0] = (double)k / (double)n; - out[2 * k + 1] = t; - } -} - -static struct QMCSampler *QMC_initSampler(int type, int tot) -{ - QMCSampler *qsa = MEM_callocN(sizeof(QMCSampler), "qmc sampler"); - qsa->samp2d = MEM_callocN(2*sizeof(double)*tot, "qmc sample table"); - - qsa->tot = tot; - qsa->type = type; - - if (qsa->type==SAMP_TYPE_HAMMERSLEY) - hammersley_create(qsa->samp2d, qsa->tot); - - return qsa; -} - -static void QMC_initPixel(QMCSampler *qsa, int thread) -{ - if (qsa->type==SAMP_TYPE_HAMMERSLEY) { - /* hammersley sequence is fixed, already created in QMCSampler init. - * per pixel, gets a random offset. We create separate offsets per thread, for write-safety */ - qsa->offs[thread][0] = 0.5f * BLI_thread_frand(thread); - qsa->offs[thread][1] = 0.5f * BLI_thread_frand(thread); - } - else { /* SAMP_TYPE_HALTON */ - - /* generate a new randomized halton sequence per pixel - * to alleviate qmc artifacts and make it reproducible - * between threads/frames */ - double ht_invprimes[2], ht_nums[2]; - double r[2]; - int i; - - ht_nums[0] = BLI_thread_frand(thread); - ht_nums[1] = BLI_thread_frand(thread); - ht_invprimes[0] = 0.5; - ht_invprimes[1] = 1.0/3.0; - - for (i=0; i< qsa->tot; i++) { - halton_sample(ht_invprimes, ht_nums, r); - qsa->samp2d[2*i+0] = r[0]; - qsa->samp2d[2*i+1] = r[1]; - } - } -} - -static void QMC_freeSampler(QMCSampler *qsa) -{ - MEM_freeN(qsa->samp2d); - MEM_freeN(qsa); -} - -static void QMC_getSample(double *s, QMCSampler *qsa, int thread, int num) -{ - if (qsa->type == SAMP_TYPE_HAMMERSLEY) { - s[0] = fmod(qsa->samp2d[2*num+0] + qsa->offs[thread][0], 1.0f); - s[1] = fmod(qsa->samp2d[2*num+1] + qsa->offs[thread][1], 1.0f); - } - else { /* SAMP_TYPE_HALTON */ - s[0] = qsa->samp2d[2*num+0]; - s[1] = qsa->samp2d[2*num+1]; - } -} - -/* phong weighted disc using 'blur' for exponent, centred on 0,0 */ -static void QMC_samplePhong(float vec[3], QMCSampler *qsa, int thread, int num, float blur) -{ - double s[2]; - float phi, pz, sqr; - - QMC_getSample(s, qsa, thread, num); - - phi = s[0]*2*M_PI; - pz = pow(s[1], blur); - sqr = sqrtf(1.0f - pz * pz); - - vec[0] = (float)(cosf(phi)*sqr); - vec[1] = (float)(sinf(phi)*sqr); - vec[2] = 0.0f; -} - -/* rect of edge lengths sizex, sizey, centred on 0.0,0.0 i.e. ranging from -sizex/2 to +sizey/2 */ -static void QMC_sampleRect(float vec[3], QMCSampler *qsa, int thread, int num, float sizex, float sizey) -{ - double s[2]; - - QMC_getSample(s, qsa, thread, num); - - vec[0] = (float)(s[0] - 0.5) * sizex; - vec[1] = (float)(s[1] - 0.5) * sizey; - vec[2] = 0.0f; -} - -/* disc of radius 'radius', centred on 0,0 */ -static void QMC_sampleDisc(float vec[3], QMCSampler *qsa, int thread, int num, float radius) -{ - double s[2]; - float phi, sqr; - - QMC_getSample(s, qsa, thread, num); - - phi = s[0]*2*M_PI; - sqr = sqrt(s[1]); - - vec[0] = cosf(phi)*sqr* radius/2.0f; - vec[1] = sinf(phi)*sqr* radius/2.0f; - vec[2] = 0.0f; -} - -/* uniform hemisphere sampling */ -static void QMC_sampleHemi(float vec[3], QMCSampler *qsa, int thread, int num) -{ - double s[2]; - float phi, sqr; - - QMC_getSample(s, qsa, thread, num); - - phi = s[0]*2.0*M_PI; - sqr = sqrt(s[1]); - - vec[0] = cosf(phi)*sqr; - vec[1] = sinf(phi)*sqr; - vec[2] = (float)(1.0 - s[1]*s[1]); -} - -#if 0 /* currently not used */ -/* cosine weighted hemisphere sampling */ -static void QMC_sampleHemiCosine(float vec[3], QMCSampler *qsa, int thread, int num) -{ - double s[2]; - float phi, sqr; - - QMC_getSample(s, qsa, thread, num); - - phi = s[0]*2.f*M_PI; - sqr = s[1]*sqrt(2-s[1]*s[1]); - - vec[0] = cos(phi)*sqr; - vec[1] = sin(phi)*sqr; - vec[2] = 1.f - s[1]*s[1]; - -} -#endif - -/* called from convertBlenderScene.c */ -void init_render_qmcsampler(Render *re) -{ - const int num_threads = re->r.threads; - re->qmcsamplers= MEM_callocN(sizeof(ListBase)*num_threads, "QMCListBase"); - re->num_qmc_samplers = num_threads; -} - -static QMCSampler *get_thread_qmcsampler(Render *re, int thread, int type, int tot) -{ - QMCSampler *qsa; - - /* create qmc samplers as needed, since recursion makes it hard to - * predict how many are needed */ - - for (qsa=re->qmcsamplers[thread].first; qsa; qsa=qsa->next) { - if (qsa->type == type && qsa->tot == tot && !qsa->used) { - qsa->used = true; - return qsa; - } - } - - qsa= QMC_initSampler(type, tot); - qsa->used = true; - BLI_addtail(&re->qmcsamplers[thread], qsa); - - return qsa; -} - -static void release_thread_qmcsampler(Render *UNUSED(re), int UNUSED(thread), QMCSampler *qsa) -{ - qsa->used= 0; -} - -void free_render_qmcsampler(Render *re) -{ - if (re->qmcsamplers) { - QMCSampler *qsa, *next; - int a; - for (a = 0; a < re->num_qmc_samplers; a++) { - for (qsa=re->qmcsamplers[a].first; qsa; qsa=next) { - next= qsa->next; - QMC_freeSampler(qsa); - } - - re->qmcsamplers[a].first= re->qmcsamplers[a].last= NULL; - } - - MEM_freeN(re->qmcsamplers); - re->qmcsamplers= NULL; - } -} - -static int adaptive_sample_variance(int samples, const float col[3], const float colsq[3], float thresh) -{ - float var[3], mean[3]; - - /* scale threshold just to give a bit more precision in input rather than dealing with - * tiny tiny numbers in the UI */ - thresh /= 2; - - mean[0] = col[0] / (float)samples; - mean[1] = col[1] / (float)samples; - mean[2] = col[2] / (float)samples; - - var[0] = (colsq[0] / (float)samples) - (mean[0]*mean[0]); - var[1] = (colsq[1] / (float)samples) - (mean[1]*mean[1]); - var[2] = (colsq[2] / (float)samples) - (mean[2]*mean[2]); - - if ((var[0] * 0.4f < thresh) && (var[1] * 0.3f < thresh) && (var[2] * 0.6f < thresh)) - return 1; - else - return 0; -} - -static int adaptive_sample_contrast_val(int samples, float prev, float val, float thresh) -{ - /* if the last sample's contribution to the total value was below a small threshold - * (i.e. the samples taken are very similar), then taking more samples that are probably - * going to be the same is wasting effort */ - if (fabsf(prev / (float)(samples - 1) - val / (float)samples ) < thresh) { - return 1; - } - else - return 0; -} - -static float get_avg_speed(ShadeInput *shi) -{ - float pre_x, pre_y, post_x, post_y, speedavg; - - pre_x = (shi->winspeed[0] == PASS_VECTOR_MAX)?0.0f:shi->winspeed[0]; - pre_y = (shi->winspeed[1] == PASS_VECTOR_MAX)?0.0f:shi->winspeed[1]; - post_x = (shi->winspeed[2] == PASS_VECTOR_MAX)?0.0f:shi->winspeed[2]; - post_y = (shi->winspeed[3] == PASS_VECTOR_MAX)?0.0f:shi->winspeed[3]; - - speedavg = (sqrtf(pre_x * pre_x + pre_y * pre_y) + sqrtf(post_x * post_x + post_y * post_y)) / 2.0f; - - return speedavg; -} - -/* ***************** main calls ************** */ - - -static void trace_refract(float col[4], ShadeInput *shi, ShadeResult *shr) -{ - QMCSampler *qsa=NULL; - int samp_type; - int traflag=0; - - float samp3d[3], orthx[3], orthy[3]; - float v_refract[3], v_refract_new[3]; - float sampcol[4], colsq[4]; - - float blur = pow3f(1.0f - shi->mat->gloss_tra); - short max_samples = shi->mat->samp_gloss_tra; - float adapt_thresh = shi->mat->adapt_thresh_tra; - - int samples=0; - - colsq[0] = colsq[1] = colsq[2] = 0.0; - col[0] = col[1] = col[2] = 0.0; - col[3]= shr->alpha; - - if (blur > 0.0f) { - if (adapt_thresh != 0.0f) samp_type = SAMP_TYPE_HALTON; - else samp_type = SAMP_TYPE_HAMMERSLEY; - - /* all samples are generated per pixel */ - qsa = get_thread_qmcsampler(&R, shi->thread, samp_type, max_samples); - QMC_initPixel(qsa, shi->thread); - } - else - max_samples = 1; - - - while (samples < max_samples) { - if (refraction(v_refract, shi->vn, shi->view, shi->ang)) { - traflag |= RAY_INSIDE; - } - else { - /* total external reflection can happen for materials with IOR < 1.0 */ - if ((shi->vlr->flag & R_SMOOTH)) - reflection(v_refract, shi->vn, shi->view, shi->facenor); - else - reflection_simple(v_refract, shi->vn, shi->view); - - /* can't blur total external reflection */ - max_samples = 1; - } - - if (max_samples > 1) { - /* get a quasi-random vector from a phong-weighted disc */ - QMC_samplePhong(samp3d, qsa, shi->thread, samples, blur); - - ortho_basis_v3v3_v3(orthx, orthy, v_refract); - mul_v3_fl(orthx, samp3d[0]); - mul_v3_fl(orthy, samp3d[1]); - - /* and perturb the refraction vector in it */ - add_v3_v3v3(v_refract_new, v_refract, orthx); - add_v3_v3(v_refract_new, orthy); - - normalize_v3(v_refract_new); - } - else { - /* no blurriness, use the original normal */ - copy_v3_v3(v_refract_new, v_refract); - } - - sampcol[0]= sampcol[1]= sampcol[2]= sampcol[3]= 0.0f; - - traceray(shi, shr, shi->mat->ray_depth_tra, shi->co, v_refract_new, sampcol, shi->obi, shi->vlr, traflag); - - col[0] += sampcol[0]; - col[1] += sampcol[1]; - col[2] += sampcol[2]; - col[3] += sampcol[3]; - - /* for variance calc */ - colsq[0] += sampcol[0]*sampcol[0]; - colsq[1] += sampcol[1]*sampcol[1]; - colsq[2] += sampcol[2]*sampcol[2]; - - samples++; - - /* adaptive sampling */ - if (adapt_thresh < 1.0f && samples > max_samples/2) { - if (adaptive_sample_variance(samples, col, colsq, adapt_thresh)) - break; - - /* if the pixel so far is very dark, we can get away with less samples */ - if ( (col[0] + col[1] + col[2])/3.0f/(float)samples < 0.01f ) - max_samples--; - } - } - - col[0] /= (float)samples; - col[1] /= (float)samples; - col[2] /= (float)samples; - col[3] /= (float)samples; - - if (qsa) - release_thread_qmcsampler(&R, shi->thread, qsa); -} - -static void trace_reflect(float col[3], ShadeInput *shi, ShadeResult *shr, float fresnelfac) -{ - QMCSampler *qsa=NULL; - int samp_type; - - float samp3d[3], orthx[3], orthy[3]; - float v_nor_new[3], v_reflect[3]; - float sampcol[4], colsq[4]; - - float blur = pow3f(1.0f - shi->mat->gloss_mir); - short max_samples = shi->mat->samp_gloss_mir; - float adapt_thresh = shi->mat->adapt_thresh_mir; - float aniso = 1.0f - shi->mat->aniso_gloss_mir; - - int samples=0; - - col[0] = col[1] = col[2] = 0.0; - colsq[0] = colsq[1] = colsq[2] = 0.0; - - if (blur > 0.0f) { - if (adapt_thresh != 0.0f) samp_type = SAMP_TYPE_HALTON; - else samp_type = SAMP_TYPE_HAMMERSLEY; - - /* all samples are generated per pixel */ - qsa = get_thread_qmcsampler(&R, shi->thread, samp_type, max_samples); - QMC_initPixel(qsa, shi->thread); - } - else - max_samples = 1; - - while (samples < max_samples) { - - if (max_samples > 1) { - /* get a quasi-random vector from a phong-weighted disc */ - QMC_samplePhong(samp3d, qsa, shi->thread, samples, blur); - - /* find the normal's perpendicular plane, blurring along tangents - * if tangent shading enabled */ - if (shi->mat->mode & (MA_TANGENT_V)) { - cross_v3_v3v3(orthx, shi->vn, shi->tang); // bitangent - copy_v3_v3(orthy, shi->tang); - mul_v3_fl(orthx, samp3d[0]); - mul_v3_fl(orthy, samp3d[1]*aniso); - } - else { - ortho_basis_v3v3_v3(orthx, orthy, shi->vn); - mul_v3_fl(orthx, samp3d[0]); - mul_v3_fl(orthy, samp3d[1]); - } - - /* and perturb the normal in it */ - add_v3_v3v3(v_nor_new, shi->vn, orthx); - add_v3_v3(v_nor_new, orthy); - normalize_v3(v_nor_new); - } - else { - /* no blurriness, use the original normal */ - copy_v3_v3(v_nor_new, shi->vn); - } - - if ((shi->vlr->flag & R_SMOOTH)) - reflection(v_reflect, v_nor_new, shi->view, shi->facenor); - else - reflection_simple(v_reflect, v_nor_new, shi->view); - - sampcol[0]= sampcol[1]= sampcol[2]= sampcol[3]= 0.0f; - - traceray(shi, shr, shi->mat->ray_depth, shi->co, v_reflect, sampcol, shi->obi, shi->vlr, 0); - - - col[0] += sampcol[0]; - col[1] += sampcol[1]; - col[2] += sampcol[2]; - - /* for variance calc */ - colsq[0] += sampcol[0]*sampcol[0]; - colsq[1] += sampcol[1]*sampcol[1]; - colsq[2] += sampcol[2]*sampcol[2]; - - samples++; - - /* adaptive sampling */ - if (adapt_thresh > 0.0f && samples > max_samples/3) { - if (adaptive_sample_variance(samples, col, colsq, adapt_thresh)) - break; - - /* if the pixel so far is very dark, we can get away with less samples */ - if ( (col[0] + col[1] + col[2])/3.0f/(float)samples < 0.01f ) - max_samples--; - - /* reduce samples when reflection is dim due to low ray mirror blend value or fresnel factor - * and when reflection is blurry */ - if (fresnelfac < 0.1f * (blur+1)) { - max_samples--; - - /* even more for very dim */ - if (fresnelfac < 0.05f * (blur+1)) - max_samples--; - } - } - } - - col[0] /= (float)samples; - col[1] /= (float)samples; - col[2] /= (float)samples; - - if (qsa) - release_thread_qmcsampler(&R, shi->thread, qsa); -} - -/* extern call from render loop */ -void ray_trace(ShadeInput *shi, ShadeResult *shr) -{ - float f1, fr, fg, fb; - float mircol[4], tracol[4]; - float diff[3]; - int do_tra, do_mir; - - do_tra = ((shi->mode & MA_TRANSP) && (shi->mode & MA_RAYTRANSP) && shr->alpha != 1.0f && (shi->depth <= shi->mat->ray_depth_tra)); - do_mir = ((shi->mat->mode & MA_RAYMIRROR) && shi->ray_mirror != 0.0f && (shi->depth <= shi->mat->ray_depth)); - - /* raytrace mirror and refract like to separate the spec color */ - if (shi->combinedflag & SCE_PASS_SPEC) - sub_v3_v3v3(diff, shr->combined, shr->spec); - else - copy_v3_v3(diff, shr->combined); - - if (do_tra) { - float olddiff[3], f; - - trace_refract(tracol, shi, shr); - - f= shr->alpha; f1= 1.0f-f; - fr= 1.0f+ shi->mat->filter*(shi->r-1.0f); - fg= 1.0f+ shi->mat->filter*(shi->g-1.0f); - fb= 1.0f+ shi->mat->filter*(shi->b-1.0f); - - /* for refract pass */ - copy_v3_v3(olddiff, diff); - - diff[0]= f*diff[0] + f1*fr*tracol[0]; - diff[1]= f*diff[1] + f1*fg*tracol[1]; - diff[2]= f*diff[2] + f1*fb*tracol[2]; - - if (shi->passflag & SCE_PASS_REFRACT) - sub_v3_v3v3(shr->refr, diff, olddiff); - - if (!(shi->combinedflag & SCE_PASS_REFRACT)) - sub_v3_v3v3(diff, diff, shr->refr); - - shr->alpha = min_ff(1.0f, tracol[3]); - } - - if (do_mir) { - const float i= shi->ray_mirror*fresnel_fac(shi->view, shi->vn, shi->mat->fresnel_mir_i, shi->mat->fresnel_mir); - if (i!=0.0f) { - - trace_reflect(mircol, shi, shr, i); - - fr= i*shi->mirr; - fg= i*shi->mirg; - fb= i*shi->mirb; - - if (shi->passflag & SCE_PASS_REFLECT) { - /* mirror pass is not blocked out with spec */ - shr->refl[0]= fr*mircol[0] - fr*diff[0]; - shr->refl[1]= fg*mircol[1] - fg*diff[1]; - shr->refl[2]= fb*mircol[2] - fb*diff[2]; - } - - if (shi->combinedflag & SCE_PASS_REFLECT) { - /* values in shr->spec can be greater than 1.0. - * In this case the mircol uses a zero blending factor, so ignoring it is ok. - * Fixes bug #18837 - when the spec is higher then 1.0, - * diff can become a negative color - Campbell */ - - f1= 1.0f-i; - - diff[0] *= f1; - diff[1] *= f1; - diff[2] *= f1; - - if (shr->spec[0]<1.0f) diff[0] += mircol[0] * (fr*(1.0f-shr->spec[0])); - if (shr->spec[1]<1.0f) diff[1] += mircol[1] * (fg*(1.0f-shr->spec[1])); - if (shr->spec[2]<1.0f) diff[2] += mircol[2] * (fb*(1.0f-shr->spec[2])); - } - } - } - /* put back together */ - if (shi->combinedflag & SCE_PASS_SPEC) - add_v3_v3v3(shr->combined, diff, shr->spec); - else - copy_v3_v3(shr->combined, diff); -} - -/* color 'shadfac' passes through 'col' with alpha and filter */ -/* filter is only applied on alpha defined transparent part */ -static void addAlphaLight(float shadfac[4], const float col[3], float alpha, float filter) -{ - float fr, fg, fb; - - fr= 1.0f+ filter*(col[0]-1.0f); - fg= 1.0f+ filter*(col[1]-1.0f); - fb= 1.0f+ filter*(col[2]-1.0f); - - shadfac[0]= alpha*col[0] + fr*(1.0f-alpha)*shadfac[0]; - shadfac[1]= alpha*col[1] + fg*(1.0f-alpha)*shadfac[1]; - shadfac[2]= alpha*col[2] + fb*(1.0f-alpha)*shadfac[2]; - - shadfac[3]= (1.0f-alpha)*shadfac[3]; -} - -static void ray_trace_shadow_tra(Isect *is, ShadeInput *origshi, int depth, int traflag, float col[4]) -{ - /* ray to lamp, find first face that intersects, check alpha properties, - * if it has col[3]>0.0f continue. so exit when alpha is full */ - const float initial_dist = is->dist; - - if (RE_rayobject_raycast(R.raytree, is)) { - /* Warning regarding initializing to zero's, This is not that nice, - * and possibly a bit slow for every ray, however some variables were - * not initialized properly in, unless using - * shade_input_initialize(...), we need to zero them. */ - ShadeInput shi= {NULL}; - /* end warning! - Campbell */ - - ShadeResult shr; - - /* we got a face */ - - shi.depth= origshi->depth + 1; /* only used to indicate tracing */ - shi.mask= origshi->mask; - shi.thread= origshi->thread; - shi.passflag= SCE_PASS_COMBINED; - shi.combinedflag= 0xFFFFFF; /* ray trace does all options */ - - shi.xs= origshi->xs; - shi.ys= origshi->ys; - shi.do_manage= origshi->do_manage; - shi.lay= origshi->lay; - shi.nodes= origshi->nodes; - - RE_instance_rotate_ray_restore(origshi->obi, is); - - shade_ray(is, &shi, &shr); - if (shi.mat->material_type == MA_TYPE_SURFACE) { - const float d = (shi.mat->mode & MA_RAYTRANSP) ? - ((traflag & RAY_TRA) ? shade_by_transmission(is, &shi, &shr) : 1.0f) : - 0.0f; - /* mix colors based on shadfac (rgb + amount of light factor) */ - addAlphaLight(col, shr.diff, shr.alpha, d*shi.mat->filter); - } - else if (shi.mat->material_type == MA_TYPE_VOLUME) { - const float a = col[3]; - - col[0] = a*col[0] + shr.alpha*shr.combined[0]; - col[1] = a*col[1] + shr.alpha*shr.combined[1]; - col[2] = a*col[2] + shr.alpha*shr.combined[2]; - - col[3] = (1.0f - shr.alpha)*a; - } - - if (depth>0 && col[3]>0.0f) { - - /* adapt isect struct */ - copy_v3_v3(is->start, shi.co); - is->dist = initial_dist-is->dist; - is->orig.ob = shi.obi; - is->orig.face = shi.vlr; - - ray_trace_shadow_tra(is, origshi, depth-1, traflag | RAY_TRA, col); - } - - RE_RC_MERGE(&origshi->raycounter, &shi.raycounter); - } -} - - -/* aolight: function to create random unit sphere vectors for total random sampling */ - -/* calc distributed spherical energy */ -static void DS_energy(float *sphere, int tot, float vec[3]) -{ - float *fp, fac, force[3], res[3]; - int a; - - res[0]= res[1]= res[2]= 0.0f; - - for (a=0, fp=sphere; ar.threads; - RNG *rng; - float *fp; - int a, tot, iter= 16; - - /* we make twice the amount of samples, because only a hemisphere is used */ - tot= 2*wrld->aosamp*wrld->aosamp; - - wrld->aosphere= MEM_mallocN(3*tot*sizeof(float), "AO sphere"); - rng = BLI_rng_new_srandom(tot); - - /* init */ - fp= wrld->aosphere; - for (a=0; aaosphere; aaosphere, tot, fp); - } - } - - /* tables */ - wrld->aotables= MEM_mallocN(num_threads*3*tot*sizeof(float), "AO tables"); - - BLI_rng_free(rng); -} - -/* give per thread a table, we have to compare xs ys because of way OSA works... */ -static float *threadsafe_table_sphere(int test, int thread, int xs, int ys, int tot) -{ - static int xso[BLENDER_MAX_THREADS], yso[BLENDER_MAX_THREADS]; - static int firsttime= 1; - - if (firsttime) { - memset(xso, 255, sizeof(xso)); - memset(yso, 255, sizeof(yso)); - firsttime= 0; - } - - if (xs==xso[thread] && ys==yso[thread]) return R.wrld.aotables+ thread*tot*3; - if (test) return NULL; - xso[thread]= xs; yso[thread]= ys; - return R.wrld.aotables+ thread*tot*3; -} - -static float *sphere_sampler(int type, int resol, int thread, int xs, int ys, int reset) -{ - int tot; - float *vec; - - tot= 2*resol*resol; - - if (type & WO_AORNDSMP) { - /* total random sampling. NOT THREADSAFE! (should be removed, is not useful) */ - RNG *rng = BLI_rng_new(BLI_thread_rand(thread)); - float *sphere; - int a; - - /* always returns table */ - sphere= threadsafe_table_sphere(0, thread, xs, ys, tot); - - vec= sphere; - for (a=0; aobi; - isec.orig.face = shi->vlr; - isec.check = RE_CHECK_VLR_NON_SOLID_MATERIAL; - isec.skip = RE_SKIP_VLR_NEIGHBOUR; - isec.hint = NULL; - - isec.hit.ob = NULL; - isec.hit.face = NULL; - - isec.last_hit = NULL; - - isec.mode= (R.wrld.aomode & WO_AODIST)?RE_RAY_SHADOW_TRA:RE_RAY_SHADOW; - isec.lay= -1; - - copy_v3_v3(isec.start, shi->co); - - RE_instance_rotate_ray_start(shi->obi, &isec); - - RE_rayobject_hint_bb(R.raytree, &point_hint, isec.start, isec.start); - isec.hint = &point_hint; - - zero_v3(ao); - zero_v3(env); - - /* prevent sky colors to be added for only shadow (shadow becomes alpha) */ - envcolor= R.wrld.aocolor; - if (shi->mat->mode & MA_ONLYSHADOW) - envcolor= WO_AOPLAIN; - - if (envcolor == WO_AOSKYTEX) { - dxyview[0]= 1.0f/(float)R.wrld.aosamp; - dxyview[1]= 1.0f/(float)R.wrld.aosamp; - dxyview[2]= 0.0f; - } - - if (shi->vlr->flag & R_SMOOTH) { - copy_v3_v3(nrm, shi->vn); - } - else { - copy_v3_v3(nrm, shi->facenor); - } - - ortho_basis_v3v3_v3(up, side, nrm); - - /* sampling init */ - if (R.wrld.ao_samp_method==WO_AOSAMP_HALTON) { - float speedfac; - - speedfac = get_avg_speed(shi) * adapt_speed_fac; - CLAMP(speedfac, 1.0f, 1000.0f); - max_samples /= speedfac; - if (max_samples < 5) max_samples = 5; - - qsa = get_thread_qmcsampler(&R, shi->thread, SAMP_TYPE_HALTON, max_samples); - } - else if (R.wrld.ao_samp_method==WO_AOSAMP_HAMMERSLEY) - qsa = get_thread_qmcsampler(&R, shi->thread, SAMP_TYPE_HAMMERSLEY, max_samples); - - QMC_initPixel(qsa, shi->thread); - - while (samples < max_samples) { - - /* sampling, returns quasi-random vector in unit hemisphere */ - QMC_sampleHemi(samp3d, qsa, shi->thread, samples); - - dir[0] = (samp3d[0]*up[0] + samp3d[1]*side[0] + samp3d[2]*nrm[0]); - dir[1] = (samp3d[0]*up[1] + samp3d[1]*side[1] + samp3d[2]*nrm[1]); - dir[2] = (samp3d[0]*up[2] + samp3d[1]*side[2] + samp3d[2]*nrm[2]); - - normalize_v3(dir); - - isec.dir[0] = -dir[0]; - isec.dir[1] = -dir[1]; - isec.dir[2] = -dir[2]; - isec.dist = maxdist; - - RE_instance_rotate_ray_dir(shi->obi, &isec); - - prev = fac; - - if (RE_rayobject_raycast(R.raytree, &isec)) { - if (R.wrld.aomode & WO_AODIST) fac+= expf(-isec.dist*R.wrld.aodistfac); - else fac+= 1.0f; - } - else if (envcolor!=WO_AOPLAIN) { - float skycol[4]; - float view[3]; - - view[0]= -dir[0]; - view[1]= -dir[1]; - view[2]= -dir[2]; - normalize_v3(view); - - if (envcolor==WO_AOSKYCOL) { - const float skyfac= 0.5f * (1.0f + dot_v3v3(view, R.grvec)); - env[0]+= (1.0f-skyfac)*R.wrld.horr + skyfac*R.wrld.zenr; - env[1]+= (1.0f-skyfac)*R.wrld.horg + skyfac*R.wrld.zeng; - env[2]+= (1.0f-skyfac)*R.wrld.horb + skyfac*R.wrld.zenb; - } - else { /* WO_AOSKYTEX */ - shadeSkyView(skycol, isec.start, view, dxyview, shi->thread); - shadeSunView(skycol, shi->view); - env[0]+= skycol[0]; - env[1]+= skycol[1]; - env[2]+= skycol[2]; - } - skyadded++; - } - - samples++; - - if (qsa && qsa->type == SAMP_TYPE_HALTON) { - /* adaptive sampling - consider samples below threshold as in shadow (or vice versa) and exit early */ - if (adapt_thresh > 0.0f && (samples > max_samples/2) ) { - - if (adaptive_sample_contrast_val(samples, prev, fac, adapt_thresh)) { - break; - } - } - } - } - - /* average color times distances/hits formula */ - ao[0]= ao[1]= ao[2]= 1.0f - fac/(float)samples; - - if (envcolor!=WO_AOPLAIN && skyadded) - mul_v3_fl(env, (1.0f - fac/(float)samples)/((float)skyadded)); - else - copy_v3_v3(env, ao); - - if (qsa) - release_thread_qmcsampler(&R, shi->thread, qsa); -} - -/* extern call from shade_lamp_loop, ambient occlusion calculus */ -static void ray_ao_spheresamp(ShadeInput *shi, float ao[3], float env[3]) -{ - Isect isec; - RayHint point_hint; - float *vec, *nrm, bias, sh=0.0f; - float maxdist = R.wrld.aodist; - float dxyview[3]; - int j= -1, tot, actual=0, skyadded=0, envcolor, resol= R.wrld.aosamp; - - RE_RC_INIT(isec, *shi); - isec.orig.ob = shi->obi; - isec.orig.face = shi->vlr; - isec.check = RE_CHECK_VLR_RENDER; - isec.skip = RE_SKIP_VLR_NEIGHBOUR; - isec.hint = NULL; - - isec.hit.ob = NULL; - isec.hit.face = NULL; - - isec.last_hit = NULL; - - isec.mode= (R.wrld.aomode & WO_AODIST)?RE_RAY_SHADOW_TRA:RE_RAY_SHADOW; - isec.lay= -1; - - copy_v3_v3(isec.start, shi->co); - RE_instance_rotate_ray_start(shi->obi, &isec); - - RE_rayobject_hint_bb(R.raytree, &point_hint, isec.start, isec.start); - isec.hint = &point_hint; - - zero_v3(ao); - zero_v3(env); - - /* bias prevents smoothed faces to appear flat */ - if (shi->vlr->flag & R_SMOOTH) { - bias= R.wrld.aobias; - nrm= shi->vn; - } - else { - bias= 0.0f; - nrm= shi->facenor; - } - - /* prevent sky colors to be added for only shadow (shadow becomes alpha) */ - envcolor= R.wrld.aocolor; - if (shi->mat->mode & MA_ONLYSHADOW) - envcolor= WO_AOPLAIN; - - if (resol>32) resol= 32; - - /* get sphere samples. for faces we get the same samples for sample x/y values, - * for strand render we always require a new sampler because x/y are not set */ - vec= sphere_sampler(R.wrld.aomode, resol, shi->thread, shi->xs, shi->ys, shi->strand != NULL); - - /* warning: since we use full sphere now, and dotproduct is below, we do twice as much */ - tot= 2*resol*resol; - - if (envcolor == WO_AOSKYTEX) { - dxyview[0]= 1.0f/(float)resol; - dxyview[1]= 1.0f/(float)resol; - dxyview[2]= 0.0f; - } - - while (tot--) { - - if (dot_v3v3(vec, nrm) > bias) { - /* only ao samples for mask */ - if (R.r.mode & R_OSA) { - j++; - if (j==R.osa) j= 0; - if (!(shi->mask & (1<obi, &isec); - - /* do the trace */ - if (RE_rayobject_raycast(R.raytree, &isec)) { - if (R.wrld.aomode & WO_AODIST) sh+= expf(-isec.dist*R.wrld.aodistfac); - else sh+= 1.0f; - } - else if (envcolor!=WO_AOPLAIN) { - float skycol[4]; - float view[3]; - - view[0]= -vec[0]; - view[1]= -vec[1]; - view[2]= -vec[2]; - normalize_v3(view); - - if (envcolor==WO_AOSKYCOL) { - const float fac = 0.5f * (1.0f + dot_v3v3(view, R.grvec)); - env[0]+= (1.0f-fac)*R.wrld.horr + fac*R.wrld.zenr; - env[1]+= (1.0f-fac)*R.wrld.horg + fac*R.wrld.zeng; - env[2]+= (1.0f-fac)*R.wrld.horb + fac*R.wrld.zenb; - } - else { /* WO_AOSKYTEX */ - shadeSkyView(skycol, isec.start, view, dxyview, shi->thread); - shadeSunView(skycol, shi->view); - env[0]+= skycol[0]; - env[1]+= skycol[1]; - env[2]+= skycol[2]; - } - skyadded++; - } - } - /* samples */ - vec+= 3; - } - - if (actual==0) sh= 1.0f; - else sh = 1.0f - sh/((float)actual); - - /* average color times distances/hits formula */ - ao[0]= ao[1]= ao[2]= sh; - - if (envcolor!=WO_AOPLAIN && skyadded) - mul_v3_fl(env, sh/((float)skyadded)); - else - copy_v3_v3(env, ao); -} - -void ray_ao(ShadeInput *shi, float ao[3], float env[3]) -{ - /* Unfortunately, the unusual way that the sphere sampler calculates roughly twice as many - * samples as are actually traced, and skips them based on bias and OSA settings makes it very difficult - * to reuse code between these two functions. This is the easiest way I can think of to do it - * --broken */ - if (ELEM(R.wrld.ao_samp_method, WO_AOSAMP_HAMMERSLEY, WO_AOSAMP_HALTON)) - ray_ao_qmc(shi, ao, env); - else if (R.wrld.ao_samp_method == WO_AOSAMP_CONSTANT) - ray_ao_spheresamp(shi, ao, env); -} - -static void ray_shadow_jittered_coords(ShadeInput *shi, int max, float jitco[RE_MAX_OSA][3], int *totjitco) -{ - /* magic numbers for reordering sample positions to give better - * results with adaptive sample, when it usually only takes 4 samples */ - int order8[8] = {0, 1, 5, 6, 2, 3, 4, 7}; - int order11[11] = {1, 3, 8, 10, 0, 2, 4, 5, 6, 7, 9}; - int order16[16] = {1, 3, 9, 12, 0, 6, 7, 8, 13, 2, 4, 5, 10, 11, 14, 15}; - int count = count_mask(shi->mask); - - /* for better antialising shadow samples are distributed over the subpixel - * sample coordinates, this only works for raytracing depth 0 though */ - if (!shi->strand && shi->depth == 0 && count > 1 && count <= max) { - float xs, ys, zs, view[3]; - int samp, ordsamp, tot= 0; - - for (samp=0; sampmask & (1<scanco[0] + R.jit[ordsamp][0] + 0.5f; - ys= (float)shi->scanco[1] + R.jit[ordsamp][1] + 0.5f; - zs= shi->scanco[2]; - - shade_input_calc_viewco(shi, xs, ys, zs, view, NULL, jitco[tot], NULL, NULL); - tot++; - } - } - - *totjitco= tot; - } - else { - copy_v3_v3(jitco[0], shi->co); - *totjitco= 1; - } -} - -static void ray_shadow_qmc(ShadeInput *shi, LampRen *lar, const float lampco[3], float shadfac[4], Isect *isec) -{ - QMCSampler *qsa=NULL; - int samples=0; - float samp3d[3]; - - float fac=0.0f, vec[3], end[3]; - float colsq[4]; - float adapt_thresh = lar->adapt_thresh; - int min_adapt_samples=4, max_samples = lar->ray_totsamp; - float start[3]; - bool do_soft = true, full_osa = false; - int i; - - float min[3], max[3]; - RayHint bb_hint; - - float jitco[RE_MAX_OSA][3]; - int totjitco; - - colsq[0] = colsq[1] = colsq[2] = 0.0; - if (isec->mode==RE_RAY_SHADOW_TRA) { - shadfac[0]= shadfac[1]= shadfac[2]= shadfac[3]= 0.0f; - } - else - shadfac[3]= 1.0f; - - if (lar->ray_totsamp < 2) do_soft = false; - if ((R.r.mode & R_OSA) && (R.osa > 0) && (shi->vlr->flag & R_FULL_OSA)) full_osa = true; - - if (full_osa) { - if (do_soft) max_samples = max_samples/R.osa + 1; - else max_samples = 1; - } - else { - if (do_soft) max_samples = lar->ray_totsamp; - else if (shi->depth == 0) max_samples = (R.osa > 4)?R.osa:5; - else max_samples = 1; - } - - ray_shadow_jittered_coords(shi, max_samples, jitco, &totjitco); - - /* sampling init */ - if (lar->ray_samp_method==LA_SAMP_HALTON) - qsa = get_thread_qmcsampler(&R, shi->thread, SAMP_TYPE_HALTON, max_samples); - else if (lar->ray_samp_method==LA_SAMP_HAMMERSLEY) - qsa = get_thread_qmcsampler(&R, shi->thread, SAMP_TYPE_HAMMERSLEY, max_samples); - - QMC_initPixel(qsa, shi->thread); - - INIT_MINMAX(min, max); - for (i = 0; i < totjitco; i++) { - minmax_v3v3_v3(min, max, jitco[i]); - } - if (shi->obi->flag & R_ENV_TRANSFORMED) { - mul_m4_v3(shi->obi->imat, min); - mul_m4_v3(shi->obi->imat, max); - } - RE_rayobject_hint_bb(R.raytree, &bb_hint, min, max); - - isec->hint = &bb_hint; - isec->check = RE_CHECK_VLR_RENDER; - isec->skip = RE_SKIP_VLR_NEIGHBOUR; - copy_v3_v3(vec, lampco); - - while (samples < max_samples) { - - isec->orig.ob = shi->obi; - isec->orig.face = shi->vlr; - - /* manually jitter the start shading co-ord per sample - * based on the pre-generated OSA texture sampling offsets, - * for anti-aliasing sharp shadow edges. */ - copy_v3_v3(start, jitco[samples % totjitco]); - - if (do_soft) { - /* sphere shadow source */ - if (lar->type == LA_LOCAL) { - float ru[3], rv[3], v[3], s[3]; - - /* calc tangent plane vectors */ - sub_v3_v3v3(v, start, lampco); - normalize_v3(v); - ortho_basis_v3v3_v3(ru, rv, v); - - /* sampling, returns quasi-random vector in area_size disc */ - QMC_sampleDisc(samp3d, qsa, shi->thread, samples, lar->area_size); - - /* distribute disc samples across the tangent plane */ - s[0] = samp3d[0]*ru[0] + samp3d[1]*rv[0]; - s[1] = samp3d[0]*ru[1] + samp3d[1]*rv[1]; - s[2] = samp3d[0]*ru[2] + samp3d[1]*rv[2]; - - copy_v3_v3(samp3d, s); - } - else { - /* sampling, returns quasi-random vector in [sizex,sizey]^2 plane */ - QMC_sampleRect(samp3d, qsa, shi->thread, samples, lar->area_size, lar->area_sizey); - - /* align samples to lamp vector */ - mul_m3_v3(lar->mat, samp3d); - } - end[0] = vec[0]+samp3d[0]; - end[1] = vec[1]+samp3d[1]; - end[2] = vec[2]+samp3d[2]; - } - else { - copy_v3_v3(end, vec); - } - - if (shi->strand) { - /* bias away somewhat to avoid self intersection */ - float jitbias= 0.5f*(len_v3(shi->dxco) + len_v3(shi->dyco)); - float v[3]; - - sub_v3_v3v3(v, start, end); - normalize_v3(v); - - start[0] -= jitbias*v[0]; - start[1] -= jitbias*v[1]; - start[2] -= jitbias*v[2]; - } - - copy_v3_v3(isec->start, start); - sub_v3_v3v3(isec->dir, end, start); - isec->dist = normalize_v3(isec->dir); - - RE_instance_rotate_ray(shi->obi, isec); - - /* trace the ray */ - if (isec->mode==RE_RAY_SHADOW_TRA) { - float col[4] = {1.0f, 1.0f, 1.0f, 1.0f}; - - ray_trace_shadow_tra(isec, shi, DEPTH_SHADOW_TRA, 0, col); - shadfac[0] += col[0]; - shadfac[1] += col[1]; - shadfac[2] += col[2]; - shadfac[3] += col[3]; - - /* for variance calc */ - colsq[0] += col[0]*col[0]; - colsq[1] += col[1]*col[1]; - colsq[2] += col[2]*col[2]; - } - else { - if ( RE_rayobject_raycast(R.raytree, isec) ) fac+= 1.0f; - } - - samples++; - - if (lar->ray_samp_method == LA_SAMP_HALTON) { - - /* adaptive sampling - consider samples below threshold as in shadow (or vice versa) and exit early */ - if ((max_samples > min_adapt_samples) && (adapt_thresh > 0.0f) && (samples > max_samples / 3)) { - if (isec->mode==RE_RAY_SHADOW_TRA) { - if ((shadfac[3] / samples > (1.0f-adapt_thresh)) || (shadfac[3] / samples < adapt_thresh)) - break; - else if (adaptive_sample_variance(samples, shadfac, colsq, adapt_thresh)) - break; - } - else { - if ((fac / samples > (1.0f-adapt_thresh)) || (fac / samples < adapt_thresh)) - break; - } - } - } - } - - if (isec->mode==RE_RAY_SHADOW_TRA) { - shadfac[0] /= samples; - shadfac[1] /= samples; - shadfac[2] /= samples; - shadfac[3] /= samples; - } - else - shadfac[3]= 1.0f-fac/samples; - - if (qsa) - release_thread_qmcsampler(&R, shi->thread, qsa); -} - -static void ray_shadow_jitter(ShadeInput *shi, LampRen *lar, const float lampco[3], float shadfac[4], Isect *isec) -{ - /* area soft shadow */ - const float *jitlamp; - float fac=0.0f, div=0.0f, vec[3]; - int a, j= -1, mask; - RayHint point_hint; - - if (isec->mode==RE_RAY_SHADOW_TRA) { - shadfac[0]= shadfac[1]= shadfac[2]= shadfac[3]= 0.0f; - } - else shadfac[3]= 1.0f; - - fac= 0.0f; - jitlamp= give_jitter_plane(lar, shi->thread, shi->xs, shi->ys); - - a= lar->ray_totsamp; - - /* this correction to make sure we always take at least 1 sample */ - mask= shi->mask; - if (a==4) mask |= (mask>>4)|(mask>>8); - else if (a==9) mask |= (mask>>9); - - copy_v3_v3(isec->start, shi->co); - RE_instance_rotate_ray_start(shi->obi, isec); - - isec->orig.ob = shi->obi; - isec->orig.face = shi->vlr; - RE_rayobject_hint_bb(R.raytree, &point_hint, isec->start, isec->start); - isec->hint = &point_hint; - - while (a--) { - - if (R.r.mode & R_OSA) { - j++; - if (j>=R.osa) j= 0; - if (!(mask & (1<mat, vec); - - /* set start and vec */ - isec->dir[0] = vec[0]+lampco[0]-shi->co[0]; - isec->dir[1] = vec[1]+lampco[1]-shi->co[1]; - isec->dir[2] = vec[2]+lampco[2]-shi->co[2]; - - RE_instance_rotate_ray_dir(shi->obi, isec); - - isec->dist = 1.0f; - isec->check = RE_CHECK_VLR_RENDER; - isec->skip = RE_SKIP_VLR_NEIGHBOUR; - - if (isec->mode==RE_RAY_SHADOW_TRA) { - /* isec.col is like shadfac, so defines amount of light (0.0 is full shadow) */ - float col[4] = {1.0f, 1.0f, 1.0f, 1.0f}; - - ray_trace_shadow_tra(isec, shi, DEPTH_SHADOW_TRA, 0, col); - shadfac[0] += col[0]; - shadfac[1] += col[1]; - shadfac[2] += col[2]; - shadfac[3] += col[3]; - } - else if ( RE_rayobject_raycast(R.raytree, isec) ) fac+= 1.0f; - - div+= 1.0f; - jitlamp+= 2; - } - - if (isec->mode==RE_RAY_SHADOW_TRA) { - shadfac[0] /= div; - shadfac[1] /= div; - shadfac[2] /= div; - shadfac[3] /= div; - } - else { - /* sqrt makes nice umbra effect */ - if (lar->ray_samp_type & LA_SAMP_UMBRA) - shadfac[3] = sqrtf(1.0f - fac / div); - else - shadfac[3] = 1.0f - fac / div; - } -} -/* extern call from shade_lamp_loop */ -void ray_shadow(ShadeInput *shi, LampRen *lar, float shadfac[4]) -{ - Isect isec; - float lampco[3]; - - /* setup isec */ - RE_RC_INIT(isec, *shi); - if (shi->mat->mode & MA_SHADOW_TRA) isec.mode= RE_RAY_SHADOW_TRA; - else isec.mode= RE_RAY_SHADOW; - isec.hint = NULL; - - if (lar->mode & (LA_LAYER|LA_LAYER_SHADOW)) - isec.lay= lar->lay; - else - isec.lay= -1; - - /* only when not mir tracing, first hit optimm */ - if (shi->depth==0) { - isec.last_hit = lar->last_hit[shi->thread]; - } - else { - isec.last_hit = NULL; - } - - if (lar->type==LA_SUN || lar->type==LA_HEMI) { - /* jitter and QMC sampling add a displace vector to the lamp position - * that's incorrect because a SUN lamp does not has an exact position - * and the displace should be done at the ray vector instead of the - * lamp position. - * This is easily verified by noticing that shadows of SUN lights change - * with the scene BB. - * - * This was detected during SoC 2009 - Raytrace Optimization, but to keep - * consistency with older render code it wasn't removed. - * - * If the render code goes through some recode/serious bug-fix then this - * is something to consider! - */ - lampco[0]= shi->co[0] - R.maxdist*lar->vec[0]; - lampco[1]= shi->co[1] - R.maxdist*lar->vec[1]; - lampco[2]= shi->co[2] - R.maxdist*lar->vec[2]; - } - else { - copy_v3_v3(lampco, lar->co); - } - - if (ELEM(lar->ray_samp_method, LA_SAMP_HALTON, LA_SAMP_HAMMERSLEY)) { - - ray_shadow_qmc(shi, lar, lampco, shadfac, &isec); - - } - else { - if (lar->ray_totsamp<2) { - - isec.orig.ob = shi->obi; - isec.orig.face = shi->vlr; - - shadfac[3]= 1.0f; /* 1.0=full light */ - - /* set up isec.dir */ - copy_v3_v3(isec.start, shi->co); - sub_v3_v3v3(isec.dir, lampco, isec.start); - isec.dist = normalize_v3(isec.dir); - - RE_instance_rotate_ray(shi->obi, &isec); - - if (isec.mode==RE_RAY_SHADOW_TRA) { - /* isec.col is like shadfac, so defines amount of light (0.0 is full shadow) */ - float col[4] = {1.0f, 1.0f, 1.0f, 1.0f}; - - ray_trace_shadow_tra(&isec, shi, DEPTH_SHADOW_TRA, 0, col); - copy_v4_v4(shadfac, col); - } - else if (RE_rayobject_raycast(R.raytree, &isec)) - shadfac[3]= 0.0f; - } - else { - ray_shadow_jitter(shi, lar, lampco, shadfac, &isec); - } - } - - /* for first hit optim, set last interesected shadow face */ - if (shi->depth==0) { - lar->last_hit[shi->thread] = isec.last_hit; - } - -} - diff --git a/source/blender/render/intern/source/rendercore.c b/source/blender/render/intern/source/rendercore.c deleted file mode 100644 index 99d2436d4bc..00000000000 --- a/source/blender/render/intern/source/rendercore.c +++ /dev/null @@ -1,2030 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. - * All rights reserved. - * - * Contributors: Hos, Robert Wenzlaff. - * Contributors: 2004/2005/2006 Blender Foundation, full recode - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/render/intern/source/rendercore.c - * \ingroup render - */ - - -/* system includes */ -#include -#include -#include -#include -#include - -/* External modules: */ -#include "MEM_guardedalloc.h" - -#include "BLI_math.h" -#include "BLI_blenlib.h" -#include "BLI_rand.h" -#include "BLI_threads.h" -#include "BLI_utildefines.h" - -#include "DNA_image_types.h" -#include "DNA_lamp_types.h" -#include "DNA_material_types.h" -#include "DNA_group_types.h" - -/* local include */ -#include "renderpipeline.h" -#include "render_result.h" -#include "render_types.h" -#include "renderdatabase.h" -#include "occlusion.h" -#include "pixelblending.h" -#include "pixelshading.h" -#include "shadbuf.h" -#include "shading.h" -#include "sss.h" -#include "zbuf.h" - -/* own include */ -#include "rendercore.h" - - -/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ -/* defined in pipeline.c, is hardcopy of active dynamic allocated Render */ -/* only to be used here in this file, it's for speed */ -extern struct Render R; -/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ - -/* x and y are current pixels in rect to be rendered */ -/* do not normalize! */ -void calc_view_vector(float view[3], float x, float y) -{ - - view[2]= -ABS(R.clipsta); - - if (R.r.mode & R_ORTHO) { - view[0]= view[1]= 0.0f; - } - else { - - if (R.r.mode & R_PANORAMA) { - x-= R.panodxp; - } - - /* move x and y to real viewplane coords */ - x = (x / (float)R.winx); - view[0] = R.viewplane.xmin + x * BLI_rctf_size_x(&R.viewplane); - - y = (y / (float)R.winy); - view[1] = R.viewplane.ymin + y * BLI_rctf_size_y(&R.viewplane); - -// if (R.flag & R_SEC_FIELD) { -// if (R.r.mode & R_ODDFIELD) view[1]= (y+R.ystart)*R.ycor; -// else view[1]= (y+R.ystart+1.0)*R.ycor; -// } -// else view[1]= (y+R.ystart+R.bluroffsy+0.5)*R.ycor; - - if (R.r.mode & R_PANORAMA) { - float u= view[0] + R.panodxv; float v= view[2]; - view[0]= R.panoco*u + R.panosi*v; - view[2]= -R.panosi*u + R.panoco*v; - } - } -} - -void calc_renderco_ortho(float co[3], float x, float y, int z) -{ - /* x and y 3d coordinate can be derived from pixel coord and winmat */ - float fx= 2.0f/(R.winx*R.winmat[0][0]); - float fy= 2.0f/(R.winy*R.winmat[1][1]); - float zco; - - co[0]= (x - 0.5f*R.winx)*fx - R.winmat[3][0]/R.winmat[0][0]; - co[1]= (y - 0.5f*R.winy)*fy - R.winmat[3][1]/R.winmat[1][1]; - - zco= ((float)z)/2147483647.0f; - co[2]= R.winmat[3][2]/( R.winmat[2][3]*zco - R.winmat[2][2] ); -} - -void calc_renderco_zbuf(float co[3], const float view[3], int z) -{ - float fac, zco; - - /* inverse of zbuf calc: zbuf = MAXZ*hoco_z/hoco_w */ - zco= ((float)z)/2147483647.0f; - co[2]= R.winmat[3][2]/( R.winmat[2][3]*zco - R.winmat[2][2] ); - - fac= co[2]/view[2]; - co[0]= fac*view[0]; - co[1]= fac*view[1]; -} - -/* also used in zbuf.c and shadbuf.c */ -int count_mask(unsigned short mask) -{ - if (R.samples) - return (R.samples->cmask[mask & 255]+R.samples->cmask[mask>>8]); - return 0; -} - -static int calchalo_z(HaloRen *har, int zz) -{ - - if (har->type & HA_ONLYSKY) { - if (zz < 0x7FFFFFF0) zz= - 0x7FFFFF; /* edge render messes zvalues */ - } - else { - zz= (zz>>8); - } - return zz; -} - - - -static void halo_pixelstruct(HaloRen *har, RenderLayer **rlpp, int totsample, int od, float dist, float xn, float yn, PixStr *ps) -{ - float col[4], accol[4], fac; - int amount, amountm, zz, flarec, sample, fullsample, mask=0; - - fullsample= (totsample > 1); - amount= 0; - accol[0] = accol[1] = accol[2] = accol[3]= 0.0f; - col[0] = col[1] = col[2] = col[3]= 0.0f; - flarec= har->flarec; - - while (ps) { - amountm= count_mask(ps->mask); - amount+= amountm; - - zz= calchalo_z(har, ps->z); - if ((zz> har->zs) || (har->mat && (har->mat->mode & MA_HALO_SOFT))) { - if (shadeHaloFloat(har, col, zz, dist, xn, yn, flarec)) { - flarec= 0; - - if (fullsample) { - for (sample=0; samplemask & (1 << sample)) { - float *pass = RE_RenderLayerGetPass(rlpp[sample], RE_PASSNAME_COMBINED, R.viewname); - addalphaAddfacFloat(pass + od*4, col, har->add); - } - } - } - else { - fac= ((float)amountm)/(float)R.osa; - accol[0]+= fac*col[0]; - accol[1]+= fac*col[1]; - accol[2]+= fac*col[2]; - accol[3]+= fac*col[3]; - } - } - } - - mask |= ps->mask; - ps= ps->next; - } - - /* now do the sky sub-pixels */ - amount= R.osa-amount; - if (amount) { - if (shadeHaloFloat(har, col, 0x7FFFFF, dist, xn, yn, flarec)) { - if (!fullsample) { - fac= ((float)amount)/(float)R.osa; - accol[0]+= fac*col[0]; - accol[1]+= fac*col[1]; - accol[2]+= fac*col[2]; - accol[3]+= fac*col[3]; - } - } - } - - if (fullsample) { - for (sample=0; sampleadd); - } - } - } - else { - col[0]= accol[0]; - col[1]= accol[1]; - col[2]= accol[2]; - col[3]= accol[3]; - - for (sample=0; sampleadd); - } - } -} - -static void halo_tile(RenderPart *pa, RenderLayer *rl) -{ - RenderLayer *rlpp[RE_MAX_OSA]; - HaloRen *har; - rcti disprect= pa->disprect, testrect= pa->disprect; - float dist, xsq, ysq, xn, yn; - float col[4]; - intptr_t *rd= NULL; - int a, *rz, zz, y, sample, totsample, od; - short minx, maxx, miny, maxy, x; - unsigned int lay= rl->lay; - - /* we don't render halos in the cropped area, gives errors in flare counter */ - if (pa->crop) { - testrect.xmin+= pa->crop; - testrect.xmax-= pa->crop; - testrect.ymin+= pa->crop; - testrect.ymax-= pa->crop; - } - - totsample= get_sample_layers(pa, rl, rlpp); - - for (a=0; alay & lay) == 0) { - /* pass */ - } - else if (testrect.ymin > har->maxy) { - /* pass */ - } - else if (testrect.ymax < har->miny) { - /* pass */ - } - else { - - minx= floor(har->xs-har->rad); - maxx= ceil(har->xs+har->rad); - - if (testrect.xmin > maxx) { - /* pass */ - } - else if (testrect.xmax < minx) { - /* pass */ - } - else { - - minx = max_ii(minx, testrect.xmin); - maxx = min_ii(maxx, testrect.xmax); - - miny = max_ii(har->miny, testrect.ymin); - maxy = min_ii(har->maxy, testrect.ymax); - - for (y=miny; yrectx + (minx - disprect.xmin); - rz= pa->rectz + rectofs; - od= rectofs; - - if (pa->rectdaps) - rd= pa->rectdaps + rectofs; - - yn= (y-har->ys)*R.ycor; - ysq= yn*yn; - - for (x=minx; xxs; - xsq= xn*xn; - dist= xsq+ysq; - if (distradsq) { - if (rd && *rd) { - halo_pixelstruct(har, rlpp, totsample, od, dist, xn, yn, (PixStr *)*rd); - } - else { - zz= calchalo_z(har, *rz); - if ((zz> har->zs) || (har->mat && (har->mat->mode & MA_HALO_SOFT))) { - if (shadeHaloFloat(har, col, zz, dist, xn, yn, har->flarec)) { - for (sample=0; sampleadd); - } - } - } - } - } - if (rd) rd++; - } - } - } - } - if (R.test_break(R.tbh) ) break; - } -} - -static void lamphalo_tile(RenderPart *pa, RenderLayer *rl) -{ - RenderLayer *rlpp[RE_MAX_OSA]; - ShadeInput shi; - float *pass; - float fac, col[4]; - intptr_t *rd= pa->rectdaps; - const int *rz= pa->rectz; - int x, y, sample, totsample, fullsample, od; - - totsample= get_sample_layers(pa, rl, rlpp); - fullsample= (totsample > 1); - - shade_input_initialize(&shi, pa, rl, 0); /* this zero's ShadeInput for us */ - - for (od=0, y=pa->disprect.ymin; ydisprect.ymax; y++) { - for (x=pa->disprect.xmin; xdisprect.xmax; x++, rz++, od++) { - - calc_view_vector(shi.view, x, y); - - if (rd && *rd) { - PixStr *ps= (PixStr *)*rd; - int count, totsamp= 0, mask= 0; - - while (ps) { - if (R.r.mode & R_ORTHO) - calc_renderco_ortho(shi.co, (float)x, (float)y, ps->z); - else - calc_renderco_zbuf(shi.co, shi.view, ps->z); - - totsamp+= count= count_mask(ps->mask); - mask |= ps->mask; - - col[0]= col[1]= col[2]= col[3]= 0.0f; - renderspothalo(&shi, col, 1.0f); - - if (fullsample) { - for (sample=0; samplemask & (1 << sample)) { - pass = RE_RenderLayerGetPass(rlpp[sample], RE_PASSNAME_COMBINED, R.viewname); - pass += od * 4; - pass[0]+= col[0]; - pass[1]+= col[1]; - pass[2]+= col[2]; - pass[3]+= col[3]; - if (pass[3]>1.0f) pass[3]= 1.0f; - } - } - } - else { - fac= ((float)count)/(float)R.osa; - pass = RE_RenderLayerGetPass(rl, RE_PASSNAME_COMBINED, R.viewname); - pass += od * 4; - pass[0]+= fac*col[0]; - pass[1]+= fac*col[1]; - pass[2]+= fac*col[2]; - pass[3]+= fac*col[3]; - if (pass[3]>1.0f) pass[3]= 1.0f; - } - - ps= ps->next; - } - - if (totsamp1.0f) pass[3]= 1.0f; - } - } - } - else { - fac= ((float)R.osa-totsamp)/(float)R.osa; - pass = RE_RenderLayerGetPass(rl, RE_PASSNAME_COMBINED, R.viewname); - pass += od * 4; - pass[0]+= fac*col[0]; - pass[1]+= fac*col[1]; - pass[2]+= fac*col[2]; - pass[3]+= fac*col[3]; - if (pass[3]>1.0f) pass[3]= 1.0f; - } - } - } - else { - if (R.r.mode & R_ORTHO) - calc_renderco_ortho(shi.co, (float)x, (float)y, *rz); - else - calc_renderco_zbuf(shi.co, shi.view, *rz); - - col[0]= col[1]= col[2]= col[3]= 0.0f; - renderspothalo(&shi, col, 1.0f); - - for (sample=0; sample1.0f) pass[3]= 1.0f; - } - } - - if (rd) rd++; - } - if (y&1) - if (R.test_break(R.tbh)) break; - } -} - - -/* ********************* MAINLOOPS ******************** */ - -/* osa version */ -static void add_filt_passes(RenderLayer *rl, int curmask, int rectx, int offset, ShadeInput *shi, ShadeResult *shr) -{ - RenderPass *rpass; - - for (rpass= rl->passes.first; rpass; rpass= rpass->next) { - float *fp, *col= NULL; - int pixsize= 3; - - if (STREQ(rpass->name, RE_PASSNAME_COMBINED)) { - add_filt_fmask(curmask, shr->combined, rpass->rect + 4*offset, rectx); - } - else if (STREQ(rpass->name, RE_PASSNAME_Z)) { - fp = rpass->rect + offset; - *fp = shr->z; - } - else if (STREQ(rpass->name, RE_PASSNAME_RGBA)) { - col = shr->col; - pixsize = 4; - } - else if (STREQ(rpass->name, RE_PASSNAME_EMIT)) { - col = shr->emit; - } - else if (STREQ(rpass->name, RE_PASSNAME_DIFFUSE)) { - col = shr->diff; - } - else if (STREQ(rpass->name, RE_PASSNAME_SPEC)) { - col = shr->spec; - } - else if (STREQ(rpass->name, RE_PASSNAME_SHADOW)) { - col = shr->shad; - } - else if (STREQ(rpass->name, RE_PASSNAME_AO)) { - col = shr->ao; - } - else if (STREQ(rpass->name, RE_PASSNAME_ENVIRONMENT)) { - col = shr->env; - } - else if (STREQ(rpass->name, RE_PASSNAME_INDIRECT)) { - col = shr->indirect; - } - else if (STREQ(rpass->name, RE_PASSNAME_REFLECT)) { - col = shr->refl; - } - else if (STREQ(rpass->name, RE_PASSNAME_REFRACT)) { - col = shr->refr; - } - else if (STREQ(rpass->name, RE_PASSNAME_NORMAL)) { - col = shr->nor; - } - else if (STREQ(rpass->name, RE_PASSNAME_UV)) { - /* box filter only, gauss will screwup UV too much */ - if (shi->totuv) { - float mult = (float)count_mask(curmask)/(float)R.osa; - fp = rpass->rect + 3*offset; - fp[0]+= mult*(0.5f + 0.5f*shi->uv[shi->actuv].uv[0]); - fp[1]+= mult*(0.5f + 0.5f*shi->uv[shi->actuv].uv[1]); - fp[2]+= mult; - } - } - else if (STREQ(rpass->name, RE_PASSNAME_INDEXOB)) { - /* no filter */ - if (shi->vlr) { - fp = rpass->rect + offset; - if (*fp==0.0f) - *fp = (float)shi->obr->ob->index; - } - } - else if (STREQ(rpass->name, RE_PASSNAME_INDEXMA)) { - /* no filter */ - if (shi->vlr) { - fp = rpass->rect + offset; - if (*fp==0.0f) - *fp = (float)shi->mat->index; - } - } - else if (STREQ(rpass->name, RE_PASSNAME_MIST)) { - /* */ - col = &shr->mist; - pixsize = 1; - } - else if (STREQ(rpass->name, RE_PASSNAME_VECTOR)) { - /* add minimum speed in pixel, no filter */ - fp = rpass->rect + 4*offset; - if ( (ABS(shr->winspeed[0]) + ABS(shr->winspeed[1]))< (ABS(fp[0]) + ABS(fp[1])) ) { - fp[0] = shr->winspeed[0]; - fp[1] = shr->winspeed[1]; - } - if ( (ABS(shr->winspeed[2]) + ABS(shr->winspeed[3]))< (ABS(fp[2]) + ABS(fp[3])) ) { - fp[2] = shr->winspeed[2]; - fp[3] = shr->winspeed[3]; - } - } - else if (STREQ(rpass->name, RE_PASSNAME_RAYHITS)) { - /* */ - col = shr->rayhits; - pixsize= 4; - } - - if (col) { - fp= rpass->rect + pixsize*offset; - add_filt_fmask_pixsize(curmask, col, fp, rectx, pixsize); - } - } -} - -/* non-osa version */ -static void add_passes(RenderLayer *rl, int offset, ShadeInput *shi, ShadeResult *shr) -{ - RenderPass *rpass; - float *fp; - - for (rpass= rl->passes.first; rpass; rpass= rpass->next) { - float *col= NULL, uvcol[3]; - int a, pixsize= 3; - - if (STREQ(rpass->name, RE_PASSNAME_COMBINED)) { - /* copy combined to use for preview */ - copy_v4_v4(rpass->rect + 4*offset, shr->combined); - } - else if (STREQ(rpass->name, RE_PASSNAME_Z)) { - fp = rpass->rect + offset; - *fp = shr->z; - } - else if (STREQ(rpass->name, RE_PASSNAME_RGBA)) { - col = shr->col; - pixsize = 4; - } - else if (STREQ(rpass->name, RE_PASSNAME_EMIT)) { - col = shr->emit; - } - else if (STREQ(rpass->name, RE_PASSNAME_DIFFUSE)) { - col = shr->diff; - } - else if (STREQ(rpass->name, RE_PASSNAME_SPEC)) { - col = shr->spec; - } - else if (STREQ(rpass->name, RE_PASSNAME_SHADOW)) { - col = shr->shad; - } - else if (STREQ(rpass->name, RE_PASSNAME_AO)) { - col = shr->ao; - } - else if (STREQ(rpass->name, RE_PASSNAME_ENVIRONMENT)) { - col = shr->env; - } - else if (STREQ(rpass->name, RE_PASSNAME_INDIRECT)) { - col = shr->indirect; - } - else if (STREQ(rpass->name, RE_PASSNAME_REFLECT)) { - col = shr->refl; - } - else if (STREQ(rpass->name, RE_PASSNAME_REFRACT)) { - col = shr->refr; - } - else if (STREQ(rpass->name, RE_PASSNAME_NORMAL)) { - col = shr->nor; - } - else if (STREQ(rpass->name, RE_PASSNAME_UV)) { - if (shi->totuv) { - uvcol[0] = 0.5f + 0.5f*shi->uv[shi->actuv].uv[0]; - uvcol[1] = 0.5f + 0.5f*shi->uv[shi->actuv].uv[1]; - uvcol[2] = 1.0f; - col = uvcol; - } - } - else if (STREQ(rpass->name, RE_PASSNAME_VECTOR)) { - col = shr->winspeed; - pixsize = 4; - } - else if (STREQ(rpass->name, RE_PASSNAME_INDEXOB)) { - if (shi->vlr) { - fp = rpass->rect + offset; - *fp = (float)shi->obr->ob->index; - } - } - else if (STREQ(rpass->name, RE_PASSNAME_INDEXMA)) { - if (shi->vlr) { - fp = rpass->rect + offset; - *fp = (float)shi->mat->index; - } - } - else if (STREQ(rpass->name, RE_PASSNAME_MIST)) { - fp = rpass->rect + offset; - *fp = shr->mist; - } - else if (STREQ(rpass->name, RE_PASSNAME_RAYHITS)) { - col = shr->rayhits; - pixsize = 4; - } - - if (col) { - fp = rpass->rect + pixsize*offset; - for (a=0; afullresult.first) { - int sample, nr= BLI_findindex(&pa->result->layers, rl); - - for (sample=0; samplefullresult, sample); - - rlpp[sample]= BLI_findlink(&rr->layers, nr); - } - return R.osa; - } - else { - rlpp[0]= rl; - return 1; - } -} - - -/* only do sky, is default in the solid layer (shade_tile) btw */ -static void sky_tile(RenderPart *pa, RenderLayer *rl) -{ - RenderLayer *rlpp[RE_MAX_OSA]; - int x, y, od=0, totsample; - - if (R.r.alphamode!