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.
This commit is contained in:
Sergey Sharybin 2014-10-22 19:23:45 +06:00
parent c24698a37e
commit d2d1b19170
8 changed files with 54 additions and 9 deletions

@ -114,6 +114,11 @@ enum_volume_sampling = (
('MULTIPLE_IMPORTANCE', "Multiple Importance", "Combine distance and equi-angular sampling for volumes where neither method is ideal"),
)
enum_volume_interpolation = (
('LINEAR', "Linear", "Good smoothness and speed"),
('CUBIC', 'Cubic', 'Smoothed high quality interpolation, but slower')
)
class CyclesRenderSettings(bpy.types.PropertyGroup):
@classmethod
@ -617,6 +622,13 @@ class CyclesMaterialSettings(bpy.types.PropertyGroup):
default='DISTANCE',
)
cls.volume_interpolation = EnumProperty(
name="Volume Interpolation",
description="Interpolation method to use for volumes",
items=enum_volume_interpolation,
default='LINEAR',
)
@classmethod
def unregister(cls):
del bpy.types.Material.cycles
@ -693,6 +705,13 @@ class CyclesWorldSettings(bpy.types.PropertyGroup):
default='EQUIANGULAR',
)
cls.volume_interpolation = EnumProperty(
name="Volume Interpolation",
description="Interpolation method to use for volumes",
items=enum_volume_interpolation,
default='LINEAR',
)
@classmethod
def unregister(cls):
del bpy.types.World.cycles

@ -936,6 +936,7 @@ class CyclesWorld_PT_settings(CyclesButtonsPanel, Panel):
sub = col.column()
sub.active = use_cpu(context)
sub.prop(cworld, "volume_sampling", text="")
sub.prop(cworld, "volume_interpolation", text="")
col.prop(cworld, "homogeneous_volume", text="Homogeneous")
@ -1040,6 +1041,7 @@ class CyclesMaterial_PT_settings(CyclesButtonsPanel, Panel):
sub = col.column()
sub.active = use_cpu(context)
sub.prop(cmat, "volume_sampling", text="")
col.prop(cmat, "volume_interpolation", text="")
col.prop(cmat, "homogeneous_volume", text="Homogeneous")

@ -1015,6 +1015,7 @@ void BlenderSync::sync_materials(bool update_all)
shader->use_transparent_shadow = get_boolean(cmat, "use_transparent_shadow");
shader->heterogeneous_volume = !get_boolean(cmat, "homogeneous_volume");
shader->volume_sampling_method = RNA_enum_get(&cmat, "volume_sampling");
shader->volume_interpolation_method = RNA_enum_get(&cmat, "volume_interpolation");
shader->set_graph(graph);
shader->tag_update(scene);
@ -1045,6 +1046,7 @@ void BlenderSync::sync_world(bool update_all)
PointerRNA cworld = RNA_pointer_get(&b_world.ptr, "cycles");
shader->heterogeneous_volume = !get_boolean(cworld, "homogeneous_volume");
shader->volume_sampling_method = RNA_enum_get(&cworld, "volume_sampling");
shader->volume_interpolation_method = RNA_enum_get(&cworld, "volume_interpolation");
}
else if(b_world) {
ShaderNode *closure, *out;

@ -52,7 +52,11 @@ ccl_device float volume_attribute_float(KernelGlobals *kg, const ShaderData *sd,
#ifdef __KERNEL_GPU__
float4 r = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
#else
float4 r = kernel_tex_image_interp_3d(id, P.x, P.y, P.z);
float4 r;
if(sd->flag & SD_VOLUME_CUBIC)
r = kernel_tex_image_interp_3d_ex(id, P.x, P.y, P.z, INTERPOLATION_CUBIC);
else
r = kernel_tex_image_interp_3d(id, P.x, P.y, P.z);
#endif
if(dx) *dx = 0.0f;
@ -68,7 +72,11 @@ ccl_device float3 volume_attribute_float3(KernelGlobals *kg, const ShaderData *s
#ifdef __KERNEL_GPU__
float4 r = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
#else
float4 r = kernel_tex_image_interp_3d(id, P.x, P.y, P.z);
float4 r;
if(sd->flag & SD_VOLUME_CUBIC)
r = kernel_tex_image_interp_3d_ex(id, P.x, P.y, P.z, INTERPOLATION_CUBIC);
else
r = kernel_tex_image_interp_3d(id, P.x, P.y, P.z);
#endif
if(dx) *dx = make_float3(0.0f, 0.0f, 0.0f);

