svn merge -r 22628:22753 https://svn.blender.org/svnroot/bf-blender/branches/blender2... volume25
authorMatt Ebb <matt@mke3.net>
Tue, 25 Aug 2009 01:37:08 +0000 (01:37 +0000)
committerMatt Ebb <matt@mke3.net>
Tue, 25 Aug 2009 01:37:08 +0000 (01:37 +0000)
51 files changed:
release/io/engine_render_pov.py
release/ui/buttons_data_bone.py
release/ui/buttons_data_modifier.py
release/ui/buttons_material.py
release/ui/buttons_texture.py
release/ui/space_image.py
release/ui/space_view3d.py
source/blender/blenkernel/BKE_texture.h
source/blender/blenkernel/intern/material.c
source/blender/blenkernel/intern/texture.c
source/blender/blenlib/BLI_arithb.h
source/blender/blenlib/BLI_kdopbvh.h
source/blender/blenlib/BLI_voxel.h [new file with mode: 0644]
source/blender/blenlib/intern/BLI_kdopbvh.c
source/blender/blenlib/intern/arithb.c
source/blender/blenlib/intern/voxel.c [new file with mode: 0644]
source/blender/blenloader/intern/readfile.c
source/blender/blenloader/intern/writefile.c
source/blender/editors/animation/anim_channels_defines.c
source/blender/editors/preview/previewrender.c
source/blender/editors/space_action/action_draw.c
source/blender/editors/space_view3d/drawvolume.c
source/blender/gpu/intern/gpu_extensions.c
source/blender/makesdna/DNA_material_types.h
source/blender/makesdna/DNA_texture_types.h
source/blender/makesrna/RNA_access.h
source/blender/makesrna/intern/rna_material.c
source/blender/makesrna/intern/rna_pose.c
source/blender/makesrna/intern/rna_texture.c
source/blender/render/CMakeLists.txt
source/blender/render/SConscript
source/blender/render/extern/include/RE_shader_ext.h
source/blender/render/intern/include/pointdensity.h [new file with mode: 0644]
source/blender/render/intern/include/render_types.h
source/blender/render/intern/include/shading.h
source/blender/render/intern/include/texture.h
source/blender/render/intern/include/volume_precache.h [new file with mode: 0644]
source/blender/render/intern/include/volumetric.h [new file with mode: 0644]
source/blender/render/intern/include/voxeldata.h [new file with mode: 0644]
source/blender/render/intern/source/convertblender.c
source/blender/render/intern/source/occlusion.c
source/blender/render/intern/source/pointdensity.c [new file with mode: 0644]
source/blender/render/intern/source/rayshade.c
source/blender/render/intern/source/raytrace.c
source/blender/render/intern/source/shadeinput.c
source/blender/render/intern/source/shadeoutput.c
source/blender/render/intern/source/texture.c
source/blender/render/intern/source/volume_precache.c [new file with mode: 0644]
source/blender/render/intern/source/volumetric.c [new file with mode: 0644]
source/blender/render/intern/source/voxeldata.c [new file with mode: 0644]
source/gameengine/Ketsji/KX_MouseFocusSensor.cpp

index f064add505b607f116f10df154629b526eb2d6ec..b68f5767b135665882da6330708cc75fdc48f3d8 100644 (file)
@@ -878,7 +878,7 @@ class RenderButtonsPanel(bpy.types.Panel):
 class SCENE_PT_povray_radiosity(RenderButtonsPanel):
        __label__ = "Radiosity"
        COMPAT_ENGINES = set(['POVRAY_RENDER'])
-
+       
        def draw_header(self, context):
                layout = self.layout
                scene = context.scene
index cfdaabadf79452675ec8734d0233acac845dfbdf..1d6a725a105c6c24d051ae9fca39cd194a2130a9 100644 (file)
@@ -90,14 +90,14 @@ class BONE_PT_bone(BoneButtonsPanel):
                        col.itemR(bone, "parent", text="")
                else:
                        col.item_pointerR(bone, "parent", arm, "edit_bones", text="")
-               
+
                row = col.row()
                row.active = bone.parent != None
                row.itemR(bone, "connected")
-               
+
                col.itemL(text="Layers:")
                col.template_layers(bone, "layer")
-               
+
                col = split.column()
                col.itemL(text="Inherit:")
                col.itemR(bone, "hinge", text="Rotation")
@@ -105,7 +105,7 @@ class BONE_PT_bone(BoneButtonsPanel):
                col.itemL(text="Display:")
                col.itemR(bone, "draw_wire", text="Wireframe")
                col.itemR(bone, "hidden", text="Hide")
-               
+
                if ob and pchan:
                        split = layout.split()
                        
index bc41b04d32c45b1b081d78a1293379321db5d8a1..98d354a2fa022e238f525325c2472a3629bf4a0f 100644 (file)
@@ -404,7 +404,7 @@ class DATA_PT_modifiers(DataButtonsPanel):
                sub.itemR(md, "z_normal", text="Z")
                
                split = layout.split()
-
+               
                col = split.column()
                col.itemL(text="Time:")
                sub = col.column(align=True)
index eaba26c7e5177b8a86a29c2390cb0f617a2c904c..21201166edaf6fef10a274b79c2f75e4d3a3363e 100644 (file)
@@ -73,6 +73,9 @@ class MATERIAL_PT_shading(MaterialButtonsPanel):
        __label__ = "Shading"
        COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
 
+       def poll(self, context):
+               return (context.material.type in ('SURFACE', 'WIRE', 'HALO'))
+
        def draw(self, context):
                layout = self.layout
                
@@ -83,7 +86,7 @@ class MATERIAL_PT_shading(MaterialButtonsPanel):
 
                if mat:
 
-                       if mat.type in ('SURFACE', 'WIRE', 'VOLUME'):
+                       if mat.type in ('SURFACE', 'WIRE'):
                                split = layout.split()
        
                                col = split.column()
@@ -113,6 +116,9 @@ class MATERIAL_PT_strand(MaterialButtonsPanel):
                mat = context.material
                return mat and (mat.type in ('SURFACE', 'WIRE')) and (context.scene.render_data.engine in self.COMPAT_ENGINES)
        
+       def poll(self, context):
+               return context.material.type in ('SURFACE', 'WIRE', 'HALO')
+       
        def draw(self, context):
                layout = self.layout
                
@@ -170,6 +176,9 @@ class MATERIAL_PT_options(MaterialButtonsPanel):
        __label__ = "Options"
        COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
 
+       def poll(self, context):
+               return (context.material.type in ('SURFACE', 'WIRE', 'HALO'))
+
        def draw(self, context):
                layout = self.layout
                
@@ -204,6 +213,9 @@ class MATERIAL_PT_shadow(MaterialButtonsPanel):
        __label__ = "Shadow"
        __default_closed__ = True
        COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
+       
+       def poll(self, context):
+               return context.material.type in ('SURFACE', 'WIRE')
 
        def draw(self, context):
                layout = self.layout
@@ -236,7 +248,7 @@ class MATERIAL_PT_diffuse(MaterialButtonsPanel):
 
        def poll(self, context):
                mat = context.material
-               return mat and (mat.type != 'HALO') and (context.scene.render_data.engine in self.COMPAT_ENGINES)
+               return mat and (mat.type in ('SURFACE', 'WIRE')) and (context.scene.render_data.engine in self.COMPAT_ENGINES)
 
        def draw(self, context):
                layout = self.layout
@@ -290,7 +302,7 @@ class MATERIAL_PT_specular(MaterialButtonsPanel):
 
        def poll(self, context):
                mat = context.material
-               return mat and (mat.type != 'HALO') and (context.scene.render_data.engine in self.COMPAT_ENGINES)
+               return mat and (mat.type in ('SURFACE', 'WIRE')) and (context.scene.render_data.engine in self.COMPAT_ENGINES)
 
        def draw(self, context):
                layout = self.layout
@@ -499,6 +511,125 @@ class MATERIAL_PT_transp(MaterialButtonsPanel):
                        sub.active = rayt.gloss < 1
                        sub.itemR(rayt, "gloss_threshold", text="Threshold")
                        sub.itemR(rayt, "gloss_samples", text="Samples")
+
+class MATERIAL_PT_volume_shading(MaterialButtonsPanel):
+       __label__ = "Shading"
+       __default_closed__ = False
+       COMPAT_ENGINES = set(['BLENDER_RENDER'])
+       
+       def poll(self, context):
+               return (context.material.type == 'VOLUME') and (context.scene.render_data.engine in self.COMPAT_ENGINES)
+       
+       def draw(self, context):
+               layout = self.layout
+
+               mat = context.material
+               vol = context.material.volume
+               
+               split = layout.split()
+               
+               row = split.row()
+               row.itemR(vol, "density")
+               row.itemR(vol, "scattering")
+               
+               split = layout.split()
+               col = split.column()
+               col.itemR(vol, "absorption")
+               col.itemR(vol, "absorption_color", text="")
+               
+                               
+               col = split.column()
+               col.itemR(vol, "emission")
+               col.itemR(vol, "emission_color", text="")
+               
+               
+
+class MATERIAL_PT_volume_scattering(MaterialButtonsPanel):
+       __label__ = "Scattering"
+       __default_closed__ = False
+       COMPAT_ENGINES = set(['BLENDER_RENDER'])
+       
+       def poll(self, context):
+               return (context.material.type == 'VOLUME') and (context.scene.render_data.engine in self.COMPAT_ENGINES)
+       
+       def draw(self, context):
+               layout = self.layout
+               
+               mat = context.material
+               vol = context.material.volume
+               
+               split = layout.split()
+               
+               col = split.column()
+               col.itemR(vol, "scattering_mode", text="")
+               if vol.scattering_mode == 'SINGLE_SCATTERING':
+                       col.itemR(vol, "light_cache")
+                       sub = col.column()
+                       sub.active = vol.light_cache
+                       sub.itemR(vol, "cache_resolution")
+               elif vol.scattering_mode in ('MULTIPLE_SCATTERING', 'SINGLE_PLUS_MULTIPLE_SCATTERING'):
+                       col.itemR(vol, "cache_resolution")
+                       
+                       col = col.column(align=True)
+                       col.itemR(vol, "ms_diffusion")
+                       col.itemR(vol, "ms_spread")
+                       col.itemR(vol, "ms_intensity")
+               
+               col = split.column()
+               # col.itemL(text="Anisotropic Scattering:")
+               col.itemR(vol, "phase_function", text="")
+               if vol.phase_function in ('SCHLICK', 'HENYEY-GREENSTEIN'):
+                       col.itemR(vol, "asymmetry")
+
+class MATERIAL_PT_volume_transp(MaterialButtonsPanel):
+       __label__= "Transparency"
+       COMPAT_ENGINES = set(['BLENDER_RENDER'])
+               
+       def poll(self, context):
+               mat = context.material
+               return mat and (mat.type == 'VOLUME') and (context.scene.render_data.engine in self.COMPAT_ENGINES)
+
+       def draw_header(self, context):
+               layout = self.layout
+
+       def draw(self, context):
+               layout = self.layout
+               
+               mat = context.material
+               rayt = context.material.raytrace_transparency
+               
+               row= layout.row()
+               row.itemR(mat, "transparency_method", expand=True)
+               row.active = mat.transparency and (not mat.shadeless)
+               
+class MATERIAL_PT_volume_integration(MaterialButtonsPanel):
+       __label__ = "Integration"
+       __default_closed__ = False
+       COMPAT_ENGINES = set(['BLENDER_RENDER'])
+       
+       def poll(self, context):
+               return (context.material.type == 'VOLUME') and (context.scene.render_data.engine in self.COMPAT_ENGINES)
+       
+       def draw(self, context):
+               layout = self.layout
+               
+               mat = context.material
+               vol = context.material.volume
+               
+               split = layout.split()
+               
+               col = split.column()
+               col.itemL(text="Step Calculation:")
+               col.itemR(vol, "step_calculation", text="")
+               col = col.column(align=True)
+               col.itemR(vol, "step_size")
+               col.itemR(vol, "shading_step_size")
+               
+               col = split.column()
+               col.itemL()
+               col.itemR(vol, "depth_cutoff")
+               col.itemR(vol, "density_scale")
+               
                
 class MATERIAL_PT_halo(MaterialButtonsPanel):
        __label__= "Halo"
@@ -587,6 +718,10 @@ bpy.types.register(MATERIAL_PT_shading)
 bpy.types.register(MATERIAL_PT_transp)
 bpy.types.register(MATERIAL_PT_mirror)
 bpy.types.register(MATERIAL_PT_sss)
+bpy.types.register(MATERIAL_PT_volume_shading)
+bpy.types.register(MATERIAL_PT_volume_scattering)
+bpy.types.register(MATERIAL_PT_volume_transp)
+bpy.types.register(MATERIAL_PT_volume_integration)
 bpy.types.register(MATERIAL_PT_halo)
 bpy.types.register(MATERIAL_PT_flare)
 bpy.types.register(MATERIAL_PT_physics)
index 20b3c7bca3e72e17dfafb5e38540dc867d6f79bc..756f96b4803a0c2d2b2daca9298323a109b45869 100644 (file)
@@ -1,4 +1,4 @@
-
+       
 import bpy
 
 class TextureButtonsPanel(bpy.types.Panel):
@@ -210,35 +210,51 @@ class TEXTURE_PT_influence(TextureSlotPanel):
                        sub.itemR(tex, factor, text=name, slider=True)
                
                if ma:
-                       split = layout.split()
-                       
-                       col = split.column()
-                       col.itemL(text="Diffuse:")
-                       factor_but(col, tex.map_diffuse, "map_diffuse", "diffuse_factor", "Intensity")
-                       factor_but(col, tex.map_colordiff, "map_colordiff", "colordiff_factor", "Color")
-                       factor_but(col, tex.map_alpha, "map_alpha", "alpha_factor", "Alpha")
-                       factor_but(col, tex.map_translucency, "map_translucency", "translucency_factor", "Translucency")
-
-                       col.itemL(text="Specular:")
-                       factor_but(col, tex.map_specular, "map_specular", "specular_factor", "Intensity")
-                       factor_but(col, tex.map_colorspec, "map_colorspec", "colorspec_factor", "Color")
-                       factor_but(col, tex.map_hardness, "map_hardness", "hardness_factor", "Hardness")
+                       if ma.type in ['SURFACE', 'HALO', 'WIRE']:
+                               split = layout.split()
+                               
+                               col = split.column()
+                               col.itemL(text="Diffuse:")
+                               factor_but(col, tex.map_diffuse, "map_diffuse", "diffuse_factor", "Intensity")
+                               factor_but(col, tex.map_colordiff, "map_colordiff", "colordiff_factor", "Color")
+                               factor_but(col, tex.map_alpha, "map_alpha", "alpha_factor", "Alpha")
+                               factor_but(col, tex.map_translucency, "map_translucency", "translucency_factor", "Translucency")
+
+                               col.itemL(text="Specular:")
+                               factor_but(col, tex.map_specular, "map_specular", "specular_factor", "Intensity")
+                               factor_but(col, tex.map_colorspec, "map_colorspec", "colorspec_factor", "Color")
+                               factor_but(col, tex.map_hardness, "map_hardness", "hardness_factor", "Hardness")
+
+                               col = split.column()
+                               col.itemL(text="Shading:")
+                               factor_but(col, tex.map_ambient, "map_ambient", "ambient_factor", "Ambient")
+                               factor_but(col, tex.map_emit, "map_emit", "emit_factor", "Emit")
+                               factor_but(col, tex.map_mirror, "map_mirror", "mirror_factor", "Mirror")
+                               factor_but(col, tex.map_raymir, "map_raymir", "raymir_factor", "Ray Mirror")
+
+                               col.itemL(text="Geometry:")
+                               factor_but(col, tex.map_normal, "map_normal", "normal_factor", "Normal")
+                               factor_but(col, tex.map_warp, "map_warp", "warp_factor", "Warp")
+                               factor_but(col, tex.map_displacement, "map_displacement", "displacement_factor", "Displace")
+
+                               #sub = col.column()
+                               #sub.active = tex.map_translucency or tex.map_emit or tex.map_alpha or tex.map_raymir or tex.map_hardness or tex.map_ambient or tex.map_specularity or tex.map_reflection or tex.map_mirror
+                               #sub.itemR(tex, "default_value", text="Amount", slider=True)
+                       elif ma.type == 'VOLUME':
+                               split = layout.split()
+                               
+                               col = split.column()
+                               factor_but(col, tex.map_density, "map_density", "density_factor", "Density")
+                               factor_but(col, tex.map_emission, "map_emission", "emission_factor", "Emission")
+                               factor_but(col, tex.map_absorption, "map_absorption", "absorption_factor", "Absorption")
+                               factor_but(col, tex.map_scattering, "map_scattering", "scattering_factor", "Scattering")
+                               
+                               col = split.column()
+                               col.itemL(text=" ")
+                               factor_but(col, tex.map_alpha, "map_coloremission", "coloremission_factor", "Emission Color")
+                               factor_but(col, tex.map_colorabsorption, "map_colorabsorption", "colorabsorption_factor", "Absorption Color")
+                               
 
-                       col = split.column()
-                       col.itemL(text="Shading:")
-                       factor_but(col, tex.map_ambient, "map_ambient", "ambient_factor", "Ambient")
-                       factor_but(col, tex.map_emit, "map_emit", "emit_factor", "Emit")
-                       factor_but(col, tex.map_mirror, "map_mirror", "mirror_factor", "Mirror")
-                       factor_but(col, tex.map_raymir, "map_raymir", "raymir_factor", "Ray Mirror")
-
-                       col.itemL(text="Geometry:")
-                       factor_but(col, tex.map_normal, "map_normal", "normal_factor", "Normal")
-                       factor_but(col, tex.map_warp, "map_warp", "warp_factor", "Warp")
-                       factor_but(col, tex.map_displacement, "map_displacement", "displacement_factor", "Displace")
-
-                       #sub = col.column()
-                       #sub.active = tex.map_translucency or tex.map_emit or tex.map_alpha or tex.map_raymir or tex.map_hardness or tex.map_ambient or tex.map_specularity or tex.map_reflection or tex.map_mirror
-                       #sub.itemR(tex, "default_value", text="Amount", slider=True)
                elif la:
                        row = layout.row()
                        factor_but(row, tex.map_color, "map_color", "color_factor", "Color")
@@ -596,6 +612,62 @@ class TEXTURE_PT_distortednoise(TextureTypePanel):
                flow.itemR(tex, "distortion_amount", text="Distortion")
                flow.itemR(tex, "noise_size", text="Size")
                flow.itemR(tex, "nabla")        
+               
+class TEXTURE_PT_voxeldata(TextureButtonsPanel):
+       __idname__= "TEXTURE_PT_voxeldata"
+       __label__ = "Voxel Data"
+       
+       def poll(self, context):
+               tex = context.texture
+               return (tex and tex.type == 'VOXEL_DATA')
+
+       def draw(self, context):
+               layout = self.layout
+               tex = context.texture
+               vd = tex.voxeldata
+
+               layout.itemR(vd, "file_format")
+               if vd.file_format in ['BLENDER_VOXEL', 'RAW_8BIT']:
+                       layout.itemR(vd, "source_path")
+               if vd.file_format == 'RAW_8BIT':
+                       layout.itemR(vd, "resolution")
+               if vd.file_format == 'SMOKE':
+                       layout.itemR(vd, "domain_object")
+               
+               layout.itemR(vd, "still")
+               if vd.still:
+                       layout.itemR(vd, "still_frame_number")
+               
+               layout.itemR(vd, "interpolation")
+               layout.itemR(vd, "intensity")
+               
+class TEXTURE_PT_pointdensity(TextureButtonsPanel):
+       __idname__= "TEXTURE_PT_pointdensity"
+       __label__ = "Point Density"
+       
+       def poll(self, context):
+               tex = context.texture
+               return (tex and tex.type == 'POINT_DENSITY')
+
+       def draw(self, context):
+               layout = self.layout
+               tex = context.texture
+               pd = tex.pointdensity
+
+               layout.itemR(pd, "point_source")
+               layout.itemR(pd, "object")
+               if pd.point_source == 'PARTICLE_SYSTEM':
+                       layout.item_pointerR(pd, "particle_system", pd.object, "particle_systems", text="")
+               layout.itemR(pd, "radius")
+               layout.itemR(pd, "falloff")
+               if pd.falloff == 'SOFT':
+                       layout.itemR(pd, "falloff_softness")
+               layout.itemR(pd, "color_source")
+               layout.itemR(pd, "turbulence")
+               layout.itemR(pd, "turbulence_size")
+               layout.itemR(pd, "turbulence_depth")
+               layout.itemR(pd, "turbulence_influence")
+               
 
 bpy.types.register(TEXTURE_PT_context_texture)
 bpy.types.register(TEXTURE_PT_preview)
@@ -613,6 +685,8 @@ bpy.types.register(TEXTURE_PT_envmap)
 bpy.types.register(TEXTURE_PT_musgrave)
 bpy.types.register(TEXTURE_PT_voronoi)
 bpy.types.register(TEXTURE_PT_distortednoise)
+bpy.types.register(TEXTURE_PT_voxeldata)
+bpy.types.register(TEXTURE_PT_pointdensity)
 bpy.types.register(TEXTURE_PT_colors)
 bpy.types.register(TEXTURE_PT_mapping)
 bpy.types.register(TEXTURE_PT_influence)
index 8dc016f55b757086ba50191520c98c5f839067c1..82e3319ea5931461bf4af25f35727adaf378f383 100644 (file)
@@ -350,7 +350,7 @@ class IMAGE_PT_view_properties(bpy.types.Panel):
                        col = layout.column()
                        row = col.row()
                        row.itemR(uvedit, "edge_draw_type", expand=True)
-                       
+
                        split = layout.split()
 
                        col = split.column()
index ae17307080f7049592003e6e9644f256c461ee7f..2062f6e22926ec69bc1060e08065d1e8b02909ec 100644 (file)
@@ -92,7 +92,7 @@ class VIEW3D_MT_view(bpy.types.Menu):
                layout.itemM("VIEW3D_MT_view_cameras", text="Cameras")
                
                layout.itemS()
-               
+
                layout.itemO("view3d.view_persportho")
                
                layout.itemS()
@@ -103,7 +103,7 @@ class VIEW3D_MT_view(bpy.types.Menu):
                layout.itemS()
 
                layout.operator_context = "INVOKE_REGION_WIN"
-               
+
                layout.itemO("view3d.clip_border", text="Clipping Border...")
                layout.itemO("view3d.zoom_border", text="Zoom Border...")
                
@@ -116,7 +116,7 @@ class VIEW3D_MT_view(bpy.types.Menu):
                
                layout.itemO("screen.region_foursplit", text="Toggle Quad View")
                layout.itemO("screen.screen_full_area", text="Toggle Full Screen")
-
+               
 class VIEW3D_MT_view_navigation(bpy.types.Menu):
        __space_type__ = 'VIEW_3D'
        __label__ = "Navigation"
@@ -548,7 +548,7 @@ class VIEW3D_MT_SCULPT(bpy.types.Menu):
                                layout.itemO("sculpt.set_persistent_base")
 
 # ********** Particle menu **********  
-       
+
 class VIEW3D_MT_PARTICLE(bpy.types.Menu):
        __space_type__ = 'VIEW_3D'
        __label__ = "Particle"
@@ -564,7 +564,7 @@ class VIEW3D_MT_PARTICLE(bpy.types.Menu):
                
                layout.itemO("particle.remove_doubles")
                layout.itemO("particle.delete")
-               
+
                if particle_edit.selection_mode == 'POINT':
                        layout.itemO("particle.subdivide")
                
@@ -777,7 +777,7 @@ class VIEW3D_MT_edit_MESH_vertices(bpy.types.Menu):
                
                layout.itemO("mesh.vertices_smooth")
                layout.itemO("mesh.remove_doubles")
-
+               
 class VIEW3D_MT_edit_MESH_edges(bpy.types.Menu):
        __space_type__ = 'VIEW_3D'
        __label__ = "Edges"
@@ -802,7 +802,7 @@ class VIEW3D_MT_edit_MESH_edges(bpy.types.Menu):
                
                layout.item_enumO("mesh.edge_rotate", "direction", 'CW', text="Rotate Edge CW")
                layout.item_enumO("mesh.edge_rotate", "direction", 'CCW', text="Rotate Edge CCW")
-
+               
 class VIEW3D_MT_edit_MESH_faces(bpy.types.Menu):
        __space_type__ = 'VIEW_3D'
        __label__ = "Faces"
@@ -849,7 +849,7 @@ def draw_CURVE(self, context):
        layout = self.layout
        
        settings = context.tool_settings
-       
+
        layout.itemM("VIEW3D_MT_snap")
        
        layout.itemS()
index a1600ce54738d0fe905600a1bdb585b56a0ebad7..a9862ba586b18a4bb4bf10eedc09af6babd6ea46 100644 (file)
@@ -40,6 +40,8 @@ struct ColorBand;
 struct HaloRen;
 struct TexMapping;
 struct EnvMap;
+struct PointDensity;
+struct VoxelData;
 
 /*  in ColorBand struct */
 #define MAXCOLORBAND 32
@@ -75,6 +77,16 @@ void    BKE_free_envmap(struct EnvMap *env);
 struct EnvMap *BKE_add_envmap(void);
 struct EnvMap *BKE_copy_envmap(struct EnvMap *env);
 
+void    BKE_free_pointdensitydata(struct PointDensity *pd);
+void    BKE_free_pointdensity(struct PointDensity *pd);
+struct PointDensity *BKE_add_pointdensity(void);
+struct PointDensity *BKE_copy_pointdensity(struct PointDensity *pd);
+
+void BKE_free_voxeldatadata(struct VoxelData *vd);
+void BKE_free_voxeldata(struct VoxelData *vd);
+struct VoxelData *BKE_add_voxeldata(void);
+struct VoxelData *BKE_copy_voxeldata(struct VoxelData *vd);
+
 int     BKE_texture_dependsOnTime(const struct Tex *texture);
 
 #endif
index 62ec12349aa2e5c1bd6bc605e2b3b8e5049d41d4..53de570b55e92e9c4d2ee6ce9e47d1e31af82608 100644 (file)
@@ -170,6 +170,21 @@ void init_material(Material *ma)
        ma->sss_front= 1.0f;
        ma->sss_back= 1.0f;
 
+       ma->vol.density = 1.0f;
+       ma->vol.emission = 0.0f;
+       ma->vol.absorption = 1.0f;
+       ma->vol.scattering = 1.0f;
+       ma->vol.emission_col[0] = ma->vol.emission_col[1] = ma->vol.emission_col[2] = 1.0f;
+       ma->vol.absorption_col[0] = ma->vol.absorption_col[1] = ma->vol.absorption_col[2] = 0.0f;
+       ma->vol.density_scale = 1.0f;
+       ma->vol.depth_cutoff = 0.01f;
+       ma->vol.stepsize_type = MA_VOL_STEP_RANDOMIZED;
+       ma->vol.stepsize = 0.2f;
+       ma->vol.shade_stepsize = 0.2f;
+       ma->vol.shade_type = MA_VOL_SHADE_SINGLE;
+       ma->vol.shadeflag |= MA_VOL_PRECACHESHADING;
+       ma->vol.precache_resolution = 50;
+       
        ma->mode= MA_TRACEBLE|MA_SHADBUF|MA_SHADOW|MA_RAYBIAS|MA_TANGENT_STR|MA_ZTRANSP;
 
        ma->preview = NULL;
index eeffbfe5ef616306be1519123a3e1d1fd8db5d5e..96e9f54fc0cb96628aab1179d298cd3410404db9 100644 (file)
@@ -43,6 +43,7 @@
 #include "BLI_blenlib.h"
 #include "BLI_arithb.h"
 #include "BLI_rand.h"
+#include "BLI_kdopbvh.h"
 
 #include "DNA_texture_types.h"
 #include "DNA_key_types.h"
@@ -417,6 +418,8 @@ void free_texture(Tex *tex)
        free_plugin_tex(tex->plugin);
        if(tex->coba) MEM_freeN(tex->coba);
        if(tex->env) BKE_free_envmap(tex->env);
+       if(tex->pd) BKE_free_pointdensity(tex->pd);
+       if(tex->vd) BKE_free_voxeldata(tex->vd);
        BKE_previewimg_free(&tex->preview);
        BKE_icon_delete((struct ID*)tex);
        tex->id.icon_id = 0;
@@ -486,6 +489,16 @@ void default_tex(Tex *tex)
                tex->env->depth=0;
        }
 
+       if (tex->pd) {
+               tex->pd->radius = 0.3f;
+               tex->pd->falloff_type = TEX_PD_FALLOFF_STD;
+       }
+       
+       if (tex->vd) {
+               tex->vd->resol[0] = tex->vd->resol[1] = tex->vd->resol[2] = 0;
+               tex->vd->interp_type=TEX_VD_LINEAR;
+               tex->vd->file_format=TEX_VD_SMOKE;
+       }
        pit = tex->plugin;
        if (pit) {
                varstr= pit->varstr;
@@ -739,7 +752,7 @@ void autotexname(Tex *tex)
 {
        char texstr[20][12]= {"None"  , "Clouds" , "Wood", "Marble", "Magic"  , "Blend",
                "Stucci", "Noise"  , "Image", "Plugin", "EnvMap" , "Musgrave",
-               "Voronoi", "DistNoise", "", "", "", "", "", ""};
+               "Voronoi", "DistNoise", "Point Density", "Voxel Data", "", "", "", ""};
        Image *ima;
        char di[FILE_MAXDIR], fi[FILE_MAXFILE];
        
@@ -887,6 +900,106 @@ void BKE_free_envmap(EnvMap *env)
        
 }
 
+/* ------------------------------------------------------------------------- */
+
+PointDensity *BKE_add_pointdensity(void)
+{
+       PointDensity *pd;
+       
+       pd= MEM_callocN(sizeof(PointDensity), "pointdensity");
+       pd->flag = 0;
+       pd->radius = 0.3f;
+       pd->falloff_type = TEX_PD_FALLOFF_STD;
+       pd->falloff_softness = 2.0;
+       pd->source = TEX_PD_PSYS;
+       pd->point_tree = NULL;
+       pd->point_data = NULL;
+       pd->noise_size = 0.5f;
+       pd->noise_depth = 1;
+       pd->noise_fac = 1.0f;
+       pd->noise_influence = TEX_PD_NOISE_STATIC;
+       pd->coba = add_colorband(1);
+       pd->speed_scale = 1.0f;
+       pd->totpoints = 0;
+       pd->coba = add_colorband(1);
+       pd->object = NULL;
+       pd->psys = NULL;
+       return pd;
+} 
+
+PointDensity *BKE_copy_pointdensity(PointDensity *pd)
+{
+       PointDensity *pdn;
+
+       pdn= MEM_dupallocN(pd);
+       pdn->point_tree = NULL;
+       pdn->point_data = NULL;
+       if(pdn->coba) pdn->coba= MEM_dupallocN(pdn->coba);
+       
+       return pdn;
+}
+
+void BKE_free_pointdensitydata(PointDensity *pd)
+{
+       if (pd->point_tree) {
+               BLI_bvhtree_free(pd->point_tree);
+               pd->point_tree = NULL;
+       }
+       if (pd->point_data) {
+               MEM_freeN(pd->point_data);
+               pd->point_data = NULL;
+       }
+       if(pd->coba) MEM_freeN(pd->coba);
+}
+
+void BKE_free_pointdensity(PointDensity *pd)
+{
+       BKE_free_pointdensitydata(pd);
+       MEM_freeN(pd);
+}
+
+
+void BKE_free_voxeldatadata(struct VoxelData *vd)
+{
+       if (vd->dataset) {
+               MEM_freeN(vd->dataset);
+               vd->dataset = NULL;
+       }
+
+}
+void BKE_free_voxeldata(struct VoxelData *vd)
+{
+       BKE_free_voxeldatadata(vd);
+       MEM_freeN(vd);
+}
+struct VoxelData *BKE_add_voxeldata(void)
+{
+       VoxelData *vd;
+
+       vd= MEM_callocN(sizeof(struct VoxelData), "voxeldata");
+       vd->dataset = NULL;
+       vd->resol[0] = vd->resol[1] = vd->resol[2] = 1;
+       vd->interp_type= TEX_VD_LINEAR;
+       vd->file_format= TEX_VD_SMOKE;
+       vd->int_multiplier = 1.0;
+       vd->object = NULL;
+       
+       return vd;
+ }
+struct VoxelData *BKE_copy_voxeldata(struct VoxelData *vd)
+{
+       VoxelData *vdn;
+
+       vdn= MEM_dupallocN(vd); 
+       vdn->dataset = NULL;
+
+       return vdn;
+}
+
+
 /* ------------------------------------------------------------------------- */
 int BKE_texture_dependsOnTime(const struct Tex *texture)
 {
index 1502c4870be277f8d8f441f910e806fbb1326de4..0a0749d33824945a81096acfca5880d93a501f42 100644 (file)
@@ -325,6 +325,7 @@ void printvec4f(char *str, float v[4]);
 
 void VecAddf(float *v, float *v1, float *v2);
 void VecSubf(float *v, float *v1, float *v2);
+void VecMulVecf(float *v, float *v1, float *v2);
 void VecLerpf(float *target, float *a, float *b, float t);
 void VecMidf(float *v, float *v1, float *v2);
 
index 50462d531efb50f6a42e82aef13f6c64428821e1..fe6bc576fbd5c85dc850d74d6f6200ed1d9e4416 100644 (file)
@@ -71,6 +71,8 @@ typedef void (*BVHTree_NearestPointCallback) (void *userdata, int index, const f
 /* callback must update hit in case it finds a nearest successful hit */
 typedef void (*BVHTree_RayCastCallback) (void *userdata, int index, const BVHTreeRay *ray, BVHTreeRayHit *hit);
 
