2022-04-07 18:46:57 +02:00

200 lines
8.2 KiB
C++

//-*****************************************************************************
// Copyright (C) Pixar. All rights reserved. *
// *
// This license governs use of the accompanying software. If you *
// use the software, you accept this license. If you do not accept *
// the license, do not use the software. *
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// "distribution" have the same meaning here as under U.S. *
// copyright law. A "contribution" is the original software, or *
// any additions or changes to the software. *
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// contribution under this license. *
// "Licensed patents" are a contributor's patent claims that read *
// directly on its contribution. *
// *
// 2. Grant of Rights *
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// royalty-free license under its licensed patents to make, have *
// made, use, sell, offer for sale, import, and/or otherwise *
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// of the contribution in the software. *
// *
// 3. Conditions and Limitations *
// (A) No Trademark License- This license does not grant you *
// rights to use any contributor's name, logo, or trademarks. *
// (B) If you bring a patent claim against any contributor over *
// patents that you claim are infringed by the software, your *
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// notices that are present in the software. *
// (D) If you distribute any portion of the software in source *
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// complete copy of this license with your distribution. If you *
// distribute any portion of the software in compiled or object *
// code form, you may only do so under a license that complies *
// with this license. *
// (E) The software is licensed "as-is." You bear the risk of *
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//-*****************************************************************************
//-*****************************************************************************
// Written by Pixar Animation Studios, 2011-2012.
//-*****************************************************************************
#include "PxDeepUtils.h"
namespace PxDeep {
//-*****************************************************************************
// Density/Viz/DZ calculations are always performed in double precision.
// We try to leave them alone as much as possible, but the logarithm can get
// weird for very very small numbers. The "isfinite" call basically rules
// out NaN and Infinity results, though it doesn't bother with subnormal
// numbers, since the error case we're worried about is log being too big.
// viz = exp( -dz * density )
// log( viz ) = -dz * density
// density = -log( viz ) / dz
double DensityFromVizDz( double i_viz, double i_dz )
{
assert( i_viz >= 0.0 );
assert( i_viz <= 1.0 );
assert( i_dz >= 0.0 );
if ( i_viz >= 1.0 )
{
// There's no attenuation at all, so there's no density!
return 0.0;
}
else if ( i_viz <= 0.0 )
{
// There's total attenuation, so we use our max density.
return PXDU_DENSITY_OF_VIZ_0;
}
else if ( i_dz <= 0.0 )
{
// There's no depth, and viz is greater than zero,
// so we assume the density is as high as possible
return PXDU_DENSITY_OF_VIZ_0;
}
else
{
double d = -log( i_viz ) / i_dz;
if ( !isfinite( d ) )
{
return PXDU_DENSITY_OF_VIZ_0;
}
else
{
return d;
}
}
}
//-*****************************************************************************
// We can often treat "density times dz" as a single quantity without
// separating it.
// viz = exp( -densityTimesDz )
// log( viz ) = -densityTimesDz
// densityTimesDz = -log( viz )
double DensityTimesDzFromViz( double i_viz )
{
assert( i_viz >= 0.0 );
assert( i_viz <= 1.0 );
if ( i_viz >= 1.0 )
{
// There's no attenuation at all, so there's no density!
return 0.0;
}
else if ( i_viz <= 0.0 )
{
// There's total attenuation, so we use our max density.
return PXDU_DENSITY_OF_VIZ_0 * PXDU_DZ_OF_VIZ_0;
}
else
{
double d = -log( i_viz );
if ( !isfinite( d ) )
{
return PXDU_DENSITY_OF_VIZ_0 * PXDU_DZ_OF_VIZ_0;
}
else
{
return d;
}
}
}
//-*****************************************************************************
// viz = exp( -dz * density )
// log( viz ) = -dz * density
// dz = -log( viz ) / density
// Note that this is basically the same as the computation above.
double DzFromVizDensity( double i_viz, double i_density )
{
assert( i_viz >= 0.0 );
assert( i_viz <= 1.0 );
assert( i_density >= 0.0 );
if ( i_viz >= 1.0 )
{
// There's no attenuation, so there's no depth.
return 0.0;
}
else if ( i_viz <= 0.0 )
{
// There's total attenuation, so we use the smallest depth
// for our max density.
return PXDU_DZ_OF_VIZ_0;
}
else if ( i_density <= 0.0 )
{
// Hmmm. There's no density, but there is some attenuation,
// which basically implies an infinite depth.
// We'll use the minimum density.
// This whole part is hacky at best.
double dz = -log( i_viz ) / PXDU_MIN_NON_ZERO_DENSITY;
if ( !isfinite( dz ) )
{
return PXDU_MAX_DZ;
}
else
{
return dz;
}
}
else
{
double dz = -log( i_viz ) / i_density;
if ( !isfinite( dz ) )
{
return PXDU_MAX_DZ;
}
else
{
return dz;
}
}
}
} // End namespace PxDeep