=R_ADDSKY) - return; - - totsample= get_sample_layers(pa, rl, rlpp); - - for (y=pa->disprect.ymin; ydisprect.ymax; y++) { - for (x=pa->disprect.xmin; xdisprect.xmax; x++, od+=4) { - float col[4]; - int sample; - bool done = false; - - for (sample= 0; samplethread); - done = true; - } - - if (pass[3]==0.0f) { - copy_v4_v4(pass, col); - pass[3] = 1.0f; - } - else { - addAlphaUnderFloat(pass, col); - pass[3] = 1.0f; - } - } - } - } - - if (y&1) - if (R.test_break(R.tbh)) break; - } -} - -static void atm_tile(RenderPart *pa, RenderLayer *rl) -{ - RenderPass *zpass; - GroupObject *go; - LampRen *lar; - RenderLayer *rlpp[RE_MAX_OSA]; - int totsample; - int x, y, od= 0; - - totsample= get_sample_layers(pa, rl, rlpp); - - /* check that z pass is enabled */ - if (pa->rectz==NULL) return; - for (zpass= rl->passes.first; zpass; zpass= zpass->next) - if (STREQ(zpass->name, RE_PASSNAME_Z)) - break; - - if (zpass==NULL) return; - - /* check for at least one sun lamp that its atmosphere flag is enabled */ - for (go=R.lights.first; go; go= go->next) { - lar= go->lampren; - if (lar->type==LA_SUN && lar->sunsky && (lar->sunsky->effect_type & LA_SUN_EFFECT_AP)) - break; - } - /* do nothign and return if there is no sun lamp */ - if (go==NULL) - return; - - /* for each x,y and each sample, and each sun lamp*/ - for (y=pa->disprect.ymin; ydisprect.ymax; y++) { - for (x=pa->disprect.xmin; xdisprect.xmax; x++, od++) { - int sample; - - for (sample=0; samplenext) { - - - lar= go->lampren; - if (lar->type==LA_SUN && lar->sunsky) { - - /* if it's sky continue and don't apply atmosphere effect on it */ - if (*zrect >= 9.9e10f || rgbrect[3]==0.0f) { - continue; - } - - if ((lar->sunsky->effect_type & LA_SUN_EFFECT_AP)) { - float tmp_rgb[3]; - - /* skip if worldspace lamp vector is below horizon */ - if (go->ob->obmat[2][2] < 0.f) { - continue; - } - - copy_v3_v3(tmp_rgb, rgbrect); - if (rgbrect[3]!=1.0f) { /* de-premul */ - mul_v3_fl(tmp_rgb, 1.0f/rgbrect[3]); - } - shadeAtmPixel(lar->sunsky, tmp_rgb, x, y, *zrect); - if (rgbrect[3]!=1.0f) { /* premul */ - mul_v3_fl(tmp_rgb, rgbrect[3]); - } - - if (done==0) { - copy_v3_v3(rgb, tmp_rgb); - done = true; - } - else { - rgb[0] = 0.5f*rgb[0] + 0.5f*tmp_rgb[0]; - rgb[1] = 0.5f*rgb[1] + 0.5f*tmp_rgb[1]; - rgb[2] = 0.5f*rgb[2] + 0.5f*tmp_rgb[2]; - } - } - } - } - - /* if at least for one sun lamp aerial perspective was applied*/ - if (done) { - copy_v3_v3(rgbrect, rgb); - } - } - } - } -} - -static void shadeDA_tile(RenderPart *pa, RenderLayer *rl) -{ - RenderResult *rr= pa->result; - ShadeSample ssamp; - intptr_t *rd, *rectdaps= pa->rectdaps; - int samp; - int x, y, seed, crop=0, offs=0, od; - - if (R.test_break(R.tbh)) return; - - /* irregular shadowb buffer creation */ - if (R.r.mode & R_SHADOW) - ISB_create(pa, NULL); - - /* we set per pixel a fixed seed, for random AO and shadow samples */ - seed= pa->rectx*pa->disprect.ymin; - - /* general shader info, passes */ - shade_sample_initialize(&ssamp, pa, rl); - - /* occlusion caching */ - if (R.occlusiontree) - cache_occ_samples(&R, pa, &ssamp); - - /* filtered render, for now we assume only 1 filter size */ - if (pa->crop) { - crop= 1; - rectdaps+= pa->rectx + 1; - offs= pa->rectx + 1; - } - - /* scanline updates have to be 2 lines behind */ - rr->renrect.ymin = 0; - rr->renrect.ymax = -2*crop; - rr->renlay= rl; - - for (y=pa->disprect.ymin+crop; ydisprect.ymax-crop; y++, rr->renrect.ymax++) { - rd= rectdaps; - od= offs; - - for (x=pa->disprect.xmin+crop; xdisprect.xmax-crop; x++, rd++, od++) { - BLI_thread_srandom(pa->thread, seed++); - - if (*rd) { - if (shade_samples(&ssamp, (PixStr *)(*rd), x, y)) { - - /* multisample buffers or filtered mask filling? */ - if (pa->fullresult.first) { - int a; - for (samp=0; samprectx, od, &ssamp.shi[samp], &ssamp.shr[samp]); - } - } - } - } - - rectdaps+= pa->rectx; - offs+= pa->rectx; - - if (y&1) if (R.test_break(R.tbh)) break; - } - - /* disable scanline updating */ - rr->renlay= NULL; - - if (R.r.mode & R_SHADOW) - ISB_free(pa); - - if (R.occlusiontree) - free_occ_samples(&R, pa); -} - -/* ************* pixel struct ******** */ - - -static PixStrMain *addpsmain(ListBase *lb) -{ - PixStrMain *psm; - - psm= (PixStrMain *)MEM_mallocN(sizeof(PixStrMain), "pixstrMain"); - BLI_addtail(lb, psm); - - psm->ps= (PixStr *)MEM_mallocN(4096*sizeof(PixStr), "pixstr"); - psm->counter= 0; - - return psm; -} - -static void freeps(ListBase *lb) -{ - PixStrMain *psm, *psmnext; - - for (psm= lb->first; psm; psm= psmnext) { - psmnext= psm->next; - if (psm->ps) - MEM_freeN(psm->ps); - MEM_freeN(psm); - } - BLI_listbase_clear(lb); -} - -static void addps(ListBase *lb, intptr_t *rd, int obi, int facenr, int z, int maskz, unsigned short mask) -{ - PixStrMain *psm; - PixStr *ps, *last= NULL; - - if (*rd) { - ps= (PixStr *)(*rd); - - while (ps) { - if ( ps->obi == obi && ps->facenr == facenr ) { - ps->mask |= mask; - return; - } - last= ps; - ps= ps->next; - } - } - - /* make new PS (pixel struct) */ - psm= lb->last; - - if (psm->counter==4095) - psm= addpsmain(lb); - - ps= psm->ps + psm->counter++; - - if (last) last->next= ps; - else *rd= (intptr_t)ps; - - ps->next= NULL; - ps->obi= obi; - ps->facenr= facenr; - ps->z= z; - ps->maskz= maskz; - ps->mask = mask; - ps->shadfac= 0; -} - -static void edge_enhance_add(RenderPart *pa, float *rectf, float *arect) -{ - float addcol[4]; - int pix; - - if (arect==NULL) - return; - - for (pix= pa->rectx*pa->recty; pix>0; pix--, arect++, rectf+=4) { - if (*arect != 0.0f) { - addcol[0]= *arect * R.r.edgeR; - addcol[1]= *arect * R.r.edgeG; - addcol[2]= *arect * R.r.edgeB; - addcol[3]= *arect; - addAlphaOverFloat(rectf, addcol); - } - } -} - -/* clamp alpha and RGB to 0..1 and 0..inf, can go outside due to filter */ -static void clamp_alpha_rgb_range(RenderPart *pa, RenderLayer *rl) -{ - RenderLayer *rlpp[RE_MAX_OSA]; - int y, sample, totsample; - - totsample= get_sample_layers(pa, rl, rlpp); - - /* not for full sample, there we clamp after compositing */ - if (totsample > 1) - return; - - for (sample= 0; samplerectx*pa->recty; y>0; y--, rectf+=4) { - rectf[0] = MAX2(rectf[0], 0.0f); - rectf[1] = MAX2(rectf[1], 0.0f); - rectf[2] = MAX2(rectf[2], 0.0f); - CLAMP(rectf[3], 0.0f, 1.0f); - } - } -} - -/* adds only alpha values */ -static void edge_enhance_tile(RenderPart *pa, float *rectf, int *rectz) -{ - /* use zbuffer to define edges, add it to the image */ - int y, x, col, *rz, *rz1, *rz2, *rz3; - int zval1, zval2, zval3; - float *rf; - - /* shift values in zbuffer 4 to the right (anti overflows), for filter we need multiplying with 12 max */ - rz= rectz; - if (rz==NULL) return; - - for (y=0; yrecty; y++) - for (x=0; xrectx; x++, rz++) (*rz)>>= 4; - - rz1= rectz; - rz2= rz1+pa->rectx; - rz3= rz2+pa->rectx; - - rf= rectf+pa->rectx+1; - - for (y=0; yrecty-2; y++) { - for (x=0; xrectx-2; x++, rz1++, rz2++, rz3++, rf++) { - - /* prevent overflow with sky z values */ - zval1= rz1[0] + 2*rz1[1] + rz1[2]; - zval2= 2*rz2[0] + 2*rz2[2]; - zval3= rz3[0] + 2*rz3[1] + rz3[2]; - - col= ( 4*rz2[1] - (zval1 + zval2 + zval3)/3 ); - if (col<0) col= -col; - - col >>= 5; - if (col > (1<<16)) col= (1<<16); - else col= (R.r.edgeint*col)>>8; - - if (col>0) { - float fcol; - - if (col>255) fcol= 1.0f; - else fcol= (float)col/255.0f; - - if (R.osa) - *rf+= fcol/(float)R.osa; - else - *rf= fcol; - } - } - rz1+= 2; - rz2+= 2; - rz3+= 2; - rf+= 2; - } - - /* shift back zbuf values, we might need it still */ - rz= rectz; - for (y=0; yrecty; y++) - for (x=0; xrectx; x++, rz++) (*rz)<<= 4; - -} - -static void reset_sky_speed(RenderPart *pa, RenderLayer *rl) -{ - /* for all pixels with max speed, set to zero */ - RenderLayer *rlpp[RE_MAX_OSA]; - float *fp; - int a, sample, totsample; - - totsample= get_sample_layers(pa, rl, rlpp); - - for (sample= 0; samplerectx*pa->recty - 1; a>=0; a--) - if (fp[a] == PASS_VECTOR_MAX) fp[a]= 0.0f; - } -} - -static unsigned short *make_solid_mask(RenderPart *pa) -{ - intptr_t *rd= pa->rectdaps; - unsigned short *solidmask, *sp; - int x; - - if (rd==NULL) return NULL; - - sp=solidmask= MEM_mallocN(sizeof(short)*pa->rectx*pa->recty, "solidmask"); - - for (x=pa->rectx*pa->recty; x>0; x--, rd++, sp++) { - if (*rd) { - PixStr *ps= (PixStr *)*rd; - - *sp= ps->mask; - for (ps= ps->next; ps; ps= ps->next) - *sp |= ps->mask; - } - else - *sp= 0; - } - - return solidmask; -} - -static void addAlphaOverFloatMask(float *dest, float *source, unsigned short dmask, unsigned short smask) -{ - unsigned short shared= dmask & smask; - float mul= 1.0f - source[3]; - - if (shared) { /* overlapping masks */ - - /* masks differ, we make a mixture of 'add' and 'over' */ - if (shared!=dmask) { - float shared_bits= (float)count_mask(shared); /* alpha over */ - float tot_bits= (float)count_mask(smask|dmask); /* alpha add */ - - float add= (tot_bits - shared_bits)/tot_bits; /* add level */ - mul= add + (1.0f-add)*mul; - } - } - else if (dmask && smask) { - /* works for premul only, of course */ - dest[0]+= source[0]; - dest[1]+= source[1]; - dest[2]+= source[2]; - dest[3]+= source[3]; - - return; - } - - dest[0]= (mul*dest[0]) + source[0]; - dest[1]= (mul*dest[1]) + source[1]; - dest[2]= (mul*dest[2]) + source[2]; - dest[3]= (mul*dest[3]) + source[3]; -} - -typedef struct ZbufSolidData { - RenderLayer *rl; - ListBase *psmlist; - float *edgerect; -} ZbufSolidData; - -static void make_pixelstructs(RenderPart *pa, ZSpan *zspan, int sample, void *data) -{ - ZbufSolidData *sdata = (ZbufSolidData *)data; - ListBase *lb= sdata->psmlist; - intptr_t *rd= pa->rectdaps; - const int *ro= zspan->recto; - const int *rp= zspan->rectp; - const int *rz= zspan->rectz; - const int *rm= zspan->rectmask; - int x, y; - int mask= 1<recty; y++) { - for (x=0; xrectx; x++, rd++, rp++, ro++, rz++, rm++) { - if (*rp) { - addps(lb, rd, *ro, *rp, *rz, (zspan->rectmask)? *rm: 0, mask); - } - } - } - - if (sdata->rl->layflag & SCE_LAY_EDGE) - if (R.r.mode & R_EDGE) - edge_enhance_tile(pa, sdata->edgerect, zspan->rectz); -} - -/* main call for shading Delta Accum, for OSA */ -/* supposed to be fully threadable! */ -void zbufshadeDA_tile(RenderPart *pa) -{ - RenderResult *rr= pa->result; - RenderLayer *rl; - ListBase psmlist= {NULL, NULL}; - float *edgerect= NULL; - - /* allocate the necessary buffers */ - /* zbuffer inits these rects */ - pa->recto= MEM_mallocN(sizeof(int)*pa->rectx*pa->recty, "recto"); - pa->rectp= MEM_mallocN(sizeof(int)*pa->rectx*pa->recty, "rectp"); - pa->rectz= MEM_mallocN(sizeof(int)*pa->rectx*pa->recty, "rectz"); - for (rl= rr->layers.first; rl; rl= rl->next) { - float *rect = RE_RenderLayerGetPass(rl, RE_PASSNAME_COMBINED, R.viewname); - - if ((rl->layflag & SCE_LAY_ZMASK) && (rl->layflag & SCE_LAY_NEG_ZMASK)) - pa->rectmask= MEM_mallocN(sizeof(int)*pa->rectx*pa->recty, "rectmask"); - - /* initialize pixelstructs and edge buffer */ - addpsmain(&psmlist); - pa->rectdaps= MEM_callocN(sizeof(intptr_t)*pa->rectx*pa->recty+4, "zbufDArectd"); - - if (rl->layflag & SCE_LAY_EDGE) - if (R.r.mode & R_EDGE) - edgerect= MEM_callocN(sizeof(float)*pa->rectx*pa->recty, "rectedge"); - - /* always fill visibility */ - for (pa->sample=0; pa->samplesample+=4) { - ZbufSolidData sdata; - - sdata.rl= rl; - sdata.psmlist= &psmlist; - sdata.edgerect= edgerect; - zbuffer_solid(pa, rl, make_pixelstructs, &sdata); - if (R.test_break(R.tbh)) break; - } - - /* shades solid */ - if (rl->layflag & SCE_LAY_SOLID) - shadeDA_tile(pa, rl); - - /* lamphalo after solid, before ztra, looks nicest because ztra does own halo */ - if (R.flag & R_LAMPHALO) - if (rl->layflag & SCE_LAY_HALO) - lamphalo_tile(pa, rl); - - /* halo before ztra, because ztra fills in zbuffer now */ - if (R.flag & R_HALO) - if (rl->layflag & SCE_LAY_HALO) - halo_tile(pa, rl); - - /* transp layer */ - if (R.flag & R_ZTRA || R.totstrand) { - if (rl->layflag & (SCE_LAY_ZTRA|SCE_LAY_STRAND)) { - if (pa->fullresult.first) { - zbuffer_transp_shade(pa, rl, rect, &psmlist); - } - else { - unsigned short *ztramask, *solidmask= NULL; /* 16 bits, MAX_OSA */ - - /* allocate, but not free here, for asynchronous display of this rect in main thread */ - rl->acolrect= MEM_callocN(4*sizeof(float)*pa->rectx*pa->recty, "alpha layer"); - - /* swap for live updates, and it is used in zbuf.c!!! */ - SWAP(float *, rl->acolrect, rect); - ztramask = zbuffer_transp_shade(pa, rl, rect, &psmlist); - SWAP(float *, rl->acolrect, rect); - - /* zbuffer transp only returns ztramask if there's solid rendered */ - if (ztramask) - solidmask= make_solid_mask(pa); - - if (ztramask && solidmask) { - unsigned short *sps= solidmask, *spz= ztramask; - unsigned short fullmask= (1<acolrect; - int x; - - for (x=pa->rectx*pa->recty; x>0; x--, acol+=4, fcol+=4, sps++, spz++) { - if (*sps == fullmask) - addAlphaOverFloat(fcol, acol); - else - addAlphaOverFloatMask(fcol, acol, *sps, *spz); - } - } - else { - float *fcol= rect; - float *acol= rl->acolrect; - int x; - for (x=pa->rectx*pa->recty; x>0; x--, acol+=4, fcol+=4) { - addAlphaOverFloat(fcol, acol); - } - } - if (solidmask) MEM_freeN(solidmask); - if (ztramask) MEM_freeN(ztramask); - } - } - } - - /* sun/sky */ - if (rl->layflag & SCE_LAY_SKY) - atm_tile(pa, rl); - - /* sky before edge */ - if (rl->layflag & SCE_LAY_SKY) - sky_tile(pa, rl); - - /* extra layers */ - if (rl->layflag & SCE_LAY_EDGE) - if (R.r.mode & R_EDGE) - edge_enhance_add(pa, rect, edgerect); - - if (rl->passflag & SCE_PASS_VECTOR) - reset_sky_speed(pa, rl); - - /* clamp alpha to 0..1 range, can go outside due to filter */ - clamp_alpha_rgb_range(pa, rl); - - /* free stuff within loop! */ - MEM_freeN(pa->rectdaps); pa->rectdaps= NULL; - freeps(&psmlist); - - if (edgerect) MEM_freeN(edgerect); - edgerect= NULL; - - if (pa->rectmask) { - MEM_freeN(pa->rectmask); - pa->rectmask= NULL; - } - } - - /* free all */ - MEM_freeN(pa->recto); pa->recto= NULL; - MEM_freeN(pa->rectp); pa->rectp= NULL; - MEM_freeN(pa->rectz); pa->rectz= NULL; - - /* display active layer */ - rr->renrect.ymin=rr->renrect.ymax = 0; - rr->renlay= render_get_active_layer(&R, rr); -} - - -/* ------------------------------------------------------------------------ */ - -/* non OSA case, full tile render */ -/* supposed to be fully threadable! */ -void zbufshade_tile(RenderPart *pa) -{ - ShadeSample ssamp; - RenderResult *rr= pa->result; - RenderLayer *rl; - PixStr ps; - float *edgerect= NULL; - - /* fake pixel struct, to comply to osa render */ - ps.next= NULL; - ps.mask= 0xFFFF; - - /* zbuffer code clears/inits rects */ - pa->recto= MEM_mallocN(sizeof(int)*pa->rectx*pa->recty, "recto"); - pa->rectp= MEM_mallocN(sizeof(int)*pa->rectx*pa->recty, "rectp"); - pa->rectz= MEM_mallocN(sizeof(int)*pa->rectx*pa->recty, "rectz"); - - for (rl= rr->layers.first; rl; rl= rl->next) { - float *rect= RE_RenderLayerGetPass(rl, RE_PASSNAME_COMBINED, R.viewname); - if ((rl->layflag & SCE_LAY_ZMASK) && (rl->layflag & SCE_LAY_NEG_ZMASK)) - pa->rectmask= MEM_mallocN(sizeof(int)*pa->rectx*pa->recty, "rectmask"); - - /* general shader info, passes */ - shade_sample_initialize(&ssamp, pa, rl); - - zbuffer_solid(pa, rl, NULL, NULL); - - if (!R.test_break(R.tbh)) { /* NOTE: this if () is not consistent */ - - /* edges only for solid part, ztransp doesn't support it yet anti-aliased */ - if (rl->layflag & SCE_LAY_EDGE) { - if (R.r.mode & R_EDGE) { - edgerect= MEM_callocN(sizeof(float)*pa->rectx*pa->recty, "rectedge"); - edge_enhance_tile(pa, edgerect, pa->rectz); - } - } - - /* initialize scanline updates for main thread */ - rr->renrect.ymin = 0; - rr->renlay= rl; - - if (rl->layflag & SCE_LAY_SOLID) { - const float *fcol = rect; - const int *ro= pa->recto, *rp= pa->rectp, *rz= pa->rectz; - int x, y, offs=0, seed; - - /* we set per pixel a fixed seed, for random AO and shadow samples */ - seed= pa->rectx*pa->disprect.ymin; - - /* irregular shadowb buffer creation */ - if (R.r.mode & R_SHADOW) - ISB_create(pa, NULL); - - if (R.occlusiontree) - cache_occ_samples(&R, pa, &ssamp); - - for (y=pa->disprect.ymin; ydisprect.ymax; y++, rr->renrect.ymax++) { - for (x=pa->disprect.xmin; xdisprect.xmax; x++, ro++, rz++, rp++, fcol+=4, offs++) { - /* per pixel fixed seed */ - BLI_thread_srandom(pa->thread, seed++); - - if (*rp) { - ps.obi= *ro; - ps.facenr= *rp; - ps.z= *rz; - if (shade_samples(&ssamp, &ps, x, y)) { - /* combined and passes */ - add_passes(rl, offs, ssamp.shi, ssamp.shr); - } - } - } - if (y&1) - if (R.test_break(R.tbh)) break; - } - - if (R.occlusiontree) - free_occ_samples(&R, pa); - - if (R.r.mode & R_SHADOW) - ISB_free(pa); - } - - /* disable scanline updating */ - rr->renlay= NULL; - } - - /* lamphalo after solid, before ztra, looks nicest because ztra does own halo */ - if (R.flag & R_LAMPHALO) - if (rl->layflag & SCE_LAY_HALO) - lamphalo_tile(pa, rl); - - /* halo before ztra, because ztra fills in zbuffer now */ - if (R.flag & R_HALO) - if (rl->layflag & SCE_LAY_HALO) - halo_tile(pa, rl); - - if (R.flag & R_ZTRA || R.totstrand) { - if (rl->layflag & (SCE_LAY_ZTRA|SCE_LAY_STRAND)) { - float *fcol, *acol; - int x; - - /* allocate, but not free here, for asynchronous display of this rect in main thread */ - rl->acolrect= MEM_callocN(4*sizeof(float)*pa->rectx*pa->recty, "alpha layer"); - - /* swap for live updates */ - SWAP(float *, rl->acolrect, rect); - zbuffer_transp_shade(pa, rl, rect, NULL); - SWAP(float *, rl->acolrect, rect); - - fcol= rect; acol= rl->acolrect; - for (x=pa->rectx*pa->recty; x>0; x--, acol+=4, fcol+=4) { - addAlphaOverFloat(fcol, acol); - } - } - } - - /* sun/sky */ - if (rl->layflag & SCE_LAY_SKY) - atm_tile(pa, rl); - - /* sky before edge */ - if (rl->layflag & SCE_LAY_SKY) - sky_tile(pa, rl); - - if (!R.test_break(R.tbh)) { - if (rl->layflag & SCE_LAY_EDGE) - if (R.r.mode & R_EDGE) - edge_enhance_add(pa, rect, edgerect); - } - - if (rl->passflag & SCE_PASS_VECTOR) - reset_sky_speed(pa, rl); - - if (edgerect) MEM_freeN(edgerect); - edgerect= NULL; - - if (pa->rectmask) { - MEM_freeN(pa->rectmask); - pa->rectmask= NULL; - } - } - - /* display active layer */ - rr->renrect.ymin=rr->renrect.ymax = 0; - rr->renlay= render_get_active_layer(&R, rr); - - MEM_freeN(pa->recto); pa->recto= NULL; - MEM_freeN(pa->rectp); pa->rectp= NULL; - MEM_freeN(pa->rectz); pa->rectz= NULL; -} - -/* SSS preprocess tile render, fully threadable */ -typedef struct ZBufSSSHandle { - RenderPart *pa; - ListBase psmlist; - int totps; -} ZBufSSSHandle; - -static void addps_sss(void *cb_handle, int obi, int facenr, int x, int y, int z) -{ - ZBufSSSHandle *handle = cb_handle; - RenderPart *pa= handle->pa; - - /* extra border for filter gives double samples on part edges, - * don't use those */ - if (xcrop || x>=pa->rectx-pa->crop) - return; - if (ycrop || y>=pa->recty-pa->crop) - return; - - if (pa->rectall) { - intptr_t *rs= pa->rectall + pa->rectx*y + x; - - addps(&handle->psmlist, rs, obi, facenr, z, 0, 0); - handle->totps++; - } - if (pa->rectz) { - int *rz= pa->rectz + pa->rectx*y + x; - int *rp= pa->rectp + pa->rectx*y + x; - int *ro= pa->recto + pa->rectx*y + x; - - if (z < *rz) { - if (*rp == 0) - handle->totps++; - *rz= z; - *rp= facenr; - *ro= obi; - } - } - if (pa->rectbackz) { - int *rz= pa->rectbackz + pa->rectx*y + x; - int *rp= pa->rectbackp + pa->rectx*y + x; - int *ro= pa->rectbacko + pa->rectx*y + x; - - if (z >= *rz) { - if (*rp == 0) - handle->totps++; - *rz= z; - *rp= facenr; - *ro= obi; - } - } -} - -static void shade_sample_sss(ShadeSample *ssamp, Material *mat, ObjectInstanceRen *obi, VlakRen *vlr, int quad, float x, float y, float z, float *co, float color[3], float *area) -{ - ShadeInput *shi= ssamp->shi; - ShadeResult shr; - float /* texfac,*/ /* UNUSED */ orthoarea, nor[3], alpha, sx, sy; - - /* cache for shadow */ - shi->samplenr= R.shadowsamplenr[shi->thread]++; - - if (quad) - shade_input_set_triangle_i(shi, obi, vlr, 0, 2, 3); - else - shade_input_set_triangle_i(shi, obi, vlr, 0, 1, 2); - - /* center pixel */ - sx = x + 0.5f; - sy = y + 0.5f; - - /* we estimate the area here using shi->dxco and shi->dyco. we need to - * enabled shi->osatex these are filled. we compute two areas, one with - * the normal pointed at the camera and one with the original normal, and - * then clamp to avoid a too large contribution from a single pixel */ - shi->osatex= 1; - - copy_v3_v3(nor, shi->facenor); - calc_view_vector(shi->facenor, sx, sy); - normalize_v3(shi->facenor); - shade_input_set_viewco(shi, x, y, sx, sy, z); - orthoarea= len_v3(shi->dxco)*len_v3(shi->dyco); - - copy_v3_v3(shi->facenor, nor); - shade_input_set_viewco(shi, x, y, sx, sy, z); - *area = min_ff(len_v3(shi->dxco) * len_v3(shi->dyco), 2.0f * orthoarea); - - shade_input_set_uv(shi); - shade_input_set_normals(shi); - - /* we don't want flipped normals, they screw up back scattering */ - if (shi->flippednor) - shade_input_flip_normals(shi); - - /* not a pretty solution, but fixes common cases */ - if (shi->obr->ob && shi->obr->ob->transflag & OB_NEG_SCALE) { - negate_v3(shi->vn); - negate_v3(shi->vno); - negate_v3(shi->nmapnorm); - } - - /* if nodetree, use the material that we are currently preprocessing - * instead of the node material */ - if (shi->mat->nodetree && shi->mat->use_nodes) - shi->mat= mat; - - /* init material vars */ - shade_input_init_material(shi); - - /* render */ - shade_input_set_shade_texco(shi); - - shade_samples_do_AO(ssamp); - shade_material_loop(shi, &shr); - - copy_v3_v3(co, shi->co); - copy_v3_v3(color, shr.combined); - - /* texture blending */ - /* texfac= shi->mat->sss_texfac; */ /* UNUSED */ - - alpha= shr.combined[3]; - *area *= alpha; -} - -static void zbufshade_sss_free(RenderPart *pa) -{ -#if 0 - MEM_freeN(pa->rectall); pa->rectall= NULL; - freeps(&handle.psmlist); -#else - MEM_freeN(pa->rectz); pa->rectz= NULL; - MEM_freeN(pa->rectp); pa->rectp= NULL; - MEM_freeN(pa->recto); pa->recto= NULL; - MEM_freeN(pa->rectbackz); pa->rectbackz= NULL; - MEM_freeN(pa->rectbackp); pa->rectbackp= NULL; - MEM_freeN(pa->rectbacko); pa->rectbacko= NULL; -#endif -} - -void zbufshade_sss_tile(RenderPart *pa) -{ - Render *re= &R; - ShadeSample ssamp; - ZBufSSSHandle handle; - RenderResult *rr= pa->result; - RenderLayer *rl; - VlakRen *vlr; - Material *mat= re->sss_mat; - float (*co)[3], (*color)[3], *area, *fcol; - int x, y, seed, quad, totpoint; - const bool display = (re->r.scemode & (R_BUTS_PREVIEW | R_VIEWPORT_PREVIEW)) == 0; - int *ro, *rz, *rp, *rbo, *rbz, *rbp, lay; -#if 0 - PixStr *ps; - intptr_t *rs; - int z; -#endif - - /* setup pixelstr list and buffer for zbuffering */ - handle.pa= pa; - handle.totps= 0; - -#if 0 - handle.psmlist.first= handle.psmlist.last= NULL; - addpsmain(&handle.psmlist); - - pa->rectall= MEM_callocN(sizeof(intptr_t)*pa->rectx*pa->recty+4, "rectall"); -#else - pa->recto= MEM_mallocN(sizeof(int)*pa->rectx*pa->recty, "recto"); - pa->rectp= MEM_mallocN(sizeof(int)*pa->rectx*pa->recty, "rectp"); - pa->rectz= MEM_mallocN(sizeof(int)*pa->rectx*pa->recty, "rectz"); - pa->rectbacko= MEM_mallocN(sizeof(int)*pa->rectx*pa->recty, "rectbacko"); - pa->rectbackp= MEM_mallocN(sizeof(int)*pa->rectx*pa->recty, "rectbackp"); - pa->rectbackz= MEM_mallocN(sizeof(int)*pa->rectx*pa->recty, "rectbackz"); -#endif - - /* setup shade sample with correct passes */ - memset(&ssamp, 0, sizeof(ssamp)); - shade_sample_initialize(&ssamp, pa, rr->layers.first); - ssamp.tot= 1; - - for (rl=rr->layers.first; rl; rl=rl->next) { - ssamp.shi[0].lay |= rl->lay; - ssamp.shi[0].layflag |= rl->layflag; - ssamp.shi[0].passflag |= rl->passflag; - ssamp.shi[0].combinedflag |= ~rl->pass_xor; - } - - rl= rr->layers.first; - ssamp.shi[0].passflag |= SCE_PASS_RGBA|SCE_PASS_COMBINED; - ssamp.shi[0].combinedflag &= ~(SCE_PASS_SPEC); - ssamp.shi[0].mat_override= NULL; - ssamp.shi[0].light_override= NULL; - lay= ssamp.shi[0].lay; - - /* create the pixelstrs to be used later */ - zbuffer_sss(pa, lay, &handle, addps_sss); - - if (handle.totps==0) { - zbufshade_sss_free(pa); - return; - } - - fcol= RE_RenderLayerGetPass(rl, RE_PASSNAME_COMBINED, R.viewname); - - co= MEM_mallocN(sizeof(float)*3*handle.totps, "SSSCo"); - color= MEM_mallocN(sizeof(float)*3*handle.totps, "SSSColor"); - area= MEM_mallocN(sizeof(float)*handle.totps, "SSSArea"); - -#if 0 - /* create ISB (does not work currently!) */ - if (re->r.mode & R_SHADOW) - ISB_create(pa, NULL); -#endif - - if (display) { - /* initialize scanline updates for main thread */ - rr->renrect.ymin = 0; - rr->renlay= rl; - } - - seed= pa->rectx*pa->disprect.ymin; -#if 0 - rs= pa->rectall; -#else - rz= pa->rectz; - rp= pa->rectp; - ro= pa->recto; - rbz= pa->rectbackz; - rbp= pa->rectbackp; - rbo= pa->rectbacko; -#endif - totpoint= 0; - - for (y=pa->disprect.ymin; ydisprect.ymax; y++, rr->renrect.ymax++) { - for (x=pa->disprect.xmin; xdisprect.xmax; x++, fcol+=4) { - /* per pixel fixed seed */ - BLI_thread_srandom(pa->thread, seed++); - -#if 0 - if (rs) { - /* for each sample in this pixel, shade it */ - for (ps = (PixStr *)(*rs); ps; ps=ps->next) { - ObjectInstanceRen *obi= &re->objectinstance[ps->obi]; - ObjectRen *obr= obi->obr; - vlr= RE_findOrAddVlak(obr, (ps->facenr-1) & RE_QUAD_MASK); - quad= (ps->facenr & RE_QUAD_OFFS); - z= ps->z; - - shade_sample_sss(&ssamp, mat, obi, vlr, quad, x, y, z, - co[totpoint], color[totpoint], &area[totpoint]); - - totpoint++; - - add_v3_v3(fcol, color); - fcol[3]= 1.0f; - } - - rs++; - } -#else - if (rp) { - if (*rp != 0) { - ObjectInstanceRen *obi= &re->objectinstance[*ro]; - ObjectRen *obr= obi->obr; - - /* shade front */ - vlr= RE_findOrAddVlak(obr, (*rp-1) & RE_QUAD_MASK); - quad= ((*rp) & RE_QUAD_OFFS); - - shade_sample_sss(&ssamp, mat, obi, vlr, quad, x, y, *rz, - co[totpoint], color[totpoint], &area[totpoint]); - - add_v3_v3(fcol, color[totpoint]); - fcol[3]= 1.0f; - totpoint++; - } - - rp++; rz++; ro++; - } - - if (rbp) { - if (*rbp != 0 && !(*rbp == *(rp-1) && *rbo == *(ro-1))) { - ObjectInstanceRen *obi= &re->objectinstance[*rbo]; - ObjectRen *obr= obi->obr; - - /* shade back */ - vlr= RE_findOrAddVlak(obr, (*rbp-1) & RE_QUAD_MASK); - quad= ((*rbp) & RE_QUAD_OFFS); - - shade_sample_sss(&ssamp, mat, obi, vlr, quad, x, y, *rbz, - co[totpoint], color[totpoint], &area[totpoint]); - - /* to indicate this is a back sample */ - area[totpoint]= -area[totpoint]; - - add_v3_v3(fcol, color[totpoint]); - fcol[3]= 1.0f; - totpoint++; - } - - rbz++; rbp++; rbo++; - } -#endif - } - - if (y&1) - if (re->test_break(re->tbh)) break; - } - - /* note: after adding we do not free these arrays, sss keeps them */ - if (totpoint > 0) { - sss_add_points(re, co, color, area, totpoint); - } - else { - MEM_freeN(co); - MEM_freeN(color); - MEM_freeN(area); - } - -#if 0 - if (re->r.mode & R_SHADOW) - ISB_free(pa); -#endif - - if (display) { - /* display active layer */ - rr->renrect.ymin=rr->renrect.ymax = 0; - rr->renlay= render_get_active_layer(&R, rr); - } - - zbufshade_sss_free(pa); -} - -/* ------------------------------------------------------------------------ */ - -static void renderhalo_post(RenderResult *rr, float *rectf, HaloRen *har) /* postprocess version */ -{ - float dist, xsq, ysq, xn, yn, colf[4], *rectft, *rtf; - float haloxs, haloys; - int minx, maxx, miny, maxy, x, y; - - /* calculate the disprect mapped coordinate for halo. note: rectx is disprect corrected */ - haloxs= har->xs - R.disprect.xmin; - haloys= har->ys - R.disprect.ymin; - - har->miny= miny= haloys - har->rad/R.ycor; - har->maxy= maxy= haloys + har->rad/R.ycor; - - if (maxy < 0) { - /* pass */ - } - else if (rr->recty < miny) { - /* pass */ - } - else { - minx = floor(haloxs - har->rad); - maxx = ceil(haloxs + har->rad); - - if (maxx < 0) { - /* pass */ - } - else if (rr->rectx < minx) { - /* pass */ - } - else { - if (minx<0) minx= 0; - if (maxx>=rr->rectx) maxx= rr->rectx-1; - if (miny<0) miny= 0; - if (maxy>rr->recty) maxy= rr->recty; - - rectft= rectf+ 4*rr->rectx*miny; - - for (y=miny; yradsq) { - - if (shadeHaloFloat(har, colf, 0x7FFFFF, dist, xn, yn, har->flarec)) - addalphaAddfacFloat(rtf, colf, har->add); - } - rtf+=4; - } - - rectft+= 4*rr->rectx; - - if (R.test_break(R.tbh)) break; - } - } - } -} -/* ------------------------------------------------------------------------ */ - -static void renderflare(RenderResult *rr, float *rectf, HaloRen *har) -{ - extern const float hashvectf[]; - HaloRen fla; - Material *ma; - const float *rc; - float rad, alfa, visifac, vec[3]; - int b, type; - - fla= *har; - fla.linec= fla.ringc= fla.flarec= 0; - - rad= har->rad; - alfa= har->alfa; - - visifac= R.ycor*(har->pixels); - /* all radials added / r^3 == 1.0f! */ - visifac /= (har->rad*har->rad*har->rad); - visifac*= visifac; - - ma= har->mat; - - /* first halo: just do */ - - har->rad= rad*ma->flaresize*visifac; - har->radsq= har->rad*har->rad; - har->zs= fla.zs= 0; - - har->alfa= alfa*visifac; - - renderhalo_post(rr, rectf, har); - - /* next halo's: the flares */ - rc= hashvectf + ma->seed2; - - for (b=1; bflarec; b++) { - - fla.r = fabsf(rc[0]); - fla.g = fabsf(rc[1]); - fla.b = fabsf(rc[2]); - fla.alfa= ma->flareboost*fabsf(alfa*visifac*rc[3]); - fla.hard= 20.0f + fabsf(70.0f*rc[7]); - fla.tex= 0; - - type= (int)(fabsf(3.9f*rc[6])); - - fla.rad = ma->subsize * sqrtf(fabsf(2.0f * har->rad * rc[4])); - - if (type==3) { - fla.rad*= 3.0f; - fla.rad+= R.rectx/10; - } - - fla.radsq= fla.rad*fla.rad; - - vec[0]= 1.4f*rc[5]*(har->xs-R.winx/2); - vec[1]= 1.4f*rc[5]*(har->ys-R.winy/2); - vec[2]= 32.0f*sqrtf(vec[0]*vec[0] + vec[1]*vec[1] + 1.0f); - - fla.xs= R.winx/2 + vec[0] + (1.2f+rc[8])*R.rectx*vec[0]/vec[2]; - fla.ys= R.winy/2 + vec[1] + (1.2f+rc[8])*R.rectx*vec[1]/vec[2]; - - if (R.flag & R_SEC_FIELD) { - if (R.r.mode & R_ODDFIELD) fla.ys += 0.5f; - else fla.ys -= 0.5f; - } - if (type & 1) fla.type= HA_FLARECIRC; - else fla.type= 0; - renderhalo_post(rr, rectf, &fla); - - fla.alfa*= 0.5f; - if (type & 2) fla.type= HA_FLARECIRC; - else fla.type= 0; - renderhalo_post(rr, rectf, &fla); - - rc+= 7; - } -} - -/* needs recode... integrate this better! */ -void add_halo_flare(Render *re) -{ - RenderResult *rr= re->result; - RenderLayer *rl; - HaloRen *har; - int a, mode; - float *rect; - - /* for now, we get the first renderlayer in list with halos set */ - for (rl= rr->layers.first; rl; rl= rl->next) { - bool do_draw = false; - - if ((rl->layflag & SCE_LAY_HALO) == 0) - continue; - - rect = RE_RenderLayerGetPass(rl, RE_PASSNAME_COMBINED, re->viewname); - - if (rect==NULL) - continue; - - mode= R.r.mode; - R.r.mode &= ~R_PANORAMA; - - project_renderdata(&R, projectverto, 0, 0, 0); - - for (a=0; aflarec && (har->lay & rl->lay)) { - do_draw = true; - renderflare(rr, rect, har); - } - } - - if (do_draw) { - /* weak... the display callback wants an active renderlayer pointer... */ - rr->renlay= rl; - re->display_update(re->duh, rr, NULL); - } - - R.r.mode= mode; - } -} - -void render_internal_update_passes(RenderEngine *engine, Scene *scene, SceneRenderLayer *srl) -{ - int type; - - RE_engine_register_pass(engine, scene, srl, RE_PASSNAME_COMBINED, 4, "RGBA", SOCK_RGBA); - -#define CHECK_PASS(name, channels, chanid) \ - if (srl->passflag & (SCE_PASS_ ## name)) { \ - if (channels == 4) type = SOCK_RGBA; \ - else if (channels == 3) type = SOCK_VECTOR; \ - else type = SOCK_FLOAT; \ - RE_engine_register_pass(engine, scene, srl, RE_PASSNAME_ ## name, channels, chanid, type); \ - } - - CHECK_PASS(Z, 1, "Z"); - CHECK_PASS(VECTOR, 4, "XYZW"); - CHECK_PASS(NORMAL, 3, "XYZ"); - CHECK_PASS(UV, 3, "UVA"); - CHECK_PASS(RGBA, 4, "RGBA"); - CHECK_PASS(EMIT, 3, "RGB"); - CHECK_PASS(DIFFUSE, 3, "RGB"); - CHECK_PASS(SPEC, 3, "RGB"); - CHECK_PASS(AO, 3, "RGB"); - CHECK_PASS(ENVIRONMENT, 3, "RGB"); - CHECK_PASS(INDIRECT, 3, "RGB"); - CHECK_PASS(SHADOW, 3, "RGB"); - CHECK_PASS(REFLECT, 3, "RGB"); - CHECK_PASS(REFRACT, 3, "RGB"); - CHECK_PASS(INDEXOB, 1, "X"); - CHECK_PASS(INDEXMA, 1, "X"); - CHECK_PASS(MIST, 1, "Z"); - -#undef CHECK_PASS -} diff --git a/source/blender/render/intern/source/renderdatabase.c b/source/blender/render/intern/source/renderdatabase.c deleted file mode 100644 index 67bfd1bfdc7..00000000000 --- a/source/blender/render/intern/source/renderdatabase.c +++ /dev/null @@ -1,1603 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. - * All rights reserved. - * - * Contributor(s): 2004-2006, Blender Foundation, full recode - * - * ***** END GPL/BL DUAL LICENSE BLOCK ***** - */ - -/** \file blender/render/intern/source/renderdatabase.c - * \ingroup render - */ - - -/* - * Storage, retrieval and query of render specific data. - * - * All data from a Blender scene is converted by the renderconverter/ - * into a special format that is used by the render module to make - * images out of. These functions interface to the render-specific - * database. - * - * The blo{ha/ve/vl} arrays store pointers to blocks of 256 data - * entries each. - * - * The index of an entry is >>8 (the highest 24 * bits), to find an - * offset in a 256-entry block. - * - * - If the 256-entry block entry has an entry in the - * vertnodes/vlaknodes/bloha array of the current block, the i-th entry in - * that block is allocated to this entry. - * - * - If the entry has no block allocated for it yet, memory is - * allocated. - * - * The pointer to the correct entry is returned. Memory is guaranteed - * to exist (as long as the malloc does not break). Since guarded - * allocation is used, memory _must_ be available. Otherwise, an - * exit(0) would occur. - * - */ - -#include -#include -#include - -#include "MEM_guardedalloc.h" - - -#include "BLI_math.h" -#include "BLI_blenlib.h" -#include "BLI_utildefines.h" -#include "BLI_hash.h" - -#include "DNA_material_types.h" -#include "DNA_meshdata_types.h" -#include "DNA_texture_types.h" -#include "DNA_listBase.h" -#include "DNA_particle_types.h" - -#include "BKE_customdata.h" -#include "BKE_DerivedMesh.h" - -#include "RE_render_ext.h" /* externtex */ - -#include "rayintersection.h" -#include "rayobject.h" -#include "render_types.h" -#include "renderdatabase.h" -#include "zbuf.h" - -/* ------------------------------------------------------------------------- */ - -/* More dynamic allocation of options for render vertices and faces, so we don't - * have to reserve this space inside vertices. - * Important; vertices and faces, should have been created already (to get tables - * checked) that's a reason why the calls demand VertRen/VlakRen * as arg, not - * the index */ - -/* NOTE! the hardcoded table size 256 is used still in code for going quickly over vertices/faces */ -#define RE_STRESS_ELEMS 1 -#define RE_RAD_ELEMS 4 -#define RE_STRAND_ELEMS 1 -#define RE_TANGENT_ELEMS 3 -#define RE_WINSPEED_ELEMS 4 -#define RE_MTFACE_ELEMS 1 -#define RE_MCOL_ELEMS 4 -#define RE_UV_ELEMS 2 -#define RE_VLAK_ORIGINDEX_ELEMS 1 -#define RE_VERT_ORIGINDEX_ELEMS 1 -#define RE_SURFNOR_ELEMS 3 -#define RE_RADFACE_ELEMS 1 -#define RE_SIMPLIFY_ELEMS 2 -#define RE_FACE_ELEMS 1 -#define RE_NMAP_TANGENT_ELEMS 16 - -float *RE_vertren_get_stress(ObjectRen *obr, VertRen *ver, int verify) -{ - float *stress; - int nr= ver->index>>8; - - stress= obr->vertnodes[nr].stress; - if (stress==NULL) { - if (verify) - stress= obr->vertnodes[nr].stress= MEM_mallocN(256*RE_STRESS_ELEMS*sizeof(float), "stress table"); - else - return NULL; - } - return stress + (ver->index & 255)*RE_STRESS_ELEMS; -} - -/* this one callocs! */ -float *RE_vertren_get_rad(ObjectRen *obr, VertRen *ver, int verify) -{ - float *rad; - int nr= ver->index>>8; - - rad= obr->vertnodes[nr].rad; - if (rad==NULL) { - if (verify) - rad= obr->vertnodes[nr].rad= MEM_callocN(256*RE_RAD_ELEMS*sizeof(float), "rad table"); - else - return NULL; - } - return rad + (ver->index & 255)*RE_RAD_ELEMS; -} - -float *RE_vertren_get_strand(ObjectRen *obr, VertRen *ver, int verify) -{ - float *strand; - int nr= ver->index>>8; - - strand= obr->vertnodes[nr].strand; - if (strand==NULL) { - if (verify) - strand= obr->vertnodes[nr].strand= MEM_mallocN(256*RE_STRAND_ELEMS*sizeof(float), "strand table"); - else - return NULL; - } - return strand + (ver->index & 255)*RE_STRAND_ELEMS; -} - -/* needs calloc */ -float *RE_vertren_get_tangent(ObjectRen *obr, VertRen *ver, int verify) -{ - float *tangent; - int nr= ver->index>>8; - - tangent= obr->vertnodes[nr].tangent; - if (tangent==NULL) { - if (verify) - tangent= obr->vertnodes[nr].tangent= MEM_callocN(256*RE_TANGENT_ELEMS*sizeof(float), "tangent table"); - else - return NULL; - } - return tangent + (ver->index & 255)*RE_TANGENT_ELEMS; -} - -/* needs calloc! not all renderverts have them */ -/* also winspeed is exception, it is stored per instance */ -float *RE_vertren_get_winspeed(ObjectInstanceRen *obi, VertRen *ver, int verify) -{ - float *winspeed; - int totvector; - - winspeed= obi->vectors; - if (winspeed==NULL) { - if (verify) { - totvector= obi->obr->totvert + obi->obr->totstrand; - winspeed= obi->vectors= MEM_callocN(totvector*RE_WINSPEED_ELEMS*sizeof(float), "winspeed table"); - } - else - return NULL; - } - return winspeed + ver->index*RE_WINSPEED_ELEMS; -} - -int *RE_vertren_get_origindex(ObjectRen *obr, VertRen *ver, int verify) -{ - int *origindex; - int nr= ver->index>>8; - - origindex= obr->vertnodes[nr].origindex; - if (origindex==NULL) { - if (verify) - origindex= obr->vertnodes[nr].origindex= MEM_mallocN(256*RE_VERT_ORIGINDEX_ELEMS*sizeof(int), "origindex table"); - else - return NULL; - } - return origindex + (ver->index & 255)*RE_VERT_ORIGINDEX_ELEMS; -} - -VertRen *RE_vertren_copy(ObjectRen *obr, VertRen *ver) -{ - VertRen *v1= RE_findOrAddVert(obr, obr->totvert++); - float *fp1, *fp2; - int *int1, *int2; - int index= v1->index; - - *v1= *ver; - v1->index= index; - - fp1= RE_vertren_get_stress(obr, ver, 0); - if (fp1) { - fp2= RE_vertren_get_stress(obr, v1, 1); - memcpy(fp2, fp1, RE_STRESS_ELEMS*sizeof(float)); - } - fp1= RE_vertren_get_rad(obr, ver, 0); - if (fp1) { - fp2= RE_vertren_get_rad(obr, v1, 1); - memcpy(fp2, fp1, RE_RAD_ELEMS*sizeof(float)); - } - fp1= RE_vertren_get_strand(obr, ver, 0); - if (fp1) { - fp2= RE_vertren_get_strand(obr, v1, 1); - memcpy(fp2, fp1, RE_STRAND_ELEMS*sizeof(float)); - } - fp1= RE_vertren_get_tangent(obr, ver, 0); - if (fp1) { - fp2= RE_vertren_get_tangent(obr, v1, 1); - memcpy(fp2, fp1, RE_TANGENT_ELEMS*sizeof(float)); - } - int1= RE_vertren_get_origindex(obr, ver, 0); - if (int1) { - int2= RE_vertren_get_origindex(obr, v1, 1); - memcpy(int2, int1, RE_VERT_ORIGINDEX_ELEMS*sizeof(int)); - } - return v1; -} - -VertRen *RE_findOrAddVert(ObjectRen *obr, int nr) -{ - VertTableNode *temp; - VertRen *v; - int a; - - if (nr<0) { - printf("error in findOrAddVert: %d\n", nr); - return NULL; - } - a= nr>>8; - - if (a>=obr->vertnodeslen-1) { /* Need to allocate more columns..., and keep last element NULL for free loop */ - temp= obr->vertnodes; - - obr->vertnodes= MEM_mallocN(sizeof(VertTableNode)*(obr->vertnodeslen+TABLEINITSIZE), "vertnodes"); - if (temp) memcpy(obr->vertnodes, temp, obr->vertnodeslen*sizeof(VertTableNode)); - memset(obr->vertnodes+obr->vertnodeslen, 0, TABLEINITSIZE*sizeof(VertTableNode)); - - obr->vertnodeslen+=TABLEINITSIZE; - if (temp) MEM_freeN(temp); - } - - v= obr->vertnodes[a].vert; - if (v==NULL) { - int i; - - v= (VertRen *)MEM_callocN(256*sizeof(VertRen), "findOrAddVert"); - obr->vertnodes[a].vert= v; - - for (i= (nr & 0xFFFFFF00), a=0; a<256; a++, i++) { - v[a].index= i; - } - } - v+= (nr & 255); - return v; -} - -/* ------------------------------------------------------------------------ */ - -MTFace *RE_vlakren_get_tface(ObjectRen *obr, VlakRen *vlr, int n, char **name, int verify) -{ - VlakTableNode *node; - int nr= vlr->index>>8, vlakindex= (vlr->index&255); - int index= (n<<8) + vlakindex; - - node= &obr->vlaknodes[nr]; - - if (verify) { - if (n>=node->totmtface) { - MTFace *mtface= node->mtface; - int size= (n+1)*256; - - node->mtface= MEM_callocN(size*sizeof(MTFace), "Vlak mtface"); - - if (mtface) { - size= node->totmtface*256; - memcpy(node->mtface, mtface, size*sizeof(MTFace)); - MEM_freeN(mtface); - } - - node->totmtface= n+1; - } - } - else { - if (n>=node->totmtface) - return NULL; - - if (name) *name= obr->mtface[n]; - } - - return node->mtface + index; -} - -MCol *RE_vlakren_get_mcol(ObjectRen *obr, VlakRen *vlr, int n, char **name, int verify) -{ - VlakTableNode *node; - int nr= vlr->index>>8, vlakindex= (vlr->index&255); - int index= (n<<8) + vlakindex; - - node= &obr->vlaknodes[nr]; - - if (verify) { - if (n>=node->totmcol) { - MCol *mcol= node->mcol; - int size= (n+1)*256; - - node->mcol= MEM_callocN(size*sizeof(MCol)*RE_MCOL_ELEMS, "Vlak mcol"); - - if (mcol) { - size= node->totmcol*256; - memcpy(node->mcol, mcol, size*sizeof(MCol)*RE_MCOL_ELEMS); - MEM_freeN(mcol); - } - - node->totmcol= n+1; - } - } - else { - if (n>=node->totmcol) - return NULL; - - if (name) *name= obr->mcol[n]; - } - - return node->mcol + index*RE_MCOL_ELEMS; -} - -int *RE_vlakren_get_origindex(ObjectRen *obr, VlakRen *vlak, int verify) -{ - int *origindex; - int nr= vlak->index>>8; - - origindex= obr->vlaknodes[nr].origindex; - if (origindex==NULL) { - if (verify) - origindex= obr->vlaknodes[nr].origindex= MEM_callocN(256*RE_VLAK_ORIGINDEX_ELEMS*sizeof(int), "origindex table"); - else - return NULL; - } - return origindex + (vlak->index & 255)*RE_VLAK_ORIGINDEX_ELEMS; -} - -float *RE_vlakren_get_surfnor(ObjectRen *obr, VlakRen *vlak, int verify) -{ - float *surfnor; - int nr= vlak->index>>8; - - surfnor= obr->vlaknodes[nr].surfnor; - if (surfnor==NULL) { - if (verify) - surfnor= obr->vlaknodes[nr].surfnor= MEM_callocN(256*RE_SURFNOR_ELEMS*sizeof(float), "surfnor table"); - else - return NULL; - } - return surfnor + (vlak->index & 255)*RE_SURFNOR_ELEMS; -} - -float *RE_vlakren_get_nmap_tangent(ObjectRen *obr, VlakRen *vlak, int index, bool verify) -{ - float **tangents; - int nr= vlak->index>>8; - - tangents = obr->vlaknodes[nr].tangent_arrays; - - if (index + 1 > 8) { - return NULL; - } - - index = index < 0 ? 0: index; - - if (tangents[index] == NULL) { - if (verify) { - tangents[index] = MEM_callocN(256*RE_NMAP_TANGENT_ELEMS*sizeof(float), "tangent table"); - } - else - return NULL; - } - - return tangents[index] + (vlak->index & 255)*RE_NMAP_TANGENT_ELEMS; -} - -RadFace **RE_vlakren_get_radface(ObjectRen *obr, VlakRen *vlak, int verify) -{ - RadFace **radface; - int nr= vlak->index>>8; - - radface= obr->vlaknodes[nr].radface; - if (radface==NULL) { - if (verify) - radface = obr->vlaknodes[nr].radface= MEM_callocN(256 * RE_RADFACE_ELEMS * sizeof(void *), "radface table"); - else - return NULL; - } - return radface + (vlak->index & 255)*RE_RADFACE_ELEMS; -} - -VlakRen *RE_vlakren_copy(ObjectRen *obr, VlakRen *vlr) -{ - VlakRen *vlr1 = RE_findOrAddVlak(obr, obr->totvlak++); - MTFace *mtface, *mtface1; - MCol *mcol, *mcol1; - float *surfnor, *surfnor1; - float *tangent, *tangent1; - int *origindex, *origindex1; - RadFace **radface, **radface1; - int i, index = vlr1->index; - char *name; - - *vlr1= *vlr; - vlr1->index= index; - - for (i=0; (mtface=RE_vlakren_get_tface(obr, vlr, i, &name, 0)) != NULL; i++) { - mtface1= RE_vlakren_get_tface(obr, vlr1, i, &name, 1); - memcpy(mtface1, mtface, sizeof(MTFace)*RE_MTFACE_ELEMS); - } - - for (i=0; (mcol=RE_vlakren_get_mcol(obr, vlr, i, &name, 0)) != NULL; i++) { - mcol1= RE_vlakren_get_mcol(obr, vlr1, i, &name, 1); - memcpy(mcol1, mcol, sizeof(MCol)*RE_MCOL_ELEMS); - } - - origindex= RE_vlakren_get_origindex(obr, vlr, 0); - if (origindex) { - origindex1= RE_vlakren_get_origindex(obr, vlr1, 1); - /* Just an int, but memcpy for consistency. */ - memcpy(origindex1, origindex, sizeof(int)*RE_VLAK_ORIGINDEX_ELEMS); - } - - surfnor= RE_vlakren_get_surfnor(obr, vlr, 0); - if (surfnor) { - surfnor1= RE_vlakren_get_surfnor(obr, vlr1, 1); - copy_v3_v3(surfnor1, surfnor); - } - - for (i=0; i < MAX_MTFACE; i++) { - tangent = RE_vlakren_get_nmap_tangent(obr, vlr, i, false); - if (!tangent) - continue; - tangent1 = RE_vlakren_get_nmap_tangent(obr, vlr1, i, true); - memcpy(tangent1, tangent, sizeof(float)*RE_NMAP_TANGENT_ELEMS); - } - - radface= RE_vlakren_get_radface(obr, vlr, 0); - if (radface) { - radface1= RE_vlakren_get_radface(obr, vlr1, 1); - *radface1= *radface; - } - - return vlr1; -} - -void RE_vlakren_get_normal(Render *UNUSED(re), ObjectInstanceRen *obi, VlakRen *vlr, float r_nor[3]) -{ - float (*nmat)[3]= obi->nmat; - - if (obi->flag & R_TRANSFORMED) { - mul_v3_m3v3(r_nor, nmat, vlr->n); - normalize_v3(r_nor); - } - else { - copy_v3_v3(r_nor, vlr->n); - } -} - -void RE_set_customdata_names(ObjectRen *obr, CustomData *data) -{ - /* CustomData layer names are stored per object here, because the - * DerivedMesh which stores the layers is freed */ - - CustomDataLayer *layer; - int numtf = 0, numcol = 0, i, mtfn, mcn; - - if (CustomData_has_layer(data, CD_MTFACE)) { - numtf= CustomData_number_of_layers(data, CD_MTFACE); - obr->mtface= MEM_callocN(sizeof(*obr->mtface)*numtf, "mtfacenames"); - } - - if (CustomData_has_layer(data, CD_MCOL)) { - numcol= CustomData_number_of_layers(data, CD_MCOL); - obr->mcol= MEM_callocN(sizeof(*obr->mcol)*numcol, "mcolnames"); - } - - for (i=0, mtfn=0, mcn=0; i < data->totlayer; i++) { - layer= &data->layers[i]; - - if (layer->type == CD_MTFACE) { - BLI_strncpy(obr->mtface[mtfn++], layer->name, sizeof(layer->name)); - obr->actmtface= CLAMPIS(layer->active_rnd, 0, numtf); - obr->bakemtface= layer->active; - } - else if (layer->type == CD_MCOL) { - BLI_strncpy(obr->mcol[mcn++], layer->name, sizeof(layer->name)); - obr->actmcol= CLAMPIS(layer->active_rnd, 0, numcol); - } - } -} - -VlakRen *RE_findOrAddVlak(ObjectRen *obr, int nr) -{ - VlakTableNode *temp; - VlakRen *v; - int a; - - if (nr<0) { - printf("error in findOrAddVlak: %d\n", nr); - return obr->vlaknodes[0].vlak; - } - a= nr>>8; - - if (a>=obr->vlaknodeslen-1) { /* Need to allocate more columns..., and keep last element NULL for free loop */ - temp= obr->vlaknodes; - - obr->vlaknodes= MEM_mallocN(sizeof(VlakTableNode)*(obr->vlaknodeslen+TABLEINITSIZE), "vlaknodes"); - if (temp) memcpy(obr->vlaknodes, temp, obr->vlaknodeslen*sizeof(VlakTableNode)); - memset(obr->vlaknodes+obr->vlaknodeslen, 0, TABLEINITSIZE*sizeof(VlakTableNode)); - - obr->vlaknodeslen+=TABLEINITSIZE; /*Does this really need to be power of 2?*/ - if (temp) MEM_freeN(temp); - } - - v= obr->vlaknodes[a].vlak; - - if (v==NULL) { - int i; - - v= (VlakRen *)MEM_callocN(256*sizeof(VlakRen), "findOrAddVlak"); - obr->vlaknodes[a].vlak= v; - - for (i= (nr & 0xFFFFFF00), a=0; a<256; a++, i++) - v[a].index= i; - } - v+= (nr & 255); - return v; -} - -/* ------------------------------------------------------------------------ */ - -float *RE_strandren_get_surfnor(ObjectRen *obr, StrandRen *strand, int verify) -{ - float *surfnor; - int nr= strand->index>>8; - - surfnor= obr->strandnodes[nr].surfnor; - if (surfnor==NULL) { - if (verify) - surfnor= obr->strandnodes[nr].surfnor= MEM_callocN(256*RE_SURFNOR_ELEMS*sizeof(float), "surfnor strand table"); - else - return NULL; - } - return surfnor + (strand->index & 255)*RE_SURFNOR_ELEMS; -} - -float *RE_strandren_get_uv(ObjectRen *obr, StrandRen *strand, int n, char **name, int verify) -{ - StrandTableNode *node; - int nr= strand->index>>8, strandindex= (strand->index&255); - int index= (n<<8) + strandindex; - - node= &obr->strandnodes[nr]; - - if (verify) { - if (n>=node->totuv) { - float *uv= node->uv; - int size= (n+1)*256; - - node->uv= MEM_callocN(size*sizeof(float)*RE_UV_ELEMS, "strand uv table"); - - if (uv) { - size= node->totuv*256; - memcpy(node->uv, uv, size*sizeof(float)*RE_UV_ELEMS); - MEM_freeN(uv); - } - - node->totuv= n+1; - } - } - else { - if (n>=node->totuv) - return NULL; - - if (name) *name= obr->mtface[n]; - } - - return node->uv + index*RE_UV_ELEMS; -} - -MCol *RE_strandren_get_mcol(ObjectRen *obr, StrandRen *strand, int n, char **name, int verify) -{ - StrandTableNode *node; - int nr= strand->index>>8, strandindex= (strand->index&255); - int index= (n<<8) + strandindex; - - node= &obr->strandnodes[nr]; - - if (verify) { - if (n>=node->totmcol) { - MCol *mcol= node->mcol; - int size= (n+1)*256; - - node->mcol= MEM_callocN(size*sizeof(MCol)*RE_MCOL_ELEMS, "strand mcol table"); - - if (mcol) { - size= node->totmcol*256; - memcpy(node->mcol, mcol, size*sizeof(MCol)*RE_MCOL_ELEMS); - MEM_freeN(mcol); - } - - node->totmcol= n+1; - } - } - else { - if (n>=node->totmcol) - return NULL; - - if (name) *name= obr->mcol[n]; - } - - return node->mcol + index*RE_MCOL_ELEMS; -} - -float *RE_strandren_get_simplify(struct ObjectRen *obr, struct StrandRen *strand, int verify) -{ - float *simplify; - int nr= strand->index>>8; - - simplify= obr->strandnodes[nr].simplify; - if (simplify==NULL) { - if (verify) - simplify= obr->strandnodes[nr].simplify= MEM_callocN(256*RE_SIMPLIFY_ELEMS*sizeof(float), "simplify strand table"); - else - return NULL; - } - return simplify + (strand->index & 255)*RE_SIMPLIFY_ELEMS; -} - -int *RE_strandren_get_face(ObjectRen *obr, StrandRen *strand, int verify) -{ - int *face; - int nr= strand->index>>8; - - face= obr->strandnodes[nr].face; - if (face==NULL) { - if (verify) - face= obr->strandnodes[nr].face= MEM_callocN(256*RE_FACE_ELEMS*sizeof(int), "face strand table"); - else - return NULL; - } - return face + (strand->index & 255)*RE_FACE_ELEMS; -} - -/* winspeed is exception, it is stored per instance */ -float *RE_strandren_get_winspeed(ObjectInstanceRen *obi, StrandRen *strand, int verify) -{ - float *winspeed; - int totvector; - - winspeed= obi->vectors; - if (winspeed==NULL) { - if (verify) { - totvector= obi->obr->totvert + obi->obr->totstrand; - winspeed= obi->vectors= MEM_callocN(totvector*RE_WINSPEED_ELEMS*sizeof(float), "winspeed strand table"); - } - else - return NULL; - } - return winspeed + (obi->obr->totvert + strand->index)*RE_WINSPEED_ELEMS; -} - -StrandRen *RE_findOrAddStrand(ObjectRen *obr, int nr) -{ - StrandTableNode *temp; - StrandRen *v; - int a; - - if (nr<0) { - printf("error in findOrAddStrand: %d\n", nr); - return obr->strandnodes[0].strand; - } - a= nr>>8; - - if (a>=obr->strandnodeslen-1) { /* Need to allocate more columns..., and keep last element NULL for free loop */ - temp= obr->strandnodes; - - obr->strandnodes= MEM_mallocN(sizeof(StrandTableNode)*(obr->strandnodeslen+TABLEINITSIZE), "strandnodes"); - if (temp) memcpy(obr->strandnodes, temp, obr->strandnodeslen*sizeof(StrandTableNode)); - memset(obr->strandnodes+obr->strandnodeslen, 0, TABLEINITSIZE*sizeof(StrandTableNode)); - - obr->strandnodeslen+=TABLEINITSIZE; /*Does this really need to be power of 2?