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blender-archive/source/blender/src/previewrender.c

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/*
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* $Id$
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
/* global includes */
#include <stdlib.h>
#include <math.h>
#include <string.h>
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#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
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#ifndef WIN32
#include <unistd.h>
#else
#include <io.h>
#endif
#include "MEM_guardedalloc.h"
#include "BLI_arithb.h"
#include "BKE_utildefines.h"
#include "MTC_matrixops.h"
#include "render.h"
#include "mydevice.h"
Orange branch: Revived hidden treasure, the Groups! Previous experiment (in 2000) didn't satisfy, it had even some primitive NLA option in groups... so, cleaned up the old code (removed most) and integrated it back in a more useful way. Usage: - CTRL+G gives menu to add group, add to existing group, or remove from groups. - In Object buttons, a new (should become first) Panel was added, showing not only Object "ID button" and Parent, but also the Groups the Object Belongs to. These buttons also allow rename, assigning or removing. - To indicate Objects are grouped, they're drawn in a (not theme yet, so temporal?) green wire color. - Use ALT+SHIFT mouse-select to (de)select an entire group But, the real power of groups is in the following features: -> Particle Force field and Guide control In the "Particle Motion" Panel, you can indicate a Group name, this then limits force fields or guides to members of that Group. (Note that layers still work on top of that... not sure about that). -> Light Groups In the Material "Shaders" Panel, you can indicate a Group name to limit lighting for the Material to lamps in this group. The Lights in a Group do need to be 'visible' for the Scene to be rendered (as usual). -> Group Duplicator In the Object "Anim" Panel, you can set any Object (use Empty!) to duplicate an entire Group. It will make copies of all Objects in that Group. Also works for animated Objects, but it will copy the current positions or deforms. Control over 'local timing' (so we can do Massive anims!) will be added later. (Note; this commit won't render Group duplicators yet, a fix in bf-blender will enable that, next commit will sync) -> Library Appending In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed. By appending or linking the Group itself, and use the Group Duplicator, you now can animate and position linked Objects. The nice thing is that the local saved file itself will only store the Group name that was linked, so on a next file read, the Group Objects will be re-read as stored (changed) in the Library file. (Note; current implementation also "gives a base" to linked Group Objects, to show them as Objects in the current Scene. Need that now for testing purposes, but probably will be removed later). -> Outliner Outliner now shows Groups as optio too, nice to organize your data a bit too! In General, Groups have a very good potential... for example, it could become default for MetaBall Objects too (jiri, I can help you later on how this works). All current 'layer relationships' in Blender should be dropped in time, I guess...
2005-12-06 10:55:30 +00:00
#include "DNA_group_types.h"
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#include "DNA_texture_types.h"
#include "DNA_world_types.h"
#include "DNA_camera_types.h"
#include "DNA_image_types.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!
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#include "DNA_material_types.h"
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#include "DNA_object_types.h"
#include "DNA_lamp_types.h"
#include "DNA_space_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_texture.h"
#include "BKE_material.h"
#include "BKE_world.h"
#include "BKE_texture.h"
#include "BSE_headerbuttons.h"
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#include "BIF_gl.h"
#include "BIF_screen.h"
#include "BIF_space.h" /* allqueue */
#include "BIF_butspace.h"
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#include "BIF_mywindow.h"
#include "BIF_interface.h"
#include "BIF_glutil.h"
#include "BIF_previewrender.h" /* include ourself for prototypes */
#include "PIL_time.h"
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#include "RE_renderconverter.h"
#include "blendef.h" /* CLAMP */
#include "interface.h" /* ui_graphics_to_window() SOLVE! (ton) */
Another commit for raytracing, now with glass refraction & fresnel! Changelog: - enable refraction with button "Ray Transp" in Material buttons. - set "Angular Index" value for amount of refraction. - use the "Alpha" value to define transparency. - remember to set a higher "Depth" too... glass can bounce quite some more than expected. - for correct refraction, 3D models MUST have normals pointing in the right direction (consistently pointing outside). - refraction 'sees' the thickness of glass based on what you model. So make for realistic glass both sides of a surface. - I needed to do some rewriting for correct mirroring/refraction, especially to prevent specularity being blended away. Solved this with localizing shading results in the rendercore.c. Now specularity correctly is added, and reduces the 'mirror' value. - Localizing more parts of the render code is being planned. The old render heavily relies on struct Render and struct Osa to store globals. For scanline render no problem, but recursive raytracing dislikes that. - done test with gamma-corrected summation of colors during tracing, is commented out still. But this will give more balanced reflections. Now dark reflections that are reflected in a bright surface seem incorrect. - Introduced 'Fresnel' effect for Mirror and Transparency. This influences the amount of mirror/transparency based at viewing angle. Next to a new Fresnel slider, also a 'falloff' button has been added to define the way it spreads. - Fresnel also works for Ztransp rendering - created new Panel for Raytrace options I have to evaluate still where it all should be logically located. - material preview shows fake reflection and fake refraction as well.
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#define PR_RECTX 141
#define PR_RECTY 141
#define PR_XMIN 10
#define PR_YMIN 5
#define PR_XMAX 200
#define PR_YMAX 195
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#define PR_FACY (PR_YMAX-PR_YMIN-4)/(PR_RECTY)
static rctf prerect;
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static float pr_facx, pr_facy;
/* implementation */
Phew, a lot of work, and no new features... Main target was to make the inner rendering loop using no globals anymore. This is essential for proper usage while raytracing, it caused a lot of hacks in the raycode as well, which even didn't work correctly for all situations (textures especially). Done this by creating a new local struct RenderInput, which replaces usage of the global struct Render R. The latter now only is used to denote image size, viewmatrix, and the like. Making the inner render loops using no globals caused 1000s of vars to be changed... but the result definitely is much nicer code, which enables making 'real' shaders in a next stage. It also enabled me to remove the hacks from ray.c Then i went to the task of removing redundant code. Especially the calculus of texture coords took place (identical) in three locations. Most obvious is the change in the unified render part, which is much less code now; it uses the same rendering routines as normal render now. (Note; not for halos yet!) I also removed 6 files called 'shadowbuffer' something. This was experimen- tal stuff from NaN days. And again saved a lot of double used code. Finally I went over the blenkernel and blender/src calls to render stuff. Here the same local data is used now, resulting in less dependency. I also moved render-texture to the render module, this was still in Kernel. (new file: texture.c) So! After this commit I will check on the autofiles, to try to fix that. MSVC people have to do it themselves. This commit will need quite some testing help, but I'm around!
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static short snijpunt(float *v1, float *v2, float *v3, float *rtlabda, float *ray1, float *ray2)
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{
float x0,x1,x2,t00,t01,t02,t10,t11,t12,t20,t21,t22;
float m0,m1,m2,deeldet,det1,det2,det3;
float rtu, rtv;
t00= v3[0]-v1[0];
t01= v3[1]-v1[1];
t02= v3[2]-v1[2];
t10= v3[0]-v2[0];
t11= v3[1]-v2[1];
t12= v3[2]-v2[2];
t20= ray1[0]-ray2[0];
t21= ray1[1]-ray2[1];
t22= ray1[2]-ray2[2];
x0= t11*t22-t12*t21;
x1= t12*t20-t10*t22;
x2= t10*t21-t11*t20;
deeldet= t00*x0+t01*x1+t02*x2;
if(deeldet!=0.0f) {
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m0= ray1[0]-v3[0];
m1= ray1[1]-v3[1];
m2= ray1[2]-v3[2];
det1= m0*x0+m1*x1+m2*x2;
rtu= det1/deeldet;
if(rtu<=0.0f) {
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det2= t00*(m1*t22-m2*t21);
det2+= t01*(m2*t20-m0*t22);
det2+= t02*(m0*t21-m1*t20);
rtv= det2/deeldet;
if(rtv<=0.0f) {
if(rtu+rtv>= -1.0f) {
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det3= m0*(t12*t01-t11*t02);
det3+= m1*(t10*t02-t12*t00);
det3+= m2*(t11*t00-t10*t01);
*rtlabda= det3/deeldet;
if(*rtlabda>=0.0f && *rtlabda<=1.0f) {
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return 1;
}
}
}
}
}
return 0;
}
static float rcubev[7][3]= {
{-0.002055, 6.627364, -3.369742},
{-6.031684, -3.750204, -1.992980},
{-6.049086, 3.817431, 1.969788},
{ 6.031685, 3.833064, 1.992979},
{ 6.049086, -3.734571, -1.969787},
{ 0.002054, -6.544502, 3.369744},
{-0.015348, 1.023131, 7.332510} };
static int rcubi[3][4]= {
{3, 6, 5, 4},
{1, 5, 6, 2},
{3, 0, 2, 6} };
Phew, a lot of work, and no new features... Main target was to make the inner rendering loop using no globals anymore. This is essential for proper usage while raytracing, it caused a lot of hacks in the raycode as well, which even didn't work correctly for all situations (textures especially). Done this by creating a new local struct RenderInput, which replaces usage of the global struct Render R. The latter now only is used to denote image size, viewmatrix, and the like. Making the inner render loops using no globals caused 1000s of vars to be changed... but the result definitely is much nicer code, which enables making 'real' shaders in a next stage. It also enabled me to remove the hacks from ray.c Then i went to the task of removing redundant code. Especially the calculus of texture coords took place (identical) in three locations. Most obvious is the change in the unified render part, which is much less code now; it uses the same rendering routines as normal render now. (Note; not for halos yet!) I also removed 6 files called 'shadowbuffer' something. This was experimen- tal stuff from NaN days. And again saved a lot of double used code. Finally I went over the blenkernel and blender/src calls to render stuff. Here the same local data is used now, resulting in less dependency. I also moved render-texture to the render module, this was still in Kernel. (new file: texture.c) So! After this commit I will check on the autofiles, to try to fix that. MSVC people have to do it themselves. This commit will need quite some testing help, but I'm around!
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static int ray_previewrender(int x, int y, float *vec, float *vn)
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{
float scalef= 10.0f/100.0f;
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float ray1[3], ray2[3];
float minlabda, labda;
int totface= 3, hitface= -1;
int a;
ray1[0]= ray2[0]= x*scalef;
ray1[1]= ray2[1]= y*scalef;
ray1[2]= -10.0f;
ray2[2]= 10.0f;
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minlabda= 1.0f;
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for(a=0; a<totface; a++) {
if(snijpunt( rcubev[rcubi[a][0]], rcubev[rcubi[a][1]], rcubev[rcubi[a][2]], &labda, ray1, ray2)) {
if( labda < minlabda) {
minlabda= labda;
hitface= a;
}
}
if(snijpunt( rcubev[rcubi[a][0]], rcubev[rcubi[a][2]], rcubev[rcubi[a][3]], &labda, ray1, ray2)) {
if( labda < minlabda) {
minlabda= labda;
hitface= a;
}
}
}
if(hitface > -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!
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CalcNormFloat(rcubev[rcubi[hitface][0]], rcubev[rcubi[hitface][1]], rcubev[rcubi[hitface][2]], vn);
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vec[0]= (minlabda*(ray1[0]-ray2[0])+ray2[0])/4.1;
vec[1]= (minlabda*(ray1[1]-ray2[1])+ray2[1])/4.1;
vec[2]= (minlabda*(ray1[2]-ray2[2])+ray2[2])/4.1;
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return 1;
}
return 0;
}
static unsigned int previewback(int type, int x, int y)
{
Another commit for raytracing, now with glass refraction & fresnel! Changelog: - enable refraction with button "Ray Transp" in Material buttons. - set "Angular Index" value for amount of refraction. - use the "Alpha" value to define transparency. - remember to set a higher "Depth" too... glass can bounce quite some more than expected. - for correct refraction, 3D models MUST have normals pointing in the right direction (consistently pointing outside). - refraction 'sees' the thickness of glass based on what you model. So make for realistic glass both sides of a surface. - I needed to do some rewriting for correct mirroring/refraction, especially to prevent specularity being blended away. Solved this with localizing shading results in the rendercore.c. Now specularity correctly is added, and reduces the 'mirror' value. - Localizing more parts of the render code is being planned. The old render heavily relies on struct Render and struct Osa to store globals. For scanline render no problem, but recursive raytracing dislikes that. - done test with gamma-corrected summation of colors during tracing, is commented out still. But this will give more balanced reflections. Now dark reflections that are reflected in a bright surface seem incorrect. - Introduced 'Fresnel' effect for Mirror and Transparency. This influences the amount of mirror/transparency based at viewing angle. Next to a new Fresnel slider, also a 'falloff' button has been added to define the way it spreads. - Fresnel also works for Ztransp rendering - created new Panel for Raytrace options I have to evaluate still where it all should be logically located. - material preview shows fake reflection and fake refraction as well.
