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/*******************************************************************************
* radiosity.h
*
* This file contains radiosity computation classes and types.
*
* ---------------------------------------------------------------------------
* 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/radiosity.h $
* $Revision: #1 $
* $Change: 6069 $
* $DateTime: 2013/11/06 11:59:40 $
* $Author: chrisc $
*******************************************************************************/
#ifndef POVRAY_BACKEND_RADIOSITY_H
#define POVRAY_BACKEND_RADIOSITY_H
#include "backend/frame.h"
#include "backend/povray.h"
#include "backend/scene/view.h"
#include "backend/scene/scene.h"
#include "backend/render/tracepixel.h"
#include "backend/render/rendertask.h"
#include "backend/support/octree.h"
#include "backend/support/randomsequences.h"
#include "backend/lighting/photons.h"
#include "backend/interior/media.h"
#include "povrayold.h" // TODO FIXME
#include <vector>
namespace pov
{
class ViewData;
#define RADIOSITY_CACHE_EXTENSION ".rca"
static const unsigned int RADIOSITY_MAX_SAMPLE_DIRECTIONS = 1600;
// to get some more pseudo-randomness and make use of the full range of all the precomputed sample directions,
// we start each sample direction sequence at a different index than the previous one; 663 has some nice properties for this:
// - it is fairly large stride, only giving "overlap" of consecutive samples at high sample counts
// - it has no divisors in common with 1600, so that any consecutive 1600 samples will start at a different index
// - it gives the highest possible number of "secondary strides", those being -274, 115, -44, -17, -7 and 3
class SceneRadiositySettings;
// settings as effective for a particular bounce depth during a particuar trace step
struct RadiosityRecursionSettings
{
// true "tweakables"
unsigned int raysPerSample; // number of sample rays to shoot per sample
unsigned int reuseCount; // number of samples required for re-use
double errorBoundFactor; // factor governing spacing of samples in general
double minReuseFactor; // factor governing minimum spacing of samples in creases
double maxReuseFactor; // factor governing maximum spacing of samples in open areas
double octreeOverfillFactor; // factor governing octree lookup performance
unsigned int traceLevel; // base trace level to use for secondary rays
double weight; // base weight to use for secondary rays
// precomputed values
double maxErrorBound; // maximum error bound to be expected for sample lookup
double octreeAddressFactor; // effective radius factor for filing samples in the octree
};
// settings as specified in the scene file;
// naming conventions are as per the respective scene file parameter
class SceneRadiositySettings
{
public:
// primary settings from the scene file
bool radiosityEnabled;
double brightness;
long count;
long directionPoolSize;
double errorBound;
double grayThreshold;
double lowErrorFactor;
double minimumReuse;
bool minimumReuseSet;
double maximumReuse;
bool maximumReuseSet;
long nearestCount;
long nearestCountAPT;
int recursionLimit;
double maxSample;
double adcBailout;
bool normal;
bool media;
double pretraceStart;
double pretraceEnd;
bool alwaysSample;
bool vainPretrace; // whether to use full quality during pretrace even where it doesn't matter, to give the user a nice show
float defaultImportance;
bool subsurface; // whether to use subsurface scattering for radiosity sampling rays
SceneRadiositySettings() {
radiosityEnabled = false;
brightness = 1.0;
count = 35;
directionPoolSize = RADIOSITY_MAX_SAMPLE_DIRECTIONS;
errorBound = 1.8;
grayThreshold = 0.0;
lowErrorFactor = 0.5;
minimumReuse = 0.015;
minimumReuseSet = false;
maximumReuse = 0.2;
