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Blender
V2.59
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00001 /* 00002 * 00003 * ***** BEGIN GPL LICENSE BLOCK ***** 00004 * 00005 * This program is free software; you can redistribute it and/or 00006 * modify it under the terms of the GNU General Public License 00007 * as published by the Free Software Foundation; either version 2 00008 * of the License, or (at your option) any later version. 00009 * 00010 * This program is distributed in the hope that it will be useful, 00011 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00012 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00013 * GNU General Public License for more details. 00014 * 00015 * You should have received a copy of the GNU General Public License 00016 * along with this program; if not, write to the Free Software Foundation, 00017 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 00018 * 00019 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. 00020 * All rights reserved. 00021 * 00022 * The Original Code is: all of this file. 00023 * 00024 * Contributor(s): Matt Ebb, Raul Fernandez Hernandez (Farsthary) 00025 * 00026 * ***** END GPL LICENSE BLOCK ***** 00027 */ 00028 00034 #include <math.h> 00035 #include <stdlib.h> 00036 #include <string.h> 00037 #include <float.h> 00038 00039 #include "MEM_guardedalloc.h" 00040 00041 #include "BLI_blenlib.h" 00042 #include "BLI_math.h" 00043 #include "BLI_rand.h" 00044 #include "BLI_voxel.h" 00045 #include "BLI_utildefines.h" 00046 00047 #include "RE_shader_ext.h" 00048 00049 #include "DNA_material_types.h" 00050 #include "DNA_group_types.h" 00051 #include "DNA_lamp_types.h" 00052 #include "DNA_meta_types.h" 00053 00054 #include "BKE_global.h" 00055 00056 #include "render_types.h" 00057 #include "pixelshading.h" 00058 #include "rayintersection.h" 00059 #include "rayobject.h" 00060 #include "shading.h" 00061 #include "shadbuf.h" 00062 #include "texture.h" 00063 #include "volumetric.h" 00064 #include "volume_precache.h" 00065 00066 /* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ 00067 /* defined in pipeline.c, is hardcopy of active dynamic allocated Render */ 00068 /* only to be used here in this file, it's for speed */ 00069 extern struct Render R; 00070 /* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ 00071 00072 /* luminance rec. 709 */ 00073 BM_INLINE float luminance(float* col) 00074 { 00075 return (0.212671f*col[0] + 0.71516f*col[1] + 0.072169f*col[2]); 00076 } 00077 00078 /* tracing */ 00079 static float vol_get_shadow(ShadeInput *shi, LampRen *lar, float *co) 00080 { 00081 float visibility = 1.f; 00082 00083 if(lar->shb) { 00084 float dxco[3]={0.f, 0.f, 0.f}, dyco[3]={0.f, 0.f, 0.f}; 00085 00086 visibility = testshadowbuf(&R, lar->shb, co, dxco, dyco, 1.0, 0.0); 00087 } else if (lar->mode & LA_SHAD_RAY) { 00088 /* trace shadow manually, no good lamp api atm */ 00089 Isect is; 00090 00091 copy_v3_v3(is.start, co); 00092 if(lar->type==LA_SUN || lar->type==LA_HEMI) { 00093 is.dir[0] = -lar->vec[0]; 00094 is.dir[1] = -lar->vec[1]; 00095 is.dir[2] = -lar->vec[2]; 00096 is.dist = R.maxdist; 00097 } else { 00098 VECSUB( is.dir, lar->co, is.start ); 00099 is.dist = normalize_v3( is.dir ); 00100 } 00101 00102 is.mode = RE_RAY_MIRROR; 00103 is.check = RE_CHECK_VLR_NON_SOLID_MATERIAL; 00104 is.skip = 0; 00105 00106 if(lar->mode & (LA_LAYER|LA_LAYER_SHADOW)) 00107 is.lay= lar->lay; 00108 else 00109 is.lay= -1; 00110 00111 is.orig.ob = NULL; 00112 is.orig.face = NULL; 00113 is.last_hit = lar->last_hit[shi->thread]; 00114 00115 