/* * ***** 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 "BLF_translation.h" #include "BKE_node.h" #include "PIL_time.h" #include "render_result.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 "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 { 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 int 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, obs = 0, special = 0; for (obi=re->instancetable.first; obi; obi=obi->next) if (is_raytraceable(re, obi)) { ObjectRen *obr = obi->obr; obs++; if (has_special_rayobject(re, obi)) { special++; } else { int v; for (v=0;vtotvlak;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(R.tree_exec_pool, 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(R.tree_exec_pool, 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.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, f, 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= 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]; 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) { re->qmcsamplers= MEM_callocN(sizeof(ListBase)*BLENDER_MAX_THREADS, "QMCListBase"); } 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; 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, 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)) / 2.0; 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 = powf(1.0f - 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 > 0.0f) { 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 = powf(1.0f - shi->mat->gloss_mir, 3); 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 then 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.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= (traflag & RAY_TRA) ? shade_by_transmission(is, &shi, &shr) : 1.0f; /* 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; aaosamp*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(BLENDER_MAX_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; } }