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blender-archive/source/blender/blenlib/intern/rct.c

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
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*
* 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.
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*
* 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,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
* 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 LICENSE BLOCK *****
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*
*/
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/** \file blender/blenlib/intern/rct.c
* \ingroup bli
*
* A minimalist lib for functions doing stuff with rectangle structs.
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*/
#include <stdio.h>
#include <math.h>
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#include <limits.h>
#include <float.h>
#include "DNA_vec_types.h"
#include "BLI_rect.h"
/**
* Determine if a rect is empty. An empty
* rect is one with a zero (or negative)
* width or height.
*
* \return True if \a rect is empty.
*/
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bool BLI_rcti_is_empty(const rcti *rect)
{
return ((rect->xmax <= rect->xmin) || (rect->ymax <= rect->ymin));
}
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bool BLI_rctf_is_empty(const rctf *rect)
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{
return ((rect->xmax <= rect->xmin) || (rect->ymax <= rect->ymin));
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}
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bool BLI_rcti_isect_pt(const rcti *rect, const int x, const int y)
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{
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if (x < rect->xmin) return false;
if (x > rect->xmax) return false;
if (y < rect->ymin) return false;
if (y > rect->ymax) return false;
return true;
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}
/**
* Determine if a rect is empty. An empty
* rect is one with a zero (or negative)
* width or height.
*
* \return True if \a rect is empty.
*/
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bool BLI_rcti_isect_pt_v(const rcti *rect, const int xy[2])
{
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if (xy[0] < rect->xmin) return false;
if (xy[0] > rect->xmax) return false;
if (xy[1] < rect->ymin) return false;
if (xy[1] > rect->ymax) return false;
return true;
}
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bool BLI_rctf_isect_pt(const rctf *rect, const float x, const float y)
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{
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if (x < rect->xmin) return false;
if (x > rect->xmax) return false;
if (y < rect->ymin) return false;
if (y > rect->ymax) return false;
return true;
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}
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bool BLI_rctf_isect_pt_v(const rctf *rect, const float xy[2])
{
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if (xy[0] < rect->xmin) return false;
if (xy[0] > rect->xmax) return false;
if (xy[1] < rect->ymin) return false;
if (xy[1] > rect->ymax) return false;
return true;
}
/**
* is \a rct_b inside \a rct_a
*/
bool BLI_rctf_inside_rctf(rctf *rct_a, const rctf *rct_b)
{
return ((rct_a->xmin <= rct_b->xmin) &&
(rct_a->xmax >= rct_b->xmax) &&
