Giant commit!
A full detailed description of this will be done later... is several days
of work. Here's a summary:
Render:
- Full cleanup of render code, removing *all* globals and bad level calls
all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.
Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
easier use of movies in Blender
PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)
3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
(pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!
Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
window. (yes, output nodes to render-result, and to files, is on the list!)
The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
system should be built from scratch. I can't really understand this code...
I expect it is not much needed, especially with advanced layer/passes
control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
to check first the option to render to a Image window, so Blender can become
a true single-window application. :)
For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again
OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
|
|
|
/*
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
* $Id$
|
|
|
|
*
|
Giant commit!
A full detailed description of this will be done later... is several days
of work. Here's a summary:
Render:
- Full cleanup of render code, removing *all* globals and bad level calls
all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.
Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
easier use of movies in Blender
PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)
3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
(pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!
Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
window. (yes, output nodes to render-result, and to files, is on the list!)
The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
system should be built from scratch. I can't really understand this code...
I expect it is not much needed, especially with advanced layer/passes
control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
to check first the option to render to a Image window, so Blender can become
a true single-window application. :)
For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again
OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
|
|
|
* ***** BEGIN GPL LICENSE BLOCK *****
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
*
|
|
|
|
* 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
|
Giant commit!
A full detailed description of this will be done later... is several days
of work. Here's a summary:
Render:
- Full cleanup of render code, removing *all* globals and bad level calls
all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.
Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
easier use of movies in Blender
PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)
3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
(pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!
Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
window. (yes, output nodes to render-result, and to files, is on the list!)
The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
system should be built from scratch. I can't really understand this code...
I expect it is not much needed, especially with advanced layer/passes
control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
to check first the option to render to a Image window, so Blender can become
a true single-window application. :)
For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again
OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
|
|
|
* of the License, or (at your option) any later version.
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
*
|
|
|
|
* 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.
|
|
|
|
*
|
Giant commit!
A full detailed description of this will be done later... is several days
of work. Here's a summary:
Render:
- Full cleanup of render code, removing *all* globals and bad level calls
all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.
Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
easier use of movies in Blender
PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)
3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
(pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!
Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
window. (yes, output nodes to render-result, and to files, is on the list!)
The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
system should be built from scratch. I can't really understand this code...
I expect it is not much needed, especially with advanced layer/passes
control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
to check first the option to render to a Image window, so Blender can become
a true single-window application. :)
For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again
OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
|
|
|
* Contributor(s): 2004-2006, Blender Foundation, full recode
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
*
|
Giant commit!
A full detailed description of this will be done later... is several days
of work. Here's a summary:
Render:
- Full cleanup of render code, removing *all* globals and bad level calls
all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.
Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
easier use of movies in Blender
PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)
3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
(pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!
Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
window. (yes, output nodes to render-result, and to files, is on the list!)
The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
system should be built from scratch. I can't really understand this code...
I expect it is not much needed, especially with advanced layer/passes
control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
to check first the option to render to a Image window, so Blender can become
a true single-window application. :)
For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again
OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
|
|
|
* ***** END GPL LICENSE BLOCK *****
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
*/
|
|
|
|
|
|
|
|
#include <stdio.h>
|
|
|
|
#include <stdlib.h>
|
|
|
|
#include <string.h>
|
|
|
|
#include <math.h>
|
|
|
|
|
2009-09-06 00:36:26 +00:00
|
|
|
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
|
|
|
#include "BLI_blenlib.h"
|
|
|
|
#include "BLI_arithb.h"
|
|
|
|
#include "BLI_rand.h"
|
|
|
|
|
|
|
|
#include "DNA_texture_types.h"
|
|
|
|
#include "DNA_object_types.h"
|
|
|
|
#include "DNA_lamp_types.h"
|
|
|
|
#include "DNA_mesh_types.h"
|
2004-07-08 20:38:27 +00:00
|
|
|
#include "DNA_meshdata_types.h"
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
#include "DNA_material_types.h"
|
|
|
|
#include "DNA_image_types.h"
|
2008-11-12 22:03:11 +00:00
|
|
|
#include "DNA_node_types.h"
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
|
|
|
#include "IMB_imbuf_types.h"
|
|
|
|
#include "IMB_imbuf.h"
|
|
|
|
|
2009-07-17 02:43:15 +00:00
|
|
|
#include "BKE_colortools.h"
|
2006-12-20 17:57:56 +00:00
|
|
|
#include "BKE_image.h"
|
2008-11-12 22:03:11 +00:00
|
|
|
#include "BKE_node.h"
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
#include "BKE_plugin_types.h"
|
|
|
|
#include "BKE_utildefines.h"
|
|
|
|
|
|
|
|
#include "BKE_global.h"
|
|
|
|
#include "BKE_main.h"
|
2008-01-10 11:26:17 +00:00
|
|
|
#include "BKE_material.h"
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
|
|
|
#include "BKE_library.h"
|
|
|
|
#include "BKE_image.h"
|
|
|
|
#include "BKE_texture.h"
|
|
|
|
#include "BKE_key.h"
|
|
|
|
#include "BKE_ipo.h"
|
|
|
|
|
2006-12-05 16:43:01 +00:00
|
|
|
#include "envmap.h"
|
* Volumetrics
Removed all the old particle rendering code and options I had in there
before, in order to make way for...
A new procedural texture: 'Point Density'
Point Density is a 3d texture that find the density of a group of 'points'
in space and returns that in the texture as an intensity value. Right now,
its at an early stage and it's only enabled for particles, but it would be
cool to extend it later for things like object vertices, or point cache
files from disk - i.e. to import point cloud data into Blender for
rendering volumetrically.
Currently there are just options for an Object and its particle system
number, this is the particle system that will get cached before rendering,
and then used for the texture's density estimation.
It works totally consistent with as any other procedural texture, so
previously where I've mapped a clouds texture to volume density to make
some of those test renders, now I just map a point density texture to
volume density.
Here's a version of the same particle smoke test file from before, updated
to use the point density texture instead:
http://mke3.net/blender/devel/rendering/volumetrics/smoke_test02.blend
There are a few cool things about implementing this as a texture:
- The one texture (and cache) can be instanced across many different
materials:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_instanced.png
This means you can calculate and bake one particle system, but render it
multiple times across the scene, with different material settings, at no
extra memory cost.
Right now, the particles are cached in world space, so you have to map it
globally, and if you want it offset, you have to do it in the material (as
in the file above). I plan to add an option to bake in local space, so you
can just map the texture to local and it just works.
- It also works for solid surfaces too, it just gets the density at that
particular point on the surface, eg:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_solid.mov
- You can map it to whatever you want, not only density but the various
emissions and colours as well. I'd like to investigate using the other
outputs in the texture too (like the RGB or normal outputs), perhaps with
options to colour by particle age, generating normals for making particle
'dents' in a surface, whatever!
2008-09-28 08:00:22 +00:00
|
|
|
#include "pointdensity.h"
|
* Volume Rendering: Voxel data
This commit introduces a new texture ('Voxel Data'), used to load up saved voxel
data sets for rendering, contributed by Raúl 'farsthary' Fernández Hernández
with some additional tweaks. Thanks, Raúl!
The texture works similar to the existing point density texture, currently it
only provides intensity information, which can then be mapped (for example) to
density in a volume material. This is an early version, intended to read the
voxel format saved by Raúl's command line simulators, in future revisions
there's potential for making a more full-featured 'Blender voxel file format',
and also for supporting other formats too.
Note: Due to some subtleties in Raúl's existing released simulators, in order
to load them correctly the voxel data texture, you'll need to raise the
'resolution' value by 2. So if you baked out the simulation at resolution 50,
enter 52 for the resolution in the texture panel. This can possibly be fixed in
the simulator later on.
Right now, the way the texture is mapped is just in the space 0,0,0 <-> 1,1,1
and it can appear rotated 90 degrees incorrectly. This will be tackled, for now,
probably the easiest way to map it is with and empty, using Map Input -> Object.
Smoke test: http://www.vimeo.com/2449270
One more note, trilinear interpolation seems a bit slow at the moment, we'll
look into this.
For curiosity, while testing/debugging this, I made a script that exports a mesh
to voxel data. Here's a test of grogan (www.kajimba.com) converted to voxels,
rendered as a volume: http://www.vimeo.com/2512028
The script is available here: http://mke3.net/projects/bpython/export_object_voxeldata.py
* Another smaller thing, brought back early ray termination (was disabled
previously for debugging) and made it user configurable. It now appears as a new
value in the volume material: 'Depth Cutoff'. For some background info on what
this does, check:
http://farsthary.wordpress.com/2008/12/11/cutting-down-render-times/
* Also some disabled work-in-progess code for light cache
2008-12-13 05:41:34 +00:00
|
|
|
#include "voxeldata.h"
|
Giant commit!
A full detailed description of this will be done later... is several days
of work. Here's a summary:
Render:
- Full cleanup of render code, removing *all* globals and bad level calls
all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.
Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
easier use of movies in Blender
PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)
3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
(pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!
Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
window. (yes, output nodes to render-result, and to files, is on the list!)
The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
system should be built from scratch. I can't really understand this code...
I expect it is not much needed, especially with advanced layer/passes
control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
to check first the option to render to a Image window, so Blender can become
a true single-window application. :)
For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again
OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
|
|
|
#include "renderpipeline.h"
|
|
|
|
#include "render_types.h"
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
#include "rendercore.h"
|
2006-12-05 16:43:01 +00:00
|
|
|
#include "shading.h"
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
#include "texture.h"
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
2009-07-21 13:46:49 +00:00
|
|
|
#include "renderdatabase.h" /* needed for UV */
|
|
|
|
|
Giant commit!
A full detailed description of this will be done later... is several days
of work. Here's a summary:
Render:
- Full cleanup of render code, removing *all* globals and bad level calls
all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.
Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
easier use of movies in Blender
PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)
3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
(pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!
Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
window. (yes, output nodes to render-result, and to files, is on the list!)
The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
system should be built from scratch. I can't really understand this code...
I expect it is not much needed, especially with advanced layer/passes
control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
to check first the option to render to a Image window, so Blender can become
a true single-window application. :)
For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again
OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
|
|
|
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
|
|
|
|
/* 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;
|
|
|
|
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
|
|
|
|
|
|
|
|
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
|
|
|
|
2006-12-20 17:57:56 +00:00
|
|
|
void init_render_texture(Render *re, Tex *tex)
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
{
|
2009-01-04 14:14:06 +00:00
|
|
|
int cfra= re->scene->r.cfra;
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
|
2006-12-20 17:57:56 +00:00
|
|
|
if(re) cfra= re->r.cfra;
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
/* imap test */
|
2006-12-20 17:57:56 +00:00
|
|
|
if(tex->ima && ELEM(tex->ima->source, IMA_SRC_MOVIE, IMA_SRC_SEQUENCE)) {
|
|
|
|
BKE_image_user_calc_imanr(&tex->iuser, cfra, re?re->flag & R_SEC_FIELD:0);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if(tex->type==TEX_PLUGIN) {
|
|
|
|
if(tex->plugin && tex->plugin->doit) {
|
2006-12-20 17:57:56 +00:00
|
|
|
if(tex->plugin->cfra) {
|
2.5: Blender "Animato" - New Animation System
Finally, here is the basic (functional) prototype of the new animation system which will allow for the infamous "everything is animatable", and which also addresses several of the more serious shortcomings of the old system. Unfortunately, this will break old animation files (especially right now, as I haven't written the version patching code yet), however, this is for the future.
Highlights of the new system:
* Scrapped IPO-Curves/IPO/(Action+Constraint-Channels)/Action system, and replaced it with F-Curve/Action.
- F-Curves (animators from other packages will feel at home with this name) replace IPO-Curves.
- The 'new' Actions, act as the containers for F-Curves, so that they can be reused. They are therefore more akin to the old 'IPO' blocks, except they do not have the blocktype restriction, so you can store materials/texture/geometry F-Curves in the same Action as Object transforms, etc.
* F-Curves use RNA-paths for Data Access, hence allowing "every" (where sensible/editable that is) user-accessible setting from RNA to be animated.
* Drivers are no longer mixed with Animation Data, so rigs will not be that easily broken and several dependency problems can be eliminated. (NOTE: drivers haven't been hooked up yet, but the code is in place)
* F-Curve modifier system allows useful 'large-scale' manipulation of F-Curve values, including (I've only included implemented ones here): envelope deform (similar to lattices to allow broad-scale reshaping of curves), curve generator (polynomial or py-expression), cycles (replacing the old cyclic extrapolation modes, giving more control over this). (NOTE: currently this cannot be tested, as there's not access to them, but the code is all in place)
* NLA system with 'tracks' (i.e. layers), and multiple strips per track. (NOTE: NLA system is not yet functional, as it's only partially coded still)
There are more nice things that I will be preparing some nice docs for soon, but for now, check for more details:
http://lists.blender.org/pipermail/bf-taskforce25/2009-January/000260.html
So, what currently works:
* I've implemented two basic operators for the 3D-view only to Insert and Delete Keyframes. These are tempolary ones only that will be replaced in due course with 'proper' code.
* Object Loc/Rot/Scale can be keyframed. Also, the colour of the 'active' material (Note: this should really be for nth material instead, but that doesn't work yet in RNA) can also be keyframed into the same datablock.
* Standard animation refresh (i.e. animation resulting from NLA and Action evaluation) is now done completely separate from drivers before anything else is done after a frame change. Drivers are handled after this in a separate pass, as dictated by depsgraph flags, etc.
Notes:
* Drivers haven't been hooked up yet
* Only objects and data directly linked to objects can be animated.
* Depsgraph will need further tweaks. Currently, I've only made sure that it will update some things in the most basic cases (i.e. frame change).
* Animation Editors are currently broken (in terms of editing stuff). This will be my next target (priority to get Dopesheet working first, then F-Curve editor - i.e. old IPO Editor)
* I've had to put in large chunks of XXX sandboxing for old animation system code all around the place. This will be cleaned up in due course, as some places need special review.
In particular, the particles and sequencer code have far too many manual calls to calculate + flush animation info, which is really bad (this is a 'please explain yourselves' call to Physics coders!).
2009-01-17 03:12:50 +00:00
|
|
|
*(tex->plugin->cfra)= (float)cfra; //frame_to_float(re->scene, cfra); // XXX old animsys - timing stuff to be fixed
|
2006-12-20 17:57:56 +00:00
|
|
|
}
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else if(tex->type==TEX_ENVMAP) {
|
|
|
|
/* just in case */
|
2007-12-28 19:38:47 +00:00
|
|
|
tex->imaflag |= TEX_INTERPOL | TEX_MIPMAP;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
tex->extend= TEX_CLIP;
|
|
|
|
|
|
|
|
if(tex->env) {
|
2006-03-19 17:50:53 +00:00
|
|
|
if(tex->env->type==ENV_PLANE)
|
|
|
|
tex->extend= TEX_EXTEND;
|
|
|
|
|
|
|
|
/* only free envmap when rendermode was set to render envmaps, for previewrender */
|
2006-12-20 17:57:56 +00:00
|
|
|
if(G.rendering && re) {
|
2006-03-19 14:26:56 +00:00
|
|
|
if (re->r.mode & R_ENVMAP)
|
|
|
|
if(tex->env->stype==ENV_ANIM)
|
|
|
|
BKE_free_envmapdata(tex->env);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2008-11-12 22:03:11 +00:00
|
|
|
|
|
|
|
if(tex->nodetree && tex->use_nodes) {
|
|
|
|
ntreeBeginExecTree(tex->nodetree); /* has internal flag to detect it only does it once */
|
|
|
|
}
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
|
2006-03-19 14:26:56 +00:00
|
|
|
void init_render_textures(Render *re)
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
{
|
|
|
|
Tex *tex;
|
|
|
|
|
|
|
|
tex= G.main->tex.first;
|
|
|
|
while(tex) {
|
2006-03-19 14:26:56 +00:00
|
|
|
if(tex->id.us) init_render_texture(re, tex);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
tex= tex->id.next;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2008-11-12 22:03:11 +00:00
|
|
|
void end_render_texture(Tex *tex)
|
|
|
|
{
|
|
|
|
if(tex && tex->use_nodes && tex->nodetree)
|
|
|
|
ntreeEndExecTree(tex->nodetree);
|
|
|
|
}
|
|
|
|
|
|
|
|
void end_render_textures(void)
|
|
|
|
{
|
|
|
|
Tex *tex;
|
|
|
|
for(tex= G.main->tex.first; tex; tex= tex->id.next)
|
|
|
|
if(tex->id.us)
|
|
|
|
end_render_texture(tex);
|
|
|
|
}
|
|
|
|
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
|
|
|
|
|
More tweaks related to bump mapping quality;
While going over the code, I found out the "nabla", the size of offset
vectors for calculating derivatives of a texture, is a built in constant.
Even worse, the value was different for new noise types (musgrave etc).
So I've added a new slider for it in the procedural texture panels, which
by default is set to 0.025, the value of the old constant. Also made sure
it works with equal effect in all procedurals.
NOTE: a small Nabla will give sharper, detailed bump, but the effect also
becomes smaller, correct that in the Mapping Panel of materials.
For better & compliant control over the bumpmapping, I've also included
the Colorband output in derivatives calculus, so the bump output then
matches the color created. It's also a nice tool to finetune output of
textures for bumpmapping in general.
Bug fix; clicking on the rightmose 'item' in ColorBand didn't activate it.
Found out the ColorBand was slightly drawn off (2 pixels).
2004-12-07 14:46:48 +00:00
|
|
|
/* this allows colorbanded textures to control normals as well */
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
static void tex_normal_derivate(Tex *tex, TexResult *texres)
|
More tweaks related to bump mapping quality;
While going over the code, I found out the "nabla", the size of offset
vectors for calculating derivatives of a texture, is a built in constant.
Even worse, the value was different for new noise types (musgrave etc).
So I've added a new slider for it in the procedural texture panels, which
by default is set to 0.025, the value of the old constant. Also made sure
it works with equal effect in all procedurals.
NOTE: a small Nabla will give sharper, detailed bump, but the effect also
becomes smaller, correct that in the Mapping Panel of materials.
For better & compliant control over the bumpmapping, I've also included
the Colorband output in derivatives calculus, so the bump output then
matches the color created. It's also a nice tool to finetune output of
textures for bumpmapping in general.
Bug fix; clicking on the rightmose 'item' in ColorBand didn't activate it.
Found out the ColorBand was slightly drawn off (2 pixels).
2004-12-07 14:46:48 +00:00
|
|
|
{
|
|
|
|
if (tex->flag & TEX_COLORBAND) {
|
|
|
|
float col[4];
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
if (do_colorband(tex->coba, texres->tin, col)) {
|
More tweaks related to bump mapping quality;
While going over the code, I found out the "nabla", the size of offset
vectors for calculating derivatives of a texture, is a built in constant.
Even worse, the value was different for new noise types (musgrave etc).
So I've added a new slider for it in the procedural texture panels, which
by default is set to 0.025, the value of the old constant. Also made sure
it works with equal effect in all procedurals.
NOTE: a small Nabla will give sharper, detailed bump, but the effect also
becomes smaller, correct that in the Mapping Panel of materials.
For better & compliant control over the bumpmapping, I've also included
the Colorband output in derivatives calculus, so the bump output then
matches the color created. It's also a nice tool to finetune output of
textures for bumpmapping in general.
Bug fix; clicking on the rightmose 'item' in ColorBand didn't activate it.
Found out the ColorBand was slightly drawn off (2 pixels).
2004-12-07 14:46:48 +00:00
|
|
|
float fac0, fac1, fac2, fac3;
|
|
|
|
|
|
|
|
fac0= (col[0]+col[1]+col[2]);
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
do_colorband(tex->coba, texres->nor[0], col);
|
More tweaks related to bump mapping quality;
While going over the code, I found out the "nabla", the size of offset
vectors for calculating derivatives of a texture, is a built in constant.
Even worse, the value was different for new noise types (musgrave etc).
So I've added a new slider for it in the procedural texture panels, which
by default is set to 0.025, the value of the old constant. Also made sure
it works with equal effect in all procedurals.
NOTE: a small Nabla will give sharper, detailed bump, but the effect also
becomes smaller, correct that in the Mapping Panel of materials.
For better & compliant control over the bumpmapping, I've also included
the Colorband output in derivatives calculus, so the bump output then
matches the color created. It's also a nice tool to finetune output of
textures for bumpmapping in general.
Bug fix; clicking on the rightmose 'item' in ColorBand didn't activate it.
Found out the ColorBand was slightly drawn off (2 pixels).
2004-12-07 14:46:48 +00:00
|
|
|
fac1= (col[0]+col[1]+col[2]);
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
do_colorband(tex->coba, texres->nor[1], col);
|
More tweaks related to bump mapping quality;
While going over the code, I found out the "nabla", the size of offset
vectors for calculating derivatives of a texture, is a built in constant.
Even worse, the value was different for new noise types (musgrave etc).
So I've added a new slider for it in the procedural texture panels, which
by default is set to 0.025, the value of the old constant. Also made sure
it works with equal effect in all procedurals.
NOTE: a small Nabla will give sharper, detailed bump, but the effect also
becomes smaller, correct that in the Mapping Panel of materials.
For better & compliant control over the bumpmapping, I've also included
the Colorband output in derivatives calculus, so the bump output then
matches the color created. It's also a nice tool to finetune output of
textures for bumpmapping in general.
Bug fix; clicking on the rightmose 'item' in ColorBand didn't activate it.
Found out the ColorBand was slightly drawn off (2 pixels).
2004-12-07 14:46:48 +00:00
|
|
|
fac2= (col[0]+col[1]+col[2]);
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
do_colorband(tex->coba, texres->nor[2], col);
|
More tweaks related to bump mapping quality;
While going over the code, I found out the "nabla", the size of offset
vectors for calculating derivatives of a texture, is a built in constant.
Even worse, the value was different for new noise types (musgrave etc).
So I've added a new slider for it in the procedural texture panels, which
by default is set to 0.025, the value of the old constant. Also made sure
it works with equal effect in all procedurals.
NOTE: a small Nabla will give sharper, detailed bump, but the effect also
becomes smaller, correct that in the Mapping Panel of materials.
For better & compliant control over the bumpmapping, I've also included
the Colorband output in derivatives calculus, so the bump output then
matches the color created. It's also a nice tool to finetune output of
textures for bumpmapping in general.
Bug fix; clicking on the rightmose 'item' in ColorBand didn't activate it.
Found out the ColorBand was slightly drawn off (2 pixels).
2004-12-07 14:46:48 +00:00
|
|
|
fac3= (col[0]+col[1]+col[2]);
|
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres->nor[0]= 0.3333*(fac0 - fac1);
|
|
|
|
texres->nor[1]= 0.3333*(fac0 - fac2);
|
|
|
|
texres->nor[2]= 0.3333*(fac0 - fac3);
|
More tweaks related to bump mapping quality;
While going over the code, I found out the "nabla", the size of offset
vectors for calculating derivatives of a texture, is a built in constant.
Even worse, the value was different for new noise types (musgrave etc).
So I've added a new slider for it in the procedural texture panels, which
by default is set to 0.025, the value of the old constant. Also made sure
it works with equal effect in all procedurals.
NOTE: a small Nabla will give sharper, detailed bump, but the effect also
becomes smaller, correct that in the Mapping Panel of materials.
For better & compliant control over the bumpmapping, I've also included
the Colorband output in derivatives calculus, so the bump output then
matches the color created. It's also a nice tool to finetune output of
textures for bumpmapping in general.
Bug fix; clicking on the rightmose 'item' in ColorBand didn't activate it.
Found out the ColorBand was slightly drawn off (2 pixels).
2004-12-07 14:46:48 +00:00
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres->nor[0]= texres->tin - texres->nor[0];
|
|
|
|
texres->nor[1]= texres->tin - texres->nor[1];
|
|
|
|
texres->nor[2]= texres->tin - texres->nor[2];
|
More tweaks related to bump mapping quality;
While going over the code, I found out the "nabla", the size of offset
vectors for calculating derivatives of a texture, is a built in constant.
Even worse, the value was different for new noise types (musgrave etc).
So I've added a new slider for it in the procedural texture panels, which
by default is set to 0.025, the value of the old constant. Also made sure
it works with equal effect in all procedurals.
NOTE: a small Nabla will give sharper, detailed bump, but the effect also
becomes smaller, correct that in the Mapping Panel of materials.
For better & compliant control over the bumpmapping, I've also included
the Colorband output in derivatives calculus, so the bump output then
matches the color created. It's also a nice tool to finetune output of
textures for bumpmapping in general.
Bug fix; clicking on the rightmose 'item' in ColorBand didn't activate it.
Found out the ColorBand was slightly drawn off (2 pixels).
