kicad/3d-viewer/3d_rendering/3d_render_raytracing/c3d_render_raytracing.cpp

2329 lines
97 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
* 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 <GL/glew.h>
#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"
#ifdef _OPENMP
#include <omp.h>
#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;
unsigned int nrBlocks = m_blockPositions.size(); // Cache the number of blocks
unsigned startTime = GetRunningMicroSecs(); // Get time that started render this block
bool breakLoop = false; // It will be used to break the loop
#pragma omp parallel for schedule(dynamic)
for( signed int iBlock = 0; iBlock < (int)nrBlocks; iBlock++ )
{
#pragma omp flush(breakLoop)
if( !breakLoop ) // That is used to break the other threads
{
// Check if this block was already processed
if( !m_blockPositionsWasProcessed[iBlock] )
{
m_blockPositionsWasProcessed[iBlock] = true;
// Render this block
rt_render_trace_block( ptrPBO, iBlock );
#pragma omp atomic
m_nrBlocksRenderProgress++;
// Check if it spend already some time render and request to exit
// to display the progress
#ifdef _OPENMP
// This makes possible that only one thread (id 0) can check the time
if( omp_get_thread_num() == 0 )
#endif
if( (GetRunningMicroSecs() - startTime) > 150000 )
{
breakLoop = true;
#pragma omp flush(breakLoop)
}
}
}
}
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;
}
}
}
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(), blockPosI );
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<float>::infinity();
hitPacket[i].m_HitInfo.m_acc_node_info = 0;
hitPacket[i].m_hitresult = false;
hitPacket[i].m_HitInfo.m_HitNormal = SFVEC3F();
hitPacket[i].m_HitInfo.m_ShadowFactor = 1.0f;
}
// 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 ) )
{
// 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
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 ];
ptr[0] = (unsigned int)glm::clamp( (int)(outColor.r * 255), 0, 255 );
ptr[1] = (unsigned int)glm::clamp( (int)(outColor.g * 255), 0, 255 );
ptr[2] = (unsigned int)glm::clamp( (int)(outColor.b * 255), 0, 255 );
ptr[3] = 255;
}
}
// There is nothing more here to do.. there are no hits ..
// just background so continue
return;
}
// Shade hits ("paint" the intersected objects)
// /////////////////////////////////////////////////////////////////////////
SFVEC3F hitColor[RAYPACKET_RAYS_PER_PACKET];
for( unsigned int y = 0, i = 0; y < RAYPACKET_DIM; ++y )
{
for( unsigned int x = 0; x < RAYPACKET_DIM; ++x, ++i )
{
if( hitPacket[i].m_hitresult == true )
{
hitColor[i] = shadeHit( bgColor[y],
blockPacket.m_ray[i],
hitPacket[i].m_HitInfo,
false,
0 );
}
else
{
hitColor[i] = bgColor[y];
}
}
}
// This code was a tentative to retrace the block but using small changes
// on ray direction (to work as a random anti-aliasing)
// but it was not producing good results with low passes,
// parked for future use / to be implemented
// /////////////////////////////////////////////////////////////////////////
/*
//if( m_settings.GetFlag( FL_RENDER_RAYTRACING_ANTI_ALIASING ) )
if(0)
{
SFVEC3F absDirDiff;
absDirDiff.x = glm::abs( blockPacket.m_ray[ 1].m_Dir.x - blockPacket.m_ray[0].m_Dir.x ) * 0.45f;
absDirDiff.y = glm::abs( blockPacket.m_ray[RAYPACKET_DIM + 0].m_Dir.y - blockPacket.m_ray[0].m_Dir.y ) * 0.45f;
absDirDiff.z = glm::abs( blockPacket.m_ray[RAYPACKET_DIM + 1].m_Dir.z - blockPacket.m_ray[0].m_Dir.z ) * 0.45f;
const unsigned int number_of_passes = 16;
for( unsigned int aaPasses = 0; aaPasses < number_of_passes; ++aaPasses )
{
HITINFO_PACKET hitPacketAA[RAYPACKET_RAYS_PER_PACKET];
// Initialize hitPacket with a "not hit" information
for( unsigned int i = 0; i < RAYPACKET_RAYS_PER_PACKET; ++i )
{
hitPacketAA[i].m_HitInfo.m_tHit = std::numeric_limits<float>::infinity();
hitPacketAA[i].m_HitInfo.m_acc_node_info = 0;
hitPacketAA[i].m_hitresult = false;
hitPacketAA[i].m_HitInfo.m_HitNormal = SFVEC3F();
hitPacketAA[i].m_HitInfo.m_ShadowFactor = 1.0f;
}
RAYPACKET blockPacketAA( m_settings.CameraGet(), blockPosI, absDirDiff );
if( m_accelerator->Intersect( blockPacketAA, hitPacketAA ) )
{
for( unsigned int y = 0, i = 0; y < RAYPACKET_DIM; ++y )
{
for( unsigned int x = 0; x < RAYPACKET_DIM; ++x, ++i )
{
if( hitPacketAA[i].m_hitresult == true )
{
hitColor[i] += shadeHit( bgColor[y],
blockPacketAA.m_ray[i],
hitPacketAA[i].m_HitInfo,
false,
0 );
}
else
{
hitColor[i] += bgColor[y];
}
}
}
}
}
const float aaPasses_inv = 1.0f / (float)(number_of_passes + 1);
for( unsigned int i = 0; i < RAYPACKET_RAYS_PER_PACKET; ++i )
hitColor[i] *= aaPasses_inv;
}
*/
// If anti-aliasing is enabled, trace a new random rays over the hits
// already calculated.
