* Hopefully fix some weird merging business

This commit is contained in:
Matt Ebb 2009-08-26 06:51:26 +00:00
parent 163d0bb811
commit 740752da12
2 changed files with 2 additions and 728 deletions

@ -1,4 +1,3 @@
<<<<<<< .mine
/** /**
* *
* ***** BEGIN GPL LICENSE BLOCK ***** * ***** BEGIN GPL LICENSE BLOCK *****
@ -31,39 +30,4 @@ void volume_precache(Render *re);
void free_volume_precache(Render *re); void free_volume_precache(Render *re);
int point_inside_volume_objectinstance(ObjectInstanceRen *obi, float *co); int point_inside_volume_objectinstance(ObjectInstanceRen *obi, float *co);
#define VOL_MS_TIMESTEP 0.1f=======
/**
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Matt Ebb.
*
* ***** END GPL LICENSE BLOCK *****
*/
void volume_precache(Render *re);
void free_volume_precache(Render *re);
int point_inside_volume_objectinstance(ObjectInstanceRen *obi, float *co);
int using_lightcache(Material *ma);
#define VOL_MS_TIMESTEP 0.1f #define VOL_MS_TIMESTEP 0.1f
>>>>>>> .r22793

@ -1,4 +1,3 @@
<<<<<<< .mine
/** /**
* *
* ***** BEGIN GPL LICENSE BLOCK ***** * ***** BEGIN GPL LICENSE BLOCK *****
@ -686,693 +685,4 @@ void shade_volume_inside(ShadeInput *shi, ShadeResult *shr)
volume_trace(shi, shr, VOL_SHADE_INSIDE); volume_trace(shi, shr, VOL_SHADE_INSIDE);
shi->mat = mat_backup; shi->mat = mat_backup;
}=======
/**
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Matt Ebb, Raul Fernandez Hernandez (Farsthary)
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <math.h>
#include <stdlib.h>
#include <string.h>
#include <float.h>
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#include "BLI_rand.h"
#include "BLI_voxel.h"
#include "RE_shader_ext.h"
#include "RE_raytrace.h"
#include "DNA_material_types.h"
#include "DNA_group_types.h"
#include "DNA_lamp_types.h"
#include "BKE_global.h"
#include "render_types.h"
#include "pixelshading.h"
#include "shading.h"
#include "texture.h"
#include "volumetric.h"
#include "volume_precache.h"
#if defined( _MSC_VER ) && !defined( __cplusplus )
# define inline __inline
#endif // defined( _MSC_VER ) && !defined( __cplusplus )
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
/* defined in pipeline.c, is hardcopy of active dynamic allocated Render */
/* only to be used here in this file, it's for speed */
extern struct Render R;
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
/* tracing */
static int vol_get_bounds(ShadeInput *shi, float *co, float *vec, float *hitco, Isect *isect, int intersect_type)
{
float maxsize = RE_ray_tree_max_size(R.raytree);
/* XXX TODO - get raytrace max distance from object instance's bounding box */
/* need to account for scaling only, but keep coords in camera space...
* below code is WIP and doesn't work!