2004-12-07 14:46:48 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
static int blend(Tex *tex, float *texvec, TexResult *texres)
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
{
|
|
|
|
float x, y, t;
|
2004-01-10 12:41:47 +00:00
|
|
|
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
if(tex->flag & TEX_FLIPBLEND) {
|
|
|
|
x= texvec[1];
|
|
|
|
y= texvec[0];
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
x= texvec[0];
|
|
|
|
y= texvec[1];
|
|
|
|
}
|
2004-01-10 12:41:47 +00:00
|
|
|
|
2005-09-19 13:00:44 +00:00
|
|
|
if(tex->stype==TEX_LIN) { /* lin */
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres->tin= (1.0+x)/2.0;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
2005-09-19 13:00:44 +00:00
|
|
|
else if(tex->stype==TEX_QUAD) { /* quad */
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres->tin= (1.0+x)/2.0;
|
|
|
|
if(texres->tin<0.0) texres->tin= 0.0;
|
|
|
|
else texres->tin*= texres->tin;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
2005-09-19 13:00:44 +00:00
|
|
|
else if(tex->stype==TEX_EASE) { /* ease */
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres->tin= (1.0+x)/2.0;
|
|
|
|
if(texres->tin<=.0) texres->tin= 0.0;
|
|
|
|
else if(texres->tin>=1.0) texres->tin= 1.0;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
else {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
t= texres->tin*texres->tin;
|
|
|
|
texres->tin= (3.0*t-2.0*t*texres->tin);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
}
|
2005-09-19 13:00:44 +00:00
|
|
|
else if(tex->stype==TEX_DIAG) { /* diag */
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres->tin= (2.0+x+y)/4.0;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
2005-09-19 13:00:44 +00:00
|
|
|
else if(tex->stype==TEX_RAD) { /* radial */
|
|
|
|
texres->tin= (atan2(y,x) / (2*M_PI) + 0.5);
|
|
|
|
}
|
|
|
|
else { /* sphere TEX_SPHERE */
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres->tin= 1.0-sqrt(x*x+ y*y+texvec[2]*texvec[2]);
|
|
|
|
if(texres->tin<0.0) texres->tin= 0.0;
|
2007-07-19 22:02:22 +00:00
|
|
|
if(tex->stype==TEX_HALO) texres->tin*= texres->tin; /* halo */
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
2004-01-10 12:41:47 +00:00
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
BRICONT;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
2005-11-19 18:24:32 +00:00
|
|
|
return TEX_INT;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* ------------------------------------------------------------------------- */
|
2004-01-10 12:41:47 +00:00
|
|
|
/* ************************************************************************* */
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
2004-04-03 13:59:27 +00:00
|
|
|
/* newnoise: all noisebased types now have different noisebases to choose from */
|
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
static int clouds(Tex *tex, float *texvec, TexResult *texres)
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
{
|
2005-11-19 18:24:32 +00:00
|
|
|
int rv = TEX_INT;
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
|
|
|
|
texres->tin = BLI_gTurbulence(tex->noisesize, texvec[0], texvec[1], texvec[2], tex->noisedepth, (tex->noisetype!=TEX_NOISESOFT), tex->noisebasis);
|
2004-01-10 12:41:47 +00:00
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
if (texres->nor!=NULL) {
|
2004-04-03 13:59:27 +00:00
|
|
|
// calculate bumpnormal
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres->nor[0] = BLI_gTurbulence(tex->noisesize, texvec[0] + tex->nabla, texvec[1], texvec[2], tex->noisedepth, (tex->noisetype!=TEX_NOISESOFT), tex->noisebasis);
|
|
|
|
texres->nor[1] = BLI_gTurbulence(tex->noisesize, texvec[0], texvec[1] + tex->nabla, texvec[2], tex->noisedepth, (tex->noisetype!=TEX_NOISESOFT), tex->noisebasis);
|
|
|
|
texres->nor[2] = BLI_gTurbulence(tex->noisesize, texvec[0], texvec[1], texvec[2] + tex->nabla, tex->noisedepth, (tex->noisetype!=TEX_NOISESOFT), tex->noisebasis);
|
More tweaks related to bump mapping quality;
While going over the code, I found out the "nabla", the size of offset
vectors for calculating derivatives of a texture, is a built in constant.
Even worse, the value was different for new noise types (musgrave etc).
So I've added a new slider for it in the procedural texture panels, which
by default is set to 0.025, the value of the old constant. Also made sure
it works with equal effect in all procedurals.
NOTE: a small Nabla will give sharper, detailed bump, but the effect also
becomes smaller, correct that in the Mapping Panel of materials.
For better & compliant control over the bumpmapping, I've also included
the Colorband output in derivatives calculus, so the bump output then
matches the color created. It's also a nice tool to finetune output of
textures for bumpmapping in general.
Bug fix; clicking on the rightmose 'item' in ColorBand didn't activate it.
Found out the ColorBand was slightly drawn off (2 pixels).
2004-12-07 14:46:48 +00:00
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
tex_normal_derivate(tex, texres);
|
2005-11-19 18:24:32 +00:00
|
|
|
rv |= TEX_NOR;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
2004-01-10 12:41:47 +00:00
|
|
|
|
2007-07-19 22:02:22 +00:00
|
|
|
if (tex->stype==TEX_COLOR) {
|
2004-04-03 13:59:27 +00:00
|
|
|
// in this case, int. value should really be computed from color,
|
|
|
|
// and bumpnormal from that, would be too slow, looks ok as is
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres->tr = texres->tin;
|
|
|
|
texres->tg = BLI_gTurbulence(tex->noisesize, texvec[1], texvec[0], texvec[2], tex->noisedepth, (tex->noisetype!=TEX_NOISESOFT), tex->noisebasis);
|
|
|
|
texres->tb = BLI_gTurbulence(tex->noisesize, texvec[1], texvec[2], texvec[0], tex->noisedepth, (tex->noisetype!=TEX_NOISESOFT), tex->noisebasis);
|
|
|
|
BRICONTRGB;
|
|
|
|
texres->ta = 1.0;
|
2005-11-19 18:24:32 +00:00
|
|
|
return (rv | TEX_RGB);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
2004-01-10 12:41:47 +00:00
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
BRICONT;
|
2004-01-10 12:41:47 +00:00
|
|
|
|
|
|
|
return rv;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
2005-03-07 11:01:43 +00:00
|
|
|
/* creates a sine wave */
|
|
|
|
static float tex_sin(float a)
|
|
|
|
{
|
|
|
|
a = 0.5 + 0.5*sin(a);
|
|
|
|
|
|
|
|
return a;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* creates a saw wave */
|
|
|
|
static float tex_saw(float a)
|
|
|
|
{
|
|
|
|
const float b = 2*M_PI;
|
|
|
|
|
|
|
|
int n = (int)(a / b);
|
|
|
|
a -= n*b;
|
|
|
|
if (a < 0) a += b;
|
|
|
|
return a / b;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* creates a triangle wave */
|
|
|
|
static float tex_tri(float a)
|
|
|
|
{
|
|
|
|
const float b = 2*M_PI;
|
|
|
|
const float rmax = 1.0;
|
|
|
|
|
|
|
|
a = rmax - 2.0*fabs(floor((a*(1.0/b))+0.5) - (a*(1.0/b)));
|
|
|
|
|
|
|
|
return a;
|
|
|
|
}
|
|
|
|
|
2004-01-10 12:41:47 +00:00
|
|
|
/* computes basic wood intensity value at x,y,z */
|
|
|
|
static float wood_int(Tex *tex, float x, float y, float z)
|
|
|
|
{
|
2005-03-07 11:01:43 +00:00
|
|
|
float wi=0;
|
|
|
|
short wf = tex->noisebasis2; /* wave form: TEX_SIN=0, TEX_SAW=1, TEX_TRI=2 */
|
|
|
|
short wt = tex->stype; /* wood type: TEX_BAND=0, TEX_RING=1, TEX_BANDNOISE=2, TEX_RINGNOISE=3 */
|
|
|
|
|
|
|
|
float (*waveform[3])(float); /* create array of pointers to waveform functions */
|
|
|
|
waveform[0] = tex_sin; /* assign address of tex_sin() function to pointer array */
|
|
|
|
waveform[1] = tex_saw;
|
|
|
|
waveform[2] = tex_tri;
|
|
|
|
|
|
|
|
if ((wf>TEX_TRI) || (wf<TEX_SIN)) wf=0; /* check to be sure noisebasis2 is initialized ahead of time */
|
|
|
|
|
|
|
|
if (wt==TEX_BAND) {
|
|
|
|
wi = waveform[wf]((x + y + z)*10.0);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
2005-03-07 11:01:43 +00:00
|
|
|
else if (wt==TEX_RING) {
|
|
|
|
wi = waveform[wf](sqrt(x*x + y*y + z*z)*20.0);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
2005-03-07 11:01:43 +00:00
|
|
|
else if (wt==TEX_BANDNOISE) {
|
|
|
|
wi = tex->turbul*BLI_gNoise(tex->noisesize, x, y, z, (tex->noisetype!=TEX_NOISESOFT), tex->noisebasis);
|
|
|
|
wi = waveform[wf]((x + y + z)*10.0 + wi);
|
|
|
|
}
|
|
|
|
else if (wt==TEX_RINGNOISE) {
|
|
|
|
wi = tex->turbul*BLI_gNoise(tex->noisesize, x, y, z, (tex->noisetype!=TEX_NOISESOFT), tex->noisebasis);
|
|
|
|
wi = waveform[wf](sqrt(x*x + y*y + z*z)*20.0 + wi);
|
|
|
|
}
|
|
|
|
|
2004-01-10 12:41:47 +00:00
|
|
|
return wi;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
static int wood(Tex *tex, float *texvec, TexResult *texres)
|
2004-01-10 12:41:47 +00:00
|
|
|
{
|
2005-11-19 18:24:32 +00:00
|
|
|
int rv=TEX_INT;
|
2004-01-10 12:41:47 +00:00
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres->tin = wood_int(tex, texvec[0], texvec[1], texvec[2]);
|
|
|
|
if (texres->nor!=NULL) {
|
2004-01-10 12:41:47 +00:00
|
|
|
/* calculate bumpnormal */
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres->nor[0] = wood_int(tex, texvec[0] + tex->nabla, texvec[1], texvec[2]);
|
|
|
|
texres->nor[1] = wood_int(tex, texvec[0], texvec[1] + tex->nabla, texvec[2]);
|
|
|
|
texres->nor[2] = wood_int(tex, texvec[0], texvec[1], texvec[2] + tex->nabla);
|
More tweaks related to bump mapping quality;
While going over the code, I found out the "nabla", the size of offset
vectors for calculating derivatives of a texture, is a built in constant.
Even worse, the value was different for new noise types (musgrave etc).
So I've added a new slider for it in the procedural texture panels, which
by default is set to 0.025, the value of the old constant. Also made sure
it works with equal effect in all procedurals.
NOTE: a small Nabla will give sharper, detailed bump, but the effect also
becomes smaller, correct that in the Mapping Panel of materials.
For better & compliant control over the bumpmapping, I've also included
the Colorband output in derivatives calculus, so the bump output then
matches the color created. It's also a nice tool to finetune output of
textures for bumpmapping in general.
Bug fix; clicking on the rightmose 'item' in ColorBand didn't activate it.
Found out the ColorBand was slightly drawn off (2 pixels).
2004-12-07 14:46:48 +00:00
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
tex_normal_derivate(tex, texres);
|
2005-11-19 18:24:32 +00:00
|
|
|
rv |= TEX_NOR;
|
2004-01-10 12:41:47 +00:00
|
|
|
}
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
BRICONT;
|
2004-01-10 12:41:47 +00:00
|
|
|
|
|
|
|
return rv;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* computes basic marble intensity at x,y,z */
|
|
|
|
static float marble_int(Tex *tex, float x, float y, float z)
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
{
|
2004-01-10 12:41:47 +00:00
|
|
|
float n, mi;
|
2005-03-07 11:01:43 +00:00
|
|
|
short wf = tex->noisebasis2; /* wave form: TEX_SIN=0, TEX_SAW=1, TEX_TRI=2 */
|
|
|
|
short mt = tex->stype; /* marble type: TEX_SOFT=0, TEX_SHARP=1,TEX_SHAPER=2 */
|
|
|
|
|
|
|
|
float (*waveform[3])(float); /* create array of pointers to waveform functions */
|
|
|
|
waveform[0] = tex_sin; /* assign address of tex_sin() function to pointer array */
|
|
|
|
waveform[1] = tex_saw;
|
|
|
|
waveform[2] = tex_tri;
|
|
|
|
|
|
|
|
if ((wf>TEX_TRI) || (wf<TEX_SIN)) wf=0; /* check to be sure noisebasis2 isn't initialized ahead of time */
|
|
|
|
|
2004-01-10 12:41:47 +00:00
|
|
|
n = 5.0 * (x + y + z);
|
2005-03-07 11:01:43 +00:00
|
|
|
|
|
|
|
mi = n + tex->turbul * BLI_gTurbulence(tex->noisesize, x, y, z, tex->noisedepth, (tex->noisetype!=TEX_NOISESOFT), tex->noisebasis);
|
|
|
|
|
|
|
|
if (mt>=TEX_SOFT) { /* TEX_SOFT always true */
|
|
|
|
mi = waveform[wf](mi);
|
|
|
|
if (mt==TEX_SHARP) {
|
|
|
|
mi = sqrt(mi);
|
|
|
|
}
|
|
|
|
else if (mt==TEX_SHARPER) {
|
|
|
|
mi = sqrt(sqrt(mi));
|
|
|
|
}
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
2004-01-10 12:41:47 +00:00
|
|
|
|
|
|
|
return mi;
|
|
|
|
}
|
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
static int marble(Tex *tex, float *texvec, TexResult *texres)
|
2004-01-10 12:41:47 +00:00
|
|
|
{
|
2005-11-19 18:24:32 +00:00
|
|
|
int rv=TEX_INT;
|
2004-01-10 12:41:47 +00:00
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres->tin = marble_int(tex, texvec[0], texvec[1], texvec[2]);
|
2004-01-10 12:41:47 +00:00
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
if (texres->nor!=NULL) {
|
2004-01-10 12:41:47 +00:00
|
|
|
/* calculate bumpnormal */
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres->nor[0] = marble_int(tex, texvec[0] + tex->nabla, texvec[1], texvec[2]);
|
|
|
|
texres->nor[1] = marble_int(tex, texvec[0], texvec[1] + tex->nabla, texvec[2]);
|
|
|
|
texres->nor[2] = marble_int(tex, texvec[0], texvec[1], texvec[2] + tex->nabla);
|
More tweaks related to bump mapping quality;
While going over the code, I found out the "nabla", the size of offset
vectors for calculating derivatives of a texture, is a built in constant.
Even worse, the value was different for new noise types (musgrave etc).
So I've added a new slider for it in the procedural texture panels, which
by default is set to 0.025, the value of the old constant. Also made sure
it works with equal effect in all procedurals.
NOTE: a small Nabla will give sharper, detailed bump, but the effect also
becomes smaller, correct that in the Mapping Panel of materials.
For better & compliant control over the bumpmapping, I've also included
the Colorband output in derivatives calculus, so the bump output then
matches the color created. It's also a nice tool to finetune output of
textures for bumpmapping in general.
Bug fix; clicking on the rightmose 'item' in ColorBand didn't activate it.
Found out the ColorBand was slightly drawn off (2 pixels).
2004-12-07 14:46:48 +00:00
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
tex_normal_derivate(tex, texres);
|
More tweaks related to bump mapping quality;
While going over the code, I found out the "nabla", the size of offset
vectors for calculating derivatives of a texture, is a built in constant.
Even worse, the value was different for new noise types (musgrave etc).
So I've added a new slider for it in the procedural texture panels, which
by default is set to 0.025, the value of the old constant. Also made sure
it works with equal effect in all procedurals.
NOTE: a small Nabla will give sharper, detailed bump, but the effect also
becomes smaller, correct that in the Mapping Panel of materials.
For better & compliant control over the bumpmapping, I've also included
the Colorband output in derivatives calculus, so the bump output then
matches the color created. It's also a nice tool to finetune output of
textures for bumpmapping in general.
Bug fix; clicking on the rightmose 'item' in ColorBand didn't activate it.
Found out the ColorBand was slightly drawn off (2 pixels).
2004-12-07 14:46:48 +00:00
|
|
|
|
2005-11-19 18:24:32 +00:00
|
|
|
rv |= TEX_NOR;
|
2004-01-10 12:41:47 +00:00
|
|
|
}
|
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
BRICONT;
|
2004-01-10 12:41:47 +00:00
|
|
|
|
|
|
|
return rv;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
static int magic(Tex *tex, float *texvec, TexResult *texres)
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
{
|
|
|
|
float x, y, z, turb=1.0;
|
|
|
|
int n;
|
|
|
|
|
|
|
|
n= tex->noisedepth;
|
|
|
|
turb= tex->turbul/5.0;
|
2004-01-10 12:41:47 +00:00
|
|
|
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
x= sin( ( texvec[0]+texvec[1]+texvec[2])*5.0 );
|
|
|
|
y= cos( (-texvec[0]+texvec[1]-texvec[2])*5.0 );
|
|
|
|
z= -cos( (-texvec[0]-texvec[1]+texvec[2])*5.0 );
|
|
|
|
if(n>0) {
|
2004-04-03 13:59:27 +00:00
|
|
|
x*= turb;
|
|
|
|
y*= turb;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
z*= turb;
|
|
|
|
y= -cos(x-y+z);
|
|
|
|
y*= turb;
|
|
|
|
if(n>1) {
|
|
|
|
x= cos(x-y-z);
|
|
|
|
x*= turb;
|
|
|
|
if(n>2) {
|
|
|
|
z= sin(-x-y-z);
|
|
|
|
z*= turb;
|
|
|
|
if(n>3) {
|
|
|
|
x= -cos(-x+y-z);
|
|
|
|
x*= turb;
|
|
|
|
if(n>4) {
|
|
|
|
y= -sin(-x+y+z);
|
|
|
|
y*= turb;
|
|
|
|
if(n>5) {
|
|
|
|
y= -cos(-x+y+z);
|
|
|
|
y*= turb;
|
|
|
|
if(n>6) {
|
|
|
|
x= cos(x+y+z);
|
|
|
|
x*= turb;
|
|
|
|
if(n>7) {
|
|
|
|
z= sin(x+y-z);
|
|
|
|
z*= turb;
|
|
|
|
if(n>8) {
|
|
|
|
x= -cos(-x-y+z);
|
|
|
|
x*= turb;
|
|
|
|
if(n>9) {
|
|
|
|
y= -sin(x-y+z);
|
|
|
|
y*= turb;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(turb!=0.0) {
|
|
|
|
turb*= 2.0;
|
|
|
|
x/= turb;
|
|
|
|
y/= turb;
|
|
|
|
z/= turb;
|
|
|
|
}
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres->tr= 0.5-x;
|
|
|
|
texres->tg= 0.5-y;
|
|
|
|
texres->tb= 0.5-z;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres->tin= 0.3333*(texres->tr+texres->tg+texres->tb);
|
2004-12-10 18:29:16 +00:00
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
BRICONTRGB;
|
|
|
|
texres->ta= 1.0;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
2005-11-19 18:24:32 +00:00
|
|
|
return TEX_RGB;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
|
2004-04-03 13:59:27 +00:00
|
|
|
/* newnoise: stucci also modified to use different noisebasis */
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
static int stucci(Tex *tex, float *texvec, TexResult *texres)
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
{
|
2006-06-22 09:27:33 +00:00
|
|
|
float nor[3], b2, ofs;
|
|
|
|
int retval= TEX_INT;
|
2006-06-16 15:31:32 +00:00
|
|
|
|
2006-06-22 09:27:33 +00:00
|
|
|
b2= BLI_gNoise(tex->noisesize, texvec[0], texvec[1], texvec[2], (tex->noisetype!=TEX_NOISESOFT), tex->noisebasis);
|
2006-06-16 15:31:32 +00:00
|
|
|
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
ofs= tex->turbul/200.0;
|
2004-01-10 12:41:47 +00:00
|
|
|
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
if(tex->stype) ofs*=(b2*b2);
|
2006-06-22 09:27:33 +00:00
|
|
|
nor[0] = BLI_gNoise(tex->noisesize, texvec[0]+ofs, texvec[1], texvec[2], (tex->noisetype!=TEX_NOISESOFT), tex->noisebasis);
|
|
|
|
nor[1] = BLI_gNoise(tex->noisesize, texvec[0], texvec[1]+ofs, texvec[2], (tex->noisetype!=TEX_NOISESOFT), tex->noisebasis);
|
|
|
|
nor[2] = BLI_gNoise(tex->noisesize, texvec[0], texvec[1], texvec[2]+ofs, (tex->noisetype!=TEX_NOISESOFT), tex->noisebasis);
|
2004-12-10 18:29:16 +00:00
|
|
|
|
2006-06-22 09:27:33 +00:00
|
|
|
texres->tin= nor[2];
|
2004-12-10 18:29:16 +00:00
|
|
|
|
2006-06-22 09:27:33 +00:00
|
|
|
if(texres->nor) {
|
|
|
|
|
|
|
|
VECCOPY(texres->nor, nor);
|
|
|
|
tex_normal_derivate(tex, texres);
|
|
|
|
|
2007-07-19 22:02:22 +00:00
|
|
|
if(tex->stype==TEX_WALLOUT) {
|
2006-06-22 09:27:33 +00:00
|
|
|
texres->nor[0]= -texres->nor[0];
|
|
|
|
texres->nor[1]= -texres->nor[1];
|
|
|
|
texres->nor[2]= -texres->nor[2];
|
|
|
|
}
|
|
|
|
|
|
|
|
retval |= TEX_NOR;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
2006-06-22 09:27:33 +00:00
|
|
|
|
2007-07-19 22:02:22 +00:00
|
|
|
if(tex->stype==TEX_WALLOUT)
|
2006-06-22 09:27:33 +00:00
|
|
|
texres->tin= 1.0f-texres->tin;
|
|
|
|
|
|
|
|
if(texres->tin<0.0f)
|
|
|
|
texres->tin= 0.0f;
|
|
|
|
|
|
|
|
return retval;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
|
2004-04-03 13:59:27 +00:00
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
/* newnoise: musgrave terrain noise types */
|
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
static float mg_mFractalOrfBmTex(Tex *tex, float *texvec, TexResult *texres)
|
2004-04-03 13:59:27 +00:00
|
|
|
{
|
2005-11-19 18:24:32 +00:00
|
|
|
int rv = TEX_INT;
|
2004-04-03 13:59:27 +00:00
|
|
|
float (*mgravefunc)(float, float, float, float, float, float, int);
|
|
|
|
|
|
|
|
if (tex->stype==TEX_MFRACTAL)
|
|
|
|
mgravefunc = mg_MultiFractal;
|
|
|
|
else
|
|
|
|
mgravefunc = mg_fBm;
|
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres->tin = tex->ns_outscale*mgravefunc(texvec[0], texvec[1], texvec[2], tex->mg_H, tex->mg_lacunarity, tex->mg_octaves, tex->noisebasis);
|
2004-04-03 13:59:27 +00:00
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
if (texres->nor!=NULL) {
|
More tweaks related to bump mapping quality;
While going over the code, I found out the "nabla", the size of offset
vectors for calculating derivatives of a texture, is a built in constant.
Even worse, the value was different for new noise types (musgrave etc).
So I've added a new slider for it in the procedural texture panels, which
by default is set to 0.025, the value of the old constant. Also made sure
it works with equal effect in all procedurals.
NOTE: a small Nabla will give sharper, detailed bump, but the effect also
becomes smaller, correct that in the Mapping Panel of materials.
For better & compliant control over the bumpmapping, I've also included
the Colorband output in derivatives calculus, so the bump output then
matches the color created. It's also a nice tool to finetune output of
textures for bumpmapping in general.
Bug fix; clicking on the rightmose 'item' in ColorBand didn't activate it.
Found out the ColorBand was slightly drawn off (2 pixels).
2004-12-07 14:46:48 +00:00
|
|
|
float offs= tex->nabla/tex->noisesize; // also scaling of texvec
|
|
|
|
|
2004-04-03 13:59:27 +00:00
|
|
|
/* calculate bumpnormal */
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres->nor[0] = tex->ns_outscale*mgravefunc(texvec[0] + offs, texvec[1], texvec[2], tex->mg_H, tex->mg_lacunarity, tex->mg_octaves, tex->noisebasis);
|
|
|
|
texres->nor[1] = tex->ns_outscale*mgravefunc(texvec[0], texvec[1] + offs, texvec[2], tex->mg_H, tex->mg_lacunarity, tex->mg_octaves, tex->noisebasis);
|
|
|
|
texres->nor[2] = tex->ns_outscale*mgravefunc(texvec[0], texvec[1], texvec[2] + offs, tex->mg_H, tex->mg_lacunarity, tex->mg_octaves, tex->noisebasis);
|
More tweaks related to bump mapping quality;
While going over the code, I found out the "nabla", the size of offset
vectors for calculating derivatives of a texture, is a built in constant.
Even worse, the value was different for new noise types (musgrave etc).
So I've added a new slider for it in the procedural texture panels, which
by default is set to 0.025, the value of the old constant. Also made sure
it works with equal effect in all procedurals.
NOTE: a small Nabla will give sharper, detailed bump, but the effect also
becomes smaller, correct that in the Mapping Panel of materials.
For better & compliant control over the bumpmapping, I've also included
the Colorband output in derivatives calculus, so the bump output then
matches the color created. It's also a nice tool to finetune output of
textures for bumpmapping in general.
Bug fix; clicking on the rightmose 'item' in ColorBand didn't activate it.
Found out the ColorBand was slightly drawn off (2 pixels).
2004-12-07 14:46:48 +00:00
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
tex_normal_derivate(tex, texres);
|
2005-11-19 18:24:32 +00:00
|
|
|
rv |= TEX_NOR;
|
2004-04-03 13:59:27 +00:00
|
|
|
}
|
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
BRICONT;
|
2004-04-03 13:59:27 +00:00
|
|
|
|
|
|
|
return rv;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
static float mg_ridgedOrHybridMFTex(Tex *tex, float *texvec, TexResult *texres)
|
2004-04-03 13:59:27 +00:00
|
|
|
{
|
2005-11-19 18:24:32 +00:00
|
|
|
int rv = TEX_INT;
|
2004-04-03 13:59:27 +00:00
|
|
|
float (*mgravefunc)(float, float, float, float, float, float, float, float, int);
|
|
|
|
|
|
|
|
if (tex->stype==TEX_RIDGEDMF)
|
|
|
|
mgravefunc = mg_RidgedMultiFractal;
|
|
|
|
else
|
|
|
|
mgravefunc = mg_HybridMultiFractal;
|
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres->tin = tex->ns_outscale*mgravefunc(texvec[0], texvec[1], texvec[2], tex->mg_H, tex->mg_lacunarity, tex->mg_octaves, tex->mg_offset, tex->mg_gain, tex->noisebasis);
|
2004-04-03 13:59:27 +00:00
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
if (texres->nor!=NULL) {
|
More tweaks related to bump mapping quality;
While going over the code, I found out the "nabla", the size of offset
vectors for calculating derivatives of a texture, is a built in constant.
Even worse, the value was different for new noise types (musgrave etc).
So I've added a new slider for it in the procedural texture panels, which
by default is set to 0.025, the value of the old constant. Also made sure
it works with equal effect in all procedurals.
NOTE: a small Nabla will give sharper, detailed bump, but the effect also
becomes smaller, correct that in the Mapping Panel of materials.
For better & compliant control over the bumpmapping, I've also included
the Colorband output in derivatives calculus, so the bump output then
matches the color created. It's also a nice tool to finetune output of
textures for bumpmapping in general.
Bug fix; clicking on the rightmose 'item' in ColorBand didn't activate it.