2003-12-16 14:12:01 +00:00
/* checkerboard, for later
x+= PR_RECTX/2;
y+= PR_RECTX/2;
if( ((x/24) + (y/24)) & 1) return 0x40404040;
else return 0xa0a0a0a0;
*/
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if(type & MA_DARK) {
if(abs(x)>abs(y)) return 0;
else return 0x40404040;
}
else {
if(abs(x)>abs(y)) return 0x40404040;
else return 0xa0a0a0a0;
}
}
static void set_previewrect(int win, int xmin, int ymin, int xmax, int ymax)
{
float pr_sizex, pr_sizey;
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prerect.xmin= xmin;
prerect.ymin= ymin;
prerect.xmax= xmax;
prerect.ymax= ymax;
ui_graphics_to_window(win, &prerect.xmin, &prerect.ymin);
ui_graphics_to_window(win, &prerect.xmax, &prerect.ymax);
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pr_sizex= (prerect.xmax-prerect.xmin);
pr_sizey= (prerect.ymax-prerect.ymin);
pr_facx= ( pr_sizex-1.0f)/PR_RECTX;
pr_facy= ( pr_sizey-1.0f)/PR_RECTY;
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/* correction for gla draw */
prerect.xmin-= curarea->winrct.xmin;
prerect.ymin-= curarea->winrct.ymin;
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glMatrixMode(GL_PROJECTION);
glPushMatrix();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glaDefine2DArea(&curarea->winrct);
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glPixelZoom(pr_facx, pr_facy);
}
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static void end_previewrect(void)
{
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glPixelZoom(1.0f, 1.0f);
// restore viewport / scissor which was set by glaDefine2DArea
glViewport(curarea->winrct.xmin, curarea->winrct.ymin, curarea->winx, curarea->winy);
glScissor(curarea->winrct.xmin, curarea->winrct.ymin, curarea->winx, curarea->winy);
}
static void display_pr_scanline(unsigned int *rect, int recty)
{
/* we do steps of 4 scanlines. but draw 5, because of errors in some gfx cards (nvidia geforce, ati...) */
if( (recty & 3)==3) {
if(recty == 3) {
glaDrawPixelsSafe(prerect.xmin, prerect.ymin, PR_RECTX, 4, rect);
}
else {
rect+= (recty-4)*PR_RECTX;
glaDrawPixelsSafe(prerect.xmin, prerect.ymin + (((float)recty-4.0)*pr_facy), PR_RECTX, 5, rect);
}
}
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}
static void draw_tex_crop(Tex *tex)
{
rcti rct;
int ret= 0;
if(tex==0) return;
if(tex->type==TEX_IMAGE) {
if(tex->cropxmin==0.0f) ret++;
if(tex->cropymin==0.0f) ret++;
if(tex->cropxmax==1.0f) ret++;
if(tex->cropymax==1.0f) ret++;
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if(ret==4) return;
rct.xmin= PR_XMIN+2+tex->cropxmin*(PR_XMAX-PR_XMIN-4);
rct.xmax= PR_XMIN+2+tex->cropxmax*(PR_XMAX-PR_XMIN-4);
rct.ymin= PR_YMIN+2+tex->cropymin*(PR_YMAX-PR_YMIN-4);
rct.ymax= PR_YMIN+2+tex->cropymax*(PR_YMAX-PR_YMIN-4);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glColor3ub(0, 0, 0);
glRecti(rct.xmin+1, rct.ymin-1, rct.xmax+1, rct.ymax-1);
glColor3ub(255, 255, 255);
glRecti(rct.xmin, rct.ymin, rct.xmax, rct.ymax);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
}
void BIF_all_preview_changed(void)
{
ScrArea *sa;
SpaceButs *sbuts;
sa= G.curscreen->areabase.first;
while(sa) {
if(sa->spacetype==SPACE_BUTS) {
sbuts= sa->spacedata.first;
sbuts->cury= 0;
addafterqueue(sa->win, RENDERPREVIEW, 1);
}
sa= sa->next;
}
}
/* signal all previews in current screen of current type */
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void BIF_preview_changed(SpaceButs *sbuts)
{
/* can be called when no buttonswindow visible */
if(sbuts) {
ScrArea *sa;
short mainb= sbuts->mainb;
short tab= sbuts->tab[mainb];
sa= G.curscreen->areabase.first;
while(sa) {
if(sa->spacetype==SPACE_BUTS) {
sbuts= sa->spacedata.first;
if(sbuts->mainb==mainb && sbuts->tab[mainb]==tab) {
sbuts->cury= 0;
addafterqueue(sbuts->area->win, RENDERPREVIEW, 1);
}
}
sa= sa->next;
}
}
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}
/* is panel callback, supposed to be called with correct panel offset matrix */
void BIF_previewdraw(void)
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{
SpaceButs *sbuts= curarea->spacedata.first;
if (sbuts->rect==0) BIF_preview_changed(sbuts);
else {
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int y;
set_previewrect(sbuts->area->win, PR_XMIN, PR_YMIN, PR_XMAX, PR_YMAX);
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for (y=0; y<PR_RECTY; y++) {
display_pr_scanline(sbuts->rect, y);
}
end_previewrect();
if (sbuts->mainb==CONTEXT_SHADING && sbuts->tab[CONTEXT_SHADING]==TAB_SHADING_TEX) {
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draw_tex_crop(sbuts->lockpoin);
}
}
if(sbuts->cury==0) BIF_preview_changed(sbuts);
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}
static void sky_preview_pixel(float lens, int x, int y, char *rect)
{
Phew, a lot of work, and no new features... Main target was to make the inner rendering loop using no globals anymore. This is essential for proper usage while raytracing, it caused a lot of hacks in the raycode as well, which even didn't work correctly for all situations (textures especially). Done this by creating a new local struct RenderInput, which replaces usage of the global struct Render R. The latter now only is used to denote image size, viewmatrix, and the like. Making the inner render loops using no globals caused 1000s of vars to be changed... but the result definitely is much nicer code, which enables making 'real' shaders in a next stage. It also enabled me to remove the hacks from ray.c Then i went to the task of removing redundant code. Especially the calculus of texture coords took place (identical) in three locations. Most obvious is the change in the unified render part, which is much less code now; it uses the same rendering routines as normal render now. (Note; not for halos yet!) I also removed 6 files called 'shadowbuffer' something. This was experimen- tal stuff from NaN days. And again saved a lot of double used code. Finally I went over the blenkernel and blender/src calls to render stuff. Here the same local data is used now, resulting in less dependency. I also moved render-texture to the render module, this was still in Kernel. (new file: texture.c) So! After this commit I will check on the autofiles, to try to fix that. MSVC people have 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 view[3];
2002-10-12 11:37:38 +00:00
if(R.wrld.skytype & WO_SKYPAPER) {
Phew, a lot of work, and no new features... Main target was to make the inner rendering loop using no globals anymore. This is essential for proper usage while raytracing, it caused a lot of hacks in the raycode as well, which even didn't work correctly for all situations (textures especially). Done this by creating a new local struct RenderInput, which replaces usage of the global struct Render R. The latter now only is used to denote image size, viewmatrix, and the like. Making the inner render loops using no globals caused 1000s of vars to be changed... but the result definitely is much nicer code, which enables making 'real' shaders in a next stage. It also enabled me to remove the hacks from ray.c Then i went to the task of removing redundant code. Especially the calculus of texture coords took place (identical) in three locations. Most obvious is the change in the unified render part, which is much less code now; it uses the same rendering routines as normal render now. (Note; not for halos yet!) I also removed 6 files called 'shadowbuffer' something. This was experimen- tal stuff from NaN days. And again saved a lot of double used code. Finally I went over the blenkernel and blender/src calls to render stuff. Here the same local data is used now, resulting in less dependency. I also moved render-texture to the render module, this was still in Kernel. (new file: texture.c) So! After this commit I will check on the autofiles, to try to fix that. MSVC people have to do it themselves. This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
view[0]= (2*x)/(float)PR_RECTX;
view[1]= (2*y)/(float)PR_RECTY;
view[2]= 0.0f;
2002-10-12 11:37:38 +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
view[0]= x;
view[1]= y;
view[2]= -lens*PR_RECTX/32.0;
Normalise(view);
2002-10-12 11:37:38 +00:00
}
RE_sky_char(view, rect);
2002-10-12 11:37:38 +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
static void lamp_preview_pixel(ShadeInput *shi, LampRen *la, int x, int y, char *rect)
2002-10-12 11:37:38 +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
float inpr, i, t, dist, distkw, vec[3], lacol[3];
2002-10-12 11:37:38 +00:00
int col;
Phew, a lot of work, and no new features... Main target was to make the inner rendering loop using no globals anymore. This is essential for proper usage while raytracing, it caused a lot of hacks in the raycode as well, which even didn't work correctly for all situations (textures especially). Done this by creating a new local struct RenderInput, which replaces usage of the global struct Render R. The latter now only is used to denote image size, viewmatrix, and the like. Making the inner render loops using no globals caused 1000s of vars to be changed... but the result definitely is much nicer code, which enables making 'real' shaders in a next stage. It also enabled me to remove the hacks from ray.c Then i went to the task of removing redundant code. Especially the calculus of texture coords took place (identical) in three locations. Most obvious is the change in the unified render part, which is much less code now; it uses the same rendering routines as normal render now. (Note; not for halos yet!) I also removed 6 files called 'shadowbuffer' something. This was experimen- tal stuff from NaN days. And again saved a lot of double used code. Finally I went over the blenkernel and blender/src calls to render stuff. Here the same local data is used now, resulting in less dependency. I also moved render-texture to the render module, this was still in Kernel. (new file: texture.c) So! After this commit I will check on the autofiles, to try to fix that. MSVC people have to do it themselves. This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
shi->co[0]= (float)x/(PR_RECTX/4);
shi->co[1]= (float)y/(PR_RECTX/4);
shi->co[2]= 0;
2002-10-12 11:37:38 +00:00
vec[0]= 0.02f*x;
vec[1]= 0.02f*y;
vec[2]= 0.005f*PR_RECTX;
Phew, a lot of work, and no new features... Main target was to make the inner rendering loop using no globals anymore. This is essential for proper usage while raytracing, it caused a lot of hacks in the raycode as well, which even didn't work correctly for all situations (textures especially). Done this by creating a new local struct RenderInput, which replaces usage of the global struct Render R. The latter now only is used to denote image size, viewmatrix, and the like. Making the inner render loops using no globals caused 1000s of vars to be changed... but the result definitely is much nicer code, which enables making 'real' shaders in a next stage. It also enabled me to remove the hacks from ray.c Then i went to the task of removing redundant code. Especially the calculus of texture coords took place (identical) in three locations. Most obvious is the change in the unified render part, which is much less code now; it uses the same rendering routines as normal render now. (Note; not for halos yet!) I also removed 6 files called 'shadowbuffer' something. This was experimen- tal stuff from NaN days. And again saved a lot of double used code. Finally I went over the blenkernel and blender/src calls to render stuff. Here the same local data is used now, resulting in less dependency. I also moved render-texture to the render module, this was still in Kernel. (new file: texture.c) So! After this commit I will check on the autofiles, to try to fix that. MSVC people have 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->view, vec);
dist= Normalise(shi->view);
2002-10-12 11:37:38 +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
lacol[0]= la->r;
lacol[1]= la->g;
lacol[2]= la->b;
if(la->mode & LA_TEXTURE) do_lamp_tex(la, vec, shi, lacol);
2002-10-12 11:37:38 +00:00
if(la->type==LA_SUN || la->type==LA_HEMI) {
dist= 1.0f;
2002-10-12 11:37:38 +00:00
}
else {
if(la->mode & LA_QUAD) {
t= 1.0f;
if(la->ld1>0.0f)
2002-10-12 11:37:38 +00:00
t= la->dist/(la->dist+la->ld1*dist);
if(la->ld2>0.0f) {
2002-10-12 11:37:38 +00:00
distkw= la->dist*la->dist;
t= t*distkw/(t*distkw+la->ld2*dist*dist);
}
dist= t;
}
else {
dist= (la->dist/(la->dist+dist));
}
}
Major update, all implemented a bit in a hurry, and probably will need bugfixes at some point. Extended the range of the depth and cdepth parameters as reqested by leope. Bumpmapping should now be a bit more similar to the Blender render. Added support for all remaining lightsources in yafray, tried to make use of as much of the existing Blender parameters as possible. Blender Lamp: added switch to enable rendering with shadowbuffer ('softlight' in yafray). All other parameters are similar to the Blender settings, for yafray both the bias parameter and the shadowbuffer size can be lower than equivalent Blender settings, since the yafray buffer is floating point. Remember that 6 shadowmaps are created in this case, so can use quite a bit of memory with large buffer settings. When 'ray shadow' is enabled for this lamp type, it is possible to set a light radius to create a spherical arealight source ('spherelight' in yafray), when this is 0, it is exported as a pointlight instead. Blender Spot: as in Blender now supports 'halo' rendering. Halo spots always use shadowbuffers, so when enabled the buttons for shadowmap settings will appear. The 'ray shadow' button can still be used to disable shadows cast onto other objects, independent of halo shadows. One thing to remember, halo's don't work with empty backgrounds, something must be behind the spotlight for it to be visible. And finally, the photonlight: probably the most confusing (as more things related to yafray), the photonlight is not a real lightsource, it is only used as a source to shoot photons from. Since indirect lighting is already supported (and looks better as well) only caustics mode is supported. So to be able to use this properly other lightsources must be used with it. For the photonlighting to be 'correct' similar lightsettings as for the 'source' light are needed. Probably the best way to do this, when you are happy with the lighting setup you have, and want to add caustics, copy the light you want to enable for caustics (shift-D) and leave everything as is, then change the mode to 'Photon'. To not waiste any photons, the photonlight behaves similar to the spotlight, you can set the width of the beam with the 'angle' parameter. Make sure that any object that needs to cast caustics is within that beam, make the beam width as small as possible to tightly fit the object. The following other parameters can be set: -photons: the number of photons to shoot. -search: the number of photons to search when rendering, the higher, the blurrier the caustics. -depth: the amount of photon bounces allowed, since the primary use is for caustics, you probably best set this to the same level as the 'ray depth' parameter. -Blur: this controls the amount of caustics blur (in addition to the search parameter), very low values will cause very sharp caustics, which when used with a low photonnumber, probably lead to only some noisy specks being rendered. -Use QMC: Use quasi monte carlo sampling, can lead to cleaner results, but also can sometimes cause patterns. Since the photonlight has no meaning to Blender, when using photonlights and switching back to the internal render, the light doesn't do anything, and no type button will be selected. The lightsource can still be selected, but unless switching to yafray, no parameters can set. Apologies to Anexus, I had no time to really do something with your code, I'll still look at it later, to see if I can improve anything in my implementation.