*/ - if (temp) MEM_freeN(temp); - } - - v= obr->strandnodes[a].strand; - - if (v==NULL) { - int i; - - v= (StrandRen *)MEM_callocN(256*sizeof(StrandRen), "findOrAddStrand"); - obr->strandnodes[a].strand= v; - - for (i= (nr & 0xFFFFFF00), a=0; a<256; a++, i++) - v[a].index= i; - } - v+= (nr & 255); - return v; -} - -StrandBuffer *RE_addStrandBuffer(ObjectRen *obr, int totvert) -{ - StrandBuffer *strandbuf; - - strandbuf= MEM_callocN(sizeof(StrandBuffer), "StrandBuffer"); - strandbuf->vert= MEM_callocN(sizeof(StrandVert)*totvert, "StrandVert"); - strandbuf->totvert= totvert; - strandbuf->obr= obr; - - obr->strandbuf= strandbuf; - - return strandbuf; -} - -/* ------------------------------------------------------------------------ */ - -ObjectRen *RE_addRenderObject(Render *re, Object *ob, Object *par, int index, int psysindex, int lay) -{ - ObjectRen *obr= MEM_callocN(sizeof(ObjectRen), "object render struct"); - - BLI_addtail(&re->objecttable, obr); - obr->ob= ob; - obr->par= par; - obr->index= index; - obr->psysindex= psysindex; - obr->lay= lay; - - return obr; -} - -void free_renderdata_vertnodes(VertTableNode *vertnodes) -{ - int a; - - if (vertnodes==NULL) return; - - for (a=0; vertnodes[a].vert; a++) { - MEM_freeN(vertnodes[a].vert); - - if (vertnodes[a].rad) - MEM_freeN(vertnodes[a].rad); - if (vertnodes[a].strand) - MEM_freeN(vertnodes[a].strand); - if (vertnodes[a].tangent) - MEM_freeN(vertnodes[a].tangent); - if (vertnodes[a].stress) - MEM_freeN(vertnodes[a].stress); - if (vertnodes[a].winspeed) - MEM_freeN(vertnodes[a].winspeed); - if (vertnodes[a].origindex) - MEM_freeN(vertnodes[a].origindex); - } - - MEM_freeN(vertnodes); -} - -void free_renderdata_vlaknodes(VlakTableNode *vlaknodes) -{ - int a; - - if (vlaknodes==NULL) return; - - for (a=0; vlaknodes[a].vlak; a++) { - MEM_freeN(vlaknodes[a].vlak); - - if (vlaknodes[a].mtface) - MEM_freeN(vlaknodes[a].mtface); - if (vlaknodes[a].mcol) - MEM_freeN(vlaknodes[a].mcol); - if (vlaknodes[a].origindex) - MEM_freeN(vlaknodes[a].origindex); - if (vlaknodes[a].surfnor) - MEM_freeN(vlaknodes[a].surfnor); - for (int b = 0; b < MAX_MTFACE; b++) { - if (vlaknodes[a].tangent_arrays[b]) - MEM_freeN(vlaknodes[a].tangent_arrays[b]); - } - if (vlaknodes[a].radface) - MEM_freeN(vlaknodes[a].radface); - } - - MEM_freeN(vlaknodes); -} - -static void free_renderdata_strandnodes(StrandTableNode *strandnodes) -{ - int a; - - if (strandnodes==NULL) return; - - for (a=0; strandnodes[a].strand; a++) { - MEM_freeN(strandnodes[a].strand); - - if (strandnodes[a].uv) - MEM_freeN(strandnodes[a].uv); - if (strandnodes[a].mcol) - MEM_freeN(strandnodes[a].mcol); - if (strandnodes[a].winspeed) - MEM_freeN(strandnodes[a].winspeed); - if (strandnodes[a].surfnor) - MEM_freeN(strandnodes[a].surfnor); - if (strandnodes[a].simplify) - MEM_freeN(strandnodes[a].simplify); - if (strandnodes[a].face) - MEM_freeN(strandnodes[a].face); - } - - MEM_freeN(strandnodes); -} - -void free_renderdata_tables(Render *re) -{ - ObjectInstanceRen *obi; - ObjectRen *obr; - StrandBuffer *strandbuf; - int a=0; - - for (obr=re->objecttable.first; obr; obr=obr->next) { - if (obr->vertnodes) { - free_renderdata_vertnodes(obr->vertnodes); - obr->vertnodes= NULL; - obr->vertnodeslen= 0; - } - - if (obr->vlaknodes) { - free_renderdata_vlaknodes(obr->vlaknodes); - obr->vlaknodes= NULL; - obr->vlaknodeslen= 0; - obr->totvlak= 0; - } - - if (obr->bloha) { - for (a=0; obr->bloha[a]; a++) - MEM_freeN(obr->bloha[a]); - - MEM_freeN(obr->bloha); - obr->bloha= NULL; - obr->blohalen= 0; - } - - if (obr->strandnodes) { - free_renderdata_strandnodes(obr->strandnodes); - obr->strandnodes= NULL; - obr->strandnodeslen= 0; - } - - strandbuf= obr->strandbuf; - if (strandbuf) { - if (strandbuf->vert) MEM_freeN(strandbuf->vert); - if (strandbuf->bound) MEM_freeN(strandbuf->bound); - MEM_freeN(strandbuf); - } - - if (obr->mtface) - MEM_freeN(obr->mtface); - - if (obr->mcol) - MEM_freeN(obr->mcol); - - if (obr->rayfaces) { - MEM_freeN(obr->rayfaces); - obr->rayfaces = NULL; - } - - if (obr->rayprimitives) { - MEM_freeN(obr->rayprimitives); - obr->rayprimitives = NULL; - } - - if (obr->raytree) { - RE_rayobject_free(obr->raytree); - obr->raytree = NULL; - } - } - - if (re->objectinstance) { - for (obi=re->instancetable.first; obi; obi=obi->next) { - if (obi->vectors) - MEM_freeN(obi->vectors); - - if (obi->raytree) - RE_rayobject_free(obi->raytree); - } - - MEM_freeN(re->objectinstance); - re->objectinstance= NULL; - re->totinstance= 0; - re->instancetable.first= re->instancetable.last= NULL; - } - - if (re->sortedhalos) { - MEM_freeN(re->sortedhalos); - re->sortedhalos= NULL; - } - - BLI_freelistN(&re->customdata_names); - BLI_freelistN(&re->objecttable); - BLI_freelistN(&re->instancetable); -} - -/* ------------------------------------------------------------------------ */ - -HaloRen *RE_findOrAddHalo(ObjectRen *obr, int nr) -{ - HaloRen *h, **temp; - int a; - - if (nr<0) { - printf("error in findOrAddHalo: %d\n", nr); - return NULL; - } - a= nr>>8; - - if (a>=obr->blohalen-1) { /* Need to allocate more columns..., and keep last element NULL for free loop */ - //printf("Allocating %i more halo groups. %i total.\n", - // TABLEINITSIZE, obr->blohalen+TABLEINITSIZE ); - temp=obr->bloha; - - obr->bloha = (HaloRen **)MEM_callocN(sizeof(void *) * (obr->blohalen + TABLEINITSIZE), "Bloha"); - if (temp) memcpy(obr->bloha, temp, obr->blohalen*sizeof(void *)); - memset(&(obr->bloha[obr->blohalen]), 0, TABLEINITSIZE * sizeof(void *)); - obr->blohalen+=TABLEINITSIZE; /*Does this really need to be power of 2?*/ - if (temp) MEM_freeN(temp); - } - - h= obr->bloha[a]; - if (h==NULL) { - h= (HaloRen *)MEM_callocN(256*sizeof(HaloRen), "findOrAdHalo"); - obr->bloha[a]= h; - } - h+= (nr & 255); - return h; -} - -/* ------------------------------------------------------------------------- */ - -HaloRen *RE_inithalo(Render *re, ObjectRen *obr, Material *ma, - const float vec[3], const float vec1[3], - const float *orco, float hasize, float vectsize, int seed) -{ - const bool skip_load_image = (re->r.scemode & R_NO_IMAGE_LOAD) != 0; - const bool texnode_preview = (re->r.scemode & R_TEXNODE_PREVIEW) != 0; - HaloRen *har; - MTex *mtex; - float tin, tr, tg, tb, ta; - float xn, yn, zn, texvec[3], hoco[4], hoco1[4]; - - if (hasize==0.0f) return NULL; - - projectverto(vec, re->winmat, hoco); - if (hoco[3]==0.0f) return NULL; - if (vec1) { - projectverto(vec1, re->winmat, hoco1); - if (hoco1[3]==0.0f) return NULL; - } - - har= RE_findOrAddHalo(obr, obr->tothalo++); - copy_v3_v3(har->co, vec); - har->hasize= hasize; - - /* actual projectvert is done in function project_renderdata() because of parts/border/pano */ - /* we do it here for sorting of halos */ - zn= hoco[3]; - har->xs= 0.5f*re->winx*(hoco[0]/zn); - har->ys= 0.5f*re->winy*(hoco[1]/zn); - har->zs= 0x7FFFFF*(hoco[2]/zn); - - har->zBufDist = 0x7FFFFFFF*(hoco[2]/zn); - - /* halovect */ - if (vec1) { - - har->type |= HA_VECT; - - xn= har->xs - 0.5f*re->winx*(hoco1[0]/hoco1[3]); - yn= har->ys - 0.5f*re->winy*(hoco1[1]/hoco1[3]); - if (yn == 0.0f && xn >= 0.0f) zn = 0.0f; - else zn = atan2f(yn, xn); - - har->sin = sinf(zn); - har->cos = cosf(zn); - zn= len_v3v3(vec1, vec); - - har->hasize= vectsize*zn + (1.0f-vectsize)*hasize; - - sub_v3_v3v3(har->no, vec, vec1); - normalize_v3(har->no); - } - - if (ma->mode & MA_HALO_XALPHA) har->type |= HA_XALPHA; - - har->alfa= ma->alpha; - har->r= ma->r; - har->g= ma->g; - har->b= ma->b; - har->add= (255.0f*ma->add); - har->mat= ma; - har->hard= ma->har; - har->seed= seed % 256; - - if (ma->mode & MA_STAR) har->starpoints= ma->starc; - if (ma->mode & MA_HALO_LINES) har->linec= ma->linec; - if (ma->mode & MA_HALO_RINGS) har->ringc= ma->ringc; - if (ma->mode & MA_HALO_FLARE) har->flarec= ma->flarec; - - - if (ma->mtex[0]) { - - if (ma->mode & MA_HALOTEX) { - har->tex = 1; - } - else if (har->mat->septex & (1 << 0)) { - /* only 1 level textures */ - } - else { - mtex= ma->mtex[0]; - copy_v3_v3(texvec, vec); - - if (mtex->texco & TEXCO_NORM) { - ; - } - else if (mtex->texco & TEXCO_OBJECT) { - /* texvec[0]+= imatbase->ivec[0]; */ - /* texvec[1]+= imatbase->ivec[1]; */ - /* texvec[2]+= imatbase->ivec[2]; */ - /* mul_m3_v3(imatbase->imat, texvec); */ - } - else { - if (orco) { - copy_v3_v3(texvec, orco); - } - } - - externtex(mtex, - texvec, - &tin, &tr, &tg, &tb, &ta, - 0, - re->pool, - skip_load_image, - texnode_preview); - - yn= tin*mtex->colfac; - //zn= tin*mtex->alphafac; - - if (mtex->mapto & MAP_COL) { - zn= 1.0f-yn; - har->r= (yn*tr+ zn*ma->r); - har->g= (yn*tg+ zn*ma->g); - har->b= (yn*tb+ zn*ma->b); - } - if (mtex->texco & TEXCO_UV) { - har->alfa= tin; - } - if (mtex->mapto & MAP_ALPHA) - har->alfa= tin; - } - } - - har->pool = re->pool; - har->skip_load_image = skip_load_image; - har->texnode_preview = texnode_preview; - - return har; -} - -HaloRen *RE_inithalo_particle(Render *re, ObjectRen *obr, DerivedMesh *dm, Material *ma, - const float vec[3], const float vec1[3], - const float *orco, const float *uvco, float hasize, float vectsize, int seed, const float pa_co[3]) -{ - const bool skip_load_image = (re->r.scemode & R_NO_IMAGE_LOAD) != 0; - const bool texnode_preview = (re->r.scemode & R_TEXNODE_PREVIEW) != 0; - HaloRen *har; - MTex *mtex; - float tin, tr, tg, tb, ta; - float xn, yn, zn, texvec[3], hoco[4], hoco1[4], in[3], tex[3], out[3]; - int i, hasrgb; - - if (hasize==0.0f) return NULL; - - projectverto(vec, re->winmat, hoco); - if (hoco[3]==0.0f) return NULL; - if (vec1) { - projectverto(vec1, re->winmat, hoco1); - if (hoco1[3]==0.0f) return NULL; - } - - har= RE_findOrAddHalo(obr, obr->tothalo++); - copy_v3_v3(har->co, vec); - har->hasize= hasize; - - /* actual projectvert is done in function project_renderdata() because of parts/border/pano */ - /* we do it here for sorting of halos */ - zn= hoco[3]; - har->xs= 0.5f*re->winx*(hoco[0]/zn); - har->ys= 0.5f*re->winy*(hoco[1]/zn); - har->zs= 0x7FFFFF*(hoco[2]/zn); - - har->zBufDist = 0x7FFFFFFF*(hoco[2]/zn); - - /* halovect */ - if (vec1) { - - har->type |= HA_VECT; - - xn= har->xs - 0.5f*re->winx*(hoco1[0]/hoco1[3]); - yn= har->ys - 0.5f*re->winy*(hoco1[1]/hoco1[3]); - if (yn == 0.0f && xn >= 0.0f) zn = 0.0f; - else zn = atan2f(yn, xn); - - har->sin = sinf(zn); - har->cos = cosf(zn); - zn= len_v3v3(vec1, vec)*0.5f; - - har->hasize= vectsize*zn + (1.0f-vectsize)*hasize; - - sub_v3_v3v3(har->no, vec, vec1); - normalize_v3(har->no); - } - - if (ma->mode & MA_HALO_XALPHA) har->type |= HA_XALPHA; - - har->alfa= ma->alpha; - har->r= ma->r; - har->g= ma->g; - har->b= ma->b; - har->add= (255.0f*ma->add); - har->mat= ma; - har->hard= ma->har; - har->seed= seed % 256; - - if (ma->mode & MA_STAR) har->starpoints= ma->starc; - if (ma->mode & MA_HALO_LINES) har->linec= ma->linec; - if (ma->mode & MA_HALO_RINGS) har->ringc= ma->ringc; - if (ma->mode & MA_HALO_FLARE) har->flarec= ma->flarec; - - if ((ma->mode & MA_HALOTEX) && ma->mtex[0]) - har->tex= 1; - - for (i=0; imtex[i] && (ma->septex & (1<mtex[i]; - copy_v3_v3(texvec, vec); - - if (mtex->texco & TEXCO_NORM) { - ; - } - else if (mtex->texco & TEXCO_OBJECT) { - if (mtex->object) - mul_m4_v3(mtex->object->imat_ren, texvec); - } - else if (mtex->texco & TEXCO_GLOB) { - copy_v3_v3(texvec, vec); - } - else if (mtex->texco & TEXCO_UV && uvco) { - int uv_index=CustomData_get_named_layer_index(&dm->faceData, CD_MTFACE, mtex->uvname); - if (uv_index<0) - uv_index=CustomData_get_active_layer_index(&dm->faceData, CD_MTFACE); - - uv_index-=CustomData_get_layer_index(&dm->faceData, CD_MTFACE); - - texvec[0]=2.0f*uvco[2*uv_index]-1.0f; - texvec[1]=2.0f*uvco[2*uv_index+1]-1.0f; - texvec[2]=0.0f; - } - else if (mtex->texco & TEXCO_PARTICLE) { - /* particle coordinates in range [0, 1] */ - texvec[0] = 2.f * pa_co[0] - 1.f; - texvec[1] = 2.f * pa_co[1] - 1.f; - texvec[2] = pa_co[2]; - } - else if (orco) { - copy_v3_v3(texvec, orco); - } - - hasrgb = externtex(mtex, - texvec, - &tin, &tr, &tg, &tb, &ta, - 0, - re->pool, - skip_load_image, - texnode_preview); - - //yn= tin*mtex->colfac; - //zn= tin*mtex->alphafac; - if (mtex->mapto & MAP_COL) { - tex[0]=tr; - tex[1]=tg; - tex[2]=tb; - out[0]=har->r; - out[1]=har->g; - out[2]=har->b; - - texture_rgb_blend(in, tex, out, tin, mtex->colfac, mtex->blendtype); - // zn= 1.0-yn; - //har->r= (yn*tr+ zn*ma->r); - //har->g= (yn*tg+ zn*ma->g); - //har->b= (yn*tb+ zn*ma->b); - har->r= in[0]; - har->g= in[1]; - har->b= in[2]; - } - - /* alpha returned, so let's use it instead of intensity */ - if (hasrgb) - tin = ta; - - if (mtex->mapto & MAP_ALPHA) - har->alfa = texture_value_blend(mtex->def_var, har->alfa, tin, mtex->alphafac, mtex->blendtype); - if (mtex->mapto & MAP_HAR) - har->hard = 1.0f+126.0f*texture_value_blend(mtex->def_var, ((float)har->hard)/127.0f, tin, mtex->hardfac, mtex->blendtype); - if (mtex->mapto & MAP_RAYMIRR) - har->hasize = 100.0f*texture_value_blend(mtex->def_var, har->hasize/100.0f, tin, mtex->raymirrfac, mtex->blendtype); - if (mtex->mapto & MAP_TRANSLU) { - float add = texture_value_blend(mtex->def_var, (float)har->add/255.0f, tin, mtex->translfac, mtex->blendtype); - CLAMP(add, 0.f, 1.f); - har->add = 255.0f*add; - } - /* now what on earth is this good for?? */ - //if (mtex->texco & 16) { - // har->alfa= tin; - //} - } - - har->pool = re->pool; - har->skip_load_image = (re->r.scemode & R_NO_IMAGE_LOAD) != 0; - har->texnode_preview = (re->r.scemode & R_TEXNODE_PREVIEW) != 0; - - return har; -} - -/* -------------------------- operations on entire database ----------------------- */ - -/* ugly function for halos in panorama */ -static int panotestclip(Render *re, bool do_pano, float v[4]) -{ - /* part size (ensure we run RE_parts_clamp first) */ - BLI_assert(re->partx == min_ii(re->r.tilex, re->rectx)); - BLI_assert(re->party == min_ii(re->r.tiley, re->recty)); - - if (do_pano == false) { - return testclip(v); - } - else { - /* to be used for halos en infos */ - float abs4; - short c = 0; - - int xparts = (re->rectx + re->partx - 1) / re->partx; - - abs4= fabsf(v[3]); - - if (v[2]< -abs4) c=16; /* this used to be " if (v[2]<0) ", see clippz() */ - else if (v[2]> abs4) c+= 32; - - if ( v[1]>abs4) c+=4; - else if ( v[1]< -abs4) c+=8; - - abs4*= xparts; - if ( v[0]>abs4) c+=2; - else if ( v[0]< -abs4) c+=1; - - return c; - } -} - -/** - * This adds the hcs coordinates to vertices. It iterates over all - * vertices, halos and faces. After the conversion, we clip in hcs. - * - * Elsewhere, all primites are converted to vertices. - * Called in - * - envmapping (envmap.c) - * - shadow buffering (shadbuf.c) - */ - -void project_renderdata(Render *re, - void (*projectfunc)(const float *, float mat[4][4], float *), - bool do_pano, float xoffs, bool UNUSED(do_buckets)) -{ - ObjectRen *obr; - HaloRen *har = NULL; - float zn, vec[3], hoco[4]; - int a; - - if (do_pano) { - float panophi= xoffs; - - re->panosi = sinf(panophi); - re->panoco = cosf(panophi); - } - - for (obr=re->objecttable.first; obr; obr=obr->next) { - /* calculate view coordinates (and zbuffer value) */ - for (a=0; atothalo; a++) { - if ((a & 255)==0) har= obr->bloha[a>>8]; - else har++; - - if (do_pano) { - vec[0]= re->panoco*har->co[0] + re->panosi*har->co[2]; - vec[1]= har->co[1]; - vec[2]= -re->panosi*har->co[0] + re->panoco*har->co[2]; - } - else { - copy_v3_v3(vec, har->co); - } - - projectfunc(vec, re->winmat, hoco); - - /* we clip halos less critical, but not for the Z */ - hoco[0]*= 0.5f; - hoco[1]*= 0.5f; - - if ( panotestclip(re, do_pano, hoco) ) { - har->miny= har->maxy= -10000; /* that way render clips it */ - } - else if (hoco[3]<0.0f) { - har->miny= har->maxy= -10000; /* render clips it */ - } - else { /* do the projection...*/ - /* bring back hocos */ - hoco[0]*= 2.0f; - hoco[1]*= 2.0f; - - zn= hoco[3]; - har->xs= 0.5f*re->winx*(1.0f+hoco[0]/zn); /* the 0.5 negates the previous 2...*/ - har->ys= 0.5f*re->winy*(1.0f+hoco[1]/zn); - - /* this should be the zbuffer coordinate */ - har->zs= 0x7FFFFF*(hoco[2]/zn); - /* taking this from the face clip functions? seems ok... */ - har->zBufDist = 0x7FFFFFFF*(hoco[2]/zn); - - vec[0]+= har->hasize; - projectfunc(vec, re->winmat, hoco); - vec[0]-= har->hasize; - zn= hoco[3]; - har->rad= fabsf(har->xs- 0.5f*re->winx*(1.0f+hoco[0]/zn)); - - /* this clip is not really OK, to prevent stars to become too large */ - if (har->type & HA_ONLYSKY) { - if (har->rad>3.0f) har->rad= 3.0f; - } - - har->radsq= har->rad*har->rad; - - har->miny= har->ys - har->rad/re->ycor; - har->maxy= har->ys + har->rad/re->ycor; - - /* the Zd value is still not really correct for pano */ - - vec[2] -= har->hasize; /* z negative, otherwise it's clipped */ - projectfunc(vec, re->winmat, hoco); - zn = hoco[3]; - zn = fabsf((float)har->zs - 0x7FFFFF * (hoco[2] / zn)); - har->zd = CLAMPIS(zn, 0, INT_MAX); - - } - - } - } -} - -/* ------------------------------------------------------------------------- */ - -void RE_updateRenderInstance(Render *re, ObjectInstanceRen *obi, int flag) -{ - /* flag specifies what things have changed. */ - if (flag & RE_OBJECT_INSTANCES_UPDATE_OBMAT) { - copy_m4_m4(obi->obmat, obi->ob->obmat); - invert_m4_m4(obi->obinvmat, obi->obmat); - } - if (flag & RE_OBJECT_INSTANCES_UPDATE_VIEW) { - mul_m4_m4m4(obi->localtoviewmat, re->viewmat, obi->obmat); - mul_m4_m4m4(obi->localtoviewinvmat, obi->obinvmat, re->viewinv); - } -} - -void RE_updateRenderInstances(Render *re, int flag) -{ - int i = 0; - for (i = 0; i < re->totinstance; i++) - RE_updateRenderInstance(re, &re->objectinstance[i], flag); -} - -ObjectInstanceRen *RE_addRenderInstance( - Render *re, ObjectRen *obr, Object *ob, Object *par, - int index, int psysindex, float mat[4][4], int lay, const DupliObject *dob) -{ - ObjectInstanceRen *obi; - float mat3[3][3]; - - obi= MEM_callocN(sizeof(ObjectInstanceRen), "ObjectInstanceRen"); - obi->obr= obr; - obi->ob= ob; - obi->par= par; - obi->index= index; - obi->psysindex= psysindex; - obi->lay= lay; - - /* Fill particle info */ - if (par && dob) { - const ParticleSystem *psys = dob->particle_system; - if (psys) { - int part_index; - if (obi->index < psys->totpart) { - part_index = obi->index; - } - else if (psys->child) { - part_index = psys->child[obi->index - psys->totpart].parent; - } - else { - part_index = -1; - } - - if (part_index >= 0) { - const ParticleData *p = &psys->particles[part_index]; - obi->part_index = part_index; - obi->part_size = p->size; - obi->part_age = RE_GetStats(re)->cfra - p->time; - obi->part_lifetime = p->lifetime; - - copy_v3_v3(obi->part_co, p->state.co); - copy_v3_v3(obi->part_vel, p->state.vel); - copy_v3_v3(obi->part_avel, p->state.ave); - } - } - } - - /* Fill object info */ - if (dob) { - obi->random_id = dob->random_id; - } - else { - obi->random_id = BLI_hash_int_2d(BLI_hash_string(obi->ob->id.name + 2), 0); - } - - RE_updateRenderInstance(re, obi, RE_OBJECT_INSTANCES_UPDATE_OBMAT | RE_OBJECT_INSTANCES_UPDATE_VIEW); - - if (mat) { - copy_m4_m4(obi->mat, mat); - copy_m3_m4(mat3, mat); - invert_m3_m3(obi->nmat, mat3); - transpose_m3(obi->nmat); - obi->flag |= R_DUPLI_TRANSFORMED; - } - - BLI_addtail(&re->instancetable, obi); - - return obi; -} - -void RE_instance_get_particle_info(struct ObjectInstanceRen *obi, float *index, float *random, float *age, float *lifetime, float co[3], float *size, float vel[3], float angvel[3]) -{ - *index = obi->part_index; - *random = BLI_hash_int_01(obi->part_index); - *age = obi->part_age; - *lifetime = obi->part_lifetime; - copy_v3_v3(co, obi->part_co); - *size = obi->part_size; - copy_v3_v3(vel, obi->part_vel); - copy_v3_v3(angvel, obi->part_avel); -} - - -void RE_makeRenderInstances(Render *re) -{ - ObjectInstanceRen *obi, *oldobi; - ListBase newlist; - int tot; - - /* convert list of object instances to an array for index based lookup */ - tot= BLI_listbase_count(&re->instancetable); - re->objectinstance= MEM_callocN(sizeof(ObjectInstanceRen)*tot, "ObjectInstance"); - re->totinstance= tot; - newlist.first= newlist.last= NULL; - - obi= re->objectinstance; - for (oldobi=re->instancetable.first; oldobi; oldobi=oldobi->next) { - *obi= *oldobi; - - if (obi->obr) { - obi->prev= obi->next= NULL; - BLI_addtail(&newlist, obi); - obi++; - } - else - re->totinstance--; - } - - BLI_freelistN(&re->instancetable); - re->instancetable= newlist; -} - -/* four functions to facilitate envmap rotation for raytrace */ -void RE_instance_rotate_ray_start(ObjectInstanceRen *obi, Isect *is) -{ - if (obi && (obi->flag & R_ENV_TRANSFORMED)) { - copy_v3_v3(is->origstart, is->start); - mul_m4_v3(obi->imat, is->start); - } -} - -void RE_instance_rotate_ray_dir(ObjectInstanceRen *obi, Isect *is) -{ - if (obi && (obi->flag & R_ENV_TRANSFORMED)) { - float end[3]; - - copy_v3_v3(is->origdir, is->dir); - add_v3_v3v3(end, is->origstart, is->dir); - - mul_m4_v3(obi->imat, end); - sub_v3_v3v3(is->dir, end, is->start); - } -} - -void RE_instance_rotate_ray(ObjectInstanceRen *obi, Isect *is) -{ - RE_instance_rotate_ray_start(obi, is); - RE_instance_rotate_ray_dir(obi, is); -} - -void RE_instance_rotate_ray_restore(ObjectInstanceRen *obi, Isect *is) -{ - if (obi && (obi->flag & R_ENV_TRANSFORMED)) { - copy_v3_v3(is->start, is->origstart); - copy_v3_v3(is->dir, is->origdir); - } -} - -int clip_render_object(float boundbox[2][3], float bounds[4], float winmat[4][4]) -{ - float mat[4][4], vec[4]; - int a, fl, flag = -1; - - copy_m4_m4(mat, winmat); - - for (a=0; a < 8; a++) { - vec[0]= (a & 1)? boundbox[0][0]: boundbox[1][0]; - vec[1]= (a & 2)? boundbox[0][1]: boundbox[1][1]; - vec[2]= (a & 4)? boundbox[0][2]: boundbox[1][2]; - vec[3]= 1.0; - mul_m4_v4(mat, vec); - - fl = 0; - if (bounds) { - if (vec[0] < bounds[0] * vec[3]) fl |= 1; - else if (vec[0] > bounds[1] * vec[3]) fl |= 2; - - if (vec[1] > bounds[3] * vec[3]) fl |= 4; - else if (vec[1] < bounds[2] * vec[3]) fl |= 8; - } - else { - if (vec[0] < -vec[3]) fl |= 1; - else if (vec[0] > vec[3]) fl |= 2; - - if (vec[1] > vec[3]) fl |= 4; - else if (vec[1] < -vec[3]) fl |= 8; - } - if (vec[2] < -vec[3]) fl |= 16; - else if (vec[2] > vec[3]) fl |= 32; - - flag &= fl; - if (flag == 0) { - return 0; - } - } - - return flag; -} - diff --git a/source/blender/render/intern/source/shadbuf.c b/source/blender/render/intern/source/shadbuf.c deleted file mode 100644 index 04e9177241b..00000000000 --- a/source/blender/render/intern/source/shadbuf.c +++ /dev/null @@ -1,2647 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. - * All rights reserved. - * - * Contributor(s): 2004-2006, Blender Foundation - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/render/intern/source/shadbuf.c - * \ingroup render - */ - - -#include -#include - - -#include "MEM_guardedalloc.h" - -#include "DNA_group_types.h" -#include "DNA_lamp_types.h" -#include "DNA_material_types.h" - -#include "BLI_math.h" -#include "BLI_blenlib.h" -#include "BLI_jitter_2d.h" -#include "BLI_memarena.h" -#include "BLI_rand.h" -#include "BLI_utildefines.h" - -#include "BKE_global.h" -#include "BKE_scene.h" - -#include "PIL_time.h" - -#include "render_types.h" -#include "renderdatabase.h" -#include "rendercore.h" -#include "shadbuf.h" -#include "shading.h" -#include "zbuf.h" - -/* XXX, could be better implemented... this is for endian issues */ -#ifdef __BIG_ENDIAN__ -//# define RCOMP 3 -# define GCOMP 2 -# define BCOMP 1 -# define ACOMP 0 -#else -//# define RCOMP 0 -# define GCOMP 1 -# define BCOMP 2 -# define ACOMP 3 -#endif - -#define RCT_SIZE_X(rct) ((rct)->xmax - (rct)->xmin) -#define RCT_SIZE_Y(rct) ((rct)->ymax - (rct)->ymin) - -/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ -/* defined in pipeline.c, is hardcopy of active dynamic allocated Render */ -/* only to be used here in this file, it's for speed */ -extern struct Render R; -/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ - -/* ------------------------------------------------------------------------- */ - -/* initshadowbuf() in convertBlenderScene.c */ - -/* ------------------------------------------------------------------------- */ - -static void copy_to_ztile(int *rectz, int size, int x1, int y1, int tile, char *r1) -{ - int len4, *rz; - int x2, y2; - - x2= x1+tile; - y2= y1+tile; - if (x2>=size) x2= size-1; - if (y2>=size) y2= size-1; - - if (x1>=x2 || y1>=y2) return; - - len4= 4*(x2- x1); - rz= rectz + size*y1 + x1; - for (; y1cbuf; - num= (shb->size*shb->size)/256; - - while (num--) count+= *(cp++); - - return 256*count; -} -#endif - -/* not threadsafe... */ -static float *give_jitter_tab(int samp) -{ - /* these are all possible jitter tables, takes up some - * 12k, not really bad! - * For soft shadows, it saves memory and render time - */ - static int tab[17]={1, 4, 9, 16, 25, 36, 49, 64, 81, 100, 121, 144, 169, 196, 225, 256}; - static float jit[1496][2]; - static char ctab[17]= {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; - int a, offset=0; - - if (samp<2) samp= 2; - else if (samp>16) samp= 16; - - for (a=0; ar, shb->samp); - int a, tot=samp*samp; - - shb->weight= MEM_mallocN(sizeof(float)*tot, "weight tab lamp"); - - for (jit= shb->jit, a=0; aweight[a] = 0.71f - sqrtf(jit[0] * jit[0] + jit[1] * jit[1]); - else if (filtertype==LA_SHADBUF_GAUSS) - shb->weight[a] = RE_filter_value(R_FILTER_GAUSS, 1.8f * sqrtf(jit[0] * jit[0] + jit[1] * jit[1])); - else - shb->weight[a]= 1.0f; - - totw+= shb->weight[a]; - } - - totw= 1.0f/totw; - for (a=0; aweight[a]*= totw; - } -} - -static int verg_deepsample(const void *poin1, const void *poin2) -{ - const DeepSample *ds1= (const DeepSample*)poin1; - const DeepSample *ds2= (const DeepSample*)poin2; - - if (ds1->z < ds2->z) return -1; - else if (ds1->z == ds2->z) return 0; - else return 1; -} - -static int compress_deepsamples(DeepSample *dsample, int tot, float epsilon) -{ - /* uses doubles to avoid overflows and other numerical issues, - * could be improved */ - DeepSample *ds, *newds; - float v; - double slope, slopemin, slopemax, min, max, div, newmin, newmax; - int a, first, z, newtot= 0; - -#if 0 - if (print) { - for (a=0, ds=dsample; az/(double)0x7FFFFFFF, ds->v); - printf("\n"); - } -#endif - - /* read from and write into same array */ - ds= dsample; - newds= dsample; - a= 0; - - /* as long as we are not at the end of the array */ - for (a++, ds++; az - newds->z; - if (ds->z == newds->z) { - /* still in same z position, simply check - * visibility difference against epsilon */ - if (!(fabsf(newds->v - ds->v) <= epsilon)) { - break; - } - } - else { - /* compute slopes */ - div= (double)0x7FFFFFFF / ((double)ds->z - (double)newds->z); - min= (double)((ds->v - epsilon) - newds->v) * div; - max= (double)((ds->v + epsilon) - newds->v) * div; - - /* adapt existing slopes */ - if (first) { - newmin= min; - newmax= max; - first= 0; - } - else { - newmin= MAX2(slopemin, min); - newmax= MIN2(slopemax, max); - - /* verify if there is still space between the slopes */ - if (newmin > newmax) { - ds--; - a--; - break; - } - } - - slopemin= newmin; - slopemax= newmax; - } - } - - if (a == tot) { - ds--; - a--; - } - - /* always previous z */ - z= ds->z; - - if (first || a==tot-1) { - /* if slopes were not initialized, use last visibility */ - v= ds->v; - } - else { - /* compute visibility at center between slopes at z */ - slope = (slopemin + slopemax) * 0.5; - v = (double)newds->v + slope * ((double)(z - newds->z) / (double)0x7FFFFFFF); - } - - newds++; - newtot++; - - newds->z= z; - newds->v= v; - } - - if (newtot == 0 || (newds->v != (newds-1)->v)) - newtot++; - -#if 0 - if (print) { - for (a=0, ds=dsample; az/(double)0x7FFFFFFF, ds->v); - printf("\n"); - } -#endif - - return newtot; -} - -static float deep_alpha(Render *re, int obinr, int facenr, bool use_strand) -{ - ObjectInstanceRen *obi= &re->objectinstance[obinr]; - Material *ma; - - if (use_strand) { - StrandRen *strand= RE_findOrAddStrand(obi->obr, facenr-1); - ma= strand->buffer->ma; - } - else { - VlakRen *vlr= RE_findOrAddVlak(obi->obr, (facenr-1) & RE_QUAD_MASK); - ma= vlr->mat; - } - - return ma->shad_alpha; -} - -static void compress_deepshadowbuf(Render *re, ShadBuf *shb, APixstr *apixbuf, APixstrand *apixbufstrand) -{ - ShadSampleBuf *shsample; - DeepSample *ds[RE_MAX_OSA], *sampleds[RE_MAX_OSA], *dsb, *newbuf; - APixstr *ap, *apn; - APixstrand *aps, *apns; - float visibility; - - const int totbuf= shb->totbuf; - const float totbuf_f= (float)shb->totbuf; - const float totbuf_f_inv= 1.0f/totbuf_f; - const int size= shb->size; - - int a, b, c, tot, minz, found, prevtot, newtot; - int sampletot[RE_MAX_OSA], totsample = 0, totsamplec = 0; - - shsample= MEM_callocN(sizeof(ShadSampleBuf), "shad sample buf"); - BLI_addtail(&shb->buffers, shsample); - - shsample->totbuf = MEM_callocN(sizeof(int) * size * size, "deeptotbuf"); - shsample->deepbuf = MEM_callocN(sizeof(DeepSample *) * size * size, "deepbuf"); - - ap= apixbuf; - aps= apixbufstrand; - for (a=0; anext) - for (b=0; b<4; b++) - if (apn->p[b]) - for (c=0; cmask[b] & (1<next) - for (b=0; b<4; b++) - if (apns->p[b]) - for (c=0; cmask[b] & (1<deepbuf[a]= NULL; - shsample->totbuf[a]= 0; - continue; - } - - /* fill samples */ - ds[0]= sampleds[0]= MEM_callocN(sizeof(DeepSample)*tot*2, "deepsample"); - for (c=1; cnext) { - for (b=0; b<4; b++) { - if (apn->p[b]) { - for (c=0; cmask[b] & (1<z= apn->z[b]; - ds[c]->v= 1.0f; /* not used */ - ds[c]++; - ds[c]->z= apn->z[b]; - ds[c]->v= deep_alpha(re, apn->obi[b], apn->p[b], 0); - ds[c]++; - } - } - } - } - } - - if (apixbufstrand) { - for (apns=aps; apns; apns=apns->next) { - for (b=0; b<4; b++) { - if (apns->p[b]) { - for (c=0; cmask[b] & (1<z= apns->z[b]; - ds[c]->v= 1.0f; /* not used */ - ds[c]++; - ds[c]->z= apns->z[b]; - ds[c]->v= deep_alpha(re, apns->obi[b], apns->p[b], 1); - ds[c]++; - } - } - } - } - } - } - - for (c=0; cv= visibility; - ds[c]++; - - visibility *= 1.0f-ds[c]->v; - ds[c]->v= visibility; - ds[c]++; - } - - /* halfway trick, probably won't work well for volumes? */ - ds[c]= sampleds[c]; - for (b=0; bz= (ds[c]->z>>1) + ((ds[c]+2)->z>>1); - ds[c]++; - ds[c]->z= (ds[c]->z>>1) + ((ds[c]+2)->z>>1); - ds[c]++; - } - else { - ds[c]->z= (ds[c]->z>>1) + (0x7FFFFFFF>>1); - ds[c]++; - ds[c]->z= (ds[c]->z>>1) + (0x7FFFFFFF>>1); - ds[c]++; - } - } - - /* init for merge loop */ - ds[c]= sampleds[c]; - sampletot[c] *= 2; - } - - shsample->deepbuf[a]= MEM_callocN(sizeof(DeepSample)*tot*2, "deepsample"); - shsample->totbuf[a]= 0; - - /* merge buffers */ - dsb= shsample->deepbuf[a]; - while (1) { - minz= 0; - found= 0; - - for (c=0; cz < minz)) { - minz= ds[c]->z; - found= 1; - } - } - - if (!found) - break; - - dsb->z= minz; - dsb->v= 0.0f; - - visibility= 0.0f; - for (c=0; cz == minz) { - ds[c]++; - sampletot[c]--; - } - - if (sampleds[c] == ds[c]) - visibility += totbuf_f_inv; - else - visibility += (ds[c]-1)->v / totbuf_f; - } - - dsb->v= visibility; - dsb++; - shsample->totbuf[a]++; - } - - prevtot= shsample->totbuf[a]; - totsample += prevtot; - - newtot= compress_deepsamples(shsample->deepbuf[a], prevtot, shb->compressthresh); - shsample->totbuf[a]= newtot; - totsamplec += newtot; - - if (newtot < prevtot) { - newbuf= MEM_mallocN(sizeof(DeepSample)*newtot, "cdeepsample"); - memcpy(newbuf, shsample->deepbuf[a], sizeof(DeepSample)*newtot); - MEM_freeN(shsample->deepbuf[a]); - shsample->deepbuf[a]= newbuf; - } - - MEM_freeN(sampleds[0]); - } - - //printf("%d -> %d, ratio %f\n", totsample, totsamplec, (float)totsamplec/(float)totsample); -} - -/* create Z tiles (for compression): this system is 24 bits!!! */ -static void compress_shadowbuf(ShadBuf *shb, int *rectz, int square) -{ - ShadSampleBuf *shsample; - float dist; - uintptr_t *ztile; - int *rz, *rz1, verg, verg1, size= shb->size; - int a, x, y, minx, miny, byt1, byt2; - char *rc, *rcline, *ctile, *zt; - - shsample= MEM_callocN(sizeof(ShadSampleBuf), "shad sample buf"); - BLI_addtail(&shb->buffers, shsample); - - shsample->zbuf= MEM_mallocN(sizeof(uintptr_t)*(size*size)/256, "initshadbuf2"); - shsample->cbuf= MEM_callocN((size*size)/256, "initshadbuf3"); - - ztile= (uintptr_t *)shsample->zbuf; - ctile= shsample->cbuf; - - /* help buffer */ - rcline= MEM_mallocN(256*4+sizeof(int), "makeshadbuf2"); - - for (y=0; y(float)(a+12)) { /* 12, tested with a onlyshadow lamp */ - a= 256; verg= 0; /* 0x80000000; */ /* 0x7FFFFFFF; */ - rz1= (&verg)+1; - } - else { - copy_to_ztile(rectz, size, x, y, 16, rcline); - rz1= (int *)rcline; - - verg= (*rz1 & 0xFFFFFF00); - - for (a=0;a<256;a++, rz1++) { - if ( (*rz1 & 0xFFFFFF00) !=verg) break; - } - } - if (a==256) { /* complete empty tile */ - *ctile= 0; - *ztile= *(rz1-1); - } - else { - - /* ACOMP etc. are defined to work L/B endian */ - - rc= rcline; - rz1= (int *)rcline; - verg= rc[ACOMP]; - verg1= rc[BCOMP]; - rc+= 4; - byt1= 1; byt2= 1; - for (a=1;a<256;a++, rc+=4) { - byt1 &= (verg==rc[ACOMP]); - byt2 &= (verg1==rc[BCOMP]); - - if (byt1==0) break; - } - if (byt1 && byt2) { /* only store byte */ - *ctile= 1; - *ztile= (uintptr_t)MEM_mallocN(256+4, "tile1"); - rz= (int *)*ztile; - *rz= *rz1; - - zt= (char *)(rz+1); - rc= rcline; - for (a=0; a<256; a++, zt++, rc+=4) *zt= rc[GCOMP]; - } - else if (byt1) { /* only store short */ - *ctile= 2; - *ztile= (uintptr_t)MEM_mallocN(2*256+4, "Tile2"); - rz= (int *)*ztile; - *rz= *rz1; - - zt= (char *)(rz+1); - rc= rcline; - for (a=0; a<256; a++, zt+=2, rc+=4) { - zt[0]= rc[BCOMP]; - zt[1]= rc[GCOMP]; - } - } - else { /* store triple */ - *ctile= 3; - *ztile= (uintptr_t)MEM_mallocN(3*256, "Tile3"); - - zt= (char *)*ztile; - rc= rcline; - for (a=0; a<256; a++, zt+=3, rc+=4) { - zt[0]= rc[ACOMP]; - zt[1]= rc[BCOMP]; - zt[2]= rc[GCOMP]; - } - } - } - ztile++; - ctile++; - } - } - - MEM_freeN(rcline); -} - -/* sets start/end clipping. lar->shb should be initialized */ -static void shadowbuf_autoclip(Render *re, LampRen *lar) -{ - ObjectInstanceRen *obi; - ObjectRen *obr; - VlakRen *vlr= NULL; - VertRen *ver= NULL; - Material *ma= NULL; - float minz, maxz, vec[3], viewmat[4][4], obviewmat[4][4]; - unsigned int lay = -1; - int i, a, maxtotvert, ok= 1; - char *clipflag; - - minz= 1.0e30f; maxz= -1.0e30f; - copy_m4_m4(viewmat, lar->shb->viewmat); - - if (lar->mode & (LA_LAYER|LA_LAYER_SHADOW)) lay= lar->lay; - - maxtotvert= 0; - for (obr=re->objecttable.first; obr; obr=obr->next) - maxtotvert = max_ii(obr->totvert, maxtotvert); - - clipflag= MEM_callocN(sizeof(char)*maxtotvert, "autoclipflag"); - - /* set clip in vertices when face visible */ - for (i=0, obi=re->instancetable.first; obi; i++, obi=obi->next) { - obr= obi->obr; - - if (obi->flag & R_TRANSFORMED) - mul_m4_m4m4(obviewmat, viewmat, obi->mat); - else - copy_m4_m4(obviewmat, viewmat); - - memset(clipflag, 0, sizeof(char)*obr->totvert); - - /* clear clip, is being set if face is visible (clip is calculated for real later) */ - for (a=0; atotvlak; a++) { - if ((a & 255)==0) vlr= obr->vlaknodes[a>>8].vlak; - else vlr++; - - /* note; these conditions are copied from zbuffer_shadow() */ - if (vlr->mat!= ma) { - ma= vlr->mat; - ok= 1; - if ((ma->mode2 & MA_CASTSHADOW)==0 || (ma->mode & MA_SHADBUF)==0) ok= 0; - } - - if (ok && (obi->lay & lay)) { - clipflag[vlr->v1->index]= 1; - clipflag[vlr->v2->index]= 1; - clipflag[vlr->v3->index]= 1; - if (vlr->v4) clipflag[vlr->v4->index]= 1; - } - } - - /* calculate min and max */ - for (a=0; a< obr->totvert;a++) { - if ((a & 255)==0) ver= RE_findOrAddVert(obr, a); - else ver++; - - if (clipflag[a]) { - copy_v3_v3(vec, ver->co); - mul_m4_v3(obviewmat, vec); - /* Z on visible side of lamp space */ - if (vec[2] < 0.0f) { - float inpr, z= -vec[2]; - - /* since vec is rotated in lampspace, this is how to get the cosine of angle */ - /* precision is set 20% larger */ - vec[2]*= 1.2f; - normalize_v3(vec); - inpr= - vec[2]; - - if (inpr>=lar->spotsi) { - if (zmaxz) maxz= z; - } - } - } - } - } - - MEM_freeN(clipflag); - - /* set clipping min and max */ - if (minz < maxz) { - float delta= (maxz - minz); /* threshold to prevent precision issues */ - - //printf("minz %f maxz %f delta %f\n", minz, maxz, delta); - if (lar->bufflag & LA_SHADBUF_AUTO_START) - lar->shb->d= minz - delta*0.02f; /* 0.02 is arbitrary... needs more thinking! */ - if (lar->bufflag & LA_SHADBUF_AUTO_END) - lar->shb->clipend= maxz + delta*0.1f; - - /* bias was calculated as percentage, we scale it to prevent animation issues */ - delta= (lar->clipend-lar->clipsta)/(lar->shb->clipend-lar->shb->d); - //printf("bias delta %f\n", delta); - lar->shb->bias= (int) (delta*(float)lar->shb->bias); - } -} - -static void makeflatshadowbuf(Render *re, LampRen *lar, float *jitbuf) -{ - ShadBuf *shb= lar->shb; - int *rectz, samples; - - /* zbuffering */ - rectz= MEM_mapallocN(sizeof(int)*shb->size*shb->size, "makeshadbuf"); - - for (samples=0; samplestotbuf; samples++) { - zbuffer_shadow(re, shb->persmat, lar, rectz, shb->size, jitbuf[2*samples], jitbuf[2*samples+1]); - /* create Z tiles (for compression): this system is 24 bits!!! */ - compress_shadowbuf(shb, rectz, lar->mode & LA_SQUARE); - - if (re->test_break(re->tbh)) - break; - } - - MEM_freeN(rectz); -} - -static void makedeepshadowbuf(Render *re, LampRen *lar, float *jitbuf) -{ - ShadBuf *shb= lar->shb; - APixstr *apixbuf; - APixstrand *apixbufstrand= NULL; - ListBase apsmbase= {NULL, NULL}; - - /* zbuffering */ - apixbuf= MEM_callocN(sizeof(APixstr)*shb->size*shb->size, "APixbuf"); - if (re->totstrand) - apixbufstrand= MEM_callocN(sizeof(APixstrand)*shb->size*shb->size, "APixbufstrand"); - - zbuffer_abuf_shadow(re, lar, shb->persmat, apixbuf, apixbufstrand, &apsmbase, shb->size, - shb->totbuf, (float(*)[2])jitbuf); - - /* create Z tiles (for compression): this system is 24 bits!!! */ - compress_deepshadowbuf(re, shb, apixbuf, apixbufstrand); - - MEM_freeN(apixbuf); - if (apixbufstrand) - MEM_freeN(apixbufstrand); - freepsA(&apsmbase); -} - -void makeshadowbuf(Render *re, LampRen *lar) -{ - ShadBuf *shb= lar->shb; - float wsize, *jitbuf, twozero[2]= {0.0f, 0.0f}, angle, temp; - - if (lar->bufflag & (LA_SHADBUF_AUTO_START|LA_SHADBUF_AUTO_END)) - shadowbuf_autoclip(re, lar); - - /* just to enforce identical behavior of all irregular buffers */ - if (lar->buftype==LA_SHADBUF_IRREGULAR) - shb->size= 1024; - - /* matrices and window: in winmat the transformation is being put, - * transforming from observer view to lamp view, including lamp window matrix */ - - angle= saacos(lar->spotsi); - temp = 0.5f * shb->size * cosf(angle) / sinf(angle); - shb->pixsize= (shb->d)/temp; - wsize= shb->pixsize*(shb->size/2.0f); - - perspective_m4(shb->winmat, -wsize, wsize, -wsize, wsize, shb->d, shb->clipend); - mul_m4_m4m4(shb->persmat, shb->winmat, shb->viewmat); - - if (ELEM(lar->buftype, LA_SHADBUF_REGULAR, LA_SHADBUF_HALFWAY, LA_SHADBUF_DEEP)) { - shb->totbuf= lar->buffers; - - /* jitter, weights - not threadsafe! */ - BLI_thread_lock(LOCK_CUSTOM1); - shb->jit= give_jitter_tab(get_render_shadow_samples(&re->r, shb->samp)); - make_jitter_weight_tab(re, shb, lar->filtertype); - BLI_thread_unlock(LOCK_CUSTOM1); - - if (shb->totbuf==4) jitbuf= give_jitter_tab(2); - else if (shb->totbuf==9) jitbuf= give_jitter_tab(3); - else jitbuf= twozero; - - /* zbuffering */ - if (lar->buftype == LA_SHADBUF_DEEP) { - makedeepshadowbuf(re, lar, jitbuf); - shb->totbuf= 1; - } - else - makeflatshadowbuf(re, lar, jitbuf); - - /* printf("lampbuf %d\n", sizeoflampbuf(shb)); */ - } -} - -static void *do_shadow_thread(void *re_v) -{ - Render *re = (Render *)re_v; - LampRen *lar; - - do { - BLI_thread_lock(LOCK_CUSTOM1); - for (lar=re->lampren.first; lar; lar=lar->next) { - if (lar->shb && !lar->thread_assigned) { - lar->thread_assigned= 1; - break; - } - } - BLI_thread_unlock(LOCK_CUSTOM1); - - /* if type is irregular, this only sets the perspective matrix and autoclips */ - if (lar) { - makeshadowbuf(re, lar); - BLI_thread_lock(LOCK_CUSTOM1); - lar->thread_ready= 1; - BLI_thread_unlock(LOCK_CUSTOM1); - } - } while (lar && !re->test_break(re->tbh)); - - return NULL; -} - -static volatile int g_break= 0; -static int thread_break(void *UNUSED(arg)) -{ - return g_break; -} - -void threaded_makeshadowbufs(Render *re) -{ - ListBase threads; - LampRen *lar; - int a, totthread= 0; - int (*test_break)(void *); - - /* count number of threads to use */ - if (G.is_rendering) { - for (lar=re->lampren.first; lar; lar= lar->next) - if (lar->shb) - totthread++; - - totthread = min_ii(totthread, re->r.threads); - } - else - totthread = 1; /* preview render */ - - if (totthread <= 1) { - for (lar=re->lampren.first; lar; lar= lar->next) { - if (re->test_break(re->tbh)) break; - if (lar->shb) { - /* if type is irregular, this only sets the perspective matrix and autoclips */ - makeshadowbuf(re, lar); - } - } - } - else { - /* swap test break function */ - test_break= re->test_break; - re->test_break= thread_break; - - for (lar=re->lampren.first; lar; lar= lar->next) { - lar->thread_assigned= 0; - lar->thread_ready= 0; - } - - BLI_threadpool_init(&threads, do_shadow_thread, totthread); - - for (a=0; atbh))) - break; - - PIL_sleep_ms(50); - - BLI_thread_lock(LOCK_CUSTOM1); - for (lar=re->lampren.first; lar; lar= lar->next) - if (lar->shb && !lar->thread_ready) - break; - BLI_thread_unlock(LOCK_CUSTOM1); - } while (lar); - - BLI_threadpool_end(&threads); - - /* unset threadsafety */ - re->test_break= test_break; - g_break= 0; - } -} - -void freeshadowbuf(LampRen *lar) -{ - if (lar->shb) { - ShadBuf *shb= lar->shb; - ShadSampleBuf *shsample; - int b, v; - - for (shsample= shb->buffers.first; shsample; shsample= shsample->next) { - if (shsample->deepbuf) { - v= shb->size*shb->size; - for (b=0; bdeepbuf[b]) - MEM_freeN(shsample->deepbuf[b]); - - MEM_freeN(shsample->deepbuf); - MEM_freeN(shsample->totbuf); - } - else { - intptr_t *ztile= shsample->zbuf; - const char *ctile= shsample->cbuf; - - v= (shb->size*shb->size)/256; - for (b=0; bzbuf); - MEM_freeN(shsample->cbuf); - } - } - BLI_freelistN(&shb->buffers); - - if (shb->weight) MEM_freeN(shb->weight); - MEM_freeN(lar->shb); - - lar->shb= NULL; - } -} - - -static int firstreadshadbuf(ShadBuf *shb, ShadSampleBuf *shsample, int **rz, int xs, int ys, int nr) -{ - /* return a 1 if fully compressed shadbuf-tile && z==const */ - int ofs; - const char *ct; - - if (shsample->deepbuf) - return 0; - - /* always test borders of shadowbuffer */ - if (xs<0) xs= 0; else if (xs>=shb->size) xs= shb->size-1; - if (ys<0) ys= 0; else if (ys>=shb->size) ys= shb->size-1; - - /* calc z */ - ofs= (ys>>4)*(shb->size>>4) + (xs>>4); - ct= shsample->cbuf+ofs; - if (*ct==0) { - if (nr==0) { - *rz= *( (int **)(shsample->zbuf+ofs) ); - return 1; - } - else if (*rz!= *( (int **)(shsample->zbuf+ofs) )) return 0; - - return 1; - } - - return 0; -} - -static float readdeepvisibility(DeepSample *dsample, int tot, int z, int bias, float *biast) -{ - DeepSample *ds, *prevds; - float t; - int a; - - /* tricky stuff here; we use ints which can overflow easily with bias values */ - - ds= dsample; - for (a=0; a ds->z); a++, ds++) {} - - if (a == tot) { - if (biast) - *biast= 0.0f; - return (ds-1)->v; /* completely behind all samples */ - } - - /* check if this read needs bias blending */ - if (biast) { - if (z > ds->z) - *biast= (float)(z - ds->z)/(float)bias; - else - *biast= 0.0f; - } - - if (a == 0) - return 1.0f; /* completely in front of all samples */ - - /* converting to float early here because ds->z - prevds->z can overflow */ - prevds= ds-1; - t= ((float)(z-bias) - (float)prevds->z)/((float)ds->z - (float)prevds->z); - return t*ds->v + (1.0f-t)*prevds->v; -} - -static float readdeepshadowbuf(ShadBuf *shb, ShadSampleBuf *shsample, int bias, int xs, int ys, int zs) -{ - float v, biasv, biast; - int ofs, tot; - - if (zs < - 0x7FFFFE00 + bias) - return 1.0; /* extreme close to clipstart */ - - /* calc z */ - ofs= ys*shb->size + xs; - tot= shsample->totbuf[ofs]; - if (tot == 0) - return 1.0f; - - v= readdeepvisibility(shsample->deepbuf[ofs], tot, zs, bias, &biast); - - if (biast != 0.0f) { - /* in soft bias area */ - biasv = readdeepvisibility(shsample->deepbuf[ofs], tot, zs, 0, NULL); - - biast= biast*biast; - return (1.0f-biast)*v + biast*biasv; - } - - return v; -} - -/* return 1.0 : fully in light */ -static float readshadowbuf(ShadBuf *shb, ShadSampleBuf *shsample, int bias, int xs, int ys, int zs) -{ - float temp; - int *rz, ofs; - int zsamp=0; - char *ct, *cz; - - /* simpleclip */ - /* if (xs<0 || ys<0) return 1.0; */ - /* if (xs>=shb->size || ys>=shb->size) return 1.0; */ - - /* always test borders of shadowbuffer */ - if (xs<0) xs= 0; else if (xs>=shb->size) xs= shb->size-1; - if (ys<0) ys= 0; else if (ys>=shb->size) ys= shb->size-1; - - if (shsample->deepbuf) - return readdeepshadowbuf(shb, shsample, bias, xs, ys, zs); - - /* calc z */ - ofs= (ys>>4)*(shb->size>>4) + (xs>>4); - ct= shsample->cbuf+ofs; - rz= *( (int **)(shsample->zbuf+ofs) ); - - if (*ct==3) { - ct= ((char *)rz)+3*16*(ys & 15)+3*(xs & 15); - cz= (char *)&zsamp; - cz[ACOMP]= ct[0]; - cz[BCOMP]= ct[1]; - cz[GCOMP]= ct[2]; - } - else if (*ct==2) { - ct= ((char *)rz); - ct+= 4+2*16*(ys & 15)+2*(xs & 15); - zsamp= *rz; - - cz= (char *)&zsamp; - cz[BCOMP]= ct[0]; - cz[GCOMP]= ct[1]; - } - else if (*ct==1) { - ct= ((char *)rz); - ct+= 4+16*(ys & 15)+(xs & 15); - zsamp= *rz; - - cz= (char *)&zsamp; - cz[GCOMP]= ct[0]; - - } - else { - /* got warning on this for 64 bits.... */ - /* but it's working code! in this case rz is not a pointer but zvalue (ton) */ - zsamp= GET_INT_FROM_POINTER(rz); - } - - /* tricky stuff here; we use ints which can overflow easily with bias values */ - - if (zsamp > zs) return 1.0; /* absolute no shadow */ - else if (zs < - 0x7FFFFE00 + bias) return 1.0; /* extreme close to clipstart */ - else if (zsamp < zs-bias) return 0.0; /* absolute in shadow */ - else { /* soft area */ - - temp= ( (float)(zs- zsamp) )/(float)bias; - return 1.0f - temp*temp; - - } -} - -static void shadowbuf_project_co(float *x, float *y, float *z, ShadBuf *shb, const float co[3]) -{ - float hco[4], size= 0.5f*(float)shb->size; - - copy_v3_v3(hco, co); - hco[3]= 1.0f; - - mul_m4_v4(shb->persmat, hco); - - *x= size*(1.0f+hco[0]/hco[3]); - *y= size*(1.0f+hco[1]/hco[3]); - if (z) *z= (hco[2]/hco[3]); -} - -/* the externally called shadow testing (reading) function */ -/* return 1.0: no shadow at all */ -float testshadowbuf(Render *re, ShadBuf *shb, const float co[3], const float dxco[3], const float dyco[3], float inp, float mat_bias) -{ - ShadSampleBuf *shsample; - float fac, dco[3], dx[3], dy[3], shadfac=0.0f; - float xs1, ys1, zs1, *jit, *weight, xres, yres, biasf; - int xs, ys, zs, bias, *rz; - short a, num; - - /* crash preventer */ - if (shb->buffers.first==NULL) - return 1.0f; - - /* when facing away, assume fully in shadow */ - if (inp <= 0.0f) - return 0.0f; - - /* project coordinate to pixel space */ - shadowbuf_project_co(&xs1, &ys1, &zs1, shb, co); - - /* clip z coordinate, z is projected so that (-1.0, 1.0) matches - * (clipstart, clipend), so we can do this simple test */ - if (zs1>=1.0f) - return 0.0f; - else if (zs1<= -1.0f) - return 1.0f; - - zs= ((float)0x7FFFFFFF)*zs1; - - /* take num*num samples, increase area with fac */ - num= get_render_shadow_samples(&re->r, shb->samp); - num= num*num; - fac= shb->soft; - - /* compute z bias */ - if (mat_bias!