+/* callback to range search query */
+typedef void (*BVHTree_RangeQuery) (void *userdata, int index, float squared_dist);
 
 BVHTree *BLI_bvhtree_new(int maxsize, float epsilon, char tree_type, char axis);
 void BLI_bvhtree_free(BVHTree *tree);
@@ -95,5 +97,9 @@ int BLI_bvhtree_ray_cast(BVHTree *tree, const float *co, const float *dir, float
 
 float BLI_bvhtree_bb_raycast(float *bv, float *light_start, float *light_end, float *pos);
 
+/* range query */
+int BLI_bvhtree_range_query(BVHTree *tree, const float *co, float radius, BVHTree_RangeQuery callback, void *userdata);
+
+
 #endif // BLI_KDOPBVH_H
 
diff --git a/source/blender/blenlib/BLI_voxel.h b/source/blender/blenlib/BLI_voxel.h
new file mode 100644 (file)
index 0000000..091d8e3
--- /dev/null
@@ -0,0 +1,40 @@
+/**
+ *
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program 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 General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Matt Ebb, Raul Fernandez Hernandez (Farsthary).
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#ifndef BLI_VOXEL_H
+#define BLI_VOXEL_H
+
+/* find the index number of a voxel, given x/y/z integer coords and resolution vector */
+#define V_I(x, y, z, res) ( (z)*(res)[1]*(res)[0] + (y)*(res)[0] + (x) )
+
+/* all input coordinates must be in bounding box 0.0 - 1.0 */
+float voxel_sample_nearest(float *data, int *res, float *co);
+float voxel_sample_trilinear(float *data, int *res, float *co);
+float voxel_sample_tricubic(float *data, int *res, float *co);
+
+#endif /* BLI_VOXEL_H */
\ No newline at end of file
index 07e81b291f51a0ce6e810d59c4ab3b8777d63388..61d9cce1a583beabab700bf5a38dc7fde515a22c 100644 (file)
@@ -72,10 +72,10 @@ struct BVHTree
        char    start_axis, stop_axis; // KDOP_AXES array indices according to axis
 };
 
-typedef struct BVHOverlapData
-{
-       BVHTree *tree1, *tree2;
-       BVHTreeOverlap *overlap;
+typedef struct BVHOverlapData 
+{  
+       BVHTree *tree1, *tree2; 
+       BVHTreeOverlap *overlap; 
        int i, max_overlap; /* i is number of overlaps */
        int start_axis, stop_axis;
 } BVHOverlapData;
@@ -109,7 +109,7 @@ typedef struct BVHRayCastData
 
 ////////////////////////////////////////////////////////////////////////
 // Bounding Volume Hierarchy Definition
-//
+// 
 // Notes: From OBB until 26-DOP --> all bounding volumes possible, just choose type below
 // Notes: You have to choose the type at compile time ITM
 // Notes: You can choose the tree type --> binary, quad, octree, choose below
@@ -188,10 +188,10 @@ int ADJUST_MEMORY(void *local_memblock, void **memblock, int new_size, int *max_
 
 
 //////////////////////////////////////////////////////////////////////////////////////////////////////
-// Introsort
+// Introsort 
 // with permission deriven from the following Java code:
 // http://ralphunden.net/content/tutorials/a-guide-to-introsort/
-// and he derived it from the SUN STL
+// and he derived it from the SUN STL 
 //////////////////////////////////////////////////////////////////////////////////////////////////////
 static int size_threshold = 16;
 /*
@@ -362,7 +362,7 @@ static void create_kdop_hull(BVHTree *tree, BVHNode *node, float *co, int numpoi
        float newminmax;
        float *bv = node->bv;
        int i, k;
-
+       
        // don't init boudings for the moving case
        if(!moving)
        {
@@ -372,7 +372,7 @@ static void create_kdop_hull(BVHTree *tree, BVHNode *node, float *co, int numpoi
                        bv[2*i + 1] = -FLT_MAX;
                }
        }
-
+       
        for(k = 0; k < numpoints; k++)
        {
                // for all Axes.
@@ -394,7 +394,7 @@ static void refit_kdop_hull(BVHTree *tree, BVHNode *node, int start, int end)
        int i, j;
        float *bv = node->bv;
 
-
+       
        for (i = tree->start_axis; i < tree->stop_axis; i++)
        {
                bv[2*i] = FLT_MAX;
@@ -406,10 +406,10 @@ static void refit_kdop_hull(BVHTree *tree, BVHNode *node, int start, int end)
 // for all Axes.
                for (i = tree->start_axis; i < tree->stop_axis; i++)
                {
-                       newmin = tree->nodes[j]->bv[(2 * i)];
+                       newmin = tree->nodes[j]->bv[(2 * i)];   
                        if ((newmin < bv[(2 * i)]))
                                bv[(2 * i)] = newmin;
-
                        newmax = tree->nodes[j]->bv[(2 * i) + 1];
                        if ((newmax > bv[(2 * i) + 1]))
                                bv[(2 * i) + 1] = newmax;
@@ -427,14 +427,14 @@ static char get_largest_axis(float *bv)
        middle_point[0] = (bv[1]) - (bv[0]); // x axis
        middle_point[1] = (bv[3]) - (bv[2]); // y axis
        middle_point[2] = (bv[5]) - (bv[4]); // z axis
-       if (middle_point[0] > middle_point[1])
+       if (middle_point[0] > middle_point[1]) 
        {
                if (middle_point[0] > middle_point[2])
                        return 1; // max x axis
                else
                        return 5; // max z axis
        }
-       else
+       else 
        {
                if (middle_point[1] > middle_point[2])
                        return 3; // max y axis
@@ -448,24 +448,24 @@ static char get_largest_axis(float *bv)
 static void node_join(BVHTree *tree, BVHNode *node)
 {
        int i, j;
-
+       
        for (i = tree->start_axis; i < tree->stop_axis; i++)
        {
                node->bv[2*i] = FLT_MAX;
                node->bv[2*i + 1] = -FLT_MAX;
        }
-
+       
        for (i = 0; i < tree->tree_type; i++)
        {
-               if (node->children[i])
+               if (node->children[i]) 
                {
                        for (j = tree->start_axis; j < tree->stop_axis; j++)
                        {
-                               // update minimum
-                               if (node->children[i]->bv[(2 * j)] < node->bv[(2 * j)])
+                               // update minimum 
+                               if (node->children[i]->bv[(2 * j)] < node->bv[(2 * j)]) 
                                        node->bv[(2 * j)] = node->children[i]->bv[(2 * j)];
-
-                               // update maximum
+                               
+                               // update maximum 
                                if (node->children[i]->bv[(2 * j) + 1] > node->bv[(2 * j) + 1])
                                        node->bv[(2 * j) + 1] = node->children[i]->bv[(2 * j) + 1];
                        }
@@ -518,7 +518,7 @@ static void bvhtree_info(BVHTree *tree)
 static void verify_tree(BVHTree *tree)
 {
        int i, j, check = 0;
-
+       
        // check the pointer list
        for(i = 0; i < tree->totleaf; i++)
        {
@@ -538,7 +538,7 @@ static void verify_tree(BVHTree *tree)
                        check = 0;
                }
        }
-
+       
        // check the leaf list
        for(i = 0; i < tree->totleaf; i++)
        {
@@ -558,7 +558,7 @@ static void verify_tree(BVHTree *tree)
                        check = 0;
                }
        }
-
+       
        printf("branches: %d, leafs: %d, total: %d\n", tree->totbranch, tree->totleaf, tree->totbranch + tree->totleaf);
 }
 #endif
@@ -703,7 +703,7 @@ static void non_recursive_bvh_div_nodes(BVHTree *tree, BVHNode *branches_array,
 
        BVHBuildHelper data;
        int depth;
-
+       
        // set parent from root node to NULL
        BVHNode *tmp = branches_array+0;
        tmp->parent = NULL;
@@ -722,7 +722,7 @@ static void non_recursive_bvh_div_nodes(BVHTree *tree, BVHNode *branches_array,
        }
 
        branches_array--;       //Implicit trees use 1-based indexs
-
+       
        build_implicit_tree_helper(tree, &data);
 
        //Loop tree levels (log N) loops
@@ -806,11 +806,11 @@ BVHTree *BLI_bvhtree_new(int maxsize, float epsilon, char tree_type, char axis)
 {
        BVHTree *tree;
        int numnodes, i;
-
+       
        // theres not support for trees below binary-trees :P
        if(tree_type < 2)
                return NULL;
-
+       
        if(tree_type > MAX_TREETYPE)
                return NULL;
 
@@ -820,13 +820,13 @@ BVHTree *BLI_bvhtree_new(int maxsize, float epsilon, char tree_type, char axis)
        //so that tangent rays can still hit a bounding volume..
        //this bug would show up when casting a ray aligned with a kdop-axis and with an edge of 2 faces
        epsilon = MAX2(FLT_EPSILON, epsilon);
-
+       
        if(tree)
        {
                tree->epsilon = epsilon;
-               tree->tree_type = tree_type;
+               tree->tree_type = tree_type; 
                tree->axis = axis;
-
+               
                if(axis == 26)
                {
                        tree->start_axis = 0;
@@ -863,13 +863,13 @@ BVHTree *BLI_bvhtree_new(int maxsize, float epsilon, char tree_type, char axis)
                numnodes = maxsize + implicit_needed_branches(tree_type, maxsize) + tree_type;
 
                tree->nodes = (BVHNode **)MEM_callocN(sizeof(BVHNode *)*numnodes, "BVHNodes");
-
+               
                if(!tree->nodes)
                {
                        MEM_freeN(tree);
                        return NULL;
                }
-
+               
                tree->nodebv = (float*)MEM_callocN(sizeof(float)* axis * numnodes, "BVHNodeBV");
                if(!tree->nodebv)
                {
@@ -886,7 +886,7 @@ BVHTree *BLI_bvhtree_new(int maxsize, float epsilon, char tree_type, char axis)
                }
 
                tree->nodearray = (BVHNode *)MEM_callocN(sizeof(BVHNode)* numnodes, "BVHNodeArray");
-
+               
                if(!tree->nodearray)
                {
                        MEM_freeN(tree->nodechild);
@@ -902,14 +902,14 @@ BVHTree *BLI_bvhtree_new(int maxsize, float epsilon, char tree_type, char axis)
                        tree->nodearray[i].bv = tree->nodebv + i * axis;
                        tree->nodearray[i].children = tree->nodechild + i * tree_type;
                }
-
+               
        }
 
        return tree;
 }
 
 void BLI_bvhtree_free(BVHTree *tree)
-{
+{      
        if(tree)
        {
                MEM_freeN(tree->nodes);
@@ -946,27 +946,27 @@ int BLI_bvhtree_insert(BVHTree *tree, int index, float *co, int numpoints)
 {
        int i;
        BVHNode *node = NULL;
-
+       
        // insert should only possible as long as tree->totbranch is 0
        if(tree->totbranch > 0)
                return 0;
-
+       
        if(tree->totleaf+1 >= MEM_allocN_len(tree->nodes)/sizeof(*(tree->nodes)))
                return 0;
-
+       
        // TODO check if have enough nodes in array
-
+       
        node = tree->nodes[tree->totleaf] = &(tree->nodearray[tree->totleaf]);
        tree->totleaf++;
-
+       
        create_kdop_hull(tree, node, co, numpoints, 0);
        node->index= index;
-
+       
        // inflate the bv with some epsilon
        for (i = tree->start_axis; i < tree->stop_axis; i++)
        {
-               node->bv[(2 * i)] -= tree->epsilon; // minimum
-               node->bv[(2 * i) + 1] += tree->epsilon; // maximum
+               node->bv[(2 * i)] -= tree->epsilon; // minimum 
+               node->bv[(2 * i) + 1] += tree->epsilon; // maximum 
        }
 
        return 1;
@@ -978,23 +978,23 @@ int BLI_bvhtree_update_node(BVHTree *tree, int index, float *co, float *co_movin
 {
        int i;
        BVHNode *node= NULL;
-
+       
        // check if index exists
        if(index > tree->totleaf)
                return 0;
-
+       
        node = tree->nodearray + index;
-
+       
        create_kdop_hull(tree, node, co, numpoints, 0);
-
+       
        if(co_moving)
                create_kdop_hull(tree, node, co_moving, numpoints, 1);
-
+       
        // inflate the bv with some epsilon
        for (i = tree->start_axis; i < tree->stop_axis; i++)
        {
-               node->bv[(2 * i)] -= tree->epsilon; // minimum
-               node->bv[(2 * i) + 1] += tree->epsilon; // maximum
+               node->bv[(2 * i)] -= tree->epsilon; // minimum 
+               node->bv[(2 * i) + 1] += tree->epsilon; // maximum 
        }
 
        return 1;
@@ -1030,24 +1030,24 @@ static int tree_overlap(BVHNode *node1, BVHNode *node2, int start_axis, int stop
        float *bv2 = node2->bv;
 
        float *bv1_end = bv1 + (stop_axis<<1);
-
+               
        bv1 += start_axis<<1;
        bv2 += start_axis<<1;
-
+       
        // test all axis if min + max overlap
        for (; bv1 != bv1_end; bv1+=2, bv2+=2)
        {
-               if ((*(bv1) > *(bv2 + 1)) || (*(bv2) > *(bv1 + 1)))
+               if ((*(bv1) > *(bv2 + 1)) || (*(bv2) > *(bv1 + 1))) 
                        return 0;
        }
-
+       
        return 1;
 }
 
 static void traverse(BVHOverlapData *data, BVHNode *node1, BVHNode *node2)
 {
        int j;
-
+       
        if(tree_overlap(node1, node2, data->start_axis, data->stop_axis))
        {
                // check if node1 is a leaf
@@ -1056,17 +1056,17 @@ static void traverse(BVHOverlapData *data, BVHNode *node1, BVHNode *node2)
                        // check if node2 is a leaf
                        if(!node2->totnode)
                        {
-
+                               
                                if(node1 == node2)
                                {
                                        return;
                                }
-
+                                       
                                if(data->i >= data->max_overlap)
-                               {
+                               {       
                                        // try to make alloc'ed memory bigger
                                        data->overlap = realloc(data->overlap, sizeof(BVHTreeOverlap)*data->max_overlap*2);
-
+                                       
                                        if(!data->overlap)
                                        {
                                                printf("Out of Memory in traverse\n");
@@ -1074,7 +1074,7 @@ static void traverse(BVHOverlapData *data, BVHNode *node1, BVHNode *node2)
                                        }
                                        data->max_overlap *= 2;
                                }
-
+                               
                                // both leafs, insert overlap!
                                data->overlap[data->i].indexA = node1->index;
                                data->overlap[data->i].indexB = node2->index;
@@ -1092,7 +1092,7 @@ static void traverse(BVHOverlapData *data, BVHNode *node1, BVHNode *node2)
                }
                else
                {
-
+                       
                        for(j = 0; j < data->tree2->tree_type; j++)
                        {
                                if(node1->children[j])
@@ -1108,21 +1108,21 @@ BVHTreeOverlap *BLI_bvhtree_overlap(BVHTree *tree1, BVHTree *tree2, int *result)
        int j, total = 0;
        BVHTreeOverlap *overlap = NULL, *to = NULL;
        BVHOverlapData **data;
-
+       
        // check for compatibility of both trees (can't compare 14-DOP with 18-DOP)
        if((tree1->axis != tree2->axis) && (tree1->axis == 14 || tree2->axis == 14) && (tree1->axis == 18 || tree2->axis == 18))
                return 0;
-
+       
        // fast check root nodes for collision before doing big splitting + traversal
        if(!tree_overlap(tree1->nodes[tree1->totleaf], tree2->nodes[tree2->totleaf], MIN2(tree1->start_axis, tree2->start_axis), MIN2(tree1->stop_axis, tree2->stop_axis)))
                return 0;
 
        data = MEM_callocN(sizeof(BVHOverlapData *)* tree1->tree_type, "BVHOverlapData_star");
-
+       
        for(j = 0; j < tree1->tree_type; j++)
        {
                data[j] = (BVHOverlapData *)MEM_callocN(sizeof(BVHOverlapData), "BVHOverlapData");
-
+               
                // init BVHOverlapData
                data[j]->overlap = (BVHTreeOverlap *)malloc(sizeof(BVHTreeOverlap)*MAX2(tree1->totleaf, tree2->totleaf));
                data[j]->tree1 = tree1;
@@ -1138,25 +1138,25 @@ BVHTreeOverlap *BLI_bvhtree_overlap(BVHTree *tree1, BVHTree *tree2, int *result)
        {
                traverse(data[j], tree1->nodes[tree1->totleaf]->children[j], tree2->nodes[tree2->totleaf]);
        }
-
+       
        for(j = 0; j < tree1->tree_type; j++)
                total += data[j]->i;
-
+       
        to = overlap = (BVHTreeOverlap *)MEM_callocN(sizeof(BVHTreeOverlap)*total, "BVHTreeOverlap");
-
+       
        for(j = 0; j < tree1->tree_type; j++)
        {
                memcpy(to, data[j]->overlap, data[j]->i*sizeof(BVHTreeOverlap));
                to+=data[j]->i;
        }
-
+       
        for(j = 0; j < tree1->tree_type; j++)
        {
                free(data[j]->overlap);
                MEM_freeN(data[j]);
        }
        MEM_freeN(data);
-
+       
        (*result) = total;
        return overlap;
 }
@@ -1173,7 +1173,7 @@ static float squared_dist(const float *a, const float *b)
 }
 
 //Determines the nearest point of the given node BV. Returns the squared distance to that point.
-static float calc_nearest_point(BVHNearestData *data, BVHNode *node, float *nearest)
+static float calc_nearest_point(const float *proj, BVHNode *node, float *nearest)
 {
        int i;
        const float *bv = node->bv;
@@ -1181,12 +1181,12 @@ static float calc_nearest_point(BVHNearestData *data, BVHNode *node, float *near
        //nearest on AABB hull
        for(i=0; i != 3; i++, bv += 2)
        {
-               if(bv[0] > data->proj[i])
+               if(bv[0] > proj[i])
                        nearest[i] = bv[0];
-               else if(bv[1] < data->proj[i])
+               else if(bv[1] < proj[i])
                        nearest[i] = bv[1];
                else
-                       nearest[i] = data->proj[i];
+                       nearest[i] = proj[i]; 
        }
 
 /*
@@ -1208,7 +1208,7 @@ static float calc_nearest_point(BVHNearestData *data, BVHNode *node, float *near
                }
        }
 */
-       return squared_dist(data->co, nearest);
+       return squared_dist(proj, nearest);
 }
 
 
@@ -1231,7 +1231,7 @@ static void dfs_find_nearest_dfs(BVHNearestData *data, BVHNode *node)
                else
                {
                        data->nearest.index     = node->index;
-                       data->nearest.dist      = calc_nearest_point(data, node, data->nearest.co);
+                       data->nearest.dist      = calc_nearest_point(data->proj, node, data->nearest.co);
                }
        }
        else
@@ -1240,12 +1240,12 @@ static void dfs_find_nearest_dfs(BVHNearestData *data, BVHNode *node)
                int i;
                float nearest[3];
 
-               if(data->proj[ (int)node->main_axis ] <= node->children[0]->bv[(int)node->main_axis*2+1])
+               if(data->proj[ node->main_axis ] <= node->children[0]->bv[node->main_axis*2+1])
                {
 
                        for(i=0; i != node->totnode; i++)
                        {
-                               if( calc_nearest_point(data, node->children[i], nearest) >= data->nearest.dist) continue;
+                               if( calc_nearest_point(data->proj, node->children[i], nearest) >= data->nearest.dist) continue;
                                dfs_find_nearest_dfs(data, node->children[i]);
                        }
                }
@@ -1253,7 +1253,7 @@ static void dfs_find_nearest_dfs(BVHNearestData *data, BVHNode *node)
                {
                        for(i=node->totnode-1; i >= 0 ; i--)
                        {
-                               if( calc_nearest_point(data, node->children[i], nearest) >= data->nearest.dist) continue;
+                               if( calc_nearest_point(data->proj, node->children[i], nearest) >= data->nearest.dist) continue;
                                dfs_find_nearest_dfs(data, node->children[i]);
                        }
                }
@@ -1263,7 +1263,7 @@ static void dfs_find_nearest_dfs(BVHNearestData *data, BVHNode *node)
 static void dfs_find_nearest_begin(BVHNearestData *data, BVHNode *node)
 {
        float nearest[3], sdist;
-       sdist = calc_nearest_point(data, node, nearest);
+       sdist = calc_nearest_point(data->proj, node, nearest);
        if(sdist >= data->nearest.dist) return;
        dfs_find_nearest_dfs(data, node);
 }
@@ -1301,7 +1301,7 @@ static void bfs_find_nearest(BVHNearestData *data, BVHNode *node)
        }
 
        current.node = node;
-       current.dist = calc_nearest_point(data, node, nearest);
+       current.dist = calc_nearest_point(data->proj, node, nearest);
 
        while(current.dist < data->nearest.dist)
        {
@@ -1329,7 +1329,7 @@ static void bfs_find_nearest(BVHNearestData *data, BVHNode *node)
                                }
 
                                heap[heap_size].node = current.node->children[i];
-                               heap[heap_size].dist = calc_nearest_point(data, current.node->children[i], nearest);
+                               heap[heap_size].dist = calc_nearest_point(data->proj, current.node->children[i], nearest);
 
                                if(heap[heap_size].dist >= data->nearest.dist) continue;
                                heap_size++;
@@ -1339,7 +1339,7 @@ static void bfs_find_nearest(BVHNearestData *data, BVHNode *node)
                                push_heaps++;
                        }
                }
-
+               
                if(heap_size == 0) break;
 
                current = heap[0];
@@ -1355,6 +1355,7 @@ static void bfs_find_nearest(BVHNearestData *data, BVHNode *node)
 }
 #endif
 
+
 int BLI_bvhtree_find_nearest(BVHTree *tree, const float *co, BVHTreeNearest *nearest, BVHTree_NearestPointCallback callback, void *userdata)
 {
        int i;
@@ -1435,7 +1436,7 @@ static float ray_nearest_hit(BVHRayCastData *data, float *bv)
                                if(lu > low)   low = lu;
                                if(ll < upper) upper = ll;
                        }
-
+       
                        if(low > upper) return FLT_MAX;
                }
        }
@@ -1532,28 +1533,115 @@ float BLI_bvhtree_bb_raycast(float *bv, float *light_start, float *light_end, fl
        float dist = 0.0;
 
        data.hit.dist = FLT_MAX;
-
+       
        // get light direction
        data.ray.direction[0] = light_end[0] - light_start[0];
        data.ray.direction[1] = light_end[1] - light_start[1];
        data.ray.direction[2] = light_end[2] - light_start[2];
-
+       
        data.ray.radius = 0.0;
-
+       
        data.ray.origin[0] = light_start[0];
        data.ray.origin[1] = light_start[1];
        data.ray.origin[2] = light_start[2];
-
+       
        Normalize(data.ray.direction);
        VECCOPY(data.ray_dot_axis, data.ray.direction);
-
+       
        dist = ray_nearest_hit(&data, bv);
-
+       
        if(dist > 0.0)
        {
                VECADDFAC(pos, light_start, data.ray.direction, dist);
        }
        return dist;
+       
+}
+
+/*
+ * Range Query - as request by broken :P
+ *
+ * Allocs and fills an array with the indexs of node that are on the given spherical range (center, radius) 
+ * Returns the size of the array.
+ */
+typedef struct RangeQueryData
+{
+       BVHTree *tree;
+       const float *center;
+       float radius;                   //squared radius
+
+       int hits;
+
+       BVHTree_RangeQuery callback;
+       void *userdata;
+
+
+} RangeQueryData;
+
+
+static void dfs_range_query(RangeQueryData *data, BVHNode *node)
+{
+       if(node->totnode == 0)
+       {
+
+               //Calculate the node min-coords (if the node was a point then this is the point coordinates)
+               float co[3];
+               co[0] = node->bv[0];
+               co[1] = node->bv[2];
+               co[2] = node->bv[4];
 
+       }
+       else
+       {
+               int i;
+               for(i=0; i != node->totnode; i++)
+               {
+                       float nearest[3];
+                       float dist = calc_nearest_point(data->center, node->children[i], nearest);
+                       if(dist < data->radius)
+                       {
+                               //Its a leaf.. call the callback
+                               if(node->children[i]->totnode == 0)
+                               {
+                                       data->hits++;
+                                       data->callback( data->userdata, node->children[i]->index, dist );
+                               }
+                               else
+                                       dfs_range_query( data, node->children[i] );
+                       }
+               }
+       }
 }
 
+int BLI_bvhtree_range_query(BVHTree *tree, const float *co, float radius, BVHTree_RangeQuery callback, void *userdata)
+{
+       BVHNode * root = tree->nodes[tree->totleaf];
+
+       RangeQueryData data;
+       data.tree = tree;
+       data.center = co;
+       data.radius = radius*radius;
+       data.hits = 0;
+
+       data.callback = callback;
+       data.userdata = userdata;
+
+       if(root != NULL)
+       {
+               float nearest[3];
+               float dist = calc_nearest_point(data.center, root, nearest);
+               if(dist < data.radius)
+               {
+                       //Its a leaf.. call the callback
+                       if(root->totnode == 0)
+                       {
+                               data.hits++;
+                               data.callback( data.userdata, root->index, dist );
+                       }
+                       else
+                               dfs_range_query( &data, root );
+               }
+       }
+
+       return data.hits;
+}
index a26e333e09554ed0353f0b1d36eed9f150095f8b..ebead4bce9bb10d714133f9e6721f45c2022be7c 100644 (file)
@@ -2176,6 +2176,13 @@ void VecSubf(float *v, float *v1, float *v2)
        v[2]= v1[2]- v2[2];
 }
 
