blender/intern/cycles/render/tables.cpp
Brecht Van Lommel de9dffc61e Cycles: initial subsurface multiple scattering support. It's not working as
well as I would like, but it works, just add a subsurface scattering node and
you can use it like any other BSDF.

It is using fully raytraced sampling compatible with progressive rendering
and other more advanced rendering algorithms we might used in the future, and
it uses no extra memory so it's suitable for complex scenes.

Disadvantage is that it can be quite noisy and slow. Two limitations that will
be solved are that it does not work with bump mapping yet, and that the falloff
function used is a simple cubic function, it's not using the real BSSRDF
falloff function yet.

The node has a color input, along with a scattering radius for each RGB color
channel along with an overall scale factor for the radii.

There is also no GPU support yet, will test if I can get that working later.

Node Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#BSSRDF

Implementation notes:
http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Subsurface_Scattering
2013-04-01 20:26:52 +00:00

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/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "device.h"
#include "scene.h"
#include "tables.h"
#include "util_debug.h"
CCL_NAMESPACE_BEGIN
/* Lookup Tables */
LookupTables::LookupTables()
{
need_update = true;
}
LookupTables::~LookupTables()
{
assert(lookup_tables.size() == 0);
}
void LookupTables::device_update(Device *device, DeviceScene *dscene)
{
if(!need_update)
return;
device->tex_alloc("__lookup_table", dscene->lookup_table);
need_update = false;
}
void LookupTables::device_free(Device *device, DeviceScene *dscene)
{
device->tex_free(dscene->lookup_table);
dscene->lookup_table.clear();
}
static size_t round_up_to_multiple(size_t size, size_t chunk)
{
return ((size + chunk - 1)/chunk) * chunk;
}
size_t LookupTables::add_table(DeviceScene *dscene, vector<float>& data)
{
assert(data.size() > 0);
need_update = true;
Table new_table;
new_table.offset = 0;
new_table.size = round_up_to_multiple(data.size(), TABLE_CHUNK_SIZE);
/* find space to put lookup table */
list<Table>::iterator table;
for(table = lookup_tables.begin(); table != lookup_tables.end(); table++) {
if(new_table.offset + new_table.size <= table->offset) {
lookup_tables.insert(table, new_table);
break;
}
else
new_table.offset = table->offset + table->size;
}
if(table == lookup_tables.end()) {
/* add at the end */
lookup_tables.push_back(new_table);
dscene->lookup_table.resize(new_table.offset + new_table.size);
}
/* copy table data and return offset */
dscene->lookup_table.copy_at(&data[0], new_table.offset, data.size());
return new_table.offset;
}
void LookupTables::remove_table(size_t offset)
{
need_update = true;
list<Table>::iterator table;
for(table = lookup_tables.begin(); table != lookup_tables.end(); table++) {
if(table->offset == offset) {
lookup_tables.erase(table);
break;
}
}
assert(table != lookup_tables.end());
}
CCL_NAMESPACE_END