blender/intern/cycles/kernel/kernel_volume.h

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/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License
*/
CCL_NAMESPACE_BEGIN
/* Volume shader properties
*
* extinction coefficient = absorption coefficient + scattering coefficient
* sigma_t = sigma_a + sigma_s */
typedef struct VolumeShaderSample {
float3 sigma_a;
float3 sigma_s;
float3 emission;
} VolumeShaderSample;
/* evaluate shader to get extinction coefficient at P */
ccl_device bool volume_shader_extinction_sample(KernelGlobals *kg, ShaderData *sd, VolumeStack *stack, int path_flag, ShaderContext ctx, float3 P, float3 *extinction)
{
sd->P = P;
shader_eval_volume(kg, sd, stack, 0.0f, path_flag, ctx);
if(!(sd->flag & SD_VOLUME))
return false;
float3 sigma_t = make_float3(0.0f, 0.0f, 0.0f);
for(int i = 0; i < sd->num_closure; i++) {
const ShaderClosure *sc = &sd->closure[i];
if(CLOSURE_IS_VOLUME(sc->type))
sigma_t += sc->weight;
}
*extinction = sigma_t;
return true;
}
/* evaluate shader to get absorption, scattering and emission at P */
ccl_device bool volume_shader_sample(KernelGlobals *kg, ShaderData *sd, VolumeStack *stack, int path_flag, ShaderContext ctx, float3 P, VolumeShaderSample *sample)
{
sd->P = P;
shader_eval_volume(kg, sd, stack, 0.0f, path_flag, ctx);
if(!(sd->flag & (SD_VOLUME|SD_EMISSION)))
return false;
sample->sigma_a = make_float3(0.0f, 0.0f, 0.0f);
sample->sigma_s = make_float3(0.0f, 0.0f, 0.0f);
sample->emission = make_float3(0.0f, 0.0f, 0.0f);
for(int i = 0; i < sd->num_closure; i++) {
const ShaderClosure *sc = &sd->closure[i];
if(sc->type == CLOSURE_VOLUME_ABSORPTION_ID)
sample->sigma_a += sc->weight;
else if(sc->type == CLOSURE_EMISSION_ID)
sample->emission += sc->weight;
else if(CLOSURE_IS_VOLUME(sc->type))
sample->sigma_s += sc->weight;
}
return true;
}
ccl_device float3 volume_color_attenuation(float3 sigma, float t)
{
return make_float3(expf(-sigma.x * t), expf(-sigma.y * t), expf(-sigma.z * t));
}
/* Volumetric Shadows */
/* get the volume attenuation over line segment defined by segment_ray, with the
* assumption that there are no surfaces blocking light between the endpoints */
ccl_device void kernel_volume_get_shadow_attenuation(KernelGlobals *kg, PathState *state, Ray *segment_ray, float3 *throughput)
{
ShaderData sd;
shader_setup_from_volume(kg, &sd, segment_ray, state->bounce);
ShaderContext ctx = SHADER_CONTEXT_SHADOW;
int path_flag = PATH_RAY_SHADOW;
float3 sigma_t;
/* homogenous volume: assume shader evaluation at the starts gives
* the extinction coefficient for the entire line segment */
if(!volume_shader_extinction_sample(kg, &sd, state->volume_stack, path_flag, ctx, segment_ray->P, &sigma_t))
return;
*throughput *= volume_color_attenuation(sigma_t, segment_ray->t);
}
/* Volumetric Path */
/* get the volume attenuation and emission over line segment defined by
* segment_ray, with the assumption that there are no surfaces blocking light
* between the endpoints */
ccl_device void kernel_volume_integrate(KernelGlobals *kg, PathState *state, Ray *segment_ray, PathRadiance *L, float3 *throughput)
{
ShaderData sd;
shader_setup_from_volume(kg, &sd, segment_ray, state->bounce);
ShaderContext ctx = SHADER_CONTEXT_VOLUME;
int path_flag = PATH_RAY_SHADOW;
VolumeShaderSample sample;
/* homogenous volume: assume shader evaluation at the starts gives
* the extinction coefficient for the entire line segment */
if(!volume_shader_sample(kg, &sd, state->volume_stack, path_flag, ctx, segment_ray->P, &sample))
return;
int closure_flag = sd.flag;
float t = segment_ray->t;
/* compute attenuation from absorption (+ scattering for now) */
float3 sigma_t, attenuation;
if(closure_flag & SD_VOLUME) {
sigma_t = sample.sigma_a + sample.sigma_s;
attenuation = volume_color_attenuation(sigma_t, t);
}
/* integrate emission attenuated by absorption
* integral E * exp(-sigma_t * t) from 0 to t = E * (1 - exp(-sigma_t * t))/sigma_t
* this goes to E * t as sigma_t goes to zero
*
* todo: we should use an epsilon to avoid precision issues near zero sigma_t */
if(closure_flag & SD_EMISSION) {
float3 emission = sample.emission;
if(closure_flag & SD_VOLUME) {
emission.x *= (sigma_t.x > 0.0f)? (1.0f - attenuation.x)/sigma_t.x: t;
emission.y *= (sigma_t.y > 0.0f)? (1.0f - attenuation.y)/sigma_t.y: t;
emission.z *= (sigma_t.z > 0.0f)? (1.0f - attenuation.z)/sigma_t.z: t;
}
else
emission *= t;
path_radiance_accum_emission(L, *throughput, emission, state->bounce);
}
/* modify throughput */
if(closure_flag & SD_VOLUME)
*throughput *= attenuation;
}
/* Volume Stack */
ccl_device void kernel_volume_stack_init(KernelGlobals *kg, VolumeStack *stack)
{
/* todo: this assumes camera is always in air, need to detect when it isn't */
if(kernel_data.background.volume_shader == SHADER_NO_ID) {
stack[0].shader = SHADER_NO_ID;
}
else {
stack[0].shader = kernel_data.background.volume_shader;
stack[0].object = ~0;
stack[1].shader = SHADER_NO_ID;
}
}
ccl_device void kernel_volume_stack_enter_exit(KernelGlobals *kg, ShaderData *sd, VolumeStack *stack)
{
/* todo: we should have some way for objects to indicate if they want the
* world shader to work inside them. excluding it by default is problematic
* because non-volume objects can't be assumed to be closed manifolds */
if(!(sd->flag & SD_HAS_VOLUME))
return;
if(sd->flag & SD_BACKFACING) {
/* exit volume object: remove from stack */
for(int i = 0; stack[i].shader != SHADER_NO_ID; i++) {
if(stack[i].object == sd->object) {
/* shift back next stack entries */
do {
stack[i] = stack[i+1];
i++;
}
while(stack[i].shader != SHADER_NO_ID);
return;
}
}
}
else {
/* enter volume object: add to stack */
int i;
for(i = 0; stack[i].shader != SHADER_NO_ID; i++) {
/* already in the stack? then we have nothing to do */
if(stack[i].object == sd->object)
return;
}
/* if we exceed the stack limit, ignore */
if(i >= VOLUME_STACK_SIZE-1)
return;
/* add to the end of the stack */
stack[i].shader = sd->shader;
stack[i].object = sd->object;
stack[i+1].shader = SHADER_NO_ID;
}
}
CCL_NAMESPACE_END