blender/intern/cycles/kernel/kernel_volume.h

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/*
* 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
/* Volume shader properties
*
* extinction coefficient = absorption coefficient + scattering coefficient
* sigma_t = sigma_a + sigma_s */
ccl_device float3 volume_shader_get_extinction_coefficient(ShaderData *sd)
{
float3 sigma_t = make_float3(0.0f, 0.0f, 0.0f);
for(int i = 0; i < sd->num_closure; i++) {
const ShaderClosure *sc = &sd->closure[i];
if(CLOSURE_IS_VOLUME(sc->type))
sigma_t += sc->weight;
}
return sigma_t;
}
ccl_device float3 volume_shader_get_scattering_coefficient(ShaderData *sd)
{
float3 sigma_s = make_float3(0.0f, 0.0f, 0.0f);
for(int i = 0; i < sd->num_closure; i++) {
const ShaderClosure *sc = &sd->closure[i];
if(CLOSURE_IS_VOLUME(sc->type) && sc->type != CLOSURE_VOLUME_ABSORPTION_ID)
sigma_s += sc->weight;
}
return sigma_s;
}
ccl_device float3 volume_shader_get_absorption_coefficient(ShaderData *sd)
{
float3 sigma_a = make_float3(0.0f, 0.0f, 0.0f);
for(int i = 0; i < sd->num_closure; i++) {
const ShaderClosure *sc = &sd->closure[i];
if(sc->type == CLOSURE_VOLUME_ABSORPTION_ID)
sigma_a += sc->weight;
}
return sigma_a;
}
/* evaluate shader to get extinction coefficient at P */
ccl_device float3 volume_extinction_sample(KernelGlobals *kg, ShaderData *sd, int path_flag, ShaderContext ctx, float3 P)
{
sd->P = P;
shader_eval_volume(kg, sd, 0.0f, path_flag, ctx);
return volume_shader_get_extinction_coefficient(sd);
}
ccl_device float3 volume_color_attenuation(float3 sigma, float t)
{
return make_float3(expf(-sigma.x * t), expf(-sigma.y * t), expf(-sigma.z * t));
}
/* Volumetric Shadows */
/* get the volume attenuation over line segment defined by segment_ray, with the
* assumption that there are surfaces blocking light between the endpoints */
ccl_device float3 kernel_volume_get_shadow_attenuation(KernelGlobals *kg, PathState *state, Ray *segment_ray, int shader)
{
ShaderData sd;
shader_setup_from_volume(kg, &sd, segment_ray, shader, state->bounce);
/* do we have a volume shader? */
if(!(sd.flag & SD_HAS_VOLUME))
return make_float3(1.0f, 1.0f, 1.0f);
/* single shader evaluation at the start */
ShaderContext ctx = SHADER_CONTEXT_SHADOW;
int path_flag = PATH_RAY_SHADOW;
float3 attenuation;
//if(sd.flag & SD_HOMOGENEOUS_VOLUME) {
/* homogenous volume: assume shader evaluation at the starts gives
* the extinction coefficient for the entire line segment */
/* todo: could this use sigma_t_cache? */
float3 sigma_t = volume_extinction_sample(kg, &sd, path_flag, ctx, segment_ray->P);
attenuation = volume_color_attenuation(sigma_t, segment_ray->t);
//}
return attenuation;
}
/* Volume Stack */
/* todo: this assumes no overlapping volumes, needs to become a stack */
ccl_device void kernel_volume_enter_exit(KernelGlobals *kg, ShaderData *sd, int *volume_shader)
{
if(sd->flag & SD_BACKFACING)
*volume_shader = kernel_data.background.volume_shader;
else
*volume_shader = (sd->flag & SD_HAS_VOLUME)? sd->shader: SHADER_NO_ID;
}
CCL_NAMESPACE_END