2004-07-28 22:37:12 +00:00
/* yafray: preview shade as spot, sufficient */
if ((la->type==LA_SPOT) || (la->type==LA_YF_PHOTON)) {
2002-10-12 11:37:38 +00:00
if(la->mode & LA_SQUARE) {
/* slightly smaller... */
Phew, a lot of work, and no new features... Main target was to make the inner rendering loop using no globals anymore. This is essential for proper usage while raytracing, it caused a lot of hacks in the raycode as well, which even didn't work correctly for all situations (textures especially). Done this by creating a new local struct RenderInput, which replaces usage of the global struct Render R. The latter now only is used to denote image size, viewmatrix, and the like. Making the inner render loops using no globals caused 1000s of vars to be changed... but the result definitely is much nicer code, which enables making 'real' shaders in a next stage. It also enabled me to remove the hacks from ray.c Then i went to the task of removing redundant code. Especially the calculus of texture coords took place (identical) in three locations. Most obvious is the change in the unified render part, which is much less code now; it uses the same rendering routines as normal render now. (Note; not for halos yet!) I also removed 6 files called 'shadowbuffer' something. This was experimen- tal stuff from NaN days. And again saved a lot of double used code. Finally I went over the blenkernel and blender/src calls to render stuff. Here the same local data is used now, resulting in less dependency. I also moved render-texture to the render module, this was still in Kernel. (new file: texture.c) So! After this commit I will check on the autofiles, to try to fix that. MSVC people have to do it themselves. This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
inpr= 1.7*cos(MAX2(fabs(shi->view[0]/shi->view[2]) , fabs(shi->view[1]/shi->view[2]) ));
2002-10-12 11:37:38 +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
inpr= shi->view[2];
2002-10-12 11:37:38 +00:00
}
t= la->spotsi;
if(inpr<t) dist= 0.0f;
2002-10-12 11:37:38 +00:00
else {
t= inpr-t;
if(t<la->spotbl && la->spotbl!=0.0f) {
/* soft area */
2002-10-12 11:37:38 +00:00
i= t/la->spotbl;
t= i*i;
i= t*i;
inpr*=(3.0*t-2.0*i);
}
}
dist*=inpr;
}
Area lights and more... - New lamp type added "Area". This uses the radiosity formula (Stoke) to calculate the amount of energy which is received from a plane. Result is very nice local light, which nicely spreads out. - Area lamps have a 'gamma' option to control the light spread - Area lamp builtin sizes: square, rect, cube & box. Only first 2 are implemented. Set a type, and define area size - Button area size won't affect the amount of energy. But scaling the lamp in 3d window will do. This is to cover the case when you scale an entire scene, the light then will remain identical If you just want to change area lamp size, use buttons when you dont want to make the scene too bright or too dark - Since area lights realistically are sensitive for distance (quadratic), the effect it has is quickly too much, or too less. For this the "Dist" value in Lamp can be used. Set it at Dist=10 to have reasonable light on distance 10 Blender units (assumed you didnt scale lamp object). - I tried square sized specularity, but this looked totally weird. Not committed - Plan is to extend area light with 3d dimensions, boxes and cubes. - Note that area light is one-sided, towards negative Z. I need to design a nice drawing method for it. Area Shadow - Since there are a lot of variables associated with soft shadow, they now only are available for Area lights. Allowing spot & normal lamp to have soft shadow is possible though, but will require a reorganisation of the Lamp buttons. Is a point of research & feedback still. - Apart from area size, you now can individually set amount of samples in X and Y direction (for area lamp type 'Rect'). For box type area lamp, this will become 3 dimensions - Area shadows have four options: "Clip circle" : only uses a circular shape of samples, gives smoother results "Dither" : use a 2x2 dither mask "Jitter" : applys a pseudo-random offset to samples "Umbra" : extra emphasis on area that's fully in shadow. Raytrace speedup - improved filling in faces in Octree. Large faces occupied too many nodes - added a coherence check; rays fired sequentially that begin and end in same octree nodes, and that don't intersect, are quickly rejected - rendering shadow scenes benefits from this 20-40%. My statue test monkey file now renders in 19 seconds (was 30). Plus: - adjusted specular max to 511, and made sure Blinn spec has again this incredible small spec size - for UI rounded theme: the color "button" displayed RGB color too dark - fixed countall() function, to also include Subsurf totals - removed setting the 'near' clipping for pressing dot-key numpad - when you press the buttons-window icon for 'Shading Context' the context automaticilly switches as with F5 hotkey Please be warned that this is not a release... settings in files might not work as it did, nor guaranteed to work when we do a release. :)
2003-12-29 16:52:51 +00:00
else if ELEM(la->type, LA_LOCAL, LA_AREA) dist*= shi->view[2];
2002-10-12 11:37:38 +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
col= 255.0*dist*lacol[0];
2002-10-12 11:37:38 +00:00
if(col<=0) rect[0]= 0; else if(col>=255) rect[0]= 255; else rect[0]= col;
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= 255.0*dist*lacol[1];
2002-10-12 11:37:38 +00:00
if(col<=0) rect[1]= 0; else if(col>=255) rect[1]= 255; else rect[1]= col;
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= 255.0*dist*lacol[2];
2002-10-12 11:37:38 +00:00
if(col<=0) rect[2]= 0; else if(col>=255) rect[2]= 255; else rect[2]= col;
}
static void init_previewhalo(HaloRen *har, Material *mat)
{
har->type= 0;
if(mat->mode & MA_HALO_XALPHA) har->type |= HA_XALPHA;
har->mat= mat;
har->hard= mat->har;
har->rad= PR_RECTX/2.0;
har->radsq= PR_RECTX*PR_RECTX/4.0;
har->alfa= mat->alpha;
har->add= 255.0*mat->add;
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->r= mat->r;
har->g= mat->g;
har->b= mat->b;
2002-10-12 11:37:38 +00:00
har->xs= PR_RECTX/2.0;
har->ys= PR_RECTX/2.0;
har->zs= har->zd= 0;
har->seed= (mat->seed1 % 256);
if( (mat->mode & MA_HALOTEX) && mat->mtex[0] ) har->tex= 1; else har->tex=0;
if(mat->mode & MA_STAR) har->starpoints= mat->starc; else har->starpoints= 0;
if(mat->mode & MA_HALO_LINES) har->linec= mat->linec; else har->linec= 0;
if(mat->mode & MA_HALO_RINGS) har->ringc= mat->ringc; else har->ringc= 0;
if(mat->mode & MA_HALO_FLARE) har->flarec= mat->flarec; else har->flarec= 0;
if(har->flarec) {
har->xs-= PR_RECTX/3;
har->ys+= PR_RECTX/3;
har->rad*= 0.3;
har->radsq= har->rad*har->rad;
har->pixels= har->rad*har->rad*har->rad;
}
}
static void halo_preview_pixel(HaloRen *har, int startx, int endx, int y, char *rect)
{
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 dist, xn, yn, xsq, ysq, colf[4];
2002-10-12 11:37:38 +00:00
int x;
char front[4];
if(har->flarec) yn= y-PR_RECTX/3;
else yn= y;
ysq= yn*yn;
for(x=startx; x<endx; x++) {
if(har->flarec) xn= x+PR_RECTX/3;
else xn= x;
xsq= xn*xn;
dist= xsq+ysq;
if(dist<har->radsq) {
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
RE_shadehalo(har, front, colf, 0, dist, xn, yn, har->flarec);
2002-10-12 11:37:38 +00:00
RE_addalphaAddfac(rect, front, har->add);
}
rect+= 4;
}
}
static void previewflare(SpaceButs *sbuts, HaloRen *har, unsigned int *rect)
{
uiBlock *block;
2002-10-12 11:37:38 +00:00
float ycor;
unsigned int *rectot;
int afmx, afmy, rectx, recty, y;
2002-10-12 11:37:38 +00:00
block= uiFindOpenPanelBlockName(&curarea->uiblocks, "Preview");
if(block==NULL) return;
2002-10-12 11:37:38 +00:00
/* temps */
ycor= R.ycor;
rectx= R.rectx;
recty= R.recty;
afmx= R.afmx;
afmy= R.afmy;
rectot= R.rectot;
R.r.postmul= R.r.postgamma= R.r.postsat= 1.0f;
R.r.posthue= R.r.postadd= 0.0f;
R.ycor= 1.0f;
2002-10-12 11:37:38 +00:00
R.rectx= PR_RECTX;
R.recty= PR_RECTY;
R.afmx= PR_RECTX/2;
R.afmy= PR_RECTY/2;
R.rectot= rect;
waitcursor(1);
RE_renderflare(har);
waitcursor(0);
// not sure why, either waitcursor or renderflare screws up (disabled then)
//areawinset(curarea->win);
2002-10-12 11:37:38 +00:00
/* draw can just be this way, all settings are OK */
for (y=0; y<PR_RECTY; y++) {
display_pr_scanline(sbuts->rect, y);
}
2002-10-12 11:37:38 +00:00
/* temps */
R.ycor= ycor;
R.rectx= rectx;
R.recty= recty;
R.afmx= afmx;
R.afmy= afmy;
R.rectot= rectot;
}
static void texture_preview_pixel(Tex *tex, int x, int y, char *rect)
{
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 i, v1, xsq, ysq, texvec[3];
float tin=1.0f, tr, tg, tb, ta;
2002-10-12 11:37:38 +00:00
int rgbnor, tracol, skip=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
2002-10-12 11:37:38 +00:00
if(tex->type==TEX_IMAGE) {
v1= 1.0f/PR_RECTX;
2002-10-12 11:37:38 +00:00
texvec[0]= 0.5+v1*x;
texvec[1]= 0.5+v1*y;
/* no coordinate mapping, exception: repeat */
if(tex->extend==TEX_REPEAT) {
if(tex->xrepeat>1) {
texvec[0] *= tex->xrepeat;
if(texvec[0]>1.0f) texvec[0] -= (int)(texvec[0]);
}
if(tex->yrepeat>1) {
texvec[1] *= tex->yrepeat;
if(texvec[1]>1.0f) texvec[1] -= (int)(texvec[1]);
}
2002-10-12 11:37:38 +00:00
}
else if(tex->extend==TEX_CHECKER) {
texvec[0]= 0.5+1.6*v1*x;
texvec[1]= 0.5+1.6*v1*y;
}
2002-10-12 11:37:38 +00:00
}
else if(tex->type==TEX_ENVMAP) {
if(tex->env) {
ysq= y*y;
xsq= x*x;
if(xsq+ysq < (PR_RECTX/2)*(PR_RECTY/2)) {
texvec[2]= sqrt( (float)((PR_RECTX/2)*(PR_RECTY/2)-xsq-ysq) );
texvec[0]= -x;
texvec[1]= -y;
Normalise(texvec);
i= 2.0*(texvec[2]);
texvec[0]= (i*texvec[0]);
texvec[1]= (i*texvec[1]);
texvec[2]= (-1.0f+i*texvec[2]);
2002-10-12 11:37:38 +00:00
}
else {
skip= 1;
tr= tg= tb= ta= 0.0f;
2002-10-12 11:37:38 +00:00
}
}
else {
skip= 1;
tr= tg= tb= ta= 0.0f;
2002-10-12 11:37:38 +00:00
}
}
else {
v1= 2.0/PR_RECTX;
texvec[0]= v1*x;
texvec[1]= v1*y;
texvec[2]= 0.0f;
2002-10-12 11:37:38 +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(skip==0) rgbnor= multitex_ext(tex, texvec, &tin, &tr, &tg, &tb, &ta);
2002-10-12 11:37:38 +00:00
else rgbnor= 1;
if(rgbnor & 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
v1= 255.0*tr;
rect[0]= CLAMPIS(v1, 0, 255);
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
v1= 255.0*tg;
rect[1]= CLAMPIS(v1, 0, 255);
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
v1= 255.0*tb;
rect[2]= CLAMPIS(v1, 0, 255);
2002-10-12 11:37:38 +00:00
if(ta!=1.0f) {
2002-10-12 11:37:38 +00:00
tracol= 64+100*(abs(x)>abs(y));
tracol= (1.0f-ta)*tracol;
2002-10-12 11:37:38 +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
rect[0]= tracol+ (rect[0]*ta) ;
rect[1]= tracol+ (rect[1]*ta) ;
rect[2]= tracol+ (rect[2]*ta) ;
2002-10-12 11:37:38 +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
rect[0]= 255.0*tin;
rect[1]= 255.0*tin;
rect[2]= 255.0*tin;
2002-10-12 11:37:38 +00:00
}
}
static float pr1_lamp[3]= {2.3, -2.4, -4.6};
static float pr2_lamp[3]= {-8.8, -5.6, -1.5};
static float pr1_col[3]= {0.8, 0.8, 0.8};
static float pr2_col[3]= {0.5, 0.6, 0.7};
Another commit for raytracing, now with glass refraction & fresnel! Changelog: - enable refraction with button "Ray Transp" in Material buttons. - set "Angular Index" value for amount of refraction. - use the "Alpha" value to define transparency. - remember to set a higher "Depth" too... glass can bounce quite some more than expected. - for correct refraction, 3D models MUST have normals pointing in the right direction (consistently pointing outside). - refraction 'sees' the thickness of glass based on what you model. So make for realistic glass both sides of a surface. - I needed to do some rewriting for correct mirroring/refraction, especially to prevent specularity being blended away. Solved this with localizing shading results in the rendercore.c. Now specularity correctly is added, and reduces the 'mirror' value. - Localizing more parts of the render code is being planned. The old render heavily relies on struct Render and struct Osa to store globals. For scanline render no problem, but recursive raytracing dislikes that. - done test with gamma-corrected summation of colors during tracing, is commented out still. But this will give more balanced reflections. Now dark reflections that are reflected in a bright surface seem incorrect. - Introduced 'Fresnel' effect for Mirror and Transparency. This influences the amount of mirror/transparency based at viewing angle. Next to a new Fresnel slider, also a 'falloff' button has been added to define the way it spreads. - Fresnel also works for Ztransp rendering - created new Panel for Raytrace options I have to evaluate still where it all should be logically located. - material preview shows fake reflection and fake refraction as well.