// On this pass it will calculate pixels near the hitted ray,
// so it will reuse the nodes found on that hits
// /////////////////////////////////////////////////////////////////////
if( m_settings.GetFlag( FL_RENDER_RAYTRACING_ANTI_ALIASING ) )
{
SFVEC3F hitColorAA[RAYPACKET_RAYS_PER_PACKET];
for( unsigned int i = 0; i < RAYPACKET_RAYS_PER_PACKET; ++i )
hitColorAA[i] = SFVEC3F(0.0f);
// This just get some difference between two pixels
// There is not logic on this approach, it trys to guess the xyz increments
SFVEC3F absDirDiff;
absDirDiff.x = glm::abs( blockPacket.m_ray[RAYPACKET_DIM + 0].m_Dir.x -
blockPacket.m_ray[0].m_Dir.x ) * 0.55f;
absDirDiff.y = glm::abs( blockPacket.m_ray[RAYPACKET_DIM + 0].m_Dir.y -
blockPacket.m_ray[0].m_Dir.y ) * 0.55f;
absDirDiff.z = glm::abs( blockPacket.m_ray[RAYPACKET_DIM + 0].m_Dir.z -
blockPacket.m_ray[0].m_Dir.z ) * 0.55f;
const unsigned int number_of_passes = 3;
for( unsigned int aaPasses = 0; aaPasses < number_of_passes; ++aaPasses )
{
for( unsigned int y = 0, i = 0; y < RAYPACKET_DIM; ++y )
{
for( unsigned int x = 0; x < RAYPACKET_DIM; ++x, ++i )
{
if( hitPacket[i].m_hitresult == true )
{
const SFVEC3F randVector = SFVEC3F( Fast_RandFloat() * absDirDiff.x,
Fast_RandFloat() * absDirDiff.y,
Fast_RandFloat() * absDirDiff.z );
RAY rayAA;
rayAA.Init( blockPacket.m_ray[i].m_Origin,
glm::normalize( blockPacket.m_ray[i].m_Dir +
randVector ) );
HITINFO hitAA;
hitAA.m_tHit = std::numeric_limits<float>::infinity();
hitAA.m_acc_node_info = 0;
hitAA.m_ShadowFactor = 1.0f;
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. If there was no hit, return 0
const unsigned int nodex0y0 = (hitPacket[ i ].m_hitresult == false)?0:
hitPacket[ i ].m_HitInfo.m_acc_node_info;
unsigned int nodex1y0 = 0;
if( x < (RAYPACKET_DIM - 1) )
nodex1y0 = (hitPacket[ i + 1 ].m_hitresult == false)?0:
hitPacket[ i + 1 ].m_HitInfo.m_acc_node_info;
unsigned int nodex0y1 = 0;
if( y < (RAYPACKET_DIM - 1) )
nodex0y1 = (hitPacket[ idx0y1 ].m_hitresult == false)?0:
hitPacket[ idx0y1 ].m_HitInfo.m_acc_node_info;
unsigned int nodex1y1 = 0;
if( ((x < (RAYPACKET_DIM - 1)) &&
(y < (RAYPACKET_DIM - 1))) )
nodex1y1 = (hitPacket[ idx1y1 ].m_hitresult == false)?0:
hitPacket[ idx1y1 ].m_HitInfo.m_acc_node_info;
if( (nodex0y0 == nodex1y0) && //
(nodex0y0 == nodex0y1) &&
(nodex0y0 == nodex1y1) )
{
// Option 1
// This option will give a very good quality on reflections (slow)
/*
if( m_accelerator->Intersect( rayAA, hitAA, nodex0y0 ) )
{
hitColorAA[i] += shadeHit( bgColor[y], rayAA, hitAA, false, 0 );
}
else
{
if( m_accelerator->Intersect( rayAA, hitAA ) )
hitColorAA[i] += shadeHit( bgColor[y], rayAA, hitAA, false, 0 );
else
hitColorAA[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 ) )
// hitColorAA[i] += shadeHit( bgColor[y], rayAA, hitAA, false, 0 );
//else
// This option will give the same color as the hit before (faster)
hitColorAA[i] += hitColor[i];
}
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 )
if( ( nodex0y0 != nodex1y0 ) || ( nodex0y0 == 0 ) )
hitted |= m_accelerator->Intersect( rayAA, hitAA, nodex1y0 );