maximumReuseSet = false;
nearestCount = 5; // TODO FIXME - let's get rid of this completely
nearestCountAPT = 0; // second nearest_count parameter, governing adaptive pretrace
recursionLimit = 2;
maxSample = -1.0; // default max brightness allows any
adcBailout = 0.01;
normal = false;
media = false;
pretraceStart = 0.08;
pretraceEnd = 0.04;
alwaysSample = false;
vainPretrace = false;
defaultImportance = 1.0;
subsurface = false;
}
RadiosityRecursionSettings* GetRecursionSettings (bool final) const;
};
class RadiosityCache
{
private:
static const unsigned int BLOCK_POOL_UNIT_SIZE = 32;
public:
class BlockPool
{
friend class RadiosityCache;
public:
BlockPool();
~BlockPool();
protected:
OT_BLOCK* NewBlock();
void Save(OStream *fd);
private:
struct PoolUnit
{
PoolUnit *next;
OT_BLOCK blocks[BLOCK_POOL_UNIT_SIZE];
PoolUnit(PoolUnit *n) : next(n) { }
};
PoolUnit *head; // newest pool unit
PoolUnit *savedHead; // newest block that has been saved completely
unsigned int nextFreeBlock; // next free block (in *head)
unsigned int nextUnsavedBlock; // next unsaved block (in *savedHead predecessor)
};
int firstRadiosityPass;
long ra_reuse_count;
long ra_gather_count;
RGBColour Gather_Total;
long Gather_Total_Count;
#ifdef RADSTATS
extern long ot_blockcount;
long ot_seenodecount;
long ot_seeblockcount;
long ot_doblockcount;
long ot_dotokcount;
long ot_lastcount;
long ot_lowerrorcount;
#endif
RadiosityCache(const SceneRadiositySettings& radset);
~RadiosityCache();
bool Load(const Path& inputFile);
void InitAutosave(const Path& outputFile, bool append);
DBL FindReusableBlock(RenderStatistics& stats, DBL errorbound, const Vector3d& ipoint, const Vector3d& snormal, RGBColour& illuminance, int recursionDepth, int pretraceStep, int tileId);
BlockPool* AcquireBlockPool();
void AddBlock(BlockPool* pool, RenderStatistics* stats, const Vector3d& Point, const Vector3d& S_Normal, const Vector3d& To_Nearest_Surface,
const RGBColour& dx, const RGBColour& dy, const RGBColour& dz, const RGBColour& Illuminance,
DBL Harmonic_Mean_Distance, DBL Nearest_Distance, DBL Quality, int Bounce_Depth, int pretraceStep, int tileId);
void ReleaseBlockPool(BlockPool* pool);
private:
struct Octree
{
OT_NODE *root;
boost::mutex treeMutex; // lock this when adding nodes to the tree
boost::mutex blockMutex; // lock this when adding blocks to any node of the tree
Octree() : root(NULL) {}
};
vector<BlockPool*> blockPools; // block pools ready to be re-used
boost::mutex blockPoolsMutex; // lock this when accessing blockPools
Octree octree;
OStream *ot_fd;
boost::mutex fileMutex; // lock this when accessing ot_fd
RadiosityRecursionSettings* recursionSettings; // dynamically allocated array; use recursion depth as index
void InsertBlock(OT_NODE* node, OT_BLOCK *block);
OT_NODE *GetNode(RenderStatistics* stats, const OT_ID& id);
static bool AverageNearBlock(OT_BLOCK *block, void *void_info);
};
class RadiosityFunction : public Trace::RadiosityFunctor
{
public:
static const unsigned int TILE_MAX = OT_TILE_MAX;
static const unsigned int PRETRACE_INVALID = OT_PASS_INVALID;
static const unsigned int PRETRACE_FIRST = OT_PASS_FIRST;
static const unsigned int PRETRACE_MAX = OT_PASS_MAX;
static const unsigned int FINAL_TRACE = OT_PASS_FINAL;
static const unsigned int DEPTH_MAX = (OT_DEPTH_MAX < 20 ? OT_DEPTH_MAX : 20);
static const unsigned int MAX_NEAREST_COUNT = 20;
// initializes radiosity module from:
// sd - pointer to the scene data
// td - pointer to the thread-specific data
// rs - the radiosity settings as parsed from the scene file
// rc - the radiosity cache to retrieve previously computed samples from, and store newly computed samples in
// cf - the cooperate functor (whatever that is - some thing that handles inter-thread communication?)