2003-12-16 14:12:01 +00:00
static void refraction_prv(int *x, int *y, float *n, float index)
{
float dot, fac, view[3], len;
index= 1.0f/index;
Another commit for raytracing, now with glass refraction & fresnel! Changelog: - enable refraction with button "Ray Transp" in Material buttons. - set "Angular Index" value for amount of refraction. - use the "Alpha" value to define transparency. - remember to set a higher "Depth" too... glass can bounce quite some more than expected. - for correct refraction, 3D models MUST have normals pointing in the right direction (consistently pointing outside). - refraction 'sees' the thickness of glass based on what you model. So make for realistic glass both sides of a surface. - I needed to do some rewriting for correct mirroring/refraction, especially to prevent specularity being blended away. Solved this with localizing shading results in the rendercore.c. Now specularity correctly is added, and reduces the 'mirror' value. - Localizing more parts of the render code is being planned. The old render heavily relies on struct Render and struct Osa to store globals. For scanline render no problem, but recursive raytracing dislikes that. - done test with gamma-corrected summation of colors during tracing, is commented out still. But this will give more balanced reflections. Now dark reflections that are reflected in a bright surface seem incorrect. - Introduced 'Fresnel' effect for Mirror and Transparency. This influences the amount of mirror/transparency based at viewing angle. Next to a new Fresnel slider, also a 'falloff' button has been added to define the way it spreads. - Fresnel also works for Ztransp rendering - created new Panel for Raytrace options I have to evaluate still where it all should be logically located. - material preview shows fake reflection and fake refraction as well.
2003-12-16 14:12:01 +00:00
view[0]= index*(float)*x;
view[1]= ((float)*y)/index;
view[2]= 20.0f;
Another commit for raytracing, now with glass refraction & fresnel! Changelog: - enable refraction with button "Ray Transp" in Material buttons. - set "Angular Index" value for amount of refraction. - use the "Alpha" value to define transparency. - remember to set a higher "Depth" too... glass can bounce quite some more than expected. - for correct refraction, 3D models MUST have normals pointing in the right direction (consistently pointing outside). - refraction 'sees' the thickness of glass based on what you model. So make for realistic glass both sides of a surface. - I needed to do some rewriting for correct mirroring/refraction, especially to prevent specularity being blended away. Solved this with localizing shading results in the rendercore.c. Now specularity correctly is added, and reduces the 'mirror' value. - Localizing more parts of the render code is being planned. The old render heavily relies on struct Render and struct Osa to store globals. For scanline render no problem, but recursive raytracing dislikes that. - done test with gamma-corrected summation of colors during tracing, is commented out still. But this will give more balanced reflections. Now dark reflections that are reflected in a bright surface seem incorrect. - Introduced 'Fresnel' effect for Mirror and Transparency. This influences the amount of mirror/transparency based at viewing angle. Next to a new Fresnel slider, also a 'falloff' button has been added to define the way it spreads. - Fresnel also works for Ztransp rendering - created new Panel for Raytrace options I have to evaluate still where it all should be logically located. - material preview shows fake reflection and fake refraction as well.
2003-12-16 14:12:01 +00:00
len= Normalise(view);
dot= view[0]*n[0] + view[1]*n[1] + view[2]*n[2];
if(dot>0.0f) {
fac= 1.0f - (1.0f - dot*dot)*index*index;
if(fac<= 0.0f) return;
Another commit for raytracing, now with glass refraction & fresnel! Changelog: - enable refraction with button "Ray Transp" in Material buttons. - set "Angular Index" value for amount of refraction. - use the "Alpha" value to define transparency. - remember to set a higher "Depth" too... glass can bounce quite some more than expected. - for correct refraction, 3D models MUST have normals pointing in the right direction (consistently pointing outside). - refraction 'sees' the thickness of glass based on what you model. So make for realistic glass both sides of a surface. - I needed to do some rewriting for correct mirroring/refraction, especially to prevent specularity being blended away. Solved this with localizing shading results in the rendercore.c. Now specularity correctly is added, and reduces the 'mirror' value. - Localizing more parts of the render code is being planned. The old render heavily relies on struct Render and struct Osa to store globals. For scanline render no problem, but recursive raytracing dislikes that. - done test with gamma-corrected summation of colors during tracing, is commented out still. But this will give more balanced reflections. Now dark reflections that are reflected in a bright surface seem incorrect. - Introduced 'Fresnel' effect for Mirror and Transparency. This influences the amount of mirror/transparency based at viewing angle. Next to a new Fresnel slider, also a 'falloff' button has been added to define the way it spreads. - Fresnel also works for Ztransp rendering - created new Panel for Raytrace options I have to evaluate still where it all should be logically located. - material preview shows fake reflection and fake refraction as well.
2003-12-16 14:12:01 +00:00
fac= -dot*index + sqrt(fac);
}
else {
index = 1.0f/index;
fac= 1.0f - (1.0f - dot*dot)*index*index;
if(fac<= 0.0f) return;
Another commit for raytracing, now with glass refraction & fresnel! Changelog: - enable refraction with button "Ray Transp" in Material buttons. - set "Angular Index" value for amount of refraction. - use the "Alpha" value to define transparency. - remember to set a higher "Depth" too... glass can bounce quite some more than expected. - for correct refraction, 3D models MUST have normals pointing in the right direction (consistently pointing outside). - refraction 'sees' the thickness of glass based on what you model. So make for realistic glass both sides of a surface. - I needed to do some rewriting for correct mirroring/refraction, especially to prevent specularity being blended away. Solved this with localizing shading results in the rendercore.c. Now specularity correctly is added, and reduces the 'mirror' value. - Localizing more parts of the render code is being planned. The old render heavily relies on struct Render and struct Osa to store globals. For scanline render no problem, but recursive raytracing dislikes that. - done test with gamma-corrected summation of colors during tracing, is commented out still. But this will give more balanced reflections. Now dark reflections that are reflected in a bright surface seem incorrect. - Introduced 'Fresnel' effect for Mirror and Transparency. This influences the amount of mirror/transparency based at viewing angle. Next to a new Fresnel slider, also a 'falloff' button has been added to define the way it spreads. - Fresnel also works for Ztransp rendering - created new Panel for Raytrace options I have to evaluate still where it all should be logically located. - material preview shows fake reflection and fake refraction as well.
2003-12-16 14:12:01 +00:00
fac= -dot*index - sqrt(fac);
}
*x= (int)(len*(index*view[0] + fac*n[0]));
*y= (int)(len*(index*view[1] + fac*n[1]));
}
static void shade_lamp_loop_preview(ShadeInput *shi, ShadeResult *shr, int pr_lamp)
2002-10-12 11:37:38 +00:00
{
extern float fresnel_fac(float *view, float *vn, float ior, float fac);
Material *mat= shi->mat;
float inp, is, inprspec=0;
float lv[3], *la, *vn, vnor[3];
int a;
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
// copy all relevant material vars, note, keep this synced with render_types.h
memcpy(&shi->r, &mat->r, 23*sizeof(float));
// set special cases:
shi->har= mat->har;
if((mat->mode & MA_RAYMIRROR)==0) shi->ray_mirror= 0.0f;
memset(shr, 0, sizeof(ShadeResult));
2002-10-12 11:37:38 +00:00
/* normals flipped in render for smooth... */
if( (mat->mapto & MAP_NORM)) VecMulf(shi->vn, -1.0f);
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_material_tex(shi);
/* normals flipped in render... */
if( (mat->mapto & MAP_NORM)) VecMulf(shi->vn, -1.0f);
shr->alpha= shi->alpha;
Phew, a lot of work, and no new features... Main target was to make the inner rendering loop using no globals anymore. This is essential for proper usage while raytracing, it caused a lot of hacks in the raycode as well, which even didn't work correctly for all situations (textures especially). Done this by creating a new local struct RenderInput, which replaces usage of the global struct Render R. The latter now only is used to denote image size, viewmatrix, and the like. Making the inner render loops using no globals caused 1000s of vars to be changed... but the result definitely is much nicer code, which enables making 'real' shaders in a next stage. It also enabled me to remove the hacks from ray.c Then i went to the task of removing redundant code. Especially the calculus of texture coords took place (identical) in three locations. Most obvious is the change in the unified render part, which is much less code now; it uses the same rendering routines as normal render now. (Note; not for halos yet!) I also removed 6 files called 'shadowbuffer' something. This was experimen- tal stuff from NaN days. And again saved a lot of double used code. Finally I went over the blenkernel and blender/src calls to render stuff. Here the same local data is used now, resulting in less dependency. I also moved render-texture to the render module, this was still in Kernel. (new file: texture.c) So! After this commit I will check on the autofiles, to try to fix that. MSVC people have 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(mat->mode & (MA_ZTRA|MA_RAYTRANSP))
if(mat->fresnel_tra!=0.0f)
shr->alpha*= fresnel_fac(shi->view, shi->vn, mat->fresnel_tra_i, mat->fresnel_tra);
2002-10-12 11:37:38 +00:00
if(mat->mode & MA_SHLESS) {
shr->diff[0]= shi->r;
shr->diff[1]= shi->g;
shr->diff[2]= shi->b;
2002-10-12 11:37:38 +00:00
}
else {
for(a=0; a<2; a++) {
if((pr_lamp & (1<<a))==0) continue;
2002-10-12 11:37:38 +00:00
if(a==0) la= pr1_lamp;
else la= pr2_lamp;
lv[0]= shi->co[0]-la[0];
lv[1]= shi->co[1]-la[1];
lv[2]= shi->co[2]-la[2];
2002-10-12 11:37:38 +00:00
Normalise(lv);
if(shi->spec>0.0f) {
/* specular shaders */
float specfac;
2002-10-12 11:37:38 +00:00
if(mat->mode & MA_TANGENT_V) vn= shi->tang;
else vn= shi->vn;
if(mat->spec_shader==MA_SPEC_PHONG)
specfac= Phong_Spec(vn, lv, shi->view, shi->har, mat->mode & MA_TANGENT_V);
else if(mat->spec_shader==MA_SPEC_COOKTORR)
specfac= CookTorr_Spec(vn, lv, shi->view, shi->har, mat->mode & MA_TANGENT_V);
else if(mat->spec_shader==MA_SPEC_BLINN)
specfac= Blinn_Spec(vn, lv, shi->view, mat->refrac, (float)shi->har, mat->mode & MA_TANGENT_V);
else if(mat->spec_shader==MA_SPEC_WARDISO)
specfac= WardIso_Spec(vn, lv, shi->view, mat->rms, mat->mode & MA_TANGENT_V);
else
specfac= Toon_Spec(vn, lv, shi->view, mat->param[2], mat->param[3], mat->mode & MA_TANGENT_V);
inprspec= specfac*shi->spec;
if(mat->mode & MA_RAMP_SPEC) {
float spec[3];
do_specular_ramp(shi, specfac, inprspec, spec);
shr->spec[0]+= inprspec*spec[0];
shr->spec[1]+= inprspec*spec[1];
shr->spec[2]+= inprspec*spec[2];
}
else {
shr->spec[0]+= inprspec*shi->specr;
shr->spec[1]+= inprspec*shi->specg;
shr->spec[2]+= inprspec*shi->specb;
2002-10-12 11:37:38 +00:00
}
}
if(mat->mode & MA_TANGENT_V) {
float cross[3];
Crossf(cross, lv, shi->tang);
Crossf(vnor, cross, shi->tang);
vnor[0]= -vnor[0];vnor[1]= -vnor[1];vnor[2]= -vnor[2];
vn= vnor;
}
else vn= shi->vn;
is= vn[0]*lv[0]+vn[1]*lv[1]+vn[2]*lv[2];
if(is<0.0f) is= 0.0f;
/* diffuse shaders */
if(mat->diff_shader==MA_DIFF_ORENNAYAR) is= OrenNayar_Diff(vn, lv, shi->view, mat->roughness);
else if(mat->diff_shader==MA_DIFF_TOON) is= Toon_Diff(vn, lv, shi->view, mat->param[0], mat->param[1]);
else if(mat->diff_shader==MA_DIFF_MINNAERT) is= Minnaert_Diff(is, vn, shi->view, mat->darkness);
else if(mat->diff_shader==MA_DIFF_FRESNEL) is= Fresnel_Diff(vn, lv, shi->view, mat->param[0], mat->param[1]);
// else Lambert
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
inp= (shi->refl*is + shi->emit);
2002-10-12 11:37:38 +00:00
if(a==0) la= pr1_col;
else la= pr2_col;
add_to_diffuse(shr->diff, shi, is, inp*la[0], inp*la[1], inp*la[2]);
2002-10-12 11:37:38 +00:00
}
/* end lamp loop */
Another commit for raytracing, now with glass refraction & fresnel! Changelog: - enable refraction with button "Ray Transp" in Material buttons. - set "Angular Index" value for amount of refraction. - use the "Alpha" value to define transparency. - remember to set a higher "Depth" too... glass can bounce quite some more than expected. - for correct refraction, 3D models MUST have normals pointing in the right direction (consistently pointing outside). - refraction 'sees' the thickness of glass based on what you model. So make for realistic glass both sides of a surface. - I needed to do some rewriting for correct mirroring/refraction, especially to prevent specularity being blended away. Solved this with localizing shading results in the rendercore.c. Now specularity correctly is added, and reduces the 'mirror' value. - Localizing more parts of the render code is being planned. The old render heavily relies on struct Render and struct Osa to store globals. For scanline render no problem, but recursive raytracing dislikes that. - done test with gamma-corrected summation of colors during tracing, is commented out still. But this will give more balanced reflections. Now dark reflections that are reflected in a bright surface seem incorrect. - Introduced 'Fresnel' effect for Mirror and Transparency. This influences the amount of mirror/transparency based at viewing angle. Next to a new Fresnel slider, also a 'falloff' button has been added to define the way it spreads. - Fresnel also works for Ztransp rendering - created new Panel for Raytrace options I have to evaluate still where it all should be logically located. - material preview shows fake reflection and fake refraction as well.