if(RE_rayobject_raycast(R.raytree,&is)) { 00116 visibility = 0.f; 00117 } 00118 00119 lar->last_hit[shi->thread]= is.last_hit; 00120 } 00121 return visibility; 00122 } 00123 00124 static int vol_get_bounds(ShadeInput *shi, float *co, float *vec, float *hitco, Isect *isect, int intersect_type) 00125 { 00126 00127 VECCOPY(isect->start, co); 00128 VECCOPY(isect->dir, vec ); 00129 isect->dist = FLT_MAX; 00130 isect->mode= RE_RAY_MIRROR; 00131 isect->last_hit = NULL; 00132 isect->lay= -1; 00133 isect->check= RE_CHECK_VLR_NONE; 00134 00135 if (intersect_type == VOL_BOUNDS_DEPTH) { 00136 isect->skip = RE_SKIP_VLR_NEIGHBOUR; 00137 isect->orig.face = (void*)shi->vlr; 00138 isect->orig.ob = (void*)shi->obi; 00139 } else { // if (intersect_type == VOL_BOUNDS_SS) { 00140 isect->skip= 0; 00141 isect->orig.face= NULL; 00142 isect->orig.ob = NULL; 00143 } 00144 00145 if(RE_rayobject_raycast(R.raytree, isect)) 00146 { 00147 hitco[0] = isect->start[0] + isect->dist*isect->dir[0]; 00148 hitco[1] = isect->start[1] + isect->dist*isect->dir[1]; 00149 hitco[2] = isect->start[2] + isect->dist*isect->dir[2]; 00150 return 1; 00151 } else { 00152 return 0; 00153 } 00154 } 00155 00156 static void shade_intersection(ShadeInput *shi, float *col, Isect *is) 00157 { 00158 ShadeInput shi_new; 00159 ShadeResult shr_new; 00160 00161 memset(&shi_new, 0, sizeof(ShadeInput)); 00162 00163 shi_new.mask= shi->mask; 00164 shi_new.osatex= shi->osatex; 00165 shi_new.thread= shi->thread; 00166 shi_new.depth = shi->depth + 1; 00167 shi_new.volume_depth= shi->volume_depth + 1; 00168 shi_new.xs= shi->xs; 00169 shi_new.ys= shi->ys; 00170 shi_new.lay= shi->lay; 00171 shi_new.passflag= SCE_PASS_COMBINED; /* result of tracing needs no pass info */ 00172 shi_new.combinedflag= 0xFFFFFF; /* ray trace does all options */ 00173 shi_new.light_override= shi->light_override; 00174 shi_new.mat_override= shi->mat_override; 00175 00176 VECCOPY(shi_new.camera_co, is->start); 00177 00178 memset(&shr_new, 0, sizeof(ShadeResult)); 00179 00180 /* hardcoded limit of 100 for now - prevents problems in weird geometry */ 00181 if (shi->volume_depth < 100) { 00182 shade_ray(is, &shi_new, &shr_new); 00183 } 00184 00185 copy_v3_v3(col, shr_new.combined); 00186 col[3] = shr_new.alpha; 00187 } 00188 00189 static void vol_trace_behind(ShadeInput *shi, VlakRen *vlr, float *co, float *col) 00190 { 00191 Isect isect; 00192 00193 VECCOPY(isect.start, co); 00194 VECCOPY(isect.dir, shi->view); 00195 isect.dist = FLT_MAX; 00196 00197 isect.mode= RE_RAY_MIRROR; 00198 isect.check = RE_CHECK_VLR_NONE; 00199 isect.skip = RE_SKIP_VLR_NEIGHBOUR; 00200 isect.orig.ob = (void*) shi->obi; 00201 isect.orig.face = (void*)vlr; 00202 isect.last_hit = NULL; 00203 isect.lay= -1; 00204 00205 /* check to see if there's anything behind the volume, otherwise shade the sky */ 00206 if(RE_rayobject_raycast(R.raytree, &isect)) { 00207 shade_intersection(shi, col, &isect); 00208 } else { 00209 shadeSkyView(col, co, shi->view, NULL, shi->thread); 00210 shadeSunView(col, shi->view); 00211 } 00212 } 00213 00214 00215 /* trilinear interpolation */ 00216 static void vol_get_precached_scattering(Render *re, ShadeInput *shi, float *scatter_col, float *co) 00217 { 00218 VolumePrecache *vp = shi->obi->volume_precache; 00219 float bbmin[3], bbmax[3], dim[3]; 00220 float world_co[3], sample_co[3]; 00221 00222 if (!vp) return; 00223 00224 /* find sample point in global space bounding box 0.0-1.0 */ 00225 global_bounds_obi(re, shi->obi, bbmin, bbmax); 00226 sub_v3_v3v3(dim, bbmax, bbmin); 00227 mul_v3_m4v3(world_co, re->viewinv, co); 00228 00229 /* sample_co in 0.0-1.0 */ 00230 sample_co[0] = (world_co[0] - bbmin[0]) / dim[0]; 00231 sample_co[1] = (world_co[1] - bbmin[1]) / dim[1]; 00232 sample_co[2] = (world_co[2] - bbmin[2]) / dim[2]; 00233 00234 scatter_col[0] = voxel_sample_triquadratic(vp->data_r, vp->res, sample_co); 00235 scatter_col[1] = voxel_sample_triquadratic(vp->data_g, vp->res, sample_co); 00236 scatter_col[2] = voxel_sample_triquadratic(vp->data_b, vp->res, sample_co); 00237 } 00238 00239 /* Meta object density, brute force for now 00240 * (might be good enough anyway, don't need huge number of metaobs to model volumetric objects */ 00241 static float metadensity(Object* ob, float* co) 00242 { 00243 float mat[4][4], imat[4][4], dens = 0.f; 00244 MetaBall* mb = (MetaBall*)ob->data; 00245 MetaElem* ml; 00246 00247 /* transform co to meta-element */ 00248 float tco[3] = {co[0], co[1], co[2]}; 00249 mul_m4_m4m4(mat, ob->obmat, R.viewmat); 00250 invert_m4_m4(imat, mat); 00251 mul_m4_v3(imat, tco); 00252 00253 for (ml = mb->elems.first; ml; ml=ml->next) { 00254 float bmat[3][3], dist2; 00255 00256 /* element rotation transform */ 00257 float tp[3] = {ml->x - tco[0], ml->y - tco[1], ml->z - tco[2]}; 00258 quat_to_mat3( bmat,ml->quat); 00259 transpose_m3(bmat); // rot.only, so inverse == transpose 00260 mul_m3_v3(bmat, tp); 00261 00262 /* MB_BALL default */ 00263 switch (ml->type) { 00264 case MB_ELIPSOID: 00265 tp[0] /= ml->expx, tp[1] /= ml->expy, tp[2] /= ml->expz; 00266 break; 00267 case MB_CUBE: 00268 tp[2] = (tp[2] > ml->expz) ? (tp[2] - ml->expz) : ((tp[2] < -ml->expz) ? (tp[2] + ml->expz) : 0.f); 00269 // no break, xy as plane 00270 case MB_PLANE: 00271 tp[1] = (tp[1] > ml->expy) ? (tp[1] - ml->expy) : ((tp[1] < -ml->expy) ? (tp[1] + ml->expy) : 0.f); 00272 // no break, x as tube 00273 case MB_TUBE: 00274 tp[0] = (tp[0] > ml->expx) ? (tp[0] - ml->expx) : ((tp[0] < -ml->expx) ? (tp[0] + ml->expx) : 0.f); 00275 } 00276 00277 /* ml->rad2 is not set */ 00278 dist2 = 1.f - ((tp[0]*tp[0] + tp[1]*tp[1] + tp[2]*tp[2]) / (ml->rad*ml->rad)); 00279 if (dist2 > 0.f) 00280 dens += (ml->flag & MB_NEGATIVE) ? -ml->s*dist2*dist2*dist2 : ml->s*dist2*dist2*dist2; 00281 } 00282 00283 dens -= mb->thresh; 00284 return (dens < 0.f) ? 0.f : dens; 00285 } 00286 00287 float vol_get_density(struct ShadeInput *shi, float *co) 00288 { 00289 float density = shi->mat->vol.density; 00290 float density_scale = shi->mat->vol.density_scale; 00291 00292 if (shi->mat->mapto_textured & MAP_DENSITY) 00293 do_volume_tex(shi, co, MAP_DENSITY, NULL, &density); 00294 00295 // if meta-object, modulate by metadensity without increasing it 00296 if (shi->obi->obr->ob->type == OB_MBALL) { 00297 const float md = metadensity(shi->obi->obr->ob, co); 00298 if (md < 1.f) density *= md; 00299 } 00300 00301 return density * density_scale; 00302 } 00303 00304 00305 /* Color of light that gets scattered out by the volume */ 00306 /* Uses same physically based scattering parameter as in transmission calculations, 00307 * along with artificial reflection scale/reflection color tint */ 00308 static void vol_get_reflection_color(ShadeInput *shi, float *ref_col, float *co) 00309 { 00310 float scatter = shi->mat->vol.scattering; 00311 float reflection= shi->mat->vol.reflection; 00312 VECCOPY(ref_col, shi->mat->vol.reflection_col); 00313 00314 if (shi->mat->mapto_textured & (MAP_SCATTERING+MAP_REFLECTION_COL)) 00315 do_volume_tex(shi, co, MAP_SCATTERING+MAP_REFLECTION_COL, ref_col, &scatter); 00316 00317 /* only one single float parameter at a time... :s */ 00318 if (shi->mat->mapto_textured & (MAP_REFLECTION)) 