+void VecMulVecf(float *v, float *v1, float *v2)
+{
+       v[0] = v1[0] * v2[0];
+       v[1] = v1[1] * v2[1];
+       v[2] = v1[2] * v2[2];
+}
+
 void VecLerpf(float *target, float *a, float *b, float t)
 {
        float s = 1.0f-t;
diff --git a/source/blender/blenlib/intern/voxel.c b/source/blender/blenlib/intern/voxel.c
new file mode 100644 (file)
index 0000000..b5b2ae7
--- /dev/null
@@ -0,0 +1,299 @@
+/**
+ *
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program 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 General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Matt Ebb, Raul Fernandez Hernandez (Farsthary).
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+#include <math.h>
+
+#include "BLI_voxel.h"
+
+#include "BKE_utildefines.h"
+
+
+#if defined( _MSC_VER ) && !defined( __cplusplus )
+# define inline __inline
+#endif // defined( _MSC_VER ) && !defined( __cplusplus )
+
+static inline float D(float *data,  int *res, int x, int y, int z)
+{
+       CLAMP(x, 0, res[0]-1);
+       CLAMP(y, 0, res[1]-1);
+       CLAMP(z, 0, res[2]-1);
+       return data[ V_I(x, y, z, res) ];
+}
+
+/* *** nearest neighbour *** */
+/* input coordinates must be in bounding box 0.0 - 1.0 */
+float voxel_sample_nearest(float *data, int *res, float *co)
+{
+       int xi, yi, zi;
+       
+       xi = co[0] * res[0];
+       yi = co[1] * res[1];
+       zi = co[2] * res[2];
+       
+       return D(data, res, xi, yi, zi);
+}
+
+
+/* *** trilinear *** */
+/* input coordinates must be in bounding box 0.0 - 1.0 */
+
+static inline float lerp(float t, float v1, float v2) {
+       return (1.f - t) * v1 + t * v2;
+}
+
+/* trilinear interpolation - taken partly from pbrt's implementation: http://www.pbrt.org */
+float voxel_sample_trilinear(float *data, int *res, float *co)
+{
+       float voxx, voxy, voxz;
+       int vx, vy, vz;
+       float dx, dy, dz;
+       float d00, d10, d01, d11, d0, d1, d_final;
+       
+       if (!data) return 0.f;
+       
+       voxx = co[0] * res[0] - 0.5f;
+       voxy = co[1] * res[1] - 0.5f;
+       voxz = co[2] * res[2] - 0.5f;
+       
+       vx = (int)voxx; vy = (int)voxy; vz = (int)voxz;
+       
+       dx = voxx - vx; dy = voxy - vy; dz = voxz - vz;
+       
+       d00 = lerp(dx, D(data, res, vx, vy, vz),                D(data, res, vx+1, vy, vz));
+       d10 = lerp(dx, D(data, res, vx, vy+1, vz),              D(data, res, vx+1, vy+1, vz));
+       d01 = lerp(dx, D(data, res, vx, vy, vz+1),              D(data, res, vx+1, vy, vz+1));
+       d11 = lerp(dx, D(data, res, vx, vy+1, vz+1),    D(data, res, vx+1, vy+1, vz+1));
+       d0 = lerp(dy, d00, d10);
+       d1 = lerp(dy, d01, d11);
+       d_final = lerp(dz, d0, d1);
+       
+       return d_final;
+}
+
+/* *** tricubic *** */
+
+int C[64][64] = {
+{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+{ 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+{-3, 3, 0, 0, 0, 0, 0, 0,-2,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+{ 2,-2, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,-3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,-2,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2,-2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+{-3, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,-2, 0,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+{ 0, 0, 0, 0, 0, 0, 0, 0,-3, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,-2, 0,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+{ 9,-9,-9, 9, 0, 0, 0, 0, 6, 3,-6,-3, 0, 0, 0, 0, 6,-6, 3,-3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 2, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+{-6, 6, 6,-6, 0, 0, 0, 0,-3,-3, 3, 3, 0, 0, 0, 0,-4, 4,-2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,-2,-2,-1,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+{ 2, 0,-2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+{ 0, 0, 0, 0, 0, 0, 0, 0, 2, 0,-2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+{-6, 6, 6,-6, 0, 0, 0, 0,-4,-2, 4, 2, 0, 0, 0, 0,-3, 3,-3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,-2,-1,-2,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+{ 4,-4,-4, 4, 0, 0, 0, 0, 2, 2,-2,-2, 0, 0, 0, 0, 2,-2, 2,-2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,-3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,-2,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2,-2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0},
+{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,-3, 3, 0, 0, 0, 0, 0, 0,-2,-1, 0, 0, 0, 0, 0, 0},
+{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2,-2, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0},
+{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,-3, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,-2, 0,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,-3, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,-2, 0,-1, 0, 0, 0, 0, 0},
+{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9,-9,-9, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 3,-6,-3, 0, 0, 0, 0, 6,-6, 3,-3, 0, 0, 0, 0, 4, 2, 2, 1, 0, 0, 0, 0},
+{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,-6, 6, 6,-6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,-3,-3, 3, 3, 0, 0, 0, 0,-4, 4,-2, 2, 0, 0, 0, 0,-2,-2,-1,-1, 0, 0, 0, 0},
+{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0,-2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0,-2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0},
+{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,-6, 6, 6,-6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,-4,-2, 4, 2, 0, 0, 0, 0,-3, 3,-3, 3, 0, 0, 0, 0,-2,-1,-2,-1, 0, 0, 0, 0},
+{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4,-4,-4, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2,-2,-2, 0, 0, 0, 0, 2,-2, 2,-2, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0},
+{-3, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,-2, 0, 0, 0,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+{ 0, 0, 0, 0, 0, 0, 0, 0,-3, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,-2, 0, 0, 0,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+{ 9,-9, 0, 0,-9, 9, 0, 0, 6, 3, 0, 0,-6,-3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6,-6, 0, 0, 3,-3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 2, 0, 0, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+{-6, 6, 0, 0, 6,-6, 0, 0,-3,-3, 0, 0, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,-4, 4, 0, 0,-2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,-2,-2, 0, 0,-1,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,-3, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,-2, 0, 0, 0,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,-3, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,-2, 0, 0, 0,-1, 0, 0, 0},
+{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9,-9, 0, 0,-9, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 3, 0, 0,-6,-3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6,-6, 0, 0, 3,-3, 0, 0, 4, 2, 0, 0, 2, 1, 0, 0},
+{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,-6, 6, 0, 0, 6,-6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,-3,-3, 0, 0, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,-4, 4, 0, 0,-2, 2, 0, 0,-2,-2, 0, 0,-1,-1, 0, 0},
+{ 9, 0,-9, 0,-9, 0, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 3, 0,-6, 0,-3, 0, 6, 0,-6, 0, 3, 0,-3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 2, 0, 2, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+{ 0, 0, 0, 0, 0, 0, 0, 0, 9, 0,-9, 0,-9, 0, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 3, 0,-6, 0,-3, 0, 6, 0,-6, 0, 3, 0,-3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 2, 0, 2, 0, 1, 0},
+{-27,27,27,-27,27,-27,-27,27,-18,-9,18, 9,18, 9,-18,-9,-18,18,-9, 9,18,-18, 9,-9,-18,18,18,-18,-9, 9, 9,-9,-12,-6,-6,-3,12, 6, 6, 3,-12,-6,12, 6,-6,-3, 6, 3,-12,12,-6, 6,-6, 6,-3, 3,-8,-4,-4,-2,-4,-2,-2,-1},
+{18,-18,-18,18,-18,18,18,-18, 9, 9,-9,-9,-9,-9, 9, 9,12,-12, 6,-6,-12,12,-6, 6,12,-12,-12,12, 6,-6,-6, 6, 6, 6, 3, 3,-6,-6,-3,-3, 6, 6,-6,-6, 3, 3,-3,-3, 8,-8, 4,-4, 4,-4, 2,-2, 4, 4, 2, 2, 2, 2, 1, 1},
+{-6, 0, 6, 0, 6, 0,-6, 0, 0, 0, 0, 0, 0, 0, 0, 0,-3, 0,-3, 0, 3, 0, 3, 0,-4, 0, 4, 0,-2, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,-2, 0,-2, 0,-1, 0,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+{ 0, 0, 0, 0, 0, 0, 0, 0,-6, 0, 6, 0, 6, 0,-6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,-3, 0,-3, 0, 3, 0, 3, 0,-4, 0, 4, 0,-2, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0,-2, 0,-2, 0,-1, 0,-1, 0},
+{18,-18,-18,18,-18,18,18,-18,12, 6,-12,-6,-12,-6,12, 6, 9,-9, 9,-9,-9, 9,-9, 9,12,-12,-12,12, 6,-6,-6, 6, 6, 3, 6, 3,-6,-3,-6,-3, 8, 4,-8,-4, 4, 2,-4,-2, 6,-6, 6,-6, 3,-3, 3,-3, 4, 2, 4, 2, 2, 1, 2, 1},
+{-12,12,12,-12,12,-12,-12,12,-6,-6, 6, 6, 6, 6,-6,-6,-6, 6,-6, 6, 6,-6, 6,-6,-8, 8, 8,-8,-4, 4, 4,-4,-3,-3,-3,-3, 3, 3, 3, 3,-4,-4, 4, 4,-2,-2, 2, 2,-4, 4,-4, 4,-2, 2,-2, 2,-2,-2,-2,-2,-1,-1,-1,-1},
+{ 2, 0, 0, 0,-2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+{ 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0,-2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+{-6, 6, 0, 0, 6,-6, 0, 0,-4,-2, 0, 0, 4, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,-3, 3, 0, 0,-3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,-2,-1, 0, 0,-2,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+{ 4,-4, 0, 0,-4, 4, 0, 0, 2, 2, 0, 0,-2,-2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2,-2, 0, 0, 2,-2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0,-2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0,-2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
+{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,-6, 6, 0, 0, 6,-6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,-4,-2, 0, 0, 4, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,-3, 3, 0, 0,-3, 3, 0, 0,-2,-1, 0, 0,-2,-1, 0, 0},
+{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4,-4, 0, 0,-4, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 0, 0,-2,-2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2,-2, 0, 0, 2,-2, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0},
+{-6, 0, 6, 0, 6, 0,-6, 0, 0, 0, 0, 0, 0, 0, 0, 0,-4, 0,-2, 0, 4, 0, 2, 0,-3, 0, 3, 0,-3, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,-2, 0,-1, 0,-2, 0,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+{ 0, 0, 0, 0, 0, 0, 0, 0,-6, 0, 6, 0, 6, 0,-6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,-4, 0,-2, 0, 4, 0, 2, 0,-3, 0, 3, 0,-3, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0,-2, 0,-1, 0,-2, 0,-1, 0},
+{18,-18,-18,18,-18,18,18,-18,12, 6,-12,-6,-12,-6,12, 6,12,-12, 6,-6,-12,12,-6, 6, 9,-9,-9, 9, 9,-9,-9, 9, 8, 4, 4, 2,-8,-4,-4,-2, 6, 3,-6,-3, 6, 3,-6,-3, 6,-6, 3,-3, 6,-6, 3,-3, 4, 2, 2, 1, 4, 2, 2, 1},
+{-12,12,12,-12,12,-12,-12,12,-6,-6, 6, 6, 6, 6,-6,-6,-8, 8,-4, 4, 8,-8, 4,-4,-6, 6, 6,-6,-6, 6, 6,-6,-4,-4,-2,-2, 4, 4, 2, 2,-3,-3, 3, 3,-3,-3, 3, 3,-4, 4,-2, 2,-4, 4,-2, 2,-2,-2,-1,-1,-2,-2,-1,-1},
+{ 4, 0,-4, 0,-4, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 2, 0,-2, 0,-2, 0, 2, 0,-2, 0, 2, 0,-2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+{ 0, 0, 0, 0, 0, 0, 0, 0, 4, 0,-4, 0,-4, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 2, 0,-2, 0,-2, 0, 2, 0,-2, 0, 2, 0,-2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 1, 0, 1, 0},
+{-12,12,12,-12,12,-12,-12,12,-8,-4, 8, 4, 8, 4,-8,-4,-6, 6,-6, 6, 6,-6, 6,-6,-6, 6, 6,-6,-6, 6, 6,-6,-4,-2,-4,-2, 4, 2, 4, 2,-4,-2, 4, 2,-4,-2, 4, 2,-3, 3,-3, 3,-3, 3,-3, 3,-2,-1,-2,-1,-2,-1,-2,-1},
+{ 8,-8,-8, 8,-8, 8, 8,-8, 4, 4,-4,-4,-4,-4, 4, 4, 4,-4, 4,-4,-4, 4,-4, 4, 4,-4,-4, 4, 4,-4,-4, 4, 2, 2, 2, 2,-2,-2,-2,-2, 2, 2,-2,-2, 2, 2,-2,-2, 2,-2, 2,-2, 2,-2, 2,-2, 1, 1, 1, 1, 1, 1, 1, 1}};
+
+static int ijk2n(int i, int j, int k) {
+       return(i+4*j+16*k);
+}
+
+static void tricubic_get_coeff_stacked(float a[64], float x[64]) {
+       int i,j;
+       for (i=0;i<64;i++) {
+               a[i]=(float)(0.0);
+               for (j=0;j<64;j++) {
+                       a[i]+=C[i][j]*x[j];
+               }
+       }
+}
+
+
+
+
+static void tricubic_get_coeff(float a[64], float f[8], float dfdx[8], float dfdy[8], float dfdz[8], float d2fdxdy[8], float d2fdxdz[8], float d2fdydz[8], float d3fdxdydz[8]) {
+       int i;
+       float x[64];
+       for (i=0;i<8;i++) {
+               x[0+i]=f[i];
+               x[8+i]=dfdx[i];
+               x[16+i]=dfdy[i];
+               x[24+i]=dfdz[i];
+               x[32+i]=d2fdxdy[i];
+               x[40+i]=d2fdxdz[i];
+               x[48+i]=d2fdydz[i];
+               x[56+i]=d3fdxdydz[i];
+       }
+       tricubic_get_coeff_stacked(a,x);
+}
+
+static float tricubic_eval(float a[64], float x, float y, float z) {
+       int i,j,k;
+       float ret=(float)(0.0);
+       
+       for (i=0;i<4;i++) {
+               for (j=0;j<4;j++) {
+                       for (k=0;k<4;k++) {
+                               ret+=a[ijk2n(i,j,k)]*pow(x,i)*pow(y,j)*pow(z,k);
+                       }
+               }
+       }
+       return(ret);
+}
+
+/* tricubic interpolation
+ * from 'libtricubic': http://www.lekien.com/~francois/software/tricubic/ 
+ * input coordinates must be in bounding box 0.0 - 1.0 */
+float voxel_sample_tricubic(float *data, int *res, float *co)
+{
+       float xx, yy, zz;
+       int xi,yi,zi;
+       int *n = res;
+       float dx,dy,dz;
+       float a[64];
+       
+       xx = co[0] * res[0] - 0.5f;
+       yy = co[1] * res[1] - 0.5f;
+       zz = co[2] * res[2] - 0.5f;
+       
+       xi = (int)xx; yi = (int)yy; zi = (int)zz;
+       
+       {
+               float fval[8]={data[V_I(xi,yi,zi,n)],data[V_I(xi+1,yi,zi,n)],data[V_I(xi,yi+1,zi,n)],data[V_I(xi+1,yi+1,zi,n)],data[V_I(xi,yi,zi+1,n)],data[V_I(xi+1,yi,zi+1,n)],data[V_I(xi,yi+1,zi+1,n)],data[V_I(xi+1,yi+1,zi+1,n)]}; 
+               
+               float dfdxval[8]={0.5f*(data[V_I(xi+1,yi,zi,n)]-data[V_I(xi-1,yi,zi,n)]),0.5f*(data[V_I(xi+2,yi,zi,n)]-data[V_I(xi,yi,zi,n)]),
+                       0.5f*(data[V_I(xi+1,yi+1,zi,n)]-data[V_I(xi-1,yi+1,zi,n)]),0.5f*(data[V_I(xi+2,yi+1,zi,n)]-data[V_I(xi,yi+1,zi,n)]),
+                       0.5f*(data[V_I(xi+1,yi,zi+1,n)]-data[V_I(xi-1,yi,zi+1,n)]),0.5f*(data[V_I(xi+2,yi,zi+1,n)]-data[V_I(xi,yi,zi+1,n)]),
+                       0.5f*(data[V_I(xi+1,yi+1,zi+1,n)]-data[V_I(xi-1,yi+1,zi+1,n)]),
+                       0.5f*(data[V_I(xi+2,yi+1,zi+1,n)]-data[V_I(xi,yi+1,zi+1,n)])};                                          
+               
+               float dfdyval[8]={0.5f*(data[V_I(xi,yi+1,zi,n)]-data[V_I(xi,yi-1,zi,n)]),0.5f*(data[V_I(xi+1,yi+1,zi,n)]-data[V_I(xi+1,yi-1,zi,n)]),
+                       0.5f*(data[V_I(xi,yi+2,zi,n)]-data[V_I(xi,yi,zi,n)]),0.5f*(data[V_I(xi+1,yi+2,zi,n)]-data[V_I(xi+1,yi,zi,n)]),
+                       0.5f*(data[V_I(xi,yi+1,zi+1,n)]-data[V_I(xi,yi-1,zi+1,n)]),0.5f*(data[V_I(xi+1,yi+1,zi+1,n)]-data[V_I(xi+1,yi-1,zi+1,n)]),
+                       0.5f*(data[V_I(xi,yi+2,zi+1,n)]-data[V_I(xi,yi,zi+1,n)]),
+                       0.5f*(data[V_I(xi+1,yi+2,zi+1,n)]-data[V_I(xi+1,yi,zi+1,n)])};                                           
+               
+               float dfdzval[8]={0.5f*(data[V_I(xi,yi,zi+1,n)]-data[V_I(xi,yi,zi-1,n)]),0.5f*(data[V_I(xi+1,yi,zi+1,n)]-data[V_I(xi+1,yi,zi-1,n)]),
+                       0.5f*(data[V_I(xi,yi+1,zi+1,n)]-data[V_I(xi,yi+1,zi-1,n)]),0.5f*(data[V_I(xi+1,yi+1,zi+1,n)]-data[V_I(xi+1,yi+1,zi-1,n)]),
+                       0.5f*(data[V_I(xi,yi,zi+2,n)]-data[V_I(xi,yi,zi,n)]),0.5f*(data[V_I(xi+1,yi,zi+2,n)]-data[V_I(xi+1,yi,zi,n)]),
+                       0.5f*(data[V_I(xi,yi+1,zi+2,n)]-data[V_I(xi,yi+1,zi,n)]),
+                       0.5f*(data[V_I(xi+1,yi+1,zi+2,n)]-data[V_I(xi+1,yi+1,zi,n)])};                                           
+               
+               float d2fdxdyval[8]={0.25*(data[V_I(xi+1,yi+1,zi,n)]-data[V_I(xi-1,yi+1,zi,n)]-data[V_I(xi+1,yi-1,zi,n)]+data[V_I(xi-1,yi-1,zi,n)]),
+                       0.25*(data[V_I(xi+2,yi+1,zi,n)]-data[V_I(xi,yi+1,zi,n)]-data[V_I(xi+2,yi-1,zi,n)]+data[V_I(xi,yi-1,zi,n)]),
+                       0.25*(data[V_I(xi+1,yi+2,zi,n)]-data[V_I(xi-1,yi+2,zi,n)]-data[V_I(xi+1,yi,zi,n)]+data[V_I(xi-1,yi,zi,n)]),
+                       0.25*(data[V_I(xi+2,yi+2,zi,n)]-data[V_I(xi,yi+2,zi,n)]-data[V_I(xi+2,yi,zi,n)]+data[V_I(xi,yi,zi,n)]),
+                       0.25*(data[V_I(xi+1,yi+1,zi+1,n)]-data[V_I(xi-1,yi+1,zi+1,n)]-data[V_I(xi+1,yi-1,zi+1,n)]+data[V_I(xi-1,yi-1,zi+1,n)]),
+                       0.25*(data[V_I(xi+2,yi+1,zi+1,n)]-data[V_I(xi,yi+1,zi+1,n)]-data[V_I(xi+2,yi-1,zi+1,n)]+data[V_I(xi,yi-1,zi+1,n)]),
+                       0.25*(data[V_I(xi+1,yi+2,zi+1,n)]-data[V_I(xi-1,yi+2,zi+1,n)]-data[V_I(xi+1,yi,zi+1,n)]+data[V_I(xi-1,yi,zi+1,n)]),
+                       0.25*(data[V_I(xi+2,yi+2,zi+1,n)]-data[V_I(xi,yi+2,zi+1,n)]-data[V_I(xi+2,yi,zi+1,n)]+data[V_I(xi,yi,zi+1,n)])};                                                 
+               
+               float d2fdxdzval[8]={0.25f*(data[V_I(xi+1,yi,zi+1,n)]-data[V_I(xi-1,yi,zi+1,n)]-data[V_I(xi+1,yi,zi-1,n)]+data[V_I(xi-1,yi,zi-1,n)]),
+                       0.25f*(data[V_I(xi+2,yi,zi+1,n)]-data[V_I(xi,yi,zi+1,n)]-data[V_I(xi+2,yi,zi-1,n)]+data[V_I(xi,yi,zi-1,n)]),
+                       0.25f*(data[V_I(xi+1,yi+1,zi+1,n)]-data[V_I(xi-1,yi+1,zi+1,n)]-data[V_I(xi+1,yi+1,zi-1,n)]+data[V_I(xi-1,yi+1,zi-1,n)]),
+                       0.25f*(data[V_I(xi+2,yi+1,zi+1,n)]-data[V_I(xi,yi+1,zi+1,n)]-data[V_I(xi+2,yi+1,zi-1,n)]+data[V_I(xi,yi+1,zi-1,n)]),
+                       0.25f*(data[V_I(xi+1,yi,zi+2,n)]-data[V_I(xi-1,yi,zi+2,n)]-data[V_I(xi+1,yi,zi,n)]+data[V_I(xi-1,yi,zi,n)]),
+                       0.25f*(data[V_I(xi+2,yi,zi+2,n)]-data[V_I(xi,yi,zi+2,n)]-data[V_I(xi+2,yi,zi,n)]+data[V_I(xi,yi,zi,n)]),
+                       0.25f*(data[V_I(xi+1,yi+1,zi+2,n)]-data[V_I(xi-1,yi+1,zi+2,n)]-data[V_I(xi+1,yi+1,zi,n)]+data[V_I(xi-1,yi+1,zi,n)]),
+                       0.25f*(data[V_I(xi+2,yi+1,zi+2,n)]-data[V_I(xi,yi+1,zi+2,n)]-data[V_I(xi+2,yi+1,zi,n)]+data[V_I(xi,yi+1,zi,n)])};
+               
+               
+               float d2fdydzval[8]={0.25f*(data[V_I(xi,yi+1,zi+1,n)]-data[V_I(xi,yi-1,zi+1,n)]-data[V_I(xi,yi+1,zi-1,n)]+data[V_I(xi,yi-1,zi-1,n)]),
+                       0.25f*(data[V_I(xi+1,yi+1,zi+1,n)]-data[V_I(xi+1,yi-1,zi+1,n)]-data[V_I(xi+1,yi+1,zi-1,n)]+data[V_I(xi+1,yi-1,zi-1,n)]),
+                       0.25f*(data[V_I(xi,yi+2,zi+1,n)]-data[V_I(xi,yi,zi+1,n)]-data[V_I(xi,yi+2,zi-1,n)]+data[V_I(xi,yi,zi-1,n)]),
+                       0.25f*(data[V_I(xi+1,yi+2,zi+1,n)]-data[V_I(xi+1,yi,zi+1,n)]-data[V_I(xi+1,yi+2,zi-1,n)]+data[V_I(xi+1,yi,zi-1,n)]),
+                       0.25f*(data[V_I(xi,yi+1,zi+2,n)]-data[V_I(xi,yi-1,zi+2,n)]-data[V_I(xi,yi+1,zi,n)]+data[V_I(xi,yi-1,zi,n)]),
+                       0.25f*(data[V_I(xi+1,yi+1,zi+2,n)]-data[V_I(xi+1,yi-1,zi+2,n)]-data[V_I(xi+1,yi+1,zi,n)]+data[V_I(xi+1,yi-1,zi,n)]),
+                       0.25f*(data[V_I(xi,yi+2,zi+2,n)]-data[V_I(xi,yi,zi+2,n)]-data[V_I(xi,yi+2,zi,n)]+data[V_I(xi,yi,zi,n)]),
+                       0.25f*(data[V_I(xi+1,yi+2,zi+2,n)]-data[V_I(xi+1,yi,zi+2,n)]-data[V_I(xi+1,yi+2,zi,n)]+data[V_I(xi+1,yi,zi,n)])};
+               
+               
+               float d3fdxdydzval[8]={0.125f*(data[V_I(xi+1,yi+1,zi+1,n)]-data[V_I(xi-1,yi+1,zi+1,n)]-data[V_I(xi+1,yi-1,zi+1,n)]+data[V_I(xi-1,yi-1,zi+1,n)]-data[V_I(xi+1,yi+1,zi-1,n)]+data[V_I(xi-1,yi+1,zi-1,n)]+data[V_I(xi+1,yi-1,zi-1,n)]-data[V_I(xi-1,yi-1,zi-1,n)]),
+                       0.125f*(data[V_I(xi+2,yi+1,zi+1,n)]-data[V_I(xi,yi+1,zi+1,n)]-data[V_I(xi+2,yi-1,zi+1,n)]+data[V_I(xi,yi-1,zi+1,n)]-data[V_I(xi+2,yi+1,zi-1,n)]+data[V_I(xi,yi+1,zi-1,n)]+data[V_I(xi+2,yi-1,zi-1,n)]-data[V_I(xi,yi-1,zi-1,n)]),
+                       0.125f*(data[V_I(xi+1,yi+2,zi+1,n)]-data[V_I(xi-1,yi+2,zi+1,n)]-data[V_I(xi+1,yi,zi+1,n)]+data[V_I(xi-1,yi,zi+1,n)]-data[V_I(xi+1,yi+2,zi-1,n)]+data[V_I(xi-1,yi+2,zi-1,n)]+data[V_I(xi+1,yi,zi-1,n)]-data[V_I(xi-1,yi,zi-1,n)]),
+                       0.125f*(data[V_I(xi+2,yi+2,zi+1,n)]-data[V_I(xi,yi+2,zi+1,n)]-data[V_I(xi+2,yi,zi+1,n)]+data[V_I(xi,yi,zi+1,n)]-data[V_I(xi+2,yi+2,zi-1,n)]+data[V_I(xi,yi+2,zi-1,n)]+data[V_I(xi+2,yi,zi-1,n)]-data[V_I(xi,yi,zi-1,n)]),
+                       0.125f*(data[V_I(xi+1,yi+1,zi+2,n)]-data[V_I(xi-1,yi+1,zi+2,n)]-data[V_I(xi+1,yi-1,zi+2,n)]+data[V_I(xi-1,yi-1,zi+2,n)]-data[V_I(xi+1,yi+1,zi,n)]+data[V_I(xi-1,yi+1,zi,n)]+data[V_I(xi+1,yi-1,zi,n)]-data[V_I(xi-1,yi-1,zi,n)]),
+                       0.125f*(data[V_I(xi+2,yi+1,zi+2,n)]-data[V_I(xi,yi+1,zi+2,n)]-data[V_I(xi+2,yi-1,zi+2,n)]+data[V_I(xi,yi-1,zi+2,n)]-data[V_I(xi+2,yi+1,zi,n)]+data[V_I(xi,yi+1,zi,n)]+data[V_I(xi+2,yi-1,zi,n)]-data[V_I(xi,yi-1,zi,n)]),
+                       0.125f*(data[V_I(xi+1,yi+2,zi+2,n)]-data[V_I(xi-1,yi+2,zi+2,n)]-data[V_I(xi+1,yi,zi+2,n)]+data[V_I(xi-1,yi,zi+2,n)]-data[V_I(xi+1,yi+2,zi,n)]+data[V_I(xi-1,yi+2,zi,n)]+data[V_I(xi+1,yi,zi,n)]-data[V_I(xi-1,yi,zi,n)]),
+                       0.125f*(data[V_I(xi+2,yi+2,zi+2,n)]-data[V_I(xi,yi+2,zi+2,n)]-data[V_I(xi+2,yi,zi+2,n)]+data[V_I(xi,yi,zi+2,n)]-data[V_I(xi+2,yi+2,zi,n)]+data[V_I(xi,yi+2,zi,n)]+data[V_I(xi+2,yi,zi,n)]-data[V_I(xi,yi,zi,n)])};
+               
+               
+               tricubic_get_coeff(a,fval,dfdxval,dfdyval,dfdzval,d2fdxdyval,d2fdxdzval,d2fdydzval,d3fdxdydzval);
+       }
+       
+       dx = xx-xi;
+       dy = yy-yi;
+       dz = zz-zi;
+       
+       return tricubic_eval(a,dx,dy,dz);
+       
+}
+
index 77b51d950b937195c5201e80f99b0d81d7b1a7f3..5cc3ff7695a28d93dfadf53d821009fc59f1efc8 100644 (file)
@@ -2819,6 +2819,11 @@ static void lib_link_texture(FileData *fd, Main *main)
                        tex->ima= newlibadr_us(fd, tex->id.lib, tex->ima);
                        tex->ipo= newlibadr_us(fd, tex->id.lib, tex->ipo);
                        if(tex->env) tex->env->object= newlibadr(fd, tex->id.lib, tex->env->object);
+                       if(tex->pd) {
+                               tex->pd->object= newlibadr(fd, tex->id.lib, tex->pd->object);
+                               tex->pd->psys= newlibadr(fd, tex->id.lib, tex->pd->psys);
+                       }
+                       if(tex->vd) tex->vd->object= newlibadr(fd, tex->id.lib, tex->vd->object);
 
                        if(tex->nodetree)
                                lib_link_ntree(fd, &tex->id, tex->nodetree);
@@ -2851,6 +2856,16 @@ static void direct_link_texture(FileData *fd, Tex *tex)
                memset(tex->env->cube, 0, 6*sizeof(void *));
                tex->env->ok= 0;
        }
+       tex->pd= newdataadr(fd, tex->pd);
+       if(tex->pd) {
+               tex->pd->point_tree = NULL;
+               tex->pd->coba= newdataadr(fd, tex->pd->coba);
+       }
+       
+       tex->vd= newdataadr(fd, tex->vd);
+       if(tex->vd) {
+               tex->vd->dataset = NULL;
+       }
        
        tex->nodetree= newdataadr(fd, tex->nodetree);
        if(tex->nodetree)
@@ -9478,6 +9493,24 @@ static void do_versions(FileData *fd, Library *lib, Main *main)
                                        }
                                }
                        }
+                       
+                       /* volume rendering settings */
+                       if (ma->vol.stepsize < 0.0001f) {
+                               ma->vol.density = 1.0f;
+                               ma->vol.emission = 0.0f;
+                               ma->vol.absorption = 1.0f;
+                               ma->vol.scattering = 1.0f;
+                               ma->vol.emission_col[0] = ma->vol.emission_col[1] = ma->vol.emission_col[2] = 1.0f;
+                               ma->vol.absorption_col[0] = ma->vol.absorption_col[1] = ma->vol.absorption_col[2] = 0.0f;
+                               ma->vol.density_scale = 1.0f;
+                               ma->vol.depth_cutoff = 0.01f;
+                               ma->vol.stepsize_type = MA_VOL_STEP_RANDOMIZED;
+                               ma->vol.stepsize = 0.2f;
+                               ma->vol.shade_stepsize = 0.2f;
+                               ma->vol.shade_type = MA_VOL_SHADE_SINGLE;
+                               ma->vol.shadeflag |= MA_VOL_PRECACHESHADING;
+                               ma->vol.precache_resolution = 50;
+                       }
                }
 
                for(sce = main->scene.first; sce; sce = sce->id.next) {
index 31fe0c01900d942770225da572c11d5eb9ec8fd0..eb3f17f368ce94e7b8dff7b0289e80ada02e6d04 100644 (file)
@@ -1572,6 +1572,11 @@ static void write_textures(WriteData *wd, ListBase *idbase)
                        if(tex->type == TEX_PLUGIN && tex->plugin) writestruct(wd, DATA, "PluginTex", 1, tex->plugin);
                        if(tex->coba) writestruct(wd, DATA, "ColorBand", 1, tex->coba);
                        if(tex->type == TEX_ENVMAP && tex->env) writestruct(wd, DATA, "EnvMap", 1, tex->env);
+                       if(tex->type == TEX_POINTDENSITY && tex->pd) {
+                               writestruct(wd, DATA, "PointDensity", 1, tex->pd);
+                               if(tex->pd->coba) writestruct(wd, DATA, "ColorBand", 1, tex->pd->coba);
+                       }
+                       if(tex->type == TEX_VOXELDATA && tex->vd) writestruct(wd, DATA, "VoxelData", 1, tex->vd);
                        
                        /* nodetree is integral part of texture, no libdata */
                        if(tex->nodetree) {
index b16420a70948cafbdab87ba496e08a9baee1baf6..0ef470a698e0d38153b8f5d2e61496ed68083516 100644 (file)
@@ -1972,7 +1972,7 @@ void ANIM_channel_draw (bAnimContext *ac, bAnimListElem *ale, float yminc, float
                offset += 3;
                UI_DrawString(offset, ytext, name);
        }
-}
+               }
 
 /* ------------------ */
 
@@ -2206,17 +2206,17 @@ void ANIM_channel_draw_widgets (bAnimContext *ac, bAnimListElem *ale, uiBlock *b
                
                /* check if there's enough space for the toggles if the sliders are drawn too */
                if ( !(draw_sliders) || ((v2d->mask.xmax-v2d->mask.xmin) > ACHANNEL_BUTTON_WIDTH/2) ) {
-                       /* protect... */
-                       if (acf->has_setting(ac, ale, ACHANNEL_SETTING_PROTECT)) {
-                               offset += ICON_WIDTH; 
-                               draw_setting_widget(ac, ale, acf, block, (int)v2d->cur.xmax-offset, ymid, ACHANNEL_SETTING_PROTECT);
-                       }
-                       /* mute... */
-                       if (acf->has_setting(ac, ale, ACHANNEL_SETTING_MUTE)) {
-                               offset += ICON_WIDTH;
-                               draw_setting_widget(ac, ale, acf, block, (int)v2d->cur.xmax-offset, ymid, ACHANNEL_SETTING_MUTE);
-                       }
+               /* protect... */
+               if (acf->has_setting(ac, ale, ACHANNEL_SETTING_PROTECT)) {
+                       offset += ICON_WIDTH; 
+                       draw_setting_widget(ac, ale, acf, block, (int)v2d->cur.xmax-offset, ymid, ACHANNEL_SETTING_PROTECT);
                }
+               /* mute... */
+               if (acf->has_setting(ac, ale, ACHANNEL_SETTING_MUTE)) {
+                       offset += ICON_WIDTH;
+                       draw_setting_widget(ac, ale, acf, block, (int)v2d->cur.xmax-offset, ymid, ACHANNEL_SETTING_MUTE);
+               }
+       }
                
                /* draw slider
                 *      - even if we can draw sliders for this view, we must also check that the channel-type supports them
@@ -2248,7 +2248,7 @@ void ANIM_channel_draw_widgets (bAnimContext *ac, bAnimListElem *ale, uiBlock *b
                                        /* create the slider button, and assign relevant callback to ensure keyframes are inserted... */
                                        but= uiDefAutoButR(block, &ptr, prop, fcu->array_index, "", 0, (int)v2d->cur.xmax-offset, ymid, SLIDER_WIDTH, (int)ymaxc-yminc);
                                        uiButSetFunc(but, achannel_setting_slider_cb, ale->id, fcu);
-                               }
+}
                        }
                        else { /* Special Slider for stuff without RNA Access ---------- */
                                // TODO: only implement this case when we really need it...
index 94db74c18d9d417ae10e357d0b5f00d276de1ee9..d17391811bbb2248786059b8243a18cc8fdcb79d 100644 (file)
@@ -307,6 +307,8 @@ static Scene *preview_prepare_scene(Scene *scene, ID *id, int id_type, ShaderPre
                                /* turn on raytracing if needed */
                                if(mat->mode_l & MA_RAYMIRROR)
                                        sce->r.mode |= R_RAYTRACE;
+                               if(mat->material_type == MA_TYPE_VOLUME)
+                                       sce->r.mode |= R_RAYTRACE;
                                if((mat->mode_l & MA_RAYTRANSP) && (mat->mode_l & MA_TRANSP))
                                        sce->r.mode |= R_RAYTRACE;
                                if(mat->sss_flag & MA_DIFF_SSS)
index 4288cc10a26c45992d71eb469f7f662ed2f6b254..1403b6c8ff69654471d2af7dcc32b10b40be0226 100644 (file)
@@ -92,7 +92,7 @@
 #include "ED_screen.h"
 #include "ED_space_api.h"
 
-
+       
 /* ************************************************************************* */
 /* Channel List */
 
index 5e0ffb9ba48b05934336dedf3bae37bb4aebc751..bc5db5e906ff792d327924e6b381ba7741bc2be8 100644 (file)
@@ -238,9 +238,9 @@ void draw_volume(Scene *scene, ARegion *ar, View3D *v3d, Base *base, GPUTexture
 
        if (!GLEW_ARB_texture_non_power_of_two) 
        {
-               cor[0] = (float)res[0]/(float)larger_pow2(res[0]);
-               cor[1] = (float)res[1]/(float)larger_pow2(res[1]);
-               cor[2] = (float)res[2]/(float)larger_pow2(res[2]);
+       cor[0] = (float)res[0]/(float)larger_pow2(res[0]);
+       cor[1] = (float)res[1]/(float)larger_pow2(res[1]);
+       cor[2] = (float)res[2]/(float)larger_pow2(res[2]);
        }
 
        // our slices are defined by the plane equation a*x + b*y +c*z + d = 0
index 36936a9fcb03edda174e7bbb61ffe23def873428..c61731cef837c863e8cf7869935cd03558ef3ae5 100644 (file)
@@ -363,9 +363,9 @@ GPUTexture *GPU_texture_create_3D(int w, int h, int depth, float *fpixels)
        glTexParameterfv(GL_TEXTURE_3D, GL_TEXTURE_BORDER_COLOR, vfBorderColor);
        glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-       glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
-       glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
-       glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_BORDER);
+       glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S,GL_CLAMP_TO_BORDER);
+       glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T,GL_CLAMP_TO_BORDER);
+       glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R,GL_CLAMP_TO_BORDER);
 
        if (pixels)
                MEM_freeN(pixels);
index f7b3273c2e1b018d1e230ea60e9eadc555afe82e..f268c11706539fbfeae196e7f4275b9b34bb7321 100644 (file)
@@ -47,6 +47,34 @@ struct Ipo;
 
 /* WATCH IT: change type? also make changes in ipo.h  */
 
+typedef struct VolumeSettings {
+       float density;
+       float emission;
+       float absorption;
+       float scattering;
+
+       float emission_col[3];
+       float absorption_col[3];
+       float density_scale;
+       float depth_cutoff;
+
+       short phasefunc_type;
+       short vpad[3];
+       float phasefunc_g;
+       
+       float stepsize;
+       float shade_stepsize;
+       
+       short stepsize_type;
+       short shadeflag;
+       short shade_type;
+       short precache_resolution;
+       
+       float ms_diff;
+       float ms_intensity;
+       int ms_steps;
+} VolumeSettings;
+
 typedef struct Material {
        ID id;
        struct AnimData *adt;   /* animation data (must be immediately after id for utilities to use it) */ 
@@ -62,6 +90,8 @@ typedef struct Material {
        float translucency;
        /* end synced with render_types.h */
        
