2013-12-28 16:56:19 +01:00
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/*
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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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/* Volume shader properties
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*
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* extinction coefficient = absorption coefficient + scattering coefficient
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* sigma_t = sigma_a + sigma_s */
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ccl_device float3 volume_shader_get_extinction_coefficient(ShaderData *sd)
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{
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float3 sigma_t = make_float3(0.0f, 0.0f, 0.0f);
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for(int i = 0; i < sd->num_closure; i++) {
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const ShaderClosure *sc = &sd->closure[i];
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if(CLOSURE_IS_VOLUME(sc->type))
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sigma_t += sc->weight;
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}
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return sigma_t;
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}
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ccl_device float3 volume_shader_get_scattering_coefficient(ShaderData *sd)
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{
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float3 sigma_s = make_float3(0.0f, 0.0f, 0.0f);
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for(int i = 0; i < sd->num_closure; i++) {
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const ShaderClosure *sc = &sd->closure[i];
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if(CLOSURE_IS_VOLUME(sc->type) && sc->type != CLOSURE_VOLUME_ABSORPTION_ID)
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sigma_s += sc->weight;
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}
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return sigma_s;
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}
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ccl_device float3 volume_shader_get_absorption_coefficient(ShaderData *sd)
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{
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float3 sigma_a = make_float3(0.0f, 0.0f, 0.0f);
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for(int i = 0; i < sd->num_closure; i++) {
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const ShaderClosure *sc = &sd->closure[i];
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if(sc->type == CLOSURE_VOLUME_ABSORPTION_ID)
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sigma_a += sc->weight;
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}
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return sigma_a;
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}
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/* evaluate shader to get extinction coefficient at P */
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2013-12-28 20:02:40 +01:00
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ccl_device float3 volume_extinction_sample(KernelGlobals *kg, ShaderData *sd, VolumeStack *stack, int path_flag, ShaderContext ctx, float3 P)
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2013-12-28 16:56:19 +01:00
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{
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sd->P = P;
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2013-12-28 20:02:40 +01:00
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shader_eval_volume(kg, sd, stack, 0.0f, path_flag, ctx);
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2013-12-28 16:56:19 +01:00
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return volume_shader_get_extinction_coefficient(sd);
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}
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ccl_device float3 volume_color_attenuation(float3 sigma, float t)
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{
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return make_float3(expf(-sigma.x * t), expf(-sigma.y * t), expf(-sigma.z * t));
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}
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/* Volumetric Shadows */
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/* get the volume attenuation over line segment defined by segment_ray, with the
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* assumption that there are surfaces blocking light between the endpoints */
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2013-12-28 20:02:40 +01:00
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ccl_device float3 kernel_volume_get_shadow_attenuation(KernelGlobals *kg, PathState *state, Ray *segment_ray)
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2013-12-28 16:56:19 +01:00
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{
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ShaderData sd;
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2013-12-28 20:02:40 +01:00
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shader_setup_from_volume(kg, &sd, segment_ray, state->volume_stack[0].shader, state->bounce);
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2013-12-28 16:56:19 +01:00
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/* do we have a volume shader? */
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if(!(sd.flag & SD_HAS_VOLUME))
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return make_float3(1.0f, 1.0f, 1.0f);
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/* single shader evaluation at the start */
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ShaderContext ctx = SHADER_CONTEXT_SHADOW;
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int path_flag = PATH_RAY_SHADOW;
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float3 attenuation;
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//if(sd.flag & SD_HOMOGENEOUS_VOLUME) {
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/* homogenous volume: assume shader evaluation at the starts gives
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* the extinction coefficient for the entire line segment */
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/* todo: could this use sigma_t_cache? */
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2013-12-28 20:02:40 +01:00
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float3 sigma_t = volume_extinction_sample(kg, &sd, state->volume_stack, path_flag, ctx, segment_ray->P);
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2013-12-28 16:56:19 +01:00
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attenuation = volume_color_attenuation(sigma_t, segment_ray->t);
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//}
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return attenuation;
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}
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/* Volume Stack */
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2013-12-28 20:02:40 +01:00
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ccl_device void kernel_volume_stack_init(KernelGlobals *kg, VolumeStack *stack)
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2013-12-28 16:56:19 +01:00
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{
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2013-12-28 20:02:40 +01:00
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/* todo: this assumes camera is always in air, need to detect when it isn't */
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if(kernel_data.background.volume_shader == SHADER_NO_ID) {
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stack[0].shader = SHADER_NO_ID;
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}
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else {
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stack[0].shader = kernel_data.background.volume_shader;
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stack[0].object = ~0;
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stack[1].shader = SHADER_NO_ID;
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}
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}
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ccl_device void kernel_volume_stack_enter_exit(KernelGlobals *kg, ShaderData *sd, VolumeStack *stack)
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{
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/* todo: we should have some way for objects to indicate if they want the
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* world shader to work inside them. excluding it by default is problematic
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* because non-volume objects can't be assumed to be closed manifolds */
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if(!(sd->flag & SD_HAS_VOLUME))
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return;
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if(sd->flag & SD_BACKFACING) {
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/* exit volume object: remove from stack */
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for(int i = 0; stack[i].shader != SHADER_NO_ID; i++) {
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if(stack[i].object == sd->object) {
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/* shift back next stack entries */
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do {
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stack[i] = stack[i+1];
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i++;
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}
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while(stack[i].shader != SHADER_NO_ID);
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return;
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}
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}
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}
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else {
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/* enter volume object: add to stack */
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int i;
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for(i = 0; stack[i].shader != SHADER_NO_ID; i++) {
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/* already in the stack? then we have nothing to do */
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if(stack[i].object == sd->object)
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return;
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}
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/* if we exceed the stack limit, ignore */
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if(i >= VOLUME_STACK_SIZE-1)
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return;
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/* add to the end of the stack */
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stack[i].shader = sd->shader;
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stack[i].object = sd->object;
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stack[i+1].shader = SHADER_NO_ID;
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}
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2013-12-28 16:56:19 +01:00
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}
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CCL_NAMESPACE_END
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