/** * $Id$ * * ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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 ***** */ #include #include #include #include #include "MEM_guardedalloc.h" #include "DNA_material_types.h" #include "DNA_lamp_types.h" #include "BKE_global.h" #include "BKE_node.h" #include "BKE_utildefines.h" #include "BLI_arithb.h" #include "BLI_blenlib.h" #include "BLI_jitter.h" #include "BLI_rand.h" #include "PIL_time.h" #include "render_types.h" #include "renderpipeline.h" #include "rendercore.h" #include "renderdatabase.h" #include "pixelblending.h" #include "pixelshading.h" #include "shading.h" #include "texture.h" #include "RE_raytrace.h" #define RAY_TRA 1 #define RAY_TRAFLIP 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 void vlr_face_coords(RayFace *face, float **v1, float **v2, float **v3, float **v4) { VlakRen *vlr= (VlakRen*)face; *v1 = (vlr->v1)? vlr->v1->co: NULL; *v2 = (vlr->v2)? vlr->v2->co: NULL; *v3 = (vlr->v3)? vlr->v3->co: NULL; *v4 = (vlr->v4)? vlr->v4->co: NULL; } static int vlr_check_intersect(Isect *is, int ob, RayFace *face) { ObjectInstanceRen *obi= RAY_OBJECT_GET((Render*)is->userdata, ob); VlakRen *vlr = (VlakRen*)face; /* for baking selected to active non-traceable materials might still * be in the raytree */ if(!(vlr->mat->mode & MA_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 (is->lay & obi->lay); } static float *vlr_get_transform(void *userdata, int i) { ObjectInstanceRen *obi= RAY_OBJECT_GET((Render*)userdata, i); return (obi->flag & R_TRANSFORMED)? (float*)obi->mat: NULL; } void freeraytree(Render *re) { if(re->raytree) { RE_ray_tree_free(re->raytree); re->raytree= NULL; } } void makeraytree(Render *re) { ObjectInstanceRen *obi; ObjectRen *obr; VlakRen *vlr= NULL; float min[3], max[3], co1[3], co2[3], co3[3], co4[3]; double lasttime= PIL_check_seconds_timer(); int v, totv = 0, totface = 0; INIT_MINMAX(min, max); /* first min max raytree space */ for(obi=re->instancetable.first; obi; obi=obi->next) { obr= obi->obr; if(re->excludeob && obr->ob == re->excludeob) continue; for(v=0;vtotvlak;v++) { if((v & 255)==0) vlr= obr->vlaknodes[v>>8].vlak; else vlr++; /* baking selected to active needs non-traceable too */ if((re->flag & R_BAKE_TRACE) || (vlr->mat->mode & MA_TRACEBLE)) { if((vlr->mat->mode & MA_WIRE)==0) { VECCOPY(co1, vlr->v1->co); VECCOPY(co2, vlr->v2->co); VECCOPY(co3, vlr->v3->co); if(obi->flag & R_TRANSFORMED) { Mat4MulVecfl(obi->mat, co1); Mat4MulVecfl(obi->mat, co2); Mat4MulVecfl(obi->mat, co3); } DO_MINMAX(co1, min, max); DO_MINMAX(co2, min, max); DO_MINMAX(co3, min, max); if(vlr->v4) { VECCOPY(co4, vlr->v4->co); if(obi->flag & R_TRANSFORMED) Mat4MulVecfl(obi->mat, co4); DO_MINMAX(co4, min, max); } totface++; } } } } re->raytree= RE_ray_tree_create(re->r.ocres, totface, min, max, vlr_face_coords, vlr_check_intersect, vlr_get_transform, re); if(min[0] > max[0]) { /* empty raytree */ RE_ray_tree_done(re->raytree); return; } for(obi=re->instancetable.first; obi; obi=obi->next) { obr= obi->obr; if(re->excludeob && obr->ob == re->excludeob) continue; for(v=0; vtotvlak; v++, totv++) { if((v & 255)==0) { double time= PIL_check_seconds_timer(); vlr= obr->vlaknodes[v>>8].vlak; if(re->test_break()) break; if(time-lasttime>1.0f) { char str[32]; sprintf(str, "Filling Octree: %d", totv); re->i.infostr= str; re->stats_draw(&re->i); re->i.infostr= NULL; lasttime= time; } } else vlr++; if((re->flag & R_BAKE_TRACE) || (vlr->mat->mode & MA_TRACEBLE)) if((vlr->mat->mode & MA_WIRE)==0) RE_ray_tree_add_face(re->raytree, RAY_OBJECT_SET(re, obi), vlr); } } RE_ray_tree_done(re->raytree); re->i.infostr= NULL; re->stats_draw(&re->i); } static void shade_ray(Isect *is, ShadeInput *shi, ShadeResult *shr) { VlakRen *vlr= (VlakRen*)is->face; ObjectInstanceRen *obi= RAY_OBJECT_GET(&R, is->ob); int osatex= 0; /* set up view vector */ VECCOPY(shi->view, is->vec); /* render co */ shi->co[0]= is->start[0]+is->labda*(shi->view[0]); shi->co[1]= is->start[1]+is->labda*(shi->view[1]); shi->co[2]= is->start[2]+is->labda*(shi->view[2]); Normalize(shi->view); shi->obi= obi; shi->obr= obi->obr; shi->vlr= vlr; shi->mat= vlr->mat; memcpy(&shi->r, &shi->mat->r, 23*sizeof(float)); // note, keep this synced with render_types.h shi->har= shi->mat->har; // Osa