Found out the ColorBand was slightly drawn off (2 pixels).
2004-12-07 14:46:48 +00:00
|
|
|
float offs= tex->nabla/tex->noisesize; // also scaling of texvec
|
|
|
|
|
2004-04-03 13:59:27 +00:00
|
|
|
/* calculate bumpnormal */
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres->nor[0] = tex->ns_outscale*mgravefunc(texvec[0] + offs, texvec[1], texvec[2], tex->mg_H, tex->mg_lacunarity, tex->mg_octaves, tex->mg_offset, tex->mg_gain, tex->noisebasis);
|
|
|
|
texres->nor[1] = tex->ns_outscale*mgravefunc(texvec[0], texvec[1] + offs, texvec[2], tex->mg_H, tex->mg_lacunarity, tex->mg_octaves, tex->mg_offset, tex->mg_gain, tex->noisebasis);
|
|
|
|
texres->nor[2] = tex->ns_outscale*mgravefunc(texvec[0], texvec[1], texvec[2] + offs, tex->mg_H, tex->mg_lacunarity, tex->mg_octaves, tex->mg_offset, tex->mg_gain, tex->noisebasis);
|
More tweaks related to bump mapping quality;
While going over the code, I found out the "nabla", the size of offset
vectors for calculating derivatives of a texture, is a built in constant.
Even worse, the value was different for new noise types (musgrave etc).
So I've added a new slider for it in the procedural texture panels, which
by default is set to 0.025, the value of the old constant. Also made sure
it works with equal effect in all procedurals.
NOTE: a small Nabla will give sharper, detailed bump, but the effect also
becomes smaller, correct that in the Mapping Panel of materials.
For better & compliant control over the bumpmapping, I've also included
the Colorband output in derivatives calculus, so the bump output then
matches the color created. It's also a nice tool to finetune output of
textures for bumpmapping in general.
Bug fix; clicking on the rightmose 'item' in ColorBand didn't activate it.
Found out the ColorBand was slightly drawn off (2 pixels).
2004-12-07 14:46:48 +00:00
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
tex_normal_derivate(tex, texres);
|
2005-11-19 18:24:32 +00:00
|
|
|
rv |= TEX_NOR;
|
2004-04-03 13:59:27 +00:00
|
|
|
}
|
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
BRICONT;
|
2004-04-03 13:59:27 +00:00
|
|
|
|
|
|
|
return rv;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
static float mg_HTerrainTex(Tex *tex, float *texvec, TexResult *texres)
|
2004-04-03 13:59:27 +00:00
|
|
|
{
|
2005-11-19 18:24:32 +00:00
|
|
|
int rv = TEX_INT;
|
2004-04-03 13:59:27 +00:00
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres->tin = tex->ns_outscale*mg_HeteroTerrain(texvec[0], texvec[1], texvec[2], tex->mg_H, tex->mg_lacunarity, tex->mg_octaves, tex->mg_offset, tex->noisebasis);
|
2004-04-03 13:59:27 +00:00
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
if (texres->nor!=NULL) {
|
More tweaks related to bump mapping quality;
While going over the code, I found out the "nabla", the size of offset
vectors for calculating derivatives of a texture, is a built in constant.
Even worse, the value was different for new noise types (musgrave etc).
So I've added a new slider for it in the procedural texture panels, which
by default is set to 0.025, the value of the old constant. Also made sure
it works with equal effect in all procedurals.
NOTE: a small Nabla will give sharper, detailed bump, but the effect also
becomes smaller, correct that in the Mapping Panel of materials.
For better & compliant control over the bumpmapping, I've also included
the Colorband output in derivatives calculus, so the bump output then
matches the color created. It's also a nice tool to finetune output of
textures for bumpmapping in general.
Bug fix; clicking on the rightmose 'item' in ColorBand didn't activate it.
Found out the ColorBand was slightly drawn off (2 pixels).
2004-12-07 14:46:48 +00:00
|
|
|
float offs= tex->nabla/tex->noisesize; // also scaling of texvec
|
|
|
|
|
2004-04-03 13:59:27 +00:00
|
|
|
/* calculate bumpnormal */
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres->nor[0] = tex->ns_outscale*mg_HeteroTerrain(texvec[0] + offs, texvec[1], texvec[2], tex->mg_H, tex->mg_lacunarity, tex->mg_octaves, tex->mg_offset, tex->noisebasis);
|
|
|
|
texres->nor[1] = tex->ns_outscale*mg_HeteroTerrain(texvec[0], texvec[1] + offs, texvec[2], tex->mg_H, tex->mg_lacunarity, tex->mg_octaves, tex->mg_offset, tex->noisebasis);
|
|
|
|
texres->nor[2] = tex->ns_outscale*mg_HeteroTerrain(texvec[0], texvec[1], texvec[2] + offs, tex->mg_H, tex->mg_lacunarity, tex->mg_octaves, tex->mg_offset, tex->noisebasis);
|
More tweaks related to bump mapping quality;
While going over the code, I found out the "nabla", the size of offset
vectors for calculating derivatives of a texture, is a built in constant.
Even worse, the value was different for new noise types (musgrave etc).
So I've added a new slider for it in the procedural texture panels, which
by default is set to 0.025, the value of the old constant. Also made sure
it works with equal effect in all procedurals.
NOTE: a small Nabla will give sharper, detailed bump, but the effect also
becomes smaller, correct that in the Mapping Panel of materials.
For better & compliant control over the bumpmapping, I've also included
the Colorband output in derivatives calculus, so the bump output then
matches the color created. It's also a nice tool to finetune output of
textures for bumpmapping in general.
Bug fix; clicking on the rightmose 'item' in ColorBand didn't activate it.
Found out the ColorBand was slightly drawn off (2 pixels).
2004-12-07 14:46:48 +00:00
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
tex_normal_derivate(tex, texres);
|
2005-11-19 18:24:32 +00:00
|
|
|
rv |= TEX_NOR;
|
2004-04-03 13:59:27 +00:00
|
|
|
}
|
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
BRICONT;
|
2004-04-03 13:59:27 +00:00
|
|
|
|
|
|
|
return rv;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
static float mg_distNoiseTex(Tex *tex, float *texvec, TexResult *texres)
|
2004-04-03 13:59:27 +00:00
|
|
|
{
|
2005-11-19 18:24:32 +00:00
|
|
|
int rv = TEX_INT;
|
2004-04-03 13:59:27 +00:00
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres->tin = mg_VLNoise(texvec[0], texvec[1], texvec[2], tex->dist_amount, tex->noisebasis, tex->noisebasis2);
|
2004-04-03 13:59:27 +00:00
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
if (texres->nor!=NULL) {
|
More tweaks related to bump mapping quality;
While going over the code, I found out the "nabla", the size of offset
vectors for calculating derivatives of a texture, is a built in constant.
Even worse, the value was different for new noise types (musgrave etc).
So I've added a new slider for it in the procedural texture panels, which
by default is set to 0.025, the value of the old constant. Also made sure
it works with equal effect in all procedurals.
NOTE: a small Nabla will give sharper, detailed bump, but the effect also
becomes smaller, correct that in the Mapping Panel of materials.
For better & compliant control over the bumpmapping, I've also included
the Colorband output in derivatives calculus, so the bump output then
matches the color created. It's also a nice tool to finetune output of
textures for bumpmapping in general.
Bug fix; clicking on the rightmose 'item' in ColorBand didn't activate it.
Found out the ColorBand was slightly drawn off (2 pixels).
2004-12-07 14:46:48 +00:00
|
|
|
float offs= tex->nabla/tex->noisesize; // also scaling of texvec
|
|
|
|
|
2004-04-03 13:59:27 +00:00
|
|
|
/* calculate bumpnormal */
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres->nor[0] = mg_VLNoise(texvec[0] + offs, texvec[1], texvec[2], tex->dist_amount, tex->noisebasis, tex->noisebasis2);
|
|
|
|
texres->nor[1] = mg_VLNoise(texvec[0], texvec[1] + offs, texvec[2], tex->dist_amount, tex->noisebasis, tex->noisebasis2);
|
|
|
|
texres->nor[2] = mg_VLNoise(texvec[0], texvec[1], texvec[2] + offs, tex->dist_amount, tex->noisebasis, tex->noisebasis2);
|
More tweaks related to bump mapping quality;
While going over the code, I found out the "nabla", the size of offset
vectors for calculating derivatives of a texture, is a built in constant.
Even worse, the value was different for new noise types (musgrave etc).
So I've added a new slider for it in the procedural texture panels, which
by default is set to 0.025, the value of the old constant. Also made sure
it works with equal effect in all procedurals.
NOTE: a small Nabla will give sharper, detailed bump, but the effect also
becomes smaller, correct that in the Mapping Panel of materials.
For better & compliant control over the bumpmapping, I've also included
the Colorband output in derivatives calculus, so the bump output then
matches the color created. It's also a nice tool to finetune output of
textures for bumpmapping in general.
Bug fix; clicking on the rightmose 'item' in ColorBand didn't activate it.
Found out the ColorBand was slightly drawn off (2 pixels).
2004-12-07 14:46:48 +00:00
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
tex_normal_derivate(tex, texres);
|
2005-11-19 18:24:32 +00:00
|
|
|
rv |= TEX_NOR;
|
2004-04-03 13:59:27 +00:00
|
|
|
}
|
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
BRICONT;
|
2004-04-03 13:59:27 +00:00
|
|
|
|
|
|
|
|
|
|
|
return rv;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
/* newnoise: Voronoi texture type, probably the slowest, especially with minkovsky, bumpmapping, could be done another way */
|
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
static float voronoiTex(Tex *tex, float *texvec, TexResult *texres)
|
2004-04-03 13:59:27 +00:00
|
|
|
{
|
2005-11-19 18:24:32 +00:00
|
|
|
int rv = TEX_INT;
|
2004-04-03 13:59:27 +00:00
|
|
|
float da[4], pa[12]; /* distance and point coordinate arrays of 4 nearest neighbours */
|
|
|
|
float aw1 = fabs(tex->vn_w1);
|
|
|
|
float aw2 = fabs(tex->vn_w2);
|
|
|
|
float aw3 = fabs(tex->vn_w3);
|
|
|
|
float aw4 = fabs(tex->vn_w4);
|
|
|
|
float sc = (aw1 + aw2 + aw3 + aw4);
|
|
|
|
if (sc!=0.f) sc = tex->ns_outscale/sc;
|
|
|
|
|
|
|
|
voronoi(texvec[0], texvec[1], texvec[2], da, pa, tex->vn_mexp, tex->vn_distm);
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres->tin = sc * fabs(tex->vn_w1*da[0] + tex->vn_w2*da[1] + tex->vn_w3*da[2] + tex->vn_w4*da[3]);
|
2004-04-03 13:59:27 +00:00
|
|
|
|
|
|
|
if (tex->vn_coltype) {
|
|
|
|
float ca[3]; /* cell color */
|
|
|
|
cellNoiseV(pa[0], pa[1], pa[2], ca);
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres->tr = aw1*ca[0];
|
|
|
|
texres->tg = aw1*ca[1];
|
|
|
|
texres->tb = aw1*ca[2];
|
2004-04-03 13:59:27 +00:00
|
|
|
cellNoiseV(pa[3], pa[4], pa[5], ca);
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres->tr += aw2*ca[0];
|
|
|
|
texres->tg += aw2*ca[1];
|
|
|
|
texres->tb += aw2*ca[2];
|
2004-04-03 13:59:27 +00:00
|
|
|
cellNoiseV(pa[6], pa[7], pa[8], ca);
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres->tr += aw3*ca[0];
|
|
|
|
texres->tg += aw3*ca[1];
|
|
|
|
texres->tb += aw3*ca[2];
|
2004-04-03 13:59:27 +00:00
|
|
|
cellNoiseV(pa[9], pa[10], pa[11], ca);
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres->tr += aw4*ca[0];
|
|
|
|
texres->tg += aw4*ca[1];
|
|
|
|
texres->tb += aw4*ca[2];
|
2004-04-03 13:59:27 +00:00
|
|
|
if (tex->vn_coltype>=2) {
|
|
|
|
float t1 = (da[1]-da[0])*10;
|
|
|
|
if (t1>1) t1=1;
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
if (tex->vn_coltype==3) t1*=texres->tin; else t1*=sc;
|
|
|
|
texres->tr *= t1;
|
|
|
|
texres->tg *= t1;
|
|
|
|
texres->tb *= t1;
|
2004-04-03 13:59:27 +00:00
|
|
|
}
|
|
|
|
else {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres->tr *= sc;
|
|
|
|
texres->tg *= sc;
|
|
|
|
texres->tb *= sc;
|
2004-04-03 13:59:27 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
if (texres->nor!=NULL) {
|
More tweaks related to bump mapping quality;
While going over the code, I found out the "nabla", the size of offset
vectors for calculating derivatives of a texture, is a built in constant.
Even worse, the value was different for new noise types (musgrave etc).
So I've added a new slider for it in the procedural texture panels, which
by default is set to 0.025, the value of the old constant. Also made sure
it works with equal effect in all procedurals.
NOTE: a small Nabla will give sharper, detailed bump, but the effect also
becomes smaller, correct that in the Mapping Panel of materials.
For better & compliant control over the bumpmapping, I've also included
the Colorband output in derivatives calculus, so the bump output then
matches the color created. It's also a nice tool to finetune output of
textures for bumpmapping in general.
Bug fix; clicking on the rightmose 'item' in ColorBand didn't activate it.
Found out the ColorBand was slightly drawn off (2 pixels).
2004-12-07 14:46:48 +00:00
|
|
|
float offs= tex->nabla/tex->noisesize; // also scaling of texvec
|
|
|
|
|
2004-04-03 13:59:27 +00:00
|
|
|
/* calculate bumpnormal */
|
More tweaks related to bump mapping quality;
While going over the code, I found out the "nabla", the size of offset
vectors for calculating derivatives of a texture, is a built in constant.
Even worse, the value was different for new noise types (musgrave etc).
So I've added a new slider for it in the procedural texture panels, which
by default is set to 0.025, the value of the old constant. Also made sure
it works with equal effect in all procedurals.
NOTE: a small Nabla will give sharper, detailed bump, but the effect also
becomes smaller, correct that in the Mapping Panel of materials.
For better & compliant control over the bumpmapping, I've also included
the Colorband output in derivatives calculus, so the bump output then
matches the color created. It's also a nice tool to finetune output of
textures for bumpmapping in general.
Bug fix; clicking on the rightmose 'item' in ColorBand didn't activate it.
Found out the ColorBand was slightly drawn off (2 pixels).
2004-12-07 14:46:48 +00:00
|
|
|
voronoi(texvec[0] + offs, texvec[1], texvec[2], da, pa, tex->vn_mexp, tex->vn_distm);
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres->nor[0] = sc * fabs(tex->vn_w1*da[0] + tex->vn_w2*da[1] + tex->vn_w3*da[2] + tex->vn_w4*da[3]);
|
More tweaks related to bump mapping quality;
While going over the code, I found out the "nabla", the size of offset
vectors for calculating derivatives of a texture, is a built in constant.
Even worse, the value was different for new noise types (musgrave etc).
So I've added a new slider for it in the procedural texture panels, which
by default is set to 0.025, the value of the old constant. Also made sure
it works with equal effect in all procedurals.
NOTE: a small Nabla will give sharper, detailed bump, but the effect also
becomes smaller, correct that in the Mapping Panel of materials.
For better & compliant control over the bumpmapping, I've also included
the Colorband output in derivatives calculus, so the bump output then
matches the color created. It's also a nice tool to finetune output of
textures for bumpmapping in general.
Bug fix; clicking on the rightmose 'item' in ColorBand didn't activate it.
Found out the ColorBand was slightly drawn off (2 pixels).
2004-12-07 14:46:48 +00:00
|
|
|
voronoi(texvec[0], texvec[1] + offs, texvec[2], da, pa, tex->vn_mexp, tex->vn_distm);
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres->nor[1] = sc * fabs(tex->vn_w1*da[0] + tex->vn_w2*da[1] + tex->vn_w3*da[2] + tex->vn_w4*da[3]);
|
More tweaks related to bump mapping quality;
While going over the code, I found out the "nabla", the size of offset
vectors for calculating derivatives of a texture, is a built in constant.
Even worse, the value was different for new noise types (musgrave etc).
So I've added a new slider for it in the procedural texture panels, which
by default is set to 0.025, the value of the old constant. Also made sure
it works with equal effect in all procedurals.
NOTE: a small Nabla will give sharper, detailed bump, but the effect also
becomes smaller, correct that in the Mapping Panel of materials.
For better & compliant control over the bumpmapping, I've also included
the Colorband output in derivatives calculus, so the bump output then
matches the color created. It's also a nice tool to finetune output of
textures for bumpmapping in general.
Bug fix; clicking on the rightmose 'item' in ColorBand didn't activate it.
Found out the ColorBand was slightly drawn off (2 pixels).
2004-12-07 14:46:48 +00:00
|
|
|
voronoi(texvec[0], texvec[1], texvec[2] + offs, da, pa, tex->vn_mexp, tex->vn_distm);
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres->nor[2] = sc * fabs(tex->vn_w1*da[0] + tex->vn_w2*da[1] + tex->vn_w3*da[2] + tex->vn_w4*da[3]);
|
More tweaks related to bump mapping quality;
While going over the code, I found out the "nabla", the size of offset
vectors for calculating derivatives of a texture, is a built in constant.
Even worse, the value was different for new noise types (musgrave etc).
So I've added a new slider for it in the procedural texture panels, which
by default is set to 0.025, the value of the old constant. Also made sure
it works with equal effect in all procedurals.
NOTE: a small Nabla will give sharper, detailed bump, but the effect also
becomes smaller, correct that in the Mapping Panel of materials.
For better & compliant control over the bumpmapping, I've also included
the Colorband output in derivatives calculus, so the bump output then
matches the color created. It's also a nice tool to finetune output of
textures for bumpmapping in general.
Bug fix; clicking on the rightmose 'item' in ColorBand didn't activate it.
Found out the ColorBand was slightly drawn off (2 pixels).
2004-12-07 14:46:48 +00:00
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
tex_normal_derivate(tex, texres);
|
2005-11-19 18:24:32 +00:00
|
|
|
rv |= TEX_NOR;
|
2004-04-03 13:59:27 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if (tex->vn_coltype) {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
BRICONTRGB;
|
|
|
|
texres->ta = 1.0;
|
2005-11-19 18:24:32 +00:00
|
|
|
return (rv | TEX_RGB);
|
2004-04-03 13:59:27 +00:00
|
|
|
}
|
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
BRICONT;
|
2004-04-03 13:59:27 +00:00
|
|
|
|
|
|
|
return rv;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
2008-11-12 22:03:11 +00:00
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
|
2009-08-17 20:30:11 +00:00
|
|
|
static int evalnodes(Tex *tex, float *texvec, float *dxt, float *dyt, TexResult *texres, short thread, short which_output)
|
2008-11-12 22:03:11 +00:00
|
|
|
{
|
|
|
|
short rv = TEX_INT;
|
|
|
|
bNodeTree *nodes = tex->nodetree;
|
|
|
|
|
Sorry, three commits in one, became difficult to untangle..
Editors Modules
* render/ module added in editors, moved the preview render code there and
also shading related operators.
* physics/ module made more consistent with other modules. renaming files,
making a single physics_ops.c for operators and keymaps. Also move all
particle related operators here now.
* space_buttons/ now should have only operators relevant to the buttons
specificially.
Updates & Notifiers
* Material/Texture/World/Lamp can now be passed to DAG_id_flush_update,
which will go back to a callback in editors. Eventually these should
be in the depsgraph itself, but for now this gives a unified call for
doing updates.
* GLSL materials are now refreshed on changes. There's still various
cases missing,
* Preview icons now hook into this system, solving various update cases
that were missed before.
* Also fixes issue in my last commit, where some preview would not render,
problem is avoided in the new system.
Icon Rendering
* On systems with support for non-power of two textures, an OpenGL texture
is now used instead of glDrawPixels. This avoids problems with icons get
clipped on region borders. On my Linux desktop, this gives an 1.1x speedup,
and on my Mac laptop a 2.3x speedup overall in redrawing the full window,
with the default setup. The glDrawPixels implementation on Mac seems to
have a lot of overhread.
* Preview icons are now drawn using proper premul alpha, and never faded so
you can see them clearly.
* Also tried to fix issue with texture node preview rendering, globals can't
be used with threads reliably.