2003-12-16 14:12:01 +00:00
/* drawing checkerboard and sky */
if(mat->mode & MA_RAYMIRROR) {
float col, div, y, z;
int fac;
/* rotate a bit in x */
Phew, a lot of work, and no new features... Main target was to make the inner rendering loop using no globals anymore. This is essential for proper usage while raytracing, it caused a lot of hacks in the raycode as well, which even didn't work correctly for all situations (textures especially). Done this by creating a new local struct RenderInput, which replaces usage of the global struct Render R. The latter now only is used to denote image size, viewmatrix, and the like. Making the inner render loops using no globals caused 1000s of vars to be changed... but the result definitely is much nicer code, which enables making 'real' shaders in a next stage. It also enabled me to remove the hacks from ray.c Then i went to the task of removing redundant code. Especially the calculus of texture coords took place (identical) in three locations. Most obvious is the change in the unified render part, which is much less code now; it uses the same rendering routines as normal render now. (Note; not for halos yet!) I also removed 6 files called 'shadowbuffer' something. This was experimen- tal stuff from NaN days. And again saved a lot of double used code. Finally I went over the blenkernel and blender/src calls to render stuff. Here the same local data is used now, resulting in less dependency. I also moved render-texture to the render module, this was still in Kernel. (new file: texture.c) So! After this commit I will check on the autofiles, to try to fix that. MSVC people have to do it themselves. This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
y= shi->ref[1]; z= shi->ref[2];
shi->ref[1]= 0.98*y - 0.17*z;
shi->ref[2]= 0.17*y + 0.98*z;
Another commit for raytracing, now with glass refraction & fresnel! Changelog: - enable refraction with button "Ray Transp" in Material buttons. - set "Angular Index" value for amount of refraction. - use the "Alpha" value to define transparency. - remember to set a higher "Depth" too... glass can bounce quite some more than expected. - for correct refraction, 3D models MUST have normals pointing in the right direction (consistently pointing outside). - refraction 'sees' the thickness of glass based on what you model. So make for realistic glass both sides of a surface. - I needed to do some rewriting for correct mirroring/refraction, especially to prevent specularity being blended away. Solved this with localizing shading results in the rendercore.c. Now specularity correctly is added, and reduces the 'mirror' value. - Localizing more parts of the render code is being planned. The old render heavily relies on struct Render and struct Osa to store globals. For scanline render no problem, but recursive raytracing dislikes that. - done test with gamma-corrected summation of colors during tracing, is commented out still. But this will give more balanced reflections. Now dark reflections that are reflected in a bright surface seem incorrect. - Introduced 'Fresnel' effect for Mirror and Transparency. This influences the amount of mirror/transparency based at viewing angle. Next to a new Fresnel slider, also a 'falloff' button has been added to define the way it spreads. - Fresnel also works for Ztransp rendering - created new Panel for Raytrace options I have to evaluate still where it all should be logically located. - material preview shows fake reflection and fake refraction as well.
2003-12-16 14:12:01 +00:00
/* scale */
div= (0.85f*shi->ref[1]);
Another commit for raytracing, now with glass refraction & fresnel! Changelog: - enable refraction with button "Ray Transp" in Material buttons. - set "Angular Index" value for amount of refraction. - use the "Alpha" value to define transparency. - remember to set a higher "Depth" too... glass can bounce quite some more than expected. - for correct refraction, 3D models MUST have normals pointing in the right direction (consistently pointing outside). - refraction 'sees' the thickness of glass based on what you model. So make for realistic glass both sides of a surface. - I needed to do some rewriting for correct mirroring/refraction, especially to prevent specularity being blended away. Solved this with localizing shading results in the rendercore.c. Now specularity correctly is added, and reduces the 'mirror' value. - Localizing more parts of the render code is being planned. The old render heavily relies on struct Render and struct Osa to store globals. For scanline render no problem, but recursive raytracing dislikes that. - done test with gamma-corrected summation of colors during tracing, is commented out still. But this will give more balanced reflections. Now dark reflections that are reflected in a bright surface seem incorrect. - Introduced 'Fresnel' effect for Mirror and Transparency. This influences the amount of mirror/transparency based at viewing angle. Next to a new Fresnel slider, also a 'falloff' button has been added to define the way it spreads. - Fresnel also works for Ztransp rendering - created new Panel for Raytrace options I have to evaluate still where it all should be logically located. - material preview shows fake reflection and fake refraction as well.
2003-12-16 14:12:01 +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
shi->refcol[0]= shi->ray_mirror*fresnel_fac(shi->view, shi->vn, mat->fresnel_mir_i, mat->fresnel_mir);
/* not real 'alpha', but mirror overriding transparency */
if(mat->mode & MA_RAYTRANSP) {
float fac= sqrt(shi->refcol[0]);
shr->alpha= shr->alpha*(1.0f-fac) + fac;
}
else shr->alpha= shr->alpha*(1.0f-shi->refcol[0]) + shi->refcol[0];
if(div<0.0f) {
Another commit for raytracing, now with glass refraction & fresnel! Changelog: - enable refraction with button "Ray Transp" in Material buttons. - set "Angular Index" value for amount of refraction. - use the "Alpha" value to define transparency. - remember to set a higher "Depth" too... glass can bounce quite some more than expected. - for correct refraction, 3D models MUST have normals pointing in the right direction (consistently pointing outside). - refraction 'sees' the thickness of glass based on what you model. So make for realistic glass both sides of a surface. - I needed to do some rewriting for correct mirroring/refraction, especially to prevent specularity being blended away. Solved this with localizing shading results in the rendercore.c. Now specularity correctly is added, and reduces the 'mirror' value. - Localizing more parts of the render code is being planned. The old render heavily relies on struct Render and struct Osa to store globals. For scanline render no problem, but recursive raytracing dislikes that. - done test with gamma-corrected summation of colors during tracing, is commented out still. But this will give more balanced reflections. Now dark reflections that are reflected in a bright surface seem incorrect. - Introduced 'Fresnel' effect for Mirror and Transparency. This influences the amount of mirror/transparency based at viewing angle. Next to a new Fresnel slider, also a 'falloff' button has been added to define the way it spreads. - Fresnel also works for Ztransp rendering - created new Panel for Raytrace options I have to evaluate still where it all should be logically located. - material preview shows fake reflection and fake refraction as well.
2003-12-16 14:12:01 +00:00
/* minus 0.5 prevents too many small tiles in distance */
fac= (int)(shi->ref[0]/(div-0.1f) ) + (int)(shi->ref[2]/(div-0.1f) );
if(fac & 1) col= 0.8f;
else col= 0.3f;
Phew, a lot of work, and no new features... Main target was to make the inner rendering loop using no globals anymore. This is essential for proper usage while raytracing, it caused a lot of hacks in the raycode as well, which even didn't work correctly for all situations (textures especially). Done this by creating a new local struct RenderInput, which replaces usage of the global struct Render R. The latter now only is used to denote image size, viewmatrix, and the like. Making the inner render loops using no globals caused 1000s of vars to be changed... but the result definitely is much nicer code, which enables making 'real' shaders in a next stage. It also enabled me to remove the hacks from ray.c Then i went to the task of removing redundant code. Especially the calculus of texture coords took place (identical) in three locations. Most obvious is the change in the unified render part, which is much less code now; it uses the same rendering routines as normal render now. (Note; not for halos yet!) I also removed 6 files called 'shadowbuffer' something. This was experimen- tal stuff from NaN days. And again saved a lot of double used code. Finally I went over the blenkernel and blender/src calls to render stuff. Here the same local data is used now, resulting in less dependency. I also moved render-texture to the render module, this was still in Kernel. (new file: texture.c) So! After this commit I will check on the autofiles, to try to fix that. MSVC people have to do it themselves. This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
shi->refcol[1]= shi->refcol[0]*col;
shi->refcol[2]= shi->refcol[1];
shi->refcol[3]= shi->refcol[2];
Another commit for raytracing, now with glass refraction & fresnel! Changelog: - enable refraction with button "Ray Transp" in Material buttons. - set "Angular Index" value for amount of refraction. - use the "Alpha" value to define transparency. - remember to set a higher "Depth" too... glass can bounce quite some more than expected. - for correct refraction, 3D models MUST have normals pointing in the right direction (consistently pointing outside). - refraction 'sees' the thickness of glass based on what you model. So make for realistic glass both sides of a surface. - I needed to do some rewriting for correct mirroring/refraction, especially to prevent specularity being blended away. Solved this with localizing shading results in the rendercore.c. Now specularity correctly is added, and reduces the 'mirror' value. - Localizing more parts of the render code is being planned. The old render heavily relies on struct Render and struct Osa to store globals. For scanline render no problem, but recursive raytracing dislikes that. - done test with gamma-corrected summation of colors during tracing, is commented out still. But this will give more balanced reflections. Now dark reflections that are reflected in a bright surface seem incorrect. - Introduced 'Fresnel' effect for Mirror and Transparency. This influences the amount of mirror/transparency based at viewing angle. Next to a new Fresnel slider, also a 'falloff' button has been added to define the way it spreads. - Fresnel also works for Ztransp rendering - created new Panel for Raytrace options I have to evaluate still where it all should be logically located. - material preview shows fake reflection and fake refraction as well.
2003-12-16 14:12:01 +00:00
}
else {
shi->refcol[1]= 0.0f;
shi->refcol[2]= shi->refcol[0]*0.3f*div;
shi->refcol[3]= shi->refcol[0]*0.8f*div;
Another commit for raytracing, now with glass refraction & fresnel! Changelog: - enable refraction with button "Ray Transp" in Material buttons. - set "Angular Index" value for amount of refraction. - use the "Alpha" value to define transparency. - remember to set a higher "Depth" too... glass can bounce quite some more than expected. - for correct refraction, 3D models MUST have normals pointing in the right direction (consistently pointing outside). - refraction 'sees' the thickness of glass based on what you model. So make for realistic glass both sides of a surface. - I needed to do some rewriting for correct mirroring/refraction, especially to prevent specularity being blended away. Solved this with localizing shading results in the rendercore.c. Now specularity correctly is added, and reduces the 'mirror' value. - Localizing more parts of the render code is being planned. The old render heavily relies on struct Render and struct Osa to store globals. For scanline render no problem, but recursive raytracing dislikes that. - done test with gamma-corrected summation of colors during tracing, is commented out still. But this will give more balanced reflections. Now dark reflections that are reflected in a bright surface seem incorrect. - Introduced 'Fresnel' effect for Mirror and Transparency. This influences the amount of mirror/transparency based at viewing angle. Next to a new Fresnel slider, also a 'falloff' button has been added to define the way it spreads. - Fresnel also works for Ztransp rendering - created new Panel for Raytrace options I have to evaluate still where it all should be logically located. - material preview shows fake reflection and fake refraction as well.