=0.0f) biasf= shb->bias*mat_bias; - else biasf= shb->bias; - /* with inp==1.0, bias is half the size. correction value was 1.1, giving errors - * on cube edges, with one side being almost frontal lighted (ton) */ - bias= (1.5f-inp*inp)*biasf; - - /* in case of no filtering we can do things simpler */ - if (num==1) { - for (shsample= shb->buffers.first; shsample; shsample= shsample->next) - shadfac += readshadowbuf(shb, shsample, bias, (int)xs1, (int)ys1, zs); - - return shadfac/(float)shb->totbuf; - } - - /* calculate filter size */ - add_v3_v3v3(dco, co, dxco); - shadowbuf_project_co(&dx[0], &dx[1], NULL, shb, dco); - dx[0]= xs1 - dx[0]; - dx[1]= ys1 - dx[1]; - - add_v3_v3v3(dco, co, dyco); - shadowbuf_project_co(&dy[0], &dy[1], NULL, shb, dco); - dy[0]= xs1 - dy[0]; - dy[1]= ys1 - dy[1]; - - xres = fac * (fabsf(dx[0]) + fabsf(dy[0])); - yres = fac * (fabsf(dx[1]) + fabsf(dy[1])); - if (xres<1.0f) xres= 1.0f; - if (yres<1.0f) yres= 1.0f; - - /* make xs1/xs1 corner of sample area */ - xs1 -= xres*0.5f; - ys1 -= yres*0.5f; - - /* in case we have a constant value in a tile, we can do quicker lookup */ - if (xres<16.0f && yres<16.0f) { - shsample= shb->buffers.first; - if (firstreadshadbuf(shb, shsample, &rz, (int)xs1, (int)ys1, 0)) { - if (firstreadshadbuf(shb, shsample, &rz, (int)(xs1+xres), (int)ys1, 1)) { - if (firstreadshadbuf(shb, shsample, &rz, (int)xs1, (int)(ys1+yres), 1)) { - if (firstreadshadbuf(shb, shsample, &rz, (int)(xs1+xres), (int)(ys1+yres), 1)) { - return readshadowbuf(shb, shsample, bias, (int)xs1, (int)ys1, zs); - } - } - } - } - } - - /* full jittered shadow buffer lookup */ - for (shsample= shb->buffers.first; shsample; shsample= shsample->next) { - jit= shb->jit; - weight= shb->weight; - - for (a=num; a>0; a--, jit+=2, weight++) { - /* instead of jit i tried random: ugly! */ - /* note: the plus 0.5 gives best sampling results, jit goes from -0.5 to 0.5 */ - /* xs1 and ys1 are already corrected to be corner of sample area */ - xs= xs1 + xres*(jit[0] + 0.5f); - ys= ys1 + yres*(jit[1] + 0.5f); - - shadfac+= *weight * readshadowbuf(shb, shsample, bias, xs, ys, zs); - } - } - - /* Renormalizes for the sample number: */ - return shadfac/(float)shb->totbuf; -} - -/* different function... sampling behind clipend can be LIGHT, bias is negative! */ -/* return: light */ -static float readshadowbuf_halo(ShadBuf *shb, ShadSampleBuf *shsample, int xs, int ys, int zs) -{ - float temp; - int *rz, ofs; - int bias, zbias, zsamp; - char *ct, *cz; - - /* negative! The other side is more important */ - bias= -shb->bias; - - /* simpleclip */ - if (xs<0 || ys<0) return 0.0; - if (xs>=shb->size || ys>=shb->size) return 0.0; - - /* calc z */ - ofs= (ys>>4)*(shb->size>>4) + (xs>>4); - ct= shsample->cbuf+ofs; - rz= *( (int **)(shsample->zbuf+ofs) ); - - if (*ct==3) { - ct= ((char *)rz)+3*16*(ys & 15)+3*(xs & 15); - cz= (char *)&zsamp; - zsamp= 0; - cz[ACOMP]= ct[0]; - cz[BCOMP]= ct[1]; - cz[GCOMP]= ct[2]; - } - else if (*ct==2) { - ct= ((char *)rz); - ct+= 4+2*16*(ys & 15)+2*(xs & 15); - zsamp= *rz; - - cz= (char *)&zsamp; - cz[BCOMP]= ct[0]; - cz[GCOMP]= ct[1]; - } - else if (*ct==1) { - ct= ((char *)rz); - ct+= 4+16*(ys & 15)+(xs & 15); - zsamp= *rz; - - cz= (char *)&zsamp; - cz[GCOMP]= ct[0]; - - } - else { - /* same as before */ - /* still working code! (ton) */ - zsamp= GET_INT_FROM_POINTER(rz); - } - - /* NO schadow when sampled at 'eternal' distance */ - - if (zsamp >= 0x7FFFFE00) return 1.0; - - if (zsamp > zs) return 1.0; /* absolute no shadww */ - else { - /* bias is negative, so the (zs-bias) can be beyond 0x7fffffff */ - zbias= 0x7fffffff - zs; - if (zbias > -bias) { - if ( zsamp < zs-bias) return 0.0; /* absolute in shadow */ - } - else return 0.0; /* absolute shadow */ - } - - /* soft area */ - - temp= ( (float)(zs- zsamp) )/(float)bias; - return 1.0f - temp*temp; -} - - -float shadow_halo(LampRen *lar, const float p1[3], const float p2[3]) -{ - /* p1 p2 already are rotated in spot-space */ - ShadBuf *shb= lar->shb; - ShadSampleBuf *shsample; - float co[4], siz; - float lambda, lambda_o, lambda_x, lambda_y, ldx, ldy; - float zf, xf1, yf1, zf1, xf2, yf2, zf2; - float count, lightcount; - int x, y, z, xs1, ys1; - int dx = 0, dy = 0; - - siz= 0.5f*(float)shb->size; - - co[0]= p1[0]; - co[1]= p1[1]; - co[2]= p1[2]/lar->sh_zfac; - co[3]= 1.0; - mul_m4_v4(shb->winmat, co); /* rational hom co */ - xf1= siz*(1.0f+co[0]/co[3]); - yf1= siz*(1.0f+co[1]/co[3]); - zf1= (co[2]/co[3]); - - - co[0]= p2[0]; - co[1]= p2[1]; - co[2]= p2[2]/lar->sh_zfac; - co[3]= 1.0; - mul_m4_v4(shb->winmat, co); /* rational hom co */ - xf2= siz*(1.0f+co[0]/co[3]); - yf2= siz*(1.0f+co[1]/co[3]); - zf2= (co[2]/co[3]); - - /* the 2dda (a pixel line formula) */ - - xs1= (int)xf1; - ys1= (int)yf1; - - if (xf1 != xf2) { - if (xf2-xf1 > 0.0f) { - lambda_x= (xf1-xs1-1.0f)/(xf1-xf2); - ldx= -shb->shadhalostep/(xf1-xf2); - dx= shb->shadhalostep; - } - else { - lambda_x= (xf1-xs1)/(xf1-xf2); - ldx= shb->shadhalostep/(xf1-xf2); - dx= -shb->shadhalostep; - } - } - else { - lambda_x= 1.0; - ldx= 0.0; - } - - if (yf1 != yf2) { - if (yf2-yf1 > 0.0f) { - lambda_y= (yf1-ys1-1.0f)/(yf1-yf2); - ldy= -shb->shadhalostep/(yf1-yf2); - dy= shb->shadhalostep; - } - else { - lambda_y= (yf1-ys1)/(yf1-yf2); - ldy= shb->shadhalostep/(yf1-yf2); - dy= -shb->shadhalostep; - } - } - else { - lambda_y= 1.0; - ldy= 0.0; - } - - x= xs1; - y= ys1; - lambda= count= lightcount= 0.0; - -/* printf("start %x %x \n", (int)(0x7FFFFFFF*zf1), (int)(0x7FFFFFFF*zf2)); */ - - do { - lambda_o= lambda; - - if (lambda_x==lambda_y) { - lambda_x+= ldx; - x+= dx; - lambda_y+= ldy; - y+= dy; - } - else { - if (lambda_xtotbuf; - - if (zf<= -1.0f) lightcount += 1.0f; /* close to the spot */ - else { - - /* make sure, behind the clipend we extend halolines. */ - if (zf>=1.0f) z= 0x7FFFF000; - else z= (int)(0x7FFFF000*zf); - - for (shsample= shb->buffers.first; shsample; shsample= shsample->next) - lightcount+= readshadowbuf_halo(shb, shsample, x, y, z); - - } - } - while (lambda < 1.0f); - - if (count!=0.0f) return (lightcount/count); - return 0.0f; - -} - - -/* ********************* Irregular Shadow Buffer (ISB) ************* */ -/* ********** storage of all view samples in a raster of lists ***** */ - -/* based on several articles describing this method, like: - * The Irregular Z-Buffer and its Application to Shadow Mapping - * Gregory S. Johnson - William R. Mark - Christopher A. Burns - * and - * Alias-Free Shadow Maps - * Timo Aila and Samuli Laine - */ - -/* bsp structure (actually kd tree) */ - -#define BSPMAX_SAMPLE 128 -#define BSPMAX_DEPTH 32 - -/* aligned with struct rctf */ -typedef struct Boxf { - float xmin, xmax; - float ymin, ymax; - float zmin, zmax; -} Boxf; - -typedef struct ISBBranch { - struct ISBBranch *left, *right; - float divider[2]; - Boxf box; - short totsamp, index, full, unused; - ISBSample **samples; -} ISBBranch; - -typedef struct BSPFace { - Boxf box; - const float *v1, *v2, *v3, *v4; - int obi; /* object for face lookup */ - int facenr; /* index to retrieve VlakRen */ - int type; /* only for strand now */ - short shad_alpha, is_full; - - /* strand caching data, optimize for point_behind_strand() */ - float radline, radline_end, len; - float vec1[3], vec2[3], rc[3]; -} BSPFace; - -/* boxes are in lamp projection */ -static void init_box(Boxf *box) -{ - box->xmin = 1000000.0f; - box->xmax = 0; - box->ymin = 1000000.0f; - box->ymax = 0; - box->zmin= 0x7FFFFFFF; - box->zmax= - 0x7FFFFFFF; -} - -/* use v1 to calculate boundbox */ -static void bound_boxf(Boxf *box, const float v1[3]) -{ - if (v1[0] < box->xmin) box->xmin = v1[0]; - if (v1[0] > box->xmax) box->xmax = v1[0]; - if (v1[1] < box->ymin) box->ymin = v1[1]; - if (v1[1] > box->ymax) box->ymax = v1[1]; - if (v1[2] < box->zmin) box->zmin= v1[2]; - if (v1[2] > box->zmax) box->zmax= v1[2]; -} - -/* use v1 to calculate boundbox */ -static void bound_rectf(rctf *box, const float v1[2]) -{ - if (v1[0] < box->xmin) box->xmin = v1[0]; - if (v1[0] > box->xmax) box->xmax = v1[0]; - if (v1[1] < box->ymin) box->ymin = v1[1]; - if (v1[1] > box->ymax) box->ymax = v1[1]; -} - - -/* halfway splitting, for initializing a more regular tree */ -static void isb_bsp_split_init(ISBBranch *root, MemArena *mem, int level) -{ - - /* if level > 0 we create new branches and go deeper */ - if (level > 0) { - ISBBranch *left, *right; - int i; - - /* splitpoint */ - root->divider[0]= 0.5f*(root->box.xmin+root->box.xmax); - root->divider[1]= 0.5f*(root->box.ymin+root->box.ymax); - - /* find best splitpoint */ - if (RCT_SIZE_X(&root->box) > RCT_SIZE_Y(&root->box)) - i = root->index = 0; - else - i = root->index = 1; - - left= root->left= BLI_memarena_alloc(mem, sizeof(ISBBranch)); - right= root->right= BLI_memarena_alloc(mem, sizeof(ISBBranch)); - - /* box info */ - left->box= root->box; - right->box= root->box; - if (i==0) { - left->box.xmax = root->divider[0]; - right->box.xmin = root->divider[0]; - } - else { - left->box.ymax = root->divider[1]; - right->box.ymin = root->divider[1]; - } - isb_bsp_split_init(left, mem, level-1); - isb_bsp_split_init(right, mem, level-1); - } - else { - /* we add sample array */ - root->samples= BLI_memarena_alloc(mem, BSPMAX_SAMPLE*sizeof(void *)); - } -} - -/* note; if all samples on same location we just spread them over 2 new branches */ -static void isb_bsp_split(ISBBranch *root, MemArena *mem) -{ - ISBBranch *left, *right; - ISBSample *samples[BSPMAX_SAMPLE]; - int a, i; - - /* splitpoint */ - root->divider[0]= root->divider[1]= 0.0f; - for (a=BSPMAX_SAMPLE-1; a>=0; a--) { - root->divider[0]+= root->samples[a]->zco[0]; - root->divider[1]+= root->samples[a]->zco[1]; - } - root->divider[0]/= BSPMAX_SAMPLE; - root->divider[1]/= BSPMAX_SAMPLE; - - /* find best splitpoint */ - if (RCT_SIZE_X(&root->box) > RCT_SIZE_Y(&root->box)) - i = root->index = 0; - else - i = root->index = 1; - - /* new branches */ - left= root->left= BLI_memarena_alloc(mem, sizeof(ISBBranch)); - right= root->right= BLI_memarena_alloc(mem, sizeof(ISBBranch)); - - /* new sample array */ - left->samples = BLI_memarena_alloc(mem, BSPMAX_SAMPLE*sizeof(void *)); - right->samples = samples; /* tmp */ - - /* split samples */ - for (a=BSPMAX_SAMPLE-1; a>=0; a--) { - int comp= 0; - /* this prevents adding samples all to 1 branch when divider is equal to samples */ - if (root->samples[a]->zco[i] == root->divider[i]) - comp= a & 1; - else if (root->samples[a]->zco[i] < root->divider[i]) - comp= 1; - - if (comp==1) { - left->samples[left->totsamp]= root->samples[a]; - left->totsamp++; - } - else { - right->samples[right->totsamp]= root->samples[a]; - right->totsamp++; - } - } - - /* copy samples from tmp */ - memcpy(root->samples, samples, right->totsamp*(sizeof(void *))); - right->samples= root->samples; - root->samples= NULL; - - /* box info */ - left->box= root->box; - right->box= root->box; - if (i==0) { - left->box.xmax = root->divider[0]; - right->box.xmin = root->divider[0]; - } - else { - left->box.ymax = root->divider[1]; - right->box.ymin = root->divider[1]; - } -} - -/* inserts sample in main tree, also splits on threshold */ -/* returns 1 if error */ -static int isb_bsp_insert(ISBBranch *root, MemArena *memarena, ISBSample *sample) -{ - ISBBranch *bspn= root; - const float *zco= sample->zco; - int i= 0; - - /* debug counter, also used to check if something was filled in ever */ - root->totsamp++; - - /* going over branches until last one found */ - while (bspn->left) { - if (zco[bspn->index] <= bspn->divider[bspn->index]) - bspn= bspn->left; - else - bspn= bspn->right; - i++; - } - /* bspn now is the last branch */ - - if (bspn->totsamp==BSPMAX_SAMPLE) { - printf("error in bsp branch\n"); /* only for debug, cannot happen */ - return 1; - } - - /* insert */ - bspn->samples[bspn->totsamp]= sample; - bspn->totsamp++; - - /* split if allowed and needed */ - if (bspn->totsamp==BSPMAX_SAMPLE) { - if (i==BSPMAX_DEPTH) { - bspn->totsamp--; /* stop filling in... will give errors */ - return 1; - } - isb_bsp_split(bspn, memarena); - } - return 0; -} - -/* initialize vars in face, for optimal point-in-face test */ -static void bspface_init_strand(BSPFace *face) -{ - - face->radline= 0.5f* len_v2v2(face->v1, face->v2); - - mid_v3_v3v3(face->vec1, face->v1, face->v2); - if (face->v4) - mid_v3_v3v3(face->vec2, face->v3, face->v4); - else - copy_v3_v3(face->vec2, face->v3); - - face->rc[0]= face->vec2[0]-face->vec1[0]; - face->rc[1]= face->vec2[1]-face->vec1[1]; - face->rc[2]= face->vec2[2]-face->vec1[2]; - - face->len= face->rc[0]*face->rc[0]+ face->rc[1]*face->rc[1]; - - if (face->len != 0.0f) { - face->radline_end = face->radline / sqrtf(face->len); - face->len = 1.0f / face->len; - } -} - -/* brought back to a simple 2d case */ -static int point_behind_strand(const float p[3], BSPFace *face) -{ - /* v1 - v2 is radius, v1 - v3 length */ - float dist, rc[2], pt[2]; - - /* using code from dist_to_line_segment_v2(), distance vec to line-piece */ - - if (face->len==0.0f) { - rc[0]= p[0]-face->vec1[0]; - rc[1]= p[1]-face->vec1[1]; - dist = len_v2(rc); - - if (dist < face->radline) - return 1; - } - else { - float lambda= ( face->rc[0]*(p[0]-face->vec1[0]) + face->rc[1]*(p[1]-face->vec1[1]) )*face->len; - - if (lambda > -face->radline_end && lambda < 1.0f+face->radline_end) { - /* hesse for dist: */ - //dist= (float)(fabs( (p[0]-vec2[0])*rc[1] + (p[1]-vec2[1])*rc[0])/len); - - pt[0]= lambda*face->rc[0]+face->vec1[0]; - pt[1]= lambda*face->rc[1]+face->vec1[1]; - - rc[0]= pt[0]-p[0]; - rc[1]= pt[1]-p[1]; - dist = len_v2(rc); - - if (dist < face->radline) { - float zval= face->vec1[2] + lambda*face->rc[2]; - if (p[2] > zval) - return 1; - } - } - } - return 0; -} - - -/* return 1 if inside. code derived from src/parametrizer.c */ -static int point_behind_tria2d(const float p[3], const float v1[3], const float v2[3], const float v3[3]) -{ - float a[2], c[2], h[2], div; - float u, v; - - a[0] = v2[0] - v1[0]; - a[1] = v2[1] - v1[1]; - c[0] = v3[0] - v1[0]; - c[1] = v3[1] - v1[1]; - - div = a[0]*c[1] - a[1]*c[0]; - if (div==0.0f) - return 0; - - h[0] = p[0] - v1[0]; - h[1] = p[1] - v1[1]; - - div = 1.0f/div; - - u = (h[0]*c[1] - h[1]*c[0])*div; - if (u >= 0.0f) { - v = (a[0]*h[1] - a[1]*h[0])*div; - if (v >= 0.0f) { - if ( u + v <= 1.0f) { - /* inside, now check if point p is behind */ - float z= (1.0f-u-v)*v1[2] + u*v2[2] + v*v3[2]; - if (z <= p[2]) - return 1; - } - } - } - - return 0; -} - -#if 0 -/* tested these calls, but it gives inaccuracy, 'side' cannot be found reliably using v3 */ - -/* check if line v1-v2 has all rect points on other side of point v3 */ -static int rect_outside_line(rctf *rect, const float v1[3], const float v2[3], const float v3[3]) -{ - float a, b, c; - int side; - - /* line formula for v1-v2 */ - a= v2[1]-v1[1]; - b= v1[0]-v2[0]; - c= -a*v1[0] - b*v1[1]; - side= a*v3[0] + b*v3[1] + c < 0.0f; - - /* the four quad points */ - if ( side==(rect->xmin*a + rect->ymin*b + c >= 0.0f) ) - if ( side==(rect->xmax*a + rect->ymin*b + c >= 0.0f) ) - if ( side==(rect->xmax*a + rect->ymax*b + c >= 0.0f) ) - if ( side==(rect->xmin*a + rect->ymax*b + c >= 0.0f) ) - return 1; - return 0; -} - -/* check if one of the triangle edges separates all rect points on 1 side */ -static int rect_isect_tria(rctf *rect, const float v1[3], const float v2[3], const float v3[3]) -{ - if (rect_outside_line(rect, v1, v2, v3)) - return 0; - if (rect_outside_line(rect, v2, v3, v1)) - return 0; - if (rect_outside_line(rect, v3, v1, v2)) - return 0; - return 1; -} -#endif - -/* if face overlaps a branch, it executes func. recursive */ -static void isb_bsp_face_inside(ISBBranch *bspn, BSPFace *face) -{ - - /* are we descending? */ - if (bspn->left) { - /* hrmf, the box struct cannot be addressed with index */ - if (bspn->index==0) { - if (face->box.xmin <= bspn->divider[0]) - isb_bsp_face_inside(bspn->left, face); - if (face->box.xmax > bspn->divider[0]) - isb_bsp_face_inside(bspn->right, face); - } - else { - if (face->box.ymin <= bspn->divider[1]) - isb_bsp_face_inside(bspn->left, face); - if (face->box.ymax > bspn->divider[1]) - isb_bsp_face_inside(bspn->right, face); - } - } - else { - /* else: end branch reached */ - int a; - - if (bspn->totsamp==0) return; - - /* check for nodes entirely in shadow, can be skipped */ - if (bspn->totsamp==bspn->full) - return; - - /* if bsp node is entirely in front of face, give up */ - if (bspn->box.zmax < face->box.zmin) - return; - - /* if face boundbox is outside of branch rect, give up */ - if (0==BLI_rctf_isect((rctf *)&face->box, (rctf *)&bspn->box, NULL)) - return; - - /* test all points inside branch */ - for (a=bspn->totsamp-1; a>=0; a--) { - ISBSample *samp= bspn->samples[a]; - - if ((samp->facenr!=face->facenr || samp->obi!=face->obi) && samp->shadfac) { - if (face->box.zmin < samp->zco[2]) { - if (BLI_rctf_isect_pt_v((rctf *)&face->box, samp->zco)) { - int inshadow= 0; - - if (face->type) { - if (point_behind_strand(samp->zco, face)) - inshadow= 1; - } - else if ( point_behind_tria2d(samp->zco, face->v1, face->v2, face->v3)) - inshadow= 1; - else if (face->v4 && point_behind_tria2d(samp->zco, face->v1, face->v3, face->v4)) - inshadow= 1; - - if (inshadow) { - *(samp->shadfac) += face->shad_alpha; - /* optimize; is_full means shad_alpha==4096 */ - if (*(samp->shadfac) >= 4096 || face->is_full) { - bspn->full++; - samp->shadfac= NULL; - } - } - } - } - } - } - } -} - -/* based on available samples, recalculate the bounding box for bsp nodes, recursive */ -static void isb_bsp_recalc_box(ISBBranch *root) -{ - if (root->left) { - isb_bsp_recalc_box(root->left); - isb_bsp_recalc_box(root->right); - } - else if (root->totsamp) { - int a; - - init_box(&root->box); - for (a=root->totsamp-1; a>=0; a--) - bound_boxf(&root->box, root->samples[a]->zco); - } -} - -/* callback function for zbuf clip */ -static void isb_bsp_test_strand(ZSpan *zspan, int obi, int zvlnr, - const float *v1, const float *v2, const float *v3, const float *v4) -{ - BSPFace face; - - face.v1= v1; - face.v2= v2; - face.v3= v3; - face.v4= v4; - face.obi= obi; - face.facenr= zvlnr & ~RE_QUAD_OFFS; - face.type= R_STRAND; - if (R.osa) - face.shad_alpha= (short)ceil(4096.0f*zspan->shad_alpha/(float)R.osa); - else - face.shad_alpha= (short)ceil(4096.0f*zspan->shad_alpha); - - face.is_full= (zspan->shad_alpha==1.0f); - - /* setup boundbox */ - init_box(&face.box); - bound_boxf(&face.box, v1); - bound_boxf(&face.box, v2); - bound_boxf(&face.box, v3); - if (v4) - bound_boxf(&face.box, v4); - - /* optimize values */ - bspface_init_strand(&face); - - isb_bsp_face_inside((ISBBranch *)zspan->rectz, &face); - -} - -/* callback function for zbuf clip */ -static void isb_bsp_test_face(ZSpan *zspan, int obi, int zvlnr, - const float *v1, const float *v2, const float *v3, const float *v4) -{ - BSPFace face; - - face.v1= v1; - face.v2= v2; - face.v3= v3; - face.v4= v4; - face.obi= obi; - face.facenr= zvlnr & ~RE_QUAD_OFFS; - face.type= 0; - if (R.osa) - face.shad_alpha= (short)ceil(4096.0f*zspan->shad_alpha/(float)R.osa); - else - face.shad_alpha= (short)ceil(4096.0f*zspan->shad_alpha); - - face.is_full= (zspan->shad_alpha==1.0f); - - /* setup boundbox */ - init_box(&face.box); - bound_boxf(&face.box, v1); - bound_boxf(&face.box, v2); - bound_boxf(&face.box, v3); - if (v4) - bound_boxf(&face.box, v4); - - isb_bsp_face_inside((ISBBranch *)zspan->rectz, &face); -} - -static int testclip_minmax(const float ho[4], const float minmax[4]) -{ - float wco= ho[3]; - int flag= 0; - - if ( ho[0] > minmax[1]*wco) flag = 1; - else if ( ho[0]< minmax[0]*wco) flag = 2; - - if ( ho[1] > minmax[3]*wco) flag |= 4; - else if ( ho[1]< minmax[2]*wco) flag |= 8; - - return flag; -} - -/* main loop going over all faces and check in bsp overlaps, fill in shadfac values */ -static void isb_bsp_fillfaces(Render *re, LampRen *lar, ISBBranch *root) -{ - ObjectInstanceRen *obi; - ObjectRen *obr; - ShadBuf *shb= lar->shb; - ZSpan zspan, zspanstrand; - VlakRen *vlr= NULL; - Material *ma= NULL; - float minmaxf[4], winmat[4][4]; - int size= shb->size; - int i, a, ok=1, lay= -1; - - /* further optimize, also sets minz maxz */ - isb_bsp_recalc_box(root); - - /* extra clipping for minmax */ - minmaxf[0]= (2.0f*root->box.xmin - size-2.0f)/size; - minmaxf[1]= (2.0f*root->box.xmax - size+2.0f)/size; - minmaxf[2]= (2.0f*root->box.ymin - size-2.0f)/size; - minmaxf[3]= (2.0f*root->box.ymax - size+2.0f)/size; - - if (lar->mode & (LA_LAYER|LA_LAYER_SHADOW)) lay= lar->lay; - - /* (ab)use zspan, since we use zbuffer clipping code */ - zbuf_alloc_span(&zspan, size, size, re->clipcrop); - - zspan.zmulx= ((float)size)/2.0f; - zspan.zmuly= ((float)size)/2.0f; - zspan.zofsx= -0.5f; - zspan.zofsy= -0.5f; - - /* pass on bsp root to zspan */ - zspan.rectz= (int *)root; - - /* filling methods */ - zspanstrand= zspan; - // zspan.zbuflinefunc= zbufline_onlyZ; - zspan.zbuffunc= isb_bsp_test_face; - zspanstrand.zbuffunc= isb_bsp_test_strand; - - for (i=0, obi=re->instancetable.first; obi; i++, obi=obi->next) { - obr= obi->obr; - - if (obi->flag & R_TRANSFORMED) - mul_m4_m4m4(winmat, shb->persmat, obi->mat); - else - copy_m4_m4(winmat, shb->persmat); - - for (a=0; atotvlak; a++) { - - if ((a & 255)==0) vlr= obr->vlaknodes[a>>8].vlak; - else vlr++; - - /* note, these conditions are copied in shadowbuf_autoclip() */ - if (vlr->mat!= ma) { - ma= vlr->mat; - ok= 1; - if ((ma->mode2 & MA_CASTSHADOW)==0 || (ma->mode & MA_SHADBUF)==0) ok= 0; - if (ma->material_type == MA_TYPE_WIRE) ok= 0; - zspanstrand.shad_alpha= zspan.shad_alpha= ma->shad_alpha; - } - - if (ok && (obi->lay & lay)) { - float hoco[4][4]; - int c1, c2, c3, c4=0; - int d1, d2, d3, d4=0; - int partclip; - - /* create hocos per face, it is while render */ - projectvert(vlr->v1->co, winmat, hoco[0]); d1= testclip_minmax(hoco[0], minmaxf); - projectvert(vlr->v2->co, winmat, hoco[1]); d2= testclip_minmax(hoco[1], minmaxf); - projectvert(vlr->v3->co, winmat, hoco[2]); d3= testclip_minmax(hoco[2], minmaxf); - if (vlr->v4) { - projectvert(vlr->v4->co, winmat, hoco[3]); d4= testclip_minmax(hoco[3], minmaxf); - } - - /* minmax clipping */ - if (vlr->v4) partclip= d1 & d2 & d3 & d4; - else partclip= d1 & d2 & d3; - - if (partclip==0) { - - /* window clipping */ - c1= testclip(hoco[0]); - c2= testclip(hoco[1]); - c3= testclip(hoco[2]); - if (vlr->v4) - c4= testclip(hoco[3]); - - /* ***** NO WIRE YET */ - if (ma->material_type == MA_TYPE_WIRE) { - if (vlr->v4) - zbufclipwire(&zspan, i, a+1, vlr->ec, hoco[0], hoco[1], hoco[2], hoco[3], c1, c2, c3, c4); - else - zbufclipwire(&zspan, i, a+1, vlr->ec, hoco[0], hoco[1], hoco[2], NULL, c1, c2, c3, 0); - } - else if (vlr->v4) { - if (vlr->flag & R_STRAND) - zbufclip4(&zspanstrand, i, a+1, hoco[0], hoco[1], hoco[2], hoco[3], c1, c2, c3, c4); - else - zbufclip4(&zspan, i, a+1, hoco[0], hoco[1], hoco[2], hoco[3], c1, c2, c3, c4); - } - else - zbufclip(&zspan, i, a+1, hoco[0], hoco[1], hoco[2], c1, c2, c3); - - } - } - } - } - - zbuf_free_span(&zspan); -} - -/* returns 1 when the viewpixel is visible in lampbuffer */ -static int viewpixel_to_lampbuf(ShadBuf *shb, ObjectInstanceRen *obi, VlakRen *vlr, float x, float y, float co_r[3]) -{ - float hoco[4], v1[3], nor[3]; - float dface, fac, siz; - - RE_vlakren_get_normal(&R, obi, vlr, nor); - copy_v3_v3(v1, vlr->v1->co); - if (obi->flag & R_TRANSFORMED) - mul_m4_v3(obi->mat, v1); - - /* from shadepixel() */ - dface = dot_v3v3(v1, nor); - hoco[3]= 1.0f; - - /* ortho viewplane cannot intersect using view vector originating in (0, 0, 0) */ - if (R.r.mode & R_ORTHO) { - /* x and y 3d coordinate can be derived from pixel coord and winmat */ - float fx= 2.0f/(R.winx*R.winmat[0][0]); - float fy= 2.0f/(R.winy*R.winmat[1][1]); - - hoco[0]= (x - 0.5f*R.winx)*fx - R.winmat[3][0]/R.winmat[0][0]; - hoco[1]= (y - 0.5f*R.winy)*fy - R.winmat[3][1]/R.winmat[1][1]; - - /* using a*x + b*y + c*z = d equation, (a b c) is normal */ - if (nor[2]!=0.0f) - hoco[2]= (dface - nor[0]*hoco[0] - nor[1]*hoco[1])/nor[2]; - else - hoco[2]= 0.0f; - } - else { - float div, view[3]; - - calc_view_vector(view, x, y); - - div = dot_v3v3(nor, view); - if (div==0.0f) - return 0; - - fac= dface/div; - - hoco[0]= fac*view[0]; - hoco[1]= fac*view[1]; - hoco[2]= fac*view[2]; - } - - /* move 3d vector to lampbuf */ - mul_m4_v4(shb->persmat, hoco); /* rational hom co */ - - /* clip We can test for -1.0/1.0 because of the properties of the - * coordinate transformations. */ - fac = fabsf(hoco[3]); - if (hoco[0]<-fac || hoco[0]>fac) - return 0; - if (hoco[1]<-fac || hoco[1]>fac) - return 0; - if (hoco[2]<-fac || hoco[2]>fac) - return 0; - - siz= 0.5f*(float)shb->size; - co_r[0]= siz*(1.0f+hoco[0]/hoco[3]) -0.5f; - co_r[1]= siz*(1.0f+hoco[1]/hoco[3]) -0.5f; - co_r[2]= ((float)0x7FFFFFFF)*(hoco[2]/hoco[3]); - - /* XXXX bias, much less than normal shadbuf, or do we need a constant? */ - co_r[2] -= 0.05f*shb->bias; - - return 1; -} - -/* storage of shadow results, solid osa and transp case */ -static void isb_add_shadfac(ISBShadfacA **isbsapp, MemArena *mem, int obi, int facenr, short shadfac, short samples) -{ - ISBShadfacA *new; - float shadfacf; - - /* in osa case, the samples were filled in with factor 1.0/R.osa. if fewer samples we have to correct */ - if (R.osa) - shadfacf= ((float)shadfac*R.osa)/(4096.0f*samples); - else - shadfacf= ((float)shadfac)/(4096.0f); - - new= BLI_memarena_alloc(mem, sizeof(ISBShadfacA)); - new->obi= obi; - new->facenr= facenr & ~RE_QUAD_OFFS; - new->shadfac= shadfacf; - if (*isbsapp) - new->next= (*isbsapp); - else - new->next= NULL; - - *isbsapp= new; -} - -/* adding samples, solid case */ -static int isb_add_samples(RenderPart *pa, ISBBranch *root, MemArena *memarena, ISBSample **samplebuf) -{ - int xi, yi, *xcos, *ycos; - int sample, bsp_err= 0; - - /* bsp split doesn't like to handle regular sequences */ - xcos= MEM_mallocN(pa->rectx*sizeof(int), "xcos"); - ycos= MEM_mallocN(pa->recty*sizeof(int), "ycos"); - for (xi=0; xirectx; xi++) - xcos[xi]= xi; - for (yi=0; yirecty; yi++) - ycos[yi]= yi; - BLI_array_randomize(xcos, sizeof(int), pa->rectx, 12345); - BLI_array_randomize(ycos, sizeof(int), pa->recty, 54321); - - for (sample=0; sample<(R.osa?R.osa:1); sample++) { - ISBSample *samp= samplebuf[sample], *samp1; - - for (yi=0; yirecty; yi++) { - int y= ycos[yi]; - for (xi=0; xirectx; xi++) { - int x= xcos[xi]; - samp1= samp + y*pa->rectx + x; - if (samp1->facenr) - bsp_err |= isb_bsp_insert(root, memarena, samp1); - } - if (bsp_err) break; - } - } - - MEM_freeN(xcos); - MEM_freeN(ycos); - - return bsp_err; -} - -/* solid version */ -/* lar->shb, pa->rectz and pa->rectp should exist */ -static void isb_make_buffer(RenderPart *pa, LampRen *lar) -{ - ShadBuf *shb= lar->shb; - ISBData *isbdata; - ISBSample *samp, *samplebuf[16]; /* should be RE_MAX_OSA */ - ISBBranch root; - MemArena *memarena; - intptr_t *rd; - int *recto, *rectp, x, y, sindex, sample, bsp_err=0; - - /* storage for shadow, per thread */ - isbdata= shb->isb_result[pa->thread]; - - /* to map the shi->xs and ys coordinate */ - isbdata->minx= pa->disprect.xmin; - isbdata->miny= pa->disprect.ymin; - isbdata->rectx= pa->rectx; - isbdata->recty= pa->recty; - - /* branches are added using memarena (32k branches) */ - memarena = BLI_memarena_new(0x8000 * sizeof(ISBBranch), "isb arena"); - BLI_memarena_use_calloc(memarena); - - /* samplebuf is in camera view space (pixels) */ - for (sample=0; sample<(R.osa?R.osa:1); sample++) - samplebuf[sample]= MEM_callocN(sizeof(ISBSample)*pa->rectx*pa->recty, "isb samplebuf"); - - /* for end result, ISBSamples point to this in non OSA case, otherwise to pixstruct->shadfac */ - if (R.osa==0) - isbdata->shadfacs= MEM_callocN(pa->rectx*pa->recty*sizeof(short), "isb shadfacs"); - - /* setup bsp root */ - memset(&root, 0, sizeof(ISBBranch)); - root.box.xmin = (float)shb->size; - root.box.ymin = (float)shb->size; - - /* create the sample buffers */ - for (sindex=0, y=0; yrecty; y++) { - for (x=0; xrectx; x++, sindex++) { - - /* this makes it a long function, but splitting it out would mean 10+ arguments */ - /* first check OSA case */ - if (R.osa) { - rd= pa->rectdaps + sindex; - if (*rd) { - float xs= (float)(x + pa->disprect.xmin); - float ys= (float)(y + pa->disprect.ymin); - - for (sample=0; samplemask & mask) - break; - ps= ps->next; - } - if (ps && ps->facenr>0) { - ObjectInstanceRen *obi= &R.objectinstance[ps->obi]; - ObjectRen *obr= obi->obr; - VlakRen *vlr= RE_findOrAddVlak(obr, (ps->facenr-1) & RE_QUAD_MASK); - - samp= samplebuf[sample] + sindex; - /* convert image plane pixel location to lamp buffer space */ - if (viewpixel_to_lampbuf(shb, obi, vlr, xs + R.jit[sample][0], ys + R.jit[sample][1], samp->zco)) { - samp->obi= ps->obi; - samp->facenr= ps->facenr & ~RE_QUAD_OFFS; - ps->shadfac= 0; - samp->shadfac= &ps->shadfac; - bound_rectf((rctf *)&root.box, samp->zco); - } - } - } - } - } - else { - rectp= pa->rectp + sindex; - recto= pa->recto + sindex; - if (*rectp>0) { - ObjectInstanceRen *obi= &R.objectinstance[*recto]; - ObjectRen *obr= obi->obr; - VlakRen *vlr= RE_findOrAddVlak(obr, (*rectp-1) & RE_QUAD_MASK); - float xs= (float)(x + pa->disprect.xmin); - float ys= (float)(y + pa->disprect.ymin); - - samp= samplebuf[0] + sindex; - /* convert image plane pixel location to lamp buffer space */ - if (viewpixel_to_lampbuf(shb, obi, vlr, xs, ys, samp->zco)) { - samp->obi= *recto; - samp->facenr= *rectp & ~RE_QUAD_OFFS; - samp->shadfac= isbdata->shadfacs + sindex; - bound_rectf((rctf *)&root.box, samp->zco); - } - } - } - } - } - - /* simple method to see if we have samples */ - if (root.box.xmin != (float)shb->size) { - /* now create a regular split, root.box has the initial bounding box of all pixels */ - /* split bsp 8 levels deep, in regular grid (16 x 16) */ - isb_bsp_split_init(&root, memarena, 8); - - /* insert all samples in BSP now */ - bsp_err= isb_add_samples(pa, &root, memarena, samplebuf); - - if (bsp_err==0) { - /* go over all faces and fill in shadow values */ - - isb_bsp_fillfaces(&R, lar, &root); /* shb->persmat should have been calculated */ - - /* copy shadow samples to persistent buffer, reduce memory overhead */ - if (R.osa) { - ISBShadfacA **isbsa= isbdata->shadfaca= MEM_callocN(pa->rectx*pa->recty*sizeof(void *), "isb shadfacs"); - - isbdata->memarena = BLI_memarena_new(0x8000 * sizeof(ISBSampleA), "isb arena"); - BLI_memarena_use_calloc(isbdata->memarena); - - for (rd= pa->rectdaps, x=pa->rectx*pa->recty; x>0; x--, rd++, isbsa++) { - - if (*rd) { - PixStr *ps= (PixStr *)(*rd); - while (ps) { - if (ps->shadfac) - isb_add_shadfac(isbsa, isbdata->memarena, ps->obi, ps->facenr, ps->shadfac, count_mask(ps->mask)); - ps= ps->next; - } - } - } - } - } - } - else { - if (isbdata->shadfacs) { - MEM_freeN(isbdata->shadfacs); - isbdata->shadfacs= NULL; - } - } - - /* free BSP */ - BLI_memarena_free(memarena); - - /* free samples */ - for (x=0; x<(R.osa?R.osa:1); x++) - MEM_freeN(samplebuf[x]); - - if (bsp_err) printf("error in filling bsp\n"); -} - -/* add sample to buffer, isbsa is the root sample in a buffer */ -static ISBSampleA *isb_alloc_sample_transp(ISBSampleA **isbsa, MemArena *mem) -{ - ISBSampleA *new; - - new= BLI_memarena_alloc(mem, sizeof(ISBSampleA)); - if (*isbsa) - new->next= (*isbsa); - else - new->next= NULL; - - *isbsa= new; - return new; -} - -/* adding samples in BSP, transparent case */ -static int isb_add_samples_transp(RenderPart *pa, ISBBranch *root, MemArena *memarena, ISBSampleA ***samplebuf) -{ - int xi, yi, *xcos, *ycos; - int sample, bsp_err= 0; - - /* bsp split doesn't like to handle regular sequences */ - xcos= MEM_mallocN(pa->rectx*sizeof(int), "xcos"); - ycos= MEM_mallocN(pa->recty*sizeof(int), "ycos"); - for (xi=0; xirectx; xi++) - xcos[xi]= xi; - for (yi=0; yirecty; yi++) - ycos[yi]= yi; - BLI_array_randomize(xcos, sizeof(int), pa->rectx, 12345); - BLI_array_randomize(ycos, sizeof(int), pa->recty, 54321); - - for (sample=0; sample<(R.osa?R.osa:1); sample++) { - ISBSampleA **samp= samplebuf[sample], *samp1; - - for (yi=0; yirecty; yi++) { - int y= ycos[yi]; - for (xi=0; xirectx; xi++) { - int x= xcos[xi]; - - samp1= *(samp + y*pa->rectx + x); - while (samp1) { - bsp_err |= isb_bsp_insert(root, memarena, (ISBSample *)samp1); - samp1= samp1->next; - } - } - if (bsp_err) break; - } - } - - MEM_freeN(xcos); - MEM_freeN(ycos); - - return bsp_err; -} - - -/* Ztransp version */ -/* lar->shb, pa->rectz and pa->rectp should exist */ -static void isb_make_buffer_transp(RenderPart *pa, APixstr *apixbuf, LampRen *lar) -{ - ShadBuf *shb= lar->shb; - ISBData *isbdata; - ISBSampleA *samp, **samplebuf[16]; /* MAX_OSA */ - ISBBranch root; - MemArena *memarena; - APixstr *ap; - int x, y, sindex, sample, bsp_err=0; - - /* storage for shadow, per thread */ - isbdata= shb->isb_result[pa->thread]; - - /* to map the shi->xs and ys coordinate */ - isbdata->minx= pa->disprect.xmin; - isbdata->miny= pa->disprect.ymin; - isbdata->rectx= pa->rectx; - isbdata->recty= pa->recty; - - /* branches are added using memarena (32k branches) */ - memarena = BLI_memarena_new(0x8000 * sizeof(ISBBranch), "isb arena"); - BLI_memarena_use_calloc(memarena); - - /* samplebuf is in camera view space (pixels) */ - for (sample=0; sample<(R.osa?R.osa:1); sample++) - samplebuf[sample]= MEM_callocN(sizeof(void *)*pa->rectx*pa->recty, "isb alpha samplebuf"); - - /* setup bsp root */ - memset(&root, 0, sizeof(ISBBranch)); - root.box.xmin = (float)shb->size; - root.box.ymin = (float)shb->size; - - /* create the sample buffers */ - for (ap= apixbuf, sindex=0, y=0; yrecty; y++) { - for (x=0; xrectx; x++, sindex++, ap++) { - - if (ap->p[0]) { - APixstr *apn; - float xs= (float)(x + pa->disprect.xmin); - float ys= (float)(y + pa->disprect.ymin); - - for (apn=ap; apn; apn= apn->next) { - int a; - for (a=0; a<4; a++) { - if (apn->p[a]) { - ObjectInstanceRen *obi= &R.objectinstance[apn->obi[a]]; - ObjectRen *obr= obi->obr; - VlakRen *vlr= RE_findOrAddVlak(obr, (apn->p[a]-1) & RE_QUAD_MASK); - float zco[3]; - - /* here we store shadfac, easier to create the end storage buffer. needs zero'ed, multiple shadowbufs use it */ - apn->shadfac[a]= 0; - - if (R.osa) { - for (sample=0; samplemask[a] & mask) { - - /* convert image plane pixel location to lamp buffer space */ - if (viewpixel_to_lampbuf(shb, obi, vlr, xs + R.jit[sample][0], ys + R.jit[sample][1], zco)) { - samp= isb_alloc_sample_transp(samplebuf[sample] + sindex, memarena); - samp->obi= apn->obi[a]; - samp->facenr= apn->p[a] & ~RE_QUAD_OFFS; - samp->shadfac= &apn->shadfac[a]; - - copy_v3_v3(samp->zco, zco); - bound_rectf((rctf *)&root.box, samp->zco); - } - } - } - } - else { - - /* convert image plane pixel location to lamp buffer space */ - if (viewpixel_to_lampbuf(shb, obi, vlr, xs, ys, zco)) { - - samp= isb_alloc_sample_transp(samplebuf[0] + sindex, memarena); - samp->obi= apn->obi[a]; - samp->facenr= apn->p[a] & ~RE_QUAD_OFFS; - samp->shadfac= &apn->shadfac[a]; - - copy_v3_v3(samp->zco, zco); - bound_rectf((rctf *)&root.box, samp->zco); - } - } - } - } - } - } - } - } - - /* simple method to see if we have samples */ - if (root.box.xmin != (float)shb->size) { - /* now create a regular split, root.box has the initial bounding box of all pixels */ - /* split bsp 8 levels deep, in regular grid (16 x 16) */ - isb_bsp_split_init(&root, memarena, 8); - - /* insert all samples in BSP now */ - bsp_err= isb_add_samples_transp(pa, &root, memarena, samplebuf); - - if (bsp_err==0) { - ISBShadfacA **isbsa; - - /* go over all faces and fill in shadow values */ - isb_bsp_fillfaces(&R, lar, &root); /* shb->persmat should have been calculated */ - - /* copy shadow samples to persistent buffer, reduce memory overhead */ - isbsa= isbdata->shadfaca= MEM_callocN(pa->rectx*pa->recty*sizeof(void *), "isb shadfacs"); - - isbdata->memarena = BLI_memarena_new(0x8000 * sizeof(ISBSampleA), "isb arena"); - - for (ap= apixbuf, x=pa->rectx*pa->recty; x>0; x--, ap++, isbsa++) { - - if (ap->p[0]) { - APixstr *apn; - for (apn=ap; apn; apn= apn->next) { - int a; - for (a=0; a<4; a++) { - if (apn->p[a] && apn->shadfac[a]) { - if (R.osa) - isb_add_shadfac(isbsa, isbdata->memarena, apn->obi[a], apn->p[a], apn->shadfac[a], count_mask(apn->mask[a])); - else - isb_add_shadfac(isbsa, isbdata->memarena, apn->obi[a], apn->p[a], apn->shadfac[a], 0); - } - } - } - } - } - } - } - - /* free BSP */ - BLI_memarena_free(memarena); - - /* free samples */ - for (x=0; x<(R.osa?R.osa:1); x++) - MEM_freeN(samplebuf[x]); - - if (bsp_err) printf("error in filling bsp\n"); -} - - - -/* exported */ - -/* returns amount of light (1.0 = no shadow) */ -/* note, shadepixel() rounds the coordinate, not the real sample info */ -float ISB_getshadow(ShadeInput *shi, ShadBuf *shb) -{ - /* if raytracing, we can't accept irregular shadow */ - if (shi->depth==0) { - ISBData *isbdata= shb->isb_result[shi->thread]; - - if (isbdata) { - if (isbdata->shadfacs || isbdata->shadfaca) { - int x= shi->xs - isbdata->minx; - - if (x >= 0 && x < isbdata->rectx) { - int y= shi->ys - isbdata->miny; - - if (y >= 0 && y < isbdata->recty) { - if (isbdata->shadfacs) { - const short *sp= isbdata->shadfacs + y*isbdata->rectx + x; - return *sp>=4096?0.0f:1.0f - ((float)*sp)/4096.0f; - } - else { - int sindex= y*isbdata->rectx + x; - int obi= shi->obi - R.objectinstance; - ISBShadfacA *isbsa= *(isbdata->shadfaca + sindex); - - while (isbsa) { - if (isbsa->facenr==shi->facenr+1 && isbsa->obi==obi) - return isbsa->shadfac>=1.0f?0.0f:1.0f - isbsa->shadfac; - isbsa= isbsa->next; - } - } - } - } - } - } - } - return 1.0f; -} - -/* part is supposed to be solid zbuffered (apixbuf==NULL) or transparent zbuffered */ -void ISB_create(RenderPart *pa, APixstr *apixbuf) -{ - GroupObject *go; - - /* go over all lamps, and make the irregular buffers */ - for (go=R.lights.first; go; go= go->next) { - LampRen *lar= go->lampren; - - if (lar->type==LA_SPOT && lar->shb && lar->buftype==LA_SHADBUF_IRREGULAR) { - - /* create storage for shadow, per thread */ - lar->shb->isb_result[pa->thread]= MEM_callocN(sizeof(ISBData), "isb data"); - - if (apixbuf) - isb_make_buffer_transp(pa, apixbuf, lar); - else - isb_make_buffer(pa, lar); - } - } -} - - -/* end of part rendering, free stored shadow data for this thread from all lamps */ -void ISB_free(RenderPart *pa) -{ - GroupObject *go; - - /* go over all lamps, and free the irregular buffers */ - for (go=R.lights.first; go; go= go->next) { - LampRen *lar= go->lampren; - - if (lar->type==LA_SPOT && lar->shb && lar->buftype==LA_SHADBUF_IRREGULAR) { - ISBData *isbdata= lar->shb->isb_result[pa->thread]; - - if (isbdata) { - if (isbdata->shadfacs) - MEM_freeN(isbdata->shadfacs); - if (isbdata->shadfaca) - MEM_freeN(isbdata->shadfaca); - - if (isbdata->memarena) - BLI_memarena_free(isbdata->memarena); - - MEM_freeN(isbdata); - lar->shb->isb_result[pa->thread]= NULL; - } - } - } -} diff --git a/source/blender/render/intern/source/shadeinput.c b/source/blender/render/intern/source/shadeinput.c deleted file mode 100644 index d79749871c3..00000000000 --- a/source/blender/render/intern/source/shadeinput.c +++ /dev/null @@ -1,1490 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2006 Blender Foundation - * All rights reserved. - * - * Contributors: Hos, Robert Wenzlaff. - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/render/intern/source/shadeinput.c - * \ingroup render - */ - - -#include -#include -#include - - -#include "BLI_math.h" -#include "BLI_utildefines.h" - -#include "DNA_lamp_types.h" -#include "DNA_meshdata_types.h" -#include "DNA_material_types.h" -#include "DNA_particle_types.h" - -#include "BKE_scene.h" - -#include "BKE_node.h" - -/* local include */ -#include "raycounter.h" -#include "render_types.h" -#include "renderdatabase.h" -#include "rendercore.h" -#include "shading.h" -#include "strand.h" -#include "texture.h" -#include "volumetric.h" -#include "zbuf.h" - -/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ -/* defined in pipeline.c, is hardcopy of active dynamic allocated Render */ -/* only to be used here in this file, it's for speed */ -extern struct Render R; -/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ - -/* Shade Sample order: - * - * - shade_samples_fill_with_ps() - * - for each sample - * - shade_input_set_triangle() <- if prev sample-face is same, use shade_input_copy_triangle() - * - if vlr - * - shade_input_set_viewco() <- not for ray or bake - * - shade_input_set_uv() <- not for ray or bake - * - shade_input_set_normals() - * - shade_samples() - * - if AO - * - shade_samples_do_AO() - * - if shading happens - * - for each sample - * - shade_input_set_shade_texco() - * - shade_samples_do_shade() - * - OSA: distribute sample result with filter masking - * - */ - -/* initialize material variables in shadeinput, - * doing inverse gamma correction where applicable */ -void shade_input_init_material(ShadeInput *shi) -{ - /* note, keep this synced with render_types.h */ - memcpy(&shi->r, &shi->mat->r, 23 * sizeof(float)); - shi->har = shi->mat->har; -} - -/* also used as callback for nodes */ -/* delivers a fully filled in ShadeResult, for all passes */ -void shade_material_loop(ShadeInput *shi, ShadeResult *shr) -{ - - shade_lamp_loop(shi, shr); /* clears shr */ - - if (shi->translucency != 0.0f) { - ShadeResult shr_t; - float fac = shi->translucency; - - shade_input_init_material(shi); - negate_v3_v3(shi->vn, shi->vno); - negate_v3(shi->facenor); - shi->depth++; /* hack to get real shadow now */ - shade_lamp_loop(shi, &shr_t); - shi->depth--; - - /* a couple of passes */ - madd_v3_v3fl(shr->combined, shr_t.combined, fac); - if (shi->passflag & SCE_PASS_SPEC) - madd_v3_v3fl(shr->spec, shr_t.spec, fac); - if (shi->passflag & SCE_PASS_DIFFUSE) { - madd_v3_v3fl(shr->diff, shr_t.diff, fac); - madd_v3_v3fl(shr->diffshad, shr_t.diffshad, fac); - } - if (shi->passflag & SCE_PASS_SHADOW) - madd_v3_v3fl(shr->shad, shr_t.shad, fac); - - negate_v3(shi->vn); - negate_v3(shi->facenor); - } - - /* depth >= 1 when ray-shading */ - if (shi->depth == 0 || shi->volume_depth > 0) { - if (R.r.mode & R_RAYTRACE) { - if (shi->ray_mirror != 0.0f || ((shi->mode & MA_TRANSP) && (shi->mode & MA_RAYTRANSP) && shr->alpha != 1.0f)) { - /* ray trace works on combined, but gives pass info */ - ray_trace(shi, shr); - } - } - /* disable adding of sky for raytransp */ - if ((shi->mode & MA_TRANSP) && (shi->mode & MA_RAYTRANSP)) - if ((shi->layflag & SCE_LAY_SKY) && (R.r.alphamode == R_ADDSKY)) - shr->alpha = 1.0f; - } - - if (R.r.mode & R_RAYTRACE) { - if (R.render_volumes_inside.first) - shade_volume_inside(shi, shr); - } -} - - -/* do a shade, finish up some passes, apply mist */ -void shade_input_do_shade(ShadeInput *shi, ShadeResult *shr) -{ - bool compat = false; - float alpha; - - /* ------ main shading loop -------- */ -#ifdef RE_RAYCOUNTER - memset(&shi->raycounter, 0, sizeof(shi->raycounter)); -#endif - - if (shi->mat->nodetree && shi->mat->use_nodes) { - compat = ntreeShaderExecTree(shi->mat->nodetree, shi, shr); - } - - /* also run this when node shaders fail, due to incompatible shader nodes */ - if (compat == false) { - /* copy all relevant material vars, note, keep this synced with render_types.h */ - shade_input_init_material(shi); - - if (shi->mat->material_type == MA_TYPE_VOLUME) { - if (R.r.mode & R_RAYTRACE) { - shade_volume_outside(shi, shr); - } - } - else { /* MA_TYPE_SURFACE, MA_TYPE_WIRE */ - shade_material_loop(shi, shr); - } - } - - /* copy additional passes */ - if (shi->passflag & (SCE_PASS_VECTOR | SCE_PASS_NORMAL)) { - copy_v4_v4(shr->winspeed, shi->winspeed); - copy_v3_v3(shr->nor, shi->vn); - } - - /* MIST */ - if ((shi->passflag & SCE_PASS_MIST) || ((R.wrld.mode & WO_MIST) && (shi->mat->mode & MA_NOMIST) == 0)) { - if (R.r.mode & R_ORTHO) - shr->mist = mistfactor(-shi->co[2], shi->co); - else - shr->mist = mistfactor(len_v3(shi->co), shi->co); - } - else shr->mist = 0.0f; - - if ((R.wrld.mode & WO_MIST) && (shi->mat->mode & MA_NOMIST) == 0) { - alpha = shr->mist; - } - else alpha = 1.0f; - - /* add mist and premul color */ - if (shr->alpha != 1.0f || alpha != 1.0f) { - float fac = alpha * (shr->alpha); - shr->combined[3] = fac; - - if (shi->mat->material_type != MA_TYPE_VOLUME) - mul_v3_fl(shr->combined, fac); - } - else - shr->combined[3] = 1.0f; - - /* add z */ - shr->z = -shi->co[2]; - - /* RAYHITS */ -#if 0 - if (1 || shi->passflag & SCE_PASS_RAYHITS) { - shr->rayhits[0] = (float)shi->raycounter.faces.test; - shr->rayhits[1] = (float)shi->raycounter.bb.hit; - shr->rayhits[2] = 0.0; - shr->rayhits[3] = 1.0; - } -#endif - - RE_RC_MERGE(&re_rc_counter[shi->thread], &shi->raycounter); -} - -/* **************************************************************************** */ -/* ShadeInput */ -/* **************************************************************************** */ - - -void vlr_set_uv_indices(VlakRen *vlr, int *i1, int *i2, int *i3) -{ - /* to prevent storing new tfaces or vcols, we check a split runtime */ - /* 4---3 4---3 */ - /* |\ 1| or |1 /| */ - /* |0\ | |/ 0| */ - /* 1---2 1---2 0 = orig face, 1 = new face */ - - /* Update vert nums to point to correct verts of original face */ - if (vlr->flag & R_DIVIDE_24) { - if (vlr->flag & R_FACE_SPLIT) { - (*i1)++; (*i2)++; (*i3)++; - } - else { - (*i3)++; - } - } - else if (vlr->flag & R_FACE_SPLIT) { - (*i2)++; (*i3)++; - } -} - -/* copy data from face to ShadeInput, general case */ -/* indices 0 1 2 3 only */ -void shade_input_set_triangle_i(ShadeInput *shi, ObjectInstanceRen *obi, VlakRen *vlr, short i1, short i2, short i3) -{ - VertRen **vpp = &vlr->v1; - - shi->vlr = vlr; - shi->obi = obi; - shi->obr = obi->obr; - - shi->v1 = vpp[i1]; - shi->v2 = vpp[i2]; - shi->v3 = vpp[i3]; - - shi->i1 = i1; - shi->i2 = i2; - shi->i3 = i3; - - /* note, shi->mat is set in node shaders */ - shi->mat = shi->mat_override ? shi->mat_override : vlr->mat; - - shi->osatex = (shi->mat->texco & TEXCO_OSA); - shi->mode = shi->mat->mode_l; /* or-ed result for all nodes */ - shi->mode2 = shi->mat->mode2_l; - - /* facenormal copy, can get flipped */ - shi->flippednor = 0; - RE_vlakren_get_normal(&R, obi, vlr, shi->facenor); - - /* calculate vertexnormals */ - if (vlr->flag & R_SMOOTH) { - copy_v3_v3(shi->n1, shi->v1->n); - copy_v3_v3(shi->n2, shi->v2->n); - copy_v3_v3(shi->n3, shi->v3->n); - - if (obi->flag & R_TRANSFORMED) { - mul_m3_v3(obi->nmat, shi->n1); normalize_v3(shi->n1); - mul_m3_v3(obi->nmat, shi->n2); normalize_v3(shi->n2); - mul_m3_v3(obi->nmat, shi->n3); normalize_v3(shi->n3); - } - } -} - -/* copy data from face to ShadeInput, scanline case */ -void shade_input_set_triangle(ShadeInput *shi, int obi, int facenr, int UNUSED(normal_flip)) -{ - if (facenr > 0) { - shi->obi = &R.objectinstance[obi]; - shi->obr = shi->obi->obr; - shi->facenr = (facenr - 1) & RE_QUAD_MASK; - if (shi->facenr < shi->obr->totvlak) { - VlakRen *vlr = RE_findOrAddVlak(shi->obr, shi->facenr); - - if (facenr & RE_QUAD_OFFS) - shade_input_set_triangle_i(shi, shi->obi, vlr, 0, 2, 3); - else - shade_input_set_triangle_i(shi, shi->obi, vlr, 0, 1, 2); - } - else - shi->vlr = NULL; /* general signal we got sky */ - } - else - shi->vlr = NULL; /* general signal we got sky */ -} - -/* full osa case: copy static info */ -void shade_input_copy_triangle(ShadeInput *shi, ShadeInput *from) -{ - /* not so nice, but works... warning is in RE_shader_ext.h */ - memcpy(shi, from, sizeof(struct ShadeInputCopy)); -} - -/* copy data from strand to shadeinput */ -void shade_input_set_strand(ShadeInput *shi, StrandRen *strand, StrandPoint *spoint) -{ - /* note, shi->mat is set in node shaders */ - shi->mat = shi->mat_override ? shi->mat_override : strand->buffer->ma; - - shi->osatex = (shi->mat->texco & TEXCO_OSA); - shi->mode = shi->mat->mode_l; /* or-ed result for all nodes */ - - /* shade_input_set_viewco equivalent */ - copy_v3_v3(shi->co, spoint->co); - copy_v3_v3(shi->view, shi->co); - normalize_v3(shi->view); - - shi->xs = (int)spoint->x; - shi->ys = (int)spoint->y; - - if (shi->osatex || (R.r.mode & R_SHADOW)) { - copy_v3_v3(shi->dxco, spoint->dtco); - copy_v3_v3(shi->dyco, spoint->dsco); - } - - /* dxview, dyview, not supported */ - - /* facenormal, simply viewco flipped */ - copy_v3_v3(shi->facenor, spoint->nor); - - /* shade_input_set_normals equivalent */ - if (shi->mat->mode & MA_TANGENT_STR) { - copy_v3_v3(shi->vn, spoint->tan); - } - else { - float cross[3]; - - cross_v3_v3v3(cross, spoint->co, spoint->tan); - cross_v3_v3v3(shi->vn, cross, spoint->tan); - normalize_v3(shi->vn); - - if (dot_v3v3(shi->vn, shi->view) < 0.0f) - negate_v3(shi->vn); - } - - copy_v3_v3(shi->vno, shi->vn); -} - -void shade_input_set_strand_texco(ShadeInput *shi, StrandRen *strand, StrandVert *svert, StrandPoint *spoint) -{ - StrandBuffer *strandbuf = strand->buffer; - ObjectRen *obr = strandbuf->obr; - StrandVert *sv; - int mode = shi->mode; /* or-ed result for all nodes */ - short texco = shi->mat->texco; - - if ((shi->mat->texco & TEXCO_REFL)) { - /* shi->dxview, shi->dyview, not supported */ - } - - if (shi->osatex && (texco & (TEXCO_NORM | TEXCO_REFL))) { - /* not supported */ - } - - if (mode & (MA_TANGENT_V | MA_NORMAP_TANG)) { - copy_v3_v3(shi->tang, spoint->tan); - copy_v3_v3(shi->nmaptang, spoint->tan); - } - - if (mode & MA_STR_SURFDIFF) { - const float *surfnor = RE_strandren_get_surfnor(obr, strand, 0); - - if (surfnor) - copy_v3_v3(shi->surfnor, surfnor); - else - copy_v3_v3(shi->surfnor, shi->vn); - - if (shi->mat->strand_surfnor > 0.0f) { - shi->surfdist = 0.0f; - for (sv = strand->vert; sv != svert; sv++) - shi->surfdist += len_v3v3(sv->co, (sv + 1)->co); - shi->surfdist += spoint->t * len_v3v3(sv->co, (sv + 1)->co); - } - } - - if (R.r.mode & R_SPEED) { - const float *speed; - - speed = RE_strandren_get_winspeed(shi->obi, strand, 0); - if (speed) - copy_v4_v4(shi->winspeed, speed); - else - shi->winspeed[0] = shi->winspeed[1] = shi->winspeed[2] = shi->winspeed[3] = 0.0f; - } - - /* shade_input_set_shade_texco equivalent */ - if (texco & NEED_UV) { - if (texco & TEXCO_ORCO) { - copy_v3_v3(shi->lo, strand->orco); - /* no shi->osatex, orco derivatives are zero */ - } - - if (texco & TEXCO_GLOB) { - mul_v3_m4v3(shi->gl, R.viewinv, shi->co); - - if (shi->osatex) { - mul_v3_mat3_m4v3(shi->dxgl, R.viewinv, shi->dxco); - mul_v3_mat3_m4v3(shi->dygl, R.viewinv, shi->dyco); - } - } - - if (texco & TEXCO_STRAND) { - shi->strandco = spoint->strandco; - - if (shi->osatex) { - shi->dxstrand = spoint->dtstrandco; - shi->dystrand = 0.0f; - } - } - - if ((texco & TEXCO_UV) || (mode & (MA_VERTEXCOL | MA_VERTEXCOLP | MA_FACETEXTURE))) { - MCol *mcol; - const float *uv; - char *name; - int i; - - shi->totuv = 0; - shi->totcol = 0; - shi->actuv = obr->actmtface; - shi->actcol = obr->actmcol; - - if (mode & (MA_VERTEXCOL | MA_VERTEXCOLP)) { - for (i = 0; (mcol = RE_strandren_get_mcol(obr, strand, i, &name, 0)); i++) { - ShadeInputCol *scol = &shi->col[i]; - const char *cp = (char *)mcol; - - shi->totcol++; - scol->name = name; - - scol->col[0] = cp[3] / 255.0f; - scol->col[1] = cp[2] / 255.0f; - scol->col[2] = cp[1] / 255.0f; - scol->col[3] = cp[0] / 255.0f; - } - - if (shi->totcol) { - shi->vcol[0] = shi->col[shi->actcol].col[0]; - shi->vcol[1] = shi->col[shi->actcol].col[1]; - shi->vcol[2] = shi->col[shi->actcol].col[2]; - shi->vcol[3] = shi->col[shi->actcol].col[3]; - } - else { - shi->vcol[0] = 0.0f; - shi->vcol[1] = 0.0f; - shi->vcol[2] = 0.0f; - shi->vcol[3] = 0.0f; - } - } - - for (i = 0; (uv = RE_strandren_get_uv(obr, strand, i, &name, 0)); i++) { - ShadeInputUV *suv = &shi->uv[i]; - - shi->totuv++; - suv->name = name; - - if (strandbuf->overrideuv == i) { - suv->uv[0] = -1.0f; - suv->uv[1] = spoint->strandco; - suv->uv[2] = 0.0f; - } - else { - suv->uv[0] = -1.0f + 2.0f * uv[0]; - suv->uv[1] = -1.0f + 2.0f * uv[1]; - suv->uv[2] = 0.0f; /* texture.c assumes there are 3 coords */ - } - - if (shi->osatex) { - suv->dxuv[0] = 0.0f; - suv->dxuv[1] = 0.0f; - suv->dyuv[0] = 0.0f; - suv->dyuv[1] = 0.0f; - } - - if ((mode & MA_FACETEXTURE) && i == obr->actmtface) { - if ((mode & (MA_VERTEXCOL | MA_VERTEXCOLP)) == 0) { - shi->vcol[0] = 1.0f; - shi->vcol[1] = 1.0f; - shi->vcol[2] = 1.0f; - shi->vcol[3] = 1.0f; - } - } - } - - if (shi->totuv == 0) { - ShadeInputUV *suv = &shi->uv[0]; - - suv->uv[0] = 0.0f; - suv->uv[1] = spoint->strandco; - suv->uv[2] = 0.0f; /* texture.c assumes there are 3 coords */ - - if (mode & MA_FACETEXTURE) { - /* no tface? set at 1.0f */ - shi->vcol[0] = 1.0f; - shi->vcol[1] = 1.0f; - shi->vcol[2] = 1.0f; - shi->vcol[3] = 1.0f; - } - } - - } - - if (texco & TEXCO_NORM) { - shi->orn[0] = -shi->vn[0]; - shi->orn[1] = -shi->vn[1]; - shi->orn[2] = -shi->vn[2]; - } - - if (texco & TEXCO_STRESS) { - /* not supported */ - } - - if (texco & TEXCO_TANGENT) { - if ((mode & MA_TANGENT_V) == 0) { - /* just prevent surprises */ - shi->tang[0] = shi->tang[1] = shi->tang[2] = 0.0f; - shi->nmaptang[0] = shi->nmaptang[1] = shi->nmaptang[2] = 0.0f; - } - } - } - - /* this only avalailable for scanline renders */ - if (shi->depth == 0) { - if (texco & TEXCO_WINDOW) { - shi->winco[0] = -1.0f + 2.0f * spoint->x / (float)R.winx; - shi->winco[1] = -1.0f + 2.0f * spoint->y / (float)R.winy; - shi->winco[2] = 0.0f; - - /* not supported */ - if (shi->osatex) { - shi->dxwin[0] = 0.0f; - shi->dywin[1] = 0.0f; - shi->dxwin[0] = 0.0f; - shi->dywin[1] = 0.0f; - } - } - } - - if (shi->do_manage) { - if (mode & (MA_VERTEXCOL | MA_VERTEXCOLP | MA_FACETEXTURE)) { - srgb_to_linearrgb_v3_v3(shi->vcol, shi->vcol); - } - } - -} - -/* from scanline pixel coordinates to 3d coordinates, requires set_triangle */ -void shade_input_calc_viewco(ShadeInput *shi, float x, float y, float z, float view[3], float dxyview[2], float co[3], float dxco[3], float dyco[3]) -{ - /* returns not normalized, so is in viewplane coords */ - calc_view_vector(view, x, y); - - if (shi->mat->material_type == MA_TYPE_WIRE) { - /* wire cannot use normal for calculating shi->co, so - * we reconstruct the coordinate less accurate */ - if (R.r.mode & R_ORTHO) - calc_renderco_ortho(co, x, y, z); - else - calc_renderco_zbuf(co, view, z); - } - else { - /* for non-wire, intersect with the triangle to get the exact coord */ - float fac, dface, v1[3]; - - copy_v3_v3(v1, shi->v1->co); - if (shi->obi->flag & R_TRANSFORMED) - mul_m4_v3(shi->obi->mat, v1); - - dface = dot_v3v3(v1, shi->facenor); - - /* ortho viewplane cannot intersect using view vector originating in (0,0,0) */ - if (R.r.mode & R_ORTHO) { - /* x and y 3d coordinate can be derived from pixel coord and winmat */ - float fx = 2.0f / (R.winx * R.winmat[0][0]); - float fy = 2.0f / (R.winy * R.winmat[1][1]); - - co[0] = (x - 0.5f * R.winx) * fx - R.winmat[3][0] / R.winmat[0][0]; - co[1] = (y - 0.5f * R.winy) * fy - R.winmat[3][1] / R.winmat[1][1]; - - /* using a*x + b*y + c*z = d equation, (a b c) is normal */ - if (shi->facenor[2] != 0.0f) - co[2] = (dface - shi->facenor[0] * co[0] - shi->facenor[1] * co[1]) / shi->facenor[2]; - else - co[2] = 0.0f; - - if (dxco && dyco) { - dxco[0] = fx; - dxco[1] = 0.0f; - if (shi->facenor[2] != 0.0f) - dxco[2] = -(shi->facenor[0] * fx) / shi->facenor[2]; - else - dxco[2] = 0.0f; - - dyco[0] = 0.0f; - dyco[1] = fy; - if (shi->facenor[2] != 0.0f) - dyco[2] = -(shi->facenor[1] * fy) / shi->facenor[2]; - else - dyco[2] = 0.0f; - - if (dxyview) { - fac = (co[2] != 0.0f) ? (1.0f / co[2]) : 0.0f; - dxyview[0] = -R.viewdx * fac; - dxyview[1] = -R.viewdy * fac; - } - } - } - else { - float div; - - div = dot_v3v3(shi->facenor, view); - if (div != 0.0f) fac = dface / div; - else fac = 0.0f; - - co[0] = fac * view[0]; - co[1] = fac * view[1]; - co[2] = fac * view[2]; - - /* pixel dx/dy for render coord */ - if (dxco && dyco) { - float u = dface / (div - R.viewdx * shi->facenor[0]); - float v = dface / (div - R.viewdy * shi->facenor[1]); - - dxco[0] = co[0] - (view[0] - R.viewdx) * u; - dxco[1] = co[1] - (view[1]) * u; - dxco[2] = co[2] - (view[2]) * u; - - dyco[0] = co[0] - (view[0]) * v; - dyco[1] = co[1] - (view[1] - R.viewdy) * v; - dyco[2] = co[2] - (view[2]) * v; - - if (dxyview) { - if (fac != 0.0f) fac = 1.0f / fac; - dxyview[0] = -R.viewdx * fac; - dxyview[1] = -R.viewdy * fac; - } - } - } - } - - /* set camera coords - for scanline, it's always 0.0,0.0,0.0 (render is in camera space) - * however for raytrace it can be different - the position of the last intersection */ - shi->camera_co[0] = shi->camera_co[1] = shi->camera_co[2] = 0.0f; - - /* cannot normalize earlier, code above needs it at viewplane level */ - normalize_v3(view); -} - -/* from scanline pixel coordinates to 3d coordinates, requires set_triangle */ -void shade_input_set_viewco(ShadeInput *shi, float x, float y, float xs, float ys, float z) -{ - float *dxyview = NULL, *dxco = NULL, *dyco = NULL; - - /* currently in use for dithering (soft shadow), node preview, irregular shad */ - shi->xs = (int)xs; - shi->ys = (int)ys; - - /* original scanline coordinate without jitter */ - shi->scanco[0] = x; - shi->scanco[1] = y; - shi->scanco[2] = z; - - /* check if we need derivatives */ - if (shi->osatex || (R.r.mode & R_SHADOW)) { - dxco = shi->dxco; - dyco = shi->dyco; - - if ((shi->mat->texco & TEXCO_REFL)) - dxyview = &shi->dxview; - } - - shade_input_calc_viewco(shi, xs, ys, z, shi->view, dxyview, shi->co, dxco, dyco); -} - -void barycentric_differentials_from_position( - const float co[3], const float v1[3], const float v2[3], const float v3[3], - const float dxco[3], const float dyco[3], const float facenor[3], const bool differentials, - float *u, float *v, float *dx_u, float *dx_v, float *dy_u, float *dy_v) -{ - /* find most stable axis to project */ - int axis1, axis2; - axis_dominant_v3(&axis1, &axis2, facenor); - - /* compute u,v and derivatives */ - float t00 = v3[axis1] - v1[axis1]; - float t01 = v3[axis2] - v1[axis2]; - float t10 = v3[axis1] - v2[axis1]; - float t11 = v3[axis2] - v2[axis2]; - - float detsh = (t00 * t11 - t10 * t01); - detsh = (detsh != 0.0f) ? 