/****************************************************************************
* lighting.c
*
* This module calculates lighting properties like ambient, diffuse, specular,
* reflection, refraction, etc.
*
* from Persistence of Vision(tm) Ray Tracer
* Copyright 1996 Persistence of Vision Team
*---------------------------------------------------------------------------
* NOTICE: This source code file is provided so that users may experiment
* with enhancements to POV-Ray and to port the software to platforms other
* than those supported by the POV-Ray Team. There are strict rules under
* which you are permitted to use this file. The rules are in the file
* named POVLEGAL.DOC which should be distributed with this file. If
* POVLEGAL.DOC is not available or for more info please contact the POV-Ray
* Team Coordinator by leaving a message in CompuServe's Graphics Developer's
* Forum. The latest version of POV-Ray may be found there as well.
*
* This program 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.
*
*****************************************************************************/
#include "frame.h"
#include "vector.h"
#include "povproto.h"
#include "blob.h"
#include "bbox.h"
#include "colour.h"
#include "halos.h"
#include "image.h"
#include "lbuffer.h"
#include "lighting.h"
#include "mesh.h"
#include "normal.h"
#include "objects.h"
#include "octree.h"
#include "pattern.h" /* [CEY 10/94] */
#include "pigment.h"
#include "povray.h"
#include "radiosit.h"
#include "ray.h"
#include "render.h"
#include "texture.h"
/*****************************************************************************
* Local preprocessor defines
******************************************************************************/
#define BLACK_LEVEL 0.003
/*
* "Small_Tolerance" is just too tight for higher order polynomial equations.
* this value should probably be a variable of some sort, but for now just
* use a reasonably small value. If people render real small objects real
* close to each other then there may be some shading problems. Otherwise
* having SHADOW_TOLERANCE as large as this won't affect images.
*/
#define SHADOW_TOLERANCE 1.0e-3
/* Number of inital entries in the texture and weight list. */
#define NUMBER_OF_ENTRIES 16
/*****************************************************************************
* Local typedefs
******************************************************************************/
/*
* List to store light colours during shadow testing
* to avoid repeated testing with layered textures.
*/
typedef struct Light_Tested_Struct LIGHT_TESTED;
struct Light_Tested_Struct
{
int Tested;
COLOUR Colour;
};
/*****************************************************************************
* Local variables
******************************************************************************/
static LIGHT_TESTED *Light_List;
static TEXTURE **Texture_List;
static DBL *Weight_List;
static int Number_Of_Textures_And_Weights;
/*****************************************************************************
* Static functions
******************************************************************************/
static void block_area_light PARAMS((LIGHT_SOURCE *Light_Source,
DBL *Light_Source_Depth, RAY *Light_Source_Ray, RAY *Eye_Ray,
VECTOR IPoint, COLOUR Light_Colour, int u1, int v1, int u2, int v2, int Level));
static void block_point_light PARAMS((LIGHT_SOURCE *Light_Source,
DBL *Light_Source_Depth, RAY *Light_Source_Ray, COLOUR Light_Colour));
static void block_point_light_LBuffer PARAMS((LIGHT_SOURCE *Light_Source,
DBL *Light_Source_Depth, RAY *Light_Source_Ray, COLOUR Light_Colour));
static void do_light PARAMS((LIGHT_SOURCE *Light_Source,
DBL *Light_Source_Depth, RAY *Light_Source_Ray, RAY *Eye_Ray, VECTOR IPoint,
COLOUR Light_Colour));
static int do_blocking PARAMS((INTERSECTION *Local_Intersection,
RAY *Light_Source_Ray, COLOUR Light_Colour, ISTACK *Local_Stack));
static void do_phong PARAMS((FINISH *Finish, RAY *Light_Source_Ray,
VECTOR Eye, VECTOR Layer_Normal, COLOUR Colour, COLOUR Light_Colour,
COLOUR Layer_Texture_Colour));
static void do_specular PARAMS((FINISH *Finish, RAY *Light_Source_Ray,
VECTOR REye, VECTOR Layer_Normal, COLOUR Colour, COLOUR Light_Colour,
COLOUR Layer_Pigment_Colour));
static void do_diffuse PARAMS((FINISH *Finish, RAY *Light_Source_Ray,
VECTOR Layer_Normal, COLOUR Colour, COLOUR Light_Colour,
COLOUR Layer_Pigment_Colour, DBL Attenuation));
static void do_irid PARAMS((FINISH *Finish, RAY *Light_Source_Ray,
VECTOR Layer_Normal, VECTOR IPoint, COLOUR Colour));
static void Diffuse PARAMS((FINISH *Finish, VECTOR IPoint, RAY *Eye, VECTOR Layer_Normal,
COLOUR Layer_Pigment_Colour, COLOUR Colour,DBL Attenuation, OBJECT *Object));
static void Reflect PARAMS((RGB Reflection, VECTOR IPoint, RAY *Ray, VECTOR Layer_Normal, COLOUR Colour, DBL Weight));
static void Refract PARAMS((OBJECT *Object, TEXTURE *Texture, VECTOR IPoint,
RAY *Ray, VECTOR Layer_Normal, COLOUR Colour, DBL Weight));
static void filter_shadow_ray PARAMS((INTERSECTION *Ray_Intersection,
RAY *Light_Source_Ray, COLOUR Colour));
static int create_texture_list PARAMS((INTERSECTION *Ray_Intersection));
static void do_texture_map PARAMS((COLOUR Result_Colour,
TEXTURE *Texture, VECTOR IPoint, VECTOR Raw_Normal, RAY *Ray, DBL Weight,
INTERSECTION *Ray_Intersection, int Shadow_Flag));
static void average_textures PARAMS((COLOUR Result_Colour,
TEXTURE *Texture, VECTOR IPoint, VECTOR Raw_Normal, RAY *Ray, DBL Weight,
INTERSECTION *Ray_Intersection, int Shadow_Flag));
static void compute_lighted_texture PARAMS((COLOUR Result_Colour,
TEXTURE *Texture, VECTOR IPoint, VECTOR Raw_Normal, RAY *Ray, DBL Weight,
INTERSECTION *Ray_Intersection));
static void compute_shadow_texture PARAMS((COLOUR Filter_Colour,
TEXTURE *Texture, VECTOR IPoint, VECTOR Raw_Normal, RAY *Ray,
INTERSECTION *Ray_Intersection));
static void block_light_source PARAMS((LIGHT_SOURCE *Light,
DBL Depth, RAY *Light_Source_Ray, RAY *Eye_Ray, VECTOR P, COLOUR Colour));
static void do_light_ray_atmosphere PARAMS((RAY *Light_Source_Ray,
INTERSECTION *Ray_Intersection, TEXTURE *Texture, COLOUR Colour, int Valid_Object));
/*****************************************************************************
*
* FUNCTION
*
* Initialize_Lighting_Code
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* Dieter Bayer
*
* DESCRIPTION
*
* Allocate lists needed during lighting calculations.
*
* CHANGES
*
* Sep 1994 : Creation.
*
* Okt 1994 : Added initialization of Light_List and test if there are
* any light sources in the scene. [DB]
*
******************************************************************************/
void Initialize_Lighting_Code()
{
int i;
Light_List = NULL;
Texture_List = NULL;
Weight_List = NULL;
/* Allocate memory for light list. */
if (Frame.Number_Of_Light_Sources > 0)
{
Light_List = (LIGHT_TESTED *)POV_MALLOC(Frame.Number_Of_Light_Sources*sizeof(LIGHT_TESTED), "temporary light list");
for (i = 0; i < Frame.Number_Of_Light_Sources; i++)
{
Light_List[i].Tested = FALSE;
Make_ColourA(Light_List[i].Colour, 0.0, 0.0, 0.0, 0.0, 0.0);
}
}
/* Allocate memory for texture and weight list. */
Number_Of_Textures_And_Weights = NUMBER_OF_ENTRIES;
Texture_List = (TEXTURE **)POV_MALLOC(Number_Of_Textures_And_Weights*sizeof(TEXTURE *), "texture list");
Weight_List = (DBL *)POV_MALLOC(Number_Of_Textures_And_Weights*sizeof(DBL), "weight list");
}
/*****************************************************************************
*
* FUNCTION
*
* Reinitialize_Lighting_Code
*
* INPUT
*
* Number_Of_Entries - New number of entries in the texture/weight lists
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* Dieter Bayer
*
* DESCRIPTION
*
* Resize variable lists needed during lighting calculation.
*
* CHANGES
*
* Jul 1995 : Creation.
*
* Mar 1996 : We have to pass pointers to the lists to resize because during
* resizing the pointers to the lists change and thus the calling
* functions does not longer know where the lists are if the
* pointers to the lists where passed to it using arguments. [DB]
*
******************************************************************************/
void Reinitialize_Lighting_Code(Number_Of_Entries, Textures, Weights)
int Number_Of_Entries;
TEXTURE ***Textures;
DBL **Weights;
{
if (Number_Of_Entries > Number_Of_Textures_And_Weights)
{
if (Number_Of_Entries >= INT_MAX / 2)
{
Error("Too many entries in texture and weight lists.\n");
}
Number_Of_Textures_And_Weights = Number_Of_Entries;
Texture_List = (TEXTURE **)POV_REALLOC(Texture_List, Number_Of_Textures_And_Weights*sizeof(TEXTURE *), "texture list");
Weight_List = (DBL *)POV_REALLOC(Weight_List, Number_Of_Textures_And_Weights*sizeof(DBL), "weight list");
*Textures = Texture_List;
*Weights = Weight_List;
}
}
/*****************************************************************************
*
* FUNCTION
*
* Deinitialize_Lighting_Code
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* Dieter Bayer
*
* DESCRIPTION
*
* Destroy all lists needed during lighting calculation.
*
* CHANGES
*
* Sep 1994 : Creation.
*
* Jul 1995 : Added code to free local texture and weight lists. [DB]
*
******************************************************************************/
void Deinitialize_Lighting_Code()
{
if (Light_List != NULL)
{
POV_FREE(Light_List);
}
if (Texture_List != NULL)
{
POV_FREE(Texture_List);
}
if (Weight_List != NULL)
{
POV_FREE(Weight_List);
}
Light_List = NULL;
Texture_List = NULL;
Weight_List = NULL;
}
/*****************************************************************************
*
* FUNCTION
*
* Determine_Apparent_Colour
*
* INPUT
*
* Ray_Intersection - info on where ray hit & object it hit
* Ray - the ray from which object is seen
* Weight - Automatic depth control value
*
* OUTPUT
*
* Colour - resulting color is added to given color. The RGB
* components are significant. The transmittance channel
* is used as an alpha channel.
*
* RETURNS
*
* AUTHOR
*
* POV-Ray Team
*
* DESCRIPTION
*
* Given an intersection point, a ray, add that point's visible color
* to the given colour and return it. This routine just does preliminary
* initializations and calls to set up the multi-texture blob list if any.
* Then it calls do_texture_map which in turn calls compute_lighted_texture
* to do the actual lighting calculations. These functions were seperated
* from this function because do_texture_map may need to call itself
* recursively.
