--- ray/src/rt/srcsupp.c 1991/10/22 11:23:47 1.15 +++ ray/src/rt/srcsupp.c 1992/01/04 19:54:20 2.2 @@ -1,4 +1,4 @@ -/* Copyright (c) 1991 Regents of the University of California */ +/* Copyright (c) 1992 Regents of the University of California */ #ifndef lint static char SCCSid[] = "$SunId$ LBL"; @@ -500,20 +500,84 @@ register RAY *r; } -#define wrongsource(m, r) (r->rsrc>=0 && \ - source[r->rsrc].so!=r->ro && \ - (m->otype!=MAT_ILLUM || \ - objptr(source[r->rsrc].so->omod)->otype==MAT_ILLUM)) +/**************************************************************** + * The following macros were separated from the m_light() routine + * because they are very nasty and difficult to understand. + */ +/* wrongillum * + * + * We cannot allow an illum to pass to another illum, because that + * would almost certainly constitute overcounting. + * However, we do allow an illum to pass to another illum + * that is actually going to relay to a virtual light source. + */ + +#define wrongillum(m, r) (!(source[r->rsrc].sflags&SVIRTUAL) && \ + objptr(source[r->rsrc].so->omod)->otype==MAT_ILLUM) + +/* wrongsource * + * + * This source is the wrong source (ie. overcounted) if we are + * aimed to a different source than the one we hit and the one + * we hit is not an illum which should be passed. + */ + +#define wrongsource(m, r) (r->rsrc>=0 && source[r->rsrc].so!=r->ro && \ + (m->otype!=MAT_ILLUM || wrongillum(m,r))) + +/* badspecular * + * + * Any undirected specular ray that hits a light source + * should be discarded. This is because the source contribution to + * specular components is calculated separately to reduce variance. + */ + +#define badspecular(m, r) (r->rsrc<0 && r->crtype&SPECULAR) + +/* distglow * + * + * A distant glow is an object that sometimes acts as a light source, + * but is too far away from the test point to be one in this case. + */ + #define distglow(m, r) (m->otype==MAT_GLOW && \ r->rot > m->oargs.farg[3]) +/* badambient * + * + * We must avoid including counting light sources in the ambient calculation, + * since the direct component is handled separately. Therefore, any + * ambient ray which hits an active light source must be discarded. + */ + #define badambient(m, r) ((r->crtype&(AMBIENT|SHADOW))==AMBIENT && \ !distglow(m, r)) +/* overcount * + * + * All overcounting possibilities are contained here. + */ + +#define overcount(m, r) (badspecular(m,r) || wrongsource(m,r) || \ + badambient(m,r)) + +/* passillum * + * + * An illum passes to another material type when we didn't hit it + * on purpose (as part of a direct calculation), or it is relaying + * a virtual light source. + */ + #define passillum(m, r) (m->otype==MAT_ILLUM && \ - !(r->rsrc>=0&&source[r->rsrc].so==r->ro)) + (r->rsrc<0 || source[r->rsrc].so!=r->ro || \ + source[r->rsrc].sflags&SVIRTUAL)) +/* srcignore * + * + * The -di flag renders light sources invisible, and here is the test. + */ + #define srcignore(m, r) (directinvis && !(r->crtype&SHADOW) && \ !distglow(m, r)) @@ -523,7 +587,7 @@ register OBJREC *m; register RAY *r; { /* check for over-counting */ - if (wrongsource(m, r) || badambient(m, r)) + if (overcount(m, r)) return; /* check for passed illum */ if (passillum(m, r)) {