(rct_a->ymin <= rct_b->ymin) &&
(rct_a->ymax >= rct_b->ymax));
}
bool BLI_rcti_inside_rcti(rcti *rct_a, const rcti *rct_b)
{
return ((rct_a->xmin <= rct_b->xmin) &&
(rct_a->xmax >= rct_b->xmax) &&
(rct_a->ymin <= rct_b->ymin) &&
(rct_a->ymax >= rct_b->ymax));
}
/* based closely on 'isect_line_line_v2_int', but in modified so corner cases are treated as intersections */
static int isect_segments_i(const int v1[2], const int v2[2], const int v3[2], const int v4[2])
{
const double div = (double)((v2[0] - v1[0]) * (v4[1] - v3[1]) - (v2[1] - v1[1]) * (v4[0] - v3[0]));
if (div == 0.0) {
return 1; /* co-linear */
}
else {
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const double lambda = (double)((v1[1] - v3[1]) * (v4[0] - v3[0]) - (v1[0] - v3[0]) * (v4[1] - v3[1])) / div;
const double mu = (double)((v1[1] - v3[1]) * (v2[0] - v1[0]) - (v1[0] - v3[0]) * (v2[1] - v1[1])) / div;
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return (lambda >= 0.0 && lambda <= 1.0 && mu >= 0.0 && mu <= 1.0);
}
}
static int isect_segments_fl(const float v1[2], const float v2[2], const float v3[2], const float v4[2])
{
const double div = (double)((v2[0] - v1[0]) * (v4[1] - v3[1]) - (v2[1] - v1[1]) * (v4[0] - v3[0]));
if (div == 0.0) {
return 1; /* co-linear */
}
else {
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const double lambda = (double)((v1[1] - v3[1]) * (v4[0] - v3[0]) - (v1[0] - v3[0]) * (v4[1] - v3[1])) / div;
const double mu = (double)((v1[1] - v3[1]) * (v2[0] - v1[0]) - (v1[0] - v3[0]) * (v2[1] - v1[1])) / div;
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return (lambda >= 0.0 && lambda <= 1.0 && mu >= 0.0 && mu <= 1.0);
}
}
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bool BLI_rcti_isect_segment(const rcti *rect, const int s1[2], const int s2[2])
{
/* first do outside-bounds check for both points of the segment */
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if (s1[0] < rect->xmin && s2[0] < rect->xmin) return false;
if (s1[0] > rect->xmax && s2[0] > rect->xmax) return false;
if (s1[1] < rect->ymin && s2[1] < rect->ymin) return false;
if (s1[1] > rect->ymax && s2[1] > rect->ymax) return false;
/* if either points intersect then we definetly intersect */
if (BLI_rcti_isect_pt_v(rect, s1) || BLI_rcti_isect_pt_v(rect, s2)) {
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return true;
}
else {
/* both points are outside but may insersect the rect */
int tvec1[2];
int tvec2[2];
/* diagonal: [/] */
tvec1[0] = rect->xmin; tvec1[1] = rect->ymin;
tvec2[0] = rect->xmin; tvec2[1] = rect->ymax;
if (isect_segments_i(s1, s2, tvec1, tvec2)) {
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return true;
}
/* diagonal: [\] */
tvec1[0] = rect->xmin; tvec1[1] = rect->ymax;
tvec2[0] = rect->xmax; tvec2[1] = rect->ymin;
if (isect_segments_i(s1, s2, tvec1, tvec2)) {
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return true;
}
/* no intersection */
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return false;
}
}
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bool BLI_rctf_isect_segment(const rctf *rect, const float s1[2], const float s2[2])
{
/* first do outside-bounds check for both points of the segment */
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if (s1[0] < rect->xmin && s2[0] < rect->xmin) return false;
if (s1[0] > rect->xmax && s2[0] > rect->xmax) return false;
if (s1[1] < rect->ymin && s2[1] < rect->ymin) return false;
