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/*******************************************************************************
* photonestimationtask.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/photonestimationtask.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/photonestimationtask.h"
#include "lightgrp.h"
#include <algorithm>
// this must be the last file included
#include "base/povdebug.h"
namespace pov
{
PhotonEstimationTask::PhotonEstimationTask(ViewData *vd) :
RenderTask(vd),
cooperate(*this)
{
photonCountEstimate = 0;
}
PhotonEstimationTask::~PhotonEstimationTask()
{
}
void PhotonEstimationTask::Run()
{
// quit right away if photons not enabled
if (!GetSceneData()->photonSettings.photonsEnabled) return;
if (GetSceneData()->photonSettings.surfaceCount==0) return;
Cooperate();
// COUNT THE PHOTONS
DBL factor;
photonCountEstimate = 0.0;
// global lights
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)
SearchThroughObjectsEstimatePhotons(GetSceneData()->objects, *Light);
}
// light_group lights
/*
TODO
renderer->sceneData->photonSettings.Light_Is_Global = false;
for(vector<LightSource *>::iterator Light_Group_Light = renderer->sceneData->lightGroupLights.begin(); Light_Group_Light != renderer->sceneData->lightGroupLights.end(); Light_Group_Light++)
{
Light = Light_Group_Light->Light;
if (Light->Light_Type != FILL_LightSource)
{
SearchThroughObjectsEstimatePhotons(GetSceneData()->objects, *Light);
}
}
*/
factor = (DBL)photonCountEstimate/GetSceneData()->photonSettings.surfaceCount;
factor = sqrt(factor);
GetSceneData()->photonSettings.surfaceSeparation *= factor;
// good idea to make sure all warnings and errors arrive frontend now [trf]
Cooperate();
}
void PhotonEstimationTask::Stopped()
{
// nothing to do for now [trf]
}
void PhotonEstimationTask::Finish()
{
GetViewDataPtr()->timeType = SceneThreadData::kPhotonTime;
GetViewDataPtr()->realTime = ConsumedRealTime();
GetViewDataPtr()->cpuTime = ConsumedCPUTime();
}
void PhotonEstimationTask::SearchThroughObjectsEstimatePhotons(vector<ObjectPtr>& Objects, LightSource *Light)
{
ViewThreadData *renderDataPtr = GetViewDataPtr();
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))
{
EstimatePhotonsForObjectAndLight((*Sib), Light);
}
Cooperate();
}
/* if it has children, check them too */
else if(((*Sib)->Type & IS_COMPOUND_OBJECT))
{
SearchThroughObjectsEstimatePhotons(((CSG *)(*Sib))->children, Light);
}
}
}
void PhotonEstimationTask::EstimatePhotonsForObjectAndLight(ObjectPtr Object, LightSource *Light)
{
int mergedFlags=0; /* merged flags to see if we should shoot photons */
ViewThreadData *renderDataPtr = GetViewDataPtr();
/* first, check on various flags... make sure all is a go for this ObjectPtr */
LightTargetCombo combo(Light,Object);
mergedFlags = combo.computeMergedFlags();
if (!( ((mergedFlags & PH_RFR_ON_FLAG) && !(mergedFlags & PH_RFR_OFF_FLAG)) ||
((mergedFlags & PH_RFL_ON_FLAG) && !(mergedFlags & PH_RFL_OFF_FLAG)) ))
/* it is a no-go for this object... bail out now */
return;
if(!Object) return;
ShootingDirection shootingDirection(Light,Object);
shootingDirection.compute();
/* calculate the spacial separation (spread) */
renderDataPtr->photonSpread = combo.target->Ph_Density*GetSceneData()->photonSettings.surfaceSeparation;
/* if rays aren't parallel, divide by dist so we get separation at a distance of 1 unit */
if (!combo.light->Parallel)
{
renderDataPtr->photonSpread /= shootingDirection.dist;
}
/* try to guess the number of photons */
DBL x=shootingDirection.rad / (combo.target->Ph_Density*GetSceneData()->photonSettings.surfaceSeparation);
x=x*x*M_PI;
if ( ((mergedFlags & PH_RFR_ON_FLAG) && !(mergedFlags & PH_RFR_OFF_FLAG)) &&
((mergedFlags & PH_RFL_ON_FLAG) && !(mergedFlags & PH_RFL_OFF_FLAG)) )
{
x *= 1.5; /* assume 2 times as many photons with both reflection & refraction */
}
if ( !Test_Flag(combo.target, PH_IGNORE_PHOTONS_FLAG) )
{
if ( ((mergedFlags & PH_RFR_ON_FLAG) && !(mergedFlags & PH_RFR_OFF_FLAG)) )
{
if ( ((mergedFlags & PH_RFL_ON_FLAG) && !(mergedFlags & PH_RFL_OFF_FLAG)) )
x *= 3; /* assume 3 times as many photons if ignore_photons not used */
else
x *= 2; /* assume less for only refraction */
}
}
x *= 0.5; /* assume 1/2 of photons hit target ObjectPtr */
photonCountEstimate += x;
}
}
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