structs we leave unchanged now SWAP(int, osatex, shi->osatex); shi->dxco[0]= shi->dxco[1]= shi->dxco[2]= 0.0f; shi->dyco[0]= shi->dyco[1]= shi->dyco[2]= 0.0f; // but, set Osa stuff to zero where it can confuse texture code if(shi->mat->texco & (TEXCO_NORM|TEXCO_REFL) ) { shi->dxno[0]= shi->dxno[1]= shi->dxno[2]= 0.0f; shi->dyno[0]= shi->dyno[1]= shi->dyno[2]= 0.0f; } if(vlr->v4) { if(is->isect==2) shade_input_set_triangle_i(shi, obi, vlr, 2, 1, 3); else shade_input_set_triangle_i(shi, obi, vlr, 0, 1, 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; shade_input_set_normals(shi); /* point normals to viewing direction */ if(INPR(shi->facenor, shi->view) < 0.0f) shade_input_flip_normals(shi); shade_input_set_shade_texco(shi); if(is->mode==RE_RAY_SHADOW_TRA) 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 */ VECSUB(shr->diff, shr->combined, shr->spec); } SWAP(int, osatex, shi->osatex); // XXXXX!!!! } static int refraction(float *refract, float *n, float *view, float index) { float dot, fac; VECCOPY(refract, view); dot= view[0]*n[0] + view[1]*n[1] + view[2]*n[2]; 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 + sqrt(fac); } else { fac= 1.0f - (1.0f - dot*dot)*index*index; if(fac<= 0.0f) return 0; fac= -dot*index - sqrt(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; } /* orn = original face normal */ static void reflection(float *ref, float *n, float *view, float *orn) { float f1; f1= -2.0f*(n[0]*view[0]+ n[1]*view[1]+ n[2]*view[2]); ref[0]= (view[0]+f1*n[0]); ref[1]= (view[1]+f1*n[1]); ref[2]= (view[2]+f1*n[2]); if(orn) { /* test phong normals, then we should prevent vector going to the back */ f1= ref[0]*orn[0]+ ref[1]*orn[1]+ ref[2]*orn[2]; if(f1>0.0f) { f1+= .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, float *col2) { 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 dx, dy, dz, d, p; if (0 == (shi->mat->mode & (MA_RAYTRANSP|MA_ZTRA))) return -1; if (shi->mat->tx_limit <= 0.0f) { d= 1.0f; } else { /* shi.co[] calculated by shade_ray() */ dx= shi->co[0] - is->start[0]; dy= shi->co[1] - is->start[1]; dz= shi->co[2] - is->start[2]; d= sqrt(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 *= pow(d, p); if (shr->alpha > 1.0f) shr->alpha= 1.0f; } return d; } static void ray_fadeout_endcolor(float *col, ShadeInput *origshi, ShadeInput *shi, ShadeResult *shr, Isect *isec, float *vec) { /* un-intersected rays get either rendered material color or sky color */ if (origshi->mat->fadeto_mir == MA_RAYMIR_FADETOMAT) { VECCOPY(col, shr->combined); } else if (origshi->mat->fadeto_mir == MA_RAYMIR_FADETOSKY) { VECCOPY(shi->view, vec); Normalize(shi->view); shadeSkyView(col, isec->start, shi->view, NULL); } } static void ray_fadeout(Isect *is, ShadeInput *shi, float *col, float *blendcol, float dist_mir) { /* if fading out, linear blend against fade color */ float blendfac; blendfac = 1.0 - VecLenf(shi->co, is->start)/dist_mir; col[0] = col[0]*blendfac + (1.0 - blendfac)*blendcol[0]; col[1] = col[1]*blendfac + (1.0 - blendfac)*blendcol[1]; col[2] = col[2]*blendfac + (1.0 - blendfac)*blendcol[2]; } /* the main recursive tracer itself */ static void traceray(ShadeInput *origshi, ShadeResult *origshr, short depth, float *start, float *vec, float *col, ObjectInstanceRen *obi, VlakRen *vlr, int traflag) { ShadeInput shi; ShadeResult shr; Isect isec; float f, f1, fr, fg, fb; float ref[3], maxsize=RE_ray_tree_max_size(R.raytree); float dist_mir = origshi->mat->dist_mir; /* Warning, 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 do a memset */ memset(&shi, 0, sizeof(ShadeInput)); /* end warning! - Campbell */ VECCOPY(isec.start, start); if (dist_mir > 0.0) { isec.end[0]= start[0]+dist_mir*vec[0]; isec.end[1]= start[1]+dist_mir*vec[1]; isec.end[2]= start[2]+dist_mir*vec[2]; } else { isec.end[0]= start[0]+maxsize*vec[0]; isec.end[1]= start[1]+maxsize*vec[1]; isec.end[2]= start[2]+maxsize*vec[2]; } isec.mode= RE_RAY_MIRROR; isec.faceorig= (RayFace*)vlr; isec.oborig= RAY_OBJECT_SET(&R, obi); if(RE_ray_tree_intersect(R.raytree, &isec)) { float d= 1.0f; shi.mask= origshi->mask; shi.osatex= origshi->osatex; shi.depth= 1; /* only used to indicate tracing */ shi.thread= origshi->thread; //shi.sample= 0; // memset above, so dont need this