2011-02-23 10:52:22 +00:00
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/*
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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
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* ***** BEGIN GPL LICENSE BLOCK *****
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2002-10-12 11:37:38 +00:00
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
|
Giant commit!
A full detailed description of this will be done later... is several days
of work. Here's a summary:
Render:
- Full cleanup of render code, removing *all* globals and bad level calls
all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.
Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
easier use of movies in Blender
PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)
3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
(pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!
Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
window. (yes, output nodes to render-result, and to files, is on the list!)
The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
system should be built from scratch. I can't really understand this code...
I expect it is not much needed, especially with advanced layer/passes
control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
to check first the option to render to a Image window, so Blender can become
a true single-window application. :)
For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again
OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
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* of the License, or (at your option) any later version.
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2002-10-12 11:37:38 +00:00
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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2010-02-12 13:34:04 +00:00
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2002-10-12 11:37:38 +00:00
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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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
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* ***** END GPL LICENSE BLOCK *****
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2002-10-12 11:37:38 +00:00
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*/
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2011-02-27 20:37:56 +00:00
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/** \file blender/blenlib/intern/jitter.c
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* \ingroup bli
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2012-04-30 14:24:11 +00:00
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* \brief Jitter offset table
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2011-02-27 20:37:56 +00:00
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*/
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2002-10-12 11:37:38 +00:00
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#include <math.h>
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#include <string.h>
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#include "MEM_guardedalloc.h"
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#include "BLI_rand.h"
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2011-02-14 17:55:27 +00:00
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#include "BLI_jitter.h"
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2002-10-12 11:37:38 +00:00
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2002-11-25 12:02:15 +00:00
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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
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void BLI_jitterate1(float *jit1, float *jit2, int num, float rad1)
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2002-10-12 11:37:38 +00:00
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{
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2012-04-29 15:47:02 +00:00
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int i, j, k;
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2002-10-12 11:37:38 +00:00
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float vecx, vecy, dvecx, dvecy, x, y, len;
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2012-05-12 15:02:10 +00:00
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for (i = 2 * num - 2; i >= 0; i -= 2) {
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2002-10-12 11:37:38 +00:00
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dvecx = dvecy = 0.0;
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x = jit1[i];
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2012-05-12 15:02:10 +00:00
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y = jit1[i + 1];
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for (j = 2 * num - 2; j >= 0; j -= 2) {
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2012-02-27 10:35:39 +00:00
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if (i != j) {
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2011-08-19 16:21:29 +00:00
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vecx = jit1[j] - x - 1.0f;
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2012-05-12 15:02:10 +00:00
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vecy = jit1[j + 1] - y - 1.0f;
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for (k = 3; k > 0; k--) {
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if (fabsf(vecx) < rad1 && fabsf(vecy) < rad1) {
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len = sqrt(vecx * vecx + vecy * vecy);
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if (len > 0 && len < rad1) {
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len = len / rad1;
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dvecx += vecx / len;
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dvecy += vecy / len;
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2002-10-12 11:37:38 +00:00
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}
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}
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2011-08-19 16:21:29 +00:00
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vecx += 1.0f;
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2002-10-12 11:37:38 +00:00
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2012-05-12 15:02:10 +00:00
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if (fabsf(vecx) < rad1 && fabsf(vecy) < rad1) {
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len = sqrt(vecx * vecx + vecy * vecy);
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if (len > 0 && len < rad1) {
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len = len / rad1;
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dvecx += vecx / len;
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dvecy += vecy / len;
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2002-10-12 11:37:38 +00:00
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}
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}
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2011-08-19 16:21:29 +00:00
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vecx += 1.0f;
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2002-10-12 11:37:38 +00:00
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2012-05-12 15:02:10 +00:00
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if (fabsf(vecx) < rad1 && fabsf(vecy) < rad1) {
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len = sqrt(vecx * vecx + vecy * vecy);