*
* CHANGES
*
* Sep 1994 : Code for multi-textured blobs added. [DB]
*
* Nov 1994 : Moved calls to Fog and Rainbow into tracing functions. [DB]
*
* Jan 1995 : Moved much of code to do_texture_map and
* compute_lighted_texture [CEY]
*
* Jul 1995 : Added code to support alpha channel. [DB]
*
* Mar 1996 : Fixed severe bug (weight and texture lists were not saved) [DB]
*
******************************************************************************/
void Determine_Apparent_Colour(Ray_Intersection, Colour, Ray, Weight)
INTERSECTION *Ray_Intersection;
COLOUR Colour;
RAY *Ray;
DBL Weight;
{
int i, Texture_Count;
size_t savelights_size, save_tw_size;
DBL *save_Weights = NULL;
COLOUR C1;
VECTOR Raw_Normal;
VECTOR IPoint;
TEXTURE *Texture, **save_Textures = NULL;
LIGHT_TESTED *savelights = NULL;
Assign_Vector(IPoint,Ray_Intersection->IPoint);
/*
* Save existing light list if any. If we are not top level in recursion
* depth, this information may be reused by upper level of trace.
*/
savelights_size = (size_t)(Frame.Number_Of_Light_Sources*sizeof(LIGHT_TESTED));
if (savelights_size > 0)
{
savelights = (LIGHT_TESTED *)POV_MALLOC(savelights_size, "Light list stack");
memcpy(savelights, Light_List, savelights_size);
}
/* Init light list. */
for (i = 0; i < Frame.Number_Of_Light_Sources; i++)
{
Light_List[i].Tested = FALSE;
}
/* Get the normal to the surface */
Normal(Raw_Normal, Ray_Intersection->Object, Ray_Intersection);
/*
* Save texture and weight lists.
*/
save_tw_size = (size_t)Number_Of_Textures_And_Weights;
if (save_tw_size > 0)
{
save_Weights = (DBL *)POV_MALLOC(save_tw_size * sizeof(DBL), "Weight list stack");
memcpy(save_Weights, Weight_List, save_tw_size * sizeof(DBL));
save_Textures = (TEXTURE **)POV_MALLOC(save_tw_size * sizeof(TEXTURE *), "Weight list stack");
memcpy(save_Textures, Texture_List, save_tw_size * sizeof(TEXTURE *));
}
/* Get texture list and weights. */
Texture_Count = create_texture_list (Ray_Intersection);
/*
* Now, we perform the lighting calculations by stepping through
* the list of textures and summing the weighted color.
*/
for (i = 0; i < Texture_Count; i++)
{
/* If contribution of this texture is neglectable skip ahead. */
if (Weight_List[i] < BLACK_LEVEL)
{
continue;
}
Texture = Texture_List[i];
do_texture_map(C1, Texture, IPoint, Raw_Normal, Ray, Weight, Ray_Intersection, FALSE);
Colour[RED] += Weight_List[i] * C1[RED];
Colour[GREEN] += Weight_List[i] * C1[GREEN];
Colour[BLUE] += Weight_List[i] * C1[BLUE];
/* Use transmittance value for alpha channel support. [DB] */
/*
Colour[TRANSM] += Weight_List[i] * C1[TRANSM];
*/
Colour[TRANSM] *= C1[TRANSM];
}
/* Restore the light list to its original form */
if (savelights_size > 0)
{
memcpy(Light_List, savelights, savelights_size);
POV_FREE(savelights);
}
/* Restore the weight and texture list. */
if (save_tw_size > 0)
{
memcpy(Weight_List, save_Weights, save_tw_size * sizeof(DBL));
memcpy(Texture_List, save_Textures, save_tw_size * sizeof(TEXTURE *));
POV_FREE(save_Weights);
POV_FREE(save_Textures);
}
}
/*****************************************************************************
*
* FUNCTION
*
* Test_Shadow
*
* INPUT
*
* Light - Light source
* P - Point to test
*
* OUTPUT
*
* Depth - Distance to light source
* Light_Source_Ray - Light ray pointing towards the light source
* Eye_Ray - Current viewing ray
* Colour - Light color reaching point P
*
* RETURNS
*
* int - TRUE if point lies in shadow
*
* AUTHOR
*
* Dieter Bayer
*
* DESCRIPTION
*
* Test if a given point is in shadow in respect to the given light source.
*
* The viewing ray is used to initialize the ray containers of the
* light source ray.
*
* CHANGES
*
* Nov 1994 : Creation.
*
******************************************************************************/
int Test_Shadow(Light, Depth, Light_Source_Ray, Eye_Ray, P, Colour)
LIGHT_SOURCE *Light;
DBL *Depth;
RAY *Light_Source_Ray, *Eye_Ray;
VECTOR P;
COLOUR Colour;
{
do_light(Light, Depth, Light_Source_Ray, Eye_Ray, P, Colour);
/*
* There's no need to test for shadows if no light
* is coming from the light source.
*/
if ((Colour[X] < BLACK_LEVEL) && (Colour[Y] < BLACK_LEVEL) && (Colour[Z] < BLACK_LEVEL))
{
return(TRUE);
}
else
{
/* Test for shadows. */
if ((opts.Quality_Flags & Q_SHADOW) && (Light->Light_Type != FILL_LIGHT_SOURCE))
{
block_light_source(Light, *Depth, Light_Source_Ray, Eye_Ray, P, Colour);
if ((Colour[X] < BLACK_LEVEL) && (Colour[Y] < BLACK_LEVEL) && (Colour[Z] < BLACK_LEVEL))
{
return(TRUE);
}
}
}
return(FALSE);
}
/*****************************************************************************
*
* FUNCTION
*
* block_point_light_LBuffer
*
* INPUT
*
* Light_Source - Light source to test
*
* OUTPUT
*
* Light_Source_Depth - (Remaining) distance to the light source
* Light_Source_Ray - (Remaining) ray to the light source
* Colour - Color reaching initial point from light source
*
* RETURNS
*
* AUTHOR
*
* Dieter Bayer
*
* DESCRIPTION
*
* Determine how much light from the given light source arrives at the
* given point (starting point of the light source ray). The light
* is blocked by solid objects and/or attenuated by translucent objects.
*
* Note that both the distance to the light source and the light source
* ray are modified. Thus after a call to this function one knows
* how much distance remains to the light source and where the last
* intersection point with a translucent object was (starting point
* of light source ray after the call).
*
* This function uses the light buffer to speed up shadow calculation.
*
* CHANGES
*
* Jul 1994 : Creation.
*
******************************************************************************/
static void block_point_light_LBuffer(Light_Source, Light_Source_Depth, Light_Source_Ray, Light_Colour)
LIGHT_SOURCE *Light_Source;
DBL *Light_Source_Depth;
RAY *Light_Source_Ray;
COLOUR Light_Colour;
{
int Quit_Looking, Not_Found_Shadow, Cache_Me;
int u, v, axis;
DBL ax, ay, az;
VECTOR V1;
OBJECT *Blocking_Object;
ISTACK *Local_Stack;
INTERSECTION *Local_Intersection, Bounded_Intersection;
Local_Stack = open_istack();
Quit_Looking = FALSE;
/* First test the cached object (don't cache semi-transparent objects). */
if (Light_Source->Shadow_Cached_Object != NULL)
{
Increase_Counter(stats[Shadow_Ray_Tests]);
if (Ray_In_Bound(Light_Source_Ray, Light_Source->Shadow_Cached_Object->Bound))
{
if (All_Intersections(Light_Source->Shadow_Cached_Object, Light_Source_Ray, Local_Stack))
{
while ((Local_Intersection=pop_entry(Local_Stack)) != NULL)
{
if ((!Test_Flag(Local_Intersection->Object, NO_SHADOW_FLAG)) &&
(Local_Intersection->Depth < *Light_Source_Depth-SHADOW_TOLERANCE) &&
(Local_Intersection->Depth > SHADOW_TOLERANCE))
{
if (do_blocking(Local_Intersection, Light_Source_Ray, Light_Colour, Local_Stack))
{
Quit_Looking = TRUE;
Increase_Counter(stats[Shadow_Cache_Hits]);
break;
}
}
}
}
}
/* Exit if the cached object was hit. */
if (Quit_Looking)
{
close_istack(Local_Stack);
return;
}
}
/*
* Determine the side and the coordinates at which the ray
* pierces the cube enclosing the light source.
*/
V1[X] = -Light_Source_Ray->Direction[X];
V1[Y] = -Light_Source_Ray->Direction[Y];
V1[Z] = -Light_Source_Ray->Direction[Z];
ax = fabs(V1[X]);
ay = fabs(V1[Y]);
az = fabs(V1[Z]);
if ((ax>ay) && (ax>az))
{
if (V1[X]>0.0)
{
axis = XaxisP;
}
else
{
axis = XaxisM;
}
u = (int)(MAX_BUFFER_ENTRY * V1[Y]/ax);
v = (int)(MAX_BUFFER_ENTRY * V1[Z]/ax);
}
else
{
if (ay>az)
{
if (V1[Y]>0.0)
{
axis = YaxisP;
}
else
{
axis = YaxisM;
}
u = (int)(MAX_BUFFER_ENTRY * V1[X]/ay);
v = (int)(MAX_BUFFER_ENTRY * V1[Z]/ay);
}
else
{
if (V1[Z]>0.0)
{
axis = ZaxisP;
}
else
{
axis = ZaxisM;
}
u = (int)(MAX_BUFFER_ENTRY * V1[X]/az);
v = (int)(MAX_BUFFER_ENTRY * V1[Y]/az);
}
}
/* If there are no objects in the direction of the ray we can exit. */
if (Light_Source->Light_Buffer[axis] == NULL)
{
close_istack(Local_Stack);
return;
}
/* Look for shadows. */
Not_Found_Shadow = TRUE;
Cache_Me = FALSE;
while (!Quit_Looking)
{
Increase_Counter(stats[Shadow_Ray_Tests]);
Bounded_Intersection.Depth = *Light_Source_Depth;
if (Intersect_Light_Tree(Light_Source_Ray, Light_Source->Light_Buffer[axis], u, v, &Bounded_Intersection, &Blocking_Object))
{
if (Bounded_Intersection.Depth > *Light_Source_Depth)
{
/* Intersection was beyond the light. */
break;
}
if (!Test_Flag(Bounded_Intersection.Object, NO_SHADOW_FLAG))
{
if (Blocking_Object != Light_Source->Shadow_Cached_Object)
{
Increase_Counter(stats[Shadow_Rays_Succeeded]);
filter_shadow_ray(&Bounded_Intersection, Light_Source_Ray, Light_Colour);
if ((fabs(Light_Colour[RED]) < BLACK_LEVEL) &&
(fabs(Light_Colour[GREEN]) < BLACK_LEVEL) &&
(fabs(Light_Colour[BLUE]) < BLACK_LEVEL) &&
(Test_Flag(Blocking_Object, OPAQUE_FLAG)))
{
Cache_Me = Not_Found_Shadow;
break; /* from while */
}
}
}
/* Move the ray to the point of intersection, plus some */
*Light_Source_Depth -= Bounded_Intersection.Depth;
Assign_Vector(Light_Source_Ray->Initial, Bounded_Intersection.IPoint);
Not_Found_Shadow = FALSE;
}
else
{
/* No intersections in the direction of the ray. */
break;
}
}
if (Cache_Me)
{
Light_Source->Shadow_Cached_Object = Blocking_Object;
}
close_istack(Local_Stack);
}
/*****************************************************************************
*
* FUNCTION
*
* block_point_light
*
* INPUT
*
* Light_Source - Light source to test
* Eye_Ray - Current viewing ray
*
* OUTPUT
*
* Light_Source_Depth - (Remaining) distance to the light source
* Light_Source_Ray - (Remaining) ray to the light source
* Colour - Color reaching initial point from light source
*
* RETURNS
*
* AUTHOR
*
* POV-Ray Team
*
* DESCRIPTION
*
* See block_point_light_LBuffer for a description.
