forked from bartvdbraak/blender
Cycles: Expose volume voxel data interpolation to the interface
It is per-material setting which could be found under the Volume settings in the material and world context buttons. There could still be some code-wise improvements, like using variable-size macro for interp3d instead of having interp3d_ex to which you can pass the interpolation method.
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c24698a37e
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d2d1b19170
@ -114,6 +114,11 @@ enum_volume_sampling = (
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('MULTIPLE_IMPORTANCE', "Multiple Importance", "Combine distance and equi-angular sampling for volumes where neither method is ideal"),
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)
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enum_volume_interpolation = (
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('LINEAR', "Linear", "Good smoothness and speed"),
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('CUBIC', 'Cubic', 'Smoothed high quality interpolation, but slower')
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)
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class CyclesRenderSettings(bpy.types.PropertyGroup):
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@classmethod
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@ -617,6 +622,13 @@ class CyclesMaterialSettings(bpy.types.PropertyGroup):
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default='DISTANCE',
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)
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cls.volume_interpolation = EnumProperty(
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name="Volume Interpolation",
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description="Interpolation method to use for volumes",
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items=enum_volume_interpolation,
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default='LINEAR',
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)
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@classmethod
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def unregister(cls):
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del bpy.types.Material.cycles
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@ -693,6 +705,13 @@ class CyclesWorldSettings(bpy.types.PropertyGroup):
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default='EQUIANGULAR',
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)
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cls.volume_interpolation = EnumProperty(
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name="Volume Interpolation",
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description="Interpolation method to use for volumes",
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items=enum_volume_interpolation,
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default='LINEAR',
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)
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@classmethod
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def unregister(cls):
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del bpy.types.World.cycles
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@ -936,6 +936,7 @@ class CyclesWorld_PT_settings(CyclesButtonsPanel, Panel):
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sub = col.column()
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sub.active = use_cpu(context)
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sub.prop(cworld, "volume_sampling", text="")
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sub.prop(cworld, "volume_interpolation", text="")
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col.prop(cworld, "homogeneous_volume", text="Homogeneous")
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@ -1040,6 +1041,7 @@ class CyclesMaterial_PT_settings(CyclesButtonsPanel, Panel):
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sub = col.column()
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sub.active = use_cpu(context)
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sub.prop(cmat, "volume_sampling", text="")
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col.prop(cmat, "volume_interpolation", text="")
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col.prop(cmat, "homogeneous_volume", text="Homogeneous")
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@ -1015,6 +1015,7 @@ void BlenderSync::sync_materials(bool update_all)
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shader->use_transparent_shadow = get_boolean(cmat, "use_transparent_shadow");
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shader->heterogeneous_volume = !get_boolean(cmat, "homogeneous_volume");
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shader->volume_sampling_method = RNA_enum_get(&cmat, "volume_sampling");
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shader->volume_interpolation_method = RNA_enum_get(&cmat, "volume_interpolation");
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shader->set_graph(graph);
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shader->tag_update(scene);
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@ -1045,6 +1046,7 @@ void BlenderSync::sync_world(bool update_all)
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PointerRNA cworld = RNA_pointer_get(&b_world.ptr, "cycles");
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shader->heterogeneous_volume = !get_boolean(cworld, "homogeneous_volume");
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shader->volume_sampling_method = RNA_enum_get(&cworld, "volume_sampling");
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shader->volume_interpolation_method = RNA_enum_get(&cworld, "volume_interpolation");
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}
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else if(b_world) {
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ShaderNode *closure, *out;
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@ -52,7 +52,11 @@ ccl_device float volume_attribute_float(KernelGlobals *kg, const ShaderData *sd,
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#ifdef __KERNEL_GPU__
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float4 r = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
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#else
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float4 r = kernel_tex_image_interp_3d(id, P.x, P.y, P.z);
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float4 r;
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if(sd->flag & SD_VOLUME_CUBIC)
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r = kernel_tex_image_interp_3d_ex(id, P.x, P.y, P.z, INTERPOLATION_CUBIC);
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else
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r = kernel_tex_image_interp_3d(id, P.x, P.y, P.z);
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#endif
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if(dx) *dx = 0.0f;
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@ -68,7 +72,11 @@ ccl_device float3 volume_attribute_float3(KernelGlobals *kg, const ShaderData *s
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#ifdef __KERNEL_GPU__
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float4 r = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
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#else
