3D Viewport rendering (Blender Internal)

Added incremental re-render on view changes. That means all data preprocessing
only needs to be done once on view changes, quite faster that way.

Also fixed a bug in raytracing strands with soft shadows, was wrongly changing
coordinates in a static array.

Note: proper signals for re-renders is still on the todo. Many button options
don't signal a re-render yet. Work around: press G+ESC for quick full renders.
This commit is contained in:
Ton Roosendaal
2013-05-17 11:13:46 +00:00
parent a4e9edb674
commit 7b2172cb0b
7 changed files with 156 additions and 176 deletions

View File

@@ -718,6 +718,8 @@ typedef struct RenderPreview {
Main *bmain;
RenderEngine *engine;
float viewmat[4][4];
int keep_data;
} RenderPreview;
@@ -828,7 +830,7 @@ static void render_view3d_startjob(void *customdata, short *stop, short *do_upda
rp->stop = stop;
rp->do_update = do_update;
// printf("Enter previewrender\n");
// printf("Enter previewrender\n");
/* ok, are we rendering all over? */
sprintf(name, "View3dPreview %p", (void *)rp->ar);
@@ -884,14 +886,14 @@ static void render_view3d_startjob(void *customdata, short *stop, short *do_upda
lay |= rp->v3d->lay;
else lay = rp->v3d->lay;
RE_SetView(re, rp->rv3d->viewmat);
RE_SetView(re, rp->viewmat);
RE_Database_FromScene(re, rp->bmain, rp->scene, lay, 0); // 0= dont use camera view
// printf("dbase update\n");
// printf("dbase update\n");
}
else {
// printf("dbase rotate\n");
RE_DataBase_IncrementalView(re, rp->rv3d->viewmat, 0);
// printf("dbase rotate\n");
RE_DataBase_IncrementalView(re, rp->viewmat, 0);
restore = 1;
}
@@ -900,15 +902,13 @@ static void render_view3d_startjob(void *customdata, short *stop, short *do_upda
/* OK, can we enter render code? */
if (rstats->convertdone) {
RE_TileProcessor(re);
// printf("tile processor\n");
/* always rotate back */
if (restore)
RE_DataBase_IncrementalView(re, rp->rv3d->viewmat, 1);
RE_DataBase_IncrementalView(re, rp->viewmat, 1);
rp->engine->flag &= ~RE_ENGINE_DO_UPDATE;
}
// printf("done\n\n");
}
static void render_view3d_free(void *customdata)
@@ -943,6 +943,7 @@ static void render_view3d_do(RenderEngine *engine, const bContext *C, int keep_d
rp->rv3d = CTX_wm_region_view3d(C);
rp->bmain = CTX_data_main(C);
rp->keep_data = keep_data;
copy_m4_m4(rp->viewmat, rp->rv3d->viewmat);
/* dont alloc in threads */
if (engine->text == NULL)
@@ -992,13 +993,9 @@ static int render_view3d_changed(RenderEngine *engine, const bContext *C)
if (engine->resolution_x != ar->winx || engine->resolution_y != ar->winy)
update |= PR_UPDATE_RENDERSIZE;
/* view updating fails on raytrace */
RE_GetView(re, mat);
if (compare_m4m4(mat, rv3d->viewmat, 0.00001f) == 0) {
if ((scene->r.mode & R_RAYTRACE) == 0)
update |= PR_UPDATE_VIEW;
else
engine->flag |= RE_ENGINE_DO_UPDATE;
update |= PR_UPDATE_VIEW;
}
render_view3d_get_rects(ar, v3d, rv3d, &viewplane, engine, &clipsta, &clipend, &orth);
@@ -1013,8 +1010,8 @@ static int render_view3d_changed(RenderEngine *engine, const bContext *C)
if (update)
engine->flag |= RE_ENGINE_DO_UPDATE;
// if (update)
// printf("changed ma %d res %d view %d\n", update & PR_UPDATE_MATERIAL, update & PR_UPDATE_RENDERSIZE, update & PR_UPDATE_VIEW);
//if (update)
// printf("changed ma %d res %d view %d\n", update & PR_UPDATE_MATERIAL, update & PR_UPDATE_RENDERSIZE, update & PR_UPDATE_VIEW);
}
return update;