VecSubf(bb_dim, shi->obi->obr->boundbox[1], shi->obi->obr->boundbox[2]);
Mat3MulVecfl(shi->obi->nmat, bb_dim);
maxsize = VecLength(bb_dim);
*/
VECCOPY(isect->start, co);
isect->end[0] = co[0] + vec[0] * maxsize;
isect->end[1] = co[1] + vec[1] * maxsize;
isect->end[2] = co[2] + vec[2] * maxsize;
isect->mode= RE_RAY_MIRROR;
isect->oborig= RAY_OBJECT_SET(&R, shi->obi);
isect->face_last= NULL;
isect->ob_last= 0;
isect->lay= -1;
if (intersect_type == VOL_BOUNDS_DEPTH) isect->faceorig= (RayFace*)shi->vlr;
else if (intersect_type == VOL_BOUNDS_SS) isect->faceorig= NULL;
if(RE_ray_tree_intersect(R.raytree, isect))
{
hitco[0] = isect->start[0] + isect->labda*isect->vec[0];
hitco[1] = isect->start[1] + isect->labda*isect->vec[1];
hitco[2] = isect->start[2] + isect->labda*isect->vec[2];
return 1;
} else {
return 0;
}
} }
static void shade_intersection(ShadeInput *shi, float *col, Isect *is)
{
ShadeInput shi_new;
ShadeResult shr_new;
memset(&shi_new, 0, sizeof(ShadeInput));
shi_new.mask= shi->mask;
shi_new.osatex= shi->osatex;
shi_new.thread= shi->thread;
shi_new.depth = shi->depth + 1;
shi_new.volume_depth= shi->volume_depth + 1;
shi_new.xs= shi->xs;
shi_new.ys= shi->ys;
shi_new.lay= shi->lay;
shi_new.passflag= SCE_PASS_COMBINED; /* result of tracing needs no pass info */
shi_new.combinedflag= 0xFFFFFF; /* ray trace does all options */
shi_new.light_override= shi->light_override;
shi_new.mat_override= shi->mat_override;
VECCOPY(shi_new.camera_co, is->start);
memset(&shr_new, 0, sizeof(ShadeResult));
/* hardcoded limit of 100 for now - prevents problems in weird geometry */
if (shi->volume_depth < 100) {
shade_ray(is, &shi_new, &shr_new);
}
VecCopyf(col, shr_new.combined);
col[3] = shr_new.alpha;
}
static void vol_trace_behind(ShadeInput *shi, VlakRen *vlr, float *co, float *col)
{
Isect isect;
float maxsize = RE_ray_tree_max_size(R.raytree);
VECCOPY(isect.start, co);
isect.end[0] = isect.start[0] + shi->view[0] * maxsize;
isect.end[1] = isect.start[1] + shi->view[1] * maxsize;
isect.end[2] = isect.start[2] + shi->view[2] * maxsize;
isect.faceorig= (RayFace *)vlr;
isect.mode= RE_RAY_MIRROR;
isect.oborig= RAY_OBJECT_SET(&R, shi->obi);
isect.face_last= NULL;
isect.ob_last= 0;
isect.lay= -1;
/* check to see if there's anything behind the volume, otherwise shade the sky */
if(RE_ray_tree_intersect(R.raytree, &isect)) {
shade_intersection(shi, col, &isect);
} else {
shadeSkyView(col, co, shi->view, NULL, shi->thread);
shadeSunView(col, shi->view);
}
}
/* input shader data */
float vol_get_stepsize(struct ShadeInput *shi, int context)
{
if (shi->mat->vol.stepsize_type == MA_VOL_STEP_RANDOMIZED) {
/* range between 0.75 and 1.25 */
const float rnd = 0.5f * BLI_thread_frand(shi->thread) + 0.75f;
if (context == STEPSIZE_VIEW)
return shi->mat->vol.stepsize * rnd;
else if (context == STEPSIZE_SHADE)
return shi->mat->vol.shade_stepsize * rnd;
}
else { // MA_VOL_STEP_CONSTANT
if (context == STEPSIZE_VIEW)
return shi->mat->vol.stepsize;
else if (context == STEPSIZE_SHADE)
return shi->mat->vol.shade_stepsize;
}
return shi->mat->vol.stepsize;
}
/* trilinear interpolation */
static void vol_get_precached_scattering(ShadeInput *shi, float *scatter_col, float *co)
{
VolumePrecache *vp = shi->obi->volume_precache;
float bbmin[3], bbmax[3], dim[3];
float sample_co[3];
if (!vp) return;
/* convert input coords to 0.0, 1.0 */
VECCOPY(bbmin, shi->obi->obr->boundbox[0]);
VECCOPY(bbmax, shi->obi->obr->boundbox[1]);
VecSubf(dim, bbmax, bbmin);
sample_co[0] = ((co[0] - bbmin[0]) / dim[0]);
sample_co[1] = ((co[1] - bbmin[1]) / dim[1]);
sample_co[2] = ((co[2] - bbmin[2]) / dim[2]);
scatter_col[0] = voxel_sample_trilinear(vp->data_r, vp->res, sample_co);
scatter_col[1] = voxel_sample_trilinear(vp->data_g, vp->res, sample_co);