+       struct VolumeSettings vol;
+
        float fresnel_mir, fresnel_mir_i;
        float fresnel_tra, fresnel_tra_i;
        float filter;           /* filter added, for raytrace transparency and transmissivity */
@@ -287,6 +317,14 @@ typedef struct Material {
 #define MAP_WARP               8192
 #define MAP_LAYER              16384
 
+/* volume mapto - reuse definitions for now - a bit naughty! */
+#define MAP_DENSITY                    128
+#define MAP_EMISSION           64
+#define MAP_EMISSION_COL       1
+#define MAP_ABSORPTION         512
+#define MAP_ABSORPTION_COL     8
+#define MAP_SCATTERING         16
+
 /* mapto for halo */
 //#define MAP_HA_COL           1
 //#define MAP_HA_ALPHA 128
@@ -330,5 +368,29 @@ typedef struct Material {
 /* sss_flag */
 #define MA_DIFF_SSS            1
 
+/* vol_stepsize_type */
+#define MA_VOL_STEP_RANDOMIZED 0
+#define MA_VOL_STEP_CONSTANT   1
+#define MA_VOL_STEP_ADAPTIVE   2
+
+/* vol_shadeflag */
+#define MA_VOL_SHADED          1
+#define MA_VOL_RECVSHADOW      4
+#define MA_VOL_PRECACHESHADING 8
+
+/* vol_shading_type */
+#define MA_VOL_SHADE_NONE                                      0
+#define MA_VOL_SHADE_SINGLE                                    1
+#define MA_VOL_SHADE_MULTIPLE                          2
+#define MA_VOL_SHADE_SINGLEPLUSMULTIPLE                3
+
+/* vol_phasefunc_type */
+#define MA_VOL_PH_ISOTROPIC            0
+#define MA_VOL_PH_MIEHAZY              1
+#define MA_VOL_PH_MIEMURKY             2
+#define MA_VOL_PH_RAYLEIGH             3
+#define MA_VOL_PH_HG                   4
+#define MA_VOL_PH_SCHLICK              5
+
 #endif
 
index 0054e885a21dc2284aaa1e2b0be72c6f18ebb7ec..1b6ed1bc032c4c598fe7ab11427b85005af8e243 100644 (file)
@@ -128,6 +128,55 @@ typedef struct EnvMap {
        short recalc, lastsize;
 } EnvMap;
 
+typedef struct PointDensity {
+       short flag;
+
+       short falloff_type;
+       float falloff_softness;
+       float radius;
+       short source;
+       short color_source;
+       int totpoints;
+       
+       int pdpad;
+
+       struct Object *object;  /* for 'Object' or 'Particle system' type - source object */
+       struct ParticleSystem *psys;
+       short psys_cache_space;         /* cache points in worldspace, object space, ... ? */
+       short ob_cache_space;           /* cache points in worldspace, object space, ... ? */
+       
+       short pdpad2[2];
+       
+       void *point_tree;               /* the acceleration tree containing points */
+       float *point_data;              /* dynamically allocated extra for extra information, like particle age */
+       
+       float noise_size;
+       short noise_depth;
+       short noise_influence;
+       short noise_basis;
+    short pdpad3[3];
+       float noise_fac;
+       
+       float speed_scale;
+       struct ColorBand *coba; /* for time -> color */
+       
+} PointDensity;
+
+typedef struct VoxelData {
+       int resol[3];
+       int interp_type;
+       short file_format;
+       short flag;
+       int pad;
+       
+       struct Object *object; /* for rendering smoke sims */
+       float int_multiplier;   
+       int still_frame;
+       char source_path[240];
+       float *dataset;
+} VoxelData;
+
 typedef struct Tex {
        ID id;
        struct AnimData *adt;   /* animation data (must be immediately after id for utilities to use it) */ 
@@ -181,6 +230,8 @@ typedef struct Tex {
        struct ColorBand *coba;
        struct EnvMap *env;
        struct PreviewImage * preview;
+       struct PointDensity *pd;
+       struct VoxelData *vd;
        
        char use_nodes;
        char pad[7];
@@ -220,6 +271,8 @@ typedef struct TexMapping {
 #define TEX_MUSGRAVE   11
 #define TEX_VORONOI            12
 #define TEX_DISTNOISE  13
+#define TEX_POINTDENSITY       14
+#define TEX_VOXELDATA          15
 
 /* musgrave stype */
 #define TEX_MFRACTAL           0
@@ -417,5 +470,59 @@ typedef struct TexMapping {
 #define ENV_NORMAL     1
 #define ENV_OSA                2
 
+/* **************** PointDensity ********************* */
+
+/* source */
+#define TEX_PD_PSYS                    0
+#define TEX_PD_OBJECT          1
+#define TEX_PD_FILE                    2
+
+/* falloff_type */
+#define TEX_PD_FALLOFF_STD             0
+#define TEX_PD_FALLOFF_SMOOTH  1
+#define TEX_PD_FALLOFF_SOFT            2
+#define TEX_PD_FALLOFF_CONSTANT        3
+#define TEX_PD_FALLOFF_ROOT            4
+
+/* psys_cache_space */
+#define TEX_PD_OBJECTLOC       0
+#define TEX_PD_OBJECTSPACE     1
+#define TEX_PD_WORLDSPACE      2
+
+/* flag */
+#define TEX_PD_TURBULENCE      1
+
+
+/* noise_influence */
+#define TEX_PD_NOISE_STATIC            0
+#define TEX_PD_NOISE_VEL               1
+#define TEX_PD_NOISE_AGE               2
+#define TEX_PD_NOISE_TIME              3
+
+/* color_source */
+#define TEX_PD_COLOR_CONSTANT  0
+#define TEX_PD_COLOR_PARTAGE   1
+#define TEX_PD_COLOR_PARTSPEED 2
+#define TEX_PD_COLOR_PARTVEL   3
+
+#define POINT_DATA_VEL         1
+#define POINT_DATA_LIFE                2
+
+/******************** Voxel Data *****************************/
+/* flag */
+#define TEX_VD_STILL                   1
+
+/* interpolation */
+#define TEX_VD_NEARESTNEIGHBOR         0
+#define TEX_VD_LINEAR                          1
+#define TEX_VD_TRICUBIC                                2
+
+/* file format */
+#define TEX_VD_BLENDERVOXEL            0
+#define TEX_VD_RAW_8BIT                        1
+#define TEX_VD_RAW_16BIT               2
+#define TEX_VD_IMAGE_SEQUENCE  3
+#define TEX_VD_SMOKE                   4
+
 #endif
 
index e4fe92317d4247ed427c363fecee1552c93aeae7..fb351efed668b538dd18f9fd088704c1f720c161 100644 (file)
@@ -321,6 +321,8 @@ extern StructRNA RNA_ParticleTarget;
 extern StructRNA RNA_PluginSequence;
 extern StructRNA RNA_PluginTexture;
 extern StructRNA RNA_PointCache;
+extern StructRNA RNA_PointDensity;
+extern StructRNA RNA_PointDensityTexture;
 extern StructRNA RNA_PointerProperty;
 extern StructRNA RNA_Pose;
 extern StructRNA RNA_PoseChannel;
@@ -499,6 +501,8 @@ extern StructRNA RNA_VertexGroup;
 extern StructRNA RNA_VertexGroupElement;
 extern StructRNA RNA_VertexPaint;
 extern StructRNA RNA_VoronoiTexture;
+extern StructRNA RNA_VoxelData;
+extern StructRNA RNA_VoxelDataTexture;
 extern StructRNA RNA_WaveModifier;
 extern StructRNA RNA_Window;
 extern StructRNA RNA_WindowManager;
index 5ebaeb1da8de0f4d09e0353970e0b2821c1fab1f..cde65f46e5ce9b2268e6c233fc8ea94957c0f1fa 100644 (file)
@@ -479,6 +479,75 @@ static void rna_def_material_mtex(BlenderRNA *brna)
        RNA_def_property_ui_text(prop, "Ambient Factor", "Amount texture affects ambient.");
        RNA_def_property_update(prop, NC_TEXTURE, NULL);
 
+       /* volume material */
+       prop= RNA_def_property(srna, "map_coloremission", PROP_BOOLEAN, PROP_NONE);
+       RNA_def_property_boolean_sdna(prop, NULL, "mapto", MAP_EMISSION_COL);
+       RNA_def_property_ui_text(prop, "Emission Color", "Causes the texture to affect the colour of emission");
+       RNA_def_property_update(prop, NC_TEXTURE, NULL);
+       
+       prop= RNA_def_property(srna, "map_colorabsorption", PROP_BOOLEAN, PROP_NONE);
+       RNA_def_property_boolean_sdna(prop, NULL, "mapto", MAP_ABSORPTION_COL);
+       RNA_def_property_ui_text(prop, "Absorption Color", "Causes the texture to affect the result colour after absorption");
+       RNA_def_property_update(prop, NC_TEXTURE, NULL);
+       
+       prop= RNA_def_property(srna, "map_density", PROP_BOOLEAN, PROP_NONE);
+       RNA_def_property_boolean_sdna(prop, NULL, "mapto", MAP_DENSITY);
+       RNA_def_property_ui_text(prop, "Density", "Causes the texture to affect the volume's density");
+       RNA_def_property_update(prop, NC_TEXTURE, NULL);
+       
+       prop= RNA_def_property(srna, "map_emission", PROP_BOOLEAN, PROP_NONE);
+       RNA_def_property_boolean_sdna(prop, NULL, "mapto", MAP_EMISSION);
+       RNA_def_property_ui_text(prop, "Emission", "Causes the texture to affect the volume's emission");
+       RNA_def_property_update(prop, NC_TEXTURE, NULL);
+       
+       prop= RNA_def_property(srna, "map_absorption", PROP_BOOLEAN, PROP_NONE);
+       RNA_def_property_boolean_sdna(prop, NULL, "mapto", MAP_ABSORPTION);
+       RNA_def_property_ui_text(prop, "Absorption", "Causes the texture to affect the volume's absorption");
+       RNA_def_property_update(prop, NC_TEXTURE, NULL);
+       
+       prop= RNA_def_property(srna, "map_scattering", PROP_BOOLEAN, PROP_NONE);
+       RNA_def_property_boolean_sdna(prop, NULL, "mapto", MAP_SCATTERING);
+       RNA_def_property_ui_text(prop, "Scattering", "Causes the texture to affect the volume's scattering");
+       RNA_def_property_update(prop, NC_TEXTURE, NULL);
+       
+       prop= RNA_def_property(srna, "coloremission_factor", PROP_FLOAT, PROP_NONE);
+       RNA_def_property_float_sdna(prop, NULL, "colfac");
+       RNA_def_property_ui_range(prop, 0, 1, 10, 3);
+       RNA_def_property_ui_text(prop, "Emission Color Factor", "Amount texture affects emission color.");
+       RNA_def_property_update(prop, NC_TEXTURE, NULL);
+       
+       prop= RNA_def_property(srna, "colorabsorption_factor", PROP_FLOAT, PROP_NONE);
+       RNA_def_property_float_sdna(prop, NULL, "colfac");
+       RNA_def_property_ui_range(prop, 0, 1, 10, 3);
+       RNA_def_property_ui_text(prop, "Absorpion Color Factor", "Amount texture affects diffuse color.");
+       RNA_def_property_update(prop, NC_TEXTURE, NULL);
+       
+       prop= RNA_def_property(srna, "density_factor", PROP_FLOAT, PROP_NONE);
+       RNA_def_property_float_sdna(prop, NULL, "varfac");
+       RNA_def_property_ui_range(prop, 0, 1, 10, 3);
+       RNA_def_property_ui_text(prop, "Density Factor", "Amount texture affects density.");
+       RNA_def_property_update(prop, NC_TEXTURE, NULL);
+       
+       prop= RNA_def_property(srna, "emission_factor", PROP_FLOAT, PROP_NONE);
+       RNA_def_property_float_sdna(prop, NULL, "varfac");
+       RNA_def_property_ui_range(prop, 0, 1, 10, 3);
+       RNA_def_property_ui_text(prop, "Emission Factor", "Amount texture affects emission.");
+       RNA_def_property_update(prop, NC_TEXTURE, NULL);
+       
+       prop= RNA_def_property(srna, "absorption_factor", PROP_FLOAT, PROP_NONE);
+       RNA_def_property_float_sdna(prop, NULL, "varfac");
+       RNA_def_property_ui_range(prop, 0, 1, 10, 3);
+       RNA_def_property_ui_text(prop, "Absorption Factor", "Amount texture affects absorption.");
+       RNA_def_property_update(prop, NC_TEXTURE, NULL);
+       
+       prop= RNA_def_property(srna, "scattering_factor", PROP_FLOAT, PROP_NONE);
+       RNA_def_property_float_sdna(prop, NULL, "varfac");
+       RNA_def_property_ui_range(prop, 0, 1, 10, 3);
+       RNA_def_property_ui_text(prop, "Scattering Factor", "Amount texture affects scattering.");
+       RNA_def_property_update(prop, NC_TEXTURE, NULL);
+       
+       /* end volume material */
+       
        prop= RNA_def_property(srna, "enabled", PROP_BOOLEAN, PROP_NONE);
        RNA_def_property_boolean_funcs(prop, "rna_MaterialTextureSlot_enabled_get", "rna_MaterialTextureSlot_enabled_set");
        RNA_def_property_ui_text(prop, "Enabled", "Enable this material texture slot.");
@@ -809,6 +878,159 @@ static void rna_def_material_raytra(BlenderRNA *brna)
        RNA_def_property_update(prop, NC_MATERIAL|ND_SHADING, NULL);
 }
 
+static void rna_def_material_volume(BlenderRNA *brna)
+{
+       StructRNA *srna;
+       PropertyRNA *prop;
+
+       static EnumPropertyItem prop_scattering_items[] = {
+               {MA_VOL_SHADE_NONE, "NONE", 0, "None", ""},
+               {MA_VOL_SHADE_SINGLE, "SINGLE_SCATTERING", 0, "Single Scattering", ""},
+               {MA_VOL_SHADE_MULTIPLE, "MULTIPLE_SCATTERING", 0, "Multiple Scattering", ""},
+               {MA_VOL_SHADE_SINGLEPLUSMULTIPLE, "SINGLE_PLUS_MULTIPLE_SCATTERING", 0, "Single + Multiple Scattering", ""},
+               {0, NULL, 0, NULL, NULL}};
+
+       static EnumPropertyItem prop_stepsize_items[] = {
+               {MA_VOL_STEP_RANDOMIZED, "RANDOMIZED", 0, "Randomized", ""},
+               {MA_VOL_STEP_CONSTANT, "CONSTANT", 0, "Constant", ""},
+               //{MA_VOL_STEP_ADAPTIVE, "ADAPTIVE", 0, "Adaptive", ""},
+               {0, NULL, 0, NULL, NULL}};
+               
+       static EnumPropertyItem prop_phasefunction_items[] = {
+               {MA_VOL_PH_ISOTROPIC, "ISOTROPIC", 0, "Isotropic", ""},
+               {MA_VOL_PH_MIEHAZY, "MIE_HAZY", 0, "Mie Hazy", ""},
+               {MA_VOL_PH_MIEMURKY, "MIE_MURKY", 0, "Mie Murky", ""},
+               {MA_VOL_PH_RAYLEIGH, "RAYLEIGH", 0, "Rayleigh", ""},
+               {MA_VOL_PH_HG, "HENYEY-GREENSTEIN", 0, "Henyey-Greenstein", ""},
+               {MA_VOL_PH_SCHLICK, "SCHLICK", 0, "Schlick", ""},
+               {0, NULL, 0, NULL, NULL}};
+
+       srna= RNA_def_struct(brna, "MaterialVolume", NULL);
+       RNA_def_struct_sdna(srna, "VolumeSettings");
+       RNA_def_struct_nested(brna, srna, "Material");
+       RNA_def_struct_ui_text(srna, "Material Volume", "Volume rendering settings for a Material datablock.");
+       
+       prop= RNA_def_property(srna, "step_calculation", PROP_ENUM, PROP_NONE);
+       RNA_def_property_enum_sdna(prop, NULL, "stepsize_type");
+       RNA_def_property_enum_items(prop, prop_stepsize_items);
+       RNA_def_property_ui_text(prop, "Step Calculation", "Method of calculating the steps through the volume");
+       RNA_def_property_update(prop, NC_MATERIAL|ND_SHADING, NULL);
+       
+       prop= RNA_def_property(srna, "step_size", PROP_FLOAT, PROP_NONE);
+       RNA_def_property_float_sdna(prop, NULL, "stepsize");
+       RNA_def_property_range(prop, 0.0f, FLT_MAX);
+       RNA_def_property_ui_range(prop, 0.0f, 1.0f, 1, 3);
+       RNA_def_property_ui_text(prop, "Step Size", "Distance between subsequent volume depth samples.");
+       RNA_def_property_update(prop, NC_MATERIAL|ND_SHADING, NULL);
+       
+       prop= RNA_def_property(srna, "shading_step_size", PROP_FLOAT, PROP_NONE);
+       RNA_def_property_float_sdna(prop, NULL, "shade_stepsize");
+       RNA_def_property_range(prop, 0.0f, FLT_MAX);
+       RNA_def_property_ui_range(prop, 0.0f, 1.0f, 1, 3);
+       RNA_def_property_ui_text(prop, "Shading Step Size", "Distance between subsequent volume shading samples.");
+       RNA_def_property_update(prop, NC_MATERIAL|ND_SHADING, NULL);
+       
+       prop= RNA_def_property(srna, "scattering_mode", PROP_ENUM, PROP_NONE);
+       RNA_def_property_enum_sdna(prop, NULL, "shade_type");
+       RNA_def_property_enum_items(prop, prop_scattering_items);
+       RNA_def_property_ui_text(prop, "Scattering Mode", "Method of shading, attenuating, and scattering light through the volume");
+       RNA_def_property_update(prop, NC_MATERIAL|ND_SHADING, NULL);
+       
+       prop= RNA_def_property(srna, "light_cache", PROP_BOOLEAN, PROP_NONE);
+       RNA_def_property_boolean_sdna(prop, NULL, "shadeflag", MA_VOL_PRECACHESHADING); /* use bitflags */
+       RNA_def_property_ui_text(prop, "Light Cache", "Pre-calculate the shading information into a voxel grid, speeds up shading at slightly less accuracy");
+       RNA_def_property_update(prop, NC_MATERIAL|ND_SHADING, NULL);
+       
+       prop= RNA_def_property(srna, "cache_resolution", PROP_INT, PROP_NONE);
+       RNA_def_property_int_sdna(prop, NULL, "precache_resolution");
+       RNA_def_property_range(prop, 0, 1024);
+       RNA_def_property_ui_text(prop, "Resolution", "Resolution of the voxel grid, low resolutions are faster, high resolutions use more memory.");
+       RNA_def_property_update(prop, NC_MATERIAL|ND_SHADING, NULL);
+       
+       prop= RNA_def_property(srna, "ms_diffusion", PROP_FLOAT, PROP_NONE);
+       RNA_def_property_float_sdna(prop, NULL, "ms_diff");
+       RNA_def_property_range(prop, 0.0f, FLT_MAX);
+       RNA_def_property_ui_text(prop, "Diffusion", "Diffusion factor, the strength of the blurring effect");
+       RNA_def_property_update(prop, NC_MATERIAL|ND_SHADING, NULL);
+       
+       prop= RNA_def_property(srna, "ms_spread", PROP_INT, PROP_NONE);
+       RNA_def_property_int_sdna(prop, NULL, "ms_steps");
+       RNA_def_property_range(prop, 0, 1024);
+       RNA_def_property_ui_text(prop, "Spread", "Simulation steps, the effective distance over which the light is diffused");
+       RNA_def_property_update(prop, NC_MATERIAL|ND_SHADING, NULL);
+       
+       prop= RNA_def_property(srna, "ms_intensity", PROP_FLOAT, PROP_NONE);
+       RNA_def_property_float_sdna(prop, NULL, "ms_intensity");
+       RNA_def_property_range(prop, 0.0f, FLT_MAX);
+       RNA_def_property_ui_text(prop, "Intensity", "Multiplier for multiple scattered light energy");
+       RNA_def_property_update(prop, NC_MATERIAL|ND_SHADING, NULL);
+       
+       prop= RNA_def_property(srna, "depth_cutoff", PROP_FLOAT, PROP_NONE);
+       RNA_def_property_float_sdna(prop, NULL, "depth_cutoff");
+       RNA_def_property_range(prop, 0.0f, 1.0f);
+       RNA_def_property_ui_text(prop, "Depth Cutoff", "Stop ray marching early if transmission drops below this luminance - higher values give speedups in dense volumes at the expense of accuracy.");
+       RNA_def_property_update(prop, NC_MATERIAL|ND_SHADING, NULL);
+       
+       prop= RNA_def_property(srna, "density", PROP_FLOAT, PROP_PERCENTAGE);
+       RNA_def_property_float_sdna(prop, NULL, "density");
+       RNA_def_property_range(prop, 0.0f, 1.0f);
+       RNA_def_property_ui_text(prop, "Density", "The base density of the volume");
+       RNA_def_property_update(prop, NC_MATERIAL|ND_SHADING, NULL);
+
+       prop= RNA_def_property(srna, "density_scale", PROP_FLOAT, PROP_NONE);
+       RNA_def_property_float_sdna(prop, NULL, "density_scale");
+       RNA_def_property_range(prop, 0.0f, FLT_MAX);
+       RNA_def_property_ui_range(prop, 0.0f, 10.0f, 1, 3);
+       RNA_def_property_ui_text(prop, "Density Scale", "Multiplier for the material's density");
+       RNA_def_property_update(prop, NC_MATERIAL|ND_SHADING, NULL);
+       
+       prop= RNA_def_property(srna, "absorption", PROP_FLOAT, PROP_NONE);
+       RNA_def_property_float_sdna(prop, NULL, "absorption");
+       RNA_def_property_range(prop, 0.0f, FLT_MAX);
+       RNA_def_property_ui_range(prop, 0.0f, 10.0f, 1, 3);
+       RNA_def_property_ui_text(prop, "Absorption", "Amount of light that gets absorbed by the volume - higher values mean light travels less distance");
+       RNA_def_property_update(prop, NC_MATERIAL|ND_SHADING, NULL);
+       
+       prop= RNA_def_property(srna, "absorption_color", PROP_FLOAT, PROP_COLOR);
+       RNA_def_property_float_sdna(prop, NULL, "absorption_col");
+       RNA_def_property_array(prop, 3);
+       RNA_def_property_ui_text(prop, "Absorption Color", "");
+       RNA_def_property_update(prop, NC_MATERIAL|ND_SHADING_DRAW, NULL);
+       
+       prop= RNA_def_property(srna, "scattering", PROP_FLOAT, PROP_NONE);
+       RNA_def_property_float_sdna(prop, NULL, "scattering");
+       RNA_def_property_range(prop, 0.0f, FLT_MAX);
+       RNA_def_property_ui_range(prop, 0.0f, 10.0f, 1 ,3);
+       RNA_def_property_ui_text(prop, "Scattering", "Amount of light that gets scattered by the volume - values > 1.0 are non-physical");
+       RNA_def_property_update(prop, NC_MATERIAL|ND_SHADING, NULL);
+       
+       prop= RNA_def_property(srna, "emission", PROP_FLOAT, PROP_NONE);
+       RNA_def_property_float_sdna(prop, NULL, "emission");
+       RNA_def_property_range(prop, 0.0f, FLT_MAX);
+       RNA_def_property_ui_range(prop, 0.0f, 10.0f, 1, 3);
+       RNA_def_property_ui_text(prop, "Emission", "Amount of light that gets emitted by the volume");
+       RNA_def_property_update(prop, NC_MATERIAL|ND_SHADING, NULL);
+       
+       prop= RNA_def_property(srna, "emission_color", PROP_FLOAT, PROP_COLOR);
+       RNA_def_property_float_sdna(prop, NULL, "emission_col");
+       RNA_def_property_array(prop, 3);
+       RNA_def_property_ui_text(prop, "Emission Color", "");
+       RNA_def_property_update(prop, NC_MATERIAL|ND_SHADING_DRAW, NULL);
+       
+       prop= RNA_def_property(srna, "phase_function", PROP_ENUM, PROP_NONE);
+       RNA_def_property_enum_sdna(prop, NULL, "phasefunc_type");
+       RNA_def_property_enum_items(prop, prop_phasefunction_items);
+       RNA_def_property_ui_text(prop, "Phase Function", "Isotropic/Anisotropic scattering");
+       RNA_def_property_update(prop, NC_MATERIAL|ND_SHADING, NULL);
+       
+       prop= RNA_def_property(srna, "asymmetry", PROP_FLOAT, PROP_NONE);
+       RNA_def_property_float_sdna(prop, NULL, "phasefunc_g");
+       RNA_def_property_range(prop, -1.0f, 1.0f);
+       RNA_def_property_ui_text(prop, "Asymmetry", "Continuum between forward scattering and back scattering");
+       RNA_def_property_update(prop, NC_MATERIAL|ND_SHADING, NULL);
+}
+
+
 static void rna_def_material_halo(BlenderRNA *brna)
 {
        StructRNA *srna;
@@ -1182,7 +1404,7 @@ void RNA_def_material(BlenderRNA *brna)
        static EnumPropertyItem prop_type_items[] = {
                {MA_TYPE_SURFACE, "SURFACE", 0, "Surface", "Render object as a surface."},
                {MA_TYPE_WIRE, "WIRE", 0, "Wire", "Render the edges of faces as wires (not supported in ray tracing)."},
-               // {MA_TYPE_VOLUME, "VOLUME", 0, "Volume", "Render object as a volume."},
+               {MA_TYPE_VOLUME, "VOLUME", 0, "Volume", "Render object as a volume."},
                {MA_TYPE_HALO, "HALO", 0, "Halo", "Render object as halo particles."},
                {0, NULL, 0, NULL, NULL}};
        static EnumPropertyItem transparency_items[] = {
@@ -1365,6 +1587,11 @@ void RNA_def_material(BlenderRNA *brna)
        RNA_def_property_pointer_funcs(prop, "rna_Material_transp_get", NULL, NULL);
        RNA_def_property_ui_text(prop, "Raytrace Transparency", "Raytraced reflection settings for the material.");
 
+       prop= RNA_def_property(srna, "volume", PROP_POINTER, PROP_NEVER_NULL);
+       RNA_def_property_pointer_sdna(prop, NULL, "vol");
+       RNA_def_property_struct_type(prop, "MaterialVolume");
+       RNA_def_property_ui_text(prop, "Volume", "Volume settings for the material.");
+
        prop= RNA_def_property(srna, "halo", PROP_POINTER, PROP_NEVER_NULL);
        RNA_def_property_struct_type(prop, "MaterialHalo");
        RNA_def_property_pointer_funcs(prop, "rna_Material_halo_get", NULL, NULL);
@@ -1408,6 +1635,7 @@ void RNA_def_material(BlenderRNA *brna)
        /* nested structs */
        rna_def_material_raymirror(brna);
        rna_def_material_raytra(brna);
+       rna_def_material_volume(brna);
        rna_def_material_halo(brna);
        rna_def_material_sss(brna);
        rna_def_material_mtex(brna);
index bfebc5ee49f1eda70bad3b43f031eceeefa514fd..b90c3505d7312b050ab770030980920b32665894 100644 (file)
@@ -364,7 +364,7 @@ static void rna_def_pose_channel(BlenderRNA *brna)
        RNA_def_struct_ui_text(srna, "Pose Channel", "Channel defining pose data for a bone in a Pose.");
        RNA_def_struct_path_func(srna, "rna_PoseChannel_path");
        RNA_def_struct_idproperties_func(srna, "rna_PoseChannel_idproperties");
-       
+
        /* Bone Constraints */
        prop= RNA_def_property(srna, "constraints", PROP_COLLECTION, PROP_NONE);
        RNA_def_property_struct_type(prop, "Constraint");
@@ -375,11 +375,11 @@ static void rna_def_pose_channel(BlenderRNA *brna)
        RNA_def_property_string_funcs(prop, NULL, NULL, "rna_PoseChannel_name_set");
        RNA_def_property_ui_text(prop, "Name", "");
        RNA_def_struct_name_property(srna, prop);
-       
+
        prop= RNA_def_property(srna, "selected", PROP_BOOLEAN, PROP_NONE);
        RNA_def_property_boolean_sdna(prop, NULL, "selectflag", BONE_SELECTED);
        RNA_def_property_ui_text(prop, "Selected", "");
-
+       
        /* Baked Bone Path cache data s*/
        prop= RNA_def_property(srna, "path_start_frame", PROP_INT, PROP_TIME);
        RNA_def_property_int_sdna(prop, NULL, "pathsf");
@@ -392,7 +392,7 @@ static void rna_def_pose_channel(BlenderRNA *brna)
        RNA_def_property_clear_flag(prop, PROP_EDITABLE);
        RNA_def_property_ui_text(prop, "Bone Paths Calculation End Frame", "End frame of range of frames to use for Bone Path calculations.");
        RNA_def_property_update(prop, NC_OBJECT|ND_POSE|ND_TRANSFORM, "rna_Pose_update");
-       
+
        /* Relationships to other bones */
        prop= RNA_def_property(srna, "bone", PROP_POINTER, PROP_NEVER_NULL);
        RNA_def_property_struct_type(prop, "Bone");
@@ -408,7 +408,7 @@ static void rna_def_pose_channel(BlenderRNA *brna)
        RNA_def_property_struct_type(prop, "PoseChannel");
        RNA_def_property_clear_flag(prop, PROP_EDITABLE);
        RNA_def_property_ui_text(prop, "Child", "Child of this pose channel.");
-       
+
        /* Transformation settings */
        prop= RNA_def_property(srna, "location", PROP_FLOAT, PROP_TRANSLATION);
        RNA_def_property_float_sdna(prop, NULL, "loc");
@@ -462,7 +462,7 @@ static void rna_def_pose_channel(BlenderRNA *brna)
        prop= RNA_def_property(srna, "pose_tail", PROP_FLOAT, PROP_TRANSLATION);
        RNA_def_property_clear_flag(prop, PROP_EDITABLE);
        RNA_def_property_ui_text(prop, "Pose Tail Position", "Location of tail of the channel's bone.");
-       
+
        /* IK Settings */
        prop= RNA_def_property(srna, "has_ik", PROP_BOOLEAN, PROP_NONE);
        RNA_def_property_boolean_funcs(prop,  "rna_PoseChannel_has_ik_get", NULL);
@@ -559,7 +559,7 @@ static void rna_def_pose_channel(BlenderRNA *brna)
        RNA_def_property_range(prop, 0.0f,1.0f);
        RNA_def_property_ui_text(prop, "IK Stretch", "Allow scaling of the bone for IK.");
        RNA_def_property_update(prop, NC_OBJECT|ND_POSE|ND_TRANSFORM, "rna_Pose_update");
-       
+
        /* custom bone shapes */
        prop= RNA_def_property(srna, "custom_shape", PROP_POINTER, PROP_NONE);
        RNA_def_property_pointer_sdna(prop, NULL, "custom");
@@ -567,7 +567,7 @@ static void rna_def_pose_channel(BlenderRNA *brna)
        RNA_def_property_flag(prop, PROP_EDITABLE);
        RNA_def_property_ui_text(prop, "Custom Object", "Object that defines custom draw type for this bone.");
        RNA_def_property_update(prop, NC_OBJECT|ND_POSE, "rna_Pose_update");
-       
+
        /* bone groups */
        prop= RNA_def_property(srna, "bone_group_index", PROP_INT, PROP_NONE);
        RNA_def_property_int_sdna(prop, NULL, "agrp_index");
index 69298fbb8a4410b629b3692a3113220c7548c340..a949d26f51a1a7b54cc8b8349eabffc4043e5c70 100644 (file)
@@ -86,11 +86,32 @@ StructRNA *rna_Texture_refine(struct PointerRNA *ptr)
                        return &RNA_VoronoiTexture;
                case TEX_DISTNOISE:
                        return &RNA_DistortedNoiseTexture;
+               case TEX_POINTDENSITY:
+                       return &RNA_PointDensityTexture;
+               case TEX_VOXELDATA:
+                       return &RNA_VoxelDataTexture;
                default:
                        return &RNA_Texture;
        }
 }
 
+static void rna_Texture_type_set(PointerRNA *ptr, int value)
+{
+       Tex *tex= (Tex*)ptr->data;
+
+       if (value == TEX_VOXELDATA) {
+               if (tex->vd == NULL) {
+                       tex->vd = BKE_add_voxeldata();
+               }
+       } else if (value == TEX_POINTDENSITY) {
+               if (tex->pd == NULL) {
+                       tex->pd = BKE_add_pointdensity();
+               }
+       }
+       
+       tex->type = value;
+}
+
 static int rna_TextureSlot_name_length(PointerRNA *ptr)
 {
        MTex *mtex= ptr->data;
@@ -1304,6 +1325,200 @@ static void rna_def_texture_distorted_noise(BlenderRNA *brna)
        RNA_def_property_update(prop, NC_TEXTURE, NULL);
 }
 
