blender/intern/cycles/kernel/kernel_shadow.h
Brecht Van Lommel 2b39214c4d Cycles Volume Render: add support for overlapping volume objects.
This works pretty much as you would expect, overlapping volume objects gives
a more dense volume. What did change is that world volume shaders are now
active everywhere, they are no longer excluded inside objects.

This may not be desirable and we need to think of better control over this.
In some cases you clearly want it to happen, for example if you are rendering
a fire in a foggy environment. In other cases like the inside of a house you
may not want any fog, but it doesn't seem possible in general for the renderer
to automatically determine what is inside or outside of the house.

This is implemented using a simple fixed size array of shader/object ID pairs,
limited to max 15 overlapping objects. The closures from all shaders are put
into a single closure array, exactly the same as if an add shader was used to
combine them.
2013-12-28 20:12:11 +01:00

133 lines
3.9 KiB
C

/*
* 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
ccl_device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray *ray, float3 *shadow)
{
*shadow = make_float3(1.0f, 1.0f, 1.0f);
if(ray->t == 0.0f)
return false;
Intersection isect;
#ifdef __HAIR__
bool result = scene_intersect(kg, ray, PATH_RAY_SHADOW_OPAQUE, &isect, NULL, 0.0f, 0.0f);
#else
bool result = scene_intersect(kg, ray, PATH_RAY_SHADOW_OPAQUE, &isect);
#endif
#ifdef __TRANSPARENT_SHADOWS__
if(result && kernel_data.integrator.transparent_shadows) {
/* transparent shadows work in such a way to try to minimize overhead
* in cases where we don't need them. after a regular shadow ray is
* cast we check if the hit primitive was potentially transparent, and
* only in that case start marching. this gives on extra ray cast for
* the cases were we do want transparency.
*
* also note that for this to work correct, multi close sampling must
* be used, since we don't pass a random number to shader_eval_surface */
if(shader_transparent_shadow(kg, &isect)) {
float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
float3 Pend = ray->P + ray->D*ray->t;
int bounce = state->transparent_bounce;
#ifdef __VOLUME__
PathState ps = *state;
#endif
for(;;) {
if(bounce >= kernel_data.integrator.transparent_max_bounce) {
return true;
}
else if(bounce >= kernel_data.integrator.transparent_min_bounce) {
/* todo: get random number somewhere for probabilistic terminate */
#if 0
float probability = average(throughput);
float terminate = 0.0f;
if(terminate >= probability)
return true;
throughput /= probability;
#endif
}
#ifdef __HAIR__
if(!scene_intersect(kg, ray, PATH_RAY_SHADOW_TRANSPARENT, &isect, NULL, 0.0f, 0.0f)) {
#else
if(!scene_intersect(kg, ray, PATH_RAY_SHADOW_TRANSPARENT, &isect)) {
#endif
#ifdef __VOLUME__
/* attenuation for last line segment towards light */
if(ps.volume_stack[0].shader != SHADER_NO_ID)
throughput *= kernel_volume_get_shadow_attenuation(kg, &ps, ray);
#endif
*shadow *= throughput;
return false;
}
if(!shader_transparent_shadow(kg, &isect))
return true;
#ifdef __VOLUME__
/* attenuation between last surface and next surface */
if(ps.volume_stack[0].shader != SHADER_NO_ID) {
Ray segment_ray = *ray;
segment_ray.t = isect.t;
throughput *= kernel_volume_get_shadow_attenuation(kg, &ps, &segment_ray);
}
#endif
/* setup shader data at surface */
ShaderData sd;
shader_setup_from_ray(kg, &sd, &isect, ray, state->bounce+1);
/* attenuation from transparent surface */
if(!(sd.flag & SD_HAS_ONLY_VOLUME)) {
shader_eval_surface(kg, &sd, 0.0f, PATH_RAY_SHADOW, SHADER_CONTEXT_SHADOW);
throughput *= shader_bsdf_transparency(kg, &sd);
}
/* move ray forward */
ray->P = ray_offset(sd.P, -sd.Ng);
if(ray->t != FLT_MAX)
ray->D = normalize_len(Pend - ray->P, &ray->t);
#ifdef __VOLUME__
/* exit/enter volume */
kernel_volume_stack_enter_exit(kg, &sd, ps.volume_stack);
#endif
bounce++;
}
}
}
#ifdef __VOLUME__
else if(!result && state->volume_stack[0].shader != SHADER_NO_ID) {
/* apply attenuation from current volume shader */
*shadow *= kernel_volume_get_shadow_attenuation(kg, state, ray);
}
#endif
#endif
return result;
}
CCL_NAMESPACE_END