if( nodex0y1 != 0 )
if( ( ( nodex0y0 != nodex0y1 ) || ( nodex0y0 == 0 ) ) &&
( ( nodex1y0 != nodex0y1 ) || ( nodex1y0 == 0 ) ) )
hitted |= m_accelerator->Intersect( rayAA, hitAA, nodex0y1 );
if( nodex1y1 != 0 )
if( ( ( nodex0y0 != nodex1y1 ) || ( nodex0y0 == 0 ) ) &&
( ( nodex0y1 != nodex1y1 ) || ( nodex0y1 == 0 ) ) &&
( ( nodex1y0 != nodex1y1 ) || ( nodex1y0 == 0 ) ) )
hitted |= m_accelerator->Intersect( rayAA, hitAA, nodex1y1 );
if( hitted )
{
// If he got any result, shade it
hitColorAA[i] += shadeHit( bgColor[y], rayAA, hitAA, false, 0 );
}
else
{
// It was missed the 'last nodes' so, trace a ray from the beginning
if( m_accelerator->Intersect( rayAA, hitAA ) )
hitColorAA[i] += shadeHit( bgColor[y], rayAA, hitAA, false, 0 );
else
hitColorAA[i] += hitColor[i];
}
}
}
else
{
hitColorAA[i] += hitColor[i];
}
}
}
}
const float aaPasses_inv = 1.0f / (float)number_of_passes;
for( unsigned int i = 0; i < RAYPACKET_RAYS_PER_PACKET; ++i )
hitColor[i] = hitColor[i] * 0.40f + (hitColorAA[i] * aaPasses_inv) * 0.60f;
}
// Trace adaptative anti-aliasing middle pixels
// /////////////////////////////////////////////////////////////////////
HITINFO_PACKET hitPacketAA[ (RAYPACKET_DIM-1) * (RAYPACKET_DIM-1) ];
RAY raysAA[ (RAYPACKET_DIM-1) * (RAYPACKET_DIM-1) ];
SFVEC3F hitColorAA[ (RAYPACKET_DIM-1) * (RAYPACKET_DIM-1) ];
bool hittedAA[ (RAYPACKET_DIM-1) * (RAYPACKET_DIM-1) ];
if( m_settings.GetFlag( FL_RENDER_RAYTRACING_ANTI_ALIASING ) )
{
for( unsigned int y = 0, i = 0; y < (RAYPACKET_DIM - 1); ++y )
{
for( unsigned int x = 0; x < (RAYPACKET_DIM - 1); ++x, ++i )
{
hitColorAA[i] = bgColor[y];
hittedAA[i] = false;
const unsigned int idx0y0 = (x + 0) + RAYPACKET_DIM * (y + 0);
const unsigned int idx1y0 = (x + 1) + RAYPACKET_DIM * (y + 0);
const unsigned int idx0y1 = (x + 0) + RAYPACKET_DIM * (y + 1);
const unsigned int idx1y1 = (x + 1) + RAYPACKET_DIM * (y + 1);
// Evaluate if we can skip the pixel from trace if the adjacent
// pixels are similar (hitted, similar color and normal)
if( hitPacket[ idx0y0 ].m_hitresult &&
hitPacket[ idx1y0 ].m_hitresult &&
hitPacket[ idx0y1 ].m_hitresult &&
hitPacket[ idx1y1 ].m_hitresult )
{
// Calc the average gray scale
// Average
/*
const float gray_idx0y0 =
(hitColor[idx0y0].r + hitColor[idx0y0].g + hitColor[idx0y0].b ) / 3.0f;
const float gray_idx1y0 =
(hitColor[idx1y0].r + hitColor[idx1y0].g + hitColor[idx1y0].b ) / 3.0f;
const float gray_idx0y1 =
(hitColor[idx0y1].r + hitColor[idx0y1].g + hitColor[idx0y1].b ) / 3.0f;
const float gray_idx1y1 =
(hitColor[idx1y1].r + hitColor[idx1y1].g + hitColor[idx1y1].b ) / 3.0f;
*/
// Luminance
const float gray_idx0y0 = (hitColor[idx0y0].r * 0.2126f +
hitColor[idx0y0].g * 0.7152f +
hitColor[idx0y0].b * 0.0722f);
const float gray_idx1y0 = (hitColor[idx1y0].r * 0.2126f +
hitColor[idx1y0].g * 0.7152f +
hitColor[idx1y0].b * 0.0722f);
const float gray_idx0y1 = (hitColor[idx0y1].r * 0.2126f +
hitColor[idx0y1].g * 0.7152f +
hitColor[idx0y1].b * 0.0722f);
const float gray_idx1y1 = (hitColor[idx1y1].r * 0.2126f +