2009-09-29 19:12:12 +00:00
|
|
|
ntreeTexExecTree(nodes, texres, texvec, dxt, dyt, thread, tex, which_output, R.r.cfra, (R.r.scemode & R_NODE_PREVIEW));
|
2008-11-12 22:03:11 +00:00
|
|
|
|
|
|
|
if(texres->nor) rv |= TEX_NOR;
|
|
|
|
rv |= TEX_RGB;
|
|
|
|
return rv;
|
|
|
|
}
|
2004-04-03 13:59:27 +00:00
|
|
|
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
static int texnoise(Tex *tex, TexResult *texres)
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
{
|
|
|
|
float div=3.0;
|
|
|
|
int val, ran, loop;
|
|
|
|
|
|
|
|
ran= BLI_rand();
|
|
|
|
val= (ran & 3);
|
|
|
|
|
|
|
|
loop= tex->noisedepth;
|
|
|
|
while(loop--) {
|
|
|
|
ran= (ran>>2);
|
|
|
|
val*= (ran & 3);
|
|
|
|
div*= 3.0;
|
|
|
|
}
|
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres->tin= ((float)val)/div;;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
BRICONT;
|
2005-11-19 18:24:32 +00:00
|
|
|
return TEX_INT;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
static int plugintex(Tex *tex, float *texvec, float *dxt, float *dyt, int osatex, TexResult *texres)
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
{
|
|
|
|
PluginTex *pit;
|
|
|
|
int rgbnor=0;
|
2008-04-18 19:10:03 +00:00
|
|
|
float result[ 8 ];
|
2004-01-10 12:41:47 +00:00
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres->tin= 0.0;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
|
|
|
pit= tex->plugin;
|
|
|
|
if(pit && pit->doit) {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
if(texres->nor) {
|
2008-04-18 19:10:03 +00:00
|
|
|
if (pit->version < 6) {
|
|
|
|
VECCOPY(pit->result+5, texres->nor);
|
|
|
|
} else {
|
|
|
|
VECCOPY(result+5, texres->nor);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (pit->version < 6) {
|
|
|
|
if(osatex) rgbnor= ((TexDoitold)pit->doit)(tex->stype,
|
|
|
|
pit->data, texvec, dxt, dyt);
|
|
|
|
else rgbnor= ((TexDoitold)pit->doit)(tex->stype,
|
|
|
|
pit->data, texvec, 0, 0);
|
|
|
|
} else {
|
|
|
|
if(osatex) rgbnor= ((TexDoit)pit->doit)(tex->stype,
|
|
|
|
pit->data, texvec, dxt, dyt, result);
|
|
|
|
else rgbnor= ((TexDoit)pit->doit)(tex->stype,
|
|
|
|
pit->data, texvec, 0, 0, result);
|
2003-12-29 20:05:15 +00:00
|
|
|
}
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
2008-04-18 19:10:03 +00:00
|
|
|
if (pit->version < 6) {
|
|
|
|
texres->tin = pit->result[0];
|
|
|
|
} else {
|
|
|
|
texres->tin = result[0];
|
|
|
|
}
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
|
|
|
if(rgbnor & TEX_NOR) {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
if(texres->nor) {
|
2008-04-18 19:10:03 +00:00
|
|
|
if (pit->version < 6) {
|
|
|
|
VECCOPY(texres->nor, pit->result+5);
|
|
|
|
} else {
|
|
|
|
VECCOPY(texres->nor, result+5);
|
|
|
|
}
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(rgbnor & TEX_RGB) {
|
2008-04-18 19:10:03 +00:00
|
|
|
if (pit->version < 6) {
|
|
|
|
texres->tr = pit->result[1];
|
|
|
|
texres->tg = pit->result[2];
|
|
|
|
texres->tb = pit->result[3];
|
|
|
|
texres->ta = pit->result[4];
|
|
|
|
} else {
|
|
|
|
texres->tr = result[1];
|
|
|
|
texres->tg = result[2];
|
|
|
|
texres->tb = result[3];
|
|
|
|
texres->ta = result[4];
|
|
|
|
}
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
BRICONTRGB;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
BRICONT;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
return rgbnor;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
static int cubemap_glob(float *n, float x, float y, float z, float *adr1, float *adr2)
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
{
|
|
|
|
float x1, y1, z1, nor[3];
|
|
|
|
int ret;
|
|
|
|
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
if(n==NULL) {
|
2004-01-11 22:15:24 +00:00
|
|
|
nor[0]= x; nor[1]= y; nor[2]= z; // use local render coord
|
2004-01-05 21:18:47 +00:00
|
|
|
}
|
|
|
|
else {
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
VECCOPY(nor, n);
|
2004-01-05 21:18:47 +00:00
|
|
|
}
|
2009-09-06 00:36:26 +00:00
|
|
|
Mat4Mul3Vecfl(R.viewinv, nor);
|
2004-01-10 12:41:47 +00:00
|
|
|
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
x1= fabs(nor[0]);
|
|
|
|
y1= fabs(nor[1]);
|
|
|
|
z1= fabs(nor[2]);
|
|
|
|
|
|
|
|
if(z1>=x1 && z1>=y1) {
|
|
|
|
*adr1 = (x + 1.0) / 2.0;
|
|
|
|
*adr2 = (y + 1.0) / 2.0;
|
|
|
|
ret= 0;
|
|
|
|
}
|
|
|
|
else if(y1>=x1 && y1>=z1) {
|
|
|
|
*adr1 = (x + 1.0) / 2.0;
|
|
|
|
*adr2 = (z + 1.0) / 2.0;
|
|
|
|
ret= 1;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
*adr1 = (y + 1.0) / 2.0;
|
|
|
|
*adr2 = (z + 1.0) / 2.0;
|
|
|
|
ret= 2;
|
|
|
|
}
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
|
2006-05-23 14:15:07 +00:00
|
|
|
/* mtex argument only for projection switches */
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
static int cubemap(MTex *mtex, VlakRen *vlr, float *n, float x, float y, float z, float *adr1, float *adr2)
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
{
|
2006-05-23 14:15:07 +00:00
|
|
|
int proj[4]={0, ME_PROJXY, ME_PROJXZ, ME_PROJYZ}, ret= 0;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
2004-01-07 20:29:21 +00:00
|
|
|
if(vlr) {
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
int index;
|
2004-01-07 20:29:21 +00:00
|
|
|
|
|
|
|
/* Mesh vertices have such flags, for others we calculate it once based on orco */
|
|
|
|
if((vlr->puno & (ME_PROJXY|ME_PROJXZ|ME_PROJYZ))==0) {
|
2006-05-28 11:49:22 +00:00
|
|
|
/* test for v1, vlr can be faked for baking */
|
|
|
|
if(vlr->v1 && vlr->v1->orco) {
|
2004-01-07 20:29:21 +00:00
|
|
|
float nor[3];
|
|
|
|
CalcNormFloat(vlr->v1->orco, vlr->v2->orco, vlr->v3->orco, nor);
|
|
|
|
|
|
|
|
if( fabs(nor[0])<fabs(nor[2]) && fabs(nor[1])<fabs(nor[2]) ) vlr->puno |= ME_PROJXY;
|
|
|
|
else if( fabs(nor[0])<fabs(nor[1]) && fabs(nor[2])<fabs(nor[1]) ) vlr->puno |= ME_PROJXZ;
|
|
|
|
else vlr->puno |= ME_PROJYZ;
|
|
|
|
}
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
else return cubemap_glob(n, x, y, z, adr1, adr2);
|
2004-01-07 20:29:21 +00:00
|
|
|
}
|
|
|
|
|
2006-05-23 14:15:07 +00:00
|
|
|
if(mtex) {
|
|
|
|
/* the mtex->proj{xyz} have type char. maybe this should be wider? */
|
|
|
|
/* casting to int ensures that the index type is right. */
|
|
|
|
index = (int) mtex->projx;
|
|
|
|
proj[index]= ME_PROJXY;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
2006-05-23 14:15:07 +00:00
|
|
|
index = (int) mtex->projy;
|
|
|
|
proj[index]= ME_PROJXZ;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
2006-05-23 14:15:07 +00:00
|
|
|
index = (int) mtex->projz;
|
|
|
|
proj[index]= ME_PROJYZ;
|
|
|
|
}
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
2004-01-07 20:29:21 +00:00
|
|
|
if(vlr->puno & proj[1]) {
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
*adr1 = (x + 1.0) / 2.0;
|
|
|
|
*adr2 = (y + 1.0) / 2.0;
|
|
|
|
}
|
2004-01-07 20:29:21 +00:00
|
|
|
else if(vlr->puno & proj[2]) {
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
*adr1 = (x + 1.0) / 2.0;
|
|
|
|
*adr2 = (z + 1.0) / 2.0;
|
|
|
|
ret= 1;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
*adr1 = (y + 1.0) / 2.0;
|
|
|
|
*adr2 = (z + 1.0) / 2.0;
|
|
|
|
ret= 2;
|
|
|
|
}
|
2004-01-07 20:29:21 +00:00
|
|
|
}
|
|
|
|
else {
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
return cubemap_glob(n, x, y, z, adr1, adr2);
|
2004-01-07 20:29:21 +00:00
|
|
|
}
|
|
|
|
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
static int cubemap_ob(Object *ob, float *n, float x, float y, float z, float *adr1, float *adr2)
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
{
|
|
|
|
float x1, y1, z1, nor[3];
|
|
|
|
int ret;
|
|
|
|
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
if(n==NULL) return 0;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
VECCOPY(nor, n);
|
2009-09-06 00:36:26 +00:00
|
|
|
if(ob) Mat4Mul3Vecfl(ob->imat, nor);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
|
|
|
x1= fabs(nor[0]);
|
|
|
|
y1= fabs(nor[1]);
|
|
|
|
z1= fabs(nor[2]);
|
|
|
|
|
|
|
|
if(z1>=x1 && z1>=y1) {
|
|
|
|
*adr1 = (x + 1.0) / 2.0;
|
|
|
|
*adr2 = (y + 1.0) / 2.0;
|
|
|
|
ret= 0;
|
|
|
|
}
|
|
|
|
else if(y1>=x1 && y1>=z1) {
|
|
|
|
*adr1 = (x + 1.0) / 2.0;
|
|
|
|
*adr2 = (z + 1.0) / 2.0;
|
|
|
|
ret= 1;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
*adr1 = (y + 1.0) / 2.0;
|
|
|
|
*adr2 = (z + 1.0) / 2.0;
|
|
|
|
ret= 2;
|
|
|
|
}
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
static void do_2d_mapping(MTex *mtex, float *t, VlakRen *vlr, float *n, float *dxt, float *dyt)
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
{
|
|
|
|
Tex *tex;
|
2006-05-23 14:15:07 +00:00
|
|
|
Object *ob= NULL;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
float fx, fy, fac1, area[8];
|
2006-05-23 14:15:07 +00:00
|
|
|
int ok, proj, areaflag= 0, wrap, texco;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
2006-05-23 14:15:07 +00:00
|
|
|
/* mtex variables localized, only cubemap doesn't cooperate yet... */
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
wrap= mtex->mapping;
|
|
|
|
tex= mtex->tex;
|
2006-05-23 14:15:07 +00:00
|
|
|
ob= mtex->object;
|
|
|
|
texco= mtex->texco;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
|
|
|
if(R.osa==0) {
|
|
|
|
|
|
|
|
if(wrap==MTEX_FLAT) {
|
|
|
|
fx = (t[0] + 1.0) / 2.0;
|
|
|
|
fy = (t[1] + 1.0) / 2.0;
|
|
|
|
}
|
|
|
|
else if(wrap==MTEX_TUBE) tubemap(t[0], t[1], t[2], &fx, &fy);
|
|
|
|
else if(wrap==MTEX_SPHERE) spheremap(t[0], t[1], t[2], &fx, &fy);
|
|
|
|
else {
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
if(texco==TEXCO_OBJECT) cubemap_ob(ob, n, t[0], t[1], t[2], &fx, &fy);
|
|
|
|
else if(texco==TEXCO_GLOB) cubemap_glob(n, t[0], t[1], t[2], &fx, &fy);
|
|
|
|
else cubemap(mtex, vlr, n, t[0], t[1], t[2], &fx, &fy);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* repeat */
|
2004-04-28 18:08:34 +00:00
|
|
|
if(tex->extend==TEX_REPEAT) {
|
|
|
|
if(tex->xrepeat>1) {
|
2007-01-14 11:51:52 +00:00
|
|
|
float origf= fx *= tex->xrepeat;
|
|
|
|
|
2004-04-28 18:08:34 +00:00
|
|
|
if(fx>1.0) fx -= (int)(fx);
|
|
|
|
else if(fx<0.0) fx+= 1-(int)(fx);
|
2007-01-14 11:51:52 +00:00
|
|
|
|
|
|
|
if(tex->flag & TEX_REPEAT_XMIR) {
|
|
|
|
int orig= (int)floor(origf);
|
2009-07-21 13:20:35 +00:00
|
|
|
if(orig & 1)
|
2007-01-14 11:51:52 +00:00
|
|
|
fx= 1.0-fx;
|
|
|
|
}
|
2004-04-28 18:08:34 +00:00
|
|
|
}
|
|
|
|
if(tex->yrepeat>1) {
|
2007-01-14 11:51:52 +00:00
|
|
|
float origf= fy *= tex->yrepeat;
|
|
|
|
|
2004-04-28 18:08:34 +00:00
|
|
|
if(fy>1.0) fy -= (int)(fy);
|
|
|
|
else if(fy<0.0) fy+= 1-(int)(fy);
|
2007-01-14 11:51:52 +00:00
|
|
|
|
|
|
|
if(tex->flag & TEX_REPEAT_YMIR) {
|
|
|
|
int orig= (int)floor(origf);
|
|
|
|
if(orig & 1)
|
|
|
|
fy= 1.0-fy;
|
|
|
|
}
|
2004-04-28 18:08:34 +00:00
|
|
|
}
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
/* crop */
|
|
|
|
if(tex->cropxmin!=0.0 || tex->cropxmax!=1.0) {
|
|
|
|
fac1= tex->cropxmax - tex->cropxmin;
|
|
|
|
fx= tex->cropxmin+ fx*fac1;
|
|
|
|
}
|
|
|
|
if(tex->cropymin!=0.0 || tex->cropymax!=1.0) {
|
|
|
|
fac1= tex->cropymax - tex->cropymin;
|
|
|
|
fy= tex->cropymin+ fy*fac1;
|
|
|
|
}
|
|
|
|
|
|
|
|
t[0]= fx;
|
|
|
|
t[1]= fy;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
|
|
|
|
if(wrap==MTEX_FLAT) {
|
|
|
|
fx= (t[0] + 1.0) / 2.0;
|
|
|
|
fy= (t[1] + 1.0) / 2.0;
|
|
|
|
dxt[0]/= 2.0;
|
|
|
|
dxt[1]/= 2.0;
|
2006-01-03 19:49:38 +00:00
|
|
|
dxt[2]/= 2.0;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
dyt[0]/= 2.0;
|
|
|
|
dyt[1]/= 2.0;
|
2006-01-03 19:49:38 +00:00
|
|
|
dyt[2]/= 2.0;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
else if ELEM(wrap, MTEX_TUBE, MTEX_SPHERE) {
|
|
|
|
/* exception: the seam behind (y<0.0) */
|
|
|
|
ok= 1;
|
|
|
|
if(t[1]<=0.0) {
|
|
|
|
fx= t[0]+dxt[0];
|
|
|
|
fy= t[0]+dyt[0];
|
|
|
|
if(fx>=0.0 && fy>=0.0 && t[0]>=0.0);
|
|
|
|
else if(fx<=0.0 && fy<=0.0 && t[0]<=0.0);
|
|
|
|
else ok= 0;
|
|
|
|
}
|
|
|
|
if(ok) {
|
|
|
|
if(wrap==MTEX_TUBE) {
|
|
|
|
tubemap(t[0], t[1], t[2], area, area+1);
|
|
|
|
tubemap(t[0]+dxt[0], t[1]+dxt[1], t[2]+dxt[2], area+2, area+3);
|
|
|
|
tubemap(t[0]+dyt[0], t[1]+dyt[1], t[2]+dyt[2], area+4, area+5);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
spheremap(t[0], t[1], t[2],area,area+1);
|
|
|
|
spheremap(t[0]+dxt[0], t[1]+dxt[1], t[2]+dxt[2], area+2, area+3);
|
|
|
|
spheremap(t[0]+dyt[0], t[1]+dyt[1], t[2]+dyt[2], area+4, area+5);
|
|
|
|
}
|
|
|
|
areaflag= 1;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
if(wrap==MTEX_TUBE) tubemap(t[0], t[1], t[2], &fx, &fy);
|
|
|
|
else spheremap(t[0], t[1], t[2], &fx, &fy);
|
|
|
|
dxt[0]/= 2.0;
|
|
|
|
dxt[1]/= 2.0;
|
|
|
|
dyt[0]/= 2.0;
|
|
|
|
dyt[1]/= 2.0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
if(texco==TEXCO_OBJECT) proj = cubemap_ob(ob, n, t[0], t[1], t[2], &fx, &fy);
|
|
|
|
else if (texco==TEXCO_GLOB) proj = cubemap_glob(n, t[0], t[1], t[2], &fx, &fy);
|
|
|
|
else proj = cubemap(mtex, vlr, n, t[0], t[1], t[2], &fx, &fy);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
|
|
|
if(proj==1) {
|
2006-01-03 19:49:38 +00:00
|
|
|
SWAP(float, dxt[1], dxt[2]);
|
|
|
|
SWAP(float, dyt[1], dyt[2]);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
else if(proj==2) {
|
2006-01-03 19:49:38 +00:00
|
|
|
float f1= dxt[0], f2= dyt[0];
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
dxt[0]= dxt[1];
|
|
|
|
dyt[0]= dyt[1];
|
|
|
|
dxt[1]= dxt[2];
|
|
|
|
dyt[1]= dyt[2];
|
2006-01-03 19:49:38 +00:00
|
|
|
dxt[2]= f1;
|
|
|
|
dyt[2]= f2;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
2009-07-21 13:20:35 +00:00
|
|
|
|
|
|
|
dxt[0] *= 0.5f;
|
|
|
|
dxt[1] *= 0.5f;
|
|
|
|
dxt[2] *= 0.5f;
|
|
|
|
|
|
|
|
dyt[0] *= 0.5f;
|
|
|
|
dyt[1] *= 0.5f;
|
|
|
|
dyt[2] *= 0.5f;
|
|
|
|
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* if area, then reacalculate dxt[] and dyt[] */
|
|
|
|
if(areaflag) {
|
|
|
|
fx= area[0];
|
|
|
|
fy= area[1];
|
|
|
|
dxt[0]= area[2]-fx;
|
|
|
|
dxt[1]= area[3]-fy;
|
|
|
|
dyt[0]= area[4]-fx;
|
|
|
|
dyt[1]= area[5]-fy;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* repeat */
|
2004-04-28 18:08:34 +00:00
|
|
|
if(tex->extend==TEX_REPEAT) {
|
2006-01-03 19:49:38 +00:00
|
|
|
float max= 1.0f;
|
2004-04-28 18:08:34 +00:00
|
|
|
if(tex->xrepeat>1) {
|
2007-01-14 11:51:52 +00:00
|
|
|
float origf= fx *= tex->xrepeat;
|
|
|
|
|
2009-07-21 13:20:35 +00:00
|
|
|
// TXF: omit mirror here, see comments in do_material_tex() after do_2d_mapping() call
|
2009-07-22 17:20:04 +00:00
|
|
|
if (tex->texfilter == TXF_BOX) {
|
2009-07-21 13:20:35 +00:00
|
|
|
if(fx>1.0f) fx -= (int)(fx);
|
|
|
|
else if(fx<0.0f) fx+= 1-(int)(fx);
|
2007-01-14 11:51:52 +00:00
|
|
|
|
2009-07-21 13:20:35 +00:00
|
|
|
if(tex->flag & TEX_REPEAT_XMIR) {
|
|
|
|
int orig= (int)floor(origf);
|
|
|
|
if(orig & 1)
|
|
|
|
fx= 1.0f-fx;
|
|
|
|
}
|
2007-01-14 11:51:52 +00:00
|
|
|
}
|
|
|
|
|
2006-01-03 19:49:38 +00:00
|
|
|
max= tex->xrepeat;
|
2007-01-14 11:51:52 +00:00
|
|
|
|
2004-04-28 18:08:34 +00:00
|
|
|
dxt[0]*= tex->xrepeat;
|
|
|
|
dyt[0]*= tex->xrepeat;
|
|
|
|
}
|
|
|
|
if(tex->yrepeat>1) {
|
2007-01-14 11:51:52 +00:00
|
|
|
float origf= fy *= tex->yrepeat;
|
|
|
|
|
2009-07-21 13:20:35 +00:00
|
|
|
// TXF: omit mirror here, see comments in do_material_tex() after do_2d_mapping() call
|
2009-07-22 17:20:04 +00:00
|
|
|
if (tex->texfilter == TXF_BOX) {
|
2009-07-21 13:20:35 +00:00
|
|
|
if(fy>1.0f) fy -= (int)(fy);
|
|
|
|
else if(fy<0.0f) fy+= 1-(int)(fy);
|
2007-01-14 11:51:52 +00:00
|
|
|
|
2009-07-21 13:20:35 +00:00
|
|
|
if(tex->flag & TEX_REPEAT_YMIR) {
|
|
|
|
int orig= (int)floor(origf);
|
|
|
|
if(orig & 1)
|
|
|
|
fy= 1.0f-fy;
|
|
|
|
}
|
2007-01-14 11:51:52 +00:00
|
|
|
}
|
|
|
|
|
2006-01-03 19:49:38 +00:00
|
|
|
if(max<tex->yrepeat)
|
|
|
|
max= tex->yrepeat;
|
2007-01-14 11:51:52 +00:00
|
|
|
|
2004-04-28 18:08:34 +00:00
|
|
|
dxt[1]*= tex->yrepeat;
|
|
|
|
dyt[1]*= tex->yrepeat;
|
|
|
|
}
|
2006-01-03 19:49:38 +00:00
|
|
|
if(max!=1.0f) {
|
2006-07-13 15:41:36 +00:00
|
|
|
dxt[2]*= max;
|
2006-01-03 19:49:38 +00:00
|
|
|
dyt[2]*= max;
|
|
|
|
}
|
|
|
|
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
/* crop */
|
|
|
|
if(tex->cropxmin!=0.0 || tex->cropxmax!=1.0) {
|
|
|
|
fac1= tex->cropxmax - tex->cropxmin;
|
|
|
|
fx= tex->cropxmin+ fx*fac1;
|
|
|
|
dxt[0]*= fac1;
|
|
|
|
dyt[0]*= fac1;
|
|
|
|
}
|
|
|
|
if(tex->cropymin!=0.0 || tex->cropymax!=1.0) {
|
|
|
|
fac1= tex->cropymax - tex->cropymin;
|
|
|
|
fy= tex->cropymin+ fy*fac1;
|
|
|
|
dxt[1]*= fac1;
|
|
|
|
dyt[1]*= fac1;
|
|
|
|
}
|
|
|
|
|
|
|
|
t[0]= fx;
|
|
|
|
t[1]= fy;
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* ************************************** */
|
|
|
|
|
2008-11-12 22:03:11 +00:00
|
|
|
static int multitex(Tex *tex, float *texvec, float *dxt, float *dyt, int osatex, TexResult *texres, short thread, short which_output)
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
{
|
2006-08-28 01:12:36 +00:00
|
|
|
float tmpvec[3];
|
2004-06-30 18:54:09 +00:00
|
|
|
int retval=0; /* return value, int:0, col:1, nor:2, everything:3 */
|
2004-07-02 20:49:08 +00:00
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres->talpha= 0; /* is set when image texture returns alpha (considered premul) */
|
2004-06-30 18:54:09 +00:00
|
|
|
|
2008-11-12 22:03:11 +00:00
|
|
|
if(tex->use_nodes && tex->nodetree) {
|
2009-08-17 20:30:11 +00:00
|
|
|
retval = evalnodes(tex, texvec, dxt, dyt, texres, thread, which_output);
|
2008-11-12 22:03:11 +00:00
|
|
|
}
|
|
|
|
else
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
switch(tex->type) {
|
|
|
|
|
|
|
|
case 0:
|
2006-12-01 19:52:04 +00:00
|
|
|
texres->tin= 0.0f;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
return 0;
|
|
|
|
case TEX_CLOUDS:
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
retval= clouds(tex, texvec, texres);
|
2004-06-30 18:54:09 +00:00
|
|
|
break;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
case TEX_WOOD:
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
retval= wood(tex, texvec, texres);
|
2004-06-30 18:54:09 +00:00
|
|
|
break;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
case TEX_MARBLE:
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
retval= marble(tex, texvec, texres);
|
2004-06-30 18:54:09 +00:00
|
|
|
break;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
case TEX_MAGIC:
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
retval= magic(tex, texvec, texres);
|
2004-06-30 18:54:09 +00:00
|
|
|
break;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
case TEX_BLEND:
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
retval= blend(tex, texvec, texres);
|
2004-06-30 18:54:09 +00:00
|
|
|
break;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
case TEX_STUCCI:
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
retval= stucci(tex, texvec, texres);
|
2004-06-30 18:54:09 +00:00
|
|
|
break;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
case TEX_NOISE:
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
retval= texnoise(tex, texres);
|
2004-06-30 18:54:09 +00:00
|
|
|
break;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
case TEX_IMAGE:
|
2009-07-21 13:20:35 +00:00
|
|
|
if(osatex) retval= imagewraposa(tex, tex->ima, NULL, texvec, dxt, dyt, texres);
|
2006-12-20 17:57:56 +00:00
|
|
|
else retval= imagewrap(tex, tex->ima, NULL, texvec, texres);
|
3D view orbit option: Around Active
This fixes the active object in place when orbiting the view.
Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html
Image Memory Grabage Collection
This adds memory handling to the image code. An image is tagged each time it is used.
During a collection cycle (frequency of cycles is user defined), if an image is older
than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers.
Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram.
Notes:
Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image.
I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful.
Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed.
Collecting is called in draw_object, most likely not the best place to do it.
Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened)
Userpref DNA changes:
I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy.
Info window changes:
I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer.
Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this.
Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
|
|
|
tag_image_time(tex->ima); /* tag image as having being used */
|
2004-06-30 18:54:09 +00:00
|
|
|
break;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
case TEX_PLUGIN:
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
retval= plugintex(tex, texvec, dxt, dyt, osatex, texres);
|
2004-06-30 18:54:09 +00:00
|
|
|
break;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
case TEX_ENVMAP:
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
retval= envmaptex(tex, texvec, dxt, dyt, osatex, texres);
|
2004-06-30 18:54:09 +00:00
|
|
|
break;
|
2004-04-03 13:59:27 +00:00
|
|
|
case TEX_MUSGRAVE:
|
|
|
|
/* newnoise: musgrave types */
|
|
|
|
|
2006-08-28 01:12:36 +00:00
|
|
|
/* ton: added this, for Blender convention reason.
|
|
|
|
* artificer: added the use of tmpvec to avoid scaling texvec
|
|
|
|
*/
|
|
|
|
VECCOPY(tmpvec, texvec);
|
|
|
|
VecMulf(tmpvec, 1.0/tex->noisesize);
|
2004-04-03 13:59:27 +00:00
|
|
|
|
|
|
|
switch(tex->stype) {
|
|
|
|
case TEX_MFRACTAL:
|
|
|
|
case TEX_FBM:
|
2006-08-28 01:12:36 +00:00
|
|
|
retval= mg_mFractalOrfBmTex(tex, tmpvec, texres);
|
2004-06-30 18:54:09 +00:00
|
|
|
break;
|
2004-04-03 13:59:27 +00:00
|
|
|
case TEX_RIDGEDMF:
|
|
|
|
case TEX_HYBRIDMF:
|
2006-08-28 01:12:36 +00:00
|
|
|
retval= mg_ridgedOrHybridMFTex(tex, tmpvec, texres);
|
2004-06-30 18:54:09 +00:00
|
|
|
break;
|
2004-04-03 13:59:27 +00:00
|
|
|
case TEX_HTERRAIN:
|
2006-08-28 01:12:36 +00:00
|
|
|
retval= mg_HTerrainTex(tex, tmpvec, texres);
|
2004-06-30 18:54:09 +00:00
|
|
|
break;
|
2004-04-03 13:59:27 +00:00
|
|
|
}
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
break;
|
2004-04-03 13:59:27 +00:00
|
|
|
/* newnoise: voronoi type */
|
|
|
|
case TEX_VORONOI:
|
2006-08-28 01:12:36 +00:00
|
|
|
/* ton: added this, for Blender convention reason.
|
|
|
|
* artificer: added the use of tmpvec to avoid scaling texvec
|
|
|
|
*/
|
|
|
|
VECCOPY(tmpvec, texvec);
|
|
|
|
VecMulf(tmpvec, 1.0/tex->noisesize);
|
2004-04-03 13:59:27 +00:00
|
|
|
|
2006-08-28 01:12:36 +00:00
|
|
|
retval= voronoiTex(tex, tmpvec, texres);
|
2004-06-30 18:54:09 +00:00
|
|
|
break;
|
2004-04-03 13:59:27 +00:00
|
|
|
case TEX_DISTNOISE:
|
2006-08-28 01:12:36 +00:00
|
|
|
/* ton: added this, for Blender convention reason.
|
|
|
|
* artificer: added the use of tmpvec to avoid scaling texvec
|
|
|
|
*/
|
|
|
|
VECCOPY(tmpvec, texvec);
|
|
|
|
VecMulf(tmpvec, 1.0/tex->noisesize);
|
2004-04-03 13:59:27 +00:00
|
|
|
|
2006-08-28 01:12:36 +00:00
|
|
|
retval= mg_distNoiseTex(tex, tmpvec, texres);
|
2004-06-30 18:54:09 +00:00
|
|
|
break;
|
* Volumetrics
Removed all the old particle rendering code and options I had in there
before, in order to make way for...
A new procedural texture: 'Point Density'
Point Density is a 3d texture that find the density of a group of 'points'
in space and returns that in the texture as an intensity value. Right now,
its at an early stage and it's only enabled for particles, but it would be
cool to extend it later for things like object vertices, or point cache
files from disk - i.e. to import point cloud data into Blender for
rendering volumetrically.
Currently there are just options for an Object and its particle system
number, this is the particle system that will get cached before rendering,
and then used for the texture's density estimation.
It works totally consistent with as any other procedural texture, so
previously where I've mapped a clouds texture to volume density to make
some of those test renders, now I just map a point density texture to
volume density.
Here's a version of the same particle smoke test file from before, updated
to use the point density texture instead:
http://mke3.net/blender/devel/rendering/volumetrics/smoke_test02.blend
There are a few cool things about implementing this as a texture:
- The one texture (and cache) can be instanced across many different
materials:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_instanced.png
This means you can calculate and bake one particle system, but render it
multiple times across the scene, with different material settings, at no
extra memory cost.
Right now, the particles are cached in world space, so you have to map it
globally, and if you want it offset, you have to do it in the material (as
in the file above). I plan to add an option to bake in local space, so you
can just map the texture to local and it just works.
- It also works for solid surfaces too, it just gets the density at that
particular point on the surface, eg:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_solid.mov
- You can map it to whatever you want, not only density but the various
emissions and colours as well. I'd like to investigate using the other
outputs in the texture too (like the RGB or normal outputs), perhaps with
options to colour by particle age, generating normals for making particle
'dents' in a surface, whatever!
2008-09-28 08:00:22 +00:00
|
|
|
case TEX_POINTDENSITY:
|
|
|
|
retval= pointdensitytex(tex, texvec, texres);
|
|
|
|
break;
|
* Volume Rendering: Voxel data
This commit introduces a new texture ('Voxel Data'), used to load up saved voxel
data sets for rendering, contributed by Raúl 'farsthary' Fernández Hernández
with some additional tweaks. Thanks, Raúl!
