/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2015-2016 Mario Luzeiro * Copyright (C) 1992-2016 KiCad Developers, see AUTHORS.txt for contributors. * * 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, you may find one here: * http://www.gnu.org/licenses/old-licenses/gpl-2.0.html * or you may search the http://www.gnu.org website for the version 2 license, * or you may write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA */ /** * @file c3d_render_raytracing.cpp * @brief */ #include #include #include "c3d_render_raytracing.h" #include "mortoncodes.h" #include "../ccolorrgb.h" #include "3d_fastmath.h" #include "3d_math.h" #include "../common_ogl/ogl_utils.h" // This should be used in future for the function // convertLinearToSRGB //#include #ifdef _OPENMP #include #endif C3D_RENDER_RAYTRACING::C3D_RENDER_RAYTRACING( CINFO3D_VISU &aSettings ) : C3D_RENDER_BASE( aSettings ), m_postshader_ssao( aSettings.CameraGet() ) { wxLogTrace( m_logTrace, wxT( "C3D_RENDER_RAYTRACING::C3D_RENDER_RAYTRACING" ) ); m_opengl_support_vertex_buffer_object = false; m_pboId = GL_NONE; m_pboDataSize = 0; m_accelerator = NULL; m_stats_converted_dummy_to_plane = 0; m_stats_converted_roundsegment2d_to_roundsegment = 0; m_oldWindowsSize.x = 0; m_oldWindowsSize.y = 0; m_outlineBoard2dObjects = NULL; m_firstHitinfo = NULL; m_shaderBuffer = NULL; m_camera_light = NULL; m_xoffset = 0; m_yoffset = 0; m_isPreview = false; m_rt_render_state = RT_RENDER_STATE_MAX; // Set to an initial invalid state } C3D_RENDER_RAYTRACING::~C3D_RENDER_RAYTRACING() { wxLogTrace( m_logTrace, wxT( "C3D_RENDER_RAYTRACING::~C3D_RENDER_RAYTRACING" ) ); delete m_accelerator; m_accelerator = NULL; delete m_outlineBoard2dObjects; m_outlineBoard2dObjects = NULL; delete m_shaderBuffer; m_shaderBuffer = NULL; opengl_delete_pbo(); } int C3D_RENDER_RAYTRACING::GetWaitForEditingTimeOut() { return 1000; // ms } void C3D_RENDER_RAYTRACING::opengl_delete_pbo() { // Delete PBO if it was created if( m_opengl_support_vertex_buffer_object ) { if( glIsBufferARB( m_pboId ) ) glDeleteBuffers( 1, &m_pboId ); m_pboId = GL_NONE; } } void C3D_RENDER_RAYTRACING::SetCurWindowSize( const wxSize &aSize ) { if( m_windowSize != aSize ) { m_windowSize = aSize; glViewport( 0, 0, m_windowSize.x, m_windowSize.y ); initializeNewWindowSize(); } } void C3D_RENDER_RAYTRACING::restart_render_state() { m_stats_start_rendering_time = GetRunningMicroSecs(); m_rt_render_state = RT_RENDER_STATE_TRACING; m_nrBlocksRenderProgress = 0; m_postshader_ssao.InitFrame(); m_blockPositionsWasProcessed.resize( m_blockPositions.size() ); // Mark the blocks not processed yet std::fill( m_blockPositionsWasProcessed.begin(), m_blockPositionsWasProcessed.end(), false ); } static inline void SetPixel( GLubyte *p, const CCOLORRGB &v ) { p[0] = v.c[0]; p[1] = v.c[1]; p[2] = v.c[2]; p[3] = 255; } bool C3D_RENDER_RAYTRACING::Redraw( bool aIsMoving, REPORTER *aStatusTextReporter ) { bool requestRedraw = false; // Initialize openGL if need // ///////////////////////////////////////////////////////////////////////// if( !m_is_opengl_initialized ) { if( !initializeOpenGL() ) return false; //aIsMoving = true; requestRedraw = true; // It will assign the first time the windows size, so it will now // revert to preview mode the first time the Redraw is called m_oldWindowsSize = m_windowSize; initialize_block_positions(); } // Reload board if it was requested // ///////////////////////////////////////////////////////////////////////// if( m_reloadRequested ) { if( aStatusTextReporter ) aStatusTextReporter->Report( _( "Loading..." ) ); //aIsMoving = true; requestRedraw = true; reload( aStatusTextReporter ); } // Recalculate constants if windows size was changed // ///////////////////////////////////////////////////////////////////////// if( m_windowSize != m_oldWindowsSize ) { m_oldWindowsSize = m_windowSize; aIsMoving = true; requestRedraw = true; initialize_block_positions(); } // Clear buffers // ///////////////////////////////////////////////////////////////////////// glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClearDepth( 1.0f ); glClearStencil( 0x00 ); glClear( GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT ); // 4-byte pixel alignment glPixelStorei( GL_UNPACK_ALIGNMENT, 4 ); glDisable( GL_STENCIL_TEST ); glDisable( GL_LIGHTING ); glDisable( GL_COLOR_MATERIAL ); glDisable( GL_DEPTH_TEST ); glDisable( GL_TEXTURE_2D ); glDisable( GL_BLEND ); const bool was_camera_changed = m_settings.CameraGet().ParametersChanged(); if( requestRedraw || aIsMoving || was_camera_changed ) m_rt_render_state = RT_RENDER_STATE_MAX; // Set to an invalid state, // so it will restart again latter // This will only render if need, otherwise it will redraw the PBO on the screen again if( aIsMoving || was_camera_changed ) { // Set head light (camera view light) with the oposite direction of the camera if( m_camera_light ) m_camera_light->SetDirection( -m_settings.CameraGet().GetDir() ); OGL_DrawBackground( SFVEC3F(m_settings.m_BgColorTop), SFVEC3F(m_settings.m_BgColorBot) ); // Bind PBO glBindBufferARB( GL_PIXEL_UNPACK_BUFFER_ARB, m_pboId ); // Get the PBO pixel pointer to write the data GLubyte *ptrPBO = (GLubyte *)glMapBufferARB( GL_PIXEL_UNPACK_BUFFER_ARB, GL_WRITE_ONLY_ARB ); if( ptrPBO ) { render_preview( ptrPBO ); // release pointer to mapping buffer, this initialize the coping to PBO glUnmapBufferARB( GL_PIXEL_UNPACK_BUFFER_ARB ); } glWindowPos2i( m_xoffset, m_yoffset ); } else { // Bind PBO glBindBufferARB( GL_PIXEL_UNPACK_BUFFER_ARB, m_pboId ); if( m_rt_render_state != RT_RENDER_STATE_FINISH ) { // Get the PBO pixel pointer to write the data GLubyte *ptrPBO = (GLubyte *)glMapBufferARB( GL_PIXEL_UNPACK_BUFFER_ARB, GL_WRITE_ONLY_ARB ); if( ptrPBO ) { render( ptrPBO, aStatusTextReporter ); if( m_rt_render_state != RT_RENDER_STATE_FINISH ) requestRedraw = true; // release pointer to mapping buffer, this initialize the coping to PBO glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB); } } if( m_rt_render_state == RT_RENDER_STATE_FINISH ) { glClear( GL_COLOR_BUFFER_BIT ); // Options if we want draw background instead //OGL_DrawBackground( SFVEC3F(m_settings.m_BgColorTop), // SFVEC3F(m_settings.m_BgColorBot) ); } glWindowPos2i( m_xoffset, m_yoffset ); } // This way it will blend the progress rendering with the last buffer. eg: // if it was called after a openGL. glEnable( GL_BLEND ); glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); glEnable( GL_ALPHA_TEST ); glDrawPixels( m_realBufferSize.x, m_realBufferSize.y, GL_RGBA, GL_UNSIGNED_BYTE, 0 ); glBindBufferARB( GL_PIXEL_UNPACK_BUFFER_ARB, 0 ); return requestRedraw; } void C3D_RENDER_RAYTRACING::render( GLubyte *ptrPBO , REPORTER *aStatusTextReporter ) { if( (m_rt_render_state == RT_RENDER_STATE_FINISH) || (m_rt_render_state >= RT_RENDER_STATE_MAX) ) { restart_render_state(); if( m_camera_light ) m_camera_light->SetDirection( -m_settings.CameraGet().GetDir() ); if( m_settings.RenderEngineGet() == RENDER_ENGINE_OPENGL_LEGACY ) { // Set all pixels of PBO transparent (Alpha to 0) // This way it will draw the full buffer but only shows the updated ( // already calculated) squares // ///////////////////////////////////////////////////////////////////// unsigned int nPixels = m_realBufferSize.x * m_realBufferSize.y; GLubyte *tmp_ptrPBO = ptrPBO + 3; // PBO is RGBA for( unsigned int i = 0; i < nPixels; ++i ) { *tmp_ptrPBO = 0; tmp_ptrPBO += 4; // PBO is RGBA } } } switch( m_rt_render_state ) { case RT_RENDER_STATE_TRACING: rt_render_tracing( ptrPBO, aStatusTextReporter ); break; case RT_RENDER_STATE_POST_PROCESS_SHADE: rt_render_post_process_shade( ptrPBO, aStatusTextReporter ); break; case RT_RENDER_STATE_POST_PROCESS_BLUR_AND_FINISH: rt_render_post_process_blur_finish( ptrPBO, aStatusTextReporter ); break; default: wxASSERT_MSG( false, "Invalid state on m_rt_render_state"); restart_render_state(); break; } if( aStatusTextReporter && (m_rt_render_state == RT_RENDER_STATE_FINISH) ) { // Calculation time in seconds const double calculation_time = (double)( GetRunningMicroSecs() - m_stats_start_rendering_time ) / 1e6; aStatusTextReporter->Report( wxString::Format( _( "Rendering time %.3f s" ), calculation_time ) ); } } void C3D_RENDER_RAYTRACING::rt_render_tracing( GLubyte *ptrPBO , REPORTER *aStatusTextReporter ) { m_isPreview = false; wxASSERT( m_blockPositions.size() <= LONG_MAX ); const long nrBlocks = (long) m_blockPositions.size(); const unsigned startTime = GetRunningMicroSecs(); bool breakLoop = false; int numBlocksRendered = 0; #pragma omp parallel for schedule(dynamic) shared(breakLoop) \ firstprivate(ptrPBO, nrBlocks, startTime) reduction(+:numBlocksRendered) default(none) for( long iBlock = 0; iBlock < nrBlocks; iBlock++ ) { #pragma omp flush(breakLoop) if( !breakLoop ) { bool process_block; // std::vector stuffs eight bools to each byte, so access to // them can never be natively atomic. #pragma omp critical(checkProcessBlock) { process_block = !m_blockPositionsWasProcessed[iBlock]; m_blockPositionsWasProcessed[iBlock] = true; } if( process_block ) { rt_render_trace_block( ptrPBO, iBlock ); numBlocksRendered++; // Check if it spend already some time render and request to exit // to display the progress #ifdef _OPENMP if( omp_get_thread_num() == 0 ) #endif if( (GetRunningMicroSecs() - startTime) > 150000 ) { breakLoop = true; #pragma omp flush(breakLoop) } } } } m_nrBlocksRenderProgress += numBlocksRendered; if( aStatusTextReporter ) aStatusTextReporter->Report( wxString::Format( _( "Rendering: %.0f %%" ), (float)(m_nrBlocksRenderProgress * 100) / (float)nrBlocks ) ); // Check if it finish the rendering and if should continue to a post processing // or mark it as finished if( m_nrBlocksRenderProgress >= nrBlocks ) { if( m_settings.GetFlag( FL_RENDER_RAYTRACING_POST_PROCESSING ) ) m_rt_render_state = RT_RENDER_STATE_POST_PROCESS_SHADE; else { m_rt_render_state = RT_RENDER_STATE_FINISH; } } } #define USE_SRGB_SPACE #ifdef USE_SRGB_SPACE // This should be removed in future when the KiCad support a greater version of // glm lib. // This function implements the conversion from linear RGB to sRGB // https://github.com/g-truc/glm/blob/master/glm/gtc/color_space.inl#L12 static SFVEC3F convertLinearToSRGB( const SFVEC3F &aRGBcolor ) { const float gammaCorrection = 1.0f / 1.3f; const SFVEC3F clampedColor = glm::clamp( aRGBcolor, SFVEC3F(0.0f), SFVEC3F(1.0f) ); return glm::mix( glm::pow( clampedColor, SFVEC3F(gammaCorrection) ) * 1.055f - 0.055f, clampedColor * 12.92f, glm::lessThan( clampedColor, SFVEC3F(0.0031308f) ) ); } #endif void C3D_RENDER_RAYTRACING::rt_final_color( GLubyte *ptrPBO, const SFVEC3F &rgbColor, bool applyColorSpaceConversion ) { SFVEC3F color = rgbColor; #ifdef USE_SRGB_SPACE // This should be used in future when the KiCad support a greater version of // glm lib. // if( applyColorSpaceConversion ) // rgbColor = glm::convertLinearToSRGB( rgbColor ); if( applyColorSpaceConversion ) color = convertLinearToSRGB( rgbColor ); #endif ptrPBO[0] = (unsigned int)glm::clamp( (int)(color.r * 255), 0, 255 ); ptrPBO[1] = (unsigned int)glm::clamp( (int)(color.g * 255), 0, 255 ); ptrPBO[2] = (unsigned int)glm::clamp( (int)(color.b * 255), 0, 255 ); ptrPBO[3] = 255; } static void HITINFO_PACKET_init( HITINFO_PACKET *aHitPacket ) { // Initialize hitPacket with a "not hit" information for( unsigned int i = 0; i < RAYPACKET_RAYS_PER_PACKET; ++i ) { aHitPacket[i].m_HitInfo.m_tHit = std::numeric_limits::infinity(); aHitPacket[i].m_HitInfo.m_acc_node_info = 0; aHitPacket[i].m_hitresult = false; aHitPacket[i].m_HitInfo.m_HitNormal = SFVEC3F(); aHitPacket[i].m_HitInfo.m_ShadowFactor = 1.0f; } } void C3D_RENDER_RAYTRACING::rt_shades_packet(const SFVEC3F *bgColorY, const RAY *aRayPkt, HITINFO_PACKET *aHitPacket, bool is_testShadow, SFVEC3F *aOutHitColor ) { for( unsigned int y = 0, i = 0; y < RAYPACKET_DIM; ++y ) { for( unsigned int x = 0; x < RAYPACKET_DIM; ++x, ++i ) { if( aHitPacket[i].m_hitresult == true ) { aOutHitColor[i] = shadeHit( bgColorY[y], aRayPkt[i], aHitPacket[i].m_HitInfo, false, 0, is_testShadow ); } else { aOutHitColor[i] = bgColorY[y]; } } } } void C3D_RENDER_RAYTRACING::rt_trace_AA_packet( const SFVEC3F *aBgColorY, const HITINFO_PACKET *aHitPck_X0Y0, const HITINFO_PACKET *aHitPck_AA_X1Y1, const RAY *aRayPck, SFVEC3F *aOutHitColor ) { // If post processing is using, do not calculate shadows as they will not be // used for futher post processing. const bool is_testShadow = m_settings.GetFlag( FL_RENDER_RAYTRACING_SHADOWS ) && !m_settings.GetFlag( FL_RENDER_RAYTRACING_POST_PROCESSING ); for( unsigned int y = 0, i = 0; y < RAYPACKET_DIM; ++y ) { for( unsigned int x = 0; x < RAYPACKET_DIM; ++x, ++i ) { const RAY &rayAA = aRayPck[i]; HITINFO hitAA; hitAA.m_tHit = std::numeric_limits::infinity(); hitAA.m_acc_node_info = 0; bool hitted = false; const unsigned int idx0y1 = ( x + 0 ) + RAYPACKET_DIM * ( y + 1 ); const unsigned int idx1y1 = ( x + 1 ) + RAYPACKET_DIM * ( y + 1 ); // Gets the node info from the hit. const unsigned int nodex0y0 = aHitPck_X0Y0[ i ].m_HitInfo.m_acc_node_info; const unsigned int node_AA_x0y0 = aHitPck_AA_X1Y1[ i ].m_HitInfo.m_acc_node_info; unsigned int nodex1y0 = 0; if( x < (RAYPACKET_DIM - 1) ) nodex1y0 = aHitPck_X0Y0[ i + 1 ].m_HitInfo.m_acc_node_info; unsigned int nodex0y1 = 0; if( y < (RAYPACKET_DIM - 1) ) nodex0y1 = aHitPck_X0Y0[ idx0y1 ].m_HitInfo.m_acc_node_info; unsigned int nodex1y1 = 0; if( ((x < (RAYPACKET_DIM - 1)) && (y < (RAYPACKET_DIM - 1))) ) nodex1y1 = aHitPck_X0Y0[ idx1y1 ].m_HitInfo.m_acc_node_info; if( (nodex0y0 == nodex1y0) && // If all notes are equal we assume there was no change on the object hits (nodex0y0 == nodex0y1) && (nodex0y0 == nodex1y1) && (nodex0y0 == node_AA_x0y0) ) { // Option 1 // This option will give a very good quality on reflections (slow) /* if( m_accelerator->Intersect( rayAA, hitAA, nodex0y0 ) ) { aOutHitColor[i] += shadeHit( aBgColorY[y], rayAA, hitAA, false, 0 ); } else { if( m_accelerator->Intersect( rayAA, hitAA ) ) aOutHitColor[i] += shadeHit( aBgColorY[y], rayAA, hitAA, false, 0 ); else aOutHitColor[i] += hitColor[i]; } */ // Option 2 // Trace again with the same node, // then if miss just give the same color as before //if( m_accelerator->Intersect( rayAA, hitAA, nodex0y0 ) ) // aOutHitColor[i] += shadeHit( aBgColorY[y], rayAA, hitAA, false, 0 ); } else { // Try to intersect the different nodes // It tests the possible combination of hitted or not hitted points // This will try to get the best hit for this ray if( nodex0y0 != 0 ) hitted |= m_accelerator->Intersect( rayAA, hitAA, nodex0y0 ); if( ( nodex1y0 != 0 ) && ( nodex0y0 != nodex1y0 ) ) hitted |= m_accelerator->Intersect( rayAA, hitAA, nodex1y0 ); if( ( nodex0y1 != 0 ) && ( nodex0y0 != nodex0y1 ) && ( nodex1y0 != nodex0y1 ) ) hitted |= m_accelerator->Intersect( rayAA, hitAA, nodex0y1 ); if( (nodex1y1 != 0 ) && ( nodex0y0 != nodex1y1 ) && ( nodex0y1 != nodex1y1 ) && ( nodex1y0 != nodex1y1 ) ) hitted |= m_accelerator->Intersect( rayAA, hitAA, nodex1y1 ); if( (node_AA_x0y0 != 0 ) && ( nodex0y0 != node_AA_x0y0 ) && ( nodex0y1 != node_AA_x0y0 ) && ( nodex1y0 != node_AA_x0y0 ) && ( nodex1y1 != node_AA_x0y0 ) ) hitted |= m_accelerator->Intersect( rayAA, hitAA, node_AA_x0y0 ); if( hitted ) { // If we got any result, shade it aOutHitColor[i] = shadeHit( aBgColorY[y], rayAA, hitAA, false, 0, is_testShadow ); } else { // Note: There are very few cases that will end on this situation // so it is not so expensive to trace a single ray from the beginning // It was missed the 'last nodes' so, trace a ray from the beginning if( m_accelerator->Intersect( rayAA, hitAA ) ) aOutHitColor[i] = shadeHit( aBgColorY[y], rayAA, hitAA, false, 0, is_testShadow ); } } } } } #define DISP_FACTOR 0.075f void C3D_RENDER_RAYTRACING::rt_render_trace_block( GLubyte *ptrPBO , signed int iBlock ) { // Initialize ray packets // ///////////////////////////////////////////////////////////////////////// const SFVEC2UI &blockPos = m_blockPositions[iBlock]; const SFVEC2I blockPosI = SFVEC2I( blockPos.x + m_xoffset, blockPos.y + m_yoffset ); RAYPACKET blockPacket( m_settings.CameraGet(), (SFVEC2F)blockPosI + SFVEC2F(DISP_FACTOR, DISP_FACTOR), SFVEC2F(DISP_FACTOR, DISP_FACTOR) // Displacement random factor ); HITINFO_PACKET hitPacket_X0Y0[RAYPACKET_RAYS_PER_PACKET]; HITINFO_PACKET_init( hitPacket_X0Y0 ); // Calculate background gradient color // ///////////////////////////////////////////////////////////////////////// SFVEC3F bgColor[RAYPACKET_DIM];// Store a vertical gradient color for( unsigned int y = 0; y < RAYPACKET_DIM; ++y ) { const float posYfactor = (float)(blockPosI.y + y) / (float)m_windowSize.y; bgColor[y] = (SFVEC3F)m_settings.m_BgColorTop * SFVEC3F(posYfactor) + (SFVEC3F)m_settings.m_BgColorBot * ( SFVEC3F(1.0f) - SFVEC3F(posYfactor) ); } // Intersect ray packets (calculate the intersection with rays and objects) // ///////////////////////////////////////////////////////////////////////// if( !m_accelerator->Intersect( blockPacket, hitPacket_X0Y0 ) ) { // If block is empty then set shades and continue if( m_settings.GetFlag( FL_RENDER_RAYTRACING_POST_PROCESSING ) ) { for( unsigned int y = 0; y < RAYPACKET_DIM; ++y ) { const SFVEC3F &outColor = bgColor[y]; const unsigned int yBlockPos = blockPos.y + y; for( unsigned int x = 0; x < RAYPACKET_DIM; ++x ) { m_postshader_ssao.SetPixelData( blockPos.x + x, yBlockPos, SFVEC3F(), outColor, SFVEC3F(), 0, 1.0f ); } } } // This will set the output color to be displayed // If post processing is enabled, it will not reflect the final result // (as the final color will be computed on post processing) // but it is used for report progress const bool isFinalColor = !m_settings.GetFlag( FL_RENDER_RAYTRACING_POST_PROCESSING ); for( unsigned int y = 0; y < RAYPACKET_DIM; ++y ) { const SFVEC3F &outColor = bgColor[y]; const unsigned int yConst = blockPos.x + ( (y + blockPos.y) * m_realBufferSize.x); for( unsigned int x = 0; x < RAYPACKET_DIM; ++x ) { GLubyte *ptr = &ptrPBO[ (yConst + x) * 4 ]; rt_final_color( ptr, outColor, isFinalColor ); } } // There is nothing more here to do.. there are no hits .. // just background so continue return; } SFVEC3F hitColor_X0Y0[RAYPACKET_RAYS_PER_PACKET]; // Shade original (0, 0) hits ("paint" the intersected objects) // ///////////////////////////////////////////////////////////////////////// rt_shades_packet( bgColor, blockPacket.m_ray, hitPacket_X0Y0, m_settings.GetFlag( FL_RENDER_RAYTRACING_SHADOWS ), hitColor_X0Y0 ); if( m_settings.GetFlag( FL_RENDER_RAYTRACING_ANTI_ALIASING ) ) { SFVEC3F hitColor_AA_X1Y1[RAYPACKET_RAYS_PER_PACKET]; // Intersect one blockPosI + (0.5, 0.5) used for anti aliasing calculation // ///////////////////////////////////////////////////////////////////////// HITINFO_PACKET hitPacket_AA_X1Y1[RAYPACKET_RAYS_PER_PACKET]; HITINFO_PACKET_init( hitPacket_AA_X1Y1 ); RAYPACKET blockPacket_AA_X1Y1( m_settings.CameraGet(), (SFVEC2F)blockPosI + SFVEC2F(0.5f, 0.5f), SFVEC2F(DISP_FACTOR, DISP_FACTOR) // Displacement random factor ); if( !m_accelerator->Intersect( blockPacket_AA_X1Y1, hitPacket_AA_X1Y1 ) ) { // Missed all the package for( unsigned int y = 0, i = 0; y < RAYPACKET_DIM; ++y ) { const SFVEC3F &outColor = bgColor[y]; for( unsigned int x = 0; x < RAYPACKET_DIM; ++x, ++i ) { hitColor_AA_X1Y1[i] = outColor; } } } else { rt_shades_packet( bgColor, blockPacket_AA_X1Y1.m_ray, hitPacket_AA_X1Y1, m_settings.GetFlag( FL_RENDER_RAYTRACING_SHADOWS ) && (!m_settings.GetFlag( FL_RENDER_RAYTRACING_POST_PROCESSING )), hitColor_AA_X1Y1 ); } SFVEC3F hitColor_AA_X1Y0[RAYPACKET_RAYS_PER_PACKET]; SFVEC3F hitColor_AA_X0Y1[RAYPACKET_RAYS_PER_PACKET]; SFVEC3F hitColor_AA_X0Y1_half[RAYPACKET_RAYS_PER_PACKET]; for( unsigned int i = 0; i < RAYPACKET_RAYS_PER_PACKET; ++i ) { const SFVEC3F color_average = ( hitColor_X0Y0[i] + hitColor_AA_X1Y1[i] ) * SFVEC3F(0.5f); hitColor_AA_X1Y0[i] = color_average; hitColor_AA_X0Y1[i] = color_average; hitColor_AA_X0Y1_half[i] = color_average; } RAY blockRayPck_AA_X1Y0[RAYPACKET_RAYS_PER_PACKET]; RAY blockRayPck_AA_X0Y1[RAYPACKET_RAYS_PER_PACKET]; RAY blockRayPck_AA_X1Y1_half[RAYPACKET_RAYS_PER_PACKET]; RAYPACKET_InitRays_with2DDisplacement( m_settings.CameraGet(), (SFVEC2F)blockPosI + SFVEC2F(0.5f - DISP_FACTOR, DISP_FACTOR), SFVEC2F(DISP_FACTOR, DISP_FACTOR), // Displacement random factor blockRayPck_AA_X1Y0 ); RAYPACKET_InitRays_with2DDisplacement( m_settings.CameraGet(), (SFVEC2F)blockPosI + SFVEC2F(DISP_FACTOR, 0.5f - DISP_FACTOR), SFVEC2F(DISP_FACTOR, DISP_FACTOR), // Displacement random factor blockRayPck_AA_X0Y1 ); RAYPACKET_InitRays_with2DDisplacement( m_settings.CameraGet(), (SFVEC2F)blockPosI + SFVEC2F(0.25f - DISP_FACTOR, 0.25f - DISP_FACTOR), SFVEC2F(DISP_FACTOR, DISP_FACTOR), // Displacement random factor blockRayPck_AA_X1Y1_half ); rt_trace_AA_packet( bgColor, hitPacket_X0Y0, hitPacket_AA_X1Y1, blockRayPck_AA_X1Y0, hitColor_AA_X1Y0 ); rt_trace_AA_packet( bgColor, hitPacket_X0Y0, hitPacket_AA_X1Y1, blockRayPck_AA_X0Y1, hitColor_AA_X0Y1 ); rt_trace_AA_packet( bgColor, hitPacket_X0Y0, hitPacket_AA_X1Y1, blockRayPck_AA_X1Y1_half, hitColor_AA_X0Y1_half ); // Average the result for( unsigned int i = 0; i < RAYPACKET_RAYS_PER_PACKET; ++i ) { hitColor_X0Y0[i] = ( hitColor_X0Y0[i] + hitColor_AA_X1Y1[i] + hitColor_AA_X1Y0[i] + hitColor_AA_X0Y1[i] + hitColor_AA_X0Y1_half[i] ) * SFVEC3F(1.0f / 5.0f); } } // Copy results to the next stage // ///////////////////////////////////////////////////////////////////// GLubyte *ptr = &ptrPBO[ ( blockPos.x + (blockPos.y * m_realBufferSize.x) ) * 4 ]; const uint32_t ptrInc = (m_realBufferSize.x - RAYPACKET_DIM) * 4; if( m_settings.GetFlag( FL_RENDER_RAYTRACING_POST_PROCESSING ) ) { SFVEC2I bPos; bPos.y = blockPos.y; for( unsigned int y = 0, i = 0; y < RAYPACKET_DIM; ++y ) { bPos.x = blockPos.x; for( unsigned int x = 0; x < RAYPACKET_DIM; ++x, ++i ) { const SFVEC3F &hColor = hitColor_X0Y0[i]; if( hitPacket_X0Y0[i].m_hitresult == true ) m_postshader_ssao.SetPixelData( bPos.x, bPos.y, hitPacket_X0Y0[i].m_HitInfo.m_HitNormal, hColor, blockPacket.m_ray[i].at( hitPacket_X0Y0[i].m_HitInfo.m_tHit ), hitPacket_X0Y0[i].m_HitInfo.m_tHit, hitPacket_X0Y0[i].m_HitInfo.m_ShadowFactor ); else m_postshader_ssao.SetPixelData( bPos.x, bPos.y, SFVEC3F(), hColor, SFVEC3F(), 0, 1.0f ); rt_final_color( ptr, hColor, false ); bPos.x++; ptr += 4; } ptr += ptrInc; bPos.y++; } } else { for( unsigned int y = 0, i = 0; y < RAYPACKET_DIM; ++y ) { for( unsigned int x = 0; x < RAYPACKET_DIM; ++x, ++i ) { rt_final_color( ptr, hitColor_X0Y0[i], true ); ptr += 4; } ptr += ptrInc; } } } void C3D_RENDER_RAYTRACING::rt_render_post_process_shade( GLubyte *ptrPBO, REPORTER *aStatusTextReporter ) { (void)ptrPBO; // unused if( m_settings.GetFlag( FL_RENDER_RAYTRACING_POST_PROCESSING ) ) { if( aStatusTextReporter ) aStatusTextReporter->Report( _("Rendering: Post processing shader") ); // Compute the shader value #pragma omp parallel for schedule(dynamic) for( signed int y = 0; y < (int)m_realBufferSize.y; ++y ) { SFVEC3F *ptr = &m_shaderBuffer[ y * m_realBufferSize.x ]; for( signed int x = 0; x < (int)m_realBufferSize.x; ++x ) { *ptr = m_postshader_ssao.Shade( SFVEC2I( x, y ) ); ptr++; } } // Wait for all threads to finish #pragma omp barrier // Set next state m_rt_render_state = RT_RENDER_STATE_POST_PROCESS_BLUR_AND_FINISH; } else { // As this was an invalid state, set to finish m_rt_render_state = RT_RENDER_STATE_FINISH; } } void C3D_RENDER_RAYTRACING::rt_render_post_process_blur_finish( GLubyte *ptrPBO, REPORTER *aStatusTextReporter ) { (void)aStatusTextReporter; //unused if( m_settings.GetFlag( FL_RENDER_RAYTRACING_POST_PROCESSING ) ) { // Now blurs the shader result and compute the final color #pragma omp parallel for schedule(dynamic) for( signed int y = 0; y < (int)m_realBufferSize.y; ++y ) { GLubyte *ptr = &ptrPBO[ y * m_realBufferSize.x * 4 ]; SFVEC3F *ptrShaderY0 = &m_shaderBuffer[ glm::max((int)y - 2, 0) * m_realBufferSize.x ]; SFVEC3F *ptrShaderY1 = &m_shaderBuffer[ glm::max((int)y - 1, 0) * m_realBufferSize.x ]; SFVEC3F *ptrShaderY2 = &m_shaderBuffer[ y * m_realBufferSize.x ]; SFVEC3F *ptrShaderY3 = &m_shaderBuffer[ glm::min((int)y + 1, (int)(m_realBufferSize.y - 1)) * m_realBufferSize.x ]; SFVEC3F *ptrShaderY4 = &m_shaderBuffer[ glm::min((int)y + 2, (int)(m_realBufferSize.y - 1)) * m_realBufferSize.x ]; for( signed int x = 0; x < (int)m_realBufferSize.x; ++x ) { // This #if should be 1, it is here that can be used for debug proposes during development #if 1 SFVEC3F bluredShadeColor = (*ptrShaderY0) * 1.0f / 273.0f + (*ptrShaderY1) * 4.0f / 273.0f + (*ptrShaderY2) * 7.0f / 273.0f + (*ptrShaderY3) * 4.0f / 273.0f + (*ptrShaderY4) * 1.0f / 273.0f; if( x > 1 ) { ptrShaderY0++; ptrShaderY1++; ptrShaderY2++; ptrShaderY3++; ptrShaderY4++; } bluredShadeColor += (*ptrShaderY0) * 4.0f / 273.0f + (*ptrShaderY1) *16.0f / 273.0f + (*ptrShaderY2) *26.0f / 273.0f + (*ptrShaderY3) *16.0f / 273.0f + (*ptrShaderY4) * 4.0f / 273.0f; if( x > 0 ) { ptrShaderY0++; ptrShaderY1++; ptrShaderY2++; ptrShaderY3++; ptrShaderY4++; } bluredShadeColor += (*ptrShaderY0) * 7.0f / 273.0f + (*ptrShaderY1) *26.0f / 273.0f + (*ptrShaderY2) *41.0f / 273.0f + (*ptrShaderY3) *26.0f / 273.0f + (*ptrShaderY4) * 7.0f / 273.0f; if( x < ((int)m_realBufferSize.x - 1) ) { ptrShaderY0++; ptrShaderY1++; ptrShaderY2++; ptrShaderY3++; ptrShaderY4++; } bluredShadeColor += (*ptrShaderY0) * 4.0f / 273.0f + (*ptrShaderY1) *16.0f / 273.0f + (*ptrShaderY2) *26.0f / 273.0f + (*ptrShaderY3) *16.0f / 273.0f + (*ptrShaderY4) * 4.0f / 273.0f; if( x < ((int)m_realBufferSize.x - 2) ) { ptrShaderY0++; ptrShaderY1++; ptrShaderY2++; ptrShaderY3++; ptrShaderY4++; } bluredShadeColor += (*ptrShaderY0) * 1.0f / 273.0f + (*ptrShaderY1) * 4.0f / 273.0f + (*ptrShaderY2) * 7.0f / 273.0f + (*ptrShaderY3) * 4.0f / 273.0f + (*ptrShaderY4) * 1.0f / 273.0f; ptrShaderY0-= 3; ptrShaderY1-= 3; ptrShaderY2-= 3; ptrShaderY3-= 3; ptrShaderY4-= 3; const float grayBluredColor = ( bluredShadeColor.r + bluredShadeColor.g + bluredShadeColor.b ) / 3.0f; const SFVEC3F &originalColor = m_postshader_ssao.GetColorAtNotProtected( SFVEC2I( x, y ) ); float luminanceColor = (originalColor.r * 0.2126f + originalColor.g * 0.7152f + originalColor.b * 0.0722f); // http://www.fooplot.com/#W3sidHlwZSI6MCwiZXEiOiIoeCoxLjMtMC4xNSkqKC14KjEuMysyLjE1KSIsImNvbG9yIjoiIzAwMDAwMCJ9LHsidHlwZSI6MTAwMCwid2luZG93IjpbIi0xLjQ5MjM4OTg5MzY5NjAyNCIsIjIuMTY2Nzg0ODAzNTQyNDk4IiwiLTAuNjYzNzYwNzIzNzUyMjA5NSIsIjEuNTg4MDM5MDg5OTMzMDM0NiJdLCJzaXplIjpbNjQ5LDM5OV19XQ-- // luminanceColor = (+luminanceColor * 1.3f - 0.15f) * // (-luminanceColor * 1.3f + 2.15f); // http://www.fooplot.com/#W3sidHlwZSI6MCwiZXEiOiIoeC0wLjEpKjkiLCJjb2xvciI6IiMwMDAwMDAifSx7InR5cGUiOjEwMDAsIndpbmRvdyI6WyItMC45OTI5NjA0NzE5OTg5Njk1IiwiMS45MzQzNzkyODU3OTE4NDYzIiwiLTAuNDE1MTAzMzMwNzkyMzc5NyIsIjEuMzg2MzM2NTIwMTU1ODE0MiJdLCJzaXplIjpbNjQ5LDM5OV19XQ-- luminanceColor = (luminanceColor - 0.10f) * 9.0f; luminanceColor = glm::clamp( luminanceColor, 0.0f, 1.0f ); const SFVEC3F shadedColor = ( originalColor * ( SFVEC3F(1.0f) - 2.0f * bluredShadeColor * luminanceColor ) ) - ( bluredShadeColor - (grayBluredColor * 0.65f) ); // Debug code //const SFVEC3F shadedColor = bluredShadeColor; //const SFVEC3F shadedColor = SFVEC3F(grayOriginalColorFactor); #else // Debug code //const SFVEC3F shadedColor = SFVEC3F( 1.0f ) - // m_shaderBuffer[ y * m_realBufferSize.x + x]; const SFVEC3F shadedColor = m_shaderBuffer[ y * m_realBufferSize.x + x ]; #endif rt_final_color( ptr, shadedColor, true ); ptr += 4; } } // Wait for all threads to finish #pragma omp barrier // Debug code //m_postshader_ssao.DebugBuffersOutputAsImages(); } // End rendering m_rt_render_state = RT_RENDER_STATE_FINISH; } void C3D_RENDER_RAYTRACING::render_preview( GLubyte *ptrPBO ) { m_isPreview = true; unsigned int nrBlocks = m_blockPositionsFast.size(); #pragma omp parallel for schedule(dynamic) for( signed int iBlock = 0; iBlock < (int)nrBlocks; iBlock++ ) { const SFVEC2UI &windowPosUI = m_blockPositionsFast[ iBlock ]; const SFVEC2I windowsPos = SFVEC2I( windowPosUI.x + m_xoffset, windowPosUI.y + m_yoffset ); RAYPACKET blockPacket( m_settings.CameraGet(), windowsPos, 4 ); HITINFO_PACKET hitPacket[RAYPACKET_RAYS_PER_PACKET]; // Initialize hitPacket with a "not hit" information for( unsigned int i = 0; i < RAYPACKET_RAYS_PER_PACKET; ++i ) { hitPacket[i].m_HitInfo.m_tHit = std::numeric_limits::infinity(); hitPacket[i].m_HitInfo.m_acc_node_info = 0; hitPacket[i].m_hitresult = false; } // Intersect packet block m_accelerator->Intersect( blockPacket, hitPacket ); // Calculate background gradient color // ///////////////////////////////////////////////////////////////////// SFVEC3F bgColor[RAYPACKET_DIM]; for( unsigned int y = 0; y < RAYPACKET_DIM; ++y ) { const float posYfactor = (float)(windowsPos.y + y * 4.0f) / (float)m_windowSize.y; bgColor[y] = (SFVEC3F)m_settings.m_BgColorTop * SFVEC3F(posYfactor) + (SFVEC3F)m_settings.m_BgColorBot * ( SFVEC3F(1.0f) - SFVEC3F(posYfactor) ); } CCOLORRGB hitColorShading[RAYPACKET_RAYS_PER_PACKET]; for( unsigned int i = 0; i < RAYPACKET_RAYS_PER_PACKET; ++i ) { const SFVEC3F bhColorY = bgColor[i / RAYPACKET_DIM]; if( hitPacket[i].m_hitresult == true ) { const SFVEC3F hitColor = shadeHit( bhColorY, blockPacket.m_ray[i], hitPacket[i].m_HitInfo, false, 0, false ); hitColorShading[i] = CCOLORRGB( hitColor ); } else hitColorShading[i] = bhColorY; } CCOLORRGB cLRB_old[(RAYPACKET_DIM - 1)]; for( unsigned int y = 0; y < (RAYPACKET_DIM - 1); ++y ) { const SFVEC3F bgColorY = bgColor[y]; const CCOLORRGB bgColorYRGB = CCOLORRGB( bgColorY ); // This stores cRTB from the last block to be reused next time in a cLTB pixel CCOLORRGB cRTB_old; //RAY cRTB_ray; //HITINFO cRTB_hitInfo; for( unsigned int x = 0; x < (RAYPACKET_DIM - 1); ++x ) { // pxl 0 pxl 1 pxl 2 pxl 3 pxl 4 // x0 x1 ... // .---------------------------. // y0 | cLT | cxxx | cLRT | cxxx | cRT | // | cxxx | cLTC | cxxx | cRTC | cxxx | // | cLTB | cxxx | cC | cxxx | cRTB | // | cxxx | cLBC | cxxx | cRBC | cxxx | // '---------------------------' // y1 | cLB | cxxx | cLRB | cxxx | cRB | const unsigned int iLT = ((x + 0) + RAYPACKET_DIM * (y + 0)); const unsigned int iRT = ((x + 1) + RAYPACKET_DIM * (y + 0)); const unsigned int iLB = ((x + 0) + RAYPACKET_DIM * (y + 1)); const unsigned int iRB = ((x + 1) + RAYPACKET_DIM * (y + 1)); // !TODO: skip when there are no hits const CCOLORRGB &cLT = hitColorShading[ iLT ]; const CCOLORRGB &cRT = hitColorShading[ iRT ]; const CCOLORRGB &cLB = hitColorShading[ iLB ]; const CCOLORRGB &cRB = hitColorShading[ iRB ]; // Trace and shade cC // ///////////////////////////////////////////////////////////// CCOLORRGB cC = bgColorYRGB; const SFVEC3F &oriLT = blockPacket.m_ray[ iLT ].m_Origin; const SFVEC3F &oriRB = blockPacket.m_ray[ iRB ].m_Origin; const SFVEC3F &dirLT = blockPacket.m_ray[ iLT ].m_Dir; const SFVEC3F &dirRB = blockPacket.m_ray[ iRB ].m_Dir; SFVEC3F oriC; SFVEC3F dirC; HITINFO centerHitInfo; centerHitInfo.m_tHit = std::numeric_limits::infinity(); bool hittedC = false; if( (hitPacket[ iLT ].m_hitresult == true) || (hitPacket[ iRT ].m_hitresult == true) || (hitPacket[ iLB ].m_hitresult == true) || (hitPacket[ iRB ].m_hitresult == true) ) { oriC = ( oriLT + oriRB ) * 0.5f; dirC = glm::normalize( ( dirLT + dirRB ) * 0.5f ); // Trace the center ray RAY centerRay; centerRay.Init( oriC, dirC ); const unsigned int nodeLT = hitPacket[ iLT ].m_HitInfo.m_acc_node_info; const unsigned int nodeRT = hitPacket[ iRT ].m_HitInfo.m_acc_node_info; const unsigned int nodeLB = hitPacket[ iLB ].m_HitInfo.m_acc_node_info; const unsigned int nodeRB = hitPacket[ iRB ].m_HitInfo.m_acc_node_info; if( nodeLT != 0 ) hittedC |= m_accelerator->Intersect( centerRay, centerHitInfo, nodeLT ); if( ( nodeRT != 0 ) && ( nodeRT != nodeLT ) ) hittedC |= m_accelerator->Intersect( centerRay, centerHitInfo, nodeRT ); if( ( nodeLB != 0 ) && ( nodeLB != nodeLT ) && ( nodeLB != nodeRT ) ) hittedC |= m_accelerator->Intersect( centerRay, centerHitInfo, nodeLB ); if( ( nodeRB != 0 ) && ( nodeRB != nodeLB ) && ( nodeRB != nodeLT ) && ( nodeRB != nodeRT ) ) hittedC |= m_accelerator->Intersect( centerRay, centerHitInfo, nodeRB ); if( hittedC ) cC = CCOLORRGB( shadeHit( bgColorY, centerRay, centerHitInfo, false, 0, false ) ); else { centerHitInfo.m_tHit = std::numeric_limits::infinity(); hittedC = m_accelerator->Intersect( centerRay, centerHitInfo ); if( hittedC ) cC = CCOLORRGB( shadeHit( bgColorY, centerRay, centerHitInfo, false, 0, false ) ); } } // Trace and shade cLRT // ///////////////////////////////////////////////////////////// CCOLORRGB cLRT = bgColorYRGB; const SFVEC3F &oriRT = blockPacket.m_ray[ iRT ].m_Origin; const SFVEC3F &dirRT = blockPacket.m_ray[ iRT ].m_Dir; if( y == 0 ) { // Trace the center ray RAY rayLRT; rayLRT.Init( ( oriLT + oriRT ) * 0.5f, glm::normalize( ( dirLT + dirRT ) * 0.5f ) ); HITINFO hitInfoLRT; hitInfoLRT.m_tHit = std::numeric_limits::infinity(); if( hitPacket[ iLT ].m_hitresult && hitPacket[ iRT ].m_hitresult && (hitPacket[ iLT ].m_HitInfo.pHitObject == hitPacket[ iRT ].m_HitInfo.pHitObject) ) { hitInfoLRT.pHitObject = hitPacket[ iLT ].m_HitInfo.pHitObject; hitInfoLRT.m_tHit = ( hitPacket[ iLT ].m_HitInfo.m_tHit + hitPacket[ iRT ].m_HitInfo.m_tHit ) * 0.5f; hitInfoLRT.m_HitNormal = glm::normalize( ( hitPacket[ iLT ].m_HitInfo.m_HitNormal + hitPacket[ iRT ].m_HitInfo.m_HitNormal ) * 0.5f ); cLRT = CCOLORRGB( shadeHit( bgColorY, rayLRT, hitInfoLRT, false, 0, false ) ); cLRT = BlendColor( cLRT, BlendColor( cLT, cRT) ); } else { if( hitPacket[ iLT ].m_hitresult || hitPacket[ iRT ].m_hitresult ) // If any hits { const unsigned int nodeLT = hitPacket[ iLT ].m_HitInfo.m_acc_node_info; const unsigned int nodeRT = hitPacket[ iRT ].m_HitInfo.m_acc_node_info; bool