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/* RCSid $Id$ */ |
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/* |
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================================================================== |
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====================================================================== |
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Photon map support routines for scattering by materials. |
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Roland Schregle (roland.schregle@{hslu.ch, gmail.com}) |
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(c) Fraunhofer Institute for Solar Energy Systems, |
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(c) Lucerne University of Applied Sciences and Arts, |
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supported by the Swiss National Science Foundation (SNSF, #147053) |
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================================================================== |
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supported by the Swiss National Science Foundation (SNSF, #147053) |
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====================================================================== |
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*/ |
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#include "pmap.h" |
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/* |
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ambRayInPmap(): Check for DIFFUSE -> (DIFFUSE|SPECULAR) -> * |
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subpaths. These occur during the backward pass |
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when an ambient ray spawns an indirect diffuse or |
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specular ray. These subpaths are already |
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accounted for in the global photon map. |
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*/ |
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#define ambRayInPmap(r) ((r) -> crtype & AMBIENT && photonMapping && \ |
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(ambounce < 0 || (r) -> rlvl > 1 || \ |
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causticPhotonMapping || \ |
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contribPhotonMapping)) |
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/* |
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/* |
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Check for paths already accounted for in photon map to avoid |
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double-counting during backward raytracing. |
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ambRayInPmap(): Check for DIFFUSE -> (DIFFUSE|SPECULAR) -> * |
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subpaths. These occur during the backward pass |
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when an ambient ray spawns an indirect diffuse or |
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specular ray. These subpaths are already |
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accounted for in the global photon map. |
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*/ |
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#define ambRayInPmap(r) ((r) -> crtype & AMBIENT && photonMapping && \ |
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(ambounce < 0 || (r) -> rlvl > 1)) |
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/* |
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shadowRayInPmap(): Check for DIFFUSE -> SPECULAR -> LIGHT |
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subpaths. These occur during the backward pass |
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when a shadow ray is transferred through a |
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transparent material. These subpaths are already |
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accounted for by caustic photons in the global, |
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contrib, or dedicated caustic photon map. |
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!!! DISABLED FOR TESTING PENDING REPLACEMENT BY srcRayInPmap() !!! |
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*/ |
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#define shadowRayInPmap(r) ((r) -> crtype & SHADOW && \ |
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(ambounce < 0 || \ |
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((r) -> crtype & AMBIENT \ |
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? photonMapping \ |
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: causticPhotonMapping || \ |
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contribPhotonMapping))) |
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#if 1 |
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#define shadowRayInPmap(r) 0 |
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#else |
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#define shadowRayInPmap(r) (((globalPmap && ambounce < 0) || \ |
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causticPmap || contribPmap) && \ |
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(r) -> crtype & SHADOW) |
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#endif |
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/* Check if scattered ray spawns a caustic photon */ |
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#define PMAP_CAUSTICRAY(r) ((r) -> rtype & SPECULAR) |
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/* srcRayInPmap(): Check whether a source ray transferred through |
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* medium (e.g. glass/dielectric) is already |
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* accounted for in the photon map. This is used by |
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* badcomponent() in source.c when checking source |
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* hits (glows and lights, hence ambient and shadow |
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* rays). |
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*/ |
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#define srcRayInPmap(r) (((globalPmap && ambounce < 0) || \ |
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causticPmap || contribPmap) && \ |
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(r) -> crtype & (AMBIENT | SHADOW) && \ |
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(r) -> rtype & (TRANS | REFRACTED)) |
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/* Check if scattered ray spawns a caustic photon; |
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* !!! NOTE this has to set bit 0 to properly handle caustic contrib |
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* !!! photons, so the explicit test against zero *IS* required! */ |
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#define PMAP_CAUSTICRAY(r) (((r) -> rtype & SPECULAR) != 0) |
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/* Scattered photon ray types for photonRay() */ |