*
* This function uses the hierarchical bounding box volume to
* speed up shadow testing.
*
* CHANGES
*
* -
*
******************************************************************************/
static void block_point_light (Light_Source, Light_Source_Depth, Light_Source_Ray, Light_Colour)
LIGHT_SOURCE *Light_Source;
DBL *Light_Source_Depth;
RAY *Light_Source_Ray;
COLOUR Light_Colour;
{
OBJECT *Blocking_Object;
int Quit_Looking, Not_Found_Shadow, Cache_Me, Maybe_Found;
INTERSECTION *Local_Intersection, Bounded_Intersection, Temp_Intersection;
ISTACK *Local_Stack;
Local_Stack = open_istack ();
Quit_Looking = FALSE;
/* First test the cached object (don't cache semi-transparent objects). */
if (Light_Source->Shadow_Cached_Object != NULL)
{
Increase_Counter(stats[Shadow_Ray_Tests]);
if (Ray_In_Bound(Light_Source_Ray, Light_Source->Shadow_Cached_Object->Bound))
{
if (All_Intersections(Light_Source->Shadow_Cached_Object, Light_Source_Ray, Local_Stack))
{
while ((Local_Intersection = pop_entry(Local_Stack)) != NULL)
{
if ((!Test_Flag(Local_Intersection->Object, NO_SHADOW_FLAG)) &&
(Local_Intersection->Depth < *Light_Source_Depth-SHADOW_TOLERANCE) &&
(Local_Intersection->Depth > SHADOW_TOLERANCE))
{
if (do_blocking(Local_Intersection, Light_Source_Ray, Light_Colour, Local_Stack))
{
Quit_Looking = TRUE;
Increase_Counter(stats[Shadow_Cache_Hits]);
break;
}
}
}
}
}
if (Quit_Looking)
{
close_istack (Local_Stack);
return;
}
}
/* Look for shadows. */
Not_Found_Shadow = TRUE;
Cache_Me = FALSE;
if (!opts.Use_Slabs)
{
while (!Quit_Looking)
{
/* Use brute force method to get shadows. */
Maybe_Found = FALSE;
Bounded_Intersection.Depth = *Light_Source_Depth;
for (Blocking_Object = Frame.Objects; Blocking_Object != NULL; Blocking_Object = Blocking_Object->Sibling)
{
if (Blocking_Object != Light_Source->Shadow_Cached_Object)
{
if (!Test_Flag(Blocking_Object, NO_SHADOW_FLAG))
{
Increase_Counter(stats[Shadow_Ray_Tests]);
if (Intersection(&Temp_Intersection, Blocking_Object, Light_Source_Ray))
{
if (Temp_Intersection.Depth < Bounded_Intersection.Depth)
{
Maybe_Found = TRUE;
Bounded_Intersection = Temp_Intersection;
}
}
}
}
}
if (Maybe_Found)
{
Increase_Counter(stats[Shadow_Rays_Succeeded]);
filter_shadow_ray(&Bounded_Intersection, Light_Source_Ray, Light_Colour);
if ((fabs(Light_Colour[RED]) < BLACK_LEVEL) &&
(fabs(Light_Colour[GREEN]) < BLACK_LEVEL) &&
(fabs(Light_Colour[BLUE]) < BLACK_LEVEL) &&
(Test_Flag(Bounded_Intersection.Object, OPAQUE_FLAG)))
{
Cache_Me = Not_Found_Shadow;
break;
}
/* Move the ray to the point of intersection, plus some */
*Light_Source_Depth -= Bounded_Intersection.Depth;
Assign_Vector(Light_Source_Ray->Initial, Bounded_Intersection.IPoint);
Not_Found_Shadow = FALSE;
}
else
{
/* No intersections in the direction of the ray. */
break;
}
}
}
else
{
/* Use bounding slabs to look for shadows. */
while (!Quit_Looking)
{
Increase_Counter(stats[Shadow_Ray_Tests]);
Bounded_Intersection.Depth = *Light_Source_Depth;
if (Intersect_BBox_Tree(Root_Object, Light_Source_Ray, &Bounded_Intersection, &Blocking_Object))
{
if (Bounded_Intersection.Depth > *Light_Source_Depth)
{
/* Intersection was beyond the light. */
break;
}
if (!Test_Flag(Bounded_Intersection.Object, NO_SHADOW_FLAG))
{
if (Blocking_Object != Light_Source->Shadow_Cached_Object)
{
Increase_Counter(stats[Shadow_Rays_Succeeded]);
filter_shadow_ray(&Bounded_Intersection, Light_Source_Ray, Light_Colour);
if ((fabs(Light_Colour[RED]) < BLACK_LEVEL) &&
(fabs(Light_Colour[GREEN]) < BLACK_LEVEL) &&
(fabs(Light_Colour[BLUE]) < BLACK_LEVEL) &&
(Test_Flag(Blocking_Object, OPAQUE_FLAG)))
{
Cache_Me = Not_Found_Shadow;
break; /* from while */
}
}
}
/* Move the ray to the point of intersection, plus some */
*Light_Source_Depth -= Bounded_Intersection.Depth;
Assign_Vector(Light_Source_Ray->Initial, Bounded_Intersection.IPoint);
Not_Found_Shadow = FALSE;
}
else
{
/* No intersections in the direction of the ray */
break;
}
}
}
if (Cache_Me)
{
Light_Source->Shadow_Cached_Object = Blocking_Object;
}
close_istack (Local_Stack);
}
/*****************************************************************************
*
* FUNCTION
*
* block_area_light
*
* INPUT
*
* Light_Source - Light source to test
* IPoint -
* u1, v1, u2, v2 -
* Level -
*
* OUTPUT
*
* Light_Source_Depth - (Remaining) distance to the light source
* Light_Source_Ray - (Remaining) ray to the light source
* Light_Colour - Color reaching initial point from light source
*
* RETURNS
*
* AUTHOR
*
* POV-Ray Team
*
* DESCRIPTION
*
* Get shadow for given area light source by recursively sampling
* on the light source area.
*
* The viewing ray is used to initialize the ray containers of the
* light source ray.
*
* CHANGES
*
* -
*
******************************************************************************/
static void block_area_light (Light_Source, Light_Source_Depth,
Light_Source_Ray, Eye_Ray, IPoint, Light_Colour, u1, v1, u2, v2, Level)
LIGHT_SOURCE *Light_Source;
DBL *Light_Source_Depth;
RAY *Light_Source_Ray, *Eye_Ray;
VECTOR IPoint;
COLOUR Light_Colour;
int u1, v1, u2, v2, Level;
{
COLOUR Sample_Colour[4], Dummy_Colour;
VECTOR Center_Save, NewAxis1, NewAxis2;
int i, j, u, v, New_u1, New_v1, New_u2, New_v2;
DBL Jitter_u, Jitter_v, ScaleFactor;
/* First call, initialize */
if ((u1 == 0) && (v1 == 0) && (u2 == 0) && (v2 == 0))
{
/* Flag uncalculated points with a negative value for Red */
for (i = 0; i < Light_Source->Area_Size1; i++)
{
for (j = 0; j < Light_Source->Area_Size2; j++)
{
Light_Source->Light_Grid[i][j][RED] = -1.0;
}
}
u1 = 0;
v1 = 0;
u2 = Light_Source->Area_Size1 - 1;
v2 = Light_Source->Area_Size2 - 1;
}
/* Save the light source center since we'll be fiddling with it */
Assign_Vector(Center_Save,Light_Source->Center);
/* Sample the four corners of the region */
for (i = 0; i < 4; i++)
{
switch (i)
{
case 0: u = u1; v = v1; break;
case 1: u = u2; v = v1; break;
case 2: u = u1; v = v2; break;
case 3: u = u2; v = v2; break;
default: u = v = 0; /* Should never happen! */
}
if (Light_Source->Light_Grid[u][v][RED] >= 0.0)
{
/* We've already calculated this point, reuse it */
Assign_Colour(Sample_Colour[i],Light_Source->Light_Grid[u][v]);
}
else
{
Jitter_u = (DBL)u;
Jitter_v = (DBL)v;
if (Light_Source->Jitter)
{
Jitter_u += FRAND() - 0.5;
Jitter_v += FRAND() - 0.5;
}
if (Light_Source->Area_Size1 > 1)
{
ScaleFactor = Jitter_u/(DBL)(Light_Source->Area_Size1 - 1) - 0.5;
VScale (NewAxis1, Light_Source->Axis1, ScaleFactor)
}
else
{
Make_Vector(NewAxis1, 0.0, 0.0, 0.0);
}
if (Light_Source->Area_Size2 > 1)
{
ScaleFactor = Jitter_v/(DBL)(Light_Source->Area_Size2 - 1) - 0.5;
VScale (NewAxis2, Light_Source->Axis2, ScaleFactor)
}
else
{
Make_Vector(NewAxis2, 0.0, 0.0, 0.0);
}
Assign_Vector(Light_Source->Center, Center_Save);
VAddEq(Light_Source->Center, NewAxis1);
VAddEq(Light_Source->Center, NewAxis2);
/* Recalculate the light source ray but not the colour */
do_light(Light_Source, Light_Source_Depth, Light_Source_Ray, Eye_Ray, IPoint, Dummy_Colour);
Assign_Colour(Sample_Colour[i], Light_Colour);
block_point_light(Light_Source, Light_Source_Depth, Light_Source_Ray, Sample_Colour[i]);
Assign_Colour(Light_Source->Light_Grid[u][v], Sample_Colour[i]);
}
}
Assign_Vector(Light_Source->Center,Center_Save);
if ((u2 - u1 > 1) || (v2 - v1 > 1))
{
if ((Level < Light_Source->Adaptive_Level) ||
(Colour_Distance(Sample_Colour[0], Sample_Colour[1]) > 0.1) ||
(Colour_Distance(Sample_Colour[1], Sample_Colour[3]) > 0.1) ||
(Colour_Distance(Sample_Colour[3], Sample_Colour[2]) > 0.1) ||
(Colour_Distance(Sample_Colour[2], Sample_Colour[0]) > 0.1))
{
for (i = 0; i < 4; i++)
{
switch (i)
{
case 0:
New_u1 = u1;
New_v1 = v1;
New_u2 = (int)floor ((u1 + u2)/2.0);
New_v2 = (int)floor ((v1 + v2)/2.0);
break;
case 1:
New_u1 = (int)ceil ((u1 + u2)/2.0);
New_v1 = v1;
New_u2 = u2;
New_v2 = (int)floor ((v1 + v2)/2.0);
break;
case 2:
New_u1 = u1;
New_v1 = (int)ceil ((v1 + v2)/2.0);
New_u2 = (int)floor ((u1 + u2)/2.0);
New_v2 = v2;
break;
case 3:
New_u1 = (int)ceil ((u1 + u2)/2.0);
New_v1 = (int)ceil ((v1 + v2)/2.0);
New_u2 = u2;
New_v2 = v2;
break;
default: /* Should never happen! */
New_u1 = New_u2 = New_v1 = New_v2 = 0;
}
/* Recalculate the light source ray but not the colour */
do_light(Light_Source, Light_Source_Depth, Light_Source_Ray, Eye_Ray, IPoint, Dummy_Colour);
Assign_Colour(Sample_Colour[i],Light_Colour);
block_area_light (Light_Source, Light_Source_Depth, Light_Source_Ray, Eye_Ray,
IPoint, Sample_Colour[i], New_u1, New_v1, New_u2, New_v2, Level+1);
}
}
}
/* Add up the light contributions */
Make_Colour (Light_Colour, 0.0, 0.0, 0.0);
for (i = 0; i < 4; i++)
{
Scale_Colour (Sample_Colour[i], Sample_Colour[i], 0.25);
Add_Colour (Light_Colour, Light_Colour, Sample_Colour[i]);
}
}
/*****************************************************************************
*
* FUNCTION
*
* do_light
*
* INPUT
*
* Light_Source - Light source
* Light_Source_Depth - Distance from surface to light source
* Light_Source_Ray - Ray from surface to light source
* Eye_Ray - Current viewing ray
* IPoint - Intersection point in surface
* Colour - Light's colour
*
* OUTPUT
*
* Light_Source_Depth, Light_Source_Ray, Colour
*
* RETURNS
*
* AUTHOR
*
* POV-Ray Team
*
* DESCRIPTION
*
* The viewing ray is used to initialize the ray containers of the
* light source ray.