1.0f / detsh : 0.0f; - t00 *= detsh; t01 *= detsh; - t10 *= detsh; t11 *= detsh; - - *u = (v3[axis1] - co[axis1]) * t11 - (v3[axis2] - co[axis2]) * t10; - *v = (v3[axis2] - co[axis2]) * t00 - (v3[axis1] - co[axis1]) * t01; - if (differentials) { - *dx_u = dxco[axis1] * t11 - dxco[axis2] * t10; - *dx_v = dxco[axis2] * t00 - dxco[axis1] * t01; - *dy_u = dyco[axis1] * t11 - dyco[axis2] * t10; - *dy_v = dyco[axis2] * t00 - dyco[axis1] * t01; - } -} -/* calculate U and V, for scanline (silly render face u and v are in range -1 to 0) */ -void shade_input_set_uv(ShadeInput *shi) -{ - VlakRen *vlr = shi->vlr; - - if ((vlr->flag & R_SMOOTH) || (shi->mat->texco & NEED_UV) || (shi->passflag & SCE_PASS_UV)) { - float v1[3], v2[3], v3[3]; - - copy_v3_v3(v1, shi->v1->co); - copy_v3_v3(v2, shi->v2->co); - copy_v3_v3(v3, shi->v3->co); - - if (shi->obi->flag & R_TRANSFORMED) { - mul_m4_v3(shi->obi->mat, v1); - mul_m4_v3(shi->obi->mat, v2); - mul_m4_v3(shi->obi->mat, v3); - } - - /* exception case for wire render of edge */ - if (vlr->v2 == vlr->v3) { - float lend, lenc; - - lend = len_v3v3(v2, v1); - lenc = len_v3v3(shi->co, v1); - - if (lend == 0.0f) { - shi->u = shi->v = 0.0f; - } - else { - shi->u = -(1.0f - lenc / lend); - shi->v = 0.0f; - } - - if (shi->osatex) { - shi->dx_u = 0.0f; - shi->dx_v = 0.0f; - shi->dy_u = 0.0f; - shi->dy_v = 0.0f; - } - } - else { - barycentric_differentials_from_position( - shi->co, v1, v2, v3, shi->dxco, shi->dyco, shi->facenor, shi->osatex, - &shi->u, &shi->v, &shi->dx_u, &shi->dx_v, &shi->dy_u, &shi->dy_v); - - shi->u = -shi->u; - shi->v = -shi->v; - - /* u and v are in range -1 to 0, we allow a little bit extra but not too much, screws up speedvectors */ - CLAMP(shi->u, -2.0f, 1.0f); - CLAMP(shi->v, -2.0f, 1.0f); - } - } -} - -void shade_input_set_normals(ShadeInput *shi) -{ - float u = shi->u, v = shi->v; - float l = 1.0f + u + v; - - shi->flippednor = 0; - - /* test flip normals to viewing direction */ - if (!(shi->vlr->flag & R_TANGENT)) { - if (dot_v3v3(shi->facenor, shi->view) < 0.0f) { - negate_v3(shi->facenor); - shi->flippednor = 1; - } - } - - /* calculate vertexnormals */ - if (shi->vlr->flag & R_SMOOTH) { - float *n1 = shi->n1, *n2 = shi->n2, *n3 = shi->n3; - - if (shi->flippednor) { - negate_v3(n1); - negate_v3(n2); - negate_v3(n3); - } - - shi->vn[0] = l * n3[0] - u * n1[0] - v * n2[0]; - shi->vn[1] = l * n3[1] - u * n1[1] - v * n2[1]; - shi->vn[2] = l * n3[2] - u * n1[2] - v * n2[2]; - - /* use unnormalized normal (closer to games) */ - copy_v3_v3(shi->nmapnorm, shi->vn); - - normalize_v3(shi->vn); - } - else { - copy_v3_v3(shi->vn, shi->facenor); - copy_v3_v3(shi->nmapnorm, shi->vn); - } - - /* used in nodes */ - copy_v3_v3(shi->vno, shi->vn); - - /* flip normals to viewing direction */ - if (!(shi->vlr->flag & R_TANGENT)) - if (dot_v3v3(shi->facenor, shi->view) < 0.0f) - shade_input_flip_normals(shi); -} - -/* XXX shi->flippednor messes up otherwise */ -void shade_input_set_vertex_normals(ShadeInput *shi) -{ - float u = shi->u, v = shi->v; - float l = 1.0f + u + v; - - /* calculate vertexnormals */ - if (shi->vlr->flag & R_SMOOTH) { - const float *n1 = shi->n1, *n2 = shi->n2, *n3 = shi->n3; - - shi->vn[0] = l * n3[0] - u * n1[0] - v * n2[0]; - shi->vn[1] = l * n3[1] - u * n1[1] - v * n2[1]; - shi->vn[2] = l * n3[2] - u * n1[2] - v * n2[2]; - - /* use unnormalized normal (closer to games) */ - copy_v3_v3(shi->nmapnorm, shi->vn); - - normalize_v3(shi->vn); - } - else { - copy_v3_v3(shi->vn, shi->facenor); - copy_v3_v3(shi->nmapnorm, shi->vn); - } - - /* used in nodes */ - copy_v3_v3(shi->vno, shi->vn); -} - - -/* use by raytrace, sss, bake to flip into the right direction */ -void shade_input_flip_normals(ShadeInput *shi) -{ - negate_v3(shi->facenor); - negate_v3(shi->vn); - negate_v3(shi->vno); - negate_v3(shi->nmapnorm); - shi->flippednor = !shi->flippednor; -} - -void shade_input_set_shade_texco(ShadeInput *shi) -{ - ObjectInstanceRen *obi = shi->obi; - ObjectRen *obr = shi->obr; - VertRen *v1 = shi->v1, *v2 = shi->v2, *v3 = shi->v3; - float u = shi->u, v = shi->v; - float l = 1.0f + u + v, dl; - int mode = shi->mode; /* or-ed result for all nodes */ - int mode2 = shi->mode2; - short texco = shi->mat->texco; - const bool need_mikk_tangent = (mode & MA_NORMAP_TANG || R.flag & R_NEED_TANGENT); - const bool need_mikk_tangent_concrete = (mode2 & MA_TANGENT_CONCRETE) != 0; - - /* calculate dxno */ - if (shi->vlr->flag & R_SMOOTH) { - - if (shi->osatex && (texco & (TEXCO_NORM | TEXCO_REFL)) ) { - const float *n1 = shi->n1, *n2 = shi->n2, *n3 = shi->n3; - - dl = shi->dx_u + shi->dx_v; - shi->dxno[0] = dl * n3[0] - shi->dx_u * n1[0] - shi->dx_v * n2[0]; - shi->dxno[1] = dl * n3[1] - shi->dx_u * n1[1] - shi->dx_v * n2[1]; - shi->dxno[2] = dl * n3[2] - shi->dx_u * n1[2] - shi->dx_v * n2[2]; - dl = shi->dy_u + shi->dy_v; - shi->dyno[0] = dl * n3[0] - shi->dy_u * n1[0] - shi->dy_v * n2[0]; - shi->dyno[1] = dl * n3[1] - shi->dy_u * n1[1] - shi->dy_v * n2[1]; - shi->dyno[2] = dl * n3[2] - shi->dy_u * n1[2] - shi->dy_v * n2[2]; - - } - } - - /* calc tangents */ - if (mode & (MA_TANGENT_V | MA_NORMAP_TANG) || mode2 & MA_TANGENT_CONCRETE || R.flag & R_NEED_TANGENT) { - const float *s1, *s2, *s3; - float tl, tu, tv; - - if (shi->vlr->flag & R_SMOOTH) { - tl = l; - tu = u; - tv = v; - } - else { - /* qdn: flat faces have tangents too, - * could pick either one, using average here */ - tl = 1.0f / 3.0f; - tu = -1.0f / 3.0f; - tv = -1.0f / 3.0f; - } - - shi->tang[0] = shi->tang[1] = shi->tang[2] = 0.0f; - shi->nmaptang[0] = shi->nmaptang[1] = shi->nmaptang[2] = 0.0f; - - if (mode & MA_TANGENT_V) { - s1 = RE_vertren_get_tangent(obr, v1, 0); - s2 = RE_vertren_get_tangent(obr, v2, 0); - s3 = RE_vertren_get_tangent(obr, v3, 0); - - if (s1 && s2 && s3) { - shi->tang[0] = (tl * s3[0] - tu * s1[0] - tv * s2[0]); - shi->tang[1] = (tl * s3[1] - tu * s1[1] - tv * s2[1]); - shi->tang[2] = (tl * s3[2] - tu * s1[2] - tv * s2[2]); - - if (obi->flag & R_TRANSFORMED) - mul_m3_v3(obi->nmat, shi->tang); - - normalize_v3(shi->tang); - copy_v3_v3(shi->nmaptang, shi->tang); - } - } - - if (need_mikk_tangent || need_mikk_tangent_concrete) { - int j1 = shi->i1, j2 = shi->i2, j3 = shi->i3; - float c0[3], c1[3], c2[3]; - int acttang = obr->actmtface; - - vlr_set_uv_indices(shi->vlr, &j1, &j2, &j3); - - /* cycle through all tangent in vlakren */ - for (int i = 0; i < MAX_MTFACE; i++) { - const float *tangent = RE_vlakren_get_nmap_tangent(obr, shi->vlr, i, false); - if (!tangent) - continue; - - copy_v3_v3(c0, &tangent[j1 * 4]); - copy_v3_v3(c1, &tangent[j2 * 4]); - copy_v3_v3(c2, &tangent[j3 * 4]); - - /* keeping tangents normalized at vertex level - * corresponds better to how it's done in game engines */ - if (obi->flag & R_TRANSFORMED) { - mul_mat3_m4_v3(obi->mat, c0); normalize_v3(c0); - mul_mat3_m4_v3(obi->mat, c1); normalize_v3(c1); - mul_mat3_m4_v3(obi->mat, c2); normalize_v3(c2); - } - - /* we don't normalize the interpolated TBN tangent - * corresponds better to how it's done in game engines */ - shi->tangents[i][0] = (tl * c2[0] - tu * c0[0] - tv * c1[0]); - shi->tangents[i][1] = (tl * c2[1] - tu * c0[1] - tv * c1[1]); - shi->tangents[i][2] = (tl * c2[2] - tu * c0[2] - tv * c1[2]); - - /* the sign is the same for all 3 vertices of any - * non degenerate triangle. */ - shi->tangents[i][3] = tangent[j1 * 4 + 3]; - - if (acttang == i && need_mikk_tangent) { - for (int m = 0; m < 4; m++) { - shi->nmaptang[m] = shi->tangents[i][m]; - } - } - } - } - } - - if (mode & MA_STR_SURFDIFF) { - const float *surfnor = RE_vlakren_get_surfnor(obr, shi->vlr, 0); - - if (surfnor) { - copy_v3_v3(shi->surfnor, surfnor); - if (obi->flag & R_TRANSFORMED) - mul_m3_v3(obi->nmat, shi->surfnor); - } - else - copy_v3_v3(shi->surfnor, shi->vn); - - shi->surfdist = 0.0f; - } - - if (R.r.mode & R_SPEED) { - const float *s1, *s2, *s3; - - s1 = RE_vertren_get_winspeed(obi, v1, 0); - s2 = RE_vertren_get_winspeed(obi, v2, 0); - s3 = RE_vertren_get_winspeed(obi, v3, 0); - if (s1 && s2 && s3) { - shi->winspeed[0] = (l * s3[0] - u * s1[0] - v * s2[0]); - shi->winspeed[1] = (l * s3[1] - u * s1[1] - v * s2[1]); - shi->winspeed[2] = (l * s3[2] - u * s1[2] - v * s2[2]); - shi->winspeed[3] = (l * s3[3] - u * s1[3] - v * s2[3]); - } - else { - shi->winspeed[0] = shi->winspeed[1] = shi->winspeed[2] = shi->winspeed[3] = 0.0f; - } - } - - /* pass option forces UV calc */ - if ((shi->passflag & SCE_PASS_UV) || (R.flag & R_NEED_VCOL)) - texco |= (NEED_UV | TEXCO_UV); - - /* texture coordinates. shi->dxuv shi->dyuv have been set */ - if (texco & NEED_UV) { - - if (texco & TEXCO_ORCO) { - if (v1->orco) { - const float *o1, *o2, *o3; - - o1 = v1->orco; - o2 = v2->orco; - o3 = v3->orco; - - shi->lo[0] = l * o3[0] - u * o1[0] - v * o2[0]; - shi->lo[1] = l * o3[1] - u * o1[1] - v * o2[1]; - shi->lo[2] = l * o3[2] - u * o1[2] - v * o2[2]; - - if (shi->osatex) { - dl = shi->dx_u + shi->dx_v; - shi->dxlo[0] = dl * o3[0] - shi->dx_u * o1[0] - shi->dx_v * o2[0]; - shi->dxlo[1] = dl * o3[1] - shi->dx_u * o1[1] - shi->dx_v * o2[1]; - shi->dxlo[2] = dl * o3[2] - shi->dx_u * o1[2] - shi->dx_v * o2[2]; - dl = shi->dy_u + shi->dy_v; - shi->dylo[0] = dl * o3[0] - shi->dy_u * o1[0] - shi->dy_v * o2[0]; - shi->dylo[1] = dl * o3[1] - shi->dy_u * o1[1] - shi->dy_v * o2[1]; - shi->dylo[2] = dl * o3[2] - shi->dy_u * o1[2] - shi->dy_v * o2[2]; - } - } - - copy_v3_v3(shi->duplilo, obi->dupliorco); - } - - if (texco & TEXCO_GLOB) { - copy_v3_v3(shi->gl, shi->co); - mul_m4_v3(R.viewinv, shi->gl); - if (shi->osatex) { - copy_v3_v3(shi->dxgl, shi->dxco); - mul_mat3_m4_v3(R.viewinv, shi->dxgl); - copy_v3_v3(shi->dygl, shi->dyco); - mul_mat3_m4_v3(R.viewinv, shi->dygl); - } - } - - if (texco & TEXCO_STRAND) { - shi->strandco = (l * v3->accum - u * v1->accum - v * v2->accum); - if (shi->osatex) { - dl = shi->dx_u + shi->dx_v; - shi->dxstrand = dl * v3->accum - shi->dx_u * v1->accum - shi->dx_v * v2->accum; - dl = shi->dy_u + shi->dy_v; - shi->dystrand = dl * v3->accum - shi->dy_u * v1->accum - shi->dy_v * v2->accum; - } - } - - if ((texco & TEXCO_UV) || (mode & (MA_VERTEXCOL | MA_VERTEXCOLP | MA_FACETEXTURE)) || (R.flag & R_NEED_VCOL)) { - VlakRen *vlr = shi->vlr; - MTFace *tface; - MCol *mcol; - char *name; - int i, j1 = shi->i1, j2 = shi->i2, j3 = shi->i3; - - /* uv and vcols are not copied on split, so set them according vlr divide flag */ - vlr_set_uv_indices(vlr, &j1, &j2, &j3); - - shi->totuv = 0; - shi->totcol = 0; - shi->actuv = obr->actmtface; - shi->actcol = obr->actmcol; - - if ((mode & (MA_VERTEXCOL | MA_VERTEXCOLP)) || (R.flag & R_NEED_VCOL)) { - for (i = 0; (mcol = RE_vlakren_get_mcol(obr, vlr, i, &name, 0)); i++) { - ShadeInputCol *scol = &shi->col[i]; - const char *cp1, *cp2, *cp3; - float a[3]; - - shi->totcol++; - scol->name = name; - - cp1 = (char *)(mcol + j1); - cp2 = (char *)(mcol + j2); - cp3 = (char *)(mcol + j3); - - /* alpha values */ - a[0] = ((float)cp1[0]) / 255.f; - a[1] = ((float)cp2[0]) / 255.f; - a[2] = ((float)cp3[0]) / 255.f; - scol->col[3] = l * a[2] - u * a[0] - v * a[1]; - - /* sample premultiplied color value */ - scol->col[0] = (l * ((float)cp3[3]) * a[2] - u * ((float)cp1[3]) * a[0] - v * ((float)cp2[3]) * a[1]) / 255.f; - scol->col[1] = (l * ((float)cp3[2]) * a[2] - u * ((float)cp1[2]) * a[0] - v * ((float)cp2[2]) * a[1]) / 255.f; - scol->col[2] = (l * ((float)cp3[1]) * a[2] - u * ((float)cp1[1]) * a[0] - v * ((float)cp2[1]) * a[1]) / 255.f; - - /* if not zero alpha, restore non-multiplied color */ - if (scol->col[3]) { - mul_v3_fl(scol->col, 1.0f / scol->col[3]); - } - } - - if (shi->totcol) { - shi->vcol[0] = shi->col[shi->actcol].col[0]; - shi->vcol[1] = shi->col[shi->actcol].col[1]; - shi->vcol[2] = shi->col[shi->actcol].col[2]; - shi->vcol[3] = shi->col[shi->actcol].col[3]; - } - else { - shi->vcol[0] = 0.0f; - shi->vcol[1] = 0.0f; - shi->vcol[2] = 0.0f; - shi->vcol[3] = 1.0f; - } - } - - for (i = 0; (tface = RE_vlakren_get_tface(obr, vlr, i, &name, 0)); i++) { - ShadeInputUV *suv = &shi->uv[i]; - const float *uv1 = tface->uv[j1]; - const float *uv2 = tface->uv[j2]; - const float *uv3 = tface->uv[j3]; - - shi->totuv++; - suv->name = name; - - if ((shi->mat->mapflag & MA_MAPFLAG_UVPROJECT) && (shi->depth == 0)) { - float x = shi->xs; - float y = shi->ys; - - float s1[2] = {-1.0f + 2.0f * uv1[0], -1.0f + 2.0f * uv1[1]}; - float s2[2] = {-1.0f + 2.0f * uv2[0], -1.0f + 2.0f * uv2[1]}; - float s3[2] = {-1.0f + 2.0f * uv3[0], -1.0f + 2.0f * uv3[1]}; - - - float obwinmat[4][4], winmat[4][4], ho1[4], ho2[4], ho3[4]; - float Zmulx, Zmuly; - float hox, hoy, l_proj, dl_proj, u_proj, v_proj; - float s00, s01, s10, s11, detsh; - - /* old globals, localized now */ - Zmulx = ((float)R.winx) / 2.0f; - Zmuly = ((float)R.winy) / 2.0f; - - zbuf_make_winmat(&R, winmat); - if (shi->obi->flag & R_TRANSFORMED) - mul_m4_m4m4(obwinmat, winmat, obi->mat); - else - copy_m4_m4(obwinmat, winmat); - - zbuf_render_project(obwinmat, v1->co, ho1); - zbuf_render_project(obwinmat, v2->co, ho2); - zbuf_render_project(obwinmat, v3->co, ho3); - - s00 = ho3[0] / ho3[3] - ho1[0] / ho1[3]; - s01 = ho3[1] / ho3[3] - ho1[1] / ho1[3]; - s10 = ho3[0] / ho3[3] - ho2[0] / ho2[3]; - s11 = ho3[1] / ho3[3] - ho2[1] / ho2[3]; - - detsh = s00 * s11 - s10 * s01; - detsh = (detsh != 0.0f) ? 1.0f / detsh : 0.0f; - s00 *= detsh; s01 *= detsh; - s10 *= detsh; s11 *= detsh; - - /* recalc u and v again */ - hox = x / Zmulx - 1.0f; - hoy = y / Zmuly - 1.0f; - u_proj = (hox - ho3[0] / ho3[3]) * s11 - (hoy - ho3[1] / ho3[3]) * s10; - v_proj = (hoy - ho3[1] / ho3[3]) * s00 - (hox - ho3[0] / ho3[3]) * s01; - l_proj = 1.0f + u_proj + v_proj; - - suv->uv[0] = l_proj * s3[0] - u_proj * s1[0] - v_proj * s2[0]; - suv->uv[1] = l_proj * s3[1] - u_proj * s1[1] - v_proj * s2[1]; - suv->uv[2] = 0.0f; - - if (shi->osatex) { - float dxuv[2], dyuv[2]; - dxuv[0] = s11 / Zmulx; - dxuv[1] = -s01 / Zmulx; - dyuv[0] = -s10 / Zmuly; - dyuv[1] = s00 / Zmuly; - - dl_proj = dxuv[0] + dxuv[1]; - suv->dxuv[0] = dl_proj * s3[0] - dxuv[0] * s1[0] - dxuv[1] * s2[0]; - suv->dxuv[1] = dl_proj * s3[1] - dxuv[0] * s1[1] - dxuv[1] * s2[1]; - dl_proj = dyuv[0] + dyuv[1]; - suv->dyuv[0] = dl_proj * s3[0] - dyuv[0] * s1[0] - dyuv[1] * s2[0]; - suv->dyuv[1] = dl_proj * s3[1] - dyuv[0] * s1[1] - dyuv[1] * s2[1]; - } - } - else { - - suv->uv[0] = -1.0f + 2.0f * (l * uv3[0] - u * uv1[0] - v * uv2[0]); - suv->uv[1] = -1.0f + 2.0f * (l * uv3[1] - u * uv1[1] - v * uv2[1]); - suv->uv[2] = 0.0f; /* texture.c assumes there are 3 coords */ - - if (shi->osatex) { - float duv[2]; - - dl = shi->dx_u + shi->dx_v; - duv[0] = shi->dx_u; - duv[1] = shi->dx_v; - - suv->dxuv[0] = 2.0f * (dl * uv3[0] - duv[0] * uv1[0] - duv[1] * uv2[0]); - suv->dxuv[1] = 2.0f * (dl * uv3[1] - duv[0] * uv1[1] - duv[1] * uv2[1]); - - dl = shi->dy_u + shi->dy_v; - duv[0] = shi->dy_u; - duv[1] = shi->dy_v; - - suv->dyuv[0] = 2.0f * (dl * uv3[0] - duv[0] * uv1[0] - duv[1] * uv2[0]); - suv->dyuv[1] = 2.0f * (dl * uv3[1] - duv[0] * uv1[1] - duv[1] * uv2[1]); - } - - if ((mode & MA_FACETEXTURE) && i == obr->actmtface) { - if (((mode & (MA_VERTEXCOL | MA_VERTEXCOLP)) == 0) && ((R.flag & R_NEED_VCOL) == 0)) { - shi->vcol[0] = 1.0f; - shi->vcol[1] = 1.0f; - shi->vcol[2] = 1.0f; - shi->vcol[3] = 1.0f; - } - if (tface->tpage) { - render_realtime_texture(shi, tface->tpage); - } - } - } - } - - shi->dupliuv[0] = -1.0f + 2.0f * obi->dupliuv[0]; - shi->dupliuv[1] = -1.0f + 2.0f * obi->dupliuv[1]; - shi->dupliuv[2] = 0.0f; - - if (shi->totuv == 0) { - ShadeInputUV *suv = &shi->uv[0]; - - suv->uv[0] = 2.0f * (u + .5f); - suv->uv[1] = 2.0f * (v + .5f); - suv->uv[2] = 0.0f; /* texture.c assumes there are 3 coords */ - - if (mode & MA_FACETEXTURE) { - /* no tface? set at 1.0f */ - shi->vcol[0] = 1.0f; - shi->vcol[1] = 1.0f; - shi->vcol[2] = 1.0f; - shi->vcol[3] = 1.0f; - } - } - } - - if (texco & TEXCO_NORM) { - shi->orn[0] = -shi->vn[0]; - shi->orn[1] = -shi->vn[1]; - shi->orn[2] = -shi->vn[2]; - } - - if (texco & TEXCO_STRESS) { - const float *s1, *s2, *s3; - - s1 = RE_vertren_get_stress(obr, v1, 0); - s2 = RE_vertren_get_stress(obr, v2, 0); - s3 = RE_vertren_get_stress(obr, v3, 0); - if (s1 && s2 && s3) { - shi->stress = l * s3[0] - u * s1[0] - v * s2[0]; - if (shi->stress < 1.0f) shi->stress -= 1.0f; - else shi->stress = (shi->stress - 1.0f) / shi->stress; - } - else shi->stress = 0.0f; - } - - if (texco & TEXCO_TANGENT) { - if ((mode & MA_TANGENT_V) == 0) { - /* just prevent surprises */ - shi->tang[0] = shi->tang[1] = shi->tang[2] = 0.0f; - shi->nmaptang[0] = shi->nmaptang[1] = shi->nmaptang[2] = 0.0f; - } - } - } - - /* this only avalailable for scanline renders */ - if (shi->depth == 0) { - float x = shi->xs; - float y = shi->ys; - - if (texco & TEXCO_WINDOW) { - shi->winco[0] = -1.0f + 2.0f * x / (float)R.winx; - shi->winco[1] = -1.0f + 2.0f * y / (float)R.winy; - shi->winco[2] = 0.0f; - if (shi->osatex) { - shi->dxwin[0] = 2.0f / (float)R.winx; - shi->dywin[1] = 2.0f / (float)R.winy; - shi->dxwin[1] = shi->dxwin[2] = 0.0f; - shi->dywin[0] = shi->dywin[2] = 0.0f; - } - } - } - /* else { - * Note! For raytracing winco is not set, - * important because thus means all shader input's need to have their variables set to zero - * else un-initialized values are used - */ - if (shi->do_manage) { - if ((mode & (MA_VERTEXCOL | MA_VERTEXCOLP | MA_FACETEXTURE)) || (R.flag & R_NEED_VCOL)) { - srgb_to_linearrgb_v3_v3(shi->vcol, shi->vcol); - } - } - -} - -/* ****************** ShadeSample ************************************** */ - -/* initialize per part, not per pixel! */ -void shade_input_initialize(ShadeInput *shi, RenderPart *pa, RenderLayer *rl, int sample) -{ - - memset(shi, 0, sizeof(ShadeInput)); - - shi->sample = sample; - shi->thread = pa->thread; - shi->do_preview = (R.r.scemode & R_MATNODE_PREVIEW) != 0; - - shi->do_manage = BKE_scene_check_color_management_enabled(R.scene); - shi->use_world_space_shading = BKE_scene_use_world_space_shading(R.scene); - - shi->lay = rl->lay; - shi->layflag = rl->layflag; - shi->passflag = rl->passflag; - shi->combinedflag = ~rl->pass_xor; - shi->mat_override = rl->mat_override; - shi->light_override = rl->light_override; -// shi->rl= rl; - /* note shi.depth==0 means first hit, not raytracing */ - -} - -/* initialize per part, not per pixel! */ -void shade_sample_initialize(ShadeSample *ssamp, RenderPart *pa, RenderLayer *rl) -{ - int a, tot; - - tot = R.osa == 0 ? 1 : R.osa; - - for (a = 0; a < tot; a++) { - shade_input_initialize(&ssamp->shi[a], pa, rl, a); - memset(&ssamp->shr[a], 0, sizeof(ShadeResult)); - } - - get_sample_layers(pa, rl, ssamp->rlpp); -} - -/* Do AO or (future) GI */ -void shade_samples_do_AO(ShadeSample *ssamp) -{ - if (!(R.r.mode & R_SHADOW)) - return; - if (!(R.r.mode & R_RAYTRACE) && !(R.wrld.ao_gather_method == WO_AOGATHER_APPROX)) - return; - - if (R.wrld.mode & (WO_AMB_OCC | WO_ENV_LIGHT | WO_INDIRECT_LIGHT)) { - ShadeInput *shi = &ssamp->shi[0]; - int sample; - - if (((shi->passflag & SCE_PASS_COMBINED) && (shi->combinedflag & (SCE_PASS_AO | SCE_PASS_ENVIRONMENT | SCE_PASS_INDIRECT))) || - (shi->passflag & (SCE_PASS_AO | SCE_PASS_ENVIRONMENT | SCE_PASS_INDIRECT))) - { - for (sample = 0; sample < ssamp->tot; shi++, sample++) - if (!(shi->mode & MA_SHLESS)) - ambient_occlusion(shi); /* stores in shi->ao[] */ - } - } -} - - -void shade_samples_fill_with_ps(ShadeSample *ssamp, PixStr *ps, int x, int y) -{ - ShadeInput *shi; - float xs, ys; - - ssamp->tot = 0; - - for (shi = ssamp->shi; ps; ps = ps->next) { - shade_input_set_triangle(shi, ps->obi, ps->facenr, 1); - - if (shi->vlr) { /* NULL happens for env material or for 'all z' */ - unsigned short curmask = ps->mask; - - /* full osa is only set for OSA renders */ - if (shi->vlr->flag & R_FULL_OSA) { - short shi_cp = 0, samp; - - for (samp = 0; samp < R.osa; samp++) { - if (curmask & (1 << samp)) { - /* zbuffer has this inverse corrected, ensures xs,ys are inside pixel */ - xs = (float)x + R.jit[samp][0] + 0.5f; - ys = (float)y + R.jit[samp][1] + 0.5f; - - if (shi_cp) - shade_input_copy_triangle(shi, shi - 1); - - shi->mask = (1 << samp); -// shi->rl= ssamp->rlpp[samp]; - shi->samplenr = R.shadowsamplenr[shi->thread]++; /* this counter is not being reset per pixel */ - shade_input_set_viewco(shi, x, y, xs, ys, (float)ps->z); - shade_input_set_uv(shi); - if (shi_cp == 0) - shade_input_set_normals(shi); - else /* XXX shi->flippednor messes up otherwise */ - shade_input_set_vertex_normals(shi); - - shi_cp = 1; - shi++; - } - } - } - else { - if (R.osa) { - short b = R.samples->centmask[curmask]; - xs = (float)x + R.samples->centLut[b & 15] + 0.5f; - ys = (float)y + R.samples->centLut[b >> 4] + 0.5f; - } - else if (R.i.curblur) { - xs= (float)x + R.mblur_jit[R.i.curblur-1][0] + 0.5f; - ys= (float)y + R.mblur_jit[R.i.curblur-1][1] + 0.5f; - } - else { - xs = (float)x + 0.5f; - ys = (float)y + 0.5f; - } - - shi->mask = curmask; - shi->samplenr = R.shadowsamplenr[shi->thread]++; - shade_input_set_viewco(shi, x, y, xs, ys, (float)ps->z); - shade_input_set_uv(shi); - shade_input_set_normals(shi); - shi++; - } - - /* total sample amount, shi->sample is static set in initialize */ - if (shi != ssamp->shi) - ssamp->tot = (shi - 1)->sample + 1; - } - } -} - -/* shades samples, returns true if anything happened */ -int shade_samples(ShadeSample *ssamp, PixStr *ps, int x, int y) -{ - shade_samples_fill_with_ps(ssamp, ps, x, y); - - if (ssamp->tot) { - ShadeInput *shi = ssamp->shi; - ShadeResult *shr = ssamp->shr; - int samp; - - /* if shadow or AO? */ - shade_samples_do_AO(ssamp); - - /* if shade (all shadepinputs have same passflag) */ - if (ssamp->shi[0].passflag & ~(SCE_PASS_Z | SCE_PASS_INDEXOB | SCE_PASS_INDEXMA)) { - - for (samp = 0; samp < ssamp->tot; samp++, shi++, shr++) { - shade_input_set_shade_texco(shi); - shade_input_do_shade(shi, shr); - } - } - else if (shi->passflag & SCE_PASS_Z) { - for (samp = 0; samp < ssamp->tot; samp++, shi++, shr++) - shr->z = -shi->co[2]; - } - - return 1; - } - return 0; -} - diff --git a/source/blender/render/intern/source/shadeoutput.c b/source/blender/render/intern/source/shadeoutput.c deleted file mode 100644 index 090c249defb..00000000000 --- a/source/blender/render/intern/source/shadeoutput.c +++ /dev/null @@ -1,2182 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2006 Blender Foundation - * All rights reserved. - * - * Contributors: Hos, Robert Wenzlaff. - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/render/intern/source/shadeoutput.c - * \ingroup render - */ - -#include -#include -#include -#include - -#include "BLI_math.h" -#include "BLI_utildefines.h" - -#include "BKE_colorband.h" -#include "BKE_colortools.h" -#include "BKE_material.h" - -#include "DNA_group_types.h" -#include "DNA_lamp_types.h" -#include "DNA_material_types.h" - -/* local include */ -#include "occlusion.h" -#include "render_types.h" -#include "rendercore.h" -#include "shadbuf.h" -#include "sss.h" -#include "texture.h" - -#include "shading.h" /* own include */ - -#include "IMB_colormanagement.h" - -/* could enable at some point but for now there are far too many conversions */ -#ifdef __GNUC__ -# pragma GCC diagnostic ignored "-Wdouble-promotion" -#endif - -/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ -/* defined in pipeline.c, is hardcopy of active dynamic allocated Render */ -/* only to be used here in this file, it's for speed */ -extern struct Render R; -/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ - -ListBase *get_lights(ShadeInput *shi) -{ - - if (R.r.scemode & R_BUTS_PREVIEW) - return &R.lights; - if (shi->light_override) - return &shi->light_override->gobject; - if (shi->mat && shi->mat->group) - return &shi->mat->group->gobject; - - return &R.lights; -} - -#if 0 -static void fogcolor(const float colf[3], float *rco, float *view) -{ - float alpha, stepsize, startdist, dist, hor[4], zen[3], vec[3], dview[3]; - float div=0.0f, distfac; - - hor[0]= R.wrld.horr; hor[1]= R.wrld.horg; hor[2]= R.wrld.horb; - zen[0]= R.wrld.zenr; zen[1]= R.wrld.zeng; zen[2]= R.wrld.zenb; - - copy_v3_v3(vec, rco); - - /* we loop from cur coord to mist start in steps */ - stepsize= 1.0f; - - div= ABS(view[2]); - dview[0]= view[0]/(stepsize*div); - dview[1]= view[1]/(stepsize*div); - dview[2]= -stepsize; - - startdist= -rco[2] + BLI_frand(); - for (dist= startdist; dist>R.wrld.miststa; dist-= stepsize) { - - hor[0]= R.wrld.horr; hor[1]= R.wrld.horg; hor[2]= R.wrld.horb; - alpha= 1.0f; - do_sky_tex(vec, vec, NULL, hor, zen, &alpha); - - distfac= (dist-R.wrld.miststa)/R.wrld.mistdist; - - hor[3]= hor[0]*distfac*distfac; - - /* premul! */ - alpha= hor[3]; - hor[0]= hor[0]*alpha; - hor[1]= hor[1]*alpha; - hor[2]= hor[2]*alpha; - addAlphaOverFloat(colf, hor); - - sub_v3_v3(vec, dview); - } -} -#endif - -/* zcor is distance, co the 3d coordinate in eye space, return alpha */ -float mistfactor(float zcor, float const co[3]) -{ - float fac, hi; - - fac = zcor - R.wrld.miststa; /* zcor is calculated per pixel */ - - /* fac= -co[2]-R.wrld.miststa; */ - - if (fac > 0.0f) { - if (fac < R.wrld.mistdist) { - - fac = (fac / R.wrld.mistdist); - - if (R.wrld.mistype == 0) { - fac *= fac; - } - else if (R.wrld.mistype == 1) { - /* pass */ - } - else { - fac = sqrtf(fac); - } - } - else { - fac = 1.0f; - } - } - else { - fac = 0.0f; - } - - /* height switched off mist */ - if (R.wrld.misthi!=0.0f && fac!=0.0f) { - /* at height misthi the mist is completely gone */ - - hi = R.viewinv[0][2] * co[0] + - R.viewinv[1][2] * co[1] + - R.viewinv[2][2] * co[2] + - R.viewinv[3][2]; - - if (hi > R.wrld.misthi) { - fac = 0.0f; - } - else if (hi>0.0f) { - hi= (R.wrld.misthi-hi)/R.wrld.misthi; - fac*= hi*hi; - } - } - - return (1.0f-fac)* (1.0f-R.wrld.misi); -} - -static void spothalo(struct LampRen *lar, ShadeInput *shi, float *intens) -{ - double a, b, c, disc, nray[3], npos[3]; - double t0, t1 = 0.0f, t2= 0.0f, t3; - float p1[3], p2[3], ladist, maxz = 0.0f, maxy = 0.0f, haint; - int cuts; - bool do_clip = true, use_yco = false; - - *intens= 0.0f; - haint= lar->haint; - - if (R.r.mode & R_ORTHO) { - /* camera pos (view vector) cannot be used... */ - /* camera position (cox,coy,0) rotate around lamp */ - p1[0]= shi->co[0]-lar->co[0]; - p1[1]= shi->co[1]-lar->co[1]; - p1[2]= -lar->co[2]; - mul_m3_v3(lar->imat, p1); - copy_v3db_v3fl(npos, p1); /* npos is double! */ - - /* pre-scale */ - npos[2] *= (double)lar->sh_zfac; - } - else { - copy_v3db_v3fl(npos, lar->sh_invcampos); /* in initlamp calculated */ - } - - /* rotate view */ - copy_v3db_v3fl(nray, shi->view); - mul_m3_v3_double(lar->imat, nray); - - if (R.wrld.mode & WO_MIST) { - /* patchy... */ - haint *= mistfactor(-lar->co[2], lar->co); - if (haint==0.0f) { - return; - } - } - - - /* rotate maxz */ - if (shi->co[2]==0.0f) { - do_clip = false; /* for when halo at sky */ - } - else { - p1[0]= shi->co[0]-lar->co[0]; - p1[1]= shi->co[1]-lar->co[1]; - p1[2]= shi->co[2]-lar->co[2]; - - maxz= lar->imat[0][2]*p1[0]+lar->imat[1][2]*p1[1]+lar->imat[2][2]*p1[2]; - maxz*= lar->sh_zfac; - maxy= lar->imat[0][1]*p1[0]+lar->imat[1][1]*p1[1]+lar->imat[2][1]*p1[2]; - - if (fabs(nray[2]) < FLT_EPSILON) { - use_yco = true; - } - } - - /* scale z to make sure volume is normalized */ - nray[2] *= (double)lar->sh_zfac; - /* nray does not need normalization */ - - ladist= lar->sh_zfac*lar->dist; - - /* solve */ - a = nray[0] * nray[0] + nray[1] * nray[1] - nray[2]*nray[2]; - b = nray[0] * npos[0] + nray[1] * npos[1] - nray[2]*npos[2]; - c = npos[0] * npos[0] + npos[1] * npos[1] - npos[2]*npos[2]; - - cuts= 0; - if (fabs(a) < DBL_EPSILON) { - /* - * Only one intersection point... - */ - return; - } - else { - disc = b*b - a*c; - - if (disc==0.0) { - t1=t2= (-b)/ a; - cuts= 2; - } - else if (disc > 0.0) { - disc = sqrt(disc); - t1 = (-b + disc) / a; - t2 = (-b - disc) / a; - cuts= 2; - } - } - if (cuts==2) { - int ok1=0, ok2=0; - - /* sort */ - if (t1>t2) { - a= t1; t1= t2; t2= a; - } - - /* z of intersection points with diabolo */ - p1[2]= npos[2] + t1*nray[2]; - p2[2]= npos[2] + t2*nray[2]; - - /* evaluate both points */ - if (p1[2]<=0.0f) ok1= 1; - if (p2[2]<=0.0f && t1!=t2) ok2= 1; - - /* at least 1 point with negative z */ - if (ok1==0 && ok2==0) return; - - /* intersction point with -ladist, the bottom of the cone */ - if (use_yco == false) { - t3= ((double)(-ladist)-npos[2])/nray[2]; - - /* de we have to replace one of the intersection points? */ - if (ok1) { - if (p1[2]<-ladist) t1= t3; - } - else { - t1= t3; - } - if (ok2) { - if (p2[2]<-ladist) t2= t3; - } - else { - t2= t3; - } - } - else if (ok1==0 || ok2==0) return; - - /* at least 1 visible interesction point */ - if (t1<0.0 && t2<0.0) return; - - if (t1<0.0) t1= 0.0; - if (t2<0.0) t2= 0.0; - - if (t1==t2) return; - - /* sort again to be sure */ - if (t1>t2) { - a= t1; t1= t2; t2= a; - } - - /* calculate t0: is the maximum visible z (when halo is intersected by face) */ - if (do_clip) { - if (use_yco == false) t0 = ((double)maxz - npos[2]) / nray[2]; - else t0 = ((double)maxy - npos[1]) / nray[1]; - - if (t0 < t1) return; - if (t0 < t2) t2= t0; - } - - /* calc points */ - p1[0]= npos[0] + t1*nray[0]; - p1[1]= npos[1] + t1*nray[1]; - p1[2]= npos[2] + t1*nray[2]; - p2[0]= npos[0] + t2*nray[0]; - p2[1]= npos[1] + t2*nray[1]; - p2[2]= npos[2] + t2*nray[2]; - - - /* now we have 2 points, make three lengths with it */ - - a = len_v3(p1); - b = len_v3(p2); - c = len_v3v3(p1, p2); - - a/= ladist; - a= sqrt(a); - b/= ladist; - b= sqrt(b); - c/= ladist; - - *intens= c*( (1.0-a)+(1.0-b) ); - - /* WATCH IT: do not clip a,b en c at 1.0, this gives nasty little overflows - * at the edges (especially with narrow halos) */ - if (*intens<=0.0f) return; - - /* soft area */ - /* not needed because t0 has been used for p1/p2 as well */ - /* if (doclip && t0shb && lar->shb->shadhalostep) { - *intens *= shadow_halo(lar, p1, p2); - } - - } -} - -void renderspothalo(ShadeInput *shi, float col[4], float alpha) -{ - ListBase *lights; - GroupObject *go; - LampRen *lar; - float i; - - if (alpha==0.0f) return; - - lights= get_lights(shi); - for (go=lights->first; go; go= go->next) { - lar= go->lampren; - if (lar==NULL) continue; - - if (lar->type==LA_SPOT && (lar->mode & LA_HALO) && (lar->buftype != LA_SHADBUF_DEEP) && lar->haint>0) { - - if (lar->mode & LA_LAYER) - if (shi->vlr && (lar->lay & shi->obi->lay)==0) - continue; - if ((lar->lay & shi->lay)==0) - continue; - - spothalo(lar, shi, &i); - if (i > 0.0f) { - const float i_alpha = i * alpha; - col[0] += i_alpha * lar->r; - col[1] += i_alpha * lar->g; - col[2] += i_alpha * lar->b; - col[3] += i_alpha; /* all premul */ - } - } - } - /* clip alpha, is needed for unified 'alpha threshold' (vanillaRenderPipe.c) */ - if (col[3]>1.0f) col[3]= 1.0f; -} - - - -/* ---------------- shaders ----------------------- */ - -static double Normalize_d(double *n) -{ - double d; - - d= n[0]*n[0]+n[1]*n[1]+n[2]*n[2]; - - if (d>0.00000000000000001) { - d= sqrt(d); - - n[0]/=d; - n[1]/=d; - n[2]/=d; - } - else { - n[0]=n[1]=n[2]= 0.0; - d= 0.0; - } - return d; -} - -/* mix of 'real' fresnel and allowing control. grad defines blending gradient */ -float fresnel_fac(const float view[3], const float vn[3], float grad, float fac) -{ - float t1, t2; - - if (fac==0.0f) return 1.0f; - - t1 = dot_v3v3(view, vn); - if (t1>0.0f) t2= 1.0f+t1; - else t2= 1.0f-t1; - - t2= grad + (1.0f-grad)*powf(t2, fac); - - if (t2<0.0f) return 0.0f; - else if (t2>1.0f) return 1.0f; - return t2; -} - -static double saacos_d(double fac) -{ - if (fac<= -1.0) return M_PI; - else if (fac>=1.0) return 0.0; - else return acos(fac); -} - -/* Stoke's form factor. Need doubles here for extreme small area sizes */ -static float area_lamp_energy(float (*area)[3], const float co[3], const float vn[3]) -{ - 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, 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]); - Normalize_d(vec[2]); - Normalize_d(vec[3]); - - /* cross product */ -#define CROSS(dest, a, b) \ - { \ - dest[0]= a[1] * b[2] - a[2] * b[1]; \ - dest[1]= a[2] * b[0] - a[0] * b[2]; \ - dest[2]= a[0] * b[1] - a[1] * b[0]; \ - } (void)0 - - CROSS(cross[0], vec[0], vec[1]); - CROSS(cross[1], vec[1], vec[2]); - CROSS(cross[2], vec[2], vec[3]); - CROSS(cross[3], vec[3], vec[0]); - -#undef CROSS - - Normalize_d(cross[0]); - Normalize_d(cross[1]); - Normalize_d(cross[2]); - Normalize_d(cross[3]); - - /* angles */ - rad[0]= vec[0][0]*vec[1][0]+ vec[0][1]*vec[1][1]+ vec[0][2]*vec[1][2]; - rad[1]= vec[1][0]*vec[2][0]+ vec[1][1]*vec[2][1]+ vec[1][2]*vec[2][2]; - rad[2]= vec[2][0]*vec[3][0]+ vec[2][1]*vec[3][1]+ vec[2][2]*vec[3][2]; - rad[3]= vec[3][0]*vec[0][0]+ vec[3][1]*vec[0][1]+ vec[3][2]*vec[0][2]; - - rad[0]= saacos_d(rad[0]); - rad[1]= saacos_d(rad[1]); - rad[2]= saacos_d(rad[2]); - rad[3]= saacos_d(rad[3]); - - /* Stoke formula */ - fac= rad[0]*(vn[0]*cross[0][0]+ vn[1]*cross[0][1]+ vn[2]*cross[0][2]); - fac+= rad[1]*(vn[0]*cross[1][0]+ vn[1]*cross[1][1]+ vn[2]*cross[1][2]); - fac+= rad[2]*(vn[0]*cross[2][0]+ vn[1]*cross[2][1]+ vn[2]*cross[2][2]); - 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 fac; -} - -static float area_lamp_energy_multisample(LampRen *lar, const float co[3], 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; - - /* test if co is behind lamp */ - sub_v3_v3v3(vec, co, lar->co); - if (dot_v3v3(vec, lar->vec) < 0.0f) - return 0.0f; - - while (a--) { - vec[0]= jitlamp[0]; - vec[1]= jitlamp[1]; - vec[2]= 0.0f; - mul_m3_v3(lar->mat, vec); - - add_v3_v3v3(area[0], lar->area[0], vec); - add_v3_v3v3(area[1], lar->area[1], vec); - add_v3_v3v3(area[2], lar->area[2], vec); - add_v3_v3v3(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) -{ - float b1; - - if (inp>=1.0f) return 1.0f; - else if (inp<=0.0f) return 0.0f; - - b1= inp*inp; - /* avoid FPE */ - if (b1<0.01f) b1= 0.01f; - - if ((hard & 1)==0) inp= 1.0f; - if (hard & 2) inp*= b1; - b1*= b1; - if (hard & 4) inp*= b1; - b1*= b1; - if (hard & 8) inp*= b1; - b1*= b1; - if (hard & 16) inp*= b1; - b1*= b1; - - /* avoid FPE */ - if (b1<0.001f) b1= 0.0f; - - if (hard & 32) inp*= b1; - b1*= b1; - if (hard & 64) inp*=b1; - b1*= b1; - if (hard & 128) inp*=b1; - - if (b1<0.001f) b1= 0.0f; - - if (hard & 256) { - b1*= b1; - inp*=b1; - } - - return inp; -} - -static float Phong_Spec(const float n[3], const float l[3], const float v[3], int hard, int tangent ) -{ - float h[3]; - float rslt; - - h[0] = l[0] + v[0]; - h[1] = l[1] + v[1]; - h[2] = l[2] + v[2]; - normalize_v3(h); - - rslt = h[0]*n[0] + h[1]*n[1] + h[2]*n[2]; - if (tangent) rslt= sasqrt(1.0f - rslt*rslt); - - if ( rslt > 0.0f ) rslt= spec(rslt, hard); - else rslt = 0.0f; - - return rslt; -} - - -/* reduced cook torrance spec (for off-specular peak) */ -static float CookTorr_Spec(const float n[3], const float l[3], const float v[3], int hard, int tangent) -{ - float i, nh, nv, h[3]; - - h[0]= v[0]+l[0]; - h[1]= v[1]+l[1]; - h[2]= v[2]+l[2]; - normalize_v3(h); - - nh= n[0]*h[0]+n[1]*h[1]+n[2]*h[2]; - if (tangent) nh= sasqrt(1.0f - nh*nh); - else if (nh<0.0f) return 0.0f; - - nv= n[0]*v[0]+n[1]*v[1]+n[2]*v[2]; - if (tangent) nv= sasqrt(1.0f - nv*nv); - else if (nv<0.0f) nv= 0.0f; - - i= spec(nh, hard); - - i= i/(0.1f+nv); - return i; -} - -/* Blinn spec */ -static float Blinn_Spec(const float n[3], const float l[3], const float v[3], float refrac, float spec_power, int tangent) -{ - float i, nh, nv, nl, vh, h[3]; - float a, b, c, g=0.0f, p, f, ang; - - if (refrac < 1.0f) return 0.0f; - if (spec_power == 0.0f) return 0.0f; - - /* conversion from 'hardness' (1-255) to 'spec_power' (50 maps at 0.1) */ - if (spec_power<100.0f) - spec_power = sqrtf(1.0f / spec_power); - else spec_power= 10.0f/spec_power; - - h[0]= v[0]+l[0]; - h[1]= v[1]+l[1]; - h[2]= v[2]+l[2]; - normalize_v3(h); - - nh= n[0]*h[0]+n[1]*h[1]+n[2]*h[2]; /* Dot product between surface normal and half-way vector */ - if (tangent) nh= sasqrt(1.0f - nh*nh); - else if (nh<0.0f) return 0.0f; - - nv= n[0]*v[0]+n[1]*v[1]+n[2]*v[2]; /* Dot product between surface normal and view vector */ - if (tangent) nv= sasqrt(1.0f - nv*nv); - if (nv<=0.01f) nv= 0.01f; /* hrms... */ - - nl= n[0]*l[0]+n[1]*l[1]+n[2]*l[2]; /* Dot product between surface normal and light vector */ - if (tangent) nl= sasqrt(1.0f - nl*nl); - if (nl<=0.01f) { - return 0.0f; - } - - vh= v[0]*h[0]+v[1]*h[1]+v[2]*h[2]; /* Dot product between view vector and half-way vector */ - if (vh<=0.0f) vh= 0.01f; - - a = 1.0f; - b = (2.0f*nh*nv)/vh; - c = (2.0f*nh*nl)/vh; - - if ( a < b && a < c ) g = a; - else if ( b < a && b < c ) g = b; - else if ( c < a && c < b ) g = c; - - p = sqrt((double)((refrac * refrac)+(vh * vh) - 1.0f)); - f = (((p-vh)*(p-vh))/((p+vh)*(p+vh)))*(1+((((vh*(p+vh))-1.0f)*((vh*(p+vh))-1.0f))/(((vh*(p-vh))+1.0f)*((vh*(p-vh))+1.0f)))); - ang = saacos(nh); - - i= f * g * exp((double)(-(ang*ang) / (2.0f*spec_power*spec_power))); - if (i<0.0f) i= 0.0f; - - return i; -} - -/* cartoon render spec */ -static float Toon_Spec(const float n[3], const float l[3], const float v[3], float size, float smooth, int tangent) -{ - float h[3]; - float ang; - float rslt; - - h[0] = l[0] + v[0]; - h[1] = l[1] + v[1]; - h[2] = l[2] + v[2]; - normalize_v3(h); - - rslt = h[0]*n[0] + h[1]*n[1] + h[2]*n[2]; - if (tangent) rslt = sasqrt(1.0f - rslt*rslt); - - ang = saacos( rslt ); - - if ( ang < size ) rslt = 1.0f; - else if ( ang >= (size + smooth) || smooth == 0.0f ) rslt = 0.0f; - else rslt = 1.0f - ((ang - size) / smooth); - - return rslt; -} - -/* Ward isotropic gaussian spec */ -static float WardIso_Spec(const float n[3], const float l[3], const float v[3], float rms, int tangent) -{ - float i, nh, nv, nl, h[3], angle, alpha; - - - /* half-way vector */ - h[0] = l[0] + v[0]; - h[1] = l[1] + v[1]; - h[2] = l[2] + v[2]; - normalize_v3(h); - - nh = n[0]*h[0]+n[1]*h[1]+n[2]*h[2]; /* Dot product between surface normal and half-way vector */ - if (tangent) nh = sasqrt(1.0f - nh*nh); - if (nh<=0.0f) nh = 0.001f; - - nv = n[0]*v[0]+n[1]*v[1]+n[2]*v[2]; /* Dot product between surface normal and view vector */ - if (tangent) nv = sasqrt(1.0f - nv*nv); - if (nv<=0.0f) nv = 0.001f; - - nl = n[0]*l[0]+n[1]*l[1]+n[2]*l[2]; /* Dot product between surface normal and light vector */ - if (tangent) nl = sasqrt(1.0f - nl*nl); - if (nl<=0.0f) nl = 0.001f; - - angle = tanf(saacos(nh)); - alpha = MAX2(rms, 0.001f); - - i= nl * (1.0f/(4.0f*(float)M_PI*alpha*alpha)) * (expf( -(angle*angle)/(alpha*alpha))/(sqrtf(nv*nl))); - - return i; -} - -/* cartoon render diffuse */ -static float Toon_Diff(const float n[3], const float l[3], const float UNUSED(v[3]), float size, float smooth) -{ - float rslt, ang; - - rslt = n[0]*l[0] + n[1]*l[1] + n[2]*l[2]; - - ang = saacos(rslt); - - if ( ang < size ) rslt = 1.0f; - else if ( ang >= (size + smooth) || smooth == 0.0f ) rslt = 0.0f; - else rslt = 1.0f - ((ang - size) / smooth); - - return rslt; -} - -/* Oren Nayar diffuse */ - -/* 'nl' is either dot product, or return value of area light */ -/* in latter case, only last multiplication uses 'nl' */ -static float OrenNayar_Diff(float nl, const float n[3], const float l[3], const float v[3], float rough ) -{ - float i/*, nh*/, nv /*, vh */, realnl, h[3]; - float a, b, t, A, B; - float Lit_A, View_A, Lit_B[3], View_B[3]; - - h[0]= v[0]+l[0]; - h[1]= v[1]+l[1]; - h[2]= v[2]+l[2]; - normalize_v3(h); - - /* nh= n[0]*h[0]+n[1]*h[1]+n[2]*h[2]; */ /* Dot product between surface normal and half-way vector */ - /* if (nh<0.0f) nh = 0.0f; */ - - nv= n[0]*v[0]+n[1]*v[1]+n[2]*v[2]; /* Dot product between surface normal and view vector */ - if (nv<=0.0f) nv= 0.0f; - - realnl= n[0]*l[0]+n[1]*l[1]+n[2]*l[2]; /* Dot product between surface normal and light vector */ - if (realnl<=0.0f) return 0.0f; - if (nl<0.0f) return 0.0f; /* value from area light */ - - /* vh= v[0]*h[0]+v[1]*h[1]+v[2]*h[2]; */ /* Dot product between view vector and halfway vector */ - /* if (vh<=0.0f) vh= 0.0f; */ - - Lit_A = saacos(realnl); - View_A = saacos( nv ); - - Lit_B[0] = l[0] - (realnl * n[0]); - Lit_B[1] = l[1] - (realnl * n[1]); - Lit_B[2] = l[2] - (realnl * n[2]); - normalize_v3(Lit_B); - - View_B[0] = v[0] - (nv * n[0]); - View_B[1] = v[1] - (nv * n[1]); - View_B[2] = v[2] - (nv * n[2]); - normalize_v3(View_B); - - t = Lit_B[0]*View_B[0] + Lit_B[1]*View_B[1] + Lit_B[2]*View_B[2]; - if ( t < 0 ) t = 0; - - if ( Lit_A > View_A ) { - a = Lit_A; - b = View_A; - } - else { - a = View_A; - b = Lit_A; - } - - A = 1.0f - (0.5f * ((rough * rough) / ((rough * rough) + 0.33f))); - B = 0.45f * ((rough * rough) / ((rough * rough) + 0.09f)); - - b*= 0.95f; /* prevent tangens from shooting to inf, 'nl' can be not a dot product here. */ - /* overflow only happens with extreme size area light, and higher roughness */ - i = nl * ( A + ( B * t * sinf(a) * tanf(b) ) ); - - return i; -} - -/* Minnaert diffuse */ -static float Minnaert_Diff(float nl, const float n[3], const float v[3], float darkness) -{ - float i, nv; - - /* nl = dot product between surface normal and light vector */ - if (nl <= 0.0f) - return 0.0f; - - /* nv = dot product between surface normal and view vector */ - nv = dot_v3v3(n, v); - if (nv < 0.0f) - nv = 0.0f; - - if (darkness <= 1.0f) - i = nl * pow(max_ff(nv * nl, 0.1f), (darkness - 1.0f) ); /*The Real model*/ - else - i = nl * pow( (1.001f - nv), (darkness - 1.0f) ); /*Nvidia model*/ - - return i; -} - -static float Fresnel_Diff(float *vn, float *lv, float *UNUSED(view), float fac_i, float fac) -{ - return fresnel_fac(lv, vn, fac_i, fac); -} - -/* --------------------------------------------- */ -/* also called from texture.c */ -void calc_R_ref(ShadeInput *shi) -{ - float i; - - /* shi->vn dot shi->view */ - i= -2*(shi->vn[0]*shi->view[0]+shi->vn[1]*shi->view[1]+shi->vn[2]*shi->view[2]); - - shi->ref[0]= (shi->view[0]+i*shi->vn[0]); - shi->ref[1]= (shi->view[1]+i*shi->vn[1]); - shi->ref[2]= (shi->view[2]+i*shi->vn[2]); - if (shi->osatex) { - if (shi->vlr->flag & R_SMOOTH) { - i= -2*( (shi->vn[0]+shi->dxno[0])*(shi->view[0]+shi->dxview) + - (shi->vn[1]+shi->dxno[1])*shi->view[1]+ (shi->vn[2]+shi->dxno[2])*shi->view[2] ); - - shi->dxref[0]= shi->ref[0]- ( shi->view[0]+shi->dxview+i*(shi->vn[0]+shi->dxno[0])); - shi->dxref[1]= shi->ref[1]- (shi->view[1]+ i*(shi->vn[1]+shi->dxno[1])); - shi->dxref[2]= shi->ref[2]- (shi->view[2]+ i*(shi->vn[2]+shi->dxno[2])); - - i= -2*( (shi->vn[0]+shi->dyno[0])*shi->view[0]+ - (shi->vn[1]+shi->dyno[1])*(shi->view[1]+shi->dyview)+ (shi->vn[2]+shi->dyno[2])*shi->view[2] ); - - shi->dyref[0]= shi->ref[0]- (shi->view[0]+ i*(shi->vn[0]+shi->dyno[0])); - shi->dyref[1]= shi->ref[1]- (shi->view[1]+shi->dyview+i*(shi->vn[1]+shi->dyno[1])); - shi->dyref[2]= shi->ref[2]- (shi->view[2]+ i*(shi->vn[2]+shi->dyno[2])); - - } - else { - - i= -2*( shi->vn[0]*(shi->view[0]+shi->dxview) + - shi->vn[1]*shi->view[1]+ shi->vn[2]*shi->view[2] ); - - shi->dxref[0]= shi->ref[0]- (shi->view[0]+shi->dxview+i*shi->vn[0]); - shi->dxref[1]= shi->ref[1]- (shi->view[1]+ i*shi->vn[1]); - shi->dxref[2]= shi->ref[2]- (shi->view[2]+ i*shi->vn[2]); - - i= -2*( shi->vn[0]*shi->view[0]+ - shi->vn[1]*(shi->view[1]+shi->dyview)+ shi->vn[2]*shi->view[2] ); - - shi->dyref[0]= shi->ref[0]- (shi->view[0]+ i*shi->vn[0]); - shi->dyref[1]= shi->ref[1]- (shi->view[1]+shi->dyview+i*shi->vn[1]); - shi->dyref[2]= shi->ref[2]- (shi->view[2]+ i*shi->vn[2]); - } - } - -} - -/* called from rayshade.c */ -void shade_color(ShadeInput *shi, ShadeResult *shr) -{ - Material *ma= shi->mat; - - if (ma->mode & (MA_FACETEXTURE)) { - shi->r= shi->vcol[0]; - shi->g= shi->vcol[1]; - shi->b= shi->vcol[2]; - if (ma->mode & (MA_FACETEXTURE_ALPHA)) - shi->alpha= shi->vcol[3]; - } - else if (ma->mode & (MA_VERTEXCOLP)) { - float neg_alpha = 1.0f - shi->vcol[3]; - shi->r= shi->r*neg_alpha + shi->vcol[0]*shi->vcol[3]; - shi->g= shi->g*neg_alpha + shi->vcol[1]*shi->vcol[3]; - shi->b= shi->b*neg_alpha + shi->vcol[2]*shi->vcol[3]; - } - - if (ma->texco) - do_material_tex(shi, &R); - - if (ma->fresnel_tra!=0.0f) - shi->alpha*= fresnel_fac(shi->view, shi->vn, ma->fresnel_tra_i, ma->fresnel_tra); - - if (!