shi.xs= origshi->xs; shi.ys= origshi->ys; 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= 0; // memset above, so dont need this shi.light_override= origshi->light_override; shi.mat_override= origshi->mat_override; memset(&shr, 0, sizeof(ShadeResult)); shade_ray(&isec, &shi, &shr); if (traflag & RAY_TRA) d= shade_by_transmission(&isec, &shi, &shr); if(depth>0) { if(shi.mat->mode_l & (MA_RAYTRANSP|MA_ZTRA) && shr.alpha < 1.0f) { float nf, f, f1, 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_RAYTRANSP) { /* odd depths: use normal facing viewer, otherwise flip */ if(traflag & RAY_TRAFLIP) { 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)) reflection(refract, norm, shi.view, shi.vn); } else { if (!refraction(refract, shi.vn, shi.view, shi.ang)) reflection(refract, shi.vn, shi.view, shi.vn); } traflag |= RAY_TRA; traceray(origshi, origshr, depth-1, shi.co, refract, tracol, shi.obi, shi.vlr, traflag ^ RAY_TRAFLIP); } else traceray(origshi, origshr, depth-1, shi.co, shi.view, tracol, shi.obi, shi.vlr, 0); f= shr.alpha; f1= 1.0f-f; nf= d * shi.mat->filter; 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; 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]; reflection(ref, shi.vn, shi.view, NULL); traceray(origshi, origshr, depth-1, shi.co, ref, mircol, shi.obi, shi.vlr, 0); 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 > 0.0) { 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, vec); 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, vec); } } /* **************** jitter blocks ********** */ /* calc distributed planar energy */ static void DP_energy(float *table, float *vec, 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] += 0.1*min*result[0]/(float)tot; vec[1] += 0.1*min*result[1]/(float)tot; // cyclic clamping vec[0]= vec[0] - xsize*floor(vec[0]/xsize + 0.5); vec[1]= vec[1] - ysize*floor(vec[1]/ysize + 0.5); } // 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= 0.5*sizex, hsizey= 0.5*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 consistant random, not alter the render seed, and be threadsafe */ void init_jitter_plane(LampRen *lar) { float *fp; int x, iter=12, tot= lar->ray_totsamp; /* test if already initialized */ if(lar->jitter) return; /* at least 4, or max threads+1 tables */ if(BLENDER_MAX_THREADS < 4) x= 4; else x= BLENDER_MAX_THREADS+1; fp= lar->jitter= MEM_mallocN(x*tot*2*sizeof(float), "lamp jitter tab"); /* set per-lamp fixed seed */ BLI_srandom(tot); /* fill table with random locations, area_size large */ for(x=0; xarea_size; fp[1]= (BLI_frand()-0.5)*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); } } /* 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; } } 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] = 0.5 * BLI_thread_frand(thread); qsa->offs[thread][1] = 0.5 * BLI_thread_frand(thread); } else { /* SAMP_TYPE_HALTON */ /* generate a new randomised halton sequence per pixel * to alleviate qmc artifacts and make it reproducable * 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, 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 = sqrt(1.0f-pz*pz); vec[0] = cos(phi)*sqr; vec[1] = sin(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, QMCSampler *qsa, int thread, int num, float sizex, float sizey) { double s[2]; QMC_getSample(s, qsa, thread, num); vec[0] = (s[0] - 0.5) * sizex; vec[1] = (s[1] - 0.5) * sizey; vec[2] = 0.0f; } /* disc of radius 'radius', centred on 0,0 */ static void QMC_sampleDisc(float *vec, 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] = cos(phi)*sqr* radius/2.0; vec[1] = sin(phi)*sqr* radius/2.0; vec[2] = 0.0f; } /* uniform hemisphere sampling */ static void QMC_sampleHemi(float *vec, 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 = sqrt(s[1]); vec[0] = cos(phi)*sqr; vec[1] = sin(phi)*sqr; vec[2] = 1.f - s[1]*s[1]; } #if 0 /* currently not used */ /* cosine weighted hemisphere sampling */ static void QMC_sampleHemiCosine(float *vec, 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) { re->qmcsamplers= MEM_callocN(sizeof(ListBase)*BLENDER_MAX_THREADS, "QMCListBase"); } 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= 1; return qsa; } } qsa= QMC_initSampler(type, tot); qsa->used= 1; BLI_addtail(&re->qmcsamplers[thread], qsa); return