The texture works similar to the existing point density texture, currently it
only provides intensity information, which can then be mapped (for example) to
density in a volume material. This is an early version, intended to read the
voxel format saved by Raúl's command line simulators, in future revisions
there's potential for making a more full-featured 'Blender voxel file format',
and also for supporting other formats too.
Note: Due to some subtleties in Raúl's existing released simulators, in order
to load them correctly the voxel data texture, you'll need to raise the
'resolution' value by 2. So if you baked out the simulation at resolution 50,
enter 52 for the resolution in the texture panel. This can possibly be fixed in
the simulator later on.
Right now, the way the texture is mapped is just in the space 0,0,0 <-> 1,1,1
and it can appear rotated 90 degrees incorrectly. This will be tackled, for now,
probably the easiest way to map it is with and empty, using Map Input -> Object.
Smoke test: http://www.vimeo.com/2449270
One more note, trilinear interpolation seems a bit slow at the moment, we'll
look into this.
For curiosity, while testing/debugging this, I made a script that exports a mesh
to voxel data. Here's a test of grogan (www.kajimba.com) converted to voxels,
rendered as a volume: http://www.vimeo.com/2512028
The script is available here: http://mke3.net/projects/bpython/export_object_voxeldata.py
* Another smaller thing, brought back early ray termination (was disabled
previously for debugging) and made it user configurable. It now appears as a new
value in the volume material: 'Depth Cutoff'. For some background info on what
this does, check:
http://farsthary.wordpress.com/2008/12/11/cutting-down-render-times/
* Also some disabled work-in-progess code for light cache
2008-12-13 05:41:34 +00:00
|
|
|
case TEX_VOXELDATA:
|
|
|
|
retval= voxeldatatex(tex, texvec, texres);
|
|
|
|
break;
|
|
|
|
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
2004-06-30 18:54:09 +00:00
|
|
|
|
|
|
|
if (tex->flag & TEX_COLORBAND) {
|
|
|
|
float col[4];
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
if (do_colorband(tex->coba, texres->tin, col)) {
|
|
|
|
texres->talpha= 1;
|
|
|
|
texres->tr= col[0];
|
|
|
|
texres->tg= col[1];
|
|
|
|
texres->tb= col[2];
|
|
|
|
texres->ta= col[3];
|
2009-06-21 22:17:06 +00:00
|
|
|
retval |= TEX_RGB;
|
2004-06-30 18:54:09 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
return retval;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
|
2008-02-17 23:53:48 +00:00
|
|
|
/* Warning, if the texres's values are not declared zero, check the return value to be sure
|
|
|
|
* the color values are set before using the r/g/b values, otherwise you may use uninitialized values - Campbell */
|
2006-05-23 14:15:07 +00:00
|
|
|
int multitex_ext(Tex *tex, float *texvec, float *dxt, float *dyt, int osatex, TexResult *texres)
|
|
|
|
{
|
2008-11-12 22:03:11 +00:00
|
|
|
return multitex_thread(tex, texvec, dxt, dyt, osatex, texres, 0, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
int multitex_thread(Tex *tex, float *texvec, float *dxt, float *dyt, int osatex, TexResult *texres, short thread, short which_output)
|
|
|
|
{
|
2006-12-01 19:52:04 +00:00
|
|
|
if(tex==NULL) {
|
|
|
|
memset(texres, 0, sizeof(TexResult));
|
|
|
|
return 0;
|
|
|
|
}
|
2006-05-23 14:15:07 +00:00
|
|
|
|
|
|
|
/* Image requires 2d mapping conversion */
|
|
|
|
if(tex->type==TEX_IMAGE) {
|
|
|
|
MTex mtex;
|
|
|
|
float texvec_l[3], dxt_l[3], dyt_l[3];
|
|
|
|
|
|
|
|
mtex.mapping= MTEX_FLAT;
|
|
|
|
mtex.tex= tex;
|
|
|
|
mtex.object= NULL;
|
|
|
|
mtex.texco= TEXCO_ORCO;
|
|
|
|
|
|
|
|
VECCOPY(texvec_l, texvec);
|
2006-06-16 12:33:35 +00:00
|
|
|
if(dxt && dyt) {
|
|
|
|
VECCOPY(dxt_l, dxt);
|
|
|
|
VECCOPY(dyt_l, dyt);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
dxt_l[0]= dxt_l[1]= dxt_l[2]= 0.0f;
|
|
|
|
dyt_l[0]= dyt_l[1]= dyt_l[2]= 0.0f;
|
|
|
|
}
|
2006-05-23 14:15:07 +00:00
|
|
|
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
do_2d_mapping(&mtex, texvec_l, NULL, NULL, dxt_l, dyt_l);
|
2006-05-23 14:15:07 +00:00
|
|
|
|
2008-11-12 22:03:11 +00:00
|
|
|
return multitex(tex, texvec_l, dxt_l, dyt_l, osatex, texres, thread, which_output);
|
2006-05-23 14:15:07 +00:00
|
|
|
}
|
|
|
|
else
|
2008-11-12 22:03:11 +00:00
|
|
|
return multitex(tex, texvec, dxt, dyt, osatex, texres, thread, which_output);
|
2006-05-23 14:15:07 +00:00
|
|
|
}
|
|
|
|
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
|
2004-07-02 20:49:08 +00:00
|
|
|
/* in = destination, tex = texture, out = previous color */
|
|
|
|
/* fact = texture strength, facg = button strength value */
|
Particles
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
|
|
|
void texture_rgb_blend(float *in, float *tex, float *out, float fact, float facg, int blendtype)
|
2004-07-02 20:49:08 +00:00
|
|
|
{
|
2004-07-02 22:29:06 +00:00
|
|
|
float facm, col;
|
2004-07-02 20:49:08 +00:00
|
|
|
|
|
|
|
switch(blendtype) {
|
|
|
|
case MTEX_BLEND:
|
2004-07-14 18:18:21 +00:00
|
|
|
fact*= facg;
|
|
|
|
facm= 1.0-fact;
|
|
|
|
|
2004-07-02 20:49:08 +00:00
|
|
|
in[0]= (fact*tex[0] + facm*out[0]);
|
|
|
|
in[1]= (fact*tex[1] + facm*out[1]);
|
|
|
|
in[2]= (fact*tex[2] + facm*out[2]);
|
|
|
|
break;
|
2008-01-10 11:26:17 +00:00
|
|
|
|
2004-07-02 20:49:08 +00:00
|
|
|
case MTEX_MUL:
|
|
|
|
fact*= facg;
|
|
|
|
facm= 1.0-facg;
|
|
|
|
in[0]= (facm+fact*tex[0])*out[0];
|
|
|
|
in[1]= (facm+fact*tex[1])*out[1];
|
|
|
|
in[2]= (facm+fact*tex[2])*out[2];
|
|
|
|
break;
|
2004-07-02 22:29:06 +00:00
|
|
|
|
|
|
|
case MTEX_SCREEN:
|
|
|
|
fact*= facg;
|
|
|
|
facm= 1.0-facg;
|
Orange branch feature; Material Layering
(WIP, don't bugs for this in tracker yet please!)
- New Panel "Layers" in Material buttons, allows to add unlimited amount
of materials on top of each other.
- Every Layer is actually just another Material, which gets rendered/shaded
(including texture), and then added on top of previous layer with an
operation like Mix, Add, Mult, etc.
- Layers render fully independent, so bumpmaps are not passed on to next
layers.
- Per Layer you can set if it influences Diffuse, Specular or Alpha
- If a Material returns alpha (like from texture), the alpha value is
used for adding the layers too.
- New texture "Map To" channel allows to have a texture work on a Layer
- Each layer, including basis Material, can be turned on/off individually
Notes:
- at this moment, the full shading pass happens for each layer, including
shadow, AO and raytraced mirror or transparency...
- I had to remove old hacks from preview render, which corrected reflected
normals for preview texturing.
- still needs loadsa testing!
2005-12-04 14:32:21 +00:00
|
|
|
in[0]= 1.0 - (facm+fact*(1.0-tex[0])) * (1.0-out[0]);
|
|
|
|
in[1]= 1.0 - (facm+fact*(1.0-tex[1])) * (1.0-out[1]);
|
|
|
|
in[2]= 1.0 - (facm+fact*(1.0-tex[2])) * (1.0-out[2]);
|
2004-07-02 22:29:06 +00:00
|
|
|
break;
|
|
|
|
|
2007-12-03 16:06:34 +00:00
|
|
|
case MTEX_OVERLAY:
|
|
|
|
fact*= facg;
|
|
|
|
facm= 1.0-facg;
|
|
|
|
|
|
|
|
if(out[0] < 0.5f)
|
|
|
|
in[0] = out[0] * (facm + 2.0f*fact*tex[0]);
|
|
|
|
else
|
|
|
|
in[0] = 1.0f - (facm + 2.0f*fact*(1.0 - tex[0])) * (1.0 - out[0]);
|
|
|
|
if(out[1] < 0.5f)
|
|
|
|
in[1] = out[1] * (facm + 2.0f*fact*tex[1]);
|
|
|
|
else
|
|
|
|
in[1] = 1.0f - (facm + 2.0f*fact*(1.0 - tex[1])) * (1.0 - out[1]);
|
|
|
|
if(out[2] < 0.5f)
|
|
|
|
in[2] = out[2] * (facm + 2.0f*fact*tex[2]);
|
|
|
|
else
|
|
|
|
in[2] = 1.0f - (facm + 2.0f*fact*(1.0 - tex[2])) * (1.0 - out[2]);
|
|
|
|
break;
|
|
|
|
|
2004-07-02 20:49:08 +00:00
|
|
|
case MTEX_SUB:
|
|
|
|
fact= -fact;
|
|
|
|
case MTEX_ADD:
|
|
|
|
fact*= facg;
|
|
|
|
in[0]= (fact*tex[0] + out[0]);
|
|
|
|
in[1]= (fact*tex[1] + out[1]);
|
|
|
|
in[2]= (fact*tex[2] + out[2]);
|
2004-07-02 22:29:06 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case MTEX_DIV:
|
|
|
|
fact*= facg;
|
|
|
|
facm= 1.0-fact;
|
|
|
|
|
|
|
|
if(tex[0]!=0.0)
|
|
|
|
in[0]= facm*out[0] + fact*out[0]/tex[0];
|
|
|
|
if(tex[1]!=0.0)
|
|
|
|
in[1]= facm*out[1] + fact*out[1]/tex[1];
|
|
|
|
if(tex[2]!=0.0)
|
|
|
|
in[2]= facm*out[2] + fact*out[2]/tex[2];
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
case MTEX_DIFF:
|
|
|
|
fact*= facg;
|
|
|
|
facm= 1.0-fact;
|
|
|
|
in[0]= facm*out[0] + fact*fabs(tex[0]-out[0]);
|
|
|
|
in[1]= facm*out[1] + fact*fabs(tex[1]-out[1]);
|
|
|
|
in[2]= facm*out[2] + fact*fabs(tex[2]-out[2]);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case MTEX_DARK:
|
|
|
|
fact*= facg;
|
|
|
|
facm= 1.0-fact;
|
|
|
|
|
|
|
|
col= fact*tex[0];
|
|
|
|
if(col < out[0]) in[0]= col; else in[0]= out[0];
|
|
|
|
col= fact*tex[1];
|
|
|
|
if(col < out[1]) in[1]= col; else in[1]= out[1];
|
|
|
|
col= fact*tex[2];
|
|
|
|
if(col < out[2]) in[2]= col; else in[2]= out[2];
|
|
|
|
break;
|
|
|
|
|
|
|
|
case MTEX_LIGHT:
|
|
|
|
fact*= facg;
|
|
|
|
facm= 1.0-fact;
|
|
|
|
|
|
|
|
col= fact*tex[0];
|
|
|
|
if(col > out[0]) in[0]= col; else in[0]= out[0];
|
|
|
|
col= fact*tex[1];
|
|
|
|
if(col > out[1]) in[1]= col; else in[1]= out[1];
|
|
|
|
col= fact*tex[2];
|
|
|
|
if(col > out[2]) in[2]= col; else in[2]= out[2];
|
|
|
|
break;
|
2008-01-10 11:26:17 +00:00
|
|
|
|
|
|
|
case MTEX_BLEND_HUE:
|
|
|
|
fact*= facg;
|
|
|
|
VECCOPY(in, out);
|
|
|
|
ramp_blend(MA_RAMP_HUE, in, in+1, in+2, fact, tex);
|
|
|
|
break;
|
|
|
|
case MTEX_BLEND_SAT:
|
|
|
|
fact*= facg;
|
|
|
|
VECCOPY(in, out);
|
|
|
|
ramp_blend(MA_RAMP_SAT, in, in+1, in+2, fact, tex);
|
|
|
|
break;
|
|
|
|
case MTEX_BLEND_VAL:
|
|
|
|
fact*= facg;
|
|
|
|
VECCOPY(in, out);
|
|
|
|
ramp_blend(MA_RAMP_VAL, in, in+1, in+2, fact, tex);
|
|
|
|
break;
|
|
|
|
case MTEX_BLEND_COLOR:
|
|
|
|
fact*= facg;
|
|
|
|
VECCOPY(in, out);
|
|
|
|
ramp_blend(MA_RAMP_COLOR, in, in+1, in+2, fact, tex);
|
|
|
|
break;
|
2009-09-10 03:00:50 +00:00
|
|
|
case MTEX_SOFT_LIGHT:
|
|
|
|
fact*= facg;
|
|
|
|
VECCOPY(in, out);
|
|
|
|
ramp_blend(MA_RAMP_SOFT, in, in+1, in+2, fact, tex);
|
|
|
|
break;
|
|
|
|
case MTEX_LIN_LIGHT:
|
|
|
|
fact*= facg;
|
|
|
|
VECCOPY(in, out);
|
|
|
|
ramp_blend(MA_RAMP_LINEAR, in, in+1, in+2, fact, tex);
|
|
|
|
break;
|
2004-07-02 20:49:08 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
Particles
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
|
|
|
float texture_value_blend(float tex, float out, float fact, float facg, int blendtype, int flip)
|
2004-07-03 14:18:21 +00:00
|
|
|
{
|
2009-09-10 03:00:50 +00:00
|
|
|
float in=0.0, facm, col, scf;
|
2004-07-03 14:18:21 +00:00
|
|
|
|
|
|
|
fact*= facg;
|
|
|
|
facm= 1.0-fact;
|
|
|
|
if(flip) SWAP(float, fact, facm);
|
|
|
|
|
|
|
|
switch(blendtype) {
|
|
|
|
case MTEX_BLEND:
|
|
|
|
in= fact*tex + facm*out;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case MTEX_MUL:
|
|
|
|
facm= 1.0-facg;
|
|
|
|
in= (facm+fact*tex)*out;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case MTEX_SCREEN:
|
|
|
|
facm= 1.0-facg;
|
|
|
|
in= 1.0-(facm+fact*(1.0-tex))*(1.0-out);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case MTEX_SUB:
|
|
|
|
fact= -fact;
|
|
|
|
case MTEX_ADD:
|
|
|
|
in= fact*tex + out;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case MTEX_DIV:
|
|
|
|
if(tex!=0.0)
|
|
|
|
in= facm*out + fact*out/tex;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case MTEX_DIFF:
|
|
|
|
in= facm*out + fact*fabs(tex-out);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case MTEX_DARK:
|
|
|
|
col= fact*tex;
|
|
|
|
if(col < out) in= col; else in= out;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case MTEX_LIGHT:
|
|
|
|
col= fact*tex;
|
|
|
|
if(col > out) in= col; else in= out;
|
|
|
|
break;
|
2009-09-10 03:00:50 +00:00
|
|
|
|
|
|
|
case MTEX_SOFT_LIGHT:
|
|
|
|
col= fact*tex;
|
|
|
|
scf=1.0 - (1.0 - tex) * (1.0 - out);
|
|
|
|
in= facm*out + fact * ((1.0 - out) * tex * out) + (out * scf);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case MTEX_LIN_LIGHT:
|
|
|
|
if (tex > 0.5)
|
|
|
|
in = out + fact*(2*(tex - 0.5));
|
|
|
|
else
|
|
|
|
in = out + fact*(2*tex - 1);
|
|
|
|
break;
|
2004-07-03 14:18:21 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
return in;
|
|
|
|
}
|
|
|
|
|
2009-07-21 13:46:49 +00:00
|
|
|
static void texco_mapping(ShadeInput* shi, Tex* tex, MTex* mtex, float* co, float* dx, float* dy, float* texvec, float* dxt, float* dyt)
|
|
|
|
{
|
|
|
|
// new: first swap coords, then map, then trans/scale
|
|
|
|
if (tex->type == TEX_IMAGE) {
|
|
|
|
// placement
|
|
|
|
texvec[0] = mtex->projx ? co[mtex->projx - 1] : 0.f;
|
|
|
|
texvec[1] = mtex->projy ? co[mtex->projy - 1] : 0.f;
|
|
|
|
texvec[2] = mtex->projz ? co[mtex->projz - 1] : 0.f;
|
|
|
|
|
|
|
|
if (shi->osatex) {
|
|
|
|
if (mtex->projx) {
|
|
|
|
dxt[0] = dx[mtex->projx - 1];
|
|
|
|
dyt[0] = dy[mtex->projx - 1];
|
|
|
|
}
|
|
|
|
else dxt[0] = dyt[0] = 0.f;
|
|
|
|
if (mtex->projy) {
|
|
|
|
dxt[1] = dx[mtex->projy - 1];
|
|
|
|
dyt[1] = dy[mtex->projy - 1];
|
|
|
|
}
|
|
|
|
else dxt[1] = dyt[1] = 0.f;
|
|
|
|
if (mtex->projz) {
|
|
|
|
dxt[2] = dx[mtex->projz - 1];
|
|
|
|
dyt[2] = dy[mtex->projz - 1];
|
|
|
|
}
|
|
|
|
else dxt[2] = dyt[2] = 0.f;
|
|
|
|
}
|
|
|
|
do_2d_mapping(mtex, texvec, shi->vlr, shi->facenor, dxt, dyt);
|
|
|
|
|
|
|
|
// translate and scale
|
|
|
|
texvec[0] = mtex->size[0]*(texvec[0] - 0.5f) + mtex->ofs[0] + 0.5f;
|
|
|
|
texvec[1] = mtex->size[1]*(texvec[1] - 0.5f) + mtex->ofs[1] + 0.5f;
|
|
|
|
if (shi->osatex) {
|
|
|
|
dxt[0] = mtex->size[0]*dxt[0];
|
|
|
|
dxt[1] = mtex->size[1]*dxt[1];
|
|
|
|
dyt[0] = mtex->size[0]*dyt[0];
|
|
|
|
dyt[1] = mtex->size[1]*dyt[1];
|
|
|
|
}
|
|
|
|
|
|
|
|
/* problem: repeat-mirror is not a 'repeat' but 'extend' in imagetexture.c */
|
|
|
|
// TXF: bug was here, only modify texvec when repeat mode set, old code affected other modes too.
|
|
|
|
// New texfilters solve mirroring differently so that it also works correctly when
|
|
|
|
// textures are scaled (sizeXYZ) as well as repeated. See also modification in do_2d_mapping().
|
|
|
|
// (since currently only done in osa mode, results will look incorrect without osa TODO)
|
|
|
|
if (tex->extend == TEX_REPEAT && (tex->flag & TEX_REPEAT_XMIR)) {
|
2009-07-22 17:20:04 +00:00
|
|
|
if (tex->texfilter == TXF_BOX)
|
2009-07-21 13:46:49 +00:00
|
|
|
texvec[0] -= floorf(texvec[0]); // this line equivalent to old code, same below
|
|
|
|
else if (texvec[0] < 0.f || texvec[0] > 1.f) {
|
|
|
|
const float tx = 0.5f*texvec[0];
|
|
|
|
texvec[0] = 2.f*(tx - floorf(tx));
|
|
|
|
if (texvec[0] > 1.f) texvec[0] = 2.f - texvec[0];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (tex->extend == TEX_REPEAT && (tex->flag & TEX_REPEAT_YMIR)) {
|
2009-07-22 17:20:04 +00:00
|
|
|
if (tex->texfilter == TXF_BOX)
|
2009-07-21 13:46:49 +00:00
|
|
|
texvec[1] -= floorf(texvec[1]);
|
|
|
|
else if (texvec[1] < 0.f || texvec[1] > 1.f) {
|
|
|
|
const float ty = 0.5f*texvec[1];
|
|
|
|
texvec[1] = 2.f*(ty - floorf(ty));
|
|
|
|
if (texvec[1] > 1.f) texvec[1] = 2.f - texvec[1];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
else { // procedural
|
|
|
|
// placement
|
|
|
|
texvec[0] = mtex->size[0]*(mtex->projx ? (co[mtex->projx - 1] + mtex->ofs[0]) : mtex->ofs[0]);
|
|
|
|
texvec[1] = mtex->size[1]*(mtex->projy ? (co[mtex->projy - 1] + mtex->ofs[1]) : mtex->ofs[1]);
|
|
|
|
texvec[2] = mtex->size[2]*(mtex->projz ? (co[mtex->projz - 1] + mtex->ofs[2]) : mtex->ofs[2]);
|
|
|
|
|
|
|
|
if (shi->osatex) {
|
|
|
|
if (mtex->projx) {
|
|
|
|
dxt[0] = mtex->size[0]*dx[mtex->projx - 1];
|
|
|
|
dyt[0] = mtex->size[0]*dy[mtex->projx - 1];
|
|
|
|
}
|
|
|
|
else dxt[0] = 0.f;
|
|
|
|
if (mtex->projy) {
|
|
|
|
dxt[1] = mtex->size[1]*dx[mtex->projy - 1];
|
|
|
|
dyt[1] = mtex->size[1]*dy[mtex->projy - 1];
|
|
|
|
}
|
|
|
|
else dxt[1] = 0.f;
|
|
|
|
if (mtex->projz) {
|
|
|
|
dxt[2] = mtex->size[2]*dx[mtex->projz - 1];
|
|
|
|
dyt[2] = mtex->size[2]*dy[mtex->projz - 1];
|
|
|
|
}
|
|
|
|
else dxt[2]= 0.f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2004-07-03 14:18:21 +00:00
|
|
|
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
void do_material_tex(ShadeInput *shi)
|
|
|
|
{
|
|
|
|
MTex *mtex;
|
|
|
|
Tex *tex;
|
2006-12-01 19:52:04 +00:00
|
|
|
TexResult texres= {0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, NULL};
|
2004-07-02 22:29:06 +00:00
|
|
|
float *co = NULL, *dx = NULL, *dy = NULL;
|
2004-07-03 14:18:21 +00:00
|
|
|
float fact, facm, factt, facmm, stencilTin=1.0;
|
2007-09-17 06:11:06 +00:00
|
|
|
float texvec[3], dxt[3], dyt[3], tempvec[3], norvec[3], warpvec[3]={0.0f, 0.0f, 0.0f}, Tnor=1.0;
|
2004-12-07 17:46:14 +00:00
|
|
|
int tex_nr, rgbnor= 0, warpdone=0;
|
2009-09-24 12:27:20 +00:00
|
|
|
float nu[3] = {0,0,0}, nv[3] = {0,0,0}, nn[3] = {0,0,0}, dudnu = 1.f, dudnv = 0.f, dvdnu = 0.f, dvdnv = 1.f; // bump mapping
|
2009-07-21 13:46:49 +00:00
|
|
|
int nunvdone= 0;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
2006-12-07 16:48:15 +00:00
|
|
|
if (R.r.scemode & R_NO_TEX) return;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
/* here: test flag if there's a tex (todo) */
|
2009-07-21 13:46:49 +00:00
|
|
|
|
2004-12-04 21:49:02 +00:00
|
|
|
for(tex_nr=0; tex_nr<MAX_MTEX; tex_nr++) {
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
|
|
|
/* 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;
|
Particles
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
|
|
|
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
/* which coords */
|
|
|
|
if(mtex->texco==TEXCO_ORCO) {
|
2008-01-09 14:40:25 +00:00
|
|
|
if(mtex->texflag & MTEX_DUPLI_MAPTO) {
|
|
|
|
co= shi->duplilo; dx= dxt; dy= dyt;
|
|
|
|
dxt[0]= dxt[1]= dxt[2]= 0.0f;
|
|
|
|
dyt[0]= dyt[1]= dyt[2]= 0.0f;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
co= shi->lo; dx= shi->dxlo; dy= shi->dylo;
|
|
|
|
}
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
else if(mtex->texco==TEXCO_STICKY) {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
co= shi->sticky; dx= shi->dxsticky; dy= shi->dysticky;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
else if(mtex->texco==TEXCO_OBJECT) {
|
2004-12-05 21:49:13 +00:00
|
|
|
Object *ob= mtex->object;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
if(ob) {
|
|
|
|
co= tempvec;
|
|
|
|
dx= dxt;
|
|
|
|
dy= dyt;
|
|
|
|
VECCOPY(tempvec, shi->co);
|
2008-04-12 18:44:03 +00:00
|
|
|
if(mtex->texflag & MTEX_OB_DUPLI_ORIG)
|
|
|
|
if(shi->obi && shi->obi->duplitexmat)
|
2009-09-06 00:36:26 +00:00
|
|
|
Mat4MulVecfl(shi->obi->duplitexmat, tempvec);
|
|
|
|
Mat4MulVecfl(ob->imat, tempvec);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
if(shi->osatex) {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
VECCOPY(dxt, shi->dxco);
|
|
|
|
VECCOPY(dyt, shi->dyco);
|
2009-09-06 00:36:26 +00:00
|
|
|
Mat4Mul3Vecfl(ob->imat, dxt);
|
|
|
|
Mat4Mul3Vecfl(ob->imat, dyt);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* if object doesn't exist, do not use orcos (not initialized) */
|
|
|
|
co= shi->co;
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
dx= shi->dxco; dy= shi->dyco;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else if(mtex->texco==TEXCO_REFL) {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
co= shi->ref; dx= shi->dxref; dy= shi->dyref;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
else if(mtex->texco==TEXCO_NORM) {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
co= shi->orn; dx= shi->dxno; dy= shi->dyno;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
2005-12-09 15:14:32 +00:00
|
|
|
else if(mtex->texco==TEXCO_TANGENT) {
|
|
|
|
co= shi->tang; dx= shi->dxno; dy= shi->dyno;
|
|
|
|
}
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
else if(mtex->texco==TEXCO_GLOB) {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
co= shi->gl; dx= shi->dxco; dy= shi->dyco;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
else if(mtex->texco==TEXCO_UV) {
|
2008-01-09 14:40:25 +00:00
|
|
|
if(mtex->texflag & MTEX_DUPLI_MAPTO) {
|
|
|
|
co= shi->dupliuv; dx= dxt; dy= dyt;
|
|
|
|
dxt[0]= dxt[1]= dxt[2]= 0.0f;
|
|
|
|
dyt[0]= dyt[1]= dyt[2]= 0.0f;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
ShadeInputUV *suv= &shi->uv[shi->actuv];
|
2009-07-21 13:46:49 +00:00
|
|
|
int i = shi->actuv;
|
2008-01-09 14:40:25 +00:00
|
|
|
|
|
|
|
if(mtex->uvname[0] != 0) {
|
|
|
|
for(i = 0; i < shi->totuv; i++) {
|
|
|
|
if(strcmp(shi->uv[i].name, mtex->uvname)==0) {
|
|
|
|
suv= &shi->uv[i];
|
|
|
|
break;
|
|
|
|
}
|
2006-12-21 13:47:27 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2008-01-09 14:40:25 +00:00
|
|
|
co= suv->uv;
|
|
|
|
dx= suv->dxuv;
|
|
|
|
dy= suv->dyuv;
|
2009-07-21 13:46:49 +00:00
|
|
|
|
|
|
|
// uvmapping only, calculation of normal tangent u/v partial derivatives
|
|
|
|
// (should not be here, dudnu, dudnv, dvdnu & dvdnv should probably be part of ShadeInputUV struct,
|
|
|
|
// nu/nv in ShadeInput and this calculation should then move to shadeinput.c, shade_input_set_shade_texco() func.)