scatter_col[2] = voxel_sample_trilinear(vp->data_b, vp->res, sample_co);
}
float vol_get_density(struct ShadeInput *shi, float *co)
{
float density = shi->mat->vol.density;
float density_scale = shi->mat->vol.density_scale;
float col[3] = {0.0, 0.0, 0.0};
do_volume_tex(shi, co, MAP_DENSITY, col, &density);
return density * density_scale;
}
/* scattering multiplier, values above 1.0 are non-physical,
* but can be useful to tweak lighting */
float vol_get_scattering_fac(ShadeInput *shi, float *co)
{
float scatter = shi->mat->vol.scattering;
float col[3] = {0.0, 0.0, 0.0};
do_volume_tex(shi, co, MAP_SCATTERING, col, &scatter);
return scatter;
}
/* compute emission component, amount of radiance to add per segment
* can be textured with 'emit' */
void vol_get_emission(ShadeInput *shi, float *emission_col, float *co, float density)
{
float emission = shi->mat->vol.emission;
VECCOPY(emission_col, shi->mat->vol.emission_col);
do_volume_tex(shi, co, MAP_EMISSION+MAP_EMISSION_COL, emission_col, &emission);
emission_col[0] = emission_col[0] * emission * density;
emission_col[1] = emission_col[1] * emission * density;
emission_col[2] = emission_col[2] * emission * density;
}
void vol_get_absorption(ShadeInput *shi, float *absorb_col, float *co)
{
float absorption = shi->mat->vol.absorption;
VECCOPY(absorb_col, shi->mat->vol.absorption_col);
do_volume_tex(shi, co, MAP_ABSORPTION+MAP_ABSORPTION_COL, absorb_col, &absorption);
absorb_col[0] = (1.0f - absorb_col[0]) * absorption;
absorb_col[1] = (1.0f - absorb_col[1]) * absorption;
absorb_col[2] = (1.0f - absorb_col[2]) * absorption;
}
/* phase function - determines in which directions the light
* is scattered in the volume relative to incoming direction
* and view direction */
float vol_get_phasefunc(ShadeInput *shi, short phasefunc_type, float g, float *w, float *wp)
{
const float costheta = Inpf(w, wp);
const float scale = M_PI;
/*
* Scale constant is required, since Blender's shading system doesn't normalise for
* energy conservation - eg. scaling by 1/pi for a lambert shader.
* This makes volumes darker than other solid objects, for the same lighting intensity.
* To correct this, scale up the phase function values
* until Blender's shading system supports this better. --matt
*/
switch (phasefunc_type) {
case MA_VOL_PH_MIEHAZY:
return scale * (0.5f + 4.5f * powf(0.5 * (1.f + costheta), 8.f)) / (4.f*M_PI);
case MA_VOL_PH_MIEMURKY:
return scale * (0.5f + 16.5f * powf(0.5 * (1.f + costheta), 32.f)) / (4.f*M_PI);
case MA_VOL_PH_RAYLEIGH:
return scale * 3.f/(16.f*M_PI) * (1 + costheta * costheta);
case MA_VOL_PH_HG:
return scale * (1.f / (4.f * M_PI) * (1.f - g*g) / powf(1.f + g*g - 2.f * g * costheta, 1.5f));
case MA_VOL_PH_SCHLICK:
{
const float k = 1.55f * g - .55f * g * g * g;
const float kcostheta = k * costheta;
return scale * (1.f / (4.f * M_PI) * (1.f - k*k) / ((1.f - kcostheta) * (1.f - kcostheta)));
}
case MA_VOL_PH_ISOTROPIC:
default:
return scale * (1.f / (4.f * M_PI));
}
}
/* Compute attenuation, otherwise known as 'optical thickness', extinction, or tau.
* Used in the relationship Transmittance = e^(-attenuation)
*/
void vol_get_attenuation_seg(ShadeInput *shi, float *transmission, float stepsize, float *co, float density)
{
/* input density = density at co */
float tau[3] = {0.f, 0.f, 0.f};
float absorb_col[3];
vol_get_absorption(shi, absorb_col, co);
/* homogenous volume within the sampled distance */
tau[0] = stepsize * density * absorb_col[0];
tau[1] = stepsize * density * absorb_col[1];
tau[2] = stepsize * density * absorb_col[2];
transmission[0] *= exp(-tau[0]);
transmission[1] *= exp(-tau[1]);
transmission[2] *= exp(-tau[2]);
}
/* Compute attenuation, otherwise known as 'optical thickness', extinction, or tau.