qsa; } void release_thread_qmcsampler(Render *re, int thread, QMCSampler *qsa) { qsa->used= 0; } void free_render_qmcsampler(Render *re) { QMCSampler *qsa, *next; int a; if(re->qmcsamplers) { for(a=0; aqmcsamplers[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, float *col, float *colsq, 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] * 0.4 < thresh) && (var[1] * 0.3 < thresh) && (var[2] * 0.6 < 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 (fabs( 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)?0.0:shi->winspeed[0]; pre_y = (shi->winspeed[1] == PASS_VECTOR_MAX)?0.0:shi->winspeed[1]; post_x = (shi->winspeed[2] == PASS_VECTOR_MAX)?0.0:shi->winspeed[2]; post_y = (shi->winspeed[3] == PASS_VECTOR_MAX)?0.0:shi->winspeed[3]; speedavg = (sqrt(pre_x*pre_x + pre_y*pre_y) + sqrt(post_x*post_x + post_y*post_y)) / 2.0; return speedavg; } /* ***************** main calls ************** */ static void trace_refract(float *col, ShadeInput *shi, ShadeResult *shr) { QMCSampler *qsa=NULL; int samp_type; float samp3d[3], orthx[3], orthy[3]; float v_refract[3], v_refract_new[3]; float sampcol[4], colsq[4]; float blur = pow(1.0 - shi->mat->gloss_tra, 3); 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 > 0.0) { if (adapt_thresh != 0.0) 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) { refraction(v_refract, shi->vn, shi->view, shi->ang); if (max_samples > 1) { /* get a quasi-random vector from a phong-weighted disc */ QMC_samplePhong(samp3d, qsa, shi->thread, samples, blur); VecOrthoBasisf(v_refract, orthx, orthy); VecMulf(orthx, samp3d[0]); VecMulf(orthy, samp3d[1]); /* and perturb the refraction vector in it */ VecAddf(v_refract_new, v_refract, orthx); VecAddf(v_refract_new, v_refract_new, orthy); Normalize(v_refract_new); } else { /* no blurriness, use the original normal */ VECCOPY(v_refract_new, v_refract); } traceray(shi, shr, shi->mat->ray_depth_tra, shi->co, v_refract_new, sampcol, shi->obi, shi->vlr, RAY_TRA|RAY_TRAFLIP); 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 < 1.0 && 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])/3.0/(float)samples < 0.01 ) 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, 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 = pow(1.0 - shi->mat->gloss_mir, 3); short max_samples = shi->mat->samp_gloss_mir; float adapt_thresh = shi->mat->adapt_thresh_mir; float aniso = 1.0 - 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 > 0.0) { if (adapt_thresh != 0.0) 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)) { Crossf(orthx, shi->vn, shi->tang); // bitangent VECCOPY(orthy, shi->tang); VecMulf(orthx, samp3d[0]); VecMulf(orthy, samp3d[1]*aniso); } else { VecOrthoBasisf(shi->vn, orthx, orthy); VecMulf(orthx, samp3d[0]); VecMulf(orthy, samp3d[1]); } /* and perturb the normal in it */ VecAddf(v_nor_new, shi->vn, orthx); VecAddf(v_nor_new, v_nor_new, orthy); Normalize(v_nor_new); } else { /* no blurriness, use the original normal */ VECCOPY(v_nor_new, shi->vn); } if((shi->vlr->flag & R_SMOOTH)) reflection(v_reflect, v_nor_new, shi->view, shi->facenor); else reflection(v_reflect, v_nor_new, shi->view, NULL); 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 > 0.0 && 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])/3.0/(float)samples < 0.01 ) 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 < 0.1 * (blur+1)) { max_samples--; /* even more for very dim */ if (fresnelfac < 0.05 * (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) { VlakRen *vlr; float i, f, f1, fr, fg, fb; float mircol[4], tracol[4]; float diff[3]; int do_tra, do_mir; do_tra= ((shi->mat->mode & (MA_RAYTRANSP)) && shr->alpha!=1.0f); do_mir= ((shi->mat->mode & MA_RAYMIRROR) && shi->ray_mirror!=0.0f); vlr= shi->vlr; /* raytrace mirror amd refract like to separate the spec color */ if(shi->combinedflag & SCE_PASS_SPEC) VECSUB(diff, shr->combined, shr->spec) /* no ; */ else VECCOPY(diff, shr->combined); if(do_tra) { float olddiff[3]; 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 */ VECCOPY(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) VECSUB(shr->refr, diff, olddiff); if(!