*
* CHANGES
*
* -
*
******************************************************************************/
static void do_light(Light_Source, Light_Source_Depth, Light_Source_Ray, Eye_Ray, IPoint, Light_Colour)
LIGHT_SOURCE *Light_Source;
DBL *Light_Source_Depth;
RAY *Light_Source_Ray, *Eye_Ray;
VECTOR IPoint;
COLOUR Light_Colour;
{
DBL Attenuation;
/* Get the light source colour. */
Assign_Colour(Light_Colour, Light_Source->Colour);
/*
* Get the light ray starting at the intersection point and pointing
* towards the light source.
*/
Assign_Vector(Light_Source_Ray->Initial, IPoint);
VSub(Light_Source_Ray->Direction,Light_Source->Center, IPoint);
VLength(*Light_Source_Depth, Light_Source_Ray->Direction);
VInverseScaleEq(Light_Source_Ray->Direction, *Light_Source_Depth);
/* Attenuate light source color. */
Attenuation = Attenuate_Light(Light_Source, Light_Source_Ray, *Light_Source_Depth);
/* Now scale the color by the attenuation */
VScaleEq(Light_Colour, Attenuation);
/* Init ray containers. */
Initialize_Ray_Containers(Light_Source_Ray);
Copy_Ray_Containers(Light_Source_Ray, Eye_Ray);
}
/*****************************************************************************
*
* FUNCTION
*
* do_diffuse
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* POV-Ray Team
*
* DESCRIPTION
*
* Calculate the diffuse color component I_d given by:
*
* I_d = a * d * I * C * (N . L) ^ b
*
* where d : surface's diffuse reflection coefficient
* b : surface's brilliance
* C : surface's color
* N : surface's normal vector
* L : light vector (pointing at the light)
* I : intensity of the incoming light
* a : attenuation factor
*
* CHANGES
*
* -
*
******************************************************************************/
static void do_diffuse(Finish, Light_Source_Ray, Layer_Normal, Colour, Light_Colour, Layer_Pigment_Colour, Attenuation)
FINISH *Finish;
RAY *Light_Source_Ray;
VECTOR Layer_Normal;
COLOUR Colour, Light_Colour, Layer_Pigment_Colour;
DBL Attenuation;
{
DBL Cos_Angle_Of_Incidence, Intensity;
VDot(Cos_Angle_Of_Incidence, Layer_Normal, Light_Source_Ray->Direction);
/* Brilliance is likely to be 1.0 (default value) */
if (Finish->Brilliance != 1.0)
{
Intensity = pow(fabs(Cos_Angle_Of_Incidence), Finish->Brilliance);
}
else
{
Intensity = fabs(Cos_Angle_Of_Incidence);
}
Intensity *= Finish->Diffuse * Attenuation;
if (Finish->Crand > 0.0)
{
Intensity -= FRAND() * Finish->Crand;
}
Colour[RED] += Intensity * Layer_Pigment_Colour[RED] * Light_Colour[RED];
Colour[GREEN] += Intensity * Layer_Pigment_Colour[GREEN] * Light_Colour[GREEN];
Colour[BLUE] += Intensity * Layer_Pigment_Colour[BLUE] * Light_Colour[BLUE];
}
/*****************************************************************************
*
* FUNCTION
*
* do_irid
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* Dan Farmer
*
* DESCRIPTION
*
* IRIDESCENCE:
* -----------
* Programmed by Dan Farmer.
*
* Based on Chapter 10.2.4 of Three-Dimensional Computer Graphics
* by Alan Watt.
*
* Modulates the diffuse coefficients as a function of wavelength, the angle
* between the light direction vector, and the surface normal. It models
* thin-film interference, as in a soap bubble or oilslick.
*
* Wavelength at which cancellation offurs is a function of the refractive
* index of the film, its thickness, and the angle of incidence of the
* incoming light. In this implementation, IOR is kept constant, while the
* thickness of the film is specified, as well as being modulated with a
* turbulence function.
*
* CHANGES
*
* -
*
******************************************************************************/
static void do_irid(Finish, Light_Source_Ray, Layer_Normal, IPoint, Colour)
FINISH *Finish;
RAY *Light_Source_Ray;
VECTOR Layer_Normal, IPoint;
COLOUR Colour;
{
DBL rwl, gwl, bwl;
DBL Cos_Angle_Of_Incidence, interference;
DBL film_thickness;
DBL noise, intensity;
TURB Turb;
film_thickness = Finish->Irid_Film_Thickness;
if (Finish->Irid_Turb != 0)
{
/* Uses hardcoded octaves, lambda, omega */
Turb.Omega=0.5;
Turb.Lambda=2.0;
Turb.Octaves=5;
noise = Turbulence(IPoint, &Turb) * Finish->Irid_Turb;
film_thickness *= noise;
}
/*
* Approximate dominant wavelengths of primary hues.
* Source: 3D Computer Graphics by John Vince (Addison Wesely)
* These are initialized in parse.c (Parse_Frame)
* and are user-adjustable with the irid_wavelength keyword.
* Red = 700 nm Grn = 520 nm Blu = 480 nm
* Divided by 100 gives: rwl = 0.70; gwl = 0.52; bwl = 0.48;
*
* However... I originally "guessed" at the values and came up with
* the following, which I'm using as the defaults, since it seems
* to work better: rwl = 0.25; gwl = 0.18; bwl = 0.14;
*/
/* Could avoid these assignments if we want to */
rwl = Frame.Irid_Wavelengths[RED];
gwl = Frame.Irid_Wavelengths[GREEN];
bwl = Frame.Irid_Wavelengths[BLUE];
/* NOTE: Shouldn't we compute Cos_Angle_Of_Incidence just once? */
VDot(Cos_Angle_Of_Incidence, Layer_Normal, Light_Source_Ray->Direction);
/* Calculate phase offset. */
interference = 4.0 * M_PI * film_thickness * Cos_Angle_Of_Incidence;
intensity = Cos_Angle_Of_Incidence * Finish->Irid;
/* Modify color by phase offset for each wavelength. */
Colour[RED] += Finish->Irid * (intensity * (1.0 - 0.5 * cos(interference/rwl)));
Colour[GREEN]+= Finish->Irid * (intensity * (1.0 - 0.5 * cos(interference/gwl)));
Colour[BLUE] += Finish->Irid * (intensity * (1.0 - 0.5 * cos(interference/bwl)));
}
/*****************************************************************************
*
* FUNCTION
*
* do_phong
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* POV-Ray Team
*
* DESCRIPTION
*
* Calculate the phong reflected color component I_p given by:
*
* I_p = p * C * (R . L) ^ s
*
* where p : surface's phong reflection coefficient
* s : surface's phong size
* C : surface's color/light color depending on the metallic flag
* R : reflection vector
* L : light vector (pointing at the light)
*
* The reflection vector is calculated from the surface normal and
* the viewing vector (looking at the surface point):
*
* R = -2 * (V . N) * N + V, with R . R = 1
*
* CHANGES
*
* Sep 1994 : Added improved color calculation for metallic surfaces. [DB]
*
******************************************************************************/
static void do_phong(Finish, Light_Source_Ray, Eye, Layer_Normal, Colour, Light_Colour, Layer_Pigment_Colour)
FINISH *Finish;
RAY *Light_Source_Ray;
VECTOR Layer_Normal, Eye;
COLOUR Colour, Light_Colour, Layer_Pigment_Colour;
{
DBL Cos_Angle_Of_Incidence, Intensity;
VECTOR Reflect_Direction;
DBL NdotL, x, F;
COLOUR Cs;
VDot(Cos_Angle_Of_Incidence, Eye, Layer_Normal);
Cos_Angle_Of_Incidence *= -2.0;
VLinComb2(Reflect_Direction, 1.0, Eye, Cos_Angle_Of_Incidence, Layer_Normal);
VDot(Cos_Angle_Of_Incidence, Reflect_Direction, Light_Source_Ray->Direction);
if (Cos_Angle_Of_Incidence > 0.0)
{
Intensity = Finish->Phong * pow(Cos_Angle_Of_Incidence, Finish->Phong_Size);
if (Finish->Metallic > 0.0)
{
/*
* Calculate the reflected color by interpolating between
* the light source color and the surface color according
* to the (empirical) Fresnel reflectivity function. [DB 9/94]
*/
VDot(NdotL, Layer_Normal, Light_Source_Ray->Direction);
x = fabs(acos(NdotL)) / M_PI_2;
F = 0.014567225 / Sqr(x - 1.12) - 0.011612903;
Cs[RED] = Light_Colour[RED] * (1.0 + Finish->Metallic * (1.0 - F) * (Layer_Pigment_Colour[RED] - 1.0));
Cs[GREEN] = Light_Colour[GREEN] * (1.0 + Finish->Metallic * (1.0 - F) * (Layer_Pigment_Colour[GREEN] - 1.0));
Cs[BLUE] = Light_Colour[BLUE] * (1.0 + Finish->Metallic * (1.0 - F) * (Layer_Pigment_Colour[BLUE] - 1.0));
VAddScaledEq(Colour, Intensity, Cs);
}
else
{
Colour[RED] += Intensity * Light_Colour[RED];
Colour[GREEN] += Intensity * Light_Colour[GREEN];
Colour[BLUE] += Intensity * Light_Colour[BLUE];
}
}
}
/*****************************************************************************
*
* FUNCTION
*
* do_specular
*
* INPUT
*
* OUTPUT
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* POV-Ray Team
*
* DESCRIPTION
*
* Calculate the specular reflected color component I_s given by:
*
* I_s = s * C * (H . N) ^ (1 / r)
*
* where s : surface's specular reflection coefficient
* r : surface's roughness
* C : surface's color/light color depending on the metallic flag
* N : surface's normal
* H : bisection vector between V and L
*
* The bisecting vector H is calculated by
*
* H = (L - V) / sqrt((L - V).(L - V))
*
* CHANGES
*
* Sep 1994 : Added improved color calculation for metallic surfaces. [DB]
*
******************************************************************************/
static void do_specular(Finish, Light_Source_Ray, REye, Layer_Normal, Colour, Light_Colour, Layer_Pigment_Colour)
FINISH *Finish;
RAY *Light_Source_Ray;
VECTOR Layer_Normal, REye;
COLOUR Colour, Light_Colour, Layer_Pigment_Colour;
{
DBL Cos_Angle_Of_Incidence, Intensity, Halfway_Length;
VECTOR Halfway;
DBL NdotL, x, F;
COLOUR Cs;
VHalf(Halfway, REye, Light_Source_Ray->Direction);
VLength(Halfway_Length, Halfway);
if (Halfway_Length > 0.0)
{
VDot(Cos_Angle_Of_Incidence, Halfway, Layer_Normal);