* Used in the relationship Transmittance = e^(-attenuation)
*/
void vol_get_attenuation(ShadeInput *shi, float *transmission, float *co, float *endco, float density, float stepsize)
{
/* input density = density at co */
float tau[3] = {0.f, 0.f, 0.f};
float absorb_col[3];
int s, nsteps;
float step_vec[3], step_sta[3], step_end[3];
const float dist = VecLenf(co, endco);
vol_get_absorption(shi, absorb_col, co);
nsteps = (int)((dist / stepsize) + 0.5);
VecSubf(step_vec, endco, co);
VecMulf(step_vec, 1.0f / nsteps);
VecCopyf(step_sta, co);
VecAddf(step_end, step_sta, step_vec);
for (s = 0; s < nsteps; s++) {
if (s > 0)
density = vol_get_density(shi, step_sta);
tau[0] += stepsize * density;
tau[1] += stepsize * density;
tau[2] += stepsize * density;
if (s < nsteps-1) {
VecCopyf(step_sta, step_end);
VecAddf(step_end, step_end, step_vec);
}
}
VecMulVecf(tau, tau, absorb_col);
transmission[0] *= exp(-tau[0]);
transmission[1] *= exp(-tau[1]);
transmission[2] *= exp(-tau[2]);
}
void vol_shade_one_lamp(struct ShadeInput *shi, float *co, LampRen *lar, float *lacol, float stepsize, float density)
{
float visifac, lv[3], lampdist;
float tr[3]={1.0,1.0,1.0};
float hitco[3], *atten_co;
float p;
float scatter_fac;
float shade_stepsize = vol_get_stepsize(shi, STEPSIZE_SHADE);
if (lar->mode & LA_LAYER) if((lar->lay & shi->obi->lay)==0) return;
if ((lar->lay & shi->lay)==0) return;
if (lar->energy == 0.0) return;
if ((visifac= lamp_get_visibility(lar, co, lv, &lampdist)) == 0.f) return;
VecCopyf(lacol, &lar->r);
if(lar->mode & LA_TEXTURE) {
shi->osatex= 0;
do_lamp_tex(lar, lv, shi, lacol, LA_TEXTURE);
}
VecMulf(lacol, visifac*lar->energy);
if (ELEM(lar->type, LA_SUN, LA_HEMI))
VECCOPY(lv, lar->vec);
VecMulf(lv, -1.0f);
if (shi->mat->vol.shade_type != MA_VOL_SHADE_NONE) {
Isect is;
/* find minimum of volume bounds, or lamp coord */
if (vol_get_bounds(shi, co, lv, hitco, &is, VOL_BOUNDS_SS)) {
float dist = VecLenf(co, hitco);
VlakRen *vlr = (VlakRen *)is.face;
/* simple internal shadowing */
if (vlr->mat->material_type == MA_TYPE_SURFACE) {
lacol[0] = lacol[1] = lacol[2] = 0.0f;
return;
}
if (ELEM(lar->type, LA_SUN, LA_HEMI))
/* infinite lights, can never be inside volume */
atten_co = hitco;
else if ( lampdist < dist ) {
atten_co = lar->co;
} else
atten_co = hitco;
vol_get_attenuation(shi, tr, co, atten_co, density, shade_stepsize);
VecMulVecf(lacol, lacol, tr);
}
else {
/* Point is on the outside edge of the volume,
* therefore no attenuation, full transmission.
* Radiance from lamp remains unchanged */
}
}
p = vol_get_phasefunc(shi, shi->mat->vol.phasefunc_type, shi->mat->vol.phasefunc_g, shi->view, lv);
VecMulf(lacol, p);
scatter_fac = vol_get_scattering_fac(shi, co);
VecMulf(lacol, scatter_fac);
}
/* single scattering only for now */
void vol_get_scattering(ShadeInput *shi, float *scatter_col, float *co, float stepsize, float density)
{
ListBase *lights;
GroupObject *go;
LampRen *lar;
scatter_col[0] = scatter_col[1] = scatter_col[2] = 0.f;
lights= get_lights(shi);
for(go=lights->first; go; go= go->next)
{
float lacol[3] = {0.f, 0.f, 0.f};
lar= go->lampren;
if (lar) {
vol_shade_one_lamp(shi, co, lar, lacol, stepsize, density);
VecAddf(scatter_col, scatter_col, lacol);
}
}
}
/*
The main volumetric integrator, using an emission/absorption/scattering model.