hitColor[idx1y1].g * 0.7152f +
hitColor[idx1y1].b * 0.0722f);
const float threshould_color = 0.070f;
// Check if there are no big difference, if not,
// it will continue and not process anti-aliasing
if( ( glm::abs( gray_idx0y0 - gray_idx1y0) < threshould_color ) &&
( glm::abs( gray_idx0y0 - gray_idx0y1) < threshould_color ) &&
( glm::abs( gray_idx0y1 - gray_idx1y1) < threshould_color ) &&
( glm::abs( gray_idx1y1 - gray_idx1y0) < threshould_color ) )
{
continue;
}
}
// Use this code if you want to see (debug) the pixels that are interpolated
// hitColorAA[i] = SFVEC3F(1.0f, 0.0f, 1.0f);
// hittedAA[i] = true;
// continue;
// Initialize a ray that is in the middle of the 4 pixeis and
// have an average direction of the 4 pixels
raysAA[i].Init( ( blockPacket.m_ray[idx0y0].m_Origin +
blockPacket.m_ray[idx1y0].m_Origin +
blockPacket.m_ray[idx0y1].m_Origin +
blockPacket.m_ray[idx1y1].m_Origin ) / 4.0f,
glm::normalize( ( blockPacket.m_ray[idx0y0].m_Dir +
blockPacket.m_ray[idx1y0].m_Dir +
blockPacket.m_ray[idx0y1].m_Dir +
blockPacket.m_ray[idx1y1].m_Dir ) ) );
hitPacketAA[i].m_HitInfo.m_tHit = std::numeric_limits<float>::infinity();
hitPacketAA[i].m_HitInfo.m_acc_node_info = 0;
hitPacketAA[i].m_HitInfo.m_ShadowFactor = 1.0f;
hitPacketAA[i].m_hitresult = false;
bool hitted = false;
// Gets the node info from the hit. If there was no hit, return 0
const unsigned int nodex0y0 = (hitPacket[ idx0y0 ].m_hitresult == false)?0:
hitPacket[ idx0y0 ].m_HitInfo.m_acc_node_info;
const unsigned int nodex1y0 = (hitPacket[ idx1y0 ].m_hitresult == false)?0:
hitPacket[ idx1y0 ].m_HitInfo.m_acc_node_info;
const unsigned int nodex0y1 = (hitPacket[ idx0y1 ].m_hitresult == false)?0:
hitPacket[ idx0y1 ].m_HitInfo.m_acc_node_info;
const unsigned int nodex1y1 = (hitPacket[ idx1y1 ].m_hitresult == false)?0:
hitPacket[ idx1y1 ].m_HitInfo.m_acc_node_info;
// 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( raysAA[i],
hitPacketAA[i].m_HitInfo,
nodex0y0 );
if( nodex1y0 != 0 )
if( ( nodex0y0 != nodex1y0 ) || ( nodex0y0 == 0 ) )
hitted |= m_accelerator->Intersect( raysAA[i],
hitPacketAA[i].m_HitInfo,
nodex1y0 );
if( nodex0y1 != 0 )
if( ( ( nodex0y0 != nodex0y1 ) || ( nodex0y0 == 0 ) ) &&
( ( nodex1y0 != nodex0y1 ) || ( nodex1y0 == 0 ) ) )
hitted |= m_accelerator->Intersect( raysAA[i],
hitPacketAA[i].m_HitInfo,
nodex0y1 );
if( nodex1y1 != 0 )
if( ( ( nodex0y0 != nodex1y1 ) || ( nodex0y0 == 0 ) ) &&
( ( nodex0y1 != nodex1y1 ) || ( nodex0y1 == 0 ) ) &&
( ( nodex1y0 != nodex1y1 ) || ( nodex1y0 == 0 ) ) )
hitted |= m_accelerator->Intersect( raysAA[i],
hitPacketAA[i].m_HitInfo,
nodex1y1 );
if( hitted )
{
// If he got any result, shade it
hitColorAA[i] = shadeHit( bgColor[y],
raysAA[i],
hitPacketAA[i].m_HitInfo,
false,
0 );
}
else
{
// It was missed the 'last nodes' so,
// trace a ray from the beginning
if( m_accelerator->Intersect( raysAA[i], hitPacketAA[i].m_HitInfo ) )
hitColorAA[i] = shadeHit( bgColor[y],
raysAA[i],
hitPacketAA[i].m_HitInfo,
false,
0 );
}
hittedAA[i] = true;
}
}
}
// Blend original hitted pixels with anti-alised pixels