+static void rna_def_texture_pointdensity(BlenderRNA *brna)
+{
+       StructRNA *srna;
+       PropertyRNA *prop;
+       
+       static EnumPropertyItem point_source_items[] = {
+               {TEX_PD_PSYS, "PARTICLE_SYSTEM", 0, "Particle System", "Generate point density from a particle system"},
+               {TEX_PD_OBJECT, "OBJECT", 0, "Object Vertices", "Generate point density from an object's vertices"},
+               {0, NULL, 0, NULL, NULL}};
+       
+       static EnumPropertyItem falloff_items[] = {
+               {TEX_PD_FALLOFF_STD, "STANDARD", 0, "Standard", ""},
+               {TEX_PD_FALLOFF_SMOOTH, "SMOOTH", 0, "Smooth", ""},
+               {TEX_PD_FALLOFF_SOFT, "SOFT", 0, "Soft", ""},
+               {TEX_PD_FALLOFF_CONSTANT, "CONSTANT", 0, "Constant", "Density is constant within lookup radius"},
+               {TEX_PD_FALLOFF_ROOT, "ROOT", 0, "Root", ""},
+               {0, NULL, 0, NULL, NULL}};
+       
+       static EnumPropertyItem color_source_items[] = {
+               {TEX_PD_COLOR_CONSTANT, "CONSTANT", 0, "Constant", ""},
+               {TEX_PD_COLOR_PARTAGE, "PARTICLE_AGE", 0, "Particle Age", "Lifetime mapped as 0.0 - 1.0 intensity"},
+               {TEX_PD_COLOR_PARTSPEED, "PARTICLE_SPEED", 0, "Particle Speed", "Particle speed (absolute magnitude of velocity) mapped as 0.0-1.0 intensity"},
+               {TEX_PD_COLOR_PARTVEL, "PARTICLE_VELOCITY", 0, "Particle Velocity", "XYZ velocity mapped to RGB colors"},
+               {0, NULL, 0, NULL, NULL}};
+       
+       static EnumPropertyItem turbulence_influence_items[] = {
+               {TEX_PD_NOISE_STATIC, "STATIC", 0, "Static", "Noise patterns will remain unchanged, faster and suitable for stills"},
+               {TEX_PD_NOISE_VEL, "PARTICLE_VELOCITY", 0, "Particle Velocity", "Turbulent noise driven by particle velocity"},
+               {TEX_PD_NOISE_AGE, "PARTICLE_AGE", 0, "Particle Age", "Turbulent noise driven by the particle's age between birth and death"},
+                       {TEX_PD_NOISE_TIME, "GLOBAL_TIME", 0, "Global Time", "Turbulent noise driven by the global current frame"},
+               {0, NULL, 0, NULL, NULL}};
+       
+       srna= RNA_def_struct(brna, "PointDensity", NULL);
+       RNA_def_struct_sdna(srna, "PointDensity");
+       RNA_def_struct_ui_text(srna, "PointDensity", "Point density settings.");
+       
+       prop= RNA_def_property(srna, "point_source", PROP_ENUM, PROP_NONE);
+       RNA_def_property_enum_sdna(prop, NULL, "source");
+       RNA_def_property_enum_items(prop, point_source_items);
+       RNA_def_property_ui_text(prop, "Point Source", "Point data to use as renderable point density");
+       RNA_def_property_update(prop, NC_TEXTURE, NULL);
+       
+       prop= RNA_def_property(srna, "object", PROP_POINTER, PROP_NONE);
+       RNA_def_property_pointer_sdna(prop, NULL, "object");
+       RNA_def_property_ui_text(prop, "Object", "Object to take point data from");
+       RNA_def_property_flag(prop, PROP_EDITABLE);
+       RNA_def_property_update(prop, NC_TEXTURE, NULL);
+       
+       prop= RNA_def_property(srna, "particle_system", PROP_POINTER, PROP_NONE);
+       RNA_def_property_pointer_sdna(prop, NULL, "psys");
+       RNA_def_property_ui_text(prop, "Particle System", "Particle System to render as points");
+       RNA_def_property_struct_type(prop, "ParticleSystem");
+       RNA_def_property_flag(prop, PROP_EDITABLE);
+       RNA_def_property_update(prop, NC_TEXTURE, NULL);
+       
+       prop= RNA_def_property(srna, "radius", PROP_FLOAT, PROP_NONE);
+       RNA_def_property_float_sdna(prop, NULL, "radius");
+       RNA_def_property_range(prop, 0.01, FLT_MAX);
+       RNA_def_property_ui_text(prop, "Radius", "Radius from the shaded sample to look for points within");
+       RNA_def_property_update(prop, NC_TEXTURE, NULL);
+       
+       prop= RNA_def_property(srna, "falloff", PROP_ENUM, PROP_NONE);
+       RNA_def_property_enum_sdna(prop, NULL, "falloff_type");
+       RNA_def_property_enum_items(prop, falloff_items);
+       RNA_def_property_ui_text(prop, "Falloff", "Method of attenuating density by distance from the point");
+       RNA_def_property_update(prop, NC_TEXTURE, NULL);
+       
+       prop= RNA_def_property(srna, "falloff_softness", PROP_FLOAT, PROP_NONE);
+       RNA_def_property_float_sdna(prop, NULL, "falloff_softness");
+       RNA_def_property_range(prop, 0.01, FLT_MAX);
+       RNA_def_property_ui_text(prop, "Softness", "Softness of the 'soft' falloff option");
+       RNA_def_property_update(prop, NC_TEXTURE, NULL);
+       
+       prop= RNA_def_property(srna, "color_source", PROP_ENUM, PROP_NONE);
+       RNA_def_property_enum_sdna(prop, NULL, "color_source");
+       RNA_def_property_enum_items(prop, color_source_items);
+       RNA_def_property_ui_text(prop, "Color Source", "Data to derive color results from");
+       RNA_def_property_update(prop, NC_TEXTURE, NULL);
+       
+       prop= RNA_def_property(srna, "turbulence", PROP_BOOLEAN, PROP_NONE);
+       RNA_def_property_boolean_sdna(prop, NULL, "flag", TEX_PD_TURBULENCE);
+       RNA_def_property_ui_text(prop, "Turbulence", "Add directed noise to the density at render-time");
+       RNA_def_property_update(prop, NC_TEXTURE, NULL);
+       
+       prop= RNA_def_property(srna, "turbulence_size", PROP_FLOAT, PROP_NONE);
+       RNA_def_property_float_sdna(prop, NULL, "noise_size");
+       RNA_def_property_range(prop, 0.01, FLT_MAX);
+       RNA_def_property_ui_text(prop, "Size", "Scale of the added turbulent noise");
+       RNA_def_property_update(prop, NC_TEXTURE, NULL);
+       
+       prop= RNA_def_property(srna, "turbulence_depth", PROP_INT, PROP_NONE);
+       RNA_def_property_int_sdna(prop, NULL, "noise_depth");
+       RNA_def_property_range(prop, 0, INT_MAX);
+       RNA_def_property_ui_text(prop, "Depth", "Level of detail in the added turbulent noise");
+       RNA_def_property_update(prop, NC_TEXTURE, NULL);
+       
+       prop= RNA_def_property(srna, "turbulence_influence", PROP_ENUM, PROP_NONE);
+       RNA_def_property_enum_sdna(prop, NULL, "noise_influence");
+       RNA_def_property_enum_items(prop, turbulence_influence_items);
+       RNA_def_property_ui_text(prop, "Turbulence Influence", "Method for driving added turbulent noise");
+       RNA_def_property_update(prop, NC_TEXTURE, NULL);
+
+       
+       
+       srna= RNA_def_struct(brna, "PointDensityTexture", "Texture");
+       RNA_def_struct_sdna(srna, "Tex");
+       RNA_def_struct_ui_text(srna, "Point Density", "Settings for the Point Density texture");
+       
+       prop= RNA_def_property(srna, "pointdensity", PROP_POINTER, PROP_NONE);
+       RNA_def_property_pointer_sdna(prop, NULL, "pd");
+       RNA_def_property_struct_type(prop, "PointDensity");
+       RNA_def_property_ui_text(prop, "Point Density", "The point density settings associated with this texture");
+       RNA_def_property_update(prop, NC_TEXTURE, NULL);
+}
+
+static void rna_def_texture_voxeldata(BlenderRNA *brna)
+{
+       StructRNA *srna;
+       PropertyRNA *prop;
+       
+       static EnumPropertyItem interpolation_type_items[] = {
+               {TEX_VD_NEARESTNEIGHBOR, "NEREASTNEIGHBOR", 0, "Nearest Neighbor", "No interpolation, fast but blocky and low quality."},
+               {TEX_VD_LINEAR, "TRILINEAR", 0, "Trilinear", "Good smoothness and speed"},
+               {TEX_VD_TRICUBIC, "TRICUBIC", 0, "Tricubic", "High quality interpolation, but slow"},
+               {0, NULL, 0, NULL, NULL}};
+       
+       static EnumPropertyItem file_format_items[] = {
+               {TEX_VD_BLENDERVOXEL, "BLENDER_VOXEL", 0, "Blender Voxel", "Default binary voxel file format"},
+               {TEX_VD_RAW_8BIT, "RAW_8BIT", 0, "8 bit RAW", "8 bit greyscale binary data"},
+               {TEX_VD_IMAGE_SEQUENCE, "IMAGE_SEQUENCE", 0, "Image Sequence", "Generate voxels from a sequence of image slices"},
+               {TEX_VD_SMOKE, "SMOKE", 0, "Smoke", "Render voxels from a Blender smoke simulation"},
+               {0, NULL, 0, NULL, NULL}};
+
+       srna= RNA_def_struct(brna, "VoxelData", NULL);
+       RNA_def_struct_sdna(srna, "VoxelData");
+       RNA_def_struct_ui_text(srna, "VoxelData", "Voxel data settings.");
+       
+       prop= RNA_def_property(srna, "interpolation", PROP_ENUM, PROP_NONE);
+       RNA_def_property_enum_sdna(prop, NULL, "interp_type");
+       RNA_def_property_enum_items(prop, interpolation_type_items);
+       RNA_def_property_ui_text(prop, "Interpolation", "Method to interpolate/smooth values between voxel cells");
+       RNA_def_property_update(prop, NC_TEXTURE, NULL);
+       
+       prop= RNA_def_property(srna, "intensity", PROP_FLOAT, PROP_NONE);
+       RNA_def_property_float_sdna(prop, NULL, "int_multiplier");
+       RNA_def_property_range(prop, 0.01, FLT_MAX);
+       RNA_def_property_ui_text(prop, "Intensity", "Multiplier for intensity values");
+       RNA_def_property_update(prop, NC_TEXTURE, NULL);
+       
+       prop= RNA_def_property(srna, "file_format", PROP_ENUM, PROP_NONE);
+       RNA_def_property_enum_sdna(prop, NULL, "file_format");
+       RNA_def_property_enum_items(prop, file_format_items);
+       RNA_def_property_ui_text(prop, "File Format", "Format of the source data set to render  ");
+       RNA_def_property_update(prop, NC_TEXTURE, NULL);
+       
+       prop= RNA_def_property(srna, "source_path", PROP_STRING, PROP_FILEPATH);
+       RNA_def_property_string_sdna(prop, NULL, "source_path");
+       RNA_def_property_ui_text(prop, "Source Path", "The external source data file to use");
+       RNA_def_property_update(prop, NC_TEXTURE, NULL);
+       
+       prop= RNA_def_property(srna, "resolution", PROP_INT, PROP_NONE);
+       RNA_def_property_int_sdna(prop, NULL, "resol");
+       RNA_def_property_ui_text(prop, "Resolution", "Resolution of the voxel grid.");
+       RNA_def_property_update(prop, NC_TEXTURE, NULL);
+       
+       prop= RNA_def_property(srna, "still", PROP_BOOLEAN, PROP_NONE);
+       RNA_def_property_boolean_sdna(prop, NULL, "flag", TEX_VD_STILL);
+       RNA_def_property_ui_text(prop, "Still Frame Only", "Always render a still frame from the voxel data sequence");
+       RNA_def_property_update(prop, NC_TEXTURE, NULL);
+       
+       prop= RNA_def_property(srna, "still_frame_number", PROP_INT, PROP_NONE);
+       RNA_def_property_int_sdna(prop, NULL, "still_frame");
+       RNA_def_property_range(prop, 0, INT_MAX);
+       RNA_def_property_ui_text(prop, "Still Frame Number", "The frame number to always use");
+       RNA_def_property_update(prop, NC_TEXTURE, NULL);
+       
+       prop= RNA_def_property(srna, "domain_object", PROP_POINTER, PROP_NONE);
+       RNA_def_property_pointer_sdna(prop, NULL, "object");
+       RNA_def_property_ui_text(prop, "Domain Object", "Object used as the smoke simulation domain");
+       RNA_def_property_flag(prop, PROP_EDITABLE);
+       RNA_def_property_update(prop, NC_TEXTURE, NULL);
+
+       
+       srna= RNA_def_struct(brna, "VoxelDataTexture", "Texture");
+       RNA_def_struct_sdna(srna, "Tex");
+       RNA_def_struct_ui_text(srna, "Voxel Data", "Settings for the Voxel Data texture");
+       
+       prop= RNA_def_property(srna, "voxeldata", PROP_POINTER, PROP_NONE);
+       RNA_def_property_pointer_sdna(prop, NULL, "vd");
+       RNA_def_property_struct_type(prop, "VoxelData");
+       RNA_def_property_ui_text(prop, "Voxel Data", "The voxel data associated with this texture");
+       RNA_def_property_update(prop, NC_TEXTURE, NULL);
+}
+
 static void rna_def_texture(BlenderRNA *brna)
 {
        StructRNA *srna;
@@ -1324,6 +1539,8 @@ static void rna_def_texture(BlenderRNA *brna)
                {TEX_MUSGRAVE, "MUSGRAVE", ICON_TEXTURE, "Musgrave", ""},
                {TEX_VORONOI, "VORONOI", ICON_TEXTURE, "Voronoi", ""},
                {TEX_DISTNOISE, "DISTORTED_NOISE", ICON_TEXTURE, "Distorted Noise", ""},
+               {TEX_POINTDENSITY, "POINT_DENSITY", ICON_TEXTURE, "Point Density", ""},
+               {TEX_VOXELDATA, "VOXEL_DATA", ICON_TEXTURE, "Voxel Data", ""},
                {0, NULL, 0, NULL, NULL}};
 
        srna= RNA_def_struct(brna, "Texture", "ID");
@@ -1336,6 +1553,7 @@ static void rna_def_texture(BlenderRNA *brna)
        //RNA_def_property_clear_flag(prop, PROP_EDITABLE);
        RNA_def_property_enum_sdna(prop, NULL, "type");
        RNA_def_property_enum_items(prop, prop_type_items);
+       RNA_def_property_enum_funcs(prop, NULL, "rna_Texture_type_set", NULL);
        RNA_def_property_ui_text(prop, "Type", "");
        RNA_def_property_update(prop, NC_TEXTURE, NULL);
        
@@ -1399,6 +1617,8 @@ static void rna_def_texture(BlenderRNA *brna)
        rna_def_texture_musgrave(brna);
        rna_def_texture_voronoi(brna);
        rna_def_texture_distorted_noise(brna);
+       rna_def_texture_pointdensity(brna);
+       rna_def_texture_voxeldata(brna);
        /* XXX add more types here .. */
 }
 
index 185662c5a4229129d83e5b8a9873ab27d6a15a6a..ad96b9db166f4d892656f1fb7226824860fdd25c 100644 (file)
@@ -30,6 +30,7 @@ SET(INC
   intern/include ../../../intern/guardedalloc ../blenlib ../makesdna
   extern/include ../blenkernel ../imbuf
   ../include ../../kernel/gen_messaging ../blenloader
+  ../../../intern/smoke/extern
   ../makesrna
 )
 
index dbd9f65254b9dd62f5a9e8e763a2f1cdf920b99c..db151775b966691edc4780eac2f767d13245a8bf 100644 (file)
@@ -6,7 +6,7 @@ sources = env.Glob('intern/source/*.c')
 
 incs = 'intern/include #/intern/guardedalloc ../blenlib ../makesdna ../makesrna'
 incs += ' extern/include ../blenkernel ../radiosity/extern/include ../imbuf'
-incs += ' ../include ../blenloader'
+incs += ' ../include ../blenloader ../../../intern/smoke/extern'
 
 defs = []
 
index 5f5b493a9ecef60c83c7a1857c8863514c94c48e..435e3ddc07fbbe8537256b3fc0c2997e2261d3ea 100644 (file)
@@ -112,7 +112,7 @@ typedef struct ShadeInput
        
        /* internal face coordinates */
        float u, v, dx_u, dx_v, dy_u, dy_v;
-       float co[3], view[3];
+       float co[3], view[3], camera_co[3];
        
        /* copy from material, keep synced so we can do memcopy */
        /* current size: 23*4 */
@@ -160,6 +160,7 @@ typedef struct ShadeInput
        
        int samplenr;                   /* sample counter, to detect if we should do shadow again */
        int depth;                              /* 1 or larger on raytrace shading */
+       int volume_depth;               /* number of intersections through volumes */
        
        /* stored copy of original face normal (facenor) 
         * before flipping. Used in Front/back output on geometry node */
diff --git a/source/blender/render/intern/include/pointdensity.h b/source/blender/render/intern/include/pointdensity.h
new file mode 100644 (file)
index 0000000..93cdef3
--- /dev/null
@@ -0,0 +1,44 @@
+/*
+ *
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program 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 General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Matt Ebb
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#ifndef POINTDENSITY_H
+#define POINTDENSITY_H 
+
+/**
+ * Make point density kd-trees for all point density textures in the scene
+ */
+
+struct Render;
+struct TexResult;
+
+void make_pointdensities(struct Render *re);
+void free_pointdensities(struct Render *re);
+int pointdensitytex(struct Tex *tex, float *texvec, struct TexResult *texres);
+
+#endif /* POINTDENSITY_H */
+
index ab3758781cee82de1bf2e3453bcd4ff998b7637f..c4910f7733dc0198bc632261e8f1cf2141a891e2 100644 (file)
@@ -201,6 +201,9 @@ struct Render
        ListBase customdata_names;
 
        struct Object *excludeob;
+       ListBase render_volumes_inside;
+       ListBase volumes;
+       ListBase volume_precache_parts;
 
        /* arena for allocating data for use during render, for
                * example dynamic TFaces to go in the VlakRen structure.
@@ -292,7 +295,9 @@ typedef struct ObjectInstanceRen {
 
        float dupliorco[3], dupliuv[2];
        float (*duplitexmat)[4];
-
+       
+       struct VolumePrecache *volume_precache;
+       
        float *vectors;
        int totvector;
 } ObjectInstanceRen;
@@ -402,6 +407,45 @@ typedef struct StrandRen {
        float orco[3];
 } StrandRen;
 
+/* ------------------------------------------------------------------------- */
+
+typedef struct VolumeOb
+{
+       struct VolumeOb *next, *prev;
+       struct Material *ma;
+       struct ObjectRen *obr;
+} VolumeOb;
+
+typedef struct MatInside {
+       struct MatInside *next, *prev;
+       struct Material *ma;
+} MatInside;
+
+typedef struct VolPrecachePart
+{
+       struct VolPrecachePart *next, *prev;
+       struct RayTree *tree;
+       struct ShadeInput *shi;
+       struct ObjectInstanceRen *obi;
+       int num;
+       int minx, maxx;
+       int miny, maxy;
+       int minz, maxz;
+       int res[3];
+       float bbmin[3];
+       float voxel[3];
+       int working, done;
+} VolPrecachePart;
+
+typedef struct VolumePrecache
+{
+       int res[3];
+       float *data_r;
+       float *data_g;
+       float *data_b;
+} VolumePrecache;
+
+/* ------------------------------------------------------------------------- */
 
 struct LampRen;
 struct MTex;
index d195f32d5ef050e157135e7c33ce7c24215b6039..95bccd2be1e4eae97488056a647cde8cf467d70a 100644 (file)
@@ -33,6 +33,7 @@ struct VlakRen;
 struct StrandSegment;
 struct StrandPoint;
 struct ObjectInstanceRen obi;
+struct Isect;
 
 /* shadeinput.c */
 
@@ -52,6 +53,7 @@ typedef struct ShadeSample {
 
        /* also the node shader callback */
 void shade_material_loop(struct ShadeInput *shi, struct ShadeResult *shr);
+void shade_volume_loop(struct ShadeInput *shi, struct ShadeResult *shr);
 
 void shade_input_set_triangle_i(struct ShadeInput *shi, struct ObjectInstanceRen *obi, struct VlakRen *vlr, short i1, short i2, short i3);
 void shade_input_set_triangle(struct ShadeInput *shi, volatile int obi, volatile int facenr, int normal_flip);
@@ -87,7 +89,11 @@ void shade_color(struct ShadeInput *shi, ShadeResult *shr);
 void ambient_occlusion_to_diffuse(struct ShadeInput *shi, float *diff);
 void ambient_occlusion(struct ShadeInput *shi);
 
+ListBase *get_lights(struct ShadeInput *shi);
 float lamp_get_visibility(struct LampRen *lar, float *co, float *lv, float *dist);
 void lamp_get_shadow(struct LampRen *lar, ShadeInput *shi, float inp, float *shadfac, int do_real);
 
 float  fresnel_fac(float *view, float *vn, float fresnel, float fac);
+
+/* rayshade.c */
+extern void shade_ray(struct Isect *is, struct ShadeInput *shi, struct ShadeResult *shr);
index c254b76829294761c66f40b5f9e4d97292bcafa6..78d6a912af1b25bafc52e00a178f374e35275af3 100644 (file)
@@ -56,6 +56,7 @@ void do_halo_tex(struct HaloRen *har, float xn, float yn, float *colf);
 void do_sky_tex(float *rco, float *lo, float *dxyview, float *hor, float *zen, float *blend, int skyflag, short thread);
 void do_material_tex(struct ShadeInput *shi);
 void do_lamp_tex(LampRen *la, float *lavec, struct ShadeInput *shi, float *colf, int effect);
+void do_volume_tex(struct ShadeInput *shi, float *xyz, int mapto_flag, float *col, float *val);
 
 void init_render_textures(Render *re);
 void end_render_textures(void);
diff --git a/source/blender/render/intern/include/volume_precache.h b/source/blender/render/intern/include/volume_precache.h
new file mode 100644 (file)
index 0000000..d8a94c2
--- /dev/null
@@ -0,0 +1,34 @@
+/**
+ *
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program 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 General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Matt Ebb.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+void volume_precache(Render *re);
+void free_volume_precache(Render *re);
+int point_inside_volume_objectinstance(ObjectInstanceRen *obi, float *co);
+int using_lightcache(Material *ma);
+
+#define VOL_MS_TIMESTEP        0.1f
\ No newline at end of file
diff --git a/source/blender/render/intern/include/volumetric.h b/source/blender/render/intern/include/volumetric.h
new file mode 100644 (file)
index 0000000..543e179
--- /dev/null
@@ -0,0 +1,47 @@
+/**
+ *
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program 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 General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Matt Ebb.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+float vol_get_stepsize(struct ShadeInput *shi, int context);
+float vol_get_density(struct ShadeInput *shi, float *co);
+void vol_get_scattering(ShadeInput *shi, float *scatter_col, float *co, float stepsize, float density);
+
+void shade_volume_outside(ShadeInput *shi, ShadeResult *shr);
+void shade_volume_inside(ShadeInput *shi, ShadeResult *shr);
+void shade_volume_shadow(struct ShadeInput *shi, struct ShadeResult *shr, struct Isect *last_is);
+
+#define STEPSIZE_VIEW  0
+#define STEPSIZE_SHADE 1
+
+#define VOL_IS_BACKFACE                        1
+#define VOL_IS_SAMEMATERIAL            2
+
+#define VOL_BOUNDS_DEPTH       0
+#define VOL_BOUNDS_SS          1
+
+#define VOL_SHADE_OUTSIDE      0
+#define VOL_SHADE_INSIDE       1
\ No newline at end of file
diff --git a/source/blender/render/intern/include/voxeldata.h b/source/blender/render/intern/include/voxeldata.h
new file mode 100644 (file)
index 0000000..b291bdc
--- /dev/null
@@ -0,0 +1,45 @@
+/**
+ *
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program 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 General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Raul Fernandez Hernandez (Farsthary), Matt Ebb.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#ifndef VOXELDATA_H
+#define VOXELDATA_H 
+
+struct Render;
+struct TexResult;
+
+typedef struct VoxelDataHeader
+{
+       int resolX, resolY, resolZ;
+       int frames;
+} VoxelDataHeader;
+
+void make_voxeldata(struct Render *re);
+void free_voxeldata(struct Render *re);
+int voxeldatatex(struct Tex *tex, float *texvec, struct TexResult *texres);
+
+#endif /* VOXELDATA_H */
index 2c264ce2337f5912ba5f4e07946de24229af03bd..e486daf25851616b9499268e08bc3a270d03a9c2 100644 (file)
 
 #include "envmap.h"
 #include "occlusion.h"
+#include "pointdensity.h"
+#include "voxeldata.h"
 #include "render_types.h"
 #include "rendercore.h"
 #include "renderdatabase.h"
 #include "shading.h"
 #include "strand.h"
 #include "texture.h"
+#include "volume_precache.h"
 #include "sss.h"
 #include "strand.h"
 #include "zbuf.h"
@@ -917,6 +920,7 @@ static Material *give_render_material(Render *re, Object *ob, int nr)
        
        if(re->r.mode & R_SPEED) ma->texco |= NEED_UV;
        
+       if(ma->material_type == MA_TYPE_VOLUME) ma->mode |= MA_TRANSP;
        if((ma->mode & MA_TRANSP) && (ma->mode & MA_ZTRANSP))
                re->flag |= R_ZTRA;
        
@@ -2976,6 +2980,52 @@ static void use_mesh_edge_lookup(ObjectRen *obr, DerivedMesh *dm, MEdge *medge,
        }
 }
 
+static void free_camera_inside_volumes(Render *re)
+{
+       BLI_freelistN(&re->render_volumes_inside);
+}
+
+static void init_camera_inside_volumes(Render *re)
+{
+       ObjectInstanceRen *obi;
+       VolumeOb *vo;
+       float co[3] = {0.f, 0.f, 0.f};
+
+       for(vo= re->volumes.first; vo; vo= vo->next) {
+               for(obi= re->instancetable.first; obi; obi= obi->next) {
+                       if (obi->obr == vo->obr) {
+                               if (point_inside_volume_objectinstance(obi, co)) {
+                                       MatInside *mi;
+                                       
+                                       mi = MEM_mallocN(sizeof(MatInside), "camera inside material");
+                                       mi->ma = vo->ma;
+                                       
+                                       BLI_addtail(&(re->render_volumes_inside), mi);
+                               }
+                       }
+               }
+       }
+       
+       /* debug {
+       MatInside *m;
+       for (m=re->render_volumes_inside.first; m; m=m->next) {
+               printf("matinside: ma: %s \n", m->ma->id.name+2);
+       }
+       }*/
+}
+
+static void add_volume(Render *re, ObjectRen *obr, Material *ma)
+{
+       struct VolumeOb *vo;
+       
+       vo = MEM_mallocN(sizeof(VolumeOb), "volume object");
+       
+       vo->ma = ma;
+       vo->obr = obr;
+       
+       BLI_addtail(&re->volumes, vo);
+}
+
 static void init_render_mesh(Render *re, ObjectRen *obr, int timeoffset)
 {
        Object *ob= obr->ob;
@@ -3025,6 +3075,9 @@ static void init_render_mesh(Render *re, ObjectRen *obr, int timeoffset)
                                }
                                need_nmap_tangent= 1;
                        }
+                       
+                       if (ma->material_type == MA_TYPE_VOLUME)
+                               add_volume(re, obr, ma);
                }
        }
 
@@ -3809,6 +3862,7 @@ static void set_fullsample_flag(Render *re, ObjectRen *obr)
                        vlr->flag |= R_FULL_OSA;
                else if(trace) {
                        if(mode & MA_SHLESS);
+                       else if(vlr->mat->material_type == MA_TYPE_VOLUME);
                        else if((mode & MA_RAYMIRROR) || ((mode & MA_TRANSP) && (mode & MA_RAYTRANSP)))
                                /* for blurry reflect/refract, better to take more samples 
                                 * inside the raytrace than as OSA samples */
@@ -4334,6 +4388,8 @@ void RE_Database_Free(Render *re)
                curvemapping_free(lar->curfalloff);
        }
        
+       free_volume_precache(re);
+       
        BLI_freelistN(&re->lampren);
        BLI_freelistN(&re->lights);
 
@@ -4360,6 +4416,11 @@ void RE_Database_Free(Render *re)
        end_render_materials();
        end_render_textures();
        
+       free_pointdensities(re);
+       free_voxeldata(re);
+       
+       free_camera_inside_volumes(re);
+       
        if(re->wrld.aosphere) {
                MEM_freeN(re->wrld.aosphere);
                re->wrld.aosphere= NULL;
@@ -4752,6 +4813,8 @@ void RE_Database_FromScene(Render *re, Scene *scene, int use_camera_view)
 
        /* MAKE RENDER DATA */
        database_init_objects(re, lay, 0, 0, 0, 0);
+       
+       init_camera_inside_volumes(re);
 
        if(!re->test_break(re->tbh)) {
                int tothalo;
@@ -4800,6 +4863,13 @@ void RE_Database_FromScene(Render *re, Scene *scene, int use_camera_view)
                        /* ENVIRONMENT MAPS */
                        if(!re->test_break(re->tbh))
                                make_envmaps(re);
+                               
+                       /* point density texture */
+                       if(!re->test_break(re->tbh))
+                               make_pointdensities(re);
+                       /* voxel data texture */
+                       if(!re->test_break(re->tbh))
+                               make_voxeldata(re);
                }
                
                if(!re->test_break(re->tbh))
@@ -4816,6 +4886,11 @@ void RE_Database_FromScene(Render *re, Scene *scene, int use_camera_view)
                if((re->r.mode & R_SSS) && !re->test_break(re->tbh))
                        if(re->r.renderer==R_INTERN)
                                make_sss_tree(re);
+               
+               if(!re->test_break(re->tbh))
+                       if(re->r.mode & R_RAYTRACE)
+                               volume_precache(re);
+               
        }
        
        if(re->test_break(re->tbh))
index feef3dd424a81176a2a73bf2ab238f0661a73f18..a15377a8c6d8f99e69a89d146d4694708d85d9c2 100644 (file)
@@ -630,7 +630,7 @@ static OcclusionTree *occ_tree_build(Render *re)
                        if((a & 255)==0) vlr= obr->vlaknodes[a>>8].vlak;
                        else vlr++;
 
-                       if(vlr->mat->mode & MA_TRACEBLE)
+                       if((vlr->mat->mode & MA_TRACEBLE) && (vlr->mat->material_type == MA_TYPE_SURFACE))
                                totface++;
                }
        }
@@ -663,7 +663,7 @@ static OcclusionTree *occ_tree_build(Render *re)
                        if((a & 255)==0) vlr= obr->vlaknodes[a>>8].vlak;
                        else vlr++;
 