View File

@@ -48,7 +48,7 @@ struct ImagePool;
void make_envmaps(struct Render *re);
int envmaptex(struct Tex *tex, const float texvec[3], float dxt[3], float dyt[3], int osatex, struct TexResult *texres, struct ImagePool *pool);
void env_rotate_scene(struct Render *re, float mat[4][4], int mode);
void env_rotate_scene(struct Render *re, float mat[4][4], int do_rotate);
#endif /* __ENVMAP_H__ */

View File

@@ -64,6 +64,10 @@ typedef struct Isect {
float dir[3];
float dist;
/* for envmap and incremental view update renders */
float origstart[3];
float origdir[3];
/* precomputed values to accelerate bounding box intersection */
int bv_index[6];
float idot_axis[3];

View File

@@ -140,6 +140,9 @@ struct VlakRen *RE_vlakren_copy(struct ObjectRen *obr, struct VlakRen *vlr);
void RE_set_customdata_names(struct ObjectRen *obr, struct CustomData *data);
void area_lamp_vectors(struct LampRen *lar);
/* haloren->type: flags */
#define HA_ONLYSKY 1
#define HA_VECT 2

View File

@@ -3765,7 +3765,7 @@ static void initshadowbuf(Render *re, LampRen *lar, float mat[4][4])
shb->compressthresh= lar->compressthresh;
}
static void area_lamp_vectors(LampRen *lar)
void area_lamp_vectors(LampRen *lar)
{
float xsize= 0.5f*lar->area_size, ysize= 0.5f*lar->area_sizey, multifac;