Incoming radiance =
outgoing radiance from behind surface * beam transmittance/attenuation
+ added radiance from all points along the ray due to participating media
--> radiance for each segment =
(radiance added by scattering + radiance added by emission) * beam transmittance/attenuation
*/
static void volumeintegrate(struct ShadeInput *shi, float *col, float *co, float *endco)
{
float tr[3] = {1.0f, 1.0f, 1.0f};
float radiance[3] = {0.f, 0.f, 0.f}, d_radiance[3] = {0.f, 0.f, 0.f};
float stepsize = vol_get_stepsize(shi, STEPSIZE_VIEW);
int nsteps, s;
float emit_col[3], scatter_col[3] = {0.0, 0.0, 0.0};
float stepvec[3], step_sta[3], step_end[3], step_mid[3];
float density;
const float depth_cutoff = shi->mat->vol.depth_cutoff;
/* ray marching */
nsteps = (int)((VecLenf(co, endco) / stepsize) + 0.5);
VecSubf(stepvec, endco, co);
VecMulf(stepvec, 1.0f / nsteps);
VecCopyf(step_sta, co);
VecAddf(step_end, step_sta, stepvec);
/* get radiance from all points along the ray due to participating media */
for (s = 0; s < nsteps; s++) {
density = vol_get_density(shi, step_sta);
/* there's only any use in shading here if there's actually some density to shade! */
if (density > 0.01f) {
/* transmittance component (alpha) */
vol_get_attenuation_seg(shi, tr, stepsize, co, density);
step_mid[0] = step_sta[0] + (stepvec[0] * 0.5);
step_mid[1] = step_sta[1] + (stepvec[1] * 0.5);
step_mid[2] = step_sta[2] + (stepvec[2] * 0.5);
/* incoming light via emission or scattering (additive) */
vol_get_emission(shi, emit_col, step_mid, density);
if (using_lightcache(shi->mat)) {
vol_get_precached_scattering(shi, scatter_col, step_mid);
} else
vol_get_scattering(shi, scatter_col, step_mid, stepsize, density);
VecMulf(scatter_col, density);
VecAddf(d_radiance, emit_col, scatter_col);
/* Lv += Tr * (Lve() + Ld) */
VecMulVecf(d_radiance, tr, d_radiance);
VecMulf(d_radiance, stepsize);
VecAddf(radiance, radiance, d_radiance);
}
VecCopyf(step_sta, step_end);
VecAddf(step_end, step_end, stepvec);
/* luminance rec. 709 */
if ((0.2126*tr[0] + 0.7152*tr[1] + 0.0722*tr[2]) < depth_cutoff) break;
}
/* multiply original color (behind volume) with beam transmittance over entire distance */
VecMulVecf(col, tr, col);
VecAddf(col, col, radiance);
/* alpha <-- transmission luminance */
col[3] = 1.0f -(0.2126*tr[0] + 0.7152*tr[1] + 0.0722*tr[2]);
}
/* the main entry point for volume shading */
static void volume_trace(struct ShadeInput *shi, struct ShadeResult *shr, int inside_volume)
{
float hitco[3], col[4] = {0.f,0.f,0.f,0.f};
float *startco, *endco;
int trace_behind = 1;
const int ztransp= ((shi->depth==0) && (shi->mat->mode & MA_TRANSP) && (shi->mat->mode & MA_ZTRANSP));
Isect is;
/* check for shading an internal face a volume object directly */
if (inside_volume == VOL_SHADE_INSIDE)
trace_behind = 0;
else if (inside_volume == VOL_SHADE_OUTSIDE) {
if (shi->flippednor)
inside_volume = VOL_SHADE_INSIDE;
}
if (ztransp && inside_volume == VOL_SHADE_INSIDE) {
MatInside *mi;
int render_this=0;
/* don't render the backfaces of ztransp volume materials.