-                       if(vlr->mat->mode & MA_TRACEBLE) {
+                       if((vlr->mat->mode & MA_TRACEBLE) && (vlr->mat->material_type == MA_TYPE_SURFACE)) {
                                tree->face[b].obi= c;
                                tree->face[b].facenr= a;
                                tree->occlusion[b]= 1.0f;
diff --git a/source/blender/render/intern/source/pointdensity.c b/source/blender/render/intern/source/pointdensity.c
new file mode 100644 (file)
index 0000000..fbc39b6
--- /dev/null
@@ -0,0 +1,484 @@
+/* 
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program 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 General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * Contributors: Matt Ebb
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include <math.h>
+#include <stdlib.h>
+#include <stdio.h>
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_arithb.h"
+#include "BLI_blenlib.h"
+#include "BLI_kdopbvh.h"
+
+#include "BKE_DerivedMesh.h"
+#include "BKE_global.h"
+#include "BKE_lattice.h"
+#include "BKE_main.h"
+#include "BKE_object.h"
+#include "BKE_particle.h"
+#include "BKE_texture.h"
+
+#include "DNA_texture_types.h"
+#include "DNA_particle_types.h"
+
+#include "render_types.h"
+#include "renderdatabase.h"
+#include "texture.h"
+
+/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
+/* defined in pipeline.c, is hardcopy of active dynamic allocated Render */
+/* only to be used here in this file, it's for speed */
+extern struct Render R;
+/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
+
+
+static int point_data_used(PointDensity *pd)
+{
+       int pd_bitflag = 0;
+       
+       if ((pd->noise_influence == TEX_PD_NOISE_VEL) || (pd->color_source == TEX_PD_COLOR_PARTVEL) || (pd->color_source == TEX_PD_COLOR_PARTSPEED))
+               pd_bitflag |= POINT_DATA_VEL;
+       if ((pd->noise_influence == TEX_PD_NOISE_AGE) || (pd->color_source == TEX_PD_COLOR_PARTAGE)) 
+               pd_bitflag |= POINT_DATA_LIFE;
+               
+       return pd_bitflag;
+}
+
+
+/* additional data stored alongside the point density BVH, 
+ * accessible by point index number to retrieve other information 
+ * such as particle velocity or lifetime */
+static void alloc_point_data(PointDensity *pd, int total_particles, int point_data_used)
+{
+       int data_size = 0;
+       
+       if (point_data_used & POINT_DATA_VEL) {
+               /* store 3 channels of velocity data */
+               data_size += 3;
+       }
+       if (point_data_used & POINT_DATA_LIFE) {
+               /* store 1 channel of lifetime data */
+               data_size += 1;
+       }
+
+       if (data_size)
+               pd->point_data = MEM_mallocN(sizeof(float)*data_size*total_particles, "particle point data");
+}
+
+static void pointdensity_cache_psys(Render *re, PointDensity *pd, Object *ob, ParticleSystem *psys)
+{
+       DerivedMesh* dm;
+       ParticleKey state;
+       ParticleData *pa=NULL;
+       float cfra = bsystem_time(re->scene, ob, (float)re->scene->r.cfra, 0.0);
+       int i, childexists;
+       int total_particles, offset=0;
+       int data_used = point_data_used(pd);
+       float partco[3];
+       float obview[4][4];
+       
+       
+       /* init everything */
+       if (!psys || !ob || !pd) return;
+       
+       Mat4MulMat4(obview, re->viewinv, ob->obmat);
+       
+       /* Just to create a valid rendering context for particles */
+       psys_render_set(ob, psys, re->viewmat, re->winmat, re->winx, re->winy, 0);
+       
+       dm = mesh_create_derived_render(re->scene, ob,CD_MASK_BAREMESH|CD_MASK_MTFACE|CD_MASK_MCOL);
+       
+       if ( !psys_check_enabled(ob, psys)) {
+               psys_render_restore(ob, psys);
+               return;
+       }
+       
+       /* in case ob->imat isn't up-to-date */
+       Mat4Invert(ob->imat, ob->obmat);
+       
+       total_particles = psys->totpart+psys->totchild;
+       psys->lattice=psys_get_lattice(re->scene,ob,psys);
+       
+       pd->point_tree = BLI_bvhtree_new(total_particles, 0.0, 4, 6);
+       alloc_point_data(pd, total_particles, data_used);
+       pd->totpoints = total_particles;
+       if (data_used & POINT_DATA_VEL) offset = pd->totpoints*3;
+       
+       if (psys->totchild > 0 && !(psys->part->draw & PART_DRAW_PARENT))
+               childexists = 1;
+       
+       for (i=0, pa=psys->particles; i < total_particles; i++, pa++) {
+
+               state.time = cfra;
+               if(psys_get_particle_state(re->scene, ob, psys, i, &state, 0)) {
+                       
+                       VECCOPY(partco, state.co);
+                       
+                       if (pd->psys_cache_space == TEX_PD_OBJECTSPACE)
+                               Mat4MulVecfl(ob->imat, partco);
+                       else if (pd->psys_cache_space == TEX_PD_OBJECTLOC) {
+                               float obloc[3];
+                               VECCOPY(obloc, ob->loc);
+                               VecSubf(partco, partco, obloc);
+                       } else {
+                               /* TEX_PD_WORLDSPACE */
+                       }
+                       
+                       BLI_bvhtree_insert(pd->point_tree, i, partco, 1);
+                       
+                       if (data_used & POINT_DATA_VEL) {
+                               pd->point_data[i*3 + 0] = state.vel[0];
+                               pd->point_data[i*3 + 1] = state.vel[1];
+                               pd->point_data[i*3 + 2] = state.vel[2];
+                       } 
+                       if (data_used & POINT_DATA_LIFE) {
+                               float pa_time;
+                               
+                               if (i < psys->totpart) {
+                                       pa_time = (cfra - pa->time)/pa->lifetime;
+                               } else {
+                                       ChildParticle *cpa= (psys->child + i) - psys->totpart;
+                                       float pa_birthtime, pa_dietime;
+                                       
+                                       pa_time = psys_get_child_time(psys, cpa, cfra, &pa_birthtime, &pa_dietime);
+                               }
+                               
+                               pd->point_data[offset + i] = pa_time;
+                       }
+               }
+       }
+       
+       BLI_bvhtree_balance(pd->point_tree);
+       dm->release(dm);
+       
+       if(psys->lattice){
+               end_latt_deform(psys->lattice);
+               psys->lattice=0;
+       }
+       
+       psys_render_restore(ob, psys);
+}
+
+
+static void pointdensity_cache_object(Render *re, PointDensity *pd, ObjectRen *obr)
+{
+       int i;
+       
+       if (!obr || !pd) return;
+       if(!obr->vertnodes) return;
+       
+       /* in case ob->imat isn't up-to-date */
+       Mat4Invert(obr->ob->imat, obr->ob->obmat);
+       
+       pd->point_tree = BLI_bvhtree_new(obr->totvert, 0.0, 4, 6);
+       pd->totpoints = obr->totvert;
+       
+       for(i=0; i<obr->totvert; i++) {
+               float ver_co[3];
+               VertRen *ver= RE_findOrAddVert(obr, i);
+               
+               VECCOPY(ver_co, ver->co);
+               Mat4MulVecfl(re->viewinv, ver_co);
+               
+               if (pd->ob_cache_space == TEX_PD_OBJECTSPACE) {
+                       Mat4MulVecfl(obr->ob->imat, ver_co);
+               } else if (pd->psys_cache_space == TEX_PD_OBJECTLOC) {
+                       VecSubf(ver_co, ver_co, obr->ob->loc);
+               } else {
+                       /* TEX_PD_WORLDSPACE */
+               }
+               
+               BLI_bvhtree_insert(pd->point_tree, i, ver_co, 1);
+       }
+       
+       BLI_bvhtree_balance(pd->point_tree);
+
+}
+static void cache_pointdensity(Render *re, Tex *tex)
+{
+       PointDensity *pd = tex->pd;
+
+       if (pd->point_tree) {
+               BLI_bvhtree_free(pd->point_tree);
+               pd->point_tree = NULL;
+       }
+       
+       if (pd->source == TEX_PD_PSYS) {
+               Object *ob = pd->object;
+
+               if (!ob) return;
+               if (!pd->psys) return;
+               
+               pointdensity_cache_psys(re, pd, ob, pd->psys);
+       }
+       else if (pd->source == TEX_PD_OBJECT) {
+               Object *ob = pd->object;
+               ObjectRen *obr;
+               int found=0;
+
+               /* find the obren that corresponds to the object */
+               for (obr=re->objecttable.first; obr; obr=obr->next) {
+                       if (obr->ob == ob) {
+                               found=1;
+                               break;
+                       }
+               }
+               if (!found) return;
+               
+               pointdensity_cache_object(re, pd, obr);
+       }
+}
+
+static void free_pointdensity(Render *re, Tex *tex)
+{
+       PointDensity *pd = tex->pd;
+
+       if (!pd) return;
+       
+       if (pd->point_tree) {
+               BLI_bvhtree_free(pd->point_tree);
+               pd->point_tree = NULL;
+       }
+
+       if (pd->point_data) {
+               MEM_freeN(pd->point_data);
+               pd->point_data = NULL;
+       }
+       pd->totpoints = 0;
+}
+
+
+
+void make_pointdensities(Render *re)
+{
+       Tex *tex;
+       
+       if(re->scene->r.scemode & R_PREVIEWBUTS)
+               return;
+       
+       re->i.infostr= "Caching Point Densities";
+       re->stats_draw(re->sdh, &re->i);
+
+       for (tex= G.main->tex.first; tex; tex= tex->id.next) {
+               if(tex->id.us && tex->type==TEX_POINTDENSITY) {
+                       cache_pointdensity(re, tex);
+               }
+       }
+       
+       re->i.infostr= NULL;
+       re->stats_draw(re->sdh, &re->i);
+}
+
+void free_pointdensities(Render *re)
+{
+       Tex *tex;
+       
+       if(re->scene->r.scemode & R_PREVIEWBUTS)
+               return;
+       
+       for (tex= G.main->tex.first; tex; tex= tex->id.next) {
+               if(tex->id.us && tex->type==TEX_POINTDENSITY) {
+                       free_pointdensity(re, tex);
+               }
+       }
+}
+
+typedef struct PointDensityRangeData
+{
+    float *density;
+    float squared_radius;
+    float *point_data;
+       float *vec;
+       float softness;
+    short falloff_type;
+       short noise_influence;
+       float *age;
+       int point_data_used;
+       int offset;
+} PointDensityRangeData;
+
+void accum_density(void *userdata, int index, float squared_dist)
+{
+       PointDensityRangeData *pdr = (PointDensityRangeData *)userdata;
+       const float dist = (pdr->squared_radius - squared_dist) / pdr->squared_radius * 0.5f;
+       float density;
+       
+       if (pdr->falloff_type == TEX_PD_FALLOFF_STD)
+               density = dist;
+       else if (pdr->falloff_type == TEX_PD_FALLOFF_SMOOTH)
+               density = 3.0f*dist*dist - 2.0f*dist*dist*dist;
+       else if (pdr->falloff_type == TEX_PD_FALLOFF_SOFT)
+               density = pow(dist, pdr->softness);
+       else if (pdr->falloff_type == TEX_PD_FALLOFF_CONSTANT)
+               density = pdr->squared_radius;
+       else if (pdr->falloff_type == TEX_PD_FALLOFF_ROOT)
+               density = sqrt(dist);
+       
+       if (pdr->point_data_used & POINT_DATA_VEL) {
+               pdr->vec[0] += pdr->point_data[index*3 + 0]; //* density;
+               pdr->vec[1] += pdr->point_data[index*3 + 1]; //* density;
+               pdr->vec[2] += pdr->point_data[index*3 + 2]; //* density;
+       }
+       if (pdr->point_data_used & POINT_DATA_LIFE) {
+               *pdr->age += pdr->point_data[pdr->offset + index]; // * density;
+       }
+       
+       *pdr->density += density;
+}
+
+
+static void init_pointdensityrangedata(PointDensity *pd, PointDensityRangeData *pdr, float *density, float *vec, float *age)
+{
+       pdr->squared_radius = pd->radius*pd->radius;
+       pdr->density = density;
+       pdr->point_data = pd->point_data;
+       pdr->falloff_type = pd->falloff_type;
+       pdr->vec = vec;
+       pdr->age = age;
+       pdr->softness = pd->falloff_softness;
+       pdr->noise_influence = pd->noise_influence;
+       pdr->point_data_used = point_data_used(pd);
+       pdr->offset = (pdr->point_data_used & POINT_DATA_VEL)?pd->totpoints*3:0;
+}
+
+
+int pointdensitytex(Tex *tex, float *texvec, TexResult *texres)
+{
+       int retval = TEX_INT;
+       PointDensity *pd = tex->pd;
+       PointDensityRangeData pdr;
+       float density=0.0f, age=0.0f, time=0.0f;
+       float vec[3] = {0.0f, 0.0f, 0.0f}, co[3];
+       float col[4];
+       float turb, noise_fac;
+       int num=0;
+       
+       texres->tin = 0.0f;
+       
+       if ((!pd) || (!pd->point_tree))         
+               return 0;
+               
+       init_pointdensityrangedata(pd, &pdr, &density, vec, &age);
+       noise_fac = pd->noise_fac * 0.5f;       /* better default */
+       
+       VECCOPY(co, texvec);
+       
+       if (point_data_used(pd)) {
+               /* does a BVH lookup to find accumulated density and additional point data *
+                * stores particle velocity vector in 'vec', and particle lifetime in 'time' */
+               num = BLI_bvhtree_range_query(pd->point_tree, co, pd->radius, accum_density, &pdr);
+               if (num > 0) {
+                       age /= num;
+                       VecMulf(vec, 1.0f/num);
+               }
+               
+               /* reset */
+               density = vec[0] = vec[1] = vec[2] = 0.0f;
+       }
+       
+       if (pd->flag & TEX_PD_TURBULENCE) {
+       
+               if (pd->noise_influence == TEX_PD_NOISE_AGE) {
+                       turb = BLI_gTurbulence(pd->noise_size, texvec[0]+age, texvec[1]+age, texvec[2]+age, pd->noise_depth, 0, pd->noise_basis);
+               }
+               else if (pd->noise_influence == TEX_PD_NOISE_TIME) {
+                       time = R.cfra / (float)R.r.efra;
+                       turb = BLI_gTurbulence(pd->noise_size, texvec[0]+time, texvec[1]+time, texvec[2]+time, pd->noise_depth, 0, pd->noise_basis);
+                       //turb = BLI_turbulence(pd->noise_size, texvec[0]+time, texvec[1]+time, texvec[2]+time, pd->noise_depth);
+               }
+               else {
+                       turb = BLI_gTurbulence(pd->noise_size, texvec[0]+vec[0], texvec[1]+vec[1], texvec[2]+vec[2], pd->noise_depth, 0, pd->noise_basis);
+               }
+
+               turb -= 0.5f;   /* re-center 0.0-1.0 range around 0 to prevent offsetting result */
+               
+               /* now we have an offset coordinate to use for the density lookup */
+               co[0] = texvec[0] + noise_fac * turb;
+               co[1] = texvec[1] + noise_fac * turb;
+               co[2] = texvec[2] + noise_fac * turb;
+       }
+
+       /* BVH query with the potentially perturbed coordinates */
+       num = BLI_bvhtree_range_query(pd->point_tree, co, pd->radius, accum_density, &pdr);
+       if (num > 0) {
+               age /= num;
+               VecMulf(vec, 1.0f/num);
+       }
+       
+       texres->tin = density;
+       BRICONT;
+       
+       if (pd->color_source == TEX_PD_COLOR_CONSTANT)
+               return retval;
+       
+       retval |= TEX_RGB;
+       
+       switch (pd->color_source) {
+               case TEX_PD_COLOR_PARTAGE:
+                       if (pd->coba) {
+                               if (do_colorband(pd->coba, age, col)) {
+                                       texres->talpha= 1;
+                                       VECCOPY(&texres->tr, col);
+                                       texres->tin *= col[3];
+                                       texres->ta = texres->tin;
+                               }
+                       }
+                       break;
+               case TEX_PD_COLOR_PARTSPEED:
+               {
+                       float speed = VecLength(vec) * pd->speed_scale;
+                       
+                       if (pd->coba) {
+                               if (do_colorband(pd->coba, speed, col)) {
+                                       texres->talpha= 1;      
+                                       VECCOPY(&texres->tr, col);
+                                       texres->tin *= col[3];
+                                       texres->ta = texres->tin;
+                               }
+                       }
+                       break;
+               }
+               case TEX_PD_COLOR_PARTVEL:
+                       texres->talpha= 1;
+                       VecMulf(vec, pd->speed_scale);
+                       VECCOPY(&texres->tr, vec);
+                       texres->ta = texres->tin;
+                       break;
+               case TEX_PD_COLOR_CONSTANT:
+               default:
+                       texres->tr = texres->tg = texres->tb = texres->ta = 1.0f;
+                       break;
+       }
+       BRICONTRGB;
+       
+       return retval;
+       
+       /*
+       if (texres->nor!=NULL) {
+               texres->nor[0] = texres->nor[1] = texres->nor[2] = 0.0f;
+       }
+       */
+}
index 0c8749ce3292c1d6697a6a6997f65dc1035683a1..4cc731611a4a00f523ca9dc0446866edbb132265 100644 (file)
@@ -54,6 +54,7 @@
 #include "pixelshading.h"
 #include "shading.h"
 #include "texture.h"
+#include "volumetric.h"
 
 #include "RE_raytrace.h"
 
@@ -95,6 +96,17 @@ static int vlr_check_intersect(Isect *is, int ob, RayFace *face)
                return (is->lay & obi->lay);
 }
 
+static int vlr_check_intersect_solid(Isect *is, int ob, RayFace *face)
+{
+       VlakRen *vlr = (VlakRen*)face;
+
+       /* solid material types only */
+       if (vlr->mat->material_type == MA_TYPE_SURFACE)
+               return 1;
+       else
+               return 0;
+}
+
 static float *vlr_get_transform(void *userdata, int i)
 {
        ObjectInstanceRen *obi= RAY_OBJECT_GET((Render*)userdata, i);
@@ -205,7 +217,7 @@ void makeraytree(Render *re)
        re->stats_draw(re->sdh, &re->i);
 }
 
-static void shade_ray(Isect *is, ShadeInput *shi, ShadeResult *shr)
+void shade_ray(Isect *is, ShadeInput *shi, ShadeResult *shr)
 {
        VlakRen *vlr= (VlakRen*)is->face;
        ObjectInstanceRen *obi= RAY_OBJECT_GET(&R, is->ob);
@@ -260,8 +272,14 @@ static void shade_ray(Isect *is, ShadeInput *shi, ShadeResult *shr)
                shade_input_flip_normals(shi);
 
        shade_input_set_shade_texco(shi);
-       
-       if(is->mode==RE_RAY_SHADOW_TRA) {
+       if (shi->mat->material_type == MA_TYPE_VOLUME) {
+               if(ELEM(is->mode, RE_RAY_SHADOW, RE_RAY_SHADOW_TRA)) {
+                       shade_volume_shadow(shi, shr, is);
+               } else {
+                       shade_volume_outside(shi, shr);
+               }
+       }
+       else if(is->mode==RE_RAY_SHADOW_TRA) {
                /* temp hack to prevent recursion */
                if(shi->nodes==0 && shi->mat->nodetree && shi->mat->use_nodes) {
                        ntreeShaderExecTree(shi->mat->nodetree, shi, shr);
@@ -275,9 +293,20 @@ static void shade_ray(Isect *is, ShadeInput *shi, ShadeResult *shr)
                        ntreeShaderExecTree(shi->mat->nodetree, shi, shr);
                        shi->mat= vlr->mat;             /* shi->mat is being set in nodetree */
                }
-               else
-                       shade_material_loop(shi, shr);
-               
+               else {
+                       int tempdepth;
+                       /* XXX dodgy business here, set ray depth to -1
+                        * to ignore raytrace in shade_material_loop()
+                        * this could really use a refactor --Matt */
+                       if (shi->volume_depth == 0) {
+                               tempdepth = shi->depth;
+                               shi->depth = -1;
+                               shade_material_loop(shi, shr);
+                               shi->depth = tempdepth;
+                       } else {
+                               shade_material_loop(shi, shr);
+                       }
+               }
                /* raytrace likes to separate the spec color */
                VECSUB(shr->diff, shr->combined, shr->spec);
        }       
@@ -1302,11 +1331,15 @@ static void ray_trace_shadow_tra(Isect *is, ShadeInput *origshi, int depth, int
                shi.nodes= origshi->nodes;
                
                shade_ray(is, &shi, &shr);
-               if (traflag & RAY_TRA)
-                       d= shade_by_transmission(is, &shi, &shr);
-               
-               /* mix colors based on shadfac (rgb + amount of light factor) */
-               addAlphaLight(is->col, shr.diff, shr.alpha, d*shi.mat->filter);
+               if (shi.mat->material_type == MA_TYPE_SURFACE) {
+                       if (traflag & RAY_TRA)
+                               d= shade_by_transmission(is, &shi, &shr);
+                       
+                       /* mix colors based on shadfac (rgb + amount of light factor) */
+                       addAlphaLight(is->col, shr.diff, shr.alpha, d*shi.mat->filter);
+               } else if (shi.mat->material_type == MA_TYPE_VOLUME) {
+                       addAlphaLight(is->col, shr.combined, shr.alpha, 1.0f);
+               }
                
                if(depth>0 && is->col[3]>0.0f) {
                        
@@ -1607,7 +1640,7 @@ static void ray_ao_qmc(ShadeInput *shi, float *shadfac)
                
                prev = fac;
                
-               if(RE_ray_tree_intersect(R.raytree, &isec)) {
+               if(RE_ray_tree_intersect_check(R.raytree, &isec, vlr_check_intersect_solid)) {
                        if (R.wrld.aomode & WO_AODIST) fac+= exp(-isec.labda*R.wrld.aodistfac); 
                        else fac+= 1.0f;
                }
@@ -1732,7 +1765,7 @@ static void ray_ao_spheresamp(ShadeInput *shi, float *shadfac)
                        isec.end[2] = shi->co[2] - maxdist*vec[2];
                        
                        /* do the trace */
-                       if(RE_ray_tree_intersect(R.raytree, &isec)) {
+                       if(RE_ray_tree_intersect_check(R.raytree, &isec, vlr_check_intersect_solid)) {
                                if (R.wrld.aomode & WO_AODIST) sh+= exp(-isec.labda*R.wrld.aodistfac); 
                                else sh+= 1.0f;
                        }
index 09d3711885afc4a72f3f4c759a34b65d91ed012d..b34fe6a70397cdb0da79e677299099ece188be49 100644 (file)
@@ -931,7 +931,7 @@ int RE_ray_face_intersection(Isect *is, RayObjectTransformFunc transformfunc, Ra
                intersection to be detected in its neighbour face */
                
                if(is->facecontr && is->faceisect);     // optimizing, the tests below are not needed
-               else if(is->labda< .1) {
+               else if(is->labda< .1 && is->faceorig) {
                        RayFace *face= is->faceorig;
                        float *origv1, *origv2, *origv3, *origv4;
                        short de= 0;
index 857b401e29885a8ec0659a757d4a2f7988c151da..ed654eaf526c4450fa77316b3a1e9ae0d9f3d0d0 100644 (file)
@@ -52,6 +52,7 @@
 #include "shading.h"
 #include "strand.h"
 #include "texture.h"
+#include "volumetric.h"
 #include "zbuf.h"
 
 /* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
@@ -166,6 +167,11 @@ void shade_material_loop(ShadeInput *shi, ShadeResult *shr)
                        if((shi->layflag & SCE_LAY_SKY) && (R.r.alphamode==R_ADDSKY))
                                shr->alpha= 1.0f;
        }       
+       
+       if(R.r.mode & R_RAYTRACE) {
+               if (R.render_volumes_inside.first)
+                       shade_volume_inside(shi, shr);
+       }
 }
 
 
@@ -183,7 +189,12 @@ void shade_input_do_shade(ShadeInput *shi, ShadeResult *shr)
                /* copy all relevant material vars, note, keep this synced with render_types.h */
                shade_input_init_material(shi);
                
-               shade_material_loop(shi, shr);
+               if (shi->mat->material_type == MA_TYPE_VOLUME) {
+                       if(R.r.mode & R_RAYTRACE)
+                               shade_volume_outside(shi, shr);
+               } else { /* MA_TYPE_SURFACE, MA_TYPE_WIRE */
+                       shade_material_loop(shi, shr);
+               }
        }
        
        /* copy additional passes */
@@ -206,15 +217,17 @@ void shade_input_do_shade(ShadeInput *shi, ShadeResult *shr)
        }
        else alpha= 1.0f;
        
+       
        /* add mist and premul color */
        if(shr->alpha!=1.0f || alpha!=1.0f) {
                float fac= alpha*(shr->alpha);
                shr->combined[3]= fac;
-               shr->combined[0]*= fac;
-               shr->combined[1]*= fac;
-               shr->combined[2]*= fac;
+               
+               if (shi->mat->material_type!= MA_TYPE_VOLUME)
+                       VecMulf(shr->combined, fac);
        }
-       else shr->combined[3]= 1.0f;
+       else
+               shr->combined[3]= 1.0f;
        
        /* add z */
        shr->z= -shi->co[2];
@@ -698,6 +711,10 @@ void shade_input_calc_viewco(ShadeInput *shi, float x, float y, float z, float *
                }
        }
        
+       /* set camera coords - for scanline, it's always 0.0,0.0,0.0 (render is in camera space)
+        * however for raytrace it can be different - the position of the last intersection */
+       shi->camera_co[0] = shi->camera_co[1] = shi->camera_co[2] = 0.0f;
+       
        /* cannot normalize earlier, code above needs it at viewplane level */
        Normalize(view);
 }
index d5c8cf30b3000ec13466bd393144198012f1c701..2f6f86e9a09d4474b38eb135c84e72b8f1df43c3 100644 (file)
@@ -58,7 +58,7 @@
 extern struct Render R;
 /* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
 
-static ListBase *get_lights(ShadeInput *shi)
+ListBase *get_lights(ShadeInput *shi)
 {
        
        if(R.r.scemode & R_PREVIEWBUTS)
index e6d6e78e27bd4a9c1a341846bed12c1845620e8d..c706c6ccc11e6046374260eeb5a67f9ff25735b7 100644 (file)
@@ -65,6 +65,8 @@
 #include "BKE_ipo.h"
 
 #include "envmap.h"
+#include "pointdensity.h"
+#include "voxeldata.h"
 #include "renderpipeline.h"
 #include "render_types.h"
 #include "rendercore.h"
@@ -1262,6 +1264,13 @@ static int multitex(Tex *tex, float *texvec, float *dxt, float *dyt, int osatex,
                
                retval= mg_distNoiseTex(tex, tmpvec, texres);
                break;
+       case TEX_POINTDENSITY:
+               retval= pointdensitytex(tex, texvec, texres);
+               break;
+       case TEX_VOXELDATA:
+               retval= voxeldatatex(tex, texvec, texres);  
+               break;
+
        }
 
        if (tex->flag & TEX_COLORBAND) {
@@ -1272,7 +1281,7 @@ static int multitex(Tex *tex, float *texvec, float *dxt, float *dyt, int osatex,
                        texres->tg= col[1];
                        texres->tb= col[2];
                        texres->ta= col[3];
-                       retval |= 1;
+                       retval |= TEX_RGB;
                }
        }
        return retval;
@@ -2248,6 +2257,187 @@ void do_material_tex(ShadeInput *shi)
        }
 }
 
+
+void do_volume_tex(ShadeInput *shi, float *xyz, int mapto_flag, float *col, float *val)
+{
+       MTex *mtex;
+       Tex *tex;
+       TexResult texres= {0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, NULL};
+       int tex_nr, rgbnor= 0;
+       float co[3], texvec[3];
+       float fact, stencilTin=1.0;
+       
+       if (R.r.scemode & R_NO_TEX) return;
+       /* here: test flag if there's a tex (todo) */
+       
+       for(tex_nr=0; tex_nr<MAX_MTEX; tex_nr++) {
+               /* separate tex switching */
+               if(shi->mat->septex & (1<<tex_nr)) continue;
+               
+               if(shi->mat->mtex[tex_nr]) {
+                       mtex= shi->mat->mtex[tex_nr];
+                       tex= mtex->tex;
+                       if(tex==0) continue;
+                       
+                       /* only process if this texture is mapped 
+                        * to one that we're interested in */
+                       if (!(mtex->mapto & mapto_flag)) continue;
+                       
+                       /* which coords */
+                       if(mtex->texco==TEXCO_OBJECT) { 
+                               Object *ob= mtex->object;
+                               ob= mtex->object;
+                               if(ob) {                                                
+                                       VECCOPY(co, xyz);       
+                                       if(mtex->texflag & MTEX_OB_DUPLI_ORIG) {
+                                               if(shi->obi && shi->obi->duplitexmat)
+                                                       MTC_Mat4MulVecfl(shi->obi->duplitexmat, co);                                    
+                                       } 
+                                       MTC_Mat4MulVecfl(ob->imat, co);
+                               }
+                       }
+                       /* not really orco, but 'local' */
+                       else if(mtex->texco==TEXCO_ORCO) {
+                               
+                               if(mtex->texflag & MTEX_DUPLI_MAPTO) {
+                                       VECCOPY(co, shi->duplilo);
+                               }
+                               else {
+                                       Object *ob= shi->obi->ob;
+                                       VECCOPY(co, xyz);
+                                       MTC_Mat4MulVecfl(ob->imat, co);
+                               }
+                       }
+                       else if(mtex->texco==TEXCO_GLOB) {                                                      
+                          VECCOPY(co, xyz);
+                          MTC_Mat4MulVecfl(R.viewinv, co);
+                       }
+                       else continue;  // can happen when texco defines disappear and it renders old files
+
+                       texres.nor= NULL;
+                       
+                       if(tex->type==TEX_IMAGE) {
+                               continue;       /* not supported yet */                         
+                               //do_2d_mapping(mtex, texvec, NULL, NULL, dxt, dyt);
+                       }
+                       else {
+                               /* placement */
+                               if(mtex->projx) texvec[0]= mtex->size[0]*(co[mtex->projx-1]+mtex->ofs[0]);
+                               else texvec[0]= mtex->size[0]*(mtex->ofs[0]);
+
+                               if(mtex->projy) texvec[1]= mtex->size[1]*(co[mtex->projy-1]+mtex->ofs[1]);
+                               else texvec[1]= mtex->size[1]*(mtex->ofs[1]);
+
+                               if(mtex->projz) texvec[2]= mtex->size[2]*(co[mtex->projz-1]+mtex->ofs[2]);
+                               else texvec[2]= mtex->size[2]*(mtex->ofs[2]);
+                       }
+                       
+                       rgbnor= multitex(tex, texvec, NULL, NULL, 0, &texres, 0, mtex->which_output);   /* NULL = dxt/dyt, 0 = shi->osatex - not supported */
+                       
+                       /* texture output */
+
+                       if( (rgbnor & TEX_RGB) && (mtex->texflag & MTEX_RGBTOINT)) {
+                               texres.tin= (0.35*texres.tr+0.45*texres.tg+0.2*texres.tb);
+                               rgbnor-= TEX_RGB;
+                       }
+                       if(mtex->texflag & MTEX_NEGATIVE) {
+                               if(rgbnor & TEX_RGB) {
+                                       texres.tr= 1.0-texres.tr;
+                                       texres.tg= 1.0-texres.tg;
+                                       texres.tb= 1.0-texres.tb;
+                               }
+                               texres.tin= 1.0-texres.tin;
+                       }
+                       if(mtex->texflag & MTEX_STENCIL) {
+                               if(rgbnor & TEX_RGB) {
+                                       fact= texres.ta;
+                                       texres.ta*= stencilTin;
+                                       stencilTin*= fact;
+                               }
+                               else {
+                                       fact= texres.tin;
+                                       texres.tin*= stencilTin;
+                                       stencilTin*= fact;
+                               }
+                       }
+                       
+                       
+                       if((mapto_flag & (MAP_EMISSION_COL+MAP_ABSORPTION_COL)) && (mtex->mapto & (MAP_EMISSION_COL+MAP_ABSORPTION_COL))) {
+                               float tcol[3], colfac;
+                               
+                               /* stencil maps on the texture control slider, not texture intensity value */
+                               colfac= mtex->colfac*stencilTin;
+                               
+                               if((rgbnor & TEX_RGB)==0) {
+                                       tcol[0]= mtex->r;
+                                       tcol[1]= mtex->g;
+                                       tcol[2]= mtex->b;
+                               } else {
+                                       tcol[0]=texres.tr;
+                                       tcol[1]=texres.tg;
+                                       tcol[2]=texres.tb;
+                                       if(texres.talpha)
+                                               texres.tin= texres.ta;
+                               }
+                               
+                               /* inverse gamma correction */
+                               if (R.r.color_mgt_flag & R_COLOR_MANAGEMENT) {
+                                       color_manage_linearize(tcol, tcol);
+                               }
+                               
+                               /* used for emit */
+                               if((mapto_flag & MAP_EMISSION_COL) && (mtex->mapto & MAP_EMISSION_COL)) {
+                                       texture_rgb_blend(col, tcol, col, texres.tin, colfac, mtex->blendtype);
+                               }
+                               
+                               /* MAP_COLMIR is abused for absorption colour at the moment */
+                               if((mapto_flag & MAP_ABSORPTION_COL) && (mtex->mapto & MAP_ABSORPTION_COL)) {
+                                       texture_rgb_blend(col, tcol, col, texres.tin, colfac, mtex->blendtype);
+                               }
+                       }
+                       
+                       if((mapto_flag & MAP_VARS) && (mtex->mapto & MAP_VARS)) {
+                               /* stencil maps on the texture control slider, not texture intensity value */
+                               float varfac= mtex->varfac*stencilTin;
+                               
+                               /* convert RGB to intensity if intensity info isn't provided */
+                               if (!(rgbnor & TEX_INT)) {
+                                       if (rgbnor & TEX_RGB) {
+                                               if(texres.talpha) texres.tin= texres.ta;
+                                               else texres.tin= (0.35*texres.tr+0.45*texres.tg+0.2*texres.tb);
+                                       }
+                               }
+                               
+                               if((mapto_flag & MAP_EMISSION) && (mtex->mapto & MAP_EMISSION)) {
+                                       int flip= mtex->maptoneg & MAP_EMISSION;
+
+                                       *val = texture_value_blend(mtex->def_var, *val, texres.tin, varfac, mtex->blendtype, flip);
+                                       if(*val<0.0) *val= 0.0;
+                               }
+                               if((mapto_flag & MAP_DENSITY) && (mtex->mapto & MAP_DENSITY)) {
+                                       int flip= mtex->maptoneg & MAP_DENSITY;
+
+                                       *val = texture_value_blend(mtex->def_var, *val, texres.tin, varfac, mtex->blendtype, flip);
+                                       CLAMP(*val, 0.0, 1.0);
+                               }
+                               if((mapto_flag & MAP_ABSORPTION) && (mtex->mapto & MAP_ABSORPTION)) {
+                                       int flip= mtex->maptoneg & MAP_ABSORPTION;
+                                       
+                                       *val = texture_value_blend(mtex->def_var, *val, texres.tin, varfac, mtex->blendtype, flip);
+                                       CLAMP(*val, 0.0, 1.0);
+                               }
+                               if((mapto_flag & MAP_SCATTERING) && (mtex->mapto & MAP_SCATTERING)) {
+                                       int flip= mtex->maptoneg & MAP_SCATTERING;
+                                       
+                                       *val = texture_value_blend(mtex->def_var, *val, texres.tin, varfac, mtex->blendtype, flip);
+                                       CLAMP(*val, 0.0, 1.0);
+                               }
+                       }
+               }
+       }
+}
+
+
 /* ------------------------------------------------------------------------- */
 