// /////////////////////////////////////////////////////////////////////
for( unsigned int y = 0, i = 0; y < RAYPACKET_DIM; ++y )
{
for( unsigned int x = 0; x < RAYPACKET_DIM; ++x, ++i )
{
SFVEC3F hColor = hitColor[i];
if( m_settings.GetFlag( FL_RENDER_RAYTRACING_ANTI_ALIASING ) )
{
SFVEC3F aaColor = bgColor[y];
if( (x > 0) &&
(y > 0) &&
( x < (RAYPACKET_DIM - 1) ) &&
( y < (RAYPACKET_DIM - 1) ) )
{
// It makes a blur of the hitColor
const SFVEC3F averageHitColor =
hitColor[ (x - 1) + RAYPACKET_DIM * (y - 1) ] * 0.0625f +
hitColor[ (x + 0) + RAYPACKET_DIM * (y - 1) ] * 0.1250f +
hitColor[ (x + 1) + RAYPACKET_DIM * (y - 1) ] * 0.0625f +
hitColor[ (x - 1) + RAYPACKET_DIM * (y + 0) ] * 0.1250f +
hitColor[ (x + 0) + RAYPACKET_DIM * (y + 0) ] * 0.2500f +
hitColor[ (x + 1) + RAYPACKET_DIM * (y + 0) ] * 0.1250f +
hitColor[ (x - 1) + RAYPACKET_DIM * (y + 1) ] * 0.0625f +
hitColor[ (x + 0) + RAYPACKET_DIM * (y + 1) ] * 0.1250f +
hitColor[ (x + 1) + RAYPACKET_DIM * (y + 1) ] * 0.0625f;
const unsigned x0y0 = (x - 1) + (RAYPACKET_DIM - 1) * (y - 1);
const unsigned x1y0 = (x - 0) + (RAYPACKET_DIM - 1) * (y - 1);
const unsigned x0y1 = (x - 1) + (RAYPACKET_DIM - 1) * (y - 0);
const unsigned x1y1 = (x - 0) + (RAYPACKET_DIM - 1) * (y - 0);
aaColor = (hittedAA[ x0y0 ]? hitColorAA[ x0y0 ]: averageHitColor) +
(hittedAA[ x1y0 ]? hitColorAA[ x1y0 ]: averageHitColor) +
(hittedAA[ x0y1 ]? hitColorAA[ x0y1 ]: averageHitColor) +
(hittedAA[ x1y1 ]? hitColorAA[ x1y1 ]: averageHitColor);
aaColor /= 4.0f;
}
else
{
if( (x == 0) && (y == 0) )
{
const unsigned x0y0 = (x - 0) + (RAYPACKET_DIM - 1) * (y - 0);
aaColor = (hittedAA[ x0y0 ]? hitColorAA[ x0y0 ]: hColor);
}
else
{
if( (x == (RAYPACKET_DIM - 1)) && (y == (RAYPACKET_DIM - 1)) )
{
const unsigned x0y0 = (x - 1) + (RAYPACKET_DIM - 1) * (y - 1);
aaColor = (hittedAA[ x0y0 ]? hitColorAA[ x0y0 ]: hColor);
}
else
{
if( (x == (RAYPACKET_DIM - 1)) && (y == 0) )
{
const unsigned x0y0 = (x - 1) + (RAYPACKET_DIM - 1) * (y - 0);
aaColor = (hittedAA[ x0y0 ]? hitColorAA[ x0y0 ]: hColor);
}
else
{
if( (x == 0) && (y == (RAYPACKET_DIM - 1)) )
{
const unsigned x0y0 = (x - 0) + (RAYPACKET_DIM - 1) * (y - 1);
aaColor = (hittedAA[ x0y0 ]? hitColorAA[ x0y0 ]: hColor);
}
else
{
if( ( y == 0 ) && ( x < (RAYPACKET_DIM - 1) ) )
{
const unsigned x0y0 = (x - 1) + (RAYPACKET_DIM - 1) *
(y - 0);
const unsigned x1y0 = (x - 0) + (RAYPACKET_DIM - 1) *
(y - 0);
aaColor = (hittedAA[ x0y0 ]? hitColorAA[ x0y0 ]: hColor) +
(hittedAA[ x1y0 ]? hitColorAA[ x1y0 ]: hColor);
aaColor = aaColor / 2.0f;
}
else
{
if( ( y == (RAYPACKET_DIM - 1) ) &&
( x < (RAYPACKET_DIM - 1) ) )
{
const unsigned x0y0 = (x - 1) + (RAYPACKET_DIM - 1) *
(y - 1);
const unsigned x1y0 = (x - 0) + (RAYPACKET_DIM - 1) *
(y - 1);
aaColor = (hittedAA[ x0y0 ]?hitColorAA[ x0y0 ]:hColor) +
(hittedAA[ x1y0 ]?hitColorAA[ x1y0 ]:hColor);
aaColor = aaColor / 2.0f;
}
else
{
if( ( x == 0 ) && ( y < (RAYPACKET_DIM - 1) ) )
{
const unsigned x0y0 = (x - 0) +
(RAYPACKET_DIM - 1) * (y - 1);
const unsigned x0y1 = (x - 0) +
(RAYPACKET_DIM - 1) * (y - 0);