@ -150,6 +150,13 @@ template<typename T> struct texture_image {
}
ccl_always_inline float4 interp_3d(float x, float y, float z, bool periodic = false)
{
return interp_3d_ex(x, y, z, interpolation, periodic);
}
ccl_always_inline float4 interp_3d_ex(float x, float y, float z,
int interpolation = INTERPOLATION_LINEAR,
bool periodic = false)
{
if(UNLIKELY(!data))
return make_float4(0.0f, 0.0f, 0.0f, 0.0f);
@ -331,6 +338,7 @@ typedef texture_image<uchar4> texture_image_uchar4;
#define kernel_tex_lookup(tex, t, offset, size) (kg->tex.lookup(t, offset, size))
#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))
#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))
#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))
#define kernel_data (kg->__data)

@ -616,18 +616,20 @@ enum ShaderDataFlag {
SD_HAS_BSSRDF_BUMP = 65536, /* bssrdf normal uses bump */
SD_VOLUME_EQUIANGULAR = 131072, /* use equiangular sampling */
SD_VOLUME_MIS = 262144, /* use multiple importance sampling */
SD_VOLUME_CUBIC = 524288,
SD_SHADER_FLAGS = (SD_USE_MIS|SD_HAS_TRANSPARENT_SHADOW|SD_HAS_VOLUME|
SD_HAS_ONLY_VOLUME|SD_HETEROGENEOUS_VOLUME|
SD_HAS_BSSRDF_BUMP|SD_VOLUME_EQUIANGULAR|SD_VOLUME_MIS),
SD_HAS_BSSRDF_BUMP|SD_VOLUME_EQUIANGULAR|SD_VOLUME_MIS|
SD_VOLUME_CUBIC),
/* object flags */
SD_HOLDOUT_MASK = 524288, /* holdout for camera rays */
SD_OBJECT_MOTION = 1048576, /* has object motion blur */
SD_TRANSFORM_APPLIED = 2097152, /* vertices have transform applied */
SD_NEGATIVE_SCALE_APPLIED = 4194304, /* vertices have negative scale applied */
SD_OBJECT_HAS_VOLUME = 8388608, /* object has a volume shader */
SD_OBJECT_INTERSECTS_VOLUME = 16777216, /* object intersects AABB of an object with volume shader */
SD_HOLDOUT_MASK = 1048576, /* holdout for camera rays */
SD_OBJECT_MOTION = 2097152, /* has object motion blur */
SD_TRANSFORM_APPLIED = 4194304, /* vertices have transform applied */
SD_NEGATIVE_SCALE_APPLIED = 8388608, /* vertices have negative scale applied */
SD_OBJECT_HAS_VOLUME = 16777216, /* object has a volume shader */
SD_OBJECT_INTERSECTS_VOLUME = 33554432, /* object intersects AABB of an object with volume shader */
SD_OBJECT_FLAGS = (SD_HOLDOUT_MASK|SD_OBJECT_MOTION|SD_TRANSFORM_APPLIED|
SD_NEGATIVE_SCALE_APPLIED|SD_OBJECT_HAS_VOLUME|

@ -139,6 +139,7 @@ Shader::Shader()
use_transparent_shadow = true;
heterogeneous_volume = true;
volume_sampling_method = 0;
volume_interpolation_method = 0;
has_surface = false;
has_surface_transparent = false;
@ -356,6 +357,8 @@ void ShaderManager::device_update_common(Device *device, DeviceScene *dscene, Sc
flag |= SD_VOLUME_EQUIANGULAR;
if(shader->volume_sampling_method == 2)
flag |= SD_VOLUME_MIS;
if(shader->volume_interpolation_method == 1)
flag |= SD_VOLUME_CUBIC;
/* regular shader */
shader_flag[i++] = flag;

@ -69,6 +69,7 @@ public:
bool use_transparent_shadow;
bool heterogeneous_volume;
int volume_sampling_method;
int volume_interpolation_method;
/* synchronization */
bool need_update;