Cos_Angle_Of_Incidence /= Halfway_Length;
if (Cos_Angle_Of_Incidence > 0.0)
{
Intensity = Finish->Specular * pow(Cos_Angle_Of_Incidence, Finish->Roughness);
if (Finish->Metallic > 0.0)
{
/*
* Calculate the reflected color by interpolating between
* the light source color and the surface color according
* to the (empirical) Fresnel reflectivity function. [DB 9/94]
*/
VDot(NdotL, Layer_Normal, Light_Source_Ray->Direction);
x = fabs(acos(NdotL)) / M_PI_2;
F = 0.014567225 / Sqr(x - 1.12) - 0.011612903;
Cs[RED] = Light_Colour[RED] * (1.0 + Finish->Metallic * (1.0 - F) * (Layer_Pigment_Colour[RED] - 1.0));
Cs[GREEN] = Light_Colour[GREEN] * (1.0 + Finish->Metallic * (1.0 - F) * (Layer_Pigment_Colour[GREEN] - 1.0));
Cs[BLUE] = Light_Colour[BLUE] * (1.0 + Finish->Metallic * (1.0 - F) * (Layer_Pigment_Colour[BLUE] - 1.0));
VAddScaledEq(Colour, Intensity, Cs);
}
else
{
Colour[RED] += Intensity * Light_Colour[RED];
Colour[GREEN] += Intensity * Light_Colour[GREEN];
Colour[BLUE] += Intensity * Light_Colour[BLUE];
}
}
}
}
/*****************************************************************************
*
* FUNCTION
*
* Diffuse
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* POV-Ray Team
*
* DESCRIPTION
*
* -
*
* CHANGES
*
* -
*
******************************************************************************/
static void Diffuse (Finish, IPoint, Eye, Layer_Normal, Layer_Pigment_Colour, Colour, Attenuation, Object)
FINISH *Finish;
VECTOR IPoint, Layer_Normal;
COLOUR Layer_Pigment_Colour;
COLOUR Colour;
RAY *Eye;
DBL Attenuation;
OBJECT *Object;
{
int i;
DBL Light_Source_Depth, Cos_Shadow_Angle;
RAY Light_Source_Ray;
LIGHT_SOURCE *Light_Source;
VECTOR REye;
COLOUR Light_Colour;
if ((Finish->Diffuse == 0.0) && (Finish->Specular == 0.0) && (Finish->Phong == 0.0))
{
return;
}
if (Finish->Specular != 0.0)
{
REye[X] = -Eye->Direction[X];
REye[Y] = -Eye->Direction[Y];
REye[Z] = -Eye->Direction[Z];
}
for (i = 0, Light_Source = Frame.Light_Sources;
Light_Source != NULL;
Light_Source = Light_Source->Next_Light_Source, i++)
{
/* Get a colour and a ray. */
do_light(Light_Source, &Light_Source_Depth, &Light_Source_Ray, Eye, IPoint, Light_Colour);
/* Don't calculate spotlights when outside of the light's cone. */
if ((fabs(Light_Colour[RED]) < BLACK_LEVEL) &&
(fabs(Light_Colour[GREEN]) < BLACK_LEVEL) &&
(fabs(Light_Colour[BLUE]) < BLACK_LEVEL))
{
continue;
}
/* See if light on far side of surface from camera. */
if (!(Object->Type & DOUBLE_ILLUMINATE))
{
VDot(Cos_Shadow_Angle, Layer_Normal, Light_Source_Ray.Direction);
if (Cos_Shadow_Angle < EPSILON)
{
continue;
}
}
/*
* If light source was not blocked by any intervening object, then
* calculate it's contribution to the object's overall illumination.
*/
if ((opts.Quality_Flags & Q_SHADOW) && (Light_Source->Light_Type != FILL_LIGHT_SOURCE))
{
/* If this surface point has already been tested use previous result. */
if (Light_List[i].Tested)
{
Assign_Colour(Light_Colour, Light_List[i].Colour);
}
else
{
block_light_source(Light_Source, Light_Source_Depth, &Light_Source_Ray, Eye, IPoint, Light_Colour);
/* Store light colour. */
Light_List[i].Tested = TRUE;
Assign_Colour(Light_List[i].Colour, Light_Colour);
}
}
if ((fabs(Light_Colour[RED]) > BLACK_LEVEL) ||
(fabs(Light_Colour[GREEN]) > BLACK_LEVEL) ||
(fabs(Light_Colour[BLUE]) > BLACK_LEVEL))
{
if (Finish->Diffuse > 0.0)
{
do_diffuse(Finish,&Light_Source_Ray,Layer_Normal,Colour,Light_Colour,Layer_Pigment_Colour, Attenuation);
}
if (Light_Source->Light_Type!=FILL_LIGHT_SOURCE)
{
if (Finish->Phong > 0.0)
{
do_phong(Finish,&Light_Source_Ray,Eye->Direction,Layer_Normal,Colour,Light_Colour, Layer_Pigment_Colour);
}
if (Finish->Specular > 0.0)
{
do_specular(Finish,&Light_Source_Ray,REye,Layer_Normal,Colour,Light_Colour, Layer_Pigment_Colour);
}
}
if (Finish->Irid > 0.0)
{
do_irid(Finish,&Light_Source_Ray,Layer_Normal,IPoint,Colour);
}
}
}
}
/*****************************************************************************
*
* FUNCTION
*
* Reflect
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* POV-Ray Team
*
* DESCRIPTION
*
* -
*
* CHANGES
*
* -
*
******************************************************************************/
static void Reflect (Reflection, IPoint, Ray, Layer_Normal, Colour, Weight)
RGB Reflection;
VECTOR IPoint;
RAY *Ray;
VECTOR Layer_Normal;
COLOUR Colour;
DBL Weight;
{
RAY New_Ray;
COLOUR Temp_Colour;
register DBL Normal_Component;
Increase_Counter(stats[Reflected_Rays_Traced]);
VDot(Normal_Component, Ray->Direction, Layer_Normal);
Normal_Component *= -2.0;
VLinComb2(New_Ray.Direction, Normal_Component, Layer_Normal, 1.0, Ray->Direction);
Assign_Vector(New_Ray.Initial, IPoint);
Copy_Ray_Containers (&New_Ray, Ray);
/* Trace reflected ray. */
Trace_Level++;
Make_Colour (Temp_Colour, 0.0, 0.0, 0.0);
Trace (&New_Ray, Temp_Colour, Weight);
Trace_Level--;
Colour[RED] += Reflection[RED] * Temp_Colour[RED];
Colour[GREEN] += Reflection[GREEN] * Temp_Colour[GREEN];
Colour[BLUE] += Reflection[BLUE] * Temp_Colour[BLUE];
}
/*****************************************************************************
*
* FUNCTION
*
* Refract
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* POV-Ray Team
*
* DESCRIPTION
*
* -
*
* CHANGES
*
* Aug 1995 : Modified to correctly handle the contained texture
* list in the transmitonly case. [DB]
*
******************************************************************************/
static void Refract (Object, Texture, IPoint, Ray, Top_Normal, Colour, Weight)
OBJECT *Object;
TEXTURE *Texture;
VECTOR IPoint;
RAY *Ray;
VECTOR Top_Normal;
COLOUR Colour;
DBL Weight;
{
int texture_nr;
register DBL Normal_Component, Temp_IOR;
DBL temp, ior;
VECTOR Local_Normal;
RGB Reflection;
COLOUR Temp_Colour;
RAY New_Ray;
/* Do we have to bend the ray? */
if (Top_Normal == NULL)
{
/* Only transmit the ray. */
Assign_Vector(New_Ray.Initial, IPoint);
Assign_Vector(New_Ray.Direction, Ray->Direction);
Copy_Ray_Containers (&New_Ray, Ray);
/* Handle contained textures. */
if (Ray->Containing_Index == -1)
{
/* The ray is entering from the atmosphere */
Ray_Enter (&New_Ray, Texture, Object);
}
else
{
/* The ray is currently inside an object */
if ((texture_nr = Texture_In_Ray_Container(&New_Ray, Texture)) >= 0)
{
/* The ray is leaving the current object */
Ray_Exit (&New_Ray, texture_nr);
}
else
{
/* The ray is entering a new object */
Ray_Enter (&New_Ray, Texture, Object);
}
}
/* Trace transmitted ray. */
Trace_Level++;
Increase_Counter(stats[Transmitted_Rays_Traced]);
Make_Colour (Temp_Colour, 0.0, 0.0, 0.0);
Trace (&New_Ray, Temp_Colour, Weight);
Trace_Level--;
VAddEq(Colour, Temp_Colour);
}
else
{
/* Refract the ray. */
Increase_Counter(stats[Refracted_Rays_Traced]);
VDot (Normal_Component, Ray->Direction, Top_Normal);
if (Normal_Component <= 0.0)
{
Assign_Vector(Local_Normal, Top_Normal);
Normal_Component *= -1.0;
}
else
{
VScale (Local_Normal, Top_Normal, -1.0);
}
Copy_Ray_Containers (&New_Ray, Ray);
/* Handle contained textures. */
if (Ray->Containing_Index == -1)
{
/* The ray is entering from the atmosphere */
Ray_Enter (&New_Ray, Texture, Object);
ior = Frame.Atmosphere_IOR / Texture->Finish->Index_Of_Refraction;
}
else
{
/* The ray is currently inside an object */
if ((texture_nr = Texture_In_Ray_Container(&New_Ray, Texture)) >= 0)
{
/* The ray is leaving the current object */
Ray_Exit (&New_Ray, texture_nr);
if (New_Ray.Containing_Index == -1)
{
/* The ray is leaving into the atmosphere */
Temp_IOR = Frame.Atmosphere_IOR;
}
else
{
/* The ray is leaving into another object */
Temp_IOR = New_Ray.Containing_IORs[New_Ray.Containing_Index];
}
ior = Texture->Finish->Index_Of_Refraction / Temp_IOR;
}
else
{
/* The ray is entering a new object */
Temp_IOR = New_Ray.Containing_IORs[New_Ray.Containing_Index];
Ray_Enter (&New_Ray, Texture, Object);
ior = Temp_IOR / Texture->Finish->Index_Of_Refraction;
}
}
/* Compute refrated ray direction using Heckbert's method. */
temp = 1.0 + Sqr(ior) * (Sqr(Normal_Component) - 1.0);
if (temp < 0.0)
{
/* Total internal reflection occures. */
Reflection[RED] = 1.0 - Texture->Finish->Reflection[RED];
Reflection[GREEN]= 1.0 - Texture->Finish->Reflection[GREEN];
Reflection[BLUE] = 1.0 - Texture->Finish->Reflection[BLUE];
Reflect (Reflection, IPoint, Ray, Top_Normal, Colour, Weight);
return;
}
temp = ior * Normal_Component - sqrt(temp);
VLinComb2(New_Ray.Direction, ior, Ray->Direction, temp, Local_Normal);
Assign_Vector(New_Ray.Initial,IPoint);
/* Trace refracted ray. */
Trace_Level++;
Make_Colour (Temp_Colour, 0.0, 0.0, 0.0);
Trace (&New_Ray, Temp_Colour, Weight);
Trace_Level--;
VAddScaledEq(Colour, Texture->Finish->Refraction, Temp_Colour);
}
}
/*****************************************************************************
*
* FUNCTION
*
* create_texture_list
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* Chris Young based on Dieter Bayer code
*
* DESCRIPTION
*
* Get the list of textures used by current object and the list of
* appropriate weights for each texture. Only multi-colored objects
* will have more than one texture.