2003-12-16 14:12:01 +00:00
}
}
shr->diff[0]+= shi->ambr;
shr->diff[1]+= shi->ambg;
shr->diff[2]+= shi->ambb;
if(mat->mode & MA_RAMP_COL) ramp_diffuse_result(shr->diff, shi);
if(mat->mode & MA_RAMP_SPEC) ramp_spec_result(shr->spec, shr->spec+1, shr->spec+2, shi);
/* refcol */
if(shi->refcol[0]!=0.0f) {
shr->diff[0]= shi->mirr*shi->refcol[1] + (1.0f - shi->mirr*shi->refcol[0])*shr->diff[0];
shr->diff[1]= shi->mirg*shi->refcol[2] + (1.0f - shi->mirg*shi->refcol[0])*shr->diff[1];
shr->diff[2]= shi->mirb*shi->refcol[3] + (1.0f - shi->mirb*shi->refcol[0])*shr->diff[2];
2002-10-12 11:37:38 +00:00
}
/* ztra shade */
if(shi->spectra!=0.0f) {
inp = MAX3(shr->spec[0], shr->spec[1], shr->spec[2]);
inp *= shi->spectra;
if(inp>1.0f) inp= 1.0f;
shr->alpha= (1.0f-inp)*shr->alpha+inp;
2002-10-12 11:37:38 +00:00
}
}
}
static void shade_preview_pixel(ShadeInput *shi, float *vec, int x, int y, char *rect, int smooth)
{
Material *mat;
MaterialLayer *ml;
ShadeResult shr;
float v1, inp;
float eul[3], tmat[3][3], imat[3][3], col[3];
char tracol;
mat= shi->mat;
v1= 1.0/PR_RECTX;
shi->view[0]= v1*x;
shi->view[1]= v1*y;
shi->view[2]= 1.0f;
Normalise(shi->view);
shi->xs= (float)x;
shi->ys= (float)y;
shi->refcol[0]= shi->refcol[1]= shi->refcol[2]= shi->refcol[3]= 0.0f;
VECCOPY(shi->co, vec);
/* texture handling */
if(mat->texco) {
VECCOPY(shi->lo, vec);
if(mat->pr_type==MA_CUBE) {
eul[0]= (297)*M_PI/180.0;
eul[1]= 0.0;
eul[2]= (45)*M_PI/180.0;
EulToMat3(eul, tmat);
MTC_Mat3MulVecfl(tmat, shi->lo);
MTC_Mat3MulVecfl(tmat, shi->vn);
/* hack for cubemap, why!!! */
SWAP(float, shi->vn[0], shi->vn[1]);
}
/* textures otherwise upside down */
if(mat->pr_type==MA_CUBE || mat->pr_type==MA_SPHERE)
shi->lo[2]= -shi->lo[2];
if(mat->texco & TEXCO_GLOB) {
VECCOPY(shi->gl, shi->lo);
}
if(mat->texco & TEXCO_WINDOW) {
VECCOPY(shi->winco, shi->lo);
}
if(mat->texco & TEXCO_STICKY) {
VECCOPY(shi->sticky, shi->lo);
}
if(mat->texco & TEXCO_UV) {
VECCOPY(shi->uv, shi->lo);
}
if(mat->texco & TEXCO_STRAND) {
shi->strand= shi->lo[0];
}
if(mat->texco & TEXCO_OBJECT) {
/* nothing */
}
if(mat->texco & (TEXCO_NORM)) {
shi->orn[0]= shi->vn[0];
shi->orn[1]= shi->vn[1];
shi->orn[2]= shi->vn[2];
}
if(mat->texco & TEXCO_REFL) {
inp= -2.0*(shi->vn[0]*shi->view[0]+shi->vn[1]*shi->view[1]+shi->vn[2]*shi->view[2]);
shi->ref[0]= (shi->view[0]+inp*shi->vn[0]);
shi->ref[1]= (shi->view[1]+inp*shi->vn[1]);
shi->ref[2]= (shi->view[2]+inp*shi->vn[2]);
}
/* Clear displase vec for preview */
shi->displace[0]= shi->displace[1]= shi->displace[2]= 0.0;
if(mat->texco & TEXCO_REFL) {
/* normals in render are pointing different... rhm */
if(smooth) shi->ref[1]= -shi->ref[1];
}
if(mat->pr_type==MA_CUBE) {
/* rotate normal back for normals texture */
SWAP(float, shi->vn[0], shi->vn[1]);
MTC_Mat3Inv(imat, tmat);
MTC_Mat3MulVecfl(imat, shi->vn);
}
2002-10-12 11:37:38 +00:00
}
if(mat->mapto & MAP_DISPLACE) { /* Quick hack of fake displacement preview */
// shi->vn[0]-=2.0*shi->displace[2];
// shi->vn[1]-=2.0*shi->displace[0];
// shi->vn[2]+=2.0*shi->displace[1];
// Normalise(shi->vn);
}
/* ------ main shading loop with material layers */
VECCOPY(shi->vno, shi->vn);
if(mat->ml_flag & ML_RENDER)
shade_lamp_loop_preview(shi, &shr, mat->pr_lamp);
else {
memset(&shr, 0, sizeof(ShadeResult));
shr.alpha= 1.0f;
Another commit for raytracing, now with glass refraction & fresnel! Changelog: - enable refraction with button "Ray Transp" in Material buttons. - set "Angular Index" value for amount of refraction. - use the "Alpha" value to define transparency. - remember to set a higher "Depth" too... glass can bounce quite some more than expected. - for correct refraction, 3D models MUST have normals pointing in the right direction (consistently pointing outside). - refraction 'sees' the thickness of glass based on what you model. So make for realistic glass both sides of a surface. - I needed to do some rewriting for correct mirroring/refraction, especially to prevent specularity being blended away. Solved this with localizing shading results in the rendercore.c. Now specularity correctly is added, and reduces the 'mirror' value. - Localizing more parts of the render code is being planned. The old render heavily relies on struct Render and struct Osa to store globals. For scanline render no problem, but recursive raytracing dislikes that. - done test with gamma-corrected summation of colors during tracing, is commented out still. But this will give more balanced reflections. Now dark reflections that are reflected in a bright surface seem incorrect. - Introduced 'Fresnel' effect for Mirror and Transparency. This influences the amount of mirror/transparency based at viewing angle. Next to a new Fresnel slider, also a 'falloff' button has been added to define the way it spreads. - Fresnel also works for Ztransp rendering - created new Panel for Raytrace options I have to evaluate still where it all should be logically located. - material preview shows fake reflection and fake refraction as well.
2003-12-16 14:12:01 +00:00
}
for(ml= mat->layers.first; ml; ml= ml->next) {
if(ml->mat && (ml->flag & ML_RENDER)) {
ShadeResult shrlay;
shi->mat= ml->mat;
shi->layerfac= ml->blendfac;
VECCOPY(shi->vn, shi->vno);
if(ml->flag & ML_NEG_NORMAL)
VecMulf(shi->vn, -1.0);
shade_lamp_loop_preview(shi, &shrlay, mat->pr_lamp);
matlayer_blend(ml, shi->layerfac, &shr, &shrlay);
}
}
shi->mat= mat; /* restore, shade input is re-used! */
/* after shading and composit layers */
if(shr.spec[0]<0.0f) shr.spec[0]= 0.0f;
if(shr.spec[1]<0.0f) shr.spec[1]= 0.0f;
if(shr.spec[2]<0.0f) shr.spec[2]= 0.0f;
if(shr.diff[0]<0.0f) shr.diff[0]= 0.0f;
if(shr.diff[1]<0.0f) shr.diff[1]= 0.0f;
if(shr.diff[2]<0.0f) shr.diff[2]= 0.0f;
VECADD(col, shr.diff, shr.spec);
if(col[0]<=0.0f) rect[0]= 0; else if(col[0]>=1.0f) rect[0]= 255; else rect[0]= (char)(255.0*col[0]);
if(col[1]<=0.0f) rect[1]= 0; else if(col[1]>=1.0f) rect[1]= 255; else rect[1]= (char)(255.0*col[1]);
if(col[2]<=0.0f) rect[2]= 0; else if(col[2]>=1.0f) rect[2]= 255; else rect[2]= (char)(255.0*col[2]);
if(shr.alpha!=1.0f) {
Another commit for raytracing, now with glass refraction & fresnel! Changelog: - enable refraction with button "Ray Transp" in Material buttons. - set "Angular Index" value for amount of refraction. - use the "Alpha" value to define transparency. - remember to set a higher "Depth" too... glass can bounce quite some more than expected. - for correct refraction, 3D models MUST have normals pointing in the right direction (consistently pointing outside). - refraction 'sees' the thickness of glass based on what you model. So make for realistic glass both sides of a surface. - I needed to do some rewriting for correct mirroring/refraction, especially to prevent specularity being blended away. Solved this with localizing shading results in the rendercore.c. Now specularity correctly is added, and reduces the 'mirror' value. - Localizing more parts of the render code is being planned. The old render heavily relies on struct Render and struct Osa to store globals. For scanline render no problem, but recursive raytracing dislikes that. - done test with gamma-corrected summation of colors during tracing, is commented out still. But this will give more balanced reflections. Now dark reflections that are reflected in a bright surface seem incorrect. - Introduced 'Fresnel' effect for Mirror and Transparency. This influences the amount of mirror/transparency based at viewing angle. Next to a new Fresnel slider, also a 'falloff' button has been added to define the way it spreads. - Fresnel also works for Ztransp rendering - created new Panel for Raytrace options I have to evaluate still where it all should be logically located. - material preview shows fake reflection and fake refraction as well.
2003-12-16 14:12:01 +00:00
if(mat->mode & MA_RAYTRANSP) {
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
refraction_prv(&x, &y, shi->vn, shi->ang);
2002-10-12 11:37:38 +00:00
}
Another commit for raytracing, now with glass refraction & fresnel! Changelog: - enable refraction with button "Ray Transp" in Material buttons. - set "Angular Index" value for amount of refraction. - use the "Alpha" value to define transparency. - remember to set a higher "Depth" too... glass can bounce quite some more than expected. - for correct refraction, 3D models MUST have normals pointing in the right direction (consistently pointing outside). - refraction 'sees' the thickness of glass based on what you model. So make for realistic glass both sides of a surface. - I needed to do some rewriting for correct mirroring/refraction, especially to prevent specularity being blended away. Solved this with localizing shading results in the rendercore.c. Now specularity correctly is added, and reduces the 'mirror' value. - Localizing more parts of the render code is being planned. The old render heavily relies on struct Render and struct Osa to store globals. For scanline render no problem, but recursive raytracing dislikes that. - done test with gamma-corrected summation of colors during tracing, is commented out still. But this will give more balanced reflections. Now dark reflections that are reflected in a bright surface seem incorrect. - Introduced 'Fresnel' effect for Mirror and Transparency. This influences the amount of mirror/transparency based at viewing angle. Next to a new Fresnel slider, also a 'falloff' button has been added to define the way it spreads. - Fresnel also works for Ztransp rendering - created new Panel for Raytrace options I have to evaluate still where it all should be logically located. - material preview shows fake reflection and fake refraction as well.