|
|
|
|
// NOTE: test for shi->obr->ob here, since vlr/obr/obi can be 'fake' when called from fastshade(), another reason to move it..
|
|
|
|
if ((mtex->texflag & MTEX_NEW_BUMP) && shi->obr && shi->obr->ob) {
|
|
|
|
if(mtex->mapto & (MAP_NORM|MAP_DISPLACE|MAP_WARP)) {
|
|
|
|
MTFace* tf = RE_vlakren_get_tface(shi->obr, shi->vlr, i, NULL, 0);
|
|
|
|
int j1 = shi->i1, j2 = shi->i2, j3 = shi->i3;
|
|
|
|
|
|
|
|
vlr_set_uv_indices(shi->vlr, &j1, &j2, &j3);
|
|
|
|
|
|
|
|
if (tf) {
|
|
|
|
float *uv1 = tf->uv[j1], *uv2 = tf->uv[j2], *uv3 = tf->uv[j3];
|
|
|
|
const float an[3] = {fabsf(nn[0]), fabsf(nn[1]), fabsf(nn[2])};
|
|
|
|
const int a1 = (an[0] > an[1] && an[0] > an[2]) ? 1 : 0;
|
|
|
|
const int a2 = (an[2] > an[0] && an[2] > an[1]) ? 1 : 2;
|
|
|
|
const float dp1_a1 = shi->v1->co[a1] - shi->v3->co[a1];
|
|
|
|
const float dp1_a2 = shi->v1->co[a2] - shi->v3->co[a2];
|
|
|
|
const float dp2_a1 = shi->v2->co[a1] - shi->v3->co[a1];
|
|
|
|
const float dp2_a2 = shi->v2->co[a2] - shi->v3->co[a2];
|
|
|
|
const float du1 = uv1[0] - uv3[0], du2 = uv2[0] - uv3[0];
|
|
|
|
const float dv1 = uv1[1] - uv3[1], dv2 = uv2[1] - uv3[1];
|
|
|
|
const float dpdu_a1 = dv2*dp1_a1 - dv1*dp2_a1;
|
|
|
|
const float dpdu_a2 = dv2*dp1_a2 - dv1*dp2_a2;
|
|
|
|
const float dpdv_a1 = du1*dp2_a1 - du2*dp1_a1;
|
|
|
|
const float dpdv_a2 = du1*dp2_a2 - du2*dp1_a2;
|
|
|
|
float d = dpdu_a1*dpdv_a2 - dpdv_a1*dpdu_a2;
|
|
|
|
float uvd = du1*dv2 - dv1*du2;
|
|
|
|
|
|
|
|
if (uvd == 0.f) uvd = 1e-5f;
|
|
|
|
if (d == 0.f) d = 1e-5f;
|
|
|
|
d = uvd / d;
|
|
|
|
|
|
|
|
dudnu = (dpdv_a2*nu[a1] - dpdv_a1*nu[a2])*d;
|
|
|
|
dvdnu = (dpdu_a1*nu[a2] - dpdu_a2*nu[a1])*d;
|
|
|
|
dudnv = (dpdv_a2*nv[a1] - dpdv_a1*nv[a2])*d;
|
|
|
|
dvdnv = (dpdu_a1*nv[a2] - dpdu_a2*nv[a1])*d;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2008-01-09 14:40:25 +00:00
|
|
|
}
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
else if(mtex->texco==TEXCO_WINDOW) {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
co= shi->winco; dx= shi->dxwin; dy= shi->dywin;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
2005-09-29 13:19:07 +00:00
|
|
|
else if(mtex->texco==TEXCO_STRAND) {
|
|
|
|
co= tempvec; dx= dxt; dy= dyt;
|
2008-01-17 19:27:16 +00:00
|
|
|
co[0]= shi->strandco;
|
2005-09-29 13:19:07 +00:00
|
|
|
co[1]= co[2]= 0.0f;
|
|
|
|
dx[0]= shi->dxstrand;
|
|
|
|
dx[1]= dx[2]= 0.0f;
|
|
|
|
dy[0]= shi->dystrand;
|
|
|
|
dy[1]= dy[2]= 0.0f;
|
|
|
|
}
|
2005-12-08 22:05:42 +00:00
|
|
|
else if(mtex->texco==TEXCO_STRESS) {
|
|
|
|
co= tempvec; dx= dxt; dy= dyt;
|
|
|
|
co[0]= shi->stress;
|
|
|
|
co[1]= co[2]= 0.0f;
|
|
|
|
dx[0]= 0.0f;
|
|
|
|
dx[1]= dx[2]= 0.0f;
|
|
|
|
dy[0]= 0.0f;
|
|
|
|
dy[1]= dy[2]= 0.0f;
|
|
|
|
}
|
2004-12-06 18:05:42 +00:00
|
|
|
else continue; // can happen when texco defines disappear and it renders old files
|
Particles
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
|
|
|
|
2009-07-21 13:46:49 +00:00
|
|
|
/* the pointer defines if bumping happens */
|
2004-12-07 17:46:14 +00:00
|
|
|
if(mtex->mapto & (MAP_NORM|MAP_DISPLACE|MAP_WARP)) {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres.nor= norvec;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
norvec[0]= norvec[1]= norvec[2]= 0.0;
|
|
|
|
}
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
else texres.nor= NULL;
|
2004-12-07 17:46:14 +00:00
|
|
|
|
|
|
|
if(warpdone) {
|
|
|
|
VECADD(tempvec, co, warpvec);
|
|
|
|
co= tempvec;
|
|
|
|
}
|
2004-01-10 12:41:47 +00:00
|
|
|
|
2009-07-21 13:46:49 +00:00
|
|
|
if(mtex->texflag & MTEX_NEW_BUMP) {
|
|
|
|
// compute ortho basis around normal
|
|
|
|
if(!nunvdone) {
|
|
|
|
// render normal is negated
|
|
|
|
nn[0] = -shi->vn[0];
|
|
|
|
nn[1] = -shi->vn[1];
|
|
|
|
nn[2] = -shi->vn[2];
|
|
|
|
VecOrthoBasisf(nn, nu, nv);
|
|
|
|
nunvdone= 1;
|
|
|
|
}
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
2009-07-21 13:46:49 +00:00
|
|
|
if(texres.nor) {
|
|
|
|
TexResult ttexr = {0, 0, 0, 0, 0, texres.talpha, NULL}; // temp TexResult
|
|
|
|
float tco[3], texv[3], cd, ud, vd, du, dv, idu, idv;
|
|
|
|
const int fromrgb = ((tex->type == TEX_IMAGE) || ((tex->flag & TEX_COLORBAND)!=0));
|
|
|
|
const float bf = 0.04f*Tnor*((mtex->maptoneg & MAP_NORM) ? -mtex->norfac : mtex->norfac);
|
|
|
|
// disable internal bump eval
|
|
|
|
float* nvec = texres.nor;
|
|
|
|
texres.nor = NULL;
|
|
|
|
// du & dv estimates, constant value defaults
|
|
|
|
du = dv = 0.01f;
|
|
|
|
|
|
|
|
// two methods, either constant based on main image resolution,
|
|
|
|
// (which also works without osa, though of course not always good (or even very bad) results),
|
|
|
|
// or based on tex derivative max values (osa only). Not sure which is best...
|
|
|
|
|
|
|
|
if (!shi->osatex && (tex->type == TEX_IMAGE) && tex->ima) {
|
|
|
|
// in case we have no proper derivatives, fall back to
|
|
|
|
// computing du/dv it based on image size
|
|
|
|
ImBuf* ibuf = BKE_image_get_ibuf(tex->ima, &tex->iuser);
|
|
|
|
if (ibuf) {
|
|
|
|
du = 1.f/(float)ibuf->x;
|
|
|
|
dv = 1.f/(float)ibuf->y;
|
|
|
|
}
|
2006-01-03 19:49:38 +00:00
|
|
|
}
|
2009-07-21 13:46:49 +00:00
|
|
|
else if (shi->osatex) {
|
|
|
|
// we have derivatives, can compute proper du/dv
|
|
|
|
if (tex->type == TEX_IMAGE) { // 2d image, use u & v max. of dx/dy 2d vecs
|
|
|
|
const float adx[2] = {fabsf(dx[0]), fabsf(dx[1])};
|
|
|
|
const float ady[2] = {fabsf(dy[0]), fabsf(dy[1])};
|
|
|
|
du = MAX2(adx[0], ady[0]);
|
|
|
|
dv = MAX2(adx[1], ady[1]);
|
|
|
|
}
|
|
|
|
else { // 3d procedural, estimate from all dx/dy elems
|
|
|
|
const float adx[3] = {fabsf(dx[0]), fabsf(dx[1]), fabsf(dx[2])};
|
|
|
|
const float ady[3] = {fabsf(dy[0]), fabsf(dy[1]), fabsf(dy[2])};
|
|
|
|
du = MAX3(adx[0], adx[1], adx[2]);
|
|
|
|
dv = MAX3(ady[1], ady[1], ady[2]);
|
|
|
|
}
|
2006-01-03 19:49:38 +00:00
|
|
|
}
|
2004-01-10 12:41:47 +00:00
|
|
|
|
2009-07-21 13:46:49 +00:00
|
|
|
// center, main return value
|
|
|
|
texco_mapping(shi, tex, mtex, co, dx, dy, texvec, dxt, dyt);
|
|
|
|
rgbnor = multitex(tex, texvec, dxt, dyt, shi->osatex, &texres, shi->thread, mtex->which_output);
|
|
|
|
cd = fromrgb ? (texres.tr + texres.tg + texres.tb)*0.33333333f : texres.tin;
|
|
|
|
|
|
|
|
if (mtex->texco == TEXCO_UV) {
|
|
|
|
// for the uv case, use the same value for both du/dv,
|
|
|
|
// since individually scaling the normal derivatives makes them useless...
|
|
|
|
du = MIN2(du, dv);
|
|
|
|
idu = (du < 1e-6f) ? bf : (bf/du);
|
|
|
|
|
|
|
|
// +u val
|
|
|
|
tco[0] = co[0] + dudnu*du;
|
|
|
|
tco[1] = co[1] + dvdnu*du;
|
|
|
|
tco[2] = 0.f;
|
|
|
|
texco_mapping(shi, tex, mtex, tco, dx, dy, texv, dxt, dyt);
|
|
|
|
multitex(tex, texv, dxt, dyt, shi->osatex, &ttexr, shi->thread, mtex->which_output);
|
|
|
|
ud = idu*(cd - (fromrgb ? (ttexr.tr + ttexr.tg + ttexr.tb)*0.33333333f : ttexr.tin));
|
|
|
|
|
|
|
|
// +v val
|
|
|
|
tco[0] = co[0] + dudnv*du;
|
|
|
|
tco[1] = co[1] + dvdnv*du;
|
|
|
|
tco[2] = 0.f;
|
|
|
|
texco_mapping(shi, tex, mtex, tco, dx, dy, texv, dxt, dyt);
|
|
|
|
multitex(tex, texv, dxt, dyt, shi->osatex, &ttexr, shi->thread, mtex->which_output);
|
|
|
|
vd = idu*(cd - (fromrgb ? (ttexr.tr + ttexr.tg + ttexr.tb)*0.33333333f : ttexr.tin));
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
float tu[3] = {nu[0], nu[1], nu[2]}, tv[3] = {nv[0], nv[1], nv[2]};
|
2004-01-10 12:41:47 +00:00
|
|
|
|
2009-07-21 13:46:49 +00:00
|
|
|
idu = (du < 1e-6f) ? bf : (bf/du);
|
|
|
|
idv = (dv < 1e-6f) ? bf : (bf/dv);
|
2004-01-10 12:41:47 +00:00
|
|
|
|
2009-07-21 13:46:49 +00:00
|
|
|
if ((mtex->texco == TEXCO_ORCO) && shi->obr && shi->obr->ob) {
|
|
|
|
Mat4Mul3Vecfl(shi->obr->ob->imat, tu);
|
|
|
|
Mat4Mul3Vecfl(shi->obr->ob->imat, tv);
|
|
|
|
Normalize(tu);
|
|
|
|
Normalize(tv);
|
|
|
|
}
|
|
|
|
else if (mtex->texco == TEXCO_GLOB) {
|
|
|
|
Mat4Mul3Vecfl(R.viewinv, tu);
|
|
|
|
Mat4Mul3Vecfl(R.viewinv, tv);
|
|
|
|
}
|
|
|
|
else if (mtex->texco == TEXCO_OBJECT && mtex->object) {
|
|
|
|
Mat4Mul3Vecfl(mtex->object->imat, tu);
|
|
|
|
Mat4Mul3Vecfl(mtex->object->imat, tv);
|
|
|
|
Normalize(tu);
|
|
|
|
Normalize(tv);
|
|
|
|
}
|
2004-01-10 12:41:47 +00:00
|
|
|
|
2009-07-21 13:46:49 +00:00
|
|
|
// +u val
|
|
|
|
tco[0] = co[0] + tu[0]*du;
|
|
|
|
tco[1] = co[1] + tu[1]*du;
|
|
|
|
tco[2] = co[2] + tu[2]*du;
|
|
|
|
texco_mapping(shi, tex, mtex, tco, dx, dy, texv, dxt, dyt);
|
|
|
|
multitex(tex, texv, dxt, dyt, shi->osatex, &ttexr, shi->thread, mtex->which_output);
|
|
|
|
ud = idu*(cd - (fromrgb ? (ttexr.tr + ttexr.tg + ttexr.tb)*0.33333333f : ttexr.tin));
|
|
|
|
|
|
|
|
// +v val
|
|
|
|
tco[0] = co[0] + tv[0]*dv;
|
|
|
|
tco[1] = co[1] + tv[1]*dv;
|
|
|
|
tco[2] = co[2] + tv[2]*dv;
|
|
|
|
texco_mapping(shi, tex, mtex, tco, dx, dy, texv, dxt, dyt);
|
|
|
|
multitex(tex, texv, dxt, dyt, shi->osatex, &ttexr, shi->thread, mtex->which_output);
|
|
|
|
vd = idv*(cd - (fromrgb ? (ttexr.tr + ttexr.tg + ttexr.tb)*0.33333333f : ttexr.tin));
|
2006-01-03 19:49:38 +00:00
|
|
|
}
|
2009-07-21 13:46:49 +00:00
|
|
|
|
|
|
|
// bumped normal
|
|
|
|
nu[0] += ud*nn[0];
|
|
|
|
nu[1] += ud*nn[1];
|
|
|
|
nu[2] += ud*nn[2];
|
|
|
|
nv[0] += vd*nn[0];
|
|
|
|
nv[1] += vd*nn[1];
|
|
|
|
nv[2] += vd*nn[2];
|
|
|
|
Crossf(nvec, nu, nv);
|
|
|
|
|
|
|
|
nvec[0] = -nvec[0];
|
|
|
|
nvec[1] = -nvec[1];
|
|
|
|
nvec[2] = -nvec[2];
|
|
|
|
texres.nor = nvec;
|
|
|
|
rgbnor |= TEX_NOR;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
texco_mapping(shi, tex, mtex, co, dx, dy, texvec, dxt, dyt);
|
|
|
|
rgbnor = multitex(tex, texvec, dxt, dyt, shi->osatex, &texres, shi->thread, mtex->which_output);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
}
|
2009-07-21 13:46:49 +00:00
|
|
|
else {
|
|
|
|
texco_mapping(shi, tex, mtex, co, dx, dy, texvec, dxt, dyt);
|
|
|
|
rgbnor = multitex(tex, texvec, dxt, dyt, shi->osatex, &texres, shi->thread, mtex->which_output);
|
|
|
|
}
|
2004-01-10 12:41:47 +00:00
|
|
|
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
/* texture output */
|
2004-01-10 12:41:47 +00:00
|
|
|
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
if( (rgbnor & TEX_RGB) && (mtex->texflag & MTEX_RGBTOINT)) {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres.tin= (0.35*texres.tr+0.45*texres.tg+0.2*texres.tb);
|
|
|
|
rgbnor-= TEX_RGB;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
if(mtex->texflag & MTEX_NEGATIVE) {
|
|
|
|
if(rgbnor & TEX_RGB) {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres.tr= 1.0-texres.tr;
|
|
|
|
texres.tg= 1.0-texres.tg;
|
|
|
|
texres.tb= 1.0-texres.tb;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres.tin= 1.0-texres.tin;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
if(mtex->texflag & MTEX_STENCIL) {
|
|
|
|
if(rgbnor & TEX_RGB) {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
fact= texres.ta;
|
|
|
|
texres.ta*= stencilTin;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
stencilTin*= fact;
|
|
|
|
}
|
|
|
|
else {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
fact= texres.tin;
|
|
|
|
texres.tin*= stencilTin;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
stencilTin*= fact;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
Tnor*= stencilTin;
|
|
|
|
}
|
2004-12-05 21:49:13 +00:00
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
if(texres.nor) {
|
2004-12-05 21:49:13 +00:00
|
|
|
if((rgbnor & TEX_NOR)==0) {
|
|
|
|
/* make our own normal */
|
|
|
|
if(rgbnor & TEX_RGB) {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres.nor[0]= texres.tr;
|
|
|
|
texres.nor[1]= texres.tg;
|
|
|
|
texres.nor[2]= texres.tb;
|
2004-12-05 21:49:13 +00:00
|
|
|
}
|
|
|
|
else {
|
2008-09-29 17:08:11 +00:00
|
|
|
float co_nor= 0.5*cos(texres.tin-0.5);
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
float si= 0.5*sin(texres.tin-0.5);
|
2004-12-05 21:49:13 +00:00
|
|
|
float f1, f2;
|
|
|
|
|
|
|
|
f1= shi->vn[0];
|
|
|
|
f2= shi->vn[1];
|
2008-09-29 17:08:11 +00:00
|
|
|
texres.nor[0]= f1*co_nor+f2*si;
|
|
|
|
texres.nor[1]= f2*co_nor-f1*si;
|
2004-12-05 21:49:13 +00:00
|
|
|
f1= shi->vn[1];
|
|
|
|
f2= shi->vn[2];
|
2008-09-29 17:08:11 +00:00
|
|
|
texres.nor[1]= f1*co_nor+f2*si;
|
|
|
|
texres.nor[2]= f2*co_nor-f1*si;
|
2004-12-05 21:49:13 +00:00
|
|
|
}
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
2004-12-07 17:46:14 +00:00
|
|
|
// warping, local space
|
|
|
|
if(mtex->mapto & MAP_WARP) {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
warpvec[0]= mtex->warpfac*texres.nor[0];
|
|
|
|
warpvec[1]= mtex->warpfac*texres.nor[1];
|
|
|
|
warpvec[2]= mtex->warpfac*texres.nor[2];
|
2004-12-07 17:46:14 +00:00
|
|
|
warpdone= 1;
|
|
|
|
}
|
2005-11-21 22:47:23 +00:00
|
|
|
#if 0
|
2005-04-12 11:45:06 +00:00
|
|
|
if(mtex->texflag & MTEX_VIEWSPACE) {
|
|
|
|
// rotate to global coords
|
|
|
|
if(mtex->texco==TEXCO_ORCO || mtex->texco==TEXCO_UV) {
|
2009-07-21 13:46:49 +00:00
|
|
|
if(shi->vlr && shi->obr && shi->obr->ob) {
|
2007-04-04 13:18:41 +00:00
|
|
|
float len= Normalize(texres.nor);
|
2005-03-07 12:41:23 +00:00
|
|
|
// can be optimized... (ton)
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
Mat4Mul3Vecfl(shi->obr->ob->obmat, texres.nor);
|
2005-03-07 12:41:23 +00:00
|
|
|
Mat4Mul3Vecfl(R.viewmat, texres.nor);
|
2007-04-04 13:18:41 +00:00
|
|
|
Normalize(texres.nor);
|
2005-03-07 12:41:23 +00:00
|
|
|
VecMulf(texres.nor, len);
|
|
|
|
}
|
2004-12-05 21:49:13 +00:00
|
|
|
}
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
2005-11-21 22:47:23 +00:00
|
|
|
#endif
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* mapping */
|
|
|
|
if(mtex->mapto & (MAP_COL+MAP_COLSPEC+MAP_COLMIR)) {
|
2005-10-11 20:47:45 +00:00
|
|
|
float tcol[3], colfac;
|
|
|
|
|
|
|
|
/* stencil maps on the texture control slider, not texture intensity value */
|
|
|
|
colfac= mtex->colfac*stencilTin;
|
2004-07-02 20:49:08 +00:00
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
tcol[0]=texres.tr; tcol[1]=texres.tg; tcol[2]=texres.tb;
|
2004-07-02 20:49:08 +00:00
|
|
|
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
if((rgbnor & TEX_RGB)==0) {
|
2004-07-02 20:49:08 +00:00
|
|
|
tcol[0]= mtex->r;
|
|
|
|
tcol[1]= mtex->g;
|
|
|
|
tcol[2]= mtex->b;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
else if(mtex->mapto & MAP_ALPHA) {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres.tin= stencilTin;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
else texres.tin= texres.ta;
|
2004-07-02 20:49:08 +00:00
|
|
|
|
2009-07-17 02:43:15 +00:00
|
|
|
/* inverse gamma correction */
|
|
|
|
if (R.r.color_mgt_flag & R_COLOR_MANAGEMENT) {
|
|
|
|
color_manage_linearize(tcol, tcol);
|
|
|
|
}
|
|
|
|
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
if(mtex->mapto & MAP_COL) {
|
2005-10-11 20:47:45 +00:00
|
|
|
texture_rgb_blend(&shi->r, tcol, &shi->r, texres.tin, colfac, mtex->blendtype);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
if(mtex->mapto & MAP_COLSPEC) {
|
2005-10-11 20:47:45 +00:00
|
|
|
texture_rgb_blend(&shi->specr, tcol, &shi->specr, texres.tin, colfac, mtex->blendtype);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
if(mtex->mapto & MAP_COLMIR) {
|
2004-07-02 20:49:08 +00:00
|
|
|
// exception for envmap only
|
|
|
|
if(tex->type==TEX_ENVMAP && mtex->blendtype==MTEX_BLEND) {
|
2006-07-02 10:42:29 +00:00
|
|
|
fact= texres.tin*colfac;
|
2004-07-02 20:49:08 +00:00
|
|
|
facm= 1.0- fact;
|
|
|
|
shi->refcol[0]= fact + facm*shi->refcol[0];
|
|
|
|
shi->refcol[1]= fact*tcol[0] + facm*shi->refcol[1];
|
|
|
|
shi->refcol[2]= fact*tcol[1] + facm*shi->refcol[2];
|
|
|
|
shi->refcol[3]= fact*tcol[2] + facm*shi->refcol[3];
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
else {
|
2005-10-11 20:47:45 +00:00
|
|
|
texture_rgb_blend(&shi->mirr, tcol, &shi->mirr, texres.tin, colfac, mtex->blendtype);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if( (mtex->mapto & MAP_NORM) ) {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
if(texres.nor) {
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
if(mtex->maptoneg & MAP_NORM) tex->norfac= -mtex->norfac;
|
|
|
|
else tex->norfac= mtex->norfac;
|
|
|
|
|
2004-12-05 21:49:13 +00:00
|
|
|
/* we need to code blending modes for normals too once.. now 1 exception hardcoded */
|
|
|
|
|
2006-09-05 13:28:59 +00:00
|
|
|
if ((tex->type==TEX_IMAGE) && (tex->imaflag & TEX_NORMALMAP)) {
|
|
|
|
/* qdn: for normalmaps, to invert the normalmap vector,
|
|
|
|
it is better to negate x & y instead of subtracting the vector as was done before */
|
|
|
|
tex->norfac = mtex->norfac;
|
|
|
|
if (mtex->maptoneg & MAP_NORM) {
|
|
|
|
texres.nor[0] = -texres.nor[0];
|
|
|
|
texres.nor[1] = -texres.nor[1];
|
|
|
|
}
|
|
|
|
fact = Tnor*tex->norfac;
|
|
|
|
if (fact>1.f) fact = 1.f;
|
|
|
|
facm = 1.f-fact;
|
2007-11-28 22:21:12 +00:00
|
|
|
if(mtex->normapspace == MTEX_NSPACE_TANGENT) {
|
2006-09-05 13:28:59 +00:00
|
|
|
/* qdn: tangent space */
|
|
|
|
float B[3], tv[3];
|
2008-03-07 15:38:56 +00:00
|
|
|
Crossf(B, shi->vn, shi->nmaptang); /* bitangent */
|
2006-09-05 13:28:59 +00:00
|
|
|
/* transform norvec from tangent space to object surface in camera space */
|
2008-03-07 15:38:56 +00:00
|
|
|
tv[0] = texres.nor[0]*shi->nmaptang[0] + texres.nor[1]*B[0] + texres.nor[2]*shi->vn[0];
|
|
|
|
tv[1] = texres.nor[0]*shi->nmaptang[1] + texres.nor[1]*B[1] + texres.nor[2]*shi->vn[1];
|
|
|
|
tv[2] = texres.nor[0]*shi->nmaptang[2] + texres.nor[1]*B[2] + texres.nor[2]*shi->vn[2];
|
2006-09-05 13:28:59 +00:00
|
|
|
shi->vn[0]= facm*shi->vn[0] + fact*tv[0];
|
|
|
|
shi->vn[1]= facm*shi->vn[1] + fact*tv[1];
|
|
|
|
shi->vn[2]= facm*shi->vn[2] + fact*tv[2];
|
2005-12-09 15:14:32 +00:00
|
|
|
}
|
|
|
|
else {
|
2007-11-28 22:21:12 +00:00
|
|
|
float nor[3];
|
|
|
|
|
|
|
|
VECCOPY(nor, texres.nor);
|
|
|
|
|
|
|
|
if(mtex->normapspace == MTEX_NSPACE_CAMERA);
|
|
|
|
else if(mtex->normapspace == MTEX_NSPACE_WORLD) {
|
|
|
|
Mat4Mul3Vecfl(R.viewmat, nor);
|
|
|
|
}
|
|
|
|
else if(mtex->normapspace == MTEX_NSPACE_OBJECT) {
|
2008-01-21 23:17:19 +00:00
|
|
|
if(shi->obr && shi->obr->ob)
|
|
|
|
Mat4Mul3Vecfl(shi->obr->ob->obmat, nor);
|
2007-11-28 22:21:12 +00:00
|
|
|
Mat4Mul3Vecfl(R.viewmat, nor);
|
|
|
|
}
|
|
|
|
|
|
|
|
Normalize(nor);
|
|
|
|
|
2006-09-05 13:28:59 +00:00
|
|
|
/* qdn: worldspace */
|
2007-11-28 22:21:12 +00:00
|
|
|
shi->vn[0]= facm*shi->vn[0] + fact*nor[0];
|
|
|
|
shi->vn[1]= facm*shi->vn[1] + fact*nor[1];
|
|
|
|
shi->vn[2]= facm*shi->vn[2] + fact*nor[2];
|
2005-12-09 15:14:32 +00:00
|
|
|
}
|
2004-12-05 21:49:13 +00:00
|
|
|
}
|
|
|
|
else {
|
2009-07-21 13:46:49 +00:00
|
|
|
if (mtex->texflag & MTEX_NEW_BUMP) {
|
|
|
|
shi->vn[0] = texres.nor[0];
|
|
|
|
shi->vn[1] = texres.nor[1];
|
|
|
|
shi->vn[2] = texres.nor[2];
|
2005-12-09 15:14:32 +00:00
|
|
|
}
|
2009-07-21 13:46:49 +00:00
|
|
|
else {
|
|
|
|
float nor[3], dot;
|
|
|
|
|
|
|
|
if(shi->mat->mode & MA_TANGENT_V) {
|
|
|
|
shi->tang[0]+= Tnor*tex->norfac*texres.nor[0];
|
|
|
|
shi->tang[1]+= Tnor*tex->norfac*texres.nor[1];
|
|
|
|
shi->tang[2]+= Tnor*tex->norfac*texres.nor[2];
|
|
|
|
}
|
|
|
|
|
|
|
|
/* prevent bump to become negative normal */
|
|
|
|
nor[0]= Tnor*tex->norfac*texres.nor[0];
|
|
|
|
nor[1]= Tnor*tex->norfac*texres.nor[1];
|
|
|
|
nor[2]= Tnor*tex->norfac*texres.nor[2];
|
|
|
|
|
|
|
|
dot= 0.5f + 0.5f*INPR(nor, shi->vn);
|
|
|
|
|
|
|
|
shi->vn[0]+= dot*nor[0];
|
|
|
|
shi->vn[1]+= dot*nor[1];
|
|
|
|
shi->vn[2]+= dot*nor[2];
|
|
|
|
}
|
|
|
|
}
|
2007-04-04 13:18:41 +00:00
|
|
|
Normalize(shi->vn);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
|
|
|
/* this makes sure the bump is passed on to the next texture */
|
2004-12-06 18:05:42 +00:00
|
|
|
shi->orn[0]= -shi->vn[0];
|
|
|
|
shi->orn[1]= -shi->vn[1];
|
|
|
|
shi->orn[2]= -shi->vn[2];
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
|
|
|
/* reflection vector */
|
|
|
|
calc_R_ref(shi);
|
|
|
|
}
|
|
|
|
}
|
2004-01-10 12:41:47 +00:00
|
|
|
|
Displacement map
- changed code to make use of actual textures, not the hackish
'externtex', which is only for tools
- added a 'displacement' vector in ShadeInput, and moved calculation of
displacement vector to texture.c itself. So it works with stencil, but
also for options as 'add', 'mult' and 'sub'.