*
* CHANGES
*
* Feb 1995 : Added code for triangle mesh texturing. [DB]
*
* Jul 1995 : Modified code to use pre-allocated lists. [DB]
*
******************************************************************************/
static int create_texture_list(Ray_Intersection)
INTERSECTION *Ray_Intersection;
{
int Texture_Count;
BLOB *Blob;
MESH_TRIANGLE *Triangle;
/* Test, if object is multi-textured. */
if (Test_Flag(Ray_Intersection->Object, MULTITEXTURE_FLAG))
{
/* Handle blobs. */
if (Ray_Intersection->Object->Methods == &Blob_Methods)
{
Blob = (BLOB *)Ray_Intersection->Object;
/* Get list of weighted textures. */
Determine_Blob_Textures(Blob, Ray_Intersection->IPoint, &Texture_Count, Texture_List, Weight_List);
}
/* Handle meshes. */
if (Ray_Intersection->Object->Methods == &Mesh_Methods)
{
/* Set texture to triangle's or object's texture. */
Triangle = (MESH_TRIANGLE *)Ray_Intersection->Pointer;
if (Triangle->Texture >= 0)
{
Texture_List[0] = ((MESH *)Ray_Intersection->Object)->Data->Textures[Triangle->Texture];
}
else
{
Texture_List[0] = Ray_Intersection->Object->Texture;
}
Weight_List[0] = 1.0;
Texture_Count = 1;
}
}
else
{
/* Set texture to object's texture. */
Texture_List[0] = Ray_Intersection->Object->Texture;
Weight_List[0] = 1.0;
Texture_Count = 1;
}
return(Texture_Count);
}
/*****************************************************************************
*
* FUNCTION
*
* do_texture_map
*
* INPUT
*
* Texture - possibly texture_mapped texture to be evaluated
* IPoint - point to be evaluated
* Raw_Normal - non-purturbed surface normal
* Ray - view ray needed for reflection and highlighs
* light source ray needed for caustics
* Weight - ADC control value
* Ray_Intersection - only Ray_Int..->Object->Type actually
* needed. Will clean-up later.
* Shadow_Flag - tells if computation should use
* compute_lighted_texture or compute_shadow_texture
*
* OUTPUT
*
* Result_Colour - If Shadow_Flag true then the illuminated
* color (RGB only) of IPoint is returned.
* If false, the amount by which a shadow ray is
* filtered and attenuated is returned.
* Includes RGB and T.
*
* RETURNS
*
* AUTHOR
*
* POV-Ray Team
*
* DESCRIPTION
*
* This routine recursively calls itself until it gets a
* non-texture_mapped texture that is potentially layered.
* It then calls compute_lighted_texture or compute_shadow_texture
* to compute the color which is returned in the argument Result_Colour.
*
* CHANGES
*
******************************************************************************/
static void do_texture_map(Result_Colour, Texture, IPoint, Raw_Normal,
Ray, Weight, Ray_Intersection, Shadow_Flag)
COLOUR Result_Colour;
TEXTURE *Texture;
VECTOR IPoint, Raw_Normal;
RAY *Ray;
DBL Weight;
INTERSECTION *Ray_Intersection;
int Shadow_Flag;
{
BLEND_MAP *Blend_Map = Texture->Blend_Map;
BLEND_MAP_ENTRY *Prev, *Cur;
DBL value1, value2;
COLOUR C2;
VECTOR TPoint;
if (Texture->Type <= LAST_SPECIAL_PATTERN)
{
switch (Texture->Type)
{
case NO_PATTERN:
Make_ColourA(Result_Colour, 1.0, 1.0, 1.0, 1.0, 1.0);
break;
case AVERAGE_PATTERN:
Warp_EPoint(TPoint, IPoint, (TPATTERN *)Texture);
average_textures(Result_Colour, Texture, TPoint, Raw_Normal, Ray, Weight, Ray_Intersection, Shadow_Flag);
break;
case BITMAP_PATTERN:
Warp_EPoint (TPoint, IPoint, (TPATTERN *)Texture);
Texture = material_map(TPoint, Texture);
do_texture_map(Result_Colour, Texture, TPoint, Raw_Normal, Ray, Weight, Ray_Intersection, Shadow_Flag);
break;
case PLAIN_PATTERN:
if (Shadow_Flag)
{
compute_shadow_texture(Result_Colour, Texture, IPoint, Raw_Normal, Ray, Ray_Intersection);
}
else
{
compute_lighted_texture(Result_Colour, Texture, IPoint, Raw_Normal, Ray, Weight, Ray_Intersection);
}
break;
default:
Error("Bad texture type in do_texture_map()\n");
}
}
else
{
value1 = Evaluate_TPat ((TPATTERN *)Texture,IPoint);
Search_Blend_Map (value1, Blend_Map, &Prev, &Cur);
Warp_EPoint (TPoint, IPoint, (TPATTERN *)Texture);
do_texture_map(Result_Colour, Cur->Vals.Texture, TPoint, Raw_Normal, Ray, Weight, Ray_Intersection, Shadow_Flag);
if (Prev != Cur)
{
do_texture_map(C2, Prev->Vals.Texture, TPoint, Raw_Normal, Ray, Weight, Ray_Intersection, Shadow_Flag);
value1 = (value1 - Prev->value) / (Cur->value - Prev->value);
value2 = 1.0 - value1;
CLinComb2(Result_Colour,value1,Result_Colour,value2,C2);
}
}
}
/*****************************************************************************
*
* FUNCTION
*
* compute_lighted_texture
*
* INPUT
*
* Texture - a linked list of texture layers
* IPoint - point to be evaluated
* Raw_Normal - non-purturbed surface normal
* Ray - needed for reflection and highlighs
* Weight - ADC control value
* Ray_Intersection - current intersection (need object type and depth)
*
* OUTPUT
*
* Result_Colour - illuminated color of IPoint
*
* RETURNS
*
* AUTHOR
*
* POV-Ray Team
*
* DESCRIPTION
*
* This routine loops through all layers of a texture and computes
* the appearent color of the point with illumination, shadows,
* reflection, refraction... everything. This piece of code was broken out
* of Determine_Appearent_Colour because texture_map needs to call it twice.
*
* CHANGES
*
* Jul 1995 : Added code to support alpha channel. [DB]
*
* Jul 1995 : Moved code for save list allocation. [DB]
*
* Aug 1995 : Added code for distance based attenuation in translucent
* objects and halos. [DB]
*
******************************************************************************/
static void compute_lighted_texture(Result_Colour, Texture, IPoint, Raw_Normal, Ray, Weight, Ray_Intersection)
COLOUR Result_Colour;
TEXTURE *Texture;
VECTOR IPoint, Raw_Normal;
RAY *Ray;
DBL Weight;
INTERSECTION *Ray_Intersection;
{
int i, radiosity_done, radiosity_needed;
int layer_number;
int calc_halo;
int one_colour_found, colour_found;
DBL w1, w2;
DBL Normal_Direction, New_Weight, Temp_Weight;
DBL Attenuation, Transparency, Max_Radiosity_Contribution;
VECTOR Layer_Normal, Top_Normal;
COLOUR Layer_Pigment_Colour, Refracted_Colour, Filter_Colour;
COLOUR Temp_Colour, Gathered_Ambient_Colour, Temp;
FINISH *Finish;
HALO *Halo;
TEXTURE *Layer;
/*
* Result_Colour builds up the apparent visible color of the point.
* Only RGB components are significant. You can't "see" transparency --
* you see the color of whatever is behind the transparent surface.
* This color includes the visible appearence of what is behind the
* transparency so only RGB is needed.
*/
Make_ColourA(Result_Colour, 0.0, 0.0, 0.0, 0.0, 0.0);
/*
* Filter_Colour serves two purposes. It accumulates the filter properties
* of a multi-layer texture so that if a ray makes it all the way through
* all layers, the color of object behind is filtered by this object.
* It also is used to attenuate how much of an underlayer you
* can see in a layered texture. Note that when computing the reflective
* properties of a layered texture, the upper layers don't filter the
* light from the lower layers -- the layer colors add together (even
* before we added additive transparency via the "transmit" 5th
* color channel). However when computing the transmitted rays, all layers
* filter the light from any objects behind this object. [CY 1/95]
*/
Make_ColourA(Filter_Colour, 1.0, 1.0, 1.0, 1.0, 1.0);
Transparency = 1.0;
/* add in radiosity (stochastic interreflection-based ambient light) if desired */
radiosity_done = FALSE;
/* Note that there is no gathering of filter or transparency */
Make_ColourA(Gathered_Ambient_Colour, 1., 1., 1., 0., 0.);
if ((opts.Options & RADIOSITY) &&
(Trace_Level == Radiosity_Trace_Level) &&
(Radiosity_Trace_Level <= opts.Radiosity_Recursion_Limit))
{
/*
* For "real" (physically-based) diffuse interreflections, the
* ambient light level is independent of any surface properties, so
* the light gathering is done only once. This block just sets up
* for the code inside the loop, which is first-time-through.
*/
/* If the surface normal points away, flip its direction. */
VDot(Normal_Direction, Raw_Normal, Ray->Direction);
if (Normal_Direction > 0.0)
{
VScaleEq(Raw_Normal, -1.0);
}
radiosity_needed = 1;
}
else
{
radiosity_needed = 0;
}
/*
* Loop through the layers and compute the ambient, diffuse, reflection
* and highlights from these textures.
*/
one_colour_found = FALSE;
for (layer_number = 1, Layer = Texture;
(Layer != NULL) && (Transparency > BLACK_LEVEL);
layer_number++, Layer = (TEXTURE *)Layer->Next)
{
Assign_Vector(Layer_Normal, Raw_Normal);
if ((opts.Quality_Flags & Q_NORMAL) && (Layer->Tnormal != NULL))
{
Perturb_Normal(Layer_Normal, Layer->Tnormal, IPoint);
}
/* If the surface normal points away, flip its direction. */
VDot(Normal_Direction, Layer_Normal, Ray->Direction);
if (Normal_Direction > 0.0)
{
VScaleEq(Layer_Normal, -1.0);
}
/* Store top layer normal.*/
if (layer_number == 1)
{
Assign_Vector(Top_Normal,Layer_Normal);
}
/* Get surface colour. */
New_Weight = Weight * Transparency;
colour_found = Compute_Pigment (Layer_Pigment_Colour, Layer->Pigment, IPoint);
/*
* If a valid color was returned set one_colour_found to TRUE.
* An invalid color is returned if a surface point is outside
* an image map used just once.
*/
if (colour_found)
{
one_colour_found = TRUE;
}
/*
* This section of code used to be the routine Compute_Reflected_Colour.
