forked from bartvdbraak/blender
Brecht Van Lommel
889d77e6f6
Volumes can now have textured colors and density. There is a Volume Sampling panel in the Render properties with these settings: * Step size: distance between volume shader samples when rendering the volume. Lower values give more accurate and detailed results but also increased render time. * Max steps: maximum number of steps through the volume before giving up, to protect from extremely long render times with big objects or small step sizes. This is much more compute intensive than homogeneous volume, so when you are not using a texture you should enable the Homogeneous Volume option in the material or world for faster rendering. One important missing feature is that Generated texture coordinates are not yet working in volumes, and they are the default coordinates for nearly all texture nodes. So until that works you need to plug in object texture coordinates or a world space position. This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself.
133 lines
3.8 KiB
C
133 lines
3.8 KiB
C
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License
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*/
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CCL_NAMESPACE_BEGIN
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ccl_device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray *ray, float3 *shadow)
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{
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*shadow = make_float3(1.0f, 1.0f, 1.0f);
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if(ray->t == 0.0f)
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return false;
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Intersection isect;
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#ifdef __HAIR__
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bool result = scene_intersect(kg, ray, PATH_RAY_SHADOW_OPAQUE, &isect, NULL, 0.0f, 0.0f);
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#else
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bool result = scene_intersect(kg, ray, PATH_RAY_SHADOW_OPAQUE, &isect);
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#endif
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#ifdef __TRANSPARENT_SHADOWS__
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if(result && kernel_data.integrator.transparent_shadows) {
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/* transparent shadows work in such a way to try to minimize overhead
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* in cases where we don't need them. after a regular shadow ray is
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* cast we check if the hit primitive was potentially transparent, and
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* only in that case start marching. this gives on extra ray cast for
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* the cases were we do want transparency.
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*
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* also note that for this to work correct, multi close sampling must
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* be used, since we don't pass a random number to shader_eval_surface */
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if(shader_transparent_shadow(kg, &isect)) {
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float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
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float3 Pend = ray->P + ray->D*ray->t;
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int bounce = state->transparent_bounce;
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#ifdef __VOLUME__
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PathState ps = *state;
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#endif
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for(;;) {
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if(bounce >= kernel_data.integrator.transparent_max_bounce) {
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return true;
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}
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else if(bounce >= kernel_data.integrator.transparent_min_bounce) {
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/* todo: get random number somewhere for probabilistic terminate */
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#if 0
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float probability = average(throughput);
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float terminate = 0.0f;
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if(terminate >= probability)
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return true;
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throughput /= probability;
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#endif
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}
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#ifdef __HAIR__
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if(!scene_intersect(kg, ray, PATH_RAY_SHADOW_TRANSPARENT, &isect, NULL, 0.0f, 0.0f)) {
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#else
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if(!scene_intersect(kg, ray, PATH_RAY_SHADOW_TRANSPARENT, &isect)) {
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#endif
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#ifdef __VOLUME__
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/* attenuation for last line segment towards light */
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if(ps.volume_stack[0].shader != SHADER_NO_ID)
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kernel_volume_shadow(kg, &ps, ray, &throughput);
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#endif
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*shadow *= throughput;
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return false;
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}
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if(!shader_transparent_shadow(kg, &isect))
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return true;
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#ifdef __VOLUME__
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/* attenuation between last surface and next surface */
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if(ps.volume_stack[0].shader != SHADER_NO_ID) {
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Ray segment_ray = *ray;
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segment_ray.t = isect.t;
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kernel_volume_shadow(kg, &ps, &segment_ray, &throughput);
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}
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#endif
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/* setup shader data at surface */
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ShaderData sd;
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shader_setup_from_ray(kg, &sd, &isect, ray, state->bounce+1);
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/* attenuation from transparent surface */
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if(!(sd.flag & SD_HAS_ONLY_VOLUME)) {
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shader_eval_surface(kg, &sd, 0.0f, PATH_RAY_SHADOW, SHADER_CONTEXT_SHADOW);
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throughput *= shader_bsdf_transparency(kg, &sd);
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}
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/* move ray forward */
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ray->P = ray_offset(sd.P, -sd.Ng);
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if(ray->t != FLT_MAX)
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ray->D = normalize_len(Pend - ray->P, &ray->t);
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#ifdef __VOLUME__
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/* exit/enter volume */
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kernel_volume_stack_enter_exit(kg, &sd, ps.volume_stack);
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#endif
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bounce++;
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}
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}
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}
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#ifdef __VOLUME__
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else if(!result && state->volume_stack[0].shader != SHADER_NO_ID) {
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/* apply attenuation from current volume shader */
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kernel_volume_shadow(kg, state, ray, shadow);
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}
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#endif
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#endif
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return result;
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}
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CCL_NAMESPACE_END
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