hittedLRT = false; if( nodeLT != 0 ) hittedLRT |= m_accelerator->Intersect( rayLRT, hitInfoLRT, nodeLT ); if( ( nodeRT != 0 ) && ( nodeRT != nodeLT ) ) hittedLRT |= m_accelerator->Intersect( rayLRT, hitInfoLRT, nodeRT ); if( hittedLRT ) cLRT = CCOLORRGB( shadeHit( bgColorY, rayLRT, hitInfoLRT, false, 0, false ) ); else { hitInfoLRT.m_tHit = std::numeric_limits::infinity(); if( m_accelerator->Intersect( rayLRT,hitInfoLRT ) ) cLRT = CCOLORRGB( shadeHit( bgColorY, rayLRT, hitInfoLRT, false, 0, false ) ); } } } } else cLRT = cLRB_old[x]; // Trace and shade cLTB // ///////////////////////////////////////////////////////////// CCOLORRGB cLTB = bgColorYRGB; if( x == 0 ) { const SFVEC3F &oriLB = blockPacket.m_ray[ iLB ].m_Origin; const SFVEC3F &dirLB = blockPacket.m_ray[ iLB ].m_Dir; // Trace the center ray RAY rayLTB; rayLTB.Init( ( oriLT + oriLB ) * 0.5f, glm::normalize( ( dirLT + dirLB ) * 0.5f ) ); HITINFO hitInfoLTB; hitInfoLTB.m_tHit = std::numeric_limits::infinity(); if( hitPacket[ iLT ].m_hitresult && hitPacket[ iLB ].m_hitresult && ( hitPacket[ iLT ].m_HitInfo.pHitObject == hitPacket[ iLB ].m_HitInfo.pHitObject ) ) { hitInfoLTB.pHitObject = hitPacket[ iLT ].m_HitInfo.pHitObject; hitInfoLTB.m_tHit = ( hitPacket[ iLT ].m_HitInfo.m_tHit + hitPacket[ iLB ].m_HitInfo.m_tHit ) * 0.5f; hitInfoLTB.m_HitNormal = glm::normalize( ( hitPacket[ iLT ].m_HitInfo.m_HitNormal + hitPacket[ iLB ].m_HitInfo.m_HitNormal ) * 0.5f ); cLTB = CCOLORRGB( shadeHit( bgColorY, rayLTB, hitInfoLTB, false, 0, false ) ); cLTB = BlendColor( cLTB, BlendColor( cLT, cLB) ); } else { if( hitPacket[ iLT ].m_hitresult || hitPacket[ iLB ].m_hitresult ) // If any hits { const unsigned int nodeLT = hitPacket[ iLT ].m_HitInfo.m_acc_node_info; const unsigned int nodeLB = hitPacket[ iLB ].m_HitInfo.m_acc_node_info; bool hittedLTB = false; if( nodeLT != 0 ) hittedLTB |= m_accelerator->Intersect( rayLTB, hitInfoLTB, nodeLT ); if( ( nodeLB != 0 ) && ( nodeLB != nodeLT ) ) hittedLTB |= m_accelerator->Intersect( rayLTB, hitInfoLTB, nodeLB ); if( hittedLTB ) cLTB = CCOLORRGB( shadeHit( bgColorY, rayLTB, hitInfoLTB, false, 0, false ) ); else { hitInfoLTB.m_tHit = std::numeric_limits::infinity(); if( m_accelerator->Intersect( rayLTB, hitInfoLTB ) ) cLTB = CCOLORRGB( shadeHit( bgColorY, rayLTB, hitInfoLTB, false, 0, false ) ); } } } } else cLTB = cRTB_old; // Trace and shade cRTB // ///////////////////////////////////////////////////////////// CCOLORRGB cRTB = bgColorYRGB; // Trace the center ray RAY rayRTB; rayRTB.Init( ( oriRT + oriRB ) * 0.5f, glm::normalize( ( dirRT + dirRB ) * 0.5f ) ); HITINFO hitInfoRTB; hitInfoRTB.m_tHit = std::numeric_limits::infinity(); if( hitPacket[ iRT ].m_hitresult && hitPacket[ iRB ].m_hitresult && ( hitPacket[ iRT ].m_HitInfo.pHitObject == hitPacket[ iRB ].m_HitInfo.pHitObject ) ) { hitInfoRTB.pHitObject = hitPacket[ iRT ].m_HitInfo.pHitObject; hitInfoRTB.m_tHit = ( hitPacket[ iRT ].m_HitInfo.m_tHit + hitPacket[ iRB ].m_HitInfo.m_tHit ) * 0.5f; hitInfoRTB.m_HitNormal = glm::normalize( ( hitPacket[ iRT ].m_HitInfo.m_HitNormal + hitPacket[ iRB ].m_HitInfo.m_HitNormal ) * 0.5f ); cRTB = CCOLORRGB( shadeHit( bgColorY, rayRTB, hitInfoRTB, false, 0, false ) ); cRTB = BlendColor( cRTB, BlendColor( cRT, cRB) ); } else { if( hitPacket[ iRT ].m_hitresult || hitPacket[ iRB ].m_hitresult ) // If any hits { const unsigned int nodeRT = hitPacket[ iRT ].m_HitInfo.m_acc_node_info; const unsigned int nodeRB = hitPacket[ iRB ].m_HitInfo.m_acc_node_info; bool hittedRTB = false; if( nodeRT != 0 ) hittedRTB |= m_accelerator->Intersect( rayRTB, hitInfoRTB, nodeRT ); if( ( nodeRB != 0 ) && ( nodeRB != nodeRT ) ) hittedRTB |= m_accelerator->Intersect( rayRTB, hitInfoRTB, nodeRB ); if( hittedRTB ) cRTB = CCOLORRGB( shadeHit( bgColorY, rayRTB, hitInfoRTB, false, 0, false) ); else { hitInfoRTB.m_tHit = std::numeric_limits::infinity(); if( m_accelerator->Intersect( rayRTB, hitInfoRTB ) ) cRTB = CCOLORRGB( shadeHit( bgColorY, rayRTB, hitInfoRTB, false, 0, false ) ); } } } cRTB_old = cRTB; // Trace and shade cLRB // ///////////////////////////////////////////////////////////// CCOLORRGB cLRB = bgColorYRGB; const SFVEC3F &oriLB = blockPacket.m_ray[ iLB ].m_Origin; const SFVEC3F &dirLB = blockPacket.m_ray[ iLB ].m_Dir; // Trace the center ray RAY rayLRB; rayLRB.Init( ( oriLB + oriRB ) * 0.5f, glm::normalize( ( dirLB + dirRB ) * 0.5f ) ); HITINFO hitInfoLRB; hitInfoLRB.m_tHit = std::numeric_limits::infinity(); if( hitPacket[ iLB ].m_hitresult && hitPacket[ iRB ].m_hitresult && ( hitPacket[ iLB ].m_HitInfo.pHitObject == hitPacket[ iRB ].m_HitInfo.pHitObject ) ) { hitInfoLRB.pHitObject = hitPacket[ iLB ].m_HitInfo.pHitObject; hitInfoLRB.m_tHit = ( hitPacket[ iLB ].m_HitInfo.m_tHit + hitPacket[ iRB ].m_HitInfo.m_tHit ) * 0.5f; hitInfoLRB.m_HitNormal = glm::normalize( ( hitPacket[ iLB ].m_HitInfo.m_HitNormal + hitPacket[ iRB ].m_HitInfo.m_HitNormal ) * 0.5f ); cLRB = CCOLORRGB( shadeHit( bgColorY, rayLRB, hitInfoLRB, false, 0, false ) ); cLRB = BlendColor( cLRB, BlendColor( cLB, cRB) ); } else { if( hitPacket[ iLB ].m_hitresult || hitPacket[ iRB ].m_hitresult ) // If any hits { const unsigned int nodeLB = hitPacket[ iLB ].m_HitInfo.m_acc_node_info; const unsigned int nodeRB = hitPacket[ iRB ].m_HitInfo.m_acc_node_info; bool hittedLRB = false; if( nodeLB != 0 ) hittedLRB |= m_accelerator->Intersect( rayLRB, hitInfoLRB, nodeLB ); if( ( nodeRB != 0 ) && ( nodeRB != nodeLB ) ) hittedLRB |= m_accelerator->Intersect( rayLRB, hitInfoLRB, nodeRB ); if( hittedLRB ) cLRB = CCOLORRGB( shadeHit( bgColorY, rayLRB, hitInfoLRB, false, 0, false ) ); else { hitInfoLRB.m_tHit = std::numeric_limits::infinity(); if( m_accelerator->Intersect( rayLRB, hitInfoLRB ) ) cLRB = CCOLORRGB( shadeHit( bgColorY, rayLRB, hitInfoLRB, false, 0, false ) ); } } } cLRB_old[x] = cLRB; // Trace and shade cLTC // ///////////////////////////////////////////////////////////// CCOLORRGB cLTC = BlendColor( cLT , cC ); if( hitPacket[ iLT ].m_hitresult || hittedC ) { // Trace the center ray RAY rayLTC; rayLTC.Init( ( oriLT + oriC ) * 0.5f, glm::normalize( ( dirLT + dirC ) * 0.5f ) ); HITINFO hitInfoLTC; hitInfoLTC.m_tHit = std::numeric_limits::infinity(); bool hitted = false; if( hittedC ) hitted = centerHitInfo.pHitObject->Intersect( rayLTC, hitInfoLTC ); else if( hitPacket[ iLT ].m_hitresult ) hitted = hitPacket[ iLT ].m_HitInfo.pHitObject->Intersect( rayLTC, hitInfoLTC ); if( hitted ) cLTC = CCOLORRGB( shadeHit( bgColorY, rayLTC, hitInfoLTC, false, 0, false ) ); } // Trace and shade cRTC // ///////////////////////////////////////////////////////////// CCOLORRGB cRTC = BlendColor( cRT , cC ); if( hitPacket[ iRT ].m_hitresult || hittedC ) { // Trace the center ray RAY rayRTC; rayRTC.Init( ( oriRT + oriC ) * 