(shi->combinedflag & SCE_PASS_REFRACT)) VECSUB(diff, diff, shr->refr); shr->alpha= tracol[3]; } if(do_mir) { 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) { f= fr*(1.0f-shr->spec[0]); f1= 1.0f-i; diff[0]= f*mircol[0] + f1*diff[0]; f= fg*(1.0f-shr->spec[1]); f1= 1.0f-i; diff[1]= f*mircol[1] + f1*diff[1]; f= fb*(1.0f-shr->spec[2]); f1= 1.0f-i; diff[2]= f*mircol[2] + f1*diff[2]; } } } /* put back together */ if(shi->combinedflag & SCE_PASS_SPEC) VECADD(shr->combined, diff, shr->spec) /* no ; */ else VECCOPY(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, float *col, 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, int depth, int traflag) { /* 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 */ ShadeInput shi; ShadeResult shr; if(RE_ray_tree_intersect(R.raytree, is)) { float d= 1.0f; /* we got a face */ /* Warning, 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 do a memset */ memset(&shi, 0, sizeof(ShadeInput)); /* end warning! - Campbell */ shi.depth= 1; /* only used to indicate tracing */ shi.mask= 1; /*shi.osatex= 0; shi.thread= shi.sample= 0; shi.lay= 0; shi.passflag= 0; shi.combinedflag= 0; shi.do_preview= 0; shi.light_override= NULL; shi.mat_override= NULL;*/ shade_ray(is, &shi, &shr); if (traflag & RAY_TRA) d= shade_by_transmission(is, &shi, &shr); /* mix colors based on shadfac (rgb + amount of light factor) */ addAlphaLight(is->col, shr.diff, shr.alpha, d*shi.mat->filter); if(depth>0 && is->col[3]>0.0f) { /* adapt isect struct */ VECCOPY(is->start, shi.co); is->oborig= RAY_OBJECT_SET(&R, shi.obi); is->faceorig= (RayFace*)shi.vlr; ray_trace_shadow_tra(is, depth-1, traflag | RAY_TRA); } } } /* not used, test function for ambient occlusion (yaf: pathlight) */ /* main problem; has to be called within shading loop, giving unwanted recursion */ int ray_trace_shadow_rad(ShadeInput *ship, ShadeResult *shr) { static int counter=0, only_one= 0; extern float hashvectf[]; Isect isec; ShadeInput shi; ShadeResult shr_t; float vec[3], accum[3], div= 0.0f, maxsize= RE_ray_tree_max_size(R.raytree); int a; if(only_one) { return 0; } only_one= 1; accum[0]= accum[1]= accum[2]= 0.0f; isec.mode= RE_RAY_MIRROR; isec.faceorig= (RayFace*)ship->vlr; isec.oborig= RAY_OBJECT_SET(&R, ship->obi); for(a=0; a<8*8; a++) { counter+=3; counter %= 768; VECCOPY(vec, hashvectf+counter); if(ship->vn[0]*vec[0]+ship->vn[1]*vec[1]+ship->vn[2]*vec[2]>0.0f) { vec[0]-= vec[0]; vec[1]-= vec[1]; vec[2]-= vec[2]; } VECCOPY(isec.start, ship->co); isec.end[0]= isec.start[0] + maxsize*vec[0]; isec.end[1]= isec.start[1] + maxsize*vec[1]; isec.end[2]= isec.start[2] + maxsize*vec[2]; if(RE_ray_tree_intersect(R.raytree, &isec)) { float fac; /* Warning, 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 do a memset */ memset(&shi, 0, sizeof(ShadeInput)); /* end warning! - Campbell */ shade_ray(&isec, &shi, &shr_t); fac= isec.labda*isec.labda; fac= 1.0f; accum[0]+= fac*(shr_t.diff[0]+shr_t.spec[0]); accum[1]+= fac*(shr_t.diff[1]+shr_t.spec[1]); accum[2]+= fac*(shr_t.diff[2]+shr_t.spec[2]); div+= fac; } else div+= 1.0f; } if(div!=0.0f) { shr->diff[0]+= accum[0]/div; shr->diff[1]+= accum[1]/div; shr->diff[2]+= accum[2]/div; } shr->alpha= 1.0f; only_one= 0; return 1; } /* aolight: function to create random unit sphere vectors for total random sampling */ static void RandomSpherical(float *v) { float r; v[2] = 2.f*BLI_frand()-1.f; if ((r = 1.f - v[2]*v[2])>0.f) { float a = 6.283185307f*BLI_frand(); r = sqrt(r); v[0] = r * cos(a); v[1] = r * sin(a); } else v[2] = 1.f; } /* calc distributed spherical energy */ static void DS_energy(float *sphere, int tot, float *vec) { float *fp, fac, force[3], res[3]; int a; res[0]= res[1]= res[2]= 0.0f; for(a=0, fp=sphere; aaosamp*wrld->aosamp; wrld->aosphere= MEM_mallocN(3*tot*sizeof(float), "AO sphere"); /* fixed random */ BLI_srandom(tot); /* init */ fp= wrld->aosphere; for(a=0; aaosphere; aaosphere, tot, fp); } } /* tables */ wrld->aotables= MEM_mallocN(BLENDER_MAX_THREADS*3*tot*sizeof(float), "AO tables"); } /* 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 tot; float *vec; tot= 2*resol*resol; if (type & WO_AORNDSMP) { float *sphere; int a; // always returns table sphere= threadsafe_table_sphere(0, thread, xs, ys, tot); /* total random sampling. NOT THREADSAFE! (should be removed, is not useful) */ vec= sphere; for (a=0; aworld->ao_adapt_thresh; float adapt_speed_fac = G.scene->world->ao_adapt_speed_fac; float bias = G.scene->world->aobias; int samples=0; int max_samples = R.wrld.aosamp*R.wrld.aosamp; float dxyview[3], skyadded=0, div; int aocolor; isec.faceorig= (RayFace*)shi->vlr; isec.oborig= RAY_OBJECT_SET(&R, shi->obi); isec.face_last= NULL; isec.ob_last= 0; isec.mode= (R.wrld.aomode & WO_AODIST)?RE_RAY_SHADOW_TRA:RE_RAY_SHADOW; isec.lay= -1; shadfac[0]= shadfac[1]= shadfac[2]= 0.0f; /* prevent sky colors to be added for only shadow (shadow becomes alpha) */ aocolor= R.wrld.aocolor; if(shi->mat->mode & MA_ONLYSHADOW) aocolor= WO_AOPLAIN; if(aocolor == WO_AOSKYTEX) { dxyview[0]= 1.0f/(float)R.wrld.aosamp; dxyview[1]= 1.0f/(float)R.wrld.aosamp; dxyview[2]= 0.0f; } /* bias prevents smoothed faces to appear flat */ if(shi->vlr->flag & R_SMOOTH) { bias= G.scene->world->aobias; VECCOPY(nrm, shi->vn); } else { bias= 0.0f; VECCOPY(nrm, shi->facenor); } VecOrthoBasisf(nrm, up, side); /* sampling init */ if (R.wrld.ao_samp_method==WO_AOSAMP_HALTON) { float speedfac; speedfac = get_avg_speed(shi) * adapt_speed_fac; CLAMP(speedfac, 1.0, 1000.0); 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(dir); VECCOPY(isec.start, shi->co); isec.end[0] = shi->co[0] - maxdist*dir[0]; isec.end[1] = shi->co[1] - maxdist*dir[1]; isec.end[2] = shi->co[2] - maxdist*dir[2]; prev = fac; if(RE_ray_tree_intersect(R.raytree, &isec)) { if (R.wrld.aomode & WO_AODIST) fac+= exp(-isec.labda*R.wrld.aodistfac); else fac+= 1.0f; } else if(aocolor!=WO_AOPLAIN) { float skycol[4]; float skyfac, view[3]; view[0]= -dir[0]; view[1]= -dir[1]; view[2]= -dir[2]; Normalize(view); if(aocolor==WO_AOSKYCOL) { skyfac= 0.5*(1.0f+view[0]*R.grvec[0]+ view[1]*R.grvec[1]+ view[2]*R.grvec[2]); shadfac[0]+= (1.0f-skyfac)*R.wrld.horr + skyfac*R.wrld.zenr; shadfac[1]+= (1.0f-skyfac)*R.wrld.horg + skyfac*R.wrld.zeng; shadfac[2]+= (1.0f-skyfac)*R.wrld.horb + skyfac*R.wrld.zenb; } else { /* WO_AOSKYTEX */ shadeSkyView(skycol, isec.start, view, dxyview); shadfac[0]+= skycol[0]; shadfac[1]+= skycol[1]; shadfac[2]+= skycol[2]; } skyadded++; } samples++; if (qsa->type == SAMP_TYPE_HALTON) { /* adaptive sampling - consider samples below threshold as in shadow (or vice versa) and exit early */ if (adapt_thresh > 0.0 && (samples > max_samples/2) ) { if (adaptive_sample_contrast_val(samples, prev, fac, adapt_thresh)) { break; } } } } if(aocolor!=WO_AOPLAIN && skyadded) { div= (1.0f - fac/(float)samples)/((float)skyadded); shadfac[0]*= div; // average color times distances/hits formula shadfac[1]*= div; // average color times distances/hits formula shadfac[2]*= div; // average color times distances/hits formula } else { shadfac[0]= shadfac[1]= shadfac[2]= 1.0f - fac/(float)samples; } if (qsa) release_thread_qmcsampler(&R, shi->thread, qsa); } /* extern call from shade_lamp_loop, ambient occlusion calculus */ void ray_ao_spheresamp(ShadeInput *shi, float *shadfac) { Isect isec; float *vec, *nrm, div, bias, sh=0.0f; float maxdist = R.wrld.aodist; float dxyview[3]; int j= -1, tot, actual=0, skyadded=0, aocolor, resol= R.wrld.aosamp; isec.faceorig= (RayFace*)shi->vlr; isec.oborig= RAY_OBJECT_SET(&R, shi->obi); isec.face_last= NULL; isec.ob_last= 0; isec.mode= (R.wrld.aomode & WO_AODIST)?RE_RAY_SHADOW_TRA:RE_RAY_SHADOW; isec.lay= -1; shadfac[0]= shadfac[1]= shadfac[2]= 0.0f; /* bias prevents smoothed faces to appear flat */ if(shi->vlr->flag & R_SMOOTH) { bias= G.scene->world->aobias; nrm= shi->vn; } else { bias= 0.0f; nrm= shi->facenor; } /* prevent sky colors to be added for only shadow (shadow becomes alpha) */ aocolor= R.wrld.aocolor; if(shi->mat->mode & MA_ONLYSHADOW) aocolor= WO_AOPLAIN; if(resol>32) resol= 32; vec= sphere_sampler(R.wrld.aomode, resol, shi->thread, shi->xs, shi->ys); // warning: since we use full sphere now, and dotproduct is below, we do twice as much tot= 2*resol*resol; if(aocolor == WO_AOSKYTEX) { dxyview[0]= 1.0f/(float)resol; dxyview[1]= 1.0f/(float)resol; dxyview[2]= 0.0f; } while(tot--) { if ((vec[0]*nrm[0] + vec[1]*nrm[1] + vec[2]*nrm[2]) > bias) { /* only ao samples for mask */ if(R.r.mode & R_OSA) { j++; if(j==R.osa) j= 0; if(!(shi->mask & (1<co); isec.end[0] = shi->co[0] - maxdist*vec[0]; isec.end[1] = shi->co[1] - maxdist*vec[1]; isec.end[2] = shi->co[2] - maxdist*vec[2]; /* do the trace */ if(RE_ray_tree_intersect(R.raytree, &isec)) { if (R.wrld.aomode & WO_AODIST) sh+= exp(-isec.labda*R.wrld.aodistfac); else sh+= 1.0f; } else if(aocolor!