 void do_halo_tex(HaloRen *har, float xn, float yn, float *colf)
diff --git a/source/blender/render/intern/source/volume_precache.c b/source/blender/render/intern/source/volume_precache.c
new file mode 100644 (file)
index 0000000..0b81d77
--- /dev/null
@@ -0,0 +1,736 @@
+/**
+ *
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program 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 General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Matt Ebb.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include <math.h>
+#include <stdlib.h>
+#include <string.h>
+#include <float.h>
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_blenlib.h"
+#include "BLI_arithb.h"
+#include "BLI_threads.h"
+#include "BLI_voxel.h"
+
+#include "PIL_time.h"
+
+#include "RE_shader_ext.h"
+#include "RE_raytrace.h"
+
+#include "DNA_material_types.h"
+
+#include "render_types.h"
+#include "renderdatabase.h"
+#include "volumetric.h"
+#include "volume_precache.h"
+
+#if defined( _MSC_VER ) && !defined( __cplusplus )
+# define inline __inline
+#endif // defined( _MSC_VER ) && !defined( __cplusplus )
+
+#include "BKE_global.h"
+
+/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
+/* defined in pipeline.c, is hardcopy of active dynamic allocated Render */
+/* only to be used here in this file, it's for speed */
+extern struct Render R;
+/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
+
+/* *** utility code to set up an individual raytree for objectinstance, for checking inside/outside *** */
+
+/* Recursive test for intersections, from a point inside the mesh, to outside
+ * Number of intersections (depth) determine if a point is inside or outside the mesh */
+int intersect_outside_volume(RayTree *tree, Isect *isect, float *offset, int limit, int depth)
+{
+       if (limit == 0) return depth;
+       
+       if (RE_ray_tree_intersect(tree, isect)) {
+               float hitco[3];
+               
+               hitco[0] = isect->start[0] + isect->labda*isect->vec[0];
+               hitco[1] = isect->start[1] + isect->labda*isect->vec[1];
+               hitco[2] = isect->start[2] + isect->labda*isect->vec[2];
+               VecAddf(isect->start, hitco, offset);
+
+               return intersect_outside_volume(tree, isect, offset, limit-1, depth+1);
+       } else {
+               return depth;
+       }
+}
+
+/* Uses ray tracing to check if a point is inside or outside an ObjectInstanceRen */
+int point_inside_obi(RayTree *tree, ObjectInstanceRen *obi, float *co)
+{
+       float maxsize = RE_ray_tree_max_size(tree);
+       Isect isect;
+       float vec[3] = {0.0f,0.0f,1.0f};
+       int final_depth=0, depth=0, limit=20;
+       
+       /* set up the isect */
+       memset(&isect, 0, sizeof(isect));
+       VECCOPY(isect.start, co);
+       isect.end[0] = co[0] + vec[0] * maxsize;
+       isect.end[1] = co[1] + vec[1] * maxsize;
+       isect.end[2] = co[2] + vec[2] * maxsize;
+       
+       /* and give it a little offset to prevent self-intersections */
+       VecMulf(vec, 1e-5);
+       VecAddf(isect.start, isect.start, vec);
+       
+       isect.mode= RE_RAY_MIRROR;
+       isect.face_last= NULL;
+       isect.lay= -1;
+       
+       final_depth = intersect_outside_volume(tree, &isect, vec, limit, depth);
+       
+       /* even number of intersections: point is outside
+        * odd number: point is inside */
+       if (final_depth % 2 == 0) return 0;
+       else return 1;
+}
+
+static int inside_check_func(Isect *is, int ob, RayFace *face)
+{
+       return 1;
+}
+static void vlr_face_coords(RayFace *face, float **v1, float **v2, float **v3, float **v4)
+{
+       VlakRen *vlr= (VlakRen*)face;
+
+       *v1 = (vlr->v1)? vlr->v1->co: NULL;
+       *v2 = (vlr->v2)? vlr->v2->co: NULL;
+       *v3 = (vlr->v3)? vlr->v3->co: NULL;
+       *v4 = (vlr->v4)? vlr->v4->co: NULL;
+}
+
+RayTree *create_raytree_obi(ObjectInstanceRen *obi, float *bbmin, float *bbmax)
+{
+       int v;
+       VlakRen *vlr= NULL;
+       
+       /* create empty raytree */
+       RayTree *tree = RE_ray_tree_create(64, obi->obr->totvlak, bbmin, bbmax,
+               vlr_face_coords, inside_check_func, NULL, NULL);
+       
+       /* fill it with faces */
+       for(v=0; v<obi->obr->totvlak; v++) {
+               if((v & 255)==0)
+                       vlr= obi->obr->vlaknodes[v>>8].vlak;
+               else
+                       vlr++;
+       
+               RE_ray_tree_add_face(tree, 0, vlr);
+       }
+       
+       RE_ray_tree_done(tree);
+       
+       return tree;
+}
+
+/* *** light cache filtering *** */
+
+static float get_avg_surrounds(float *cache, int *res, int xx, int yy, int zz)
+{
+       int x, y, z, x_, y_, z_;
+       int added=0;
+       float tot=0.0f;
+       
+       for (z=-1; z <= 1; z++) {
+               z_ = zz+z;
+               if (z_ >= 0 && z_ <= res[2]-1) {
+               
+                       for (y=-1; y <= 1; y++) {
+                               y_ = yy+y;
+                               if (y_ >= 0 && y_ <= res[1]-1) {
+                               
+                                       for (x=-1; x <= 1; x++) {
+                                               x_ = xx+x;
+                                               if (x_ >= 0 && x_ <= res[0]-1) {
+                                               
+                                                       if (cache[ V_I(x_, y_, z_, res) ] > 0.0f) {
+                                                               tot += cache[ V_I(x_, y_, z_, res) ];
+                                                               added++;
+                                                       }
+                                                       
+                                               }
+                                       }
+                               }
+                       }
+               }
+       }
+       
+       tot /= added;
+       
+       return ((added>0)?tot:0.0f);
+}
+
+/* function to filter the edges of the light cache, where there was no volume originally.
+ * For each voxel which was originally external to the mesh, it finds the average values of
+ * the surrounding internal voxels and sets the original external voxel to that average amount.
+ * Works almost a bit like a 'dilate' filter */
+static void lightcache_filter(VolumePrecache *vp)
+{
+       int x, y, z;
+
+       for (z=0; z < vp->res[2]; z++) {
+               for (y=0; y < vp->res[1]; y++) {
+                       for (x=0; x < vp->res[0]; x++) {
+                               /* trigger for outside mesh */
+                               if (vp->data_r[ V_I(x, y, z, vp->res) ] < -0.5f)
+                                       vp->data_r[ V_I(x, y, z, vp->res) ] = get_avg_surrounds(vp->data_r, vp->res, x, y, z);
+                               if (vp->data_g[ V_I(x, y, z, vp->res) ] < -0.5f)
+                                       vp->data_g[ V_I(x, y, z, vp->res) ] = get_avg_surrounds(vp->data_g, vp->res, x, y, z);
+                               if (vp->data_b[ V_I(x, y, z, vp->res) ] < -0.5f)
+                                       vp->data_b[ V_I(x, y, z, vp->res) ] = get_avg_surrounds(vp->data_b, vp->res, x, y, z);
+                       }
+               }
+       }
+}
+
+static inline int ms_I(int x, int y, int z, int *n) //has a pad of 1 voxel surrounding the core for boundary simulation
+{ 
+       return z*(n[1]+2)*(n[0]+2) + y*(n[0]+2) + x;
+}
+
+
+/* *** multiple scattering approximation *** */
+
+/* get the total amount of light energy in the light cache. used to normalise after multiple scattering */
+static float total_ss_energy(VolumePrecache *vp)
+{
+       int x, y, z;
+       int *res = vp->res;
+       float energy=0.f;
+       
+       for (z=0; z < res[2]; z++) {
+               for (y=0; y < res[1]; y++) {
+                       for (x=0; x < res[0]; x++) {
+                               if (vp->data_r[ V_I(x, y, z, res) ] > 0.f) energy += vp->data_r[ V_I(x, y, z, res) ];
+                               if (vp->data_g[ V_I(x, y, z, res) ] > 0.f) energy += vp->data_g[ V_I(x, y, z, res) ];
+                               if (vp->data_b[ V_I(x, y, z, res) ] > 0.f) energy += vp->data_b[ V_I(x, y, z, res) ];
+                       }
+               }
+       }
+       
+       return energy;
+}
+
+static float total_ms_energy(float *sr, float *sg, float *sb, int *res)
+{
+       int x, y, z, i;
+       float energy=0.f;
+       
+       for (z=1;z<=res[2];z++) {
+               for (y=1;y<=res[1];y++) {
+                       for (x=1;x<=res[0];x++) {
+                       
+                               i = ms_I(x,y,z,res);
+                               if (sr[i] > 0.f) energy += sr[i];
+                               if (sg[i] > 0.f) energy += sg[i];
+                               if (sb[i] > 0.f) energy += sb[i];
+                       }
+               }
+       }
+       
+       return energy;
+}
+
+static void ms_diffuse(int b, float* x0, float* x, float diff, int *n)
+{
+       int i, j, k, l;
+       const float dt = VOL_MS_TIMESTEP;
+       const float a = dt*diff*n[0]*n[1]*n[2];
+       
+       for (l=0; l<20; l++)
+       {
+               for (k=1; k<=n[2]; k++)
+               {
+                       for (j=1; j<=n[1]; j++)
+                       {
+                               for (i=1; i<=n[0]; i++)
+                               {
+                                       x[ms_I(i,j,k,n)] = (x0[ms_I(i,j,k,n)] + a*(
+                                                x[ms_I(i-1,j,k,n)]+x[ms_I(i+1,j,k,n)]+
+                                                x[ms_I(i,j-1,k,n)]+x[ms_I(i,j+1,k,n)]+
+                                                x[ms_I(i,j,k-1,n)]+x[ms_I(i,j,k+1,n)]))/(1+6*a);
+                               }
+                       }
+               }
+       }
+}
+
+void multiple_scattering_diffusion(Render *re, VolumePrecache *vp, Material *ma)
+{
+       const float diff = ma->vol.ms_diff * 0.001f;    /* compensate for scaling for a nicer UI range */
+       const float simframes = ma->vol.ms_steps;
+       const int shade_type = ma->vol.shade_type;
+       float fac = ma->vol.ms_intensity;
+       
+       int x, y, z, m;
+       int *n = vp->res;
+       const int size = (n[0]+2)*(n[1]+2)*(n[2]+2);
+       double time, lasttime= PIL_check_seconds_timer();
+       float total;
+       float c=1.0f;
+       int i;
+       float origf;    /* factor for blending in original light cache */
+       float energy_ss, energy_ms;
+
+       float *sr0=(float *)MEM_callocN(size*sizeof(float), "temporary multiple scattering buffer");
+       float *sr=(float *)MEM_callocN(size*sizeof(float), "temporary multiple scattering buffer");
+       float *sg0=(float *)MEM_callocN(size*sizeof(float), "temporary multiple scattering buffer");
+       float *sg=(float *)MEM_callocN(size*sizeof(float), "temporary multiple scattering buffer");
+       float *sb0=(float *)MEM_callocN(size*sizeof(float), "temporary multiple scattering buffer");
+       float *sb=(float *)MEM_callocN(size*sizeof(float), "temporary multiple scattering buffer");
+
+       total = (float)(n[0]*n[1]*n[2]*simframes);
+       
+       energy_ss = total_ss_energy(vp);
+       
+       /* Scattering as diffusion pass */
+       for (m=0; m<simframes; m++)
+       {
+               /* add sources */
+               for (z=1; z<=n[2]; z++)
+               {
+                       for (y=1; y<=n[1]; y++)
+                       {
+                               for (x=1; x<=n[0]; x++)
+                               {
+                                       i = V_I((x-1), (y-1), (z-1), n);
+                                       time= PIL_check_seconds_timer();
+                                       c++;
+                                                                               
+                                       if (vp->data_r[i] > 0.f)
+                                               sr[ms_I(x,y,z,n)] += vp->data_r[i];
+                                       if (vp->data_g[i] > 0.f)
+                                               sg[ms_I(x,y,z,n)] += vp->data_g[i];
+                                       if (vp->data_b[i] > 0.f)
+                                               sb[ms_I(x,y,z,n)] += vp->data_b[i];
+                                       
+                                       /* Displays progress every second */
+                                       if(time-lasttime>1.0f) {
+                                               char str[64];
+                                               sprintf(str, "Simulating multiple scattering: %d%%", (int)
+                                                               (100.0f * (c / total)));
+                                               re->i.infostr= str;
+                                               re->stats_draw(re->sdh, &re->i);
+                                               re->i.infostr= NULL;
+                                               lasttime= time;
+                                       }
+                               }
+                       }
+               }
+               SWAP(float *, sr, sr0);
+               SWAP(float *, sg, sg0);
+               SWAP(float *, sb, sb0);
+
+               /* main diffusion simulation */
+               ms_diffuse(0, sr0, sr, diff, n);
+               ms_diffuse(0, sg0, sg, diff, n);
+               ms_diffuse(0, sb0, sb, diff, n);
+               
+               if (re->test_break(re->tbh)) break;
+       }
+       
+       /* normalisation factor to conserve energy */
+       energy_ms = total_ms_energy(sr, sg, sb, n);
+       fac *= (energy_ss / energy_ms);
+       
+       /* blend multiple scattering back in the light cache */
+       if (shade_type == MA_VOL_SHADE_SINGLEPLUSMULTIPLE) {
+               /* conserve energy - half single, half multiple */
+               origf = 0.5f;
+               fac *= 0.5f;
+       } else {
+               origf = 0.0f;
+       }
+
+       for (z=1;z<=n[2];z++)
+       {
+               for (y=1;y<=n[1];y++)
+               {
+                       for (x=1;x<=n[0];x++)
+                       {
+                               int index=(x-1)*n[1]*n[2] + (y-1)*n[2] + z-1;
+                               vp->data_r[index] = origf * vp->data_r[index] + fac * sr[ms_I(x,y,z,n)];
+                               vp->data_g[index] = origf * vp->data_g[index] + fac * sg[ms_I(x,y,z,n)];
+                               vp->data_b[index] = origf * vp->data_b[index] + fac * sb[ms_I(x,y,z,n)];
+                       }
+               }
+       }
+
+       MEM_freeN(sr0);
+       MEM_freeN(sr);
+       MEM_freeN(sg0);
+       MEM_freeN(sg);
+       MEM_freeN(sb0);
+       MEM_freeN(sb);
+}
+
+
+
+#if 0 // debug stuff
+static void *vol_precache_part_test(void *data)
+{
+       VolPrecachePart *pa = data;
+
+       printf("part number: %d \n", pa->num);
+       printf("done: %d \n", pa->done);
+       printf("x min: %d   x max: %d \n", pa->minx, pa->maxx);
+       printf("y min: %d   y max: %d \n", pa->miny, pa->maxy);
+       printf("z min: %d   z max: %d \n", pa->minz, pa->maxz);
+
+       return NULL;
+}
+#endif
+
+/* Iterate over the 3d voxel grid, and fill the voxels with scattering information
+ *
+ * It's stored in memory as 3 big float grids next to each other, one for each RGB channel.
+ * I'm guessing the memory alignment may work out better this way for the purposes
+ * of doing linear interpolation, but I haven't actually tested this theory! :)
+ */
+static void *vol_precache_part(void *data)
+{
+       VolPrecachePart *pa =  (VolPrecachePart *)data;
+       ObjectInstanceRen *obi = pa->obi;
+       RayTree *tree = pa->tree;
+       ShadeInput *shi = pa->shi;
+       float density, scatter_col[3] = {0.f, 0.f, 0.f};
+       float co[3];
+       int x, y, z;
+       const int res[3]= {pa->res[0], pa->res[1], pa->res[2]};
+       const float stepsize = vol_get_stepsize(shi, STEPSIZE_VIEW);
+
+       for (z= pa->minz; z < pa->maxz; z++) {
+               co[2] = pa->bbmin[2] + (pa->voxel[2] * z);
+               
+               for (y= pa->miny; y < pa->maxy; y++) {
+                       co[1] = pa->bbmin[1] + (pa->voxel[1] * y);
+                       
+                       for (x=pa->minx; x < pa->maxx; x++) {
+                               co[0] = pa->bbmin[0] + (pa->voxel[0] * x);
+                               
+                               // don't bother if the point is not inside the volume mesh
+                               if (!point_inside_obi(tree, obi, co)) {
+                                       obi->volume_precache->data_r[ V_I(x, y, z, res) ] = -1.0f;
+                                       obi->volume_precache->data_g[ V_I(x, y, z, res) ] = -1.0f;
+                                       obi->volume_precache->data_b[ V_I(x, y, z, res) ] = -1.0f;
+                                       continue;
+                               }
+                               
+                               VecCopyf(shi->view, co);
+                               Normalize(shi->view);
+                               density = vol_get_density(shi, co);
+                               vol_get_scattering(shi, scatter_col, co, stepsize, density);
+                       
+                               obi->volume_precache->data_r[ V_I(x, y, z, res) ] = scatter_col[0];
+                               obi->volume_precache->data_g[ V_I(x, y, z, res) ] = scatter_col[1];
+                               obi->volume_precache->data_b[ V_I(x, y, z, res) ] = scatter_col[2];
+                       }
+               }
+       }
+       
+       pa->done = 1;
+       
+       return 0;
+}
+
+
+static void precache_setup_shadeinput(Render *re, ObjectInstanceRen *obi, Material *ma, ShadeInput *shi)
+{
+       memset(shi, 0, sizeof(ShadeInput)); 
+       shi->depth= 1;
+       shi->mask= 1;
+       shi->mat = ma;
+       shi->vlr = NULL;
+       memcpy(&shi->r, &shi->mat->r, 23*sizeof(float));        // note, keep this synced with render_types.h
+       shi->har= shi->mat->har;
+       shi->obi= obi;
+       shi->obr= obi->obr;
+       shi->lay = re->scene->lay;
+}
+
+static void precache_init_parts(Render *re, RayTree *tree, ShadeInput *shi, ObjectInstanceRen *obi, int totthread, int *parts)
+{
+       VolumePrecache *vp = obi->volume_precache;
+       int i=0, x, y, z;
+       float voxel[3];
+       int sizex, sizey, sizez;
+       float *bbmin=obi->obr->boundbox[0], *bbmax=obi->obr->boundbox[1];
+       int *res;
+       int minx, maxx;
+       int miny, maxy;
+       int minz, maxz;
+       
+       if (!vp) return;
+
+       BLI_freelistN(&re->volume_precache_parts);
+       
+       /* currently we just subdivide the box, number of threads per side */
+       parts[0] = parts[1] = parts[2] = totthread;
+       res = vp->res;
+       
+       VecSubf(voxel, bbmax, bbmin);
+       if ((voxel[0] < FLT_EPSILON) || (voxel[1] < FLT_EPSILON) || (voxel[2] < FLT_EPSILON))
+               return;
+       voxel[0] /= res[0];
+       voxel[1] /= res[1];
+       voxel[2] /= res[2];
+
+       for (x=0; x < parts[0]; x++) {
+               sizex = ceil(res[0] / (float)parts[0]);
+               minx = x * sizex;
+               maxx = minx + sizex;
+               maxx = (maxx>res[0])?res[0]:maxx;
+               
+               for (y=0; y < parts[1]; y++) {
+                       sizey = ceil(res[1] / (float)parts[1]);
+                       miny = y * sizey;
+                       maxy = miny + sizey;
+                       maxy = (maxy>res[1])?res[1]:maxy;
+                       
+                       for (z=0; z < parts[2]; z++) {
+                               VolPrecachePart *pa= MEM_callocN(sizeof(VolPrecachePart), "new precache part");
+                               
+                               sizez = ceil(res[2] / (float)parts[2]);
+                               minz = z * sizez;
+                               maxz = minz + sizez;
+                               maxz = (maxz>res[2])?res[2]:maxz;
+                                               
+                               pa->done = 0;
+                               pa->working = 0;
+                               
+                               pa->num = i;
+                               pa->tree = tree;
+                               pa->shi = shi;
+                               pa->obi = obi;
+                               VECCOPY(pa->bbmin, bbmin);
+                               VECCOPY(pa->voxel, voxel);
+                               VECCOPY(pa->res, res);
+                               
+                               pa->minx = minx; pa->maxx = maxx;
+                               pa->miny = miny; pa->maxy = maxy;
+                               pa->minz = minz; pa->maxz = maxz;
+                               
+                               
+                               BLI_addtail(&re->volume_precache_parts, pa);
+                               
+                               i++;
+                       }
+               }
+       }
+}
+
+static VolPrecachePart *precache_get_new_part(Render *re)
+{
+       VolPrecachePart *pa, *nextpa=NULL;
+       
+       for (pa = re->volume_precache_parts.first; pa; pa=pa->next)
+       {
+               if (pa->done==0 && pa->working==0) {
+                       nextpa = pa;
+                       break;
+               }
+       }
+
+       return nextpa;
+}
+
+static void precache_resolution(VolumePrecache *vp, float *bbmin, float *bbmax, int res)
+{
+       float dim[3], div;
+       
+       VecSubf(dim, bbmax, bbmin);
+       
+       div = MAX3(dim[0], dim[1], dim[2]);
+       dim[0] /= div;
+       dim[1] /= div;
+       dim[2] /= div;
+                          
+       vp->res[0] = dim[0] * (float)res;
+       vp->res[1] = dim[1] * (float)res;
+       vp->res[2] = dim[2] * (float)res;
+}
+
+/* Precache a volume into a 3D voxel grid.
+ * The voxel grid is stored in the ObjectInstanceRen, 
+ * in camera space, aligned with the ObjectRen's bounding box.
+ * Resolution is defined by the user.
+ */
+void vol_precache_objectinstance_threads(Render *re, ObjectInstanceRen *obi, Material *ma)
+{
+       VolumePrecache *vp;
+       VolPrecachePart *nextpa, *pa;
+       RayTree *tree;
+       ShadeInput shi;
+       ListBase threads;
+       float *bbmin=obi->obr->boundbox[0], *bbmax=obi->obr->boundbox[1];
+       int parts[3], totparts;
+       
+       int caching=1, counter=0;
+       int totthread = re->r.threads;
+       
+       double time, lasttime= PIL_check_seconds_timer();
+       
+       R = *re;
+
+       /* create a raytree with just the faces of the instanced ObjectRen, 
+        * used for checking if the cached point is inside or outside. */
+       tree = create_raytree_obi(obi, bbmin, bbmax);
+       if (!tree) return;
+
+       vp = MEM_callocN(sizeof(VolumePrecache), "volume light cache");
+       precache_resolution(vp, bbmin, bbmax, ma->vol.precache_resolution);
+
+       vp->data_r = MEM_callocN(sizeof(float)*vp->res[0]*vp->res[1]*vp->res[2], "volume light cache data red channel");
+       vp->data_g = MEM_callocN(sizeof(float)*vp->res[0]*vp->res[1]*vp->res[2], "volume light cache data green channel");
+       vp->data_b = MEM_callocN(sizeof(float)*vp->res[0]*vp->res[1]*vp->res[2], "volume light cache data blue channel");
+       obi->volume_precache = vp;
+
+       /* Need a shadeinput to calculate scattering */
+       precache_setup_shadeinput(re, obi, ma, &shi);
+       
+       precache_init_parts(re, tree, &shi, obi, totthread, parts);
+       totparts = parts[0] * parts[1] * parts[2];
+       
+       BLI_init_threads(&threads, vol_precache_part, totthread);
+       
+       while(caching) {
+
+               if(BLI_available_threads(&threads) && !(re->test_break(re->tbh))) {
+                       nextpa = precache_get_new_part(re);
+                       if (nextpa) {
+                               nextpa->working = 1;
+                               BLI_insert_thread(&threads, nextpa);
+                       }
+               }
+               else PIL_sleep_ms(50);
+
+               caching=0;
+               counter=0;
+               for(pa= re->volume_precache_parts.first; pa; pa= pa->next) {
+                       
+                       if(pa->done) {
+                               counter++;
+                               BLI_remove_thread(&threads, pa);
+                       } else
+                               caching = 1;
+               }
+               
+               if (re->test_break(re->tbh) && BLI_available_threads(&threads)==totthread)
+                       caching=0;
+               
+               time= PIL_check_seconds_timer();
+               if(time-lasttime>1.0f) {
+                       char str[64];
+                       sprintf(str, "Precaching volume: %d%%", (int)(100.0f * ((float)counter / (float)totparts)));
+                       re->i.infostr= str;
+                       re->stats_draw(re->sdh, &re->i);
+                       re->i.infostr= NULL;
+                       lasttime= time;
+               }
+       }
+       
+       BLI_end_threads(&threads);
+       BLI_freelistN(&re->volume_precache_parts);
+       
+       if(tree) {
+               RE_ray_tree_free(tree);
+               tree= NULL;
+       }
+       
+       lightcache_filter(obi->volume_precache);
+       
+       if (ELEM(ma->vol.shade_type, MA_VOL_SHADE_MULTIPLE, MA_VOL_SHADE_SINGLEPLUSMULTIPLE))
+       {
+               multiple_scattering_diffusion(re, vp, ma);
+       }
+}
+
+int using_lightcache(Material *ma)
+{
+       return (((ma->vol.shadeflag & MA_VOL_PRECACHESHADING) && (ma->vol.shade_type == MA_VOL_SHADE_SINGLE))
+               || (ELEM(ma->vol.shade_type, MA_VOL_SHADE_MULTIPLE, MA_VOL_SHADE_SINGLEPLUSMULTIPLE)));
+}
+
+/* loop through all objects (and their associated materials)
+ * marked for pre-caching in convertblender.c, and pre-cache them */
+void volume_precache(Render *re)
+{
+       ObjectInstanceRen *obi;
+       VolumeOb *vo;
+
+       for(vo= re->volumes.first; vo; vo= vo->next) {
+               if (using_lightcache(vo->ma)) {
+                       for(obi= re->instancetable.first; obi; obi= obi->next) {
+                               if (obi->obr == vo->obr) {
+                                       vol_precache_objectinstance_threads(re, obi, vo->ma);
+                               }
+                       }
+               }
+       }
+       
+       re->i.infostr= NULL;
+       re->stats_draw(re->sdh, &re->i);
+}
+
+void free_volume_precache(Render *re)
+{
+       ObjectInstanceRen *obi;
+       
+       for(obi= re->instancetable.first; obi; obi= obi->next) {
+               if (obi->volume_precache != NULL) {
+                       MEM_freeN(obi->volume_precache);
+                       MEM_freeN(obi->volume_precache->data_r);
+                       MEM_freeN(obi->volume_precache->data_g);
+                       MEM_freeN(obi->volume_precache->data_b);
+               }
+       }
+       
+       BLI_freelistN(&re->volumes);
+}
+
+int point_inside_volume_objectinstance(ObjectInstanceRen *obi, float *co)
+{
+       RayTree *tree;
+       int inside=0;
+       
+       tree = create_raytree_obi(obi, obi->obr->boundbox[0], obi->obr->boundbox[1]);
+       if (!tree) return 0;
+       
+       inside = point_inside_obi(tree, obi, co);
+       
+       RE_ray_tree_free(tree);
+       tree= NULL;
+       
+       return inside;
+}
+
diff --git a/source/blender/render/intern/source/volumetric.c b/source/blender/render/intern/source/volumetric.c
new file mode 100644 (file)
index 0000000..0e2e391
--- /dev/null
@@ -0,0 +1,688 @@
+/**
+ *
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program 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 General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Matt Ebb, Raul Fernandez Hernandez (Farsthary)
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include <math.h>
+#include <stdlib.h>
+#include <string.h>
+#include <float.h>
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_blenlib.h"
+#include "BLI_arithb.h"
+#include "BLI_rand.h"
+#include "BLI_voxel.h"
+
+#include "RE_shader_ext.h"
+#include "RE_raytrace.h"
+
+#include "DNA_material_types.h"
+#include "DNA_group_types.h"
+#include "DNA_lamp_types.h"
+
+#include "BKE_global.h"
+
+#include "render_types.h"
+#include "pixelshading.h"
+#include "shading.h"
+#include "texture.h"
+#include "volumetric.h"
+#include "volume_precache.h"
+
+#if defined( _MSC_VER ) && !defined( __cplusplus )
+# define inline __inline
+#endif // defined( _MSC_VER ) && !defined( __cplusplus )
+
+/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
+/* defined in pipeline.c, is hardcopy of active dynamic allocated Render */
+/* only to be used here in this file, it's for speed */
+extern struct Render R;
+/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
+
+
+/* tracing */
+
+static int vol_get_bounds(ShadeInput *shi, float *co, float *vec, float *hitco, Isect *isect, int intersect_type)
+{
+       float maxsize = RE_ray_tree_max_size(R.raytree);
+       
+       /* XXX TODO - get raytrace max distance from object instance's bounding box */
+       /* need to account for scaling only, but keep coords in camera space...
+        * below code is WIP and doesn't work!
+       VecSubf(bb_dim, shi->obi->obr->boundbox[1], shi->obi->obr->boundbox[2]);
+       Mat3MulVecfl(shi->obi->nmat, bb_dim);
+       maxsize = VecLength(bb_dim);
+       */
+       
+       VECCOPY(isect->start, co);
+       isect->end[0] = co[0] + vec[0] * maxsize;
+       isect->end[1] = co[1] + vec[1] * maxsize;
+       isect->end[2] = co[2] + vec[2] * maxsize;
+       
+       isect->mode= RE_RAY_MIRROR;
+       isect->oborig= RAY_OBJECT_SET(&R, shi->obi);
+       isect->face_last= NULL;
+       isect->ob_last= 0;
+       isect->lay= -1;
+       
+       if (intersect_type == VOL_BOUNDS_DEPTH) isect->faceorig= (RayFace*)shi->vlr;
+       else if (intersect_type == VOL_BOUNDS_SS) isect->faceorig= NULL;
+       
+       if(RE_ray_tree_intersect(R.raytree, isect))
+       {
+               hitco[0] = isect->start[0] + isect->labda*isect->vec[0];
+               hitco[1] = isect->start[1] + isect->labda*isect->vec[1];
+               hitco[2] = isect->start[2] + isect->labda*isect->vec[2];
+               return 1;
+       } else {
+               return 0;
+       }
+}
+
+static void shade_intersection(ShadeInput *shi, float *col, Isect *is)
+{
+       ShadeInput shi_new;
+       ShadeResult shr_new;
+       
+       memset(&shi_new, 0, sizeof(ShadeInput)); 
+       
+       shi_new.mask= shi->mask;
+       shi_new.osatex= shi->osatex;
+       shi_new.thread= shi->thread;
+       shi_new.depth = shi->depth + 1;
+       shi_new.volume_depth= shi->volume_depth + 1;
+       shi_new.xs= shi->xs;
+       shi_new.ys= shi->ys;
+       shi_new.lay= shi->lay;
+       shi_new.passflag= SCE_PASS_COMBINED; /* result of tracing needs no pass info */
+       shi_new.combinedflag= 0xFFFFFF;          /* ray trace does all options */
+       shi_new.light_override= shi->light_override;
+       shi_new.mat_override= shi->mat_override;
+       
+       VECCOPY(shi_new.camera_co, is->start);
+       
+       memset(&shr_new, 0, sizeof(ShadeResult));
+       
+       /* hardcoded limit of 100 for now - prevents problems in weird geometry */
+       if (shi->volume_depth < 100) {
+               shade_ray(is, &shi_new, &shr_new);
+       }
+       
+       VecCopyf(col, shr_new.combined);
+       col[3] = shr_new.alpha;
+}
+
+static void vol_trace_behind(ShadeInput *shi, VlakRen *vlr, float *co, float *col)
+{
+       Isect isect;
+       float maxsize = RE_ray_tree_max_size(R.raytree);
+       
+       VECCOPY(isect.start, co);
+       isect.end[0] = isect.start[0] + shi->view[0] * maxsize;
+       isect.end[1] = isect.start[1] + shi->view[1] * maxsize;
+       isect.end[2] = isect.start[2] + shi->view[2] * maxsize;
+       
+       isect.faceorig= (RayFace *)vlr;
+       
+       isect.mode= RE_RAY_MIRROR;