if (s1[1] > rect->ymax && s2[1] > rect->ymax) return false;
/* if either points intersect then we definetly intersect */
if (BLI_rctf_isect_pt_v(rect, s1) || BLI_rctf_isect_pt_v(rect, s2)) {
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return true;
}
else {
/* both points are outside but may insersect the rect */
float tvec1[2];
float tvec2[2];
/* diagonal: [/] */
tvec1[0] = rect->xmin; tvec1[1] = rect->ymin;
tvec2[0] = rect->xmin; tvec2[1] = rect->ymax;
if (isect_segments_fl(s1, s2, tvec1, tvec2)) {
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return true;
}
/* diagonal: [\] */
tvec1[0] = rect->xmin; tvec1[1] = rect->ymax;
tvec2[0] = rect->xmax; tvec2[1] = rect->ymin;
if (isect_segments_fl(s1, s2, tvec1, tvec2)) {
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return true;
}
/* no intersection */
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return false;
}
}
void BLI_rctf_union(rctf *rct1, const rctf *rct2)
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{
if (rct1->xmin > rct2->xmin) rct1->xmin = rct2->xmin;
if (rct1->xmax < rct2->xmax) rct1->xmax = rct2->xmax;
if (rct1->ymin > rct2->ymin) rct1->ymin = rct2->ymin;
if (rct1->ymax < rct2->ymax) rct1->ymax = rct2->ymax;
}
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void BLI_rcti_union(rcti *rct1, const rcti *rct2)
{
if (rct1->xmin > rct2->xmin) rct1->xmin = rct2->xmin;
if (rct1->xmax < rct2->xmax) rct1->xmax = rct2->xmax;
if (rct1->ymin > rct2->ymin) rct1->ymin = rct2->ymin;
if (rct1->ymax < rct2->ymax) rct1->ymax = rct2->ymax;
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}
void BLI_rctf_init(rctf *rect, float xmin, float xmax, float ymin, float ymax)
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{
if (xmin <= xmax) {
rect->xmin = xmin;
rect->xmax = xmax;
}
else {
rect->xmax = xmin;
rect->xmin = xmax;
}
if (ymin <= ymax) {
rect->ymin = ymin;
rect->ymax = ymax;
}
else {
rect->ymax = ymin;
rect->ymin = ymax;
}
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}
void BLI_rcti_init(rcti *rect, int xmin, int xmax, int ymin, int ymax)
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
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{
if (xmin <= xmax) {
rect->xmin = xmin;
rect->xmax = xmax;
}
else {
rect->xmax = xmin;
rect->xmin = xmax;
}
if (ymin <= ymax) {
rect->ymin = ymin;
rect->ymax = ymax;
}
else {
rect->ymax = ymin;
rect->ymin = ymax;
}
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
}
void BLI_rcti_init_minmax(rcti *rect)
{
rect->xmin = rect->ymin = INT_MAX;
rect->xmax = rect->ymax = INT_MIN;
}
void BLI_rctf_init_minmax(rctf *rect)
{
rect->xmin = rect->ymin = FLT_MAX;
rect->xmax = rect->ymax = -FLT_MAX;
}
void BLI_rcti_do_minmax_v(rcti *rect, const int xy[2])
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{
if (xy[0] < rect->xmin) rect->xmin = xy[0];
if (xy[0] > rect->xmax) rect->xmax = xy[0];
if (xy[1] < rect->ymin) rect->ymin = xy[1];
if (xy[1] > rect->ymax) rect->ymax = xy[1];
}
void BLI_rctf_do_minmax_v(rctf *rect, const float xy[2])
2012-07-12 09:24:17 +00:00
{
if (xy[0] < rect->xmin) rect->xmin = xy[0];
if (xy[0] > rect->xmax) rect->xmax = xy[0];
if (xy[1] < rect->ymin) rect->ymin = xy[1];
if (xy[1] > rect->ymax) rect->ymax = xy[1];
}
void BLI_rcti_translate(rcti *rect, int x, int y)
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
{
rect->xmin += x;
rect->ymin += y;
rect->xmax += x;