View File

@@ -45,6 +45,7 @@
#include "DNA_group_types.h"
#include "DNA_image_types.h"
#include "DNA_lamp_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_texture_types.h"
@@ -163,6 +164,7 @@ static Render *envmap_render_copy(Render *re, EnvMap *env)
/* view stuff in env render */
viewscale = (env->type == ENV_PLANE) ? env->viewscale : 1.0f;
RE_SetEnvmapCamera(envre, env->object, viewscale, env->clipsta, env->clipend);
copy_m4_m4(envre->viewmat_orig, re->viewmat_orig);
/* callbacks */
envre->display_draw = re->display_draw;
@@ -265,23 +267,27 @@ static void env_set_imats(Render *re)
/* ------------------------------------------------------------------------- */
void env_rotate_scene(Render *re, float mat[4][4], int mode)
void env_rotate_scene(Render *re, float mat[4][4], int do_rotate)
{
GroupObject *go;
ObjectRen *obr;
ObjectInstanceRen *obi;
LampRen *lar = NULL;
HaloRen *har = NULL;
float imat[3][3], pmat[4][4], smat[4][4], tmat[4][4], cmat[3][3], tmpmat[4][4];
float imat[3][3], mat_inverse[4][4], smat[4][4], tmat[4][4], cmat[3][3], tmpmat[4][4];
int a;
if (mode == 0) {
if (do_rotate == 0) {
invert_m4_m4(tmat, mat);
copy_m3_m4(imat, tmat);
copy_m4_m4(mat_inverse, mat);
}
else {
copy_m4_m4(tmat, mat);
copy_m3_m4(imat, mat);
invert_m4_m4(mat_inverse, tmat);
}
for (obi = re->instancetable.first; obi; obi = obi->next) {
@@ -290,7 +296,7 @@ void env_rotate_scene(Render *re, float mat[4][4], int mode)
copy_m4_m4(tmpmat, obi->mat);
mult_m4_m4m4(obi->mat, tmat, tmpmat);
}
else if (mode == 1)
else if (do_rotate == 1)
copy_m4_m4(obi->mat, tmat);
else
unit_m4(obi->mat);
@@ -300,10 +306,12 @@ void env_rotate_scene(Render *re, float mat[4][4], int mode)
transpose_m3(obi->nmat);
/* indicate the renderer has to use transform matrices */
if (mode == 0)
if (do_rotate == 0)
obi->flag &= ~R_ENV_TRANSFORMED;
else
else {
obi->flag |= R_ENV_TRANSFORMED;
copy_m4_m4(obi->imat, mat_inverse);
}
}
@@ -319,32 +327,50 @@ void env_rotate_scene(Render *re, float mat[4][4], int mode)
for (go = re->lights.first; go; go = go->next) {
lar = go->lampren;
/* removed here some horrible code of someone in NaN who tried to fix
* prototypes... just solved by introducing a correct cmat[3][3] instead
* of using smat. this works, check square spots in reflections (ton) */
copy_m3_m3(cmat, lar->imat);
mul_m3_m3m3(lar->imat, cmat, imat);
mul_m3_v3(imat, lar->vec);
mul_m4_v3(tmat, lar->co);
lar->sh_invcampos[0] = -lar->co[0];
lar->sh_invcampos[1] = -lar->co[1];
lar->sh_invcampos[2] = -lar->co[2];
mul_m3_v3(lar->imat, lar->sh_invcampos);
lar->sh_invcampos[2] *= lar->sh_zfac;
/* copy from add_render_lamp */
if (do_rotate == 1)
mult_m4_m4m4(tmpmat, re->viewmat, go->ob->obmat);
else
mult_m4_m4m4(tmpmat, re->viewmat_orig, go->ob->obmat);
invert_m4_m4(go->ob->imat, tmpmat);
if (lar->shb) {
if (mode == 1) {
invert_m4_m4(pmat, mat);
mult_m4_m4m4(smat, lar->shb->viewmat, pmat);
mult_m4_m4m4(lar->shb->persmat, lar->shb->winmat, smat);
copy_m3_m4(lar->mat, tmpmat);
copy_m3_m4(lar->imat, go->ob->imat);
lar->vec[0]= -tmpmat[2][0];
lar->vec[1]= -tmpmat[2][1];
lar->vec[2]= -tmpmat[2][2];
normalize_v3(lar->vec);
lar->co[0]= tmpmat[3][0];
lar->co[1]= tmpmat[3][1];
lar->co[2]= tmpmat[3][2];
if (lar->type == LA_AREA) {
area_lamp_vectors(lar);
}
else if (lar->type == LA_SPOT) {
normalize_v3(lar->imat[0]);
normalize_v3(lar->imat[1]);
normalize_v3(lar->imat[2]);
lar->sh_invcampos[0] = -lar->co[0];
lar->sh_invcampos[1] = -lar->co[1];
lar->sh_invcampos[2] = -lar->co[2];
mul_m3_v3(lar->imat, lar->sh_invcampos);
lar->sh_invcampos[2] *= lar->sh_zfac;
if (lar->shb) {
if (do_rotate == 1) {
mult_m4_m4m4(smat, lar->shb->viewmat, mat_inverse);
mult_m4_m4m4(lar->shb->persmat, lar->shb->winmat, smat);
}
else mult_m4_m4m4(lar->shb->persmat, lar->shb->winmat, lar->shb->viewmat);
}
else mult_m4_m4m4(lar->shb->persmat, lar->shb->winmat, lar->shb->viewmat);
}
}
if (mode) {
if (do_rotate) {
init_render_world(re);
env_set_imats(re);
}