+       isect.oborig= RAY_OBJECT_SET(&R, shi->obi);
+       isect.face_last= NULL;
+       isect.ob_last= 0;
+       isect.lay= -1;
+       
+       /* check to see if there's anything behind the volume, otherwise shade the sky */
+       if(RE_ray_tree_intersect(R.raytree, &isect)) {
+               shade_intersection(shi, col, &isect);
+       } else {
+               shadeSkyView(col, co, shi->view, NULL, shi->thread);
+               shadeSunView(col, shi->view);
+       }
+}
+
+/* input shader data */
+
+float vol_get_stepsize(struct ShadeInput *shi, int context)
+{
+       if (shi->mat->vol.stepsize_type == MA_VOL_STEP_RANDOMIZED) {
+               /* range between 0.75 and 1.25 */
+               const float rnd = 0.5f * BLI_thread_frand(shi->thread) + 0.75f;
+       
+               if (context == STEPSIZE_VIEW)
+                       return shi->mat->vol.stepsize * rnd;
+               else if (context == STEPSIZE_SHADE)
+                       return shi->mat->vol.shade_stepsize * rnd;
+       }
+       else {  // MA_VOL_STEP_CONSTANT
+               
+               if (context == STEPSIZE_VIEW)
+                       return shi->mat->vol.stepsize;
+               else if (context == STEPSIZE_SHADE)
+                       return shi->mat->vol.shade_stepsize;
+       }
+       
+       return shi->mat->vol.stepsize;
+}
+
+/* trilinear interpolation */
+static void vol_get_precached_scattering(ShadeInput *shi, float *scatter_col, float *co)
+{
+       VolumePrecache *vp = shi->obi->volume_precache;
+       float bbmin[3], bbmax[3], dim[3];
+       float sample_co[3];
+       
+       if (!vp) return;
+       
+       /* convert input coords to 0.0, 1.0 */
+       VECCOPY(bbmin, shi->obi->obr->boundbox[0]);
+       VECCOPY(bbmax, shi->obi->obr->boundbox[1]);
+       VecSubf(dim, bbmax, bbmin);
+
+       sample_co[0] = ((co[0] - bbmin[0]) / dim[0]);
+       sample_co[1] = ((co[1] - bbmin[1]) / dim[1]);
+       sample_co[2] = ((co[2] - bbmin[2]) / dim[2]);
+
+       scatter_col[0] = voxel_sample_trilinear(vp->data_r, vp->res, sample_co);
+       scatter_col[1] = voxel_sample_trilinear(vp->data_g, vp->res, sample_co);
+       scatter_col[2] = voxel_sample_trilinear(vp->data_b, vp->res, sample_co);
+}
+
+float vol_get_density(struct ShadeInput *shi, float *co)
+{
+       float density = shi->mat->vol.density;
+       float density_scale = shi->mat->vol.density_scale;
+       float col[3] = {0.0, 0.0, 0.0};
+       
+       do_volume_tex(shi, co, MAP_DENSITY, col, &density);
+       
+       return density * density_scale;
+}
+
+/* scattering multiplier, values above 1.0 are non-physical, 
+ * but can be useful to tweak lighting */
+float vol_get_scattering_fac(ShadeInput *shi, float *co)
+{
+       float scatter = shi->mat->vol.scattering;
+       float col[3] = {0.0, 0.0, 0.0};
+       
+       do_volume_tex(shi, co, MAP_SCATTERING, col, &scatter);
+       
+       return scatter;
+}
+
+/* compute emission component, amount of radiance to add per segment
+ * can be textured with 'emit' */
+void vol_get_emission(ShadeInput *shi, float *emission_col, float *co, float density)
+{
+       float emission = shi->mat->vol.emission;
+       VECCOPY(emission_col, shi->mat->vol.emission_col);
+       
+       do_volume_tex(shi, co, MAP_EMISSION+MAP_EMISSION_COL, emission_col, &emission);
+       
+       emission_col[0] = emission_col[0] * emission * density;
+       emission_col[1] = emission_col[1] * emission * density;
+       emission_col[2] = emission_col[2] * emission * density;
+}
+
+void vol_get_absorption(ShadeInput *shi, float *absorb_col, float *co)
+{
+       float absorption = shi->mat->vol.absorption;
+       VECCOPY(absorb_col, shi->mat->vol.absorption_col);
+       
+       do_volume_tex(shi, co, MAP_ABSORPTION+MAP_ABSORPTION_COL, absorb_col, &absorption);
+       
+       absorb_col[0] = (1.0f - absorb_col[0]) * absorption;
+       absorb_col[1] = (1.0f - absorb_col[1]) * absorption;
+       absorb_col[2] = (1.0f - absorb_col[2]) * absorption;
+}
+
+
+/* phase function - determines in which directions the light 
+ * is scattered in the volume relative to incoming direction 
+ * and view direction */
+float vol_get_phasefunc(ShadeInput *shi, short phasefunc_type, float g, float *w, float *wp)
+{
+       const float costheta = Inpf(w, wp);
+       const float scale = M_PI;
+       
+       /*
+        * Scale constant is required, since Blender's shading system doesn't normalise for
+        * energy conservation - eg. scaling by 1/pi for a lambert shader.
+        * This makes volumes darker than other solid objects, for the same lighting intensity.
+        * To correct this, scale up the phase function values
+        * until Blender's shading system supports this better. --matt
+        */
+       
+       switch (phasefunc_type) {
+               case MA_VOL_PH_MIEHAZY:
+                       return scale * (0.5f + 4.5f * powf(0.5 * (1.f + costheta), 8.f)) / (4.f*M_PI);
+               case MA_VOL_PH_MIEMURKY:
+                       return scale * (0.5f + 16.5f * powf(0.5 * (1.f + costheta), 32.f)) / (4.f*M_PI);
+               case MA_VOL_PH_RAYLEIGH:
+                       return scale * 3.f/(16.f*M_PI) * (1 + costheta * costheta);
+               case MA_VOL_PH_HG:
+                       return scale * (1.f / (4.f * M_PI) * (1.f - g*g) / powf(1.f + g*g - 2.f * g * costheta, 1.5f));
+               case MA_VOL_PH_SCHLICK:
+               {
+                       const float k = 1.55f * g - .55f * g * g * g;
+                       const float kcostheta = k * costheta;
+                       return scale * (1.f / (4.f * M_PI) * (1.f - k*k) / ((1.f - kcostheta) * (1.f - kcostheta)));
+               }
+               case MA_VOL_PH_ISOTROPIC:
+               default:
+                       return scale * (1.f / (4.f * M_PI));
+       }
+}
+
+/* Compute attenuation, otherwise known as 'optical thickness', extinction, or tau.
+ * Used in the relationship Transmittance = e^(-attenuation)
+ */
+void vol_get_attenuation_seg(ShadeInput *shi, float *transmission, float stepsize, float *co, float density)
+{
+       /* input density = density at co */
+       float tau[3] = {0.f, 0.f, 0.f};
+       float absorb_col[3];
+
+       vol_get_absorption(shi, absorb_col, co);
+       
+       /* homogenous volume within the sampled distance */
+       tau[0] = stepsize * density * absorb_col[0];
+       tau[1] = stepsize * density * absorb_col[1];
+       tau[2] = stepsize * density * absorb_col[2];
+       
+       transmission[0] *= exp(-tau[0]);
+       transmission[1] *= exp(-tau[1]);
+       transmission[2] *= exp(-tau[2]);
+}
+
+/* Compute attenuation, otherwise known as 'optical thickness', extinction, or tau.
+ * Used in the relationship Transmittance = e^(-attenuation)
+ */
+void vol_get_attenuation(ShadeInput *shi, float *transmission, float *co, float *endco, float density, float stepsize)
+{
+       /* input density = density at co */
+       float tau[3] = {0.f, 0.f, 0.f};
+       float absorb_col[3];
+       int s, nsteps;
+       float step_vec[3], step_sta[3], step_end[3];
+       const float dist = VecLenf(co, endco);
+
+       vol_get_absorption(shi, absorb_col, co);
+
+       nsteps = (int)((dist / stepsize) + 0.5);
+       
+       VecSubf(step_vec, endco, co);
+       VecMulf(step_vec, 1.0f / nsteps);
+       
+       VecCopyf(step_sta, co);
+       VecAddf(step_end, step_sta, step_vec);
+       
+       for (s = 0;  s < nsteps; s++) {
+               if (s > 0)
+                       density = vol_get_density(shi, step_sta);
+               
+               tau[0] += stepsize * density;
+               tau[1] += stepsize * density;
+               tau[2] += stepsize * density;
+               
+               if (s < nsteps-1) {
+                       VecCopyf(step_sta, step_end);
+                       VecAddf(step_end, step_end, step_vec);
+               }
+       }
+       VecMulVecf(tau, tau, absorb_col);
+       
+       transmission[0] *= exp(-tau[0]);
+       transmission[1] *= exp(-tau[1]);
+       transmission[2] *= exp(-tau[2]);
+}
+
+void vol_shade_one_lamp(struct ShadeInput *shi, float *co, LampRen *lar, float *lacol, float stepsize, float density)
+{
+       float visifac, lv[3], lampdist;
+       float tr[3]={1.0,1.0,1.0};
+       float hitco[3], *atten_co;
+       float p;
+       float scatter_fac;
+       float shade_stepsize = vol_get_stepsize(shi, STEPSIZE_SHADE);
+       
+       if (lar->mode & LA_LAYER) if((lar->lay & shi->obi->lay)==0) return;
+       if ((lar->lay & shi->lay)==0) return;
+       if (lar->energy == 0.0) return;
+       
+       if ((visifac= lamp_get_visibility(lar, co, lv, &lampdist)) == 0.f) return;
+       
+       VecCopyf(lacol, &lar->r);
+       
+       if(lar->mode & LA_TEXTURE) {
+               shi->osatex= 0;
+               do_lamp_tex(lar, lv, shi, lacol, LA_TEXTURE);
+       }
+
+       VecMulf(lacol, visifac*lar->energy);
+
+       if (ELEM(lar->type, LA_SUN, LA_HEMI))
+               VECCOPY(lv, lar->vec);
+       VecMulf(lv, -1.0f);
+       
+       if (shi->mat->vol.shade_type != MA_VOL_SHADE_NONE) {
+               Isect is;
+               
+               /* find minimum of volume bounds, or lamp coord */
+               if (vol_get_bounds(shi, co, lv, hitco, &is, VOL_BOUNDS_SS)) {
+                       float dist = VecLenf(co, hitco);
+                       VlakRen *vlr = (VlakRen *)is.face;
+                       
+                       /* simple internal shadowing */
+                       if (vlr->mat->material_type == MA_TYPE_SURFACE) {
+                               lacol[0] = lacol[1] = lacol[2] = 0.0f;
+                               return;
+                       }
+
+                       if (ELEM(lar->type, LA_SUN, LA_HEMI))
+                               /* infinite lights, can never be inside volume */
+                               atten_co = hitco;
+                       else if ( lampdist < dist ) {
+                               atten_co = lar->co;
+                       } else
+                               atten_co = hitco;
+                       
+                       vol_get_attenuation(shi, tr, co, atten_co, density, shade_stepsize);
+                       
+                       VecMulVecf(lacol, lacol, tr);
+               }
+               else {
+                       /* Point is on the outside edge of the volume,
+                        * therefore no attenuation, full transmission.
+                        * Radiance from lamp remains unchanged */
+               }
+       }
+       
+       p = vol_get_phasefunc(shi, shi->mat->vol.phasefunc_type, shi->mat->vol.phasefunc_g, shi->view, lv);
+       VecMulf(lacol, p);
+       
+       scatter_fac = vol_get_scattering_fac(shi, co);
+       VecMulf(lacol, scatter_fac);
+}
+
+/* single scattering only for now */
+void vol_get_scattering(ShadeInput *shi, float *scatter_col, float *co, float stepsize, float density)
+{
+       ListBase *lights;
+       GroupObject *go;
+       LampRen *lar;
+       
+       scatter_col[0] = scatter_col[1] = scatter_col[2] = 0.f;
+       
+       lights= get_lights(shi);
+       for(go=lights->first; go; go= go->next)
+       {
+               float lacol[3] = {0.f, 0.f, 0.f};
+               lar= go->lampren;
+               
+               if (lar) {
+                       vol_shade_one_lamp(shi, co, lar, lacol, stepsize, density);
+                       VecAddf(scatter_col, scatter_col, lacol);
+               }
+       }
+}
+
+       
+/*
+The main volumetric integrator, using an emission/absorption/scattering model.
+
+Incoming radiance = 
+
+outgoing radiance from behind surface * beam transmittance/attenuation
++ added radiance from all points along the ray due to participating media
+       --> radiance for each segment = 
+               (radiance added by scattering + radiance added by emission) * beam transmittance/attenuation
+*/
+static void volumeintegrate(struct ShadeInput *shi, float *col, float *co, float *endco)
+{
+       float tr[3] = {1.0f, 1.0f, 1.0f};
+       float radiance[3] = {0.f, 0.f, 0.f}, d_radiance[3] = {0.f, 0.f, 0.f};
+       float stepsize = vol_get_stepsize(shi, STEPSIZE_VIEW);
+       int nsteps, s;
+       float emit_col[3], scatter_col[3] = {0.0, 0.0, 0.0};
+       float stepvec[3], step_sta[3], step_end[3], step_mid[3];
+       float density;
+       const float depth_cutoff = shi->mat->vol.depth_cutoff;
+
+       /* ray marching */
+       nsteps = (int)((VecLenf(co, endco) / stepsize) + 0.5);
+       
+       VecSubf(stepvec, endco, co);
+       VecMulf(stepvec, 1.0f / nsteps);
+       VecCopyf(step_sta, co);
+       VecAddf(step_end, step_sta, stepvec);
+       
+       /* get radiance from all points along the ray due to participating media */
+       for (s = 0; s < nsteps; s++) {
+
+               density = vol_get_density(shi, step_sta);
+               
+               /* there's only any use in shading here if there's actually some density to shade! */
+               if (density > 0.01f) {
+               
+                       /* transmittance component (alpha) */
+                       vol_get_attenuation_seg(shi, tr, stepsize, co, density);
+
+                       step_mid[0] = step_sta[0] + (stepvec[0] * 0.5);
+                       step_mid[1] = step_sta[1] + (stepvec[1] * 0.5);
+                       step_mid[2] = step_sta[2] + (stepvec[2] * 0.5);
+               
+                       /* incoming light via emission or scattering (additive) */
+                       vol_get_emission(shi, emit_col, step_mid, density);
+                       
+                       if (using_lightcache(shi->mat)) {
+                               vol_get_precached_scattering(shi, scatter_col, step_mid);
+                       } else
+                               vol_get_scattering(shi, scatter_col, step_mid, stepsize, density);
+                       
+                       VecMulf(scatter_col, density);
+                       VecAddf(d_radiance, emit_col, scatter_col);
+                       
+                       /*   Lv += Tr * (Lve() + Ld) */
+                       VecMulVecf(d_radiance, tr, d_radiance);
+                       VecMulf(d_radiance, stepsize);
+                       
+                       VecAddf(radiance, radiance, d_radiance);        
+               }
+
+               VecCopyf(step_sta, step_end);
+               VecAddf(step_end, step_end, stepvec);
+               
+               /* luminance rec. 709 */
+               if ((0.2126*tr[0] + 0.7152*tr[1] + 0.0722*tr[2]) < depth_cutoff) break; 
+       }
+       
+       /* multiply original color (behind volume) with beam transmittance over entire distance */
+       VecMulVecf(col, tr, col);       
+       VecAddf(col, col, radiance);
+       
+       /* alpha <-- transmission luminance */
+       col[3] = 1.0f -(0.2126*tr[0] + 0.7152*tr[1] + 0.0722*tr[2]);
+}
+
+/* the main entry point for volume shading */
+static void volume_trace(struct ShadeInput *shi, struct ShadeResult *shr, int inside_volume)
+{
+       float hitco[3], col[4] = {0.f,0.f,0.f,0.f};
+       float *startco, *endco;
+       int trace_behind = 1;
+       const int ztransp= ((shi->depth==0) && (shi->mat->mode & MA_TRANSP) && (shi->mat->mode & MA_ZTRANSP));
+       Isect is;
+
+       /* check for shading an internal face a volume object directly */
+       if (inside_volume == VOL_SHADE_INSIDE)
+               trace_behind = 0;
+       else if (inside_volume == VOL_SHADE_OUTSIDE) {
+               if (shi->flippednor)
+                       inside_volume = VOL_SHADE_INSIDE;
+       }
+       
+       if (ztransp && inside_volume == VOL_SHADE_INSIDE) {
+               MatInside *mi;
+               int render_this=0;
+               
+               /* don't render the backfaces of ztransp volume materials.
+                
+                * volume shading renders the internal volume from between the
+                * near view intersection of the solid volume to the
+                * intersection on the other side, as part of the shading of
+                * the front face.
+                
+                * Because ztransp renders both front and back faces independently
+                * this will double up, so here we prevent rendering the backface as well, 
+                * which would otherwise render the volume in between the camera and the backface
+                * --matt */
+               
+               for (mi=R.render_volumes_inside.first; mi; mi=mi->next) {
+                       /* weak... */
+                       if (mi->ma == shi->mat) render_this=1;
+               }
+               if (!render_this) return;
+       }
+       
+
+       if (inside_volume == VOL_SHADE_INSIDE)
+       {
+               startco = shi->camera_co;
+               endco = shi->co;
+               
+               if (trace_behind) {
+                       if (!ztransp)
+                               /* trace behind the volume object */
+                               vol_trace_behind(shi, shi->vlr, endco, col);
+               } else {
+                       /* we're tracing through the volume between the camera 
+                        * and a solid surface, so use that pre-shaded radiance */
+                       QUATCOPY(col, shr->combined);
+               }
+               
+               /* shade volume from 'camera' to 1st hit point */
+               volumeintegrate(shi, col, startco, endco);
+       }
+       /* trace to find a backface, the other side bounds of the volume */
+       /* (ray intersect ignores front faces here) */
+       else if (vol_get_bounds(shi, shi->co, shi->view, hitco, &is, VOL_BOUNDS_DEPTH))
+       {
+               VlakRen *vlr = (VlakRen *)is.face;
+               
+               startco = shi->co;
+               endco = hitco;
+               
+               if (!ztransp) {
+                       /* if it's another face in the same material */
+                       if (vlr->mat == shi->mat) {
+                               /* trace behind the 2nd (raytrace) hit point */
+                               vol_trace_behind(shi, (VlakRen *)is.face, endco, col);
+                       } else {
+                               shade_intersection(shi, col, &is);
+                       }
+               }
+               
+               /* shade volume from 1st hit point to 2nd hit point */
+               volumeintegrate(shi, col, startco, endco);
+       }
+       
+       if (ztransp)
+               col[3] = col[3]>1.f?1.f:col[3];
+       else
+               col[3] = 1.f;
+       
+       VecCopyf(shr->combined, col);
+       shr->alpha = col[3];
+       
+       VECCOPY(shr->diff, shr->combined);
+}
+
+/* Traces a shadow through the object, 
+ * pretty much gets the transmission over a ray path */
+void shade_volume_shadow(struct ShadeInput *shi, struct ShadeResult *shr, struct Isect *last_is)
+{
+       float hitco[3];
+       float tr[3] = {1.0,1.0,1.0};
+       Isect is;
+       float shade_stepsize = vol_get_stepsize(shi, STEPSIZE_SHADE);
+       float *startco, *endco;
+       float density=0.f;
+
+       memset(shr, 0, sizeof(ShadeResult));
+       
+       /* if 1st hit normal is facing away from the camera, 
+        * then we're inside the volume already. */
+       if (shi->flippednor) {
+               startco = last_is->start;
+               endco = shi->co;
+       }
+       /* trace to find a backface, the other side bounds of the volume */
+       /* (ray intersect ignores front faces here) */
+       else if (vol_get_bounds(shi, shi->co, shi->view, hitco, &is, VOL_BOUNDS_DEPTH)) {
+               startco = shi->co;
+               endco = hitco;
+       }
+       else {
+               shr->combined[0] = shr->combined[1] = shr->combined[2] = 0.f;
+               shr->alpha = shr->combined[3] = 1.f;
+               return;
+       }
+       
+       density = vol_get_density(shi, startco);
+       vol_get_attenuation(shi, tr, startco, endco, density, shade_stepsize);
+       
+       VecCopyf(shr->combined, tr);
+       shr->combined[3] = 1.0f -(0.2126*tr[0] + 0.7152*tr[1] + 0.0722*tr[2]);
+       shr->alpha = shr->combined[3];
+}
+
+
+/* delivers a fully filled in ShadeResult, for all passes */
+void shade_volume_outside(ShadeInput *shi, ShadeResult *shr)
+{
+       memset(shr, 0, sizeof(ShadeResult));
+       volume_trace(shi, shr, VOL_SHADE_OUTSIDE);
+}
+
+
+void shade_volume_inside(ShadeInput *shi, ShadeResult *shr)
+{
+       MatInside *m;
+       Material *mat_backup;
+       
+       //if (BLI_countlist(&R.render_volumes_inside) == 0) return;
+       
+       /* XXX: extend to multiple volumes perhaps later */
+       mat_backup = shi->mat;
+       m = R.render_volumes_inside.first;
+       shi->mat = m->ma;
+       
+       volume_trace(shi, shr, VOL_SHADE_INSIDE);
+
+       shi->mat = mat_backup;
+}
\ No newline at end of file
diff --git a/source/blender/render/intern/source/voxeldata.c b/source/blender/render/intern/source/voxeldata.c
new file mode 100644 (file)
index 0000000..ff07657
--- /dev/null
@@ -0,0 +1,341 @@
+/**
+ *
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program 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 General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Raul Fernandez Hernandez (Farsthary), Matt Ebb.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include <math.h>
+#include <stdlib.h>
+#include <stdio.h>
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_arithb.h"
+#include "BLI_blenlib.h"
+#include "BLI_voxel.h"
+
+#include "IMB_imbuf.h"
+#include "IMB_imbuf_types.h"
+
+#include "BKE_global.h"
+#include "BKE_image.h"
+#include "BKE_main.h"
+
+#include "smoke_API.h"
+
+#include "DNA_texture_types.h"
+#include "DNA_object_types.h"
+#include "DNA_modifier_types.h"
+#include "DNA_smoke_types.h"
+
+
+#include "render_types.h"
+#include "renderdatabase.h"
+#include "texture.h"
+#include "voxeldata.h"
+
+void load_frame_blendervoxel(FILE *fp, float *F, int size, int frame, int offset)
+{      
+       fseek(fp,frame*size*sizeof(float)+offset,0);
+       fread(F,sizeof(float),size,fp);
+}
+
+void load_frame_raw8(FILE *fp, float *F, int size, int frame)
+{
+       char *tmp;
+       int i;
+       
+       tmp = (char *)MEM_mallocN(sizeof(char)*size, "temporary voxel file reading storage");
+       
+       fseek(fp,(frame-1)*size*sizeof(char),0);
+       fread(tmp, sizeof(char), size, fp);
+       
+       for (i=0; i<size; i++) {
+               F[i] = (float)tmp[i] / 256.f;
+       }
+       MEM_freeN(tmp);
+}
+
+void load_frame_image_sequence(Render *re, VoxelData *vd, Tex *tex)
+{
+       ImBuf *ibuf;
+       Image *ima = tex->ima;
+       ImageUser *iuser = &tex->iuser;
+       int x=0, y=0, z=0;
+       float *rf;
+
+       if (!ima || !iuser) return;
+       
+       ima->source = IMA_SRC_SEQUENCE;
+       iuser->framenr = 1 + iuser->offset;
+
+       /* find the first valid ibuf and use it to initialise the resolution of the data set */
+       /* need to do this in advance so we know how much memory to allocate */
+       ibuf= BKE_image_get_ibuf(ima, iuser);
+       while (!ibuf && (iuser->framenr < iuser->frames)) {
+               iuser->framenr++;
+               ibuf= BKE_image_get_ibuf(ima, iuser);
+       }
+       if (!ibuf) return;
+       if (!ibuf->rect_float) IMB_float_from_rect(ibuf);
+       
+       vd->flag |= TEX_VD_STILL;
+       vd->resol[0] = ibuf->x;
+       vd->resol[1] = ibuf->y;
+       vd->resol[2] = iuser->frames;
+       vd->dataset = MEM_mapallocN(sizeof(float)*(vd->resol[0])*(vd->resol[1])*(vd->resol[2]), "voxel dataset");
+       
+       for (z=0; z < iuser->frames; z++)
+       {       
+               /* get a new ibuf for each frame */
+               if (z > 0) {
+                       iuser->framenr++;
+                       ibuf= BKE_image_get_ibuf(ima, iuser);
+                       if (!ibuf) break;
+                       if (!ibuf->rect_float) IMB_float_from_rect(ibuf);
+               }
+               rf = ibuf->rect_float;
+               
+               for (y=0; y < ibuf->y; y++)
+               {
+                       for (x=0; x < ibuf->x; x++)
+                       {
+                               /* currently converted to monchrome */
+                               vd->dataset[ V_I(x, y, z, vd->resol) ] = (rf[0] + rf[1] + rf[2])*0.333f;
+                               rf +=4;
+                       }
+               }
+               
+               BKE_image_free_anim_ibufs(ima, iuser->framenr);
+       }
+}
+
+void write_voxeldata_header(struct VoxelDataHeader *h, FILE *fp)
+{
+       fwrite(h,sizeof(struct VoxelDataHeader),1,fp);
+}
+
+void read_voxeldata_header(FILE *fp, struct VoxelData *vd)
+{
+       VoxelDataHeader *h=(VoxelDataHeader *)MEM_mallocN(sizeof(VoxelDataHeader), "voxel data header");
+       
+       rewind(fp);
+       fread(h,sizeof(VoxelDataHeader),1,fp);
+       
+       vd->resol[0]=h->resolX;
+       vd->resol[1]=h->resolY;
+       vd->resol[2]=h->resolZ;
+
+       MEM_freeN(h);
+}
+
+void init_frame_smoke(Render *re, VoxelData *vd, Tex *tex)
+{
+       Object *ob;
+       ModifierData *md;
+       
+       vd->dataset = NULL;
+       if (vd->object == NULL) return; 
+       ob= vd->object;
+       
+       /* draw code for smoke */
+       if(md = (ModifierData *)modifiers_findByType(ob, eModifierType_Smoke))
+       {
+               SmokeModifierData *smd = (SmokeModifierData *)md;
+               
+               if(smd->domain && smd->domain->fluid) {
+                       //int big = (smd->domain->flags & MOD_SMOKE_HIGHRES);
+                       int big=0;
+                       
+                       if (big) {
+                               //smoke_turbulence_get_res(smd->domain->wt, vd->resol);
+                               //vd->dataset = smoke_turbulence_get_density(smd->domain->wt);
+                       } else {
+                               VECCOPY(vd->resol, smd->domain->res);
+                               vd->dataset = smoke_get_density(smd->domain->fluid);
+                       }
+               }
+       }
+}
+
+void cache_voxeldata(struct Render *re,Tex *tex)
+{      
+       VoxelData *vd = tex->vd;
+       FILE *fp;
+       int size;
+       int curframe;
+       
+       if (!vd) return;
+       
+       /* image sequence gets special treatment */
+       if (vd->file_format == TEX_VD_IMAGE_SEQUENCE) {
+               load_frame_image_sequence(re, vd, tex);
+               return;
+       } else if (vd->file_format == TEX_VD_SMOKE) {
+               init_frame_smoke(re, vd, tex);
+               return;
+       }
+
+       if (!BLI_exists(vd->source_path)) return;
+       fp = fopen(vd->source_path,"rb");
+       if (!fp) return;
+
+       if (vd->file_format == TEX_VD_BLENDERVOXEL)
+               read_voxeldata_header(fp, vd);
+       
+       size = (vd->resol[0])*(vd->resol[1])*(vd->resol[2]);
+       vd->dataset = MEM_mapallocN(sizeof(float)*size, "voxel dataset");
+               
+       if (vd->flag & TEX_VD_STILL) curframe = vd->still_frame;
+       else curframe = re->r.cfra;
+       
+       switch(vd->file_format) {
+               case TEX_VD_BLENDERVOXEL:
+                       load_frame_blendervoxel(fp, vd->dataset, size, curframe-1, sizeof(VoxelDataHeader));
+                       break;
+               case TEX_VD_RAW_8BIT:
+                       load_frame_raw8(fp, vd->dataset, size, curframe);
+                       break;
+       }
+       
+       fclose(fp);
+}
+
+void make_voxeldata(struct Render *re)
+{
+    Tex *tex;
+       
+       if(re->scene->r.scemode & R_PREVIEWBUTS)
+               return;
+       
+       re->i.infostr= "Loading voxel datasets";
+       re->stats_draw(re->sdh, &re->i);
+       
+       /* XXX: should be doing only textures used in this render */
+       for (tex= G.main->tex.first; tex; tex= tex->id.next) {
+               if(tex->id.us && tex->type==TEX_VOXELDATA) {
+                       cache_voxeldata(re, tex);
+               }
+       }
+       
+       re->i.infostr= NULL;
+       re->stats_draw(re->sdh, &re->i);
+       
+}
+
+static void free_voxeldata_one(Render *re, Tex *tex)
+{
+       VoxelData *vd = tex->vd;
+       
+       if (vd->dataset) {
+               MEM_freeN(vd->dataset);
+               vd->dataset = NULL;
+       }
+}
+
+
+void free_voxeldata(Render *re)
+{
+       Tex *tex;
+       
+       if(re->scene->r.scemode & R_PREVIEWBUTS)
+               return;
+       
+       for (tex= G.main->tex.first; tex; tex= tex->id.next) {
+               if(tex->id.us && tex->type==TEX_VOXELDATA) {
+                       free_voxeldata_one(re, tex);
+               }
+       }
+}
+
+int voxeldatatex(struct Tex *tex, float *texvec, struct TexResult *texres)
+{       
+    int retval = TEX_INT;
+       VoxelData *vd = tex->vd;        
+       float co[3], offset[3] = {0.5, 0.5, 0.5};
+
+       if ((!vd) || (vd->dataset==NULL)) {
+               texres->tin = 0.0f;
+               return 0;
+       }
+       
+       /* scale lookup from 0.0-1.0 (original location) to -1.0, 1.0, consistent with image texture tex coords */
+       /* in implementation this works backwards, bringing sample locations from -1.0, 1.0
+        * to the range 0.0, 1.0, before looking up in the voxel structure. */
+       VecCopyf(co, texvec);
+       VecMulf(co, 0.5f);
+       VecAddf(co, co, offset);
+
+       /* co is now in the range 0.0, 1.0 */
+       switch (tex->extend) {
+               case TEX_CLIP:
+               {
+                       if ((co[0] < 0.f || co[0] > 1.f) || (co[1] < 0.f || co[1] > 1.f) || (co[2] < 0.f || co[2] > 1.f)) {
+                               texres->tin = 0.f;
+                               return retval;
+                       }
+                       break;
+               }
+               case TEX_REPEAT:
+               {
+                       co[0] = co[0] - floor(co[0]);
+                       co[1] = co[1] - floor(co[1]);
+                       co[2] = co[2] - floor(co[2]);
+                       break;
+               }
+               case TEX_EXTEND:
+               {
+                       CLAMP(co[0], 0.f, 1.f);
+                       CLAMP(co[1], 0.f, 1.f);
+                       CLAMP(co[2], 0.f, 1.f);
+                       break;
+               }
+       }
+       
+       switch (vd->interp_type) {
+               case TEX_VD_NEARESTNEIGHBOR:
+                       texres->tin = voxel_sample_nearest(vd->dataset, vd->resol, co);
+                       break;  
+               case TEX_VD_LINEAR:
+                       texres->tin = voxel_sample_trilinear(vd->dataset, vd->resol, co);
+                       break;                                  
+               case TEX_VD_TRICUBIC:
+                       texres->tin = voxel_sample_tricubic(vd->dataset, vd->resol, co);
+                       break;
+       }
+       
+       texres->tin *= vd->int_multiplier;
+       BRICONT;
+       
+       texres->tr = texres->tin;
+       texres->tg = texres->tin;
+       texres->tb = texres->tin;
+       texres->ta = texres->tin;
+       BRICONTRGB;
+       
+       return retval;  
+}
+
+
index 881747edff2362d5ccc990fa7a99acc95817972d..7d3519247444d3a8e5b7cd95545ef19271b2c618 100644 (file)
@@ -110,10 +110,10 @@ bool KX_MouseFocusSensor::Evaluate()
                        m_positive_event = true;
                        if (!m_mouse_over_in_previous_frame) {
                                result = true;
-                       }
+                       } 
                        else if(m_bTouchPulse && (m_hitObject != m_hitObject_Last)) {
                                result = true;
-                       }
+               } 
                } 
                if (reset) {
                        // force an event 
@@ -130,7 +130,7 @@ bool KX_MouseFocusSensor::Evaluate()
 
        m_mouse_over_in_previous_frame = obHasFocus;
        m_hitObject_Last = (void *)m_hitObject;
-                                          
+
        return result;
 }