(shi->mode & MA_TRANSP)) shi->alpha= 1.0f; - - shr->diff[0]= shi->r; - shr->diff[1]= shi->g; - shr->diff[2]= shi->b; - shr->alpha= shi->alpha; - - /* modulate by the object color */ - if ((ma->shade_flag & MA_OBCOLOR) && shi->obr->ob) { - float obcol[4]; - - copy_v4_v4(obcol, shi->obr->ob->col); - CLAMP(obcol[3], 0.0f, 1.0f); - - shr->diff[0] *= obcol[0]; - shr->diff[1] *= obcol[1]; - shr->diff[2] *= obcol[2]; - if (shi->mode & MA_TRANSP) shr->alpha *= obcol[3]; - } - - copy_v3_v3(shr->diffshad, shr->diff); -} - -/* ramp for at end of shade */ -static void ramp_diffuse_result(float *diff, ShadeInput *shi) -{ - Material *ma= shi->mat; - float col[4]; - - if (ma->ramp_col) { - if (ma->rampin_col==MA_RAMP_IN_RESULT) { - float fac = IMB_colormanagement_get_luminance(diff); - BKE_colorband_evaluate(ma->ramp_col, fac, col); - - /* blending method */ - fac= col[3]*ma->rampfac_col; - - ramp_blend(ma->rampblend_col, diff, fac, col); - } - } -} - -/* r,g,b denote energy, ramp is used with different values to make new material color */ -static void add_to_diffuse(float diff[3], const ShadeInput *shi, const float is, const float rgb[3]) -{ - Material *ma= shi->mat; - - if (ma->ramp_col && (ma->mode & MA_RAMP_COL)) { - - /* MA_RAMP_IN_RESULT is exceptional */ - if (ma->rampin_col==MA_RAMP_IN_RESULT) { - /* normal add */ - diff[0] += rgb[0] * shi->r; - diff[1] += rgb[1] * shi->g; - diff[2] += rgb[2] * shi->b; - } - else { - float colt[3], col[4]; - float fac; - - /* input */ - switch (ma->rampin_col) { - case MA_RAMP_IN_ENERGY: - fac = IMB_colormanagement_get_luminance(rgb); - break; - case MA_RAMP_IN_SHADER: - fac = is; - break; - case MA_RAMP_IN_NOR: - fac = dot_v3v3(shi->view, shi->vn); - break; - default: - fac = 0.0f; - break; - } - - BKE_colorband_evaluate(ma->ramp_col, fac, col); - - /* blending method */ - fac = col[3] * ma->rampfac_col; - copy_v3_v3(colt, &shi->r); - - ramp_blend(ma->rampblend_col, colt, fac, col); - - /* output to */ - diff[0] += rgb[0] * colt[0]; - diff[1] += rgb[1] * colt[1]; - diff[2] += rgb[2] * colt[2]; - } - } - else { - diff[0] += rgb[0] * shi->r; - diff[1] += rgb[1] * shi->g; - diff[2] += rgb[2] * shi->b; - } -} - -static void ramp_spec_result(float spec_col[3], ShadeInput *shi) -{ - Material *ma= shi->mat; - - if (ma->ramp_spec && (ma->rampin_spec==MA_RAMP_IN_RESULT)) { - float col[4]; - float fac = IMB_colormanagement_get_luminance(spec_col); - - BKE_colorband_evaluate(ma->ramp_spec, fac, col); - - /* blending method */ - fac= col[3]*ma->rampfac_spec; - - ramp_blend(ma->rampblend_spec, spec_col, fac, col); - - } -} - -/* is = dot product shade, t = spec energy */ -static void do_specular_ramp(ShadeInput *shi, float is, float t, float spec[3]) -{ - Material *ma= shi->mat; - - spec[0]= shi->specr; - spec[1]= shi->specg; - spec[2]= shi->specb; - - /* MA_RAMP_IN_RESULT is exception */ - if (ma->ramp_spec && (ma->rampin_spec!=MA_RAMP_IN_RESULT)) { - float fac; - float col[4]; - - /* input */ - switch (ma->rampin_spec) { - case MA_RAMP_IN_ENERGY: - fac= t; - break; - case MA_RAMP_IN_SHADER: - fac= is; - break; - case MA_RAMP_IN_NOR: - fac= shi->view[0]*shi->vn[0] + shi->view[1]*shi->vn[1] + shi->view[2]*shi->vn[2]; - break; - default: - fac= 0.0f; - break; - } - - BKE_colorband_evaluate(ma->ramp_spec, fac, col); - - /* blending method */ - fac= col[3]*ma->rampfac_spec; - - ramp_blend(ma->rampblend_spec, spec, fac, col); - } -} - -/* pure AO, check for raytrace and world should have been done */ -/* preprocess, textures were not done, don't use shi->amb for that reason */ -void ambient_occlusion(ShadeInput *shi) -{ - if ((R.wrld.ao_gather_method == WO_AOGATHER_APPROX) && shi->mat->amb!=0.0f) { - sample_occ(&R, shi); - } - else if ((R.r.mode & R_RAYTRACE) && shi->mat->amb!=0.0f) { - ray_ao(shi, shi->ao, shi->env); - } - else { - shi->ao[0]= shi->ao[1]= shi->ao[2]= 1.0f; - zero_v3(shi->env); - zero_v3(shi->indirect); - } -} - - -/* wrld mode was checked for */ -static void ambient_occlusion_apply(ShadeInput *shi, ShadeResult *shr) -{ - float f= R.wrld.aoenergy; - float tmp[3], tmpspec[3]; - - if (!((R.r.mode & R_RAYTRACE) || R.wrld.ao_gather_method == WO_AOGATHER_APPROX)) - return; - if (f == 0.0f) - return; - - if (R.wrld.aomix==WO_AOADD) { - shr->combined[0] += shi->ao[0]*shi->r*shi->refl*f; - shr->combined[1] += shi->ao[1]*shi->g*shi->refl*f; - shr->combined[2] += shi->ao[2]*shi->b*shi->refl*f; - } - else if (R.wrld.aomix==WO_AOMUL) { - mul_v3_v3v3(tmp, shr->combined, shi->ao); - mul_v3_v3v3(tmpspec, shr->spec, shi->ao); - - if (f == 1.0f) { - copy_v3_v3(shr->combined, tmp); - copy_v3_v3(shr->spec, tmpspec); - } - else { - interp_v3_v3v3(shr->combined, shr->combined, tmp, f); - interp_v3_v3v3(shr->spec, shr->spec, tmpspec, f); - } - } -} - -void environment_lighting_apply(ShadeInput *shi, ShadeResult *shr) -{ - float f= R.wrld.ao_env_energy*shi->amb; - - if (!((R.r.mode & R_RAYTRACE) || R.wrld.ao_gather_method == WO_AOGATHER_APPROX)) - return; - if (f == 0.0f) - return; - - shr->combined[0] += shi->env[0]*shi->r*shi->refl*f; - shr->combined[1] += shi->env[1]*shi->g*shi->refl*f; - shr->combined[2] += shi->env[2]*shi->b*shi->refl*f; -} - -static void indirect_lighting_apply(ShadeInput *shi, ShadeResult *shr) -{ - float f= R.wrld.ao_indirect_energy; - - if (!((R.r.mode & R_RAYTRACE) || R.wrld.ao_gather_method == WO_AOGATHER_APPROX)) - return; - if (f == 0.0f) - return; - - shr->combined[0] += shi->indirect[0]*shi->r*shi->refl*f; - shr->combined[1] += shi->indirect[1]*shi->g*shi->refl*f; - shr->combined[2] += shi->indirect[2]*shi->b*shi->refl*f; -} - -/* result written in shadfac */ -void lamp_get_shadow(LampRen *lar, ShadeInput *shi, float inp, float shadfac[4], int do_real) -{ - LampShadowSubSample *lss= &(lar->shadsamp[shi->thread].s[shi->sample]); - - if (do_real || lss->samplenr!=shi->samplenr) { - - shadfac[0]= shadfac[1]= shadfac[2]= shadfac[3]= 1.0f; - - if (lar->shb) { - if (lar->buftype==LA_SHADBUF_IRREGULAR) - shadfac[3]= ISB_getshadow(shi, lar->shb); - else - shadfac[3] = testshadowbuf(&R, lar->shb, shi->co, shi->dxco, shi->dyco, inp, shi->mat->lbias); - } - else if (lar->mode & LA_SHAD_RAY) { - ray_shadow(shi, lar, shadfac); - } - - if (shi->depth==0) { - copy_v4_v4(lss->shadfac, shadfac); - lss->samplenr= shi->samplenr; - } - } - else { - copy_v4_v4(shadfac, lss->shadfac); - } -} - -/* lampdistance and spot angle, writes in lv and dist */ -float lamp_get_visibility(LampRen *lar, const float co[3], float lv[3], float *dist) -{ - if (lar->type==LA_SUN || lar->type==LA_HEMI) { - *dist= 1.0f; - copy_v3_v3(lv, lar->vec); - return 1.0f; - } - else { - float visifac= 1.0f, visifac_r; - - sub_v3_v3v3(lv, co, lar->co); - mul_v3_fl(lv, 1.0f / (*dist = len_v3(lv))); - - /* area type has no quad or sphere option */ - if (lar->type==LA_AREA) { - /* area is single sided */ - //if (dot_v3v3(lv, lar->vec) > 0.0f) - // visifac= 1.0f; - //else - // visifac= 0.0f; - } - else { - switch (lar->falloff_type) { - case LA_FALLOFF_CONSTANT: - visifac = 1.0f; - break; - case LA_FALLOFF_INVLINEAR: - visifac = lar->dist/(lar->dist + dist[0]); - break; - case LA_FALLOFF_INVSQUARE: - /* NOTE: This seems to be a hack since commit r12045 says this - * option is similar to old Quad, but with slight changes. - * Correct inv square would be (which would be old Quad): - * visifac = lar->distkw / (lar->distkw + dist[0]*dist[0]); - */ - visifac = lar->dist / (lar->dist + dist[0]*dist[0]); - break; - case LA_FALLOFF_SLIDERS: - if (lar->ld1>0.0f) - visifac= lar->dist/(lar->dist+lar->ld1*dist[0]); - if (lar->ld2>0.0f) - visifac*= lar->distkw/(lar->distkw+lar->ld2*dist[0]*dist[0]); - break; - case LA_FALLOFF_INVCOEFFICIENTS: - visifac_r = lar->coeff_const + - lar->coeff_lin * dist[0] + - lar->coeff_quad * dist[0] * dist[0]; - if (visifac_r > 0.0) - visifac = 1.0 / visifac_r; - else - visifac = 0.0; - break; - case LA_FALLOFF_CURVE: - /* curvemapping_initialize is called from #add_render_lamp */ - visifac = curvemapping_evaluateF(lar->curfalloff, 0, dist[0]/lar->dist); - break; - } - - if (lar->mode & LA_SPHERE) { - float t= lar->dist - dist[0]; - if (t<=0.0f) - visifac= 0.0f; - else - visifac*= t/lar->dist; - } - - if (visifac > 0.0f) { - if (lar->type==LA_SPOT) { - float inpr, t; - - if (lar->mode & LA_SQUARE) { - if (dot_v3v3(lv, lar->vec) > 0.0f) { - float lvrot[3], x; - - /* rotate view to lampspace */ - copy_v3_v3(lvrot, lv); - mul_m3_v3(lar->imat, lvrot); - - x = max_ff(fabsf(lvrot[0]/lvrot[2]), fabsf(lvrot[1]/lvrot[2])); - /* 1.0f/(sqrt(1+x*x)) is equivalent to cos(atan(x)) */ - - inpr = 1.0f / (sqrtf(1.0f + x * x)); - } - else inpr= 0.0f; - } - else { - inpr= lv[0]*lar->vec[0]+lv[1]*lar->vec[1]+lv[2]*lar->vec[2]; - } - - t= lar->spotsi; - if (inpr<=t) - visifac= 0.0f; - else { - t= inpr-t; - if (tspotbl && lar->spotbl!=0.0f) { - /* soft area */ - float i= t/lar->spotbl; - t= i*i; - inpr*= (3.0f*t-2.0f*t*i); - } - visifac*= inpr; - } - } - } - } - if (visifac <= 0.001f) visifac = 0.0f; - return visifac; - } -} - -/* function returns raw diff, spec and full shadowed diff in the 'shad' pass */ -static void shade_one_light(LampRen *lar, ShadeInput *shi, ShadeResult *shr, int passflag) -{ - Material *ma= shi->mat; - VlakRen *vlr= shi->vlr; - float lv[3], lampdist, lacol[3], shadfac[4], lashdw[3]; - float i, is, i_noshad, inp, *vn, *view, vnor[3], phongcorr=1.0f; - float visifac; - - vn= shi->vn; - view= shi->view; - - - if (lar->energy == 0.0f) return; - /* only shadow lamps shouldn't affect shadow-less materials at all */ - if ((lar->mode & LA_ONLYSHADOW) && (!(ma->mode & MA_SHADOW) || !(R.r.mode & R_SHADOW))) - return; - /* optimization, don't render fully black lamps */ - if (!(lar->mode & LA_TEXTURE) && (lar->r + lar->g + lar->b == 0.0f)) - return; - - /* lampdist, spot angle, area side, ... */ - visifac= lamp_get_visibility(lar, shi->co, lv, &lampdist); - if (visifac==0.0f) - return; - - if (lar->type==LA_SPOT) { - if (lar->mode & LA_OSATEX) { - shi->osatex= 1; /* signal for multitex() */ - - shi->dxlv[0]= lv[0] - (shi->co[0]-lar->co[0]+shi->dxco[0])/lampdist; - shi->dxlv[1]= lv[1] - (shi->co[1]-lar->co[1]+shi->dxco[1])/lampdist; - shi->dxlv[2]= lv[2] - (shi->co[2]-lar->co[2]+shi->dxco[2])/lampdist; - - shi->dylv[0]= lv[0] - (shi->co[0]-lar->co[0]+shi->dyco[0])/lampdist; - shi->dylv[1]= lv[1] - (shi->co[1]-lar->co[1]+shi->dyco[1])/lampdist; - shi->dylv[2]= lv[2] - (shi->co[2]-lar->co[2]+shi->dyco[2])/lampdist; - } - } - - /* lamp color texture */ - lacol[0]= lar->r; - lacol[1]= lar->g; - lacol[2]= lar->b; - - lashdw[0]= lar->shdwr; - lashdw[1]= lar->shdwg; - lashdw[2]= lar->shdwb; - - if (lar->mode & LA_TEXTURE) do_lamp_tex(lar, lv, shi, lacol, LA_TEXTURE); - if (lar->mode & LA_SHAD_TEX) do_lamp_tex(lar, lv, shi, lashdw, LA_SHAD_TEX); - - /* tangent case; calculate fake face normal, aligned with lampvector */ - /* note, vnor==vn is used as tangent trigger for buffer shadow */ - if (vlr->flag & R_TANGENT) { - float cross[3], nstrand[3], blend; - - if (ma->mode & MA_STR_SURFDIFF) { - cross_v3_v3v3(cross, shi->surfnor, vn); - cross_v3_v3v3(nstrand, vn, cross); - - blend= dot_v3v3(nstrand, shi->surfnor); - blend= 1.0f - blend; - CLAMP(blend, 0.0f, 1.0f); - - interp_v3_v3v3(vnor, nstrand, shi->surfnor, blend); - normalize_v3(vnor); - } - else { - cross_v3_v3v3(cross, lv, vn); - cross_v3_v3v3(vnor, cross, vn); - normalize_v3(vnor); - } - - if (ma->strand_surfnor > 0.0f) { - if (ma->strand_surfnor > shi->surfdist) { - blend= (ma->strand_surfnor - shi->surfdist)/ma->strand_surfnor; - interp_v3_v3v3(vnor, vnor, shi->surfnor, blend); - normalize_v3(vnor); - } - } - - vnor[0]= -vnor[0];vnor[1]= -vnor[1];vnor[2]= -vnor[2]; - vn= vnor; - } - else if (ma->mode & MA_TANGENT_V) { - float cross[3]; - cross_v3_v3v3(cross, lv, shi->tang); - cross_v3_v3v3(vnor, cross, shi->tang); - normalize_v3(vnor); - vnor[0]= -vnor[0];vnor[1]= -vnor[1];vnor[2]= -vnor[2]; - vn= vnor; - } - - /* dot product and reflectivity */ - /* inp = dotproduct, is = shader result, i = lamp energy (with shadow), i_noshad = i without shadow */ - inp= dot_v3v3(vn, lv); - - /* phong threshold to prevent backfacing faces having artifacts on ray shadow (terminator problem) */ - /* 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 || lar->type == LA_AREA) { - /* pass */ - } - else if ((ma->mode & MA_RAYBIAS) && (lar->mode & LA_SHAD_RAY) && (vlr->flag & R_SMOOTH)) { - float thresh= shi->obr->ob->smoothresh; - if (inp>thresh) - phongcorr= (inp-thresh)/(inp*(1.0f-thresh)); - else - phongcorr= 0.0f; - } - else if (ma->sbias!=0.0f && ((lar->mode & LA_SHAD_RAY) || lar->shb)) { - if (inp>ma->sbias) - phongcorr= (inp-ma->sbias)/(inp*(1.0f-ma->sbias)); - else - phongcorr= 0.0f; - } - } - } - - /* diffuse shaders */ - if (lar->mode & LA_NO_DIFF) { - is = 0.0f; /* skip shaders */ - } - else if (lar->type==LA_HEMI) { - is = 0.5f * inp + 0.5f; - } - else { - - if (lar->type==LA_AREA) - 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); - else if (ma->diff_shader==MA_DIFF_TOON) is= Toon_Diff(vn, lv, view, ma->param[0], ma->param[1]); - else if (ma->diff_shader==MA_DIFF_MINNAERT) is= Minnaert_Diff(inp, vn, view, ma->darkness); - else if (ma->diff_shader==MA_DIFF_FRESNEL) is= Fresnel_Diff(vn, lv, view, ma->param[0], ma->param[1]); - else is= inp; /* Lambert */ - } - - /* 'is' is diffuse */ - if ((ma->shade_flag & MA_CUBIC) && is > 0.0f && is < 1.0f) { - is= 3.0f * is * is - 2.0f * is * is * is; /* nicer termination of shades */ - } - - i= is*phongcorr; - - if (i>0.0f) { - i*= visifac*shi->refl; - } - i_noshad= i; - - vn = shi->vn; /* bring back original vector, we use special specular shaders for tangent */ - if (ma->mode & MA_TANGENT_V) - vn= shi->tang; - - /* init transp shadow */ - shadfac[0]= shadfac[1]= shadfac[2]= shadfac[3]= 1.0f; - - /* shadow and spec, (visifac==0 outside spot) */ - if (visifac> 0.0f) { - - if ((R.r.mode & R_SHADOW)) { - if (ma->mode & MA_SHADOW) { - if (lar->shb || (lar->mode & LA_SHAD_RAY)) { - - if (vn==vnor) /* tangent trigger */ - lamp_get_shadow(lar, shi, dot_v3v3(shi->vn, lv), shadfac, shi->depth); - else - lamp_get_shadow(lar, shi, inp, shadfac, shi->depth); - - /* warning, here it skips the loop */ - if ((lar->mode & LA_ONLYSHADOW) && i>0.0f) { - - shadfac[3]= i*lar->energy*(1.0f-shadfac[3]); - shr->shad[0] -= shadfac[3]*shi->r*(1.0f-lashdw[0]); - shr->shad[1] -= shadfac[3]*shi->g*(1.0f-lashdw[1]); - shr->shad[2] -= shadfac[3]*shi->b*(1.0f-lashdw[2]); - - if (!(lar->mode & LA_NO_SPEC)) { - shr->spec[0] -= shadfac[3]*shi->specr*(1.0f-lashdw[0]); - shr->spec[1] -= shadfac[3]*shi->specg*(1.0f-lashdw[1]); - shr->spec[2] -= shadfac[3]*shi->specb*(1.0f-lashdw[2]); - } - - return; - } - - i*= shadfac[3]; - shr->shad[3] = shadfac[3]; /* store this for possible check in troublesome cases */ - } - else { - shr->shad[3] = 1.0f; /* No shadow at all! */ - } - } - } - - /* in case 'no diffuse' we still do most calculus, spec can be in shadow.*/ - if (!(lar->mode & LA_NO_DIFF)) { - if (i>0.0f) { - if (ma->mode & MA_SHADOW_TRA) { - const float tcol[3] = { - i * shadfac[0] * lacol[0], - i * shadfac[1] * lacol[1], - i * shadfac[2] * lacol[2], - }; - add_to_diffuse(shr->shad, shi, is, tcol); - } - else { - const float tcol[3] = { - i * lacol[0], - i * lacol[1], - i * lacol[2], - }; - add_to_diffuse(shr->shad, shi, is, tcol); - } - } - /* add light for colored shadow */ - if (i_noshad>i && !(lashdw[0]==0 && lashdw[1]==0 && lashdw[2]==0)) { - const float tcol[3] = { - lashdw[0] * (i_noshad - i) * lacol[0], - lashdw[1] * (i_noshad - i) * lacol[1], - lashdw[2] * (i_noshad - i) * lacol[2], - }; - add_to_diffuse(shr->shad, shi, is, tcol); - } - if (i_noshad>0.0f) { - if (passflag & (SCE_PASS_DIFFUSE|SCE_PASS_SHADOW) || - ((passflag & SCE_PASS_COMBINED) && !(shi->combinedflag & SCE_PASS_SHADOW))) - { - const float tcol[3] = { - i_noshad * lacol[0], - i_noshad * lacol[1], - i_noshad * lacol[2] - }; - add_to_diffuse(shr->diff, shi, is, tcol); - } - else { - copy_v3_v3(shr->diff, shr->shad); - } - } - } - - /* specularity */ - shadfac[3]*= phongcorr; /* note, shadfac not allowed to be stored nonlocal */ - - if (shadfac[3]>0.0f && shi->spec!=0.0f && !(lar->mode & LA_NO_SPEC) && !(lar->mode & LA_ONLYSHADOW)) { - - if (!(passflag & (SCE_PASS_COMBINED | SCE_PASS_SPEC))) { - /* pass */ - } - else if (lar->type == LA_HEMI) { - float t; - /* hemi uses no spec shaders (yet) */ - - lv[0]+= view[0]; - lv[1]+= view[1]; - lv[2]+= view[2]; - - normalize_v3(lv); - - t= vn[0]*lv[0]+vn[1]*lv[1]+vn[2]*lv[2]; - - if (lar->type==LA_HEMI) { - t= 0.5f*t+0.5f; - } - - t= shadfac[3]*shi->spec*spec(t, shi->har); - - shr->spec[0]+= t*(lacol[0] * shi->specr); - shr->spec[1]+= t*(lacol[1] * shi->specg); - shr->spec[2]+= t*(lacol[2] * shi->specb); - } - else { - /* specular shaders */ - float specfac, t; - - if (ma->spec_shader==MA_SPEC_PHONG) - specfac= Phong_Spec(vn, lv, view, shi->har, (vlr->flag & R_TANGENT) || (ma->mode & MA_TANGENT_V)); - else if (ma->spec_shader==MA_SPEC_COOKTORR) - specfac= CookTorr_Spec(vn, lv, view, shi->har, (vlr->flag & R_TANGENT) || (ma->mode & MA_TANGENT_V)); - else if (ma->spec_shader==MA_SPEC_BLINN) - specfac= Blinn_Spec(vn, lv, view, ma->refrac, (float)shi->har, (vlr->flag & R_TANGENT) || (ma->mode & MA_TANGENT_V)); - else if (ma->spec_shader==MA_SPEC_WARDISO) - specfac= WardIso_Spec( vn, lv, view, ma->rms, (vlr->flag & R_TANGENT) || (ma->mode & MA_TANGENT_V)); - else - specfac= Toon_Spec(vn, lv, view, ma->param[2], ma->param[3], (vlr->flag & R_TANGENT) || (ma->mode & MA_TANGENT_V)); - - /* area lamp correction */ - if (lar->type==LA_AREA) specfac*= inp; - - t= shadfac[3]*shi->spec*visifac*specfac; - - if (ma->mode & MA_RAMP_SPEC) { - float spec[3]; - do_specular_ramp(shi, specfac, t, spec); - shr->spec[0]+= t*(lacol[0] * spec[0]); - shr->spec[1]+= t*(lacol[1] * spec[1]); - shr->spec[2]+= t*(lacol[2] * spec[2]); - } - else { - shr->spec[0]+= t*(lacol[0] * shi->specr); - shr->spec[1]+= t*(lacol[1] * shi->specg); - shr->spec[2]+= t*(lacol[2] * shi->specb); - } - } - } - } -} - -static void shade_lamp_loop_only_shadow(ShadeInput *shi, ShadeResult *shr) -{ - - if (R.r.mode & R_SHADOW) { - ListBase *lights; - LampRen *lar; - GroupObject *go; - float inpr, lv[3]; - float /* *view, */ shadfac[4]; - float ir, accum, visifac, lampdist; - float shaded = 0.0f, lightness = 0.0f; - - - /* view= shi->view; */ /* UNUSED */ - accum= ir= 0.0f; - - lights= get_lights(shi); - for (go=lights->first; go; go= go->next) { - lar= go->lampren; - if (lar==NULL) continue; - - if (lar->mode & LA_LAYER) if ((lar->lay & shi->obi->lay)==0) continue; - if ((lar->lay & shi->lay)==0) continue; - - if (lar->shb || (lar->mode & LA_SHAD_RAY)) { - visifac= lamp_get_visibility(lar, shi->co, lv, &lampdist); - ir+= 1.0f; - - if (visifac <= 0.0f) { - if (shi->mat->shadowonly_flag == MA_SO_OLD) - accum+= 1.0f; - - continue; - } - inpr= dot_v3v3(shi->vn, lv); - if (inpr <= 0.0f) { - if (shi->mat->shadowonly_flag == MA_SO_OLD) - accum+= 1.0f; - - continue; - } - - lamp_get_shadow(lar, shi, inpr, shadfac, shi->depth); - - if (shi->mat->shadowonly_flag == MA_SO_OLD) { - /* Old "Shadows Only" */ - accum+= (1.0f-visifac) + (visifac)*IMB_colormanagement_get_luminance(shadfac)*shadfac[3]; - } - else { - shaded += IMB_colormanagement_get_luminance(shadfac)*shadfac[3] * visifac * lar->energy; - - if (shi->mat->shadowonly_flag == MA_SO_SHADOW) { - lightness += visifac * lar->energy; - } - } - } - } - - /* Apply shadows as alpha */ - if (ir>0.0f) { - if (shi->mat->shadowonly_flag == MA_SO_OLD) { - accum = 1.0f - accum/ir; - } - else { - if (shi->mat->shadowonly_flag == MA_SO_SHADOW) { - if (lightness > 0.0f) { - /* Get shadow value from between 0.0f and non-shadowed lightness */ - accum = (lightness - shaded) / (lightness); - } - else { - accum = 0.0f; - } - } - else { /* shadowonly_flag == MA_SO_SHADED */ - /* Use shaded value */ - accum = 1.0f - shaded; - } - } - - shr->alpha= (shi->alpha)*(accum); - if (shr->alpha<0.0f) shr->alpha=0.0f; - } - else { - /* If "fully shaded", use full alpha even on areas that have no lights */ - if (shi->mat->shadowonly_flag == MA_SO_SHADED) shr->alpha=shi->alpha; - else shr->alpha= 0.f; - } - } - - /* quite disputable this... also note it doesn't mirror-raytrace */ - if ((R.wrld.mode & (WO_AMB_OCC|WO_ENV_LIGHT)) && shi->amb!=0.0f) { - float f; - - if (R.wrld.mode & WO_AMB_OCC) { - f= R.wrld.aoenergy*shi->amb; - - if (R.wrld.aomix==WO_AOADD) { - if (shi->mat->shadowonly_flag == MA_SO_OLD) { - f= f*(1.0f - IMB_colormanagement_get_luminance(shi->ao)); - shr->alpha= (shr->alpha + f)*f; - } - else { - shr->alpha -= f*IMB_colormanagement_get_luminance(shi->ao); - if (shr->alpha<0.0f) shr->alpha=0.0f; - } - } - else /* AO Multiply */ - shr->alpha= (1.0f - f)*shr->alpha + f*(1.0f - (1.0f - shr->alpha)*IMB_colormanagement_get_luminance(shi->ao)); - } - - if (R.wrld.mode & WO_ENV_LIGHT) { - if (shi->mat->shadowonly_flag == MA_SO_OLD) { - f= R.wrld.ao_env_energy*shi->amb*(1.0f - IMB_colormanagement_get_luminance(shi->env)); - shr->alpha= (shr->alpha + f)*f; - } - else { - f= R.wrld.ao_env_energy*shi->amb; - shr->alpha -= f*IMB_colormanagement_get_luminance(shi->env); - if (shr->alpha<0.0f) shr->alpha=0.0f; - } - } - } -} - -/* let's map negative light as if it mirrors positive light, otherwise negative values disappear */ -static void wrld_exposure_correct(float diff[3]) -{ - - diff[0]= R.wrld.linfac*(1.0f-expf( diff[0]*R.wrld.logfac) ); - diff[1]= R.wrld.linfac*(1.0f-expf( diff[1]*R.wrld.logfac) ); - diff[2]= R.wrld.linfac*(1.0f-expf( diff[2]*R.wrld.logfac) ); -} - -void shade_lamp_loop(ShadeInput *shi, ShadeResult *shr) -{ - /* Passes which might need to know material color. - * - * It seems to be faster to just calculate material color - * even if the pass doesn't really need it than trying to - * figure out whether color is really needed or not. - */ - const int color_passes = - SCE_PASS_COMBINED | SCE_PASS_RGBA | SCE_PASS_DIFFUSE | SCE_PASS_SPEC | - SCE_PASS_REFLECT | SCE_PASS_NORMAL | SCE_PASS_REFRACT | SCE_PASS_EMIT | SCE_PASS_SHADOW; - - Material *ma= shi->mat; - int passflag= shi->passflag; - - memset(shr, 0, sizeof(ShadeResult)); - - if (!(shi->mode & MA_TRANSP)) shi->alpha = 1.0f; - - /* separate loop */ - if (ma->mode & MA_ONLYSHADOW) { - shade_lamp_loop_only_shadow(shi, shr); - return; - } - - /* envmap hack, always reset */ - shi->refcol[0]= shi->refcol[1]= shi->refcol[2]= shi->refcol[3]= 0.0f; - - /* material color itself */ - if (passflag & color_passes) { - if (ma->mode & (MA_FACETEXTURE)) { - shi->r= shi->vcol[0]; - shi->g= shi->vcol[1]; - shi->b= shi->vcol[2]; - if (ma->mode & (MA_FACETEXTURE_ALPHA)) - shi->alpha= shi->vcol[3]; - } -#ifdef WITH_FREESTYLE - else if (ma->vcol_alpha) { - shi->r= shi->vcol[0]; - shi->g= shi->vcol[1]; - shi->b= shi->vcol[2]; - shi->alpha= shi->vcol[3]; - } -#endif - else if (ma->mode & (MA_VERTEXCOLP)) { - float neg_alpha = 1.0f - shi->vcol[3]; - shi->r= shi->r*neg_alpha + shi->vcol[0]*shi->vcol[3]; - shi->g= shi->g*neg_alpha + shi->vcol[1]*shi->vcol[3]; - shi->b= shi->b*neg_alpha + shi->vcol[2]*shi->vcol[3]; - } - if (ma->texco) { - do_material_tex(shi, &R); - if (!(shi->mode & MA_TRANSP)) shi->alpha = 1.0f; - } - - shr->col[0]= shi->r*shi->alpha; - shr->col[1]= shi->g*shi->alpha; - shr->col[2]= shi->b*shi->alpha; - shr->col[3]= shi->alpha; - - if ((ma->sss_flag & MA_DIFF_SSS) && !sss_pass_done(&R, ma)) { - if (ma->sss_texfac == 0.0f) { - shi->r= shi->g= shi->b= shi->alpha= 1.0f; - shr->col[0]= shr->col[1]= shr->col[2]= shr->col[3]= 1.0f; - } - else { - shi->r= pow(max_ff(shi->r, 0.0f), ma->sss_texfac); - shi->g= pow(max_ff(shi->g, 0.0f), ma->sss_texfac); - shi->b= pow(max_ff(shi->b, 0.0f), ma->sss_texfac); - shi->alpha= pow(max_ff(shi->alpha, 0.0f), ma->sss_texfac); - - shr->col[0]= pow(max_ff(shr->col[0], 0.0f), ma->sss_texfac); - shr->col[1]= pow(max_ff(shr->col[1], 0.0f), ma->sss_texfac); - shr->col[2]= pow(max_ff(shr->col[2], 0.0f), ma->sss_texfac); - shr->col[3]= pow(max_ff(shr->col[3], 0.0f), ma->sss_texfac); - } - } - } - - if (ma->mode & MA_SHLESS) { - shr->combined[0]= shi->r; - shr->combined[1]= shi->g; - shr->combined[2]= shi->b; - shr->alpha= shi->alpha; - goto finally_shadeless; - } - - if ( (ma->mode & (MA_VERTEXCOL|MA_VERTEXCOLP))== MA_VERTEXCOL ) { /* vertexcolor light */ - shr->emit[0]= shi->r*(shi->emit+shi->vcol[0]*shi->vcol[3]); - shr->emit[1]= shi->g*(shi->emit+shi->vcol[1]*shi->vcol[3]); - shr->emit[2]= shi->b*(shi->emit+shi->vcol[2]*shi->vcol[3]); - } - else { - shr->emit[0]= shi->r*shi->emit; - shr->emit[1]= shi->g*shi->emit; - shr->emit[2]= shi->b*shi->emit; - } - - /* AO pass */ - if (((passflag & SCE_PASS_COMBINED) && (shi->combinedflag & (SCE_PASS_AO|SCE_PASS_ENVIRONMENT|SCE_PASS_INDIRECT))) || - (passflag & (SCE_PASS_AO|SCE_PASS_ENVIRONMENT|SCE_PASS_INDIRECT))) { - if ((R.wrld.mode & (WO_AMB_OCC|WO_ENV_LIGHT|WO_INDIRECT_LIGHT)) && (R.r.mode & R_SHADOW)) { - /* AO was calculated for scanline already */ - if (shi->depth || shi->volume_depth) - ambient_occlusion(shi); - copy_v3_v3(shr->ao, shi->ao); - copy_v3_v3(shr->env, shi->env); /* XXX multiply */ - copy_v3_v3(shr->indirect, shi->indirect); /* XXX multiply */ - } - else { - shr->ao[0]= shr->ao[1]= shr->ao[2]= 1.0f; - zero_v3(shr->env); - zero_v3(shr->indirect); - } - } - - /* lighting pass */ - if (passflag & (SCE_PASS_COMBINED|SCE_PASS_DIFFUSE|SCE_PASS_SPEC|SCE_PASS_SHADOW)) { - GroupObject *go; - ListBase *lights; - LampRen *lar; - - lights= get_lights(shi); - for (go=lights->first; go; go= go->next) { - lar= go->lampren; - if (lar==NULL) continue; - - /* test for lamp layer */ - if (lar->mode & LA_LAYER) if ((lar->lay & shi->obi->lay)==0) continue; - if ((lar->lay & shi->lay)==0) continue; - - /* accumulates in shr->diff and shr->spec and shr->shad (diffuse with shadow!) */ - shade_one_light(lar, shi, shr, passflag); - } - - /* this check is to prevent only shadow lamps from producing negative - * colors.*/ - if (shr->spec[0] < 0) shr->spec[0] = 0; - if (shr->spec[1] < 0) shr->spec[1] = 0; - if (shr->spec[2] < 0) shr->spec[2] = 0; - - if (shr->shad[0] < 0) shr->shad[0] = 0; - if (shr->shad[1] < 0) shr->shad[1] = 0; - if (shr->shad[2] < 0) shr->shad[2] = 0; - - if (ma->sss_flag & MA_DIFF_SSS) { - float sss[3], col[3], invalpha, texfac= ma->sss_texfac; - - /* this will return false in the preprocess stage */ - if (sample_sss(&R, ma, shi->co, sss)) { - invalpha= (shr->col[3] > FLT_EPSILON)? 1.0f/shr->col[3]: 1.0f; - - if (texfac==0.0f) { - copy_v3_v3(col, shr->col); - mul_v3_fl(col, invalpha); - } - else if (texfac==1.0f) { - col[0]= col[1]= col[2]= 1.0f; - mul_v3_fl(col, invalpha); - } - else { - copy_v3_v3(col, shr->col); - mul_v3_fl(col, invalpha); - col[0]= pow(max_ff(col[0], 0.0f), 1.0f-texfac); - col[1]= pow(max_ff(col[1], 0.0f), 1.0f-texfac); - col[2]= pow(max_ff(col[2], 0.0f), 1.0f-texfac); - } - - shr->diff[0]= sss[0]*col[0]; - shr->diff[1]= sss[1]*col[1]; - shr->diff[2]= sss[2]*col[2]; - - if (shi->combinedflag & SCE_PASS_SHADOW) { - shr->shad[0]= shr->diff[0]; - shr->shad[1]= shr->diff[1]; - shr->shad[2]= shr->diff[2]; - } - } - } - - if (shi->combinedflag & SCE_PASS_SHADOW) - copy_v3_v3(shr->diffshad, shr->shad); - else - copy_v3_v3(shr->diffshad, shr->diff); - - copy_v3_v3(shr->combined, shr->diffshad); - - /* calculate shadow pass, we use a multiplication mask */ - /* Even if diff = 0,0,0, it does matter what the shadow pass is, since we may want it 'for itself'! */ - if (passflag & SCE_PASS_SHADOW) { - if (shr->diff[0]!=0.0f) shr->shad[0]= shr->shad[0]/shr->diff[0]; - /* can't determine proper shadow from shad/diff (0/0), so use shadow intensity */ - else if (shr->shad[0]==0.0f) shr->shad[0]= shr->shad[3]; - - if (shr->diff[1]!=0.0f) shr->shad[1]= shr->shad[1]/shr->diff[1]; - else if (shr->shad[1]==0.0f) shr->shad[1]= shr->shad[3]; - - if (shr->diff[2]!=0.0f) shr->shad[2]= shr->shad[2]/shr->diff[2]; - else if (shr->shad[2]==0.0f) shr->shad[2]= shr->shad[3]; - } - - /* exposure correction */ - if ((R.wrld.exp!=0.0f || R.wrld.range!=1.0f) && !R.sss_points) { - wrld_exposure_correct(shr->combined); /* has no spec! */ - wrld_exposure_correct(shr->spec); - } - } - - /* alpha in end, spec can influence it */ - if (passflag & (SCE_PASS_COMBINED)) { - if ((ma->fresnel_tra!=0.0f) && (shi->mode & MA_TRANSP)) - shi->alpha*= fresnel_fac(shi->view, shi->vn, ma->fresnel_tra_i, ma->fresnel_tra); - - /* note: shi->mode! */ - if (shi->mode & MA_TRANSP && (shi->mode & (MA_ZTRANSP|MA_RAYTRANSP))) { - if (shi->spectra!=0.0f) { - float t = max_fff(shr->spec[0], shr->spec[1], shr->spec[2]); - t *= shi->spectra; - if (t>1.0f) t= 1.0f; - shi->alpha= (1.0f-t)*shi->alpha+t; - } - } - } - shr->alpha= shi->alpha; - - /* from now stuff everything in shr->combined: ambient, AO, ramps, exposure */ - if (!(ma->sss_flag & MA_DIFF_SSS) || !sss_pass_done(&R, ma)) { - if (R.r.mode & R_SHADOW) { - /* add AO in combined? */ - if (R.wrld.mode & WO_AMB_OCC) - if (shi->combinedflag & SCE_PASS_AO) - ambient_occlusion_apply(shi, shr); - - if (R.wrld.mode & WO_ENV_LIGHT) - if (shi->combinedflag & SCE_PASS_ENVIRONMENT) - environment_lighting_apply(shi, shr); - - if (R.wrld.mode & WO_INDIRECT_LIGHT) - if (shi->combinedflag & SCE_PASS_INDIRECT) - indirect_lighting_apply(shi, shr); - } - - shr->combined[0]+= shi->ambr; - shr->combined[1]+= shi->ambg; - shr->combined[2]+= shi->ambb; - - if (ma->mode & MA_RAMP_COL) ramp_diffuse_result(shr->combined, shi); - } - - if (ma->mode & MA_RAMP_SPEC) ramp_spec_result(shr->spec, shi); - - /* refcol is for envmap only */ - if (shi->refcol[0]!=0.0f) { - float result[3]; - - result[0]= shi->mirr*shi->refcol[1] + (1.0f - shi->mirr*shi->refcol[0])*shr->combined[0]; - result[1]= shi->mirg*shi->refcol[2] + (1.0f - shi->mirg*shi->refcol[0])*shr->combined[1]; - result[2]= shi->mirb*shi->refcol[3] + (1.0f - shi->mirb*shi->refcol[0])*shr->combined[2]; - - if (passflag & SCE_PASS_REFLECT) - sub_v3_v3v3(shr->refl, result, shr->combined); - - if (shi->combinedflag & SCE_PASS_REFLECT) - copy_v3_v3(shr->combined, result); - - } - - /* and add emit and spec */ - if (shi->combinedflag & SCE_PASS_EMIT) - add_v3_v3(shr->combined, shr->emit); - if (shi->combinedflag & SCE_PASS_SPEC) - add_v3_v3(shr->combined, shr->spec); - - - /* Last section of this function applies to shadeless colors too */ -finally_shadeless: - - /* modulate by the object color */ - if ((ma->shade_flag & MA_OBCOLOR) && shi->obr->ob) { - if (!(ma->sss_flag & MA_DIFF_SSS) || !sss_pass_done(&R, ma)) { - float obcol[4]; - - copy_v4_v4(obcol, shi->obr->ob->col); - CLAMP(obcol[3], 0.0f, 1.0f); - - shr->combined[0] *= obcol[0]; - shr->combined[1] *= obcol[1]; - shr->combined[2] *= obcol[2]; - if (shi->mode & MA_TRANSP) shr->alpha *= obcol[3]; - } - } - - shr->combined[3]= shr->alpha; -} - -/* used for "Lamp Data" shader node */ -static float lamp_get_data_internal(ShadeInput *shi, GroupObject *go, float col[4], float lv[3], float *dist, float shadow[4]) -{ - LampRen *lar = go->lampren; - float visifac, inp; - - if (!lar - || ((lar->mode & LA_LAYER) && (lar->lay & shi->obi->lay) == 0) - || (lar->lay & shi->lay) == 0) - return 0.0f; - - if (lar->mode & LA_TEXTURE) - do_lamp_tex(lar, lv, shi, col, LA_TEXTURE); - - visifac = lamp_get_visibility(lar, shi->co, lv, dist); - - if (visifac == 0.0f - || lar->type == LA_HEMI - || (lar->type != LA_SPOT && !(lar->mode & LA_SHAD_RAY)) - || (R.r.scemode & R_BUTS_PREVIEW)) - return visifac; - - inp = dot_v3v3(shi->vn, lv); - - if (inp > 0.0f) { - float shadfac[4]; - - shadow[0] = lar->shdwr; - shadow[1] = lar->shdwg; - shadow[2] = lar->shdwb; - - if (lar->mode & LA_SHAD_TEX) - do_lamp_tex(lar, lv, shi, shadow, LA_SHAD_TEX); - - if (R.r.mode & R_SHADOW) { - lamp_get_shadow(lar, shi, inp, shadfac, shi->depth); - - shadow[0] = 1.0f - ((1.0f - shadfac[0] * shadfac[3]) * (1.0f - shadow[0])); - shadow[1] = 1.0f - ((1.0f - shadfac[1] * shadfac[3]) * (1.0f - shadow[1])); - shadow[2] = 1.0f - ((1.0f - shadfac[2] * shadfac[3]) * (1.0f - shadow[2])); - } - } - - return visifac; -} - -float RE_lamp_get_data(ShadeInput *shi, Object *lamp_obj, float col[4], float lv[3], float *dist, float shadow[4]) -{ - col[0] = col[1] = col[2] = 0.0f; - col[3] = 1.0f; - copy_v3_v3(lv, shi->vn); - *dist = 1.0f; - shadow[0] = shadow[1] = shadow[2] = shadow[3] = 1.0f; - - if (lamp_obj->type == OB_LAMP) { - GroupObject *go; - Lamp *lamp = (Lamp *)lamp_obj->data; - - col[0] = lamp->r * lamp->energy; - col[1] = lamp->g * lamp->energy; - col[2] = lamp->b * lamp->energy; - - if (R.r.scemode & R_BUTS_PREVIEW) { - for (go = R.lights.first; go; go = go->next) { - /* "Lamp.002" is main key light of material preview */ - if (STREQ(go->ob->id.name + 2, "Lamp.002")) - return lamp_get_data_internal(shi, go, col, lv, dist, shadow); - } - return 0.0f; - } - - if (shi->light_override) { - for (go = shi->light_override->gobject.first; go; go = go->next) { - if (go->ob == lamp_obj) - return lamp_get_data_internal(shi, go, col, lv, dist, shadow); - } - } - - if (shi->mat && shi->mat->group) { - for (go = shi->mat->group->gobject.first; go; go = go->next) { - if (go->ob == lamp_obj) - return lamp_get_data_internal(shi, go, col, lv, dist, shadow); - } - } - - for (go = R.lights.first; go; go = go->next) { - if (go->ob == lamp_obj) - return lamp_get_data_internal(shi, go, col, lv, dist, shadow); - } - } - - return 0.0f; -} - -const float (*RE_object_instance_get_matrix(struct ObjectInstanceRen *obi, int matrix_id))[4] -{ - if (obi) { - switch (matrix_id) { - case RE_OBJECT_INSTANCE_MATRIX_OB: - return (const float(*)[4])obi->obmat; - case RE_OBJECT_INSTANCE_MATRIX_OBINV: - return (const float(*)[4])obi->obinvmat; - case RE_OBJECT_INSTANCE_MATRIX_LOCALTOVIEW: - return (const float(*)[4])obi->localtoviewmat; - case RE_OBJECT_INSTANCE_MATRIX_LOCALTOVIEWINV: - return (const float(*)[4])obi->localtoviewinvmat; - } - } - return NULL; -} - -float RE_object_instance_get_object_pass_index(struct ObjectInstanceRen *obi) -{ - return obi->ob->index; -} - -float RE_object_instance_get_random_id(struct ObjectInstanceRen *obi) -{ - return obi->random_id; -} - -const float (*RE_render_current_get_matrix(int matrix_id))[4] -{ - switch (matrix_id) { - case RE_VIEW_MATRIX: - return (const float(*)[4])R.viewmat; - case RE_VIEWINV_MATRIX: - return (const float(*)[4])R.viewinv; - } - return NULL; -} - -float RE_fresnel_dielectric(float incoming[3], float normal[3], float eta) -{ - /* compute fresnel reflectance without explicitly computing - * the refracted direction */ - float c = fabs(dot_v3v3(incoming, normal)); - float g = eta * eta - 1.0 + c * c; - float result; - - if (g > 0.0) { - g = sqrtf(g); - float A = (g - c) / (g + c); - float B = (c * (g + c) - 1.0) / (c * (g - c) + 1.0); - result = 0.5 * A * A * (1.0 + B * B); - } - else { - result = 1.0; /* TIR (no refracted component) */ - } - - return result; -} diff --git a/source/blender/render/intern/source/sss.c b/source/blender/render/intern/source/sss.c deleted file mode 100644 index 5919b8130d7..00000000000 --- a/source/blender/render/intern/source/sss.c +++ /dev/null @@ -1,1074 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2007 Blender Foundation. - * All rights reserved. - * - * The Original Code is: all of this file. - * - * Contributor(s): none yet. - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/render/intern/source/sss.c - * \ingroup render - */ - -/* Possible Improvements: - * - add fresnel terms - * - adapt Rd table to scale, now with small scale there are a lot of misses? - * - possible interesting method: perform sss on all samples in the tree, - * and then use those values interpolated somehow later. can also do this - * filtering on demand for speed. since we are doing things in screen - * space now there is an exact correspondence - * - avoid duplicate shading (filtering points in advance, irradiance cache - * like lookup?) - * - lower resolution samples - */ - -#include -#include -#include -#include - -/* external modules: */ -#include "MEM_guardedalloc.h" - -#include "BLI_math.h" -#include "BLI_blenlib.h" -#include "BLI_utildefines.h" -#include "BLI_ghash.h" -#include "BLI_memarena.h" - -#include "BLT_translation.h" - - -#include "DNA_material_types.h" - -#include "BKE_global.h" -#include "BKE_main.h" -#include "BKE_scene.h" - - -/* this module */ -#include "render_types.h" -#include "sss.h" - -/* Generic Multiple Scattering API */ - -/* Relevant papers: - * [1] A Practical Model for Subsurface Light Transport - * [2] A Rapid Hierarchical Rendering Technique for Translucent Materials - * [3] Efficient Rendering of Local Subsurface Scattering - * [4] Implementing a skin BSSRDF (or several...) - */ - -/* Defines */ - -#define RD_TABLE_RANGE 100.0f -#define RD_TABLE_RANGE_2 10000.0f -#define RD_TABLE_SIZE 10000 - -#define MAX_OCTREE_NODE_POINTS 8 -#define MAX_OCTREE_DEPTH 15 - -/* Struct Definitions */ - -struct ScatterSettings { - float eta; /* index of refraction */ - float sigma_a; /* absorption coefficient */ - float sigma_s_; /* reduced scattering coefficient */ - float sigma_t_; /* reduced extinction coefficient */ - float sigma; /* effective extinction coefficient */ - float Fdr; /* diffuse fresnel reflectance */ - float D; /* diffusion constant */ - float A; - float alpha_; /* reduced albedo */ - float zr; /* distance of virtual lightsource above surface */ - float zv; /* distance of virtual lightsource below surface */ - float ld; /* mean free path */ - float ro; /* diffuse reflectance */ - float color; - float invsigma_t_; - float frontweight; - float backweight; - - float *tableRd; /* lookup table to avoid computing Rd */ - float *tableRd2; /* lookup table to avoid computing Rd for bigger values */ -}; - -typedef struct ScatterPoint { - float co[3]; - float rad[3]; - float area; - int back; -} ScatterPoint; - -typedef struct ScatterNode { - float co[3]; - float rad[3]; - float backrad[3]; - float area, backarea; - - int totpoint; - ScatterPoint *points; - - float split[3]; - struct ScatterNode *child[8]; -} ScatterNode; - -struct ScatterTree { - MemArena *arena; - - ScatterSettings *ss[3]; - float error, scale; - - ScatterNode *root; - ScatterPoint *points; - ScatterPoint **refpoints; - ScatterPoint **tmppoints; - int totpoint; - float min[3], max[3]; -}; - -typedef struct ScatterResult { - float rad[3]; - float backrad[3]; - float rdsum[3]; - float backrdsum[3]; -} ScatterResult; - -/* Functions for BSSRDF reparametrization in to more intuitive parameters, - * see [2] section 4 for more info. */ - -static float f_Rd(float alpha_, float A, float ro) -{ - float sq; - - sq = sqrtf(3.0f * (1.0f - alpha_)); - return (alpha_/2.0f)*(1.0f + expf((-4.0f/3.0f)*A*sq))*expf(-sq) - ro; -} - -static float compute_reduced_albedo(ScatterSettings *ss) -{ - const float tolerance= 1e-8; - const int max_iteration_count= 20; - float d, fsub, xn_1= 0.0f, xn= 1.0f, fxn, fxn_1; - int i; - - /* use secant method to compute reduced albedo using Rd function inverse - * with a given reflectance */ - fxn= f_Rd(xn, ss->A, ss->ro); - fxn_1= f_Rd(xn_1, ss->A, ss->ro); - - for (i= 0; i < max_iteration_count; i++) { - fsub= (fxn - fxn_1); - if (fabsf(fsub) < tolerance) - break; - d= ((xn - xn_1)/fsub)*fxn; - if (fabsf(d) < tolerance) - break; - - xn_1= xn; - fxn_1= fxn; - xn= xn - d; - - if (xn > 1.0f) xn= 1.0f; - if (xn_1 > 1.0f) xn_1= 1.0f; - - fxn= f_Rd(xn, ss->A, ss->ro); - } - - /* avoid division by zero later */ - if (xn <= 0.0f) - xn= 0.00001f; - - return xn; -} - -/* Exponential falloff functions */ - -static float Rd_rsquare(ScatterSettings *ss, float rr) -{ - float sr, sv, Rdr, Rdv; - - sr = sqrtf(rr + ss->zr * ss->zr); - sv = sqrtf(rr + ss->zv * ss->zv); - - Rdr= ss->zr*(1.0f + ss->sigma*sr)*expf(-ss->sigma*sr)/(sr*sr*sr); - Rdv= ss->zv*(1.0f + ss->sigma*sv)*expf(-ss->sigma*sv)/(sv*sv*sv); - - return /*ss->alpha_*/(1.0f/(4.0f*(float)M_PI))*(Rdr + Rdv); -} - -static float Rd(ScatterSettings *ss, float r) -{ - return Rd_rsquare(ss, r*r); -} - -/* table lookups for Rd. this avoids expensive exp calls. we use two - * separate tables as well for lower and higher numbers to improve - * precision, since the number are poorly distributed because we do - * a lookup with the squared distance for smaller distances, saving - * another sqrt. */ - -static void approximate_Rd_rgb(ScatterSettings **ss, float rr, float *rd) -{ - float indexf, t, idxf; - int index; - - if (rr > (RD_TABLE_RANGE_2 * RD_TABLE_RANGE_2)) { - /* pass */ - } - else if (rr > RD_TABLE_RANGE) { - rr = sqrtf(rr); - indexf= rr*(RD_TABLE_SIZE/RD_TABLE_RANGE_2); - index= (int)indexf; - idxf= (float)index; - t= indexf - idxf; - - if (index >= 0 && index < RD_TABLE_SIZE) { - rd[0]= (ss[0]->tableRd2[index]*(1-t) + ss[0]->tableRd2[index+1]*t); - rd[1]= (ss[1]->tableRd2[index]*(1-t) + ss[1]->tableRd2[index+1]*t); - rd[2]= (ss[2]->tableRd2[index]*(1-t) + ss[2]->tableRd2[index+1]*t); - return; - } - } - else { - indexf= rr*(RD_TABLE_SIZE/RD_TABLE_RANGE); - index= (int)indexf; - idxf= (float)index; - t= indexf - idxf; - - if (index >= 0 && index < RD_TABLE_SIZE) { - rd[0]= (ss[0]->tableRd[index]*(1-t) + ss[0]->tableRd[index+1]*t); - rd[1]= (ss[1]->tableRd[index]*(1-t) + ss[1]->tableRd[index+1]*t); - rd[2]= (ss[2]->tableRd[index]*(1-t) + ss[2]->tableRd[index+1]*t); - return; - } - } - - /* fallback to slow Rd computation */ - rd[0]= Rd_rsquare(ss[0], rr); - rd[1]= Rd_rsquare(ss[1], rr); - rd[2]= Rd_rsquare(ss[2], rr); -} - -static void build_Rd_table(ScatterSettings *ss) -{ - float r; - int i, size = RD_TABLE_SIZE+1; - - ss->tableRd= MEM_mallocN(sizeof(float)*size, "scatterTableRd"); - ss->tableRd2= MEM_mallocN(sizeof(float)*size, "scatterTableRd"); - - for (i= 0; i < size; i++) { - r= i*(RD_TABLE_RANGE/RD_TABLE_SIZE); -#if 0 - if (r < ss->invsigma_t_*ss->invsigma_t_) { - r= ss->invsigma_t_*ss->invsigma_t_; - } -#endif - ss->tableRd[i]= Rd(ss, sqrtf(r)); - - r= i*(RD_TABLE_RANGE_2/RD_TABLE_SIZE); -#if 0 - if (r < ss->invsigma_t_) { - r= ss->invsigma_t_; - } -#endif - ss->tableRd2[i]= Rd(ss, r); - } -} - -ScatterSettings *scatter_settings_new(float refl, float radius, float ior, float reflfac, float frontweight, float backweight) -{ - ScatterSettings *ss; - - ss= MEM_callocN(sizeof(ScatterSettings), "ScatterSettings"); - - /* see [1] and [3] for these formulas */ - ss->eta= ior; - ss->Fdr= -1.440f/ior*ior + 0.710f/ior + 0.668f + 0.0636f*ior; - ss->A= (1.0f + ss->Fdr)/(1.0f - ss->Fdr); - ss->ld= radius; - ss->ro= min_ff(refl, 0.99f); - ss->color= ss->ro*reflfac + (1.0f-reflfac); - - ss->alpha_= compute_reduced_albedo(ss); - - ss->sigma= 1.0f/ss->ld; - ss->sigma_t_= ss->sigma/sqrtf(3.0f*(1.0f - ss->alpha_)); - ss->sigma_s_= ss->alpha_*ss->sigma_t_; - ss->sigma_a= ss->sigma_t_ - ss->sigma_s_; - - ss->D= 1.0f/(3.0f*ss->sigma_t_); - - ss->zr= 1.0f/ss->sigma_t_; - ss->zv= ss->zr + 4.0f*ss->A*ss->D; - - ss->invsigma_t_= 1.0f/ss->sigma_t_; - - ss->frontweight= frontweight; - ss->backweight= backweight; - - /* precompute a table of Rd values for quick lookup */ - build_Rd_table(ss); - - return ss; -} - -void scatter_settings_free(ScatterSettings *ss) -{ - MEM_freeN(ss->tableRd); - MEM_freeN(ss->tableRd2); - MEM_freeN(ss); -} - -/* Hierarchical method as in [2]. */ - -/* traversal */ - -#define SUBNODE_INDEX(co, split) \ - ((co[0]>=split[0]) + (co[1]>=split[1])*2 + (co[2]>=split[2])*4) - -static void add_radiance(ScatterTree *tree, float *frontrad, float *backrad, float area, float backarea, float rr, ScatterResult *result) -{ - float rd[3], frontrd[3], backrd[3]; - - approximate_Rd_rgb(tree->ss, rr, rd); - - if (frontrad && area) { - frontrd[0] = rd[0]*area; - frontrd[1] = rd[1]*area; - frontrd[2] = rd[2]*area; - - result->rad[0] += frontrad[0]*frontrd[0]; - result->rad[1] += frontrad[1]*frontrd[1]; - result->rad[2] += frontrad[2]*frontrd[2]; - - result->rdsum[0] += frontrd[0]; - result->rdsum[1] += frontrd[1]; - result->rdsum[2] += frontrd[2]; - } - if (backrad && backarea) { - backrd[0] = rd[0]*backarea; - backrd[1] = rd[1]*backarea; - backrd[2] = rd[2]*backarea; - - result->backrad[0] += backrad[0]*backrd[0]; - result->backrad[1] += backrad[1]*backrd[1]; - result->backrad[2] += backrad[2]*backrd[2]; - - result->backrdsum[0] += backrd[0]; - result->backrdsum[1] += backrd[1]; - result->backrdsum[2] += backrd[2]; - } -} - -static void traverse_octree(ScatterTree *tree, ScatterNode *node, const float co[3], int self, ScatterResult *result) -{ - float sub[3], dist; - int i, index = 0; - - if (node->totpoint > 0) { - /* leaf - add radiance from all samples */ - for (i=0; itotpoint; i++) { - ScatterPoint *p= &node->points[i]; - - sub_v3_v3v3(sub, co, p->co); - dist= dot_v3v3(sub, sub); - - if (p->back) - add_radiance(tree, NULL, p->rad, 0.0f, p->area, dist, result); - else - add_radiance(tree, p->rad, NULL, p->area, 0.0f, dist, result); - } - } - else { - /* branch */ - if (self) - index = SUBNODE_INDEX(co, node->split); - - for (i=0; i<8; i++) { - if (node->child[i]) { - ScatterNode *subnode= node->child[i]; - - if (self && index == i) { - /* always traverse node containing the point */ - traverse_octree(tree, subnode, co, 1, result); - } - else { - /* decide subnode traversal based on maximum solid angle */ - sub_v3_v3v3(sub, co, subnode->co); - dist= dot_v3v3(sub, sub); - - /* actually area/dist > error, but this avoids division */ - if (subnode->area+subnode->backarea>tree->error*dist) { - traverse_octree(tree, subnode, co, 0, result); - } - else { - add_radiance(tree, subnode->rad, subnode->backrad, - subnode->area, subnode->backarea, dist, result); - } - } - } - } - } -} - -static void compute_radiance(ScatterTree *tree, const float co[3], float *rad) -{ - ScatterResult result; - float rdsum[3], backrad[3], backrdsum[3]; - - memset(&result, 0, sizeof(result)); - - traverse_octree(tree, tree->root, co, 1, &result); - - /* the original paper doesn't do this, but we normalize over the - * sampled area and multiply with the reflectance. this is because - * our point samples are incomplete, there are no samples on parts - * of the mesh not visible from the camera. this can not only make - * it darker, but also lead to ugly color shifts */ - - mul_v3_fl(result.rad, tree->ss[0]->frontweight); - mul_v3_fl(result.backrad, tree->ss[0]->backweight); - - copy_v3_v3(rad, result.rad); - add_v3_v3v3(backrad, result.rad, result.backrad); - - copy_v3_v3(rdsum, result.rdsum); - add_v3_v3v3(backrdsum, result.rdsum, result.backrdsum); - - if (rdsum[0] > 1e-16f) rad[0]= tree->ss[0]->color*rad[0]/rdsum[0]; - if (rdsum[1] > 1e-16f) rad[1]= tree->ss[1]->color*rad[1]/rdsum[1]; - if (rdsum[2] > 1e-16f) rad[2]= tree->ss[2]->color*rad[2]/rdsum[2]; - - if (backrdsum[0] > 1e-16f) backrad[0]= tree->ss[0]->color*backrad[0]/backrdsum[0]; - if (backrdsum[1] > 1e-16f) backrad[1]= tree->ss[1]->color*backrad[1]/backrdsum[1]; - if (backrdsum[2] > 1e-16f) backrad[2]= tree->ss[2]->color*backrad[2]/backrdsum[2]; - - rad[0]= MAX2(rad[0], backrad[0]); - rad[1]= MAX2(rad[1], backrad[1]); - rad[2]= MAX2(rad[2], backrad[2]); -} - -/* building */ - -static void sum_leaf_radiance(ScatterTree *UNUSED(tree), ScatterNode *node) -{ - ScatterPoint *p; - float rad, totrad= 0.0f, inv; - int i; - - node->co[0]= node->co[1]= node->co[2]= 0.0; - node->rad[0]= node->rad[1]= node->rad[2]= 0.0; - node->backrad[0]= node->backrad[1]= node->backrad[2]= 0.0; - - /* compute total rad, rad weighted average position, - * and total area */ - for (i=0; itotpoint; i++) { - p= &node->points[i]; - - rad= p->area*fabsf(p->rad[0] + p->rad[1] + p->rad[2]); - totrad += rad; - - node->co[0] += rad*p->co[0]; - node->co[1] += rad*p->co[1]; - node->co[2] += rad*p->co[2]; - - if (p->back) { - node->backrad[0] += p->rad[0]*p->area; - node->backrad[1] += p->rad[1]*p->area; - node->backrad[2] += p->rad[2]*p->area; - - node->backarea += p->area; - } - else { - node->rad[0] += p->rad[0]*p->area; - node->rad[1] += p->rad[1]*p->area; - node->rad[2] += p->rad[2]*p->area; - - node->area += p->area; - } - } - - if (node->area > 1e-16f) { - inv= 1.0f/node->area; - node->rad[0] *= inv; - node->rad[1] *= inv; - node->rad[2] *= inv; - } - if (node->backarea > 1e-16f) { - inv= 1.0f/node->backarea; - node->backrad[0] *= inv; - node->backrad[1] *= inv; - node->backrad[2] *= inv; - } - - if (totrad > 1e-16f) { - inv= 1.0f/totrad; - node->co[0] *= inv; - node->co[1] *= inv; - node->co[2] *= inv; - } - else { - /* make sure that if radiance is 0.0f, we still have these points in - * the tree at a good position, they count for rdsum too */ - for (i=0; itotpoint; i++) { - p= &node->points[i]; - - node->co[0] += p->co[0]; - node->co[1] += p->co[1]; - node->co[2] += p->co[2]; - } - - node->co[0] /= node->totpoint; - node->co[1] /= node->totpoint; - node->co[2] /= node->totpoint; - } -} - -static void sum_branch_radiance(ScatterTree *UNUSED(tree), ScatterNode *node) -{ - ScatterNode *subnode; - float rad, totrad= 0.0f, inv; - int i, totnode; - - node->co[0]= node->co[1]= node->co[2]= 0.0; - node->rad[0]= node->rad[1]= node->rad[2]= 0.0; - node->backrad[0]= node->backrad[1]= node->backrad[2]= 0.0; - - /* compute total rad, rad weighted average position, - * and total area */ - for (i=0; i<8; i++) { - if (node->child[i] == NULL) - continue; - - subnode= node->child[i]; - - rad= subnode->area*fabsf(subnode->rad[0] + subnode->rad[1] + subnode->rad[2]); - rad += subnode->backarea*fabsf(subnode->backrad[0] + subnode->backrad[1] + subnode->backrad[2]); - totrad += rad; - - node->co[0] += rad*subnode->co[0]; - node->co[1] += rad*subnode->co[1]; - node->co[2] += rad*subnode->co[2]; - - node->rad[0] += subnode->rad[0]*subnode->area; - node->rad[1] += subnode->rad[1]*subnode->area; - node->rad[2] += subnode->rad[2]*subnode->area; - - node->backrad[0] += subnode->backrad[0]*subnode->backarea; - node->backrad[1] += subnode->backrad[1]*subnode->backarea; - node->backrad[2] += subnode->backrad[2]*subnode->backarea; - - node->area += subnode->area; - node->backarea += subnode->backarea; - } - - if (node->area > 1e-16f) { - inv= 1.0f/node->area; - node->rad[0] *= inv; - node->rad[1] *= inv; - node->rad[2] *= inv; - } - if (node->backarea > 1e-16f) { - inv= 1.0f/node->backarea; - node->backrad[0] *= inv; - node->backrad[1] *= inv; - node->backrad[2] *= inv; - } - - if (totrad > 1e-16f) { - inv= 1.0f/totrad; - node->co[0] *= inv; - node->co[1] *= inv; - node->co[2] *= inv; - } - else { - /* make sure that if radiance is 0.0f, we still have these points in - * the tree at a good position, they count for rdsum too */ - totnode= 0; - - for (i=0; i<8; i++) { - if (node->child[i]) { - subnode= node->child[i]; - - node->co[0] += subnode->co[0]; - node->co[1] += subnode->co[1]; - node->co[2] += subnode->co[2]; - - totnode++; - } - } - - node->co[0] /= totnode; - node->co[1] /= totnode; - node->co[2] /= totnode; - } -} - -static void sum_radiance(ScatterTree *tree, ScatterNode *node) -{ - if (node->totpoint > 0) { - sum_leaf_radiance(tree, node); - } - else { - int i; - - for (i=0; i<8; i++) - if (node->child[i]) - sum_radiance(tree, node->child[i]); - - sum_branch_radiance(tree, node); - } -} - -static void subnode_middle(int i, float *mid, float *subsize, float *submid) -{ - int x= i & 1, y= i & 2, z= i & 4; - - submid[0]= mid[0] + ((x)? subsize[0]: -subsize[0]); - submid[1]= mid[1] + ((y)? subsize[1]: -subsize[1]); - submid[2]= mid[2] + ((z)? subsize[2]: -subsize[2]); -} - -static void create_octree_node(ScatterTree *tree, ScatterNode *node, float *mid, float *size, ScatterPoint **refpoints, int depth) -{ - ScatterNode *subnode; - ScatterPoint **subrefpoints, **tmppoints= tree->tmppoints; - int index, nsize[8], noffset[8], i, subco, used_nodes, usedi; - float submid[3], subsize[3]; - - /* stopping condition */ - if (node->totpoint <= MAX_OCTREE_NODE_POINTS || depth == MAX_OCTREE_DEPTH) { - for (i=0; itotpoint; i++) - node->points[i]= *(refpoints[i]); - - return; - } - - subsize[0]= size[0]*0.5f; - subsize[1]= size[1]*0.5f; - subsize[2]= size[2]*0.5f; - - node->split[0]= mid[0]; - node->split[1]= mid[1]; - node->split[2]= mid[2]; - - memset(nsize, 0, sizeof(nsize)); - memset(noffset, 0, sizeof(noffset)); - - /* count points in subnodes */ - for (i=0; itotpoint; i++) { - index= SUBNODE_INDEX(refpoints[i]->co, node->split); - tmppoints[i]= refpoints[i]; - nsize[index]++; - } - - /* here we check if only one subnode is used. if this is the case, we don't - * create a new node, but rather call this function again, with different - * size and middle position for the same node. */ - for (usedi=0, used_nodes=0, i=0; i<8; i++) { - if (nsize[i]) { - used_nodes++; - usedi = i; - } - if (i != 0) - noffset[i]= noffset[i-1]+nsize[i-1]; - } - - if (used_nodes <= 1) { - subnode_middle(usedi, mid, subsize, submid); - create_octree_node(tree, node, submid, subsize, refpoints, depth+1); - return; - } - - /* reorder refpoints by subnode */ - for (i=0; itotpoint; i++) { - index= SUBNODE_INDEX(tmppoints[i]->co, node->split); - refpoints[noffset[index]]= tmppoints[i]; - noffset[index]++; - } - - /* create subnodes */ - for (subco=0, i=0; i<8; subco+=nsize[i], i++) { - if (nsize[i] > 0) { - subnode= BLI_memarena_alloc(tree->arena, sizeof(ScatterNode)); - node->child[i]= subnode; - subnode->points= node->points + subco; - subnode->totpoint= nsize[i]; - subrefpoints= refpoints + subco; - - subnode_middle(i, mid, subsize, submid); - - create_octree_node(tree, subnode, submid, subsize, subrefpoints, - depth+1); - } - else - node->child[i]= NULL; - } - - node->points= NULL; - node->totpoint= 0; -} - -/* public functions */ - -ScatterTree *scatter_tree_new(ScatterSettings *ss[3], float scale, float error, - float (*co)[3], float (*color)[3], float *area, int totpoint) -{ - ScatterTree *tree; - ScatterPoint *points, **refpoints; - int i; - - /* allocate tree */ - tree= MEM_callocN(sizeof(ScatterTree), "ScatterTree"); - tree->scale= scale; - tree->error= error; - tree->totpoint= totpoint; - - tree->ss[0]= ss[0]; - tree->ss[1]= ss[1]; - tree->ss[2]= ss[2]; - - points = MEM_callocN(sizeof(ScatterPoint) * totpoint, "ScatterPoints"); - refpoints = MEM_callocN(sizeof(ScatterPoint *) * totpoint, "ScatterRefPoints"); - - tree->points= points; - tree->refpoints= refpoints; - - /* build points */ - INIT_MINMAX(tree->min, tree->max); - - for (i=0; iscale*tree->scale); - points[i].back= (area[i] < 0.0f); - - mul_v3_fl(points[i].co, 1.0f / tree->scale); - minmax_v3v3_v3(tree->min, tree->max, points[i].co); - - refpoints[i]= points + i; - } - - return tree; -} - -void scatter_tree_build(ScatterTree *tree) -{ - ScatterPoint *newpoints, **tmppoints; - float mid[3], size[3]; - int totpoint= tree->totpoint; - - newpoints = MEM_callocN(sizeof(ScatterPoint) * totpoint, "ScatterPoints"); - tmppoints = MEM_callocN(sizeof(ScatterPoint *) * totpoint, "ScatterTmpPoints"); - tree->tmppoints= tmppoints; - - tree->arena= BLI_memarena_new(0x8000 * sizeof(ScatterNode), "sss tree arena"); - BLI_memarena_use_calloc(tree->arena); - - /* build tree */ - tree->root= BLI_memarena_alloc(tree->arena, sizeof(ScatterNode)); - tree->root->points= newpoints; - tree->root->totpoint= totpoint; - - mid[0]= (tree->min[0]+tree->max[0])*0.5f; - mid[1]= (tree->min[1]+tree->max[1])*0.5f; - mid[2]= (tree->min[2]+tree->max[2])*0.5f; - - size[0]= (tree->max[0]-tree->min[0])*0.5f; - size[1]= (tree->max[1]-tree->min[1])*0.5f; - size[2]= (tree->max[2]-tree->min[2])*0.5f; - - create_octree_node(tree, tree->root, mid, size, tree->refpoints, 0); - - MEM_freeN(tree->points); - MEM_freeN(tree->refpoints); - MEM_freeN(tree->tmppoints); - tree->refpoints= NULL; - tree->tmppoints= NULL; - tree->points= newpoints; - - /* sum radiance at nodes */ - sum_radiance(tree, tree->root); -} - -void scatter_tree_sample(ScatterTree *tree, const float co[3], float color[3]) -{ - float sco[3]; - - copy_v3_v3(sco, co); - mul_v3_fl(sco, 1.0f / tree->scale); - - compute_radiance(tree, sco, color); -} - -void scatter_tree_free(ScatterTree *tree) -{ - if (tree->arena) BLI_memarena_free(tree->arena); - if (tree->points) MEM_freeN(tree->points); - if (tree->refpoints) MEM_freeN(tree->refpoints); - - MEM_freeN(tree); -} - -/* Internal Renderer API */ - -/* sss tree building */ - -typedef struct SSSData { - ScatterTree *tree; - ScatterSettings *ss[3]; -} SSSData; - -typedef struct SSSPoints { - struct SSSPoints *next, *prev; - - float (*co)[3]; - float (*color)[3]; - float *area; - int totpoint; -} SSSPoints; - -static void sss_create_tree_mat(Render *re, Material *mat) -{ - SSSPoints *p; - RenderResult *rr; - ListBase points; - float (*co)[3] = NULL, (*color)[3] = NULL, *area = NULL; - int totpoint = 0, osa, osaflag, frsflag, partsdone; - - if (re->test_break(re->tbh)) - return; - - points.first= points.last= NULL; - - /* TODO: this is getting a bit ugly, copying all those variables and - * setting them back, maybe we need to create our own Render? */ - - /* do SSS preprocessing render */ - BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE); - rr= re->result; - osa= re->osa; - osaflag= re->r.mode & R_OSA; - frsflag= re->r.mode & R_EDGE_FRS; - partsdone= re->i.partsdone; - - re->osa= 0; - re->r.mode &= ~(R_OSA | R_EDGE_FRS); - re->sss_points= &points; - re->sss_mat= mat; - re->i.partsdone = 0; - - if (!