View File

@@ -499,7 +499,37 @@ static void shade_ray_set_derivative(ShadeInput *shi)
}
/* four functions to facilitate envmap rotation for raytrace */
static void ray_env_rotate_start(Isect *is, float imat[4][4])
{
copy_v3_v3(is->origstart, is->start);
mul_m4_v3(imat, is->start);
}
static void ray_env_rotate_dir(Isect *is, float imat[4][4])
{
float end[3];
copy_v3_v3(is->origdir, is->dir);
add_v3_v3v3(end, is->origstart, is->dir);
mul_m4_v3(imat, end);
sub_v3_v3v3(is->dir, end, is->start);
}
static void ray_env_rotate(Isect *is, float imat[4][4])
{
ray_env_rotate_start(is, imat);
ray_env_rotate_dir(is, imat);
}
static void ray_env_rotate_restore(Isect *is)
{
copy_v3_v3(is->start, is->origstart);
copy_v3_v3(is->dir, is->origdir);
}
/* main ray shader */
void shade_ray(Isect *is, ShadeInput *shi, ShadeResult *shr)
{
ObjectInstanceRen *obi = (ObjectInstanceRen *)is->hit.ob;
@@ -716,11 +746,18 @@ static void traceray(ShadeInput *origshi, ShadeResult *origshr, short depth, con
isec.orig.ob = obi;
isec.orig.face = vlr;
RE_RC_INIT(isec, shi);
/* database is in original view, obi->imat transforms current position back to original */
if (origshi->obi->flag & R_ENV_TRANSFORMED)
ray_env_rotate(&isec, origshi->obi->imat);
if (RE_rayobject_raycast(R.raytree, &isec)) {
ShadeResult shr= {{0}};
float d= 1.0f;
if (origshi->obi->flag & R_ENV_TRANSFORMED)
ray_env_rotate_restore(&isec);
/* for as long we don't have proper dx/dy transform for rays we copy over original */
copy_v3_v3(shi.dxco, origshi->dxco);
copy_v3_v3(shi.dyco, origshi->dyco);
@@ -1621,6 +1658,9 @@ static void ray_trace_shadow_tra(Isect *is, ShadeInput *origshi, int depth, int
shi.lay= origshi->lay;
shi.nodes= origshi->nodes;
if (origshi->obi->flag & R_ENV_TRANSFORMED)
ray_env_rotate_restore(is);
shade_ray(is, &shi, &shr);
if (shi.mat->material_type == MA_TYPE_SURFACE) {
const float d= (traflag & RAY_TRA) ?
@@ -1654,78 +1694,6 @@ static void ray_trace_shadow_tra(Isect *is, ShadeInput *origshi, int depth, int
}
}
/* not used, test function for ambient occlusion (yaf: pathlight) */
/* main problem; has to be called within shading loop, giving unwanted recursion */
static int UNUSED_FUNCTION(ray_trace_shadow_rad)(ShadeInput *ship, ShadeResult *shr)
{
static int counter=0, only_one= 0;
extern float hashvectf[];
Isect isec;
ShadeInput shi;
ShadeResult shr_t;
float vec[3], accum[3], div= 0.0f;
int a;
assert(0);
if (only_one) {
return 0;
}
only_one= 1;
accum[0]= accum[1]= accum[2]= 0.0f;
isec.mode= RE_RAY_MIRROR;
isec.orig.ob = ship->obi;
isec.orig.face = ship->vlr;
isec.hint = 0;
copy_v3_v3(isec.start, ship->co);
RE_RC_INIT(isec, shi);
for (a=0; a<8*8; a++) {
counter+=3;
counter %= 768;
copy_v3_v3(vec, hashvectf+counter);
if (dot_v3v3(ship->vn, vec) > 0.0f) {
vec[0]-= vec[0];
vec[1]-= vec[1];
vec[2]-= vec[2];
}
copy_v3_v3(isec.dir, vec);
isec.dist = RE_RAYTRACE_MAXDIST;
if (RE_rayobject_raycast(R.raytree, &isec)) {
float fac;
/* Warning, This is not that nice, and possibly a bit slow for every ray,
* however some variables were not initialized properly in, unless using shade_input_initialize(...), we need to do a memset */
memset(&shi, 0, sizeof(ShadeInput));
/* end warning! - Campbell */