aaColor = (hittedAA[x0y0]?hitColorAA[x0y0]:hColor) +
(hittedAA[x0y1]?hitColorAA[x0y1]:hColor);
aaColor = aaColor / 2.0f;
}
else
{
if( ( x == (RAYPACKET_DIM - 1) ) &&
( y < (RAYPACKET_DIM - 1) ) )
{
const unsigned x0y0 = (x - 1) +
(RAYPACKET_DIM - 1) *
(y - 1);
const unsigned x0y1 = (x - 1) +
(RAYPACKET_DIM - 1) *
(y - 0);
aaColor =
(hittedAA[x0y0]?hitColorAA[x0y0]:hColor) +
(hittedAA[x0y1]?hitColorAA[x0y1]:hColor);
aaColor = aaColor / 2.0f;
}
else
{
aaColor = SFVEC3F(1.0f, 0.0f, 1.0f ); // Invalid
}
}
}
}
}
}
}
}
}
// Calculate the final blend color. It gives more importance
// to the original color
hColor = hColor * 0.60f + aaColor * 0.40f;
}
if( m_settings.GetFlag( FL_RENDER_RAYTRACING_POST_PROCESSING ) )
{
if( hitPacket[i].m_hitresult == true )
m_postshader_ssao.SetPixelData( blockPos.x + x, blockPos.y + y,
hitPacket[i].m_HitInfo.m_HitNormal,
hColor,
blockPacket.m_ray[i].at(
hitPacket[i].m_HitInfo.m_tHit ),
hitPacket[i].m_HitInfo.m_tHit,
hitPacket[i].m_HitInfo.m_ShadowFactor );
else
m_postshader_ssao.SetPixelData( blockPos.x + x, blockPos.y + y,
SFVEC3F(),
hColor,
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
GLubyte *ptr = &ptrPBO[ ( blockPos.x + x +
((y + blockPos.y) * m_realBufferSize.x) ) * 4 ];
ptr[0] = (unsigned int)glm::clamp( (int)(hColor.r * 255), 0, 255 );
ptr[1] = (unsigned int)glm::clamp( (int)(hColor.g * 255), 0, 255 );
ptr[2] = (unsigned int)glm::clamp( (int)(hColor.b * 255), 0, 255 );
ptr[3] = 255;
}
}
}
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 shadedColor = m_postshader_ssao.GetColorAtNotProtected(
SFVEC2I( x, y ) ) * ( SFVEC3F(1.0f) -
bluredShadeColor ) -
( bluredShadeColor - grayBluredColor * 0.5f );
// Debug code
//const SFVEC3F shadedColor = ( bluredShadeColor - grayBluredColor * 0.5f);
//const SFVEC3F shadedColor = - glm::min( bluredShadeColor, SFVEC3F(0.0f) );
//const SFVEC3F shadedColor = 0.5f * (SFVEC3F(1.0f) - bluredShadeColor) -
// glm::min( bluredShadeColor, SFVEC3F(0.0f) );
//const SFVEC3F shadedColor = bluredShadeColor;
#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
ptr[0] = (unsigned int)glm::clamp( (int)(shadedColor.r * 255), 0, 255 );
ptr[1] = (unsigned int)glm::clamp( (int)(shadedColor.g * 255), 0, 255 );
ptr[2] = (unsigned int)glm::clamp( (int)(shadedColor.b * 255), 0, 255 );
ptr[3] = 255;
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<float>::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 );
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<float>::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_hitresult == false)?0:
hitPacket[ iLT ].m_HitInfo.m_acc_node_info;
const unsigned int nodeRT = (hitPacket[ iRT ].m_hitresult == false)?0:
hitPacket[ iRT ].m_HitInfo.m_acc_node_info;
const unsigned int nodeLB = (hitPacket[ iLB ].m_hitresult == false)?0:
hitPacket[ iLB ].m_HitInfo.m_acc_node_info;
const unsigned int nodeRB = (hitPacket[ iRB ].m_hitresult == false)?0:
hitPacket[ iRB ].m_HitInfo.m_acc_node_info;
if( nodeLT != 0 )
hittedC |= m_accelerator->Intersect( centerRay, centerHitInfo, nodeLT );
if( nodeRT != 0 )