- for RGB textures it uses the brightness value of color for displace
- for stucci, and plugin textures returning a normal, it uses that
- Also: wrote call in end of preparing renderfaces, to split non-flat
quad faces in triangles. gives a lot fewer errors in displace textures,
but also raytracing irregular subsurfs goes better now.
- texture mapping that works for displace: orco, sticky, global, obj, normal.
UV not yet. Reflection-displace? uhh! :)
2004-01-05 20:25:07 +00:00
|
|
|
if( mtex->mapto & MAP_DISPLACE ) {
|
2004-01-10 23:00:52 +00:00
|
|
|
/* Now that most textures offer both Nor and Intensity, allow */
|
2004-01-11 00:39:17 +00:00
|
|
|
/* both to work, and let user select with slider. */
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
if(texres.nor) {
|
2004-01-10 23:00:52 +00:00
|
|
|
if(mtex->maptoneg & MAP_DISPLACE) tex->norfac= -mtex->norfac;
|
|
|
|
else tex->norfac= mtex->norfac;
|
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
shi->displace[0]+= 0.2f*Tnor*tex->norfac*texres.nor[0];
|
|
|
|
shi->displace[1]+= 0.2f*Tnor*tex->norfac*texres.nor[1];
|
|
|
|
shi->displace[2]+= 0.2f*Tnor*tex->norfac*texres.nor[2];
|
2004-01-10 23:00:52 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if(rgbnor & TEX_RGB) {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
if(texres.talpha) texres.tin= texres.ta;
|
2005-11-11 10:14:27 +00:00
|
|
|
else texres.tin= (0.35f*texres.tr+0.45f*texres.tg+0.2f*texres.tb);
|
Displacement map
- changed code to make use of actual textures, not the hackish
'externtex', which is only for tools
- added a 'displacement' vector in ShadeInput, and moved calculation of
displacement vector to texture.c itself. So it works with stencil, but
also for options as 'add', 'mult' and 'sub'.
- for RGB textures it uses the brightness value of color for displace
- for stucci, and plugin textures returning a normal, it uses that
- Also: wrote call in end of preparing renderfaces, to split non-flat
quad faces in triangles. gives a lot fewer errors in displace textures,
but also raytracing irregular subsurfs goes better now.
- texture mapping that works for displace: orco, sticky, global, obj, normal.
UV not yet. Reflection-displace? uhh! :)
2004-01-05 20:25:07 +00:00
|
|
|
}
|
2004-01-05 23:33:22 +00:00
|
|
|
|
2004-01-10 23:00:52 +00:00
|
|
|
if(mtex->maptoneg & MAP_DISPLACE) {
|
2006-06-25 16:54:06 +00:00
|
|
|
factt= (texres.tin-0.5f)*mtex->dispfac*stencilTin; facmm= 1.0f-factt;
|
2004-01-10 23:00:52 +00:00
|
|
|
}
|
|
|
|
else {
|
2006-06-25 16:54:06 +00:00
|
|
|
factt= (0.5f-texres.tin)*mtex->dispfac*stencilTin; facmm= 1.0f-factt;
|
2004-01-10 23:00:52 +00:00
|
|
|
}
|
2004-01-10 12:41:47 +00:00
|
|
|
|
2004-01-10 23:00:52 +00:00
|
|
|
if(mtex->blendtype==MTEX_BLEND) {
|
|
|
|
shi->displace[0]= factt*shi->vn[0] + facmm*shi->displace[0];
|
|
|
|
shi->displace[1]= factt*shi->vn[1] + facmm*shi->displace[1];
|
|
|
|
shi->displace[2]= factt*shi->vn[2] + facmm*shi->displace[2];
|
|
|
|
}
|
|
|
|
else if(mtex->blendtype==MTEX_MUL) {
|
|
|
|
shi->displace[0]*= factt*shi->vn[0];
|
|
|
|
shi->displace[1]*= factt*shi->vn[1];
|
|
|
|
shi->displace[2]*= factt*shi->vn[2];
|
|
|
|
}
|
|
|
|
else { /* add or sub */
|
|
|
|
if(mtex->blendtype==MTEX_SUB) factt= -factt;
|
|
|
|
else factt= factt;
|
|
|
|
shi->displace[0]+= factt*shi->vn[0];
|
|
|
|
shi->displace[1]+= factt*shi->vn[1];
|
|
|
|
shi->displace[2]+= factt*shi->vn[2];
|
Displacement map
- changed code to make use of actual textures, not the hackish
'externtex', which is only for tools
- added a 'displacement' vector in ShadeInput, and moved calculation of
displacement vector to texture.c itself. So it works with stencil, but
also for options as 'add', 'mult' and 'sub'.
- for RGB textures it uses the brightness value of color for displace
- for stucci, and plugin textures returning a normal, it uses that
- Also: wrote call in end of preparing renderfaces, to split non-flat
quad faces in triangles. gives a lot fewer errors in displace textures,
but also raytracing irregular subsurfs goes better now.
- texture mapping that works for displace: orco, sticky, global, obj, normal.
UV not yet. Reflection-displace? uhh! :)
2004-01-05 20:25:07 +00:00
|
|
|
}
|
|
|
|
}
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
|
|
|
if(mtex->mapto & MAP_VARS) {
|
2005-10-11 20:47:45 +00:00
|
|
|
/* stencil maps on the texture control slider, not texture intensity value */
|
|
|
|
float varfac= mtex->varfac*stencilTin;
|
|
|
|
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
if(rgbnor & TEX_RGB) {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
if(texres.talpha) texres.tin= texres.ta;
|
|
|
|
else texres.tin= (0.35*texres.tr+0.45*texres.tg+0.2*texres.tb);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
2004-01-10 12:41:47 +00:00
|
|
|
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
if(mtex->mapto & MAP_REF) {
|
2004-07-03 14:18:21 +00:00
|
|
|
int flip= mtex->maptoneg & MAP_REF;
|
2004-01-10 12:41:47 +00:00
|
|
|
|
2005-10-11 20:47:45 +00:00
|
|
|
shi->refl= texture_value_blend(mtex->def_var, shi->refl, texres.tin, varfac, mtex->blendtype, flip);
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
if(shi->refl<0.0) shi->refl= 0.0;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
if(mtex->mapto & MAP_SPEC) {
|
2004-07-03 14:18:21 +00:00
|
|
|
int flip= mtex->maptoneg & MAP_SPEC;
|
|
|
|
|
2005-10-11 20:47:45 +00:00
|
|
|
shi->spec= texture_value_blend(mtex->def_var, shi->spec, texres.tin, varfac, mtex->blendtype, flip);
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
if(shi->spec<0.0) shi->spec= 0.0;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
if(mtex->mapto & MAP_EMIT) {
|
2004-07-03 14:18:21 +00:00
|
|
|
int flip= mtex->maptoneg & MAP_EMIT;
|
2004-01-10 12:41:47 +00:00
|
|
|
|
2005-10-11 20:47:45 +00:00
|
|
|
shi->emit= texture_value_blend(mtex->def_var, shi->emit, texres.tin, varfac, mtex->blendtype, flip);
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
if(shi->emit<0.0) shi->emit= 0.0;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
if(mtex->mapto & MAP_ALPHA) {
|
2004-07-03 14:18:21 +00:00
|
|
|
int flip= mtex->maptoneg & MAP_ALPHA;
|
2004-01-10 12:41:47 +00:00
|
|
|
|
2005-10-11 20:47:45 +00:00
|
|
|
shi->alpha= texture_value_blend(mtex->def_var, shi->alpha, texres.tin, varfac, mtex->blendtype, flip);
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
if(shi->alpha<0.0) shi->alpha= 0.0;
|
|
|
|
else if(shi->alpha>1.0) shi->alpha= 1.0;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
if(mtex->mapto & MAP_HAR) {
|
2004-07-03 14:18:21 +00:00
|
|
|
int flip= mtex->maptoneg & MAP_HAR;
|
|
|
|
float har; // have to map to 0-1
|
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
har= ((float)shi->har)/128.0;
|
2005-10-11 20:47:45 +00:00
|
|
|
har= 128.0*texture_value_blend(mtex->def_var, har, texres.tin, varfac, mtex->blendtype, flip);
|
2004-07-03 14:18:21 +00:00
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
if(har<1.0) shi->har= 1;
|
|
|
|
else if(har>511.0) shi->har= 511;
|
|
|
|
else shi->har= (int)har;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
if(mtex->mapto & MAP_RAYMIRR) {
|
2004-07-03 14:18:21 +00:00
|
|
|
int flip= mtex->maptoneg & MAP_RAYMIRR;
|
2004-01-10 12:41:47 +00:00
|
|
|
|
2005-10-11 20:47:45 +00:00
|
|
|
shi->ray_mirror= texture_value_blend(mtex->def_var, shi->ray_mirror, texres.tin, varfac, mtex->blendtype, flip);
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
if(shi->ray_mirror<0.0) shi->ray_mirror= 0.0;
|
|
|
|
else if(shi->ray_mirror>1.0) shi->ray_mirror= 1.0;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
if(mtex->mapto & MAP_TRANSLU) {
|
2004-07-03 14:18:21 +00:00
|
|
|
int flip= mtex->maptoneg & MAP_TRANSLU;
|
2004-01-10 12:41:47 +00:00
|
|
|
|
2005-10-11 20:47:45 +00:00
|
|
|
shi->translucency= texture_value_blend(mtex->def_var, shi->translucency, texres.tin, varfac, mtex->blendtype, flip);
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
if(shi->translucency<0.0) shi->translucency= 0.0;
|
|
|
|
else if(shi->translucency>1.0) shi->translucency= 1.0;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
Orange branch feature; Material Layering
(WIP, don't bugs for this in tracker yet please!)
- New Panel "Layers" in Material buttons, allows to add unlimited amount
of materials on top of each other.
- Every Layer is actually just another Material, which gets rendered/shaded
(including texture), and then added on top of previous layer with an
operation like Mix, Add, Mult, etc.
- Layers render fully independent, so bumpmaps are not passed on to next
layers.
- Per Layer you can set if it influences Diffuse, Specular or Alpha
- If a Material returns alpha (like from texture), the alpha value is
used for adding the layers too.
- New texture "Map To" channel allows to have a texture work on a Layer
- Each layer, including basis Material, can be turned on/off individually
Notes:
- at this moment, the full shading pass happens for each layer, including
shadow, AO and raytraced mirror or transparency...
- I had to remove old hacks from preview render, which corrected reflected
normals for preview texturing.
- still needs loadsa testing!
2005-12-04 14:32:21 +00:00
|
|
|
if(mtex->mapto & MAP_LAYER) {
|
|
|
|
int flip= mtex->maptoneg & MAP_LAYER;
|
|
|
|
|
|
|
|
shi->layerfac= texture_value_blend(mtex->def_var, shi->layerfac, texres.tin, varfac, mtex->blendtype, flip);
|
|
|
|
if(shi->layerfac<0.0) shi->layerfac= 0.0;
|
|
|
|
else if(shi->layerfac>1.0) shi->layerfac= 1.0;
|
|
|
|
}
|
2004-04-26 16:49:05 +00:00
|
|
|
if(mtex->mapto & MAP_AMB) {
|
2004-07-03 14:18:21 +00:00
|
|
|
int flip= mtex->maptoneg & MAP_AMB;
|
2004-04-26 16:49:05 +00:00
|
|
|
|
2005-10-11 20:47:45 +00:00
|
|
|
shi->amb= texture_value_blend(mtex->def_var, shi->amb, texres.tin, varfac, mtex->blendtype, flip);
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
if(shi->amb<0.0) shi->amb= 0.0;
|
|
|
|
else if(shi->amb>1.0) shi->amb= 1.0;
|
2009-06-08 20:08:19 +00:00
|
|
|
|
|
|
|
shi->ambr= shi->amb*R.wrld.ambr;
|
|
|
|
shi->ambg= shi->amb*R.wrld.ambg;
|
|
|
|
shi->ambb= shi->amb*R.wrld.ambb;
|
2004-04-26 16:49:05 +00:00
|
|
|
}
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2009-08-13 05:21:25 +00:00
|
|
|
|
|
|
|
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)
|
2009-09-06 00:36:26 +00:00
|
|
|
Mat4MulVecfl(shi->obi->duplitexmat, co);
|
2009-08-13 05:21:25 +00:00
|
|
|
}
|
2009-09-06 00:36:26 +00:00
|
|
|
Mat4MulVecfl(ob->imat, co);
|
2009-08-13 05:21:25 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
/* 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);
|
2009-09-06 00:36:26 +00:00
|
|
|
Mat4MulVecfl(ob->imat, co);
|
2009-08-13 05:21:25 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else if(mtex->texco==TEXCO_GLOB) {
|
|
|
|
VECCOPY(co, xyz);
|
2009-09-06 00:36:26 +00:00
|
|
|
Mat4MulVecfl(R.viewinv, co);
|
2009-08-13 05:21:25 +00:00
|
|
|
}
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
Rework of volume shading
After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through.
Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use.
There's more detailed information and example images here:
http://wiki.blender.org/index.php/User:Broken/VolumeRendering
Also did some tweaks/optimisation:
* Removed shading step size (was a bit annoying, if it comes back, it will be in a different form)
* Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...)
* Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly
* Enabled voxeldata texture in preview render
* Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff)
More revisions to come later...
2009-09-29 22:01:32 +00:00
|
|
|
if((mapto_flag & (MAP_EMISSION_COL+MAP_TRANSMISSION_COL+MAP_REFLECTION_COL)) && (mtex->mapto & (MAP_EMISSION_COL+MAP_TRANSMISSION_COL+MAP_REFLECTION_COL))) {
|
2009-08-13 05:21:25 +00:00
|
|
|
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 */
|
2009-08-16 06:10:31 +00:00
|
|
|
if((mapto_flag & MAP_EMISSION_COL) && (mtex->mapto & MAP_EMISSION_COL)) {
|
2009-08-13 05:21:25 +00:00
|
|
|
texture_rgb_blend(col, tcol, col, texres.tin, colfac, mtex->blendtype);
|
|
|
|
}
|
|
|
|
|
Rework of volume shading
After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through.
Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use.
There's more detailed information and example images here:
http://wiki.blender.org/index.php/User:Broken/VolumeRendering
Also did some tweaks/optimisation:
* Removed shading step size (was a bit annoying, if it comes back, it will be in a different form)
* Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...)
* Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly
* Enabled voxeldata texture in preview render
* Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff)
More revisions to come later...
2009-09-29 22:01:32 +00:00
|
|
|
if((mapto_flag & MAP_REFLECTION_COL) && (mtex->mapto & MAP_REFLECTION_COL)) {
|
|
|
|
texture_rgb_blend(col, tcol, col, texres.tin, colfac, mtex->blendtype);
|
|
|
|
}
|
|
|
|
|
|
|
|
if((mapto_flag & MAP_TRANSMISSION_COL) && (mtex->mapto & MAP_TRANSMISSION_COL)) {
|
2009-08-13 05:21:25 +00:00
|
|
|
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);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2009-08-16 06:10:31 +00:00
|
|
|
if((mapto_flag & MAP_EMISSION) && (mtex->mapto & MAP_EMISSION)) {
|
|
|
|
int flip= mtex->maptoneg & MAP_EMISSION;
|
2009-08-13 05:21:25 +00:00
|
|
|
|
|
|
|
*val = texture_value_blend(mtex->def_var, *val, texres.tin, varfac, mtex->blendtype, flip);
|
|
|
|
if(*val<0.0) *val= 0.0;
|
|
|
|
}
|
2009-08-16 06:10:31 +00:00
|
|
|
if((mapto_flag & MAP_DENSITY) && (mtex->mapto & MAP_DENSITY)) {
|
|
|
|
int flip= mtex->maptoneg & MAP_DENSITY;
|
2009-08-13 05:21:25 +00:00
|
|
|
|
2009-08-16 06:10:31 +00:00
|
|
|
*val = texture_value_blend(mtex->def_var, *val, texres.tin, varfac, mtex->blendtype, flip);
|
|
|
|
CLAMP(*val, 0.0, 1.0);
|
|
|
|
}
|
Rework of volume shading
After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through.
Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use.
There's more detailed information and example images here:
http://wiki.blender.org/index.php/User:Broken/VolumeRendering
Also did some tweaks/optimisation:
* Removed shading step size (was a bit annoying, if it comes back, it will be in a different form)
* Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...)
* Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly
* Enabled voxeldata texture in preview render
* Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff)
More revisions to come later...
2009-09-29 22:01:32 +00:00
|
|
|
if((mapto_flag & MAP_SCATTERING) && (mtex->mapto & MAP_SCATTERING)) {
|
|
|
|
int flip= mtex->maptoneg & MAP_SCATTERING;
|
2009-08-16 06:10:31 +00:00
|
|
|
|
|
|
|
*val = texture_value_blend(mtex->def_var, *val, texres.tin, varfac, mtex->blendtype, flip);
|
|
|
|
CLAMP(*val, 0.0, 1.0);
|
|
|
|
}
|
Rework of volume shading
After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through.
Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use.
There's more detailed information and example images here:
http://wiki.blender.org/index.php/User:Broken/VolumeRendering
Also did some tweaks/optimisation:
* Removed shading step size (was a bit annoying, if it comes back, it will be in a different form)
* Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...)
* Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly
* Enabled voxeldata texture in preview render
* Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff)
More revisions to come later...