shade_ray(&isec, &shi, &shr_t);
/* fac= isec.dist*isec.dist; */
fac= 1.0f;
accum[0]+= fac*(shr_t.diff[0]+shr_t.spec[0]);
accum[1]+= fac*(shr_t.diff[1]+shr_t.spec[1]);
accum[2]+= fac*(shr_t.diff[2]+shr_t.spec[2]);
div+= fac;
}
else div+= 1.0f;
}
if (div!=0.0f) {
shr->diff[0]+= accum[0]/div;
shr->diff[1]+= accum[1]/div;
shr->diff[2]+= accum[2]/div;
}
shr->alpha= 1.0f;
only_one= 0;
return 1;
}
/* aolight: function to create random unit sphere vectors for total random sampling */
static void RandomSpherical(RNG *rng, float v[3])
@@ -1909,6 +1877,10 @@ static void ray_ao_qmc(ShadeInput *shi, float ao[3], float env[3])
isec.lay= -1;
copy_v3_v3(isec.start, shi->co);
if (shi->obi->flag & R_ENV_TRANSFORMED)
ray_env_rotate_start(&isec, shi->obi->imat);
RE_rayobject_hint_bb(R.raytree, &point_hint, isec.start, isec.start);
isec.hint = &point_hint;
@@ -1961,12 +1933,15 @@ static void ray_ao_qmc(ShadeInput *shi, float ao[3], float env[3])
dir[2] = (samp3d[0]*up[2] + samp3d[1]*side[2] + samp3d[2]*nrm[2]);
normalize_v3(dir);
isec.dir[0] = -dir[0];
isec.dir[1] = -dir[1];
isec.dir[2] = -dir[2];
isec.dist = maxdist;
if (shi->obi->flag & R_ENV_TRANSFORMED)
ray_env_rotate_dir(&isec, shi->obi->imat);
prev = fac;
if (RE_rayobject_raycast(R.raytree, &isec)) {
@@ -2049,6 +2024,9 @@ static void ray_ao_spheresamp(ShadeInput *shi, float ao[3], float env[3])
isec.lay= -1;
copy_v3_v3(isec.start, shi->co);
if (shi->obi->flag & R_ENV_TRANSFORMED)
ray_env_rotate_start(&isec, shi->obi->imat);
RE_rayobject_hint_bb(R.raytree, &point_hint, isec.start, isec.start);
isec.hint = &point_hint;
@@ -2106,6 +2084,9 @@ static void ray_ao_spheresamp(ShadeInput *shi, float ao[3], float env[3])
isec.dir[2] = -vec[2];
isec.dist = maxdist;
if (shi->obi->flag & R_ENV_TRANSFORMED)
ray_env_rotate_dir(&isec, shi->obi->imat);
/* do the trace */
if (RE_rayobject_raycast(R.raytree, &isec)) {
if (R.wrld.aomode & WO_AODIST) sh+= expf(-isec.dist*R.wrld.aodistfac);
@@ -2214,7 +2195,7 @@ static void ray_shadow_qmc(ShadeInput *shi, LampRen *lar, const float lampco[3],
float colsq[4];
float adapt_thresh = lar->adapt_thresh;
int min_adapt_samples=4, max_samples = lar->ray_totsamp;
float *co;
float start[3];
int do_soft = TRUE, full_osa = FALSE, i;
float min[3], max[3];
@@ -2257,6 +2238,10 @@ static void ray_shadow_qmc(ShadeInput *shi, LampRen *lar, const float lampco[3],
for (i = 0; i < totjitco; i++) {
minmax_v3v3_v3(min, max, jitco[i]);
}
if (shi->obi->flag & R_ENV_TRANSFORMED) {
mul_m4_v3(shi->obi->imat, min);
mul_m4_v3(shi->obi->imat, max);
}
RE_rayobject_hint_bb(R.raytree, &bb_hint, min, max);
isec->hint = &bb_hint;
@@ -2272,7 +2257,7 @@ static void ray_shadow_qmc(ShadeInput *shi, LampRen *lar, const float lampco[3],
/* manually jitter the start shading co-ord per sample
* based on the pre-generated OSA texture sampling offsets,
* for anti-aliasing sharp shadow edges. */
co = jitco[samples % totjitco];
copy_v3_v3(start, jitco[samples % totjitco]);
if (do_soft) {
/* sphere shadow source */
@@ -2280,7 +2265,7 @@ static void ray_shadow_qmc(ShadeInput *shi, LampRen *lar, const float lampco[3],
float ru[3], rv[3], v[3], s[3];
/* calc tangent plane vectors */
sub_v3_v3v3(v, co, lampco);
sub_v3_v3v3(v, start, lampco);