=WO_AOPLAIN) { float skycol[4]; float fac, view[3]; view[0]= -vec[0]; view[1]= -vec[1]; view[2]= -vec[2]; Normalize(view); if(aocolor==WO_AOSKYCOL) { fac= 0.5*(1.0f+view[0]*R.grvec[0]+ view[1]*R.grvec[1]+ view[2]*R.grvec[2]); shadfac[0]+= (1.0f-fac)*R.wrld.horr + fac*R.wrld.zenr; shadfac[1]+= (1.0f-fac)*R.wrld.horg + fac*R.wrld.zeng; shadfac[2]+= (1.0f-fac)*R.wrld.horb + fac*R.wrld.zenb; } else { /* WO_AOSKYTEX */ shadeSkyView(skycol, isec.start, view, dxyview); shadfac[0]+= skycol[0]; shadfac[1]+= skycol[1]; shadfac[2]+= skycol[2]; } skyadded++; } } // samples vec+= 3; } if(actual==0) sh= 1.0f; else sh = 1.0f - sh/((float)actual); if(aocolor!=WO_AOPLAIN && skyadded) { div= sh/((float)skyadded); shadfac[0]*= div; // average color times distances/hits formula shadfac[1]*= div; // average color times distances/hits formula shadfac[2]*= div; // average color times distances/hits formula } else { shadfac[0]= shadfac[1]= shadfac[2]= sh; } } void ray_ao(ShadeInput *shi, float *shadfac) { /* 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, shadfac); else if (R.wrld.ao_samp_method == WO_AOSAMP_CONSTANT) ray_ao_spheresamp(shi, shadfac); } static void ray_shadow_qmc(ShadeInput *shi, LampRen *lar, float *lampco, float *shadfac, Isect *isec) { QMCSampler *qsa=NULL; QMCSampler *qsa_jit=NULL; int samples=0; float samp3d[3], jit[3], jitbias= 0.0f; float fac=0.0f, vec[3]; float colsq[4]; float adapt_thresh = lar->adapt_thresh; int max_samples = lar->ray_totsamp; float pos[3]; int do_soft=1, full_osa=0; 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 = 0; if ((R.r.mode & R_OSA) && (R.osa > 0) && (shi->vlr->flag & R_FULL_OSA)) full_osa = 1; 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 max_samples = (R.osa > 4)?R.osa:5; } if(shi->vlr && ((shi->vlr->flag & R_FULL_OSA) == 0)) jitbias= 0.5f*(VecLength(shi->dxco) + VecLength(shi->dyco)); /* sampling init */ if (lar->ray_samp_method==LA_SAMP_HALTON) { qsa = get_thread_qmcsampler(&R, shi->thread, SAMP_TYPE_HALTON, max_samples); qsa_jit = 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); qsa_jit = get_thread_qmcsampler(&R, shi->thread, SAMP_TYPE_HAMMERSLEY, max_samples); } QMC_initPixel(qsa, shi->thread); QMC_initPixel(qsa_jit, shi->thread); VECCOPY(vec, lampco); while (samples < max_samples) { isec->faceorig= (RayFace*)shi->vlr; isec->oborig= RAY_OBJECT_SET(&R, shi->obi); /* manually jitter the start shading co-ord per sample * based on the pre-generated OSA texture sampling offsets, * for anti-aliasing sharp shadow edges. */ VECCOPY(pos, shi->co); if (shi->vlr && !full_osa) { QMC_sampleRect(jit, qsa_jit, shi->thread, samples, 1.0, 1.0); pos[0] += shi->dxco[0]*jit[0] + shi->dyco[0]*jit[1]; pos[1] += shi->dxco[1]*jit[0] + shi->dyco[1]*jit[1]; pos[2] += shi->dxco[2]*jit[0] + shi->dyco[2]*jit[1]; } if (do_soft) { /* sphere shadow source */ if (lar->type == LA_LOCAL) { float ru[3], rv[3], v[3], s[3]; /* calc tangent plane vectors */ v[0] = pos[0] - lampco[0]; v[1] = pos[1] - lampco[1]; v[2] = pos[2] - lampco[2]; Normalize(v); VecOrthoBasisf(v, ru, rv); /* 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]; VECCOPY(samp3d, s); if(jitbias != 0.0f) { /* bias away somewhat to avoid self intersection */ pos[0] -= jitbias*v[0]; pos[1] -= jitbias*v[1]; pos[2] -= jitbias*v[2]; } } 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 */ Mat3MulVecfl(lar->mat, samp3d); } isec->end[0]= vec[0]+samp3d[0]; isec->end[1]= vec[1]+samp3d[1]; isec->end[2]= vec[2]+samp3d[2]; } else { VECCOPY(isec->end, vec); } if(jitbias != 0.0f && !