wip commit to work on at home, nothing to see

This commit is contained in:
Matt Ebb
2008-12-09 07:19:55 +00:00
parent 9e1da805e1
commit aef61a7000

View File

@@ -326,13 +326,104 @@ void vol_precache_objectinstance(Render *re, ObjectInstanceRen *obi, Material *m
}
#if 0
typedef struct VolPrecachePart {
struct VolPrecachePart *next, *prev;
int num;
int minx, maxx;
int miny, maxy;
int minz, maxz;
int res;
float bbmin[3], voxel[3];
struct RayTree *tree;
struct ShadeInput *shi;
struct ObjectInstanceRen *obi;
int done;
} VolPrecachePart;
static void *vol_precache_part_test(void *data)
{
VolPrecachePart *vpt = (VolPrecachePart *)data;
printf("part number: %d \n", vpt->num);
return 0;
}
/* Iterate over the 3d voxel grid, and fill the voxels with scattering information
*
* It's stored in memory as 3 big float grids next to each other, one for each RGB channel.
* I'm guessing the memory alignment may work out better this way for the purposes
* of doing linear interpolation, but I haven't actually tested this theory! :)
*/
static void *vol_precache_part(void *data)
{
VolPrecachePart *vpt = (VolPrecachePart *)data;
ObjectInstanceRen *obi = vpt->obi;
RayTree *tree = vpt->tree;
ShadeInput *shi = vpt->shi;
float scatter_col[3] = {0.f, 0.f, 0.f};
float co[3];
int x, y, z;
const int res=vpt->res, res_2=vpt->res*vpt->res, res_3=vpt->res*vpt->res*vpt->res;
const float stepsize = vol_get_stepsize(shi, STEPSIZE_VIEW);
res = vpt->res;
res_2 = res*res;
res_3 = res*res*res;
for (x= vpt->minx; x < vpt->maxx; x++) {
co[0] = vpt->bbmin[0] + (vpt->voxel[0] * x);
for (y= vpt->miny; y < vpt->maxy; y++) {
co[1] = vpt->bbmin[1] + (vpt->voxel[1] * y);
for (z=vpt->minz; z < vpt->maxz; z++) {
co[2] = vpt->bbmin[2] + (vpt->voxel[2] * z);
// don't bother if the point is not inside the volume mesh
if (!point_inside_obi(tree, obi, co)) {
obi->volume_precache[0*res_3 + x*res_2 + y*res + z] = -1.0f;
obi->volume_precache[1*res_3 + x*res_2 + y*res + z] = -1.0f;
obi->volume_precache[2*res_3 + x*res_2 + y*res + z] = -1.0f;
continue;
}
density = vol_get_density(shi, co);
vol_get_scattering(shi, scatter_col, co, stepsize, density);
obi->volume_precache[0*res_3 + x*res_2 + y*res + z] = scatter_col[0];
obi->volume_precache[1*res_3 + x*res_2 + y*res + z] = scatter_col[1];
obi->volume_precache[2*res_3 + x*res_2 + y*res + z] = scatter_col[2];
}
}
}
return 0;
}
void precache_setup_shadeinput(Render *re, ObjectInstanceRen *obi, Material *ma, ShadeInput *shi)
{
float view[3] = {0.0,0.0,-1.0};
memset(&shi, 0, sizeof(ShadeInput));
shi->depth= 1;
shi->mask= 1;
shi->mat = ma;
shi->vlr = NULL;
memcpy(&shi->r, &shi->mat->r, 23*sizeof(float)); // note, keep this synced with render_types.h
shi->har= shi->mat->har;
shi->obi= obi;
shi->obr= obi->obr;
shi->lay = re->scene->lay;
VECCOPY(shi->view, view);
}
void vol_precache_objectinstance_threads(Render *re, ObjectInstanceRen *obi, Material *ma, float *bbmin, float *bbmax)
{
int x, y, z;
float co[3], voxel[3], scatter_col[3];
ShadeInput shi;