normalize_v3(v);
ortho_basis_v3v3_v3(ru, rv, v);
@@ -2314,20 +2299,23 @@ static void ray_shadow_qmc(ShadeInput *shi, LampRen *lar, const float lampco[3],
float jitbias= 0.5f*(len_v3(shi->dxco) + len_v3(shi->dyco));
float v[3];
sub_v3_v3v3(v, co, end);
sub_v3_v3v3(v, start, end);
normalize_v3(v);
co[0] -= jitbias*v[0];
co[1] -= jitbias*v[1];
co[2] -= jitbias*v[2];
start[0] -= jitbias*v[0];
start[1] -= jitbias*v[1];
start[2] -= jitbias*v[2];
}
copy_v3_v3(isec->start, co);
copy_v3_v3(isec->start, start);
isec->dir[0] = end[0]-isec->start[0];
isec->dir[1] = end[1]-isec->start[1];
isec->dir[2] = end[2]-isec->start[2];
isec->dist = normalize_v3(isec->dir);
if (shi->obi->flag & R_ENV_TRANSFORMED)
ray_env_rotate(isec, shi->obi->imat);
/* trace the ray */
if (isec->mode==RE_RAY_SHADOW_TRA) {
float col[4] = {1.0f, 1.0f, 1.0f, 1.0f};
@@ -2404,6 +2392,9 @@ static void ray_shadow_jitter(ShadeInput *shi, LampRen *lar, const float lampco[
else if (a==9) mask |= (mask>>9);
copy_v3_v3(isec->start, shi->co);
if (shi->obi->flag & R_ENV_TRANSFORMED)
ray_env_rotate_start(isec, shi->obi->imat);
isec->orig.ob = shi->obi;
isec->orig.face = shi->vlr;
RE_rayobject_hint_bb(R.raytree, &point_hint, isec->start, isec->start);
@@ -2429,6 +2420,10 @@ static void ray_shadow_jitter(ShadeInput *shi, LampRen *lar, const float lampco[
isec->dir[0] = vec[0]+lampco[0]-isec->start[0];
isec->dir[1] = vec[1]+lampco[1]-isec->start[1];
isec->dir[2] = vec[2]+lampco[2]-isec->start[2];
if (shi->obi->flag & R_ENV_TRANSFORMED)
ray_env_rotate_dir(isec, shi->obi->imat);
isec->dist = 1.0f;
isec->check = RE_CHECK_VLR_RENDER;
isec->skip = RE_SKIP_VLR_NEIGHBOUR;
@@ -2528,6 +2523,9 @@ void ray_shadow(ShadeInput *shi, LampRen *lar, float shadfac[4])
sub_v3_v3v3(isec.dir, lampco, isec.start);
isec.dist = normalize_v3(isec.dir);
if (shi->obi->flag & R_ENV_TRANSFORMED)
ray_env_rotate(&isec, shi->obi->imat);
if (isec.mode==RE_RAY_SHADOW_TRA) {
/* isec.col is like shadfac, so defines amount of light (0.0 is full shadow) */
float col[4] = {1.0f, 1.0f, 1.0f, 1.0f};
@@ -2550,51 +2548,3 @@ void ray_shadow(ShadeInput *shi, LampRen *lar, float shadfac[4])
}
#if 0
/* only when face points away from lamp, in direction of lamp, trace ray and find first exit point */
static void ray_translucent(ShadeInput *shi, LampRen *lar, float *distfac, float co[3])
{
Isect isec;
float lampco[3];
assert(0);
/* setup isec */
RE_RC_INIT(isec, *shi);
isec.mode= RE_RAY_SHADOW_TRA;
isec.hint = 0;
if (lar->mode & LA_LAYER) isec.lay= lar->lay; else isec.lay= -1;
if (lar->type==LA_SUN || lar->type==LA_HEMI) {
lampco[0]= shi->co[0] - RE_RAYTRACE_MAXDIST*lar->vec[0];
lampco[1]= shi->co[1] - RE_RAYTRACE_MAXDIST*lar->vec[1];
lampco[2]= shi->co[2] - RE_RAYTRACE_MAXDIST*lar->vec[2];
}
else {
copy_v3_v3(lampco, lar->co);
}
isec.orig.ob = shi->obi;
isec.orig.face = shi->vlr;
/* set up isec.dir */
copy_v3_v3(isec.start, shi->co);
copy_v3_v3(isec.end, lampco);
if (RE_rayobject_raycast(R.raytree, &isec)) {
/* we got a face */
/* render co */
co[0]= isec.start[0]+isec.dist*(isec.dir[0]);
co[1]= isec.start[1]+isec.dist*(isec.dir[1]);
co[2]= isec.start[2]+isec.dist*(isec.dir[2]);
*distfac= len_v3(isec.dir);
}
else
*distfac= 0.0f;
}
#endif