if( ( nodeRT != nodeLT ) || ( nodeLT == 0 ) )
hittedC |= m_accelerator->Intersect( centerRay, centerHitInfo, nodeRT );
if( nodeLB != 0 )
if( ( ( nodeLB != nodeLT ) || ( nodeLT == 0 ) ) &&
( ( nodeLB != nodeRT ) || ( nodeRT == 0 ) ) )
hittedC |= m_accelerator->Intersect( centerRay, centerHitInfo, nodeLB );
if( nodeRB != 0 )
if( ( ( nodeRB != nodeLB ) || ( nodeLB == 0 ) ) &&
( ( nodeRB != nodeLT ) || ( nodeLT == 0 ) ) &&
( ( nodeRB != nodeRT ) || ( nodeRT == 0 ) ) )
hittedC |= m_accelerator->Intersect( centerRay, centerHitInfo, nodeRB );
if( hittedC )
cC = CCOLORRGB( shadeHit( bgColorY, centerRay, centerHitInfo, false, 0 ) );
else
{
centerHitInfo.m_tHit = std::numeric_limits<float>::infinity();
hittedC = m_accelerator->Intersect( centerRay, centerHitInfo );
if( hittedC )
cC = CCOLORRGB( shadeHit( bgColorY,
centerRay,
centerHitInfo,
false,
0 ) );
}
}
// 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<float>::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 ) );
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_hitresult == false)?0:
hitPacket[ iLT ].m_HitInfo.m_acc_node_info;
const unsigned int nodeRT = (hitPacket[ iRT ].m_hitresult == false)?0:
hitPacket[ iRT ].m_HitInfo.m_acc_node_info;
bool hittedLRT = false;
if( nodeLT != 0 )
hittedLRT |= m_accelerator->Intersect( rayLRT, hitInfoLRT, nodeLT );
if( nodeRT != 0 )
if( ( nodeRT != nodeLT ) || ( nodeLT == 0 ) )
hittedLRT |= m_accelerator->Intersect( rayLRT,
hitInfoLRT,
nodeRT );
if( hittedLRT )
cLRT = CCOLORRGB( shadeHit( bgColorY,
rayLRT,
hitInfoLRT,
false,
0 ) );
else
{
hitInfoLRT.m_tHit = std::numeric_limits<float>::infinity();
if( m_accelerator->Intersect( rayLRT,hitInfoLRT ) )
cLRT = CCOLORRGB( shadeHit( bgColorY,
rayLRT,
hitInfoLRT,
false,
0 ) );
}
}
}
}
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<float>::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 ) );
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_hitresult == false)?0:
hitPacket[ iLT ].m_HitInfo.m_acc_node_info;
const unsigned int nodeLB = (hitPacket[ iLB ].m_hitresult == false)?0:
hitPacket[ iLB ].m_HitInfo.m_acc_node_info;
bool hittedLTB = false;
if( nodeLT != 0 )
hittedLTB |= m_accelerator->Intersect( rayLTB,
hitInfoLTB,
nodeLT );
if( nodeLB != 0 )
if( ( nodeLB != nodeLT ) || ( nodeLT == 0 ) )
hittedLTB |= m_accelerator->Intersect( rayLTB,
hitInfoLTB,
nodeLB );
if( hittedLTB )
cLTB = CCOLORRGB( shadeHit( bgColorY,
rayLTB,
hitInfoLTB,
false,
0 ) );
else
{
hitInfoLTB.m_tHit = std::numeric_limits<float>::infinity();
if( m_accelerator->Intersect( rayLTB, hitInfoLTB ) )
cLTB = CCOLORRGB( shadeHit( bgColorY,
rayLTB,
hitInfoLTB,
false,
0 ) );
}
}
}
}
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<float>::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 ) );
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_hitresult == false)?0:
hitPacket[ iRT ].m_HitInfo.m_acc_node_info;
const unsigned int nodeRB = (hitPacket[ iRB ].m_hitresult == false)?0:
hitPacket[ iRB ].m_HitInfo.m_acc_node_info;
bool hittedRTB = false;
if( nodeRT != 0 )