rect->ymax += y;
}
void BLI_rctf_translate(rctf *rect, float x, float y)
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
{
rect->xmin += x;
rect->ymin += y;
rect->xmax += x;
rect->ymax += y;
}
2002-10-12 11:37:38 +00:00
void BLI_rcti_recenter(rcti *rect, int x, int y)
{
const int dx = x - BLI_rcti_cent_x(rect);
const int dy = y - BLI_rcti_cent_y(rect);
BLI_rcti_translate(rect, dx, dy);
}
void BLI_rctf_recenter(rctf *rect, float x, float y)
{
const float dx = x - BLI_rctf_cent_x(rect);
const float dy = y - BLI_rctf_cent_y(rect);
BLI_rctf_translate(rect, dx, dy);
}
2010-06-17 14:22:54 +00:00
/* change width & height around the central location */
void BLI_rcti_resize(rcti *rect, int x, int y)
2010-06-17 14:22:54 +00:00
{
rect->xmin = rect->xmax = BLI_rcti_cent_x(rect);
rect->ymin = rect->ymax = BLI_rcti_cent_y(rect);
2010-06-17 14:22:54 +00:00
rect->xmin -= x / 2;
rect->ymin -= y / 2;
rect->xmax = rect->xmin + x;
rect->ymax = rect->ymin + y;
2010-06-17 14:22:54 +00:00
}
void BLI_rctf_resize(rctf *rect, float x, float y)
2010-06-17 14:22:54 +00:00
{
rect->xmin = rect->xmax = BLI_rctf_cent_x(rect);
rect->ymin = rect->ymax = BLI_rctf_cent_y(rect);
2010-06-17 14:22:54 +00:00
rect->xmin -= x * 0.5f;
rect->ymin -= y * 0.5f;
rect->xmax = rect->xmin + x;
rect->ymax = rect->ymin + y;
2010-06-17 14:22:54 +00:00
}
void BLI_rcti_scale(rcti *rect, const float scale)
{
const int cent_x = BLI_rcti_cent_x(rect);
const int cent_y = BLI_rcti_cent_y(rect);
const int size_x_half = BLI_rcti_size_x(rect) * (scale * 0.5f);
const int size_y_half = BLI_rcti_size_y(rect) * (scale * 0.5f);
rect->xmin = cent_x - size_x_half;
rect->ymin = cent_y - size_y_half;
rect->xmax = cent_x + size_x_half;
rect->ymax = cent_y + size_y_half;
}
void BLI_rctf_scale(rctf *rect, const float scale)
{
const float cent_x = BLI_rctf_cent_x(rect);
const float cent_y = BLI_rctf_cent_y(rect);
const float size_x_half = BLI_rctf_size_x(rect) * (scale * 0.5f);
const float size_y_half = BLI_rctf_size_y(rect) * (scale * 0.5f);
rect->xmin = cent_x - size_x_half;
rect->ymin = cent_y - size_y_half;
rect->xmax = cent_x + size_x_half;
rect->ymax = cent_y + size_y_half;
}
void BLI_rctf_interp(rctf *rect, const rctf *rect_a, const rctf *rect_b, const float fac)
{
const float ifac = 1.0f - fac;
rect->xmin = (rect_a->xmin * ifac) + (rect_b->xmin * fac);
rect->xmax = (rect_a->xmax * ifac) + (rect_b->xmax * fac);
rect->ymin = (rect_a->ymin * ifac) + (rect_b->ymin * fac);
rect->ymax = (rect_a->ymax * ifac) + (rect_b->ymax * fac);
}
/* BLI_rcti_interp() not needed yet */
2013-03-09 05:35:49 +00:00
bool BLI_rctf_clamp_pt_v(const struct rctf *rect, float xy[2])
{
2013-03-09 05:35:49 +00:00
bool change = false;
if (xy[0] < rect->xmin) { xy[0] = rect->xmin; change = true; }
if (xy[0] > rect->xmax) { xy[0] = rect->xmax; change = true; }
if (xy[1] < rect->ymin) { xy[1] = rect->ymin; change = true; }
if (xy[1] > rect->ymax) { xy[1] = rect->ymax; change = true; }
return change;
}
2013-03-09 05:35:49 +00:00
bool BLI_rcti_clamp_pt_v(const struct rcti *rect, int xy[2])
{
2013-03-09 05:35:49 +00:00
bool change = false;
if (xy[0] < rect->xmin) { xy[0] = rect->xmin; change = true; }
if (xy[0] > rect->xmax) { xy[0] = rect->xmax; change = true; }
if (xy[1] < rect->ymin) { xy[1] = rect->ymin; change = true; }
if (xy[1] > rect->ymax) { xy[1] = rect->ymax; change = true; }
return change;
}
2013-03-09 05:35:49 +00:00