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if (len > 0 && len < rad1) {
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len = len / rad1;
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dvecx += vecx / len;
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dvecy += vecy / len;
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2002-10-12 11:37:38 +00:00
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}
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}
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2011-08-19 16:21:29 +00:00
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vecx -= 2.0f;
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vecy += 1.0f;
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2002-10-12 11:37:38 +00:00
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}
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}
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}
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2012-05-12 15:02:10 +00:00
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x -= dvecx / 18.0f;
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y -= dvecy / 18.0f;
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2012-02-27 10:35:39 +00:00
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x -= floorf(x);
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2011-08-19 16:21:29 +00:00
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y -= floorf(y);
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2002-10-12 11:37:38 +00:00
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jit2[i] = x;
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2012-05-12 15:02:10 +00:00
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jit2[i + 1] = y;
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2002-10-12 11:37:38 +00:00
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}
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2012-04-29 15:47:02 +00:00
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memcpy(jit1, jit2, 2 * num * sizeof(float));
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2002-10-12 11:37:38 +00:00
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}
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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
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void BLI_jitterate2(float *jit1, float *jit2, int num, float rad2)
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2002-10-12 11:37:38 +00:00
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{
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int i, j;
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float vecx, vecy, dvecx, dvecy, x, y;
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2012-05-12 15:02:10 +00:00
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for (i = 2 * num - 2; i >= 0; i -= 2) {
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2002-10-12 11:37:38 +00:00
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dvecx = dvecy = 0.0;
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x = jit1[i];
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2012-05-12 15:02:10 +00:00
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y = jit1[i + 1];
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for (j = 2 * num - 2; j >= 0; j -= 2) {
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2012-02-27 10:35:39 +00:00
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if (i != j) {
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2011-08-19 16:21:29 +00:00
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vecx = jit1[j] - x - 1.0f;
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2012-05-12 15:02:10 +00:00
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vecy = jit1[j + 1] - y - 1.0f;
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2002-10-12 11:37:38 +00:00
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2012-05-12 15:02:10 +00:00
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if (fabsf(vecx) < rad2) dvecx += vecx * rad2;
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2011-08-19 16:21:29 +00:00
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vecx += 1.0f;
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2012-05-12 15:02:10 +00:00
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if (fabsf(vecx) < rad2) dvecx += vecx * rad2;
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2011-08-19 16:21:29 +00:00
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vecx += 1.0f;
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2012-05-12 15:02:10 +00:00
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if (fabsf(vecx) < rad2) dvecx += vecx * rad2;
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2002-10-12 11:37:38 +00:00
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2012-05-12 15:02:10 +00:00
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if (fabsf(vecy) < rad2) dvecy += vecy * rad2;
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2011-08-19 16:21:29 +00:00
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vecy += 1.0f;
|
2012-05-12 15:02:10 +00:00
|
|
|
if (fabsf(vecy) < rad2) dvecy += vecy * rad2;
|
2011-08-19 16:21:29 +00:00
|
|
|
vecy += 1.0f;
|
2012-05-12 15:02:10 +00:00
|
|
|
if (fabsf(vecy) < rad2) dvecy += vecy * rad2;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2012-05-12 15:02:10 +00:00
|
|
|
x -= dvecx / 2.0f;
|
|
|
|
|
y -= dvecy / 2.0f;
|
2012-02-27 10:35:39 +00:00
|
|
|
x -= floorf(x);
|
2011-08-19 16:21:29 +00:00
|
|
|
y -= floorf(y);
|
2002-10-12 11:37:38 +00:00
|
|
|
jit2[i] = x;
|
2012-05-12 15:02:10 +00:00
|
|
|
jit2[i + 1] = y;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2012-04-29 15:47:02 +00:00
|
|
|
memcpy(jit1, jit2, 2 * num * sizeof(float));
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
2012-05-05 00:23:55 +00:00
|
|
|
void BLI_jitter_init(float *jitarr, int num)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
|
float *jit2, x, rad1, rad2, rad3;
|
|
|
|
|
int i;
|
|
|
|
|
|
2012-05-12 15:02:10 +00:00
|
|
|
if (num == 0) return;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2012-05-12 15:02:10 +00:00
|
|
|
jit2 = MEM_mallocN(12 + 2 * sizeof(float) * num, "initjit");
|
|
|
|
|
rad1 = 1.0f / sqrtf((float)num);
|
|
|
|
|
rad2 = 1.0f / ((float)num);
|
|
|
|
|
rad3 = sqrtf((float)num) / ((float)num);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
|
BLI_srand(31415926 + num);
|
2012-05-12 15:02:10 +00:00
|
|
|
x = 0;
|
|
|
|
|
for (i = 0; i < 2 * num; i += 2) {
|
|
|
|
|
jitarr[i] = x + rad1 * (float)(0.5 - BLI_drand());
|
|
|
|
|
jitarr[i + 1] = ((float)i / 2) / num + rad1 * (float)(0.5 - BLI_drand());
|
|
|
|
|
x += rad3;
|
2011-08-19 16:21:29 +00:00
|
|
|
x -= floorf(x);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
2012-05-12 15:02:10 +00:00
|
|
|
for (i = 0; i < 24; i++) {
|
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
|
|
|
BLI_jitterate1(jitarr, jit2, num, rad1);
|
|
|
|
|
BLI_jitterate1(jitarr, jit2, num, rad1);
|
|
|
|
|
BLI_jitterate2(jitarr, jit2, num, rad2);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
MEM_freeN(jit2);
|
2004-05-15 18:07:09 +00:00
|
|
|
|
2012-12-29 01:54:58 +00:00
|
|
|
/* finally, move jittertab to be centered around (0, 0) */
|
2012-05-12 15:02:10 +00:00
|
|
|
for (i = 0; i < 2 * num; i += 2) {
|
2011-08-19 16:21:29 +00:00
|
|
|
jitarr[i] -= 0.5f;
|
2012-05-12 15:02:10 +00:00
|
|
|
jitarr[i + 1] -= 0.5f;
|
2004-05-15 18:07:09 +00:00
|
|
|
}
|
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* eof */
|