hittedRTB |= m_accelerator->Intersect( rayRTB, hitInfoRTB, nodeRT );
if( nodeRB != 0 )
if( ( nodeRB != nodeRT ) || ( nodeRT == 0 ) )
hittedRTB |= m_accelerator->Intersect( rayRTB, hitInfoRTB, nodeRB );
if( hittedRTB )
cRTB = CCOLORRGB( shadeHit( bgColorY,
rayRTB,
hitInfoRTB,
false,
0 ) );
else
{
hitInfoRTB.m_tHit = std::numeric_limits<float>::infinity();
if( m_accelerator->Intersect( rayRTB, hitInfoRTB ) )
cRTB = CCOLORRGB( shadeHit( bgColorY,
rayRTB,
hitInfoRTB,
false,
0 ) );
}
}
}
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<float>::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 ) );
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_hitresult == false)?0:
hitPacket[ iLB ].m_HitInfo.m_acc_node_info;
const unsigned int nodeRB = (hitPacket[ iRB ].m_hitresult == false)?0:
hitPacket[ iRB ].m_HitInfo.m_acc_node_info;
bool hittedLRB = false;
if( nodeLB != 0 )
hittedLRB |= m_accelerator->Intersect( rayLRB, hitInfoLRB, nodeLB );
if( nodeRB != 0 )
if( ( nodeRB != nodeLB ) || ( nodeLB == 0 ) )
hittedLRB |= m_accelerator->Intersect( rayLRB, hitInfoLRB, nodeRB );
if( hittedLRB )
cLRB = CCOLORRGB( shadeHit( bgColorY, rayLRB, hitInfoLRB, false, 0 ) );
else
{
hitInfoLRB.m_tHit = std::numeric_limits<float>::infinity();
if( m_accelerator->Intersect( rayLRB, hitInfoLRB ) )
cLRB = CCOLORRGB( shadeHit( bgColorY,
rayLRB,
hitInfoLRB,
false,
0 ) );
}
}
}
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<float>::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 ) );
}
// 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<float>::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 ) );
}
// 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<float>::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 ) );
}
// 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<float>::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 ) );
}
// 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 ) const
{
if( aRecursiveLevel > 2 )
return SFVEC3F( 0.0f );
SFVEC3F hitPoint;
if( m_isPreview )
hitPoint = aRay.at( aHitInfo.m_tHit );
else
hitPoint = aRay.at( aHitInfo.m_tHit ) +
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();
const bool is_testShadow = m_settings.GetFlag( FL_RENDER_RAYTRACING_SHADOWS ) &&
(!m_isPreview);
#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 );
}
}
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, random_reflectVector );
HITINFO reflectedHit;
reflectedHit.m_tHit = std::numeric_limits<float>::infinity();
if( m_accelerator->Intersect( reflectedRay, reflectedHit ) )
{
sum_color += objMaterial->GetReflection() *
shadeHit( aBgColor,
reflectedRay,
reflectedHit,
false,
aRecursiveLevel + 1 ) *
(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<float>::infinity();
SFVEC3F refractedColor = aBgColor;
float objTransparency = objMaterial->GetTransparency();
if( m_accelerator->Intersect( refractedRay, refractedHit ) )
{
refractedColor = shadeHit( aBgColor,
refractedRay,
refractedHit,
true,
aRecursiveLevel + 1 );
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();
}