2003-12-16 14:12:01 +00:00
2002-10-12 11:37:38 +00:00
tracol= previewback(mat->pr_back, x, y) & 255;
tracol= (1.0f-shr.alpha)*tracol;
2002-10-12 11:37:38 +00:00
if((mat->mode & MA_RAYTRANSP) && mat->filter!=0.0) {
float fr= 1.0f+ mat->filter*(shr.diff[0]-1.0f);
rect[0]= fr*tracol+ (rect[0]*shr.alpha) ;
fr= 1.0f+ mat->filter*(shr.diff[0]-1.0f);
rect[1]= fr*tracol+ (rect[1]*shr.alpha) ;
fr= 1.0f+ mat->filter*(shr.diff[0]-1.0f);
rect[2]= fr*tracol+ (rect[2]*shr.alpha) ;
}
else {
rect[0]= tracol+ (rect[0]*shr.alpha) ;
rect[1]= tracol+ (rect[1]*shr.alpha) ;
rect[2]= tracol+ (rect[2]*shr.alpha) ;
}
2002-10-12 11:37:38 +00:00
}
}
static void preview_init_render_textures(MTex **mtex)
{
int x;
for(x=0; x<MAX_MTEX; x++) {
if(mtex[x]) {
if(mtex[x]->tex) {
init_render_texture(mtex[x]->tex);
if(mtex[x]->tex->env && mtex[x]->tex->env->object)
MTC_Mat4One(mtex[x]->tex->env->object->imat);
}
if(mtex[x]->object) MTC_Mat4One(mtex[x]->object->imat);
if(mtex[x]->object) MTC_Mat4One(mtex[x]->object->imat);
}
}
}
2002-10-12 11:37:38 +00:00
void BIF_previewrender(SpaceButs *sbuts)
{
static double lasttime= 0;
ID *id, *idfrom;
Material *mat= NULL;
Tex *tex= NULL;
Lamp *la= NULL;
World *wrld= NULL;
LampRen *lar= NULL;
2002-10-12 11:37:38 +00:00
Image *ima;
HaloRen har;
Object *ob;
uiBlock *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
ShadeInput shi;
2002-10-12 11:37:38 +00:00
float lens = 0.0, vec[3];
int x, y, starty, startx, endy, endx, radsq, xsq, ysq, last = 0;
unsigned int *rect;
if(sbuts->cury>=PR_RECTY) return;
/* we safely assume curarea has panel "preview" */
/* quick hack for now, later on preview should become uiBlock itself */
block= uiFindOpenPanelBlockName(&curarea->uiblocks, "Preview");
if(block==NULL) return;
ob= ((G.scene->basact)? (G.scene->basact)->object: 0);
/* we cant trust this global lockpoin.. for example with headerless window */
buttons_active_id(&id, &idfrom);
G.buts->lockpoin= id;
if(sbuts->mainb==CONTEXT_SHADING) {
int tab= sbuts->tab[CONTEXT_SHADING];
if(tab==TAB_SHADING_MAT)
mat= sbuts->lockpoin;
else if(tab==TAB_SHADING_TEX)
tex= sbuts->lockpoin;
else if(tab==TAB_SHADING_LAMP) {
if(ob && ob->type==OB_LAMP) la= ob->data;
}
else if(tab==TAB_SHADING_WORLD)
wrld= sbuts->lockpoin;
}
else if(sbuts->mainb==CONTEXT_OBJECT) {
if(ob && ob->type==OB_LAMP) la= ob->data;
}
2002-10-12 11:37:38 +00:00
/* return: when no active block to render. but we do draw black if possible */
if(mat==NULL && tex==NULL && la==NULL && wrld==NULL) {
if(sbuts->rect) {
memset(sbuts->rect, 0, sizeof(int)*PR_RECTX*PR_RECTY);
sbuts->cury= PR_RECTY;
addqueue(curarea->win, REDRAW, 1);
}
return;
}
2002-10-12 11:37:38 +00:00
har.flarec= 0; /* below is a test for postrender flare */
2002-10-12 11:37:38 +00:00
if(qtest()) {
addafterqueue(curarea->win, RENDERPREVIEW, 1);
return;
}
MTC_Mat4One(R.viewmat);
MTC_Mat4One(R.viewinv);
Phew, a lot of work, and no new features... Main target was to make the inner rendering loop using no globals anymore. This is essential for proper usage while raytracing, it caused a lot of hacks in the raycode as well, which even didn't work correctly for all situations (textures especially). Done this by creating a new local struct RenderInput, which replaces usage of the global struct Render R. The latter now only is used to denote image size, viewmatrix, and the like. Making the inner render loops using no globals caused 1000s of vars to be changed... but the result definitely is much nicer code, which enables making 'real' shaders in a next stage. It also enabled me to remove the hacks from ray.c Then i went to the task of removing redundant code. Especially the calculus of texture coords took place (identical) in three locations. Most obvious is the change in the unified render part, which is much less code now; it uses the same rendering routines as normal render now. (Note; not for halos yet!) I also removed 6 files called 'shadowbuffer' something. This was experimen- tal stuff from NaN days. And again saved a lot of double used code. Finally I went over the blenkernel and blender/src calls to render stuff. Here the same local data is used now, resulting in less dependency. I also moved render-texture to the render module, this was still in Kernel. (new file: texture.c) So! After this commit I will check on the autofiles, to try to fix that. MSVC people have to do it themselves. This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
shi.osatex= 0;
Another commit for raytracing, now with glass refraction & fresnel! Changelog: - enable refraction with button "Ray Transp" in Material buttons. - set "Angular Index" value for amount of refraction. - use the "Alpha" value to define transparency. - remember to set a higher "Depth" too... glass can bounce quite some more than expected. - for correct refraction, 3D models MUST have normals pointing in the right direction (consistently pointing outside). - refraction 'sees' the thickness of glass based on what you model. So make for realistic glass both sides of a surface. - I needed to do some rewriting for correct mirroring/refraction, especially to prevent specularity being blended away. Solved this with localizing shading results in the rendercore.c. Now specularity correctly is added, and reduces the 'mirror' value. - Localizing more parts of the render code is being planned. The old render heavily relies on struct Render and struct Osa to store globals. For scanline render no problem, but recursive raytracing dislikes that. - done test with gamma-corrected summation of colors during tracing, is commented out still. But this will give more balanced reflections. Now dark reflections that are reflected in a bright surface seem incorrect. - Introduced 'Fresnel' effect for Mirror and Transparency. This influences the amount of mirror/transparency based at viewing angle. Next to a new Fresnel slider, also a 'falloff' button has been added to define the way it spreads. - Fresnel also works for Ztransp rendering - created new Panel for Raytrace options I have to evaluate still where it all should be logically located. - material preview shows fake reflection and fake refraction as well.
2003-12-16 14:12:01 +00:00
if(mat) {
MaterialLayer *ml;
2002-10-12 11:37:38 +00:00
/* rendervars */
init_render_world();
init_render_material(mat);
/* also clears imats */
preview_init_render_textures(mat->mtex);
2002-10-12 11:37:38 +00:00
for(ml= mat->layers.first; ml; ml= ml->next) {
if(ml->mat && (ml->flag & ML_RENDER)) {
init_render_material(ml->mat);
preview_init_render_textures(ml->mat->mtex);
mat->texco |= ml->mat->texco;
2002-10-12 11:37:38 +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
shi.vlr= 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
shi.mat= mat;
2002-10-12 11:37:38 +00:00
if(mat->mode & MA_HALO) init_previewhalo(&har, mat);
}
else if(tex) {
2002-10-12 11:37:38 +00:00
ima= tex->ima;
if(ima) last= ima->lastframe;
init_render_texture(tex);
free_unused_animimages();
if(tex->ima) {
if(tex->ima!=ima) allqueue(REDRAWBUTSSHADING, 0);
else if(last!=ima->lastframe) allqueue(REDRAWBUTSSHADING, 0);
2002-10-12 11:37:38 +00:00
}
if(tex->env && tex->env->object)
MTC_Mat4Invert(tex->env->object->imat, tex->env->object->obmat);
}
else if(la) {
2002-10-12 11:37:38 +00:00
init_render_world();
preview_init_render_textures(la->mtex);
Orange branch: Revived hidden treasure, the Groups! Previous experiment (in 2000) didn't satisfy, it had even some primitive NLA option in groups... so, cleaned up the old code (removed most) and integrated it back in a more useful way. Usage: - CTRL+G gives menu to add group, add to existing group, or remove from groups. - In Object buttons, a new (should become first) Panel was added, showing not only Object "ID button" and Parent, but also the Groups the Object Belongs to. These buttons also allow rename, assigning or removing. - To indicate Objects are grouped, they're drawn in a (not theme yet, so temporal?) green wire color. - Use ALT+SHIFT mouse-select to (de)select an entire group But, the real power of groups is in the following features: -> Particle Force field and Guide control In the "Particle Motion" Panel, you can indicate a Group name, this then limits force fields or guides to members of that Group. (Note that layers still work on top of that... not sure about that). -> Light Groups In the Material "Shaders" Panel, you can indicate a Group name to limit lighting for the Material to lamps in this group. The Lights in a Group do need to be 'visible' for the Scene to be rendered (as usual). -> Group Duplicator In the Object "Anim" Panel, you can set any Object (use Empty!) to duplicate an entire Group. It will make copies of all Objects in that Group. Also works for animated Objects, but it will copy the current positions or deforms. Control over 'local timing' (so we can do Massive anims!) will be added later. (Note; this commit won't render Group duplicators yet, a fix in bf-blender will enable that, next commit will sync) -> Library Appending In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed. By appending or linking the Group itself, and use the Group Duplicator, you now can animate and position linked Objects. The nice thing is that the local saved file itself will only store the Group name that was linked, so on a next file read, the Group Objects will be re-read as stored (changed) in the Library file. (Note; current implementation also "gives a base" to linked Group Objects, to show them as Objects in the current Scene. Need that now for testing purposes, but probably will be removed later). -> Outliner Outliner now shows Groups as optio too, nice to organize your data a bit too! In General, Groups have a very good potential... for example, it could become default for MetaBall Objects too (jiri, I can help you later on how this works). All current 'layer relationships' in Blender should be dropped in time, I guess...
2005-12-06 10:55:30 +00:00
RE_add_render_lamp(ob, 0); /* 0=no shadbuf or tables */
Orange branch: Revived hidden treasure, the Groups! Previous experiment (in 2000) didn't satisfy, it had even some primitive NLA option in groups... so, cleaned up the old code (removed most) and integrated it back in a more useful way. Usage: - CTRL+G gives menu to add group, add to existing group, or remove from groups. - In Object buttons, a new (should become first) Panel was added, showing not only Object "ID button" and Parent, but also the Groups the Object Belongs to. These buttons also allow rename, assigning or removing. - To indicate Objects are grouped, they're drawn in a (not theme yet, so temporal?) green wire color. - Use ALT+SHIFT mouse-select to (de)select an entire group But, the real power of groups is in the following features: -> Particle Force field and Guide control In the "Particle Motion" Panel, you can indicate a Group name, this then limits force fields or guides to members of that Group. (Note that layers still work on top of that... not sure about that). -> Light Groups In the Material "Shaders" Panel, you can indicate a Group name to limit lighting for the Material to lamps in this group. The Lights in a Group do need to be 'visible' for the Scene to be rendered (as usual). -> Group Duplicator In the Object "Anim" Panel, you can set any Object (use Empty!) to duplicate an entire Group. It will make copies of all Objects in that Group. Also works for animated Objects, but it will copy the current positions or deforms. Control over 'local timing' (so we can do Massive anims!) will be added later. (Note; this commit won't render Group duplicators yet, a fix in bf-blender will enable that, next commit will sync) -> Library Appending In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed. By appending or linking the Group itself, and use the Group Duplicator, you now can animate and position linked Objects. The nice thing is that the local saved file itself will only store the Group name that was linked, so on a next file read, the Group Objects will be re-read as stored (changed) in the Library file. (Note; current implementation also "gives a base" to linked Group Objects, to show them as Objects in the current Scene. Need that now for testing purposes, but probably will be removed later). -> Outliner Outliner now shows Groups as optio too, nice to organize your data a bit too! In General, Groups have a very good potential... for example, it could become default for MetaBall Objects too (jiri, I can help you later on how this works). All current 'layer relationships' in Blender should be dropped in time, I guess...