// pts - number of the current pretrace step (PRETRACE_FIRST to PRETRACE_MAX, or FINAL_TRACE for main render)
// camera - position of the camera
RadiosityFunction(shared_ptr<SceneData> sd, TraceThreadData *td,
const SceneRadiositySettings& rs, RadiosityCache& rc, Trace::CooperateFunctor& cf, bool ft, const Vector3d& camera);
virtual ~RadiosityFunction();
// looks up the ambient value for a certain point
// ipoint - point on the surface
// raw_normal - the geometry raw norml at this pont
// layer_normal - texture-pertubed normal
// ambient_colour - (output) the ambient color at this point
// weight - the base "weight" of the traced ray (used to compare againgst ADC bailout)
virtual void ComputeAmbient(const Vector3d& ipoint, const Vector3d& raw_normal, const Vector3d& layer_normal, RGBColour& ambient_colour, DBL weight, Trace::TraceTicket& ticket);
// checks whether the specified recursion depth is still within the configured limits
virtual bool CheckRadiosityTraceLevel(const Trace::TraceTicket& ticket);
// retrieves top level statistics information to drive pretrace re-iteration
virtual void GetTopLevelStats(long& queryCount, float& reuse);
virtual void ResetTopLevelStats();
virtual void BeforeTile(int id, unsigned int pts = FINAL_TRACE);
virtual void AfterTile();
private:
class SampleDirectionGenerator
{
public:
/// constructor
SampleDirectionGenerator();
/// Called before each tile
void Reset(unsigned int samplePoolCount);
/// Called before each sample
void InitSequence(unsigned int& sample_count, const Vector3d& raw_normal, const Vector3d& layer_normal, bool use_raw_normal);
/// Called to get the next sampling ray direction
bool GetDirection(Vector3d& direction);
protected:
/// number of remaining directions to try
size_t remainingDirections;
/// whether we're using the raw surface normal instead of the pertubed normal
bool rawNormalMode;
/// the raw surface normal // TODO FIXME - for smooth triangles etc. this *should* be *really* raw, but it isn't!
Vector3d rawNormal;
/// direction we'll map the precomputed sample directions' X axis to
Vector3d frameX;
/// direction we'll map the precomputed sample directions' Y axis to (the effective normal vector)
Vector3d frameY;
/// direction we'll map the precomputed sample directions' Z axis to
Vector3d frameZ;
/// Generator for sampling directions
SequentialVectorGeneratorPtr sampleDirections;
};
// structure to store precomputed effective parameters for each recursion depth
struct RecursionParameters
{
SampleDirectionGenerator directionGenerator; // sample generator for this recursion depth
IntStatsIndex statsId; // statistics id for per-pass per-recursion statistics
IntStatsIndex queryCountStatsId; // statistics id for per-recursion statistics
FPStatsIndex weightStatsId; // statistics id for per-recursion statistics
};
// The modules that do the actual computing
// (we use our own instances for the sake of thread-safety)
Trace trace; // does the main raytracing
MediaFunction media; // computes media effects
PhotonGatherer photonGatherer; // computes photon-based illumination
// Local data
TraceThreadData *threadData;
RadiosityCache& radiosityCache; // this is where we retrieve previously computed samples from, and store newly computed samples in
RadiosityCache::BlockPool* cacheBlockPool;
DBL errorBound; // the error_bound setting
bool isFinalTrace;
unsigned int pretraceStep;
Vector3d cameraPosition;
const SceneRadiositySettings& settings;
const RadiosityRecursionSettings* recursionSettings; // dynamically allocated array; use recursion depth as index
RecursionParameters* recursionParameters; // dynamically allocated array; use recursion depth as index
long topLevelQueryCount;
float topLevelReuse;
int tileId;
double GatherLight(const Vector3d& IPoint, const Vector3d& Raw_Normal, const Vector3d& LayNormal, RGBColour& Illuminance, Trace::TraceTicket& ticket);
};
} // end of namespace
#endif // POVRAY_BACKEND_RADIOSITY_H
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