bool BLI_rctf_compare(const struct rctf *rect_a, const struct rctf *rect_b, const float limit)
{
if (fabsf(rect_a->xmin - rect_b->xmin) < limit)
if (fabsf(rect_a->xmax - rect_b->xmax) < limit)
if (fabsf(rect_a->ymin - rect_b->ymin) < limit)
if (fabsf(rect_a->ymax - rect_b->ymax) < limit)
2013-03-09 05:35:49 +00:00
return true;
2013-03-09 05:35:49 +00:00
return false;
}
2013-03-09 05:35:49 +00:00
bool BLI_rcti_compare(const struct rcti *rect_a, const struct rcti *rect_b)
{
if (rect_a->xmin == rect_b->xmin)
if (rect_a->xmax == rect_b->xmax)
if (rect_a->ymin == rect_b->ymin)
if (rect_a->ymax == rect_b->ymax)
2013-03-09 05:35:49 +00:00
return true;
2013-03-09 05:35:49 +00:00
return false;
}
2013-03-09 05:35:49 +00:00
bool BLI_rctf_isect(const rctf *src1, const rctf *src2, rctf *dest)
2002-10-12 11:37:38 +00:00
{
float xmin, xmax;
float ymin, ymax;
xmin = (src1->xmin) > (src2->xmin) ? (src1->xmin) : (src2->xmin);
xmax = (src1->xmax) < (src2->xmax) ? (src1->xmax) : (src2->xmax);
ymin = (src1->ymin) > (src2->ymin) ? (src1->ymin) : (src2->ymin);
ymax = (src1->ymax) < (src2->ymax) ? (src1->ymax) : (src2->ymax);
if (xmax >= xmin && ymax >= ymin) {
if (dest) {
2002-10-12 11:37:38 +00:00
dest->xmin = xmin;
dest->xmax = xmax;
dest->ymin = ymin;
dest->ymax = ymax;
}
2013-03-09 05:35:49 +00:00
return true;
2002-10-12 11:37:38 +00:00
}
else {
if (dest) {
2002-10-12 11:37:38 +00:00
dest->xmin = 0;
dest->xmax = 0;
dest->ymin = 0;
dest->ymax = 0;
}
2013-03-09 05:35:49 +00:00
return false;
2002-10-12 11:37:38 +00:00
}
}
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
2013-03-09 05:35:49 +00:00
bool BLI_rcti_isect(const rcti *src1, const rcti *src2, rcti *dest)
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
{
int xmin, xmax;
int ymin, ymax;
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
xmin = (src1->xmin) > (src2->xmin) ? (src1->xmin) : (src2->xmin);
xmax = (src1->xmax) < (src2->xmax) ? (src1->xmax) : (src2->xmax);
ymin = (src1->ymin) > (src2->ymin) ? (src1->ymin) : (src2->ymin);
ymax = (src1->ymax) < (src2->ymax) ? (src1->ymax) : (src2->ymax);
if (xmax >= xmin && ymax >= ymin) {
if (dest) {
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
dest->xmin = xmin;
dest->xmax = xmax;
dest->ymin = ymin;
dest->ymax = ymax;
}
2013-03-09 05:35:49 +00:00
return true;
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
}
else {
if (dest) {
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
dest->xmin = 0;
dest->xmax = 0;
dest->ymin = 0;
dest->ymax = 0;
}
2013-03-09 05:35:49 +00:00
return false;
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
}
}
void BLI_rcti_rctf_copy(rcti *dst, const rctf *src)
{
dst->xmin = floorf(src->xmin + 0.5f);
dst->xmax = dst->xmin + floorf(BLI_rctf_size_x(src) + 0.5f);
dst->ymin = floorf(src->ymin + 0.5f);
dst->ymax = dst->ymin + floorf(BLI_rctf_size_y(src) + 0.5f);
}
void BLI_rctf_rcti_copy(rctf *dst, const rcti *src)
{
dst->xmin = src->xmin;
dst->xmax = src->xmax;
dst->ymin = src->ymin;
dst->ymax = src->ymax;
}
void print_rctf(const char *str, const rctf *rect)
{
printf("%s: xmin %.3f, xmax %.3f, ymin %.3f, ymax %.3f (%.3fx%.3f)\n", str,
rect->xmin, rect->xmax, rect->ymin, rect->ymax, BLI_rctf_size_x(rect), BLI_rctf_size_y(rect));
}
void print_rcti(const char *str, const rcti *rect)
{
printf("%s: xmin %d, xmax %d, ymin %d, ymax %d (%dx%d)\n", str,
rect->xmin, rect->xmax, rect->ymin, rect->ymax, BLI_rcti_size_x(rect), BLI_rcti_size_y(rect));
}