(do_soft && lar->type==LA_LOCAL)) { /* bias away somewhat to avoid self intersection */ float v[3]; VECSUB(v, pos, isec->end); Normalize(v); pos[0] -= jitbias*v[0]; pos[1] -= jitbias*v[1]; pos[2] -= jitbias*v[2]; } VECCOPY(isec->start, pos); /* trace the ray */ if(isec->mode==RE_RAY_SHADOW_TRA) { isec->col[0]= isec->col[1]= isec->col[2]= 1.0f; isec->col[3]= 1.0f; ray_trace_shadow_tra(isec, DEPTH_SHADOW_TRA, 0); shadfac[0] += isec->col[0]; shadfac[1] += isec->col[1]; shadfac[2] += isec->col[2]; shadfac[3] += isec->col[3]; /* for variance calc */ colsq[0] += isec->col[0]*isec->col[0]; colsq[1] += isec->col[1]*isec->col[1]; colsq[2] += isec->col[2]*isec->col[2]; } else { if( RE_ray_tree_intersect(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 > 4) && (adapt_thresh > 0.0) && (samples > max_samples / 3)) { if (isec->mode==RE_RAY_SHADOW_TRA) { if ((shadfac[3] / samples > (1.0-adapt_thresh)) || (shadfac[3] / samples < adapt_thresh)) break; else if (adaptive_sample_variance(samples, shadfac, colsq, adapt_thresh)) break; } else { if ((fac / samples > (1.0-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_jit) release_thread_qmcsampler(&R, shi->thread, qsa_jit); if (qsa) release_thread_qmcsampler(&R, shi->thread, qsa); } static void ray_shadow_jitter(ShadeInput *shi, LampRen *lar, float *lampco, float *shadfac, Isect *isec) { /* area soft shadow */ float *jitlamp; float fac=0.0f, div=0.0f, vec[3]; int a, j= -1, mask; 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); while(a--) { if(R.r.mode & R_OSA) { j++; if(j>=R.osa) j= 0; if(!(mask & (1<faceorig= (RayFace*)shi->vlr; isec->oborig= RAY_OBJECT_SET(&R, shi->obi); vec[0]= jitlamp[0]; vec[1]= jitlamp[1]; vec[2]= 0.0f; Mat3MulVecfl(lar->mat, vec); /* set start and end, RE_ray_tree_intersect clips it */ VECCOPY(isec->start, shi->co); isec->end[0]= lampco[0]+vec[0]; isec->end[1]= lampco[1]+vec[1]; isec->end[2]= lampco[2]+vec[2]; if(isec->mode==RE_RAY_SHADOW_TRA) { /* isec.col is like shadfac, so defines amount of light (0.0 is full shadow) */ isec->col[0]= isec->col[1]= isec->col[2]= 1.0f; isec->col[3]= 1.0f; ray_trace_shadow_tra(isec, DEPTH_SHADOW_TRA, 0); shadfac[0] += isec->col[0]; shadfac[1] += isec->col[1]; shadfac[2] += isec->col[2]; shadfac[3] += isec->col[3]; } else if( RE_ray_tree_intersect(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]= sqrt(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) { Isect isec; float lampco[3], maxsize; /* setup isec */ if(shi->mat->mode & MA_SHADOW_TRA) isec.mode= RE_RAY_SHADOW_TRA; else isec.mode= RE_RAY_SHADOW; if(lar->mode & LA_LAYER) isec.lay= lar->lay; else isec.lay= -1; /* only when not mir tracing, first hit optimm */ if(shi->depth==0) { isec.face_last= (RayFace*)lar->vlr_last[shi->thread]; isec.ob_last= RAY_OBJECT_SET(&R, lar->obi_last[shi->thread]); } else { isec.face_last= NULL; isec.ob_last= 0; } if(lar->type==LA_SUN || lar->type==LA_HEMI) { maxsize= RE_ray_tree_max_size(R.raytree); lampco[0]= shi->co[0] - maxsize*lar->vec[0]; lampco[1]= shi->co[1] - maxsize*lar->vec[1]; lampco[2]= shi->co[2] - maxsize*lar->vec[2]; } else { VECCOPY(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.faceorig= (RayFace*)shi->vlr; isec.oborig= RAY_OBJECT_SET(&R, shi->obi); shadfac[3]= 1.0f; // 1.0=full light /* set up isec vec */ VECCOPY(isec.start, shi->co); VECCOPY(isec.end, lampco); if(isec.mode==RE_RAY_SHADOW_TRA) { /* isec.col is like shadfac, so defines amount of light (0.0 is full shadow) */ isec.col[0]= isec.col[1]= isec.col[2]= 1.0f; isec.col[3]= 1.0f; ray_trace_shadow_tra(&isec, DEPTH_SHADOW_TRA, 0); QUATCOPY(shadfac, isec.col); } else if(RE_ray_tree_intersect(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->vlr_last[shi->thread]= (VlakRen*)isec.face_last; lar->obi_last[shi->thread]= RAY_OBJECT_GET(&R, isec.ob_last); } } /* only when face points away from lamp, in direction of lamp, trace ray and find first exit point */ void ray_translucent(ShadeInput *shi, LampRen *lar, float *distfac, float *co) { Isect isec; float lampco[3], maxsize; /* setup isec */ isec.mode= RE_RAY_SHADOW_TRA; if(lar->mode & LA_LAYER) isec.lay= lar->lay; else isec.lay= -1; if(lar->type==LA_SUN || lar->type==LA_HEMI) { maxsize= RE_ray_tree_max_size(R.raytree); lampco[0]= shi->co[0] - maxsize*lar->vec[0]; lampco[1]= shi->co[1] - maxsize*lar->vec[1]; lampco[2]= shi->co[2] - maxsize*lar->vec[2]; } else { VECCOPY(lampco, lar->co); } isec.faceorig= (RayFace*)shi->vlr; isec.oborig= RAY_OBJECT_SET(&R, shi->obi); /* set up isec vec */ VECCOPY(isec.start, shi->co); VECCOPY(isec.end, lampco); if(RE_ray_tree_intersect(R.raytree, &isec)) { /* we got a face */ /* render co */ co[0]= isec.start[0]+isec.labda*(isec.vec[0]); co[1]= isec.start[1]+isec.labda*(isec.vec[1]); co[2]= isec.start[2]+isec.labda*(isec.vec[2]); *distfac= VecLength(isec.vec); } else *distfac= 0.0f; }