(re->r.scemode & (R_BUTS_PREVIEW|R_VIEWPORT_PREVIEW))) - re->result= NULL; - BLI_rw_mutex_unlock(&re->resultmutex); - - RE_TileProcessor(re); - - BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE); - if (!(re->r.scemode & (R_BUTS_PREVIEW|R_VIEWPORT_PREVIEW))) { - RE_FreeRenderResult(re->result); - re->result= rr; - } - BLI_rw_mutex_unlock(&re->resultmutex); - - re->i.partsdone= partsdone; - re->sss_mat= NULL; - re->sss_points= NULL; - re->osa= osa; - if (osaflag) re->r.mode |= R_OSA; - if (frsflag) re->r.mode |= R_EDGE_FRS; - - /* no points? no tree */ - if (!points.first) - return; - - /* merge points together into a single buffer */ - if (!re->test_break(re->tbh)) { - for (totpoint=0, p=points.first; p; p=p->next) - totpoint += p->totpoint; - - co= MEM_mallocN(sizeof(*co)*totpoint, "SSSCo"); - color= MEM_mallocN(sizeof(*color)*totpoint, "SSSColor"); - area= MEM_mallocN(sizeof(*area)*totpoint, "SSSArea"); - - for (totpoint=0, p=points.first; p; p=p->next) { - memcpy(co+totpoint, p->co, sizeof(*co)*p->totpoint); - memcpy(color+totpoint, p->color, sizeof(*color)*p->totpoint); - memcpy(area+totpoint, p->area, sizeof(*area)*p->totpoint); - totpoint += p->totpoint; - } - } - - /* free points */ - for (p=points.first; p; p=p->next) { - MEM_freeN(p->co); - MEM_freeN(p->color); - MEM_freeN(p->area); - } - BLI_freelistN(&points); - - /* build tree */ - if (!re->test_break(re->tbh)) { - SSSData *sss= MEM_callocN(sizeof(*sss), "SSSData"); - float ior= mat->sss_ior, cfac= mat->sss_colfac; - const float *radius = mat->sss_radius; - float fw= mat->sss_front, bw= mat->sss_back; - float error = mat->sss_error; - - error= get_render_aosss_error(&re->r, error); - if ((re->r.scemode & (R_BUTS_PREVIEW|R_VIEWPORT_PREVIEW)) && error < 0.5f) - error= 0.5f; - - sss->ss[0]= scatter_settings_new(mat->sss_col[0], radius[0], ior, cfac, fw, bw); - sss->ss[1]= scatter_settings_new(mat->sss_col[1], radius[1], ior, cfac, fw, bw); - sss->ss[2]= scatter_settings_new(mat->sss_col[2], radius[2], ior, cfac, fw, bw); - sss->tree= scatter_tree_new(sss->ss, mat->sss_scale, error, - co, color, area, totpoint); - - MEM_freeN(co); - MEM_freeN(color); - MEM_freeN(area); - - scatter_tree_build(sss->tree); - - BLI_ghash_insert(re->sss_hash, mat, sss); - } - else { - if (co) MEM_freeN(co); - if (color) MEM_freeN(color); - if (area) MEM_freeN(area); - } -} - -void sss_add_points(Render *re, float (*co)[3], float (*color)[3], float *area, int totpoint) -{ - SSSPoints *p; - - if (totpoint > 0) { - p= MEM_callocN(sizeof(SSSPoints), "SSSPoints"); - - p->co= co; - p->color= color; - p->area= area; - p->totpoint= totpoint; - - BLI_thread_lock(LOCK_CUSTOM1); - BLI_addtail(re->sss_points, p); - BLI_thread_unlock(LOCK_CUSTOM1); - } -} - -static void sss_free_tree(SSSData *sss) -{ - scatter_tree_free(sss->tree); - scatter_settings_free(sss->ss[0]); - scatter_settings_free(sss->ss[1]); - scatter_settings_free(sss->ss[2]); - MEM_freeN(sss); -} - -/* public functions */ - -void make_sss_tree(Render *re) -{ - Material *mat; - bool infostr_set = false; - const char *prevstr = NULL; - - free_sss(re); - - re->sss_hash= BLI_ghash_ptr_new("make_sss_tree gh"); - - re->stats_draw(re->sdh, &re->i); - - for (mat= re->main->mat.first; mat; mat= mat->id.next) { - if (mat->id.us && (mat->flag & MA_IS_USED) && (mat->sss_flag & MA_DIFF_SSS)) { - if (!infostr_set) { - prevstr = re->i.infostr; - re->i.infostr = IFACE_("SSS preprocessing"); - infostr_set = true; - } - - sss_create_tree_mat(re, mat); - } - } - - /* XXX preview exception */ - /* localizing preview render data is not fun for node trees :( */ - if (re->main!=G.main) { - for (mat= G.main->mat.first; mat; mat= mat->id.next) { - if (mat->id.us && (mat->flag & MA_IS_USED) && (mat->sss_flag & MA_DIFF_SSS)) { - if (!infostr_set) { - prevstr = re->i.infostr; - re->i.infostr = IFACE_("SSS preprocessing"); - infostr_set = true; - } - - sss_create_tree_mat(re, mat); - } - } - } - - if (infostr_set) - re->i.infostr = prevstr; -} - -void free_sss(Render *re) -{ - if (re->sss_hash) { - GHashIterator gh_iter; - - GHASH_ITER (gh_iter, re->sss_hash) { - sss_free_tree(BLI_ghashIterator_getValue(&gh_iter)); - } - - BLI_ghash_free(re->sss_hash, NULL, NULL); - re->sss_hash= NULL; - } -} - -int sample_sss(Render *re, Material *mat, const float co[3], float color[3]) -{ - if (re->sss_hash) { - SSSData *sss= BLI_ghash_lookup(re->sss_hash, mat); - - if (sss) { - scatter_tree_sample(sss->tree, co, color); - return 1; - } - else { - color[0]= 0.0f; - color[1]= 0.0f; - color[2]= 0.0f; - } - } - - return 0; -} - -int sss_pass_done(struct Render *re, struct Material *mat) -{ - return ((re->flag & R_BAKING) || !(re->r.mode & R_SSS) || (re->sss_hash && BLI_ghash_lookup(re->sss_hash, mat))); -} - diff --git a/source/blender/render/intern/source/strand.c b/source/blender/render/intern/source/strand.c deleted file mode 100644 index 5fde688481a..00000000000 --- a/source/blender/render/intern/source/strand.c +++ /dev/null @@ -1,1069 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * Contributors: Brecht Van Lommel. - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/render/intern/source/strand.c - * \ingroup render - */ - - -#include -#include -#include - -#include "MEM_guardedalloc.h" - -#include "DNA_key_types.h" -#include "DNA_material_types.h" -#include "DNA_meshdata_types.h" - -#include "BLI_math.h" -#include "BLI_blenlib.h" -#include "BLI_utildefines.h" -#include "BLI_ghash.h" -#include "BLI_memarena.h" -#include "BLI_rand.h" - -#include "BKE_DerivedMesh.h" -#include "BKE_key.h" - - -#include "render_types.h" -#include "rendercore.h" -#include "renderdatabase.h" -#include "shading.h" -#include "strand.h" -#include "zbuf.h" - -/* *************** */ - -static float strand_eval_width(Material *ma, float strandco) -{ - float fac; - - strandco= 0.5f*(strandco + 1.0f); - - if (ma->strand_ease!=0.0f) { - if (ma->strand_ease<0.0f) - fac= pow(strandco, 1.0f+ma->strand_ease); - else - fac= pow(strandco, 1.0f/(1.0f-ma->strand_ease)); - } - else fac= strandco; - - return ((1.0f-fac)*ma->strand_sta + (fac)*ma->strand_end); -} - -void strand_eval_point(StrandSegment *sseg, StrandPoint *spoint) -{ - Material *ma; - StrandBuffer *strandbuf; - const float *simplify; - float p[4][3], data[4], cross[3], w, dx, dy, t; - int type; - - strandbuf= sseg->buffer; - ma= sseg->buffer->ma; - t= spoint->t; - type= (strandbuf->flag & R_STRAND_BSPLINE)? KEY_BSPLINE: KEY_CARDINAL; - - copy_v3_v3(p[0], sseg->v[0]->co); - copy_v3_v3(p[1], sseg->v[1]->co); - copy_v3_v3(p[2], sseg->v[2]->co); - copy_v3_v3(p[3], sseg->v[3]->co); - - if (sseg->obi->flag & R_TRANSFORMED) { - mul_m4_v3(sseg->obi->mat, p[0]); - mul_m4_v3(sseg->obi->mat, p[1]); - mul_m4_v3(sseg->obi->mat, p[2]); - mul_m4_v3(sseg->obi->mat, p[3]); - } - - if (t == 0.0f) { - copy_v3_v3(spoint->co, p[1]); - spoint->strandco= sseg->v[1]->strandco; - - spoint->dtstrandco= (sseg->v[2]->strandco - sseg->v[0]->strandco); - if (sseg->v[0] != sseg->v[1]) - spoint->dtstrandco *= 0.5f; - } - else if (t == 1.0f) { - copy_v3_v3(spoint->co, p[2]); - spoint->strandco= sseg->v[2]->strandco; - - spoint->dtstrandco= (sseg->v[3]->strandco - sseg->v[1]->strandco); - if (sseg->v[3] != sseg->v[2]) - spoint->dtstrandco *= 0.5f; - } - else { - key_curve_position_weights(t, data, type); - spoint->co[0]= data[0]*p[0][0] + data[1]*p[1][0] + data[2]*p[2][0] + data[3]*p[3][0]; - spoint->co[1]= data[0]*p[0][1] + data[1]*p[1][1] + data[2]*p[2][1] + data[3]*p[3][1]; - spoint->co[2]= data[0]*p[0][2] + data[1]*p[1][2] + data[2]*p[2][2] + data[3]*p[3][2]; - spoint->strandco= (1.0f-t)*sseg->v[1]->strandco + t*sseg->v[2]->strandco; - } - - key_curve_tangent_weights(t, data, type); - spoint->dtco[0]= data[0]*p[0][0] + data[1]*p[1][0] + data[2]*p[2][0] + data[3]*p[3][0]; - spoint->dtco[1]= data[0]*p[0][1] + data[1]*p[1][1] + data[2]*p[2][1] + data[3]*p[3][1]; - spoint->dtco[2]= data[0]*p[0][2] + data[1]*p[1][2] + data[2]*p[2][2] + data[3]*p[3][2]; - - normalize_v3_v3(spoint->tan, spoint->dtco); - normalize_v3_v3(spoint->nor, spoint->co); - negate_v3(spoint->nor); - - spoint->width= strand_eval_width(ma, spoint->strandco); - - /* simplification */ - simplify= RE_strandren_get_simplify(strandbuf->obr, sseg->strand, 0); - spoint->alpha= (simplify)? simplify[1]: 1.0f; - - /* outer points */ - cross_v3_v3v3(cross, spoint->co, spoint->tan); - - w= spoint->co[2]*strandbuf->winmat[2][3] + strandbuf->winmat[3][3]; - dx= strandbuf->winx*cross[0]*strandbuf->winmat[0][0]/w; - dy= strandbuf->winy*cross[1]*strandbuf->winmat[1][1]/w; - w = sqrtf(dx * dx + dy * dy); - - if (w > 0.0f) { - if (strandbuf->flag & R_STRAND_B_UNITS) { - const float crosslen= len_v3(cross); - w= 2.0f*crosslen*strandbuf->minwidth/w; - - if (spoint->width < w) { - spoint->alpha= spoint->width/w; - spoint->width= w; - } - - if (simplify) - /* squared because we only change width, not length */ - spoint->width *= simplify[0]*simplify[0]; - - mul_v3_fl(cross, spoint->width*0.5f/crosslen); - } - else - mul_v3_fl(cross, spoint->width/w); - } - - sub_v3_v3v3(spoint->co1, spoint->co, cross); - add_v3_v3v3(spoint->co2, spoint->co, cross); - - copy_v3_v3(spoint->dsco, cross); -} - -/* *************** */ - -static void interpolate_vec1(float *v1, float *v2, float t, float negt, float *v) -{ - v[0]= negt*v1[0] + t*v2[0]; -} - -static void interpolate_vec3(float *v1, float *v2, float t, float negt, float *v) -{ - v[0]= negt*v1[0] + t*v2[0]; - v[1]= negt*v1[1] + t*v2[1]; - v[2]= negt*v1[2] + t*v2[2]; -} - -static void interpolate_vec4(float *v1, float *v2, float t, float negt, float *v) -{ - v[0]= negt*v1[0] + t*v2[0]; - v[1]= negt*v1[1] + t*v2[1]; - v[2]= negt*v1[2] + t*v2[2]; - v[3]= negt*v1[3] + t*v2[3]; -} - -static void interpolate_shade_result(ShadeResult *shr1, ShadeResult *shr2, float t, ShadeResult *shr, int addpassflag) -{ - float negt= 1.0f - t; - - interpolate_vec4(shr1->combined, shr2->combined, t, negt, shr->combined); - - if (addpassflag & SCE_PASS_VECTOR) { - interpolate_vec4(shr1->winspeed, shr2->winspeed, t, negt, shr->winspeed); - } - /* optim... */ - if (addpassflag & ~(SCE_PASS_VECTOR)) { - if (addpassflag & SCE_PASS_Z) - interpolate_vec1(&shr1->z, &shr2->z, t, negt, &shr->z); - if (addpassflag & SCE_PASS_RGBA) - interpolate_vec4(shr1->col, shr2->col, t, negt, shr->col); - if (addpassflag & SCE_PASS_NORMAL) { - interpolate_vec3(shr1->nor, shr2->nor, t, negt, shr->nor); - normalize_v3(shr->nor); - } - if (addpassflag & SCE_PASS_EMIT) - interpolate_vec3(shr1->emit, shr2->emit, t, negt, shr->emit); - if (addpassflag & SCE_PASS_DIFFUSE) { - interpolate_vec3(shr1->diff, shr2->diff, t, negt, shr->diff); - interpolate_vec3(shr1->diffshad, shr2->diffshad, t, negt, shr->diffshad); - } - if (addpassflag & SCE_PASS_SPEC) - interpolate_vec3(shr1->spec, shr2->spec, t, negt, shr->spec); - if (addpassflag & SCE_PASS_SHADOW) - interpolate_vec3(shr1->shad, shr2->shad, t, negt, shr->shad); - if (addpassflag & SCE_PASS_AO) - interpolate_vec3(shr1->ao, shr2->ao, t, negt, shr->ao); - if (addpassflag & SCE_PASS_ENVIRONMENT) - interpolate_vec3(shr1->env, shr2->env, t, negt, shr->env); - if (addpassflag & SCE_PASS_INDIRECT) - interpolate_vec3(shr1->indirect, shr2->indirect, t, negt, shr->indirect); - if (addpassflag & SCE_PASS_REFLECT) - interpolate_vec3(shr1->refl, shr2->refl, t, negt, shr->refl); - if (addpassflag & SCE_PASS_REFRACT) - interpolate_vec3(shr1->refr, shr2->refr, t, negt, shr->refr); - if (addpassflag & SCE_PASS_MIST) - interpolate_vec1(&shr1->mist, &shr2->mist, t, negt, &shr->mist); - } -} - -static void strand_apply_shaderesult_alpha(ShadeResult *shr, float alpha) -{ - if (alpha < 1.0f) { - shr->combined[0] *= alpha; - shr->combined[1] *= alpha; - shr->combined[2] *= alpha; - shr->combined[3] *= alpha; - - shr->col[0] *= alpha; - shr->col[1] *= alpha; - shr->col[2] *= alpha; - shr->col[3] *= alpha; - - shr->alpha *= alpha; - } -} - -static void strand_shade_point(Render *re, ShadeSample *ssamp, StrandSegment *sseg, StrandVert *svert, StrandPoint *spoint) -{ - ShadeInput *shi= ssamp->shi; - ShadeResult *shr= ssamp->shr; - VlakRen vlr; - int seed; - - memset(&vlr, 0, sizeof(vlr)); - vlr.flag= R_SMOOTH; - if (sseg->buffer->ma->mode & MA_TANGENT_STR) - vlr.flag |= R_TANGENT; - - shi->vlr= &vlr; - shi->v1= NULL; - shi->v2= NULL; - shi->v3= NULL; - shi->strand= sseg->strand; - shi->obi= sseg->obi; - shi->obr= sseg->obi->obr; - - /* cache for shadow */ - shi->samplenr= re->shadowsamplenr[shi->thread]++; - - /* all samples */ - shi->mask= 0xFFFF; - - /* seed RNG for consistent results across tiles */ - seed = shi->strand->index + (svert - shi->strand->vert); - BLI_thread_srandom(shi->thread, seed); - - shade_input_set_strand(shi, sseg->strand, spoint); - shade_input_set_strand_texco(shi, sseg->strand, sseg->v[1], spoint); - - /* init material vars */ - shade_input_init_material(shi); - - /* shade */ - shade_samples_do_AO(ssamp); - shade_input_do_shade(shi, shr); - - /* apply simplification */ - strand_apply_shaderesult_alpha(shr, spoint->alpha); - - /* include lamphalos for strand, since halo layer was added already */ - if (re->flag & R_LAMPHALO) - if (shi->layflag & SCE_LAY_HALO) - renderspothalo(shi, shr->combined, shr->combined[3]); - - shi->strand= NULL; -} - -/* *************** */ - -struct StrandShadeCache { - GHash *resulthash; - GHash *refcounthash; - MemArena *memarena; -}; - -typedef struct StrandCacheEntry { - GHashPair pair; - ShadeResult shr; -} StrandCacheEntry; - -StrandShadeCache *strand_shade_cache_create(void) -{ - StrandShadeCache *cache; - - cache= MEM_callocN(sizeof(StrandShadeCache), "StrandShadeCache"); - cache->resulthash= BLI_ghash_pair_new("strand_shade_cache_create1 gh"); - cache->refcounthash= BLI_ghash_pair_new("strand_shade_cache_create2 gh"); - cache->memarena= BLI_memarena_new(BLI_MEMARENA_STD_BUFSIZE, "strand shade cache arena"); - - return cache; -} - -void strand_shade_cache_free(StrandShadeCache *cache) -{ - BLI_ghash_free(cache->refcounthash, NULL, NULL); - BLI_ghash_free(cache->resulthash, MEM_freeN, NULL); - BLI_memarena_free(cache->memarena); - MEM_freeN(cache); -} - -static GHashPair strand_shade_hash_pair(ObjectInstanceRen *obi, StrandVert *svert) -{ - GHashPair pair = {obi, svert}; - return pair; -} - -static void strand_shade_get(Render *re, StrandShadeCache *cache, ShadeSample *ssamp, StrandSegment *sseg, StrandVert *svert) -{ - StrandCacheEntry *entry; - StrandPoint p; - int *refcount; - GHashPair pair = strand_shade_hash_pair(sseg->obi, svert); - - entry= BLI_ghash_lookup(cache->resulthash, &pair); - refcount= BLI_ghash_lookup(cache->refcounthash, &pair); - - if (!entry) { - /* not shaded yet, shade and insert into hash */ - p.t= (sseg->v[1] == svert)? 0.0f: 1.0f; - strand_eval_point(sseg, &p); - strand_shade_point(re, ssamp, sseg, svert, &p); - - entry= MEM_callocN(sizeof(StrandCacheEntry), "StrandCacheEntry"); - entry->pair = pair; - entry->shr = ssamp->shr[0]; - BLI_ghash_insert(cache->resulthash, entry, entry); - } - else - /* already shaded, just copy previous result from hash */ - ssamp->shr[0]= entry->shr; - - /* lower reference count and remove if not needed anymore by any samples */ - (*refcount)--; - if (*refcount == 0) { - BLI_ghash_remove(cache->resulthash, &pair, MEM_freeN, NULL); - BLI_ghash_remove(cache->refcounthash, &pair, NULL, NULL); - } -} - -void strand_shade_segment(Render *re, StrandShadeCache *cache, StrandSegment *sseg, ShadeSample *ssamp, float t, float s, int addpassflag) -{ - ShadeResult shr1, shr2; - - /* get shading for two endpoints and interpolate */ - strand_shade_get(re, cache, ssamp, sseg, sseg->v[1]); - shr1= ssamp->shr[0]; - strand_shade_get(re, cache, ssamp, sseg, sseg->v[2]); - shr2= ssamp->shr[0]; - - interpolate_shade_result(&shr1, &shr2, t, ssamp->shr, addpassflag); - - /* apply alpha along width */ - if (sseg->buffer->widthfade != -1.0f) { - s = 1.0f - powf(fabsf(s), sseg->buffer->widthfade); - - strand_apply_shaderesult_alpha(ssamp->shr, s); - } -} - -void strand_shade_unref(StrandShadeCache *cache, ObjectInstanceRen *obi, StrandVert *svert) -{ - GHashPair pair = strand_shade_hash_pair(obi, svert); - int *refcount; - - /* lower reference count and remove if not needed anymore by any samples */ - refcount= BLI_ghash_lookup(cache->refcounthash, &pair); - - (*refcount)--; - if (*refcount == 0) { - BLI_ghash_remove(cache->resulthash, &pair, MEM_freeN, NULL); - BLI_ghash_remove(cache->refcounthash, &pair, NULL, NULL); - } -} - -static void strand_shade_refcount(StrandShadeCache *cache, StrandSegment *sseg, StrandVert *svert) -{ - GHashPair pair = strand_shade_hash_pair(sseg->obi, svert); - GHashPair *key; - int *refcount= BLI_ghash_lookup(cache->refcounthash, &pair); - - if (!refcount) { - key= BLI_memarena_alloc(cache->memarena, sizeof(GHashPair)); - *key = pair; - refcount= BLI_memarena_alloc(cache->memarena, sizeof(int)); - *refcount= 1; - BLI_ghash_insert(cache->refcounthash, key, refcount); - } - else - (*refcount)++; -} - -/* *************** */ - -typedef struct StrandPart { - Render *re; - ZSpan *zspan; - - APixstrand *apixbuf; - int *totapixbuf; - int *rectz; - int *rectmask; - intptr_t *rectdaps; - int rectx, recty; - int sample; - int shadow; - float (*jit)[2]; - int samples; - - StrandSegment *segment; - float t[3], s[3]; - - StrandShadeCache *cache; -} StrandPart; - -typedef struct StrandSortSegment { - struct StrandSortSegment *next; - int obi, strand, segment; - float z; -} StrandSortSegment; - -static int compare_strand_segment(const void *poin1, const void *poin2) -{ - const StrandSortSegment *seg1= (const StrandSortSegment*)poin1; - const StrandSortSegment *seg2= (const StrandSortSegment*)poin2; - - if (seg1->z < seg2->z) - return -1; - else if (seg1->z == seg2->z) - return 0; - else - return 1; -} - -static void do_strand_point_project(float winmat[4][4], ZSpan *zspan, float *co, float *hoco, float *zco) -{ - projectvert(co, winmat, hoco); - hoco_to_zco(zspan, zco, hoco); -} - -static void strand_project_point(float winmat[4][4], float winx, float winy, StrandPoint *spoint) -{ - float div; - - projectvert(spoint->co, winmat, spoint->hoco); - - div= 1.0f/spoint->hoco[3]; - spoint->x= spoint->hoco[0]*div*winx*0.5f; - spoint->y= spoint->hoco[1]*div*winy*0.5f; -} - -static APixstrand *addpsmainAstrand(ListBase *lb) -{ - APixstrMain *psm; - - psm= MEM_mallocN(sizeof(APixstrMain), "addpsmainA"); - BLI_addtail(lb, psm); - psm->ps = MEM_callocN(4096 * sizeof(APixstrand), "pixstr"); - - return psm->ps; -} - -static APixstrand *addpsAstrand(ZSpan *zspan) -{ - /* make new PS */ - if (zspan->apstrandmcounter==0) { - zspan->curpstrand= addpsmainAstrand(zspan->apsmbase); - zspan->apstrandmcounter= 4095; - } - else { - zspan->curpstrand++; - zspan->apstrandmcounter--; - } - return zspan->curpstrand; -} - -#define MAX_ZROW 2000 - -static void do_strand_fillac(void *handle, int x, int y, float u, float v, float z) -{ - StrandPart *spart= (StrandPart *)handle; - StrandShadeCache *cache= spart->cache; - StrandSegment *sseg= spart->segment; - APixstrand *apn, *apnew; - float t, s; - int offset, mask, obi, strnr, seg, zverg, bufferz, maskz=0; - - offset = y*spart->rectx + x; - obi= sseg->obi - spart->re->objectinstance; - strnr= sseg->strand->index + 1; - seg= sseg->v[1] - sseg->strand->vert; - mask= (1<sample); - - /* check against solid z-buffer */ - zverg= (int)z; - - if (spart->rectdaps) { - /* find the z of the sample */ - PixStr *ps; - intptr_t *rd= spart->rectdaps + offset; - - bufferz= 0x7FFFFFFF; - if (spart->rectmask) maskz= 0x7FFFFFFF; - - if (*rd) { - for (ps= (PixStr *)(*rd); ps; ps= ps->next) { - if (mask & ps->mask) { - bufferz= ps->z; - if (spart->rectmask) - maskz= ps->maskz; - break; - } - } - } - } - else { - bufferz= (spart->rectz)? spart->rectz[offset]: 0x7FFFFFFF; - if (spart->rectmask) - maskz= spart->rectmask[offset]; - } - -#define CHECK_ADD(n) \ - if (apn->p[n]==strnr && apn->obi[n]==obi && apn->seg[n]==seg) \ - { if (!(apn->mask[n] & mask)) { apn->mask[n] |= mask; apn->v[n] += t; apn->u[n] += s; } break; } (void)0 -#define CHECK_ASSIGN(n) \ - if (apn->p[n]==0) \ - {apn->obi[n]= obi; apn->p[n]= strnr; apn->z[n]= zverg; apn->mask[n]= mask; apn->v[n]= t; apn->u[n]= s; apn->seg[n]= seg; break; } (void)0 - - /* add to pixel list */ - if (zverg < bufferz && (spart->totapixbuf[offset] < MAX_ZROW)) { - if (!spart->rectmask || zverg > maskz) { - t = u * spart->t[0] + v * spart->t[1] + (1.0f - u - v) * spart->t[2]; - s = fabsf(u * spart->s[0] + v * spart->s[1] + (1.0f - u - v) * spart->s[2]); - - apn= spart->apixbuf + offset; - while (apn) { - CHECK_ADD(0); - CHECK_ADD(1); - CHECK_ADD(2); - CHECK_ADD(3); - CHECK_ASSIGN(0); - CHECK_ASSIGN(1); - CHECK_ASSIGN(2); - CHECK_ASSIGN(3); - - apnew= addpsAstrand(spart->zspan); - SWAP(APixstrand, *apnew, *apn); - apn->next= apnew; - CHECK_ASSIGN(0); - } - - if (cache) { - strand_shade_refcount(cache, sseg, sseg->v[1]); - strand_shade_refcount(cache, sseg, sseg->v[2]); - } - spart->totapixbuf[offset]++; - } - } -} - -/* width is calculated in hoco space, to ensure strands are visible */ -static int strand_test_clip(float winmat[4][4], ZSpan *UNUSED(zspan), float *bounds, float *co, float *zcomp, float widthx, float widthy) -{ - float hoco[4]; - int clipflag= 0; - - projectvert(co, winmat, hoco); - - /* we compare z without perspective division for segment sorting */ - *zcomp= hoco[2]; - - if (hoco[0]+widthx < bounds[0]*hoco[3]) clipflag |= 1; - else if (hoco[0]-widthx > bounds[1]*hoco[3]) clipflag |= 2; - - if (hoco[1]-widthy > bounds[3]*hoco[3]) clipflag |= 4; - else if (hoco[1]+widthy < bounds[2]*hoco[3]) clipflag |= 8; - - clipflag |= testclip(hoco); - - return clipflag; -} - -static void do_scanconvert_strand(Render *UNUSED(re), StrandPart *spart, ZSpan *zspan, float t, float dt, float *co1, float *co2, float *co3, float *co4, int sample) -{ - float jco1[3], jco2[3], jco3[3], jco4[3], jx, jy; - - copy_v3_v3(jco1, co1); - copy_v3_v3(jco2, co2); - copy_v3_v3(jco3, co3); - copy_v3_v3(jco4, co4); - - if (spart->jit) { - jx= -spart->jit[sample][0]; - jy= -spart->jit[sample][1]; - - jco1[0] += jx; jco1[1] += jy; - jco2[0] += jx; jco2[1] += jy; - jco3[0] += jx; jco3[1] += jy; - jco4[0] += jx; jco4[1] += jy; - - /* XXX mblur? */ - } - - spart->sample= sample; - - spart->t[0]= t-dt; - spart->s[0]= -1.0f; - spart->t[1]= t-dt; - spart->s[1]= 1.0f; - spart->t[2]= t; - spart->s[2]= 1.0f; - zspan_scanconvert_strand(zspan, spart, jco1, jco2, jco3, do_strand_fillac); - spart->t[0]= t-dt; - spart->s[0]= -1.0f; - spart->t[1]= t; - spart->s[1]= 1.0f; - spart->t[2]= t; - spart->s[2]= -1.0f; - zspan_scanconvert_strand(zspan, spart, jco1, jco3, jco4, do_strand_fillac); -} - -static void strand_render(Render *re, StrandSegment *sseg, float winmat[4][4], StrandPart *spart, ZSpan *zspan, int totzspan, StrandPoint *p1, StrandPoint *p2) -{ - if (spart) { - float t= p2->t; - float dt= p2->t - p1->t; - int a; - - for (a=0; asamples; a++) - do_scanconvert_strand(re, spart, zspan, t, dt, p1->zco2, p1->zco1, p2->zco1, p2->zco2, a); - } - else { - float hoco1[4], hoco2[4]; - int a, obi, index; - - obi= sseg->obi - re->objectinstance; - index= sseg->strand->index; - - projectvert(p1->co, winmat, hoco1); - projectvert(p2->co, winmat, hoco2); - - - for (a=0; ahoco2, p1->hoco1, p2->hoco1, p2->hoco2, p1->clip2, p1->clip1, p2->clip1, p2->clip2); -#endif - /* only render a line for now, which makes the shadow map more - * similar across frames, and so reduces flicker */ - zbufsinglewire(&zspan[a], obi, index, hoco1, hoco2); - } - } -} - -static int strand_segment_recursive(Render *re, float winmat[4][4], StrandPart *spart, ZSpan *zspan, int totzspan, StrandSegment *sseg, StrandPoint *p1, StrandPoint *p2, int depth) -{ - StrandPoint p; - StrandBuffer *buffer= sseg->buffer; - float dot, d1[2], d2[2], len1, len2; - - if (depth == buffer->maxdepth) - return 0; - - p.t= (p1->t + p2->t)*0.5f; - strand_eval_point(sseg, &p); - strand_project_point(buffer->winmat, buffer->winx, buffer->winy, &p); - - d1[0]= (p.x - p1->x); - d1[1]= (p.y - p1->y); - len1= d1[0]*d1[0] + d1[1]*d1[1]; - - d2[0]= (p2->x - p.x); - d2[1]= (p2->y - p.y); - len2= d2[0]*d2[0] + d2[1]*d2[1]; - - if (len1 == 0.0f || len2 == 0.0f) - return 0; - - dot= d1[0]*d2[0] + d1[1]*d2[1]; - if (dot*dot > sseg->sqadaptcos*len1*len2) - return 0; - - if (spart) { - do_strand_point_project(winmat, zspan, p.co1, p.hoco1, p.zco1); - do_strand_point_project(winmat, zspan, p.co2, p.hoco2, p.zco2); - } - else { -#if 0 - projectvert(p.co1, winmat, p.hoco1); - projectvert(p.co2, winmat, p.hoco2); - p.clip1= testclip(p.hoco1); - p.clip2= testclip(p.hoco2); -#endif - } - - if (!strand_segment_recursive(re, winmat, spart, zspan, totzspan, sseg, p1, &p, depth+1)) - strand_render(re, sseg, winmat, spart, zspan, totzspan, p1, &p); - if (!strand_segment_recursive(re, winmat, spart, zspan, totzspan, sseg, &p, p2, depth+1)) - strand_render(re, sseg, winmat, spart, zspan, totzspan, &p, p2); - - return 1; -} - -void render_strand_segment(Render *re, float winmat[4][4], StrandPart *spart, ZSpan *zspan, int totzspan, StrandSegment *sseg) -{ - StrandBuffer *buffer= sseg->buffer; - StrandPoint *p1= &sseg->point1; - StrandPoint *p2= &sseg->point2; - - p1->t= 0.0f; - p2->t= 1.0f; - - strand_eval_point(sseg, p1); - strand_project_point(buffer->winmat, buffer->winx, buffer->winy, p1); - strand_eval_point(sseg, p2); - strand_project_point(buffer->winmat, buffer->winx, buffer->winy, p2); - - if (spart) { - do_strand_point_project(winmat, zspan, p1->co1, p1->hoco1, p1->zco1); - do_strand_point_project(winmat, zspan, p1->co2, p1->hoco2, p1->zco2); - do_strand_point_project(winmat, zspan, p2->co1, p2->hoco1, p2->zco1); - do_strand_point_project(winmat, zspan, p2->co2, p2->hoco2, p2->zco2); - } - else { -#if 0 - projectvert(p1->co1, winmat, p1->hoco1); - projectvert(p1->co2, winmat, p1->hoco2); - projectvert(p2->co1, winmat, p2->hoco1); - projectvert(p2->co2, winmat, p2->hoco2); - p1->clip1= testclip(p1->hoco1); - p1->clip2= testclip(p1->hoco2); - p2->clip1= testclip(p2->hoco1); - p2->clip2= testclip(p2->hoco2); -#endif - } - - if (!strand_segment_recursive(re, winmat, spart, zspan, totzspan, sseg, p1, p2, 0)) - strand_render(re, sseg, winmat, spart, zspan, totzspan, p1, p2); -} - -/* render call to fill in strands */ -int zbuffer_strands_abuf(Render *re, RenderPart *pa, APixstrand *apixbuf, ListBase *apsmbase, unsigned int lay, int UNUSED(negzmask), float winmat[4][4], int winx, int winy, int samples, float (*jit)[2], float clipcrop, int shadow, StrandShadeCache *cache) -{ - ObjectRen *obr; - ObjectInstanceRen *obi; - ZSpan zspan; - StrandRen *strand = NULL; - StrandVert *svert; - StrandBound *sbound; - StrandPart spart; - StrandSegment sseg; - StrandSortSegment *sortsegments = NULL, *sortseg, *firstseg; - MemArena *memarena; - float z[4], bounds[4], obwinmat[4][4]; - int a, b, c, i, totsegment, clip[4]; - - if (re->test_break(re->tbh)) - return 0; - if (re->totstrand == 0) - return 0; - - /* setup StrandPart */ - memset(&spart, 0, sizeof(spart)); - - spart.re= re; - spart.rectx= pa->rectx; - spart.recty= pa->recty; - spart.apixbuf= apixbuf; - spart.zspan= &zspan; - spart.rectdaps= pa->rectdaps; - spart.rectz= pa->rectz; - spart.rectmask= pa->rectmask; - spart.cache= cache; - spart.shadow= shadow; - spart.jit= jit; - spart.samples= samples; - - zbuf_alloc_span(&zspan, pa->rectx, pa->recty, clipcrop); - - /* needed for transform from hoco to zbuffer co */ - zspan.zmulx= ((float)winx)/2.0f; - zspan.zmuly= ((float)winy)/2.0f; - - zspan.zofsx= -pa->disprect.xmin; - zspan.zofsy= -pa->disprect.ymin; - - /* to center the sample position */ - if (!shadow) { - zspan.zofsx -= 0.5f; - zspan.zofsy -= 0.5f; - } - - zspan.apsmbase= apsmbase; - - /* clipping setup */ - bounds[0]= (2*pa->disprect.xmin - winx-1)/(float)winx; - bounds[1]= (2*pa->disprect.xmax - winx+1)/(float)winx; - bounds[2]= (2*pa->disprect.ymin - winy-1)/(float)winy; - bounds[3]= (2*pa->disprect.ymax - winy+1)/(float)winy; - - memarena= BLI_memarena_new(BLI_MEMARENA_STD_BUFSIZE, "strand sort arena"); - firstseg= NULL; - totsegment= 0; - - /* for all object instances */ - for (obi=re->instancetable.first, i=0; obi; obi=obi->next, i++) { - Material *ma; - float widthx, widthy; - - obr= obi->obr; - - if (!obr->strandbuf || !(obr->strandbuf->lay & lay)) - continue; - - /* compute matrix and try clipping whole object */ - if (obi->flag & R_TRANSFORMED) - mul_m4_m4m4(obwinmat, winmat, obi->mat); - else - copy_m4_m4(obwinmat, winmat); - - /* test if we should skip it */ - ma = obr->strandbuf->ma; - - if (shadow && (!(ma->mode2 & MA_CASTSHADOW) || !(ma->mode & MA_SHADBUF))) - continue; - else if (!shadow && (ma->mode & MA_ONLYCAST)) - continue; - - if (clip_render_object(obi->obr->boundbox, bounds, obwinmat)) - continue; - - widthx= obr->strandbuf->maxwidth*obwinmat[0][0]; - widthy= obr->strandbuf->maxwidth*obwinmat[1][1]; - - /* for each bounding box containing a number of strands */ - sbound= obr->strandbuf->bound; - for (c=0; cstrandbuf->totbound; c++, sbound++) { - if (clip_render_object(sbound->boundbox, bounds, obwinmat)) - continue; - - /* for each strand in this bounding box */ - for (a=sbound->start; aend; a++) { - strand= RE_findOrAddStrand(obr, a); - svert= strand->vert; - - /* keep clipping and z depth for 4 control points */ - clip[1]= strand_test_clip(obwinmat, &zspan, bounds, svert->co, &z[1], widthx, widthy); - clip[2]= strand_test_clip(obwinmat, &zspan, bounds, (svert+1)->co, &z[2], widthx, widthy); - clip[0]= clip[1]; z[0]= z[1]; - - for (b=0; btotvert-1; b++, svert++) { - /* compute 4th point clipping and z depth */ - if (b < strand->totvert-2) { - clip[3]= strand_test_clip(obwinmat, &zspan, bounds, (svert+2)->co, &z[3], widthx, widthy); - } - else { - clip[3]= clip[2]; z[3]= z[2]; - } - - /* check clipping and add to sortsegments buffer */ - if (!(clip[0] & clip[1] & clip[2] & clip[3])) { - sortseg= BLI_memarena_alloc(memarena, sizeof(StrandSortSegment)); - sortseg->obi= i; - sortseg->strand= strand->index; - sortseg->segment= b; - - sortseg->z= 0.5f*(z[1] + z[2]); - - sortseg->next= firstseg; - firstseg= sortseg; - totsegment++; - } - - /* shift clipping and z depth */ - clip[0]= clip[1]; z[0]= z[1]; - clip[1]= clip[2]; z[1]= z[2]; - clip[2]= clip[3]; z[2]= z[3]; - } - } - } - } - - if (!re->test_break(re->tbh)) { - /* convert list to array and sort */ - sortsegments= MEM_mallocN(sizeof(StrandSortSegment)*totsegment, "StrandSortSegment"); - for (a=0, sortseg=firstseg; anext) - sortsegments[a]= *sortseg; - qsort(sortsegments, totsegment, sizeof(StrandSortSegment), compare_strand_segment); - } - - BLI_memarena_free(memarena); - - spart.totapixbuf= MEM_callocN(sizeof(int)*pa->rectx*pa->recty, "totapixbuf"); - - if (!re->test_break(re->tbh)) { - /* render segments in sorted order */ - sortseg= sortsegments; - for (a=0; atest_break(re->tbh)) - break; - - obi= &re->objectinstance[sortseg->obi]; - obr= obi->obr; - - sseg.obi= obi; - sseg.strand= RE_findOrAddStrand(obr, sortseg->strand); - sseg.buffer= sseg.strand->buffer; - sseg.sqadaptcos= sseg.buffer->adaptcos; - sseg.sqadaptcos *= sseg.sqadaptcos; - - svert= sseg.strand->vert + sortseg->segment; - sseg.v[0]= (sortseg->segment > 0)? (svert-1): svert; - sseg.v[1]= svert; - sseg.v[2]= svert+1; - sseg.v[3]= (sortseg->segment < sseg.strand->totvert-2)? svert+2: svert+1; - sseg.shaded= 0; - - spart.segment= &sseg; - - render_strand_segment(re, winmat, &spart, &zspan, 1, &sseg); - } - } - - if (sortsegments) - MEM_freeN(sortsegments); - MEM_freeN(spart.totapixbuf); - - zbuf_free_span(&zspan); - - return totsegment; -} - -/* *************** */ - -StrandSurface *cache_strand_surface(Render *re, ObjectRen *obr, DerivedMesh *dm, float mat[4][4], int timeoffset) -{ - StrandSurface *mesh; - MFace *mface; - MVert *mvert; - float (*co)[3]; - int a, totvert, totface; - - totvert= dm->getNumVerts(dm); - totface= dm->getNumTessFaces(dm); - - for (mesh = re->strandsurface.first; mesh; mesh = mesh->next) { - if ((mesh->obr.ob == obr->ob) && - (mesh->obr.par == obr->par) && - (mesh->obr.index == obr->index) && - (mesh->totvert == totvert) && - (mesh->totface == totface)) - { - break; - } - } - - if (!mesh) { - mesh= MEM_callocN(sizeof(StrandSurface), "StrandSurface"); - mesh->obr= *obr; - mesh->totvert= totvert; - mesh->totface= totface; - mesh->face= MEM_callocN(sizeof(int)*4*mesh->totface, "StrandSurfFaces"); - mesh->ao= MEM_callocN(sizeof(float)*3*mesh->totvert, "StrandSurfAO"); - mesh->env= MEM_callocN(sizeof(float)*3*mesh->totvert, "StrandSurfEnv"); - mesh->indirect= MEM_callocN(sizeof(float)*3*mesh->totvert, "StrandSurfIndirect"); - BLI_addtail(&re->strandsurface, mesh); - } - - if (timeoffset == -1 && !mesh->prevco) - mesh->prevco= co= MEM_callocN(sizeof(float)*3*mesh->totvert, "StrandSurfCo"); - else if (timeoffset == 0 && !mesh->co) - mesh->co= co= MEM_callocN(sizeof(float)*3*mesh->totvert, "StrandSurfCo"); - else if (timeoffset == 1 && !mesh->nextco) - mesh->nextco= co= MEM_callocN(sizeof(float)*3*mesh->totvert, "StrandSurfCo"); - else - return mesh; - - mvert= dm->getVertArray(dm); - for (a=0; atotvert; a++, mvert++) { - copy_v3_v3(co[a], mvert->co); - mul_m4_v3(mat, co[a]); - } - - mface= dm->getTessFaceArray(dm); - for (a=0; atotface; a++, mface++) { - mesh->face[a][0]= mface->v1; - mesh->face[a][1]= mface->v2; - mesh->face[a][2]= mface->v3; - mesh->face[a][3]= mface->v4; - } - - return mesh; -} - -void free_strand_surface(Render *re) -{ - StrandSurface *mesh; - - for (mesh=re->strandsurface.first; mesh; mesh=mesh->next) { - if (mesh->co) MEM_freeN(mesh->co); - if (mesh->prevco) MEM_freeN(mesh->prevco); - if (mesh->nextco) MEM_freeN(mesh->nextco); - if (mesh->ao) MEM_freeN(mesh->ao); - if (mesh->env) MEM_freeN(mesh->env); - if (mesh->indirect) MEM_freeN(mesh->indirect); - if (mesh->face) MEM_freeN(mesh->face); - } - - BLI_freelistN(&re->strandsurface); -} - -void strand_minmax(StrandRen *strand, float min[3], float max[3], const float width) -{ - StrandVert *svert; - const float width2 = width * 2.0f; - float vec[3]; - int a; - - for (a=0, svert=strand->vert; atotvert; a++, svert++) { - copy_v3_v3(vec, svert->co); - minmax_v3v3_v3(min, max, vec); - - if (width!=0.0f) { - add_v3_fl(vec, width); - minmax_v3v3_v3(min, max, vec); - add_v3_fl(vec, -width2); - minmax_v3v3_v3(min, max, vec); - } - } -} - diff --git a/source/blender/render/intern/source/sunsky.c b/source/blender/render/intern/source/sunsky.c deleted file mode 100644 index 80dd52c220c..00000000000 --- a/source/blender/render/intern/source/sunsky.c +++ /dev/null @@ -1,506 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/render/intern/source/sunsky.c - * \ingroup render - * - * This feature comes from Preetham paper on "A Practical Analytic Model for Daylight" - * and example code from Brian Smits, another author of that paper in - * http://www.cs.utah.edu/vissim/papers/sunsky/code/ - */ - -#include "sunsky.h" -#include "BLI_math.h" - -/** - * These macros are defined for vector operations - * */ - -/** - * compute v1 = v2 op v3 - * v1, v2 and v3 are vectors contains 3 float - * */ -#define VEC3OPV(v1, v2, op, v3) \ - { \ - v1[0] = (v2[0] op v3[0]); \ - v1[1] = (v2[1] op v3[1]); \ - v1[2] = (v2[2] op v3[2]); \ - } (void)0 - -/** - * compute v1 = v2 op f1 - * v1, v2 are vectors contains 3 float - * and f1 is a float - * */ -#define VEC3OPF(v1, v2, op, f1) \ - { \ - v1[0] = (v2[0] op(f1)); \ - v1[1] = (v2[1] op(f1)); \ - v1[2] = (v2[2] op(f1)); \ - } (void)0 - -/** - * compute v1 = f1 op v2 - * v1, v2 are vectors contains 3 float - * and f1 is a float - * */ -#define FOPVEC3(v1, f1, op, v2) \ - { \ - v1[0] = ((f1) op v2[0]); \ - v1[1] = ((f1) op v2[1]); \ - v1[2] = ((f1) op v2[2]); \ - } (void)0 - -/** - * ClipColor: - * clip a color to range [0, 1]; - * */ -void ClipColor(float c[3]) -{ - if (c[0] > 1.0f) c[0] = 1.0f; - if (c[0] < 0.0f) c[0] = 0.0f; - if (c[1] > 1.0f) c[1] = 1.0f; - if (c[1] < 0.0f) c[1] = 0.0f; - if (c[2] > 1.0f) c[2] = 1.0f; - if (c[2] < 0.0f) c[2] = 0.0f; -} - -/** - * AngleBetween: - * compute angle between to direction - * all angles are in radians - * */ -static float AngleBetween(float thetav, float phiv, float theta, float phi) -{ - float cospsi = sinf(thetav) * sinf(theta) * cosf(phi - phiv) + cosf(thetav) * cosf(theta); - - if (cospsi > 1.0f) - return 0; - if (cospsi < -1.0f) - return M_PI; - - return acosf(cospsi); -} - -/** - * DirectionToThetaPhi: - * this function convert a direction to it's theta and phi value - * parameters: - * toSun: contains direction information - * theta, phi, are return values from this conversion - * */ -static void DirectionToThetaPhi(float *toSun, float *theta, float *phi) -{ - *theta = acosf(toSun[2]); - if (fabsf(*theta) < 1e-5f) - *phi = 0; - else - *phi = atan2f(toSun[1], toSun[0]); -} - -/** - * PerezFunction: - * compute perez function value based on input parameters - */ -static float PerezFunction(struct SunSky *sunsky, const float *lam, float theta, float gamma, float lvz) -{ - float den, num; - - den = ((1 + lam[0] * expf(lam[1])) * - (1 + lam[2] * expf(lam[3] * sunsky->theta) + lam[4] * cosf(sunsky->theta) * cosf(sunsky->theta))); - - num = ((1 + lam[0] * expf(lam[1] / cosf(theta))) * - (1 + lam[2] * expf(lam[3] * gamma) + lam[4] * cosf(gamma) * cosf(gamma))); - - return(lvz * num / den); -} - -/** - * InitSunSky: - * this function compute some sun,sky parameters according to input parameters and also initiate some other sun, sky parameters - * parameters: - * sunSky, is a structure that contains information about sun, sky and atmosphere, in this function, most of its values initiated - * turb, is atmosphere turbidity - * toSun, contains sun direction - * horizon_brighness, controls the brightness of the horizon colors - * spread, controls colors spreed at horizon - * sun_brightness, controls sun's brightness - * sun_size, controls sun's size - * back_scatter, controls back scatter light - * */ -void InitSunSky(struct SunSky *sunsky, float turb, const float toSun[3], float horizon_brightness, - float spread, float sun_brightness, float sun_size, float back_scatter, - float skyblendfac, short skyblendtype, float sky_exposure, float sky_colorspace) -{ - float theta2; - float theta3; - float T; - float T2; - float chi; - - sunsky->turbidity = turb; - - sunsky->horizon_brightness = horizon_brightness; - sunsky->spread = spread; - sunsky->sun_brightness = sun_brightness; - sunsky->sun_size = sun_size; - sunsky->backscattered_light = back_scatter; - sunsky->skyblendfac = skyblendfac; - sunsky->skyblendtype = skyblendtype; - sunsky->sky_exposure = -sky_exposure; - sunsky->sky_colorspace = sky_colorspace; - - sunsky->toSun[0] = toSun[0]; - sunsky->toSun[1] = toSun[1]; - sunsky->toSun[2] = toSun[2]; - - DirectionToThetaPhi(sunsky->toSun, &sunsky->theta, &sunsky->phi); - - sunsky->sunSolidAngle = 0.25 * M_PI * 1.39 * 1.39 / (150 * 150); /* = 6.7443e-05 */ - - theta2 = sunsky->theta * sunsky->theta; - theta3 = theta2 * sunsky->theta; - T = turb; - T2 = turb * turb; - - chi = (4.0f / 9.0f - T / 120.0f) * ((float)M_PI - 2.0f * sunsky->theta); - sunsky->zenith_Y = (4.0453f * T - 4.9710f) * tanf(chi) - 0.2155f * T + 2.4192f; - sunsky->zenith_Y *= 1000; /* conversion from kcd/m^2 to cd/m^2 */ - - if (sunsky->zenith_Y <= 0) - sunsky->zenith_Y = 1e-6; - - sunsky->zenith_x = - (+0.00165f * theta3 - 0.00374f * theta2 + 0.00208f * sunsky->theta + 0.0f) * T2 + - (-0.02902f * theta3 + 0.06377f * theta2 - 0.03202f * sunsky->theta + 0.00394f) * T + - (+0.11693f * theta3 - 0.21196f * theta2 + 0.06052f * sunsky->theta + 0.25885f); - - sunsky->zenith_y = - (+0.00275f * theta3 - 0.00610f * theta2 + 0.00316f * sunsky->theta + 0.0f) * T2 + - (-0.04214f * theta3 + 0.08970f * theta2 - 0.04153f * sunsky->theta + 0.00515f) * T + - (+0.15346f * theta3 - 0.26756f * theta2 + 0.06669f * sunsky->theta + 0.26688f); - - - sunsky->perez_Y[0] = 0.17872f * T - 1.46303f; - sunsky->perez_Y[1] = -0.35540f * T + 0.42749f; - sunsky->perez_Y[2] = -0.02266f * T + 5.32505f; - sunsky->perez_Y[3] = 0.12064f * T - 2.57705f; - sunsky->perez_Y[4] = -0.06696f * T + 0.37027f; - - sunsky->perez_x[0] = -0.01925f * T - 0.25922f; - sunsky->perez_x[1] = -0.06651f * T + 0.00081f; - sunsky->perez_x[2] = -0.00041f * T + 0.21247f; - sunsky->perez_x[3] = -0.06409f * T - 0.89887f; - sunsky->perez_x[4] = -0.00325f * T + 0.04517f; - - sunsky->perez_y[0] = -0.01669f * T - 0.26078f; - sunsky->perez_y[1] = -0.09495f * T + 0.00921f; - sunsky->perez_y[2] = -0.00792f * T + 0.21023f; - sunsky->perez_y[3] = -0.04405f * T - 1.65369f; - sunsky->perez_y[4] = -0.01092f * T + 0.05291f; - - /* suggested by glome in patch [#8063] */ - sunsky->perez_Y[0] *= sunsky->horizon_brightness; - sunsky->perez_x[0] *= sunsky->horizon_brightness; - sunsky->perez_y[0] *= sunsky->horizon_brightness; - - sunsky->perez_Y[1] *= sunsky->spread; - sunsky->perez_x[1] *= sunsky->spread; - sunsky->perez_y[1] *= sunsky->spread; - - sunsky->perez_Y[2] *= sunsky->sun_brightness; - sunsky->perez_x[2] *= sunsky->sun_brightness; - sunsky->perez_y[2] *= sunsky->sun_brightness; - - sunsky->perez_Y[3] *= sunsky->sun_size; - sunsky->perez_x[3] *= sunsky->sun_size; - sunsky->perez_y[3] *= sunsky->sun_size; - - sunsky->perez_Y[4] *= sunsky->backscattered_light; - sunsky->perez_x[4] *= sunsky->backscattered_light; - sunsky->perez_y[4] *= sunsky->backscattered_light; -} - -/** - * GetSkyXYZRadiance: - * this function compute sky radiance according to a view parameters `theta' and `phi'and sunSky values - * parameters: - * sunSky, sontains sun and sky parameters - * theta, is sun's theta - * phi, is sun's phi - * color_out, is computed color that shows sky radiance in XYZ color format - * */ -void GetSkyXYZRadiance(struct SunSky *sunsky, float theta, float phi, float color_out[3]) -{ - float gamma; - float x, y, Y, X, Z; - float hfade = 1, nfade = 1; - - - if (theta > (float)M_PI_2) { - hfade = 1.0f - (theta * (float)M_1_PI - 0.5f) * 2.0f; - hfade = hfade * hfade * (3.0f - 2.0f * hfade); - theta = M_PI_2; - } - - if (sunsky->theta > (float)M_PI_2) { - if (theta <= (float)M_PI_2) { - nfade = 1.0f - (0.5f - theta * (float)M_1_PI) * 2.0f; - nfade *= 1.0f - (sunsky->theta * (float)M_1_PI - 0.5f) * 2.0f; - nfade = nfade * nfade * (3.0f - 2.0f * nfade); - } - } - - gamma = AngleBetween(theta, phi, sunsky->theta, sunsky->phi); - - /* Compute xyY values */ - x = PerezFunction(sunsky, sunsky->perez_x, theta, gamma, sunsky->zenith_x); - y = PerezFunction(sunsky, sunsky->perez_y, theta, gamma, sunsky->zenith_y); - Y = 6.666666667e-5f * nfade * hfade * PerezFunction(sunsky, sunsky->perez_Y, theta, gamma, sunsky->zenith_Y); - - if (sunsky->sky_exposure != 0.0f) - Y = 1.0 - exp(Y * sunsky->sky_exposure); - - X = (x / y) * Y; - Z = ((1 - x - y) / y) * Y; - - color_out[0] = X; - color_out[1] = Y; - color_out[2] = Z; -} - -/** - * GetSkyXYZRadiancef: - * this function compute sky radiance according to a view direction `varg' and sunSky values - * parameters: - * sunSky, sontains sun and sky parameters - * varg, shows direction - * color_out, is computed color that shows sky radiance in XYZ color format - * */ -void GetSkyXYZRadiancef(struct SunSky *sunsky, const float varg[3], float color_out[3]) -{ - float theta, phi; - float v[3]; - - normalize_v3_v3(v, varg); - - if (v[2] < 0.001f) { - v[2] = 0.001f; - normalize_v3(v); - } - - DirectionToThetaPhi(v, &theta, &phi); - GetSkyXYZRadiance(sunsky, theta, phi, color_out); -} - -/** - * ComputeAttenuatedSunlight: - * this function compute attenuated sun light based on sun's theta and atmosphere turbidity - * parameters: - * theta, is sun's theta - * turbidity: is atmosphere turbidity - * fTau: contains computed attenuated sun light - * */ -static void ComputeAttenuatedSunlight(float theta, int turbidity, float fTau[3]) -{ - float fBeta; - float fTauR, fTauA; - float m; - float fAlpha; - - int i; - float fLambda[3]; - fLambda[0] = 0.65f; - fLambda[1] = 0.57f; - fLambda[2] = 0.475f; - - fAlpha = 1.3f; - fBeta = 0.04608365822050f * turbidity - 0.04586025928522f; - - m = 1.0f / (cosf(theta) + 0.15f * powf(93.885f - theta / (float)M_PI * 180.0f, -1.253f)); - - for (i = 0; i < 3; i++) { - /* Rayleigh Scattering */ - fTauR = expf(-m * 0.008735f * powf(fLambda[i], (float)(-4.08f))); - - /* Aerosal (water + dust) attenuation */ - fTauA = exp(-m * fBeta * powf(fLambda[i], -fAlpha)); - - fTau[i] = fTauR * fTauA; - } -} - -/** - * InitAtmosphere: - * this function initiate sunSky structure with user input parameters. - * parameters: - * sunSky, contains information about sun, and in this function some atmosphere parameters will initiated - * sun_intens, shows sun intensity value - * mief, Mie scattering factor this factor currently call with 1.0 - * rayf, Rayleigh scattering factor, this factor currently call with 1.0 - * inscattf, inscatter light factor that range from 0.0 to 1.0, 0.0 means no inscatter light and 1.0 means full inscatter light - * extincf, extinction light factor that range from 0.0 to 1.0, 0.0 means no extinction and 1.0 means full extinction - * disf, is distance factor, multiplied to pixle's z value to compute each pixle's distance to camera, - * */ -void InitAtmosphere(struct SunSky *sunSky, float sun_intens, float mief, float rayf, - float inscattf, float extincf, float