* volume shading renders the internal volume from between the
* near view intersection of the solid volume to the
* intersection on the other side, as part of the shading of
* the front face.
* Because ztransp renders both front and back faces independently
* this will double up, so here we prevent rendering the backface as well,
* which would otherwise render the volume in between the camera and the backface
* --matt */
for (mi=R.render_volumes_inside.first; mi; mi=mi->next) {
/* weak... */
if (mi->ma == shi->mat) render_this=1;
}
if (!render_this) return;
}
if (inside_volume == VOL_SHADE_INSIDE)
{
startco = shi->camera_co;
endco = shi->co;
if (trace_behind) {
if (!ztransp)
/* trace behind the volume object */
vol_trace_behind(shi, shi->vlr, endco, col);
} else {
/* we're tracing through the volume between the camera
* and a solid surface, so use that pre-shaded radiance */
QUATCOPY(col, shr->combined);
}
/* shade volume from 'camera' to 1st hit point */
volumeintegrate(shi, col, startco, endco);
}
/* trace to find a backface, the other side bounds of the volume */
/* (ray intersect ignores front faces here) */
else if (vol_get_bounds(shi, shi->co, shi->view, hitco, &is, VOL_BOUNDS_DEPTH))
{
VlakRen *vlr = (VlakRen *)is.face;
startco = shi->co;
endco = hitco;
if (!ztransp) {
/* if it's another face in the same material */
if (vlr->mat == shi->mat) {
/* trace behind the 2nd (raytrace) hit point */
vol_trace_behind(shi, (VlakRen *)is.face, endco, col);
} else {
shade_intersection(shi, col, &is);
}
}
/* shade volume from 1st hit point to 2nd hit point */
volumeintegrate(shi, col, startco, endco);
}
if (ztransp)
col[3] = col[3]>1.f?1.f:col[3];
else
col[3] = 1.f;
VecCopyf(shr->combined, col);
shr->alpha = col[3];
VECCOPY(shr->diff, shr->combined);
}
/* Traces a shadow through the object,
* pretty much gets the transmission over a ray path */
void shade_volume_shadow(struct ShadeInput *shi, struct ShadeResult *shr, struct Isect *last_is)
{
float hitco[3];
float tr[3] = {1.0,1.0,1.0};
Isect is;
float shade_stepsize = vol_get_stepsize(shi, STEPSIZE_SHADE);
float *startco, *endco;
float density=0.f;
memset(shr, 0, sizeof(ShadeResult));
/* if 1st hit normal is facing away from the camera,
* then we're inside the volume already. */
if (shi->flippednor) {
startco = last_is->start;
endco = shi->co;
}
/* trace to find a backface, the other side bounds of the volume */
/* (ray intersect ignores front faces here) */
else if (vol_get_bounds(shi, shi->co, shi->view, hitco, &is, VOL_BOUNDS_DEPTH)) {
startco = shi->co;
endco = hitco;
}
else {
shr->combined[0] = shr->combined[1] = shr->combined[2] = 0.f;
shr->alpha = shr->combined[3] = 1.f;
return;
}
density = vol_get_density(shi, startco);
vol_get_attenuation(shi, tr, startco, endco, density, shade_stepsize);
VecCopyf(shr->combined, tr);
shr->combined[3] = 1.0f -(0.2126*tr[0] + 0.7152*tr[1] + 0.0722*tr[2]);
shr->alpha = shr->combined[3];
}
/* delivers a fully filled in ShadeResult, for all passes */
void shade_volume_outside(ShadeInput *shi, ShadeResult *shr)
{
memset(shr, 0, sizeof(ShadeResult));
volume_trace(shi, shr, VOL_SHADE_OUTSIDE);
}
void shade_volume_inside(ShadeInput *shi, ShadeResult *shr)
{
MatInside *m;
Material *mat_backup;
//if (BLI_countlist(&R.render_volumes_inside) == 0) return;
/* XXX: extend to multiple volumes perhaps later */
mat_backup = shi->mat;
m = R.render_volumes_inside.first;
shi->mat = m->ma;
volume_trace(shi, shr, VOL_SHADE_INSIDE);
shi->mat = mat_backup;
}
>>>>>>> .r22793