2009-09-29 22:01:32 +00:00
|
|
|
if((mapto_flag & MAP_REFLECTION) && (mtex->mapto & MAP_REFLECTION)) {
|
|
|
|
int flip= mtex->maptoneg & MAP_REFLECTION;
|
2009-08-16 06:10:31 +00:00
|
|
|
|
2009-08-13 05:21:25 +00:00
|
|
|
*val = texture_value_blend(mtex->def_var, *val, texres.tin, varfac, mtex->blendtype, flip);
|
|
|
|
CLAMP(*val, 0.0, 1.0);
|
2004-04-26 16:49:05 +00:00
|
|
|
}
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2009-08-13 05:21:25 +00:00
|
|
|
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
|
|
|
|
void do_halo_tex(HaloRen *har, float xn, float yn, float *colf)
|
|
|
|
{
|
|
|
|
MTex *mtex;
|
2006-12-01 19:52:04 +00:00
|
|
|
TexResult texres= {0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, NULL};
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
float texvec[3], dxt[3], dyt[3], fact, facm, dx;
|
|
|
|
int rgb, osatex;
|
2006-12-07 16:48:15 +00:00
|
|
|
|
|
|
|
if (R.r.scemode & R_NO_TEX) return;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
|
|
|
mtex= har->mat->mtex[0];
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
if(mtex->tex==NULL) return;
|
|
|
|
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
/* no normal mapping */
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres.nor= NULL;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
|
|
|
texvec[0]= xn/har->rad;
|
|
|
|
texvec[1]= yn/har->rad;
|
|
|
|
texvec[2]= 0.0;
|
|
|
|
|
|
|
|
osatex= (har->mat->texco & TEXCO_OSA);
|
|
|
|
|
|
|
|
/* placement */
|
|
|
|
if(mtex->projx) texvec[0]= mtex->size[0]*(texvec[mtex->projx-1]+mtex->ofs[0]);
|
|
|
|
else texvec[0]= mtex->size[0]*(mtex->ofs[0]);
|
|
|
|
|
|
|
|
if(mtex->projy) texvec[1]= mtex->size[1]*(texvec[mtex->projy-1]+mtex->ofs[1]);
|
|
|
|
else texvec[1]= mtex->size[1]*(mtex->ofs[1]);
|
|
|
|
|
|
|
|
if(mtex->projz) texvec[2]= mtex->size[2]*(texvec[mtex->projz-1]+mtex->ofs[2]);
|
|
|
|
else texvec[2]= mtex->size[2]*(mtex->ofs[2]);
|
|
|
|
|
|
|
|
if(osatex) {
|
|
|
|
|
|
|
|
dx= 1.0/har->rad;
|
|
|
|
|
|
|
|
if(mtex->projx) {
|
|
|
|
dxt[0]= mtex->size[0]*dx;
|
|
|
|
dyt[0]= mtex->size[0]*dx;
|
|
|
|
}
|
2004-11-22 15:32:57 +00:00
|
|
|
else dxt[0]= dyt[0]= 0.0;
|
|
|
|
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
if(mtex->projy) {
|
|
|
|
dxt[1]= mtex->size[1]*dx;
|
|
|
|
dyt[1]= mtex->size[1]*dx;
|
|
|
|
}
|
2004-11-22 15:32:57 +00:00
|
|
|
else dxt[1]= dyt[1]= 0.0;
|
|
|
|
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
if(mtex->projz) {
|
|
|
|
dxt[2]= 0.0;
|
|
|
|
dyt[2]= 0.0;
|
|
|
|
}
|
2004-11-22 15:32:57 +00:00
|
|
|
else dxt[2]= dyt[2]= 0.0;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
|
|
|
}
|
|
|
|
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
if(mtex->tex->type==TEX_IMAGE) do_2d_mapping(mtex, texvec, NULL, NULL, dxt, dyt);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
2008-11-12 22:03:11 +00:00
|
|
|
rgb= multitex(mtex->tex, texvec, dxt, dyt, osatex, &texres, 0, mtex->which_output);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
|
|
|
/* texture output */
|
|
|
|
if(rgb && (mtex->texflag & MTEX_RGBTOINT)) {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres.tin= (0.35*texres.tr+0.45*texres.tg+0.2*texres.tb);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
rgb= 0;
|
|
|
|
}
|
|
|
|
if(mtex->texflag & MTEX_NEGATIVE) {
|
|
|
|
if(rgb) {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres.tr= 1.0-texres.tr;
|
|
|
|
texres.tg= 1.0-texres.tg;
|
|
|
|
texres.tb= 1.0-texres.tb;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
else texres.tin= 1.0-texres.tin;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* mapping */
|
|
|
|
if(mtex->mapto & MAP_COL) {
|
|
|
|
|
|
|
|
if(rgb==0) {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres.tr= mtex->r;
|
|
|
|
texres.tg= mtex->g;
|
|
|
|
texres.tb= mtex->b;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
else if(mtex->mapto & MAP_ALPHA) {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres.tin= 1.0;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
else texres.tin= texres.ta;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
2009-07-17 02:43:15 +00:00
|
|
|
/* inverse gamma correction */
|
|
|
|
if (R.r.color_mgt_flag & R_COLOR_MANAGEMENT) {
|
|
|
|
color_manage_linearize(&texres.tr, &texres.tr);
|
|
|
|
}
|
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
fact= texres.tin*mtex->colfac;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
facm= 1.0-fact;
|
|
|
|
|
|
|
|
if(mtex->blendtype==MTEX_MUL) {
|
|
|
|
facm= 1.0-mtex->colfac;
|
|
|
|
}
|
2004-07-03 14:18:21 +00:00
|
|
|
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
if(mtex->blendtype==MTEX_SUB) fact= -fact;
|
|
|
|
|
|
|
|
if(mtex->blendtype==MTEX_BLEND) {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
colf[0]= (fact*texres.tr + facm*har->r);
|
|
|
|
colf[1]= (fact*texres.tg + facm*har->g);
|
|
|
|
colf[2]= (fact*texres.tb + facm*har->b);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
else if(mtex->blendtype==MTEX_MUL) {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
colf[0]= (facm+fact*texres.tr)*har->r;
|
|
|
|
colf[1]= (facm+fact*texres.tg)*har->g;
|
|
|
|
colf[2]= (facm+fact*texres.tb)*har->b;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
else {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
colf[0]= (fact*texres.tr + har->r);
|
|
|
|
colf[1]= (fact*texres.tg + har->g);
|
|
|
|
colf[2]= (fact*texres.tb + har->b);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
|
|
|
CLAMP(colf[0], 0.0, 1.0);
|
|
|
|
CLAMP(colf[1], 0.0, 1.0);
|
|
|
|
CLAMP(colf[2], 0.0, 1.0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if(mtex->mapto & MAP_ALPHA) {
|
|
|
|
if(rgb) {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
if(texres.talpha) texres.tin= texres.ta;
|
|
|
|
else texres.tin= (0.35*texres.tr+0.45*texres.tg+0.2*texres.tb);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
colf[3]*= texres.tin;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
/* hor and zen are RGB vectors, blend is 1 float, should all be initialized */
|
2008-11-12 22:03:11 +00:00
|
|
|
void do_sky_tex(float *rco, float *lo, float *dxyview, float *hor, float *zen, float *blend, int skyflag, short thread)
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
{
|
|
|
|
MTex *mtex;
|
2006-12-01 19:52:04 +00:00
|
|
|
TexResult texres= {0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, NULL};
|
2004-07-03 14:18:21 +00:00
|
|
|
float *co, fact, stencilTin=1.0;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
float tempvec[3], texvec[3], dxt[3], dyt[3];
|
|
|
|
int tex_nr, rgb= 0, ok;
|
|
|
|
|
2006-12-07 16:48:15 +00:00
|
|
|
if (R.r.scemode & R_NO_TEX) return;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
/* todo: add flag to test if there's a tex */
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres.nor= NULL;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
2004-12-04 21:49:02 +00:00
|
|
|
for(tex_nr=0; tex_nr<MAX_MTEX; tex_nr++) {
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
if(R.wrld.mtex[tex_nr]) {
|
|
|
|
mtex= R.wrld.mtex[tex_nr];
|
|
|
|
|
|
|
|
if(mtex->tex==0) continue;
|
|
|
|
/* if(mtex->mapto==0) continue; */
|
|
|
|
|
|
|
|
/* which coords */
|
|
|
|
co= lo;
|
|
|
|
|
2004-04-12 14:53:17 +00:00
|
|
|
/* dxt dyt just from 1 value */
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
if(dxyview) {
|
|
|
|
dxt[0]= dxt[1]= dxt[2]= dxyview[0];
|
|
|
|
dyt[0]= dyt[1]= dyt[2]= dxyview[1];
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
dxt[0]= dxt[1]= dxt[2]= 0.0;
|
|
|
|
dyt[0]= dyt[1]= dyt[2]= 0.0;
|
|
|
|
}
|
2004-04-12 14:53:17 +00:00
|
|
|
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
/* Grab the mapping settings for this texture */
|
2004-05-07 18:03:40 +00:00
|
|
|
switch(mtex->texco) {
|
|
|
|
case TEXCO_ANGMAP:
|
2007-02-04 17:11:18 +00:00
|
|
|
/* only works with texture being "real" */
|
|
|
|
fact= (1.0/M_PI)*acos(lo[2])/(sqrt(lo[0]*lo[0] + lo[1]*lo[1]));
|
|
|
|
tempvec[0]= lo[0]*fact;
|
|
|
|
tempvec[1]= lo[1]*fact;
|
|
|
|
tempvec[2]= 0.0;
|
2004-04-12 14:53:17 +00:00
|
|
|
co= tempvec;
|
2004-05-07 18:03:40 +00:00
|
|
|
break;
|
2007-02-04 17:11:18 +00:00
|
|
|
|
2004-05-07 18:03:40 +00:00
|
|
|
case TEXCO_H_SPHEREMAP:
|
|
|
|
case TEXCO_H_TUBEMAP:
|
2006-07-02 07:59:42 +00:00
|
|
|
if(skyflag & WO_ZENUP) {
|
2007-02-04 17:11:18 +00:00
|
|
|
if(mtex->texco==TEXCO_H_TUBEMAP) tubemap(lo[0], lo[2], lo[1], tempvec, tempvec+1);
|
|
|
|
else spheremap(lo[0], lo[2], lo[1], tempvec, tempvec+1);
|
2004-05-07 18:03:40 +00:00
|
|
|
/* tube/spheremap maps for outside view, not inside */
|
|
|
|
tempvec[0]= 1.0-tempvec[0];
|
|
|
|
/* only top half */
|
|
|
|
tempvec[1]= 2.0*tempvec[1]-1.0;
|
|
|
|
tempvec[2]= 0.0;
|
|
|
|
/* and correction for do_2d_mapping */
|
|
|
|
tempvec[0]= 2.0*tempvec[0]-1.0;
|
|
|
|
tempvec[1]= 2.0*tempvec[1]-1.0;
|
|
|
|
co= tempvec;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* potentially dangerous... check with multitex! */
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case TEXCO_OBJECT:
|
|
|
|
if(mtex->object) {
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
VECCOPY(tempvec, lo);
|
2009-09-06 00:36:26 +00:00
|
|
|
Mat4MulVecfl(mtex->object->imat, tempvec);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
co= tempvec;
|
|
|
|
}
|
2005-12-01 22:16:07 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case TEXCO_GLOB:
|
|
|
|
if(rco) {
|
|
|
|
VECCOPY(tempvec, rco);
|
2009-09-06 00:36:26 +00:00
|
|
|
Mat4MulVecfl(R.viewinv, tempvec);
|
2005-12-01 22:16:07 +00:00
|
|
|
co= tempvec;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
co= lo;
|
|
|
|
|
|
|
|
// VECCOPY(shi->dxgl, shi->dxco);
|
2009-09-06 00:36:26 +00:00
|
|
|
// Mat3MulVecfl(R.imat, shi->dxco);
|
2005-12-01 22:16:07 +00:00
|
|
|
// VECCOPY(shi->dygl, shi->dyco);
|
2009-09-06 00:36:26 +00:00
|
|
|
// Mat3MulVecfl(R.imat, shi->dyco);
|
2005-12-01 22:16:07 +00:00
|
|
|
break;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* 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]);
|
|
|
|
|
|
|
|
/* texture */
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
if(mtex->tex->type==TEX_IMAGE) do_2d_mapping(mtex, texvec, NULL, NULL, dxt, dyt);
|
2004-05-07 18:03:40 +00:00
|
|
|
|
2008-11-12 22:03:11 +00:00
|
|
|
rgb= multitex(mtex->tex, texvec, dxt, dyt, R.osa, &texres, thread, mtex->which_output);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
|
|
|
/* texture output */
|
|
|
|
if(rgb && (mtex->texflag & MTEX_RGBTOINT)) {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres.tin= (0.35*texres.tr+0.45*texres.tg+0.2*texres.tb);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
rgb= 0;
|
|
|
|
}
|
|
|
|
if(mtex->texflag & MTEX_NEGATIVE) {
|
|
|
|
if(rgb) {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres.tr= 1.0-texres.tr;
|
|
|
|
texres.tg= 1.0-texres.tg;
|
|
|
|
texres.tb= 1.0-texres.tb;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
else texres.tin= 1.0-texres.tin;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
if(mtex->texflag & MTEX_STENCIL) {
|
|
|
|
if(rgb) {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
fact= texres.ta;
|
|
|
|
texres.ta*= stencilTin;
|
2004-12-06 19:14:53 +00:00
|
|
|
stencilTin*= fact;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
else {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
fact= texres.tin;
|
|
|
|
texres.tin*= stencilTin;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
stencilTin*= fact;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
if(rgb) texres.ta *= stencilTin;
|
|
|
|
else texres.tin*= stencilTin;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
|
2007-04-04 13:18:41 +00:00
|
|
|
/* color mapping */
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
if(mtex->mapto & (WOMAP_HORIZ+WOMAP_ZENUP+WOMAP_ZENDOWN)) {
|
2004-07-03 14:18:21 +00:00
|
|
|
float tcol[3];
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
|
|
|
if(rgb==0) {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres.tr= mtex->r;
|
|
|
|
texres.tg= mtex->g;
|
|
|
|
texres.tb= mtex->b;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
else texres.tin= texres.ta;
|
2004-07-03 14:18:21 +00:00
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
tcol[0]= texres.tr; tcol[1]= texres.tg; tcol[2]= texres.tb;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
2009-07-17 02:43:15 +00:00
|
|
|
/* inverse gamma correction */
|
|
|
|
if (R.r.color_mgt_flag & R_COLOR_MANAGEMENT) {
|
|
|
|
color_manage_linearize(tcol, tcol);
|
|
|
|
}
|
|
|
|
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
if(mtex->mapto & WOMAP_HORIZ) {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texture_rgb_blend(hor, tcol, hor, texres.tin, mtex->colfac, mtex->blendtype);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
if(mtex->mapto & (WOMAP_ZENUP+WOMAP_ZENDOWN)) {
|
|
|
|
ok= 0;
|
|
|
|
if(R.wrld.skytype & WO_SKYREAL) {
|
2006-07-02 07:59:42 +00:00
|
|
|
if((skyflag & WO_ZENUP)) {
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
if(mtex->mapto & WOMAP_ZENUP) ok= 1;
|
|
|
|
}
|
|
|
|
else if(mtex->mapto & WOMAP_ZENDOWN) ok= 1;
|
|
|
|
}
|
|
|
|
else ok= 1;
|
|
|
|
|
|
|
|
if(ok) {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texture_rgb_blend(zen, tcol, zen, texres.tin, mtex->colfac, mtex->blendtype);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if(mtex->mapto & WOMAP_BLEND) {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
if(rgb) texres.tin= (0.35*texres.tr+0.45*texres.tg+0.2*texres.tb);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
*blend= texture_value_blend(mtex->def_var, *blend, texres.tin, mtex->varfac, mtex->blendtype, 0);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* ------------------------------------------------------------------------- */
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
/* colf supposed to be initialized with la->r,g,b */
|
|
|
|
|
2008-09-20 09:17:40 +00:00
|
|
|
void do_lamp_tex(LampRen *la, float *lavec, ShadeInput *shi, float *colf, int effect)
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
{
|
|
|
|
Object *ob;
|
|
|
|
MTex *mtex;
|
|
|
|
Tex *tex;
|
2006-12-01 19:52:04 +00:00
|
|
|
TexResult texres= {0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, NULL};
|
2004-07-03 14:18:21 +00:00
|
|
|
float *co = NULL, *dx = NULL, *dy = NULL, fact, stencilTin=1.0;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
float texvec[3], dxt[3], dyt[3], tempvec[3];
|
2009-06-18 12:57:39 +00:00
|
|
|
int i, tex_nr, rgb= 0;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
2006-12-07 16:48:15 +00:00
|
|
|
if (R.r.scemode & R_NO_TEX) return;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
tex_nr= 0;
|
|
|
|
|
2004-12-04 21:49:02 +00:00
|
|
|
for(; tex_nr<MAX_MTEX; tex_nr++) {
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
|
|
|
if(la->mtex[tex_nr]) {
|
|
|
|
mtex= la->mtex[tex_nr];
|
|
|
|
|
|
|
|
tex= mtex->tex;
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
if(tex==NULL) continue;
|
|
|
|
texres.nor= NULL;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
|
|
|
/* which coords */
|
|
|
|
if(mtex->texco==TEXCO_OBJECT) {
|
|
|
|
ob= mtex->object;
|
|
|
|
if(ob) {
|
|
|
|
co= tempvec;
|
|
|
|
dx= dxt;
|
|
|
|
dy= dyt;
|
|
|
|
VECCOPY(tempvec, shi->co);
|
2009-09-06 00:36:26 +00:00
|
|
|
Mat4MulVecfl(ob->imat, tempvec);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
if(shi->osatex) {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
VECCOPY(dxt, shi->dxco);
|
|
|
|
VECCOPY(dyt, shi->dyco);
|
2009-09-06 00:36:26 +00:00
|
|
|
Mat4Mul3Vecfl(ob->imat, dxt);
|
|
|
|
Mat4Mul3Vecfl(ob->imat, dyt);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
co= shi->co;
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
dx= shi->dxco; dy= shi->dyco;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else if(mtex->texco==TEXCO_GLOB) {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
co= shi->gl; dx= shi->dxco; dy= shi->dyco;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
VECCOPY(shi->gl, shi->co);
|
2009-09-06 00:36:26 +00:00
|
|
|
Mat4MulVecfl(R.viewinv, shi->gl);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
else if(mtex->texco==TEXCO_VIEW) {
|
|
|
|
|
|
|
|
VECCOPY(tempvec, lavec);
|
2009-09-06 00:36:26 +00:00
|
|
|
Mat3MulVecfl(la->imat, tempvec);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
2004-12-04 21:49:02 +00:00
|
|
|
if(la->type==LA_SPOT) {
|
|
|
|
tempvec[0]*= la->spottexfac;
|
|
|
|
tempvec[1]*= la->spottexfac;
|
|
|
|
}
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
co= tempvec;
|
|
|
|
|
|
|
|
dx= dxt; dy= dyt;
|
|
|
|
if(shi->osatex) {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
VECCOPY(dxt, shi->dxlv);
|
|
|
|
VECCOPY(dyt, shi->dylv);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
/* need some matrix conversion here? la->imat is a [3][3] matrix!!! **/
|
2009-09-06 00:36:26 +00:00
|
|
|
Mat3MulVecfl(la->imat, dxt);
|
|
|
|
Mat3MulVecfl(la->imat, dyt);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
|
|
|
VecMulf(dxt, la->spottexfac);
|
|
|
|
VecMulf(dyt, la->spottexfac);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/* placement */
|
2009-06-13 15:54:39 +00:00
|
|
|
if(mtex->projx && co) texvec[0]= mtex->size[0]*(co[mtex->projx-1]+mtex->ofs[0]);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
else texvec[0]= mtex->size[0]*(mtex->ofs[0]);
|
|
|
|
|
2009-06-13 15:54:39 +00:00
|
|
|
if(mtex->projy && co) texvec[1]= mtex->size[1]*(co[mtex->projy-1]+mtex->ofs[1]);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
else texvec[1]= mtex->size[1]*(mtex->ofs[1]);
|
|
|
|
|
2009-06-13 15:54:39 +00:00
|
|
|
if(mtex->projz && co) texvec[2]= mtex->size[2]*(co[mtex->projz-1]+mtex->ofs[2]);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
else texvec[2]= mtex->size[2]*(mtex->ofs[2]);
|
|
|
|
|
|
|
|
if(shi->osatex) {
|
2009-06-18 12:57:39 +00:00
|
|
|
if (!dx) {
|
|
|
|
for(i=0;i<2;i++) {
|
|
|
|
dxt[i] = dyt[i] = 0.0;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if(mtex->projx) {
|
|
|
|
dxt[0]= mtex->size[0]*dx[mtex->projx-1];
|
|
|
|
dyt[0]= mtex->size[0]*dy[mtex->projx-1];
|
|
|
|
} else {
|
|
|
|
dxt[0]= 0.0;
|
|
|
|
dyt[0]= 0.0;
|
|
|
|
}
|
|
|
|
if(mtex->projy) {
|
|
|
|
dxt[1]= mtex->size[1]*dx[mtex->projy-1];
|
|
|
|
dyt[1]= mtex->size[1]*dy[mtex->projy-1];
|
|
|
|
} else {
|
|
|
|
dxt[1]= 0.0;
|
|
|
|
dyt[1]= 0.0;
|
|
|
|
}
|
|
|
|
if(mtex->projz) {
|
|
|
|
dxt[2]= mtex->size[2]*dx[mtex->projz-1];
|
|
|
|
dyt[2]= mtex->size[2]*dy[mtex->projz-1];
|
|
|
|
} else {
|
|
|
|
dxt[2]= 0.0;
|
|
|
|
dyt[2]= 0.0;
|
|
|
|
}
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* texture */
|
|
|
|
if(tex->type==TEX_IMAGE) {
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
do_2d_mapping(mtex, texvec, NULL, NULL, dxt, dyt);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
|
2008-11-12 22:03:11 +00:00
|
|
|
rgb= multitex(tex, texvec, dxt, dyt, shi->osatex, &texres, shi->thread, mtex->which_output);
|
2004-01-11 20:58:12 +00:00
|
|
|
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
/* texture output */
|
|
|
|
if(rgb && (mtex->texflag & MTEX_RGBTOINT)) {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres.tin= (0.35*texres.tr+0.45*texres.tg+0.2*texres.tb);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
rgb= 0;
|
|
|
|
}
|
|
|
|
if(mtex->texflag & MTEX_NEGATIVE) {
|
|
|
|
if(rgb) {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres.tr= 1.0-texres.tr;
|
|
|
|
texres.tg= 1.0-texres.tg;
|
|
|
|
texres.tb= 1.0-texres.tb;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
else texres.tin= 1.0-texres.tin;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
if(mtex->texflag & MTEX_STENCIL) {
|
|
|
|
if(rgb) {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
fact= texres.ta;
|
|
|
|
texres.ta*= stencilTin;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
stencilTin*= fact;
|
|
|
|
}
|
|
|
|
else {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
fact= texres.tin;
|
|
|
|
texres.tin*= stencilTin;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
stencilTin*= fact;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
if(rgb) texres.ta*= stencilTin;
|
|
|
|
else texres.tin*= stencilTin;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* mapping */
|
2008-09-19 16:01:22 +00:00
|
|
|
if(((mtex->mapto & LAMAP_COL) && (effect & LA_TEXTURE))||((mtex->mapto & LAMAP_SHAD) && (effect & LA_SHAD_TEX))) {
|
2004-07-03 14:18:21 +00:00
|
|
|
float col[3];
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
|
|
|
if(rgb==0) {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres.tr= mtex->r;
|
|
|
|
texres.tg= mtex->g;
|
|
|
|
texres.tb= mtex->b;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
else if(mtex->mapto & MAP_ALPHA) {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texres.tin= stencilTin;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
else texres.tin= texres.ta;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
2009-07-17 02:43:15 +00:00
|
|
|
/* inverse gamma correction */
|
|
|
|
if (R.r.color_mgt_flag & R_COLOR_MANAGEMENT) {
|
|
|
|
color_manage_linearize(&texres.tr, &texres.tr);
|
|
|
|
}
|
|
|
|
|
2004-07-03 14:18:21 +00:00
|
|
|
/* lamp colors were premultiplied with this */
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
col[0]= texres.tr*la->energy;
|
|
|
|
col[1]= texres.tg*la->energy;
|
|
|
|
col[2]= texres.tb*la->energy;
|
2004-07-03 14:18:21 +00:00
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texture_rgb_blend(colf, col, colf, texres.tin, mtex->colfac, mtex->blendtype);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
|
2006-07-31 15:53:03 +00:00
|
|
|
int externtex(MTex *mtex, float *vec, float *tin, float *tr, float *tg, float *tb, float *ta)
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
{
|
|
|
|
Tex *tex;
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
TexResult texr;
|
|
|
|
float dxt[3], dyt[3], texvec[3];
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
int rgb;
|
|
|
|
|
|
|
|
tex= mtex->tex;
|
2006-08-09 10:49:52 +00:00
|
|
|
if(tex==NULL) return 0;
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texr.nor= NULL;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
|
|
|
/* placement */
|
|
|
|
if(mtex->projx) texvec[0]= mtex->size[0]*(vec[mtex->projx-1]+mtex->ofs[0]);
|
|
|
|
else texvec[0]= mtex->size[0]*(mtex->ofs[0]);
|
|
|
|
|
|
|
|
if(mtex->projy) texvec[1]= mtex->size[1]*(vec[mtex->projy-1]+mtex->ofs[1]);
|
|
|
|
else texvec[1]= mtex->size[1]*(mtex->ofs[1]);
|
|
|
|
|
|
|
|
if(mtex->projz) texvec[2]= mtex->size[2]*(vec[mtex->projz-1]+mtex->ofs[2]);
|
|
|
|
else texvec[2]= mtex->size[2]*(mtex->ofs[2]);
|
|
|
|
|
|
|
|
/* texture */
|
|
|
|
if(tex->type==TEX_IMAGE) {
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
do_2d_mapping(mtex, texvec, NULL, NULL, dxt, dyt);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
|
2008-11-12 22:03:11 +00:00
|
|
|
rgb= multitex(tex, texvec, dxt, dyt, 0, &texr, 0, mtex->which_output);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
|
|
|
|
if(rgb) {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texr.tin= (0.35*texr.tr+0.45*texr.tg+0.2*texr.tb);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
else {
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
texr.tr= mtex->r;
|
|
|
|
texr.tg= mtex->g;
|
|
|
|
texr.tb= mtex->b;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
*tin= texr.tin;
|
|
|
|
*tr= texr.tr;
|
|
|
|
*tg= texr.tg;
|
|
|
|
*tb= texr.tb;
|
|
|
|
*ta= texr.ta;
|
2006-07-31 15:53:03 +00:00
|
|
|
|
|
|
|
return (rgb != 0);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
|
2006-12-21 13:47:27 +00:00
|
|
|
void render_realtime_texture(ShadeInput *shi, Image *ima)
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
{
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
TexResult texr;
|
2008-03-17 12:27:17 +00:00
|
|
|
static Tex imatex[BLENDER_MAX_THREADS]; // threadsafe
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
static int firsttime= 1;
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
Tex *tex;
|
2006-12-01 19:52:04 +00:00
|
|
|
float texvec[3], dx[2], dy[2];
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
ShadeInputUV *suv= &shi->uv[shi->actuv];
|
2008-03-17 12:27:17 +00:00
|
|
|
int a;
|
2006-12-21 13:47:27 +00:00
|
|
|
|
2008-05-22 13:46:05 +00:00
|
|
|
if(R.r.scemode & R_NO_TEX) return;
|
|
|
|
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
if(firsttime) {
|
2008-03-17 12:27:17 +00:00
|
|
|
BLI_lock_thread(LOCK_IMAGE);
|
|
|
|
if(firsttime) {
|
|
|
|
for(a=0; a<BLENDER_MAX_THREADS; a++) {
|
|
|
|
memset(&imatex[a], 0, sizeof(Tex));
|
|
|
|
default_tex(&imatex[a]);
|
|
|
|
imatex[a].type= TEX_IMAGE;
|
|
|
|
}
|
|
|
|
|
|
|
|
firsttime= 0;
|
|
|
|
}
|
|
|
|
BLI_unlock_thread(LOCK_IMAGE);
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
|
2008-03-17 12:27:17 +00:00
|
|
|
tex= &imatex[shi->thread];
|
|
|
|
tex->iuser.ok= ima->ok;
|
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!
2004-12-27 19:28:52 +00:00
|
|
|
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
texvec[0]= 0.5+0.5*suv->uv[0];
|
|
|
|
texvec[1]= 0.5+0.5*suv->uv[1];
|
2007-06-05 19:39:19 +00:00
|
|
|
texvec[2] = 0; // initalize it because imagewrap looks at it.
|
2006-12-21 13:47:27 +00:00
|
|
|
if(shi->osatex) {
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
dx[0]= 0.5*suv->dxuv[0];
|
|
|
|
dx[1]= 0.5*suv->dxuv[1];
|
|
|
|
dy[0]= 0.5*suv->dyuv[0];
|
|
|
|
dy[1]= 0.5*suv->dyuv[1];
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
2006-12-21 13:47:27 +00:00
|
|
|
|
|
|
|
texr.nor= NULL;
|
|
|
|
|
2009-07-21 13:46:49 +00:00
|
|
|
if(shi->osatex) imagewraposa(tex, ima, NULL, texvec, dx, dy, &texr);
|
2006-12-21 13:47:27 +00:00
|
|
|
else imagewrap(tex, ima, NULL, texvec, &texr);
|
2008-02-14 13:36:59 +00:00
|
|
|
|
2006-12-21 13:47:27 +00:00
|
|
|
shi->vcol[0]*= texr.tr;
|
|
|
|
shi->vcol[1]*= texr.tg;
|
|
|
|
shi->vcol[2]*= texr.tb;
|
2007-11-15 00:11:00 +00:00
|
|
|
shi->vcol[3]*= texr.ta;
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* eof */
|