disf) -{ - const float pi = M_PI; - const float n = 1.003f; /* refractive index */ - const float N = 2.545e25; - const float pn = 0.035f; - const float T = 2.0f; - float fTemp, fTemp2, fTemp3, fBeta, fBetaDash; - float c = (6.544f * T - 6.51f) * 1e-17f; - float K[3] = {0.685f, 0.679f, 0.670f}; - float vBetaMieTemp[3]; - - float fLambda[3], fLambda2[3], fLambda4[3]; - float vLambda2[3]; - float vLambda4[3]; - - int i; - - sunSky->atm_SunIntensity = sun_intens; - sunSky->atm_BetaMieMultiplier = mief; - sunSky->atm_BetaRayMultiplier = rayf; - sunSky->atm_InscatteringMultiplier = inscattf; - sunSky->atm_ExtinctionMultiplier = extincf; - sunSky->atm_DistanceMultiplier = disf; - - sunSky->atm_HGg = 0.8; - - fLambda[0] = 1 / 650e-9f; - fLambda[1] = 1 / 570e-9f; - fLambda[2] = 1 / 475e-9f; - for (i = 0; i < 3; i++) { - fLambda2[i] = fLambda[i] * fLambda[i]; - fLambda4[i] = fLambda2[i] * fLambda2[i]; - } - - vLambda2[0] = fLambda2[0]; - vLambda2[1] = fLambda2[1]; - vLambda2[2] = fLambda2[2]; - - vLambda4[0] = fLambda4[0]; - vLambda4[1] = fLambda4[1]; - vLambda4[2] = fLambda4[2]; - - /* Rayleigh scattering constants. */ - fTemp = pi * pi * (n * n - 1) * (n * n - 1) * (6 + 3 * pn) / (6 - 7 * pn) / N; - fBeta = 8 * fTemp * pi / 3; - - VEC3OPF(sunSky->atm_BetaRay, vLambda4, *, fBeta); - fBetaDash = fTemp / 2; - VEC3OPF(sunSky->atm_BetaDashRay, vLambda4, *, fBetaDash); - - - /* Mie scattering constants. */ - fTemp2 = 0.434f * c * (2 * pi) * (2 * pi) * 0.5f; - VEC3OPF(sunSky->atm_BetaDashMie, vLambda2, *, fTemp2); - - fTemp3 = 0.434f * c * pi * (2 * pi) * (2 * pi); - - VEC3OPV(vBetaMieTemp, K, *, fLambda); - VEC3OPF(sunSky->atm_BetaMie, vBetaMieTemp, *, fTemp3); - -} - -/** - * AtmospherePixleShader: - * this function apply atmosphere effect on a pixle color `rgb' at distance `s' - * parameters: - * sunSky, contains information about sun parameters and user values - * view, is camera view vector - * s, is distance - * rgb, contains rendered color value for a pixle - * */ -void AtmospherePixleShader(struct SunSky *sunSky, float view[3], float s, float rgb[3]) -{ - float costheta; - float Phase_1; - float Phase_2; - float sunColor[3]; - - float E[3]; - float E1[3]; - - - float I[3]; - float fTemp; - float vTemp1[3], vTemp2[3]; - - float sunDirection[3]; - - s *= sunSky->atm_DistanceMultiplier; - - sunDirection[0] = sunSky->toSun[0]; - sunDirection[1] = sunSky->toSun[1]; - sunDirection[2] = sunSky->toSun[2]; - - costheta = dot_v3v3(view, sunDirection); /* cos(theta) */ - Phase_1 = 1 + (costheta * costheta); /* Phase_1 */ - - VEC3OPF(sunSky->atm_BetaRay, sunSky->atm_BetaRay, *, sunSky->atm_BetaRayMultiplier); - VEC3OPF(sunSky->atm_BetaMie, sunSky->atm_BetaMie, *, sunSky->atm_BetaMieMultiplier); - VEC3OPV(sunSky->atm_BetaRM, sunSky->atm_BetaRay, +, sunSky->atm_BetaMie); - - /* e^(-(beta_1 + beta_2) * s) = E1 */ - VEC3OPF(E1, sunSky->atm_BetaRM, *, -s / (float)M_LN2); - E1[0] = exp(E1[0]); - E1[1] = exp(E1[1]); - E1[2] = exp(E1[2]); - - copy_v3_v3(E, E1); - - /* Phase2(theta) = (1-g^2)/(1+g-2g*cos(theta))^(3/2) */ - fTemp = 1 + sunSky->atm_HGg - 2 * sunSky->atm_HGg * costheta; - fTemp = fTemp * sqrtf(fTemp); - Phase_2 = (1 - sunSky->atm_HGg * sunSky->atm_HGg) / fTemp; - - VEC3OPF(vTemp1, sunSky->atm_BetaDashRay, *, Phase_1); - VEC3OPF(vTemp2, sunSky->atm_BetaDashMie, *, Phase_2); - - VEC3OPV(vTemp1, vTemp1, +, vTemp2); - FOPVEC3(vTemp2, 1.0f, -, E1); - VEC3OPV(vTemp1, vTemp1, *, vTemp2); - - FOPVEC3(vTemp2, 1.0f, /, sunSky->atm_BetaRM); - - VEC3OPV(I, vTemp1, *, vTemp2); - - VEC3OPF(I, I, *, sunSky->atm_InscatteringMultiplier); - VEC3OPF(E, E, *, sunSky->atm_ExtinctionMultiplier); - - /* scale to color sun */ - ComputeAttenuatedSunlight(sunSky->theta, sunSky->turbidity, sunColor); - VEC3OPV(E, E, *, sunColor); - - VEC3OPF(I, I, *, sunSky->atm_SunIntensity); - - VEC3OPV(rgb, rgb, *, E); - VEC3OPV(rgb, rgb, +, I); -} - -#undef VEC3OPV -#undef VEC3OPF -#undef FOPVEC3 - -/* EOF */ diff --git a/source/blender/render/intern/source/volume_precache.c b/source/blender/render/intern/source/volume_precache.c deleted file mode 100644 index 8e79f309814..00000000000 --- a/source/blender/render/intern/source/volume_precache.c +++ /dev/null @@ -1,855 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. - * All rights reserved. - * - * The Original Code is: all of this file. - * - * Contributor(s): Matt Ebb, Ra˙l Fern·ndez Hern·ndez (Farsthary). - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/render/intern/source/volume_precache.c - * \ingroup render - */ - - -#include -#include -#include -#include - -#include "MEM_guardedalloc.h" - -#include "BLI_blenlib.h" -#include "BLI_math.h" -#include "BLI_task.h" -#include "BLI_threads.h" -#include "BLI_voxel.h" -#include "BLI_utildefines.h" - -#include "BLT_translation.h" - -#include "PIL_time.h" - -#include "RE_shader_ext.h" - -#include "DNA_material_types.h" - -#include "rayintersection.h" -#include "rayobject.h" -#include "render_types.h" -#include "rendercore.h" -#include "renderdatabase.h" -#include "volumetric.h" -#include "volume_precache.h" - -#include "atomic_ops.h" - - -/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ -/* defined in pipeline.c, is hardcopy of active dynamic allocated Render */ -/* only to be used here in this file, it's for speed */ -extern struct Render R; -/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ - -/* *** utility code to set up an individual raytree for objectinstance, for checking inside/outside *** */ - -/* Recursive test for intersections, from a point inside the mesh, to outside - * Number of intersections (depth) determine if a point is inside or outside the mesh */ -static int intersect_outside_volume(RayObject *tree, Isect *isect, float *offset, int limit, int depth) -{ - if (limit == 0) return depth; - - if (RE_rayobject_raycast(tree, isect)) { - - isect->start[0] = isect->start[0] + isect->dist*isect->dir[0]; - isect->start[1] = isect->start[1] + isect->dist*isect->dir[1]; - isect->start[2] = isect->start[2] + isect->dist*isect->dir[2]; - - isect->dist = FLT_MAX; - isect->skip = RE_SKIP_VLR_NEIGHBOUR; - isect->orig.face= isect->hit.face; - isect->orig.ob= isect->hit.ob; - - return intersect_outside_volume(tree, isect, offset, limit-1, depth+1); - } - else { - return depth; - } -} - -/* Uses ray tracing to check if a point is inside or outside an ObjectInstanceRen */ -static int point_inside_obi(RayObject *tree, ObjectInstanceRen *obi, const float co[3]) -{ - Isect isect= {{0}}; - float dir[3] = {0.0f, 0.0f, 1.0f}; - int final_depth=0, depth=0, limit=20; - - /* set up the isect */ - copy_v3_v3(isect.start, co); - copy_v3_v3(isect.dir, dir); - isect.mode= RE_RAY_MIRROR; - isect.last_hit= NULL; - isect.lay= -1; - - isect.dist = FLT_MAX; - isect.orig.face= NULL; - isect.orig.ob = NULL; - - RE_instance_rotate_ray(obi, &isect); - final_depth = intersect_outside_volume(tree, &isect, dir, limit, depth); - RE_instance_rotate_ray_restore(obi, &isect); - - /* even number of intersections: point is outside - * odd number: point is inside */ - if (final_depth % 2 == 0) return 0; - else return 1; -} - -/* find the bounding box of an objectinstance in global space */ -void global_bounds_obi(Render *re, ObjectInstanceRen *obi, float bbmin[3], float bbmax[3]) -{ - ObjectRen *obr = obi->obr; - VolumePrecache *vp = obi->volume_precache; - VertRen *ver= NULL; - float co[3]; - int a; - - if (vp->bbmin != NULL && vp->bbmax != NULL) { - copy_v3_v3(bbmin, vp->bbmin); - copy_v3_v3(bbmax, vp->bbmax); - return; - } - - vp->bbmin = MEM_callocN(sizeof(float)*3, "volume precache min boundbox corner"); - vp->bbmax = MEM_callocN(sizeof(float)*3, "volume precache max boundbox corner"); - - INIT_MINMAX(bbmin, bbmax); - - for (a=0; atotvert; a++) { - if ((a & 255)==0) ver= obr->vertnodes[a>>8].vert; - else ver++; - - copy_v3_v3(co, ver->co); - - /* transformed object instance in camera space */ - if (obi->flag & R_TRANSFORMED) - mul_m4_v3(obi->mat, co); - - /* convert to global space */ - mul_m4_v3(re->viewinv, co); - - minmax_v3v3_v3(vp->bbmin, vp->bbmax, co); - } - - copy_v3_v3(bbmin, vp->bbmin); - copy_v3_v3(bbmax, vp->bbmax); - -} - -/* *** light cache filtering *** */ - -static float get_avg_surrounds(float *cache, int *res, int xx, int yy, int zz) -{ - int x, y, z, x_, y_, z_; - int added=0; - float tot=0.0f; - - for (z=-1; z <= 1; z++) { - z_ = zz+z; - if (z_ >= 0 && z_ <= res[2]-1) { - - for (y=-1; y <= 1; y++) { - y_ = yy+y; - if (y_ >= 0 && y_ <= res[1]-1) { - - for (x=-1; x <= 1; x++) { - x_ = xx+x; - if (x_ >= 0 && x_ <= res[0]-1) { - const int64_t i = BLI_VOXEL_INDEX(x_, y_, z_, res); - - if (cache[i] > 0.0f) { - tot += cache[i]; - added++; - } - - } - } - } - } - } - } - - if (added > 0) tot /= added; - - return tot; -} - -/* function to filter the edges of the light cache, where there was no volume originally. - * For each voxel which was originally external to the mesh, it finds the average values of - * the surrounding internal voxels and sets the original external voxel to that average amount. - * Works almost a bit like a 'dilate' filter */ -static void lightcache_filter(VolumePrecache *vp) -{ - int x, y, z; - - for (z=0; z < vp->res[2]; z++) { - for (y=0; y < vp->res[1]; y++) { - for (x=0; x < vp->res[0]; x++) { - /* trigger for outside mesh */ - const int64_t i = BLI_VOXEL_INDEX(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); - } - } - } -} - -#if 0 -static void lightcache_filter2(VolumePrecache *vp) -{ - int x, y, z; - float *new_r, *new_g, *new_b; - int field_size = vp->res[0]*vp->res[1]*vp->res[2]*sizeof(float); - - new_r = MEM_mallocN(field_size, "temp buffer for light cache filter r channel"); - new_g = MEM_mallocN(field_size, "temp buffer for light cache filter g channel"); - new_b = MEM_mallocN(field_size, "temp buffer for light cache filter b channel"); - - memcpy(new_r, vp->data_r, field_size); - memcpy(new_g, vp->data_g, field_size); - memcpy(new_b, vp->data_b, field_size); - - for (z=0; z < vp->res[2]; z++) { - for (y=0; y < vp->res[1]; y++) { - for (x=0; x < vp->res[0]; x++) { - /* trigger for outside mesh */ - const int64_t i = BLI_VOXEL_INDEX(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); - } - } - } - - SWAP(float *, vp->data_r, new_r); - SWAP(float *, vp->data_g, new_g); - SWAP(float *, vp->data_b, new_b); - - if (new_r) { MEM_freeN(new_r); new_r=NULL; } - if (new_g) { MEM_freeN(new_g); new_g=NULL; } - if (new_b) { MEM_freeN(new_b); new_b=NULL; } -} -#endif - -/* has a pad of 1 voxel surrounding the core for boundary simulation */ -BLI_INLINE int64_t ms_I(int x, int y, int z, const int *n) -{ - /* different ordering to light cache */ - return ((int64_t)x * (int64_t)(n[1] + 2) * (int64_t)(n[2] + 2) + - (int64_t)y * (int64_t)(n[2] + 2) + - (int64_t)z); -} - -/* has a pad of 1 voxel surrounding the core for boundary simulation */ -BLI_INLINE int64_t v_I_pad(int x, int y, int z, const int *n) -{ - /* same ordering to light cache, with padding */ - return ((int64_t)z * (int64_t)(n[1] + 2) * (int64_t)(n[0] + 2) + - (int64_t)y * (int64_t)(n[0] + 2) + - (int64_t)x); -} - -BLI_INLINE int64_t lc_to_ms_I(int x, int y, int z, const int *n) -{ - /* converting light cache index to multiple scattering index */ - return ((int64_t)(x - 1) * ((int64_t)n[1] * (int64_t)n[2]) + - (int64_t)(y - 1) * ((int64_t)n[2]) + - (int64_t)(z - 1)); -} - -/* *** multiple scattering approximation *** */ - -/* get the total amount of light energy in the light cache. used to normalize after multiple scattering */ -static float total_ss_energy(Render *re, int do_test_break, VolumePrecache *vp) -{ - int x, y, z; - const int *res = vp->res; - float energy=0.f; - - for (z=0; z < res[2]; z++) { - for (y=0; y < res[1]; y++) { - for (x=0; x < res[0]; x++) { - const int64_t i = BLI_VOXEL_INDEX(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]; - } - } - - if (do_test_break && re->test_break(re->tbh)) break; - } - - return energy; -} - -static float total_ms_energy(Render *re, int do_test_break, float *sr, float *sg, float *sb, const int res[3]) -{ - 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++) { - const int64_t 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]; - } - } - - if (do_test_break && re->test_break(re->tbh)) break; - } - - return energy; -} - -/** - * \param n: the unpadded resolution - */ -static void ms_diffuse(Render *re, int do_test_break, const float *x0, float *x, float diff, const int n[3]) -{ - int i, j, k, l; - const float dt = VOL_MS_TIMESTEP; - int64_t size = (int64_t)n[0] * (int64_t)n[1] * (int64_t)n[2]; - const float a = dt * diff * size; - - for (l=0; l<20; l++) { - for (k=1; k<=n[2]; k++) { - for (j=1; j<=n[1]; j++) { - for (i=1; i<=n[0]; i++) { - x[v_I_pad(i, j, k, n)] = - ((x0[v_I_pad(i, j, k, n)]) + ( - (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)]) * a) / (1 + 6 * a)); - } - } - - if (do_test_break && re->test_break(re->tbh)) break; - } - - if (re->test_break(re->tbh)) break; - } -} - -static 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 int simframes = (int)(ma->vol.ms_spread * (float)max_iii(vp->res[0], vp->res[1], vp->res[2])); - const int shade_type = ma->vol.shade_type; - float fac = ma->vol.ms_intensity; - - int x, y, z, m; - const int *n = vp->res; - const int size = (n[0]+2)*(n[1]+2)*(n[2]+2); - const int do_test_break = (size > 100000); - double time, lasttime= PIL_check_seconds_timer(); - float total; - float c=1.0f; - float origf; /* factor for blending in original light cache */ - float energy_ss, energy_ms; - - float *sr0=(float *)MEM_callocN(size*sizeof(float), "temporary multiple scattering buffer"); - float *sr=(float *)MEM_callocN(size*sizeof(float), "temporary multiple scattering buffer"); - float *sg0=(float *)MEM_callocN(size*sizeof(float), "temporary multiple scattering buffer"); - float *sg=(float *)MEM_callocN(size*sizeof(float), "temporary multiple scattering buffer"); - float *sb0=(float *)MEM_callocN(size*sizeof(float), "temporary multiple scattering buffer"); - float *sb=(float *)MEM_callocN(size*sizeof(float), "temporary multiple scattering buffer"); - - total = (float)(n[0]*n[1]*n[2]*simframes); - - energy_ss = total_ss_energy(re, do_test_break, vp); - - /* Scattering as diffusion pass */ - for (m=0; mdata_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>1.0) { - char str[64]; - BLI_snprintf(str, sizeof(str), IFACE_("Simulating multiple scattering: %d%%"), - (int)(100.0f * (c / total))); - re->i.infostr = str; - re->stats_draw(re->sdh, &re->i); - re->i.infostr = NULL; - lasttime= time; - } - } - } - - if (do_test_break && re->test_break(re->tbh)) break; - } - - if (re->test_break(re->tbh)) break; - - SWAP(float *, sr, sr0); - SWAP(float *, sg, sg0); - SWAP(float *, sb, sb0); - - /* main diffusion simulation */ - ms_diffuse(re, do_test_break, sr0, sr, diff, n); - ms_diffuse(re, do_test_break, sg0, sg, diff, n); - ms_diffuse(re, do_test_break, sb0, sb, diff, n); - - if (re->test_break(re->tbh)) break; - } - - /* normalization factor to conserve energy */ - energy_ms = total_ms_energy(re, do_test_break, sr, sg, sb, n); - fac *= (energy_ss / energy_ms); - - /* blend multiple scattering back in the light cache */ - if (shade_type == MA_VOL_SHADE_SHADEDPLUSMULTIPLE) { - /* conserve energy - half single, half multiple */ - origf = 0.5f; - fac *= 0.5f; - } - else { - origf = 0.0f; - } - - for (z=1;z<=n[2];z++) { - for (y=1;y<=n[1];y++) { - for (x=1;x<=n[0];x++) { - const int64_t i = lc_to_ms_I(x, y, z, n); //lc index - const int64_t 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]; - } - } - - if (do_test_break && re->test_break(re->tbh)) break; - } - - MEM_freeN(sr0); - MEM_freeN(sr); - MEM_freeN(sg0); - MEM_freeN(sg); - MEM_freeN(sb0); - MEM_freeN(sb); -} - - - -#if 0 /* debug stuff */ -static void *vol_precache_part_test(void *data) -{ - VolPrecachePart *pa = data; - - printf("part number: %d\n", pa->num); - printf("done: %d\n", pa->done); - printf("x min: %d x max: %d\n", pa->minx, pa->maxx); - printf("y min: %d y max: %d\n", pa->miny, pa->maxy); - printf("z min: %d z max: %d\n", pa->minz, pa->maxz); - - return NULL; -} -#endif - -/* Iterate over the 3d voxel grid, and fill the voxels with scattering information - * - * It's stored in memory as 3 big float grids next to each other, one for each RGB channel. - * I'm guessing the memory alignment may work out better this way for the purposes - * of doing linear interpolation, but I haven't actually tested this theory! :) - */ -typedef struct VolPrecacheState { - double lasttime; - unsigned int doneparts; - unsigned int totparts; -} VolPrecacheState; - -static void vol_precache_part(TaskPool * __restrict pool, void *taskdata, int UNUSED(threadid)) -{ - VolPrecacheState *state = (VolPrecacheState *)BLI_task_pool_userdata(pool); - VolPrecachePart *pa = (VolPrecachePart *)taskdata; - Render *re = pa->re; - - ObjectInstanceRen *obi = pa->obi; - RayObject *tree = pa->tree; - ShadeInput *shi = pa->shi; - float scatter_col[3] = {0.f, 0.f, 0.f}; - float co[3], cco[3], view[3]; - int x, y, z; - int res[3]; - double time; - - if (re->test_break && re->test_break(re->tbh)) - return; - - //printf("thread id %d\n", threadid); - - res[0]= pa->res[0]; - res[1]= pa->res[1]; - res[2]= pa->res[2]; - - for (z= pa->minz; z < pa->maxz; z++) { - co[2] = pa->bbmin[2] + (pa->voxel[2] * (z + 0.5f)); - - for (y= pa->miny; y < pa->maxy; y++) { - co[1] = pa->bbmin[1] + (pa->voxel[1] * (y + 0.5f)); - - for (x=pa->minx; x < pa->maxx; x++) { - int64_t i; - co[0] = pa->bbmin[0] + (pa->voxel[0] * (x + 0.5f)); - - if (re->test_break && re->test_break(re->tbh)) - break; - - /* convert from world->camera space for shading */ - mul_v3_m4v3(cco, pa->viewmat, co); - - i = BLI_VOXEL_INDEX(x, y, z, res); - - /* don't bother if the point is not inside the volume mesh */ - if (!point_inside_obi(tree, obi, cco)) { - 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; - } - - 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]; - obi->volume_precache->data_b[i] = scatter_col[2]; - - } - } - } - - unsigned int doneparts = atomic_add_and_fetch_u(&state->doneparts, 1); - - time = PIL_check_seconds_timer(); - if (time - state->lasttime > 1.0) { - ThreadMutex *mutex = BLI_task_pool_user_mutex(pool); - - if (BLI_mutex_trylock(mutex)) { - char str[64]; - float ratio = (float)doneparts/(float)state->totparts; - BLI_snprintf(str, sizeof(str), IFACE_("Precaching volume: %d%%"), (int)(100.0f * ratio)); - re->i.infostr = str; - re->stats_draw(re->sdh, &re->i); - re->i.infostr = NULL; - state->lasttime = time; - - BLI_mutex_unlock(mutex); - } - } -} - -static void precache_setup_shadeinput(Render *re, ObjectInstanceRen *obi, Material *ma, ShadeInput *shi) -{ - 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; - shi->lay = re->lay; -} - -static void precache_launch_parts(Render *re, RayObject *tree, ShadeInput *shi, ObjectInstanceRen *obi) -{ - TaskScheduler *task_scheduler; - TaskPool *task_pool; - VolumePrecache *vp = obi->volume_precache; - VolPrecacheState state; - int i=0, x, y, z; - float voxel[3]; - int sizex, sizey, sizez; - float bbmin[3], bbmax[3]; - const int *res; - int minx, maxx; - int miny, maxy; - int minz, maxz; - int totthread = re->r.threads; - int parts[3]; - - if (!vp) return; - - /* currently we just subdivide the box, number of threads per side */ - parts[0] = parts[1] = parts[2] = totthread; - res = vp->res; - - /* setup task scheduler */ - memset(&state, 0, sizeof(state)); - state.doneparts = 0; - state.totparts = parts[0]*parts[1]*parts[2]; - state.lasttime = PIL_check_seconds_timer(); - - task_scheduler = BLI_task_scheduler_create(totthread); - task_pool = BLI_task_pool_create(task_scheduler, &state); - - /* using boundbox in worldspace */ - global_bounds_obi(re, obi, bbmin, bbmax); - sub_v3_v3v3(voxel, bbmax, bbmin); - - voxel[0] /= (float)res[0]; - voxel[1] /= (float)res[1]; - voxel[2] /= (float)res[2]; - - for (x=0; x < parts[0]; x++) { - sizex = ceil(res[0] / (float)parts[0]); - minx = x * sizex; - maxx = minx + sizex; - maxx = (maxx>res[0])?res[0]:maxx; - - for (y=0; y < parts[1]; y++) { - sizey = ceil(res[1] / (float)parts[1]); - miny = y * sizey; - maxy = miny + sizey; - maxy = (maxy>res[1])?res[1]:maxy; - - for (z=0; z < parts[2]; z++) { - VolPrecachePart *pa= MEM_callocN(sizeof(VolPrecachePart), "new precache part"); - - sizez = ceil(res[2] / (float)parts[2]); - minz = z * sizez; - maxz = minz + sizez; - maxz = (maxz>res[2])?res[2]:maxz; - - pa->re = re; - pa->num = i; - pa->tree = tree; - pa->shi = shi; - pa->obi = obi; - copy_m4_m4(pa->viewmat, re->viewmat); - - copy_v3_v3(pa->bbmin, bbmin); - copy_v3_v3(pa->voxel, voxel); - copy_v3_v3_int(pa->res, res); - - pa->minx = minx; pa->maxx = maxx; - pa->miny = miny; pa->maxy = maxy; - pa->minz = minz; pa->maxz = maxz; - - BLI_task_pool_push(task_pool, vol_precache_part, pa, true, TASK_PRIORITY_HIGH); - - i++; - } - } - } - - /* work and wait until tasks are done */ - BLI_task_pool_work_and_wait(task_pool); - - /* free */ - BLI_task_pool_free(task_pool); - BLI_task_scheduler_free(task_scheduler); -} - -/* calculate resolution from bounding box in world space */ -static int precache_resolution(Render *re, VolumePrecache *vp, ObjectInstanceRen *obi, int res) -{ - float dim[3], div; - float bbmin[3], bbmax[3]; - - /* bound box in global space */ - global_bounds_obi(re, obi, bbmin, bbmax); - sub_v3_v3v3(dim, bbmax, bbmin); - - div = max_fff(dim[0], dim[1], dim[2]); - dim[0] /= div; - dim[1] /= div; - dim[2] /= div; - - vp->res[0] = ceil(dim[0] * res); - vp->res[1] = ceil(dim[1] * res); - vp->res[2] = ceil(dim[2] * res); - - if ((vp->res[0] < 1) || (vp->res[1] < 1) || (vp->res[2] < 1)) - return 0; - - return 1; -} - -/* Precache a volume into a 3D voxel grid. - * The voxel grid is stored in the ObjectInstanceRen, - * in camera space, aligned with the ObjectRen's bounding box. - * Resolution is defined by the user. - */ -static void vol_precache_objectinstance_threads(Render *re, ObjectInstanceRen *obi, Material *ma) -{ - VolumePrecache *vp; - RayObject *tree; - ShadeInput shi; - - R = *re; - - /* create a raytree with just the faces of the instanced ObjectRen, - * used for checking if the cached point is inside or outside. */ - tree = makeraytree_object(&R, obi); - if (!tree) return; - - vp = MEM_callocN(sizeof(VolumePrecache), "volume light cache"); - obi->volume_precache = vp; - - if (!precache_resolution(re, vp, obi, ma->vol.precache_resolution)) { - MEM_freeN(vp); - vp = NULL; - return; - } - - vp->data_r = MEM_callocN(sizeof(float)*vp->res[0]*vp->res[1]*vp->res[2], "volume light cache data red channel"); - vp->data_g = MEM_callocN(sizeof(float)*vp->res[0]*vp->res[1]*vp->res[2], "volume light cache data green channel"); - vp->data_b = MEM_callocN(sizeof(float)*vp->res[0]*vp->res[1]*vp->res[2], "volume light cache data blue channel"); - if (vp->data_r==NULL || vp->data_g==NULL || vp->data_b==NULL) { - MEM_freeN(vp); - return; - } - - /* Need a shadeinput to calculate scattering */ - precache_setup_shadeinput(re, obi, ma, &shi); - - precache_launch_parts(re, tree, &shi, obi); - - if (tree) { - /* TODO: makeraytree_object creates a tree and saves it on OBI, - * if we free this tree we should also clear other pointers to it */ - //RE_rayobject_free(tree); - //tree= NULL; - } - - if (ELEM(ma->vol.shade_type, MA_VOL_SHADE_MULTIPLE, MA_VOL_SHADE_SHADEDPLUSMULTIPLE)) { - /* 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) -{ - return (((ma->vol.shadeflag & MA_VOL_PRECACHESHADING) && (ma->vol.shade_type == MA_VOL_SHADE_SHADED)) || - (ELEM(ma->vol.shade_type, MA_VOL_SHADE_MULTIPLE, MA_VOL_SHADE_SHADEDPLUSMULTIPLE))); -} - -/* loop through all objects (and their associated materials) - * marked for pre-caching in convertblender.c, and pre-cache them */ -void volume_precache(Render *re) -{ - ObjectInstanceRen *obi; - VolumeOb *vo; - - re->i.infostr = IFACE_("Volume preprocessing"); - re->stats_draw(re->sdh, &re->i); - - for (vo= re->volumes.first; vo; vo= vo->next) { - if (using_lightcache(vo->ma)) { - for (obi= re->instancetable.first; obi; obi= obi->next) { - if (obi->obr == vo->obr) { - vol_precache_objectinstance_threads(re, obi, vo->ma); - - if (re->test_break && re->test_break(re->tbh)) - break; - } - } - - if (re->test_break && re->test_break(re->tbh)) - break; - } - } - - re->i.infostr = NULL; - re->stats_draw(re->sdh, &re->i); -} - -void free_volume_precache(Render *re) -{ - ObjectInstanceRen *obi; - - for (obi= re->instancetable.first; obi; obi= obi->next) { - if (obi->volume_precache != NULL) { - MEM_freeN(obi->volume_precache->data_r); - MEM_freeN(obi->volume_precache->data_g); - MEM_freeN(obi->volume_precache->data_b); - MEM_freeN(obi->volume_precache->bbmin); - MEM_freeN(obi->volume_precache->bbmax); - MEM_freeN(obi->volume_precache); - obi->volume_precache = NULL; - } - } - - BLI_freelistN(&re->volumes); -} - -int point_inside_volume_objectinstance(Render *re, ObjectInstanceRen *obi, const float co[3]) -{ - RayObject *tree; - int inside=0; - - tree = makeraytree_object(re, obi); - if (!tree) return 0; - - inside = point_inside_obi(tree, obi, co); - - //TODO: makeraytree_object creates a tree and saves it on OBI, if we free this tree we should also clear other pointers to it - //RE_rayobject_free(tree); - //tree= NULL; - - return inside; -} - diff --git a/source/blender/render/intern/source/volumetric.c b/source/blender/render/intern/source/volumetric.c deleted file mode 100644 index 583353ed8cf..00000000000 --- a/source/blender/render/intern/source/volumetric.c +++ /dev/null @@ -1,836 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. - * All rights reserved. - * - * The Original Code is: all of this file. - * - * Contributor(s): Matt Ebb, Raul Fernandez Hernandez (Farsthary) - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/render/intern/source/volumetric.c - * \ingroup render - */ - -#include -#include -#include -#include - -#include "BLI_math.h" -#include "BLI_rand.h" -#include "BLI_voxel.h" -#include "BLI_utildefines.h" - -#include "RE_shader_ext.h" - -#include "IMB_colormanagement.h" - -#include "DNA_material_types.h" -#include "DNA_group_types.h" -#include "DNA_lamp_types.h" -#include "DNA_meta_types.h" - - -#include "render_types.h" -#include "pixelshading.h" -#include "rayintersection.h" -#include "rayobject.h" -#include "renderdatabase.h" -#include "shading.h" -#include "shadbuf.h" -#include "texture.h" -#include "volumetric.h" -#include "volume_precache.h" - -/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ -/* defined in pipeline.c, is hardcopy of active dynamic allocated Render */ -/* only to be used here in this file, it's for speed */ -extern struct Render R; -/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ - -/* tracing */ -static float vol_get_shadow(ShadeInput *shi, LampRen *lar, const float co[3]) -{ - float visibility = 1.f; - - if (lar->shb) { - float dxco[3] = {0.f, 0.f, 0.f}, dyco[3] = {0.f, 0.f, 0.f}; - - visibility = testshadowbuf(&R, lar->shb, co, dxco, dyco, 1.0, 0.0); - } - else if (lar->mode & LA_SHAD_RAY) { - /* trace shadow manually, no good lamp api atm */ - Isect is; - - copy_v3_v3(is.start, co); - if (lar->type == LA_SUN || lar->type == LA_HEMI) { - is.dir[0] = -lar->vec[0]; - is.dir[1] = -lar->vec[1]; - is.dir[2] = -lar->vec[2]; - is.dist = R.maxdist; - } - else { - sub_v3_v3v3(is.dir, lar->co, is.start); - is.dist = normalize_v3(is.dir); - } - - is.mode = RE_RAY_MIRROR; - is.check = RE_CHECK_VLR_NON_SOLID_MATERIAL; - is.skip = 0; - - if (lar->mode & (LA_LAYER | LA_LAYER_SHADOW)) - is.lay = lar->lay; - else - is.lay = -1; - - is.orig.ob = NULL; - is.orig.face = NULL; - is.last_hit = lar->last_hit[shi->thread]; - - RE_instance_rotate_ray(shi->obi, &is); - - if (RE_rayobject_raycast(R.raytree, &is)) { - RE_instance_rotate_ray_restore(shi->obi, &is); - - visibility = 0.f; - } - - lar->last_hit[shi->thread] = is.last_hit; - } - return visibility; -} - -static int vol_get_bounds(ShadeInput *shi, const float co[3], const float vec[3], float hitco[3], Isect *isect, int intersect_type) -{ - - copy_v3_v3(isect->start, co); - copy_v3_v3(isect->dir, vec); - isect->dist = FLT_MAX; - isect->mode = RE_RAY_MIRROR; - isect->last_hit = NULL; - isect->lay = -1; - isect->check = RE_CHECK_VLR_NONE; - - if (intersect_type == VOL_BOUNDS_DEPTH) { - isect->skip = RE_SKIP_VLR_NEIGHBOUR; - isect->orig.face = (void *)shi->vlr; - isect->orig.ob = (void *)shi->obi; - } - else { // if (intersect_type == VOL_BOUNDS_SS) { - isect->skip = 0; - isect->orig.face = NULL; - isect->orig.ob = NULL; - } - - RE_instance_rotate_ray(shi->obi, isect); - - if (RE_rayobject_raycast(R.raytree, isect)) { - RE_instance_rotate_ray_restore(shi->obi, isect); - - hitco[0] = isect->start[0] + isect->dist * isect->dir[0]; - hitco[1] = isect->start[1] + isect->dist * isect->dir[1]; - hitco[2] = isect->start[2] + isect->dist * isect->dir[2]; - return 1; - } - else { - return 0; - } -} - -static void shade_intersection(ShadeInput *shi, float col_r[4], Isect *is) -{ - ShadeInput shi_new; - ShadeResult shr_new; - - memset(&shi_new, 0, sizeof(ShadeInput)); - - shi_new.mask = shi->mask; - shi_new.osatex = shi->osatex; - shi_new.thread = shi->thread; - shi_new.depth = shi->depth + 1; - shi_new.volume_depth = shi->volume_depth + 1; - shi_new.xs = shi->xs; - shi_new.ys = shi->ys; - shi_new.lay = shi->lay; - shi_new.passflag = SCE_PASS_COMBINED; /* result of tracing needs no pass info */ - shi_new.combinedflag = 0xFFFFFF; /* ray trace does all options */ - shi_new.light_override = shi->light_override; - shi_new.mat_override = shi->mat_override; - - copy_v3_v3(shi_new.camera_co, is->start); - - memset(&shr_new, 0, sizeof(ShadeResult)); - - /* hardcoded limit of 100 for now - prevents problems in weird geometry */ - if (shi->volume_depth < 100) { - shade_ray(is, &shi_new, &shr_new); - } - - copy_v3_v3(col_r, shr_new.combined); - col_r[3] = shr_new.alpha; -} - -static void vol_trace_behind(ShadeInput *shi, VlakRen *vlr, const float co[3], float col_r[4]) -{ - Isect isect; - - copy_v3_v3(isect.start, co); - copy_v3_v3(isect.dir, shi->view); - isect.dist = FLT_MAX; - - isect.mode = RE_RAY_MIRROR; - isect.check = RE_CHECK_VLR_NONE; - isect.skip = RE_SKIP_VLR_NEIGHBOUR; - isect.orig.ob = (void *) shi->obi; - isect.orig.face = (void *)vlr; - isect.last_hit = NULL; - isect.lay = -1; - - /* check to see if there's anything behind the volume, otherwise shade the sky */ - RE_instance_rotate_ray(shi->obi, &isect); - - if (RE_rayobject_raycast(R.raytree, &isect)) { - RE_instance_rotate_ray_restore(shi->obi, &isect); - - shade_intersection(shi, col_r, &isect); - } - else { - shadeSkyView(col_r, co, shi->view, NULL, shi->thread); - shadeSunView(col_r, shi->view); - } -} - - -/* trilinear interpolation */ -static void vol_get_precached_scattering(Render *re, ShadeInput *shi, float scatter_col[3], const float co[3]) -{ - VolumePrecache *vp = shi->obi->volume_precache; - float bbmin[3], bbmax[3], dim[3]; - float world_co[3], sample_co[3]; - - if (!vp) return; - - /* find sample point in global space bounding box 0.0-1.0 */ - global_bounds_obi(re, shi->obi, bbmin, bbmax); - sub_v3_v3v3(dim, bbmax, bbmin); - mul_v3_m4v3(world_co, re->viewinv, co); - - /* sample_co in 0.0-1.0 */ - sample_co[0] = (world_co[0] - bbmin[0]) / dim[0]; - sample_co[1] = (world_co[1] - bbmin[1]) / dim[1]; - sample_co[2] = (world_co[2] - bbmin[2]) / dim[2]; - - scatter_col[0] = BLI_voxel_sample_triquadratic(vp->data_r, vp->res, sample_co); - scatter_col[1] = BLI_voxel_sample_triquadratic(vp->data_g, vp->res, sample_co); - scatter_col[2] = BLI_voxel_sample_triquadratic(vp->data_b, vp->res, sample_co); -} - -/* Meta object density, brute force for now - * (might be good enough anyway, don't need huge number of metaobs to model volumetric objects */ -static float metadensity(Object *ob, const float co[3]) -{ - float mat[4][4], imat[4][4], dens = 0.f; - MetaBall *mb = (MetaBall *)ob->data; - MetaElem *ml; - - /* transform co to meta-element */ - float tco[3] = {co[0], co[1], co[2]}; - mul_m4_m4m4(mat, R.viewmat, ob->obmat); - invert_m4_m4(imat, mat); - mul_m4_v3(imat, tco); - - for (ml = mb->elems.first; ml; ml = ml->next) { - float bmat[3][3], dist2; - - /* element rotation transform */ - float tp[3] = {ml->x - tco[0], ml->y - tco[1], ml->z - tco[2]}; - quat_to_mat3(bmat, ml->quat); - transpose_m3(bmat); /* rot.only, so inverse == transpose */ - mul_m3_v3(bmat, tp); - - /* MB_BALL default */ - switch (ml->type) { - case MB_ELIPSOID: - tp[0] /= ml->expx; - tp[1] /= ml->expy; - tp[2] /= ml->expz; - break; - case MB_CUBE: - tp[2] = (tp[2] > ml->expz) ? (tp[2] - ml->expz) : ((tp[2] < -ml->expz) ? (tp[2] + ml->expz) : 0.f); - /* no break, xy as plane */ - ATTR_FALLTHROUGH; - case MB_PLANE: - tp[1] = (tp[1] > ml->expy) ? (tp[1] - ml->expy) : ((tp[1] < -ml->expy) ? (tp[1] + ml->expy) : 0.f); - /* no break, x as tube */ - ATTR_FALLTHROUGH; - case MB_TUBE: - tp[0] = (tp[0] > ml->expx) ? (tp[0] - ml->expx) : ((tp[0] < -ml->expx) ? (tp[0] + ml->expx) : 0.f); - } - - /* ml->rad2 is not set */ - dist2 = 1.0f - (dot_v3v3(tp, tp) / (ml->rad * ml->rad)); - if (dist2 > 0.f) - dens += (ml->flag & MB_NEGATIVE) ? -ml->s * dist2 * dist2 * dist2 : ml->s * dist2 * dist2 * dist2; - } - - dens -= mb->thresh; - return (dens < 0.f) ? 0.f : dens; -} - -float vol_get_density(struct ShadeInput *shi, const float co[3]) -{ - float density = shi->mat->vol.density; - float density_scale = shi->mat->vol.density_scale; - - if (shi->mat->mapto_textured & MAP_DENSITY) - do_volume_tex(shi, co, MAP_DENSITY, NULL, &density, &R); - - /* if meta-object, modulate by metadensity without increasing it */ - if (shi->obi->obr->ob->type == OB_MBALL) { - const float md = metadensity(shi->obi->obr->ob, co); - if (md < 1.f) density *= md; - } - - return density * density_scale; -} - - -/* Color of light that gets scattered out by the volume */ -/* Uses same physically based scattering parameter as in transmission calculations, - * along with artificial reflection scale/reflection color tint */ -static void vol_get_reflection_color(ShadeInput *shi, float ref_col[3], const float co[3]) -{ - float scatter = shi->mat->vol.scattering; - float reflection = shi->mat->vol.reflection; - copy_v3_v3(ref_col, shi->mat->vol.reflection_col); - - if (shi->mat->mapto_textured & (MAP_SCATTERING + MAP_REFLECTION_COL)) - do_volume_tex(shi, co, MAP_SCATTERING + MAP_REFLECTION_COL, ref_col, &scatter, &R); - - /* only one single float parameter at a time... :s */ - if (shi->mat->mapto_textured & (MAP_REFLECTION)) - do_volume_tex(shi, co, MAP_REFLECTION, NULL, &reflection, &R); - - ref_col[0] = reflection * ref_col[0] * scatter; - ref_col[1] = reflection * ref_col[1] * scatter; - ref_col[2] = reflection * ref_col[2] * scatter; -} - -/* compute emission component, amount of radiance to add per segment - * can be textured with 'emit' */ -static void vol_get_emission(ShadeInput *shi, float emission_col[3], const float co[3]) -{ - float emission = shi->mat->vol.emission; - copy_v3_v3(emission_col, shi->mat->vol.emission_col); - - if (shi->mat->mapto_textured & (MAP_EMISSION + MAP_EMISSION_COL)) - do_volume_tex(shi, co, MAP_EMISSION + MAP_EMISSION_COL, emission_col, &emission, &R); - - emission_col[0] = emission_col[0] * emission; - emission_col[1] = emission_col[1] * emission; - emission_col[2] = emission_col[2] * emission; -} - - -/* A combination of scattering and absorption -> known as sigma T. - * This can possibly use a specific scattering color, - * and absorption multiplier factor too, but these parameters are left out for simplicity. - * It's easy enough to get a good wide range of results with just these two parameters. */ -static void vol_get_sigma_t(ShadeInput *shi, float sigma_t[3], const float co[3]) -{ - /* technically absorption, but named transmission color - * since it describes the effect of the coloring *after* absorption */ - float transmission_col[3] = {shi->mat->vol.transmission_col[0], shi->mat->vol.transmission_col[1], shi->mat->vol.transmission_col[2]}; - float scattering = shi->mat->vol.scattering; - - if (shi->mat->mapto_textured & (MAP_SCATTERING + MAP_TRANSMISSION_COL)) - do_volume_tex(shi, co, MAP_SCATTERING + MAP_TRANSMISSION_COL, transmission_col, &scattering, &R); - - sigma_t[0] = (1.0f - transmission_col[0]) + scattering; - sigma_t[1] = (1.0f - transmission_col[1]) + scattering; - sigma_t[2] = (1.0f - transmission_col[2]) + scattering; -} - -/* phase function - determines in which directions the light - * is scattered in the volume relative to incoming direction - * and view direction */ -static float vol_get_phasefunc(ShadeInput *UNUSED(shi), float g, const float w[3], const float wp[3]) -{ - const float normalize = 0.25f; // = 1.f/4.f = M_PI/(4.f*M_PI) - - /* normalization constant is 1/4 rather than 1/4pi, since - * Blender's shading system doesn't normalize for - * energy conservation - eg. multiplying by pdf ( 1/pi for a lambert brdf ). - * This means that lambert surfaces in Blender are pi times brighter than they 'should be' - * and therefore, with correct energy conservation, volumes will darker than other solid objects, - * for the same lighting intensity. - * To correct this, scale up the phase function values by pi - * until Blender's shading system supports this better. --matt - */ - - if (g == 0.f) { /* isotropic */ - return normalize * 1.f; - } - else { /* schlick */ - const float k = 1.55f * g - 0.55f * g * g * g; - const float kcostheta = k * dot_v3v3(w, wp); - return normalize * (1.f - k * k) / ((1.f - kcostheta) * (1.f - kcostheta)); - } - - /* not used, but here for reference: */ -#if 0 - switch (phasefunc_type) { - case MA_VOL_PH_MIEHAZY: - return normalize * (0.5f + 4.5f * powf(0.5 * (1.f + costheta), 8.f)); - case MA_VOL_PH_MIEMURKY: - return normalize * (0.5f + 16.5f * powf(0.5 * (1.f + costheta), 32.f)); - case MA_VOL_PH_RAYLEIGH: - return normalize * 3.f / 4.f * (1 + costheta * costheta); - case MA_VOL_PH_HG: - return normalize * (1.f - g * g) / powf(1.f + g * g - 2.f * g * costheta, 1.5f); - case MA_VOL_PH_SCHLICK: - { - const float k = 1.55f * g - 0.55f * g * g * g; - const float kcostheta = k * costheta; - return normalize * (1.f - k * k) / ((1.f - kcostheta) * (1.f - kcostheta)); - } - case MA_VOL_PH_ISOTROPIC: - default: - return normalize * 1.f; - } -#endif -} - -/* Compute transmittance = e^(-attenuation) */ -static void vol_get_transmittance_seg(ShadeInput *shi, float tr[3], float stepsize, const float co[3], float density) -{ - /* input density = density at co */ - float tau[3] = {0.f, 0.f, 0.f}; - const float stepd = density * stepsize; - float sigma_t[3]; - - vol_get_sigma_t(shi, sigma_t, co); - - /* homogeneous volume within the sampled distance */ - tau[0] += stepd * sigma_t[0]; - tau[1] += stepd * sigma_t[1]; - tau[2] += stepd * sigma_t[2]; - - tr[0] *= expf(-tau[0]); - tr[1] *= expf(-tau[1]); - tr[2] *= expf(-tau[2]); -} - -/* Compute transmittance = e^(-attenuation) */ -static void vol_get_transmittance(ShadeInput *shi, float tr[3], const float co[3], const float endco[3]) -{ - float p[3] = {co[0], co[1], co[2]}; - float step_vec[3] = {endco[0] - co[0], endco[1] - co[1], endco[2] - co[2]}; - float tau[3] = {0.f, 0.f, 0.f}; - - float t0 = 0.f; - float t1 = normalize_v3(step_vec); - float pt0 = t0; - - t0 += shi->mat->vol.stepsize * ((shi->mat->vol.stepsize_type == MA_VOL_STEP_CONSTANT) ? 0.5f : BLI_thread_frand(shi->thread)); - p[0] += t0 * step_vec[0]; - p[1] += t0 * step_vec[1]; - p[2] += t0 * step_vec[2]; - mul_v3_fl(step_vec, shi->mat->vol.stepsize); - - for (; t0 < t1; pt0 = t0, t0 += shi->mat->vol.stepsize) { - const float d = vol_get_density(shi, p); - const float stepd = (t0 - pt0) * d; - float sigma_t[3]; - - vol_get_sigma_t(shi, sigma_t, p); - - tau[0] += stepd * sigma_t[0]; - tau[1] += stepd * sigma_t[1]; - tau[2] += stepd * sigma_t[2]; - - add_v3_v3(p, step_vec); - } - - /* return transmittance */ - tr[0] = expf(-tau[0]); - tr[1] = expf(-tau[1]); - tr[2] = expf(-tau[2]); -} - -static void vol_shade_one_lamp(struct ShadeInput *shi, const float co[3], const float view[3], LampRen *lar, float lacol[3]) -{ - float visifac, lv[3], lampdist; - float tr[3] = {1.0, 1.0, 1.0}; - float hitco[3], *atten_co; - float p, ref_col[3]; - - if (lar->mode & LA_LAYER) if ((lar->lay & shi->obi->lay) == 0) return; - if ((lar->lay & shi->lay) == 0) return; - if (lar->energy == 0.0f) return; - - if ((visifac = lamp_get_visibility(lar, co, lv, &lampdist)) == 0.f) return; - - copy_v3_v3(lacol, &lar->r); - - if (lar->mode & LA_TEXTURE) { - shi->osatex = 0; - do_lamp_tex(lar, lv, shi, lacol, LA_TEXTURE); - } - - mul_v3_fl(lacol, visifac); - - if (ELEM(lar->type, LA_SUN, LA_HEMI)) - copy_v3_v3(lv, lar->vec); - negate_v3(lv); - - if (shi->mat->vol.shade_type == MA_VOL_SHADE_SHADOWED) { - mul_v3_fl(lacol, vol_get_shadow(shi, lar, co)); - } - else if (ELEM(shi->mat->vol.shade_type, MA_VOL_SHADE_SHADED, MA_VOL_SHADE_MULTIPLE, MA_VOL_SHADE_SHADEDPLUSMULTIPLE)) { - Isect is; - - if (shi->mat->vol.shadeflag & MA_VOL_RECV_EXT_SHADOW) { - mul_v3_fl(lacol, vol_get_shadow(shi, lar, co)); - if (IMB_colormanagement_get_luminance(lacol) < 0.001f) return; - } - - /* find minimum of volume bounds, or lamp coord */ - if (vol_get_bounds(shi, co, lv, hitco, &is, VOL_BOUNDS_SS)) { - float dist = len_v3v3(co, hitco); - VlakRen *vlr = (VlakRen *)is.hit.face; - - /* simple internal shadowing */ - if (vlr->mat->material_type == MA_TYPE_SURFACE) { - lacol[0] = lacol[1] = lacol[2] = 0.0f; - return; - } - - if (ELEM(lar->type, LA_SUN, LA_HEMI)) - /* infinite lights, can never be inside volume */ - atten_co = hitco; - else if (lampdist < dist) { - atten_co = lar->co; - } - else - atten_co = hitco; - - vol_get_transmittance(shi, tr, co, atten_co); - - mul_v3_v3v3(lacol, lacol, tr); - } - else { - /* Point is on the outside edge of the volume, - * therefore no attenuation, full transmission. - * Radiance from lamp remains unchanged */ - } - } - - if (IMB_colormanagement_get_luminance(lacol) < 0.001f) return; - - normalize_v3(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); - - lacol[0] *= p * ref_col[0]; - lacol[1] *= p * ref_col[1]; - lacol[2] *= p * ref_col[2]; -} - -/* single scattering only for now */ -void vol_get_scattering(ShadeInput *shi, float scatter_col[3], const float co[3], const float view[3]) -{ - ListBase *lights; - GroupObject *go; - LampRen *lar; - - zero_v3(scatter_col); - - lights = get_lights(shi); - for (go = lights->first; go; go = go->next) { - float lacol[3] = {0.f, 0.f, 0.f}; - lar = go->lampren; - - if (lar) { - vol_shade_one_lamp(shi, co, view, lar, lacol); - add_v3_v3(scatter_col, lacol); - } - } -} - - -/* - * The main volumetric integrator, using an emission/absorption/scattering model. - * - * Incoming radiance = - * - * outgoing radiance from behind surface * beam transmittance/attenuation - * + added radiance from all points along the ray due to participating media - * --> radiance for each segment = - * (radiance added by scattering + radiance added by emission) * beam transmittance/attenuation - */ - -/* For ease of use, I've also introduced a 'reflection' and 'reflection color' parameter, which isn't - * physically correct. This works as an RGB tint/gain on out-scattered light, but doesn't affect the light - * that is transmitted through the volume. While having wavelength dependent absorption/scattering is more correct, - * it also makes it harder to control the overall look of the volume since coloring the outscattered light results - * in the inverse color being transmitted through the rest of the volume. - */ -static void volumeintegrate(struct ShadeInput *shi, float col[4], const float co[3], const float endco[3]) -{ - float radiance[3] = {0.f, 0.f, 0.f}; - float tr[3] = {1.f, 1.f, 1.f}; - float p[3] = {co[0], co[1], co[2]}; - float step_vec[3] = {endco[0] - co[0], endco[1] - co[1], endco[2] - co[2]}; - const float stepsize = shi->mat->vol.stepsize; - - float t0 = 0.f; - float pt0 = t0; - float t1 = normalize_v3(step_vec); /* returns vector length */ - - t0 += stepsize * ((shi->mat->vol.stepsize_type == MA_VOL_STEP_CONSTANT) ? 0.5f : BLI_thread_frand(shi->thread)); - p[0] += t0 * step_vec[0]; - p[1] += t0 * step_vec[1]; - p[2] += t0 * step_vec[2]; - mul_v3_fl(step_vec, stepsize); - - for (; t0 < t1; pt0 = t0, t0 += stepsize) { - const float density = vol_get_density(shi, p); - - if (density > 0.00001f) { - float scatter_col[3] = {0.f, 0.f, 0.f}, emit_col[3]; - const float stepd = (t0 - pt0) * density; - - /* transmittance component (alpha) */ - vol_get_transmittance_seg(shi, tr, stepsize, co, density); - - if (t0 > t1 * 0.25f) { - /* only use depth cutoff after we've traced a little way into the volume */ - if (IMB_colormanagement_get_luminance(tr) < shi->mat->vol.depth_cutoff) break; - } - - vol_get_emission(shi, emit_col, p); - - if (shi->obi->volume_precache) { - float p2[3]; - - p2[0] = p[0] + (step_vec[0] * 0.5f); - p2[1] = p[1] + (step_vec[1] * 0.5f); - p2[2] = p[2] + (step_vec[2] * 0.5f); - - vol_get_precached_scattering(&R, shi, scatter_col, p2); - } - else - 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]); - radiance[2] += stepd * tr[2] * (emit_col[2] + scatter_col[2]); - } - add_v3_v3(p, step_vec); - } - - /* multiply original color (from behind volume) with transmittance over entire distance */ - mul_v3_v3v3(col, tr, col); - add_v3_v3(col, radiance); - - /* alpha <-- transmission luminance */ - col[3] = 1.0f - IMB_colormanagement_get_luminance(tr); -} - -/* the main entry point for volume shading */ -static void volume_trace(struct ShadeInput *shi, struct ShadeResult *shr, int inside_volume) -{ - float hitco[3], col[4] = {0.f, 0.f, 0.f, 0.f}; - const float *startco, *endco; - int trace_behind = 1; - const int ztransp = ((shi->depth == 0) && (shi->mat->mode & MA_TRANSP) && (shi->mat->mode & MA_ZTRANSP)); - Isect is; - - /* check for shading an internal face a volume object directly */ - if (inside_volume == VOL_SHADE_INSIDE) - trace_behind = 0; - else if (inside_volume == VOL_SHADE_OUTSIDE) { - if (shi->flippednor) - inside_volume = VOL_SHADE_INSIDE; - } - - if (ztransp && inside_volume == VOL_SHADE_INSIDE) { - MatInside *mi; - int render_this = 0; - - /* don't render the backfaces of ztransp volume materials. - * - * volume shading renders the internal volume from between the - * ' view intersection of the solid volume to the - * intersection on the other side, as part of the shading of - * the front face. - * - * Because ztransp renders both front and back faces independently - * this will double up, so here we prevent rendering the backface as well, - * which would otherwise render the volume in between the camera and the backface - * --matt */ - - for (mi = R.render_volumes_inside.first; mi; mi = mi->next) { - /* weak... */ - if (mi->ma == shi->mat) render_this = 1; - } - if (!render_this) return; - } - - - if (inside_volume == VOL_SHADE_INSIDE) { - startco = shi->camera_co; - endco = shi->co; - - if (trace_behind) { - if (!ztransp) - /* trace behind the volume object */ - vol_trace_behind(shi, shi->vlr, endco, col); - } - else { - /* we're tracing through the volume between the camera - * and a solid surface, so use that pre-shaded radiance */ - copy_v4_v4(col, shr->combined); - } - - /* shade volume from 'camera' to 1st hit point */ - volumeintegrate(shi, col, startco, endco); - } - /* trace to find a backface, the other side bounds of the volume */ - /* (ray intersect ignores front faces here) */ - else if (vol_get_bounds(shi, shi->co, shi->view, hitco, &is, VOL_BOUNDS_DEPTH)) { - VlakRen *vlr = (VlakRen *)is.hit.face; - - startco = shi->co; - endco = hitco; - - if (!ztransp) { - /* if it's another face in the same material */ - if (vlr->mat == shi->mat) { - /* trace behind the 2nd (raytrace) hit point */ - vol_trace_behind(shi, (VlakRen *)is.hit.face, endco, col); - } - else { - shade_intersection(shi, col, &is); - } - } - - /* shade volume from 1st hit point to 2nd hit point */ - volumeintegrate(shi, col, startco, endco); - } - - if (ztransp) - col[3] = col[3] > 1.f ? 1.f : col[3]; - else - col[3] = 1.f; - - copy_v3_v3(shr->combined, col); - shr->alpha = col[3]; - - copy_v3_v3(shr->diff, shr->combined); - copy_v3_v3(shr->diffshad, shr->diff); -} - -/* Traces a shadow through the object, - * pretty much gets the transmission over a ray path */ -void shade_volume_shadow(struct ShadeInput *shi, struct ShadeResult *shr, struct Isect *last_is) -{ - float hitco[3]; - float tr[3] = {1.0, 1.0, 1.0}; - Isect is = {{0}}; - const float *startco, *endco; - - memset(shr, 0, sizeof(ShadeResult)); - - /* if 1st hit normal is facing away from the camera, - * then we're inside the volume already. */ - if (shi->flippednor) { - startco = last_is->start; - endco = shi->co; - } - - /* trace to find a backface, the other side bounds of the volume */ - /* (ray intersect ignores front faces here) */ - else if (vol_get_bounds(shi, shi->co, shi->view, hitco, &is, VOL_BOUNDS_DEPTH)) { - startco = shi->co; - endco = hitco; - } - else { - shr->combined[0] = shr->combined[1] = shr->combined[2] = 0.f; - shr->alpha = shr->combined[3] = 1.f; - return; - } - - vol_get_transmittance(shi, tr, startco, endco); - - - /* if we hit another face in the same volume bounds */ - /* shift raytrace coordinates to the hit point, to avoid shading volume twice */ - /* due to idiosyncracy in ray_trace_shadow_tra() */ - if (is.hit.ob == shi->obi) { - copy_v3_v3(shi->co, hitco); - last_is->dist += is.dist; - shi->vlr = (VlakRen *)is.hit.face; - } - - - copy_v3_v3(shr->combined, tr); - shr->combined[3] = 1.0f - IMB_colormanagement_get_luminance(tr); - shr->alpha = shr->combined[3]; -} - - -/* delivers a fully filled in ShadeResult, for all passes */ -void shade_volume_outside(ShadeInput *shi, ShadeResult *shr) -{ - memset(shr, 0, sizeof(ShadeResult)); - volume_trace(shi, shr, VOL_SHADE_OUTSIDE); -} - - -void shade_volume_inside(ShadeInput *shi, ShadeResult *shr) -{ - MatInside *m; - Material *mat_backup; - ObjectInstanceRen *obi_backup; - float prev_alpha = shr->alpha; - - /* XXX: extend to multiple volumes perhaps later */ - mat_backup = shi->mat; - obi_backup = shi->obi; - - m = R.render_volumes_inside.first; - shi->mat = m->ma; - shi->obi = m->obi; - shi->obr = m->obi->obr; - - volume_trace(shi, shr, VOL_SHADE_INSIDE); - - shr->alpha = shr->alpha + prev_alpha; - CLAMP(shr->alpha, 0.0f, 1.0f); - - shi->mat = mat_backup; - shi->obi = obi_backup; - shi->obr = obi_backup->obr; -} -- cgit v1.2.3