00319 do_volume_tex(shi, co, MAP_REFLECTION, NULL, &reflection); 00320 00321 ref_col[0] = reflection * ref_col[0] * scatter; 00322 ref_col[1] = reflection * ref_col[1] * scatter; 00323 ref_col[2] = reflection * ref_col[2] * scatter; 00324 } 00325 00326 /* compute emission component, amount of radiance to add per segment 00327 * can be textured with 'emit' */ 00328 static void vol_get_emission(ShadeInput *shi, float *emission_col, float *co) 00329 { 00330 float emission = shi->mat->vol.emission; 00331 VECCOPY(emission_col, shi->mat->vol.emission_col); 00332 00333 if (shi->mat->mapto_textured & (MAP_EMISSION+MAP_EMISSION_COL)) 00334 do_volume_tex(shi, co, MAP_EMISSION+MAP_EMISSION_COL, emission_col, &emission); 00335 00336 emission_col[0] = emission_col[0] * emission; 00337 emission_col[1] = emission_col[1] * emission; 00338 emission_col[2] = emission_col[2] * emission; 00339 } 00340 00341 00342 /* A combination of scattering and absorption -> known as sigma T. 00343 * This can possibly use a specific scattering color, 00344 * and absorption multiplier factor too, but these parameters are left out for simplicity. 00345 * It's easy enough to get a good wide range of results with just these two parameters. */ 00346 static void vol_get_sigma_t(ShadeInput *shi, float *sigma_t, float *co) 00347 { 00348 /* technically absorption, but named transmission color 00349 * since it describes the effect of the coloring *after* absorption */ 00350 float transmission_col[3] = {shi->mat->vol.transmission_col[0], shi->mat->vol.transmission_col[1], shi->mat->vol.transmission_col[2]}; 00351 float scattering = shi->mat->vol.scattering; 00352 00353 if (shi->mat->mapto_textured & (MAP_SCATTERING+MAP_TRANSMISSION_COL)) 00354 do_volume_tex(shi, co, MAP_SCATTERING+MAP_TRANSMISSION_COL, transmission_col, &scattering); 00355 00356 sigma_t[0] = (1.0f - transmission_col[0]) + scattering; 00357 sigma_t[1] = (1.0f - transmission_col[1]) + scattering; 00358 sigma_t[2] = (1.0f - transmission_col[2]) + scattering; 00359 } 00360 00361 /* phase function - determines in which directions the light 00362 * is scattered in the volume relative to incoming direction 00363 * and view direction */ 00364 static float vol_get_phasefunc(ShadeInput *UNUSED(shi), float g, float *w, float *wp) 00365 { 00366 const float normalize = 0.25f; // = 1.f/4.f = M_PI/(4.f*M_PI) 00367 00368 /* normalization constant is 1/4 rather than 1/4pi, since 00369 * Blender's shading system doesn't normalise for 00370 * energy conservation - eg. multiplying by pdf ( 1/pi for a lambert brdf ). 00371 * This means that lambert surfaces in Blender are pi times brighter than they 'should be' 00372 * and therefore, with correct energy conservation, volumes will darker than other solid objects, 00373 * for the same lighting intensity. 00374 * To correct this, scale up the phase function values by pi 00375 * until Blender's shading system supports this better. --matt 00376 */ 00377 00378 if (g == 0.f) { /* isotropic */ 00379 return normalize * 1.f; 00380 } else { /* schlick */ 00381 const float k = 1.55f * g - .55f * g * g * g; 00382 const float kcostheta = k * dot_v3v3(w, wp); 00383 return normalize * (1.f - k*k) / ((1.f - kcostheta) * (1.f - kcostheta)); 00384 } 00385 00386 /* 00387 * not used, but here for reference: 00388 switch (phasefunc_type) { 00389 case MA_VOL_PH_MIEHAZY: 00390 return normalize * (0.5f + 4.5f * powf(0.5 * (1.f + costheta), 8.f)); 00391 case MA_VOL_PH_MIEMURKY: 00392 return normalize * (0.5f + 16.5f * powf(0.5 * (1.f + costheta), 32.f)); 00393 case MA_VOL_PH_RAYLEIGH: 00394 