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/*******************************************************************************
* photonstrategytask.cpp
*
* This module implements Photon Mapping.
*
* Author: Nathan Kopp
*
* ---------------------------------------------------------------------------
* Persistence of Vision Ray Tracer ('POV-Ray') version 3.7.
* Copyright 1991-2013 Persistence of Vision Raytracer Pty. Ltd.
*
* POV-Ray is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero General Public License as
* published by the Free Software Foundation, either version 3 of the
* License, or (at your option) any later version.
*
* POV-Ray 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 Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
* ---------------------------------------------------------------------------
* POV-Ray is based on the popular DKB raytracer version 2.12.
* DKBTrace was originally written by David K. Buck.
* DKBTrace Ver 2.0-2.12 were written by David K. Buck & Aaron A. Collins.
* ---------------------------------------------------------------------------
* $File: //depot/public/povray/3.x/source/backend/lighting/photonstrategytask.cpp $
* $Revision: #1 $
* $Change: 6069 $
* $DateTime: 2013/11/06 11:59:40 $
* $Author: chrisc $
*******************************************************************************/
// frame.h must always be the first POV file included (pulls in platform config)
#include "backend/frame.h"
#include "base/povms.h"
#include "base/povmsgid.h"
#include "backend/math/vector.h"
#include "backend/math/matrices.h"
#include "backend/scene/objects.h"
#include "backend/shape/csg.h"
#include "backend/support/octree.h"
#include "backend/bounding/bbox.h"
#include "backend/scene/threaddata.h"
#include "backend/scene/scene.h"
#include "backend/scene/view.h"
#include "backend/support/msgutil.h"
#include "backend/lighting/point.h"
#include "backend/lighting/photonshootingstrategy.h"
#include "backend/lighting/photonstrategytask.h"
#include "lightgrp.h"
#include <algorithm>
// this must be the last file included
#include "base/povdebug.h"
namespace pov
{
PhotonStrategyTask::PhotonStrategyTask(ViewData *vd, PhotonShootingStrategy* strategy) :
RenderTask(vd),
strategy(strategy),
messageFactory(10, 370, "Photon", vd->GetSceneData()->backendAddress, vd->GetSceneData()->frontendAddress, vd->GetSceneData()->sceneId, 0), // TODO FIXME - Values need to come from the correct place!
cooperate(*this)
{
// do nothing
}
PhotonStrategyTask::~PhotonStrategyTask()
{
//delete strategy;
}
void PhotonStrategyTask::SendProgress(void)
{
if (timer.ElapsedRealTime() > 1000)
{
timer.Reset();
POVMS_Object obj(kPOVObjectClass_PhotonProgress);
obj.SetInt(kPOVAttrib_CurrentPhotonCount, GetSceneData()->surfacePhotonMap.numPhotons + GetSceneData()->mediaPhotonMap.numPhotons);
RenderBackend::SendViewOutput(GetViewData()->GetViewId(), GetSceneData()->frontendAddress, kPOVMsgIdent_Progress, obj);
}
}
void PhotonStrategyTask::Run()
{
// quit right away if photons not enabled
if (!GetSceneData()->photonSettings.photonsEnabled) return;
Cooperate();
/* loop through global light sources */
GetViewDataPtr()->Light_Is_Global = true;
for(vector<LightSource *>::iterator Light = GetSceneData()->lightSources.begin(); Light != GetSceneData()->lightSources.end(); Light++)
{
if ((*Light)->Light_Type != FILL_LIGHT_SOURCE)
{
if ((*Light)->Light_Type == CYLINDER_SOURCE && !(*Light)->Parallel)
messageFactory.Warning(0,"Cylinder lights should be parallel when used with photons.");
/* do object-specific lighting */
SearchThroughObjectsCreateUnits(GetSceneData()->objects, (*Light));
}
Cooperate();
}
// loop through light_group light sources
/*
TODO
GetSceneData()->photonSettings.Light_Is_Global = false;
for(vector<LightSource *>::iterator Light_Group_Light = GetSceneData()->lightGroupLights.begin(); Light_Group_Light != GetSceneData()->lightGroupLights.end(); Light_Group_Light++)
{
Light = Light_Group_Light->Light;
if (Light->Light_Type == CYLINDER_SOURCE && !Light->Parallel)
messageFactory.Warning(0,"Cylinder lights should be parallel when used with photons.");
// do object-specific lighting
SearchThroughObjectsCreateUnits(GetSceneData()->objects, Light);
Cooperate();
SendProgress();
}
*/
// good idea to make sure all warnings and errors arrive frontend now [trf]
Cooperate();
strategy->start();
}
void PhotonStrategyTask::Stopped()
{
// nothing to do for now [trf]
}
void PhotonStrategyTask::Finish()
{
GetViewDataPtr()->timeType = SceneThreadData::kPhotonTime;
GetViewDataPtr()->realTime = ConsumedRealTime();
GetViewDataPtr()->cpuTime = ConsumedCPUTime();
}
/*****************************************************************************
FUNCTION
SearchThroughObjectsCreateUnits()
Searches through 'object' and all siblings and children of 'object' to
locate objects with PH_TARGET_FLAG set. This flag means that the object
receives photons.
Preconditions:
Photon mapping initialized (InitBacktraceEverything() called)
'Object' is a object (with or without siblings)
'Light' is a light source in the scene
Postconditions:
Work units (combination of light + target) have been added to the
strategy.
******************************************************************************/
void PhotonStrategyTask::SearchThroughObjectsCreateUnits(vector<ObjectPtr>& Objects, LightSource *Light)
{
shared_ptr<SceneData> sceneData = GetSceneData();
/* check this object and all siblings */
for(vector<ObjectPtr>::iterator Sib = Objects.begin(); Sib != Objects.end(); Sib++)
{
if(Test_Flag((*Sib), PH_TARGET_FLAG) &&
!((*Sib)->Type & LIGHT_SOURCE_OBJECT))
{
/* do not shoot photons if global lights are turned off for ObjectPtr */
if(!Test_Flag((*Sib), NO_GLOBAL_LIGHTS_FLAG))
{
strategy->createUnitsForCombo((*Sib), Light, sceneData);
}
Cooperate();
SendProgress();
}
/* if it has children, check them too */
else if(((*Sib)->Type & IS_COMPOUND_OBJECT))
{
SearchThroughObjectsCreateUnits(((CSG *)(*Sib))->children, Light);
}
}
}
}
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