Italian community request: Area light fix!

http://peach.blender.org/index.php/area-light-fix-light-not-shadow/

Now, for every possible shadow sample, an area light calculation is 
done from that position.
This commit is contained in:
Ton Roosendaal 2007-12-01 17:55:16 +00:00
parent 448a423288
commit 4ba215478f
4 changed files with 55 additions and 14 deletions

@ -2940,7 +2940,12 @@ static void initshadowbuf(Render *re, LampRen *lar, float mat[][4])
static void area_lamp_vectors(LampRen *lar)
{
float xsize= 0.5*lar->area_size, ysize= 0.5*lar->area_sizey;
float xsize= 0.5*lar->area_size, ysize= 0.5*lar->area_sizey, multifac;
/* make it smaller, so area light can be multisampled */
multifac= 1.0f/sqrt((float)lar->ray_totsamp);
xsize *= multifac;
ysize *= multifac;
/* corner vectors */
lar->area[0][0]= lar->co[0] - xsize*lar->mat[0][0] - ysize*lar->mat[1][0];
@ -3076,6 +3081,7 @@ static GroupObject *add_render_lamp(Render *re, Object *ob)
}
area_lamp_vectors(lar);
init_jitter_plane(lar); // subsamples
}
else lar->ray_totsamp= 0;

@ -579,6 +579,9 @@ 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;

@ -421,17 +421,21 @@ static double saacos_d(double fac)
}
/* Stoke's form factor. Need doubles here for extreme small area sizes */
static float area_lamp_energy(float *co, float *vn, LampRen *lar)
static float area_lamp_energy(float (*area)[3], float *co, float *vn)
{
double fac;
double vec[4][3]; /* vectors of rendered co to vertices lamp */
double cross[4][3]; /* cross products of this */
double rad[4]; /* angles between vecs */
VECSUB(vec[0], co, lar->area[0]);
VECSUB(vec[1], co, lar->area[1]);
VECSUB(vec[2], co, lar->area[2]);
VECSUB(vec[3], co, lar->area[3]);
/* extra test for dot */
if ( INPR(co, vn) <= 0.0f)
return 0.0f;
VECSUB(vec[0], co, area[0]);
VECSUB(vec[1], co, area[1]);
VECSUB(vec[2], co, area[2]);
VECSUB(vec[3], co, area[3]);
Normalize_d(vec[0]);
Normalize_d(vec[1]);
@ -467,7 +471,35 @@ static float area_lamp_energy(float *co, float *vn, LampRen *lar)
fac+= rad[3]*(vn[0]*cross[3][0]+ vn[1]*cross[3][1]+ vn[2]*cross[3][2]);
if(fac<=0.0) return 0.0;
return pow(fac*lar->areasize, lar->k); // corrected for buttons size and lar->dist^2
return fac;
}
static float area_lamp_energy_multisample(LampRen *lar, float *co, float *vn)
{
/* corner vectors are moved around according lamp jitter */
float *jitlamp= lar->jitter, vec[3];
float area[4][3], intens= 0.0f;
int a= lar->ray_totsamp;
while(a--) {
vec[0]= jitlamp[0];
vec[1]= jitlamp[1];
vec[2]= 0.0f;
Mat3MulVecfl(lar->mat, vec);
VECADD(area[0], lar->area[0], vec);
VECADD(area[1], lar->area[1], vec);
VECADD(area[2], lar->area[2], vec);
VECADD(area[3], lar->area[3], vec);
intens+= area_lamp_energy(area, co, vn);
jitlamp+= 2;
}
intens /= (float)lar->ray_totsamp;
return pow(intens*lar->areasize, lar->k); // corrected for buttons size and lar->dist^2
}
static float spec(float inp, int hard)
@ -1057,10 +1089,10 @@ float lamp_get_visibility(LampRen *lar, float *co, float *lv, float *dist)
/* area type has no quad or sphere option */
if(lar->type==LA_AREA) {
/* area is single sided */
if(INPR(lv, lar->vec) > 0.0f)
visifac= 1.0f;
else
visifac= 0.0f;
//if(INPR(lv, lar->vec) > 0.0f)
// visifac= 1.0f;
//else
// visifac= 0.0f;
}
else {
switch(lar->falloff_type)
@ -1206,7 +1238,7 @@ static void shade_one_light(LampRen *lar, ShadeInput *shi, ShadeResult *shr, int
/* this complex construction screams for a nicer implementation! (ton) */
if(R.r.mode & R_SHADOW) {
if(ma->mode & MA_SHADOW) {
if(lar->type==LA_HEMI);
if(lar->type==LA_HEMI || lar->type==LA_AREA);
else if((ma->mode & MA_RAYBIAS) && (lar->mode & LA_SHAD_RAY) && (vlr->flag & R_SMOOTH)) {
float thresh= vlr->ob->smoothresh;
if(inp>thresh)
@ -1233,7 +1265,7 @@ static void shade_one_light(LampRen *lar, ShadeInput *shi, ShadeResult *shr, int
else {
if(lar->type==LA_AREA)
inp= area_lamp_energy(shi->co, vn, lar);
inp= area_lamp_energy_multisample(lar, shi->co, vn);
/* diffuse shaders (oren nayer gets inp from area light) */
if(ma->diff_shader==MA_DIFF_ORENNAYAR) is= OrenNayar_Diff(inp, vn, lv, view, ma->roughness);

@ -2369,7 +2369,7 @@ static void winqreadview3dspace(ScrArea *sa, void *spacedata, BWinEvent *evt)
ob= ob->parent;
if(ob && (ob->flag & OB_POSEMODE)) {
bArmature *arm= ob->data;
if( ELEM(arm->drawtype, ARM_B_BONE, ARM_ENVELOPE)) {
if( arm->drawtype==ARM_ENVELOPE) {
initTransform(TFM_BONESIZE, CTX_NONE);
Transform();
break;