return normalize * 3.f/4.f * (1 + costheta * costheta); 00395 case MA_VOL_PH_HG: 00396 return normalize * (1.f - g*g) / powf(1.f + g*g - 2.f * g * costheta, 1.5f)); 00397 case MA_VOL_PH_SCHLICK: 00398 { 00399 const float k = 1.55f * g - .55f * g * g * g; 00400 const float kcostheta = k * costheta; 00401 return normalize * (1.f - k*k) / ((1.f - kcostheta) * (1.f - kcostheta)); 00402 } 00403 case MA_VOL_PH_ISOTROPIC: 00404 default: 00405 return normalize * 1.f; 00406 } 00407 */ 00408 } 00409 00410 /* Compute transmittance = e^(-attenuation) */ 00411 static void vol_get_transmittance_seg(ShadeInput *shi, float *tr, float stepsize, float *co, float density) 00412 { 00413 /* input density = density at co */ 00414 float tau[3] = {0.f, 0.f, 0.f}; 00415 const float stepd = density * stepsize; 00416 float sigma_t[3]; 00417 00418 vol_get_sigma_t(shi, sigma_t, co); 00419 00420 /* homogenous volume within the sampled distance */ 00421 tau[0] += stepd * sigma_t[0]; 00422 tau[1] += stepd * sigma_t[1]; 00423 tau[2] += stepd * sigma_t[2]; 00424 00425 tr[0] *= exp(-tau[0]); 00426 tr[1] *= exp(-tau[1]); 00427 tr[2] *= exp(-tau[2]); 00428 } 00429 00430 /* Compute transmittance = e^(-attenuation) */ 00431 static void vol_get_transmittance(ShadeInput *shi, float *tr, float *co, float *endco) 00432 { 00433 float p[3] = {co[0], co[1], co[2]}; 00434 float step_vec[3] = {endco[0] - co[0], endco[1] - co[1], endco[2] - co[2]}; 00435 float tau[3] = {0.f, 0.f, 0.f}; 00436 00437 float t0 = 0.f; 00438 float t1 = normalize_v3(step_vec); 00439 float pt0 = t0; 00440 00441 t0 += shi->mat->vol.stepsize * ((shi->mat->vol.stepsize_type == MA_VOL_STEP_CONSTANT) ? 0.5f : BLI_thread_frand(shi->thread)); 00442 p[0] += t0 * step_vec[0]; 00443 p[1] += t0 * step_vec[1]; 00444 p[2] += t0 * step_vec[2]; 00445 mul_v3_fl(step_vec, shi->mat->vol.stepsize); 00446 00447 for (; t0 < t1; pt0 = t0, t0 += shi->mat->vol.stepsize) { 00448 const float d = vol_get_density(shi, p); 00449 const float stepd = (t0 - pt0) * d; 00450 float sigma_t[3]; 00451 00452 vol_get_sigma_t(shi, sigma_t, p); 00453 00454 tau[0] += stepd * sigma_t[0]; 00455 tau[1] += stepd * sigma_t[1]; 00456 tau[2] += stepd * sigma_t[2]; 00457 00458 add_v3_v3(p, step_vec); 00459 } 00460 00461 /* return transmittance */ 00462 tr[0] = expf(-tau[0]); 00463 tr[1] = expf(-tau[1]); 00464 tr[2] = expf(-tau[2]); 00465 } 00466 00467 static void vol_shade_one_lamp(struct ShadeInput *shi, float *co, LampRen *lar, float *lacol) 00468 { 00469 float visifac, lv[3], lampdist; 00470 float tr[3]={1.0,1.0,1.0}; 00471 float hitco[3], *atten_co; 00472 float p, ref_col[3]; 00473 00474 if (lar->mode & LA_LAYER) if((lar->lay & shi->obi->lay)==0) return; 00475 if ((lar->lay & shi->lay)==0) return; 00476 if (lar->energy == 0.0) return; 00477 00478 if ((visifac= lamp_get_visibility(lar, co, lv, &lampdist)) == 0.f) return; 00479 00480 copy_v3_v3(lacol, &lar->r); 00481 00482 if(lar->mode & LA_TEXTURE) { 00483 shi->osatex= 0; 00484 do_lamp_tex(lar, lv, shi, lacol, LA_TEXTURE); 00485 } 00486 00487 mul_v3_fl(lacol, visifac); 00488 00489 if (ELEM(lar->type, LA_SUN, LA_HEMI)) 00490 VECCOPY(lv, lar->vec); 00491 negate_v3(lv); 00492 00493 if (shi->mat->vol.shade_type == MA_VOL_SHADE_SHADOWED) { 00494 mul_v3_fl(lacol, vol_get_shadow(shi, lar, co)); 00495 } 00496 else if (ELEM3(shi->mat->vol.shade_type, MA_VOL_SHADE_SHADED, MA_VOL_SHADE_MULTIPLE, MA_VOL_SHADE_SHADEDPLUSMULTIPLE)) 00497 { 00498 Isect is; 00499 00500 if (shi->mat->vol.shadeflag & MA_VOL_RECV_EXT_SHADOW) { 00501 mul_v3_fl(lacol, vol_get_shadow(shi, lar, co)); 00502 if (luminance(lacol) < 