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blender-archive/source/blender/blenkernel/BKE_displist.h

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/* display list (or rather multi purpose list) stuff */
/*
$Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#ifndef BKE_DISPLIST_H
#define BKE_DISPLIST_H
/* dl->type */
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#define DL_POLY 0
#define DL_SEGM 1
#define DL_SURF 2
#define DL_INDEX3 4
#define DL_INDEX4 5
#define DL_VERTCOL 6
#define DL_VERTS 7
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/* dl->flag */
#define DL_CYCL_U 1
#define DL_CYCL_V 2
#define DL_FRONT_CURVE 4
#define DL_BACK_CURVE 8
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Biiig commit! Thanks to 2-3 weeks of cvs freeze... Render: - New; support for dual CPU render (SDL thread) Currently only works with alternating scanlines, but gives excellent performance. For both normal render as unified implemented. Note the "mutex" locks on z-transp buffer render and imbuf loads. - This has been made possible by major cleanups in render code, especially getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct OSA or using Materials or Texture data to write to. - Made normal render fully 4x32 floats too, and removed all old optimizes with chars or shorts. - Made normal render and unified render use same code for sky and halo render, giving equal (and better) results for halo render. Old render now also uses PostProcess options (brightness, mul, gamma) - Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer after render. Using PostProcess menu you will note an immediate re- display of image too (32 bits RGBA) - Added "Hue" and "Saturation" sliders to PostProcess options - Render module is still not having a "nice" API, but amount of dependencies went down a lot. Next todo: remove abusive "previewrender" code. The last main global in Render (struct Render) now can be re-used for fully controlling a render, to allow multiple "instances" of render to open. - Renderwindow now displays a smal bar on top with the stats, and keeps the stats after render too. Including "spare" page support. Not only easier visible that way, but also to remove the awkward code that was drawing stats in the Info header (extreme slow on some ATIs too) - Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping defines. - I might have forgotten stuff... and will write a nice doc on the architecture!
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#define DL_SURFINDEX(cyclu, cyclv, sizeu, sizev) \
\
if( (cyclv)==0 && a==(sizev)-1) break; \
if(cyclu) { \
p1= sizeu*a; \
p2= p1+ sizeu-1; \
p3= p1+ sizeu; \
p4= p2+ sizeu; \
b= 0; \
} \
else { \
p2= sizeu*a; \
p1= p2+1; \
p4= p2+ sizeu; \
p3= p1+ sizeu; \
b= 1; \
} \
if( (cyclv) && a==sizev-1) { \
p3-= sizeu*sizev; \
p4-= sizeu*sizev; \
}
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/* prototypes */
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
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struct Base;
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struct Object;
struct Curve;
struct ListBase;
struct Material;
struct Bone;
struct Mesh;
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struct TFace;
struct EditMesh;
struct EditEdge;
struct EditFace;
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typedef struct DispListMesh DispListMesh;
struct DispListMesh {
int totvert, totedge, totface;
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struct MVert *mvert;
struct MEdge *medge;
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struct MCol *mcol;
struct MFace *mface;
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struct TFace *tface;
float *nors; // facenormals
int dontFreeVerts, dontFreeNors, dontFreeOther;
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};
void displistmesh_free(DispListMesh *dlm);
void displistmesh_to_mesh(DispListMesh *dlm, struct Mesh *me);
DispListMesh *displistmesh_copy(DispListMesh *odlm);
DispListMesh *displistmesh_copyShared(DispListMesh *odlm);
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/*
* All the different DispList.type's use the
* data in the displist structure in fairly
* different ways which can be rather confusing,
* the best thing to do would be to make a structure
* for each displaylist type that has the fields
* needed w/ proper names, and then make the actual
* DispList structure a typed union.
* - zr
*/
/* needs splitting! */
typedef struct DispList {
struct DispList *next, *prev;
short type, flag;
int parts, nr;
short col, rt; /* rt wordt gebruikt door initrenderNurbs */
float *verts, *nors;
int *index;
unsigned int *col1, *col2;
int charidx;
int pad;
unsigned int *bevelSplitFlag;
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} DispList;
extern void copy_displist(struct ListBase *lbn, struct ListBase *lb);
extern void free_disp_elem(DispList *dl);
extern DispList *find_displist_create(struct ListBase *lb, int type);
extern DispList *find_displist(struct ListBase *lb, int type);
extern void addnormalsDispList(struct Object *ob, struct ListBase *lb);
extern void count_displist(struct ListBase *lb, int *totvert, int *totface);
extern void freedisplist(struct ListBase *lb);
extern int displist_has_faces(struct ListBase *lb);
extern void makeDispListMesh(struct Object *ob);
extern void makeDispListSurf(struct Object *ob, struct ListBase *dispbase, int forRender);
extern void makeDispListCurveTypes(struct Object *ob, int forOrco);
extern void makeDispListMBall(struct Object *ob);
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
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extern void shadeDispList(struct Base *base);
extern void shadeMeshMCol(struct Object *ob, struct Mesh *me);
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void imagestodisplist(void);
void reshadeall_displist(void);
void filldisplist(struct ListBase *dispbase, struct ListBase *to);
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void fastshade_free_render(void);
void displistmesh_add_edges(DispListMesh *dlm);
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#endif