2005-12-06 10:55:30 +00:00
lar= ((GroupObject *)R.lights.first)->lampren;
2002-10-12 11:37:38 +00:00
/* exceptions: */
lar->spottexfac= 1.0f;
lar->spotsi= cos( M_PI/3.0f );
lar->spotbl= (1.0f-lar->spotsi)*la->spotblend;
2002-10-12 11:37:38 +00:00
MTC_Mat3One(lar->imat);
}
else if(wrld) {
2002-10-12 11:37:38 +00:00
lens= 35.0;
if(G.scene->camera) {
lens= ( (Camera *)G.scene->camera->data)->lens;
/* needed for init_render_world */
MTC_Mat4CpyMat4(R.viewinv, G.scene->camera->obmat);
MTC_Mat4Ortho(R.viewinv);
MTC_Mat4Invert(R.viewmat, R.viewinv);
}
2002-10-12 11:37:38 +00:00
init_render_world();
preview_init_render_textures(wrld->mtex);
2002-10-12 11:37:38 +00:00
}
uiPanelPush(block); // sets UImat
set_previewrect(sbuts->area->win, PR_XMIN, PR_YMIN, PR_XMAX, PR_YMAX); // uses UImat
2002-10-12 11:37:38 +00:00
if(sbuts->rect==NULL) {
2002-10-12 11:37:38 +00:00
sbuts->rect= MEM_callocN(sizeof(int)*PR_RECTX*PR_RECTY, "butsrect");
/* built in emboss */
rect= sbuts->rect;
for(y=0; y<PR_RECTY; y++, rect++) *rect= 0xFFFFFFFF;
rect= sbuts->rect + PR_RECTX-1;
for(y=0; y<PR_RECTY; y++, rect+=PR_RECTX) *rect= 0xFFFFFFFF;
}
starty= -PR_RECTY/2;
endy= starty+PR_RECTY;
starty+= sbuts->cury;
/* offset +1 for emboss */
startx= -PR_RECTX/2 +1;
endx= startx+PR_RECTX -2;
radsq= (PR_RECTX/2)*(PR_RECTY/2);
if(mat) {
if(mat->pr_type==MA_SPHERE) {
pr1_lamp[0]= 2.3; pr1_lamp[1]= -2.4; pr1_lamp[2]= -4.6;
pr2_lamp[0]= -8.8; pr2_lamp[1]= -5.6; pr2_lamp[2]= -1.5;
}
else {
pr1_lamp[0]= 1.9; pr1_lamp[1]= 3.1; pr1_lamp[2]= -8.5;
pr2_lamp[0]= 1.2; pr2_lamp[1]= -18; pr2_lamp[2]= 3.2;
}
}
/* here it starts! */
glDrawBuffer(GL_FRONT);
2002-10-12 11:37:38 +00:00
for(y=starty; y<endy; y++) {
rect= sbuts->rect + 1 + PR_RECTX*sbuts->cury;
if(y== -PR_RECTY/2 || y==endy-1); /* emboss */
else if(mat) {
2002-10-12 11:37:38 +00:00
if(mat->mode & MA_HALO) {
for(x=startx; x<endx; x++, rect++) {
rect[0]= previewback(mat->pr_back, x, y);
}
if(har.flarec) {
if(y==endy-2) previewflare(sbuts, &har, sbuts->rect);
}
else {
halo_preview_pixel(&har, startx, endx, y, (char *) (rect-PR_RECTX));
}
}
else {
ysq= y*y;
for(x=startx; x<endx; x++, rect++) {
xsq= x*x;
if(mat->pr_type==MA_SPHERE) {
if(xsq+ysq <= radsq) {
Phew, a lot of work, and no new features... Main target was to make the inner rendering loop using no globals anymore. This is essential for proper usage while raytracing, it caused a lot of hacks in the raycode as well, which even didn't work correctly for all situations (textures especially). Done this by creating a new local struct RenderInput, which replaces usage of the global struct Render R. The latter now only is used to denote image size, viewmatrix, and the like. Making the inner render loops using no globals caused 1000s of vars to be changed... but the result definitely is much nicer code, which enables making 'real' shaders in a next stage. It also enabled me to remove the hacks from ray.c Then i went to the task of removing redundant code. Especially the calculus of texture coords took place (identical) in three locations. Most obvious is the change in the unified render part, which is much less code now; it uses the same rendering routines as normal render now. (Note; not for halos yet!) I also removed 6 files called 'shadowbuffer' something. This was experimen- tal stuff from NaN days. And again saved a lot of double used code. Finally I went over the blenkernel and blender/src calls to render stuff. Here the same local data is used now, resulting in less dependency. I also moved render-texture to the render module, this was still in Kernel. (new file: texture.c) So! After this commit I will check on the autofiles, to try to fix that. MSVC people have to do it themselves. This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
shi.vn[0]= x;
shi.vn[1]= y;
shi.vn[2]= sqrt( (float)(radsq-xsq-ysq) );
Normalise(shi.vn);
2002-10-12 11:37:38 +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
vec[0]= shi.vn[0];
vec[1]= shi.vn[2];
vec[2]= -shi.vn[1];
2002-10-12 11:37:38 +00:00
if(mat->mode & MA_TANGENT_V) {
float tmp[3];
tmp[0]=tmp[2]= 0.0f;
tmp[1]= 1.0f;
Crossf(shi.tang, tmp, shi.vn);
Normalise(shi.tang);
}
Phew, a lot of work, and no new features... Main target was to make the inner rendering loop using no globals anymore. This is essential for proper usage while raytracing, it caused a lot of hacks in the raycode as well, which even didn't work correctly for all situations (textures especially). Done this by creating a new local struct RenderInput, which replaces usage of the global struct Render R. The latter now only is used to denote image size, viewmatrix, and the like. Making the inner render loops using no globals caused 1000s of vars to be changed... but the result definitely is much nicer code, which enables making 'real' shaders in a next stage. It also enabled me to remove the hacks from ray.c Then i went to the task of removing redundant code. Especially the calculus of texture coords took place (identical) in three locations. Most obvious is the change in the unified render part, which is much less code now; it uses the same rendering routines as normal render now. (Note; not for halos yet!) I also removed 6 files called 'shadowbuffer' something. This was experimen- tal stuff from NaN days. And again saved a lot of double used code. Finally I went over the blenkernel and blender/src calls to render stuff. Here the same local data is used now, resulting in less dependency. I also moved render-texture to the render module, this was still in Kernel. (new file: texture.c) So! After this commit I will check on the autofiles, to try to fix that. MSVC people have to do it themselves. This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
shade_preview_pixel(&shi, vec, x, y, (char *)rect, 1);
2002-10-12 11:37:38 +00:00
}
else {
rect[0]= previewback(mat->pr_back, x, y);
}
}
else if(mat->pr_type==MA_CUBE) {
Phew, a lot of work, and no new features... Main target was to make the inner rendering loop using no globals anymore. This is essential for proper usage while raytracing, it caused a lot of hacks in the raycode as well, which even didn't work correctly for all situations (textures especially). Done this by creating a new local struct RenderInput, which replaces usage of the global struct Render R. The latter now only is used to denote image size, viewmatrix, and the like. Making the inner render loops using no globals caused 1000s of vars to be changed... but the result definitely is much nicer code, which enables making 'real' shaders in a next stage. It also enabled me to remove the hacks from ray.c Then i went to the task of removing redundant code. Especially the calculus of texture coords took place (identical) in three locations. Most obvious is the change in the unified render part, which is much less code now; it uses the same rendering routines as normal render now. (Note; not for halos yet!) I also removed 6 files called 'shadowbuffer' something. This was experimen- tal stuff from NaN days. And again saved a lot of double used code. Finally I went over the blenkernel and blender/src calls to render stuff. Here the same local data is used now, resulting in less dependency. I also moved render-texture to the render module, this was still in Kernel. (new file: texture.c) So! After this commit I will check on the autofiles, to try to fix that. MSVC people have 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( ray_previewrender(x, y, vec, shi.vn) ) {
2002-10-12 11:37:38 +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
shade_preview_pixel(&shi, vec, x, y, (char *)rect, 0);
2002-10-12 11:37:38 +00:00
}
else {
rect[0]= previewback(mat->pr_back, x, y);
}
}
else {
vec[0]= x*(2.0f/PR_RECTX);
vec[1]= y*(2.0f/PR_RECTX);
2002-10-12 11:37:38 +00:00
vec[2]= 0.0;
shi.vn[0]= shi.vn[1]= 0.0f;
shi.vn[2]= 1.0f;
2002-10-12 11:37:38 +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
shade_preview_pixel(&shi, vec, x, y, (char *)rect, 0);
2002-10-12 11:37:38 +00:00
}
}
}
}
else if(tex) {
2002-10-12 11:37:38 +00:00
for(x=startx; x<endx; x++, rect++) {
texture_preview_pixel(tex, x, y, (char *)rect);
}
}
else if(la) {
2002-10-12 11:37:38 +00:00
for(x=startx; x<endx; x++, rect++) {
Phew, a lot of work, and no new features... Main target was to make the inner rendering loop using no globals anymore. This is essential for proper usage while raytracing, it caused a lot of hacks in the raycode as well, which even didn't work correctly for all situations (textures especially). Done this by creating a new local struct RenderInput, which replaces usage of the global struct Render R. The latter now only is used to denote image size, viewmatrix, and the like. Making the inner render loops using no globals caused 1000s of vars to be changed... but the result definitely is much nicer code, which enables making 'real' shaders in a next stage. It also enabled me to remove the hacks from ray.c Then i went to the task of removing redundant code. Especially the calculus of texture coords took place (identical) in three locations. Most obvious is the change in the unified render part, which is much less code now; it uses the same rendering routines as normal render now. (Note; not for halos yet!) I also removed 6 files called 'shadowbuffer' something. This was experimen- tal stuff from NaN days. And again saved a lot of double used code. Finally I went over the blenkernel and blender/src calls to render stuff. Here the same local data is used now, resulting in less dependency. I also moved render-texture to the render module, this was still in Kernel. (new file: texture.c) So! After this commit I will check on the autofiles, to try to fix that. MSVC people have to do it themselves. This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
lamp_preview_pixel(&shi, lar, x, y, (char *)rect);
2002-10-12 11:37:38 +00:00
}
}
else {
for(x=startx; x<endx; x++, rect++) {
sky_preview_pixel(lens, x, y, (char *)rect);
}
}
if(y<endy-2) {
if(qtest()) {
addafterqueue(curarea->win, RENDERPREVIEW, 1);
break;
}
}
display_pr_scanline(sbuts->rect, sbuts->cury);
/* flush opengl for cards with frontbuffer slowness */
if(sbuts->cury==PR_RECTY-1 || (PIL_check_seconds_timer() - lasttime > 0.05)) {
lasttime= PIL_check_seconds_timer();
glFlush();
}
2002-10-12 11:37:38 +00:00
sbuts->cury++;
}
end_previewrect();
if(sbuts->cury>=PR_RECTY && tex)
if (sbuts->tab[CONTEXT_SHADING]==TAB_SHADING_TEX)
draw_tex_crop(sbuts->lockpoin);
2002-10-12 11:37:38 +00:00
glDrawBuffer(GL_BACK);
/* draw again for clean swapbufers */
BIF_previewdraw();
uiPanelPop(block);
2002-10-12 11:37:38 +00:00
Orange branch: Revived hidden treasure, the Groups! Previous experiment (in 2000) didn't satisfy, it had even some primitive NLA option in groups... so, cleaned up the old code (removed most) and integrated it back in a more useful way. Usage: - CTRL+G gives menu to add group, add to existing group, or remove from groups. - In Object buttons, a new (should become first) Panel was added, showing not only Object "ID button" and Parent, but also the Groups the Object Belongs to. These buttons also allow rename, assigning or removing. - To indicate Objects are grouped, they're drawn in a (not theme yet, so temporal?) green wire color. - Use ALT+SHIFT mouse-select to (de)select an entire group But, the real power of groups is in the following features: -> Particle Force field and Guide control In the "Particle Motion" Panel, you can indicate a Group name, this then limits force fields or guides to members of that Group. (Note that layers still work on top of that... not sure about that). -> Light Groups In the Material "Shaders" Panel, you can indicate a Group name to limit lighting for the Material to lamps in this group. The Lights in a Group do need to be 'visible' for the Scene to be rendered (as usual). -> Group Duplicator In the Object "Anim" Panel, you can set any Object (use Empty!) to duplicate an entire Group. It will make copies of all Objects in that Group. Also works for animated Objects, but it will copy the current positions or deforms. Control over 'local timing' (so we can do Massive anims!) will be added later. (Note; this commit won't render Group duplicators yet, a fix in bf-blender will enable that, next commit will sync) -> Library Appending In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed. By appending or linking the Group itself, and use the Group Duplicator, you now can animate and position linked Objects. The nice thing is that the local saved file itself will only store the Group name that was linked, so on a next file read, the Group Objects will be re-read as stored (changed) in the Library file. (Note; current implementation also "gives a base" to linked Group Objects, to show them as Objects in the current Scene. Need that now for testing purposes, but probably will be removed later). -> Outliner Outliner now shows Groups as optio too, nice to organize your data a bit too! In General, Groups have a very good potential... for example, it could become default for MetaBall Objects too (jiri, I can help you later on how this works). All current 'layer relationships' in Blender should be dropped in time, I guess...
2005-12-06 10:55:30 +00:00
if(lar) {
MEM_freeN(lar);
MEM_freeN(R.lights.first);
R.lights.first= R.lights.last= NULL;
Area lights and more... - New lamp type added "Area". This uses the radiosity formula (Stoke) to calculate the amount of energy which is received from a plane. Result is very nice local light, which nicely spreads out. - Area lamps have a 'gamma' option to control the light spread - Area lamp builtin sizes: square, rect, cube & box. Only first 2 are implemented. Set a type, and define area size - Button area size won't affect the amount of energy. But scaling the lamp in 3d window will do. This is to cover the case when you scale an entire scene, the light then will remain identical If you just want to change area lamp size, use buttons when you dont want to make the scene too bright or too dark - Since area lights realistically are sensitive for distance (quadratic), the effect it has is quickly too much, or too less. For this the "Dist" value in Lamp can be used. Set it at Dist=10 to have reasonable light on distance 10 Blender units (assumed you didnt scale lamp object). - I tried square sized specularity, but this looked totally weird. Not committed - Plan is to extend area light with 3d dimensions, boxes and cubes. - Note that area light is one-sided, towards negative Z. I need to design a nice drawing method for it. Area Shadow - Since there are a lot of variables associated with soft shadow, they now only are available for Area lights. Allowing spot & normal lamp to have soft shadow is possible though, but will require a reorganisation of the Lamp buttons. Is a point of research & feedback still. - Apart from area size, you now can individually set amount of samples in X and Y direction (for area lamp type 'Rect'). For box type area lamp, this will become 3 dimensions - Area shadows have four options: "Clip circle" : only uses a circular shape of samples, gives smoother results "Dither" : use a 2x2 dither mask "Jitter" : applys a pseudo-random offset to samples "Umbra" : extra emphasis on area that's fully in shadow. Raytrace speedup - improved filling in faces in Octree. Large faces occupied too many nodes - added a coherence check; rays fired sequentially that begin and end in same octree nodes, and that don't intersect, are quickly rejected - rendering shadow scenes benefits from this 20-40%. My statue test monkey file now renders in 19 seconds (was 30). Plus: - adjusted specular max to 511, and made sure Blinn spec has again this incredible small spec size - for UI rounded theme: the color "button" displayed RGB color too dark - fixed countall() function, to also include Subsurf totals - removed setting the 'near' clipping for pressing dot-key numpad - when you press the buttons-window icon for 'Shading Context' the context automaticilly switches as with F5 hotkey Please be warned that this is not a release... settings in files might not work as it did, nor guaranteed to work when we do a release. :)
2003-12-29 16:52:51 +00:00
}
2002-10-12 11:37:38 +00:00
}