0.5f, glm::normalize( ( dirRT + dirC ) * 0.5f ) ); HITINFO hitInfoRTC; hitInfoRTC.m_tHit = std::numeric_limits::infinity(); bool hitted = false; if( hittedC ) hitted = centerHitInfo.pHitObject->Intersect( rayRTC, hitInfoRTC ); else if( hitPacket[ iRT ].m_hitresult ) hitted = hitPacket[ iRT ].m_HitInfo.pHitObject->Intersect( rayRTC, hitInfoRTC ); if( hitted ) cRTC = CCOLORRGB( shadeHit( bgColorY, rayRTC, hitInfoRTC, false, 0, false ) ); } // Trace and shade cLBC // ///////////////////////////////////////////////////////////// CCOLORRGB cLBC = BlendColor( cLB , cC ); if( hitPacket[ iLB ].m_hitresult || hittedC ) { // Trace the center ray RAY rayLBC; rayLBC.Init( ( oriLB + oriC ) * 0.5f, glm::normalize( ( dirLB + dirC ) * 0.5f ) ); HITINFO hitInfoLBC; hitInfoLBC.m_tHit = std::numeric_limits::infinity(); bool hitted = false; if( hittedC ) hitted = centerHitInfo.pHitObject->Intersect( rayLBC, hitInfoLBC ); else if( hitPacket[ iLB ].m_hitresult ) hitted = hitPacket[ iLB ].m_HitInfo.pHitObject->Intersect( rayLBC, hitInfoLBC ); if( hitted ) cLBC = CCOLORRGB( shadeHit( bgColorY, rayLBC, hitInfoLBC, false, 0, false ) ); } // Trace and shade cRBC // ///////////////////////////////////////////////////////////// CCOLORRGB cRBC = BlendColor( cRB , cC ); if( hitPacket[ iRB ].m_hitresult || hittedC ) { // Trace the center ray RAY rayRBC; rayRBC.Init( ( oriRB + oriC ) * 0.5f, glm::normalize( ( dirRB + dirC ) * 0.5f ) ); HITINFO hitInfoRBC; hitInfoRBC.m_tHit = std::numeric_limits::infinity(); bool hitted = false; if( hittedC ) hitted = centerHitInfo.pHitObject->Intersect( rayRBC, hitInfoRBC ); else if( hitPacket[ iRB ].m_hitresult ) hitted = hitPacket[ iRB ].m_HitInfo.pHitObject->Intersect( rayRBC, hitInfoRBC ); if( hitted ) cRBC = CCOLORRGB( shadeHit( bgColorY, rayRBC, hitInfoRBC, false, 0, false ) ); } // Set pixel colors // ///////////////////////////////////////////////////////////// GLubyte *ptr = &ptrPBO[ (4 * x + m_blockPositionsFast[iBlock].x + m_realBufferSize.x * (m_blockPositionsFast[iBlock].y + 4 * y)) * 4 ]; SetPixel( ptr + 0, cLT ); SetPixel( ptr + 4, BlendColor( cLT, cLRT, cLTC ) ); SetPixel( ptr + 8, cLRT ); SetPixel( ptr + 12, BlendColor( cLRT, cRT, cRTC ) ); ptr += m_realBufferSize.x * 4; SetPixel( ptr + 0, BlendColor( cLT , cLTB, cLTC ) ); SetPixel( ptr + 4, BlendColor( cLTC, BlendColor( cLT , cC ) ) ); SetPixel( ptr + 8, BlendColor( cC, BlendColor( cLRT, cLTC, cRTC ) ) ); SetPixel( ptr + 12, BlendColor( cRTC, BlendColor( cRT , cC ) ) ); ptr += m_realBufferSize.x * 4; SetPixel( ptr + 0, cLTB ); SetPixel( ptr + 4, BlendColor( cC, BlendColor( cLTB, cLTC, cLBC ) ) ); SetPixel( ptr + 8, cC ); SetPixel( ptr + 12, BlendColor( cC, BlendColor( cRTB, cRTC, cRBC ) ) ); ptr += m_realBufferSize.x * 4; SetPixel( ptr + 0, BlendColor( cLB , cLTB, cLBC ) ); SetPixel( ptr + 4, BlendColor( cLBC, BlendColor( cLB , cC ) ) ); SetPixel( ptr + 8, BlendColor( cC, BlendColor( cLRB, cLBC, cRBC ) ) ); SetPixel( ptr + 12, BlendColor( cRBC, BlendColor( cRB , cC ) ) ); } } } // Wait for all threads to finish (not sure if this is need) #pragma omp barrier } #define USE_EXPERIMENTAL_SOFT_SHADOWS 1 SFVEC3F C3D_RENDER_RAYTRACING::shadeHit( const SFVEC3F &aBgColor, const RAY &aRay, HITINFO &aHitInfo, bool aIsInsideObject, unsigned int aRecursiveLevel, bool is_testShadow ) const { if( aRecursiveLevel > 2 ) return SFVEC3F( 0.0f ); SFVEC3F hitPoint = aHitInfo.m_HitPoint; if( !m_isPreview ) hitPoint += aHitInfo.m_HitNormal * ( 0.5f * m_settings.GetNonCopperLayerThickness3DU() * glm::abs(Fast_RandFloat()) + 0.5f * m_settings.GetNonCopperLayerThickness3DU() ); const CMATERIAL *objMaterial = aHitInfo.pHitObject->GetMaterial(); wxASSERT( objMaterial != NULL ); const SFVEC3F diffuseColorObj = aHitInfo.pHitObject->GetDiffuseColor( aHitInfo ); SFVEC3F outColor = objMaterial->GetEmissiveColor(); const LIST_LIGHT &lightList = m_lights.GetList(); #if USE_EXPERIMENTAL_SOFT_SHADOWS const bool is_aa_enabled = m_settings.GetFlag( FL_RENDER_RAYTRACING_ANTI_ALIASING ) && (!m_isPreview); #endif float shadow_att_factor_sum = 0.0f; unsigned int nr_lights_that_can_cast_shadows = 0; for( LIST_LIGHT::const_iterator ii = lightList.begin(); ii != lightList.end(); ++ii ) { const CLIGHT *light = (CLIGHT *)*ii; SFVEC3F vectorToLight; SFVEC3F colorOfLight; float distToLight; light->GetLightParameters( hitPoint, vectorToLight, colorOfLight, distToLight ); if( m_isPreview ) colorOfLight = SFVEC3F( 1.0f ); /* if( (!m_isPreview) && // Little hack to make randomness to the shading and shadows m_settings.GetFlag( FL_RENDER_RAYTRACING_POST_PROCESSING ) ) vectorToLight = glm::normalize( vectorToLight + UniformRandomHemisphereDirection() * 0.1f ); */ const float NdotL = glm::dot( aHitInfo.m_HitNormal, vectorToLight ); // Only calc shade if the normal is facing the direction of light, // otherwise it is in the shadow if( NdotL >= FLT_EPSILON ) { float shadow_att_factor_light = 1.0f; if( is_testShadow && light->GetCastShadows() ) { nr_lights_that_can_cast_shadows++; #if USE_EXPERIMENTAL_SOFT_SHADOWS if( (!is_aa_enabled) || // For rays that are recursive, just calculate one hit shadow (aRecursiveLevel > 0) || // Only use soft shadows if using post processing (!m_settings.GetFlag( FL_RENDER_RAYTRACING_POST_PROCESSING ) ) ) { #endif RAY rayToLight; rayToLight.Init( hitPoint, vectorToLight ); // Test if point is not in the shadow. // Test for any hit from the point in the direction of light if( m_accelerator->IntersectP( rayToLight, distToLight ) ) shadow_att_factor_light = 0.0f; #if USE_EXPERIMENTAL_SOFT_SHADOWS } // Experimental softshadow calculation else { const unsigned int shadow_number_of_samples = 2; const float shadow_inc_factor = 1.0f / (float)(shadow_number_of_samples); for( unsigned int i=0; i < shadow_number_of_samples; ++i ) { const SFVEC3F unifVector = UniformRandomHemisphereDirection(); const SFVEC3F disturbed_vector_to_light = glm::normalize( vectorToLight + unifVector * 0.05f ); RAY rayToLight; rayToLight.Init( hitPoint, disturbed_vector_to_light ); // !TODO: there are multiple ways that this tests can be // optimized. Eg: by packing rays or to test against the // latest hit object. if( m_accelerator->IntersectP( rayToLight, distToLight ) ) { shadow_att_factor_light -= shadow_inc_factor; } } } #endif shadow_att_factor_sum += shadow_att_factor_light; } if( !m_settings.GetFlag( FL_RENDER_RAYTRACING_POST_PROCESSING ) ) { outColor += objMaterial->Shade( aRay, aHitInfo, NdotL, diffuseColorObj, vectorToLight, colorOfLight, shadow_att_factor_light ); } else { // This is a render hack in order to compensate for the lake of // ambient and too much darkness when using post process shadeer // It will calculate as it was not in shadow outColor += objMaterial->Shade( aRay, aHitInfo, NdotL, diffuseColorObj, vectorToLight, colorOfLight, 