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float4 r = kernel_tex_image_interp_3d(id, P.x, P.y, P.z);
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float4 r;
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if(sd->flag & SD_VOLUME_CUBIC)
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r = kernel_tex_image_interp_3d_ex(id, P.x, P.y, P.z, INTERPOLATION_CUBIC);
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else
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r = kernel_tex_image_interp_3d(id, P.x, P.y, P.z);
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#endif
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if(dx) *dx = make_float3(0.0f, 0.0f, 0.0f);
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@ -150,6 +150,13 @@ template<typename T> struct texture_image {
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}
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ccl_always_inline float4 interp_3d(float x, float y, float z, bool periodic = false)
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{
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return interp_3d_ex(x, y, z, interpolation, periodic);
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}
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ccl_always_inline float4 interp_3d_ex(float x, float y, float z,
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int interpolation = INTERPOLATION_LINEAR,
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bool periodic = false)
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{
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if(UNLIKELY(!data))
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return make_float4(0.0f, 0.0f, 0.0f, 0.0f);
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@ -331,6 +338,7 @@ typedef texture_image<uchar4> texture_image_uchar4;
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#define kernel_tex_lookup(tex, t, offset, size) (kg->tex.lookup(t, offset, size))
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#define kernel_tex_image_interp(tex, x, y) ((tex < MAX_FLOAT_IMAGES) ? kg->texture_float_images[tex].interp(x, y) : kg->texture_byte_images[tex - MAX_FLOAT_IMAGES].interp(x, y))
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#define kernel_tex_image_interp_3d(tex, x, y, z) ((tex < MAX_FLOAT_IMAGES) ? kg->texture_float_images[tex].interp_3d(x, y, z) : kg->texture_byte_images[tex - MAX_FLOAT_IMAGES].interp_3d(x, y, z))
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#define kernel_tex_image_interp_3d_ex(tex, x, y, z, interpolation) ((tex < MAX_FLOAT_IMAGES) ? kg->texture_float_images[tex].interp_3d_ex(x, y, z, interpolation) : kg->texture_byte_images[tex - MAX_FLOAT_IMAGES].interp_3d_ex(x, y, z, interpolation))
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#define kernel_data (kg->__data)
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@ -616,18 +616,20 @@ enum ShaderDataFlag {
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SD_HAS_BSSRDF_BUMP = 65536, /* bssrdf normal uses bump */
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SD_VOLUME_EQUIANGULAR = 131072, /* use equiangular sampling */
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SD_VOLUME_MIS = 262144, /* use multiple importance sampling */
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SD_VOLUME_CUBIC = 524288,
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SD_SHADER_FLAGS = (SD_USE_MIS|SD_HAS_TRANSPARENT_SHADOW|SD_HAS_VOLUME|
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SD_HAS_ONLY_VOLUME|SD_HETEROGENEOUS_VOLUME|
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SD_HAS_BSSRDF_BUMP|SD_VOLUME_EQUIANGULAR|SD_VOLUME_MIS),
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SD_HAS_BSSRDF_BUMP|SD_VOLUME_EQUIANGULAR|SD_VOLUME_MIS|
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SD_VOLUME_CUBIC),
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/* object flags */
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SD_HOLDOUT_MASK = 524288, /* holdout for camera rays */
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SD_OBJECT_MOTION = 1048576, /* has object motion blur */
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SD_TRANSFORM_APPLIED = 2097152, /* vertices have transform applied */
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SD_NEGATIVE_SCALE_APPLIED = 4194304, /* vertices have negative scale applied */
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SD_OBJECT_HAS_VOLUME = 8388608, /* object has a volume shader */
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SD_OBJECT_INTERSECTS_VOLUME = 16777216, /* object intersects AABB of an object with volume shader */
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SD_HOLDOUT_MASK = 1048576, /* holdout for camera rays */
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SD_OBJECT_MOTION = 2097152, /* has object motion blur */
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SD_TRANSFORM_APPLIED = 4194304, /* vertices have transform applied */
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SD_NEGATIVE_SCALE_APPLIED = 8388608, /* vertices have negative scale applied */
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SD_OBJECT_HAS_VOLUME = 16777216, /* object has a volume shader */
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SD_OBJECT_INTERSECTS_VOLUME = 33554432, /* object intersects AABB of an object with volume shader */
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SD_OBJECT_FLAGS = (SD_HOLDOUT_MASK|SD_OBJECT_MOTION|SD_TRANSFORM_APPLIED|
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SD_NEGATIVE_SCALE_APPLIED|SD_OBJECT_HAS_VOLUME|
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@ -139,6 +139,7 @@ Shader::Shader()
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use_transparent_shadow = true;
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heterogeneous_volume = true;
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volume_sampling_method = 0;
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volume_interpolation_method = 0;
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has_surface = false;
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has_surface_transparent = false;
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@ -356,6 +357,8 @@ void ShaderManager::device_update_common(Device *device, DeviceScene *dscene, Sc
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flag |= SD_VOLUME_EQUIANGULAR;
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if(shader->volume_sampling_method == 2)
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flag |= SD_VOLUME_MIS;
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if(shader->volume_interpolation_method == 1)
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flag |= SD_VOLUME_CUBIC;
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/* regular shader */
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shader_flag[i++] = flag;
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@ -69,6 +69,7 @@ public:
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bool use_transparent_shadow;
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bool heterogeneous_volume;
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int volume_sampling_method;
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int volume_interpolation_method;
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/* synchronization */
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bool need_update;
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