0.001f) return; 00503 } 00504 00505 /* find minimum of volume bounds, or lamp coord */ 00506 if (vol_get_bounds(shi, co, lv, hitco, &is, VOL_BOUNDS_SS)) { 00507 float dist = len_v3v3(co, hitco); 00508 VlakRen *vlr = (VlakRen *)is.hit.face; 00509 00510 /* simple internal shadowing */ 00511 if (vlr->mat->material_type == MA_TYPE_SURFACE) { 00512 lacol[0] = lacol[1] = lacol[2] = 0.0f; 00513 return; 00514 } 00515 00516 if (ELEM(lar->type, LA_SUN, LA_HEMI)) 00517 /* infinite lights, can never be inside volume */ 00518 atten_co = hitco; 00519 else if ( lampdist < dist ) { 00520 atten_co = lar->co; 00521 } else 00522 atten_co = hitco; 00523 00524 vol_get_transmittance(shi, tr, co, atten_co); 00525 00526 mul_v3_v3v3(lacol, lacol, tr); 00527 } 00528 else { 00529 /* Point is on the outside edge of the volume, 00530 * therefore no attenuation, full transmission. 00531 * Radiance from lamp remains unchanged */ 00532 } 00533 } 00534 00535 if (luminance(lacol) < 0.001f) return; 00536 00537 normalize_v3(lv); 00538 p = vol_get_phasefunc(shi, shi->mat->vol.asymmetry, shi->view, lv); 00539 00540 /* physically based scattering with non-physically based RGB gain */ 00541 vol_get_reflection_color(shi, ref_col, co); 00542 00543 lacol[0] *= p * ref_col[0]; 00544 lacol[1] *= p * ref_col[1]; 00545 lacol[2] *= p * ref_col[2]; 00546 } 00547 00548 /* single scattering only for now */ 00549 void vol_get_scattering(ShadeInput *shi, float *scatter_col, float *co) 00550 { 00551 ListBase *lights; 00552 GroupObject *go; 00553 LampRen *lar; 00554 00555 scatter_col[0] = scatter_col[1] = scatter_col[2] = 0.f; 00556 00557 lights= get_lights(shi); 00558 for(go=lights->first; go; go= go->next) 00559 { 00560 float lacol[3] = {0.f, 0.f, 0.f}; 00561 lar= go->lampren; 00562 00563 if (lar) { 00564 vol_shade_one_lamp(shi, co, lar, lacol); 00565 add_v3_v3(scatter_col, lacol); 00566 } 00567 } 00568 } 00569 00570 00571 /* 00572 The main volumetric integrator, using an emission/absorption/scattering model. 00573 00574 Incoming radiance = 00575 00576 outgoing radiance from behind surface * beam transmittance/attenuation 00577 + added radiance from all points along the ray due to participating media 00578 --> radiance for each segment = 00579 (radiance added by scattering + radiance added by emission) * beam transmittance/attenuation 00580 */ 00581 00582 /* For ease of use, I've also introduced a 'reflection' and 'reflection color' parameter, which isn't 00583 * physically correct. This works as an RGB tint/gain on out-scattered light, but doesn't affect the light 00584 * that is transmitted through the volume. While having wavelength dependent absorption/scattering is more correct, 00585 * it also makes it harder to control the overall look of the volume since coloring the outscattered light results 00586 * in the inverse color being transmitted through the rest of the volume. 00587 */ 00588 static void volumeintegrate(struct ShadeInput *shi, float *col, float *co, float *endco) 00589 { 00590 float radiance[3] = {0.f, 0.f, 0.f}; 00591 float tr[3] = {1.f, 1.f, 1.f}; 00592 float p[3] = {co[0], co[1], co[2]}; 00593 float step_vec[3] = {endco[0] - co[0], endco[1] - co[1], endco[2] - co[2]}; 00594 const float stepsize = shi->mat->vol.stepsize; 00595 00596 float t0 = 0.f; 00597 float pt0 = t0; 00598 float t1 = normalize_v3(step_vec); /* returns vector length */ 00599 00600 t0 += stepsize * ((shi->mat->vol.stepsize_type == MA_VOL_STEP_CONSTANT) ? 