* I copied it in here to rearrange some of it more easily and to
* see if we could eliminate passing a zillion parameters for no
* good reason. [CY 1/95]
*/
if (opts.Quality_Flags & Q_FULL_AMBIENT)
{
/* Only use top layer and kill transparency if low quality */
Assign_Colour(Result_Colour, Layer_Pigment_Colour);
Result_Colour[FILTER] =
Result_Colour[TRANSM] = 0.0;
}
else
{
Make_Colour (Temp_Colour, 0.0, 0.0, 0.0);
Attenuation = Transparency * (1.0 - min(1.0, Layer_Pigment_Colour[FILTER] + Layer_Pigment_Colour[TRANSM]));
/* if radiosity calculation needed, but not yet done, do it now */
if (radiosity_needed && !radiosity_done)
{
/* This check eliminates radiosity calculations on "luminous" objects with ambient=1 */
if ((Layer->Finish->Ambient[RED] != 1.0) ||
(Layer->Finish->Ambient[GREEN] != 1.0) ||
(Layer->Finish->Ambient[BLUE] != 1.0))
{
/* calculate max possible contribution of radiosity, to see if calculating it is worthwhile */
Temp[RED] = Attenuation * Layer_Pigment_Colour[RED] *
Layer->Finish->Ambient[RED] *
Frame.Ambient_Light[RED];
Temp[GREEN] = Attenuation * Layer_Pigment_Colour[GREEN] *
Layer->Finish->Ambient[GREEN] *
Frame.Ambient_Light[GREEN];
Temp[BLUE] = Attenuation * Layer_Pigment_Colour[BLUE] *
Layer->Finish->Ambient[BLUE] *
Frame.Ambient_Light[BLUE];
Max_Radiosity_Contribution = Temp[RED] *.287 + Temp[GREEN] *.589 + Temp[BLUE] * .114;
if (Max_Radiosity_Contribution > BLACK_LEVEL * 3.0)
{
(void)Compute_Ambient(Ray_Intersection->IPoint, Raw_Normal,
Gathered_Ambient_Colour, Weight * Max_Radiosity_Contribution);
radiosity_done = TRUE;
}
}
}
/* Add ambient contribution. */
Temp_Colour[RED] += Attenuation *
Layer_Pigment_Colour[RED] *
Layer->Finish->Ambient[RED] *
Frame.Ambient_Light[RED] *
Gathered_Ambient_Colour[RED];
Temp_Colour[GREEN] += Attenuation *
Layer_Pigment_Colour[GREEN] *
Layer->Finish->Ambient[GREEN] *
Frame.Ambient_Light[GREEN] *
Gathered_Ambient_Colour[GREEN];
Temp_Colour[BLUE] += Attenuation *
Layer_Pigment_Colour[BLUE] *
Layer->Finish->Ambient[BLUE] *
Frame.Ambient_Light[BLUE] *
Gathered_Ambient_Colour[BLUE];
/* Add diffuse, phong, specular, and iridescence contribution. */
Diffuse (Layer->Finish, Ray_Intersection->IPoint, Ray,
Layer_Normal, Layer_Pigment_Colour, Temp_Colour, Attenuation,
Ray_Intersection->Object);
VAddEq(Result_Colour, Temp_Colour);
/* Do reflection. */
if (opts.Quality_Flags & Q_REFLECT)
{
if ((Layer->Finish->Reflection[RED] != 0.0) ||
(Layer->Finish->Reflection[GREEN] != 0.0) ||
(Layer->Finish->Reflection[BLUE] != 0.0))
{
Temp_Weight = New_Weight * max3(Layer->Finish->Reflection[RED], Layer->Finish->Reflection[GREEN], Layer->Finish->Reflection[BLUE]);
Reflect(Layer->Finish->Reflection, Ray_Intersection->IPoint, Ray,
Layer_Normal, Result_Colour, Temp_Weight);
}
}
}
/*
* End of former Compute_Reflected_Colour code.
*/
if (colour_found)
{
Filter_Colour[RED] *= Layer_Pigment_Colour[RED];
Filter_Colour[GREEN] *= Layer_Pigment_Colour[GREEN];
Filter_Colour[BLUE] *= Layer_Pigment_Colour[BLUE];
Filter_Colour[FILTER] *= Layer_Pigment_Colour[FILTER];
Filter_Colour[TRANSM] *= Layer_Pigment_Colour[TRANSM];
}
Transparency = min(1.0, fabs(Filter_Colour[FILTER]) + fabs(Filter_Colour[TRANSM]));
}
/*
* Now see if any transparency remains. If it does, then fire a transmitted
* ray and add it's contribution to the total Result_Colour after
* filtering it by Filter_Colour.
*/
Finish = Texture->Finish;
if ((Transparency > BLACK_LEVEL) && (opts.Quality_Flags & Q_REFRACT))
{
Make_Colour(Refracted_Colour, 0.0, 0.0, 0.0);
w1 = fabs(Filter_Colour[FILTER]) * max3(Filter_Colour[RED], Filter_Colour[GREEN], Filter_Colour[BLUE]);
w2 = fabs(Filter_Colour[TRANSM]);
New_Weight = Weight * max(w1, w2);
/*
* WARNING: The Refract() routine must be passed the un-transformed
* IPoint from Ray_Intersection->IPoint so that the Ray->Initial for
* transmitted rays is properly set. It should not be a TPoint from
* some transformed or turbulated texture_map pattern.
*/
if (Finish->Refraction > 0.0)
{
Refract (Ray_Intersection->Object, Texture, Ray_Intersection->IPoint, Ray, Top_Normal, Refracted_Colour, New_Weight);
}
else
{
Refract (Ray_Intersection->Object, Texture, Ray_Intersection->IPoint, Ray, NULL, Refracted_Colour, New_Weight);
}
/* Get distance based attenuation. */
Attenuation = 1.0;
if (Ray->Containing_Index > -1)
{
/* Attenuate light due to light source distance. */
if (Texture_In_Ray_Container(Ray, Texture) >= 0)
{
if ((Finish->Fade_Power > 0.0) && (fabs(Finish->Fade_Distance) > EPSILON))
{
Attenuation = 1.0 / (1.0 + pow(Ray_Intersection->Depth / Finish->Fade_Distance, Finish->Fade_Power));
}
}
}
if (one_colour_found)
{
Result_Colour[RED] += Attenuation * Refracted_Colour[RED] *
(Filter_Colour[RED] * Filter_Colour[FILTER] + Filter_Colour[TRANSM]);
Result_Colour[GREEN]+= Attenuation * Refracted_Colour[GREEN] *
(Filter_Colour[GREEN] * Filter_Colour[FILTER] + Filter_Colour[TRANSM]);
Result_Colour[BLUE] += Attenuation * Refracted_Colour[BLUE] *
(Filter_Colour[BLUE] * Filter_Colour[FILTER] + Filter_Colour[TRANSM]);
}
else
{
Result_Colour[RED] += Attenuation * Refracted_Colour[RED];
Result_Colour[GREEN]+= Attenuation * Refracted_Colour[GREEN];
Result_Colour[BLUE] += Attenuation * Refracted_Colour[BLUE];
}
/* We need to know the transmittance value for the alpha channel. [DB] */
Result_Colour[TRANSM] = Attenuation * Filter_Colour[TRANSM];
}
/* Calculate halo effects. */
if ((opts.Quality_Flags & Q_VOLUME) && (Ray->Containing_Index > -1))
{
calc_halo = TRUE;
/* Test for any solid object. */
for (i = 0; i <= Ray->Containing_Index; i++)
{
if (!Test_Flag(Ray->Containing_Objects[i], HOLLOW_FLAG))
{
calc_halo = FALSE;
break;
}
}
/* Calculate effects of all halos we're currently in. */
if (calc_halo)
{
for (i = 0; i <= Ray->Containing_Index; i++)
{
if ((Halo = Ray->Containing_Textures[i]->Halo) != NULL)
{
if (Halo->Type != HALO_NO_HALO)
{
Do_Halo(Halo, Ray, Ray_Intersection, Result_Colour, FALSE);
}
}
}
}
}
}
/*****************************************************************************
*
* FUNCTION
*
* compute_shadow_texture
*
* INPUT
*
* Texture - layered texture through which shadow ray passes
* IPoint - point through which shadow ray passes
* Raw_Normal - non-purturbed surface normal
* Ray - light source ray
* Ray_Intersection - current intersection (need intersection depth)
*
* OUTPUT
*
* Filter_Colour - returned filter for shadow ray
*
* RETURNS
*
* AUTHOR
*
* POV-Ray Team
*
* DESCRIPTION
*
* CHANGES
*
* Dec 1994 : Separated from filter_shadow_ray to do texture_map [CEY]
*
* May 1995 : Added caustic code by Steve Anger. [DB]
*
* Aug 1995 : Caustic code moved here from filter_shadow_ray. [CEY]
*
******************************************************************************/
static void compute_shadow_texture (Filter_Colour, Texture, IPoint, Raw_Normal, Ray, Ray_Intersection)
COLOUR Filter_Colour;
TEXTURE *Texture;
VECTOR IPoint;
VECTOR Raw_Normal;
RAY *Ray;
INTERSECTION *Ray_Intersection;
{
int i, calc_halo, colour_found, one_colour_found;
DBL Caustics, dot, k, Refraction;
VECTOR Layer_Normal;
COLOUR Layer_Pigment_Colour;
COLOUR Halo_Colour;
FINISH *Finish;
HALO *Halo;
TEXTURE *Layer;
Make_ColourA(Filter_Colour, 1.0, 1.0, 1.0, 1.0, 1.0);
one_colour_found = FALSE;
for (Layer = Texture; (Layer != NULL) &&
(fabs(Filter_Colour[FILTER]) + fabs(Filter_Colour[TRANSM]) > BLACK_LEVEL);
Layer = (TEXTURE *)Layer->Next)
{
colour_found = Compute_Pigment (Layer_Pigment_Colour, Layer->Pigment, IPoint);
if (colour_found)
{
one_colour_found = TRUE;
}
Refraction = (DBL)((Layer->Finish->Refraction > 0.0) ? Layer->Finish->Refraction : 1.0);
/* Get distance based attenuation. */
if (Ray->Containing_Index > -1)
{
/* Get finish of texture we're currently in. */
if ((Finish = Ray->Containing_Textures[Ray->Containing_Index]->Finish)!=NULL)
{
/* Attenuate light due to light source distance. */
if (Texture_In_Ray_Container(Ray, Texture) >= 0)
{
if ((Finish->Fade_Power > 0.0) && (fabs(Finish->Fade_Distance) > EPSILON))
{
Refraction *= 1.0 / (1.0 + pow(Ray_Intersection->Depth / Finish->Fade_Distance, Finish->Fade_Power));
}
}
}
}
if (colour_found)
{
Filter_Colour[RED] *= Refraction * Layer_Pigment_Colour[RED];
Filter_Colour[GREEN] *= Refraction * Layer_Pigment_Colour[GREEN];
Filter_Colour[BLUE] *= Refraction * Layer_Pigment_Colour[BLUE];
Filter_Colour[FILTER] *= Refraction * Layer_Pigment_Colour[FILTER];
Filter_Colour[TRANSM] *= Refraction * Layer_Pigment_Colour[TRANSM];
}
else
{
Filter_Colour[RED] *= Refraction;
Filter_Colour[GREEN] *= Refraction;
Filter_Colour[BLUE] *= Refraction;
Filter_Colour[FILTER] *= Refraction;
Filter_Colour[TRANSM] *= Refraction;
}
/* Get normal for faked caustics. (Will rewrite later to cache) */
if ((Caustics = Layer->Finish->Caustics) != 0.0)
{
Assign_Vector(Layer_Normal, Raw_Normal);
if ((opts.Quality_Flags & Q_NORMAL) && (Layer->Tnormal != NULL))
{
Perturb_Normal(Layer_Normal, Layer->Tnormal, IPoint);
}
/* Get new filter/transmit values. */
VDot (dot, Layer_Normal, Ray->Direction);
k = (1.0 + pow(fabs(dot), Caustics));
Filter_Colour[FILTER] *= k;
Filter_Colour[TRANSM] *= k;
}
}
/*
* If no valid color was found we set the filtering channel
* to zero to make sure that no light amplification occures.