1.0f ); } } // Improvement: this is not taking in account the lightcolor if( nr_lights_that_can_cast_shadows > 0 ) { aHitInfo.m_ShadowFactor = shadow_att_factor_sum / (float)(nr_lights_that_can_cast_shadows * 1.0f); } else { aHitInfo.m_ShadowFactor = 1.0f; } // Only use the headlight for preview if( m_isPreview ) break; } // Clamp color to not be brighter than 1.0f outColor = glm::min( outColor, SFVEC3F( 1.0f ) ); if( !m_isPreview ) { // Reflections // ///////////////////////////////////////////////////////////////////// if( !aIsInsideObject && (objMaterial->GetReflection() > 0.0f) && m_settings.GetFlag( FL_RENDER_RAYTRACING_REFLECTIONS ) ) { const unsigned int reflection_number_of_samples = 3; SFVEC3F sum_color = SFVEC3F(0.0f); const SFVEC3F reflectVector = aRay.m_Dir - 2.0f * glm::dot( aRay.m_Dir, aHitInfo.m_HitNormal ) * aHitInfo.m_HitNormal; for( unsigned int i = 0; i < reflection_number_of_samples; ++i ) { // If we want to apply some randomize to the reflected vector // const SFVEC3F random_reflectVector = // glm::normalize( reflectVector + // UniformRandomHemisphereDirection() * // 0.02f ); RAY reflectedRay; reflectedRay.Init( hitPoint, reflectVector ); HITINFO reflectedHit; reflectedHit.m_tHit = std::numeric_limits::infinity(); if( m_accelerator->Intersect( reflectedRay, reflectedHit ) ) { sum_color += objMaterial->GetReflection() * shadeHit( aBgColor, reflectedRay, reflectedHit, false, aRecursiveLevel + 1, is_testShadow ) * (1.0f / ( 1.0f + 0.75f * reflectedHit.m_tHit * reflectedHit.m_tHit) ); // Falloff factor } } outColor += (sum_color / SFVEC3F( (float)reflection_number_of_samples) ); } // Refractions // ///////////////////////////////////////////////////////////////////// if( (objMaterial->GetTransparency() > 0.0f) && m_settings.GetFlag( FL_RENDER_RAYTRACING_REFRACTIONS ) ) { const float airIndex = 1.000293f; const float glassIndex = 1.49f; const float air_over_glass = airIndex / glassIndex; const float glass_over_air = glassIndex / airIndex; float refractionRatio = aIsInsideObject?glass_over_air:air_over_glass; SFVEC3F refractedVector; if( Refract( aRay.m_Dir, aHitInfo.m_HitNormal, refractionRatio, refractedVector ) ) { // If we want to apply some randomize to the refracted vector //refractedVector = refractedVector + UniformRandomHemisphereDirection() * 0.01f; refractedVector = glm::normalize( refractedVector ); // This increase the start point by a "fixed" factor so it will work the // same for all distances const SFVEC3F startPoint = aRay.at( NextFloatUp( NextFloatUp( NextFloatUp( aHitInfo.m_tHit ) ) ) ); RAY refractedRay; refractedRay.Init( startPoint, refractedVector ); HITINFO refractedHit; refractedHit.m_tHit = std::numeric_limits::infinity(); SFVEC3F refractedColor = aBgColor; float objTransparency = objMaterial->GetTransparency(); if( m_accelerator->Intersect( refractedRay, refractedHit ) ) { refractedColor = shadeHit( aBgColor, refractedRay, refractedHit, true, aRecursiveLevel + 1, is_testShadow ); const SFVEC3F absorbance = ( SFVEC3F(1.0f) - diffuseColorObj ) * (1.0f - objTransparency ) * 1.0000f * // Adjust falloff factor -refractedHit.m_tHit; const SFVEC3F transparency = SFVEC3F( expf( absorbance.r ), expf( absorbance.g ), expf( absorbance.b ) ); outColor = outColor * (1.0f - objTransparency) + refractedColor * transparency * objTransparency; } else { outColor = outColor * (1.0f - objTransparency) + refractedColor * objTransparency; } } } } //outColor += glm::max( -glm::dot( aHitInfo.m_HitNormal, aRay.m_Dir ), 0.0f ) * // objMaterial->GetAmbientColor(); return outColor; } void C3D_RENDER_RAYTRACING::initializeNewWindowSize() { opengl_init_pbo(); } void C3D_RENDER_RAYTRACING::opengl_init_pbo() { if( GLEW_ARB_pixel_buffer_object ) { m_opengl_support_vertex_buffer_object = true; // Try to delete vbo if it was already initialized opengl_delete_pbo(); // Learn about Pixel buffer objects at: // http://www.songho.ca/opengl/gl_pbo.html // http://web.eecs.umich.edu/~sugih/courses/eecs487/lectures/25-PBO+Mipmapping.pdf // "create 2 pixel buffer objects, you need to delete them when program exits. // glBufferDataARB with NULL pointer reserves only memory space." // This sets the number of RGBA pixels m_pboDataSize = m_realBufferSize.x * m_realBufferSize.y * 4; glGenBuffersARB( 1, &m_pboId ); glBindBufferARB( GL_PIXEL_UNPACK_BUFFER_ARB, m_pboId ); glBufferDataARB( GL_PIXEL_UNPACK_BUFFER_ARB, m_pboDataSize, 0, GL_STREAM_DRAW_ARB ); glBindBufferARB( GL_PIXEL_UNPACK_BUFFER_ARB, 0 ); wxLogTrace( m_logTrace, wxT( "C3D_RENDER_RAYTRACING:: GLEW_ARB_pixel_buffer_object is supported" ) ); } } bool C3D_RENDER_RAYTRACING::initializeOpenGL() { m_is_opengl_initialized = true; return true; } void C3D_RENDER_RAYTRACING::initialize_block_positions() { m_realBufferSize = SFVEC2UI(); // Calc block positions for fast preview mode // ///////////////////////////////////////////////////////////////////// m_blockPositionsFast.clear(); unsigned int i = 0; while(1) { const unsigned int mX = DecodeMorton2X(i); const unsigned int mY = DecodeMorton2Y(i); i++; const SFVEC2UI blockPos( mX * 4 * RAYPACKET_DIM - mX * 4, mY * 4 * RAYPACKET_DIM - mY * 4); if( ( blockPos.x >= ( (unsigned int)m_windowSize.x - ( 4 * RAYPACKET_DIM + 4 ) ) ) && ( blockPos.y >= ( (unsigned int)m_windowSize.y - ( 4 * RAYPACKET_DIM + 4 ) ) ) ) break; if( ( blockPos.x < ( (unsigned int)m_windowSize.x - ( 4 * RAYPACKET_DIM + 4) ) ) && ( blockPos.y < ( (unsigned int)m_windowSize.y - ( 4 * RAYPACKET_DIM + 4) ) ) ) { m_blockPositionsFast.push_back( blockPos ); if( blockPos.x > m_realBufferSize.x ) m_realBufferSize.x = blockPos.x; if( blockPos.y > m_realBufferSize.y ) m_realBufferSize.y = blockPos.y; } } m_fastPreviewModeSize = m_realBufferSize; m_realBufferSize.x = ((m_realBufferSize.x + RAYPACKET_DIM * 4) & RAYPACKET_INVMASK); m_realBufferSize.y = ((m_realBufferSize.y + RAYPACKET_DIM * 4) & RAYPACKET_INVMASK); m_xoffset = (m_windowSize.x - m_realBufferSize.x) / 2; m_yoffset = (m_windowSize.y - m_realBufferSize.y) / 2; m_postshader_ssao.UpdateSize( m_realBufferSize ); // Calc block positions // ///////////////////////////////////////////////////////////////////// m_blockPositions.clear(); m_blockPositions.reserve( (m_realBufferSize.x / RAYPACKET_DIM) * (m_realBufferSize.y / RAYPACKET_DIM) ); i = 0; while(1) { SFVEC2UI blockPos( DecodeMorton2X(i) * RAYPACKET_DIM, DecodeMorton2Y(i) * RAYPACKET_DIM ); i++; if( (blockPos.x >= m_realBufferSize.x) && (blockPos.y >= m_realBufferSize.y) ) break; if( (blockPos.x < m_realBufferSize.x) && (blockPos.y < m_realBufferSize.y) ) m_blockPositions.push_back( blockPos ); } // Create m_shader buffer delete m_shaderBuffer; m_shaderBuffer = new SFVEC3F[m_realBufferSize.x * m_realBufferSize.y]; opengl_init_pbo(); }