0.5f : BLI_thread_frand(shi->thread)); 00601 p[0] += t0 * step_vec[0]; 00602 p[1] += t0 * step_vec[1]; 00603 p[2] += t0 * step_vec[2]; 00604 mul_v3_fl(step_vec, stepsize); 00605 00606 for (; t0 < t1; pt0 = t0, t0 += stepsize) { 00607 const float density = vol_get_density(shi, p); 00608 00609 if (density > 0.00001f) { 00610 float scatter_col[3] = {0.f, 0.f, 0.f}, emit_col[3]; 00611 const float stepd = (t0 - pt0) * density; 00612 00613 /* transmittance component (alpha) */ 00614 vol_get_transmittance_seg(shi, tr, stepsize, co, density); 00615 00616 if (t0 > t1 * 0.25) { 00617 /* only use depth cutoff after we've traced a little way into the volume */ 00618 if (luminance(tr) < shi->mat->vol.depth_cutoff) break; 00619 } 00620 00621 vol_get_emission(shi, emit_col, p); 00622 00623 if (shi->obi->volume_precache) { 00624 float p2[3]; 00625 00626 p2[0] = p[0] + (step_vec[0] * 0.5); 00627 p2[1] = p[1] + (step_vec[1] * 0.5); 00628 p2[2] = p[2] + (step_vec[2] * 0.5); 00629 00630 vol_get_precached_scattering(&R, shi, scatter_col, p2); 00631 } else 00632 vol_get_scattering(shi, scatter_col, p); 00633 00634 radiance[0] += stepd * tr[0] * (emit_col[0] + scatter_col[0]); 00635 radiance[1] += stepd * tr[1] * (emit_col[1] + scatter_col[1]); 00636 radiance[2] += stepd * tr[2] * (emit_col[2] + scatter_col[2]); 00637 } 00638 add_v3_v3(p, step_vec); 00639 } 00640 00641 /* multiply original color (from behind volume) with transmittance over entire distance */ 00642 mul_v3_v3v3(col, tr, col); 00643 add_v3_v3(col, radiance); 00644 00645 /* alpha <-- transmission luminance */ 00646 col[3] = 1.0f - luminance(tr); 00647 } 00648 00649 /* the main entry point for volume shading */ 00650 static void volume_trace(struct ShadeInput *shi, struct ShadeResult *shr, int inside_volume) 00651 { 00652 float hitco[3], col[4] = {0.f,0.f,0.f,0.f}; 00653 float *startco, *endco; 00654 int trace_behind = 1; 00655 const int ztransp= ((shi->depth==0) && (shi->mat->mode & MA_TRANSP) && (shi->mat->mode & MA_ZTRANSP)); 00656 Isect is; 00657 00658 /* check for shading an internal face a volume object directly */ 00659 if (inside_volume == VOL_SHADE_INSIDE) 00660 trace_behind = 0; 00661 else if (inside_volume == VOL_SHADE_OUTSIDE) { 00662 if (shi->flippednor) 00663 inside_volume = VOL_SHADE_INSIDE; 00664 } 00665 00666 if (ztransp && inside_volume == VOL_SHADE_INSIDE) { 00667 MatInside *mi; 00668 int render_this=0; 00669 00670 /* don't render the backfaces of ztransp volume materials. 00671 00672 * volume shading renders the internal volume from between the 00673 * ' view intersection of the solid volume to the 00674 * intersection on the other side, as part of the shading of 00675 * the front face. 00676 00677 * Because ztransp renders both front and back faces independently 00678 * this will double up, so here we prevent rendering the backface as well, 00679 * which would otherwise render the volume in between the camera and the backface 00680 * --matt */ 00681 00682 for (mi=R.render_volumes_inside.first; mi; mi=mi->next) { 00683 /* weak... */ 00684 if (mi->ma == shi->mat) render_this=1; 00685 } 00686 if (!render_this) return; 00687 } 00688 00689 00690 if (inside_volume == VOL_SHADE_INSIDE) 00691 { 00692 startco = shi->camera_co; 00693 endco = shi->co; 00694 00695 if (trace_behind) { 00696 if (!ztransp) 00697 /* trace behind the volume object */ 00698 vol_trace_behind(shi, shi->vlr, endco, col); 00699 } else { 00700 /* we're tracing through the volume between the camera 00701 * and a solid surface, so use that pre-shaded radiance */ 00702 QUATCOPY(col, shr->combined); 00703 } 00704 00705 /* shade volume from 'camera' to 1st hit point */ 00706 volumeintegrate(shi, col, startco, endco); 00707 } 00708 /* trace to find a backface, the other side bounds of the volume */ 00709 /* (ray intersect ignores front faces here) */ 00710 else if (vol_get_bounds(shi, shi->co, shi->view, hitco, &is, VOL_BOUNDS_DEPTH)) 00711 { 00712 VlakRen *vlr = (VlakRen *)is.hit.face; 00713 00714 startco = shi->co; 00715 endco = hitco; 00716 00717 if (!ztransp) { 00718 /* if it's another face in the same material */ 00719 if (vlr->mat == shi->mat) { 00720 /* trace behind the 2nd (raytrace) hit point */ 00721 vol_trace_behind(shi, (VlakRen *)is.hit.face, endco, col); 00722 } else { 00723 shade_intersection(shi, col, &is); 00724 } 00725 } 00726 00727 /* shade volume from 1st hit point to 2nd hit point */ 00728 volumeintegrate(shi, col, startco, endco); 00729 } 00730 00731 if (ztransp) 00732 col[3] = col[3]>1.f?1.f:col[3]; 00733 else 00734 col[3] = 1.f; 00735 00736 copy_v3_v3(shr->combined, col); 00737 shr->alpha = col[3]; 00738 00739 VECCOPY(shr->diff, shr->combined); 00740 } 00741 00742 /* Traces a shadow through the object, 00743 * pretty much gets the transmission over a ray path */ 00744 void shade_volume_shadow(struct ShadeInput *shi, struct ShadeResult *shr, struct Isect *last_is) 00745 { 00746 float hitco[3]; 00747 float tr[3] = {1.0,1.0,1.0}; 00748 Isect is= {{0}}; 00749 float *startco, *endco; 00750 int intersect_type = VOL_BOUNDS_DEPTH; 00751 00752 memset(shr, 0, sizeof(ShadeResult)); 00753 00754 /* if 1st hit normal is facing away from the camera, 00755 * then we're inside the volume already. */ 00756 if (shi->flippednor) { 00757 startco = last_is->start; 00758 endco = shi->co; 00759 intersect_type = VOL_BOUNDS_SS; 00760 } 00761 00762 /* trace to find a backface, the other side bounds of the volume */ 00763 /* (ray intersect ignores front faces here) */ 00764 else if (vol_get_bounds(shi, shi->co, shi->view, hitco, &is, intersect_type)) { 00765 startco = shi->co; 00766 endco = hitco; 00767 } 00768 else { 00769 shr->combined[0] = shr->combined[1] = shr->combined[2] = 0.f; 00770 shr->alpha = shr->combined[3] = 1.f; 00771 return; 00772 } 00773 00774 vol_get_transmittance(shi, tr, startco, endco); 00775 00776 00777 /* if we hit another face in the same volume bounds */ 00778 /* shift raytrace coordinates to the hit point, to avoid shading volume twice */ 00779 /* due to idiosyncracy in ray_trace_shadow_tra() */ 00780 if (is.hit.ob == shi->obi) { 00781 copy_v3_v3(shi->co, hitco); 00782 last_is->dist -= is.dist; 00783 shi->vlr = (VlakRen *)is.hit.face; 00784 } 00785 00786 00787 copy_v3_v3(shr->combined, tr); 00788 shr->combined[3] = 1.0f - luminance(tr); 00789 shr->alpha = shr->combined[3]; 00790 } 00791 00792 00793 /* delivers a fully filled in ShadeResult, for all passes */ 00794 void shade_volume_outside(ShadeInput *shi, ShadeResult *shr) 00795 { 00796 memset(shr, 0, sizeof(ShadeResult)); 00797 volume_trace(shi, shr, VOL_SHADE_OUTSIDE); 00798 } 00799 00800 00801 void shade_volume_inside(ShadeInput *shi, ShadeResult *shr) 00802 { 00803 MatInside *m; 00804 Material *mat_backup; 00805 ObjectInstanceRen *obi_backup; 00806 float prev_alpha = shr->alpha; 00807 00808 /* XXX: extend to multiple volumes perhaps later */ 00809 mat_backup = shi->mat; 00810 obi_backup = shi->obi; 00811 00812 m = R.render_volumes_inside.first; 00813 shi->mat = m->ma; 00814 shi->obi = m->obi; 00815 shi->obr = m->obi->obr; 00816 00817 volume_trace(shi, shr, VOL_SHADE_INSIDE); 00818 00819 shr->alpha = shr->alpha + prev_alpha; 00820 CLAMP(shr->alpha, 0.0, 1.0); 00821 00822 shi->mat = mat_backup; 00823 shi->obi = obi_backup; 00824 shi->obr = obi_backup->obr; 00825 } 00826 00827