float view[3] = {0.0,0.0,-1.0};
float density;
float stepsize;
@@ -341,6 +432,14 @@ void vol_precache_objectinstance_threads(Render *re, ObjectInstanceRen *obi, Mat
int edgeparts=2;
int totparts;
ListBase threads;
int cont= 1;
int xparts, yparts, zparts;
float part[3];
int totthread = re->r.threads;
ListBase precache_parts;
VolPrecachePart *nextpa;
int j;
float i = 1.0f;
double time, lasttime= PIL_check_seconds_timer();
@@ -355,38 +454,80 @@ void vol_precache_objectinstance_threads(Render *re, ObjectInstanceRen *obi, Mat
if (!tree) return;
/* Need a shadeinput to calculate scattering */
memset(&shi, 0, sizeof(ShadeInput));
shi.depth= 1;
shi.mask= 1;
shi.mat = ma;
shi.vlr = NULL;
memcpy(&shi.r, &shi.mat->r, 23*sizeof(float)); // note, keep this synced with render_types.h
shi.har= shi.mat->har;
shi.obi= obi;
shi.obr= obi->obr;
shi.lay = re->scene->lay;
VECCOPY(shi.view, view);
stepsize = vol_get_stepsize(&shi, STEPSIZE_VIEW);
precache_setup_shadeinput(re, obi, ma, &shi);
resf = (float)res;
res_2 = res*res;
res_3 = res*res*res;
res_3f = (float)res_3;
VecSubf(voxel, bbmax, bbmin);
if ((voxel[0] < FLT_EPSILON) || (voxel[1] < FLT_EPSILON) || (voxel[2] < FLT_EPSILON))
return;
VecMulf(voxel, 1.0f/res);
part[0] = ceil(res/(float)xparts);
part[1] = ceil(res/(float)yparts);
part[2] = ceil(res/(float)zparts);
part[0] = parceil(res/(float)xparts);
part[1] = ceil(rex/(float)yparts);
part[2] = ceil(rex/(float)zparts);
obi->volume_precache = MEM_callocN(sizeof(float)*res_3*3, "volume light cache");
totparts = edgeparts*edgeparts*edgeparts;
precache_parts= MEM_callocN(sizeof(VolPrecachePart)*totparts, "VolPrecachePart");
memset(precache_parts, 0, sizeof(VolPrecachePart)*totparts);
precache_init_parts(precache_parts);
for(j=0; j < totparts; j++) {
VolPrecachePart *pa= MEM_callocN(sizeof(VolPrecachePart), "new precache part");
pa->done = 0;
pa->num = j;
pa->res = res;
VECCOPY(pa->bbmin, bbmin);
VECCOPY(precache_parts[j].voxel, voxel);
precache_parts[j].tree = tree;
precache_parts[j].shi = shi;
precache_parts[j].obi = obi;
}
//obi->volume_precache = MEM_callocN(sizeof(float)*res_3*3, "volume light cache");
BLI_init_threads(&threads, vol_precache_part, totthread);
nextpa = precache_get_new_part(precache_threads);
while(cont) {
if(BLI_available_threads(&threads) && !(re->test_break())) {
precache_get_new_part(
// get new job (data pointer)
for(j=0; j < totparts; j++) {
if (!precache_threads[j].done) {
// tag job 'processed
precache_threads[j].done = 1;
}
}
BLI_insert_thread(&threads, precache_get_new_part(precache_threads));
}
else PIL_sleep_ms(50);
// find if a job is ready, this the do_something_func() should write in job somewhere
cont= 0;
for(go over all jobs)
if(job is ready) {
if(job was not removed) {
BLI_remove_thread(&lb, job);
}
}
else cont= 1;
}
// conditions to exit loop
if(if escape loop event) {
if(BLI_available_threadslots(&lb)==maxthreads)
break;
}
}
BLI_end_threads(&threads);
//
/* Iterate over the 3d voxel grid, and fill the voxels with scattering information
*