* That would happen if both the filter and transmit channel
* were used.
*/
if (!one_colour_found)
{
Filter_Colour[FILTER] = 0.0;
}
/* Calculate halo. */
if ((opts.Quality_Flags & Q_VOLUME) && (Ray->Containing_Index > -1))
{
calc_halo = TRUE;
/* Test for any solid object. */
for (i = 0; i <= Ray->Containing_Index; i++)
{
if (!Test_Flag(Ray->Containing_Objects[i], HOLLOW_FLAG))
{
calc_halo = FALSE;
break;
}
}
/* Calculate effects of all halos we're currently in. */
if (calc_halo)
{
for (i = 0; i <= Ray->Containing_Index; i++)
{
if ((Halo = Ray->Containing_Textures[i]->Halo) != NULL)
{
if (Halo->Type != HALO_NO_HALO)
{
Do_Halo(Halo, Ray, Ray_Intersection, Halo_Colour, TRUE);
}
}
}
}
}
}
/*****************************************************************************
*
* FUNCTION
*
* filter_shadow_ray
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* POV-Ray Team
*
* DESCRIPTION
*
* -
*
* CHANGES
*
* Aug 1994 : Code for early exit due to opaque object added. [DB]
*
* Sep 1994 : Code for multi-textured blobs added. [DB]
*
* May 1995 : Added caustic code by Steve Anger. [DB]
*
* Aug 1995 : Added code to attenuate light source color
* due to atmospheric effects. [DB]
*
******************************************************************************/
static void filter_shadow_ray(Ray_Intersection, Light_Source_Ray, Colour)
INTERSECTION *Ray_Intersection;
RAY *Light_Source_Ray;
COLOUR Colour;
{
int i, Texture_Count;
VECTOR IPoint;
VECTOR Raw_Normal;
COLOUR FC1, Temp_Colour;
TEXTURE *Texture = NULL; /* To remove uninitialized use warning [AED] */
Assign_Vector(IPoint, Ray_Intersection->IPoint);
if (!(opts.Quality_Flags & Q_SHADOW))
{
return;
}
/* If the object is opaque there's no need to go any further. [DB 8/94] */
if (Test_Flag(Ray_Intersection->Object, OPAQUE_FLAG))
{
Make_Colour(Colour, 0.0, 0.0, 0.0);
return;
}
/* Get the normal to the surface */
Normal(Raw_Normal, Ray_Intersection->Object, Ray_Intersection);
/* Get texture list and weights. */
Texture_Count = create_texture_list(Ray_Intersection);
Make_ColourA(Temp_Colour, 0.0, 0.0, 0.0, 0.0, 0.0);
for (i = 0; i < Texture_Count; i++)
{
/* If contribution of this texture is neglectable skip ahead. */
if (Weight_List[i] < BLACK_LEVEL)
{
continue;
}
Texture = Texture_List[i];
do_texture_map(FC1, Texture, IPoint, Raw_Normal, Light_Source_Ray, 0.0, Ray_Intersection, TRUE);
Temp_Colour[RED] += Weight_List[i] * FC1[RED];
Temp_Colour[GREEN] += Weight_List[i] * FC1[GREEN];
Temp_Colour[BLUE] += Weight_List[i] * FC1[BLUE];
Temp_Colour[FILTER] += Weight_List[i] * FC1[FILTER];
Temp_Colour[TRANSM] += Weight_List[i] * FC1[TRANSM];
}
if (fabs(Temp_Colour[FILTER]) + fabs(Temp_Colour[TRANSM]) < BLACK_LEVEL)
{
Make_Colour(Colour, 0.0, 0.0, 0.0);
}
else
{
Colour[RED] *= Temp_Colour[FILTER] * Temp_Colour[RED] + Temp_Colour[TRANSM];
Colour[GREEN] *= Temp_Colour[FILTER] * Temp_Colour[GREEN]+ Temp_Colour[TRANSM];
Colour[BLUE] *= Temp_Colour[FILTER] * Temp_Colour[BLUE] + Temp_Colour[TRANSM];
}
/* Get atmospheric attenuation. */
do_light_ray_atmosphere(Light_Source_Ray, Ray_Intersection, Texture, Colour, TRUE);
}
/*****************************************************************************
*
* FUNCTION
*
* do_blocking
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* POV-Ray Team
*
* DESCRIPTION
*
* -
*
* CHANGES
*
* -
*
******************************************************************************/
static int do_blocking(Local_Intersection, Light_Source_Ray, Light_Colour, Local_Stack)
INTERSECTION *Local_Intersection;
RAY *Light_Source_Ray;
COLOUR Light_Colour;
ISTACK *Local_Stack;
{
Increase_Counter(stats[Shadow_Rays_Succeeded]);
filter_shadow_ray(Local_Intersection, Light_Source_Ray, Light_Colour);
if ((fabs(Light_Colour[RED]) < BLACK_LEVEL) &&
(fabs(Light_Colour[GREEN]) < BLACK_LEVEL) &&
(fabs(Light_Colour[BLUE]) < BLACK_LEVEL))
{
while ((Local_Intersection = pop_entry(Local_Stack)) != NULL)
{
}
return(TRUE);
}
return(FALSE);
}
/*****************************************************************************
*
* FUNCTION
*
* block_light_source
*
* INPUT
*
* Light - Light source
* Depth - Distance to light source
* Light_Source_Ray - Light ray
* Eye_Ray - Ray from eye to current intersection point
* P - Surface point to shade
*
* OUTPUT
*
* Colour - Light color reaching point P
*
* RETURNS
*
* AUTHOR
*
* Dieter Bayer
*
* DESCRIPTION
*
* Determine how much light from the given light source reaches
* the given point. This includes attenuation due to blocking
* and translucent objects and atmospheric effects.
*
* CHANGES
*
* Jan 1995 : Creation (Extracted from common code).
*
* Aug 1995 : Added code to support atmospheric effects. [DB]
*
******************************************************************************/
static void block_light_source(Light, Depth, Light_Source_Ray, Eye_Ray, P, Colour)
LIGHT_SOURCE *Light;
DBL Depth;
RAY *Light_Source_Ray, *Eye_Ray;
VECTOR P;
COLOUR Colour;
{
DBL New_Depth;
INTERSECTION Intersection;
RAY New_Ray;
/* Store current depth and ray because they will be modified. */
New_Depth = Depth;
New_Ray = *Light_Source_Ray;
/* Get shadows from current light source. */
if ((Light->Area_Light) && (opts.Quality_Flags & Q_AREA_LIGHT))
{
block_area_light(Light, &New_Depth, &New_Ray, Eye_Ray, P, Colour, 0, 0, 0, 0, 0);
}
else
{
if (opts.Options & USE_LIGHT_BUFFER)
{
block_point_light_LBuffer(Light, &New_Depth, &New_Ray, Colour);
}
else
{
block_point_light(Light, &New_Depth, &New_Ray, Colour);
}
}
/*
* If there's some distance left for the ray to reach the light source
* we have to apply atmospheric stuff to this part of the ray.
*/
if ((New_Depth > SHADOW_TOLERANCE) &&
(Light->Atmosphere_Interaction) &&
(Light->Atmospheric_Attenuation))
{
Intersection.Depth = New_Depth;
do_light_ray_atmosphere(&New_Ray, &Intersection, NULL, Colour, FALSE);
}
}
/*****************************************************************************
*
* FUNCTION
*
* average_textures
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* POV-Ray Team
*
* DESCRIPTION
*
* -
*
* CHANGES
*
* -
*
******************************************************************************/
static void average_textures (Result_Colour, Texture, IPoint, Raw_Normal,
Ray, Weight, Ray_Intersection, Shadow_Flag)
COLOUR Result_Colour;
TEXTURE *Texture;
VECTOR IPoint, Raw_Normal;
RAY *Ray;
DBL Weight;
INTERSECTION *Ray_Intersection;
int Shadow_Flag;
{
int i;
COLOUR LC;
BLEND_MAP *Map = Texture->Blend_Map;
SNGL Value;
SNGL Total = 0.0;
Make_Colour (Result_Colour, 0.0, 0.0, 0.0);
for (i = 0; i < Map->Number_Of_Entries; i++)
{
Value = Map->Blend_Map_Entries[i].value;
do_texture_map (LC,Map->Blend_Map_Entries[i].Vals.Texture, IPoint,Raw_Normal,Ray,Weight,Ray_Intersection,Shadow_Flag);
Result_Colour[RED] += LC[RED] *Value;
Result_Colour[GREEN] += LC[GREEN] *Value;
Result_Colour[BLUE] += LC[BLUE] *Value;
Result_Colour[FILTER]+= LC[FILTER]*Value;
Result_Colour[TRANSM]+= LC[TRANSM]*Value;
Total += Value;
}
Result_Colour[RED] /= Total;
Result_Colour[GREEN] /= Total;
Result_Colour[BLUE] /= Total;
Result_Colour[FILTER]/= Total;
Result_Colour[TRANSM]/= Total;
}
/*****************************************************************************
*
* FUNCTION
*
* do_light_ray_atmosphere
*
* INPUT
*
* Light_Source_Ray - Current ray towards light source
* Ray_Intersection - Current intersection with a blocking object
* Texture - Current PNFH texture
* Valid_Object - Flag: 1=a valid object is in the intersection struct
*
* OUTPUT
*
* Colour - Attenuated light source color
*
* RETURNS
*
* AUTHOR
*
* Dieter Bayer
*
* DESCRIPTION
*
* Determine the influence of atmospheric effects on a light source ray.
*
* CHANGES
*
* Aug 1995 : Creation.
*
******************************************************************************/
static void do_light_ray_atmosphere(Light_Source_Ray, Ray_Intersection, Texture, Colour, Valid_Object)
RAY *Light_Source_Ray;
INTERSECTION *Ray_Intersection;
TEXTURE *Texture;
COLOUR Colour;
int Valid_Object;
{
int texture_nr;
int i, all_hollow;
/* Why are we here? */
if ((Colour[RED] < BLACK_LEVEL) && (Colour[GREEN] < BLACK_LEVEL) && (Colour[BLUE] < BLACK_LEVEL))
{
return;
}
all_hollow = TRUE;
for (i = 0; i <= Light_Source_Ray->Containing_Index; i++)
{
if (!Test_Flag(Light_Source_Ray->Containing_Objects[i], HOLLOW_FLAG))
{
all_hollow = FALSE;
break;
}
}
/* Apply atmospheric effects inside and/or outside any object. */
if (all_hollow || (Valid_Object && Test_Flag(Ray_Intersection->Object, HOLLOW_FLAG)))
{
Do_Finite_Atmosphere(Light_Source_Ray, Ray_Intersection, Colour, TRUE);
}
/* Handle contained textures. */
if (Valid_Object)
{
if (Light_Source_Ray->Containing_Index == -1)
{
/* The ray is entering from the atmosphere */
Ray_Enter(Light_Source_Ray, Texture, Ray_Intersection->Object);
}
else
{
/* The ray is currently inside an object */
if ((texture_nr = Texture_In_Ray_Container(Light_Source_Ray, Texture)) >= 0)
{
/* The ray is leaving the current object */
Ray_Exit(Light_Source_Ray, texture_nr);
}
else
{
/* The ray is entering a new object */
Ray_Enter(Light_Source_Ray, Texture, Ray_Intersection->Object);
}
}
}
}